Name pending--

Mizzrym

Well-Known Member
Oh son of mine tiss the age of change, for the evil of the mislead brandish their mad desires upon the face of earth. Mortal men who steal away powers of vice and virtue would dare to reach out to the heavens and hells, endless war born of lust and want shudder our poor land to a vision of oblivion; trees warp, earth jagged and dead--ah even the sky seems weeping in shades of red. Oh son of mine I beg you, put down that sword for you know not its weight, know not the pain upon the soul as you imbibe the final light of a man laid low by your own hand. Listen to your father, the powers that be move to ruin the world for fleeting power, pervert this life with mad gambles with demons. Unknown banners darken our horizon as heaven and hell spill out unto the flesh of earth drowning all with zealous pursuits whilst the realms of magic rattle the very fabric of creation--oh son, the world nears its end...wont you put that sword down?

Within this rp the player takes part in this worlds age of change, creating a civilization and commanding its heroes with the end goal of controlling in any manner the continent. be it making peace and routing the violent ones or having every one in your pocket...and of course bring them under your heel, however this task will take a lot of work for the poor player as this world isn't in any way healthy. About (six?) players will command a kingdom or some force that over sees a good number of folk, a small fleeting respite has occurred as an unknown force from the south has landed and enforced themselves along a mountain range. Any fighting with this force has failed as their technology and magic are many years beyond the six, on top of this due to ill use of magic and dealings with elementals, demons and angelic beings during past wars has made the aethereal sea that has kept the denizens of those otherworldly places out wanes.

Hellspires, heavenly isles, elemental shards--all linking to those realms of true power fall to earth. The unknown force seems to have no desire to deal with the kingdoms but chase these relics from beyond with intense zeal.

The world is going mad, the means to make mortal men into gods and legends lays unclaimed but to take such power may lead the world to ruin. would you save it or enslave it? become a paragon of light or an omen of destruction...or maybe just to see what would happen when you pull the strings that bind reality?

This is the base idea, any thoughts or questions?
 
Seems quite interesting, if not ambitious. If you're willing to commit to this consider myself interested.

The most pressing question in mind is how the, for lack of a better word, 'mechanics' of the RP will work. Nation style RP's generally require some decent underlying rules to really make them work, especially since you seem to want to include conquering and land expansion into the mix. Second, how 'set in stone' is the lore of this RP? Are there set races and such, or are players allowed/expected to make up their own lores, histories, magics and such? Also, you mention that the 'unknown force' has technology beyond those of the potential six players, but I'm not quite sure what the six's technology is at. I assume it's medieval fantasy, but that's still quite a broad range.
 
Mm rules and magic system along with all other elements of the rp would need to be talked about with others who would join, I normally like a complex-ish rp when its a civ rp. Pending on the level of complexion the players would want each player would have a list of starting resources (mines, farms, taxes etc) that put them in a state of surplus as to allow the player to expand and make more colorful opening moves and actions but at the same time these resources are core of ones power, if you fail to expand or protect them youll be culled down.

The lore of the rp itself is semi open, its fantasy meaning players can conjure up any type of critter to be their major race. once players have all picked and detailed their race and kingdoms the back story will fill in plugging the players in. Gods and magic flow with the worship of a denizen of one of the otherworldly realms making you and your people to have more affinity for whatever element/vice/virtue they command but in turn empowers that being drawing them closer to you and maybe even walking the earth for a small display of power.

(ie--if you the play makes up a god that is from the elemental realm of ice and construct temples all over the place and other over zealous culture happenings your land will have more winter, be more cold and its people will be more adept in the cold. You can have many gods form other realms that just kinda are the paragons of vices or virtues that empower the area--it is all subject to the player and how they want to build their civ)

The system of magic will have a cost and many needs for it, it will be powerful and useful but have effects the user or heroes the player uses. The system will branch from two root, Mage casting and True casting. Mage casting will be the use of magical elements controlled and abused by the caster, a bolt of lightning can weave around friendlies and strike its target, fire wont burn less commanded to do so. Mage casting is weaker then True casting but allows the caster a lot of control, a Staff or some sort of catalyst is needed for this.
True casting will be the raw elemental power brought to bare in its most destructive form, deafening crackle of thunder as lightning withers all before it to dust, fire is alive and dances with a lust to consume. True casting can not be used with a catalyst and must be welded with a naked hand but over casting or breaching ones limit can wound, scar and even kill the caster. True casting elements will act as they naturally would so if a conductive force is about lightning with crawl over to it, fire drowns in water were as mage casting fire could burn under water as long as its fed mana.

As far as expanding ones land goes its no more harder then it is in real life, take a force go to some ones place and take it, if there is no standing army their to protect its easy day however should a force greet you then a decisive battle would occur. sneak attacks, misinformation and other bastardly tactics would rule how the fight starts or if at all. Fighting will orbit around how the player acts and uses their heroes should they be present in the fight, death of key members, poisoning of food, water, traps, moral and even base stamina will be taken into account. THIS means that fighting will be a mix of fair and unfair, if your heavy knights march on a open field towards a gaggle of light armored bowmen(and on the grounds they have longbows :p ) You will lose a good chunk of your men less you got some crazy trick waiting for them, even then they can just out run you.

Technology wise for the player is at max just at the eve of long rifles, with magic black powder isn't really needed to gift some one a ball of iron. The unknown force sits just at the age of rifled weapons advance steel with a deeper understanding of magic brought on by an unknown source .

This is on the more complex side..i could go on but till some folks jump to bounce ideas off of to fine tune the world to every ones liking I don't want to get to crazy with details.
 
This all sounds pretty good, hopefully you'll garner some more interest.
 
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