Fallen Fantasy Worldbuilding Thread (No SV, Help Cyber Go Insane in Fantasy Land Together)

Aragorn

Tar Aragorn "Elessar" II Telcontor
Age: 88

Titles: King of the Reunified Kingdom, Lord of Minis Tirath, and Annuminas.

Diplomacy: D25 => 14+2 +10 (Heir of Isildur*) +5 (Ring of Barihir)=21 (*31) (Inspiring, Faithful and courteous to all he knows he is above all an imposing benevolent figure) *He speaks with the Will of The Kings of old, ALL will LISTEN*

Martial: D25 => 25+2=27 (A Veteran of Wars, and a keen military commander, he is the first to make a plan to win the war, well before it begins)

Stewardship: D25 => 25+2=27 (Aragorn was born to rule, yes, but he was also raised with the realistic measures to RUN a Kingdom and care for its people)

Intrigue: D25 => 20+2=22 (One does not learn to hide in civilized places like a dark forest easily, nor see lies under flattery.

Learning: D25 => 15+2=17 (Well-versed in the Classics of the Second and Third Age, he can be more at home with the thinkers and philosophers should he choose.)

Piety: D25 => 23+2=25 (He is well aware of the Higher powers and the working of magic, though it comes to him less like a fire to burn his enemies and more a gentle breeze. Also as Ruler of the Reunited Kingdoms, he has significant spiritual responsibilities.)

Personal Combat: D25 => 15+2+10(Andurial)=27 (A Veteran of Wars with Evil, Few can hope to match his speed and ability in a brawl or a swordfight.)

Traits:

Blood of the Duenadain: Aragorn is the Blood of the Children of Nuemanor, the Dunedain of the Western lands. He is Faster, Stronger, Quicker and far more imposing the any man within this new world. (Aragorn is a Dunedain, a magically blessed evolved human, He is capable of Feats and Powers beyond a normal man, His Base Stats are rolled using d25 and Add +2 to all of his Stats)

Aragorn Trait: Blood of the Faithful: Aragorn Telcontor is of the Blood of the Dunedain and the Blood of Elendil, the blood of the Faithful who fled Nuemanor during the Secound Age of Middle Earth. In spite of the Strength of Evil, the Faithful have always stood against the forces of Darkness. No matter if it is an army or a single man. (Whenever in a action against a Force Unknown to him, he will gain a +5 to detecting their true motivations. When on Adventures he will (Somehow) gain a +20 to Intrigue rolls and finding like-minded individuals. When in a Land Similar to the Downfall of Nuemanor on an adventure, he must do a roll to not get himself into an altercation with the authorities. Should Aragorn fail this Roll, he will attempt to fight them.)

Aragorn Trait: Heir of Isildur: Aragorn is the last descendant of Isildur, the man who cut the One Ring from Sauron's hand and the last High King of Gondor and Arnor. As the Heir to this Legacy, Aragorn has the rightful claim to the Thrones of both Kingdoms and commands great respect and loyalty from those who recognize his Claim. But Arnor has been destroyed by the Forces of Evil, with only a Shadow of its former People remaining...and not everyone in Gondor believes that they should have a King again. In addition, Isildur was consumed by his weakness when he took the Ring for himself...who is to say that said weakness won't show in his Heir either?

A heavy burden of Legacy rests on Aragorn's shoulder, and it will be up to him if shouldering said burden leads him to glory...or doom. (+15 to all Diplomatic Interactions with everyone who is willing to recognize Aragorn's claim to the Thrones of Gondor and Arnor. -10 to Diplomatic Interactions with those who explicitly reject said claim. Multiple Special Options and Actions unlocked due to being the Heir of Isildur.
"He will lead the Age of Man to greatness...or to ruin.")

Equipment:

Aragorn Equipment: Andurial the Flame of the West: The Blade that was Broken and was reforged…It is a blade of holy and sacred power that can dispel evil and inspire wavering defenders to rally to the light it brings. (Gain a Permanent +15 to all combat rolls against Evil Forces and magic. Chance for all magic to be deflected and absorbed by it. Against a regulat opponent, gain a +10 to all combat rolls)

Aragorn Equipment: Ring of Barahir, the Twin Serpents: The Ring of Barahir, a symbol of both his lineage and his faithfulness. It has an inborn power of protection for the wearer. (In combat or against enemies gain five saving rolls. In diplomacy, showing the ring is enough to at least have others consider your words and lineage…as they instinctively recognized your words with a +5 to diplomacy to all first time encounters with Kings)

*Denotes Situational Nature

AN: Aragorn the Elfstone of Gondor/Arnor.
 
When in a Land Similar to the Downfall of Nuemanor on an adventure, he must do a roll to not get himself into an altercation with the authorities. Should Aragorn fail this Roll, he will attempt to fight them.)
Well, looks like Aragorn has a thing against corruption and decadence.
A heavy burden of Legacy rests on Aragorn's shoulder, and it will be up to him if shouldering said burden leads him to glory...or doom. (+15 to all Diplomatic Interactions with everyone who is willing to recognize Aragorn's claim to the Thrones of Gondor and Arnor. -10 to Diplomatic Interactions with those who explicitly reject said claim. Multiple Special Options and Actions unlocked due to being the Heir of Isildur.
"He will lead the Age of Man to greatness...or to ruin.")
Well, this is an interesting trait. Finds diplomacy naturally easier with those that recognizes the claim and harder with those that don't, and that is a full trait for him...
 
Well, looks like Aragorn has a thing against corruption and decadence.
Considering he is symbolically a Renewer of People, he is anathema to pretty much most Evil Empires.

Also he's a High Preist in his Religon, he has standards.
Well, this is an interesting trait. Finds diplomacy naturally easier with those that recognizes the claim and harder with those that don't, and that is a full trait for him...
Indeed.
 
Aragorn Equipment: Andurial the Flame of the West: The Blade that was Broken and was reforged…It is a blade of holy and sacred power that can dispel evil and inspire wavering defenders to rally to the light it brings. (Gain a Permanent +15 to all combat rolls against Evil Forces and magic. Chance for all magic to be deflected and absorbed by it. Against a regulat opponent, gain a +10 to all combat rolls)

I've also just realized that Aragorn stands a decent chance of quite literally undoing the spellcraft of basically any evil mage he encounters. Like for example, undead reliant upon stealing the lifeforce of others to regenerate their wounds and fuel their spells!

He'll screw over so many of his enemies practically just by showing up!
 
What if we put in Vlad von Carstein and his wife Gabriella von Carstein sice it would be hilarious that in a giant villain secret meeting those two are being all lovety-dovey and showing off their functional marriage while Vlad is talking about destroying entire empires because one insulted Gabriela
 
Hyrule

King/Ruler: Queen Zelda vas Hylia

Queen Zelda is quite the firebrand, and from even before her coronation has found herself thrust into the cutthroat politics of a crumbling nation, which had been falling apart even before her parents lackluster ruling. In spite of finding herself prevented from holding any real power by the regency council, she proved herself shrewd and focused, leveraging what little she had to grow her powerbase, whip her personal guard from a bunch of rejects into a true force that under her command, saved castletown from fadeborn attack and fought with distinction then on, including the Majoran Insurgency. Providing aid to the struggling border lords in spite of obstruction from the center, ending the Devout insurrection, all before she got coronated. She is a very powerful mage, whom also is a veteran of many battles, including the battle of the Badlands where she proved that while she may not match the sheer magical power of Prescriba the Eternal, that doesn't at all mean that Zelda is outmatched, repulsing the great host of the Independent Cities of the Gureudo without losing a single fort in part due to a well timed and powerful ritual. With her long list of feats, she is relatively lacking in the art of diplomacy, which is fair considering she is very much a woman of action, not words, and she isn't that skilled in physical combat. Though she does have a tendency of lighting herself on fire, which led her to be the first Dodongo rider.

Land: A Lost Age
The land of Hyrule have seen many great feats, and was the sight of many great buildings. But most of it was forgotten, such as what is in the Temple of Time which is protected by the Triforce Vanguard, lost defenses such as the controversial War Crypts, which only recently has someone proved that the Necromantic defense system didn't rely on demons from the Fade, or trapped souls to allow the garrison of stalfos to function. The place has a lot of potential, but between the lost buildings, some damaged by time or war, and threats squatting on Hyrule land, they got their work cut out for them, even with their recent efforts.


Rule: Hyrule Resurgant
While tensions remain, Zelda has managed to cement her authority in part due to her history of success, and tearing apart most of the early opposition groups whom made the mistake of cozying up to traitors and very corrupt individuals. Zelda is loved by all of the border provinces and liked in the central provinces, even though the central nobles don't necessarily share the like, and the opposition group has recently gotten their act together and not fall prey to the mistakes from before, for better or worse. The Hylian Army is highly respected for their string of recent feats even as the nobles are building up their own forces in response to the reckoning dropped on the lords whom facilitated the Tarry Majoran Cult.


Decided to pull from the Take it Back quest on SB. And well, being set in a fusion of Dragon Age and LOZ, they are both very similar and very different. Between the Gureudo and their strong magic tradition, Zelda being a pyromaniac and effectively becoming a troubleshooter to the fraying kingdom, Hyrule Castle being essentially a Castle Heterodyne, and many other details. So similar, and yet so, SO different. Though while they have potential if given the opportunity to rebuild, they certainly would have a LOT of work ahead of them to even get close to United Hyrule level shenanigans. Though how they start would depend on if all their land, including that which they had lost carried over, or if it is just the core territories and the freshly taken back land.

Link is a murderblender as expected. But the other two, not so much. What with Zelda being a bit of a pyromaniac and a really scary leader on the battlefield. And then there is escaped slave Ganondorf, the elite mage that does stealth better than the Shiekah, whom may or may not have encountered link during a barfight while Ganon was supposed to be under house arrest watched by the Shiekah. Whom also is really interested in working alongside link for some reason.
 
...Wonder if the Holy Grail would get carried over. Cause it might kinda be fun to have the interactions between people as they debate what the grail was. With some saying it was the Philosopher's stone, and not a chalice at all, some saying it was a bowl, some a metal cup, a clay cup, or even a simple wooden cup...

"Turns out the first obstacle to finding the Grail, is agreeing on what it likely looks like in the first place."
 
The Great Desert Cities

King/Ruler: The Council

The four great cities are each led by their own leader, even before counting the more independent Nomads. Their 'unofficial leader', or pretty much just the most powerful among the four is Queen Prescriba the Eternal, a long lived, very powerful mage whom bonded with a specific kind of fade spirit known as a Djin, whom also happened to lead the most powerful of the four city states. At least, before she got the armies of hers and two other city-states mulched in the battle of the Badlands, which put the new bearer of the Thunder Helm, Riju of the Forbidden City, in a powerful spot thanks to having bowed out prior to said battle.



Land: The Great Desert

The Gerudo has learned how to thrive in the desert. And even learned how to terraform more areas into desert. Outside of the cities, most live a nomadic lifestyle, migrating across the desert and raiding the neighbors for wares and 'wares' to sell to the great Cities of the desert. With a very strong magic tradition, they have quite a lot of runic equipment, designed to be recharged by the wielder. And of the cities, the Forbidden City is the oldest, and while not the most powerful, is the only city on the Sulfur river which was projected to be revived in 50 years, which would rocket them back into the top relative to the other cities.


Rule: The Shining Cities

The cities and nomads are generally independent, though there are politics between the different cities, as the Forbidden Cities was a Reluctant member of the Hyrule Campaign, only to become the only city to profit out of it, with Riju bowing out with the Thunder helm right before the disastrous battle. The Gerudo have a very strong magic tradition, albeit hampered by the belief everyone needs to find their own way, meaning just about all of it is selftaught.


Well, Since I threw in Take it Back Hyrule, I decided why not throw in the great Gureudo City's from the same quest?
And well, figured I'd pull them from around the same time as TIB Hyrule, meaning that they are smarting from losing nearly half of their whole, COLLECTIVE City-States military from their tussle with Zelda. Which, they aren't gonna forget that for a while. Especially with the final battle.

And oh, Prescriba is probably looking for her escaped slave that escaped her into Hyrule.

Edit: Though, considering TIB Hyrules situation, the Forbidden City being the oldest, and was the Weakest of the cities, that city might have some secrets that have been lost to time.
 
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Salem
Age: Immortal

Titles: The Princess in the Tower,

Diplomacy: D20 => 1+5+3=9 (Despite looking like an evil abomination of man and gods, there is something striking about her…if nothing else.)

Martial:D20 => 19+5+3=27( Salem has a keen understanding of Military and strategy, though her skills in Intrigue is… superior)

Stewardship: D20 => 9+5+3=17(She manages people, and has managed Kingdoms a long time ago.

Intrigue: D20 => 19+5+3=27 (Perhaps one of the finest Schemers of the age, in one life…or several)

Learning: D20 => 13+5+3=21 (She is History, and has learned, destroyed and debated many great philosophers and learned men of her time)

Piety: D20 => 20+10+3+5+12=50 (Salem deludes herself in thinking she is stronger than the gods. With the Power and control she has, there is a convincing argument or it)

Personal Combat: D20 => 16+5+3+5=29 (Salem's Immortality makes her careless, vicious and stabby. She has molded her combat style around that, and magic formed blades LOTS of magic blades)

Traits:

Blood of the Twin Dragons: Salem is one of the last of the First Humans of Remanent, and as such was born with Inborn magical power and strength, as well as an innate knowledge of the natural and unnatural world (Salem is an first man from Remnant and as such has in born magical power, +5 to all stats sans piety, +10 to piety)

Grandmaster Dark Mage: Salem may not look it, but she is a fully trained and qualified mage, of nearly all types of magic with a specialization in destruction magic. As it turns out Immortality has given her time. (+12 Piety, +10 to personal combat and martial rolls, +5 to non magic related functions)

Curse of the Eternal Fire: Salem is Immortal, she has lost count of the Years and decades. (+3 all Stats, +5 to a random roll she is assigned)

Curse of the Corroding Doom:Salem has been touched (Well more willingly dunked but details) by the Dark Pools of Grimm, and while they do not exist here and now, they have had a negative effect on her personality (+5 personal combat and Piety,Roll a d4 each turn, on a 1-2, Salem will try to break something and suffer a -10 to her rolls, on a 3-4 she maintains self control. +10 to all combat rolls as death is in her nature.)

Equipment:

A Band of Iron: Ozma…I will never forget or forgive (????)
 
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So Salem is basically a stealthy destruction mage...


Though I get the feeling that her stealth skills aren't exactly that well equipped to handle the various ninja clans like the Shiekah, and other stealth groups like the Assasin order from AC that might exist somewhere.
 
So Salem is basically a stealthy destruction mage...
More or less, she's an antagonist, whom with the right motive, can actually be effective.

Though I get the feeling that her stealth skills aren't exactly that well equipped to handle the various ninja clans like the Shiekah, and other stealth groups like the Assasin order from AC that might exist somewhere.
Yeah, the Spider from AGOT, Moriarty and a fully Realized Count of Monte Christo are examples of those who can beat her.
 
More or less, she's an antagonist, whom with the right motive, can actually be effective.


Yeah, the Spider from AGOT, Moriarty and a fully Realized Count of Monte Christo are examples of those who can beat her.
And likely the Sheikah tied up in the great blip show that is Hyrule.

Speaking of which, it might be interesting to figure out who could stick their head in that and not get singed by the sheer power level of those involved...

Sauron with the Ring might find things worse than anticipated, especially with the large amount of Light arrows that would be in the area.

And many armies probably wouldn't fair that well, in part due to the Guardian tech running around lasering stuff, and the forces that stick around being able to fight effectively beam tanks with midevil-ish era equipment.

And then there is the shadow war between the Yiga and Shiekah, which is effectively a ninja civil war, being fought by the faction that combines great understanding of magic, and a long, and magical tradition of stealth work. Which would likely be trouble for those whom try to do some sneaky stuff in hyrule, as their agents may end up collateral in the high-powered spy games over there.
 
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This is the Scale of Power It will tell you exactly how powerful they are in basic Geopolitical Terms that are in basic and are 20th/21st century terms.

Outpost-> Colony->Middling Power->Secondary Power-> Great Power->Superpower->Hyperpower

The Broddring Empire

Ideology: Imperial Monarchal Magocracy

Power Scale: Super Power

Leader: Emperor Galbatorix the Foresworn

Population: 35.98 Million

Positive Traits:

The Foresworn Brotherhood's legacy: A Group of Thirteen of the most powerful and knowledgeable Dragon Riders who followed him in the right of the conquest of the Lands he now rules, forever bound to him they serve as counselors and weapons of his will. Though sadly…only Morzan remains, a capable second if there ever was one. And mayhaps darker powers will allow them to return.

Pax Broddring Unending: For the Better part of a Century, Galbatorix has ruled his empire with fear and deception, but as another tyrant said "A quiet land, and a quiet people, breeds peace and plenty." And despite his moments of sickening and violent cruelty…there is peace in his lands, or rather some illusion of it. (+5 to certain rolls in relations to ruling)

Dark Powers, Dark Ambitions: Within the Lands of the Empire, there is energy, grand shows of ambition, greed,and a desire for conquest. This is a rising power the likes of which few have ever seen. (+5 to certain rolls related to Conquest)

Negative Traits:

The Vardan Rebellion: Formed in the decades following the rise of the empeor, the Vardan wish for the restoration of the traditional borders and traditions of decades and centuries past. (Start with a Brewing Rebellion)

Unsteady Lies the Hand of the Scepter: Galbatorix is a megalomaniac and a control freak. While this translates well in his hands on ruling and overseeing of important and well needed tasks ,it does not translate to….effective action in doing it. (Roll for iff your rulers megalomania gets in the way of proper government functions.)
 
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