World of Chaos - Fantasy Crossover NRP

If it makes you feel better boss, the Empire can only send a maximum of 200,000 men into Worluk without compromising national security for the next 10 - 20 years. Funny thing about lesser peoples is that they get uppity when their ownership changes hands, and now the Indians, Persians, Malayans, Australians, etc. think they can push us Japanese off like we did with their former masters (who are also lesser people, by the way). Many of our units are held up doing, ahem, suppression duty - which is fine, because the land is Japanese now anyway, and will be resettled by Japanese when the time comes. In the meantime, we must prepare the land.
yup, we will get along SWIMMINGLY...
 
Another RPGuild player depositing her sheet here; hope you enjoy future forced conversions


The Immortals
Origin:
Faction from a Game of Crusader Kings 2 + EU4 that I've expanded upon
Faction Type:
Religious Military Order
Leader:
Grandmaster Dariush the Kurd is the Leader of All Immortals, but the officer in charge if the Immortals in Worluk is General Khosrau Ferghanayi.
Faction Rank: (work in progress, the GM will give you this)
Color:
Golden Orange
Assigned GM:
Starting Area:


The Gold Dot in East Zhilian
Faction Introduction
The Immortals are an order of holy warriors who have their origins in the Restoration of the Persian Empire by the legendary Emperor, Shahanshah Khalid Taid, The Holy, of Afghanistan. Shahnashan Khalid is believe by the Immortals, and indeed most people who live in the Modern Taid Empire to be the prophesized Saoshyant, as it was Khalid who drove the Muslim invaders from Persia and reclaimed the land of Pars, as well as lead the conquest of Punjab and Sindh and patronized many missionaries to go out among the nomadic Turks to spread the Faith of Zoroaster, so that if the Persian Empire fell again, the faith would not be lost. One of his most significant actions was the creation of the Immortals, warriors based off of the elite soldiers of the Achaemenid Empire, who would be used to fight back and defend the Zoroastrian Religion where ever they were needed. Originally the Immortals resided within the borders of the Taid Empire, but soon it was found that their growing size and power would require something that could accommodate their rapid expansion. A solution was found when Emperor Khalid began the Invasion of Gujarat, and as a result of his victory, annexed the Kathiawar peninsula. The Peninsula was given over the the current Grandmaster of the Immortals, Davud.
The location proved to be useful, as the Taid Empire's rapid expansion into the Indian Subcontinent in the name of finishing Zoroaster's Reforms to the Old Religion, which the domination Hinduism of the Indians was seen as, gave the Immortals more than a reason to fight. Though the wars of expansion ended with the death of Shahanshah Khalid, his effect was profound. He had spread the faith farther than ever before, and spread it far into the Indian subcontinent. The region of Gujarat was designated an independent state for the Immortals, and they put it to good use. The income and food the acquired from their newly conquered subjects, in addition to the prime new resources that could be put into weaponsbuilding and the seaside location to allow for fast movement across the indian ocean, allowed the immortals to flourish as a military order and as a state. By the end of the middle ages, the Immortals were without a doubt one of the most powerful of states in the Indian Subcontinent and in South Asia as a whole. Within the course of 5 centuries, the military role of the Immortals had begun to diminish, as they became something of a hybrid of a warrior caste and ruling elite. They maintained their Persian language and Zoroastrian Faith as a symbol of their origins, and one might say that in Gujarat, the term Anûšiya denoted as much an ethnic group distinct from their Gujarati subjects as it did a military caste.
As time went on, the Sovereign Military State of The Immortals remained a regional military power, and continued to be one into the modern age, kept strong and sharp by a great deal of conflicts with the Zoroastrian states of North India and the Hindu states to the south. The Immortals stood by their creed as defenders of the faith, and aided the states in their wars with the south, even going as far as to take land from some conflicts as payment. The collapse of the Taid Empire in 1567 also helped in keeping them in a position of power as they allied with the Shahdom of Khorasan in its wars for control. At the Turn of the Century, the Immortals had become a world military power, and are considered one of the major players in the Resistance of India and Iran from colonization, as their old enemies, the Muslims, showed up from their Iberian kingdoms to etch out lands for themselves, and as the Christian Europeans made their ways to the Subcontinent as well. The Kingdoms of India would go on to become Colonial Powers as well, but the Immortals never took part, except to establish international bases. Staying secluded on their Peninsula unless hired to settle a score. By the time they had stumbled into the world of Worluk, the year was 1990, and a group of Immortals were lost at sea while crossing from a base in Goa to Indonesia. While there is no explanation for how they moved across the worlds, what they know is that they are in a new land, and must investigate.
Faction Features
The Immortals are a purely military faction; having been born from the reconquest of Persia in the 10th century, carving their independent state out of the Conquest of Gujarat, and establishing military bases and colonies through out the word, the very essence of the Immortals' history is tied to military. As such, they are in possession of very advanced military technology, and have very efficient management of their territories, historically being established in an occupied region. Due to their early presence as a state ruling foreign peoples, the Immortals have gotten skilled at forcibly assimilating those who they conquer into the Persian culture, and getting them to accept the Zoroastrian Faith, regardless of their origin. This has allowed the Immortals to grow exponentially as they conquer more lands, and allows them to more or less rearm and repair their ranks by conscripting the newly conquered peoples into their ranks as soon as they are needed.
Military
The Military of the Immortals is composed of 4 ranks. The Administration is composed of the highest ranking officers, who rarely actually take part in the battles that the Immortals face. They plan the strategies and maintain the structure and order throughout the army. Reconssence is composed of scouts, technicians, engineers, and medics. They are split between Field and and Camp Recon, based on whether they follow the Soldiers or stay in bases full time. The Armed Soliders are split between the Army, Navy and Air Force. The final group is the camp-men. They are typically ethnic Gujaratis that live under Immortal Rule, and are conscripted to serve as janitors, maids, cooks, craftsmen, and other menial domestic positions.
Current Make up of the Group in Worluk is 11,00 soldiers: 35 officers, 10,000 foot soldiers, 300 Naval Soldiers, 600 recon soldiers, and 65 camp-men.
As for Vehicles, two transport ships were caught in the crossing into Worluk, one carrying the soldiers to be moved to Indonesia, and the other containing land vehicles being moved as well. In this ship were 400 ATVs, 20 Tanks, 200 Joint Light Tactical Vehicles. No Fighters were in transport to Indonesia.
The Highest Ranking officer in the current group is General Khosrau Ferghanayi

Standard Issue Equipment of an Immortal Soldier
Using our world's equivalents
Immortal Soldier Uniform
M4 Carbine
Beretta 92 pistol
Fabrique Nationale FN Minimi
Mk 40 Mod 0/1 Grenade
Weapon Cleaning Kit
A first aid pack consisting of a shot of morphine, antibiotics, and bandages
Binoculars (equipped with night vision abilities)

Other Weapons and equipment in use by the Immortals
M18 Claymore
IMI M141 Bunker Defeat Munition (BDM) / SMAW-D
Heckler & Koch Mk 23 Mod 0 (SOCOM Pistol)
General Dynamics / Raytheon FIM-92 Stinger
Barrett M82
M224 60MM Mortar
Stoner SR-25 (Stoner Rifle-25)
 
Last edited:
Another RPGuild player depositing her sheet here; hope you enjoy future forced conversions


The Immortals
Origin:
Faction from a Game of Crusader Kings 2 + EU4 that I've expanded upon
Faction Type:
Religious Military Order
Leader:
Grandmaster Dariush the Kurd is the Leader of All Immortals, but the officer in charge if the Immortals in Worluk is General Khosrau Ferghanayi.
Faction Rank: (work in progress, the GM will give you this)
Color:
Golden Orange
Assigned GM:
Starting Area:


The Gold Dot in East Zhilian
Faction Introduction
The Immortals are an order of holy warriors who have their origins in the Restoration of the Persian Empire by the legendary Emperor, Shahanshah Khalid Taid, The Holy, of Afghanistan. Shahnashan Khalid is believe by the Immortals, and indeed most people who live in the Modern Taid Empire to be the prophesized Saoshyant, as it was Khalid who drove the Muslim invaders from Persia and reclaimed the land of Pars, as well as lead the conquest of Punjab and Sindh and patronized many missionaries to go out among the nomadic Turks to spread the Faith of Zoroaster, so that if the Persian Empire fell again, the faith would not be lost. One of his most significant actions was the creation of the Immortals, warriors based off of the elite soldiers of the Achaemenid Empire, who would be used to fight back and defend the Zoroastrian Religion where ever they were needed. Originally the Immortals resided within the borders of the Taid Empire, but soon it was found that their growing size and power would require something that could accommodate their rapid expansion. A solution was found when Emperor Khalid began the Invasion of Gujarat, and as a result of his victory, annexed the Kathiawar peninsula. The Peninsula was given over the the current Grandmaster of the Immortals, Davud.
The location proved to be useful, as the Taid Empire's rapid expansion into the Indian Subcontinent in the name of finishing Zoroaster's Reforms to the Old Religion, which the domination Hinduism of the Indians was seen as, gave the Immortals more than a reason to fight. Though the wars of expansion ended with the death of Shahanshah Khalid, his effect was profound. He had spread the faith farther than ever before, and spread it far into the Indian subcontinent. The region of Gujarat was designated an independent state for the Immortals, and they put it to good use. The income and food the acquired from their newly conquered subjects, in addition to the prime new resources that could be put into weaponsbuilding and the seaside location to allow for fast movement across the indian ocean, allowed the immortals to flourish as a military order and as a state. By the end of the middle ages, the Immortals were without a doubt one of the most powerful of states in the Indian Subcontinent and in South Asia as a whole. Within the course of 5 centuries, the military role of the Immortals had begun to diminish, as they became something of a hybrid of a warrior caste and ruling elite. They maintained their Persian language and Zoroastrian Faith as a symbol of their origins, and one might say that in Gujarat, the term Anûšiya denoted as much an ethnic group distinct from their Gujarati subjects as it did a military caste.
As time went on, the Sovereign Military State of The Immortals remained a regional military power, and continued to be one into the modern age, kept strong and sharp by a great deal of conflicts with the Zoroastrian states of North India and the Hindu states to the south. The Immortals stood by their creed as defenders of the faith, and aided the states in their wars with the south, even going as far as to take land from some conflicts as payment. The collapse of the Taid Empire in 1567 also helped in keeping them in a position of power as they allied with the Shahdom of Khorasan in its wars for control. At the Turn of the Century, the Immortals had become a world military power, and are considered one of the major players in the Resistance of India and Iran from colonization, as their old enemies, the Muslims, showed up from their Iberian kingdoms to etch out lands for themselves, and as the Christian Europeans made their ways to the Subcontinent as well. The Kingdoms of India would go on to become Colonial Powers as well, but the Immortals never took part, except to establish international bases. Staying secluded on their Peninsula unless hired to settle a score. By the time they had stumbled into the world of Worluk, the year was 1990, and a group of Immortals were lost at sea while crossing from a base in Goa to Indonesia. While there is no explanation for how they moved across the worlds, what they know is that they are in a new land, and must investigate.
Faction Features
The Immortals are a purely military faction; having been born from the reconquest of Persia in the 10th century, carving their independent state out of the Conquest of Gujarat, and establishing military bases and colonies through out the word, the very essence of the Immortals' history is tied to military. As such, they are in possession of very advanced military technology, and have very efficient management of their territories, historically being established in an occupied region. Due to their early presence as a state ruling foreign peoples, the Immortals have gotten skilled at forcibly assimilating those who they conquer into the Persian culture, and getting them to accept the Zoroastrian Faith, regardless of their origin. This has allowed the Immortals to grow exponentially as they conquer more lands, and allows them to more or less rearm and repair their ranks by conscripting the newly conquered peoples into their ranks as soon as they are needed.
Military
The Military of the Immortals is composed of 4 ranks. The Administration is composed of the highest ranking officers, who rarely actually take part in the battles that the Immortals face. They plan the strategies and maintain the structure and order throughout the army. Reconssence is composed of scouts, technicians, engineers, and medics. They are split between Field and and Camp Recon, based on whether they follow the Soldiers or stay in bases full time. The Armed Soliders are split between the Army, Navy and Air Force. The final group is the camp-men. They are typically ethnic Gujaratis that live under Immortal Rule, and are conscripted to serve as janitors, maids, cooks, craftsmen, and other menial domestic positions.
Current Make up of the Group in Worluk is 11,00 soldiers: 35 officers, 10,000 foot soldiers, 300 Naval Soldiers, 600 recon soldiers, and 65 camp-men.
As for Vehicles, two transport ships were caught in the crossing into Worluk, one carrying the soldiers to be moved to Indonesia, and the other containing land vehicles being moved as well. In this ship were 400 ATVs, 20 Tanks, 200 Joint Light Tactical Vehicles. No Fighters were in transport to Indonesia.
The Highest Ranking officer in the current group is General Khosrau Ferghanayi

Standard Issue Equipment of an Immortal Soldier
Using our world's equivalents
Immortal Soldier Uniform
M4 Carbine
Beretta 92 pistol
Fabrique Nationale FN Minimi
Mk 40 Mod 0/1 Grenade
Weapon Cleaning Kit
A first aid pack consisting of a shot of morphine, antibiotics, and bandages
Binoculars (equipped with night vision abilities)

Other Weapons and equipment in use by the Immortals
M18 Claymore
IMI M141 Bunker Defeat Munition (BDM) / SMAW-D
Heckler & Koch Mk 23 Mod 0 (SOCOM Pistol)
General Dynamics / Raytheon FIM-92 Stinger
Barrett M82
M224 60MM Mortar
Stoner SR-25 (Stoner Rifle-25)
While i like this, why do i feel stuck berween two hi-tech armies with off world support?Oh, wait..because i am.Damn.
 
While i like this, why do i feel stuck berween two hi-tech armies with off world support?Oh, wait..because i am.Damn.

You totally can join the Greater Eurasian Co-Prosperity Sphere, dude. Leave all extra-national diplomatic, economic and military affairs to us, salute the flag of the Rising Sun and swear fealty to His Divine Majesty the Emperor Showa - and we can promise you everlasting peace, prosperity, and the betterment of your people.

;)
 
Alright, made the game tracker a bit more up to date. I'll add much further lore and gameplay info as well as create a summary map for the location of all players tonight.
@Lord_Asmodeus
Which faction did you choose?
I remember you had romans, elder things and perhaps even something else.
 
I'm working on a Trollblood Kriel thing from Hordes and then I'll pick which one I'm actually going to go with (possibly based on which one I like best, possibly with a roll of the dice, or some other way)
 
You totally can join the Greater Eurasian Co-Prosperity Sphere, dude. Leave all extra-national diplomatic, economic and military affairs to us, salute the flag of the Rising Sun and swear fealty to His Divine Majesty the Emperor Showa - and we can promise you everlasting peace, prosperity, and the betterment of your people.

;)
As If... really, submit? To an empire not older than one to two full elven generations? Also, we had enough bigoted supremacists ruling us already. and they has the excuse of being gold elven mage-knight lords ...
What is yours again, N'tel'quessir?
 
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Faction Name: Durgin Kriel
Origin: WarmaHordes AU
Faction Type: Tribal Nation
Leader: Chieftain Vallasor Cragfist
Population: 20,000 Trollkin and Pygmy Trolls, 400 Nyss
Faction Rank:
Color:
Green
Assigned GM:
Starting Area:



Faction Introduction
Durgin Kriel is a fairly large Kriel native to the Mistbough Forest. Thanks to its remote location and bad reputation among humans, and also due to the presence of the Tharn and the Blackclads, they have had few problems with the encroachment of large human nations on their territory, and so have grown fairly large over the years. A large and growing number of Kith call this Kriel their own and a number of refugees from other conflicts have been welcomed into the Kriel, causing it to grow even larger. A number of fair sized towns and some smaller villages surround a large settlement which is probably the closest thing to a proper city built by Trollkin for quite some time. However the Durgin Kriel has not grown complacent in their relative peace, and more than a few Warbands have gone to join the United Kriels and returned bringing new methods of war and experience fighting the enemies of the Trollbloods. The Durgin Kriel comes into conflict with some of the other inhabitants of the Mistbough Forest, primarily primitive human tribes, Tharn, and even sometimes the Circle Orboros when the Circles' plans conflict with the claims and agreements of the Durgin. The Durgin value their warriors as highly as any other Trollkin Kriel and make sure to keep them well trained for these conflicts, and any potential conflicts with the Iron Kingdoms themselves should it ever come to that.

Within their community, the Trollkin of Durgin Kriel have also been convinced to shelter a growing community of Refugee Nyss from the far north. Fleeing south from the legions of the Dragon Everblight and their corrupted kin, many Nyss fled toward Ios. The Nyss who chose to remain in Durgin Kriel instead of continuing into the other elven civilization did so for a number of reasons, partly because they felt that the life of the Trollkin Kriels was closer to their own ancient ways than the Iosians they left long ago, some know all too well the slow decline of Iosian civilization due to the death of their gods, though they would not share this information with any even the Durgin Kriel and do not truly see it as a safe haven. Others have their own personal reasons, but for one or another a great many Nyss have chosen to remain within the Durgin Kriel's villages, particularly their main village where they received permission to build a small stone and wood longhouse like those of their own villages, and small Fane of Nyssor where those priests of their people who have come to the village can construct a shrine to the Winter Father.

The Nyss under Cyliss have pledged their support to help the Kriel defend itself from its enemies, but given their limited numbers there are only so many they can risk in combat. Still, the Kriels appreciate the gesture and acknowledge the great skill the Nyss have in combat. Other ways the Nyss help the Trollkin communities in which they live is with their own traditional skills, like carpentry leatherworking and superior steel-craft. Nyssor was said to be a great craftsman and smith as well as the god of winter and the north, and the Nyss have, following in their gods footsteps have become very capable forgers and smiths. The Nyss also help to train many of the young Trollkin, giving their own unique skills in swordsmanship and archery to the Kriels which will likely bear great fruit down the line. Although the Trollkin are on a whole not as graceful or nimble as the Nyss, there are a great many things they can learn from them. The Nyss also help to serve as hunters, trackers and scouts for the Kriel, though they do not know the terrain as well as the Kriels own scouts and trackers, their great skill helps to make up their deficiencies, and they daily learn the territories they are coming to call home.

The Durgin Kriel was transported to Worluk in one such incident between them and the Circle Orboros. The Circle, using their great obelisks on the Leylines were attempting a ritual to move a great number of their troops to respond to an imminent crisis elsewhere on their layline network, however they were in a hurry and had not properly accounted for the celestial movements, and there was a surge of energy they had not accounted for. This related to the Durgin because the Durgin had placed their great settlement almost directly on top of such a laypoint. The Circle regards all such points as rightfully theirs, of course, and often tried to remove the Durgin, hence many of their previous conflicts. Nonetheless the Durgin would not be moved, and as power surged through the Leylines regardless of whether it had the effect of transporting the Circle Orboros forces, it also had the effect of moving the whole of the Durgin Kriel and all of their outlying towns and villages into the middle of a forest on Worluk. Luckily much of their surrounding forests seem to have been transported as well, so the Durgin's immediate infrastructure and hunting is still intact, but outside of this a greater, unknown world waits.

Trollkin



Pygmy Trolls



Size comparison with Trollkin (Pygmy on the right)

Pygmy Trolls have a more powerful regenerative ability than Trollkin, of the same caliber as other full blooded trolls.

Troll

Dire Troll

Nyss




Vallasor Cragfist
Vallassor Cragfist is the Chieftain of the Durgin Kriel, ostensibly the highest authority, the truth is that she shares power with the Council of Elders which help to mediate conflicts and use their great wisdom and experience to make the important day to day decisions that greatly impact the lives of those in the Kriel. Vallasor stands tall and broad of shoulder with a statuesque and solid build. As a Sorcerer from birth she is an albino with the white skin and red-pink eyes that denote her power, It is often remarked that she seems to have been carved from marble, her head quills are dark gray in color in contrast to many Sorcerers who have reddish quills. Vallassor is a Runeshaper, with an innate connection to earth and stone she can command the very earth to rise and attend to her will. She concentrates her power using mystical runes that manifest in the stones she commands, and she can raise walls of stone and lift great boulders into the air to be used as shields or to hurl at her enemies. Vallassor is as canny and quick witted as she is solid however and she is always searching for new ways to apply her powers. Although the Runeshaper tradition is separate from the magical runes and stone commanders of the Blackclad Druids, and despite the conflicts between the Blackclads and her Kriel, Vallassor still finds their rune-magic to be of great interest and has studied it whenever possible. She and the elders both know the true reason the Blackclads covet their land - their Kriel's location over a powerful natural layline which was transferred with the Kriel. Vallasor would harness the power of this layline if she could, which she sees as the natural power of Dhunia herself, not the Devourer Wyrm as the Blackclads believe. She feels if the Kriel could tap into that power, and if they could create some of the great wood and stone Wolds as the Blackclads do, it would be a great boon to her Kriel, especially now in these dangerous times. In combat she often utilizes forces of unrelenting unstoppable strength, she is fond of bringing warders, runeshapers and stonebearers, as well as troll bouncers and earthborn dire trolls.

Callum Kinroot
Somewhat stooped and bowed by age, Callum has a craggy beard of almost obsidian black growths and dark brown wood colored spines, his skin is wrinkled and leathery, a somewhat faded dark blue. His strength shows despite his age and while he is quite thin he is far from frail with the same wiry musculature as Rona, like thick tree roots beneath his dark skin. He often has an easy smile on his face and he uses a rune inscribed staff carved from an incredibly ancient tree from the Mistboughs to help support his weight, though most suspect this is merely an affectation as he has shown remarkable alacrity and mobility in combat while relying very little on the cane, which is also a repository and conduit of great natural magics and his own substantial power. Callum Kinroot is the oldest and wisest of the Council of Elders. He is second only to Vallassor in authority and she is smart enough to listen his wisdom and experience and they usually see eye to eye. Callum has long been a Warlock of great power, and used to be the Chieftain of the Durgin Kriel, when he began to get on in years he recognized the strength and quick with of Vallassor and stepped aside to allow her to rise to his place, even as he took his place on the Elder Council as the oldest among them. Callum is a Shaman of Dhunia, with all of the fecundity typical of a devout priest of that goddess, and it is said at least half of the Durgin Kriel are his kith, his direct blood descendants and relatives. He is always ready with a calm word and a compassionate ear, to most he seems quite easygoing and calm, and his friendly demeanor allows him to resolve many disputes and conflicts within the Kriel that cannot be easily solved by a simple agreement or duel, and when they come to him such disputes are resolved quite amiably and fairly, recognized to be so by all sides. Callum however was quite the firebrand in his younger days, and retains quite a bit of vigor and vitality. When the Kriel is threatened Callum is more than prepared to take to the field, using his Dhunian magic to support his fellow Trollbloods, to give them Dhunia's strength and to help heal their many wounds. Trolls and even Dire Trolls seem to respect to his strength and his connection to Dhunia and get along quite well with the old Shaman. Callum is a pillar of the Kriels community and despite his age he has many years of life ahead of him to help guide the Durgin Kriel to a more prosperous future.

Haakon Wartamer
Haakon is a scarred and grizzled veteran warrior, the scars alone contesting to his frequent and intense participation in combat, since scars are hard to acquire and to keep for a Trollkin. Thickly built and heavily muscled, Haakon also has a pronounced gut no doubt greatly contributed to by his immensive appetite which he has developed increasingly over the years because of how much energy he requires both for his intense fighting style and because of how much he must regenerate after combat. Haakon is quite handsome among Trollkin, his scars merely adding to his dashing good looks, he has a strong powerful chin and a broad grin, he is extremely serious in combat but once the fighting is done he is as jovial and boastful as the next warrior proudly proclaiming his great deeds in combat, he has a respectable beard of light gray growths, a fairly thick growth of orange-yellow spines on his head and vibrant blue skin. Possibly the greatest warrior in all the Kriel, a title only disputed by a very few Trollkin, Haakon is acknowledged as Kithkar of all the Champions in the Kriel, and he is widely acknowledged as the greatest Hero of the Champions, and so is regarded as the leader of all the members of that warrior tradition in the whole of the Kriel news of his great strength and skill has attracted warriors from all over to take the kulgat blood oath to be regarded as a member of his kith and Kriel and to be take into the same blood family as this renowned figure. Haakon was one of the Trollkin of Durgin Kriel to take a number of Champions and Kriel Warriors off to join the United Kriels for a time, before returning to Durgin with this knowledge and experience from those battle, as well as to bring the news of their kins' plight back to the Durgin Kriel. As a Warlock Haakon grants his fellow warriors strength of arm and increased coordination, but much of his magic is focused into making himself the most powerful warrior he can manage to become, rightly believing that by the strength of his own blades and the trolls he commands he can sway the tide of an entire battle. A whirlwind of biting steel, cutting blades and iron cudgels Haakon cuts a hole in the enemy line with his Champions and Trolls and tear the enemy apart. Such is his great warrior strength and the renown his martial skills have brought him that even full blooded trolls, Axers in particular, have sworn the kulgat blood oath and become mighty Champions, acknowledging him as Kithkar. They have even begun to take specific training under his direction, and hopefully a new tradition of full blooded Troll warriors besides the Axers, Bouncers and Impalers will be born.

Korgan Thunderrider
Korgan is a bit short for a trollkin but solidly built, some joke that he has some kinship with the dwarves, others say that he must surely have some bison heritage in his blood. It is true that he bears some resemblance to both of these groups, with a more pronounced stone "beard" than even most other trollkin, his chin is practically solid gray of stone growths, however he also has the flat broad face reminiscent of a Bison and often times has a temperament to match, he is also completely bald, and his skin is a dark greenish blue color. It is true he has an undeniable affinity with Bisons. A renowned Long Rider Korgan Thunderrider is the Trollkin in charge of all the Bison herds under the Kriel's protection that the Long Riders rely on for mounts, and which the Kriel to some extent relies upon for meat and milk. Elsewhere the Bison have begun to thin as humanity and war has pushed into their native habitats, and the Durgin Kriel has taken to sheltering a great number of these herds, even as they search for a new place that many of these herds may be released to roam the countryside under their direction. In the meantime, Korgan sees to their protection and takes an active hand in raising both those used for meat and milk as well as those trained as war mounts and to pull the Trollkin's great war wagons. Korgan is a master of devastating charges, blitz attacks and cavalry tactics. Under his magical direction his warriors and trolls quickly close the distance and crash into the enemy with terrible destructive force, Korgan is more than capable of getting stuck into a fight and holding his own but he prefers to break the enemy utterly in a single devastating charge, crushing his enemies under the force of his first attack. He usually rides into battle on his huge and battle-scarred bison mount with the most elite of his Long Riders besides him, war wagons interspersed with his forces with a few dire troll blitzers offering their strength and firepower to any such overwhelming attack. Besides being the cavalry leader of the Kriel and taking full charge of the management of the Bison herds, Korgan also makes sure the edges of the Durgin's kriel territory that extends into the plains near their forest home is well patrolled and that the grazing grounds they often relied upon to feed their herds are well cared for and they are not encroached upon by any enemies of the Kriel.

Rona Sturmdottir
Vallassor Cragfist is an undeniably powerful Runeshaper and a charismatic leader, and Callum is a venerated Shaman of Dhunia, but in terms of sheer arcane might none in all of the Kriels match the magical strength of Rona Sturmdottir. Like Vallassor she is an albino, a born sorceress, but physically they are quite distinct. Where Vallassor embodies the solid toughness and unwavering resilience of a mountain, Rona is the unbridled destructive potential of the storms themselves, as well as the nobility of the winds. Both are quite tall but there the differences end. Rona is fairly thin, though far from frail hers is a wiry untapped strength always seeming barely controlled and just on the edge of being unleashed she has all the grace of the winds and the beauty of a distant thunder storm, but behind this lays the terrible rage of the whirlwind and fury of the lightning. Her eyes are the same pinkish red as any albino, but they usually glow with a crackling blue power, and her skin, unlike Vallassor's marble white is the blue-white of a lightning strike, and her head quills are a bluish color as well. In battle she calls on the power of the winds to shield herself and allies from the weapons of the enemy especially at range, and confounds the enemies attempts to strike their foes with gusts of disorienting wind. However she is best known for her terrible power, unleashing lightning strikes and blasts of thunder to tear apart her enemies along with great cutting winds that can blow her enemies about like ragdolls and rip them limb from limb. She often prefers to strike from afar and waiting until the enemy is broken or severely battered before they either reach her melee combatants or she orders her warriors into battle. She often calls on scattergunners, bushwackers, thumpers and sluggers along with Dire Troll bombers and Troll Impalers to break down the enemy at range, and then sending in Fenn Blades, Storm Trolls and warriors to finish off the enemy, keeping some Warders back to protect her more vulnerable troops from any enemies who might break through. Among the Kriel she has a position of some authority, she is called the "High Sorceress" of the Kriel and all other magic users, especially sorcerers hold her in high regard for her power and the control she has over it. She does not merely serve in combat but helps to bring good weather to the Kriel and aid in their agricultural efforts by bring rain and staving off drought. She is also wise to the ways of nature and will often wander out into the forest to become better acquainted with the natural world, she often returns from these trips with a troll or two especially storm trolls who seem drawn to her. She combines a clinical approach to studying her magic to the more naturalistic ways of a sorcerer as she attempts to fully understand her powers and how to apply them.

Cyllis Sevaer
Cyliss is regarded as the de-facto leader of the Nyss community in the Durgin Kriel because of his great age and experience, as well his diplomatic abilities which helped convince the Durgin Kriel to allow them to stay within their villages. Cyliss Sevaer is a fairly senior Priest of Nyssor, a member of the Fane of Nyssor. Ordinarily priests are not necessarily treated as any more important than other members of the Nyss community, regarded only as their skills and experience allow them to be, but in these trying times many of the Nyssor look to Cyliss for guidance and leadership, and he has risen to the challenge. With the help of the Kriel the Nyss have constructed a fair sized shrine to Nyssor and the Nyss gather there for spiritual guidance. Unlike many of the more important members of the Trollkin community, Cyliss is not a Warlock, as that tradition is so far unknown among the Nyss, but he is skilled in the ways of swordsmanship and is blessed by his god with some considerable magic, especially commanding the cold and frost.

Faction Features
(What are your faction's most notable features? Speak in general terms, preferably put them in points as a list of strengths/weaknesses)
The Durgin Kriel is made up primarily of Trollbloods, who despite lacking the extreme regenerative capabilities of their fullblood cousins are still extremely hardy and can regrow lost limbs if given enough time. They can eat almost anything remotely edible and can thrive in harsh conditions. There is also a significant Pygmy Troll community within the Durgin Kriel who contributes to their community. The Durgin Kriel has access to a fair few trolls including a number of the specialized subspecies, and even have a few Dire Trolls down from the mountains at the command of their Chief, Warlock Vallasor Cragfist who went up into the mountain passes with a few of her fellow Warlocks and managed to convince some of the great beasts to accompany them back to their Kriel, though it cost them substantially in food at the time their great strength has proven quite useful over the years. They have no Mountain Kings or Glacier Kings, since to connect to and control such a creature is almost impossible and is seen as madness, however it is possible there are some still up in the mountains, sleeping.

Military
For reference of units used BattleCollege - Trollbloods

Warlock Vallasor Cragfist - Daughter of the Mountain
Warlock Korgan Thunderrider - Bison Herdmaster
Warlock Rona Sturmdottir - High Sorceress of the Kriel
Warlock Haakon Wartamer - Great Hero of the Kriel
Warlock Callum Kinroot - Wisest of the Elders
Nis-Aransor Cyllis Sevaer - High Priest of Nyssor

3,000 Kriel Warriors
200 Krielstone Bearer & Stone Scribes
350 Long Riders
300 Pyg Burrowers
500 Pyg Bushwackers
600 Scattergunners
60 Thumper Crew (20 Thumpers)
300 Trollkin Champions
200 Trollkin Fennblades
130 Trollkin Highwaymen
60 Trollkin Runeshapers
350 Trollkin Scouts
400 Trollkin Sluggers
500 Trollkin Warders
50 Fell Callers
70 Trollkin Sorcerers
30 Dhunian Knots (groups of 3 Dhunian Shaman)
30 Night Trolls
40 Winter Trolls
20 Storm Trolls
25 Swamp Trolls
20 Slag Trolls
20 Pyre Trolls
45 Troll Axers
30 Troll Bouncers
50 Troll Impalers
5 Dire Troll Blitzers
5 Dire Troll Bombers
10 Dire Troll Maulers
5 Earthborn Dire Trolls

Nyss forces
50 Nyss Hunters
30 Nyss Swordsmen
5 Nyss Sorcerers (Ice)
20 Ryssovass
20 Nyss Raptors
5 Priests of Nyss

(military numbers are best guess for appropriate numbers so is definitely not final)
 
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Hmm, this looks like fun. Need a couple of days to put something together if no one minds a newbie. I'm thinking Anne McCaffery's Tower and Hive era telepathic teleporters with some generic Colonial Marines mixed in for more conventional forces.
 
I'm leaning towards playing the Trollbloods actually. Not 100% decided yet, but for now I'd say the Trollbloods are the most likely faction I'll use.

Does anyone have any critiques of the numbers I'm using for their military? I was thinking of increasing some numbers and decreasing some others.

Edit: I'm going to stick with my Trollblood Kriel @willyvereb
 
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Not completely finished - especially the lore sections, civilian populations, formatting, and military numbers. Also not sure where I should be located. Let me know if anyone can think of things I still need/thoughts on my sheet as it stands.
~~~~~~~~~~~~~~~~~~~~~~~~~~
Faction Name: Domain of Eos
Origin: Stargate: SG-1
Faction Type: Megalomaniacal Parasite/Country
Leader:
Faction Rank: (work in progress, the GM will give you this)
Color: Gold/Tan
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:
(Where do you start? You can describe it but I prefer if you draw a dot on the map, yup you're only a dot in comparison)
Faction Introduction:
The Goa'uld are an ancient race of parasitic snake-like beings capable of literally controlling their host creatures. After coming to their own on a backwater planet, they ran across technology left behind by a precursor civilization known as the Ancients. The Goa'uld immediately stole the technology and claimed to have invented it. After a while, they ran across Earth, and abandoned their former host species (the Unas) in favor of humans, who were easier to repair and control. They lived on Earth for a while, posing as immortal gods, until a rebellion forced them to leave. By then, they'd populated most of the galaxy with human slaves via a network of Ancient point-to-point portal devices known as stargates (or Chappa'ai to the Goa'uld).

Goa'uld society is strictly stratified. On top is the High Council of the System Lords - a council of the most powerful Goa'uld. The High Council is the only real diplomatic body in Goa'uld society. Treaties are adhered to not out of respect or mutual cooperation, but out of fear, paranoia, and a begrudging nod that each System Lord cannot quite annihilate the other. Yet. Below the System Lords are all sorts of minor Goa'uld fufilling many bureaucratic and military positions. Minor Goa'uld swear lifelong fealty to their masters, but a Goa'uld promise lasts precisely as long as it takes one of the Goa'uld to find an advantage to breaking it.

//Minor spoilers below, for those who want to watch Stargate SG-1//
As it turns out, the Goa'uld were not always inherently evil, sadistic, selfish bastards. Their relative immortality comes from a device known as a sarcophagous, capable of (mostly) bringing the dead back to life. The technology for a sarcophogous was stolen and adapted from an Ancient device. The unforseen side-effect of repeated overuse is a chemical imbalance in the brain that makes you an evil, sadistic, selfish bastard. It also makes you addicted to the sarcophogous. Obviously, access to such a device is limited to Goa'uld and their favorite consorts.

So, really, they're just misunderstood, galaxy-ruling, drug addicts with impressive healing abilities, glowy eyes, and deep voices.
Eos is a minor Goa'uld with half a dozen planets, a mothership, and a small fleet of Ha'Taks to her name. She's a selfish, evil parasitic snakelike creature that burrows into her host's spinal cord via the neck to achieve mind control. She and her kind control most of the galaxy, posing as gods by appropriating ancient technology and passing it off as their own. She owns a hand device (Kara Kesh), granting her pseudo-telekinetic powers (and a torture beam), dozens of slaves, and a poison pheromone laced on her fingers that turns men to putty when she touches them. She grants her host long life and greatly increased healing, though the host is still forced to watch her body commit horrific acts with no control.

Like all Goa'uld, Eos is obsessed with vanity, power, beauty, control, and flaunting it all. Her goal is to find the most powerful and beautiful being she can to use as her host, and then carve out a sizable empire on the planet. Any unapproved technology will be crushed. Worship of other gods besides her will be crushed. Obedience may be rewarded, if she feels like it, and you're attractive. There are several castes to Goa'uld society. At the top, of course, are the Goa'uld (of which there is only one on Worluk). Beyond them come the warrior caste, led by the first and second prime - warriors who have caught Eos' attention as leaders. On an equal footing are Eos' spies and assassins, of which there are few. Then come the non-military Jaffa - human slaves genetically and surgically modified to carry gestating infant Goa'uld in a pouch in their stomach. Most if not all humans in Eos' domain are Jaffa. Top among the Jaffa are scientists and government administrators. Then comes non-Jaffa, few that there are who aren't slaves. Finally comes the slaves, with her personal consort at the top of that food chain. Not that all her subjects aren't expected to die at the drop of a hat when her whims change; slaves may also be bound to the other castes in Eos' domain.

Thanks to a nearby hyperdrive explosion, Eos' mothership crash landed on Worluk after a climactic battle with a rival Goa'uld.

Faction Features:
Technology:

Most technology is stolen from other races. Around 80% of it is powered by Naquadah, a naturally superconductive metal with alternate use an atomic power source in refined form.

- Rings that can transport people and objects a hundred meters away, or, when linked with another ring platform, from ground-to-orbit.
- fancy, much-advanced computer chips
- projected by small spheres; usually used for the god to communicate to their masses
- The Al'Kesh, mothership, and Tel'Tak all have shields. These shields have a certain energy absorption capacity before violently shorting out their components. They can, of course, be repaired, but that takes some time. The energy absorbed will also gradually dissipate, but not over a tactically-meaningful timescale. That is, if a ship doesn't have its shields breached in combat, chances are that they will be back up to 100% for the next combat several hours from then. Eos also has a personal shield activated from her hand device (known as a Kara Kesh). Her personal shield is slightly different in that it only blocks high-energy weaponry - bullets and energy blasts, but not knives, rocks, and arrows. It also has a limited lifetime before it needs to be shut down and recharged.

Lots and lots of flaunted wealth. Gold leaf along the interior walls on the mothership (at least, in all the respectable places). Ridiculously expensive sheer dresses for Eos. Flashy jewelry. Gems encrusted anywhere Eos might look. Extravagent feasts, even when rationing is a sensible precaution. Open, flaming torches on spaceships, just because it reflects more prettily on the gold-coated walls.

Military:
- armed with staff weapons - energy guns/martial arts poles. Staff weapons are very flashy, with scary noises and loud bangs and explosions, but are probably less useful than a good P90.
- generally, power (and energy consumption) scale with size
- it's never going to fly again, but it still has shields, sensors, subspace communications, and staff cannon emplacements
- aircraft armed with - you guessed it - twin staff weapons. 35 survived.
- a mid-ranged bomber/transport, with its own ring system, staff cannons, and plasma charges. Unfortunately, the Al'Kesh is no longer spaceworthy, but it can still get around the atmosphere pretty well.
- a medium-sized cargo transport, capable of cloaking. Completely unarmed. Only one survived the crash.
 
I may think of joining.

I have in mind a C0DA (AU for the people not familiar with TES lore) with a Marukhati-ruled Empire in the Seventh Era, with tercios and stuff.
 
So willyvereb, does my Kriel faction look okay? Any additional information you need? I didn't know how familiar with WarmaHordes you were. I'm going to stick with this Kriel faction, I like the other two but this is probably the most fleshed out in my mind and I'm more confident in my ability to play them. Also I like the Trollkin and think they're cool (I was also considering Skorne and a Gatorman based faction, who I think are cool, but I settled on the Trollbloods as the faction I wanted to go with)

Also does my army list look alright to you? I came up with it on the fly (as I tend to do) so I might change it a fair bit depending on whether I think it works as a martial force for this Kriel.

Edit: Hm. Not going to change my faction now but one thing I just considered is that if I had chosen Skorne I could have tamed some of the beasts I found to make them Warbeasts, whereas Trollbloods can't since they only use other related species (like Trolls and Dire Trolls) as Warbeasts.
 
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With so many players and factions, we will need a multitude of GM's, or for Willy to gain omniscience. I can supervise Kancolle but for the other sheets, I know very little about their fandoms.
 
With so many players and factions, we will need a multitude of GM's, or for Willy to gain omniscience. I can supervise Kancolle but for the other sheets, I know very little about their fandoms.
@Queen Raidne Offered her help before so if it still stands I think we have 2 people, 3 if I include you.
Also if this were my only game it wouldn't be an issue but as things go I am already in 3 other RPs and a co-GM managing 3 players in a similar fashion in Cosmic Light (even though I kinda suspended my activities for this week but it won't last.)
And I supposed to have life and a job.
So yeah, some help is definitely appreciated.

Speaking of which that game and especially its direct predecessor Global Inferno was kind of my inspiration for the game system I'll be using.
Enough that I thought it's better if I contacted @Mental Omega before posting the OOC for this game just out of common courtesy.
Also if we're at it check out the game because it gives you a decent insight on how a couple of things will be handled for this RP:
OOC - The Global Inferno: The Fantasy Crossover Empire Builder/Invasion Game
IC - The Global Inferno: The IC - We want war! Wake up!
 
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Also if we're at it check out the game because it gives you a decent insight on how a couple of things will be handled for this RP:
OOC - The Global Inferno: The Fantasy Crossover Empire Builder/Invasion Game
IC - The Global Inferno: The IC - We want war! Wake up!

I had been wondering on how this would work, but this definitely seems far easier than I thought it would be. Although, I am pretty struck by the level of quality in the writing - and also, I just realized that we don't have a Touhou faction, which is sad, because I really like Ran Yakumo's fluffy tails. It seems that we only suffer from a lack of GM's, but I have one hand tied up for the next two months on weekdays and will only be able to half-arse the role when it comes to it.
 
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Oh well, I just realized I probably missed to respond to a few inquiries so may as well do it in a bundle.
Hmm...I'm interested, but given that I'm participating in the Cosmic Light RP AND trying to do NaNoWriMo, it might be better for me to wait until later.
Well, this is a late reply but of course you're welcome to play with us after NaNoWriMo passes.

@willyvereb

I have an idea for a mix of Atomic Robo and Red Alert 2...

Basicly have the Russians replace the Nazi's for Atomic Robo V2, and have the 'faction' be the United States Remnant that survived the RA2 Soviet Invasion in large part thanks to Atomic Robo, his advanced Technology, and technology stolen from Helsingard...
TechnicallyI did respond to you but haven't seen you being active here thereafter.
If you changed your mind post your faction profile here and after a quick evaluation somebody will write your intro and you're in.
Later I may also create a separate thread for profiles for organizational purposes.

Does anyone know a good name for goblins empire? I'm stumped.
Fourth Goblin Reich
:p
Jokes aside you kind of disappeared from here. What happened?
No isue with a goblin force whatsoever. Though there are many different interpretation on goblins. Which version you plan to use?


I've been rethinking. What about a faction of people from the Primeval Verse?
Sorry for the late reply, like a few others it accientally passed under my radar.
If something is important I suggest using @mentions
remember that it doesn't alert me unless you use my proper username (or choose it from the rolldown menu) and include this tag straight in our original post. editing in a mention doesn't give me an alert thus it's the same as if you never did.

Anyways, unles ou changed our mind can you tell me about this Primeval verse?
Granted, since it's obscure it'd most likely would require you to use the long profile form.

Kantai Collection ship girls... too OP?
Hmm ok... Something easier to GM then... Halo?
@SillyGoy
can technically GM you with the Ship Girls, even. But if you want you can make an UNSC profile, too.

If it makes you feel better boss, the Empire can only send a maximum of 200,000 men into Worluk without compromising national security for the next 10 - 20 years. Funny thing about lesser peoples is that they get uppity when their ownership changes hands, and now the Indians, Persians, Malayans, Australians, etc. think they can push us Japanese off like we did with their former masters (who are also lesser people, by the way). Many of our units are held up doing, ahem, suppression duty - which is fine, because the land is Japanese now anyway, and will be resettled by Japanese when the time comes. In the meantime, we must prepare the land.
I see.
Well, regardless just start with the amount of forces you want.
Tanks and aircraft are absolutely not OP in this setting. It may had been in the "vanilla" Worluk but things changed drastically with the arrival of drifters from all over the multiverse.
As the name implies this is a World of Chaos.
:rolleyes:


Faction Name: Durgin Kriel
Origin: WarmaHordes AU
Faction Type: Tribal Nation
Leader: Chieftain Vallasor Cragfist
Population: 20,000
Faction Rank:
Color:
Green
Assigned GM:
Starting Area:



Faction Introduction
Durgin Kriel is a fairly large Kriel native to the Mistbough Forest. Thanks to its remote location and bad reputation among humans, and also due to the presence of the Tharn and the Blackclads, they have had few problems with the encroachment of large human nations on their territory, and so have grown fairly large over the years. A large and growing number of Kith call this Kriel their own and a number of refugees from other conflicts have been welcomed into the Kriel, causing it to grow even larger. A number of fair sized towns and some smaller villages surround a large settlement which is probably the closest thing to a proper city built by Trollkin for quite some time. However the Durgin Kriel has not grown complacent in their relative peace, and more than a few Warbands have gone to join the United Kriels and returned bringing new methods of war and experience fighting the enemies of the Trollbloods. The Durgin Kriel comes into conflict with some of the other inhabitants of the Mistbough Forest, primarily primitive human tribes, Tharn, and even sometimes the Circle Orboros when the Circles' plans conflict with the claims and agreements of the Durgin. The Durgin value their warriors as highly as any other Trollkin Kriel and make sure to keep them well trained for these conflicts, and any potential conflicts with the Iron Kingdoms themselves should it ever come to that.

The Durgin Kriel was transported to Worluk in one such incident between them and the Circle Orboros. The Circle, using their great obelisks on the Leylines were attempting a ritual to move a great number of their troops to respond to an imminent crisis elsewhere on their layline network, however they were in a hurry and had not properly accounted for the celestial movements, and there was a surge of energy they had not accounted for. This related to the Durgin because the Durgin had placed their great settlement almost directly on top of such a laypoint. The Circle regards all such points as rightfully theirs, of course, and often tried to remove the Durgin, hence many of their previous conflicts. Nonetheless the Durgin would not be moved, and as power surged through the Leylines regardless of whether it had the effect of transporting the Circle Orboros forces, it also had the effect of moving the whole of the Durgin Kriel and all of their outlying towns and villages into the middle of a forest on Worluk. Luckily much of their surrounding forests seem to have been transported as well, so the Durgin's immediate infrastructure and hunting is still intact, but outside of this a greater, unknown forest waits.

Trollkin

Pygmy Trolls
Size comparison with Trollkin (Pygmy on the right)

Pygmy Trolls have a more powerful regenerative ability than Trollkin, of the same caliber as other full blooded trolls.

Troll

Dire Troll

Faction Features
(What are your faction's most notable features? Speak in general terms, preferably put them in points as a list of strengths/weaknesses)
The Durgin Kriel is made up primarily of Trollbloods, who despite lacking the extreme regenerative capabilities of their fullblood cousins are still extremely hardy and can regrow lost limbs if given enough time. They can eat almost anything remotely edible and can thrive in harsh conditions. There is also a significant Pygmy Troll community within the Durgin Kriel who contributes to their community. The Durgin Kriel has access to a fair few trolls including a number of the specialized subspecies, and even have a few Dire Trolls down from the mountains at the command of their Chief, Warlock Vallasor Cragfist who went up into the mountain passes with a few of her fellow Warlocks and managed to convince some of the great beasts to accompany them back to their Kriel, though it cost them substantially in food at the time their great strength has proven quite useful over the years. They have no Mountain Kings or Glacier Kings, since to connect to and control such a creature is almost impossible and is seen as madness, however it is possible there are some still up in the mountains, sleeping.

Military
For reference of units used BattleCollege - Trollbloods

3,000 Kriel Warriors
200 Krielstone Bearer & Stone Scribes
250 Long Riders
300 Pyg Burrowers
500 Pyg Bushwackers
600 Scattergunners
60 Thumper Crew (20 Thumpers)
300 Trollkin Champions
200 Trollkin Fennblades
130 Trollkin Highwaymen
60 Trollkin Runeshapers
350 Trollkin Scouts
400 Trollkin Sluggers
500 Trollkin Warders
50 Fell Callers
70 Trollkin Sorcerers
20 Night Trolls
30 Winter Trolls
5 Storm Trolls
35 Troll Axers
25 Troll Bouncers
40 Troll Impalers
3 Dire Troll Blitzers
3 Dire Troll Bombers
4 Dire Troll Maulers

(military numbers are best guess for appropriate numbers so is definitely not final)
Looks okay. your numbers may be a bit low but I won't force anyone to make their forces stronger.
This game builds a lot on narrative and also you have plenty of time to grow. So I only really speak up when you start a bit too strong to make your journey enjoyable.
I'm leaning towards playing the Trollbloods actually. Not 100% decided yet, but for now I'd say the Trollbloods are the most likely faction I'll use.

Does anyone have any critiques of the numbers I'm using for their military? I was thinking of increasing some numbers and decreasing some others.

Edit: I'm going to stick with my Trollblood Kriel @willyvereb
Dully noted. I probably like this profile of yours the most, anyways.

So willyvereb, does my Kriel faction look okay? Any additional information you need? I didn't know how familiar with WarmaHordes you were. I'm going to stick with this Kriel faction, I like the other two but this is probably the most fleshed out in my mind and I'm more confident in my ability to play them. Also I like the Trollkin and think they're cool (I was also considering Skorne and a Gatorman based faction, who I think are cool, but I settled on the Trollbloods as the faction I wanted to go with)

Also does my army list look alright to you? I came up with it on the fly (as I tend to do) so I might change it a fair bit depending on whether I think it works as a martial force for this Kriel.

Edit: Hm. Not going to change my faction now but one thing I just considered is that if I had chosen Skorne I could have tamed some of the beasts I found to make them Warbeasts, whereas Trollbloods can't since they only use other related species (like Trolls and Dire Trolls) as Warbeasts.
Generally 1-10% of your civilian pop is a decent guess for army counts so 3,000+ for a trible like yours makes sense.
As for warbeasts, just because you use troll-like warbeasts in the game it doesn't mean your choices are limited to that. At worst ou have to acquire some experience at taming foreign creatures.

Hmm, this looks like fun. Need a couple of days to put something together if no one minds a newbie. I'm thinking Anne McCaffery's Tower and Hive era telepathic teleporters with some generic Colonial Marines mixed in for more conventional forces.
Interesting but sadly I know nothing about the setting.
Can you give me a few links?
I may think of joining.

I have in mind a C0DA (AU for the people not familiar with TES lore) with a Marukhati-ruled Empire in the Seventh Era, with tercios and stuff.
While I know some ES my information ofn C0DA is minimal at best. you'll probably need to write a long form profile but otherwise it's fine.
Not completely finished - especially the lore sections, civilian populations, formatting, and military numbers. Also not sure where I should be located. Let me know if anyone can think of things I still need/thoughts on my sheet as it stands.
~~~~~~~~~~~~~~~~~~~~~~~~~~
Faction Name: Domain of Eos
Origin: Stargate: SG-1
Faction Type: Megalomaniacal Parasite/Country
Leader:
Faction Rank: (work in progress, the GM will give you this)
Color: Gold/Tan
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:
(Where do you start? You can describe it but I prefer if you draw a dot on the map, yup you're only a dot in comparison)
Faction Introduction:
The Goa'uld are an ancient race of parasitic snake-like beings capable of literally controlling their host creatures. After coming to their own on a backwater planet, they ran across technology left behind by a precursor civilization known as the Ancients. The Goa'uld immediately stole the technology and claimed to have invented it. After a while, they ran across Earth, and abandoned their former host species (the Unas) in favor of humans, who were easier to repair and control. They lived on Earth for a while, posing as immortal gods, until a rebellion forced them to leave. By then, they'd populated most of the galaxy with human slaves via a network of Ancient point-to-point portal devices known as stargates (or Chappa'ai to the Goa'uld).

Goa'uld society is strictly stratified. On top is the High Council of the System Lords - a council of the most powerful Goa'uld. The High Council is the only real diplomatic body in Goa'uld society. Treaties are adhered to not out of respect or mutual cooperation, but out of fear, paranoia, and a begrudging nod that each System Lord cannot quite annihilate the other. Yet. Below the System Lords are all sorts of minor Goa'uld fufilling many bureaucratic and military positions. Minor Goa'uld swear lifelong fealty to their masters, but a Goa'uld promise lasts precisely as long as it takes one of the Goa'uld to find an advantage to breaking it.

//Minor spoilers below, for those who want to watch Stargate SG-1//
As it turns out, the Goa'uld were not always inherently evil, sadistic, selfish bastards. Their relative immortality comes from a device known as a sarcophagous, capable of (mostly) bringing the dead back to life. The technology for a sarcophogous was stolen and adapted from an Ancient device. The unforseen side-effect of repeated overuse is a chemical imbalance in the brain that makes you an evil, sadistic, selfish bastard. It also makes you addicted to the sarcophogous. Obviously, access to such a device is limited to Goa'uld and their favorite consorts.

So, really, they're just misunderstood, galaxy-ruling, drug addicts with impressive healing abilities, glowy eyes, and deep voices.
Eos is a minor Goa'uld with half a dozen planets, a mothership, and a small fleet of Ha'Taks to her name. She's a selfish, evil parasitic snakelike creature that burrows into her host's spinal cord via the neck to achieve mind control. She and her kind control most of the galaxy, posing as gods by appropriating ancient technology and passing it off as their own. She owns a hand device (Kara Kesh), granting her pseudo-telekinetic powers (and a torture beam), dozens of slaves, and a poison pheromone laced on her fingers that turns men to putty when she touches them. She grants her host long life and greatly increased healing, though the host is still forced to watch her body commit horrific acts with no control.

Like all Goa'uld, Eos is obsessed with vanity, power, beauty, control, and flaunting it all. Her goal is to find the most powerful and beautiful being she can to use as her host, and then carve out a sizable empire on the planet. Any unapproved technology will be crushed. Worship of other gods besides her will be crushed. Obedience may be rewarded, if she feels like it, and you're attractive. There are several castes to Goa'uld society. At the top, of course, are the Goa'uld (of which there is only one on Worluk). Beyond them come the warrior caste, led by the first and second prime - warriors who have caught Eos' attention as leaders. On an equal footing are Eos' spies and assassins, of which there are few. Then come the non-military Jaffa - human slaves genetically and surgically modified to carry gestating infant Goa'uld in a pouch in their stomach. Most if not all humans in Eos' domain are Jaffa. Top among the Jaffa are scientists and government administrators. Then comes non-Jaffa, few that there are who aren't slaves. Finally comes the slaves, with her personal consort at the top of that food chain. Not that all her subjects aren't expected to die at the drop of a hat when her whims change; slaves may also be bound to the other castes in Eos' domain.

Thanks to a nearby hyperdrive explosion, Eos' mothership crash landed on Worluk after a climactic battle with a rival Goa'uld.

Faction Features:
Technology:

Most technology is stolen from other races. Around 80% of it is powered by Naquadah, a naturally superconductive metal with alternate use an atomic power source in refined form.

- Rings that can transport people and objects a hundred meters away, or, when linked with another ring platform, from ground-to-orbit.
- fancy, much-advanced computer chips
- projected by small spheres; usually used for the god to communicate to their masses
- The Al'Kesh, mothership, and Tel'Tak all have shields. These shields have a certain energy absorption capacity before violently shorting out their components. They can, of course, be repaired, but that takes some time. The energy absorbed will also gradually dissipate, but not over a tactically-meaningful timescale. That is, if a ship doesn't have its shields breached in combat, chances are that they will be back up to 100% for the next combat several hours from then. Eos also has a personal shield activated from her hand device (known as a Kara Kesh). Her personal shield is slightly different in that it only blocks high-energy weaponry - bullets and energy blasts, but not knives, rocks, and arrows. It also has a limited lifetime before it needs to be shut down and recharged.

Lots and lots of flaunted wealth. Gold leaf along the interior walls on the mothership (at least, in all the respectable places). Ridiculously expensive sheer dresses for Eos. Flashy jewelry. Gems encrusted anywhere Eos might look. Extravagent feasts, even when rationing is a sensible precaution. Open, flaming torches on spaceships, just because it reflects more prettily on the gold-coated walls.

Military:
- armed with staff weapons - energy guns/martial arts poles. Staff weapons are very flashy, with scary noises and loud bangs and explosions, but are probably less useful than a good P90.
- generally, power (and energy consumption) scale with size
- it's never going to fly again, but it still has shields, sensors, subspace communications, and staff cannon emplacements
- aircraft armed with - you guessed it - twin staff weapons. 35 survived.
- a mid-ranged bomber/transport, with its own ring system, staff cannons, and plasma charges. Unfortunately, the Al'Kesh is no longer spaceworthy, but it can still get around the atmosphere pretty well.
- a medium-sized cargo transport, capable of cloaking. Completely unarmed. Only one survived the crash.
Looks pretty good to me.
The only problem is that you may wish to write down how large is your population and how many soldiers and military equipment (Ha'Taks, Death Gliders, etc) you have.
Also would you like to be a co-GM as we previously discussed?
I had been wondering on how this would work, but this definitely seems far easier than I thought it would be. Although, I am pretty struck by the level of quality in the writing - and also, I just realized that we don't have a Touhou faction, which is sad, because I really like Ran Yakumo's fluffy tails. It seems that we only suffer from a lack of GM's, but I have one hand tied up for the next two months on weekdays and will only be able to half-arse the role when it comes to it.
Yeah, it's actually rather easy.
As for co-GM-ship, do you trust yourself to handle one or two players? Louis' Kancolle and maybe gaia's Winx Club renmants are something I would trust to you.
If by some chance you become inactive I think me or other co-GMs can step in but let's not count on this unless if it's really needed.
 
Interesting but sadly I know nothing about the setting.
Can you give me a few links?
While I know some ES my information ofn C0DA is minimal at best. you'll probably need to write a long form profile but otherwise it's fine.

As I said, a C0DA is also an AU. Yes, there's C0DA the not-so-graphic novel, but broadly speaking a C0DA is also an alternate (or future) universe in TES.

The premise, once again, is that Marukhati Selectives (putting it very simply, they're a sect of monotheistic human supremacists known for their attempts to tear from Akatosh any elven trait, back in the First Era) or someone not unlike them take over somewhere in the Sixth Era (so, yeah, in the future). Also, while I'm at it, I may as well add that Tsaesci eventually lose their long war against Ka Po'Tun and migrate to Tamriel (it's really implied that it's bound to happen), much like the Yokudans did back in the First Era. Men and Tsaesci fight eachother for some time until they notice that the Dominion was standing there eating pop corns in amusement, planning to strike at both once they were weakened enough, so they eventually integrate with eachother, to a certain extent, and turn their attention towards the elves starting yet another cold war with them.

How will the game work? Will it be narrative or something more classic?
 
As I said, a C0DA is also an AU. Yes, there's C0DA the not-so-graphic novel, but broadly speaking a C0DA is also an alternate (or future) universe in TES.

The premise, once again, is that Marukhati Selectives (putting it very simply, they're a sect of monotheistic human supremacists known for their attempts to tear from Akatosh any elven trait, back in the First Era) or someone not unlike them take over somewhere in the Sixth Era (so, yeah, in the future). Also, while I'm at it, I may as well add that Tsaesci eventually lose their long war against Ka Po'Tun and migrate to Tamriel (it's really implied that it's bound to happen), much like the Yokudans did back in the First Era. Men and Tsaesci fight eachother for some time until they notice that the Dominion was standing there eating pop corns in amusement, planning to strike at both once they were weakened enough, so they eventually integrate with eachother, to a certain extent, and turn their attention towards the elves starting yet another cold war with them.

How will the game work? Will it be narrative or something more classic?
Kind of both.
See Global Inferno for certain details.
we'll narate things like in any decent NRP and it does help your cause if you write an engaging story but you're also given the option to list your actions and wait for what's going to happen.
Although preferably you have to do both.
IC - The Global Inferno: The IC - We want war! Wake up!
 
Looks okay. your numbers may be a bit low but I won't force anyone to make their forces stronger.
This game builds a lot on narrative and also you have plenty of time to grow. So I only really speak up when you start a bit too strong to make your journey enjoyable.
Dully noted. I probably like this profile of yours the most, anyways.

Generally 1-10% of your civilian pop is a decent guess for army counts so 3,000+ for a trible like yours makes sense.
As for warbeasts, just because you use troll-like warbeasts in the game it doesn't mean your choices are limited to that. At worst ou have to acquire some experience at taming foreign creatures.

I might give myself more Trolls, Troll subspecies and Dire Trolls, to maintain a stable enough population for them to reproduce at least (especially if I have little or no expectation of finding more full-blood Trolls and Dire Trolls out in the world).

Technically in canon each different race tends to have its own Warlock "tradition" which determines the kind of "Warbeasts" they can contact, and in canon the Trollkin can only really connect to those who are blood related to them (meaning Trolls, Dire Trolls, Mountain Kings and the like) but I suppose I don't have to adhere to strict canon in this game, so I'll look forward to acquiring other kinds of Warbeasts to use.
 
I would be willing to attempt to Co-GM one or two players. I can't testify for how good I would be at it and my schedule is rahter iffy, but I'm willing to give it the ol' college try if you need/want me.

Also I made some updates to my profile, mostly just the history section but also some technology/numbers stuff if you feel like taking a look. Still going to add some things later.
 
Fourth Goblin Reich
:p
Jokes aside you kind of disappeared from here. What happened?
No isue with a goblin force whatsoever. Though there are many different interpretation on goblins. Which version you plan to use?

I just got caught up with some real life is all.

I wanted for some hyper-industrialists with a twisted meritocracy system. They will be somewhat behind in technology, but make up for sheer number and rapid expansion.

Imagine a civilization of evil Darwinian rabits and you're good to go.
 
Faction Name: The East Coast Alliance
Origin: AU Fallout 3-4.
Faction Type: Post-Apocalyptic Country
Leader: Sarah Lyons.
Population: 50,000?
Faction Rank: (work in progress, the GM will give you this)
Color: Grey-ish
Assigned GM: (Which GM is governing you and controlling the surrounding NPCs?)
Starting Area:

2nd Game Map

Faction Introduction

This faction comes from an AU of Post-Fallout 3-Fallout 4 where Sarah Lyons survives and leads the BoS when her father dies, so the 'infant' Alliance from FO3 survives and actually gets Formalized into a Nation. Eventually Scouting leads them into the Commonwealth(like in Canon FO4), where they discover the Lone Survivor, the Minutemen, and the Institute. Over the course of the next year, the Alliance absorbs the Minutemen, and takes over the Institute. The Lone Survivor takes control of the Minutemen in the ECA, as she was a central figure in rebuilding the organization. The ECA is here now because a stellar event brought it and it's people to this new world.
Faction Features
1. Advanced Technology- With the Technology of the Brotherhood and the Institute, the ECA has achieved many great things sense they came to the commonwealth.
2. A Legacy of Anarchy- As a result of the last 210 years of anarchy across the east coast, everybody knows how to fight, and those that are trained, are trained beyond their typical 'military level' would indicate.

1. An boorish people- The people of the ECA have lived for generations on; Irradiated Food, Dirty and Torn Clothes, Ramshackle Huts when not just living in bombed out wrecks. While the recent influx of Technology has helped, some habits are hard to break, and so the People of the ECA look and act rather abrasive.
2. Born-Again Industry- Industry has just started to be reborn as Institute Tech and Brotherhood Inginuity meld, and it has just recently been filtering down to the civilians.

Military
The Military of the ECA is actually a mix of a growing Pan-Alliance Military and the East Coast Brotherhood supplying Knights, Paladins, and Heavy Robots. The Minutemen are anouther recent addition, built around highly trained men and women to protect the Alliance's Heartland. (Can someone help me with numbers?)

10,000x Minutemen Militia-Defense forces of the ECA, Equiped with; Military Fatigues, Metal Armor, 5 frag grenades, Short Rapid Laser Muskets, Missile Launcher for every 1 out of 5.

5,000x Alliance Troopers- Standard Military, Equipped With: Military Fatigues, Army Combat Armor, 5 Plasma Grenades, Rapid Laser 'Assault' Rifle, Plasma 'Shotgun'.

500x Heavy Alliance Troopers- T-45f Power Armor and; Rocket Launchers, Laser Gattling Guns, Flame Throwers, and Fat Man Launchers

250x Brotherhood Knights- T-51f Power Armor and Customized Laser and Plasma Weapons, 1 in 5 have Fat Man Launchers

75x Brotherhood Paladins- T-60f Power Armor and highly Customized Laser and Plasma Weapons

30x ECA Infiltrators- Chinese Stealth Suits and; Stealth Boys, 5 C-4 Expys, Highly Customized Silenced .308 Sniper Rifles, Highly Customized Silenced 10MM Pistol, 5 Frag Mines

50x Sentry Robots-Those Big Bastards

20x M4A4 'Old Man Sherman's- Mass Produced Version of this: Tank

100x APCs- MPed this: Armored personnel carrier

20x F-28 'Starfighter II' (Basicly an Atompunk F-22 with Laser and Nuclear Weapons that looks like an F-80)

10x A-5 'Warthog'(Atompunk A-10 with a Gauss Gattling and Nuclear Weapons.)

Liberty Prime

Prydwen

@willyvereb
 
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