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  #1  
Old Oct 25th, 2013, 05:06 AM
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Your Story!




Where are you from? Who were your parents? What happened to you during your childhood? All these questions can be answered via STORY TRAITS, which will give you many nice bonuses to your skills and provide some RP material.

Last edited by Hanz; Nov 17th, 2013 at 09:12 AM.
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  #2  
Old Oct 25th, 2013, 05:08 AM
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England. An Island which survived the test of time. Prospering and Growing alongside Swadia, it managed to contact them and establish relations, trading in Fish, Elk, Ivory, Furs, and Spices in return for Technology, Gold, Silver, and Incense.

England has over 12 Million citizens living in its many towns and cities. It has accumulated the world's greatest Infantry Combat Technology by creating the Mechanical Crossbow, causing them to conquer worldwide nations with volleys of hard-hitting bolts that rain onto the enemy army, destroying them one by one.

The English make for Excellent Archers, and are also very Charismatic, being able to create trade routes with many men and women, very excellent traders and value-marketers. However, they lack the needed skill to swing a sword proficiently, which is why they rely on bows. [ -1 STR, +1 CHA, +1 AGI, +2 Trade, +2 Diplomacy, +2 Appraise ]

England is ruled by King Henry Tudor III, while his claim is solid as steel, there is a man named David the Basterd, who claims to be the true heir to the throne. People dismiss him as another man wishing to take the throne by force, but King Henry recognizes his strength. He has accumulated an army, and he might come for "his throne" soon.

Addition starting items for the English: Mechanic Crossbow (Preference of Weight), +1000 GP, +2 Furs, +2 Spices, +2 Venison, +2 Fish (For Trading.)

English Marksmen are arguably the best archers in the entire game. Although not as strong in melee and has less health compared to the Rhodok Sharpshooters, they are the most accurate and boasts the fastest firing rate of all long range units in the game. Provided a superior landscape and numerical advantage, it is more than possible for the English Marksmen to devastate the enemy infantry with relentless salvo; it is guaranteed that the rain of arrows will silence the enemy forces.

It is also important to note, that because of their fast firing rate, they tend to run out of arrows relatively quickly during the battle. Therefore, it is recomended that they are ordered to hold fire untill the enemy comes within reasonable range. Ironically, although this very tactic is effective, it could also lead to infantry casualties when proper timing is botched.

England is very concentrated on Magic, with over 20 Magic Schools in its many cities, wizards and sorcerers can find their way within England.

Last edited by Hanz; Oct 25th, 2013 at 05:38 AM.
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Old Oct 25th, 2013, 07:23 AM
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The Nords. They love to kill, Hate Magic, and Revear the gods. They destroyed many nations that once lived on the land they now own, and have taken them as their own.

80% of their cities and towns were previously owned by different nations, but with their shocking might, they

The Empire of Nords is in military terms, an infantry-based civilization, they boast the most powerful heavy shock infantry, whose main tactic is to throw a volley of axes or javelins at their targets before charging in to melee. They are somewhat vulnerable to armies with shock cavalry, as the men on foot cannot keep up with them. On the other hand, they are completely equipped to fight on foot and make for excellent castle besiegers, breaking shields and splitting heads with their axes as they go. They also make great castle defenders, forming a nearly impenetrable shield-wall on the ramparts.
Nord armies rely on the strength of their infantry. Nord Huscarls are arguably the best infantry unit in the game. Since they do not rely on cavalry, their armies are excellent at both attacking and defending castles. They also have a branch of archers, but they are not as focused as there are only a few tiers.

Nords dislike Magic, but are very appreciative of Nature. They take religion very seriously, and their gods reward them with combat prowess. They usually know their land lie the back of their hand since childhood.

Nords are known to be Strong and Wise, conquering the world with their Strength and Tactical Prowess, but are somewhat repulsive because of their bloody past.
[ -1 CHA, +1 STR, +1 WIS, +2 Intimidate, +2 Knowledge: Nature, +2 Knowledge: Religion]

The Nordic Empire is ruled by Jarl Ragnar Rockfort. While the Rockfort Family has lead the Nords for over 2 centuries, however, a rival family, Rosemary, is rumored to be conspiring against the throne, they wish to return it to their family, where it had rested before the Rockfort family took it.

The Nords have no tolerance for Mages. They see them as a blight against the world, taking the power of the gods where it does not belong. Magic is taboo in all Nord Lands, and revealing that you are a mage, while not against the law, can cause you to be hated, maybe up to the part where you get lynched.

Addition starting items for the Nords: Ring of Respite (+2 to attack rolls), +250 GP, +2 Furs, +2 Spices, +2 Venison, +2 Fish (For Trading.)
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Old Oct 26th, 2013, 05:42 AM
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On the battlefield, a Khergian Mamluke is argued to rival the powerful Swadian Knight. They can make quicker turns, wear very thick armour, and their heavy iron mace can deal blunt damage. The damage is lesser, and the blunt damage is not always good, but can be useful for capturing prisoners. However, their armour is slightly worse than the Swadian, so is their polearm skill. On foot, a Khergian Guard, while it may have longer ranged throwing weapons than a Nord, is no match in hand-to-hand melee. Khergian Guard are probably the worst top tier soldier in game, worse than the Khergit Lancer and Nord Veteran Archer. Their archer is slightly weirder. They don't exactly play to their role as an archer, so Vaegirs will outshoot them, but a Khergian archer can double as Infantry if the player is desperate. Note that this is still not recommended.

The Mamluke is one of the two most powerful horsemen in the game. As such their main tactic is to charge into the fray, relying on their excellent armor to carry them through even when surrounded by lesser enemies. Mamlukes carry shields which offer them even better defense in prolonged melee, whether on foot or on horseback. As a consequence of this Mamlukes can also serve as the heavy infantry of the Khergian Sultinate, being the only horsemen that are just as useful unmounted. Armed with iron maces, Mamlukes can smash through castle defenders, making way for weaker troops to pour into the gaps. They still have trouble attacking castles of Nords or Rhodoks, the Swadian Knight may be better because the Morningstar can crush through blocks more often, rendering most Nord and Rhodok shields' useless.

Khergians are Quick on their feet and have incredible strength, but lack technological prowess in combat, relying on ancient traditional ways of warfare. [ +1 STR, +1 DEX, -1 INT, +2 Trade, +2 Riding, +2 Throwing ]

The Khergians are a very recent civilization, evolving from desert bandits and highwaymen into a sultanate of respectable warriors.

Khergians are a race of Tall, Tan Skinned, hot-headed warriors, usually wielding javelins and bows, rushing into combat on horses or with their quick feet, usually using light armor, they destroy their opponents one at a time, showering them with their javelins then moving in on the offensive in melee combat. They usually use blunt weapons to knock out their opponents and take them as prisoners. The Sultinate has the World's Greatest Prisons built within it's Capitol.

The Sultinate doesn't like or dislike magic, it has a moderate amount of Magic Schools but prefer to use their muscle in combat rather than their magic.

Additional starting items for the Khergian Sultinates: Masterwork Khergian Battlemace, +4 Khergian Peasant (Troops), +1 Khergian Warlord (Troop)

The Khergian Sultinate is at war with Swadia and The Rhodox Republic right from the start of the game.
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Old Oct 26th, 2013, 06:24 AM
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The Republicof Rhodox is ruled by King Graveth while the claimant to the throne is Emperor Haralus, ruler of Swadia.
The Rhodoks were originally part of the Kingdom of Swadia, but the Rhodoks rebelled and founded their own kingdom. This is reflected in their troop types, and choice of territory, pikemen and crossbowmen in mountainous terrain to defeat the knights of Swadia as they lacked cavalry and thus relied on pike and crossbow to prevail over the Swadian Knights.

Rhodok troops are mainly effective against cavalry. Infantry versus infantry battles don't tend to favor their infantry units but a powerful core of crossbowmen can soften up the enemy before an infantry charge. However Rhodoks units are best used in a defensive role in field battles, with infantry in front of ranged units. A core of Sergeants and Sharpshooters in any army tends to be just fine, especially against Swadian units. Add to all of this the fact that they have more health and speed than any other faction units and can devastate enemy armies. If you plan on besieging any castles or cities, or defending any, Rhodok units excel at this role.

Rhodoks are skillful marksmen, and have much endurance, having lived in the snowy ranges, however, they lack the strength needed for Hand-to-hand combat. [ -1 STR, +1 DEX, +1 CON, +2 Archery, +2 Stealth, +2 Engineer ]


The Rhodok are devastating against mounted units, and specialize in using pikes, broadswords, and long spears to take out horses and mounted units. They also excel at taking down siege units and mechanical siege machines using their skills in reverse-engineering.

Rhodok men have very little tolerance for Swadians, there are very little Swadians living in Jelkela, either in secret, or they have too much power to be touched.

Additional starting items for the Khergian Sultinates: Masterwork Rhodok Longbow, 25 steel broad arrows, +1 Reverse Engineering Toolbox. (+15 to 1 Engineering check to dismantle a siege unit.)

The Rhodox Republic is at war with Swadia.

Last edited by Hanz; Oct 26th, 2013 at 12:26 PM.
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Old Oct 26th, 2013, 12:27 PM
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The Empire of Swadia is a Noble and Powerful line of Families living under the supreme rule of Emperor Haralus The Great, he claimed Swadia when he defeated Emperor Suno and took his throne, as a barbarian leader he leaned the city more into a bloodthirsty warmongering empire, which started the Hostilities of Calradia.

Emperor Suno's daughter is believed to be still alive, the last of his children, and the true claimant to the throne of Swadia, however, everything about her is purely rumor, and nothing is said for certain.

Swadia extend back to when civilization was first formed, alone they built an empire of stone and steel, and challenged all who would oppose them, through over a millennia and a half of fighting for their place, Swadia has been crowned as the center of Calradia, and one of the most powerful nations to ever live, many lesser nations live under the shadow of this destructive force.

For more information on the places of origin in Swadia, check out [GEOGRAPHY] Swadia!

Swadians are Warfaring, but not very skilled at it, what they lack in skill they make up in numbers and technology. Their superior intelligence allows them to construct siege equipment and powerful mechanical weapons to use in combat much faster than others; but are usually rash and unresponsive to good advice.
[ -1 WIS, +1 INT, +1 STR, +2 Engineering, +2 Physics, +2 Mathematics ]

Swadia is a nation of Celebration, Invention, Gladiatorial Combat, and Politics. It has very large cities, especially the Capitol (Praven)

Additional Starting Items for Swadians: Swadian Battlehorse (Heavy Armor), +500 GP, Engineering Tools (+8 To 1 check)

Swadian melee troops prefer to wield swords, heavy maces, and voulges. Swadians also use crossbowmen instead of archers, yet it seems the bow is a common Swadian weapon among its forest bandits, arena fighters and hunters.

Swadian Knights are the most powerful cavalry units in the game, rivalled only by Sarranid Mamlukes. Swadian troops rely mainly on the strength of their Swadian Knights to power through all enemy formations, their magic is mediocre however, having short supply of mages, especially with the low number of Magic Schools.

It is rumored that Swadia was formed on top of the burial ground of Azul, Sarranid, and Khergit, Three Ancient Dragons who terrorized Man-kind during the dawn of time, after being defeated by Chieftain Marx, he built a city over their graves and named it Swabia, soon it evolved into today's Swadia. However, this is known to be but a fable, and many people dismiss it as mere superstition; but it seems suspicious when the very emblem of Swadia is a three-headed dragon.
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