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 Rise of Kingdoms (INFO/RULES - WIP)

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Dogbert

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PostSubject: Rise of Kingdoms (INFO/RULES - WIP)   Tue Feb 10, 2015 5:40 am

When time began, only the Titans existed in the darkness of the Universe. The Titans were either in favor of Chaos or Order, but found co-existence with each other to be impossible due to their refusal to allow it, and so they divided into two factions. One hand were the Old Creatures, the beings of light, wisdom and order. One the other hand were the Elder Things, the beings of darkness, power and chaos. Each faction created a world on which they would grow life to worship them, thus giving them strength and glory. The Old Creatures formed Irandirl, a place where life was nurtured and vast, prosperous kingdoms rose. The Elder Ones created Sachezal, a world where every day was a fight for survival yet the surviving life was strong, powerful and ruthless. Races on both worlds grew, and powerful empires which reflected the nature of their Titan creators expanded across, gaining more power and influence.

On each side, the Titans gained strength and glory from their worshippers and soon became arrogant in the process, mocking their rivals and making attempts to show off their glory through vast deeds. The Titans grew to envy one another and tensions rose to the point at which war became an inevitable occurrence. They began to march on both worlds, taking the forms of the mortals they created and walking amongst them, and the once mighty empires fell as they became battlefields for the powerful beings. But this war took a toll on both worlds, and as the conflict intensified they became drawn to one another, becoming closer and closer until the war's very apex had been reached. The following battle was massive, beyond the scale of any other battle in the history of existence. Massive amounts of energy were released, and a crack appeared in the Multiverse itself, which pulled Irandirl and Sachezal together and forming the two into a single world, whilst many Titans fell until only a few remained.

Life was all but extinguished on this new world, which came to be known as Kalimador, but there was still a small glimmer of hope. The surviving Titans came to realize that the conflict could not go on, lest they wished for all of existence to collapse in on itself, and finally agreed that Chaos and Order could co-exist, and that it was necessary in order to avoid repeating the cycle and risking the whole of creation. The Titans began to nurture the remaining life and replace what was destroyed with new life, using the ideal of Chaos and Order in order to continue the cycle. In addition, fragments of the Chaos World, Sachezal, were left behind and drifted together to form the Demon World, a hellish region where creatures of incomprehensible forms reside. But war, war never changes. Catastrophe did nothing to squelch the human desire for greed and power, be it at their own expense or the expense of other races.

Thousands of years later and Kalimador has all but recovered from the ancient conflict, whilst much has changed. Empires have risen and fallen. Kings have influenced entire continents only to perish and be banished from memory to the ancient texts. Diplomatic and political upheaval scourges the weaker Kingdoms, while the larger ones flourish and prosper. But the scales may soon change. Will you forge an Empire through conquest, or diplomacy? Will you be the selfless Hero, or the hedonistic Monarch who cares nothing for his people? Will you follow the laws of war or break them? The choice is yours. Welcome, to Rise of Kingdoms.

(CREDITS GO TO GANDALF AND FOSHIZZLE - GOD BLESS THEIR SOULS!)

Rules:

1. Speech in Rise of Kingdoms follows the following code. Italics are used for actions, without ** markers. Just write your action and put it in italic tags. Speech uses Bold tags with "Quote tags". Magical communication uses +Bold tags with +-+ signs.

2. No powergaming. I don't want to be seeing entire armies teleported across the map or lone archers demolishing castles. In addition, you can not enforce your actions on another player. If a solution through OOC/Steam Friends cannot be found, a game-master must decide the outcome. Continued powergaming or rule-breaking will result in GM punishment. If GMs use their abilities to powergame or unfairly participate in the roleplay, they may have their GM status revoked.

3. "Super weapons", as in powerful, faction-specific weapons are allowed, but a GM must be informed beforehand and they must be reasonable.

4. Be original with your races, names and culture. Borrowing things from movies, games, books, TV shows and other forms of entertainment is allowed, and encouraged in the event that it is required, but copying an entire civilization from them is not.

5. Extinction requires authorization from a GM to happen, and must be role-played properly by all parties.

6. Basic rules of physics apply, you're allowed to bend them with magic and such so long as you don't go over the top.

7. Please put effort into your applications, and try to detail your actions as much as possible.

8. We try our best to be fair, but in the advent of an OOC disagreement between two players where the GMs have to intervene, our word is final.

9. Use your common sense.

10. Use your common sense.

11. Maximum starting level in regards to tech is 60, though I'm willing to be lenient in certain fields to compensate for stuff e.g no magic but boosted tech and vice versa.

Technology Guide:

0-10 - No technology (Cavemen/Tribals).

10-20 - Stone Age.

20-30 - Bronze Age (Ancient Greeks/Romans/Chinese).

30-40 - Iron Age.

40-50 - Steel Age (Early Middle Ages; 600AD).

50-60 - High Middle Ages (1100s - 1300s AD)

60-70 - Late Middle Ages (Late 1300s - Late 1400s AD; The advent of Gunpowder)

70-80 - Renaissance (Late 1400s - 1600s AD)

80-90 - Late Renaissance (1600s - 1700s AD)

90-100 - Napoleonic (Late 1700s - 1800s AD)

Minerals:

Stone: Strong, abundant resource. Used for walls and buildings.

Iron: Extremely durable metal used mainly for weaponry. More durable than steel, but rusts easily.

Steel: A metal perfected by industry. Used mainly for weaponry. Slightly weaker in durability than iron, but is difficult to rust.

Silver: Rare but very strong resource. Used for weaponry, often enchanted.

Gold: Extremely rare but extremely strong resource, often used for armor and, of course, trade and money.

Diamond: Strongest, and rarest, known substance in Kalimador. Often used for money, but more advanced races, like Elves, use them on occasion for weapons and architecture.

Mithril: Magical metal. Can protect against spells.

Soul Iron: Iron infused with spirits. Can be created into Soul Steel, enhancing its effects. Effects: Boost magic potency of the wearer (More spells, which are more powerful.)

Bloodstone: Explosive, volcanic stone. Can be ground to produce red powder, the equivalent of gunpowder.

Map:





Other shit -

Some people from Sovereign might remember this little game! Anywho, I take no credit for its creation, and hopefully the big boys don't get mad that I use it. So, post here if you're interested; if not, either post a suggestion and whatnot.


Last edited by Doydel Dog on Tue Feb 10, 2015 4:39 pm; edited 1 time in total
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Jeffrey

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Tue Feb 10, 2015 2:51 pm

Doydel m8, my man.
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Dogbert

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Tue Feb 10, 2015 3:58 pm

m888
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Dogbert

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Tue Feb 10, 2015 4:40 pm

Shit's been updated; Info is all there. Will make it pretty if you guys decide it's worth the effort.
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SamuraiJack

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Wed Feb 11, 2015 2:21 am

We should bring back continental wars, but this looks good. XD

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Anthony Turner

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Wed Feb 11, 2015 2:23 am

I agree with Jack up there
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Dogbert

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Wed Feb 11, 2015 2:44 am

We can do that, too.
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SamuraiJack

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Wed Feb 11, 2015 2:46 am

I mean, it just seems simpler, to be honest. I still have all my Oceania stuff saved. You'd make a good GM, and also run the Federation. I'd kinda like to help, if we're bringing back Continental.

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Dogbert

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Wed Feb 11, 2015 3:40 am

Well, I need to see if other bads wanna' participate. So far you, Anthony, and Jeffrey are interested.
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HereticsEnd

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Wed Feb 11, 2015 5:38 am

I still have my app from the last time this was posted. I'm ready to mingle with ya'll.

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Dogbert

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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Thu Feb 12, 2015 5:14 pm

Scrapping this since people want Continental Wars. New thread will be up soonish (AKA when I'm not fucking lazy)
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Malak



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PostSubject: Re: Rise of Kingdoms (INFO/RULES - WIP)   Sun Feb 22, 2015 9:29 am

You could always do this in WC3 opt-lordaeron for empire sized roleplay and there's also Roll20 for if you decide to just play as singular characters inside a realm.
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