Adventures of Naletia: War of Annihilation
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Adventures of Naletia: War of Annihilation
The relations between the great continents and countries Ermith and Sar'tu are historically bad. Ever since the latter country formed they have been at war with themselves and with Ermith. Centuries passed after their formation and still they have not ceased their conflicts. An old tale told of these warring North and South tells the tale of when the two states finally set aside their differences, the armies of Sar'tu will be the strongest in the world. But as the country's history continues to lay out before them it has become clear that this shall never truly happen, for when it does it will mean the end of the world.
Diverse cultures and people populate the southern continent. Sar'tu has a certain strength of spirit that allows the people to continue living in broken states as if they were tranquilized by war. Spirits and foul beasts alike populate the continent in numbers otherwise unheard of. Demons flock to the continent to sow madness and discord where there should be peace and harmony. Whether it is they who prevent Sar'tu from uniting or if it is man's own sins remains to be seen.
The year is 1420, nearly two hundred years after the Second Dragon War. Ermith has enjoyed the rule of the Varshtig clan, a name that was once cursed, but now is redeemed. Over the last hundred years or so, the country has enjoyed a very steep climb in technological advances leading up to the construction of computers and complicated flying machines - or airships as some like to call them. Traditional weaponry have been improved significantly, even if the look or feel of the weapons have not changed as much.
Sar'tu also enjoys the same increase in technology, but focused much more on the heavier side of weaponry, including missiles and giant war machines. These great mechanical constructs serves as a legion of soldiers per unit, though finding pilots for these machines is difficult. The production of these war machines has increased significantly over the past ten years and now the country seeks an opponent to unleash these beasts on. Whether it be themselves or another continent, not many know the true answer.
Few know how long Sar'tu has remained united under two kings.
~
HELLO THERE. /fourthwall
This is a different take on the traditional style of role plays where you play a hero and fight ne'er-do-wells and such. Instead I decided that both sides will have a "hero" that is also a "ne'er-do-well" at the same time. I'll outline the basics down below and let you guys know what it is I am looking for.
Now can someone get in here and repair that wall? It's getting a bit chilly in here.
~
WHAT IS HAPPENING:
1. Sar'tu and Ermith are at war. Again.
2. The role play will begin a year or two into the war, where it has already been established that this is no "simple" war like the others.
3. There are two sides to every conflict and we will get to see both with this one role play under the idea that "when war begins, neither side is right."
WHAT I AM LOOKING FOR:
1. Two people to play the game. One will be on Ermith's side, the other will be on Sar'tu's side. If this becomes popular, I will increase the number of players.
2. One person will control anywhere from three to four different characters. I will have many, so don't concern yourself with what I bring to the tables.
3. These characters must have good reasoning for participating in the war. I will not allow the "I'm from another world!" bullshit characters that some people love to use. Not this time.
4. One character will be the leader of a small squad, hence the three-to-four characters mentioned earlier. That character reports to a general or a commander and is not allowed to discuss the details of a mission with his squad, save for what is necessary.
5. This is a stat-play, though some battles with certain situations or predetermined results will be carried out in freeform and no experience will be given for those. Think of those opportunities to show off your writing abilities and the power of your characters.
6. With #5, I am expecting high quality posts 80% of the time. Exceptions will be obvious when they come around. If you're going to slack through a post, I would rather you wait until you can put up something good. I'll be pushing myself to do the same, so hopefully the result will be a good story with good writing. No pressure.
~
Currently Available Slots:
Ermith
Player 1
-
-
-
-
Sar'tu
Player 2
-
-
-
-
-THE PLAYERS WHO WISH TO PARTICIPATE MUST SEND IN TWO PROFILES IN TRADITIONAL FORMAT WITH BIOGRAPHIES AND DESCRIPTIONS OF PERSONALITY-
-BOTH PROFILES WILL BE THE LEADERS FOR THE SQUAD, ONE FOR ERMITH, ONE FOR SAR'TU-
-WHEN TWO PLAYERS ARE CHOSEN, THEY MUST DECIDE TOGETHER WHICH SIDE THEY WILL EACH TAKE-
-IF THE TWO PLAYERS CHOSEN CANNOT DECIDE WHICH COUNTRY'S SIDE TO TAKE IT WILL BE DETERMINED BY A COIN FLIP-
-IF THE COIN LANDS ON ITS SIDE, I WILL KICK IT AND WHATEVER SIDE IT LANDS ON IS WHAT WE GO WITH-
Diverse cultures and people populate the southern continent. Sar'tu has a certain strength of spirit that allows the people to continue living in broken states as if they were tranquilized by war. Spirits and foul beasts alike populate the continent in numbers otherwise unheard of. Demons flock to the continent to sow madness and discord where there should be peace and harmony. Whether it is they who prevent Sar'tu from uniting or if it is man's own sins remains to be seen.
The year is 1420, nearly two hundred years after the Second Dragon War. Ermith has enjoyed the rule of the Varshtig clan, a name that was once cursed, but now is redeemed. Over the last hundred years or so, the country has enjoyed a very steep climb in technological advances leading up to the construction of computers and complicated flying machines - or airships as some like to call them. Traditional weaponry have been improved significantly, even if the look or feel of the weapons have not changed as much.
Sar'tu also enjoys the same increase in technology, but focused much more on the heavier side of weaponry, including missiles and giant war machines. These great mechanical constructs serves as a legion of soldiers per unit, though finding pilots for these machines is difficult. The production of these war machines has increased significantly over the past ten years and now the country seeks an opponent to unleash these beasts on. Whether it be themselves or another continent, not many know the true answer.
Few know how long Sar'tu has remained united under two kings.
~
HELLO THERE. /fourthwall
This is a different take on the traditional style of role plays where you play a hero and fight ne'er-do-wells and such. Instead I decided that both sides will have a "hero" that is also a "ne'er-do-well" at the same time. I'll outline the basics down below and let you guys know what it is I am looking for.
Now can someone get in here and repair that wall? It's getting a bit chilly in here.
~
WHAT IS HAPPENING:
1. Sar'tu and Ermith are at war. Again.
2. The role play will begin a year or two into the war, where it has already been established that this is no "simple" war like the others.
3. There are two sides to every conflict and we will get to see both with this one role play under the idea that "when war begins, neither side is right."
WHAT I AM LOOKING FOR:
1. Two people to play the game. One will be on Ermith's side, the other will be on Sar'tu's side. If this becomes popular, I will increase the number of players.
2. One person will control anywhere from three to four different characters. I will have many, so don't concern yourself with what I bring to the tables.
3. These characters must have good reasoning for participating in the war. I will not allow the "I'm from another world!" bullshit characters that some people love to use. Not this time.
4. One character will be the leader of a small squad, hence the three-to-four characters mentioned earlier. That character reports to a general or a commander and is not allowed to discuss the details of a mission with his squad, save for what is necessary.
5. This is a stat-play, though some battles with certain situations or predetermined results will be carried out in freeform and no experience will be given for those. Think of those opportunities to show off your writing abilities and the power of your characters.
6. With #5, I am expecting high quality posts 80% of the time. Exceptions will be obvious when they come around. If you're going to slack through a post, I would rather you wait until you can put up something good. I'll be pushing myself to do the same, so hopefully the result will be a good story with good writing. No pressure.
~
Currently Available Slots:
Ermith
Player 1
-
-
-
-
Sar'tu
Player 2
-
-
-
-
-THE PLAYERS WHO WISH TO PARTICIPATE MUST SEND IN TWO PROFILES IN TRADITIONAL FORMAT WITH BIOGRAPHIES AND DESCRIPTIONS OF PERSONALITY-
-BOTH PROFILES WILL BE THE LEADERS FOR THE SQUAD, ONE FOR ERMITH, ONE FOR SAR'TU-
-WHEN TWO PLAYERS ARE CHOSEN, THEY MUST DECIDE TOGETHER WHICH SIDE THEY WILL EACH TAKE-
-IF THE TWO PLAYERS CHOSEN CANNOT DECIDE WHICH COUNTRY'S SIDE TO TAKE IT WILL BE DETERMINED BY A COIN FLIP-
-IF THE COIN LANDS ON ITS SIDE, I WILL KICK IT AND WHATEVER SIDE IT LANDS ON IS WHAT WE GO WITH-
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
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