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#Post#: 3677--------------------------------------------------
The Secrets: main page
By: DictaTorr Date: June 3, 2013, 12:42 pm
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Welcome to the Secrets of Traumwelt! Here, all things about this
game will be described, and all questions relevant will
(hopefully) be answered!
The story so far: For the early years of the world Traumwelt,
things were mostly peaceful, with few conflicts between
civilizations. Life was simple and not too difficult, but one
day, things hit a turn for the worse, and the land became
engulfed in chaos. A major 'world' war broke out, with two sides
at each other's throats for decades, and with no stop to it in
sight. In the year of 1287, with the war still going strong, and
the two alliances doing what they feel is best, leaders, whether
they be kings, queens or generals, or even average peasants,
must work to stop this war. There won't be much peace left
within the land, and, within some time, a second major war, one
for power, will arise, due to the discovery of a 'lost' land, in
which the inhabitants are either friendly or hostile, and
temples scattered across this new-found continent, which contain
artifacts of such power that can reshape the world, will bring
about a second wave of chaos, which may see no end unless
something, whether good or evil, happens to these powers is
done.
On the new world, things are much more peaceful, with little
conflicts between the peoples of it. Things are nice, tensions
are greatly lower than they are on the old world, and there is
much more natural beauty there. The natives don't know of the
warmongering tendency of their far away opposites, and vice
versa. There's a wider and greater diversity of cultures there,
as well as less dragons and wyverns, making it even safer than
the old world. Some of the people of the kingdoms would say that
living in this new world would be less dangerous than going to a
market at their own kingdoms, due to the thieves and murderers
and whatnot.
Under the seas, another sort of diverse civilization rests, one
barely known of by either those living on Traumwelt or those
living in the new world. They seem to be a passive-aggressive
peoples, only attacking when their brethren are taken from the
oceans or killed, and they attack in a large force against ships
and coastal cities alike, tearing apart structures and people
alike for a few moments, before returning to where they live,
without reason. This is especially terrible for people living on
islands, who rely on sea creatures as a main source of food, due
to the fact that these sea beasts descend from many different
sea creatures like fish, squid, sharks, and many more.
Because this is an age of discovery as well as an age of war,
people from all kingdoms and all civilizations on Traumwelt will
be racing to find and conquer new, undiscovered lands as their
own, either for reasons of expansion or just reasons of stopping
their enemies from conquering the same lands, and, these
colonial tendencies could possibly lead to just more violence
between these already near-broken alliances.
Rules:
1. There will be a maximum of two civilizations allowed, but
there won't be any limits on characters, so you can have as many
as you please.
2. There will be a limit on magic, with few powers allowed, and
each usage of power weakening the controller of said powers.
3. Obviously, be nice to everyone and don't randomly murder
someone else's character without their permission.
4. Have fun, obviously. You control the story of your people and
shape the plot revolving around the war and whatnot, so be smart
about it.
5. You can spend up to 25 points on your civ. card, similar to
YWTWS, however, leader qualities or civilization types won't
come into effect with this.
6. Your civilization can shadow a real life civilization from
the past; however, it can't be a direct copy of it; bring things
in from others, make up your own stuff, or even bring things in
from other fantasy/medieval based things!
7. Me, Alimeria (possibly) and Half-Blood will have the final
say on any matter and conflict between players.
Combat rules:
1. The three main things to take into consideration with this
would be: Technology; Military Strength; Resilience; and
Offensive Power. Higher resilience CAN beat offensive power, but
a lower technology level and military strength can turn that
whole scenario around.
2. The maximum number of troops allowed to any single,
small-scale battle, raid, etc. is 20,000, or two army groups,
for the attacker, the defender can have any number of soldiers
that doesn't conflict with the actual military size. In large
scale battles, the maximum would be half of your army/navy,
depending on the size of it, could either be 32,500 or 100,000
soldiers, for the attacker, as the defender, again, can have any
unconflicting military size they want present.
3. RPing the battles out is fine if you want to bring more
details into it or explain what certain characters in that
battle are doing, but killing another players character off
without their consent is forbidden. However, you can state that
you wounded them without their consent, so long as it's not a
fatal wound.
4. There is a limit on the war beasts you can have in any army,
with the maximum number being 500. For certain species, like
dragons, the number maximum is 20, to prevent masses of dragons
swarming the battlefield and winning automatically.
Civilization sizes and whatnot: The largest possible
civilization at the beginning with start off with around 500,000
people, and the smallest with 150,000 people. The military size
at the start for the largest will be around 200,000, and the
smallest around 75,000, due to the war. Of course, problems will
arise with economy and whatnot because of this, so that will
have to be dealt with too. The highest technology based stuff
you can have is equipment from the 14th century, and the lowest
(for native new world people) would be around the bronze age.
Only around 5% of all people will be able to control magic, and
those numbers will slowly drop every so often. The largest
amount of beasts (dragons, wyverns, leviathans, etc.) your
people can control is around 75 at most.
HTML http://img199.imageshack.us/img199/9554/nationcard.png
Questions, etc.: Have any questions? Post them below and I'll
answer them in time!
#Post#: 3747--------------------------------------------------
Re: The Secrets: main page
By: Aggressivenutmeg Date: June 8, 2013, 4:21 am
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What exactly do technology numbers represent? Is each number
having the technology of a certain year?
#Post#: 3748--------------------------------------------------
Re: The Secrets: main page
By: DictaTorr Date: June 8, 2013, 4:25 am
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Well, the highest possible level of technology would be within
the mid 11th century to the early 12th century, the second
highest between the early 10th and early 11th, the average
between the early 9th and late 9th, the lower point between the
late 7th and early 8th, and the lowest between the mid 5th and
late 6th centuries.
#Post#: 3749--------------------------------------------------
Re: The Secrets: main page
By: Alimeria Date: June 8, 2013, 12:50 pm
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[quote author=DictaTorr link=topic=289.msg3748#msg3748
date=1370683527]
Well, the highest possible level of technology would be within
the mid 11th century to the early 12th century, the second
highest between the early 10th and early 11th, the average
between the early 9th and late 9th, the lower point between the
late 7th and early 8th, and the lowest between the mid 5th and
late 6th centuries.
[/quote]What about for the natives?
Also, thinking a map might be nice.
(And will make my Old World civilization once I get some larger
poses made. And my Native will be put up sometime)
#Post#: 3750--------------------------------------------------
Re: The Secrets: main page
By: DictaTorr Date: June 8, 2013, 1:13 pm
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I'd say that the mid 5th and late 6th centuries would be the
average, with the mid 8th and late 8th the highest and the early
and late 3rd the lowest.
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