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Voyage-A joint idea by Beowulf and Maggot
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Voyage-A joint idea by Beowulf and Maggot
#1The Story:Caladin and Talahar have always mantained cordial if not quite friendly ties.But recently,the maritime ambitions of these two strong nations have begun to grow,sparking off a race by the powerful navies of both nations to discover exotic new lands that have never been seen before by anyone from the known world.Glory and riches await the captain daring enough to sail off into the untrod wastes of the ocean and claim the prizes that lie beyond.But beware,voyager,of the perils that you face.Your rivals will stop at nothing to thwart you and the natives of the lands you claim may not always take kindly to the arrival of strange visitors.
OOC:As you can probally see for yourself,this is just the outline of a rp rather than a fully fleshed out one.If you have any suggestions or ideas,please share them.And the character you create does not neccesarily have to be from the Talaharan or Caladin exploration teams.Any one who chooses to,can be the natives of the lands that the explorers will come across during their long naval voyage. -
Voyage-A joint idea by Beowulf and Maggot
#2ooc:I like the idea but what about and undersea voyage also? -
Voyage-A joint idea by Beowulf and Maggot
#3We can put that in too,yeah.Discovering undersea deposits of oil and sunken relics would be almost as important as establishing new colonies. -
Voyage-A joint idea by Beowulf and Maggot
#4Yeah and remember your idea of the crews turning on their captains we could put that in there to. -
Voyage-A joint idea by Beowulf and Maggot
#5Yes,that idea does have some promise.We could always have some ambitous naval official or minor noble that decides to sieze controll of a fleet and use it to carve out his own seat of power in the wild lands.Such an indidvidual would be supported by sailors hungry for wealth and power.The captain of the fleet that tries to stop him, would either be killed or would be held as prisoner,until the time comes for him to be used as an unwilling emmisiary to inform his superiors that the King of either Calaldin or Talahar must now recognize the power of the villain and his treacherous crew. -
Voyage-A joint idea by Beowulf and Maggot
#6I Like the idea very much and this would be excellant to talk about.
Some side notes, people who want to join this could go to the Settings area and look up Talahar and Caladin -
Voyage-A joint idea by Beowulf and Maggot
#7I'm glad you like it Sentinel.Beowulf and I thought it might be interesting to have a scenario where two nations with strong maritme traditions,try to outdo one another in creating an extensive overseas empire.After all,why try to grab land from a powerful neighbour when you can rule over simple primitives right?And there are plenty of exotic and bizzare lands that we can visit.Plenty of encouters with bizzare natives,run- in's with sinister pirates and even the possibility of coming into contact with vast empires that no one from your part of the world has ever seen before. -
Voyage-A joint idea by Beowulf and Maggot
#8Yea, and just this little things on what to be
Dejy
One of the sole occupations of the native ethnic group of Caladin is a mariner, making up 90% of the Caladin Navy War Machine or the C.N.W.M. They are supersticous people and love greatly music and dance. They are one of the oldest inhabitants of the Camalini Continent and are known to be master spearsmen and mariners, usually in contact with Abasil to the east. -
Voyage-A joint idea by Beowulf and Maggot
#9The Talaharan Mariner will have to be done by Beowulf.
What if they tumble as well on some ancient ruins of a long dead civilization and find some little useful things. That would be excellant because it would be awesome to make up the things they find and if they're good enough we could make them a formal item and add it to the items list. -
Voyage-A joint idea by Beowulf and Maggot
#10Yeah,that would be cool.Imagine all the lost relics that we would bring home for the wise scholars to study. -
Voyage-A joint idea by Beowulf and Maggot
#11yea, I mean. I know Beowulf has some interesting things that could be used and polished up and so do I -
Voyage-A joint idea by Beowulf and Maggot
#12I've got an idea too.It might be interesting if the explorers stumbled on this watery continent I've created.This place I think,would be a must see for any explorer that sails the high seas. -
Voyage-A joint idea by Beowulf and Maggot
#13Eshal? -
Voyage-A joint idea by Beowulf and Maggot
#14Yep.You would find it very interesting. -
Voyage-A joint idea by Beowulf and Maggot
#15Yes, it sounds interesting read your character you had -
Voyage-A joint idea by Beowulf and Maggot
#16You mean Xuhcu? -
Voyage-A joint idea by Beowulf and Maggot
#17Yeah I was thinking of the two nations fleets collide in a battle over the treasure and then start a new colony after they realize that neither of them can win and the start another armada overpowering the two nations what do you think about that? -
Voyage-A joint idea by Beowulf and Maggot
#18Now that is an excititng idea!Imagine the reactions of the Talaharan and Caladin crowns when their explorere return as conqurers bent on annexing them. -
Voyage-A joint idea by Beowulf and Maggot
#19That is very exciting, the things in which could happen would be limitless! -
Voyage-A joint idea by Beowulf and Maggot
#20Yeah, the Talaharans and Caladin men unite to fight off their supressors. If anyone would note this had happened when the Thirteen Colonies in America wanted independence, the mother country responded by sending an army to supress the Americans. -
Voyage-A joint idea by Beowulf and Maggot
#21Ok I have a question or two.
1. Whats the currency, you know like dollar bills, or is it like the past with gold and silver?
2 Whats the time line of this story, is it in the past future, what?
3. What kind of people can join, from assassins to theifs, or kinsmen to knights.
4. Are there demons thats are allowed to join or is it mainly a human type of game.
5. Are there any magic or black arts, like raising the dead allowed here.
Now about the watery island do you mean its like swampy or very soft land thats kinda like quick sand.
6 Are there plains or helicopters on this rp?((sorry last minute thing)) -
Voyage-A joint idea by Beowulf and Maggot
#221. The currency of the Caladin Nation is at the momeny tresured silver coins, in whihc there are many. Ten silver coins, in Caladin, makes up for one gold coin and ten gold coins make up for one mythril coins. In Talahar, you would have to ask Beowulf.
2. The timeline is the past( High Fantasy)
3.Any class could join, since it is planning on colonizing new lands, many types of people would be needed, for say, blacksmith, weaver, any occupation you could think of is allowed.
4.There would be allowed demons, but demons are known to be evil and very powerful, so it would be best to be another race, like elf, human, dwarf, ogre, troll, orc, vampire, or anything else.
5.There is magic allowed, but you will have to PM the DM on what the magic is, if it is powerful.
He means that the island is made up of many lakes and rivers and like you said, swampy. So hard land, like to make a village, is a rare place. -
Voyage-A joint idea by Beowulf and Maggot
#23Thanks for answering my questions.. So whats theres no gold no platnium coins...or gold silver platnium or iron ore mines around that people can find and mine them, their selves.
Most demons are evil and powerful, but an inexperianced demon is not like that^_^ most of the time i like to be evil and well experianced, but since it seems like this is not that kind of game, i would be a young inexperiancd demon, thats just trying to get up in the world.
So if its past(high fantasy) that means no guns, and no real good plains and really no helicopters.
Are there any inns and places to buy for your self, and how would you earn money...i know you can't just say you have this much...who would give out the money.
Are there any new metal on this planet, instead of the ones on earth it self. Since theres magic, how would you level your person up until they can use powerful magic like necromancing...or summoning monsters. -
Voyage-A joint idea by Beowulf and Maggot
#24Thats true in Talahar they don't have mithril they have something called blood rubies and they are very rare to find therfore tweny gold coins equals one blood ruby and like Sentinel says you have to talk to me or Maggot about the magic if you would like to bring it in. -
Voyage-A joint idea by Beowulf and Maggot
#25It would be best wise if you just said how much yopu had, but be realistic about it. If character is a nobel, then he will be rich. If common, then poor. There is no platnium deposits in Caladin so they have no currency made of platnium. That kind of demon would be succeptable, but you would have to make a bio and send it to one of the DMs. There will be inns and shops before going and leaving on the ships so you would have ample time to buy the things you need and remember, these people are going to a new land to start a new life so they will have all their possessions right? Okay, yes there are iron ore deposits, made to make things like buildings, weapons, and other such needed things. It would matter what and who you are to see how powerful you are with magic -
Voyage-A joint idea by Beowulf and Maggot
#26Let's try to avoid overly powerful spells if possible.The superior technology of the colonizers by itself, would be enough to awe the natives.Thus,smiths and other skilled artistans would be very welcome on board.10 cows for a steel blade is always a very welcome trade.And those natives that are agressive,would probally be soon cowed by the deadly steel weapons of the colonialists. -
Voyage-A joint idea by Beowulf and Maggot
#27exactly -
Voyage-A joint idea by Beowulf and Maggot
#28When you say overly powerful spells, you mean like raising the dead...what about Elemental, or the power to control weather, is that ok. If not ill just be something like an assasin, or a theif. Gut besides that i like the idea, im sure gonna join. -
Voyage-A joint idea by Beowulf and Maggot
#29No. Controlling the weather is about just too powerful -
Voyage-A joint idea by Beowulf and Maggot
#30Oh man, alright then ill just be a assasin, that a demon...lol any way then what kind of magic would be allowed -
Voyage-A joint idea by Beowulf and Maggot
#31Spells like making yourself invisible for a limited time nothing stronger than that or you should be working for one of the new colonies as a priest or a druid of something like that. -
Voyage-A joint idea by Beowulf and Maggot
#32An assassin would only need lock pick spells and other things like make him silent. Not so powerful as to kill a person -
Voyage-A joint idea by Beowulf and Maggot
#33Alright so when is this going to start, I'll be and assasin but not right away, ill probably show up as a traveler or a person that wants to start a store...but i i won't be a demon -
Voyage-A joint idea by Beowulf and Maggot
#34will probably start soon very soon. -
Voyage-A joint idea by Beowulf and Maggot
#35You guys have chosen your charries already? Good.I'm thinking of playing an exiled prince that has had to flee to either Caladin or Talahar to escape the assasins sent by the usurper who seized the throne from him.When he hears news of the expeditions,he decides to join them and start life afresh.Though born a noble,through the years of his wanderings,he has picked up a number of skills like farming and ranching.Hope you guys are ok with me using him. -
Voyage-A joint idea by Beowulf and Maggot
#36Fine with me
I might be using a veteren Dejy, who was ordered by the Caladin King to be Commodore of the Caladin Expedition. Meaning he is in charge of the whole fleet of Caladin ships
Note
In order if there is any trouble, Caladin has promised 2,000 soldiers to be ready with them and mariners, my char being in charge of all these.
A power struggle is happening in Caladin as all you may know. They are right now fighting the ogres in the east and that has depleted their funds more then that of the Talaharans. On the expedition they will have about 27 ships and 10 warships. -
Voyage-A joint idea by Beowulf and Maggot
#37How do you guys think I should introuduce my charrie? Should he come in as just an ordinary colonialist, or as a guest of a sympathetic Talaharan noble?I'm thinking it might be more in keeping with his status as a former noble,if he got some help from a Talaharan diplomat that knew and liked him while he was still crown prince of his native land. -
Voyage-A joint idea by Beowulf and Maggot
#38I would love to join the Voyage. I would prefer to use a druidic character, though I'll need information as to what he would be able to do. From what I've read magic ability is very low-end, which is fine. I'm assuming that there would be a number of animals on the ships since the colonists would have no idea what they would be finding when they get to this New World and they would want something familiar for at least the first couple of months until they learned what was what. -
Alright then
#39Ok well then i have the perfect person to be
Name:Kitari
Age:136
Race:Demon
Status: Wondering warrior
History:
A young demon thats lost without his family, his swordsman ship is not very good, but his speed is excellent. He has seen his parents die before his eyes, his brothers and sisters have dissapeared in thin air. His friends killed, he has found his way to Caladin. As he looks around he notices the place is quite nice, and he would soon stay here and practrice his swordsman ship, and at the same time open a Bato Jitsu arena, and teach people how to use swords, expecially if they go out into the woods to fing iron ore mines. -
Voyage-A joint idea by Beowulf and Maggot
#40You character is alright to use, Kalabar, just expand a litte on motivation, history and that is about it on my part.
Maggot, the last would be best to go with it seems.
Alec, join if you like for I see you have amazing skill at such things as this and you could help us expand on this.
Caladin Voyage
Of course, the Caladin Voyage Fleet will be more deleted, and less ships so they have made a hard diplomatic alliance with Anfalas in the west and Anfalas has gave them five ships at Litburn Port, the southermost city in Anfalas on the coast they will give them three ships full of supplies and two warships full of military supplies along with 500 men; 245 infantry and 255 calvary. Their route will be straight south from that point and will only stop until land in which they will attempt to colonize the newfound land