x_king
08-07-2007, 09:20 PM
This game was originally constructed as a sequel to another RPG, Rythanis. It's set in the Colonial age, with muskets, rifles and (ofcourse) swords! Hope you enjoy it! Feel free to PM me with any questions you may have..
http://img406.imageshack.us/img406/9712/ageofsteelsi2.png
History and Factions
I am a tree.
An oak to be precise. I was planted in the soil hundreds of years ago, and I have grown both in size and knowledge since then.
I remember seeing the world change, yes, before my very eyes. As my green leaves fell to the earth, I saw it turn to metal. Knights turned into Hussars, bows into rifles and good into evil. It happened quickly, first, they killed my kind with axes, now they simply blow us down. Tears stream down my eyes as I think of those days. Happy, serene and without this wretched metal. Gone are the heroes of old. Xan, Alsdair, Aten, Kravis and Ishtar were all killed soon after the revolution.
War-like hands stormed the city, burnt the White Castle and executed the legends. Magic too, lost itself in the sands of time. Now the only remaining vestiges of Wizardry are long lost artifacts of power sought after by Kings.
The race of man divided itself into several warring factions.
Shandon, the ancient city of White, still stands tall. Once the center of the world, Shandon is now only a regional power. It maintains a large army and follows a tradition of hero worship. It is ruled by a Parliament.
Meridea, the island across the Rempolt sea. For a century, the Merideans remained at the pinnacle of science and technology. Although the other nations are picking up, Meridea is still a decade ahead of any other faction. It is an industrial giant, churning out weapons and men at the expense of the local population. It is ruled by an iron-fisted dictator named Wazin Manglion.
The Western Trading Company dominates in the South. They are also known as the 'Trade Alliance'. Often concluding alliances with nobles, bandits and native warchiefs, they are a wealthy clan of Merchants and Politicians. Although they have no official standing army, they could create one at a moments notice.
The natives and the innuits also maintain their own fighting forces. Although weak individually, if united, they form a formidable power. Most of them use traditional weapons (bows, daggers etc.) but certain tribes are beginning to utillize 'Trade Alliance' weapons to lethal effect.
Even now, in this broken world, there are men whose lives are worthy of the name of honour, but they are few and far between. I know not where Rythanis is turning but it sufficeth to know that it is turning. Men, arts and faiths will come and go, but the reasons men fight will forever remain the same.
This is what I remember.
And I remember everything.
Character Creation
In your first post, just include this:
------------------------------------------------------------------
Name:
Weapon:
Class:
Description:
Skill Points: 100
--------------------------------------------------------------------
Each of these fields will be discussed in order.
Name: This is the name of your character. Please ensure that this name is suitable for roleplaying. No underscores etc.
Weapon: As you enter the world of Rythanis, you will be unarmed. You may use the initial Skill Points alloted to you to buy new weapons from the local Armory. You may only buy weapons avaliable to your class.
Class: Your class completely defines your character. This is basically what your character is. 'Rythanis: Age of Steel' is set in, what we would call, the Colonial Age, when the Nations of the world were trying their best to build mighty empires. The following classes are avaliable to you:
-------------------------------------------------------------------
The Conquistador
http://upload.wikimedia.org/wikipedia/commons/c/cf/Husarz.jpg
Valiant soldiers with an undying devotion to the Fatherland. They usually work alone, enforcing law and order all over Rythanis. They are armed with Broadswords and wear heavy armour, capable of stopping bullets. Their premier firearm is the Blunderbuss, a predecessor to the shotgun. They are skilled in close range comat, and in armies, they form the central elite core of the cavalry. As they often wear a pair of feathered wings, they are called 'Winged Hussars'.
The Bandit
http://static.howstuffworks.com/gif/pirate-9.jpg
Highwaymen, pirates and thugs come under this class. They are untempered ruffians, taking anything that the Devil might throw at them. They usually arm themselves with pistols and light armour. They rely on speed, accuracy and guile to defeat their (often heavily armed) opponents.
The Woodsman
http://www.berdansharpshooters.com/troianiss2b.jpg
Battle-hardened fighters, Woodsmen dwell in the darkest forests, the coldest mountains and the harshest deserts. They can tame animals and also hunt. They use long ranged firearms like A-rifles to pick off men from impossible distances. Adept at using bows, arrows, knives and hatchets, Woodsmen can be aptly described as 'survivors'.
The General
http://www.americanrevwar.homestead.com/files/HOWE.GIF
The General occupies a prominent position in local politics. He commands over several soldiers, armed with Muskets and bayonets. He himself often uses a musket to fight. However, his strength does not lie in combat, but in quick and decisive strategic manouvers. He may also purchase seige weapons (Mortars, Falconets) that can be used to deadly effect by his men.
This game is still in its early stages. As time passes, more classes will come.
---------------------------------------------------
Description: A small description of your character. This could include:
- His age
- His place of birth (make up a name)
- His physical description
- His past
Skill points: 100. This is the initial amount of money you have. You may use it to buy weapons and armour. You will be awared skill points by the DM for good roleplaying.
Local Armory:
Common Weaponry:
These weapons can be bought by any class:
Grenade: Iron spheres, filled with gunpowder, that has a fuse attatched to it. Produces a deadly explosion when thrown into a large crowd.
Cost: 60
Rapier: The classic weapon of the musketeer. Is light and quick.
Cost: 50
Bandit weaponry
Scimitar: Quick, sharp and deadly. Is useful in duels.
Cost: 60
Leather Armor: A vest made of toughened leather. Provides a decent amount of protection in hand to hand combat. Allows for free and speedy movement.
Cost: 30
Throwing Knives: A pack of atleast a dozen throwing knives. If used skillfully, they may be even more dangerous than guns.
Cost: 50
Flintlock Pistols: The premier weapon of the bandit. They can hold upto two pistols, firing them in rapid succession. Each pistol can fire three shots. (requires a post to reload) Although they are not particularly fatal (they can be blocked by armour to an extent), they can cause great confusion in a battle.
Cost: 80
Thugs: Men armed with clubs, employed at a cheap rate. They are far less skilled than the average soldier. However, they can be used to 'persuade' people.
Cost per thug: 50
Falconry: Train a falcon to fight and hunt alongside you.
Cost: 90
Commander Weaponry:
Musket: A highly inaccurate firearm. Useful only when used in masses. Can fire one bullet per post.
Cost: 50
Soldier: A highly versatile infantry unit armed with a Musket. He can also be used to perform menial tasks and operate seige weaponry. Is extremely weak individually and can be crushed by a powerful enough opponent.
Cost per soldier: 50
Falconet: A cannon of fairly light construction which fires 1-pound solid round shot projectiles. Useful against infantry. One shot can be fired with every 2 realoding posts from the player. Requires 2 men to be operated.
Cost: 120
Mortar Cannon: Used for firing projectiles at high trajectories in order to avoid obstacles. Used to tear down structures. 1 shot for three reloading posts. Requires 4 men to be operated.
Cost: 150
Bayonet: Small steel weapon that may be attatched to the gun of the commander. Can be used in close range combat. Soldiers cannot use them.
Cost: 40
Dragoon: Skilled infantry unit trained to fight on foot but transport himself on horseback. More powerful than the average soldier.
Cost: 80
Woodsman Weaponry:
Blade: A large ceremonial knife that is used for sliting throats. It can be thrown at an opponent as a last resort.
Cost: 30
Jaw Trap: A deadly Jaw trap with metallic teeth that clamp down on the skin when somebody steps on it. 1 per mission.
Cost: 80
Hatchet: A sharp edged axe. It may be thrown at an opponent as a last resort.
Cost: 70
A-rifle: Powerful rifle used to snipe off units at great lengths. It fires only one shot at a time. An entire post is required to reload. It is highly accurate.
Cost: 100
Sniper scope: Allows great accuracy while firing. Makes it almost impossible to miss.
Cost: 70
Wolf: Train a pet wolf. Increases in strength as it grows. Can aid you in battle.
Cost: 100
Bow and Arrow: Although obsolete, the bow can be just as deadly as a gun if used by skillfull hands. It is far lighter and easier to handle than the average rifle. Useful for hunting.
Cost: 60
Conquistador Weapons:
Steel Broadsword: Effective in close range combat.
Cost: 40 gold
Mithril Broadsword: Superior to the Steel broadsword.
Cost: 60 gold
Blunderbuss: Basic firearm of the Conquistador. It literally means, 'Thunder Gun' due to the large sound produced when it is fired. It is extremely effective in close range. It can fire twice without reloading. Reloading takes up an entire post.
Cost: 100
Trench Gun: One of the strongest weapons in the game. A highly improved version of the Blunderbuss, this releases several small spherical balls when fired. At a close range, not even the best armour can withstand it. Fires twice without reloading. Reloading takes up an entire post.
Cost: 150
War Horse: A noble steed, of higher breed than most other horses. They are avaliable in a variety of colours. They can easily trample, kick and headbutt enemy troops. It is moderately well armoured, enough to handle a few shots.
Cost: 60
Thunder Steed: Although marginally less well-armoured, thunder steeds are blindingly fast animals with an incredible physical build. They can reach speeds of over 60 miles per hour with full armour on.
Cost: 90
Chain Mail: Offers good protection against swords and spears, but innefective against bullets. Allows the user to be highly mobile.
Cost: 40
Plate Armour; Strong armour. Can save a conquistador from even gunpowder, but it also slows one down.
Cost: 120
------------------------------------------------------------------------------------------------------------
Current Location/situation:-
You trudge along the dusty village roads, watching hundreds of lowly peasants toil away in the fields. The town of Foirin is within sight, and it's stone-built battlements tower before you. A pair of unwieldy cannons adorn each of the two structures, and several grave-looking sentinels seem to be keeping vigil here.
You have been requested to aid the town of Foirin in defending itself from the sporadic assaults of rather mysterious (but powerful) rogue forces. You are to be briefed at the town center, after you have been fed and provided with adequate accommodation at a local inn. You aren't sure how many more mercenaries the council has hired.
Your reward: A bounty of one thousand gold coins and a full pardon from the Government of Shandon for all previous criminal offences.
As you approach the wooden gates (situated between the two towers), a guard questions you:
"Who are you, and what is your business here?"
http://img406.imageshack.us/img406/9712/ageofsteelsi2.png
History and Factions
I am a tree.
An oak to be precise. I was planted in the soil hundreds of years ago, and I have grown both in size and knowledge since then.
I remember seeing the world change, yes, before my very eyes. As my green leaves fell to the earth, I saw it turn to metal. Knights turned into Hussars, bows into rifles and good into evil. It happened quickly, first, they killed my kind with axes, now they simply blow us down. Tears stream down my eyes as I think of those days. Happy, serene and without this wretched metal. Gone are the heroes of old. Xan, Alsdair, Aten, Kravis and Ishtar were all killed soon after the revolution.
War-like hands stormed the city, burnt the White Castle and executed the legends. Magic too, lost itself in the sands of time. Now the only remaining vestiges of Wizardry are long lost artifacts of power sought after by Kings.
The race of man divided itself into several warring factions.
Shandon, the ancient city of White, still stands tall. Once the center of the world, Shandon is now only a regional power. It maintains a large army and follows a tradition of hero worship. It is ruled by a Parliament.
Meridea, the island across the Rempolt sea. For a century, the Merideans remained at the pinnacle of science and technology. Although the other nations are picking up, Meridea is still a decade ahead of any other faction. It is an industrial giant, churning out weapons and men at the expense of the local population. It is ruled by an iron-fisted dictator named Wazin Manglion.
The Western Trading Company dominates in the South. They are also known as the 'Trade Alliance'. Often concluding alliances with nobles, bandits and native warchiefs, they are a wealthy clan of Merchants and Politicians. Although they have no official standing army, they could create one at a moments notice.
The natives and the innuits also maintain their own fighting forces. Although weak individually, if united, they form a formidable power. Most of them use traditional weapons (bows, daggers etc.) but certain tribes are beginning to utillize 'Trade Alliance' weapons to lethal effect.
Even now, in this broken world, there are men whose lives are worthy of the name of honour, but they are few and far between. I know not where Rythanis is turning but it sufficeth to know that it is turning. Men, arts and faiths will come and go, but the reasons men fight will forever remain the same.
This is what I remember.
And I remember everything.
Character Creation
In your first post, just include this:
------------------------------------------------------------------
Name:
Weapon:
Class:
Description:
Skill Points: 100
--------------------------------------------------------------------
Each of these fields will be discussed in order.
Name: This is the name of your character. Please ensure that this name is suitable for roleplaying. No underscores etc.
Weapon: As you enter the world of Rythanis, you will be unarmed. You may use the initial Skill Points alloted to you to buy new weapons from the local Armory. You may only buy weapons avaliable to your class.
Class: Your class completely defines your character. This is basically what your character is. 'Rythanis: Age of Steel' is set in, what we would call, the Colonial Age, when the Nations of the world were trying their best to build mighty empires. The following classes are avaliable to you:
-------------------------------------------------------------------
The Conquistador
http://upload.wikimedia.org/wikipedia/commons/c/cf/Husarz.jpg
Valiant soldiers with an undying devotion to the Fatherland. They usually work alone, enforcing law and order all over Rythanis. They are armed with Broadswords and wear heavy armour, capable of stopping bullets. Their premier firearm is the Blunderbuss, a predecessor to the shotgun. They are skilled in close range comat, and in armies, they form the central elite core of the cavalry. As they often wear a pair of feathered wings, they are called 'Winged Hussars'.
The Bandit
http://static.howstuffworks.com/gif/pirate-9.jpg
Highwaymen, pirates and thugs come under this class. They are untempered ruffians, taking anything that the Devil might throw at them. They usually arm themselves with pistols and light armour. They rely on speed, accuracy and guile to defeat their (often heavily armed) opponents.
The Woodsman
http://www.berdansharpshooters.com/troianiss2b.jpg
Battle-hardened fighters, Woodsmen dwell in the darkest forests, the coldest mountains and the harshest deserts. They can tame animals and also hunt. They use long ranged firearms like A-rifles to pick off men from impossible distances. Adept at using bows, arrows, knives and hatchets, Woodsmen can be aptly described as 'survivors'.
The General
http://www.americanrevwar.homestead.com/files/HOWE.GIF
The General occupies a prominent position in local politics. He commands over several soldiers, armed with Muskets and bayonets. He himself often uses a musket to fight. However, his strength does not lie in combat, but in quick and decisive strategic manouvers. He may also purchase seige weapons (Mortars, Falconets) that can be used to deadly effect by his men.
This game is still in its early stages. As time passes, more classes will come.
---------------------------------------------------
Description: A small description of your character. This could include:
- His age
- His place of birth (make up a name)
- His physical description
- His past
Skill points: 100. This is the initial amount of money you have. You may use it to buy weapons and armour. You will be awared skill points by the DM for good roleplaying.
Local Armory:
Common Weaponry:
These weapons can be bought by any class:
Grenade: Iron spheres, filled with gunpowder, that has a fuse attatched to it. Produces a deadly explosion when thrown into a large crowd.
Cost: 60
Rapier: The classic weapon of the musketeer. Is light and quick.
Cost: 50
Bandit weaponry
Scimitar: Quick, sharp and deadly. Is useful in duels.
Cost: 60
Leather Armor: A vest made of toughened leather. Provides a decent amount of protection in hand to hand combat. Allows for free and speedy movement.
Cost: 30
Throwing Knives: A pack of atleast a dozen throwing knives. If used skillfully, they may be even more dangerous than guns.
Cost: 50
Flintlock Pistols: The premier weapon of the bandit. They can hold upto two pistols, firing them in rapid succession. Each pistol can fire three shots. (requires a post to reload) Although they are not particularly fatal (they can be blocked by armour to an extent), they can cause great confusion in a battle.
Cost: 80
Thugs: Men armed with clubs, employed at a cheap rate. They are far less skilled than the average soldier. However, they can be used to 'persuade' people.
Cost per thug: 50
Falconry: Train a falcon to fight and hunt alongside you.
Cost: 90
Commander Weaponry:
Musket: A highly inaccurate firearm. Useful only when used in masses. Can fire one bullet per post.
Cost: 50
Soldier: A highly versatile infantry unit armed with a Musket. He can also be used to perform menial tasks and operate seige weaponry. Is extremely weak individually and can be crushed by a powerful enough opponent.
Cost per soldier: 50
Falconet: A cannon of fairly light construction which fires 1-pound solid round shot projectiles. Useful against infantry. One shot can be fired with every 2 realoding posts from the player. Requires 2 men to be operated.
Cost: 120
Mortar Cannon: Used for firing projectiles at high trajectories in order to avoid obstacles. Used to tear down structures. 1 shot for three reloading posts. Requires 4 men to be operated.
Cost: 150
Bayonet: Small steel weapon that may be attatched to the gun of the commander. Can be used in close range combat. Soldiers cannot use them.
Cost: 40
Dragoon: Skilled infantry unit trained to fight on foot but transport himself on horseback. More powerful than the average soldier.
Cost: 80
Woodsman Weaponry:
Blade: A large ceremonial knife that is used for sliting throats. It can be thrown at an opponent as a last resort.
Cost: 30
Jaw Trap: A deadly Jaw trap with metallic teeth that clamp down on the skin when somebody steps on it. 1 per mission.
Cost: 80
Hatchet: A sharp edged axe. It may be thrown at an opponent as a last resort.
Cost: 70
A-rifle: Powerful rifle used to snipe off units at great lengths. It fires only one shot at a time. An entire post is required to reload. It is highly accurate.
Cost: 100
Sniper scope: Allows great accuracy while firing. Makes it almost impossible to miss.
Cost: 70
Wolf: Train a pet wolf. Increases in strength as it grows. Can aid you in battle.
Cost: 100
Bow and Arrow: Although obsolete, the bow can be just as deadly as a gun if used by skillfull hands. It is far lighter and easier to handle than the average rifle. Useful for hunting.
Cost: 60
Conquistador Weapons:
Steel Broadsword: Effective in close range combat.
Cost: 40 gold
Mithril Broadsword: Superior to the Steel broadsword.
Cost: 60 gold
Blunderbuss: Basic firearm of the Conquistador. It literally means, 'Thunder Gun' due to the large sound produced when it is fired. It is extremely effective in close range. It can fire twice without reloading. Reloading takes up an entire post.
Cost: 100
Trench Gun: One of the strongest weapons in the game. A highly improved version of the Blunderbuss, this releases several small spherical balls when fired. At a close range, not even the best armour can withstand it. Fires twice without reloading. Reloading takes up an entire post.
Cost: 150
War Horse: A noble steed, of higher breed than most other horses. They are avaliable in a variety of colours. They can easily trample, kick and headbutt enemy troops. It is moderately well armoured, enough to handle a few shots.
Cost: 60
Thunder Steed: Although marginally less well-armoured, thunder steeds are blindingly fast animals with an incredible physical build. They can reach speeds of over 60 miles per hour with full armour on.
Cost: 90
Chain Mail: Offers good protection against swords and spears, but innefective against bullets. Allows the user to be highly mobile.
Cost: 40
Plate Armour; Strong armour. Can save a conquistador from even gunpowder, but it also slows one down.
Cost: 120
------------------------------------------------------------------------------------------------------------
Current Location/situation:-
You trudge along the dusty village roads, watching hundreds of lowly peasants toil away in the fields. The town of Foirin is within sight, and it's stone-built battlements tower before you. A pair of unwieldy cannons adorn each of the two structures, and several grave-looking sentinels seem to be keeping vigil here.
You have been requested to aid the town of Foirin in defending itself from the sporadic assaults of rather mysterious (but powerful) rogue forces. You are to be briefed at the town center, after you have been fed and provided with adequate accommodation at a local inn. You aren't sure how many more mercenaries the council has hired.
Your reward: A bounty of one thousand gold coins and a full pardon from the Government of Shandon for all previous criminal offences.
As you approach the wooden gates (situated between the two towers), a guard questions you:
"Who are you, and what is your business here?"