PDA

View Full Version : Recruiting for LOTR Diplomatic/RPG/Forumgame


SquattingRadish
06-16-2005, 01:20 AM
Hi, didnt know where to put this so please move if its in the wrong place! A friend and I are running an online forum based diplomatic, roleplaying game, and we have one more space left. Its set in the 3rd Age in approximately 1600 and we have tried our best to stick to that time period. We have added some factions from another LOTR RPG game we found to satisfy the demand for spots in the game. (Dont flame, Im a Tolien pure-ist too!)

Each player controls a specific faction or nation and moves armies around, makes alliances, treaties, trade deals, builds towns etc. Each turn a narrative is written summarising the events of that turn. It might sound complicated but it really isnt. Myself and the other guy that run the game are independant, we dont controll any faction ourselves and no player has complained of any bias.

We are 6 turns in and so far Gondor has invaded Umbar, we have an Arnorian civil war in which Lindon has been caught up in. The dwarfs of Khazad Dum's invasion of Dunland has been successfully repelled and Dunland has now gone on to attack Rivendell itself. The combined forces of Lothlorien and Mirkwood have been seiging Dol Guldor for 4 months. On top of all that Rhun, Khand, Harad and the rest of the south are all at eachothers throats. And no one really knows what Sauron has been up to........... dum dum duuuum! :eek:

We have one spot left for a faction that isnt mentioned in LOTR which we got from another LOTR RPG game. Its called Sirayn and is located in the extreme south of Middle Earth beyond Far Harad. We are looking for a good roleplayer to take on this faction, you must also be able to check the forum we use every few days and have some degree of intelligence! Below is more information regarding this faction. Post here if ur interested, thanks! :)

Sirayn

In another Age of the world, before the tall men came from over the see, and the malice of tghe Dark Lord laid over the lands of the South. A tribal people lived in the Great Jungles to the far South East, they hid themselves, lest they be cast under the evil that poured forth to devour the hearts of men in that time. The Dark Years men afterwards called them.

But when Sauron was diminished these people ventured out from their jungle homes, perceiving now that they could live free and hopeful. They came to the land between the Yellow Mountians and the Mirror of Fire, and their established a realm of their own, Sirayn. They believed it was gifted by their Gods, who themselves lived in the Yellow Mountians. And in the burning deserts to the north of that land, that are known as the Mirror of Fire, they beleive the souls of the dead wander for enternity. A kind of underworld, forever scorched by the burning sun, tormenting the souls of the dead. Few Sirayians venture here, save some stout hearted Shamen, and this means that the Sirayians are suspicious of the Haradrhim, whom they perceive as worshippers of the evil spirits of the dead. For who else would emerge from those hellish lands?

Whilst the Sirayn cultire may seem savage and brutal, the change in lifestyle that has emerged from founding their new homeland. From jungle nomads to a settled kingdom, has brought about a startly amount of civilisation. They have built vast sprawling towns and cities. Some have creully referred to them as shanty towns, but whilst perhaps they may not resemble the mighty stone houses of other races of men, in their own fashion they are a skilled and learned people. Passing on wisdom from the local tribal elders to the young of the community. They seek peace and enlightenment from worhipping their gods, but are quick to fight with bow and spear should the need arise. The Sirayn people are fanatically religous, worshipping the gods that dwell in the Yellow Mountians south of their kingdom, with strange practices involving hellucinogenic spices and hypnotic chanting. They are suspicious of other religions and will not suffer any blasphamy from other faiths. Only just secondary to this is the ungodly practise of slavery, the Sirayn religion actively incourages its distruction. There have been rumours of villages in the west of Sirayn being ravaged and the enitre population taken away. To where, no one knows. But some wanderers have returned back home, telling tales of forced labour camps and public humiliation.

Sirayn itself encompasses, mountians, desert, plains and rainforest, giving a rich supply of natural resources. This has led to much traffic of goods with Khand and far flung people further south and east. This has helped this newly born nation gain a civilised culture and an educated upper class. These are no tribal peasants, unskilled in war and matters of high trade and diplomacy. And those who incure their wrath or underestimate the quickness of their wits should beware. Lest they themselves be beaten into the dust by the feet of a thousand Sirayians, as - drugged by hellucinogenic spices, they dance over their mangled foes in a strange ritual of fanatical worship to their bizarre Gods.

SquattingRadish
06-16-2005, 01:22 AM
More info: the army is nearly all infantry based, but are experts at ambush. They will be excellent if used correctly.

Sirayn - Unit descriptions

The Army of Sirayn comprises all adult males from over the age of 14. As soon as males reach that age they are considered men and warriors. The army is very disciplined and aggressive in combat. They will follow orders to the letter. This is possible by the very nature of Sirayn society which focuses on the importance of the tribe over any form of individuality. This is backed up by the religious nature of these people. Those who fight well are rewarded with paradise in heaven. This breeds a culture which is warlike in nature and able to cope with the most terrible rigours imposed by war and famine. It also makes the typical Sirayn? especially tough.

Warriors ? the standard battle unit of Sirayn. Armed with a short spear they are swift and deadly in combat. No armour is worn but a wooden shield in carried for defence. Nothing as mundane as shield walls or phalanx is used by these soldiers. They attack where ordered for as long as they are ordered. They are experts at ambush and in concealed advance making full use of terrain to surprise an enemy once actually inside their ?secure zone?. Morale elite (one short of unbreakable)

Scouts ? chosen for their stamina, these troops are extremely fit and able to run for extended periods. Armed with the typical short spear and wooden shield they are to all intents and purposes identical to warriors. Where they differ is their astonishing speed allowing movement of 6 grid points per turn. They also have ability to ambush and advance concealed, terrain permitting. Unlike standard scouts these units have the option to hide rather than withdraw. They are 75% likely to be successful in maintaining their hidden status if enemy units pass over them. Morale unbreakable

Chieftains Guards ? the most proficient in combat amongst the warriors are enrolled into the regiments of the Guard. These soldiers tend to be those with greater experience and stature. As such they are not troops to be trifled with. They use identical weapons as warriors and carry the wooden shield. Ambush and concealed advance are also traits. Morale unbreakable

Shaman ? secretive and often terrifying in appearance, these ?wizards? perform the dual role of holy man to the soldiers reinforcing the faith of the troops as well as giving a boost to their ferocity and morale. Shaman?s also mix plant and root to make holy potions of war. These war potions when ingested by a man increase ferocity to an astonishing degree as well as making them seemingly unaware of pain. The downside to this strategy is that troops so drugged tend to lose all sense of reality. They can really only be pointed at where the enemy are and they will charge and kill anything they encounter. They then move on to kill again. All sense of preservation is lost for they themselves believe themselves invulnerable. They are unable to understand orders and will go off on their own to kill. Sometimes they get confused and attack their own side. Shaman use a short spear, wooden shield and are utterly fearless, possibly due to the drug induced state they often appear to be in. This brings them closer to their Gods

Javelin throwers ? warriors trained to hurl javelins. Generally 3 or 4 javelins are carried and after they are expended they fight like warriors with their short spear. They do not carry a shield. In all other respects they are identical to warriors. Morale elite

Blow Dart Warriors ? stemming from a tribe Sirayn long ago conquered (Kinokipuyya), the users of the blow dart are quite different from standard Sirayn soldiers. They do not share the stature of the typical Sirayn as they are short and weak looking in comparison. Neither are they so fierce or so willing to fight to the death. This is because the tribe although long integrated retains much of its culture which is secretly practiced, in the worshipping of other Gods. Nevertheless these soldiers are particularly useful to a smart commander. Able to hide in almost any terrain they are only observed by the poisoned dart which lands in the neck or eye of the target. Range is limited to 100? but accuracy is surprisingly good. Luckily for others, these troops are few and far between for they are a declining number in the Sirayn society. They carry no other weapon and wear no armour. Morale average

Bow Hunters ? hunters who are trained in firing arrows at both animals and men. They have good accuracy and are able to lay in ambush as well as advance concealed, terrain permitting. The bow is effectively a short bow, thus the power of its shot is limited. Bow Hunters do not fire volleys, but always pick their own target and loose. They wear no armour and only carry a knife for defence. Morale elite

Naugkil ? relatively rare these enormous beasts carry a single Shaman atop them. They attack enemies by crushing them and are trained to be aggressive. This training is of a much specialised nature and only those gifted by the Gods have the ability. In fact it is law that only Shaman can train these animals. They tend to scare easily if faced by fire but that does not mean they will spare the fire user. A panic can result in a charge in an almost random direction. The rider carries a short spear and is very difficult to hit due to the bulk of the Naugkil. It is common practice for these beasts when going into battle to wear eye devices which limit their view to one direction only. This limits the possibility of fear causing panic. Morale N/A

SquattingRadish
06-17-2005, 01:56 AM
so, no takers?

Eledhwen
06-17-2005, 02:06 AM
Give them time! Perhaps you need to PM some people who are active in the Middle-Earth RPG section of the Forum.

Or maybe they think that anything suggested by someone called SquattingRadish might be too weird ;) :p

Alatar
06-17-2005, 08:16 PM
I can not join, but could you put in a link, i like the sound of this.

SquattingRadish
06-17-2005, 08:54 PM
Here it is: http://warinthewest.9.forumer.com/index.php?act=idx

Please can non-players only post in the "Off Topic" area of the site. We may be offering a facility for people to host and run their own games using our or their own rules in the near future. The format of the game could be set in any genre or world afterall. Any announcements relating to this will be made on the above forum.

Sangahyando
10-04-2005, 09:00 AM
I would volunteer for being lord of Sirayn, as I have considerable knowledge of the ways of Middle-earth and politics.

Sangahyando, great-grandson of Castamir the Usurper