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Nord RP rules

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Nord RP rules Empty Nord RP rules

Post by PurpleSkull Sat Oct 16, 2010 12:39 pm

The Nords were always vary of the spreading deserts and it's peoples zealously towards the false god Ra. After the conquest of the western Amazon parts, the Nords came face to face with their ancient foe again. With their settlement still incomplete and supplies from the homeland cut of by storms, the Nords started to lose more men to hunger and sickness then in the actual battle against the Deserts. Their frontiers collapsed bit by bit and Moral was low. When the Deserts finally made their way to the Nord settlement and it's majestic, anchored tireme, the Nord's that were left already packed up to flee back to their motherland. Upon embarking the last view these last surviving warriors had was of their city burned to ashes by plundering Desert Marauders. Knowing they could never face the Great Emperor back in the Mainland after this failure, they decided to try their luck with a new Settlement. Nord spies managed to follow a retreating Amazon tribe to a new and extraordinary land, unknown by them before. After setting course to this new world, the Nords noticed a strange, cold wind fueling their Sails. "Ymir himself gave us his blessing" the captain shouted. "We will not retreat a second time".

Nord RP rules Idzw3s
Nord RP rules Mtpaw6

The Nords claim the snowy lands. Only they can construct buildings on it, and buildings with it! They are familiar with the Sea and as such are required to build harbors and even a Tireme in order to advance their Nation!

Nation's Bonus:
- May use snow blocks to build
- Receive daily gifts of 200 Iron ore from Ymir once at metropolis status.
- Only faction that may plant reed
- Medium difficulty. Suited for players who like a small challenge while terraforming the lands

Tribe:
Default status. You start with it if the round is still young. There is no leader, and it should be your first objective to gather your settlers and build a Town hall and some Homes.


Village:


Requirements:

- A Town Hall
- At least 3 Homes
- At least three people online

Rewards:

- Allows for one public mine
- enables Leader election (will take place immediately after village founding)
- Leader title: Elder


City


Requirements:

- Enhanced Town Hall (it must look better then before to reflect your new status)
- At least 5 houses
- One shop
- One Farm (wheat)
- Harbor (= Nord City-project)
- One monument (this first one won't increase land)
- At least 5 people online

Rewards:


- Allows for two public mines
- enables gaining of land through monuments from now on
- New Leader title: King
- enables embassies

Metropolis:


Requirements:

- A further enhanced Town Hall
- 8 Homes
- A second Shop
- A temple dedicated to Ymir
- At least one other monument
- Your Nations Wonder: Tireme

Rewards:
- Allows for three public mines
- Will net your nation a daily gift of 200 Iron from your God, Ymir
- New Leader title: Emperor



Tireme, the Nords big Project:


Instructions:

This big project, like the other ones as well is meant to be build in a team and not alone. It requires good teamwork and a good builder and will be your nations pinnacle of creation.
The Tireme must be "anchored" near your Harbor. If Your nations harbor is too small, expand it. It therefor must be build "in" the water.

- The lenght must be at least 70 blocks. The width 10.
- It must have five sails
- The main mast must be out of obsidian
- there must be a Oarsman's deck, complete with Oars on each side of the ship
- there must be one captain's cabin.
- And although Tiremes didn't had it, one Crow Nest.
PurpleSkull
PurpleSkull
Admin

Posts : 124
Join date : 2010-10-16
Age : 37
Location : NRW

https://ragnarok-mc.darkbb.com

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