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Found 6 results

  1. The Battle of Forsthaven July 16th, 598 So, I realize the map above is pretty crummy, but I forgot to make a better one, so I just threw it together at the last minute. Green are the Norkotian forces, Crimson are the Forsthaven forces. You can choose to focus one of the locations on the map, whether on your own, or paired with other players. I will post background posts for battles over certain strategic targets, but not every battle. Anyway, here are you possible targets: 1. City Hall - More of a morale target than a strategic target. Were the Norkotians to take the city hall and hoist their flag over it (especially if the mayor is also captured in the process), it would be a severe blow to the defenders' morale. 2. Sheriff's Office - The main headquarters of the defenders. Seizing or destroying it would disrupt Forsthaven's ability to coordinate defenses, not to mention take away their primary armory. 3. Hydroelectric Plant - The primary generator of electric power to the city. Capturing and shutting it down would severely hamper Forsthaven's communications, as well take down most of the city's power. 4. The Lifts - A series of elevators used to haul people, vehicles and cargo from the upper plateau to the lower plateau. Capturing it would prevent movement of vehicles and heavy equipment between the two parts of the city. 5. The Old City and The Ramp - The historic downtown which contains many prized buildings, such as numerous churches and temples, old government buildings and museums. Nearby is the ramp, a winding footpath that acted as the original road between the upper and lower city. Capturing this would prevent any form of retreat or counter-attack from one city to the other. 6. Commerce Sector - Filled with fuel stations, warehouses, banks and other businesses, as well as hotels, this sector is the central hub of Forsthaven's trade market. It is the place most filled with foreigners. Cast Tyler Executor Tynes | Mayor Cordoza | Colonel Krieger SteamWarden Lag-Nor | Lady Blaze Infernal Isaiah Vielle Nina Castro | Mateo Castro Thotification Linda Linda | Naherin Weber | Khaki | Sera Zackrobbman Clive McTeague | Zack Miller | The Tin Man Fierach Unknown
  2. @Hani NOTICE Music Image Image The Gold Rider Waking up, she felt lazy like the radio. She saw nothing, but the gentle music was undeniable. It soon introduced the voice of a man who sang words just as foreign. He wasn’t alone. A chorus of unintelligible conversation was suddenly detected, along with footsteps. It took a train of effort to part her eyelids and in turn herself from an unknown slumber. What began as a grey world revealed itself to be the front of a chair, with a slender beam of sunlight streaked across it. Finally, her eyes were opened. Rotating the hand of an equally slender arm stretched upon a table, it was evident that she was indeed female. Fingers of a woman. An array of tables and chairs that catered to two were spread about, floating upon a sea of grey tiles. People sat around but the woman couldn’t recognize any of them. Her eyes peered into those strange faces that smiled at and laughed to one another, but none of those souls were even aware that she was watching them. At the end of her line of sight was a bar with a plethora of bottles lining the wall. Maybe that’s how I got to be in this predicament. One thing was for certain: she had no idea who she was or how she got to be in this bar, one that was called The Grey Flood based on the napkins. Name. Identity. She had neither. After patting herself down, all she really had was a yellow shirt, brown pants and a hat that hid blonde hair. Did I braid it or did someone else? The thought quivered on her lips, her head slowing while her heart raced. Another familiar feeling. I don’t know who I am or how I got here. And I am panicking.
  3. Erin Hale had been in Terrenus over half a year now, having been deposited in the western hills shortly after Elendaron’s demise. The months afterward were spent mostly walking, scavenging for food and supplies, doing occasional small jobs for the tiny towns she came across along the way. Up until that gig in Palgard anyway, when she finally scored a decent haul. She tagged along with her employer until they got to Casper, where he paid her the sum she was owed, before departing. Erin, finding that Casper was the primary port city in Terrenus, and thus had good central access to the rest of the continent (and other continents), plus a steady flow of people and information, decided this was as good a place as any to set up a new home base. Even though she had a decent amount of money, around 25,600 in the currency of the world she originated from, she knew it would not last forever. Choosing an apartment that was clean enough to be comfortable, but simple enough to be reasonably cheap, she began taking small mercenary jobs around the town, whilst setting up an account to hold her money (most of it, anyway, she didn’t trust anything enough in this world yet to put all of it in one place). Somewhere along the way, she caught wind of a job going down in the outlands, some unimportant backwater called Zühl or something. Some collector from Casper had caught wind of a mythical artifact somewhere out there in the desert, and he was paying stupidly good rates for a team to back him up. Notably, he did not want individuals who were heavily reliant on magic, something about magic not working right out there or something. That seemed to scare away a lot of his would-be bodyguards, since it seemed magic was relied on by a few too many people around here. Erin may have used magic potions for stealth purposes, but the bulk of her skill was self-earned, and her weapons needed no mystical hocus-pocus to work. So, a little trip out to the desert, get paid a ton of money to guard a fat oaf until he found out what he was looking for didn’t exist, then come back to Casper and take a few weeks off. Nice and easy, and better yet, no magic or high-tech shite to screw with her mind or body. Who knows, this gig might even be a little fun…
  4. Character - Vito Summon - Floki Tags - @supernal Background Ambience (If you so choose) - Link Quest - A Friend in The Ouread Bounty hunting, raiding and moving into the drug business have all yielded their profits. Yet Vito found himself moving so slowly towards his goals that it was unbearable, even the patient raider had his limits. He needed something more, a way to further expand his trading. Cavecrest offered an easy way to trade amongst other raiders and criminals, but it was still far too slow. After much internal debating and pacing, he'd finally made up his mind. A partner was not just wanted, but required. He'd been a hired sword on many occasions, but never worked in business with someone else. Thankfully, he was able to call in favors from Fat n Kat. The local gossipers had many ties outside of Cavecrest, thankfully sending word out to a gangleader named Caden. They even went as to give him a private room, which they'll show his potential partner to. 'Hmm, looks like my work round here has at least payed off. Can always rely on Fat to come through, even if Kats a little more stubborn.' Vito sat waiting with a tankard of rum behind the round table, his summon lay asleep in the corner. It was pretty hard to sneak Floki into the inn, but he always finds a way. He hated being without back up, the drake had quickly grown to be part of who he was. A sudden knock at the door snapped him out of thoughts.
  5. October 3rd, 597… “Sir, the proposals you requested for modernized naval vessels have arrived for your review.” Joseph Tynes looked up from his desk, which was covered in various proposals, requisitions and other forms, all piling up steadily since the declaration of the Norkotian Union mere weeks ago. The job of building a military from scratch was not as easy as he hoped, since there were many, many logistical obstacles to overcome. However, being able to review actual military designs and proposals made the tediousness worth it. The request for naval designs had been submitted even before the military was declared, as Tynes wanted drafts ready for when the day came. Numerous engineers and shipbuilders from the coastal cities were asked to submit proposals for diesel-powered, military-focused warships, and now some of the results were ready for consideration. “Clear my schedule for the rest of the morning.” Joseph grinned, as he took the folders from the officer, “I’ll be busy for a while.”
  6. NOTICE! This location is no longer playable on Valcure. This article is for legacy reference only. NORKOTIA INDEX Directivism Security Technology Regent: Joseph Tynes Contact: Tyler AMA Artifacts Geography Topography Norkotia is located on the northeastern border of the Plateau of Zühl, a large, flat highland region in Terrenus's heartland. Most of the land is exceptionally flat, with the main exception coming in the form of artificial lakes and depressions that are the result of strip mining operations. Most of Norkotia's major cities are situated on the shores of Garrison Bay, a large, natural harbor connected to the larger Sidereal Lake. Natural resources are abundant in the region, particularly fossil fuels. Oil drilling has gradually become more and more common, as its uses and benefits have expanded with time. While most of the land is used for farming, strip mines for coal and minerals are fairly common in the outlying areas, while oil derricks and pumps can be found nearly anywhere. Magic is weak in the region, previously only about a quarter as strong as the Terran average, but even weaker now thanks to the changes in the Shawnee loci. The reason for this magical scarcity is unknown. Regardless, the local impotence of magic has caused the natives to invest deeply in fossil fuel and mechanical technology, instead of magictech as is found elsewhere. Likewise, the magic sensitivity of most of the citizenry is far below the Terrenus average, possibly thanks to years of being raised in an area so devoid of it. Below is a list of nearby locations and their approximate distances East: ~1050 miles to Hell’s Gate South-East: ~650 miles to Langley Keep West: ~950 miles to Blaurg Mountain Cityscape While officially considered a single city, Norkotia can be more accurately described as a sprawling, but sparsely populated conglomerate of several smaller towns, connected by a sturdy system of roads and railways. There are a few relatively tall buildings, but not as many as one would find in most major cities, as expansion of the city has traditionally gone outward rather than upward. Most of the citizens live in houses rather than apartments, with brick structures being the most common, though wood, concrete, and metal buildings also exist. The "Metro" is the most densely populated region within Norkotia, consisting of Norkotia City itself and four smaller, but adjacent towns. The largest of these is Stahlburg, where much of Norkotia's industrial power is concentrated. On the opposite end of Norkotia City from Stahlberg is Millersburg, the primary center of agricultural commerce. Outside of the metro area, the population density declines rapidly, with most cities possessing populations of less than five thousand people, many only totaling in the hundreds. The largest of Norkotia's outer cities is Arkholm, a port located several miles north of the metro along the Garrison Bay coastline. If any town in Norkotia has a reputation for hosting magic or the supernatural, it would be haunted Arkholm, which carries a long, strange history of witchcraft, occultism and unexplained occurrences. Climate At the height the summer months, the Norkotian region traditionally reached semi-arid conditions, while the dead of winter could feature brief periods of severe cold. Most of the year, the region is temperate, though dry, with drinking and irrigation water being primarily provided by the nearby Garrison Bay. However, following the expansion of the Shawnee Glacier, the heat of the mid-summer has lessened, resulting in a reduction of water shortages. This has come at the cost of the growing season's length, as well as even colder spells during the winter months. Flora and Fauna While there are few forests on the Norkotian plain, scattered tree groves can be found amidst the fields and farmland. These groves include a mix of deciduous and coniferous trees, along with numerous common types of underbrush. A particularly woody shrub grows wild in the unshaded fields and is commonly used to make paper products, reducing the need to cut down the scarce trees in the area. Most animals in Norkotia are relatively docile, with several types of deer, antelope and undomesticated cattle being common. Predators usually come in the form of roving bands of coyotes or wild dogs, though a large species of predatory cat, known as the Plains Prowler, occasionally appears in the regions outside the larger towns. On very rare occasion, the feared Green Bear has been spotted in the countryside, though these usually stick to the less inhabited coasts and oases elsewhere on the plateau. Despite the presence of these creatures, the most dangerous animal in Norkotia is the venomous rattlesnake, whose deadly bite is known to kill predator and prey alike. Some rumors exist of more monstrous species existing throughout the plateau. The most prominent one in Norkotia itself is an old legend of a sea monster in the depths of Sidereal Lake, which people have claimed to have seen in Garrison Bay from time to time. Demographics Culture The majority of Norkotian natives follow a quasi-Gaianist faith called Directivism. According to this religion, Gaia had given the Earth to mankind as a vast wilderness to tame and conquer, rather than to tend and nurture as mainstream Gaianists believe. This line of thought originates from several local scriptures not included in the Gaian Bible, though whether Odin Haze had rejected these stories from his compilation, or simply had never heard of them, remains unknown. Regardless, the local religion encourages the exploitation of natural resources, such as fossil fuels, as part of humanity’s Divine Directive to tame the world. Another element of Directivist religion is a strong stance on sexuality and marriage. Directivists believe in a strict adherence to marriage vows, with all intercourse outside of this context being considered animalistic and sinful; a violation of the Directive for humanity to transcend the tendencies of the wild. Despite this, a significant secular movement, encouraged by certain corporations and intellectuals, began to weaken the Directivist influence on Norkotian society. This resulted in a spike of infidelity and promiscuity, along with the unpopular legalization of prostitution and other unscrupulous businesses. This movement is now in rapid remission, thanks to the efforts of Joseph Tynes and the Norkotian Nationalists, though at least 35% of the population could still be considered atheist or non-practicing. Norkotian accents are generally Germanic in nature, deviating from the traditionally Romance-based dialects throughout the rest of the continent. However, these accents can also vary drastically depending on whether the speaker lives in one of the towns or in the countryside. The most common accent is the "Metro" accent, which sounds like a Midwestern American accent. Second most common is the "Frontier" accent, though some call it the "Redneck" or "Cowboy" accent, which sounds like an American Southern accent. A smaller minority possess the "Norkic" accent, which sounds like a German accent. Most who speak this way are migrants from outlying towns who still speak the old Norkic language, which may or may not be descended from a prehistoric Genesarian tongue. Economy For many years, the Norkotian economy was primarily agricultural, but innovations in the use of the region’s vast petroleum reserves has caused a gradual shift toward industry. Still, thanks to the development of the local road and rail infrastructure, and the further development of mechanized farming methods, farming has remained competitive and increasingly efficient. Despite the improvements in farming, the industrial elements of the Norkotian economy are seeing the greatest advancements. Petrogel, a semi-solid form of refined petroleum, has become a popular bullet propellant, replacing dangerous gunpowder and its expensive alternatives. Another petroleum product, plastic, has become an incredibly popular material for use in manufactured products. A hardened plastic alloy armor, petrosteel, was recently invented and is starting to see use as body armor for soldiers, as well as for aircraft construction. Companies and institutions BlackBlood Energy Incorporated: Works with petroleum and coal exploitation and refining. Officially the largest private company in Norkotia, though it is ultimately not much larger than the most of its rivals. Schmidt Arms Company: Provides popular weapons and gear to hunters, survivalists, corporate security and law enforcement throughout the area. It also holds the most government contracts of any company for military development and production. Norkotian News Corporation: Largest media conglomerate in Norkotia. Operates a TV channel, radio station and newspaper, in addition to other mediums. Most of its leadership was arrested or fired after a major corruption scandal. Government Local government In the past, most Norkic towns followed a long-standing system of having an elected mayor and appointed sheriff, with the former acting as the political leader and the latter providing for law enforcement and security needs. Towns also had their own militias, which usually included, and were led by, the sheriff and his deputies. However, this system often resulted in many of the larger landowners, energy corporation leaders and mining guild bosses taking control of the towns through threats or bribery. After the formation of the Norkotian Union, local sovereignty was reduced in order to better combat corruption and encourage cultural unity. While mayors remained an elected official, the old sheriff departments were merged into the Internal Security Bureau, or InterSec, Norkotia's new national police force. This allowed for better coordination of security and defense against the growing threats emerging across Terrenus. Federal government Just as with the preceding Norkotian Confederation, the current Norkotian Union is ruled by a council of elected members, with a chairman acting as the de jure leader of the government. The council includs multiple members from Norkotia City proper, along with at least one member from all the surrounding towns under its influence. The chairman is elected separately from the remainder of the council and is expected to mediate disagreements on the council and further balance the needs of the both the central city and the outlying towns. Following former chairman Joseph Tynes's assumption of the office of Grand Executor, the balance of power within Norkotia began to shift. The position of chairman, filled by Roland Stracht, one of Tynes's supporters, became more of a liaison between the Executor and the lawmakers on the council, while the council itself maintained legislative and budgetary powers. However, all military and police authority came under the executive branch's jurisdiction, and with exception of project funding, the Executor was no longer subject to the processes of democracy. This, in effect, made the Grand Executor the de facto ruler of Norkotia. Education Education up through high school is paid for and managed primarily by officials within the school’s immediate locality. Only the Norkotian University, the lone higher education institute in the region, receives direct funding from the central government. Higher education is not emphasized as much as life skills, and such, many children and young are allowed to pursue trade apprenticeships or on-the-job education, rather than continue through high school or college. Transportation Roads and Highways: Norkotia has a sprawling system of paved roads connecting all the towns within the greater city’s influence. The well-developed infrastructure is designed to allow the general citizenry easy travel with motorized vehicles, which are the primary means of personal transport. However, horses are still often used by those in the outer regions. Rails: A system of railways, built largely before motor vehicles became popular, weaves through the numerous towns and mining facilities, allowing for larger bulk transport of materials. Thanks to the rise of motor vehicles, its usage has declined in recent years. Shipping: Iron ore is largely shipped into Norkotia from neighboring villages on the far side of Sidereal Lake, in exchange for food and fuel. Airports: Initially, most aircraft were used either for crop spraying or specialty transport for wealthy citizens. However, advancements made thanks to military research, along with the expansion of Norkotian influence across larger swaths of territory, have made both the capability and necessity of public airlines more vital. Even so, civilian flight remains expensive, and is rarely utilized by the lower and middle-classes. Notable Residents Joseph Tynes: Youngest man elected to Chairman of the Norkotian Council. Now holds the title of Grand Executor, giving him supreme power over all Norkotian security and defense forces. Diric Redbridge: Chief advisor to Chairman Tynes. First Vulk to hold a position in the Norkotian government. Stephan Schmidt: Heir to Schmidt Arms Company and noted philanthropist. His late father was noted for inventing many popular firearm designs, a legacy he has proudly continued. Kersh Engel: Eccentric surgeon and cybernetic enthusiast. Was exiled for his unethical experiments and later arrested in Port Caelum for kidnapping and murder. He was eventually rescued and assigned to military research by the Norkotian government. (Formerly) Shane Haydes: Wanted arsonist and murderer. Fell-in with a band of pirates in Casper, but now lives as a criminal and terrorist in Last Chance. Mara Mercer: Cyborg and bounty hunter. Was among Kersh Engel's illegal experiments following a traffic accident. History Canon Past
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