• Champions of the Realm: High Fantasy RP
    170 replies, posted
Welcome to Champions of the Realm, a reboot of Firesale69's High Fantasy RP. Here, you will forge your empire through any method you see fit: might or magic, cunning or craft, dominance or diplomacy- it's all up to you. Will humans tame the vast frontier, or will beasts rule the realm? The adventure begins with your first turn. [B]This is a fresh start, not a continuation.[/B] Don't be afraid to join if you weren't part of the previous thread. Premise: This world once had a name which is now forgotten. Among all intelligent races it is now simply known as the realm, a vast and uncultured land, rich with resources and poor in industry, the result of a terrible cataclysm five centuries past which evades even the most learned scholars. A few societies have taken route, however, providing a light in the darkness which hangs over the land. Their future promises to uplift and civilize the tribal throngs and bring progress and greatness back to the realm. However, the path to that glorious future is uncertain and fraught with danger. Who shall emerge victorious? Who shall become the Champions of the Realm? Map of the Realm: [t]http://i.imgur.com/P9itN2t.jpg[/t] [B]How to Play:[/B] 1. To create a nation and join the fun, send a PM to me. The title should be formatted as "CR: (Nation), Turn X Revision X" Use the following format for your first turn. In later turns, leave out the first section. [quote]Starting location: Hex Location on Map. Attach an image of your starting location marked on the map. Flag: 250x150 please. Country name: Self Explanatory Capital: Self Explanatory Race: Humans? Orcs? Elves? Something only a fetish can explain? Technology: You may research one of each of the following per turn. -Military: -Economic: -Social: -Fantasy: Military: Everything involving your military goes here. Includes expansion on the map via force. Domestic affairs: Everything internal such as economy, law, and social matters. External affairs: Everything external. Includes expansion on the map via peaceful methods. Espionage: Everything that involves backhanded exploits, anything you don't want to come to public attention.[/quote] [U]Each turn represents one year.[/U] 2. Please try to condense your turns. I won't set an upper limit, but I'll let you know if it's becoming too much of a hassle to interpret your actions. 3. This game will be automatically balanced [I]to an extent.[/I] Nations which start with powerful militaries or great technology will have weaknesses added in other areas to make up for it, but savvy players will be able to overcome these weaknesses through their grand strategy. In any case, no one will be able to steamroll their opponents in the opening turns. 4. Technological progression of all types as well as map expansion will be slower than in High Fantasy. Expect to begin the game with pre-renaissance technology. If your desired technological advance is too much of a leap, you will receive a lesser technology as a step toward the greater innovation. I don't expect to enforce this rule often- just be logical and you'll be fine. 5. Your state is not airtight. Make plans in case your well-protected secrets get leaked. Current Players: Blorgyboy (United Kingdom of Sectium) Cxcxxxxx (Nenetian Republic) Firesale69 (Umburian Collective) Killerabv (The Hollow) Minelayer (Argak) Native Hunter (Tsardom of Roaruk) Satansick (Víkingr) Sunny Dei (Gorkania)
IM in
My turn is in. Now I just have to pray that nobody is allergic to bees!
[QUOTE=Native Hunter;48420396]IM in[/QUOTE] Cool, send a turn and I'll add you to the list.
Turn sent, I have a feeling this will be interesting
We have five players and all are properly prepared except for a minor hiccup with cxcxxxxx's turn. I'm going to start writing turn 1 now.
Can't wait! Should be pretty badass!
writeing a turn now
With the additions of Firesale69, Native Hunter, and Killerabv, we've got 8 players. That's enough, no more entries until turn 2.
Joining in.
[B]Turn I: Year of 550[/B] [t]http://i.imgur.com/iy2chYa.jpg[/t] [video=youtube;2mLY0QTtMOw]https://www.youtube.com/watch?v=2mLY0QTtMOw[/video] [IMG]http://i.imgur.com/WpjZ3ZN.png[/IMG] [B]United Kingdoms of Sectium - Blorgyboy - Blue[/B] Race: Multiracial - Antfolk, Mothfolk, Waspfolk, Beefolk Capital: Greatnest Population: 50,000 Military Strength: 10,000 Domestic: The great insects of the southern floodplains have, after centuries of conflict, finally put aside their differences in order to build a great society. Although each race maintains a nominal kingdom, power is centralized in the Parliament of Kingdoms at Greatnest. The prevailing issue this year is the establishment of a budget to prevent overspending of resources. External: Surrounding areas begin to experience more peaceful visitations from the large bug people. At some time during the last few centuries, humans abandoned this region due to the presence of the large insectoids, but after the outbreak of peace, some adventurous traders have moved back. Slowly, surrounding tribes are being convinced to join the great nation, although local quarrels are holding them back. Technology: The insectoid kingdoms have accellerated their integration by adopting a common language. Through natural magic, they have begun to telepathically communicate over distances of many miles, although not yet to the extent of the other great nations. The military is being outfitted with armor made from a chitin substance which is stronger than equivalently-lightweight bronze. Their economy, albeit nascent, is slowly growing trade capacity due to a new system of currency and a unified system of weights and measures. Military: Training is conducted among interracial units with promising results. Small escort parties are sent along with colonists to the surrounding areas, inspiring curiosity among tribal insectoids. [IMG]http://puu.sh/jvPtB/2fc3acb2f9.png[/IMG] [B]Nenetian Republic - Cxcxxxxx - Orange[/B] Race: Multiracial - Jackalfolk, Humans Capital: Amonis Population: 40,000 Military Strength: 5,000 Domestic: The Republic is a self-contradictory state. Despite racial tensions between the majority jackalfolk and the minority humans (especially among the poor), a human has sat at the throne as head of state for three years, and will continue to do so for five more until the next election. A multiracial senate debates nationalized banking and trade standards, provoking accusations of racial bias, conflicts of interests, and so on. Despite the drama, this is how the republic has always operated, and there is no indication of any real dissent as new monetary policy goes into effect. Guilds are formed for important professions. External: No formal effort is made to interact with the minor tribes on the island. Individual citizens interact for the sake of trade, with mixed results. Technology: Chemists refine the slimy substances dredged up from the inland desert mines, discovering two important properties- the liquid floats on water, and it burns. Soon, the republic is arming its naval vessels with pumps, to be used to burn enemy ships. Due to currency reforms, employers are encouraged to pay by wage. The lower classes resist the transition due to price gouging among the merchant class, which is rapidly profiting from the reform. This year, a guild forms in Amonis to promote magic, the first of its kind in the republic. Military: The senate prefers to spare the expense of a large, standing military in favor of recruiting mercenaries during times of war. Those that are regularly employed tend to be well-equipped marines used to guard the rich harbors and merchant fleet. [IMG]http://i.imgur.com/Zx4uZ7i.png[/IMG] [B]Umburian Collective - Firesale69 - Black[/B] Race: Nords Capital: Keiffelberg Population: 30,000 Military Strength: 9,000 Domestic: One of the few states suspected to predate the mysterious calamity, the Collective is a seafaring, trading civilization with a strong, organized government and a tendency toward innovation. Citizens debate issues at local forums, which in turn submit their demands and concerns to heigher powers further up the ladder. There is a high degree of government/economic interaction and the state is rumored to be flush with precious metals. External: Envoys bring gifts to local tribes in an effort to establish credibility and trustworthiness. As a direct result, tribal leaders are welcoming to Umburian visitors and receptive to trading efforts. However, they are hesitant to give up their sovereignty and traditions in favor of the Collective's robust state apparatus. Given time, they should come around. Elsewhere, Umburian trade ships begin to port in the other great nations, many belonging to a single mercantilist corporation which is exporting goods and returning with bullion. Technology: Smiths have been working around the clock lately to improve upon the weapons and armor of the Collective's warriors. These arrive just in time for a naval raid. This is partially owed to the production of new machinery powered by river water. An academic system is established to help improve industry leadership, but it will take time for students to graduate. Investments are made into standardizing housing, reducing poverty in some areas. The people are happy. Military: A naval raid is launched down the coastline to clear the way for settlers, aggressively asserting Umburian military dominance over the tribes. However, given limited numbers, the raiders are smart not to overextend themselves. [IMG]http://i.imgur.com/D3Nhwpo.png[/IMG] [B]The Hollow - Killerabv - Dark Blue[/B] Race: Undead Capital: Korona Population: 75,000 Military Strength: 20,000 Domestic: Decades ago, there stood a fledgling kingdom of necromancers in the southern swamps who seemed to be on the verge of a major discovery. Fast forward to modern day, and the same land is now occupied by a thriving kingdom of walking corpses. These sentient ghouls were once slaves, but have now done away with that institution and assumed the place of their former masters. External: Despite admirable efforts to establish lines of trade, the surrounding population of barbarian tribes consider their very existence an affront to nature. Although the undead don't need much in terms of goods, it has taught them a valuable lesson: aside from a few, brave and open-minded witches and merchants in the bog, they are unlikely to find peace among their neighbors. Efforts to intimidate the neighboring tribes into subservience instead only results in greater animosity. Technology: Not much can be said for the undead kingdom's technologies. They are very rustic and outdated, relying on tools and equipment that are at least a century old. Only magical research can be said to be progressing- the undead and bringing back the fallen with greater strength than the standard undead, albeit sill weaker than a healthy foe. Military: Surging outward from their capital in spite of the rejection they have suffered, the undead begin to swallow whole tribes into their horrific ranks by felling them in combat and resurrecting them as allies. However, priests bearing holy magic have begun to appear in response to the stories, imbuing individual barbarians with the ability to resist resurrection and a fate worse than death. The question remains, will there be enough holy men to stop the hoard? [IMG]http://i.imgur.com/0BujdaG.png[/IMG] [B]Argak - Minelayer - Dark Green[/B] Race: Lizardfolk Capital: Argos Population: 70,000 Military Strength: 15,000 Domestic: Long existing in the far southwest wetlands, the lizardfolk have united under a common banner primarily out of a pervasive fear of everything else in the world. Their way of life is largely communal, with shared fisheries and rice paddies, and a barter-based economy. Lately, however, a charismatic individual has gathered support behind the suggestion of a more individualistic society, drawing caution from the elders. To transfer to a more advanced system might take more of an effort than the young ones anticipate... External: Due to the collapse of an old witch coven far east of the lizards, Argak becomes the largest seller of apothecial products in the realm, and potions for export become a major part of the national economy. Unfortunately, the lack of an organized economy prevents the state from gathering wealth. Instead, it focusses on preventing shortages, which leads to a population boom. Technology: Research is primarily focused on improving the apothecary trade, to great success. Some limited innovations are also seen in military equipment, adding both human-inspired weapons and unique lizard equipment to the national arsenal. Military: The lizard warriors are keen to learn ambush tactics and irregular warfare. Their instincts lead them to become quite proficient, but their ranks are homogenous and their equipment, though gradually improving, is outdated. [IMG]http://i.imgur.com/KE1pfnN.png[/IMG] [B]Tsardom of Roaruk - Native Hunter - Yellow[/B] Race: Ursine (Bearfolk) Capital: Tepper Population: 55,000 Military Strength: 12,000 Domestic: The sentient bears of Roaruk worship a large tree called Eranur, which they believe is enchanted and the source of all life. Given that the ursines first appeared in the proximity of this ancient tree, the former assumption might be true. They are ruled by an absolute monarch who is currently preoccupied with spending the nation's newfound wealth on basically any economic adventure he can. Despite successful efforts to trade foodstuffs with the humans which practically surround the Tsardom, the crown is gathering no lasting wealth due to its prodigal fiscal policies. For now, the public is complacent and happy. External: Efforts are made to trade with tribal neighbors with limited, yet promising results. However, tribes living on the coastline prefer to trade for the higher-quality products arriving aboard merchant ships from the Nenetian Republic. Technology: For the first time, forges in the Tsardom have produced high-quality steel, marking an important step toward modernization. While mostly for military purposes, some of the limited steel output is used to make farm implements- another area of life undergoing modernization. The four-crop cycle has been discovered, vastly improving soil quality and crop yields. The bear populous is overwhelmingly pleased with their leader, who has recently declared his rule absolute. Finally, some ursines are beginning to experiment with alchemy, although they are far behind the more developed magical societies. Military: Based mostly around militias and sporting only modest, defense-oriented goals, the large protective ursine armed forces are seen making limited, well-executed advances to the north. Interestingly, despite the highly traditional nature of the Tsardom, the military is beginning to implement a policy of promotion by merit, rather than by blood. [IMG]http://i.imgur.com/s1Au4jb.png[/IMG] [B]Víkingr - Satansick - Red[/B] Race: Humans Capital: Ostbyen Population: 100,000 Military Strength: 20,000 Domestic: A shamanistic, backwards, and partially cave-dwelling society, Víkingr is possibly the most destitute of all the great nations, admired only for their massive numbers and slight proficiency in magic. They have only recently adopted a common code of laws, as tradition is held to much higher regard than in any other society, leading to the easy recruitment of their fellow barbarian tribes. This arrangement is highly unstable, however, as one sufficiently-sized dispute would be enough to sever the weak ties between the various clans and villages and return this anomaly to pure barbarism. External: Priests are sent abroad with magical implements to inspire awe and build relations with new barbarian tribes. Technology: After spotting a moving island with high-flown cloths, fishermen within the nation begin constructing rickety rafts which are eventually replaced by respectable outriggers with small, battened sails. Elsewhere, the shamans are improving their rune magic; if social revolution and progress are to come from anywhere, it will come from these priests. Oddly, they have begun looking to the sky to catalogue the stars. Military: Men armed with clubs and spears are recruited in villages all over the coastline for fun and conquest like some sort of barbarian summer camp. [IMG]http://i.imgur.com/bH38dye.jpg[/IMG] [B]Gorkania - Sunny Dei - Brown[/B] Race: Orcs Capital: Kaer Drom Population: 50,000 Military Strength: 15,000 Domestic: Organized around ancient clans, the orcs of the mountain are a surprisingly civilized and amicable bunch. They work based on their clan, with whole families involved in single industries dating back generations. Leadership is determined through test of might as the strongest warriors from the different clans battle it out in glorious combat in a tournament. External: Although surrounded mostly by tribal orcs, even the human population in the area is appreciative of their good neighbors, the orcs of Gorkania. This is due to a courteous decision [I]not[/I] to go on the warpath this year, and instead focus on peaceful trading. Although expansion is slow, it is happening in every direction and new citizens are highly enthusiastic of their leaders. Technology: Local workshops focus on improving mining tools. Being landlocked has encouraged the development of large trading carts pulled by livestock, and trade is largely profitable as a result. Among the innovations first seen through bartering with faraway lands are the crossbow and the elemental spell book. The orcs easily reproduce the crossbow (and even make it quite a bit more powerful by upsizing it,) the latter becomes a cryptic challenge due to its written words being foreign. By the end of the year, limited progress is seen in spell casting. Military: Wargames are carried out to keep the warriors on their A-game. These spirited events are such a spectacle that they double as free entertainment for the locals. Fortifications are also improved around settlements, helping to protect them against any unknown threat. Confidence is high. [B]Alert me about any major concerns. Four new players are joining for turn II, so I'm no longer accepting any new players unless someone leaves.[/B] New players: Diago21 Dr. Ethan Asia EuSKalduna Sparkeagle
Can I take up my former place?
Dang, I was asleep and missed it.
I call dibs on a spot
There was only 1 position left open for turn 2, but three people sent me turns. Given that they were players from the last game and I would feel bad rejecting them, I'm going to accept all three, taking us to 12 players. That's maximum, no one else gets in unless someone leaves. Also, fixed a few things and got the map up.
Can the Nenetians contact me, I think we should talk
Don't worry about any shambling corpses you may find. They mean you no harm.
Are they tasty? Can my larvae grow in them?
[QUOTE=blorgyboy;48439573]Are they tasty? Can my larvae grow in them?[/QUOTE] Shouldn't we be trade partners before we get that personal?
Dr. Ethan Asia, I would like you to meet your twin brother Dr. Euthen Asia.
He's less my twin brother, more like my alter ego.
The turn is about 50% finished as I write this. I still need turns from Minelayer and Satansick.
[QUOTE=kilerabv;48439650]Shouldn't we be trade partners before we get that personal?[/QUOTE] No, that's okay! We can be full-blown military and economic allies right this instant! We don't know each other so we don't have any conflict yet! Let's do this man, you and me brother.
If anyone wants to trade with the Umburian Collective they are welcome. Please contact me before the turn is posted so we can get some last minute benefits.
Giving Satansick until 4:30 eastern to get his turn in or I'm skipping him. The rest of this turn is finished. [editline]12th August 2015[/editline] [B]Turn II: Year of 551[/B] [t]http://i.imgur.com/ayVWaAs.jpg[/t] [video=youtube;aG-4dfbKQh4]https://www.youtube.com/watch?v=aG-4dfbKQh4[/video] NOTICE: Nations are now given a "relative strength" stat. Although there are major differences in numbers between nations, that does not mean a large nation can easily conquer smaller nations. I use a variety of considerations to reach my conclusions in order to judge just how "strong" a nation is, and my scale is as follows: Shattered Nation < Struggling Nation < Minor Power < Regional Power < Major Power [img]http://i.imgur.com/WpjZ3ZN.png[/img] [b]United Kingdoms of Sectium - Blorgyboy - Blue[/b] Race: Multiracial - Antfolk, Mothfolk, Waspfolk, Beefolk Capital: Greatnest Population: 70,000 Military Strength: 15,000 Relative Strength: Minor Power Domestic: Cultural integration is further focussed on, with Butterfly and Mothfolk leading the way. Towering structures of stone, built in the shape of great flowering plants and shimmering with holy flames at the tops now decorate Greatnest. Commerce in Sectium's cities is beginning to take off as state investment in marketplaces is coupled with greater specialization of workers, leading to the rise of the Butterfly merchant class. External: The state begins to experiment with its trade policy, sending merchants farther than before to trade for exotic goods offered by the humans. While this brings new, useful materials such as tin, lead, and bronze into the Kingdoms, it also draws the humans closer than before, and tribal insectoids in the middle ground are unhappy with the intrusion. Technology: Economic policy work takes the forefront of research this year, but progress is also seen in the civic world as parks and recreation become a priority. Gardens and other public meeting places are cultivated to strengthen integration, improved further by magics which improve the fertility of plants. The latter causes a crop surplus and a surge in population. Lastly, the military introduces a small crossbow which can be carried by aerial units and ground units alike. Its small bolts are unlikely to pierce plate armor, but it does well against lightly-armored tribal warriors. Military: Light skirmishes are seen in the early spring as the Kingdoms march east toward the source of the river on which their civilization is built. The tribes along the way are utterly trounced by the organized opposition, but are spared further indignity as the state favors integration to expulsion. [img]http://puu.sh/jvPtB/2fc3acb2f9.png[/img] [b]Nenetian Republic - Cxcxxxxx - Orange[/b] Race: Multiracial - Jackalfolk, Humans Capital: Amonis Population: 70,000 Military Strength: 15,000 Relative Strength: Regional Power Domestic: After a number of ships from the far western Nord nation of the Umburian Collective port in the Nenetian Republic and offload their goods at alarmingly good prices, the senate convenes to pass a high tarriff on products which can be produced domestically. The peasantry, the primary market for these cheap essentials, balks at the policy as unfair protection of the merchant class, which is overcharging them for the same goods. They are unable to see that their continued employment depends on the success of their employers. To make matters worse, with the abolishment of slavery, thousands of unskilled, poorly educated workers have flooded the job market, and without a social safety net they are becoming restless and angry. External: Formal trade relations are established with the Tsardom of Roaruk along with a nonagression pact. Merchants from both nations are thrilled at the news. Technology: Mercenary service can now be used as a path to citizenship under a special 15 year contract. The terms are generous enough to attract a few thousand new residents as full-time soldiers. The mages guild is employing its scholars to chart the stars and seek out better ways of navigation. Finally, merchants are being provided with measuring tools to distribute to foreign suppliers to ease the transition to Nenetian units. Military: The military is used to subdue the rest of the island the Republic is situated on in a single campaign. The other tribes, poor and ill-educated, are overwhelmed by the sudden offensive, and quickly lay down their arms once it becomes clear that the Republic intends to incorporate them as citizens. Ironically, the greatest resistance comes from a band of former Nenetian slaves who left the Republic to seek an agrarian life. They are subdued in decidedly one-sided combat. Elsewhere, the merchant marines come into combat with half-octopus, half-human monsters. They deploy the flame-throwing technology developed in 550 in each instance, burning some of the cecaelians alive in the process. They quickly learn to leave the Nenetian ships alone. [img]http://i.imgur.com/56y9Z4O.png[/img] [b]Panopti - Diago21 - Beige[/b] Race: Humans Capital: Corpus Population: 60,000 Military Strength: 8,000 Relative Strength: Minor Power Domestic: The island on which Panopti is situated is currently in the midst of a famine due to the mysterious collapse of the local fish populations. The state, having only recently consolidated its power, is devoting its attention primarily toward solving the food crisis through resource allocation. Unfortunately, the situation appears stagnant rather than improving, and citizens are demanding action. External: Rangers are sent into the neighboring tribes to promote unity on the island. It seems that the famine is proving just as daunting of a task for Panopti's neighbors, who all seem willing to cooperate in order to find a lasting solution. It's difficult to maintain a warband when all of your warriors are busy maintaining a subsistance farm, after all. Technology: Despite the ongoing food shortage, the best scientists of Panopti are preoccupied with the workings of water and steam. A great engineer known as Gaben the Master has exhibited a device which, when filled with water and placed over an open fire, spins whimsically for several minutes. No application is immediately found for the strange invention, as it does not generate sufficient power or spin long enough to be of any use to craftspeople. Military: One of Panopti's only shining features is its robost military leadership. A school of combat located in Corpus is known to research and doccument new tactics and ideas on a daily basis, producing some of the realm's most capable strategists. The exact training used and the contents of Panopti's war knowledge are both closely-guarded secrets. [img]http://i.imgur.com/isjQ4fR.png[/img] [b]The Grand Duchy of Calliope - Dr. Ethan Asia - Pink[/b] Race: Dryads (Elves) Capital: Erato Population: 75,000 Military Strength: N/A Relative Strength: Minor Power Domestic: Calliope is a longstanding society based in the deep woods of the far southwest, isolated and fearful of the outside world and reverent of their forest home. Development here is highly lopsided, with almost no economic or military expertise and yet a highly-refinied civic society existing around the capital of Erato. A single monarch rules over all. External: The Dryads rarely leave the forest, and as such they are only familiar with other elvish societies occupying the fringes of said forest. The human world beyond is a mystery, and Calliope remains dangerously unaware of the undead threat to their northeast. Technology: The Grand Duchy is tightly organized around a feudalistic, manorial society. The woods are utterly pristine as hunting provides a great share of the food, as opposed to largescale farming, although subsistance farms and gardens are still seen occassionally. The Dryads are incomperable riders, and have mastered not just the art of the hunt, but of animal mastery, as they are able to magically command the deadly creatures which prowl the dark. Military: Calliope has no official military, as the Driads fear this would lead to conflict which would ultimately scar the forest, an unacceptable sin. [img]http://i.imgur.com/cVqk3sV.png[/img] [b]Imperium Romana - EuSKalduna - Purple[/b] Race: Human Capital: Nova Roma Population: 50,000 Military Strength: 15,000 Relative Strength: Major Power Domestic: The Romans are a competant and well-grounded society which appears to value tradition as well as progress, placing faith in authority and institution rather than the whimsey of magic and mysticism. This year, they have introduced a code of laws based around a keystone document, a triumphant advancement of civic structure. At the center of the new laws are progressive taxation and a social contract with the peasants, establishing a permanent fixture of serf labor. Although the poor are less free than in other nations, they are appriciative of efforts to reign in the excesses of the rich through strong use of tribunals. Nova Roma may be grumbling, but they cannot deny the growing strength of the Empire. External: Bribery is unabashedly the key foreign policy of the Empire. Wine, a new type of alcoholic beverage popular with all (but especially the upper class,) is given to tribal leaders over talks of the Roman world vision. Aside from those tribes too backwards to see the light, the talks are quite successful, and soon area tribal leaders begin to pledge their support for the Emperor. Technology: Concrete, a more versitile building material than stone or brick, is introduced. Wine, mentioned above, is developed for the first time as well, spurring trade and giving the Romans a "national drink." Forges, experimenting with lightweight armor ideas, produce a new type of flexible protection known as "mail." Military: The entire Roman fighting force is divided into units called "legions" with a fixed ratio of mixed units, increasing organization and ensuring balanced deployment. Engineering is introduced to the training regiment (which is being bolstered due to the recruitment of formerly retired veterans as instructors) in order to broaden the capabilities of the troops. They use this education to construct a series of watchtowers along the borders of the empire. In addition, units are seen practicing a new manuever- the "Bull Horns" formation, a rudimentary double-encirclement tactic. [img]http://i.imgur.com/Zx4uZ7i.png[/img] [b]Umburian Collective - Firesale69 - Black[/b] Race: Nords Capital: Keiffelberg Population: 45,000 Military Strength: 17,000 Relative Strength: Major Power Domestic: The Nords encountered several other races during their journeys across the sea, and returned with unpleasant opinions about all of them. After a raucous series of meetings at the forums, the decision is made at the national level that Nordic purity must be protected in the Collective. Propaganda appears to support this movement in all parts of Umburian society. Soon, all minority races and Nords with undesirable traits find themselves second-class citizens, relegated to new, usually inferior jobs to make way for more ethnicly "clean" Nords. The Military is practically purged, and anyone who resists the new system is killed off. Outside observers are terrified of what is happening. External: The Collective adjusts its expansion policy to make people the main priority. That is, the Nords are called upon to return to their homelands and to protect their heritage. It is a slow-going process, as most tribal Nords outside the borders have not felt any existential threat to their way of life, although the reverberations are felt further away, in mixed-race communities. Some Nords travel great distances to join the Collective as a result. Technology: Rune and transmogrification magic become commonplace. The powerful warriors of the Collective are trained in a new doctrine which takes into account their psychological presence on the battlefield. Black, runed armor is more common as one result of the new ideal, as well as a much more aggressive, offense-oriented close quarters combat technique involving enchanted weaponry. Wielding steel, magic, and fear itself, the death-bringers of the Umburian Collective are the world's most fearsome warriors. Work also goes into improving mining techniques, resulting in a greater flow of raw materials into the economy. Craftsmanship in all areas improves. Racial purity is now a factor in deciding industry leadership- this has a slight detrimental effect on production but greatly strengthens the new racial policies. Military: The Collective continues establishing colonies along the coastline, and launches a second offensive overland to link to a major river to the south, allowing much faster transportation to their southern colonies. For now there appears to be nothing stopping the Nords from sweeping eastward and siezing the entire peninsula. Out at sea, the Nords are attacked by a sudden scourge of half-octopus, half-human monsters. Although the trade ships often carry marines as protection, there is often not enough protection to prevent the ship from taking on water and sinking into the Depths. As a temporary measure, the ships begin avoiding waters where attacks are common until better tactics and technology can be deployed. [img]http://i.imgur.com/D3Nhwpo.png[/img] [b]The Hollow - Killerabv - Dark Blue[/b] Race: Undead Capital: Korona Population: 130,000 Military Strength: 30,000 Relative Strength: Regional Power Domestic: As the undead become more skilled with manipulating the forces of life and death, some experience a return of pre-death memories, much to their distress. Society begins to split into two communities- one in which the current reality is accepted, and one in which it is rejected. Despite overall population growth, thousands are lost in a month-long summer riot in which those who lost their minds were slaughtered. Moreover, those who remember their religious affiliations are highly-opposed to military actions taken this year, but the majority of the undead are unconcerned with their past faith. External: Under orders from the "Bone King" in Korona, new villages are established along the coastlines of nearby lakes. Humans refuse to remain and are too fearful to fight back, and many in the west end up in Caliope as refugees. Technology: The undead smiths have relearned how to forge iron weaponry. With the help of the shadow priests, these new weapons have the power to attack the very soul- valuable to the current war effort. These forges also produce replacements for the old and rusted tools, allowing construction to resume within the kingdom. Through field research, they have also learned the value of common trade goods and have begun setting economic policy unique to their domain, unlike the holdover practices from their masters seen before. Military: War is declared... [i]on God.[/i] The undead have been unleashed upon the church and its followers in an attempt to destroy their safehavens and gathering places, and to drive the holy men away. For the most part, it works, but there are holdouts- the undead cannot enter any church which is shepherded by the truly pure and holy without experiencing agony. Luckily for them, perfection is a rare trait among mortals. [img]http://i.imgur.com/0BujdaG.png[/img] [b]Argak - Minelayer - Dark Green[/b] Race: Lizardfolk Capital: Argos Population: 120,000 Military Strength: 22,000 Relative Strength: Regional Power Domestic: The rivalry between the old guard and the young blood continues with the establishment of a School of Foreign Practices, a semi-formal institution wherin lizard scholars meet to discuss their travels and trades in order to form a concrete path to reform. Gradually, this institution attracts commoners who are slowly awakening to the possibility of major improvements to their quality of life. External: Although the young scholars can't promise much, they are able to encourage the common folk to overcome their skepticism and explore the surrounding lands as visitors in order to witness developments abroad. In their explorations, they mostly interact with tribal humans who, despite their unwelcoming demeanor, humor the passing lizardfolk by giving them short tasks, such as chopping firewood. These experiences loosen up tensions between the Lizardfolk and their neighbors while simultaneously driving interest for reforms. Technology: Current magic users begin meeting to share the secrets of their trade to the apothecaries. Giant salamanders, common to the wetlands, are utilized as beasts of burden in place of oxen or mules. These behemoths are not only capable of pulling carts, but they are able to tug boats upstream as well. These extravagant caravans also utilize record-keeping in order to facilitate larger transactions. The military, having asserted their favor for the unique weapons they recieved the previous year, recieve equipment which enhances their natural abilities even further. They evolve into a fighting force which is more stealthy than other armies yet equally proficient in combat to most other great nations. Military: The warriors are sent into the wetlands around the local rivers and lakes to assert Argak's control over those fertile lands. The tribes living on those lands, of various races and lacking real leadership, are quickly driven out aside from the Lizardfolk not already under Argak's banner. They assimilate easily, although these new territories are occassionally hit by isolated guerilla attacks. [img]http://i.imgur.com/KE1pfnN.png[/img] [b]Tsardom of Roaruk - Native Hunter - Yellow[/b] Race: Ursine (Bearfolk) Capital: Tepper Population: 80,000 Military Strength: 14,000 Relative Strength: Minor Power Domestic: Although the bears of the Tsardom have little idea of the progress taking place within the Tsar's palace, Roaruk greeted the year 551 with massive improvements to its administration. The Tsar himself, having felt overwhelmed with the responsibility of modernizing the country, has appointed a Grand Council to oversee areas of economic development (which have been smartly limited to a few key areas to conserve resources), namely the timber, woodworking, smithing, and brewing industries. Guilds are created to serve the interests of the artisans, and magistrates to serve the interests of the Tsar. These great reforms have resulted in a major influx of precious metals and other trade goods, improving the quality of life and resulting in a construction boom for ports and entertainment. External: As opinion toward the Tsar shifts toward the positive in surrounding lands, the Ursine find it easy to expand his influence. The tribes along the Tsardom's border do little to resist its growth, although some humans and Nords in the area are unhappy being ruled by "beasts." Isolated attacks against settlers and merchants prompts calls for some sort of action against subversive activities. Meanwhile, the Tsardom signs a trade agreement and nonaggression pact with the Nenetians to the west. The people are relieved to know that interspecies cooperation is possible after all. Technology: Having mastered steel production, the Ursine begin to produce custom-fit plate armor for their warriors, greatly improving their protection in battle. Guilds, modeled after the successful guilds of the Nenetian Republic, are introduced at the behest of the Tsar. Grain alcohol, produced using the surplus harvests experienced since last year, is produced for a major profit. Toward the end of the year, the Ursine begin experimentation with enchantment in addition to the alchemy already explored. Although not as sophisticated as enchantments seen in places like the Umburian Collective, these efforts result in greater magic protection for the armed forces. Military: The Tsardom begins to convert its militia units into a standing army. Despite an offer of better pay and better equipment, not every soldier agrees. The overall militarization of the country drops by roughly 4%, although in absolute terms it still manages to grow by some 2,000 heads this year. The result is a fighting force which is slightly stronger at no additional relative cost to the Tsardom. Although these units accompany settlers into the neighboring lands, the greatest threats to the colonizers are guerilla attacks, which the military is ill-prepared to address. [img]http://i.imgur.com/s1Au4jb.png[/img] [b]Víkingr - Satansick (SKIPPED) - Red[/b] Race: Humans Capital: Ostbyen Population: 80,000 Military Strength: 16,000 Relative Strength: Struggling Nation Domestic: Without competant leadership arising from the messy tribal society seen last year, authority of the Víkingr government begins to recede. Some elders in the north begin to break ties and are soon associating their clans with the Nords, who have mysteriously arrived just in time to ensure the transfer of power. External: Víkingr is a no-show in world politics this year due to its internal struggles. Technology: Technological advancement is stagnant in this area of the world. Military: Without leadership, warriors begin to return home to take care of their families, wondering when a greater cause will come calling. [img]http://i.imgur.com/gqs5wjX.png[/img] [b]The Fathomless Depths - Sparkeagle - Teal[/b] Race: Cecaelian (Octopusfolk) Capital: Reef of the Cyclone Population: 30,000 Military Strength: N/A Relative Strength: Struggling Nation Domestic: Far below the ocean's surface lurks a hidden society of creatures resembling humans with an octopus' eight legs for a lower half. These cecaelians are individualistic and recognize no formal government, nor military, nor economic standards. Still, they are fiercely territorial, and only permit those of their own kind to enjoy the waters in which they live. One common concern of all cecaelians is the latest gossip about the activities of land creatures. External: The need for vast amounts of personal space leads the denizens of the Depths to expand their reach. Technology: While somewhat gruesome, the cecaelians are able to exploit their natural ability to regenerate lost limbs for profit, by chopping off tentacles to sell as food to unsuspecting tribes along the world's shorelines. They accomplish this using magic to disguise themselves as human merchants and fishermen. To help accommodate the need for gossip, a "rumor market" forms in which the depths residents pay for accurate information, providing great incentive for cecaelians to disguise themselves and seek it out. As larger ships from the Nenetian Republic and the Umburian Collective are seen in their waters, the cecaelians develop wolfpack tactics to form up, assault the ship, divide the spoils, and disperse. Military: It is the way of the Depths to attack passing merchant vessels for the loot inside. However, recently the ships passing through their waters have been much larger than the ships of old, forcing the cecaelians to attack in groups for the first time. Due to Nenetian fire tactics, this strategy only works on Umburian ships. [img]http://i.imgur.com/bH38dye.jpg[/img] [b]Gorkania - Sunny Dei - Brown[/b] Race: Orcs Capital: Kaer Drom Population: 75,000 Military Strength: 20,000 Relative Strength: Regional Power Domestic: Faced with few challenges and many advantages, the Orcs turn their attention to scholarship and heroics, in order to expand their knowledge base and increase their standings further among their human neighbors. The gods worshiped by the various clans are enshrined in a unified pantheon, with the first pieces of literature emerging from a theological institution this year. A large temple is built in Kaer Drom "for the worship of all the holies," explicitly intended as a place of worship for all religions. A shaman's circle is established, serving a similar function to the various magic guilds throughout the Realm. External: The orcs wish to find a route out of the mountains, but are unsure of which direction to expand. After finding a pass to the south, many settlers move there, only to find another mountain chain beyond. Still, word of the orcs' positive influence has already reached this place, and the settlers quickly establish communities among the tribes there, extending defacto control of the nation. Occassionally, orcish troops are leant out as mercenaries to help settle disputes between the tribes, further increasing the nation's intitutional power. Technology: The orcs introduce a new facet to their military doctrine by redistributing arms and armor based on unit-type. Scouts are no longer expected to wear heavy armor, and no frontline warrior goes into combat wearing only simple leather. Organized learning institutions are created to standardize trade education. Although the orcs wish to establish a central bank for precious metals, they have not yet developed a currency of their own. The bank idea is pushed back to 552 while the new currency gains a foothold. In the shaman's circle, the elemental magic learned last year is expanded to include earth and natural magic, improving crop yields and easing mining work. Military: The heroics mentioned above come into play outside of the orcish borders. There are many dangerous beasts in the mountains, such as brutish giants and vicious centaur raiders. As they are slain one by one by the orcish military, the mountain tribes, orc and human alike, begin to respect the orc nation as virtuous in addition to being trustworthy. ==Conflicts== Umburian Collective, Nenetian Republic vs. Unfathomable Depths: The Depths attack merchant ships from both nations, but quickly learn that Nenetian ships are too-well prepared for naval warfare. However, the Umburians prove vulnerable as they simply lack the naval development to fight back effectively. The result is largely a minor, but not negligable, impact to the Umburian economy, as Umburian sailors learn to avoid waters where the cecaelians reside until better equipment can be provided.
Are you using a specific formula for the relative strength stat?
[QUOTE=Dr. Ethan Asia;48449035]Are you using a specific formula for the relative strength stat?[/QUOTE] No- what it's meant to represent is the relative attacking power of the nation, in which troop numbers are considered in conjunction with the physical properties of the race involved and the technology being used. Since I'm not measuring defense, it shouldn't be assumed that a minor power or even a struggling nation would be an easy fight; case in point is the Fathomless Depths, which is simultaneously extremely weak offensively and yet almost invulnerable on defense.
Just because of racial properties of the octopus.
I've only got 6 turns in so far. ETA tomorrow night at the soonest if I suddenly get the rest, but will probably be Sunday or Monday at the rate you wimps are going. BTW even with only half the turns in I can see two new wars cropping up so get ready for fun
I was busy being lazy. Writing turn now.
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