Welcome to Lumos, a world blessed by the heavens above with abundant, diverse life. You have been crowned the sovereign of your people, and through your lineage you must lead your people to greatness. Whether that means a military campaign to rival ancient myth, an economic miracle which will usher in a golden age without end, or a cultural bloom which will render your entire domain a paradise incarnate, you must make the decisions which will ultimately decide your fate. This is a high fantasy RP, and so you may play as any race you desire, so long as it fits within a renaissance-period setting (so please, no aliens or computerized robots...) [U]8 Players will be allowed at the beginning of the game[/U], and no more will be permitted entry after that. Period. No negotiation. [B]Also, please read the rules, as this RP will be highly unconventional.[/B]
[img]http://i.imgur.com/0ECcIV2.png[/img]
[B]How to Play:[/B]
Your goal is to grow and foster your Realm and ultimately to befriend or conquer all other players on the board. To do so, you will need to protect the three "Essential Aspects" of your Realm: Order, Wealth, and Power. These three aspects are graded on a scale of 1-10, and will rise and fall with your fortunes.
[B]==Order==[/B]
Order is the a measure of your control over the Realm. To retain control, you must protect social and civil institutions from your competitors at all times, as your subjects within your borders may prove as trecherous as your enemies abroad. There are five factors which affect the degree to which your authority extends. At the beginning of the game, you may distribute 20 points among these 5 factors.
* Aesthetics - Image is very important to your success as a ruler. If you wish to be respected, and you wish for your people to be the envy of the world, you must place efforts into the arts and into improving the lifestyle of your subjects. The more your empire appeals to foreigners, the easier it will be to expand your reach via peaceful means, and the more difficult it will be for other sovereigns to do the same.
* Culture - More than just traditions and language, your civilization's culture encompases the norms and values of your people. If your culture is weak, others will view your people as lost and amoral, wheras a Realm with high cultural score will be seen as well-grounded and united. The stronger your culture, the easier it will be to raise your Order Aspect. Should you send Ambassadors abroad, keep in mind that moral authority translates easily into political power.
* Education - The spread of new ideas is a powerful thing, sovereign. Each turn, you will be free to set your Realm's priorities among the Aspect Factors, but should your subjects be well-read, then there is a chance that they will exceed your expectations by making grand discoveries...
* Mythology - The heavens are just as much a battleground as the land around you, and the dieties which care for your Realm's fate can be a powerful ally in both this life, and the next. Promoting religion within your realm can help to halt the influence of foreign Missionaries, while giving your own the critical inspiration needed to convert the unbelievers.
* Security - The walls have ears. While policing the Realm should be the best business of any decent administrator, the threat of foreign infiltration truly elevates this concern. Should you intend to Spy on others, you should be careful to keep a clean house...
[B]==Wealth==[/B]
Ah, gold. The truest friend of all kings. But you, sovereign, must know better; gold is more than just a glittering metal. It represents the flow of commerce, ultimately the lifeblood of society itself. It represents confidence in the future, and the endurance of leadership. As your smelters pour their precious metals into molds with your face on them, you should keep these 5 factors in mind, and distribute 20 points among them.
* Currency - The stability of your Realm's coinage is essential to the growth of your economy. The stronger your currency, the more eager traders from afar will be to visit your glittering shores and bazaars. With each transaction, you will take your cut as the orchestrater of it all, filling your personal coffers for whatever projects you deem worthy. Your Currency Factor must be equal to or higher than your Investment Factor before you can attempt to increase your Wealth Aspect.
* Investment - As sovereign, you have the power to decide winners and losers within your Realm. By placing emphasis on investment, you can develop the infrastructure which powers industry and further increase the commercial potential of your lands. Combined with Currency Factor, Investment controls the success to which you will be able to raise your Wealth Aspect.
* Piracy - Of course, not all Wealth is accumulated through legitimate means, and if you choose to rule through cunning and guile moreso than through shrewdness and thrift, then maybe you should befriend some Rogues. You know- privateers, bandits, and the sorts. The types of men who hide in forests and wear green, feathered caps. Promoting Piracy can also discourage lesser Rogues from raiding your shores as well.
* Self Sufficiency - A rich lord is no better off than a peasant if the foodcrops fail and no substitute can be purchased. One typically doesn't consider this quality until times are dire, but in fact, planning for the future by storing various goods and commodoties can be a worthy investment, sometimes producing unexpected leaps in economic prosperity...
* Trade - Your Tradesmen are confident that with your blessing, they can bring the highest-quality goods to market at prices which would baffle and torment your competitors. By providing the various trade guilds of your Realm with a grant, you can help to achieve these ambitions and take the world by storm. It would also prove to be wise precaution against the work of foreign merchants in your territory.
[B]==Power==[/B]
What can be said about Power which is not already understood? You may be a saint and the face of all that is righteous. You may be the prince of all merchants. But without Power, you are irrelevant beyond your borders. It is truly the final word in all disputes, the means to move the great masses of the people to your whim, and it cannot be neglected. These are the five Factors of Power, through which you can distribute 20 points.
* Honor - When the great horns bellow, who will answer the call? Great battles await you, sovereign, and they will be decided upon the quality of the men and women who are willing to lay down their lives for the cause. That call demands something more than want for money, or the sense of common decency- right and wrong. It requires the realization of one's duties to the Realm. Your ability to raise your Power Aspect depends entirely upon this Factor.
* Intimidation - Make them fall before your majesty, sovereign, and not your sword. The lands around your domain are already yours for the taking in due time, but time itself is not always an ally. For those scenarios where the only answer is to send forth your Armies in persuit of an expanded domain, would it not be magnanimous to use fear? ...To subdue your new subjects without bloodshed?
* Land Technology - The strength of your Armies depends on technology far more so than it does on sheer numbers. Much research is required in the fields of tactics, logistics, medicine, and, of course, weaponry. A properly advanced army can seize upon the weaknesses of its foes and wreak havoc, as well as block the nefarious advances of your unworthy enemies.
* Naval Technology - The oceans offer the swiftest non-magical means of exploring new lands and conquering foes, but they must be tamed first. Prioritize the advancement of new and superior ships of war, but also pay heed to the needs and the training of the crew. Once you have halfway mastered this art, you will be able to establish colonies in far away lands. How exciting!
* Occultism - There are some... interesting elements within your Realm who claim a connection to powerful and dark forces. Of course, magic has always been present or involved in our daily lives in one form or another, but what if these Magi could bring about something more devious? Could it change the fabric of war in yet unseen ways? Ultimately, it is up to you- whether you will encourage this sort of dark ritualism.
[B]==Turn Parameters==[/B]
You are permitted to issue six Directives per turn, two for each Aspect. You can attempt to raise your Essential Aspects, each attempt coming at the cost of a Directive, you may spend your Directives to research points in the various Aspect Factors, or you can use your Directives to utilize Actors (see below), but each type of Actor can only recieve one Directive. You cannot neglect one Aspect to gain additional Directives in another Aspect.
[B]==Actors==[/B]
Now that you have distributed your points among the three Aspects and their underlying Factors, you should be aware of the various Actors at your disposal: 8 in all. They are Ambassadors, Missionaries, Spies, Tradesmen, Rogues, Armies, Navies, and Magi. Each will act according to your orders, and possess various ways of harming your foes which correspond to their own Aspect. They can also defend your Realm from harm from their own rivals abroad, but keep in mind, should you and another sovereign choose to order your actors against each other during the same turn of events, then the potential outcome could be more serious than a unilateral action...
[B]==Order Actors==[/B]
* Ambassadors - If you wish to undermine the civil Order of your rivals' Realms, you can send nobles to spread word of your Realm's disapproval to your rivals' cities. If you posess superior Culture, then you will have a good chance of lowering your enemy's Order Aspect.
* Missionaries - You can exploit matters of faith to your advantage by sending missionaries to convert heretics in a hostile Realm. Chances improve when your Mythology Factor is superior to your rival's.
* Spies - Spies are the most flexible type of agent. They can be used to directly undermine your enemy's Order Aspect, or they can steal intelligence in the form of secrets (the activities of your rival's Spies will be revealed to you) or in the form of research. Your comparative Security Factor governs their chances of success, and should they return triumphant you will either recieve a bonus point in a chosen Factor, or knowledge of your enemies' hidden goals. However, if your Spies fail, then your plans will be exposed to everyone, and you will not be able to use Spies for the following two turns.
[B]==Wealth Actors==[/B]
* Tradesmen - The good merchants of your empire are eager to gain a slice of your rival's pie. Send them abroad to find buyers for your goods, undermining the Wealth Aspect of your rivals. Your comparitive Trade Factor governs your chance of success.
* Rogues - A less legitimate means of economic competition, rogues are used to steal assets away from your foe's Realms. If you are within landed Striking Distance (see below) then you must attack overland. If there is no land connection to your foe, or you are not within landed Striking Distance but are within naval Striking Distance, you must attack via the sea. Your comparative Piracy Factor governs their chance of success. Fly the Jolly Rogers!
[B]==Power Actors==[/B]
* Armies - The swords and shields of your empire stand ready to lay waste to your foes' Realms. Your chances improve if your Land Technology Factor is superior to your enemy's, and the same can be said for cases of forceful expansion into neutral territory. Your Armies can, in a pinch, also police the countryside to defend against enemy Rogues, substituting your Land Technology Factor for your Security Factor as your means of defense, but only if your enemy is attacking via land. Your Armies cannot defend against Rogues and handle other tasks at the same time, and so this is a less-than-ideal solution. Armies are subject to Striking Distance rules.
* Navies - You can also attack your enemies by sea through the use of navies, based upon your comparative Naval Technolgy Factor. Should you order them to, your navy can also protect your coast from enemy Rogues, substituting your Naval Technology Factor for your Security Factor as your means of defense, but only if your enemy is attacking via the sea. Your Navies cannot defend against Rogues and handle other tasks at the same time, either, so be sure to invest in Security, for goodness' sake! Navies are subject to Striking Distance rules.
* Magi - If you have given them the opportunity to explore the dark arts, your Magi can be a powerful third option to use against your foes' Power Aspect. They can travel by land or sea, but are subject to the same movement rules as Rogues.
[B]==Striking Distance==[/B]
You must be able to reach your foes in order to do battle with them. For Armies, the two realms must be no more than five linked tiles over land. For Navies, it is ten linked tiles over sea. However, you can expand this through the proper research: each point of Land or Naval Technology increases this range by 1 and 2 tiles, respectively. To clarify, a tile is "linked" to each of the four tiles it shares a border with; this is not the case for those which it only shares a corner with.
[B]==Coups and Skirmishes, Struggles and Battles==[/B]
* Coups and Skirmishes - If an Actor is used unilaterally against a rival, then a single roll will occur to determine the success or failure of the action. The roll will be referred to as a Coup in cases of Order or Wealth warfare, or a Skirmish in the case of Power warfare. This roll will take place on a D10, and will be based upon the relevant Factor of the attacker, minus the relevant Factor of the defender. For example, an Army with 5 points of Land Technology (50%) attacking an enemy Army with 2 points of Land Technology (20%) will result in a 30% chance of success. A roll then occurs:
Army Skirmish: 3/10
Result: [Random number between 1 and 10]
If the result of the roll is 8 or above, the defender loses 2 points of Power Aspect. If the result is 7 or below, the attacker loses 1 point of Power Aspect.
* Struggles and Battles - If two sovereigns use the same actors against each other in a turn, then the stakes are raised. When fighting over issues of Order or Wealth, it is called a Struggle. When fighting over Power, it is called a battle. Instead of subtracting the Factors, two rolls take place, each based directly on the factor of the two Realms. Observe the same scenario as above, but with both sovereigns attack each other:
Army Battle: 5/10; 2;10
Result: [Random number between 1 and 10; Random number between 1 and 10]
If the result of the first number is 6 or above, the first Army passes its role. If it is 5 or below, it fails the roll. If the result of the second number is 9 or above, the second Army passes its role. If it is 8 or below, it fails the roll. If a Battle is won by one party and lost by the other, than the loser takes three points of damage to the relevant Aspect, in this case, Power. If both nations pass their rolls, then both parties lose one point. If both fail their rolls, then both lose two points.
* Minimum Odds - If a player uses an Actor to attack a player with superior relevant Factors, the minimum odds for the Attacker are 1/10.
[B]==Expansion==[/B]
* Passive Expansion - All tiles currently linked to your Realm's borders are considered to be within your Sphere of Influence (SOI), unless the tile borders two different Realms, in which case it falls within the SOI of the Realm with superior Aesthetic Factor. Each turn, all tiles within the SOIs of the various realms will be rolled upon to test whether they will "flip" and become part of the neighboring Realm, with odds set by the strength of the Realm's Aesthetic Factor. The Realm may not exceed the maximum expanse defined by Coherence rules (see below).
* Active Expansion - If an Army is directed to seize territory, it must be provided a vector (NW, NE, SE, SW). A roll then takes place based on Intimidation Factor. If the roll is successful, the Army seizes the number of linked tiles equal to its current Land Technology Factor.
* Colonization - If a Navy is directed to colonize territory, a location must be indicated on the world map in an image submitted with the turn. This location must be within Naval Striking Distance. A roll then takes place based on Naval Technology Factor, and if passed, a single tile at the provided location will become part of the colonizing Realm.
* Conquest - If a Realm defeats another in Order, Wealth, or Power conflict, then the entire defeated Realm will become territory of the victorious Realm, to the extent that is allowable under Coherence rules (see below). The rest of the territory will be divided into Petty Kingdoms (see below).
[B]==Coherence==[/B]
* Vassal Governors - A soveriegn is entitled to 20 tiles of land. Beyond this, for every 20 tiles, a Realm gains one Vassal Governor. This governor will remain loyal to the soveriegn so long as the three Aspects of the realm remain high enough to keep the realm coherent. The first vassal requires only 2 points of each Aspect, but the second vassal requires 3 points, and so on, until the ninth vassal (should your realm ever reach this size) requires maximum Order, Wealth, and Power to remain loyal, at which point all further vassals will require the same.
* Coherence and Expansion - Your Realm cannot expand if it is already at its vassal limit, based on coherence. You cannot abandon currently-held territory to expand in new directions elsewhere.
* Vassal Rebellion - Should you lose Aspect points to the point that you are not coherent enough to sustain your Realm, then one or more of your most-remote Vassals will rebel, creating Petty Kingdoms. When a Rebellion occurs, you will gain one, but no more than one, point in the weak Aspect which caused the Rebellion(s) in the first place, regardless of how many Rebellions took place. Petty Kingdoms remain guarded against all sovereigns until they have been placated.
* Placating a Petty Kingdom - Once a Petty Kingdom has appeared, any sovereign meeting the Coherency requirements to take on an extra vassal (unlimited, if the Realm holds maximum Order, Wealth, and Power) and which is in land or naval Striking Distance can placate the Petty Kingdom as a special Power Directive. If multiple sovereigns attempt this within the same turn, the sovereign which originally held the territory has priority, and behind them, the soveriegn with the least existing territory takes priority.
[B]==Losing the Game==[/B]
These are the greatest pitfalls that you can face as a ruler:
* General Failure - If at any point, one or more of your Aspects reaches 0, then you will be eliminated from the game.
* Neglect of Duty - For each turn you fail to submit directives, your Realm will lose 1 point in each of Order, Wealth, and Power. Should you do this twice in a row, you will be deposed, with your entire Realm dissolving into Petty Kingdoms.
* Mutual Defeat - This one is interesting. Imagine if you and one other sovereign are the last ones still standing. You attack each other, and both of you fail your rolls, resulting in a loss of Aspects that causes both of your Realms to falter. What happens then? That's right- you both lose.
[B]==Winning the Game==[/B]
Good job on reading this far, sovereign! If you have at least a faint grasp on what is being asked of you, then the following should already seem obvious:
* Last Sovereign Standing - If you eliminate all other sovereigns from the game, then you are, by default, the winner. You can achieve this goal not just through military conquest, but by dominating your opponents using culture or economics as well! Be careful, as too much aggression will surely catch the eyes of your enemies.
* The Peace of Brotherhood - Declaring an alliance with another sovereign is a free action. You do not have to use a Directive to make an alliance, nor do you need to use one to break it, but for it to be officially recognized, it must be included within your turn. Each alliance must have a sovereign acting as the sole leader of the alliance. If all of the remaining sovereigns in the game are allied with one another, then all of them are victorious.
* An End To All Conflict - If all remaining sovereigns, whether they be independant or within an alliance, choose to declare an end to all conflict (included as a free action within every player's turn or within the alliance leader's turns), then all remaining players are victorious.
* A Realm Above All - If a single sovereign comes to control 200 total tiles, than he or she will reign victorious. If this somehow occurs with more than one sovereign at the same time, all players are eliminated aside from those beyond 200 tiles. The victor shall be the last sovereign still in control of 200 or more tiles.
[B]==Realm Creation==[/B]
There will only be 8 players allowed in this game, and new realms will not be allowed to form once the game has started, including after the elimination of existing sovereigns. You can choose any race you desire, but you cannot dwell within the ocean (I'm not allowing that loophole this time). All realms start with 5 points in each of the three Aspects. Here is the template for your Realm Application:
[quote]Realm Name:
Sovereign Name:
Capital Name:
Race:
Starting Location: MAKE THIS A SINGULAR DOT SOMEWHERE ON LAND.
Order - Assign 20 Points...
Aesthetics: 0/10
Culture: 0/10
Education: 0/10
Mythology: 0/10
Security: 0/10
Wealth - Assign 20 Points...
Currency: 0/10
Investment: 0/10
Piracy: 0/10
Self Sufficiency: 0/10
Trade: 0/10
Power - Assign 20 Points...
Honor: 0/10
Intimidation: 0/10
Land Technology: 0/10
Naval Technology: 0/10
Occultism: 0/10[/quote]
[img]http://i.imgur.com/q0x7IE7.png[/img]
The Blessed Kingdom of Ibrosea stakes its' claim
A horrible force begins to stir within the north...
[img]http://i.imgur.com/bp8OwLz.png[/img]
[IMG]http://i.imgur.com/wB17qKr.png[/IMG]
Announcing a most glorious, sumptuous and sublime state of transcendent, omnipotent beings.
[img]http://i.cubeupload.com/EeZmar.png[/img]
Nestled comfortably upon the great plains, the Half-men of Plentifold intend to forge a civilization that will stand the test of time.
[t]http://i.imgur.com/bNUz0J2.png[/t]
[i]The non-believers shall heed the warcry of the Valkyrians![/i]
We have 4 acceptable entries and 1 reservation. We still have 3 more slots before we're full.
Edit- Pez just got his application in. With Hunter we've got 5 entries and 1 reservation, 2 open slots.
[IMG]http://i.imgur.com/B3nVdfq.png[/IMG]
All will feel the earth Tremble from the march of the Minotaur
[IMG]https://i.cubeupload.com/6M1AfH.png[/IMG]
Big things come in small packages.
[IMG]http://i.imgur.com/XN9XeC4.png?1[/IMG]
Hope you can swim.
Assuming Hunter gets an application in, all slots are filled!
Edit- Hunter has dropped their reservation. The final slot is still open for anyone who wants to join.
[img]http://i.imgur.com/wGyWfpe.png[/img]
Between the Five Sacred Hills of the founding tribes, a new temple devoted to the Sacred Fire of our people is kindled; A fire that will be kept aflame for all time.
All applications have been approved, and submissions are now closed. The initial turn will likely go up tomorrow evening.
[quote]Legends say that a shooting star was shattered by the primordial titan, Kerec, who swung his mighty silver hammer at the beginning of time to scatter the seeds of life across the world. The impact was such that the hammer's head was dislodged and became the moon, and the showers of dust encircled the land and became the stars. Each was a link in a great chain of destiny, their placement in the elliptical being a coded message from the cosmos; for each thinking being left below on Lumos, a great destiny was written for them in the sky...[/quote]
[B]Rising Sovereigns - Turn 0 - Year 10,000[/B]
[img]http://i.imgur.com/kFPdUdd.png[/img]
In looking at the world around them, the great scholars of Lumos have come to the determination that ten full millenniums have passed since the world's beginning, the Starshattering. The world is vast and still so young, filled to the brim with life and adventure. Even as new technologies have enabled the creation of huge metropolitan cities, the people are still captivated by tales of great heroics and ventures to faraway lands... Between the eight most-developed civilizations, thousands of miles of dangerous, rugged terrain and territorial beastfolk threaten all but the brave and the bold. Below the ground, however, there are undeniable riches, and the land itself may one day be tamed for civilized usage. In fact, some believe that the legendary destiny foretold in the sky is a beckoning from the heavens to go forth and conquer, while others find the great community of the stars an ideal reflection of a future without strife. As they question their purpose still, in this early stage, it is unclear who will rule Lumos and who will be extinguished forever.
Maybe, someday they will know.
---
[img]http://i.imgur.com/kCne0bU.png[/img]
Situated on a heavily forested coastline on the narrowest segment of Lumos's largest continent, the fauns of the Arietian Republic have established a balanced civic society, a surprising phenomenon considering the savagery of the lands to their north and the vast, untamed beast lands to their east. Despite their enlightenment, however, the faun are not very good at educating their young, and the result is lopsided development. Economically speaking, they are quite multi-talented, but they are on the naive side... They are especially vulnerable to being raided. However, the Republic is far less balanced in the world of military matters, investing a disproportionate amount of their resources into a large, technologically-advanced army with a strong sense of tradition. In the water and in the realm of magic, they are less well-developed, but at least they haven't neglected these fields entirely.
[img]http://i.imgur.com/ADOez94.png[/img]
In the far east, situated on a pair of arid isles and isolated from much of the world are the highbournes of Ibrosea. Descending from an ancestral tree which includes celestial branches, these humanoids are highly religious, and have carved out a brilliant civilization by mastering the art of irrigation in a way which some have described as miraculous. In most civic matters, they are slightly-ahead of the curve, but due to a more ambivalent attitude toward scientific literacy and education, they are less equipped to evolve as a society than others. Like Arietia, Ibrosea seems unconcerned with piracy to the point of naivety, but are otherwise highly pragmatic. Oddly, for a kingdom with so much coastline, Ibrosea puts less stock into its navy than it does its army. Even stranger, for a religious society, Ibrosea is more interested in the dark arts than most others...
[img]http://i.imgur.com/Vjo5P2B.png[/img]
The elves of the southern isles live in a serene paradise, a tropical land of exotic plants and animals. In the center of the jungle, a massive, jaw-dropping city of architectural wonder: Faroque, has become the stuff of legends around the world, especially since the elves are so eloquent and captivating public speakers. Their culture is often assumed to be superior to that of mankind's, but in fact, it carries several drawbacks. The obsessive focus on appearances has left the elves without intellectual substance; their science is limited and their religion is basic, and young elves are often distracted by foreign missionaries and con-men. On top of this, the elves are reliant on foreign trade to bring in the products needed to maintain their gilded lifestyle. Luckily, there is much room for improvement and great potential for economic growth. Overland, they are well-defended and are respected abroad for their commitment to protecting the state. If they can grow their navy, they could become serious contenders. However, one glaring weakness stands out, to their enemies: the elves hate dark magic, and consider it heresy. As a result, they are ill-prepared to defend against it.
[img]http://i.imgur.com/MQu5J7e.png[/img]
Kelmirdia, the land of the naga, is a swampy land shrouded in mystery. A traveler to this land may find themselves standing in crude villages, witnessing barter in lieu of advanced commerce as crime runs rampant in the streets. Poor investments trickle out from the capital, and the nation's currency is so weak that traders often melt the metals into raw bullion and then sell it at a profit. How then, does Kelmirdia survive? First, the nation is built on an ironclad religious mythology which unites the people in a rich literary tradition. Second, the naga are extremely proficient at stealing whatever their meager industries fail to provide, especially on the high seas. Their navy is world-beating, and their pirates are universally feared. In short, Kelmirdia is unmatched in water. These strengths are undeniable, but can they fully make up for the nation's many shortcomings? Most worrisome of all, what would happen if the state were to be invaded by land, where Kelmirdia's army is backwards and undisciplined?
[img]http://i.imgur.com/DcffPof.png[/img]
Far to the north lies the fae, or paere, realm of Meridol, a dreamy land which seems to melt into the indeterminate boundary of sea and sky. They are the most secluded of all the major societies, their townships being so picturesque they border on the realm of unreality, and yet, unlike the elves, the paere have placed importance on religious and scientific knowledge. They are beautiful in their aspirations, but are far too trusting... the loyalty of the average paere can be bought too easily, especially when foreign currencies are often seen as more reliable than the local variety. Traders come and go, but this cannot grow the economy alone. One impressive aspect is Meridol's uncompromising self-sufficiency, making it practically impervious to famine or other shortages. Their military arms are well-balanced between sea and land, but like the elves, the paere have thus far refused to allow study of the dark arts, a potential weakness. One can also question their resolve.
[img]http://i.imgur.com/6pUZ954.png[/img]
Somewhere, deep in the tundra plains of the northern beastlands, a human society has taken root, and their pounding war drums can be heard around all of Lumos. Not much is known about these strange men, why or how they made peace with the beast races. It may have something to do with their mastery of the dark arts, a chilling discovery for any adventurer foolish enough to tread in their territory. The warriors there place no stock in education or culture, and are easily confused an enraged by the ideas of outsiders. They are entrenched in ancient and vivid oral tradition, with religious fervor which rivals even the most devout societies. They have no currency, and no form of trade with the outside world. Everything they use, they must make or steal for themselves. But like the paere, the humans are self-sufficient and fail to notice when the outside world is struggling. Their image is so frightful, one might fail to notice how utterly pathetic their ground forces are, and let's not even talk about their non-existent navy...
[img]http://i.imgur.com/EojglNI.png[/img]
The half-men of Plentifold live in peace and contentment in the southeast, far away from any threats aside from the clueless beast races to their west. Among all the realms, Plentifold may be the most pragmatic. They value appearances, but not overly so; expansion will come easily but not at the cost of education or religious tradition. They are industrious, but not overly so; they will trade for what they cannot produce, but are not above theft if theft is the only way. They are equipped for war, but not overly so; their defensive doctrine is diverse and sensible, with a mixed force of land and magi units which suit the landlocked realm. The only problem of being not-so-weak in every area is that you are also not-so-strong in every area. Half-men indeed...
[img]http://i.imgur.com/0iHdg2S.png[/img]
The valkyrians are sandwiched between the naga of Kelmirdia and the elves of Kalpurnia, and seem poised to fight anyone, anytime. Their shrill warcry is spoken of in many legends, and their army is envied by every world leader. The rest of valkyrian society, situated in the rugged highlands, is utterly unremarkable. Unlike Plentifold, which is charmingly pragmatic, the Empire of Valkyria seems to only exist as a state in order to service and maintain the Valkyrian army. No single issue or ideal is promoted above others, although the valkyrians seem to shrug the threat of piracy... a grave weakness considering their northern neighbors. Still, Kelmirdia is right to fear the valkyrian army, and so perhaps the two realms will continue to live in balance. Like several other powers, the valkyrians are suspicious of black magic. Hopefully, this won't be their undoing.
---
Welcome to the game. In order to play, your turn should be made up of six total directives, with two devoted to each of the three Aspect areas. It should look something like this:
[quote]ORDER:
-Directive 1
-Directive 2
WEALTH:
-Directive 3
-Directive 4
POWER:
-Directive 5
-Directive 6
EXTRA:[/quote]
As stated in the rules: "You can attempt to raise your Essential Aspects, each attempt coming at the cost of a Directive, you may spend your Directives to research points in the various Aspect Factors, or you can use your Directives to utilize Actors, but each type of Actor can only receive one Directive. You cannot neglect one Aspect to gain additional Directives in another Aspect."
If you choose to research your Factors, you can add flavor by giving a description of what sort of discovery you're making. For example, you can tell me to research a point of Education, and then describe how your scholars invent your realm's first university, named such-in-such... and I'll include that in the description of the next turn. Speaking of which, the next turn will take place in the year 10,000, but each turn after that takes place after a 20 year interval. So your decisions amount to the decisions of a generation. If you feel that your leader would have aged too far by the next turn, then feel free to submit a new leader name with your posts down the road.
The Extra is for other flavor stuff you want to add that doesn't fit in any of the other categories. For example, describing a massive religious gathering or wedding ceremony might help others appreciate your realm, but it cannot improve your stats or harm another realm.
Finally, no matter what you put in for your six directives, I will interpret them through the rules of the game. If you research a technology without specifying which Factor it is meant to correspond to, I will make the determination myself. If you attack another nation without specifying the Actor, I will make an assumption based on the relative strengths of your realm and theirs. If you specify something which would violate the rules, it will be ignored and a mention will be made of it once the turn is posted. [B][U]And once the turn is posted, there is absolutely no debating it.[/U][/B] If you contact me on Discord to whine about your "intent" when you could have just as easily included explicit detail in your turn PM, then your country will be smited by DeVito, the Trash God.
Good luck, and have fun conquering Lumos!
Gotta know the dark arts to destroy them and usher in the divine light of the gods!
The wider world is a frightening place for the genteel and refined people of Aquasanctus, and the city has no walls of stone. Its walls are its citizens, and some brave souls among them must go out into the world to protect those who recline in civilization behind them.
Long lore post coming though
[quote]Within the frozen tundra of the Northern Wastes, there gathered a massive collection of the most grandest warriors within the Northern realm. Each a champion of a untold number of battles and conquests, all marching with a ferocious vigor, carrying their finest arms towards this gathering.
Their was steel only matched by their fiery spirit within, driving them with a single, unrelenting goal that not even this inhospitable land could slow their indomitable stride towards the the center of that lies deep within this land. Where it is said that realm of the mortal and the gods is intertwine and where the true fate of a Man is written.
A place where it is said to be full of otherworldly terrors and demons, where the barrier that separates this world and the one beyond is at it's weakest.
Where the saga of Man told that first of Mankind rose to hear the calling the true Gods and what they said drove him madness, unable to truly understand what they asked of him until his brother chose to venture into this place to find what destroy his brother.
It is said that the brother came rushing after first Man with an rock up high, and two fought for one night and one day. Ending with the death of the brother by defense, only to find that the voices foretold of this. Unable to bear the guilt, the first Man took his own life shortly after. Fully surrendering himself to them.
And thus the first blood was spill, sealing the fate of the Man and the mortal realm to be plunged into a time of endless darkness and the souls of Man to be forever consumed by the unquenchable thirst of the Dark Gods, The End Times.
Yet, these terrifying legends of unspeakable horror could not cloud their irresistible lure of the having the ruinous powers grant the sole victor of this trial their greatest reward, to be crowned as their Everchosen. Their true Champion of the mortal realm, The Herald of the Apocalypse, The Bringer of the End Times.
The Everchosen would have the privilege of leading the mightiest force of their mortal followers that this world has ever seen.
All followers would be marching side by side in unison, putting their petty differences to rest in order to bring about a final end to these sad, feeble Empires of Man and usher in a new age under the every gods themselves.
One free of weak and pathetic deities that dare to deify the very gods themselves, to slaughter their blind and foolish cattle. Letting them slowly starve into nothingness, a fate that they all so fittingly deserve for the crime of denying the Gods of what is so rightfully theirs.
And this is why these tireless warriors continue their march into this forsaken hellscape of no escape. Where the unyielding weather and the attacks from the envious unfaithful are but a footnote in comparison to challenge that the tests that the Gods have in wait for these warriors.
Many will fall to the Blood God's wrath, either dying by the burning blades wielded by his many demons to losing themselves to carnage that surrounded them, slowly growing horns and hooves with a blood red leather-like skin, transforming themselves into the mindless, berserkers that they tired to fight off within the realm of skulls and fire.
Others will simply proved to not be strong enough to survive the Plague Lord's blessings, where dying a slow painfully death is the fairest fate that a mortal could wish for in a realm full of rot and death, the air full of countless plagues and the undying, horrid creatures that will soon be tasting mortal flesh of the fallen.
Then those who survived this far will have to face the enthralling enigmas and unending labyrinths set by the Changer of Ways, these warriors' minds will perceive magical powers far beyond their mere mortal compression. Many will be consumed by their madness with their bodies twisting into a mass of limbs and flesh befitting their newly formed psyche.
And then the last will have to face off against the decadence pleasures that the Dark Prince offers. Tempting many into her fiendish clutches with their own most sought after inner desires, only to suffer an eternally of torture while others must withstand the creatures that are as beauty as they sadistic.
But these risks do not matter to these fanatic followers of the Chaos Gods, for they are mightiest and bravest that this realm has to offer. For them, the opportunity to wholly and truly give one's self to the very gods themselves is one that can not be denied.[/quote]
I would like to introduce you to Ibrosea's finest Templars.
Knight Templar:
[t]http://i.imgur.com/QnKePbq.jpg[/t]
Cavalier:
[t]http://i.imgur.com/XvyLouu.jpg[/t]
Templar Guardsmen:
[t]http://i.imgur.com/0in8rLk.jpg[/t]
[img]https://s-media-cache-ak0.pinimg.com/originals/ac/ca/03/acca031602a8bbd7b0aae587d4639a56.jpg[/img]
A half-man knight scowls at a painter cheeky enough to make him stand still for a day of painting.
Queen Avira Svard of Valkyria, wearing her ceremonial armor prior to participating in a demonstration of the Valkyrian army.
[t]http://i.imgur.com/2FYVQRv.png[/t]
[quote]Woe to him who only seeks to imitate the past without concern for tomorrow; no matter the skill of the hand, no soil tilled shall remain fertile for all years... for something great to grow, something greater must be dreamed...[/quote]
[B]Rising Sovereigns - Turn 1 - Year 10,020[/B]
[img]http://i.imgur.com/w9XSNwJ.png[/img]
Little has changed in 20 years. The children of Lumos have grown, carrying on the traditions of their elders while incrementally advancing on the frontiers of technological progress. It is a peaceful, pleasant time in most realms, as the sovereigns have little reason to distrust one another. Land is plentiful, and expansion occurs nearly unchecked. But there are hints of religious unrest in the east, and economic woe among the naga of the west. However, these are small concerns, especially when compared to the epic tales of the lost eras, and the struggles which gave rise to the current civilized realms. Things can get better, and they can certainly become worse. How leaders choose to address their challenges will give more indication to what may come.
[B]Current Leader: Plentifold[/B]
---
[img]http://i.imgur.com/dyTFzwU.png[/img]
The faun have spent these decades mainly concerned with religious matters, reinventing tradition to revitalize their devotion to Perendas, Goddess of the Glades. This is primarily in response to a withering plague seen among the foliage of their lush forests, interpreted as a sign of disapproval from the heavens. While the ceremonies have reached a height never before seen in the old republic, a darker element may be to blame for the blight. The Priestly Brotherhood of Caliginsis, black-robed followers of dark magi ritual, have begun to practice a sacrilegious ritual in hopes of communing with evil forces unknown to greater society. Elsewhere, economic ambitions were the main priority of the government, underpinning the rationale for minor improvements in the navy, in which the faun are loath to sail, and in agricultural research and planning. Someday, they hope to establish wine colonies along the coastline.
((Actors cannot be used domestically, so each directive was interpreted as research into the most relevant factor. Also, you do not currently have the naval technology needed to colonize anything. Please reread the rules section on actors and expansion. Additionally, you provided lots of really good details, but they were too much for me to work with! :v: Feel free to post them in the thread.))
+ 2 Mythology
+ 2 Investment
+ 2 Trade
+ 1 Naval Technology
+ 1 Occultism
[img]http://i.imgur.com/x8wgVeD.png[/img]
The highbourne, ever prideful of their religious order, chose to engage with the half-men of Plentifold in hopes of spreading their beliefs. However, after twenty long years of expenditure and emotional investment, the missionaries of Ibrosea look upon their work with futility. The half-men resisted every attempt at conversion, and the holy men returned home confused and dejected, wounding the pride of the kingdom. Still, the decade brought progress on other fronts- education was made a priority during this generation, as the people sensed a lack of spark in social progress. Standards were introduced, uniting the disparate and often counter-intuitive schools into a single system with headmasters who meet and program the curriculum, divided into age-based classes from six to sixteen years. It's a major organizational leap, but it will take time to produce real results. Economically, the realm has boomed, as stricter laws regarding savings and loans have increased confidence at the same time a rudimentary guild stock trade has become a popular way to invest. The highbourne also made small progress to improve their fledgling navy and increase the fear-factor of their armed forces, two weaknesses which couldn't be ignored.
[B]- 1 Order (Failed Coup in Plentifold)[/B]
+ 1 Education
+ 2 Currency
+ 2 Investment
+ 1 Intimidation
+ 1 Naval Technology
[img]http://i.imgur.com/ISnEKGU.png[/img]
The elves of Kalpurnia continue to enjoy life within their utopia, surrounded by art, music and festivals. The royal leadership must struggle to overlook the beauty surrounding them to find fault within the idyllic region and address it, and as such has committed to improving education, economics, and the naval forces. Surprisingly, in an interruption of the peace, they order the army to march westward and seize control of the deeper jungle. They easily subdue the beasts and rural settlers there. The continued success of the state and its aims is lauded by the people, and a cult of personality has begun to blossom around King Virgo. With a heavy mix of spiritual propaganda fed into the educational structure, many young elvish voices now proclaim that their dear leader is more than just a ruler of divine right; he is instead an aspect of the gods. While some within society are worried about such aggrandizement, the King is quick to exploit the sentiment, attending the grand opening of an art market in Faroque with incredible pomp and circumstance.
((Including a preference for expansion direction doesn't require a directive, so you wasted one of your order directives this turn. You can actually put that in the extra section if you like.))
+ 1 Education
+ 1 Investment
+ 2 Trade
+ 1 Naval Technology
[img]http://i.imgur.com/4AdkQ7K.png[/img]
Among the worst-struggling realms of the past two decades is the swamp homeland of the naga. Despite a weak culture with little unity, the leadership in Hope Harbor attempted to step up the rule of law and order within the country, failing miserably in the process. Worse yet, they ignored the pitfalls of their weak currency and continued to spend prodigally, inflating the local economies and forcing even more of the population to rely on criminal self-enrichment. Kelmirdia is not at war, and yet there is no peace in this realm; something must change to prevent it from getting worse. Expansion was poor, with the valkyrians to the south swallowing up most of the borderlands between the two realms, and few neutral foreigners wished to associate with the backwards nation. Despite everything, there was a silver lining during this generation. The realm's religious tendencies have become even more compelling, to the point that Kelmirdian theologians can force even the most devout of foreigners into questioning their faith. This overflowing zeal has also inspired a darker trend. Belief in the "silent gods of the Deep" has brought about interest in dark magi. Minor improvements were also seen in the land army, perhaps out of fear that the more prosperous valkyrians will soon come to conquer.
((Your attempt to raise order failed due to low culture, and your attempt to raise wealth was impossible due to your investment factor being higher than your currency factor. Please reference the factor descriptions when scripting your next turn.))
+ 2 Mythology
+ 1 Investment
+ 1 Land Technology
+ 1 Occultism
[img]http://i.imgur.com/KiLm36Q.png[/img]
Things are quite peaceful in the far north. Passive expansion has introduced the ruling Paere to other forms of sprightes, with each new community a welcome infusion of culture and understanding. The beauty these creatures impart on the world seems to blend, rather than collide, into a more unified social code which inspires a sense of belonging among its many sub-races, such as the Piske and Albe, all the way down to the more beast-like Kobeline. The sprightes are somewhat ignorant of the outside world; foreign traders do come, but seldom, and the sprightes have little interest in venturing to the far-away and dangerous lands across the sea. Instead, their archipelago, which they call Mer, is their eternal home... or so they currently believe. Nonetheless, continued expansion onto new islands has stuck the aristocratic leaders with fear that the hierarchy could be disrupted, prompting them to finally invest in security measures. The economy is growing quickly without much organized planning, thanks to the self-sufficiency of the people, and the military, already equipped with exotic and powerful technology, has gained a stronger sense of tradition as time has passed.
((Like Arietia, a bit too much detail to include in this post. Feel free to share it in the thread yourself.))
+ 2 Aesthetics
+ 1 Security
+ 2 Currency
+ 2 Investment
+ 1 Honor
+ 1 Intimidation
[img]http://i.imgur.com/brbBQ5q.png[/img]
20 years have greatly altered the character of this lost society. The humans, once without leadership or seemingly any defined purpose, have come to realize their place- to serve the Dark Gods in corrupt devotion, many becoming horrific monsters in the process of seeking their favor. The result is the ascension of Morkar the Uniter, a man "blessed" with the guidance of the infernal deities, who in his short reign has brought about otherworldly works of demonic art which twist the mind of the observer, installed a basic education regime centered on the practices of dark magi, created coinage with which to form a basic economy, and enslaved a population of undead laborers to expand production of essential goods. As the warsmiths equip the possessed army with higher quality weaponry, it has become clear to the average observer that this threat is quickly growing and maturing into something quite fearsome.
[B]+ 1 Power[/B]
+ 1 Aesthetics
+ 1 Education
+ 2 Currency
+ 2 Investment
+ 1 Land Technology
[img]http://i.imgur.com/xAo0ZW8.png[/img]
When historians chronicle the events of these two decades, they will probably (unfairly) focus on Plentifold's embarrassing failure to hold down seized territory to their northeast, a priority which the state considered "essential" to the realm's future success. Unfortunately, despite the physical strength of the half-men's army, made up of stout, healthy men with long lifespans, the beast races weren't scared away, nor were the independent, rural inhabitants intimidated by Plentifold's forces. Between resistance, repeated attacks from beast races, and expensive economic losses endured, the government was eventually forced to pull out of the region. However, everything else which could have gone well absolutely did- from the successful implementation of a civil-service education regime, improvements in security policy, prudent investment into industry and infrastructure, and improved relationships with privateers in the region's waters. Additionally, new magical "Hellcannons" have appeared in defensive installations throughout the land, an impressive and pragmatic use of dark magi which suggests a progressive relationship between those who dabble in the arcane and the rest of society. Finally, Plentifold also resisted the influence of Ibrosean missionaries, a good first move in what may someday become a rivalry with their northeastern neighbors.
+ 2 Education
+ 1 Security
+ 1 Investment
+ 1 Piracy
+ 1 Occultism
[img]http://i.imgur.com/Ay5U4BN.png[/img]
Two things are abundantly clear about Valkyria: the people there are obsessed with strength and militarism, and that is unlikely to change any time soon. The military has taken a leading role in shaping educational, security, and economic matters by providing direct advisement to the various administrators therein, establishing the Military Academy of Valkyria for all citizens ages 12-18, training the city guards for urban areas, and boosting infrastructure and self-sufficiency to fortify the country against the unexpected. Queen Svard proved herself a charismatic leader, with her bellicose speeches crystallizing the national character and encouraging national patriotism. She also took part in a highly-publicized military parade, to which foreign dignitaries were invited to witness the procession of the Empire's prized martial forces. Despite all of the fanfare, however, Valkyria failed to address its most glaring weaknesses, a matter of long-term concern.
+ 2 Education
+ 1 Security
+ 2 Investment
+ 2 Self Sufficiency
+ 1 Honor
+ 1 Intimidation
---
[B]Send in your turns no later than 12AM EDT, Wednesday, June 7th.[/B]
I did not realize sending a missionary was a coup attempt. I was just trying to spread Ibrosea's religion.
I apologize, Ruski. Not that it hurt you lol
Dont trust his lies
Shut up Kiler
Attempting to sillence the truth
[QUOTE=kilerabv;52303508]Attempting to sillence the truth[/QUOTE]
Your "truth" is nothing but lies on a bed of caramel and nougat sheathed in rich milk chocolate
Time to lorepost!
[QUOTE]The Paere [modern fairies] are one of many closely related beings that live in the isolated north west, known as sprightes. Almost all as diminutive as the Paere, we have the wingless Piske [mixture of folkloric fairies and pixies], who fly with the stems of plants or on the backs of birds instead, though some use magic to propel themselves. The Albe [folkloric elves] are similarly wingless, but are more acrobatic than its fellow sprightes, swinging from branch to branch. They are also slightly taller. The Horte [like tomte, brownies, hobs, etc] prefer land over tree and air, shorter than its relatives but just as eager. The Fegme [like gnomes, pygmies, etc] are in some ways comparable to the Horte, but while some may choose the surface, they majorly prefer the underground, resulting in their uniquely paler skin. The largest of them all are the Kobeline [goblins], the furthest relative of the sprightes to boot. If you were to stack a paere, a piske, an albe, a horte and a fegme on top one another, you would have the height of a kobeline. Coupled with its sheer size in terms of height, width and girth in comparison, it is very lanky as well, in many ways much dumber to the rest, and has several differences in appearance, to the point where it may be seen as more of a beast than a sprighte. While they may raid their relatives for essentials such as food, such raids are at most ineffectual in terms of affecting civilized life. Those are the only sprightes currently known of, whether there are more is unknown at this time.
To the sprightes of the north west, the land around them is the whole world to them. Filled with beings comparable in size to those outrageously larger than them, and with sea all around except north where the cold approaches, what to a normal sized human is an archipelago and an island/peninsula in the north, is everything and more to the sprightes. They name the world "Mer".
In accordance to the rakau (arboric) [hierarchal] system, the paeres are on top, closely followed by the piskes, who are often seen as "wingless paere," along with the albes shortly after. Under the main three, the land-dwelling hortes are next, and it is finished off with the fegmes, who are so rarely seen by the paeres that they wonder whether they actually exist or not, mostly trusting the hortes to be truthful in their existence. The kobelines are not accounted for, as their size and appearance has them considered to be more beast than sprighte.
The home island of the Paere, named Meridol, is almost exclusively inhabited by them, with the other sprightes being minorities, except for the kobelines, of whom there are none on the island. The neighboring islands [Pandawa to the south, Janda to the east, and Kalinda in the south east], part of what one would call the "Sullow Archipelago," for the waters are naturally of a darker color, contain a balanced amount of all sprightes, while the peninsula [Undar] has more hortes, fegmes and kobelines in comparison. North-west of Meridol lies the island of Miragon, which also contains sprightes, but contact had grown limited in the last centuries.
The realm of Meridol is one of an elective monarchy, which elects its leader, the Aliki [comparable to king; he is also automatically the rangatira ((comparable to phylarch)) of the Paere], through an aristocratic political organ, known as the Fono, comparable to the Sejm of the Polish–Lithuanian Commonwealth or the Great Council of Venice.
Magic is an aspect of civilized sprighte life which can be seen all over. The paeres and piskes use it the most, followed by the albes who use it in some occasions, to the hortes who barely use it, and finally the fegmes, who can use it but opt not to. As uncivilized beings, the kobelines have no perception of how to use magic to the extent that the rest do.[/QUOTE]
[t]http://i.imgur.com/vJ7oY7O.jpg[/t]
[quote][b]Armor for the Worthy[/b]
My Queen,
It is I, your humble servant Gafrik of the Imperial Smithing Guild. I bring to you with this message excellent news. Through great strides and after many blessings provided by the Imperial Priests we succeeded.
After several days and nights we were finally gifted with the strength, precision and resolve of the Gods. Through this gift we did indeed fullfill your request; the armor had been forged. Unlike anything any of us have ever worked on this armor is as sturdy as it is light.
Our warriors will be quicker than ever before and the enemies of Valkyria shall tremble as their weapons break upon striking the armor of gods!
By the time this message reach you the Grand Smiths will already be well on their way to creating more sets of this armor for our grand army. With it we also reforged the traditional Valkyrian longblade, creating a new shining weapon for the new shining armor.
It is my utmost wish that you find our work pleasing.
Regards,
Gafrik Hammar
Long live Valkyria!
[/quote]
Ah, sure will keep the lore to my own posting other than names and some context. I'll post it here now:
[quote]
[b]Events of the Consulship of Ungula Abietis Cornibus:[/b]
[U]Sacred Flame Spreads:[/U]
Liturgia Vesta, one of the most esteemed and beloved religious patronesses of the Sacred Cult of Flame has decided to- contrary to long standing tradition- carry an ember of the cities eternal flame to a shrine in each of the outlying communities around Aquasanctus. The Senate, also seeing the opportunity to gain clout with the local barbarian tribes, authorizes her to establish several shrines in half-civilized communities of Faun and other more agreeable beasts in the regions around the city.
[U]For The Glade Goddess:[/U]
The clashing of cymbals and the ululating trilling of Shrine Priests and Priestesses are the calling card of the Goddess of Glades, Perendas. The first day of spring marks his holiest day, Perendalia; during which supplicants carry small live plants to the Glade Temple, which stands in the midst of a large piece of preserved forest in the capital. The plants are blessed with the sacred spring therein, and then taken to citizens homes to be planted by the household shrines, or in the most prized spots of gardens, a collective memory of a time when the Aretians stood nude and primitive amongst their glades. This year, the celebrations are to be the most impressive ever held; The Senate has expressed intense desire to promote the Cult of Perendas, mostly in response to poor lumber harvests in the prior years. The Goddess is a calm and halcyon one, but her disfavor is still to be avoided at all costs.
[U]Plans to Imbibe:[/U]
Ultus Ambrosius, a wine merchant, accompanies the coastal fleets expedition in order to scout new locations for vinyard-growing colonies.The Wine Merchants of Aquasanctus are beginning to see the limits of domestically produced wine. Simply expanding local wineries would merely stretch the already overtaxed vinyards to their limits. Instead, investments must be made in distant growing colonies , which means advancements in transporting, securing, and accounting for lines of credit and investment.
[U]The Dreaded Sea:[/U]
The sea is a place that Aretians loath to be. Their hooves clack and scrape on the nails and boards of the deck, and climbing rigging is an even more miserable task. The sway of the dark waters terrifies the faint of heart, and the beasts that prowl the swirling pools of the coast are only beloved when left to curl in the ashes of a campfire and eaten with lemon. However, Consul Cornibus knows that the future of Aretia must be in some way attached to its fortunes at sea. As such, he has ordered the tiny, makeshift navy that the state possesses to perform scouting missions on the coasts near their lands, in search of safe harbors and possible spots for new colonies. Ultus Ambrosius, the renowned wine merchant and his entourage of agrarians are to accompany the expedition.
[U]Investigating the Taboo:[/U]
The withering of the long tended-to lumber glades was not seen merely as the whimsy of nature or the disdain of Perendas. While not exceptionally potent in the dark arts, Aretians are deeply superstitious, and their language is riddles with phrases, invocations, and prayers to keep the dark terrors of vengeful gods at bay. The Priestly Brotherhood of Caliginsis, clad in their otherwise forbidden black togae, gather around a sacrifice, seeking to augur into the cause of this blight. The sacrifice however is not the usual offering to Perendas, but a bound and blinded Red Deer. The creatures which share such remarkably similar features to the Aretians are usually considered sacrosanct, and their hunting or even harassment is grounds for Exile and dishonor. Today however, the offering is to forces the rest of society know nothing of but the most protective ignorance. The Brotherhood seeks to learn more with this offering, though some wonder if what can be learned should be.
[U]The Death of Consul Cornibus and Succession:[/U]
Consul Cornibus wins a second and then third Senatorial appointment, overseeing the country during most of this period. A few years before the goals of his governance are accomplished he takes ill while overseeing naval maneuvers during a rainstorm and dies in company of several of his favored senators and his family. He leaves his political legacy to his most trusted Proconsul and adoptive daughter, Livia Ocellina Maculosa, who gains Senatorial appointment as Consul for the next term.
[/quote]
30 hours until turns are due.
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