So I think I was a bit too hasty with my Last Ship style paint-based story. I realized very quickly that some of the stuff I wanted to do was a little too complex for me to actually do.
Instead I'm trying something a little more interactive and less of a choose-your-own-adventure-ish.
Basically, you start with a single town and from there you'll send out adventurers out in every direction, establish new towns, grow your existing towns into cities, form bands of soldiers and eventually armies, interact with others and wage wars, establish trade and so forth. The setting is Medieval-Fantasy so I don't mind Ork, Dwarfs, Elves and that sort of thing either.
I'll act as a sort of GM and decide how things go through dice rolls and I'll be updating the world map.
To start off just make a post with your:
Name:
Race:
Population:
Color:
(Represents Borders etc.)(Not Black)
Symbol/Flag:
(Optional)
Starting Tile:
(This is the type of environment your starting town will be on.)
Here is the tile sheet.
[t]http://i.cubeupload.com/0RQxuT.png[/t]
(Click to Enlarge)
[i](Farms are considered Villages as well, the first and smallest settlement you can establish after your initial starting town. They produce agricultural products.)
(The world is randomly generated but biomes will remain consistent. So if you settle a desert town, it's likely desert tiles will surround you in all directions for at least some distance.)
(These are just the initial tiles. More will be added and more can be made. For example, a player may establish a Fort or a Mining Outpost or Trading Post etc. to a tile and I can easily illustrate that.)[/i]
When you have your village set up you can make post describing what your town does and when everyone (or a majority) of players make their posts I'll post a Turn describing what the outcomes of those actions were and so on.
Name: Korvok
Race: Dwarves
Population: 1,590
Color: Red (Like in my flag)
Symbol/Flag: [img]http://i.cubeupload.com/R33g5L.png[/img]
Starting Tile: Mountain (If I could have a mountain on a coastal tile that'd be great)
You got it. Write up a post, most likely just sending a expedition out and stuff like that or some such. Once we get one other person I'll write up the first turn.
+++Korvok+++
The Town of Korvok is a new Dwarven settlement founded against the base of a tall, craglike mountain topped with snow. These Dwarves are very warlike with a strong sense of honor and discipline, hailing from the Dûrgrimst Vrenshrrgn clan. The mountain they settled within the shadow of was bestowed with the name "Belûgrad"
[i]The Town Elder decrees that two expeditions of 25 dwarven militiamen and 25 dwarven surveyors each will be sent North and East to find suitable land for cultivation of crops and excavation of minerals and gemstones.
A Training Camp will be established within Korvok and used to train Dwarves in the art of warfare, focusing mainly on the use of battleaxes and shields. Crossbowmen will be trained as well.
Tall stone walls will be erected around the village proper with stone guard towers placed equidistant from each other. The walls are to butt up against the mountain face to completely enclose the village.
Laborers are to begin the task of tunneling into the mountain and digging out a great city for Dûrgrimst Vrenshrrgn within the mountain.[/i]
Awesome *.* Can i join?
I'm the only person to join so far, so yes Alvvaru, join up and let's get this started.
[b]Turn 01 - The Spring Equinox
World Events:[/b][i]
* The Spring Equinox has begun earlier than usual this year, observant farmers who were quick to tend to their fields expect a generous harvest this year.
* Cave Collapses killed six unfortunate Dwarves last year.
[/i][b]
Dwarven Settlement of Korvok[/b]
[img]http://i.cubeupload.com/JrYxRo.png[/img][i]
* Two Dwarf Expeditions set out. The one to the North quickly discover plains and portion of Belugrad, indicating the mountain they call their home is quite an impressively sized landmass. The Second Expedition to the East manage to summit the mountain, discovering the sloping rock merging into the grassy plains below. Both expeditions are still well stocked in provisions and the members of the scouting parties still motivated and in good spirits to continue their assigned task.
* Early observations of the plains around Belugrad indicate the soil is fertile. The Dwarven knowledge of all things mineral lead them to believe the fertility stems from volcanic soil, hinting that once upon a time Belugrad was an active volcano.
* Dwarven Miners begin to burrow into thick granite of Belûgrad, the hearty Dwarves start to carve and sculpt large caverns and shafts deep into the rock, the foundation for their higher ambitions. The mining is slow work due to it's sheer scale but seldom do the Dwarfs cease their work. The granite produced as a byproduct of their mining is used as material in the construction of Dwarven defenses and walls.
* The carpenters and masons of Korvok start to erect stone walls, dotting them with watch towers at angles and distances that they may easily be within sight and aid of one another. Additionally they establish a training ground to further their skills in warfare. Though the recruits are highly motivated and the equipment the Dwarves produce to arm and equip their soldiers are impressive the recruitment numbers remain relatively low, likely due to the prolonged state of peace Korvok has experienced. Miners and Masons seem to be a more secure field of occupation for the complacent dwarves.[/i]
* 150 Dwarven Men-at-Arms are trained and equipped, a majority trained in hand-to-hand combat with the remaining 50 men proficient with crossbows.
Name: Argak
Race: Lizardmen
Population: 500
Color: Yellow
Symbol/Flag:[t]http://i.imgur.com/LUfr0qa.png[/t]
Starting Tile: river
[i]Argak[/i]
The town of Argak is built on the shores of a river. After following it for many miles, the Lizardmen finally decide to settle near a steady source of food and water.
Though most remain in the town to set up, 3 groups of 12 are formed.
One group begins foraging, while the other two scout.
Name: Winteredge
Race: Orc
Population: 200
Color: Blue
Starting Tile: Tundra
A small settlement is built by a tribe of around 200 Orcs. Being in the tundra, this species has evolved into being a pale white color, unlike their green counter-parts across the world. This tribe of Orcs worships a single god named Uforr, whom they see as the creator of all things. There are also sub-deities who they worship for particular needs. (Figured I'd give a little back story).
+++Korvok+++
[i]A missive from the Dwarven Leader brought by carrier bird is sent to both scouting parties. The Northern party, designated "Alpha" is to scout South-West of their current position. The Eastern party, designated "Omega" is to scout North-East of their current position.
A windmill and fields are to be set up in the fertile plains to the North-West of Korvok.
A granite paved road is to connect Korvok with the new farming settlement, and a granary constructed in the middle of the settlement next to the windmill.
The Dwarven Leader encourages coupling and bearing of children so that the settlement may grow.[/i]
[B]Turn 02 - The First Month of Summer.
World Events:[/b][i]
* Population of Korvok reaches 1,620 citizens.
* Severe thunderstorms flood two shafts vital for the construction of Dûrgrimst Vrenshrrgn.
* The initial month of Summer turns out to be a rather wet one. The river that the Lizardmen of Argak call their home temporarily floods and two homes collapse into the current. One citizen of Argak is killed during the flooding.
[/i][b]
Dwarven Settlement of Korvok[/b][i]
[img]http://i.cubeupload.com/clohwe.png[/img]
* Surveying Group Alpha received orders to shift their explorations to the South-West and discover the edge of a thick Pine forest. Surveying Group Omega shifts their route and discover a fast-moving river North-East of Korvok. Several species of fish and likely many more are observed to inhabit this water, though due to the fast-moving current it is difficult to cross with the make-shift means available to them.
* Using granite from recent excavation of Belugrad a cobblestone road is constructed to the Northern plains where a new settlement is established. As of yet it is not named, nor is it complete. In the first month construction of the road was the main priority and only on the tail end of the First Month of Summer did building materials begin to reach the site. Fields are tilled, foundations for a granary and windmill are placed as several small cottages pop up to support the workers and future citizens of this modest village.
* Construction of the shafts and caverns for the new Dwarven city are temporarily stalled as a severe thunderstorm floods an exposed entrance to the mine. The Dwarfs are quick to use a series of makeshift pumps to remove the water and construction resumes.
[/i][b]
The Lizard Settlement of Argak[/b]
[img]http://i.cubeupload.com/nj09TY.png[/img]
[i]
* The small settlement of Argak sends out two scouting parties to survey the surrounding area. Without comprehensive orders they do the natural thing and follow the river North and South discovering that these particular rivers have several deposits of clay along their banks.
* Through foraging the Lizardmen of Argak discover some berries and edible plants that will supplement their food supplies, though these additions are not particularly notable to the actual stock and are quickly consumed.[/i]
Code you forgot the orcs
They never [i]did[/i] anything. So I'm not sure what you want me to do.
* They exist
That's all I've got.
You could at least map them for him. I'd imagine coming to look at your new post and seeing he's not in it with no explanation would probably make him not want to play anymore.
I already contacted him and told him to put in his post but he may be at work or something and I won't get a chance to make another turn for awhile so I decided to just roll with it now. It's not the end of the world. And a single tundra tile with a village doesn't tell him anything he doesn't already know.
Ah ok.
[editline]23rd July 2014[/editline]
Well that being said:
+++Korvok+++
-Increase the size of the farming settlement and incorporate it into Korvok.
-Finish the Granary and Windmill, begin construction of several barns, a dairy, and a few ranches to raise cows and pigs.
-Construct a lumbermill just inside the edge of the Pine Forest and begin cutting down trees to feed to the lumbermill, making planks and beams and other such things.
-Continue to promote procreation within the Dwarves. Korvok must grow.
-Survey Group Alpha is to scout due west further into the forest.
-Survey Group Omega is to scout South along the river on the western side.
Anyone object if I move this to Fast Threads and to get some more participation and so forth?
See if you can get a mod to move it entirely.
[i]Argak[/i]
-The northern group returns with clay
-12 more lizardmen join the southern group to begin the construction of docks to allow more efficient fishing.
-Another group of 12 forms and heads west to continue exploring.
-Scouts head west in hopes of finding suitable land for farming.
-The townspeople begin chopping down the trees surrounding the town.
-Construction of a barracks begins to allow formal training of guards.
Name: Gregia
Race: Human
Population: 800
Color: A dark blue thats not so dark but dark enough so that you can tell that it's darker than regular blue
Symbol/Flag:
[IMG]http://i.imgur.com/KdzWr3k.png[/IMG]
Starting Tile:
plains
[editline]24th July 2014[/editline]
[I]Gregia[/I]
-a group of 15 scouts head north to search for a body of water
-20 hunters scatter along the the east of town hunting for prey
-the commoners collect large stones for later use
[I]Winteredge[/I]
-One of the Orcs claims that he has been chosen by the gods to lead. He is blindly followed.
-A scouting party of 5 is sent to the east, and another of 5 is sent to the west.
-Chief Xugor (the Orc picked by the gods) picks out 4 trusted Orcs and creates a council.
[b]Turn 03 - Second Month of Summer[/b]
[b]World Events:[/b][i]
* The Summer months progress and rainfall is abundant resulting in a faster growing season. [/i]
[b]The Dwarven Settlement of Korvok.[/b]
[img]http://i.cubeupload.com/F2zTlp.png[/img]
[i]* The settlement North of Korvok continues it's rapid expansion. Granary and Windmill are complete and several other agricultural facilities are constructed or in the progress of being constructed during the Second Month of Summer.
* The first harvests of Fungus, Grains and so forth are collected.
* The Northern Settlement gains enough influence to control the region they inhabit.
* Lumbermill is constructed and used to create planks, poles, shafts, beams and so forth in construction of mines and structures.
* Sixteen Dwarves are killed in construction accidents.
* The Population of Korvok reaches 1,680
* Survey Group Alpha ventures deeper into the forest and discovers an ancient temple. It is long abandoned and the entrance leads into several dozen deep, maze-like chambers. The surveyors hesitate to explore it.
* Survey Group Omega follows the river South and can see a gentle hill on the opposite bank.
[/i]
[b]The Lizardmen of Argak[/b]
[img]http://i.cubeupload.com/U7H3EV.png[/img]
[i]* Docks are constructed for fishing in the territory South of Argak.
* Two groups of scouts head to the West in two slightly different directions. One finds plains to the West of Argak and to the North-West they find some grassy hills. The plains appear to have fertile soil, though the Lizardmen who usually use the river for food can not be certain.
* Trees surrounding Argak are felled.
* Barracks are constructed in the town of Argak proper to train guards. Twenty enroll and graduate now proficient in combat.
[/i]
[b]Human Settlement of Gregia[/b]
[img]http://i.cubeupload.com/xydQHX.png[/img]
[i]* Gregia forms a scouting party to head North in search of water. Lucky for them they quickly discover their settlement borders a large lake, so big they cannot easily see the other end from the shore.
* Hunters in search of game head East and discover a dense forest. Several species of trees are present, Pine, Birch and Oak. During the hunt they bring back one hundred pounds of fresh meat.
* Villagers collect stones in some sort of strange satanist ritual.[/i]
[b]The Orc Settlement of Winteredge[/b]
[img]http://i.cubeupload.com/ZWfpqt.png[/img]
[i]* The newly appointed Chief Xugor creates a council. Celebration is mandatory.
* Two scouting parties are formed. One heads East and discovers a small mountain and a small lake at the base of a small mountain. The party to the West runs into a very large mountain that seems to stretch further off to the North and South.
[/i]
AaaaaAAAaaaa it got smaller why did it get smaller
+++Korvok+++
-Continue construction of the settlement to the North.
-Designate Korvok as the "Capitol" of this new nation of Dwarves, named after their clan.
-Designate the farming settlement to the North as a separate town from Korvok and name it "Baldurkost".
-Send hunting parties deeper into the forest to get meat and hides.
-Build a huge forge and blacksmith near the entrance to the tunnels of the mountain to smelt and smith the ores drawn out.
-Put together two more surveying teams. Survey Group Beta and Survey Group Gamma. Beta is to scout west of Baldurkost, Gamma is to scout South of Korvok.
-Alpha is to cautiously enter the temple. They are to leave behind a marking of some sort so they can find their way out. Only half of the dwarves are to enter, the other half are to set up a small camp outside the Temple.
-Omega is to continue to scout along the river to the south-east
-Continue procreation
+++Baldurkost+++
-Till two more fields to the north of Baldurkost.
-Construct a Brewery in Baldurkost and designate two fields to growing Barley and Rye for ales and stouts.
-Construct a wall around Baldurkost similar to the one around Korvok.
-Continue procreation
That size is the original scale. I upscaled the pictures at first since it was just one or two tiles but as more and more get discovered I have to 'zoom' out to fit it all. If you ever need to see anything better just save it and open it in paint and zoom in. But that being said, there isn't much detail anyway.
Are you ever going to combine them into one larger map?
[editline]24th July 2014[/editline]
Also, yo, add me on steam mang
I got an error trying to add you. And they will be combined at some point. For now everyone is isolated and exploring, when two meet it will create the 'first' world map but if I had all the settlements on a blank map it would clue everyone in and where everyone else is.
Well shit.
Uh.
Join this group: [url]http://steamcommunity.com/groups/FaRPG[/url]
And get in the chat room.
There we can unignore each other as we have obviously done.
[I]Gregia[/I]
-15 scouts are sent to find the perimeter of the lake
-Construction of a fishing dock starts on the southern side of the lake
-200 men are sent east to clear the forest and bring back as much wood as possible
-5 soldiers are sent to learn about and destroy this satanic ritual
-50 men are sent to to the water to hopefully collect salt
[i]Argak[/i]
-The North-western scouts move to join the other group at the plains
-Those at the plains get supplies from the town to build a watchtower at the plains.
-A small group of 6 head north to forage for anything they might be able to plant.
-2 boats are being built at the docks.
-Traps are built to catch more fish and other water creatures
-Though things have been running smoothly so far, an election for a leader begins in hopes of increasing organization.
[B]Tulus Edhel[/B]
[I]Forest Elves (Tree Elves)[/I]
Race: Elf
Population: 135
Color: #6BD609 (H: 91, S: 96, B: 84, R: 107, G: 214, B: 9)
Starting Tile: Forest, a very dense one if possible.
Lore: [I]The [B]Tulus Edhel[/B], Tree Elves but commonly called Forest Elves are the remnants of a great Elven civilization which was defeat in a mighty war against the [B]Dûr Firiath[/B] (Dark Mortals). The battle which the elves were losing forced them to retreat into this mighty forest, in this forest they have remained for 5 years and the population has steadily climbed. Confident that they can return to the world, the Elves are exiting the forest.[/I]
+ A group of 20 elves are heading south from the forest hoping to find a way out of what seems to be a never ending forest.
* Out of all 135 elves, 75 of them are trained for combat.
* The 115 elves still in the forest civilization begin preparations to mobilize and exit the forest.
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