Realms of Orbis: Fantasy Civilization Role-Playing Game
185 replies, posted
Hello again, I'm running an RP game.
To any newcomers, welcome! Ask other players or myself about setting up your country and playing.
[img_thumb]http://u.cubeupload.com/YogiTheWise/map.png[/img_thumb]
Development: [URL]http://i.cubeupload.com/slLJQx.png[/URL]
Continental names: [URL]http://u.cubeupload.com/YogiTheWise/mapcontinents.png[/URL]
Geological: [URL]http://u.cubeupload.com/YogiTheWise/mapmountainsandriver.png[/URL]
Cultures: [URL]http://i.cubeupload.com/q11Vmb.png[/URL]
(The map)
The game begins in Year 0, with the amount of time passing each turn slowly decreasing (initially several centuries per turn, slowing down over time). Technologically and culturally, development is roughly similar to the late Neolithic (4000 bce). Magic is present, but will be largely at the whim of the gods. Religion will thus play a bigger role. The rest of the world is obscured, waiting to be discovered.
This is set in a fantasy world not too dissimilar from Earth. The major differences largely lie in fauna (there are dwarves, goblins, elves, etc in addition to humans, as well as fantastic non-humanoids, such as dragons, griffins, direwolves etc). The most advanced societies will be focused in particular river valleys (similar to ancient Mesopotamia, China, and Egypt). Technological development will naturally radiate outwards from these areas, with the most savage and primitive areas being composed entirely of hunter-gatherers. This can change, however, as time goes on.
RULES:
1. Send in a PM to Deng, with the following title: "Countryname: Turn X"
2. DON'T write turnsheets that are too long. It may be tempting, but unless I can copypaste it in, turns take longer.
3. DO write up to [B]10[/B] and [B]no more[/B] lines (of commands) in your turn. Any PM exceeding this will be immediately deleted.
4. The PM you send will take the following form for the first turn:
[quote]
Starting location: (You will mark down on the map where you wish to start)
Flag: (image is 250x150 pixels)
Country name:
Capital:
Culture:
Religion:
Race: (dwarf, human, elf, goblin, orc)
You must also send in your commands:
Technology: (You give me 3 technologies to research, and one of them will be randomly selected to be researched)
Military: Everything involving your military goes here. Also includes expansion on the map via force.
Domestic affairs: Everything inside of your countries borders.
External affairs: Everything outside of your countries borders. Includes expansion on the map via peaceful methods.[/quote]
That's the gist of things. Make your turnsheets, post in the thread, make comics and announcements and such. Overall try to do your best at taking over the world.
First turn will be turn 1. You will send in both your country info and your commands.
Turn numbers:
Turn 1: 0 - 500
From now on, we are to refer to the islands south of the middle of Jiuan as the Rybakov Archipelago.
The home of the Dvegrs!
Can we get lizardpeople?
Claiming the islands in the center gulf of Notos for the Ro'dran
OUR HOLY EMPIRE WILL LAST A THOUSAND YEAR!!!
A proud warrior race is situated on the peninsula above Notos' fertile rivers.
READ ME, SEND IN TURNS AS TURN 2.
[img_thumb]http://i.cubeupload.com/wl1Z7F.png[/img_thumb]
Development: [url]http://i.cubeupload.com/6mes0Z.png[/url]
Cultural map: [url]http://i.cubeupload.com/VU7jNd.png[/url]
[media]http://www.youtube.com/watch?v=B5A7hwjYXFw[/media]
[quote]
Long before humans or even elves walked the surface of Orbis, dragons soared in her skies in great numbers. They were clever, wise, and magical, and could live for thousands of years. Then, it was foretold that a great rock will fall from the skies and destroy all dragonkind. The dragons refused to meet such fate, and when the time was nigh, the biggest and mightiest black dragon, Azkargadan, ventured high into the sky, above the clouds, until the blue became the black, and slammed into the assaulting rock. It slowed the celestial stone down until it hung in the night sky, like a younger brother to the moon, as it still does to this day. One can still see the silhouette of a dragon on it, if one looks at it at the right time and from the right angle. To commemorate his sacrifice, the second moon was named Azkara, after him.
The gods scoffed at the dragon’s defiance, and after preparing it for some tens of thousands of years, sent a malady to ensure the dragons’ slow and painful demise. Dragons died en masse, but even that didn’t ensure their extinction. Around a thousand or so dragons, immune to this plague, persist to this day. Some say that the gods created other sentient races specifically to hunt down the remaining dragons...
...For fifty million years, the world has been getting colder. The ongoing breakup of the continent of Jiuan led to an increase of volcanic activity, and the latest of these was a volcanic eruption 70,000 years ago that destroyed many of the elves. The last major group of them hangs on in Oycumen, struggling to adapt. The biggest of these was the long winter, which lasted many eons and ended 8000 years ago. The humans, originally from Notos, have settled all known corners of the world, and at the end of the long winter learned how to farm. Our story begins there, with the rise of the first civilizations.[/quote]
Events of the years 0 – 500 First Age of Man (FAM):
-The warm Wennuan period is coming to an end, with some arid, colder conditions returning. It is the warmest and wettest the world has been in many years, with much of the land covered by dense forests. Most people live in small communities of semi-permanent housing, taking the opportunity to frequently migrate. Pottery usage is common, along with simple woven textiles. In recent years, farming humans have begun restricting forests and planting a variety of crops, especially in alluvial river valleys.
-The most complex societies are located in the major river valleys. The people there practice intensive agriculture, live in stone or mudbrick houses, and have basic forms of hierarchical social organisation and craft specialization. Many petty chiefs rule over small villages and towns. Even in areas where copper smelting is practiced, there is little to no commerce. Most economic activity is restricted to individual settlements, and most goods travel around in the form of gifts or tributes. Existing technical specialists are entirely dependent on their attached community, often beholden to the chief. Despite this, there are signs of increasing political sophistication, with some ruling elites holding several settlements simultaneously.
[img]http://facepunch.com/image.php?u=462795&dateline=1425134218[/img][img]http://i.cubeupload.com/OJQqOM.png[/img]
[b]Dvergfit – Damian0358
Capital: Miklagard
Culture: Dvegr
State Religion: Verolin
Race: Dwarf
Economy: Subsistence [/b]
-A tribe of dwarves, split off from their home many years ago, ended up migrating to the islands south of Jiuan. The descendants of these dwarfs, called Dvegr, now have darker skin, as well as less facial hair (instead of full-blown beards, these dwarfs are normally seen with sideburns, goatees, imperial soul patches and stashburns). In the Year 0, a great Dvegrn leader called Allvaldr united these dwarfs, founding the settlement of Miklagard and the rule of Dvergfit.
-The Dvegrn beliefs are formalized in the form of Verolin, which is chosen as the state religion. The symbol of the faith is a cross with three horizontal crossbeams. It is a polytheistic religion, with a sizeable pantheon of gods. The head god is Ocil, the birth-giver, creator of all that exists, as well as god of law, order, and justice. His brothers are Punor, god of lightning and thunder, Veldon, god of the sea, storm and water and Flin, god of the dead and ruler of the underworld. Ocil was married to Siera, goddess of marriage, love, beauty, sexuality and birth and Veldon was married to Artemedes, goddess of summer, the forests and hills.
-Many believe that Ocil, using his power as the creator, made life easier for everyone. However, allowing his brother to use his powers only once, Flin became god of the dead and ruler of the underworld, angering Ocil. Flin then got married to Siera's sister, Era, goddess of lust and greed, as she hated Siera for getting married to Ocil.
-The planet was a beautiful world, before Flin angered Ocil, resulting in a great war between the two, which lead to Flin summoning a great flood to stop Ocil from entering his realm and trapping him in the underworld. According to the legends, the planet had lost much of its land due to the flood, leading to the ancestral home of the Dvegr, the legendary Rybakov Mountain and its neighboring mountains, to be lost, with the top becoming the islands south of the middle of Jiuan.
-Around this time, the Dvegr begin building first seaworthy boats. Made of rough-hewn logs with a simple sail made from matted reeds, they began striking out from their island for the first time. They largely practiced fishing and gift-exchange trading. A cohort of warriors are sworn to protect the budding Dvegr community. Over time, their role becomes almost religious.
[img]http://facepunch.com/image.php?u=601768&dateline=1420557903[/img][img]http://i.imgur.com/ckxIt0V.png?1[/img]
[b]Skrall – Pezgod1
Capital: Krellgr
Culture: Skagosi
State Religion: Deep ones
Race: Dwarf
Economy: Subistence[/b]
-Known as 'Stoneborn' Dwarves by foreigners and 'Skagosi' by themselves, these Dwarves developed from a tribe inhabiting the mountains of northwest Jiuan. The Stoneborn have a strong oral tradition, through which it is believed that the tribe gradually splintered and migrated away, Supposedly, one king in particular, called "Dvegr", brought his clan south into parts unknown. They worship gods that are believed to dwell deep underground, called 'the Deep Ones'. Their worship takes place in underground chapels, and becoming a deep priest is seen as an honour for most Stoneborn. Most Skagosi have to choose a patron god to worship first and foremost, and their power is channeled through carved runestones that can be used for magical purposes.
-Around the time, the Skagosi dwarves began to grind and polish stone for tools instead of using flint. A useful innovation, for it allows them to make a great variety of reliable and strong tools using cheap and readily available materials, with the design resembling those of the Xiaomai culture. This period also marks the advent of the Neolithic.
-The Skagosi formalize a warrior class, armed with polished stone axes. Bloodthirsty and adventurous, they expand throughout their mountain homeland. Deeply religious, and are said to use magic in their battles. The mountains become commonly known as “The Skagrosan Mountains” after their exploits.
-The Skagosi developed a position of spiritual authority around this time. Upon death of the previous leader, all of the most wealthy Skagosi convene in Krellgr (a sacred ground with huts) to feast and fight. At the end, they elect the most worthy to lead them.
-In Krellgr, the first signs of settled life appear at this time. The Skagosi began mining tunnels, settling caves and building shrines. Besides the multiple tribes they displace in violent conflicts, they have little contact with other peoples, save for polished stone tools trade with the Xiaomai.
[img]http://facepunch.com/image.php?u=243999&dateline=1389299675[/img][img]http://i.imgur.com/1Bk1VXv.png[/img]
[b]Nigasand – Satansick
Capital: Unconquerable
Culture: Immortal
State Religion: Rage
Race: Orc
Economy: Subsistence agrarian [/b]
-From the hills of the Nigasand peninsula, come the most dreaded creatures of all, the orcs. Disturbed by the encroaching human farming villages, they descended upon them and slaughtered many, driving away the rest. Primitive beasts they may be, they have largely adopted most human innovations such as agriculture and polished stone tools. At the end of the period, they also learned to fish from human captives. They entertain themselves by organizing fights in a sandy pit called an “arena”.
-Calling themselves the “Undefeated” (more commonly known as the Orcs of Nigasand), they expanded throughout the peninsula, looting many villages and driving out the humans. They often coated their flint spears and daggers in poisons, and are well known for their lack of mercy. Interaction with humans meant a complete change of lifestyle, as the orcs began the transition to an agricultural society.
-Their primary settlement (Unconquerable) developed a network of outlying villages that supply it with wheat, which is baked into a kind of flatbread. They also provide labour, their first project being a 2m high wall around the capital. Nigasandian chief declared the peninsula to be a safe haven for orcs, and many of the orcs in northern Notos migrate there, especially when humans of the far south began bloody retaliatory attacks.
[img]http://facepunch.com/image.php?u=578995&dateline=1420214107[/img][img]http://i.imgur.com/R6Sn9hQ.png[/img]
[b]Holy Roman Empire – iAmaNewb
Capital: Berlinia
Culture: Teuton
State Religion: God-king
Race: Human
Economy: Palace economy [/b]
-Holy Roman Empire was the first state to come out of the Aeris culture. Comprised of several riverside towns, the teutons were ruled over by a god-king. The reign of the first king is recorded in clay tablets inscribed with pictures and symbols – the first written words. On them, they detail his exploits in life, such as uniting the clans and introducing many new institutions.
-One of these new institutions involved the first professional soldiers. They used stone and copper for weaponry, and carried bows as well. They were trained upon coming of age and sworn to protect the god-king and his interests. Three other great men were appointed as advisors, and the records say they were responsible for many new improvements.
-These improvements included the clearing of public pathways, irrigation projects, the planting of olive groves, the building of corrals for livestock, and improved food storage. The Teutons are fairly prosperous, with a varied diet. Tribute is sent to the palace in Berlinia, from where it is redistributed outwards. All specialists, ranging from priests, to scribes, to copper workers, all lived in Berlinia. There is some trade between Berlinia and other great towns.
[B]Current player List:[/B]
Dvergfit – Damian0358
Skrall – Pezgod1
Nigasand – Satansick
Holy Roman Empire – iAmaNewb
[b]If you haven’t already done so, please join our group. There will usually be people chatting in the chat room after each turn is posted, so please pop in for a visit.[/b]
[url]http://steamcommunity.com/groups/FaRPG[/url]
[img]http://i.imgur.com/bwVhE9i.png[/img]
I will slaughter all.
[editline]8th March 2015[/editline]
I will kill all others.
[QUOTE=Satansick;47278838]I will slaughter all.
[editline]8th March 2015[/editline]
I will kill all others.[/QUOTE]
You're doing our job for us !
READ ME, SEND IN TURNS AS TURN 3.
[img_thumb]http://i.cubeupload.com/yXCWBC.png[/img_thumb]
Development: [url]http://i.cubeupload.com/mxsWkh.png[/url]
Cultural map:
[media]http://www.youtube.com/watch?v=-iFpJ8kLVqo[/media]
[quote][/quote]
Events of the years 500 – 1000 First Age of Man (FAM):
-The colder and more arid Ganleng period begins. Colder by half a degree, it marks the return of some glaciers, forcing many villages to relocate. In one instance, a shaman sacrificed a goat in front of a glacier, halting its advance. Elsewhere, prolonged droughts begin. The Flovis cities go through a crisis, and many of them collapse or fall in conflict, while the Kota culture begins to transition. Some of the forests of Oycumen begin to recede to reveal plains, perfect for the first horse riders. These horse riders live by the rivers and plains of west Jiuan, and bury their dead under large mounds of dirt.
-Large stone temples are rapidly built in the Flovis cities just before their sudden collapse, followed by a century of abandonment and then resettlement. The new cities are now keeping written records have begun smelting bronze, and now have powerful kings. The Kota culture is forced to adapt likewise, as the grassy plains they depend on for pasture dry out. One of the Flovis city kings manages to unite his people towards the end of the period to found “Swarerde”.
[img]http://facepunch.com/image.php?u=462795&dateline=1425134218[/img][img]http://i.cubeupload.com/OJQqOM.png[/img]
[b]Dvergfit – Damian0358
Capital: Miklagard
Culture: Dvegr
State Religion: Verolin
Race: Dwarf
Economy: Subsistence agrarian[/b]
-The Dvegr have been steadily intensifying food gathering for some time, and have started to look after lentil bushes. They finally take the last step of sowing the seeds, making them into farmers. High in protein and resistant to drought, it’s perfect for the Dvegr and for this time. They store the lentils in pits, and supplement their diet with taro, which they also start to cultivate.
-Lentil farming and professional fishing cause a population increase and allow the dwarves to build more fishing villages. Simple rock walls are built to protect villages from one another (intertribal raids are common), and other dwarves are starting to colonize nearby islands. Trade and specialization is still at a basic level, but is showing signs of change.
-As Allvaldr's descendent, Alvadniðr, rules the kingdom, many begin to wonder how they might ap-pease the gods. Alvadniðr tells everyone that he shall sacrifice himself to the gods, and he will have his son, Prestrú, sacrifice him. The sacrifice happens in the 507th year of the First Age of Man, as the now-72 year old Alvadniðr is killed on an altar. The next day, Prestrú is crowned king. At the time of his crowning, it is said that the rain stopped falling and divine light shined upon Prestrú. Many be-lieved they have appeased the gods for the next 1000 years.
-A collection of oral epic poems appears around this time, speaking of the tribe that migrated to the legendary Rybakov Mountain and its neighboring mountains,its misadventures and its leader, a bas-tard king called Dauforn. Usually these epic poems are declared with an accompaniment of a kind of early harp, played while held vertically between one's knees, with one's left hand fingers on the strings, while the strings are never pressed against the neck of the instrument, giving a harmonic and unique sound, despite the instrument's weak nature.
[img]http://facepunch.com/image.php?u=601768&dateline=1420557903[/img][img]http://i.imgur.com/ckxIt0V.png?1[/img]
[b]Skrall – Pezgod1
Capital: Krellgr
Culture: Skagosi
State Religion: Deep ones
Race: Dwarf
Economy: Subistence[/b]
-Around this time, the Skrall begin building their first boats. Essentially mats of reeds tied together, the Skrall use them to float up and down rivers, and often tie them together to make temporary bridges. Stronger ones are used by fishermen, contributing an important source of protein to the diet.
-As the dwarves continue expanding violently, their warriors take on even bigger roles within their society. They carve magical symbols into their flesh, train from birth, and wear thick clothes with bone and wood sewn into them for armour. These skirmishes take place in the south along the river.
-The priests are exasperated after spending many years trying to contact the deep ones. They chant and carve symbols on the stones, and seemingly go mad. But their work pays off when they see the veins of brown and green rippling in the stone. They hear a whisper of “dig” resonate throughout the room, and feel the ground rumble.
-Despite their violent expansion, the dwarves are still only loosely tied together. Fishing has helped sustain their growing numbers, while religion helps tie them together. They do contact many other dwarves and peoples, and even get their hands on small brown daggers and beads. They bend easily, and their secret eludes the Skrall.
[img]http://facepunch.com/image.php?u=243999&dateline=1389299675[/img][img]http://i.imgur.com/1Bk1VXv.png[/img]
[b]Nigasand – Satansick
Capital: Unconquerable
Culture: Immortal
State Religion: Rage
Race: Orc
Economy: Subsistence agrarian [/b]
-The violent orcs have found another awful way to kill. After observing humans using bows, it didn’t take long to replicate them. Although the orcs lack discipline, they can at least point a bow in the general direction of the enemy. As time passes on, their leaders stress the importance of shooting, and so they eventually gain wider adoption. Their human foes are forced to begin wearing armour.
-Flovis cities start to collapse from the effects of climate change,and the orcs see this as an op-portunity to push the war further south. They ransack many of the unfortified towns, enslave captives, and loot what they can carry. It is a violent end to the Flovis cities, and it takes many years for them to recover. When they do, it is under autocratic kings who command armies large enough to hold back the orcs.
-These orcs go through changes of their own: they become more organized, with shamans now being appointed by the biggest and fiercest orc to help him rule. They declare that enslavement of an orc is wrong, but humans are fair game. A massive slave market is opened in the capital, where slaves are given away in return for plunder. They farm for the orcs, bringing much of their knowledge with them. As it becomes drier, they start planting crops such as peas and beans to supplement the diet.
-As the orcish society develops, so does their religion. Rage means to fight. That the bigger, madder, and stronger, the better. With low inhibitions and few skills beyond fighting, these orcs love to pillage, loot, and rape. The shamans say that all humans should become slaves to the orc, and while some do, that’s still quite the monumental task.
[img]http://facepunch.com/image.php?u=578995&dateline=1420214107[/img][img]http://i.imgur.com/R6Sn9hQ.png[/img]
[b]Germania – iAmaNewb
Capital: Berlinia
Culture: Teuton
State Religion: God-king
Race: Human
Economy: Palace economy [/b]
-The copper smelters in the palace of Berlinia discover how to work arsenic and tin into copper to produce a harder and stronger metal. Called bronze, it is costly and highly prized, as it doesn’t need constant sharpening or reinforcement. Also, copper and bronze ingots are used to measure the value of goods, and reliably store it.
-The God-Kings of the period began encouraging the dissemination of knowledge. As time passes on, scribes immortalize the benevolence of their god-kings by writing epic tales about them literally bringing the light of knowledge to the masses. By the end of this period, he is seen as a god incarnate who can control the heavens.
-Other, wider economic shifts begin to take shape. In response to the drying and cooling climate, farmers have been intensifying agricultural production in smaller areas of irrigated land. This of course puts more power into the hands of the god-king, who controls irrigation works. Vines and barley are grown for the use of wine and beer, which are prized as tribute, as the effects they have on one’s head are believed to be magical.
-Livestock is also being increasingly favoured as the climate shifts. With drier weather and delib-erate deforestation, clear expanses of land are freed up for pasture. Horses (whose population has been increasing in recent years) are kept for their milk alongside cattle. The Teutons have also begun expanding southwards, often taking over abandoned settlements. Conflict is also frequent.
[img]http://facepunch.com/image.php?u=440820&dateline=1423541430[/img][img]http://i.imgur.com/7tW7R2C.png?1[/img]
[b]Gor’lan – Native Hunter
Capital: Gilgamesh
Culture: Karoshi
State Religion: Lu’tya
Race: Goblin
Economy: Subsistence agrarian[/b]
-Around this time, population pressures and the dissemination of agricultural techniques leads to many goblins on the outskirts of the Olla culture to migrate to a coastal archipelago. They bring many innovations with them, and successfully displace the hunter-gatherers who originally lived there. Agriculture and polished stone are two such inventions, along with crude ploughs they use to break up the sandy soil of the islands.
-The goblins are poorly disciplined, and unlike their orc cousins, lack the physical strength to mitigate it. They attempt to raid the Aeris farming settlements, but lose many in the process. They only manage to steal what they can immediately carry, and are later driven off when the humans organise warbands for defence. The goblins barter with the Olla culture peoples on a limited scale, as they too hate the Aeris culture.
-The humans later return in revenge, raiding goblin settlements and enslaving many. The goblins are forced to respond by bricking up their doors and climbing into their home by ladders. When danger comes, they pull up the ladder. Being made of mud of course, humans often just batter down the walls. Later, the goblins successfully establish warbands of their own and strengthen defensive works with wooden stockades.
-The Goblins of Gor'lan worship a moon goddess known as Lu'tya and the sun god Yurikai. Lu'tya who they believe to be the mother of all goblins, oddly enough the goddess is not believed to be a goblin but rather a beautiful elvish woman who had laid with an orc, their offspring being the Goblins, the orc soon left Lu'tya to raise her children alone, she eventually moved with her children to the modern day island of Karosh, the largest island in the Gor'lan archipelago. There she raised the gob-lins and taught them what she could of elvish magic, however only so much can be learned and very few would come to prosper as magic users. However her first born son Yurikai, known as the Great Goblin who was the most adept magic users of all of Lu'tya's children. When she passed on it is be-lieved that she became the moon in the sky and that she ruled over the night. Yurikai would go on to lead the Goblins of Gor'lan to conquer and raid the surrounding islands founding the original Kingdom of Gor'lan, however on his death bed he told his children and the other goblins that they could not be ruled by one great goblin alone and that they would need to work together in governance in order for them to survive and Gor'lan to prosper. After his reign ended, 500 years according to the goblins, he evaporated as his mother did and he became the sun and ruler of the day. Heeding his words the goblins soon came together and agreed to elect a great goblin who would in turn reign for ten years under the sun and moon, The meeting held to decide who would become the Great Goblin is known as the Kaloot, or great council, where goblin tribal leaders come together and eventually crown one the Great Goblin.
-In each village there are generally two temples, one devoted to Lu'tya, the mother of Goblins, And one devoted to Yurikai, the Protector of the Goblins. Those who adhear and worship in the temples of Lu'tya generally pray for fertility, child bearing, and good harvest. Known as the giver of life and fertility her temples are usually home to tremendous orgies as well as birthing pits, the Priestess are known to walk around nude with different markings covering their bodies and are also known to dance around in odd fashion claiming to be receiving visions from the Mother. In the temples of Yurikai however pleasures are admonished and many follow what is known as Yaltrok, or the Path of Yurikai, where many goblins go to attempt to master the art of magic, but seeing as magic does not come naturally to goblins very few are successful. Those who follow Yaltrok take vows of silence until their training is complete and are not allowed to visit their loved ones as the only one they need to speak to is Yurikai.
[img]http://facepunch.com/image.php?u=432426&dateline=1413895040[/img][img]http://i.imgur.com/vz3X5w1.png[/img]
[b]Aclary - Mr. Face
Capital: Cayerus
Culture: Aclerian
State Religion: Animism
Race: Human
Economy: Subsistence pastoralism [/b]
-In the lush jungles of Notos, live a plethora of colourful peoples. Already ancient, they have not yet advanced like their cousins to the far northwest. That has begun to change with the rise of the Aclerians, a people who recently discovered the benefit of rearing emasculated boars and cattle. They begin to expand under the direction of a “Chief”.
-These chiefs mean business, as they tend to be the best warriors and hunters in the clan. Roughly once a decade, a great hunt is called to determine who shall be the next to lead them. Those who kill particularly impressive creatures (such as the dreaded deinotherium) automatically win, although the usual rules stipulate that whoever brings back the most animal skins wins.
-The reasons for their recent expansion are possibly linked to the ongoing climatic changes. As the world cools and dries, large expanses of grassland have become slightly more common. While a similar change several million years prior was responsible for something else, this time it brings pastoral lifestyles to the land.
[B]Current player List:[/B]
Dvergfit – Damian0358
Skrall – Pezgod1
Nigasand – Satansick
Holy Roman Empire – iAmaNewb
Gor’lan - Native Hunter
Aclary - Mr. Face
[b]If you haven’t already done so, please join our group. There will usually be people chatting in the chat room after each turn is posted, so please pop in for a visit.[/b]
[url]http://steamcommunity.com/groups/FaRPG[/url]
N.B culture map and editing to come when Yogithewise gets off his ass
Who wants to visit and give me boats?
[QUOTE=Native Hunter;47288674]Who wants to visit and give me boats?[/QUOTE]
Would you prefer some wine instead?
Is good for nourishment.
[img]http://i.imgur.com/d0BbtA7.png[/img]
[editline]12th March 2015[/editline]
I tried.
READ ME, SEND IN TURNS AS TURN 4.
[img_thumb]http://i.cubeupload.com/cMdjOE.png[/img_thumb]
Development: [url]http://i.cubeupload.com/XU1Lil.png[/url]
[media]http://www.youtube.com/watch?v=0CXl91_eCsg[/media]
[quote]The Bronze Age was such a third-place era.[/quote]
World population: 21 million
Events of the years 1000 – 1500 First Age of Man (FAM):
-Despite drought, famine, and war, civilization continues its slow, lumbering progress. The neolithic leap, a period of a few centuries, happens in this time. It is marked by the explosive and sudden expansion of many neolithic and copper using societies and their invasion of other, less organised peoples. New polities pop up like mushrooms in all three continents, and the golden age of bronze is now truly underway.Tribes on the plains already adopted the horse. Now they have the sword too. They begin to move.
-The world population grows by 7 million as farming spreads throughout Oycumen and Jiuan, with the original cores developing writing and bronze working. As the original core kingdoms grow, they become more organized politically. The first true empires appear, led by divine monarchs who rule powerful city-states. Despite their absolutism, the growth of populations means they have to appoint bureaucrats and regional governors to help them rule.
-The forests continue to thin, while pasture dries out. Although slowing down, it has resulted in the end of the Kota culture, which has now been driven into the river valleys and forced to become subjects of the city states and monarchies there. One group in western Jiuan has started to expand rapidly, swarming down the plains towards Oycumen. Neolithic technologies have spread rapidly over both continents, forcing the elves to adopt them themselves to better compete with the farmers.
-Many inventions and discoveries appear with the onset of Bronze Age. These include metalworking, writing, wheels, standardized pottery, silver use, swords, early chariots, new looms, and papyrus. The Qingtong people have also discovered the valuable properties of “cottonsilk”. They find that by boiling the buds, they release smooth fibres perfect for making into cloth. Picking out the seeds is a painful job, for the plants have barbed stalks, but the end product is highly prized.
-The Swarerde Empire unifies the Flovis river valley for the first time. They build huge monuments to their King of Kings, and develop a sophisticated culture and society. Their writing system has also developed, having reduced the number of characters used to write from 2000 down to just 300. The orcs are a major driver behind centralizing power in the hands of this King of Kings. If he was unable to stop them,, it would be hard for him to stay in power. Upriver of this nascent Empire live the Mukta Lota, a people with swarthy skin living under chieftains who own tin and gold deposits.
[img]http://facepunch.com/image.php?u=462795&dateline=1425134218[/img][img]http://i.cubeupload.com/OJQqOM.png[/img]
[b]Dvergfit – Damian0358
Capital: Miklagard
Culture: Dvegr
State Religion: Verolin
Race: Dwarf
Economy: Subsistence agrarian[/b]
-The Dvergit find it hard to carry food around with them. They get around this problem by fashioning bowls and pots out of clay before leaving them to dry out in the sun (and later baking them in primitive ovens). These utensils, as well as recently invented baskets, are useful for carrying all sorts of things around.
-On a tiny island to the west, a group of Dvegr banded together and built a temple dedicated to Flin. They later develop into a cult, believing that Ocil's banishment into the underworld was just. The island is later named Flinsay after the cult, while the major island is named Miklay.
-The Dvegr continue to colonize the Rybakov archipelago and contact other peoples. They eventually discover people who farm, much like them, but grow their crops in flooded fields. What’s more, they use polished stone tools, and wear clothes woven from linen. Some of these innovations start coming back with the traders and colonists.
[img]http://facepunch.com/image.php?u=601768&dateline=1420557903[/img][img]http://i.imgur.com/ckxIt0V.png?1[/img]
[b]Skrall – Pezgod1
Capital: Krellgr
Culture: Skagosi
State Religion: Deep ones
Race: Dwarf
Economy: Palace economy[/b]
-The Skagosi continue to dig deeper into the mountains, spurred on by the priests. They grow ever more desperate, even sacrificing sheep. Eventually, it pays off when they strike a seam rich in nearly pure copper. The ecstatic dwarves begin to refine and work the metal, using recently acquired knowledge. The priests carry out their rites once more, and hear the command “dig”.
-The Skagosi have so much copper they don’t know what to do with it. They decide to trade it away to the peoples north and west of them, who in return teach them how to farm. The Qingtong are especially keen to obtain the metal, as they have recently invented bronze and need a lot of raw material for it.
-The dwarves also begin to arm themselves in the same manner as the Qingtong warriors. They organise themselves into bands, each band responsible for defending a particular area (underground or a town). These bands are also responsible for administering justice, and making sure the peace is kept.
-The independent dwarves of the mountains are brought under control of the King, who establishes a prototypical court in Krellgr. With stone temples and houses, it looks rather impressive (to tribesmen in the hills that are). They submit to the authority of Krellgr and adopt the farming lifestyle. They also visit the storehouses there, which are all owned by the King. He has a monopoly on the copper mine, and by extension is in control of most trade.
[img]http://facepunch.com/image.php?u=243999&dateline=1389299675[/img][img]http://i.imgur.com/1Bk1VXv.png[/img]
[b]Nigasand – Satansick
Capital: Unconquerable
Culture: Immortal
State Religion: Rage
Race: Orc
Economy: Subsistence agrarian [/b]
-The orcs, although fierce and powerful, are no match for the Swarerde and their King of Kings. However, they continue to copy and steal their inventions. During this period the Orcs become aware that bronze is different to copper, and later replicate the same metalworking techniques used to make bronze weaponry. Unfortunately, supplies of the metal are limited to say the least.
-The orcs also become slightly more organised at this time. Shamans are now using a technique of meditation and chanting to help rile up the orcs before battle. Their magical chants are said to give the orcs energy and the ability to withstand pain. The orcs follow up with raiding Swarerde settlements in hit and run attacks, at least until the humans there start building proper walls.
-Human retaliation is common, especially on the poorly defended orc towns. Wood and earth stockades are built throughout the land separating the orcs from the humans, the narrow gap being of considerable strategic value. Wooden totems are raised in celebration of victories, until eventually many orc towns are overflowing with them.
-Arenas continue to be a primary source of entertainment, and as orcs (or at least the people they steal from) become slightly more sophisticated, so too do the arenas. They grow in size, and are transferred to special buildings (orcs used to fight in the middle of towns, causing too much of a commotion). They also proudly decapitate their enemies, and send the heads to human villages and towns to make a very clear message.
[img]http://facepunch.com/image.php?u=578995&dateline=1420214107[/img][img]http://i.imgur.com/R6Sn9hQ.png[/img]
[b]Germania – iAmaNewb
Capital: Berlinia
Culture: Teuton
State Religion: God-Emperor
Race: Human
Economy: Palace economy [/b]
-Due to the increasing importance of moving bulk goods on land, Teutons come up with an important invention. Oxen-driven wheeled carts, while slow and cumbersome, mark an important advance nonetheless.
-Around this time, the Teutons begin an aggressive southward expansion. Armed with bronze and flint, they also ride in ox carts and keep groups of archers close by (told to shoot at the legs)[spoiler]you didn’t seriously think we were gonna tarnish our magnificent turns with skyrim memes from 2012, did you?[/spoiler]. Despite their violent means, they believe they have benevolent intentions.
-After taking a major city to the south, the God-King declares that it and it’s inhabitants are now his subjects and under his protection. Furthermore, they will be given considerable autonomy in return for their loyalty and tribute. He changes his title too, saying that he is now an “Emperor”. Although this isn’t new to Notos, this is the first time a true Empire has appeared in Oycumen.
-The Imperial army adopts a most innovative armor design. With increasing bronze availability, the Emperor can afford to have armour made for his soldier’s legs and chests. He also introduces the shield, and other aspects of armour and weaponry that almost function like a uniform. Of course, with all these being expensive, he needs to extract ever more tribute.
- After dreaming of a stone which is as black as night, yet burns brightly, the Emperor builds many new temples in his reign. He sends men to look for this stone, and in the meantime busies himself with organising the construction of more irrigation works and granaries.
[img]http://facepunch.com/image.php?u=440820&dateline=1423541430[/img][img]http://i.imgur.com/7tW7R2C.png?1[/img]
[b]Gor’lan – Native Hunter
Capital: Gilgamesh
Culture: Karoshi
State Religion: Lu’tya
Race: Goblin
Economy: Subsistence agrarian[/b]
-The Karoshi continue to grow in number and adopt the innovations of those on the mainland of Oycumen. One of these recent discoveries is to do with a strange green rock in their home islands. By pounding it to dust and heating it up, they can make copper. Thus, they enter the chalcolithic.
-As time passes on, the Karoshi find more ways to strengthen their defences. Mudbrick houses give way to ones made of rock and clay, built by masons with copper chisels. They begin to adopt long spears and pieces of wood for shields, while also promoting the best soldiers to positions of leadership. Younger goblins are left to defend their home towns.
-Farming habits also change. The Karoshi are eager to find tasty new plants to grow, and during these centuries they find peas, beans, lentils, and most importantly cowpeas. All are agreeable and go down well. Soil seems to be more fertile than usual too, so they can afford to stay in one place longer, and have a more varied diet.
-As Gilgamesh grows, the Karoshi clear a large square in the middle of the town, which becomes a place to trade petty goods. Meanwhile, walls are built to protect the town from outside forces. The last of the Olla people settle in small numbers with the goblins and trade with them. Of course, town planning and military organisation requires authority. Shamans and certain families begin to fill the role, and take an increasingly bigger part in the collection and redistribution of resources.
[img]http://facepunch.com/image.php?u=432426&dateline=1413895040[/img][img]http://i.imgur.com/vz3X5w1.png[/img]
[b]Aclary - Mr. Face
Capital: Cayerus
Culture: Aclerian
State Religion: Animism
Race: Human
Economy: Subsistence pastoralism [/b]
-Warlike and savage, the Aclerians are constantly seeking more territory and loot. They have a useful new weapon to help them: the bow. Although weak and with a short range, it has given these people an edge in war and hunting. The losers in these conflicts tend to be dismembered and have their scalps taken as trophies. Cannibalism is also common.
-However, the Aclerians are not all about bloodshed. Who they don’t kill, they trade with. At this stage, most trade involves swapping livestock, trinkets, and other assorted small goods. Since they lack the wheel or animals to ride, and do not stay in one place for long, storing wealth is usually difficult.
-With growing numbers and increasing sophistication, the clan formalizes a position second to the chief to the chief, the shaman. The process to become one is not the easiest, as part of the initiation involves having your eyes gouged out. It is seen as a sacrifice for knowledge, and he commits many things to memory. They name the mountain ranges they live between Ewothines (west) and Loyenia (east). The shaman warns that evil spirits live beyond them.
[B]Current player List:[/B]
Dvergfit – Damian0358
Skrall – Pezgod1
Nigasand – Satansick
Holy Roman Empire – iAmaNewb
Gor’lan - Native Hunter
Aclary - Mr. Face
[b]If you haven’t already done so, please join our group. There will usually be people chatting in the chat room after each turn is posted, so please pop in for a visit.[/b]
[url]http://steamcommunity.com/groups/FaRPG[/url]
N.B editing to come when Yogithewise gets off his ass
My people are pretty hardcore.
Is this the beginning of a Goblin Oligarchy I see?
The Neolithic has eluded me somehow!
I will get you someday!
[IMG]http://i.imgur.com/I4fpMXq.png[/IMG]
Meanwhile in Aclary
[IMG]http://i.imgur.com/ulbUB8x.png[/IMG]
get ur TURNs in
Get Ready for FREEDOM
[QUOTE=Mr. Face;47311709]My people are pretty hardcore.[/QUOTE]
[IMG]https://dl.dropboxusercontent.com/u/109107273/RP/roo/hardcore.png[/IMG]
Who wants some of my sweet nectar from the God?
[QUOTE=iAmaNewb;47313084]Who wants some of my sweet nectar from the God?[/QUOTE]
As long as it doesn't mean im subscribed to your god sure
I hope its not too late to join.
Would anyone care to PM me an example turn so i dont fuck up (templates fine but i mean content), I'm new here :)
Also should i write any fluff for the first turn?
READ ME, SEND IN TURNS AS TURN 5.
[img_thumb]http://i.cubeupload.com/JjXrrM.png[/img_thumb]
Development: [url]http://i.cubeupload.com/t2Lndx.png[/url]
[media]http://www.youtube.com/watch?v=KyvxA0U44ck[/media]
[quote]As a rock on the seashore he stands firm, and the dashing of the waves disturbs him not. He raises his head like a tower on a hill, and the arrows of fortune drop at his feet. In the instant of danger, the courage of his heart sustains him; and the steadiness of his mind bears him out. – Akhenaten, Pharaoh of Egypt[/quote]
World population: 30 million
Events of the years 1500 – 2000 First Age of Man (FAM):
-The climate finally stabilizes, although the longer term effects have begun to show. The Au Chau, a farming people who ride on horseback, expands from western Jiuan into Oycumen. They worship a sky god named Dyeus, have a proud tradition of oral poetry, a patrilineal society, and measure wealth in cattle (which they hold sacred). They are divided broadly into warriors, priests, and labourers. Already they have begun to split up into different groups as they expand.
-All sorts of new discoveries and breakthroughs are also made. The first recording of a comet dates to this time, along with the first intact dragon skeleton. Sails made of cloth are used on ships for the first time, while chariots begin to spread with the Au Chau. The Neolithic farmers have spread far and wide, being closely followed by the bronze workers. The first glass beads appear.
[img]http://facepunch.com/image.php?u=462795&dateline=1425134218[/img][img]http://i.cubeupload.com/OJQqOM.png[/img]
[b]Dvergfit – Damian0358
Capital: Miklagard
Culture: Dvegr
State Religion: Verolin
Race: Dwarf
Economy: Subsistence agrarian[/b]
-Around this time, the Dvegr complete the transition into Neolithic lifestyles, marked by the adop-tion of polished stone tools, intensification of food production, and staying in one place for multiple decades or centuries. As they settle down, they construct large stone buildings, one of which clearly holds a throne room.
-New oral stories appear, speaking of how Veldon and one of the lesser gods, a group of gods called the Demetes, the gods of the earth, the mountains, fertile earth and the underground world, as they attempt to figure out a way to free Ocil, as they avoid Flin and Era, who are trying to convince other lesser gods to join them against Ocil and destroy him once and for all.
-The Dvegr now have powerful chieftains, bordering on kings. At the moment they only collect small tributes and gifts from the outlying islands, but their name becomes widely known. The Rybakov Archipelago is steadily brought under their control, although they have many skirmishes both among themselves and with the native peoples already living there.
-Despite their propensity for fighting, the Dvegr are keen to trade. They establish contact with more fishermen and travellers, exchanging a great multitude of trinkets and other useless shit. Polished stone tools, copper beads, pottery, and linen are some of the items moved in very small quantities. The low level of trade is partly explained by the small and isolated populations of the archipelago, along with the lack of wealth in general.
[img]http://facepunch.com/image.php?u=601768&dateline=1420557903[/img][img]http://i.imgur.com/xipbEwc.png?1[/img]
[b]Skrall – Pezgod1
Capital: Krellgr
Culture: Skagosi
State Religion: Deep ones
Race: Dwarf
Economy: Palace economy[/b]
-The Skrall Kingdom begins to advance in leaps and bounds. A sudden burst of innovation sprung forth too after the discovery of the extensive copper deposits, and to help keep records the Skagosi developed writing (scratched initially on animal bones and pottery). This writing system advances rapidly too, and within a few centuries develops to have a full range of both syllabic and ideographic runes.
-Skrall begins to rapidly and violently expand southwards. Whole towns are sacked and the inhabit-ants are either killed or sold into slavery to the Qingtong culture. The Qingtong are more than happy to sell manufactured bronze items in return for slaves and pure copper.
-Around this time, the first permanent trackways appear along with tunnels. Despite the lack of wheeled carts, the dwarves are more than capable of utilizing their growing networks of tunnels or the trackways (with donkeys carrying the goods) for trade. Highly centralized, operations are all controlled from the palace at Krellgr.
-Some dwarves discover that under certain conditions, yeast will metabolize sugars into ethanol, a type of neurotoxin. It is highly popular however, and is flavoured with honey for taste. Soon, this “beer” is being produced everywhere and whole vats are sent to Krellgr as tribute (which trades it to the Qingtong in return for more manufactured goods).
-Trade rapidly expands between Skrall and the Qingtong, leading to the rapid growth of professionalization. Craftsmen now work full time, while warehouses are administered by the literate. Attached to the grand palace, they produce ever more wealth. They also record down a great wealth of information about other peoples all around them.
-Finally, the priests and labourers are now finding strange gems, some of which are inscribed with runes. They hear more whispers to keep digging, and eventually hit a layer of mudstone. In it is a massive dragon skeleton, nearly complete and below a layer of ancient lava. It is by itself, and atop a layer filled with the impressions of fern leaves and dragonflies the size of dwarves.
[img]http://facepunch.com/image.php?u=243999&dateline=1389299675[/img][img]http://i.imgur.com/1Bk1VXv.png[/img]
[b]Nigasand – Satansick
Capital: Unconquerable
Culture: Immortal
State Religion: Rage
Race: Orc
Economy: Subsistence agrarian [/b]
-The powerful and angry orcs of Nigasand are again warring, although not with the Swarerde as much. They are expanding west, hitting fishing villages and driving away human clans. The land is poor however, and even the domestication of all the remaining animals in the arid lands cannot help too much. They have camels at least, who are useful for carrying orcs and their possessions around.
-The orcs begin to look more towards internal development at this time, due to the lack of success in attacking humans as of late. Raids evolve into sieges, as the orcs attempt to starve the humans out. They later opt to attack trade routes, aiming for donkey and camel trains, from which they loot tributes meant for Swarerde. The Empire responds by retaking several cities in Lower Flovis.
-With the stolen goods (and growing native industry), several orcs turn to becoming full-time craftsmen now. They mostly work military goods, converting what bronze they can obtain into standardized weaponry (swords evolve at this time from daggers). Slaves are still heavily relied on to do the bulk of the heavy work, but they are given higher rations as agricultural productivity improves.
-Some humans even think that life as a slave among the orcs is preferable to being in Swarerde (especially during political turmoil). Small numbers of them move to Nigasand, and later they prove to be invaluable to shamans who are trying to broker alliances with friendly humans. The shamans are also in charge of developing basic infrastructure, including trackways and irrigation.
[img]http://facepunch.com/image.php?u=578995&dateline=1420214107[/img][img]http://i.imgur.com/R6Sn9hQ.png[/img]
[b]Irminonia – iAmaNewb
Capital: Irlinia
Culture: Irminian
State Religion: God-Emperor
Race: Human
Economy: Palace economy [/b]
-The God-Emperors of Irminonia receive news that various vassal chiefdoms have come into contact with the rapidly expanding Western Au Chau. They prove to be a painful nuisance, and at times even dangerous. However, their skill at riding the horse is unmatched, and it inspires the Irminians to start riding horses themselves. The horses are small and weak however, and do not like to be ridden on by men in heavy armour. Many nobles also don’t like riding on them.
-The army undergoes professional reforms, with each administrative region of the empire being responsible for raising and supplying a “legion” for the army. Men armed with bronze spears, padded cloth tunics, and shields tend to make up the bulk of these legions. Each one is led by a general, appointed by the emperor. Generals have to have at least 15 years of experience to qualify, and many of the more powerful ones tend to start siphoning off some wealth and pres-tige. The new mining complexes are often partly controlled by these generals.
-The empire aggressively pushes south and east in a series of brutal wars, while using diplomacy and trade to form a collection of allied chiefdoms to the north. Wine is readily accepted by the peoples here, who will trade a slave just for a jug of wine. It also helps to spread the culture of the empire in their general direction, as wine drinkers often also enjoy eating the food and wearing the fashions of foreigners. With many forests cleared, the land is turned over to agriculture, although in the north the land is difficult to work and thus offers little wealth.
-Irminonia reaches its greatest territorial extent, and is among the proudest and largest of any em-pire in the world. With a million subjects, existing administrative policy is starting to reach its limits. Production growth is strained, while food distribution is becoming less than adequate. The God-Emperor himself is starting to find it hard to assert himself as a literal god too, especially when the bureaucracy beneath him has swollen in size and many of his subjects never see him.
[img]http://facepunch.com/image.php?u=440820&dateline=1423541430[/img][img]http://i.imgur.com/7tW7R2C.png?1[/img]
[b]Gor’lan – Native Hunter
Capital: Gilgamesh
Culture: Karoshi
State Religion: Lu’tya
Race: Goblin
Economy: Palace economy[/b]
-Shipbuilding technology begins to rapidly advance among the goblins, mostly due to their proximity to other civilizations and because they live on islands. Sailing vessels become common, and some particularly huge sailing ships (with large hulls made of planks tied together) are even used for the first true examples of long distance bulk trading between themselves, Swarerde, and Irmnonia. Such trade is often risky and uncommon.
-The Karoshi subdue and colonize the last remaining islands in the archipelago. They use rather well-trained spearmen who fight in close formation (as opposed to a loose group). Led by officers and particularly powerful families, these small armies manage to either kill or force the inhabitants. In return for their service to their home cities, the officers and families are given generous grants of this new land.
-Around this time, the leading families decide to reorganize the forty or so separate tribes and clans making up the Karoshi into ten tribes. Each new tribe is named after a mythological goblin hero, and are allowed to send three elders from amongst themselves to Gilgamesh, where a great assembly named the “Geronium” is held. Along with these, the major families each have their own representatives. Understandably, the families hold most of the power, but can ally with some of the ten tribes when it comes to voting.
-In Gilgamesh, a grand palace made of stone and towering over the city is constructed. Here the few dozen or so goblins meet to discuss how to manage affairs and to vote for the “Great Goblin”. The Great Goblin is voted by the Geronium, and lives in the palace. His purpose is to head the proceedings. Voting is done on pottery shards, and records are kept on clay tablets. Most of these tablets record the daily business of building and maintaining infrastructure.
-A small literate class develops after the advent of record-keeping, and are synonymous with the bureaucracy. Many wooden and stone irrigation ditches, wells, water reservoirs, granaries, and warehouses are ordered by these goblins. Agricultural edicts are also important, as many small goblins are given grants of land in areas with poor soils and are expected to improve irrigation there. Any surplus tends to travel to Gilgamesh, where it is bartered for with other goods.
[img]http://facepunch.com/image.php?u=432426&dateline=1413895040[/img][img]http://i.imgur.com/vz3X5w1.png[/img]
[b]Aclary - Mr. Face
Capital: Cayerus
Culture: Aclerian
State Religion: Animism
Race: Human
Economy: Subsistence pastoralism [/b]
-The Aclerians take to the water for the first time, building themselves sailing boats out of timber, reeds, and animal skins. Although they lack woven cloth for true sails, they make the best of what they have already. One of the reasons is potentially due to a sudden halt in their prior aggressive expansion, necessitating fishing as an alternate means of getting food.
-A great shaman foretold that a great calamity would come to the tribe if they continued their vio-lent and warlike ways. Although it took a few decades for them to truly calm down, the shaman managed to successfully develop ways to convince his people not to war constantly. His successor then later attempts to usurp the chief, presumably in revenge for being blinded. He is exiled from the tribe, and in later years he passes into myth and legend. It is said he used black magic and had dark knowledge.
-Although ostensibly now peaceful, Alcerians still fight frequently among themselves or other tribes – just with reduced intensity. The development of fishing means they can support higher populations, and in turn, increased political sophistication and simple gift trading. Chieftains continue to grow more important, as they go from being merely the first among equals to having a position of authority over others. Effectively they hold a title that is bigger than the mere individual.
[B]Current player List:[/B]
Dvergfit – Damian0358
Skrall – Pezgod1
Nigasand – Satansick
Irminonia – iAmaNewb
Gor’lan - Native Hunter
Aclary - Mr. Face
[b]If you haven’t already done so, please join our group. There will usually be people chatting in the chat room after each turn is posted, so please pop in for a visit.[/b]
[url]http://steamcommunity.com/groups/FaRPG[/url]
N.B culture map and editing to come when Yogithewise gets off his ass