[QUOTE=Jrose14;43666799]They're just a bunch of naked sex-addicts. Pretty sure you could put some archers on a wall and win.[/QUOTE]
Oh... good plan.
Actually, I wouldn't mind them except for the Scarecrow-style fear inducing magic. However, the next turn we are researching it so as long as Yogi is kind, the odds will be a bit more even.
I don't plan on pursuing conflict yet, mostly because neither of us need a war that could potentially knock us out of the game on turn 2.
[QUOTE=BananaFoam;43667070]
I don't plan on pursuing conflict yet, mostly because neither of us need a war that could potentially knock us out of the game on turn 2.[/QUOTE]
Also very few people are anywhere near each other.
Can we have the introduction of many tribal AI to fight?
[QUOTE=Crossu88;43669360]Can we have the introduction of many tribal AI to fight?[/QUOTE]
So be it.
But do not dare beg for mercy, for there is no going back from this.
[QUOTE=YogiTheWise;43671783]So be it.
But do not dare beg for mercy, for there is no going back from this.[/QUOTE]
come hither knave
[QUOTE=YogiTheWise;43671783]So be it.
But do not dare beg for mercy, for there is no going back from this.[/QUOTE]
Bring it.
I've sorted out my IRL commitments, now I can get to writing the turn.
I still wait for turns from the following fine gentlemen:
VOSK - Northern Elves (Elves)
Tzun - Amora (Goblins)
Please send them in ASAP, lest you want your countries to become NPCs/be wiped from the face of the planet.
Mind is in.
[QUOTE=YogiTheWise;43699354]I've sorted out my IRL commitments, now I can get to writing the turn.
I still wait for turns from the following fine gentlemen:
VOSK - Northern Elves (Elves)
Tzun - Amora (Goblins)
Please send them in ASAP, lest you want your countries to become NPCs/be wiped from the face of the planet.[/QUOTE]
I vote anyone who forgets to send in their turn just be hit by a meteor.
Any ETA on the turn?
[editline]30th January 2014[/editline]
Whoops double post, sorry.
I'm working on the turn now, just so you know that this aint dead yet.
[QUOTE=Jrose14;43728515]Any ETA on the turn?[/QUOTE]
Follow [url=http://www.youtube.com/watch?v=YQpLNCRIxWA]this link[/url] to receive the most accurate ETA for this turn.
[QUOTE=YogiTheWise;43784067]I'm working on the turn now, just so you know that this aint dead yet.
Follow [url=http://www.youtube.com/watch?v=YQpLNCRIxWA]this link[/url] to receive the most accurate ETA for this turn.[/QUOTE]
Oh good, I was getting worried.
[b]READ ME, SEND IN TURNS AS TURN 3[/b]
[thumb]http://u.cubeupload.com/YogiTheWisest/turn02.png[/thumb]
[Media]http://www.youtube.com/watch?v=oSiAPCUJcRE[/media]
Events from 1E100-1E200
-The once glorious Tamarian Empire is on it’s dying breath: with no faction taking over, the Cult of Shaki could wreak senseless havoc without fear. Using powerful demonic magic, they ravage the land, reportedly wiping entire cities off the face of the planet. A dedicated Knight Order, called, The Order Of The Seven Seals, has emerged with the sole purpose to fight these infidels with nothing but chaotic destruction on their minds. Drawing members from as far as Syma-Aria and Legracios, the tales of their heroic stunts were told for aeons on end.
- Berber peninsula is once again in turmoil, for Berber chief’s call to war was met with violence. The borders of the clanlands are ever shifting, as chiefs battle for glory and riches.
[B]THE NORTHWESTERN CONTINENT[/B]
[img]http://facepunch.com/image.php?u=252016&dateline=1389740941[/img][img]http://u.cubeupload.com/YogiTheWisest/norris.png[/img]
[b]DaysBefore - Realm Of Norrisburg[/b]
[b]Race: Human[/b]
[b]Capital City: Norrisburg[/b]
[b]State Religion: Natural polytheism[/b]
- Norrisians figure out how to smelt copper and tin together to get a sturdy, heavy metal. With the locality being rich in ore deposits, bronze becomes used not only for weapons and armor, but for various household items.
-The elective element of Norrisburg begins to falter with the death of Mori Bentback, a man who reached a legendary age of nine-and-ninety, and it dies with his successor Norris the Young, the head of the ancestors of Norris the Brave. As Norris the Young lies in his deathbed, struck down by disease caught from a local tavern whore, he names his brother Trosi the Burner, a noted raider, as his successor. Trosi commands a following large enough to prevent the chiefs from raising any dissent, as does his son Trosi the Wise. As expansion continues to the north and south, the chiefs become preoccupied with land and raids, and begrudgingly accept the newly established dynastic principle, though they insist on a council of chiefs to advise upon the choosing of the heir from among the House of Norris.
- Continued improvements in healing magic allowed witch doctors to master regeneration, closing open wounds and mending bones in a tizzy. The pinnacle of this kind of sorcery was achieved when a healer made a hunter regrow a leg that was bitten off by a wolf, good as new. However, as knowledge of anatomy remains basic at best, this sometimes leads to hilariously grotesque results, from unsightly lumps growing from where the wound was to a guy regenerating his severed arm, only to have it have a single, unbending bone going from shoulder to hand.
-While warriors burn and plunder the men to the south and farmers follow in their wake, priests and chiefs communicate peacefully with the men to the south, in hopes of incorporating of their crofting villages and hunter societies without further bloodshed. While some readily comply, others see the northern outsiders as a threat and unite under a single banner, to indicate their mistrust of this new polity.
-The northern coast of the Bay of Dornias, though fertile, is hemmed in by pine forests and sharp hills, while to the south warmer airs and well watered broadleaf forests sit largely unsettled and teeming with game, lumber, and riches. As the first fishermen take to the waves of the Bay of Dornias, warriors clamber aboard rowboats and barges and cross the small gap between north and south Dornias. They build a warrior town on the spot of their landing, and name it Trositon, after Trosi the Burner their leader, and bring women and children over to populate the town and clear the forests for crops and pastures. Warriors from across the realm make their way south to join the yearly raiding parties and take their share of land, women, weapons, and plunder. They are followed by wives and children, and slaves and freemen to work their farms and cut their woods. A dozen villages spring up in the course of a decade, and the fairer land encourages faster growth, giving the land three towns worthy of the title, compared with just one, Norrisburg, on the northern coast. Raids and invasions from the indigenous wildmen, however, continue unabated and the frontier is repeatedly settled, burned, and abandoned, only to be resettled the next year.
[img]http://facepunch.com/image.php?u=555043&dateline=1388989736[/img][img]http://u.cubeupload.com/YogiTheWisest/cyrus01.png[/img]
[b]KingArcher - Kingdom of Khordaldrum
Race: Dwarf
Capital City: Drom Gandar
State religion: Khazarism[/b]
- Upon gaining access to the sea and to the river delta and seeing how winds and currents travel faster than short, stumpy dwarven legs, the dwarves of Khordaldrum master construction of small sailboats, with sails made out of animal hide. These prove useful later, when murlocs start raiding coastal lands.
- Advents in Necromancy now allow Khordalians to revive bodies with flesh still on them. While being as obedient as the skeletons, these zombies with glowing blue eyes are stronger due to still having their muscle tissue on them. They are, however, a more high-maintenance affair than the skeletons, because they require all these balms and extracts to prevent rotting and are dumb as a tree stump, and as such require constant surveillance.
- A farming city is built in the delta of the great river of Drom. It does well, until it becomes frequently raided by the murlocs of the western islands. Murlocs are primitive fish-like amphibian humanoids, but these somehow managed to form something of a tribal federation, and swam to Khordalian shores in well-organized raids, taking food and valuables and then leaving, grabbing territory not being one of their goals.
- The Khordalians hunt down the dire mountain lion that attacked them with vengeful fury. They found out, however, that it was not the only dire mountain lion in the region. However, they managed to identify the one, killed it and resurrected it as the king’s pet, that served many generations of Khordalian royalty.
- The Khordalians continue building the great city of Drom Gandar with great dwarven ingenuity. They tunnel underneath the great river and build a very large tank for holding water. Then, they put holes at the bottom of the river and fill up those tanks. Then they built giant gears that turned with the tide of the water and spun many mechanical hammers that worked the metals in underground forges.
- The Summoning Pits were established in Drom Gandar, where all the dead bodies are to be dumped to be later resurrected as skeletons and zombies. The few fledgling burial rituals of the community were swiftly banned, so that all the bodies could be used. Zombies used in combat are purposefully disfigured, often having additional arms and legs in unexpected places to instill fear in the enemies. This does not affect the murlocs though, for they are stupid and therefore fearless.
- Khordalians mine a lot of valuable metals and gems, that they then bartered to other fledgling dwarven civilizations of the Gandar Range. The latter were rather wary in their dealings with those, who raise their dead to be their servants.
[img]http://facepunch.com/image.php?u=139931&dateline=1386344862[/img][img]http://u.cubeupload.com/YogiTheWisest/NorthernElves.png[/img]
[b]VOSK - Northern Elves
Race: Elves
Capital City: Civitás Stagnum
State religion: Ilúvatarism[/b]
- Elven mages attune with the nature around them, being able to feel every vibration of the ground, every swing of the leaves, every shift of the wind and every movement of the water. They managed to magically decode the language of the animals and can speak with them on equal terms.
-The Elven armies are reformed. Elven soldiers are put into units, each consisting of 122 men, with 120 foot soldiers, an officer and a standard-bearer. They are trained to fight in a tight-knit formation, using teamwork and their fellow soldiers to cut straight through an enemy line. These men are equally trained with a bow, allowing them to be very versatile on the field. The first row of soldiers will keep their sword or spear equipped to keep the rows of men behind them safe while they use their bows to launch volley after volley at the enemy.
- Trails that connect Civitás Stagnum with the other elven villages and tons in the real are expanded upon. Instead of being a thin dirt trail, they are expanded upon to allow for more traffic.- A large port is constructed in Civitás Stagnum, connecting it with the North Sea, allowing to help the city grow with the abundance of fish in the cold ocean.
- A group of settlers are sent by ship to the island in the North Sea. Once they arrive they name this new settlement the Grey Havens, after the foggy calm of this tundra island. On the island they encounter a peculiar tribe of humans: they wear fur, live in tents and are overall rather primitive, but they can build magnificent seafaring vessels out of carcasses of giant whales and what little wood they have on the island. And the way they hunt these whales is most magnificent to behold. The elves are generally friendly to these humans and trade with them.
[B]THE SOUTHWESTERN CONTINENT[/B]
[img]http://facepunch.com/image.php?u=161518&dateline=1271152744[/img][img]http://u.cubeupload.com/YogiTheWisest/tidemanglerz.png[/img]
[b]Crossu88 - THE TIDE MANGLERZ!
Race: ORK
Capital City: GROBNOTZ COURT
State religion: LOOTIN'![/b]
- Tide Mangler orkz makez dem thingies outta rock dat are sharp but not for killingz but for miningz da shiniez. Many angry ork break other ork skull wit deez “mainin pickz” when angry.
- The orkz like da lootin’ but when lootin’ dey often getz hurt by dem enemiez, so ork shaman make wavingz of hand and makez da pain go away and ork goez lootin’ some more.
- Tide Manglerz raid da islandz on da east and build denz where dey kawnkwer make local weak humenz in ta’ slavez. Dey also kawnkwir da norfern ork tribez but maek dem farmerz because dey too week to raid wit da mighty Tide Manglerz (dey allowed demselvez to be defited after all)
- Ork smart, ork cut trees and make farms and tree-cuttin’ houses where weaka orkz work so stronk orkz can do lootin’.
[b]THE SOUTH-CENTRAL CONTINENT[/b]
[IMG]http://facepunch.com/image.php?u=243999&dateline=1389299675[/img][img]http://u.cubeupload.com/YogiTheWisest/BerberFlag.png[/img]
[b]Satansick - The Berber
Race: Orcs
Capital City: Gondwana
State religion: Dreamtime[/b]
- Shamans continue their attempts at shapeshifting. This time they succeed in partically turning into cheetahs. While not as strong as the Lion-Shamans, the Cheetah-Shamans are much more agile and fast, which makes them perfect for scouting and hit and run attacks.
- The Berber chief Uzumak-al-Grak leads his men to retake the Hellforge. In a heroic siege, he kills enough enemies to pile up under the walls and climb onto them to slaughter the defending archers. This compels the warriors to fight with redoubled effort, and Uzumak’s name is forever remembered in Berber history.
- Shamans in Gondwana are ordered to heal everyone without asking anything in return. This creates massive lines and unhappiness among the religious elite, but citizens get to be much healthier.
- Berber messengers are send to the neighboring orcish state that is called the Barghul, they bring gifts and ask them to ally themselves with the Berber. Only one of them returns, missing 4 fingers and carrying severed heads of other messengers in a basket tied to his back. This is an open declaration of war.
[img]http://facepunch.com/image.php?u=295683&dateline=1383090155[/img][img]http://u.cubeupload.com/YogiTheWisest/Alderia.png[/img]
[b]Jrose14 - Alderia
Race: Human
Capital City: Firentis
State Religion: Sun & Moon Worship.[/b]
- The humans of Alderia learn to carve out blocks of stone of varying sizes and make them stick together with an adhesive solution. Slowly, Alderians move from living in hovels made out of palm leaves and shit to proper housing.
- Alderian mages learn to sense the vibrations of the earth, which allows them to predict oncoming danger and seek out most valuable mineral deposits.
- A contingent of military forces was hand-selected by the High Priestesses to explore the mainland shores around them. They are sent over on a number of small rafts, and are tasked with establishing outposts to extend Alderia's territory as far as they are capable. Each group is accompanied by a single Priestess of Olessa and a Priestess of Ayaatumaria to peacefully convert any tribes they come across. The few tribes they meet are easily impressed by displays of magical prowess and eager to join.
- The Head Priestess of Olessa asks that any Gifted who have not yet joined the Order of the Moon to please do so, so they can learn to control it. She offers housing and food throughout their apprenticeship should they join. If they choose not to join, she says Olessa may frown upon their choices but not punish them. Unregistered magic users run unchecked. The Head Priestess of Ayaatumaria requests that all those living on the outskirts of any towns or villages arm themselves in some way, to guard their land if it were to come to such an event.
- Alderia sends scouts far and wide to learn as much as possible around the surrounding area. One of the squads runs into a seafaring goblin civilization to the southeast. Their representative, while rubbing his palms and smiling mischievously, said that they would be glad to open up trade routes. Alderians agree, only on condition that they limit and carefully check all goblin imports. Goblins also happily buy superior Alderian medicine and potions.
- Another group came back, claiming they found nothing, but behaving quite differently than when they set off. People in that group show rather deviant and immoral behavior, engaging in promiscuous sexual acts and sometimes even (reportedly) killing other humans for fun. This behavior seemed to be spreading. Most of them were soon arrested and interrogated, which forced the others to go into hiding somewhere in the jungle around the lake. The interrogated ones refused to cooperate and give a straight answer. What the priestesses managed to get from them, however, indicated that they have found something which translates all experiences into ecstatic pleasure. It can be anything, from running on grass barefoot to cutting oneself, sex and murder. Soon after incarceration, these people started to show signs of withdrawal, which was so strong that most resort to suicide. After that, three of the subjects were put under observation and suicide watch in most secure dungeons, though so far it has proven to be fruitless. Priestesses argue, whether this effect was caused by narcotic substance or some living being.
[b]THE NORTH-CENTRAL CONTINENT[/b]
[img]http://facepunch.com/image.php?u=258151&dateline=1386207862[/img][img]http://u.cubeupload.com/YogiTheWisest/symaaria.jpg[/img]
[b]BananaFoam - Syma~Aria
Race: Humans
Capital City: Vairi
State Religion: Symolos Pantheon[/b]
- The Barbarian Wars continue with the Symarian war machine at full speed. The barbarians, although zealous, and simply no match for the organized and (comparatively) advanced Symarians, especially their hoplite phalanxes. Syma~Aria has also started recruiting barbarian auxiliaries from allies and conquered lands at the request of Uras-ir-sylon. The High Priest continues to publicly support the campaign, despite the cost of such a large force. However, the riches of tribute from barbarian villages, as well as looting, have gained the people's support for the war. Uras himself eventually journeys to the front for the Battle of Azsford, on the great river of Azs. The first day of the battle sees the barbarian army, despite being twice as large, turned back and forced across the river. However, during the night, the camp was raided by a daring force that crossed the ford and stole into the camp. The soldiers reported seeing "abominations" almost flowing through the camp, killing everyone they saw. Most of the soldiers turned and ran. The battle seemed almost lost, but Uras and the Sisters of the Sea, the most powerful Symarian mages, brought a massive flood that destroyed the camp but drowned many of the creatures in the ford. The flow of the river was reversed in the ensuing flood. The sheer energy it took left Uras and many of the Sisters unconscious. The next morning, General Kash examined the bodies to find mere men, and not even particularly terrifying ones at that. They were savages no different then the ones they had faced earlier in the day. After some brutal torture, they finally succeeded in getting a barbarian captive to talk. He said they were feared mercenaries from the Relvestian people, capable of great Black Magic that could change what men and beast alike saw, so that they grew fearful. When he awoke, Uras brought this info back to the capital. The Council of 40 convened and voted in favor of not only bolstering the warmachine, but of studying these "mind manipulating magics" in an effort to find some way to combat these people, lest they encounter more of their mercenaries or come directly into conflict with their people. They come up with various ways of blocking their mind to external reading and suggestion, as well as some basic mind tricks. Back on the front, more barbarian auxiliaries arrive to fill the ranks, and the armies cross the ford and attack the barbarian hold of Ismor. The whole village is sacked, and for the disastrous losses on the River Azs, every single man, woman, and child is slaughtered. The slaves and prisoners accrued from other battles in the Barbarian Wars are subsequently and brutally executed as retribution. Their heads are staked along the new northern border of Syma~Aria. So many were killed that the stakes stretch along the whole peninsula. The new border of Syma~Aria rests on the Yursen and Azs rivers.
- The new colonies on Telona grow in size, and before long most of the island is under Symarian hegemony. Most of the tribes are eager to adopt Symarian civilization, as the Symarians are lenient with allowing integrated races to keep their own culture and religion. Meanwhile, the news of the devastating Battle of Azsford sends shockwaves through the council. The details are strictly kept classified, and the people are told it was a victory. However, the Council also votes in favor of contacting the Relvestian people, at the behest of Uras. The Council wants to see if an alliance can be secured, and also wants to assure the Relvestian people that this is not an act of war, as the people fought on the ford were mercenaries, at least by all accounts. The news is enough to gain even more favor for Uras from the Council. Uras pushes for the expansion of both military and magic institutions. He scrapes together some money from the ever growing military budget and uses it on building the Vairi College for the Gifted, that plans to expand the abilities of those with The Gift.
- Despite warnings of the savage people to the north, colonists settle beyond the northern border of the rivers Yursen and Azs. They encounter heavy resistance from barbarians and orcs, but they drive them off with the assistance of mercenaries. The colonies are small, but enough to establish even more trade routes that favor Syma~Aria. Explorers venture far to the north, south, and east. They discover a peninsula to the south rich in farmland and copper deposits, as well as a great climate for cultivating Symarian Vine, an expensive type of grape that is said to make the best wine in the world (a believable claim to Symarians, since the world they know right now is fairly small).
[img]http://facepunch.com/image.php?u=461103&dateline=1390243663[/img][img]http://u.cubeupload.com/YogiTheWisest/RelvestFlag.png[/img]
[b]Mallow234 - Relvestian Tribe
Race: Humans
Capital City: Regula
State religion: Saevitia[/b]
- The vicious tribesmen invent a round thing that can roll on the ground, attach
4 of it to a cart and attach the cart to a horse, a donkey or a couple of slaves and suddenly they can go around pretty fast, delivering murder and mayhem to the remotest of locations.
- Relvestian Shamans learn to temporarily inhabit the bodies of crows and ravens, and use them to scout far and wide. Some shamans are so entranced by the sensation of flying that they refuse to leave their avian avatars. They are then promptly killed.
- The chief orders to exterminate all tribesmen with most prominent orcish features (such as discolored skin, prominent lower incisors, etc) The tribe still has some subtle orcish features in it, like strong jawlines, smaller foreheads and higher than average muscle strength.
- In the year 134, a tribal strongman called Remus exterminated all opposition to his rule and unified the Relvestian people under his banner. He decided to build a magnificent capital (even though it was pretty much a village-sized collection of wooden huts with shit smeared over the walls) to act as the centre of his rule, the centre of his people, and hopefully, the centre of an empire.
- With the transition to a sedentary lifestyle, Relvestians begin to develop agriculture. There was little motivation to do so, until someone invented alcohol. After that, hunting and gathering became a tertiary at best way of getting food.
- The traditional Relvestian “kill everybody” policy was relaxed to allow passage for Syma~Arian diplomats.
[img]http://facepunch.com/image.php?u=193052&dateline=1386775127[/img][img]http://u.cubeupload.com/Mackalda2k6/LegracianFlag.png[/img]
[b]Mackalda2k6 -Legracian Empire
Race: Elves
Capital City: Legracios
State religion: Ancestral Pantheon[/b]
- Upon the end of the first century of Midian IV's reign, there is immense celebration throughout Legracios. In a mere hundred years, their civilization had been brought back from the brink of extinction by the firm hands of their emperor. The city itself, which had formerly been crumbling and largely deserted, is regaining its lost splendor as more and more streets are being reclaimed and rebuilt. Markets are beginning to buzz with activity again and a new decree by Midian seeks to rekindle the Great Forges of the Smithing Quarter to bring Legracian industry back to its former glory. All around the city there is proud talk of the ancient ways, and the many citizens, caught up in the fervor, strive everyday to contribute to rebuilding the great Legracian legacy.
- The once glorious Tamarian Empire is on it’s dying breath: with no faction taking over, the Cult of Shaki could wreak senseless havoc without fear. Using powerful demonic magic, they ravage the land, reportedly wiping entire cities off the face of the planet. A dedicated Knight Order, called, The Order Of The Seven Seals, has emerged with the sole purpose to fight these infidels with nothing but chaotic destruction on their minds. Drawing members from as far as Syma-Aria and Legracios, the tales of their heroic stunts were told for aeons to go.
One Legracian mage, E`lari The Far-Seeing, was one of the more prominent Legracians to join the order, but the population is split in their opinions of him: some believe that he abandoned the duty to his own motherland to seek personal glory, while others admire the great feats he managed to perform, for whatever your political views, his bravery and magic skills were unmatched.
The emperor proclaims E`lari a hero, citing his courage in fighting the Cult of Shaki and, in the process, showing Legracian might to the whole world. A band of warriors are formed, equipped, and sent to help him.
- Legracian mages figure out ways to completely put a person under someone else’s control, albeit for a period not greater than a few hours. This is very taxing for the caster, but it is the strongest form of telepathic suggestion available.
- In the grand feast celebrating his first century of reign, Emperor Midian delivers a passionate speech on the steps of the Grand Palace, announcing that the reconquest of Meerland has begun, and the night dissolves into an orgy of wine and revelry after that. The next day, the formidable if somewhat hungover Legracian army embarks for the Meerland coast led by the emperor himself, with the weight of former Empire pushing them relentlessly forward. They run into a group of nature-worshipping elves. Despite their efficient use of guerrilla tactics and attunement to nature those “tree-huggers”, as one Legracian general labeled them, eventually start to lose positions and retreat to their brothers and sisters on the other end of the island, where they eventually unite into their own state of Oire, to better defend against Legracios. The Meerandian territories are then re-purposed for agriculture to support the city.
- There is a buzz when merchants from Syma-Aria appear on the coast of Legracios and the populace is divided on how to deal with them. Emperor Midian ends this debate by offering a token of friendship to the human merchants, setting the stage for a growing relationship between the two trade empires. Although forbidden from entering the city of Legracios, outlying wharves are leased to the foreign merchants to allow an influx of goods.
[b]THE NORTHEASTERN CONTINENT[/b]
[img]http://facepunch.com/image.php?u=317202&dateline=1381984903[/img][img]http://u.cubeupload.com/YogiTheWisest/moria.png[/img]
[b]Sobotnik - Republic of Moria
Race: Goblins
Capital City: Moria
State religion: Fertility cult[/b]
- Morian goblins learn to use the copper and tin ores found in the hills together to make a sturdy brown-ish metal. Due to their small size, goblins require less metal to make their armor and weapons, and as such their ore supplies are “plentiful”, while humans or orcs would find them insufficient.
- Goblin mages come up with a peculiarly ingenious invention: they would take two small clay cups and enchant them to produce sound through vibration, with one of the cups producing sound, captured by the other and vice versa. The range is not too big, around 10 km., but it still allows for easy long-distance communication.
- Militias in towns and villages are formalized: Each place is responsible for the creation of a building where watchmen, linkboys, guards, patrols, etc are based along with an armory and have a small drill square, along with a captain to manage them.
- Agricultural reforms are undertaken: The first is that of "land clearance". The land is to be systematically cleared of rocks, tree stumps, ploughed and flattened out into fields, etc. Forests are cut back and fenced off to control their spread and also as a place to get timber from. At the same time, marketplaces are built, where goblins can exchange goods other than food.
- A temple is built in each major town, as a place where every Gifted goblin can practice magic freely, but with supervision.
- Using their massive numbers and dishonorable tactics, Morians expand in all directions. All tribes that agree to recognize Morian rule are given a great deal of autonomy, but those that refuse to do so are violently subjugated. Some tribes are so afraid, that they migrate west and settle on the shore of the Kazalian sea, wishing to live in peace, away from aggressive Morians.
- To solve the problem of the worms, the goblins use theirr magic to enchant stakes planted into the ground in areas where they are common. Their vibrations are sent back to mages who can then predict and map where the worms are located and where they move. Unfortunately, the strong vibrations attract the worms, that think that they are caused by very big prey, and soon get eaten. The worms seem to prioritize the stakes over the goblins (thinking that it is a bigger prey), so this can be used to traverse the desert, but it is not a good permanent solution. The mages also find out that the worms are hydrophobic: they don’t seem to be able to come closer than 100 m to the rivers. While permanent settlement along the southern rivers is still not an option, it provides for 2 safe routes southwards.
[img]http://facepunch.com/image.php?u=128241&dateline=1319212661[/img][img]http://u.cubeupload.com/YogiTheWisest/Abellsca.png[/img]
[b]darkrei9n - Abellsca
Race: Elves
Capital City: Albagn
State religion: Abellscan pantheon[/b]
-Eager to expand, the elves send a ship to the mainland and establish an oupost there. While exploring the land, surveyors come across rocks imbedded with strange orange ore. When this ore is extracted from the rock and heated, they later find, it can be formed into tools and weapons that are more durable and stronger than their current sticks and rocks. Further examination finds these metals on the island itself, albeit further down in the ground.
-The elves begin experimenting with using the Gift on others. They find that by channeling their thoughts on a particular image, they can be conjured up to appear real to everyone around, only dissipating when touched or left unattended by the caster. Currently the only practical use is found in entertaining crowds at fairs.
-To protect their growing island, the elves construct fleets of ships specifically designed for combat. These ships helps keep coastal waters safe. One such fleet is tasked with sailing east to find an end to the sea. After many months, only one ship returns claiming the rest of the ships destroyed by a huge sea monster with hundreds of prehensile arms. The story spreads throughout the island and sailors become very hesitant to sail far from the coast.
[img]http://facepunch.com/image.php?u=462795&dateline=1389320089[/img][img]http://i.cubeupload.com/OJQqOM.png[/img]
[b]Damian0358 - Dvegrfit
Race: Dwarf
Capital City: Miklagard
State religion: Verolin[/b]
- Dwarfs, many years ago, split off from their home and migrated west, leading them to the southeatern subtropical islands. The descendents of these dwarfs now have darker skin, aswell as less facial hair (instead of fullblown beards, these dwarfs are normally seen with sideburns, goatees, imperial soul patches and stashburns). In the 100th year of the First Era, a great Dwarven leader called Allvaldr united these dwarfs, founding the trade city of Miklagard and the Merchant Monarchy of Dvergfit.- The religion of the Subtropical Dwarfs, called Verolin, is chosen as the state religion. The sign of the religion is a cross with three horizontal crossbeams. It was a polytheistic religion, containing a pantheon of gods (many of which I'm not going to mention). The head god was Ocil, who was the birth-giver, creator of all that exists, aswell as god of law, order, justice. His brothers were 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, to make life easier. 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, leading to Flin summoning a great flood to stop Ocil from entering his realm. According to the legends, the planet had lost much of its land due to the flood, leading to the ancestral home of the Dwarfs, the legendary Rybakov mountain and its neighboring mountains, to be lost, with the top becoming the southeastern islands.
- Surrounded by water on all sides, these dwarves are naturally predisposed to sailing. They build galleys, equipped with both sails and paddles, that allow for easy movement from island to island.
- Dvegrian mages practice Claircognizance, which allows them to see in the future. However, what they see is not a definite turn of events, but just one of many possibilities, and the hints they draw are vague at best.
- A Home Guard is organized to protect the dwarven capital, and walls are constructed around it. At this point it’s nothing more than an Earthen Rampart, but the dwarves continually expand on it as they become better at building.
- Dvegrian dwarves build colonies and trading outposts on surrounding islands, and discover a nation of pale, squint-eyed humans to the north, who agree to trade.
[b]Current Player List:[/b]
DaysBefore - Realm Of Norrisburg (Humans)
KingArcher - Kingdom of Khordaldrum (Dwarves)
VOSK - Northern Elves (Elves)
Crossu88 - THE TIDE MANGLERZ (Orcs)
Damian0358 - Dvegrfit (Goblins)
Satansick - The Berber (Orcs)
Jrose14 - Alderia (Humans)
BananaFoam - Syma~Aria (Humans)
Mallow234 - Relvestian Tribe (Humans)
Mackalda2k6 -Legracian Empire (Elves)
Sobotnik - Republic of Moria (Goblins)
darkrei9n - Abellsca (Elves)
[img]http://u.cubeupload.com/YogiTheWisest/contris02.png[/img]
[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]
Of course, out of all the fantasy themed problems I could get, I get people who get off to murder and rapacious sex. What did they find, DeviantArt?
I dont know if the strange ore I found is copper or iron.
It's copper. You have research copper working before you can get to iron.
I've also updated the geographical names map.
[thumb]http://u.cubeupload.com/YogiTheWisest/geogrnames.png[/thumb]
[QUOTE=YogiTheWise;43856935]I've also updated the geographical names map.
[thumb]http://u.cubeupload.com/YogiTheWisest/geogrnames.png[/thumb][/QUOTE]
That's nice, but why is the key a horribly compressed JPEG?
It doesn't bother me, I just thought it was kind of funny.
[QUOTE=BananaFoam;43863210]That's nice, but why is the key a horribly compressed JPEG?
It doesn't bother me, I just thought it was kind of funny.[/QUOTE]
[QUOTE][IMG]http://i.cubeupload.com/RPa1Gs.png[/IMG][/QUOTE]
just 4 u
[QUOTE=BananaFoam;43863210]That's nice, but why is the key a horribly compressed JPEG?
It doesn't bother me, I just thought it was kind of funny.[/QUOTE]
That's because I ripped it from a different, horribly compressed map.
[sp]sorry[/sp]
I'm noticing a rapey trend in this forum game.
Alright, shit's going down real hard in my country, so I may not be able to keep this up. If it happens, if I don't show up online for 5 consecutive days, just send your turns to Sobbo and he'll take it from here.
Also, these people haven't sent their turns in yet:
KingArcher - Kingdom of Khordaldrum (Dwarves)
VOSK - Northern Elves (Elves)
BananaFoam - Syma~Aria (Humans)
Mallow234 - Relvestian Tribe (Humans)
Sobotnik - Republic of Moria (Goblins)
[QUOTE=YogiTheWise;43959772]Alright, shit's going down real hard in my country, so I may not be able to keep this up. If it happens, if I don't show up online for 5 consecutive days, just send your turns to Sobbo and he'll take it from here.
[/QUOTE]
Hope you aren't too badly affected by all this, man. Wish ya luck.
I aint dead, and apparently my internet isn't running off to seek political asylum anytime soon, so this shit is still on.
[QUOTE=YogiTheWise;43959772]
Also, these people haven't sent their turns in yet:
KingArcher - Kingdom of Khordaldrum (Dwarves)
VOSK - Northern Elves (Elves)
BananaFoam - Syma~Aria (Humans)
Mallow234 - Relvestian Tribe (Humans)
Sobotnik - Republic of Moria (Goblins)[/QUOTE]
These very people are required to send their turns in by Wednesday, lest their countries be overtaken by rape-goblins from the Deviantart dimension.
... Anyone?
Honestly I'd give them another day if you didn't send them PMs cause even I missed your warning posts.
[QUOTE=darkrei9n;44051338]Honestly I'd give them another day if you didn't send them PMs cause even I missed your warning posts.[/QUOTE]
Okay then, deadline is extended until friday.
I am working on the turn now, and I decided not to go all plague of frogs if you skip this one, it was a long time since the last update and I can understand if you forgot about it, but pls be quicker next time.
So when's the turn done?
[QUOTE=Satansick;44083184]So when's the turn done?[/QUOTE]
Seven years.
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