Jesus, a fucking turn. I thought this was dead and gone.
[QUOTE=BananaFoam;44086528]Jesus, a fucking turn. I thought this was dead and gone.[/QUOTE]
He's only said he was making a turn for about
two weeks now
because no one is turning them in
[QUOTE=Jrose14;44086591]He's only said he was making a turn for about
two weeks now
because no one is turning them in[/QUOTE]
Sorry I am not devoted enough to scour the pages looking for a thread that appeared to be dead because I missed the split second window for which it was on the front page.
How about he, oh, I don't know, PM's me? Or somebody (maybe your productive self) could put up an announcement on the RP Steam group.
I am not angry, just surprised. I know Yogi's internet is shit but if you or anyone else knew for so long, why didn't you go and tell the people who didn't put in their turns instead of just magically expecting them to know?
[QUOTE=BananaFoam;44086676]Sorry I am not devoted enough to scour the pages looking for a thread that appeared to be dead because I missed the split second window for which it was on the front page.
How about he, oh, I don't know, PM's me? Or somebody (maybe your productive self) could put up an announcement on the RP Steam group.
I am not angry, just surprised. I know Yogi's internet is shit but if you or anyone else knew for so long, why didn't you go and tell the people who didn't put in their turns instead of just magically expecting them to know?[/QUOTE]
I subscribe to all of the threads like this. You should try it, it's really useful.
[b]READ ME, SEND IN TURNS AS TURN 4[/b]
[thumb]http://i.cubeupload.com/sW1OBn.png[/thumb]
[Media]http://www.youtube.com/watch?v=hNkPQfpEHnE[/media]
Events from 1E200-1E300
-The Order of The Seven Seals fought valiantly against the servants of Shaki, who succeeded in summoning demons into this realm, but it is a losing battle. The Order makes a last stand at the capital, but during the siege the demons unveiled some sort of magical weapon of incredible power, which launched devastating energy at the city. The Legracian mage E'Lari The Far-Seeing managed to create a shield to protect most of the city, but he used all of the reserves of his body and soul and died. The energy was then reflected and dispersed, cutting a swath across the land. This destroyed the cultists and the demons, but it also obliterated a great part of the former Tamarian lands, creating a strait where there used to be an empire. Sailors speak of this new Tamarian Strait as a sinister place, with uncanny fog, towers and spires still sticking out of the water, and many treacherous shallows. Navigating this new waterway is challenging, but possible, and will allow for many new opportunities, though they were achieved with too great a cost.
[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 – Earldom Of Norrisburg[/b]
[b]Race: Human[/b]
[b]Capital City: Norrisburg[/b]
[b]State Religion: Semi-Organized Polytheistic Cults [/b]
-In 1E243 the Grand Chief of Norrisburg grants himself a new title. To recognize the spreading military and cultural dominance of the realm Grand Chief Trosi Sisterlover proclaims himself the Earldorman of Dornias, in part to distract the people from the children born of an incestuous relationship (All of whom are killed, along with Trosi himself, during a priest-led riot in 1E245, the further threat of which compels his brother Wiltrith to begin his religious reform). In a grand ceremony, on the purported date of Norris the Brave's first landing, Trosi Sisterlover has the gathered chiefs recognize his title, in return for which he grants them all the new title of Thegn, though the north-tribes corrupt this to Thane.
- Norrisians manage to domesticate local horses after a few centuries of selective breeding Riding the horse bareback is pretty uncomfortable for the rider, though. As the miners and smiths begin to master the working of bronze, the chiefs spend large amounts of their hoarded treasure on new-forged swords and shirts of sturdy scales for them and their best house-warriors. The north-tribes of the hills and the wildmen of the southern forests are unable to best the newly equipped warriors, but their numbers are kept low by the prohibitive cost of bronze weapons and armour, and the majority of men continue to wield stone or flint weapons and rely on leather coats to keep out spearpoints.
-Though the northern hills remain a site of conflict between Dornians and north-tribesmen, the fury of the fighting dies down. Even along the border marches men feel safe at night, and most north-tribes prefer to fight each other than to face the bronze-clad house-warriors of Dornias. The south is a much different story. Dubbed the Wilderforest by poets and priests alike, that fair land is the site of much bloodshed and savagery, as the Thegns there lead their house-warriors against the wildmen of the Free Tribes. Gathered together by mutual distrust of the Dornians, the wildmen lead hordes of reckless, if eager, savages against the halls and hill-forts of the invading Dornians. 1E217 is dubbed the Year of Smoke, for the sky above Wilderforest is always smeared with the clouds caused by burning villages and homesteads. Grand Chief Marivik leads two hundred house-warriors south and breaks the power of the Free Tribes at the Battle of the Crimson Ford, so called because the blood of a thousand dead men stains the ford of the river Swiftbreak red for a week. Even so, the Free Tribes are not long in restoring their ability to raid and pillage, though they remain hesitant to commit to further invasions thanks to the memory of the Crimson Ford.
- A Norissian witch doctor manged to bring a man with a punctured heart back from the brink of death. The man died soon afterwards anyway, because the heart was still punctured. Nonetheless, the healers can now heal many conditions previously considered terminal, greatly reducing mortality rates. The power of healing comes from the Goddess Myressa, so the priests say. And as the Dornians continue to expand their understanding of the healing arts, so to do the deities of Dornias take on powers of their own. Though healing remains the primary use of their magical gift, some Dornians harness powers taught by the north-tribes and the wildmen. The north-tribes share their gift of communicating with animals, though even the north-tribes have very little understanding of such power. The wildmen of the south begrudgingly show Dornian settlers how to join wood without tools or nails. Even so, the numbers of such magic users remain below two score, and what few are able to master foreign arts are quickly inducted into the priesthood and set to intensive study. Indeed, it is from the priests that magical knowledge comes from. The holy men spend day after day casting spells and incantations on criminals and captured tribals, severing and regrowing limbs, burning, cutting, stabbing, and drowning. Under the watchful eye of the Earldorman's house-sorcerers the priests push the boundaries of their understanding, by any means necessary. The first temple of Dornias is built, a grand enough structure built from the rare golden pine of the Wrathaken Mountains to the far north. Five hundred people can cram into it, and altars are built to all twenty deities, featuring beautifully carved wooden statues decorated with gemstones. A High Priest of Dornias is chosen, elected at the behest of Earldorman Wiltrith Slowbreath, who had four quarrelsome half-brothers and was eager to dispose of them. Two are killed by "wildmen" during a failed raid in the north, another buys a ship, sails due east, lands on a new continent and is eaten by orcs, while the last is chosen first High Priest. Given land to the south and a finely made hall, the High Priest is duly grateful towards Wiltrith, perhaps because his hall is guarded by Wiltrith's men. With the guidance of High Priest Dullor, and an Earldorman eager to convert the north-tribes, the priesthood is properly consolidated in Norrisburg, and it is from the teaching halls of the Temple that all priests come from, to ensure they spread the message dictated by Dornias.
[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]
- the Dwarves of Khordaldrum learn how to smelt and work the rich mineral deposits of iron in their mountains, with iron soon becoming used not only for armaments, but for utensils, ploughs, chairs, gears and many other non-military items.
- Khordalian Necromancers show great improvements in sturdiness, longevity and intelligence of their raised subjects. Also, they manage to make any attached body parts usable by the cadaver, thus paving the way for giant, 4-armed abominations and other crimes against nature to be used in household, construction and warfare. Using skeletons and zombies becomes much more cost-efficient.
- The Dwarves invade the murloc isles, slaughter everyone, turn them into zombies, and establish farming settlements there. The dwarves attach many little iron spikes to the sides of their ships, so that the amphibian murlocs can't climb aboard. This achieves the stated goal, at the cost of making the ships heavier and less maneuverable. The murlocs are no match for the dwarven iron weapons, countless zombies and superior intelligence, and soon flee to the big island en masse. The dwarves discover a rather peculiar herb growing on the island, that when smoked makes the user enter a state of relaxation and light euphoria.
- Palisades are build in all coastal cities, to protect from future naval invasions. The mountains are transformed with terraces being build extensively. Underground, tunnels are dug towards the neighboring dwarven kingdoms, with the intent being to use them for future invasions. This movement comes to an awkward halt, when one of the tunnel digs into a tunnel dug by dwarves of a neighboring kingdom, who were just excavating for minerals. The leader of the Khordalian excavation then promtly lied about the tunnel being an underground trade route, and so they had to use it as that, with the enemy now knowing the location and topology of it.
- Missionaries are sent to neighboring dwarven kingdoms to teach them about the wonders of necromancy. While some underground movement of necromancers take root in the kingdoms, the missionaries are soon expelled and necromancy is banned in all of them.
[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]
- The Northern Elves enter a period of relative stagnation, with nothing much happening outside trade with the northern humans.
[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 findz da cane dat tastez real sweet and dey lern how to makes it inta drink dat makez head go wooooooooooo
- Da shamanz uze da magikz to maek dem see wher da orez iz and findz da orez ezy.
- Da orz keep fitin' an kankwerin da landz, an' dey attak at nite and often dey make da weak humiez and orkz surrender without fitin'. Dey no make slavez anymore dey just lootin an make da smartest orkz inta guv'nors. Also dey make da humies who r too weak to do countin' and writin and otha thingz. Ork soon learn how ta' count and ta' write from da humies.
- Okz load dem shipz wit shiniez and firewater an stuff and trade it wit da humiez on da islandz for useful thingiez
[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, through a lot of concentration, learn how to fully take on a form of an animal or a bird of about the same size and weight as the shaman. This becomes useful in scouting and military. Only a select few can achieve this, though.
- The Berber chieftain declares that the time for diplomacy is over. He •personally ignites the Hellforge and soon the Berber blacksmiths arrive with ancient books and scrolls. They hold a feast and the next day the blacksmiths begin forging mighty orc blades and axes. An expeditionary force soon attacks the Barghul, catching them off-guard. They pull the bulk of their forces to fight with the Berber, which leaves their northern borders unattended. Two Northern neigbors make an alliance and backstab the Barghul while they were busy fighting the Berber. Soon, the Barghul is no more a country.
- Shamans begin to look into the ruins of the old Berber Empire, where they find a lot of captivating images and books of old metalworking wisdom. Artists and bards become inspired by these findings, and begin an era of Berber neo-classicism.
- Grain markets begin to appear in Berber towns and cities as an easy way of exchanging goods.
[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 now put their geomancy to good use. Now better understanding the vibrations of the earth under them, they learn where to find precious minerals and metals on great depths and learn how to cold-work copper and iron.
- Alderians build watchtowers along goblin trade routes, partly to protect the trade, and partly because of their distrust towards the little merchants.
- The Head Priestesses declare that, at the age of 18, all citizens of Alderia are required to serve for at least 1 year in a form of military service, or 4 years in service of one of the religious temples as acolytes, guards, or novice priestesses.
- Missionaries are sent to the goblin republic to spread the light of Light of Ayaatumaria, and the Knowledge of Olessa to their people.• It gains a toehold in their community, but the parish is small, and goblins seem too fond of their own deity, the Golden Calf, to convert.
[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]
- A great tidal wave caused by the destruction of Tamaria washes over the most southeastern island of the archipelago, destroying everything in it's wake. Other than that, not much happens in Syma~Aria in this century.
[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]
- A Relvestian man, in a brief respite between violent raids, sits down and draws several lines in the dirt with his spear. He looks at their multitude, and the concepts of quantity and countability begin to appear in his savage brain. This gave birth to a speedy development of mathematics in Relvestia. Most people were elated by this development, as it made raiding and dividing loot so much easier.
- Relvestian shamans adapt some of their mind-control techniques into a form of long-distance telepathy. They learn to transfer words, thoughts and images to a Gifted person over the range of several kilometers, though another person with the Gift may intercept it.
- Marked by the increasing authority of the king, increased mobility and communication, and new conquests, Relvestians form a Kingdom. In the light of this, the military is reformed. •The warriors are to be formed into 100-people blocks, named a centuria. They are to be led by a centurion. These centurions are to be accompanied by a mystic with a communication connection to the commander of the cohort, which is made up of ten of these centurias. The cohort commander also has access to a mystic with a connection to the birds, to gain valuable tactical information. He reports to the legion commander, whose legion consists of 10 cohorts. The legion commander himself has access to his own mystics, who provide him with tactical and operational intelligence, as well as strategic information from other legion commanders and his own attached reconnaissance element.
- The new king Tullus Hostilius, taking power after Remus died after an episode of tuberculosis, announces a new campaign to the south and east, to cement the Relvestian people's bloodlust and borders. The few non-humans living there are mercilessly exterminated, and somewhat more advanced but militarily weak tribes of those lands are assimilated, along with their culture. During this time Relvestians start to develop visual arts and music that is more complex than beating the marching drum.
- Roads are built throughout the kingdom, fields are sown all over, and everyone who may or may not be a foreign spy in the southern lands is brutally cut up to pieces and/or crucified.
- The king appeals to the divines to make themselves known. He then spontaneously combusts and dies. Form that, the people deduce that the god of fire must be the chief deity of the pantheon.
[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]
- Legracian mages begin to look into combining various herbs and minerals of the world together in enchanted apparatuses. This way they receive many substances, such as a red liquid with strong healing properties, a blue liquid which restores magical powers to a Gifted person who performed too much magic, and a green liquid, which makes the drinker feel energized and revitalized. These are relatively cheap to make, and begin to be used extensively throughout the Empire.
- The system of army regiments is reformed.•The primary force is put into a tightly packed legion system and designated for front line combat and absorbing enemy attacks, the second force comprises fast moving archers who skirmish the flanks of the enemy and raid supply lines. The navy is increased and begins to hunt pirates, securing it's trade routes
- Legracios renews it's luxury production, producing fine alcohols, furniture, and textiles for marketing abroad. With Tamarians being devastated by cataclysm and Relvestians being hostile to non-humans, their only real market for now is Syma~Aria. While searching for new markets, though, Legracian ships discovered a nation of warlike humans in the cold north, who wore horned helmets and boasted some impressive ships. They were not interested in trade, though, and attacked the Legracian merchants, taking all the goods by force.
[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 discover a way to protect one's precious reproductive organs when riding donkeys. They make saddles out of leather, which provide enough padding to soften the impact on one's privates. Stirrups and reins also come into use, allowing easier steering of the donkey.
- Communiaction shells are improved: shamans managed to slightly improve the range of them, and also create shells that cannot transmit sound, but can receive it from one transmitter; it is possible to tune many shells to one transmitter, but they cannot be tuned to a different one afterwards.
- Town watches are reorganized into guard militias. These militias are responsible not only for the defence of the town and patrols, but also the surrounding rural countryside. They specialized depending on peculiarities of the local landscape, but almost all landscape in Moria is steppe and desert, so they are all pretty much similar pike and shot divisions of archers and spear-men.
- Farming communities in small groups are encouraged to live and work together, sharing tools and land. Economies of scale boost their production, and when people colonize the wilderness, they live and work together for safety.
- It is mandated now that roads should be built all over the country, created and maintained. Bridges and stone bed should be built in wet areas, signs erected, and watchtowers along with customs offices and tollbooths. The goblin chief also orders mass production of talking shells, but while there is no shortage of potters, Gifted goblins with the aptitude to make them are few and far between, so common implementation at this stage is impossible.
- Markets in towns are expanded with fairgrounds, where annual fairs are regularly held. This boosts traffic and revenue, as well as provides for more reasons to get drunk and have degenerate sex, thus boosting the population even more.
- Religious goblins who feel like they want to get together in secluded communities build so-called “monasteries”. Those are granted free land in unsettled areas to use them as a bridgehead for further colonization. They also take in unwanted children (which there are a lot of) and use them to assist colonization.
- To eradicate the problem of giant worms, Morians colonize along the rivers and use magic stakes to establish where they can or cannot go. Where they cannot go, goblins go. Knowing that they are hydrophobic, they use teams of workers and magic stakes working in shifts (to prevent attack) by digging irrigation ditches and rice paddies throughout the homeland of the worms, working into the interior. By using these irrigation methods, stilted houses, heavy paved floors and roads, plus stakes, they split the worms apart into increasingly smaller subsections, relying on this created isolation to cause them to gradually begin dying out. stone towers and rocky outcrops are used as emergency places to escape to if the worms do return. The worms are led into traps, where goblins gang up on them and kill them for good. Eventually, the giant worms die out, and a legend is born, of a single survivng worm, the biggest and the toughest of them: Khal-Orgoi. It is believed, that it harbors vengeance towards the goblins, and kills all goblins that wander too far into the desert. A lot of people dismiss it as nothing but a legend and assume that those claimed to be Khal-Orgoi's victims in reality just died from hunger, thirst and heat. Stories of how the worms were defeated are passed from generation to generation, along with pictures carved in clay.
[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]
- Abellscan elves now use metal tools to carve stone into blocks, and bake clay into bricks to make complex structures that are more sturdy and protect from the cold.
- Abellscan mages learn how to create strong forcefields, that protect against projectiles. It is very taxing on the caster, though, and there were instances when the caster fell unconscious, dooming themself and the elves they were protecting to die in a landslide, or a cave in, or a bunch of savage spears.
- The elves interpret the eastern sea monster as a sign of displeasure from their gods and create patrols that warn ships not to go too far in that direction. To make up to the gods, they build a grand temple to them on the highest point of the islands.
[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]
- Dvegrian dwarves learn to work copper. The islands are not very rich on mineral deposits, but they make the most from what little they have.
- Dwarven Gifted sages, while looking into ways of preserving food in their warm climate, come up with a way to magically freeze things into blocks of ice, which are then put into a cellar somewhere. They then learn that, with a lot of concentration, the same can be done to a person.
- As Allvaldr's son, Alvadniðr, ruled the kingdom, many began to wonder how they might appease 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 207th year of the First Era, as the now-72 year old Alvadniðr is sacrificed. The next day, Prestrú is crowned king. At the time of his crowning, it is said that the rain stopped falling and god-like light shined upon Prestrú. Many believed they have appeased the gods for the next 1000 years.
[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 (Dwarves)
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]
Magic is great because I can abuse it with science.
Just wait.
D'aw man, nothing interesting ever happens to me...
'cept for the murder rapists.
Any word on a turn there Yogi? Given the whole "Russian invasion" thing I think everyone would understand a hiatus or cancellation.
[QUOTE=DaysBefore;44273222]Any word on a turn there Yogi? Given the whole "Russian invasion" thing I think everyone would understand a hiatus or cancellation.[/QUOTE]
Yeah, unfortunately I'll have to cancel this, because I didn't feel inspired enough to do it already, it was more of a commitment thing. And with recent events, concentrating on this magical world of ours becomes increasingly harder.
Sorry.
Baaawww too bad.
I might start a Fantasy RP if you guys want, I already have a map made because I thought of doing it once before.
But there are a lot of RPs out, so its up to you guys.
[QUOTE=Jrose14;44282066]I might start a Fantasy RP if you guys want, I already have a map made because I thought of doing it once before.
But there are a lot of RPs out, so its up to you guys.[/QUOTE]
I'd say go ahead
this game rocks but i felt that it can be made better so i still like the game brave frontier on my android better since i have the cheat from bravefrontiercheats.com it is nice n working
[highlight](User was permabanned for this post ("gimmick" - Orkel))[/highlight]
Sorry, you need to Log In to post a reply to this thread.