Realms of Orbis: Fantasy Civilization Role-Playing Game
185 replies, posted
A giant winged walrus
Thats even scarier
READ ME, SEND IN TURNS AS TURN 10.
[img_thumb]http://i.cubeupload.com/eqY88J.png[/img_thumb]
Development: [url]http://i.cubeupload.com/Y33WRV.png[/url]
[media]http://www.youtube.com/watch?v=tVAkEgtqWzY[/media]
[i]Court music of Skrall[/i]
[quote]You can discover more about a person in an hour of play than in a year of conversation - Plato[/quote]
World population: 176 million
Events of the years 500 – 750 Second Age of Man (SA):
-Bronze using societies come to an end, as usage of iron overtakes the spread of bronze working technologies. From now on, civilization is synonymous with knowledge of ironworking. Of course, this doesn’t prevent many primitive peoples from using iron (especially if they can trade for it or loot it from elsewhere), and in one instance has given rise to a new kind of lifestyle. Upon the great plains of Oycumen and Jiuan, ride massive hordes that live primarily by pastoralism. Farming has been always difficult in these lands, but with cooling and drying the advantages of rearing flocks of animals seems much more attractive. Additionally, as they ride from a young age, they prove to be among the best horsemen in the world, feared by many.
-Several decades before the end of this period, the climate once again begins to warm, lifting people out from their former misery as crop failures in hilly regions become less common now. The ice sheets and glaciers stop growing, much to the relief of the people whose villages lay in its path. Unfortunately, it has also coincided with an increase in volcanic activity, much to the upset of those who live nearby volcanoes. Elsewhere, it has helped drive populations upwards and in turn economic development.
[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: Palace economy[/b]
-The Dvegr have adopted many of the trappings of civilization, including indoor plumbing and writing. But, one such recent innovation concerns something much more abstract. Several clerks have spent the past few centuries developing simple aids to help them with calculating and measuring. Since land and storage of goods is most important, this naturally extends to working out area and volume, which several Dvegr work out formulae for during this time. Rice is one of the most important, and the unit used for a measure of rice is a “pud”. In the year 677, the first accurate estimate of rice production in the whole kingdom was made (esti-mated at 60 million puds). Each family (average of 8) was also estimated to hold 30 verts of land, each vert producing on average 50 puds per annum.
-These clerks have managed to only work this out due to the rather extensive reach of the new centralized administration. Military expansion on Herrey and the construction of fortifications by Járn help to cement the power of the crown as private armies are cracked down on. To ease transactions in trade, the quality of gold is assured with the stamp of the king, while smaller iron bars called Denars are used for small change. The idea was reportedly inspired by the civilizations of the east, whose merchants have used it in trade for some years already. The mines have also yielded a most interesting new resource. They are yellow crystals that upon burning produce a most foul smell, and may be used to make an oil-like fluid that eats away at metals. The Dvegr are most keen on using it to clean jewellery and ornaments.
-Despite the increase in agricultural production, trade, and an adoption of civilized behaviours, the quality of life among the ordinary Dvegr is deteriorating. Increasingly, more and more resources are being used to maintain the vast network of fortifications and the standing army. To maintain existing farmland, vast quantities of iron and timber must be imported and paid, despite the growing costs of both and declining tax revenues. The cultivation of marginal lands leaves this kingdom vulnerable to famine, and now these break out with regularity. With costs spiralling upwards, the adoption of money allows the Dvegr to initially buy much of what they needed. But in 689, a major volcanic eruption took place that buried whole towns and killed thousands, in addition to many of the gold mines and ruining large expanses of cropland. By 750, there has been some recovery (although some towns were buried too deep to make the effort worth it), but there exists too few labourers or resources spare to truly rebuild the devastated regions.
[img]http://facepunch.com/image.php?u=601768&dateline=1420557903[/img][img]http://i.imgur.com/xipbEwc.png?1[/img]
[b]Skrall – Pezgod1
Capital: New Krellgr
Culture: Skagosi
State Religion: Deep ones
Race: Dwarf
Economy: Market economy[/b]
-Skrall continues the long march back into relevance, with the most recent symbolic move being the re-settlement of the old Skagosi towns in the mountains and hills. Despite it being the coldest it has ever been in thousands of years, with many of the deep mines flooded and freezing, the Skagosi have figured out a way to make these inhospitable lands liveable once more. The soft black rock in some mines has been used sporadically for fuel for some time, but the horrible fumes produced made it useless. Now, the Skagosi have used bamboo rods and picks to drill holes out of the mines at such an angle that it prevents water coming in, but allows the smoke to escape. Additionally, they build tanks of water heated by this rock, which can be drawn off by bamboo pipes to other areas to allow for easy heating. Although expensive, the good deposits of copper and iron here make such activities worthwhile, and the old towns begin to be re-settled.
-Increasing contact with the Dvegr led the Skagosi to remember their old religion. Indeed, they were no longer miners living in their cold mountainous homeland, but farmers in the warm and wet south. The resettlement of the old towns and the influence of the philosophers led many Skagosi to reconsider their religion, and in turn to reform movements that sought to correct de-ficiencies. Inspired by this, the King of Skrall convened with his priests and introduced a standard liturgy much like the Dvegr, along with new religious laws and a holy text. Detailing major similarities with the Dvegr in terms of origin myths, the book also used the reformed writing sys-tem. The runic alphabet has been revised down to about 30 characters, each representing a basic sound (also much like the Dvegr one). Additionally, instead of being restricted to priests, the new script quickly gains usage among some nobles and merchants.
-As the period draws to a close, warfare intensified among the lesser kings of the Skagosi dwarves. Armies swell in size, using massed infantry in formation and led by officers selected on merit. New tax codes improve revenue collection, while states quickly begin to outgrow the families that created them. The population continued to grow, and into the millions, fed on ever more puds of rice (Skrall produced 800 million puds in 714) than ever before. The escalation of warfare mostly affected the other kingdoms, but Skrall has seen scores of refugees, immigrants, philosophers, scholars, and warriors move and mingle. Many schools of thought have been born, some of them advocating wholly new ways of organising society. One group advocates the equal distribution of land and an end to money and hierarchy. Others stress the importance of the individual and their importance either as an individual, or within society. And yet another is composed of people who say that one must ask questions and debate to reach truth, and that the Deep Ones are not responsible for the creation of the world. Indeed, they claim that every substance possesses a “mind” which has the power to act, without necessarily requiring a god to act upon it.
-Trade became so important that some Kingdoms were made dependent on importing it during harvest failures. Skrall exploited this mercilessly, holding back reserves to drive up prices and then selling it off at opportune times to generate both huge riches and to bankrupt smaller kings. It allowed them to play off kingdoms against each other, and helped to precipitate peasant rebellions. Since military expenditure was constantly driven upwards and the peasantry squeezed for all they had, it eventually led to the complete collapse of many lesser kingdoms and their subsequent annexation by Skrall. The entire royal houses were summarily butchered, a process that by 750 had led to the near reunification of the Skrall Empire. In the closing stages of the last wars, some priests began using staves, having figured out ways to cast fire at their enemies. Unfortunately, these priests are often half-crazy and live as recluses. They develop a belief that displeasing the Deep Ones will lead to them being turned into insects, trees, or even women.
[img]http://facepunch.com/image.php?u=243999&dateline=1389299675[/img][img]http://i.imgur.com/1Bk1VXv.png[/img]
[b]Nigasand Republic – Satansick
Capital: Citadel
Culture: Immortal
State Religion: Rage
Race: Orc
Economy: Market economy [/b]
-Although writing has been around for a considerable number of millennia, it has usually been a foreign import. With literacy and wealth generally on the rise, an increasing number of orcs (mainly those involved in industry or administration) are now working with a new alphabet and writing system developed specially for Orcs. After they conquered such a vast Empire, the next big challenge was in working out how to best manage it. Several centuries later, the language of administration is Orcish, often requiring those working in law, government, or business to have a fluent understanding of it.
-The last of the lesser kings and petty rulers who do not bow to the Orcs are subjugated at this time, although at some cost. Unlike previous campaigns, this one went into a much wetter and hotter land, quite unlike the dry and warm conditions Orcs are used to. In this southern expedition, the Orc army marched on the city of the Mutsa Kingdom and sacked it thoroughly before chasing dissidents into the jungles. The King of Mutsa was most terrified by the Warlocks, who meditate before battle and use dark magic to help them fight. There is some wealth here, including ivory, gold, kola nuts, copper, and some salt. Unfortunately, rebellions are frequent (especially as this was the first time they were conquered by an outside power) and tax evasion is high. Even a century after conquest, tax offices are still attacked, and the province remains a backwater.
-In light of these issues, the Empire undergoes a steady transformation as the days of constant warfare come to an end. Power is decentralized to the provinces, where towns and cities may be allowed to hold elections for public offices. Sayites are often appointed into government positions, and while initially they abuse their powers to promote their religion, the Orcs later introduce laws which stress secularism in order to clamp down on religious dissent. As time went on, the Empire began to benefit from this new administrative system. Farms began to intensify production, people moved to the growing cities to move into crafts, while trade and industry boomed to unprecedented levels. The military industry is redirected towards supplying the combatants of the wars of Irminonia, which have proven profitable for the Orcs. Much of the state budget of the Empire is made up of taxes (direct and indirect) from trade.
-The system however, has many of its own flaws. Many farmers are often pushed into heavy debt and are enslaved or reduced to being merely tenants on the land. While Orcs are encouraged to take up pastoralism and fishing (many of them do so), the intensification of agriculture soon spreads to the homeland in due course. A wealthy and powerful class of Orcs and humans has emerged, which collectively holds an increasingly share of wealth and power within the empire. They build vast estates and fine country houses, filled with luxuries brought from all over the world. The council of high shamans, disgusted with these changes, moves to a cave in the mountains south of the city of Citadel, which has doubled in size over the past 3 centuries. Peasants and townsfolk continue to riot frequently, and quite a few have converted to the Sayite faith. Some philosophers are even starting to think about religion, and in the potential of reforming it.
[img]http://facepunch.com/image.php?u=578995&dateline=1420214107[/img][img]http://i.imgur.com/R6Sn9hQ.png[/img]
[b]Irminonia – iAmaNewb
Capital: Ezatinsr
Culture: Irminian
State Religion: God-Emperor
Race: Human
Economy: Market economy [/b]
-The rise of philosophy, mathematics, and skilled crafts has all impacted life immeasurably in Irmi-nonia, but the latest advance has been applied to the art of war. The development of heavy fortifications means it’s much more difficult to break down the walls of cities and forts. In response, a massive type of bow is mounted on a frame and is used to hurl rocks with considerable force. While heavy and bulky, a good number of them can drive defenders from the walls of a city and help open up a way in. This comes at a time when warfare is escalating quite rapidly, and with it, the need for such siege equipment. Sayites are the main source of these new skilled craftsmen and engineers needed for such complex machinery, and are accepted. Unfortunately, they bring their faith of Saya with them, which has begun to spread throughout the Empire.
-In 712, the great Emperor Ramolis X reformed the army, expanding it to an unprecedented 90,000, complete with contingents of heavy cavalry (armed with lances and swords) with skirmishers (armed with light bows and throwing spears). Invading the Kingdom of Gruytarch to their immediate west, the King there knew of the previous trickery of the Emperor and immediately raised an army of 100,000 to meet him, marching to attack the army of Irminonia before they could seize the major towns and cities. He chased the weaker army that had advanced into his kingdom, believing them unsupported but they retreated and drew the king after them. They then met in battle, where then they began to fall back, drawing in the enemy towards the centre of their lines so as to encourage them to charge forwards. The line however did not break, and from over the hill came heavy cavalry that rode around the back and charged into the rear, devastating the army and breaking them up. Their king was slain, and Gruytarch became yet another possession of the Emperor.
-In 737, the Emperors nephew Ramolis XI came to a throne that was more powerful than ever before in history, with an army of 120,000 and huge territorial expanses. To solidify his position and reunify the Empire once and for all (in addition to boosting his legitimacy, as his parentage is in question), he invaded the Blood Emperor to the north. This Empire was long based on both wine and strong familial relations, to the point that most families were heavily inbred and mixed wine with blood in religious rituals. Ramolis XI once again copied the stratagems of his predecessors, building up a vast army with strong heavy cavalry and the building of popular support. The Blood Emperor luckily managed to drink himself into a stupor and banged his nose when his helmets visor slapped down onto his face, causing him to have a nosebleed and to choke to death on his blood. The nobles abandoned the royal court to pledge loyalty to Irminonia as their armies advanced, until eventually a final siege saw the destruction of their capital and subsequent annexation. The remaining petty rulers quickly conceded the authority of the Emperor and were duly annexed over the next few years, leaving Ramolis XI the undisputed master of the world.
-Ramolis XI continued his successful reign, formally reuniting the Empire after marrying into the remaining royal house (which ruled the kingdom to the south) and holding a ceremony to celebrate the beginning of a new golden age. Unfortunately, many of these wars created a large military that needs a major source of revenue, and although there is a lot of plunder, people are already clamouring for more wars to get even more plunder and land. Indeed, it is a policy of the Emperor to give out free land to his subjects in the aftermath of wars, and since many farmers are often impoverished and without land, many join the army in the hopes of getting their own plots of land as a reward (along with plunder). The growing population fuels this expansion, especially as marginal lands are now cultivated and many cities with tens of thousands of residents (or even hundreds of thousands) are now common.
[img]http://facepunch.com/image.php?u=440820&dateline=1423541430[/img][img]http://i.imgur.com/fX18lTr.png?1[/img]
[b]Gor’lan – Native Hunter
Capital: Gilgamesh
Culture: Sayite
State Religion: Saya
Race: Goblin
Economy: Market economy [/b]
-Much like in Irminonia, the Sayites have quite the affinity for mechanical inventions and devices. However, they are not so much interested in siege weaponry, but in a more powerful type of bow. Called the “belly-shooter”, it is a bow loaded by pressing your belly into it. It can hold a bolt that can be thrown with more force than a normal bow. It was only invented late in the period, and is nor-mally used by the more cowardly goblins. The normal soldiers still use the same swords and spears as their ancestors did, although they only fight in one major conflict. The island to the west off the coast of the great Nigasand Empire is subdued after a ten year campaign, which was seized due to its proximity to trade routes. Several smaller conflicts have erupted with the rapidly expanding Cobali Republic to their west on the mainland, which has adopted many of the innovations of the Sayites (and even copied their religion).
-At home, soldiers have much more pressing concerns. Riots and slave rebellions are so common that soldiers must be called in to crush them, causing dissension among those who feel bad at put-ting down their compatriots. Facing such problems, the Geronium introduces a new set of reforms known as the “Tiborius reforms”. The old tribal system is abolished, and now two senators are elected from each province (based on a major city). Additionally, the senators may elect 2 consuls, each responsible for maintaining order and preventing corruption. One of these consuls (lesser goblins) may be also appointed to the position of “Great goblin” during a time of crisis for 2 years, during which they hold absolute control.
-A major expansion in the construction of public works begins, aided by a shift among the aristocracy to appeal to the commoners and gain a better public image (so as to get into office). Theatres, colleges, libraries, and hospitals (all funded with generous donations) are now also common, providing entertainment to many and further stimulating the expansion of both the middle class and bureaucracy. Philosophers, artists, physicians, engineers, scholars, and all sorts proliferate here, spreading their ideas and innovations. One physician claims that invisible particles are responsible for disease, and one philosopher rejects Saya, and turns instead to what he calls “perceptibles”. He spends much of his life writing down and creating a vast range of works on the natural world. His work explicitly rejects the tricks of magicians, the whims of gods, or blind chance, and instead asserts the universe is governed by rational laws.
-Overseas, colonies continue to grow and multiply like fungal spores. A new law (Edict of Jall) recently introduced to many of the cities aids in this, in which a land grant of 20 acres is given to any interested citizen. This is on the condition that they actively improve the land for five years. A good enough incentive, as many goblins and some humans are constantly on the search for land to secure as their own. Most expansion is to the islands of the south, many of which are barely habited. Even there however, people find it difficult to escape debt and hardship. Trade with the Aclerians, Nigasand, and Irminonia has increased in conjunction with missionary activities, to the point that small communities of Saya followers are present in all three societies. Unfortunately, they also tend to create tensions with the natives.
[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 agrarianism [/b]
-The Aclerians enter the Iron Age proper, with centuries of fruitful trade and skill diffusion resulting in the rise of blacksmiths. Originally goblins who worked for Aclerians, the black-smiths roam the grassland looking to ply his skills. Since most iron has to be imported and is rarely made from scratch, these men typically do repairs or rework the metal. As time passes on, they settle down in the bigger villages and towns. Iron weaponry and tools become in-creasingly common too, although still relatively costly. New mining techniques later make it possible to extract and iron themselves (although it is often time consuming and expensive). Gold is much easier to come by, and seemingly in greater demand.
-The spread and size of the settled areas continues to grow. More and more, permanent vil-lages spring up alongside rivers or oases. Shifting cultivation falls out of fashion as land use intensifies, people dig channels and begin to store and conserve water in ever more sophisti-cated ways. The existing village swell into towns connected by thin gossamer webs of trade and culture. Gold, cowhide, and salt are all prized by the Sayites, who exchange large quanti-ties of iron for it. Donkeys are the beasts of burden here, wheeled carts are rarely used. Wool and linen are in great demand by the Aclerians, who have begun to wear clothing made from it. Several Sayites settle permanently in the northern villages, where they work in the growing textiles trade.
-Political changes are underway now too. The great chiefs are slowly gaining power, very often establishing dynasties and building themselves fine halls. They also control a lot of trade, and now assert their will with warriors equipped with iron spears and cowhide shields. Shamans come out worse due to the steady erosion of many of their traditional powers over the community as the chieftain begins to subsume them, something that causes tension among the Aclerians. This is made worse by the recent arrival of the highly religious Sayites, who have won several converts already in the north already. Violent confrontations with the shamans are common, but such as the skills of the Sayites in demand (not to mention their own overpopulation) that many continue to migrate here.
[img]http://facepunch.com/image.php?u=649717&dateline=1424230559[/img][img]http://i.imgur.com/0bzQhbm.png[/img]
[b]Nordaney - Killbane
Capital: Skardavag
Culture: Cytanni
State Religion: Animism
Race: Human
Economy: Manorialism [/b]
-Being a Kingdom upon the Midnight isles, the Cytanni have always been particularly inclined to-wards sailing the seas. The recent expansion of trade and population growth has led to the construction of truly large wooden ships, some of which are suitable for use in war or in trade. As oak is used in their construction, this necessitates having plentiful numbers of oak trees. Since these are getting rare, oak has to be brought from increasingly further afield (such as in the north), where regular warfare with the tribes there and violent confrontations with direwolves are the cause of many a deaths. As the period comes to a close, the wars have proven to be to the benefit of the Cytanni, who through sheer weight of numbers have slowly pushed the boundaries of their Kingdom to the mountains of the north.
-At the foothills of the mountains, the King of Nordaney founded a major hillfort called Kalsboro. However, it quickly begins to grow due to its strategic position, with access to both water and high ground. While the farmland around is not particularly great, iron ploughs and huge numbers of la-bourers worked to dig, drain, clear, and ultimately develop the lands around to produce enough food to support this new town. There is a problem in that much of the old hillfort is later abandoned due to overcrowding, forcing the construction of a major walled town some distance away from the hillfort. This is a story repeated throughout the Kingdom as a whole, as many hillforts are either abandoned or swell in size, to be replaced by “Oppidums”, a kind of walled town with thousands of residents. Such is the importance of Kalsboro that the first major road in the Midnight islands was built, a gravel and rock road connecting it to Skardavag.
-This road becomes quite busy, and many of the villages nearby it begin to grow into rather large towns, with an average size of about 2000. Although they are not as common as in the east and south, these towns still outsize anything which came before. They host regular markets, as now for the first time, coins have begun appearing in small numbers. Although most people like to sail by the sea or use barges on the rivers, wheeled carts are making an appearance, mostly to transport salt or timber from the interior. In one case, a logging camp happened upon a major ice formation with the scaly wing frozen inside. After many local villagers were brought up, they hacked at the ice and used bonfires to help melt it down, until finally they discovered it was a great dragon had been frozen inside. While it was discovered centuries ago, it had only been freed in the year 689, for which it was immensely grateful. The dragon announced that it would be in debt to the Cytanni, before it flew off. The glacier from which it emerged began to melt soon after, and by 750 had vanished completely.
[img]http://facepunch.com/image.php?u=161518&dateline=1271152744[/img][img]http://i.cubeupload.com/4QLGPi.png[/img]
[b]Scadutannia – Crossu88
Capital: Sceadwian
Culture: Scadutian
State Religion: Scadutian Polytheism
Race: Human
Economy: Manorialism [/b]
-A succession of mediocre or otherwise poor kings leads to this period being rather bad for the ruling house of Scadutannia. In the absence of royal power, many of the regional lords and chiefs take advantage to encourage decentralization. Many large towns begin to develop from smaller villages, taking advantage of the expansion in trade and improving farm yields. Currency, introduced from the mainland, appears sporadically in the wealthiest areas which now host markets. Clumsy systems of taxation, lawmaking, and enforcement appear at the same time, very often with overlapping and confusing jurisdictions.
[img]http://facepunch.com/image.php?u=178241&dateline=1304611174[/img][img]http://i.cubeupload.com/sbtleJ.png[/img]
[b]Mizukan – Deltasquid
Capital: Sakasu
Culture: Sakasunese
State Religion: Tropical Pantheon
Race: Elf
Economy: Subsistence aquaculture[/b]
-Contact with the human farmers of the mainland has increased in recent years, more so as both Sakasunese and humans regularly travel back and forth for the purposes of trade now. The Sakasunese, being rather materially poor are rather fond of iron. Of course, the elves don’t know how to even repair damaged iron blades, let alone make them. Having heard of the Sakasunese reputation for being lusty and seductive, quite a few humans are all too eager to part with iron tools and weaponry in return for sexual favours. They also impart a little knowledge about how to cold-work the metal, but otherwise the lack of iron in these islands means the Sakasunese are still dependent on human traders.
-Several humans also bring plants with them, often accidentally or as gifts. Among them is rice, a crop which was introduced to the human farmers by the dwarves over a thousand years ago. It took a while for them to take off, with the rice first grown in the same ponds used for rearing fish, before even more ponds began to be dug and extended. While highly productive, it is fairly difficult work, and many elves only turn to it reluctantly only because of the lure of food security. When some elves tried to later the lifestyle, they realised it was impossible to, lest they starve. The population continues to grow, with many elves now outside of Sakasu digging rice paddies and moving into stone houses. Pottery is now being manufactured too, along with intricate stone carvings and gems. Some textiles have also been introduced, mainly being brought as gifts by the humans.
-Violence is also still a part of the daily life of the elves, especially as each successive queen usually has more warriors to call on and a bigger incentive to expand. The number of fortified houses and stockades multiply, while raids and murders of foreign elves tend to be common. The move to agri-culture also started a shift in religious practice. Inspired by human religious practices, they begin to carve fertility statues (which resemble large and pleasantly soft elves) and leave offerings to the kitsune in the hopes of ensuring more food and successful pregnancies. Specialization in trade, farming, fighting, or religion also seems to be slowly coming in, and the more important Sakasunese tend to live in bigger houses and have more food. The old egalitarian lifestyle is coming to an end.
[B]Current player List:[/B]
Dvergfit – Damian0358
Skrall – Pezgod1
Nigasand – Satansick
Irminonia – iAmaNewb
Gor’lan - Native Hunter
Aclary - Mr. Face
Nordaney – Killbane
Scadutannia – Crossu88
Sakasu – Deltasquid
[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/5LKdLCw.png[/IMG]
Woop grateful flying walrus
looks like Saya is spreading quite rapidly huehuehue
Man, fuck yo religion man.
Heres a landmass comparison
[T]http://i.imgur.com/KkX73XQ.png[/T]
[QUOTE=iAmaNewb;47499394]Man, fuck yo religion man.[/QUOTE]
Yer best off just embracing it at this point goy
[t]http://i.cubeupload.com/44vTaV.png[/t]
Here is a WIP info map. Containing the names of nations, geographical areas and lines to divide the continents, now perfectly showing where Oycuan's continental split between Oycumen and Jiuan is.
We've got plenty of names to give. The seas, for instance. The western Midnight island, aswell. Aswell as the collective names of NPC nations, like the bunched up hordes or Irminonia's neighbours
Hey would you guys mind if we called the western sea shared by me, Nigasand, Irmonia, and Aclary the Sea of Otollia
Can I join this
And can you guys pls convince Deng to let me be a race of giants they are refusing to let me and it is making me sad
[t]http://i.imgur.com/pcvxE3p.png[/t]
Large comic incoming
the giants are allowed. thankfully they're retarded so no OP
I got some official stats on the heights of these giants. Think Abrahamic Giants, like Goliath.
[QUOTE=Damian0358;47506784]I got some official stats on the heights of these giants. Think Abrahamic Giants, like Goliath.[/QUOTE]
Yeah.
7'/2M tall, very fatty and muscly. Not too smart, semi-nomadic.
[QUOTE=Zillamaster55;47506845]Yeah.
7'/2M tall, very fatty and muscly. Not too smart, semi-nomadic.[/QUOTE]
Would you like to live near Gor'lan ?
[QUOTE=Native Hunter;47506942]Would you like to live near Gor'lan ?[/QUOTE]
You're signing your own death warrant if you do so.
[editline]12th April 2015[/editline]
P.S I think there's no need for the red line that showed the Empire before it fragmented since all the territories inside and outside have been reunited under the Empire's banner.
[QUOTE=iAmaNewb;47508655]You're signing your own death warrant if you do so.
[editline]12th April 2015[/editline]
P.S I think there's no need for the red line that showed the Empire before it fragmented since all the territories inside and outside have been reunited under the Empire's banner.[/QUOTE]
they're giants... I could take them down if I had to
[QUOTE=Native Hunter;47508669]they're giants... I could take them down if I had to[/QUOTE]
whad we do ;-;
[QUOTE=iAmaNewb;47508655]You're signing your own death warrant if you do so.[/QUOTE]
The bigger they are, the harder they fall. I know many Orc boys will flock in pilgrimage to become giant slayers.
Poor giants, havent even joined and people want them dead
I'm not the person who wants to kill the giants, it's the Jewblins who said they can kill them if they want to. Same as the Orcs
Hey giant man, you're more than welcome to settle near me, I can give you great help.
[QUOTE=iAmaNewb;47517886]I'm not the person who wants to kill the giants, it's the Jewblins who said they can kill them if they want to. Same as the Orcs
Hey giant man, you're more than welcome to settle near me, I can give you great help.[/QUOTE]
Do you really want to make a political issue out of this giant phenomena? Any individual should have the right to engage in religious giant slaughter.
we didn do nuffin
[QUOTE=Zillamaster55;47518217]we didn do nuffin[/QUOTE]
We know bro, we're just fuckin around
[QUOTE=Native Hunter;47521666]We know bro, we're just fuckin around[/QUOTE]
keep fuckin around and ill do nuffin i swear to gehd
Just go without me I can't get a turn in with my situation, I'll just have to start over unfortunately when everything is fixed.
I wouldn't mind if my flag were changed to [img]http://i.cubeupload.com/q8SEH1.png[/img] since the previous one was just a placeholder I whipped up in 2 minutes.
Motherfucker, none of you add my polandball comic in the wiki page?
Nobody dun added nuttin' to the wiki page
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