• Realms of Orbis: Fantasy Civilization Role-Playing Game
    185 replies, posted
Turn is coming, (eventually). Real life has begun creeping up on me and breathing on my neck.
fucking life man
Can i join? Got everything ready
READ ME, SEND IN TURNS AS TURN 11. [img_thumb]http://i.cubeupload.com/7rjV5X.png[/img_thumb] Development (last map): [url]http://i.cubeupload.com/d0Idzj.png[/url] Organized religions: [url]http://i.cubeupload.com/XCyQYC.png[/url] [media]http://www.youtube.com/watch?v=ZbW_b_gM6Rk[/media] [i]Music of Irminonia[/i] [quote]The various modes of worship which prevailed in the Roman world were all considered by the people as equally true; by the philosopher as equally false; and by the magistrate as equally useful.― Edward Gibbon[/quote] World population: 264 million Events of the years 750 – 1000 Second Age of Man (SA): -The cold period of the previous 250 years comes to an end, with the world once again warming up. It couldn’t have come at a better time, as now the world is a very different place. With over one quarter of a billion sentient souls, multiple empires, dozens of kingdoms, hundreds of chieftains, and thousands of tribes, it is a busy and diverse world. A revolution in underway in thinking in all corners of the globe, as now hundreds of new ideas and inventions proliferate and the grandness of civilization grows. The revolution is driven by the sweating hands of millions upon millions of peasants and citizens, and many hundreds of thousands of merchants and peddlers, bankers and builders, who are creating riches and monuments far beyond the wildest imaginations of the great men of the Bronze Age. New religions are aflame in many a part of the world, carried like embers along the wind to set fires far from their origin. One of these is Humma, a religion heavily influenced by influences from both ends of Oycumen and Jiuan, many adherents of which live in monastic communities. -At the same time, it seems much like that many of the old gods and fantastic beasts, once thought of as legends, are now an increasingly important fact of daily life. This is most evident among the dragons, which are seen in the skies on a semi-regular basis. They rarely interact with the people below, but are very interested in precious metals, which have been appearing above ground much more frequently. Lesser deities have also emerged from the forests, fens, and hills. Often adapting to the changing lives of the people, they promise to help them before they return to where they came. They are said to reduce disaster and help the good years last longer, although they frequently allow conditions to worsen a little so as to “preserve balance”. [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: Manorialism [/b] -As the 8th century wears on, shortages of basic goods become more of a problem. The population peaks, and the dwarves (renowned for their shortness) shrink even more. Their bones become brittle, they become physically weaker, and hunger becomes an everyday occurrence. The Dvergfit monarchy adopted a number of solutions to these challenges, such as a massive new body of law. King Alvros' Code helped to bring together all existing legislation (mostly covering matters such as property, money, or taxation). This code also formally unified the islands into 15 separate provinces, with Jarn as a special territory. -Unfortunately, these measures do little to improve the weakening economy. The new bureaucracy needed to administer the provinces and enforce the law is costly. It sucks up what little surplus is left. The expansion of the army on Herrey does little to help, and although the King asks belatedly for ways to make the extensive fortification networks less expensive (besides the obvious), little is done. The population began to shrink in the 9th century, despite the work put into building aqueducts to irrigate the fields. As the population problem becomes a crisis, the King introduced a series of increasingly desperate measures aimed at colonizing the mainland. One expedition managed to open up a new area to colonists known as Pelagonia, named for the human farming tribes (collectively called Pelagones). -By the 10th century, the Dvegr have entered a full-blown crisis. The shrinking population and weak-ening trade led to the collapse of regular taxation, leaving the crown heavily indebted. The defunct gold mines are also useless, as money falls out of use and people switch back to subsistence farming. The monarchy continued onwards, using the sheer size of the army and the network of fortifications to maintain control. Unfortunately, the monarchy was unable to pay the army, and in 976 they mutinied. The remaining soldiers turned to banditry or desertion, and the regional governors stopped paying taxes and established their own ruling houses. Political and economic disintegration followed shortly afterwards, with merchants fearing for their lives and peasants turning to feeding themselves. Most of the grand palaces, aqueducts, fortifications, and towns fell into ruin, although a few Dvegr moved into the old forts and rebuilt them as fortified homes. Herrey itself was taken over by a power-hungry general, who declared independence and took several islands under his rule. [img]http://facepunch.com/image.php?u=601768&dateline=1420557903[/img][img]http://i.imgur.com/MkJs4P6.png?1[/img] [b]Skrall Empire – Pezgod1 Capital: New Krellgr Culture: Skagosi State Religion: Deep ones Race: Dwarf Economy: Market economy[/b] -The Skrall have become increasingly enamoured with the dishonourable way of making money, that is, by trade. A revolutionary ship design has aided their activities. It is not the fastest, strongest, or most aesthetically pleasing, but it has the most important quality to a merchant – cost effectiveness. As more rice is gathered from the paddies and cottage industries churn out millions of items, the overall wealth and number of items to trade thus increases, and many of these merchants seek markets further afield. Industries are booming, with whole villages or town districts turned over to the manufacture and sale of goods, from nails to beer and pottery. Trade with the Gan Empire is already common, but now they have established contact with the Sakasu and arrived just in time to witness the Dvegr collapse. Elsewhere, traders move over the vastness of the great continent west, towards an empire they only know as “Ir Minh”. -Now is the golden age of philosophy, seeing many rich influences from the Gan Empire, and to a lesser extent from the Dvegr. When the intellectual climate in Gan becomes less favourable, Skrall is seen as a much more liveable place for many of these philosophers, who very often are patronized by wealthy citizens and the monarchy. Schools, libraries, debating chambers, and rooms set aside for laboratories are all funded extensively, all of them full of philosophers examining parts of nature in detail. One philosopher manages to compile several encyclopaedias on the world (covering geography, natural philosophy, anatomy, history, alchemistry, and the magic of staves). One anatomist discovers that after cutting up dead priests (illegally) and examining the brain closely, that it appeared a bit like a sponge. Additionally, the priests (who don’t have a reputation for sound thought) have claimed to mastered control of fire, although philosophers doubt the veracity of their claims. -The armies of Skrall continue to march, overwhelming the earth in much the same way that army ants overwhelm beetles. A trade embargo was declared on the remaining southern kingdoms, before their cities were besieged and the inhabitants starved into submission. By this point, the highly organized army of Skrall has become one of its major strengths, having utilized massed infantry formations to their full advantage. In a siege or restrictive terrain (such as the hills and forests) this is a disadvantage, but for now resistance has been largely crushed. The remaining kingdoms were annexed, and then whole areas controlled by petty kings were seized in the west, bringing up the borders of Skrall to the coast. It is also renamed as the “Skrall Empire”, as now the ruler of Skrall sees himself vain enough that such a title will be deemed suitable. [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] -Having already been home to many ancient civilizations, the expansive Nigasand Republic rather reluctantly carry on the old tradition of pretending to be benevolent rulers, despite the fact they came as violent brutes to plunder the land. One of these covers economic development, which progresses rapidly over this time. The first crude watermills pop up, while glassblowing also appears near the end of the period, used initially for making glass beakers cheaply and in bulk. The Orcs also order the construction of the “Rage Sanctum”, which is actually just a council office. It is a pretty impressive council office nonetheless, filled with libraries, burial tombs, living quarters, rat rooms (they like to eat these for some reason, although most rats are bought from street urchins), and dungeons. The council also introduced universal suffrage, so now all free taxpaying males can vote in elections for the senate or local administration. The ideas of democracy have taken root. -The Orc armies, although somewhat irrelevant in an Empire of tranquillity that has never yet been seen before, continue to expand. A few deinotherium were captured and used for ceremonial purposes to ride upon, but never saw action. Indeed, most expansion is at sea. Huge new fleets of massive wooden galleys with bronze rams and catapults on-board are used to patrol the coasts and lesser islands, while smaller galleys are used on the increasingly congested Flovis river, which by this point is clogged with barges moving all manner of goods (such as timber from Gor’lan, or hides from Aclary). Some of these military expeditions can still explore however, and several do travel to the ends of the Flovis River, where they discover a massive waterfall preceding a gargantuan lake. Only one of the expeditions managed to successfully reach the lake (by disassembling the boat and hiring porters to carry it up), which they left by a smaller river to the south, discovering a vast ocean thereafter. They sailed home by following the coast west and north, charting the land in the process. -Despite this being a golden age, it is a time of increasing religious tension and conflict. The ac-tivities of the Sayites have led to large numbers of the dispossessed converting, and after sensing what a threat this was, the Orcs quickly began to work on reforming Rage with the aid of several shamans and philosophers. They soon introduce a standardized liturgy, which states that every living entity is an embodiment of the one true god. Their aim is an optimum activity of the soul through strength of mind & body: in this way an individual can achieve ultimate power. It is one most rigorously applied in the arenas of the Empire, which are large areas set aside for fighting and amazing feats of acrobatics. The athletes in these arenas tend to travel together in circuses, finding money by performing throughout the entire empire. Of course, a more useful form of Rage is by practitioners using it to sense “disorder” among the people, allowing the deployment of soldiers to quash rebellion before it begins. In the border regions and in the busy port towns where religions mingle, this is of considerable importance, although rioting has become frequent due to the activities of militant Sayites. [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: Na’zyr Race: Human Economy: Market economy [/b] -The vision of the Emperor extends far, far beyond that of his predecessors a thousand years ago. Unlike then, Irminonia can truly blossom as a powerful Empire that cannot be reckoned with. In 770, he invades every kingdom to his east, subjugating them with an army of 120,000 men (many of them are on saddled and armoured cavalry, using heavy lances) that smashed his enemies to pieces and cracked open their cities like eggs before pouring into them. A multitude of other kingdoms, chiefs, and republics all hurried to form alliances and to move against Irminonia, but by this point they were losing. The first great Irminonia war ended in 782 with the cession of much of the land to the east (up to the river). However, with Irminonia hungry for yet more land, the second war (807 – 815) followed in much the same way, ending with the conquest of much of the west and the effective doubling in size of Irminonia. -Part of the reason for their success is down to some clever moves made by the Emperor in preparation for the war. As always, the army was heavily funded, and despite attempts to cut back on the budget by some ministers, it has swollen in size to have 150,000 men. They are drilled relentlessly, with honour and discipline stressed in addition to making sure the best men are available. What also helped was the new state religion, formed after years of coalescing thought and reform movements reached their logical conclusion. Known as “Na’zyr”, it worships but one god (Rahab), who created the world and the five great races. On closer inspection, many believe it to be suspiciously similar to another religion, especially when large sections of the holy text were blindly translated from Sayite. Nonetheless, it is a religion quickly gaining some acceptance among the urban poor, who see it as a preferable alternative to the foreign Sayite faith, being close enough to their own views. Unfortunately, given the nature of port towns, the mobs often attack Sayites, blaming them for their woes in the cities. -The Emperor is keen to promote this new religion (especially since he is technically Gods repre-sentative on earth), by building massive temples and giving out wine and animal sacrifices as offer-ings to Rahab (the poor tend to consume them themselves). The religion begins to spread throughout the empire, although it is still in its nascent stages. The Empire is already considerably massive, with huge tracts of land being redistributed and tilled by former soldiers. An integrated Empire-wide road and administrative system are also being developed, and with warmer weather it has never been a better time to be a farmer. Some of the generals and landed gentry have bought up huge tracts of land to farm too, managing them as major enterprises that grow grapes or wheat in bulk for export. Lead, iron, gold, tin, copper, mercury mining and production all skyrocket, with industries likewise booming. The Empire even begins to receive trades from “Gan” and “Skag”, who bring bolts of cottonsilk. These traders bring back copious amounts of gold and silver, and intend on returning with even more. [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] -The Gor’lan have quite the affinity for inventing things, and given the perennial problem of finding enough food to eat, the application of this knowledge to agriculture couldn’t hurt. The process be-gins with the invention of the waterwheel, a rather simple way of converting the motion of water into rotary power for machinery (such as millstones). Although primitive, several copies begin ap-pearing in both Irminonia and Nigasand at the end of the period. On the home islands themselves, they are difficult to build due to the lack of suitable sites on streams for them. Several mills are also powered by the tide, and many are built to aid the distribution of public bread. It turns out that giving out free food is a good way to quell rioting, and by the 9th century has become something widely expected of the government. Of course, it is rather costly, as the cities need to ship in this grain and process it too. -The military is the body responsible for the distribution of food to the townspeople, and for many other rather civil activities. They not only manage the food supply to the poor, but work on the construction of roads, the rebuilding of highways, and various other public works. The quality of the soldiers suffers accordingly, and many of them begin to also take on part-time civilian jobs. They are also present in the expansion of the great new city of Ros’Foral on the Arhanky peninsula, which due to trade and good farmland has grown into something of a second capital in its own right. Huge networks of paved roads in turn connect this city to the other mainland ones, where a culture of free thought and wealth-making has taken firm root. -The individual cities and agreements between them also see the beginnings of finance as an industry in itself. The first true banks appear, although they are largely used for storing wealth, rather than having a major role in lending and investment. Tax codes are also reformed, as tax revenue becomes increasingly important to the actual functioning of a city and the municipal services thus provided. Sweepers, pavers, bricklayers, water carriers, bakers, scribes, and magistrates are among the many people employed by the government to prevent a city descending into filth and savagery. Huge sewers and bathhouses with adjoined brothels are also constructed, so as to centralize filth in locations far from eyesight. Trade continues to explode in volume, aided especially by the municipal authorities. Hides from Aclary, cottonsilk from Gan and Skag, wine from Irminonia, and grain from Nigasand all find their way here. Aclary is the most favourable of these nations, due to their rapid adoption of the Sayite faith. The others have already begun religious reforms that side-line the missionaries. [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: Saya Race: Human Economy: Manorialism [/b] -The Aclary continue to progress onwards, with multiple towns and fortified palaces now scattered around the plains, often clinging to muddy puddles for sources of water. The advent of iron, a growing population, new ways of fighting, and increasing political sophistication leads to most of the Aclary adopting some kind of feudal system, albeit heavily based on kinship relations and reciprocation. The king himself maintains a large personal bodyguard of swordsmen and archers, which is paid year-round (with salt) and employed to defend Cayerus and the surrounding fiefs. They are also used to hound the weakening shamans, who have been steadily undermined by the rapid spread of the Sayite missionaries. The issue was eventually resolved in favour of the Sayites, when a Saya priest was appointed to sit on the Kings council instead of a shaman. His reign was followed by violent uprisings and reprisals as conversion became much more militant and rapid. By the 10th century, the old faith has been pushed back, with the Aclerians now following the one true god. -Trade with the Gor’lan steadily increases, especially in wake of the mass conversion to the new faith. Money even begins to slowly make an appearance in the north, along with foreign-ers besides the little goblins. Human traders from Nigasand are now common too, along with those from Irminonia and dozens of multiple other smaller traders and their religions or phi-losophies. Trade ships are common enough that the Aclerians eventually begin to buy or build their own ones, and sail them either west or north to cut in on international trade. Finally, the King of Aclary himself ordered the construction of a port on the southern coast (until now most populated by fishermen) and the organisation of a fleet of ships to explore the south. In the process they discover a group of tropical islands that appear to be untouched by man. They build a small village there before the expedition leaves to get more supplies. [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] -Until recently, the Cytanni have always been rather behind the curve when it comes to technological wonders, but now it is their time to shine. They have found a way to build a furnace so hot it can melt iron, and allow for it to be poured and cast in moulds. It is unfortunately rather brittle, but with reworking it can be strengthened enough for general purpose use. It eats up a lot of timber though, something which the Cytanni have started to run out of for the first time. As a result, they have started to reshape the land, through draining marshes and planting new forests. New mines are opened up, enriching the kingdom and setting Nordaney firmly on the path towards power. By the end of the 10th century, over one and a half million people live here. -With their massive stores of iron, the Cytanni declare war against man and nature. Thousands of warriors descend on the south and north, driving out regional chiefs and petty kings and nearly doubling the size of the Kingdom. The mountains and foothills of the west and north are finally secured and pacified, opening up the land to the next war. Now tens of thousands of peasants hack at the forests with iron axes, tear up the thick soils with heavy ploughs, and dig massive dykes and canals to move water and soil on an unprecedented scale. Huge areas of land are drained and opened to settlement, while the direwolves are slaughtered and driven far into the north by organized teams who are paid well for every skin they deliver. The wilderness is systematically pushed far back, revealing a lush green land. Only to the far north does a true wild land remain, where the people stick to the old ways. Even then, they know that their days are coming to an end as the Cytanni tongue spreads north. -In many ways, Nordaney now heavily resembles the grand empires to the south, despite their lack of strength relative to them, or their size. Most people now have experience of using money, as merchants spring up in their thousands to buy and sell goods all over the world. Even luxuries from Irminonia are becoming common (such as wine) here. The warming climate also does some good, as farms become more productive and some even turn to becoming vintners themselves. Barges now clog the rivers, which in some areas are reinforced with masonry and timbers to prevent erosion. Canals allow some of these boats to converge on a brand new major town in the headlands to the north, acting as an intermediary between Nordaney and Kalsboro, from where goods may travel to the continent. [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: Palace economy [/b] -Unlike most elves, the Mizukan are rather interested in adopting the technology of their neigh-bours. To this end, they have bought or copied a large number of things already used by humans or dwarves. Chief among them is ironworking, as now many small smithies have sprung up throughout the islands and work to either repair or make iron tools. At present they mostly repair them, due to the lack of iron on the islands. Despite this, they can trade for it from the Skrall merchants who sometimes come down this way, who sell the elves iron in return for luxury woods, handicrafts, and sexual favours. The Sakasunese are nonetheless cunning enough to use it (along with obsidian for studded clubs) to declare war on the rival tribes and to finally unite the archipelago under the town of Sakasu. -Mizukan now begins the slow and painful process of total unification, as often the lesser tribes rebelled against the queen during times of weakness. While the last tribe technically submitted to her authority in 845, it took another bloody century to end the last open rebellion, and even then dissent still simmers under the surface. However, Mizukan has brought the gift of peace by banning intertribal warfare, and maintains a small fleet of boats with professional warriors to keep order throughout the islands. Trees are cleared, and pathways cut through the hills to ease up travel into the hills, while the town of Sakasu swells into a bustling port (with more brothels per head than any other settlement in the world). The port connects the capital to the growing wider world that the elves are slowly becoming gradually aware of, as they slowly abandon the ways of their ancestors and begin to even take on Skrall fashions. -In this political centre, much is spent to ensure the dominance of the growing town over the dominion of elves. A massive stepped monument to the sea god was later built, with a huge central part of the monument hollowed out to make room for a port and a canal to connect it to the sea. While a boon for trade, the labour required to build it was immense (the lack of iron tools made it a much tougher challenge), and many elves died in its construction. A huge stone academy was built to house philosophers imitating the ideas of the Skrall. Carved stone statues (representing god, but clearly done in the Skrall style) are now common in Sakasu, while lesser wooden shrines fill the hinterland. Many of these lesser shrines are dedicated to the Kitsune, by now a major part of folklore. Indeed, it has been claimed to control the fertility of the land and enjoys regular festivals by elves offering it food. In return, it has given the elves many good harvests. [img]http://facepunch.com/image.php?u=306346&dateline=1425939868[/img][img]http://i.imgur.com/HNRRFzn.png[/img] [b]Uruthi Confederation – Zillamaster55 Capital: Gül-Kab'an Culture: Uruthi State Religion: Eternal Plains Race: Demigiant Economy: Subsistence pastoralism [/b] -Long before the age of snow and ice, the demigiants had wandered the surface of the world for many millennia, but with the advent of the age of man they began to slowly lose their old homeland to the men. Now they number a few tens of thousands, scattered over the cool northern parts of Jiuan and Oycumen where they eke out a living by hunting and rearing animals. The men have been spreading however, forcing the demigiants to either adapt or die out. The Uruthi chose the former. -The last few centuries of the first millennium have seen major changes in the lifestyle of the demigiants, with the most obvious being a relatively quick adoption of the pastoral lifestyle. Keeping herds of goats, sheep, reindeer, cattle, or horses, the Uruthi are now able to consume dairy without suffering from stomach pains, allowing them to live by pastoralism much more easily. Most techniques are borrowed from the men of the plains, but the demigiants keep a few unique things of their own (most obviously hunting). -This time in the history of the Uruthi is still shrouded in doubt and mystery, due to their distance from the centres of civilization. What is known is that they live in family-based tribes of around fifty to a hundred, they regularly move around, and are relatively keen on outbreeding, a factor which has allowed them to push out the slightly less intelligent demigiants and aids in the adoption of new technologies and social organisation. Indeed, this crucial trust of outsider groups made trade more feasible and led to them leaving gifts of reindeer to men, who in return give the giants iron axes and pottery. [img]http://facepunch.com/image.php?u=381945&dateline=1428776993[/img][img]http://i.cubeupload.com/24WjGt.png[/img] [b]Tolunids – ThePinkPanzer Capital: Gurvakah Culture: Delshor State Religion: Darganasi Race: Human Economy: Subsistence pastoralism [/b] -In the mists of time, humans once discovered how to ride horses and to use them for their own benefit. While many adopted agriculture, their distant descendants remained on the plains, follow-ing herds of animals and living the pastoral lifestyle. Living in eastern Oycumen, these are the Tolunids, a people who mastered horse riding long ago. Indeed, they are probably the first to invent the saddle, a frame of wood and leather holding the rider comfortably on the horse while the rider can swing a sword, thrust a lance, or shoot an arrow. In this time, as they have always done, the Tolunids raid their neighbours and occasionally attack farming peoples in the civilizations surrounding them, finding great opportunity in pillaging the borderlands. -The Tolunids do have a tiny capacity for creative activity (as opposed to destroying everything), in that they do trade with the Sayites to the far south. In return for slaves and weaponry (which the Sayites are only too happy to provide), the Tolunids give them well-bred horses, perfect for riding. Other rulers pay off the Tolunids instead of trading with them, usually with gifts of slaves, iron, or gold to prevent them raiding. As the tribes of the plains fight each other frequently however, the civilized people sit back contentedly to watch, and start betting on which side will win the next petty conflict. Naturally, the gifts used to pay off the Tolunids to stop them raiding tend to be quite small. [img]http://facepunch.com/image.php?u=526496&dateline=1429466025[/img][img]http://i.imgur.com/HoCGmjn.png[/img] [b]Lanun – Robinkooli Capital: Zoifstead Culture: Zoifture State Religion: Octopus lords Race: Human Economy: Subsistence fishing [/b] -In the far north of Oycumen live the Lanun tribes, a people who inhabit a rocky and windswept island frequently buried in snow during the winter. The islands sole virtue is its proximity to the warm waters brought from the west by the seas, which prevent it from becoming a frozen wasteland entirely. Among the tribes are the Zoifture, who have live in this land as fishermen for thousands of years. Even today with all the changes in the world, they have little changed from their Mesolithic ancestors, using stone tools and living in semi-permanent villages built from turf and stone. They visit the mainland for timber, and use oar-driven longboats (lacking sails) to travel. They occasionally hunt whales and other sea animals too, and only in the past thousand years have adopted two new innovations. One is the rearing of hardy goats and sheep, the other is coldworking of iron tools scavenged or traded from the south. [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 Uruthi Confederation – Zillamaster55 Tolunids – ThePinkPanzer Lanun – Robinkooli [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]
Welp. For some reason, the idea of my military mutinying me never occurred to me. At least I'm done with this whole collapsing thing, I hope. Anyway, in celebration of the new turn, have an update on the WIP info map. [t]http://i.cubeupload.com/8GDNau.png[/t]
Here's a drive document I made of Delshoran society I made out of crippling boredom: [URL]https://docs.google.com/document/d/1qq9yQcBMiws5dcaaNhaj2bwF0cYyNZ6wPs6Tm_Sjo5A/edit?usp=sharing[/URL]
I think we might need to close the player registration. 12 players are more than enough and anymore would cause the RP to die.
Yeah, no more new players for now.
The Irminonian Empire exercises dominion over all the other barbarous and savage nations throughout the world.
get in yo turns pls
I just did. Shout out to the Sakasu for weaponizing sex. I knew going for a matriarchy was a strategically sound decision!
All nations shall pay tribute to the Delshor or be destroyed
[QUOTE=ThePinkPanzer;47581610]All nations shall pay tribute to the Delshor or be destroyed[/QUOTE] Oh please, you wouldn't even last half an hour during a war with me.
[QUOTE=deltasquid;47581584]I just did. Shout out to the Sakasu for weaponizing sex. I knew going for a matriarchy was a strategically sound decision![/QUOTE] It's not a weapon when you're willing. Also, accept me on Steam pls
[QUOTE=iAmaNewb;47581694]Oh please, you wouldn't even last half an hour during a war with me.[/QUOTE] I give you one warning, maskless.
[t]http://i.cubeupload.com/RLod3b.png[/t] [I]The known world, circa 1000 SA.[/I]
[IMG]http://i.imgur.com/T86e4hu.png[/IMG] Oy Vey
I fucking knew you were Jews.
For fuxk sake,.use [t] when linking the map [editline]24th April 2015[/editline] Also nice drawing but still
[QUOTE=ThePinkPanzer;47591640]For fuxk sake,.use [t] when linking the map [editline]24th April 2015[/editline] Also nice drawing but still[/QUOTE] Done.
Having heard of the steam policy for selling mods, I will now begin to sell turns to players. It will cost $10 per turn per player. I also plan to sell advice to players for an additional $5 per advice session, giving detail on how to run a country. Finally, I will write in other necessary changes you may wish depending on the cost of implementation. For the princely sum of $50 per turn, you may write your own turn. For an additional $50, you may draw the map to your choosing. Players will also be given a sneak peak at the fog of war areas on a map, to be sold in 10 booster packs of $20 each. If anybody is caught pirating turns, they will be banned and their country retroactively removed (but you can be unbanned for $80). [editline]25th April 2015[/editline] As an additional policy, all turns will be screen by a professional games journalist from Kotaku, staff from the university of Berkeley, and the Swedish executive in order to prevent any instances of misogyny, racism, homophobia, transphobia, and microaggressions surfacing in the rp. I will also donate 10% of the profits to charity, which pays for the construction of settlements in the west bank.
[QUOTE=Deng;47595333]Having heard of the steam policy for selling mods, I will now begin to sell turns to players. It will cost $10 per turn per player. I also plan to sell advice to players for an additional $5 per advice session, giving detail on how to run a country. Finally, I will write in other necessary changes you may wish depending on the cost of implementation. For the princely sum of $50 per turn, you may write your own turn. For an additional $50, you may draw the map to your choosing. Players will also be given a sneak peak at the fog of war areas on a map, to be sold in 10 booster packs of $20 each. If anybody is caught pirating turns, they will be banned and their country retroactively removed (but you can be unbanned for $80). [editline]25th April 2015[/editline] As an additional policy, all turns will be screen by a professional games journalist from Kotaku, staff from the university of Berkeley, and the Swedish executive in order to prevent any instances of misogyny, racism, homophobia, transphobia, and microaggressions surfacing in the rp. I will also donate 10% of the profits to charity, which pays for the construction of settlements in the west bank.[/QUOTE] So Valve just removed the paid mod scheme...
I want a refund for those 5 booster packs please.
[QUOTE=deltasquid;47616548]I want a refund for those 5 booster packs please.[/QUOTE] I want my $300 refund for all 10 booster packs and for writing and drawing my own turn.
[QUOTE=Pezgod1;47585751][t]http://i.cubeupload.com/RLod3b.png[/t] [I]The known world, circa 1000 SA.[/I][/QUOTE] Why is Sakasu farting?
[QUOTE=iAmaNewb;47624710]Why is Sakasu farting?[/QUOTE] I think they might be the Kitsune's tails or something.
[QUOTE=deltasquid;47624766]I think they might be the Kitsune's tails or something.[/QUOTE] Yeah, they're autistically drawn Kitsune tails.
READ ME, SEND IN TURNS AS TURN 12. [img_thumb]http://i.cubeupload.com/6RtAaM.png[/img_thumb] Organized religions: [url]http://i.cubeupload.com/7cUDKf.png[/url] [media]http://www.youtube.com/watch?v=Xw1s-waNxb0[/media] [i]Sayite religious music[/i] [quote]“Never let the future disturb you. You will meet it, if you have to, with the same weapons of reason which today arm you against the present.” ― Marcus Aurelius[/quote] World population: 281 million Events of the years 1000 – 1250 Second Age of Man (SA): -Much like at the end of the First Age, the population has peaked. 281 million souls now crowd out the world, having dramatically changed how the land looks from many miles above in the aether. To the observer above, they can see vast green expanses. The forests of old are long gone, and have been banished to the frontiers of the great empires of the world. Many hundreds of different species of wild animals have been eradicated or pushed back. Bears, lions, wolves, and many other monsters are now but a dying memory to those living in the warm and safe cities of the great civilizations. The only beasts now common are dragons and other magical creatures. As it turns out, many of the minor deities now also coming out of the woodwork are upset at having lost their former believers, and think that a more active presence will help. -A major plague broke out in the 1160s throughout much of the world, devastating everyone from the greatest empires to the smallest petty chiefdoms. The plague is sourced to a dragon, which had caught the disease a few centuries ago. He was unable to get any relief for it, and the pus which leaked from his sores drove him mad. Driven out of his hiding spot in the mountains of Jiuan, he terrorized humans in the summer of 1161. He also vomited and scratched off sores in many different towns and villages, introducing the disease to multiple kingdoms and empires in a short time. Eventually, he collapsed from exhaustion and crushed several houses in a village in Nuu’ta. The hottest summer in five thousand years rotted his corpse until it stank so badly that the village was abandoned. The plague spread rapidly thereafter, devastating many regions in the west (although much of Jiuan was spared). -Increasing volcanic activity and earthquakes has been responsible for many disasters in the past few centuries, but the biggest yet is the draining of the Salt Dale, a vast internal sea in Jiuan. An earthquake shifted a natural rock dam, which had been holding the waters back for over ten thousand years. The damage to the dam caused water to begin seeping through the cracks and began to break up the rock, which had progressed naturally for centuries. But a second earthquake caused a landslide which made a small tsunami in the sea, washing over the dam and breaking it down. The torrent of water then swept away the salt marshes to the south (turning them into the Sunken Bay) and destroyed everything along the major rivers too, including kingdoms and peoples. The survivors packed up what they had left, and began moving to Gan, putting pressure on the tribes there to invade the empire because of the lack of land available. [img]http://facepunch.com/image.php?u=462795&dateline=1425134218[/img][img]http://i.imgur.com/6smYyLw.png[/img] [b]Dvergfit – Damian0358 Capital: Miklagard Culture: Dvegr State Religion: Verenism Race: Dwarf Economy: Manorialism [/b] -Despite the Kingdom having fallen to bits, many Dvegr are actually much better off than they used to be. Dvegr now eat more, live longer, even grow a little taller, and they tend to be more valuable to their lords. These lords no longer command vast armies of peasants, but small militias of the self-sufficient villages which are difficult to coerce into giving supplies or manpower. The birth of the 11th century brought with it a famous poet known as Frodr, responsible for two great epics. The first, known as Mikill, spoke of Veldon, the Demetes and several other gods fighting Flin, Era and their group of gods, as they battle to free Ocil. The collapse of Dvergfit is explained within this epic, stating that Flin influenced the Dvegrs to fight among themselves to distract the gods, especially influencing a general called Atreus to commit mutiny. The epic ends with Ocil finally being freed, weakened by his experience in Flin's realm. -The second epic, known as Detta, focuses on the Dvegrn view of the events of Mikill, looking through the points of view of King Fretralit, who is trying to keep his realm together, and the soldier Vigamad, fighting the rebellion and witnessing Ocil's freeing, before being killed off in an epic battle. Frodr would also travel to Skrall, where he would engage in debates with Skagosi and fellow Dvegr clergy. As it turned out, the King of Dvergfit managed to improve relations significantly with Skrall, whose merchants and priests were now common throughout this part of the world. Impressed by their faith, the King of Dvergfit adopted Verenism, the reformed religion of the Skagosi, after being convinced to do so by Frodr. In turn, Frodr's influence led to this age becoming known as the Frodric Age. -The population decline had finished by the end of the 11th century, with the great nobles finally realising it was no longer possible to wage wars or live as wealthily as their ancestors did. The recovery began with the official support of King Skiljarmr by the Skrall, whose sovereign had a deep respect for his brethren after adopting Verenism. To support his endeavours, Skrall sent ships and men along with supplies, and even banned trade with the other lesser states (seen as pretenders). Skiljarmr, with this support, invaded Estruker and forced their nobles to bend the knee to him. The war was short and rather bloody, involving the wooden fort of Estrukan King being set on fire. After he ran outside, he was killed by giant crossbows. These crossbows, developed with the aid of Skagosi carpenters, were used to great effect in naval warfare too. The war of course was won due to the aid of Skrall, but holding onto their new acquisitions is difficult even with their support, due to unreliable supply lines with Skrall. However, the success of the war helped to convince more sceptical nobles to adopt Verenism. [img]http://facepunch.com/image.php?u=601768&dateline=1420557903[/img][img]http://i.imgur.com/MkJs4P6.png?1[/img] [b]Skrall Empire – Pezgod1 Capital: New Krellgr Culture: Skagosi State Religion: Verenism Race: Dwarf Economy: Market economy[/b] -The Skagosi have always been interested in magic, especially as now those who keep a fine balance between keeping a sound mind and stave use are seen as near godly by the uneducated. Seeking to copy them, a group of philosophers have tried everything. In one instance, after leaving pee in a bucket of sand for a year, they remove some crystals that can be filtered with pot ash to make a type of dirty white crystal that burns with a purple flame. The purple quality of the flame is seen as something to induce lust, and so it must be kept away from women lest they become hysterical. It may also be used to treat impotence, as wives are allowed to take their husband to court if he underperforms in bed. The judge typically asks for the husband to demonstrate an erection, and if he fails to become erect, his wife may divorce him. To avoid this, the husband often eats “philosopher’s snow” beforehand. -The Skrall Empire continues to rapidly expand in the new millennium. Pushing west, they seize the last of the lands east of Gan, while also aggressively conquering southwards into Qivdenna. Multitudes of humans and dwarves are brought under the increasingly powerful Empire, one that has started to intrude on the lives of those it rules over. Debates on theology and contact with both the Dvegr and Sakasu (in addition to the Gan) have led to a major rethinking of how to approach religion, especially when many openly mock the Deep ones by refusing to worship them. In response, a reform movement called “Verenism” grows rapidly throughout the 11th century, influenced by recent legal reforms which have tied the whole Empire together. The Emperor took notice, and so he agreed to convert in return for conceding authority on religious matters to the new religious leadership. -The results were rather massive, as now huge sums of money have been allocated to the construction of “cathedrals” and the erection of idols to promote the new faith. While the conservative priests and religious minorities are in opposition, the vast majority of the Skagosi are not bothered, as the new faith stresses major continuities with the old (most religious holidays, traditions, and heroes are still celebrated). The old priesthood go into open rebellion in 1123, angered by the loss of their old powers and the spread of monasteries throughout the Empire. They threw fireballs throughout the capital and set the grand cathedral on fire, before they went into the countryside to raise the peasantry against the Emperor. Many of these peasants joined due to other reasons, such as high rents and taxes. The rebellion was, thankfully crushed by the reformed Skrall army, which included loyalist “fire throwers” and humans who rode on horseback with heavy lances. The rebels were publically hung and the remaining ones fled south to Qivdenna, yet to be subjugated. -Wars against the southern clans of Qivdenna occupied much of the 12th and early 13th centuries, the clans not only refusing to submit to authority, but accepting refugees, outlaws, rebels, and other sorts among them. The elves of Sakasu also became involved, often allying with the clans of the south to drive back Skrall armies. This became a bigger problem when Mizukan built a professional navy and took control of the seas, in turn taking control of trade and threatening supply lines. The Empire itself later had to contend with the rise of the Pink Caps, a militant religious organisation based on the old faith, with influences from Sakasu and southern human practices. The Pink Caps often draw much of their support among the peasantry (who traditionally wear pink caps), impoverished through indebtedness or forced to become serfs, in addition to paying taxes, tithes, rents, and giving much of their free time to work on public projects. They are also often conscripted into armies, most notably the one that travelled to support the King of Dvergfit, where many died far from home. Supply shortages were one of the major problems in that expedition. [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] -The swollen and filthy cities of the Empire are difficult to maintain, especially those that have hundreds of thousands of inhabitants. Over the course of about two centuries, the municipal governments struggled to rebuild the cities (including Citadel) to have new sewage systems. They are considerable feats of engineering, requiring huge sums of money, armies of workers (skilled and unskilled), and architects with all of the parchment and ink they can get their hands on. Most of the old sewers were merely drains meant for rainwater, but by this time have become rivers of brown sludge. Their replacement with new sewer systems (some of which will persist for a very long time) does much to clean up the cities. Despite this, there are still many other challenges to city life. -The Sayites, and later the Na’Zyr have been causing trouble throughout the Republic as they slowly displace the old religions, or fight with the more faithful. A major rebellion in 1149 was crushed by the military, and in order to prevent it happening once more, all of the collaborators and rebels were taken in ships to one of the newly discovered islands to the southwest. Named Haha, it becomes a colony to leave dissidents on. It is one of the three new colonies set up in this time by Nigasand along the western coast (Roar and Brarg are the other two). While all colonies possess forts and a major military presence, Roar is set aside for forestry and hunting in particular (farmers are banned from most parts of the island). Brarg itself is set aside for fishing and mining, and Haha for exiled religious dissenters. Initial settlement of the islands was undertaken to help find new lands for settlement, due to the population crisis at home. Despite the crackdown, Sayite missionaries from Aclary and Gor’lan continue to flood the land and proselytize, more militantly than before. -The population, which formerly had been growing uninterruptedly, stopped doing so after 1150. A major plague which had hit in the 1160s killed around 1 in 5 people, and recovery did not take place immediately. The dispossessed are often recruited into the navy, which has been growing at this time in order to gain control of overseas trade. Many of them also work on the new shipyards in Lower Flovis, because the old shipyards have become silted over or left in dry areas due to the delta growing over time. Although the growth in trade has slowed down (overseas markets have stopped expanding), the humans, orcs, and goblins in Nigasand continue to bring new things from abroad. Deinotherium are among them, brought over either for use in public entertainment, or as a working animal. Their size and poor behaviour makes them difficult to use in other areas, and they cannot be bred well either. Some handlers use potions, bought from the alchemists who live in the cities, to make the animals placid. -Although most people in Nigasand live reasonably well, they aren’t any better off than their ancestors, generally paying much higher taxes and working for longer, despite their wages being barely any higher. The great farms have slowly merged together to form truly massive estates, some of which rival the size of the old provinces. The aristocracy has come back in force, spending great sums of money gained from proper management of the land on luxury goods. Monetary issues have started surfacing due to extensive gold and silver mining, which for decades has outpaced the growth of wealth. This in turn has led to rising inflation, which has priced many of the poor out of land ownership and forced them into tenancy or joining the army. Everybody has started to have much fewer children in response, in turn slowly driving up the cost of labour and increasing the tax burden on the population. The taxes slowly rise, paying for the grand engineering projects, army, and navy. There is even a tax on watermills now, which are a frequent sight along the rivers. [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: Na’zyr Race: Human Economy: Market economy [/b] -As the Empire ramps up military spending and expansion, the other kingdoms of Oycumen have begun to do the same, often copying the new equipment and tactics in use by Irminonia. Cavalry has become increasingly important, often taking up a vast share of the state budget. The stirrup, introduced from the east, becomes a fairly standard piece of equipment. In combination with the breeding of larger horses, a new tactic has started to come into play. By holding a lance under the armpit and charging in unison with hundreds of other cavalrymen, they can deliver a hefty punch to infantry and break up formations. Of course, cavalry is expensive to maintain, representing an increasing cost on the budget as horses grow in both size and number. The last major campaign was conducted into the west, seizing vast territories that unfortunately were not as wealthy as initially supposed. The campaign actually represented a net loss, as there was barely any plunder to be had from the subsistence farmers and goat herders of the hilly lands of the west. Additionally, a lot of land and money must be distributed to the expectant soldiers (the army now numbers 200,000 in size). Several attempts are made to reduce expenses after the war by getting rid of the weaker or unsuited soldiers, but as they consist primarily of poorer infantry who signed up to fight it has little effect on the overall budget (paying for cavalry). A dowry from a royal marriage with an ally provided some money (especially after tax revenues began to come in), but only for a few years. -This was a problem for the Emperor, as he had planned on hosting a lavish banquet for his generals and granting generous pensions and estates. In order to make up the deficit, he debased the coinage and borrowed heavily to pay for the banquet, pensions, and estates. This came at a rather bad time, as the population had recently stopped growing and shortly afterwards, economic growth seemed to have come to an end too along with the expansion of trade. While more workshops could be built, or farms expanded, they did not ultimately produce much more (if any) than the artisans and farmers centuries ago. Manure and faeces is used extensively to help replenish the soil, which is slowly becoming exhausted from overuse. Watermills explode in number, often leased out by aristocrats to nearby farmers. Despite such changes, the economy stagnates, and the diet becomes poorer, especially in the wake of the 1160s plague which killed 20% of the population. Families shrink to conserve wealth, and consumption drops. The cities stop growing, and the great construction projects come to an end. The church is now starting to slowly become more important as an institution, although even by 1250 it still does not have much in the way of power. Churches are still typically small, in most cases being converted homes, as it does not yet have the wealth or power to build truly massive ones in the cities. -A fleet of 5 massive ships and 10 lesser ships is constructed and sent west, ostensibly on a grand voyage to find new lands to conquer or trade with. Unfortunately, due to lack of supplies and poor weather, they head north instead to the Midnight Isles, where they buy some goods before returning home and stating failure. They were however, reasonably profitable (as one can expect, since many traders in the Empire ply the same route), so the voyage was not a complete failure. Additionally, they modified existing maps on some of the lesser known parts of the northwest of Oycumen, as new towns had appeared or had been abandoned. There has been little overall change in what is traded, although salt is now a common good alongside other minerals acquired from mining (the western lands hold vast salt mines). A new major port is built on the south coast to support the new military shipyards (it slowly begins to surpass the capital in importance), where a grand church was built for the benefit of Na’zyr worshippers. Unlike everyone else, the church is exempt from taxation, allowing it to begin growing as priests acquire land and wealth. At a time when material conditions are starting to worsen, many are seeing the benefit of spiritual salvation, especially when the church is often a source of charity. [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] -Despite the wheel having existed for over 3000 years, only in 1092 did a goblin named Bygu with a back problem create one of the easiest and most overlooked inventions in history. By sticking a wheel on the front of a big wooden tub with handles, he created the wheelbarrow, and was able to relieve his poor back. His neighbours were shocked, and secretly cursed themselves for not thinking up such a clever idea. In fact, it’s such a clever idea that it spread throughout the entirety of Gor’lan within about twenty years, with thousands of humans, goblins, and orcs smacking their foreheads and as they realised how obvious such an invention was. The practical effects of this invention are many, such as making the fort builders along the northern coast feel less miserable. -These forts were built at a time of increasing tension. The hordes of the plains have terrorized some of the inhabitants just outside the Gor’lan, and sometimes threaten the great empires. The army has also grown in response to these threats, and from a desire to secure the wealthy lands of the east, separating Gor’lan from the great Nuu’ta Empire. These lands were already settled, with a multitude of towns, farms, chiefdoms, and the occasional city state, but even their considerable armies and walled towns were no much for the four Gor’lan legions sent to subjugate this land. Although many tribes collaborated, a few hid in the hills for many years, often raiding Sayite colonists. Most of these colonists tend to be dispossessed farmers and impoverished townspeople, with the benefit of citizenship to boot (which gives them all kinds of legal and economic privileges). Many of the people conquered in these areas are also later granted citizenship, and slowly begin to convert to Saya as the 12th century wears on. The religion receives a major boost with the Cobali acceptance of the one true faith, allowing missionaries to spread westwards into the Republic. -Unfortunately, a major plague broke out in 1163 that devastated the Gor’lan. The urban poor suffered horrifically, with some towns losing half of their people. More radical Sayites preach that the end of the world has come, and many flee the sickly cities for the countryside. A spiritual and economic crisis comes about, and many goblins begin to claim that the problems wrought by the plague are a result of their rulers and the merchants being morally bankrupt. The latter part of the century is plagued not by disease, but by rebellion and civil unrest. Most cities are forced to enact measures to stem the crisis by regulating the trades and distributing food to the poor. The loss of the tax base forces cities to either raise taxes or mint money to make up the deficit. Many of the poor do initially benefit from the extra land, and often move to work in the mines or farms desperately short of labour. Guilds have been formed to encourage artisans to remain in their jobs and to increase production, but many of them still continue to flout regulations in order to find work elsewhere. -By the 13th century, although still fairly wealthy and with a powerful army, the goblins of Gor’lan are much worse off than their ancestors were. Three great prophets emerge at this time, to bring a spiritual solution to the problems of the people. The prophets are a human from Irminonia, a goblin from Gor’lan, and an orc from Nigasand. Collectively they claim to have received messages from Rossaya, and write new books to add to the Vat yo Tarrow. Their main objectives are charity, kindness, and spreading of the faith, especially to Nigasand and Irminonia. Unfortunately for them, their attempts were short lived, as both empires made a strong response to crushing the religion. Most missionaries are outright arrested, exiled, or murdered. Major rebellions and rioting flares up in both countries, although only in Nigasand there was a concerted effort made to isolate and eradicate the Saya faith. To the east, there is much less missionary activity, with merchants generally leading the way. A few missionaries do travel into the Nuu’ta Empire, but otherwise missionary activity is low. The Humma monks travel in the opposite direction, with backing from the Nuu’ta to set up monasteries in the west. [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: Saya Race: Human Economy: Manorialism [/b] -Aclary continues to grow and become ever more powerful, aided by the sweating labours of millions of peasants. The economy, aided by the expansion of trade with Gor’lan and Nigasand, has developed to the point that the kings of Aclary now mint coins. Initially used in Cayerus and port towns, it spread throughout the countryside and enters common use in the 11th and 12th centuries. The good climate also helps, as the rainy season seems to last much longer and helps to feed truly massive farms with enough water that irrigation is not usually required. Slowly, Aclary becomes a breadbasket, and even though it is unable to rival Nigasand, it has truly started to develop into a powerful empire. Trade has grown extensively, especially with Irminonia, which is rather hungry for the more exotic products of Aclary. Despite the increase in trade, the overseas markets become restricted in the 13th century, and a minor plague broke out in the 1160s that devastated many of the northern towns, further hampering development. Militant Sayite missionaries to Nigasand also upset the authorities there, hampering the work of merchants. -Despite this power and wealth, much of this period was spent by the kings of Aclary struggling to build a centralized government. The nobility had been developing too, focusing on improving farming yields and introducing crop rotation and soil management to boost output. The result was a major population boom, and many regional nobles became sufficiently powerful enough to raise their own small armies. In Cayerus, the king introduced strict regulations for his own army, mandating that boys be taken from their families at the age of 8 to be trained for a life of military duty. This unit became the new royal guard, while the rest of the bodyguard was expanded into an army proper. Paid with regular wages, they require an expansion of the civil service and taxation system in addition to legal reforms. The result is that by 1250, a centralized administration exists in Cayerus. It has no room for the old shamans and priests, who have been supplanted entirely by the Sayite faith. -The old faith still predominates in the hilly regions or scrublands, where royal control is at its weakest. Missionaries, often adventurers who have little concept of fear, are the frontline soldiers of Rossaya, preaching to every isolated village, herders, traders, and nomads they can find. They follow the colonists to the islands in the southern sea, where they discover that the initial expedition failed and the village had long degenerated into savagery. The new colony was much more successful, and even had a fine church built in imitation of the grand churches being raised back home. Cayerus has a particularly impressive one, carved out of blocks of granite and with a thick concrete dome on top, with a thin sheet of beaten copper to cover it. It shone brightly for many years, aided by the help of a special alchemist who knew how to keep it from decaying. [img]http://facepunch.com/image.php?u=649717&dateline=1424230559[/img][img]http://i.imgur.com/0bzQhbm.png[/img] [b]Cytannia - Killbane Capital: Skardavag Culture: Cytanni State Religion: Animism Race: Human Economy: Manorialism [/b] -The Kingdom of Nordaney goes through another shift as the Kings of the country change its name to Cytannia, reflecting their dominion over nearly the entire island. Sea travel has become ever more important as a result, for now expansion overseas and trade is crucial to ensuring that the crown collects enough tax revenues and maintains their influence. A new type of ship comes about, with a single large sail and a massive bowl-shaped hull. Economical and with the ability to travel in both shallow rivers and the seas, they are preferred by merchants over other kinds of ships. To build them, even more timber is required. The last of the old forests (some never touched by man before) are plundered. The spread of money and expansion in trade led to a sudden boom in bridge building, although most of them are made of timber and wash away after a few winters. Robust stone bridges are rare. -Coal mines expand in these years, as people search for ways to reduce the chronic dependence on wood for fuel. Although coal is a good substitute, it also pollutes, choking the towns with sulphurous fumes. A trade in timber starts to boom, especially with the eastern island (four fifths of which is covered in forest). It is also discovered that pine is suitable for planks in ships, while the skeleton and keel are built from harder woods (such as oak). To this end, large pine forests (and conserved oaks) are planted to provide enough wood for construction by many enterprising chiefs and peasants. The kings of Cytannia even manage to build up a small fleet of warships, seizing the islands to their south that control the straits between Cytannia and the mainland. These islands were mostly occupied by petty kings, who saw the futility of resistance and submitted to their new overlord. The last of the great achievements of this period was the construction of substantial roads in the south, in connection with the bridge building boom. Unfortunately for them, the overseas markets seem to have stopped growing. The expansion of trade in Cytannia has started to slow down. [img]http://facepunch.com/image.php?u=178241&dateline=1304611174[/img][img]http://i.cubeupload.com/q8SEH1.png[/img] [b]Mizukan – Deltasquid Capital: Sakasu Culture: Sakasunese State Religion: Tropical Pantheon Race: Elf Economy: Palace economy [/b] -The Sakasunese are living in a rather strange world. A mere thousand years ago they lived in small bands hunting for food. They now live under a great queen, who rules over every single elf and every scrap of land in the whole archipelago. From her palace in the growing city of Sakasu, she dictates everything with absolute power. However, the changes set off by the adoption of the new life are uncontrollable, even by the mightiest of queens. The population continued to grow. Villages other than Sakasu have started to grow, challenging the power of the centre. Trade with the dwarves and humans has led to new technologies, religions, philosophies flooding and polluting the land. Ruling is much more difficult, and in the year 1145, the queen of Sakasu reorganised all of the islands into prefectures. Each is administered by a prefect, who is replaced after several years of service. Additionally, she reorganises the role of the Lady of war, making her appointee into a Grand Admiral responsible for the growing navy. -Other changes have been taking place as the Sakasunese lurch forwards unsteadily, creating a world wholly divorced from the old. Although the creation of the aristocracy was hated by the lowly kinds (who often voiced their anger by murdering their betters), it was an irreversible process. The lords slowly but surely either convinced or coerced the lowly to follow them, a process aided by the prefects. Roads were cut through hills and forests, paved with stones and constructed by organised labourers. Small carts began to fill the hinterlands, displaying goods once never seen outside of Sakasu. Skrall coins spread, used by peddlers who take pleasure in using them. The new world, although created by the elves, is a very alien one to them. - Seeing as the Sakasunese become too culturally other, the kitsune, the tengu and other local nature spirits begin to believe that they have more of a claim to this land than the elves, who begin to abandon the old ways, and are slowly becoming more and more foreign. Kitsune become less friendly and more distant, retreating into the wilderness, while tengu openly attack carts and travellers on roads far away from settlements. -The crisis of identity becomes obvious as the years pass. The philosophers (native ones now appearing throughout Sakasu) have come to the conclusion that elves are fundamentally feminine, while dwarves are masculine, and begin to promote various new ideas and beliefs to reinforce this. Dwarves are also a threat, especially as they force their way southwards and conquer the clans that the Sakasunese trade with. Mizukan began to develop a professional navy, paid for with tithes from all of the islands. Protecting trade, this navy also brought warriors (mostly skilled archers) to their allies in Qivdenna to oppose the armies of Skrall. Meanwhile, a new kind of ship has helped Mizukan to dominate the seas, a vessel which has a huge ram on the front. Powered by rowers, it can also move quickly, and strikes fear in the heart of those opposing them. Most pirate ships are repurposed trading ships from Skrall, which tend to be too small to act as true warships. [img]http://facepunch.com/image.php?u=306346&dateline=1425939868[/img][img]http://i.imgur.com/HNRRFzn.png[/img] [b]Uruthi Confederation – Zillamaster55 Capital: Gül-Kab'an Culture: Uruthi State Religion: Eternal Plains Race: Demigiant Economy: Subsistence pastoralism [/b] -These big guys have seen rather interesting changes take place as they begin to slowly settle down. Although extremely isolationist (most men leave them alone), they learned how to farm from a few human traders who give them pottery, cloth, and iron tools in return for livestock. Their strength means they can much more easily control animals, their thick bones, barrel chests, and meaty thighs all mean they can shrug off injuries that would outright kill men. -Despite their adoption of farming, the Uruthi do not do much beyond sowing crops in lands naturally grassy already, besides clearing some vegetation. They still roam, but in the end they return to these crudely marked fields for harvesting. Eventually, a century of this resulted in the construction of houses with stone walls near these fields to live in during the harvesting and sowing seasons (the roofs are replaced frequently), before they go out to pasture in the summer to rear livestock. They keep trinkets and ornaments in these villages, and now are very keen on marriage outside of the family (cousin bonding is now increasingly frowned upon). Natural selection takes over; causing their own bodies to change as they become better at digesting milk, resisting disease, increasingly intelligent, less clannish. Although still violent and feuding, the great old clans begin to weaken. [img]http://facepunch.com/image.php?u=381945&dateline=1428776993[/img][img]http://i.cubeupload.com/vma67V.png[/img] [b]Altanids – ThePinkPanzer Capital: Julanar Culture: Delshor State Religion: Darganasi Race: Human Economy: Subsistence pastoralism [/b] -Altanids, being a nomadic people, have always been aware that meat tends to spoil during long journeys. That was until they discovered the great big lake to the north, the water in which tastes odd and makes people go mad if consumed in excess, but when the water is evaporated by the hot summer sun (which is even hotter during this period), it leaves behind a tasty white powder which makes the meat and some other foods stay edible for long periods of time. The Altanids gather great stockpiles of this so-called "salt", and some even give the surplus to the small, green people of Gor'lan for weapons, iron and other goods. -Much clan infighting occurs, now usually resolved through duels between chieftains. The one who achieved the most duel victories is called the High Chief, but his authority is limited and not universally recognized, though many warriors flock to his clan, making it the biggest. The clansmen learned to breed only the strongest and the fastest horses, so that their colts and fillies grow up to be stronger and faster for future horsemen. These horsemen raid surrounding non-pastoralists, civilized and uncivilized alike, but many of those pay the raiders off with goods and slaves. The only ones exempt from this raiding are the goblins of Gor'lan, with whom the nomads enjoy frequent and peaceful trade. -Trade with Gor'lan grows exponentially, with salt and horses being exchanged for iron and slaves. One goblin even trades a huge and odd-looking cart, something called "catter-pulled", for 53 sacks of salt. The chief finds it amusing, and then acquires it (by duelling with the previous owner and delivering a devastating victory) and always has it pulled with him from encampment to encampment. [img]http://facepunch.com/image.php?u=526496&dateline=1429466025[/img][img]http://i.imgur.com/HoCGmjn.png[/img] [b]Lanun – Robinkooli Capital: Zoifstead Culture: Zoifture State Religion: Octopus lords Race: Human Economy: Subsistence fishing [/b] -The peoples of Lanun continued much as they always have, scratching a living from the rocks and seas. Their poverty and seeming timelessness disguises real changes in their lives. In particular their woollen clothing is relatively new, spun during the long and bitterly cold winter months when they have time spare to do it. Although the nights are always long in winter, the people here have noticed it’s warmer than usual. Two centuries of this warmth has led to the grasslands expanding, the trees standing a little taller, the number of houses ever more. Despite their isolation, a few ideas and materials seep northwards, brought by the hardiest traders in the world. They sell nearly identical iron axes with “IRM” stamped on them, greatly appreciated by the people here, who trade for it with amber and ivory. -These tribes often fight, especially among each other. The prevailing mode of combat is hit and run attacks by boat, where young men paddle out to attack small hamlets and villages. One of these hotheads is a man called Hannah the Irin, a great big bastard who can convince people to fight with him to hell and back. Sailing on a ship called the Desecrated vessel (an oversized fishing boat), he forced many villages to pledge allegiance to him and to give tribute. When Hannah died, his name was one of the few to remain in common memory. Additionally, the recent warming and new technologies (ironworking is slowly becoming a known art) have allowed Lanun tribes to settle new areas, either due to the presence of bog iron, small mining pits, timber, or land suitable for grazing. At the end of the period, some people started to grow hay and keep it for the winter months, in addition to building smoking sheds for fish. [B]Current player List:[/B] Dvergfit – Damian0358 Skrall – Pezgod1 Nigasand – Satansick Irminonia – iAmaNewb Gor’lan - Native Hunter Aclary - Mr. Face Nordaney – Killbane Sakasu – Deltasquid Uruthi Confederation – Zillamaster55 Tolunids – ThePinkPanzer Lanun – Robinkooli [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]
[t]http://i.cubeupload.com/piPudr.png[/t] The newest version of the info map.
We're gonna need more Polandballs.
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