I was busy devoting my time to useless doldrums moods and wringing my hands about the things I must do
Serious work on the turn is beginning, the last person needing to get their turn in is Native Hunter. ETA is late Sunday evening or sometime Monday afternoon.
Oh, and we also have a new player. I know I said I wouldn't take any more, but I'm a glutton for punishment. Welcome, Snoberry Tea.
Oh, I didn't see you said no more players. I'm sorry.
I'll drop if you want me to.
Im out
[QUOTE=Native Hunter;48472668]Im out[/QUOTE]
Roar in peace, bearfolk
Rip only trade partner
[QUOTE=cxcxxxxx;48473528]Rip only trade partner[/QUOTE]
I need to talk to you. Please get on Steam.
Update on the turn. As much as I would have liked to finish the turn this afternoon, I'm at roughly 85% done and I'm totally burned out. Firesale69's turn is the only one not fully processed because it's fucking huge, over 700 words, and due to the nature of conflict I'm going to need to edit some of the sections I've already processed as well as the map, possibly. The turn might be out late tonight or it might come tomorrow afternoon.
I'm going to go ahead and ask you all to stop doing the following:
1. Don't stack multiple technologies into your tech categories, e.g. I was asked to have population growth as one person's social tech, and then a sentence immediately following it requested record keeping as if it were related. It isn't, and I'm tired of having to decide which one takes priority because I know you're going to bitch at me on steam about it later.
2. Speaking of which, don't be intentionally vague about your upgrade priorities. Some of you must think you're being pretty coy when you put things down like "increased population growth," or what is unquestionably the most annoying thing I keep getting, "improved economic development." Obviously you're hoping I'll step in and plug the best technology to promote your end-goal, which is all you've given me.
3. Cut it out with the fluff. I told you guys I wasn't setting an upper limit on turns, but there's a difference between adding flavor and micromanaging my interpretations. Dr. Ethan Asia makes really good turns, as does Blorgyboy, because they focus primarily on their grand strategy and provide essential details, letting me easily fill in the rest. If everyone wrote turns like theirs, this turn would have been out yesterday. There are some of you who seem to think that if you don't explicitly put it in your turn, I'll somehow fuck it up for you. Alright, maybe I might misunderstand you occasionally or forget a detail. That's why my steam account is open to listen to you all. But if you keep flooding me with pointless shit that I can't fit into the turn I later post, I'm not going to be able to handle it.
4. Only one of you is really guilty of this, but do not send me turns with explicit descriptions of torture methods, graphic killing techniques, or references to goddamned Nazi Germany. Why? Because my job as GM is to simply report that you're torturing, killing, or purging undesirables, not to paint a giddy picture of atrocity based on your fucked up interpretation of the word "fantasy."
Here's what you can do instead:
1. Do send me turns that include one technology, and only one technology, per category.
2. Do be specific about the technology you wish to research. Remember, a technology is a specific application of science or magic in this game- the four crop cycle is a technology. "Improved food production" is the end result. Don't confuse them.
3. Do send me turns which are concise and contain only the essential details of your strategy, and be accepting of the fact that I will not reiterate your turns verbatim in the thread. Work with me on steam if you are unhappy with the end result, rather than trying to preempt any misunderstanding with a deluge of pointless information.
4. If you want to gross everyone out or scare them with your graphic explanations of bodily mutilation and state sponsored terror, do it yourself by writing and posting fiction based on the turns.
Those are my impressions of the turns from this last round. If things don't get better for turn 4, I'll drop this game because the headaches some of you have given me are all but ruining the experience completely.
[QUOTE=Sega Saturn;48482444]
4. Only one of you is really guilty of this, but do not send me turns with explicit descriptions of torture methods, graphic killing techniques, or references to goddamned Nazi Germany. Why? Because my job as GM is to simply report that you're torturing, killing, or purging undesirables, not to paint a giddy picture of atrocity based on your fucked up interpretation of the word "fantasy."[/QUOTE]
:disgust: Can... can we see an example? Like with anything that would tip off which nation is doing this taken out.
I kinda wanna see what's shaken you so much
[QUOTE=Snoberry Tea;48482618]:disgust: Can... can we see an example? Like with anything that would tip off which nation is doing this taken out.
I kinda wanna see what's shaken you so much[/QUOTE]
Im pretty much forcibly harvesting the Cecaelian limbs while keeping them alive for shits and giggles. I can paste my turn transcript after the turns drops because honestly its nothing that grotesque, I think there are more issues with my ethics and allusions to national socialism rather than issues with the level of violence I am perpetrating.
That being said I am really bad at using vague technology descriptions and I have a tendency to stack tech. Ill keep any issue the GM has brought up in mind when writing the next turn.
[B]Turn III: Year of 552[/B]
[t]http://i.imgur.com/Ay0Jjbl.jpg[/t]
Note: colored stripes indicate a military presence but no government control. The four-sided star in Panopti denotes a structure of great significance.
[video=youtube;vd1A7F5_FJw]https://www.youtube.com/watch?v=vd1A7F5_FJw[/video]
[img]http://i.imgur.com/WpjZ3ZN.png[/img]
[b]United Kingdoms of Sectium - Blorgyboy - Blue[/b]
Race: Multiracial - Antfolk, Mothfolk, Waspfolk, Beefolk
Capital: Greatnest
Population: 120,000
Military Strength: 25,000
Relative Strength: Regional Power
Domestic: Although peace and harmony continue to be promoted at home among the insect peoples of the United Kingdoms, Sectium appears to be increasingly militarized. A new holiday is established at the beginning of the summer season to celebrate racial unity while efforts to improve national organization and trade income steam forward.
External: Exploration parties are sent west and encounter the Undead of the Hollow as well as the Dryads of Calliope.
Technology: The military continues to tweak and improve upon its maneuvers, becoming a powerful mixed-unit force in the process. Roadways are constructed throughout the Kingdoms to facilitate the growth of trade, and telepathic communication is improved upon to help bring communities together. The explorers sent west are a good test of the latter, proving that information can now be sent and received instantly from nations abroad, a powerful new tool. The first innovation to come from this tool is a centralized news system published by the state.
Military: Using their growing military power, the insects begin to seize land more aggressively than before to help facilitate their booming population, which is fed by food surplus and greater amounts of leisure time than at any point in their past. Tribes in the surrounding areas are annexed effortlessly as the march continues.
[img]http://puu.sh/jvPtB/2fc3acb2f9.png[/img]
[b]Nenetian Republic - Cxcxxxxx - Orange[/b]
Race: Multiracial - Jackalfolk, Humans
Capital: Amonis
Population: 100,000
Military Strength: 20,000
Relative Strength: Regional Power
Domestic: The government of the Republic faces the troubles of 551 with vigor as the new year rolls around. To fight poverty, the former slaves and unskilled workers, disenfranchised by the previous years' economic decisions, are given opportunities to participate in colonization efforts or to take up farming in the new homestead. New vocational schools are established for the youth, but they must agree to sign a contract guaranteeing their participation in their chosen labor field. Finally, the senate is expanded to provide representation to the newly-acquired territories, equally divided between Jackal and Human representatives. Dissent begins to subside and industry improves.
External: The smaller island to the east of the Republic is brought under control after successful negotiations to develop and protect the economy there. This is especially easy due to the downfall of the Tsardom further east, the only other major political authority in that region.
Technology: Steel is produced in large quantities for the first time thanks to cooperation with Ursine smiths from the east. Also inspired by the Ursine, the four-crop cycle is introduced and taught to new farmers settling in the east of the island, to great effect. Food prices plummet and the struggling middle class finally solidifies and begins to expand. Creative thinkers propose building armored land vehicles called Tortoises, which include the same flame-throwing technology seen on Nenetian sailing ships.
Military: A military landing is successfully achieved on an island far south of Nenetia, clearing a path for settlers. The tribal peoples are utterly dominated by the foreign warriors and are forced to accept their new neighbors with little chance to dissent.
[img]http://i.imgur.com/56y9Z4O.png[/img]
[b]Panopti - Diago21 - Beige[/b]
Race: Humans
Capital: Corpus
Population: 80,000
Military Strength: 12,000
Relative Strength: Struggling Nation
Domestic: Despite growth, Panopti is not doing well. The state has decided to implement more strict rationing policies, especially over the recently-acquired territories across their starving island. People are being forced to switch trades and begin farming and hunting, which improves the food situation markedly but greatly increases resistance to government authority, forcing the use of the military to suppress dissent. By year's end, Panopti has been transformed into a police state. Matters are made much more dangerous as an unfounded rumor takes hold accusing the leadership and nobility of exempting themselves from rationing laws, and hoarding food for themselves.
External: Panopti's government assumes control of a larger portion of the island despite not having fully solved its administrative and economic issues. Peaceful expansion is now only possible through intimidation using the military forces, but soon that may no longer be an option. Elsewhere, Panoptian traders stop in Roman ports for the first time, desperately trading raw materials for foodstuffs to sell back at home.
Technology: Engineers throughout the island continue to work on the "spinning wheel" steam engine invented the previous year. A much larger engine, known as the Great Turbine of Corpus, suffers more than a dozen catastrophic failures throughout the year before finally being made practical. The torque executed by the machine is said to be greater than any other machine built by mortal hands, human or otherwise. A prototype ocean-going vessel is constructed, demonstrating how such an engine might be utilized to sail against the winds and currents. Finally, archeologists have discovered something strange and powerful in the nation's interior- it is an obelisk, 10 meters tall and carved intricately with images of human and beast races from throughout the Realm. The tip is shaped as if it once held something aloft, but whatever once occupied the space is now missing entirely. The obelisk seems to indicate that [b]there are six other such monuments located throughout the Realm.[/b]
Military: The military is sent on patrol throughout the surrounding territories, using intimidation to convince the tribes not to resist the expansion of the empire. The people begrudgingly submit.
[img]http://i.imgur.com/isjQ4fR.png[/img]
[b]The Grand Duchy of Calliope - Dr. Ethan Asia - Pink[/b]
Race: Multiracial - Dryads (Elves), Anthousai (Flower Nymphs), Meliae (Ash Tree Nymphs)
Capital: Erato
Population: 120,000
Military Strength: N/A
Relative Strength: Minor Power
Domestic: While other nations move toward greater interaction with the world and the spread of ideas and cultures, Calliope appears committed to stay introverted and pure. Whether this will work to their advantage remains to be seen. What can be said however, is that the year 552 is a time of economic contraction and minor hardship for the Dryads as they seek to eliminate activities which harm the forest, such as woodcutting and agriculture. However, they see success in reforming their religion (centered around the goddess Alpheiusa) into something more organized, lending itself to a sense of greater national unity. Humans begin to leave the country in droves, unable to cope with the greater restrictions, despite small protective enclaves established specifically for them. Racial tensions between humans and Dryads becomes icy as a result. Among the Dryads, hunting becomes much more of a daily routine, and the practice of theriomancy is widely-adopted.
External: The Dryads begin to expand their domain in multiple directions at once by cooperating with the breeds of nymph which occupy the forest regions to the north, south, and west- the Anthousai and the Meliae. In return for protecting their forests from human and beast exploitation, the Dryads are welcomed to settle, vastly expanding their borders. Rumors of other types of Nymph further south and to the east encourage further expansion. Once moved-in, it soon becomes clear that the Dryads feel themselves entitles to rule over other Elvish races, to the slight chagrin of their new subjects.
Technology: The Dryads experiment with standardized religious lore and practices, finding them highly effective for teaching and indoctrinating the public. One practice encouraged by the new policies is theriomancy, which is refined over earlier usage by the introduction of increased control, multiple familiars, and a near-permanent state of peace with nature, wherein skilled theriomancers are [i]never[/i] attacked by the dangerous creatures of the woods.
Military: Despite increasing tales of the terrifying and unnatural walking dead who occupy lands to the northeast, Calliope remains committed to its anti-militaristic stance.
[img]http://i.imgur.com/cVqk3sV.png[/img]
[b]Imperium Romana - EuSKalduna - Purple[/b]
Race: Human
Capital: Nova Roma
Population: 70,000
Military Strength: 20,000
Relative Strength: Great Power
Domestic: The government and economy is refined with various reforms designed to increase the nation's unity while quelling dissent. Serfs are given limited rights and a monthly national holiday is provided, while the nobility is encouraged to take up residence within the Emperor's palace, which undergoes expansion to accommodate them. Fearful of rejecting his suggestion, they agree to do so, but are aware that they are being closely monitored. Elsewhere, a new focus on literature leads to the establishment of a Great Library in Nova Roma, and a national cult is created to inspire the populous. The latter idea may take some time to take hold, as the public is more interested in the economic world than the spiritual world. It is good, then, that the largest cities within the Empire are given greater autonomy in exchange for high tariffs being set, boosting the income of the state while also decentralizing production organization which leads to greater productivity. Roman products begin to spread throughout the world as the merchants of other nations flock to the Empire's wealthy ports.
External: The Emperor demands an expansion to the east so vast and so quick that there is no time to negotiate with all of the tribes which live there. Those living closest to Rome are brought under control using the same methods demonstrated successfully the previous year, but those further away awaken one morning to find themselves surrounded by the powerful Roman legions.
Technology: Copying the design of books traded at the Empire's harbors, local craftspeople begin producing a type of book known as a codex which is cheap and convenient. A type of ship designed for war, known as a galley, is produced for the first time. Unlike the existing sailing ships, the primary means of propulsion for a galley are oars, with which the Romans are adept at using to steer their boats into a ramming maneuver. A breakthrough in mathematics occurs with the development of the abacus, allowing Roman merchants to dazzle foreigners with their ability to quickly tabulate trade totals (as well as allowing tax collectors to dazzle the citizenry by ruthlessly auditing delinquent payers.)
Military: Resistance among newly-conquered tribes is swiftly cut down. The speed and recklessness of the advance is thankfully not beyond the empire's capabilities to consolidate, but the aristocracy is somewhat concerned about the Emperor's arbitrary side. To help address these concerns, the Emperor allows the nobility to take up official duties and knighthood, greatly increasing their power. They eagerly accept this proposal, which angers the commoners who earned their positions through lifetimes of service or combat. New ships are laid down in the coastal ports to protect the Emprire's growing trade wealth, although the Empire greatly lags behind the Nenetian Republic and the Umburian Collective in this discipline. Finally, a foreign legion is recruited of foreign warriors seeking greater pay. For now, it is an extremely small force of only a few hundred men, but it is expected to grow as word spreads of the Empire's prosperity.
[img]http://i.imgur.com/Zx4uZ7i.png[/img]
[b]Umburian Collective - Firesale69 - Black[/b]
Race: Nords
Capital: Keiffelberg
Population: 70,000
Military Strength: 24,000
Relative Strength: Great Power
Domestic: The state continues its sudden descent into totalitarianism with the launch of a propaganda-fed, civilian-lead massacre which initially focusses on the Cecaelians hiding amongst them before expanding into a general witch hunt against enemies of the state. Productivity begins to fall due to the instability, but the state counters this by awarding special status to especially cooperative and economically-beneficial minority workers, elevating them beyond their designated caste. Productivity falls further as oceanic trade lanes are clogged by conflict with the Nenetians, until the state dumps most of its goods onto the private market via a corporation which tends to embed its ships within the protection of foreign navies, as if daring the Nenetians to retaliate. A national fitness program is established to ensure that military-aged individuals are properly prepared for the call.
External: The year begins with a major effort to strike back at the Cecaelians, with torture facilities built close to the ocean to farm the tentacles of captured Octopusfolk. The Collective vows to protect Nords abroad as well as at home, understandably causing a great disagreement with the Víkingr, who then accidentally escalate the conflict to war by attacking the southern Umburian settlements. All ships not being utilized by the state to keep its essential trade lines flowing are used to ferry Nords from the south. A similar venture is attempted in the former state of Roaruk, but Nenetian naval presence is too strong for the opportunistic military policies of the Collective. It will have to wait for another day.
Technology: A new siege weapon, the ballista is invented by the Nords. Using massive torsion bars, the device is able to hurl stones or spears (depending on the configuration) and can be mounted on the decks of ships. Farming practices are improved using earlier-conducted studies, and better storage facilities are constructed to prevent spoiling, helping to fuel better population growth. A detailed record-keeping system is introduced to help both the economy grow as well as to assist state efforts to purge out undesirables. The mages of the Collective introduce the practice of breeding dire wolves- huge canines able to serve a variety of purposes in both industry and the military. Some wish to use them as mounts, but this requires further research.
Military: While the general population kills off its undesirables, the military does so with twice the prejudice, producing the most racially pure fighting force in the Realm. During the early months of the year, an attempt is made to root out all hidden Cecaelian infiltrators. Despite the brutality of the methods involved, few spies are actually found. It is unclear if this is a matter of failed strategy or if there just weren't many spies there to begin with. After the outbreak of hostilities with Víkingr and the Nenetians, the troops are placed in a more conventional, defensive role to fortify the cities and coastline while also building up in the south, near Víkingr territory.
[img]http://i.imgur.com/D3Nhwpo.png[/img]
[b]The Hollow - Killerabv - Dark Blue[/b]
Race: Undead
Capital: Korona
Population: 200,000
Military Strength: 50,000
Relative Strength: Great Power
Domestic: The Bone King solidifies his dominance this year. After the previous year's purge of the insane, this year the sane but disgruntled religious undead are forcefully gathered in Korona for slaughter, their souls reforged through recently-developed magic into "blank slates" which are utterly obedient to the King. With such mastery over life and death, the concept of the world beyond simply ceases to exist within the kingdom. There is only the Realm and undeath eternal.
External: The fear generated by the Hollow's existence has become so hysterical that the undead are no longer finding anyone to trade with, as the human communities which once bordered the cursed swamplands have been totally abandoned. Humorously (at least to the undead), some of the fleeing humans have taken to unearthing their dead kin and taking them away to safer resting grounds. However, some place their faith in the holy men who stay behind to protect their lost loved ones, which, as will be explained, is a terrible misconception.
Technology: "Death Knights" are the newest threats coming from the Hollow, towering, iron-clad soldiers with soul-tearing weapons and necromancing abilities. Shadow Priests follow in their wake with a new technique of reforging torn souls into obedient puppets. To ensure proper training, schools of magic are established throughout the hold. Improved economic organization increases productivity, but the state is unable to trade with its fearful neighbors.
Military: Siege tactics are employed against the holy sites which still remain in opposition to the Bone King. The holy men inside eventually run out of resources and food and either starve or are slaughtered when they attempt to surrender. Most frighteningly, some are nearly killed when Death Knights attempt to storm the buildings, resisting the holy fire which burns them for several minutes before perishing, demonstrating the power of their magic to the world.
[img]http://i.imgur.com/0BujdaG.png[/img]
[b]Argak - Minelayer - Dark Green[/b]
Race: Multiracial- Lizardfolk, Humans
Capital: Argos
Population: 170,000
Military Strength: 36,000
Relative Strength: Regional Power
Domestic: As the elders of the marshlands are increasingly questioned by their once-loyal countrymen, they become frustrated with the radical ideas being spread by the younger generation and decide they must take an active stance to remind them of their wisdom. For the first time, the School of Foreign Practices, now an epicenter for reform talks, plays home to a formal debate between the country's leaders and the so-called Young Lizards. The old guard is utterly embarrassed, however, as they find that their posterity have been practicing their debate skills for quite some time and have much a more refined path toward modernization than had been previously displayed in years past. They are cowed into ceding further authority to the Young Lizards.
External: Fearful of causing lasting racial hatred through their expansion policies, the Lizardfolk begin negotiating with the various races to their south, and are able to hammer out compromises which grant them access to even more coastline and fertile lands. Part of this compromise involves compensating humans who were previously driven out, an expense willingly undertaken by the government in recognition of the long-term economic benefits of the human workers.
Technology: At the suggestion of the armor forgers, the military decides to experiment with armoring the salamanders already used for transportation. The result is a slow but reliable and amphibious mount, unlike anything else seen in the Realm. Debate becomes a social phenomenon, as young Lizards increasingly equate successful rhetoric with academic progress. This leads to the victory at the grand debate mentioned above. With their newfound authority, the Young Lizards push for greater economic reforms including "private banking," but like other nations without formal currency, the resulting institution is more of a record-keeping organization than a bank. Finally, the apothecaries have invented a new method of transmitting magical properties through potions, giving temporary increases in strength, intelligence, and so on to those who drink them.
Military: Experiences from the previous year's campaign are studied closely to net improved tactics and organization. Mounted salamander cavalry are seen for the first time, and potions further increase the military's might.
[img]http://i.imgur.com/KE1pfnN.png[/img]
[b]Tsardom of Roaruk - Native Hunter (DROPPED OUT) - Yellow[/b]
Race: Ursine (Bearfolk)
Capital: Tepper
Population: N/A
Military Strength: N/A
Relative Strength: Shattered Nation
Domestic: Tragedy strikes the Ursine this year as the Tsar suddenly dies of illness without an heir. The Tsardom, being a young nation, does not have an extensive aristocratic lineage from which to draw an equally-legitimate replacement, and so the process of selecting a new leader drags on throughout the year, creating deep political and economic disagreements. The eventual selection proves to be so controversial that a riot erupts, and the resulting fires burn the great tree Eranur. All of the progress achieved in the past few years is reversed as the bears turn their backs on each other, refusing to recognize any authority aside from their village leaders...
External: Trade grinds to a halt as the national crisis practically ends productivity throughout the land. The Tsardom quickly falters on its trade agreements with the Nenetian Republic due to the lack of tax revenue and begins selling state assets to protect the inward flow of household goods. By the end of the year, the state is bankrupt and devoid of reserves. The ports are devoid of both imports and exports. To avoid the vengeful public's misplaced ire, the new Tsar flees to the Nenetian Republic to form a government in exile.
Technology: Many rumors of technological advancements were published during the year, but nothing seemed to come from any of it. At least the thought helped to brighten a very bad situation.
Military: In a last, desperate bid to prevent the breakup of the Tsardom, a volunteer regiment occupies Tepper to prevent the people from storming the Tsar's estate and taking the remaining treasures and possessions there. They are opposed by an equally-desperate force of former military regulars who are now out of work and unable to feed their households. The standoff eventually ends peacefully as the volunteers step down, and the families of the poor dine at the Tsar's table one autumn evening.
[img]http://i.imgur.com/s1Au4jb.png[/img]
[b]Víkingr - Satansick - Red[/b]
Race: Humans
Capital: Ostbyen
Population: 110,000
Military Strength: 19,000
Relative Strength: Minor Power
Domestic: Throughout the winter and spring, the Víkingr focus on consolidating power and regaining control of their weakened state. In the wake of defections of the northernmost clans, the remaining elder chiefs throw in their lots together, pledging to preserve their peoples' independence. They choose a twofold solution to reinvigorating their people: construction, and warfare. The former involves use of the new stone working techniques of masonry to build new temples honoring old gods, arenas for entertainment, and markets for commerce, replacing old and outworn facilities. However, something sinister is brewing within the smaller villages which is difficult to ascertain. They seem distrustful of their leadership and uncooperative.
External: The Víkingr have become proficient enough sailors during the last two years to facilitate small-time oceanic trade. Along with colonizing the islands to the east, they begin bartering at the merchant level with the Romans to their west, trading raw materials and livestock for superior tools, wine, and other refined goods. State-level trade is not yet possible due to the lack of Víkingr currency. After a number of naval raids against the Nords causes hostilities between Víkingr and the Umburian Collective, the latter abandons its holdings on Víkingr's border and migrates the workforce there further north as a defensive precaution. Víkingr reoccupies the land, but barely any of the original residents are still present.
Technology: To prepare for military action, smelters search for, and eventually find, the secret to reproducing the alloys found in some ancient ruins along the coastline: bronze makes its first appearance, exclusively for use by the military. Elsewhere, the craftsmen responsible for carrying out the new building projects develop the discipline of masonry as a necessity to facilitate high demand. The shamans, hard at work to continue their half-spiritual, half-scientific investigations, develop a system of writing which matches their manner of speaking- possibly their greatest triumph yet. Finally, runes with magic power, now better understood than ever, are etched into the new bronze armors to help grant warriors magical protection, to admirable success.
Military: At home, new barracks are built with images of the Víkingr pantheon, and shamans are frequently seen preaching to the fighting men to increase their reverence to the gods. To stop the outflow of warriors back into private life, the tribal leaders of Víkingr call for raids up the northern coastline. Using their boats and new equipment, the exercises are clumsy and sometimes result in failure, but ultimately the Víkingr begin to solidify their presence in the north. Unfortunately, part of the rationale for these attacks is to humble the Nordic race, which has been glorified in recent years within Víkingr culture. This leads the raiders to attack a several colonies held by the Umburian Collective by mistake, which swiftly repulses them each time.
[img]http://i.imgur.com/tgGJ1Wu.png[/img]
[b]Indavi Realm - Snoberry Tea - Dark Red[/b]
Race: Aaenshi (foxfolk)
Capital: Indavus
Population: 75,000
Military Strength: 15,000
Relative Strength: Minor Power
Domestic: A strange, yet up-and-coming society, the Indavi Realm occupies an island in the southeast of the global Realm. Although slightly unrefined compared to certain other nations, the Indavi have a very stable political and social climate thanks to a strong body of traditions and laws, including a caste system and guilds. These social constructs share responsibility for setting national goals, spreading authority equitably across a wide demographic.
External: Traditionally only occupying the southern half of their island, the Aaenshi have just established total control over the island thanks to the establishment of northern settlements.
Technology: The state decides to establish education as a major priority, and creates a national system of education. The Aaenshi prove to be fast learners as well, due to their quick growth to maturity. For the first time, Indavi weapon smiths have produced steel for weapons and armor. Adoption is slow due to the lack of a permanent, professional military. Small ocean-going ships debut, replacing the less-refined coastal ships previously seen in this region. Quite notably, study of ancient ruins with magical properties has allowed the Aaenshi to discover an interesting concept- the ley line. Not only can they draw power from these ancient ruins; they can also use their studies to correctly predict where other such ruins can be found throughout the world.
Military: A militia law is established to train able-bodied males for war. Participation is mandatory, but the troops are not retained. Instead, they remain as reserves in case of the need for defensive mobilization. This keeps costs at bare minimum, but severely limits the offensive capability of the nation.
[img]http://i.imgur.com/gqs5wjX.png[/img]
[b]The Fathomless Depths - Sparkeagle - Teal[/b]
Race: Cecaelian (Octopusfolk)
Capital: Reef of the Cyclone
Population: 45,000
Military Strength: N/A
Relative Strength: Struggling Nation
Domestic: Despite the turmoil brewing abroad, a strange whimsy takes hold in the reefs of the Depths, based upon ink. Initially seen as a interesting greeting, the concept of "darkening the ocean" becomes a new cultural phenomenon. Although the society continues to have no official military, one appears to be forming as a social group, although the division between those who raid ships full time and those who do so out of territorialism is unclear at this moment.
External: In response to their attacks on shipping, other nations begin making improvements to their navies in hopes of warding off the Cecaelians. The Umburian Collective takes especially drastic measures, capturing and torturing any of the Octopusfolk they can, utilizing their regeneration as a method to farm the unfortunate creatures for their tentacles. To make matters worse, these torture facilities face the sea and are acoustically designed to ensure that screams are heard anywhere in the surrounding area. Other Cecaelians who swim to close to these awful places are often caught in traps and brought in as well. Despite all of this, infiltration of surface-dwellers' societies increases this year with both physical disguises as well as practiced mannerisms and customs. Cecaelians are becoming harder to detect.
Technology: For the first time, the rumor market has been opened up to foreign listeners. For the right price, the Cecaelians will spy on behalf of outsiders and even governments. They use these products to trade for goods to bring back. The rumor market also expands to include more than just current events- soon, a market based around teaching certain ideas and disciplines appears. The war effort has taught them much about attacking larger ships. Not only are they using magic to temporarily increase their size, making themselves more formidable enemies, but they are using diversionary tactics- while a giant Cecealiean grips and rocks the bow of the boat, smaller, more nimble fighters often board and attack from the stern.
Military: Although their naval enemies continue to advance their technology in an effort to repulse the residents of the Depths, the Cecealians have remained in the fight by changing their strategies tit for tat. One example is the "darkened ocean" idea mentioned earlier. In preparation for the coming attack, a giant Cecealian will release a massive cloud of ink to mask the approach of their assisting allies.
[img]http://i.imgur.com/bH38dye.jpg[/img]
[b]Gorkania - Sunny Dei - Brown[/b]
Race: Orcs
Capital: Kaer Drom
Population: 115,000
Military Strength: 26,000
Relative Strength: Regional Power
Domestic: The previous year's push to begin banking, combined with the introduction of silver coinage this year results in a rush for silver never before seen in the region's mountains. The clans, fearing a schism appearing over the distribution of wealth, begin to hold bi-weekly assemblies to chart the influx of wealth and plan its dispersal in order to pay clans for their products, such as crops and trade goods. The plan functions properly, but some egos are bruised in disagreements over the value of certain types of labor. The Orcs, while still cooperative, are unsure of how to settle the differences.
External: During the silver rush, one particularly fruitful vein leads miners to punch through to the north side of the mountain ridge for the first time, and stare in awe at the vast expanse of flat, boreal land beyond. Within weeks, the first colonization parties move out, followed by thousands more in the months afterward. Although the majority of the tribal population on the north side of the ridge are Orcs, they are significantly less peaceful than the ones inside Gorkania's valley and carry a much less favorable reputation among the humans further north. It is likely that the Orcs will not be able to expand further north peacefully.
Technology: The military is drilled on formations and maneuvers, making use of mixed-unit tactics. Earlier efforts to improve education are proving essential here as soldiers and lower-level commanders begin to show a level of battlefield awareness beyond their current circumstance. As a result, Gorkania is pushing Great Power status. The banking institution requested last year finally comes into its own as a rush for silver unfolds. The new coins are referred to as "Dhalers." Thanks to improved literacy rates, the orcs begin to produce hand-written books of their own, recording myths, spells, and crafts. Finally, crystals recovered from certain mines are discovered to have mystic properties, able to hold an elemental charge if properly prepared.
Military: The continued isolation of the Gorkanian Orcs has once more lead to interesting applications of the military. This year, they begin cataloguing the various species of large mountain birds in an effort to locate one large enough to ride. Although one breed proves promising, "catching" such large animals and "keeping" them prove to be vastly different yet equally complicated tasks. After several soldiers are kicked to death by the hefty birds, it is decided that a large scale domestication program must begin if the captured birds are to be utilized.
==Conflicts==
Note: Defenders are listed first.
[B]Umburian Collective vs. Unfathomable Depths[/B]
[STATUS: Umburians Winning]
Two heavy trade vessels bound for Nenetia sail under clear skies in mid-February. The captain of the lead vessel notices an eerie darkening of the waters ahead and signals the ship behind of the danger. The marines on both decks ready their weapons, searching the murky waters for any sign of the beasts that lay below. Suddenly, something massive surfaces and grips the bow of the lead boat. It's... a giant Cecaelian!? The whole vessel creaks under stress as the massive tentacles bear down on the deck. Chaotic fighting unfolds as men are thrown from their feet trying to lob off the massive limbs. The ship behind is soon also gripped by an equally-large monstrosity, and a small force of Octopus warriors begin to mount the sides of the ship to attack their distracted foes. The captain of the hind ship witnesses this and instructs his men accordingly. They easily fend off the attempted ambush, but the front ship is not so fortunate. The Umburians aboard the hind ship fire their ballista and thrust a spear deep into the chest of the giant, sending it back into the depths while they roar their triumph. Their victory is short-lived, however, as the men of the lead ship are finally decimated. Under the immense crushing power, the keel breaks, the ship lists, and is suddenly and terrifyingly dragged underwater. The battle ends as the grizzled survivors aboard the hind ship forge on.
With the Nenetians taking little interest in the Cecealians whose attacks faltered so badly the year before, and the Cecaelians likewise unready to further face the fires of the Republic's navy, the conflict narrows to a brawl between the Octopusfolk and the Nords during the early months of the year. Although the Cecealians have improved their tactics, the Umburians have kept pace with naval upgrades of their own. Mutual hatred settles in as the Umburians pursue torture as a means of terrorizing their enemies. Although this war of attrition is only a small part of the Collective's problems this turn, it represents a much greater threat to the Depths, which has a much smaller reserve pool. To make matters worse, by year's end the Umburians are beginning to deploy a copied version of the Nenetian flame thrower. How did they come into possession of such a device? The war has tipped in favor of the Umburians.
[B]Nenetian Republic vs. Umburian Collective[/B]
[STATUS: Early Phases]
A rough storm takes hold over Cecealian waters in late summer as a Nenetian trade convoy escorts goods to Rome. A dense fog settles in, and one merchant marine ship becomes separated from the rest of its group. Suddenly, sails part the haze and a ship emerges, and then another- Umburians? A sudden and unprovoked attack begins, the Nenetian flame throwers ineffectual in the choppy, unpredictable seas. The ships close and the Nords storm the vessel. The mercenaries are swiftly overwhelmed and slaughtered, not knowing the reason for their demise. In truth, the attack was a carefully-planned attempt to steal the Nenetian flame thrower technology and then pin the attack on the Cecealians. However, the plan doesn't go off without a hitch: as the weather begins to clear, the convoy sends back two of its ships to locate their lost companion. There, they find evidence of a Cecealian attack, but oddly, the Octopus fiends begin surfacing, offering to sell the identity of the guilty party. The Nenetians agree to pay, at which point they are presented with a recently-slain Umburian marine in full armor.
The reaction is swift. As soon as word reaches the Nenetian Senate, a state of war is declared. The navy is sent west in aggressive pursuit of the Umburians, who use a surprisingly cunning hit-and-run style of warfare to draw the Nenetians away from vital trade convoys. Increasingly, Umburian trade is offloaded into the private holdings of the merchant class through a major trade corporation which is often protected by foreign navies. The question of how to properly retaliate remains on the table as the year closes. The Nenetians have the advantage in calm waters, but can't seem to catch the Umburians in a full-fleet battle. The smattering of ship vs. ship skirmishes is inconclusive from a grand strategy standpoint.
[B]Umburian Collective vs. Víkingr[/B]
[STATUS: Early Phases]
A strong man in fur-lined clothing and heavy beard stands at the bow of his long sailing ship. Unlike others who command the sea, this captain has no intent of engaging another ship. His eyes are set on the shore, where a Nordic village lays in a sleepy, domestic state- or so he thinks. This would be his third attack of the month against the "savage" Nord race, and the young Víkingr has nothing left to fear- or so he thinks. The boat runs aground in the sandy waters just offshore, and the men of the boat, along with those from the dozens of other boats that arrive at the same time, leap over the edge and charge in, screaming their bloodlust at the unsuspecting village. Something about this place feels off, however. There's this odd rise in the ground ahead- and soon men's heads, equipped in dark, runed armor, are poking out from behind it. A hidden trench? No matter, the Nords must have heard of the other recent raids and prepared for such a battle. The captain had no fear, his gods would shield him in this glorious battle!
...or so he thinks.
The Víkingr began the year with a set of military operations against the Nordic race in an effort to drive up national their unity and national strength. Victories against the Nords would spawn distaste for the formerly revered men of the north, and keep Víkingr human. Unfortunately, these young raiders are shockingly ignorant of the world around them, not realizing that there is a great Nordic nation far away, with coastal holdings in the path of their war band. Early victories against backwards tribal Nords are followed by several absolutely crushing defeats against the defenders of these civilized Umburian settlements. This conflict, clearly an accident, causes great woe back home as the new Umburian enemy reorganizes its forces with Víkingr in the crosshairs: those chieftains who last year swore loyalty to the Umburians are convinced to move much of their tribes north, "to the homeland," allowing the Umburians to free up troops who had been defending those territories. They then redeploy in a defensive formation, placing 16,000 on guard around their settlements and 8,000 in the tribal lands north of Víkingr. Whether the Víkingr mistake results in a drastic shift in power balance remains to be seen.
[B]This game is FULL. No more player applications until someone leaves. Send in new turns as Turn 4.[/B]
P.S. I will be moving over the next few days into a new apartment in preparation for the fall semester at the university. This move will likely cause a delay for the next turn.
I wonder if Dryad theriomancy would work on the beast folk of the realm...
cxc, would you like to open relations/trade amongst our nations?
[QUOTE=Snoberry Tea;48488607]cxc, would you like to open relations/trade amongst our nations?[/QUOTE]
Sure. I'm in a similiar situation as the GM atm with my housing so if you have any stipulations try and pm me by tomorrow morning EST.
I just put in my turn to "Attempt to establish relations/trade with the nation to the North West" so...
[QUOTE=Snoberry Tea;48490797]I just put in my turn to "Attempt to establish relations/trade with the nation to the North West" so...[/QUOTE]
Got it, ill do the same.
If someone drops out, I'd very much like to join in their stead.
Sega you should let Yogi take over Native's empire.
After all, they're bear people and Yogi was the greatest bear that ever lived.
Can the nenetians, vikingsr, and the Hollow message me? Wish to talk politics.
My turn is in. So how does everybody feel about their friendly neighborhood Mantisman?
[QUOTE=blorgyboy;48506926]My turn is in. So how does everybody feel about their friendly neighborhood Mantisman?[/QUOTE]
Rude and strangely shaped, 4/10
[QUOTE=blorgyboy;48506926]My turn is in. So how does everybody feel about their friendly neighborhood Mantisman?[/QUOTE]
Mantiswhatnow?
Just want to thank those of you who have sent in your turns already for the condensing of material and better adherence to the rules. I have 7 turns in right now out of 12, and expect to begin serious work on turn 4 tomorrow evening if I have 9 or more in by then.
Sega can you make my color on the map white? :v:
[QUOTE=Snoberry Tea;48516979]Sega can you make my color on the map white? :v:[/QUOTE]
Not really, sorry. The colors on the map are a partially-transparent overlay, so getting "white" isn't actually possible. I tried it just now and it came out looking almost identical to Panopti's beige.
I won't be changing anyone else's color either to save myself a load of unnecessary map work. It's not the color of your nation that counts, it's the content of its character. :plsunderstand:
Purple is the noblest shroud
I submitted my turn. Sorry, have been sick these past couple of days.
You're fine, Spark. You just brought us up to 9 turns in so I'm going to start work now.
I still need Cxcxxxxx, Diago21, and Satansick.
[QUOTE=Sega Saturn;48519758]Not really, sorry. The colors on the map are a partially-transparent overlay, so getting "white" isn't actually possible. I tried it just now and it came out looking almost identical to Panopti's beige.
I won't be changing anyone else's color either to save myself a load of unnecessary map work. It's not the color of your nation that counts, it's the content of its character. :plsunderstand:[/QUOTE]
But my color looks brown to me and very similar to the dude in the mountains :saddowns:
Can I be a different shade of purple like I originally put in my claim dot thingy? Like a dark purple?
[QUOTE=Snoberry Tea;48520642]But my color looks brown to me and very similar to the dude in the mountains :saddowns:
Can I be a different shade of purple like I originally put in my claim dot thingy? Like a dark purple?[/QUOTE]
Fine, I changed your map color. Complain about something so minor again and a natural disaster will befall your prodigal vulpine isles, kk?
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