• Champions of the Realm: High Fantasy RP
    170 replies, posted
[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] I know royal purple is the noblest shroud, but it's MY shroud you fucker
[QUOTE]Friends, neighbors and people who inhabit this world. Why do you trouble yourselves with setting perfectly fine land aside for those who can no longer use it? Why use countless of acres to bury your loved ones? Wouldn't that land come in better use for growing crops, feeding cattle or building that giant indoor swimming pool? Send your dead to The Hollow. We will take good care of your loved ones free of charge. No need to waste time, energy and resources to bury or cremate them. Just send them here and we guarantee that they will receive the best treatment imaginable. After all, who doesn't want the best for their friends and family?[/QUOTE] -This message brought to you by the Bone King Kubrat. May his reign be eternal.
Are you buying corpses or are you just taking them?
Cxcxxxx is the last one needing to get their turn in. They have until midnight tonight. Turn ETA is tomorrow evening.
sorry about this last turn, cable companies being obtuse and cloudflare wont let my phone through. Ill make sure to get the next one in
Sorry everyone, pushing the turn back a little because the forum wasn't loading properly during the afternoon, and then a thunderstorm was causing brownouts and a blackout at my apartment. Luckily, my computer was already in sleep mode and I've not lost any progress so hopefully I can still get it out in a reasonable time frame.
[QUOTE=Sega Saturn;48520932]Fine, I changed your map color. Complain about something so minor again and a natural disaster will befall your prodigal vulpine isles, kk?[/QUOTE] <3 [editline]27th August 2015[/editline] [QUOTE=Sega Saturn;48548385]Sorry everyone, pushing the turn back a little because the forum wasn't loading properly during the afternoon, and then a thunderstorm was causing brownouts and a blackout at my apartment. Luckily, my computer was already in sleep mode and I've not lost any progress so hopefully I can still get it out in a reasonable time frame.[/QUOTE] </3
We here in the United Kingdoms of Sectium would like to remind you to please not disturb the Beefolk. When irritated they can become very dangerous, and have a gang mentality. When one gets angry, others do. Please remember to keep a jar of honey on you at tall times when visiting the United Kingdoms, and enjoy your stay.
A short vignette about the hellish March of the Hollow. [QUOTE]The brief snatches of summer that the people of the South were already drawing to a close by the mid sowing season; the thin shirts and hide sandals were being discarded in favour of linen cloaks and fur-lined boots, and the weary farm workers were seen less and less in the fields, instead busying themselves with maintaining their crops and tools. The evening sun was setting early these days and the people of Sarbrush were sat around the fires, dreaming of cloud shadows on the cornfields and autumn breezes rolling in from the lakes. The fading sunlight soon gave way to flickering, crackling firelight and pale light from the moon, filtered sparsely through the treetops. The children were asleep, the chirping birds were singing their evening chorus, and the faint, omnipresent hum of the insects began to dim. The birds stopped singing sooner that night. No one noticed at first; the buzzing conversations masked the strange silence for a time - but it was Bathsheba who eventually realised. "The song has ended too soon," she murmured. The village collectively stopped talking, nervous eyes darting to the trees in search of the wingéd choir. A rumble from the east tore their gaze from the forest and toward the plains, and the silence was broken by a cough that seemed to be rejecting air that was more... stale than usual. They didn't see what killed them. They only saw what brought them back to life, their faces transfixed with horror as they stared out of eyes that were no longer their own, marching on in a groaning, heaving legion that stopped only to refill its ranks. [/QUOTE]
[QUOTE=blorgyboy;48559956]We here in the United Kingdoms of Sectium would like to remind you to please not disturb the Beefolk. When irritated they can become very dangerous, and have a gang mentality. When one gets angry, others do. Please remember to keep a jar of honey on you at tall times when visiting the United Kingdoms, and enjoy your stay.[/QUOTE] "Oi, yew fuckin' w0t m8? Yew wanna go yew stripey bummed nectar swiller?!" -Foxfolk
[QUOTE=Snoberry Tea;48562779]"Oi, yew fuckin' w0t m8? Yew wanna go yew stripey bummed nectar swiller?!" -Foxfolk[/QUOTE] No wonder the Tories want to keep fox hunting going...
I would like to put forth the motion that we call a council of nations in the next few turns in order to facilitate increased exchange of ideas and goods, as well as a greater unity for this world. The children of this realm need not bicker and fight among each other fruitlessly. Well, except for those nymph pansies that can't even make hammers. But you get our point.
[QUOTE=Dr. Ethan Asia;48560072]A short vignette about the hellish March of the Hollow.[/QUOTE] Just for the record. We offered them a chance to join willingly. They said no.
Sega pls
[B]Turn IV: Year of 553[/B] [t]http://i.imgur.com/qIsu1Ns.jpg[/t] [video=youtube;_UuyeYdQnI4]https://www.youtube.com/watch?v=_UuyeYdQnI4[/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: 170,000 Military Strength: 40,000 Relative Strength: Regional Power Domestic: Having developed its economy successfully for several years running, Sectium is determined to continue growing despite reaching what was thought to be maximum productivity. Sectium continues climbing however, as a progressive tax is introduced for the first time, based on wealth and property. The funds from this tax are used to finance a public hatchling-care system. While initially the public is adverse to entrusting their young to communal facilities, a successful information campaign is employed to espouse the benefits of greater freedom and flexibility of working hours and other productive tasks. However, as the workforce expands, inflation begins to increase, and life becomes more difficult for those unable to find work. Sectium is now at a crossroads- if they seek further economic gains through state-sponsored programs, entitlements must also continue to grow, and Sectium will become the Realm's first welfare state. Already, the working class is beginning to organize in favor of such a future, whereas the already weary merchant class is demanding royal action to halt such "radical" adjustments. External: Exploration efforts focused on the east lead to dialog and stronger commerce. The tribal leaders of the region agree, by way of an independent convention, that the Sectium regime is an acceptable one, and grant them access to the ocean for the first time. Sectium's pluralistic culture makes military force unnecessary for this acquisition, but some humans leave anyway out of sheer xenophobia. Technology: Experiments with certain unstable mixtures results in the discovery of black powder, making possible the later development of cannons. The dual developments of progressive taxation and social welfare programs help to transform the Kingdoms' economies, and a focus on healing magic broadly improve the quality of life, although some are deeply troubled by the speed at which society is changing. Military: The military is ordered onto a defensive footing in order to better secure the expansions the kingdom has undergone. The lay of the land is investigated and strategies are formulated in order to determine the best possible way to hold ground. [IMG]http://puu.sh/jvPtB/2fc3acb2f9.png[/IMG] [B]Nenetian Republic - Cxcxxxxx (SKIPPED) - Orange[/B] Race: Multiracial - Jackalfolk, Humans Capital: Amonis Population: 100,000 Military Strength: 18,000 Relative Strength: Minor Power Domestic: Trouble is brewing in Nenetia in a big way: war with the Umburians was an unpleasant and unexpected surprise, but the lack of an effective grand strategy to counter the aggression has cost Nenetia the initiative. As a result, merchant shipping has halted, forcing the merchants to dump their products domestically at a fraction of the cost. Although the working class is excited for the cheaper food prices and other goods, unemployment spikes late in the year as businesses lay off and halt production in self-preservation. The Senate is deeply divided over how to grapple with the crisis, and across society fingers are beginning to point at the monarchy. Some senators are openly calling for offering peace terms favorable to the Umburians. External: As the Tsardom of Roaruk disappears completely, trade to the east largely disappears due to reversion to tribal-subsistence economics in the area. The half-constructed ports become overrun by squatters and fishmongers serving the locals, who have little to offer Nenetian merchants. Technology: Technological progress is stagnant due to the unfortunate malefactors effecting the Republic. Military: The navy, still fully engaged against the Umburians despite lacking a coherent grand strategy, suffers several defeats in its efforts to contain the Collective's shipping. Military planners, frustrated, pull back their ships into a regrouping formation to provide time to talk strategy, but are soon engaged again by Umburians and are forced onto a full defensive stance. It is now the Nenetians' whose trade ships are endangered. [IMG]http://i.imgur.com/56y9Z4O.png[/IMG] [B]Panopti - Diago21 - Beige[/B] Race: Humans Capital: Corpus Population: 110,000 Military Strength: 17,000 Relative Strength: Struggling Nation Domestic: Panopti seems to have finally found the answer to its food shortage problem, and just in time to resolve food riots which had threatened Corpus with total destruction. This miracle product, called "Soylent" is distributed en mass to the hungry citizenry, leading many to question where it came from. The government insists that it is made out of a collection of plants which have recently been discovered as edible when processed. This answer is widely accepted because of the peoples' desperation for an end to the crisis. However, this does not mean that Panopti's struggles are over, due to high distrust and unhappiness with the government over corruption and military intimidation. In unrelated and somewhat chilling news, in an attempt to remove the obelisk from the dig site, an entire team of archeologists is vaporized by some sort of unknown magic. Further study of the site reveals that the creators of this monument moved the crystal which once stood atop it and preserved it, rather than destroying it. The location of the crystal is not inscribed. External: With Soylent available as a new bargaining chip, Panopti is finding it much easier to negotiate with the tribal leaders throughout its large island, and begins to bring the population in. Technology: The steam dynamo developed over the past few years is placed in the bottom of a massive seafaring vessel, which is then loaded with firewood and sent north to Rome. This "spinning wheel ship" is quite the curiosity in Rome, and despite the limited cargo capacity of the ship (due to the engine and fuel) the speed at which it travels is simply unmatched. After the safe return of the ship, Panopti focusses on producing a merchant fleet. Military: Possibly in response to simmering anti-military sentiments among the civilian population, the government decides remain inoffensive for a year. The armed forces are promoted in the new territories as an attractive employment option, but many citizens refuse to abandon their farms, fearful that the new "soylent" food source will suddenly dry up. [IMG]http://i.imgur.com/isjQ4fR.png[/IMG] [B]The Grand Duchy of Calliope - Dr. Ethan Asia - Pink[/B] Race: Dryads (Elves), Anthousai (Flower Nymphs), Meliae (Ash Tree Nymphs) Capital: Erato Population: 170,000 Military Strength: N/A Relative Strength: Minor Power Domestic: The Dryads begin the year by expanding their feudal system into its newly acquired vassal lands. This involves the appointment of minor governors and titles, most of which are assigned to Driads. However, a certain portion of the newly-appointed aristocracy come from the Nymph races, granting those peoples some representation in national government. While the Anthousai prove to be extremely passive and eventually accept Dryad hegemony, the Meliae are more ambitious and even slightly militant. They begin to demand greater authority as more of their kin begin joining the Duchy. Attempts to demilitarize the Meliae are met with serious opposition (see military). In other matters, schools are established to expand the priesthood while debates erupt over the practice of necromancy- which has become ever more visible in the region thanks to the presence of the Hollow. While neither the church nor the state issue an official stance on the issue, many Dryads admire the Hollow's efforts as the Elves tend to favor practices which "preserve life." It is quite likely that their limited direct experience with the undead is providing them an overly romanticized view of the practice. External: Calliope focusses inward this year to maintain stability in the face of changing demographics and organizational restructuring. Despite this, large populations of Meliae are integrating themselves into the feudal structure with a sudden communal ambition. It now seems as if they were on the brink of establishing their own kingdom before the Dryads arrived, and are now enthusiastic about their involvement in such a large and robust state. However, they wish for greater influence almost incessantly and make frequent comments about the need to protect the woods more proactively. Rivalry unfolds. In addition, the merchants from Sectium have made contact with the Duchy, but are scarsely given an audience. It seems the Duchy has little interest in foreign trade. Technology: The Elves and Nymphs of Calliope meet and develop a unified written language, greatly expanding the possible integration of the races. Clay tablets are used, easily made from local deposits along the long coastline of the inland sea. The Meliae, while resisting the official policy of militia disbandment, develop group tactics for use with their hunting weapon of choice- the spear. Lastly, the magic users throughout the Duchy are beginning to practice Sanitamancy, or healing magic, having partly been inspired by the "life-preserving" magic of the Hollow. Military: By decree, the Duchy disbands Meliae militias in February. By April, membership among illegal Meliae militias has nearly doubled. Rather than accept the new law, the Meliae are seeking the legal power needed to overturn the Duchy's policy. Without an organized military to enforce the state's will, Calliope can only influence their new vassals using economic and religious measures to condemn the militia practice, but the Meliae seem indifferent to these efforts. At the same time, there is no danger of a Meliae uprising due to a high level of identification with the Dryads expressed by the Ash Nymphs. This impasse might later prove dangerous. [IMG]http://i.imgur.com/cVqk3sV.png[/IMG] [B]Imperium Romana - EuSKalduna - Purple[/B] Race: Human Capital: Nova Roma Population: 110,000 Military Strength: 30,000 Relative Strength: Great Power Domestic: Rome's leadership has committed itself to conservative, cautious policymaking this year, a smart move given the chaos unfolding in the northeastern seas. The citizenry stay calm and confident in their security and of the viability of commerce. The most radical move taken is centered on the military, but the public is distracted from that development by the adoption of old traditions into new laws protected by the regime. For once, the path to Roman nobility is opened to commoners through military service, balancing out the resentment that institution held for the aristocrats who had previously received leadership positions based solely on their backgrounds. Most importantly, however, Rome has taken up the practice of appointing ceremonial figureheads to watch over some of the more "eclectic" tribal groups which have integrated but not yet accepted the Emperor as their leader. These figureheads are, of course, puppets of the Empire. External: Expansion efforts are focused along the southern coastline with a good degree of success. Rome has become proficient in the ways of speaking softly while carrying a big stick. A small archeological party is sent to Panopti to study the mysterious obelisk there, but Panopti is not currently allowing foreigners to approach it. Rome is also seeking to establish embassies in other world capitals. Technology: Iron working, already widely practiced in the Roman domain, is improved upon. Simple casting techniques are expanded using machinery to produce stronger metals and alloys for the military to use. The civic structure is further improved by establishing multiple levels of government and assigning executive positions to administrate provinces throughout the hold. A system of weights and measures is standardized to compete with similar efforts from the Umburians and the Nenetians. Military: For the first time, women are allowed into the army to carry out non-combat roles. A largely reactionary response in opposition appears, but given the lack of credible threats to the Romans currently, people get over it. The military is put to work planting oak trees in order to replenish the stock currently being harvested for shipbuilding. While definitely a nice gesture, oak trees take around two decades to grow to maturity. Some military leaders write an open letter, requesting the state to research sustainable methods of growth in order to keep the harvest rate in check. Watchtowers are constructed are constructed along the eastern border in anticipation of Víkingr's expansion there. [IMG]http://i.imgur.com/Zx4uZ7i.png[/IMG] [B]Umburian Collective - Firesale69 - Black[/B] Race: Nords Capital: Keiffelberg Population: 120,000 Military Strength: 29,000 Relative Strength: Great Power Domestic: The Collective's leadership proves adept at juggling threats this year. Despite heavy military activity, the government's main domestic affair is ensuring that the civilian population is well-fed and housed, and that morale is high. Citizens' productivity is tracked, and they are paid additional wages for exceeding their quotas. This, combined with greater access to trade routes once dominated by Nenetia results in an employment and export boom. The paranoia of the previous year begins to decline as confidence in the regime rises. External: Peace is achieved with the Cecaelians. In exchange for nine tons of curiosities and trinkets delivered to enhance the lives of the Octopusfolk, the Umburians are able to sail freely in the Cecealian territorial waters, as well as for any Nords abroad. This results in major immigration from the territories around Roaruk. Peace is also offered unsuccessfully to Víkingr, and hostilities with the Nenetians continue throughout the year. Umburian merchants are making a fortune off of the nation's gains on the world stage. Technology: The Umburians improve their combat abilities by rehearsing combined arms drills, granting much better protection to the units in the field. To handle the giant increase of goods imported and exported from the Collective, the nation's dockworkers develop massive machines made of rope, pulleys, and gears to move the cargo around. This machine, called a crane, is quickly found to be useful for construction as well. A new domestic innovation, a courier service for mail and parcels, is introduced, helping to connect people and businesses to each other, and herbal medicine is deployed to the frontlines to the south. Military: The Umburians take an entirely defensive approach this year and tries to diplomatically solve its conflicts. Unfortunately the Nenetians and Víkingr press onward. The Nenetians are well equipped and in strong numbers, but they are outmaneuvered and forced to retreat to their own shores within months of the new year's beginning and are now practically blockaded by the Umburians. Víkingr launches several assaults on the defensive line north of their territory, but are beaten back every time with heavy casualties. The Umburians are on the path to victory in both wars, and the public can sense it. [IMG]http://i.imgur.com/D3Nhwpo.png[/IMG] [B]The Hollow - Killerabv - Dark Blue[/B] Race: Undead Capital: Korona Population: 280,000 Military Strength: 50,000 Relative Strength: Great Power Domestic: The Bone King has issued a number of reforms this year to help legitimize his regime, starting with a council which includes the Generalissimo of the Armed Forces, the High Priest, the Master of Coin, and the Undertaker. Each provides expertise on a particular field of governance. Another reform is a largely aesthetic one- architecture based upon, yet importantly evolved from, their former masters work appears throughout the Hollow. External: Representatives from the Hollow begin to arrive in the other great nations, well disguised in order to prevent panic and espousing a doctrine of nonaggression and requesting bilateral and civilized dialogue. Whether or not the tactic will prove successful remains to be seen. Technology: Using magic, some of the more fleshy corpses are able to appear both alive and healthy. Known as Shades, these new units fill scouting, envoy, and assassination duties. Caravans are revamped using skeletal horses, eliminated the need for food and rest. Architecture is looked into as a means of developing true culture, and the high priests are busy developing a method of eliminating the conscious divide between life and death, or lichdom. This breakthrough would allow the living to simply shrug off the end of life and keep on keeping on. Military: Rather than expanding the military further, the Hollow focusses on reorganization, assigning particular roles to different soldiers based primarily on body type. Those who still possess their muscle tissue are placed in the main ranks, whereas the Death Knights in their heavy armor form shock cavalry regiments and skeletons are divided into archer and light cavalry jobs. It becomes quite clear that the Hollow has a long way to go to catch up to the great powers, but this was an important step toward that goal nonetheless. [IMG]http://i.imgur.com/0BujdaG.png[/IMG] [B]Argak - Minelayer - Dark Green[/B] Race: Lizardfolk Capital: Argos Population: 220,000 Military Strength: 48,000 Relative Strength: Regional Power Domestic: Not much can be said for Argak this year. The turbulence of the previous year has solidified into a new normal wherein the old guard is forced to content with the presence of the Young Lizards in all walks of life. External: Although Argak is still closed off to non-Lizardfolk, some of its citizens are boldly venturing out, settling in other creatures' communities for the sake of trade. If Argak continues to branch out, they may one day become an overland trade power. Technology: The Army uses tree climbing as a new method of ambushing targets. Apothecaries and merchants begin to slowly adopt the trade post as a method of more efficiently trading and moving goods about. The School of Foreign Practices expands further, and has now evolved into the nation's first true university. Finally, the apothecaries achieve an interesting result with their experiments- fluids which explode violently when used. Military: The military runs further drills, becoming more professional in the process. It is now safe to assume that Argak's forces are "modern." One new detail this year is the use of mass cavalry tactics previously unseen. Although the salamanders are quite slow compared to horses, they and their riders are significantly better armored than any other type of cavalry in the realm with the possible exception of the elite Death Bringers of the Umburian Collective. [IMG]http://i.imgur.com/s1Au4jb.png[/IMG] [B]Víkingr - Satansick - Red[/B] Race: Humans Capital: Ostbyen Population: 160,000 Military Strength: 12,000 Relative Strength: Minor Power Domestic: The people begin the year highly patriotically, pledging full support for the war with the ill-conceived belief that the Nords would not withstand the army's march northward. After repeated losses, dread begins to grow throughout. The government keeps the people motivated by launching road building and irrigation projects which slowly improve productivity, but after the loss of the navy, oceanic trade goes stagnant. Luckily, Víkingr is still a very underdeveloped society, and is able to forgo trade longer than the Nenetians, who are in a similar dilemma. Police efforts are made to identify foreign agents, and, alarmingly, Víkingr comes to realize that the whole country is crawling with Umburian agents. It is unknown, but expected, that this played a role in Víkingr's crushing military defeats this year. External: Víkingr successfully develops exclave trading posts along Rome's eastern border. Over the course of the year, as this trade link becomes more and more essential, Víkingr solidifies its control over the land in the middle. With nowhere left to expand, small boats too weak for consideration by the Umburians begin to ferry settlers to the large island to the east, which is strangely almost uninhabited. Technology: The smiths, desperately trying to catch up to the nation's enemies abroad, begin to work with iron and discover the methods necessary to shape it. Iron swords and helmets begin to appear on the battlefield this year, but it is too little, too late to prepare the warriors for the fight ahead. However, in other fields, Víkingr is making strides to catch up to the world, introducing its own currency, an organized system of education, and the use of healing magic to reduce future losses. Military: The army moves north in search of the workers and tribesmen who fled north the previous year, wielding bloodthirsty berserker tactics and the surprisingly innovative shield-wall concept. Unfortunately, due to the lack of serious opposition to the Umburians, Víkingr's warriors attack in exactly the place and the moment the Collective was anticipating, and with inferior equipment and training, suffer heartbreaking losses. In addition, the navy is practically eliminated while defending the coast from the Collective. [IMG]http://i.imgur.com/tgGJ1Wu.png[/IMG] [B]Indavi Realm - Snoberry Tea - Dark Purple[/B] Race: Aaenshi (foxfolk) Capital: Indavus Population: 120,000 Military Strength: 22,000 Relative Strength: Minor Power Domestic: The main southern island begins to appear on maps across the realms as "Krakozhia." The island to the north is named "Ixania." The existing law tradition is codified, and police efforts are formally placed in the hands of the militia, giving some of them permanent jobs. Interestingly, Indavi prisons are the first to promote the ideal of "rehabilitation," in which prisoners are taught to see the error of their ways and are trained for a proper reintroduction into society. External: Ixania is colonized. The few humans and other beastfolk living there are indifferent to this new development and peacefully accept their new Foxfolk neighbors. Attempts are made to contact the Nenetians at their settlements in the northwest, but the Indavi soon learn that the settlers have been largely cut off from their motherland and are in desperate need of supplies. Regardless of the feelings of the Nenetian government, its southern colony begins trading with the Indavi out of necessity. The Indavi gain a small foothold on the island to facilitate this trade. Technology: A powerful ranged infantry weapon is researched this year- the crossbow. Its introduction takes a backseat to the basic armaments currently being produced for the militias. The concept of the aqueduct is developed to ferry clean water to the city center from far away lakes and streams, improving health and cleanliness. Finally, the Aaenshi mystics discover a method of creating magic trinkets which transmit voices. Currently, the effectiveness of such devices is limited across the two Indavi isles, but as methodology improves the Indavi will soon be speaking across great distances, much like the Kingdoms of Sectium already do. Military: Militia training is increased and recruitment begins for a standing volunteer navy, referred to as the Marines. The Aaenshi's spend a large amount of resources and effort to begin equipping all soldiers with steel long swords, round shields, and cuirass of banded steel. The process is slow going and will likely take another year to achieve, due to the amount of steel needed. [IMG]http://i.imgur.com/gqs5wjX.png[/IMG] [B]The Fathomless Depths - Sparkeagle - Teal[/B] Race: Cecaelian (Octopusfolk) Capital: Reef of the Cyclone Population: 70,000 Military Strength: 16,000 Relative Strength: Minor Power Domestic: After the experience of multiple faulty "wars" with the land powers, the people of the reefs begin collaborating on a unified government for the first time, largely existing as an administrative body for the armed forces. External: Peace is reached with the Umburians. There will be no further hostilities, and the Umburians will gain access to the Depths' territorial waters for five years in exchange for foreign goods. The Collective is not exempt from the rumor market, however, and the Nenetians seem willing to pay to learn about naval movements. In fact, given the new stealthy abilities used by the Octopusfolk, many nations will begin receiving more knowledge about enemy troop movements. Technology: Faced with a pause in attacks on merchant shipping, the Cecealians are forced to refine their trading skills. Soon, the merchants of the Depths are peddling wares from all over the world, and are working hard to sell to locations less influenced by the powerful corporations of the Umburian Collective and the Nenetian Republic. The Octopusfolk also apply their skills from the rumor market into negotiation and persuasion. Often times, buyers are beguiled into buying more or paying more as a result, with no lasting resentment. Military administration is a major development this year, as it is a practice hitherto unknown to the Cecealians. Finally, and perhaps most impressively, the Cecealians have improved their natural camouflage abilities using magic, and can now practically disappear, becoming temporarily invisible. Military: Attacks on merchant shipping of any nation cease entirely as the now-organized Cecealians begin intensive training for the future, unwilling to be defeated again in their own waters. Recruitment is quite strong. [IMG]http://i.imgur.com/bH38dye.jpg[/IMG] [B]Gorkania - Sunny Dei - Brown[/B] Race: Orcs Capital: Kaer Drom Population: 140,000 Military Strength: 32,000 Relative Strength: Regional Power Domestic: The concept of the coliseum takes hold in Gorkania. These large venues exist not just for entertainment, but also serve as official grounds for resolving disputes. The Orcs are quite proud of this advancement, but many foreigners view the idea as a bit barbaric. The government also begins tailoring the book selection available in education centers to glorify combat and civil service. Young Orcs begin to fantasize about their future military exploits. External: No longer expanding their reach in any particular direction, the Orcs begin to settle higher along the slopes of their mountain ridges and as a result, begin to take to the snowy life. To try to loosen up tensions with the northern humans, the Orcs attempt to challenge them to contests of might and skill. Although some warriors boldly step forward (and do surprisingly well), this does little to reassure the humans of the Orcs' civility. Technology: The military begins to receive explosives, adapted from compounds used commonly by miners. The idea of blowing up the enemy into chunks is a bit grizzly, but a surprisingly large number of recruits volunteer to carry the new weapons into battle. Basic machinery, like those seen in the Umburian Collective, are reproduced from drawings in Gorkania. Quickly, local engineers begin to find uses for them to improve the economy. Coliseums are constructed to provide an official place for blood sport, and crystals charged with special enchantments are developed for both military and civilian purposes. Military: After a year of difficult adjustments, the military receives its first batch of birds acclimated to handling. They are still too young to be used as mounts- next year will be the year. In the meantime, a program is established to determine which Orcs will be designated riders. Those that are selected become the exclusive caretakers of their adolescent birds and form close bonds. Militia are recruited to help pad the ranks out a bit as well. =Conflicts= [b]Nenetian Republic vs. Umburian Collective[/b] [STATUS: Umburians Winning] April 9th- the Nenetian flagship [I]Nekhakha[/I] closes in on what it believes is the bulk of the Umburian Collective's merchant convoy, en route to the Imperium Romana but sheltered in an island inlet from a passing storm. Arriving at night, the Nenetian captain searches the darkness for signs of activity- spotting dozens of what appear to be small torches along the decks of the beached ships. Suddenly, it hits him: these aren't merchant ships! As the Nekhakha lists heavily in an attempt to gain distance, the opposing Umburians launch their flames, catching the sails of the Nenetian ship and illuminating the battlefield. Ballistae hidden in the heavy island brush unload their volleys, battering the Nekhakha and other ships as they run aground in the shallow waters. The Umburians' flames are answered, but the Nords had prepared for this, having removed their sails and covered their decks with sand from the shore to lessen the damages. The Nenetian marines are forced to climb out into the shimmering black waters and wade toward the shore, where the Umburians are waiting to do battle. April 10th- the Nenetian fleet, having lost three warships including their flagship, limps away in confusion to the east, to supposedly safer waters. Unbeknownst to them, they won't be stopping until they reach home. Through cautious planning and an "across-the-board" strategy, the Umburians have stood up to the poorly-directed counterattack from the Nenetians and have gained the initiative in what had been a balanced conflict. Now the Umburians dominate the ocean, preventing Nenetian trade to the west entirely. [B]Umburian Collective vs. Víkingr[/B] [STATUS: Umburians Winning Decisively] Three war chiefs sit atop a ridge; across the valley, the black flags of the Collective loom menacingly over a wide, fortified line which has stood against many waves of the most bloodthirsty, animalistic warriors the Víkingr could produce against them. These three men are counting rocks- each represents a village muster under the war chiefs' command. Rocks which represent those who still fight are placed in a pile, while rocks which represent the men whose bodies lay lifeless and rotting at the bottom of the valley are tossed into the campfire to symbolically cleanse their souls. One chief holds a rock tightly in his hand, unwilling to cast it into the coals. A shaman places his hand on the chief's shoulder in solidarity, both remembering the war chief's firstborn son, a crazed lion of a man who charged fearlessly into the golden August sunset during the previous week's attack, never to be seen again. The chief lets go. In distress he turns his back on the fire, unable to deny that the burning pile is larger than that which remains, and still have yet to be counted. Deep down, they all know: the war must end soon. Unable to take the failed attacks of the previous year as a warning, or perhaps under the delusion that the best defense is a strong offence, Víkingr chooses to launch an all-out assault on their Nordic enemies rather than seeking peace, with the intent of somehow recovering those workers who have long since fled north to the Collective. Unfortunately, Sun Tzu's timeless maxim rings true for the misguided Víkingr: "victorious warriors win first and then go to war, while failed warriors go to war first and then seek to win." Directly north of Víkingr territory is a massive line of Umburian troops which have had months of preparation time to dig in. Víkingr arrives on the battlefield with crude iron weaponry and berserker-style aggression and seeks to overpower the better equipped and trained opposition using superior numbers alone. 30,000 Víkingr warriors charge against 11,000 Umburian soldiers and are utterly crushed in several repeated assaults, until it becomes clear that further losses cannot be sustained. By the end of the year, only 4,000 Umburians have been killed whereas 18,000 Víkingr have been slain to a variety of terrifying tactics and weapons not foreseen by the war chiefs, including heavy ballista artillery, superior enchantments, and ferocious dire wolves. To make matters worse, the Nenetians have failed to contain the Umburian navy, and soon the fledgling, underequipped raiding ships belonging to Víkingr are decimated by the Collective in an effort to reopen trade lanes to Rome. The settlements brought under Víkingr control in 552 are now beyond reach, and are quickly seized by the Umburians.
Why is the Umbrian Collective just shitting on everyone? :pudge: [editline]29th August 2015[/editline] I have no interest in the war, by the way. Umbrians pls go. Leave us fair foxfolk be.
[QUOTE=Snoberry Tea;48570306]Why is the Umbrian Collective just shitting on everyone? :pudge: [editline]29th August 2015[/editline] I have no interest in the war, by the way. Umbrians pls go. Leave us fair foxfolk be.[/QUOTE] To be fair, in two out of the three wars he's been in, he was attacked unprovoked, and he tried to negotiate peace deals at the beginning of this turn. Cxcxxxxx didn't send in a turn so his nation has been struggling in the war, and Satansick pressed the attack (I'm assuming under the assumption that the Umburians would be tied up fighting two other competent enemies, rather than one that was asleep at the wheel.)
Welp.
Diago, Satansick, hit me up on steam when you can. I have business to discuss with you two [editline]29th August 2015[/editline] Also, I would appreciate it if you allowed my embassies to be established
[IMG]http://i.imgur.com/JqLpwBq.png[/IMG]
Something important that I'd like to let everyone know about: a lot of GMs will send private messages containing your espionage efforts each turn. Because there's a lot of people in this game, I'll only be sending out a PM once every 5 turns to give a status update to each of you. Other than that, if there's an important development in the intermittent time, I'll likely contact you over Steam. So again, expect a major status report after Turn 5.
Its too bad nobody uses the rumor market to get an upper hand in the war.
Free wine to those who accept my embassies into their territory
[QUOTE=EuSKalduna;48574400]Free wine to those who accept my embassies into their territory[/QUOTE] The dead don't drink, but ok
If you wish to talk with The Depths, just say so. The Depths will hear. The Depths have eyes and ears everywhere. [editline]30th August 2015[/editline] You don't need to come to The Depths, The Depths will come to you.
[QUOTE=Sparkeagle;48574431]If you wish to talk with The Depths, just say so. The Depths will hear. The Depths have eyes and ears everywhere. [editline]30th August 2015[/editline] You don't need to come to The Depths, The Depths will come to you.[/QUOTE] How would that work in th context of the RP?
Anyone wanting to discuss diplomacy or peace please add me on steam.
[QUOTE=Dr. Ethan Asia;48574559]How would that work in th context of the RP?[/QUOTE] Piss in the water and a representative will show up to tell you to stop it.
I know one of you was trying to contact me last night while I was in a csgo comp game, so im sorry for ignoring you. However, I dont remember who it was that sent me the message or what it was about, so if you could leave another message Ill respond as soon as I get online.
[QUOTE=kilerabv;48574419]The dead don't drink, but ok[/QUOTE] Well ship off a nice corpse
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