[QUOTE=Native Hunter;52831603]Are you actually atheists in a fantasy setting or are you trolling? Regardless, we'll fuck your wives,your daughters, and drink our wine from your skulls human worm[/QUOTE]
thats golden coming from a satyr you fuckin hoofed degenerates, the most well known member of your race was a snitch and diddled little kids who fell through closets. go back to your ICE QUEEN CUNTS ARVA BELONGS TO HUMIES
Squawk!
[QUOTE=Milkdairy;52832714]thats golden coming from a satyr you fuckin hoofed degenerates, the most well known member of your race was a snitch and diddled little kids who fell through closets. go back to your ICE QUEEN CUNTS ARVA BELONGS TO HUMIES[/QUOTE]
[t]https://cdn.discordapp.com/attachments/211958101706932224/374184902880395265/meme.png[/t]
How dare you besmirch one of our most esteemed prophets !
Official due date for turns will be Nov. 5, I will be writing up an introductory turn to introduce all the current races/civs, player and NPC.
NPC(s)? Does this mean genocide without hurting players?
[QUOTE=Viper123_SWE;52838114]Does this mean genocide[/QUOTE]
Not that I'm encouraging that haha
[B][U]Arva: Turn 0[/U][/B]
This purpose of this post is for world-building and to introduce all the races (both player and NPC) that you may or may not encounter in your journey throughout this game. Important to note that you do NOT know about any other races apart from your own race/ethnic group at the start of the game. (i.e. U'manr humans are only aware of other U'manr humans on the map at the start of the game).
[QUOTE]
[IMG]https://cdn.discordapp.com/attachments/270746808353947659/375021588896022538/unknown.png[/IMG]
[QUOTE]
Humans are the most populous race in the world, comprising of many realms across all the continents. Humans are proud and resilient and while they usually lack in size or strength, they make up for in ingenuity and resolve. Several notable ethnic groups can be found in Arva for humans, including the U’manr, Latinac, Daonnarcitectii, Helviirian, Hanori, and Kichikichi. Several smaller ethnic groups also exist in the world, though in fairly smaller number, usually not enough for their own realm.
[B][U]U’manr[/U][/B]
The cold wastes of the North are harsh and inhospitable to most forms of life. A very resilient ecosystem is capable of surviving here, but living itself is always difficult from the biting cold and the harsh terrain. However, there are those who dwell and survive in such a harsh place. The U’manr are a rugged people who know the difficulties of living, as they have scrounged to get by on a day by day basis. Fighting between U’manr tribes was also commonplace over food and other things. The weak perish, the strong survive. That is the U’manr way. Having travelled south to find slightly warmer lands, the U’manr have settled into several noteable Jarldoms (their version of Kingdoms), however they are far from abandoning their ancient traditions of war. Will they destroy themselves in conquests and raids, or unite and become an unstoppable horde of northmen? Only time will tell…
[B][U]Latinac[/U][/B]
In the forests and meadows of the west, the the brown haired and brown eyed Latinac people have known prosperity and peace. The lands were bountiful and provided rich harvests and the climate was mild and calm. Several kingdoms have propped up recently due to this, including Angmar and Arathor. Looking outwards to explore new lands and to find new peoples, the Latinac people have taken the reins of destiny into their own hands and are ready for the world the lies outside their realms.
[B][U]Daonnarcitectii[/U][/B]
On the island continent in the northwest is home to variety of different environments, each different than the last and providing their own unique set of challenges for any living thing to live in them. Yet a group of people still survive and thrive in these lands, the Daonnarcitectii. While some say these humans have dabbled in dark magic, none can deny their technological ingenuity, more often than not being innovators in the human world of engineering and science. From their forward-thinking ways comes the abandonment of old notions of feudalism and serfdom and instead these people opt for republics, one of the most notable being the Solattran Free State.
[B][U]Hanori[/U][/B]
The unmistakable blond hair and blue eyes gives away the Hanori people, as they are unlike any other of the other human groups in that the Hanori people pride themselves over their horsemanship above all else. A Hanori child is taught from a very young age to ride a horse and shoot a bow and arrow. When reaching manhood at around 12-13 years of age, a young man is taught to raise and care for a young horse as if it were their family. The bond between horse and man in Hanori society is viewed as something sacred, as more often than not, your horse can serve you well for most of your life. This comes particularly important as the Hanori horse-lords and their realms quite often quarrel and fight amongst themselves over land. War is always a feature of Hanori life, and one must always ready their saddle and prepare to ride to battle and for a glorious death.
[B][U]Helviirian[/U][/B]
Banished to the harsh wastes of the southern sands for crimes long forgotten in a time long ago, the Helviirian peoples have long languished in pain and suffering in that desolate wasteland. Now, after all these years, they have returned. Hardened and with a fierce determination, united as one under the rule of Queen Okzama, the last remnants of the people who survived have settled down and look to rebuild their lost glory and prestige they once held in the world of man. Establishing their capital in the far south on a peninsula, the Helviirian’s are ready to rebuild and reconquer all that they had been denied.
[B][U]Kichikichi[/U][/B]
The Kichikichi tribes are a strange group of people. Their size easily makes them subject to ridicule by other humans, often being called “manlets”. However, the Kichikichi are not pushovers by any stretch of the imagination. Their strength is unmatched, with a man being able to easily lift a large cow all by himself. Society is also quite different than other humans, in which tribal politics is key to a clan being able to assert dominance through political alliances and intrigue, with four clans taking main dominance in Kichikichi society of the Konorom clan: the Burani, the Rolani, the Heruni, and the Iurni.
[B][U]Illyriuma[/U][/B]
Illyriuma humans inhabit the western shores of the east, and have great knowledge of the waves through generations of sailing and fishing. Their olive skin and complexion makes them distinguishable from other humans along with their very unique language that flows like silk from their mouths.
[B][U]Other Humans[/U][/B]
Other ethnic groups of humans exist, but usually they are too small to form their own nation and instead form a minority within a kingdom or empire. Several notable examples are the Swej, Kondi, and the Tubektin.
[B][U]Other Sub-Species[/U][/B]
Several races share lineage with humans as well, the most notable being the Blemmyae and Halflings, with the former being the… oddest offshoot of mankind. Blemmyae lack a head and instead have their facial features on their chests, which causes them to be ostracized and feared outside Blemmyae societies. Halflings on the other hand share many of the features most humans have, other than the fact that they are quite short, growing only to be as large as a older child at most and living in comfortable burrows in the ground in small, centralized families, preferring to live in areas of the world with very mild climates that can provide farmland all year round.
[/QUOTE]
[IMG]https://cdn.discordapp.com/attachments/270746808353947659/375019877737562114/unknown.png[/IMG]
[QUOTE]
The West holds bountiful lands and riches that have provided optimal conditions for a variety of races to exist within this region of Arva, alongside humans.
[B][U]Otterkin[/U][/B]
Otterkin are a particularly unique race, only found in the center continent of Arva, usually near rivers and lakes. Otterkin are small, about the size of a child, but what the lack in size they make up for in speed as well as a silver tongue, making their livings off trading with small paddle-barges bringing river trade up and downstream.
[B][U]Satyrs[/U][/B]
Settling at the edge of a lake, Satyrs have finally found a place to call home. With horns growing from their heads, one would mistake them for a demon, along with their shaggy fur that covers most of their body. Here they will frolic and procreate like crazy.
[B][U]Mogogol[/U][/B]
This land dwelling amphibian race can be summarized in three words: giant bipedal frogs. Though quite primitive compared to most of the other races, barely being able to form large tribes, the Mogogol are uniquely attuned to the elements, particularly water, and frequently use water in their rituals.
[/QUOTE]
[IMG]https://cdn.discordapp.com/attachments/270746808353947659/375019863762272259/unknown.png[/IMG]
[QUOTE]
The south contains many harsh lands, however a few races have managed to perservere throughout the ages alongside humans.
[B][U]Glyrran[/U][/B]
This feline like race inhabits many arid areas in southern lands, living in clans that usually fight amongst each other for honor. Glyrran’s are notable for their unique fighting style, employing their weapons as well as their own claws in battle. Their traditions are unique as well, for a Glyrran chieftain wedding is considered boring if there are not at least 3 deaths in it in the fighting ring.
[B][U]Orthroxi[/U][/B]
Conglomerated into one empire, the Orthroxi are an insect species that centers around a hive-queen, who they worship as their empress. Living in giant hive cities, along with a rigid caste system, the Orthroxi are relentless, and ever expanding, always looking for resources for the hive.
[/QUOTE]
[IMG]https://cdn.discordapp.com/attachments/270746808353947659/375020216561958912/unknown.png[/IMG]
[QUOTE]
The eastern continent and islands are home to many interesting races, some more bizarre than the others. The continent itself is home to vast plains and forests, to lush and dangerous jungles and wild taigas and highlands. Many major races are listed here that live in the east. Minor races exist as well but are too insignificant in number to list here.
[B][U]Strysavian[/U][/B]
More commonly referred to as “birdmen”, Strysavians are an avian race who, a long time ago, saw the skies as their only home, and now can live closer to the ground. Many features of Strysavians can be resembled to falcons, perhaps they are long lost cousins in the tree of time?
[B][U]Skywrath[/U][/B]
The Skywrath are the bigger, and bolder cousins of the Strysavians, boasting an unique attunement to magic and having features of eagles, leading to them being commonly referred to as “sky witches”. However, they live exclusively in the sky, using magic to create cities from nothing. Sightings are rare, but are known to sometimes visit the lands below, either for adventure or to just get away from the rigid society of the skies.
[B][U]Dawi-Zharr[/U][/B]
Exiled long ago from an ancient kingdom for a terrible ritual conducted by the greatest of their own, the Dawi-Zharr, more commonly referred to as “Fire Dwarves”, are true disciples of darkness, following a dark god that they fervently believe in. Building their dreaded Tower of Zharr-Naggrund in the far eastern reaches of the world, far from any judging and dangerous eyes, the Dawi-Zharr rebuild themselves from the ground up through fire, steel, and industry. Now, they seek revenge through conquest, and, eventually, revenge against their kin who had wronged them for their belief in the dark god, Hashut.
[B][U]Tauru[/U][/B]
The world as we know it stretches far east, but farther still is a land shrouded of mystery, a land from which the Tauru come from. The Tauru, also known as centaurs, are a tribal race, who gather in “herds” that consist of these tribes to hunt and graze amongst the great plains and steppes of the far east. Now, the Tauru have arrived in Arva, and seek to conquer these great fields of grass… and perhaps even looking westward.
[B][U]Orcs[/U][/B]
The brown-skinned, brown-eyed figures of the east are known as orcs by most. Between themselves, they have their own name: Ha’chmin, meaning, those with the earth in their tongue. Orcs are a tribal race, with a innate and deep connection to the elements of the earth, with shamans that can “commune” with the spirits of their ancestors as well as of the elements. Not much is known about Orcish society, other than they fear outsiders and usually avoid contact with those that are not them.
[/QUOTE]
[IMG]https://cdn.discordapp.com/attachments/270746808353947659/375019845672108032/unknown.png[/IMG]
[QUOTE]
Along with U’manr humans, other races also inhabit the north that have learned to survive these harsh lands.
[B][U]Tuskarr[/U][/B]
The tuskarr are a peculiar race, with thick, leathery skin covered with a thick coat of fur and tusks that grow from their lower jaws, they are well suited for their environment. Usually living in large fishing villages, the tuskarr can withstand the cold and, if necessary, swim in the icy waters of the deeps to catch food for their village and families. While wary of outsiders, they don’t push away the outside world and are good traders.
[B][U]Nulen[/U][/B]
The nulen are an amphibious, almost fish like race that inhabit certain regions of water in the north. Along with this, they can stay on air for long period of time before having to return to the water. Reclusive in nature, they fear outsiders and will fight anything that looks to be remotely a threat.
[B][U][I]??????[/I][/U][/B]
[U][I][B]IZHAI THOK GLUTH. IZHAI THOK ALATHO ARKOSH. HEDOQ SA NITH. OMOZ SEK WROTH. OZKAVOSH ICHA DOMOSH.[/B][/I][/U]
[/QUOTE]
[/QUOTE]
[editline]31st October 2017[/editline]
For reference of the regions:
[t]https://cdn.discordapp.com/attachments/270746808353947659/375026484345044993/unknown.png[/t]
Red- The West
Purple - The North
Green - The East
Yellow - The South
Woo! East side represent!
Remember, the due date for turns is Nov. 5
I have:
Black Desert People
Adeptus Mechanicus Ripoffs
Evil Drunk Midgets
Birbs
Manlets
Horse-cock
Vikings season 1
Goatfuckers
Chestfaced... things
I need:
[i]Man-Eating[/i] Birbs tyvm
[QUOTE=Snoberry Tea;52846254][i]Man-Eating[/i] Birbs tyvm[/QUOTE]
Do you eat horse
[QUOTE=EuSKalduna;52846440]Do you eat horse[/QUOTE]
We eat the man-half ;)
All turns are officially IN
[B][U]Turn 1 Tracker[/U][/B]
[U]To do[/U]
Most Serene State of Pingren
[U]Done[/U]
Strysavian Republic
Zharr-Naggrund Dominion
Jarldom of Kottrvar
Kingdom of Nysa
Free State of Solattra
Khovaltai Tribe
Konorom Tribe
Helviir Federation
NPC Nations
Map
Turn Intro
World Events
Graphics
:hypeisreal:
I have updated map resources to include ~wood~ as a construction material
[del][url]https://pastebin.com/0dqNuypm[/url] - Updated Map Resources Link[/del]
[url]https://pastebin.com/eEWJqpLi[/url] - Loljk added Goats to the Resources in this link as well
Are you open to suggestions for other resources?
If so how about:
*Coal
*Copper
*Vegetables
*Fruits
*Beer
*Honey
*Mead
*Spirits
*Cotton
Sounds like too much of a clusterfuck.
I dont think beer, spirits, and mead are really resources as copared to manufactured goods
[QUOTE=Native Hunter;52882353]I dont think beer, spirits, and mead are really resources as copared to manufactured goods[/QUOTE]
The dwarves might disagree with you :v:
The dwarves are worthless angsty short shits with no rights.
Beer and ale is created from wheat in general. Wine is made from grapes, etc.
I don't want to overcomplicate myself with this kind of stuff.
[U][B]Chapter 1: A New Beginning[/B][/U]
First Era: Years 1-3
[QUOTE]Hope for the future is great. Curiosity of what lies beyond, is even greater.
-Antonidas, Wizard of Stromgarde[/QUOTE]
[QUOTE]
[B][U]World Events[/U][/B]
[B]*[/B]The races of this world have set aside their wandering pasts, and are settling down for their futures. Tribes and kingdoms are formed across all areas of the world: North, South, East, and West. Time can only tell the fates of these many peoples as they forge their destinies.
[B]*[/B]Certain races have discovered their affinity to magic, but at this time, it’s too early to tell the power of these individuals that they wield.
[B]*[/B]??? ??????? ??? ???????????? ?? ???? ????? ????????? ???? ???????????
[/QUOTE]
________________________________________________
[QUOTE][IMG]https://cdn.discordapp.com/attachments/270746808353947659/378292752368009216/unknown.png[/IMG][/QUOTE]
[QUOTE]
Ruler: Jarl Hrolfr Eagle-Eye
Population: 6,950
Realm Strength: Weak
Unity: Stable
Economy: Basic Subsistence Farming and Fishing; Small Mining Operation
Trade: Local {with the other Jarldoms}
Religion: Unorganized Fornvegr {Pantheon Deities}
Gathered Resources: Fish {Scarce}, Wheat {Bountiful}, Iron {Low-Quality}
[/QUOTE]
[QUOTE][IMG]https://cdn.discordapp.com/attachments/270746808353947659/377681922442133504/unknown.png[/IMG]
The Known World
[/QUOTE]
[QUOTE]
Jarl Hrolfr Eagle-Eye had brought his people to these shores for a better life. The cold harsh wastes of the North had been the homelands of his ancestors for countless centuries, but now, they have arrived in warmer lands by the sea. He established his Jarldom, and his rule, which was uncontested. No one else was willing to lead. The burdens of the realm lie on his shoulders. The lands claimed and the main town raised, Hrolfr sought to find new lands in this strange and unfamiliar landscape. But he did not expect other Jarldoms to exist. Three more Jarldoms had been raised in the region, each led by a differing Jarl: the Jarldom of Rekkarin, Jarldom of Struysevyar, and the Jarldom of Fjordane. Both Rekkarin and Fjordane are found to be to the north and south of Kottrvar, respectively. While Struysevyar is found through a naval expedition to be on the other side of the channel. Several new coastlines are also found near Struysevyar to the west and south through this expedition as well. So far, nothing has been found of interest other than warm lands and large forests.
At home, Jarl Hrolfr develops the main town of Kottrvar , ordering the construction of its main docks. Within a year, several piers are built along with a few trade ships. This new fleet is immediately sent to trade with the other Jarldoms, using surplus crops as a tool to bring in goods such as crude armor and weaponry as well as some luxuries of furs brought from Struysevyar. Soon, furs become a wide demand to deal with the cold winters. Trade is good, and the money flows into the Jarldom, both to Hrolfr and to the people. The religion of the U'manr people had always been undefined and somewhat differed between different U'manr tribes in the old times. But now, Fornvegr is established in Kottrvar to make sense of the world with its traditions and beliefs set in stone. The gods of the U'manr finally have a place to call home. This soon spreads to the other Jarldoms, but they create their slightly different interpretations of it as well, leading to disagreements over which version of Fornvegr is the correct one.
A smart leader always looks for allies... and as such, Hrolfr seeks to secure the channel borders by looking for an arranged marriage between his daughter, Astrid, and the Jarl of Struysevyar’s son, Bjorn. The wedding goes well, with Hrolfr receiving a dowry in the form of a well formed blade made from a strange metal he had never seen before, until the interruption of a black direwolf attacking Hrolfr’s son and some of his men, leading them to encounter an ancient entity known as Goldrinn, the Lord of Wolves. Explaining that his son Gindril, is responsible for the attack, as well as other attacks against the holdings of Jarl Borg of Struysevyar. They find the rabid direwolf near the coast with the help of Goldrinn’s other son, Fenris. The battle goes well as they manage to incapacitate the wolf, but Fenris is gravely injured by Gindril and nearly killed by an unknown third party entity that appears.
War has always been a part of the U'manr. War is the means to die in battle gloriously in order to ascend. War is the means to find glory in this life in order to venture to the next. With the channel secured, Hrolfr pays attention to matters of war. Hrolfr orders the creation of small walls for fortifying Kottrvar, as well as other fortifications. Hrolfr also establishes the permanent huscarl retinue, in times of war that will be called upon, an experienced levy of foot soldiers to fight in battle, as well as establish authority and security in Kottrvar. Around 150 total are raised and trained within three years, all of them experienced warriors, and ready to fight for their Jarl when the time comes. The levies from his vassals in and around Kottrvar bring the grand total of the fighting force to around 750 strong when called upon. A terrifying raiding force? Or a respectable battle army? What is known is that Hrolfr has the means to wage battle. And his ambitions know no bounds...
[/QUOTE]
________________________________________________
[QUOTE][IMG]https://cdn.discordapp.com/attachments/263156108699369473/379503458816098314/unknown.png[/IMG][/QUOTE]
[QUOTE]
Ruler: Silenus, God-King of the Satyrs, Protector of the Faun-Folk, Defender of the Realm
Population: 10,200
Realm Strength: Weak
Unity: Strained
Economy: Basic Subsistence Farming and Fishing; Small Luxury Goods Production
Trade: None
Religion: God-King Worship
Gathered Resources: Wheat {Decent}, Grapes {Decent}, Wine {Good quality}, Fish {Decent}
[/QUOTE]
[QUOTE][IMG]https://cdn.discordapp.com/attachments/263156108699369473/377682158355087372/unknown.png[/IMG]
The Known World
[/QUOTE]
[QUOTE]
A home. That is what the people of Nysa sought after they had wandered for so long. And they had finally found it. By the strength and the wisdom of the God-King, the satyrs of Nysa have found a home by a large body of water, at a river delta, where their civilization was born. Knowing full well that this is uncharted territory, the God-King orders scouts to find what is out there, as well as to claim it in his name. They find themselves not alone, as two other settlements of Satyrs have appeared nearby: the cities of Velys and Illys. This would not stand. The satyrs must be united under the rule of the God-King. Therefore, the procurement of iron weaponry is ordered. However, iron is hard to come by here, and as such, few iron weapons and armor are made. Trees are felled to make wooden spears and clubs. A total army of 1000 able-bodied soldiers is ready to fight, though less than 70 have iron weaponry and armor. The rest make do with wooden weapons.
Expansion is already in the mind of the god-king, as he orders the settlements to expand further down the river from the main town. A few noteable villages prop up in the region within three years, expanding the borders well enough. Farms are built and irrigated on orders of the god-king, and miraculously, grapes are discovered! A delicacy in the old homeland of the satyrs, they now can enjoy them again, as well as create wine to gorge upon and get inebriated from. Basics roads from the main city to the surrounding farmlands are made from dirt and gravel, allowing easy paths to and from the city for farmers to bring their crops to.
To consolidate his rule, the God-King orders the construction of temples in honor of him and his mother, the Earth. Within three years, the city has two grand shrines, one to Silenus, and one to the Earth. Both receive offerings of bread and wine daily and people come for blessings and prayer to and from their king, and the Earth.
[/QUOTE]
________________________________________________
[QUOTE][IMG]https://cdn.discordapp.com/attachments/373170490325467138/378296082515361812/unknown.png[/IMG][/QUOTE]
[QUOTE]
Ruler: Grand Baron Amos Markellos
Population: 7,000
Realm Strength: Minimal
Unity: Stable
Economy: Basic Subsistence Farming and Fishing; Small Mining Operation
Trade: Intrastate Trade
Religion: Machine-Worship
Gathered Resources: Cattle {Large Herds}, Fish {Decent Amounts}, Iron {Low-Quality}
[/QUOTE]
[QUOTE][IMG]https://cdn.discordapp.com/attachments/373170490325467138/377682785680228353/unknown.png[/IMG]
The Known World
[/QUOTE]
[QUOTE]
The people of Solattra have an ingenuity not found in other races in the world. After establishing their first permanent settlement at the base of a river, immediately they face engineering issues, such as loading heavy cargo onto boats. This is easily solved with the invention of the gear and crank, as small wooden cranes are constructed throughout the dock of Solittus , making life easier for those who need to carry heavy things. Along with this, the gear and crank allow for an innovation in warfare, as this is applied to the traditional concept of bows, and a handheld "crossbow" is made, where a gear and crank pull back the string, allowing for much greater force from the projectile. An order is placed to outfit the Solattran army with these crossbows, as well as large spears, helmets, and armour.
To satiate this requirement, an expedition is sent out to survey the lands within the state and find a large deposit of iron, which is quickly mined and worked on to provide. After 3 years, most of the order is complete, with around 100 spears and 200 sets of armor still requiring to be made. Large herds of cattle are also discovered within Solattran borders, and are quickly domesticated to produce meat, milk, and leather for the state. More expeditions are made in the second year, this time, outside of Solattran borders, as two teams are sent north and south. The northern team finds another Daonnarcitectii city, the Pollintaire Republic, who have established their own republic on a river delta in the north. Diplomatic relations are established and relations are cordial between the two sister republics, with both sharing the same enthusiasm for technology. The southern team however, goes missing, and after a year, they are thought to be dead.
The Solattran army sees change, as it is decreed that 6 months of training in peacetime is required for soldiers in peace, and 2 months of training in times of war. While this delays the size of the army growth, within these three years, a professional and trained army of 800 strong is ready to do battle.
[/QUOTE]
________________________________________________
[QUOTE][IMG]https://cdn.discordapp.com/attachments/292951456670154752/378430374591725569/unknown.png[/IMG][/QUOTE]
[QUOTE]
Ruler: Queen Okzama, Protector of the Helviir, Guiding Light of the Wastes, Prophet of Eternity
Population: 6,500
Realm Strength: Weak
Unity: Stable
Economy: Basic Subsistence Farming and Fishing; Small Quarry Mining Operation
Trade: None
Religion: Gods of Eternity {Pantheon Worship}
Gathered Resources: Roots and Berries{Decent Amount}, Goats {Moderately-Sizes Herds}, Fish {Bountiful}, Stone {Medium-Quality}
[/QUOTE]
[QUOTE][IMG]https://cdn.discordapp.com/attachments/292951456670154752/377683847967670283/unknown.png[/IMG]
The Known World
[/QUOTE]
[QUOTE]
Arriving from their long exile, the Helviir find themselves at a southern peninsula. With the temperatures milder than the harsh wastes due to the sea spray, this is where they call home. Upon arriving, the main city is established with smaller villages pocketing its outskirts, the Helviir find several resources within its domain, including goats, which provide a respectable amount of milk and meat to the population, as well as desert fruits in the region. The sea provides even more as the fish schools are bountiful and the catches ensure that no member of the Federation goes hungry.
With the basics secured, Queen Okzama establishes several key aspects of the new nation, including a grand palace in the main capital of Hadryl, where the First Council of Hadryl is hosted, after three years of construction, to bring together the united clans of the Helviir and for the people to voice their opinions to the Queen. The palace also serves as a home for the envoys of the tribes that reside within the federation for when they visit the grand court. The palace itself is a grand site and a marvel of stone that towers above all else within the city, bringing awe and prestige to the crown.
The official Helviirian State Guard is formed by decree of the Queen herself for the defense of the realm. Once, the Helviirans were victims to others, and now never again they shall be wronged as well as defenseless. Many of the battle-trained warriors of the tribes eagerly join this one-central army of the federation, bringing their numbers to 500 strong with spears of wood and stone and shields of hide and with experience from the wastes. The Queen also decrees a new law that demands obligatory state service of boys and girls at the age of 13, with either military service (as cadets) or government service (as servants and/or lower adjutants) for a period of two years. This increases the numbers of the military to around 1000, with around 500 cadets joining and the capital receiving an influx of servants, many of whom work at or around the main palace, although many mothers are distraught to see their children being sent away.
At the end of the first three years, a military sponsored expedition is sent north along the shores to find new lands, but they are yet to return to report what they find what lies beyond...
[/QUOTE]
________________________________________________
[QUOTE][IMG]https://cdn.discordapp.com/attachments/263523521697677312/378612634326401036/unknown.png[/IMG][/QUOTE]
[QUOTE]
Ruler: Chadwarden, Herd-Head of the Tribe
Population: 3,500
Realm Strength: Weak
Unity: Stable
Economy: Basic Subsistence Farming
Trade: None
Religion: Gods of the Plains and Skies {Pantheon Worship}
Gathered Resources: Sheep {Decently Sized Herds}
[/QUOTE]
[QUOTE][IMG]https://cdn.discordapp.com/attachments/263523521697677312/377683372606095363/unknown.png[/IMG]
The Known World
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[QUOTE]
Entering from the far east, the Centaurs of the great steppes make their first appearance in these lands for the first time. A strange new land for them, different from their mysterious homeland. As these newcomers trickle in, lands are claimed and small temporary settlements are established. However, deciding against the ways of their ancestors, Chadwarden establishes the first permanent Centaur settlement in the eastern steppes, a town called Chad, named after the Herd-Head. However, it is discovered that the Khovaltai Tribe is not the only centaur tribe to have crossed to this new land. The Telvaltai and Polvintai tribes have also made their way to the steppes of this foreign land, settling relatively near the Khovaltai. While differing centaur tribes usually do not get along together, they are reasonably spaced apart to diffuse tensions… for now.
Among these new lands, the Tauru discover livestock living on the steppes in herds. Fluffy creatures with white wool that graze upon the grasses. It is found that they can produce milk along with meat, making them a valuable resource. The Khovaltai domesticate several large herds of these sheep, and tend to them.
With these developments, large homesteads of lone or family groups of Centaur prop up within the Centaur regions, where large swaths of land are owned by a single unit. Simple paths are trotted upon, allowing for easy navigation to and from different homesteads and to small villages and the main town.
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[QUOTE][IMG]https://cdn.discordapp.com/attachments/319673852068233216/379504964415782914/unknown.png[/IMG][/QUOTE]
[QUOTE]
Ruler: Sorcerer-Prophet Astragoth Ironhand, High Priest of Hashut, Sorcerer-Prophet Lord of the Dawi-Zharr
Population: 6,000
Slaves: 3,500 → 1,200
Realm Strength: Weak
Unity: Strong
Economy: Basic Subsistence Farming; Small Mining Operations; Minor Industry
Trade: None
Religion: Hashut (Monotheistic Worship)
Gathered Resources: Wheat {Decent Harvest}, Iron {Medium Quality}
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[QUOTE][IMG]https://cdn.discordapp.com/attachments/319673852068233216/377683663967617026/unknown.png[/IMG]
The Known World
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[QUOTE]
Pain. Hate. Rage. That is all that the Fire Dwarves have known ever since being banished from their home so long ago. Their god defied the conventions of their people, and as such, was shunned. For centuries, the Dawi-Zharr wandered the wilds and wastes, always looking over their shoulder and always praying for the next meal. Now, they have found their home. And the forges grow hot in the face of conquest and destruction. Finding themselves neighbors to several small tribes of orcs, the Dawi-Zharr quickly conquer and enslave them with the might of their sorcerer-king to work grueling tasks of labour in building their dark tower to their cruel god. Those that die are thrown into the forges to feed the flames. Those that live continue to work the metals and machines of this dark empire.
Not completely satisfied, the Dawi-Zharr continue their sights for other areas to conquer, finding desert, mountains, and flat stretches of rock and stone for their empire. More resources for them to take in the future. However, this cruelty and ambition is not without consequence, as the orcs rise in rebellion, killing dozens of their forgemasters. But, the dark dwarves have no tolerance for such insolence, and put the rebellers AND their families to the sword. This quickly quells any form or thoughts of resistance amongst the enslaved, and business goes on as usual. As a response for their insolence, the forges are kept aflame for most of the days, giving little time for the slaves to rest. Many slaves die from exhaustion, whose corpses are then promptly thrown into the flames as fuel, however production increases as most of the 1000 strong army are equipped with iron armor and weapons by the end of the first year due to this brutal efficiency.
The dwarves have always been known for their mines, and as such, are keen to find ores to mind. In the mountains near their dark tower, they find a large deposit of iron, which is promptly excavated and mined using both dwarf and slave labor to achieve. The iron is put to good use as its quality makes it perfect in continuing the construction and increasing the height of the Tower of Zharr-Naggrund. Scouts looking for more deposits in the mountains find something interesting however…
Venturing into the ruins with the expeditionary force, some slaves, and his elite guard, the Sorceror-Lord discovers an ancient ruin of a long forgotten civilization of houses and ruins within a deep chasm. But something in the dark void of the chasm was there. He called… and [I]it[/I] responded.
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[QUOTE][IMG]https://cdn.discordapp.com/attachments/250451821477232640/379785660468297728/unknown.png[/IMG][/QUOTE]
[QUOTE]
Ruler: Lord-Leader Koloman Bright-Eyes
Population: 7,000
Realm Strength: Weak
Unity: Strained
Economy: Basic Subsistence Farming and Fishing
Trade: None
Religion: Lote (Monotheistic Worship)
Gathered Resources: Sheep {Decently Sized Herds}, Fish {Decent Sized Schools}
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[QUOTE][IMG]https://cdn.discordapp.com/attachments/250451821477232640/379785935270707202/unknown.png[/IMG]
The Known World
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[QUOTE]
These lands have always been the lands of the Kichikichi, but now, they seek to truly conquer it as their own. As leader of the Konorom tribe, he settles his main city at the delta of a river leading into a great bay. More land is immediately taken by those who prefer small village life over large city life to the north and to the west of the city. This expansion brings sheep herds into the tribe realm, which are then domesticated quickly to produce milk and meat for the people. The Lord-Leader orders the exploration of the surrounding lands and finds that he is not alone in this endeavor… the Bonorom and Vonorom tribes of Kichikichi have also settled at different river deltas as well to the southwest and southeast (respectively).
Immediately looking to secure a political alliance, as well as his own bloodline, Koloman arranges a wedding with the Vonorom tribe leader’s daughter, bringing the two tribes closer in relations. The wedding goes well except for a few fights and a couple deaths, but a Kichikichi wedding would be boring if it didn’t have at least 3 deaths in it. Within the year, he is granted a set of healthy twins, a son and a daughter.
The tribe looks for any other animals to domesticate however have not found any within its borders. Along with this, tribal warriors are encouraged to practice and spar with each other. While this usually goes without a hitch, sometimes fights break out when one accuses the other of not sparring fairly. This warmup is good as later in the second year, the Konorom launches a surprise raid against the Bonorom tribe with 600 warriors strong. While the initial fighting goes well, they ultimately cannot capitalise on the gains and the two tribes call it a draw in the end, though tensions between the two remain high.
At the summer solstice, an official festival to their god, Lote, is celebrated in the main city of the Konorom. The festival brings in many tribes for its festivities and for those days, the Konorom are the centre of the Kichikichi world.
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[QUOTE][IMG]https://cdn.discordapp.com/attachments/319222255295004674/379871522271264768/unknown.png[/IMG][/QUOTE]
[QUOTE]
Ruler: Qalif Duss'Iktik
Population: 6,500 → 5,700
Realm Strength: Weak
Unity: Stable
Economy: Basic Subsistence Farming and Fishing; Small Mining Operation
Trade: None
Religion: {Unknown}
Gathered Resources: Sheep {Decently Sized Herds}, Iron {Poor-Quality}, Fish {Decent Sized Schools}
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[QUOTE][IMG]https://cdn.discordapp.com/attachments/319222255295004674/379872854910566400/unknown.png[/IMG]
The Known World
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[QUOTE]
Qalif Duss'Iktik could rest his wings knowing that he had found a home for his people. Establishing the republic at a river delta that flows into a bay, the work to make this home permanent was arduous. Everything from basic structures of society to the building of the city had to be done from the ground up. What was first established was systems of order, such as a general policing force within the city to rein in troublemakers and lawbreakers alike as well as a prison to house them in. A court system along with a Law Codex was then established to give laws for the Strysavian people to live by. This quick establishment of law and order combined to allow a relatively smooth transition from a nomadic life to that of a civilization.
The lands that they looked at next were upriver, in which many small villages were formed. In these lands they found herds of sheep which were domesticated and used to bring in milk and meat. The waters around the republic also provided food with fish. The diet of a Strysavian citizen was indeed quite varied, that is until the second year. Many of the sheep died as did most of the fish. So, as tradition dictated, the Strysavian ate their old, the weak, and the very young to ensure their own survival. As the herds and fish recovered in numbers, this cannibalism was no longer necessary, and they returned to their normal ways.
Food wasn’t the only thing the new republic was after as well. In their lands, the Strysavians discovered a fairly large iron ore deposit, in which a mining operation was quickly established. Iron flowed into the capitol to be used in whatever projects it would be needed in in the future. The explorers from the republic see fit to name their surroundings in order to get a better feel of the lands they are in. The mountain range, specifically its largest peak, is called the “Tlikt Peak” and the bay of water becomes "Myamin Bay".
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[QUOTE][IMG]https://cdn.discordapp.com/attachments/345639126835396628/379880225904918538/unknown.png[/IMG][/QUOTE]
[QUOTE]
Ruler: Esen Wutou
Population: 6,000
Realm Strength: Weak
Unity: Stable
Economy: Basic Subsistence Farming and Fishing
Trade: None
Religion: Daotianshi {Monotheistic Worship}
Gathered Resources: Wheat {Bountiful}, Fish {Scarce}
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[QUOTE][IMG]https://cdn.discordapp.com/attachments/345639126835396628/379875177573384192/unknown.png[/IMG]
The Known World
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[QUOTE]
The first of the Blemmyae were always considered freaks by other humans. Sent into exile, they wandered the world, often alone, cold and hungry. But they began to converge, and soon, they managed to survive together. Now, establishing their own homeland, they never have to travel again. They Blemmyae established a strict order of social hierarchies, though they established that slaves in their hierarchy are to be treated fairly and not to be overworked.
Knowing that humanity saw them as monsters and freaks, Esen Wutou orders a defensive militia to form for the defense of the city, along with a mandatory conscription for teenagers for a period of three years. The Pingren militia soon sees its number rise to around 500 strong, with half being volunteers and half being conscripts though only armed with wooden spears and not much else. Along with this, the city is build with defense in mind, as small wooden walls prop up around the city as well as smaller ditches outside filled with wooden spikes.
As the city is settled and built, the surrounding countryside is also settled into smaller villages, bringing more land for use to the Blemmyae. Farms prop up as significant amounts of wheat are found. The harvests are bountiful and filled to the brim and the no Blemmyae goes hungry as every household finds themselves with bread on their platter. The same cannot be said for the sea as the fish are scarce in these waters and few make it to the market. Only the higher classes have access to this delicacy. Scouts are sent to lands around the borders to look for sought-after resources, such as precious metal, as well as slaves. However, neither are found in the surrounding region. It seems that more exploration is required.
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Do I have any idea what caused the sudden blight in my crops so I can work to rectify it?
[QUOTE=Snoberry Tea;52891117]Do I have any idea what caused the sudden blight in my crops so I can work to rectify it?[/QUOTE]
Natural cycle, there were too many so the environment could not sustain them properly. You learned off of that so it's a one time thing
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