[QUOTE=joshuadim;52891123]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[/QUOTE]
Oh ok
[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]
It's because the birbhobos keep shitting everywhere you small-beaked son of a tit.
[QUOTE=Viper123_SWE;52892078]It's because the birbhobos keep shitting everywhere you small-beaked son of a tit.[/QUOTE]
Hey! How DARE YOU my parents were Hawks! I'll have your tasty spleen for that!
Ok, so I will set the due date for Turn 2 to be 11/24/17, 1 week from today. So please get them in!!
In the meantime, you can continue posting additional information about your civ's culture, religion, etc. in the thread. {Or work on the turn ;) }
[thumb]https://i.imgur.com/kQc6k28.png[/thumb]
[b]Nation:[/b] Kingdom of Belmonte
[b]Race:[/b] Belmonti Humans
[b]Government Type:[/b] Enlightened Absolute Monarchy
[b]Leader:[/b] King Randolph Macharius VII
[b]Starting Location: [/b]
[t]https://i.imgur.com/iEOhpEh.png[/t]
[b]Pictures: [/b]
[url=https://i.imgur.com/NaUTcOD.jpg]Belmonte, with upper castle in view[/url]
[url=https://i.pinimg.com/originals/30/4a/ae/304aaef6136fee177d8d5059b7112eb1.jpg]Similar to above[/url]
[url=http://i.imgur.com/SO8VePl.jpg]And here is a pretty good idea of how the levy state troops look[/url]
[b]Additional Info:[/b]
The Belmonti people founded their home long ago on a large island at the mouth of a river delta after decades of scattered internal conflict between feuding houses, families, and tribes. This period of strife ended in a short but brutal unification war undertaken by House Macharius, who ruled from their hilltop coastal fortress on the island aptly named Belmonte, from which the Kingdom has been named after since its foundation. Belmonte is located in a fairly dark and foggy region in the upper swaths of a large forested region, with the colder and snowier reaches not far away to the north. The grim atmosphere of dark forests, foggy fields, and bleak rocky shores have ensured that the Belmonti people have evolved into a dour and superstitious folk.
Under the complete rule of the King, some power is delegated to district governors, or wardens. These individuals along with magistrates, judges, consuls, and other legal workers make up the curious aristocracy of Belmonte. Some influential merchants and scholars can count themselves as belonging to this network, but wealth is not the defining factor of the nobility. Instead, loyalty to the king and subordinates, as well as competence of station determine if a family can be fortunate enough to enjoy life above the common folk. The law and moral standards are rigorously upheld, but freedom is not entirely unknown - so long as work is uphold and society remains orderly, people may carry on as they wish. That said, penal slavery is a staple to the workforce of Belmonte and many fear falling on the wrong side of the law. The absolute authority of the government is still generally accepted, as the perils and rigors of the are system considered the price to pay for stability and order. The golden age brought about from their unification speaks to them as an incontrovertible truth – without order, there is only hell. With the absence of a state religion (though a spiritual pantheon exists), corruption is synonymous with heresy and criminal is synonymous with heretic.
There are a few ethnic traits which mark the Belmonti people out from other humans. The two most notable being the common appearance of elongated fangs and a strange rainbow variety of eye colors. Even rarer, some are born with completely black or white eye colors. Facial features are generally sharp, skin often pale, and hair mostly dark.
Okay decided to cook up a little lore for fun, so hope these little snippets are cool. Probably will expand on it later.
[b]The Raven Order[/b]
Established under Macharius III, the Raven Order is an organization of elite watchmen who serve directly under order of the King and their Grandmaster. Unlike the Watch, the coalition of lesser militias and organized troops who serve as an internal and frontier police force, the Raven Order operates without check or boundary. Their authority can override even the highest magistrate’s rulings, as their actions are directly sanctioned by the King or Queen. Their purpose is to root out the corrupt or dangerous individuals from Belmonti society, preserving the sanctity of order. They often observe from the shadows, or from dark rooftops. People find their presence unnerving, and this is no coincidence. They purposefully dress to instill fear in the population and their tracked target. Those caught by the Ravens are often dragged screaming into the darkest depths of their bleak fortress, a stone keep with no light. Its rumored they can see in the dark and have no need for lanterns, but such whispers are unconfirmed. Simple hearsay…. With such authority and responsibility, the penalty for abuse or misbehavior can only be death. Ravens who have gone rogue, or turned against the ideals they were sworn to uphold, are ruthlessly hunted down, tortured, and burned at the stake for all to see.
[thumb]https://i.pinimg.com/736x/52/93/ed/5293ed60fa387cc0259bdcfc453f37bc--bloodborne-concept-art-costumes.jpg[/thumb]
[b]Fashion[/b]
Due to the climate of the region, the Belmonti people often dress in drab and hardy clothes. Leather and wool are good materials for keeping warm and dry, and few Belmonti men and women are seen without a shawl, cape, or jacket of some sort. Most men wear caps and women bonnets. Two examples of Belmonti dress are seen below for a male and female commoner.
[thumb]http://i.imgur.com/rRmnGsL.jpg[/thumb][thumb]http://vignette1.wikia.nocookie.net/bloodborne/images/5/53/Art-bloodborne-screen-c02u.jpg/revision/latest?cb=20150325165323[/thumb]
[b]Religion[/b]
The Belmonti people recognize no supreme deity or singular god. Instead, they believe in spirits. Spirits are generally natural entities (some can be deceased individuals) which exist in the world with unique traits, personalities, and customs. As expected, there are good, bad, and neutral spirits. For example, it is thought that some spirits reside in the home and help protect against evil spirits who would bring illness or bad luck upon the family living within. Some days are set aside where offerings are left for these creatures, such as a warm meal. Often times an effigy or totem will be constructed. Strawmen and carved melons with faces are the most common and can be seen throughout the countryside and even in larger towns.
The afterlife, called the Ether, is a curious aspect for the Belmonti in that they do not believe in a separate heavenly or hellish world. In fact, the afterlife exists on the same plane as the material one. The land and cities of the real world are the same as the ones which exist in the afterlife… but with a troublesome twist. This is the realm of spirits. As befitting for the realm of the dead and otherworldly beings, the Belmonti believe it to be a place full of death and decay. The souls of good humans exist under the protection of the good spirits, but these equally kind and gentle creatures torture and maim the souls of evil and damned Belmonti. Naturally, the evil spirits join in this revelry of punishment as well. It is thought that entire towns are but mere graveyards full of tortured souls while the faithful live among this carnival as content observers. This dual parallel realm serves as an explanation for occult happenings on the material plane, such as ghosts and hauntings. When the border between the realms are thin, either naturally or through magical means, strange occurrences are thought to occur. Below are three representations of how the Belmonti view this afterlife.
[thumb]https://i.pinimg.com/originals/08/aa/d6/08aad637c97167e18f9e98e78df32734.jpg[/thumb][thumb]https://www.candb.com/site/candb/cache/artwork/1600/bloodborne-old-yarnham_from-software_1218x1600_marked.jpg[/thumb][thumb]https://i.pinimg.com/736x/2b/bf/46/2bbf46a7c49cf1e567207c3cad9186e7--bloodborne-concept-art-environment.jpg[/thumb]
In regards to turns:
[U][B]I have[/B][/U]
Dwarf Plantation Owners
Bloodborne
I don't like sand, it's rough, coarse, and it gets everywhere
Horse-bois
Manlet tribe
Sparta Ripoff
Don't fist machine girls
Sheep shaggers
Vikings season 2
Sons of Tits (the birds, not the mammalian body part)
[U][B]I need[/B][/U]
Pingreeeeeeeeeen
[i]Incoming lore post...[/i]
[quote]
Murmurs echoed throughout the grand hall. Personal aides and servants lined the walls while waiters from the massive kitchen below distributed snacks and drinks. Occuppying the center of the room were tribal leaders, village elders, administrators, warchiefs and generals. All kinds of colors as well as combinations could be witnessed in the form of banners, cloaks and shield decorations with each combination representing a tribe.
At the far end of the room was a large throne surrounded by ten loyal soldiers donning the white and blue colors of Queen Okzama herself. Their muscular dark bodies remained perfectly still despite the scorching heat outside which in turn made the air feel thick and difficult to breathe.
A pair of doors to the left of the throne opened, revealing Queen Okzama and her personal guard as well as two advisors. The chatter in the room continued untill the queen sat down on her throne. She nodded towards two of the guards. The two soldiers spun around in perfect synchronization and beat the bottom of their spears into the floor three times. Instantly the room fell quiet.
One of the soldiers cleared his throat. "Behold! Queen Okzama; Protector of the Helviir, Guiding Light of the Wastes and Prophet of Eternity."
"Honor to the Queen!" Replied the entire room.
The two soldiers beat the bottom of their spears three times more before spinning around and returning to the throne.
Okzama nodded approvingly and rose up from her throne. "Brothers and sisters, sons and daughters, fathers and mothers. I welcome you to the Grand Palace of Hadryl. I am humbled by your very presence, know that it brings great honor not only to your tribal name but also to the people of Helviir." She paused and observed the people of the room. "Welcome to the first Council of Hadryl."
[/quote]
Deadline for turns is tomorrow. Please send before then!
Who wants woolly friends
[QUOTE] South of Konorom lands, the Khilid River flows into the Angoron, which roughly translates to 'bloodied bay'. The Bloodied Bay is named so after a terrible event for the Kichikichi told in the spoken histories. It is said that a Grand-Lord called Amanur, who hailed from a tribe called Baranur that lived by the bay once united the Kichikichi, but never won their respect. While he rode with his men across the shore, a magician fell upon him and slaughtered his host entirely with the use of evil magic, and the bay ran red with blood for a whole year. Ghosts are said to still roam the Bloodied Bay, and the Baranur were destroyed after this betrayal. Amanur was called Amanur "Lodomal" ('Betrayed'), and the Kichikichi were cursed for five hundred years, called the Dread Years. In the Dread Years, the rivers ran dry, tribes were driven from their lands by demons and infants were born with terrible deformities. The Iurni say that the Kichikichi were cursed by Lote a year for each man that was slaughtered, for it was a crime against creation itself. They say that Kichikichi were not cursed for betrayal, but for the use of dark magic- doomed and ascourged tricks of devils and faetouched abominations, a story the Iurni deem important for every Konorom youth to know.
[img]http://78.media.tumblr.com/84a89b5971741d81e4a97c17ccb2c188/tumblr_nh35cj0c9y1qzjpcto1_1280.jpg[/img]
[I]The Bloodied Bay turns red when ghosts roam its waters at night. If you see a ghost, you are damned by Lote to die a terrible death. Indeed, the Iurni ritualistically flay those who claim to have seen them, as an offering to Lote- for if you see 'The Dead Host', you are said to be touched by demons.[/I]
[/QUOTE]
[quote][B]The Eachdraidh: A Study of Solattran Society[/B]
[I]Chapter I: Religion[/I]
Like many other races the Daonnarcitectii worship a pantheon of gods and goddesses. However, unlike those same such races, the humans residing in the highlands of what they call [I]Magna Tìra[/I] do not draw upon the power of those gods for mortal power, or temporary blessing. Instead, they believe that, should they be worthy enough, these gods will favour them, and grant them knowledge and understanding. In more practical terms, the Daonnarcitectii pantheon is rather small when compared to the burgeoning numbers of gods that populate the religions of other races, at only three gods strong, representing each facet of Solattran life.
[I]Azmodhei,[/I] the god of war and strength. He is often depicted as a dark, stern man, a pike held in one hand, with a crossbow held in the second, a length of rope slung over his shoulder. He is adorned in mystical, full-plate armor, with which it is said protected him against hundreds of blows that would kill a lesser man, as well as a quiver of bolts at his side, and a large, steel tower shield that is almost as tall as he is. He, as one would reasonably assume, is responsible of the knowledge of weaponry and machinery of defense, whom the Daonnarcitectii believe to grant them the plans for a military breakthrough in times of need.
[I]Eneskelig,[/I] the goddess of feast and health, is often depicted as a plain, kindly woman who wears a long robe, and is accompanied by herds of cattle and sheep, leaving the seeds of vast fields of wheat and vegetables wherever she goes. She also is depicted with various pouches, belts and satchels, said to cure any ailment that a man may suffer from. Although some images show her with the legs of a human, most depictions seem to have the robes cover her entirety, barring her head or face. She is the one attributed with giving the Solattrans knowledge of where to place their fields and how to domesticate their animals, as well as when to harvest their crop.
Finally, there is [I]Iyana,[/I]the goddess of culture and fertility. Her depiction in the pantheon is that of a beautiful, winged woman, often holding a harp, or some other form of instrument. Though her outfit is more... revealing, than would be acceptable of any contemporary woman, she is often accredited with aiding the greatest of Solattra's composers and artists in their work, as well as things that are less... for open discussion. In addition, she is believed to grant the knowledge of more civil-oriented machinery and design, such as instruments and fine architecture.
Of the knowledge that is bestowed upon them, machinery is the most sacred to them. The blueprints for new machines are intensely studied and scrutinised by the state, as well as numerous attempts made to build them before perfecting the design. Should the machines be successfully tested, the researcher that proposed their design is given a lofty pension, and the highest honors by Grand Baron Markellos, for their contributions to the Solattran's ever-insatiable lust for knowledge. These original blueprints are then meticulously studied and replicated by the Solattrans, unwilling to sully the sacred designs handed down by the gods themselves. After this, these blueprints and their original models (should they be small enough, anyway) are kept archived and fiercely guarded within Solittus, only to be brought out for study in times of critical emergency. Whilst alteration of these designs [I]is[/I] allowed, it is often frowned upon if done with no outside acting influences, and particularly egregious designs that are proposed may be liable to get their creator thrown into jail for heresy and conspiracy against the Free State.[/quote]
[quote]And excerpt from the Strysavian code of ethics:
Caw caw caw, caw [I]caw CAW[/I] caw. Caw caw [u]caw caw [b]caw[/b][/u][/quote]
Skipping Pingren since they did not send a turn
with that being said
[B][U]OFFICIAL TURN 2 TRACKER[/U][/B]
[U]To Do[/U]
Political Map
Jarldom of Kottrvar
Strysavian Republic
Free State of Solattra
Khovaltai Tribe
Konorom Tribe
Kingdom of Belmonte
Kingdom of Nysa
Helviir Federation
Knidos
[U]Done[/U]
Intro
World Events
NPC Nations
Zharr-Naggrund Dominion
[b]The Rural Countryside of Belmonte and some Folklore[/b]
Rural life for the Belmonti is fairly typical for feudal peasants, though the aforementioned nuances of Belmonti aristocracy have ensured that peasant life is not necessarily one of crippling poverty and drudgery. A steady supply of food is paramount for any burgeoning kingdom and Belmonti peasants enjoy fair treatment under the Royal Law. That said, farmers are distributed into two categories based off of acreage: tithed and non-tithed. Tithed farmers are those who have enough acreage that officials divide up the harvest up into food that can be kept by the farmer, food that will be stockpiled, and food that will be distributed. These farmers still keep a significant portion of their harvest to eat or otherwise sell in a public market, but in order to ensure food tranquility, officials will monitor and tithe as required. As a trade-off, farmers generally do not pay normal monetary taxes to their Lord, and instead only pay about one third of the normal tax. Non-tithed farmers are either the poorest, or families who operate only small farms for subsistence methods. These people are not subject to any tithe of their harvest; however, they still are required to pay full monetary taxes.
Wardens generally are the regional administrators and lords. It is their duty to maintain and look after their holdings much like normal feudal aristocracy. However, under the Belmonti system, these Wardens are not independent and instead exist in a type of chain-of-command. To facilitate historical and cultural relations, most Wardens and their houses are major influential families and can be considered the “rightful” rulers of their lands. Each Warden house is free to operate as they see fit, with some exceptions, so long as they respect and uphold the law. For rural Wardens, they are often assisted by a tithe collector appointed from the tax administration who typically oversees the agriculture tithe. This frees up time for the Warden, and also further strengthens the strong absolutist control of the royal house upon the lower houses.
Pumpkins. These melons are a common site in the Kingdom of Belmonte. In the countryside, pumpkins can be seen in isolated patches scattered about fields and around forests. The nature of these pumpkins is primarily spiritual or aesthetic oriented. While occasionally used for consumption, pumpkins are not cultivated primarily for eating, and as such there are very few farms dedicated to just pumpkins. Instead, most households farm small private patches that they keep for themselves or hand out to the community. At all times of the year, pumpkins are carved into lanterns with faces or symbols. This is to protect the owner against evil or otherwise bad influence with the Ether. During the fall harvest season before winter, these carved pumpkins seem to multiply. They line the streets, haunt windowsills, and protect porches. In the capital and larger towns where it is more difficult to display pumpkin lanterns, there is a trade which carves pumpkins out of wood so that they can be displayed for a significantly longer amount of time. As such, most if not all families own a wooden pumpkin with a carved face that they display in their window or on their fireplace mantle. They make for excellent candle holders, as the rounded nature of these lanterns prevent candles from tipping over or catching nearby material aflame.
The end of the harvest season in the autumn is the most spiritual time for the Belmonti. It is not clear how this originated, but the Belmonti universally agree that the dark, chilly days of autumn are when the Ether is thinnest. All sorts of myths, legends, and folklore surround this time of year. Strange occurrences are expected, and rumors generally run wild. The truth of this hearsay varies. Some claim to see malicious shadowfolk stalk along rooftops, while others are certain that they have seen scarecrows animated to life. The fear of unsanctioned witchery is usually at an all time high, and many fear coming across midnight coverns of sorcerers worshiping idols beneath the red moon. This supernatural atmosphere extends across the entirety of the kingdom, and the coastal regions also experience similar mysticism. The most common story circulated among sailors and coastal dwellers is of the Lost Sailor, an anonymous soul (often claimed to be someone of the local village) who perished alone one night at sea. They can be seen standing alone in the dark on the beach, staring at the sea or lurking at foggy intersections, dripping water despite the sea being a far way away. Some fear this spirit, preferring to ward it away, while others feel sympathetic for it. Many who claim to have come across the spirit often provide it with a warm blanket or drink before going on their way. As such, travelers occasionally spot abandoned blankets on the roadside during this time of year.
Some images of the Belmonti countryside, demonstrating the aesthetic of the environment and the prevalence of pumpkins.
[t]https://pre00.deviantart.net/ac60/th/pre/i/2006/303/d/3/trick_or_treat_by_radojavor.jpg[/t][t]https://pre00.deviantart.net/036b/th/pre/f/2010/303/a/7/salem_by_radojavor-d31u6b0.png[/t][t]https://pre00.deviantart.net/88ce/th/pre/f/2012/302/d/c/darkness_at_the_edge_of_town_by_radojavor-d5jdqlp.jpg[/t][t]https://pre00.deviantart.net/35ad/th/pre/f/2007/303/a/6/the_pumpkin_king_by_radojavor.jpg[/t]
Something to keep you guys entertained while I work on the turn:
[QUOTE]By the divines, what have we done to deserve such cruelty? Such horror? Here we are treated no better than animals. Perhaps we are nothing but animals to these things. They stare with their cruel steely eyes at us as we languish in the pits and cages. We suffer as we carry their iron and steel. We bleed as we fight in the arenas for their amusement. My son died in my arms naught a few days ago. I couldn't even grieve properly, as they took his corpse and threw it into the fires to fuel their forges. I feel myself becoming weaker each day, not knowing if I will survive the next. All I know is that soon I will join my son and wife in death... if death is kind enough to release me from this torment.[/QUOTE]
Belmonti citizen performing traditional harvest dance
[IMG]http://i0.kym-cdn.com/photos/images/newsfeed/000/427/549/b9d.gif[/IMG]
[QUOTE=Pezgod1;52933651]Belmonti citizen performing traditional harvest dance
[/QUOTE]
This is quite accurate. Now just imagine about hundred of these fellas around a bonfire.
Strysavian Worker's Guild presents: The ultimate guide to acing an interview, how to succeed where your peers failed in getting the job!
[img]https://i.imgur.com/GX9DgUd.gif[/img]
[quote]In the central plains of the world, the Shoushun thunder to-and-fro with their herds of Oxen and Yaks. Standing at roughly 3.5 meters tall, the Shoushun are gigantic, human-like "Demigiants", who tower over the average man, and weigh as much as five of them. A Shoushun family consists of a patriarch, his wife, and their children, the number ranging between 2 and 3 at any given time.
However, the Shoushun do not use their size for war. Instead, the Shoushun spend much of their time moving herds of large beasts that they farm for food, milk and clothing, and rarely engage in hostilities. The Shoushun will migrate periodically, following the flow of rivers and avoiding the freezings of winter.
Occasionally, Shoushun will enter the forested regions up north to uproot trees, sometimes with their bare hands, and use them as either firewood or building materials. After centuries of doing so, a small city has been formed upon a river, where the Shoushun "Great Families" meet.
Despite their peaceful nature, the Shoushun are not to be trifled with. Their size and way of life has hardened them to all sorts of injury, and pain is of little to no issue for them. Should things come to war, the Shoushun can batter their way through ranks and walls of the enemy, and an adult could easily rend a man limb from limb.
[sp]P.S. the women are thicc[/sp][/quote]
[quote][t]https://i.imgur.com/nnFaGxq.png[/t]
A lazy artist's interpretation of relative size[/quote]
Yes but size are the dicks?
[QUOTE=Viper123_SWE;52934725]Yes but size are the dicks?[/QUOTE]
Don't worry, I've got you covered
[QUOTE=Viper123_SWE;52934725]Yes but size are the dicks?[/QUOTE]
[t]http://media.gettyimages.com/photos/baseball-bat-picture-id155136977?s=612x612[/t]
[QUOTE=Viper123_SWE;52934725]Yes but size are the dicks?[/QUOTE]
[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/671/061/4f4.jpg[/img]
Quick update on the turn: I have an exam on the 7th so I won't be working on the turn until after I'm through with that. Pls be patient :)
Don't fret lads, I'm gonna start workin on that turn!!
I will continue to update the turn tracker with what I have completed
:hypeisreal:
I've started the first RP scenarios for Turn 2. I'm setting a tentative release date of January 7th.
[QUOTE=Snoberry Tea;53033156]:hypeisreal:[/QUOTE]
[QUOTE]tentative [/QUOTE]
Speaking of that, turn is going to be delayed since the char rp scenarios are taking longer than i expected to finish
University is starting tomorrow as well so I don't know when the turn will be done officially
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