• Medieval Diplomacy
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[U]SVAARIA[/U] Population reaches 203 This boom means that there aren't enough rooms in the ground, so houses begin to spring up inside the city walls. Dragons begin building a road of granite towards Firesvar Kieta Sycather is assassinated! Poisoned by his trusted advisor, All-acothr Hythenryr. He is cremated in the fire temple and his remains scattered by his father. Long live king Assander Sycather II! A dragon by the name of Tyhromir Necraavi manages to alloy Brenum and the scorched rock into a hard black material called Asserium, named after the new king. The king proclaims him as an alchemist. Roads built to the north west to gather scorched wood. [U]FIRESVAR[/U] Roads are built and a fishery established on the coast to the south. A well is dug to find water [U]EXPIDITIONS[/U] Branch A heads into the desert Branch B heads to discover to the southwest of Svaaria OOC: can you mark branch A and B as their respective letters?
If it's not too much trouble could you change my flag to this [URL="http://i.imgur.com/QgWr0Ti.png"]http://i.imgur.com/QgWr0Ti.png[/URL]. [I]Gregia[/I] -An orchard is Created in the plain southeast of Gregia. -A Vegetable Farm is built south of the wheat farm. -The wall is continued south. -2 bridges are built here: [URL="http://i.imgur.com/8LGIAOf.png"]http://i.imgur.com/8LGIAOf.png[/URL]. -A lumber mill is built in the southern patch of forest. all fruit/nut bearing trees are to be delivered to the orchard. -A Diplomat named Brace Ciscern is sent north to The Kingdom of Korvok, He is accompanied by Party Umber.
[I]Argak[I] -Wagons are used to transport supplies to and from the village -The soldiers practice with the bone gauntlets -The village is worked on -A road is built to the south eastern mountain. -A mine is dug in the mountain. -A watchtower is built at the mine entrance - 50 citizens become miners.
[QUOTE=Minelayer;45602779][I]Argak[I] -Wagons are used to transport supplies to and from the village -The soldiers practice with the bone gauntlets -The village is worked on -A road is built to the south eastern mountain. -A mine is dug in the mountain. -A watchtower is built at the mine entrance - 50 citizens become miners.[/QUOTE] Send fucking diplomats to Korvok you stupid lizard
Also why do you need a second road to the South Eastern mountain? You just built one.
[QUOTE=CodeMonkey3;45604278]Also why do you need a second road to the South Eastern mountain? You just built one.[/QUOTE] Didn't See that... Anyways... -The leader, Silaak, takes an escort to Korvok to discuss peace. This is hard when you're on your phone.
[b]Turn 12 - Spring [/b] [b]World Events:[/b][i] Winter finally subsides, trees regain their leaves, crops begin to grow again and flowers bloom as the environment gradually gets warmer. * Snow thaw causes minor flooding in river settlements.[/i] [b]World Map:[/b] [img]http://i.cubeupload.com/1sh9pm.png[/img] [b]Dwarven Kingdom of Korvok[/b] [img]http://i.cubeupload.com/SaV1eV.png[/img] [u]Korvok[/u][i] * Settlers set off to found a new village from Korvok. * Large farms are tilled and cultivated as soon as the Spring thaw permits. * Trees to the south are cleared and some orchards are planted. The Lumber Mill is relocated to a different forest. * The Dwarven Fort is used as a trading post with the Elves. [/i] [u]Baldurkost[/u][i] * Fields are replanted as soon as the warmer climate permits their cultivation. * Forest to the North is cut down, lumber is used to begin work on larger sail boats. * Road is constructed along canal leading to some newly erected watermills used to process lumber and grain. * Alchemists return with Truffles. Rare mushrooms with particularly tasteful properties. [/i] [u]Vadurkint[/u][i] * Vadurkint is expanded into the nearby hill. * Quarry is dug into the side of the hill, exposing stone which is mined. * Trees planted along river plains. * Farm fields are constructed in surrounding areas.[/i] [u]Horstenvard[/u][i] * The settlers arrive by boat. They immediately sow vegetable and grain fields. * Bridges are constructed at two points along the river. * Roads are constructed to connect these areas and than Southward. * Mining has begun into the mountain.[/i] [u]Expeditions[/u][i] * Alpha and Delta successfully map out the unknown areas between Tulus Edhel and Korvok. * Beta meets with the Humans at Gregia. * Epsilon scouts East and finds themselves in a smaller lake at the end of the river. * Gamma scouts North-East of the Marshes. * Omega sends word to the Lizards regarding diplomatic relations before heading South along the river.[/i] [b]The Elven Settlement of Tulus Edhel[/b] [img]http://i.cubeupload.com/jMGeb2.png[/img] [i]* Scouts head North and discover a mysterious statue at least three stories tall laying on it's side. * Outpost in the previously destroyed Goblin camp spreads Elven influence. * More explores head out to the South of Hud Harad and Dun Cugu to the North Western plains.[/i] [b]The Lizard Settlement of Argak[/b] [img]http://i.cubeupload.com/HmhVqr.png[/img] [i]* Mine is dug into the mountain yielding a supply of lead and iron. * Watchtower is built at the mine spreading Argak influence and protection. * Citizens become miners to explore this exciting new career field.[/i] [b]The Human Settlement of Gregia[/b] [img]http://i.imgur.com/QgWr0Ti.png[/img] [i] * Orchard is cultivated to the South-East. * Farm is built not far from the previous field. * Two bridges are randomly constructed with no road connections, confusing many travelers. * Lumber mill is constructed and begins to harvest trees.[/i] [b]Region Map:[/b] [img]http://i.cubeupload.com/MU68td.png[/img] [b]The Settlement of The Fallen[/b] [img]http://i.imgur.com/HCVvDE3.png[/img] [i] * Houses and structures sprout out around the Lumber Mill and Quarry for workers and their families. * Warehouses constructed. * Alchemists discover a number of interesting new metallurgy techniques. * Ever more carts created to transport supplies. * More houses constructed in town. * Sulfar, Salt, Coal are harvested from the volcano. [/i] [b]The Dragon Settlement of Svaari[/b] [img]http://i.cubeupload.com/SV2OqW.png[/img] [i] * Houses are constructed above ground. * Roads finally connect the two settlements. * Road built North to ease the collection of lumber. * Fishery established on the Southern Coast. * More desert is discovered. More coast mapped out.[/i] [b]The Human Settlement of Tevim[/b] [img]http://i.cubeupload.com/9KCc3l.png[/img] [i] * Expeditions marked on the map. * Lumber is floated back to the town. * Arena used for New Years celebrations much to the delight of the townsfolk. * Several new rowboats constructed.[/i]
[B]Tevim[/B] [I]Population: 247[/I] - Villagers travel to expedition one's current position and begin digging a mine searching for precious minerals -A stone brick road wide enough for two cart to pass is constructed from the island to Tevim, and a stone bridge to the island is constructed -Fishermen use the row boats to fish further away from the shore -Blueprints for a bigger ship capable of carrying some cargo is made -A group of villagers take one row boat and scout the coast to the east -Expedition one travel west -Expedition two continue along the coast -The newly formed expedition three marks its position on the map
-Valstre's rest Group three who were sent to scout the south-eastern coast are called back to the town and collect as much water as they can carry on their way back, they are to rest and begin scouting east until they reach the desert and then continue north. Group two are ordered to continue scouting the south-western coast and follow it to the volcano at which point they are to return to town, rest and begin scouting north. Group one are ordered to complete scouting the volcano and return to town, rest and aid workers in constructing a port on the basalt peninsula, the volcano acts as a natural lighthouse but beacons are build on the coast around the area using the iron infused powder to prevent any crashes and guide the boats back to port (several colours are used depending on how far away the beacon is). After Group four have helped build settlements for the prospectors on the west face of the volcano they are to return to town, rest and scout directly north. One of the elders accompanied by various fallen travel to the caldera of the volcano to perform the rituals of awakening to hopefully find more of their kin (could the DM decide if/ who i find? because i think that would be more interesting) The alchemist adds measures of sulphur to his powder and discovers it gains mild explosive properties, however it is not powerful enough to do anything beyond cracking rock. The miners at the quarry believe this may be useful to them for separating large amounts of stone. The salt is used to season the moss but the diet is becoming bland so several townsfolk decide to travel to the site of the new port to try and catch fish using barbed poles and nets. A group is sent south to Svaaria with a cart to attempt to trade for Brenum (found exclusively in that mountain to the east i guess?) in exchange for salt, coal and treated wood. More warehouses are constructed to house the minerals mines from the volcano. Prototypes for the small rowboats are made from the treated wood and further waterproofed and cured with pitch, blueprints for larger fishing and transport boats are drawn up but construction is put on hold until a reliable way to make sails is found. Some of the runners who have been training in navigation also travel to the site of the port with the convoy to guide the boats. Stonemasons decide to construct a road to the springs to improve the surface for the carts and prevent any possible accidents, as well as a road to the volcano and around to the site of the port. (can i have some sort of scorched plains horse or beast of burden type thing? or do i need to get lucky and find some) The alchemist takes samples of the lava from the volcano and lakes to see what they contain.
Just as a note to the Humans and Lizardkin, the settlement of Horstenvard is intended to be a trading settlement for our 3 races. I'm not going to use it to claim land out from under you or to make war.
[B]Tulus Edhel[/B] Population Current: 168 (Dagor calen Orch: 27 Hud Harad: 48, Capital: 83, Traveling: 10) + The elves, interested in the ancient statue begin to translate it's runes to find more about it. + More farms are constructed southeast and southwest of Hud Harad. + A town is constructed in the remnants of the goblin fort called [B]Dagor calen Orch[/B] (Battle of the green goblin). + A path from Dagor calen Orch to the capital is constructed and a path from Dagor calen Orch to the dwarves is constructed. + The capital sends out 5 elves to the Lizardman Nation of Argak, 2 which will serve as diplomats while the other three are trained in combat in-case the lizard men are hostile. * Dun Cugu continues to head outwards to the west.
[U]SVAARIA[/U] diplomats ask the fallen to exchange their way of making charred wood tougher. more dragons begin to build surface houses. [U]FIRESVAR[/U] An expedtion is sent out called Branch C. A tribe of Shrubmen attack, most are killed but 3 dragons were wounded in the fighting. The shrubmen are used as slaves to till an experimental field of old blackened seeds. [U]EXPEDITIONS[/U] Branch A head west Branch B head northwest Branch C head along the south coast, going east. [U]POPULATION[/U] SVAARIA: 216 FIRESVAR: 76 FISHERY: 22 EXPEDITIONS: 48 SLAVES: 12 TOTAL: 362 dragons, 12 shrubmen. [editline]7th August 2014[/editline] also an embassy for the fallen is permitted in Svaaria
Uh mid turn stuff? if im not allowed ill just save it for the next turn. The Fallen agree to build an embassy for the Svaariac and send a team of diplomats (one of the alchemists, an architect and one of the elders apprentices as well as a few Fallen interested in studying the desert) to Svaaria. The diplomats decide it would be reasonable to share their method of treating and curing wood as well as a steady supply of pitch but request that they may have the hides of slaughtered cattle in exchange to attempt tanning.
You can literally sit here in the thread and argue politics if you want. So yeah, you can do mid-turn stuff and you're at liberty to edit your post until I decide to finally post the next turn. I usually post a turn every night.
The Svaariac exchange firecattle hides to the fallen as well as setting up their own tannery in Svaaria. One citizen said [QUOTE=Thyr As Auellabad]We should have thought of that first[/QUOTE] [editline]7th August 2014[/editline] also, if you want, we can give you Slaves at half the normal rate for only 18 gold nuggets per piece! Let me know if you are interested.
The council agrees that the extra labour would be helpful but need to find some gold first. The alchemist suggests blending salt, very small measures of sulphur, water and powdered tar and tanning the rawhide using this mixture once flesh and hair has been scraped from it and it has been stretched on a wooden frame and dried using salt water. The architect suggests building a road from Svaaria to the springs and constructing a trading outpost.
[i]Argak[/i] -The apothecary searches the eastern forest in hopes of discovering more herbs -His apprentice experiments with Orum and decides to see what happens if it's injected rather than ingested. -Scouts are sent to explore the lands south-west of the western farms. -A village is built at the southern fish farms and docks -Fish farms are expanded -Crab traps are placed in the river -Watchtowers are built along the eastern road -A second farm is made on the western plains. Several human villagers are asked to assist with the farming and teach the farmers. -A forge is built -Two citizens become blacksmiths -The blacksmiths begin experimenting with iron. -The southeastern forest is to be felled -Scouts explore the area southwest of the western plains. -The flag is redesigned [img]http://i.imgur.com/I7YEabG.png[/img]
The road to the Charred forest, now know as Xycathar Drythum, splits and partly goes to the springs. A semicircular building is built on the south side of the springs with the fallen encouraged to do the same on the northern side. The flag is redesigned. [IMG]http://i.imgur.com/rptZTON.png[/IMG]
[I]Gregia[/I] -3 watch towers are constructed in the three outer tiles of the wall. -A road is made connecting the two bridges to Gregia. -200 settlers head north:[IMG]http://i.imgur.com/QYNT9VP.png[/IMG] to create a mining village known as StoneFreight. [I]StoneFreight[/I] -A road is cut out through the woods that leads to Gregia. -A mine is made into the northeastern mountain. -100 of the men become miners. -the other 100 serve as a goods transport from and to Gregia also as a basic Militia.
Woah, Woah, Woah. Gregia what are you doing setting up a mining camp in a Dwarven Mountain Home? That's Halvûgraden! Home of Horstenvard! You can't just start mining up in there!
With the road to the springs already being made, workers are diverted to the springs to begin construction of the outpost.
Ooh, i forgot something -Several citizens head to the coast in a boat with supplies and a log, dig a large hole in the beach, and place a log in to gather salt.
Fine I'll leave Halvûgraden alone, but i am still mining the smaller mountain.
[QUOTE=JudgeDredd;45624866]Fine I'll leave Halvûgraden alone, but i am still mining the smaller mountain.[/QUOTE] That's fine I don't care about that mountain. It's not a named mountain. Rule of thumb, don't fuck with Dwarven named mountains mang. Doncha know that? It's like drinking warm ale in front of a Dwarf. At the very least you're getting punched in the face.
Declare Name: Koverest Race: Elves Population: 1023 Colour: Purple Starting Tile: Coast The town should be a port
[QUOTE=Telepethi;45625417]That's fine I don't care about that mountain. It's not a named mountain. Rule of thumb, don't fuck with Dwarven named mountains mang. Doncha know that? It's like drinking warm ale in front of a Dwarf. At the very least you're getting punched in the face.[/QUOTE] I spit fire into your ale. And good luck finding a dwarf tall enough to punch an 11 foot dragon in the face.
[QUOTE=L1qu1dN1tr0;45628046]I spit fire into your ale. And good luck finding a dwarf tall enough to punch an 11 foot dragon in the face.[/QUOTE] They'll find a way.
[QUOTE=L1qu1dN1tr0;45628046]I spit fire into your ale. And good luck finding a dwarf tall enough to punch an 11 foot dragon in the face.[/QUOTE] You know Dwarves and Dragons are about as long-term of enemies as Dwarves and Orcs right? Dwarves have plenty of ways of punching stupid smug Dragons in the face. Like throwing Dwarves at the Dragons with Catapults with their fists outstretched. [editline]8th August 2014[/editline] +++Korvok+++ -Plant more orchards to the south -Sow more fields West of Korvok -Continue digging out the Mountain Home within Belûgrad -Begin working on constructing catapults and ballistae -Send an expedition along the river to the coastline in the far West to establish a trading post there named "Jorgummar" -Continue to grow the population of Korvok +++Baldurkost+++ -Business as usual. Grow the population and all that. -When the forest to the North is cut down start planting orchards +++Vadurkint+++ -Continue all currently existing projects -Continue to grow the population +++Horstenvard+++ -Using Stone, build roads to connect to Gregia and Argak for trade. -Build a few watermills along the river to process wood and grain -Grow the town, build a brewery, granary, and more homes. -Continue to mine into Halvûgraden to turn it into a Mountain Home. +++Jorgummar+++ -Establish a self sufficient Dwarven Trading Post / Seaport on the Northern side of the river on the coast. -Build long docks for fishing, a cannery, smokehouses, and brewery -Send a few militiamen from Jorgummar North and South to scout along the coastline -Build homes back away from the coastline to give room for shipyards later. -Sow fields +++Expeditions+++ -Alpha and Delta should both scout North-West -Omega should continue to follow the river South -Beta should scout East into the forest -Gamma should scout East -Epsilon should scout east, it looks like there's a river to follow on the eastern side of the lake. If not, go back to Horstenvard and join the settlement
What happened to the orcs, by the way?
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