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Thread: Age of Man IC

  1. - Top - End - #1
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    DMBlackhart's Avatar

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    Default Age of Man IC

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    To start things off I want a spoiler of your civilization information again.

    Now, before we officially begin lets go over a few last minute tidbits. One, your civilization will always need an active leader(s). Depending on the type of government you want going. Your leader has the greatest affect on all things your civilization does ( of course ). And will majorily influence things like war, technologies, the economy, trade, etc.

    After you've got a leader and all your information listed, your free to post. I would recommend you roleplay to some degree. However your free to play this however would be most comfortable/enjoyable.


    Onto the Game....

    Lanscaping- You've heard the saying. "Location location location". Well now it's YOUR turn to pick the location. Following is a list of regions that will exist on the world map. (which I will not be presenting just yet, due to each civ not knowing the world as a whole yet). Something to keep note of is that there are many continants, and you can easily end up alone ( especially with the small group size). So do not be discouraged when picking a starting location for your people.

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    Forests
    Marshlands
    Volcanic Peaks
    Snowy Peaks
    Islands
    Coasts
    Tundras
    Deserts
    Valleys
    Plains


    Each location will have it's own allotment of reasources. So, choose wisely.

    Finally, the last stretch. When you have leader(s) decided, and have set up the real flavor of your people, and have a land picked out, you can begin playing. Obviously you won't be too aware of what reasources lie in wait until you've went looking for them. Your first post will therefore probably be the most basic of the game.

    Each turn you can make any number of actions as your population allows. Thinking back to the example in the recruitment thread, this meens you can do many things. From manufacturing garments to bring to market or cloth your people, to sending out scout troops.

    Every turn the entire population must be used. If there isent a use you can think of to assign the last bits of your population too, devote them towards developing new technologies/making products.

    now, on that note, get ready, get set, and........ Civilise!

  2. - Top - End - #2
    Barbarian in the Playground
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    Sons of Bjarki (The Little Bear)
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    Resources:{table=head]Resource|Value
    Wood| 80 (100-20 for starting longship)
    Iron| 150
    Food| 150
    Wyrdstone| 50
    [/table]
    Population: 400
    Technologies: {table=head]Tech|Level
    Large Animal Taming|1
    Rune Magic|1
    Shipworking|1
    Agriculture|1
    Weapon Forging|1[/table]


    The world is a vicious place to live, and few know it better than the Sons of Bjarki, Warriors of Jormungandr. Having banded together in the age of the Jotunheimr, or the Era of the Giants, none know better than they the power of the fey and strange things in the world.

    Having banded together under their leader, Styrbjorn, bound them together with iron and magic. A massive bear of a man, Styrbjorn is a living avatar of what the Sons of Bjarki believe in- power through strength, dominion over the weak, and comradery amongst one's brothers. As such, social interactions between the Bjarki are usually highly informal affairs laced with violence and friendship in the same gestures. Brawls, often with weapons, are a common affair between the tan-skinned men. Granted, murdering one's brother is often a cause for some great redeeming task- a blood geld, paid in the blood of either captured slaves or some vicious and fey creature.

    In addition to the comradery of the Sons of Bjarki, their society consists of a myriad of skalds and wyrd-smiths, so named for their ability to shape the essence of magic into runic cuneiform for a myriad of effects. The prowess of a warrior is a vaunted thing, and it is not uncommon for skalds to recount tales of glorious conquests of individual warriors and heroic deaths. Styrbjorn's tales find their place often amongst the campfires, but many a great man has come before their current leader, and the gods themselves- including the great World Serpent Jormungandr- have many conquests far greater than the average man in need of retelling. Children are brought up with these tales in mind, and often are forced to fight and- on occasion- bloody themselves against slaves taken by the Sons of Bjarki on their raids. The concepts of law and social status are crude at best for them- "Might makes right" often applying here, in exception for severe deviancy like courting a slave as one's wife or sodomy with a child. It is in this case that warriors are often condemned to seemingly impossible tasks, like hunting down a score of giants and returning their corpses to the clan, or facing a werwulfen in single combat.

    On the topic of slavery and their warriors, the Sons of Bjarki have many slaves. Their "core" of warriors, in actuality, consists of a little more than a hundred seasoned veterans. Each one is more than worth his food, clad in head to heel in wolf pelts, bearing swords, axes, spears, and other weapons of conquest. Bear pelts are earned by the more esteemed amongst these warriors, the so-called "Chosen" of Styrbjorn. More often than not, these "Chosen" are heavily blessed by the Skald-Runesmiths of the tribe, of which there are shockingly few. The runic magic of the Bjarki is a delicate art, requiring a precise touch and an obvious sign of blessing from the gods- be it a third, arcane eye, or a birth mark in the shape of the True Rune, or any other myriad of signs to be determined. Regardless, when a Skald-Runesmith begins to ink the flesh of a Chosen, or of Styrbjorn himself, it is a very excruciating and crude process. When it is accomplished, and the man- or item, as was the case of the twin axes Heimdall and Tyr- is complete, it is said that the power of the gods themselves flows through their veins.

    In actuality, the Skald-Runesmiths apply a concentrated essence of magic, carefully drawn from a mixture of precious materials and produced in a kiln fueled by the blood of thralls or great mythological beasts. The essence of magic in question, wyrdstone, is highly mutagenic in its origins, and makes for a potent amplification means when combined with the intense concentration of the Runesmith and the channeling process involved with the shaping of the runes in question.

    Yet, as this begins to dally, this Skald should bring things to a close. Slavery forms an important part of the Sons of Bjarki, yes- one could even state that it was their very lifeblood! For slaves were used to blood their young warriors, to till their fields as their warriors made merry and battle constantly, and even to dig up the precious stones that served to help them forge their weapons and utilize their magic. As such, they have been- and likely will remain- a warrior society for quite some time. With the passing of each season their veteran abilities grow, and if they remain unchecked, they will likely form a powerful force.

    A force that shall unleash Ragnarok, and with it unbind the great serpent Jormungandr, upon the back of which they shall ride throughout the stars for all eternity, waging eternal battle until they locate Valhalla itself for one final, glorious siege for all eternity.


    The Black Coast

    Styrbjorn gave a howl of laughter as the massive warrior looked over the settlement before him. It was still in its infancy, of course, but the massive force of raiders and slavemasters had driven their thralls to the very brink of the ocean. Here, beyond the foul wasteland, they had finally stopped their massive pack beasts. The Sons of Bjarki had been nomads long enough, and even Styrbjorn could tell that constant warfare wouldn't be able to sustain them for much longer.

    Sitting atop a massive wooden throne, the man was easily twice as tall as any of the massive huscarls that served as his personal guards and life wardens. Almost reaching a full two meters in height, his height had a girth to match, knotted muscles running along his arms and legs to meet at a fairly well-toned waistline. He was a man who ate heartily, and not of the petty fare that slaves ate, either. Yet neither was he a bumbling oaf, as the patchwork of scars along his leather-clad body indicated. The axes sheathed at his waist simply amplified this image, the tattoos and calligraphy scrawled along their razor-sharp edges matching those along his arms and face. His entire body looked like one massive inkstain, symbols running over one another. Where his bodyguards bore ritual scars and a smattering of tattoos, Styrbjorn was often compared to the Jottunheim, the Giants that the Sons of Bjarki once fought. A favorable comparison, of course.

    And now, the giant had come to find a place for his people to rest. Riding atop the other howdahs, one of which was actually a massive longship tied to the back of a mastodon, the warriors of Styrbjorn cheered and whooped as they watched the slaves below flee under the trampling feet of their mounts. Even now, a few had attempted to run into the shoreline, only to be dragged back by their companions in a hilarious struggle of survival. It was only with a single trumpet cry that the entire herd came to a stop, the riders pulling upon reigns that were linked to bone hoops through the sensitive ears of the beasts. Only one mastodon continued on, and that was one with a purpose. Styrbjorn simply smiled to himself as he saw the massive carrying beasts begin to kneel down as their riders and cargoes were unloaded. Tents and timber logs alike were hauled down, massive leather satchels filled with iron bars being deposited at the rough campsite. Thralls panted and grunted under the weight of iron and wood alike, struggling- after such a spirited run- to set up the campsite. Little did they realize that it would be a more permanent home. Jormungandr had told him that much in his visions. He was to settle here, to create a home for the Sons of Bjarki and begin their new task.

    The task of survival.

    In the distance, a massive crashing sound indicated that the mastodon bearing the longboat had reached the waterline. Hundreds of gallons of water were thrown up as the beast let out a trumpeting roar, being forced into- and below- the waterline. The warriors onboard gave sharp barks of laughter as the animal began to drown, its trunk slamming upwards as it fought for air, its legs propelling it forward as the longboat's hull finally made contact with water. The mastodon's driver, fearing for his safety, climbed aboard the longship with a cackle of glee. As the mastodon's momentum began to peter out, the men aboard slashed the securing lines, massive cords of knotted rope twanging apart with each slash of the axe. Finally, with a creak of timbers the sailing vessel crashed into the water, swaying back and forth as the crewmen gave whoops and howls, the nearby mastodon that once bore it now surging back ashore, its trunk blasting madly as the beast slowly took out its anger on the ground with heavy stomping and the occasional bucking kick at the air.

    Yes. Things would work out. Things would work out quite well for the Styrbjorn. Even now, as he rose from his throne with his axes in hand, he knew that their future in history was cemented. They would survive this season, and the next season- and the season after that! Jerking his head in the direction of the camp, he nodded to the Skald-Runesmith beside him. One of only a scant handful, the powerfully built young man was a proven warrior in both spiritual and physical matters. It was for his combat prowess that Styrbjorn had adopted him into his family, for lack of a son (Despite many tries).

    "Have the thralls finish setting up camp. Take what we can from the sea, and forage for the rest. I wish to see results by nightfall!"

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    The Thralls shall serve under my lash, or they shall serve as my lash!
    Two hundred of the wretches are to go out in search of food. Foraging, wild game if they can catch it, and anything else edible.
    One hundred of the thralls left to construct the town. Of course, it's not going to be anything fancy, but by Jormungandr they'll erect the tents, dig the ceremonial death-fighting pit, and make this section of coast fit to live in!
    The hundred Sons of Bjarki, the true men of this tribe, are to gather their equipment and prepare for a hunt! A good hunt at that, in search of slaves or mighty beasts to slay, with Styrbjorn at its head! Battle shall be glorious!
    Last edited by Gunther; 2010-06-18 at 12:53 PM.

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    The Land of Vitale
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    Resources:{table=head]Resource|Value
    Wood|110
    Stone|110
    Food|120
    Gold|50
    Metal|110[/table]
    Population: 300
    Technologies: {table=head]Tech|Level
    Textiles|1
    Masonry|1
    Agriculture|1
    Mining|1
    Mercantile|1[/table]

    Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
    Vitales people have a wide variety of skin colorsfrom very pale to almost black.
    They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
    Active Leader: King Voern the Just.
    Start Location: Plains

    King Voern has been crowned king!
    ALL HAIL THE KING!
    ALL HAIL THE KING!
    ALL HAIL THE KING!
    Wise King Voern decided to allocate his population as follows:
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    25 men to find Stone, and quarry it.
    25 men to find Wood, and cut it.
    25 men to find Gold, and mine it.
    25 men to find Metal, and mine it.
    50 men to find Food, and forage for it.
    30 men to research Textiles.
    30 men to research Masonry.
    30 men to research Agriculture.
    30 men to research Mining.
    30 men to research Mercantiles.
    Last edited by Jokasti; 2010-06-18 at 01:53 PM.

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    DMBlackhart's Avatar

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    Seems that few people are posting interest, and one of the 4 who have has dropped, and the other one that isent one of you two seems to be unable to post as of yet, so I will push the game along for you two for the time being.


    The Black Coast- Sons of Bjarki

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    Statistics:{table=head]Resource|Surplus
    Wood| -79
    Population|-12
    Food| +40
    Stone| +1
    [/table]

    The spring went fair. Your people had managed to survive, and the loses were not TOO great. Styrbjorn and your men left the village for some time, going about their own personal campaign of conquest. However unsatisfactory results returned them to camp. Among the beasts slain in this onslaught, you had managed to locate a singleBarbarian tribe to the West.

    The slaves also faired well this season. Your men had returned to a camp fresh with food, shelter, and production. 160 tents had been errected with your supply of wood. However this nearly depleted the reasource for the time being.

    Just as well hunting proved beneficial, and between the wild game returned by Stybjorn and his company, and the hunter-gatherer slaves you found yourselves with more food then you began. The Ocean also provided a steady supply of Fish making the hunt that much easier.

    Your people had also located a Stone Quarry in the region, as well as a Small Copse. The slaves also located a Graveyard of some sort not far to the east.

    Finally, a number of incidents set your civilization back slightly. With the death of a handful of slaves your population dwindles.


    The Land of Vitale- All Hail King Voern

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    ]Statistics:{table=head]Resource|Surplus
    Wood| +2
    Population|-3
    Food| +37
    Stone| +2
    Gold| +3
    Metal| +2
    Dye| +1
    Oil| +1
    [/table]

    With spring comming to an end, and summer on the horizon your people make little progress. Due to a lack of shelter a Mysterious Illness plagues the civilization. This plague has already claimed 3 lives in only three months.

    However in lighter news your exploration parties met with rousing success. The plains are alive with reasources and wild game. Plenty of food is managed this season, gaining an over-all surplus. As well your people uncover 3 Gold Mines, 2 Small Copse, 2 Stone Quarries, 2 Ore deposits, and 1 Oil and 1 dye deposits. Unfortunately your people have yet to identify the exact materials of most of these reasources.



    Alright everyone, it's now summer. Im thinking, with the game progress as is, we will jump to 1 turn= 1 year after the first year.


    Anyways, good luck, have fun, and try not to abuse the cheat codes.
    Last edited by DMBlackhart; 2010-06-19 at 02:57 PM.

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    Barbarian in the Playground
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    Styrbjorn smiled to himself as he returned at the head of the latest hunting party. They had slain a small den of bears, as well as a fair number of elk on this latest foray. The bears, a coupling of two adults, had been given to the massive leader of the Bjarki as both a show of his fighting prowess and a sign of deference. Even now, as he strode across the grassy field leading to the village, the huscarls behind him strained their massive muscles to carry the carcasses. The thralls that had accompanied them on the hunt, massive, brutish men that had fought and tortured their way to the top of the slave caste and into the favor of Jormungandr. Their brands still marked them as thrallborn, or sons of slaves, but freedom was within their grasp. The fact that most of them were now returning with elk corpses, foxes, and even the occasional bobcat was good. Fur would be made into clothing, the meat made to feed, and the bones and organs made into poultices and whatever else the Skalds deemed necessary.

    Looking to the sprawling village, he couldn't help but smile to himself. Four hundred souls, approximately, and they were scattered across the coast in a small sea of tents. The whole area looked like an overextended campsite, with the hides of animals having been stretched over the homes of the warriors. The precious shelter had been distributed so that each of the hulking warriors had shelter, as well as the precious few Skalds amongst the burgeoning tribe. The tents of the runesmiths had been placed away from the village, atop a small hill, so as to provide them secrecy and privacy for their strange rituals and methods. Methods that involved dead men.

    Speaking of dead men, Styrbjorn had been slightly off-put by the number of deaths amongst his band of followers and thralls. He knew that the loss of thralls was an expected thing, but a dozen was...nothing to snuff at. It seemed that this new barbarian village they had stumbled upon would serve for fine additions to their thralls. Some of the thralls lost had been due to falling overboard from the mighty longboat, whilst others still had died from the blooding of the newest youths. The latest batch of the Sons of Bjarki looked more promising than ever- children that were strong of will. Styrbjorn had personally put a thrashing to a few of them, for attempting to take strips of cloth from his very tent! Very willful, very promising.

    As the massive man came close to the village, he saw one of the thralls- a meek man with a crooked back- working to forage some berries from a shrub. One of his Chosen smacked the man across the face, drawing his attention to the massive ogre of a man before him.

    "Gather some of the rest of your wretched kin," He growled, looking to the last of the tents being erected, "And get to gathering lumber. I will not have myself and my brothers sleeping in the dirt as your kind do." He spat, gesturing towards the copse of trees in the distance.

    The man simply kept his face to the ground as a heavy boot sent him on his way, his mud-streaked face stricken with terror as he hustled to gather the others and the tools necessary. Styrbjorn's mood felt uplifted as he turned to the band of warriors behind him, their axes, spears, and bows at various states of readiness.

    "Gurnisson! Your clutch will guard the thralls felling timber." Styrbjorn barked. Gurnisson, one of Styrbjorn's own Chosen, was a beast of a man. The thralls often said that he was born from a she-wolf, for his features- and temper- could be described as lupine. They feared his abusive ways, and his men were of a similar temperament. They all grinned at one another at the prospect of such a lax task- they were vicious to a last, and Styrbjorn took relish in some of the more inventive ways they motivated thralls.

    "The rest of you, rest for the day." He instructed, "Tomorrow, we shall take our neighbors as thralls, and see just how firm-hearted their men are against the brand!"

    The men gave a hearty howl of cheers at this. Blood! Once more they would go on the hunt, and as the men retired back to the village for the night, to partake in food and women, Styrbjorn's mind raced with the prospect of what to do with this neighboring village. He could incorporate them, yes, but what use was it in taking neighbors that could not defend themselves? Why would he dare dilute the blood of the Sons of Bjarki with stock fit only for thralls?

    By the time he drifted to sleep amidst a bed of bear fur, he came with a solution.

    Spoiler
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    One hundred and eighty thralls shall remain on the task of foraging for food.
    Seventy eight thralls will head out into the woodland, under the watch of twenty of the Sons of Bjarki, to fell timber for longhouses to be constructed. True, proper warrior lodges!
    The thirty remaining thralls shall construct the longhouses in question, using the wood taken in by the tree-felling thralls to construct the new homes of the Sons of Bjarki!

    And Styrbjorn will lead the eighty remaining Sons of Bjarki to launch a raid upon the nearby village, taking any who dare stray beyond the village limits for thralls. If they should foray out and launch an attack upon the slavers, an ambush will be set, with nets and bolas and blunt-tipped arrows used to take as many captives as possible. If necessary, blood will be shed before a Son of Bjarki is lost.

  6. - Top - End - #6
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    The Land of Vitale
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    Turn 1:
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    Resources:{table=head]Resource|Value
    Wood|110
    Stone|110
    Food|120
    Gold|50
    Metal|110[/table]
    Population: 300
    Technologies: {table=head]Tech|Level
    Textiles|1
    Masonry|1
    Agriculture|1
    Mining|1
    Mercantile|1[/table]

    Turn 2:
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    Resources:{table=head]Resource|Value
    Wood|112
    Stone|113
    Food|157
    Gold|53
    Metal|112
    Dye|1
    Oil|1[/table]
    Population: 297
    Technologies: {table=head]Tech|Level
    Textiles|1
    Masonry|1
    Agriculture|1
    Mining|1
    Mercantile|1[/table]
    Known Locations:
    3 Gold Mines
    2 Small Copse
    2 Stone Quarries
    2 Ore deposits
    1 Oil deposit
    1 dye deposit

    Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
    Vitales people have a wide variety of skin colorsfrom very pale to almost black.
    They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
    Active Leader: King Voern the Just.*
    Start Location: Plains

    King Voern is toubled by the deaths of his people, and decides that shelter would be a good idea, and decides to get some men to work on that. Technologies continue to be researched, and gathering various resources begins in all areas.
    Wise King Voern decided to allocate his population as follows:
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    50 men to cut Wood.
    50 men to mine Gold, Metal and Stone.
    25 men to gather Food.
    50 men to use the Stone and Wood to begin building (using the Masonry and Architecture skills).
    22 men to gather Oil and Dye, and research their uses.
    10 men to research Textiles, and create appropriate clothing.
    10 men to research Masonry.
    10 men to research Agriculture.
    10 men to research Mining.
    10 men to research Mercantiles.
    10 men to research Architecture.
    20 men to research War.
    10 men to research Animal Husbandry.
    10 men to research Blacksmithing.
    Most Women are pregnant.

    (((Did none of my earlier techs go up last turn?)))
    Last edited by Jokasti; 2010-06-19 at 09:45 PM.

  7. - Top - End - #7
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    The Black Coast- Sons of Bjarki

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    Statistics:{table=head]Resource|Surplus
    Wood| +10
    Population| +2
    Food| +0
    Stone| +0
    [/table]

    Summer came and summer had gone just as quickly. The Bjarki were occupied with many operations during this time. Periodically, through the season, through the dead of night your men would ambush and enslave memebers of a neighboring barbarian tribe. Unfortunately this had not panned out as hoped. A war had broken out amongst you and the barbarian people. Only once peace was attempted, and it was to no avail.

    As much of the tribe was slaughtered, one by one, child after child, only a few had survived. Some had escaped into the wild, while a handful of others had been captured by your men. They now had a newer vocation, a higher calling, to be the thralls of the Bjarki.

    The season met with poor succes overall. With only a few new slaves added to the family, and little lumber collected in total. Luckily enough food had been gathered this season to make up for the amount consumed, allowing you to break even.


    The Land of Vitale- All Hail King Voern

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    ]Statistics:{table=head]Resource|Surplus
    Wood| -20
    Population|-2
    Food| -115
    Stone| -23
    Gold| +5
    Metal| 0
    Dye| +1
    Oil| +1
    Housing [good]| 5
    [/table]

    Summer had seem to take forever to pass. The entirety of your civilization is still vexed by this plague. It shows no signs of letting up, and a simple remedy has yet to be found. As such two more good men have died. The illness has shown to be very destructive, already five men in 180 days. Production has begun to fall due to this as well.

    Your people have found gathering food to be an ardous task, and the extra amount required to keep those who are on the bring of death alive is trying on your reasources.

    Your people have made no advancements on new technologies either, yet another task that is proving too difficult to handle under the current conditions.

    On the bright side some level of acceptable housing has been erected, allowing for most of the ill to be located to more comfortable conditions.

    The first cool breeze of an autum wind bellows over the horizon....



    Side note to everyone. I don't know where this "level" thing for technologies got started, but I never said older technologies would "level-up". Old technologies will have newer ways of applying to new technologies/reasources as your civ advances, but otherwise it's assumed you have all the knowledge of X technology for that particular era. Unless you decide to get more specified with a technology (such as if you had "weaponsmithing" then later you took "artillary design" or something.) They both make weapons, but one is obviously gonna add a nice new element to the battle-field


    Hope this clears some things up.
    Last edited by DMBlackhart; 2010-06-20 at 03:29 AM.

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    Quote Originally Posted by DMBlackhart View Post
    However in lighter news your exploration parties met with rousing success. The plains are alive with reasources and wild game.
    ...does...not...compute...
    Also, ah on the tech thing. Ah.

    The King is now very troubled by the illness and gets many men to work on learning Medicine to cure the Illness.
    Okay, here's how it's going down.
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    100 men on food.
    100 men on houses.
    50 men on Medicine
    40 men gathering wood.

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    Diden't wanna break the posting chain, but I sort of need to know how much reasources you have left after the turn. (unless you want to tell me EXACTLY how many reasources you wanna use on any single task.) However I find it'd be easier to just list your new reasource/population totals for this turn so I don't have to backtrack and you guys don't have to mention every little detail.

    Also, as per the technology thing, no worries, I wasent cheating you out of actions. Your still getting boons from having people focus on the technologies. But due to a mixture of SUPER bad luck on turn 1, and a lack of shelter, that illness is negating alot of your bigger bonuses.

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    Ok, here's my current status:
    The Land of Vitale
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    Turn 1:
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    Resources:{table=head]Resource|Value
    Wood|110
    Stone|110
    Food|120
    Gold|50
    Metal|110[/table]
    Population: 300
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]

    Turn 2:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|112
    Stone|113
    Food|157
    Gold|53
    Metal|112
    Dye|1
    Oil|1[/table]
    Population: 297
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    Known Locations:
    3 Gold Mines
    2 Small Copse
    2 Stone Quarries
    2 Ore deposits
    1 Oil deposit
    1 dye deposit

    Turn 3:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|92
    Stone|90
    Food|42
    Gold|58
    Metal|112
    Dye|2
    Oil|2
    Housing(good)|5[/table]
    Population: 295
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
    Vitales people have a wide variety of skin colorsfrom very pale to almost black.
    They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
    Active Leader: King Voern the Just.
    Start Location: Plains

  11. - Top - End - #11
    Barbarian in the Playground
    Join Date
    May 2010

    Default Re: Age of Man IC

    Styrbjorn frowned to himself at the lack of blooming success such as they had in the beginning season. Summer was giving way to fall and, with it, the first winter. Before they had hibernated in their howdahs and raided other tribes for their fire and their food. Now, as the season came to a close, the chieftain of the Sons of Bjarki knew that he had to secure additional timber before they ran out. The additional thralls were put to work hewing timber for the winter season, but Syrbjorn knew that the pitiful amount of timber they were bringing in wouldn't be enough to last the solstice.

    That left him to consult the Skald-Runesmiths, to see what Jormungandr deemed necessary to bring in a greater crop of timber for the longhouses to be built. If they could find a means of felling more trees, then their timber stockpile would boom- and with it, the primary concerns of food and shelter sated. Thralls were expendable, yes, but even the great Jottunheim was not fool enough to disregard their collective value like some of his Huscarls.

    It was upon one autumn evening that he approached the smaller campsite of the Skalds, the storytellers and runic mages being left to their own devices during the day, only to emerge at night to perform blandishments on foul vapors for the warriors or to retell great stories. Stories that had spawned from the glorious bloodshed of the rival tribe. Victory had been absolute, and Styrbjorn could recall even now the battle fought. Arrows had sank up to the haft into pliable flesh, bolas whipping around the ankles of men as axes were hefted and used to hewn heads from shoulders. His men had indulged themselves in the revelry of a massacre, women and children alike being put to the stake. The Styrbjorn knew the importance of killing a tribe's young: It was killing the tribe itself, ending the next generation and effectively salting the soil for that culture in a final manner.

    Even as he ducked into the central pavilion of the Skald Jarl, the petty chief of the Runesmiths, he could smell burning oak. He could hear the sounds of battle ringing in his ears, the screams of barbarian warriors as they fell one-by-one under his axes. Wretched wounds opened along taut skin, muscles twisting and writhing as the enchanted iron brought the toughest man low.

    The Skald Jarl sat within the burningly hot pavilion, a flame sizzling before him with a crude ivory basin of blood in it, the material hissing as it boiled under the licking fires. "You have need of us, my Jarl?" The man inquired.

    Styrbjorn looked the lithe form of the Skald over. His eyes were pure white, blind as could be, and his body was wrapped in a simple leather shawl. Fetishes made from bone hung from around his wrists, and a massive chunk of wyrdstone the size of an infant's head was suspended from around his neck, a sign of his control over the substance to be in such close proximity to a massive sample.

    "Yes. The timber being taken in by these wretches is scant, and I grow weary of all this troublesome squawking over the coming winter. If I am to provide shelter, I need a better way to fell the timber. A means of bringing more in for less...time. Effort."

    The Skald looked up to his Jarl, flashing a smile full of rotten teeth. "Then why do you simply not beat the thralls harder?"

    "They are not the issue. They have been motivated enough." The chieftain replied gruffly, "Now, can you produce a means, or have I found no use for the 'Jarl of Skalds'?" His patience was thin with the runic casters. Though they fulfilled a vital role in society, their mastery of runic magic- the ability to control the elements- made them a powerful force under an otherwise absolute rule.

    "I did not say there was not a way. I will...require goods." The Skald replied, flashing a smile. "More blood. The blood of fey and unseelie creatures."

    "Give me my timber, and I will grant you your corpses." Styrbjorn said, spitting into the flames. With that, he departed, leaving the Skald to work whatever foul magic he deemed necessary to help suspend the winter month's woes upon his people.

    Spoiler
    Show
    One hundred and thirty thralls will continue foraging throughout the winter months, to ensure a steady food supply. If the foraging goes weakly or the winter severe, they will be retasked to working the quarry. If necessary, they'll set up what few tents they have at the quarry while the work the stone day and night, under the armed supervision of thirty of Styrbjorn's warriors.

    Eighty thralls will head out to continue timber felling efforts, with a Heat Rune Obelisk* on a massive cart to help drive off the effects of winter. If the winter is mild, it will be relocated to the village. They will have twenty of the Sons of Bjarki to continue guarding them and "motivating" them to pick up the pace before winter hits.

    Forty thralls will work at the quarry to dredge up ten units of stone for the village's stationary obelisk. The possibly harsh winter will need to be prepared for rapidly, and as such they will be worked to the bone if need be.

    Thirty thralls working to construct longhouses as the timber comes in, every scrap of wood being put to the effort.

    Ten of the Sons of Bjarki, the tribe's precious few Skald-Runesmiths, will work on producing two Heat Rune Obelisks. The first one, a stationary unit, will be placed in the middle of the village to secure against the winter. The Heat Rune Obelisk, working according to the runic system, utilizes a Heat Rune to produce a constant amount of warmth across the village of tents and men, creating constant warmth to ward against the chill of winter. The second one will be slightly smaller, and therefore have less range, but be mounted on a large wooden cart. This one is meant to be placed within the copse of trees, to protect the woodworkers as they fell trees and to ensure a steady workpace all along the season.

    The remaining fifty Sons of Bjarki will head out, under the leadership of Styrbjorn, to hunt for any signs of fey or monstrous creatures to hunt down. Upon success, they will return the fresh skills for processing into wyrdstone. If they fail, then they shall return regardless, to dwell upon their lack of success.

    Resources:{table=head]Resource|Value
    Wood| 11
    Iron| 150
    Food| 190
    Wyrdstone| 50
    Stone| 1
    [/table]
    Population: 400
    Technologies: {table=head]Tech|Level
    Large Animal Taming|1
    Rune Magic|1
    Shipworking|1
    Agriculture|1
    Weapon Forging|1[/table]
    Population: 390
    Last edited by Gunther; 2010-06-20 at 01:22 PM.

  12. - Top - End - #12
    Ogre in the Playground
     
    DMBlackhart's Avatar

    Join Date
    Nov 2008
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    Stockton, California
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    Default Re: Age of Man IC

    The Black Coast- Sons of Bjarki
    Spoiler
    Show
    Resources:{table=head]Resource|Surplus
    Wood| -11
    Iron| 0
    Food| -41
    Wyrdstone| 0
    Stone| +4
    Population| 0
    Housing [Great]| +1
    Rare Beasts| +1
    [/table]

    Another season passes, and your civilization's birth is almost at a close. The first signs of fall were apon you, and winter was not far behind. Your men worked tirelessly to provide the nescessary food and shelter to survive the comming seasons.

    It took nearly three months, but your people saw the completion of one of the great longhouses!

    Unfortunately, little else was achieved this season. Food was caught, but not nearly enough to meet your current standards, some supplies were lost in this was.

    Stone had been gathered, but with so few men on the job your income was nothing to be excited over. With such pitiful amounts of stone your mages were unable to produce the runes you required.

    However a glimmer of hope peaks the horizon, your men had set out to hunt, and hunt they did. You found few mythical beings, and mostly wild game. However the hunt was not without promise. A single promising specimen was returned to your camp. A beautiful White Horse adorned with a single, spear-like horn atop it's head, it's mane the color of silver and the texture of silk! (yes a unicorn. Name it what you want)


    The Land of Vitale- All hail king Voern
    Spoiler
    Show
    Resources:{table=head]Resource|Surplus
    Wood| -92
    Iron| 0
    Food| -35
    Stone| 0
    Housing [good]| +10
    Population| -1
    [/table]

    Your people have weathered worse. And although a fell disease still plagues your people, it seems with the improved conditions that it may just be able to be beaten. Many of your mens health improves, although they are yet to be cured.

    Production had went well, you gathered enough lumber to build ten more magnificant houses. Sturdy and built well enough to shield from the elements. With a little squeezing your able to house your entire population as well.

    The only concern is the food stores. Your surplus is falling fast, and your people fear for the comming of winter, when wild game will be scarce.

    NOTE: Feel free to keep developing "medicine". Just cause it wasent met yet, doesent meen you wont over-all manage it, and it'll be a life-saver in the long run


    Alright, it's winter guys. Best of luck to you.

    if you survive the first year, your doing something right. And you'll have LOTS of chances to get lucky in the future.
    Last edited by DMBlackhart; 2010-06-20 at 02:59 PM.

  13. - Top - End - #13
    Barbarian in the Playground
    Join Date
    May 2010

    Default Re: Age of Man IC

    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood| 0
    Iron| 150
    Food| 139
    Wyrdstone| 50
    Stone| 5
    Housing [Tents]| 160
    Housing [Great]| 1
    Rare Beasts| 1
    [/table]
    Population: 400
    Technologies: {table=head]Tech|Level
    Large Animal Taming|1
    Rune Magic|1
    Shipworking|1
    Agriculture|1
    Weapon Forging|1[/table]
    Population: 390


    Styrbjorn gave a grand grin as they brought the massive steed back within the camp. Its spirited nature made it kick and whinny and holler even as they wrestled with it. Hooves kicked men backwards as aspiring youths, seeking to be the one that broke the beast, rushed towards it. Ribs were cracked and noses blooded, and a few were flipped or even gored as they attempted to attack it's head.

    All the while the beast bucked and spun relentlessly, seemingly limitless pools of strength causing even the strongest of the Sons of Bjarki to lose their grip or otherwise be cast off like fur cloaks. Nets cast upon it were either ripped apart by its pointed horn or simply dodged with a heavy jolt. One man tossed a bolas at its hooves, only for the mighty beast to skip over the entangling weights and kick the offender several feet away into a nearby dung pit.

    Laughter roared from Styrbjorn at this, the mighty man approaching the horse. Already he could see the Skalds waiting in the distance, looking to bleed the beast dry to produce more of their arcane materials. To hells with them! They had not produced what he had desired! They had simply meandered about on the subject of resources, on the idea that it was his problem that he had not quarried sufficient stone for their purposes!

    As such, he did not see fit to grant them their blood.

    Marching towards the bucking steed, Styrbjorn watched as it cast off yet another rider, who leaped upon its back with a mighty roar and cast his hands about its neck. The ropes and prodding spears did little to abate its fury, such was the intensity of its anger. Styrbjorn knew anger, and knew fury. He had seen men consumed with it in battle, had watched brothers that were calm as water one moment become novas of hatred in the next. As such, he approached it head-on, staring the horned mount in the eye.

    A hoof kicked forward in response, smashing into the Jarl's torso. Blood was drawn forth as it left a hoof-shaped impression over his breast, the skin stitching closed behind it as Styrbjorn made his move. Whipping a meaty arm forward, he grabbed it by the horn, curling his left hand into a fist.

    And then, with the force of a star's impact, he punched the horse in the nose. The entire thing let out a pitiful grunt as it staggered back and forth, attempting to twist its head free as Styrbjorn followed up the punch with a smack across the snout.

    Again.

    And again.

    And again.

    With each smack, the horse's fury was reduced by that much. Its kicks against him, causing massive welts along his tattooed flesh, subsided as they appeared. Slowly but surely, Styrbjorn subdued the horse, the men backing away as their leader took the horse for his own. Eventually, when it ceased its kicking, he let go of its horn, grabbing a tuft of its mane and mounting it in one massive motion. Powerful legs shifted slightly under his weight, but the horse remained upright. A feat normally only attributed to mastodons.

    "Sleipnir." He declared eventually, shouting it to his men, "Sleipnir!"

    The Sons of Bjarki shouted their pleasure at the matter, all but the Skalds rejoicing in the new mount their leader had made for himself. The Jarl of the Skalds simply kept a neutral expression as he saw the precious source of wyrdstone being paraded about, the so-called Jottunheim gallivanting from it like a proud ass, stubborn in its ways. The name he bestowed upon the steed was fairly important- it was the same name used for the eight-legged horse birthed by Loki and the mighty stallion Svaolifari. It was a proud boast, that it was the fastest horse to ever cross land or sea or water.

    Looking to the longhouse as Styrbjorn rode his horse, the Skald Jarl simply turned back towards the set of distant tents, placed away from the village. The thralls would doubtlessly be retasked with this latest development, the whims and fancies of the Jottunheim directing the village's development as necessary. The lack of game had been a detriment, but with Styrbjorn's interest in their magic having been lost, the Skald would need to find a way to keep his social status secure. Frowning, he quietly popped a foul-smelling sphere into his mouth, chewing on the gummy substance as he thought.

    There was something to be done. He just had to figure out what.

    Spoiler
    Show
    One hundred and fifty thralls will continue working throughout the winter months, to ensure a steady food supply. If the foraging goes weakly, or the water begins to freeze up, they will be retasked to working the quarry. If necessary, they'll set up what few tents they have at the quarry while the work the stone day and night, under the armed supervision of thirty of Styrbjorn's warriors. In addition, should the water freeze over, attempts will be made at ice fishing if possible- fish is an important resource, one that is seemingly infinite.

    Sixty thralls will head out to continue timber felling efforts, with twenty of Styrbjorn's warriors to keep them secure and working hard throughout the winter. That's a one-for-every-three ratio, which is fairly safe. If frostbite starts to become an issue, the timber-fellers will be diverted over to the quarry campsite.

    Sixty thralls will work at the quarry to dredge up ten units of stone for the village's stationary obelisk. The possibly harsh winter will need to be prepared for rapidly, and as such they will be worked to the bone if need be. With the thralls diverted from building longhouses, Styrbjorn is now fairly confident that most of the thralls will survive the impending winter.

    Ten of the remaining thralls will be tasked with constructing more tents. Timber seems a fairly steady resource, and tents can always be deconstructed later- in the interest of the more stable quarrying, the new tents will be built along the quarry area.

    The ten Skald-Runesmiths will, at this point, work not on creating some magical item, but rather on finding some means of improving the amount of timber felled from the copse by the season. It was not exactly an easy process, but with their status on the line, they will use any boon possible- including experimentation with the Knowledge Rune to try and discover any results in visions or hallucinations.

    The remaining fifty Sons of Bjarki will head out, under the leadership of Styrbjorn upon the back of Sleipnir, will seek out further barbarian tribes with the intent to try and ambush them during the winter months. Where most hide and attempt to seek shelter for the harsh months, the Sons of Bjarki shall be on the prowl, ready to take the food stockpiles of others for their own!

  14. - Top - End - #14
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    In America!

    Default Re: Age of Man IC

    The Land of Vitale
    Spoiler
    Show
    Turn 1:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|110
    Stone|110
    Food|120
    Gold|50
    Metal|110[/table]
    Population: 300
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]

    Turn 2:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|112
    Stone|113
    Food|157
    Gold|53
    Metal|112
    Dye|1
    Oil|1[/table]
    Population: 297
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    Known Locations:
    3 Gold Mines
    2 Small Copse
    2 Stone Quarries
    2 Ore deposits
    1 Oil deposit
    1 dye deposit

    Turn 3:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|92
    Stone|90
    Food|42
    Gold|58
    Metal|112
    Dye|2
    Oil|2
    Housing(good)|5[/table]
    Population: 295
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Turn 4:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|00
    Stone|90
    Food|07
    Gold|58
    Metal|112
    Dye|2
    Oil|2
    Housing(good)|15[/table]
    Population: 294
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
    Vitales people have a wide variety of skin colorsfrom very pale to almost black.
    They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
    Active Leader: King Voern the Just.
    Start Location: Plains

    King Voern fears for this cold season. As game will be hard to come by in the coming months, he decides to send many men out gathering food to store for the winter. Wood will be needed for fires, and Voern wants this disease eradicated. He predicts that most of the pregnant women, as they conceived in summer, will give birth in the coming spring.
    Spoiler
    Show

    175 men to find food. They go to the fields for game, to the forests for berries, and local water sources for fish. As autumn is passing, a good crop is expected.
    100 men to gather wood. They go to the copses and forests, gathering sticks and cutting down trees. Before each tree goes down, a new tree is planted, in an agreement with the nymphs (if they exist. if not, they do it for stock.).
    19 men, the brightest and best of the previous group, continue to work on Medicine. Voern hopes that by not crowding the field, the quantity and quality of work will go up.

  15. - Top - End - #15
    Ogre in the Playground
     
    DMBlackhart's Avatar

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    Stockton, California
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    Default Re: Age of Man IC

    Winter - Year 1

    The Black Coast- Sons of Bjarki
    Spoiler
    Show
    Resources:{table=head]Resource|Surplus
    Wood| 0
    Iron| 0
    Food| -21
    Wyrdstone| 0
    Stone| +6
    Population| -4
    Births| +7
    Housing [Poor]| +6
    [/table]

    You survive the winter, few men lost to the bone chilling cold. Although the year had been rough, and the seasons harsh, you have proved yourselves amongst the world! Your people, now a permanant civilization, have made it past the toughest challenge of all, year one.

    A new year sits just on the horizon, promises of a new life, new experiances, a new world sits in your lap. Today, the rise of a new power enters the world!

    Yout civilization see little new progress. Things seem to be working efficiantly now, almost like clock work. Some more tents were pitched to ensure everyone has living space, a problem well met to be sure.

    Your most intellegent men however, were unable to bring to light new technology. Although a breakthrough is closing.

    The last of the year was met with, strange, results. A neighboring people had been discovered, just to the east, over a series of hill. The people of Gee'lei have greeted you. There leader a fat, healthy man of light complextion. The man sits atop a golden throne, and had shown little fear when meeting with your leader.

    These people have offered peace, their army is unimpressive, but nevertheless a force to be met.


    The Land of Vitale- All hail king Voern
    Spoiler
    Show
    Resources:{table=head]Resource|Surplus
    Wood| +10
    Iron| 0
    Food| +4
    Stone| 0
    Housing [good]| 0
    Population| -1
    Births| +3 (15 year period until adult hood)
    [/table]

    A few more men had met with their untimely dooms this year, unfortunately your doctors tell promise of a breakthrough, and soon this curse shall be uplifted.

    As the year closes, and a new one lays on the horizon you cannot help be think to yourself, contemplating your actions, have you been just? Have you been wise? Only time will tell. A new power rises up from the earth like a sapling to grow into a mighty oak, The land of Vitale showing much promise for the future.

    As the year ends you are elated to hear news of new births among your people. Seven children have come into the world, and in only a short decade and half they will be ready to enter society.



    Note: Births will take 15-years until they get counted towards your over-all population. After the first 15-year hump you will effectivly be getting a steady flow of new population every year.

    This is where the game gets good guys, brace yourselves!

  16. - Top - End - #16
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    Default Re: Age of Man IC

    The Land of Vitale
    Spoiler
    Show
    Turn 1:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|110
    Stone|110
    Food|120
    Gold|50
    Ore|110[/table]
    Population: 300
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]

    Turn 2:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|112
    Stone|113
    Food|157
    Gold|53
    Ore|112
    Dye|1
    Oil|1[/table]
    Population: 297
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    Known Locations:
    3 Gold Mines
    2 Small Copse
    2 Stone Quarries
    2 Ore deposits
    1 Oil deposit
    1 dye deposit

    Turn 3:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|92
    Stone|90
    Food|42
    Gold|58
    Ore|112
    Dye|2
    Oil|2
    Housing(good)|5[/table]
    Population: 295
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Turn 4:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|00
    Stone|90
    Food|07
    Gold|58
    Ore|112
    Dye|2
    Oil|2
    Housing(good)|15[/table]
    Population: 294
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Turn 5:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|10
    Stone|90
    Food|11
    Gold|58
    Ore|112
    Dye|2
    Oil|2
    Housing(good)|15
    Births|3[/table]
    Population: 293
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
    Vitales people have a wide variety of skin colorsfrom very pale to almost black.
    They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
    Active Leader: King Voern the Just.
    Start Location: Plains

    Ah! Springtime! A time of new life, and new chances. Voern decides he should make some alliances in order to trade resoures. He sends a two man team out from the city in the four directions in order to find new locations, and new people to ally with. He decides to build a few more houses so his people are more comfortable. Thinking on the food stock during the winter, Voern decides to research Animal Husbandry, in order to domesticate animals that could be used for Food. Crops are being planted, and overall people are all over the place. Voern decides to create Guilds, groups of men that generally do the same work. They can share pointers, keep records, and develop new technologies, all at the newly commissioned Guild Hall.
    Spoiler
    Show

    100 men to find food. They go to the fields for game, to the forests for berries, and local water sources for fish. These men are also researching Animal Husbandry.
    75 men to gather wood. They go to the copses and forests, gathering sticks and cutting down trees. Before each tree goes down, a new tree is planted, in an agreement with the nymphs (if they exist. if not, they do it for stock.). 25 men are building houses. Some are building the Guild Hall.
    8 men, sent out to the four corners to find new resources and allies.
    19 men, the same doctors from last season, continue working on their breakthrough.
    16 men to gather Oil and Dye, and research their uses.
    50 men to mine Stone, Ore, and Gold. These men are simultaneously researching Blacksmithing.
    All the men gathering/researching are thinking while they work, and experimenting after work.
    King Voern forms the Guilds.

    7 births... but only +3 Births? Is there an equation I'm missing? <.<
    Also, nymphs, no nymphs?
    Last edited by Jokasti; 2010-06-20 at 05:09 PM.

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    Sorry, I ment 3. I probably typo'd. I wrote Gunther's first, so.. yeah sory for the confusion.

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    No prob. Is the Gathering/Researching thing okay, or should I split them up?

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    Quote Originally Posted by Jokasti View Post
    No prob. Is the Gathering/Researching thing okay, or should I split them up?
    I'd rather you split them up, but SOME are ok. (such as gathering food + reasource)

    On a side note, im just curios why you have agriculture as a technology, and have done nothing to advance it?

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    Well, I thought I planted in the first spring, when I researched Agriculture, back when I thought there were levels >.> which is why I said I gathered the harvest in fall.
    Going back I just said to forage. Meh. We planted this spring, hopefully it'll go better this year.
    Is Mining/Blacksmithing ok?
    Last edited by Jokasti; 2010-06-20 at 05:10 PM.

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    I'd say only the top combination is fine. The rest will need to be research on your own time. Sorry

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    This turn's final, I promise.
    The Land of Vitale
    Spoiler
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    Turn 1:
    Spoiler
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    Resources:{table=head]Resource|Value
    Wood|110
    Stone|110
    Food|120
    Gold|50
    Ore|110[/table]
    Population: 300
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]

    Turn 2:
    Spoiler
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    Resources:{table=head]Resource|Value
    Wood|112
    Stone|113
    Food|157
    Gold|53
    Ore|112
    Dye|1
    Oil|1[/table]
    Population: 297
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    Known Locations:
    3 Gold Mines
    2 Small Copse
    2 Stone Quarries
    2 Ore deposits
    1 Oil deposit
    1 dye deposit

    Turn 3:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|92
    Stone|90
    Food|42
    Gold|58
    Ore|112
    Dye|2
    Oil|2
    Housing(good)|5[/table]
    Population: 295
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Turn 4:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|00
    Stone|90
    Food|07
    Gold|58
    Ore|112
    Dye|2
    Oil|2
    Housing(good)|15[/table]
    Population: 294
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Turn 5:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|10
    Stone|90
    Food|11
    Gold|58
    Ore|112
    Dye|2
    Oil|2
    Housing(good)|15
    Births|3[/table]
    Population: 293
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
    Vitales people have a wide variety of skin colorsfrom very pale to almost black.
    They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
    Active Leader: King Voern the Just.
    Start Location: Plains

    Ah! Springtime! A time of new life, and new chances. Voern decides he should make some alliances in order to trade resoures. He sends a two man team out from the city in the four directions in order to find new locations, and new people to ally with. He decides to build a few more houses so his people are more comfortable. Thinking on the food stock during the winter, Voern decides to research Animal Husbandry, in order to domesticate animals that could be used for Food. Crops are being planted, and overall people are all over the place. Voern decides to create Guilds, groups of men that generally do the same work. They can share pointers, keep records, and develop new technologies, all at the newly commissioned Guild Hall.
    Spoiler
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    100 men to find food. They go to the fields for game, to the forests for berries, and local water sources for fish. These men are also researching Animal Husbandry.
    75 men to gather wood. They go to the copses and forests, gathering sticks and cutting down trees. Before each tree goes down, a new tree is planted, in an agreement with the nymphs (if they exist. if not, they do it for stock.). 25 men are building houses. Some are building the Guild Hall.
    8 men, sent out to the four corners to find new resources and allies.
    19 men, the same doctors from last season, continue working on their breakthrough.
    16 men to gather Oil and Dye, and research their uses.
    40 men to mine Stone, Ore, and Gold.
    10 men are researching Blacksmithing.
    All the men gathering/researching are thinking while they work, and experimenting after work.
    King Voern forms the Guilds.

    Also, nymphs, no nymphs?

  23. - Top - End - #23
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    Resources:{table=head]Resource|Value
    Wood| 0
    Iron| 150
    Food| 118
    Wyrdstone| 50
    Stone| 11
    Housing [Tents]| 166
    Housing [Great]| 1
    Rare Beasts| 1
    Children [Common Beasts]|6
    [/table]
    Technologies: {table=head]Tech|Level
    Large Animal Taming|1
    Rune Magic|1
    Shipworking|1
    Agriculture|1
    Weapon Forging|1[/table]
    Population: 386


    As the last of the stone necessary was collected, the Skald Jarl turned to his companions. Research had been so close to fruition- their days upon days of travel inside of the corridors of their minds yielding maddening and yet tantalizing visions. They had walked through their dreams in deep hallucination, spending hours on end trying to find something that might yield honor.

    Now that word had spread of new neighbors, ones with flimsy bodies and soldiers that would serve better as thralls, the Skald saw his chance at regaining lost face. Moving amongst the clutch of Skald-Runesmiths he nodded to each in turn. Outside, the sounds of Styrbjorn barking orders could be heard, thralls scurrying back and forth under the threat of fist and lash. Looking throughout the pavilion that the Skalds had now joined under, he flashed a grisly smile, his rotting teeth having had a few replaced with crude replacements taken from those having departed over the winter months.

    "We have a task before us," He began, taking measured breaths of the hallucinogenics wafting from the embers heating the tent, "A task that will help...restore the balance." He continued. To the thralls waiting outside, their backs bent double under the weight of baskets full of iron nuggets, the words seemed nonsensical. To the minds within, their brains soaring beyond the skies, they resonated powerfully. "The Jarl has need of our works once more. The time for legends is upon us."

    Fetishes clattered together as he pointed towards the dozen crude kilns built in the center of the pavilion, fires crackling within. "And it is our task to help weave the greatest one ever conceived."

    Words wrapped in nonsensical phrase, meanings hidden in enigmas. To the Skald-Runesmiths, what their Jarl said was clear- they were to accommodate Styrbjorn's whims, to earn his favor. To become part of the warlord's inner circle once more, and repair the damage the last year of failures had brought about their necks. With a shout, the Skald Jarl called the thralls outside within, bringing with them the first of the iron to be shaped in the kilns, the first pieces of iron to be made into armor for Styrbjorn and his men. With a wicked smile, the Skald Jarl began on the first- and finest- piece.

    Armor for the great Jottunheim, Styrbjorn, and his mount.

    Outside, Styrbjorn would spend the year in activity. With his thrall numbers depleting, he knew that raids would bring about a new glory for his men, and fresh blood into the camp. Riding atop Sleipnir's back across the battlefield, he had worked hard to coat the horse's white fur in charcoal dust. Black blended in with black. Though it was a fine mount, he had known that no normal magical creature would be fit to serve as the mighty chieftain's beast of burden and war. He had made intentions to have it improved, and to prepare his men for a proper battle against their neighbors- a battle to shred their foe with a minimum of loss and plenty of thralls.

    Spoiler
    Show
    One hundred and seventy-six thralls will be sent out to forage and fish, with thirty men to guard them when they are not diverted on the weekly raids. They will ensure that the food level is replenished all throughout the year, for the harshness of winter.

    Eighty thralls will be tasked with continuing the operation of felling timber. The more lumber gained, the better. Twenty men will be assigned to guard them, but Styrbjorn- in the interest of raiding- is now having those men drawn back whenever a raid is about to take place, and resume their "guard" duty when it is over. It wasn't as effective as permanent guards, but it'd do.

    Twenty thralls to work on constructing additional longhouses. The first was a good start, but more means more room for additional thralls!

    The ten Skald-Runesmiths will work on a massive undertaking of industry. They will work to produce the following (With prices discussed listed):
    Spoiler
    Show
    11 Suits of good-quality armor (At 2 iron bars apiece, for 22 iron bars) [Scale, I'd assume]
    89 Suits of common-quality armor (At one iron bar apiece, 89 iron bars total) [Chainmail armor, also assumed]
    111 Iron bars expended.

    The superb-quality armor [Scale?] will be enchanted with the following effects in preparation for usage:
    -Anchor Life, Augmentation, Wounds. The result is that the wearer's physical form is made to withstand much more severe injuries. Though superbly crafted armor is likely capable of taking plenty of damage, this application of Rune magic is intended to enhance the healing capabilities of the wearer, allowing minor wounds- such as arrow penetration- to be almost entirely shrugged off, whilst providing a chance of recovery from major wounds like severed arteries.
    -Anchor Energy, Augmentation, Lightning. The armor is enchanted to have with it the elemental power of lightning. This has been symbolically completed by having the suits exposed to direct lightning strikes, which has given each suit a certain amount of resistance to metal weaponry being used against the wearer. This is not absolute against strong foes or advanced weaponry, but is intended to help protect against the event of a "lucky stray arrow".

    1 Heat Rune Monolith in the village center, at the price of 10 stone boulders. The Monolith is inscribed with a Heat Rune to ward off the effects of winter on the people within the village. 1 Wyrdstone expended.
    Total Expenditure Intended:
    10 Stone
    111 Iron
    25 Wyrdstone


    During the process, the entirety of the Sons of Bjarki will launch raids upon the enemy, striking at those that dare trod from outside of their homes with the intent to capture for thralldom. When the last piece of armor is forged and supplied, the hundred soldiers- led by Styrbjorn- will begin a full-scale campaign of striking at their foes, much as they did the barbarian tribe. The battle plan is to draw the enemy out by taking captives, then lure the enemy piecemeal into an ambush where Styrbjorn and his Chosen will engage the enemy alongside the rest of the force where nets and bolas will take captives. This process will repeat however long is necessary for the soldiers of Gee'lei to either be taken captive or cease following the ambushers. As always, the Bjarki will kill a man before their own blood is at risk of being shed.

    When either the military is incapacitated or unwilling to follow the Bjarki back into ambushes, Styrbjorn will lead his men on a direct assault on the other village, with the intent to take as many captives as possible with as little lost life for the Sons of Bjarki.
    Last edited by Gunther; 2010-06-21 at 11:11 AM.

  24. - Top - End - #24
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    Year 2

    The Black Coast- Sons of Bjarki
    Spoiler
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    Resources:{table=head]Resource|Surplus
    Wood| +8
    Iron| -111
    Food| +6
    Wyrdstone| -25
    Stone| -10
    Population| -7
    Births| +2
    Housing| 0
    Thralls| +3
    [/table]

    Another year has come and gone. And with it your people move closer to the future. Your new friends at Gee'lei have kept to themselves, however it has been not more then a year since you came into contact. The year went well, you had manage to erect the mythical Obelisk that would bring warmth to your people in the colder seasons, greatly reducing injury and death, and increasing living conditions.

    Your army was looking wonderful, TEN of the high-quality armors you comitioned had reached completion over the year. As well EIGHTY of the poorer armors were also crafted. Your army was well suited for warfare now, however your men still lacked experiance, uniformity, discipline.

    Unfortunately magic, being the tricky craft that it is, had shown little impression over the year. Your people reveered the obelisk in your city as if it were a gift from the gods. However your works on enchanting your armor for war had faired poorly. Only a single chainshirt had managed to cling to the enchantments the skald's had set apon them.

    Your raiding party had faired with mixed results. Your one hundread or so men, although skilled at their job, were unprepared for what befell them. Having such a hefty sum of men enter the Gee'leian capital so often, and with such foul intentions had not gone unnoticed. And although you had gained a few new thralls, you now had a small platoon of Gee'leian's on your doorstep.

    The platoon was mostly men in light leather armors, the men looked meek of course, however each was outfitted with bows and horses. The army size was only two-hundread, not a match for your people as a whole.

    The "Rite" of Gee'leian had stood at the front of the army, their leader garbed in simple leathers, like the rest of his men. He had called out Stybjorn, seeking an audiance on the fields north of the coast.

    Production was good, food was plenty, and another year had passed. With this one small victory, another year sat on the horizon, new challenges and new mysteries await.

    Spoiler
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    Ok so, you sort of get 2 turns next turn. One is to describe your roleplaying/actions against the almost-invading army, the next is your next years actions. I will allow you to edit any actions that ultimately end up conflicting with the battles outcome.



    The Land of Vitale- All hail king Voern
    Spoiler
    Show
    Resources:{table=head]Resource|Surplus
    Wood| +8
    Iron| 0
    Food| -35
    Stone| +1
    Gold| +1
    Oil| +1
    Dye| +1
    Housing [good]| 0
    Population| -4
    Births| +1
    [/table]

    Another year passes, and much had transpired. Your doctors had come up to you in the midst of day, preaching on about some Great Breakthrough. They had called it medicine, a practise that would utilize natural reasources to ensure a healthy population. Despite reasources being low, it was reassured little would be required to keep the practises and experiments running, and the people healthy.

    Little else in the ways of technology had been met, however your explorers returned this year, with news of neighbors within the lands. To the North there was a small band of tribalists, much like yourselves, but with far less reasources and technologies, living in simple huts. To the West rested an entire nation, not far unlike your own. Nestled in a valley was a magnificant city of stone! The population were stout men and women, although not exceptionally attractive, they had shown expertise working stone, metals, and other such crafts.

    Spoiler
    Show
    You discovered the city of "Audia" to the west, and a small nomad tribe to the north. No houses were met, however your people's illness had been lifted. So until something more vile comes along, your safe.





    Thats year 2, tune in next time!

  25. - Top - End - #25
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    Oh, I thought it was only another season. Will the next turns be years also?

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    Quote Originally Posted by Jokasti View Post
    Oh, I thought it was only another season. Will the next turns be years also?
    (I noted it quite a few posts ago, but yes ever since year 1 ended we have been on a 1 turn = 1 year basis. n about 50 or so years ( equaly 50 or so turns) we will shoot to 1 turn = 10 years. And grow from there)

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    Got it, working on my turn now then.

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    The Land of Vitale
    Spoiler
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    Turn 1:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|110
    Stone|110
    Food|120
    Gold|50
    Ore|110[/table]
    Population: 300
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]

    Turn 2:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|112
    Stone|113
    Food|157
    Gold|53
    Ore|112
    Dye|1
    Oil|1[/table]
    Population: 297
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    Known Locations:
    3 Gold Mines
    2 Small Copse
    2 Stone Quarries
    2 Ore deposits
    1 Oil deposit
    1 dye deposit

    Turn 3:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|92
    Stone|90
    Food|42
    Gold|58
    Ore|112
    Dye|2
    Oil|2
    Housing(good)|5[/table]
    Population: 295
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Turn 4:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|00
    Stone|90
    Food|07
    Gold|58
    Ore|112
    Dye|2
    Oil|2
    Housing(good)|15[/table]
    Population: 294
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Turn 5:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|10
    Stone|90
    Food|11
    Gold|58
    Ore|112
    Dye|2
    Oil|2
    Housing(good)|15
    Births|3[/table]
    Population: 293
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Turn 6:
    Spoiler
    Show
    Resources:{table=head]Resource|Value
    Wood|2
    Stone|91
    Food|0
    Gold|59
    Ore|112
    Dye|3
    Oil|3
    Housing(good)|15
    Births|4[/table]
    {table=head]#Babies|Year Born
    3|1
    1|2[/table]
    Population: 289
    Technologies: {table=head]Tech
    Textiles
    Masonry
    Agriculture
    Mining
    Mercantile
    Medicine[/table]
    {table=head]Locations|Quantity
    Gold Mines|3
    Small Copse|2
    Stone Quarries|2
    Ore deposits|2
    Oil deposit|1
    Dye deposit|1[/table]

    Vitale is known for its fair monarchs and beautiful countrysides with well-maintained farms. They are diverse in their technological portfolio, insofar as their only specialty (so far) lies in producing food for their civilians. A well trained army, but small, army protects the land of Vitale. They are fair and just in their laws, punishing criminals with appropriate punishments. In the future, they hope to develop inventions.
    Vitales people have a wide variety of skin colors from very pale to almost black.
    They worship a wide variety of religions, from none to pantheons. They are very tolerant. The culture is similar to the French and Mosloms of the Middle Ages.
    Active Leader: King Voern the Just.
    Start Location: Plains

    (((Did I get any Ore last turn?)))
    King Voern decided that it was time to stop relying on game and berries. They needed a steady income of food every year. Using the techniques of their forefathers, Vitalians would grow and feast in the bountiful harvest!
    Wood was still every important, and Voern noted his numbers were slowly dwindling. Sending a man with a gift (4 Gold) to the Northern Tribes, he asked for them to join Vitale so that they might grow and prosper together. He also sent a man with a gift (15 gold) to the dwarves people of Audia, asking for an alliance and possible trade routes.
    Spoiler
    Show

    2 men giving gifts (total of -19 Gold).
    100 men farming/researching agriculture.
    100 men chopping Wood.
    25 men building houses.
    31 men mining Stone.
    31 men mining Ore.
    Last edited by Jokasti; 2010-06-21 at 03:59 PM.

  29. - Top - End - #29
    Barbarian in the Playground
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    Resources:{table=head]Resource|Value
    Wood| 8
    Iron| 39
    Food| 124
    Wyrdstone| 25
    Stone| 1
    Housing [Tents]| 166
    Housing [Great]| 1
    Rare Beasts| 1
    Children [Common Beasts]|6
    [/table]
    Technologies: {table=head]Tech|Level
    Large Animal Taming|1
    Rune Magic|1
    Shipworking|1
    Agriculture|1
    Weapon Forging|1[/table]
    Population: 382


    Styrbjorn had expressed no end to his displeasure at the lack of thralls being taken in. A hundred of the Sons of Bjarki, vicious men and killers to the last, had not been able to take more than a mere trickle of thralls! Armed with nets and hooks and lassos they had been more than capable of hunting down and gathering these wretches. Now? Now they were being confronted by those very wretches they once intended to make into slaves! His anger had manifested in fearsome kicks, brutal punches, and many an insult to the lineage of the warriors now assembled before him. Each one was clad in chainmail forged by the Skalds atop the hill, their hands clutching their weapons. The tools of slavery had been put away in favor of those more useful for war, the thralls having taken with them their tools of trade. Pickaxes, lumber saws, and more besides were held fearfully as the thralls prepared to be ambushed.

    Looking down at his own scale armor, the fresh enchantments on it flashing dimly in response to his anger. His massive form had been hard to properly armor, but the magic on it was evident to himself and his men, the twin axes he carried with him flashing in resonance as he growled at the men before him. These wretches had dishonored him with their ineptitude, and now he found himself relying upon the Skalds to either dissuade or help destroy their foes.

    Sleipnir, having lurked behind the massive warrior like an ill omen, was quickly mounted by the chieftain. With a single gesture he gathered his Chosen amongst him, his personal bodyguards each clad in heavy scale armor and blessed with runic tattoos. Wielding bulky iron greatswords and similar weapons, they served to protect the life of their chieftain on the back of his mount. Moving on foot, they kept a steady pace as the chieftain departed, heading to meet the leader of the other tribe.

    Passing across the clear grassy field of the coast outside the village, he approached the beefy man, the Sons of Bjarki- outfitted for war- began to disseminate into their individual clutches. Groups of ten filtered through the tents, the Skalds- situated aboard the longship- now beginning their work in earnest. The Skald Jarl, seeing Styrbjorn depart, began the ritual in earnest. Having a small fireplace from mud bricks and clay, herbs were tossed liberally upon the glowing embers as the Sons of Bjarki aboard readied themselves. Thralls had been loaded upon the vessel to provide as much support as possible, the promise of joining the ranks of the warriors motivating them to move furiously and keep their arms steady.

    More and more wyrdstone was expended as they tossed it into the burning flames, the Skald Jarl raising his hands to the heavens. Raising a dried fetus in his hands, he shook it vigorously, his graying tongue whipping back and forth as he made babbling impeachments to the gods. Spitting a gob of yellow spittle into the flames, he rose the fetish higher yet, the burning black-green stone sizzling as distant stormclouds began to gather. Lightning could be heard forming in the spontaneous black clouds.

    "Thor, God of Storms." He invoked, raising a symbolic hammer in the likeness of Mjollnir. Thunder crackled once more as Styrbjorn made his way to the meeting ground.

    The first pangs of thunder highlighted the giant's features. Riding upon the pitch-black steed of Sleipnir, Styrbjorn's face had been freshly painted, his armor's green runes giving a ghastly glow as he spoke to the fat man before him. Ostentatious feathers fluttered in the face of the seeming fury of the warrior-god, the Jottunheim wielding one of his double-headed axes in his right and holding the reigns of his steed in the left. Around him, the faces of his Chosen were guarded by cast iron helms, holes perforated into the faceguards for breathing and seeing. The echo of their breathing gave it an inhuman sound, to match the wicked spikes and bladed curves along the scale armor that so clearly outstripped that of their opponent's leather.

    "Styrbjorn." He introduced himself, "You come to my doorstep." He growled, "And seek to wage war against a chosen of the Gods?" He inquired, a pang of thunder echoing his words. The rain began to pour down at this point, beginning as a trickle but turning into sheets of rain intended to deform the soil. Rain thick enough for the Sons of Bjarki to try and move. Filtering out, the army crept through the rain, slithering along their bellies under the fierce gaze of the huscarls. None wanted to lose face in the presence of such a theatrical display of the will of the Gods, not knowing that the storm- in its growing fury- was uncontrolled. It was a runaway reaction produced over the meeting place and the enemy army, intended to impede their movement. To the Sons of Bjarki, however, it was a sure sign of the favor of the divine.

    The thralls, having been herded into the village, were left to march out of their tents, men and women and children alike bearing what weapons they could muster to serve as the bulk for any direct engagement. They had been given crude shields made from bound leather hide and given orders to prepare to wage glorious battle in the name of their masters. Those particularly proving would be granted freedom and acceptance into the warrior caste.

    "I present to you an ultimatum." Styrbjorn rumbled, "Lay down your arms and turn back to your stone homes. Accept that the Gods favor us of the Bjarki, and we will grant you the protection Jormungandr alone provides. In exchange for your willingness to serve, your strongest warriors shall join our ranks, and you will be guarded as our own. As you will be joined with us."

    Shifting his grip on his axe, he continued, "But if you resist, if you make it some petty point to fight us, we shall do far worse than make you our vassal. We shall destroy your homes and your children. Your women shall beg as they are dragged through the streets." The fire in Styrbjorn's eyes burned intensely, "Your men will be left to serve as our thralls into the afterlife, and your children will only know one way- the way of the Bjarki." He raised his voice as he spoke to the army behind the obese leader, "And to you warriors that follow this man- know this! If you are to fight us on the field this day, know that for each of you strong enough to give my brothers pause, there shall be a place for you in our ranks- but you must act upon this before battle is joined! If you cross blades with my people, it shall be for the last time."

    The Chosen remained still, waiting for the decision. Co-existence underneath Styrbjorn's command and guardianship, or slavery and death. Even now, the ambushers were moving into position, the archers feeling the buildup of the coming storm. Styrbjorn was a fair man- but if it was one thing he could not stand, it was the leadership of the weak. To see fat men, bloated with insolence, to take command. Looming over the fat creature, he waited for a response: Peace or war, it made little difference to the Jottunheim.

    Spoiler
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    100 Thralls on the longship, which is holding position near the invaders, with the thralls scattered along the top deck along the side and armed with longbows and other such missiles. If war is joined, sounded by the roar of Styrbjorn's trumpet, they will pepper the enemy with missiles.

    10 Skald-Runesmiths aboard the longship, working their magic with twenty wyrdstones. They are attempting the following effects:
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    Rain of Arrows. Anchor: Matter, Runes: Rain, Air. The spell is intended to multiply the amount of arrows once launched and increase their range, creating a rain of arrows that strike the enemy repeatedly. Five wyrdstones expended for the casting effort.

    Thunderstorm. Anchor: Matter, Runes: Rain, Heat, Ocean, Lightning. By utilizing the nearby ocean as a water source, the humidity is increased to the point of producing an intense thunderstorm. By the induction of varying heat and cold levels, as well as lightning magic, veritable sheets are called down. Though mostly undirected, the storm is centered over the enemy's army, hopefully inflicting casualties on their packed-together formation and inhibiting the range of movement by turning the soil to mud with heavy rainfall.


    172 Thralls ready to serve as the bulk of the counter-attack force. Armed with anything they can find or quickly manage to make into a weapon, they will serve to directly engage if battle is joined. They will primarily focus on keeping the enemy pinned inside of the thunderstorm area with hunting spears or javelins, but will charge at the enemy if they come too close for comfort.

    All 100 of the Sons of Bjarki will disperse under the cover of heavy rain or- should the spell begin to fail or the rain not prove thick enough- crawl along their bellies in tall grass. They will split up into smaller groups with bows alongside their regular weapons, with the intent of ambushing the enemy army from all sides if battle is joined. If the enemy begins to close with each group, they will individually sprint back, letting the enemy spread himself as thin as possible under their arrows.

    This is all, of course, provided the leader does not accept Styrbjorn's offer- which is, essentially, having them join the Sons of Bjarki with their strongest troops joining his own and the rest simply resuming life as usual under Styrbjorn's rule (With the Fat One, should he prove an able enough hand at fighting and ruling, as an in-place ruler).


    Post-Battle Actions
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    182 Thralls go gathering foodstuffs. Fish, berries, wild game, so on. They use thirty of Styrbjorn's men for protection, as is the usual standard.

    80 Thralls go gathering additional timber under the guard of twenty of Styrbjorn's men. Hopefully they'll be getting more talented with this process over time, and more timber can be gathered!

    10 Thralls begin work on constructing an additional longhouse. They're wise investments of lumber, and with a whole year, construction should finish up quite tidily with the incoming timber supplies.

    10 Skald-Runesmiths look further into the process of logging, and how to better rake in the timber. The Skald Jarl in particular has taken a keen interest in the process, and is unafraid of experimenting a bit. As well as this, he converts any magical creatures captured to wyrdstone, bleeding them dry carefully to maximize the amount gained.

    50 of Styrbjorn's warriors will go out hunting for further magical beasts, this time to assuredly replenish their low wyrdstone stocks. After all, magical creatures means more magic to wield!
    Last edited by Gunther; 2010-06-21 at 10:03 PM.

  30. - Top - End - #30
    Ogre in the Playground
     
    DMBlackhart's Avatar

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    Nov 2008
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    Stockton, California
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    Default Re: Age of Man IC

    Year 3

    The Black Coast- Sons of Bjarki
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    Resources:{table=head]Resource|Surplus
    Wood| -2
    Iron| 0
    Food| +12
    Wyrdstone| +5
    Stone| 0
    Population| -1
    Births| +2
    Housing [great]| +1
    Thralls| +5
    [/table]

    Spoiler
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    The battle would have been glorious. All the elements were in place. A ragining storm clouded the fields, your men each wearing a look of extreme thirst for blood and war! However you did not get a chance to put your military abilities to the task, rather Stybjorn would be tasked with a test of brawns rather then brains.

    The fat leader of Gee'lei, who had since revealed himself as "Obious The Great" had demanded of Sytbjorn a dual. A match between the two of them. And although the man was greatly outside, out-powered, and over-all outmatched, there was something about him that made the offer impossible to refuse. Was it the mans bravery? Willing to stand up to a chosen of the gods despite is poor physic? Or was it something else, something more sinister?

    The battle was an amazing spectacle, one that would go down in the analogues of Bjarki history to come. The man had dismounted his steed, as you had yours. Stybjorne drew his mighty axes, and took the first strike. The weapons simply glided off the mans girth. A strike that should have torn the man in two, rebounded as if by... as if by magic!

    The battle was in earnest now. The man simple threw punches, inhumanly strong strikes that had caused you to stagger, only slightly though. Stybjorne was finding it impossible to give the man pause for more then a split second. Whatever accursed power that was protecting him, was truely a power to be reconnised.

    Thunder rained in the background, bits of earth flew into the sky with each strike. The lightning danced as stybjornes blades had, and the crack of thunder was met with each parried blow.

    The battle quickly game to a pause, however. You both were equally matched. While this man, no this.. demon, could not be harmed, he too was not giving stybjorne any lasting marks, this battle could have continued for ages.

    The leader of Gee'lei was the one to back down first. "Peace, brother. You have proven your might. We of gee'lei had misjudged your people. As of this day forward, we will gladly ally ourselves with the Bjarki."

    With that the battle had ended before it began. A truely epic match to behold. As the battle ended the rain too stopped. The clouds subsided, and the two parties went on their way, preparing for the future as a truely indomitable alliance.


    Another year came and went. Your alliance with the Gee'lei was still building, and as such little was accomplished. However keeping to your seperate peoples, there was slightly more accomplished. Food stores were kept ever expanding, a beneficial quality in any growing nation. Your harvest of mythical creatures also had finally proved fruitious, allowing for further wyrd-stone production.

    Your skalds continue their reasearch on logging, having only broken the basics of the concept, they still require more time before the project will reach fruition.

    Finally the year is capped off with the construction of another long house. Your entire population should now be easily housed, and the thralls are more easily protected with the increased space in tents.

    overall this year went well. Better then to be expected.



    The Land of Vitale- All hail king Voern
    Spoiler
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    Resources:{table=head]Resource|Surplus
    Wood| 0
    Iron| +3
    Food| +7
    Stone| +3
    Gold| -19
    Oil| 0
    Dye| 0
    Housing [good]| +1
    Population| +49
    Births| +4
    [/table]

    Another year passes, and with it your people improve. The first of many farming plots appears just outside of town, and with it a steady food source is managed. With the introduction of medicine your peoples health greatly improves as well.

    Further housing, ore, and reasources are produced, increasing your cities over-all worth.

    The barbarian people see your offer as wonderous opprotunity to expand and develop more diverse cultures. They gladly join themselves with your people.

    The Audian people, represented by a caste of nobles, begin talks of peace among your people. Niether side wishes for bloodshed, and an alliance is quickly formed.
    Last edited by DMBlackhart; 2010-06-22 at 01:26 PM.

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