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  1. - Top - End - #1
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    Morph Bark's Avatar

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    Default EMPIRE! A Community World-Building Tale of People & Discovery

    Hello! Pleasant to see you here! However, we've moved on to a newer thread. The current thread is here. Come on in!


    EMPIRE!
    Gods, Kings & Adventurers

    Current Year: 341-345
    IC thread: click!


    Welcome to EMPIRE! A game of gods, kings and adventurers. In this game, you will play a character, a ruler of a region. And once s/he dies, you will play their heir and so on, continuing on the family legacy. You scheme, discover and conquer your way towards becoming the most-remembered person in history. Respected, loved, feared.

    This world will start as a simple one similar to the early Middle Ages, but through the actions of players and random events the scope of the world will expand, science marches on and magic may even be introduced to some lucky ones. For now, players have no access to magic, though monsters may exist in their regions or beyond their borders.

    Best beware if you want to ensure your legacy.


    If you want to become a player and all regions are currently taken, don't worry. New regions can always be added in.


    Player Resources
    Spoiler: Atlas
    Show
    Natural Map


    Regional Map


    {table=head]
    Region Number
    |
    Player
    |
    Region Name

    1 | Chacmon | Gunung
    2 (aboveground) | Logic | Celero
    2 (underground) | Earl of Purple | Bereginia
    3 | moossabi | ___________
    4 | WaylanderX | Kasumor
    5 (aboveground) | C'nor | The Heartwaste
    5 (underground) | Arkhosia | Eyrecradia
    6 | QuintonBeck | Woodwind
    7 | Chief | Calorum
    8 | Thunderfist12 | Aloren
    9 | zabbarot | Genivana
    10 | ImperatorV | Hrathan-Tuor
    11 | ___________ | ___________
    12 | avr | Qarimos
    13 (aboveground) | TheWombatOfDoom | Lyradis
    13 (underground) | Silverbit | Razdis
    14 | SamBurke | Guilder
    15 | Silver Ablaze | Keldagrim
    16 | Arutha | Pryonia
    17 | Rain Dragon | Tekorva
    18 | Tychris1 | Sympolemou
    19 | THEChanger | Domhan Abhaile
    20 | Lord_Burch | Bordeux
    21 | Percy | Sulvan's Fury
    22 | Elemental | Ashenia
    23 | BladeofObliviom | Crima
    24 | Aeternus | ___________
    25 | lt_murgen | ___________
    26 | AgentofHellfire | ___________[/table]


    Due to high amount of interest, there is now a waiting list. If you wish to be put on this list, simply post to say so. If a player becomes inactive, you can take over their region, or if new regions are discovered through exploration. Later in play, certain "special" regions may be added as well.

    {table=head] ___WAITING LIST___
    Slayerofundead*
    ___________
    ___________ [/table]

    Spoiler: Starting Off
    Show
    If a new player enters the game, they first must claim a region and describe it in fluff.

    Terrain: Describe the physical features of your selected region, including three major landmarks.

    People: Describe what the people in the region generally look like.

    Resources: Describe three major resources that can be found in the region, as well as at least one resource the people import from outside out of necessity or desire (for religious rituals or cultural reasons). You can have something that doesn't exist in the real world as a resource, such as special metals like mithril or adamantium, or things that would be great for alchemy or chemistry or certain technologies, but to start using these requires a technological advance of its own. It can prove hard to get it at first, but most things that are hard to acquire are very much worth it.

    Religion: Religion is very important in EMPIRE! At the start of the game, all people are either pagans (animist, shamanist, druidist, unorganised religions involved with spirits, ancestor worship) or adherents of the Lord of Fire. The Lord of Fire is the god of a monotheistic religion with the Blazing Avatar as its head, who resides in a temple city in the mountains. The Blazing Avatar is said to channel the Lord of Fire himself and is an important figure throughout the continent, but cannot directly interfere. Gaining his support can be helpful or have unusual effects.


    Besides these four things, regions also have Population number and a list of Technologies available in the region. These are set at the start of the game by the GM and are subject to change throughout the game as a result of players' actions and random events. The technology level at the start of the game is roughly early Medieval times, so things like plate armor, book-presses and complex siege weapons don't exist yet.

    Spoiler: Character Rules
    Show
    All player characters have the following attributes: Diplomacy, Military, Curiosity, Faith and Luck. When a new player starts, they roll 1d4 for each attribute, and then place them where they want. They may add 1 point to one of their attributes beyond that.

    Dice rolls for character stats can be done in this thread. Remember to link to your post in that thread to show your rolls.

    Attribute scores are capped at 10 and each provides special kinds of actions at scores 5 and 10, some of which can only be performed once per ruling character.

    Diplomacy
    A higher Diplomacy score decreases chances of riots and rebellions in any lands you hold and chances of finding a good spouse. It also increases the chances of NPCs agreeing to proposals you offer.

    Diplomacy 5 Special: If you have a score of 5 in Diplomacy, you can spend an action to stabilize a single region. This will prevent riots or rebellions from breaking out, which are common if you aren’t importing your people’s Import Necessity from another region, there are other claimants to the throne, the ruler is of a different religion than the people, or the country is being wrecked by natural disaster. The stability will last until the end of the ruler’s reign.

    Diplomacy 10 Special: If you have a score of 10 in Diplomacy, you may combine regions that you control into a bigger one and claim a higher title.
    • 4 or more adjacent regions combine into a Great Kingdom, becoming a Great King. Great Kings have one bonus action per round. You lose the title if you ever control less than 4 adjacent regions.
    • 3 or more Great Kingdoms (not necessarily adjacent) into an Empire, becoming an Emperor. Emperors have two bonus actions per round. You lose the title if you ever control less than 3 Great Kingdoms.


    Military
    When one of your armies clashes with that of another player or those of an NPC, both sides roll 1d6 and add their leader’s Military score and the armies’ size (+1 per unit of 1000). The controller of the region may get a bonus based on defensible terrain in the region. Either side may get a bonus if they have technology that the enemy does not if that technology can be practically used in war. Armies can also be used at sea if you have a fleet of ships.

    Armies can never be larger than one-third of the total population of all regions you control (at which point you have enlisted half of the able-bodied adults, both men and women, or all able-bodied men, or all able-bodied women, depending on your people's culture). Raising one army unit (1000 soldiers) requires one action.

    Allies can help attack or defend a region they have army units in. If a battle takes place between more than two armies, allies only use the highest Military score available to them. However, all sides must take an action to partake in the battle. For a battle to take place, the armies must be in the same general area within a region, not just the same region.

    Military 5 Special: If you have a Military score of 5, you become able to quickly take in the surroundings of your army and use it. You can spend an action investigating the terrain and formulating strategies. Anyone you attack after that action on the same turn or the next turn does not gain a bonus for defensible terrain.

    Military 10 Special: If you have a Military score of 10, you can introduce a Winning Tactic. A Winning Tactic gives you a +4 bonus to all Military rolls in one specific kind of terrain (e.g.: arctic, mountains, forests, underground, at sea, under the sea).

    Curiosity
    A lot of people are naturally inquisitive. Some like inventing things, other like exploring things for the sake of knowledge, some others find new ways to improve doing things people do every day. Curiosity is basically how a character handles things like science and economics. Creating new things, such as buildings, roads, fleets, mines and so on, takes time and effort. Clever people know ways to make it easier, quicker, and better. However, creating defensive structures or building things with the army is a Military endeavor rather than a Curious one.

    If another region that you don't control has access to technology that you don't, you can send people to acquire that technology for you, either by force or by diplomatic agreement with the other player. They can just give it to you, but otherwise you can make an opposed Curiosity check, rolling 1d6+your Curiosity against 1d6+their Curiosity. If you roll higher, you acquire the technology (but only one kind of technology per action).

    Curiosity 5 Special: If you have a Curiosity score of 5, you become able to introduce a new resource in one of your regions (either previously unknown or only a Minor Resource) or upgrade existing Good Resource to a Great Resource. A Good Resource can be traded to up to 3 other regions. A Great Resource can be traded to up to 6 other regions. You can find unique resources (such as mithril, adamantine, etc) in your region, but you must be able to reasonably justify it, and you still require the technology to really utilize it. This action can only be done once per ruler.

    Curiosity 10 Special: If you have a Curiosity score of 10, you become able to introduce a new technology in your regions. This requires that you already have prerequisite technologies and any resources that are necessary either through trade or as a Good or Great Resource in one of your regions. This action can only be done once per ruler.

    Faith
    Your relations with the Temple of the Lord of Fire (or the head of your new organised religion) is determined by your Faith score instead of your Diplomacy score.

    If there are regions that you are allies with, trade with (or through) or have had an army in since two rounds ago, you can spend an action to make a minority of the people there take on your religion (if it is organized). Roll 1d6+your ruler’s Faith against 1d6+their ruler’s Faith (+3 if there is a holy order of a different religion in that region). If your result is higher, you introduce a religious minority of your religious to that region. If there is already a minority present from an earlier round, you can increase this to a majority with the same kind of check (but add another +2 to the “defender”). Only one religious majority can be present in a region at a time.

    If you do not wish to have a certain religious minority (or majority) in your region, you can wage Holy Civil War on them or re-converting them. Make either a Military check or a Faith check (1d6+your relevant attribute). If you roll an 8 or higher (11 for a religious majority), they are converted to your primary religion. If you used Military, many of them are exterminated (1d3x1000 for a minority, [1d4+1]x1000 for a majority).

    Rulers may spend an action to convert to a new religion, but this may upset the stability of any regions they control that don’t have a majority following that religion.

    Faith 5 Special: If you have a Faith score of 5, you become able to start a new religion and appoint a head of the religion. At least half of the people in any region you control will convert. This can only be done once per ruler.

    Faith 5 Special: If you follow an organized religion, you may form a Holy Order in one of your regions if you have permission from the head of the religion (the player who created it). If you are invaded by someone of a different religion, regions with a Holy Order in them give you an extra +½ to your Military rolls. This can only be done once per ruler and they cannot have been the one to create the organized religion.

    Faith 10 Special: If you follow an organized religion, you may request a miracle from the deity/spirit/force or one of the deities/spirits/forces that you worship. The miracle must fit with the deity/spirit/force’s theme and portfolio. Miracles can destabilize enemy regions, help win battles, uncover new or increase existing resources (from Minor or nonexistent to Good, or from Good to Great), and so on. The GM makes the call on what actually happens (and it will not happen until the start of the next round), but you are free to request nearly anything as long as it fits the one from whom you request the miracle.

    Luck
    The effects of Luck are currently unknown.

    Luck 5 Special:

    Luck 10 Special:

    Spoiler: Changing characters
    Show
    When a player's current character dies, the regions they control are passed on to their heir, which is one of their children. The new character's attributes are rolled (in order!) and they get a +1 bonus to attributes that their parent had a 4 or higher in, and a +2 bonus to attributes their parent had an 8 or higher in.

    Of course, the character needs to have children first to enable you to change characters (requiring the character to be at least 18 and have someone to make children with). You may start with as large a family as you like, but keep in mind that as soon as your first character dies and the second one inherits, other members of the family may contest the inheritance and cause problems. Furthermore, if the child is born a bastard, the inheritance may likewise stir up problems.

    Adoption is also a possibility, if your country's culture allows it. Adopted children function just like other children, with one exception: if an adopted child takes the throne, and the previous ruler had any children related by blood, even bringing stability to the country with a Diplomacy 5 Special Action does not prevent a rebellion headed by legitimate children of the previous ruler.

    If your heir is younger than 18 when your current character dies, you can appoint a regent until they are of age. Regents and rulers in non-hereditary systems (such as the country of Guilder, see below) only get a +1 to two attributes.

    Another way for a new character to come into play is for a ruling character to abdicate. Unlike death through Events, abdication (or the player otherwise changing rulers) requires an action.



    Player-Made (or -Linked) Resources
    Wombat-made FAQ
    Heraldry Generator
    Family Tree Builder
    Chief's Map of Resources and Religion
    Wombat's Handy Table of Countries
    Wombat's Handy Table of Leaders
    Wombat's Handy Table of Resources
    Wombat's Handy Table of Alliances [QuintonBeck's Map of Alliances]


    Rounds
    Each round will take (roughly) one OOC week (5 years in-game) and will be announced by the GM when it starts. The GM will close the previous rounds first and use the intermediate time between closing a round and starting the next to update information and create Events and attribute increases for the players. During each round you have five actions you can spend doing things, which means that each action is equivalent to one in-game year.

    Action can include such things as building things in your region, sending out diplomats or explorers, doing something with your resources, prepare for war, and so on. You can spend one of these five actions doing a secret action. This secret action can be anything you want to keep secret from other players, such as an alliance hidden from other players, or sending spies to another region, for example. You have to send this secret action to the GM for verification, otherwise it will not be counted. Secret actions can be revealed at a later date, either by the player, the GM, or through the actions of other players.

    Rounds are one week. If players haven't posted by the end of that week, their round is considered wasted. If all players have posted before the end of that week, the next round may start sooner. Rounds start on Sunday morning. Some players may only have time on weekends, and I figure they still might not have all weekends available. This way, they can post one round's actions on Saturday, and the next round's actions the day after, not needing to worry about it until Saturday two weeks later (unless they have conversations standing with other players).


    Actions
    Actions can include a wide variety of things that are completely up to the player. Each round in which you perform two actions related to an attribute, you may increase it by 1. Basically, this means that every turn you can increase two of your attributes by 1, or one attribute by 2. A Great King or Emperor can increase three attributes by 1 due to having bonus actions per round, or one attribute by 2 and one attribute by 1, or one attribute by 3 if they spend all of their actions on things relating to a single attribute. Increasing attributes is left entirely to the players.

    Examples:

    Diplomacy: Forming treaties with other players for trade, forming alliances, arranging marriages and betrothals for your character or their children, changing laws.

    Military: Raising armies, training militia, defending your land or invading another region. Building fortifications.

    Curiosity: Searching for new resources, inventing new things, changing education systems. Building non-military things.

    Faith: Maintaining ties with the head of your religion, creating unity among your people, maintaining morale in times of trouble.

    Luck: No actions are currently known to influence luck.

    Exploration can fall under any of these, depending on the justification for it. New land to discover is semi-random. You can only state in which direction you send your explorers and the GM will react to that by adjusting the map to draw a new region on the existing, add an island, or expand the map.


    Acquiring New Regions
    New regions can be acquired and come under your control in several ways. Conquest is one of the simplest ones. Another is by marrying yourself or your heir to the heir of that region, as long as the marriage makes it so that they become part of your family (instead of your heir becoming part of theirs, which would mean game-over unless you change who your heir is). This might be easy with NPC-controlled regions, and likely very hard with player-controlled regions.

    Another way is by exploring and finding other regions and colonizing them through conquest or diplomacy, setting up trading posts or puppet rulers under your control in those regions.


    Game Over
    It's Game Over for you if your character dies without an heir, or if their heir is married into another family.
    Whether it's also Game Over if you lose all your regions is yet to be determined.

    However, if it's Game Over for you, that may still not be the end of it. It might be possible for you to enter the game again in another way. For this, talk to the GM if you wish to re-enter the game.


    Additional Role-Play Threads
    Grand Ball (Year 336)
    Grand Conference (Year 336)
    Last edited by Morph Bark; 2015-04-03 at 11:00 AM.
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  2. - Top - End - #2
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
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    Location
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Countries

    This post is updated as of the year 340.

    Spoiler: Atlas
    Show
    Regional Map




    Gunung [link]
    Region 1, Chacmon
    Population: 29,000
    Army: 3,000
    Terrain: Acachto (largest of the Small Mountains, dormant volcano, site of Gunung’s capital Itzli), Lava Belt, Golden Valley (fertile area, site of Tonatiuh, largest and only aboveground city).
    People: Berapi [demihuman] (fiery humans), Itzli culture.
    Resources:
    • [Good] Adamantine,
    • [Good 2/3] Iron,
    • [Good 2/3] Obsidian,
    • [Good 2/3] Crops.

    Import necessity/great desire: Wood
    Imports: Wood [Celero], Fish [Celero], Cotton [Kasumor], Boar [Woodwind], Bronze [Guilder], Coal [Pryonia].
    Religion: Lord of Fire (considered the lord of volcanoes).
    Technologies: No additional technologies.



    Celero, the Kingdom of [link]
    Region 2, Logic
    Population: 25,000
    Army: 1,000
    Terrain: Nature's Citadel (stone formation, holy site), Bayder's Mountain (active stratovolcano), Unther Island (lake island lake island, military academy).
    People: Human (lean, fair-skinned and -haired), Celerese culture.
    Resources:
    • [Good 1/3] Wood,
    • [Good 1/3] Iron,
    • [Good 1/3] Fish.

    Import necessity/great desire: Grain.
    Imports: Crops [Gunung], Obsidian [Gunung], Vegetable food [Genivana].
    Religion: Animism and ancestor worship. Distrust of the Lord of Fire.
    Technologies: No additional technologies.



    Bereginia [link]
    Region 2 (underground), Earl of Purple
    Population: 24,000
    Army: 2,000
    Terrain: Lake of Fire (volcanic lake below Bayder's Mountain), Cavern of Light (cave with mysterious glowing crystals), River Russalno (underground river).
    People: Beregines [demihuman] (slender mammalians, roughly 3 feet tall), Beregine culture.
    Resources:
    • [Good 2/3] Light crystals,
    • [Good 2/3] Granite,
    • [Good 2/3] Iron.

    Import necessity/great desire: Wood.
    Imports: --
    Religion: Ancestor worship.
    Technologies: No additional technologies.



    Nyroth [link]
    Region 3, moossabi
    Population: 37,000
    Terrain: Forest, Barli Mountain Range (eastern border), Blackrock Crater (reports of monsters).
    People: Human (silvery-white skin, pink hair, don't sleep) and Lizardfolk [nonhuman], Nyrothi culture.
    Resources:
    • [Good] Wood,
    • [Good] Spices,
    • [Good] Silk.

    Import necessity/great desire: Stone.
    Imports: --
    Religion: Lord of Fire majority, various forms of paganism (lizardfolk), aristocratic minority cult of the Lords of Knowledge and Night.
    Technologies: No additional technologies.



    Kasumor [link]
    Region 4, WaylanderX
    Population: 36,000
    Army: 2,000
    Terrain: Kasumi Plains (sleep pollen flowers), Shintouite Mountains, Verandil Forest.
    People: Human (tall, light-skinned) and Cloudiz-blood Humans [demihuman] (with fish-like tails, gills or dragonfly-like wings), Kasumori culture.
    Resources:
    • [Good 2/3] Huge insects,
    • [Good] Shintouite stone,
    • [Good 1/3] Alchemical compounds,
    • [Good 1/3] Cotton (from plant-sheep).

    Import necessity/great desire: Food.
    Imports: Obsidian [Gunung], Boar [Woodwind], Craftsmen [Lyradis], Grain [Guilder], Iron [Keldagrim].
    Religion: Lord of Fire.
    Technologies:
    • Taming and training of huge insects.




    The Heartwaste [link]
    Region 5, C'nor
    Population: 18,000
    Terrain: Palace of Ice (grown from ice), Sesaelsa River (goes into Lyradis), Wyrm's Pit (vast chasm in the eastern desert).
    People: Fae/vampire/werewolf mix [demihuman] (western badlands: dusky skin, dark hair, brown eyes; eastern mountains: pale, light-haired, green eyes), Heartwaste culture.
    Resources:
    • [Good] Precious gems,
    • [Good] Bloodfire (volatile, viscous red liquid),
    • [Good] Stone.

    Import necessity/great desire: Wood.
    Imports: --
    Religion: Lord of Fire.
    Technologies: No additional technologies.



    Eyrecradia [link]
    Region 5 (underground), Arkhosia
    Population: 35,000
    Army: 2,000
    Terrain: Sylvania (a city hewn from a spacious cavern), Caelythe (a forest of stalagmites covered in moss and mushrooms), Makarieth (gem-filled tunnel complex).
    People: Gem Elves [demihuman] (obsidian skin, hair and eyes colored like precious gems), Ore Elves [demihuman] (stone-grey skin, metal-colored hair and eyes) and Moss Elves [demihuman] (pale grey skin, green eyes, beige-/green-/white-/red-haired, bioluminescent blood), Eyrecradian culture.
    Resources:
    • [Good] Platinum? or Silver?,
    • [Good] Mushrooms,
    • [Good] Moss.

    Import necessity/great desire: Food.
    Imports: --
    Religion: Animism.
    Technologies: No additional technologies.



    Woodwind [link]
    Region 6, QuintonBeck
    Population: 37,000
    Army: 6,000
    Terrain: Sapphire Shores, Eurial Forest (center, southern and eastern parts of the land), Stonetable (northern rock plateau).
    People: Human (tall, dark-skinned, brown- or green-eyed), Woodwind culture.
    Resources:
    • [Good 2/3] Boar (including dire),
    • [Good] Fish,
    • [Good] Wood.

    Import necessity/great desire: Minerals.
    Imports: Iron (forged into steel) [Gunung], Huge Insects [Kasumor].
    Religion: Animism.
    Technologies: No additional technologies.



    Calorum [link]
    Region 7, Chief
    Population: 38,000
    Army: 1,000
    Terrain: White Sea (desert of salt crystals), The Seven Rings (colossal rock formation standing in a line from the west of Calorum to the center), Pit of Light (meteor crater in central Calorum).
    People: Humans (tan, dark-haired, men often bearded), Calori culture.
    Resources:
    • [Good] Salt,
    • [Good 1/3] Marble,
    • [Good 1/3] Cows.

    Import necessity/great desire: Fuels (apart from wood).
    Imports: Coal [Pryonia], Faith objects [Pryonia].
    Religion: Lord of Fire (fanatically so).
    Technologies: No additional technologies.



    Aloren [link]
    Region 8, Thunderfist12
    Population: 35,000
    Army: 1,000
    Terrain: The Wood (dark and dense forest filled with kobolds), the coast (steep cliffs, dire reefs and sharp rocks), Heaven's Blade (central, sharp-peaked mountain in the middle of the Wood).
    People: Human, Alorese culture.
    Resources:
    • [Good] Fish,
    • [Good] Spices,
    • [Good] Goats.

    Import necessity/great desire: Metals.
    Imports: --
    Religion: Druidism, Lord of Fire minority.
    Technologies: No additional technologies.



    Genivana, the Kingdom of [link]
    Region 9, zabbarot
    Population: 30,000
    Army: 1,000
    Terrain: Asnaoga (rock plateau in the forest), Nadanada river (major trade route), Dvipabedapura (island with the capital).
    People: Human (tall, dark-skinned, dark- or red-haired) and mawa [demihuman] (description), Genivana culture.
    Resources:
    • [Good 1/3] Vegetable food,
    • [Good] Wood,
    • [Good] Fish.

    Import necessity/great desire: Metals.
    Imports: Iron [Celero].
    Religion: Ancestor and sea worship. Lord of Fire minority.
    Technologies: No additional technologies.



    Hrathan and Tuor, the Land of the Nine Guilds [link]
    Region 10, ImperatorV
    Population: 33,000
    Army: 2,000
    Terrain: Brown Hills (arid region with ravines, home to venomous spined basilisks), Hrathan's caves, plains region (farmland).
    People: Human (light of skin, dark hair for undergrounders, blonde is common, red is seen within guildmaster families), Hrathanesse culture.
    Resources:
    • [Good] Fine crafted goods/luxury items (metalwork, pottery, leather, jewelry and clothing),
    • [Good] Basilisks (venomous),
    • [Good] Assassins' guild services.

    Import necessity/great desire: Fruit/vegetables.
    Imports: --
    Religion: Lord of Fire (sizeable minorities worship the moon and stars).
    Technologies: No additional technologies.



    ???
    Region 11
    Population: 24,000
    Terrain:
    People:
    Resources:
    • [Good] ???,
    • [Good] ???,
    • [Good] ???.

    Import necessity/great desire: ???.
    Imports: --
    Religion:
    Technologies: No additional technologies.



    Qarimos [link]
    Region 12, avr
    Population: 37,000
    Army: 1,000
    Terrain: Flower Lakes (lakes dry up in the summer and many flowers grow), Glass Hills (near the coast), Stormgate (island haunted by first colonists).
    People: Humans (tall, thin, olive-skinned), Sea People culture.
    Resources:
    • [Good 1/3] Spices,
    • [Good] Elephants,
    • [Good 1/3] Ships.

    Import necessity/great desire: Wood.
    Imports: Wood [Domhan Abhaile], Wood [Sympolemou].
    Religion: Animism.
    Technologies:
    • Ocean-faring ships.




    Lyradis [link]
    Region 13, TheWombatOfDoom
    Population: 21,000
    Army: 1,000
    Terrain: Aldric's Crest (plateau within the Mountains of Dis), Children of Dis (fertile lands), Salt Marshes (southern lands).
    People: Human (thick build, tanned skin, dark hair, brown- or green-eyed), Lyradisian culture.
    Resources:
    • [Good] Clay objects,
    • [Good 2/3] Grain,
    • [Good 1/3] Craftsmen.

    Import necessity/great desire: Metals.
    Imports: Stone [Razdis], Iron [Tekorva], Kasumori insect trainers.
    Religion: Lord of Fire.
    Technologies: No additional technologies.



    Razdis [link]
    Region 13 (underground), Silverbit
    Population: 13,000
    Army: 2,000
    Terrain: Andbar's Forest (mushroom forest), Finbael's Deep (center of Razdis, allegedly bottomless), Kalpraz (open sinkhole in northernmost Razdis, waterfall on one side, capital on the other).
    People: Dwarves [demihuman] (grey-black skin; grey-/rusty red-/black-haired, black-; orange- or blue-eyed), Razdissi culture.
    Resources:
    • [Good 1/3] Stone,
    • [Good 1/3] Iron,
    • [Good 1/3] Coal.

    Import necessity/great desire: Wood.
    Imports: Grain [Lyradis], Wood [Domhan Abhaile].
    Religion: Animism.
    Technologies: No additional technologies.



    Guilder [link]
    Region 14, SamBurke
    Population: 29,000
    Army: 2,000
    Terrain: Battersea Harbor System (many natural fjords), Longsight Mountains, Erlstorms (stormy, magical areas in the mountains).
    People: Human (large variety), no single unifying culture.
    Resources:
    • [Good] Wood,
    • [Good] Crops,
    • [Good 1/3] Bronze (copper and tin mines).

    Import necessity/great desire: Skilled laborers and craftsmen.
    Imports: Iron (forged into steel) [Gunung], Alchemical components [Kasumor].
    Religion: Unorganized pagan worship of deities of trade, money and power.
    Technologies: No additional technologies.



    Keldagrim [link]
    Region 15, Silver Ablaze
    Population: 29,000
    Terrain: Daviing (fertile, inactive volcano), Greode (underground mushroom forest), Fiddlesnarf (subjected goblin kingdom).
    People: Dwarves [demihuman] (even women have hints of beard), Keldagrim culture.
    Resources:
    • [Good] Goats,
    • [Good] Gold,
    • [Good] Iron.

    Import necessity/great desire: Cloth.
    Imports: Huge Insects [Kasumor].
    Religion: Ancestor worship.
    Technologies: No additional technologies.



    Pryonia [link]
    Region 16, Arutha
    Population: 23,000
    Army: 2,000
    Terrain: Seers' Caves (where crystal grows), The Black Wood (filled with dangerous ice creatures), Temple of the Flame.
    People: Human (short, fair-skinned, dark-haired), Pryonic culture.
    Resources:
    • [Good 3/3] Coal,
    • [Good] Crystal,
    • [Good 1/3] Flame- and faith-related objects.

    Import necessity/great desire: Food.
    Imports: Crops [Gunung], Marble [Calorum], Cows [Calorum], Fish [Tekorva].
    Religion: Lord of Fire (fanatically so).
    Technologies: No additional technologies.



    Tekorva [link]
    Region 17, Rain Dragon
    Population: 22,000
    Terrain: Metako (tallest mountain with cave system), Korvan river, Ketazan plains and forest.
    People: Humans (tan, pale-haired), Tekorvite culture.
    Resources:
    • [Good] Stone,
    • [Good 1/3] Iron,
    • [Good 1/3] Fish.

    Import necessity/great desire: Rice.
    Imports: Grain [Lyradis], Coal [Pryonia].
    Religion: Spiritual paganism.
    Technologies: No additional technologies.



    Sympolemou [link]
    Region 18, Tychris1
    Population: 39,000
    Army: 4,000
    Terrain: Heart of the North (tall mountains surrounding a valley), Forest of Bones (allegedly filled with monsters), Rapid Run Shore (coastal area full of toxic gases, boiling geysers and quicksand).
    People: Sympol [nonhuman] (Ratfolk), Sympol culture.
    Resources:
    • [Good 1/3] Iron,
    • [Good 1/3] Wood,
    • [Good] Vegetables.

    Import necessity/great desire: Meat.
    Imports: Ships [Qarimos], Fish [Domhan Abhaile].
    Religion: Ancestor worship.
    Technologies: No additional technologies.



    Domhan Abhaile [link]
    Region 19, THEChanger
    Population: 30,000
    Terrain: Toirneach Mountain (stormy mountain, farthest north), Crannmor Forest, Samhnas Swamps (southern deadly area).
    Cities: Calafiort (central coastal area).
    People: Human (fair-skinned, red- or brown-haired, often braided), Priomhcine culture.
    Resources:
    • [Good 1/3] Fish,
    • [Good 2/3] Wood,
    • [Good] Goats.

    Import necessity/great desire: Fine clothes.
    Imports: Spices [Qarimos], Iron [Razdis], Coal [Razdis], Iron [Sympolemou].
    Religion: Shamanism (spiritual reverence for spirits of earth and water), peaceful towards Lord of Fire.
    Technologies: No additional technologies.



    Bordeux [link]
    Region 20, Lord_Burch
    Population: 34,000
    Army: 3,000
    Terrain: Damian Mountains, Freeman Forest, Cherise River.
    People: Humans (tall, red-haired), Bordeusi culture.
    Resources:
    • [Good 3/3] Cedar wood,
    • [Good 3/3] Furs,
    • [Good 3/3] Gold.

    Import necessity/great desire: Food.
    Imports: Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Dairy products [Ashenia], Horses [Ashenia], Silver [Ashenia], Horses [Crima], Grains [Crima], Stone [Crima].
    Religion: Animism (Lord of Fire among some nobility and upper-class merchants).
    Technologies: No additional technologies.



    Sulvan Primarchy [link]
    Region 21, Percy
    Population: 23,000
    Army: 1,000
    Terrain: Draedan Mountains (western border), Three valleys (wooded western Eneyr Vale and eastern Arez Vale, center north Jearr Vale), Sulvan's Summit (largest mountain in circumference, with a vast chasm across it, harboring a fourth valley).
    People: Dwarves [demihuman] (the long-lived Sulvai dwarves), Sulvai culture.
    Resources:
    • [Good 3/3] Iron,
    • [Good 3/3] Coal,
    • [Good 3/3] Mithril.

    Import necessity/great desire: Food.
    Imports: Cedar wood [Bordeux], Furs [Bordeux], Gold [Bordeux], Dairy products [Ashenia], Horses [Ashenia], Silver [Ashenia], Horses [Crima], Grains [Crima], Stone [Crima]..
    Religion: Paragons (ancestor worship) and Lord of Fire.
    Technologies:
    • Mithril-forging.




    Ashenia, the Kingdom of [link]
    Region 22, Elemental
    Population: 34,000
    Army: 2,000
    Terrain: Ashene Mountains, Adralath (lower region with regular flooding and farms, higher parts with hills and plains), Eseda (southern region with silver mines).
    People: Human (pale skin, dark-haired, grey- or blue-eyed), Ashenite culture.
    Resources:
    • [Good 3/3] Dairy Cows (and thus dairy products, especially cheese),
    • [Good 3/3] Horses,
    • [Good 3/3] Silver,
    • [Good] Books.

    Import necessity/great desire: Iron.
    Imports: Granite [Bereginia], Iron [Bereginia], Light Crystals [Bereginia], Cedar wood [Bordeux], Furs [Bordeux], Gold [Bordeux], Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Horses [Crima], Grains [Crima], Stone [Crima].
    Religion: Animism, with many ascetics in monasteries.
    Technologies: No additional technologies.



    Crima, the Khalifate of [link]
    Region 23, BladeofObliviom
    Population: 26,000
    Army: 3,000
    Terrain: Ryazen Bay (has a thriving trade port), Khater Pass (along the border with Ashenia), The Creestone (large meteorite fallen in the steppe).
    People: Human (lean, dark-skinned and -haired, brown-/hazel-/green-eyed), Cree culture (sometimes called Crimar by outsiders).
    Resources:
    • [Good 3/3] Horses,
    • [Good 3/3] Grains,
    • [Good 3/3] Stone.

    Import necessity/great desire: Wood.
    Imports: Granite [Bereginia], Iron [Bereginia], Light Crystals [Bereginia], Cedar wood [Bordeux], Furs [Bordeux], Gold [Bordeux], Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Dairy products [Ashenia], Horses [Ashenia], Silver [Ashenia].
    Religion: Animism, with respect paid to the Lord of Fire as the greatest spirit.
    Technologies: No additional technologies.



    Tar [link]
    Region 24, Aeternus
    Population: 36,000
    Terrain: Nighthawk (giant petrified oak tree), Snake Falls, Tar Pits.
    People: Quill [demihuman] (tall, lithe, dark-haired/-skinned, athletic), Quill culture.
    Resources:
    • [Good] Wood,
    • [Good] Tar,
    • [Good] ???.

    Import necessity/great desire: Precious metals.
    Imports: --
    Religion: Animism with a personal flavour.
    Technologies: No additional technologies.



    The Jeweled Cities [link]
    Region 25, lt_murgen
    Population: 29,000
    Army: 1,000
    Terrain:
    People: Islanders [demihuman] (tall, broad, dark, some with exotic eyes and hair, resemble the Woodwind and Crimar peoples, have webbed hands and feet), Human (large variety).
    Resources:
    • [Great] Kelp-Olive Oil,
    • [Good] Gemstones (amber, turquoise, opal and pearls),
    • [Good] Fruits.

    Import necessity/great desire: Iron.
    Imports: --
    Religion: Shamanism.
    Technologies:
    • Ocean-faring ships.




    ???
    Region 26
    Terrain:
    People:
    Resources:
    • [Good] ???,
    • [Good] ???,
    • [Good] ???.

    Import necessity/great desire: ???.
    Imports: --
    Religion:
    Technologies: No additional technologies.



    Former Countries
    Spoiler
    Show
    Sidvarsa, the Northern and Southern Republics of [link]
    Region 11, D20ragon
    Population: 20,000
    Army: 1,000
    Terrain: Darlessa's Mine, fertile farmland plains, ???third feature???
    People: Sidvarsan [demihuman? nonhuman?] (tall, tan, blonde- or red-haired, sometimes gem-eyed), Sidvarsan culture.
    Resources:
    • [Good] Gold,
    • [Good] Wheat,
    • [Good] Silk.

    Import necessity/great desire: Workers.
    Imports: --
    Religion: Ancestor reverance.
    Technologies: No additional technologies.



    Meraska [link]
    Region 24, Recaiden
    Population: 26,000
    Terrain: Zelin Bay, Andrianine River (towards the Western Sea), Ehlin Mountain (dead volcano north of the Western Sea).
    People: Human (small, brown-skinned; blue- or green-haired; red-/orange-/gold-eyed), Meraskan culture.
    Resources:
    • [Good] Gold,
    • [Good] Fish,
    • [Good] Wine.

    Import necessity/great desire: Wood.
    Imports: --
    Religion: Spirit worship, Lord of Fire minority.
    Technologies: No additional technologies.
    Last edited by Morph Bark; 2014-02-05 at 04:23 PM.
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  3. - Top - End - #3
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Rulers of Telluris

    Underlined names are previous rulers. Those with "??" as their age are rulers from before the game began.
    Bolded names are current rulers.
    Italic names are current heirs or candidates for inheritence.

    This post is updated as of the year 330.

    NPCs:
    Spoiler
    Show
    The Blazing Avatar, male, 23
    A large man appeared in the entrance, well over six feet tall, his shoulders broad and revealed by the same sleeveless flowing robes. Those robes! They appeared as if they had been woven from threads of every metal known and unknown, shimmering white and yellow and red. The man bore no tattoos like the other six robed men, but his skin was yet more memorable than the others, for it seemed it had an inner glow, as if the man's very veins harboured liquid fire. His eyes were half-closed, as if he were tired, but no fatigue was apparent from his form. He smiled unwaveringly, not an unkind smile, but yet one that might make anyone feel uneasy, as if he knew more than one could even guess. He is surrounded by warmth and a crisp, ethereal smell, as if someone had put up a barbecue on a foggy morning.

    The Blazing Avatar is the spiritual representative and presumed physical embodiment of the Lord of Fire, the One God of the Fiery Faith. The Temple of the Blazing Avatar is within the mountains on the borders of Lyradis, Guilder and the Heartwaste. The Blazing Avatar is a mortal, but upon the death of one the search is on to find the new one, the spirit of the old one reborn.



    Gunung Aitah I [Chacmon]
    Spoiler: Family tree
    Show
    Gunung Aitah I (male, 50)

    Diplomacy: 3
    Military: 2
    Curiosity: 7
    Faith: 2
    Luck: 2

    Regions Controlled: (#1)
    Succession: Oldest child inherits.



    King Andust the Bold [Logic]
    Spoiler: Line of Sucession
    Show
    Family Tree

    King Rothorn the Tired
    |
    King Elthin the Tame
    |
    King Adust the Bold
    |
    Yasira Noth

    Diplomacy: 4
    Military: 3
    Curiosity: 6
    Faith: 1
    Luck: 5

    Regions Controlled: Celero (#2)
    Succession: Oldest child inherits.



    Krolowa Wladiljuda [Earl of Purple]
    Spoiler: Line of Succession
    Show
    Family Tree

    Krolowa Wladiljuda
    |
    Doboctia

    Diplomacy: 3
    Military: 1
    Curiosity: 4
    Faith: 4
    Luck: 1

    Regions Controlled: Bereginia (#2 underground)
    Succession: Oldest daughter inherits.



    Cavindra Lilin [moossabi]
    Spoiler: Family tree
    Show
    Cavindra Lilin (female, 16)

    Diplomacy: 2
    Military: 2
    Curiosity: 4
    Faith: 5
    Luck: 3

    Regions Controlled: Nyroth (#3)
    Succession: Oldest child inherits.



    Shïnguard Marius Earthguard [WaylanderX]
    Spoiler: Line of Sucession
    Show
    Family Tree

    Shïnguard Marius Earthguard
    |
    Nilana

    Diplomacy: 3
    Military: 5
    Curiosity: 6
    Faith: 5
    Luck: 1

    Regions Controlled: Kasumor (#4)
    Succession: Oldest child inherits.



    Katara Varinel, Queen of the Heartwaste [C'nor]
    Spoiler: Family tree
    Show
    Hariven Varinel† (male, 65)
    |
    Hasrin (male, 31), Mellienth (female, 28), Katara Varinel (female, 25), Karet (male, 22), Kynvessa (female, 19), Varel (male, 19)

    Diplomacy: 4
    Military: 3
    Curiosity: 2
    Faith: 2
    Luck: 3

    Regions Controlled: The Heartwaste (#5)
    Succession: Oldest child inherits.



    Arkho'sarra [Arkhosia]
    Spoiler: Line of Sucession
    Show
    Family Tree

    Arkho'sarra Vel'Caelum
    |
    Wiess Vel'Caelum

    Diplomacy: 7
    Military: 3
    Curiosity: 2
    Faith: 3
    Luck: 4

    Regions Controlled: Eyrecradia (#5 underground)
    Succession: Oldest child inherits.



    Khan Dyamus Ignato [QuintonBeck]
    Spoiler: Family tree
    Show
    Khan Dyamus Ignato (male, 42) --x-- (Calasa† (female, 19)) / Elesandra (female, ??)
    |
    Olwyt (male, 24), Kilwen (male, 21), Remina (female, 19)

    Diplomacy: 3
    Military: 8
    Curiosity: 3
    Faith: 1
    Luck: 2

    Regions Controlled: Woodwind (#6)
    Succession: Oldest child inherits.



    High Priest Combulei Divinorum [Chief]
    Spoiler: Family tree
    Show
    High Priest Combulei Divinorum (male, 68)
    |
    Vilindrae Divinorum (female, 36), Inualu Divinorum (male, 36), Silandei Divinorum (female, 36), Karila Divinorum (female, 32), Simovi Divinorum (male, 28)

    Diplomacy: 3
    Military: 2
    Curiosity: 2
    Faith: 8
    Luck: 2

    Regions Controlled: Calorum (#7)
    Succession: Oldest child inherits.



    Malyn Shaeldtae [Thunderfist12]
    Spoiler: Family tree
    Show
    Aryn Shaeldtae (male, ??) --x-- Gwyra Careth (female, ??)
    |
    Malyn Shaeldtae (male, 20)

    Diplomacy: 5
    Military: 2
    Curiosity: 1
    Faith: 4
    Luck: 3

    Regions Controlled: Aloren (#8)
    Succession: Oldest child inherits.



    Mosi Nia-Rohana II [zabbarot]
    Spoiler: Line of Sucession
    Show
    Family Tree

    Tendaji Nia --x-- Akansha Rohana
    |
    Zeburi Nia-Rohana (male, 84)
    |
    Mosi Nia-Rohana II
    |
    Tendaji Nia-Rohana II (male, 42)

    Diplomacy: 2
    Military: 4
    Curiosity: 4
    Faith: 6
    Luck: 7

    Regions Controlled: Genivana (#9)
    Succession: Oldest son inherits.



    High Guildmaster Loki Ethmorl [ImperatorV]
    Spoiler: Family tree
    Show
    ???† (male, ??)
    |
    High Guildmaster Loki Ethmorl (male, 37), ??? (male, 33)

    Diplomacy: 4
    Military: 4
    Curiosity: 2
    Faith: 2
    Luck: 2

    Regions Controlled: Hrathan-Tuor (#10)
    Succession: Oldest child inherits (they must prove themselves capable, but this is merely ritual in nature).



    Prince Akali of the People of the Sea [avr]
    Spoiler: Family tree
    Show
    ???† (male, ??)
    |
    Prince Akali of the People of the Sea (male, 32), Alara (female, 29), Berati (male, 27)

    Diplomacy: 3
    Military: 3
    Curiosity: 6
    Faith: 1
    Luck: 4

    Regions Controlled: Qarimos (#12)
    Succession: Oldest child inherits.



    Gareth Serendel [TheWombatOfDoom]
    Spoiler: Family tree
    Show
    Gareth Serendel (male, 68)
    |
    Benjamin (male, 38), Jain (male, 36), Royce (male, 34), Lyra (female, 29)

    Diplomacy: 4
    Military: 3
    Curiosity: 3
    Faith: 1
    Luck: 4

    Regions Controlled: Lyradis (#13)
    Succession: Child most capable at ruling inherits (only oldest three eligible).



    Mormaer Razkai [Silverbit]
    Spoiler: Family tree
    Show
    Mormaer Razkai (male, 60) --x-- Eela (female, ??)
    |
    Razkai the Younger (male, 31), Ambvard (male, 28), Tuthin (male, 25)

    Diplomacy: 4
    Military: 5
    Curiosity: 4
    Faith: 1
    Luck: 3

    Regions Controlled: Razdis (#13 underground)
    Succession: Oldest child inherits.



    Tumberink, Doge of Guilder [SamBurke]
    Spoiler: Family tree
    Show
    Tumberink, Doge of Guilder

    Diplomacy: 4
    Military: 5
    Curiosity: 5
    Faith: 3
    Luck: 1

    Regions Controlled: #14
    Succession: Richest man in the country inherits?



    High King Feldin Grimhammer [Silver Ablaze]
    Spoiler: Family tree
    Show
    High King Feldin Grimhammer (male, 53)

    Diplomacy: 2
    Military: 5
    Curiosity: 1
    Faith: 1
    Luck: 2

    Regions Controlled: Keldagrim (#15)
    Succession: Beardiest child inherits (decided by length).



    Herzog Cardion [Arutha]
    Spoiler: Family tree
    Show
    Herzog Cardion (male, 45)
    |
    Rogar (male, 21), Bertra (female, 15)

    Diplomacy: 4
    Military: 4
    Curiosity: 4
    Faith: 4
    Luck: 4

    Regions Controlled: Pryonia (#16)
    Succession: Oldest child inherits.



    Elder Jaten [Rain Dragon]
    Spoiler: Family tree
    Show
    Elder Kabok† (male, ??)
    |
    Elder Jaten (female, 30)

    Diplomacy: 3
    Military: 2
    Curiosity: 7
    Faith: 3
    Luck: 3

    Regions Controlled: Tekorva (#17)
    Succession: Election from among the ruling family's members (the Battle of Wits).



    Duke Bloodfang Van Troven [Tychris1]
    Spoiler: Family tree
    Show
    Duke Bloodfang Van Troven (male, 39)
    |
    Queek (male, 15), Virmiscus (male, 15), Krick (male, 14), Snikk (female, 12)

    Diplomacy: 2
    Military: 6
    Curiosity: 3
    Faith: 3
    Luck: 3

    Regions Controlled: Sympolemou (#18)
    Succession: Oldest child inherits.



    Naomh Fionn Sheenan [THEChanger]
    Spoiler: Family tree
    Show
    Naomh Ciallmhar Sheenan† (male, 67)
    |
    Naomh Fionn Sheenan (male, 30)

    Diplomacy: 4
    Military: 2
    Curiosity: 3
    Faith: 6
    Luck: 2

    Regions Controlled: Domhan Abhaile (#19)
    Succession: Oldest child inherits.



    Lord David Bordeux [Lord_Burch]
    Spoiler: Family tree
    Show
    Lord David Bordeux (male, 37) --x-- Ygritte Firestone (female, 36)
    |
    Lady Delia (female, 16), Lord Cedrik (male, 14)

    Diplomacy: 5
    Military: 2
    Curiosity: 6
    Faith: 2
    Luck: 3

    Regions Controlled: Bordeux (#20)
    Succession: Oldest son inherits.



    Primarch Hindal Greybeard [Percy]
    Spoiler: Family tree
    Show
    Primarch Hindal Greybeard (male, 90) --x-- Veylri Redsword (female, 75)
    |
    Theoin Steelbeard (male, 30), Tanra Steelhair (female, 25)

    Diplomacy: 1
    Military: 2
    Curiosity: 7
    Faith: 1
    Luck: 1

    Regions Controlled: Sulvan's Fury (#21)
    Succession: Sons compete for the throne. If no sons exist, then daughters. If no daughters, brothers. If no brothers, sisters. If no sisters, cousins. If no cousins, it becomes an open challenge to those of Sulvan blood.



    Hazael Toranath II, King of Ashenia, Prince of Eseda, Castellan of Adrakand [Elemental]
    Spoiler: Line of Sucession
    Show
    Family Tree

    Hazael Toranath
    |
    Hazael Toranath II

    Diplomacy: 5
    Military: 3
    Curiosity: 7
    Faith: 1
    Luck: 1

    Regions Controlled: Ashenia (#22)
    Succession: Oldest child inherits.



    High Chieftain Umajin [BladeofObliviom]
    Spoiler: Family tree
    Show
    High Chieftain Ryazen† (female, ??)
    |
    High Chieftain Umajin (male, 34), Lady Therazen (female, 23)

    Diplomacy: 2
    Military: 6
    Curiosity: 4
    Faith: 2
    Luck: 1

    Regions Controlled: Crima (#23)
    Succession: Oldest child inherits.



    Jonas Grumby, The Pirate King [lt_murgen]
    Spoiler: Family tree
    Show
    Jonas Grumby, The Pirate King

    Diplomacy: 4
    Military: 3
    Curiosity: 5
    Faith: 2
    Luck: 4

    Regions Controlled: The Jeweled Cities (#25)
    Succession: Oldest child inherits.
    Last edited by Morph Bark; 2014-02-03 at 03:33 AM.
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  4. - Top - End - #4
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    History of Telluris

    This post is updated as of the year 335, which is up to and including Round One.

    This post functions largely as only a summary of things happening in general, or of things that have an impact on more than two countries in the game, or have a lasting impact, such as some of the Attribute 5 Special Actions.


    331-335
    A heresy begins to sprout in Kasumor with the formation of theories that the Lord of Fire is a lesser part of a greater whole.
    King Zeburi Nia-Rohana abdicates the throne of Genivana in favour of his eldest son Mosi Nia-Rohana II.
    Lyradis invites all other countries' rulers to a Grand Ball to be held in Delberelle, Lyradis' capital.
    Sidvarsa begins construction of a Great Wall around their borders as they ally with their neighbours in Qarimos. [Great Project: Round 1/5]
    Researchers in Qarimos have built grand new ship designs that can brave the vast oceans! [Curiosity 10] No doubt the people of Guilder, who are merely building bigger and faster ships, will be interested in this technology.
    Smiths in Sulvan's Fury perfect methods on refining and smelting mithril so that they can use it as well as anyone can use iron! [Curiosity 10]

    331
    The Friendship Treaty of Barsa is signed between the countries of Celero and Bereginia, forming a military alliance. The ruling families exchange several of their children to be raised in the care of the other.
    The Union of the North is declared between the Sulvan Primarchy, Bordeux, the Khalifate of Crima, and the Kingdom of Ashenia.

    334
    Prince Korath of Ashenia marries Princess Lyra Seregen of Lyradis. In exchange, Ashenian horsemasters come to Lyradis to train horses and horse trainers.

    335
    The Silver Concordat is born between the Sulvan Primarchy, Keldagrim and Razdis.
    The University of Severikand is founded in Ashenia. It grants education in law, astronomy, mathematics, history and philosophy.
    Last edited by Morph Bark; 2014-02-02 at 06:17 AM.
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    My name is King Dalvan Daranov, and I rule the land of Urdony in the far north (region 1). My people live on a high plateau, with ice-covered mountains on three sides and foothills to the south. Through the center of our Kingdom runs the River Rothrin, slicing a gorge through the rocky terrain. In the east, our Kingdom guards the Utavar Pass, which separates us from the even colder lands at the heart of the mountains. And in the west is the Zarahim Pass, darker and narrower, which leads to lands unknown and beyond the civilized world.

    My people are easy to distinguish from the people of the southern lands. We generally adhere to a short, stocky build, though there are some exceptions of course. Everyone has thick, dark hair and round faces with an olive complexion. There are around three million of us, if what the bards say is true. Most of us make a living by herding and farming. We plant wheat and oats in the warmer months, and in the winter we mainly hunt deer, wolves, and elk. The people of the southern lands envy the splendid furs from the bears and wolves that can only be found in the snowy north, and they pay us generously in oils, fruits, and other things that can only be grown in warmer climates.
    "Life is short and we do not have much time to gladden the hearts of those who travel with us. So be quick to love, and make haste to be kind."

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I would like to lay claim to Region 6 for the people of the Woodwind Clan

    Rolls

    The Leader

    Khan Dyamus Ignato
    Age:32
    Marital Status: Dyamus Ignato is married to his second wife, Elesandra, his first wife, Calasa, having passed during childbirth 14 years ago.
    Children: Olwyt, Male, 14; Kilwen, Male, 11;Remina, Female, 9

    Diplomacy
    3
    Military
    5 (4+1)
    Curiosity
    3
    Faith
    1
    Luck
    2

    The Land

    Terrain
    Situated in a temperate climate the land held by the Woodwind people has abundant natural resources and its oceanfront border encourages fishing and allows a solid barrier against overland armies on the western side.

    Sapphire Shores-The beaches along the Western border are known as Sapphire Shores and are said to shine with the beauty of a thousand gemstones when the sun sets over the water. Housing many settlements of the Woodwind people the Shore is a jubilant and lively place though far from the only source of civilization.

    Eurial Forest-Spanning much of the middle of Woodwind territory and running up against the Eastern border the Eurial Forest is home to a diverse group of animals and plants and provides lumber and good land for settlement. While the larger settlements along the shore dwarf those nearer the forest a plethora of hamlets and villages make up the interior lands.

    Stonetable-A great monument situated near the northern border the Stonetable is a large rock plateau that towers over the land around it. Nearly two miles across from side to side the Stonetable is a strange natural phenomenon but its relative lack of useful material leaves it largely as a simple guidepost with which to discern the border and only a few settlements stand near it.
    People
    Dark and tall with sharp features the people of the Woodwind are generally lithe but well built, natural hunters. Most have brown eyes though some are born with green and are said to be infused more deeply with the nature of the world around them.
    Resources
    Abundant animals for hunting, a coast for fishing, and good land for farming make the Woodwind land a natural producer of food. Unfortunately the land has been found largely lacking in mineral resources by explorers and thus the people of the Woodwind rely on trade from their neighbors to outfit their needs.
    Population
    ?
    Technology
    ?
    Religion
    The people of Woodwind are generally animists though religion plays a very minor role in their general lives and while tales of the Lord of Fire and his Avatar have reached their ears it has done nothing to persuade or frighten them.
    Last edited by QuintonBeck; 2014-01-13 at 10:54 PM.

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    My friends! Harken to the words of Czar Demetrius VII, Ruler of the Southern Republic of Sidvarsa, and his esteemed daughter, Marquis Darlessa, heir to the crown, and ruler of the northern provinces!
    Ahem. My countrymen, welcome! This year has been a good one to our land of Sidvarsa! Our trade is going nicely, the livestock have prospered, the wheat harvest is well underway, and best of all, our famed navigator Reymond D'clou has returned, bearing evidence that our earth is indeed a globe! Is this not splendid news? [Only you care, father. The people need someone who actually listens to them.] Our republic is the most educated, well respected, and prosperous on this earth! [And yet, with such a vainglorious fool steering it, we are destined to fail.]
    Of course, as many of you already know, I have granted my daughter and only heir Darlessa possession of the northern quarter of our country, for her to rule! And a fine job she has done of it too! Why, in just a year, she has doubled the efficiency of our farmers flour production by, er harnessing the raw power of... Well...

    Darlessa stepped forward, brushing her fair hair out of the way.

    [What my dear old father means to say, is that I have trapped the wind, and made it do my will.]

    She moved to the side, displaying a miniature windmill.

    [When the wind turns this wheel, my friends, the grindstone turns as well, with no effort at all on our part, save to lay the grains of wheat beneath stone. And that is not all. Using a intricate system of gears, I have managed to utilize the same design for water! I have already begun construction of a water powered drill which will enable us to mine resources undreamed of!]

    Now now dear, let's not get carried away with this all. I'm sure your toys are marvelous, but they pale in comparison to the knowledge that are earth is round! Round! The mind boggles!
    [With all due respect father, I disagree. Your discoveries do not feed bellies. Mine do, and what's more...]



    Meaning to say, I will be claiming region 11, for the divided north and south Republics of Sidvarsa, and his majesty Czar Demetrius VII.
    The people of Sidvarsa tend to be rather tall, with tanned skin, and red or blond hair. Most are divided as to religion, or don't care either way.
    The land they dwell upon is fertile, with a mountain range running down from the north, and a generally Mediterranean climate.
    Their chief resources stem from the livestock and grain trade, chiefly wheat. However, their true treasure lies in the minds of the Sidvarsans. Forever inventing, calculating and imagining, the nation of Sidvarsa is advancing their technology in leaps and bounds. They are, generally, The Renaissance Men.
    I may get some more parts up, chiefly terrain, and the landmarks, but this should give you an idea.
    BTW, I only plain on controlling one of the rulers, though I'm not sure which. Darlessa probably, but Czar Demetrius is so jolly!

    Curiosity: 5
    Diplomacy: 2
    Military: 1
    Luck: 1
    Faith: 1

    Quick question. Are we able to increase these scores through actions? Also, can we use our special ability more then once?
    Last edited by D20ragon; 2014-01-12 at 07:07 PM.
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    This seems like a level of crazy-talk only you could accomplish.
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    ... I've played a few games with D20ragon as GM in the past, and I have to vouch for his skill - he's an excellent writer, his world-building is top-notch ... and his games are, while sometimes too ambitious, some of the most fun to be had on these boards.
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by Malachi Lemont View Post
    *snip*
    A very nice start! Welcome to the game!

    Hmmm, I see you titled your character a king. Maybe I should reconsider the rules under Diplomacy for forming bigger territories, such that players can start as kings, but need more regions to form empires? (Empires are by definition inclusive of multiple people, so would require more than one region.)

    Also, I've added in some extra stuff on the rounds and a bit of fluff in the Concept spoiler.

    Quote Originally Posted by QuintonBeck View Post
    I would like to lay claim to Region 6 (Adding in Region 3 for Diplomacy?)
    You have hereby claimed Region 6! What do you mean by adding in Region 3 for Diplomacy though?

    Marital Status: (Let me know if I can decide this or not)
    You can, as well as decide if the couple already has any children.


    Also, for those who used to play in Conquest, you're free to port over your things from there (at least the fluff, mechanics don't really transfer over).
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    i might not join (all conquesters know y) but if i dont end up runing it, i would like to play on region 5

    so i guess i reserve region 5 (momentarily)
    One is often faced with a choice, to run in the face of the cruelty of your own self, or, to stand and take your sword and stare your self in the eye excepting who you are in the depths of you soul.

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Claiming Region 12 for the Sea People as Qarimos.

    Greetings! I am Prince Akali of the People of the Sea. Our forebears came from the islands as much as your mountains and I have been told little of your Fire God, but I am eager to understand you. It is my hope to make friends and allies on the mainland so that our names may go down in history as great leaders!

    Rolls

    Curiosity 5
    Diplomacy 3
    Military 3
    Luck 3
    Faith 1

    Akali is 22 and unmarried.

    The Sea People are tall, thin and olive skinned even when the sun doesn't tan them darker. Animism is their most common religion.

    The Sea People's lands grow many spices for export, and they also build ships and trade elephants from wild lands further to the South. They lack forests and import wood for their ships and other purposes.

    Notable features of Qarimos include their inland lakes which almost entirely dry up and empty in summer - named the Flower Lakes for the brief burst of vegetation as the lakes disappear. Also the Glass Hills, seemingly part-melted by some ancient disaster, near the coast. One island near the border with Region 11 is revered as the place where the Sea People first met the people of the mainland, Stormgate is said to be haunted and protected by the spirits of those first colonists.

    I haven't played this game or one like it before, let me know if I've gone off course.

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I'm putting in a claim on region 3. I'll write up a character and region tomorrow morning. Looking forward to looking with you.

    edit: I must have been more tired than I thought last night. That last sentence is a mess. Also I have no interest in region 3, I meant 9. @.@ has someone claimed 9?
    Last edited by zabbarot; 2014-01-13 at 08:26 AM.

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by Morph Bark View Post
    You have hereby claimed Region 6! What do you mean by adding in Region 3 for Diplomacy though?
    Well, the rules say a 5 in Diplomacy grants the special ability to absorb an additional region, so I thought I got 2 with that? Or did I misunderstand?

    Dyamus Ignato is married to his second wife, Elesandra, his first wife, Calasa, having passed during childbirth. The child survived however and that eldest son of 14, Olwyt, is set to ascend to take over when his father passes. Dyamus also has had two more children with Elesandra a boy named Kilwen who is 11 years old and a daughter named Remina who is 9.

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    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I'd like to play, but can't see the map at the moment...which one looks most like my previous territory?
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by QuintonBeck View Post
    Well, the rules say a 5 in Diplomacy grants the special ability to absorb an additional region, so I thought I got 2 with that? Or did I misunderstand?
    You misunderstood. You start with one region regardless of stats, but you can conquer other regions or acquire them through inheritence (by marrying the heir to that country or marrying your heir to theirs) or buying them out, colonizing them, etc.

    Once you have control over the requisite amount of regions, you can join them together to form an Empire. (I'll adjust the rules to make it more clear and remove the Kingdom creation.)

    Quote Originally Posted by _Brone_ View Post
    i might not join (all conquesters know y) but if i dont end up runing it, i would like to play on region 5

    so i guess i reserve region 5 (momentarily)
    I can reserve it for you for a few days, but I'll remove the reservation in a week or so.
    Last edited by Morph Bark; 2014-01-13 at 08:14 AM.
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    Default Kingdom of Celero

    Reserving region 2. Follow up to be later today.
    EDIT 1: My rolls
    EDIT 2: I'm going to assign these rolls as such:
    Diplomacy: 4
    Military: 2
    Curiosity: 4
    Faith: 1
    Luck: 5 (4+1)

    Kingdom of Celero


    Spoiler: Terrain
    Show
    The land within the Kingdom of Celero is hard, much like its people. Very few parcels of land are easily arable, so agriculture is seen as a grand art form. It is slightly mountainous in the north, with a few active and dormant volcanoes peppering the mountain range. Most Celerese are sailors or fishermen, while a sizable portion of the population are hunters or trappers.
    Points of interest
    • Nature's Citadel: This currently unexplained formation of stone is located in the largest clearing of the Vedra Forest. Considered a holy site by animists, druids and shamanists, this location was decried as an unhallowed site by the order of the Lord of Fire. The people still remember the harsh life under their puppet government, and are largely distrustful of religious zealots to this day, so the people of Celero strive to protect this monument of an unknown predecessor.
    • Bayder's Mountain: This active stratovolcano is the highest peak in Celero, and at its southern base is the former capital under the leadership of the Lord of Fire government, the city of Basia.
    • Unther Island: Colloquially known as "Lake Island Lake Island," Unther Island is an island located on a lake within an island on another lake. Betell Fortress is located here, and is home the only dedicated military academy in Celero.
    • The Capital of Lancaster sits on the bay of Galos across from the Island containing the City of Port Island.
    • Next to Lancaster, on the eastern side of the Wendeir river is the ancient seat of House Noth, the village of Nothborough.

    Spoiler: People
    Show
    The Celerese are a lean, hard people, and have become that way from generations of making the most of barely sufficient resources. Food is scarce for anything but fishers and hunters, and the Celerese have learned to trade for anything and everything. Most are somewhat distrustful of organized religions due to the recent overthrow of the puppet government headed by the Lord of Fire and the uncle of the current King, Andust the Bold.
    Celerese tend to be fair of skin and hair, of slightly taller than average human height, but lean for their size. Celerese women are commonly attributed to be quick to anger with fiery tempers, while Celerese men are usually viewed as stubborn and distant.

    Spoiler: Resources
    Show
    The Vedra Forest provides Celero with lumber, and the Sanguine Cliffs provide iron to the Celerese. The average Celerii has little issue with protein in their diet due to plentiful fishing to the south, and plentiful hunting of game in the north. Most plants that the native beasts eat are inedible to humans, and with few arable regions, Celero imports many grains.

    Spoiler: Religion
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    There is no one predominating religion within Celero, save a general distrust and for the Lord of Fire. Nobles tend to be Ancestor Worshipers, upper-class commoners such as merchants and craftsmen tend towards animism, and lower class commoners such as laborers tend towards druidism and animism equally.

    Spoiler: King Andust the Bold
    Show
    King Andust the Bold is the current reigning monarch of Celero. His Grandfather, King Rothorn the tired was the head of reigning monarch when the war with the Order of Fire began. When Rothorn was killed, the war ended and his eldest son, King Elthin the Tame, surrendered to the Order of Fire, and kowtowed to the Order of Fire, effectively becoming a puppet government under the control of the Church. When Andust came of age, he began slowly building support for a rebellion under his uncle's regime. At the age of 30, Andust had wrested control of half of the nation from his uncle and the Church. By his 33rd birthday, Andust had effected complete control of Celero, and ousted even the most stubborn of Fire Temple loyalist strongholds.
    At 39, King Andust has a daughter of 15 with his first late wife Lady Ellea of Barrowtown, twin sons with his second late wife, Lady Elena of Lancaster, and an infant daughter with his current wife, Lady Bethea of Barsa.

    • [Diplomacy: 4] King Andust gained allies for his rebellion against his uncle primarily by being a trustworthy and capable negotiator.
    • [Military: 2] King Andust is shrewd negotiator, but leaves most of the military strategy to his generals.
    • [Curiosity: 4] King Andust is an inventive and inquisitive man, spending almost as much time with his chief science advisers as he does his wife.
    • [Faith: 1] Because of the occupation and multiple wars, King Andust distrusts the Order of Fire, as well as other large organized religions.
    • [Luck: 5]
    King Andust is known to many for having things go exactly his way, especially when other least expect it.

    Spoiler: Coat of Arms
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    Spoiler: Family Tree
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    The line of succession is as follows:
    Reigning Monarch, King Andust the Bold, House Noth, Quencher of Fire born 291 Common Era
    Andust's eldest daughter, Yasira Noth, born 315 Common Era*
    Andust's first son, Rion Noth, born 318 Common Era*
    Andust's second son, Fihnn Noth, born 318 Common Era*
    Andust's infant daughter, Doutria Noth, born 329 Common Era*
    Andust's brother Heinrich Noth, born 296 Common Era
    Andust's sister Jasa Noth, born 300 Common Era
    Andust's niece Rhea Noth (daughter of Jasa) born 319 Common Era*

    *Regency order (in case a minor ascends to the throne)
    Heinrich, Jasa, Andust's bastard son Kinil born 310 Common Era, Heinrich's Bastard Son Kuri born 312 Common Era**, father of Rhea Noth Walden Qura born 294 Common Era, Bethea of Barsa born 304 Common Era, Fiona Noth (mother to Andust, Heinrich and Jasa), born 271 Common Era.

    **Kuri is still a minor in Celerese culture, but when he comes of age at 20, he would be in the line for regency for one of his legitimate adolescent cousins.
    Spoiler
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    {table=head]
    Celero Royal Family
    |
    Birth Year
    |
    Age now
    |
    Place in Line to the Throne
    |
    Notes

    [div]
    King Andust
    |
    291
    |
    44
    |
    Current Monarch
    [/div]

    [div]
    Walden Qura
    |
    294
    |
    42
    |
    N/A
    |
    Husband to Jasa & Father of Rhea
    [/div]
    [div]
    Heinrich Noth
    |
    296
    |
    40
    |
    5th
    |
    Brother to King, Unmarried
    [/div]
    [div]
    Jasa Noth
    |
    300
    |
    36
    |
    6th
    |
    Sister to King
    [/div]

    [/table]
    Last edited by Logic; 2014-04-21 at 11:12 PM.
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    Quote Originally Posted by bosssmiley View Post
    You altruistic weirdo you!
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by Morph Bark View Post
    You misunderstood. You start with one region regardless of stats, but you can conquer other regions or acquire them through inheritence (by marrying the heir to that country or marrying your heir to theirs) or buying them out, colonizing them, etc.

    Once you have control over the requisite amount of regions, you can join them together to form an Empire. (I'll adjust the rules to make it more clear and remove the Kingdom creation.)
    Ah! Thanks for the clarification!

    Okay, adjusted my post. Also moved around stats since diplomacy seems a little less important at the moment.

    Edit: In the Military clash you note it being affected by Army size, will that be determined through population?
    Last edited by QuintonBeck; 2014-01-13 at 10:19 AM.

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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I'll also join the fray! Have at you! "Casts Ressurect Kasumor"

    Region 4: Kasumor

    Spoiler: Map of Kasumor
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    Spoiler: Traits of the People
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    The people of Kasumor mostly have a tall build, both the men and women. They mostly measure around 1 meter 90 in the case of men and 1 meter 80 in the case of women. They are not very tanned due to living near the mountains and tend to have big eyes in comparison to their more southern counterparts. This is one of the reasons the women are considered one of the more beautiful women in the world.
    Because of their martial upbringing, most Kasumorians are also quite muscular. The women of Kasumor however, are revered and known far and wide for their beauty and grace, which can turn into deadly grace when confronted with an enemy (Kasumorian women are kind off a hard catch).
    Despite this reliance on the martial side of life, there are also a fair amount of scientist-priests arround. When a warrior grows old, they tend to take up the task of combining science with faith, creating all kind of fabulous and ingenious contraptions, mostly based around heat and fire.


    Spoiler: Geography
    Show

    Kasumor is an ancient and mysterious place. It's lands, which was special even at the beginning of times, were made even stranger by its people by techniques long forgotten. Experimental plants and animals can be found all across Kasumor, but behave like normal animals for the most part. On the contrary, they are a normal part of the life cycles and ecosystems there, fulfilling roles just like any other ecosystem. Underground, although not as strange, houses some of the weirdest minerals and substances ever seen, just as Shintouite, also known as Impact-rock, which increases in strenght and durability the more stresses are applied to it. This is the main reason why most of the Kasumorian fortresses are still standing today unbreached, their walls have become so solid over the years that they are virtually impenetrable.

    • Kasumi Plains: These wide plains of grass are home to a very strange species of flower, which resembles a dandelion, but instead with white leaves and round instead of elongated seeds. The featherlike structure which it used to spread the seeds more resemble clouds then vibres. When these spores are in the air, when inhaled, they put the inhaler to sleep for exactly 48 hours after exposure. Nobody has found out why. However, it is evident that the inhaling process is needed for the seeds to germinate after they have been exhaled and enduced their sleep. The plains in its enterity, which comprise about 25% of the south-west of the country, consist of rolling hills covered with grasses with here and there a group of adepted wildlife that became resistant to the seedlings of this plant, such as highlands or wild horses. Note that these groups only live around the edges of the terrain and because of the inability to produce sufficient effective seed-blockers, nobody knows what lies in the hart of the land.
    • Shintouite Mountain Range/Mines: In the northern regions of the country, resembling a normal mountain range, the stone mined from here is far from ordinary. This particular stone hardens when more pressure is applied to it, provided the stone is strong enough to withstand the initial impact. The stone starts out soft (around chalk hardness), but by slowly ramping up the pressure exposure, it can become almost infinitely hard and durable. This also means that how older a structure is, the more solid it becomes and as such also more resistant to wear and tear, including winds and water damage. Most Kasumor “ruins” are still in pristine condition. The mountains themselves are weathered at the top, but still very steep and high when compared to mountain ranges of the same age, due to the strengthening effect.
    • Verandil Forest: A weird place, this forest looks normal on the outside but is home to a large variety of wildlife not seen anywhere else. Nobody has made a good list of the species present, but they include huge size vermin, plant-animal hybrids and even human-plant hybrids. The forest itself resembles a European temperate forest and is located in the centre of the country. From here, they access to several species of huge vermin (which are more intelligent then their small kind due to the experiments of old), of which the huge mantis and huge stag-beetle have been the most wanted. The mantids are used as mounts, while the stag-beetles are more used as walking battering rams.


    Spoiler: Culture
    Show

    As denizens of a country that takes great pride in it's martial prowess, lore and diplomacy, the inhabitants of Kasumor are a rough, disciplined yet strangely cheerfull people. They are led by the Shïnguard, a leader who serves as a king aswell as a marshal in battle. Beneath him are the three Arches, which serve as generals under the Marshal. These three generals are themed after the remaining three elements and have a corresponding flag.

    They excell at fortifying themselves in a place to wear out the enemy with the help of their Shintouite defensive machinery. If that is not an option, they are also very skilled with a weapon. When pressed for combat, they tend to dissuate the enemy into dueling, to minimize the bloodshed.
    Sometimes, they also fight mounted on huge praying mantids, slashing with their sword in perfect cadence with the claws of the mantids. This is not common, as having a praying mantis as a mount is a sign of great prowess in battle and is only awarded to the greatest fighters of the land. However, the royal guard consists of 444 men and a praying mantis for each, making them feared in battle.

    The population is concentrated in the capital, Earthome, where the Earthguard also resides. Earthome is located in the middle of the country (in the broad righter area), around 30 miles from where the Kasumi plains begin, which also makes it a magnet for any alchemists and weapon experts trying to weaponize the strange sleep inducing flower.

    Also, there are 4 large fortresses at the borders: Earth, Wind, Fire and Waterguard. Earthguard and Fireguard are situated along the western border, while Windguard and Waterguard are situated along the southern border. They are all around 300 years old, making the Shintouite from which they are made very sturdy and virtually immune to conventional siege weaponry, but not yet totally unbreakable. However, due to a low population, only fortress Earthguard and Waterguard are manned in the current day.

    In the way of village structure, they all have a Shushan, which is a sort of elderly figure, wise and experienced, who leads the village and handles local infrastructure and military matters. This Shushan is chosen by the village people themselves and is then appointed for 7 years.


    Spoiler: Religion
    Show

    They are a fairly religious people, who worship the Lord of Fire as a god of Renewal and the keeper of the cycle of live. However, they also strive for martial prowess and technological advance and they believe that faith and technology go hand in hand when combined directly. By some it is even believed that they can be used to strengthen eachother.


    Spoiler: Resources
    Show

    Kasumor's resources:
    • Huge Vermin in the forest, together with game and berries.
    • Iron ore and Shintouite from the mountains.
    • Alchemical compounds from the Kasumi plains and the animals in the country.
    • Grains and Lifestock from the plains. This however, is not much due to their military nature. The mostly rely on trade with surrounding countries for their food.



    I am Marius Earthguard. Age, 25! Occupation, Shïnguard of Kasumor! Marital status, Married with Helena Softclaw, Age 24! Got one daugher, Nylanna. I'm the leader of Kasumor. Oh you want to see my resumé? Here it is, if you insist:


    Name: Marius Earthguard
    Age: 25
    Occupation: Shïnguard of Kasumor
    Curiosity 5
    Diplomacy 3
    Military 4
    Luck 1
    Faith 4
    http://www.giantitp.com/forums/showp...postcount=2980

    Yeah, I too have no idea what that random line of text at the bottom does.
    But back to business, I hope me and my people can get along just fine with yours. Be careful though with the women of my country..... They kinda pack a punch or more specifically, a kick. "Rubbs a painfull looking foot-shaped red mark on his cheek."
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I'm also considering on slightly changing up Religions, so that you can start with a larger variety, but that they cannot be organized religions until a character with Faith 5 steps in to organize it. Basically, just pagan religions, but not just animism, with the only organized one currently being the faith of the Lord of Fire.
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    How will our populations be determined? Just curious.

    More variety is always good and doesn't really hurt anything. Plus a wider variety of proto-religions will lead to more varying established ones once religious organization sets in.

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    Quote Originally Posted by Morph Bark View Post
    I'm also considering on slightly changing up Religions, so that you can start with a larger variety, but that they cannot be organized religions until a character with Faith 5 The God-King steps in to organize it. Basically, just pagan religions, but not just animism, with the only organized one currently being the faith of the Lord of Fire.
    ftfy. Seriously though, making our own religions seems fun. Then we can proselytize each other.

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    Quote Originally Posted by QuintonBeck View Post
    How will our populations be determined? Just curious.

    More variety is always good and doesn't really hurt anything. Plus a wider variety of proto-religions will lead to more varying established ones once religious organization sets in.
    I'm currently thinking of rolling d100 and multiplying that result by 10,000. I've also put in rules for army-raising now, so that someone with a lot of people can't raise his full amount in one action and then steamroll everyone.

    People who explore a lot or with a lot of luck or curiosity might have a chance of discovering hidden populations within their region, boosting population.

    I've changed it now to include any non-organized religion, so basically all kinds of paganism. Animism, shamanism, druidism and ancestor worship, basically. I believe the Japanese Shintoism was a kind of animism, but was an organized religion still, so for those wanting to set up organized animism, that might be something to take inspiration from.

    Quote Originally Posted by zabbarot View Post
    ftfy. Seriously though, making our own religions seems fun. Then we can proselytize each other.
    Indeed! Converting other regions to your religion will improve stability in your realm, as well as improve morale and unity.
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    Morph, you did see my comment, correct?
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    Quote Originally Posted by TheWombatOfDoom View Post
    Morph, you did see my comment, correct?
    I did. I don't know if there's a good analogue for Lyradis region-wise, and thought that maybe you would be able to see the picture once you were on another computer.

    I uploaded the picture on another host. Can you see it below?

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    I see the term "NPC controlled regions" are those unnumbered regions/regions outside the current map scope or will they include unclaimed regions if we don't get enough players? And on that note any rough idea of a cutoff/starting point? No rush obviously since its just starting, but stagnation can be bad so I wanted to know if there will be a hard and fast start date.

    Edit: On population, alright, cool. Maybe 2 d10s though? Just for a bit of a more even distribution? Otherwise 10,000 and 1,000,000 are totally equal likelihoods.

    Double Edit: On actions, will farming and the like consume an action every round or be sustained or be considered automatic?
    Last edited by QuintonBeck; 2014-01-13 at 11:53 AM.

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    Quote Originally Posted by Morph Bark View Post
    I did. I don't know if there's a good analogue for Lyradis region-wise, and thought that maybe you would be able to see the picture once you were on another computer.

    I uploaded the picture on another host. Can you see it below?

    Unfortunately not...discovertechnology and tumblr work as hosts though.

    Alright, I guess I shall wait until when I get home then, unless something changes.
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    Quote Originally Posted by QuintonBeck View Post
    I see the term "NPC controlled regions" are those unnumbered regions/regions outside the current map scope or will they include unclaimed regions if we don't get enough players? And on that note any rough idea of a cutoff/starting point? No rush obviously since its just starting, but stagnation can be bad so I wanted to know if there will be a hard and fast start date.

    Edit: On population, alright, cool. Maybe 2 d10s though? Just for a bit of a more even distribution? Otherwise 10,000 and 1,000,000 are totally equal likelihoods.

    Double Edit: On actions, will farming and the like consume an action every round or be sustained or be considered automatic?
    NPC controlled regions will be all regions not yet discovered and those currently unclaimed. If new regions are discovered, players may colonize them, or new players may claim them before they are colonized.

    We'll start next weekend.

    I may change the population numbers a bit. Like 5d20 x 10,000 instead.

    Actions like farming and others that are completely necessary are automatic. Others, like raising armies and training animals or other creatures require sustained actions across multiple rounds if you want them to have a significant effect, but most won't require that.

    Quote Originally Posted by TheWombatOfDoom View Post
    Unfortunately not...discovertechnology and tumblr work as hosts though.

    Alright, I guess I shall wait until when I get home then, unless something changes.
    Unfortunately I don't know discovertechnology, and Google doesn't find any image hosts by that name. I can't log in on Tumblr for some reason, so no help there.
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    Hey Morph, how did you generate the map? I'm always interested in map generators.
    And how do you feel about using online heraldry generators?
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    The map is an inverted map of earth kinda. We're on the redacted continent. The ocean east of us is redacted and the one to the west is redacted.

    >.>

    Also did I mention that I never wanted region 3? I really meant 9. I was just tired and a bit feverish last night. I've been sick for the last few days @_@
    Last edited by zabbarot; 2014-01-13 at 02:52 PM.

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    Quote Originally Posted by Logic View Post
    Hey Morph, how did you generate the map? I'm always interested in map generators.
    And how do you feel about using online heraldry generators?
    It's not a generator, but just careful manipulation.

    Heraldry generators are awesome, though I haven't looked for one before.

    Quote Originally Posted by zabbarot View Post
    We're on the hurr continent. The ocean east of us is durr and the one to the west is burr.

    >.>

    Also did I mention that I never wanted region 3? I really meant 9. I was just tired and a bit feverish last night. I've been sick for the last few days @_@
    Hehhh, and here I wanted everyone to find out on their own!

    I'll change your reservation to region 9.
    Last edited by Morph Bark; 2014-01-13 at 03:16 PM.
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    Sorry, I edited my post

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