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    Default EMPIRE! A Community World-Building Game II: 2 Quest, 2 Curious

    EMPIRE!
    Gods, Kings & Adventurers

    Current Year: 361-365
    IC thread: click!
    Dice-Rolling 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, magic is nowhere to be found, though monsters may exist in players’ regions or beyond their borders and supernatural phenomena can take place.

    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 during play, and we can put you on the waiting list in the meantime should no regions be available at this time.


    Be warned! This is primarily a game of world-building, but contains a lot of strategic elements, secretive scheming, and both cooperation and vehement competition between players at times. It's all easy enough to understand once you've read through the rules of this post, and GREAT fun to play in and talk with all your co-world-builders in this thread, but keep in mind that in the game itself, IC, it can be a very bumpy ride. Let us ask questions, help each other, communicate, cooperate, build and have fun OOC, even as we bash each other's brains in IC.

    Also, if you have a question, and you can ask a player (about their region or people, for instance), ask them instead of the GM. If you can ask it in the thread, do that instead of via PM. The GM's PM inbox is regularly cleared and thus things can easily get lost, so try keep it to secret stuff and (IC) reactions to stuff you get in your own inbox.


    Atlas and Player List
    Spoiler: Atlas
    Show
    Natural Map (so outdated, but eh)


    Regional Map


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

    P1 | Chacmon | ___________
    P2 | ___________ | ___________
    P3 | ___________ | ___________
    1 | Chacmon | Gunung
    2-A | Logic | Celero
    2-B | NPC | Bereginia
    3 | QuintonBeck | Nyroth
    4-A | WaylanderX | Kasumor
    4-B | Arkhosia & WaylanderX | ___________
    5-A | C'nor | The Heartwaste
    5-B | Arkhosia | Eyrecradia
    6 | QuintonBeck | Woodwind
    7 | Chief | Calorum
    8 | QuintonBeck | Aloren
    9 | zabbarot | Genivana
    10 | ImperatorV | Hrathan-Tuor
    11 | Zap Dynamic | Raaneka
    12 | avr | Qarimos
    13-A | TheWombatOfDoom | Lyradis
    13-B | Silverbit | Razdis
    14-A | SamBurke | Guilder
    14-B | ___________ | ___________
    15-A | WaylanderX | Zargrim
    15-B | Silver Ablaze | Keldagrim
    16-A | Arutha | Pryonia
    16-B | Arutha | ___________
    17-A | Rain Dragon | Tekorva
    17-B | Rain Dragon | Yorukuni
    18 | Tychris1 | Sympolemou
    19 | THEChanger | Domhan Abhaile
    20-A | Lord_Burch | Bordeux
    20-B | ___________ | ___________
    21 | Percy | Sulvan Primarchy
    22 | Elemental | Ashenia
    23 | BladeofObliviom | Crima
    24 | Aeternus | Tar
    25 | lt_murgen | The Jeweled Cities
    26 | ___________ | ___________
    27 | Shnur | Scla'ca
    28 | Elemental | Hazaria
    29 | moossabi | Alydaxis
    30 | ___________ | ___________
    31 | Slayerofundead | Grmanhil
    32 | ___________ | ___________
    37 | NPC | Salterri Imperium (region name unknown)
    38 | NPC | Salterri Imperium (region name unknown)
    39 | NPC | ___________
    40 | Lord_Burch | Solus
    41 | ___________ | ___________
    42 | ___________ | ___________
    43 | ___________ | ___________
    44 | Elemental | Kyaralath
    45 | Lorick | United Lacertian Dominion (Lacertia)
    50 | HisHolyAngel | Sycia[/table]

    Spoiler: Stuff Already Determined
    Show
    Some regions are already partially determined in what resources or terrain features they have.

    Region P1 is a polar region. Its defining terrain feature is the Chilling Plains where snowstorms blow almost continually and the dry snow acts like razors to exposed skin. Its only resource is fish and it is of Good quality. The first player to fully colonize this region may describe one extra terrain feature, for a total of two. Polar regions are a new type of region that exhibit less terrain features and have a hard cap on the amount of resources they can have. Namely, they can have no more than two resources native to the region and food resources cannot rise about Good quality.

    Region 28’s defining terrain feature is the Salt Flats. Across the dunes from the inner sea with regions 24 and 27 lay these long-stretching desert-like flats, presumably from a time when the inner sea was much larger. Region 28’s currently only known resource is salt and it is of Great quality. The first player to fully colonize this region may describe two extra terrain features, for a total of three. If the region is claimed by a new player before it is colonized, the new player may also add two more resources of Good quality.

    Region 39 is claimable, though marked as "NPC" on the table. It is occupied by people formerly from Celero. New players may claim this region if they agree to take over these occupants, or if they feel okay starting by trying to throw them out.

    Region 40 (as discovered by Bordeux) has stunning White Cliffs by its coast between the two peninsulas that attach to it. It is also rich in large species of reptiles, both carnivorous and herbivorous, which is a Good resource. The first player to colonize region 40 may describe two more terrain features. If a new player claims the region, they may also describe two more Good resources.

    Region 44 (as discovered by Ashenia) has a lot of hallucinatory flowers (Good resource). One of its striking features is the Dazzling Crevasse, a crack in the mountains filled with tiny, frail, light-refracting crystals that become blinding when the sun is at its highest point. The first player to colonize region 44 may describe two more terrain features. If a new player claims the region, they may also describe two more Good resources.


    A region number with an A after the number is an aboveground region that has another region situation below them, an underground region with the same number with a B (A for “above”, B for “below”). Regions marked “inactive” or "not yet active" are either not yet finished by the claiming player, or are up to be claimed (if no name is in the “player” column for that region).

    Regions remain reserved for two weeks from the moment of reservation, after which the prospective player is taken off the list again.

    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___
    ___________
    ___________
    ___________
    ___________ [/table]



    Game Masters
    Head GM: Morph Bark
    Duties: Handling secret actions, technologies, region acquisition, new players, inactive players, NPCs and Events. Introduces new game elements to enhance the game or changes rules if deemed necessary for game balance.

    Assistant GM #1: TheWombatOfDoom
    Duties: Handling ruler attribute scores and increases, succession laws, countries and races, alliances, resources, trade and imports.

    Assistant GM #2: WaylanderX
    Duties: Tracking population (not population increase—that’s Event stuff), army sizes and army composition.

    Assistant GM #3: zabbarot
    Duties: Handling religion and keeping track of (Great) Projects.

    Data Collection Posts
    Rulers (Wombat)
    Trade & Resources (Wombat)
    Alliances (Wombat)
    Military & Population (Waylander)
    Technology (Morph)
    Religion & Great Projects (zabbarot)

    Extra Player Resources (For the Players, By the Players)
    Heraldry Generator (thanks, zabbarot!)
    Family Tree Builder (thanks, Logic!)

    Should there be anything incorrect or not updated yet about any of the above tables it’s always possible that the GM or co-GM in charge of that has missed it. If so, please feel free to inform us with the proper, most updated information.

    Below in all the spoilers are the rules, with headers describing their general contents. Newly added rules are put in Green text.


    Starting: The Basics
    Spoiler: The Basics
    Show
    In EMPIRE! you start play as the ruler of a country, the head of their family that rules one of the regions. You perform actions to improve your ruler and country and their position in the world through alliances, trade, finding your children suitable spouses, researching new technology and waging war. Once your ruler dies of old age, disease, accident or murder, their heir takes over, becoming your new ruling character controlling the nation.

    Describing Your Country
    When a new player enters the game, they first must claim a region and describe it in fluff. If there currently aren’t any claimable regions, or there are people on the waiting list, prospective new players are put on the waiting list to await their turn. Some regions are of a special type, which you can find below under "regions and region types".

    Population: A new region starts with a population of 10,000 + (3d10 x 1,000). If you take over an existing country from a retiring player, you don’t have to reroll Population. Population is increased by the GM every few rounds.

    Terrain: Describe the physical features of your selected region, including three major landmarks—no more, no less.

    People: Describe what the people in the region generally look like. You are free to throw in little details about their culture as well.

    Resources: Describe three major resources that can be found in the region, as well as at least one resource the people will have to 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. These three resources start at [Good] quality. The import necessity will not be automatically satisfied; you have to strike a deal with a player who has it as a resource to trade it with you.

    You can trade resources with other players. If a resource is Good you can trade it resource with up to 3 other players and if the resource is Great you can trade it with up to 6 other players. Effectively, this means a Good resource has 4 ‘stacks’ of that resource, whereas a Great resource has 7 ‘stacks’ of that resource that can be used in that round. If you trade with other players, you effectively give them one stack of your resources every round in return for one stack of one of their resources (or in return for a service). One of these stacks always remains in the region it originates from. You cannot stockpile resources for later rounds.

    Religion: Religion is very important in EMPIRE! When a player enters the game, their 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. Players can introduce their own religions with a special action if they have a Faith score of 5 (see below), raising an existing spiritual cult to official status, introducing something entirely new, or making a major change to an existing religion in their region.

    Besides these things, regions also have a list of Technologies available in the region. 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. Players can introduce new technologies through their actions (see below).

    Creating Your First Ruler
    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 two of their attributes beyond that.

    You can make your rolls in this linked thread. Be sure to read the guidelines in the opening post there, and link to it in your compilation post with the ruler and country info.

    Changing Rulers
    Changing rulers is a non-action. If your current character dies or abdicates the throne, their heir takes their place. Usually this is the oldest child, but other succession laws may be in place (oldest son or oldest daughter, for instance). Roll 1d4 for their attributes, in order. They get a +1 in any attributes that their parent had a 4 or higher in; and a +2 in any attributes their parent had an 8 or higher in. Children who are adopted also receive these bonuses (children are always adopted at a young age and thus their new parent has a profound effect on their education).

    If the new ruler is not a child of a previous ruler, they only get a +1 to two attribute scores (chosen freely), but may arrange the rolled scores freely, as with the first ruler of a new player. Regents who rule while the heir waits to come of age fall under this category as well. Regents cannot perform Special Actions. Regents can become legitimate rulers through a coup d'état and ridding themselves of the heir who would otherwise become the next legitimate ruler. This will enable regents to perform Special Actions.

    If you change rulers during a round, use your former ruler’s attribute scores for this round. Effectively, their decrees and commands for the current period are still in effect. If you decide to change rulers before the round starts, you can change them at the start of the turn, in which case you will use your new ruler’s attribute scores. If you want to change rulers before a round starts, you must note in the post of the previous round that you will be switching rulers. You must do this before that round ends, because posts edited after that round has ended will not have their actions be counted.

    Please link the rolled stats for your new ruler in your IC post in which they first come into play.



    Regions and Region Types
    Spoiler: Regions
    Show
    The standard type of region is a land region. Land regions can have a large variety of terrain types and resources.

    Besides this standard region type there are several others:

    Underground Regions
    Underground regions are regions that occupy the same area as a land region, but are situated below them. They are noted in the tables by adding "below", "belowground", "underground" or simply a "B" behind the number. Not all land regions have an underground region below them. Check the atlas and region name table listing to see which regions have a known underground region below them. Some land regions may have an underground region below them without it being known yet. You can send explorers to check if there is one.

    Underground regions count as adjacent to adjacent underground regions and the region they are situated below, but not as adjacent to their aboveground companion region's neighbours. Underground regions have no hard restrictions on resources as of yet, though it makes more sense for them to more often have mined resources.

    Island Regions
    Island regions are easy to recognize from the map, as they are a region completely surrounded by sea (or near-completely, in case of a peninsula/island region combo). Island regions can be attacked and defended by any unit type (land, naval, aerial).

    Polar Regions
    Polar regions are regions that are near the North or South Pole. Polar regions exhibit less terrain features (two instead of three) and have a hard cap on the amount of resources they can have. Namely, they can have no more than two resources native to the region and food resources cannot rise about Good quality.



    Rounds
    Spoiler: Rounds
    Show
    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. During each round you have five actions you can spend doing things.

    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).

    Important to note is that the effects of actions don’t kick in until the end of the round. Armies raised in a round can therefore not be used until the next round, attribute increases only are added at the end of the round, and newly discovered resources or newly acquired technologies cannot be used until the round after they were introduced in your region. This is primarily because it makes keeping track easier for the GM and co-GMs.

    Secret Actions
    You can spend one of your five actions in a turn doing a secret action. This secret action can be anything you want to keep secret from other players, such as a secret Great Project, spreading (false) technology, covert religious conversion or sending spies to another region to discover secret plots, 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.

    Secret actions only count for attribute increases if you note what kind of action the secret action is in the IC thread (with a [Diplomacy], [Military], [Curiosity] or [Faith] tag). This means you can decide yourself whether you want to reveal what type of action your secret action is to gain the benefit of attribute increase with it, or keep it entirely secret, but not gain the benefit of it.

    Projects
    Some things may take more than one round to complete. These are called ‘projects’, and you need to spend one action per round on them. Some take only 2 rounds, like making the roads a little better between your cities. Some are Great Projects that take 5 rounds, like making a road network between all your towns, cities, fortresses and bordering countries, a Great Wall, an Underway or some amazing wondrous building.

    Magic
    Magic is not available to the players.

    Acquiring New Regions
    New regions can be acquired and come under your control in several ways. Conquest is one of the simplest ones (detailed under Military below). 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.

    Increasing Attributes
    Every turn a player has completed their actions, they list at the end of their post what attributes they increase. Players’ rulers get a +1 increase if they dedicate two actions to actions related to a particular attribute, so if you use two actions to raise army units you have spent two actions on Military actions, for example. This would mean you then increase your Military by +1 at the end of the round. Since you have five actions, you can therefore increase two scores by +1 or one score by +2 if you spend four actions doing things related to a single attribute.

    Please note clearly at the end of your post in the IC thread which attributes you increase so that co-GM TheWombatOfDoom can clearly note it in his tables. 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
    Spoiler: Diplomacy
    Show
    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.

    Actions
    Settling a treaty with one or more players for trade, forming alliances, arranging a marriage or betrothal for your character or their children, changing laws.

    Diplomatic Colonization
    Colonizing new regions can be done either through military force or diplomacy. Diplomacy does not require the presence of military units, but if another player's military units are present in a colonization attempt of their own, the military units' presence supersede any diplomatic attempts at colonization.

    Sometimes, more than one player is trying to colonize the same region through Diplomacy. If this happens, either one of the players decides to stop and go look elsewhere, or they both make an opposed Diplomacy check (1d6+Diplomacy) to see who is more successful in the colonization. They do this during both rounds of the colonization process. The person who wins the first check gains a +2 bonus on the opposed check during the second round. The winner of the Diplomacy check during the second round is the one who successfully colonizes the region entirely. Of course, a player may choose not to continue colonization if they lost the opposed check during the first round.

    This also means that if someone starts colonization in a later round than someone else, they’ve already lost, unless they bring military troops instead. (Military force will thwart diplomatic missionaries, but will certainly be opposed by the people there, who may ally themselves with the diplomatic missionaries’ country of origin.)

    The person who discovered the region gets a +3 bonus to the Diplomacy check. This is so that explorers do get a bit of an edge, but don’t start the actual colonization process yet and may still be thwarted by more diplomatically successful colonizers.


    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
    Spoiler: Military
    Show
    Military actions are things that involve training or using armies, navies and aerial units in both offense and defense.

    Actions
    Raising a military unit (1000 soldiers; whether it’s an army unit, naval unit or aerial unit), training militia, defending your land or invading another region, building fortifications.

    Unit Types
    There are three unit types: land units (army units), naval units and aerial units. Land units can attack land regions and underground regions. Naval units can attack coastal regions, and if they do they can also be attacked by land units. Naval units can be used in defense of a region only against attacks by naval units. The exception to this is island regions, which naval units can also defend against land units and aerial units. Aerial units can attack land regions, but if they do they can also be attacked by land units.

    Units cannot go through countries that aren’t allied or specifically allow it, so if you wish to attack a specific country that you can only reach by going through countries you aren’t allied with and that haven’t specifically allowed you to go through, then you’ll have to fight them first. If the regions you’d have to go through do not have units, you can just march on through with no resistance.

    Training and Using Military Units
    When one of your armies clashes with that of another player or those of an NPC, both sides roll 1d10 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. You must specify in this action whether they are land units (army), naval units (navy at sea) or aerial units. Also, if you have control over multiple regions, you must specify in which region you train them.

    If you want to have naval units with boats, you need to have access to wood. If you want to equip your armies with weapons, you need to have access to appropriate materials (wood, certain metals, etc). For aerial units, you need some method of flight (flying creatures, appropriate technology, magic, etc).

    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. The players who lead the armies must each make a Military check (1d10+their Military score+number of units under their command in that region+amount of technologies they have that are applicable).

    If you have multiple battles going on at the same time, you have to decide which one your ruler is leading. All other battles your country is involved in, but your ruler is not leading personally, only get half the ruler's Military score as a bonus.

    The loser of a battle loses an amount of units equal to half the difference in roll results, rounded up. If the results were 11 and 6, that means the loser loses [{11 – 6}/2, rounded up] units, so 3 units. The winner of a battle loses 1d2 – 1 units, so a 50% of no losses, 50% of 1 unit lost. If you win two battles in a row (one in one round, the second in the next) against the same opponent in the same region, you drive them out of that region or rout their forces. If you are the invader, that means you seize control over that region. In the next round, you will probably have to spend the Diplomacy 5 Special Action on that region, though the rebel leader can still fight back against you (see Second Chances below).

    Training Militia
    You can train militia members to defend against invasions or help attack regions adjacent to the one they live in. With one action you can raise all your potential militias. Your potential militias are equal to one third of your total population minus your military units, so if you have the maximum amount of military units raised, you cannot also train any militia from that region. If you are being invaded at the moment you try to train militia, a lot of people will be too occupied with getting their families to safety, so you will only be able to raise half the amount of people that would otherwise be available as militia. Every 2 units of militia (so every 2000 militia members) give a +1 bonus to Military rolls, making them only half as effective as normal military units. Militias only remain active until the end of the next round. For example, if you trained militia in round 4, they would remain active until the end of round 5.

    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.

    Winning Tactics apply to one type of area only, as determined at the time the player introduces their Winning Tactic or until they change it with a new Military 10 action. The following area types are examples of possibilities:
    • Mountains
    • Hills
    • Plains
    • Desert (does not include arctic desert)
    • Forest (includes underground mushroom forests)
    • Swamp
    • Coastal
    • Open Ocean
    • Deep Ocean
    • Underground
    • Cities (aboveground)
    • Cities (underground)
    • Arctic
    • Sky (requires aerial units)



    Curiosity
    Spoiler: Curiosity
    Show
    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.

    Actions
    Searching for new resources, inventing new things, changing education systems, building schools.

    Acquiring Technology
    You can get new technologies three ways: invent it with a Curiosity 10 Special Action, get it from a friendly player, or steal it.

    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. Such special resources require you to research technology to really utilize it. This action can only be done once per ruler.

    Players are allowed to use the same action that gets them the resource for making trade treaties or changing existing trade treaties that ONLY involve that resource and none of their other resources. Other players of course need to still use an action of their own for that trade.

    When a new resource comes into play, the head GM will decide whether it is a special resource that requires getting a technology upgrade (Curiosity 10 Special Action) first to start meaningfully using it, like for things like the military. Aerial unit creation always requires a technology, for instance. Using the special abilities of supernatural creatures also requires a technology to create the appropriate training programs.

    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.

    Be sure to check if any other players already have technologies you might use to help you, either because it's exactly what you want, or because it's a step in the right direction to help you make the technology you want.



    Faith
    Spoiler: Faith
    Show
    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.

    Actions
    Maintaining ties with the head of your religion, creating unity among your people, maintaining morale in times of trouble, building temples or tombs.

    Converting People
    If there are regions that you are allies with, trade with (or through) or have an army in, 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 the ruler of that region does not oppose your conversion with a Faith check of their own (opposing conversion does not require an action, but must be noted in their post with a link to the roll), or if they simply forget to make the check, you instead check against the population's base resistance of 5+defensive bonuses (including Holy Order bonuses).

    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-convert 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.

    A religious majority in a region can be made to be the only religion in that region with another successful Faith check, but the "defender" gets a +4 bonus to their check.

    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 your capital region and most of those in the regions you control will convert, turning it into the religious majority of your capital region and a religious minority in all other regions you control. This can only be done once per ruler, and you should probably do it no more than once--unless you want to make some really big changes to the religion.

    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
    Spoiler: Luck
    Show
    The effects of Luck are currently unknown. Luck also cannot be increased the normal way. Instead, every round the head GM will look at the players’ actions and see if anyone has done something special that might advance the game as a whole, or something really ingenious fluff-wise. The head GM will then make a judgment call to give those players an increase in Luck. This is an attribute increase in addition to the normal attribute increases decided by the player, because no actions are directly Luck-related. Luck checks are occasionally used for secret actions and other actions that have a questionable outcome that does not directly relate to any of the other attributes.

    Luck 5 Special:

    Luck 10 Special:



    Game Over and Second Chances
    Spoiler: Game Over and Second Chances
    Show
    It's Game Over for you if your character dies without an heir, or if their heir is married into another family.

    If all your regions have been lost, your ruling character (or their heir if your ruling character dies in an invasion) can become a rebel leader. They can try to take back their lost region (or acquire a new one) until their death, but while they have rebel leader status they have only two actions per round. This allows a player a second chance when they lose their last region.

    As an alternative, a player for whom it’s game over may re-apply for a new region as any other new player can. They are then put on the waiting list, unless there are new regions already available. They then start anew, fluffing the new region (unless it comes pre-fluffed) and making a new ruling character to start with.



    Inactive Players
    Spoiler: Inactive Players
    Show
    If a player goes absent, I'll PM them three rounds later, and if they haven't posted by the fourth round afterwards, the region can be re-claimed by a new player for one week. If nobody claims it (feel free to invite someone to), then it becomes an NPC nation. If a new player claims it they may decide to simply take over the region as it is the way the old player left it, unless the old player gave note that they want their region to go away if they leave. However, if the old player had any marriages with other player's families, they can lay claim to it, and I won't make the old region go away. Instead, it becomes a free-for-all for all those who have a claim to it, plus whatever rebel forces there may be.

    Sometimes a player can be only temporarily absent. If a player does not post during a round, but others are using actions to make and confirm deals with the temporarily absent player, and the GM knows about it beforehand, then the action holds without the absent player having to spend an action on it. (I mean, they couldn’t anyway, because they’re absent at that time.) If the absent player gives a note about their absence for that week (or more than a week) beforehand, it should be completely fine. If a player is attacked during such a time, they are assumed to be spending an action to commit all their forces to the defense of their country for that round.

    It is also a possibility that players leave us during the game, simply because they’re unable to continue due to prioritized commitments or for other reasons. In such a case, the link to the post compiling their information will be stored in case the player might return in the future to take things up again elsewhere. We heartily welcome new players, as well as returning ones.



    Additional Role-Play Threads
    The following is a list of role-play threads related to the game of EMPIRE! Some are marked [private], which are only for people who are listed in the first post of that thread. Some are to work out in-game actions, others are fluff first and foremost.
    Blazing Temple (Any Year, Freeform RP thread, ongoing)
    Grand Ball (Year 336)
    Grand Conference (Year 336 [private])
    Rajurdic Codex (Year 338+, ongoing)
    Raaneki Games (Year 347)
    Scrolls of Prowess (Year 349+, ongoing)
    Central Sea Conference (Year 353)
    Bestiary of Telluris (Year 354+, ongoing)
    A Clash of Nations (Year 356 [private])
    First World's Fair (Year 358)


    Previous Threads
    EMPIRE! A Community World-Building Tale of People & Discovery
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    Troll in the Playground
     
    TheWombatOfDoom's Avatar

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

    Trade & Resources

    This post is updated as of the year 375!

    Spoiler: Round 9 Trade Agreements
    Show


    Round 9 Trade!

    Please Note: Trade agreements (that I record, and therefore, take no action to keep recorded) can only be about things you CURRENTLY have. Any future agreements are not written down, will not be written down, and cannot be part of terms of an alliance. Only you OOC plans. Therefore, actions will still be needed for plans such as giving tech or resources when you get them.


    Confirmed by All Parties:

    Marriage - Prince Hazel Toranath of Ashenia to Princess Annlia Cordelia Noth of Celero.

    Trade - Ranneka Wine for Guilder Bronze

    Trade - Guilder Wood for Sanctuarian Plate Tech



    Unconfirmed:

    Trade - Glazfell Bronze [or] Meat for Sanctuary Goats



    Expired Trade Attempts:

    Treaty of Awakening
    Participants: Sanctuary Pryonia did not sign. -Details will be removed.

    UN Peace Treaty
    Participants: (The Kingdom of Celero did not sign), (Guilder did not sign), (Pryonia did not sign), (Calorum did not sign), (Keldagrim and Lyradis did not sign) - Details will be removed.

    Polar Peace Pact
    Participants: Pryonia did not sign, -Details will be removed.

    Trade – Celero Griffon Riding Tech for Guilder Ocean Faring Tech (unconfirmed by Celero)

    Trade - Grmanhil Bees for Lyradissian Crops



    Previous Rounds:
    Round 5
    Round 6
    Round 7
    Round 8
    Round 9




    #
    Kingdom
    Region
    Name
    Player
    Race
    Needed
    Resource
    Active
    Rounds
    P1 Gunung Mictlanpa Chacmon Warm Berapi
    Humans
    Wheat ~
    P2 - Wenyavuk aspi Human Metal 3
    P3 Sympol - Tychris1 - - ~
    P4 - - - - - -
    P5 - - - - - -
    P6 - - - - - -
    P7 - - - - - -
    P8 - - - - - -
    01 Gunung Gunung Chacmon Warm Berapi Wood 9
    02
    (above)
    Celero Celero Logic Human Grain 9
    02
    (below)
    Celero Bereginia Logic Beregines Wood ~
    03 Ignato Empire Nyroth QuintonBeck Humans
    Lizardfolk
    Stone ~
    04
    (above)
    Hurosha Empire Kasumor WaylanderX Human
    Fae (Cloudiz)
    Food 9
    04
    (below)
    Hurosha Empire Shikurai WaylanderX Elves
    Goblins
    Fabrics ~
    05
    (above)
    - The Heartwaste NPC Fae/Vampire/Werewolves Wood ~
    05
    (below)
    Razdis Eyrecradia Silverbit Elves (Gem, Ore and Moss) Food ~
    06 Ignato Empire Woodwind QuintonBeck Human Platinum 9
    07
    (above)
    - Calorum Chief Human Fuels
    (Coal, Ect.)
    9
    07
    (below)
    Hurosha Empire - WaylanderX - - ~
    08 Ignato Empire Aloren QuintonBeck Human Metals ~
    09 - Genivana zabbarot Human
    Mawa
    Metals 9
    10 - Hrathan-Tuor ImperatorV Human Fruits/Vegetables 8
    11 - Raaneka Zap Dynamic Human Meat 7
    12 - Qarimos NPC Human Wood ~
    13
    (above)
    Kingdom of Serendel Lyradis TheWombatOfDoom Human
    Half-Dwarf
    Metals 9
    13
    (below)
    Razdis Razdis Silverbit Dwarf
    Half-Dwarf
    Wood 9
    14
    (above)
    Guilderene Empire Guilder SamBurke Human Craftsmen 9
    14
    (below)
    Razdis Elbaraz Silverbit Half Dwarves Food ~
    15
    (above)
    Hurosha Empire Zargrim WaylanderX Goblins Food ~
    15
    (below)
    - Keldagrim Silver Ablaze Dwarf Cloth 3
    16
    (above)
    Pyronia Pryonia Arutha Human Food 9
    16
    (below)
    Pryonia Galie-Noiret Arutha Dwarves Coal ~
    17
    (above)
    Empire of Sanctuary Tekorva NPC Human Grains ~
    17
    (below)
    Empire of Sanctuary Yorukuni NPC Demihuman Wood ~
    18
    (above)
    Sympol Sympolemou Tychris1 Sympol (Ratfolk) Meat 9
    18
    (below)
    Sympol - Tychris1 - - ~
    19 Dawn League Domhan Abhaile NPC Human Fine Clothing ~
    20
    (above)
    Bordeux Concordant Bordeux Lord_Burch Human Food 9
    20
    (below)
    - - - - - -
    21 Razdis Sulvan Primarchy Silverbit Dwarf Food ~
    22 Kingdom of Ashenia Ashenia Elemental Human Iron 9
    23 Bordeux Concordant Crima Lord_Burch Human Wood ~
    24 AQUA Tar lt_murgen Quill Precious Metals ~
    25 AQUA The Jeweled Cities lt_murgen Human
    (adapted)
    Iron 8
    26 Bordeux Concordant Cassia Lord_Burch Human Metals ~
    27 - Scla´ca Shnur Lizardfolk Stone 6
    28 Kingdom of Ashenia Hazaria Elemental Human Spices ~
    29 - Alydaxis moossabi Lizardfolk Stone 5
    30 - - - - - ~
    31 - Grmanhil Slayerofundead Orcs Wheat 5
    32 Kingdom of Serendel Selyra TheWombatOfDoom Human Food ~
    33 - - - - - ~
    34 Salterri Imperium - NPC - - -
    35 Salterri Imperium - NPC - - -
    36 Salterri Imperium - NPC - - -
    37 Salterri Imperium - NPC - - -
    38 Salterri Imperium - NPC - - -
    39 - - NPC - - -
    40 Bordeux Concordant Solus Lord_Burch Human Wood ~
    41 - - - - - -
    42 - - - - - -
    43 - - - - - -
    44 Kingdom of Ashenia Kyaralath Elemental Human Copper ~
    45 - United Lacertian Dominion Lorick Lizardfolk Herbs 1
    46 Gunung - Chacmon - - ~
    47 - - - - - -
    48 - - - - - -
    49 - - - - - -
    50 - Sycia HisHolyAngel Catfolk Silk 3
    51 - Felitoria Arkhosia Catfolk
    Drakefolk
    Coal -
    52 - GLWIH tortor Lesser Tieflings Food 1
    53 Guilderene Empire Rannara SamBurke Human Food ~
    54 Guilderene Empire Maos SamBurke Human Cheap Metals ~
    55 - - - - - -
    56 - - - - - -
    57 - - - - - -
    58 - - - - - -
    59 - Glazfell BladeofOblivion Cold Berapi Crops 2
    60 Kingdom of Serendel - TheWombatOfDoom Merfolk - ~
    61 Tribute to Salteri - - - - ~

    Current Nations:
    Spoiler
    Show


    Wenyavuk [link]
    Region P2
    People: Human
    Resources:
    • [Great 2/6] Wooly Mammoth (Furs, Leather, Mount),
    • [Good 3/3] Amber.

    Import necessity/great desire: Metals.
    Imports: Wood [Nyroth], Cotton [Kasumor], Fruit [Jeweled Cities], Iron (as steel) [Gunung], Bronze [Elbaraz]. .



    Gunung [link]
    Region 1 & P1, Chacmon

    Gunung
    People: Warm Berapi [demihuman] (fiery humans), Itzli culture.
    Resources:
    • [Great 4/6] Adamantine,
    • [Good 3/3] 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], Wood [Genivana], Inventors [Guilder], Wooly Mammoths [Wenavuk].
    ---
    Mictlanpa
    People: Berapi [demihuman] and Human, Inuit culture.
    Resources:
    • [Good 0/3] Fish

    Import necessity/great desire: Wheat
    Imports: None



    Celero, the Kingdom of [link]
    Region 2, Logic
    People: Human (lean, fair-skinned and -haired), Celerese culture.
    Resources:
    • [Good 1/3] Wood,
    • [Good 1/3] Iron,
    • [Good 1/3] Fish
    • [Good 1/3] Griffons.

    Import necessity/great desire: Grain.
    Imports: Crops [Gunung], Obsidian [Gunung], Vegetables [Genivana], Craftsmen [Lyradis], Adamantine (worked) [Gunung].



    Bereginia [link]
    Region 2 (underground), NPC
    People: Beregines [demihuman] (slender mammalians, roughly 3 feet tall), Beregine culture.
    Resources:
    • [Good 0/3] Light crystals,
    • [Good 0/3] Granite,
    • [Good 0/3] Iron.

    Import necessity/great desire: Wood.
    Imports: --



    Hurosha Empire, [link], [link]
    Region 4A & 15A, WayladerX

    Kasumor
    People: Human (tall, light-skinned) and Cloudiz-blood Humans [demihuman] (with fish-like tails, gills or dragonfly-like wings), Kasumori culture.
    Resources:
    • [Good 3/3] Huge insects,
    • [Good 0/3] Shintouite stone,
    • [Good 2/3] Alchemical compounds,
    • [Good 3/3] Cotton (from plant-sheep).

    Import necessity/great desire: Food.
    Imports: Obsidian [Gunung], Craftsmen [Lyradis], Grain [Guilder], Iron [Keldagrim], Fish [Tekorva], Brass [Tekorva], Inventors [Guilder], Adamantine (worked) [Gunung], Amber [Wenyavuk]
    ---
    Shikurai
    People: Ore and Gem Elves and Goblins, Eyrecradian and Zargrimian culture.
    Resources:
    • [Great 0/6] Squid,

    Import necessity/great desire: Fabric.
    Imports:Phoenixes [Zargrim]
    ---
    Zargrim
    People: Gobiln, Zargrimian culture.
    Resources:
    • [Good 0/3] Furs
    • Good 0/3 Phoenixes

    Import necessity/great desire: Food
    Imports: Boar [Woodwind], Coal [Razdis]



    Ignato Empire, [link]
    Region 3, 6 & 8, QuintonBeck

    Nyroth
    People: Human (silvery-white skin, pink hair, don't sleep) and Lizardfolk [nonhuman], Nyrothi culture.
    Resources:
    • [Good 2/3] Wood,
    • [Good 0/3] Spices,
    • [Good 2/3] Silk.

    Import necessity/great desire: Stone.
    Imports: Amber [Wenyavuk], Heartwine [Raaneka], Stone [Tekorva], Kelp Oil [Jeweled Cities]
    ---
    Woodwind
    People: Human (tall, dark-skinned, brown- or green-eyed), Woodwind culture, Human, Alorese culture.
    Resources:
    • [Good 2/3] Boar (including dire),
    • [Good 1/3] Fish,
    • [Good 1/3] Wood,

    Import necessity/great desire: Platinum
    Imports: Iron (forged into steel) [Gunung], Huge Insects [Kasumor], Platinum [Eyrecradia], Adamantine (worked) [Gunung], Olive Oil [Solus].
    ---
    Aloren
    People: Human, Alorese culture.
    Resources:
    • [Good 0/3] Fish,
    • [Good 1/3] Spices,
    • [Good 2/3] Goats.

    Import necessity/great desire: Metals
    Imports: Vegetables [Genivana], Gold [Scla'ca], Silver [Alydaxia].



    Calorum [link]
    Region 7, Chief
    People: Humans (tan, dark-haired, men often bearded), Calori culture.
    Resources:
    • [Good 0/3] Salt,
    • [Good 1/3] Marble,
    • [Good 1/3] Cows.

    Import necessity/great desire: Fuels (apart from wood).
    Imports: Coal [Pryonia], Faith objects [Pryonia].



    Genivana, the Kingdom of [link]
    Region 9, zabbarot
    People: Human (tall, dark-skinned, dark- or red-haired) and mawa [demihuman] (description), Genivana culture.
    Resources:
    • [Good 2/3] Vegetables,
    • [Good 1/3] Wood,
    • [Good 0/3] Fish,
    • [Good 0/3] Current Pepper.

    Import necessity/great desire: Metals.
    Imports: Iron [Celero], Adamantine [Gunung], Goats [Aloren], Fine Crafted Goods [Hrathan-Tuor]



    Hrathan and Tuor, the Land of the Nine Guilds [link]
    Region 10, ImperatorV
    People: Human (light of skin, dark hair for undergrounders, blonde is common, red is seen within guildmaster families), Hrathanesse culture.
    Resources:
    • [Good 1/3] Fine crafted goods/luxury items (metalwork, pottery, leather, jewelry and clothing),
    • [Good 0/3] Basilisks (venomous),
    • [Good 0/3] Assassins' guild services.

    Import necessity/great desire: Fruit/vegetables.
    Imports: Vegetables [Genivana]



    Raaneka
    Region 11, Zap Dynamic
    People: Humans
    Resources:
    • [Good 5/6] Heartwine,
    • [Good 3/3] Lumber,
    • [Good 2/3] Sandstone(colored),
    • [Good 0/3] Berundas (Firebirds).

    Import necessity/great desire: Livestock.
    Imports: Clay Pottery [Lyradis], Ships [Qarimos], Horses [Crima], Gold [Scla' ca], Gems [The Jeweled Cities], Bees [Grmanhil], Glass [Solus], Silk [Nyroth], Bronze [Guilder]



    Qarimos [link]
    Region 12, avr
    People: Humans (tall, thin, olive-skinned), Sea People culture.
    Resources:
    • [Good 1/3] Spices,
    • [Good 2/3] Elephants,
    • [Good 1/3] Ships.

    Import necessity/great desire: Wood.
    Imports: Wood [Domhan Abhaile], Wood [Sympolemou], Clay (Brick/Pottery) [Lyradis], Sandstone [Raaneka], Iron [Razdis], Iron [Grmanhil]




    Kingdom of Serendel [link]
    Region 13, 32 & 60, TheWombatOfDoom

    Lyradis
    People: Human (thick build, tanned skin, dark hair, brown- or green-eyed), Lyradisian culture.
    Resources:
    • [Good 2/3] Clay objects,
    • [Great 3/6] Grain,
    • [Good 3/3] Craftsmen.

    Import necessity/great desire: Metals.
    Imports: Coal [Razdis], Iron [Tekorva], Giant Insects [Kasumor], Griffons [Celero], Elephants [Qarimos], Wine [Raaneka], Bronze [Guilder], Rhinos [Selyra]
    ---
    Selyra
    People: Human (), culture.
    Resources:
    • [Good 1/3] Rhinos,
    • [Good 0/3] Abyssium.

    Import necessity/great desire: Food
    Imports: Grain [Lyradis]
    ---
    Selyra
    People: Merfolk ( ), culture.
    Resources:
    • [Good 1/3] Rhinos,
    • [Good 0/3] Abyssium.

    Import necessity/great desire: Food
    Imports: Grain [Lyradis]



    Razdis [link]
    , [link], [link], [link]
    Region 5B, 13B, 14B & 21, Silverbit

    Eyrecradia
    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 1/3] Platinum,
    • [Good 0/3] Mushrooms,
    • [Good 0/3] Moss,
    • [Good 0/3] Opal.

    Import necessity/great desire: Food.
    Imports: Wood [Woodwind]
    ---
    Razdis
    People: Dwarves [demihuman] (grey-black skin; grey-/rusty red-/black-haired, black-; orange- or blue-eyed), Razdissi culture.
    Resources:
    • [Good 0/3] Stone,
    • [Good 2/3] Iron,
    • [Good 3/3] Coal,
    • [Good 0/3] Mithril.

    Import necessity/great desire: Wood.
    Imports: Grain [Lyradis], Wood [Domhan Abhaile], Wood [Raaneka], Ships [Qarimos].
    ---
    Elbaraz
    People: Half Dwarves, Guilderine culture.
    Resources:
    • [Good 1/3] Tin
    • [Good 1/3] Copper

    Import necessity/great desire: Food
    Imports: Amber [Wenavuk]
    ---
    Sulvan's Fury
    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], Silver [Ashenia], Horses [Crima], Grains [Crima], Stone [Crima], Books [Ashenia], Sulfur [Bordeux].



    Guilder [link]
    Region 14, 53 & 54 SamBurke

    Guilder
    People: Human (large variety), no single unifying culture.
    Resources:
    • [Good 1/3] Wood,
    • [Good 1/3] Crops,
    • [Good 3/3] Bronze (copper and tin mines).
    • [Good 2/3] Inventors

    Import necessity/great desire: Skilled laborers and craftsmen.
    Imports: Iron (forged into steel) [Gunung], Alchemical components [Kasumor], Craftsmen [Lyradis], Adamantine [Gunung], Heartwine [Raaneka]
    ---
    Rannara
    People: Human (pale, small of stature), Rannaran culture.
    Resources:
    • [Good 0/3] Magnetite

    Import necessity/great desire: Food
    Imports: None
    ---
    Maos
    People: Human, Maian culture.
    Resources:
    • [Good 0/3] Dinosaurs
    • [Good 0/3] Athletes

    Import necessity/great desire: Cheap Metals
    Imports: None



    Keldagrim [link]
    Region 15, Silver Ablaze
    People: Dwarves [demihuman] (even women have hints of beard), Keldagrim culture.
    Resources:
    • [Good 0/3] Goats,
    • [Good 0/3] Gold,
    • [Good 0/3] Iron.

    Import necessity/great desire: Cloth.
    Imports: Huge Insects [Kasumor].



    Pryonia [link]
    Region 16A & 16B, Arutha

    Pryonia
    People: Human (short, fair-skinned, dark-haired), Pryonic culture.
    Resources:
    • [Good 3/3] Coal,
    • [Good 0/3] Crystal,
    • [Good 1/3] Flame- and faith-related objects.

    Import necessity/great desire: Food.
    Imports: Crops [Gunung], Marble [Calorum], Cows [Calorum], Fish [Tekorva].
    ---
    Galie-Noiret
    People: Dwarves, Noiretian culture.
    Resources:
    • [Good 0/3] Sulfur
    • [Good 0/3] Nitrates

    Import necessity/great desire: Coal
    Imports: None



    Empire of Sanctuary, [link], [link], [link], [link]
    Region 5A, 17A, 17B, and Region 19, NPC

    The Heartwaste
    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 0/3] Precious gems,
    • [Good 0/3] Bloodfire (volatile, viscous red liquid),
    • [Good 0/3] Stone.

    Import necessity/great desire: Wood.
    Imports: Platinum [Eyrecradia], Brass [Tekorva]
    ---
    Tekorva
    People: Humans (tan, pale-haired), Tekorvite culture.
    Resources:
    • [Good 1/3] Stone,
    • [Good 1/3] Iron,
    • [Good 2/3] Fish.
    • [Good 1/3] Brass (copper and zinc mines)

    Import necessity/great desire: Rice.
    Imports: Grain [Lyradis], Coal [Pryonia], Cotton [Kasumor], Alchemical Components [Kasumor], Wood [Nyroth], Bloodfire [Heartwaste], Wood [Guilder]
    ---
    Yorukuni
    People: Demihuman, Yorukuni culture.
    Resources:
    • [Good 0/3] Kinu Kuroth (silk wyrms)

    Import necessity/great desire: Wood
    Imports: None
    ---
    Domhan Abhaile
    People: Human (fair-skinned, red- or brown-haired, often braided), Priomhcine culture.
    Resources:
    • [Good 1/3] Fish,
    • [Good 2/3] Wood,
    • [Good 0/3] Goats.

    Import necessity/great desire: Fine clothes.
    Imports: Spices [Qarimos], Iron [Razdis], Coal [Razdis], Iron [Sympolemou].



    Sympolemou [link]
    Region 18, Tychris1
    People: Sympol [nonhuman] (Ratfolk), Sympol culture.
    Resources:
    • [Good 1/3] Iron,
    • [Good 1/3] Wood,
    • [Good 0/3] Crops(Vegetables)
    • [Good 0/3] Monsterous Rodents.

    Import necessity/great desire: Meat.
    Imports: Ships [Qarimos], Fish [Domhan Abhaile].




    Bordeux Concordant [link]
    Region 20A, 23, 26 & 40, Lord_Burch

    Bordeux
    People: Humans (tall, red-haired), Bordeusi culture.
    Resources:
    • [Good 3/3] Cedar wood,
    • [Good 3/3] Furs,
    • [Good 3/3] Gold.
    • [Good 3/3] Sulfur

    Import necessity/great desire: Food.
    Imports: Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Dairy products [Ashenia], Horses [Ashenia], Silver [Ashenia], Grains [Crima], Stone [Crima], Books [Ashenia].
    ---
    Crima
    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: Furs [Bordeux], Gold [Bordeux], Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Dairy products [Ashenia], Horses [Ashenia], Silver [Ashenia], Books [Ashenia], Sulfur [Bordeux], Wine [Raaneka], Wood [Raaneka].
    ---
    Cassia
    People: Human (short of stature), Solusi culture.
    Resources:
    • [Great 0/6] Goats

    Import necessity/great desire: Metals
    Imports: None
    ---
    Solus
    People: Human (short of stature), Solusi culture.
    Resources:
    • [Good 1/3] Olive Oil
    • [Good 2/3] Glass

    Import necessity/great desire: Wood
    Imports: Wood [Raaneka], Fish [Woodwind],



    Kingdom of Ashenia, [link], [link]
    Region 22, 28 & 44, Elemental

    Ashenia
    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 2/3] Horses,
    • [Good 3/3] Silver,
    • [Good 3/3] Books.

    Import necessity/great desire: Iron.
    Imports: Cedar wood [Bordeux], Furs [Bordeux], Gold [Bordeux], Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Horses [Crima], Grains [Crima], Stone [Crima], Sulfur [Bordeux], Glass [Solus]
    ---
    Hazaria
    People: Human, Hazarian culture.
    Resources:
    • [Great 0/6] Salt

    Import necessity/great desire: Spice
    Imports: None
    ---
    Kyaralath
    People: Human, Kyaralathi culture.
    Resources:
    • [Good 0/3] Hallucinatory Flowers

    Import necessity/great desire: Copper
    Imports: None



    Ancestral Quill Unification Alliance [link]
    Region 24 & 25, lt_murgen

    The Jeweled Cities
    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 2/6] Kelp-Olive Oil,
    • [Good 2/3] Gemstones (amber, turquoise, opal and pearls),
    • [Good 1/3] Fruits.

    Import necessity/great desire: Iron.
    Imports: Wine [Raaneka], Ordinarium [Alydaxis], Wooly Mammoth [Wenyavuk], Silk [Nyroth]
    ---
    Tar
    People: Quill [demihuman] (tall, lithe, dark-haired/-skinned, athletic), Quill culture.
    Resources:
    • [Good 0/3] Wood,
    • [Good 0/3] Tar,
    • [Good 0/3] Meat.

    Import necessity/great desire: Precious metals.
    Imports: --



    Scla´ca [link]
    Region 27, Shnur
    People: Lizardfolk (dark green scales, brown spots or strips)
    Resources:
    • [Good 0/3] Wood (Tropical),
    • [Good 3/3] Gold,
    • [Good 0/3] Herbs (medical, poisonous, etc.).

    Import necessity/great desire: Stone.
    Imports: Sandstone [Raaneka], Goats [Aloren], Ordinarium [Alydaxis].



    Alydaxis [link]
    Region 29, moossabi
    People: Lizardfolk (spikes on tail)
    Resources:
    • [Good 2/3] Ordinarium,
    • [Good 0/3] Wood,
    • [Good 1/3] Silver,
    • [Good 0/3] Ancient Artifacts.

    Import necessity/great desire: Stone.
    Imports: Spices [Aloren], Gold [Scla' ca], Kelp Oil [The Jeweled Cities].



    ???
    Region 30
    People:
    Resources:
    • [Good 0/3] ???,
    • [Good 0/3] ???,
    • [Good 0/3] ???.

    Import necessity/great desire: ???.
    Imports: --



    Grmanhil [link]
    Region 31, Slayerofundead
    People: Orcs
    Resources:
    • [Good 1/3] Iron,
    • [Good 0/3] Sheep (Wool),
    • [Good 1/3] Bees (Honey, Mead).

    Import necessity/great desire: Wheat.
    Imports: Elephants [Qarimos], Wood [Raaneka]



    United Lacertian Dominion, [link]
    Region 45, Lorick
    People: Lizardfolk (long tailed, live birth)
    Resources:
    • [Good 0/3] Iron,
    • [Good 0/3] Adamantine,
    • [Good 0/3] Great Lizards.

    Import necessity/great desire: Herbs.
    Imports: --



    Holy Kingdom of Sycia, [link]
    Region 50, HisHolyAngel
    People: Catfolk
    Resources:
    • [Good 0/3] Pegasi,
    • [Good 0/3] Gems,
    • [Good 1/3] Grain.

    Import necessity/great desire: Silk.
    Imports: Bronze [Glazfell]



    Felitora, [link]
    Region 51, Arkhosia
    People: Catfolk, Dragonfolk, Beastfolk, Felitoran culture.
    Resources:
    • [Good 0/3] Crystal,
    • [Good 0/3] Wood,
    • [Good 0/3] Furs.

    Import necessity/great desire: Coal.
    Imports: --



    Glazfell
    Region 59
    People: Cold Berapi [Demihuman] (icy humans), Galzfelli culture
    Resources:
    • [Good 1/3] Bronze,
    • [Good 0/3] Tear of Yphine (Crystals),
    • [Good 0/3] Meat (Megafuana).

    Import necessity/great desire: Crops.
    Imports: Grain [Sycia]




    Former Nations:
    Spoiler
    Show
    Sidvarsa, the Northern and Southern Republics of [link]
    Region 11, D20ragon
    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: --

    Meraska [link]
    Region 24, Recaiden
    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: --



    Molgas, [link]
    Region 51, Firedaemon33
    People: Demons, Molgassi culture.
    Resources:
    • [Good 0/3] Wood,
    • [Good 0/3] Iron,
    • [Good 0/3] Agni Metal.

    Import necessity/great desire: Food.
    Imports: --
    Last edited by TheWombatOfDoom; 2014-04-04 at 04:38 PM. Reason: Updating
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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  3. - Top - End - #3
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery II

    Rulers of Telluris



    Spoiler: Round 9 Stat Increases
    Show
    Round 9 Stats!

    Wenyavuk - +2 Curiosity.

    Gunung - +1 Diplomacy*, +1 Military. New Region – 46!

    Celero - +2 Military.

    Hurosha Empire - +1 Diplomacy, +1 Curiosity. New Region – 7B!

    Ignato Empire - +1 Military, +1 Faith, +1 Luck

    Calorum - +1 Faith

    Genivana - +1 Diplomacy, +1 Faith

    Hrathan-Tuor - +2 Military.

    Raaneka - +1 Curiosity.

    Qarimos - Has gone NPC!

    Lyradis- +1 Diplomacy, +1 Military, +1 Luck. New Region – 60!

    Razdis - +2 Military, +1 Luck. Claimed – Sulvan’s Fury & Eyrecradia!

    Guilder - +1 Diplomacy, +1 Military, +1 Luck.

    Keldagrim – Inactive for 2 Rounds.

    Pryonia - +1 Military.

    Empire of Santuary – Has gone NPC!

    Sympolemou - +1 Military, +1 Curiosity. New Region – P3 & 18B!

    Bordeux - +1 Diplomacy.

    Kingdom of Ashenia – +1 Diplomacy, +1 Military.

    The Jeweled Cities – +1 Diplomacy, +1 Military. Claimed Region - Tar!

    Scla' Ca - +1 Military, +1 Faith.

    Alydaxis - +1 Diplomacy, +1 Curiosity.

    Grmanhil - +1 Military, +1 Luck.

    United Lacertian Dominion – Inactive for 2 Rounds.

    Sycia - +1 Military, +1 Faith, +1 Luck.

    GLWIH - Inactive for 1 Round.

    Glazfell - +2 Diplomacy.

    *Per colonization, which is a Diplomacy, not Curiosity action.



    All except Keldagrim, the ULD, and the GLWIH get +1 to Active Rounds.







    Updated to Year 375!

    Capital
    Region
    Region Name
    Player
    Ruler
    Diplomacy
    Military
    Curiousity
    Faith
    Luck
    P2 Wenyavuk aspi Näiyop an Kal 3 3 9 3 6
    01 Gunung Chacmon Topiltzin Aitah I 6 7 7 3 3
    02
    (above)
    Celero Logic Crown Regent Yasira of House Noth 5 9 8 4 3
    04 Hurosha Empire WaylanderX Eienguard Nyllana Earthguard 7 5 6 2 2
    06 Ignato Empire QuintonBeck Khan Owylt Ignato 7 9 2 5 5
    07 Calorum Chief High Priest Vilindrae Divinorum 3 5 3 8 2
    09 Genivana zabbarot Tendaji II 2 5 5 8 3
    10 Hrathan-Tuor ImperatorV High Guildmaster Loki Ethmorl 4 10 3 2 2
    11 Raaneka Zap Dynamic Lady Lomadi and Lord Ujval Devdano 4 5 9 2 4
    12 Qarimos avr Prince Akali of the People of the Sea 4 5 9 1 4
    13
    (above)
    Serenden Empire TheWombatOfDoom Lady Lyra Serendel 6 5 10 4 7
    13
    (below)
    Razdis Silverbit Mormaer Razkai II 3 6 6 4 3
    14 Guilder SamBurke Humperdink, Doge of Guilder 4 7 5 3 4
    15
    (below)
    Keldagrim Silver Ablaze High King Feldin Grimhammer 2 6 6 1 2
    16 Pryonia Arutha Rogar Cardion 5 3 4 2 1
    17 Empire of Sanctuary Rain Dragon High Prince Yuuhi 5 4 1 4 2
    18 Sympolemou Tychris1 Duke Ironfang 2 7 6 3 3
    19 Domhan Abhaile NPC Naomh Fionn Sheenan 5 3 4 6 2
    20 Bordeux Lord_Burch Lord Cedrik Bordeux 6 5 4 1 3
    22 Kingdom of Ashenia Elemental Princess Regent Idrisa 6 8 7 1 2
    25 The Jeweled Cities lt_murgen Amber Grant 5 5 7 4 3
    27 Scla´ca Shnur Kach´tu, Chief of Scla´ca 6 4 4 9 1
    29 Alydaxis moossabi King Apahulucta 7 7 9 3 3
    31 Grmanhil Slayerofundead Chieftain Orgnar Bangboom 5 6 5 1 2
    45 United Lacertian Dominion Lorick Potentate Kelarth the Conqueror 2 6 4 6 2
    50 Sycia HisHolyAngel High Priestess Fabula 5 3 3 7 3
    51 Felitora Arkhosia ??? ? ? ? ? ?
    52 GLWIH tortor Dutchess Alexia the Heron 4 2 4 2 3
    59 Glazfell BladeofObliviom King Hroar the Hyperborean 4 3 4 5 3


    Spoiler: List of Rulers
    Show



    Näiyop an Kal [aspi]
    Age: 37
    Family Tree: None
    Regions Controlled: Wenyavuk (P2)
    Succession: Spouse of oldest child inherits



    Topiltzin Aitah I [Chacmon]
    Age: 43
    Family Tree: None
    Regions Controlled: Gunung(#1), Mictlanpa (#P1)
    Succession: Oldest child inherits.



    Crown Regent Yasira of House Noth [Logic]
    Age: ???
    Family Tree: Here
    Regions Controlled: Celero (#2)
    Succession: Oldest child inherits.



    Eienguard Nyllana Earthguard [WaylanderX]
    Age: 56
    Family Tree: Here
    Regions Controlled: Kasumor (#4), Zargrim (#15A)
    Succession: Oldest child inherits.



    Khan Owylt Ignato [QuintonBeck]
    Age: 58
    Family Tree: Here
    Regions Controlled: Nyroth (#3), Woodwind (#6), Aloren (#8)
    Succession: Oldest child inherits.



    High Priest Vilindrae Divinorum [Chief]
    Age: 71
    Family Tree: None
    Regions Controlled: Calorum (#7)
    Succession: Oldest child inherits.



    Tendaji Nia-Rohana II [zabbarot]
    Age: 77
    Family Tree: Here
    Regions Controlled: Genivana (#9)
    Succession: Oldest son inherits.



    High Guildmaster Loki Ethmorl [ImperatorV]
    Age: 72
    Family Tree: None
    Regions Controlled: Hrathan-Tuor (#10)
    Succession: Oldest child inherits (they must prove themselves capable, but this is merely ritual in nature).




    Lady Lomadi and Lord Ujval Devdano [Zap Dynamic]
    Ages: 29 and 31
    Family Tree: Here
    Regions Controlled: Raaneka (#11)
    Succession: Succession goes to the eldest married couple with at least 50% Raaneki ancestry on both sides.



    Prince Akali of the People of the Sea [avr]
    Age: 67
    Family Tree: None
    Regions Controlled: Qarimos (#12)
    Succession: Oldest child inherits.



    Lyra Serendel [TheWombatOfDoom]
    Age: 64
    Family Tree: Here
    Regions Controlled: Lyradis (#13)
    Succession: Child most capable at ruling inherits (only oldest three eligible).



    Mormaer Razkai II [Silverbit]
    Age: ???
    Family Tree: None
    Regions Controlled: Razdis (#13 underground)
    Succession: Oldest child inherits.



    Humperdink, Doge of Guilder [SamBurke]
    Age: ???
    Family Tree: None
    Regions Controlled: #14
    Succession: Richest man in the country inherits?



    High King Feldin Grimhammer [Silver Ablaze]
    Age: 88
    Family Tree: None
    Regions Controlled: Keldagrim (#15)
    Succession: Beardiest child inherits (decided by length).



    Rogar Cardion [Arutha]
    Age: ???
    Family Tree: Here.
    Regions Controlled: Pryonia (#16A), Galie-Noiret (#16B)
    Succession: Oldest child inherits.



    High Prince Yuuhi [NPC]
    Age: 35
    Family Tree: Here
    Regions Controlled: Tekorva (#17A), Yorukuni (#17B)
    Succession: Election from among the ruling family's members (the Battle of Wits).



    Duke Ironfang Van Troven [Tychris1]
    Age: 49
    Family Tree: Here
    Regions Controlled: Sympolemou (#18)
    Succession: Oldest child inherits.



    Lord Cedrik Bordeux [Lord_Burch]
    Age: 44
    Family Tree: Here
    Regions Controlled: Bordeux (#20), Solus (#40)
    Succession: Oldest son inherits.



    Princess Idrisa Toranath, Regent of Ashenia [Elemental]
    Age: 64
    Family Tree: Here
    Regions Controlled: Ashenia (#22), Hazaria (#28), Kyaralath (#44)
    Succession: Oldest child inherits.



    Chief Talon Char [Aeternus]
    Age: ???
    Family Tree: None
    Regions Controlled: Tar (#24)
    Succession: Oldest child inherits.



    Amber Grant [lt_murgen]
    Age: 46
    Family Tree: None
    Regions Controlled: The Jeweled Cities (#25)
    Succession: Council delagates next heir.



    Kach´tu, Chief of Scla´ca [Shnur]
    Age: 57
    Family Tree: Here
    Regions Controlled: Scla´ca (#27)
    Succession: Oldest child inherits.



    King Apahulucta [moossabi]
    Age: 45
    Family Tree: None
    Regions Controlled: Alydaxis (#29)
    Succession: Oldest child inherits.



    Chieftain Orgnar Bangboom [Slayerofundead]
    Age: 40
    Family Tree: Here.
    Regions Controlled: Grmanhil (#31)
    Succession: Oldest child inherits.



    Potentate Kelarth the Conqueror [Lorick]
    Age: 66
    Family Tree: Here.
    Regions Controlled: United Lacertian Dominion (#45)
    Succession: Oldest child inherits, may be challenged in combat by siblings.



    High Priestess Fabula [HisHolyAngel]
    Age: 35
    Family Tree: None
    Regions Controlled: Sycia, (#50)
    Succession: Nationwide search for next pristess, based on mystic signs when she is born. When found, the current high priestess adopts her heir. Raised to be the next High Priestess, when she dies, and inherits the title and the Rod of Yphine is passed to her.
    Last edited by TheWombatOfDoom; 2014-04-04 at 04:31 PM. Reason: Updating ruler ages and checking links
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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

    History of Telluris

    This post is updated as of the year 335.

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

    Alliances


    Spoiler
    Show


    #
    Region Name
    Player
    Alliances
    P2 Wenyavuk aspi
    • Polar Peace Pact
    01
    P1
    46
    Gunung Chacmon
    • The Grand Coalition
    • UN Peace Treaty
    • Polar Peace Pact
    02A
    02B
    Celero Logic
    • Celero/Guilder Treaty
    • The Grand Coalition
    • The Treaty of Apology
    • Treaty of Wind and Stone
    04A
    04B
    07B
    15A
    Hurosha Empire WaylanderX
    • Treaty of Wind and Stone
    • The Grand Coalition
    • Kasumor-Tekorva Treaty
    • Treaty of Awakening
    • UN Peace Treaty
    03
    06
    08
    Ignato Empire QuintonBeck
    • Treaty of Wind and Stone
    • The Grand Coalition
    • The Alliance of Scale & Sky
    • The Southern Triumvirate
    • Ignato/Sanctuary Treaty
    • Agreement of Sun and Horizon
    • UN Peace Treaty
    07 Calorum Chief
    • Calorum/Genivana/Tuor Treaty
    • The Grand Coalition
    09 Genivana zabbarot
    • Calorum/Genivana/Tuor Treaty
    • The Southern Triumvirate
    10 Hrathan-Tuor ImperatorV
    • Calorum/Genivana/Tuor Treaty
    • The Southern Triumvirate
    11 Raaneka Zap Dynamic
    • The Dawn League
    12 Qarimos avr
    • Alliance of the Mended Mast
    • The Dawn League
    13A
    32
    60
    Lyradis TheWombatOfDoom
    • Disian Alliance
    • Lyradis/Tekorva Treaty
    • The Treaty of Apology
    • Alliance of the Mended Mast
    • The Dawn League
    • Grand Coalition
    5B
    13B
    14B
    21
    Razdis Silverbit
    • Disian Alliance
    • Silver Pact
    • The Dawn League
    • Union of the North
    14
    53
    54
    Guilder SamBurke
    • Celero/Guilder Treaty
    • The Grand Coalition
    • Treaty of Awakening
    15B Keldagrim Silver Ablaze
    • Silver Pact
    • The Grand Coalition
    16A
    16B
    Pryonia Arutha
    • The Grand Coalition
    • Pyronia/Tekorva Treaty
    5A
    17A
    17B
    Empire of Sanctuary Rain Dragon
    • Lyradis/Tekorva Treaty
    • Pyronia/Tekorva Alliance
    • Kasumor-Tekorva Treaty
    • Ignato/Sanctuary Treaty
    • Treaty of Awakening
    P3
    18A
    18B
    Sympolemou Tychris1
    • None
    19 Domhan Abhaile THEChanger -
    20A
    23
    26
    40
    Bordeux Concordant Lord_Burch
    • Union of the North
    • Crimar-Raaneka Treaty
    • UN Peace Treaty
    22
    28
    44
    Kingdom of Ashenia Elemental
    • Union of the North
    • UN Peace Treaty
    24
    25
    The Jeweled Cities lt_murgen
    • Agreement of Sun and Horizon
    27 Scla´ca Shnur
    • The Alliance of Scale & Sky
    • Saurian Alliance
    29 Alydaxis moossabi
    • The Alliance of Scale & Sky
    • Saurian Alliance
    • Alydaxis/Jeweled Treaty
    31 Grmanhil Slayerofundead
    • The Dawn League
    45 United Lacertian Dominion Lorick -
    50 Sycia HisHolyAngel -
    51 Felitora Arkhosia -
    52 GLWIH tortor -
    59 Glazfell BladeofObliviom -





    Agreement of Sun and Horizon
    Participants: Jeweled Cities and Ignato Empire
    Agreement involves the sharing of technology, mutual military defence of waters, and trade. Jeweled Cities Ocean Faring Ships Tech shared to Ignato in return for a port city on the Coast of Woodwind. Furthermore the Ignato Empire will send students to the Naval Academy of the Jeweled Cities to learn how to properly navigate and use the ships who's design has been granted to the Empire. During this time of training experts from the Jeweled Cities will assist the craftsmen of the Empire in any boat construction activities to ensure their sea-worthiness. The Jeweled Citied and the Ignato Empire jointly commit to providing non-military aid to ships in distress along their coasts.
    Trade - Jeweled City Kelp Oil for Nyrothian Silk.




    Alliance of the Mended Mast
    Participants: Lyradis and Qarimos
    Alliance is a of military alliance, and each will aid each other if one is attacked. Trade of Qarimosi Elephants for Lyradissian Clay Bricks and Pottery. Technology for ocean faring ships given to Lyradis by Qarimos. Alliance was sealed with the marriage of Jain and Alara.




    The Alliance of Scale & Sky:
    Participants: Ignato Empire, Alydaxia, and Scla'ca
    Alliance is a pact of mutual non-interference, trade and cultural exchange. All signatory nations will respect the military actions of all other signed nations and will not interfere or intervene unless their assistance is requested and given freely. The Cult of the Sky religion may be preached freely within all the lands held by the signatory nations. Trade includes Ignato Goats for Scla'ca Gold and Ignato Spices for Alydaxian Silver.




    Calorum/Genivana/Tuor Treaty:
    Participants: Calorum, Genivana, and Hrathan-Tuor Treaty
    Treaty dictates all nations involved maintain open borders and a mutual military defense between each other.




    Celero/Guilder Treaty:
    Participants: Celero and Guilder
    Treaty of Non-Interference. Guilder will not interfere with Celero's wars, and Celero will not interfere in Guilder's. Should Celero and Guilder's allies enter a war with each other, both nations will attempt to abstain from the war and will not attack each other directly. Treaty also includes a marriage pact.




    The Dawn League:
    Participants: Lyradis, Qarimos, Raaneka, Razdis and Grmanhil
    Alliance to provide all allied realms with economic advantages and mutual security on the world stage. Also agrees to allow other nations to charter technology commissions, in return for a service or payment, and members will act as envoys to affiliated regions. Alliance also establishes an alliance of mutual defense, open borders, trade, and technology sharing (on a by-permission basis) between its allied nations. Trade consists of Lyradissian Clay for Raaneki Wine, Lyradissian Grain for Razdissi Coal, Qarimosi Ships for Raaneki Sandstone, Raaneki Lumber for Razdisi Iron, Razdisi Iron for Qarimosi Ships, and Raaneki lumber for Grmanhilian Bees (Honey).




    Disian Alliance:
    Participants: Lyradis and Razdis
    Alliance is one of mutual defence and trade, and is a long standing one, and the current trade is Lyradisian Crops for Razdissi Stone. Races and peoples from both countries have intermarried some, and have a positive view of each other. Trade tunnels from the Highlands of Lyradis to the Caverns of Razdis have been errected, and both countries have assisted each other with Great Projects in the past.




    Grand Coalition:
    Participants: Kasumor, Woodwind, Gunung, Celero, Guilder, Pryonia, Calorum, Keldagrim and Lyradis
    Alliance is a united military alliance in both offensive and defensive capacities and bound together by inter-alliance trade and cultural exchange.

    Public Charter:
    • Pact of mutual military defense: All signatory nations are military allies in defense.
    • Pact of mutual non-interference: Unless agreed upon beforehand no signatory nation may interfere with the religious and other internal affairs of any other signatory nation.
    • Trading agreements: For mutual prosperity members of the Grand Coalition have extensive trading agreements. Starting Round 6: Kasumori Hovercraft Tech for Guilder Inventors, Gunung Adamantine for Guilder Inventors.


    Joining the Grand Coalition:
    If a prospecting Nation wises to become a signatory nation of the Coalition it needs to meet 3 criteria;
    1. The prospecting nation must agree to all grand Coalition arraignments and pacts.
    2. The prospecting nation must have or make a trade agreement with at least 1 signatory nation.
    3. The prospecting nation must have its application approved by all or a majority of the signatory nations.

    In case of non unanimous but majority approval the prospecting nation gains Junior signatory nation status, gaining all benefits of membership excepting a vote in Coalition decisions.
    Junior signatory nations may apply for Signatory nation status once for every 5 years of membership. This requires unanimous approval by all current Signatory Nations.
    • In case of half-1 choosing to directly oppose an applicant nation's admittance the nation will be denied admittance of even Junior Nation status.




    Ignato/Sanctuary Treaty:
    Participants: Ignato Empire and Sanctuary Empire
    Pact of Military Defense and Cooperation
    • The signatory empires pledge to aid in the defense of each other’s empire, to aid in acts aggression against those deemed by both parties of the alliance to be "Irreconcilable Threats", and in the event of war the forces of the signatory nations will be lead by the most capable military leader from either side at the time of the conflict.


    Pact of Mutual Non-Interference
    • The signatory Empires agree to at no time send to the soil of the others nation any uninvited or unwelcome entities under penalty of breaking all agreements herein this alliance, to at no time attempt to proselytize the people of the other's nation without express consent given by the ruler of the other nation and that no tribute shall be levied by either party against the other in any form.


    Trading Agreements
    • 1 stack of Nyroth Timber in exchange for 1 stack of Sanctuary Stone




    Kasumor/Tekorva Treaty :
    Participants: Kasumor and Tekorva
    Treaty of non-agression and trade. Trading Tekorvan armour in excahange for Kasumori protection from enemies not allied or trading with Kasumor. Also, trading Tekorvan Fish for Kasumori Cotton, and Tekorvan Brass for KAsumori Alchemical Components. Treaty Sealed with a betrothal of Riphal Earthguard to Kokuei of Tekorva.




    Lyradis/Tekorva Treaty:
    Participants: Lyradis and Tekorva
    Treaty involves trade of Lyradissian Grain for Tekorvan Iron, and a pact of Non-agression between the two countries.




    Polar Peace Pact
    Participants: Wenavuk, Gunung,
    Pact involves mutual non-aggression treaty between all nations, spiritual dialog between clergies and included trade agreement of Gunung Steel for Wooly Mammoths.




    Pryonia/Tekorva Alliance:
    Participants: Pyronia and Tekorva
    Peace treaty and military alliance, trade Pryonian Coal for Tekorvan Fish.




    Saurian Alliance:
    Participants: Scla’ca and Alydaxis.
    Treaty of mutual defense, freedom of movement, religon and trade. Any decisions must be by unanimous vote of the alliance’s contigents. Trade includes Scla´ca Gold to Alydaxi Ordinarium.




    Silver Pact:
    Participants: Razdis, Keldagrim and Sulvan's Fury
    Pact dictates nations involved will perform military aid for defense and in extreme circumstances aggression. It also dictates these nations have open borders to each other, so military units and trade can get through. Nations will also perform a general exchange of cultural ideas.




    The Southern Triumvirate:
    Participants: Ignato Empire, Genivana, and Hrathan-Tuor.
    Alliance of mutual military aid, cultural exchange, and trade. All signatory nations pledge mutual military cooperation in defensive actions and in mutually agreed upon actions of expansion. Each nation shall maintain sovereign control over their military forces barring times of trouble in which the most capable military leader shall take over command until the threat has been dealt with. Trade consists of Ignato Goats for Genivana Vegetables, and Genivana Vegetables for Tuorian Fine Crafted Goods.

    • Pact of Cultural Exchange

      • Seekers and other representatives of the Radurjic Faith will be free to travel freely and spread their teachings unabated across the lands of the signatory nations outside the normal constraints of local law.
      • Hrathan-Tuor merchants will be allowed to establish Guilds within the lands of the signatory nations unabated outside the normal constraints of local law.
      • Ignato Imperials will be allowed to build and establish military outposts within the lands of the signatory nations unabated outside the normal constraints of local law.
      • All citizens from all signatory nations shall be allowed free passage throughout the lands of the signatory nations.

    • Administration of the Southern Triumvirate
      • The Southern Triumvirate is run and administered by the three heads of state from the signatory nations, with each decision regarding the Triumvirate as a whole passing through a vote between the three nations. No nation may abstain so as to prevent a clear decisions and each vote counts equally among the representatives. Decisions outside the purview of the Triumvirate as a whole regarding local matters need not pass through a vote such as local trade agreements, minor exploration, or other non-coordinated actions. Any action with far reaching consequences or necessitating the aid of at least one other signatory nation must be voted on and rejection defeats the plan and removes it from being brought up again for a minimum of 5 years.
      • A 2/3 majority vote is needed to approve an action and if the declining signatory nation's participation is needed to complete the task they are compelled to lend their assistance to the best of their ability.




    The Treaty of Apology
    Participants: Celero and Lyradis
    Treaty of Non-Interference and Trade of Celerii Wood for Lyradisian Craftsmen. Lyradis will not interfere with Celero's wars, and Celero will not interfere in Lyradis'. Should Celero and Lyradis' allies enter a war with each other, both nations will attempt to abstain from the war and will not attack each other directly.




    Treaty of Awakening
    Participants: Sanctuary Empire, Guilder, and Kasumor.
    The treaty involves all signatory nations and the various protectorates of Sanctuary, and its terms are laid out as follows:

    First, Mutual Defense. All signers of this treaty agree to oppose to the Union of the North's incursions to member nations. This will be done with force if required.

    Second, Freedom from Tribute. Guilder and Sanctuary may not leverage tribute from the other's nations.

    Third, Heartwastes Peace. There will be peace without soldiers for ten years, until the spring of 370 unless the Heartwaste takes unprovoked military action toward one of the signatory nations before that time.

    Fourth, Trade Deals. It is understood, though not fully binding, the signatories of the Awoken Treaty shall not give power to enemy nations in any form. In addition, several specific deals are outlined:
    • Kasumor is given the secrets of Plate Armor, and thus renounces their animosity towards Sanctuary.
    • All signatories agree to be more open towards additional trade in the future.


    Fifth, Future Deals. There will be a work in good faith between Ignato and Sanctuary to create an alliance and work together.




    Treaty of Wind and Stone:
    Participants: Woodwind, Celero and Kasumor
    Treaty is an agreement of mutual defense, agreement of united military, and an agreement of trade of Woodwind Boar Meat for Kasumorian Giant Insects.




    Union of the North:
    Participants: Bordeux Concordant, Kingdom of Ashenia, Sulvan's Fury, and Crima.
    Summary
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    The Union of the Northwest (hereby refereed to as the UN) is a pact of mutual defense, commerce, and friendship between the nations of Crima, Bordeux, Sulvan's Fury, and Ashenia. Each of those facets will be covered below.

    Military
    Spoiler
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    Between the four nations of the UN, there is a pact of mutual non-aggression and defense. However, any defense pacts not made with the entirety of the UN will only be honored by the member who made the pact.

    Membership
    Spoiler
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    The UN is not currently planning on adding any members, due to the complex trade agreements. However, a message must be sent to the entire UN for consideration of any corollary agreements.
    Corollary Agreements
    Spoiler
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    None currently.

    Trade
    Spoiler
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    Exact Specifications
    Spoiler
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    Bordeux Resources

    Gold-3/3 to other three members.
    Furs-3/3 to other three members.
    Wood-2/3 to Ashenia and Sulvan's Fury. Crima has other arrangements for wood.
    Sulfur-3/3 to other three members.
    Sulvan's Fury Resources

    Mithril-3/3 to other three members.
    Iron-3/3 to other three members.
    Coal-3/3 to other three members.
    Ashenite Resources

    Books-3/3 to other three members.
    Dairy-3/3 to other three members.
    Horses-2/3 to Bordeux and Crima.
    Silver-3/3 to other three members.
    Crima Resources

    Horses-2/3 to Sulvan's Fury and Ashenia.
    Grains-3/3 to other three members.
    Stone-3/3 to other three members.
    Bats-3/3 to other three members.
    (Note- this only includes trade to UN members.)

    Printing Press Technology is freely shared by Ashenia with other nations within Alliance





    UN Peace Treaty
    Participants: Kingdom of Ashenia, the Bordeux Concordant, Hurosha Empire, the Ignato Empire, and Gunung.
    Treaty to under no circumstances come against one another, in whole or in part, for a period of at least twenty years.
    Lord David of Bordeux agrees that neither he nor his descendants and heirs shall make any claim on Eyrecradia. In addition, the Union of the Northwest (consisting of the Kingdom of Ashenia, the Bordeux Concordant and Sulvan Primarchy) agrees to limit their armies to eight percent of their population for a period not exceeding twenty years as a gesture of good faith.
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  6. - Top - End - #6
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    WaylanderX's Avatar

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

    Table of Populations and Militairy Forces
    Le Big Table!

    Last updated Round: 7
    #
    Region Name
    Player
    Ruler
    Population
    Maximum Army Size
    # Army (Ground)
    # Naval (Water)
    # Aerial (Air)
    01 Gunung Chacmon Gunung Aitah I 105.000 11.000 5000 1000
    02a Celero Logic King Andust the Bold 89.000 9.000 5000 1000
    02b Bereginia Earl of Purple Krolowa Wladiljuda 72.000 7000 2000
    03 Nyroth moossabi Cavindra Lilin 81.000 8.000 1000
    04 Kasumor WaylanderX Shïnguard Marius Earthguard 119.000 12.000 1000 6000
    05a The Heartwaste C'nor Katara Varinel, Queen of the Heartwaste 32.000 5000
    05b Eyrecradia Arkhosia Weiss 108.000 11.000 9000
    06 Woodwind QuintonBeck Khan Dyamus Ignato 110.000 11.000 5000 -(1000 imprisoned)
    07 Calorum Chief High Priest Combulei Divinorum 126.000 13.000 6000
    08 Aloren Quintonbeck Doomkhan 111.000 11.000 3000
    09 Genivana zabbarot King Mosi Nia-Rohana II 102.000 10.000 2000 1000
    10 Hrathan-Tuor ImperatorV High Guildmaster Loki Ethmorl 93.000 9000 5000 1000
    11 Raaneka Zap Dynamic Dame Aditi and Sir Devdan 69.000 7000 3000 1000
    12 Qarimos avr Prince Akali of the People of the Sea 114.000 11.000 2000 3000
    13a Lyradis TheWombatOfDoom Lady Lyra Serendel 75.000 8000 2000 2000
    13b Razdis Silverbit Mormaer Razkai II 48.000 5000 4000
    14 Guilder SamBurke Tumberink, Doge of Guilder 93.000 9000 6000 3000 (3000 Western)
    15a Zagrim WaylanderX Eleljak (Under supervision of Marius) 42.000 4000 4000
    15b Keldagrim Silver Ablaze High King Feldin Grimhammer 87.000 9000 5000 1000
    16 Pryonia Arutha Herzog Cardion 90.000 9000 5000
    17A Tekorva Rain Dragon Elder Jaten 76.000 8000 4000
    17B Yorukuni Rain Dragon Elder Jaten 35.000 4000 3000
    18 Sympolemou Tychris1 Duke Bloodfang Van Troven 127.000 13.000 12.000
    19 Domhan Abhaile THEChanger Naomh Fionn Sheenan 102.000 10.000 4000
    20 Bordeux Lord_Burch Lord David Bordeux 105.000 11.000 9000
    21 Sulvan Primarchy Percy Primarch Hindal Greybeard 72.000 7000 6000
    22 Ashenia Elemental Hazael Toranath II 117.000 12.000 6000
    23 Crima BladeofObliviom High Chieftain Umajin 89.000 9.000 7000 1000
    24 Tar Aeternus Chief Talon Char 108.000 11.000 3000
    25 The Jeweled Cities lt_murgen Jonas Grumby, The Pirate King of the Jeweled Cities 87.000 9000 1000 4000
    26
    27 Scla´ca Shnur Kach´tu, Chief of Scla´ca 69000 7000 2000
    28
    29 Alydaxis moossabi King Apahulucta 72.000 7000 2000 1000
    30
    31 Grmanhil Slayer of Undead Chieftain Orgnar Bangboom 45.000 5000 5000
    32
    33
    34
    35
    36
    37
    38
    39
    40 Solus Lord_Burch
    41
    42
    43
    44 Kyaralath Elemental
    45 Lacertia Lorick Potentate Kelarth the Conqueror 69.000 7000 4000
    Last edited by WaylanderX; 2014-04-01 at 07:57 AM.
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  7. - Top - End - #7
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    Technology

    This is updated as of the end of Round 7.


    {table=head] # |
    Region Name
    |
    Player
    |
    Technologies in Region

    01 | Gunung | Chacmon |
    • Adamantine-forging


    02[div](above)[/div] | Celero | Logic |
    • Griffin-riding


    02[div](below)[/div] | Bereginia | NPC |
    • None


    03 | Nyroth | QuintonBeck |
    • None


    04 | Kasumor | WaylanderX |
    • Giant Insect Taming/Training


    05[div](above)[/div] | The Heartwaste | NPC |
    • None


    05[div](below)[/div] | Eyrecradia | NPC |
    • None


    06 | Woodwind | QuintonBeck |
    • None


    07 | Calorum | Chief |
    • None
    |

    08 | Aloren | QuintonBeck |
    • None


    09 | Genivana | zabbarot |
    • None


    10 | Hrathan-Tuor | ImperatorV |
    • None


    11 | Raaneka | Zap Dynamic |
    • Berunda-riding


    12 | Qarimos | avr |
    • Ocean-faring Ships


    13-A | Lyradis | TheWombatOfDoom |
    • Giant Insect Taming/Training
    • Ocean-faring Ships


    13-B | Razdis | Silverbit |
    • Hovercrafts


    14-A | Guilder | SamBurke |
    • Hovercrafts
    • Ocean-faring Ships


    14-B | - | Silverbit |
    • None


    15-A | Zargrim | WaylanderX |
    • Hovercrafts


    15-B | Keldagrim | Silver Ablaze |
    • None


    16-A | Pryonia | Arutha |
    • None


    16-B | Pryonia | Arutha |
    • None


    17-A | Tekorva | NPC |
    • Plate Armour


    17-B | Yorukuni | NPC |
    • Plate Armour


    18-A | Sympolemou | Tychris1 |
    • Plate Armour


    18-B | - | - |
    • None


    19 | Domhan Abhaile | THEChanger |
    • None


    20 | Bordeux | Lord_Burch |
    • Mithril-forging
    • Printing press


    21 | Sulvan Primarchy | NPC |
    • Mithril-forging
    • Printing press


    22 | Ashenia | Elemental |
    • Mithril-forging
    • Printing press


    23 | Crima | Lord_Burch |
    • Mithril-forging
    • Printing press


    24 | Tar | NPC |
    • None


    25 | The Jeweled Cities | lt_murgen |
    • Ocean-faring Ships


    26 | - | Lord_Burch |
    • None


    27 | Scla´ca | Shnur |
    • None


    28 | Hazaria | Elemental |
    • None


    29 | Alydaxis | moossabi |
    • None


    30 | - | - |
    • None


    31 | Grmanhil | Slayerofundead |
    • None


    32 | - | - |
    • None


    33 | - | - |
    • None


    34 | - | - |
    • None


    35 | - | - |
    • None


    36 | - | - |
    • None


    37 | - | - |
    • None


    38 | - | - |
    • None


    39 | - | - |
    • None


    40 | Solus | Lord_Burch |
    • None


    41 | - | - |
    • None


    42 | - | - |
    • None


    43 | - | - |
    • None


    44 | Kyaralath | Elemental |
    • None


    45 | Lacertia | Lorick |
    • None


    46 | - | - |
    • None


    50 | Sycia | HisHolyAngel |
    • None


    51 | Felitora | Arkhosia |
    • None


    52 | GLWIH | tortor |
    • None


    53 | - | - |
    • None


    54 | - | - |
    • None


    55 | Molagas | firedaemon33 |
    • None


    56 | - | - |
    • None


    57 | - | - |
    • None


    58 | - | - |
    • None


    59 | Glazfell | BladeofObliviom |
    • None


    60 | - | - |
    • None
    [/table]
    Last edited by Morph Bark; 2014-03-14 at 11:03 AM.
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  8. - Top - End - #8
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    TheWombatOfDoom's Avatar

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


    Basic Questions

    • Is there a format that I can use to create my nation?

      There is no official format that you have to use, but TheWombatOfDoom has created a template to assist new players to fill out all the information needed for them to begin, and it also helps him in reviewing nation statistics. You don't have to use it if you don't want to, but it certainly helps make things easier.

      Here is a link to the post: [Click]

    • How do I get one of those nifty crests/heraldry some of the countries have?

      This is the one generally used in this game, but feel free to make your own as well in whatever program you use. These details are just extra, and are not required to play.

    • Does Magic exist in this world? Do Magical Creatures?

      Magic does exist, but it is a vague and mysterious force, and the people are not yet able to use it. It will become available sometime in the future.

      There are many magical beasts found throughout these lands, though great creatures such as dragons, undead, constructs, aberrations and such are only told of in legends, possibly distant history. Spirits such as fey and elementals and similar things are at rare times encountered.

    • How are populations determined?

      At random from a roll of 10,000 + 3d10 x 1,000. 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.

    • Can we have other races aside from human?

      As long as its decently recognizable and playable in tabletop RPGs, you can have other races. You can have them be offshoots of the human race (with the more distant ones being more different) or be different species entirely (and thus unable to cross-breed with others).

      Note, however, that races of other sorts will not have any mechanical effect on play. Playing a strong race will simply make it so your army units are reduced in size to be effectively as strong as 1000 humans, though they will take up 1000 of your people still. This is to keep things fair, balanced and uncomplicated.

      Having a race different from your neighbors will make it harder to do cultural assimilation projects, which makes taking total control over a country with a different race harder. Basically this means having a non-human race can work as a defense mechanism of sorts, as people may not want the hassle of taking over such a region and deal with rioting that may ensue.

    • Can underground regions have ports or access to the sea?

      Underground regions do not have access to the sea, as that would require going aboveground, which is a different region's area. The exception to this would be if one of the terrain features described has direct access to the sea via a large underground bay or river or such (which would only make sense if the aboveground region is very mountainous, hilly or has a lot of coastal cliffs).

    • Why can’t I have developed technology when I start my country?

      All countries start off at low technology. To get developed technology, you have to…develop it, mostly by using your curiosity.




    Map Based Questions

    • Why are some borders on the map black dots and some white dots?

      They're white or black depending on what color the background is.

    • What is the scale of the map?

      Distance-wise, the map scale is about half of Earth standards. This would make the current west coast (from the northern-most part of the coast of Region 3 to the southern-most tip of region 9) about 1000 miles long.


    Actions and Trade Questions

    • What constitutes a consumable action? What kinds of actions would require sustained actions?

      Actions like farming and others that are completely necessary are automatic, and therefore a non-consumable action.

      Others actions, like raising 1000 soldiers or exploring or creating alliances would require only 1 round.

      Anything big enough to be titled a "project" that requires build-up of any kind counts as a sustained action and must be accounted for in your allotted actions per round. So, training certain kinds of creatures or specialist people would require at least 2 rounds, with an action dedicated to it in both (so if you do so in one round, and not in the subsequent round, you will not have finished the project until you do so). Morph will try to take a look at them every round and give an estimate of how long it might take, but you can assume that most take 2 rounds.

      Big projects such as a Great Wall or anything Wonder of the World-style are projects of a lifetime and will likely require up to 5 rounds and give semi-tangible benefits. A Great Wall is obviously a great defensive structure. A Giant Lighthouse will be a great boon to ships, and so on. Also, remember that Actions are all dependent on your own ruler's attribute scores, even if those actions are factually performed by other people.

    • If we're just going for fluff, does it take an action to attend IC threads?

      No. That is, unless you do something during the IC thread that would constitute an action, such as declaring war, creating an alliance, forming a trade, and so on. If you are just there to roleplay, then you don't need an action. Just make sure your character has been invited or has some way of knowing about the event, otherwise its metagaming.

    • Can I save an action for later in the round to respond to other people's actions?

      Each player has 1 week to post each of their 5 actions. A player can therefore hold out on a number of their actions for as long as they wanted within that week, however if that week ends without the player updating these saved actions, those actions are lost. Holding your action could be if you are still working on the details of that action, or perhaps waiting for the actions of others to respond to.

    • When a new round starts, is there any sort of order to posting? As in Region 1, 2, 3, so on?

      No. In Empire, each round you can post whenever you want. Keep in mind the order of others' actions when you post, considering timing may be important. This may make you want to wait with posting in times of conflict, but if you wait too long, you won't get the opportunity to take your turn, as the next round may have started by then.

    • How do I get better/different stats for my leader? What about a re-roll?

      Scores can be increased through actions. Every round in which you spend two actions on things related to one attribute score, you increase that attribute score. For example, if you perform two military actions, you increase your Military score by 1. Since you have five actions in a turn, you can increase two attributes by 1 or one attribute by 2 every round if you spend enough actions doing things related to those attributes.

      You can put a tag next to each action to clarify what attribute they belong to, like [Military] in this example. Most actions are pretty clear what attribute they belong to, but some are vague, because they might belong to one of two different attributes. In these cases, the player may decide what attribute the action should belong to. You can also tag secret actions with [Diplomacy], [Military], [Curiosity] or [Faith] if you wish for them to count towards increasing your scores. You must, of course, be truthful about what attribute the secret action belongs to, otherwise there will be repercussions. This allows you to keep it entirely secret, or to reveal the type of the action and gain an attribute increase.

      Re-rolls are not allowed, but you could start off with your first ruler committing suicide or dying in some way and then have your heir immediately take over, which would effectively be a re-roll. The disadvantages to that are that you have to roll stats in order and start out with a situation in which any siblings you have might vie for control of the country with you. Another disadvantage to this is your stats will fail to change until the next round, and until then you'll have to deal with the stats as they are. Also, there might be morale effects to a king killing himself, unless the culture approves of that in certain circumstances, so be aware that this action may have repercussions.

      See the rules above in the first post for more information on changing characters.

    • How do alliances work? Can I private message people to plot alliances and such? What about start a thread outside the game to talk about stuff privately?

      Members of an alliance all have to take an action to create it and take part in it. Members can all join in the same turn and there are no limits on numbers. You can send PMs to other people to talk about them, but you have to spend actions to make it official. You CAN spend your secret action on alliances, but if one member of the alliance doesn't make it their secret action, you risk being exposed. You can also make an alliance with multiple people at once, or send diplomats to multiple countries at once with a similar purpose.

      Creating and accepting diplomatic ties, such as marriages, alliances, trade treaties, etcetera, require actions, but if it is with the same country, can all be counted as the same action. Declining an offer doesn't take any actions (unless your specific response is something that might take one). If someone hasn't accepted your proposal in the same turn, you can figure out for yourself whether it was declined, or whether it will be accepted on the next round. If the player doesn't accept it on the next round either, then it is simply not accepted at all.

    • Do we have to spend actions on sending trade goods to people we have trade alliances with each?
      Once you establish a trade treaty with someone, it becomes automatic, but any changes to the trade will still take up actions.

    • What benefits does Trading with other countries get me?

      Trade mostly gives indirect, semi-material benefits, but can be vital to get ahead. Trade gives access to resources you don't have yourself, which allows you to create things to improve your army (getting better metals, for instance), create new technologies (for instance, coal, steel, water and complex mathematics are necessary for the creation of steam engines), keep your position stable by reducing riots (the people really, really like food and housing), and many more things. It also connects two cultures together, making exchange of culture and religion easier.

    • What does the statuses of [Poor], [Good], and [Great] for resources mean?

      [Poor] - A region can only use this resource in their own country, and only in limited uses. This resource also cannot be used for a Curiosity [10] bonus action in which it is used for a technological advancement. A resource of this status will not be listed in the country's resources.

      [Good] - A region can use this resource in trade to 3 other countries, and for use in its own country. It can also be used for technological advancement in a Curiosity [10] action.

      [Great] - A region can use this resource in trade to 6 other countries, and for use in its own country.

    • When a resources is in [Good] status, can a region trade one resource to 4 countries and forgo using it itself?

      No. You could invite people from one such other region to make use of it within your borders for research, perhaps, but for ease of game purposes, three nations is all you can export to in a [Good] status.

    • Let's say I trade resource A to Player X in exchange for resource B. Can I then trade resource B to Player Y for resource C?

      No. This is not possible. While reasonable from a realism perspective, this would be hard to keep track of in a play-by-post game format.

    • Let's say a player owns Region A and Region B. Region A has Aluminum as a resource, and Region B has Batteries. If this players wants Region A to have access to Batteries, does he have to establish trade between his two regions?

      They would have to trade, yes. For certain things, such as introduction of technologies and Great Projects, you only need to have all the required resources somewhere within your country through native resources or trade from outside, but to have it consistently available somewhere, you'd need to trade it in your example.

    • Pending…

      Pending…

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    Quote Originally Posted by Morph Bark View Post
    If the two of you have different succession laws, it's a possibility, I suppose.
    It also helps that Kynvessa isn't even the current ruler, so if Katarina has a child this becomes a non-issue. Furthermore, if I roll that the eldest child is also the most intelligent I'm going to be sad.

    Also, what do you mean by houses. The outside settlement or the caves? I don't think anybody cares. Black snow. Heh. Well, no news can be good news I suppose.

    EDIT - Typo.
    Last edited by Rain Dragon; 2014-02-09 at 10:49 AM.


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    Hello, is it possible to join your game? I can see some unclaimed land, but also some waiting list, so I´m not sure. I have few experiences with similar games, but not in english, so it will be challenge. I would prefer some lizardfolk-friendly area.

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    Quote Originally Posted by Shnur View Post
    Hello, is it possible to join your game? I can see some unclaimed land, but also some waiting list, so I´m not sure. I have few experiences with similar games, but not in english, so it will be challenge. I would prefer some lizardfolk-friendly area.
    Hello! Morph might be a little busy at the moment with sorting out things and he mentioned his internet's unstable right now. I'll leave this response here quickly for you. I'm nobody important really.

    There is more than one region which has opened up this round coincidentally. Afaik, you will be added to the waiting list and Morph will message you when regions open. You get to pick one then. Of course, that doesn't stop you writing cool background things. I don't think the polar region would be very lizard-friendly though...

    Just curious, which language(s) did you play these other games in?

    EDIT - Typo
    Last edited by Rain Dragon; 2014-02-09 at 10:58 AM.


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    Ok, thanks for quick answer. I have played in czech (It´s my native language). But it weren´t really fantasy games, but more historical, ancient Rome, cold war etc.

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    You know, I didn't realize just how frick'n huge our world is until I had to scroll through all those tables to get to the bottom of the thread. We've generated a LOT of information...

    In other news, my reckless bid to help Aloren has failed spectacularly.

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    Quote Originally Posted by Rain Dragon View Post
    It also helps that Kynvessa isn't even the current ruler, so if Katarina has a child this becomes a non-issue. Furthermore, if I roll that the eldest child is also the most intelligent I'm going to be sad.

    Also, what do you mean by houses. The outside settlement or the caves? I don't think anybody cares. Black snow. Heh. Well, no news can be good news I suppose.

    EDIT - Typo.
    I didn't see (on only a skim though) what kind of housing there was there, so I shrugged and figured "whatever is the houses there".

    Quote Originally Posted by Shnur View Post
    Hello, is it possible to join your game? I can see some unclaimed land, but also some waiting list, so I´m not sure. I have few experiences with similar games, but not in english, so it will be challenge. I would prefer some lizardfolk-friendly area.

    Certainly! Two new regions have been added in the round that just started, in fact.

    Spoiler: Map
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    Regions P1, 27 and 28 are unclaimed. They are partially (only a tiny bit) fleshed out already.

    Region P1 is a polar region. Its defining terrain feature is the Chilling Plains where snowstorms blow almost continually and the dry snow acts like razors to exposed skin. Its only resource is fish and it is of Good quality. The first player to fully colonize this region may describe one extra terrain feature, for a total of two. Polar regions are from now on a new type of region that exhibit less terrain features and have a hard cap on the amount of resources they can have. Namely, they can have no more than two resources native to the region and food resources cannot rise about Good quality.

    Region 27’s defining terrain feature is the Roaring Mountain. From a distance it looks vaguely shaped like a gorilla skull with its mouth drawn into a horrific scream. When the wind blows through the area and the mountain, it sounds like it is screaming. Its currently only known resource is gold and it is of Good quality. The first player to fully colonize this region may describe two extra terrain features, for a total of three. If the region is claimed by a new player before it is colonized, the new player may also add two more resources of Good quality.

    Region 28’s defining terrain feature is the Salt Flats. Across the dunes from the inner sea with regions 24 and 27 lay these long-stretching desert-like flats, presumably from a time when the inner sea was much larger. Region 28’s currently only known resource is salt and it is of Great quality. The first player to fully colonize this region may describe two extra terrain features, for a total of three. If the region is claimed by a new player before it is colonized, the new player may also add two more resources of Good quality.

    Region 27 and 28 are both very lizardfolk-friendly, especially since you can decide what the rest of the region is like terrain-wise, and they most likely have a tropical or desert climate.


    If you have any trouble understanding anything, please say so. English is not my first language (though I speak it better than my second), and neither is it for a lot of the players, and some are dyslexic, so I try my best to make myself as clear as possible.
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    Hello Shnur, it's always nice to have new people in games.

    @Avr and Wombat
    Since my PMs have been playing up a bit lately, I don't know if you received any messages from me. To summarise, I'd like to trade anything for ships with Avr, and I'd like to be able to use Lyradis' ports as payment for helping construct the wall.
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    Two small things have been added to the Round Four start post for WaylanderX and C'nor only, by virtue of a really good idea I just got.
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    Silverbit:
    Hello and thanks for welcome
    Morph Bark:
    Great, in that case I would like to take region 27. I must say that your game is pretty understandable, but there is lot of information (alliances, resources etc.), so I´ll have to read it properly.
    Only one question, I should post description of my country to this thread?

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    So are actions assumed to be successful if we don't hear otherwise? I noticed a couple notes relating to Raaneka, but they seem to be more ambient than specifically related to my actions.
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    Lots of new stuff, lots of cool things happening but I have questions

    1.) Are we getting Attribute increases for Round 3? I didn't see it in the actions thread.

    2.) The unit losses listed says (winner roll - loser roll)/2 in this case it's 5/2 is that rounded up or down? And consequently how is it determined who lost what seeing as how there were two countries participating on that side?

    3.) It takes two actions to conquer a region right? I'll have to make another attack correct?

    4.)
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    What happened with my explorers? Have I just not heard back from them?

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    I think I can answer some of these questions!

    @Zap actions are assumed successful unless they involve other players, AFAIK.

    @QuintonNeck 1. We're working our own this round, to take some of the load off the GMs.
    2. No idea.
    3. It says so in the military section, I think.
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    You're right it does indeed say in the Military section, alright, scratch that question then. And okay, I can do my own that's no problem and pretty straightforward for the Doomkhan haha. Thanks Silverbit!

    So I just need 2 and 4 answered then.

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    Quote Originally Posted by Kornaki View Post
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    It's dragons all the way up
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    Quote Originally Posted by Shnur View Post
    Silverbit:
    Hello and thanks for welcome
    Morph Bark:
    Great, in that case I would like to take region 27. I must say that your game is pretty understandable, but there is lot of information (alliances, resources etc.), so I´ll have to read it properly.
    Only one question, I should post description of my country to this thread?
    In that case, I'll note you down for region 27! You'll have two full weeks to complete the region info (terrain, people, resources and religion) and will be able to step right into the game once you do. You should post the description of your country in this thread, yes. That way, we can link to it in all the information posts.

    It's good to hear the game is understandable! If you have any questions, feel free to ask in this thread. Should I be unavailable at the time, it is possible that one of the players might be able to provide an answer if the question was already asked sometime before.

    And as I haven't said so yet, welcome!

    Quote Originally Posted by Zap Dynamic View Post
    So are actions assumed to be successful if we don't hear otherwise? I noticed a couple notes relating to Raaneka, but they seem to be more ambient than specifically related to my actions.
    They are generally assumed to be successful, unless the rules state you need to roll a check for them, they are dependent on other players or other actions, or unless they Special Actions that aren't approved yet.

    The things that happened in the Round Four opening posts (Events made by the GM, as well as the results of player actions) are a mix of game results, mechanical effects, and purely fluff-based things that flesh out the world a bit.

    Quote Originally Posted by QuintonBeck View Post
    Lots of new stuff, lots of cool things happening but I have questions

    1.) Are we getting Attribute increases for Round 3? I didn't see it in the actions thread.

    2.) The unit losses listed says (winner roll - loser roll)/2 in this case it's 5/2 is that rounded up or down? And consequently how is it determined who lost what seeing as how there were two countries participating on that side?

    3.) It takes two actions to conquer a region right? I'll have to make another attack correct?

    4.)
    Spoiler: Morph Only
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    What happened with my explorers? Have I just not heard back from them?
    1. Attribute increases are from now on determined by the players. Considering they directly correlate to the kinds of actions they perform, it is clearly visible what increases they get. Wombat is from now on fully in charge of noting stat increases, which is why I didn't post them. I'll communicate to him the attribute belonging to secret actions of the previous round, if they might affect the attribute increase for that player. For this reason, Wombat has asked that all players clearly mark what attribute their actions belong to. As many players already do this, it doesn't seem like it'll be much of a problem.

    The only increases I'll note down are for Luck, which are for special or ingenious things players have done in the previous round. I forgot to include that yet (due to not including any other attribute increases and there being a lot of other stuff to boot), so I'll note that now.

    2. Unit losses are rounded up. In this case, all losses on the defensive side fall to Hrathan and Tuor, because Aloren did not commit an action to defending themselves. As Thunderfist was fully aware of the attack, and I've stated multiple times that defense is not automatic, the 1000 Alorese troops were not accounted for. The only way in which I see this could be a problem is if the country being attacked does not have enough time to react and change their actions of that round to defend themselves, like if the attacker posts on Saturday night (which would be really bad sportsmanship).

    Should this become a major problem, it will be amended, but the nature of the game should remain as active as possible. A player who didn't post at all during a round due to personal reasons for absence will be counted as having used one of their actions for defense if they are attacked, for instance, but other than the rules regarding players who are temporarily inactive, the aim is for as active a game as possible.

    Also, in this case, Hrathan and Tuor would've lost 3 units, but as they only sent 2 they only lost 2. Can't lose any troops you didn't send, after all!

    3. Yes. You need to win the battle two rounds in a row. If Thunderfist, ImperatorV, or anyone else commits actions to defend Aloren and wins, it resets. This (and unit losses) are to prevent conquest from being too easy, while still making it a viable option. Unit losses for the losing side may currently be a bit too harsh if the difference in results is too large, but other than that so far it looks fine.

    4.
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    You haven't heard from them yet, no.


    Quote Originally Posted by ImperatorV View Post
    You know, I didn't realize just how frick'n huge our world is until I had to scroll through all those tables to get to the bottom of the thread. We've generated a LOT of information...
    I really wonder how many co-GMs I am going to need once the whole world has been revealed. This is only a small portion of the map, though it is a significant portion still.
    Last edited by Morph Bark; 2014-02-09 at 12:53 PM.
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    Alright thanks Morph!

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    Quote Originally Posted by Kornaki View Post
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    Quote Originally Posted by QuintonBeck View Post
    Alright thanks Morph!
    By the way, with the +2 military you put in your IC post, did you mean to refer to last round's increases coming into effect this round? Because as three of your actions are Diplomatic, as noted, you can have +1 Military tops, this turn. (With +1 Diplomacy being a certainty, possibly +2.)
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    Quote Originally Posted by Morph Bark View Post
    By the way, with the +2 military you put in your IC post, did you mean to refer to last round's increases coming into effect this round? Because as three of your actions are Diplomatic, as noted, you can have +1 Military tops, this turn. (With +1 Diplomacy being a certainty, possibly +2.)
    I did indeed, sorry for any confusion. I'll edit it to clear things up.

    EDIT: Hmm, I just thought of a question. In regards to "adjacent" lands what exactly counts for adjacent? I'm assuming underground would, say you controlled the top side region and underground region that would be adjacent, but what about if there's water separating you? You'd probably need good ships, but would that then count as adjacent?

    Secondly, everyone seems to be exploring overland, is it possible to explore down? Like, looking for underground regions since they clearly exist?
    Last edited by QuintonBeck; 2014-02-09 at 01:35 PM.

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    Quote Originally Posted by Kornaki View Post
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    Beat the bejesus out of a Paladin

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    Hello Wombat! Thank you so, so much for the excellent table, but I was wondering whether it would be OK to change the Quill religion section, they don't worship the Lord of Fire; they currently have an animistic faith and their primary deity is Atur, god of flight.

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    Ah, a shame region 27 is claimed. I had been hoping to colonize it.

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    Quote Originally Posted by Morph Bark View Post
    In that case, I'll note you down for region 27! You'll have two full weeks to complete the region info (terrain, people, resources and religion) and will be able to step right into the game once you do. You should post the description of your country in this thread, yes. That way, we can link to it in all the information posts.

    It's good to hear the game is understandable! If you have any questions, feel free to ask in this thread. Should I be unavailable at the time, it is possible that one of the players might be able to provide an answer if the question was already asked sometime before.

    And as I haven't said so yet, welcome!
    Thanks a lot, I have already started with my country description, so it should be done soon. And thanks for this great opportunity.

    Lord_Burch: Sorry for that, but we can establish atleast trade connection. We are maybe cold-blooded, but we hope in good relations with neighbours.

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    I'm kind of far north, actually, and the Union prevents me from any trade, simply because I don't have the spare resources. I mainly wanted the coastal areas. Ah well, maybe I can find something to the south.

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    Quote Originally Posted by Shnur View Post
    Thanks a lot, I have already started with my country description, so it should be done soon. And thanks for this great opportunity.
    You're welcome! We actually have/had another lizardfolk country in region 3 (here), but the player thought they should resign. I PM'd him to ask him to reconsider, as he was very enthusiastic up until his last post in the previous thread, but haven't heard back from him. In case you want to brainstorm lizardfolk ideas and get him back into the game to have a lizardfolk ally, you could shoot him a message.


    In said PM I've offered moossabi the opportunity to move his country to a different region, to quiet down the stuff that went up between him and the Grand Coalition. Should he not return, or take the chance to move his region elsewhere, region 3 will be turned into an NPC region by the end of this round.
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