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  1. - Top - End - #301
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    Aedilred's Avatar

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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by Rexleox View Post
    [Faith] The Venaton becomes an Official Religion with Kedric Stormgrad as the Leader.
    On the offchance that you see this in time, if this action was supposed to make the religion organised (with associated benefits) it won't work this round, as you need to have Faith 10 in order to do it. As things stand you should be able to do it next round, though.

    Quote Originally Posted by HalfTangible View Post
    (as a side note, I'm not going to name everything I make after Primus )
    Yeah; I think "branded" technology, especially when it comes to military hardware, is likely to get old and/or irritating pretty quickly, not least because it's not descriptive of what the technology actually does.
    Last edited by Aedilred; 2015-11-29 at 08:39 AM.
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  2. - Top - End - #302
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    Gengy's Avatar

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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Stats! Rulers! New turn soon, if not already!

    Spoiler: Stat Boosts!
    Show
    Nation: Dip Mil Cur Fth Leader Change?
    Aardrosil +2
    Adrax Awaria +2
    Aeldir Autumn Courtlands +1 +1
    Aeldir Spring Courtlands +1 +1
    Aeldir Summer Courtlands +1 +1
    Aeldir Winter Courtlands +1 +1
    Ambrose Ascendancy +1 +1
    Avonlea +1 +1
    Cahoosa Confederation +1 +1
    Dhuda Besina +2
    Dynasty of Escaye +2
    Five Tribes Syndicate +1 +1
    Grand Principality of Anceris +2
    Great Clans of Nifhel +2
    Hess Tannan +1 +1 +1
    Illusiocrascy of Fantastigoria +1 +1 NEW LEADER
    Kingdom of Nand +1 +1
    Krozna League +1 +1
    Lignummus +1 +1
    Luska
    Melrakki-ey +2
    Navarri League +1 +1
    Petravolan +2
    Prevazan Artistry +1 +1
    Primus Imperium +1 +1
    Rabhid Dynasty +2
    Shafar Kingdom
    Stormland Holdings +1 +1
    The Geshemafar +1 +1
    The Preeminence of Hortis +1 +1
    The Wandering Clan +2


    Notes about Stats/Actions:

    - The following PC nations have been inactive for two rounds (four weeks) and are now considered NPC nations.
    Note: Quinton will decide if the nations are 'true NPCs' (and thus he'll give them some actions on his own) or if they fade into obscurity, as though they never were.
    • Berrium
    • The Brey-An

    - The following PC nation did not post actions this round, and are one round away (two weeks) from becoming NPCs.
    • Luska (Kasanip)

    - Rexleox: As mentioned by Aed, your establishment of a religion doesn't - mechanically - count. The action itself counts, but for it to mechanically provide benefit, you must spend a Faith 10 action, once you are at Faith 10 with a ruler. For now, you may treat it as 'the documents for being recognized as a religion have been written up, and you are just waiting to hear from the people if they believe you or not', or some such :P


    Spoiler: Ruler Stat Chart
    Show
    Region Name Player Ruler D M C F L
    Region Name Player Ruler D M C F L
    Aardrosil Psilulz Ehv'amhyr an Khuuldrumm 6 8 7 2 5
    Adrax Awaria DimpleLoamsdown Grand Sheep Jack XII 7 6 4 4 5
    Aeldir Autumn Courtlands Reggiejam Lady Autumn, Cynel Bres 10 3 2 2 5
    Aeldir Spring Courtlands Gengy Lady Spring, Kellianth Beagen 5 4 7 1 9
    Aeldir Summer Courtlands RandoMan Lord Summer, Drustan Keiv 5 10 4 3 3
    Aeldir Winter Courtlands TheDarkDM Lord Winter, Balor Morrig 2 9 3 7 7
    Ambrose Ascendancy PepperP. Derris Asker 9 7 6 1 6
    Avonlea Mary_Sue High Queen Thalia Darkthorne 7 5 6 4 4
    Cahoosa Confederation DurkBlanston Cacique Atohi Santos 5 7 4 4 5
    Dhuda Besina moossabi Uca Jajaka Councilman Pralkemiri 4 4 3 10 8
    Dynasty of Escaye Zayuz Hilden (Yellow Amal-Zaj) 6 2 5 10 7
    Five Tribes Syndicate m9p909 Niran Wanam 7 6 9 3 8
    Grand Principality of Anceris Elemental Grand Princess Alessandra 8 7 6 3 8
    Great Clans of Nifhel Tychris1 Harbringer Lochbar 3 10 4 5 5
    Hess Tannan Soommor Vault Leader Micuel Fallorini 8 4 7 2 5
    Illusiocrascy of Fantastigoria DoomHat The 13th Maestro della Aeternum 3 2 4 4 6
    Kingdom of Nand Aedilred Prince-Regent Kusal 7 6 4 1 6
    Krozna League BladeofObliviom Mirzahib Shou Al-Riku 8 7 4 2 6
    Lignummus woolli264 King Alvin I 5 7 8 1 6
    Luska Kasanip Chesuka of Luska 6 1 10 2 6
    Melrakki-ey ZakThar Chief Zin'Aii Refr 10 5 7 3 8
    Nevarri League Arcanitect Lugal Annan 7 4 5 1 5
    Petravolan Rexleox Alpha Maear Dunadrad 2 6 3 10 5
    Prevazan Artistry WaylanderX Lymners of Skianz: Kara and Jentyl 9 2 8 1 7
    Primus Imperium HalfTangilbe High Queen Roethye Primus 3 10 4 1 7
    Rabhid Dynasty Silverbit High Tirk Rabhid 5 8 3 5 9
    Shafar Kingdom The Blue Guard Ganbaatar Boqorka 4 9 3 1 5
    Stormland Holdings jkat718 King Geoffrey 4 7 5 3 6
    The Geshemafar lt_murgen Decasage Serafim Rosenbaum 9 6 5 1 6
    The Preeminence of Hortis Dracolon The Preeminence of Hortis 4 4 5 8 7
    The Wandering Clan Geckus Kuldir Ironsong, the Master Architect 6 8 7 3 5


    Notes Regarding Rulers:
    - Lady Kellianth is amused that there are no notes this time on other rulers.
    Last edited by Gengy; 2015-12-10 at 09:22 PM.
    Spoiler
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    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  3. - Top - End - #303
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Trade and resources for the start of round 5. Resources to follow when explorations are revealed.

    Spoiler
    Show
    Route Name Regions Traversed Resources Realms
    Rose Circuit
    • 64
    • 65
    • 66
    • 67
    • Marigold Roses
    • Boreal Roses
    • Violet Roses
    • Blood Roses
    • Autumnal Court
    • Spring Court
    • Summer Court
    • Winter Court
    Jungle Jaunt
    • 141
    • 146
    • 144
    • Chicken
    • Dyes
    • Wood
    • Adrax Awaria
    • Lignummus
    Strada Costiera Tramuntana-Nofsinhar
    • 275
    • 274
    • (238)
    • 70
    • 69
    • Pearls
    • Gold
    • Cattle
    • Anceris
    Blackspire Pass
    • 280
    • 281
    • Furs
    • Steel
    • Conlarbores
    • Wandering Clan
    Luskan Trade Network
    • 3
    • 6
    • 9
    • 10
    • 11
    • 12
    • 13
    • 15
    • Witchweed
    • Steel
    • Wine
    • Wood
    • Glass
    • Swine
    • Steel
    • Cotton
    • Kroznat League
    • Luska
    Western Cultural Exchange
    • 44B
    • 44A
    • 42
    • 40
    • 39
    • 37
    • (35)
    • 171
    • 172
    • Art
    • Silver
    • Gold
    • Silk
    • Iron
    • Salt
    • Dyes
    • Grain
    • Prevaz Artistry
    • Fiid
    • Nevarri League
    Grand Continental Course
    • 1
    • 2
    • 4
    • (51)
    • 49
    • 53
    • Thezirins
    • Stone
    • Silk
    • (Glass)
    • Silver
    • Beer
    • Kingdom of Nand
    • Ambrose Ascendancy
    Trade Route Primaris
    • 59
    • 57
    • D2
    • Moonsilver
    • Cocoa Beans
    • Primus Imperium
    Confederate Network
    • 235
    • 236
    • 225
    • Steel
    • Cattle
    • Wood
    • Cahoosa Confederation


    People on the Western Cultural Exchange: since the route taken between 37 and 171 was not specified and to take it round the coast would make it illegally long, I joined it up through region 35 since the Nevarri own that. In future if trade routes don't connect I'll create them as two separate routes until they are conjoined.
    Last edited by Aedilred; 2015-11-29 at 09:54 AM.
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  4. - Top - End - #304
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Completely unrelated to my previous post, I'd like to run a Cultural Identity past the general populace, and also Quinton. I was initially discussing this type of idea with Blade for a possible Technology, and while we did get it to where he would approve it as a Tech, most of his initial objections were that it was too much like a (D5/D10); in other words, a Cultural Identity. I've mulled it over in my head since then, and it might fit better as a CI. I'm listing the initial version (rejected as a tech) and the refined version (approved as a tech), because the initial version might still be fine as a CI. I've altered the names, and adjusted the descriptions a little.

    (initial)
    Luck of the Aeldir
    To the amazement of those outside the purview of the Rose Throne, the Aeldir and their people all seem to be unusually lucky, right when it counts.
    Mechanics: Once per turn, the federation may bump up one roll of the die by a single die type. Cannot be used on Luck re-rolls.
    Note: This is intentionally created with the federation in mind, meaning that only one out of the four of us Aeldir players would be able to use it per turn.

    (revised)
    Aeldir's Luck
    To the amazement of those outside the purview of the Rose Throne, the Aeldir and their people all seem to be unusually lucky, right when it counts.
    Mechanics: Once per turn, the federation may bump up one die of a die roll by a single die type. Cannot be used on Luck re-rolls. Cannot be used on Military rolls. (2d6 becomes 1d6+1d8)

    Now... obviously one is better than the other. I've some ideas, also, on how to make Luck of the Aeldir more balanced, if needed; but I want to hear thoughts and opinions first. Is a 'once per turn on any die roll' CI too weak, too strong, or just right? I'd like open discussion about this, partly because I'm curious as to what everyone else thinks, and also because setting this up for the Aeldir would still take us a bit of time; we'd have to D10 our CI once we federate, and introduce a new D5 CI afterwards. We might even decide on something different.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  5. - Top - End - #305
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by Gengy View Post
    Stats! Rulers! New turn soon, if not already!

    Spoiler: Stat Boosts!
    Show
    Nation: Dip Mil Cur Fth Leader Change?
    Aardrosil +2
    Adrax Awaria +2
    Aeldir Autumn Courtlands +1 +1
    Aeldir Spring Courtlands +1 +1
    Aeldir Summer Courtlands +1 +1
    Aeldir Winter Courtlands +1 +1
    Ambrose Ascendancy +1 +1
    Avonlea +1 +1
    Berrium
    Cahoosa Confederation +1 +1
    Dhuda Besina +2
    Dynasty of Escaye +2
    Five Tribes Syndicate +1 +1
    Grand Principality of Anceris +2
    Great Clans of Nifhel +2
    Hess Tannan +1 +1 +1
    Illusiocrascy of Fantastigoria +1 +1
    Kingdom of Nand +1 +1
    Krozna League +1 +1
    Lignummus +1 +1
    Luska
    Melrakki-ey +2
    Navarri League +1 +1
    Petravolan +2
    Prevazan Artistry +1 +1
    Primus Imperium +1 +1
    Rabhid Dynasty +2
    Shafar Kingdom
    Stormland Holdings +1 +1
    The Brey-An
    The Geshemafar +1 +1
    The Preeminence of Hortis +1 +1
    The Wandering Clan +2


    Notes about Stats/Actions:

    - The following PC nations have been inactive for two rounds (four weeks) and are now considered NPC nations.
    Note: Quinton will decide if the nations are 'true NPCs' (and thus he'll give them some actions on his own) or if they fade into obscurity, as though they never were.
    • Berrium
    • The Brey-An

    - The following PC nation did not post actions this round, and are one round away (two weeks) from becoming NPCs.
    • Luska (Kasanip)

    - Rexleox: As mentioned by Aed, your establishment of a religion doesn't - mechanically - count. The action itself counts, but for it to mechanically provide benefit, you must spend a Faith 10 action, once you are at Faith 10 with a ruler. For now, you may treat it as 'the documents for being recognized as a religion have been written up, and you are just waiting to hear from the people if they believe you or not', or some such :P


    Spoiler: Ruler Stat Chart
    Show
    Region Name Player Ruler D M C F L
    Region Name Player Ruler D M C F L
    Aardrosil Psilulz Ehv'amhyr an Khuuldrumm 6 8 7 2 5
    Adrax Awaria DimpleLoamsdown Grand Sheep Jack XII 7 6 4 4 5
    Aeldir Autumn Courtlands Reggiejam Lady Autumn, Cynel Bres 10 3 2 2 5
    Aeldir Spring Courtlands Gengy Lady Spring, Kellianth Beagen 5 4 7 1 9
    Aeldir Summer Courtlands RandoMan Lord Summer, Drustan Keiv 5 10 4 3 8
    Aeldir Winter Courtlands TheDarkDM Lord Winter, Balor Morrig 2 9 3 7 7
    Ambrose Ascendancy PepperP. Derris Asker 9 7 6 1 6
    Avonlea Mary_Sue High Queen Thalia Darkthorne 7 5 6 4 6
    Berrium Mynxae Knight Protector Alistair Binari 6 3 5 2 3
    Cahoosa Confederation DurkBlanston Cacique Atohi Santos 5 7 4 4 5
    Dhuda Besina moossabi Uca Jajaka Councilman Pralkemiri 4 4 3 10 8
    Dynasty of Escaye Zayuz Hilden (Yellow Amal-Zaj) 6 2 5 10 7
    Five Tribes Syndicate m9p909 Niran Wanam 7 6 9 3 8
    Grand Principality of Anceris Elemental Grand Princess Alessandra 8 7 6 3 8
    Great Clans of Nifhel Tychris1 Harbringer Lochbar 3 10 4 5 5
    Hess Tannan Soommor Vault Leader Micuel Fallorini 8 4 7 2 5
    Illusiocrascy of Fantastigoria DoomHat The 12th Maestro della Aeternum 8 6 6 4 6
    Kingdom of Nand Aedilred Queen Aiman III 7 6 4 1 6
    Krozna League BladeofObliviom Mirzahib Shou Al-Riku 8 9 4 2 6
    Lignummus woolli264 King Alvin I 5 7 8 1 6
    Luska Kasanip Chesuka of Luska 6 1 10 2 6
    Melrakki-ey ZakThar Chief Zin'Aii Refr 10 5 7 3 8
    Nevarri League Arcanitect Lugal Annan 7 4 5 1 5
    Petravolan Rexleox Alpha Maear Dunadrad 2 6 3 10 5
    Prevazan Artistry WaylanderX Lymners of Skianz: Kara and Jentyl 9 2 8 1 7
    Primus Imperium HalfTangilbe High Queen Roethye Primus 3 10 4 1 7
    Rabhid Dynasty Silverbit High Tirk Rabhid 5 8 3 5 9
    Shafar Kingdom The Blue Guard Ganbaatar Boqorka 4 9 3 1 5
    Stormland Holdings jkat718 King Geoffrey 4 7 5 3 6
    The Brey-An Acco Spoot Herd Lord Karam-Gor 2 8 5 4 5
    The Geshemafar lt_murgen Decasage Serafim Rosenbaum 9 6 5 1 6
    The Preeminence of Hortis Dracolon The Preeminence of Hortis 4 4 5 8 7
    The Wandering Clan Geckus Kuldir Ironsong, the Master Architect 6 8 7 3 5
    Hello Gengy, I used my Luck 5 last round, and re-rolled for it as linked in my actions post. My correct Luck for this round is 4.
    Quote Originally Posted by TheDarkDM View Post
    God, get it together Mary.
    Thank you to AsteriskAmp for the lovely avatar!

  6. - Top - End - #306
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    @Lands of Arandi thread: I just noticed that Primus and Secundus are labelled wrong in the first post. Primus is region 57 and Secundus is region 59.
    Hate me if you want. But that's your issue to fix, not mine.

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  7. - Top - End - #307
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by TheDarkDM View Post
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    And the twin to Silverwood for approval.

    Silverlake
    Region 16

    Population: 696,000 Geshem

    Spoiler: Terrain
    Show
    Silverlake is largely rolling hills and hardwood forests of walnut, beech, and pecan. Smaller stretches of cherry and apple dot the landscape. The . The climate has a long growing season followed by a dry, cool winter. It is well stocked with small game- rabbits, foxes, otters, grouse and pheasant. Numerous songbirds and hummingbirds compete with falcons and hawks. Domesticated chickens and goats are common. Trout spawn in the Lake of Argent in season. The area lacks larger predators such as wolf and bear, or larger herbivores like deer or bison.

    The area is dominated by the massive freshwater Lake of Argent, with most settlements located on the shores, or on one of the lake's numerous islands. To the east and north, along the coast of the Great Ocean, stretch the Glittering Mountains, an ancient, weathered buttress between the land and the sea. Only a brief span of 20 miles or so at the very northern end of the region has navigable beaches.

    The region's southern border is marked by the innumerable Silver Falls which create the Argent River. Fed from the highlands further south, this roaring barrier produces a constant fine mist that suffuses the southern forests. Meanwhile, the north-eastern border is defined by the Wandering Strait, a deep, narrow depression running from the sea to the Argent river. Some believe that at one time the ocean was higher, and the Wandering Strait was just another passage of the Labyrinth to the south.


    Spoiler: People
    Show
    Another group of Geshem make this area home. Most are quiet fisher-folk, navigating the Lake of Argent on small rafts. Others move amongst the forests, collecting nuts and berries. A small contingent pan for silver in the numerous streams cascading down the Glittering mountains, floating their bounty back to the capital on sturdy barges every fortnight. These Geshem enjoy the lake, but fear the ocean. It is terrifying to them in its vast size and power. They considered anyone who sailed upon it to be fools, until the Winter Fleet appeared from the roaring waves and sailed up the Argent River to lay siege to the capital.

    On a large island in the Lake of Argent lies the nominal capital of Silverlake, Zilbertun. Here a large clan of Geshem smelt the silver into coins and bars which are used in currency and trade. The clan's leader was long regarded as the region's King for his control of the city and its wealth, and was indeed held in high esteem before the siege in 105. King Hersh was the elder of the two Geshem that lead the Wars of Defiance, but for his stature he was spared the crucible of conquest forced on his brother. He and his people were woefully unprepared for the Aeldir attack, as black clad giants assailed Zilbertun's picket wall and brought battle into the streets.

    The chieftain king did not die in battle, spared on the order of Lord Winter that he might be made an example of. The citizens of Zilbertun were gathered in the main square before the smelting furnaces, and King Hersh was forced to kneel upon a makeshift platform before Lord Winter and his war leaders. To the chieftain king's credit, he refused Lord Winter's last offer of surrender. In recognition for his bravery, and the righteous nature of his cause, Lord Winter spared King Hersh the attentions of the Dullahan, instead granting him the honor of a swift death. Lord Winter unlimbered his black runesword Ewinrhew and took the chieftain king's head, before preserving it forever in molten silver for shipment to his gallery.

    In the wake of their king's execution, the Geshem of Silverlake feared the worst was yet to come. Yet in contrast to the brutality of the killing there was no pillage, no chaotic rampage by the triumphant army. Rather, the dead were gathered in mournful silence, the Aeldir anointed with Boreal Nectar for return to Tir Amser, the Geshem interred in a long line of stone barrows along Lake Argent's northern coast. The treasury of the chieftain king was distributed amongst the citizens of Zilbertun to pay for the repairs necessary to their homes, and for their labor in constructing a simple stone tower that still dwarfed even the silverworks. This tower would become the home to the Winter Court magistrate, who would oversee the continued repair of the town and appoint a new mayor from those Geshem deemed most capable.


    Spoiler: Resources
    Show
    Silver: Poor The Geshem's method for gathering silver from the Glittering Mountains is slow and labor intensive, resulting in a modest amount of ore. Still, it is enough to provide coinage for the region and its neighbors, coinage that now bears the triple ravens of the Winter Court.

    However, the natural methods of gathering silver are mirrored in the Geshem's other endeavors, and their unwillingness to take axe to their beloved forests has lead to a dearth of usable wood for their boats, barges, buildings, and fuel. This need is part of what spurred the chieftain king's brother to seek his fortune in the timber-rich west.


    Spoiler: Religion
    Show
    The Gesh of Silverlake practice a simple form of animism and ancestor spirit worship. This was, until recently, focused on the hero-spirits of Zilbertun's rulers, but has begun to shift in favor of the spirits of wood and water since the chieftain king's death and his brother's disgraceful retreat.
    Dark, approved

    Quote Originally Posted by Gengy View Post
    Completely unrelated to my previous post, I'd like to run a Cultural Identity past the general populace, and also Quinton. I was initially discussing this type of idea with Blade for a possible Technology, and while we did get it to where he would approve it as a Tech, most of his initial objections were that it was too much like a (D5/D10); in other words, a Cultural Identity. I've mulled it over in my head since then, and it might fit better as a CI. I'm listing the initial version (rejected as a tech) and the refined version (approved as a tech), because the initial version might still be fine as a CI. I've altered the names, and adjusted the descriptions a little.

    (initial)
    Luck of the Aeldir
    To the amazement of those outside the purview of the Rose Throne, the Aeldir and their people all seem to be unusually lucky, right when it counts.
    Mechanics: Once per turn, the federation may bump up one roll of the die by a single die type. Cannot be used on Luck re-rolls.
    Note: This is intentionally created with the federation in mind, meaning that only one out of the four of us Aeldir players would be able to use it per turn.

    (revised)
    Aeldir's Luck
    To the amazement of those outside the purview of the Rose Throne, the Aeldir and their people all seem to be unusually lucky, right when it counts.
    Mechanics: Once per turn, the federation may bump up one die of a die roll by a single die type. Cannot be used on Luck re-rolls. Cannot be used on Military rolls. (2d6 becomes 1d6+1d8)

    Now... obviously one is better than the other. I've some ideas, also, on how to make Luck of the Aeldir more balanced, if needed; but I want to hear thoughts and opinions first. Is a 'once per turn on any die roll' CI too weak, too strong, or just right? I'd like open discussion about this, partly because I'm curious as to what everyone else thinks, and also because setting this up for the Aeldir would still take us a bit of time; we'd have to D10 our CI once we federate, and introduce a new D5 CI afterwards. We might even decide on something different.
    The first one is incredibly too powerful and would be rejected. The second one is still pretty powerful since there's no real limit on what it could apply to and I'm not yet sure how I feel about ""cross culture" bonuses IE a "double" or "triple" die size bonus on certain types of niche rolls and this could potentially allow that. I'm just not a big fan of a Cultural Identity applying to "whatever because we're so cool" The only "whatever roll" CI bonus I like is ones for Secret Actions because that costs a stat increase at 6 actions as well as it makes sense as a cultural thing, we're good at sneaking and being quiet, as opposed to "Luck" which just seems like gaming the system.

    Quote Originally Posted by HalfTangible View Post
    @Lands of Arandi thread: I just noticed that Primus and Secundus are labelled wrong in the first post. Primus is region 57 and Secundus is region 59.
    Fixed

    EDIT: Oh, and what I came here to say.

    Everyone Map is updated
    Last edited by QuintonBeck; 2015-11-29 at 02:23 PM.

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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  8. - Top - End - #308
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    I realize this is a busy weekend, so no rush, but I don't think my invasions of 20 and 21 were resolved.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
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    Quote Originally Posted by TheDarkDM View Post
    I realize this is a busy weekend, so no rush, but I don't think my invasions of 20 and 21 were resolved.
    Fixed




    Anyone doing any events this round?

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

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    It's dragons all the way up
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by QuintonBeck View Post
    Fixed




    Anyone doing any events this round?
    ... Hm.

    Primus might hold a grand tournament, if that's something anyone would be interested in?
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by HalfTangible View Post
    ... Hm.

    Primus might hold a grand tournament, if that's something anyone would be interested in?
    Only if there are primates in knight attire riding on hippopotamuses.

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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by moossabi View Post
    Only if there are primates in knight attire riding on hippopotamuses.
    No but there will be creepy blind children that only talk in brief spurts about how pretty your blood is.
    Last edited by HalfTangible; 2015-11-29 at 06:56 PM.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by Mary_Sue View Post
    Hello Gengy, I used my Luck 5 last round, and re-rolled for it as linked in my actions post. My correct Luck for this round is 4.
    Fixed! Thought I had it, but mistakenly updated the wrong row. It's now correct.

    Quote Originally Posted by QuintonBeck View Post
    DarkThe first one is incredibly too powerful and would be rejected. The second one is still pretty powerful since there's no real limit on what it could apply to and I'm not yet sure how I feel about ""cross culture" bonuses IE a "double" or "triple" die size bonus on certain types of niche rolls and this could potentially allow that. I'm just not a big fan of a Cultural Identity applying to "whatever because we're so cool" The only "whatever roll" CI bonus I like is ones for Secret Actions because that costs a stat increase at 6 actions as well as it makes sense as a cultural thing, we're good at sneaking and being quiet, as opposed to "Luck" which just seems like gaming the system.
    Understood. Could Cultural Identities - or even Technologies - subtract from a stat pool as a form of balance?

    ie, once per turn, you may bump up any one roll a die size, but the player that does so spends [1 Luck] or [1 Diplomacy]

    I should note that the above is an example only. I am not asking for approval on it. I am trying to discuss ideas for future reference.
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    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by QuintonBeck View Post
    Anyone doing any events this round?
    Soommor's actions last round made mention of sending invitations to an event, which I expect would be taking place this round.
    Quote Originally Posted by HalfTangible View Post
    ... Hm.

    Primus might hold a grand tournament, if that's something anyone would be interested in?
    I would be interested at least.
    Quote Originally Posted by Gengy View Post
    Understood. Could Cultural Identities - or even Technologies - subtract from a stat pool as a form of balance?

    ie, once per turn, you may bump up any one roll a die size, but the player that does so spends [1 Luck] or [1 Diplomacy]

    I should note that the above is an example only. I am not asking for approval on it. I am trying to discuss ideas for future reference.
    As usual, this is me, and not Quinton, but I would have thought that the rules on cultural identities will probably remain relatively inflexible, since they are a 5-special rather than a 10-special: thus they only do an increase in die size on one specified type of roll, rather than being open for redefining as other types of bonus. At least for the time being, with its being quite early in the game. Down the line when there are a lot more technologies around and cultural identities might need a bit of a boost to keep them relevant, perhaps, but at the moment, probably not.

    Technologies would have a bit more flexibility to them, but even then I think we'd want to be fairly careful as regards balance and allowing technologies to have inbuilt "costs" could lead to quite a lot of minmaxing, which is probably bad, and it's probably better to limit the potential power of individual technologies rather than allow them and try to balance them with penalties.

    For the same reasons as regards minmaxing concerns I'm not sure that enabling the "spending" of attribute points other than Luck is a good idea. However I suppose it could theoretically be possible to have it cost a special action, since those are already finite. I don't have a huge problem with the idea of Luck being spent in increments fewer than 5 personally though, although I think if so there'd have to be a restriction on any technologies/etc. giving Luck bonuses since otherwise there'd be room for abuse there.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Gengy I spent a Luck 5 last round so my Luck should be 3
    Thanks to Gengy for the avatar.

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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    The Grand Tournament

    I am open to both suggestions and requests, because I have no idea if anything I've written for this is any good or not.
    Hate me if you want. But that's your issue to fix, not mine.

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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by TheDarkDM View Post
    • Complete the Unified Code of the Aeldir; Focus: Faith, Ban: Diplomacy (Federation 5/5) [Diplomacy]
    I found the fact that the action to ban diplomacy is itself a diplomacy action moderately confusing/enjoyable.

    I know that that's how the rules work, but it was a fairly entertaining action.
    Last edited by moossabi; 2015-11-29 at 11:25 PM.

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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Region 55 for approval
    Çangalamin
    The Veiled Forest

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    Region name: Çangalamin
    Number: 55
    Population: 783,000 Humans
    Resource: Gold (minor)
    Wanted Resource: Drinks
    Religion: Unorganized Paganism

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    Spoiler: People and Society
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    The humans of Çangalamin are dusky skinned brunettes, with brown and green eyes often flecked with gold. They dress in the browns and greens of their forest, most often in leathers skinned from the large, organized hunts they run several times a year. Their society, which they refer to as Nimtoriki, is largely patriarchal and fiercely loyal to familial bonds, valuing the skills of survival, hunting, tracking, and defense above the more scholarly pursuits, which are widely left to the nobles who have the luxury to be idle.

    Çangalamin is inhabited by the remnants of a once great civilization who, by their own accounts, used to control much of the western continent. As their realm of control veered northwards, they encountered the Fyliordi, or great horde who brutally opposed them with greater numbers and tactics, and pushed them to the brink of extinction. They retreated to Çangalamin’s temperate rainforest, where the dense brush and dim light that offered them sanctuary, also hindered their enemy’s advancement, until they were forgotten.

    Upon Çangalamin’s incorporation into the Ambrose Ascendancy, officials were surprised to see written and artistic accounts of a brightly colored peoples closely resembling the Nanda. Further investigation revealed that the Nimtoriki had once subjugated these brightly colored people during the height of their power.

    Spoiler: Terrain
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    The terrain of Çangalamin is dominated by the temperate coastal rainforest that runs the length of the region, and into Akovito. This temperate rainforest, known colloquially as, Sojaafkan, is characterized by the large coniferous trees and broadleafed hardwood trees that create a tight canopy of foliage high above the forest floor. Ferns, moss and nurse logs decorate the forest floor in shades of green where civilization has not taken hold in the region.
    Spoiler: Temperate Rainforest
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    The largest swath of civilization is in the wide south-central interior, shielded from the coast on either side by the forest, which runs right up to the coastline. Çangalamin’s population mines out of the deep coastal caves that run rich with gold ore. It’s insular inhabitants do not occupy the coast, other than the many small mining camps that dot the region, and lack a proper harbor. It’s largest town, Sahr Sipar, named for the shelter of the secluded region, is a hub of activity where miners sell their raw gold ore to jewelers and merchants, and the merchants sell their finished goods, and the bounty of the forest.

    Spoiler: Resource and Resource Req
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    Çangalamin’s western coast is known as Sohil Tillo, or the Gold Coast. Rich veins of gold run deep into rocky coast, accessible through caves that dot the wilderness.
    The inhabitants here require drinks, while water is in plentiful supply, a lack of open arable land means a lack of grains to ferment into beer and spirits.

    Spoiler: Religion
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    The inhabitants of Çangalamin practice a shamanistic paganism, with a large polytheistic pantheon of gods and goddesses, all tied to the natural grandeur of their surroundings. A particularly popular Goddess, Sikora, rules over the hunt. Offers are made to gain her favor before each grand hunt commences, with a feast and bonfire dancing.
    Last edited by PepperP.; 2015-11-29 at 11:30 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Pepper Region 55's writeup is approved.

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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    And another map, this time for everyone!



    Still a few tweaks before it's completely finished, but if there are any glaring errors, please let me know. Also, if anyone has any serious preferences about colour, let me know and I'll do my best to accommodate them. So far I've tried to extrapolate from heraldry and the like but people might prefer different ones It may be tricky though if there are lots of similar colours near to each other or the colours are too light (as they disappear), so I can't guarantee anything.
    Last edited by Aedilred; 2015-11-30 at 05:12 AM.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    That's quite nice, Aed.

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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    That is one awesome map! I approve of the color choice for Nifhel though my other choice would have been an icy bleach white.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    I'm not entirely sure the Kingdom of Berrium holds that entire penninsula yet, and that land I just found above Primus claims to be a part of the Jade Coalition. It'd also be nice if the various seas and deserts had their names marked.

    That said, it's still lovely. Better than anything I could've managed for sure.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by Aedilred View Post
    And another map, this time for everyone!
    Awesome!
    I've been wondering what the known world would look like with political broundries for quite some time. That must've been quite a project going through and seeing which region everyone controlled!
    Also, my approval of Aardrosil's color.
    Many thanks to Derjuin for my awesome alhoon avatar!

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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by Aedilred View Post
    Still a few tweaks before it's completely finished, but if there are any glaring errors, please let me know. Also, if anyone has any serious preferences about colour, let me know and I'll do my best to accommodate them. So far I've tried to extrapolate from heraldry and the like but people might prefer different ones It may be tricky though if there are lots of similar colours near to each other or the colours are too light (as they disappear), so I can't guarantee anything.
    While I understand the use of gold for Anceris, it should ideally be either purple or white. Also, this map doesn't take into account all the territorial acquisitions from the start of this turn.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by Elemental View Post
    While I understand the use of gold for Anceris, it should ideally be either purple or white. Also, this map doesn't take into account all the territorial acquisitions from the start of this turn.
    On another note, I don't understand why Primus is gray.

    Personally I would've gone with red since their symbol is a drop of blood wreathed in fire (i need to draw that at some point) and the royal family has... i think 5 redheads. Maybe a light purple to reflect Roethye's armor?
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by Gengy View Post
    Fixed! Thought I had it, but mistakenly updated the wrong row. It's now correct.
    Thank you!

    Quote Originally Posted by HalfTangible View Post
    The Grand Tournament

    I am open to both suggestions and requests, because I have no idea if anything I've written for this is any good or not.
    Looks like fun! I am sure to attend.

    Quote Originally Posted by Aedilred View Post
    And another map, this time for everyone!



    Still a few tweaks before it's completely finished, but if there are any glaring errors, please let me know. Also, if anyone has any serious preferences about colour, let me know and I'll do my best to accommodate them. So far I've tried to extrapolate from heraldry and the like but people might prefer different ones It may be tricky though if there are lots of similar colours near to each other or the colours are too light (as they disappear), so I can't guarantee anything.
    I do control region 80 there, but otherwise, I love my color, and the map itself is just stunning!
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Thanks, guys!

    Quote Originally Posted by HalfTangible View Post
    I'm not entirely sure the Kingdom of Berrium holds that entire penninsula yet, and that land I just found above Primus claims to be a part of the Jade Coalition. It'd also be nice if the various seas and deserts had their names marked.
    According to my list of regions Berrium did take the two regions in that peninsula other than their starting region, but I think they have now gone NPC so they might well be losing those regions this round anyway. I left them in to be on the safe side. I've added the Jade Coalition too.

    I haven't added any terrain feature names as yet as I think we're still some way off having commonly-agreed names for most if not all of them, and while I could use my Nanda names for all of them the map is at least supposed to be relatively politically neutral

    Quote Originally Posted by Psilulz View Post
    Awesome!
    I've been wondering what the known world would look like with political broundries for quite some time. That must've been quite a project going through and seeing which region everyone controlled!
    Also, my approval of Aardrosil's color.
    It did take a while, yeah, although the first new map always does. Hopefully future versions won't take so long now I've got the basic structure in place... I have a couple of others on the slate based on this rough template, such as one showing trade routes and one showing individual regions, though I'm not sure if they'll look any good.

    I probably won't be doing another video, though That was just insanity on my part.

    For future reference, everyone, it really helps me (and all the tracking GMs) if you put all your regions in your Lands post when they're approved! Thans.

    Quote Originally Posted by Elemental View Post
    While I understand the use of gold for Anceris, it should ideally be either purple or white.
    I was originally planning on purple for Anceris but switched to gold due to the number of other pink/purple people, though since none of them are too close to you purple might still be possible. White unfortunately doesn't show up at all well, usually, although I might be able to fudge something.

    Also, this map doesn't take into account all the territorial acquisitions from the start of this turn.
    I have already fixed region 68, but are there any others you know of?

    Quote Originally Posted by HalfTangible View Post
    On another note, I don't understand why Primus is gray.

    Personally I would've gone with red since their symbol is a drop of blood wreathed in fire (i need to draw that at some point) and the royal family has... i think 5 redheads. Maybe a light purple to reflect Roethye's armor?
    Where heraldry for a country exists I used colours similar to that, in general - the principal colour if at all possible. Where it doesn't, I tended to use something neutral or contrasting with neighbouring colours. Grey seemed vaguely appropriate given the metal exports of Primus, but I didn't put a lot of thought into it. Purple is a popular colour, and Ambrose is already red, so they might be tricky, but I'll see what I can do, at least on future iterations of the map (once the federation is complete that may change Ambrose's colour anyway).

    Quote Originally Posted by Mary_Sue View Post
    I do control region 80 there, but otherwise, I love my color, and the map itself is just stunning!
    Thanks! I will fix region 80.
    Last edited by Aedilred; 2015-11-30 at 01:22 AM.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    @QuintonBeck: I explored twice last round. The first one uncovered Region 133, the other went to the east and wasn't resolved. Also, does my military specialization require approval, or is it fine the way it is?

    @Aedilred: If you had asked me, I would've asked for the Stormland Holdings to be green, but now that I've seen that shade of blue you're using, I like it more.

    @all: Is there a list somewhere of all the diplomatic events going on around Arandi?
    Last edited by jkat718; 2015-11-30 at 02:11 AM.
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    Default Re: EMPIRE2!-CWBG-II-Cultural-Identity-Crisis

    Quote Originally Posted by Aedilred View Post
    I was originally planning on purple for Anceris but switched to gold due to the number of other pink/purple people, though since none of them are too close to you purple might still be possible. White unfortunately doesn't show up at all well, usually, although I might be able to fudge something.

    I have already fixed region 68, but are there any others you know of?
    If white's a possibility you can go for that, but I don't know how it'd work on your map.

    I don't have a full list, but I know that Melrakki-ey recently acquired regions 241, 245 and 238.
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    Co Founder of LUTAS - For all your less than useful heroes out there.

    My Deviant Art. Careful, it's full of ponies.

    Dragons!

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