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2016-12-21, 03:45 PM (ISO 8601)
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- Jun 2015
Re: EMPIRE3! I - A Community World-Building Game
Salutations neighbor! As the birth place of Sarvochism, Sarvolia has always done a good job keeping to itself (in most ways at least) -- in our pursuit of Equilibrium (the third power above the Exalted and Enemy), we traditionally avoided meddling and actively tipping the balance of power =D
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2016-12-21, 04:01 PM (ISO 8601)
- Join Date
- May 2015
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- Earth-89
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2016-12-21, 04:20 PM (ISO 8601)
- Join Date
- Jan 2014
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- On the Internet
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2016-12-21, 04:50 PM (ISO 8601)
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- Apr 2013
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Re: EMPIRE3! I - A Community World-Building Game
It's something I did in anticipation of the trade/religion table that I hope to get up soon. I thought I'd have the time today but so far that's proven not to be the case. I do have an hour atm but I doubt that'll be enough time to get it done. The one I included in my writeup and others have copied is something I plan to personally keep updated for my own private use so I know just how much goods and service I have a claim to (since I plan on angling Merchant Prince) but rest assured there will be a public table with such information included. If others want to keep up with their information as well, all the better to ensure accuracy in tracking but after two games of Empire I'm not expecting it.
TL;DR: It's nothing, don't worry about it unless you want to worry about it.
Well, this is an interesting question so I'll just weigh in with my personal thoughts and let the dupe who signed up for Head GMing make the final call.
The only passive resistance options lie in Faith and Economy for Religious Centers and Trade Posts respectively, if an occupier wants to block Faith or Economy over Military I'm inclined to think that would include passive options since it allows the occupied to build units unmolested. Now, this does bring up an interesting question regarding Holy Lands and Merchant Principalities on whether occupying and blocking one of the aforementioned from taking their "specialized" action drops them back into 5-action status. I'd be inclined to think yes there as well.
Merchant Principalities and Holy Lands as well as Occupation rules are pretty new fields so it may take some tweaking before they work exactly as intended. Until then I'll request patience on the behalf of the GMs and know that your concerns are important to us. Please stay on the line and one of our operators will assist you...
Spoiler
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2016-12-21, 04:52 PM (ISO 8601)
- Join Date
- Aug 2016
- Location
- Behind you
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Ceci n'est pas une signature.
Ti Linnad in Empire! 4
Commonwealth of Zara in Empire! 5
The Bel-Dan-Ub in Empire! 6
The Ironkelp Order in Empire! 7
Currently Running Empire! 8
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2016-12-21, 05:05 PM (ISO 8601)
- Join Date
- May 2015
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- A house (ha ha I wish)
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Re: EMPIRE3! I - A Community World-Building Game
Size is of little importance, I just sort of chose a number I'll happily adjust to yours.
My goblins are technically well organized in that they enjoy counting and collecting but they tend to keep an "organized mess" if you will, filling the area with clutter and building cities as they need new things instead of planning them well in advance. The Honourable Knights of Silvest only try to be honourable because Silvest was. If in your region Silvest is not seen as the ultimate role model then you could easily do otherwise. Also I tried to make it say that they try to be honourable but I intended for them to slip up a lot.
Finally the excellent hearing could be quickly swapped for smell if you wanted since that seems like a more rodent-like trait to me and still makes sense with the reason I wanted good hearing in terms of being able to detect things without necessarily seeing them right away while creeping through long grass or reeds or similar where sight is greatly reduced.
EDIT: missed first part of your post
I think the matter of industry/organization/honour vs reckless/messy/contrary is more of a cultural thing that we could keep different.Last edited by woolli264; 2016-12-21 at 05:15 PM.
total-cluster**** of yogurt, drugs and sheep in EMPIRE!
The rodent tribes of the Ruby Legion in EMPIRE2!
The goblin kingdom of Jauder in EMPIRE3!
The sailors of Izbefe in EMPIRE4!
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2016-12-21, 05:19 PM (ISO 8601)
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- Apr 2013
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Re: EMPIRE3! I - A Community World-Building Game
Spoiler
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2016-12-21, 05:43 PM (ISO 8601)
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- Jun 2015
Re: EMPIRE3! I - A Community World-Building Game
You amaze me as well. Thank you!
For the minor resources, why are these all acronyms? Why not spell these out...? Apologies if I missed something in the rules!
Also, for all unorganized religions (everything but one) you need faith 10 to make it organized.... But the faith 5 action requires an organized religion. Does that mean you have to wait until 10 to organize and then make a holy order with your 5 that you never used?Last edited by Jonagel; 2016-12-21 at 05:51 PM.
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2016-12-21, 06:00 PM (ISO 8601)
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- Jul 2015
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- The Astral Plane!!!
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2016-12-21, 06:03 PM (ISO 8601)
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- Jun 2016
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2016-12-21, 06:03 PM (ISO 8601)
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- Dec 2016
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Re: EMPIRE3! I - A Community World-Building Game
I should be able to finish my Kingdom off tomorrow. It's an hour till midnight over here.
It should be rather interesting. Me being at 2 puts me next to 8's The Shimmering Coast (Bokoblin), 10's Plains of Vishanya (Aryadnae) and 12's Highlands of Mi'vara (Icilia). I need to write a bit extra to factor all that in.Last edited by Emperor Dark; 2016-12-21 at 06:15 PM.
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2016-12-21, 07:02 PM (ISO 8601)
- Join Date
- May 2010
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- Ottawa, Ontario
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Re: EMPIRE3! I - A Community World-Building Game
OK, got the beginning ready, still much to fill out as I get ideas sorted from my head to paper, but it should get the point across. Feedback and potential points for collaboration are always appreciated!
Spoiler: Khada'Aldul, the Realm of the Godly
Khada’Aldul “Realm of the Godly”
Region 40
Khada Tarak Kainen, the Thousand Hammers
Diplomacy:
Military:
Economy:
Intrigue:
Faith:
Spoiler: History and Government
A militant theocracy with roots stretching back into antiquity, Khada’Aldul, the Realm of the Godly, is a place of incredible beauty and splendor built upon the bones of uncountable masses.
Khada’Aldul is a caste based society ruled by the God-Kings and their families, the four Khada lines; in Khada’Aldul, all people are slaves to the Khada, but not all slaves are equal. One is born into their caste and this may never change, but standing within that caste is fluid – those who best exemplify the traits of their caste and serve the will of the Khada are given a higher place and may even earn privileges normally denied their caste. Caste marks are branded into the forehead once it is deemed an infant shall live, or upon conversion to the true way for those unfortunate enough to have been born outside of the Realm. Each of the castes is granted certain rights and freedoms, as well as obligations, while those without a caste mark are lower even than slaves and have no standing or rights at all within Khada’Aldul. Marriage between castes is forbidden, but children born of a pairing between members of differing castes can be taken into the higher caste at the parent’s discretion.
The highest of the castes are the Talrud, the priestly caste, servants of the Khada who oversee the many religious ceremonies and also fill the role of bureaucrat within the realm. Then come the Mharvad, the warrior caste, which includes gladiators and athletes, as well as the common soldier. The Dalhaz are the artisan caste, those who make and sell goods as well as performers and artists. Last and least, as well as by far the most numerous, are the Pakdavir, the worker caste, which includes farmers, litter bearers, water haulers, and any other laborers.
Spoiler: Terrain
Barren desert lands, with some decent agricultural lands along a river delta.
The capital city is called Khada’Angir, the Home of the Godly, for it is the primary residence of the heads of each of the four Khada lines.
Spoiler: People
The human people of Khada’Angir call themselves the Khada’haz, or the ‘Godly People’, as they have been blessed by the presence of the Khada, the eternal God-Kings. Most the populace have a bronzed skin tone and dark hair, though there are smaller populations of both lighter and darker skinned peoples, mostly of the slave caste, a reminder of times when the realm stretched further and non-natives were taught the true way and brought back to the capital.
Beyond the normal human populace, there are the Khada lines; enhanced and perfected across countless generations of careful breeding and alchemical augmentation, few would qualify the Khada as truly human anymore. Each of the lines has their own vision of the perfected self, and differing regimens of alchemical concoctions that make the traits of their line unique. The four Khada lines bear a broad mix of physical traits, for they take their lovers and breeding stock from all castes, ensuring themselves a wide variety of descendants upon which to test and perfect their alchemical formulas.
Spoiler: Resources
Alchemy??
Needs??
Spoiler: Religion
The populace of the region are devout believers in Khadism, which teaches that there is no life beyond this one, and no greater power than the self; divinity can only be achieved through perfection of the self – as the body is the temple of the spirit, only through strengthening and mastering the flesh can the spirit be mastered and strengthened in turn. The Khada are those who have come closest to achieving this perfection, and so are the beings most worthy of worship and obedience.
Though it is not commonly known outside of the realm, institutionalized cannibalism is part of the religion’s highest ceremony’s; the spirit lives within the flesh and those who have been deemed worthy may have their flesh eaten by one of a higher caste, thus moving their spirit closer to the Khada. The very best of each caste offer themselves up to the Khada, so that their spirits might join with them and so reach towards divinity. Criminals, as well as those who fail their caste in spectacular fashion, are fed to the dogs, their spirit condemned to an animal existence (the flesh of a dog is therefore unclean, and must never be eaten).
Religious Centers
Khada’Angir – Khadism
Spoiler: Military
The typical army consists of a small cadre of Mharvad caste soldier, a hundred strong and geared with light leather armor, wooden or bone shields, a sling or short bow, and a shamshir (short, curve bladed swords), riding herd on a tide of several thousand fanatical Pakdavir levies armed with whatever gear can be scrounged up, with poor spears, farming implements, rocks and bare hands being equally common.
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2016-12-21, 07:09 PM (ISO 8601)
- Join Date
- May 2011
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- Place of Utter Chaos
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Re: EMPIRE3! I - A Community World-Building Game
A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!
Nyllana OotS Avatar by Lord FullBladder, Master of Goblins!
My Extended Homebrew Sig!SpoilerNothing to see here
Currently writing a fantasy novel: The Dawn of Life!People willing to provide feedback are appreciated
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2016-12-21, 08:50 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Austin Tx
Re: EMPIRE3! I - A Community World-Building Game
I'm super onboard with this. I like the notion of goblins who rely heavily on smell. Brings to mind the adorable (and at the same time slightly unsettling) image and sound of a dozen agile little humanoids scrabbling around sniffing at everything with rapid little inhalations.
I'm going to go ahead and rewrite my people's, government, and religious sections to reflect the shared history. I'll write up Gobsfull culture as separate from general goblin anthropology (would that be the right word for it?).
Actually, hey, GMs, is there a good neutral space for us to put a collaborative write-up of what goblins are independent of specific goblin cultures?...with a vengeance!
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2016-12-21, 09:10 PM (ISO 8601)
- Join Date
- May 2015
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- A house (ha ha I wish)
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Re: EMPIRE3! I - A Community World-Building Game
Last edited by woolli264; 2016-12-22 at 04:20 PM.
total-cluster**** of yogurt, drugs and sheep in EMPIRE!
The rodent tribes of the Ruby Legion in EMPIRE2!
The goblin kingdom of Jauder in EMPIRE3!
The sailors of Izbefe in EMPIRE4!
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2016-12-21, 09:18 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Earth-89
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2016-12-21, 11:54 PM (ISO 8601)
- Join Date
- Dec 2016
Re: EMPIRE3! I - A Community World-Building Game
The Feral Vale
Leader- High Chieftain Asterion Moloc, Grahka Bane
Faith-3
Diplomacy-3
Military-4
Economy-4
Intrigue-2
Spoiler: History/GovernmentThe Yolden people are governed by a Chiefdom. Six houses of Yolden exist, each ruled by a chief, and each with varied political standpoints. However, all six houses and chiefs swear fealty to the High Chieftain (Currently the title is held by Asterion of house Moloc). When a High Chieftain dies, a new chief is chosen by the house elders.
Spoiler: TerrainThe majority of the Feral Vale is covered in sprawling grassy plains, with very sparse forests scattered across it. Rocky outcrops and large boulders are a common sight, as well large stone monuments erected by the people of the Vale. The shoreline to the east is comprised of gravel beaches and large rocky sea stacks. Finally, to the west stands a small mountain chain with many caves dug throughout by the ancient people of the Vale. Legends hold that a great beast slumbers within the caves.
Spoiler: People
The Yolden- The Yolden are the primary inhabitants of the Feral Vale, hailing from the grassy plains and sparse western woodlands known to them as the Ebon Woods. Standing 6 and a half feet tall on average, with thick muscles, and skin ranging from an ashen grey to an almost crimson tan, the Yolden are the masters of the Feral Vale, carving out their home among the beasts of the land. It is said that when the Yolden first arrived and settled in the Vale, they hunted an ancient species to extinction, driving the remaining population underground, where they would later devolve into the primitive Grahka that now ravage the landscape, at odds with the Yolden. The Yolden culturally don’t see the bigger picture beyond survival and expansion, not the most negotiable of folks to say the least. While this may give the outward appearance of them being unintelligent, this is untrue, as they simply don’t care about other peoples that do not immediately threaten them. They hunt large game animals that they have named “Stonebacks” for the stony protrusions dotting their skin.
The Grahka- 7 feet tall, lumbering, primitive, cunning. All are worthy adjectives to describe the Grahka. All that remains of an ancient race long since hunted to near extinction, the Grahka now ravage the countryside, raiding Yolden settlements and destroying anything that moves past their color-blind eyes.
Spoiler: ResourcesHydra Scales - Exactly what they sound like, scales of the great multi-headed beasts native to the Feral Vale’s Ebon Woods and the caverns beneath Mt. Kheres. Traded and collected frequently as armor crafting materials and among the commoners, a form of currency used alongside larger trades in their bartering system.
Sadly, the Vale has very little in terms of lumber, most of the trees in the vale being “sacred” spots where ancestors of the Yolden are buried.
Spoiler: ReligionFollowing no organized religion, it is a common faith in the Vale that the many boulders and smaller stones found across its fields are artifacts placed by the ancient peoples of the vale. Using these stones, certain Yolden claim to be able to perform divination. Such Yolden are known as Oracles, though the validity of their claims can not be verified. Oracles tend to perform their rituals at large boulders referred to as “Divining Obelisks” across the Vale.
The Obelisk of the Sun- Devoted to the divining of economic futures.
The Obelisk of the Moon- Devoted to the divining of fertility futures.
The Obelisk of the Stars- Devoted to the divining of military futures.Last edited by SOSDarkPhoenix; 2016-12-21 at 11:59 PM.
"If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"
Awesome avatar made by Gengy!
Played the Harmony in Empire! 5
Playing the Scions of the Thalaz'ir in Empire! 6
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2016-12-22, 12:06 AM (ISO 8601)
- Join Date
- Dec 2016
Re: EMPIRE3! I - A Community World-Building Game
"If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"
Awesome avatar made by Gengy!
Played the Harmony in Empire! 5
Playing the Scions of the Thalaz'ir in Empire! 6
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2016-12-22, 01:52 AM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Austin Tx
Re: EMPIRE3! I - A Community World-Building Game
I invoke the sacred rite of Dips upon Region 58, while I finish my new draft of Gobsfull.
...with a vengeance!
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2016-12-22, 02:37 AM (ISO 8601)
- Join Date
- Jun 2014
Re: EMPIRE3! I - A Community World-Building Game
Right, I have updated a few things within my brief (Resources and Leader stats), if you'd be so kind as to check that they are suitable :)
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2016-12-22, 03:15 AM (ISO 8601)
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- Apr 2006
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- Bristol
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Re: EMPIRE3! I - A Community World-Building Game
Probably best to use this thread for the time being at least. Last game the Bestiary thread didn't see a lot of use so it might be a good idea to wait until we have a bit of content before starting one.
They're abbreviations for individual countries to show who owns which trading post. I imagine the main reason for them is to save on character space.
Also, for all unorganized religions (everything but one) you need faith 10 to make it organized.... But the faith 5 action requires an organized religion. Does that mean you have to wait until 10 to organize and then make a holy order with your 5 that you never used?
No. Great Projects have no mechanical effect. However Holy Orders count as a fourth religious centre so you can establish one with a F5.GITP Blood Bowl Manager Cup
Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
Anlec Razors - Two-time Cup Semifinalists
Bad Badenhof Bats - Season VII Cup Champions
League Wiki
Spoiler: Previous Avatars(by Strawberries)
(by Rain Dragon)
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2016-12-22, 04:37 AM (ISO 8601)
- Join Date
- Apr 2006
- Location
- Bristol
- Gender
Re: EMPIRE3! I - A Community World-Building Game
Lleban, darkmammoth, SOSDarkPhoenix, your regions are approved. Please to post them in the Lands thread.
All players please feel free to continue to add details to your region writeup during the recruitment period or indeed during the game itself to reflect developments or new ideas. Anything really outlandish or changing anything substantively, run by me first, but continuing to fill it out, adding illustrations, or other things that take your fancy is fine.
As Quinton says, if this proves to be a complete disaster then this ruling may be revisited but as things stands it's a complete block on using that attribute for the duration of the occupation.GITP Blood Bowl Manager Cup
Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
Anlec Razors - Two-time Cup Semifinalists
Bad Badenhof Bats - Season VII Cup Champions
League Wiki
Spoiler: Previous Avatars(by Strawberries)
(by Rain Dragon)
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2016-12-22, 06:06 AM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Austin Tx
Re: EMPIRE3! I - A Community World-Building Game
Submitted for your consideration, I present, Goblins!
This look agreeable woolli?
Goblins
Spoiler: DiscriptionGoblins are perhaps the physically smallest race of people in all Celessa. Averaging around three and a half feet tall, to an upper limit of four feet in the case of the comparatively larger female half of their population. Their heads are proportionally larger then in most humanoids, and their arms are somewhat elongated allowing for a greater ease of transitioning freely back and forth between bipedal and quadrupedal movement.
Their noses are broad, stubby, snout-like, and extremely sensitive. A goblin can typically identify specific people and animals based on lingering scent alone. Needless to say this grants them a significant advantage in hunting, tracking, and scavenging. They unfortunately pay a price for this in terms of a less then ideal visual acuity. They can't make out fine details, only just able to read standard sized text, and can't easily distinguish between the colors red and green.
Their ears are long, pointed, and capable of wiggling, perking, and folding expressively. Their skin and hair are a spectrum of dull green, occasionally with darker freckles, which tends to allow them to blend in well with swampy and deep forest environments.
Goblin mothers typically give birth to litters of three or so, and it's extremely rare to come across an adult goblin woman who isn't in some stage of pregnancy. This is necessary to maintain their population, as goblins are remarkable in the tragic brevity of their individual lifespans. The oldest goblin on credible record lived to be a profoundly geriatric 32 years old, with most reaching only a little over half that, primarily do to accident or violence.
Goblin sociology and psychology are highly bizarre by most standards, most likely due in large part to what might be an instinctive frenzied struggle to accomplish as much as possible within such a small window of existence.
This can take the form of hoarding behaviors, spontaneous outbursts of violence, compulsive tinkering, and many other manic disorders, usually defined by their local cultural filter. In this way goblin societies often tend to become a sort of unintentional twisted parody of their nearest non-goblin neighbors.
Historically, in the distant and ill remembered past before Ananda, goblins existed almost exclusively in the shadow of larger races. Living symbiotically (or more often parasitically) under the cracks and floorboards, or perhaps out on the thresholds, of other race's settlements and cities. These days goblin-kind stands on its own within at least two sovereign countries, but that isn't to say there aren't still some communities living as sapient vermin in the depths of other lands.
Perhaps the greatest asset of goblin-kind is their unusual, perhaps even frighting, capacity for spontaneous collaboration among large groups of themselves. Without discussion or prior planning, goblins are known to work with each other with sudden and alarming synchronicity to achieve mutual goals as they appear. Under panic conditions an intuitive consensus frequently seems to emerge among throngs of goblins. The exact means by which this works is not fully understood by scholarship, but it's an edge the allows the species to remain competitive with larger peoples.
Whoops, forgot something. EDITEDLast edited by DoomHat; 2016-12-22 at 06:27 AM.
...with a vengeance!
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2016-12-22, 06:46 AM (ISO 8601)
- Join Date
- Jul 2015
Re: EMPIRE3! I - A Community World-Building Game
Submitting for approval
SpoilerThe Yssa Mountains
Region 32
King Arzu Mazam
Diplomacy 3
Military 5
Economy 2
Intrigue 2
Faith 5
History and Government
SpoilerThe Yssa Mountains have been inhabited for a very long time, as evidenced by ancient stone huts found high on desolate slopes, but their current incarnation as a polity is much more recent, though still in its own way quite ancient.
The Amadin people trace their heritage to a warrior host that came from the deserts behind the banner of Amad, a great champion of light. Amad fought the dark ones who had built cruel fortresses and claimed the heights of the Yssa Mountains as places of sacrifice and demon worship. Amad, surrounded by foes, fought to his last breath, and was raised to the heavens before all the blood had fled his body. He charged his followers to live in the mountains he had purified and keep them clean of blackness as a sacred trust. Such is the legend.
The actual truth is more prosaic, the Amadin were natural migrants seeking to claim new lands due to a particularly severe dry spell in the desert and the mountains were sparsely populated, but Amad did exist and there were strongholds of great darkness in high canyons. Ever since that time the Amadin have inhabited the mountains.
The people of the mountains lived simple lives under local lords for a long time, mostly feuding with their neighbors over water rights and pasturage. They were a pagan people, worshipping Amad as a god and also acknowledging a number of lesser spirits. Twelve hundred years ago the Shishiyan Church, offended by this, made a concerted effort to convert the region. Scores of missionary priests were dispatched. Most were armed with little more than their zeal, but they were wise and cunning men, and had great plans.
One among them, a monk named Sarru, was a student of animals. He believed the Giant Yssian Ibex, an animal the herdsmen had tamed centuries before, could be adapted for riding, and devised a saddle suited for the purpose. He gave this discovery into the hands of Tilkhal Assurb, the Desan – ranking noble – of the northern third of the country, following the noble’s conversion to Shishiyanism.
Empowered by this strange cavalry, Assurb rapidly conquered the whole of the mountains and declared the Kingdom of Yssa as a Shishiyan state. There was, however, considerable resistance, as the people were not willing to give up their worship of Amad and violent resistance continued for decades. The monk Sarru was murdered by rebels during a journey. He was later honored as a Shishiyan saint and the Temple-Fortress of Sarrut and the Saru-Kisi holy order honor his name.
The violent would be stymied by the actions of a later priest, Pileser, one born in Yssa but trained in [as yet unnamed nation containing church headquarters]. With dispensation from the Grand Mahangar, he arranged to have Amad honored as a demigod champion of the Exalted and protector of the Yssa Mountains. Children were carefully raised in the new faith, and within a generation resistance had ceased and most of the nation was devout.
Since that time there have been various upheavals. The Assurb Dynasty collapsed during the dark centuries and the Yssa Mountains were long a country only in name, depopulated by plagues and crippled by droughts. Recent centuries have been more prosperous. Five generations past the kingdom was renewed under blade of Argon Mazam, whose lineage yet controls the throne. This dynasty survived a brutal succession struggle in which the putative heir converted to Laskism, leading to a series of brutal sieges in the high peaks. After this many Yssan soldiers fought the Laskists across the continent on behalf of the Shishiyan Church.
The current monarch is Arzu Mazam, who has only recently taken office upon the death of his father.
The Yssian government is based in a compressed feudal system. The proto-market economy of this state is very limited due to low development and high faith. The king holds court in the capital city of Amadaran (‘City of Amad’ in the ancient language), which is located in a fertile valley deep in the mountains in the shadow of Mount Ainlar.
The king appoints four Desans, major nobles, one to rule the capital and each of the others to govern the north, center, and southern regions. The position of Desan is generally not hereditary, and is instead given as a reward for loyalty to key supporters. Also by tradition the acknowledge heir is made Desan of the capital. The Desans derive revenue from the economy of the cities within their respective regions. They are not major landholders.
Below the Desans are the Turtans, the landholding nobles. These are hereditary positions, of which there are currently twenty-eight, and generally correspond to a fertile mountain valley and its surrounding pasture lands. Much of the land in the desolate western half of the nation is not claimed by the nobility and is held in trust by the crown, but is essentially wilderness. In time of war each Turtan is expected to muster the populace to form an army, which is led by the king.
Beneath the Turtans there are only village leaders, who are always an elder from one of a small group of core families in each settlement. Their authority is informal, but considerable at the local scale, and they are usually allied with the local priests.
As typical in a nation of considerable religious faith, the Shishiyan Church possesses considerable holdings in Yssa. The ranking [bishop-equivalent]s control a number of territories under their own authority and are considered equal to a Turtan. There are currently five such positions. They are not expected to marshal armies at royal command, but face intense pressure to ‘donate’ heavily to the cause if the conflict has church sanction.
Terrain
SpoilerYssa is an inland mountain region. Though the surrounding lowlands are hot the highlands of Yssa are considerably cooler, though they are rarely truly cold and snowfall is almost unknown. Rainfall occurs primarily during the winter. Overall elevation generally ranges from 500 to 3000 meters, with the majority of the landscape hovering between 800 and 1200 meters.
The mountains run north to south and the region is divided along this axis through the foundational streams of three major watersheds. The western edge of the region is impacted by the mountainous rain shadow and is quite arid. Floral is most abundant around streams and highland lakes.
Most of the landscape is covered by bushy, rampant, coniferous scrub (chaparral biome) and other hardy low-growing plants. There are coniferous forests, composed of cedar, juniper and related plants, in more sheltered areas and scrub forests at the higher altitudes. Fire is a regular seasonal occurrence in large areas. Overall animal diversity is low, with few large predators, but there is a high diversity of goats and their relatives (Caprinae).
Human population is concentrated along the high valleys, which mostly run in an east-west direction, though they are rarely straight. The eastern half of the region is significantly more inhabited than the western half, which has few permanent settlements.
The three major watersheds are known as, from north to south, Hamat, Rabla, and Tabal. The central region of Rabla is the most prosperous and contains the capital city which holds the Silver Temple. Hamat is the least hospitable region and also the most militarized, it contains both the Arpa Monastery and the Temple-Fortress Sarrut.
The highest mountain of Yssa is Mount Ainlar, a towering peak that tops four thousand meters at its mighty summit – giving a veneer of year-round snowpack, unique among mountains in the region.
People
SpoilerThe people of Yssa have learned to live under a hot, searing sun that rarely leaves, and to survive in a land regularly wracked by fire. They are known as the Amadin people.
Bronze-skinned with universally straight black hair, and often possessed of a cracked and wind-lashed look. Brown eyes predominate, but some have greenish shades, with increasing degrees of green considered a mark of beauty. Hair is usually worn short in men and longer in women, with women wrapping their hair in buns at the back of their head upon reaching adulthood. Men go clean-shaven.
Clothing accommodates the harsh climate. Loose but solid pants or skirts (worn by both men and women), long-sleeved tops, and headbands are the standard wear. While full-covered head-wraps are common, especially in particularly harsh weather, hats are considered foreign dress and avoided. Outfits feature robust fabrics or hides, particularly on the legs to avoid ever-present thorns. Coloration is limited to pale earth tones, usually tan to muted yellow, designed to reflect the baleful sun. Pure white, decorated with embroidery or other flourishes, is preferred ceremonial wear. Linen is considered the ideal fabric for this purpose and is highly valued. Ornate headbands, often with extraordinarily detailed embellishments, are also utilized for this purpose.
The Amadin people mostly live a difficult life with few outside comforts. Their land is hard and so are they, but they are also a people united by strong faith and traditions. They are suspicious of outsiders, who they tend to view as likely to try and steal from them. Outwardly they are restrained and stoic, but they let loose their emotions wildly during regular holidays. The majority of the Amadin live as farmers of small plots in sheltered areas or as herders – primarily of goats and their relatives – in the upland chaparral. There are also groves of olives, cork trees, and valuable culinary spices, but these are generally controlled by the nobility.
Resource
SpoilerThe Yssa Mountains produce Yssian Donkeys [Great]. The product of many centuries of selective breeding, these are widely considered to be the best working asses in Celessa and are highly valued as domestic animals far and wide. Seemingly tireless, tough as nails, and able to survive with a very limited ration of water, they exemplify the virtues of donkey. They are particularly valuable as breedstock, for they produce superior mules when bred with horses.
The mountains experience a significant shortage of Timber as they have limited woodlands of their own and need to conserve them strictly to maintain water retention. Demand is therefore quite high and poaching of timber lands remains a considerable problem. Major industries, particularly smithing, a highly dependent upon timber imports.
Trading Posts: Each of the three watersheds contains a trading post. All are located in the east on rivers at points were they have become navigable. Danu, is located in the north and trades primarily in cork and herbs. Arraf, located in the center, trades primarily in linen, livestock, and hunting birds. Dilb, located in the south, trades primarily in cheese, horn, and olives.
Faith
SpoilerAs Yssa is a harsh land, faith is very important to the lives of its people, and has long been so. The name for their people, Amadin, means ‘followers of Amad’ in ancient dialect. Amad was a pagan deity in an early age who fought against the darkness and was a national hero – he is believed to have ascended from the peak of Mount Ainlar and the Amadin are descended from his host. The Amadin were converted over a thousand years ago in a long and strenuous campaign, and Amad was exalted as a demigod of the Shishiyan Church. This conversion was accepted wholly and while the Amadin still give Amad a little too much veneration than the Grand Mahangar is comfortable with, the central church looks the other way because they are so willing to seek out and purge the enemies of the church.
Amadin worship tends towards the austere and nearly fanatical. It keeps its rituals simple – since the people cannot afford ostentation – but goes in big for quantity. There are small temples in every village and attendance at prayer is a social obligation that is not to be missed. Willingness to fight on behalf of the Exalted (and his servant Amad) is highly valued.
The principle religious center is the Temple-Fortress of Sarrut, where the Saru-Kisi order of holy warriors is headquartered and trained. This is located in the northwest, a particular isolated and harsh place designed to train fanatically capable zealots. The Saur-Kisi ride the giant Yssian Ibex into battle when called to holy war, yielding a terrifying cavalry capable of ascending mountains and vaulting barricades.
The other religious centers are the more scholarly Arpa Monastery and the royal Silver Temple. All three centers are dedicated to the Shishiyan Church.Last edited by Mechalich; 2016-12-22 at 07:49 PM.
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Re: EMPIRE3! I - A Community World-Building Game
Mechalich, are all the religious centres Shishiyan-controlled? If you could specify (either in the text or in a summary section) that would be appreciated. Otherwise, approved. Woolli, yours is approved too.
As an aside on terminology because I am nothing if not pedantic, "Shishiyan" means something akin to "universal" (the church originally had a rather longer official name equivalent to something like "one true universal and rightly-guided church" although on Quinton's advice I removed the additional words so that people weren't overly bamboozled. So the majority of usage in the thread has been fine, but it's worth noting for the sake of clarity that the name is not really derived from a shorter root word, and the church is not engaged in the worship of an entity called "Shishiya" or a variation thereof, just as Orthodox Christianity is not centred on the worship of an entity called Ortho.GITP Blood Bowl Manager Cup
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Spoiler: Previous Avatars(by Strawberries)
(by Rain Dragon)
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Re: EMPIRE3! I - A Community World-Building Game
Last edited by Minescratcher; 2016-12-22 at 01:15 PM.
Ceci n'est pas une signature.
Ti Linnad in Empire! 4
Commonwealth of Zara in Empire! 5
The Bel-Dan-Ub in Empire! 6
The Ironkelp Order in Empire! 7
Currently Running Empire! 8
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Re: EMPIRE3! I - A Community World-Building Game
Damn boy, dem thighs. Poor l'il gobbos are gonna get squeezed like a tube of toothpaste.
[edit] - Also, as an aside. Lots of regions seem to have timber/lumber as their required resource. Looks like there might be some exciting interactions afoot, over what may end up being a very limited resource.Last edited by Catrus; 2016-12-22 at 11:18 AM.
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Re: EMPIRE3! I - A Community World-Building Game
GITP Blood Bowl Manager Cup
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(by Rain Dragon)
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Re: EMPIRE3! I - A Community World-Building Game
As per last game, Needs are a stumbling block. Other than the very Roman water, I cannot think of a good need.
Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.
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Re: EMPIRE3! I - A Community World-Building Game
The Barony of Seloris
Lord Vaerin
Diplomacy: 5
Military: 3
Economy: 2
Intrigue: 4
Faith: 1
Spoiler: Government and History
“Five centuries of struggle. That is what they say had befallen our people. Yet when I look to the kings and their cities around us, I see that they do not even know the meaning of the word.
It would be my pleasure to show them.”
- Lord Vaerin
While there was once many groups who sought to dominate the plains of Aerok, there were few who could garner the loyalty of their people and fewer who could extend that number past their immediate group. Many tried and failed, torn apart by rival groups or internal struggles for five centuries. Five centuries of decentralized power, corruption, and war. To this day things are still the same save for one thing - The power has been centralized, and those who rule fully indent to keep their position on top.
The government of Seloris originated under the rule of Lord Falkar the Bloody of the Selorian gang, one of several gangs at the turn of the fifth century who robbed and killed whoever they pleased. The scattered people were used to bandit attacks; To murders and to pillages, but they were never used to an offer of surrender. An offer of surrender in exchange for protection and loyalty. By the time the next gang would come around, they would find themselves at odds against the Selorians, either to meet their demise or to betray their own men and join the enemy for survival. It was this tactic of forced surrender and loyalty that sparked the Selorian rise to power. It was the fire this spark started that propelled the region of Aerok to be declared a unified province under the Barony of Seloris, ruled and governed by Lord Falkar himself sixty years into his career of banditry.
With his resignation upon the year --- (Starting Year), his son by the name of Vaerin takes his place as the Baron of Seloris with high ambitions and a lust for domination.
Region 5 - Aerok
Spoiler: Geography
Aerok is a place of hills and prairies that border the tip of the ‘Bay of Zaibal.’ Long shores make the home of many a fisherman’s hut, and boats that set out to fish in the saltwater sea are a common sight. Steeper bluffs line the southern edges of the region, making it beyond difficult to both set sail or dock anywhere aside from the heart of the bay. Travel is also hampered by large rocks that jut from the ground like pillars, morphed into jagged, almost artistic formations that extend up to twenty feet above sea level. They are common all the way from the shore out to the edges of the southern regions. Together these prevents fishing from becoming a major industry in the area, but provide a good defense against sea-bound invaders in turn.
Further inland the terrain fades into a set of hills, rising and falling at intervals throughout the region. The river Kos originating from the eastmost side of the area traces its way along these hills, fanning out into a web of streams that all eventually meet the sea. Land in the east is often used for farming because of it, growing vegetables and wheat that made for common locations involving bandit raids before the Selorian Clan rose to power. Now the farms are watched over with a careful eye, producing more than they ever have under the safety of a formal guard. To the west the land becomes slightly less fertile, mostly due to a thick layer of rock located not so far beneath the arid dirt. With no rivers to feed the land its nutrients growing things becomes almost impossible, with only bushes and grass sprouting over the fields. Despite this however, the capital city of Zelt stands tall against the landscape, dotted in the very center of the region where the final rivers meet with the drier land. There are many towns across Seloris, and many more of them lie in ruins from past raids.
Spoiler: Culture
Aerok has a history of being a war-torn region of thieves and bandits, and even though the country has been brought under one banner it still shows in the way the people live their lives.
The people of Aerok - Known now as Selorians - are highly independent, with few moral qualms and an innate disdain for authority. Being constrained by laws and taxes are undesirable, but ultimately better than being plagued by constant raids and lootings. In addition to valuing an anarchistic freedom, wealth, power and loyalty are all things that give a man much respect among the people. Knowledge is simply seen as a tool to gain power, and loyalty a result of it. Honour is looked upon as something for those who can afford it, and is easily discarded when lives are at risk. That is not to say that have none, however. The philosophy ‘an eye for an eye’ can go both ways, where a favour will often result in a favour repaid in turn. To owe someone something means much, and thus these debts are sought to be paid off quickly. A popular philosopher from many years ago went to visit lands to the west at one point, finding their code of ethics to be very different. When asked to put his values in words, he granted them the following script before returning and introducing what has since become the driving force of Yadaism in the region. The ‘Code of Nuun’ spread across the barony following its publication and is often jokingly referred to in conversation involving business across Seloris.
Code of Nuun
When there is danger it will be your blade that will protect you, not your honour.
Wealth may be quickly amassed when force or subterfuge are applied.
A reputation is built not by what you do, but how much you can hide.
Lethal force prevents conflict from recurring.
Your may always rely on family.
Power must be proven by force.
Loyalty must be earned.
People are bastards.
The people of Aerok are distinctly human, with a skin tone of olive and a medium stature. Darker hair colors are common, and mostly shades of brown. Foreigners are easily identified if they do not fit into this particular mold, which makes them easy targets for more experienced thieves. Clothing worn ranges from heavy cloaks and cloths in the colder seasons to light and free fabrics when the weather is warm. Snow rarely if ever falls even during the coldest season due to the Bay Zaibal functioning as a climate neutralizer. In its stead a single rainy season is granted, in which even the western part of the region receives a fair amount of precipitation. Black is a popular color to wear due to its ability to both stand out and blend in depending on the situation, though it is rarely worn to any decent social event. Gold is perhaps the most well respected color, but it is only ever used as a highlight rather than a base. Typically the more gold you have on you the better - But wearing gold also means you become a target for the lower class to rob. One who wears gold and is not robbed is one who is deserving of respect. Other darker colors are worn, but less commonly than black and gold. Bright colors are frowned upon as both impractical and silly looking.
Before the barony was united, life was hard for most everyone. ..Everyone aside from the bandit lords, that is. Cities and townships lived in fear of raids at all times of year, and things were taken most often by force instead of trade. To escape the cycle of being robbed and having nothing to eat, people would try to join or create a gang of their own. The people with the worst morlas thrived in these gangs, and the good did not last more than a week. When supplies turned scarce then gang would turn against gang, marking the most dangerous times throughout the history of the region. Only the smartest and the strongest came out of these conflicts unscathed, but the common folk were always the ones to get the worst of it.
With the rise of the Selorian government things had become much safer. With protection industries were allowed to grow, and things settled in a way that they never have before. Even still, just because people do not need to worry about being pillaged does not mean they have no worries at all. Thieves still roam the region clinging to their ways, with few written laws to prevent them from doing so and their punishment awarded based on how generous the baron is feeling that day. The rule for profit is no longer might makes right. You either work long and hard and have a chance of living a decent life.. or don’t get caught.
Spoiler: Faith and Trade
Tikite Spine [Great] is shrub located in the eastern part of Aerok that is known to have a poisonous extract when the needles are boiled. The fluid can then be added to drinks to make people see hallucinations, through larger doses lead to more serious effects such as loss of consciousness or high fever over the course of several days. It is known to be specific to the region of Aerok, and appears commonly during the summer seasons. Tikite Spine is often traded as a common drug, though there is enough of it to potentially ship large quantities across Celessa.
Gold is highly desired by the higher nobility within the Barony of Seloris, so much so that without a steady income that it is difficult to maintain the loyalty of those within their courts. Even if the barony is under the command of a single person, no man rules alone.
Trade Post One: Open
Trade Post Two: Open
Trade Post Three: Open
Matters of faith often take a back seat for the people of Seloris, their skepticism born from a longstanding lack of hope for peace. With so few people living by the ideals of the Shishian church, the worship is only taken to heart by the most optimistic of people even if there are no laws specifically against it. A recent and aggressive conversion to Yadaism after the unification of Seloris has captured the hearts of almost all the faithful in the region, reinvigorating their desire to be heard and to shape Aerok into a land of those of their faith - Perhaps even correcting the government’s corrupt nature through the teachings of the exalted.
Holy Center one: Yadaism
Holy Center two: Open
Holy center three: Open
"What is to give light must endure burning."