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    Default EMPIRE4! I - A Community World-Building Game

    EMPIRE!
    Rise From the Ashes
    A Community World-Building Game by Morph Bark

    IC thread: IC Thread
    OOC Thread II: OOC Thread II
    Dice-Rolling thread: Dice Thread I - Dice Thread II
    Event Suggestion Thread: Suggestion Thread
    Lands Thread: Lands Thread
    Rules Thread: Rules Thread

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

    This world will start as a simple one similar to the times of Antiquity, but through the actions of players and random events the scope of the world will expand, science marches on and magic will be enhanced. Magic is spread throughout the world, though its use has greatly faded in the past century. Monsters may abound in players’ regions; strange natural resources, the crafts of alchemy, powerful wizards, and legendary artifacts may be at their use; and supernatural phenomena can take place.

    Best beware if you want to ensure your legacy.


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

    Additionally, if you have a question, and you can ask a player (about their region or people, for instance), ask them instead of the GM. If you can ask it in the thread, do that instead of via PM. The GM's PM inbox is regularly cleared and thus things can easily get lost, so try to keep it to secret stuff and (IC) reactions to stuff you get in your own inbox. For similar reasons, nothing said in the Discord server should be considered official unless it is also posted in the OOC thread.




    The World and Joining the Game

    The World

    The world of Emjata was once united, a single great Empire stretching from the highest northwestern peaks to the lowest southeastern flatlands. From his capital of Avakon, Dejan the Magnificent conquered all who stood before him, defeating men and magic both.

    But it was not to last.

    At his final victory feast, Dejan climbed atop the table and raised his sword to the stormy sky, proclaiming himself greater than the gods, a true ruler of all the world. For even the gods had not united Emjata as Dejan had. At that instant, the sound of thunder split the heavens and a bolt of lightning fell upon him. By the next day Dejan was dead, and the continent divided between his four generals.

    It has now been a century since the division of the Avakonian Empire. Famine sweeps across the land like waves on the shore, and the ruins of the old empire may be found all across the continents, picked clean by scavengers and thieves. The Empress Vana Rafæla Zhekurus, great-granddaughter of Dejan’s brother and last member of the last dynasty of the Four Generals, holds sway over a tiny fraction of the former empire, while petty kings and nobles outside her realm make war for any reason, real or imagined. Devout Jalyeong-bo seek to end the dominion of Perijanism, while their foes launch their own attacks against the disciples of spirits.

    Yet even amidst this chaos, a few strong leaders rise. Technology and magic alike are reaching heights undreamed of for a hundred years. Now is the turning point of history. Now heralds the rise of a second Empire.

    - Excerpt from the journal of Zenaka Tanar, scribe of the Empress

    Religions
    None of these religions are organized at the start of the game. Some have been thrown into disarray by the fall of the Avakonian Empire and the ensuing chaos, while others are just now establishing themselves. An opportunistic or devout ruler might choose to take on patronage of one of them, or try to push them into obscurity.

    Jalyeong-bo
    Spoiler
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    Jalyeong-bo is a belief system which reveres the spirits that exist in everything, from the mountains, to the trees, to the world. Part of the belief is in a contract between its inhabitants and the spirits that each shall respect the other, or suffer the consequences. Similarly, a large emphasis is placed on an even exchange between mortals and spirits, such as the sacrifice of an animal to help a field grow.
    As spirits are very individual and mysterious, a large number of traditions and legalistic structures have emerged to find the best processes for both parties. Part of this is in worship, where practitioners let spirits inhabit their body and feel things only mortals can. This may involve many instruments like bells or tambourines, sweet treats, and singing and shouting, or simpler pleasures, such as incense, finely woven mats and textures, and brightly ornamented shrines. As a result of these, most adherents have strong traditions of cooperation, respect for the natural world and obedience, both to their superiors and the law.

    Those who follow Jalyeong-bo tend to have, if not close, then at least cordial relations with the Abhidi, as both have traditions of group worship and submission. Similarly, they see similarities in the harmonies of the world being the reflection of possibly a greater spirit, although the intricacies are convoluted.
    On the other hand, there is contention between them and Perijanism, as the ideas of singular beings having such enormous sway, while being attributed to simple characteristics is fundamentally incompatible with Jalyeong-bo doctrine. It did not help that Perijanism was widely spread by the Dejan the Golden and that Perijanists destroyed sacred places, paying no reverence to the spirits, when building their own temples.



    Abhidi
    Spoiler
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    Followers of Abhidi believe the world is ruled by one supreme being, Abhidi, and that all aspects of the world are reflections of that being. To become more like Abhidi, adherents are generally ascetic, trying to live peaceful and moral lives of self-reflection, so they might become a better image. How often this is successfully practiced varies widely, however.
    Mirrors play a large part in Abhidi, both being a symbol of reflection, but also a means to contemplate one’s own reflection, and what it truly represents. Thus, every place of worship has a highly-polished mirror, far better than those most would use. Shadows also play a large part, representing that which is not reflected, both of the self and of Abhidi. That is not to say shadows are ‘bad’ or ‘good’, as they too stem from Abhidi, and represent that which makes people unique. Thus, they both give mortals the freedom to act on their own accord, and are the cause of all suffering.
    The most important reflections of Abhidi are Aadvaitah and Jyotih, representing universal order and chaos, respectively. They are used as examples to guide followers of Abhidi in their own lives.
    Generally, followers of Abhidi dress plainly and come together for mass worship, at which they may discuss their own lives, and where their shadows lie, and how to see past them. Chanting is quite popular, though loud instruments are usually not used, as they can disrupt contemplation and meditation.

    Followers of Abhidi often get on well with those of Jalyeong-bo, due to their similar styles of worship, but they do see the belief in spirits as being too materialistic and focusing too much on the world.
    On the other hand, they also get on well with Perijanites, seeing their gods as possibly more material reflections of Abhidi, although they do prefer their more contemplative and subtle worship.



    Perijanism

    Spoiler
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    Followers of Perijanism follow a Pantheon of many gods, each of which have at least one virtue and vice attached to them, and control one aspect of the world. Although there are many, there are three major gods.

    The first is Khompur, ruler of the gods, who holds domain over the earth and agriculture. His ascribed virtues are loyalty and persuasiveness, while his vices are complacency and his unforgiving nature. He is especially worshiped by farmers, servants and rulers, and is on fairly good terms with the other gods…most of the time.
    The second is Trodje, god of war and the sky. His virtues are his passion and innovation, but he is greatly stubborn and selfish. He is the patron of soldiers of all kinds, some merchants, and quite a few mothers. He is notoriously argumentative, and often gets in heated arguments with everyone, especially Rieba.
    The third is Rieba, goddess of the sea and knowledge. Her virtues are her wisdom and impartiality and her vices are her secretiveness and her wrath. She is the patron of sailors, some merchants, and almost all scholars and judges. She is generally quite aloof to other gods, except for Khompur, whom she respects, and Trodje, whom she fights with constantly.

    While these are the major gods, almost all the gods are worshiped either together or in turn, but are invoked when in specific need, such as invoking the god of hunting before setting out on a hunt. Due to the nature of the gods, adherents like to note their own vices and virtues, and how to turn them to their own uses, following the example of Khompur. All gods also have their own symbols and sacred animals attributed to them.

    Typically, worship in Perijanism is essentially a favour and petition affair. By worshiping and sacrificing to the gods, worshipers hope for good luck in their lives, especially if they use things of greater value. This may take the form of sacrificing a portion of the harvest, prostrating themselves before an altar and burning incense. Due to the whims of the gods, however, results can vary, especially if an individual is favoured or scorned by a god, so worshipers tend to choose sacrifices carefully. Never burn books for Rieba!

    Perijanism tends to be somewhat widespread, but suffers from being the official religion of the Empire, so is often scorned by followers of old faiths. This is especially true with Jalyeong-bo, where the differing beliefs between spirits and gods created consternation, even without many Perijanists burning spirits’ sacred forests and clearing fields for temples.
    On the other hand, Perijanism probably gets on best with followers of Abhidi, who see their gods as imperfect reflections. In return, Perijanists see the Abhidi as misguided; followers of one god with too many elements attributed to them, overcomplicating the truth.



    The Dejanites
    Spoiler
    Show
    When Dejan was struck down by lightning, many at the time did not see it as a cruel irony of fate or as the intervention of a wrathful deity. These saw it as a sign of Dejan’s ascension to a greater plane of existence, as the one who now rules over the heavens, having conquered Emjata. Thus the Dejanite cult began.
    The cult tends to praise ingenuity and power, or any virtue of Dejan which he has become renowned for, and trains its members hard in both strategy and warfare, so they can study the path to ascension Dejan took. The ultimate goal of the adherents is to achieve at least a partial ascendance in their lifetime, so they may be part of Dejan the Eternal’s army in the heavens, as his conquests go ever onwards.
    As the Dejanites are technically an offshoot of Perijanism, the two faiths have at least cordial relations, however, the Dejanites see the older gods as weak and decadent, unlike the actions of the mortal who defied them, so deep doctrinal discussion is usually avoided.
    Dejanites don’t get along with Jalyeong-bo adherents for the same reasons as the Perijanists, if not more so, as they represent the epitome of the Empire’s destruction. The view of Dejan as a possible great spirit who can be bargained with has eased tensions in a few places, but not by much.
    Of all religions, though, Dejanites get on worst with followers of Abhidi, as the claim that Dejan is above all gods is the antithesis of the doctrine of reflections. To call a reflection greater than its caster in every way suggests to Abhidi that the mirror being used by the Dejanites is quite warped. Luckily, the two doctrines have been mostly far apart from each other, so no real conflicts have occurred over the past century.



    Atlas
    Spoiler
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    Below is the most current map of the known world.



    Sub-continents:
    Northwest: Regner
    North: Inyaka
    Southwest: Estensule
    Southeast: Palmor

    Seas:
    Central: Uhraiya
    Western: Ortassa
    Eastern: Badan
    Southern: Albar
    Northern: Norbar


    Joining the Game

    First of all, read this thread

    Got it? Good. You may now pick the region you would like from the atlas below (first come first serve) and post your region submission in this thread for review and approval. You are only approved if Rolepgeek says you're approved. Once you're approved you can post your country details in this thread and prepare to join the IC game when it starts.

    The IC game will begin in the year 103 by Imperial reckoning.

    Example Region writeup

    The Republic of Monovo
    Spoiler
    Show
    Monovo is a very flat land, with very few hills or valleys breaking up the terrain. The only exception is the small hills around the central city of the region, Monovo, which shares the name of the state. The surrounding hills are often called the ‘Trembles.’ This is in part to the many localised earthquakes that often occur in the area, which while usually mild, can cause said hills to appear to wobble. Aside from these, the land is mostly lush in the east but becomes slightly more arid in the west, which are known locally as the ‘Greens’ and the ‘Reds’. This is partly why Monovo the capital is in the east, apart from the defensive benefits. A few small lakes do dot the landscape, although the biggest one is in the north, and has the small settlement of Hiro on it.

    Monovo was a small state, which mostly specialised in breeding horses, and trading them to the more war hungry states around them. There central government was a republic, although the leader of the republic was elected for life, and had one veto they could use in their tenure, so it was certainly nowhere near a true one. When Dejan began his conquests, Monovo at first made good profits by selling horses to both sides, and profited heavily from war. However, when Dejan and his enemy of the day both threatened to destroy the city state unless they swore allegiance, the leaders of Monovo decided it might be best to throw in with the successful conqueror, and prosper in an Empire, rather than falter in continued war. The leader of Monovo did in fact veto this decision. This was respected, and when he had finally bled to death, the new leader agreed with the majority. Since the Empire, Monovo has been subject to many bandit attacks in its plains, but the city itself has escaped much of the ravages of other places, though its trade has vastly declined.

    Monovo is a city of mostly humans, although a few other races may also frequent it. A large amount of Monovan culture revolves around stables, with business decisions, many apprenticeships and a few ceremonies taking place in stables. Most of these are small, family ones, but some stables, especially the cities grand stable, are frequented as the center of life for its citizens. Men tend to dress in short shirts made from wool, and trousers, to help with riding, and women wear their hair braided tightly, and wear short, practical dresses in colours that can only be described as ‘sable’.

    Monovons are strong adherents of Jalyeong-Bo, and are said to have very strong bonds to horse spirits. For many years, this has been the case, until recent news of a god of horses from Perijanism turned a few heads, and has gathered a following of its own right.
    Religious center 1: Jalyeong-Bo
    Religious center 2: Jalyeong-Bo
    Religious center 3: Perijanism

    Horses are a large part of Monovan culture, and they breed some of the most, and some of the best horses in the land, specialising in endurance and speed over flat terrain, mirroring their own territory.
    The one problem of their society is that they have very little in baubles and trinkets, which are much valued, especially gems, which are a prized gift.
    Resource: Monovan Horses
    Needed resource: Gems.
    Trade post 1: (Monovo)
    Trade post 2: unowned
    Trade post 3: unowned



    The Rules of the Game & Data Collection



    Game Masters
    Legacy Masters: Morph Bark, QuintonBeck, Zayuz, Aedilred, TheDarkDM

    GM Team

    Head GM: Rolepgeek

    GM’s Second: Minescratcher

    GM's Third and Fluff Builder: RandoMan

    Setting Construction Crew: Rolepgeek, Tentreto, Minescratcher

    Table Captains: PotatoPriest, lleban, Minescratcher, Zayuz

    Stat Manager: This could be YOU!

    Extra Player Resources (For the Players, By the Players)
    Heraldry Generator (thanks, Logic!)
    Family Banner Generator
    Flag Generator (thanks, Logic!)
    Family Tree Builder (thanks, zabbarot!)
    Discord server (thanks, m9p909!)

    Should there be anything incorrect or not updated yet about any of the above tables it’s always possible that the GM or co-GM in charge of that has missed it. If so, please feel free to inform us with the proper, most updated information.
    Last edited by Rolepgeek; 2019-03-11 at 11:37 PM.
    Empire!4 - A community world-building game. Always recruiting.

    Sincerely,
    Role P. Geek

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    Default Re: EMPIRE4! I - A Community World-Building Game

    A brief guide for players follows, copied from the recruitment thread for the benefit of those people who come straight to this one.


    New to Empire!?

    Spoiler
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    Empire! is a collaborative world-building game where you take on the role of the ruler of a region and their heirs and successors, perhaps turning your small starting powerbase into a great kingdom or empire, forming alliances, fighting wars and establishing colonies along the way. While the GM has some oversight and final approval, the setting’s content is controlled by the players. There is no limit to the number of people who can play and we are always accepting new players.

    The game is played in turns, each lasting two real-life weeks and representing three years in the game world. Every turn you have a number of actions you can take, which represents the significant activities of your ruler and country over that period. Each action improves your ruler’s ability to do things in future and helps contribute to the ongoing development of your region.

    The roleplaying and worldbuilding elements are much greater than the mechanical side. Someone will usually host an event every turn, a gathering of important people from nearby realms, so that you can interact with each other, form alliances, pursue romances and feuds, and just generally get to walk around in your characters’ shoes. Eventually, your ruler will die or step down to be replaced by their heir or chosen successor, and the cycle begins anew.

    If this sounds like something you’d be interested in, check out the game rules in this thread. Don’t be daunted by the size: the rules are actually very straightforward in essence, with a lot of the content being explanatory, details of special abilities you can acquire later in the game, and other things that aren’t immediately relevant to new players.

    Then claim a region for your own, and write it up for review and approval by the GM, Rolepgeek. We have a friendly group of players who are always happy to welcome new players to the game and help them get settled in.

    The IC game is due to start in mid-late September/October.


    Played Empire! Before?
    Spoiler
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    If you played in E1, E2, or especially E3. the basic rules of the game will no doubt be familiar. However there are a number of differences and new features for E4 which will probably affect the way you approach the game.

    In Empire! 4, the main area of play is one large landmass, which is yet to be fully revealed. It does not show the entire world although it is a significant portion of it. When necessary, new areas will open up both on and off the map for new players to enter the game and for old players to claim and conquer.

    The time period associated with E4 is antiquity, a time when many new ideas emerge and states begin to form, each with very distinct cultures. It is also a time when new and previously unheard of technology begins to emerge. Magic will also play a larger part than in past Empire! games, as its existence is an indisputable fact, although it is not strong enough to compare to ‘high’ fantasy.

    In E4, a large NPC Empire will be present from the beginning, but it is crumbling from within and is far weaker than it may seem at first. While it can be fought, it can also be allied with, and possibly, with enough effort and a bit of luck, restored to some of its former glory..

    We hope that the dynamics of working around the ashes of an old Empire will allow for a better relationship between players, and allow multiple powers to emerge and work together. We also hope that by adding a higher inherent amount of magic to the setting, players will be able to explore more interesting and varied concepts and ideas and use them in play with others.



    Specific rules changes
    Spoiler
    Show

    Players are of course advised to read all the rules, even if they’ve played before.

    All the stats from E3 remain and are broadly the same, although Faith has been expanded slightly to also include some elements of magic. While magic will usually fall under the stat it most directly affects (a Technology using magic to extract resources would most likely provide a bonus to certain Economy actions, for example), Faith is the general stat to fall back on.

    Trade works similarly to E3 using Trade Posts, with each region having one resource. Owning a large number of trade posts can also improve technologies that provide bonuses, such as increased unit capacity. Furthermore, if you get permission to buy out an owned Trade Post, you may choose between aiming for a target number of 12, or a normal contested roll. Holy Centers also return from E3, although religious organization and conversion has been reworked.

    Each state selects an official religion, which is used to determine what religion’s bonuses (described below) the state gains and potential religious instability. It can be changed later, but this may cause instability. Having no official religion is also an option, although you won’t be able to gain religion bonuses or become a Holy Land.

    Unorganized religions can convert Holy Centers without having to be organized first. Organizing a religion as a Faith 10 action allows followers of the religion to create Holy Orders and to access small bonuses based on spread, described below.

    All religions with more than 5 Holy Centers provide a small bonus to their official followers, or two bonuses if they control more than 10 Holy Centers. In addition, the largest organised religion provides another bonus to the states which follow it, for a total of two bonuses if it has more than 5 HCs or three if it has more than 10. As religions are far more diverse than in E3, this may lead to some competition for the title of top religion.

    Instability has been adjusted to give penalties to actions associated with one specific stat when it occurs. The range of situations that can cause instability have also been expanded, allowing Faith- and Economy-focused players to work against their foes without requiring military units.

    Assassinations and kidnappings of player-controlled characters now require an Intrigue 5 action, to help ensure they are not overused. The previous rule of cumulative paranoia is unchanged. Two new Special 5 actions have also been added for Faith and Diplomacy.

    The unit cap for a one-region state has been lowered to 5, to reflect the reduced military organization in play. On the other hand, there are now multiple ways to raise it such as through technologies or religion.

    All techs that provide mechanical bonuses must have a resource requirement. Certain techs also gain an added ‘monopoly’ bonus for controlling 3 or more trading posts of its required resource. Furthermore, an Intrigue 10 action can create techs, encompassing spying, and military techs related to traps, scouts and supplies.

    Less a rule than a policy, but NPCs are to be severely trimmed and will be much less a feature of the game. Players who drop out will usually leave their lands available for claim by others, rather than continuing as NPCs indefinitely, and there will be only one GM-introduced NPC at game start.



    Getting your region approved
    Spoiler
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    What you put in your region is largely up to you, but the GM has final say over what is approved for play.

    Try to make your region writeup reasonable in length. You don’t need to write a novel (and that would be going way too far the other way!) but detail is always appreciated, as is paying some attention to your map location. If you want to start in an island paradise covered with rainforest, obviously don’t pick a landlocked mountainous region in the far north of the map.

    Try not to go incredibly overboard with fantasy elements or other wild ideas in your initial writeup. Empire! has seen some remarkable events over previous games but the setting remains relatively “low” fantasy in many respects, especially at the start of the game. This is not to say you can’t do something original and exciting, but, for instance, impractically huge buildings, magic spaceships flying around, or giant robotic dinosaurs are unlikely to be approved. The starting setting of the game is roughly analogous to Europe, the Mediterranean and the Middle East in the 5th century BC; as time passes during the game, you’ll be able to introduce new technologies, build wonders of the world and cause supernatural effects during play itself.

    Due to the single-continent nature of the setting, extremely monstrous races and highly alien cultures are less likely to be accepted, at least without serious revision and/or acceptable justification in the region write-up itself. To an extent this will be determined by the write-ups that the playerbase as a whole provides, of course.

    Try not to write your region in a way which prejudices regions around it. It is a world-building game and input from players to create a shared world history and setting is part of what the game is all about. But writing your region in such a way that (for instance) it was the capital of a ruthless conqueror which dominated all its neighbours until being toppled last week, or one which suffers from major natural catastrophes likely to have an effect for hundreds of miles, will severely impede the ability of nearby players to create their own regions without either directly contradicting yours or implicitly accepting your authority over their background. Best to keep such ideas in reserve and discuss them with the players it’s likely to affect while working on your region or once the game gets going.

    Obviously all regions are approved on a case-by-case basis and some ideas that might not be acceptable in one context might be allowed if they are justified sufficiently well or presented in an interesting manner.
    Last edited by Rolepgeek; 2017-09-06 at 11:45 PM.
    Empire!4 - A community world-building game. Always recruiting.

    Sincerely,
    Role P. Geek

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    Default Re: EMPIRE4! I - A Community World-Building Game

    Last edited by Tentreto; 2017-09-06 at 11:09 PM.
    Avatar by theIncredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Playing as The Whitefeather Kingdom in Empire 4. Flew too close the sun

    Playing as the Dunem in Empire 5



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    Ogre in the Playground
     
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    Default Re: EMPIRE4! I - A Community World-Building Game

    Hello, Potato Priest here. I am very glad that this has started up once more, and I wish you luck in your DMing ventures, Rolepgeek.

    I would like to request region 23, and name it Glen Gwitna.

    My fluff will come later.

    Also, shall I keep my old position as master of the trade tables under dark's administration? It is what I would like, but I could adopt other tasks if necessary.
    Last edited by Potato_Priest; 2017-09-06 at 11:36 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

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    Default Re: EMPIRE4! I - A Community World-Building Game

    63, if you would please. I do enjoy some forests.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Everything is going according to plan. And by that I mean the plan has changed like 3 times in the last year but now I have it written down and the new plan is going well!.

    Primal ego vos, estis ex nihilo

    Extended Sig

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    Default Re: EMPIRE4! I - A Community World-Building Game

    I shall reserve #33

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    Lizardfolk

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    Default Re: EMPIRE4! I - A Community World-Building Game

    For now I'd like to reserve 70, but this could change once I've finished reading through the history.

    EDIT: Nope, hasn't changed. FishRome get hype!

    Fresia
    Region 70

    Spoiler: In the days of Dejan
    Show
    Fresia was once an agricultural paradise populated by numerous minor farming communities. When Dejan the magnificent came to the region the farmers offered little resistance, most agreeing to supply his army with food throughout their southern campaign. Once the empire was built and Dejan's life extinguished, one of his generals (named Antonius) commissioned the construction of a grand new city on the region's southern coast to serve as the capitol of 'his' 'new' 'empire.' He named the city Antonia, inspired by his own name.

    After many years the city became functional, and Antonius began to plot a rebirth of Dejan's empire solely under himself. He rallied his armies and set out through the countryside, traveling northward until the fertile land of Fresia was behind him. Unfortunately he failed miserably, having seriously underestimated his former colleagues. He retreated to Antonia, where he became a wretched man, living his life day by day hoping for the opportunity to have his revenge upon those who had defeated him. As problems began to arise in his city,
    he did nothing to address them, instead choosing to sulk in his palace.

    His domain grew smaller and smaller, the outlying provinces under his authority breaking away with minimal resistance. Antonius swore up and down that he'd have his revenge, but as years passed the bitter general did no such thing. After a particularly devastating famine, the peasantry of Antonia decided that it was high time their pathetic ruler was removed from power. One night an army of peasants stormed the palace, emerging with Antonius' head on a pike. They dumped his body (and the bodies of his household guard) into the sea, refusing to grant Antonius the dignity of a proper burial.

    The peasants then set up a new government where a council voted on issues, but this was not to be their perfect system. The head of the peasant rebellion and the council, Marius, was extremely paranoid. Fearing treachery from all sides, he ordered a number of his former accomplices executed on suspicions of monarchist sympathies. In his eyes, these suspicions became warranted when a plot was discovered to give someone else on the council more power. All the conspirators and the man they wished to aid were executed, and from here Marius began executing anyone and everyone who even slightly questioned him. After a month he had executed all of the other council members, but was still convinced that there was a grand conspiracy just waiting under the next head.

    When he ran out of political opponents, he turned to religious opponents, predominantly 'witches.' Anyone who practiced magic of any kind was set up for an appointment on the chopping block. This reached its most extreme when a young girl accused of witchcraft was brought before the executioner, sobbing and pleading all the way. Heartbroken, the presiding executioner threw down his axe and refused to kill the girl. Marius then charged him with treason and brought forth another to kill the 'traitor.' But that one also refused. Finally Marius found someone bold enough to carry out his sentence. The child wailed as her would-be-saviors' heads rolled across the stage, but was silent once she was made to kneel. Her face still shone with tears as it rolled.

    By now everyone knew that Marius was "out of his f***ing mind," but no one was brave enough to challenge his reign of terror. However, like they were with Dejan whatever gods reign in the high heavens and deep earths were swift and decisive with their justice. But they did not reserve it only for Marius. When the child's body was thrown to the sea, all of Fresia resounded with a great CRACK as the land beneath them began to shake. This quake collapsed much of the city of Antonia, but that was not its only effect. Once the land had settled, The sea surged over the sunken coastline, completely flooding the region and killing almost everyone in Fresia. When all settled most of the region was now underwater, only a few high hills tall enough to stay free of the tides. Marius and everyone who stood by while he murdered innocents now rested in the same waters as the tearful child.


    Spoiler: Terrain
    Show
    Although it was once a prosperous region, the great quake tore Fresia apart and thrust it beneath the waves. One would need a boat to actually travel all its remaining land, as the surviving hills are few and far between. That little land is all mucky forest now, any evidence of its former agricultural viability gone. Despite being flooded, the waters of Fresia are not actually that deep; in most places at low tide the water level can go down to about one foot. Having had a long time to redevelop an ecosystem, the area under the water has had its grasslands removed in favor of seaweed and coral. Fish roam freely in the shallow water as well as the deep water, feeding on smaller creatures for sustenance. The city of Antonia, once a prosperous trading hub, now lies in the water as a ruin. Although its lower portions are completely submerged, much of the city was built on higher ground and lies in the aforementioned shallow water. Over the years its bricks have become sun-bleached and all manner of barnacles and seaweeds coat the submerged portions. Were this city returned to its prime, it could've been considered a beauty of the world. But now it sits on the ocean, lost to the eye of the world.


    Spoiler: People
    Show

    The great earthquake was not the last of Fresia's troubles, as just a month after it sunk below sea level a previously-unknown species emerged from the depths of the ocean: the Picians. Drawn to the surface by the scent of Marius' victims' corpses, these fish-like people proceeded to swarm throughout the region, killing all that remained of the humans in the ruin of Antonia. They stopped where the waves did, not yet confident enough to go beyond the water.

    A Pician is very much like a large fish, but with arms and legs allowing them to walk on solid ground. Unlike their relatives, their gills have evolved to allow them to breathe in air and water. Color-wise they are predominantly green with a blue fin, but both of these features can vary in pigment along a spectrum of green and blue. All Picians are androgynous, meaning that there is no difference between (and therefore no presence of) genders. Instead of usual sexual reproduction, Picians reproduce by laying an egg every five years or so that is cared for in a nursery and hatches after about five months. Picians are carnivorous by nature, and consume large amounts of fish for sustenance.

    Pician culture is very simple; they organize themselves by clan, which could get confusing after a while due to the high birth rate if not for the ability to create a clan for oneself when allowed by the Pician council. This council is comprised of the eldest of each clan, and elect a Speaker who governs religious affairs from among themselves (the speaker is discussed more in the Religion section). Picians do not wear much clothing, most merely tying the banner of their clan to their back and calling it formalwear. However, councilors wear crowns of tangled driftwood, which are passed along to the next-eldest clan member when the councilor dies. Day-to-day life consists primarily of hunting for food, which is easy to find because of the fish found throughout the flooded Fresia. A Pician dwelling in Fresia is usually built upon a ruined Fresian building, with gaps being filled in with coral. Picians have an odd way of handling death; no matter the rank of a Pician, when it dies it is eaten by its children unless held in high esteem by all of them, in which case a mausoleum is built from coral and their body is mummified in seaweed. This has occurred very few times, as often there are a few children who did not approve of their progenitor.

    Most of their time in Fresia has been spent building upon what was left behind by the now-dead Fresians, but of late they have been getting bolder, going beyond Fresia and pillaging in neighboring realms. Thankfully they have not yet organized a proper invasion, but many fear that their time is running out…


    Spoiler: Resource
    Show
    The great quake was disastrous for the region's economy, as its once-greatest export (crops) was now impossible to create. The Picians, being carnivorous, sought no solution to this problem, so many neighboring regions lost access to their food imports. however, the quake upturned something much more interesting: gold had been pushed up to the surface, and a lot of it. Although the Picians find little use for it, many adventurous individuals have launched expeditions into the corpse of Fresia to enrich their families. Very few have succeeded, as while the Picians do not value their resources they do greatly value their hunting grounds.

    Due to an ever-expanding population and a limited pathway of food consumption, the Picians are driven by a desire to acquire more meat. Be it more fish, cattle, or even humanoids, if the Picians are to continue growing their population they need to find outside sources to supplement their supply in the waters of Fresia.


    Spoiler: Religion
    Show
    In Pician culture, it is believed that the world was created by the Leviathan, master of the sea. It was a great serpent with three heads, each head with its own title and meaning:

    • The Hunt, representing the struggle for survival and the glory of the cycle of life
    • The Clan, representing loyalty to the ideal of family and the eternity of the cycle of life
    • The Depths, representing the greatest mysteries of the world and the meaning of the circle of life.

    A head is not simply a patron of something, it is something (the Hunt is the Hunt, etc).

    The Leviathan favored the Picians above those he created on land, because only the Picians were closest to him. This gives the Picians a sense of superiority; if they are the Leviathan's chosen, who is anyone else to deny them?

    The Speaker serves as the highest interpreter of the Leviathan's signs; from the phases of the moon to the storms of the sea every natural phenomenon has its meaning and the Speaker must relay his words. In fact, it is the work of a speaker that brought the Picians to Fresia, as the quake was seen as a sign that the surface was beginning to crumble and it was the charge of the Picians to see it through. They were dismayed to discover that only Fresia had sunken, but stayed as they realized that the earthquake was actually beckoning them to good hunting ground. Since this emigration to Fresia, the Speaker (and the rest of the council) make their home at the ruins of Antonia, with Antonius' palace serving as the grand temple.

    Holy Center 1: Pician Leviathan Worship
    Holy Center 2: Pician Leviathan Worship
    Holy Center 3: Pician Leviathan Worship


    Spoiler: Current Speaker
    Show
    Speaker Mlagarblargle was elected from the council very recently and so far has proven adept at interpreting the Leviathan's signs. Before his ascent he had already garnered respect from being an accomplished hunter, able to take on anything from the fastest fish to the most bloodthirsty shark. His ascension only increased his popularity, with many Picians whispering to each other of the dawn of a new age set to mark the beginning of a grand hunt upon the foul land-walkers.

    Stats:
    Diplomacy: 3
    Economy: 3
    Military: 5 (4+1)
    Faith: 5 (4+1)
    Intrigue: 1

    Rolls
    Last edited by moossabi; 2017-09-07 at 11:06 PM.
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

  8. - Top - End - #8
    Halfling in the Playground
    Join Date
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    Default Re: EMPIRE4! I - A Community World-Building Game

    Posting interest and reserving Region 56.

  9. - Top - End - #9
    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: EMPIRE4! I - A Community World-Building Game

    Tentative claim on 12, and fair warning that I plan to be fairly expansionistic
    Last edited by Aventine; 2017-09-07 at 12:54 AM. Reason: Changed my claim...I did say it was tentative

  10. - Top - End - #10
    Halfling in the Playground
     
    AdmiralCatticus's Avatar

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    Default Re: EMPIRE4! I - A Community World-Building Game

    I claim region 60.
    I can manage stats, also.
    Last edited by AdmiralCatticus; 2017-09-07 at 01:05 AM.

  11. - Top - End - #11
    Titan in the Playground
     
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    Default Re: EMPIRE4! I - A Community World-Building Game

    Sorry, 54, the one with mountain and some forest.

    *grumble*
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Everything is going according to plan. And by that I mean the plan has changed like 3 times in the last year but now I have it written down and the new plan is going well!.

    Primal ego vos, estis ex nihilo

    Extended Sig

    Brother of Battle by Emperor Ing

  12. - Top - End - #12
    Ogre in the Playground
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    Default Re: EMPIRE4! I - A Community World-Building Game

    I wish to claim Region #2, to be known as Amham. Write-up is awaiting approval.

    Amham Federation
    Motto: 'Resound the Drums'

    Terrain
    Spoiler
    Show

    Amham occupies a wet coastal region that is primarily temperate rain forest or temperate alpine terrain. Harsh and towering mountains rise to the east with the elevation changing suddenly. The climate is mild, but very wet, especially during the winter, though it only rarely snows. Most of the landscape is rocky and rugged and covered in old and forbidding forest. The human population is confined to the coastline and a handful of fertile alluvial plains and river valleys of immense concentrated fertility. Overland travel is difficult at best, and the rivers tend to be harsh and powerful.

    The population is confined to the small fertile regions, with extensive rice paddies, orchards, and other farmland surrounding walled towns. Only outlaws and elusive tribes are found in the forests or mountains. The capital city, Samg, is located on the coast, on the southern bank of the Sagi River. There are numerous other walled towns, usually found on stony outcrops emerging from otherwise fertile farmland. Construction is primarily of rammed earth in older structures, though newer buildings tend to stone. Wood, though abundant, is used only for temporary structures and the homes of the poor.

    Amham has a diverse and complex ecology with incredible diversity of flora and fauna. In many areas the trees grow to immense size, towering fifty meters or more in the air. Primordial beasts stalk the deep wilderness, rarely glimpsed in the flesh, but leaving behind the evidence of their passage in torn and ragged landscapes. There are many rare edible plants, unusual animals, and valuable herbs to be found in the depths of the woodlands, though they are well hidden in most cases.


    History
    Spoiler
    Show

    Amham has been inhabited since history recedes into the shrouds of myth, and shows evidence of this occupation in the form of raised megalith structures and shrouded burial mounds found in the deep woodlands. However, it has developed only recently. In the century prior to Dejan’s conquests the walled towns were just emerging as the population centralized and began intensive, regimented agriculture at last. There was no unity between these settlements and they fought extensively among themselves, with the urban elite indeed emerging out of a need for dedicated warriors.

    Dejan’s armies, highly trained and vast in number, easily crushed the limited opposition the walled towns could produce. The empire took control and garrisoned the region. This proved ultimately to the benefit of Amham. Conquered late, few citizens from elsewhere had time to settle here, and almost all soldiers were withdrawn immediately to fight in succession wars following Dejan’s death. As a result imperial influence over the population was light, but contact with the imperial machine brought advanced technologies, trade, and insight to the land and people. Amham vaulted ahead in centuries of development in a single generation as the local barons wasted no time in seeking to enhance the production of their limited lands to the hilt.

    Twenty years after the end of the Avakonian Empire an attempt was made by one of the generals to seize control of Amham, primarily in the interest of securing timber resources to build warships and conscripts to crew them. This time, the elites heeded a directive by their shamans and grouped together as one behind a chosen warchief, Duke Jeo Gyeon. Jeo forged the warbands of the walled towns into an elite fighting force and successfully threw back the invasion at the Battle of Sagi River. Thereafter he commissioned the construction of a new town near the river mouth to serve as the center of the newly created Amham Federation.

    Jeo refused to relinquish power following his victory over outside invaders and instead spent the remaining twenty-six years of his life cementing the power of the duke and the primacy of Samg by brutally suppressing all rivals. This involved a number of shockingly savage executions and in one case the complete obliteration of a town to the point of stone-by-stone deconstruction. Tyrannical as such measures were they allowed the federation to emerge as a legitimate functioning entity and for Jeo to pass on the position of duke to his eldest surviving child Sileo Gyeon.

    While no subsequent duke has managed to obtain Jeo’s extraordinary mastery of the Amham army and complete intimidation of the walled towns, the federation has remained in the hands of his descendants and the armies have mustered at the duke’s call ever since. Presently the fourth duke, the relatively young Baek Gyeon, has taken up the post.


    Government
    Spoiler
    Show

    Amham is a federation, not a true kingdom, and the power of the titular head-of-state, the Duke, is limited. The Duke controls the capital city of Samg, but the remaining walled towns scattered across the region are under the control of their own hereditary barons. These must render up warriors for military needs alongside labor and tribute for economic endeavors, but all major undertakings must be decided by the Federation Council. This body is composed of all barons, each with an equal vote, and meets annually. This is not a particularly efficient system and the duke must often rely on the resources of Samg and whatever popular support can be mustered to pursue any agenda.

    Barons control their walled towns and the arable land they are capable of claiming dominion over surrounding them. Internal skirmishing over such boundaries, particularly in the case of critical resources such as mills, is regular and can be quite fearsome. Control over a town is nominally hereditary, but barons often fall in battle, fail to produce issue, or are murdered, leading to changes in leadership on a regular basis.

    Control by the barons and the duke is based in martial power. The urban class is the military class and therefore control of a town means control over its fighters. Influence in the countryside is much weaker, as there is disconnection between the population and their leaders. In particular, beneath the boughs of the forests there is little if any governance or law and isolated people and fugitives will retreat to these places to hide from those who hunt them. For the most part the people till the land as best they can and bear the demands of seasonal labor. Rebellion is rare, since the ease of absconding makes it difficult for the peasantry to develop festering resentment. Additionally the legal code, which developed from Avakonian principles, is simple and harsh, but relatively fair, and warriors are not considered above the law since most legal authority is held by shamans.

    The authority of the duke and the barons exists in tandem with the considerable religious authority of the shamans. These individuals, who choose their own members according to criteria that has nothing to do with social standing, have a great hold over the population and immense influence through festival activities, healing services, and ritual practice. As a result governance tends towards extreme conservatism, for considerable departure from the status quo is likely to be met by considerable shamanic opposition. By contrast, a major undertaking with shamanic support is much easier to conduct.

    The shamans, as a group, support the existence of the federation and widespread rebellion, civil war, or other destabilizing events will be met both by their popular and mystical influence. However, should the shamans unified front crumble, the federation would struggle to survive.


    People
    Spoiler
    Show

    The Amham People are primarily a farming people living in a moderate temperate climate in dense confines. They grow rice as the staple crop in paddy fields on alluvial plains alongside buckwheat, various fruit trees, and numerous green and root vegetables. The majority of the population labors as peasants beneath the yoke of a military elite that demands their resources in order to train for combat. Their society is therefore divided accordingly. Most peasants are tied to small villages and rarely leave save for conscripted labor, while the small elite class lives in homes in the walled towns and spends most of their time practicing for combat.

    Amhams are a relatively pale folk with straight black hair, wide but narrow green eyes, flat faces, and wide but flat noses. Hair is usually worn short, no more than shoulder-length, and often braided in both men and women. Facial hair is limited and is generally shaved in all cases save elderly shamans. The Amham are not a particularly tall or stout people but are stronger than judged by many outsiders and their warriors are highly trained in combat.

    Amham garments tend towards loose robes over pants in both men and women. The hem is higher in outfits designed for work, often near the knee, and lower in formal wear, where it may conceal the entire foot. Hempen fiber is the most common source of fabric and is worn primarily by the poor. Linen is prized and is the common dress of warriors and also used for ceremonial wear. Silk is available, in small quantities, but relies on inferior silkmoth varieties and cultivation is difficult. Such garments below to the elite. Leather, drawn from a variety of sources but preferably deer hide, is worn for heavy labor, combat, or traveling in the wilderness. Warriors fight behind wide round shields and wear leather-backed lamellar armor in triangular pattern and metal helms.

    It is considered extremely poor taste to dye leather, while almost equally out of fashion not to dye plant-based fabrics. Ordinary dress is quite colorful as a result, with various shades of blue, red, and yellow favored and made into complex designs often inspired by flowers or vines. Most people wear boots year-round, for the ground is often damp, though farm work tends to be undertaken barefoot.

    Pottery is a well-developed craft among the Amham and is one of the few arts that reaches across the class divide. While the peasantry is employed is large-scale manufactories to produce large quantities of vessels in various shapes and sizes, the rich work to craft works of art and compete among themselves in shape, decoration, and any other conceivable form of variation. Many elites also collect pottery from far and wide to compare contrasting styles.

    Most Amham have very little education. The peasants labor all their lives and the elite are dedicated to the arts of combat. The flame of learning is kept instead by the shamans. These individuals live in holy sites both in towns, in peasant villages, and in the wilderness, seeking ties to the spirits. They structure the literature of the people through poetry and tell complex stories to the largely illiterate population in order to unify the culture. Versed in mathematics, medicine, natural sciences, and philosophy they are a highly erudite group and most members chosen specifically for their intellectual gifts. They also mediate disputes, observe essential rites, and regulate development. The presence of shamans in the society is extremely strong and they are universally respected.

    While Amham society is deeply divided by social role between peasants, warriors, and shamans, it is not heavily divided according to gender. The eldest child, male or female, inherits the household and becomes the new master of it. Men and woman train to fight together, though women specialize in bows and not spears. Shamans may be of either gender or of both genders or no gender at all.

    Faith is a dominant force in Amham society, which is only a few generations removed from relatively primal roots. The spirits are considered to be everywhere and are treated with through daily actions. Most persons are very devout, though they are not aggressively so. Amham are interested in assuming their proper place in the constellation of being, not subjugating others.


    Religion
    Spoiler
    Show

    The Amham are devout followers of Jalyeong-Bo and have been since time immemorial, though they only adopted this particular name and recognized co-religionists following the Avakonian conquest. Amham is primarily untamed wilderness that is presumed to be ruled by the spirits, particularly the forest queens. The array of spirits the Amham revere is vast, with shamans memorizing hundreds or thousands of names to refer to those beings of relevance in their local region. Dominant spirit influences vary from village to village and town to town, with each shrine being unique.

    Shamans serve as the intermediaries between the spirit world and the physical. They conduct necessary propitiation when something is being asked of the spirits, often through sacrifice of animals or the breaking of pottery. Spirits are honored at festivals through dance, poetry, and shrine decoration. Drumming is a particularly noteworthy practice and forms a central part of many festivals, religious services, and sporting events. Amham drumming is notably aggressive over stretched hide and bone implements and produces a powerful sound with much dynamic variation. Shamans may vision quest to speak with the spirits for knowledge or to borrow their power. This has established effects and continual, low-level mystic action is a major part of the lives of most Amham.

    Ancient sacred sites, with raised megaliths either individually or in patterns and sacred trees marked by carved images, dot the landscape of Amham, testament to the persistent practice of interaction with the spirits dating back to prehistory. Such structures are used to channel natural energies for various purposes. While currently this is done by shamans to help sustain cycles and benefit the people, older burial sites may have been intended for darker or more selfish objectives. Such locales have a dangerous reputation and may blight the landscape.

    Shamans are a small and tightly knit part of Amham society. They represent the educated class and retain a great deal of both natively developed knowledge and philosophy extracted from the Avakonian Empire during its brief tenure in the land – it is widely claimed that when the imperial armies left they took not a single codex or scroll with them. Shamans possess a hierarchy based on their bonds to various spirit entities, but outwardly they present a face of unity to the rest of Amham despite often stark rivalries. It is recognized by this class as essential that they appear united in order to hold the federation together.

    Religious Centers:
    1. Great Shrine at Sagi - an island in the Sagi River near Samg with a massive stone shrine complex. (Jalyeong-Bo)
    2. Stonefire Ring - ancient dolmen structure on a lava flow near Mt. Ayam, the volcano in the southeast of the country. (Jalyeong-Bo)
    3. Hameong Grove - sacred grove and shrine complex in the deep woods near the center of the region. (Jalyeong-Bo)


    Resources
    Spoiler
    Show

    With its extensive forests that produce rapidly growing, high quality trees of great size, Amham produces extensive quantities of Timber. The shamans carefully monitor and appease the spirits in order to export sustainable amounts. Samg is the primary port, fielding lumber float trains from far upstream on the Sagi River.

    Amham has mines available for iron and other essential tool-based metals, but lacks the Soft Metals used for decorative purposes, notably silver and gold, which are extremely prestigious. In order to maintain loyalty the duke is expected to acquire these substances to provide to the barons.

    Trading Posts:
    1. Harbor at Samg - Timber - (Amham Federation)
    2. Jin-at-the-Pass - Timber - (Unowned)
    3. Oksa-above-the-Grass - Timber - (Unowned)
    Last edited by Mechalich; 2017-09-08 at 02:40 AM.
    Resvier: a P6 homebrew setting

  13. - Top - End - #13
    Ogre in the Playground
     
    Lizardfolk

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    Default Re: EMPIRE4! I - A Community World-Building Game

    Quote Originally Posted by moossabi View Post
    For now I'd like to reserve 70, but this could change once I've finished reading through the history.

    EDIT: Nope, hasn't changed. FishRome get hype!

    Fresia
    Region 70

    Spoiler: In the days of Dejan
    Show
    Fresia was once an agricultural paradise populated by numerous minor farming communities. When Dejan the magnificent came to the region the farmers offered little resistance, most agreeing to supply his army with food throughout their southern campaign. Once the empire was built and Dejan's life extinguished, one of his generals (named Antonius) commissioned the construction of a grand new city on the region's southern coast to serve as the capitol of 'his' 'new' 'empire.' He named the city Antonia, inspired by his own name.
    After many years the city became functional, and Antonius began to plot a rebirth of Dejan's empire solely under himself. He rallied his armies and set out through the countryside, traveling northward until the fertile land of Fresia was behind him. Unfortunately he failed miserably, having seriously underestimated his former colleagues. He retreated to Antonia, where he became a wretched man, living his life day by day hoping for the opportunity to have his revenge upon those who had defeated him. As problems began to arise in his city,
    he did nothing to address them, instead choosing to sulk in his palace.
    His domain grew smaller and smaller, the outlying provinces under his authority breaking away with minimal resistance. Antonius swore up and down that he'd have his revenge, but as years passed the bitter general did no such thing. After a particularly devastating famine, the peasantry of Antonia decided that it was high time their pathetic ruler was removed from power. One night an army of peasants stormed the palace, emerging with Antonius' head on a pike. They dumped his body (and the bodies of his household guard) into the sea, refusing to grant Antonius the dignity of a proper burial.
    The peasants then set up a new government where a council voted on issues, but this was not to be their perfect system. The head of the peasant rebellion and the council, Marius, was extremely paranoid. Fearing treachery from all sides, he ordered a number of his former accomplices executed on suspicions of monarchist sympathies. In his eyes, these suspicions became warranted when a plot was discovered to give someone else on the council more power. All the conspirators and the man they wished to aid were executed, and from here Marius began executing anyone and everyone who even slightly questioned him. After a month he had executed all of the other council members, but was still convinced that there was a grand conspiracy just waiting under the next head.
    When he ran out of political opponents, he turned to religious opponents, predominantly 'witches.' Anyone who practiced magic of any kind was set up for an appointment on the chopping block. This reached its most extreme when a young girl accused of witchcraft was brought before the executioner, sobbing and pleading all the way. Heartbroken, the presiding executioner threw down his axe and refused to kill the girl. Marius then charged him with treason and brought forth another to kill the 'traitor.' But that one also refused. Finally Marius found someone bold enough to carry out his sentence. The child wailed as her would-be-saviors' heads rolled across the stage, but was silent once she was made to kneel. Her face still shone with tears as it rolled.
    By now everyone knew that Marius was "out of his f***ing mind," but no one was brave enough to challenge his reign of terror. However, like they were with Dejan whatever gods reign in the high heavens and deep earths were swift and decisive with their justice. But they did not reserve it only for Marius. When the child's body was thrown to the sea, all of Fresia resounded with a great CRACK as the land beneath them began to shake. This quake collapsed much of the city of Antonia, but that was not its only effect. Once the land had settled, The sea surged over the sunken coastline, completely flooding the region and killing almost everyone in Fresia. When all settled most of the region was now underwater, only a few high hills tall enough to stay free of the tides. Marius and everyone who stood by while he murdered innocents now rested in the same waters as the tearful child.


    Spoiler: Terrain
    Show
    Although it was once a prosperous region, the great quake tore Fresia apart and thrust it beneath the waves. One would need a boat to actually travel all its remaining land, as the surviving hills are few and far between. That little land is all mucky forest now, any evidence of its former agricultural viability gone. Despite being flooded, the waters of Fresia are not actually that deep; in most places at low tide the water level can go down to about one foot. Having had a long time to redevelop an ecosystem, the area under the water has had its grasslands removed in favor of seaweed and coral. Fish roam freely in the shallow water as well as the deep water, feeding on smaller creatures for sustenance. The city of Antonia, once a prosperous trading hub, now lies in the water as a ruin. Although its lower portions are completely submerged, much of the city was built on higher ground and lies in the aforementioned shallow water. Over the years its bricks have become sun-bleached and all manner of barnacles and seaweeds coat the submerged portions. Were this city returned to its prime, it could've been considered a beauty of the world. But now it sits on the ocean, lost to the eye of the world.


    Spoiler: People
    Show

    The great earthquake was not the last of Fresia's troubles, as just a month after it sunk below sea level a previously-unknown species emerged from the depths of the ocean: the Picians. Drawn to the surface by the scent of Marius' victims' corpses, these fish-like people proceeded to swarm throughout the region, killing all that remained of the humans in the ruin of Antonia. They stopped where the waves did, not yet confident enough to go beyond the water.

    A Pician is very much like a large fish, but with arms and legs allowing them to walk on solid ground. Unlike their relatives, their gills have evolved to allow them to breathe in air and water. Color-wise they are predominantly green with a blue fin, but both of these features can vary in pigment along a spectrum of green and blue. All Picians are androgynous, meaning that there is no difference between (and therefore no presence of) genders. All Picians lay a cluster of tiny eggs every other year, leading to a very high population. Picians are carnivorous by nature, and consume large amounts of fish (which is odd considering their ancestry) for sustenance.

    Pician culture is very simple; they organize themselves by clan, which could get confusing after a while due to the high birth rate if not for the ability to create a clan for oneself when allowed by the Pician council. This council is comprised of the eldest of each clan, and elect a Speaker who governs religious affairs from among themselves (the speaker is discussed more in the Religion section). Picians do not wear much clothing, most merely tying the banner of their clan to their back and calling it formalwear. However, councilors wear crowns of tangled driftwood, which are passed along to the next-eldest clan member when the councilor dies. Day-to-day life consists primarily of hunting for food, which is easy to find because of the fish found throughout the flooded Fresia. A Pician dwelling in Fresia is usually built upon a ruined Fresian building, with gaps being filled in with coral. Picians have an odd way of handling death; no matter the rank of a Pician, when it dies it is eaten by its children unless held in high esteem by all of them, in which case a mausoleum is built from coral and their body is mummified in seaweed. This has occurred very few times, as often there are a few children who did not approve of their progenitor.

    Most of their time in Fresia has been spent building upon what was left behind by the now-dead Fresians, but of late they have been getting bolder, going beyond Fresia and pillaging in neighboring realms. Thankfully they have not yet organized a proper invasion, but many fear that their time is running out…


    Spoiler: Resource
    Show
    The great quake was disastrous for the region's economy, as its once-greatest export (crops) was now impossible to create. The Picians, being carnivorous, sought no solution to this problem, so many neighboring regions lost access to their food imports. however, the quake upturned something much more interesting: gold had been pushed up to the surface, and a lot of it. Although the Picians find little use for it, many adventurous individuals have launched expeditions into the corpse of Fresia to enrich their families. Very few have succeeded, as while the Picians do not value their resources they do greatly value their hunting grounds.

    Due to an ever-expanding population and a limited pathway of food consumption, the Picians are driven by a desire to acquire more meat. Be it more fish, cattle, or even humanoids, if the Picians are to continue growing their population they need to find an outside source.


    Spoiler: Religion
    Show
    In Pician culture, it is believed that the world was created by the Leviathan, master of the sea. It was a great serpent with three heads, each head with its own title and meaning:

    • The Hunt, representing the struggle for survival and the glory of the cycle of life
    • The Clan, representing loyalty to the ideal of family and the eterniity of the cycle of life
    • The Depths, representing the greatest mysteries of the world and the meaning of the circle of life.

    A head is not simply a patron of something, it is something (the Hunt is the Hunt, etc).

    The Leviathan favored the Picians above those he created on land, because only the Picians were closest to him. This gives the Picians a sense of superiority; if they are the Leviathan's chosen, who is anyone else to deny them?

    The Speaker serves as the highest interpreter of the Leviathan's signs; from the phases of the moon to the storms of the sea every natural phenomenon has its meaning and the Speaker must relay his words. In fact, it is the work of a speaker that brought the Picians to Fresia, as the quake was seen as a sign that the surface was beginning to crumble and it was the charge of the Picians to see it through. They were dismayer to discover that only Fresia had sunken, but stayed as they realized that the earthquake was actually beckoning them to good hunting ground. Since this emigration to Fresia, the Speaker (and the rest of the council) make their home at the ruins of Antonia, with Antonius' palace serving as the grand temple.

    Holy Center 1: Pician Leviathan Worship
    Holy Center 2: Pician Leviathan Worship
    Holy Center 3: Pician Leviathan Worship
    Aaaaand that's done. The history is a bit dark, let me know if it's too dark.

    Quote Originally Posted by HalfTangible View Post
    Sorry, 54, the one with mountain and some forest.

    *grumble*
    Yes, FLEE from your future fish overlords! Muahahahaha!
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

  14. - Top - End - #14
    Barbarian in the Playground
     
    Tentreto's Avatar

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    Default Re: EMPIRE4! I - A Community World-Building Game

    The Whitefeather Kingdom
    Region 45: Inyoni Crescent
    Keat Whitefeather
    Diplomacy 3
    Economy 2
    Military 4+1
    Intrigue 1
    Faith 3+1

    Spoiler: Crest
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    Spoiler: Terrain
    Show
    Bordering Uhraiya on two fronts, the Inyoni Crescent is a region of various mixed terrain, that mostly consists of grasslands and large sloping hills. To the Southeast, a large forest called ‘The Barrier’ lies, consisting of mostly oak and elm trees, and is a verdant pasture for wildlife including much game. Meanwhile to the North, a large marsh exists known surprisingly as ‘Dryweather’, where many divers (those who live on marshes) live. To the South, a river marks the traditional boarders to the region.The only other thing of note is a large abundance of a small, red bulb with a pungent scent that frequents the region.
    There are three major settlements in Inyoni. The first is the current capital, known as Whitecrest, is situated slightly South of the Dryweather marsh on a large hill, with a small forest around it, marking its city limits. The Second is Greybeak, which is situated on the southern end of the western coast. The final settlement of note is Redtail, on the southern bay of the east coast.


    Spoiler: History
    Show
    Spoiler: Pre-history and the curse
    Show
    The history of Inyoni and the Whitefeather kingdom is a strange one, heavily linked in magic. It is said that many years ago, the people of Inyoni killed all the birds in the region they could find to appease a god of harvest. In response, the Maiden of the Flock laid a curse upon those who declared Inyoni their home. A strange new bulb appeared, red in colour, that had an intoxicating scent. Life continued as normal, until one day, many of the inhabitants of the land awoke to find themselves with feathers and beaks. What actually caused this is unknown, but its existence is very much a fact.

    The curse of the Inyoni Crescent as it seems is this: any human who lives in the Inyoni Crescent, and decides it as their home, and smells the scent of the red bulb will be turned into a bird for the next five hours after they have stopped smelling the scent. Those who decide to leave and no longer view it as home will no longer be affected, but those who intend to return will. This means that Inyoni messengers are some of the best around, but can very easily be caught and revealed.



    Spoiler: The Conquest of Dejan
    Show
    Before Dejan arrived, the Inyoni Crescent had begun to arrange itself into a coherent structure, previously being described as a wildland, where only the mad lived. Around this time, the three Petty Kings of Whitecrest, Greybeak and Redtail agreed to unify themselves as a polity, to better defend themselves against what they were beginning to hear of an apparent genius commander. Thus, the Bluefeather Kingdom was formed, with a Capital at Whitecrest, and a rotating crown between the three houses. It did not last long.

    Before long, Dejan stood before the gates of Greybeak, and demanded the utter surrender of the entire land. Those of Greybeak advocated to acquiesce, and those of Whitecrest urged to parlay first, to negotiate for their sovereignty in return for serving as scouts. However, the current king, from Redtail, laughed at Dejan, and asked him how his army could take the land, without falling under the curse.
    Dejan obliged, sending in detachments of many non-human soldiers to occupy locations, and used the curse against the Inyoni, throwing the bulbs by catapult into defended positions to weaken the defences. Within weeks, Greybeak had been burnt down, Redtail had been sacked, and only Whitecrest remained, using wave tactics to defend. The ruler of Whitecrest, Keke Whitefeather, secured his parlay, with the Inyoni Crescent remaining mostly whole, with some non-human ‘occupiers’ there to enforce the law. Dejan left soon after, with not one of his retinue calling the Inyoni Crescent home, and with the Greybeak king in a birdcage to remind others of what happened to those who defied Dejan.

    Spoiler: After Dejan
    Show
    Since the breakdown of the empire, the settlements of Redtail and Greybeak were rebuilt, their noble lines shattered. The line of Keke Whitefeather took over control of the region, declaring themselves an autonomous region around twenty years after Dejan’s death. After a gruelling war against the Avakonian Empire lasting ten years, the kingdom could finally describe itself as autonomous once more, yet faced constant raids, probing attacks and similar ever since. At best, it could be described as being at peace for now.
    But in that time, much has changed in the Kingdom. The common people have begun to fully embrace the possibilities of their curse, and now view it as a blessing. The Kingdom is eyeing its boarders, wondering if it could in fact, become more than the wildl and it was once known for. With new trade becoming possible, and new ideas flowing in, it is certainly a time for the Whitefeather Kingdom to take flight.


    Spoiler: People
    Show
    The people of the Whitefeather Kingdom call themselves Inyoni, as the area of land has existed far longer than the current kingdom, and has a very firm identity.
    The Inyoni are generally fair skinned and dark haired, although fair hair is not uncommon. They are a slender people, being almost bone thin and slightly smaller than most expect, standing around five feet tall on average. Generally the general wear is very loose robes, of mostly green and brown, tied very tightly together with bands of hemp rope. Men tend to wear these robes with cut sleeves to help with their work, while woman tend to have long sleeves, with stylised wing patterns on each one. Generally, the Inyoni place a large emphesis on community and family, but also on pushing out to new things when encountered.

    Of course, the most obvious trait of any Inyoni is that when they deeply smell the red bulb known as Maiden’s Kiss, they turn into a bird for around five hours. All Inyoni turn into a similar type of bird, being small, fast, and tending to eat insects, worms and berries. The most major difference is plumage. The peasants and common folk tend to have mostly brown and black colourations, though they can quite often be many a colour. The aristocracy and others however, due to much marriage and purposeful choice have much more exotic colours. The Whitefeather family, the royal house, pride themselves on being pure white, to the extent that a noticeable discolouration could be grounds for disinheritance. Similarly, the much reduced Redtails have a red colouration and so on.

    Life in the Crescent revolves very much around the near family and community. All children must move from their home to another community for ten years, to learn skills that the crown needs, after which, they are free to return home, or go where the crown bids them. These flocks of young quite often form their own communities and their own settlements, and then return to their original settlements, and fill in there. In the cities, this is less so, as human hands are needed far more than wings, and a system similar to patronage has emerged, though it is still in its infancy.
    The most major celebration of the year for the Kingdom is the Festival of the Maiden. This festival mandated by the Crown celebrates the curse, or blessing as it is known in the festival, and is conducted entirely as birds and involves both courtship, dancing, singing and many other things. Obviously, it is utterly incomprehensible to outsiders.


    Spoiler: Governance
    Show
    The Kingdom is ruled by the Whitefeather family, renowned for their pure white plumage. While technically the King has no limitations on his power, his vassals on the edges of the territory enjoy some autonomy outside of warfare, expanding their settlements as they see fit. Of course, if they do anything out of line, they will have no way to defend them self, as few would defy the Crown, especially after its fighting.
    The Crown has a small bureaucracy, centered in Whitecrest which dictates general policy for each major city to follow, as well as what expected tithes are. Also present are the Roost, a small council of many elders, who act as advisers to the monarch, although they have no power in and of themselves. The last position of note is Flock Leader, given to the general of the militia and levies of the region, who is the only role in the hierarchy to have official rights, such as not to be called up or dismissed out of hand.
    Succession usually goes to the eldest child of the current ruler, within certain restrictions. The heir must be Inyoni, and must be able to fly the length of the region without stopping. The only other unofficial rule is the hier must be pure white, or only a few spots short as a bird, to continue the Whitefeather legacy.
    The current ruler of the Kingdom is the recently crowned Keat Whitefeather


    Spoiler: Religion
    Show
    The Whitefeather Kingdom officially follows the worship of the Maiden of the Flock, an aspect of Abhidi. They believe the Maiden created everything, and is the progenitor of all. Not so similar is their belief she has far more of an active influence on everything than Abhidi, being more a more worldy herald. The worship of Abhidi in general is also widespread, especially in the cities, where the people spend far less time as birds. Worship tends to be conducted as birds with a ‘chorus’ which is often described as one of the most beautiful in the land, though many of the teachings take place with a human priest, to spread the word out.
    The Maiden is very much linked to healing and life magic, but also magic of nature itself, so is often described as providing results that would benefit all, not just her followers. Thus, there is much debate over whether active conversion is necessary.
    State Religion: Abhidi
    Religious Centre 1 (Temple of the Maiden in Whitecrest): Abhidi
    Religious Centre 2 (Temple in the Ashes in Redtail): Abhidi
    Religious Centre 3 (Temple to the Heavens in Greybeak): Abhidi


    Spoiler: Resource
    Show
    Maiden’s Kiss is by far the most interesting resource in the Crescent, not just for its magical effect. It also serves as an incredible incense, smelling both fragrant and fresh when burned. Many other incenses also grown in the area, meaning incense is a major trade in the Whitefeather Kingdom.
    What the people really require however, is hard metals, as very little of it can be found in the area, and talons can only do so much. Bronze or copper would do very well.
    Resource: Incense
    Needed: Hard Metals
    Trade Post 1 (Whitecrest): Whitefeather Kingdom
    Trade Post 2 (Redtail):
    Trade Post 3 (Greybeak):
    Last edited by Tentreto; 2017-09-10 at 05:08 AM.
    Avatar by theIncredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Playing as The Whitefeather Kingdom in Empire 4. Flew too close the sun

    Playing as the Dunem in Empire 5



  15. - Top - End - #15
    Bugbear in the Playground
     
    BardGuy

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    Default Re: EMPIRE4! I - A Community World-Building Game

    Thanks again for taking over, Role.

    Approved

    Region 21
    The Highlands of Ti Linnad


    Premier Lira Jinna
    Diplomacy: 4
    Military: 5
    Economy: 3
    Intrigue: 2
    Faith: 2

    Spoiler: Terrain
    Show
    Rising hundreds of meters from the waters of Uhraiya, the high cliffs of Ti Linnad are the second-lowest elevation of the region. Rocky, mostly flat terrain stretches between the mountains to the north and the sea to the south, crossed by large ravines. The soil at the ravine floors is extremely fertile, and most of the major cities in Ti Linnad are built beside or even within the ravines to take advantage of this. Patches of forest dot the landscape, sprouting anywhere they manage to take root in the harsh ground. To the far north, the frigid Callo river flows from its snow-capped sources in the Fang (the southernmost spur of the mountains), marking the border of the highlands. Snow, a rarity at lower elevations or latitudes, is common throughout the winter, and never leaves the highest peaks. Hardy mountain sheep and goats, along with a few dedicated birds, are all that move on the bare rock. A much greater variety of creatures live within the scattered groves, and pegasi soar high above all.


    Spoiler: People
    Show
    Ti Linnad is inhabited mostly by the native Pylliar, with a small minority of humans, though inhabitants are usually called Linnadi regardless. The Pylliar are a small folk, standing about 3’ 2” on average. They are covered head to toe in thick white fur, helping them stay warm through the extra-cold winters, and have large, extremely sensitive ears similar to those of a rabbit or hare, along with bright blue eyes. Pylliar have a remarkably short lifespan compared to humans, reaching adulthood at around twelve years old and living for at most fifty, though the average is closer to forty years. They generally give birth to three or four children at once.

    Pylliar society revolves around combat and military. They highly value unity and loyalty, and almost every village has a temple of Trodje. About half of the adult Linnadi are farmers, while many of the rest serve as soldiers, hoping for the day when they can prove themselves against their foes. Houses are usually made of wood or occasionally stone, but sometimes will be hollowed out of the walls of the ravines.

    The Pylliar also have a large oral history, recounting the tales of many heroes. The biggest improvement Dejan brought for them was the Avakonian language and its writing system, which, with a little adjustment, served their language just as well. In the brief period under Avakonia, many tales were partially or completely recorded in writing, but most of these manuscripts were lost over the rather chaotic century since.


    Spoiler: History and Government
    Show
    For centuries, Ti Linnad was a sporadic battleground. Tribes of Pylliar fought one another in the brief periods of prosperity, until the scale tipped back to famine, putting a stop to their campaigns. Roughly three hundred years ago, the Pylliar hero Cayi organized the first Council, bringing a semblance of unity to the various ravine villages. Over time, the Council became the true governing body of Ti Linnad. When Dejan arrived, it was quick to ally with him. Their soldiers, eager for new combat and recognizing an incredible tactician and warrior, joined his army, and the conqueror continued east with the elite Wingknights soaring high above him.

    After Dejan’s departure, Ti Linnad began the fall into a state of collapse. As they had joined Dejan almost instantly, they preserved a measure of autonomy, and no general attempted to take the highlands for his own: but this came at the cost of much of the technology Dejan brought, never having it thrust upon them under occupation, of a unifying purpose after Dejan's death, and of news spread along the military network. Where in other lands the ruins of Avakonian fortresses were common, in Ti Linnad they were never built in the first place.

    The only other time Dejan's armies returned to the region was during the famine that began in 12 I, when a detachment under the ambitious lieutenant Neuspeh marched though from the northeast, in an ill-devised and worse-fated attempt to take Avakon. It was not until then that the Council learned of Dejan's death and the Empire's collapse, and the few Linnadi soldiers left were promptly recalled, saying that they had allied to Dejan and not to a faction that refused to aid their allies. By this time the Council had grown complacent and cowardly and the army disorganized. Order returned only twenty years ago in 83 I, when the fourth Council post-Dejan was overthrown and replaced by its current members.

    The government of Ti Linnad consists of the Council, a group of five who make major decisions, and many local deputies in villages and towns who govern them from day to day. Each Council member serves for life, and upon their death they are succeeded by their heir or, if they have none, the surviving members choose a successor. The Council is headquartered in the largest city in Ti Linnad, Cytolla, located in the deep Jorgi Gorge roughly in the center of the region. The current Council members are Synnidra Syssillo, Mynnar Ullac, Sennu Moko, and Dagi Sironne, called to order by the Premier Lira Jinna. They have worked tirelessly to restore the highlands to their old glory, and made it known that the Wingknights will fly again for those who are willing to pay. Their view of Avakonia is much dimmer than that of the past several Councils, believing that the Empire intentionally withheld the technology and ideas that the Linnadi had a better right to than any occupied peoples, and that they ignored the collapse of one of their truest allies to squander resources on rebellions.


    Spoiler: Resources
    Show
    The native pegasi are Ti Linnad’s most unique creature. They are similar to small horses or ponies, but bearing a pair of large wings. “Herds” of ten or twelve pegasi are often seen flying through the skies of Ti Linnad or grazing in the ravines. The Pylliar have managed to domesticate pegasi and can ride them, their most elite soldiers being the pegasi-mounted Wingknights.

    The Central Herds (TP 1): Ti Linnad
    The Western Herds (TP 2): empty
    The Northern Herds (TP 3): empty

    Despite having made an incredible recovery over the last two decades, food is still in short supply, and the Council is increasingly desperate to secure another food source.


    Spoiler: Religion
    Show
    The Linnadi are staunch Perijanists. Temples abound in the larger towns and cities, most commonly to Trodje. Enchantments are used in battle to augment Linnadi soldiers’ weapons, armor, and combat skill, or to weaken their opponents’; farmers petition for good harvests, and merchants for favorable trades. A small minority of Dejanites do exist, but the current Council has been unsupportive of them, seeing in them the influence of Avakonia.

    There is, however, one differing belief held by the Linnadi: long ago, one god, his very name lost to time, horribly betrayed the others, and was banished outside the world. The Linnadi believe he will one day return and that they must prepare to defeat him again.

    State Religion: Perijanism
    The Great Caves (Holy Center 1): Perijanism
    Cayi’s Arboretum (Holy Center 2): Perijanism
    The Four Pillars (Holy Center 3): Dejanites
    Last edited by Minescratcher; 2017-09-10 at 09:01 AM.
    Ceci n'est pas une signature.

    Commonwealth of Zara in Empire! 5
    Ti Linnad in Empire! 4

    Spoiler: My PbP
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    Games I play

  16. - Top - End - #16
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    Thunderfist12's Avatar

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    Default Re: EMPIRE4! I - A Community World-Building Game

    Requesting dominion over Region 28

    ISLES OF LAZAR

    Diplomacy: 2
    Economy: 1
    Faith: 3
    Military: 3
    Intrigue: 4

    Spoiler: Geography
    Show
    Isolated from most of the world is a small cluster of stony island that rise without pattern from the sea. These isles have small muddy shorelines ringing the pillar of stone that composes the rest of the island. The water between each adjacent isle tends toward a depth of anywhere between two and fifteen feet deep, and suddenly drop into the same depth of the surrounding ocean. This leaves the pockets of deeper water between the islands many fathoms deep, with the waters swiftly growing dark as one descends. The pools central to these shallow lands are home to large and exotic fish usually found in the deepest parts of the ocean, such as anglers and oarfish, which are commonly consumed by the lazarites.

    The shallows shedthe majority of their saline content into the deep pools they surround. While the water isn't necessarily fresh, it is both drinkable and useful for agricultural purposes. Wild rices, sugarcane, and water chestnuts grow here, as well as a native citrus fruit similar to a lime that hangs from floating vines. Crustaceans such as hermit crabs, horseshoe crabs, lobsters, and crawfish gather here in abundance, as well as a particularly nasty variety of sea scorpion that measures to the size of a small dog.

    The stony portions of the islands are the land's majority, most of them having at least one arch or outlying pillar that rests in the shallows. They have many cliffs and ledges adorned with tough grasses and olive trees. The tops of the stones have slightly more fertile soil, where the grass grows to be waist high around small pools of water.


    Spoiler: History
    Show
    Long before the empire, Lazar was a vast plain with deep gorges, high pillars of stone, and great cities that stood deep within its ravines. The seas, unforgiving as they are, rose one day to swallow the land. Lazar's great kingdom was lost to the dark waters of the ocean, its people scattered across many isles. In the days of the empire, the lazarites were barely distinguished from humans, bearing only slitted noses and ears, though in the few generations later their transformation has rapidly caught up to its current form. Some say the cause is some strange and powerful entity that lurks in the depths, drawing them back to their lost kingdom.

    After the empire rose to power, the lazarites were blessed with frequent trade from both the North and the South. As its power waned, trade came to a halt, and civilization once ahain collapsed. In the time since, the islands have yet to recover, and have become nothing more than another lost tribe.


    Spoiler: Politics
    Show
    The Isles of Lazar are led by the chieftain Arndok, who does little more than represent them abroad. All decisions are made democratically, and each night a moot is held on the largest island, Tahakman, both to honor the spirits and to vote upon the issues of the day (if any). The moots are attended by five speakers from each island, chosen again each new moon by their clan.

    While each island's population - or clan - is separated by the shallows and the sea, they all converge into a single unified tribe that labors to the common needs of all their kindred. Those who turn their backs on the tribe are labelled as Laham Nokura, "Forgotten Ones", and their names are never spolen or written again, recorded only in the shaman's book so that he may ensure it is never used again.


    Spoiler: Populace
    Show
    The people of the isles are a near-human race known among their own as Kiin Nahalama Ohamai Seteh Nopuru, "The Children of One Who is Now Made Many". More commonly, they are known as lazarites. Their noses are replaced with snake-like slits, their ears in similar fashion. Their skin is a tough scaly hide colored black, dark blue, muddy brown, stony grey, moss green, or white, and their serpent-like eyes are often yellow or white. These eyes bear a second invisible lid that allows them to see clearly underwater. They also haved webbed digits that end in claws, with fins on their forearms, lower legs, and backs.

    While they more closely resemble aquatic beasts, the lazarites are actually more closely related to snakes. While they can swim incredibly fast, hold their breath for roughly an hour, and withstand immense pressure and quick pressure changes, they are not fully amphibious, and thus must return to the surface to breathe.

    Lazarites are known also for their color-changing scales, similar to a chameleon's. Coupled with their ability to move through water and stay submerged for long periods of time, this makes them among the deadliest warriors in the right terrain.

    All the islanders gather into a single collection of villages strung together by rope bridges on the upper portions and only by the shallows on the lower portions. Their buildings are huts resembling wicker eggs.

    While better at swimming, the boating skills of the lazarites are as reputable as their other traits. They most often craft two-person boats out of a single piece of olive wood into a shape similar to half an eggshell, cut vertically. These boats are then set with stretched leather over the foreward end and are powered by two triangular fan sails and two pairs of oars. These have little use beyond the shallows, and they usually use them to move from island to island, to travel along the coasts to foreign lands, or to fish.


    Spoiler: Religion
    Show
    Jalyeong-bo is the most common practice in the isles. In fact, the only exceptions are merchant or mercenary converts who adopted a new faith in their travels.

    The Moot: One of the larger isles bears upon it a massive fire pit, many skull totems, and a single wicker hut abided by the shaman Molokai.

    This is given unto Jalyeong-bo.

    The Shrine: An ancient temple of marble and gold stands on the farthest isle to the East. Within lie many golden statues and sanctified altars that now lie unsheltered from the sky above. Here among the rubble stand the wicker huts of the Idol Priests, an order of monastic shamans who mix the island's more accepted beliefs with the worship of greater spirits said to govern different aspects of the world. These spirits are interpretations of the idols in the ruin.

    This is given unto Lazarite Jalyeong-bo.

    Caverns of Alam: Where the shores of the mainland rise to the West is a small cove which belongs to the lazarites. A great oracle dwells inside, one who is said to be all-knowing and undying. She appears bloated and hunchbacked, covered entirely in rags save for her bizarre mouth, which appears like a catfish's but with many rows of razor-sharp teeth. She gives portents to any who are willing to give an offering to the spirits - typically animal sacrifice.

    This is given unto Jalyeong-bo.


    Spoiler: Resources
    Show
    The main tradeable resource of the isles are its mercenaries, valued not only for their skill and strength but also for their loyalty and cunning. Unlike the more common soldiers for hire in other lands, lazarite mercenaries have an unshakeable loyalty to their kind, using their reward to bring food and supplies home to their kin. Those asked to fight another band of lazarites or to leave their kind permanently will refuse, as they would deem it dishonorable to place contracts above blood.

    The land is lacking in copper to make bronze, and goes to great lengths to obtain the supply they need. The islands have enough tin to supply their bronze-workers, but not enough to export.
    Last edited by Thunderfist12; 2017-09-12 at 04:29 PM.

  17. - Top - End - #17
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: EMPIRE4! I - A Community World-Building Game

    No longer Work in Progress

    Spoiler: Terrain
    Show
    Glen Gwitna is not a mountainous land, but it is nonetheless a dramatic one. The landscape is rugged and covered in great coniferous forests of towering ancient trees. Streams trickle over beds of moss and roots, stemming in the hills in Glen Gwitna’s center and running down to the oceans on both sides of the area, acting as home to salmon that are a valuable source of food for the people. Black bears, elk, and porcupine are not uncommon sights on the shady forest floor. The cold waters of Glen Gwitna’s easterly coast have a cooling effect on the region as a whole, and temperatures are somewhat lower there than one would expect for the area’s latitude. Rain is frequent, and storms are by no means rare.

    The settlements in Glen Gwitna tend to be small villages positioned on the coastline to take advantage of nearby creeks and estuaries. The interior of the region has larger areas of deciduous forest, and is somewhat drier than the coastlines. While there are some temporary hunting camps in this hillier region, there are few permanent settlements.

    The official capitol of the Gwitna Federation is on the northeast coast, in a fortress town of above average size called Tloon Redlan. It is here that both the high priests and the government officials meet, and here where the affairs of the federation are brought before the lord. The fortress at Tloon Redlan was originally built by the Abakonean empire, and the flagstones of the imperial design are still visible beneath the modern walls of sturdy Spruce logs.


    Spoiler: People and Culture
    Show
    The Gwitna are humans of somewhat large stature. Males average a smidge over 6 feet in height, and they tend to have muscular builds. Gwitna women average about five and a half to five and two thirds feet tall, and generally tend to be fairly attractive due to a history of kidnapping during raids. Most Gwitna have olive skin and dark hair. They dress mostly in furs, but rich or influential Gwitna wear Chilkat blankets woven from cedar bark and dog hair, and Cedar bark rain hats are common throughout the population.

    The Gwitna have a rather unusual system of inheritance and leadership. According to Gwitna tradition, family names and ancestry are passed through mothers, while careers and inheritance are passed on by fathers. In this way, the ruling family of the Gwitna Federation is never the same from generation to generation, as the titles are passed from man to man, but the lord’s children share his wife’s blood and kin.

    The inheritance customs of the gwitna have a particular relevance when relating to the ancestral houses. The Gwitna have four ancestral houses, named after animal spirits. Upon completion of their adulthood rites of passage, Gwitna are subjected to a magic ritual (typically involving sacrificing a dog) by a priest that links them to the animal spirit of their house, allowing them to speak with animals of that type. The four houses are Orca, Bear, Magpie, and Beaver. As a result of their ties to different animals, the Gwitna try to avoid eating bear, magpie, beaver, or orca meat, and to do so is akin to eating the flesh of a man, which is forbidden by custom and law.

    The Story:

    Legend has it that long ago, the Gwitna lived in tents, subsisting solely on great quantities of salmon and other fish in their streams and rivers. Their lives were simple and easy, as the quantities of salmon knew no bounds. One year, there occurred a great drought. (sources disagree on when this was, and what caused the drought) The rivers dwindled and the fish died. The Gwitna, for the first time, felt hunger. Without their salmon, it was clear that they would soon starve. The first year of the drought, the Gwitna struggled on. They ate little, but they had large reserves from times of plenty, and these tided them through. The next spring, it was clear that the drought was ongoing. They felt only a few drops of rain during the normally wet spring, and the rivers shrank even more. Their stores depleted and the fish all but gone, the Gwitna turned to animal spirits for help. They made sacrifices to the animals and gave away their last scraps of food to appease their respective creatures. Some turned to the orca, who taught them to build large canoes to fish the endless oceans for cod and whales. Some turned to the bear, who taught them to hunt elk and fight fiercely for food against the other survivors. Some turned to the beaver, who taught them to build dams to collect water for the fish to live in, and to build houses to store and protect their meager rations. Some turned to the magpie, who taught them the berries and fruits of the forest as well as the ways of wandering, stealing, and scavenging to make ends meet.

    When the drought ended after 20 years of learning and struggle, the Gwitna were a hardier, wiser, and more resourceful people. They took up fishing the rivers once again, but kept their new ways of survival and their ties to the animal spirits in addition to the old ways, and became the proud people they are known as today.

    Adulthood Trials:

    The Gwitna have certain adulthood trials which must be undertaken before a man or woman is eligible for mairrage. The trials themselves depend upon which house the Gwitna is from. For a foreigner to marry a Gwitna, they are generally required to choose a house and complete the adulthood trial. This makes them an adult worthy of mairrage, and also inducts them into the community of their chosen house.

    Unless otherwise specified, trials must be completed alone.

    Those of house beaver must build a house to become adults eligible for mairrage. The house beaver trial can be completed by 2 people working together, but they must be a man and woman who plan to be married.

    Those of house orca must build a long canoe and use it to bring back a whale to their village. To represent the orca’s belief in the power of teamwork and working as a pack, this trial is to be completed by a group of young men and women, and success means adulthood for all of them.

    Those of House bear have what is often considered the easiest of the trials. To earn adulthood in house bear, one must build traps and weapons to down enough elk to make the traditional Gwitna war coat of elk hides and craft war clubs from their antlers. These items are then presented to the priest to begin the ceremony, and will be kept by the new adult should they ever need to fight.

    Those of house Magpie must leave their home for 2 years to survive as thieves, scavengers, and wanderers before they can return home to become adults. Before a child sets off on this trial, they are removed of everything save their clothes and a small flint knife. If they are seen before 2 years after their departure, the trial is failed and they must attempt it again. Most Magpie leave their towns in the late winter, so as to have a full spring, summer, and fall of wandering before they need to find another settlement to help them live through the winter.


    Spoiler: History and Government
    Show
    Prior to the arrival of the forces of the Avakonian empire, the villages of the Gwitna had no organization or unity, and war between them was as common as raids on foreign lands. They did not know the ways of forging metal, and owning a metal dagger or shield obtained by trade or raiding was a mighty status symbol for a chief. When the Avakonean empire arrived to conquer Glen Gwitna, most of the chiefs surrendered without question upon the sight of an army equipped with gleaming metal weapons and even occasionally armor. Those few that failed to be impressed were quickly crushed by the other Gwitna and the Avakonean forces.

    The Gwitna, united for the first time in their history, found a position in the empire to be very beneficial. The Empire brought precious metal objects into Glen Gwitna, and they were permitted to raid and attack those still not a part of the empire. The Gwitna, particularly those of house bear, tended to become shock troops for the empire, striking quickly and powerfully, accompanied by armored black bears with bronze claw sheaths provided by the imperial smiths.

    When the Empire collapsed, and the villages commenced to bickering and eventually to fighting, the old Imperial Lord’s son, a half-Gwitna man of house Orca, went from village to village conducting acts of diplomacy and mediation to keep the Gwitna whole and using the remnants of the imperial legion to bow those who were unmoved by his words. Though a desperate gamble at times, he managed to succeed, reforming the post-Empire Gwitna into a “federation” that was effectively a monarchy with himself as its lord. Now this man’s son, the young Lord Ferreth of house Magpie, rules from the old imperial longhouse at Tloon Redlan. Time will tell whether the federation walks back to the imperial masters that served them so well or seek new allies in this modern age of upheaval.


    Spoiler: Resources
    Show
    Although salmon and elk are not scarce in Glen Gwitna, the resource most valued by the Gwitna themselves, and that which is most likely to be prized by outsiders, is their Giant Redcedar trees. Huge trees, these are the logs from which the Gwitna carve their 30-man war canoes, and cedar bark is a primary ingredient in their prized chilkat blankets and their rain hats worn for the wet weather of the region.

    Great Resource: Giant Redcedar wood

    After the Empire saw the respect the Gwitna had for metal, it took great care not to teach the people to mine and extract the materials themselves, to better maintain their loyalty. Thus, to this day, the Gwitna still do not know the ways of mining and forging, and the chiefs yearn for daggers and shields from foreign lands.

    Required Resource: Hard Metals


    Spoiler: Faith
    Show
    Originally under the influence of a sect of the Jayleong-bo, the Gwitna were introduced to a number of new faiths when the empire swept through. The faith that resonated best with the Gwitna, however, was the doctrine of Coatl Perijanism, with its emphasis on the cycles of the natural world and the importance of the chaotic influence of nature. There are many icoatzin magi in Glen Gwitna, and they make up a majority of the religious leadership there. In recent years, though, some Gwitna have been making pilgramages south to attain priesthood for themselves, and to see the great cities and cornfields of the religious homeland.

    Official Religion: Coatl Perijanism

    Holy Center one- Totem Grove
    religion: Coatl Perijanism

    Named after the totem poles that dot its landscape documenting the history of Glen Gwitna, this site just south of Tloon Redlan is the official center of religion in the federation. The high priests of Glen Gwitna meet there to discuss matters of faith, and certain mass sacrifices are performed here.

    Holy Center two- The sanctified caverns
    Religion: Jayleong-bo

    The last hold out for Jayleong-bo religious folk in Glen Gwitna, the sanctified caverns are a system of caves on the western coast of Glen Gwitna. Th Jayleong-bo wise men chose this location because by depriving themselves of light and sound in the depths of the earth, they are more easily able to see and hear spirits to make pacts.

    Holy Center 3- Daayi Point
    Religion- Coatl Perijanism

    The highest point in glen Gwitna, this stunted birch grove is where priests go to make important sacrifices to the Coatl, snake-god of the sky. A small village surrounds the area in a circle, to provide habitations for a small host of priests as well as the pilgrims and traveling holy men that come through the area.
    Last edited by Potato_Priest; 2017-09-08 at 11:22 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

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    Quote Originally Posted by moossabi View Post
    Yes, FLEE from your future fish overlords! Muahahahaha!
    The only thing you're gonna be ruling is the smear you leave on my boot.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Everything is going according to plan. And by that I mean the plan has changed like 3 times in the last year but now I have it written down and the new plan is going well!.

    Primal ego vos, estis ex nihilo

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    Quote Originally Posted by HalfTangible View Post
    The only thing you're gonna be ruling is the smear you leave on my boot.
    ...When you walk through the sunken streets of your region through a pile of fish poo.
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

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    I'll take region 6. Thanks rolepgeek for reviving the game, hopefully this one will have more success.
    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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    Quote Originally Posted by moossabi View Post
    ...When you walk through the sunken streets of your region through a pile of fish poo.
    Tonight I dine on grilled Murloc-wannabe.
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Everything is going according to plan. And by that I mean the plan has changed like 3 times in the last year but now I have it written down and the new plan is going well!.

    Primal ego vos, estis ex nihilo

    Extended Sig

    Brother of Battle by Emperor Ing

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    Quote Originally Posted by HalfTangible View Post
    Tonight I dine on grilled Murloc-wannabe.
    ...Inside my stomach, where I ate the other murloc wannabes.
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

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    Default Re: EMPIRE4! I - A Community World-Building Game

    Can I request region 45? Thanks.
    Edit: I'd actually prefer 35...
    Last edited by DimpleLoamsdown; 2017-09-07 at 02:15 PM.

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    Quote Originally Posted by Tentreto View Post
    The Whitefeather Kingdom
    Region 45: Inyoni Crescent
    Keat Whitefeather
    Spoiler: Terrain
    Show
    Bordering Uhraiya on two fronts, the Inyoni Crescent is a region of various mixed terrain, that mostly consists of grasslands and large sloping hills. To the Southeast, a large forest called ‘The Barrier’ lies, consisting of mostly oak and elm trees, and is a verdant pasture for wildlife including much game. Meanwhile to the North, a large marsh exists known surprisingly as ‘Dryweather’, where many divers (those who live on marshes) live. To the South, a river marks the traditional boarders to the region.The only other thing of note is a large abundance of a small, red bulb with a pungent scent that frequents the region.
    There are three major settlements in Inyoni. The first is the current capital, known as Whitecrest, is situated slightly South of the Dryweather marsh on a large hill, with a small forest around it, marking its city limits. The Second is Greybeak, which is situated on the southern end of the western coast. The final settlement of note is Redtail, on the southern bay of the east coast.


    Spoiler: History
    Show
    Spoiler: Pre-history and the curse
    Show
    The history of Inyoni and the Whitefeather kingdom is a strange one, heavily linked in magic. It is said that many years ago, the people of Inyoni killed all the birds in the region they could find to appease a god of harvest. In response, the Maiden of the Flock laid a curse upon those who declared Inyoni their home. A strange new bulb appeared, red in colour, that had an intoxicating scent. Life continued as normal, until one day, many of the inhabitants of the land awoke to find themselves with feathers and beaks. What actually caused this is unknown, but its existence is very much a fact.

    The curse of the Inyoni Crescent as it seems is this: any human who lives in the Inyoni Crescent, and decides it as their home, and smells the scent of the red bulb will be turned into a bird for the next five hours after they have stopped smelling the scent. Those who decide to leave and no longer view it as home will no longer be affected, but those who intend to return will. This means that Inyoni messengers are some of the best around, but can very easily be caught and revealed.



    Spoiler: The Conquest of Dejan
    Show
    Before Dejan arrived, the Inyoni Crescent had begun to arrange itself into a coherent structure, previously being described as a wildland, where only the mad lived. Around this time, the three Petty Kings of Whitecrest, Greybeak and Redtail agreed to unify themselves as a polity, to better defend themselves against what they were beginning to hear of an apparent genius commander. Thus, the Bluefeather Kingdom was formed, with a Capital at Whitecrest, and a rotating crown between the three houses. It did not last long.

    Before long, Dejan stood before the gates of Greybeak, and demanded the utter surrender of the entire land. Those of Greybeak advocated to acquiesce, and those of Whitecrest urged to parlay first, to negotiate for their sovereignty in return for serving as scouts. However, the current king, from Redtail, laughed at Dejan, and asked him how his army could take the land, without falling under the curse.
    Dejan obliged, sending in detachments of many non-human soldiers to occupy locations, and used the curse against the Inyoni, throwing the bulbs by catapult into defended positions to weaken the defences. Within weeks, Greybeak had been burnt down, Redtail had been sacked, and only Whitecrest remained, using wave tactics to defend. The ruler of Whitecrest, Keke Whitefeather, secured his parlay, with the Inyoni Crescent remaining mostly whole, with some non-human ‘occupiers’ there to enforce the law. Dejan left soon after, with not one of his retinue calling the Inyoni Crescent home, and with the Greybeak king in a birdcage to remind others of what happened to those who defied Dejan.

    Spoiler: After Dejan
    Show
    Since the breakdown of the empire, the settlements of Redtail and Greybeak were rebuilt, their noble lines shattered. The line of Keke Whitefeather took over control of the region, declaring themselves an autonomous region around twenty years after Dejan’s death. After a gruelling war against the Avakonian Empire lasting ten years, the kingdom could finally describe itself as autonomous once more, yet faced constant raids, probing attacks and similar ever since. At best, it could be described as being at peace for now.
    But in that time, much has changed in the Kingdom. The common people have begun to fully embrace the possibilities of their curse, and now view it as a blessing. The Kingdom is eyeing its boarders, wondering if it could in fact, become more than the wildl and it was once known for. With new trade becoming possible, and new ideas flowing in, it is certainly a time for the Whitefeather Kingdom to take flight.


    Spoiler: People
    Show
    The people of the Whitefeather Kingdom call themselves Inyoni, as the area of land has existed far longer than the current kingdom, and has a very firm identity.
    The Inyoni are generally fair skinned and dark haired, although fair hair is not uncommon. They are a slender people, being almost bone thin and slightly smaller than most expect, standing around five feet tall on average. Generally the general wear is very loose robes, of mostly green and brown, tied very tightly together with bands of hemp rope. Men tend to wear these robes with cut sleeves to help with their work, while woman tend to have long sleeves, with stylised wing patterns on each one. Generally, the Inyoni place a large emphesis on community and family, but also on pushing out to new things when encountered.

    Of course, the most obvious trait of any Inyoni is that when they deeply smell the red bulb known as Maiden’s Kiss, they turn into a bird for around five hours. All Inyoni turn into a similar type of bird, being small, fast, and tending to eat insects, worms and berries. The most major difference is plumage. The peasants and common folk tend to have mostly brown and black colourations, though they can quite often be many a colour. The aristocracy and others however, due to much marriage and purposeful choice have much more exotic colours. The Whitefeather family, the royal house, pride themselves on being pure white, to the extent that a noticeable discolouration could be grounds for disinheritance. Similarly, the much reduced Redtails have a red colouration and so on.

    Life in the Crescent revolves very much around the near family and community. All children must move from their home to another community for ten years, to learn skills that the crown needs, after which, they are free to return home, or go where the crown bids them. These flocks of young quite often form their own communities and their own settlements, and then return to their original settlements, and fill in there. In the cities, this is less so, as human hands are needed far more than wings, and a system similar to patronage has emerged, though it is still in its infancy.
    The most major celebration of the year for the Kingdom is the Festival of the Maiden. This festival mandated by the Crown celebrates the curse, or blessing as it is known in the festival, and is conducted entirely as birds and involves both courtship, dancing, singing and many other things. Obviously, it is utterly incomprehensible to outsiders.


    Spoiler: Governance
    Show
    The Kingdom is ruled by the Whitefeather family, renowned for their pure white plumage. While technically the King has no limitations on his power, his vassals on the edges of the territory enjoy some autonomy outside of warfare, expanding their settlements as they see fit. Of course, if they do anything out of line, they will have no way to defend them self, as few would defy the Crown, especially after its fighting.
    The Crown has a small bureaucracy, centered in Whitecrest which dictates general policy for each major city to follow, as well as what expected tithes are. Also present are the Roost, a small council of many elders, who act as advisers to the monarch, although they have no power in and of themselves. The last position of note is Flock Leader, given to the general of the militia and levies of the region, who is the only role in the hierarchy to have official rights, such as not to be called up or dismissed out of hand.
    Succession usually goes to the eldest child of the current ruler, within certain restrictions. The heir must be Inyoni, and must be able to fly the length of the region without stopping. The only other unofficial rule is the hier must be pure white, or only a few spots short as a bird, to continue the Whitefeather legacy.
    The current ruler of the Kingdom is the recently crowned Keat Whitefeather


    Spoiler: Religion
    Show
    The Whitefeather Kingdom officially follows the worship of the Maiden of the Flock, some times shortened Maidenism, who they believe has shown herself to be the only true god on their terms. Similar to Abhidi, they believe the Maiden created everything, and is the progenitor of all. Not so similar is their belief she has far more of an active influence on everything, and the fact they see themselves as heralds of her. Worship tends to be conducted as birds with a ‘chorus’ which is often described as one of the most beautiful in the land, though many of the teachings take place with a human priest, to spread the word out.
    The Maiden is very much linked to healing and life magic, but also magic of nature itself, so is often described as providing results that would benefit all, not just her followers. Thus, there is much debate over whether active conversion is necessary.
    Religious Centre 1 (Temple of the Maiden in Whitecrest): Maidenism
    Religious Centre 2 (Temple in the Ashes in Redtail): Maidenism
    Religious Centre 3 (Temple to the Heavens in Greybeak): Maidenism


    Spoiler: Resource
    Show
    Maiden’s Kiss is by far the most interesting resource in the Crescent, not just for its magical effect. It also serves as an incredible incense, smelling both fragrant and fresh when burned. Many other incenses also grown in the area, meaning incense is a major trade in the Whitefeather Kingdom.
    What the people really require however, is hard metals, as very little of it can be found in the area, and talons can only do so much. Bronze or copper would do very well.
    Resource: Incense
    Needed: Hard Metals
    Trade Post 1 (Whitecrest): Whitefeather Kingdom
    Trade Post 2 (Redtail):
    Trade Post 3 (Greybeak):
    Quote Originally Posted by DimpleLoamsdown View Post
    Can I request region 45? Thanks.
    Sorry Dimple, Tentrento seems to have beaten you to the punch.
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

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    Quote Originally Posted by moossabi View Post
    Sorry Dimple, Tentrento seems to have beaten you to the punch.
    Does anybody have 35?

    Thanks
    Last edited by DimpleLoamsdown; 2017-09-07 at 02:22 PM.

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    Quote Originally Posted by DimpleLoamsdown View Post
    Does anybody have 35?

    Thanks
    Think 35 is open, its not reserved in any way as I see it.
    Avatar by theIncredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Playing as The Whitefeather Kingdom in Empire 4. Flew too close the sun

    Playing as the Dunem in Empire 5



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    Hello! I ain't dead.

    Considering a Mage-oriented kingdom... think I want a large desert area, so, while I don't know when I'll have a moment this weekend to do the complete write-up, please reserve Region 8 for:

    Regno, Desert of Magic


    (Approved)

    Regno
    Desert of Magic
    Region 8
    Spoiler: Summary
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    Population: Oamenii (Desert Half-Elfs)
    Resource: Bani (Magic Dust) [Great]
    Required Resource: Crops
    Religion: Initia

    Ruler: Grand Magus Viclean (rolls)
    Diplomacy - 2
    Economy - 4
    Faith - 5 (4+1)
    Military - 3
    Intrigue - 2 (1+1)

    A portly man with an affable smile and weathered dark skin, Grand Magus Viclean is the current holder of the Staff of the Sun, marking him as the most powerful Magus within Regno. He has a deep interest in magic and keeping his people healthy. Few have seen him without his smile, and the few that have warn against his anger. Better to keep him happy, then to see what he is capable of when upset.


    Spoiler: Terrain
    Show
    While mostly a desert region, Regno has some areas of sparse vegetation and deep lakes that cause people to congregate towards them. This - at first - created a tight nit society of friends and family that grew into small towns. These towns began to foster relationships with each other, crossing the vast sands and deserts to create trade between the largest of the villages, until the towns evolved into the Five Cities. Each city is overseen by a powerful Magi, called a Magus.

    [Capital City] Sortis, the City in the Sand - Only two days ride from the sea, and surrounding not one, but three lakes, the main area of Sortis is known as the Desert Gem. Built upon a high risen mesa in the middle of the desert, the sand around Sortis is a fiery red, and the city itself can only be reached by those whom dare brave the quick but dangerous climb, or by spending hours winding up the path that has been carved out. The red clay buildings at the top of the mesa shine in the mid day sun, and the Triple Towers shine the brightest, be-speckled in purple gems and other jewels. From the tallest Tower, the Grand Magus advises other Oamenii and guides the direction of the Five Cities.

    The lower areas of Sortis - those that are along the winding path of the mesa - are carved into the very stone itself. It is here that people can weather the infrequent, but no less deadly, sandstorms that occur in the middle of the desert when the wind becomes violent. Each carved out home is able to house a whole family, and it is not uncommon to carve deeper into the mesa to make more rooms. It is rumored that somewhere, one particular domicile on Sortis is no home at all; rather, it is only made to look like all the others. Instead, it goes deep into the mesa into a large cavern, where it is said that the Excubitors - the Watchmen - sleep.

    [City #2] Litore, the City in the Seashore - There was once a forest of palm trees that sat in a low shallow cove, where the Oamenii would walk out for a league in the low waves of the cape and fish. The cape, the waves, and the fish are still there, but many of the trees have been cut down, and Litore has been built upon those that remain. Raised above the sea some ten feet or more, rarely do the Oamenii who live here get their feet wet when they aren't fishing. There is a natural port of call for visitors as well, and the largest homes house the families belonging to the powerful Magi of the City in the Seashore. Those arriving on Litore take boats to the pearly colored sandy beach heads, and then can travel up the low sloping hill to the desert below the sharp dropping crag.

    [City #3] Petram, the City in the Shallows - Within a valley between two large mountains to the north, nestled in the shallows away from the harsh storms and the sandy deserts, Petram is one of the few areas where crops can grow. While not plentiful to feed all of Regno, the gentle rains from the mountain peaks provide enough water to allow for trade to other cities. With rolling green hills and a small forest dotting the landscape, it's hard to believe that there is a desert on the southern side of the mountains. Travel from Sortis is a night and a half of moving north through the desert. Thankfully, the Twin Peaks, Mt. Varfuri and Mt. Bysepps, are solid landmarks through which to orient on.

    [City #4] Newbess, the City in the Sky - Taller than the Twin Peaks, Mt. Gradinalt can be seen from three days away, as the horse travels. From Sortis, Newbess is the furthest away, requiring almost a week's worth travel. Many will wind their way up towards Petram, and stay near the Twin Peaks until they can see Mt. Gradinalt to help guide them. The City in the Sky itself is built from hardwood trees and carved partially into the mountain itself. Easier to use than the trial up to Sortis, Newbess still has a several hours climb before even it's lowest building is reached. High enough to stay away from the desert's heat, some Oamenii even complain that it becomes chilly in the latter months of the year. Still, many enjoy the natural hot spring baths that Newbess is well known for, along with the streams of crisp and clear water that is guarded by the Sons of Us All oh so carefully. There is an Ancient Temple higher up on the slope of Mt. Gradinalt, but no one goes there as the path is currently incredibly treacherous.

    [City #5] Bratus, the City in the Shrubs - To the south of Sortis, a half a day's ride, is the Afluent River. Barely wide enough for a small barge to float down, the river is still deep enough to support fish... and dangerous crocodiles. The Sons of Us All whom guard Bratus are often positioned along the river itself, poking at the reeds and other vegetation that help provide shelter and food for the sprawling City in the Shrubs. Located on a flatland that rarely sees sandstorms, Bratus is the last known safe space before wandering deep into the harsh sun of the uninhabited desert to the far southwest of Regno. The City in the Shrubs is the largest of the Five Cities, and it is here - underground - that many Blattea can be found to be transformed into Bani (Magic Dust). Families within Bratus first claimed a section along the river to build their homes, and then dug downwards in the hope of being the owners of a rich vein of the purple gems. Quite a few were lucky, and help keep all of Regno supplied with Blattea.

    The remaining lands of Regno are sand dunes, broken up only by the odd rocky mesa here and there.


    Spoiler: People
    Show
    Oamenii (Desert Half-Elves)
    Though appearing to be simple tan skinned humans with slightly elongated ears, Oamenii - literally The People in Regnal - are clever individuals who value family above all. The society is patriarchal at it's core, with sons moving away when they have found a bride. Oamenii have a saying: "The eldest daughter will marry the heir to the family's woes." So fathers will be very interested in whom their eldest daughter chooses to marry, and make every effort to then teach their new son-in-law about all of the troubles the family has; in order to better avoid them and allow the family to prosper. A boy is not considered of marrying age until he can grow a full beard along his chin, and a girl cannot marry until she has counted 100 cycles of her moon blood.

    Oamenii were, at first, nomads and lived off the land. Some still remain this way, but most in Regno have now congregated towards one of the larger cities. Like the smaller families, these cities have sent their sons to mix with a different city's daughters, and in this way, bonds were created between all the cities. Now, the hopeful phrase "Five Cities, Five Families" is not so outlandish. Though there are far more than five families within Regno, everyone can draw ties and lineage to someone major within a city's framework; either a direct line to someone whom is currently a Magus for a city, or once was a Magus. In this way, the culture has developed to be one of protection of the family, and when a boy's first whiskers grow in, it is with pride that many join a City Guard - the Gardiani - whom are also called the Sons of Us All. Excellent service as a Gardiani will attract the eye of a Straebun - City Father - whom will help to find the Son of Us All a good marriage where possible.

    Women of Regno are by no means weak, though. Muscular women are seen as beautiful, while those with too much fat are frowned upon. Sons of Us All will guard the city from thieves, and go on hunts for Sandboars, but it is the Women whom go out into the desert's wrath to find water or mine rocks or even look for the much desired Bani (Magic Dust). By tradition, it is the mothers whom give final approval on the marriages of their daughters to a new Son. Oamenii men joke, saying, "Always buy two gifts!" One for their love, one for their future mother.

    Oamenii clothe themselves in loose fitting pants or skirts, and neither is attributed to a specific gender. Though men tend towards wearing loose fitting vests or going bare chested, while women use long stretches of cloth to wrap their chests. Men grow their beards out, at first, to show how old they are, but when they are married, their wives decide if they will grow a beard, or shave. This is due to the tradition of braiding to signify marriage. Women braid their hair, but it is the choice of the wives on how a husband presents his married status: braids in their hair or braids in their beard. It is never both. In this manner, men work hard to be presentable, so as not to cause shame to their wife and family. Women are just as concerned with their looks, but not to the point of complete vanity. Baths are quite popular, and considered a social activity. Nakedness between members of a family - no matter the relationship - is not shame inducing. To be seen walking around unclean, with nothing to show for it (such as without a newly hunted boar, or an armload of water or rocks), is however a disrespectful shame. Hard work is highly valued among Oamenii, and laziness is often viewed as the worst form of crime.


    Spoiler: Resource
    Show
    Bani (Magic Dust) [Great]

    Spoiler: Blattea
    Show

    Purple and grey colored rocks - called Blattea in Regnal - can be found sometimes when crossing through the deserts, and in more abundance underground or in caves near the mountains of the region. These rocks, by themselves, are quite pretty, and could be shaped into gems or other shiny objects by shaving away the outer grey exterior, but are more coveted by Magi and Speakers for the Initia. In the hands of someone skilled and possessing the knowledge of how to properly grind Blattea, it can be turned in a fine royal purple powder that the Oamenii call Bani and visitors to Regnos just call 'Magic Dust'. It means much the same thing, but Bani is both highly coveted and also used as currency. Two grams of Bani are considered fair payment for a week's worth of work, as a single gram will barter for a week's worth of food for one. Thankfully, there are enough within Regnos whom know how to both find the Blattea and grind it into Bani to make such a currency possible. Working in the mines of the Oasis - a seemingly endless deposit of Blattea - often guarantees even better wages, as many apprentice Magi and Aspect Scholars train their skills grinding Bani from the plentiful mines. When a new mine is found, the claimant can often receive a rich reward by reporting it to the nearest Magus and becoming the owner of what, quickly, becomes a new town.

    Magic Dust has several properties, many of which are still being researched and discovered. It is a catalyst of a sort, and when mixed in the proper way, Bani can react to produce interesting results. The original holder of the Staff of the Sun, Grand Magus Stramosi, is attributed to being the one to have discovered (at just a young age of 10!) how to mix the purple powder with a person's own blood droplets to create a kind of ink that instantly grafts to one's skin in dark black lines. These new tattoos, when shaped in the proper manner, cause the body to more naturally react to the Initia, effectively allowing them to channel the elements and perform minor feats of wonder.

    [Trade Post #1] The Oasis (Owner: Families of Regnos) - A literal spot of beauty within the desert, the Oasis is a town that surrounds a large crystal clear lake, and happens to be quite close to a major mine for Magic Dust. The Oasis is only a day's cart ride from either Sortis or Litore, making it an ideal location for trade and prosperity. Both cities have provided guardsman to ensure that the Oasis remains unmolested.

    [Trade Post #2] The Dacia (Owner: None) - Nomad Merchants who travel the sands between the cities. Though their lives depend on good relations with the Five Cities, their caravan masters have not yet sworn allegiance to the Staff of the Sun. They often find Blattea in their travels.

    [Trade Post #3] Antrum (Owner: None) - Not quite a city, within the lower reaches of the mountain that Newbess sits upon, is a large mountain cave. Antrum acts as a rest spot for those whom wish to be out of the sun's harsh temper, and is a current nesting ground for thieves and ne'er do wells. It currently recognizes no authority other than grams of Bani.

    Require Resource: Though starvation is not a problem at the moment in Regno, (except in some select locations) diets primarily consist of fish, sandboars, fruits, and water. Having a solid staple Crop such as corn, wheat, or potatoes would help to balance meals and add flavor to Oamenii lands.


    Spoiler: Faith
    Show
    [Religious Center #1] The Three Towers (Owner: Initia) - Found within Sortis itself, and also the seat of power for the Grand Magus, this Aspect Campus is the largest of it's kind. Split into three large red stone towers, with the larger campus set in the middle of three lakes, this place of learning is devoted to Initia.

    [Religious Center #2] Ancient Temple (Owner: None) - The only thing higher upon Mt. Gradinalt than the city of Newbess is the Ancient Temple. Created long ago to some long forgotten divine power, it currently sits empty.

    [Religious Center #3] Ostrov Grounds (Owner: Initia) - A sizeable island, large enough for someone to build a large home, sits upon the southern shore of Regno, lonely and unused. Oamenii say the feel a strong connection to the Aspect of Water emanating from the island, so while there isn't a formal Cursuri there yet, many people use Ostrov Grounds as a place to discuss new ideas.

    While not a true faith or religion like Perijanism or Abhidi, Initia is the study of the Elemental Aspects. Each Aspect is attributed certain properties, and with proper study of runes and application of various principles, an Aspect Scholar is able to invoke power from the very nature around them. Careful preparation and time is needed for the more powerful Initia wielders - known as Speakers - to perform larger feats of magic, but a common application (and in fact, one of the first an Initiate learns) is the Rune of the Sun. This provides light and warmth, much like a torch, but without the threat of fire spreading chaotically if left unattended. This requires Bani to continually function for Initiates, but as one becomes more powerful within the ways of the Initia, less and less Magic Dust is needed for simpler things. Other, more traditional faiths, find Initia curious - for different reasons - but most Initiates follow the guiding philosophy of magic to establish balance and harmony.

    Ranks:

    Those who wish to be more than the regular Initiates will devote their life to study, and become Aspect Scholars (also known as Aspectus). These learned walk a path of innovation and research, as well as taking on tasks such as tutelage for young children, or helping others whom are interested in the ways. Aspectus are marked by the Rune of Essence upon their foreheads, to symbolize their commitment to Thought.

    Those whom discover their own new forms of runes or ways to interact with the Elemental Aspects are known as Speakers of the Initia (or just Speakers). They are marked with a rune of their choosing upon their left shoulder, and - at least in Regno and other areas who follow the Initia - are treated with great respect. A Speaker is needed to properly interpret and develop a Aspect Campus (Cursuri, in Regnal), a school for others to learn Initia. Other religions who do not understand that Initia is not a reverence of gods might see these Cursuri as a form of religious center... but from the perspective of Initiates, that's inaccurate.

    Speakers who continue their scholarly ways, and develop even more unique forms to commune with Initia are those that develop runes on both shoulders, down their arms, and finally, earn the Rune of the Sun upon their very palms. The very few who manage this are known as Magi, the plural for a singular Magus. Within Regno, there are less than twenty of these such individuals, and to reach such a learned state is to have runes of all the Aspects upon the body, and be able to call upon Initia in ways that few can comprehend. The strongest Magi is given the right to wield the Staff of the Sun, and named Grand Magus.

    Elemental Aspects:

    Most people within Regno are at least Initiates, and have a fundamental knowledge of the Elemental Aspects. They know what each pair of emotions the five major Aspects are tied to:

    • Fire (Passion / Wrath)
      Represented by the Sun overhead, the Aspect of Fire is studied as one of passion; passion for one's talents, passion for one's family, or passion for emotions themselves. Those who walk this path of study are warned about letting their passion turn to anger, for it can easily spark destruction. Still, such destructive forces can - in appropriate measure - be utilized properly. Speakers who study the art of war often tattoo themselves with the Rune of the Flame, that allows them an enhanced method of striking and attacking. It is rumored that Magi can even call upon Fire itself to burn their enemies. The Rune of the Flame is very similar to the Rune of the Sun, but the latter is seen as being more in balance with Initia as a whole.
    • Water (Life / Greed)
      Represented by the Swirling Wave of the sea, the Aspect of Water is well known as the life-giver. Aspectus learn that Oamenii are made up of a great portion of water within their biology, and that is why without drinking more water - clean water - a man will waste away. Those who walk this path are healers and have interests in understanding what makes up the humanoid form. They are cautioned against drinking too deeply, though, for those whom are greedy can become sick; either of the body or of the mind. Speakers who study the art of medicine will often have the Rune of Rain upon their shoulders, to show that they are giving of themselves to help others. The Rune of Rain is still not as centered as the Rune of the Swirling Wave, but few have been known to be able to tolerate the vast power this rune is said to have. Trying, while unprepared, is in itself a form of Greed.
    • Stone (Stability / Sloth)
      Represented by the Mountain Range of the earth, the Aspect of Stone is among the most stable and constant. Aspect Scholars seeking to become Speakers commonly work with the Rune of the Boulder, and can be found shaping works of art out of the very earth itself, with tools or even with just their hands. The Aspect of Stone is also seen as the most dichotomous, as it represents both hard work, and the easy path. With so many Speakers for Stone, and the ease with which to reach that level compared to other Aspects, it isn't uncommon for the Aspectus who dedicate themselves to the earth to be warned of the need to not fall into laziness. Still, there are Speakers whom fine that they are sturdier in body with the Rune of the Boulder, and this makes it appealing, even with the downside that they may be harder to rouse. Yet, all those whom truly wish to become Magi work hard to earn their Rune of the Mountain Range, the three equal peaks of which are seen as the solid foundation for perfect equality with Initia.
    • Air (Whimsy / Chaos)
      Represented by the Unequaled Storm of the sky, the Aspect of Air is the area of study most suited to creators and inventors. Aspectus who seek to earn their Rune of Winds know that often the most unusual ideas come from just letting go, and going where the will takes you. They can be seen as flighty people, but there are few who would doubt the surety of their friendship. The ideas that they do develop are often the ones with the greatest leaps and bounds, soaring to new heights of knowledge far more easily compared to other Aspects. However, these ideas can often be chaotic and create a stir of much debate before they are implemented, if they ever are. Like the dangerous sandstorms of the Regno region, many times these ideas batter against resistance and settle where they will, often in controversy. The Rune of Unequaled Storm is the hardest to achieve balance with, but the few Magi who do are rumored to be able to do great things.
    • Spirit (Thought / Death)
      Represented by the Everything Soul of the world, the Aspect of Spirit is one of deep contemplation. Initiates recognize that there are spirits within all things, and it is up to Aspect Scholars - marked with the Rune of Essence to show that they are no mere Initiate - to be able to understand them. Aspectus earn this, the First Rune, a simple circle upon their forehead when they decide to begin their journey of consideration and thinking about the ways of the world. With it, they open themselves to the possibility of new ideas, and accept that what they know so far is not the sum of all the knowledge they can learn. Speakers know the importance of this even more so, for they are away that the wrong thought, said at the wrong time, can lead to their death. It is few Magi indeed who earn the Last Rune, the Rune of the Everything Soul, which symbolizes the mark that all other Elemental Aspects are in balance. Most only earn it posthumously, to mark their passage into death as a life well lived. Those whom walk the land with the Last Rune, still alive, are known only in legend.


    Relations with Religions

    Those whom study Initia are not discouraged from following a faith of their choosing, but more often then not, an Initiate will spend more time in study of the Elemental Aspects then paying respects to the divine. Still, this lack of discouragement means that Initiates are able to get along with a wide variety of religions. However, with Jalyeong-bo's belief system which reveres the spirits that exist in everything - something that Initia shares - and Perijanism being a favor and petition system (speaking with the divine), these two religions seem most compatible with Initia. Dejanites and any other faith with one god above all others are tolerated, but a true Initiate knows that balance between all Elements, and not a reverence of one over the other, is the easiest path to comprehension.


    Spoiler: History
    Show
    More than three centuries ago, the nomads of Regno known as Oamenii began to band together. Oral history says this is because of the first Grand Magus, Stramosi, who legend has it, discovered the way to create Bani from Blattea, and carved Staff of the Sun from the tallest palm tree in the middle of the desert. Though the Oamenii still wandered the harsh sands, Grand Magus Stramosi and his pursuit of Initia grabbed a hold of the nomadic people. The Five Families slowly began to form from the six major tribes that moved around the desert lands. Only the Dacia refused to be involved, and it is in this way that they are known as the Family Apart. Not quite exiles, but not a true Family of Oamenii. Still, the other tribes learned and grew, and soon established favorite areas to weather the sandstorms when the winds became too unfriendly. Under Stramosi, Oamenii prospered and Regno became less and less dangerous. Stramosi's death is, even to this day, marked as a day of Remembrance for the Regno calendar, and is celebrated yearly; a celebration for the life well lived of one of the greatest of Oamenii. In this way, the understanding of Initia, and the development of Magic grew, and the traditions of the Families lasted for generations. And then the Conquests came. Avakonia already had conquered most of the known world by the time they reached Regno, the Family Heads at the time saw no way to stand up to their vast armies. So they gave in. And... it worked.

    One of the few cultures to have managed to last during the Dejan World Empire, the Oamenii of Regno were spared excessive hardships due in part to the climates that they chose to call home. The harsh desert was apparently of little interest to Dejan the Magnificent, and even less so to those whom helped him govern, so long as Regno continued to pay their taxes. Just a burgeoning town at that point, the future capital Sortis was more than willing to be the meeting place for the wandering nomadic Oamenii over a hundred years ago. The high rise mesa provided shelter from the storms, water to drink, and an ample supply of shiny rocks that the Empire wanted... and what use did they have for taking useless purple dust, or a group of people so willing to mine riches with nary a shaken spear?

    Whether Dejan the Magnificent was unaware of the secrets of Bani and the Magic of the Oamenii, or if some government official was lining their pockets without asking the right questions is truly difficult to say. What is known is that when the Empire fell, the various Magi came out of hiding, and set about making Regno prosperous. Not for a foreign government, but for the Five Cities and the Families. Some say that Grand Magus Stramosi's last act was to forewarn of this great danger to the Oamenii ways, and the Magi were ready for the conquest. Others insist that such insight is impossible, and it was the rumors of the anti-magical Mrazite Crystals in the World Empire's hands that sent the Magi into hiding. Whatever the reasons, Initia and Oamenii seemed to fair better than most during the Avakonian Conquests.

    Culture and history of Regno was not as shattered or lost as other nations, but when Avakonia fell, it was clear to the Families that something more permanent than just being desert wanderers was needed. And so the Five Cities were built, and the traditions of the Sons of Us All were established. Together, they have helped keep Regno safer than before, and it is much less likely that they would bow in the face of conquerors now.
    Last edited by Gengy; 2017-09-09 at 04:56 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 my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  28. - Top - End - #28
    Barbarian in the Playground
     
    Goblin

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    Default Re: EMPIRE4! I - A Community World-Building Game

    Quote Originally Posted by Gengy View Post
    Hello! I ain't dead.

    Considering a Mage-oriented kingdom... think I want a large desert area, so, while I don't know when I'll have a moment this weekend to do the complete write-up, please reserve Region 8 for:

    Regno, Desert of Magic
    Hey it's Gengy, I thought he was dead or something
    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!

  29. - Top - End - #29
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: EMPIRE4! I - A Community World-Building Game

    I am not, but apparently photobucket is. Or, at least, passed on to someone in the family who is made of more greed.

    ...I honestly don't know what I'm going to do with a Magic (Faith) based culture for an Empire game. I have ideas of the region, sure, but... Faith? Nope. New aspect of the game for me!

    [FIXED] Yay. My Gerbil Leader image is back! If you were part of Empire before, and want an avatar I made you back, please let me know.
    Last edited by Gengy; 2017-09-07 at 06:18 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 my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  30. - Top - End - #30
    Barbarian in the Playground
     
    DimpleLoamsdown's Avatar

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    Default Re: EMPIRE4! I - A Community World-Building Game

    Quote Originally Posted by Tentreto View Post
    Think 35 is open, its not reserved in any way as I see it.
    Thanks. I'll have a WIP up pretty soon.

    Avatar by me.

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