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  1. - Top - End - #1
    Bugbear in the Playground
     
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    Default Conquest [PF]: The Community World-Building Where YOU Are the Nations!



    The Community World-Building Where YOU Are The Nations

    This World-Building thread is a continuation and re-construction of a previous thread.

    Spoiler: The Concept
    Show

    Imagine a land of conquering monarchs, of feudal lords and tyrant-kings. A land where monsters have long fled from the world of men, where alchemy is the province of the very rich or the very powerful. A land where king, chief, and lord alike raise their blades in battle, all warring, none gaining. This is the land of Malerien. This is the land of Conquest.

    Basically, I lost my old no-magic setting, and I really wanted to re-create it. So, I'm basically putting up a new, community-based version of it.


    The World-Builder's Resources

    Spoiler: Atlas
    Show

    Natural Map


    Regional Map



    Spoiler: Region Roster
    Show

    I've formatted 17 uncreated regions for the taking. (And one hidden region, which someone has recently found and taken.) If anyone would want to create a kingdom, tribal territory, etc., the regions are open... now!

    Five regions are still available. New world-builders are always welcome, so don't panic! Unless all 17 regions (and hidden region[s]) are gone, then you can start panicking.

    {table=head]Region Number | World-Builder | Region Name
    1 | Haldir________ | Melphos____
    2 | Logic________ | Gatocia____
    3 | Gourtox______ | ___________
    4 | 00dlez_______ | Mihl Naas___
    5 | WombatofDoom_ | ___________
    6 | zabbarot_____ | Tiroja_______
    7 | Doomchicken__ | Dyrma______
    8 | _____________ | ___________
    9 | _____________ | ___________
    10 | QuintonBeck__ | Kor________
    11 | _____________ | ___________
    12 | D20ragon_____ | Kovalika____
    13 | Volcan_______ | Hartinya____
    14 | Brone________ | Terethor____
    15 | Pokonic______ | ___________
    16 | Kreenlover____ | Tallar______
    17 | Milo v3_______ | ___________
    X | Morphbark_____ | The Waste_[/table]


    Spoiler: Rules For the World-Builder
    Show

    Spoiler: Regions
    Show

    Each world-builder will have control over one region, fluffing it out for the first three "rounds" and using it for actions that will determine the history of the world in the rounds that follow. More can be added in at later times, but they must spend their first round fluffing their region.


    Spoiler: Round Zero: Determining Statistics
    Show

    This will use four ability scores:
    • Civilization
    • Populace
    • Resource
    • Terrain

    Roll 1d12 three times and 1d8+5 once, then placing as desired.

    These scores will only be used during creation, as a guideline for regional development, and very rarely later on in the process when a major change takes place (such as the rising of an unpopular political power or a decimating war).

    1 means crude, unrefined, or otherwise undesirable. 13 means ideal, amazing, or otherwise desirable.

    Civilization: 1 indicates hunter-gatherer structure, meaning no tribes yet. 13 means a democracy, well-ruled empire, or utopian society.

    Populace: 1 indicates underpopulation or overpopulation (special case), a shortage of laborers, or a country about to go to war with itself. 13 means a fair distribution of people on the land, a fair work distribution, a good economy, and a happy population.

    Resource: 1 indicates a shortage of necessary items, indicating frequent droughts or famines, lack of allies, or a shortage of natural resources. 13 means a surplus of food or water, strong national ties, or an abundance of natural resources.

    Terrain: 1 indicates horrible land for any purposes whatsoever. 13 means an amazing land advantage and great resources.


    Spoiler: Round One: The Land
    Show

    You will describe the physical features of your selected region, including three major landmarks. These will be based on your Terrain score, with better scores indicating better land.


    Spoiler: Round Two: The People
    Show

    You will describe the political infrastructure and culture of your people, as well as various traits that define them, such as superstitions, stature, build, and pigmentation. These will be based on your Populace and Civilization scores, with better scores indicating more populace and higher standards for civilization and government.


    Spoiler: Round Three: The Resources
    Show

    You will describe the resources, both technological and political, of your country, be it a wealth of gold mines, strong alliances, or superior craftsmanship. This will be based on your Resource score, with better scores indicating much more useful resources.


    Spoiler: Rounds Four and Up: The History
    Show

    You will describe the actions your region takes. Each round gives five actions to each region. No, I won't let you sneak five actions into one, just make them short and simple.
    Example: Description of Actions as a whole.

    Region X takes the following actions:
    • Declare war on Region Y
    • Unite all tribes in its vicinity
    • Draft citizens into the army
    • Begin to build cities
    • Make the region's first iron mines


    These example actions are significant enough to change scores, though not all actions will do so.


    Spoiler: Round Q: The Traits
    Show

    You will determine the mechanical traits of all humans from your region. This can be done at any time.

    Spoiler: Ability Traits
    Show
    In Pathfinder, humans gain a +2 bonus to any one ability score. Instead, list a different set of ability adjustments for your region. Make sure it balances overall to +2.


    Spoiler: Racial Skill List
    Show
    In Pathfinder, humans gain one skill point at each level in any one skill. Instead, list a set of 5 skills which are counted as class skills for the purpose of this one rank only. Make sure they fit well with your region's fluff.


    Spoiler: Racial Feat List
    Show
    In Pathfinder, humans gain one feat that they already qualify for. Instead, list a set of 5 feats which can be chosen from if the player qualifies. Again, make sure to adhere to regional fluff, and under no circumstances should anything magical, supernatural, etc. be used.


    Spoiler: Regional Language
    Show
    In Pathfinder, humans start the game speaking Common. Instead, list a regional language for the starting language (or Trader's Tongue if they have no unique language). Up to two regions may share the same language.


    For Everyone Else

    Spoiler: The Lands of Malerien
    Show

    Spoiler: Atlas (Again)
    Show

    Natural Map


    Regional Map



    Building Terrain...


    Spoiler: Regions and Peoples
    Show

    Populating World...


    Spoiler: Alchemy in Malerien
    Show

    Writing Formulas...


    Spoiler: Of Monsters and Men
    Show

    Spawning Monsters...
    Last edited by Thunderfist12; 2013-11-30 at 01:15 PM.
    May the gods watch over your battles, friend.

  2. - Top - End - #2
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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Spoiler: Region Synopses
    Show
    {table=head]Region| Name | User | Defining Terrain | Political Status | Resources
    Region 1 | Melphos | Haldir | Lakes, Deforested Plains, Rock Peninsula | Democratic Council | Large stock animals, Giant Eagles, Alchemical Industry, Minerals and Ores
    Region 2 | Gatocia | Logic | Mountainous, Rainforest | Diarchy | Food, Lumber, & Technology
    Region 3 | x | Gourtox | x | x | x
    Region 4 | Mihl-Naas | 00dlez | Large Mountainous Desert with Large Oasis | Monarchy | Salt, practical metals, spices and dyes, Camels and horses, livestock, leather
    Region 5 | Lyradis | TheWombatOfDoom | Plataeu and lowlands: West - Salt Marshes, East – Lakes | Monarchy | Clay (and the things made with clay - armor, brick, art), Horses, Grain/crops
    Region 6 | Tiroja | zabbarot | Icy Tundra with Geothermal Vents, Fresh water lake | Nomadic Tribe | Fresh water, modest mineral wealth, Understanding of Fire, Lumber, Fish and Game
    Region 7 | Dyrma | Doomchicken | Mountainous, Snowy, Geothermal activity | Small family units | copper, tin, lead and silver, fish and goat.
    Region 8 | Kasumor | WaylanderX | Plains and Forests, South - Mountains | Monarchy | Giant Vermin, Hardening Rock, Untamed resources
    Region 9 | x | sktarq | x | x | x
    Region 10 | Kor | QuintonBeck | Western swamp, central desert, lowlands | Monarchy | Tamed Dire Bats (rare), not much else
    Region 11 | x | x | x | x | x
    Region 12 | Kovalika | D20ragon | Small grouping of Islands off the coast of mainland| 12 Guilds Council | Gems, spices, fruit and livestock
    Region 13 | Hartinya | _vulcan_ | Isolated Heavily Forested Island| Tribal clan | Zyte (poison gas), Bronze, Some Gems, Wood, Animal furs and game
    Region 14 | Terethor | _Brone_ | Mountain lined plains, Volcano | Feudal Monarchy | Farmland, Precious metal, Gems, Tar, Technique to harden stone, and Weaponized lava
    Region 15 | Kazia | Pokonic | 3 Paralleled peninsulas, West – Fertile, Central – Infertile, East - Dangerous | Monarchy | Fish, Sheep, Emeralds and Rubies, Crops
    Region 16 | Tallar | D20ragon | Frozen Island, Natural Ice Plains and Hot spring| Democracy | Information, books, tomes, and Lumber
    Region 17 | Ethal | Milo v3 | x | x | x
    Region X | Nation of the Waste | Morph Bark | Hostile and Wild land, with cavernous pit | Oligarchy | Few, have yet to be discovered
    [/table]


    Spoiler: Region Statistics
    Show
    {table=head]Region| Name | User | Civilization | Populace | Resource | Terrain
    Region 1 | Melphos | Haldir | 8 (7) | 1 | 14 (13) | 2
    Region 2 | Gatocia | Logic | 6 | 2 | 11 (10) | 12
    Region 3 | x | Gourtox | x | x | x
    Region 4 | Mihl-Naas | 00dlez | 5 (4) | 3 | 10 | 12
    Region 5 | Lyradis | TheWombatOfDoom | 6 | 8 | 5 | 7
    Region 6 | Tiroja | zabbarot | 3 (2) | 8 | 12 | 9
    Region 7 | Dyrma | Doomchicken | 1 | 6 | 8 (7) | 4
    Region 8 | Kasumor | WaylanderX | 7 | 11 | 5 | 11
    Region 9 | x | sktarq | 9 | 6 | 10 | 10
    Region 10 | Kor | QuintonBeck | 11 (9) | 10 | 2 | 6
    Region 11 | x | x | x | x | x | x
    Region 12 | Kovalika | D20ragon | 7 | 5 | 13 (11) | 6
    Region 13 | Hartinya | _vulcan_ | 3 (2) | 5 | 10 | 13
    Region 14 | Terethor | _Brone_ | 7 | 11 | 14 (3) | 12
    Region 15 | Kazia | Pokonic | 12 (11) | 6 (7) | 10 | 4
    Region 16 | Tallar | D20ragon | 12 | 4 | 9 (7) | 4
    Region 17 | Ethal | Milo v3 | 5 | 3 | 10 | 10
    Region X | Nation of the Waste | Morph Bark | 14 (13) | 11 | 2 (1) | 1
    [/table]
    Last edited by Thunderfist12; 2013-12-23 at 03:55 PM.
    May the gods watch over your battles, friend.

  3. - Top - End - #3
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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Descriptions

    Region 1: Melphos

    Spoiler: Regional Traits
    Show

    Ability Scores: Melphosi gain a +4 bonus to Intelligence, as well as a -1 penalty to Strength and Constitution.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (alchemy), Diplomacy, Handle Animal, Knowledge (nature), and Ride.
    Feat Selection: They can choose their racial feat from the following list: Mounted Archery, Mounted Combat, Precise Shot, Skill Focus (Craft [alchemy]), and Skill Focus (Knowledge [nature]).
    Automatic Language: Melphosi start the game speaking Trader's Tongue. Although it is a secret language, they may also learn Sai Writing, but only if it is taken at first level.

    Spoiler: Terrain
    Show
    The terrain of Melphos is dominated by three major areas: the Wetreach- the series of large inland lakes on the northern border and the surrounding marshlands. Further south is a vast expanse of flat grasslands, called Valleybridge. And finally furthest south is the very rocky, agriculturally prohibitive highlands that extend from the southwestern peninsula, along the borders with Mihl Naas, and into the southeastern peninsula, which are collectively known as the East, Central, and West Eyries.

    Melphos was once a land of bounty. Large wild beasts of a great variety fed on the vast and verdant central plains of the nation. The abundance of wild plant life soon led to an abundance of large mammal life, which soon led to an abundance of their predators, such as humans, were able to farm and feed themselves with ease. Unfortunately, poor land management and overpopulation soon depleted the terrains ability to support large scale agriculture.

    Spoiler: Culture
    Show
    The steady decline of Valleybridges' agricultural output is directly related to certain trends in the political structure of Melphos. The great abundance of wild animal life lead to the nations unification rather early. At the height of its power, Melphos was an extremely potent military state lead by an Emperor and a small band of highly educated elites, generally known as the Sai, who were literate and encourage literacy as a means of further understanding the divine, doctrine of the state, and to ensure the people are capable in war.

    After overpopulation and food scarcity became a larger issue, that solid and powerful expanding political unification degraded, there was a brief but bloody uprising, and the Emperor was replaced by a more democratic Council. The Council chooses a Chief Treasurer from amongst their ranks. This is a mixed bag, as any citizen of Melphos can be sent to Council, but their ability to make speeches, draft legislation, and vote for the Chief Treasurer is tied directly to their individual ability to donate taxes to the Council funds.

    Smaller, poorer regions have been forced to band together in support of their Council members or risk losing their voice in government. On the positive side, the Chief Treasurer and the Council can be very effective at administrating Melphos, and at waging war, because there is rarely a lack of Council Revenue. Of course, a lack of consensus can at times hinder efficiency. And of course, inequality is a large part of of Melphosi life. Additionally, the Sai still exists as a half religious, half secular class of learned elite.

    Melphosi themselves tend between light and medium skin tones, and tend toward more protein than carbs in their diets, and tend toward the lean and muscular ( if they are well fed).

    Spoiler: Resources
    Show
    The all important resource of Melphos is their diverse indigenous population of large animals and plants. Traveling North from the Eyrie, the elevation decreases rapidly, and the vast diversity of plant life that these different elevations support different herbivores, which did not directly compete with one another. This crop diversity stymies efforts to create a single dominant countrywide crop that can be a "staple crop." Thus, many different land animals were able to gradually grow larger and larger as they competed within their own populations for dominance of each elevations foodstuffs.

    Of course, large mammals meant large predators. The most prevalent of these were humans. Concurrent with the rise of the large land animals was a rise of large predatory birds, called Saiteye (effectively a giant eagle). The Saiteye migrate north from the Eyrie to Wetreach every year, and Saiteye that could carry larger animals were more likely to feed well along the altitude spectrum of the migration. Humans soon learned to raid Wetreach nests for eggs of the strongest, largest, most capable birds, which are now tamed and ridden as part of a huge military and civilian industrial endeavor. Thus, the Melphosi have a flight culture, which opens up huge trade and alliance opportunities. Unfortunately, the relative difficultly in procuring and training Saiteye has further contributed to the inequality of the nation. Thus, the vast majority of Melphosi military institutions sits on the Wetreach, where they use threats of violence and advanced learning to protect and grow the Saiteye population.

    However, flight culture has had some fascinating side effects for Melphosi culture. The easily recognizable differences in flora and fauna so close to one another has spawned inevitable investigations into horticulture and animal husbandry. A great deal of time has been spent trying to find successful animal and plant breeds for certain situations. Thus, it can be said that Melphos has a definite resource advantage in its educational structure.

    Additionally, Melphosi traders and travelers flying across international borders and returning with such ease has created in Melphos a curiousity at the vast wonders of the world, which has further reinforced the Sai's concepts of knowledge and literacy as a means of spiritual progress. It also serves as great distraction for an otherwise downtrodden and greatly economically divided nation.

    Ores and metals are now more abundant in Melphos than decent food crops, as a result of the rocky, high-elevation Eyries and the former Empires foolish abuse of the Valleybridge. The Eyries are now dotted with mining towns. The Council pays well for the vast variety of ores and minerals that can augment the Sai's large Alchemical industry, which is situated mostly on the East and West Eyrie peninsulas.

    Common exports are animal products, pulled from the vast animal herds of Valleybridge, as well as minerals, ores, and finished goods created in the Eyrie regions. The most common import is grain. Exportation of live Saiteye or Saiteye eggs is considered treason, and the importation or poaching of Saiteye eggs by other nations is considered an act of war.


    Region 2: Gatocia

    Spoiler: Regional Traits
    Show

    Ability Scores: Gatocians gain a +1 bonus to Dexterity and Intelligence.
    Skill Point Selection: They can choose their racial skill point from the following list: Diplomacy, Intimidate, Linguistics, Perception, and Sense Motive.
    Feat Selection: They can choose their racial feat from the following list: Alertness, Lightning Reflexes, Improved Initiative, Iron Will, and Persuasive.
    Automatic Language: Gatocians start the game speaking Toal-Nek, a hybridization of the previous languages of Toalat and Neki.

    Spoiler: Geography
    Show
    • Mount Molanc is the highest point of Gatocia, and a very prominent mountain. Native Gatocians will claim that Mount Molanc is the highest peak in the world, but the Winterist explorer Filmar the Wanderer will claim that the God Spire of Mihl-Naas easily surpasses Mount Molanc. At the southern foot of Mount Molanc sits the Winter Capital of Moander.
    • The Wendeir River is the longest and most fertile river in Gatocia, and few explorers or historians argue for others. Near its mouth at the Wildcat Delta on the Western Coast is the Summer Capital of Shining Shihkan.
    • Forest of Mynt is a massive forest covering nearly a third of the entire nation of Gatocia. A lush rainforest with a signifcant amount of biodiversity, the Forest of Mynt is home to more species of plant and animal than anywhere else in the known world. Receiving annual rainfall not seen anywhere else, it spreads from the Twin Grata Seas in the northeastern corner of Gatocia to within a hundred miles of the Wildcat Delta in the Southwest.


    Spoiler: Culture
    Show
    The people that inhabit Gatocia are known throughout the world as being knowledgeable diplomats and traders. A lesser attributed trait is their penchant for speed and games of skill.

    Southern Gatocians tend to be darker of skin and hair than their northern brothers, are usually an inch shorter than human averages. Most outsiders describe Southern Gatocians as hot headed, though this is usually untrue.
    Northern Gatocians tend to be fairer of skin and hair than their Southern brothers, and have more variation in their heights with some being short and stout while others are giants among men. Most outsiders describe Northern Gatocians as irritable but reserved, though this is usually untrue.

    The nation of Gatocia has long been known as a Kingdom on the verge of civil war.

    Long ago, two warring Noble houses established their own opposing kingdoms, King Greltin the First (better known as Greltin the Blue) founded his land next to Mount Molanc in the North, and Queen Raymia the Red founded her Kingdom near the Wendeir River in the south.

    After three generations and nearly fifty years of war, an armistice was agreed to by King Dareon the 1st and King Leon the 1st.
    The terms of the armistice established the constitutional monarchy that exists today in almost the same form as it did upon its founding.

    The terms provided for a single unified Kingdom, with two capitals, and two rulers. One Royal House for the Spring and Summer seasons (House San Aldreyd,) and the other Royal House for the Autumn and Winter seasons (House De Vocan)

    Over the years, there have been rulers content with this coexistence, and others intent on dominating the opposing half of the Kingdom. The current rulers are largely committed to the peace of the realm through non-interference and maintaining the status quo. There are elements within both of these dynasties that to this day still attempt to usurp the throne under a single ruler, though none have been unified or successful.

    There are four primary political ideologies: the Preservers (traditionalists and supporters of both rulers equally. The current Kings are largely believed to belong to this movement.)
    The Winterists: those that promote the rule of House De Vocan as the only Dynastic rulers of the entire realm.
    The Summerists: those advocating for the royal House San Aldreyd as the sole rulers of the kingdom.
    The Populists: Those advocating complete overthrow of both Royal houses. Most demand democracy, some propose a new nobility and Royal family. These are the least organized and least unified of the factions, but the most numerous.

    House De Vocan's Royal sigil is a Crowned Silver Fox's Head on a blue field.

    House San Aldreyd's Royal sigil is a golden Songbird flying through a Crown on red.

    The current royal house rulers are His Summer Majesty King Dareon the 4th, and the Winter Dynast, Lord Slavat the 2nd.


    Spoiler: Resources
    Show
    Gatocia has a large number of resources at its disposal, mainly due to its favorable terrain, and owing partially to its peoples' history and reputation as traders and diplomats.

    The Forest of Mynt provides all the lumber Gatocia has need of, with plenty to spare, and the regrowth rate of the trees is a wonder to most.

    Where there is not forest, there is arable farmland aplenty, with the majority of the farmland situated West of the Forest of Mynt, and most of that in the north, as well as more farmland in the eastern shadow of Mount Molanc.

    Gatocia's world-class universities provide an unparalleled literacy rate among its citizens, with even the lowest class afforded a chance at higher education.

    The Forest of Mynt also provides many wild but tamable beasts that are used on small, mostly by farmers and hermits.

    In addition to the above, Gatocia's long history of trading has left it's coffers quite full, and its treasuries allow constant and rapid expansion of public works.


    Region 3: ???
    Spoiler
    Show
    Loading...


    Region 4: Mihl-Naas

    Spoiler: Regional Traits
    Show

    Ability Scores: +1 STR, +1 DEX, +2 CON, -2 CHA
    Skill Point Selection: Knowledge (Religion), Knowledge Geography, Survival, Handle Animal, Ride
    Feat Selection: Alertness, Weapon Focus, Mounted Combat, Sandwalker, Diehard.
    Automatic Language: Traders Tongue (not really a cop-out, they are desert nomads with too many regional/clan dialects. When entering settlements, cities, or camps, it is almost always to trade.)
    ((EDIT: Others have listed skills like "Craft" or Knowledge "Any 1" - where as I specified two knowledge skills... which method would you prefer?)) Ruled to need specific craft/knowledge skills

    Spoiler: Geography
    Show
    God Spire: Perhaps the only true landmark in the vast, expansive desert that dominates the Mihl-Naas empire, the God Spire is a cylindrical rock formation that reaches thousands of feet into the air, emerging from the otherwise flat landscape around it. It is a very religious place for the Mihl-Naas, where they believe their patron deity cast of his mortal bounds and ascended to the heavens.
    Spoiler
    Show


    The Heart of The Desert: Located at the center of the massive desert lies a large, spring fed oasis. This oasis is the life blood of the adjacent capital city and indeed, the empire as a hole. With it's ability to support tens of thousands within the city walls, it has allowed the empire to thrive and maintain the central city as a hub for all trade and commerce.
    Spoiler
    Show


    Salt Cliffs: Along the northeastern sea border of the empire, there are a series of cliffs near the empires largest port city that are home to vast and profitable salt mines. Though the central capital is truely the center of empire commerce, the port city, supported by these salt mines, is the hub of foreign commerce coming into the empire.
    Spoiler
    Show

    Spoiler: Culture
    Show
    The Mihl-Naas are a very ritualized people. They have a great infrastructure of faiths and see their religion as a higher power than their government. Though about half of the empire's population lives within one of its few large cities, about a quarter of the population are simple desert nomads, eeking out an existance in the brutal desert they call home. The remaining quarter lives in small towns and villages scattered throughout the empire which serve as trading centers and rendezvous point for different family groups and tribes. Physically there is nothing overly impressive about them, though their dark tan or occasionally black skin sets them apart from other regions of the world.

    Spoiler: Resources
    Show
    A very unique and niche situation has given rise to the wealth and power of the Mihl-Naas Empire.

    Firstly, the majority of it's land is poor and desolate, forcing it's people to eek out a very meger existance by fostering what small herds of animals and modest agriculture they can. They are survivors, not thrivers, when it comes to day to day life.

    Second, for a land so poor in the neccesities of life, they are quite rich in many luxury resources. A mines, specifically for salt and various common metals, dot their entire land holdings. Moreover, exotic spicies and dyes are near common place throughout their desolate empire.

    These two aspects have given the Empire as a whole a unique wealth - they hold valuable resources, both practical (metals) and luxury (spices) desired by other nations, and have few to no import requirements of their own, putting them in a position of power when it comes to many trade deals.

    The Mihl-Naas are able to be self sufficient, such as it is, when it comes to food production. It is hardly an abundance as with a bread basket or coastal nation, but their spartan existance has conditioned the population to do without many luxuries.

    They are adept at maintaining modest herds of livestock including camels/horses for transportation and war as well as domestic pigs, sheep, and goats for food and household goods (wool, bones, and leather).

    Their metal mines produce a healthy mix of precious metals for export and trade as well as basic metals for tool and weapon production.

    The luxury good market, primarily spices and dyes, is the principal export of the Mihl-Naas and makes them a popular trading partner the world around


    Region 5: Lyradis

    Spoiler: Regional Traits
    Show
    Loading...

    Spoiler: Terrain
    Show
    The region of Lyradis is located in a temperate climate, and boasts a wide variety of geography that both affects and is affected by other regions in the area. It is bordered on the east and west by large inland seas, which Lyradisians call "The Two Brothers", or Lyr (smaller one to the west) and Dis (larger one to the east ["Dis" means "Green" in Lyradisian tongue]), and the north by the Gestainian Ocean. The region got its name for being between the two inland seas.

    Within the region, there are three features of note:

    • Lyradis is best known for its immense plateau within the center of the region knowns as Aldric's Crest, or often simply - the crest. The plateau stretches from the northeast to the southwest of the region, and much of it is inaccessable by the unskilled climber, or the over burdened traveller. This naturally separates the region into three areas - the Northern low lands, the Crest, and the southern lowlands. The plateau begins rising from the northeast, and so is most accessible there. It's southwest area is degrades into a mountain range that Lyradis shares with the neighboring region to the east - Mihl Nass. There are several small lakes in the depressions atop the plateau. While the Crest serves as a wonderful natural defense for the people of Lyradis, it also serves as a major impediment for travelling between the high and low lands.
    • Much of the northern lowlands that are along the coast of Lyr consist of the Salt Marshes that form from the tidal movement of Lyr and the Gestainian Ocean. The soil becomes more fertile the closer you get to the Crest or the farther northeast you go.
    • The southern lowlands boast a plethora of large and small freshwater lakes, which are filled by rivers that come off or out of the Crest. This grouping of lakes is known as "The Children of Dis".

    Spoiler: Culture
    Show
    Lyradis’ Monarchy government is in a unique set up, some of which pertains to the regions geographic layout. The region has been ruled under a successive line of kings for over 2 decades, and many of the contesting families from the unification of Lyradis have long since been quieted or been married into the ruling family…but not all. There are still some strong families that are either vying for merging with the royal line through marriage, or to become a new dynasty of rule. The most prominent of these families are named: Ryme, Saltier, Childris, Farridan, Veridis, Merrilyr, and Del Tallit. The “Del” before Tallit means that there is some Royal blood in the family line.

    The Royal family line is named Serendel, and its current monarch is Gareth Serendel. He has 3 sons (Benjamin, Jain, and Royce) and 1 daughter (Lyrian). What makes this government unique is that each of the three princes are charged with overseeing one of Lyradis’ three territories (North Lyradis, South Lyradis, and The Crest) and ensuring the protection of the Nation. In terms of succession, each son has equal claim for the crown. This is because instead of the eldest becoming the next in line, their father has made the controversial decision to instead make it the one that is shown to be most capable shall succeed him, so he has given them responsibility over the three regions as a way of trial for the crown. Due to this, all three princes have set upon bettering the kingdom, and in an interesting happening of events, the three brothers have thus far been more cooperative than competitive in many projects, while bettering their areas as they see fit in others - for now at least. Meanwhile, their father oversees international affairs and other things that affect the nation as a whole. The dynamic of the rest of the country is a sort of feudal system, though guilds are just starting to be introduced for specialized work.

    Many a people avoid contests of stamina or strength with Lyradisians, as they are known to be a hearty folk. The higher altitudes, the amount of manual labor and ways of travel within the country give the citizens of Lyradis a thicker build, tanned skin, and higher constitution. Generally hair color is of a brown or black color, and eyes are generally greens and browns. Lyradisians are known to be stubborn, headstrong, and loyal. It’s been said that if you put a mountain in the way of a Lyradisian, he’d rather climb up or dig through than go around it. In other words, give a Lyradisian a job, and they’ll complete it one way or another, even if the task is monumental. Given enough time that is. Last, Lyradisians are very curious in nature. It isn't uncommon for Lyradisians to travel to other countries, or groups to go to unexplored regions. If they encounter something they don't know about, curiousity dictates they figure out how it works.

    Spoiler: Resources
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    Lyradis' wetlands both north and south host an ample amount of clay deposits, which have been utilized in various ways, such as containers, brick, and armor. As such, most of the regions buildings are made from stone, clay, or brick, rather than huts, and has centered Lyradis in the study of geology and architecture. Farming and fishing are two of the nations main resources for food, with most farming on top of the Crest, though there is some in the low lands as well. There also seems to be an small population of wild horses on the crest, some of which have been tamed and used. While there are forests in the region, much has been preserved in the interest of not falling into the mistake the neighboring region of Melphos did with its past deforestization. Therefore, trees are used sparingly, and not exported heavily in the current. Much of Lyradis has been untapped or undiscovered as much of the terrain is hard to navigate or unexplored. Now that Lyradis is cemented as a nation, and has an organized leadership, its attentions turn inward to improve on discovering more of the territory, and what it contains. Currently, Lyradis has no allies, but would like to make some, and is sending emissaries to neighboring regions. On a meteorological note, Lyradis gets a lot of rain as the weather patterns from the rainforests to the northeast come up against the height of the Crest and neighboring mountains. This feature might account for some of the reason why Mihl-Nass is a desert, as the Crest keeps much of the rain from entering the region.
    Last edited by Thunderfist12; 2013-12-10 at 02:25 PM.
    May the gods watch over your battles, friend.

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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Region 6: Tiroja

    Spoiler: Regional Traits
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    Ability Scores: Tirojans gain a +2 to Constitution.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (weapons), Handle Animal, Intimidate, Perception, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Blindfight, Escape Route, Fleet, Self-sufficient, and Toughness.
    Automatic Language: Tirojans start the game speaking Tirojic.

    Spoiler: Geography
    Show

    Far to the south Malerien wears it's crown of ice. The features of this land were carved by aeons of creeping ice. Where the ice stops the tundra begins. It spreads for miles and miles. Often one could travel for days with no landmarks and no signs of movement aside from drifting snow. Farther north the taiga rises. Despite the cold air the earth is a hot bed of springs and volcanic vents. This heat keeps the earth beneath the forest warm enough to support life and keep growing. The forest stretches to the northern border, and is fed by south flowing mountain streams and north flowing glacial rivers.

    Landmarks:
    Sundered Lands: A massive crevasse across the tundra that marks the edge of the ice cap. In Mythology, this is where Magthuum battled the gods of winter. The area has very heavy volcanic activity and lava can be seen churning at the bottom of the crevasse.

    Ulmic: This lone pillar of ice towers above the tundra, standing nearly two hundred feet high. Despite it's massive size it drifts slowly across the frozen fields. Ulmic is believed to be the mourning widow of one of the defeated gods of winter and coming across it is a bad omen.

    Crone's Mirror: In the northeast of the region sits one of the largest freshwater lakes in the world. It was formed by a melting glacier and is still fed primarily by glacial streams. The water is a dark blue and it's depth is unknown. A great bounty of fish live here. It is named for the reflection of the mountain known as the Crone that ripples in it's waters.

    Spoiler: Culture
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    The Tirojic people are distant relations of the Dyrmic people who followed game south onto the tundra. Years of raiding, trading, and intermixing with the Mihl-Naas to the north have made the Tirojans a distinctly different people from their Dyrmic ancestors. They are taller and tend to be darker skinned.

    The Tirojans are a nomadic tribal people. The tribes tend to consist of extended family groups with as many as 100 members. They move constantly, and intertribal warfare is common, especially in the summer months when the cold is less of an overarching threat. Hide, wood, and bone are the most common materials for tools or building, though obsidian is not uncommon for tribes nearer to the Sundered Lands. Tirojans keep dogs both as hunting and work animals. Dogsled is the preferred method of travel across the tundra, though tribes who spend more time closer to the northern border have tamed the large ceiruu (fantasy caribou) to use as mounts.

    The Tirojans have a rich mythology of the world around them. They believe that the world was once covered in ice, but the god of fire, Magthuum, conquered the winter and drove it back so that man could live. Just as fire melts snow, so too does man so they have come to believe that they are descended from fire spirits and the god Magthuum. Fire takes a central place in ritual and the home.

    Spoiler: Resources
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    There are three primary resources that the Tirojans hold. The first is food. The arctic forests are overflowing with game, and Tiroja's lakes and rivers are so thick with fish that one could almost just reach in and grab one. The second is lumber. The forests that house Tiroja's life have been untouched and unchecked since the dawn of man. The third is a deep understanding of fire. The Tirojic people have long understood that their continued existence in this harsh arctic climate is dependent on fire. As such it takes a central place in both ritual and experiment. The Tirojans understand what materials burn hottest or brightest, and which burn what colors.

    In addition Tiroja has a modest mineral wealth and an abundance of fresh water.


    Region 7: Dyrma

    Spoiler: Regional Traits
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    Ability Scores: Dyrmans gain a +1 bonus to Dexterity and Constitution.
    Skill Point Selection: They can choose their racial skill point from the following list: Climb, Craft (armory), Perception, Survival, and Swim.
    Feat Selection: They can choose their racial feat from the following list: Athletic, Fleet, Self-Sufficient, Toughness, and Throw Anything.
    Automatic Language:Dyrmans start the game speaking Dyrmic.

    Spoiler: Geography
    Show

    Dyrma is a cold land. It has a frosty climate, and is composed of hills and mountains, with rivers winding their way through the highlands. It's mountains climb high, often punching through the clouds. The land is difficult to defend, with vast open spaces, with very through tactical choke points.

    The most famous of it's landmarks is Great Pallom (Gwych Pllym), the world's largest mountain. It also contains an extensive cave network that is rumoured to stretch throughout the entire Pallom (Pllym) mountain range.

    Another landmark is the Steaming Gorge (Ageru Ceunat). The geothermal vents underneath the canyon heat up the surface, and the waterfalls that flow into it cause clouds of steam to raise from the surface.

    The Pillars of the Giants (Hoelion wyth y Gewri'r) are another of the landmarks. They are a set of three 20 foot tall, 6 foot wide rock spires with jewels and gems visible on their surface.

    Spoiler: Culture
    Show

    The Dyrmic People are short and fair skinned, with predominantly blonde or red hair and dark eyes. They have muscular legs, broad shoulders and thick facial hair.

    They live in small family units, made up of an adult couple and three of four children. When the children become adults (a right of passage where the child slays a dangerous animal or monster), they leave their family and find another Dyrmic adult to start a family with.

    They dress in furs and leathers, designed to protect and be practical, except for those who reach old age, who wear fur garments designed for comfort and warmth. Tools are basic, and include tools made of animal bones or flint, and bows with primitive arrows.

    Spoiler: Resources
    Show

    Dyrma has large amounts of ores in it's many mountains, such as copper, tin, lead and silver. It also has large amounts of fsh and mountain goats which make good food for the populace. However, it lacks in flat, fertile land, and therefore farming is nearly impossible.


    Region 8: Kasumor

    Spoiler: Regional Traits
    Show

    Ability Scores: Kasumorians gain a +2 bonus to Strength and Intelligence, -2 to Dexterity.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (weaponry), Diplomacy, Handle Animal, Martial Lore, and Ride.
    Feat Selection: They can choose their racial feat from the following list: Armor Proficiency (Light), Blind Fight, Defensive Combat Training, Improved Initiative, Combat Reflexes.
    Automatic Language: Kasumorians start the game speaking Brumean.

    Spoiler: Geography
    Show

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

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


    Spoiler: Culture
    Show

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

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

    The population is concentrated in the capital, Earthome, where the Earthguard also resides. Earthome is located on the northern shore, around 30 miles from where the Kasumi plains begin, which also makes it a magnet for any alchemists and weapon experts trying to weaponize the strange sleep inducing flower.

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

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

    Spoiler: Resources
    Show

    Due to their lack of technology to fully gather the resources at their disposal, they don't have access to the total richness of their land. However, with the help of any allies they may make, that problem can be solved and turn Kasumor into a defensive powerhouse.


    Region 9: ???

    Spoiler
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    Region 10: Kor

    Spoiler: Regional Traits
    Show

    Ability Scores: Kor gain a +2 bonus to Constitution and Strength, as well as a -2 penalty to Charisma.
    Skill Point Selection: They can choose their racial skill point from the following list: Handle Animal, Perception, Ride, Swim, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Extra Rage, Improved Initiative, Intimidating Prowess, Power Attack, and Toughness.
    Automatic Language: Kor start the game speaking Kor.

    Spoiler: Geography
    Show

    Kor is a varied and harsh land, thick and brambled with swamps in the west bordering the Green Sea and with a desert splitting the region along the north south lines the only pleasant land is found along the easternmost coast though only a fraction of the population lives there as the majority live in the western lands.

    While hilly and difficult to cross in a quick amount of time Kor is not mountainous nor is it cut off from the bordering nations and regions, leaving it open to invasion from the north and south, though the Green Sea deters feasible invasion from the west.
    • The Emerald Bridge So named after the Green Sea it borders to the west this strip of land between the Green Sea and Lake Avi supports the capital of Kor and a large amount of the population. This swampy strip of land is dotted with high plateaus on which native inhabitants make their homes.
    • Lake Avi Named after the First Conqueror, this Lake is the largest body of water within the Land of Kor barring the Green Sea to the west. The deep blue water is a stark contrast to the murky depths of the Green Sea and it's place in Kor history as the location where First Conqueror Avi washed away the stains of tribalism has lead to its reverence among many of the people of Kor.
    • The Akeering Desert The greatest struggle faced by the natives of Kor is the traversing of the Akeering Desert, this obstacle eventually led to the domestication of the dire bats that lived in the caves surrounding the desert lands but even now with the rarity of the bats and the size of the desert the Akeering desert keeps western and eastern Kor largely separated though fealty is still pledged across the barren land.


    Spoiler: Culture
    Show

    The people of Kor are ruled by the iron fist of The Conqueror, the name given to the current eldest of the First Conqueror's Avi's descendants. While The Conqueror rules wholly and completely his claim to power can be threatened by any worthy warrior should he or she disagree with The Conqueror's decisions. As such no Conqueror so far has abused their power, using it only to better Kor and her people.

    Kor was once a land of tribals, then came Avi, the First Conqueror. Legend says Avi was borne of fire reborn in water elevated by air and that destiny to embody all four elements led to his conquest of all the earth of Kor. Avi was a born warrior, the first to domesticate the dire bats of the desert, and a natural leader and with his strength of mind and might he conquered and assimilated all the tribes of Kor into one under his own rule. When Avi passed, his descendant took his place and when challenged for power, slew his opponent, cementing the divine right of the Avi bloodline to rule Kor.
    Rough and gruff, the people of Kor are born raiders and barbarians. While Kor itself is a decent land its lack of resources and belief that The Conqueror must dominate all earth for themselves leads the people and government of Kor to be aggressive and militaristic in their dealings with the outside nations, though Kor, being a land of warriors, has a reputation as producing hardy and useful warriors and this reputation outside Kor has led some to begin to see Kor itself as a potentially mercenary state, an idea that has not been dissuaded by the current Conqueror.

    The land of Kor overflows with human life, a hardy and abundant people, Kor is never without feet to fill the boots of its warriors and mercenaries. Most homes sport pairings with children upwards of 9-10 and pairings often begin as young as 14 or 15 among the populace.


    Spoiler: Resources
    Show

    Swamps bordered by desert with no founts of resources underground. The lands of Kor are devoid of much resources and populated by a variety of vicious and nasty beasts where humans have yet to establish their foothold. The only resource unique to Kor are the riding Dire bats, tamed by the First Conqueror, but even these are rare sights outside of the most fearsome and well known warriors of the land. This shortage of naturally available resources is the main reason for Kor's practiced art of raiding and invading their neighbors for food and supplies beyond the most basic amenities.
    Last edited by Thunderfist12; 2013-12-23 at 03:31 PM.
    May the gods watch over your battles, friend.

  5. - Top - End - #5
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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Region 11: ???

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    Region 12: Kovalika

    Spoiler: Regional Traits
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    Ability Scores: Kovalikans gain a +1 bonus to Charisma and Intelligence.
    Skill Point Selection: They can choose their racial skill point from the following list: Appraise, Bluff, Diplomacy, Linguistics, and Profession (sailor).
    Feat Selection: They can choose their racial feat from the following list: Deft Hands, Fast Learner, Iron Will, Persausive, Skill Focus(Profession [merchant]), Skill Focus(Profession [sailor]).
    Automatic Language:Kovalikans start the game speaking Mardish. Although it is a secret language, they may learn Kovalikan Sign Language as a bonus language, but only if taken at first level.

    Spoiler: Geography
    Show
    The small nation of Kovalika is bordered by water on all sides, save a narrow strip of land which connects it to region 3. A large inland sea also runs along this border. The land is averagely fertile,consisting of rolling hills and plains for the most part. The fact that the only connection to land is through a narrow mountain pass makes the land easily defendable by land,and so only a small standing army exists,as the nation focuses on its navy for military matters. Three points of interest are:
    • Marid's Tooth. A large mountain, composed completely of rock, juts out from the sea. It is regarded with superstitious caution by sailors, and used as a beacon.
    • The Bazaar Sea. Lined with trading towns, which often extend to houseboats, this sea, which faces west, and joins the ocean, is the main port of call for many traders.
    • The Jeweled Islands. These volcanic islands host an aboundance of precious gems within. A great deal of Kovalika's wealth comes from here.

    Spoiler: Culture
    Show

    Kovalikans are of shortish height, with lightish hair, and skin tending toward the darker tones. Their eyes are usually brown,with the occasional child being born with red eyes. These "marid blessed" are regarded as lucky, and touching ones head is said to share the luck with the toucher.

    Both men and woman ware long robes,as it is considered impolite to show the feet, with the exception of sailors. Headbands are used by all, with strands of precious beads showing status and wealth, with more beads representing higher status.

    Kovalikans are taught to be shrewd from birth, and most are expert hagglers. Kovalikan manners are extreme, and it considered a travesty to ignore them. Often, veiled insults are woven in with the complements.

    Sample conversation:

    "Greetings, O most glorious of traders. May this lowly worm offend your ears with a proposal for a minute?"

    "Certainly, sultan of customers. What would you tell this most miserable among wretches?"

    "I have, O pearl among purveyors, a certain unworthy rag which I desire to show your excellency."

    "Well, show my cloudy eyes this magnificent tapestry which the most noble gentleman holds in his satchel."

    And so forth.

    Kovalika is ruled by merchants, with 12 guild masters presiding. They rule fairly for the most part, but each is largely self serving. Also, the power vacuum between the craftsmen and merchants is great, as Kovalika relys on import, so local artistians have poor business.

    Kovalikans are fairly superstitious people,believing in a host of Marids, each of whom must be appeased in specific ways.

    Spoiler: Resources
    Show
    Kovalika has access to a large amount of resources,and were they find themselves lacking,the people trade for what they need,having built themselves up as merchant nation. The land is rather fertile,and some farmers do exist,growing spices,fruit and livestock,the nations true wealth lies in the gem islands,volcanic isles home to diamonds,sapphires,emeralds and rubies. Though not having the strongest military,people or government,the guild nation of kovalika has survived by virtue of its gems,and by attempting to be everyone's friend,making alliances with whoever has the highest trade offer.


    Region 13: Hartinya

    Spoiler: Regional Traits
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    Ability Scores: Hartinyans gain a +1 bonus to Wisdom and Constitution.
    Skill Point Selection: They can choose their racial skill point from the following list: Heal, Intimidate, Knowledge (nature), Perception, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Catch Off-Guard, Endurance, Great Fortitude, Self-Sufficient, and Toughness.
    Low-Light Vision: Hartinyans can see twice as far as other humans in poor lighting.
    Light Sensitivity: Hartinyans have Light Sensitivity, as detailed in the Bestiary.
    Automatic Language:Hartinyans start the game speaking Hartinese.

    Spoiler: Geography
    Show
    The island of Hartinya, or the Ever-Dark Isle, is completely forested, and the natives know these forests very well, making it easily defendable, on top of the advantage of it being an island. The forests are very dark underneath the thick canopy, and though the Hartinyans don't invade very often (due to thier very small militery), they will sacrifice thier own lives to defend Hartinya. Three points of interest are:

    The Cave of Malice: Somewhere under the dark canopy lies a cave going down into the earth. In this cave the air is toxic, laced with a poison called Zyte, and many natives died going into this cave. Thus it was given its name.

    The Islands of Chaos: The small islands off of the main isle were given their name when a king had four sons and left the mainland to his eldest. But the other three wanted inheritance as well, so they discovered these small island and they all coveted the title of King over these isles. And a battle insued until the three were pushed into the ocean by each other. The islands are also good for mining tin and copper (giving Hartinya a good source of bronze).

    The Tallest Tree: One tree in the dark forests rises above all the others so if you could get on the canopy you could see it for miles around the main village of Hartinya, which lies at the base of the tree.

    Spoiler: Culture
    Show
    The pale dark haired natives of Hartinya have red eyes and they love punishing the weak and they hate humans other than themselves.
    The dark of the forest holds many terrors but the natives have no fear for it,using this terror to defend the island against invaders.Their government (if u can call it that) is a tribal or clan structure and the current chief is named Sarrder Chur. Hartinyins make their clothes out of the tree bark and leaves and animal skin cloaks. Their beliefs and customs include: Zyte must stay on the island and those who trade it out of island get poisoned by it. They believe in gods of trees and nature. And there are shamans who use "magic" which is really just medicines and poisons. Names are not carried among bloodlines but the first animal a child sees becomes their surname. Wearing something from the animal that is your surname is considered taboo.

    Spoiler: Resources
    Show

    Zyte, a poison gas or liquid, from the cave of malice

    Bronze, from the isle's of Chaos

    Wood And Fruit, from the trees covering the island

    The occasional gem, also from the isle's of chaos

    Animal Skins, Furs and Bones, many an animal walk the island of Hartinya


    Region 14: Terethor

    Spoiler: Regional Traits
    Show

    Ability Scores: Terethorians gain a +4 bonus to Strength, a +1 bonus to Constitution, a -1 penalty to Wisdom, and a -2 penalty to Charisma.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (armor), Craft (weaponry), Intimidate, Ride, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Heavy Armor Proficiency, Mounted Combat, Power Attack, Shield Master, and Toughness.
    Automatic Language: Terethorians start the game speaking Therish.

    Spoiler: Geography
    Show

    Terethor is a land of craggy cliffs with forested foot hills and lush plains. to the east rises a range of mountains that serve as a wall from the rest of the main land. but to the west clouds often cover the shear cliffs of the sea coast. Inland is flat verdant plains with many species of wildlife roaming the fields.

    • The Beaches of Amothoor are a stretch of sand surrounded by the high cliffs it is a place where many sailors have met their end.
    • The Cliff of Red Fire is a towering mountain that at its cratered summit it can freeze a man in minutes. But if you looked down one of the craters, a blast of heat would sear you face off, for the core of this mountain is a molten mass of magma. This provides many precious metals and also the use of lava for massive siege machines.
    • The Sink Holes of Sorrow is a marsh down to the south of Terethor where the land is overridden with water and is sinking down into bottomless pits. on the sides of the pits runs a thick tar substance that reacts violently when heated.

    Spoiler: Culture
    Show

    The fierce people of Terethor where once nomadic tribes men of the inner plains but with the arial of The Iron Lords, order has been created and the once wild and blood thirsty natives have risen up to become a proud and powerful nation, with fortified castles adoring every hill and mountain. The people of Terethor are a hardy group that has adapted to the frosty could of the mountains and the warm valleys of their home.

    The average peasant is clad in worn furs and leathers that are his only clothes. But, if a peasant proves himself to be honorable
    his status might be raised to a more noble rank.

    A noble is the lord of a village (size depending on his rank). He over sees that the kings taxes are being payed and that the law is being up held.

    But when war comes, the peasants rakes and pitchforks are throw aside and they follow their lord into battle for all men are trained to fight from an early age, and for in this time is it most likely for a poor man to become rich.

    Each family lives in a small house ( a fancy hovel but dont tell them that) with a small plot of land that is their own (as long a they pay the lord a 10th of their crops each year) this land can be expanded and shrunk do to the rank of the owner.

    While the nobles life inside fortified castles with the town sprawled beneath it,
    they live finely off of Terethor's feudal system.

    Most of the people of Terethor are fair-haired and tall.

    The people of Terethor believe that all must be achieved with ones own steel and not by any intervening gods this does not mean they do not have gads they just dont look to them for help, with one exception their god of war who (so they say) often takes the for of an eagle and flys above the battle field.

    The people of Terethor have now united under the shadow of the war-bird and the sound of the drum.

    Spoiler: Resources
    Show

    Terethor relies mainly on itself for most of its resources. In the center of Terethor the rich farm land is not ignored. and to the east the volcanic mountains render up many metals and beautiful gem stones that are of immense use in the waring ways of Terethor. they also have made many uses for the tar found in the pits of sorrow, mainly for torches, water proofing and lighting their arrows. They also have found a way to make a certain type of stone almost impossible to crack this is VERY helpful in making the impregnable fortresses of Terethor. and then there is always the lava from the cliff of red fire that can alway be used to fend of the foolish invader.


    Region 15: Kazia

    Spoiler: Regional Traits
    Show

    Ability Scores: +2 Strength, +2 Constitution +2 Dexterity, -4 Charisma: Kazians have thin ropy bodies that mark them as the decedents of men and women who have lived in some of the harshest climbs in the world, but their harsh, angular features and raspy voices are said to be discerning to many.
    Skill Point Selection: They can choose their racial skill from the following list: Intimidate, Perception, Swim, Survival, Stealth.
    Feat Selection: They can choose their racial feat from the following list: Fleet, Armor Proficiency(Light), Athletic, Intimidating Prowess, and Stealthy.
    Automatic Language: Kazians start out speaking Kazian-Tongue, a harsh, gurgling language with little connection to Trader's Tongue linguistics-wise.

    Spoiler: Geography
    Show


    The lands of Kazia are not nice. They are hilly and pitiful things, the domains of sheep-herds and stunted hill tribes that have never seen horses in thousands of years. The true worth in the country is in it's waters, bountiful and clean.


    • Ladon-Land: The westernmost strip of land in Kazia, this is the closest thing the region has to a breadbasket. The people here are said to be the most calm and collected of three tribal territories that makes up the country, and as such has the most influx of migrants. The mines here are said to be some of the most productive in the world, and it is said that the forests here are filled with plants and fruits that gift wonders to their imbibers.
    • Kelpi-Land: The middling strip of land in Kazia, this land has a reputation for being utterly uninhabitable by most outsiders. Misty and clogged with forgotten villages and small brown rivers, most avoid this grassless land if they could avoid it. It houses the House of the Water-Kings, the main center of worship for the local religious sect, and serves as the most notable settlement in the region as well.
    • Níohoggr-Land: Containing most of the population in Kazia, it might also be the most dangerous. The people here are regimented and unpitying, and the weather here can freeze less forgiving folk. The capital city is on the northern coast of the the Sea of Serpents, the large inland lake in the northernmost regions, and it is where the Queen and her highest servents dwells. The people here have reputations for consorting with things better left forgotten in their hilly homes and their sea-caves, hideous things of bygone eras.

    Spoiler: Culture
    Show
    Kazians see themselves apart form the other nations of man, believing themselves to be of different stock from the other peoples that populate the world. Mostly insular, their history has mostly been within the same stretch of land for more than a thousand years, with wars and kingdoms growing within the three main strips of land that makes up the world.

    Kazians are often seen as ugly and odd by outsiders, with nearly all of their number having skin as white as snow and with hair almost always black, worn long. Their eyes are noted to almost be bulging and pale-colored, and they have sharp chins and bony frames. They also partake in the practice of sharpening their teeth, for ceremonial reasons.

    Despite this, Kazia is a very externally peaceful culture, with lifespans long and food plentiful. However, they are fond of bloody sports, with the capital being the site of dozens of gladiator games and blood sports unseen in more southern climbs. In fact, it is tradition for the rulers of the land to take there place by killing the currant one, which has been followed for hundreds of years.

    The local religion is a strange and mystical one, worshiping powers involving water and serpents. The House of The Water Kings is the site of this marshal religion, and many noble youths are sent to this cathedral made of whale-bones and human hide to train in the arts practiced by the priests there.

    Spoiler: Resources*
    Show
    Pending...
    Last edited by Thunderfist12; 2013-12-23 at 03:33 PM.
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    Region 16: Tallar

    Spoiler: Regional Traits
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    Ability Scores: Tallarians gain a +1 bonus to Constitution and Intelligence.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (weaponry), Diplomacy, Knowledge (nature), Perception, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Alertness, Cosmopolitan, Endurance, Great Fortitude, and Iron Will.
    Automatic Language: Tallarians start the game speaking Talarn. It is a hasrh language, full of consonants and jarring word shifts, but also with much beauty in it.

    Spoiler: Geography
    Show

    The island nation of Tallar is beautiful to behold. The frozen landscape is eerily beautiful, full of towering ice sculptures and mountain ranges.

    Despite this life does flourish. The hot springs in the center of the island give life to the people and creatures who live there.

    However, the land is not easy to defend. Large passes have been carved through the mountains by the winds of time, and rivers flow in abundance. In the summer these flow, allowing boat traffic; in the winter they freeze solid making for excellent roadways.

    • The Bay of Rek: The name of this bay is taken from the language of those who first landed there. Their ships ran aground on the reefs and sandbars, shattering the hulls and drowning most of the crew. This bay is still dangerous to sail in, but also has the best fishing in all of Tallar.
    • The Great Spring: This is the center of life on Tallar. Even during the winter this valley is lush and warm, warmed by the energies from beneath the ground. Trees grow there anew each winter, as do plants, ferns, and animal life of all kinds. However, during the summer it is a hateful place. Blisteringly hot, most plant life dies, and none but the hardiest animals venture there.
    • The Talmar Ice Plains: These plains are an oddity; they are not truly ice. They are instead sheets of glass like crystal. They stretch for miles, just pure crystal. During the winter it sparkles like ice, and so that is where the name comes from. You cannot see deeper than a few feet; after that it gets too cloudy. It is also hard to chip away at, and when it breaks it is deadly sharp to anyone who touches it, making it a poor material. Some people speculate that immense heat froze sand into the glassy crystal that is there now. Where the heat may have come from nobody knows.

    Spoiler: Culture
    Show

    The people of Tallar live in a veritable paradise. Their homes are wonderful, they are governed by a very just democratic system, and they all have a say in the actions of the Collective. The people all work together as best they can to make this utopia work. Each group has their own job to do, and food is distributed evenly. The children are schooled each day in the morning, and then allowed to work with a tradesman or tradeswoman in the afternoons.

    The land of Tallar is underpopulated. While the people are very happy generally, and content with their life, they are often sickly, and weak, as the land does not produce much food. As such it is mildly underpopulated.

    The people are short and stout, evolved to conserve heat. They are tanned from long hours spent in the reflecting sun.

    Spoiler: Resources
    Show

    The island of Tallar has hardy forests of spruce and fir trees across large swathes of the island making wood an ideal material for construction.
    However most of the resources of the people of Tallar come from their minds. Smarter than others they think differently, being applied scholars. Their land is filled with learning. The biggest repository of this is the Wagon library. This is a wagon train filled with books and tomes, histories, thoughts, everything at all that has ever occurred to the Tallar, and everything that they have learned from other people.

    They also have a few ports. These ports do not have much trade value as they are too far for trade ships to make the trip worthwhile but they do have boats there. So far these boats are not suitable for long voyages, being better for fishing or one way trips to the mainland, but the Tallar are working to make them better.


    Region 17: Ethal

    Spoiler
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    Region X: The Nation of the Waste

    Spoiler: Regional Traits
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    Ability Scores: Wastelanders gain a +2 bonus to Constitution, Intelligence and Charisma and have a -2 penalty to Dexterity and Wisdom.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (alchemy), Craft (art), Diplomacy, Iaijutsu Focus, Survival.
    Feat Selection: They can choose their racial feat from the following list: Black Marketeer, Cosmopolitan, Dilletante, Improved Initiative, Quick Draw.
    Automatic Language: Wastelanders start the game speaking Trader's Tongue.

    Spoiler: Terrain
    Show
    The Waste is among the smallest regions on Malerien, but is also the most deadly. The animals grow to monstrous proportions, with a temperament that rivals (and in some cases exceeds) that of a mother bear. Even the plants there want to rip the skin off of all outsiders and eat their spleens for dinner. This is sometimes called the Low Realm, and its denizens are called monsters by the superstitious. But the scholarly know that monsters no longer exist - if they ever did to begin with.

    And yet, there is one thing here that draws the greedy and inquisitive into the depths. Tales tell of an ancient cavern, known only as the Pit. It is said that it leads to the Underworld, but anyone will tell that such a place is only legend, and that the place is filled only with gold and other precious ores, and with precious stones larger than a skullcap.

    But not many who go in search of this cavern ever return...

    Spoiler: Culture
    Show
    The people of the Nation are an old people, but the Nation is young. 'Twas mere decades ago that Alekkan the Fiery brought the clans together and united their strengths and fortified their weaknesses. Thus they became a nation that would search out the best things in the most unusual places. Art, hospitality and a shrewd mind were always the prime focus of their culture, and though their culture was certainly at a height, higher than any other, they lacked resources. And thus, through being founded in a nation of unity, the Nation of the Waste would strive to be the greatest tiny nation in the area of trade and commerce.

    Today, the Nation is ruled by a pair of consuls, chosen each year from among members of it's five most influential clans. To be eligible for office, one needs to pass several rigorous tests in areas of science, economics, strategy and tactics, to ensure the Nation can be ruled only by the best.

    Most people live in one of three of the Waste's major cities that have been built in locations along trade routes, two of which lie close to its neighbouring countries, the third encompassing a large part of the only island part of the Nation. Visitors to each of them often come back with stories of their beauty, wide streets and water systems.

    Spoiler: Resources
    Show
    The Nation of the Waste does its name honour: it has few resources of its own. Water is hard to come around away from the shore, and the only way to get it is its system of wells. Allegedly, there are vast riches to be found underground in metals and minerals, but if so, the Nation does not yet possess the right technology to access it. Still, it would explain where the old riches of the clans come from...


    There Are More Secret Regions...
    Find Them.
    Claim Them.
    Conquer Them.
    Last edited by Thunderfist12; 2013-12-23 at 03:35 PM.
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    History

    Melphos
    Spoiler: Year One
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    1. Begin research on distilling alchemical fertilizer to restore fertility of Valleybridge. (IRL this is Nitrogen.)
    2. Begin stockpiling alchemical weapons- firebombs, noxious gas, tanglefoot bags, etc.
    3. Develop state-sponsored media to distract underfed masses.
    4. Begin aggressive recruitment and expansion of both militant and research branches of the Sai- includes relaxing recruitment restrictions, guaranteeing food and pay for productive members of the Sai, opening new offices, etc.
    5. Begin aggressive development of Saiteye breeding- hyper control and restriction on Wetreach civilian developments that threaten potential nest sites and funding captive breeding programs


    Melphos's Resource has increased.


    Spoiler: Year Two
    Show
    1. Begin construction of a Fort city which straddles the waterway between Melphos and nation 5. Includes moving an active Saiteye regiment and a battalion to control the area. Their goal is the dredging and control of that channel, so that it is open at all times and the appropriate tariffs can be collected for repayment of Melphosi industriousness. (My intention is to try and control the whole channel, yes. The Melphosi border covers the whole peninsula, by their own reckoning, anyone else trying to dig a channel there would be doing so on their sovereign territory.)
    2. Open a series of workshops in the southern mountains whose explicit directive is the creation of machines and alchemy to alleviate mining difficulties. Focus is on pumps, pulleys, gears, and blasting material to create less manpower demands and increase worker safety. (Pumps can ventilate, pulleys can move loads that would otherwise be dangerous...)
    3. Offer a reasonable grain subsidy for producers and importers (little to no restrictions on imports, massive tariffs on flora exports, with producers and importers getting cash cut out to them by the state, which then recovers some of that cash lost via the tariff.)
    4. Leverage the state media's natural tendency to collect traveler's tales and begin producing intelligence reports on the other nations. Saiteye-mounted traders are a resource of Melphos and travel many places.
    5. Develop alchemical food preservatives. (edit- added fluff) Melphosi have an upper crust of wealthy individuals with vested interest in meats. Not only does their palate have refinement, but it also demands variety, some of them are willing to pay well to pay well for a little luxury. Safely moving meat products would mean big money for Valleybridge Councilmen.


    Melphos's Civilization has increased.


    Gatocia
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    ???
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    Mihl-Naas
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    Lyradis
    Spoiler: Year One
    Show
    1. The three princes decide to work together to dig access points at fortified strategic points along the plateau to connect the highlands to the lowlands so that trade, resources, and travel can be connected. Ground is broken. It is estimated to be completed in 4 years. Ben is in charge of the northern access points, Jain in charge of southern access points, Royce is in charge of fortification at the top of the plateau, such as a wall and settlements at each point.
    2. Exploration of region: a discovery of large hostile creatures in North Lyradisian Forests. Explorers name them Grey Renders, because of their coloring, and ability to rip things apart. While avoidance recommended, there is some though to attempting to tame creatures for military use. Further study required.
    3. Exploration of region: plant is discovered that absorbs salt water, filters it, and stores drinking water inside of it of use over time. Discovered as plentiful in the salt marshes, as well as a large build up of salt around the plants. Named “Lyrian Reeds”.
    4. Research of heating clay with Lyradisian Oak to high temperatures causes it to be harder to break and lighter in weight. Ceramic armor and masks developed. Other uses for Lyradisian Oak to be researched.
    5. Irrigation systems developed in the high and low lands to improve amount of crop output per year for the region.


    Spoiler: Year Two
    Show
    1. Continue work on Wall, and entrances to the Crest. Digging has revealed durable metals that can be used to create tools such as bronze and iron. Stone for fortifications is being used from the escavations of the entrance points. Estimated time to completion: 3 rounds.
    2. Grey Render's studied more heavily, and found to work well in family groups. It is discovered that they are protective of it's only family groups, even if raised by creatures other than itself. Renders have been observed to consider wolves, mountail lions, and in one case, a Lyradisian itself a part of a family group. Program developed to take Infant Renders from parents.
    3. Extends Trade Alliance emmisaries to discuss with Gatocia, The Waste, Mihn-Naas, Kovalika, Melphos, Kasumor and Hartinya about possible extended trade agreements with each country. Trade would exist on a monthly basis, and the details of each alliance can be discussed with the emmissary until an agreement or refusal is reached.
    4. Metal found in the depths of the Crest is heated and refined to create more weapons, tools, pulleys and other equipment to assist with the construction of the Wall and entrances to the Crest.
    5. Prince Ben calls for an expansion of fishing & ship ports with ship yards for larger trade vessels in anticipation for the Trade alliances, and for protection for sea faring vessels. Allots for specific areas of North Lyradisian forests to be used, and then trees replanted in their place. Lyradisian oak is used for these strong ship hulls.
    Last edited by Thunderfist12; 2013-12-02 at 01:45 PM.
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    Tiroja
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    Dyrma
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    Kasumor
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    ???
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    Kor
    Spoiler: Year One
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    1. Offer Gatocian Summerists Military Aid in uniting their kingdom
    2. Begin work on boat designing/building
    3. Send expedition south
    4. Send warriors to Terethor to find work to put resources into Kor's coffers
    5. Train military against beasts of the land


    Kor's Civilization has increased.


    Spoiler: Year Two
    Show
    1. Take trade goods from Gatocian envoy, send army to invade and conquer Northern Gatocia.
    2. Prepare an organized push to support Gatocia's conquest or push South past Kor's borders should our invading army not need its help.
    3. Begin construction of Ships with the Gatocian lumber
    4. Send diplomats to southern Gatocia to offer peace or threaten invasion if they interfere with Kor's invasion.
    5. Ask Terthor for assistance invading Northern Gatocia with offer of splitting the spoils among our people.


    Kor's Civilization has increased.
    Last edited by Thunderfist12; 2013-12-02 at 01:16 PM.
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    ???
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    Kovalika
    Spoiler: Year One
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    1. Agree to the terms set by the nation of the Waste:
      Spoiler: From the Waste to Kovalika
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      "A ship comes from over the horizon, sails past the gem islands and docks at the main island of the Sultanate of Kovalika. It comes bearing a diplomat, who wishes to speak with the Sultan.

      "Hail, oh Sultan of the radiant northern lights!

      "The Nation of the Waste has heard that the Sultan has declared the gem islands to be open to all who wish to mine from there, as long as they pay him a small, reasonable fee for it. Consul Garthum offers the Sultan a treaty: that the Nation of the Waste will gain sole rights to mine on all of the gem islands that remain, but will give the Sultan 20% of all the mined gems instead of 15%. He requests that, in return, Kovalika will also offer the Waste their mining technology, so that the Waste can better mine the gems and thus offer the Sultan more as well.

      "Not only that, but they come bearing gifts! Consul Garthum has heard that the Sultan's daughter, Kialasi, is of marriageable age. To prepare a gift for her and her father in celebration of this momentous occasion, he has order his son to come along on the voyage. Consul Garthum's son, Marco, is a master painter, and will surely be able to create something magnificent from the sight of the Sultan's beautiful daughter.

      "The sultan most graciously accepts your gifts,and proposes that a contract be formed,granting the nation of the waste full command over the gem islands, but the sultan may,at any time,choose to declare the contract null and void. He also suggests that for the first month, he should receive 25%,as a show of good faith. After that,the normal terms of the contract will apply.
      He grants his guests rooms in the palace,and tells them that they are welcome to stay as long as they like."
    2. Send emissaries to Hartinya to propose trade routes.
    3. Collect my share of the gems the Waste has mined.
    4. Offer to lend money to whatever warring nation has the best offer.
    5. Accept Tallar's offer, and begin trade.


    Kovalika's Resource has increased.


    Spoiler: Year Two
    Show
    1. Propose a trade route with Melphos, hoping for a later alliance.
    2. Announce that Kialasi, the Sultans daughter, is eligible for marriage.
    3. Begin a mining colony on the gem islands.
    4. Issue a proclamation that any who pay a fee, can claim a share of the gem islands for themselves, as long as 15% of all gems mined are paid to the Sultan
    5. Send emissaries to Terethor and Kor, asking to hire a mercenary army.


    Kovalika's Resource has increased.


    Hartinya
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    Terethor
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    Kazia
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    Last edited by Thunderfist12; 2013-12-02 at 01:18 PM.
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    Tallar
    Spoiler: Year One
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    1. Continue to uncover the ruins. Of note, a new reflective substance, of black hue has been uncovered, along with several diagrams in a foreign tongue.
    2. Increase efforts to stem disease
    3. Continue agricultural program.
    4. Begin work on an exploration vessel, hoping to circumnavigate the globe.
    5. Ptra vendras begins to study flight, and dreams of flying machines.


    Tallar's Resource has increased.


    Spoiler: Year Two
    Show

    1. Send diplomats to Kovalika, offering knowledge and advisors in return for foodstuffs and other supplies.
    2. Begin research of medicine, hoping to cure the many ills of the people.
    3. Scholars begin work on a better boat design
    4. Ruins of a ancient civilization are found, buried deep within the Tallmar ice Plains. The amount of knowledge contained in the ruins is astounding, and scholars are assigned to study the ancient manuscripts.
    5. An agriculture program is started, beginning to try to tap heat from the Great spring to grow crops in unseasonable weather


    Tallar's Resource has increased.



    Ethal
    Spoiler
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    The Nation of the Waste
    Spoiler: Year One
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    1. Consul Faraus the Gracious and Consul Garthum the Grim begin their term with educational reforms in areas of geography, military strategy and tactics, and the introduction of classes in diplomacy starting at the teenage years.
    2. Begin research into turning wasteland into viable farmland, such as through methods of irrigation to counteract the need to ration all food.
    3. Organize art competition to give the world a taste of the Wasteland's cultural assets.
    4. Begin construction of a trade fleet.
    5. Send out search party to look for alleged mineral resources, hoping that it'll help improve the economy.


    The Waste's Resource has increased.


    Spoiler: Year Two
    Show
    1. Consul Garthum the Grim passes a law that modifies the Codex Tescorum--the constitution of the Nation--so that consuls' terms become two years instead of one. Consul Faraus the Gracious willingly abdicates his position as consul in favor of his niece, Delirece Bantam of the Bantam clan. This is taken as an inspiration to put into the Codex Tescorum that each consul has a two year term, but each is chosen in alternating years.
    2. Form trade treaty with Gatocia.
    3. Send diplomatic emissaries to Kovalika, Hartinya and Melphos. (Resulted in trade treaties with Kovalika and Hartinya.)
    4. Begin construction of trade ports and towns in Gatocia, Kovalika and Hartinya, to improve socio-economic relations; to study their mining technology; and to take control over the remaining Jeweled Islands as dictated by the treaty with Kovalika (giving the Sultan 25% of the gems during the first month, and 20% afterwards).
    5. Consul Garthum the Grim makes the decision to start the so-called Strong Family Plan. The plan dictates that families with more children pay less taxes per person (encouraging them to have more children), and gain special monetary bonuses from the government for each family member who enlists into the Army, Navy or the International Wasteland Trade Federation. Consul Delirece Bantam attempts to stop the plan, but fails due to lacking political clout.


    The Waste's Civilization score has increased.


    There Are More Secret Regions...
    Find Them.
    Claim Them.
    Conquer Them.
    Last edited by Thunderfist12; 2013-12-02 at 01:24 PM.
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    I claim this thread in name of the Waste!
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    Awesome, we now have an official user post on the new thread.

    Anyways, New users are welcome! Just... don't freak out if I take forever to update. I'm a busy person.
    May the gods watch over your battles, friend.

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    Quote Originally Posted by Morph Bark View Post
    I claim this thread in name of the Waste!
    I claim shipping rights!
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    Quote Originally Posted by bosssmiley View Post
    You altruistic weirdo you!
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    Claiming Trade Marks, all patents and all the gold still lying around!

    Hue Hue Hue
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    Quote Originally Posted by Thunderfist12 View Post
    Awesome, we now have an official user post on the new thread.

    Anyways, New users are welcome! Just... don't freak out if I take forever to update. I'm a busy person.
    Is this a passing busyness or are you busy for a long time? Just trying to get a frame of reference for the pace of the game and such. Do you need help with book keeping? I can update the posts in your format and send them to you so you can input them, if that would help cut down on time?
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    Quote Originally Posted by TheWombatOfDoom View Post
    Is this a passing busyness or are you busy for a long time? Just trying to get a frame of reference for the pace of the game and such. Do you need help with book keeping? I can update the posts in your format and send them to you so you can input them, if that would help cut down on time?
    Until Winter Break (not too far away).

    And after that, until Spring Break. Etc., etc.

    Also, that would be awesome, thank you in advance.
    May the gods watch over your battles, friend.

  17. - Top - End - #17
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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Wombat's Edits to Post #3 of the OP:

    Descriptions

    Region 1: Melphos

    Spoiler: Regional Traits
    Show

    Ability Scores: Melphosi gain a +4 bonus to Intelligence, as well as a -1 penalty to Strength and Constitution.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (alchemy), Diplomacy, Handle Animal, Knowledge (nature), and Ride.
    Feat Selection: They can choose their racial feat from the following list: Mounted Archery, Mounted Combat, Precise Shot, Skill Focus (Craft [alchemy]), and Skill Focus (Knowledge [nature]).
    Automatic Language: Melphosi start the game speaking Trader's Tongue. Although it is a secret language, they may also learn Sai Writing, but only if it is taken at first level.

    Spoiler: Terrain
    Show
    The terrain of Melphos is dominated by three major areas: the Wetreach- the series of large inland lakes on the northern border and the surrounding marshlands. Further south is a vast expanse of flat grasslands, called Valleybridge. And finally furthest south is the very rocky, agriculturally prohibitive highlands that extend from the southwestern peninsula, along the borders with Mihl Naas, and into the southeastern peninsula, which are collectively known as the East, Central, and West Eyries.

    Melphos was once a land of bounty. Large wild beasts of a great variety fed on the vast and verdant central plains of the nation. The abundance of wild plant life soon led to an abundance of large mammal life, which soon led to an abundance of their predators, such as humans, were able to farm and feed themselves with ease. Unfortunately, poor land management and overpopulation soon depleted the terrains ability to support large scale agriculture.

    Spoiler: Culture
    Show
    The steady decline of Valleybridges' agricultural output is directly related to certain trends in the political structure of Melphos. The great abundance of wild animal life lead to the nations unification rather early. At the height of its power, Melphos was an extremely potent military state lead by an Emperor and a small band of highly educated elites, generally known as the Sai, who were literate and encourage literacy as a means of further understanding the divine, doctrine of the state, and to ensure the people are capable in war.

    After overpopulation and food scarcity became a larger issue, that solid and powerful expanding political unification degraded, there was a brief but bloody uprising, and the Emperor was replaced by a more democratic Council. The Council chooses a Chief Treasurer from amongst their ranks. This is a mixed bag, as any citizen of Melphos can be sent to Council, but their ability to make speeches, draft legislation, and vote for the Chief Treasurer is tied directly to their individual ability to donate taxes to the Council funds.

    Smaller, poorer regions have been forced to band together in support of their Council members or risk losing their voice in government. On the positive side, the Chief Treasurer and the Council can be very effective at administrating Melphos, and at waging war, because there is rarely a lack of Council Revenue. Of course, a lack of consensus can at times hinder efficiency. And of course, inequality is a large part of of Melphosi life. Additionally, the Sai still exists as a half religious, half secular class of learned elite.

    Melphosi themselves tend between light and medium skin tones, and tend toward more protein than carbs in their diets, and tend toward the lean and muscular ( if they are well fed).

    Spoiler: Resources
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    The all important resource of Melphos is their diverse indigenous population of large animals and plants. Traveling North from the Eyrie, the elevation decreases rapidly, and the vast diversity of plant life that these different elevations support different herbivores, which did not directly compete with one another. This crop diversity stymies efforts to create a single dominant countrywide crop that can be a "staple crop." Thus, many different land animals were able to gradually grow larger and larger as they competed within their own populations for dominance of each elevations foodstuffs.

    Of course, large mammals meant large predators. The most prevalent of these were humans. Concurrent with the rise of the large land animals was a rise of large predatory birds, called Saiteye (effectively a giant eagle). The Saiteye migrate north from the Eyrie to Wetreach every year, and Saiteye that could carry larger animals were more likely to feed well along the altitude spectrum of the migration. Humans soon learned to raid Wetreach nests for eggs of the strongest, largest, most capable birds, which are now tamed and ridden as part of a huge military and civilian industrial endeavor. Thus, the Melphosi have a flight culture, which opens up huge trade and alliance opportunities. Unfortunately, the relative difficultly in procuring and training Saiteye has further contributed to the inequality of the nation. Thus, the vast majority of Melphosi military institutions sits on the Wetreach, where they use threats of violence and advanced learning to protect and grow the Saiteye population.

    However, flight culture has had some fascinating side effects for Melphosi culture. The easily recognizable differences in flora and fauna so close to one another has spawned inevitable investigations into horticulture and animal husbandry. A great deal of time has been spent trying to find successful animal and plant breeds for certain situations. Thus, it can be said that Melphos has a definite resource advantage in its educational structure.

    Additionally, Melphosi traders and travelers flying across international borders and returning with such ease has created in Melphos a curiousity at the vast wonders of the world, which has further reinforced the Sai's concepts of knowledge and literacy as a means of spiritual progress. It also serves as great distraction for an otherwise downtrodden and greatly economically divided nation.

    Ores and metals are now more abundant in Melphos than decent food crops, as a result of the rocky, high-elevation Eyries and the former Empires foolish abuse of the Valleybridge. The Eyries are now dotted with mining towns. The Council pays well for the vast variety of ores and minerals that can augment the Sai's large Alchemical industry, which is situated mostly on the East and West Eyrie peninsulas.

    Common exports are animal products, pulled from the vast animal herds of Valleybridge, as well as minerals, ores, and finished goods created in the Eyrie regions. The most common import is grain. Exportation of live Saiteye or Saiteye eggs is considered treason, and the importation or poaching of Saiteye eggs by other nations is considered an act of war.



    Region 2: Gatocia

    Spoiler: Regional Traits
    Show

    Ability Scores: Gatocians gain a +1 bonus to Dexterity and Intelligence.
    Skill Point Selection: They can choose their racial skill point from the following list: Diplomacy, Intimidate, Linguistics, Perception, and Sense Motive.
    Feat Selection: They can choose their racial feat from the following list: Alertness, Lightning Reflexes, Improved Initiative, Iron Will, and Persuasive.
    Automatic Language: Gatocians start the game speaking Toal-Nek, a hybridization of the previous languages of Toalat and Neki.

    Spoiler: Geography
    Show
    • Mount Molanc is the highest point of Gatocia, and a very prominent mountain. Native Gatocians will claim that Mount Molanc is the highest peak in the world, but the Winterist explorer Filmar the Wanderer will claim that the God Spire of Mihl-Naas easily surpasses Mount Molanc. At the southern foot of Mount Molanc sits the Winter Capital of Moander.
    • The Wendeir River is the longest and most fertile river in Gatocia, and few explorers or historians argue for others. Near its mouth at the Wildcat Delta on the Western Coast is the Summer Capital of Shining Shihkan.
    • Forest of Mynt is a massive forest covering nearly a third of the entire nation of Gatocia. A lush rainforest with a signifcant amount of biodiversity, the Forest of Mynt is home to more species of plant and animal than anywhere else in the known world. Receiving annual rainfall not seen anywhere else, it spreads from the Twin Grata Seas in the northeastern corner of Gatocia to within a hundred miles of the Wildcat Delta in the Southwest.


    Spoiler: Culture
    Show
    The people that inhabit Gatocia are known throughout the world as being knowledgeable diplomats and traders. A lesser attributed trait is their penchant for speed and games of skill.

    Southern Gatocians tend to be darker of skin and hair than their northern brothers, are usually an inch shorter than human averages. Most outsiders describe Southern Gatocians as hot headed, though this is usually untrue.
    Northern Gatocians tend to be fairer of skin and hair than their Southern brothers, and have more variation in their heights with some being short and stout while others are giants among men. Most outsiders describe Northern Gatocians as irritable but reserved, though this is usually untrue.

    The nation of Gatocia has long been known as a Kingdom on the verge of civil war.

    Long ago, two warring Noble houses established their own opposing kingdoms, King Greltin the First (better known as Greltin the Blue) founded his land next to Mount Molanc in the North, and Queen Raymia the Red founded her Kingdom near the Wendeir River in the south.

    After three generations and nearly fifty years of war, an armistice was agreed to by King Dareon the 1st and King Leon the 1st.
    The terms of the armistice established the constitutional monarchy that exists today in almost the same form as it did upon its founding.

    The terms provided for a single unified Kingdom, with two capitals, and two rulers. One Royal House for the Spring and Summer seasons (House San Aldreyd,) and the other Royal House for the Autumn and Winter seasons (House De Vocan)

    Over the years, there have been rulers content with this coexistence, and others intent on dominating the opposing half of the Kingdom. The current rulers are largely committed to the peace of the realm through non-interference and maintaining the status quo. There are elements within both of these dynasties that to this day still attempt to usurp the throne under a single ruler, though none have been unified or successful.

    There are four primary political ideologies: the Preservers (traditionalists and supporters of both rulers equally. The current Kings are largely believed to belong to this movement.)
    The Winterists: those that promote the rule of House De Vocan as the only Dynastic rulers of the entire realm.
    The Summerists: those advocating for the royal House San Aldreyd as the sole rulers of the kingdom.
    The Populists: Those advocating complete overthrow of both Royal houses. Most demand democracy, some propose a new nobility and Royal family. These are the least organized and least unified of the factions, but the most numerous.

    House De Vocan's Royal sigil is a Crowned Silver Fox's Head on a blue field.

    House San Aldreyd's Royal sigil is a golden Songbird flying through a Crown on red.

    The current royal house rulers are His Summer Majesty King Dareon the 4th, and the Winter Dynast, Lord Slavat the 2nd.


    Spoiler: Resources
    Show
    Gatocia has a large number of resources at its disposal, mainly due to its favorable terrain, and owing partially to its peoples' history and reputation as traders and diplomats.

    The Forest of Mynt provides all the lumber Gatocia has need of, with plenty to spare, and the regrowth rate of the trees is a wonder to most.

    Where there is not forest, there is arable farmland aplenty, with the majority of the farmland situated West of the Forest of Mynt, and most of that in the north, as well as more farmland in the eastern shadow of Mount Molanc.

    Gatocia's world-class universities provide an unparalleled literacy rate among its citizens, with even the lowest class afforded a chance at higher education.

    The Forest of Mynt also provides many wild but tamable beasts that are used on small, mostly by farmers and hermits.

    In addition to the above, Gatocia's long history of trading has left it's coffers quite full, and its treasuries allow constant and rapid expansion of public works.



    Region 3: ???

    Spoiler
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    Region 4: Mihl-Naas

    Spoiler: Regional Traits**
    Show

    Ability Scores: +1 STR, +1 DEX, +2 CON, -2 CHA
    Skill Point Selection: Knowledge (Religion), Knowledge Geography, Survival, Handle Animal, Ride
    Feat Selection: Alertness, Weapon Focus, Mounted Combat, Sandwalker, Diehard.
    Automatic Language: Traders Tongue (not really a cop-out, they are desert nomads with too many regional/clan dialects. When entering settlements, cities, or camps, it is almost always to trade.)
    ((EDIT: Others have listed skills like "Craft" or Knowledge "Any 1" - where as I specified two knowledge skills... which method would you prefer?)) Ruled to need specific craft/knowledge skills

    Spoiler: Geography
    Show
    God Spire: Perhaps the only true landmark in the vast, expansive desert that dominates the Mihl-Naas empire, the God Spire is a cylindrical rock formation that reaches thousands of feet into the air, emerging from the otherwise flat landscape around it. It is a very religious place for the Mihl-Naas, where they believe their patron deity cast of his mortal bounds and ascended to the heavens.
    Spoiler
    Show


    The Heart of The Desert: Located at the center of the massive desert lies a large, spring fed oasis. This oasis is the life blood of the adjacent capital city and indeed, the empire as a hole. With it's ability to support tens of thousands within the city walls, it has allowed the empire to thrive and maintain the central city as a hub for all trade and commerce.
    Spoiler
    Show


    Salt Cliffs: Along the northeastern sea border of the empire, there are a series of cliffs near the empires largest port city that are home to vast and profitable salt mines. Though the central capital is truely the center of empire commerce, the port city, supported by these salt mines, is the hub of foreign commerce coming into the empire.
    Spoiler
    Show

    Spoiler: Culture
    Show
    The Mihl-Naas are a very ritualized people. They have a great infrastructure of faiths and see their religion as a higher power than their government. Though about half of the empire's population lives within one of its few large cities, about a quarter of the population are simple desert nomads, eeking out an existance in the brutal desert they call home. The remaining quarter lives in small towns and villages scattered throughout the empire which serve as trading centers and rendezvous point for different family groups and tribes. Physically there is nothing overly impressive about them, though their dark tan or occasionally black skin sets them apart from other regions of the world.

    Spoiler: Resources
    Show
    A very unique and niche situation has given rise to the wealth and power of the Mihl-Naas Empire.

    Firstly, the majority of it's land is poor and desolate, forcing it's people to eek out a very meger existance by fostering what small herds of animals and modest agriculture they can. They are survivors, not thrivers, when it comes to day to day life.

    Second, for a land so poor in the neccesities of life, they are quite rich in many luxury resources. A mines, specifically for salt and various common metals, dot their entire land holdings. Moreover, exotic spicies and dyes are near common place throughout their desolate empire.

    These two aspects have given the Empire as a whole a unique wealth - they hold valuable resources, both practical (metals) and luxury (spices) desired by other nations, and have few to no import requirements of their own, putting them in a position of power when it comes to many trade deals.

    The Mihl-Naas are able to be self sufficient, such as it is, when it comes to food production. It is hardly an abundance as with a bread basket or coastal nation, but their spartan existance has conditioned the population to do without many luxuries.

    They are adept at maintaining modest herds of livestock including camels/horses for transportation and war as well as domestic pigs, sheep, and goats for food and household goods (wool, bones, and leather).

    Their metal mines produce a healthy mix of precious metals for export and trade as well as basic metals for tool and weapon production.

    The luxury good market, primarily spices and dyes, is the principal export of the Mihl-Naas and makes them a popular trading partner the world around



    Region 5: Lyradis

    Spoiler: Regional Traits*
    Show
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    Spoiler: Terrain
    Show
    The region of Lyradis is located in a temperate climate, and boasts a wide variety of geography that both affects and is affected by other regions in the area. It is bordered on the east and west by large inland seas, which Lyradisians call "The Two Brothers", or Lyr (smaller one to the west) and Dis (larger one to the east ["Dis" means "Green" in Lyradisian tongue]), and the north by the Gestainian Ocean. The region got its name for being between the two inland seas.

    Within the region, there are three features of note:

    • Lyradis is best known for its immense plateau within the center of the region knowns as Aldric's Crest, or often simply - the crest. The plateau stretches from the northeast to the southwest of the region, and much of it is inaccessable by the unskilled climber, or the over burdened traveller. This naturally separates the region into three areas - the Northern low lands, the Crest, and the southern lowlands. The plateau begins rising from the northeast, and so is most accessible there. It's southwest area is degrades into a mountain range that Lyradis shares with the neighboring region to the east - Mihl Nass. There are several small lakes in the depressions atop the plateau. While the Crest serves as a wonderful natural defense for the people of Lyradis, it also serves as a major impediment for travelling between the high and low lands.
    • Much of the northern lowlands that are along the coast of Lyr consist of the Salt Marshes that form from the tidal movement of Lyr and the Gestainian Ocean. The soil becomes more fertile the closer you get to the Crest or the farther northeast you go.
    • The southern lowlands boast a plethora of large and small freshwater lakes, which are filled by rivers that come off or out of the Crest. This grouping of lakes is known as "The Children of Dis".

    Spoiler: Culture
    Show
    Lyradis’ Monarchy government is in a unique set up, some of which pertains to the regions geographic layout. The region has been ruled under a successive line of kings for over 2 decades, and many of the contesting families from the unification of Lyradis have long since been quieted or been married into the ruling family…but not all. There are still some strong families that are either vying for merging with the royal line through marriage, or to become a new dynasty of rule. The most prominent of these families are named: Jarryme, Saltier, Cordris, Farridan, Vennridis, Merrilyr, and Del Tallit. The “Del” before Tallit means that there is some Royal blood in the family line. The royal line of Lyradis has had a long standing alliance with that of the Dwarves of Razdis.

    The Royal family line is named Serendel, and its current monarch is Gareth Serendel. He has 3 sons (Benjamin, Jain, and Royce) and 1 daughter (Lyra). What makes this government unique is that each of the three princes are charged with overseeing one of Lyradis’ three territories (North Lyradis, South Lyradis, and The Crest) and ensuring the protection of the Nation. In terms of succession, each son has equal claim for the crown. This is because instead of the eldest becoming the next in line, their father has made the controversial decision to instead make it the one that is shown to be most capable shall succeed him, so he has given them responsibility over the three regions as a way of trial for the crown. Due to this, all three princes have set upon bettering the kingdom, and in an interesting happening of events, the three brothers have thus far been more cooperative than competitive in many projects, while bettering their areas as they see fit in others - for now at least. Meanwhile, their father oversees international affairs and other things that affect the nation as a whole. The dynamic of the rest of the country is a sort of feudal system, though guilds are just starting to be introduced for specialized work.

    Many a people avoid contests of stamina or strength with Lyradisians, as they are known to be a hearty folk. The higher altitudes, the amount of manual labor and ways of travel within the country give the citizens of Lyradis a thicker build, tanned skin, and higher constitution. Generally hair color is of a brown or black color, and eyes are generally greens and browns. Lyradisians are known to be stubborn, headstrong, and loyal. It’s been said that if you put a mountain in the way of a Lyradisian, he’d rather climb up or dig through than go around it. In other words, give a Lyradisian a job, and they’ll complete it one way or another, even if the task is monumental. Given enough time that is. Last, Lyradisians are very curious in nature. It isn't uncommon for Lyradisians to travel to other countries, or groups to go to unexplored regions. If they encounter something they don't know about, curiousity dictates they figure out how it works.

    Spoiler: Resources
    Show
    Lyradis' wetlands both north and south host an ample amount of clay deposits, which have been utilized in various ways, such as containers, brick, and armor. As such, most of the regions buildings are made from stone, clay, or brick, rather than huts, and has centered Lyradis in the study of geology and architecture. Farming and fishing are two of the nations main resources for food, with most farming on top of the Crest, though there is some in the low lands as well. There also seems to be an small population of wild horses on the crest, some of which have been tamed and used. While there are forests in the region, much has been preserved in the interest of not falling into the mistake the neighboring region of Melphos did with its past deforestization. Therefore, trees are used sparingly, and not exported heavily in the current. Much of Lyradis has been untapped or undiscovered as much of the terrain is hard to navigate or unexplored. Now that Lyradis is cemented as a nation, and has an organized leadership, its attentions turn inward to improve on discovering more of the territory, and what it contains. Currently, Lyradis has no allies, but would like to make some, and is sending emissaries to neighboring regions. On a meteorological note, Lyradis gets a lot of rain as the weather patterns from the rainforests to the northeast come up against the height of the Crest and neighboring mountains. This feature might account for some of the reason why Mihl-Nass is a desert, as the Crest keeps much of the rain from entering the region.
    Last edited by TheWombatOfDoom; 2015-02-03 at 04:33 PM.
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  18. - Top - End - #18
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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Thank you, Wombat.
    May the gods watch over your battles, friend.

  19. - Top - End - #19
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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Wombat's Edits to Post #4 of the OP:

    Region 6: Tiroja

    Spoiler: Regional Traits
    Show

    Ability Scores: Tirojans gain a +2 to Constitution.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (weapons), Handle Animal, Intimidate, Perception, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Blindfight, Escape Route, Fleet, Self-sufficient, and Toughness.
    Automatic Language: Tirojans start the game speaking Tirojic.

    Spoiler: Geography
    Show

    Far to the south Malerien wears it's crown of ice. The features of this land were carved by aeons of creeping ice. Where the ice stops the tundra begins. It spreads for miles and miles. Often one could travel for days with no landmarks and no signs of movement aside from drifting snow. Farther north the taiga rises. Despite the cold air the earth is a hot bed of springs and volcanic vents. This heat keeps the earth beneath the forest warm enough to support life and keep growing. The forest stretches to the northern border, and is fed by south flowing mountain streams and north flowing glacial rivers.

    Landmarks:
    Sundered Lands: A massive crevasse across the tundra that marks the edge of the ice cap. In Mythology, this is where Magthuum battled the gods of winter. The area has very heavy volcanic activity and lava can be seen churning at the bottom of the crevasse.

    Ulmic: This lone pillar of ice towers above the tundra, standing nearly two hundred feet high. Despite it's massive size it drifts slowly across the frozen fields. Ulmic is believed to be the mourning widow of one of the defeated gods of winter and coming across it is a bad omen.

    Crone's Mirror: In the northeast of the region sits one of the largest freshwater lakes in the world. It was formed by a melting glacier and is still fed primarily by glacial streams. The water is a dark blue and it's depth is unknown. A great bounty of fish live here. It is named for the reflection of the mountain known as the Crone that ripples in it's waters.

    Spoiler: Culture
    Show

    The Tirojic people are distant relations of the Dyrmic people who followed game south onto the tundra. Years of raiding, trading, and intermixing with the Mihl-Naas to the north have made the Tirojans a distinctly different people from their Dyrmic ancestors. They are taller and tend to be darker skinned.

    The Tirojans are a nomadic tribal people. The tribes tend to consist of extended family groups with as many as 100 members. They move constantly, and intertribal warfare is common, especially in the summer months when the cold is less of an overarching threat. Hide, wood, and bone are the most common materials for tools or building, though obsidian is not uncommon for tribes nearer to the Sundered Lands. Tirojans keep dogs both as hunting and work animals. Dogsled is the preferred method of travel across the tundra, though tribes who spend more time closer to the northern border have tamed the large ceiruu (fantasy caribou) to use as mounts.

    The Tirojans have a rich mythology of the world around them. They believe that the world was once covered in ice, but the god of fire, Magthuum, conquered the winter and drove it back so that man could live. Just as fire melts snow, so too does man so they have come to believe that they are descended from fire spirits and the god Magthuum. Fire takes a central place in ritual and the home.

    Spoiler: Resources
    Show

    There are three primary resources that the Tirojans hold. The first is food. The arctic forests are overflowing with game, and Tiroja's lakes and rivers are so thick with fish that one could almost just reach in and grab one. The second is lumber. The forests that house Tiroja's life have been untouched and unchecked since the dawn of man. The third is a deep understanding of fire. The Tirojic people have long understood that their continued existence in this harsh arctic climate is dependent on fire. As such it takes a central place in both ritual and experiment. The Tirojans understand what materials burn hottest or brightest, and which burn what colors.

    In addition Tiroja has a modest mineral wealth and an abundance of fresh water.



    Region 7: Dyrma

    Spoiler: Regional Traits
    Show

    Ability Scores: Dyrmans gain a +1 bonus to Dexterity and Constitution.
    Skill Point Selection: They can choose their racial skill point from the following list: Climb, Craft (armory), Perception, Survival, and Swim.
    Feat Selection: They can choose their racial feat from the following list: Athletic, Fleet, Self-Sufficient, Toughness, and Throw Anything.
    Automatic Language:Dyrmans start the game speaking Dyrmic.

    Spoiler: Geography
    Show

    Dyrma is a cold land. It has a frosty climate, and is composed of hills and mountains, with rivers winding their way through the highlands. It's mountains climb high, often punching through the clouds. The land is difficult to defend, with vast open spaces, with very through tactical choke points.

    The most famous of it's landmarks is Great Pallom (Gwych Pllym), the world's largest mountain. It also contains an extensive cave network that is rumoured to stretch throughout the entire Pallom (Pllym) mountain range.

    Another landmark is the Steaming Gorge (Ageru Ceunat). The geothermal vents underneath the canyon heat up the surface, and the waterfalls that flow into it cause clouds of steam to raise from the surface.

    The Pillars of the Giants (Hoelion wyth y Gewri'r) are another of the landmarks. They are a set of three 20 foot tall, 6 foot wide rock spires with jewels and gems visible on their surface.

    Spoiler: Culture
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    The Dyrmic People are short and fair skinned, with predominantly blonde or red hair and dark eyes. They have muscular legs, broad shoulders and thick facial hair.

    They live in small family units, made up of an adult couple and three of four children. When the children become adults (a right of passage where the child slays a dangerous animal or monster), they leave their family and find another Dyrmic adult to start a family with.

    They dress in furs and leathers, designed to protect and be practical, except for those who reach old age, who wear fur garments designed for comfort and warmth. Tools are basic, and include tools made of animal bones or flint, and bows with primitive arrows.

    Spoiler: Resources
    Show

    Dyrma has large amounts of ores in it's many mountains, such as copper, tin, lead and silver. It also has large amounts of fsh and mountain goats which make good food for the populace. However, it lacks in flat, fertile land, and therefore farming is nearly impossible.



    Region 8: Kasumor

    Spoiler: Regional Traits
    Show

    Ability Scores: Kasumorians gain a +2 bonus to Strength and Intelligence, -2 to Dexterity.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (weaponry), Diplomacy, Handle Animal, Martial Lore, and Ride.
    Feat Selection: They can choose their racial feat from the following list: Armor Proficiency (Light), Blind Fight, Defensive Combat Training, Improved Initiative, Combat Reflexes.
    Automatic Language: Kasumorians start the game speaking Brumean.

    Spoiler: Geography
    Show

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

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


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

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

    The population is concentrated in the capital, Earthome, where the Earthguard also resides. Earthome is located on the northern shore, around 30 miles from where the Kasumi plains begin, which also makes it a magnet for any alchemists and weapon experts trying to weaponize the strange sleep inducing flower.

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

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

    Spoiler: Resources
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    Due to their lack of technology to fully gather the resources at their disposal, they don't have access to the total richness of their land. However, with the help of any allies they may make, that problem can be solved and turn Kasumor into a defensive powerhouse.



    Region 9: ???

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    Region 10: Kor

    Spoiler: Regional Traits
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    Ability Scores: Kor gain a +2 bonus to Constitution and Strength, as well as a -2 penalty to Charisma.
    Skill Point Selection: They can choose their racial skill point from the following list: Handle Animal, Perception, Ride, Swim, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Extra Rage, Improved Initiative, Intimidating Prowess, Power Attack, and Toughness.
    Automatic Language: Kor start the game speaking Kor.

    Spoiler: Geography
    Show

    Kor is a varied and harsh land, thick and brambled with swamps in the west bordering the Green Sea and with a desert splitting the region along the north south lines the only pleasant land is found along the easternmost coast though only a fraction of the population lives there as the majority live in the western lands.

    While hilly and difficult to cross in a quick amount of time Kor is not mountainous nor is it cut off from the bordering nations and regions, leaving it open to invasion from the north and south, though the Green Sea deters feasible invasion from the west.
    • The Emerald Bridge So named after the Green Sea it borders to the west this strip of land between the Green Sea and Lake Avi supports the capital of Kor and a large amount of the population. This swampy strip of land is dotted with high plateaus on which native inhabitants make their homes.
    • Lake Avi Named after the First Conqueror, this Lake is the largest body of water within the Land of Kor barring the Green Sea to the west. The deep blue water is a stark contrast to the murky depths of the Green Sea and it's place in Kor history as the location where First Conqueror Avi washed away the stains of tribalism has lead to its reverence among many of the people of Kor.
    • The Akeering Desert The greatest struggle faced by the natives of Kor is the traversing of the Akeering Desert, this obstacle eventually led to the domestication of the dire bats that lived in the caves surrounding the desert lands but even now with the rarity of the bats and the size of the desert the Akeering desert keeps western and eastern Kor largely separated though fealty is still pledged across the barren land.


    Spoiler: Culture
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    The people of Kor are ruled by the iron fist of The Conqueror, the name given to the current eldest of the First Conqueror's Avi's descendants. While The Conqueror rules wholly and completely his claim to power can be threatened by any worthy warrior should he or she disagree with The Conqueror's decisions. As such no Conqueror so far has abused their power, using it only to better Kor and her people.

    Kor was once a land of tribals, then came Avi, the First Conqueror. Legend says Avi was borne of fire reborn in water elevated by air and that destiny to embody all four elements led to his conquest of all the earth of Kor. Avi was a born warrior, the first to domesticate the dire bats of the desert, and a natural leader and with his strength of mind and might he conquered and assimilated all the tribes of Kor into one under his own rule. When Avi passed, his descendant took his place and when challenged for power, slew his opponent, cementing the divine right of the Avi bloodline to rule Kor.
    Rough and gruff, the people of Kor are born raiders and barbarians. While Kor itself is a decent land its lack of resources and belief that The Conqueror must dominate all earth for themselves leads the people and government of Kor to be aggressive and militaristic in their dealings with the outside nations, though Kor, being a land of warriors, has a reputation as producing hardy and useful warriors and this reputation outside Kor has led some to begin to see Kor itself as a potentially mercenary state, an idea that has not been dissuaded by the current Conqueror.

    The land of Kor overflows with human life, a hardy and abundant people, Kor is never without feet to fill the boots of its warriors and mercenaries. Most homes sport pairings with children upwards of 9-10 and pairings often begin as young as 14 or 15 among the populace.


    Spoiler: Resources
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    Swamps bordered by desert with no founts of resources underground. The lands of Kor are devoid of much resources and populated by a variety of vicious and nasty beasts where humans have yet to establish their foothold. The only resource unique to Kor are the riding Dire bats, tamed by the First Conqueror, but even these are rare sights outside of the most fearsome and well known warriors of the land. This shortage of naturally available resources is the main reason for Kor's practiced art of raiding and invading their neighbors for food and supplies beyond the most basic amenities.



    Wombat's Edits to Post #5 of the OP:

    Region 11: ???

    Spoiler
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    Region 12: Kovalika

    Spoiler: Regional Traits
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    Ability Scores: Kovalikans gain a +1 bonus to Charisma and Intelligence.
    Skill Point Selection: They can choose their racial skill point from the following list: Appraise, Bluff, Diplomacy, Linguistics, and Profession (sailor).
    Feat Selection: They can choose their racial feat from the following list: Deft Hands, Fast Learner, Iron Will, Persausive, Skill Focus(Profession [merchant]), Skill Focus(Profession [sailor]).
    Automatic Language:Kovalikans start the game speaking Mardish. Although it is a secret language, they may learn Kovalikan Sign Language as a bonus language, but only if taken at first level.

    Spoiler: Geography
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    The small nation of Kovalika is bordered by water on all sides, save a narrow strip of land which connects it to region 3. A large inland sea also runs along this border. The land is averagely fertile,consisting of rolling hills and plains for the most part. The fact that the only connection to land is through a narrow mountain pass makes the land easily defendable by land,and so only a small standing army exists,as the nation focuses on its navy for military matters. Three points of interest are:
    • Marid's Tooth. A large mountain, composed completely of rock, juts out from the sea. It is regarded with superstitious caution by sailors, and used as a beacon.
    • The Bazaar Sea. Lined with trading towns, which often extend to houseboats, this sea, which faces west, and joins the ocean, is the main port of call for many traders.
    • The Jeweled Islands. These volcanic islands host an aboundance of precious gems within. A great deal of Kovalika's wealth comes from here.

    Spoiler: Culture
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    Kovalikans are of shortish height, with lightish hair, and skin tending toward the darker tones. Their eyes are usually brown,with the occasional child being born with red eyes. These "marid blessed" are regarded as lucky, and touching ones head is said to share the luck with the toucher.

    Both men and woman ware long robes,as it is considered impolite to show the feet, with the exception of sailors. Headbands are used by all, with strands of precious beads showing status and wealth, with more beads representing higher status.

    Kovalikans are taught to be shrewd from birth, and most are expert hagglers. Kovalikan manners are extreme, and it considered a travesty to ignore them. Often, veiled insults are woven in with the complements.

    Sample conversation:

    "Greetings, O most glorious of traders. May this lowly worm offend your ears with a proposal for a minute?"

    "Certainly, sultan of customers. What would you tell this most miserable among wretches?"

    "I have, O pearl among purveyors, a certain unworthy rag which I desire to show your excellency."

    "Well, show my cloudy eyes this magnificent tapestry which the most noble gentleman holds in his satchel."

    And so forth.

    Kovalika is ruled by merchants, with 12 guild masters presiding. They rule fairly for the most part, but each is largely self serving. Also, the power vacuum between the craftsmen and merchants is great, as Kovalika relys on import, so local artistians have poor business.

    Kovalikans are fairly superstitious people,believing in a host of Marids, each of whom must be appeased in specific ways.

    Spoiler: Resources
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    Kovalika has access to a large amount of resources,and were they find themselves lacking,the people trade for what they need,having built themselves up as merchant nation. The land is rather fertile,and some farmers do exist,growing spices,fruit and livestock,the nations true wealth lies in the gem islands,volcanic isles home to diamonds,sapphires,emeralds and rubies. Though not having the strongest military,people or government,the guild nation of kovalika has survived by virtue of its gems,and by attempting to be everyone's friend,making alliances with whoever has the highest trade offer.



    Region 13: Hartinya

    Spoiler: Regional Traits
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    Ability Scores: Hartinyans gain a +1 bonus to Wisdom and Constitution.
    Skill Point Selection: They can choose their racial skill point from the following list: Heal, Intimidate, Knowledge (nature), Perception, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Catch Off-Guard, Endurance, Great Fortitude, Self-Sufficient, and Toughness.
    Low-Light Vision: Hartinyans can see twice as far as other humans in poor lighting.
    Light Sensitivity: Hartinyans have Light Sensitivity, as detailed in the Bestiary.
    Automatic Language:Hartinyans start the game speaking Hartinese.

    Spoiler: Geography
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    The island of Hartinya, or the Ever-Dark Isle, is completely forested, and the natives know these forests very well, making it easily defendable, on top of the advantage of it being an island. The forests are very dark underneath the thick canopy, and though the Hartinyans don't invade very often (due to thier very small militery), they will sacrifice thier own lives to defend Hartinya. Three points of interest are:

    The Cave of Malice: Somewhere under the dark canopy lies a cave going down into the earth. In this cave the air is toxic, laced with a poison called Zyte, and many natives died going into this cave. Thus it was given its name.

    The Islands of Chaos: The small islands off of the main isle were given their name when a king had four sons and left the mainland to his eldest. But the other three wanted inheritance as well, so they discovered these small island and they all coveted the title of King over these isles. And a battle insued until the three were pushed into the ocean by each other. The islands are also good for mining tin and copper (giving Hartinya a good source of bronze).

    The Tallest Tree: One tree in the dark forests rises above all the others so if you could get on the canopy you could see it for miles around the main village of Hartinya, which lies at the base of the tree.

    Spoiler: Culture
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    The pale dark haired natives of Hartinya have red eyes and they love punishing the weak and they hate humans other than themselves.
    The dark of the forest holds many terrors but the natives have no fear for it,using this terror to defend the island against invaders.Their government (if u can call it that) is a tribal or clan structure and the current chief is named Sarrder Chur. Hartinyins make their clothes out of the tree bark and leaves and animal skin cloaks. Their beliefs and customs include: Zyte must stay on the island and those who trade it out of island get poisoned by it. They believe in gods of trees and nature. And there are shamans who use "magic" which is really just medicines and poisons. Names are not carried among bloodlines but the first animal a child sees becomes their surname. Wearing something from the animal that is your surname is considered taboo.

    Spoiler: Resources
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    Zyte, a poison gas or liquid, from the cave of malice

    Bronze, from the isle's of Chaos

    Wood And Fruit, from the trees covering the island

    The occasional gem, also from the isle's of chaos

    Animal Skins, Furs and Bones, many an animal walk the island of Hartinya



    Region 14: Terethor

    Spoiler: Regional Traits
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    Ability Scores: Terethorians gain a +4 bonus to Strength, a +1 bonus to Constitution, a -1 penalty to Wisdom, and a -2 penalty to Charisma.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (armor), Craft (weaponry), Intimidate, Ride, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Heavy Armor Proficiency, Mounted Combat, Power Attack, Shield Master, and Toughness.
    Automatic Language: Terethorians start the game speaking Therish.

    Spoiler: Geography
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    Terethor is a land of craggy cliffs with forested foot hills and lush plains. to the east rises a range of mountains that serve as a wall from the rest of the main land. but to the west clouds often cover the shear cliffs of the sea coast. Inland is flat verdant plains with many species of wildlife roaming the fields.

    • The Beaches of Amothoor are a stretch of sand surrounded by the high cliffs it is a place where many sailors have met their end.
    • The Cliff of Red Fire is a towering mountain that at its cratered summit it can freeze a man in minutes. But if you looked down one of the craters, a blast of heat would sear you face off, for the core of this mountain is a molten mass of magma. This provides many precious metals and also the use of lava for massive siege machines.
    • The Sink Holes of Sorrow is a marsh down to the south of Terethor where the land is overridden with water and is sinking down into bottomless pits. on the sides of the pits runs a thick tar substance that reacts violently when heated.

    Spoiler: Culture
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    The fierce people of Terethor where once nomadic tribes men of the inner plains but with the arial of The Iron Lords, order has been created and the once wild and blood thirsty natives have risen up to become a proud and powerful nation, with fortified castles adoring every hill and mountain. The people of Terethor are a hardy group that has adapted to the frosty could of the mountains and the warm valleys of their home.

    The average peasant is clad in worn furs and leathers that are his only clothes. But, if a peasant proves himself to be honorable
    his status might be raised to a more noble rank.

    A noble is the lord of a village (size depending on his rank). He over sees that the kings taxes are being payed and that the law is being up held.

    But when war comes, the peasants rakes and pitchforks are throw aside and they follow their lord into battle for all men are trained to fight from an early age, and for in this time is it most likely for a poor man to become rich.

    Each family lives in a small house ( a fancy hovel but dont tell them that) with a small plot of land that is their own (as long a they pay the lord a 10th of their crops each year) this land can be expanded and shrunk do to the rank of the owner.

    While the nobles life inside fortified castles with the town sprawled beneath it,
    they live finely off of Terethor's feudal system.

    Most of the people of Terethor are fair-haired and tall.

    The people of Terethor believe that all must be achieved with ones own steel and not by any intervening gods this does not mean they do not have gads they just dont look to them for help, with one exception their god of war who (so they say) often takes the for of an eagle and flys above the battle field.

    The people of Terethor have now united under the shadow of the war-bird and the sound of the drum.

    Spoiler: Resources
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    Terethor relies mainly on itself for most of its resources. In the center of Terethor the rich farm land is not ignored. and to the east the volcanic mountains render up many metals and beautiful gem stones that are of immense use in the waring ways of Terethor. they also have made many uses for the tar found in the pits of sorrow, mainly for torches, water proofing and lighting their arrows. They also have found a way to make a certain type of stone almost impossible to crack this is VERY helpful in making the impregnable fortresses of Terethor. and then there is always the lava from the cliff of red fire that can alway be used to fend of the foolish invader.



    Region 15: Kazia

    Spoiler: Regional Traits
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    Ability Scores: +2 Strength, +2 Constitution +2 Dexterity, -4 Charisma: Kazians have thin ropy bodies that mark them as the decedents of men and women who have lived in some of the harshest climbs in the world, but their harsh, angular features and raspy voices are said to be discerning to many.
    Skill Point Selection: They can choose their racial skill from the following list: Intimidate, Perception, Swim, Survival, Stealth.
    Feat Selection: They can choose their racial feat from the following list: Fleet, Armor Proficiency(Light), Athletic, Intimidating Prowess, and Stealthy.
    Automatic Language: Kazians start out speaking Kazian-Tongue, a harsh, gurgling language with little connection to Trader's Tongue linguistics-wise.

    Spoiler: Geography
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    The lands of Kazia are not nice. They are hilly and pitiful things, the domains of sheep-herds and stunted hill tribes that have never seen horses in thousands of years. The true worth in the country is in it's waters, bountiful and clean.


    • Ladon-Land: The westernmost strip of land in Kazia, this is the closest thing the region has to a breadbasket. The people here are said to be the most calm and collected of three tribal territories that makes up the country, and as such has the most influx of migrants. The mines here are said to be some of the most productive in the world, and it is said that the forests here are filled with plants and fruits that gift wonders to their imbibers.
    • Kelpi-Land: The middling strip of land in Kazia, this land has a reputation for being utterly uninhabitable by most outsiders. Misty and clogged with forgotten villages and small brown rivers, most avoid this grassless land if they could avoid it. It houses the House of the Water-Kings, the main center of worship for the local religious sect, and serves as the most notable settlement in the region as well.
    • Níohoggr-Land: Containing most of the population in Kazia, it might also be the most dangerous. The people here are regimented and unpitying, and the weather here can freeze less forgiving folk. The capital city is on the northern coast of the the Sea of Serpents, the large inland lake in the northernmost regions, and it is where the Queen and her highest servents dwells. The people here have reputations for consorting with things better left forgotten in their hilly homes and their sea-caves, hideous things of bygone eras.

    Spoiler: Culture
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    Kazians see themselves apart form the other nations of man, believing themselves to be of different stock from the other peoples that populate the world. Mostly insular, their history has mostly been within the same stretch of land for more than a thousand years, with wars and kingdoms growing within the three main strips of land that makes up the world.

    Kazians are often seen as ugly and odd by outsiders, with nearly all of their number having skin as white as snow and with hair almost always black, worn long. Their eyes are noted to almost be bulging and pale-colored, and they have sharp chins and bony frames. They also partake in the practice of sharpening their teeth, for ceremonial reasons.

    Despite this, Kazia is a very externally peaceful culture, with lifespans long and food plentiful. However, they are fond of bloody sports, with the capital being the site of dozens of gladiator games and blood sports unseen in more southern climbs. In fact, it is tradition for the rulers of the land to take there place by killing the currant one, which has been followed for hundreds of years.

    The local religion is a strange and mystical one, worshiping powers involving water and serpents. The House of The Water Kings is the site of this marshal religion, and many noble youths are sent to this cathedral made of whale-bones and human hide to train in the arts practiced by the priests there.

    Spoiler: Resources*
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    Pending...



    Wombat's Edits to Post #6 of the OP:

    Region 16: Tallar

    Spoiler: Regional Traits
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    Ability Scores: Tallarians gain a +1 bonus to Constitution and Intelligence.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (weaponry), Diplomacy, Knowledge (nature), Perception, and Survival.
    Feat Selection: They can choose their racial feat from the following list: Alertness, Cosmopolitan, Endurance, Great Fortitude, and Iron Will.
    Automatic Language: Tallarians start the game speaking Talarn. It is a hasrh language, full of consonants and jarring word shifts, but also with much beauty in it.

    Spoiler: Geography
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    The island nation of Tallar is beautiful to behold. The frozen landscape is eerily beautiful, full of towering ice sculptures and mountain ranges.

    Despite this life does flourish. The hot springs in the center of the island give life to the people and creatures who live there.

    However, the land is not easy to defend. Large passes have been carved through the mountains by the winds of time, and rivers flow in abundance. In the summer these flow, allowing boat traffic; in the winter they freeze solid making for excellent roadways.

    • The Bay of Rek: The name of this bay is taken from the language of those who first landed there. Their ships ran aground on the reefs and sandbars, shattering the hulls and drowning most of the crew. This bay is still dangerous to sail in, but also has the best fishing in all of Tallar.
    • The Great Spring: This is the center of life on Tallar. Even during the winter this valley is lush and warm, warmed by the energies from beneath the ground. Trees grow there anew each winter, as do plants, ferns, and animal life of all kinds. However, during the summer it is a hateful place. Blisteringly hot, most plant life dies, and none but the hardiest animals venture there.
    • The Talmar Ice Plains: These plains are an oddity; they are not truly ice. They are instead sheets of glass like crystal. They stretch for miles, just pure crystal. During the winter it sparkles like ice, and so that is where the name comes from. You cannot see deeper than a few feet; after that it gets too cloudy. It is also hard to chip away at, and when it breaks it is deadly sharp to anyone who touches it, making it a poor material. Some people speculate that immense heat froze sand into the glassy crystal that is there now. Where the heat may have come from nobody knows.

    Spoiler: Culture
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    The people of Tallar live in a veritable paradise. Their homes are wonderful, they are governed by a very just democratic system, and they all have a say in the actions of the Collective. The people all work together as best they can to make this utopia work. Each group has their own job to do, and food is distributed evenly. The children are schooled each day in the morning, and then allowed to work with a tradesman or tradeswoman in the afternoons.

    The land of Tallar is underpopulated. While the people are very happy generally, and content with their life, they are often sickly, and weak, as the land does not produce much food. As such it is mildly underpopulated.

    The people are short and stout, evolved to conserve heat. They are tanned from long hours spent in the reflecting sun.

    Spoiler: Resources
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    The island of Tallar has hardy forests of spruce and fir trees across large swathes of the island making wood an ideal material for construction.
    However most of the resources of the people of Tallar come from their minds. Smarter than others they think differently, being applied scholars. Their land is filled with learning. The biggest repository of this is the Wagon library. This is a wagon train filled with books and tomes, histories, thoughts, everything at all that has ever occurred to the Tallar, and everything that they have learned from other people.

    They also have a few ports. These ports do not have much trade value as they are too far for trade ships to make the trip worthwhile but they do have boats there. So far these boats are not suitable for long voyages, being better for fishing or one way trips to the mainland, but the Tallar are working to make them better.



    Region 17: Ethal

    Spoiler
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    Region X: The Nation of the Waste

    Spoiler: Regional Traits
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    Ability Scores: Wastelanders gain a +2 bonus to Constitution, Intelligence and Charisma and have a -2 penalty to Dexterity and Wisdom.
    Skill Point Selection: They can choose their racial skill point from the following list: Craft (alchemy), Craft (art), Diplomacy, Iaijutsu Focus, Survival.
    Feat Selection: They can choose their racial feat from the following list: Black Marketeer, Cosmopolitan, Dilletante, Improved Initiative, Quick Draw.
    Automatic Language: Wastelanders start the game speaking Trader's Tongue.

    Spoiler: Terrain
    Show
    The Waste is among the smallest regions on Malerien, but is also the most deadly. The animals grow to monstrous proportions, with a temperament that rivals (and in some cases exceeds) that of a mother bear. Even the plants there want to rip the skin off of all outsiders and eat their spleens for dinner. This is sometimes called the Low Realm, and its denizens are called monsters by the superstitious. But the scholarly know that monsters no longer exist - if they ever did to begin with.

    And yet, there is one thing here that draws the greedy and inquisitive into the depths. Tales tell of an ancient cavern, known only as the Pit. It is said that it leads to the Underworld, but anyone will tell that such a place is only legend, and that the place is filled only with gold and other precious ores, and with precious stones larger than a skullcap.

    But not many who go in search of this cavern ever return...

    Spoiler: Culture
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    The people of the Nation are an old people, but the Nation is young. 'Twas mere decades ago that Alekkan the Fiery brought the clans together and united their strengths and fortified their weaknesses. Thus they became a nation that would search out the best things in the most unusual places. Art, hospitality and a shrewd mind were always the prime focus of their culture, and though their culture was certainly at a height, higher than any other, they lacked resources. And thus, through being founded in a nation of unity, the Nation of the Waste would strive to be the greatest tiny nation in the area of trade and commerce.

    Today, the Nation is ruled by a pair of consuls, chosen each year from among members of it's five most influential clans. To be eligible for office, one needs to pass several rigorous tests in areas of science, economics, strategy and tactics, to ensure the Nation can be ruled only by the best.

    Most people live in one of three of the Waste's major cities that have been built in locations along trade routes, two of which lie close to its neighbouring countries, the third encompassing a large part of the only island part of the Nation. Visitors to each of them often come back with stories of their beauty, wide streets and water systems.

    Spoiler: Resources
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    The Nation of the Waste does its name honour: it has few resources of its own. Water is hard to come around away from the shore, and the only way to get it is its system of wells. Allegedly, there are vast riches to be found underground in metals and minerals, but if so, the Nation does not yet possess the right technology to access it. Still, it would explain where the old riches of the clans come from...



    There Are More Secret Regions...
    Find Them.
    Claim Them.
    Conquer Them.
    Last edited by TheWombatOfDoom; 2015-02-03 at 04:37 PM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
    Magic
    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
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    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

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    Barbarian in the Playground
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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Wombat o' Doom is a stand-up dude.

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    Ogre in the Playground
     
    Logic's Avatar

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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Quote Originally Posted by Haldir View Post
    Wombat o' Doom is a stand-up dude.
    And how! If Wombat starts a any PBP games, I am all for joining them.
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    Quote Originally Posted by bosssmiley View Post
    You altruistic weirdo you!
    Discord: Spacecamp-Logic-Yako
    Former Avatar by Ceika, which I have long since lost a copy of.

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    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Quote Originally Posted by Logic View Post
    And how! If Wombat starts a any PBP games, I am all for joining them.
    That's quite a compliment. Thank you!

    EDIT: ThunderFist: I redid some small errors in the OP#3 post, so you might want to re copy that.

    I also put a * next to things that need to be worked onby the user (me for my regional traits and pokonic for his resources).

    I also put a ** next to things that you need to look at, due to request from user in post.

    EDIT EDIT: I put in the last of the Descriptions in my last post so they're all together.
    Last edited by TheWombatOfDoom; 2013-12-10 at 04:53 PM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
    Magic
    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
    Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

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    Ogre in the Playground
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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    I must find and exploit this threads resources in the name of the kovalikan merchants!
    Washed up Gm in the Playground

    Quote Originally Posted by BrokenChord View Post
    This seems like a level of crazy-talk only you could accomplish.
    Quote Originally Posted by T-Mick View Post
    ... I've played a few games with D20ragon as GM in the past, and I have to vouch for his skill - he's an excellent writer, his world-building is top-notch ... and his games are, while sometimes too ambitious, some of the most fun to be had on these boards.
    avatar by the marvelous asdflove


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    Orc in the Playground
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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    hi guys
    it is the new thread

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    Ogre in the Playground
     
    Flumph

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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    I would be interested in claiming region 9 if new entries are still being placed. Do we PM the OP about this?

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    QuintonBeck's Avatar

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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Hello all!

    I think posting here with your intent to claim should be enough sktarq. Welcome aboard! :D

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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  27. - Top - End - #27
    Ogre in the Playground
     
    Flumph

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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    OP : Well your inbox is full so I'll post this here I guess.

    rolls
    d12: 6 9 10
    d8 : 5 with a plus 5 that 10
    so 6,9,10, 10 that's high isn't it - if you want a re roll on an online dice generator that send you a copy let me know or we can do whatever

    So I'd place resources 10
    terrain 10
    civ 9
    and population 6

    before I make a complete mess of this my outline idea first then rework and flesh out the idea based on your reply

    Looking at the place it is between the green sea and the ocean. If possible I'd like to have the Green sea basically drain through the region. and most of the place can be divided between three biomes.

    Permanently flooded forest type: Mixtures of the everglades, the Tigris Euphrates swamps and the Louisiana bayou. Most people here live on boats or at least use them to get around. Solid ground is a rarity
    Seasonally flooded regions: Just what it sounds like. More analogous to southern US type broadleafs but with plant that use water storage - things like baobabs, dragonblood trees etc.
    Uplands-The maps show two blobs of a more altitude but I'd like to say they are just the largest ones a few others are scattered about but small. And in spite of the water being everywhere this nation doesn't actually get all that much rain - in the 15-24 inches per year range. This leaves the uplands with a Mediterranean type feel-like Greek islands on an inland sea of swamps-well more like Greek cross with Australia-everything is still trying to kill you.

    The society would be a largely commercial group of Guilds and Noble families. An Oligarchical council runs the nation. Education is highly valued. In fact much of the nation's economy is based on creating and supplying alchemical goods and related industries-like fermented goods, preserved goods (with salt production being a major industry on the coasts), dyes, resins, drugs, medicines and perhaps what the nations is most famous for - its poisons. Poisons of all sorts are common in the nations. Bloodshed between various powerful factions rarely results in bloodshed-unless that blood is bubbling up from the guts of a poor sod. - This has prevented any one group from amassing enough power to lead the nation. It has however prevented attacking armies from wishing to try and take over the nation. Between difficulty moving through the swamps, the natives better boats, the malarial and other plagues that the natives have medicines and some resistance too but slaughter invaders, the poisoned arrows and nets of the natives population any leader is almost sure to find his food, air, or blood laced with deadly toxins within a couple of months of declaring war.

    thoughts before a full write up?
    Last edited by sktarq; 2013-12-11 at 01:01 AM.

  28. - Top - End - #28
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Thunder, might I suggest the possibility of providing links to people's rounds for yearly updates, instead of providing the text of each update in the spoiler. If you do that, you'll be less likely of running out of characters in the character limit that way, and you still have a connection of information. With the link, you can provide the outcome of the year, so that we know the summary, and can open the link to see what the actions were. What do you think?

    Something like this:

    Region 5: Lyradis

    Spoiler: Year One
    Show

    Spoiler: Year Two
    Show
    Last edited by TheWombatOfDoom; 2013-12-11 at 08:02 AM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
    Magic
    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
    Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

  29. - Top - End - #29
    Ogre in the Playground
     
    Flumph

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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    Since I have to admit I find the idea of world building far more interesting than a Civ style PbP game I'm looking to theoretical future players as my main audience. Which leads me to want more detail the basic concept of the game.

    No Magic
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    There are two options that jumps out at me here that mean very different things.
    One is no casters the other no supernatural
    Without the supernatural at all there is no
    Elemental,
    Undead - which some happen spontaneously of make spawn without casters
    Constructs are out either way I'd think
    Magical Beasts - a slightly fuzzy category since any animal with Int 3 is considered one
    Shape-changers including Lycanthropy?
    Fey - Which could be interesting as play for "other"
    No Dragons
    I'm going to assume No psionics
    No outsiders in general - which even if no human can cast magic could still have interesting stories of daemons angels and the like.
    Also If magic exists but no casters how about Ritual type magic? as it provides more story points than in game battle effects and the like.
    Did magic ever work? Leaving artifacts & the like worth dungeon delving for?
    Do the Gods/God exist? If they are are at all active or visible it would change how people relate to them and thus how society is shaped.


    Humans Only
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    As in human only for the "PC" controlled regions we are working on?
    I'm going to guess no demihuman races at all
    Are humans the only sentient race on the planet? (at least as far as they know) and what kind of Int score would you mark as Sentient? Crows seem to have at least a basic language, dolphins have names-it gets wierd here.
    What about monstrous humanoids? Do they exist?
    Goblinoids? Orcs?
    Giants are sentient...are they gone too?
    What about Human type subspecies-like Neanderthals for example?


    No monsters
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    This one has me confused a bit as you also have a section for monsters to be filled in later....
    You said they fled the world of men-where did they go?
    Some kind of definition of monster would be helpful because a colossal centipede may be more a monster than and ogre to one person while another disagrees.
    I'm not really looking for a list but a basic guideline or idea for what else for what DM's and players in world are working with and what types of stories they will/would be playing.

  30. - Top - End - #30
    Halfling in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Conquest [PF]: The Community World-Building Where YOU Are the Nations!

    ahhh dear god im gone for a week and every things happened.

    ohh by the way can any of you suggest a good avatarist that can make me an avatar the one that was making me one had to stop
    Last edited by _Brone_; 2013-12-12 at 05:08 PM.
    One is often faced with a choice, to run in the face of the cruelty of your own self, or, to stand and take your sword and stare your self in the eye excepting who you are in the depths of you soul.

    THE DIE LOADER of the great church of the D20

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