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  1. - Top - End - #601
    Ogre in the Playground
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    Default Re: EMPIRE! Community World-Building Game III: Prepare Your Inbox! (Messages Are Comi

    Quote Originally Posted by BladeofObliviom View Post
    I'll probably do the writeup this week on "Region X" or something of the like.
    Region X is the best region.

    Quote Originally Posted by Zap Dynamic View Post
    In the spirit of friendly banter, I believe it goes like this: "Raaneki Heartwine is a [Great] resource and the only wine listed as a Resource. I'll bet it's better than this new thing I've never heard of. "

    Lemme know if you ever legitimize Nix Merum. This could be a fun rivalry!

    I don't think anyone's a stranger to The Derp around here!
    Hehehe.

    It is legitimate. I'm just never going to make it something for everyone.

    Uhhh.... You quoted me... I derped again. I'd forgotten /why/ I said 'ehm now'. By Ehm... Well now... I was talking about the UN and GC peace thing suddenly happening.
    I go by they/them/their or he/him/his pronouns

  2. - Top - End - #602
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: EMPIRE! Community World-Building Game III: Prepare Your Inbox! (Messages Are Comi

    Quote Originally Posted by QuintonBeck View Post
    You actually do get the bonuses to your new ruler from the last actions of the last ruler.
    Oh. In that case... Wombat, ignore my previous post. You are right and I am wrong.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

    Co Founder of LUTAS - For all your less than useful heroes out there.

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

    Dragons!

  3. - Top - End - #603
    Bugbear in the Playground
     
    WaylanderX's Avatar

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    Default Re: EMPIRE! Community World-Building Game III: Prepare Your Inbox! (Messages Are Comi

    The Hurosha Empire


    Kasumor
    Region 4A, WaylanderX



    Original Rolls:Here.



    Year: 365
    Name: Nyllana Earthguard
    Age: 35
    Title: Eienguard of Kasumor
    Curiosity 10
    Diplomacy 10
    Military 10
    Luck 3
    Faith 7

    Population: 119.000
    Army Cap: 12 units
    Armies: 1000 Naval Units (Eastern Sea), 6000 Insect Cavalry

    Family Tree

    Spoiler: Terrain
    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 south-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 northern 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 and is located in the centre of the country. From here, they access to 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 wanted. The mantids are used as mounts, while the stag-beetles are more used as walking battering rams.


    Spoiler: People
    Show

    Because of their martial upbringing, most Kasumorians are also quite muscular. The women of Kasumor however, are revered and known far and wide for their beauty and grace, which can turn into deadly grace when confronted with an enemy (Kasumorian women are kind off a hard catch).
    Despite this reliance on the martial side of life, there are also a fair amount of scientist-priests arround. When a warrior grows old, they tend to take up the task of combining science with faith, creating all kind of fabulous and ingenious contraptions, mostly based around heat and fire.

    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 Shïnguard, 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 in the middle of the country (in the broad righter area), 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 southern 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 and Waterguard are 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
    Kasumor's resources:
    • Huge Vermin in the forest, together with game and berries.
    • Shintouite from the mountains. Explanation about Shintouite: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.
    • Alchemical compounds from the Kasumi plains. This includes Sleepflower Pollen (Sleep inducing pollen, see Kasumi plains), Burnflower Extract (Parts of the leaf that leaves nettlelike burns, but lasts for a couple of days) and Glitterflower Petals (Glittering dust made from dried petals which reflect light inside the cloud, blinding somebody in the cloud when used during the day or in places with alot of light).
    • Plant Sheep: A strange species of sheep was found in the heart of the Kasumi Plains. Instead of wool, they have cotton as winter-fur. Also, the species is entirely plant based, making this the first moving plant the Kasumori have seen.
    • Minor resources in Kasumor include: Wood, Fish and Stone.
    • However, Grains and Lifestock are rarely found within Kasumor itself. There is some being grown on the plains, but not enough to sustain the population. This is not much due to their military nature. The mostly rely on trade with surrounding countries for their food.


    Spoiler: Religion
    Show


    Heraldry of Ashmarism

    They are a fairly religious people, who worshipped the Lord of Fire in the past as a god of Renewal and the keeper of the cycle of live. However, they also strived for martial prowess and technological advance and believed that faith and technology go hand in hand when combined directly. By some it is even believed that they can be used to strengthen each other. As such, in ancient times, the Kasumori thought that another set of gods had to be present to complete the circle and to hold the balance.

    In 341, a new religion was founded by Shïnguard Marius Earthguard, solving the problem of balance. This religion focuses on scientific progress together with a great respect for life and life energy. The deity the Kasumori worship is Ashmar. Details below.

    Faith name: Ashmarism
    Diety name: Ashmar, the Lord of Progress and Life
    Other Names: Guardian of Prowess, Keeper of Skill, Protector of Kasumor.
    Portefolio (Major): Life, Progress, Prowess, Air, Water.
    Portefolio (Minor): Fire, Earth, Metal

    Ashmar is the god of Life, Progress and Prowess. In the Kasumori tongue, he is the one who guards the holy trinity of Inochi, Hakobi and Gouyuu (Life, Progress and Prowess). He keeps his aspects at his side, being called the Ones who Guard. At his one hand, the One who guards Fire, the guardian of the spark of life. At his other, the One who guards the Earth, the guardian that allows progress. Ashmar himself guards the means to use the other two, Prowess and guards the remaining two elements, Air and Water, keeping the balance.

    Ashmar values skill over all else and it is believed that if you have the skills, the means to use those skills to the fullest will eventually present itself, being seen as a visit from reflections of the Ones who Guard. This includes martial prowess, academic prowess and craftsmanship.

    In effect, the Lord of Fire is seen as the One who guards Fire, so the Lord of Fire is still present in this religion in a way.

    The sect of Ashmarism consists of three different branches of priests. These are the Odochi, the swordpriests, the Kogei, the craftpriests and the Gakusha, the sage-priests. The three sects work in harmony to achieve the highest level of prowess, the Choten.

    All the sects are led by a priest of their order who is considered to have reached Choten, which in turn are under the one who is considered to be a master of all three, the Shinguard or Eienguard themselves. Before the Shinguard or Eienguard takes the Imperial throne, they must be schooled in all three the disciplines, which takes about 30 years in total. Training starts at a very young age, around 4 years old. It takes about 10 years to master each different segment. However, Ashmar dictates prowess comes from within and will show itself given the chance. Therefore, to not put too much pressure on the soul, the student is required to take at least a third of the day for self-enjoyment and relaxing. The Emperor or Empress is thereafter the head of the religion for the rest of his or her days. However, if a way to preserve the Choten of previous religious leaders, the spiritual leaders might just take that chance.


    Spoiler: Technologies
    Show
    Kasumor is currently at the early Medieval stage, with the additional technologies: Giant Vermin Taming, Plate Armor, Ocean Faring Ships.


    Spoiler: Race
    Show

    The people of Kasumor mostly have a tall build, both the men and women. They mostly measure around 1 meter 90 in the case of men and 1 meter 80 in the case of women. They are not very tanned due to living near the mountains and tend to have big eyes in comparison to their more southern counterparts. This is one of the reasons the women are considered one of the more beautiful women in the world.

    Also, a strong influence of Fey blood courses through the entire race, coming from a race called the Cloudiz. This race consisted of humanlike fey, with a human torso, wings of a dragonfly and the tail of a fish, abeit a long and elegant tail. This bloodline is most prominent in the royal bloodline of the Earthguards, whose name is derived from the fact that these fey were seen as the guardians of the land. Also, this is most likely the cause of the almost supernatural beauty of the women in this country. Finally, most strangly, the supernatural aspects of their fey heritage manifest mostly (but not exclusively) in females, causing them to have gills, dragonfly wings, fishtales and in extreme cases all of the before mentioned, somehow producing a fullblooded Cloudiz. It is also said that these half or full-bloods, either male or female, have a great affinity for magic, but the scholars of Kasumor have yet to figure out how to harnass this potential. When born with Cloudiz charactaristics, they are greatly revered by the populace and often sit high in the hierarchy. Their Cloudiz blood is also the cause that the people of Kasumor live 50% longer than normal humans. Their maximum age lies somewhere around 150, with 120-130 being the average.

    The Cloudiz are great swimmers and flyers, but can't move on land to well. When needed to move on land, for example for diplomatic reasons (Looking somebody in the eye while walking through the palace gardens is better then flying around at random), they do so in a snake/lamia like fashion, using s-shaped motions to move forward. Before the Calamity, they inhabited Verandil Forest in the numerous giant trees and streams found in the area. They were known for being mystics, able to predict the future and see far away events by peering into pools of water. However, after the Calamity, this knowledge has been lost, although scholars are on the verge of a breakthrough, or so they claim. Also, because of their kindness and peerless beauty, expecially of the female Cloudiz, alot of Kasumi men ventured into the forest to try and find the love of their life. Surprisingly, around 50% of the time, the man in question walked out of the forest a couple of months later with his Cloudiz betrothed by his side. Because of the relatively high percentage of Cloudiz-human marriages in that age, Cloudiz-blood is quite prevalent in Kasumor. What is even weirder, once in a while, two parents who have Cloudiz blood in their bloodline give birth to a fullblood Cloudiz, with all the features and abilities of his/her fey ancestors. What process drives this is currently not known. The more Cloudiz blood present in the individual, the longer they live. Average maximum lifespans are like this: Zero Cloudiz Features, 150 years. One Cloudiz Feature, 200 years. Two Cloudiz Features, 250 years. Three Cloudiz Features, 300 years. It is know that full blooded Cloudiz lived on average for 400 to 450 years.

    The Cloudiz race as a whole have been missing since a few generations ago (around 350 years), after stopping a huge magical Calamity in the Shintuite mountains. They stopped the rampant magic, but at the cost of the life of most of their kind. Furthermore, the residual magic settled down in the mountains, infusing with the rock there to form Shintuite, which is used all over Kasumor for its defensive properties.


    Stylized depiction of a Cloudiz
    Image by ald3n


    Spoiler: Major Settlements
    Show

    Earthhome (Population 20.000)


    As the traditional seat of the Shïnguard and the city that lies the most central of all major settlements in the country, Earthhome is a blooming city for trade, militairy training and religious purposes, as well as being the place where the Shïnguard keeps him watch on the country to ensure the happiness and safety of his people. It is divided into an Inner City, which hold the Kyuden, which is the palace/keep in which the Shïnguard resides, the Library of the Ancients, a library which even holds some documents written by the Cloudiz people when they were still prominent as a race. For the rest, it hosts a big tower with a platform on top, which is used to facilitate transport with the help of the giant insects Kasumor is known for. The houses here are organised nearly into a circle-ray pattern.
    On the outer side, there is the Outer City, which is a disorganised mess of streets. This is to throw off any enemy advance who wants to take the Outer city. Because of this, signs stand around in most areas showing the directions to most major commodoties in the city. These are removed as soon as the city is under attack. Most smithies are located in this area, as well as most stables and craftmen, making this the primary area for trade. The outside of each area is surrounded by a big wall of around 20 meters high, made out of blocks of solid rock (not shintouite).

    Shintine (Population 4000)


    A quiet mining town, north of Earthhome. Life here is quiet and peacefull, with the citizens of the town making a living of mining blocks of shïntouite of varying sizes. Once in a while, traders from Earthhome come to buy or trade the shintouite they mined for a reasonable price, while also bringing entertainment and luxury goods with them for the villagers. The people here are also excellent guides for passing the Shintouite mountains for anyone who isn't willing to take the long route to Keldagrim.

    Kasumin (Population 6000)


    This village is the only centre of crop growing in whole of Kasumor. They primarily produce grains and cattle for themselves and the citizens of Earthhome, but do not have enough productivity to supply the entire country with it. Also, because Kasumin lies very close to the Kasumi Plains, they use the sleep inducing pollen in combination with blow-darts to ward off threats to their cattle. Once every half year, on the Day of Mystery in the Pyrith of Mystery, they organize the greatest one-day festival in the whole of Kasumor, known as the Sakaru Mitsura. Hundreds if not thousands of Kasumorians come to join the festivities and have a good old fashioned good time. Sometimes, even the Shïnguard joins in under a disguise to get rid of all the burdens of leading the nation for a while. Marius Earthguard, for example, tends to attend the festivities in disguise once per year and drinks, laughts and gets drunk like any other commoner would, much to the chagrin of his wife, Helena.

    Vrevral (Population 3000)


    This ancient town was once the primary meetingground for the Kasumori and the Cloudiz. Being situated in the middle of Verandil Forest, it was easy for the Cloudiz to visit this town. Furthermore, this town is the origin of the taming methods Kasumori use to domesticate their giant vermin. The proportion of people with Cloudiz features is higher here than anywhere else, bar the royal family. The inhabitants of Vrevral make their livings either by vermin taming or by guiding people through the forests on expeditions for new species of vermin. Because of the high number of Cloudiz-blooded people, Vravral is also a popular destination for Kasumori men that are searching for the love of their life or are just looking for sexual pleasure (They are still demi-humans after all).

    Farreach Outpost (Population 6000)


    A fortress town, Farreach Outpost (Also called just Farreach) is a remnant of a horrible civil war that raged through Kasumor around four centuries ago. Back then, Farreach was the refuge of the Shïnguard that ruled back then and was the holdfast and turningpoint he needed to replenish his forces and take control of the country once again, after the followers of the Simple God invaded Earthhome and the Shïnguard was forced to flee. It's fortress is composed of solid granite, with the town being formed around it after the civil war was resolved. In times of danger the whole town can take shelter in the fortress, although the food supplies in such a situation would not last very long. It is not as well defended as the Shintouite fortresses, nevertheless it is considered to be a very tough nut to crack and it would not be wise to underestimate this ancient fortress. Traditionally, Farreach is also under direct supervision of the Shogun, the second in command of the army after the Shïnguard.

    Earthguard, Waterguard, Fireguard and Windguard (Population 2000-3000 each when militarised)

    These fortresses along the Kasumor border are made of shintouite with a technology that was lost around 200 years ago, making them are between 200 and 300 years old, making them relatively new. They were build after the Calamity to deter any country who were thinking Kasumor to be an easy target during the time Kasumor was still recuperating. The fortress themselves have been largely abandoned nowadays, although they did not fall into ruin, a courtesy of the supernatural properties of shintouite. They consist of a thick outer wall with rough, sturdy buildings within, all build out of shintouite. In time of need, each of the four fortresses can hold up to 2000 people soldiers, together with enough "stables" to house 1000 pieces of vermin cavalary. These are housed inside big chambers under the fortresses themselves. In addition to shintouite walls and buildings, all underground chambers and all floors are made of shintouite, making them virtually impossible to undermine.

    The Hearthvale (Population 3000)


    A village founded by the Heartwastian people after the distaster that struck the Hearthwaste. Consisting of vampires, werewolves and other fey, this village lays a good distance from civilisation, being located in the heart of the Shintouite mountain range. A beautiful and serene town, it is located in a quiet glade where wildlife is aplenty and wood is abundant. Recently, Kasumori traders, who are used to stranger creatures, made contact with the village and trade is picking up, slowely lessening the tension between them and the Hurosha Empire.


    Spoiler: Map of Kasumor
    Show

    Map


    Spoiler: Kasumori Calendar System
    Show

    Every year is divided in two Cycles of the sun. Each cycle of the sun in turn consists of seven Pyriths:

    1: Kindness
    2: Prowess
    3: Pride
    4: Steadfast
    5: Honesty
    6: Vengeance
    7: Mystery

    Each Pyrith consists in turn of 26 days, divided in two Shou of 13 days each.
    These also all have names:

    1: Day of the Sword
    2: Day of the Spear
    3: Day of the Hammer
    4: Day of the Shield
    5: Day of the Wall
    6: Day of the Fortress
    7: Day of the Mantis
    8: Day of the Beetle
    9: Day of the River
    10: Day of the Cloudiz
    11: Day of Beauty
    12: Day of the Earthguard
    13: Day of Mystery

    After the Day of Mystery in the Pyrith of Mystery in the Second cycle of the sun is an extra day to appease the Lord of Flame and to remember the sacrifice the Cloudiz made during the Calamity.


    Spoiler: Family tree
    Show

    Link to Family tree site


    Gender, age and Cloudiz features of the respective family members:

    Shïnguard Marius Earthguard: male, Birthyear: 300, None

    Helena Softclaw: female, Birthyear: 301, Wings + Gills

    Nyllana Earthguard: female, Birthyear: 319, Wings + Tail + Gills (Fullblood Cloudiz)

    Ryella Earthguard: female, Birthyear: 320, Wings

    Riphal Earthguard: male, Birthyear: 335, Wings

    Wayve Earthguard: male, Birthyear: 353, Gills + Wings

    Paryna Earthguard: female, Birthyear: 356, Wings + Tail + Gills (Fullblood Cloudiz)

    Leona Flamestrike: Female, Birthyear: 318, Wings + Gills

    Marevain Earthguard: male, Birthyear: 260, deceased, none †

    Ilia Wavecrash: female, Birthyear: 265, wings

    Jarod Moonshatter: male, Birthyear: 270, Gills

    Waylina Softclaw: female, Birthyear: 272, Wings + Tail


    Spoiler: Hall of Heraldry
    Show


    Heraldry of Shïnguard Marius Earthguard


    Spoiler: Marius' Introduction (Year 330)
    Show

    Introduction (Year 330)
    I am Marius Earthguard. Age, 30! Occupation, Shïnguard of Kasumor! Marital status, Married with Helena Softclaw, Age 29! Got two daughers, Nylanna and Ryella, my little Cloudiz angels. I'm the leader of Kasumor.

    Yeah, I too have no idea what that random line of text at the bottom does.
    But back to business, I hope me and my people can get along just fine with yours. Be careful though with the women of my country..... They kinda pack a punch or more specifically, a kick. "Rubbs a painfull looking foot-shaped red mark on his cheek."


    Important developments during the years 331-345 of the First Age of the Kasumori Calender
    Spoiler: 331-335
    Show

    Year 331 First foundation of the religion of Ashmar are made, further research follows in the years to come.
    Year 332 Giant Insect taming process completed, now ready for both militairy and civilian use.
    Year 334 Foundation of the Treaty of Wind and Stone.


    Spoiler: 336-340
    Show

    Year 336 Grand Conference at the Grand Ball results in the formation of the Grand Coalition. Grand Ball also resulted in the betrothal of Nyllana to Iconeh of Gunung and Ryella to Royce of Lyradis.
    Year 337 A new species of "animal" has been found deep within the Kasumi plains: plant based sheep, now called hitsuji.
    Year 338


    Spoiler: 341-345
    Show

    W.I.P.


    Zargrim

    Region 15a, WaylanderX

    __

    Rolls not important, part of the Hurosha Empire.

    Eleljak, Samu d'Obbes'n'obbes

    Spoiler: Immediate Relations
    Show
    Eleljak, Samu d'Obbes'n'obbes (25)
    Wife: Paryna Earthguard (17)


    Current Stats:
    Diplomacy: --
    Military: --
    Curiosity: --
    Faith: --
    Luck: --

    Population: 42.000
    Army Cap: 4000 units
    Armies: 4000 Hovercraft Troops

    Spoiler: Original Stats
    Show
    Original Stats:
    Diplomacy: --
    Military: --
    Curiosity: --
    Faith: --
    Luck: --

    Spoiler: Leader
    Show
    The leader of the goblins of Zagrim, Eljak first opposed Kasumor's invasion of their lands. However, after Kasumor gained control over it and started sending food and clothing to his people, he was persuaded to be the ambassadeur of Zagrim instead, under Marius' supervision.



    3
    Region Details

    Spoiler: Terrain
    Show
    A Marow Por

    It's literal translation, "The Dead Gate", is very appropriate for this structure. Situated in the middle of Zargrim and the only way into Keldagrim, A Marow Por is a giant steel gate which is heavily fortified and bolted shut, except for a narrow passage at the bottom from which travel from and to Keldagrim is possible. Before Kasumor's takeover of Zargrim, the goblins shied away from A Marow Por, afraid of dwarven retaliation. However, because Keldagrim is allied with Kasumor, the goblins feel alot safer then before and have started to colonize the area around it, forming a small trade village which is used a trading point for Keldagrim-Kasumor transactions.

    Caudarn Killan

    Literally translated, Cauldron Valley, this properly named bowl shaped valley is the remnant of a meteorstrike which occured millenia ago due to unknown reasons. This created a giant crater which served as a sanctuary for wildlife ever since. Home to dire wolves, giant bears and other large predators, this is Zargrims main source of furs, although only the toughest hunters will dare venture into this valley.

    Castal a'n Sperez



    Litterally translated, Castle of the Spirits, this beautifull place consists of a hot spring emerging from the top of a mountain and streaming down below. Due to the limestone desolved into the water and solidifying on the river bottom and sides when the water cools down, the whole riverbank looks like an icy glacier, except it is formed by hot water and limestone, not ice. Goblin legends say spirits and fairies made their home there, but recent investigation proved to be fruitless. However, recently both Kasumori and Zar-jin scholars have theorised that the fey that live or lived here could be related to the Cloudiz.


    Spoiler: People
    Show
    The goblins of Zargrim are smaller than humans, although they are still of reasonable hight. They typically measure around 1.50 meters. They are obsessive inventors, creating new technology on a near weekly basis, although 99% of it is just total garbage. However, with their technology, they keep the environment in mind. This is because their ancestral religion is the one of the Great Eel Spirit, which reveres nature. For the rest, they are typically easygoing, but can appear a bit crazed to others. They are very informal, even towards kings, but are always up for a good laugh and a drink. They take great pride in their tech, to such an extend that it is considered a disgrace for a goblin to not have invented something in his first 15 years of life.


    Spoiler: Resources
    Show
    Due to the large amount of mamalian predators present in the wilds of Zargrim, they have an abundance of furs (Good). Minor resources include limestone, goats and wood. Also, in the rivers of Zargrim, electric eels (Minor resource) can be found together with Wood, Stone and Iron as Minor resources. Recently, Tânedhan (Phoenixes) were found by Eleljak in the northern regions of Zargrim.

    Eleljak's report on the Tânedhan, send to the Academy in Earthhome together with a batch of eggs:

    Appearence: These birds are the size of big parrots and have bright red feathers that always glow with a red-orange hue. Their tailfeathers measure around 75 centimeters long and seem to be on fire permanently. Strangly, these feathers only seem to burn the things the Tânedhan wants to burn.

    Diët: Tânedhan primarily eat nuts and fruit, although they will occasionally catch small rodents and young mammals when they get the chance. Rarely, they will hunt and work together to take down big prey, burning vital areas to slowly wear the unfortunaly target down. This indicated a higher than average level of intelligence.

    Lifespan:
    300 years, divided over 5 reincarnation cycles. These reincarnation cycles happen around every 60 years, but can also be delayed or occur early. A week before the reincarnation, the bird looses its glow and it grows weaker and weaker. It will not eat anymore and hide itself in a safe place. When the time has come, it flares up in a burst of bright white-orange flame, from which a young chick emerges. The chick then grows to adult size within 2 days, starting the cycle anew. After the 5th cycle, the bird just dies and does not burst into flame. The Tânedhan are the most long lifed animals known to the Hurosha Empire.

    Ecology:
    Tânedhan do not seem to have any natural predators and primary seem to regulate the amount of vegetation in the area. When an area becomes to densly grown with trees, they will burn away parts of it to give newer trees a chance. These fire are always carefully controlled by the birds by quenching it with sand they take with them using leaves, further demonstrating their natural intelligence and ability to use tools.


    Spoiler: Religion
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    While the majority of Zargrim worships the Lord of Fire, a minority worships an ancient entity, called The Great Eel Spirit.

    Faith name: Eelism
    Diety name: The Great Eel Spirit, The Ancient Diety of Nature
    Other Names: Keeper of Water, Lifeguard, Ancient Slitherer
    Portefolio (Major): Life, Water, Nature.
    Portefolio (Minor): Technology, Trickery, Ingenuity

    The Great Eel Spirit stands for Life and the Nature surrounding it. Also, because of its minor link with electricity, the Great Eel Spirit also represents technology and ingenuity, aswel as trickery to slip out of bad situations.

    The faith is lead by the Chief Druid, who leads a small cabal of priests located in the remove northern area of Zargrim. The priests spend their days tinkering, outsmarting one another and tending to pools of sacred electric eels. Stories say that these special eels can deliver a shock that is sometimes capable to kill an adult goblin.


    Spoiler: Cities of Zagrim
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    Bucka a'n Pednplas

    Literal Translation: Capital of the Goblins. The ancient capital of goblinkind, this city is a twisted whole of small, narrow streets together with the weird and crooked architecture of the goblins. The Samu d'Obbes'n'obbes makes his seat here, in the building the goblins call the Cawal. This fortress palace serves as both the seat of the goblin leaders, but also as the cradle of the most important inventions the goblins make, as the most brightest of goblinkind are gathered here.

    Sita a'n Scolur

    Literal Translation: City of the Scholars. This city is the city of the keepers of Goblin technology. The centre of the city is one big library, in which all invention that have been developped, no matter the significance of the invention. It is governed by the top 2 inventors of the city, which is changed every 20 years.

    Sita a'n Helhier

    Literal Translation: City of the Hunter. The base of the hunters of Zargrim, the city is situated near the major concentration of large predators in the area. Hunting on hovercrafts, they are very skilled in using spears to take their quarries down.


    Spoiler: Technologies
    Show
    The Goblins of Zagrim possess Hovercraft technology and Plate technology.


    Spoiler: Map of Zargrim
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    Shikurai

    Population: 30.000
    Army Cap: 3000
    Armies: 0

    Gwrîstîn

    Population: 24000
    Army Cap: 2000
    Armies: 0

    Tekorva

    Population: 91.000
    Army Cap: 9000
    Armies: 0 (3000 rebel)

    Keldagrim

    Population: 72.000
    Army Cap: 7000
    Armies: 4000 Ground, 1000 Insect Cavalry
    Last edited by WaylanderX; 2014-07-02 at 09:03 AM.
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    My Extended Homebrew Sig!

    Currently writing a fantasy novel: The Dawn of Life!
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  4. - Top - End - #604
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    Quote Originally Posted by zabbarot View Post
    The real question here might be if an army with Thestrals and Griffons is better or equal to an army with just one or the other.

    Edit: Maybe the tech should just be "Flying Mount"
    That's what I think... Morph confirms it below, so that's nice.

    Quote Originally Posted by QuintonBeck View Post
    As an update on the wars. I do believe peace is being moved towards between the GC and UN. (We really ought to have animals to represent our nations like they did in the Cold War and really every war) It's still in the preliminary stages but hopefully we can all work to make this a more peaceful world.

    @Zap I may be interested in some Wine. Does Timber, fish, spices (non-drug kind) or silk interest you?

    Also, PMs tell you when the person's inbox is full right?
    They will tell you, yes. I think the creature for Guilder is probably a falcon.

    Quote Originally Posted by Lord_Burch View Post
    I suppose I will attend something Zap, since I've got 2-3 things going on. RD has something this turn, right?

    Also, war.
    Against the Heartgouger dude, no worries y'all.
    Kill 'im, bro! Heargouger sounds scary.

    Quote Originally Posted by Zap Dynamic View Post
    At what point do we round up? I've got a population of 69,000, so it'd be 6.9 units, whereas I was at 7 before the increase.

    Quinton, I don't suppose you'll be at the Last Visitation, eh?
    You'll be at the Visitation? Great to hear! I'm hoping Quinton will be, too.

    Quote Originally Posted by Zap Dynamic View Post
    He does! I suppose you probably wouldn't be interested in attending the Last Visitation as it'll be full of GC folks... right?
    The Visitation is an all-faiths thing, and I will smack the face of anyone who does anything related to hostility there. So no worries if anyone from the UN wants to come; in fact, I'd heartily love you to attend, as well.

    Quote Originally Posted by Rain Dragon View Post
    Question: If you choose a resource, of, say, Thestrals, would you trade them to me?
    I most certainly would... I have to finish up exploring 54 first though.

    Quote Originally Posted by Morph Bark View Post
    Thestrals could utilize the same training/taming/riding tech as griffons and similarly behaving/built creatures, I figure.

    Is Guilder's Final Visitation linked anywhere?

    Also, that wine... hmmm. I've got an idea that might be fun, though long-term, should there be one stack left to trade.
    The Final Visitation, for everyone's perusal.

    OK. So Pegasi/Thestrals/Griffons, basically? Cool.
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    I'm going to the visitation I think. Let me get my ducks in a row...

    Meanwhile, I need to make a region.
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    Quote Originally Posted by TheWombatOfDoom View Post
    I'm going to the visitation I think. Let me get my ducks in a row...

    Meanwhile, I need to make a region.
    Epic congrats on Region 32! I'm really glad for you.

    Good to see you there! There's a special service planned for Gareth, as to the Guilderenes, he's the one who made them decide against war.
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    I have one colonization question:
    Quote Originally Posted by Morph Bark View Post
    This also means that if someone starts colonization in a later round than someone else, they’ve already lost, unless they bring military troops instead. (Military force will thwart diplomatic missionaries, but will certainly be opposed by the people there, who may ally themselves with the diplomatic missionaries’ country of origin.)
    This means that if I started colonization of region 42 previous round and Lord_Burch started colonization of this region in this turn, that I have been succesful even without roll, or that I will get +2 bonus (As if I have won in first round) or that I won´t get any bonus?

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    Quote Originally Posted by SamBurke View Post
    Epic congrats on Region 32! I'm really glad for you.

    Good to see you there! There's a special service planned for Gareth, as to the Guilderenes, he's the one who made them decide against war.
    That's awesome. I saw everyone's reactions in the OOC, but I've yet to see much effect IC. Needless to say, I needed a break after writing that one.
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    Quote Originally Posted by TheWombatOfDoom View Post
    That's awesome. I saw everyone's reactions in the OOC, but I've yet to see much effect IC. Needless to say, I needed a break after writing that one.
    I think it'll come up as a solid reason for it in the peace conference being held this round.

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    Quote Originally Posted by Shnur View Post
    I have one colonization question:

    This means that if I started colonization of region 42 previous round and Lord_Burch started colonization of this region in this turn, that I have been succesful even without roll, or that I will get +2 bonus (As if I have won in first round) or that I won´t get any bonus?
    I wasn't aware you were colonizing it; however, I've changed that action anyway, so it shouldn't matter.
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    Quote Originally Posted by Lord_Burch View Post
    I wasn't aware you were colonizing it; however, I've changed that action anyway, so it shouldn't matter.
    Ok, I was only bit confused.

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    Quote Originally Posted by SamBurke View Post
    You'll be at the Visitation? Great to hear! I'm hoping Quinton will be, too.
    Well after an OP like that... how could I stay away?!

    I guess things are a little flip-floppy at the moment. I'm taking an action to attend either the Visitation or Cantus Sai--and I'll definitely attend both for the fluff--but I'm not sure which one's going to be the official one yet.
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    Quote Originally Posted by Zap Dynamic View Post
    Well after an OP like that... how could I stay away?!

    I guess things are a little flip-floppy at the moment. I'm taking an action to attend either the Visitation or Cantus Sai--and I'll definitely attend both for the fluff--but I'm not sure which one's going to be the official one yet.
    Thanks!

    If it helps, I would like to work a deal of Bronze/Heartwine, to drown away the Doge's sorrows, at the Visitation.
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    The Glazfell Hegemony
    BladeofOblivion



    rolls

    King Hroar "One-Antler"

    Current Stats:
    Diplomacy: 10
    Military: 5
    Curiosity: 4
    Faith: 5
    Luck: 3

    Spoiler: Original Stats
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    Original Stats:
    Diplomacy: 1
    Military: 2
    Curiosity: 3
    Faith: 4
    Luck: 3



    Family Tree


    Spoiler: Technologies
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    Ocean-Faring Ships
    Plate Armour


    Spoiler: Foreign Imports
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    Bladed Birds (Sympolemou)
    Salt (Ashenia)
    True Ice (Sympolemou)
    Crops (Sycia)
    Pegasi (Sycia)
    Athletes (Guilder)
    Mushroom Trees (Raaneka)
    Squid (Hurosha)
    Light Crystals (Celero)
    Tropical Fruit (Jeweled Cities)
    Obsidian (Gunung)
    Platinum (Razdis)


    Spoiler: Military
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    Glazfell: 3000 land troops
    Estglaz: 2000 land troops
    Frosskov: 1000 land troops
    Skarval: 2000 land troops
    Drugaud: 1000 land troops

    Spoiler: Military Doctrine and Composition
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    Coming Soon to a Region Near you!



    ----



    The Glazfell
    Region 59, BladeofOblivion

    Population: 106,000 (11 max units)
    Terrain: Frozen Wasteland, Frozen Mountains, Frozen Rivers, Frozen Valleys...
    People: Berapi [Frosten] (Demi-humans, cerulean-skinned, low body temperature, stocky), Frosten culture

    Resources:
    • [Good] Bronze (3/3) (to Skarval, Sycia, Ashenia)
    • [Good] Tears of Yphine (2/3) (to Hurosha, Guilder)
    • [Good] Meat (Megafauna meat, of course) (3/3) (to Frosskov, to Sympolemou x2)

    Import Necessity/Great Desire: Crops (Met via import from Sycia)

    Religion: Doctrine of Frost (Only)

    Region Details

    Spoiler: History
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    The Ancient Histories of the Glazfell are steeped in myth, but nobody seems to agree on what, precisely. The only idea that seems halfway consistent is that something existed here that defied the Lord of Fire and was smote for it, its fire being taken away and the land left to be consumed by ice.

    The histories started up again in the year 315, with the first appearance of the Frosten Berapi upon the eastern borders. Finding the land to be suitable for them, they quickly expanded and brought down a crusade of righteous wrath down upon the great snow-striding beasts that threatened them! Blood was met with blood, and blood upon the snow paid the price for their Kingdom.

    The Frosten managed to thrive, and soon enough they moved westward, intent on more conquest. However, this plan was doomed to failure when their leader of the time, in perhaps the most impressive display of divine conversion and naturalization of a new religion ever recorded, spontaneously adopted the worship of Yphine after a single war conference with the Catfolk of Sycia.

    There was a short civil war in the Glazfell between the devout followers of the old spirits and the new worshippers of the Frost Goddess, and the Frosten grew more and more insular as the years passed by. Finally, though the toll had been bloody, the rebellion had been crushed and the worship of Yphine was forced into law.

    Finally, after many years of isolation and war, the Frosten are rebuilding, putting themselves back together, and ready to enter the world at large.


    Spoiler: Terrain
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    The Glazfell is a land defined not by its vistas and its cities, but its dangers. Even its name comes from an old quote, uttered by its discoverer many long years ago:

    "Ice sheets glaze the steep slopes, and fell creatures stalk within the snowstorms. We should take care."

    Indeed, the explorer who uttered this simple statement was correct on all counts. To most humanoids, the Glazfell is a frozen wasteland teeming with dangerous beasts, deadly storms, and not nearly enough mineral wealth to justify the danger. Only the very hardiest trees grow there, for the permafrost often goes down to bedrock, and ice sheets cover nearly every available inch of space. Only the mountains are spared the worst of the ice, but even there the snow and hoarfrost encroach on even the most fervently warmed place.

    This land is forsaken by the Lord of Fire, or so the tales say, and thus its name was set in stone and frozen there forevermore.

    Notable Terrain Features:
    • Drake's Hollow: Hidden high upon Mount Edda, there is an ancient cave devoid of life. However, there are clear signs of habitation from forever ago, including scratch marks from a beast larger than any known, and an ancient sheet of ice bearing a curious imprint: One that resembles the profile of some great serpent with the wings of a bat. No one has ever witnessed such a beast, but those who have seen the evidence of its existence have taken to calling it "Uhyre Drakon", meaning what amounts to "Huge Serpent".
    • The Eye of Yphine: In the heartlands of the Glazfell, nestled between two low mountains, there is a place where the glaciers meet and have driven each other downward, resulting in a sheer drop hundreds of meters into certain doom. Nevertheless, the Berapi are driven to survive in the harshest of conditions, and stairways have been carved out of the ice to allow access. The caverns revealed by the bizarre tectonic-like reaction are breathtaking in their beauty, containing rare liquid water and softly lit by the crystals known as the Tears of Yphine. This is considered a holy site, and yet the tears are mined for their value, which perhaps helps to illustrate how faith and industriousness go hand in hand for the Frosten.
    • The Bronze Citadel: This place is ancient, unknown, and sealed tight. The walls are forged from solid bronze, and attempts to mine one's way through have revealed that there is a layer of what looks to be an unknown, more or less indestructible alloy of adamantine behind that. None have managed to climb the perfectly smooth walls, and all attempts to scale it using pitons have been met with gruesome death, whether by falling or consumption by the enormous spiderlike monsters that infest the upper reaches. Flying high above the fortress is a flag that still blows in the wind despite being nothing but tatters and hoar. No one knows what lies beyond the Mighty Gates of this vast Citadel, and some have theorized that this is perhaps for the best.


    Spoiler: People
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    The Glazfell is inhabited mainly by Frosten Berapi, distant cousins of the Iztli Berapi from Gunung. Their skins come in shades from the palest white to teal to a moderate blue, and pale, slightly glowing streaks of white show upon their bodies where veins and arteries come close to the surface. Their flesh is cold to the touch, thicker than that of most other humanoids, and hairless excepting the tops of their heads.

    What might be surprising to some is that they are warm-blooded mammals. Their flesh is cold to the touch not because they are made of ice or any such nonsense, but because they absorb and store heat much more efficiently than any other humanoid. There's almost certainly some magical influence here, though, since this trait seems to casually disregard thermodynamics.

    At any rate, their unique traits grant them an unparallelled ability to survive the harsh Glazfell winters, though they come with some costs as well: Most of them are very uncomfortable in warmer environs, where their lack of efficient heat dispersal is a severe handicap.


    Culture:

    Common stereotypes of Frosten include the ideas that they are emotionless (or at least very stoic), often brutish, and overly regimented. All of these are to some degree true, though obviously there is significant variation from person to person. Life in the Glazfell is dangerous, and all people who live there must be strong, careful, and organized to survive. Frosten are often quiet and guarded because conditions are harsh and opening one's mouth for too long is a good way to lose body heat. Those who go out on their own usually experience a swift death via hypothermia, frostbite, jagged stone, or horrible ice monster. Finally, those who survive have to be a little bit brutish just to take down some of the giant creatures of the snow that constantly threaten the Glazfell.

    Life is hard, and there isn't much room for the weak.


    Spoiler: Resources
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    As harsh and dangerous as the Glazfell is, it is rich in mineral resources, Copper and Tin mines likely being the most practical. These supplies, while they have uses on their own, are usually used to make Bronze armor and weapons.

    However, there are other secrets buried deep, with the most secret and special of all being the Tears of Yphine. Nobody is quite sure where these crystals came from, though legend holds that they are in fact Yphine's frozen tears. They form naturally in an unknown manner in a few mines toward the center of the Glazfell, where the monsters are the very thickest, but for many they are worth the risk. These crystals are usually very small, roughly the size of the average human fingernail, but specimens have been seen in sizes as large as an Orc. They glow softly with some internal light, and they feel quite cold no matter the circumstances. In many cases they are used to keep things cool in warmer climates where normal ice would simply melt, but many believe that they carry special potency that could be alchemically unlocked, if only it were known how.

    The final major resources of the Glazfell are the flesh and blood of the Great Snow Creatures that so often pose a threat to Frosten villages and cities. They are formidable indeed, but the Frosten have yet to encounter one that a well-coordinated team of hunters could not kill. The meat is reportedly delicious.


    The Glazfell is, perhaps unsurprisingly, very poor in terms of agriculture, as can be expected when the majority of the land is snow, ice, and permafrost. The Frosten rely on outside trade for this, as meat on its own does not make an excellent diet.


    Spoiler: Religion
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    The Frosten fervently worship the Frost Goddess Yphine, and pilgrimages to Sycia where the religion's head resides have become fairly common as of late. They consider themselves blessed by Yphine in much the same way as many of the Berapi in Gunung consider themselves blessed by the Lord of Fire, and offer reverence in trade for the gifts that allow them to survive so well in these frozen lands.

    Other religions are acceptable to a limited degree, though they are less accepted and more "tolerated" under normal circumstances. Adherents of heretical or heathen faiths are not punished by death unless their practices violate more severe laws, but they are stripped of most privileges and levied heavy fines and taxes just for being there. Further, public religious displays (along with true temples and shrines) are only permitted for worshippers of Yphine, forcing any others to keep their worship more or less in their own home.

    This hasn't stopped a few tiny communities of Radurjics and Lord of Fire Worshippers from springing up, though. And later being put down by Sycian Missionaries, of course.




    ----



    The Estglaz
    Region 58, BladeofOblivion

    Population: 107,000 (11 max units)
    Terrain: Icy Plateau, Cliffs, Bluffs, Snow Plains
    People: Berapi [Frosten] (Demi-humans, cerulean-skinned, low body temperature, stocky), Frosten culture

    Resources:
    • [Good] Silver (2/3) (To Raaneka, Celero)
    • [Good] Gold (3/3) (To Razdis, Gunung, Guilder)

    Import Necessity/Great Desire: Wood (met by import from Frosskov)

    Religion: Doctrine of Frost (Only)

    Region Details

    Spoiler: History
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    Nomadic Berapi settled in the Estglaz long ago, but the main mass moved further west to the Glazfell. The problem was not any lack of wealth, for the Estglaz is very rich in precious metals, but its lack of wood, making the prospect of hunting difficult at best. While there were at least a few places in the southern reaches where food could be grown, there is nary a tree to be seen along the snow plains and plateaus, dooming the inhabitants to ignominy upon the world stage for their inability to build permanent structures.

    Or so it would have been had not the neighboring culture of the Glazfell reconnected and reabsorbed them, diverting additional wood from the newly-colonized Frosskov region to sate their new citizens' needs. The Estglaz became a territory of the Glazfell Hegemony, under the watchful eye of King Hroar.


    Spoiler: Terrain
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    The Estglaz is arguably just as harsh as the main Glazfell, though geologically it is often considered to be an extension of it. Still, there are some significant differences when it comes to the terrain itself: Estglaz is dominated by snow plains over ice sheets and plateaus over mountains. Where the Glazfell is mountainous and very sloped, necessitating terracing or additional support for most construction, the Estglaz is fairly flat except for the occasional sharp geological extrusion. This is a both a blessing and a curse for travelers, who are spared the elevation gain and rough mountaineering but instead must trudge through knee-deep snow at all times.

    Notable Terrain Features:
    • The Great Ice Wall: Tales have filtered in of a great wall of ice lining the eastern edge of the Estfell, but few have seen it clearly and fewer still have done so while sober. The region's near-constant snowstorms make casual observation difficult, and no royal mandate has cared enough to investigate as of yet. Adventurers have rumored that the wall itself is actually hot to the touch, but these reports are not confirmed.
    • Scarrel's Basin This particular region is actually entirely frozen over, but the ice is so pure and transparent that it can clearly be seen below. Underneath the ice there sits a basin of folded stone, like the caldera of a volcano. But surely it isn't a true volcano, right? After all, there hasn't been any volcanic activity here in recorded history. It's probably just moraine or something. Yeah.


    Spoiler: People
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    Like the main Glazfell, the Estglaz is populated almost entirely by Frosten Berapi. Their culture is overall fairly similar to that of their brothers further west, though they traditionally have relied on stone tools for hunting due to a lack of wood.


    Spoiler: Resources
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    The Estglaz is rich in Gold and Silver, two precious metals. While these were underutilized until very recently, they've proven an excellent source of wealth for the growing Kingdom of Glazfell.

    No large trees are known to grow in the Estglaz, and the land is very poor in Wood. Imports from Frosskov have mitigated this, however.


    Spoiler: Religion
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    It's the Doctrine of Frost, baby! Y'all know the deal.


    ----



    The Frosskov Expanse
    Region 57, BladeofOblivion

    Population: 89,000 (9 max units)
    Terrain: Boreal Forest, Hills, Waterfalls
    People: Berapi [Frosten], Catfolk, Werewolves, Frosskov culture

    Resources:
    • [Good] Silk (2/3) (to Sycia, Jeweled Cities)
    • [Good] Wood (2/3) (to Estglaz, Sympolemou)

    Import Necessity/Great Desire: Meat (met by import from Glazfell)

    Religion: Doctrine of Frost (Only)

    Region Details

    Spoiler: History
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    The Frosskov Expanse was spared the worst of the deep freeze that the Glazfell and Estglaz suffered after the Cataclysm, but it too felt the snowfalls and deep chills in winter. Its history is otherwise frankly quite dull. Werewolves and Catfolk have coexisted here and learned to cooperate as in Felitora, and little has changed in as long a time as any still living remember. In fact, the only notable event has been the absorption of the region by the Glazfell Hegemony.


    Spoiler: Terrain
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    The Frosskov expanse is perhaps best described as a bridge, whether it's a sloped bridge between the Glaz highlands and the Skarvali flats, or a cool bridge between the Icy Glazfell and the moderate Skarval. It is heavily forested, with over eighty percent of its land at least lightly wooded, and the landform itself is largely a gentle, steady slope upward as you go further North.

    Notable Terrain Features:
    • The Riespinn Forest: Infamous in the east (though not quite as much so as the Forest of Bones), Riespinn Forest is considered to be ludicrously dangerous. The trees are tall and filled with dark-black heartwood. Spiny shrubs rise from the ground, making travel difficult. Worst though are the great nests of the Riespinn that give the forest its name: Giant Spiders, hunters of man and beast alike! They consume so much that the land is poor in meat to sustain them, but there is a silver lining to their presence. The silk that they produce is of immense value, however...
    • The Wolf's Den: Home to what is quite probably the largest single Werewolf community outside of the Heartwaste, the Wolf's Den is a large cavernous structure within Frosskov's woods. Some of the older parts of the caves bear paintings and inscriptions that are very old indeed, depicting many different creatures walking like men and...fighting? It's hard to say at a glance. Some of the figures are hard to make out, but many are obviously Werewolves and Catfolk, with a few that look like Bulls and Bears.


    Spoiler: People
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    The Frosskov Expanse is largely untamed wilderness, but nevertheless it's quite large and there is plenty of room to sustain a few dense population centers. Catfolk, Werewolves, and Frosten colonists live largely in their own communities separate from each other, though all three coexist within the regional capital of Frostfall.


    Spoiler: Resources
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    First, the Frosskov Expanse is heavily forested and rich in usable wood. While most of it is pine and cedar like other northern forests, there are a few groves of denser ebony that is often used ornamentally. The region has a second resource of value in its silk, which can be regularly harvested from the webs of the Great Riespinn Spiders: This is a hazardous career to be certain, as the spiders are incredibly dangerous, but it is also incredibly lucrative.

    The cold regions, relative lack of small shrubbery, and predation via inedible Giant Spiders result in a region where meat is very hard to come by, and must be imported from elsewhere.


    Spoiler: Religion
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    Doctrine of Frost, yo!


    ----



    Skarval
    Region 56, BladeofOblivion

    Population: 96,000 (10 max units)
    Terrain: Cool Plateau, Rivers, Ravines, Riverbank Thickets
    People: Berapi [Frosten], Catfolk, Sah'raa Goblins, Human [Skarvali], Skarvali culture

    Resources:
    • [Good] Herbs (3/3) (to Glazfell, Frosskov, Estglaz)
    • [Good] Stone (0/3)

    Import Necessity/Great Desire: Metals (met by Bronze Import from Glazfell)

    Religion: Doctrine of Frost (Only)

    Region Details

    Spoiler: History
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    Skarval is believed to have been homogeneously human at some point, possibly having come from further east. However, most family lines among the Skarvali originate in the southwest, suggesting that they have some lineage from the Drugaud region as well. The Catfolk are a more recent addition, having spread from the southern parts of Frosskov some eighty-odd years before the Frosten. The Frosten population is most recent, having only appeared a mere decade before Skarval was peaceably absorbed into the Glazfell Hegemony.


    Spoiler: Terrain
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    The region of Skarval exists in a strange dualistic state, as its upper and lower landmasses are very different.

    Extending from the base of Frosskov's foothills, Skarval's upper landmass is mostly arid, cool flatland, with a thin layer of succulent vegetation disguising the rocky landscape. It is almost like a desert up there, though not as extreme a one as Sah'raa further south. Some Goblins similar to the variety from the Sah'raa live here, but there is little else of value on the highland.

    The region actually receives fairly frequent rainfall in its northern parts and as runoff from Frosskov, which begs an important question: Where is all of that water going? The answer lies in Skarval's lower landmass, a series of flowing river valleys that take the water south and west, flowing through Southern Felitora and the Drugaudian Steppes to the sea. These valleys flow with warm and arid winds coming north from the Sah'raa dunes, but the land itself is marshy and wet. The variety of plant life in these valleys is truly staggering, though the tendency of marshy land to become a cesspit of mosquitoes and disease makes such land poor for actual habitation.

    The great rocky tables that make up the upper landmass are riddled with holes from constant erosion however, some of which expand into true caves. These are much better for habitation, as they are protected from the hot winds and shaded from the sun. Many of them are also wet, and several varieties of subterranean flora and fauna exist.

    Notable Terrain Features:
    • One: Stuff here.
    • Two: Stuff here.


    Spoiler: People
    Show
    Frosten and Catfolk live here, mostly as colonists. The bulk of the population is composed of the Skarvali, fey-blooded humans. They appear somewhat wispy and translucent in color, such that they tend to blend into the background when one isn't really looking at them or even alert. The Skarvali do not seem to like the sun much, and generally stick to the caves. The upper reaches of the tepui are lightly populated by Goblins, but are otherwise fairly lifeless.

    Skarvali Culture:

    Blah Blah Blah


    Spoiler: Resources
    Show
    Skarval's Herbs are valuable primarily for their edibility and useful culinary applications, but some Guilderene scholars have claimed that they might also have alchemical purposes.

    Stone is also readily available from Skarval in several varieties, as it can be easily mined from the huge table formations.

    The Skarval Region is poor in metals both precious and practical, but the latter variety is far more important to daily life than the former. Thanks to Bronze imports from the Glazfell, the inhabitants of Skarval are finally able to treat metal tools as anything less than the most precious of treasures.


    Spoiler: Religion
    Show
    I spy with my little eye: Something Frosty and Doctrinal.

    The Skarvali used to have a pagan religion of their own, in which their Gods lived at the top of the tepuis. However, a death knell was sounded when missionaries from Sycia demonstrated that no gods lived upon the plateaus, just a few goblins. With the tenets of their previous faith clearly debunked and their gods evidently false, nearly all resistance to the Doctrine of Frost disappeared.
    Last edited by BladeofObliviom; 2014-05-14 at 08:11 AM.

  15. - Top - End - #615
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    BlueWizardGirl

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    Drugaud
    Region 52, BladeofOblivion

    Population: 77,000 (8 max units)
    Terrain: Rocky Steppes, Streams, Cold wastes
    People: Berapi [Tieflin], Drugaudan culture

    Resources:
    • [Good] Iron (0/3)
    • [Good] Coal (0/3)
    • [Good] Scientists (0/3)

    Import Necessity/Great Desire: Food (Met by Tropical Fruit Import from Jeweled Cities)

    Religion: Inherited without information. Pagan, I guess? (Dubious)

    Region Details

    Spoiler: History
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    The Drugaudan Steppes are believed to have once contained a large lake teeming with life, fed by Skarvali rivers, and separated from the sea by a thick sandbar. At some point, however, volcanic vents began to appear and spew ash and flame to the skies, and lake was dried and covered.

    It is unclear how the civil timeframe relates to the geologic one, but the Tieflin of Drugaud have lived there as long as they remember and once referred to their lands as the Limitations of some Western Informational Hub. The meaning of this has been lost to the ages, but scholars suspect that at some point the land was used as a hideout for the spies of some kingdom to the east, to look in on Faedas to the west. The name has since fallen out of use with the Glazfell Hegemony's peaceful absorption of the Hub's Government into their own structure.


    Spoiler: Terrain
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    [IMG](NOTE TO SELF FIND A PICTURE)[/IMG]

    BLAH BLAH BLAH

    Terrain The rocky cliffs and bluffs of the Drugaudian Steppes are a veritable maze of barren rocks and yawning chasms lining most of the Western borders of the Geographic Limitations of the Western Informational Hub. or GLWIH. The location is barren and desolate. A feature the residents of the GLWIH chose for just such a purpose, the terrain itself deterring the prying eyes of strangers. If one were to seek the Thorpe and villages of the GLWIH, they would likely wander the White Wastes for days before dying a slow cold death from hypothermia. Many believe the Residents make their homes in the great mountain which locals call Emohesab. But no one has ever found concrete proof to support the claim.
    Notable Terrain Features:
    • One: Stuff here.
    • Two: Stuff here.


    Spoiler: People
    Show
    The Tieflin are a lesser-known species, probably by art rather than by coincidence. Like the Iztli and Frosten they are a form of Berapi, but their aspect is light rather than heat: More specifically, the Tieflin embody darkness in humanoid form. Their flesh is dusky and translucent, like that of a scale-less fish, and they often have small horns, red eyes, or other unusual traits. Some of these might be a result of inbreeding or mutation, but others appear common enough that they might simply be natural.

    They are by nature fairly good at sneaking around, especially when it's actually dark out, but on the other face of the coin they don't seem to like the sun very much. They might be the only race in existence that can actually manage to sunburn their internal organs without any gaping wounds involved if sufficiently careless.


    Drugaudan Culture:

    Blah Blah Blah

    People
    The inhabitants of GLWIH are skittish at best, and cowardly at worst. They are mercantile dealers of information and manipulators of secrets. They will happily align with the baser more... native... Cultures nearby out of self preservation.

    The few who have met with one face to face describe them as obsessively formal and good humored, and yet despite this they always leave with the feeling of mistrust. A racism the Lesser Tieflings of GLWIH are working to overcome.


    Spoiler: Resources
    Show
    Drugaudan Iron and Coal can be easily found, usually buried no more than a few hundred feet down. There could plausibly be more mineral wealth buried in the deeps, but the Tieflin are not dwarves and only mine for the resources they need rather than for the sake of mining. However, their culture seems to have a lust for knowledge and information in the same way that the Dwarves tend to love their precious metals, and many of them take the role of scholars or philosophers (or Scientists for convenience, though the term is anachronistic without any Scientific Method.)

    Where the Tieflin do not hunger for wealth, though, they hunger for...Food. While the soil of Drugaud is actually very fertile and could bear crops in theory, the volcanic ash clouds that more often than not blot out the skies are sure to ruin any attempt at actually growing them, and that's if they survive the constant ashfall.


    Spoiler: Religion
    Show
    The Tieflin worship their own secretive gods. Perhaps the Lords of Night and Knowledge? They're not precisely the most open of societies. They could probably sacrifice people and no one would notice.
    Last edited by BladeofObliviom; 2014-05-14 at 08:12 AM.

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    Yay, blade's back. A good player and worthy adversary. Good to have you back

    @raindragon: I will also be in attendance.

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    @Sam, Humperdink and Faruha got married right? : P Apparently a Doge's wife is called Dogaressa. I had to look that up. My first guess was Dogess >.> I didn't realize at the time that Humperdink would be next to rule the country though, so this is neat.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  18. - Top - End - #618
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    Quote Originally Posted by zabbarot View Post
    @Sam, Humperdink and Faruha got married right? : P Apparently a Doge's wife is called Dogaressa. I had to look that up. My first guess was Dogess >.> I didn't realize at the time that Humperdink would be next to rule the country though, so this is neat.
    Yup! Faruha/Humperdink... forgot. That was promised *ages* ago.
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  19. - Top - End - #619
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    Posted in the Visitation thread; sorry Rain, it was so hard to choose! Two great threads, but I've given Tumberink a bronze phylactery. Future MacGuffin for someone? I hope so.
    I'm also on the Bay12 Games forums under the same username.

    The awesome Ceika made both my avatars! All hail!
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    Currently playing the parched and honourable Rabhid Dynasty in Empire2!

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    So, Morph, it looks as if both myself and Silverbit are pursuing claims to the throne in Eyrecradia. How does that work? I assume roll 1d6 and add diplomacy, but is there any bonus for a better claim?
    Amazing Jaune Arc avatar made by the talented artist Comissar. Thanks a lot!

    Playing as the Kingdom of Gleiss in Empire! 3.

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    Quote Originally Posted by Rain Dragon View Post
    Of course.

    Also, the Tekorvanin might respond a little bit awkwardly since you're coming out of the Frozen Wastes.

    Let me know if anything makes you uncomfortable or what sort of things you are expecting of this event.
    Oh, no worries... there's a lot that might make Näiyop feel awkward, but I'll be fine

    The main idea for me is to introduce the Na'nuk, get to know some neighbours, learn about their culture and maybe find some trade partners in the process.

  22. - Top - End - #622
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    Morph, can you get back to me on my PMs? I know you're busy but it may affect my actions depending on what happened.

    EDIT: Lord Burch & Elemental, you guys attending Cantus Sai for the diplomacy talks right?
    Last edited by QuintonBeck; 2014-03-10 at 05:40 PM.

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  23. - Top - End - #623
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    Quote Originally Posted by SamBurke View Post
    I hear it is only the best of the events occurring this round.

    Quote Originally Posted by BladeofObliviom View Post
    Alright, here's a tentative new nation post that I'll be working on! I didn't bother with the terrain yet, since I'll work that out when I have an actual region.
    ...Well I like it!

    Quote Originally Posted by Arutha View Post
    @raindragon: I will also be in attendance.
    Sweet. I've added you to my list in the OP as well as clarifying a few things that are easy to get mixed up below the nations' attendance.

    Quote Originally Posted by zabbarot View Post
    Apparently a Doge's wife is called Dogaressa.
    Huh cool.

    Quote Originally Posted by Silverbit View Post
    Posted in the Visitation thread; sorry Rain, it was so hard to choose!
    It's fine. Guilder's closer to you anyway, and Sam did a very good job on his OP.

    Quote Originally Posted by aspi View Post
    Oh, no worries... there's a lot that might make Näiyop feel awkward, but I'll be fine

    The main idea for me is to introduce the Na'nuk, get to know some neighbours, learn about their culture and maybe find some trade partners in the process.
    Good luck in these endeavours for sure!

    Quote Originally Posted by QuintonBeck View Post
    Lord Burch & Elemental, you guys attending Cantus Sai for the diplomacy talks right?
    You can have these talks in the house Olwyt is currently in or elsewhere if you want to talk to me about house features.
    I go by they/them/their or he/him/his pronouns

  24. - Top - End - #624
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    Quote Originally Posted by SamBurke View Post
    What if I make another visitation?

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    Quote Originally Posted by moossabi View Post
    What if I make another visitation?
    You... uh... at least you got some nice, emotional RP the first time around? Dunno.

    Quote Originally Posted by Rain Dragon View Post
    I hear it is only the best of the events occurring this round.


    It's fine. Guilder's closer to you anyway, and Sam did a very good job on his OP.
    I feel horribly guilty having stolen so many people from Cantus, which you'd been planning for much longer. Thanks for the compliment, anyway. I did work hard.
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    Quote Originally Posted by BladeofObliviom View Post
    [CENTER]The Glazfell
    ~snip~
    God bless your soul. You are the worlds greatest person, and my personal hero. May Yphine bless our nations with longtime friendship and prosperity.

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    So Morph, what do luxury goods do? Like, spices and art and wine and stuff? Obviously some resources have building applications, some tools/weapons or what not, food diversity increases population boosts, but what about luxury goods? Population increase affected there too? Something else? I'm addressing the question to Morph, but really, anyone with an idea feel free to add on.

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

    That dragon? Held aloft by a bigger dragon.

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

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    Quote Originally Posted by QuintonBeck View Post
    So Morph, what do luxury goods do? Like, spices and art and wine and stuff? Obviously some resources have building applications, some tools/weapons or what not, food diversity increases population boosts, but what about luxury goods? Population increase affected there too? Something else? I'm addressing the question to Morph, but really, anyone with an idea feel free to add on.
    I think that these should do something to luck or population, yeah. Problem would be distinguishing which goods are which.
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    Who all is attending Cantus Sai? Especially Zap, but HisHilyAngel, will you be there? I have some trade and such to discuss.
    Amazing Jaune Arc avatar made by the talented artist Comissar. Thanks a lot!

    Playing as the Kingdom of Gleiss in Empire! 3.

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    Quote Originally Posted by Lord_Burch View Post
    Who all is attending Cantus Sai? Especially Zap, but HisHilyAngel, will you be there? I have some trade and such to discuss.
    They're both there and their actions have them going there too.

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

    That dragon? Held aloft by a bigger dragon.

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

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