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Thunderfist12
2013-10-30, 08:15 AM
This thread has been re-made. See the other Conquest thread if you wish to join, continue your region's history, etc.


http://i955.photobucket.com/albums/ae33/thunderfist12/7d5845e0-7f47-4ad1-bf85-3daaacf05e86_zpsf8d31f95.jpg

The Community World-Building Where YOU Are The Nations

This World-Building forum may not be available in all locations, see stores for details.


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


Natural Map
http://i955.photobucket.com/albums/ae33/thunderfist12/worldgen_zpsdcb0caf8.gif

Regional Map
http://i955.photobucket.com/albums/ae33/thunderfist12/547188b4-19f5-49e0-bdb8-08059f64daae_zps11e7eff6.jpg



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]



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.


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.



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.


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.


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.


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.


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

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.

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.

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.

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



Natural Map
http://i955.photobucket.com/albums/ae33/thunderfist12/worldgen_zpsdcb0caf8.gif

Regional Map
http://i955.photobucket.com/albums/ae33/thunderfist12/547188b4-19f5-49e0-bdb8-08059f64daae_zps11e7eff6.jpg


Building Terrain...



Populating World...



Writing Formulas...



Spawning Monsters...

Thunderfist12
2013-10-30, 08:19 AM
For the Older Regions
Tallar
Kreenlover D20ragon
Region 16
Civilization: 12
Populace: 4
Resource: 8 (started: 7)
Terrain: 4


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.


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.



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.


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.

Gatocia
Logic
Region 2
Civilization: 7 (started: 6)
Populace: 2
Resource: 11 (started: 10)
Terrain: 12


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.


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.



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.


Kovalika
D20ragon
Region 12
Civilization: 7
Populace: 5
Resource: 12 (started: 11)
Terrain: 6


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.


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.


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.


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.

Dyrma
Doomchicken
Region 7
Civilization: 1
Populace: 6
Resource: 8 (started: 7)
Terrain: 4


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.


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.


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.



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.

Tiroja
zabbarot
Region 6
Civilization: 3 (started: 2)
Populace: 8
Resource: 12
Terrain: 9


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.


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.



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.


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.

Hartinya
_Volcan_
Region 13
Civilization: 3 (started: 2)
Populace: 5
Resource: 10
Terrain: 13


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.


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.



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.


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


Terethor
_Brone_
Region 14
Civilization: 7
Populace: 11
Resource: 14 (started: 13)
Terrain: 12


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.



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.



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.



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.

Mihl-Naas
00dlez
Region 4
Civilization: 4
Populace: 3
Resource: 10
Terrain: 12


Ability Scores: Mihl-Naas gain a +1 bonus to Strength and Dexterity, as well as a +2 bonus to Constitution and a -2 penalty to Charisma.
Skill Point Selection: They can choose their racial skill point from the following list: Handle Animal, Knowledge (geography), Knowledge (religion), Ride, and Survival.
Feat Selection: They can choose their racial feat from the following list: Alertness, Diehard, Mounted Combat, Sandwalker, and Weapon Focus.
Automatic Language: Mihl-Naas start the game speaking Trader's Tongue.



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.
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.
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.



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.

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.

Melphos
Haldir
Region 1
Civilization: 7
Populace: 1
Resource: 14 (started: 13)
Terrain: 2


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.

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.

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).

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.

Kor
QuintonBeck
Region 10
Civilization: 10 (started: 9)
Populace: 10
Resource: 2
Terrain: 6


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.



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.




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.



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.


Kazia
Pokonic
Region 15
Civilization: 12 (started: 11)
Populace: 6 (started:7)
Resource: 10
Terrain: 4


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.



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.


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.

???
Gourtox
Region 3
Civilization: ???
Populace: ???
Resource: ???
Terrain: ???

Thunderfist12
2013-10-30, 08:20 AM
For the Older Regions

Tallar
Kreenlover D20ragon
Region 16
Civilization Progress: +0
Populace Progress: +0
Resource Progress: +1
Terrain Progress: +0


send diplomats to Kovalika,offering knowledge and advisors in return for foodstuffs and other supplies.
begin research of medicine,hoping to cure the many ills of the people.
scholars begin work on a better boat design
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.
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.

Gatocia
Logic
Region 2
Civilization Progress: +1
Populace Progress: +0
Resource Progress: +1
Terrain Progress: +0



Begin Fortifying Winter Capital of Moander
Begin Fortifying Summer Capital of Shining Shihkan.
Request amendment of proposed treaty with the Peoples of Kor. (King Dareon the 4th does not currently support only Summerist ideals)
Harvest lumber from the Forest of Mynt
Stockpile Food


Gatocia's Resource has increased.



Complete the trade with the peoples of Kor (Gatocian food and Lumber for Kor settlers.)
Complete the trade with the peoples of The Waste (Gatocian food and lumber for Waste settlers.)
Found a new settlement near the border of The Waste for Kor, Gatocian and and Wastelander settlers.
Found a new settlement near the Western edge of the border with Kor for Gatocian, Kor and Wastelander settlers.
Enhance and expand buildings promoting education.


Gatocia's Civilization has increased.

Kovalika
D20ragon
Region 12
Civilization Progress: +0
Populace Progress: +0
Resource Progress: +1
Terrain Progress: +0



propose a trade route with Melphos, hoping for a later alliance.
announce that Kialasi, the Sultans daughter, is eligible for marriage.
begin a mining colony on the gem islands.
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
send emissarys to Terathor and Kor, asking to hire a mercenary army.


Kovalika's Resource has increased.

Dyrma
Doomchicken
Region 7
Civilization Progress: +0
Populace Progress: +0
Resource Progress: +1
Terrain Progress: +0



An Earthquake opens up a defensible rift full of precious metals.
Two families agree to travel together for protection.


Dyrma's Resource has increased.

Tiroja
zabbarot
Region 6
Civilization Progress: +1
Populace Progress: +0
Resource Progress: +0
Terrain Progress: +0



Some northern tribes begin trading with the Mihl-Naas, others take advantage of the caravans and increase raiding activity, both against the Mihl-Naas and the other northern tribes.
Far to the south a tribe in the Sundered Lands discovered and made use of a strange metal. It is significantly more durable than the bone or obsidian they used before. They begin searching for more.


Tiroja's Civilization has increased.

Hartinya
_Volcan_
Region 13
Civilization Progress: +1
Populace Progress: +0
Resource Progress: +0
Terrain Progress: +0



Start to construct boats for a potential fleet

Send miners to mine Bronze in the isles of chaos

Start building a small town

Collect and hunt animals and resources

Train warriors to patrol the coastlines


Hartinya's Civilization has increased.

Terethor
_Brone_
Region 14
Civilization Progress: +0
Populace Progress: +0
Resource Progress: +1
Terrain Progress: +0



Begin fortifying the Molten Mountains
Begin construction of siege engines
Begin experimenting with ship designs
Begin construction of a new town
Send a diplomatic force to the south west


Terethor's Resource has increased.

Mihl-Naas
00dlez
Region 4
Civilization Progress: +1
Populace Progress: +0
Resource Progress: +0
Terrain Progress: +0


Offer trade agreement with Tiroja - food and lumber for exotic spices, salts for preserving meats and domesticated animals (specifically horses).
Create a system of war colleges in the provencial capitals and governmental schools (recruitment and operation similar to that of a Janissary). Successful and worthy recruits will be returned to their home provinces after 5 years with positions in government and local militias.
Fortify capital and secure the oasis.
Fortify coastal city
Offer tax incentives and food payments (pending outcome of action 1) to familys having children.


Mihl-Naas' Civilization has increased.

Melphos
Haldir
Region 1
Civilization Progress: +0
Populace Progress: +0
Resource Progress: +1
Terrain Progress: +0



Begin research on distilling alchemical fertilizer to restore fertility of Valleybridge. (IRL this is Nitrogen.)

Begin stockpiling alchemical weapons- firebombs, noxious gas, tanglefoot bags, etc.

Develop state-sponsored media to distract underfed masses.

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.

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.

Kor
QuintonBeck
Region 10
Civilization Progress: +1
Populace Progress: +0
Resource Progress: +0
Terrain Progress: +0



Offer Gatocian Summerists Military Aid in uniting their kingdom
Begin work on boat designing/building
Send expedition south
Send warriors to Terethor to find work to put resources into Kor's coffers
Train military against beasts of the land


Kor's Civilization has increased.

Kazia
Pokonic
Region 15
Civilization Progress: +1
Populace Progress: -1
Resource Progress: +0
Terrain Progress: +0



A new King is crowned, with the old one's body being placed in the Temple as tradition demands.
Rumors that a schism in the priesthood is occurring spread.
A member of the priesthood public reveals to a band of adventurers that, deep within the Temple itself, are breeding pens of exotic beasts seen as living avatars of the cult's deities.
Several farmers were executed for attempting to fish without permants.


Kazia's Civilization has increased.

Kazia's Populace has decreased.

???
Gourtox
Region 3
Civilization Progress: +0
Populace Progress: +0
Resource Progress: +0
Terrain Progress: +0

Thunderfist12
2013-10-30, 02:15 PM
For the Newer Regions

The Nation of the Waste
Morph Bark
Region X
Civilization: 13
Populace: 11
Resource: 2 (started: 1)
Terrain: 1

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.

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...

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.

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...

Ethal
Milo v3
Region 17
Civilization: 5
Populace: 3
Resource: 10
Terrain: 10

???
WombatofDoom
Region 5
Civilization: ???
Populace: ???
Resource: ???
Terrain: ???

Thunderfist12
2013-10-30, 04:33 PM
For the Newer Regions

The Nation of the Waste
Morph Bark
Region X
Civilization Progress: +0
Populace Progress: +0
Resource Progress: +1
Terrain Progress: +0



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.
Begin research into turning wasteland into viable farmland, such as through methods of irrigation to counteract the need to ration all food.
Organize art competition to give the world a taste of the Wasteland's cultural assets.
Begin construction of a trade fleet.
Send out search party to look for alleged mineral resources, hoping that it'll help improve the economy.


The Waste's Resource has increased.

???
Milo v3
Region 17
Civilization Progress: +0
Populace Progress: +0
Resource Progress: +0
Terrain Progress: +0

???
WombatofDoom
Region 5
Civilization Progress: ???
Populace Progress: ???
Resource Progress: ???
Terrain Progress: ???

kreenlover
2013-10-30, 04:43 PM
Check out my (well, not mine, but close enough to it) rule set for something that seems like it is the same:

http://www.myth-weavers.com/forumdisplay.php?f=26251&tg=35711

Is this going to be a pbp civ style game, or a world building thread? It seems like a little of both

Thunderfist12
2013-10-30, 04:45 PM
...

That's so close to my rules it's scary.

Thunderfist12
2013-10-30, 04:52 PM
Just saw the confused part. Yeah, it is a bit of both, actually.

And now, anyone willing to stake a claim on a region, take your picks!

I will tally the taken regions tomorrow.

AcerbicOrb
2013-10-30, 06:18 PM
I wlil stake a claim on Region 7.

D20ragon
2013-10-30, 06:23 PM
Region 12!

kreenlover
2013-10-30, 06:58 PM
does Region 16 connect to region 15?

If not, put me down for 16, if so put me down for 13

I like me some islands :smallbiggrin:

1d12
1d12
1d12
1d8+5

D20ragon
2013-10-30, 08:41 PM
[roll0]
[roll1]
[roll2]
[roll3]
Gah!
Can I rerole?

kreenlover
2013-10-30, 08:49 PM
lets hope this works
1d12
1d12
1d12
1d8+5

EDIT: any idea why the dice roller isn't working? or have I just typed it wrong?

D20ragon
2013-10-30, 08:52 PM
I'm not sure. It works on the die roll thread :smalleek:
Try posting on that thread,then paste it here. That's what I did.

Eulalios
2013-10-30, 08:58 PM
Region X takes the following actions:

Make the region's first steel mines
[/I]

See, this ^ is why I get disappointed with rpg forums ... :smallfrown:

zabbarot
2013-10-31, 05:43 AM
See, this ^ is why I get disappointed with rpg forums ... :smallfrown:

I'd assume he means a mine for the purpose of making steel, not that he believes steel is mined.

Anyways a claim on Region 6.

Civilization: 2
Populace: 8
Resource: 12
Terrain: 9


Edit: for those trying to roll, I don't think rolling is enabled in every part of the forum. I just used random.org

AcerbicOrb
2013-10-31, 05:51 AM
Civilization: 1
Populace: 6
Resource: 7
Terrain: 4

Ouch.

D20ragon
2013-10-31, 07:15 AM
Region 12.

Civilization:7
Populace:5
Resource:11
Terrain:6

Thunderfist12
2013-10-31, 07:49 AM
I'd assume he means a mine for the purpose of making steel, not that he believes steel is mined.

^this.

Edit: changed it to iron, to avoid further confusion.

So the regions taken thus far:

Doomchicken - 7
D20ragon - 12
Kreenlover - 16
Zabbarot - 6

...Begin round 1!

D20ragon
2013-10-31, 09:29 AM
Question. What is "better" land? More arable? Easily defendable?
Just wanna know before I start.

Thunderfist12
2013-10-31, 01:32 PM
All of the above.

zabbarot
2013-10-31, 02:02 PM
Actually could you give us an example of what a 1 and a 13 might be? No need to go into detail, just a vague idea so we have a starting point. It helps to give a feel for what the numbers mean.

Logic
2013-10-31, 02:07 PM
I claim this land in the name of his Summer Majesty Dareon the IV.

(Region 2 please.)

EDIT: Dice Rolled in the dice roller test thread:
[QUOTE=Logic;16329357]
2
10
6
12

Assign scores thusly:

Civilization: 6
Populace: 2
Resource: 10
Terrain: 12

EDIT #2: If Terrain is changed to Technology, leave listed stats exactly as is.

Thunderfist12
2013-10-31, 02:12 PM
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.

Thunderfist12
2013-10-31, 02:14 PM
Added Logic to the Roster on post 1.

Thunderfist12
2013-10-31, 02:27 PM
I re-arranged the first post's spoilers, to lessen any possible confusion. Will add category headings as well.

Thunderfist12
2013-10-31, 02:37 PM
Fixed the Error in my statistic example post. (Technology is not a stat)

zabbarot
2013-10-31, 02:40 PM
You missed an opening bracket([) on your roster, and lowercase z is preferable if you don't mind.

So Terrain is Technology instead now? That's fine since terrain can probably be loosely based on your resources anyways. - ninja'd :smalltongue:

Thunderfist12
2013-10-31, 02:46 PM
Thank you for the notification, I'll get right on fixing that.

kreenlover
2013-10-31, 02:47 PM
(1d12)[4]
(1d12)[4]
(1d12)[12]
(1d8+5)[7]

post 697 in dice test thread III

arranging it as:

Terrain 4
Population 4
Resources 7
Civilization 12

Thunderfist12
2013-10-31, 02:54 PM
Alright, compiling statistics into the first post...

D20ragon
2013-10-31, 04:20 PM
The small nation of Kovalika (terrain:6) 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:Marids 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.

Is this good?

Thunderfist12
2013-10-31, 04:23 PM
Yes, yes it is. I'll be updating post 2 with this info.

AcerbicOrb
2013-10-31, 06:32 PM
Dyrma (terrain: 4) 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.

Volcan
2013-10-31, 07:48 PM
Can I be 13. Should I roll my scores ?

kreenlover
2013-10-31, 08:09 PM
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.
(Too fantasy? If so, I'll change it)

_Brone_
2013-10-31, 09:35 PM
I claim the fertile land of 14!

Volcan
2013-11-01, 06:35 AM
Region 13 (_volcan_)

civilization 2

populace 5

resource 10

terrain 13


can u put 13 down as occupied

Volcan
2013-11-01, 07:13 AM
The island of Hartinya or the ever-Dark isle is completely forested and the natives know these forests very well making it easily defendable (terrain 13)also because its an isaland is it easily defendable.
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 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 he left the mainland to his eldest.But, the other three wanted something too so they discovered these small island and they all wanted to be king of these isles. And a battle insued until all three of them 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 u could get on the canopy u could see it for miles around the main village of Hartinya lies at the base of the tree.

Thunderfist12
2013-11-01, 08:12 AM
Volcan and Brone have been added to the roster.

Region descriptions have been updated.

Four regions have completed Round One.

One region has yet to roll stats

Thunderfist12
2013-11-01, 08:50 AM
Round Two begins at roughly 4:00 today, but those who have not finished Round One or Round Zero at that time can still do so.

Round Three will most likely begin Monday at roughly 4:00.

Do not panic: I am still recruiting World-Builders!

00dlez
2013-11-01, 09:10 AM
Throwing my hat into region 4 - it looks like it could be a desert version of Russia... "come deep into my desert... summer is coming soon..."

Post with stats etc coming once I've had more of a chance to digest.

zabbarot
2013-11-01, 10:06 AM
Region 6 (unnamed for now) Terrain Score 9
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.

00dlez
2013-11-01, 10:21 AM
Per post #700 in Dice Thread III...

3 4 10 12

Civilization 4
Populace 3
Resource 10
Terrain 12

The Land of the Mihl-Naas

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.
http://4.bp.blogspot.com/-62rAIQ8mAuA/TphWO8_is7I/AAAAAAAAAmM/m20LauOIFc4/s1600/Big+Adventure-Oct-ChimneyRock+018.jpg

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.
http://www.google.com/url?sa=i&rct=j&q=&esrc=s&frm=1&source=images&cd=&cad=rja&docid=5CzBPAzH64XDUM&tbnid=agzBBFkBmBFrGM:&ved=0CAUQjRw&url=http%3A%2F%2Ftwistedsifter.com%2F2012%2F12%2Fd esert-oasis-in-libya-wau-al-namus-george-steinmetz%2F&ei=5sRzUoTbMMjayAHgmICIAw&bvm=bv.55819444,d.b2I&psig=AFQjCNFFvnb41V-UHTxVlsu8OHz0ZlwQJw&ust=1383405008079566

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.
http://www.google.com/url?sa=i&rct=j&q=&esrc=s&frm=1&source=images&cd=&cad=rja&docid=Xfn4cozt6ZTB8M&tbnid=jBiKJ_t06LMU-M:&ved=0CAUQjRw&url=http%3A%2F%2Fwww.pinterest.com%2Fmoona42%2Fshi p-wrecked%2F&ei=1MZzUq7dAYmEyAGRxYCQCw&bvm=bv.55819444,d.b2I&psig=AFQjCNEZ1Mb7ZYU1XgZb0cs6du26snjEYA&ust=1383405584185766

_Brone_
2013-11-01, 12:04 PM
my scores are:

13 resources

12 terrain

7 civilization

11 populace



sry for the change

D20ragon
2013-11-01, 12:11 PM
That's...quite good.

_Brone_
2013-11-01, 12:42 PM
Terethor is a land of craggy cliffs with forested foot hills and lush plainsterrain12. 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 on 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 over ridden 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.

AcerbicOrb
2013-11-01, 01:43 PM
Round Two begins at roughly 4:00 today,

In what timezone? UTC has already passed 4:00?

Thunderfist12
2013-11-01, 04:01 PM
Central US standard time. Meaning... now.

Updating posts.

Round Two, Begin!

kreenlover
2013-11-01, 04:17 PM
Tallar

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.


More on this later
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.

Thunderfist12
2013-11-01, 04:17 PM
Posts Updated

One region has yet to complete Round One.

Two regions have yet to commit a name.

Edit: Whoah, Kreen, slow down! I just started the round!:smallbiggrin:

Edit: And you too, 00dlez.:smallbiggrin:

00dlez
2013-11-01, 04:18 PM
Mihl-Naas Round 2

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.

Thunderfist12
2013-11-01, 04:24 PM
Posts Updated.

Two regions have completed Round Two.

Two regions have yet to commit a name.

One region has yet to complete Round One.

D20ragon
2013-11-01, 04:41 PM
Kovalikans are of shortish hight,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?"
"Certinly,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.

AcerbicOrb
2013-11-01, 06:37 PM
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.

Volcan
2013-11-02, 08:22 AM
The pale, tough and 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.

Civilization 2

Populace 5

Thunderfist12
2013-11-02, 10:48 AM
Posts updated.

Five regions have completed Round Two.

Two regions have yet to commit a name.

One region has yet to complete Round One.

Approximately two days, five hours left in Round Two.

Want to join? No fear! I'm still recruiting new regions!

Thunderfist12
2013-11-02, 12:44 PM
Posts Updated.

Errors in example stat models changed so that 13 is the ideal example.

Example stat models moved into first post, under Round Zero.

Five regions have completed Round Two.

Two regions have yet to commit a name.

One region has yet to complete Round One.

Approximately two days, three hours left in Round Two.

Want to join? No fear! I'm still recruiting new regions!

_Brone_
2013-11-02, 05:40 PM
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 Terethors feudal system.

most of the people of Terethor have fare 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.



populace 11

civilization 7

Thunderfist12
2013-11-03, 11:27 AM
Posts Updated.

Six regions have completed Round Two.

Two regions have yet to commit a name.

One region has yet to complete Round One.

Approximately one day, six hours left in Round Two.

Want to join? No fear! I'm still recruiting new regions!

Edit: Woo! First on page three!

Thunderfist12
2013-11-03, 12:04 PM
Yo, world-builders:

Since the regions determine all human traits, and each of you knows your region better than I do... well, just do the following.


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.
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.
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.
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.

Thunderfist12
2013-11-03, 12:18 PM
Posts Updated.

Round Q added to the list of rounds.

Six regions have completed Round Two.

Two regions have yet to commit a name.

One region has yet to complete Round One.

Approximately one day, five hours left in Round Two.

Want to join? No fear! I'm still recruiting new regions!

_Brone_
2013-11-03, 01:33 PM
can i switch my populace and my civilization?

Thunderfist12
2013-11-03, 01:52 PM
^^ Okay. I'll update your scores.

Edit: scores updated.

_Brone_
2013-11-03, 02:02 PM
thanks :smallsmile:

D20ragon
2013-11-03, 02:05 PM
Kovikans gain a +1 to charisma and intelligence.
They have appraise,bluff,diplomacy,knowledge(currency's and worth)or knowledge(sailing) and knowledge(etiquette) as class skills.
Feats:Athletic,persausive,skill focus(profession,merchant,sailor),deft hands,iron will.
Kovalikans speak Mardish.

Thunderfist12
2013-11-03, 02:16 PM
Sorry I didn't say this:

Feats and skills should be from the Core Rulebook, and please just give ONE language.

That would be awesome.

Thunderfist12
2013-11-03, 02:26 PM
Posts Updated.

One region has completed Round Q.

Six regions have completed Round Two.

Two regions have yet to commit a name.

One region has yet to complete Round One.

Approximately one day, five hours left in Round Two.

Want to join? No fear! I'm still recruiting new regions!

D20ragon
2013-11-03, 03:11 PM
Sorry I didn't say this:

Feats and skills should be from the Core Rulebook, and please just give ONE language.

That would be awesome.

Kay,think I got it.

Volcan
2013-11-03, 03:47 PM
Hartinyans the following have ability score adjustments:

wis + 1

con +1

skills:

knowledge(nature)

perception

survival

intimidate

heal

Feats:

catch off guard

endurance

great fortitude

self sufficient

toughness

language:They speak their own language if thats ok if not then they speak dwarven

all of this tells u some stuff so wat i did not write about the people in that post u can figure out throug reading this

also, can the Hartinyans have dark vision due to their lives underneath the dark canopy of the forest.

AcerbicOrb
2013-11-03, 04:56 PM
Dyrmans gain a +1 to Dexterity and Constitution. They have the skills Survival, Climb, Swim, Craft and Perception, and the feats Athletic, Self-Sufficient, Toughness, Fleet and Throw Anything. They speak their reigonal language, Dyrmic (fluffed up Welsh).

kreenlover
2013-11-03, 05:38 PM
The people of Talar have the following racial traits:
con +1, int +1

skills:perception, survival, diplomacy, craft, knowledge(nature)

Feats:endurance, great fortitude, Iron will, alertness, cosmopolitan

language:They speak their own tongue, named Talarn. It is a hasrh language, full of consonants and jarring word shifts, but also with much beauty in it

did I do this right? I don't even remember us being supposed to do this, so hope I got it right...

Logic
2013-11-03, 06:40 PM
The Dual Nation of Gatocia
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.

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.

Gatocia has a wealth of natural resources, most coming from the Forest of Mynt. Much of their remaining territory is arable farmland. Within their settlements, universities are a common sight, and Gatocians enjoy fairly significant technological progress.
Gatocia has an abundance of Food, Lumber, & Technology.

Ability score adjustments:
+1 Dex, +1 Int. Gatocians tend to be quick and bright, but not particularly noteworthy otherwise.

Regional Languages:
Toal-Nek (A hybridization of the previous languages of Toalat and Neki)

Regional Skills:
Diplomacy, Intimidate, Linguistics, Perception, Sense Motive

Feats:
Alertness, Cosmopolitan, Eclectic, Fast Learner, Persuasive
I'm using the PFSRD, so I can't easily identify Core only. If "Core only" is required, switch the offending feats for Lightning Reflexes, Iron Will, & Improved Initiative (in that order.)

Haldir
2013-11-04, 05:10 AM
I would like to stake a claim to Region 1, I will name my nation Melphos, and my rolls can be seen here:
http://www.giantitp.com/forums/showpost.php?p=16351485&postcount=2868

I will assign them as such-

Resource- 13

Population- 1

Terrain- 2

Civilization- 7

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.

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).

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 plant diversity stymies efforts to create a single dominant countrywide crop that can be a "staple crop," but gets close to rivaling even Gatocia, though in a flatter, less forested environment. 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, which uses flight bladders filled with alchemical lighter-than air gasses generated by the birds body to create lift). 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.


Ability Scores: Melphosi gain +4 INT, -1 STR and -1 CON

Skills: Diplomacy, Knowledge (Nature), Craft (Alchemy), Ride, Handle Animal

Feats: Mounted Combat, Precise Shot, Mounted Archery, Skill Focus (Knowledge (Nature)), Skill Focus (Craft (Alchemy))

Languages: Trader's Tongue, Sai Writing


Edit- changed Skill and Feat choices to reflect the advanced knowledge of animal husbandry and horticulture that the Sai of Melphos possess. Correspondingly, their knowledge of Alchemy has expanded with their knowledge of naturally occurring substances.

00dlez
2013-11-04, 10:11 AM
Ability Scores: +1 STR, +1 DEX, +2 CON, -2 CHA

Racial Skill List: Knowledge (Religion), Knowledge Geography, Survival, Handle Animal, Ride

Racial Feat List: Alertness, Weapon Focus, Mounted Combat, Sandwalker, Diehard

Regional 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?))

Haldir
2013-11-04, 01:06 PM
O0dlez makes a fair point. Though I was trying to impress that Melphos has something of a knowledge-based culture and religion, which by its very definition will not confine itself to any single school of learning, I can understand if you have a particular ruling on it for balance.

Thunderfist12
2013-11-04, 02:25 PM
Specific skills, I prefer specific skills.

Thunderfist12
2013-11-04, 05:01 PM
Just now updating posts.

And even though Logic and Haldir kinda got a head-start on this...

Begin Round Three!

Thunderfist12
2013-11-04, 05:02 PM
Also, Haldir, I'll add you to the roster. As well as anyone else that joined, in case I skimmed over your post.

00dlez
2013-11-04, 05:42 PM
Mihl-Naas Round 3

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.

Thunderfist12
2013-11-04, 06:02 PM
Posts Updated.

Six region has completed Round Q.

Two regions have completed Round Three.

One region has yet to commit a name.

One region has yet to complete Round One.

One region has yet to complete Round Two.

Want to join? No fear! I'm still recruiting new regions!

D20ragon
2013-11-04, 07:55 PM
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.

QuintonBeck
2013-11-04, 11:22 PM
This looks fun, can I jump in for Region 10?

Rolling stats with dice if that's okay? If not I can use the forum roller and re-roll what I get

1D12-6
1D12-9
1D12-2
1D8+5-10

Civilization-9
Populace-10
Resource-2
Terrain-6

Thunderfist12
2013-11-05, 08:52 AM
Posts Updated.

Welcome to our new world-builders! Haldir and QuintonBeck have been added to the roster!

Six region has completed Round Q.

Three regions have completed Round Three.

Two regions have yet to commit a name.

Two regions have yet to complete Round One.

Two regions have yet to complete Round Two.

Want to join? No fear! I'm still recruiting new regions!

kreenlover
2013-11-05, 10:40 AM
Tallar

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.

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. However despite this they are happy, as their civilization is an advanced one, both in technology and in ideas.

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

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.

con +1, int +1

skills:perception, survival, diplomacy, craft, knowledge(nature)

Feats:endurance, great fortitude, Iron will, alertness, cosmopolitan

language:They speak their own tongue, named Talarn. It is a hasrh language, full of consonants and jarring word shifts, but also with much beauty in it

zabbarot
2013-11-05, 11:08 AM
Tiroja (tear-o-ya) Region 6
Civilization: 2 Populace: 8

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.


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.

AcerbicOrb
2013-11-05, 12:21 PM
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.

QuintonBeck
2013-11-05, 04:38 PM
The Land of Kor

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.



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.



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.



Ability Mod:Con +2, Str +2, Cha -2
Skills: Survival, Perception, Swim, Ride, Handle Animal
Feats:Toughness, Power Attack, Extra Rage, Improved Initiative, Intimidating Prowess
Language: Natives of Kor speak Kor, all outsiders should learn Kor as well. Kor is simple, Kor is good.

Volcan
2013-11-06, 03:43 PM
my resources are:
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

QuintonBeck
2013-11-06, 05:18 PM
Hey Logic, we share a border and your nation is split but low population and mine is full of angry people willing to hit things and I don't have a ton of resources, perhaps an arrangement could be made with one of the factions in your nation to hire Kor on as a mercenary nation...

Sorry for jumping ahead Thunderfist, I'm just excited and I want to know if it'd be a waste of an action or not come round 4 to offer services.

Thunderfist12
2013-11-07, 08:44 AM
Hmm... Considering the fact that your Resource score is only 2, I'd say it would take an action to forge an ideal alliance.

However, you could take the route of being very shaky allies with Gatocia, where your people don't go to war with them only because you depend on them, and they don't go to war with you because your people would overwhelm and slaughter them. This alliance would be subject to change, and would be more of a leverage effect than a real alliance.

Either option is acceptable, but the reason why you can't start with such a good alliance is the low Resource score. Sorry, but that's the way the dice roll, man.

zabbarot
2013-11-07, 09:37 AM
Round 3 Resources: 12 (Sorry I though I posted this already : |)
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.

Thunderfist12
2013-11-07, 10:00 AM
{table=head]
Posts Updated.
Post Log Style Changed.
Ten of Seventeen Regions are active.
Nine regions has completed Round Q.
Seven regions have completed Round Three.
All current regions have completed Rounds One and Two, and committed a name.
Want to join? No fear! I'm still recruiting new regions![/table]

QuintonBeck
2013-11-07, 02:19 PM
Hmm... Considering the fact that your Resource score is only 2, I'd say it would take an action to forge an ideal alliance.

However, you could take the route of being very shaky allies with Gatocia, where your people don't go to war with them only because you depend on them, and they don't go to war with you because your people would overwhelm and slaughter them. This alliance would be subject to change, and would be more of a leverage effect than a real alliance.

Either option is acceptable, but the reason why you can't start with such a good alliance is the low Resource score. Sorry, but that's the way the dice roll, man.

Oh yeah, I planned to use an action on it, not start with it. I just wanted to see if Logic would be open to the idea so I didn't waste an action if he wasn't.

Basically Kor is currently full of angry people looking to fight with no friends outside their nation. My actions will be either making friends or making enemies and I don't wanna waste time on trying to make friends if I'd be better off making enemies haha :smallamused:

Haldir
2013-11-07, 02:34 PM
I'm afraid I must protest a native flying creature on a country with a resource score of 2.

_Brone_
2013-11-07, 04:44 PM
Terethorians gain a +4 to strength a +1 to constitution and a -2 to charisma
and a -1 to wisdom

they can put their skill points on the following:

profession (warrior)

craft (weaponry / armor)

ride

intimidate

they choose their feats from the following list:

toughness, heavy armor pro (if i can have it), mounted combat shield master power attack (great cleave if i cant have heavy armor)

the Terethorian language is Therish

_Brone_
2013-11-07, 05:04 PM
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.

Thunderfist12
2013-11-08, 08:59 AM
{table=head]
Posts Updated.
Ten of Seventeen Regions are active.
Eight regions have completed Round Three.
All current regions have completed Rounds One, Two, and Q, and committed a name.
Want to join? No fear! I'm still recruiting new regions![/table]

Thunderfist12
2013-11-08, 09:01 AM
I'm afraid I must protest a native flying creature on a country with a resource score of 2.

True, I must also agree. Unless they were more of a threat than a benefit, that would be most appropriate for said Resource score.

Logic
2013-11-08, 10:39 AM
Hey Logic, we share a border and your nation is split but low population and mine is full of angry people willing to hit things and I don't have a ton of resources, perhaps an arrangement could be made with one of the factions in your nation to hire Kor on as a mercenary nation...

Sorry for jumping ahead Thunderfist, I'm just excited and I want to know if it'd be a waste of an action or not come round 4 to offer services.

Though I am open to an alliance, I shall take no actions until Round 4 has officially begun.

Thunderfist12
2013-11-08, 02:30 PM
Round Four begins in 2 hours 30 minutes.

00dlez
2013-11-08, 02:47 PM
Round 3 was resources... right?

Thunderfist12
2013-11-08, 02:49 PM
... Thank you, I meant Four.

Edited!

QuintonBeck
2013-11-08, 07:03 PM
True, I must also agree. Unless they were more of a threat than a benefit, that would be most appropriate for said Resource score.

That was my intent. Like, a handful of warriors (10 maybe out of a population in the thousands) actually have tamed ones, the rest are dangerous wild things. Besides, it's really the ONLY resource there. Desert in the middle, swamp on either side. Easily invaded from 2/4 directions and really 4/4 if anyone has ships. It isn't a great place all around.

QuintonBeck
2013-11-08, 07:18 PM
Round 4

Offer Gatocian Summerists Military Aid in uniting their kingdom
Begin work on boat designing/building
Send expedition south
Send warriors to Terethor to find work to put resources into Kor's coffers
Train military against beasts of the land

Haldir
2013-11-08, 09:39 PM
Round 4-

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.

AcerbicOrb
2013-11-09, 10:41 AM
My region has no centralised society whatsoever, what do I do?

zabbarot
2013-11-09, 11:02 AM
I'm in basically the same boat as Doomchicken :smalltongue:

Seriously though, we're building the history of the world round by round, so what year/tech level are we starting at? I see a significant difference between Haldir's post and where I thought we were starting.

Edit: also how much time does a round represent? A year? 10 years? A generation?

Volcan
2013-11-09, 02:01 PM
Thunderfist is round 4 started also i submitted my resources and u did not update it can u

Haldir
2013-11-09, 03:45 PM
My civilization started with a 7, so I assumed that a semi-functional nation was allowed, as per the Thunderfists stated rules.

Volcan
2013-11-10, 07:59 AM
my resources are:
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

here are my resources

Volcan
2013-11-10, 08:48 AM
round 4

Start To construct boats for a potential fleet

Send miners to mine Bronze in the isles of chaos

start building a small town

collect and hunt animals and resources

train warriors to patrol the coastlines


I want to grow my civilization score hopefully the town helps

_Brone_
2013-11-10, 10:54 AM
sry to be particular Thunderfist but my people dont play the drums that was just fluff.

_Brone_
2013-11-10, 11:07 AM
ROUND 4

*begin fortifying the Molten Mountains
*begin construction of siege engines
*begin experimenting with ship designs
*begin construction of a new town
*send a diplomatic force to the south west

we also welcome the Kor mercenaries
with a price to be decided in the near future.
(that doesn't count as an action right?)
Note: we do not trust them fully yet, they must prove them selves first.

_Brone_
2013-11-10, 11:17 AM
wait round 4 hasn't started ohh oops :smallredface:

Thunderfist12
2013-11-10, 02:12 PM
...

I forgot to start round 4, didn't I?

And _volcan_, I'm sorry if I overlooked your post. I'll get right to that.

Also, for un-unified regions... hm, that's tough. You can split up your rounds between the regions, I guess (treat them as individual regions).

And the tech level can be anywhere from hunter-gatherer to dark age to start with.

So, officialy:

Begin Round Four

Thunderfist12
2013-11-10, 02:13 PM
Oh, sorry about that _brone_. Since Profession (warrior) doesn't exist, and I saw the drum thing... yeah. Any skill you'd like to replace it with?

Pokonic
2013-11-10, 02:17 PM
Hmm. Can I claim region 15?

Thunderfist12
2013-11-10, 02:18 PM
Yes. Yes you can.

AcerbicOrb
2013-11-10, 02:25 PM
...
Also, for un-unified regions... hm, that's tough. You can split up your rounds between the regions, I guess (treat them as individual regions).



My region doesn't even has several tribes. It's just got dozens of families.

Thunderfist12
2013-11-10, 02:27 PM
^^ That's a tough one... just list any important developments throughout the region, then, I guess.

Any ideas, world-builders?

Thunderfist12
2013-11-10, 02:47 PM
{table=head]
Posts Updated.
Welcome to our new world-builder! Pokonic has been added to the roster!
Eleven of Seventeen Regions are active.
Round Four is now active.
Want to join? No fear! I'm still recruiting new regions![/table]

_Brone_
2013-11-10, 03:07 PM
ok thanks ThunderFist (i dont know pathfinder that well) umm ill change it to survival thx :smallsmile:

Gourtox
2013-11-10, 03:11 PM
I'd like to claim region 3.

Thunderfist12
2013-11-10, 03:19 PM
I'll get right to adding Gourtox and substituting _brone_'s skill thing.

Thunderfist12
2013-11-10, 03:21 PM
{table=head]
Posts Updated.
Welcome to our new world-builder! Gourtox has been added to the roster!
Twelve of Seventeen Regions are active.
Round Four is now active.
Want to join? No fear! I'm still recruiting new regions![/table]

Gourtox
2013-11-10, 03:32 PM
1d12
1d12
1d12
1d8+5

Let's see what we have.

Pokonic
2013-11-10, 03:43 PM
Kazia

Civilization:11
Populace:7
Resource:10
Terrain:4

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: 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.



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.


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.

Thunderfist12
2013-11-10, 03:49 PM
{table=head]
Posts Updated.
Twelve of Seventeen Regions are active.
Round Four is now active.
Want to join? No fear! I'm still recruiting new regions![/table]

Logic
2013-11-11, 09:10 AM
*Begin Fortifying Winter Capital of Moander
*Begin Fortifying Summer Capital of Shining Shihkan.
*Request amendment of proposed treaty with the Peoples of Kor. (King Dareon the 4th does not currently support only Summerist ideals)
*Harvest lumber from the Forest of Mynt
*Stockpile Food

AcerbicOrb
2013-11-11, 12:15 PM
An Earthquake opens up a defensible rift full of precious metals.
Two families agree to travel together for protection.

Haldir
2013-11-11, 02:54 PM
I suppose this is a question I should have asked long ago, but would the Eastern Eyrie region of Melphos connect to the 5th region by land?

Volcan
2013-11-11, 04:16 PM
When does round 5 start im loving this thread

kreenlover
2013-11-11, 05:52 PM
I'm going to have to drop. Not enough time I fear. Sorry guys.

D20ragon
2013-11-11, 08:30 PM
Can I have your land?:smalltongue: JK.

kreenlover
2013-11-11, 08:32 PM
So long as you keep my people going it is yours :smalltongue:

If Thunderfist is ok with it then I am fine with you having it

D20ragon
2013-11-11, 08:37 PM
Also, I'm sorry you gotta quit. (probably should have said this first :smallwink:)

00dlez
2013-11-12, 09:53 AM
Mihl-Naas Rd 4

1. Offer trade agreement with Tiroja - food and lumber for exotic spices, salts for preserving meats and domesticated animals (specifically horses).

2. Create a system of war colleges in the provencial capitals and governmental schools (recruitment and operation similar to that of a Janissary (http://en.wikipedia.org/wiki/Janissary)). Successful and worthy recruits will be returned to their home provinces after 5 years with positions in government and local militias.

3. Fortify capital and secure the oasis.

4. Fortify coastal city

5. Offer tax incentives and food payments (pending outcome of action 1) to familys having children.

Morph Bark
2013-11-12, 10:15 AM
What's the tiny region between 2 and 15?

Logic
2013-11-12, 10:57 AM
What's the tiny region between 2 and 15?

I believe that is a misplaced dot. Though I can't speak for Thunderfist12, so I can't be sure.

Thunderfist12
2013-11-12, 01:40 PM
re: Kreen:that really sucks. I'm sorry you can't keep playing Tallar out, man.

re: D20ragon: yes, yes you can.

re: Morphbark and Logic: you're about to find out...

D20ragon
2013-11-12, 04:28 PM
Kovalika.
* propose a trade route with Melphos, hoping for a later alliance.
*announce that Kialasi, the Sultans daughter, is eligible for marriage.
*begin a mining colony on the gem islands.
*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
*send emissarys to Terathor and Kor, asking to hire a mercenary army.

Pokonic
2013-11-12, 04:43 PM
Kazia

*A new King is crowned, with the old one's body being placed in the Temple as tradition demands.

*Rumors that a schism in the priesthood is occurring spread.

*A member of the priesthood public reveals to a band of adventurers that, deep within the Temple itself, are breeding pens of exotic beasts seen as living avatars of the cult's deities.

*Several farmers were executed for attempting to fish without permants.

Morph Bark
2013-11-12, 05:41 PM
re: Morphbark and Logic: you're about to find out...

Oh really? :smalltongue: 'Cuz I was really interested in perhaps laying claim to that fine piece of real estate. For all I know it could be founded as a splinter republic that split off from 15 or 2.

Thunderfist12
2013-11-13, 08:48 AM
^^ As far as the regions know, it's a desolate wasteland devoid of natural resources and any forms of usable flora/fauna.

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...

Morph Bark
2013-11-13, 09:02 AM
^^ As far as the regions know, it's a desolate wasteland devoid of natural resources and any forms of usable flora/fauna.

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...

Niiiice. I don't suppose it's possible to claim it nonetheless?

I was planning on putting the least points in Terrain anyway, and most in Civilization or Populace, with Resources mostly gained from trade.

Perhaps an automatic 1 in Terrain and an 11 in Populace? (12 would be the exact opposite, but too much to start with without getting it on a roll.)

Thunderfist12
2013-11-13, 09:04 AM
^^ Okay, that's fine.

zabbarot
2013-11-13, 09:19 AM
Tiroja
Since right now it's a bunch of tribes fighting internally with no central government, I cannot accept any offers as a nation really. Just tossing that out there. Eventually though, 00dlez, eventually.

- Some northern tribes begin trading with the Mihl-Naas, others take advantage of the caravans and increase raiding activity, both against the Mihl-Naas and the other northern tribes.
- Far to the south a tribe in the Sundered Lands discovered and made use of a strange metal. It is significantly more durable than the bone or obsidian they used before. They begin searching for more.

00dlez
2013-11-13, 10:10 AM
Is the body of water by areas 1, 4, and 5 a closed off lake or is there a route through to the larger sea beyond?

Thunderfist12
2013-11-13, 10:14 AM
It's a closed off lake, not reachable by sea unless it is high tide. However, it is a saltwater lake.

Morph Bark
2013-11-13, 10:50 AM
Oh god these rolls (http://i39.tinypic.com/294ie7s.png). Erm... yeah, I'll just roll with it. I'd rather put the 11 in Resource and just put the 1 in Populace (I mean, it's a wasteland, likely not many people, and there could still be lots of mineral resources). If that's fine, I'll switch them, but I'll put it up like this for now, at least.



--- ROUND ZERO: STATISTICS ---


The Nation of the Waste
Morph Bark
Region 18
Civilization: 13
Populace: 11
Resource: 1
Terrain: 1

Considering the others are already further in the rounds and part of the description was there already, I'll go further on.



--- ROUND ONE: TERRAIN ---


^^ As far as the regions know, it's a desolate wasteland devoid of natural resources and any forms of usable flora/fauna.

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...



--- ROUND TWO: THE PEOPLE ---

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.



--- ROUND THREE: RESOURCES ---

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...



--- ROUND Q: TRAITS ---

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.

Volcan
2013-11-13, 06:45 PM
Come on guys hurry on with round 4 i want to start round 5

Thunderfist12
2013-11-13, 06:49 PM
^^ That starts Friday whether they hurry up or not. I'm the slacker, here.:smallbiggrin:

I've updated posts 2, 3, 5, and 6.

There is now a section for older regions and a section for newer ones (sorry Morphbark, you didn't fit in the text limit). This means one for rounds Q-3 and one for rounds 4+, for each section.

Milo v3
2013-11-13, 08:34 PM
This is still looking for a few players isn't it?

Volcan
2013-11-13, 09:22 PM
Yep regions 5, 8, 9, 11, and 17 are still up for the taking.

Volcan
2013-11-13, 09:52 PM
Hey thunderfist how did ya make the atlas did ya use a website if so wich one

Morph Bark
2013-11-14, 04:13 AM
--- ROUND FOUR ---

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.
Begin research into turning wasteland into viable farmland, such as through methods of irrigation to counteract the need to ration all food.
Organize art competition to give the world a taste of the Wasteland's cultural assets.
Begin construction of a trade fleet.
Send out search party to look for alleged mineral resources, hoping that it'll help improve the economy.


The Nation hopes that these actions will cause a growth in Resources and/or Civilization.

(Also, I totally don't mind having the Nation in a separate post all of its own.)


EDIT: By the way, since the map is a globe, I presume the side we're not seeing is largely one huge ocean?

Also, I'd love it if someone would claim Region 5.

Thunderfist12
2013-11-14, 08:46 AM
re: Milo: Yep. Claim a region if you wish.

re: _volcan_: donjon map generator. Just type that in Google.

re: Morphbark: As far as it is known, the rest of the world is ocean.

D20ragon
2013-11-14, 03:03 PM
Kovalika.
* propose a trade route with Melphos, hoping for a later alliance.
*announce that Kialasi, the Sultans daughter, is eligible for marriage.
*begin a mining colony on the gem islands.
*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
*send emissarys to Terathor and Kor, asking to hire a mercenary army.

Thunderfist,did any of these actions change my scores?:smallconfused:

Morph Bark
2013-11-14, 03:12 PM
I'm guessing we will all hear that at the end of the round.

Also, I'm guessing that each round constitutes one year?

Volcan
2013-11-14, 03:41 PM
And what did you use to put the dotted borders in?

Thunderfist12
2013-11-14, 03:51 PM
re: D20ragon: hold on, I'm still updating.:smallbiggrin: (it's probably in post 2 already).

re: Morphbark: Yep. 1 round = 1 year.

re: _volcan_: photobucket's edit feature, but you could just use photoshop.

D20ragon
2013-11-14, 04:25 PM
Tallar

*send diplomats to Kovalika,offering knowledge and advisors in return for foodstuffs and other supplies.
*begin research of medicine,hoping to cure the many ills of the people.
*scholars begin work on a better boat design
*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.
*An agriculture program is started,beginning to try to tap heat from the Great spring to grow crops in unseasonable weather.

_Brone_
2013-11-14, 06:23 PM
onwards to round 5

Volcan
2013-11-14, 06:36 PM
round 5 is friday

_Brone_
2013-11-14, 06:46 PM
i know:smallcool:

Volcan
2013-11-14, 08:01 PM
Brone a made u a cookie here

Milo v3
2013-11-14, 11:07 PM
Okay I'll take 17, seems easiest.

Round Zero Rolls
1d12
1d12
1d12
1d8+5

Morph Bark
2013-11-15, 05:33 AM
Okay I'll take 17, seems easiest.

Round Zero Rolls
1d12
1d12
1d12
1d8+5

If you wish to roll the forum dice, you need to do so in the Dice Rolls forum. The dice roll code only works in the Play-by-Post Forum Games section.

Milo v3
2013-11-15, 05:36 AM
If you wish to roll the forum dice, you need to do so in the Dice Rolls forum. The dice roll code only works in the Play-by-Post Forum Games section.

Yeah I noticed (http://www.giantitp.com/forums/showpost.php?p=16427145&postcount=2886), I just need to decide which to assign to which.

Thunderfist12
2013-11-15, 09:25 AM
{table=head]
Posts Updated.
Posting style changed.
Twelve of Seventeen Regions are active.
One Secret Region is now active.
Welcome to our new World-builders! Morphbark and Milo v3 have joined Conquest!
Round Four is now active.
Round Five to begin in 7 hours, 35 minutes.
Want to join? No fear! I'm still recruiting new regions![/table]

TheWombatOfDoom
2013-11-15, 11:36 AM
I'd like to join...but I'm a little confused!:smallconfused:

Logic
2013-11-15, 01:40 PM
I'd like to join...but I'm a little confused!:smallconfused:

Ask the questions, and we shall do our best to provide answers!

TheWombatOfDoom
2013-11-15, 01:44 PM
Alright....here we go:

How do we know what each region consists of? Do we roll for it? I saw Morph say he wanted someone to snag region 5, but why, and what does it consist of?

Why are the turns happening if not everyone has a region? I see people looking forward to turn 5...

So, if I grab a region, would I then roll specific features...?

Logic
2013-11-15, 01:49 PM
Alright....here we go:

How do we know what each region consists of? Do we roll for it? I saw Morph say he wanted someone to snag region 5, but why, and what does it consist of?

Why are the turns happening if not everyone has a region? I see people looking forward to turn 5...

So, if I grab a region, would I then roll specific features...?

The first post has most of the specifics, but round five is about to start. Morph_Bark joined after round four had already begun, and was permitted to catch up.

Your 4 nation statistics are randomly generated (1d12 for three of your statistics, and 1d8+5 for the last one. Assign them as you choose.)

After that, you fluff out your nation, describing a minimum of three geographical features, a minor description of the politics and people, and there is a specific section for customizing your nation of humans. See the first few posts for more details, as well as examples.

TheWombatOfDoom
2013-11-15, 01:56 PM
Alright, I'll take region 5 if that's cool. I can't see images here, but will be able a little later today. I'll roll up stuff then. :smallsmile:

Thunderfist12
2013-11-15, 02:06 PM
{table=head]
Posts Updated.
Twelve of Seventeen Regions are active.
One Secret Region is now active.
Welcome to our new World-builder! WombatofDoom has joined Conquest!
Round Four is now active.
Want to join? No fear! I'm still recruiting new regions![/table]

Logic
2013-11-15, 02:17 PM
Alright, I'll take region 5 if that's cool. I can't see images here, but will be able a little later today. I'll roll up stuff then. :smallsmile:

Since you can't see pictures, you share borders with regions 1, 2, 4, 7, & 8.

Your border with 1 is negated at high tide.

TheWombatOfDoom
2013-11-15, 02:24 PM
Are there any plans to put the regions in numberical order?

Logic
2013-11-15, 02:26 PM
Are there any plans to put the regions in numberical order?

Do you mean ranking order? Or something else? :smallconfused:

TheWombatOfDoom
2013-11-15, 02:32 PM
Do you mean ranking order? Or something else? :smallconfused:

As in, they're just listed in the 2nd post : Region 16, Region 2, so on. Wouldn't it be easier if it was 1, 2, 3, ect? Just was trying to look up what each region next to me was, and it's a lot more digging when they aren't in order.

Logic
2013-11-15, 02:38 PM
As in, they're just listed in the 2nd post : Region 16, Region 2, so on. Wouldn't it be easier if it was 1, 2, 3, ect? Just was trying to look up what each region next to me was, and it's a lot more digging when they aren't in order.

With the Region Roster (Post #1) I think you have what you are asking for.

Though the map would be useful, but I understand you can't see it right now.

EDIT:

{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]

TheWombatOfDoom
2013-11-15, 02:41 PM
With the Region Roster (Post #1) I think you have what you are asking for.

Though the map would be useful, but I understand you can't see it right now.

EDIT:
*Snip*

While this helps, it doesn't give me the details of each region, what I was really after. This just has their names.

Logic
2013-11-15, 02:51 PM
While this helps, it doesn't give me the details of each region, what I was really after. This just has their names.

Post #2 has a breakdown of most of the regions and their vital statistics and descriptions. Is that any more help?

zabbarot
2013-11-15, 02:54 PM
Area 5 is bordered by 3 large bodies of water (all salt to my knowledge), and 5 nations. To the south it connects to Areas 4, 7, and 8. 8 has the smallest portion of your southern border. To the north it connects to Area 2. The last nation(1) only connects over a thin landbridge to the west between two bodies of water.

Hopefully that gives you a decent mental image?

Edit: or maybe you're already home and can see the map...

TheWombatOfDoom
2013-11-15, 02:54 PM
Post #2 has a breakdown of most of the regions and their vital statistics and descriptions. Is that any more help?

I am well aware of this, as I stated in an earlier post. What I'm saying is if the post you provided from the first post were combined with the second, we'd have all the information for each region indexed in the order listed, so that I can look on the map, see a region, go to the 2nd post, and find it easy because they'd be in numberical order. Make sense?

Logic
2013-11-15, 02:56 PM
I am well aware of this, as I stated in an earlier post. What I'm saying is if the post you provided from the first post were combined with the second, we'd have all the information for each region indexed in the order listed, so that I can look on the map, see a region, go to the 2nd post, and find it easy because they'd be in numberical order. Make sense?

I see. You don't want to reference 3 different things to get the information you seek. (EDIT: I was skimming your posts and not reading them completely. My bad.)

I agree, that would be nice. (EDIT: I am in the process listing them numerically, and perhaps Thunderfist12 will amend his list after I have re-sorted them.)


Area 5 is bordered by 3 large bodies of water (all salt to my knowledge), and 5 nations. To the south it connects to Areas 4, 7, and 8. 8 has the smallest portion of your southern border. To the north it connects to Area 2. The last nation(1) only connects over a thin landbridge to the west between two bodies of water.

Hopefully that gives you a decent mental image?

Edit: or maybe you're already home and can see the map...
EDIT:
*To the northeast of your country sits region 2, the Nation of Gatocia.
*To your East is a very large inland sea. It is unknown if this is fresh or salt water. Based on it's size, I guess salt-water.
*To your southeast, sits region 8, a currently unclaimed region.
*Due south is region 7, the Nation of Dyrma.
*To your south-west is Region 4, the Nation of Mihl Naas.
*Due west is an large inland sea. At high tide, it is connected to the ocean to your north.
*In the northwest, there is a tiny strip of land that connects your nation to Region 1 and the Country of Melphos, but only at lower tides.

TheWombatOfDoom
2013-11-15, 03:52 PM
Just got home, I see it now! Ooooooh. Pretty.

Alright, so my rolls (http://www.giantitp.com/forums/showpost.php?p=16431086&postcount=2887)!

Jeeeeze, I got 5,6,7,8 in order, thats crazy!

Thunderfist12
2013-11-15, 05:02 PM
Begin Round Five

Anyone who has not completed Round Four should do so as soon as possible.
Actions taken prior to Round Five should have no dependence on other regions if they are made up in this way.

Logic
2013-11-15, 08:13 PM
ROUND 5

*Complete the trade with the peoples of Kor (Gatocian food and Lumber for Kor settlers.)
*Complete the trade with the peoples of The Waste (Gatocian food and lumber for Waste settlers.)
*Found a new settlement near the border of The Waste for Kor, Gatocian and and Wastelander settlers.
*Found a new settlement near the Western edge of the border with Kor for Gatocian, Kor and Wastelander settlers.
*Enhance and expand buildings promoting education.

Milo v3
2013-11-15, 08:58 PM
Ethal
Milo v3
Region 17
Civilization: 5
Populace: 3
Resource: 10
Terrain: 10

QuintonBeck
2013-11-15, 09:20 PM
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.

Haldir
2013-11-15, 09:27 PM
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.

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.)

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.

Volcan
2013-11-15, 09:44 PM
Round 5

keep constructing my fleet

form alliance with the wasteland

increase bronze mining industry

improve the use of zyte as a weapon

fortify the main city

Haldir
2013-11-15, 09:56 PM
What is the ruling on stacking actions? Volcan continued building his fleet, but I did not specify that I continued breeding. Obviously I did not stop that, but if we don't get a ruling here it could mean many wasted actions.

Pokonic
2013-11-16, 12:51 PM
Round 5

The hide of the last king, mounted on a gold buff and studded with tiny diamonds, is sent to Region 2 as a offering of goodwill.

A layout of the priesthood is made public in the higher places of learning in the capital. This is apparently a good thing, so says the new king.



Grand Sea-Lord of All The Waters Of The Kazians: The most powerful member of the cult, this singular individual is rarely seen outside his or her quarters in the inner chambers of the Temple. The currant bearer of the title is a royal secret, but tradition holds that whoever it is, it's old, because the cult has not announced a new high official in a hundred years. The Heir of the Oceans, the typical successor of the Sea-Lord, is traditionally chosen from theLeviathans, but it is said that a minor laypriest has been chosen for the role, which has caused no small amount of annoyance to everyone involved.

Leviathans: The secret high priests of the cult that organize it by territory, each one lives in a secret underground chapel in one of the Lands of the Kazians. They act as the supreme rulers of there domain, and unless the Sea-Lord raises it's moldering hand they are almost entirely able to act as they do. Tending to serve military roles in the cult, commanding small armies of loyal followers and other such militant cultists.

Aquatic Exarchs: Thirty in number, this is the inner collective senior priesthood. They direct the lesser priests from there dwellings in the inner temple, but it is traditional that they divide themselves into camps regarding what sorts of policies they support, and by extent which among the Leviathans they support in turn. Those that bear the mark of Ladon would prefer to allow the worshipers of the cult to have more power, while those that bear the mark of the Kelpi would rather have it for the church to become more powerful in itself. Those that bear the Níohoggr mark, by contrast, would prefer it if the nobility have more sway in the cult, and are distinctly unpopular for this reason.

Water Princes: One hundred and fifty seven in number, these individuals dedicate themselves as the voices of the individual spirit they have chosen to represent for the matter of veneration. Seen as holy men and women by the common folk, each are dedicated to one of the many spirits that the cult venerates, and each individual is eager to spread there own doctrine to those willing to hear them. Often, this post is the last stop for any average priest, as once one dedicates themselves as the mortal voice of one of the Water-Kings they cannot accept any higher station in the church. Traveling throughout the lands, they often have anywhere to one to five apprentices with them, to take there place if they die.

And all the lesser ranks:

Tidespeaker: The typical high member of the church, in charge of a singular major house of veneration and what lesser ones exist in the immediate area. Served by several lesser priests and some specialized individuals when applicable. Directly promotes to the rank of Exarch, but many choose to travel with passing Water Princes when they get the chance.

Fish-Finder: Wandering priests who attempt to convert others in distant lands, often clad only in rags and leathers.

Shipscalers: Holy pirates and sailors, often found in far-off ports and islands, making dues with there chosen deities with every raid and spear-throw.

Sea-Seer: Monks and holy warriors that dwell near the coasts, they often spout vague divine prophetic nonsense for spare coin that, eerily, often turns out to be true.

Serpent-Caller: Assassins without pity and remorse, which exist to weed out the unfaithful in places where faith isn't common anyway. Kill with poisons, of course.

Devoted, Shoreliners, Lay Priests: The middle, lesser, and least ranks of the priesthood respectively. Often very willing to obey there leaders, sometimes not.


A large hotspring has been discovered near the capital, and plans are already underway to harness it to give the capital a source of water that does not need to be heated before drinking.

A clutch of strange eggs have been found in Níohoggr-land, man-sized and pale blue.

A new royal guard is formed, removing several minor splinter factions that formed within it over the last king's rule.

_Brone_
2013-11-17, 04:11 PM
round 5

*launch invasion of Gatocia (begin moving siege engines and troops ect.)
*extend posable diplomatic ties with Dyrma
*mine in the molten mountains
*forge weapons of war
*one old man who is to old for war has begun to
nightly stair into the night sky and wonder what those
twinkling lights are. this man now leads a small group of elders
who have made it their task to educate the people of Terethor on
their scientific findings.

Terethor is greatly pleased with Kors offer
and is glad it can carry out its original plan
with the help of another powerful nation

Morph Bark
2013-11-17, 05:12 PM
- - - ROUND FIVE - - -

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.
Form trade treaty with Gatocia.
Send diplomatic emissaries to Kovalika, Hartinya and Melphos. (Resulted in trade treaties with Kovalika and Hartinya.)
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).
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 Nation hopes these actions will improve their Resources and Populace.

P.S. There's a space in my name, just so you know.

zabbarot
2013-11-18, 09:48 AM
Tiroja Round 5
*Raiding escalates into full scale war in the north. The White Oak tribe conquers several tribes in quick succession, trade with Mihl-Naas ends.

*Consequently several tribes have united against them in a loose confederation led by Chieftain Red Deer of the Fallen Log tribe.

*The Black Hand tribe in the sundered lands learns to refine their newly discovered metal, which they call aern (Iron in trade tongue), in volcanic smithies. Their methods are still crude, but they can form basic blades and simple tools.

00dlez
2013-11-18, 10:26 AM
Round 5 - Mihl Naas

1) Offer a proposal to Melphos - The Mihl Naas also had eyes towards creating a link between the seas ((which is why I asked, ya jerk!:smalltongue:)), and is glad that the nation of Melphos had similar aims. However, these tarriffs would be too burdensometo promote meaningful trade from our ports. Rather than cripple our potential, we propose an alliance between our two nations, one that can protect the canal, fort, and the seas it connects in unison. For your ambition and incurred costs, we will happily pay these tarriffs in the first year, but after, our burden will be equal to yours and we ask that these tarriffs be waived as our combined strength promotes greater growth and security than would these tariffs provide you.

2) Expand naval power, primarily in the sea to the northeast.

3) Explore and establish military forts and ports on the islands and peninsulas within the sea to the northeast.

4) Establish military and trading posts along it's southern border with Tiroja and send messangers to all the family groups that can be found, offering any refugees safe harbor. Any caravans reaching the border will likewise be protected by the Mihl Naas, but the Mihl Naas will NEVER cross the border.

5) Promote training with horses in the war colleges as well as guerilla tactics and desert survival.

TheWombatOfDoom
2013-11-18, 01:25 PM
--- ROUND ZERO: STATISTICS ---


Lyradis
TheWombatOfDoom
Region 5
Civilization: 6
Populace: 8
Resource: 5
Terrain: 7

ROUND 1 is pending on a question to Thunder.

Haldir
2013-11-18, 02:13 PM
I had asked about that particular piece of land a few pages before, but it got swept up in global politics, I guess.

Logic
2013-11-18, 03:09 PM
I suppose this is a question I should have asked long ago, but would the Eastern Eyrie region of Melphos connect to the 5th region by land?


Is the body of water by areas 1, 4, and 5 a closed off lake or is there a route through to the larger sea beyond?


It's a closed off lake, not reachable by sea unless it is high tide. However, it is a saltwater lake.


I had asked about that particular piece of land a few pages before, but it got swept up in global politics, I guess.
It looks like the question was answered to me.

00dlez
2013-11-18, 03:17 PM
It looks like the question was answered to me.

It was - I just missed his original post. We were thinking along the same lines.

D20ragon
2013-11-18, 04:03 PM
Round 5. Kovalika.

*agree to the terms set by the nation of the Waste,those being:




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.
does this change any of my scores?

*Send emissaries to Hartinya and to propose trade routes.

*Collect my share of the gems the Waste has mined.

*Offer to lend money to whatever warring nation has the best offer.

*Accept Tallars offer,and begin trade.

Kovalika hopes these actions will raise its resources.

D20ragon
2013-11-18, 09:07 PM
Hey fellow world builders,come check this (http://www.giantitp.com/forums/showthread.php?t=315072) out!
(in other words,shameless plug :smalltongue:)

TheWombatOfDoom
2013-11-19, 02:47 PM
--- ROUND ONE: TERRAIN ---

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".

Morph Bark
2013-11-20, 02:50 PM
That sounds like some very nice scenery right there, Wombat. Nice language connections, too.

TheWombatOfDoom
2013-11-20, 02:51 PM
--- ROUND TWO: THE PEOPLE ---
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.

(thanks Morph!) :smallwink:

Morph Bark
2013-11-21, 05:27 AM
Yo, Thunderfist, it seems your PM storage has reached maximum capacity! And just when I had something to send to you. :smalltongue:

TheWombatOfDoom
2013-11-22, 09:06 AM
Hey Pokonic, how come your nation doesn't have any resources in conquest's listings? I see you've taken your 4th round, but round 3 is not listed after your round 2 submission so far as I can tell anywhere. :smallconfused:

We're also missing all rounds from Gourtox and Milo v3. Is Gourtox still in?

Also, thunderfist - since D20ragon has two regions, does that mean we can control other regions as well? What about have regions take over/colonize/explore other unclaimed regions?

Also, as a note, Gatocia's resources haven't been updated into the country listings on the OP, I found them in later posts, but you must have missed putting it in.

And finally-


--- ROUND THREE: RESOURCES ---

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.


--- ROUND FOUR ---

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 3 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.
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.
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”.
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.
Irrigation systems developed in the high and low lands to improve amount of crop output per year for the region.

_Brone_
2013-11-22, 06:30 PM
hey Thunderfist when does round six start :smallconfused:

Morph Bark
2013-11-23, 01:55 AM
Thunderfist hasn't been on in a few days, so I presume he's very busy. If he hasn't been on yet by the end of today, someone can take over starting the new round and send him an email about it (his PM box is full).

_Brone_
2013-11-23, 07:51 AM
hmmm ya maybe but i think we have to wait until after thanks giving hes probable busy doing that stuff

TheWombatOfDoom
2013-11-23, 09:18 AM
I'm probably not going to do round 5 until he says what I've posted so far is okay. Don't want to do all that work and find I have to go back and change something.

_Brone_
2013-11-23, 01:07 PM
thats probably a good idea

Pokonic
2013-11-23, 02:14 PM
Hey Pokonic, how come your nation doesn't have any resources in conquest's listings? I see you've taken your 4th round, but round 3 is not listed after your round 2 submission so far as I can tell anywhere. :smallconfused:


It's mixed in with Geography, for the sake of simplicity. In essence, the land is pretty sparce besides a few mines and farms, and the main source of produce is fish.

TheWombatOfDoom
2013-11-23, 03:12 PM
I've been graphing! See if this matches! Pokonic, what do you mines produce??




Region
Name
User
Defining Terrain
Political Status
Resources


Region 1
Melphos
Haldir (http://www.giantitp.com/forums/member.php?u=59866)
Lakes, Deforested Plains, Rock Peninsula
Democratic Council
Large stock animals, Giant Eagles, Alchemical Industry, Minerals and Ores


Region 2
Gatocia
Logic (http://www.giantitp.com/forums/member.php?u=15513)
Mountainous, Rainforest
Diarchy
Food, Lumber, & Technology


Region 3
x
Gourtox ( http://www.giantitp.com/forums/member.php?u=38342)
x
x
x


Region 4
Mihl-Naas
00dlez (http://www.giantitp.com/forums/member.php?u=64368)
Large Mountainous Desert with Large Oasis
Monarchy
Salt, practical metals, spices and dyes, Camels and horses, livestock, leather


Region 5
Lyradis
TheWombatOfDoom (http://www.giantitp.com/forums/member.php?u=68216)
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 (http://www.giantitp.com/forums/member.php?u=72699)
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 (http://www.giantitp.com/forums/member.php?u=73161)
Mountainous, Snowy, Geothermal activity
Small family units
copper, tin, lead and silver, fish and goat.


Region 8
Kasumor
WaylanderX (http://www.giantitp.com/forums/member.php?u=59724)
Plains and Forests, South - Mountains
Monarchy
Giant Vermin, Hardening Rock, Untamed resources


Region 9
x
x
x
x
x


Region 10
Kor
QuintonBeck (http://www.giantitp.com/forums/member.php?u=75670)
Western swamp, central desert, lowlands
Monarchy
Tamed Dire Bats (rare), not much else


Region 11
x
x
x
x
x


Region 12
Kovalika
D20ragon ( http://www.giantitp.com/forums/member.php?u=78997)
Small grouping of Islands off the coast of mainland
12 Guilds Council
Gems, spices, fruit and livestock


Region 13
Hartinya
_vulcan_ (http://www.giantitp.com/forums/showthread.php?t=311833)
Isolated Heavily Forested Island
Tribal clan
Zyte (poison gas), Bronze, Some Gems, Wood, Animal furs and game


Region 14
Terethor
_Brone_ (http://www.giantitp.com/forums/member.php?u=81208)
Mountain lined plains, Volcano
Feudal Monarchy
Farmland, Precious metal, Gems, Tar, Technique to harden stone, and Weaponized lava


Region 15
Kazia
Pokonic (http://www.giantitp.com/forums/member.php?u=49200)
3 Paralleled peninsulas, West – Fertile, Central – Infertile, East - Dangerous
Monarchy
Fish, Sheep, Emeralds and Rubies, Crops


Region 16
Tallar
D20ragon ( http://www.giantitp.com/forums/member.php?u=78997)
Frozen Island, Natural Ice Plains and Hot spring
Democracy
Information, books, tomes, and Lumber


Region 17
Ethal
Milo v3 (http://www.giantitp.com/forums/member.php?u=53918)
x
x
x


Region X
Nation of the Waste
Morph Bark (http://www.giantitp.com/forums/member.php?u=40049)
Hostile and Wild land, with cavernous pit
Oligarchy
Few, have yet to be discovered

_Brone_
2013-11-23, 03:41 PM
that looks about right

TheWombatOfDoom
2013-11-23, 05:15 PM
Annnnnnd this. :smallbiggrin: This also made me find that Mihl-Naas' stats haven't been updated in the OP from round 4, so I put it in here.




Region
Name
User
Civilization
Populace
Resource
Terrain


Region 1
Melphos
Haldir (http://www.giantitp.com/forums/member.php?u=59866)
7
1
14 (13)
2


Region 2
Gatocia
Logic (http://www.giantitp.com/forums/member.php?u=15513)
6
2
11 (10)
12


Region 3
x
Gourtox ( http://www.giantitp.com/forums/member.php?u=38342)
x
x
x


Region 4
Mihl-Naas
00dlez (http://www.giantitp.com/forums/member.php?u=64368)
5 (4)
3
10
12


Region 5
Lyradis
TheWombatOfDoom (http://www.giantitp.com/forums/member.php?u=68216)
6
8
5
7


Region 6
Tiroja
zabbarot (http://www.giantitp.com/forums/member.php?u=72699)
3 (2)
8
12
9


Region 7
Dyrma
Doomchicken (http://www.giantitp.com/forums/member.php?u=73161)
1
6
8 (7)
4


Region 8
Kasumor
WaylanderX (http://www.giantitp.com/forums/member.php?u=59724)
7
11
5
11


Region 9
x
x
x
x
x
x


Region 10
Kor
QuintonBeck (http://www.giantitp.com/forums/member.php?u=75670)
10 (9)
10
2
6


Region 11
x
x
x
x
x
x


Region 12
Kovalika
D20ragon ( http://www.giantitp.com/forums/member.php?u=78997)
7
5
12 (11)
6


Region 13
Hartinya
_vulcan_ (http://www.giantitp.com/forums/showthread.php?t=311833)
3 (2)
5
10
13


Region 14
Terethor
_Brone_ (http://www.giantitp.com/forums/member.php?u=81208)
7
11
14 (13)
12


Region 15
Kazia
Pokonic (http://www.giantitp.com/forums/member.php?u=49200)
12 (11)
6 (7)
10
4


Region 16
Tallar
D20ragon ( http://www.giantitp.com/forums/member.php?u=78997)
12
4
8 (7)
4


Region 17
Ethal
Milo v3 (http://www.giantitp.com/forums/member.php?u=53918)
5
3
10
10


Region X
Nation of the Waste
Morph Bark (http://www.giantitp.com/forums/member.php?u=40049)
13
11
2 (1)
1

QuintonBeck
2013-11-23, 05:40 PM
Wow! Great job Wombat! Looks really nice!

Pokonic
2013-11-23, 05:42 PM
I've been graphing! See if this matches! Pokonic, what do you mines produce??


{table=head]Region| Name | User | Defining Terrain | Political Status | Resources
Region 1 | Melphos | Haldir (http://www.giantitp.com/forums/member.php?u=59866) | Lakes, Deforested Plains, Rock Peninsula | Democratic Council | Large stock animals, Giant Eagles, Alchemical Industry, Minerals and Ores
Region 2 | Gatocia | Logic (http://www.giantitp.com/forums/member.php?u=15513) | Mountainous, Rainforest | Diarchy | Food, Lumber, & Technology
Region 3 | x | Gourtox ( http://www.giantitp.com/forums/member.php?u=38342) | x | x | x
Region 4 | Mihl-Naas | 00dlez (http://www.giantitp.com/forums/member.php?u=64368) | Large Mountainous Desert with Large Oasis | Monarchy | Salt, practical metals, spices and dyes, Camels and horses, livestock, leather
Region 5 | Lyradis | TheWombatOfDoom (http://www.giantitp.com/forums/member.php?u=68216) | 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 (http://www.giantitp.com/forums/member.php?u=72699) | 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 (http://www.giantitp.com/forums/member.php?u=73161) | Mountainous, Snowy, Geothermal activity | Small family units | copper, tin, lead and silver, fish and goat.
Region 8 | x | x | x | x | x
Region 9 | x | x | x | x | x
Region 10 | Kor | QuintonBeck (http://www.giantitp.com/forums/member.php?u=75670) | Western swamp, central desert, lowlands | Monarchy | Tamed Dire Bats (rare), not much else
Region 11 | x | x | x | x | x
Region 12 | Kovalika | D20ragon ( http://www.giantitp.com/forums/member.php?u=78997) | Small grouping of Islands off the coast of mainland| 12 Guilds Council | Gems, spices, fruit and livestock
Region 13 | Hartinya | _vulcan_ (http://www.giantitp.com/forums/showthread.php?t=311833) | Isolated Heavily Forested Island| Tribal clan | Zyte (poison gas), Bronze, Some Gems, Wood, Animal furs and game
Region 14 | Terethor | _Brone_ (http://www.giantitp.com/forums/member.php?u=81208) | Mountain lined plains, Volcano | Feudal Monarchy | Farmland, Precious metal, Gems, Tar, Technique to harden stone, and Weaponized lava
Region 15 | Kazia | Pokonic (http://www.giantitp.com/forums/member.php?u=49200) | 3 Paralleled peninsulas, West – Fertile, Central – Infertile, East - Dangerous | Monarchy | Fish, Sheep, Mines..., Crops
Region 16 | Tallar | D20ragon ( http://www.giantitp.com/forums/member.php?u=78997) | Frozen Island, Natural Ice Plains and Hot spring| Democracy | Information, books, tomes, and Lumber
Region 17 | Ethal | Milo v3 (http://www.giantitp.com/forums/member.php?u=53918) | x | x | x
Region X | Nation of the Waste | Morph Bark (http://www.giantitp.com/forums/member.php?u=40049) | Hostile and Wild land, with cavernous pit | Oligarchy | Few, have yet to be discovered
[/table]

Actually, the mines are mostly gem mines, mostly emeralds and rubies.

TheWombatOfDoom
2013-11-23, 06:24 PM
Actually, the mines are mostly gem mines, mostly emeralds and rubies.

Fixed, :smallwink:

Morph Bark
2013-11-24, 06:47 AM
I have sent an email to Thunderfist, so we'll see.

Nicely done on the tables, Wombat. :smallsmile:

_Brone_
2013-11-24, 06:13 PM
wait wombat i missed y you did all that

TheWombatOfDoom
2013-11-24, 06:47 PM
wait wombat i missed y you did all that

I did it for ease of information. It helps me, so I figured it might help others as well.

Morph Bark
2013-11-25, 12:51 PM
Well, it's been 48 hours since I sent the email to Thunderfist, and six days since he's been on, so allow me to do this:



Begin Round Six

Anyone who has not completed Round Five should do so as soon as possible.
Actions taken prior to Round Six should have no dependence on other regions if they are made up in this way.


Since we know we can increase or decrease our scores through certain actions, let's say that we can all increase one of our scores by 1 each Round. I don't know what rules for the other things Thunderfist had in mind (presumably war would lower the Population of both sides with more on the side of the country being fought in or the loser's side, and alliance and trade treaties would up the Resources or Civilization of all participants), but since we have no idea about that, let's not make any hasty assumptions. We'll figure things out when he returns and we'll just have fun playing with and competing against each other in the meantime. :smallsmile:

Haldir
2013-11-25, 01:15 PM
If we run he game ourselves, won't we lack a fair method of arbitration for inter-player conflict?

00dlez
2013-11-25, 01:16 PM
Given that it's the holidays, I would wait a little longer for him to return - I'm just as anxious as everyone else, but there's a good chance that he will want to include some suprises/stats changes/possible "npc" results from our actions etc.

zabbarot
2013-11-25, 01:42 PM
Patience is a virtue :smalltongue:

I'm all for just chilling out 'til he gets back. I'm not too horribly worried it'll die out.

Morph Bark
2013-11-25, 02:32 PM
If we run he game ourselves, won't we lack a fair method of arbitration for inter-player conflict?

I've been in something similar to this before, but it lacked a GM, and it went rather well overall, with only one player going a bit over the top. If I didn't trust y'all people I'm playing with, I wouldn't suggest continuing on while waiting for Thunderfist. :smallsmile:


Given that it's the holidays, I would wait a little longer for him to return - I'm just as anxious as everyone else, but there's a good chance that he will want to include some suprises/stats changes/possible "npc" results from our actions etc.

I'd been wondering if something of that sort would show up, and wanted to ask Thunderfist about that, too.

If most people want to wait, then we'll wait of course. I was a bit anxious to get going, considering we don't have much interaction outside of posting the rounds. :smallsmile: I got no other reactions to my suggestion of starting Round Six without him, so I thought there were no objections when I did.

What holidays are currently going on, though? I know Thanksgiving starts like, Friday or such. End of November and all. I admit I dunno much outside of national holidays here and some from the US.

TheWombatOfDoom
2013-11-25, 02:48 PM
Patience is a virtue :smalltongue:

I'm all for just chilling out 'til he gets back. I'm not too horribly worried it'll die out.

I'm of two minds on this. On one side, I'm cool to wait until he gets back, but on the other, the longer we go with inactivity, the more chance more of us will begin petering out (at least interest wise). I wouldn't say I'm one of those people, but I've seen it happen before. I just hope he comes back at all. :smallfrown:


I'd been wondering if something of that sort would show up, and wanted to ask Thunderfist about that, too.

If most people want to wait, then we'll wait of course. I was a bit anxious to get going, considering we don't have much interaction outside of posting the rounds. :smallsmile:

What holidays are currently going on, though? I know Thanksgiving starts like, Friday or such. End of November and all. I admit I dunno much outside of national holidays here and some from the US.

Yeah, natural disasters, early winters, long summers, plague, disease...or even something that gives someone an advantage over another. Am I giving him ideas?? :smalleek:

In terms of Holiday, Thanksgiving is thursday, but that doesn't really account for him being gone since the 19th...but real life things do happen. In any case, my biggest concern is the lack of feed back on my stuff. Does what I've created look fair to everyone?

Also, I'm confused...why does D20ragon have two places? Aren't we only supposed to have one, per the rules?

Logic
2013-11-25, 03:01 PM
I'm all for continuing without Thunderfist12, but we need a system in place for determining the outcomes of random events and such.

Haldir
2013-11-25, 03:36 PM
A player dropped out and D20ragon offered to take their place and run an extra nation.

I vote no on continuing without impartial moderation. I was also interested in creating NPC's and Settlements for my nation, and need a ruling on what classes and rules are allowed. Fort Locklyr is somewhat controversial and I feel I don't want to invest too much in design if a great deal of it is going to be ruled out.

WaylanderX
2013-11-25, 03:36 PM
Hey people of the Playground, if possible, I want to join this world building game. If it is not taken, I'll take region 8. See below for detailed on the country I made.
I'm looking forward playing with you all.

Cheers,
Way


--- ROUND ZERO: STATISTICS ---


Kasumor
Region 8
Civilization: 7
Resources: 5
Populace: 11
Terrain: 11




--- ROUND ONE: TERRAIN ---


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.




--- ROUND TWO: THE PEOPLE ---


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.



--- ROUND THREE: RESOURCES ---


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.


--- ROUND Q: TRAITS ---


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.

QuintonBeck
2013-11-25, 03:54 PM
While I've been content to wait I'd be lying if I said the idea that such a long wait might disenfranchise players hasn't occurred to me. But as has been brought up, lack of impartial judgment may mar the effects of the game.

So I propose this, we continue without Thunderfist, allowing our better judgement and sense of fairness dictate the general interactions but when it comes down to needing results we turn to the almighty impartial mediator, the dice.

We can even do this for events. We could make up a chart of global events 1-20 with each number being a different event, earthquake, arrival of foreigners, etc. and at the beginning of the round one of the events kicks off. We can use the dice roller on the forums so everything's above board. If we want to get even more complex we could add in a local events random table for each nation to roll before it's round begins. Famine, prosperous births, etc.

As for inter-national conflict seems like such a thing should also be resolved with rolls. Not sure how exactly to make a quick easy system for that but I think population and militarized resources should be big contributing factors to its determination as well as perhaps civilization. Perhaps each point of Population gives you a D4 or a D6 added to your attack roll, each military resource adds a D6 or a D8, and opposing nations have a roll off, higher wins meaning a loss of 1 population point for the loser? And terrain should be a factor too, adding to the dice pool for the nation defending the terrain. Perhaps D4s or D6s there.

Edit: Also, Wombatman your stuff looks in line with everything so far as does yours Waylander

Logic
2013-11-25, 04:15 PM
Skill Point Selection: They can choose their racial skill point from the following list: Craft (weaponry), Diplomacy, Handle Animal, Martial Lore, and Iaijutsu Focus.
The original description noted Core Pathfinder skills and feats, so I think Iaijutsu Focus is a no-go.

_Brone_
2013-11-25, 04:27 PM
i think that we should wait for thunderfist at least after thanks giving but if we do continue i think for combat we also need to take into account what the +s and -s are because your people are warriors then you should be abel to defeat non warish + people easier but i must emphasize that i think we should wait

WaylanderX
2013-11-25, 04:54 PM
The original description noted Core Pathfinder skills and feats, so I think Iaijutsu Focus is a no-go.

Changed to Ride, thought it was possible since I saw other players using it (Morph Bark for example).

But if I have the green light, I'll type out my round 4 and 5


--- ROUND FOUR ---

- Continue research on giant vermin taming, specifically huge dragonflies for airial combat. Difficulties arise due to them being airborne in the imago stage and aquan in the larval stage. Estimated time on first use: 4 rounds.

- Sending Peace and Trade envoys to Lyradis and the Nation of the Waste (Nation of the Waste by boat). Proposition is trading of iron and knowledge against martial help, Shintouite and possibly giant vermin (plus riding lessons ofcourse). Trading of materials proposed to do on a bi-weekly basis.

- Start to open new ironmines in the mountains to compliment weapon numbers and fortress fortifications. Estimated time to open mine: 2 rounds.

- Develop more farmland to sustain iron and Shintouite industry. Estimated time of completion: 1 round.

- The king declares that Kasumor is ready to get involved with the world once more and that an era of prosperity and fortune awaits. He bids all villages in the vacinity of the Kasumi Plains to give it their all in the harvesting of sleep pollen. The rest of the villages are told to stay on the ready in case some nations want to take advantage of this new player in the world game.


--- ROUND FIVE ---

-Waterguard Fortress restocked with the extra weapons gained. Continuing production of iron and weapons to help repopulate the other two.

-Continuing taming of huge vermin species: New species of giant vermin found in Verandil Forest: Giant Waterscorpion. Currently under observation to see if it can be used for underwater transport or reconnaissance. Dragonfly saddles developped by scholars with a rotating seat, so the rider can steer even when the dragonfly is flying backwards.

-Expeditions into the Kasumi Plains revealed that there are some species of humanoid living in the centre of the Plains. Only glimpses of the elusive creatures were seen before the pollen forced the expedition to go back.

-Due to invasive tendencies of Kor, building of ships commenses to sail around them. Estimated time of completion: 1 round.

-Earthguard Marevain calls all aviable hands to check and fortify the eastern border in case of invasion by Kor. Start of a wall being build entirely of Shintouite on the west . Estimated time of completion: 4 rounds.

Morph Bark
2013-11-25, 05:00 PM
Say, with this new player joining in (hiya, Waylander!), I had an idea: why not find two more to fill up the remaining two unclaimed regions as a little welcome-back present for Thunderfist? Then this thread can bristle with activity! :smallbiggrin:

Thunderfist12
2013-11-25, 05:07 PM
^^ It's a bit too late for that, Morph.:smallbiggrin:

Anyways, glad to be back after my extended abscence! It... looks like I have a lot of uploading to do.:smallbiggrin:

Also, Wombat, nice charts!

Logic
2013-11-25, 05:23 PM
Changed to Ride, thought it was possible since I saw other players using it (Morph Bark for example).

I completely missed that ol' Morphy was using it. I guess it's probably fine then. And since we have seen the return of THUNDA! we can probably stop making assumptions.

Thunderfist12
2013-11-25, 05:25 PM
:smallconfused:Who was using what now?

Thunderfist12
2013-11-25, 05:28 PM
Okay: just for organizational purposes, why don't we move this into a new thread, so I can re-organize the region posts? (Conquest: The Official Thread)

Would everyone be okay with that?

D20ragon
2013-11-25, 05:29 PM
Anybody know what to do about region 3 ? I'd like to do something with it, because it's adjacent to me, but it seems abandoned.

Round 5, Tallar.

*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.

* Increase efforts to stem disease.

* Continue agricultural program.

*Begin work on an exploration vessel, hoping to circumnavigate the globe.

* Ptra vendras begins to study flight, and dreams of flying machines.

QuintonBeck
2013-11-25, 06:11 PM
Okay: just for organizational purposes, why don't we move this into a new thread, so I can re-organize the region posts? (Conquest: The Official Thread)

Would everyone be okay with that?

Yay! thunderfist is back!

Good with me, boss.

Morph Bark
2013-11-25, 06:24 PM
I'm fine with a little re-organizing. Make things look fresh.

Also, clean up your PM box! :smalltongue: (Maybe after sending the link to the new thread to all participants, including the ones that haven't posted the last few actions.)

TheWombatOfDoom
2013-11-25, 07:16 PM
Okay: just for organizational purposes, why don't we move this into a new thread, so I can re-organize the region posts? (Conquest: The Official Thread)

Would everyone be okay with that?

Reorganizing sounds good! And a new thread is fine with me, but I don't see why you couldn't just tidy it up here...what ever system works best for you though.


Anyways, glad to be back after my extended abscence! It... looks like I have a lot of uploading to do.:smallbiggrin:

Also, Wombat, nice charts!

Thanks! Would you like me to update them with Waylander's info? Done!

Also some other questions -

While I see that D20ragon volunteered to take on the already made land, is it fair to have him essentially play with 2 countries? It puts the rest of us at a disadvantage, even if he has the best intentions. I don't mean to say anything ill of D20ragon, more to just point out that the first rule states everyone gets "one" region. :smallconfused:

If it IS allowable to control more than one region, can we take over/explore/claim unclaimed territories?

Can I make the inland sea known as "Sea of Dis" or "Green Sea", the east of my lands, a LARGE fresh water sea, or do you have more details about it?

How much of the penninsula does the sea to the west of my lands cover up to allow passage during high tide. Since Melphos dug a canal in part of it, I wanted to know if they control the only passage through now. Where does my territory end, and his begin on the Penninsula?

This is the biggest thing - When people make commitments to doing things in their actions, such as building a fleet, or building a wall, or doing something of the sort, should we in each round use that as one of our actions until it is done, or do we do different actions, and the previous action is counted as done at the stated round. I think Waylander misunderstood my estimated time to complete wall thing, because I will be using an action each round toward that sort of thing until it is done, where he moved on to other things after stating it. Further, I think Haldir asked this earlier -

What is the ruling on stacking actions? Volcan continued building his fleet, but I did not specify that I continued breeding. Obviously I did not stop that, but if we don't get a ruling here it could mean many wasted actions.
I think we really need to state what we're doing. Like for something as big as a wall, my continued statements of building are my actions to show the time and strength I'm putting into the project. Similar to my Grey Renders. It also shows a realistic progression of time. For such actions. Breeding programs for instance, don't happen in a year, they'll take a long while depending on the growth rate of the creature to a reproductive age. Similar to my intentions for Grey Renders.

Can people react to other peoples actions in the same round? Most particularly, Kor and Terethor have reacted to each other in round 5, so say someone sends a diplomat to my area in round 5, can I make the alliance and create an action according to it in the same turn?

Are my details alright for my region?

Is it possible to go up more than +1 in something, or increase in more than one category in a round?


...and I think that's all for now.

Logic
2013-11-26, 12:07 AM
Okay: just for organizational purposes, why don't we move this into a new thread, so I can re-organize the region posts? (Conquest: The Official Thread)

Would everyone be okay with that?

I logged on really late looking for this "Conquest: The Official Thread" but alas, it exists only in the mind of its' creator at the moment.

So in short, yes, I would be completely fine with a new, more organized thread. However, I suspect it may be in violation of the "One topic, one thread" rule. Unless it is made in the ongoing games forum.

WaylanderX
2013-11-26, 03:02 AM
:smallconfused:Who was using what now?

Me and Morph were using Iaijutsu focus as a skill in our skill section. So to clearify this matter, is Iaijutsu focus allowed as a "racial" skill or is it not?

And if we must use continue actions for every project we begin, can I change mine to reflect the progress I made? I was not aware of this rule.

Cheerio,

Way