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QuintonBeck
2015-09-13, 03:33 PM
EMPIRE!
Gods, Kings & Adventurers
A Community World-Building Game by Morph Bark

IC thread: Action (http://www.giantitp.com/forums/showthread.php?447257-EMPIRE-2-IC-Thread&p=19900171#post19900171)!
Dice-Rolling thread: Dice (http://www.giantitp.com/forums/showthread.php?441543-EMPIRE2!-Dice-Rolling&p=19808617&viewfull=1#post19808617)!
Event Suggestion Thread: Suggest (http://www.giantitp.com/forums/showthread.php?355936-Campaign-Setting-Events!-EMPIRE!-but-not-specifically-so/page3)!



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

This world will start as a simple one similar to the times of the Middle Ages, but through the actions of players and random events the scope of the world will expand, science marches on and magic may even be introduced. Magic is rare, though monsters may be abound in players’ regions, strange natural resources or the crafts of alchemy may be at their use and supernatural phenomena can take place.

Best beware if you want to ensure your legacy.


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

Also, if you have a question, and you can ask a player (about their region or people, for instance), ask them instead of the GM. If you can ask it in the thread, do that instead of via PM. The GM's PM inbox is regularly cleared and thus things can easily get lost, so try keep it to secret stuff and (IC) reactions to stuff you get in your own inbox.


The World & Joining the Game

The World

The World as It Is Known, called Arandi in the trade tongue though known by many and sundry names is one which sits on the brink of greatness. It is the year 100 of the new age, one hundred years have passed since the last gasp of the final mighty empire and tribes, peoples, and kingdoms lost, new, and dormant now stand ready to rise up and claim their place in this world.

Across the world rumors buzz of magic, an art thought long lost may be returning to holy men and to those willing to pay the proper dues. Armies the likes of which have not been seen for centuries drill and train. Tinkerers and inventors celebrate an unbridled time of innovation and technology once more seems ready to lurch forward from stagnation and monarchs, councils, and statesmen begin their first forays into the stage of the wider world.

Arandi hosts three existing religious institutions that a nation may choose to ascribe to in the beginning of the game.

The House of the Pale Lady is the center of the followers of the Pale Lady whose domain of death, rebirth, challenge, and rewards to the virtuous appeals to some of the more hardened men and women of Arandi. Her followers often wear white and cover their faces during religious rituals. Religious rites are seen as the duty of women more than men though both serve in the clergy. The physical House of the Pale Lady sits on the border of Regions 266, 268, and 269. The House of the Pale Lady sees the Doctrine of the Nine Candles as an inoffensive spiritual option in limited exposure and the Grand Church of Daen as a threatening and dangerous power willing to declare holy war for political gain.

The Doctrine of the Nine Candles is a spiritual philosophy that espouses the importance of nine virtues: Kindness, Mindfulness, Determination, Purity, Charity, Insight, Fulfillment, Honor, and a ninth, personal virtue said to be known individually to each follower of the Doctrine. Light, especially candles, play an important spiritual role for followers of the Doctrine. The Doctrine has no physical center, practitioners of its teachings often individualistic wanderers who teach their philosophy to those willing to listen be they king or commoner. Within the Doctrine it is considered taboo to share your ninth virtue with an outsider and even among followers of the Doctrine, to share it is a sign of great trust. Followers of the Doctrine generally see the House of the Pale Lady and the Grand Church of Daen as potential alternate paths to enlightenment.

The Grand Church of Daen is an organized hierarchical clergy that claims a documented history of over 500 years and involvement with some of the great empires of bygone eras. Headed by the Elder Abbot the Grand Church preaches the gospel of Daen which teaches of an all-father Lord of the Skies who watches over all of creation and is tended to and conflicted by the other lesser gods and demons. The Grand Church of Daen sees the House of the Pale Lady as a form of aggressive paganism and the Doctrine of the Nine Candles as subversive anti-authoritarians. The central of the Grand Church of Daen lies on the border between Regions 18, 100, and 134.

Though these clergies exist in a recognized and organized form there are many who have lost their teachings, rejected them, or never found them in the first place and among the rising nations of Arandi so too do alternative theologies begin to gather more support...



Joining the Game

First of all, read this thread (http://www.giantitp.com/forums/showthread.php?441545-EMPIRE-2!-Rules-Tables-amp-Administration&p=19808633#post19808633)

Got it? Good. You may now pick the region you would like from the atlas below (first come first serve) and post your nation submission in this thread for review and approval. You are only approved if QuintonBeck says you're approved. Once you're approved you can post your nation in this thread (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897) and prepare to join the IC game when it starts.




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

Here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897) is a list of regions that has been claimed and by whom. It is slightly outdated, so if you aim to take over a certain region, it is always good to double-check in the main thread (this one) whether it is taken or not.


There are more regions visible than are expected to be filled. Start adjacent to another player at your own risk (or benefit)

http://i733.photobucket.com/albums/ww337/QuintonBeck/281%20fix_zpsyrhnhzra.jpg (http://s733.photobucket.com/user/QuintonBeck/media/281%20fix_zpsyrhnhzra.jpg.html)

Link for closer viewing (http://i733.photobucket.com/albums/ww337/QuintonBeck/281%20fix_zpsyrhnhzra.jpg~original)




The Rules of the Game & Data Collection (http://www.giantitp.com/forums/showthread.php?441545-EMPIRE-2!-Rules-Tables-amp-Administration&p=19808633#post19808633).


Game Masters
Legacy Master: Morph Bark


GM Team

Head GM: QuintonBeck

GM's Second and Trade Master: Aedilred

Technology Czar: BladeofObliviom

Podcast Master: PepperP

Friendly Neighborhood Stat Aeldir: Gengy

Faith Table Master: Rain Dragon

Military Table Master: WaylanderX


Extra Player Resources (For the Players, By the Players)
Heraldry Generator (http://rpg.uplink.fi/heraldry/) (thanks, Logic!)
Family Banner Generator (http://www.jointherealm.com/)
Flag Generator (http://flag-designer.appspot.com/) (thanks, Logic!)
Family Tree Builder (http://www.familyecho.com/) (thanks, zabbarot!)
EMPIRE! Podcast (http://hhmc.podomatic.com/) (thanks, PepperP!)

Should there be anything incorrect or not updated yet about any of the above tables it’s always possible that the GM or co-GM in charge of that has missed it. If so, please feel free to inform us with the proper, most updated information.

PepperP.
2015-09-13, 03:36 PM
I would like region 252 please! :smallcool:

Aed has asked me to reserve him region 1 if that's allowed.

Tychris1
2015-09-13, 03:41 PM
I request region P5 please! Polar superiority!

Gengy
2015-09-13, 03:43 PM
The (unofficial name) Aeldir Courts will discuss the regions we want to reserve, but we are currently eyeing several different choices. This is not an official claim. But we're looking at 64, 65, 66, and 67 as a possible choice. Also, potentially 13, 14, 16, and 17. Myself, Rando, Reggie, and Dark will need to communicate before we make a decision.

Reggiejam
2015-09-13, 03:48 PM
The (unofficial name) Aeldir Courts will discuss the regions we want to reserve, but we are currently eyeing several different choices. This is not an official claim. But we're looking at 64, 65, 66, and 67 as a possible choice. Also, potentially 13, 14, 16, and 17. Myself, Rando, Reggie, and Dark will need to communicate before we make a decision.

Throwing my hat in the ring voting for the 64-67 batch as an unofficial claim but hopefully enough to leave me time to convince my federation buddies to go for it fully :smalltongue:

HalfTangible
2015-09-13, 03:59 PM
The Primus Matriarchy (name subject to change)...

... can't really read the map properly, but I'll try 52 if it's the one with the mountains near 61

EDIT: Gengy informs me I'm referring to 62. So... yeah. That one.

EDIT2: That was also wrong. 57. The one in the mountains. Yay!

QuintonBeck
2015-09-13, 04:03 PM
The Primus Matriarchy (name subject to change)...

... can't really read the map properly, but I'll try 52 if it's the one with the mountains near 61

The link beneath the image should take you to the full size blown up version, on Firefox anyway.

I think you're talking about region 57 if you're looking southwest of 61

HalfTangible
2015-09-13, 04:06 PM
The link beneath the image should take you to the full size blown up version, on Firefox anyway.

I think you're talking about region 57 if you're looking southwest of 61

I'm looking at that one, it's still blurry

I'm looking for whichever one is full of mountains near 61 and... yeah, to the southwest. 57 then, i guess

BladeofObliviom
2015-09-13, 04:07 PM
I think I'll place a tentative claim on region 236.

...Now I just need to think of what exactly to put there. :smalltongue:

QuintonBeck
2015-09-13, 04:08 PM
I'm looking at that one, it's still blurry

I'm looking for whichever one is full of mountains near 61 and... yeah, to the southwest. 57 then, i guess

What browser are you using? It should link directly to the picture, not in the Photobucket viewer but the solo image. If it's in Photobucket try right clicking and choosing "View Image" because it is very big and clear in full resolution.

HalfTangible
2015-09-13, 04:12 PM
What browser are you using? It should link directly to the picture, not in the Photobucket viewer but the solo image. If it's in Photobucket try right clicking and choosing "View Image" because it is very big and clear in full resolution.

Firefox. I'm already looking at the full image here (http://i733.photobucket.com/albums/ww337/QuintonBeck/E2%20Borders-3_zpswyzys3sp.jpg). It's pixellated and blurry on my screen for w/e reason. Just glad we got this done with.

BladeofObliviom
2015-09-13, 04:14 PM
Try this if you can't get it to go to full res. (http://i733.photobucket.com/albums/ww337/QuintonBeck/E2%20Borders-3_zpswyzys3sp.jpg~original)

HalfTangible
2015-09-13, 04:15 PM
Try this if you can't get it to go to full res. (http://i733.photobucket.com/albums/ww337/QuintonBeck/E2%20Borders-3_zpswyzys3sp.jpg~original)

This sends me to photobucket >.>

BladeofObliviom
2015-09-13, 04:18 PM
How bizarre. I accessed that by going to the photobucket page, clicking the zoom tab in the top corner, and then right-clicking for "open image in new tab." Try that, maybe? I dunno.

HalfTangible
2015-09-13, 04:20 PM
How bizarre. I accessed that by going to the photobucket page, clicking the zoom tab in the top corner, and then right-clicking for "open image in new tab." Try that, maybe? I dunno.

Ah. That worked. Much obliged!

ImperatorV
2015-09-13, 04:27 PM
I am very excited by this map, especially with the new rules. LET THE HYPE BEGIN!

Now which region to pick... There are a multitude of great choices. I think Ogre King Anphenan will end up claiming 234.

EDIT: Oh hey Blade look's like we're neighbors.

Lord_Burch
2015-09-13, 04:36 PM
I'll put my name in for region 250. No idea what I'll do, but I'll figure it out.

ReaderAt2046
2015-09-13, 05:12 PM
The Grand Duchy of Pavonia shall form in Region 232. Write-up to follow shortly.

QuintonBeck
2015-09-13, 05:23 PM
The Grand Duchy of Pavonia shall form in Region 232. Write-up to follow shortly.

Only new nations will be accepted. Repeat nations are no go.

BladeofObliviom
2015-09-13, 05:32 PM
EDIT: Oh hey Blade look's like we're neighbors.

Ogre King, eh? :smallamused:



I'll put my name in for region 250. No idea what I'll do, but I'll figure it out.

That puts you roughly between Fuzzy and I! Neat.






On a side note, is anyone thinking of playing a Human Southern Vestigial Power? I'm thinking of playing a former colony and it doesn't especially matter who of, but it might be interesting to coordinate a bit nonetheless.



EDIT: Yep, no repeat nations. That was pretty much the first new rule we wrote.

DoomHat
2015-09-13, 05:40 PM
I really wanted the mountain of 57, but HalfTan seems to have dibs.
I would very much like to have 74, please! Though I'm not sure what the whitish highlight represents. Sand? I'm going to go ahead and assume sand.
I'll have my write-up within the next couple hours!

:smallsmile: I'm very excited!

ReaderAt2046
2015-09-13, 05:47 PM
Only new nations will be accepted. Repeat nations are no go.

Huh. Ok, I'll pick a new region and get back to you when I've figured out what I want to do and where I'll do it.

EDIT: Ok, then. Region 1 is now the Kingdom of Beacon. Write-up to follow shortly.

Reggiejam
2015-09-13, 05:57 PM
Huh. Ok, I'll pick a new region and get back to you when I've figured out what I want to do and where I'll do it.

EDIT: Ok, then. Region 1 is now the Kingdom of Beacon. Write-up to follow shortly.

Region 1 is claimed by Aedilred through PepperP (who is away for the weekend and made the map so probably gets superior dibs for that :smalltongue:)

BladeofObliviom
2015-09-13, 06:03 PM
I think I'll place a tentative claim on region 236.

If nobody objects I think I'll go for region 275 instead; my concept is somewhat more equatorial, so I should probably be a little further south.

Aedilred
2015-09-13, 06:07 PM
Popping in just to confirm I will be playing, much as I'm sure to everyone's surprise.

Pepper has done as I asked in requesting Region 1 but I haven't had a full chance to look the map over, so if Reader gets given priority I'll acknowledge that and then immediately invade him to claim MY RIGHTFUL REGION.

Ahem.

Kingdom of Nand, wherever it'll fit.

ReaderAt2046
2015-09-13, 06:24 PM
Popping in just to confirm I will be playing, much as I'm sure to everyone's surprise.

Pepper has done as I asked in requesting Region 1 but I haven't had a full chance to look the map over, so if Reader gets given priority I'll acknowledge that and then immediately invade him to claim MY RIGHTFUL REGION.

Ahem.

Kingdom of Nand, wherever it'll fit.

GAH!!

Ok, I'm posting a claim on Region 139 to use if Aedilred kicks me out of Region 1, but only then. No work on write-up until I know where the heck I'm ending up.

woolli264
2015-09-13, 06:30 PM
I'd like to put 141, 142, 144 and 145 on hold for me and some buds

141. Dimple
142. a few people potentially
144. Me
145. Zayuz

Zayuz
2015-09-13, 06:33 PM
Hey, I had briefly played empire before having left the first time.. But I would like to participate again, this time making my own region and starting from scratch. As such, I would like to reserve Area 145 for my own uses. (I'm with Wolli- He had reserved it for me.)

QuintonBeck
2015-09-13, 06:37 PM
GAH!!

Ok, I'm posting a claim on Region 139 to use if Aedilred kicks me out of Region 1, but only then. No work on write-up until I know where the heck I'm ending up.

Aed has Region 1, you can go for Region 139.

woolli264
2015-09-13, 07:28 PM
If i'm in a federation and I bar faith does that make it so i cannot resist conversions?

Reggiejam
2015-09-13, 07:37 PM
Final confirmation for Region 64. Have a writeup done but waiting for coordination with other federation members.

Gengy
2015-09-13, 08:49 PM
Confirmation of Region 66, pending Dark taking 65, and Rando taking 67. Will be creating the Spring Court, Glaw Novo. Write up being created; to be posted in conjunction with the other Aeldir Courts*.

*Your future overlords of cuteness, beauty, and peaceful dominance. We accept your surrender any day or night! Act now, and you will get a great rate on our fair and just conquests. We accept all major forms of credit, including Discoveries, Master Cards, and more than one Capital.

-----------------------


If i'm in a federation and I bar faith does that make it so i cannot resist conversions?

Resisting conversions is a sub-action; I do not believe barring faith bars you from resisting. If it does, however, then you poke your Faith-speciality person and get them to intercede.

HalfTangible
2015-09-13, 09:19 PM
Okay. Here's my attempt at a region write-up.

---


Primus
Region 57, HalfTangible
Nation: Imperium Primaris

Population: 620,000

Terrain: Primus is a land of rocky caverns and towering mountains. It's almost impossible to climb individual mountains entirely, but the land is also pockmarked by caves and pathways that lead through the mountains, often in highly circuitous paths. The paths wind and double back on themselves to often that it's possible to see your destination days before your arrival. The capital city of Valkyrie is famous for this; It is positioned in such a way that the city comes into sight and leaves it at least twice (the southern route actually does so six times) before you actually arrive at its gates.

Highback Mountains: A mountain range runs straight through Primus. Most are too steep to climb to the top, though most also have caves or tunnels that can be traveled through. Villages and towns tend to situate themselves along these paths.

Valkyrie: Valkyrie is the capital city of Primus, and for good reason. It is situated along a massive cliff face where several tunnel systems and winding pathways connect beneath the earth, resulting in what appears to be a city sticking out of a wall.

People: Primus is populated by a matriarchal people who are headstrong, determined, and warlike. The populace is almost entirely human, though there may be an exception here or there, especially for foreign merchants. Everyone from the lowest beggar to the royal family are required to serve at least 3 years in military service. They place a strong emphasis on honor and battle, to the degree that it is possible to take a noble title through an honorable duel (the royal family can't lose their power this way, however, and hold veto power over any duel's results) even if you are about to be executed.

In Primus, it's no secret that women are the rulers and masters. (In lieu of rings, women wear wristbands to note marriage and men wear collars). Men are believed to be too weak-willed to control their vices (primarily lust and wrath) and so are generally seen as lesser. This has naturally resulted in a sexist society and legal system that favors women over men in most instances. (For example: that required 3 years in military service mentioned above? Women must spend those years as cadets, men as recruits. Meaning that women find it much easier to become officers.) However, this has also resulted in a strong sense of - for lack of a better term - noblesse oblige within the society. Women are expected to accomplish far more and do far more than their male counterparts, and so any failure is judged more harshly. Men who gain power have clawed their way beaten and bloody to it, and so are expected to help others on their own climbs whenever possible.

This line of thinking only applies to men and women who are born and raised in Primus - it doesn't apply to foreigners. Explorers and merchants, in fact, are among the few areas in life where the sexes are actually equal.

Sexuality is very open in Primus. The land seems to be overrun with attractive people, and the populace is very eager to enjoy this; it's not uncommon to see complete strangers kiss as a greeting. Marriage is considered a commitment to your partner's well-being more than a monogamous relationship (romantic or sexual) but divorce is utterly impossible.

Resource: Moonsilver: Moonsilver is a mystical metal found primarily within the Highback Mountains. It is an alloy that can be bent and molded to fit a specific shape, even after forging. When worn, it shapes itself based on how that person moves, allowing for greater mobility than standard armor. In addition, Moonsilver changes color based on who is wearing it (though the exact color is impossible to predict or control). Moonsilver is exceedingly expensive and dangerous to mine (and as you might imagine, very difficult to forge properly), so most Moonsilver items and artifacts are used by high-ranking officers, nobles, or the royal family. However, recently Primus has developed special techniques to mine the stuff safely and cheaply (well, less expensively) so the material is becoming more common.

Needs: Flying Mounts: Primus is a land of twisting turns and open chasms that make traveling anywhere a slow, ponderous affair. Even towns and villages have to place themselves along paths, making it even more of a hassle to get through a city. The people badly want a quicker way to get around, and infrastructure is only going to do so much.

Religion: The people of Primus do not share an organized faith. However, there is a widespread belief amongst the populace that people who perform great deeds (but do not initially gain recognition for them) are reincarnated as members of the royal family. The exact details vary so wildly that it can hardly be called a faith of its own, but it is a common thread that runs through the smaller faiths in various towns and villages.

---

Queen Mira gets 3 ones.

And then ones on both of her rerolls.

...

So 3, 4, 2, 1, and 1 to assign as I will, and then two +1s.

Philote
2015-09-13, 10:00 PM
I'd like to put in my claim for 53. I'm pretty sure it has not been chosen by anyone yet.

Write up of empire will come after I look over new rules better.

And by region 53 I'm talking about the one with the lake and the island within the dotted lines since it is hard to read the number correctly.

Rain Dragon
2015-09-13, 10:07 PM
Resisting conversions is a sub-action; I do not believe barring faith bars you from resisting. If it does, however, then you poke your Faith-speciality person and get them to intercede.

Non-action, right?
I think this question applies to all other non-action roll offs too. Are there any DIP ones?


Nice nation, HalfTan! Looking forward to seeing how this gynophillia plays out when your people start meeting other nations.

Interesting choice (https://en.wikipedia.org/wiki/Androphilia_and_gynephilia) of word there.

Gengy
2015-09-13, 10:11 PM
I'd like to put in my claim for 53. I'm pretty sure it has not been chosen by anyone yet.

Write up of empire will come after I look over new rules better.

And by region 53 I'm talking about the one with the lake and the island within the dotted lines since it is hard to read the number correctly.

You have read that correctly. *waves from the Isle of Aeld* Hello neighbor!

HalfTangible
2015-09-13, 10:13 PM
Nice nation, HalfTan! Looking forward to seeing how this gynophillia plays out when your people start meeting other nations.

The only scene I'm sure I want to do so far is a brutal execution of someone trying to surrender because "When we say blood and honor, WE MEAN BLOOD AND HONOR!!!!"

So the matriarchy may or may not be more downplayed than the write-up implies.

Mynxae
2015-09-13, 11:13 PM
I would like to lay claim to region 62, for the Kingdom of Berrium, a medieval realm of knights and honour.

I've got a partial write-up at home which I should be able to get a bit more finalised fairly soon now that we're getting into preparing to move to E2. Although I, like Aed, was hoping for a potential week off from Empire-related things for next week, especially since it's my boyfriend's birthday this weekend (Saturday) and we were going to be going to visit his family for a few days until the Tuesday a few days later. :smallsigh:

And for a potential theme, I'd name the first track of this album, Avalon, which runs from 00:00 - 3:52 (https://www.youtube.com/watch?v=LgtRqwfJGbI).

QuintonBeck
2015-09-13, 11:15 PM
If i'm in a federation and I bar faith does that make it so i cannot resist conversions?



Resisting conversions is a sub-action; I do not believe barring faith bars you from resisting. If it does, however, then you poke your Faith-speciality person and get them to intercede.

If you ban Faith you can't resist conversion, but if you're in a federation you have to have someone who doesn't ban faith (or even specializes in it) so they can resist for you.

Half if Moonsilver is so rare why is it the main export?

Reader please clarify what a Hwakalin dragon is if it isn't the typical term one would associate with dragon.

EDIT: As relates to "weeks off" bear in mind E2 IC won't start for at least two weeks. Until then submissions are open and subject to review.

HalfTangible
2015-09-13, 11:35 PM
Half if Moonsilver is so rare why is it the main export?

Because Moonsilver is rare, but since it can be shaped after forging it's also very useful. Thus, it's in high demand.

...

And also because its rarity/danger to mine is primarily to justify why they're only just NOW trying to do things with something this useful besides the occasional cool-looking sword.

Philote
2015-09-14, 12:00 AM
The new resource rules are confusing me. We start with a single a resource this time around that it appears can be traded twice. It appears we can upgrade resources or introduce new resource with a C5? But I don't see what the maximum number of of resources in a region is. Also, with only having a single resource and people starting out with "Witchglass" and "Moonsilver" I'm not sure how people are supposed to satisfy their needed resource. Is the idea that we just gather more regions than normal in order to have more trade? If so, can't we just introduce our needed resource in a new region we pick up?

DoomHat
2015-09-14, 12:22 AM
Illusiocrascy of Fantastigoria
Fantastigoria Primacentra [Region #74], Doomhat
https://41.media.tumblr.com/eb8670e53fe507827dce46e436b7abf7/tumblr_nun8mlsOS01skwqimo1_540.jpg

National Luck (2)
Ruled by Le Maestro della Aeternum (The Maestro)
The 12th Maestro {Rolls} (http://www.giantitp.com/forums/showsinglepost.php?p=19814594&postcount=10)
[Diplomacy (5)] [Military (3)] [Curiosity (4)], [Faith (4)]

Close Approximation of the National Anthem: [LINK] (https://www.youtube.com/watch?v=VMYyxqaaWew)
Population: 950,000 (http://www.giantitp.com/forums/showsinglepost.php?p=19814600&postcount=11)


Terrain:
http://www.venice-italy-veneto.com/images/pasquale-amalfi2edit.jpg
The iconic vista most people tend to associate with Fantastigoria Primacentra is almost certainly its coastline. Ancient buildings of astounding make and color overlook long winding beaches from their steep perch, carved as they are from the forested hills. For the warmer half of the year, vast swarms of iridescent butterflies drift and dance in the sea wind. It is from these that the locals derive their famous silks.

There's little of note moving further into the peninsula's inland forests. Here and there are more artifacts of previous ages, far less well preserved by virtue of their disuse.

The City of Villae Fantomae is the capital, and central hub of all human activity in the region. It has the look of a place in a perpetual state of festival. Very few enter the city except to buy, sell, or indulge in something.

It is also the home of the Maestro's Grand Hall, perhaps the largest and most acoustically perfect amphitheater remaining in the modern world, adorned with all the pomp and circumstance one might expect from both a king's palace and a prestigious entertainment venue.


People:
http://www.stevebloom.com/images/b/003916-SB1.jpg
“Art Thou A Beast?”
-Official National Motto

“Whatever you can get away with...”
-Unofficial National Motto

Leaving one's home without a mask in Fantastigoria is tantamount to leaving home with one's genitals exposed. It is an act of extreme taboo, both buffoonish and highly offensive. Every adult native has a mask they regard as little different then their actual face, which they will most likely wear with little variation until the day they die. Though it is not unheard of to use a small number of slightly varied masks for different occasions, or to replace one's mask to reflect some significant change in their lifestyle or philosophy.

The masks of the country’s elite are often passed down through generations. These masks frequently carry the names and identities of their original wearers. Truly, a Fantastigorian noble doesn't have heirs, they have understudies. Countless youths vie every generation for the opportunity to inherit the identity, personality, and holdings of the country's oldest remembered heroes.

A naked face is something only seen by one's family, close friends, and closer allies. Small children are given a general exception to this rule, given that their wildness and total ignorance/innocence makes them little better then beasts anyway. Infants are not allowed to leave the house if it can be helped. Toddlers are often given silk domino half-masks to get them used to something more proper. Young children have their faces chosen for them by their parents until they reach adolescence, when the time comes for them to accept true personhood by dawning a mask of their own choosing.

Aside from their fixation on the wearing of masks, Fantastiagorians are obsessed with achieving the highest standard of decadence in nearly every facet of daily life. To their thinking, only animals seek to do things for efficiency sake alone. An ideal human world is one in which every tool is as beautiful as it is effective. Laziness and clean stoic directness are considered nearly identical sins.

Nearly every Fantastiagorian lives in an almost constant existential dread that their work (whether it be farming, carpentry, singing, or governing) could be rightly described as clumsy, artless, or worst of all, ugly. Euphemistic language is frequently used to cover up instances of unavoidable hypocrisy.

For example, it is generally agreed that warfare is a barbaric and ugly practice, there for Fantastigoria proclaims itself a fully pacifistic nation. It doesn't have an army, but it does fund the training of hundreds of “duelists” and “wildlife trappers” as members of the national “League of Diplomatic Affairs”.


Resources
Produces: Silk [Good]
The almost absurdly bountiful native population of butterflies provides both raw silk and a wide range of pigments. The natives have long since mastered these resources to a phenomenal degree. The silk of Fantastigoria is unparallelled in all the world.

Demands: Jewelry (precious metals and/or stones)
The people of Fantastigoria crave novelty and distraction, but above all else they desire to be unique and beautiful. The bidding for rare and wonderful costume materials is nothing short of ravenous.


Religion: Equal minorities; Pale Lady, Nine Candles, and Church of Daen.
To a Fantastigorian, the act of miracle working is no different from any other craft. Monks and nuns are generally considered to be little better then layabout hobbyists, and world creation myths come and go from the zeitgeist of Fantastigoria like the rolling tide.

The average Fantastigorian is easily bored by sermons, calls to devotional prayer, and donation requests. If one want's spiritual advice, one seeks out a paid professional! For this reason, fortunetelling is one of the country's biggest industries. Professional witches and soothsayers alike compete for retail space around every other corner and in every small hamlet. Only time will tell if any of them are selling something more then snake oil.

There is only one myth the Fantastigorian's hold dear, and it is as follows...
What I tell you now has been passed down uncountable generations, and it has always been told true.
It is said that long ago, great black birds with wings over a hundred hands long flew through the sky above us. From their wings drifted a black mist which fell and settled upon the ground. The mist poisoned and choked the breath of life from all it touched.
The people despaired that all was lost, for they knew not why the birds had come. They knew not how to escape the death the mist had brought. But the Maestro in those days was wise, and he crafted a mask for each of his people.
He gave unto each of them a mask and he said unto them, “Do not despair, for this mist is not meant to kill you, my people. This mist is a mist that only kills beasts, yet the spirit of the mist is confused by the nakedness of our faces. Put these masks upon your faces and be safe, for only a Person may choose their own face, and you will be safe.”
And so the good people took heed of their Maestro and put on the masks and they were safe, for the mist did not seek to do harm to the people. But among the people there were some who would not wear the masks.
“We do not wish to wear the masks. These masks you have given unto us are frightful of countenance and discomfort our breathing,” said they.
And so they stood out of doors with naked faces and the mist could not tell them from beasts. So it was that the mist smote them. Their eyes boiled like eggs and wretchedness poured out from their throats. The people wept at the sight of such foolishness, grateful to know what their masks had saved them from.
It has since been an age and an age since last the Great Birds were seen, for the lesson they had come to teach has been learned. Now all good people know better then to leave their homes naked-faced, as beasts of the wilds do. For we must always remember the many things that set good people apart from lowly beasts.

The Blue Guard
2015-09-14, 12:50 AM
Region 326 looks appropriately infertile for a migratory pastoral people. All the everything to come.

Elemental
2015-09-14, 01:07 AM
If it all possible, I'd like to claim the island region of 274 for the Might of the Pearl Throne. I'm going to go with a sort of faded Byzantium vibe. Everything's still grand and glorious, but the paint's faded, vines have taken over the sides of the old cathedral and some of the gold decorating the public buildings might have been melted down to make coins, but don't accuse the Grand Princess of that, her coffers were always this full.

lt_murgen
2015-09-14, 07:39 AM
I would like to request region 17, if possible.

I am thinking of running either a centaur or halfling race. Can't decide which.

WaylanderX
2015-09-14, 07:54 AM
I would like to request region 44B for my country: The State of Glorious Art, Skianz. If that underground region isn't possible, I would like to have 42 instead.

Writeup still ongoing. Gonna be blind naga people.

lt_murgen
2015-09-14, 08:05 AM
Might I suggest the following format for lands posts:

---


Region Name
Region #, Player
Nation: Nation name

Population: XXX,000


Details on Terrain, flora, fauna, and key geographical characteristics.


Details on the people, their appearance and outlook. How their society functions and their government works. You might want to include notable cities as well, if not tied to a specific terrain note.


Put your exportable resource in bold and your needed import in red.


Details of faith here

QuintonBeck
2015-09-14, 09:17 AM
Because Moonsilver is rare, but since it can be shaped after forging it's also very useful. Thus, it's in high demand.

...

And also because its rarity/danger to mine is primarily to justify why they're only just NOW trying to do things with something this useful besides the occasional cool-looking sword.

I think it's recent discovery would answer that. It just seems a bit at odds to say "currently it's very rare but we're also making it our primary export" perhaps something like "since it's discovery the difficulty in mining and forging Moonsilver has seen it as a rare commodity but recently more mines and smithies have begun to extract and forge the metal opening it up to broader availability" or something like that? Answer that discrepancy and you'll be ready for approval.


The new resource rules are confusing me. We start with a single a resource this time around that it appears can be traded twice. It appears we can upgrade resources or introduce new resource with a C5? But I don't see what the maximum number of of resources in a region is. Also, with only having a single resource and people starting out with "Witchglass" and "Moonsilver" I'm not sure how people are supposed to satisfy their needed resource. Is the idea that we just gather more regions than normal in order to have more trade? If so, can't we just introduce our needed resource in a new region we pick up?

Not traded twice, put on two trade routes which can each (currently) support up to 10 resources on them so you can (potentially) trade one resource for 20. One cannot introduce a new resource, only upgrade a resource either in quality [Minor] to [Good] to [Great] or into something more exotic [Silk] to magical [Gossamer] as an example.

As for people starting with super special awesome resources, yeah that is going to be an issue for import requirements until exploration and colonization happens (if you get lucky on your exploration roll) or until people choose less fantastical resources to start with.


[CENTER]Illusiocrascy of Fantastigoria
Fantastigoria Primacentra [Region #74], Doomhat


What about children? When do they get their mask? Seems impractical to slap a mask on a newborn :smalltongue: Like the writeup though, answer that question in your writeup and you'll be ready for approval.


I would like to request region 44B for my country: The State of Glorious Art, Skianz. If that underground region isn't possible, I would like to have 42 instead.

Writeup still ongoing. Gonna be blind naga people.

44B is yours, but bear in mind underground regions are rarer on Arandi.


NICE!

Oh, and in answer to your question, QB, the Hwakalins use the term "dragon" for the same sorts of creatures we would tend to call "dinosaurs". So you have "Winged dragons", which are similar to our pterosaurs, or "green dragons" are a relative of our Allosaur or Velociraptor, and so on.

Could you please describe them a bit in your writeup then? Using terms people associate with one thing to mean another thing demands clarity :smalltongue: Get that done though and you'll be ready for approval.

EDIT: So people know, claiming a region first gives a soft reservation on it until such a time as you can writeup a region for approval and solid lock down on that region or if a writeup doesn't come in a reasonable amount of time (Week and a half to two weeks) the reservation will be removed.

DoomHat
2015-09-14, 10:14 AM
NICE!
Thank you! I've been brewing and stewing on it since I first found out the E2 was going to be a thing.


What about children? When do they get their mask? Seems impractical to slap a mask on a newborn :smalltongue: Like the writeup though, answer that question in your writeup and you'll be ready for approval.

I actually had an answer to this question in mind, but forgot to included it in the original draft.

Edited the post to include the following:
http://www.stevebloom.com/images/b/003916-SB1.jpg

A naked face is something only seen by one's family, close friends, and closer allies. Small children are given a general exception to this rule, given that their wildness and total ignorance/innocence makes them little better then beasts anyway. Infants are not allowed to leave the house if it can be helped. Toddlers are often given silk domino half-masks to get them used to something more proper. Young children have their faces chosen for them by their parents until they reach adolescence, when the time comes for them to accept true personhood by dawning a mask of their own choosing.

Elemental
2015-09-14, 11:15 AM
The Grand Principality of Anceris
Elemental

~Flag of Awesomeness~

Ruler: Her Grace, Alessandra, Vasilissa de Altan, Grand Princess of Anceris, Keeper of the Keys and Lord of the City of Azandria, Queen of the Ceril Sea, Warden of the Twin Straits, Matriarch and Daughter of the Red Dawn and Bearer of the Sacred Sword of Stars.

Heir presumptive: His Excellency Vitale de Altan

Stats (http://www.giantitp.com/forums/showsinglepost.php?p=19863469&postcount=58):
Diplomacy: 3
Military: 5
Curiosity: 5
Faith: 3
Luck: 4



Anceris
Region 274

Population: 890000 (http://www.giantitp.com/forums/showsinglepost.php?p=19815163&postcount=16)

The Isle of Anceris is a relatively small island located almost exactly between two peninsulas that very nearly separate the body of water to the Northeast known by the Ancerans as the Ceril Sea from the greater Ocean Sea to the Southwest. The oceanic side of the island is dominated by rocky marble cliffs dotted with precariously perched olive, argan and cork oak trees. The interior of Anceris as well as the Ceril Coast is much more forgiving despite the occasional marble outcropping and is dominated by forests of oak and other hardy trees as well as arable land put over to the cultivation of grain and vegetables as well as olives and vines. There is very little space available for pasture, so horses and other livestock are raised among managed woodlands given over to the use of the peasant class. On the Northern shore of Anceris adjacent and East of what is perhaps one of the finest natural harbours in the world stands a large marble mountain known as the Gods' Anvil for the veins of red within in that give it a rusty appearance as well as shape slightly reminiscent of an anvil if you squint.
Between this spectacular monolith and the sea stands the ancient city of Azandria. Founded in an age long forgotten, Azandria is a city built on a grand scale by the best builders and artisans of the world. However, this was a past glory and with the fall of the Old Empire and the abandonment of the city by Imperial authorities, much of the lifeblood that had sustained an already diminished city was cut off. Despite the efforts of House de Altan, much of the city remains a shadow of its former glory. The Hippodrome is a weed choked field, the silver domes of the Grand Library have long since tarnished beyond recognition, the Cathedral of Daen is thickly hung with vines and the white gold doors of the House of the Pale Lady haven't been seen or replaced in decades. But above all of it, the Opalis Palace remains. Built against the side of the God's Anvil, the Opalis shimmers in the sunlight as countless accent work and ornamentation done in prized mother-of-pearl reflects the solar brilliance, taking on the appearance of gold or, perhaps more macabrely, blood, in the light of the setting Sun.

Azandria is a very cosmopolitan city. People of all races and ethnicities can be seen making their homes in the city and mingling in the streets. However, the majority of the population is human of Anceran stock. Anceran humans stand an average of 179 cm and tend to be muscular in terms of physique. Their hair ranges in colour from dark brown to pale blonde and their skin ranges from fair to light brown. Fashions in the city come and go, but the expense of dyes and fine fabrics lends a certain degree of uniformity over the years. Tradesmen dress in practical brown and black clothing whereas merchants tend toward fine white linen accented with embroidery as their business dress along with hats chosen according to personal taste and current fashion.

Anceran society is progressive and tolerant of foreign ideas while remaining steeped in its own traditions. Religious freedom is permitted and anyone may marry anyone else provided they are both consenting and at least seventeen years of age. Men and women inherit property on equal footing, though women are forbidden from joining the military unless they are noble and are made an officer. Further, while slavery is legal on the island, no one is born a slave and new slaves can only be created by the will of the Pearl Throne as punishment for certain crimes.
Ancerans are a fun loving people who take advantage of the mild climate of their island and as such, Azandria is home to numerous annual carnivals and festivals as well as more solemn events such as public religious observances and civic ceremonies. Races at the Hippodrome are unfortunately a thing of the past but the people make do by watching the annual Island Regatta from the tops of the city walls. Behind the closed doors of their mansions and palaces, nobles and wealthy merchants partake in a series of seasonal social events in between the more public celebrations.

The government of Anceris is essentially a aristocratic oligarchy. The heads of the islands fifty-nine noble houses all have the right to participate in the Civic Diet of Azandria and so have some say in government, though in practice only seven families hold any real power. When the De Altan family ascended to the Pearl Throne roughly one hundred years ago, they divided the island's main administrative positions among the six families who supported them in their bid for the throne. These positions have been inherited down family lines and to this day, the De Altan family and their supporters still maintain control over the island's political system.

The waters around Anceris are abundant in at least three types of oyster as well as many other molluscs. Many of these creatures have nacreous shells and thus, Pearls and Mother of Pearl are very common and considered the main trade good that comes out of Azandria.
However, while most essential goods are easy enough to source, the lack of available land for the raising of livestock means that Meat is at a premium. Currently the bounty of the sea supplies the island with more than enough protein, but fish gets boring after a while.

Owing to Azandria's past great importance and location at the crossroads from East to West, it is no wonder that followers of many major religions have made their way to the city. Choosing to avoid causing strife, a system of religious tolerance is practised on the island and as a result, both worship of Daen and the Pale Lady are equally well established, though the former is more widespread beyond the city walls.
In short, majority Daen, minority Pale Lady.

Soommor
2015-09-14, 11:45 AM
I'm feeling solid about that there Region 122, I don't think anybody has laid claim to it yet. I'll start up my fluff with the go ahead on the region. If that isn't possible, mayhap Region 101?

HalfTangible
2015-09-14, 11:53 AM
I think it's recent discovery would answer that. It just seems a bit at odds to say "currently it's very rare but we're also making it our primary export" perhaps something like "since it's discovery the difficulty in mining and forging Moonsilver has seen it as a rare commodity but recently more mines and smithies have begun to extract and forge the metal opening it up to broader availability" or something like that? Answer that discrepancy and you'll be ready for approval.

Okay, fixed.

GorinichSerpant
2015-09-14, 11:59 AM
I want to claim region 70 and if that's taken, I'd like 68,69 or 71. Later today I'll post the details about the country.

lt_murgen
2015-09-14, 12:01 PM
Proposal for my starting region:


Tillwell
Region #17, LT_Murgen
Nation: The Geshemafar

Population: 332,000


Tillwell is a region of rolling plains crisscrossed with numerous streams and lazy rivers. Forests dot the landscape, ranging from tall nut-bearing hardwoods like walnut, beech and pecan to small groves of cherry and apple. The soil is rich, dark, and deep. The climate has a long growing season followed by a dry, cool winter. Many rivers flow either into the muddy , shallow point of the sea on the west or into the large freshwater lake beyond their borders to the east.

Tillwell is well stocked with small game- rabbits, foxes, otters, grouse and pheasant. Numerous songbirds and hummingbirds compete with falcons and hawks. Domesticated chickens and goats are common. Trout spawn in the rivers in season. The area lacks larger predators such as wolf and bear, or larger herbivores like deer or bison.

In the southwestern corner of Tillwell, their borders dip around southward around the single great promontory in the area. Too low to be called a mountain, the Great Burrow still rises several hundred feet around the surrounding plains. Atop the hill lies a vast stone henge. The henge is used to track the seasons and to predict weather. The Burrow itself is extensively hollowed out into the nominal capital of Tillwell. Visitors come here seldom, as it is all Geshem sized. Lower down, around the base of the hill and encircling it, another trade town has grown up. This one is human sized, and most trading goes on there.



The Geshem are small folk, ranging from three to three and a half feet tall and roughly 45-60 pounds. They are slight of build but strong for their size. They are noticeably quick and nimble, able to move quickly and quietly when they choose. They tend to favor natural colors- browns, greens, and grays for daily clothes and accent them with brightly colored ribbons and jewelry on formal occasions. Their hair and eye colors also seem naturally attuned to the environment, with curly brown hair predominant. Men can grow short, tufty beards. Some roughness is considered dashing, but full beards are frowned upon. Geshem reach adulthood around 20, and live for close to 200 years. Their families tend to be large, as they can (and often do) bear children until nearly 100 years old.

Circles feature prominently in Geshem life. Most homes are circular mounds that have been hollowed out. Architecture features the circle and arch for strength and stability. Farmland tends to be plowed and maintained in large circles, with the space in-between left for tree and bramble. Clothing often features embroidered circular patterns, and they favor jewelry like rings, bangles, and circlets.

The family is the center of life for the Geshem, and geaneology is a passion. Families tend to live together in large multi-generational households. Large mounds may have dozens of homes connected by doors and passages, allowing the large interconnected family to live and visit freely. Others build free-standing round homes, one beside another. The upper, common levels are separate. But below ground, the lower private levels will often have interconnecting passages. The eldest woman tends to be in charge of the family, and lineage is tracked through mothers.

The vast majority of the Geshem live in small communities around their farms and orchards. They blend into the rolling hills so well it is often hard to spot their buildings. Often herb and flower gardens growing above a small round door are the only indications of habitation. Well, that and the goats.

Goats. There exists a derogatory term for the Geshem among the humans- “Goats-em”. The Geshem love their goats and breed a large variety of them. They are pet and protector, mount and milk-provider. Some are small and kept as pets. Some are bred for racing, a popular Geshem sport. Others are larger and have an impressively loud scream. Trained as guardians of the farms, they aggressively protect their people. Even larger ones are used to pull carts, wagons, or plows. In times of crisis, they become war-mounts- kicking, head butting, and trampling at the command of their rider.

Goats, oddly, also form the basis of their government. Goat lineage is rigidly controlled and tracked. A special herb is freely distributed to keep the nanny goats from being able to bear young. The Billy Guild controls all breeding, and thus access to resources. The leader of Tillwell is the leader of the Billy Guild. He, or she, carries the Title Decasage ( Dek-a-saj). Below that comes the provincial chiefs- the Octasage; then the regional chiefs- the Hexasage; then the community chiefs- the Trisage. Special runners, called Dusage, carry messages between the groups. Badges of office represent rank and reflect the Geshem’s love of the circle: The Decasage bears a circle inscribed with a 10 pointed star, 8 for the Octasage, 6,3, and 2.

There also exists a law enforcement and border patrol organization not appointed by the Billy Guild. These are the Pentasages, and wear a round badge with a 5 pointed star. They are elected by the Trisages and typically have 2-3 per community. But their authority to protect borders and chase criminals is accepted throughout Tillwell.


Tillwell produces a vast variety of foodstuffs. Grains, tubers, fruits and nuts are grown throughout the regions. Goat milk and cheese is common. Of course, brewing and baking are prominent as well. Chickens are prized for their eggs as well as their pest control. The muddy coastline of the west produce shellfish and crayfish in great quantities. However the catfish that are so prevalent in the streams are toxic to eat.

The area lacks cows or other larger herbivores, the nation is always in need of leather and hides.

They are explicitly forbidden to trade, gift, or sell goats, or accept them in trade or as gifts


The Geshem hold both The Doctrine of the Nine Candles and the Grand Church of Daen in equal respect. They see the Doctrine as a philosophy of living and the Daen as the all-knowing father and controller of the world. Attuned to the various seasons of growing things, they accept that the Lord of the Skies keeps things running on a timely, benevolent schedule so vast and intricate that any prayers or supplications on their part would be inconsequential. Instead, they focus on living well, both individually and for their society in general.


Serafim Rosenbaum, Decasage
Serafim Rosenbaum has been the decasage of Tillwell for 50 of her 120 years. She is clever and quietly reserved in negotiations, but inviting and charming in private. She is well respected for her ability on the difficult to play bull rebab, a larger heavier version of the popular folk rebab.
Her youngest son Josiah (aged 40) is married into the Berlinger clan who have extensive orchards along the eastern borders. His grandmother-in-law is the Hexasage for the entire region.

http://orig03.deviantart.net/b2ce/f/2007/059/e/9/thalie_by_umerean.jpg
Stats:
D: 5 (4+1)
C:4
M:3
F:1
L:2 (1+1)

Gengy
2015-09-14, 12:25 PM
I want to claim region 70 and if that's taken, I'd like 68,69 or 71. Later today I'll post the details about the country.

Welcome, Gorinich! I believe 70 is open, and you're close to one or two experienced players who are usually open to working with newer players.

Question for the Quinton: What's the relative distance on these maps? I ask because I am curious if the island claimed by the Aeldir is visible to any other shorelines. Ie, can you see region 11, 53, or region 15 from any of the coasts of regions 64, 67, or 66?


For an observer on the ground with eye level at h = 5 ft 7 in (1.70 m), the horizon is at a distance of 2.9 miles (4.7 km). For an observer standing on a hill or tower 100 feet (30 m) in height, the horizon is at a distance of 12.2 miles (19.6 km).

^this is a frame of reference for horizon viewing distance of the average human on Earth.

I am getting technical, but it makes a difference in some of the write-up for the Spring Aeldir.

Philote
2015-09-14, 12:44 PM
Is it possible to have an empire of giants? Or something where X number of population is equal to X divided by Y actual number of giant population?


Not traded twice, put on two trade routes which can each (currently) support up to 10 resources on them so you can (potentially) trade one resource for 20. One cannot introduce a new resource, only upgrade a resource either in quality [Minor] to [Good] to [Great] or into something more exotic [Silk] to magical [Gossamer] as an example.

As for people starting with super special awesome resources, yeah that is going to be an issue for import requirements until exploration and colonization happens (if you get lucky on your exploration roll) or until people choose less fantastical resources to start with.

I think I need to read over these new trade rules more, they are not clicking in my head yet for some reason.


I would like to request region 17, if possible.

I am thinking of running either a centaur or halfling race. Can't decide which.

I want to see half sized centaurs now.

Tychris1
2015-09-14, 01:02 PM
The Great Clans of Nifhel
Nifhel and the Domain of the Fimbulvintr [Region #P5], Tychris

Clan Niffledruch:
https://s-media-cache-ak0.pinimg.com/736x/b9/84/82/b98482625210c3d3cebf4d856ca9ae4f.jpg
Clan Jötenhel:
http://pre06.deviantart.net/0f34/th/pre/f/2013/078/2/4/24df6e3a68d94b071cd1df10eea264ba-d5yld63.jpg
Clan Hardrada:
http://i.ebayimg.com/00/s/Mzk5WDUwMA==/$T2eC16FHJGQE9noMZKQ6BQtjk9jy)Q~~60_35.GIF?set_id= 8800005007
Clan Grimmson:
http://macdougall.org/raven.gif

Ruled by The Harbringer Goth Lohcbar (In the Fimbulvintr's Stead)
Mil: 5
Faith: 5
Cur: 3
Dip: 3
Luck: 1

Close Approximation of the National Anthem: [LINK] (https://www.youtube.com/watch?v=kLTbBnBS3gE)
War Chant:https://www.youtube.com/watch?v=Le4B9T12zbs
Population: 970,000


Terrain:
http://img03.deviantart.net/5551/i/2014/185/0/1/digital_art___necropolis_by_gycinn-d7p8zqe.jpg


http://img.4plebs.org/boards/tg/image/1396/10/1396102232461.jpg

Nifhel is a massive and dreary snowy wasteland, an apocalyptic hell hole wherein winter occupies 10 out of the 12 months in a year. Mass graveyards populate a massive amount of the land, buried beneath snow and the brutality of time, and funeral markers in various states of repair are a common sight. Sometimes so much snow compiles above these mass graves that another mass grave forms on top of it and the dead from several generations slowly congeal together as the snow melts and rehardens over the years.

The winds are remorseless and fast, gales picking up with enough strength to hurl a grown man off of his feet, and flense him down to the bone. Were this deadly combination of depressing cold and furious winds not enough, the land is only made worse by the constant gloom and clouds choking any light that tries to reach Nifhel, and scouting things from a distance is made almost impossible with the mist that constantly enshrouds it. To make matters worse most water that can be found in Nifhel is either infested with parasites, disease, horrible corruption, or if rumors are to be believed monsters.

Only the outskirts of Nifhel are truly habitable by her children, with land that can support livestock and rudimentary vegetation. Even still, the dour presence of grey clouds brooding overhead and the cloistering grip of the grave mist is a constant companion to the Nifelic people. The outskirts of Nifhel have been cut and sectioned off into the various territories of squabbling clans and tribes, with the 4 Great Clans dominating the most amount of land. Each Great Clan supports a fortress through which acts as as a homestead and bastion for them as they try to appease the Fimbulvintr. These establishments are almost universally crude and rugged in design, with the most ornate and well crafted of them belonging to Clan Grimmson.

In stark contrast to the brutal but simple designs and buildings of the Nifelic people, the Castle of the Fimbulvintr is a macabre monolith. A huge temple of stone, obsidian, bone, and ice the Castle of the Fimbulvintr defies all reason and the precedent of past work done by the Nifelic people. It is huge, far larger then anything the Clans could build individually, possessing ornate gothic architecture and macabre ornaments such as skulls and frozen corpses strewn across the ramparts and walls. A single massive gate forged from the ribcage of a giant blocks all entrance into the castle, and any who have tried to scale its walls have been lost to the blizzard that rages over and around it. None have entered the Fimbulvintr's castle, and to most of the population it is merely a story crafted by the Noaidi.


People:
“Crush the Serpent's Head!”
-One of the many War Cries of the Nifelic people

“Everyman has his price.”
-Common expression

The Nifelic people are a bloodthirsty and cynical lot, constantly engaged in conflict and infighting, they morbidly focus on the fragility of life and the passing ethereal nature of man. Honor, martial prowess, and courage are the three founding principles for their morals and customs, and as of such has lead to a rather expansive law that all 4 Great Clans abide by, Wergild. Each man has his price, and physically harming or killing someone results in a fine that must be paid to the victims family or clan. 100 Dreks for killing or harming a man, 50 Dreks for killing or harming a women (Cut the price in half if they don’t own land in the case of a man). 1,500 Dreks for killing or harming a noble person and 300 for killing or harming a Noaidi (500 if he was performing a Sermon or other religious ceremony). 10,000 Dreks for harming one of the four Horsemen, 15,000 if the Horsemen is killed. Due to the special nature of Nifhel’s economy, completely destroying the body of anyone counts as a Wergild and doubles the Wergild if the offending person committed the crime. The Harbringer is unique in the case of the Wergild due to his symbolic nature as representative of the Fimbulvintr, as of such he commands a Wergild of 50,000 Dreks, 25,000 of which is paid to the Royal coffers and the other half distributed amongst the population, and can be raised as seen fit by vote from the 4 Clans. Included with this Wergild is the ancestral Blood Vengeance wherein the new Harbringer can claim the life of 2 members of the offending family or order, one for each side as punishment for breeding/raising such an offending source, so grave is the punishment for harming the chosen of the God Lord of Nifhel. Nobility and higher can always opt to default to Blood Vengeance instead of Wergild, and cases of Wergild can be brought before The Harbringer and his acolytes to have the price lowered raised or dropped all together.

Due to the magical corruption in their veins and the harsh surroundings they call home the Nifelic people are an incredibly hardy and brutal lot. Giants compared to normal humans a Nifel standing at 6 feet is considered to be on the short side with the average man standing anywhere between 6’4 to 6’8 while the women stand about 2 inches shorter. Muscled and brutal they have lost almost all sense of basic survival concepts such as farming or building as these tasks are generally conscripted to the slaves and indentured servants that the Nifelic people collect. Instead the Nifelic people predominately occupy themselves with raiding and pillaging the “warm blooded” relatives who live to the south of them, building armaments for war and rituals, or performing the religious ceremonies in honor of the Fimbulvinter so that he may raise the sleeping souls and toughen the skin of his children. The line between death and life has become so blurred from their overexposure to the darker arts that they have become completely numbed to it and have almost entirely lost any fear of death or “Flight” reaction. In their eyes the world is a massive beast waiting to be tamed. As of such armor is given an entirely stranger use as it is not worn to protect the user, rather it is worn as ornamental pieces to give praise to the Fimbulvinter and his pantheon of lesser spirits, and often times leaves much of the user exposed. Even full suits of armor are only worn to try and fully emulate the terrible full plate visage of the Fimbulvinter.

The Nifelic people are highly racist and xenophobic, believing that the outside world is there enemy and that foreigners are devils or misguided monsters in disguise. As of such they look down on travelers crossing through their territory (Or outright loot and kill them) and maintain a constant vigil against foreign influences. The old ways are the true ways and everything that has come afterward is the creation of the Serpent and his ilk. Though they constantly seek battle there is a short two month period of time where the air grows slightly warmer and the clouds above allow cracks of sunlight to bleed onto the Nifelic people. To most other nations this would be called Spring and Summer but to the Nifelic people it is called The Lord's Fury and it is a sign of the Fimbulvintr's anger and displeasure, and they increase their raiding and violent quests tenfold during this period to appease their god. This period of time is also the greatest chance for a young and burgeoning skald to collect a truly inspiring epic that will cement them as true masters of their art and place their personal stamp in the face of history.

Horses are correlated with wealth, status, and fertility amongst the Nifelic people, and only rich nobles are able to ride around on horseback above the common lot. The healthiest and strongest horses are owned by the leaders of the 4 Great Clans and as of such they are colloquially and officially known as The Four Horsemen. The title of horsemen is a rotating position that is officially hereditary but can have the bloodline replaced if another man duels and defeats the current Horsemen, instating his own bloodline into the clan and his name being replaced by the mantle of the Horsemen's. The Horsemen of Niffeldruch is Death, Jötenhel has War, Hardrada has Famine, and Grimmson has Pestilence. Each named after the 4 Truths that all of the Nifelic people hold on the world and life in general. We fight, we starve, we get sick, and then we die. Each of the 4 Great Clans is in constant competition with each other to prove who best serves the Fimbulvintr and their dominance, and each one goes about this conflict in different ways. Clan Niffeldruch are expert raiders, their members have been said to blend in with the night sky and move unseen through the cloying mist as they butcher heathens in their sleep. It is said that the warriors of Niffeldruch never speak during their raids, only lowly muttering and grumbling to each other or prayers to the Fimbulvintr, and that they habitually smother themselves in mud and other foliage to provide cover. The Jötenhel on the other hand are the exact opposite, screaming bloodthirsty warriors who charge headfirst into the enemy and try to kill as many people as possible before being felled themselves. They are the screaming heart of Nifhel, her fiery maned berserkers who discard all caution and headbutt life into submission. Where the Niffeldruch are dour and serious the Jötenhel are light hearted and mischievous, if in a crude and often times violent way. They sport the largest number of skalds under their service and use them to great effect both on the battlefield and off. Hardrada are less concerned with raiding and pillaging the outside world, as they see prolonged exposure to it as being heretical and inviting temptation. Instead the Hardrada focus on bullying and maintaining order within Nifhel itself, oftentimes hiring out or enslaving smaller tribes to do their dirty work and engaging in wars of attrition with their enemies. They are tyrannical and vicious, policing the other Great Clans when possible and maintaining the traditions of Nifhel for centuries. The Hardrada have the closest ties with their respective priesthood and maintain extensive logs and charters of trade goods, rules, and slights against their clan. The Grimmson clan is perhaps most unusual amongst the 4 Great Clans as they focus almost exclusively on exploring and discovering the secrets of Nifhel, her natural treasures and lost relics, and the gifts left behind by the Fimbulvintr as he descended to the mortal realm. The Grimmson Clan also explores outside of Nifhel and does participate in raids, but for the most part they are interested in that which goes beyond their understanding and the laws of the universe, and how they can best manipulate these laws towards the glory of the Fimbulvintr and the ascendancy of Nifhel. Even mores then the Niffeldruch's, the Grimmson Clan is unafraid of using any underhanded trick or advantage it can scrape towards a fight, and as of such they are often looked down upon by the other 3 clans.



Resources
Produces: Tainted Water [Good]
The Nifelic people have access to countless toxic oasis' in the icy oblivion that is Nifhel. Corrupted by disease, parasites, and infested with yet worse horrors and poisonous materials the bodies of water both frozen and liquid found in Nifhel is as dangerous as the people.

Demands: Furs
The people of Nifhel live in a constantly cold and terrible hellhole, as of such they need to wrap themselves in the warm pelts and furs of dead animals that cannot naturally survive in the far north they call home.


Religion: Paganism (Worship of the Fimbulvintr and his Spirit Council)

Reggiejam
2015-09-14, 01:42 PM
The Autumnal Court of the Aeldir

Lady Autumn Cynel Bres
Diplomacy: 5
Military: 1
Curiosity: 2
Faith: 2
Luck: 3

http://img15.deviantart.net/41f1/i/2010/310/e/0/autumn_majesty_by_cynnalia-d325jyn.jpg

The Autumnal Courtlands
Region 64

Population: 960,000 Aeldir of Autumn
Standing Army:

http://history.westkingdom.org/AHP/Arms/Oertha/CallistaBelgaire.gif




The Aeldir claim a history going back millennia and while this long history may be factual to call the Aeldir a large or even consistent power over the past few centuries would be a grave misstatement. Situated on an island apart from the mainland of the southern continent the Aeldir have by and large sought only to exert their dominion within their own lands and while resentful and rebellious against foreign invaders throughout history and with the wherewithal and long life to outstay any potential conquerors the Aeldir of the western court have never been an especially dangerous military presence. The other courts of the Aeldir have demonstrated more capability in these areas but the long standing balance of power between the four courts has kept any one faction of the Aeldir from dominating the other, much less any outside the Aeldir’s island.

It is the courts of the Aeldir that both allow the unparalleled dominance of each court within its own sphere and also keep the Aeldir from achieving more than a less organized kingdom of another species upon the mainland. Tir Amser, the island of the Aeldir, is dominated by four courts: the Autumnal Court of the West, the Winter Court of the North, the Spring Court of the East, and the Summer Court of the South. Each of these courts is headed by a Lord in the Summer and Winter Courts and a Lady in the Spring and Autumn Courts. While not in violent opposition these courts have for centuries strived and buckled against the other, abductions of prominent Aeldir common from each court and the undercutting of efforts to exert dominance by any one court coming swiftly and quickly curtailing any temporary advantage. A large majority of this conflict centers around the Rose Throne, a magnificent natural throne grown from the mightiest of trees upon an island in the lake at the center of the Isle.

Some Aeldir have speculated the Rose Throne was the seat of a Lord or Lady who presided over a united Aeldir, others that it is the seat of the Aeldir’s patron deity, and others that it is nothing more than a symbol of the united heritage all Aeldir share. Whatever its true purpose has been lost to time, perhaps never being known, but for centuries it has been an object of desire by all four courts. The constant struggle for the Rose Throne and for dominance could not be maintained forever and in the year 99 of the common calendar following the death of an Aeldir of the Summer Court to a trap laid by a member of the Winter Court the two Lords and two Ladies of the Aeldir met in parley at the base of the Rose Throne itself to end the conflict before any further Aeldir might be killed by another Aeldir. Meeting at the neutral and sacred site of the Rose Throne the four courts signed a pledge to end the competition amongst their respective courts and to that end to pursue cooperation and unity from that moment forward, no longer seeking dominion over one another, but unification in the face of the rising powers outside their home.

Lady Autumn Cynel has been chosen from amongst the four courts to act as the diplomatic face for the newly unified four courts owing to her role in the Unity at Rose Throne. The Aeldir woman's obsession with beauty and finery has led to a friendly if somewhat ostentatious presentation amongst the other realms. The Lady Autumn sees her fellow Lords and Lady as respected equals, deferring to the wisdom of Lord Winter, respecting the strength of Lord Summer, and watching with amused adoration the machinations of Lady Spring.



The Autumnal Courtlands is largely populated within the dense forest that dominates the center of Tir Amser. In an eternal state of fall the western portion of the forest is known as the Harvest Woods and varies from deciduous trees of orange and yellow leaves in the south to peculiar red needled pines in the northern stretch. The Harvest Woods are populated by many woodland creatures alongside the Aeldir though the chosen herald of the Atumnal Court, the red fox, is perhaps the most easily recognized animal inhabitant of the region.

It is within the Harvest Woods that the capital of the Autumnal Courtlands stands twisting within the branches and amid the shedding leaves of the trees. Caer Hydref, a city made of old growth limbs and vines sprawls haphazardly through the forest as though blown tumbling about by the wind itself. The majority of the Aeldir of Autumn live in homes that are considered within the city though the defined edges between civilization and woodlands remains nebulous to all but the Aeldir themselves, who know their land and its hollows intimately.

The beach along the western coast is a healthy and vibrant property but sees little to no habitation, the Aeldir naturally preferring the deep woods inland from the shore.

http://www.wallpaperup.com/uploads/wallpapers/2013/11/18/176495/ec5ff833533c098ee41cc0d896258c88.jpg

http://i60.tinypic.com/kb4wm1.jpg



Population – 960,000 (960,000 Aeldir of Autumn)

Like the Aeldir of the other three courts the Aeldir of the Autumnal Courtlands have pointed ears and fair skin. Aeldir of Autumn often have red or orange hair with shades throughout the reddish-yellow spectrum. These Aeldir often have brown eyes though some have red or orange irises to match their vibrantly colored hair.

The Aeldir of the Autumnal Court share a strange peculiarity with their brothers and sisters of the other three courts in that every individual member of the region appears to be roughly the same age. Within the western court that age is most easily identified by humans as between 35 and 55 as relates to human concepts of physical age. The actual age of these Aeldir, like those of the other courts, varies greatly and outside the Aeldir who hold the closely guarded secrets of the birth, or more accurately, arrival of new Aeldir of Autum most don’t know their origin.

The Aeldir of Autumn wear their hair long, often twined with twigs, leaves, and other accoutrements from their forest dwelling. Light colored clothing with accents of red, orange, and yellow are popular with women often wearing loose flowing dresses and men long robes of lightly quilted fabric.



Marigold Roses [Good] – Renowned for their beauty as well as their nectar which carries a sweet taste of honey and sugar Marigold Roses grow from the trunks of trees like a form of fungi. These flowers are an essential source of nutrients and medicinal value for the Aeldir of Autumn and serve as a staple resource to the local Aeldir.
https://magicbluerose.files.wordpress.com/2012/12/orange-rose.jpg

The Aeldir of Autumn yearn, even beyond the desire of the other Courts, for things of beauty and are incredibly fond of the qualities of [Precious Metals] such as gold or silver.



The Aeldir of Autumn place their faith in the natural world and spirits that inhabit it. Though no defined clergy or organization exists the Aeldir nonetheless respect the words of their elders and wise men and women on the nature of the world beyond the material, the majority of these elders inhabiting the Winter Courtlands.

DoomHat
2015-09-14, 01:42 PM
I want to claim region 70 and if that's taken, I'd like 68,69 or 71. Later today I'll post the details about the country.

Any of those will make you my next-door neighbor, for whatever that's worth.
http://www.giantitp.com/forums/showsinglepost.php?p=19814329&postcount=43

RandoMan
2015-09-14, 01:50 PM
The Summer Court of the Aeldir

Lord Summer Drustan Keiv
Diplomacy: 2
Military: 5
Curiosity: 4
Faith: 3
Luck: 4

http://pre13.deviantart.net/e049/th/pre/i/2013/356/f/0/wood_elf_by_jerseyrob-d6yvjbq.jpg

The Summer Courtlands
Region 67

Population: 770,000 Aeldir of Summer
Standing Army:

http://www.dragonslaire.org/heraldry/folio_devices/BjornKolbjornsson.gif




The Aeldir claim a history going back millennia and while this long history may be factual to call the Aeldir a large or even consistent power over the past few centuries would be a grave misstatement. Situated on an island apart from the mainland of the southern continent the Aeldir have by and large sought only to exert their dominion within their own lands. Resentful and rebellious against foreign invaders throughout history and possessing the wherewithal and long life to outstay any potential conquerors the Aeldir of the southern court have never submitted to an outside power and are written about in grisly accounts by would be conquerors from outside the island. Many southern legends written by explorers speak of a fierce and warlike race of woodsmen and it is the more common contact with explorers, or unfortunate traders passing near the southern coast alongside the dangers of the Deep Green that have kept the Summer Court focused on martial excellence.

It is the courts of the Aeldir that both allow the unparalleled dominance of each court within its own sphere and also keep the Aeldir from achieving more than a less organized kingdom of another species upon the mainland. The island home of the Aeldir, Tir Amser, is dominated by four courts: the Autumnal Court of the West, the Winter Court of the North, the Spring Court of the East, and the Summer Court of the South. Each of these courts is headed by a Lord in the Summer and Winter Courts and a Lady in the Spring and Autumn Courts. While not in violent opposition these courts have for centuries strived and buckled against the other, abductions of prominent Aeldir common from each court and the undercutting of efforts to exert dominance by any one court coming swiftly and quickly curtailing any temporary advantage. A large majority of this conflict centers around the Rose Throne, a magnificent natural throne grown from the mightiest of trees upon an island in the lake at the center of the Isle.

Some Aeldir have speculated the Rose Throne was the seat of a Lord or Lady who presided over a united Aeldir, others that it is the seat of the Aeldir’s patron deity, and others that it is nothing more than a symbol of the united heritage all Aeldir share. Whatever its true purpose has been lost to time, perhaps never being known, but for centuries it has been an object of desire by all four courts. The constant struggle for the Rose Throne and for dominance could not be maintained forever and in the year 99 of the common calendar following the death of an Aeldir of the Summer Court to a trap laid by a member of the Winter Court the two Lords and two Ladies of the Aeldir met in parley at the base of the Rose Throne itself to end the conflict before any further Aeldir might be killed by another Aeldir. Meeting at the neutral and sacred site of the Rose Throne the four courts signed a pledge to end the competition amongst their respective courts and to that end to pursue cooperation and unity from that moment forward, no longer seeking dominion over one another, but unification in the face of the rising powers outside their home.



The Summer Courtlands have essentially two ecosystems, the thick forest of the interior known as the Deep Green, and the sandy beaches of the coast known among the Aeldir as the Bleeding Coast for the number of invaders purportedly dispatched along its length by eager warriors of the Summer Court. Relics of ages gone by, rusted and worn, litter the sand, having never been collected by the private and isolated Aeldir.

It's in the Deep Green where the Aeldir of Summer make their homes. Living in small pockets of villages and communities among the trees, beneath the roots, and within the branches the only notable “center” is a tightly constructed castle of stone known as Caer Garrek where the Lord of Summer and his courtiers make their home though their numbers are no larger than those of other villages throughout the forest.

The Deep Green is also inhabited by a number of woodland creatures, from boar to wolf, to bear and it is the bear that the Aeldir of Summer see as their patron amongst the animal court. The Lord of Summer bears the symbol of the bear, it's strength intended to provide power to the leader of the southern Aeldir.

http://sweetgreen.org/hd-wallpaper/wallpaper/wallpaper-ad63625.jpg

https://upload.wikimedia.org/wikipedia/commons/b/ba/Bretagne_Morbihan_Elven_1.jpg



Like the Aeldir of the other three courts the Aeldir of the Summer Courtlands have pointed ears and fair skin, though the Aeldir of Summer often possess skin in darker shades, tanned browner by the sun. Aeldir of Summer often have brown or black hair with some dusky blondes. Unlike their brothers in the other courts, Aeldir of Summer often grown facial hair, though long bears or mustaches are uncommon. These Aeldir often have blue or green eyes lit with a ferocious light of animistic passion.

The Aeldir of the Summer Court share a strange peculiarity with their brothers and sisters of the other three courts in that every individual member of the region appears to be roughly the same age. Within the southern court that age is most easily identified by humans as between 16 and 25 as relates to human concepts of physical age. The actual age of these Aeldir, like those of the other courts, varies greatly and outside the Aeldir who hold the closely guarded secrets of the birth, or more accurately, arrival of new Aeldir of Summer most don’t know their origin.

The Aeldir of Summer wear their either short or long but pulled back in braids or plaits, a neccesary practicality in their hunter-warrior culture. Natural toned clothing of greens and brown are the most common and clothing is often light and practical for the heat of the forest. Leather jerkins and vests are common among men and women with simple shirts of cloth. Kilts and skirts are common among the Aeldir of Summer who benefit from the freedom of movement provided by these simple garments in their daily lives. When armored, the Aeldir of Summer don shirts of Blood Rose Chain, the bright red of the armor announcing to all who see them their preparation for a dangerous hunt or war.



Blood Roses [Good] – A peculiar quirk of the Summer Courtlands are the Blood Roses, red rose flowers whose petals are as strong and resilient as a fine iron or moderate steel link in a common set of chain. These peculiar flowers, a source of metal however strange, are often used by the Aeldir of Summer to create armor or heads for arrows and spears.
https://s-media-cache-ak0.pinimg.com/236x/6f/cf/87/6fcf87c1fa40a869c89d2a2dc932f252.jpg

The Aeldir of Summer desire above all else the ability to travel the lands beyond Tir Amser with the play war of the courts now ended and to this end desire [Wood], that longships in the style of the Winter Court might be crafted and used to set foot on foreign lands.



The Aeldir of Summer place their faith in the natural world and spirits that inhabit it. Though no defined clergy or organization exists the Aeldir nonetheless respect the words of their elders and wise men and women on the nature of the world beyond the material, many of these wise men and women inhabiting the Winter Court to their north, lending a grudging respect between Lord of Summer and Lord of Winter.

lt_murgen
2015-09-14, 02:08 PM
Is it possible to have an empire of giants? Or something where X number of population is equal to X divided by Y actual number of giant population?



I think I need to read over these new trade rules more, they are not clicking in my head yet for some reason.



I want to see half sized centaurs now.

On giants, have to ask the GM. But that is how I did my giants in E1.

I did consider goat-centaurs, really. But went with a small folk instead.

QuintonBeck
2015-09-14, 02:33 PM
*Snip*

DoomHat you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


Okay, fixed.

Halftangible you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


*Snip*

lt_Murgen you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


Question for the Quinton: What's the relative distance on these maps? I ask because I am curious if the island claimed by the Aeldir is visible to any other shorelines. Ie, can you see region 11, 53, or region 15 from any of the coasts of regions 64, 67, or 66?


The island your is not visible from the coast of any other island and vice versa. Also, please remove your post from the Lands thread until your region has been approved.


Is it possible to have an empire of giants? Or something where X number of population is equal to X divided by Y actual number of giant population?


You can do that but giants shouldn't be too large IE no Dunfel sized entities.


*Snip*

Please put section content into spoilers. Otherwise

Tychris1 you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


*Snip*

Reggiejam you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


*Snip*

Randoman you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


All a table for regions claimed will be up sometime tonight.

m9p909
2015-09-14, 02:43 PM
I'm also with wooli and would like to be in 142

Pierrefrench
2015-09-14, 02:58 PM
Hey all, I'm a brand new player and I shall be claiming region 176 to build my empire in!

Gengy
2015-09-14, 04:30 PM
Glaw Novo
The Spring Court of the Aeldir

Lady Spring Kelliaith Beagen
Diplomacy: 3
Military: 2
Curiosity: 3
Faith: 1
Luck: 5

https://designinspirator.files.wordpress.com/2013/12/raining_in_fairyland_by_estherpuche_art-d6tljmc.jpg

Glaw Novo, The Spring Courtlands
Region 66

Population: 940,000 Aeldir of Spring
Standing Army:

http://i23.photobucket.com/albums/b400/waywordfool/OotSAvatars/SpringCourtBanner_zpsucgdkkma.png




The Aeldir claim a history going back millennia and while this long history may be factual to call the Aeldir a large or even consistent power over the past few centuries would be a grave misstatement. Situated on an island apart from the mainland of the southern continent the Aeldir have by and large sought only to exert their dominion within their own lands. While resentful and rebellious against foreign invaders throughout history and with the wherewithal and long life to outstay any potential conquerors, the Aeldir of the eastern court have always been more precocious and - while not accused of such to their faces - sneaky. They are quite curious little Aeldir, and seem to pop up almost anywhere within Glaw Novo. Many Spring Aeldir are excited about the idea of leaving the Island and exploring Arandi.

It is the courts of the Aeldir that both allow the unparalleled dominance of each court within its own sphere and also keep the Aeldir from achieving more than a less organized kingdom of another species upon the mainland. Tir Amser - the island home of the Aeldir - is dominated by four courts, the Autumnal Court of the West, the Winter Court of the North, the Spring Court of the East, and the Summer Court of the South. Each of these courts is headed by a Lord in the Summer and Winter Courts and a Lady in the Spring and Autumn Courts. While not in violent opposition these courts have for centuries striven and buckled against the other, abductions of prominent Aeldir common from each court and the undercutting of efforts to exert dominance by any one court coming swiftly and quickly curtailing any temporary advantage. A large majority of this conflict centers around the Rose Throne, a magnificent natural throne grown from the mightiest of trees upon an island in the lake at the center of the Isle. (Privately, however, Lady Spring finds the Rose Throne to be tough and itchy to sit on for too long.)

Some Aeldir have speculated the Rose Throne was the seat of a Lord or Lady who presided over a united Aeldir, others that it is the seat of the Aeldir’s patron deity, and others that it is nothing more than a symbol of the united heritage all Aeldir share. Whatever its true purpose has been lost to time, perhaps never being known, but for centuries it has been an object of desire by all four courts (if only so that the other three don't have it). The constant struggle for the Rose Throne and for dominance could not be maintained forever and in the year 99 of the common calendar following the death of an Aeldir of the Summer Court to a trap laid by a member of the Winter Court the two Lords and two Ladies of the Aeldir met in parley at the base of the Rose Throne itself to end the conflict before any further Aeldir might be killed by another Aeldir. Meeting at the neutral and sacred site of the Rose Throne the four courts signed a pledge to end the competition amongst their respective courts and to that end to pursue cooperation and unity from that moment forward, no longer seeking dominion over one another, but unification in the face of the rising powers outside their home. (Which was nice. Because the Throne was difficult to get up on, and didn't include a cushion.)



The Spring Courtlands are known as Glaw Novo; roughly translated in the trade tongue, this means "Land of New Rain". Glaw Novo is a heavily forested area, with giant purple trees and big flowers... but is mostly known for it's long, light, rainy seasons which create many small streams and ponds. This makes Glaw Novo lush and green, able to grow many unusual plants, and support a large number of insect-like animals, such as the Empress Butterflies, which adorn the Banner of Spring.

Caer Bolbereta is the forest home of Lady Spring and her court. It is held aloft from the ground by four large, ancient oaks, and adorned with vines and purple roses that have been cultivated carefully. It is often difficult for full sized guests to wander the halls of Caer Bolbereta, as it was designed with the Spring Aeldir in mind. Yet, out of respect of their gangly, less compact guests, there are parts of Caer Bolbereta that are more vast and walkable.

Those of the Spring Aeldir whom do not live within the main castle or it's surroundings still make their homes in the trees and oaks, so as to avoid any high rising floods that happen when the rains are less light than normal. Those of Glaw Novo believe in Rain Birds - avian creatures that die and are reborn with every cloud depleting - but none have seen the mythical birds.

There are some Aeldir, however, whom live along the craggy shores of the east. They dance with the waves, eat from the fish, and at night, the fireflies flutter among the sands, causing the ocean itself to glow.

https://underlochandkey.files.wordpress.com/2012/02/trees-on-purple-unknown-attribution.jpg?w=640&h=480

http://img06.deviantart.net/5e61/i/2011/034/4/e/purple_trees_by_shayterzm-d38qg0i.jpg



Population – 940,000 (940,000 Aeldir of Spring)

Like the Aeldir of the other three courts the Aeldir of the Glaw Novo have pointed ears and fair skin. Aeldir of Spring often have yellow or red hair, but it is not uncommon for them to dye it a different, more exotic color, such as purple. The Aeldir of Spring often have vibrant blue eyes, and are constantly curious. From them comes the phrase 'Childlike Curiosity'.

You see, the Aeldir of the Spring Court share a strange peculiarity with their brothers and sisters of the other three courts; every individual member of the region appears to be roughly the same age. Within the eastern court that age is most easily identified by humans as between 6 and 13 as relates to human concepts of physical age. The actual age of these Aeldir, like those of the other courts, varies greatly and outside the Aeldir who hold the closely guarded secrets of the birth, or more accurately, arrival of new Aeldir of Spring; most don’t know their origin.

The Aeldir of Spring follow a strict dress code. That dress code changes whenever the Lady of Spring says it does. As is the case for, well... everything in Glaw Novo. Everyone whom is a member of the Spring Court is subject to the whims of Lady Spring. It is her will that the Aeldir of Spring dress in clothing made of the large flower petals that grow in the region, and it her whim that has made many an Aeldir decide to craft ornamental wings for their backs. These wings are non-functional, but they amuse Lady Spring... and it is much better to be on the good side of the ruler of any land then on their bad. Lady Spring is used to getting her way, and with good reason. The legends say that her wrath brings about thunderstorms; that her tantrums cause earthquakes, and her tears flood villages.

Lady Spring knows this is simply untrue, because why would she ever need to be mean to anyone? She is, after all, a perfect princess. She is benevolent to her subjects, and polite to her equals - of which, there are only three, and while she is not jealous of the Lady Autumn or the Lords of Summer and Winter, she finds it unfair that the other Aeldir do not have to take nap times.

Of course... for the Lady Spring, her nap time is very important. By a pre-arranged agreement, every twenty years or so, when it is time for her nap, she travels each of the lands in order to gather the things she will need for her nap. She travels to Summer for the protection she will need to sleep well. She travels to Autumn for the medicinal herbs to allow her to sleep quickly. She travels to Winter for the blessing of a dreamless rest. Once back in Spring, she rests within a cocoon of flowers for thirty and three days; after which, she is refreshed and happier than when she was before. The change is so noticeable, it is almost as though she is a completely different person.

Internally, Lady Spring is called the Matriarch of the New. She is in constant support of new, pretty things, and like the rest of the Aeldir of Glaw Novo, approves of anyone whom thinks up interesting things. Though things thought up by icky icky boys are skeptical. Boys should be doing the heavy lifting and building, not the fun thinking things. Male Aeldir of Spring are surprisingly patient fellows, and even more unusual, are perfectly content with the society as it is with the girls in charge. Whether this is because they are just more open about world truths or because they have an easier life by letting women run their lives is unclear. It's probably both. A famous male Aeldir of Spring philosopher once said, "Why have the extra headache? They'd tell us what to do even if we were in charge."

Outside of the Spring Courts - and never to her face - Lady Spring is known as 'The Little Terror'. Whether this is due to her size or her attitude is unclear. Again, it's probably both.



Violet Roses [Good] – The Violet Roses of the Spring Court are large purple flowers with shimmering golden stems. The Spring Court uses the enormous petals primarily as a form of clothing. The long golden stems are tough and commonly weaved together to create strong ropes or baskets, once the thorns have been removed. The Spring Court has long suspected, however, that the gold might be useful in other applications.
https://www.thepurplestore.com/images/products/big/11324_b.jpg

Needed: [Food] - While able to survive on fish and bugs, those of the Aeldir of Spring desire a more varied palate befitting their child-like appearance.



The Aeldir of Spring are skeptical of faith, because it's often an intangible thing. Still, a few of Glaw Novo, like some of the other Aeldir, place their faith in the natural world and spirits that inhabit it. They defer to those wiser in the ways of the belief, and leave any bickering of what is true faith or not to those of their brother and sister Aeldir who enjoy those conversations.

HalfTangible
2015-09-14, 04:34 PM
Thank you! I've been brewing and stewing on it since I first found out the E2 was going to be a thing.



I actually had an answer to this question in mind, but forgot to included it in the original draft.

Edited the post to include the following:
http://www.stevebloom.com/images/b/003916-SB1.jpg

...

I now have this mental image of someone from this nation walking into a masquerade ball and thinking it's a strip club >.> Is that weird?

Philote
2015-09-14, 04:51 PM
You can do that but giants shouldn't be too large IE no Dunfel sized entities.


On giants, have to ask the GM. But that is how I did my giants in E1.

I did consider goat-centaurs, really. But went with a small folk instead.

So what is the upper size of giants that I could do? What was the specific rules from Empire 1?

The Blue Guard
2015-09-14, 04:53 PM
There’s been a slight hiccup with the region I had intended for these guys, but hopefully that’ll get resolved soon. Until that gets resolved the proposal isn’t actually finished, but apart from that it is ready to get looked at.


Shafar Kingdom (https://www.youtube.com/watch?v=wGJ_y4W2d3U)
Shafarstan [Region 326], The Blue Guard

Ruled by Ganbaatar Boqorka [roll 1 (http://www.giantitp.com/forums/showsinglepost.php?p=19817438&postcount=22), roll 2 (http://www.giantitp.com/forums/showsinglepost.php?p=19817451&postcount=23), roll 3 (http://www.giantitp.com/forums/showsinglepost.php?p=19817463&postcount=24)]
Diplomacy: 3
Military: 5
Curiosity: 2
Faith: 1
Luck: 2

Population: 820,000 [roll (http://www.giantitp.com/forums/showsinglepost.php?p=19817438&postcount=22)]


Terrain:
The land of the Dhulciran was known just as nothing more than ‘the land’ before the Shafar, previously one of six great clans, came to dominate the area. Since then, however, it has been renamed Shafarstan by the conquering Shafar as a symbol of their victory. The land itself hasn’t changed, though, and is a rocky, infertile region dominated by dry scrubland.


http://i742.photobucket.com/albums/xx64/TheBlueGuard/Waterberg_Plateau_Park_003_zps2coeuch0.jpg
The people of Shafarstan have no static communities, but wherever the clans stop the people pitch their tents and impromtu villages, towns, and cities erupt into sudden existence. These impromptu settlements can last for as little as a night, or for as long as a season. How long they last, though, and where they rise depends entirely on the needs of the herds of sheep and horses the Dhulciran tend.


http://i742.photobucket.com/albums/xx64/TheBlueGuard/Mongolian-yurt_zpsdozrnfqi.jpg
At the heart of spiritual life in Shafarstan lies the Meel Dhagax Weyn, the ‘Great Stone Place’. Here the dry, rocky scrubland is suddenly interupted by a massive plateau. The only way to the summit by horseback is by a single well-trod path carved centuries ago into one of its sides. It is here that the most important rituals of the Dhulciran are performed and the spirits honoured.


People:
The people of Shafarstan call themselves the Dhulciran, ‘the people of land and sky’, in honour of the spirits of their home. The Dhulciran divide themselves based which clan they belong to (of which there are hundreds), but they all same the same general appearance, culture, and spiritual beliefs.

Throughout their history they have raided each other and engaged in ritual conflicts, and the most successful were known as the great clans. These were the Shafar, the Kibirka, the Hnaasin, the Damac, the Cadho, and the Kacsi. Each of these great clans crowned their own king (called a boqorka) and each commanded the loyalty of a portion of the smaller clans. The struggle to survive in their harsh land, and the focus they had on competing with each other, made them a very insular people.

Before the Shafar reinvented warfare in the region, the only means for one clan to settle a conflict with another clan was to fight in a tartanka — raids or open conflict weren’t seen as a means to resolve anything between clans.

Tartanka’s were always fought between two teams of one-hundred riders, each of which wore a brightly coloured ribbon tied around their arm. The goal was to snatch the ribbons off the arms of the entire opposing team without falling off your horse or losing your own ribbon; if you lost your ribbon you had to specate from the sidelines. Injuries were rare, but when they occured it was due to a rider coming off his horse, and as a result they were often crippling. When only one team has any ribbons left, the conflict is considered settled in their favour, and they could take whatever they felt was fair from the loser.

Tartanka’s are still fought, but unlike before an especially volatile situation can erupt into open and bloody warfare between clans. Despite being the cause, the Shafar make every attempt to prevent this kind of wasteful conflict. Unfortunately, it seems as though things will never return to the way they were before.
However, since the Shafar have risen to control all the clans, much has changed. The Dhulciran, unified for the first time, are slowly shedding their insular nature. This has had the positive effect of putting them in contact with agricultural peoples with whom they can trade for food. Unfortunately, to help prevent infighting the Shafar have encouraged the clans to focus their raids on their neighbors. The first boqorka of the unified Dhulciran set down a rigid code to help mitigate the destructiveness of these raids, but that they occur at all puts a strain on their relationships with others.

In addition, the Shafar have declared that they are the only true rulers of the Dhulciran, and they tolerate no ‘lesser’ boqorka in their midst.

The Dhulciran are a tall, dark skinned people by nature, and they commonly have black hair and amber eyes. They dress themselves in sheepskin, wool, felt, and horsehide, covering themselves against the strong winds of their home. As a nomadic people they do not make decorations for the sake of decoration, but as a result they strive make every permenant object its own work of art. They are in particular fond of using shapes to create other shapes, resulting in interesting designs and patterns.

Musically they have developed a form of overtone singing they practice either alone or with a variety of plucked, bowed, and struck string instruments. The most popular is the morin khuur, a two-stringed bowed instrument.


Resources
Produces: Dhulciran Horses [Good]
The horses of the Dhulciran strong, fast, and do not scare easily. Amongst the Dhulciran they are storied beasts, and the oldest stories claim that the first of them was a gift from the wind itself before it turned against the Dhulciran — in fact, that story contains the reason why the wind turned against them.

Demands: Staple Food Crops
The Dhulciran are a pastoral people who rely on their herds of goats and horses for almost everything. However, while there are many benefits to a pastoral lifestyle, there are also drawbacks. One of the main drawbacks is that they lack the food surpluses of agricultural peoples.


Religion: Majority: Shamanism. Minority: The Doctrine of the Nine Candles.
The Dhulciran worships the spirits of the land (which they call the dhul and consider masculine) and sky (which they call the cir and consider feminine). The dhul and cir are equals and opposites, according to the Dhulciran, and that they give and take in equal measure.

In addition to their native beliefs, the Doctrine of the Nine Candles has taken root in the hearts of many of the Dhulciran.

TheDarkDM
2015-09-14, 05:23 PM
The Winter Court of the Aeldir

Lord Winter Balor Morrig
Diplomacy: 2
Military: 4
Curiosity: 2
Faith: 5
Luck: 3

http://i.imgur.com/ocrqMTL.jpg

The Winter Courtlands
Region 65

Population: 460,000 Aeldir of Winter
Standing Army:

http://i.imgur.com/CmezaIc.jpg




The Aeldir claim a history going back millennia, yet despite this to call the Aeldir a large or even consistent power over the past few centuries would be a grave misstatement. Situated on the isle of Tir Amser off the southern continent the Aeldir have by and large sought only to exert their dominion within their own lands. Though the shipwrights of the Winter Court have long plied their trade, sightings of the eerily silent longships are few and far between, and most are dismissed as drunken tales. Rarer still are tales of the Winter Court landing on the continent, though the troubles of coastal villages are regularly blamed on the supernatural depredations of the eldest among the Aeldir.

It is the courts of the Aeldir that both allow the unparalleled dominance of each court within its own sphere and also keep the Aeldir from achieving more than a less organized kingdom of another species upon the mainland. Tir Amser is dominated by four courts, the Autumnal Court of the West, the Winter Court of the North, the Spring Court of the East, and the Summer Court of the South. Each of these courts is headed by a Lord in the Summer and Winter Courts and a Lady in the Spring and Autumn Courts. While not in violent opposition these courts have for centuries striven and buckled against the other, abductions of prominent Aeldir common from each court and the undercutting of efforts to exert dominance by any one court coming swiftly and quickly curtailing any temporary advantage. A large majority of this conflict centers around the Rose Throne, a magnificent natural throne grown from the mightiest of trees upon the Isle of Ionad in the lake at the center of the Isle.

Some Aeldir have speculated the Rose Throne was the seat of a Lord or Lady who presided over a united Aeldir, others that it is the seat of the Aeldir’s patron deity, and others that it is nothing more than a symbol of the united heritage all Aeldir share. Whatever its true purpose has been lost to time, perhaps never being known, but for centuries it has been an object of desire by all four courts. The constant struggle for the Rose Throne and for dominance could not be maintained forever and in the year 99 of the common calendar following the death of an Aeldir of the Summer Court to a trap laid by a member of the Winter Court the two Lords and two Ladies of the Aeldir met in parley at the base of the Rose Throne itself to end the conflict before any further Aeldir might be killed by another Aeldir. Meeting at the neutral and sacred site of the Rose Throne the leaders of the four courts swore an oath to end the competition amongst their respective courts. They swore furthermore to pursue cooperation and unity from that moment forward, no longer seeking dominion over one another, but unification in the face of the rising powers outside their home.



The forests of the Winter Courtlands rise from the center of the isle into a range of cloud-shrouded mountains, the foliage growing paler until it becomes a sea of white pines. It is an eerie landscape of long shadows and muffled sounds, the forest floor overgrown with tangling rosebushes. The beauty of the pale blue flowers is matched by the danger of their thorns, black and iron hard. Eventually, the mountains fall away into a natural bay on the northern coast of the island, and rising above the bay is the tallest mountain upon the isle. It is here where the Winter Court makes its home, Caer Gheimhridh, carving the spires and galleries of their home into the stone itself. At the heart of the mountain, the Lord of Winter sits atop a throne of sapphire quartz from which grows a thorn tree perpetually flowering with blue roses.

http://i.imgur.com/pVkcDvf.jpg



Population – 460,000 (460,000 Aeldir of Winter)

Like the Aeldir of the other three courts the Aeldir of the Winter Courtlands have pointed ears and fair skin, though the Winter Aeldir are so pale as to be universally chalk white. Similarly, Aeldir of Winter have white or silver hair with pure black eyes that see as keenly in moonlight as in sunlight.

The Aeldir of the Winter Court share a strange peculiarity with their brothers and sisters of the other three courts in that every individual member of the region appears to be roughly the same age. Within the western court that age is most easily identified by humans as in their sixties as relates to human concepts of physical age, though there is no human alive so hale and hearty at that age. The actual age of these Aeldir, like those of the other courts, varies greatly and outside the Aeldir who hold the closely guarded secrets of the birth, or more accurately, arrival of new Aeldir of Winter most don’t know their origin.

The Aeldir of Winter wear their hair long, braided and plaited with ornamentation of roses or precious metals drawn from their mountain home. Dark clothing is predominant, though some fair maidens have been known to dress in purest white. Their clothing is commonly flowing and light despite the harsh conditions of their home.


Each of the Aeldir courts finds itself drawn to a totem animal, a familiar which embodies that Court's values. In the case of the Winter Court, that animal is the raven, both for their supposed wisdom and as harbingers of death. Raven iconography occurs throughout Winter Court ornamentation, and indeed their banner is a triumvirate of ravens encircled. This makes Winter Court war parties almost uniquely intimidating, as they don black armor adorned with raven feathers and full helms that conceal their faces entirely. Some are even known to lace the joins of their armor with Boreal Nectar, causing mist to seep through chinks in the armor in a phantasmal display. It is said that conspiracies of ravens follow Winter Court longships as they ply the turbulent seas, and their eerily human cries are a common occurrence in the Courtlands.


http://pre09.deviantart.net/c3eb/th/pre/f/2014/011/2/8/knight_of_crows_by_jameszapata-d71qp5z.jpg
A knight of the Winter Court in full regalia.


Boreal Roses [Good] – The secret of the Winter Court's mist-shrouded home, the ample nectar of the blue Boreal Roses evaporates into a cold, heavy mist. More impressive, however, is the effect when fire is added - the nectar bursts into a cold blue flame that emits billowing clouds of fog.
http://i.imgur.com/wX8QVC4.jpg

While the Winter Court's shipwrights are truly skilled, they are held back by a general lack of [Textiles] to be found in the frigid Courtlands. So too the Court's many artists, who long to branch out from song and sculpture into the peculiar art of tapestry.


As the first of the Aeldir to emerge from the waters around the Isle of Ionad, the Winter Court sees itself as keeper of the Courts' history, and the principle servants of the spirits of the island. The most learned and ancient of Winter Court bards have begun to trace the paths of greater spirits in the stars, and soon perhaps the Aeldir will recognize true gods.

Soommor
2015-09-14, 05:59 PM
Vincedom of Hess Tannan

Soommor



http://flag-designer.appspot.com/gwtflags/SvgFileService?d=2&c1=7&c2=6&c3=4&o=7&c4=0&s=11&c5=2

http://www.fantasyshields.com/archive/d29c99b3d3bc094a000e0e2348315930


Ruler of Hess Tannan: Vincehin Marillom fo Devanni - Highest of Hess Tannan, Gilded Saint, Holder of the Stones

Vault Leader of The Copper Vault: Micuel Fallorini


Diplomacy - 5
Military - 3
Curiosity - 4
Faith - 2
Luck - 2



The leader of Hess Tannan, Tannan and all associated lands is, if only in name, the Vincehin of Hess Tannan, who presides over his lands from the sanctity of the Silver-Blue Palace. Typically a male, except when there are no males heirs to the Vincedom, he has the final say in all matters of law and state conferring with a council of 10 individuals, 4 of which he selects, 3 of which are chosen as prominent figures, and the last three chosen by the people of Hess Tannan. In this manner the Vincehin can keep control of the council while still allowing the opinions of the people to affect the direction of the country. It is normal for the Vincehin to keep a few personal advisors as well, often childhood friends and other trusted people in their lives, although the identity of these people is kept a closely guarded secret, to prevent outside forces influencing the Vincehin through them.

While in classical times the Vincehin held more or less total sway over the lands around Hess Tannan, in the current era, the rise of a merchant company known as The Copper Vault has disrupted the control of power, and now they run the country in all but name. They have had a highly beneficial effect on the economy, which is why they were allowed to gain enough power to rival the Vincehin, but their methods are often brutal and they seldom take a humanitarian view, instead striving for efficiency in wealth. The Vincehin and the Vault Leader strike a careful balance to maintain the wealth and prosperity of Hess Tannan.

The heir to the Vincedom is always the second son of the Vincehin, since the first son is made to be the Marshal Grande in control of the armies of Hess Tannan, at the discretion of the Vincehin. If no second son is produced, then the first daughter will be selected instead. If only one child is available, then they will become the Vincehin, and a favourite cousin or uncle will be chosen as the Marshal Grande in their place. A ceremony takes place where the Sellice do ne Rasion, a large honeysuckle coloured gem, also referred to as 'The Stone' is handed to them and they are bathed in first sweet, then bitter liquids. This symbolised the pleasures and responsibilities that come with being the Vincehin.

The Copper Vault runs more of a meritocracy, merely choosing the most charismatic, charming and intelligent individual to become the front for the organisation. While a great deal of the guild is run by administrators at the core of the company, the Vault Leader is immensely powerful in Hess Tannan, since he generally chooses the direction that the company will be taking and how to deal with major difficulties the Vault may face. Impotent leaders are quickly weeded out and replaced with more capable men, and loosing rank in the company may well mean losing your life at such high levels, since the Vault Leader will remain so for 6 years or until his or her death. If death is the faster option to replace a leader then the guild board will not hesitate to have them 'put on a permanent pension'. A truly great Vault Leader can balance the tightrope with the Vincehin, satisfy the board and juggle all of the guilds problems at once, without putting themselves at risk.






Tannan
Region 122
Population - 355,000
Standing Army



http://flag-designer.appspot.com/gwtflags/SvgFileService?d=2&c1=7&c2=6&c3=4&o=7&c4=0&s=13&c5=5



The lands of Tannan are composed mainly of temperate, cliffed highland stretched with long grasses and wide growing bushed and shrubs. Vast cliffs tumble over one another in beautify cascades of yellow and grey stone, often with trickling or roaring waterfalls to accompany them. In the east, known as The Hafyan, spires of rock jut from the ground as though trying to pierce into the sky, while the warm sun heats them to a pleasant temperature in the day. Pools of crystal water, kept cool by circulation from deep underground, dot the landscape and provide a scenic location for animals to meet and drink, or for a small hamlet to drop its terracotta walls and trellises. The west, or The Sepales, is a land of rolling hills and treacherous cliffs, dropping over 60 feet in some places, and in one such area the metropolitan centre of Hess Tannan, or High Tannan, is set. Tall spired building of green, purple and pink clay and terracotta, dragged and dried from riverbeds, reach for the clouds, with dainty shingled roofs perched atop them. On the winding steps of the ground levels, colourful displays of exotic wares, silks and spices brought from foreign lands. It is one of the most beautiful cities in the known world, all shimmering sequins to attract tourists. After all, All Roads Lead to Hess Tannan.

Velleechi's Spire - Out in the east of Tannan, in an area called The Hafyan, a great naturally forming stone spire, imbedded with beautiful sky blue crystals and veins of raspberry stone pushes out of the earth high above all other standing stones. It was discovered over 150 years ago, by an explorer by the name of Morgavero Velleechi, when Hess Tannan was still budding into the glorious city it is today and little was known about the lands that surrounded it. During the night, the blue crystals glimmer faintly, like stars, and it is possible to make out pattern and pictures in it, much like that constellations in the country sky. It brings about many sightseers, who wish to look upon it's magnificent swirls, but it is extremely protected, and guards are posted day and night to see that no harm comes to one of Tannan's great natural treasures.

Ve Leari da Feranna Linorichi (The Cave of Wondrous Lights) - Out to the south of Hess Tannan, where the Sepales border the Larenti Sona, there is a tunnel of rock and stone, leading to a great cavern where light shafts down from the surface. This cave is a hotspot for the Gilded Scarabs, shining, multi-coloured beetles that inhabit almost all of the Tannan Region and are often seen within the walls of Hess Tannan. Due to the sheer number of the scarabs in this cave, it is a wonderful area for collectors of rare patterns and colours to find the more illusive strains of beetle. The beams of sunshine flicker with the colours of the winging creatures, and cast rainbow patterns against the walls. The whooshing of large hunting nets of the enthusiast can be heard amongst the constant chirruping of the beautiful animals.



The people of Hess Tannan and it's surrounding region are the Sephorites, a species of hominid who thrive in the temperate cliffs of Tannan. The Sephorites are fairly tall, averaging at about 6 feet in height, with narrow shoulders and an elongated head. The eyes are oval in shape, with no eye brows above them at all. The eyes themselves are made of a dull soft bronze matter, and contain no iris or pupil, different colours instead coming from a translucent layer over the eyes, named the Strava, which varies in colour from purple to yellow, giving Sephorite eyes a range on metallic sheens. The hair is long and grows down to the shoulders, where it is put into pleats around the base of the neck, as is a traditional Sephorite style. Hair is typically stiff and wire-like, as though made out of thin metals, but conditioners exists to help create softer hair that is easier to manage. The colour of the hair itself is normally a mousy or hazel brown, although on rare occasion it is possible for lilac hair to occur, which is considered especially beautiful and often tried to be kept in a family line. The mouth is similar to a humans, but the teeth, rather than being separate, are joined in two large plates with serrations around the front of the mouth and flat parts around the back. The tongue is long and pinkish with a tinge of silver, with the taste buds underneath, which oddly lack the capacity to taste sour. The necks are long and slender, with a pink stripe running down the nape, and no Adam's Apple. The skin itself is a white or pale pink, and is extremely thin and delicate. Found in patches along the arms and lower body there are rainbow and platinum coloured scales, which change colour slightly depending on the angle you look at them. The Sephorite have arms roughly the same in proportion to a humans, with 6 clawed fingers at the end of the hand. The talons are about an inch long and a dull brown or bronze colour, and can cut through softer metals with relative ease. Despite this, Sephorites can handle objects very delicately without causing any damage. Every Serophite has an avian tail, that unfurls downwards into a plume. The feathers are a range of colours, depending on genetics, although those with lilac hair generally retain lilac tails as well. They cover their tails in dyes, which can make it hard to distinguish the real colour, although those with rare shades leave their feathers unadjusted.

Sephorite culture is obsessed with beauty and perfection of the self, and Sephorite citizens will go to great lengths to increase their desirability, such as dying their feathers and skin, or having shimmering jewels places amongst their scales. Rich clothes are often worn, and in a society were colour is a large part of beauty, varieties of different clashing and complementing colours are used to accentuate attractive features or completely replace undesirable ones. Even in other aspects of their lives, the Sephorites believe in perfection, and their architecture, music, cuisine, art and literacy are all meticulously planned to achieve the correct style, whatever the creator might deem that to be. This generates a wide respect for people of merit, be the labourers able to build perfectly balanced structures, or artists delving into a new technique to bring colours to life. This desire for perfection also extends to their trade and industry, believing the aggressive expansion of economy and business is a form of perfection, and a Sephorite will seek to squeeze every opportunity they see dry, whatever the consequences happen to be.



Gilded Scarab - A creature as ornately beautiful as the walls of Hess Tannan itself, these wondrous insects can be found throughout the region of Tannan. Owing to their great beauty and the rarity of certain strains, extremely high prices can be paid for these creatures, and their shells can often by crushed and turned into metallic dyes that will stain anything from cloth to terracotta to steel with shimmering colours. Catchers and collectors gather the scarabs for use in projects of Hess Tannan and for export to other lands seeking them as exotic pets or fabulous dyes.

Gemstones - While there are few gemstones in the region of Tannan, the largest, the Sellice do ne Rasion, belonging to the Vincehin of Hess Tannan, it is peculiar that there is such a demand for the pretty trinkets to decorate the clothing and even the skins of Sephorites across Tannan. While not strictly necessary to life, there is such demand for their supply, that any Vincehin who did not supply at least one kind would soon find himself in very hot water with the population.



The religion of classical Hess Tannan and the surrounding region is a form of idol worship, in which each family would have several, often ten to fifteen, small terracotta idols that would each represent an important aspect of that families daily life, such as beauty, commitment, productivity, perfection, and other essential parts of the Serophite culture. Each family has a separate group of idols, completely unique to them in their appearance, the stories that they appear in, their respective spheres and how favoured they are. While it is rare for brand new idols to appear, normally only happening when great momentous events occur within the family, they often fluctuate in and out of favour with the family, depending on how much their sphere's are needed, whether the head of the family likes them, whether they have failed recently to protect the family or if they seem to demand to high a price. In order to have the idols bless the family, sacrifices of expensive, rare or beautiful items are required. These are normally just trinkets and are burned or submerged in oil before the statue of the idol. This was a very loose belief system, and that suited the Serophite, since it allowed them to choose the level of commitment to their religion without it interfering to greatly in their lives.

The modern view on religion is equally as loose, with all forms of worship being allowed within the walls of Hess Tannan, unless they break laws such as murder, cannibalism, or extreme and unconsented violence. It is a strongly held belief that diversity is the key to perfection and beauty and the same rule applies to religion. Many still keep to the classic religion and worship of Hess Tannan, but new religions are now commonly and openly practised inside the city walls. The Copper Vault in particular promotes multiple religions in the region, since it stimulates trade and negotiation with other similarly worshipping regions and kingdoms, which is always good for the economy. There is one important law to do with religion inside the city, however. Different religions may not provoke, attack, sabotage or otherwise hinder the follower's and beliefs of other religions, so while peaceful conversion is accepted, violence and forceful behaviour is strongly punished. Faith is welcome in the Vincedom of Hess Tannan, just make sure to bring a full purse.

Majority - Native Idol Worship
Minority - The Grand Church of Daen
Minority - The House of the Pale Lady
Minority - The Doctrine of the Nine Candles

PepperP.
2015-09-14, 06:05 PM
I would like to exchange region 252 for 48, please.

The Blue Guard
2015-09-14, 06:07 PM
It seems like the hiccup regarding my first choice for region has been cleared up! Region 326 is (probably) mine! All (probably) mine!

Lord_Burch
2015-09-14, 07:03 PM
Kherson
Region 250

Current Ruler: Gaius Aegeus Vasil

Population: 780,000
Diplomacy: 5
Military: 5
Curiosity:4
Faith: 3
Luck: 1

Rolls (+pop): (ignore order, forgot I could assign them how I please) (http://www.giantitp.com/forums/showsinglepost.php?p=19818228&postcount=26)


http://orig06.deviantart.net/c62a/f/2011/340/0/e/mountain_castle_by_joakimolofsson-d4ibqyg.jpg



Kherson is a loose confederation of magistrates ruling over cities great and small dotted all along the coast of the two peninsulas. Each one pays fealty to the Sea King, who sits atop the Seastone throne in the greatest city of them all, Thesallia. For most, however, this fealty is nominal at best, and over the centuries many conflicts have arisen over who will sit the throne. A dozen dynasties have sat the throne, and most have not survived two generations.

In recent years, however, Gaius Aegeus Vasil, an ambitious nobleman who wed the eldest daughter of the previous king and whom inherited the throne after his predecessor died without bearing sons, has come to power atop the Mount. Through guile and diplomacy, as well as a few choice bribes, Gaius has united most of the lesser magistrates surrounding Thessalia under his rule. Still, the region is far from fully united: while the marriage of his daughter to the son of the High Magistrate of Themos, Cletus Iketes, secured most of the remainder of the region, though the Archon of Litius remains stubborn in his refusal to bend the knee to the Sea King.




The people of Kherson are divided into two sub-groups: the Aktí and the Geo. Both are ethnically similar, but the two cultures are distinct and largely determined by where the love: the Aktí live by the sea in the great cities, while the Geo live inland among the hills. Both have light olive skin, with wide, red, yellow, or occasionally silver eyes. Their hair is naturally dark, although the Aktí generally dye it a variety of bright, garish colors that are found along the coast. Most are fairly short, topping out at 5'8, and with 5'4 being considered average.

The Aktí are all similar culturally, although there are small differences found among the four largest cities and their smaller dependencies. Litius, especially, claims different descent and religious practices than the rest of the region, though the culture of the Aktí prevails. Across all four cities, however, is a cutthroat culture rife with betrayals; most families come to power through treachery and corruption, and fall in the same manner. As a result, while the greater cities tend to maintain tenuous truces, the many lesser cities often vie for choice fishing spots, or trade routes with the most prosperous of the inland settlements. These conflicts are often settled through the overthrow of the magistrates of one city or another, with the assistance of their opponent. In stark contrast, family and marriage ties are held sacrosanct; to betray your own blood or act against your family-in-law is considered to be the worst crime possible.
Trade is the lifeblood of the Aktí; many cities either specialize in one craft or another, or possess the raw goods necessary for those crafts. Since the vast majority of the population lives along the coast, maintaining a powerful navy and merchant fleet was paramount for the great cities, and oftentimes conflicts between them were won or lost due to their navies. As such, merchants and sailors are among the most well respected members of society, with especially prosperous merchants becoming magistrates themselves- once, even rising to sit the Seastone throne itself.


The Geo are arranged in small family groups- typically, an older patriarch leading a homestead made up of his sons and their family. Unlike their coastal brethren, most are honest and upfront in their dealings- though this often means that city merchants attempt to deceive them. They swear no loyalty to any city, instead remaining aloof of the conflicts that often plague the coast. Their main industries are agriculture and sheep herding, although some family groups own iron mines and employ prisoners from the cities to work them.

The people of Kherson follow the Doctrine of the Nine Candles, though there are some regional exceptions, such as Litius, who follow the old ways of the Grand Church. The most popular path is charity, and a common phrase heard around and oft repeated by the priests is "prosperity through charity".


Kherson is a land of long, pristine beaches, dotted by river estuaries and natural bays. Behind these beaches are long, rolling hills, stretching from the inner Bay of Prosperity to the cliffs lining the Sea of Storms. Numerous cities have sprung up along the coast, with four cities emerging as the strongest, dominating the lesser cities around them: Thessalia, Themos, Karen, and Litius. The largest, Thessalia, sits at the beginning of the White Knife, the inlet between the two main peninsulas, and at the end of the river Khoyne, which originates from behind the city.
Thessalia, the capital, is a city made up of dozens islands connected by bridges and canals at the mouth of the river Khoyne. The city is divided into two main parts: the manors and the Slums. The manors are the noble and merchant residences within the cities, clustered about the base of the Seamont, and along the hills above the city proper. The manors vary in their quality and location: some, mostly less prosperous merchants, are hardly a step above the slums, while others, the homes of the Great Magistrates, are sprawling palaces. The slums is a bit of a misnomer, a relic of when the city was hardly larger than an outpost and the Seamont a wooden palisade. The seaside, where ships dock, is populated by the homes of some of he wealthy merchants and their families live, while the great Church of Charity dominates the central island. Still, many of the islands are crowded with buildings and places of squalor, actually deserving of their nickname.
Above the city lies the Seamont, a massive edifice upon and within which is the Sea King's palace. While a few towers project above the crest, and walls defend the higher slopes, most of the palace lies within: hollowed out by centuries of kings ever expanding their palace. At the center lies the Seastone Throne, the ancestral seat of the Sea Kings. Some stories tell of secret passages, carved out of the rock by one of the later kings- though no one has ever confirmed the rumor.


Export: The waters of the Bay of Prosperity are, predictably, prosperous. Rich with varieties of fish, crabs, and other sea life, the fisherman of the cities produce enough food to provide for the entirety of the seaside population of Kherson, with the capacity to produce more. Thus, as the S--- move out of their ancestral homes and encounter other places and peoples, they offer the rich bounty of their homeland: Seafood. (Is this too general?)

Import: Despite the fact that the S--- rely on ships for most of their food and their trade, high-quality wood is a rare find in Kherson. Most of the inland forests had long been cut down for their wood, and most of what remains is only fit for use as fuel for fires. Thus, the most needed import is wood.

QuintonBeck
2015-09-14, 07:47 PM
Region #
Claimant


1
Aedilred


17
lt_Murgen


44b
WaylanderX


48
PepperP


53
Philote


57
Half Tangible


62
Mynxae


64
Reggiejam


65
TheDarkDm


66
Gengy


67
Randoman


70
GorinichSerpant


74
DoomHat


122
Sommor


139
ReaderAt2046


142
m9p909


144
wooli264


145
Zayuz


176
Pierrefrench


234
ImperatorV


250
Lord_Burch


274
Elemental


275
BladeofObliviom


326
The Blue Guard


P5
Tychris1







*Snip*


Gengy you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


*SnIp*

Please but text descriptions in spoiler boxes otherwise


The Blue Guard you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


*Snip*


TheDarkDM you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


Ok, I think I got it fixed up.

ReaderAt2046 you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


*Snip*

Lord_Burch you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)



Halftangible please put your descriptions in spoilers in the Lands thread.

HalfTangible
2015-09-14, 07:55 PM
So Pepper and Mynx are my neighbors, huh?

That's neat.

DimpleLoamsdown
2015-09-14, 08:23 PM
Am I able to start with a flying race such as Angels?

Mynxae
2015-09-14, 10:22 PM
So Pepper and Mynx are my neighbors, huh?

That's neat.

Hope you like a nation of knights to the north. :smalltongue:

ImperatorV
2015-09-14, 10:35 PM
Is it possible to have a animal resource that can be used as mounts and meat?

DoomHat
2015-09-14, 11:45 PM
Is it possible to have a animal resource that can be used as mounts and meat?

I think it's possible to have a resource that's an animal and what people who trade for it do with it is their business.

Mynxae
2015-09-15, 12:59 AM
Kingdom of Berrium

http://i.imgur.com/tgb2PPy.jpg

Region 62, Centrata
Population: 840,000 (http://www.giantitp.com/forums/showsinglepost.php?p=19815145&postcount=15)

Region Details

The lands of Centrata were once a lush primal forest, now tamed by the people of Berrium. A sizeable chunk of the original forest was cut down to make room for a smattering of towns that now covers the countryside, spacious fields of grain and orchards of varying fruit spreading outwards from every town. The waters off the coast of Centrata are bountiful and filled with varying fishes, all delectable and loved by the people.

The land is divided into many provinces and each province holds a fortified fort or castle, depending upon the wealth of the Lord and size of the province it was built upon. Each of these fortified positions also holds a small Dandric Chapterhouse, for the Dandric Knights to dwell when they are not spreading the word of Dandria.

The capitol city is named Silverleaf, and is situated in a large bay that allows many ships to come and go for fishing, trade or other ventures. As the bay is backed onto a large hill, it was decided that the grandest castle of the realm would have to be placed there, surrounded by the fortified stone walls and a large city, extending both out into the countryside and into the bay itself.

The Berrium people are a fairly civilised folk, albeit lacking in technology. But what they lack in knowledge, they thrive in civility and culture. Keeping the peace between noble families is typically a tough thing to do, but whereas other nations may squabble and bicker for generations amongst themselves, the Binidan crown prevents such a thing from happening by imposing contests of honourable combat and games to prove which is the greater family, ending potential feuds before they can get out of hand.

Ruled by the royal family of Binari, the people of Berrium look to them as the ultimate authority of the kingdom. Below them are the Dandric Knights, who safeguard the realm from all manners of evil, be they a disobedient and cruel lord or some other worse foe. Under them are the reigning Lords who have their own employed local guard, who police their lands and make sure no harm comes to their serfs, who are at the ultimate bottom of the food chain. The difference between a Dandric Knight and a Lord is that a Lord is from a long-aged noble family of the realm and have owned the land they live in for generations, whereas a Dandric Knight may only own land if they have proven themselves and done untold deeds of valour and bravery.

As a nation of knights, honour and chivalry are everything to these people. If you were to wrong someone overtly, not only does it stain your individual honour but also the honour of your family and, if a horrible enough crime is committed, the honour of your lord. Therefore, the people of the kingdom tend to stay on the side of caution when doing anything that involves others, in an effort to protect all they hold dear from potential catastrophe.

The peasants of Berrium are known as serfs, who are bound to certain areas of land where they are protected by their lord who makes sure they are sheltered, fed and kept safe from danger, be it from a rival lord, an enemy of the nation or even creatures unknown lurking in the shadows. There are fairly stringent laws kept by the peacekeeping knights of the realm that are in place to ensure no serf is allowed to be overly mistreated, which, if violated, will carry a hefty penalty to the current lord of the region.


Knight Protector Alistair Binari

Diplomacy: 4
Military: 3
Curiosity: 3
Faith: 2
Luck: 1


Amichan Grapes [Good]
The Amichan vineyards are renowned throughout the kingdom for their most delectable grapes that not only are a tasty food source, but can also be made into a most delectable sweet wine that many adore across the realm and tends to fetch a high price at most trade markets.

Import desire: Silver.
Silver is one of the most coveted things in the Kingdom of Berrium, as it is said to protect one's self from evil spirits. As such, many cannot afford to possess such a precious metal and if an abundant supply of it were to be brought into the Kingdom, they would be considered a most valuable trade partner.

The Berrium worship the Goddess of Life, known to them as Dandria. Belief as such is known to all as the Chapter of Dandric, whereupon the Dandric Knights were named and hence why their places of residence are namely Dandric Chapterhouses, as they follow the word of Dandria herself, hearing her speak to their very souls in order to convey her feelings towards one matter or another. Also, those who possess silver on their person in the form of an intricate design (be it an amulet, a ring or even the lining of a knight's armour) are said to be protected from evil spirits that would do foul things to any and all people of the realm.

The Knights are believed to be the conveyors of the very words of Dandria, and therefore they are both worshipped and feared, as they could knock on your door to save your family from poverty... Or to bring it to ruin. Such is the Chapter of Dandric.

As a general rule, the Dandric Knights don't mess with the royal family of Berrium, as that would be to spit on the chosen of Dandria. Members of the royal family are not only allowed to become Dandric Knights, they're encouraged to protect the kingdom, for kin and goddess both.

Note: Thank you to DoomHat for making the lovely flag for me. :smallbiggrin:

DoomHat
2015-09-15, 01:14 AM
If anyone else wants a custom flag, don't hesitate to ask.

Elemental
2015-09-15, 04:35 AM
I want to claim region 70 and if that's taken, I'd like 68,69 or 71. Later today I'll post the details about the country.

Woo! Another potential naval power to collude with! I'm going to be the Grand Principality of Anceris if I can get approved and I suspect we will conduct business regularly. Hopefully my plans of expanding tendrils of mercantile power throughout that part of the world won't inconvenience you too much.



If anyone else wants a custom flag, don't hesitate to ask.

That might be handy if I can't get the awesome flag I'm working on to work. But I'm still trying to make it, so we'll see.

Aedilred
2015-09-15, 08:04 AM
Still a couple of details to add (heraldry and a required resource) but otherwise I think I'm mostly there.


Kingdom of Nand

Queen Aiman III


Aiman is a Nend in her early thirties, with deep blue/indigo skin. She has three children: Isfandir, Hannah and Jangir.

http://www.familyecho.com/?p=DVFZ2&c=67vafrco4q&f=741451651770551741

Starting Attributes:
Diplomacy 2
Military 5
Curiosity 2
Faith 1
Luck 2

Original Rolls (http://www.giantitp.com/forums/showsinglepost.php?p=19818242&postcount=28)
Rerolls (http://www.giantitp.com/forums/showsinglepost.php?p=19818254&postcount=29)

+1s go to Military and Luck.




Sasanand
Region 1, Aedilred
Population 930,000


Region name: Sasanand
Number: 1
Population: Nanda
Resources: Thezirins
Wanted resource: -
Religion: Unorganised paganism (majority), Daen (minority), Doctrine of the Nine Candles (minority)

Sasanand is a region of open, flat, prairie, wide white beaches and high blue sky. During the long summers the sun bakes down from overhead, driving much mammalian fauna underground or out altogether. Most of the dominant animals in the region are reptilian: lizards and snakes of varying size, turtles and some crocodiles around the coast, stalking birds, and the mighty archosaurs which roam the plains.

This is the sun-drenched land where the Nanda have made their home, and seem as comfortable as the reptiles themselves. Almost every piece of high ground in the region houses a Nanda settlement, to give better views of the land all around. The largest hill is known as Sathi, which offers unparalleled visibility. Sathi is also home to a spring, which combined with its strategic value has made it the historic, and current, home of the Nanda royal family. The city that has grown up around it is the effective capital, known as Teyasi.


The Nanda (singular Nend) are a humanoid people of roughly average height and build, and slightly pointed ears which might suggest at a distant fey heritage. They differ noticeably from humans in two respects. Their eyes are much more responsive than those of normal humans. In low light the pupil can expand until it fills almost the whole visible eye, while they seem to suffer no discomfort in bright light at all. Their vision is consequently somewhat superior to that of normal humans in good light, and it is said they can see colours outside the normal spectrum.

More remarkable at first glance however is their skin, which is almost universally brightly coloured. Almost any colour or colour combination can be found within the Nanda, and the colours have been known to change slightly in response to different environments. This is not purely decorative, however. The coloration is a natural (or supernatural) reaction to light, allowing them to walk in the bright light of the sun all day and suffer no ill effects. In fact sunlight is not merely harmless to them; it is a key element of their existence, for they rely on the light to survive. The light-responsive properties of their skin also provide them with a rudimentary form of secondary vision: even a “blind” Nend can still see to a limited extent.

A Nend left in the dark for too long will suffer greatly, become fatigued, and eventually die of something approximating malnourishment. Although the Nanda can see in the dark, they are never comfortable in it, for they lose any assistance from their skin-sight and thus feel vulnerable and blind.

Thanks to their reliance on exterior light, the Nanda tend to wear only enough clothes to cover their modesty and protect their most vulnerable and sensitive areas. If they do wear other clothing it tends to be light silk or other translucent fabric.

They are a proud and warlike people, for they are most comfortable in hot, desert-like environments where natural resources are not plentiful. Nanda warfare is rapid and manoeuvre-based, with an emphasis on skill in both generalship and swordcraft over numbers and attrition. Ranged weapons are common, to take advantage of their excellent eyesight. Battles can be bloody, for few Nanda wear a great deal of armour - heavy armour would prevent light reaching their bodies and exhaust them very quickly. For the same reason, however, surrender is common when a warband or army realises it has been outmatched, and the conventions of warfare are generous towards defeated foes.

In light of both their discomfort in the dark and the warlike nature of society, the Nanda live in walled towns and cities to protect them against nocturnal incursions. When they must venture away from their settlements they are experts at quickly erecting fortified encampments to keep them safe during the night.

The society has a rudimentary caste system, based on skin colour. This is however largely descriptive rather than prescriptive: Nanda with certain colours are more comfortable in certain environments and thus tend to gravitate towards such professions or trades. Those rare Nanda who are born with no bright coloration at all (they tend to have a dark olive complexion) tend to become diplomats or explorers, for they are more able to travel far from home without attracting undue attention or being at risk from the lack of sunlight.

The Nanda mostly hold to their ancestral beliefs and local gods. Many groups have their own divine patrons, and some worship their ancestors as gods. Some groups have adopted the creed of Daen and a few of the Doctrine of Nine Candles, though they have yet to make significant penetration and neither can lay claim to the majority of belief in the region. Nevertheless religious tension and outright warfare between chieftains is common and some murmur that Queen Eraneh's sudden death a few years ago was not by chance but rather an assassination due to her known support for Daen.

Queen Aiman makes a point of acknowledging all the major gods and faiths of the region and not expressing a strong opinion on any. Inevitably it is suggested this is to avoid the fate of her cousin.

The most common riding animal in Nanda is the Thezirin, as horses cannot survive long in the hot climate and camelids are not found in the region. These are carnivorous reptilian creatures which can reach around six feet tall at the shoulder. Although they are principally bipedal, their front legs are powerful and can be used for running. Each of their feet is tipped with long claws, making them powerful military assets, and they are ridden into combat by Nanda knights and raiders.

They are also distinctive by their coloured feathered crests, which protrude from the backs of their skulls.
http://i7.photobucket.com/albums/y287/athelassan/Empire/Thezirin.jpg

Being relatively dry, the region has less in the way of drinking water than the Nanda would like, and so they desire beverages for import.

GorinichSerpant
2015-09-15, 10:04 AM
Woo! Another potential naval power to collude with! I'm going to be the Grand Principality of Anceris if I can get approved and I suspect we will conduct business regularly. Hopefully my plans of expanding tendrils of mercantile power throughout that part of the world won't inconvenience you too much.


We will, as navel power and mercantile tendrils were also me plan of action. So we would be butting heads from time to time.

lt_murgen
2015-09-15, 10:16 AM
Because I love worldbuilding, here is a list to help folks know what their neighbors' lands are like. It always bothered me a bit to see widely varying ecologies right next to one another.



Region #
Claimant
terrain and weather



1
Aedilred
Open prairie- near desert, long, hot summers,


17
lt_Murgen
Rolling hills, long growing seasons, mild dry winters


44b
WaylanderX
?


48
PepperP
?


53
Philote
?


57
Half Tangible
mountains


62
Mynxae
Forest, croplands.


64
Reggiejam
Seasonal, deciduous forest


65
TheDarkDm
mountain, pine & bramble


66
Gengy
Forest, long rainy season


67
Randoman
Forest and beach, seasonal climate? (inferred by bears)


70
GorinichSerpant
?


74
DoomHat
Mediterranean forested coast


122
Sommor
temperate, cliffed highlands of bush and shrubs


139
ReaderAt2046
Lush volcanic jungle


142
m9p909
Lush volcanic jungle


144
wooli264
?


145
Zayuz
?


176
Pierrefrench
?


234
ImperatorV
?


250
Lord_Burch
coastal, rolling hills


274
Elemental
Island, mediterranean


275
BladeofObliviom
?


326
The Blue Guard
scrubland, little rain


P5
Tychris1
Polar, snowy

rotaryraver
2015-09-15, 10:55 AM
Hello! I am a new player and I would like to stake a claim for Region# 16.

DoomHat
2015-09-15, 10:59 AM
Because I love worldbuilding, here is a list to help folks know what their neighbors' lands are like. It always bothered me a bit to see widely varying ecologies right next to one another.

So far we're far enough apart that it doesn't seem to have caused many problems. We've got some volvanic jungles near each other, and it looks like the archipelago up around the north east should be roughly Mediterranean.
The only glaring thing is the faerie island overrun with elves harvesting magic flowers, so, it's fine I think.


Hello! I am a new player and I would like to stake a claim for Region# 16.

Happy to have you!
Just so you know, you'll be next door neighbors with this guy. (http://www.giantitp.com/forums/showsinglepost.php?p=19820122&postcount=8)

QuintonBeck
2015-09-15, 11:09 AM
So what is the upper size of giants that I could do? What was the specific rules from Empire 1?

There aren't any specific rules. I'd say within reasonableness so no larger than roughly two-three times the size of a human.


Am I able to start with a flying race such as Angels?

You can but don't expect any advantages from it.


Is it possible to have a animal resource that can be used as mounts and meat?

If you mean goats, then yes :smalltongue: But seriously, yeah that's fine.


*Snip*

Mynxae you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)

lt_murgen
2015-09-15, 12:14 PM
So far we're far enough apart that it doesn't seem to have caused many problems. We've got some volvanic jungles near each other, and it looks like the archipelago up around the north east should be roughly Mediterranean.
The only glaring thing is the faerie island overrun with elves harvesting magic flowers, so, it's fine I think.

I actually could probably puzzle that out, more or less. Assume a very, very tall island with a persistant trade winds. Lush on one side, drier on the other, with cooling as you go up.

PepperP.
2015-09-15, 01:21 PM
The Ambrose Ascendancy

Protos Archigos Derris Asker


http://i1160.photobucket.com/albums/q487/Brandi_42/AskerCrestInverseEdit_zps7exnjqao.png

Derris Asker (http://www.giantitp.com/forums/showsinglepost.php?p=19817191&postcount=20)
D 5
M 5
C 4
F 1
L 2


Ambrose
Region 48
Pop: 910,000

Region name: Ambrose
Number: 48
Population: Human
Resources: Ambrosan Brandy
Wanted resource: Wood
Religion: Unorganized Fates Worship (majority), Daen (minority), Doctrine of the Nine Candles (minority)

People: The people of Ambrose are brunette humans with warm, tawny beige skin that tans golden under the long summer sun. Average in height and stature, with eyes color ranging from blue to violet to brown, and various shades of each. They often ornament themselves with tribal clan tattoos on their calves, shoulders and upper back - anywhere that would be visible while dressed sensibly for the long dry season.

Society: Four clans have recently risen to power, each surpassing the others within it’s own niche.

Clan 1. Asker: The Asker Clan rules the Capitol. They are a technocentric lot, curious and eager to collect various tech from around the world. The Elite are invited to join the Tinkers Guild, which is an organization dedicated to engineering and advancing technology. The Asker’s recently took control of the capital from the Collins through a coup against it’s bureaucrats, having gained the Barberis’s allegiance after revealing the rediscovery of a military tech found in the Collins Idea Vault. They have not been able to gain complete control, however, the Vault remains under the care of the Collins, who have restricted access in response to the power play. http://i1160.photobucket.com/albums/q487/Brandi_42/AskerCrestInverseEdit_zps7exnjqao.png

Clan 2. Barberis: The Barberis Clan heads the military operations under the oversight of the Askers, formerly the Collins. Any sort of mercenaries, soldiers, thugs, strongmen (and women!), secret service, spies, thieves and assassins will come out of the Barberis Clan. The Barberis controls much of the arable land, historically having been the clan able to protect it from monsters and raiders, and its civilians are responsible for farming it and distributing it. The capital is dependant upon these crops for food, as they are their soldiers for protection. Largely uneducated, the Barberis’s are a superstitious lot who revere their clergy with awe. http://i1160.photobucket.com/albums/q487/Brandi_42/BarberisAltEdit2_zpsaiv2clj0.png

Clan 3. Collins: The Collins clan specializes in the day to day bureaucracy of running a large territory. They operate out of a large Foreign and Commonwealth office in the capital. Here you will find the bureaucrats, scribes, law writers, and bankers. The Collins tend to be wealthy, rivaled only by the Askers and the occasional fortunate Drivas. The Collins also make up the majority of the regions clergy, who live in remote monasteries. In light of the recent Coup by the Askers, they have sealed off the Idea Vault in the secluded Sanctuary of Reflection and decreed that access will be granted to their ruler only once in a lifetime. Though the Askers have attempted to have the Barberis seize control of the Vault, their reverent awe of the clergy that maintains it prohibits them from doing so, much to the annoyance of the Askers and has resulted in a fierce rivalry between the two wealthiest clans. http://i1160.photobucket.com/albums/q487/Brandi_42/CollinsArms_zpswtbi6dua.png

Clan 4. Drivas: The Drivas Clan has found it’s niche pandering more to the populace’s baser needs than their counterparts. They own and operate The Speedway, which is a race track where simurgh jockeys race for fortune and glory. (simurghs are a wolf-like creature, with wings and tails like peacocks.) http://orig06.deviantart.net/d831/f/2013/142/4/6/simurgh_by_dingoat-d6671p1.jpg They also run a popular boxing ring. The Drivas make the bulk of their money in the rampant gambling that happens at the Speedway and at the boxing matches. The Barberis clan makes up most of their customers. The Drivas are also known for running houses of ill-repute and distribution of cheap liquor. Their monthly “donations” to the various Asker and Collins causes are enough for them to turn a blind eye, and to ensure the Drivas get a say in major decisions affecting the clans. http://i1160.photobucket.com/albums/q487/Brandi_42/DrivasArmsSimurgh_zpshuly7ad3.png

Terrain: The geography of Ambrose is divided into 3 notable regions, the coastal east, the large, green meadow of the inland, and the foothills of the north-west.

The coastal terrain is flat and rocky, it’s nutrient poor soil and often strong westerly winds render it inhospitable for agriculture. The north-east peninsula is the home of the capitol, Askerville. There are small fishing villages dotting the southern coastline, and small groups of hardy goat herders.

The warm meadow, known colloquially as the Tipsy Plain after the grapes and wine produced by the Barberis Clan, is irrigated by the Sparklean River, which flows from the northern foothills. The Barberis clan also produces most of the region’s crops, and house the bulk of the military here.

The remote foothills of the north-west house several of the Collins monasteries. The most important of which is the Sanctuary of Reflection which houses the jealously guarded Idea Vault. It is here the low quality wine mass-produced by the Barberis’s is patiently distilled into fine Abrosan Brandy that is used for trade and enjoyed by the region’s more well to-do citizens. The Collins control the scant area woodlands, which supplies enough wood for aging barrels, but not enough wood for building.

Resource: fine Ambrosan Brandy. Ambrosan Brandy is made from 100% Tipsy Plain grapes.The Collins monks call it a "divine alchemy" and it represents the flagship of their distillery.

Resource Req: Wood. A lack of large, accessible woodlands means a lack of cheap, plentiful building materials.

Religion: Ambrosans largely worship the Moirai, the three sisters who control the fates of all mortals. Fates worship has fallen somewhat out of favor with both the Doctrine and the Church of Daen enjoying religious minorities in the region.

BladeofObliviom
2015-09-15, 01:39 PM
Due to a mix-up in the conspiracy some plans that were made and a bit of glaring weirdness* that should probably be resolved, I have decided to move to region 3 (after a short discussion with Aed). I apologize for any confusion caused by moving twice.


*Having a barely-charted former colony of some other power right next door to the surviving core of a receded once-great empire seems incongruous unless the empire has been receded to that core for a very, very long time or the colony has a very short history, neither of which I believe to be the case.

Arutha
2015-09-15, 01:50 PM
Could I grab region 71? I have not looked through the whole thread to see if it has been claimed, but it looks open.

PepperP.
2015-09-15, 01:56 PM
Could I grab region 71? I have not looked through the whole thread to see if it has been claimed, but it looks open.

Welcome! 71 is open, yes! :)

Gengy
2015-09-15, 02:53 PM
Oh dear. So many new players. And many have default avatars. This will drive me mildly perturbed until I find time to volunteer to help. :smallamused:

DimpleLoamsdown
2015-09-15, 03:06 PM
Am I able to start with a flying race such as Angels?~me

You can but don't expect any advantages from it.~QuintonBeck
Would they be able to be used as aireal units though?

DoomHat
2015-09-15, 03:09 PM
Welcome! 71 is open, yes! :)

Technically, but it's also in a glowingly crowded part area.
List of existing reservations:



Region #
Claimant
terrain and weather



1
Aedilred
Open prairie- near desert, long, hot summers,


17
lt_Murgen
Rolling hills, long growing seasons, mild dry winters


44b
WaylanderX
?


48
PepperP
?


53
Philote
?


57
Half Tangible
mountains


62
Mynxae
Forest, croplands.


64
Reggiejam
Seasonal, deciduous forest


65
TheDarkDm
mountain, pine & bramble


66
Gengy
Forest, long rainy season


67
Randoman
Forest and beach, seasonal climate? (inferred by bears)


70
GorinichSerpant
?


74
DoomHat
Mediterranean forested coast


122
Sommor
temperate, cliffed highlands of bush and shrubs


139
ReaderAt2046
Lush volcanic jungle


142
m9p909
Lush volcanic jungle


144
wooli264
?


145
Zayuz
?


176
Pierrefrench
?


234
ImperatorV
?


250
Lord_Burch
coastal, rolling hills


274
Elemental
Island, mediterranean


275
BladeofObliviom
?


326
The Blue Guard
scrubland, little rain


P5
Tychris1
Polar, snowy





~me
~QuintonBeck
Would they be able to be used as aireal units though?
That would be a significant advantage.

PepperP.
2015-09-15, 03:13 PM
Well sure, but I'd think we'll all end up a bit crowded until more of the map is revealed or explored.


Technically, but it's also in a glowingly crowded part area.
List of existing reservations:



Region #
Claimant
terrain and weather



1
Aedilred
Open prairie- near desert, long, hot summers,


17
lt_Murgen
Rolling hills, long growing seasons, mild dry winters


44b
WaylanderX
?


48
PepperP
?


53
Philote
?


57
Half Tangible
mountains


62
Mynxae
Forest, croplands.


64
Reggiejam
Seasonal, deciduous forest


65
TheDarkDm
mountain, pine & bramble


66
Gengy
Forest, long rainy season


67
Randoman
Forest and beach, seasonal climate? (inferred by bears)


70
GorinichSerpant
?


74
DoomHat
Mediterranean forested coast


122
Sommor
temperate, cliffed highlands of bush and shrubs


139
ReaderAt2046
Lush volcanic jungle


142
m9p909
Lush volcanic jungle


144
wooli264
?


145
Zayuz
?


176
Pierrefrench
?


234
ImperatorV
?


250
Lord_Burch
coastal, rolling hills


274
Elemental
Island, mediterranean


275
BladeofObliviom
?


326
The Blue Guard
scrubland, little rain


P5
Tychris1
Polar, snowy





That would be a significant advantage.

DoomHat
2015-09-15, 03:18 PM
Well sure, but I'd think we'll all end up a bit crowded until more of the map is revealed or explored.

By crowded, I mean the geography is such that people will be coming into conflict turn 1 in a mad rush to not get boxed in/spread thin.

Also, along with Gengy, I'd be willing to help with custom avatars should any wish it.

HalfTangible
2015-09-15, 03:22 PM
~me
~QuintonBeck
Would they be able to be used as aireal units though?

Quinton and I spoke on aerial units earlier, because I wanted (and still want) to try a more focused aerial power.

The short version is that there are no air units anymore. Creating them would require several techs on top of a resource for using them, and would act more as a mobility boost or extra army slot (like plate or gunpowder) than an army of its own.

woolli264
2015-09-15, 03:46 PM
Region 144 Lignummus
population: 980,000 (http://www.giantitp.com/forums/showsinglepost.php?p=19822689&postcount=33)

http://rpg.uplink.fi/heraldry/render.php?type=coa&coa=a:12:{s:8:%22mantling%22;s:4:%22vert%22;s:7:%2 2lineing%22;s:7:%22purpure%22;s:5:%22field%22;s:7: %22purpure%22;s:7:%22charges%22;a:2:{i:0;a:7:{s:5: %22angle%22;s:1:%220%22;s:3:%22pos%22;s:1:%225%22; s:4:%22size%22;s:1:%220%22;s:2:%22cg%22;s:6:%22mul let%22;s:7:%22heading%22;s:1:%220%22;s:9:%22variat ion%22;s:2:%2281%22;s:4:%22base%22;s:6:%22argent%2 2;}i:1;a:5:{s:5:%22angle%22;s:1:%220%22;s:3:%22pos %22;s:1:%225%22;s:4:%22size%22;s:1:%220%22;s:2:%22 cg%22;s:0:%22%22;s:7:%22heading%22;s:1:%220%22;}}s :2:%22gr%22;s:1:%226%22;s:4:%22name%22;s:13:%22col or%20roboris%22;s:6:%22banner%22;s:13:%22color%20r oboris%22;s:8:%22division%22;s:9:%22per_cross%22;s :7:%22divline%22;N;s:7:%22divcol1%22;s:4:%22vert%2 2;s:7:%22divcol2%22;N;s:10:%22ordinaries%22;a:1:{i :0;a:2:{s:2:%22tp%22;s:4:%22orle%22;s:3:%22col%22; s:6:%22argent%22;}}}&format=png

King Alvin I
4 curiosity, 3 military, 3 diplomacy, 1 faith, 1 luck
rolls (http://www.giantitp.com/forums/showsinglepost.php?p=19822845&postcount=34)
Lignummese
The Lignummese stand roughly two feet tall. They are covered in brown fur and have two white and black stripes that rub all the way down their backs. Their arms and legs are about the same length and they often run on all fours. Their heads have brown fur and two large, black, beady eyes. They have ears that protrude from the tops of their heads and twitch back and forth almost constantly to take in sounds all around them. The rest of their face meets in one distinct point near the bottom where they have their nose and whiskers directly above their large mouth which can hold plenty of food at once.
In the past 100 years they have come out of hiding and have become far more civilized than the cowardly animals they once were. They beat back the giant spiders that used to plague their country. They had developed an immunity to the spiders venom but the bites still hurt and the spiders were not against eating a still living creature that stumbles into their webs. The Lignummese have also became quite fond of adventuring and exploring so that their country has expanded its borders west to the river they call Añarip meaning fish. They do fish in this water but they don't export fish they eat it. They also eat the fruit from trees but only export the trees as wood. They have all sorts of colourful fruits many of which have been determined to be poisonous to other races. They where colourful sashes to denote social rank/political importance. the rankings go:
Black: Outlaws, exiles, criminals etc..
Purple: Has not yet come of age.
Green: Ordinary adult.
Orange: Eldest of a family.
White: Ruler of the country.
These sashes also have a variety of various stripes denoting other things.
Martial arts mastery.
Pink: none at all.
Red: Beginner.
Blue: Intermediate.
Yellow: In the military.
White: Master.
Age (this may seem pointless but it is actually quite difficult to tell the general age of these creatures even for them)
Beige: Young (0-20)
Brown: Adult (21-50)
Grey: Getting up there (51-100)
White: Rather old in deed (101+)
Gender (this may seem pointless but it is actually quite difficult to tell the general age of these creatures even for them)
Yellow: Call me "he," "sir," "mister," etc.
Orange: Call me "her," "ma'am," "Miss," etc.
Employment.
Black: jobless
Brown: logging
Red: agriculture (fruits)
Blue: master of a craft (weapon making, house building etc.)
Yellow: explorer/adventurer/hunter (usually of giant spiders)
Once every two years is the mating season when all the families produce litters. Each family is treated like a clan and the eldest of each family is its ruler. Some families are more "powerful" than others but there are not really rivalries between the families. The eldest of a family is its ruler and makes up part of a large council that advises the king.There are 100 of these families.
Pagan
Despite this new surge of civilization the lignummese do not really have a religion many of them worship various spirits of nature while others worship all sorts of strange mythical creatures. most however do not take their religion too seriously.

Resource
Have
Wood. The dense jungles of lignummus have plenty of this crucial resource.
Need
Metal. In order for other races to travel easily through the thick jungle brush the lignummese will have to cut paths and metal would facilitate that greatly. Metal is also crucial for cutting down trees and would lessen work hours for those who have it.

When you sail in from the ocean you will see a short sandy beach and then a wall of jungle. People who delve into this jungle will find it is equally thick all the way through. The lignummese make their homes high in the trees or in underground burrows. The poor dig tunnel systems underground and in the thicker trees but the wealthy build wooden tree houses.
The biggest land mark is a huge tree in the middle of the country with a fortress of tree houses in its branches. Rope bridges extend from it to other tree houses it is the closest thing to a city the Lignummese have.

DimpleLoamsdown
2015-09-15, 03:51 PM
Quinton and I spoke on aerial units earlier, because I wanted (and still want) to try a more focused aerial power.

The short version is that there are no air units anymore. Creating them would require several techs on top of a resource for using them, and would act more as a mobility boost or extra army slot (like plate or gunpowder) than an army of its own.

Soooooo, I'll have Angels, but I would need to have a tech to use their wings. Would I be able to use a faith action to gain flight?

woolli264
2015-09-15, 04:05 PM
~me
~QuintonBeck
Would they be able to be used as aireal units though?

the correct spelling is aerial. and apparently those were removed.

TheDarkDM
2015-09-15, 04:06 PM
Soooooo, I'll have Angels, but I would need to have a tech to use their wings. Would I be able to use a faith action to gain flight?

No, they can start out as fliers. You just won't gain any mechanical combat bonus from it.

Kasanip
2015-09-15, 04:10 PM
To try to understand start position of players, it was made some changes to the map of Aedilred and QuintonBeck. I hope it can be useful for players to make the decision about the beginning. :smallredface:

http://i1015.photobucket.com/albums/af275/umbrellako2/_zpso7mlvcbz.jpg

DoomHat
2015-09-15, 04:10 PM
No, they can start out as fliers. You just won't gain any mechanical combat bonus from it.

It could be fluffed in any number of ways. Perhaps they don't currently have a good understanding or means of properly leveraging their flight as an army.

TheDarkDM
2015-09-15, 04:14 PM
It could be fluffed in any number of ways. Perhaps they don't currently have a good understanding or means of properly leveraging their flight as an army.

Or maybe once you weigh down a humanoid bird with the 30 - 50 pounds of kit you'd expect of an average soldier, the extra oomph you get from having wings doesn't really have that much of an effect.

On another note, Quinton, a rules query if I may. I think I understand this, but to be clear even though there are numerous unoccupied regions we can already see on the map we'll need to explore them before we can attempt colonization, correct?

Rain Dragon
2015-09-15, 04:34 PM
Oh dear. So many new players. And many have default avatars. This will drive me mildly perturbed until I find time to volunteer to help. :smallamused:

Also, along with Gengy, I'd be willing to help with custom avatars should any wish it.

I can make avatars too, if anyone wants, but I'm not as good at it as these guys. :smalltongue:

ImperatorV
2015-09-15, 04:56 PM
It could be fluffed in any number of ways. Perhaps they don't currently have a good understanding or means of properly leveraging their flight as an army.

Or they don't have armor that can be worn while flying and have to invent some. Lots of options.


Oh wow, people offering avatars. I'm not sure what I'd even want for an avatar.

Gengy
2015-09-15, 05:29 PM
Imperator, for you, I would even throw in a consultation!

The Blue Guard
2015-09-15, 06:07 PM
To try to understand start position of players, it was made some changes to the map of Aedilred and QuintonBeck. I hope it can be useful for players to make the decision about the beginning. :smallredface:

http://i1015.photobucket.com/albums/af275/umbrellako2/_zpso7mlvcbz.jpg

That'll be useful! Bookmarked.

DoomHat
2015-09-15, 06:17 PM
That'll be useful! Bookmarked.

Personally I saved it to my computer. Then I forgot to thank Kasanip for her work.
:smallbiggrin: Thank you Kasanip!

QuintonBeck
2015-09-15, 06:49 PM
*Snip*

PepperP you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


*Snip*

wooli264 you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)


~me
~QuintonBeck
Would they be able to be used as aireal units though?


Quinton and I spoke on aerial units earlier, because I wanted (and still want) to try a more focused aerial power.

The short version is that there are no air units anymore. Creating them would require several techs on top of a resource for using them, and would act more as a mobility boost or extra army slot (like plate or gunpowder) than an army of its own.


Soooooo, I'll have Angels, but I would need to have a tech to use their wings. Would I be able to use a faith action to gain flight?


No, they can start out as fliers. You just won't gain any mechanical combat bonus from it.


Or maybe once you weigh down a humanoid bird with the 30 - 50 pounds of kit you'd expect of an average soldier, the extra oomph you get from having wings doesn't really have that much of an effect.

On another note, Quinton, a rules query if I may. I think I understand this, but to be clear even though there are numerous unoccupied regions we can already see on the map we'll need to explore them before we can attempt colonization, correct?

Half has it right as does Dark. As for a faith action, no, it'd be a Military technology to create them into something akin to aerial units and there would have to be an applicable resource (Angel Couriers/Mercenaries/etc.) They can fly, but they have no advantage from flying.

Dark, you've got it right on exploration.



For those of you who have submitted a region writeup that wasn't completed at the time and hasn't been approved, be sure to make a post here linking back to the completed post once it's done to receive approval.

Thank you Kasa for the map.





Region #
Claimant


1
Aedilred


3
BladeofObliviom


16
rotaryraver


17
lt_Murgen


44b
WaylanderX


48
PepperP


53
Philote


57
Half Tangible


62
Mynxae


64
Reggiejam


65
TheDarkDm


66
Gengy


67
Randoman


70
GorinichSerpant


71
Arutha


74
DoomHat


122
Sommor


139
ReaderAt2046


142
m9p909


144
wooli264


145
Zayuz


176
Pierrefrench


234
ImperatorV


250
Lord_Burch


274
Elemental


326
The Blue Guard


P5
Tychris1

DimpleLoamsdown
2015-09-15, 07:48 PM
Half has it right as does Dark. As for a faith action, no, it'd be a Military technology to create them into something akin to aerial units and there would have to be an applicable resource (Angel Couriers/Mercenaries/etc.) They can fly, but they have no advantage from flying.

Dark, you've got it right on exploration.
So I need special agents specialized in aerial combat?

Also, woolli reserved 141 for me, not 140

woolli264
2015-09-15, 07:50 PM
So in one action of trade route construction can you only connect two regions or are you able to do the full ten?

ImperatorV
2015-09-15, 07:51 PM
So I need special agents specialized in aerial combat?

No, just a technological/tactical advancement. Look up Military 10 special action. Unless you mean forming aerial units after you get the tech?

QuintonBeck
2015-09-15, 10:31 PM
So in one action of trade route construction can you only connect two regions or are you able to do the full ten?

In one action you can enter into/create a trade route. You need at least one other nation who meets the pre-requisites for distance to do the same. If you can get nine other regions (atm, 9 other people) to enter into the trade route in the same round by their spending an action themselves to enter the route, then you could potentially trade to the maximum number in one round.

Soommor
2015-09-16, 12:27 AM
Aww, Blue, I'm not your neighbour anymore. That makes me so sad.

Arutha
2015-09-16, 05:44 AM
So does the empire that fell ~100 years ago have a name? Because it is a moderately important part of my nations back story.

QuintonBeck
2015-09-16, 11:06 AM
So does the empire that fell ~100 years ago have a name? Because it is a moderately important part of my nations back story.

Not at the moment, you're free to give it one.

Elemental
2015-09-16, 11:24 AM
We will, as navel power and mercantile tendrils were also me plan of action. So we would be butting heads from time to time.

Nothing wrong with having similar ideas. And after all, a little business competition can only benefit the consumers. Unless we form a duopoly.



So does the empire that fell ~100 years ago have a name? Because it is a moderately important part of my nations back story.

I'm just calling it the Old Empire until I have more information.


Actually, Quinton, just how large was that Empire? Also, did it have a capital and if so, where is said capital located? Or are you going to decide after everyone's finished their nations?

Aedilred
2015-09-16, 11:32 AM
I got the impression from the initial writeup that there wasn't anything significant or detailed about it other than that it was the last one surviving and thus its end signalled the start of the new age. It may not even have been a singular entity per se. As with last game I suspect that filling out the history in a way that makes sense will be up to us.

QuintonBeck
2015-09-16, 11:44 AM
*Snip*

Aedilred you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)



Actually, Quinton, just how large was that Empire? Also, did it have a capital and if so, where is said capital located? Or are you going to decide after everyone's finished their nations?


I got the impression from the initial writeup that there wasn't anything significant or detailed about it other than that it was the last one surviving and thus its end signalled the start of the new age. It may not even have been a singular entity per se. As with last game I suspect that filling out the history in a way that makes sense will be up to us.

Aed's got it right on the intention of it's inclusion in the writeup. It's been 100 years so outside its core (which may not even be on the map unless someone writes up a region that is intended to have been the capital type area) it's relatively far gone. It was also the last one, so it was probably only just an Empire that limped along the longest before collapsing totally and retreating back to very little. Again, its details aren't important to the game unless the players decide they want to coordinate and make them important by establishing a history and spread of its existence.

The Blue Guard
2015-09-16, 12:39 PM
I got the impression from the initial writeup that there wasn't anything significant or detailed about it other than that it was the last one surviving and thus its end signalled the start of the new age. It may not even have been a singular entity per se. As with last game I suspect that filling out the history in a way that makes sense will be up to us.

'Last one standing kind' of thing, then.

Soommor
2015-09-16, 05:46 PM
Vincedom of Hess Tannan

Soommor



http://flag-designer.appspot.com/gwtflags/SvgFileService?d=2&c1=7&c2=6&c3=4&o=7&c4=0&s=11&c5=2

http://www.fantasyshields.com/archive/d29c99b3d3bc094a000e0e2348315930


Ruler of Hess Tannan: Vincehin Marillom fo Devanni - Highest of Hess Tannan, Gilded Saint, Holder of the Stones

Vault Leader of The Copper Vault: Micuel Fallorini


Diplomacy - 5
Military - 3
Curiosity - 4
Faith - 2
Luck - 2



The leader of Hess Tannan, Tannan and all associated lands is, if only in name, the Vincehin of Hess Tannan, who presides over his lands from the sanctity of the Silver-Blue Palace. Typically a male, except when there are no males heirs to the Vincedom, he has the final say in all matters of law and state conferring with a council of 10 individuals, 4 of which he selects, 3 of which are chosen as prominent figures, and the last three chosen by the people of Hess Tannan. In this manner the Vincehin can keep control of the council while still allowing the opinions of the people to affect the direction of the country. It is normal for the Vincehin to keep a few personal advisors as well, often childhood friends and other trusted people in their lives, although the identity of these people is kept a closely guarded secret, to prevent outside forces influencing the Vincehin through them.

While in classical times the Vincehin held more or less total sway over the lands around Hess Tannan, in the current era, the rise of a merchant company known as The Copper Vault has disrupted the control of power, and now they run the country in all but name. They have had a highly beneficial effect on the economy, which is why they were allowed to gain enough power to rival the Vincehin, but their methods are often brutal and they seldom take a humanitarian view, instead striving for efficiency in wealth. The Vincehin and the Vault Leader strike a careful balance to maintain the wealth and prosperity of Hess Tannan.

The heir to the Vincedom is always the second son of the Vincehin, since the first son is made to be the Marshal Grande in control of the armies of Hess Tannan, at the discretion of the Vincehin. If no second son is produced, then the first daughter will be selected instead. If only one child is available, then they will become the Vincehin, and a favourite cousin or uncle will be chosen as the Marshal Grande in their place. A ceremony takes place where the Sellice do ne Rasion, a large honeysuckle coloured gem, also referred to as 'The Stone' is handed to them and they are bathed in first sweet, then bitter liquids. This symbolised the pleasures and responsibilities that come with being the Vincehin.

The Copper Vault runs more of a meritocracy, merely choosing the most charismatic, charming and intelligent individual to become the front for the organisation. While a great deal of the guild is run by administrators at the core of the company, the Vault Leader is immensely powerful in Hess Tannan, since he generally chooses the direction that the company will be taking and how to deal with major difficulties the Vault may face. Impotent leaders are quickly weeded out and replaced with more capable men, and loosing rank in the company may well mean losing your life at such high levels, since the Vault Leader will remain so for 6 years or until his or her death. If death is the faster option to replace a leader then the guild board will not hesitate to have them 'put on a permanent pension'. A truly great Vault Leader can balance the tightrope with the Vincehin, satisfy the board and juggle all of the guilds problems at once, without putting themselves at risk.






Tannan
Region 122
Population - 355,000
Standing Army



http://flag-designer.appspot.com/gwtflags/SvgFileService?d=2&c1=7&c2=6&c3=4&o=7&c4=0&s=13&c5=5



The lands of Tannan are composed mainly of temperate, cliffed highland stretched with long grasses and wide growing bushed and shrubs. Vast cliffs tumble over one another in beautify cascades of yellow and grey stone, often with trickling or roaring waterfalls to accompany them. In the east, known as The Hafyan, spires of rock jut from the ground as though trying to pierce into the sky, while the warm sun heats them to a pleasant temperature in the day. Pools of crystal water, kept cool by circulation from deep underground, dot the landscape and provide a scenic location for animals to meet and drink, or for a small hamlet to drop its terracotta walls and trellises. The west, or The Sepales, is a land of rolling hills and treacherous cliffs, dropping over 60 feet in some places, and in one such area the metropolitan centre of Hess Tannan, or High Tannan, is set. Tall spired building of green, purple and pink clay and terracotta, dragged and dried from riverbeds, reach for the clouds, with dainty shingled roofs perched atop them. On the winding steps of the ground levels, colourful displays of exotic wares, silks and spices brought from foreign lands. It is one of the most beautiful cities in the known world, all shimmering sequins to attract tourists. After all, All Roads Lead to Hess Tannan.

Velleechi's Spire - Out in the east of Tannan, in an area called The Hafyan, a great naturally forming stone spire, imbedded with beautiful sky blue crystals and veins of raspberry stone pushes out of the earth high above all other standing stones. It was discovered over 150 years ago, by an explorer by the name of Morgavero Velleechi, when Hess Tannan was still budding into the glorious city it is today and little was known about the lands that surrounded it. During the night, the blue crystals glimmer faintly, like stars, and it is possible to make out pattern and pictures in it, much like that constellations in the country sky. It brings about many sightseers, who wish to look upon it's magnificent swirls, but it is extremely protected, and guards are posted day and night to see that no harm comes to one of Tannan's great natural treasures.

Ve Leari da Feranna Linorichi (The Cave of Wondrous Lights) - Out to the south of Hess Tannan, where the Sepales border the Larenti Sona, there is a tunnel of rock and stone, leading to a great cavern where light shafts down from the surface. This cave is a hotspot for the Gilded Scarabs, shining, multi-coloured beetles that inhabit almost all of the Tannan Region and are often seen within the walls of Hess Tannan. Due to the sheer number of the scarabs in this cave, it is a wonderful area for collectors of rare patterns and colours to find the more illusive strains of beetle. The beams of sunshine flicker with the colours of the winging creatures, and cast rainbow patterns against the walls. The whooshing of large hunting nets of the enthusiast can be heard amongst the constant chirruping of the beautiful animals.



The people of Hess Tannan and it's surrounding region are the Sephorites, a species of hominid who thrive in the temperate cliffs of Tannan. The Sephorites are fairly tall, averaging at about 6 feet in height, with narrow shoulders and an elongated head. The eyes are oval in shape, with no eye brows above them at all. The eyes themselves are made of a dull soft bronze matter, and contain no iris or pupil, different colours instead coming from a translucent layer over the eyes, named the Strava, which varies in colour from purple to yellow, giving Sephorite eyes a range on metallic sheens. The hair is long and grows down to the shoulders, where it is put into pleats around the base of the neck, as is a traditional Sephorite style. Hair is typically stiff and wire-like, as though made out of thin metals, but conditioners exists to help create softer hair that is easier to manage. The colour of the hair itself is normally a mousy or hazel brown, although on rare occasion it is possible for lilac hair to occur, which is considered especially beautiful and often tried to be kept in a family line. The mouth is similar to a humans, but the teeth, rather than being separate, are joined in two large plates with serrations around the front of the mouth and flat parts around the back. The tongue is long and pinkish with a tinge of silver, with the taste buds underneath, which oddly lack the capacity to taste sour. The necks are long and slender, with a pink stripe running down the nape, and no Adam's Apple. The skin itself is a white or pale pink, and is extremely thin and delicate. Found in patches along the arms and lower body there are rainbow and platinum coloured scales, which change colour slightly depending on the angle you look at them. The Sephorite have arms roughly the same in proportion to a humans, with 6 clawed fingers at the end of the hand. The talons are about an inch long and a dull brown or bronze colour, and can cut through softer metals with relative ease. Despite this, Sephorites can handle objects very delicately without causing any damage. Every Serophite has an avian tail, that unfurls downwards into a plume. The feathers are a range of colours, depending on genetics, although those with lilac hair generally retain lilac tails as well. They cover their tails in dyes, which can make it hard to distinguish the real colour, although those with rare shades leave their feathers unadjusted.

Sephorite culture is obsessed with beauty and perfection of the self, and Sephorite citizens will go to great lengths to increase their desirability, such as dying their feathers and skin, or having shimmering jewels places amongst their scales. Rich clothes are often worn, and in a society were colour is a large part of beauty, varieties of different clashing and complementing colours are used to accentuate attractive features or completely replace undesirable ones. Even in other aspects of their lives, the Sephorites believe in perfection, and their architecture, music, cuisine, art and literacy are all meticulously planned to achieve the correct style, whatever the creator might deem that to be. This generates a wide respect for people of merit, be the labourers able to build perfectly balanced structures, or artists delving into a new technique to bring colours to life. This desire for perfection also extends to their trade and industry, believing the aggressive expansion of economy and business is a form of perfection, and a Sephorite will seek to squeeze every opportunity they see dry, whatever the consequences happen to be.



Gilded Scarab - A creature as ornately beautiful as the walls of Hess Tannan itself, these wondrous insects can be found throughout the region of Tannan. Owing to their great beauty and the rarity of certain strains, extremely high prices can be paid for these creatures, and their shells can often by crushed and turned into metallic dyes that will stain anything from cloth to terracotta to steel with shimmering colours. Catchers and collectors gather the scarabs for use in projects of Hess Tannan and for export to other lands seeking them as exotic pets or fabulous dyes.

Gemstones - While there are few gemstones in the region of Tannan, the largest, the Sellice do ne Rasion, belonging to the Vincehin of Hess Tannan, it is peculiar that there is such a demand for the pretty trinkets to decorate the clothing and even the skins of Sephorites across Tannan. While not strictly necessary to life, there is such demand for their supply, that any Vincehin who did not supply at least one kind would soon find himself in very hot water with the population.



The religion of classical Hess Tannan and the surrounding region is a form of idol worship, in which each family would have several, often ten to fifteen, small terracotta idols that would each represent an important aspect of that families daily life, such as beauty, commitment, productivity, perfection, and other essential parts of the Serophite culture. Each family has a separate group of idols, completely unique to them in their appearance, the stories that they appear in, their respective spheres and how favoured they are. While it is rare for brand new idols to appear, normally only happening when great momentous events occur within the family, they often fluctuate in and out of favour with the family, depending on how much their sphere's are needed, whether the head of the family likes them, whether they have failed recently to protect the family or if they seem to demand to high a price. In order to have the idols bless the family, sacrifices of expensive, rare or beautiful items are required. These are normally just trinkets and are burned or submerged in oil before the statue of the idol. This was a very loose belief system, and that suited the Serophite, since it allowed them to choose the level of commitment to their religion without it interfering to greatly in their lives.

The modern view on religion is equally as loose, with all forms of worship being allowed within the walls of Hess Tannan, unless they break laws such as murder, cannibalism, or extreme and unconsented violence. It is a strongly held belief that diversity is the key to perfection and beauty and the same rule applies to religion. Many still keep to the classic religion and worship of Hess Tannan, but new religions are now commonly and openly practised inside the city walls. The Copper Vault in particular promotes multiple religions in the region, since it stimulates trade and negotiation with other similarly worshipping regions and kingdoms, which is always good for the economy. There is one important law to do with religion inside the city, however. Different religions may not provoke, attack, sabotage or otherwise hinder the follower's and beliefs of other religions, so while peaceful conversion is accepted, violence and forceful behaviour is strongly punished. Faith is welcome in the Vincedom of Hess Tannan, just make sure to bring a full purse.

Majority - Native Idol Worship
Minority - The Grand Church of Daen
Minority - The House of the Pale Lady
Minority - The Doctrine of the Nine Candles




My post is ready for Quinton to look over at his leisure. Although don't be to leisurely. Or to rushed. Just try and find some kind of a balance, yeah?

QuintonBeck
2015-09-16, 06:23 PM
*Snip*


Soommor you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)

WaylanderX
2015-09-16, 08:24 PM
The State of Glorious Art, Skianz

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Region 44B
Population: 1.010.000 Prevaz (Subterranian)
Current Lymners of Skianz: Kara and Jentyl

Stats:
Chosen +1 Stats: Diplomacy and Curiosity
Military: 2
Diplomacy: 5
Curiosity: 4
Faith: 1
Luck: 3

Home of the Prevaz, Skianz, or High Art in the native's tongue, is a strange, hostile region. The whole region is covered in pitch-black darkness and everything that lives down here is adapted to this harsh environment perfectly. However, for one with sufficient light and/or other means of observing their surroundings, Skianz is a strange place indeed. The temperature in Skianz is around 22 C, owing the heat to the large number of hot water springs in the region. The area itself is rocky, the rocks often clad with bleak mosses and fungi of many kinds living of the nutrients brought up by these vents. Due to the darkness, there isn't much other plant-life. Animals, most of which eyeless and relying on other means of getting around, are a somewhat common occurrence, although not as prominent as on the surface. The many lakes and pools, formed by run-water from the vents, are full of bleaks eels and other forms of life.
In the middle of the pitch dark cavernous region on the outskirts of Skianz’s capital, stands the Clehti, or the Clock-tower in the common tongue. The Clehti is massive tower like structure, curving and twisting in ways that almost seem to break the rules of reality. Locals revere this place for its haunting appearance, for it is the place where young Prevaz make their first step into adulthood. When a Prevaz reaches adulthood, the young one is taken to one of the many unfinished extremities of the tower, the ends of which are sunken deep into the surrounding rock. There, in the unfinished parts of the Clehti, the young Prevaz makes his or her home for approximately 35 hours, or as the elder say: “The time the heart of the earth needs to rise up, create the basis of art, and cool down for those willing to perfect it”. After that time, the Prevaz will have made his or her mark upon the Clehti for all eternity and is considered an adult. Thousands of Prevaz have done this, making the Clehti a haunting, yet beautiful place for those with the ability to see it, with without light is almost impossible.


Name: Prevaz
Subgroup: Naga

http://oi62.tinypic.com/2u6zkf9.jpg
Female Prevaz by WaylanderX
The native folk of Skianz are a giant-like race called the Prevaz. They possess the upper body of a human or elf, but their lower body is that of a gigantic snake. The Prevaz are quite slimly built, to aid their navigation through the treacherous underdark they call home. They possess a fat reserve in their tales, keeping the upper body slimmer due to a lesser need for fat storage there. These naga are quite heavily muscled, although the males are more so such than females. Because of the everlasting darkness, the Prevaz have no eyes, instead relying on echolocation to find their way. To this end, large flaps of scaled skin crown their heads, much like a cobra's hood. They can widen or even hide the flaps if it proved to be needed. They do not possess eyes, although pits in the places of their eyes indicate they might have possessed eyes, in times long gone. At the sides of their neck they have four small openings (two on each side of the neck), in which lie the organs that produce the high frequency sound they use to get around. Males typically stand around 1.8 meters high, with their tail reaching lengths of around 4.5 meters. Females are stand somewhat shorter, around 1.7 meters, but have slightly slimmer and longer tails and measure around 4.8 meters in total.

The Prevaz live a long time, the oldest of their kind living to be around 200 years old. Also, they are coldblooded, although they require less amounts of warming up, due a special organ within the fat reserves of their tails, designed to absorb and contain heat. Typically, in the conditions in Skianz, a Prevaz needs to reheat him or herself every 4 days. Alternatively, if there is no heat nearby, they can go into a hibernation-like state, slowing down their metabolism and keeping them alive in low temperatures. They can stay in this state for approximately 6 months before starving.

Their echolocation allows them to find their way in absolute darkness, pinpointing obstacles, companions and so on. Their echolocation is extremely well developed. From the resonating frequency of a metal they encounter, they can deduce which metal it is, providing they have been teached how to do it. They also have the uncanny ability to sense a person's mood through body language alone, making hiding your real intent from them a problem in some cases. They are also able to detect texture and other small details, provided the materials enable enough sound to be reflected.

Due to the absence of eyes, the Prevaz have a bleak skin and dark scales, without much of a pattern present.
The Prevaz are a highly intelligent race, their intelligence being on par with that of humans and Fae. They have a rich culture, oral traditions and folklore, which mostly focuses on the concepts of form, the creation of form, the preservation of form and the attainment of the perfect form. Both Prevaz men and women are dressed quite extravagantly, but the concept of thick cloth clothing is rather unknown to them, seeing no need to hide the beauty of one’s body, except when absolutely needed (in cold climates for example).
In stark contrast to their harsh environment, or maybe because of it, the Prevaz put a large emphasis on the beauty of shape and form, wearing all kinds of jewelry and ornaments made by the many expert craftsmen Skianz has to offer. Art is held in high regard in this region, especially pieces that took long to be perfected, and almost everything the Prevaz use is stylish and beautiful as well as functional. From houses to dinner plates to roads, if it can be made into art, it will be. The buildings in Skianzes capital, Gwithva, also reflect this, with blocks of houses seamlessly flowing into one another.

In addition to their reverence of physical beauty, the Prevaz also strive to perfect their inner beauty. They also believe that songs can convey this inner beauty to those who hear the song. Beautiful melodies can be heard in many places in Skianz. They also have plenty of stories, but due to a lack of media to write them on, scrolls with those stories are extremely rare to come by.

Prevaz take partners for live, marrying with elaborate parties accompanying the occasion. However, most Prevaz do not marry until they are around 40-50 years old, because of the customs involving throne succession. However, it is not uncommon to have family and children before that age without marrying. The ratio men to women is about 35% men to 65% women. A great number of them live in the capital, but there are a lot of villages all across Skianz.

Because they like to share their arts with others, the Prevaz are welcoming and mostly very friendly to visitors. They are also keen on getting to know other beauty ideals, both male and female, discovered by those who visit the Prevaz capital. However, when one speaks ill of art or is not friendly in return for a good amount of time and isn’t willing to listen to the Prevaz, the Prevaz respond by swiftly escorting them and their belongings out of Skianz.

Skianz is a strange and dark place, but within its darkness, great treasures shine. The Prevaz want to share the Prevaz Art they are so obsessed with, as everyone sees something else in the often mindboggling pieces of art the Prevaz artists create. Some of the statues and paintings they create reflect reality, some in amazing detail, although the colors of the paintings oftentimes make no sense. Their song, often in their native language, are often hard to sing, but carry fine melodies and rhythms. Some art is surreal, with everybody that lays eyes or ears on it feeling differently. Some confused, some strangely enlightened. It’s this individuality that the Prevaz like and are keen to share and get to know.
Due to a shortage of metals, metal statues and other art made of metal is very rare. As such, the Prevaz want to import more Metals to quench this need.

The Prevaz are led by two leaders, a married couple, who together are called the Lymners of Skianz. They are chosen when the one of the last couple stands down from power, after which her partner does so as well and retires.
After that, a contest is held between the top artists of the society, those between 20-50 years old and are single. At the end of the contest, the male and female winners are chosen using a jury made up of the finest and oldest craftmen and women of Skianz. The winners then marry and they assume power. As Prevaz so beautiful and skilled, surely they also have the means and prowess to lead the Prevaz in their searches and endeavors, until the circle is repeated again.

The rest of the Prevaz are organized into families, with the youngest adults (30 years-40 years) lead the family. There are a multitude of families, each specialized in their own art.

Lymnanstrem: The family of the drawers and painters.

Delowstrem: The family of the sculptors.

Kanstrem: The family of the singers.

Drollastrem: The family of the storytellers.

Korfstrem: The family of bodily beauty.


List of current and past leaders (including the one who is "dominant" one that effectively has the scores in Bold):

Kara (Lymnanstrem) and Jentyl (Lymnanstrem)

The Prevaz's pursuit for beauty is more akin to a lifestyle than an actual religion. Aside from that, most Prevaz worship their ancestors and the art they made. The Clehti is central in this worship.
Due to the (to them) abstract notion of light, they became interested in the religion of the Nine Candles, which gained a minority in Skianz in recent years. The other religions never gained much traction in this remote region.

Gwithva (Population: 400.000): The capital of the Prevaz, Gwithva is a shining example of Prevaz artisanship. The buildings in Gwitva seamlessly flow into one another, giving the impression that the city is built from one greater whole. On the outskirts of Gwitva stands the Clehti, the building rising high above the city. Large therms can be found all across the city, allowing the Prevaz to maintain their body temperature. Not that anyone would see it though, as the whole city is pitch and pitch black. The Prevaz can see the city well enough with their echolocation, but an outsider would have a hard time getting around. Fortunately, the Prevaz do allow torches and other sources of light to be used by outsiders, but not in places that would pose a fire hazard.

Skianz: Great Art
Prevaz: Serpent
Gwithva: Museum
Clehti: Clock Tower
Lymnan: Painting
Delow: Sculpture
Kan: Song
Drolla: Story
Korf: Body
Strem: Stream, used to indicate family
Sylli: Eel
Skath Bargesi: Hovercraft

Zayuz
2015-09-16, 09:06 PM
Dynasty of Escaye

http://i.imgur.com/B5jbWuh.png
“All glory comes from daring to begin.”

Hilden, The Golden Leader (Yellow Amal-Zaj)
(Rolls (http://www.giantitp.com/forums/showsinglepost.php?p=19817249&postcount=21) +1 to Diplomacy and Faith.)

Diplomacy: 5
Military: 2
Curiosity: 3
Faith: 5
Luck: 3

Region of Xeroas, 145
Population: 470,000
Standing Army: N/A


http://i.imgur.com/QsjB9WI.jpg
Nature:
The region of Xeroas is a large north facing monocline with deciduous forest. Being a monocline, it has some very different altitudes, with a cliff facing north and sloping off more slowly in other directions. The monocline extends to be around 3,600 feet high at its largest point, thought it only takes up the northern portion of the land. Other areas of Xeroas are relatively flat and dense with large deciduous trees, partially connecting the jungle-like terrain to the east. Temperatures in the area are moderate, and there is a slightly higher than average amount of precipitation due to the ocean and large river they happen to be beside. Despite this, fog is rare in the area. Instead, the land has cursed them with powerful winds that can sometimes knock over trees. The people there have made their homes in the main areas: The cliff facing the ocean known as Haven, and a city inside of the valley on the opposite side of the mountain known as Eden. Within these areas, (past the beaches) the soil goes deep and has plenty of room for larger plants to grow. ..When their roots can get through the layer of emeralds that are scattered across the ground. In Xeroas there are emerald dykes in the cliff face of the monocline, the trees, and ground. This is great for the local populace, as the terrain is covered with beautiful gems, but the eco-system has suffered for it. Because of the gems scattered in the ground, it is much more difficult for small plants like flowers or bushes to grow because their roots do not travel deep enough. This causes a lack of smaller animals as well, reducing the amount of carnivorous species and allowing large animals like deer to run mostly unopposed. Although, they happen to be hunted by the locals anyways, so some argue that no damage has actually been done. Xeroas has a single small river known as the Wosk Canal that connects the larger river and the ocean on the opposite sides of them, and brings water through Eden. Common types of vegetation would include Oaks, Elms and Birch with some smaller shrubs and fruit trees scattered about. Without the smaller plants to crowd up the area, the forest floor seems very plain in comparison to most and is often remarked as seeming ‘clear’ as if it had already been cut and regrown in a controlled environment. It is also worth noting that grass still grows in the areas without emerald dykes, but does not grow very long.
http://i.imgur.com/Bdx6Q7r.jpg

Eden:
The capital of Escaye [TBD]
Haven:
A fishing village based on naval imports and exports [TBD]


http://i.imgur.com/UAqQKEs.jpg
Amal-Zaj (Known more commonly as ‘the Zaj’) appear to be humans with dragon-like features such as scales, a tail, horns, etc. Their hair is often more metallic colours such as silver, gold or brass. Most stand to be around six feet tall, with fair to tan skin. Their ‘type’ comes from the colour of their scales- Which are usually located around the kneecaps, arms, forehead, and spine. It is uncommon for one to have scales in other places, (such as the chest or face) but it does occur. Their ears tend to be pointed, and they have eye colours that correspond with their type. Amal-Zaj can grow horns and tails as well, but it is mostly genetic and they rarely grow to be very long. Within the Zaj society it has become very popular to decorate these horns and tails with jewelry and gems, which happen to be plentiful in the region. Aside from these differences they are quite similar to humans, having almost identical average body weights, strength, speed and intelligence- With one exception. The Zaj are specialists above all. They always excel at one type of thing based on their type, and each one is trained to hone their natural talents. However, each type has an element they are weak in. This leaves them less developed in some areas, and very developed in others; causing very extreme cultural differences despite being part of the same community.

Because of the moderate climate that they live in, the Amal-Zaj mostly wear light decorative fabrics of various colours. Generally, the Amal’Zaj live in large families known as ‘houses’ that are constantly competing with one another for political or economic superiority. A house consists of at 40 to 200 Amal’Zaj of one colour, each having been assigned to a house when they are born based on how many members they have, regardless of past relations. Each member of a house is independent of one another because of the lack of formal connection system in the Dynasty Escaye, but the houses which prosper often have assigned roles and jobs for each member like a team would. When one member of a house dies, it is replaced by another unless it is full. When all of the houses have at least ¾ capacity and there is a large group of youth, several adults are charged with the task of creating a new house, and adopting the members. Each house has a leader to represent them to the ruler if they have problems, suggestions or requests. The buildings they live in are fairly standard, being rectangular and made of wood and stone. They prefer to build up rather than out, which leads to many four to seven story buildings in each area. As alluded to before, there is no marriage system in the Dynasty of Escaye, and you are free to take as many lovers as you wish. If someone has a child, they are subject to the house selection process listed above. The concept of a blood based family does not exist, and is instead replaced by the houses system. Each house is expected to take care of their own, and to try and guarantee that each person becomes successful in the world. Gender roles are essentially equal, with neither side having an expectation another wouldn’t. Sexual orientations don’t matter as much without marriage, and anyone is free to love whoever they wish. As for less fun things, taxes function as they do in real life, with the government collecting percentages of profits from anything they can without trying to sink the economy.

Their culture is largely religion based, believing that by acting in accordance with the gods they will be blessed by them, potentially gaining their favour or being lead to a greater world. Temples are a common sight across Xeroas, and they are largely promoted by the government. Although, they often use their ‘divine superiority’ as an excuse to attack other nations, claiming that they are chosen by the gods to evoke their will- either to expel rival religions or expand their own. They are known to be intolerant of other beliefs than their own.


The Zaj are born in one of four colors, each of which corresponds with the Zaj’s main trait. Each type also has a trait it is weakest in, being the trait on the right of it in the chart below.

Gold --> Red --> Blue --> Green-->
Diplomacy Military Curiosity Faith

Golden Zaj- The Diplomats
The golden (or yellow) Zaj are the most diplomatic. (Obviously.) They often use this talent to become effective administrators or group leaders because of their natural talent for getting people to work towards a similar cause. In the cases where they do not rise so high in their career, they often make good managers or salespeople anyways so there are plenty of stations available for them. Of all the coloured Zaj, the golden ones are the least plentiful, numbering about a sixth of the population. They are often taller than the other Zaj, typically having Green eyes with blonde (or golden) coloured hair. These people tend to try and avoid conflict, seeing it as a barbaric and inappropriate way of solving problems that can easily be solved with some well-placed words or resources instead of lives.

Red Zaj- The Warriors
The red Zaj are the most athletic and powerful. They tend to excel at physical jobs like woodcutting, mining, or labour but are most often drafted into the military. Red Zaj often have broad shoulders and powerful figures, not necessarily taller but always naturally wider and stronger than the other types. Compared to the others they tend to be simple minded, preferring a simple and effective solution with no strings attached over a complicated one- Even if it might get better results. As such, they do not tend to be very creative and serve better as soldiers than commanders. Red Zaj number about half of the total population, being the most common. They often have golden eyes, with silver hair.

Blue Zaj- The Explorers
The blue Zaj tend to be daring, intelligent, and creative, willing to take risks in order to gain the upper hand of a situation. They make great explorers as well as inventors, willing to go where nobody has gone before if there is potentially a greater reward to receive or new heights to be discovered. When doing neither of these jobs, they take intelligence based jobs like management or number related things, thriving in such fields. Though, this comes with some downsides. They are very unpredictable, and unlike the rest of the community, they trust in what they consider to be ‘real’ over the gods. (Things like technology or inventions) Though for the most part they respect the gods, placing your faith in something incomprehensible is foolish to them, and they tolerate it rather than embracing it. It is also worth mentioning that madness is more common for them than any other types of Zaj. Out of the blue Zaj in the community, (which numbers to be about a quarter.) It is estimated that 2% of them have some form of madness. Blue Zaj are very small compared to the others, naturally being shorter and weaker. Blue Zaj mostly have red eyes and slightly red-brass coloured hair.

Green Zaj- The Believers
The green Zaj are the most balanced of the race, having medium build, size, intelligence and strength. Career wise they fit in most places, but most often find themselves doing artistic or other non-specialized jobs. They have a skill set similar to the average person, with a couple exceptions. Green Zaj are often very faithful and connect more easily with the Gods, gaining a greater understanding of religion and what it means to follow each belief. Some are even able to harness the powers of their gods to do minor things, but those with that talent are few and spend their entire lives developing their faith. Unlike the rest of the population, green Zaj have a difficult time compromising, and are very stubborn and unyielding. This makes them poor negotiators, because it is against their nature to yield to any force lesser than the gods and not one of their own Green Amal-Zaj usually have copper coloured hair and yellow eyes. They occupy about a quarter of the total population.

Once per generation, a royal Zaj is born. They are physically different from the other Zaj, possessing crystalline scales and eyes that align with their royal colour as well as wings that allow limited flight. (Mostly used for gliding) All crystal Zaj is exempt from the house system, instead being raised by the council. They grow up with the purpose to rule, being taught from a young age how to do so as well as different ruling strategies and why someone might use them.

Royal Colours:
Green = Emerald
Blue = Sapphire
Red = Ruby
Yellow = Topaz

The council is elected based on the most influential leaders of each house, and there is one council member for each type of Zaj, totaling to four. They work together with the ruler to manage the Dynasty but hold no power over their decisions. (Though they can make recommendations and warn him or her when they are making a poor decision.) Being on the council comes with the benefits of increased influence, personal as well as house based wealth and the added benefit of extra land that is given to those who serve the council well.


Emeralds [Good] - are abundant in Xeroas. These gems are often predicted to have a spiritual significance because of their correspondence with the green Amal-Zaj, the ones who are most faithful in the community. They are used most often as decorations, and a minor form of currency to the people. Unlike most other gems, they can be found on the surface of the hills, making them easy to mine and beautiful to look at.

However, the gems in the hills that the people of Xeroas hold so dear have crowded out any space for minor plants and flowers. Grass may still grow on these hills, but the gems happen to get in the way of the roots of weaker plants like flowers; this makes them rare, and by extension limits the colours of clothing or textiles. The fashion and art of the area revolves around a diverse range of colours, making the [Dyes] from these plants are highly sought after.


As of so far, most Amal’Zaj believe in The Doctrine of the Nine Candles (Majority). It is also commonly speculated that their background and origin have something to do with large beasts and crystals, but as of yet none have made it into an organised religion… (Minority- Faith 10 on my way, I have much more to add here once my religion is formed.)

QuintonBeck
2015-09-16, 09:59 PM
WaylanderX you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)

Zayuz you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)

GorinichSerpant
2015-09-16, 10:35 PM
ChornOstrav
Region 70, Player
Nation: Tsardom of Trolls

The Tsar: Boris
Diplomacy:2
Military:2
Curiosity:4
Faith:4
Luck:3

Population: 940,000


The trollish land of ChornOstrav, also known as Black Island in the common tongue is called so for the color of the rock and the dirt are as black as the briny depths. The island is one of tall cliffs, winding fjords and dark forests. The black soil is a poor one for farming and the gnarled trees are dwarfed when compared with ones one the main land.
The capital of this fair nation is situated at the mouth of where the Vodneve river meets the sea, and in the river’s honor is also called Vodneve. It is a port town situated to have access to the Sea and further inland. To the east of Vodneve stands an ancient and sacred site, there stands the Bald Mountain where the great witches gather once every 7 years to discuss matters of utmost importance.

The trollish ethnicity is one that is generally stockier than most other humans and full grown men are usually six feet tall at the minimal. They can be distinguished at first glance by the large gourd-like noses and big floppy and somewhat cowlooking ears. On second glance one may notice the roughly meter long tails with tufts of hair sticking out of their back. They have a fair complexion with hair that ranges from raven black, to golden blonde to fiery red.
Ancient lore states that in a time when great monsters roamed the earth, big enough to swallow ships whole and tramp towns with a single step, the [t] escaped their northern homeland and landed in ChornOstrav, where they made a new home, among their odd tailless neighbors. Who at the time we’re happy with leaving the island to the [t], nobody needed that place anyway.
Due to the poor soil, there is little farming in the black cliffs. The people mostly rely on the sea for fish, mollusks and goods brought in from other lands. Some of those goods are raided, some are traded, some are both.
In trollish society it is believed that women are born of the Earth, the hearth and home, while men are born of the Sea, the wind and the waves. For this reason, women will be born and buried within the same homestead, while men are expected to go out and explore the world and/or die in the process. As the women are the masters of the home and the family, each house is guided by a matriarch and inheritance is passed down thru the mother. When young men reach of age, they are sent out into the world to prove themselves, earn the hand of a maiden and provide for their new home. Most men are either sailors, fishermen, hunters or something else.

This system also applies to the Tsar, who can come from any walks of life, be they son of a great family, a beggar, or even a foreigner, as long as they prove themselves in word and deed they can chosen for the throne.The Tsar is less of a supreme ruler of the land but more the leader in external affairs.The management of the country is mainly in the hands of the Three Great Sisters but both have the right to appeal to the other if the change is related to their fields.The titles of the Three are the Maiden, the Mother and the Crone. They don’t necessary have to be sisters, but they are usually of the same family as the Three decide who gets to be the next maiden when when one of them dies. The titles are given based on seniority, with the oldest being the Crone and the youngest being the Maiden.
Each house of note has a warship or even a small fleet that they own. When the Tsar goes to war he summons these ships to his side and along with the great fleet that he controls himself as they sail off on campaign. The rest of the the time each man’s ship is left to it’s own devices.


In the deep mountains of ChornOstrav and on it’s highest peaks one can find a mineral by the name Dyhhkamene which roughly translates to spirit stone or wind rock. It has the appearance of quartz but it crumbles in the hand like chalk. When it is broken apart it lets out a gust of wind, if you take off a little, it’s a mere breeze, if more pressure is applied a strong push and if you're a fool enough to strike a large vein, then they won’t be able to piece your remains together if they find where they landed. It is used to in sailing to summon a good wind where there is one, but controlling the wind is a great power and it takes years to master it’s proper use.
What the Tcardom lacks is good lumber, even though there are plenty of forests to harvest for hearth and home, they are too scrawny to build a mast necessary for a proper ship. This severely limits the amount Tzar’s fleet.

There are various old tales that are believed by the Black Isle’s people. They vary from town to town and often contradict each other. Some common motifs include the representation of the Sea as a wild mistress and the Land as a stern father. Sailors are oftenly referred to as the sons of the Sea and house wives as daughters of the Land.
The Church of Daen didn’t really catch on, as in most tales the Sky is known to be a fool or a evil spirit imprisoned in the earth and his domain split between Sea and Land. The Pale Lady is seen as the Sea but under a different name, harsh but fair, so The House of the Pale Lady has a minority in the Tcardom. The Doctrine of the Candles has a minor following in the Black Isle, mostly within the male population. Women are barred from joining it, do to most people believing wandering is a key part of the belief system.
The previously mentioned individuals who know how to use Dyhhkamene are thought of as sorceress capable not only of controlling the wind but responsible for rainfall. They go through years of grueling training under a master mage to learn the arts of navigation, of how one tells the weather and how to properly break the stone to release the wind to safer shores. After those years, the sorcerer will have prestige beyond bound, authority, everyone pleading them to guide their ship. Sorcerers oftenly caption their own ships, which often helps guard themselves against mutiny. As what fool would be dumb enough to cut the throat of one of their few chances back home?

QuintonBeck
2015-09-16, 11:03 PM
GorinichSerpant Role up a ruler and give him or her a name and then you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)

The Blue Guard
2015-09-17, 12:51 AM
Way, I don't mean to sound negative, but why do your people have a word for hovercraft?

BladeofObliviom
2015-09-17, 12:53 AM
Way, I don't mean to sound negative, but why do your people have a word for hovercraft?

I imagine it slipped in from when they were being written for a future Telluris and got missed in editing. It's amusingly oddball enough that I don't think it's a serious problem though. We have words for things that don't exist in real life.

The Blue Guard
2015-09-17, 12:55 AM
It is pretty oddball! Sort'f why I was wondering about it. Piqued my curiosity.

What sort of stories do they tell about hovercraft? What do they imagine they look like? Is it something that's seen as childish to believe in, or is it something that adults believe exist too? I have so many questions!

DoomHat
2015-09-17, 01:06 AM
..and low, in yonder distance they spied a mighty Gazebo!

WaylanderX
2015-09-17, 01:07 AM
It is pretty oddball! Sort'f why I was wondering about it. Piqued my curiosity.

What sort of stories do they tell about hovercraft? What do they imagine they look like? Is it something that's seen as childish to believe in, or is it something that adults believe exist too? I have so many questions!

It was done on purpose, as a nod/inside joke to Empire I. Nothing major. I guess they could see it as a contraption from ancient legend or something.


I imagine it slipped in from when they were being written for a future Telluris and got missed in editing. It's amusingly oddball enough that I don't think it's a serious problem though. We have words for things that don't exist in real life.

Also this.


..and low, in yonder distance they spied a mighty Gazebo!

Also, I shoot arrows at the Gazebo.

A wodhes'ta kewsel Kernewek?!?!

The Blue Guard
2015-09-17, 01:28 AM
Also, I shoot arrows at the Gazebo.

A wodhes'ta kewsel Kernewek?!?!

I charge the Gazebo on horseback!

Af Soomaaliga maad ku hadashaa?

DimpleLoamsdown
2015-09-17, 06:17 AM
For just in case I do not finish my country on time, would I be able to finish my country in the middle of the first round, but still take actions in the first round?

lt_murgen
2015-09-17, 06:22 AM
I imagine it slipped in from when they were being written for a future Telluris and got missed in editing.

I suspect there will be several homages to E1 as we progress.
Pet goats, guard goats, riding goats, war goats, weregoats, dire goats.....

QuintonBeck
2015-09-17, 08:38 AM
For just in case I do not finish my country on time, would I be able to finish my country in the middle of the first round, but still take actions in the first round?

You've still got at least a week and a half so I see no reason you wouldn't be able to finish your country in that time.

Aedilred
2015-09-17, 09:03 AM
With new players (and returning old players!) who might not know about it, this is probably a good opportunity to hawk my favourite subject, the Empire! Wiki (http://gitp-empire.wikia.com/wiki/EMPIRE!_Wiki). This can be a useful repository for character biographies, accounts of stuff that might otherwise fade into the memory of players, histories of your country, or anything which might not have an obvious home on the forum - although of course the forum remains the primary medium through which the game is played. By the time it was established in the last game there was already a huge amount of gameplay to cover but this time it might be more manageable!

Over the next couple of days I'm going to edit and update the categories on all existing pages so that there's a new "World of Arandi" supercategory to go with "World of Telluris" and then the more general categories like "Regions/Realms/Characters" and so on will cover both worlds by default, with the option to look at each specifically.

Geckus
2015-09-17, 03:45 PM
Just noticed that the nomad rules were not carried over the the new rules thread, are they allowed for Empire2?


The Wandering Clan; The Hands of the First Architect

Region ##N
Population: ### Drimma (Dwarves)
Current Ruler: Kuldir Ironsong, Master Architect

Stats: Military #, Diplomacy #, Curiosity #, Faith #, Luck #

The Wandering Clan includes at least a few members of most races, but the vast majority are made up of the drimma, often called dwarves by the other races. They are a stout and hardy people, typically standing between four and four and a half feet tall, with broad shoulders and thick frames. While they possess admirable manual dexterity, a drimma’s thick frame does slow their movements, and makes swimming all but impossible. Remarkably hirsute, the drimma cultivate lush beards, which in an adult male will typically reach well past the waist. Their hair also acts as an effective insulator against both extremes of cold and heat; drimma rarely wear any clothing beyond a simple breech-cloth for the sake of modesty and thick soled boots for long marches. A drimma’s hair is naturally fire-resistant, it may scorch and curl, but won’t catch fire - their beards often serve in place of a forge apron when working metal.

The drimma are tireless workers, able to labour for hours under the harshest conditions and walk for days on end without rest. As hardy in mind as they are in body, the average drimma is disciplined and intently focused on the job at hand, leading other races to often see them as dour or even humourless, but in private they are every bit as passionate and expressive as any human.

Once a largely subterranean people, the drimma were forced from their mountain home by a combination of war and natural disasters. Beset on all sides, with savage hordes assaulting from without and the beasts of the deep rising from below, with even the very earth turning against them in the form of quakes and tremors, a faction of the religious leadership of the drimma came to the conclusion that their isolationism must have offended their god, the First Architect, whose greatest work was the making of the world. In focusing all of their efforts on making their home a masterwork of engineering and art, the greatest wonder of any age, they had turned their back on the rest of creation; like a painter who used only the tiniest potion of the canvas provided. After long and vehement argument, the faction was given approval to leave the city, whose doors would be sealed behind them, forever closing it off from the rest of the world. And so was born the Wandering Clan. In the centuries since, the Wandering Clan has travelled far from their home, using ways now lost and forgotten. But the drimma continue to travel, master artisans who use the wide world as their canvas.

The Wandering Clan is made up of several dozen Families, each specialized in a particular craft, and led by the Master Architect, chosen from amongst the most skilled artisans by popular vote of the Family elders. Once elected, a Master Architect serves for life. The Master Architect decides when the Clan moves on and where it travels to, as well as which great projects it will undertake, while the Families decide how and where their talents are best used to complete those projects or support the Clan.


The Hands of the First Architect:
The drimma of the Wandering Clan worship the First Architect, by whose hand the world was made. It is their belief that the First Architect created the world to be a canvas upon which his chosen people could work; they pay homage to their creator by using the tools he has left them to create their own masterworks. It was the mistake of their ancestors to horde those creations for themselves; the Wandering Clan believes that their creations must be shared with the world, made a part of it, so that the First Architect can see upon his canvas a completed work.

Their relations with other religions are mixed; while the Hands of the First Architect do not proselytize to non-drimma, they also consider any drimma who follows another way to be a lost sheep in need of rescuing.


Having some trouble with this area - I’d like to say Crafts are their main resource, with raw material as their needed resource, but those seem too generic. Any advice from the more experience Empire players (or anyone for that matter)?

QuintonBeck
2015-09-17, 03:48 PM
There are no nomads in E2, not in the mechanical separate rules sense anyway. If you want your people to be a nomadic type people who's region is their general roaming grounds that's perfectly acceptable.

EDIT: As to resources, you could specify a craft-type. Handwoven baskets as a (probably bad) example or Paintings, or Sculptures even could work in the broad vague sense. As for requirements, really doesn't have to be related to the raw necessities to make the manufactured goods (else wise you couldn't make the manufactured good at all) so that's pretty open really.

Also, bear in mind, and this goes to everyone regions are smaller in E2 because they may not possess the entire and only point of a race and/or culture so you could start in a region apart from people with some vague references that the Wandering Clan had kind of split and sprawled and grown isolated and as you expand (assuming it doesn't contradict anything in a round opener or the like) you could "rediscover" other portions of the Clan.

Geckus
2015-09-17, 03:55 PM
Hmm, concept as is doesn't really work if they're tied down to one region. I'll just have to make some adjustments or scrap the idea and look at something else.

EDIT: And thanks for the clarification on the Resources thing!

Lord_Burch
2015-09-17, 04:18 PM
Also, bear in mind, and this goes to everyone regions are smaller in E2 because they may not possess the entire and only point of a race and/or culture so you could start in a region apart from people with some vague references that the Wandering Clan had kind of split and sprawled and grown isolated and as you expand (assuming it doesn't contradict anything in a round opener or the like) you could "rediscover" other portions of the Clan.

Or you could have your nomads, as they expand, push natives out of their home regions and force others to accept (or turn back) refugees- giving them extra population, but maybe causing problems down the road for them or you. Or maybe the nomads could subjugate the people, force them to do the hard, stationary labor- mining, agriculture, etc while your dominant people wander around your collective regions.

Just saying that "no mechanical nomads" doesn't mean you can't have fluffed nomads.

m9p909
2015-09-17, 07:07 PM
So I was looking at the map and was wondering if I could move my claim to 116 just for the sake of a little more elbow room when the game starts

Geckus
2015-09-17, 07:22 PM
Thanks for the suggestions Lord Burch; I went a slightly different way, but they got me thinking in the right direction.

Finished making adjustments to the Wandering Clan, pending approval/suggestions.



The Wandering Clan; The Hands of the First Architect

http://www.chinabuddhismencyclopedia.com/en/images/e/ec/Dharmachakra.JPG

Region: 281
Population: 300,000 Drimma (Dwarves), 760,000 Humans
Current Ruler: Kuldir Ironsong, Master Architect

Stats: Military 4, Diplomacy 4, Curiosity 5, Faith 3, Luck 1

Terrain:
The Wandering Clan have settled into a mountain valley at the tailing end of a long mountain chain. The mountains themselves are old, dotted with trees and low enough to be only lightly snow-capped. They descend into rolling hills that give way to gentle plains as you head east. The temperature is on the cooler edge of temperate, with storms usually breaking on the far side of the mountains but the occasional downpour rolls in around the northern edge of the mountains.

A monolithic stone building carved into the mountain face, the Clan House, serves as the entrance to what will eventually be a new city intended to be a hub for all the Families of the Wandering Clan, where they can plan their projects and gather their resources. For now, hundreds of great land barges have been converted to semi-permanent dwellings to house those working on the city, mining the hills and manning the many forges.


People:
The Wandering Clan is made up of the drimma, often called dwarves by the other races. They are a stout and hardy people, typically standing between four and four and a half feet tall, with broad shoulders and thick frames. While they possess admirable manual dexterity, a drimma’s thick frame does slow their movements, and makes swimming all but impossible. Remarkably hirsute, the drimma cultivate lush beards, which in an adult male will typically reach well past the waist. Their hair also acts as an effective insulator against both extremes of cold and heat; drimma rarely wear any clothing beyond a simple breech-cloth for the sake of modesty and thick soled boots for long marches. A drimma’s hair is naturally fire-resistant, it may scorch and curl, but won’t catch fire - their beards often serve in place of a forge apron when working metal.

The drimma are tireless workers, able to labour for hours under the harshest conditions and walk for days on end without rest. As hardy in mind as they are in body, the average drimma is disciplined and intently focused on the job at hand, leading other races to often see them as dour or even humourless, but in private they are every bit as passionate and expressive as any human.

The Wandering Clan have long been nomadic, traveling the world mostly on foot, with their larger possessions, along with those to aged or infirm to keep pace, being hauled along on great land barges hitched to dozen or more oxen. They keep herds of cows and goats capable of maintaining their slow and steady pace as a supply of meat, milk, and leather.

Since settling in their new home, the Wandering Clan has earned the loyalty of the local human population; mostly scattered villages of farmers and hunters descended from the abandoned peoples of a collapsed empire, supporting a few small towns. The human were at first afraid of the strange new arrivals, then bemused as the dwarves set to work clearing their fields for them, then awed as they casually drove away the bandits and raiders that plagued the area. The dwarves don’t ask for much, and their presence has greatly improved their lives, so the locals never really complained when the Clan went from being helpful visitors to simply being in charge.


History & Government:
Once a largely subterranean people, the drimma were forced from their mountain home by a combination of war and natural disasters. Beset on all sides, with savage hordes assaulting from without and the beasts of the deep rising from below, with even the very earth turning against them in the form of quakes and tremors, a faction of the religious leadership of the drimma came to the conclusion that their isolationism must have offended their god, the First Architect, whose greatest work was the making of the world. In focusing all of their efforts on making their home a masterwork of engineering and art, the greatest wonder of any age, they had turned their back on the rest of creation; like a painter who used only the tiniest potion of the canvas provided. After long and vehement argument, the faction was given approval to leave the city, whose doors would be sealed behind them, forever closing it off from the rest of the world. And so was born the Wandering Clan. In the centuries since, the Wandering Clan has travelled far from their old home using ways now lost and forgotten; Families have gone their separate ways, eager to start their great work or tired of the long journey. Having finally found a suitable new home, they have begun to create a new city, a place where they can gather in between spreading their creations across the broad canvas of the world.

The Wandering Clan is made up of several dozen Families, each specialized in a particular craft, and led by the Master Architect, chosen from amongst the most skilled artisans by popular vote of the Family elders. Once elected, a Master Architect serves for life. The Master Architect decides when the Clan moves on and where it travels to, as well as which great projects it will undertake, while the Families decide how and where their talents are best used to complete those projects or support the Clan.


Religion:
Majority: House of the Pale Lady; Minority: Hands of the First Architect

The Hands of the First Architect:
The drimma of the Wandering Clan worship the First Architect, by whose hand the world was made. It is their belief that the First Architect created the world to be a canvas upon which his chosen people could work; they pay homage to their creator by using the tools he has left them to create their own masterworks. It was the mistake of their ancestors to horde those creations for themselves; the Wandering Clan believes that their creations must be shared with the world, made a part of it, so that the First Architect can see upon his canvas a completed work.

Their relations with other religions are mixed; while the Hands of the First Architect do not proselytize to non-drimma, they also consider any drimma who follows another way to be a lost sheep in need of rescuing.

The human populace of the region are mostly followers of the Pale Lady, though a few have picked up worship of the First Architect .


Resources:
The mountains and hills of the area now claimed by the Wandering Clan are rich in iron and carbon, which they refine into high quality [Steel] suitable for their many craftsmen.

Perhaps the drimma’s greatest vice is their taste for [Alcohol], in all it’s many forms. No matter how much the locals produce, or in what variety, they are always looking for more.

woolli264
2015-09-18, 06:04 AM
Thanks for the suggestions Lord Burch; I went a slightly different way, but they got me thinking in the right direction.

Finished making adjustments to the Wandering Clan, pending approval/suggestions.

well I see you don't have a coat of arms. Lots of people seem to be making them on this site http://rpg.uplink.fi/heraldry/?template=edit

lt_murgen
2015-09-18, 06:39 AM
Because I love worldbuilding, here is a list to help folks know what their neighbors' lands are like. It always bothered me a bit to see widely varying ecologies right next to one another. UPDATED, I believe




Region #
Claimant
terrain and weather



1
Aedilred
Open prairie- near desert, long, hot summers,


17
lt_Murgen
Rolling hills, long growing seasons, mild dry winters


44b
WaylanderX
Underground, dark, very hot, nearly plant-less with hot springs


48
PepperP
coast, meadows, fotthills, strong west winds


53
Philote
?


57
Half Tangible
mountains


62
Mynxae
Forest, croplands.


64
Reggiejam
Seasonal, deciduous forest


65
TheDarkDm
mountain, pine & bramble


66
Gengy
Forest, long rainy season


67
Randoman
Forest and beach, seasonal climate? (inferred by bears)


70
GorinichSerpant
Island, tall cliffs, dark forests,


74
DoomHat
Mediterranean forested coast


122
Sommor
temperate, cliffed highlands of bush and shrubs


139
ReaderAt2046
Lush volcanic jungle


142
m9p909
Lush volcanic jungle


144
wooli264
jungle everywhere!


145
Zayuz
monocline and deciduous forest, mountains, strong winds


176
Pierrefrench
?


234
ImperatorV
?


250
Lord_Burch
coastal, rolling hills


274
Elemental
Island, mediterranean


275
BladeofObliviom
?


326
The Blue Guard
scrubland, little rain


P5
Tychris1
Polar, snowy

WaylanderX
2015-09-18, 07:33 AM
If anyone is interested, I finished the write-up of my Epilogue for Empire I, which includes (after 1.5 years) the writeup for the first Venture. It is quite a long read though, but I hope some people will like it. :smallbiggrin:
For the newbies, the story on the scrolls takes place after an enemy empire, the Salterri, take 1.000 of Kasumor's and Woodwind's (two nations at the time) explorers prisoner and refusing to negotiote a release. 10 years later, the now retired monarchs of a couple of countries went to get revenge. And thus the story. This sort of thing can thus happen in game in this PbP game. ^^


http://www.giantitp.com/forums/showsinglepost.php?p=19780255&postcount=73

QuintonBeck
2015-09-18, 10:00 AM
Finished making adjustments to the Wandering Clan, pending approval/suggestions.


The resource needs to be a bit more specific ie: Iron, steel, bronze, gold, silver, or a fantasy metal of your own choosing/invention. Narrow it down and you'll be ready for approval.


If anyone is interested, I finished the write-up of my Epilogue for Empire I, which includes (after 1.5 years) the writeup for the first Venture. It is quite a long read though, but I hope some people will like it. :smallbiggrin:
For the newbies, the story on the scrolls takes place after an enemy empire, the Salterri, take 1.000 of Kasumor's and Woodwind's (two nations at the time) explorers prisoner and refusing to negotiote a release. 10 years later, the now retired monarchs of a couple of countries went to get revenge. And thus the story. This sort of thing can thus happen in game in this PbP game. ^^


http://www.giantitp.com/forums/showsinglepost.php?p=19780255&postcount=73

Ah, the origin of my avatar. A good time and a demonstration of the swashbuckling fun that can be had in Empire! Thanks for writing that up Way!

PepperP.
2015-09-18, 10:35 AM
So I was looking at the map and was wondering if I could move my claim to 116 just for the sake of a little more elbow room when the game starts

From QB: "Go ahead".

Geckus
2015-09-18, 02:48 PM
The resource needs to be a bit more specific ie: Iron, steel, bronze, gold, silver, or a fantasy metal of your own choosing/invention. Narrow it down and you'll be ready for approval.

Specific metal chosen; the drimma produce an excess of fine steel from their forges.

Also added a flag/banner for the Wandering Clan.

QuintonBeck
2015-09-18, 07:59 PM
Specific metal chosen; the drimma produce an excess of fine steel from their forges.

Also added a flag/banner for the Wandering Clan.

Gekcus you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)

The Blue Guard
2015-09-20, 04:15 AM
Lord_Burch! Your inbox is full, and I've got a PM I want to send you!

Dracolon
2015-09-20, 05:23 AM
I am intrested in 280 if it is available. I know I have been really quite over the last few rounds but life is starting so slow down again and I should be able to get back into the swing of things a little more. I will try and get a write-up together soon.

Lord_Burch
2015-09-20, 08:25 AM
Lord_Burch! Your inbox is full, and I've got a PM I want to send you!

Inbox is now mostly empty.

QuintonBeck
2015-09-20, 12:47 PM
I've changed my Resource from Witchglass to Fruit because:

1: I realized it was probably a good idea to have some resources that are more generally useful.

2: I also realized that the Hwakalin would probably not be producing an excess of Witchglass, and so probably wouldn't have much to export.

Cool, that's fine (and probably a good idea)

PepperP.
2015-09-20, 04:29 PM
280 is available, yeah. Welcome back! :smallsmile:


I am intrested in 280 if it is available. I know I have been really quite over the last few rounds but life is starting so slow down again and I should be able to get back into the swing of things a little more. I will try and get a write-up together soon.

Dracolon
2015-09-20, 08:54 PM
Well here it is let me know what you think.

Conlarbores
(280?)
Population
780,000
Roll (http://www.giantitp.com/forums/showsinglepost.php?p=19846771&postcount=44)

King Adriendel Sharpclaw
Stats:
Diplomacy: 3 (http://www.giantitp.com/forums/showsinglepost.php?p=19846771&postcount=44)
Military: 1 (http://www.giantitp.com/forums/showsinglepost.php?p=19846771&postcount=44)
Curiosity: 3 (http://www.giantitp.com/forums/showsinglepost.php?p=19846771&postcount=44)
Faith: 4 (http://www.giantitp.com/forums/showsinglepost.php?p=19846771&postcount=44)
Luck: 3 (http://www.giantitp.com/forums/showsinglepost.php?p=19846771&postcount=44)
Age:
22
The region of Conlarbores is covered in a large temperate deciduous forest along the coast and into the rolling hills that lead up into the mountains. The trees grow tall in the hills and the warm coastal breeze gives way to chill mountain air. There is a duality in the entire region, but it exists in a harmony that touches the spirit of all who wander the roads and trails Conlarbores. This duality is reflected in the people of the land and their ways of life.

Deer, elk, foxes, beavers, and many other forest creatures roam the wilds of the land and take up the roll of game for the great festival hunts of the people. Small farms grow in the groves and pockets of less dense forest as they are carefully tended to by dedicated farmers. Large shaggy bovines wonder the rolling the hills and low mountains herded by ranchers between the dens dug into the soft soil and clay.

Weathered and worn there are only a few rocky places where life does not flourish in the spring and sleep in the fall. Lazy streams and rivers meander across the land bringing sweet spring water to the cities and small hamlets. All through the forested land the soft creaking of aged trees can be heard in the soft sea breezes.

One lone hill rises out of the forest close to the middle of the land, it is called Omet’tree, and the capital covers it with a great hall burrowed into its core acting as the center of regional trade.
Nitent’oculis - Agile Catfolk

Half the population of Conlarbores is Nitent’oculis which stand about four feet tall and resemble cats in their face and legs. Covered from head to toe is soft fur they are masters of stealth and speed. There are three types of Nitent’oculis in the region, the tuft eared, the spotted folk, and the plain ones. Nitent’oculis tend to have earth toned fur with simple patterns preserved with carefully maintained marriages, the wedding of a tuft eared to another breed is a death sentence for both partners and any who witness it without objection.

The tuft eared are nobles that come from a strong linage and grow a little taller than the other breeds with the shortest tails of the three. They are marked by lightly spotted fur with tufts on the tip of their ears and tend to be stronger than most other Nitent’oculis. They come with extra bits of fluffy fur around their cheeks, chest, and extremities that help them survive better in the mountainous areas.

The spotted folk and the plain ones technically share the same status as each other. But in practice the spotted folk tend to be treated with more respect as their appearance is closer to that of the tuft eared. Other than the lack of a spotted coat the plain ones also have short rounded ears instead of the fierce pointed ones of the other breeds.

While the tuft eared and spotted folk tend to city life the plain ones often live in the smaller settlements or serve in the military, where their longer claws and sharper teeth aid them in both ways of life.

Hunting is a favored pastime of all Nitent’oculis and many are willing to compete in tournaments and other matches of cunning and strength for the chance to join in the extravagant royal hunts with the noble tuft eared.

Ceratogaulus - Tall Horned Gophers
http://d.facdn.net/art/dracolon/1428855091/1428855091.dracolon_0095.png

The other half of the populace is Ceratogaulus which average about six feet tall. Despite being large, stocky, and sporting fierce horns they tend to be more docile than their catlike cohabitants.
Their fur is marked with interesting blends of patterns and colors. Their base coat is often a black or dark brown, but their markings come in many colors from dark greens to bright reds.

There is no class structure in Ceratogaulus life, and there are no restrictions on marriage or love. The uniqueness of their fur pattern can sometimes garner them a little extra attention from potential partners, but it has little other effect on their social standing.

They are masters of agriculture keeping both farms and ranches running smoothly. They tend to live in underground homes which are dug into the sides of the hills and sport well stocked root cellars. Nut orchards and root vegetables make up the region's staple crops, while shaggy bovines are the ranch animal of choice.

Ceratogaulus are content to let the energetic cats rule the region as long as they are allowed to live in peace. The Nitent’oculis are more than happy to grant this since the Ceratogaulus have saved them from more than one harsh winter with their farming habits, even if they find the lack of a social structure odd.
Omet’tree - Capital City (398,000 Population)

The capital rises out of the forest like a watchtower. Far enough away from the other hills and the mountainous northeast that it is almost out of place. The keep at the peak houses the majority of the ruling tufted eared Nitent’oculis. While you descend from the peak the wooden homes of the cat folk mix more and more with the burrow entrances of the Ceratogaulus dens. Finally around the base of the hill are four wide tunnels large enough for two carts to comfortably pass each other. These massive wounds in the earth lead down to a colorful and bustling bazaar and the homes of the elder Ceratogaulus and their ancient families.

Port Transitine (124,000 Population)

Few of the cat folk like the water, but those that do you will find in Transitine. The port is respected for its haul of fish, a wonderful delicacy among the Nitent’oculis. A few industrious Ceratogaulus have made dens in the area to experiment with the plants of the sea. The port thrives despite the lack of interest in sea travel mostly due to the high price of fish.
(Good) Furs - Whether it is the deer and fox pelts cleaned after a successful hunt or the remains of the slaughter shaggy bovines, fur is never in short supply. As the natives are naturally furred as well there is little demand internally for the material, but it has proven a valuable trade good.

(Needed) Metals - Metal is rare in the soft forest soils and metal tools and weapons are extremely useful on the farms and hunts. Only the wealthy can afford such items now but if metal tools could make it to the hands of the common worker food would become plentiful indeed.
Nitent’oculis are rarely religious but those who seek faith normally practice a form of shamanism centered around the hunt and thanking the spirits for successful ones. (Shamanism Minority)
Ceratogaulus are similar but ask more of the spirits of the land and forest and give thanks for successful harvests. (Druidic Minority)

There is rumor in the great bazaar however that the tuft eared Nitent’oculis and the elder Ceratogaulus have been talking at length about their beliefs for the last generation of so.
The tuft Nitent’oculis rule from the keep of Omet’tree under a monarchy. Their staunch maintenance of the royal bloodline details the path of succession down to the newest baby born of a tuft eared. The monarchy sets down the laws and the noble house of the Nitent’oculis enforce them without question. The populace is kept content with the many festival hunts sponsored by the ruling class and the general sense of free will they are allowed to enjoy.

The Ceratogaulus keep their interests in the mind of the king by keeping two of their elders as close personal advisors to the crown. As long as the king works with the Ceratogaulus they are content to follow his rules.

QuintonBeck
2015-09-20, 09:54 PM
Dracolon you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)

The Blue Guard
2015-09-21, 01:01 AM
More neighbors! Well, not neighbors as such, but you're significantly closer than most.

Welcome to the East! Where everyone sits between the pseudo-Vikings and the pseudo-Mongols!

GorinichSerpant
2015-09-21, 09:52 AM
More neighbors! Well, not neighbors as such, but you're significantly closer than most.

Welcome to the East! Where everyone sits between the pseudo-Vikings and the pseudo-Mongols!

Now we need someone who is both pseudo-viking and pseudo-mongol. Maybe a special mount with runs on both water and land!

Aedilred
2015-09-21, 10:14 AM
Maybe a special mount with runs on both water and land!

How about one of these:
https://upload.wikimedia.org/wikipedia/commons/9/98/Hippo_at_dawn.jpg

Gengy
2015-09-21, 10:21 AM
The following post is not currently relevant, but will be relevant once the official OOC is opened. I wanted to make sure that it was available, as requested by QB some months ago.


Mabn, I did note your actions. I was not able to locate your ruler's name. I also counted 11 actions, though I think that was just me misunderstanding your post; as Aed indicated, it was hard to read. As it was your first post, and it was coming close to the end of round, I don't blame you for this. I commend you for getting your actions up in time, to be honest. For further reference, however, here is what I like to see to make it easy to add you to the Stat Bonus/Ruler Stat list:


[Name of Nation]
[Name of Current Ruler]

Actions:

<Type> Action 1
<Type> Action 2
<Type> Action 3 (Project Name) [1/2]
<Type> Action 4 (Project Name) [2/2] (Efficient Building Tech clearly noted)
<Type> Action 5


Optional: News and Rumors

Optional: New Ruler Next Round
Optional: Expected Stat Bonuses


That is the bare minimum for making it clear who you are and what you are doing. The Optional stuff at the bottom is just that; optional. You don't have to include it. Including News and Rumors, however, adds to what is referred to as 'fluff', and commonly accepted as a good place to write out your Ruler or People's reactions to current events. For example, this turn (http://www.giantitp.com/forums/showsinglepost.php?p=19584873&postcount=1424) I posted several news bits on some of my people dying. I also reacted to having one of my people being awarded the Passiflora Peace Prize (thanks Kasa!). Did I need to do that? No. For purposes of this game, all I needed was my actions. Heck, they don't have to follow my current post's format or even the example format I gave. They don't even have to have the name of the region or the ruler... but people make me sad when they forget those, because it means I have to look them up. All you need are (1) descriptions of your actions and (2) what type of actions they are. But if they aren't... well organized, then it makes it difficult for the GM Team and their helpers (like me!) to figure out what's going on. Let's look at some examples. Example 1 won't follow my suggested format, while Example 2 will.

Build a military academy.
Keep building the Academy, but add books on other subjects, like math and science.
Develop a new use for a resource. Talk to Praeclarus about trades.
Attend an Event.

[Kingdom of For Instance]
[High Lord Example]

Actions:

<Military> Build a Military Academy. [1/5]
<Curiosity> Keep building the Academy, but add books on other subjects, like math and science. [2/5] (Efficient Building)
<Curiosity> Develop a new use for a resource.
<Diplomacy> Talk to Praeclarus about trades.


Trade Example Animals for Praeclarus Whales
Trade For Instance Fruit for Praeclarus Diamonds


<Diplomacy> Attend an Event.


Sign a Treaty with the Empire of Dawn. Now they will learn from Example! (and won't kill us, though they may Guilder us by accident)
Sign a Treaty with the Imperium. (They won't kill us either, which is nice, and it only cost us a region, two trading posts, and the right to marry our next ruler. What a deal!)




News and Rumors

High Lord Example ate waffles for breakfast, and didn't feel so good afterwards. He had the cook slain before lunch. Lunch was a simple meal of berries and sliced fruit, and a sandwich. High Lord Example found it suitable, and promoted the scullery boy who created it to head chef. Dinner was venison, with a touch of parsley, and it was cooked perfectly. Once again, High Lord Example feels justified that his decisions are righteous and glorious.
It's rumored that High Lord Example has been seen dallying with High Lady Factoid, from the neighboring kingdom of Truthiness. They seem to be getting along well.


Expected Stat Bonuses
+1 Curiosity
+1 Diplomacy

Now... you tell me, which one is easier to read? I hope you said Example 2. Because it's Example 2. But let's talk about Example 1 first. Go ahead and close example 2's spoiler, and open Example 1 if you closed it.

Example 1 conveys information, but... as the self-entitled friendly neighborhood Stat Elf, I've got no clue what type of actions those are. As written, I'd probably make both actions regarding building the Military Academy as [Military], and is "Develop a new use for a resource. Talk to Praeclarus about trades." one action or two? *shrug* It's on one line. Guess it's one action. They are talking about trading, so... Diplomacy, I guess? And Attending an Event can be either Diplomacy or Curiosity, so long as there aren't trades/treaties. Well... hmmm... I guess it's Diplomacy, because that would give them the bonus?

Example 1 gets a +1 Military and +1 Diplomacy.

Which isn't what the player for the Kingdom of For Instance wanted. Close Example 1, and open Example 2.

First off... Right away, I know which nation this is, and the name of the current ruler. That is so helpful, you don't even know. It lets me double check the current listed ruler to the nation, and if there's an error, I fix it. It's that simple. Secondly... I know what all the actions are supposed to be, because the <Type> is clearly labeled. And it's at the beginning, too, so I don't have to dig for it. That makes this Stat Elf very happy. All I have to do is read the description of the action - and there MUST be some sort of description, or it doesn't count - and if it falls in line with what I know about the Type of Action, then boom! I move on. If all lines match the Type of Action the player labeled everything with, they get exactly what they expect.

For Example 2, though... I'd probably bug Quinton about the player starting a new Great Project for a Military Academy, and then switching to a Curiosity Action with Efficient Building Tech for the second part of that Great Project. Now, Great Projects can be different types of actions, so... depending on QB's ruling, the player for For Instance would get what they wanted, or they'd end up with a +1 Military instead of +1 Curiosity.

However... Example 2 is so much easier to read and figure out. Not only is it easy on the eyes and it has actions clearly marked, it also goes into sub-actions for trades (which makes Aed, our trading czar, happier) and events (which could involve more trades, too!). As an added bonus, there is a bit of funny 'fluff' that hopefully makes people more endeared to the characters you are playing with. Is all of this needed? No. Does it make things easier on the other people who play this game and help run it? Yes. Do you want to make other players, the GM team, and their helpers happy? I should hope so! Happier players/GMs/GM-helpers means happier game.

I hope this assists you, Mabn... and maybe a few of our existing players too :smalltongue:

To the new players, I am the self-appointed volunteer known as the Friendly Neighborhood Stat Elf; or I was for Empire 1. For E2, I may continue with the job, but the name will change to Friendly Neighborhood Stat Aeldir. It's more appropriate, and you should start getting used to the name of the race of your new helpful overlords* :smalltongue:

*Overlord-ship is non-optional. By playing the game, you acknowledge that the Aeldir are in charge, and are happy to allow you to run your governments however you see fit until we say otherwise. Please submit all dissenters for execution, either public or private, to Tir Amser.** Have a lovely day!

**Also, if you didn't understand, this is a joke, and 3/4ths of the Aeldir may disagree with my attempts of humor. Seriously, we're looking forward to playing the game with all of you.

TheDarkDM
2015-09-21, 12:29 PM
*Overlord-ship is non-optional. By playing the game, you acknowledge that the Aeldir are in charge, and are happy to allow you to run your governments however you see fit until we say otherwise. Please submit all dissenters for execution, either public or private, to Tir Amser.** Have a lovely day!

**Also, if you didn't understand, this is a joke, and 3/4ths of the Aeldir may disagree with my attempts of humor. Seriously, we're looking forward to playing the game with all of you.

No, I think that's a pretty fair characterization of 3/4ths of the Aeldir. We do like our designer pets. :smalltongue:

HalfTangible
2015-09-21, 12:39 PM
No, I think that's a pretty fair characterization of 3/4ths of the Aeldir. We do like our designer pets. :smalltongue:

The Primus Imperium is going to pretend it did not hear that the Aeldir think themselves our overlords and attempt diplomacy as usual, because we abhor mass slaughter.

Also because there is no way in f#@$ that we are ever going to bow and kowtow to any miserable little man, foreigner or not. Especially not one stupid enough to tell the Imperium to fall in line. If you disagree and do not desire our friendship, you may also bow to us, die to us, or stay the f#@$ away from us. The Imperium's daughters are nothing if not flexible.
heh heh heh HA HA HA
Shut up, Aya!!

(also, my skype has been down all day)

BladeofObliviom
2015-09-21, 12:41 PM
The Primus Imperium is going to pretend it did not hear that the Aeldir think themselves our overlords and attempt diplomacy as usual.

Also because there is no way in f#@$ that we are ever going to bow and kowtow to any miserable little man, foreigner or not. Especially not one stupid enough to tell the Imperium to fall in line. If you disagree and do not desire our friendship, you may also bow to us, die to us, or stay the f#@$ away from us. The Imperium's daughters are nothing if not flexible.
heh heh heh HA HA HA
Shut up, Aya!!

(also, my skype has been down all day)

Skype's being weird today, it's not actually down most of the time, just freaking out. Apparently this is a worldwide issue. Of course, it is possible that it's just a coincidence that your skype really is down right now, but the other thing is a genuine possibility.

TheDarkDM
2015-09-21, 12:54 PM
The Primus Imperium is going to pretend it did not hear that the Aeldir think themselves our overlords and attempt diplomacy as usual, because we abhor mass slaughter.

Also because there is no way in f#@$ that we are ever going to bow and kowtow to any miserable little man, foreigner or not. Especially not one stupid enough to tell the Imperium to fall in line. If you disagree and do not desire our friendship, you may also bow to us, die to us, or stay the f#@$ away from us. The Imperium's daughters are nothing if not flexible.
heh heh heh HA HA HA
Shut up, Aya!!

(also, my skype has been down all day)

I'm sorry, I couldn't hear you. Maybe if you come out of the backwoods mountains and into a region that matters you can talk things over with Lady Autumn. She seems to have a soft spot for things like you.

lt_murgen
2015-09-21, 01:00 PM
The Geshem suggest everyone settle down and have a beer and a pretzel. :smallbiggrin:

HalfTangible
2015-09-21, 01:11 PM
I'm sorry, I couldn't hear you. Maybe if you come out of the backwoods mountains and into a region that matters you can talk things over with Lady Autumn. She seems to have a soft spot for things like you.(Nice comeback)

*snrk* An isolationist islander that has spent years warring with his own people is telling me what "matters"?

Tell you what. You learn to make something that "matters" out of those dainty little flowers of yours and maybe I'll consider your name worth remembering. I'll be over here, building a nation to make you quake in your little winter booties.


The Geshem suggest everyone settle down and have a beer and a pretzel. :smallbiggrin:

The Primus Imperium does not know what 'pretzels' are

But they sound classy.

PepperP.
2015-09-21, 01:13 PM
Hi guys! I recently sat down for our third podcast (http://hhmc.podomatic.com/entry/2015-09-21T11_10_46-07_00) episode with Aed, Dark and QB to talk about region creation and character development. Enjoy!

HalfTangible
2015-09-21, 01:25 PM
Hi guys! I recently sat down for our third podcast (http://hhmc.podomatic.com/entry/2015-09-21T11_10_46-07_00) episode with Aed, Dark and QB to talk about region creation and character development. Enjoy!

... huh. Dark talks pretty fast =/

Aedilred
2015-09-21, 01:31 PM
Hi guys! I recently sat down for our third podcast (http://hhmc.podomatic.com/entry/2015-09-21T11_10_46-07_00) episode with Aed, Dark and QB to talk about region creation and character development. Enjoy!

Man, my microphone sucks. Apologies to everyone about that.

BladeofObliviom
2015-09-21, 01:33 PM
Sadly my house is too full of noise from the people ripping up the floors to listen to that right now

DoomHat
2015-09-21, 02:30 PM
No, I think that's a pretty fair characterization of 3/4ths of the Aeldir. We do like our designer pets. :smalltongue:

The Aeldir's hyper condescension kind of worries me sometimes. I mean, its bad enough when a naked faced animal pretends at civilization, but when it begins to think of itself as somehow more noble and worthy then an actual person? What are the civilized peoples of the world to do?

I suppose we'll just have to tread lightly and humor them along with the rest. :smalltongue:

HalfTangible
2015-09-21, 02:33 PM
The Aeldir's hyper condescension kind of worries me sometimes. I mean, its bad enough when a naked faced animal pretends at civilization, but when it begins to think of itself as somehow more noble and worthy then an actual person? What are the civilized peoples of the world to do?

I suppose we'll just have to tread lightly and humor them along with the rest. :smalltongue:

Oh, that reminds me!

*PM time!*

lt_murgen
2015-09-21, 02:39 PM
The Aeldir's hyper condescension kind of worries me sometimes. I mean, its bad enough when a naked faced animal pretends at civilization, but when it begins to think of itself as somehow more noble and worthy then an actual person? What are the civilized peoples of the world to do?

Drink and eat pretzels. :smallbiggrin:

DoomHat
2015-09-21, 02:50 PM
Drink and eat pretzels. :smallbiggrin:

I am both confused and morbidly fascinated by your drinkable pretzel.

In other news, listening to the new Podcast. Aed is indeed really difficult to hear, but the over all discussion was an interesting one.
Not quite through it yet, but it seems to be becoming in large part a neat retrospective on favorite times in E1.

QuintonBeck
2015-09-21, 04:29 PM
Man, my microphone sucks. Apologies to everyone about that.

It's like sit, stand, and lean on the podcast. Someone has to have a crap mic.

Thanks again for running and recording the podcast Pepper! I really appreciate the avenue it opens!

Aedilred
2015-09-21, 05:13 PM
I think there was a problem with my (or the) connection in that one too, judging from the gaps, but I'm going to see if I can address the mic problem at least for future occasions.

HalfTangible
2015-09-21, 06:21 PM
Found something in the rules. At the very end of the Diplomacy 5 section:

There is no limit to the number of permanent Cultural Identities.

And in the diplomacy 10 section:

All nations have a cap on the number of Permanent Cultural Identities (PCIs) they can support. A typical nation with 5 actions can support 2 PCIs, a Great Kingdom can support 4, and an Empire can support 5. Federations can support 5 which are shared amongst the federation players.

QuintonBeck
2015-09-21, 06:27 PM
Found something in the rules. At the very end of the Diplomacy 5 section:


And in the diplomacy 10 section:

Fixed, thanks.

Aedilred
2015-09-21, 06:27 PM
Found something in the rules. At the very end of the Diplomacy 5 section:


And in the diplomacy 10 section:

That'll be because the PCI limit was a late addition, I suspect, and the document wasn't thoroughly scoured for other mentions. Thanks for pointing it out.

In other news I have made some updates to my region. They're in the lands thread but also here:



The royal family have worn the crown of Nand for generations, although their role has of late become increasingly ceremonial, with the monarchs holding less and less authority as the setrapa have grown in status and power. The last strong king is generally considered to have been Isfandir II, who died more than half a century ago. His son Nimur II was a weak king largely under the hold of the generals and setrapa, and an attempt by Nimur's daughter Erandeh to regain some power for the crown faltered when she died after only one year on the throne - some say assassinated for that reason.

The current queen, Aiman III, is a Nend in her early thirties, with deep blue/indigo skin. She became queen on the death of her father when she was just twenty-three years old, and many expected her to be a weak ruler like her immediate predecessors. Soon after her coronation she controversially married her childhood friend Kusal, a relatively minor noble and official, rather than one of the great setrapa petitioning for her hand, but despite many suspecting this would lead into a campaign to reinstate royal authority, she has kept a fairly low profile politically ever since. Some claim she is quietly building a power base prior to asserting herself, but most have come to believe she is content to enjoy the privileges of her office without exerting herself excessively.

With Kusal, she has three children: Isfandir, Hannah and Jangir, aged 1-5 in 100. The succession is strict cognatic primogeniture.

http://www.familyecho.com/?p=DVFZ2&c=67vafrco4q&f=741451651770551741

Starting Attributes:
Diplomacy 2
Military 5
Curiosity 2
Faith 1
Luck 2

Original Rolls (http://www.giantitp.com/forums/showsinglepost.php?p=19818242&postcount=28)
Rerolls (http://www.giantitp.com/forums/showsinglepost.php?p=19818254&postcount=29)

+1s go to Military and Luck.

Government in Nand is highly decentralised, with different strata of organisation existing in different parts of the country.

The governor of a territory is called a Setrapan. Often these double as army commanders and indeed this was their original role. The position of setrapan is not, in theory, hereditary, or even awarded for life, but such is the power of many of the setrapa that they can ensure their favoured successor, usually a relative, follows them in their province. Many of the setrapa are in practice more powerful than the king, and are thus largely immune from castigation by the crown.

The Karapa are the highest-ranked generals of the army, appointed by the crown. They do not hold official governmental position, but such is the militarisation of government that in practice they are often more powerful than the setrapan themselves. The appointment of karapa is often seen as an attempt by the crown to wrest back power from setrapa.

There is a noble class, with attached privileges (known as the Azada), but the highest governmental positions are not reserved for them, and many of the setrapa and karapa are not of noble birth. The most ancient and powerful of these are called the Vaspura.

Day-to-day government is carried out by the wuzurga: junior officials, usually in charge of a district.

Nanda society is underpinned by a principle of communalism which nevertheless often fails to manifest itself in practice. In theory, those who contribute most to the community are the most highly valued, though in fact those who can take what they can often do so and maintain a relatively lofty position nonetheless. For instance, while the farmers and manufacturers are considered more valuable to society and thus in theory higher-ranking than warriors as a class, in practice the ability of the warriors to take what they need has resulted in the warrior class becoming much more powerful and much more prevalent at a higher level within society.

Raiding and war are facts of life for most Nanda, certainly those outside the cities, and this is the principal reason why warriors have attained a privileged position within society. Whether clashes between setrapa involving hundreds of troops, or small raiding bands within districts numbering no more than a dozen, there can be almost no time when there is no fighting somewhere within the kingdom.

Women are considered equal to men in almost every respect, and sex is no barrier to advancement within society – except for the fact that bearing and rearing children is still seen as the most important duty and role for women, as a means of perpetuating the people. It is therefore common for the career of even the most brilliant woman to be interrupted by the “need” to have children – many of whose careers never resume, thanks to the rate of death in or after childbirth.

Voluntary celibacy is almost unheard of, outside religious orders which require it, and arranged marriages are common. Marriage within caste is the norm, but marriage without is not outlandish. It is relatively common for members of the royal family in particular to marry outside their caste. Thanks to the value placed on marriage, chastity outside marriage is considered of great importance, and adultery, fornication and, especially, children outside wedlock can be cause for great scandal, even prosecution. Despite relatively frequent moral campaigns by setrapa or religious authorities to punish those involved in such activities (or to round up prostitutes), however, it has proven impossible to eradicate such depravity altogether, and inevitably within a few years things have returned to their former state.

The caste system in Sasanand is rudimentary, and either in an early stage of development or an advanced state of decay. is as much descriptive as prescriptive, although since children tend to take after their parents' colouring there is a degree of heredity attached. Nevertheless it is common for Nanda of predominantly one colour to have skin with whorls, dashes or other patterns of colours generally associated with other castes. What caste they become associated with may be a matter of ancestry, or of later conduct.

There are eight nominal castes, in three principal groupings, with each caste associated with certain skin colours. In rough hierarchy, they are:

Balanda
Siyanda (Black)
Arguvada (Blue/indigo)
Guloda (Pink/purple)

Desonda
Sabada (Green)
Zarda (Yellow)
Kemezda (Red/orange)

Bekorda
Sefida (White)
Beranda (Colourless)

The majority of the nascent aristocracy is drawn from the Balanda castes.

Siyanda are near-mythical and there have been no confirmed Siyanda births within reliably recorded history.

The Arguvada, Goluda, Sabada and Zarda together make up the vast majority of the civilian population, although many of them serve in the military regardless, especially those of the Balanda. The Sabada form a majority population in the rural areas of the kingdom, most of them being farmers or herders. The Zarda generally form the urban commonfolk.

Kemezda are warriors, raiders and hunters. Although in the nominal caste hierarchy they occupy a relatively lowly station (as those who provide sustenance are considered more valuable to the people than those who raid for it) that is deceptive, as they tend to enjoy a relatively privileged position in most communities, and it is common for karapa and setrapa to be drawn from this caste.

The Sefida are near-universally recognised as the lowest caste, although for the most part they are not despised so much as pitied (although precise treatment varies across the kingdom). They need to spend a great deal more time in the sun than other Nanda in order to function correctly, and are generally stunted and prematurely aged from exhaustion.

The Beranda are rare, and although known as the “colourless”, in fact have what non-Nanda would call a more natural complexion, usually tending towards the dark olive. They possess few of the qualities of normal Nanda, although their vision is slightly better than that of normal humans. Otherwise, though, they have no secondary vision from their skin and do not suffer unduly if kept out of the sun (indeed, they are the only Nanda known to suffer from sunburn). For these reasons they operate largely outside mainstream Nanda society, and many Nanda diplomats and explorers are from this caste. Less fortunate Beranda put their skills and ability to operate nocturnally to use closer to home, and become thieves, spies or assassins.


Many words in the Nanda language, especially nouns referring to people, are compound and formed by the addition of a suffix to a stem word.

Double consonants are relatively rare in the Nanda language, and adjacent plosive consonants or non-sibilant fricatives are unheard of. Where addition of a suffix to a stem would create such a combination, either one of the consonants is dropped or a vowel (usually “a”) is inserted. For instance, in the case of the stem word “Arguv-” the addition of the “-dan” suffix would create the illegal compound “Arguvda”, which with the addition of an “a” becomes “Arguvada.” With the addition of the suffix “-van”, the second “v” is lost, and the compound becomes “Arguvan”

Personal suffixes

-badan - priest(ess)
-dan – person (of such a group)
-pan – guardian/leader
-shan – king/queen
-van – man
-zan – woman

Noble and governmental titles

Azadan – Noble(wo)man
Framandarpan – Battlefield commander
Hirbad – Priest
Kara – Royal army
Karapan – Commander of the royal army
Mobad – High priest
Paygospan – Commander of a setrapa army
Savaran Sardapan – Cavalry commander
Savarana - Cavalry
Setrapan – Provincial governor
Vaspurdan – Great lord
Wuzurgan – Governmental official

GorinichSerpant
2015-09-21, 06:28 PM
*Overlord-ship is non-optional. By playing the game, you acknowledge that the Aeldir are in charge, and are happy to allow you to run your governments however you see fit until we say otherwise. Please submit all dissenters for execution, either public or private, to Tir Amser.** Have a lovely day!

**Also, if you didn't understand, this is a joke, and 3/4ths of the Aeldir may disagree with my attempts of humor. Seriously, we're looking forward to playing the game with all of you.

Joke's on you, the proud and freedom loving Trollish people don't get anything done even when enslaved!

Gengy
2015-09-21, 07:04 PM
QB, not that I don't mind chatting it up - and explaining to the new players how superior the Aeldir are - but would it not make more sense to do so in an official OOC rather then within the recruitment thread?

And - correct me if I am wrong - the game is slated to officially start on the Sunday after next, yes? (Fourth of October)

WaylanderX
2015-09-21, 07:11 PM
QB, not that I don't mind chatting it up - and explaining to the new players how superior the Aeldir are - but would it not make more sense to do so in an official OOC rather then within the recruitment thread?

And - correct me if I am wrong - the game is slated to officially start on the Sunday after next, yes? (Fourth of October)

-Prevaz look at puny Aeldir, look at eachother, shrug, throw them out of front garden so they do not trample the lawn and resume creating sculptures, paintings and other more important stuff-

EDIT: Also, nice fluff Aed ^^. Reminds me that I also need to work out my Strem families a bit more.

The recruitment thread is but a barren wasteland :P.

QuintonBeck
2015-09-21, 07:13 PM
QB, not that I don't mind chatting it up - and explaining to the new players how superior the Aeldir are - but would it not make more sense to do so in an official OOC rather then within the recruitment thread?

And - correct me if I am wrong - the game is slated to officially start on the Sunday after next, yes? (Fourth of October)

This is the OOC... The recruitment thread is here (http://www.giantitp.com/forums/showthread.php?442890-EMPIRE2!-World-Building-Nation-Building&p=19831855#post19831855)

The game is slated to start either this Sunday or the 4th depending how I feel this weekend, yes.

Rain Dragon
2015-09-21, 07:25 PM
I have some minor questions (despite not playing) about the world.

Is the surface area of this planet Earth like? I don't remember it being mentioned anywhere and it'd be a useful detail for writing about quests where people are journeying for months and figuring out how far could they go given the described terrain.

Are there moons? (For stable weather/rotation a big one would be easiest). Then calendars could be made to be consistent. (When I was making Fera's calendar, I had to average a couple of calendars, ignore one and make assumptions about all of them which was a bit of a pain.)

Why is the recruitment thread so barren? :smalltongue:

I was just reflecting on some things in Telluris and remembered these details...

Aedilred
2015-09-21, 07:41 PM
I have some minor questions (despite not playing) about the world.

Is the surface area of this planet Earth like? I don't remember it being mentioned anywhere and it'd be a useful detail for writing about quests where people are journeying for months and figuring out how far could they go given the described terrain.

Are there moons? (For stable weather/rotation a big one would be easiest). Then calendars could be made to be consistent. (When I was making Fera's calendar, I had to average a couple of calendars, ignore one and make assumptions about all of them which was a bit of a pain.)
These are good questions and probably worth establishing answers for at this stage, since they affect everyone.

My personal preference would probably be for Arandi to have dimensions similar to those of Earth, or at least more similar than Telluris was. Telluris's small size was always a bit of an oddity. As far as (visible!) moons go, any number that's neither boring nor ridiculous would be fine by me :smallwink:


Why is the recruitment thread so barren? :smalltongue:
That it's dropped to page 3 probably doesn't help. Equally, since it directs people here, there's probably not much cause for people to reply in that thread even if they do see it

ZakThar
2015-09-21, 08:44 PM
I would like to claim the island region of 240!

I am new to this, but I heard about it through Dracolon and he thought I should give it a try.

I will post my nation submission either later today or sometime tomorrow. :3

DoomHat
2015-09-21, 09:00 PM
I advocate for only one moon so I don't have to redo my national flag!:smalltongue:

Also, given that we have to explore any given region in the current known world before colonizing it, how much can we nations likely know about each other? I ask because I've been discussing some pregame intrigue and I don't know how much of it could be feasible turn 1. How much contact could I expect to have with someone in the east for example, beyond a vast expanse of unexplored islands?

Lord Of Mantas
2015-09-21, 09:59 PM
I was directed here by TheDarkDM, and am interested in playing! I would like to claim Region 236, please.

PepperP.
2015-09-21, 10:27 PM
I would like to claim the island region of 240!

I am new to this, but I heard about it through Dracolon and he thought I should give it a try.

I will post my nation submission either later today or sometime tomorrow. :3


I was directed here by TheDarkDM, and am interested in playing! I would like to claim Region 236, please.

Welcome guys! :smallsmile:

Tychris1
2015-09-21, 10:40 PM
Excellent, more villages to plunder, I mean players to participate!

ImperatorV
2015-09-21, 11:43 PM
Well, it looks like I'll finally have time to get my region written up tomorrow. Yay for tests and papers clumping up at the same time. Can anyone please fill me in on any neighbors I've picked up in the meantime?

Also Gengy I'll be getting back to your PM pretty soon.

Kasanip
2015-09-22, 01:10 AM
What is the scale of the map?

For example, if it is desired a small place, what is the kilometer measurement determined by the map?

By the way, it was updated the construction map:

http://i1015.photobucket.com/albums/af275/umbrellako2/_zps722q2bqc.jpg

BananaPhone
2015-09-22, 01:17 AM
I'm interested in starting a new nation. Or enacting a "coup" in a current NPC nation and having that become a new PC kingdom.

BladeofObliviom
2015-09-22, 01:21 AM
I'm interested in starting a new nation. Or enacting a "coup" in a current NPC nation and having that become a new PC kingdom.

You should probably go with the new kingdom. There aren't any NPCs to overthrow yet.

Philote
2015-09-22, 01:28 AM
@Kasanip: Your map is awesome and I really appreciate being able to easily see where everyone near me is located. An awesome addition would be if you could include the location of the three churches of the major three starting religions.

Also, if you use something like a white text with a black outline the names you've added would be easier to read.

BananaPhone
2015-09-22, 01:45 AM
You should probably go with the new kingdom. There aren't any NPCs to overthrow yet.



Ah, a new kingdom! I see, thank you good sir!

I'll just turn the page to see what the other kingdoms are like and...

*voice trails off at seeing how developed everyone else is with their 48 round head start*

*eyes widen comically*

Oh my...

I believe I'll be making a subterranean kingdom in order to protect myself from the giants of this playground.

BladeofObliviom
2015-09-22, 01:48 AM
Are you certain you're looking at the correct material? This is a new game that hasn't started yet.

BananaPhone
2015-09-22, 01:49 AM
Really? I was looking through the material and threads provided and unless the links are out of date, it was giving tables for stat increases peoples rulers had undergone and tech they had advanced.

Please tell me I'm wrong?

BladeofObliviom
2015-09-22, 01:55 AM
Really? I was looking through the material and threads provided and unless the links are out of date, it was giving tables for stat increases peoples rulers had undergone and tech they had advanced.

Please tell me I'm wrong?

You are no doubt seeing Empire 1 material. This is Empire 2, which is not an actual sequel and merely uses the same core system. Please refer to the OP of this thread for relevant info, and disregard E1 material.

Edit: Though I can't really blame you since the link in my signature is outdated...

Rain Dragon
2015-09-22, 01:55 AM
This is the OOC... The recruitment thread is here (http://www.giantitp.com/forums/showthread.php?442890-EMPIRE2!-World-Building-Nation-Building&p=19831855#post19831855)

Really? I was looking through the material and threads provided and unless the links are out of date, it was giving tables for stat increases peoples rulers had undergone and tech they had advanced.

Please tell me I'm wrong?

You're wrong!

Also, QB seems to have accidentally linked E1's Rules and Admin thread in the recruitment thread. Try this one (http://www.giantitp.com/forums/showthread.php?441545-EMPIRE-2!-Rules-Tables-amp-Administration&p=19808633#post19808633) for size. There is no E2 IC yet.

EDIT - @Blade - Tsk! Slacker!

BladeofObliviom
2015-09-22, 01:58 AM
You're wrong!

Also, QB seems to have accidentally linked E1's Rules and Admin thread in the recruitment thread. Try this one (http://www.giantitp.com/forums/showthread.php?441545-EMPIRE-2!-Rules-Tables-amp-Administration&p=19808633#post19808633) for size. There is no E2 IC yet.

Ah, that explains it. Sorry for the confusion. QB, please fix that link ASAP.

The Blue Guard
2015-09-22, 02:03 AM
I would like to claim the island region of 240!

I am new to this, but I heard about it through Dracolon and he thought I should give it a try.

I will post my nation submission either later today or sometime tomorrow. :3


I was directed here by TheDarkDM, and am interested in playing! I would like to claim Region 236, please.

More nations for the East! Welcome!

BananaPhone
2015-09-22, 02:04 AM
Oh thank the maker...

Well I'll take some solace that my haste enabled us to spot something that needed updating ^_^.

Hmm, I'll take Region 280 and write something up soon.

Is it possible to have a mix of subterranean and surface cities?

Kasanip
2015-09-22, 02:11 AM
@Kasanip: Your map is awesome and I really appreciate being able to easily see where everyone near me is located. An awesome addition would be if you could include the location of the three churches of the major three starting religions.

Also, if you use something like a white text with a black outline the names you've added would be easier to read.

Although it isn't liked the white text, it was tried the suggestions of Philote. The size was enlarged to reduce eye injury. :smallredface:


http://i1015.photobucket.com/albums/af275/umbrellako2/_zpsjnqdarjk.jpg

BananaPhone
2015-09-22, 02:13 AM
Hmm, poor population in comparison to everyone else. 4, 4, 3, 2, 1 for base stats before modifiers.

I can figure that into the writing.

DoomHat
2015-09-22, 02:13 AM
Oh thank the maker...

Well I'll take some solace that my haste enabled us to spot something that needed updating ^_^.

Hmm, I'll take Region 280 and write something up soon.

Is it possible to have a mix of subterranean and surface cities?

That's actually as simple as starting with an Underground region, then exploring and colonizing the region directly above you. :smallwink:
So you're actually calling dips on region 280b. Failing that, you could just say in your fluff that your cities have very, very, deep basements.

BananaPhone
2015-09-22, 02:17 AM
That's actually as simple as starting with an Underground region, then exploring and colonizing the region directly above you. :smallwink:
So you're actually calling dips on region 280b. Failing that, you just say your fluff that your cities have very, very, deep basements.


Ah, thank you :smallsmile:.

But yes, dibs on 280B.

And no, I'm not making a Drow race. Illithids were involved, but no drow.


I saw that someone was making a kingdom of Ogres, yes? I've also seen some kingdoms with elves and dwarves. How "fantasy" can you get with your nation/race that populates it?

DoomHat
2015-09-22, 02:20 AM
Ah, thank you :smallsmile:.

But yes, dibs on 280B.

And no, I'm not making a Drow race. Illithids were involved, but no drow.


I saw that someone was making a kingdom of Ogres, yes? I've also seen some kingdoms with elves and dwarves. How "fantasy" can you get with your nation/race that populates it?
Nothing so supernatural weird that you could expect any sort of starting mechanical benefit from it, just hint at things that could develop down the line. That's my understanding anyway.

BananaPhone
2015-09-22, 02:22 AM
Ah, so you could, just as long as you don't expect some type of mechanical benefit from it? Gotcha.

DoomHat
2015-09-22, 02:24 AM
Ah, so you could, just as long as you don't expect some type of mechanical benefit from it? Gotcha.
Well, I mean more to say, low fantasy, no known magic, but the seeds of wondrous things yet to come.

Philote
2015-09-22, 02:27 AM
Although it isn't liked the white text, it was tried the suggestions of Philote. The size was enlarged to reduce eye injury. :smallredface:


http://i1015.photobucket.com/albums/af275/umbrellako2/_zpsjnqdarjk.jpg

Awesome, Thanks Kasanip!

BananaPhone
2015-09-22, 02:28 AM
Hmm, okay! Well I'll put something up and see if it's A-okay. It's nothing so crazy as like beings made out of energy or something, but it could give pause.

Dracolon
2015-09-22, 02:33 AM
That's actually as simple as starting with an Underground region, then exploring and colonizing the region directly above you. :smallwink:
So you're actually calling dips on region 280b. Failing that, you could just say in your fluff that your cities have very, very, deep basements.

Might have a bit of trouble colonizing 280 on the surface. At least without crushing my military first... :P

But we might come to agreement for peace.

WaylanderX
2015-09-22, 02:34 AM
Ah, thank you :smallsmile:.

But yes, dibs on 280B.

And no, I'm not making a Drow race. Illithids were involved, but no drow.


I saw that someone was making a kingdom of Ogres, yes? I've also seen some kingdoms with elves and dwarves. How "fantasy" can you get with your nation/race that populates it?

I'm playing a race of Naga-like people for example, and I know Aed plays a race that relies partly on photosynthesis-like stuff. You can get creative, that's for sure.

Kasanip
2015-09-22, 02:37 AM
By the way, it was noticed when to include Geckus that there are 2 regions to be called [281]. The name was added with mediocrity, however the situation was forgotten to tell! :smallredface:

I would like to request the Region 9.

TheDarkDM
2015-09-22, 02:49 AM
As it hasn't been mentioned, I feel obliged to point out that Quinton is trying to limit the number of underground regions we have to deal with this time around, and there will be nothing approximating an underdark. So, his clearance should be sought before assuming the existence of a 280B.

Also, it should be mentioned that the standard D&D array of stuff is not assumed. While that doesn't mean your people can't have had some vaguely malign and possibly mystical precursor race, you should probably come up with something other than illithids, or at least put a new spin on illithids.

BananaPhone
2015-09-22, 02:59 AM
I'll hold on the underground thing, but I'll remain hopeful!


In regards to Illthids - they're involved. They created this people before they were overthrown and cast into the mountains veins of molten steel to be immolated as a sacrifice for the new nation.

Aedilred
2015-09-22, 03:00 AM
Hmm, poor population in comparison to everyone else. 4, 4, 3, 2, 1 for base stats before modifiers.

I can figure that into the writing.

Fortunately, population is entirely cosmetic. And those stats are pretty good. Rather better than mine - but then that's not hard.

DoomHat
2015-09-22, 03:05 AM
I'll hold on the underground thing, but I'll remain hopeful!


In regards to Illthids - they're involved. They created this people before they were overthrown and cast into the mountains veins of molten steel to be immolated as a sacrifice for the new nation.

In that cause it's easily hand waved with, "probably just myth and folktales... OR IS IT?!". I've got some peculiar things implied by my nation's mythology as well.

Philote
2015-09-22, 03:47 AM
High Order of the Pran-El
Region 53 (Glasco), Philote

Original Rolls (http://www.giantitp.com/forums/showsinglepost.php?p=19852907&postcount=45)

Current Queen: Lorena Effigy

http://superpower-list-forum.2863604.n2.nabble.com/file/n7622377/High_Order_of_the_Pran_El.png

Stats at end of round 1:
Diplomacy: 2
Military: 2
Curiosity: 2
Faith: 4
Luck: 4 + [0/2]

Mechanical Population: 960,000
Fluff Population: 192,000
Standing Army: 0 native land troops, 0 native naval troops

Original Stats:
Diplomacy: 2
Military: 2
Curiosity: 2
Faith: 4
Luck: 4 + [0/2]

Region name: Glasco
Region: 53
Queens:

Lorena Effigy [New Testament]
Voice: Sky Blue / Primary
Terrain: Capital Pran-El and Insight Lake, Corpse of the Last
People: Giant Sub-Species (Glascans)
Resources: Idols

http://i.imgur.com/NyPBTKh.jpg
Capital Pran-El and Insight Lake: The capital city, Pran-El, lies to the south-east of Insight Lake, a large flat reflective lake that is Glaso’s largest body of water. The capital itself holds a large castle in the style of a gothic church that it is the main monument of the city, though it is not uncommon to see a church dotted on every road of the capital.

Corpse of the Last: Glasco’s north-east island is marked by a titanic fossilized skeleton that stretches across the landmass. The fossil’s skull lies on the south-east end while the creature’s right leg dips into the ocean on the north-west side. This is a highly spiritual place for the Glascan people who claim that this creature is one of their ancestors, a people who found the true path to enlightenment.

http://orig06.deviantart.net/61e2/f/2013/346/a/7/fly_by_jslattum-d6xqi6o.jpg (http://jslattum.deviantart.com/art/Fly-419461008?q=gallery%3Ajslattum%2F8465194&qo=7)

Add a face, tint it blue, and you have the sort of spiral-textured physical structure of a Glascan.
Glascans are a sub-species of giant that feature a rough, spiral-textured, blue-tinted skin. While each Glascan is roughly three times the size of other sentient species on Arandi, a single Glascan could be considered to be equal to five members of other Arandi species. Glascan’s claim to be the descendants of an extinct titan sized species, but no link has yet been proven.

The High Order of Pran-El is a highly religious empire that has become frustrated with the current paths to enlightenment present on Arandi. Glascans have been easily swayed between practicing many different organized religions before ultimately settling on paganism. It is still common to see churches and worship for various different organized religions within the lands of Glasco. So great is the religious influence within Glasco, that the High Order of Pran-El exclusively anoint Queens due to past involvement with the The House of the Pale Lady.


Idols [Faith / Luxury Resource]: The high spirituality of the Glascan people has guided them to become adept idol makers. With a devotion to capturing even the most miniscule details of each organized religion, these idols compliment the construction of any church and aid in the execution of religious rituals across Arandi.

Needed Resource: Animals. With such a giant stature and religious fervor, Glascans require additional animals to sate their appetites and offerings.

BananaPhone
2015-09-22, 04:50 AM
Let's see how this goes:

Edit: Snip.

WaylanderX
2015-09-22, 05:24 AM
Bananaphone, you made a mistake with your stats, as I see you have both a 6 as a starting stat, which isn't possible.
Your rolls are 1-3-1-1-3, of which you can reroll the two second 1's once.

Also, you can choose two stats which you may add +1 too, so a possibility could be 2(+1)-3-1-1-4(+1).

You may distribute the stats after you've rerolled the 1's.

BananaPhone
2015-09-22, 05:26 AM
Youre right, it was meant to be a 5. The 6 is a typo on my part :smallwink:.

WaylanderX
2015-09-22, 05:30 AM
Youre right, it was meant to be a 5. The 6 is a typo on my part :smallwink:.

Aaahh, I see the rerolls now. Maybe also put a link out to them, don't want to confuse the GMs. :smallbiggrin:

Also, our nations are polar opposites resource wise, too bad were so far away. (I have Art, need Metal, you have Metal, need Art) :smalltongue:

BananaPhone
2015-09-22, 05:39 AM
That's what boats are for :smallwink:.

WaylanderX
2015-09-22, 05:42 AM
That's what boats are for :smallwink:.

Underground regions + ocean boats = not compatible, I'm afraid. First plan of attack, get a coastline.

Dracolon
2015-09-22, 05:53 AM
Underground regions + ocean boats = not compatible, I'm afraid. First plan of attack, get a coastline.

Plan of attack? Man you guys are really gonna force me to go mil first hu? :smallfrown:

WaylanderX
2015-09-22, 05:56 AM
Plan of attack? Man you guys are really gonna force me to go mil first hu? :smallfrown:

Of course not, I'm gonna conquer the world with ART! If you want to oppose me, better pump that Cur score.

In a slightly more serieus tone, it's just a manner of speech, right. I'll call it a "Plan of Art" instead.

Dracolon
2015-09-22, 06:02 AM
Ya but if underground regions are less common in E2 than BananaPhone is most likely going to have to work with me or go through me and they are starting with a mil heavy leader not a dip heeavy.. :/

WaylanderX
2015-09-22, 06:06 AM
Ya but if underground regions are less common in E2 than BananaPhone is most likely going to have to work with me or go through me and they are starting with a mil heavy leader not a dip heeavy.. :/

Imma can only speaka for meself here. :P But Trade Routes can go through your regions, that is np I think. So you don't really need a shoreline, just players that join into the trade route with a coastal region.

EDIT: Bananaphone, your score array is 3-3-1-4-4, but I see both a 4 and a 2 on there instead of a double 3. That isn't right. Am I missing something? Should be 3 Diplo and 3 Faith.

BananaPhone
2015-09-22, 06:20 AM
Underground regions + ocean boats = not compatible, I'm afraid. First plan of attack, get a coastline.

Can't I build a big tunnel leading underground?



Plan of attack? Man you guys are really gonna force me to go mil first hu? :smallfrown:

Why would I attack you? You're a potential food source customer!

You can sell me your criminals/prisoners of war and, say, timber and stuff, and I can sell you good quality steel/gold/silver. Sounds good, huh?



Imma can only speaka for meself here. :P But Trade Routes can go through your regions, that is np I think. So you don't really need a shoreline, just players that join into the trade route with a coastal region.

EDIT: Bananaphone, your score array is 3-3-1-4-4, but I see both a 4 and a 2 on there instead of a double 3. That isn't right. Am I missing something? Should be 3 Diplo and 3 Faith.



Why must my math be utter ****e at the most inappropriate times :smallsigh:.

No, you're completely correct. I'll need to make a slight change.

WaylanderX
2015-09-22, 06:22 AM
Can't I build a big tunnel leading underground?




Why would I attack you? You're a potential food source customer!

You can sell me your criminals/prisoners of war and, say, timber and stuff, and I can sell you good quality steel/gold/silver. Sounds good, huh?






Why must my math be utter ****e at the most inappropriate times :smallsigh:.

No, you're completely correct. I'll need to make a slight change.

We could work on that, should give some nice RP at the least. Our people have to know the others exist after all.

Aedilred
2015-09-22, 06:32 AM
We could work on that, should give some nice RP at the least. Our people have to know the others exist after all.

Well, you are a pretty long way from each other... Not quite as far as it's possible to get while remaining on the current map but not far off.

BananaPhone
2015-09-22, 06:33 AM
What are your people? Does our fluff coincide?

lt_murgen
2015-09-22, 06:38 AM
Plan of attack? Man you guys are really gonna force me to go mil first hu? :smallfrown:

Geshem plan of world conquest:

1) Become world famous cooks
2) feed everyone into a food coma
3) Sneak leadership goats into positions of power
4) take over the world!

WaylanderX
2015-09-22, 06:42 AM
What are your people? Does our fluff coincide?

I'm playing a race that is rather weird. People with the lower body of a snake, living in an underground region in total darkness. They are blind, instead relying on echolocation.

I know, they're weird. But I think they are cool :smallbiggrin:.


Naga-goats incoming.....we're doomed.....gg wp.

BananaPhone
2015-09-22, 06:59 AM
http://cgland.com/file/Zblizzard/blizzard2014/works/maroonner/1407423601f76e4ebbf7292377462d5384752721e8.jpg


...?

Lord Of Mantas
2015-09-22, 07:04 AM
Upon rolling some rather lackluster stats, and upon realizing that I'm kind of in a metric ton of games already, I've decided to withdraw. Region 236 is now back up for grabs. Have fun, everyone.

WaylanderX
2015-09-22, 07:08 AM
http://cgland.com/file/Zblizzard/blizzard2014/works/maroonner/1407423601f76e4ebbf7292377462d5384752721e8.jpg


...?
http://oi62.tinypic.com/2u6zkf9.jpg

This. (Still working on the male one, but work is progressing slowly)

BananaPhone
2015-09-22, 07:14 AM
Hmmm, curious *strokes jaw*.

Dracolon
2015-09-22, 07:17 AM
BananaPhone I am going to list some pros and cons of you starting under a player, or in this case me.
Keep in mind that all of this in contingent on QB saying 280B exists at all, but if it does not it the information maybe helpful when selecting a new region.

Pros:
Easy Trade with the above surface nation.
Possible defensive nation above you depending on temperament.

Cons:
Limited growing room, as this was an issue in the first empire already and looks to be worse now for underground kingdoms.
Easily embargoed or trade blocked.
Possible hostile nation above you depending on temperament.
Great Kingdom issues, as in your capital may have to be moved at a later date to get enough connected regions for a great kingdom.
Forced to discover other underground regions for expansion early, or become militant with the above nation.

In the end it is really your choice but just some information I thought you might like to know when you can do something about it rather then finding out later.

I should also let you know I got a little burned by close allies in Empire 1 and I might have some trust issues.

WaylanderX
2015-09-22, 07:20 AM
Hmmm, curious *strokes jaw*.

For a more detailed description, plz look here (http://www.giantitp.com/forums/showsinglepost.php?p=19830118&postcount=17) :P.

BananaPhone
2015-09-22, 07:21 AM
In actuality I had no idea you had chosen 280b, as I don't think you're listed on that front page.

It'd be easy for one of us just to be next to each other.

Dracolon
2015-09-22, 07:32 AM
In actuality I had no idea you had chosen 280b, as I don't think you're listed on that front page.

It'd be easy for one of us just to be next to each other.

Actually I am 280 the surface region above 280B. Link (http://www.giantitp.com/forums/showsinglepost.php?p=19847366&postcount=163)to a description so far.


Dracolon you are approved to post your region writeup here (http://www.giantitp.com/forums/showthread.php?441560-Empire!-Lands-of-Arandi&p=19808897&viewfull=1#post19808897)

BananaPhone
2015-09-22, 07:35 AM
Well yeah I figured you have a legitimate claim :smalltongue:. What I was saying is that when I checked out the front list you weren't there, which is why I felt okay to choose it.

*see's draco's military stat is 1*


Er...I mean >_>

*soldiers start preparing behind the leader*

Yeah! So, 280B huh? Guess we'll be best of pals :smallbiggrin:.

It's time to hunt some cats...

Aedilred
2015-09-22, 08:05 AM
I think only the regions that have been updated to the Lands thread so far are listed in that table, so there's a bit of an information gap. Kasa's picture with the regions labelled with their claimang player is probably most up-to-date.

If I might make a suggestion, BananaPhone (and feel free to ignore me if you disagree) you might like to move slightly further north, to 232, 269 or one of the other mountainous regions. It's still the same part of the world, but they're more likely to have underground regions beneath them, and you wouldn't be starting right under another player, so you'd probably have more opportunities for expansion.


The Wandering Clan; The Hands of the First Architect
Totally read that as "The Wandering Hands of the First Architect"...