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  1. - Top - End - #31
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    Logic's Avatar

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    This is the one I generally use. Pretty simple and basic, so it can take some skill to get what you are really looking for (e.g. a bend sinister.)

    And toying around with it for a few minutes yields this.
    Last edited by Logic; 2014-01-13 at 03:20 PM.
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    Quote Originally Posted by bosssmiley View Post
    You altruistic weirdo you!
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  2. - Top - End - #32
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I'll take 10, then. More later, ;)
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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  3. - Top - End - #33
    Ettin in the Playground
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I heard worldbuilding, Morph Bark, and WombatofDoom, and I am here.

    Now allow me to actually read this thread...
    Last edited by SamBurke; 2014-01-13 at 03:55 PM.
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  4. - Top - End - #34
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I, Loki Ethmorl, first of that name, high guildmaster and bearer of the cerulean scythe do hearby claim region 10 in the name of the Nine Guilds of Hrathan and Tuor. Details of our most glorious alliance shall be forthcoming within the next two days.

  5. - Top - End - #35
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by ImperatorV View Post
    I, Loki Ethmorl, first of that name, high guildmaster and bearer of the cerulean scythe do hearby claim region 10 in the name of the Nine Guilds of Hrathan and Tuor. Details of our most glorious alliance shall be forthcoming within the next two days.
    You've been ninja'd!

    SAM! Yesssss.
    Last edited by TheWombatOfDoom; 2014-01-13 at 03:53 PM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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    (you can't take the sky from me)

  6. - Top - End - #36
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    Quote Originally Posted by TheWombatOfDoom View Post
    You've been ninja'd!
    So I have. Very well, I will be fine with 8- Wait. SamBurke also posted before me, so he is entitled to the last region. So, new region 13?

  7. - Top - End - #37
    Ettin in the Playground
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    Quote Originally Posted by TheWombatOfDoom View Post
    You've been ninja'd!

    SAM! Yesssss.
    ohmygoshyes! I made it innnn!
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  8. - Top - End - #38
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    Quote Originally Posted by ImperatorV View Post
    So I have. Very well, I will be fine with 8- Wait. SamBurke also posted before me, so he is entitled to the last region. So, new region 13?
    How about you have region 10, and I'll take over 13. I actually was asking Morph privately about the mountainous region anyways, haha.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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  9. - Top - End - #39
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by ImperatorV View Post
    So I have. Very well, I will be fine with 8- Wait. SamBurke also posted before me, so he is entitled to the last region. So, new region 13?
    Due to the popularity and Wombat and another prospective player requesting more mountainous regions, I've added in three more.

    Currently, the regions up for grabs are 3, 8 and 14. I've signed you up for 10, if you still want it.

    Once those are filled, Brone's reservation of 5 will expire as soon as another GitP member signs up to play, or if he joins the fray himself. At that point, new players can step in and request new regions so that they can claim them, fluff them, and start playing.
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  10. - Top - End - #40
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    Quote Originally Posted by TheWombatOfDoom View Post
    How about you have region 10, and I'll take over 13. I actually was asking Morph privately about the mountainous region anyways, haha.
    But... district 13 was destroyed in the war.

  11. - Top - End - #41
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I got 3 threes, 1 one, and 1 four. That'll be 1/3/3/3/5, in the end, going to :

    Diplomacy: 3
    Military: 5
    Curiosity: 3
    Faith: 3
    Luck: 1

    I'll take 14, and see what's goin' down over there! Glad to be a part of the crew now!
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  12. - Top - End - #42
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I favor a larger map for a variety of reasons, but I will claim region 3, Morph, if you'd favor me. Rolls and characters forthcoming.

    Questions- Unless I have a faith score of 5, I must bow to this Temple of Fire? When I imagine an Empire I imagine it built by GodKings, you know?

    What are the rules on characters we control via our incomes? I get certain wages, which means I can hire a specialist for some tasks. Sure, the Sovereign might not know how to build a road and might not know how to coordinate the traffic of an entire kingdom, but he sure as hell can hire someone to do it for him. Could I build multiple characters, inside and outside the "ruling parties."
    Last edited by Haldir; 2014-01-13 at 05:15 PM.

  13. - Top - End - #43
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    And I'll snag 14!

    I'll also make a fool of myself on that heraldry generator if anyone here can actually read it, but at least it'll look cool.

    Edit:

    No, but you can't have another organized religion without that.
    Last edited by Lady Serpentine; 2014-01-13 at 05:17 PM.

  14. - Top - End - #44
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by C'nor View Post
    And I'll snag 14!
    Seat's taken.
    Quote Originally Posted by C'nor View Post
    I'll also make a fool of myself on that heraldry generator if anyone here can actually read it, but at least it'll look cool.
    I hadn't realized that would be popular. I know I have found plenty, I just happen to prefer the one I linked. If anyone want others, I will provide them as well.
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    Quote Originally Posted by bosssmiley View Post
    You altruistic weirdo you!
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  15. - Top - End - #45
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    Quote Originally Posted by Logic View Post
    Seat's taken.

    Aww. I was going to hit 3, but that distraction you posted made me take twenty minutes too long.

    Since _Brone_'s reservations was stated to go away, I guess I'll grab 5.

    I hadn't realized that would be popular. I know I have found plenty, I just happen to prefer the one I linked. If anyone want others, I will provide them as well.
    I dunno, I just know I like it. (And also that I managed to come up with this).

    Also... I guess I'll be equally mediocre in everything?

    Diplomacy: 2
    Military: 2
    Curiosity: 2
    Faith: 2
    Luck: 2
    Last edited by Lady Serpentine; 2014-01-13 at 05:24 PM.

  16. - Top - End - #46
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by Haldir View Post
    I favor a larger map for a variety of reasons, but I will claim region 3, Morph, if you'd favor me. Rolls and characters forthcoming.

    Questions- Unless I have a faith score of 5, I must bow to this Temple of Fire? When I imagine an Empire I imagine it built by GodKings, you know?

    What are the rules on characters we control via our incomes? I get certain wages, which means I can hire a specialist for some tasks. Sure, the Sovereign might not know how to build a road and might not know how to coordinate the traffic of an entire kingdom, but he sure as hell can hire someone to do it for him. Could I build multiple characters, inside and outside the "ruling parties."
    You have the option of starting with either a non-organised pagan religion, or the Temple of Fire. If you have Faith 5, you can spend an action to start a new, organised religion.

    There are no rules on characters you control via your income. Actions are all dependant on your own character's attribute scores, even if those actions are factually performed by other people.

    Characters outside of your main one are possible to role-play, but have otherwise no mechanical effects on play. This is to keep the system simple enough, because it would otherwise be very hard and time-consuming for me to keep track of, and would be more suited to a computer keeping track of it, at which point you effectively got a video game instead of a PbP one.

    Also, the starting map is only a part of the world. This is because otherwise the regions would be very big parts of the world, or there'd be many (as there will be once everything is out), at which point it'd likely be quite daunting for players to start with.

    Quote Originally Posted by C'nor View Post
    Aww. I was going to hit 3, but that distraction you posted made me take twenty minutes too long.

    Since _Brone_'s reservations was stated to go away, I guess I'll grab 5.
    Actually, I don't believe region 8 has been taken yet. Has it?


    I've also posted links to this thread in the Exalted, World of Darkness and Warhammer threads, hoping some folks from there might join up, so that this won't be a standard DnD world or too much like the real world.

    I also linked it in the Crusader Kings 2 thread in Gaming, because it takes a lot of inspiration from that.
    Last edited by Morph Bark; 2014-01-13 at 05:52 PM.
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  17. - Top - End - #47
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    I claim region 8!

    Aloren
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    I shall be done tomorrow. My mom wouldn't let me finish today.
    Last edited by Thunderfist12; 2014-01-13 at 06:22 PM.
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Has now, it seems!

    Anyway, I actually came over from the WoD thread, and I'm planning on doing some weird things with my kingdom, don't worry.

  19. - Top - End - #49
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    Wow! So many people! This is gonna be awesome!

    Some more annoying questions for ya Morph. So raising armies or building a wall ala Great Wall of China or some other crazy long term thing will take more than one round, makes sense, I dig it, how will the time necessary be determined? A guideline? IE Big projects take 3 rds, Medium Projects 2, Small ones 1 and then we (and ultimately you) determine what size a project is? Or will it just be a case by case basis?

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  20. - Top - End - #50
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    ...Just barely too late.

    I don't suppose one region could be squeezed in for moi?
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  21. - Top - End - #51
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by C'nor View Post
    Has now, it seems!

    Anyway, I actually came over from the WoD thread, and I'm planning on doing some weird things with my kingdom, don't worry.
    Awesome.

    I love a lot of people with a wide variety of angles and ideas working on a bigger project and yet coming out with a coherent whole. It's part of why I posted in those threads.

    Quote Originally Posted by QuintonBeck View Post
    Wow! So many people! This is gonna be awesome!

    Some more annoying questions for ya Morph. So raising armies or building a wall ala Great Wall of China or some other crazy long term thing will take more than one round, makes sense, I dig it, how will the time necessary be determined? A guideline? IE Big projects take 3 rds, Medium Projects 2, Small ones 1 and then we (and ultimately you) determine what size a project is? Or will it just be a case by case basis?
    Raising armies will go by 1 action per unit (1000 soldiers), which is the only thing of such projects I put into the rules so far. Armies in the early Middle Ages were pretty small, so once we're further down the line, this may well change.

    Anything big enough to be titled a "project" that requires build-up of any kind (including training certain kinds of creatures or specialist people) will require at least 2 rounds, with an action dedicated to it in both (so if you do so in one round, and not in the subsequent round, you will not have finished the project until you do so). I'll try to take a look at them every round and give an estimate of how long it might take, but you can assume that most take 2 rounds.

    Big projects such as a Great Wall or anything Wonder of the World-style are projects of a lifetime and will likely require up to 5 rounds and give semi-tangible benefits. A Great Wall is obviously a great defensive structure. A lighthouse will be a great boon to ships, and so on.

    Quote Originally Posted by THEChanger View Post
    ...Just barely too late.

    I don't suppose one region could be squeezed in for moi?
    Sure! I'll upload a new picture with a couple more regions. I had already finished one just in case.


    EDIT: Four regions have been added in. (Also, out of curiosity, did you find this thread through one of the links I posted elsewhere, or simply in the World-Building forum?)
    Last edited by Morph Bark; 2014-01-13 at 06:51 PM.
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  22. - Top - End - #52
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Tekorva
    Region 17, Rain Dragon
    Spera in Tenebris
    __

    [Link to Original Rolls]

    High Prince Yuuhi 「As of Year 7 of the Yuuhi Era [365]」

    Current Stats:
    Diplomacy: 6
    Military: 4
    Curiosity: 3
    Faith: 3
    Luck: 2

    Population: 25 000

    Original Stats:
    Diplomacy: 5
    Military: 4
    Curiosity: 3
    Faith: 3
    Luck: 2


    [link to Family Tree]


    3

    Region Details 「As of Year 19 of the Jaten Era, 330 of the Standard Calendar」

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    Only in the depths of summer are we without snow.

    Tekorva is cold land with a mountain range running through the centre of the region surrounded by large flat expanses of snow. North of the mountain range lies the frozen wastes where few dare to tread. There are three important natural landmarks of our people.

    Ketazan - South of the great mountain range lies Ketazan, a snowy plains where most of what little flora and fauna of Tekorva may be found. Ketazan stretches from the south western borders of Tekorva to the Korvan river. In the south east of Ketazan is the mightiest evergreen forest of Tekorva, Tazaki where edible roots and berries may be found. Between Tezaki and the Korvan lives the Hunters as the most animals and biggest fish can also be found here. East of Ketazan are some smaller hilly areas where a few light forests and the river Torgad can be found. These hills are rarely visited, but important to the Hunters as it is their belief the Ketazan needs a year of rest every three years or the spirits will become angry. North of the small hills, beside the river Torgad is the smallest walled settlement of Tekorva, Mavorg. Mavorg is known for its strong people and most of the people assigned Hunters hail from Mavorg.

    Metako - A little west of the centre, the southernmost mountain in the great mountain range Metako is the tallest peak in the region of Tekorva. Metako is located near both the Korvan river and Ketazan plains. Metako boasts the largest and most well-established city, Kyomet. Kyomet is the official capital of Tekorva. Metako is also close to the safest mountain pass to the most remote settlement Vagon, which lies beneath the north easternmost mountain in Tekorva on the outskirts of the frozen waste. Vagon is a remnant of a time when the climate was much warmer and trade with the north was not completely cut off. Thus, Metako and consequently Kyomet is incredibly important to the people of Tekorva.

    Korvan - The Korvan is the biggest river in Tekorva, running from its sources in the western mountains, in front of Kyomet, slicing through Ketazan and toward the very south east of Tekorva. The Korvan has three main sources, joining the mighty Korvan at various points before the river turns southeast. The eastern source lies between Kyomet and Mavorg. This is where the fourth main settlement of Tekorva may be found, Jikag. Jikag is the smallest of the four main settlements and was initially a fishing village, however as the Jikag we know today was dug into the mountain it was discovered to be rich in various useful metals. To this day, there are mines in Jikag which supply Tekorva with metal.

    Spoiler: People
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    The people of Tekorva are a tall (between 7'2 and 8'4), heavily-built people with light (almost white) hair and tanned skin. Their eyes are the many colours of the sky, ranging from a deep purple of midnight to the light blue of midday and even the oranges of sunrise. They have lived in the harsh, snowy mountains for many centuries and as such have adapted to these conditions by being generally hairier and bigger than their southern counterparts.

    Generally clad in furs and rarely without a weapon, the people of Tekorva are very peaceful and tend to hate violence, though not to the extent where they will actively avoid it when violence is necessary. The weapons they carry are usually decorative and ornate rather than functional with the exception of those who are assigned as Hunters who typically carry bows and arrows as well as a well-used skinning knife. Nonetheless, the average person of Tekorva practice one of the many forms of martial arts to stay fit. These martial arts tend to feature flips, sweeps and strikes of opportunity and is more decorative than functional.

    Traditionally, the people of Tekorva wear their hair short, with the men growing a tail of hair which are worn in different ways to signify different things. For example, a married man of Tekorva will usually spend much time braiding and beading his hair to lie down the center of his back. Beards are common to both the men and women of Tekorva and are usually left to grow long for decoration. It is not uncommon to see a well-braided beard featuring beads with runes for good luck or coloured ribbons as a sign of wealth. Women's beards are generally wispier and softer than the men's.

    ((Note - Due to their large size, the people of Tekorva currently only live on average until their late thirties/early forties.))

    Spoiler: Resources
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    Resources which can be found in Tekorva include stone, iron and fish.

    Tekorva imports rice.

    Due to most people in Tekorva spending their nights in homes beneath the mountains, the cave systems are constantly being expanded. Much of this stone is used to wall outdoor areas of the towns around the bases of various mountains, however the people of Tekorva have a hard time using all of it. Surplus stone is regularly available for trade. While various metals are also plentiful, the people of Tekorva store this useful commodity for themselves. Jikag in particular is famous for its iron mines. Though food and warmth is scarce, the Korvan River provides more than enough fresh water fish for the people of Tekorva to share.

    Though Tekorva is perfectly capable of sustaining itself, the people of Tekorva import rice to accompany the majority of their meals. It holds special importance to them due to positive interactions they have had with other peoples in the past. Furthermore, as Tekorva itself is largely unsuited for growing grains, this tradition of importing rice has helped greatly in balancing the diet of the people.

    Spoiler: Religion
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    Paganism 「Spirits」

    The people of Tekorva do not have an organized religion, however that is not to say religion does not play a major role in their day to day lives. Due to their beliefs that spirits bestow good fortune upon them when content and exact vengeance when unhappy, the people of Tekorva do various things to try to keep the spirits happy. These spirits are believed to come in two broad types. The light, energetic, warm spirits and the dark, sober, cool spirits. It is believed a balance must be maintained else the neglected spirits become angry and the world becomes chaotic. Thus, a peaceful balance is of special importance to the people of Tekorva.

    It is considered bad luck to be underground while the sun shines bright outside, so most of the people of Tekorva spend much of their time in walled in settlements at the bases of mountains near the flatter lands. As killing a tree or removing the dead trees would upset the balance of the forest, shade in these settlements are made of stone, bone, furs, leather and sometimes even ice. To better enjoy the sunlight when they can, the people of Tekorva lean toward shades with supports, but no walls. The only outdoor buildings with walls are the temporary structures the Hunters reside in while gathering food far away from any of the settlements.

    The spirits currently are present in all things, but the people of Tekorva believe when an item has been made which is technologically revolutionary the spirits are delighted by it and make their presences stronger within the item. Thus, the proper rituals must be done before, during and after the use of such an item to appease the spirits and make the item more effective. Failure to recognize the presence and fascination of these spirits will have dire consequences.

    Spoiler: Technologies
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    Plate Armour technology

    Spoiler: Elder Jaten
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    With her father Kabok's untimely death, Elder Jaten (despite the title) is only nineteen years old, which makes her barely of age and in search of a suitable partner with which to bear intelligent heirs and quickly, as she is the last of her line. Were Elder Jaten to die before she bears a suitable heir the people of Tekorva would panic, as surely this can only be caused by dark spirits intent on plunging the world into Chaos.

    Elder Jatan is a large, well-muscled person with shorter hair (as is the custom) and a sober attitude. She is renowned for her innovative hunting methods. Nonetheless, Jaten is reasonably young. So young in fact, she has not grown a proper beard yet. Jaten is thought of as a little eccentric but in a positive manner.

    Spoiler: Succession
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    Election among children 「The Battle of Wits」

    Before the current ruling family came into existence, the people of Tekorva were far from united. The four settlements would each claim their leader were the smartest in the land and as a result, avoided speaking to each other unless it was necessary before violence broke out or the balance became upset. The first of the ruling family (who's name has been lost with time, shall we refer to him herein as the First) was not from one of the four major settlements, and had an unremarkable life until he came of age.

    Upset that the people of Tekorva were not unified, the First allegedly rode to each town in tern in the depths of winter as soon as they were able to speak publicly and proposed that of all the four leaders, surely a contest could be held. The well respected members of society could vote on who won this contest and so a leader could be chosen. Seeing sense when finally prevented with it, the people of Tekorva finally agreed to the idea after forty years. By this time the First was a leader of Kyomet.

    So a battle of wits took place and the First won. By how much varies depending on who you ask, but all agree the most important fact is that the First won. Happy to see the people of Tekorva finally united, they worked hard to ensure the nation would continue to prosper.

    After the First died, one of his children won the battle of wits. After the leadership of Tekorva had been held by the same family for many generations, it was decided the children with the blood of the First were the most intelligent in the land, and as such to simplify matters greatly it would make the most sense if elections were among the family rather than the entirety of Tekorva.

    Were our current Elder to die without producing a worthy heir, Tekorva would surely be plunged into chaos as much of the (by now much larger) population raise their hands as the most intelligent of Tekorva, therefore worthy to compete in the Battle of Wits. Perhaps even leading to civil war!


    Extra notes on the Ancient Fiefdom of Sanctuary「Accurate to the Current Day」
    An Overview of Yorukuni 「Accurate as of Year 44 of the Jaten Era, 355 of the Standard Calendar」
    Last edited by Rain Dragon; 2014-03-09 at 10:46 PM.
    I go by they/them/their or he/him/his pronouns

  23. - Top - End - #53
    Ettin in the Playground
     
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Sympolemou
    The Land of Blood and Horror
    Region 18, Tychris1
    Last Updated: Beginning of Round 9


    Population:
    133,000
    Military (13 units max):
    11 Heavy Infantry
    2 Elite Stormvermin
    Resources:
    Scarnakan's (Bladed Birds) [Good]:
    Wood [Good]: Qarimosi Ships
    Vegetables [Good]: Tar Meat
    Monstrous Rats [Good]:
    Need Meat (receiving Meat from Tar and Glazfell)
    Politics:
    The Sailing Vermin treaty: Trade agreement with Qarimos and Sympolemou to trade wood for ships.
    Tar trade agreement: Vegetables for Meat
    Glazfell trade agreement: True Ice for Meat and non-aggression


    3

    [Link to Original Rolls]

    Duke Ironfang Van Troven
    Spoiler
    Show
    Duke Bloodfang Van Troven is renowned for his martial skill, for he is thought to be a truly devastating Warlord. Many of the Sympol people believe him to be watched over by their warrior ancestor spirits, who must certainly have a hand in his ability to pull out of dangerous situations with less then ideal numbers or equipment. When it comes to science or diplomacy however (Or subjects not related to Knives) he tends to prefer leaving it up to his lackeys and followers instead.

    Duke Bloodfang Van Troven is the current ruler of Sympolemou. His father was the leader of the small Troven tribe, and so was his grandfather, and the father before him. His bloodline was of little note, for they were not even brave and strong enough to cut a piece of The Heart of the North out for themselves. The Troven tribe was small and weak when Bloodfang came into possession of it, and he hated the very idea. He despised thinking of himself so low, so insignificant. He began to brutally train his tribesmen, plucking out the best of the best amongst them, and arming them with whatever arms and armors he could scrounge. With his personal retinue in tow, Bloodfang set out for the very center of The Heart of the North, and once his tribe arrived there he planted his flag and claimed it his own. His rivals laughed, finding the idea ludicrous, and yet they fell deathly silent when his artisans began to construct his fortress. They thought he was mad, build his base in the center of the rest? Madness! Every other tribe surrounded him from all angles, many far more powerful then his fledgling organization. After a few days, one of the tribes within the mountains came out, their Chieftain leading them from the front, and prepared to topple Bloodfang for his insolence. The Chieftain and Bloodfang dueled, and in the blink of an eye the Chieftains head flew through the sky. His retinue rushed forward, but despite their numbers Bloodfang outmaneuvered them, flanked them with a militia of artisans, and promptly routed the entire tribe. Reverberations were sent throughout The Heart of the North, questions whispered from each lip, all recounting the tale of the sudden upstart. For 30 days and 30 nights a steady stream of tribes came forth to challenge Bloodfangs claim of glory, yet the structure of his fortress was already emplaced, and with a tenth of the soldiers available to him, he held off each challenger and stayed rooted to his spot. Upon 5 weeks passing, the people of Sympolemou looked upon the hill Bloodfang claimed as his own, and saw the bloody river that flowed beneath him. There he stood, undaunted, unabashed, a sheer sign of primal fury, howling to the sky his promise of rulership. No other tribe thereafter challenged him, and the people of the land having seen his martial skill and power, accepted him as their one true leader. With all the remaining tribes unified under him, Bloodfang anointed himself as the Duke of Sympolemou.

    Physically the Duke is a beast amongst his kind, taller then the rest of his kind by a few good inches. His body is ripped with muscle, his fangs yellowed and bloody, and his eyes as red as his monicker. His fur is the shade of midnight, and his demeanor is like that of a lion.
    Deceased. Info for Ironfang will be released soon.
    Portrait


    Current Stats:
    Diplomacy: 3
    Military: 7
    Curiosity: 10
    Faith: 3
    Luck: 3

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


    Van Troven Family Tree


    3

    Region Details

    Spoiler: Terrain
    Show
    The land of Sympolemou is treacherous and dangerous, blighted with pockets of inhospitable terrain dotting the landscape. Toxic vents, hidden quick sand, and vicious animals are the norm. If one does not actively watch his back, or have someone do it for them, then they are very likely to perish within an hour of traversing these lands. Yet ultimately it is worth it, for the natural beauty and fertility of the land is breath taking. A shining gem masked by blood, danger, and war. As a result of this most Sympol's are Hunters and Warriors, with the rest composing of miners or gatherers.

    • Heart of the North: The Heart of the North is the central military and political hub of Sympolemou. The Heart of the North is a set of mountains that combine together to form a naturally isolated valley. Lying in the center of it is Bloodfangs keep, Dark Heart, with several smaller locations encircling around it, and ultimately leading into the mountains themselves. Within the mountains, other clan establishments are settled and expanded upon, with intertwining caves and networks slowly cutting their way through the mountains. But ultimately, as the saying goes, "All roads lead to the Dark Heart" and as a result they all have passages straight to his doorstep. It was here that Bloodfang carved his name into Sympolemou history, and his throne at the center of Sympol life serves to act as a reminder of his unflinching grit and skill.
    • The Forest of Bones: The Forest of Bones is a mystery to the people of Sympolemau. Theories revolving around it fluctuate and change as time goes on. All that is truly known is that some great tragedy befell this land, for the bones and remains of hundreds of Sympol's dot this forest, with perhaps yet more uncounted. Perhaps there was some great sacrifice to an angry god, who cursed the people their with a ravenous forest that wiped them out? Or maybe it was the sight of a great war, where several clans came together and wiped each other out in a genocidal fit of fury. Whatever the reason may be, only the brave or foolish enter the Forest, for within it lurks monsters and beasts unknown. Few enter it, and fewer leave to tell the tale. Stories of horrid monsters, strange alien beasts, and perhaps most disturbing of all, tales of savage Sympol's who devolved into madness and stalk the night like crazed killers all permeate the Forest. However, it is the biggest source of wood in Sympolemou, with trees that seemingly reach for the sky, and leviathan in size. As a result it is common for the Sympolemau to harvest its outskirts, though it is rare to see them stay for long.
    • Rapid Run Shore: The shore that stretches from the top of Sympolemou all the way to the bottom of it. It is shrouded in a miasma of toxic gases, boiling hot geysers, and quicksand. If a Sympol manages to somehow get past all of these dangers, the beasts that lurk on the beach and within the water are a different matter entirely. It's monicker was given to it by the few skilled (Though some might claim Insane) Sympol's who managed to chart a way through and get onto the shore itself. Only the fleet of foot may pass unharmed, and not without a bit of luck and a good weapon. The small community that lives on Rapid Run Shore are fishermen and sailors, providing the other clams with the bulk of fish they will see in their life. As a result of the perils involved with transport, shipments are rare but bulky, and the arrival of such a delicacy as fish is a cause for great celebration and joy.


    Spoiler: People
    Show
    The Sympol people are a violent, veteran, and vicious people. They have grown to be more then willing to defend what is theirs and to fight nonstop for what they believe in. Their environment has shaped them into the bloody weapon they are today. A constant pervading threat of the very land around them potentially lashing out has made them distrustful of things they do not know or comprehend, making them slow to trust. However, this has also instilled a great sense of brotherhood, honor, and community amongst them as they all learn from a young age to watch each others back. Social hierarchy is an important concept amongst them, as without chains of command and order, the Sympol people would have died out long ago.

    The people of Sympolemou are lanky ratmen. Their mouths are lined with razor sharp fangs, with deadly claws for hands, swift paws for feet, and snouts for noses . Their fur color comes in different shades of brown, red, black, and white. The only part of their body not furred is their pink tails, which are capable of basic manipulation. Amongst their kind, brown furred are the most common, with black furred being the strongest, red furred being the swiftest, and white furred being the wisest. As a result many of the warriors are drafted amongst the Brown and Black fur Sympol's, while any duties related to their ancestor spirit religion is delegated to White furred Sympol's. There is very little difference between Male and Female Sympol's, save that the Females are more sinuous and due to their wartime ideologies are generally put into reproductive roles, unless they are recruited into being a warrior.

    The Sympol people marching to war.

    Spoiler: Resources
    Show
    The Heart of the North provides plenty of minerals such as Iron to the Sympol people, while the Forest of Bones immense size provides all the lumber they will need. The Sympol people also have access to a variety of plants that they have learned to cultivate from the savage land. However, the general rarity of fish, and the dangers of outright hunting the monsters that prowl the landscape makes protein hard to come by, and as a result meat and livestock are imported to Sympolemou.

    Spoiler: Religion
    Show
    The people of Sympolemou have a strict belief in spirits, particularly that of ancestors and legends. They believe that if you die with Honor as a Warrior you will persist between the worlds as a spirit to guide your children in the future. There blessing and prowess is gifted to those they deem favorable, and a lucky victory or good season is generally attributed to a powerful ancestors blessing.

    Holidays:
    Spirts Eve: During the summer solstice, when the sun rises high and the world is ripe for long days of marching, the Sympol people respect their ancestors. The exact origin of this event transpires long ago, to the very beginning of Sympol culture. The people of Sympol migrate, marching with great haste to the edge of the Forest of Bones. It is said that during this day the power of the Spirits is bolstered, and they can intermingle with the populace with great ease. Families bury their dead, celebrate weddings, and honor their ancestors. They pay respect to those who have gone, and those who are to come. However, the biggest event to transpire during this day is the incursion into the Forest of Bones. A party of Warriors brave enough to enter are gathered, equipped with fine gear, and then sent into the forest to prove their glory. Whoever returns alive, or more importantly with the slain carcass of a monster, is heralded as a grand hero and paraded around The Heart of the North.

    Major Ancestors:
    Skriit- 200 years ago: Skriit is perhaps the greatest ancestor that the Sympol people recognize. Long ago, before any can remember, in an age of legend and danger the Sympol people were nomadic. They drifted around Sympolemou, hiding from monsters, scurrying from sight, and scrounging to survive. They were a scattered people, with no order or strength behind them. Yet one day a baby was born, and that baby was Skriit. He looked upon his people, saw the state they were in, and could not stand it. Leaving the shelter of his home, legend says he climbed the tip of the tallest mountain, and raged against the heavens themselves. He beat his chest, roaring out in the name of his people, and was not seen for weeks. Long after, when the Sympol people forgot him, he returned. Garbed in animal hide and equipped with a jagged bone sword, he rallied his people, inspiring them with stories of his time spent abroad. They took in his stories, processing what he had said, and envisioning this wonderful world out there. Now, during this time the Heart of the North was a den of monsters. Fiends so unimaginabley terrible that words fail to describe them. They prowled and stalked each other, eternally hunting anything they could find, and they infested the heart like a virus. Skriit saw this portion of land, and saw his peoples future home in it. With fire and rage he led his people, swarming out of their dens and hideaways by the thousands, and equipped them with crude weaponry. They swarmed over the Heart, clawing their way into its center, and fought tooth and claw against the monsters. It was a bloody battle, one that lasted for days, and by the end of it the Heart was choked with bodies from both sides. Yet despite the damage, the Sympol people stood victorious, and they claimed the heart their own. Sadly, Skriit died during the battle, singlehandedly holding off a quarter of the monsters force. His body, rent and broken, was interned inside the carcass of the greatest monster that fought that day, and he was laid to rest in the center of The Heart of the North.

    Spoiler: Technologies
    Show
    Full Plate, Prosthetic Limbs, and Winning Strategy- Mountains has been made by The Duke
    Last edited by Tychris1; 2014-04-21 at 06:02 PM.
    Im a Terrorist not an idiot. - Me
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  24. - Top - End - #54
    Ogre in the Playground
    Join Date
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Cool! I'm going to go ahead and put my stake on Region 19 while I finish things up.
    And I was just passing by the Homebrew Section, and saw the thread at the top of the World-Building. I rarely head in here, unless I see something interesting while in Homebrew.

    Spoiler: In Progress
    Show
    Greetings, most honorable and exalted leaders. We are Fionn Sheenan, sovereign ruler of the Priomhcine. We occupy the place on this map marked 19, and we look forward to working with our fellow rulers to the greater prosperity of the whole of the world.

    Fionn Sheenan, Naomh of Domhan Abhaile
    Diplomacy: 4
    Military: 1
    Curiosity: 2
    Faith: 5
    Luck: 2
    Rolls

    Domhan Abhaile is our name for our land. Our name for ourselves is the Priomhcine, the First People in your tongue. Our people are a fair, hardy stock, and if I may say so are quite striking in their own way. Typically with red or brown hair, brown eyes, our people love to braid their hair, men their beards and women that which is upon their head. Many of the designs and ornaments have special significance, you see. When a youngling completes their first hunt, when two people are lifebonded, or other such momentous occasions, they will often add a braid or ornament of some kind to commemorate the occasion. Of course, our shamans must keep their bodies completely hairless, as you can see. Yes, I am a shaman, as well as Naomh of this land. Our shamans place special importance on the spirits of water and earth, the beating heart of the mountain and the mighty arm of the ocean. Some of our people even joke that the great spirits should be called the Lords of Earth and Water! We have no desire to anger the Lord of Fire or his Blazing Avatar of course, though we are pagan by nature.

    And is it any wonder, in our mountainous land, that we turn to the worship of the spirits of the mountain and sea? On the Northwest, the Frostpeak Mountains, which separate us from much of the rest of the world. On the Southeast, the Whitewave Sea, our greatest source of food and trials. But these are things the whole of the coast knows of. Our home has its own great natural places. In the farthest north of our land is Toirneach Mountain, a place of storms and constant lighting. It is where the great earth spirit dwells, in constant battle with the forces of winter. Or so the stories go. Further south is the Crannmor Forest, a great swath of trees older than our people. Our people believe it is the place where the Oak and Holly Kings live, and they treat their domain with respect, though it is also a proving ground for many of our young folk. Finally, along the southern border of our lands is the Samhnas Swamps, a treacherous place of death and spirits of decay. We are fearful of the place, and only one safe path is known through it to the southern lands.

    Of course, the Priomhcine have many things we call our own. The Whitewave Sea gives us the ability to fish for much food, and the Crannmor Forest supplies us the wood with which to build our ships, which I can assure you are some of the strongest vessels in creation. Though these things are the gifts of the great spirits, we count them as our own, for they were gifted to us, were they not? We are also skilled herdsmen, and our goats are some of the hardiest (and most ill-tempered) beasts we have ever seen! We are not so greedy as to deny our bounty to others, and welcome traders into our lands. In fact, our people would be most pleased to find fine clothes amongst merchants who visit us-our only source of clothing is fur and woven goat hair, and to have cotton, or even silk here would be a great blessing indeed.

    What? You wish to know more of me? Well, I suppose, if you insist, I could speak a little to that. But to understand who I am, especially to the Priomhcine, you must understand who we were not very long ago. You see, not so very long ago, we were simple, warring tribes. We had no unity, no strength, no connection to the great spirits. Little more than beasts, we wandered these lands, hemmed by the mountains, ocean, and swamp. The only thing we had in common were the shamans. Wise folk, healers and wielders of strange powers. Strange to us then, at any rate. My father, Ciallmhar, was a shaman before me, one of the most respected. It was he that called the chieftans together. He told them of a vision granted to him by the great spirits, of a mighty city on the ocean, of the Priomhcine, a united force of the tribes, all supporting each other. That a threat was coming over the mountains, and only together could we hold it back. Many of the chieftans called him mad-until the stone table they met at was split in two by a quake. The shamans spread the message of this city by the sea, our city of Calafiort. My father was declared Naomh, and a council of the chieftains was created to oversee the union of the tribes into a true, single people. It was during this time I was born. A young, healthy babe.
    The threat foretold by the spirits was no army, no creature. It was winter. An early winter that would have devastated the individual tribes, slaying our people outright in a single season. As it was, many of us fell ill, and died. I myself was almost among those who were taken by winter's icy arm, but my father...my father interceded on my behalf. He begged the great spirit who dwells in Toirneach Mountain, and that who rules the Whitewave Sea, to give me, his only child, life once more. And they did, my right eye changing as my lungs filled once more. That is the reason for my eyes being different color, one blue one brown. And the reason I am so devoted to the spirits, and to my people. I have been given a second life, and I will use it well. I know my physical form is frail, for even the spirits could not heal me fully. Still, I am told I am handsome, that my features are warm. I became a shaman, and gained my tattoos. Their swirling designs, I think, compliment my form. And when my father died, it was decided by both the council of chieftains and by the shamans that I should follow my father's footsteps as Naomh. I only hope I can serve my people, and the spirits, as well as my father did. I have no heir as of yet, though I am still young, and I am sure I shall be wed soon enough.


    I have a query. Is our world fantastical? You mention the Burning Avatar supposedly having the ability to channel the power of the Lord of Fire. Is magic something that is known in this world? We worship spirits mostly, but does that worship have observable effect? Are there creatures beyond what is found on Earth? Are these questions I should be asking?
    Last edited by THEChanger; 2014-01-13 at 10:45 PM.
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  25. - Top - End - #55
    Ogre in the Playground
     
    Logic's Avatar

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    The Kingdom of Celero


    King Andust the Bold
    Current Stats:
    Diplomacy: 4
    Military: 5
    Curiosity: 9
    Faith: 1
    Luck: 5

    Spoiler: Starting Stats
    Show
    Starting Stats
    Diplomacy: 4
    Military: 2
    Curiosity: 4
    Faith: 1
    Luck: 5
    Original Rolls

    Spoiler: Stat Increases
    Show
    1. +1 Military
    2. +2 Curiosity
    3. +1 Curiosity
    4. +1 Curiosity, +1 Military
    5. +1 Curiosity, +1 Military

    Spoiler: King Andust the Bold
    Show
    King Andust the Bold is the current reigning monarch of Celero. His Grandfather, King Rothorn the tired was the head of reigning monarch when the war with the Order of Fire began. When Rothorn was killed, the war ended and his eldest son, King Elthin the Tame, surrendered to the Order of Fire, and kowtowed to the Order of Fire, effectively becoming a puppet government under the control of the Church. When Andust came of age, he began slowly building support for a rebellion under his uncle's regime. At the age of 30, Andust had wrested control of half of the nation from his uncle and the Church. By his 33rd birthday, Andust had effected complete control of Celero, and ousted even the most stubborn of Fire Temple loyalist strongholds.
    At 39, King Andust has a daughter of 15 with his first late wife Lady Ellea of Barrowtown, twin sons with his second late wife, Lady Elena of Lancaster, and an infant daughter with his current wife, Lady Bethea of Barsa.

    • [Diplomacy: 4] King Andust gained allies for his rebellion against his uncle primarily by being a trustworthy and capable negotiator.
    • [Military: 2] King Andust is shrewd negotiator, but leaves most of the military strategy to his generals.
    • [Curiosity: 4] King Andust is an inventive and inquisitive man, spending almost as much time with his chief science advisers as he does his wife.
    • [Faith: 1] Because of the occupation and multiple wars, King Andust distrusts the Order of Fire, as well as other large organized religions.
    • [Luck: 5] King Andust is known to many for having things go exactly his way, especially when other least expect it.

    Spoiler: Family Tree
    Show





    Region Details

    Population: 25,000
    Army: 4000
    Navy: 1000

    Spoiler: Terrain
    Show
    The land within the Kingdom of Celero is hard, much like its people. Very few parcels of land are easily arable, so agriculture is seen as a grand art form. It is slightly mountainous in the north, with a few active and dormant volcanoes peppering the mountain range. Most Celerese are sailors or fishermen to take advantage of the coastline, while a sizable portion of the population are hunters or trappers in the rocky middle portion of the country.
    • Nature's Citadel: This currently unexplained formation of stone is located in the largest clearing of the Vedra Forest. Considered a holy site by animists, druids and shamanists, this location was decried as an unhallowed site by the order of the Lord of Fire. The people still remember the harsh life under their puppet government, and are largely distrustful of religious zealots to this day, so the people of Celero strive to protect this monument of an unknown predecessor.
    • Bayder's Mountain: This active stratovolcano is the highest peak in Celero, and at its southern base is the former capital under the leadership of the Lord of Fire government, Basia.
    • Unther Island: Colloquially known as "Lake Island Lake Island," Unther Island is an island located on a lake within an inland on another lake. Betell Fortress is located here, and is home the only dedicated military academy in Celero.

    Spoiler: People
    Show
    The Celerese are a lean, hard people, and have become that way from generations of making the most of barely sufficient resources. Food is scarce for anything but fishers and hunters, and the Celerese have learned to trade for anything and everything. Most are somewhat distrustful of organized religions due to the recent overthrow of the puppet government headed by the Lord of Fire and the uncle of the current King, Andust the Bold.

    Celerese tend to be fair of skin and hair, of slightly taller than average human height, but lean for their size. Celerese women are commonly attributed to be quick to anger with fiery tempers, while Celerese men are usually viewed as stubborn and distant.

    The people of Celero are slightly more inclined to be born with webbed fingers and toes than other humans. During the occupation by the Lord of Fire, most citizens had them removed by the priesthood in a ritual branding, including King Andust at the age of 5.

    Spoiler: Resources
    Show
    The Vedra Forest provides Celero with lumber, and the Sanguine Cliffs provide iron to the Celerese. The average Celerii has little issue with protein in their diet due to plentiful fishing to the south, and plentiful hunting of game in the north. Most plants that the native beasts eat are inedible to humans, and with few arable regions, Celero imports many grains.
    [Fish: Good]
    [Wood: Good]
    [Iron: Good]
    [Griffons: Good]

    [Grains: Import]

    Spoiler: Religion
    Show
    There is no one predominating religion within Celero, save a general distrust and for the Lord of Fire. Nobles tend to be Ancestor Worshipers, upper-class commoners such as merchants and craftsmen tend towards animism, and lower class commoners such as laborers tend towards druidism and animism equally.

    Spoiler: Technologies
    Show

    -No additional technologies at this time.
    -[Griffons] as a new Resource.


    Region 39
    Propinlonge


    Spoiler: People
    Show
    The natives of Galomyr are a short and dusky people, with dark hair and winning smiles. A Galomyran with Celerese heritage is usually easy to pick out of a full Galomyran, as children born of these unions are usually taller, lighter of skin and hair, and often the somewhat dominant Celerii trait of webbed fingers and toes is apparent.

    Spoiler: Resources
    Show
    The Island of Propinlonge is known primarily for two things: Swines, both feral and domesticated, and citrus fruit. Hops also commonly grow here, but not in any abundance to be harvested by any but the most dedicated of brewers.

    [Swine: Good]
    [Citrus: Good]

    [Wood: Import]

    Region 90
    Galomyr


    The Flag of Celero is a diagonally quartered field of dark and light blue, with a diagonal cross overlayed. Various devices of gold are used in the center of the flag to signify whom is represented.
    Spoiler: The Flags of Celero
    Show
    The base flag may be flown by anyone of Celerii birth, descent, or citizenship.


    The Royal Flag may only be flown by the ruling King, Queen or Regent


    The Naval Flag is used for all military ships


    The Infantry Flag is flown only by Celero's Army


    And the Flag of the Air Corps is literally flow from the backs of it's Griffon riders
    Last edited by Logic; 2014-06-24 at 12:23 PM.
    Spoiler
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    Quote Originally Posted by bosssmiley View Post
    You altruistic weirdo you!
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  26. - Top - End - #56
    Dwarf in the Playground
     
    Arutha's Avatar

    Join Date
    Jan 2014

    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    This seems cool. If there's space I think I will join. Fluff to come if I get in.

    Edit: region 16 is open, so dibs.
    The Pryonic lands are a theocratic hegemony with the Cardion clan in dominance. Herzog Cardion is the current clan master, and thus leader of all the Pryonic lands. He inherited the ashen crown fifteen years ago in a bloody bid to take power from his brother. In the decade and a half since, he has greatly reduced the power of the four clans, and bonded them into one great whole. What will happen next is not known, but the sooth says predict change. And what is more changing then flame?
    Last edited by Arutha; 2014-01-13 at 10:59 PM.

  27. - Top - End - #57
    Bugbear in the Playground
     
    Lord_Burch's Avatar

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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Edit:Alright, so Thychris informed me that region 18 is claimed. my bad,sorry for that. Alright, so. I don't have time now to write up anything new, but I may post something else later.
    Last edited by Lord_Burch; 2014-01-14 at 06:54 AM. Reason: Errors

  28. - Top - End - #58
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    QuintonBeck's Avatar

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    Felt the need to change my title to keep up. Elder just doesn't compete with King and Lord and stuff.

    Arutha, I don't mean to speak out of turn or intrude on Morph's powers as GM but I'm pretty sure you can join up right now if you'd like. The more the merrier.

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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  29. - Top - End - #59
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    Tychris1's Avatar

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    Oh uh, Lord Burch, I kind of reserved the 18th region.......

    Edit: Also seconding that question about our world being fantastical. Are we limited to being humans or can we be "Human palette swaps" and the like?
    Last edited by Tychris1; 2014-01-13 at 11:00 PM.
    Im a Terrorist not an idiot. - Me
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  30. - Top - End - #60
    Dwarf in the Playground
     
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Rolls and stuff
    http://www.giantitp.com/forums/showp...postcount=2992
    Diplomacy 2 (1+1)
    Military 4
    Curiosity 4
    Luck 3
    Faith 4
    I am a lucky guy.
    Herzog will have smart kids. More stuff, but game relevant this time.
    Terrain: mountains are common, with snow being a constant factor in life. Caverns are surprisingly common, including the [bold]seers caves[/bold] where crystal grows and the seers say they can see the what will happen. It's all rubish of course, but the crystal is valued as a very reflective surface for mirrors, and holds a sharp edge. In other caverns, coal is common, as are ores like tin and lead. These ores have lead to wealth for what ever clan holds them. The last defining feature of the area is the black wood, where most of the lumber in the Pryonic lands comes from. But the black wood is dangerous, with things made of purest ice said to guard it's heart.
    Main exports: coal, crystal, flame/faith related objects.
    Main import: food(they can support themselves if they stopped mining, but that would make them poorer. They don't want that.) the people in this land are fair skinned, dark haired, and relatively short. They are fiercely clannish, but less so in recent years.

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