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  1. - Top - End - #121
    Halfling in the Playground
     
    DwarfFighterGuy

    Join Date
    Dec 2013
    Location
    Romania
    Gender
    Male

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

    Glad you like it. I hope I didn't go overboard with the area description, but I kinda liked the place too much ^^. And I had to stop myself from getting waaay to into it and too descriptive. Because I was about to add cities, lakes, etc >.<.

    As soon as I finish the Heraldry I will do the characters :).

    Aaand leader done. Wow, talk about extremely bad dice rolls O.o...
    Last edited by Percy; 2014-01-14 at 07:21 PM.

  2. - Top - End - #122
    Dwarf in the Playground
     
    Arutha's Avatar

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    Jan 2014

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

    Iv added religion to my super post. Burn all the things.

  3. - Top - End - #123
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
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    Female

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

    Well, here I am, going in a completely different direction like a madman! A work in progress.

    The Khalifate of Crima
    Region 23
    BladeofOblivion

    Crima
    Region 23, BladeofOblivion
    Terrain: Semi-arid Hills, Coastal Plain
    People: Human, Cree Culture
    Resources: Horses, Grains, Stone
    Imports: Wood
    Religion: Animism, with some respect paid to the Lord of Fire.
    Technologies: No additional technologies.



    Spoiler: Terrain
    Show
    Overall, situated next to the sea and not incredibly far above sea level, Crima is on the edge of the temperate-to-tropical band. Thus, while the south is warm and humid, the north is much more arid. Generally the soil is excellent for medium-to-large grasses, but very poor for larger plants such as thick bushes or trees, which means that there is very little natural shade. Outside of the far northern hills, the land itself is very flat, ideal for animals such as horses.

    Topologically, Crima is a fairly diverse land, though most of it can be neatly divided into three terrain types: The Hills, the Steppe, and the Coast.

    The Hills are thickest to the North, verging on small mountains in some cases, and are rich in minable stone. Further, the low mountains are just about the only place in all of Crima where trees seem to be willing to grow at all, and what little lumber they have is produced here. The northern hills are the region where the population is least concentrated, but produces most of the construction materials.

    Stretching across most of the region is steppeland, thick with grasses and lacking most shrubs and trees. Great herds of wild horses roam the land, and make their homes here. Rivers cut across the steppe from the mountains here and there, which provides much of the land's fresh water. There's really not much else to say, other than that many Cree live here.

    The Coastal region is very warm and humid, and the silty soil is very fertile. With additional thanks to all of the sunshine, the Crimar Coast is thus more or less perfect for growing crops, and the farmers there are able to produce enough wheat and barley to feed all of Crima and then some.

    Ryazen Bay - While the coast of Crima mostly consists of cliffs and waterfalls, there is a small bay that is fully accessible from both land and sea. It was named in honor of High Chieftain Ryazen, who managed to forge an honest nation out of a raider band. A thriving port town has sprung up here, and overseas trade can be easily controlled from here. Or blockaded, should it come to that.

    Khater Pass - Far to the north, along the border with Ashenia, lies the mountain pass where the Khater first entered the land of Crima. Given that there are several such passes and blockading them all would be difficult, its strategic value is minimal. Still, it's an important memory of the Cree heritage and the occasional scholar or pilgrim still visits to honor the ancestors.

    The Creestone - Another cultural site, the Creestone is a large meteorite that spontaneously struck the ground in an otherwise empty Steppeland. When Ryazen's father first encountered it, and the Khater came to a halt in the steppes, he saw that the Sky had laid seed upon the Earth to form something great, and chose to start building a nation around this treasure. The stone was named for the distinctive 'Creeeeeeeeee' sound it made as it fell, and the people of the land ended up borrowing this too. It currently sits at the center of Cree, the Throne city of the Khalifate.


    Spoiler: People
    Show
    The People of Crima, once upon a time, were nomadic raiders known as the Khater. They drifted from land to land, taking what they could to get by, and feeding their horses along the way. Finally, only a few decades ago, they sought the unsettled lands far to the west, and began to build more permanent settlements. The Grand Steppes were perfect for their horses and for their people, so they thrived.

    Their previous leader, Grand Chieftain Ryazen, spent her days rebranding the Khater into the Cree, patronizing agriculture and trying to help her people forget their barbaric roots, which has been somewhat successful. She even introduced the Lord of Fire into the previous, purely animistic structure in the hopes of ameliorating the public image of the Khater as godless barbarians, with somewhat mixed results.

    The Cree tend toward being of average height and lean but healthy. Most of them are dark-haired, but lighter shades have been known to turn up here and there. Long days under the hot sun with little shade have left them fairly dark-skinned, but exceptions are common. There is an unusually high population of green-eyed people, though most Cree have brown or hazel eyes.


    Spoiler: Resources
    Show
    Crima is mostly steppeland, and is home to great herds of wild horses. The Cree are horsemen almost by their genetics, and learning to ride a horse is, in their culture, as vital a skill as learning to walk. Thus, they have a lot of practice taming horses. And the ones that can't be tamed are at the very least good for leather and meat.

    Northern Crima has many hills and low mountains, which are very minable and an excellent source of stone.

    Finally, the coastal region is a veritable cornucopia of agricultural wealth, and produces spectacular amounts of bread and other edible vegetables.


    Spoiler: Religion
    Show
    The Crimar religion is, in essence, tribal animism. However, it does have one unique component, thanks to the efforts of High Chieftain Ryazen: The Lord of Fire holds the highest position in the spirit "hierarchy", right next to figures like the Father Sky himself and the mighty Mother Earth. Of course, the Blazing Avatar is considered to be a pathetic demagogue perverting a greater being for their own purposes by the Cree public, which might be problematic down the line.


    Spoiler: Technologies
    Show
    Crima is currently at the early Medieval stage, with no additional technologies.


    High Chieftain Umajin
    Dice of Doom

    Spoiler: Family Tree
    Show


    Diplomacy: 3
    Military: 8
    Curiosity: 6
    Faith: 2
    Luck: 1


    Regions Controlled: Crima (#23)
    Last edited by BladeofObliviom; 2014-02-24 at 12:59 PM.

  4. - Top - End - #124
    Ettin in the Playground
     
    Tychris1's Avatar

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    Jul 2010
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    Mt. Ebott
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    There was a bit of confusion so I decided to make a seperate tab for his family tree, Morph. Hope that clarifies it.

    Also, it's going to be interesting what with me and another player being the only non-humans (Well he's Dwarves so they're not too far off).

    EDIT: BLADE! What are you doing outside of the Godhood game! Get back to the inkpits slave!
    Last edited by Tychris1; 2014-01-14 at 08:23 PM.
    Im a Terrorist not an idiot. - Me
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  5. - Top - End - #125
    Bugbear in the Playground
    Join Date
    Oct 2013

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

    Quote Originally Posted by Tychris1 View Post
    Also, it's going to be interesting what with me and another player being the only non-humans (Well he's Dwarves so they're not too far off).
    Should make marriage alliances difficult. Then again your leader doesn't seem like that type anyways.

  6. - Top - End - #126
    Ogre in the Playground
     
    BlueWizardGirl

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

    Quote Originally Posted by Tychris1 View Post
    EDIT: BLADE! What are you doing outside of the Godhood game! Get back to the inkpits slave!
    Ssssh, Tychris. This is oooour liiiittle seeecret...

  7. - Top - End - #127
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Apr 2013
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Alright, fluffed the people some, added a personality for Dyamus, and more importantly changed my resources. Decided to cut agriculture and substitute timber since that's more what I had described and I already had two sources of food.

    Also, can we send PMs to people talking about alliances or trade or should we wait til the game starts and use actions for such things?
    Last edited by QuintonBeck; 2014-01-14 at 09:01 PM.

    Spoiler
    Show

    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

  8. - Top - End - #128
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    May 2012
    Location
    Aldain
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    My region's been updated, per Morph's request.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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

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

  9. - Top - End - #129
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
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    Mt. Ebott
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    Default Re: EMPIRE! A Community World-Building Tale of People & Discovery

    Quote Originally Posted by BladeofObliviom View Post
    Ssssh, Tychris. This is oooour liiiittle seeecret...
    Fine, but I want compensation.

    Free bonus Act or lucrative semi-one sided Alliance. Pick your poison.
    Im a Terrorist not an idiot. - Me
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  10. - Top - End - #130
    Ogre in the Playground
     
    zabbarot's Avatar

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    Jan 2013

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

    Genivana
    Region 9, zabbarot

    Population:
    116,000
    Military (11 units max):

    Resources:
    Fish[Good], Wood[Good], Vegetables[Good], Osuro Mirc[Good]
    Imports: Iron [Celero], Adamantine [Gunung], Goats [Aloren], Fine Crafted Goods [Hrathan-Tuor]
    Politics:
    The Southern Triumvirate
    Calorum/Genivana/Tuor Treaty
    __

    [Link to Original Rolls]

    Shahidi Mkuu Shvedrishti "Bright-Eyes"

    Current Stats:
    Diplomacy: 3
    Military: 4
    Curiosity: 4
    Faith: 7
    Luck: 6
    Magic: 2

    Spoiler: Original Stats
    Show
    Original Stats:
    Diplomacy: 2
    Military: 4
    Curiosity: 4
    Faith: 6
    Luck: 5
    Magic:2

    Spoiler: Stat Gains
    Show

    +1 Military, Curiosity, +2 Faith, Luck - Turn 12, Inherited
    +1 Faith, Diplo, Luck - Turn 11, Rollover




    [link to Family Tree]




    Region Details

    Spoiler: Terrain
    Show
    The nation of Genivana is dominated by dense jungle that extends all the way to the shoreline. It is said that the name Genivana means 'strange forest', a relic from when the first Genivanans crossed the ocean to settle this land. The coastline tends to be either white sand beaches or mangrove forests. Most human settlements are along the coastline or on rivers since the mawa do not believe in roads.
    • Nadanada - The largest river in Genivana. The capital is settled in it's estuary. The Nadanada is a major trade route for the nation.
    • Asnaoga - A tall plateau in the jungle. The mawa have a massive city here. The architecture is a mix of stone and living wood. It a days travel from Nadanada and five days by boat from Dvipabedapura.
    • Atala Ofuma - North from Asnaoga the ground beneath the jungle becomes treacherous. Deep pits open to subterranean rivers. The mawa do not walk the forest floor here, but some do draw water from the cenotes since it is cold and clean. It is thought that the pits might all be interconnected, but there has not been any investigation.


    Spoiler: People
    Show
    The Nation of Genivana is in fact two kingdoms that have joined in recent memory. The human kingdom of Dvipabeda and the mawa kingdom of Vana were joined through marriage only 79 years ago.

    The humans of Genivana claim to have descended from explorers across the ocean, but this claim is debatable They are a distinctly different people than the majority of humans on the continent, but that could be as much from their intermixing with the mawa as from anything else. They cling to that belief though, and are still sailors through and through. Many are born and eventually die on a ship. They are tall and dark of skin and complexion, though red hair is not unheard of.

    The mawa are native to the jungles of Genivana. They stand as tall as a man, but tend to hunch when walking. Their arms are long and their hands a bit oversized. They have opposable toes. Male mawa have great manes of red hair encircling their face and exceptionally large canines. The females have shorter hair and smaller canines. Both have red fur over their entire body and tan to black skin that is visible on the face, hands, and feet. They revere the jungle and their ancestors. Their buildings are of primarily of carved stone and carefully manipulated plants. The mawa consider treeshaping an art and some of the greatest works of mawa architecture are living trees that have been sculpted for generations as they grew. They travel easily through the canopy of the jungle, but when their relation with the humans of Dvipabeda flourished they took just as easily to ships rigging, and many are just as at home at sea.

    Humans and mawa can interbreed and in Genivana the offspring are referred to as genimawa.

    Spoiler: Resources
    Show
    Genivana is blessed with the many spoils of the jungle. A vast variety of fruits, vegetables, and spices are native to the jungles, not to mention they have bountiful lumber. The rivers of Genivana are flush with fish, and pale only in comparison to the sea on her shores. Recently Genivanans have discovered and made use of a strange pepper that grows in the jungle. Osuro mirc they call it. It has a sweet flavor and gentle heat. The pepper has a mild psychedelic effect that can be enhanced through meditation.

    Due to the thick jungles and the nature of her soil mining is impractical in Genivana. Thus all metals must be imported.

    Spoiler: Religion
    Show
    Faith name: Radurja
    Deity Name: The Great Ancestor
    Other Names: Eternal One, The Vast Will
    Portfolio (Major): Perfection, Knowledge, Struggle
    Portfolio (Minor): Life, Change, Rebirth

    There are two levels of clergy within Radurja, the Watafiti(sing. Mtafiti) and the Mashahidi(sing. Shahidi). A mtafiti is a seeker, or one who wishes to learn. A shahidi is one who has completely the Osuro Ritual and traveled under Anga Lingine as Mosi once did.

    Spoiler: Technologies
    Show
    Standard.





    Spoiler: Cities
    Show
    Cities in Genivana vary greatly by location. Coastal cities are primarily human while those in the jungle are primarily mawa. Architectural styles differ primarily because of physiological differences between human and mawa. Humans prefer to stand and walk, while mawa climb and hang. Mawa tend to build high in the canopy and in a mawa home it is not uncommon to have windows on what a human would consider the floor. Yet human/mawa relations have flourished and so they have adopted parts of each others architecture and even worked together to create a new style.

    Streets in Genivana cities often have pergolas of thick rope netting and vines. These provide a dual purpose, first they allow the mawa to move more easily, as they prefer brachiation to walking. Second, they provide shade and shelter from the sun and rain of Genivana.

    • Dvipabedapura - The capital of Genivana. The city sits on an island in the estuary of the Nadanada. The island itself is not large and is entirely covered by the walled city center. The rest of the city is comprised entirely of boats. One could walk from the castle to shore by hopping from deck to deck.
    • Asnaogapura - Before the union of the two kingdoms this ancient city was the capital of the mawa. It is still a busy city and it's location atop Asnaoga means it is level with the canopy of the jungles that surround it. Ancient trees grown in sweeping spirals rise to the front gates and are used as a walkway to reach the city.

    Spoiler: Ancestral Rulers
    Show

    Spoiler: Zuberi Nia-Rohana
    Show

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

    Zuberi is a kind and agreeable man, if not the most imaginative. He has a shrewd mind for negotiation, but little interest in conflict.

    Spoiler: Description
    Show
    Zuberi's father, Tendaji Nia, was the king of Dvipabeda, and his mother, Akansha Rohana, was the Rajavana. Their marriage united Genivana as a single kingdom. Each year this is still celebrated with a festival as Unification Day. Zuberi is actually the second son, but his elder brother was lost at sea years ago in a storm. He is currently 74 years old, and became King at the age of 45 when his father stepped down to 'enjoy his old age'. Elder Tendaji served as an advisor to Zuberi until his death at the age of 86. If Zuberi does the same it will likely become tradition.

    In his childhood Zuberi was called the Sun-Prince because of his fiery red mane. As he aged it grew longer and twisted into dreadlocks, as is the style amongst Genivanan sailors. Now he is the Sun-King but his mane has gone almost completely white. In his youth he was strong and impulsive, but now he has grown wise and fat.

    He married his wife, Nalini (a minor Mawa noble), at the age of 23 when she was just 19. They have four children, who each have a family of their own.

    Elder Zuberi passed away at the ripe old age of 94.

    Spoiler: Mosi Nia-Rohana II, Shahidi Mkuu
    Show

    Spoiler: Stats
    Show

    Diplomacy: 2
    Military: 5
    Curiosity: 5
    Faith: 10
    Luck: 10
    Spoiler: Original Stats
    Show
    Original Stats:
    Diplomacy: 1
    Military: 4
    Curiosity: 4
    Faith: 4
    Luck: 4

    Spoiler: Stat Gains
    Show

    +1 Diplo, Faith, Luck - Turn 1, Inherited
    +1 Faith - Turn 1
    +2 Luck - Turn 2
    +1 Mil, Faith, Luck - Turn 3
    +2 Faith - Turn 4
    +2 Faith, +1 Luck - Turn 5
    +1 Luck - Turn 6

    Spoiler: Tendaji Nia-Rohana II
    Show

    Stats:
    Diplomacy: 2
    Military: 5
    Curiosity: 5
    Faith: 10
    Luck: 3

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

    Spoiler: Stat Gains
    Show

    +1 Military, Curiosity, +2 Faith, Luck - Turn 8, Inherited
    +1 Faith - Turn 7, Rollover
    +2 Faith - Turn 8
    +1 Diplo, Faith - Turn 9
    +2 Faith - Turn 10



    Last edited by zabbarot; 2014-04-22 at 08:10 AM.

  11. - Top - End - #131
    Ogre in the Playground
    Join Date
    Sep 2010

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

    The Domhan Abhaile

    Region 19, THEChanger
    Last Updated: Beginning of Round 5


    Population:
    34,000
    Military (11 units max):
    1 Volunteer Unit
    1 Heavy Infantry Unit
    1 Goat Calvary Unit
    1 Archer Unit
    Resources:
    Fish[Good]: Sympol Iron
    Wood[Good]: Qarimosian Spices, Razdisian Iron and Coal
    Goats[Good]
    Politics:
    The Flesh of Iron Treaty: Trade agreement with Sympolemou and Domhan Abhaile to trade fish for iron.
    Treaty of the Mother: Trade agreement with Qarimos and Domhan Abhaile to trade wood for spices.
    Treaty of the Father: Trade agreement with Razdis and Domhan Abhaile to trade wood for iron and coal.


    3

    [Link to Original Rolls]

    Naomh Fionn Shennan
    Spoiler
    Show
    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.


    Current Stats:
    Diplomacy: 5
    Military: 3
    Curiosity: 3
    Faith: 6
    Luck: 2

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


    Spoiler: Family Tree
    Show
    Naomh Ciallmhar Sheenan(Male, Aged 63 at death) - Unknown
    |
    Naomh Fionn Sheenan(Male, 45) - Lady Fiain, Maeve Sheenan(Female, 43)
    |
    Keelin Sheenan(Female, 3)



    3

    Region Details

    Spoiler: Terrain
    Show
    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. Where Crannmor, Samhnas, and the foothills of Toirneach all touch is our capital city on the sea, Calafiort.

    Spoiler: People
    Show
    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

    Spoiler: Resources
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    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.

    Spoiler: Religion
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    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.

    Spoiler: Technologies
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    Domhan Abhaile is currently at the early Medieval stage, with no additional technologies.
    Last edited by THEChanger; 2014-02-23 at 03:13 AM.
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  12. - Top - End - #132
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    Wow very nice backgrounds everyone! Enjoy reading all of them

    @Morph: I basicly finished my super post so if you want to, could you link it in the seccond post (its located as the fourth post on page 3 I think. Otherwise I can just repost it )

    And here is another update of the resource map I'm working on! I did not have time to read the last few posts so if thats you're post and you're not in it then don't worry. I'll put them in tomorrow!

    If I missed something from anyone else or something is wrong, let me know

    Last edited by Chief; 2014-01-18 at 09:04 AM.
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    Wait we're only 2 non-humans? Oh my... this is going to be troubling... Quick one of ye humies mutate into something! Asap!!

    :)

    Darn it, I wish I could reroll my stats =[, the dice always seemed to have something against me. I remember when DnD-ing and was in a tight spot I always rolled 1s and 2s =[...
    Last edited by Percy; 2014-01-15 at 03:40 AM.

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    @Percy: Just have your previous king have just died of an incurable wasting disease or something. Sure, you might not be able to assign your stats anymore, but still...

    ---

    Katara Varinel, Queen of the Heartwaste, and the only heir to thus far sit the Throne of Thorns, has the following stats:

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

    Katara is 25, though as-yet unmarried, and named her younger sister, Kynvessa, heir on the latter's 19th birthday, a few weeks after killing her father (her mother, having died in childbirth early in her life, was, as such, unavailable to be named queen in his place) in a duel.

    As the royal line is distilled from all three inhuman influences (see People), Katara is strongly allergic to silver, though the fae strain is almost entirely absent in her, and while primarily vampiric in abilities, she also has a werewolf's capacity for regeneration, save from damage done by fire or silver, and can withstand the sun if necessary for affairs of state, though she strongly dislikes having to do so.

    Her heir, however, is almost entirely fae in nature, though aside from a nasty iron allergy, she has little, so far as is known, to show for it - which doesn't, of course, exclude her having powers she hasn't shown.

    Potential contestants to her reign would include her younger and elder brothers, Varel, Karet, and Hasrin, who are, respectively, 19 (and Kynvessa's twin, offended that he wasn't picked as heir in her place), 22, and 31, her elder sister Mellienth, 28, and whatever collateral branches of the family there may be who feel that the time is ripe to attempt a coup and place their line more directly in the succession.


    Spoiler: Religion
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    At the moment, the majority of Katara's subjects follow the Lord of Fire, though it isn't mandatory - and there have been whispers of late that the Blazing Avatar was behind her killing of the previous king.


    Spoiler: Terrain
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    Harsh badlands in the east where a man can die in a day of the heat, or have the flesh scoured from his bones in minutes by a sandstorm and snowy mountains where you can be buried in seconds by an avalanche or freeze to death because of a blizzard in the west meet in the middle to form a harsh, but livable, tundra, though people reside in all corners of the land.


    Spoiler: People
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    The people of the Heartwaste are a hardy group, on the whole, as might be expected given the harsh conditions in their land, though those in the central tundra are probably the softest, for what it's worth.

    In any case, all are superficially human, and the majority of those from the eastern badlands have dusky skin, dark hair, and brown eyes, while the ones in the mountains are paler, with eyes tending towards green, and lighter hair; those who live in the tundra have characteristics of both in about equal measure.

    About sixty percent of the population is allergic to silver, with the other forty percent having an allergy to iron; the first causes contact burns if handled, but is otherwise harmless, though the effects of being stabbed with silvered weapons or the like have not yet been tested, while the second causes debilitating loss of energy and severe pain simply from being too near it, much less handling it.

    The reasons for this are unknown outside of the Hearthwaste; however, inside it, it is well-known that the majority of the population is either half-breed vampires, werewolves, and fae or entirely those - and that there are certain family lines that have mixed characteristics, the royal line being one.

    Due to both this and the fact that they're primarily a mixture of different tribes, they have no uniform culture; what one will find will vary from city to city.


    Spoiler: Landmarks
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    The Palace of Ice: Built high in the mountains, tucked away in a sheltered valley, this palace was grown entirely from ice, though the fae who once ruled here did something to it (no-one is quite sure what) to keep it from melting if heated, and increase the strength well beyond that of ordinary ice, or even some kinds of stone.

    The Sesaelsa River: Running down the western side of the mountains, with a caravan route along the higher portions for bringing goods back, as boats don't climb,the Sesaelsa river goes straight into Lyradis, and is a major trade route for selling metals to them.

    Wyrm's Pit: Legend has it that this vast chasm in the desert was once the home of a dragon, though no-one knows if that's true or not, and many openly scoff at such tales.

    What is known, however, is that an astounding array of metals and gems lines the several miles of it that they've managed to build scaffolding down into at the major mining site, though they've only explored perhaps three miles along it at any height, out of a thousand or so, and the bottom is still nowhere near in sight even at the deepest they've gotten.


    Spoiler: Resources
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    While certainly a major component of their trade, metal and precious gems are not the only things to come out of the desert - there are also springs of some kind of strange, red, liquid, viscous and heavy, that, in its natural state, is extremely volatile.

    However, once the desert people have treated it properly, a single small vial can, if properly rationed, feed a bonfire large enough to roast several oxen at once for a week, though one would still get an explosion if they simply tossed the whole thing in, and, as such, it sells very well in Calorum.

    However, while stone is common, and also exported, wood is not, and they need that to continue their profitable trade with Lyridas.


    Spoiler: Technologies
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    No additional technologies.
    Last edited by Lady Serpentine; 2014-01-15 at 01:50 PM. Reason: Changing from 60% descendants of Fae/Vampires/Werewolves to fully those.

  15. - Top - End - #135
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    Qarimos
    Region 12

    Terrain: semi-arid, plains, hills
    People: The Sea People (Il-poplu Tal-bahar)
    Resources: Spices, Elephants, Ships
    Imports: Wood
    Religion: Animism (unorganised)
    Technologies: None additional



    Spoiler: Terrain
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    Notable features of Qarimos include their inland lakes which almost entirely dry up and empty in summer - named the Flower Lakes for the brief burst of vegetation as the lakes disappear. Also the Glass Hills, seemingly part-melted by some ancient disaster, near the coast. One island near the border with Region 11 is revered as the place where the Sea People first met the people of the mainland, Stormgate is said to be haunted and protected by the spirits of those first colonists.


    Spoiler: People
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    The Sea People are tall, thin and olive skinned even when the sun does not darken them further.


    Spoiler: Resources
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    Qarimos grows many spices for export, and they trade elephants from the wild lands further to the south. The Sea People are noted shipbuilders but lack significant forests, and import wood for this and other purposes.


    Spoiler: Religion
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    Worship of many minor spirits (Animism) is the norm. It is not organised beyond a local level. The unifying myth of the Sea People states that long ago they were born from the sea.


    Spoiler: Settlements
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    The port of Qarta (pop. 3000), surrounded by the Glass Hills & in the centre of the realms coastline is the seat of the princes of Qarimos. It has a long-standing rivalry with the town of Melytis (pop. 5000) across the bay from Stormgate. No other settlements in Qarimos are larger than farming or fishing villages.


    Akali, Prince of Qarimos

    Diplomacy 4
    Military 5
    Curiosity 9
    Faith 1
    Luck 4

    Spoiler: Family
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    Akali (42) has two living siblings. His sister Alara (39) and his younger brother Berati (37). Akali has married Marisa, a local noble of Qarimos. They have one child. Alara has married into the Serendel family, wife to Jain Serendel. Berati has married Inanna, a local noble of Qarimos. They have two children.
    Last edited by avr; 2014-02-25 at 10:40 PM.

  16. - Top - End - #136
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    Is this still open? It looks really interesting. I'd like to join this, but if its full then that's ok.
    I'm also on the Bay12 Games forums under the same username.

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    Currently playing the parched and honourable Rabhid Dynasty in Empire2!

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    Quote Originally Posted by QuintonBeck View Post
    Also, can we send PMs to people talking about alliances or trade or should we wait til the game starts and use actions for such things?
    You can send PMs to other people to talk about them, but you have to spend actions to make it official. You can spend your secret action on this, but if one member of the alliance doesn't make it their secret action, you risk being exposed.

    You may make an alliance with multiple people at once, or send diplomats to multiple countries at once with a similar purpose.

    Quote Originally Posted by Percy View Post
    Wait we're only 2 non-humans? Oh my... this is going to be troubling... Quick one of ye humies mutate into something! Asap!!

    :)

    Darn it, I wish I could reroll my stats =[, the dice always seemed to have something against me. I remember when DnD-ing and was in a tight spot I always rolled 1s and 2s =[...
    There are still about... five(?) players that still need to fill in most of their country things, so one or more could very well fill their country with non-humans.

    Having a race different from your neighbours will make it harder to do cultural assimilation projects, which makes taking total control over a country with a different race harder. Basically this means having a non-human race can work as a defense mechanism of sorts, as people may not want the hassle of taking over such a region and deal with rioting that may ensue.

    Yes, it's kind of gaming the system, but it results in racial diversity, so is that a bad thing?

    (Also, don't worry. I regularly game irl with WaylanderX and he usually has terrible luck. I'm sure the tables will turn for you later on, especially if you play cleverly.)
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    Rules question! Is it acceptable to do what I did with Katara's heir, since while a relative and directly in line for the throne, Kynvessa is her sister, not her child?

    Quote Originally Posted by Silverbit View Post
    Is this still open? It looks really interesting. I'd like to join this, but if its full then that's ok.
    Certainly seems to still be taking people.

  19. - Top - End - #139
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    Quote Originally Posted by Silverbit View Post
    Is this still open? It looks really interesting. I'd like to join this, but if its full then that's ok.
    If there's no regions open, maybe you could share a region by being the dwarves beneath the land, or even try and see if you can claim a section of ocean and be merfolk. Not sure if Morph would be keen on that, but it could be a decent idea.
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    Quote Originally Posted by C'nor View Post
    Certainly seems to still be taking people.
    Ooh, good .

    Quote Originally Posted by TheWombatOfDoom View Post
    If there's no regions open, maybe you could share a region by being the dwarves beneath the land, or even try and see if you can claim a section of ocean and be merfolk. Not sure if Morph would be keen on that, but it could be a decent idea.
    Now you're just giving me ideas... (Begin moleperson kingdom!)
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  21. - Top - End - #141
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    Quote Originally Posted by Silverbit View Post
    (Begin moleperson kingdom!)
    *Initiate Deus Ex references*

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    Quote Originally Posted by Morph Bark View Post
    There are still about... five(?) players that still need to fill in most of their country things, so one or more could very well fill their country with non-humans.

    Having a race different from your neighbours will make it harder to do cultural assimilation projects, which makes taking total control over a country with a different race harder. Basically this means having a non-human race can work as a defense mechanism of sorts, as people may not want the hassle of taking over such a region and deal with rioting that may ensue.

    Yes, it's kind of gaming the system, but it results in racial diversity, so is that a bad thing?

    (Also, don't worry. I regularly game irl with WaylanderX and he usually has terrible luck. I'm sure the tables will turn for you later on, especially if you play cleverly.)
    Well, here's hoping! Or I can have my dwarves craft me the "Ever 10 rolling Dice of Luck", and use that?

    Also it makes sense for a race to have problems controlling the lands of another different race. Just look at our history how hard is for a culture to control another.

    And my nation is done. Tell me if I skipped anything or if I should expand on any parts of it.
    Last edited by Percy; 2014-01-15 at 06:53 AM.

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    My country is half non-human, or was it me you meant? 'cause I thought I saw someone talking about skaven.

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    Quote Originally Posted by zabbarot View Post
    My country is half non-human, or was it me you meant? 'cause I thought I saw someone talking about skaven.
    That'd be Tychris.

    And then about thirty percent of my country are part-humans at best.
    Last edited by Lady Serpentine; 2014-01-15 at 07:17 AM. Reason: Country! Country, not county!

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    Quote Originally Posted by C'nor View Post
    Rules question! Is it acceptable to do what I did with Katara's heir, since while a relative and directly in line for the throne, Kynvessa is her sister, not her child?
    That's acceptable. As long as heirs are within the family. (Standard succession laws are oldest child inherits; if the current ruler has no children the next sibling in line inherits.)

    Adoption may be a possibility, or legitimizing bastards, depending on culture, but in case of adoption there won't be any bonuses from the parents (due to no blood relation). I'll put that in the rules later.

    Also, keep in mind that since you originally had a different ruler, your first action should basically be the death of him and succession by Katara.


    By the way, in the second post, the one with the countries, under People I put both race and looks, as well as culture. Races can get a [demihuman] tag, such as dwarves and other races that are near-human that could interbreed with humans, or [nonhuman] that can't interbreed with them at all.

    It's possible that there will be groups of races that can interbreed if the players work together to create that, in which case they'll get their own tag.


    I talked with Silverbit over PM and told him he can either wait until a region comes available (if the ones not yet finished are abandoned by their current players) or arrange something with Silver Ablaze, C'nor or Wombat to play a race on the other side of the surface.
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    Quote Originally Posted by Morph Bark View Post
    By the way, I noticed that the second post is already nearing 40,000 characters, while the limit is 50,000. Could those people who have already finished their fluff organize it neatly similarly, with sections for Terrain, People, Resources and Religion? That way I can just link to those posts instead and keep the character count low and still keep it organized.
    I just realized the resources section of the rules say three resources found in the region, not exports so I really must change 'semi-precious stones' to 'metals'. Very sorry about that!

    I'll finish my post off tomorrow as I have a day off, but it is quite close. I drew a map for personal reference and now the posts are being linked rather than being copied I can describe the region more fully. edit - Like everyone else has done. I have also named four settlements within the region.

    Oh, and snip the random tidbits out of their current homes and put them into 'Miscellaneous Notes' of course...

    How would an election among children work succession-wise? Does the player get to choose?

    The necessary information for Tekorva is set for the moment.
    Terrain - Metako, the tallest mountain. Ketazan, the tundra with most life. Korvan, the largest river.
    People - Large tanned humans with light, almost white hair.
    Resources - Stone, metals and fish
    Imports - Rice
    Religion - Spiritism

    EDIT - 'flat area (is there an easy English word for large flat expanse of snow? Brain. Dead.)' replaced with 'tundra'. Thank you very much Mr. Wombat! This was most helpful!
    Last edited by Rain Dragon; 2014-01-15 at 07:55 AM.
    I go by they/them/their or he/him/his pronouns

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    I'm interested in this. I've not got long before I go out, though, so I'll have to post more later.
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    Aye aye, noted.

    Sadly, I don't think that underground people would work well in my area. The Heartwaste already has enough oddities about it, and that giant chasm. Hope something else works out, though.

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    Quote Originally Posted by Rain Dragon View Post
    (is there an easy English word for large flat expanse of snow? Brain. Dead.)
    Tundra.
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    Updated my race.

    They are now a kind of Fey blooded. However, not like a minor trace of fey blood, but major Fey blooded, like Half and Quarter blooded.
    For more information, see my country's entree.
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