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  1. - Top - End - #1
    Titan in the Playground
     
    Morph Bark's Avatar

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    Oct 2008
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    Freljord

    Default EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    This thread is an older version of the EMPIRE! main thread for OOC talk. The new main thread is here.



    EMPIRE!
    Gods, Kings, Adventurers & Bad Boys

    Current Year: 381-385
    IC thread: click!
    Dice-Rolling thread: click!


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

    This world will start as a simple one similar to the early Middle Ages, but through the actions of players and random events the scope of the world will expand, science marches on and magic may even be introduced to some lucky ones. For now, magic is nowhere to be found, though monsters may exist in players’ regions or beyond their borders and supernatural phenomena can take place.

    Best beware if you want to ensure your legacy.


    If you want to become a player and all regions are currently taken, don't worry. New regions can always be added in during play, and we can put you on the waiting list in the meantime should no regions be available at this time.


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

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


    Atlas and Player List
    Spoiler: Atlas
    Show
    Natural Map (so outdated, but eh)


    Regional Map


    Region Number
    Player
    Region Name
    P1 Chacmon Mictlanpa
    P2 aspi Wenyavuk
    P3 Tychris1 ___________
    P8 Chacmon ___________
    1 Chacmon Gunung
    2-A Logic Celero
    2-B Logic Bereginia
    3 QuintonBeck Nyroth
    4-A WaylanderX Kasumor
    4-B WaylanderX Shikurai
    5-A NPC The Heartwaste
    5-B Silverbit Eyrecradia
    6 QuintonBeck Woodwind
    7-A Chief Calorum
    7-B WaylanderX Gwrîstîn
    8 QuintonBeck Aloren
    9 zabbarot Genivana
    10 ImperatorV Hrathan-Tuor
    11-A Zap Dynamic Raaneka
    11-B Zap Dynamic ________
    12 avr Qarimos
    13-A TheWombatOfDoom Lyradis
    13-B Silverbit Razdis
    14-A SamBurke Guilder
    14-B Silverbit Elbaraz
    15-A WaylanderX Zargrim
    15-B Silver Ablaze Keldagrim
    16-A Arutha Pryonia
    16-B Arutha Galie-Noiret
    17-A NPC Tekorva
    17-B NPC Yorukuni
    18-A Tychris1 Sympolemou
    18-B Tychris1 ___________
    19 NPC Domhan Abhaile
    20-A Lord_Burch Bordeux
    20-B ___________(available) ___________
    21-A Silverbit Sulvan Primarchy
    21-B ___________(available) ___________
    22 Elemental Ashenia
    23 Lord_Burch Crima
    24 lt_murgen Tar
    25 lt_murgen The Jeweled Cities
    26 Lord_Burch Cassia
    27 Shnur Scla'ca
    28 Elemental Hazaria
    29 moossabi Alydaxis
    30 ImperatorV ___________
    31 TheWombatOfDoom Grmanhil
    32 TheWombatOfDoom Selyra
    33 Rizban ___________
    34 NPC Bor-Teire -- Salterri Imperium
    35 Rizban Salteire
    36 NPC Aus-Teire -- Salterri Imperium
    37 NPC Pontensulae -- Salterri Imperium
    38 NPC Penoccident -- Salterri Imperium
    39 Logic Propinlonge
    40 Lord_Burch Solus
    41 moossabi Glirfrey
    42 Shnur ___________
    43 Elemental Angan Anvale
    44 Elemental Kyaralath
    45 Lorick Lacertia
    46 Chacmon ___________
    47 Kitsanth ___________
    48 ___________ ___________
    49 Lord_Burch Errelosse
    50 HisHolyAngel Sycia
    51 Arkhosia Felitora
    52 tortor ??? ("GLWIH")
    53 SamBurke Maos
    54 SamBurke Rannara
    55 Hobbes1266 Sah'raa
    56 BladeofObliviom Skarval
    57 BladeofObliviom Frosskov
    58 BladeofObliviom Estglaz
    59 BladeofObliviom Glazfell
    60 TheWombatOfDoom Borlmyn
    61 ___________ ___________
    62-A Aedilred Jarrland
    62-B ___________(available) ___________
    63-A NPC Discordia -- Salterri Imperium
    63-B ___________(available) ___________
    64-A ___________(available) ___________
    64-B ForzaFiori Mulharum
    65 AsteronIronhoof Minotron
    66 Salterri Imperium (region name unknown) ___________
    67 ___________(available) ___________
    68-A ___________(available) ___________
    68-B ___________(available) ___________
    69 ___________(available) ___________
    70 Lord_Burch ___________

    Spoiler: Stuff Already Determined
    Show
    Some regions are already partially determined in what resources or terrain features they have. If you are a new player to the game, you may contact Morph to see if the resources may be waived so you can use all of your own ideas for it. (As a new player you always start with 3 resources, so if a region listed below has less than 3, you always gain extra to bring you up to 3.)


    Region 62-B has been discovered by Mularuhm! It has 90000 inhabitants, amoeba colonial oozes as a Good resource and one undefined Good resource.

    Region 63-B has been discovered by Mularuhm! It has 82000 inhabitants of some strange race that appears to communicate in a manner other than simply speaking. It has discordian deeprock as a Good resource and giant spiders as a Good resource.

    Region 64 has 70000 inhabitants and one Great undefined resource.

    Region 67 has 43000 inhabitants, fish as a Good resource and one undefined Good resource.

    Region 68-A has 42000 inhabitants and no Good resources.

    Region 68-B has been discovered by Mularuhm! It has 26000 inhabitants, a Good resource of hellstone and one Good undefined resource.

    Region 69 has 120000 inhabitants, toma nuts as a Good resource, quartz as a Good resource and one undefined Good resource.


    A region number with an A after the number is an aboveground region that has another region situation below them, an underground region with the same number with a B (A for “above”, B for “below”). Regions marked “inactive” or "not yet active" are either not yet finished by the claiming player. Regions marked "available" are up for being claimed by prospective players on the waiting list as soon as several people are on the waiting list and the GM has expanded the map far enough to have room for them.

    Regions remain reserved for two weeks from the moment of reservation, after which the prospective player is taken off the list again.

    Due to high amount of interest, there is now a waiting list. If you wish to be put on this list, simply post to say so. If a player becomes inactive, you can take over their region, or if new regions are discovered through exploration. Later in play, certain "special" regions may be added as well.

    WAITING LIST
    Thunderfist12
    Telcontar
    InfamousPotato
    Rain Dragon
    __________



    The Rules of the Game
    See next post.


    Game Masters
    Head GM: Morph Bark
    Duties: Handling secret actions, technologies, region acquisition, new players, inactive players, NPCs and Events. Introduces new game elements to enhance the game or changes rules if deemed necessary for game balance.

    Assistant GM #1: TheWombatOfDoom
    Duties: Handling ruler attribute scores and increases, succession laws, countries and races, alliances, resources, trade and imports, the FAQ.

    Assistant GM #2: WaylanderX
    Duties: Tracking population, army sizes and army composition, Winning Tactics.

    Assistant GM #3: zabbarot
    Duties: Handling religion and keeping track of (Great) Projects.



    ~ ~ GM Data Collection ~ ~
    All the information on rulers & regions

    Prologue: The Rules (Morph)

    Chapter 1: Rulers (Wombat)

    Chapter 2: Trade & Resources (Wombat)

    Chapter 3: Alliances (Wombat)

    Chapter 4: Military & Population (Waylander)

    Chapter 5: Technologies (Morph)

    Chapter 6: Religion & Great Projects (zabbarot)


    Appendix I: New Player Tips and Advice (Morph)

    Appendix II: FAQ - Frequently Asked Questions (Wombat)

    Appendix III: History of Telluris (Rain Dragon)





    Extra Player Resources (For the Players, By the Players)
    Heraldry Generator (thanks, Logic!)
    Family Banner Generator
    Flag Generator (thanks, Logic!)
    Family Tree Builder (thanks, zabbarot!)

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



    Additional Role-Play Threads
    The following is a list of role-play threads (and non-RP fluff threads) related to the game of EMPIRE! Some are to work out in-game actions, others are fluff first and foremost. Bolded thread names are threads purely for expanding on fluff about certain topics.
    Pre-History (pre-Year 1, pre-Year 330, ongoing)
    Blazing Temple (Any Year, FFRP)
    Grand Ball (Year 336)
    Rajurdic Codex (Year 338+, ongoing)
    1st Raaneki Games (Year 347)
    Scrolls of Prowess (Year 349+, ongoing)
    Central Sea Conference (Year 353)
    Bestiary of Telluris (Year 354+, ongoing)
    First World's Fair (Year 358)
    2nd Raaneki Games (Year 362)
    Cantus Sai (Year 366, FFRP)
    Last Visitation (Year 369, FFRP)
    Summit on the Summit (Year 372, FFRP)
    Zwergkampf (Year 373)
    People Against Invasion North (Year 371-375)
    Technical Institute for Brilliant Minds (Year 375, FFRP, ongoing)
    3rd Raaneki Games (Year 377)
    2nd Grand Ball of Telluris (Year 381, various threads inside)
    Expedition to UnderSulvan (Year 385, ongoing)
    Academy of Culture and Prowess (Year 385, FFRP, ongoing)
    Northbound: The Polar Expedition (Year 388, ongoing)

    Spoiler: Private threads
    Show
    The threads in this spoiler are all private threads, meant to only be read by those who were invited to take part in them. If MORE than 25 years (5 rounds) have passed, you are free to read them. Threads with permission granted by the main participants are also fair game. For that reason, I have further highlighted which threads are found generally okay to read by marking their tag in green and the ones you'd better steer clear of for the next few rounds being marked in red.

    [Round 2, Year 336] Grand Conference
    [Round 6, Year 356] A Clash of Nations
    [Round 9, Year 375] Interrogation of Qzare Xiu Wandao
    [Round 10, Year 376] Heartwaste Conference
    [Round 10, Year 377] Visit to the Heartwaste
    [Round 10, Year 380] Comitatus Judex Primus
    [Round 10, Year 380] Jostling the Hive
    [Round 11, Year 381] Royal Society for the Prevention of Cruelty to the Qzare
    [Round 11, Year 381] Paco and Fabula


    Previous Threads
    EMPIRE! A Community World-Building Tale of People & Discovery
    EMPIRE! CWBG II: 2 Quest, 2 Curious
    EMPIRE! CWBG III: Prepare Your Inbox! (Messages Are Coming)
    Last edited by Morph Bark; 2014-04-24 at 06:16 AM.
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  2. - Top - End - #2
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
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    Default Re: EMPIRE! Community World-Building Game IV

    ~ ~ Them's The Rules ~ ~

    Below in all the spoilers are the rules, with headers describing their general contents. Newly added rules are put in Green text. Some rules sections have [advanced] next to the title. These sections are a little more rules-intensive and aren't necessary to play the game, unless you want to perform the specific actions they deal with. New players do not need to read these sections until they feel they are ready and want to perform those actions. This helps making learning the game a little easier.


    Starting: The Basics
    Spoiler: The Basics
    Show
    In EMPIRE! you start play as the ruler of a country, the head of their family that rules one of the regions. You perform actions to improve your ruler and country and their position in the world through alliances, trade, finding your children suitable spouses, researching new technology and waging war. Once your ruler dies of old age, disease, accident or murder, their heir takes over, becoming your new ruling character controlling the nation.

    Describing Your Country
    When a new player enters the game, they first must claim a region and describe it in fluff. If there currently aren’t any claimable regions, or there are people on the waiting list, prospective new players are put on the waiting list to await their turn. Some regions are of a special type, which you can find below under "regions and region types".

    Population: A new region starts with a population of 30,000 + (10d10 x 1,000). Underground regions start with 15,000 + (8d10 x 1,000). Polar regions start with 3,000 + (3d10 x 1,000). If you take over an existing country from a retiring player, you don’t have to reroll Population. Population is increased by the GM every few rounds.

    Terrain: Describe the physical features of your selected region, including three major landmarks—no more, no less.

    People: Describe what the people in the region generally look like. You are free to throw in little details about their culture as well.

    Resources: Describe three major resources that can be found in the region, as well as at least one resource the people will have to import from outside out of necessity or desire (for religious rituals or cultural reasons). You can have something that doesn't exist in the real world as a resource, such as special metals like mithril or adamantium, or things that would be great for alchemy or chemistry or certain technologies, but to start using these requires a technological advance of its own. It can prove hard to get it at first, but most things that are hard to acquire are very much worth it. These three resources start at [Good] quality. The import necessity will not be automatically satisfied; you have to strike a deal with a player who has it as a resource to trade it with you.

    You can trade resources with other players. If a resource is Good you can trade it resource with up to 3 other players and if the resource is Great you can trade it with up to 6 other players. Effectively, this means a Good resource has 4 ‘stacks’ of that resource, whereas a Great resource has 7 ‘stacks’ of that resource that can be used in that round. If you trade with other players, you effectively give them one stack of your resources every round in return for one stack of one of their resources (or in return for a service). One of these stacks always remains in the region it originates from. You cannot stockpile resources for later rounds.

    Religion: Religion is very important in EMPIRE! When a player enters the game, their people are either pagans (animist, shamanist, druidist, unorganised religions involved with spirits, ancestor worship) or adherents of the Lord of Fire. The Lord of Fire is the god of a monotheistic religion with the Blazing Avatar as its head, who resides in a temple city in the mountains. The Blazing Avatar is said to channel the Lord of Fire himself and is an important figure throughout the continent, but cannot directly interfere. Gaining his support can be helpful or have unusual effects. Players can introduce their own religions with a special action if they have a Faith score of 5 (see below), raising an existing spiritual cult to official status, introducing something entirely new, or making a major change to an existing religion in their region.

    Besides these things, regions also have a list of Technologies available in the region. The technology level at the start of the game is roughly early Medieval times, so things like plate armor, book-presses and complex siege weapons don't exist yet. Players can introduce new technologies through their actions (see below).

    Creating Your First Ruler
    All player characters have the following attributes: Diplomacy, Military, Curiosity, Faith and Luck. When a new player starts, they roll 1d4 for each attribute, and then place them where they want. They may add 1 point to two of their attributes beyond that.

    You can make your rolls in this linked thread. Be sure to read the guidelines in the opening post there, and link to it in your compilation post with the ruler and country info.

    Changing Rulers
    Changing rulers is a non-action. If your current character dies or abdicates the throne, their heir takes their place. Usually this is the oldest child, but other succession laws may be in place (oldest son or oldest daughter, for instance). Roll 1d4 for their attributes, in order. They get a +1 in any attributes that their parent had a 4 or higher in; and a +2 in any attributes their parent had an 8 or higher in. Children who are adopted also receive these bonuses (children are always adopted at a young age and thus their new parent has a profound effect on their education).

    If the new ruler is not a child of a previous ruler, they only get a +1 to two attribute scores (chosen freely), but may arrange the rolled scores freely, as with the first ruler of a new player. Regents who rule while the heir waits to come of age fall under this category as well. Regents cannot perform Special Actions. Regents can become legitimate rulers through a coup d'état and ridding themselves of the heir who would otherwise become the next legitimate ruler. This will enable regents to perform Special Actions.

    If you change rulers during a round, use your former ruler’s attribute scores for this round. Effectively, their decrees and commands for the current period are still in effect. If you decide to change rulers before the round starts, you can change them at the start of the turn, in which case you will use your new ruler’s attribute scores. If you want to change rulers before a round starts, you must note in the post of the previous round that you will be switching rulers. You must do this before that round ends, because posts edited after that round has ended will not have their actions be counted.

    Please link the rolled stats for your new ruler in your IC post in which they first come into play.



    Regions and Region Types
    Spoiler: Regions
    Show
    The standard type of region is a land region. Land regions can have a large variety of terrain types and resources. Regions have a default limit of 4 resources per region, 2 of which can be Great resources. However, this can be expanded by using miracles (if appropriate to the religion), a Great Project using a technology that could help with the resource you want to add or upgrade, or a highly specific spell. Or GM-adjudicated event.

    Besides this standard region type there are several others:

    Underground Regions
    Underground regions are regions that occupy the same area as a land region, but are situated below them. They are noted in the tables by adding "below", "belowground", "underground" or simply a "B" behind the number. Not all land regions have an underground region below them. Check the atlas and region name table listing to see which regions have a known underground region below them. Some land regions may have an underground region below them without it being known yet. You can send explorers to check if there is one.

    Underground regions count as adjacent to adjacent underground regions and the region they are situated below, but not as adjacent to their aboveground companion region's neighbours. Underground regions have no hard restrictions on resources as of yet, though it makes more sense for them to more often have mined resources.

    Island Regions
    Island regions are easy to recognize from the map, as they are a region completely surrounded by sea (or near-completely, in case of a peninsula/island region combo). Island regions can be attacked and defended by any unit type (land, naval, aerial).

    Polar Regions
    Polar regions are regions that are near the North or South Pole. Polar regions have a hard cap on the amount of resources they can have. Namely, they can have no more than two resources native to the region and food resources cannot rise above Good quality.



    Rounds
    Spoiler: Rounds
    Show
    Each round will take (roughly) one OOC week (5 years in-game) and will be announced by the GM when it starts. The GM will close the previous rounds first and use the intermediate time between closing a round and starting the next to update information and create Events. During each round you have five actions you can spend doing things.

    Rounds are one week. If players haven't posted by the end of that week, their round is considered wasted. If all players have posted before the end of that week, the next round may start sooner. Rounds start on Sunday morning. Some players may only have time on weekends, and I figure they still might not have all weekends available. This way, they can post one round's actions on Saturday, and the next round's actions the day after, not needing to worry about it until Saturday two weeks later (unless they have conversations standing with other players).

    Important to note is that the effects of actions don’t kick in until the end of the round. Armies raised in a round can therefore not be used until the next round, attribute increases only are added at the end of the round, and newly discovered resources or newly acquired technologies cannot be used until the round after they were introduced in your region. This is primarily because it makes keeping track easier for the GM and co-GMs.

    New Player Bonus Actions
    New players receive five bonus actions in their first round. This is so that new players can catch up with older players, using the actions to raise a number of troops, use Attribute 5 Special actions or even start with a finished Great Project. That’s right: you may spend multiple of these bonus actions on the same Great Project, resulting in a finished Great Project if you spend all of them on it. New players are barred from a few things with these bonus actions, however. These bonus actions may not be used to explore or colonize other regions.

    Because aspiring players are put on the waiting list until there are multiple of them, new players can cooperate and coordinate their bonus actions to great effect, allowing starting players to make a big impact.


    Secret Actions
    You can spend one of your five actions in a turn doing a secret action. This secret action can be anything you want to keep secret from other players, such as a secret Great Project, spreading (false) technology, covert religious conversion or sending spies to another region to discover secret plots, for example. You have to send this secret action to the GM for verification, otherwise it will not be counted. Secret actions can be revealed at a later date, either by the player, the GM, or through the actions of other players.

    Secret actions only count for attribute increases if you note what kind of action the secret action is in the IC thread (with a [Diplomacy], [Military], [Curiosity] or [Faith] tag). This means you can decide yourself whether you want to reveal what type of action your secret action is to gain the benefit of attribute increase with it, or keep it entirely secret, but not gain the benefit of it.

    Projects
    Some things may take more than one round to complete. These are called ‘projects’, and you need to spend one action per round on them. Some take only 2 rounds, like making the roads a little better between your cities. Some are Great Projects that take 5 rounds, like making a road network between all your towns, cities, fortresses and bordering countries, a Great Wall, an Underway or some amazing wondrous building.

    Magic
    Magic is not available to the players.

    Acquiring New Regions
    New regions can be acquired and come under your control in several ways. Conquest is one of the simplest ones (detailed under Military below). Another is by marrying yourself or your heir to the heir of that region, as long as the marriage makes it so that they become part of your family (instead of your heir becoming part of theirs, which would mean game-over unless you change who your heir is). This might be easy with NPC-controlled regions, and likely impossible with player-controlled regions. Pressing a marriage claim, ancestral claim or land claim to a region is detailed under Diplomacy.

    Another way is by exploring and finding other regions and colonizing them through conquest or diplomacy, setting up trading posts or puppet rulers under your control in those regions.

    Increasing Attributes
    Every turn a player has completed their actions, they list at the end of their post what attributes they increase. Players’ rulers get a +1 increase if they dedicate two actions to actions related to a particular attribute, so if you use two actions to raise army units you have spent two actions on Military actions, for example. This would mean you then increase your Military by +1 at the end of the round. Since you have five actions, you can therefore increase two scores by +1 or one score by +2 if you spend four actions doing things related to a single attribute.

    Please note clearly at the end of your post in the IC thread which attributes you increase so that co-GM TheWombatOfDoom can clearly note it in his tables. Attribute scores are capped at 10 and each provides special kinds of actions at scores 5 and 10, some of which can only be performed once per ruling character.



    Diplomacy
    Spoiler: Diplomacy
    Show
    A higher Diplomacy score decreases chances of riots and rebellions in any lands you hold and chances of finding a good spouse. It also increases the chances of NPCs agreeing to proposals you offer.

    Actions
    Settling a treaty with one or more players for trade, forming alliances, arranging a marriage or betrothal for your character or their children, changing laws.

    Diplomatic Colonization [advanced]
    Colonizing new regions can be done either through military force or diplomacy. Diplomacy does not require the presence of military units, but if another player's military units are present in a colonization attempt of their own, the military units' presence supersede any diplomatic attempts at colonization.

    Sometimes, more than one player is trying to colonize the same region through Diplomacy. If this happens, either one of the players decides to stop and go look elsewhere, or they both make an opposed Diplomacy check (1d6+Diplomacy) to see who is more successful in the colonization. They do this during both rounds of the colonization process. The person who wins the first check gains a +2 bonus on the opposed check during the second round. The winner of the Diplomacy check during the second round is the one who successfully colonizes the region entirely. Of course, a player may choose not to continue colonization if they lost the opposed check during the first round.

    This also means that if someone starts colonization in a later round than someone else, they’ve already lost, unless they bring military troops instead. (Military force will thwart diplomatic missionaries, but will certainly be opposed by the people there, who may ally themselves with the diplomatic missionaries’ country of origin.)

    The person who discovered the region gets a +3 bonus to the Diplomacy check. This is so that explorers do get a bit of an edge, but don’t start the actual colonization process yet and may still be thwarted by more diplomatically successful colonizers.

    Pressing Claims on Other Countries [advanced]
    A situation has arisen! Another country is without a ruler! Or perhaps they have a ruler that you simply don't like very much, while you do like their land?

    In case they happen to be a player, you can stake your claim and press it in an act of war! Don't forget to send your declaration of war to them!

    In case they happen to be an NPC, you're in luck! It's pretty easy to press claims on them. In the world of Telluris, nobody knows why some just happen to be easier to press against. Perhaps the Weave of Fate simply weaves more strongly around those who might alter the course of history.

    You can press a claim if you:
    1. Have a relative of your ruler married to a direct descendant of one of the target region's earlier rulers. The more recent that ruler ruled, the stronger the claim!
    2. Have ancestral ties to the target region. These claims are generally less strong than a marriage claim, unless a large amount of your people can trace their lineage back to that region. [This only works for regions, not full countries.]
    3. The target country used to be part of your country, but they split off due to either revolution or peaceful splitting on part of either the people or previous rulers of your country.
    4. You've fabricated a claim in an earlier round that was still during your current ruler's rule.


    To press a claim, you must:
    1. Spend an action on it, of course!
    2. Roll a Diplomacy check and link it in your actions post (just like all other rolls should be).
    3. If the result is at least 6, there is some support for your claim. If the result is at least 9, there is a lot of support for your claim. If there are other players pressing claims at the same time, the highest roll wins.


    If you have some support (check result of at least 6) and have rolled the highest, you must spend another action next round to gather more support for your claim (requiring another Diplomacy check result of at least 6). If you have a lot of support (check result of at least 9) and have rolled the highest, you'll have claimed the target region or country by the end of this round.

    Other claimants (players with a claim) who lost may attempt to create rebellions in the target region or country in a revenge attempt--or a final resort to get the target region or country for themselves should the rebellion prove successful somehow.

    Claimants may also forfeit their claim to support another claimant, providing a +2 to the other claimant's Diplomacy check result.

    Diplomacy 5 Special
    If you have a score of 5 in Diplomacy, you can spend an action to stabilize a single region. This will prevent riots or rebellions from breaking out, which are common if you aren’t importing your people’s Import Necessity from another region, there are other claimants to the throne, the ruler is of a different religion than the people, or the country is being wrecked by natural disaster. The stability will last until the end of the ruler’s reign and may last beyond it if the region is treated well.

    Diplomacy 10 Special: If you have a score of 10 in Diplomacy, you may combine stable regions that you control into a bigger one and claim a higher title.
    • 4 or more adjacent regions combine into a Great Kingdom, becoming a Great King. Great Kings have one bonus action per round. You lose the title if you ever control less than 4 adjacent regions.
    • 3 or more Great Kingdoms (not necessarily adjacent) into an Empire, becoming an Emperor. Emperors have two bonus actions per round. You lose the title if you ever control less than 3 Great Kingdoms.


    If you attempt to form a Great Kingdom, it will be handy if you link to earlier posts where you performed the Diplomacy 5 action to stabilize any regions that are not your home region. This doesn't just help us see that you've done it for all of them, but it also gives you a double-check for yourself on each of the regions.



    Military
    Spoiler: Military
    Show
    Military actions are things that involve training or using armies, navies and aerial units in both offense and defense.

    Actions
    Raising a military unit (1000 soldiers; whether it’s an army unit, naval unit or aerial unit), training militia, defending your land or invading another region, building fortifications.

    Unit Types
    There are three unit types: land units (army units), naval units and aerial units. Land units can attack land regions and underground regions. Naval units can attack coastal regions, and if they do they can also be attacked by land units. Naval units can be used in defense of a region only against attacks by naval units. The exception to this is island regions, which naval units can also defend against land units and aerial units. Aerial units can attack land regions, but if they do they can also be attacked by land units.

    Units cannot go through countries that aren’t allied or specifically allow it, so if you wish to attack a specific country that you can only reach by going through countries you aren’t allied with and that haven’t specifically allowed you to go through, then you’ll have to fight them first. If the regions you’d have to go through do not have units, you can just march on through with no resistance.

    Training and Using Military Units
    When one of your armies clashes with that of another player or those of an NPC, both sides roll 1d10 and add their leader’s Military score and the armies’ size (+1 per unit of 1000). The controller of the region may get a bonus based on defensible terrain in the region. Either side may get a bonus if they have technology that the enemy does not if that technology can be practically used in war. You must specify in this action whether they are land units (army), naval units (navy at sea) or aerial units. Also, if you have control over multiple regions, you must specify in which region you train them.

    If you want to have naval units with boats, you need to have access to wood. If you want to equip your armies with weapons, you need to have access to appropriate materials (wood, certain metals, etc). For aerial units, you need some method of flight (flying creatures, appropriate technology, magic, etc).

    Armies can never be larger than 10% of the total population of all regions you control (at which point you have enlisted half of the able-bodied adults, both men and women, or all able-bodied men, or all able-bodied women, depending on your people's culture). Raising one army unit (1000 soldiers) requires one action.

    Allies can help attack or defend a region they have army units in. If a battle takes place between more than two armies, allies only use the highest Military score available to them. However, all sides must take an action to partake in the battle. The players who lead the armies must each make a Military check (1d10+their Military score+number of units under their command in that region+amount of technologies they have that are applicable).

    If you have multiple battles going on at the same time, you have to decide which one your ruler is leading. All other battles your country is involved in, but your ruler is not leading personally, only get half the ruler's Military score as a bonus.

    The loser of a battle loses an amount of units equal to half the difference in roll results, rounded up. If the results were 11 and 6, that means the loser loses [{11 – 6}/2, rounded up] units, so 3 units. The winning side will have 1d6 x 5% of the base losses of the losing side (rounded down). The leaders of the battle (those supplying the Military scores and/or Winning Tactics) have a 50% chance of losing an additional 1000 troops. Each participant on one side (including leaders) that sends 2000 troops or more has a 50% chance of losing an additional 1000 troops. If no units remain on one side, their leaders are captured by the other side.

    If you win two battles in a row (one in one round, the second in the next) against the same opponent in the same region, you drive them out of that region or rout their forces. If you are the invader, that means you seize control over that region. In the next round, you will probably have to spend the Diplomacy 5 Special Action on that region, though the rebel leader can still fight back against you (see Second Chances below).

    Training Militia
    You can train militia members to defend against invasions or help attack regions adjacent to the one they live in. With one action you can raise all your potential militias. Your potential militias are equal to one 20% of your total population minus your military units, so if you have the maximum amount of military units raised, you can only raise 10% of the population from that region as militia. If you are being invaded at the moment you try to train militia, a lot of people will be too occupied with getting their families to safety, so you will only be able to raise half the amount of people that would otherwise be available as militia. Every 2 units of militia (so every 2000 militia members) give a +1 bonus to Military rolls, making them only half as effective as normal military units. Militias only remain active until the end of the next round. For example, if you trained militia in round 4, they would remain active until the end of round 5.

    Military 5 Special
    If you have a Military score of 5, you can introduce agents. Agents are special operatives with specialized skills. You can choose one set of skills and you will receive a +2 bonus on any rolls in which agents are involved and the particular action requires use of that set of skills. To train agents and use a Military 5 Special action to create them, you must either have a resource in any of your regions that is a particular kind of people (like ‘Craftsmen’ or ‘Athletes’) or you must have a finished Great Project in the form of a school (like the Kasumor Academy for Culture and Prowess). This makes agents perfect for a specific type of job and often useful as spies or for secret actions.

    You can have only one type of agent at any time. Introducing a new type with a different set of skills based on a different resource or Great Project school makes it replace the old one.


    Military 10 Special
    If you have a Military score of 10, you can introduce a Winning Tactic. A Winning Tactic gives you a +4 bonus to all Military rolls in one specific kind of terrain.

    Winning Tactics apply to one type of area only, as determined at the time the player introduces their Winning Tactic or until they change it with a new Military 10 action. They can only be utilized in regions that actually have the type of area. The following area types are examples of possibilities:
    • Mountains
    • Hills
    • Plains
    • Desert (hot and dry; does not include arctic desert)
    • Forest (includes underground [mushroom] forests)
    • Swamp
    • Inland Waters (lakes, rivers, etc.)
    • Coastal
    • Open Sea
    • Deep Ocean (underwater)
    • Underground (excluding underground forests and waters)
    • Arctic
    • Sky (requires aerial units)


    Attacks with naval units on a region can be coastal battles or take place in an area immediately adjacent to the coast or part of the coast. Coastal cliffs, for example, count as mountains in such a scenario, though from a land attack they wouldn't.

    Underground regions can benefit greatly from an Underground Winning Tactic, but underground battles can also take place in underground forests or near underground lakes or rivers.



    Curiosity
    Spoiler: Curiosity
    Show
    A lot of people are naturally inquisitive. Some like inventing things, other like exploring things for the sake of knowledge, some others find new ways to improve doing things people do every day. Curiosity is basically how a character handles things like science and economics. Creating new things, such as buildings, roads, fleets, mines and so on, takes time and effort. Clever people know ways to make it easier, quicker, and better. However, creating defensive structures or building things with the army is a Military endeavor rather than a Curious one.

    Actions
    Searching for new resources, inventing new things, changing education systems, building schools.

    Acquiring Technology
    You can get new technologies three ways: invent it with a Curiosity 10 Special Action, get it from a friendly player, or steal it.

    If another region that you don't control has access to technology that you don't, you can send people to acquire that technology for you, either by force or by diplomatic agreement with the other player. They can just give it to you, but otherwise you can make an opposed Curiosity check, rolling 1d6+your Curiosity against 1d6+their Curiosity. If you roll higher, you acquire the technology (but only one kind of technology per action).

    Curiosity 5 Special
    If you have a Curiosity score of 5, you become able to introduce a new resource in one of your regions (either previously unknown or only a Minor Resource) or upgrade existing Good Resource to a Great Resource. A Good Resource can be traded to up to 3 other regions. A Great Resource can be traded to up to 6 other regions. You can find unique resources (such as mithril, adamantine, etc) in your region, but you must be able to reasonably justify it. Such special resources require you to research technology to really utilize it. This action can only be done once per ruler.

    Players are allowed to use the same action that gets them the resource for making trade treaties or changing existing trade treaties that ONLY involve that resource and none of their other resources. Other players of course need to still use an action of their own for that trade.

    When a new resource comes into play, the head GM will decide whether it is a special resource that requires getting a technology upgrade (Curiosity 10 Special Action) first to start meaningfully using it, like for things like the military. Aerial unit creation always requires a technology, for instance. Using the special abilities of supernatural creatures also requires a technology to create the appropriate training programs.

    Curiosity 10 Special
    If you have a Curiosity score of 10, you become able to introduce a new technology in your regions. This requires that you already have prerequisite technologies and any resources that are necessary either through trade or as a Good or Great Resource in one of your regions. This action can only be done once per ruler.

    Be sure to check if any other players already have technologies you might use to help you, either because it's exactly what you want, or because it's a step in the right direction to help you make the technology you want.



    Faith
    Spoiler: Faith
    Show
    Your relations with the Temple of the Lord of Fire (or the head of your new organised religion) is determined by your Faith score instead of your Diplomacy score.

    Actions
    Maintaining ties with the head of your religion, creating unity among your people, maintaining morale in times of trouble, building temples or tombs.

    Converting People
    If there are regions that you are allies with, trade with (or through) or have an army in, you can spend an action to make a minority of the people there take on your religion (if it is organized). Roll 1d6+your ruler’s Faith against 1d6+their ruler’s Faith (+3 if there is a holy order of a different religion in that region). If your result is higher, you introduce a religious minority of your religious to that region. If there is already a minority present from an earlier round, you can increase this to a majority with the same kind of check (but add another +2 to the “defender”). Only one religious majority can be present in a region at a time.

    If the ruler of that region does not oppose your conversion with a Faith check of their own (opposing conversion does not require an action, but must be noted in their post with a link to the roll), or if they simply forget to make the check, you instead check against the population's base resistance of 7+defensive bonuses (including Holy Order bonuses).

    If you do not wish to have a certain religious minority (or majority) in your region, you can wage Holy Civil War on them or re-convert them. Make either a Military check or a Faith check (1d6+your relevant attribute). If you roll an 8 or higher (11 for a religious majority), they are converted to your primary religion. If you used Military, many of them are exterminated (1d3x1000 for a minority, [1d4+1]x1000 for a majority).

    Rulers may spend an action to convert to a new religion, but this may upset the stability of any regions they control that don’t have a majority following that religion.

    A religious majority in a region can be made to be the only religion in that region with another successful Faith check, but the "defender" gets a +4 bonus to their check.

    Faith 5 Special
    If you have a Faith score of 5, you become able to start a new religion and appoint a head of the religion. At least half of the people in your capital region and most of those in the regions you control will convert, turning it into the religious majority of your capital region and a religious minority in all other regions you control. This can only be done once per ruler, and you should probably do it no more than once--unless you want to make some really big changes to the religion.

    Faith 5 Special
    If you follow an organized religion, you may form a Holy Order in one of your regions if you have permission from the head of the religion (the player who created it). If you are invaded by someone of a different religion, regions with a Holy Order in them give you an extra +½ to your Military rolls. This can only be done once per ruler and they cannot have been the one to create the organized religion.

    Faith 10 Special
    If you follow an organized religion, you may request a miracle from the deity/spirit/force or one of the deities/spirits/forces that you worship. The miracle must fit with the deity/spirit/force’s theme and portfolio. Miracles can destabilize enemy regions, help win battles, uncover new or increase existing resources (from Minor or nonexistent to Good, or from Good to Great), and so on. The GM makes the call on what actually happens (and it will not happen until the start of the next round), but you are free to request nearly anything as long as it fits the one from whom you request the miracle.



    Magic [advanced]
    Spoiler: Magic
    Show
    There are very few ways for a player to get magic.
    • The GM gives it to them. (Usually only a magic artifact.)
    • The player uses a Luck 10 action.


    When a character gains the Magic attribute, the player must define what kind of magic they have and how it functions. This can differ radically between characters, but has little impact on the power of the character's magic. The type of magic can never be changed after it has been defined. You may pick a type another character already has. It is advised you create a unique type of magic that is all your own, or at least take a type of magic that is really original. (As always, preferably nothing copyrighted, but renaming stuff with a similar theme is grade-A okay.)

    The Magic stat might be genetic. In fact, researchers are pretty sure of that. Or it might not be, science shrugs its shoulders at the subject.

    Learning Spells
    With one action, a ruler can learn or teach another character who uses the same type of magic two spells of that type of magic.

    Magic 5 Special: You can create a magic artifact, a small one one could carry on their person. Not terribly powerful at all, but handy and certainly flavourful. This action can be done once per ruler.

    Magic 10 Special: You can create a new magic spell that you may use. This is done in discussion with the GM. Fluff over mechanics is preferred.



    Luck
    Spoiler: Luck
    Show
    The effects of Luck are currently unknown. Luck also cannot be increased the normal way. Instead, every round the head GM will look at the players’ actions and see if anyone has done something special that might advance the game as a whole, or something really ingenious fluff-wise. The head GM will then make a judgment call to give those players an increase in Luck. This is an attribute increase in addition to the normal attribute increases decided by the player, because no actions are directly Luck-related. Luck checks are occasionally used for secret actions and other actions that have a questionable outcome that does not directly relate to any of the other attributes.

    Luck 5 Special:

    Luck 10 Special: Does something amazing.



    Country Relationships [advanced]
    Spoiler: Country Relationships
    Show
    There are several ways in which countries can cooperate more tightly than an alliance might allow.


    Wards and Lieges
    The nations which rule over others (termed “Liege States”) do so in two primary ways: either by agreement from the natives, or by takeover through conquest, colonization or presses of claims. The following rules deal with the former, in which the natives of a region strike an agreement with a more powerful state.

    In this kind of relationship the larger, more powerful country is called the Liege and the smaller one the Ward. Ward states may only contain one region and may not colonize, conquer or press claims, though they may participate in war. There are three forms of Ward states, under varying degrees of control by the Liege state. There are ways in which a Liege can increase control over a Ward state, and ways for a Ward state to escape that control.

    Liege and Ward states commonly share borders or both have a coast on the same ocean. Liege and Ward states do not have to share borders in this manner, but not sharing borders will allow the lands that lie between them to block transport of resources and troops.

    The lowest level and simplest form of Ward is the Protectorate. The Ward gives 2 stacks of the Liege’s choice of resources, and gains military protection against invasion. If the Ward becomes a Tributary—the second level—then in addition to the Protectorate agreement, the Ward may not take any [Military] actions without the Liege’s approval. In return, the Ward may use one of its Liege’s scores (Curiosity, Military, Diplomacy, Faith, or Luck) on one roll in that turn. The final level is Vassaldom, wherein the Ward additionally gains all technology held by the Liege, and is given any new technology they obtain (the Liege must still mention this in their own actions). In return, the Liege gets 6 stacks of the Ward’s resources of their choice.

    Lieges
    Certain agreements may be signed after discussion between players in addition to the standard rules for Wards and Lieges. Marriage agreements are often one of them.

    Lieges may attempt an opposed Diplomacy roll to move the Ward state one level higher (Protectorate  Tributary  Vassal). In doing so, any gifts given along with the attempt in the same action (such as people, military units, technologies, or resource stacks) give them a +1 on this roll—stacking with each other, because of their influence with the people.

    To become a Liege state a country must have at least two regions with at least one military unit trained in each region.

    Wards
    Wards may make their own actions in rebellion, should they be so opposed. Of course, they are not restricted from any of the normal measures (discussion, conferences, alliances, and the like) of the game, but several other actions can be taken. First, any secret actions they take are not held by the terms of the treaty: thus they may raise troops without permission, take military action without permission, and the like. Second, they may make opposed Diplomacy checks to gain popular support and move themselves one step up the ladder towards freedom (Vassal  Tributary  Protectorate  Free). For every allied country that supports them they gain a +2 bonus on the check, as well as a +1 bonus if they are a Tributary, or a +2 bonus if they are a Vassal. Only one such check may be made in a round, but on the round they are moved up from Protectorate, the Ward state is considered to have broken free, and may colonize, claim or conquer as normal.

    Protectorates
    Liege: Gets 2 stacks of the [Resources] of their choice, can forbid the creation of military units.
    Ward: Gets military defense, guaranteed. If their Liege is unable to defend them, they can declare the treaty defunct.

    Tributaries
    Liege: Gets 4 total stacks of the [Resources] of their choice, and may forbid/veto [Military] actions.
    Ward: May use one of the Liege’s scores in place of theirs, once per turn. This cannot be used for Special actions.

    Vassals
    Liege: Gets 6 total stacks of the [Resources] of their choice, and may forbid/veto [Diplomacy] actions as well.
    Ward: Gets all technologies acquired by their liege, plus the Vassal's regions are counted as part of their country and can thus be used to form a Great Kingdom.


    Federation
    A Federation is a group of countries who band together to form one country, with the constituent countries becoming ‘states’. Each of these states functions the same as a non-confederated country played by any other player and can have colonies of their own.

    Forming a Federation
    Forming a Federation requires at least three participating players/countries, all of whose regions must be politically stable (due to being primary regions or through Diplomacy 5 Special actions). Each must set up a Great Project to create the Federation together, and the Federation isn’t created until all three (or more) Great Projects are finished. If another player wants to join the Federation, it is a small project (2 rounds) for them and a small project for one of the members of the Federation, thus making it harder and take more time to join a Federation than it would to join an alliance.

    If one of the participants in the creation of a Federation is unable to post their actions during a week, they may count their Great Project as having continued that round regardless, if they do post the round after that and continue it. Unlike normal Great Projects, the forming or joining of a Federation cannot be assisted by others.

    Benefits of a Federation
    Members of a Federation can make diplomatic agreements of alliance for the Federation as a whole, or trade agreements for any regions that are part of the Federation. However, if the state controlling a region part of such an agreement does not agree with an agreement another Federation member makes, they may veto the agreement.

    The heads of the states within a Federation each specialize in a particular political style (kind of like they are ministers in a parliament or senators from different political parties). All members must choose one attribute (Diplomacy, Military, Curiosity or Faith) to specialize in. They gain one extra action per round, but must spend two of their actions during any round on that attribute. They must also choose one attribute that they neglect, and they may never spend actions on things related to that attribute. Of course, they can be clever and spend it on similar actions that just happen to be related to another attribute as well, but keep in mind that some actions are very clear on what attribute they belong to. Anything requiring an attribute roll is clearly related to that attribute, for example, and exploration is always Curiosity.

    If a player who is in a Federation cannot post during a round, other members of the Federation may take their specialized actions. For example, if the player specializes in Diplomacy, the other members may take two Diplomacy actions on their behalf. Two members of a Federation may specialize in the same attribute, but no more than that.

    If a member of a Federation posts less than five actions during a round, it’s okay if none of them are of their specialized attribute, just as long as none of the actions are of their forbidden attribute.

    Downsides of a Federation
    No member states of a Federation may be a Great Kingdom or form one. If an aspiring member state has a Great Kingdom, they must dissolve it before starting their project to create or join a Federation. Aspiring members of a Federation may not be Wards of a country that isn’t part of that Federation, but they may be Wards of a Federation member state. When the country joins the Federation, they are free from their Liege and no longer are a Ward, as they are now on equal level as them within the Federation.



    Game Over and Second Chances
    Spoiler: Game Over and Second Chances
    Show
    It's Game Over for you if your character dies without an heir, or if their heir is married into another family.

    If all your regions have been lost, your ruling character (or their heir if your ruling character dies in an invasion) can become a rebel leader. They can try to take back their lost region (or acquire a new one) until their death, but while they have rebel leader status they have only two actions per round. This allows a player a second chance when they lose their last region.

    As an alternative, a player for whom it’s game over may re-apply for a new region as any other new player can. They are then put on the waiting list, unless there are new regions already available. They then start anew, fluffing the new region (unless it comes pre-fluffed) and making a new ruling character to start with.



    Inactive Players
    Spoiler: Inactive Players
    Show
    If a player goes absent, I'll PM them three rounds later, and if they haven't posted by the fourth round afterwards, the region can be re-claimed by a new player for one week. If nobody claims it (feel free to invite someone to), then it becomes an NPC nation. If a new player claims it they may decide to simply take over the region as it is the way the old player left it, unless the old player gave note that they want their region to go away if they leave. However, if the old player had any marriages with other player's families, they can lay claim to it, and I won't make the old region go away. Instead, it becomes a free-for-all for all those who have a claim to it, plus whatever rebel forces there may be.

    Sometimes a player can be only temporarily absent. If a player does not post during a round, but others are using actions to make and confirm deals with the temporarily absent player, and the GM knows about it beforehand, then the action holds without the absent player having to spend an action on it. (I mean, they couldn’t anyway, because they’re absent at that time.) If the absent player gives a note about their absence for that week (or more than a week) beforehand, it should be completely fine. If a player is attacked during such a time, they are assumed to be spending an action to commit all their forces to the defense of their country for that round.

    If a player hasn't posted during a round, they receive one bonus action for the round after that. If they haven't posted for two rounds, they receive two bonus actions for the first round in which they post after that, unless they have restarted in a new region at that point.

    It is also a possibility that players leave us during the game, simply because they’re unable to continue due to prioritized commitments or for other reasons. In such a case, the link to the post compiling their information will be stored in case the player might return in the future to take things up again elsewhere. We heartily welcome new players, as well as returning ones.
    Last edited by Morph Bark; 2014-04-24 at 06:18 AM.
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  3. - Top - End - #3
    Ettin in the Playground
     
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    Default Re: EMPIRE! Community World-Building Game IV

    Rulers of Telluris



    Spoiler: Round 11 Stat Increases
    Show
    Round 11 Stats!

    Wenyavuk - +1 Diplomacy, +1 Curiosity, +1 Luck.

    Gunung - Inactive for 1 Round.

    Celero - +1 Diplomacy, +1 Military

    Hurosha Empire - +2 Diplomacy.

    Ignato Empire - +2 Diplomacy, +1 Luck.

    Calorum - +1 Curiosity, +1 Faith

    Genivana - +1 Diplomacy, +1 Faith, +1 Luck. New Ruler - Shvedrishti!

    Hrathan-Tuor - +1 Diplomacy, +1 Military, +1 Luck. New Ruler - Nathanias Ethmorl!

    Raaneka - +1 Diplomacy, +1 Military.

    Kingdom of Serendel - +2 Diplomacy.

    Razdis - +1 Curiosity.

    Guilder - +2 Diplomacy.

    Keldagrim – Has gone NPC!

    Pryonia - +1 Diplomacy, +1 Curiosity.

    Sympolemou - +2 Curiosity.

    Bordeux - +2 Curiosity.

    Kingdom of Ashenia – +2 Diplomacy.

    AQUA – +2 Curiosity.

    Scla' Ca - Inactive for 2 Rounds.

    Alydaxis - +2 Diplomacy.

    Saltiere - +1 Diplomacy, +1 Faith, +1 Luck.

    United Lacertian Dominion – Inactive for 4 Rounds! NPC?

    Sycia - +2 Faith, +1 Luck.

    GLWIH - Inactive for 3 Rounds! Morph needs to PM.

    Glazfell - +2 Diplomacy.

    Jarrland - +1 Diplomacy, +1 Curiosity, +1 Luck.

    Mulharum - +2 Diplomacy.




    All except Gunung, Scla'ca, the ULD, and the GLWIH get +1 to Active Rounds.







    Updated to Year 380!

    Capital
    Region
    Region Name
    Player
    Ruler
    Diplomacy
    Military
    Curiousity
    Faith
    Luck
    Magic
    P2 Wenyavuk aspi Näiyop an Kal 5 3 10 3 8 -
    01 Gunung Chacmon Topiltzin Aitah I 7 7 8 3 3 -
    02
    (above)
    Celero Logic Crown Regent Yasira of House Noth 6 10 10 4 3 -
    04 Hurosha Empire WaylanderX Eienguard Nyllana Earthguard 10 5 7 2 2 -
    06 Ignato Empire QuintonBeck First Empress Syana Ignato 8 4 5 2 6 -
    07 Calorum Chief High Priest Vilindrae Divinorum 3 5 4 9 2 -
    09 Genivana zabbarot Shahidi Mkuu Shvedrishti "Bright-Eyes" 3 4 4 7 5 2
    10 Hrathan-Tuor ImperatorV High Speaker Nathanias Ethmorl 4 4 4 4 4 -
    11 Raaneka Zap Dynamic Lady Lomadi and Lord Ujval Devdano 6 6 10 2 5 -
    13
    (above)
    Kingdom of Serendel TheWombatOfDoom Lady Lyra Serendel 10 5 10 4 7 -
    13
    (below)
    Razdis Silverbit Mormaer Razkai II 4 7 7 4 3 -
    14 Guilder SamBurke Humperdink, Doge of Guilder 7 7 5 3 4 -
    15
    (below)
    Keldagrim NPC High King Feldin Grimhammer 2 6 6 1 2 -
    16 Pryonia Arutha Rogar Cardion 6 3 5 2 1 -
    18 Sympolemou Tychris1 Duke Ironfang 3 7 9 3 3 -
    20 Bordeux Lord_Burch Lord Cedrik Bordeux 7 6 6 1 4 -
    22 Kingdom of Ashenia Elemental Princess Regent Idrisa 9 8 7 1 2 -
    25 AQUA lt_murgen Amber Grant 6 5 10 4 3 -
    27 Scla´ca Shnur Kach´tu, Chief of Scla´ca 6 4 4 9 1 -
    29 Alydaxis moossabi King Apahulucta 9 8 10 3 3 -
    35 Saltiere Rizban Chief Hierarch Zanper Fidious the Holy 6 2 1 9 4 -
    50 Sycia HisHolyAngel High Priestess Fabula 6 3 3 9 5 -
    59 Glazfell BladeofObliviom King Hroar the Hyperborean 8 3 4 5 3 -
    62 Jarrland Aedilred Athelmark, King of the Jarrs 4 5 6 2 3 -
    64 Mulharum ForzaFiori King Kalderdan Ringmaker 6 4 7 4 3 -


    Spoiler: List of Rulers
    Show



    Näiyop an Kal [aspi]
    Age: 47
    Family Tree: None
    Regions Controlled: Wenyavuk (P2)
    Succession: Spouse of oldest child inherits



    Topiltzin Aitah I [Chacmon]
    Age: 53
    Family Tree: None
    Regions Controlled: Gunung(#1), Mictlanpa (#P1)
    Succession: Oldest child inherits.



    Crown Regent Yasira of House Noth [Logic]
    Age: 70
    Family Tree: Here
    Regions Controlled: Celero (#2)
    Succession: Oldest child inherits.



    Eienguard Nyllana Earthguard [WaylanderX]
    Age: 66
    Family Tree: Here
    Regions Controlled: Kasumor (#4), Zargrim (#15A)
    Succession: Oldest child inherits.



    Khan Owylt Ignato [QuintonBeck]
    Age: 68
    Family Tree: Here
    Regions Controlled: Nyroth (#3), Woodwind (#6), Aloren (#8)
    Succession: Oldest child inherits.



    High Priest Vilindrae Divinorum [Chief]
    Age: 81
    Family Tree: None
    Regions Controlled: Calorum (#7)
    Succession: Oldest child inherits.



    Shvedrishti [zabbarot]
    Age: 20
    Family Tree: Here
    Regions Controlled: Genivana (#9)
    Succession: Oldest son inherits.



    High Guildmaster Nathanias Ethmorl [ImperatorV]
    Age: ???
    Family Tree: None
    Regions Controlled: Hrathan-Tuor (#10)
    Succession: Oldest child inherits (they must prove themselves capable, but this is merely ritual in nature).




    Lady Lomadi and Lord Ujval Devdano [Zap Dynamic]
    Ages: 39 and 41
    Family Tree: Here
    Regions Controlled: Raaneka (#11)
    Succession: Succession goes to the eldest married couple with at least 50% Raaneki ancestry on both sides.



    Lyra Serendel [TheWombatOfDoom]
    Age: 74
    Family Tree: Here
    Regions Controlled: Lyradis (#13)
    Succession: Child most capable at ruling inherits (only oldest three eligible).



    Mormaer Razkai II [Silverbit]
    Age: ???
    Family Tree: None
    Regions Controlled: Razdis (#13 underground)
    Succession: Oldest child inherits.



    Humperdink, Doge of Guilder [SamBurke]
    Age: ???
    Family Tree: None
    Regions Controlled: #14
    Succession: Richest man in the country inherits?



    Rogar Cardion [Arutha]
    Age: ???
    Family Tree: Here.
    Regions Controlled: Pryonia (#16A), Galie-Noiret (#16B)
    Succession: Oldest child inherits.



    Duke Ironfang Van Troven [Tychris1]
    Age: 59
    Family Tree: Here
    Regions Controlled: Sympolemou (#18)
    Succession: Oldest child inherits.



    Lord Cedrik Bordeux [Lord_Burch]
    Age: 54
    Family Tree: Here
    Regions Controlled: Bordeux (#20), Solus (#40)
    Succession: Oldest son inherits.



    Princess Idrisa Toranath, Regent of Ashenia [Elemental]
    Age: 74
    Family Tree: Here
    Regions Controlled: Ashenia (#22), Hazaria (#28), Kyaralath (#44)
    Succession: Oldest child inherits.



    Chief Talon Char [Aeternus]
    Age: ???
    Family Tree: None
    Regions Controlled: Tar (#24)
    Succession: Oldest child inherits.



    Amber Grant [lt_murgen]
    Age: 56
    Family Tree: None
    Regions Controlled: The Jeweled Cities (#25)
    Succession: Council delagates next heir.



    Kach´tu, Chief of Scla´ca [Shnur]
    Age: 67
    Family Tree: Here
    Regions Controlled: Scla´ca (#27)
    Succession: Oldest child inherits.



    King Apahulucta [moossabi]
    Age: 55
    Family Tree: None
    Regions Controlled: Alydaxis (#29)
    Succession: Oldest child inherits.



    Chief Hierarch Zanper Fidious the Holy [Rizban]
    Age: ???
    Family Tree: None.
    Regions Controlled: Saltiere (#35)
    Succession: Oldest child inherits.



    Potentate Kelarth the Conqueror [Lorick]
    Age: 76
    Family Tree: Here.
    Regions Controlled: United Lacertian Dominion (#45)
    Succession: Oldest child inherits, may be challenged in combat by siblings.



    High Priestess Fabula [HisHolyAngel]
    Age: 45
    Family Tree: None
    Regions Controlled: Sycia, (#50)
    Succession: Nationwide search for next pristess, based on mystic signs when she is born. When found, the current high priestess adopts her heir. Raised to be the next High Priestess, when she dies, and inherits the title and the Rod of Yphine is passed to her.



    Athelmark, King of the Jarrs [Aedilred]
    Age: 56
    Family Tree: Here.
    Regions Controlled: Kingdom of Jarr (#62)
    Succession: Oldest child inherits.



    Kalderdan Ringmaker [ForzaFiori]
    Age: 44
    Family Tree: None
    Regions Controlled: Mulharam (#64)
    Succession: Oldest child inherits.

    Last edited by TheWombatOfDoom; 2014-04-22 at 08:37 AM. Reason: Updating for Round 10
    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)

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

    Join Date
    May 2012
    Location
    Aldain
    Gender
    Male

    Default Re: EMPIRE! Community World-Building Game IV

    Trade & Resources

    This post is updated as of the year 380!



    #
    Kingdom
    Region
    Name
    Player
    Race
    Needed
    Resource
    P1 Gunung Mictlanpa Chacmon Flame Berapi
    Humans
    Wheat
    P2 - Wenyavuk aspi Human Metal
    P3 Sympol - Tychris1 - -
    P4 - - - - -
    P5 - - - - -
    P6 - - - - -
    P7 - - - - -
    P8 - - - - -
    01 Gunung Gunung Chacmon Flame Berapi Wood
    02
    (above)
    Celero Celero Logic Human Grain
    02
    (below)
    Celero Bereginia Logic Beregines Wood
    03 Triumvirate Nyroth QuintonBeck Humans
    Lizardfolk
    Stone
    04
    (above)
    Hurosha Empire Kasumor WaylanderX Human
    Fae (Cloudiz)
    Food
    04
    (below)
    Hurosha Empire Shikurai WaylanderX Elves
    Goblins
    Fabrics
    05
    (above)
    - The Heartwaste NPC Fae/Vampire/Werewolves Wood
    05
    (below)
    Razdis Eyrecradia Silverbit Elves (Gem, Ore and Moss) Food
    06 Triumvirate Woodwind QuintonBeck Human Platinum
    07
    (above)
    - Calorum Chief Human Fuels
    (Coal, Ect.)
    07
    (below)
    Hurosha Empire Gwrîstîn WaylanderX Menhîrin Creatures
    08 Triumvirate Aloren QuintonBeck Human Metals
    09 Triumvirate Genivana zabbarot Human
    Mawa
    Metals
    10 Triumvirate Hrathan-Tuor ImperatorV Human Fruits/Vegetables
    11
    (above)
    Raaneka Raaneka Zap Dynamic Human Meat
    11
    (below)
    Raaneka Ayava Zap Dynamic Gnomes Light
    12 Raaneka Qarimos Zap Dynamic Human Wood
    13
    (above)
    Kingdom of Serendel Lyradis TheWombatOfDoom Human
    Half-Dwarf
    Metals
    13
    (below)
    Razdis Razdis Silverbit Dwarf
    Half-Dwarf
    Wood
    14
    (above)
    Guilderene Empire Guilder SamBurke Human Craftsmen
    14
    (below)
    Razdis Elbaraz Silverbit Half Dwarves Food
    15
    (above)
    Hurosha Empire Zargrim WaylanderX Goblins Food
    15
    (below)
    - Keldagrim Silver Ablaze Dwarf Cloth
    16
    (above)
    Pyronia Pryonia Arutha Human Food
    16
    (below)
    Pryonia Galie-Noiret Arutha Dwarves Coal
    17
    (above)
    Empire of Sanctuary Tekorva NPC Human Grains
    17
    (below)
    Empire of Sanctuary Yorukuni NPC Demihuman Wood
    18
    (above)
    Sympol Sympolemou Tychris1 Sympol (Ratfolk) Meat
    18
    (below)
    Sympol - Tychris1 - -
    19 Kingdom of Serendel Domhan Abhaile TheWombatOfDoom Human Fine Clothing
    20
    (above)
    Bordeux Concordant Bordeux Lord_Burch Human Food
    20
    (below)
    - - - - -
    21
    (above)
    Razdis Sulvan Primarchy Silverbit Dwarf Food
    21
    (below)
    - - - - -
    22 Kingdom of Ashenia Ashenia Elemental Human Iron
    23 Bordeux Concordant Crima Lord_Burch Human Wood
    24 AQUA Tar lt_murgen Quill Precious Metals
    25 AQUA The Jeweled Cities lt_murgen Human
    (adapted)
    Iron
    26 Bordeux Concordant Cassia Lord_Burch Human Metals
    27 - Scla´ca Shnur Lizardfolk Stone
    28 Kingdom of Ashenia Hazaria Elemental Human Spices
    29 Alydaxan Dominion Alydaxis moossabi Lizardfolk Stone
    30 Triumvirate Grizzland ImperatorV Humans
    Orcs
    ???
    31 Kingdom of Serendel Grmanhil TheWombatOfDoom Orcs Wheat
    32 Kingdom of Serendel Selyra TheWombatOfDoom Human Food
    33 Protectorate of the Salterri Empire - - - -
    34 Salterri Imperium Bor-teire NPC - -
    35 Salterri Imperium Salteire Rizban Human Food
    36 Salterri Imperium Aus-Teire NPC - -
    37 Salterri Imperium Pontensulae NPC - -
    38 Salterri Imperium Penoccident NPC - -
    39 Celero Propinlonge Logic - -
    40 Bordeux Concordant Solus Lord_Burch Human Wood
    41 Alydaxan Dominion Glirfrey moossabi Lizardfolk Wood
    42 - - - - -
    43 Kingdom of Ashenia Angan Anvale Elemental Human Cloth
    44 Kingdom of Ashenia Kyaralath Elemental Human Copper
    45 - United Lacertian Dominion NPC Lizardfolk Herbs
    46 Gunung - Chacmon - -
    47
    (above)
    - Niskovia Kitsanth Niskans Wood
    47
    (below)
    Fera Halja Rain Dragon Haljans Art
    48 - - - - -
    49 Bordeux Concordant Errelosse Lord_Burch Giants Alchohols
    50 - Sycia HisHolyAngel Catfolk Silk
    51 - Felitoria NPC Catfolk
    Drakefolk
    Coal
    52 - GLWIH NPC Lesser Tieflings Food
    53 Guilderene Empire Rannara SamBurke Human Food
    54 Guilderene Empire Maos SamBurke Human Cheap Metals
    55 - - - - -
    56 Glazfell Hegemony Skarval BladeofOblivion Frost Berapi
    Catfolk
    Humans
    Metal
    57 Glazfell Hegemony Frosskov BladeofOblivion Frost Berapi
    Catfolk
    Werewolves
    Meat
    58 Glazfell Hegemony Estglaz BladeofOblivion Frost Berapi Wood
    59 Glazfell Hegemony Glazfell BladeofOblivion Frost Berapi Crops
    60 Kingdom of Serendel Borlmyn TheWombatOfDoom Merfolk Clay
    61 Kingdom of Serendel Requiem - - -
    62
    (above)
    Protectorate of the Salterri Empire Kingdom of the Jarrs Aedilred Human Grains
    62
    (below)
    - - - - -
    63
    (above)
    Salterri Imperium Discordia NPC - -
    63
    (below)
    - - - - -
    64
    (above)
    Protectorate of the Salterri Empire Relic - - -
    64
    (below)
    - Mulharum ForzaFiori Dwarves Wood
    65 Protectorate of the Salterri Empire Minotron - - -
    66 Protectorate of the Salterri Empire - - - -
    67 Protectorate of the Salterri Empire - - - -
    68
    (above)
    Protectorate of the Salterri Empire - - - -
    68
    (below)
    - - - - -
    69 Protectorate of the Salterri Empire - - - -
    70 Bordeux Concordant Valterre Lord_Burch Elves Meat

    Current Nations:
    Spoiler
    Show


    Wenyavuk
    Region P2
    People: Human
    Resources:
    • [Great 4/6] Wooly Mammoth (Furs, Leather, Mount),
    • [Good 3/3] Amber.

    Import necessity/great desire: Metals.
    Imports: Wood [Nyroth], Cotton [Kasumor], Fruit [Jeweled Cities], Iron (as steel) [Gunung], Bronze [Elbaraz], Mithril [Razdis], Grain [Lyradis]



    Gunung
    Region 1, 46 & P1, Chacmon

    Gunung
    People: Flame Berapi [demihuman] (fiery humans), Itzli culture.
    Resources:
    • [Great 4/6] Adamantine,
    • [Good 3/3] Iron,
    • [Good 2/3] Obsidian,
    • [Good 2/3] Crops.

    Import necessity/great desire: Wood
    Imports: Wood [Celero], Fish [Celero], Cotton [Kasumor], Boar [Woodwind], Bronze [Guilder], Coal [Pryonia], Wood [Genivana], Inventors [Guilder], Wooly Mammoths [Wenavuk].
    ---
    ???
    People: ??? (???), ??? culture.
    Resources:
    • [Good 0/3] ???,
    • [Good 0/3] ???,
    • [Good 0/3] ???.

    Import necessity/great desire: ???.
    Imports: --
    ---
    Mictlanpa
    People: Flame Berapi [demihuman] and Human, Inuit culture.
    Resources:
    • [Good 0/3] Fish

    Import necessity/great desire: Wheat
    Imports: None



    Celero, the Kingdom of [link]
    Region 2A & 2B, Logic
    People: Human (lean, fair-skinned and -haired), Celerese culture.
    Resources:
    • [Good 1/3] Wood,
    • [Good 1/3] Iron,
    • [Good 1/3] Fish
    • [Good 1/3] Griffons.

    Import necessity/great desire: Grain.
    Imports: Crops [Gunung], Obsidian [Gunung], Vegetables [Genivana], Craftsmen [Lyradis], Adamantine (worked) [Gunung], Wood [Guilder].
    ---
    Bereginia
    People: Beregines [demihuman] (slender mammalians, roughly 3 feet tall), Beregine culture.
    Resources:
    • [Good 0/3] Light crystals,
    • [Good 0/3] Granite,
    • [Good 0/3] Iron.

    Import necessity/great desire: Wood.
    Imports: --
    ---
    Propinlonge
    People: ??? (???), ??? culture.
    Resources:
    • [Good 0/3] ???,
    • [Good 0/3] ???,
    • [Good 0/3] ???.

    Import necessity/great desire: ???.
    Imports: --



    Hurosha Empire
    Region 4A, 4B, 7B & 15A, WayladerX

    Kasumor
    People: Human (tall, light-skinned) and Cloudiz-blood Humans [demihuman] (with fish-like tails, gills or dragonfly-like wings), Kasumori culture.
    Resources:
    • [Good 3/3] Huge insects,
    • [Good 0/3] Shintouite stone,
    • [Good 3/3] Alchemical compounds,
    • [Good 3/3] Cotton (from plant-sheep).

    Import necessity/great desire: Food.
    Imports: Craftsmen [Lyradis], Grain [Guilder], Iron [Keldagrim], Fish [Tekorva], Brass [Tekorva], Inventors [Guilder], Adamantine (worked) [Gunung], Amber [Wenyavuk], Squid [Shikurai], Lead [Gwrystin], Quartz [Gwrystin], Sandstone [Raaneka]
    ---
    Shikurai
    People: Ore and Gem Elves and Goblins, Eyrecradian and Zargrimian culture.
    Resources:
    • [Great 2/6] Squid,

    Import necessity/great desire: Fabric.
    Imports:Phoenixes [Zargrim], Furs [Zargrim]
    ---
    Gwrîstîn
    People: Menhîrin (Stone beings), Gwrîstîn Culture
    Resources:
    • [Good 1/3] Lead
    • Good 1/3 Quartz

    Import necessity/great desire: Creatures
    Imports: Obsidian [Gunung]
    ---
    Zargrim
    People: Gobiln, Zargrimian culture.
    Resources:
    • [Good 1/3] Furs
    • Good 1/3 Phoenixes

    Import necessity/great desire: Food
    Imports: Boar [Woodwind], Coal [Razdis], Squid [Shikurai]



    Ignato Empire
    Region 3, 6 & 8, QuintonBeck

    Nyroth
    People: Human (silvery-white skin, pink hair, don't sleep) and Lizardfolk [nonhuman], Nyrothi culture.
    Resources:
    • [Good 2/3] Wood,
    • [Good 0/3] Spices,
    • [Good 2/3] Silk.

    Import necessity/great desire: Stone.
    Imports: Amber [Wenyavuk], Heartwine [Raaneka], Stone [Tekorva], Kelp Oil [Jeweled Cities]
    ---
    Woodwind
    People: Human (tall, dark-skinned, brown- or green-eyed), Woodwind culture, Human, Alorese culture.
    Resources:
    • [Good 2/3] Boar (including dire),
    • [Good 1/3] Fish,
    • [Good 1/3] Wood,

    Import necessity/great desire: Platinum
    Imports: Iron (forged into steel) [Gunung], Huge Insects [Kasumor], Platinum [Eyrecradia], Adamantine (worked) [Gunung], Olive Oil [Solus].
    ---
    Aloren
    People: Human, Alorese culture.
    Resources:
    • [Good 0/3] Fish,
    • [Good 1/3] Spices,
    • [Good 2/3] Goats.

    Import necessity/great desire: Metals
    Imports: Vegetables [Genivana], Gold [Scla'ca], Silver [Alydaxia].



    Calorum
    Region 7, Chief
    People: Humans (tan, dark-haired, men often bearded), Calori culture.
    Resources:
    • [Good 0/3] Salt,
    • [Good 1/3] Marble,
    • [Good 1/3] Cows.

    Import necessity/great desire: Fuels (apart from wood).
    Imports: Coal [Pryonia], Faith objects [Pryonia].



    Genivana, the Kingdom of
    Region 9, zabbarot
    People: Human (tall, dark-skinned, dark- or red-haired) and mawa [demihuman] (description), Genivana culture.
    Resources:
    • [Good 2/3] Vegetables,
    • [Good 1/3] Wood,
    • [Good 0/3] Fish,
    • [Good 0/3] Current Pepper.

    Import necessity/great desire: Metals.
    Imports: Iron [Celero], Adamantine [Gunung], Goats [Aloren], Fine Crafted Goods [Hrathan-Tuor]



    Hrathan and Tuor, the Land of the Nine Guilds
    Region 10 & 30, ImperatorV

    Hrathan and Tuor
    People: Human (light of skin, dark hair for undergrounders, blonde is common, red is seen within guildmaster families), Hrathanesse culture.
    Resources:
    • [Good 1/3] Fine crafted goods/luxury items (metalwork, pottery, leather, jewelry and clothing),
    • [Good 0/3] Basilisks (venomous),
    • [Good 0/3] Assassins' guild services.

    Import necessity/great desire: Fruit/vegetables.
    Imports: Vegetables [Genivana]
    ---
    Grizzland
    People: Human (tall, dark-skinned, dark- or red-haired) and Orcs, Grizzlandian culture.
    Resources:
    • [Good 0/3] Grain[/SIZE],
    • [Good 0/3] Dire Crabs.

    Import necessity/great desire: Fruit/vegetables.
    Imports: --



    Raaneka
    Region 11 & 12, Zap Dynamic

    Raaneka
    People: Humans
    Resources:
    • [Good 6/6] Heartwine,
    • [Good 3/3] Lumber,
    • [Good 3/3] Sandstone(colored),
    • [Good 1/3] Berundas (Firebirds).

    Import necessity/great desire: Livestock.
    Imports: Clay Pottery [Lyradis], Ships [Qarimos], Horses [Crima], Gold [Scla' ca], Gems [The Jeweled Cities], Bees [Grmanhil], Glass [Solus], Silk [Nyroth], Bronze [Guilder], Athletes [Maos], Mithril [Razdis], Alchemical Components [Kasumor], Kelp Oilve-Oil [Jeweled Cities]
    ---
    Qarimos
    People: Humans (tall, thin, olive-skinned), Sea People culture.
    Resources:
    • [Good 1/3] Spices,
    • [Good 2/3] Elephants,
    • [Good 1/3] Ships.

    Import necessity/great desire: Wood.
    Imports: Wood [Domhan Abhaile], Wood [Sympolemou], Clay (Brick/Pottery) [Lyradis], Iron [Razdis], Iron [Grmanhil]
    ---
    Ayava
    People: Gnomes, Sea People culture.
    Resources:
    • [Good 0/3] Scholars,
    • [Good 0/3] Mushroom Trees,
    • [Good 0/3] Cave Cats.

    Import necessity/great desire: Light.
    Imports: --



    Kingdom of Serendel
    Region 13, 19, 31, 32, 60 & 61, TheWombatOfDoom

    Lyradis
    People: Human (thick build, tanned skin, dark hair, brown- or green-eyed), Lyradissian culture.
    Resources:
    • [Good 2/3] Clay objects,
    • [Great 4/6] Grain,
    • [Good 3/3] Craftsmen.

    Import necessity/great desire: Metals.
    Imports: Coal [Razdis], Iron [Tekorva], Giant Insects [Kasumor], Griffons [Celero], Elephants [Qarimos], Wine [Raaneka], Bronze [Guilder], Rhinos [Selyra], Mithril [Razdis], Wooly Mammoths [Wenyavuk]
    ---
    Domhan Abhaile
    People: Human (fair-skinned, red- or brown-haired, often braided), Priomhcine culture.
    Resources:
    • [Good 1/3] Fish,
    • [Good 2/3] Wood,
    • [Good 0/3] Goats.

    Import necessity/great desire: Fine clothes.
    Imports: Spices [Qarimos], Iron [Razdis], Coal [Razdis], Iron [Sympolemou].
    ---
    Grmanhil
    People: Orcs
    Resources:
    • [Good 1/3] Iron,
    • [Good 0/3] Sheep (Wool),
    • [Good 1/3] Bees (Honey, Mead).

    Import necessity/great desire: Wheat.
    Imports: Elephants [Qarimos], Wood [Raaneka]
    ---
    Selyra
    People: Human (), culture.
    Resources:
    • [Good 2/3] Rhinos,
    • [Good 0/3] Abyssium.

    Import necessity/great desire: Food
    Imports: Grain [Lyradis]
    ---
    Borlmyn
    People: Merfolk ( ), amphibious culture.
    Resources:
    • [Great 0/6] Giant Pistol Shrimp

    Import necessity/great desire: Clay
    Imports: Fired Clay [Lyradis]
    ---
    Requiem
    People: Human (thick build, tanned skin, dark hair, brown- or green-eyed), Orcs; Lyradissian culture.
    Resources:
    • [Good 2/3] Clay,
    • [Good 0/3] Horses
    • Good 0/3 ???.

    Import necessity/great desire: Food
    Imports: Fired Clay [Lyradis]



    Razdis
    Region 5B, 13B, 14B & 21, Silverbit

    Eyrecradia
    People: Gem Elves [demihuman] (obsidian skin, hair and eyes colored like precious gems), Ore Elves [demihuman] (stone-grey skin, metal-colored hair and eyes) and Moss Elves [demihuman] (pale grey skin, green eyes, beige-/green-/white-/red-haired, bioluminescent blood), Eyrecradian culture.
    Resources:
    • [Good 1/3] Platinum,
    • [Good 0/3] Mushrooms,
    • [Good 0/3] Moss,
    • [Good 0/3] Opal.

    Import necessity/great desire: Food.
    Imports: Wood [Woodwind]
    ---
    Razdis
    People: Dwarves [demihuman] (grey-black skin; grey-/rusty red-/black-haired, black-; orange- or blue-eyed), Razdissi culture.
    Resources:
    • [Good 0/3] Stone,
    • [Good 3/3] Iron,
    • [Good 3/3] Coal,
    • [Good 3/3] Mithril.

    Import necessity/great desire: Wood.
    Imports: Grain [Lyradis], Wood [Domhan Abhaile], Wood [Raaneka], Ships [Qarimos], Heartwine [Raaneka], Rhinos [Selyra], Mammoths [Wenyavuk], Wood [Tar].
    ---
    Elbaraz
    People: Half Dwarves, Guilderine culture.
    Resources:
    • [Good 1/3] Tin
    • [Good 1/3] Copper

    Import necessity/great desire: Food
    Imports: Amber [Wenavuk]
    ---
    Sulvan's Fury
    People: Dwarves [demihuman] (the long-lived Sulvai dwarves), Sulvai culture.
    Resources:
    • [Good 3/3] Iron,
    • [Good 3/3] Coal,
    • [Good 3/3] Mithril.

    Import necessity/great desire: Food.
    Imports: Cedar wood [Bordeux], Furs [Bordeux], Gold [Bordeux], Dairy products [Ashenia], Silver [Ashenia], Horses [Crima], Grains [Crima], Stone [Crima], Books [Ashenia], Sulfur [Bordeux].



    Guilder
    Region 14, 53 & 54 SamBurke

    Guilder
    People: Human (large variety), no single unifying culture.
    Resources:
    • [Good 2/3] Wood,
    • [Good 1/3] Crops,
    • [Good 3/3] Bronze (copper and tin mines).
    • [Good 3/3] Inventors

    Import necessity/great desire: Skilled laborers and craftsmen.
    Imports: Iron (forged into steel) [Gunung], Alchemical components [Kasumor], Craftsmen [Lyradis], Adamantine [Gunung], Heartwine [Raaneka]
    ---
    Rannara
    People: Human (pale, small of stature), Rannaran culture.
    Resources:
    • [Good 0/3] Magnetite

    Import necessity/great desire: Food
    Imports: None
    ---
    Maos
    People: Human, Maian culture.
    Resources:
    • [Good 0/3] Dinosaurs
    • [Good 1/3] Athletes

    Import necessity/great desire: Cheap Metals
    Imports: Berundas [Raaneka]



    Keldagrim
    Region 15, Silver Ablaze
    People: Dwarves [demihuman] (even women have hints of beard), Keldagrim culture.
    Resources:
    • [Good 0/3] Goats,
    • [Good 0/3] Gold,
    • [Good 0/3] Iron.

    Import necessity/great desire: Cloth.
    Imports: Huge Insects [Kasumor].



    Pryonia
    Region 16A & 16B, Arutha

    Pryonia
    People: Human (short, fair-skinned, dark-haired), Pryonic culture.
    Resources:
    • [Good 3/3] Coal,
    • [Good 0/3] Crystal,
    • [Good 1/3] Flame- and faith-related objects.

    Import necessity/great desire: Food.
    Imports: Crops [Gunung], Marble [Calorum], Cows [Calorum], Fish [Tekorva].
    ---
    Galie-Noiret
    People: Dwarves, Noiretian culture.
    Resources:
    • [Good 0/3] Sulfur
    • [Good 0/3] Nitrates

    Import necessity/great desire: Coal
    Imports: None



    Empire of Sanctuary
    Region 5A, 17A, & 17B, NPC

    The Heartwaste
    People: Fae/vampire/werewolf mix [demihuman] (western badlands: dusky skin, dark hair, brown eyes; eastern mountains: pale, light-haired, green eyes), Heartwaste culture.
    Resources:
    • [Good 0/3] Precious gems,
    • [Good 0/3] Bloodfire (volatile, viscous red liquid),
    • [Good 0/3] Stone.

    Import necessity/great desire: Wood.
    Imports: Platinum [Eyrecradia], Brass [Tekorva]
    ---
    Tekorva
    People: Humans (tan, pale-haired), Tekorvite culture.
    Resources:
    • [Good 1/3] Stone,
    • [Good 1/3] Iron,
    • [Good 2/3] Fish.
    • [Good 1/3] Brass (copper and zinc mines)

    Import necessity/great desire: Rice.
    Imports: Grain [Lyradis], Coal [Pryonia], Cotton [Kasumor], Alchemical Components [Kasumor], Wood [Nyroth], Bloodfire [Heartwaste], Wood [Guilder]
    ---
    Yorukuni
    People: Demihuman, Yorukuni culture.
    Resources:
    • [Good 0/3] Kinu Kuroth (silk wyrms)

    Import necessity/great desire: Wood
    Imports: None



    Sympolemou
    Region 18, Tychris1
    People: Sympol [nonhuman] (Ratfolk), Sympol culture.
    Resources:
    • [Good 1/3] Iron,
    • [Good 1/3] Wood,
    • [Good 0/3] Crops(Vegetables)
    • [Good 0/3] Monsterous Rodents.

    Import necessity/great desire: Meat.
    Imports: Ships [Qarimos], Fish [Domhan Abhaile].




    Bordeux Concordant
    Region 20A, 23, 26, 40, 49 & 70, Lord_Burch

    Bordeux
    People: Humans (tall, red-haired), Bordeusi culture.
    Resources:
    • [Good 3/3] Cedar wood,
    • [Good 3/3] Furs,
    • [Good 3/3] Gold.
    • [Good 3/3] Sulfur

    Import necessity/great desire: Food.
    Imports: Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Dairy products [Ashenia], Horses [Ashenia], Silver [Ashenia], Grains [Crima], Stone [Crima], Books [Ashenia].
    ---
    Crima
    People: Human (lean, dark-skinned and -haired, brown-/hazel-/green-eyed), Cree culture (sometimes called Crimar by outsiders).
    Resources:
    • [Good 3/3] Horses,
    • [Good 3/3] Grains,
    • [Good 3/3] Stone.

    Import necessity/great desire: Wood.
    Imports: Furs [Bordeux], Gold [Bordeux], Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Dairy products [Ashenia], Horses [Ashenia], Silver [Ashenia], Books [Ashenia], Sulfur [Bordeux], Wine [Raaneka], Wood [Raaneka].
    ---
    Cassia
    People: Human (short of stature), Solusi culture.
    Resources:
    • [Great 0/6] Goats

    Import necessity/great desire: Metals
    Imports: None
    ---
    Solus
    People: Human (short of stature), Solusi culture.
    Resources:
    • [Good 1/3] Olive Oil
    • [Good 2/3] Glass

    Import necessity/great desire: Wood
    Imports: Wood [Raaneka], Fish [Woodwind],
    ---
    Errelosse
    People: Giants, Errelossian culture.
    Resources:
    • [Good 0/3] Cattle
    • [Good 0/3] Nyx Hounds

    Import necessity/great desire: Alchohol
    Imports:--
    ---
    Valterre
    People: Elves, Valterri culture.
    Resources:
    • [Good 0/3] Precious Stones
    • [Good 0/3] Marble

    Import necessity/great desire: Meat
    Imports: --



    Kingdom of Ashenia
    Region 22, 28, 43 & 44, Elemental

    Ashenia
    People: Human (pale skin, dark-haired, grey- or blue-eyed), Ashenite culture.
    Resources:
    • [Good 3/3] Dairy Cows (and thus dairy products, especially cheese),
    • [Good 2/3] Horses,
    • [Good 3/3] Silver,
    • [Good 3/3] Books.

    Import necessity/great desire: Iron.
    Imports: Cedar wood [Bordeux], Furs [Bordeux], Gold [Bordeux], Iron [Sulvan Primarchy], Coal [Sulvan Primarchy], Mithril [Sulvan Primarchy], Horses [Crima], Grains [Crima], Stone [Crima], Sulfur [Bordeux], Glass [Solus]
    ---
    Hazaria
    People: Human, Hazarian culture.
    Resources:
    • [Great 0/6] Salt

    Import necessity/great desire: Spice
    Imports: None
    ---
    Angan Anvale
    People: Human, Draganan culture.
    Resources:
    • [Good 0/3] Void Beasts
    • [Great 0/6] Wheat

    Import necessity/great desire: Copper
    Imports: None
    ---
    Kyaralath
    People: Human, Kyaralathi culture.
    Resources:
    • [Good 0/3] Hallucinatory Flowers

    Import necessity/great desire: Copper
    Imports: None



    Ancestral Quill Unification Alliance
    Region 24 & 25, lt_murgen

    The Jeweled Cities
    People: Islanders [demihuman] (tall, broad, dark, some with exotic eyes and hair, resemble the Woodwind and Crimar peoples, have webbed hands and feet), Human (large variety).
    Resources:
    • [Great 3/6] Kelp-Olive Oil,
    • [Good 2/3] Gemstones (amber, turquoise, opal and pearls),
    • [Good 1/3] Fruits.

    Import necessity/great desire: Iron.
    Imports: Wine [Raaneka], Ordinarium [Alydaxis], Wooly Mammoth [Wenyavuk], Silk [Nyroth], Inventors [Guilder], Sandstone [Raaneka]
    ---
    Tar
    People: Quill [demihuman] (tall, lithe, dark-haired/-skinned, athletic), Quill culture.
    Resources:
    • [Good 1/3] Wood,
    • [Good 0/3] Tar,
    • [Good 0/3] Meat.

    Import necessity/great desire: Precious metals.
    Imports: Iron [Razdis]



    Scla´ca
    Region 27, Shnur
    People: Lizardfolk (dark green scales, brown spots or strips)
    Resources:
    • [Good 0/3] Wood (Tropical),
    • [Good 3/3] Gold,
    • [Good 0/3] Herbs (medical, poisonous, etc.).

    Import necessity/great desire: Stone.
    Imports: Sandstone [Raaneka], Goats [Aloren], Ordinarium [Alydaxis].



    Alydaxan Dominon
    Region 29 & 41, moossabi

    Alydaxis
    People: Lizardfolk (spikes on tail)
    Resources:
    • [Good 2/3] Ordinarium,
    • [Good 0/3] Wood,
    • [Good 1/3] Silver,
    • [Good 0/3] Ancient Artifacts.

    Import necessity/great desire: Stone.
    Imports: Spices [Aloren], Gold [Scla' ca], Kelp Oil [The Jeweled Cities].
    ---
    Glirfrey
    People: Lizardfolk (spikes on tail)
    Resources:
    • [Good 2/3] Girrafes,
    • [Good 0/3] Kralax.

    Import necessity/great desire: Wood.
    Imports: ---



    ???
    Region 30
    People:
    Resources:
    • [Good 0/3] ???,
    • [Good 0/3] ???,
    • [Good 0/3] ???.

    Import necessity/great desire: ???.
    Imports: --



    Salteire
    Region 35, Rizban
    People: Human (lean, wirey), Salterri culture
    Resources:
    • [Good 1/3] Salt,
    • [Good 0/3] Gold
    • [Good 0/3] Silver

    Import necessity/great desire: Food.
    Imports: ---



    United Lacertian Dominion
    Region 45, NPC
    People: Lizardfolk (long tailed, live birth)
    Resources:
    • [Good 0/3] Iron,
    • [Good 0/3] Adamantine,
    • [Good 0/3] Great Lizards.

    Import necessity/great desire: Herbs.
    Imports: --



    Holy Kingdom of Sycia
    Region 50, HisHolyAngel
    People: Catfolk
    Resources:
    • [Good 0/3] Pegasi,
    • [Good 0/3] Gems,
    • [Good 1/3] Grain.

    Import necessity/great desire: Silk.
    Imports: Bronze [Glazfell]



    Felitora
    Region 51, NPC
    People: Catfolk, Dragonfolk, Beastfolk, Felitoran culture.
    Resources:
    • [Good 0/3] Crystal,
    • [Good 0/3] Wood,
    • [Good 0/3] Furs.

    Import necessity/great desire: Coal.
    Imports: --



    Glazfell Hegemony
    Region 56, 57, 58 & 59, BladeofObliviom

    Skarval
    People: Frost Berapi [Demihuman] (icy humans), Catfolk, Goblins, Humans; Skarvali culture
    Resources:
    • [Good 0/3] Herbs,
    • [Good 0/3] Stone.

    Import necessity/great desire: Metals.
    Imports: --
    ---
    Frosskov
    People: Frost Berapi [Demihuman] (icy humans), Catfolk, Werewolves; Frosskovian culture
    Resources:
    • [Good 0/3] Silk,
    • [Good 0/3] Wood.

    Import necessity/great desire: Meat.
    Imports: --
    ---
    Estglaz
    People: Frost Berapi [Demihuman] (icy humans), Estglazzi culture
    Resources:
    • [Good 0/3] Silver,
    • [Good 0/3] Gold.

    Import necessity/great desire: Wood.
    Imports: --
    ---
    Glazfell
    People: Frost Berapi [Demihuman] (icy humans), Galzfelli culture
    Resources:
    • [Good 1/3] Bronze,
    • [Good 0/3] Tear of Yphine (Crystals),
    • [Good 0/3] Meat (Megafuana).

    Import necessity/great desire: Crops.
    Imports: Grain [Sycia]



    Kingdom of the Jarrs
    Region 62, Aedilred
    People: Human (tall, slender), Jarrow culture
    Resources:
    • [Good 3/3] Timber,
    • [Good 3/3] Limestone,
    • [Good 3/3] Dyes.

    Import necessity/great desire: Grains.
    Imports: ---



    Mulharum
    Region 64B, ForzaFiori
    People: Dwarves, Mularuhm culture
    Resources:
    • [Good 0/3] Shellfish,
    • [Good 0/3] Mithril,
    • [Good 0/3] Gold.

    Import necessity/great desire: Wood.
    Imports: ---
    Last edited by TheWombatOfDoom; 2014-04-24 at 11:39 AM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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    (you can't take the sky from me)

  5. - Top - End - #5
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    May 2012
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    Aldain
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    Default Re: EMPIRE! Community World-Building Game IV

    Alliances


    Spoiler
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    #
    Region Name
    Player
    Alliances
    P2 Wenyavuk aspi
    • Polar Peace Pact
    01
    P1
    46
    Gunung Chacmon
    • The Grand Coalition
    • UN Peace Treaty
    • Polar Peace Pact
    02A
    02B
    Celero Logic
    • Celero/Guilder Treaty
    • The Grand Coalition
    • The Treaty of Apology
    • Treaty of Wind and Stone
    04A
    04B
    07B
    15A
    Hurosha Empire WaylanderX
    • Treaty of Wind and Stone
    • The Grand Coalition
    • Kasumor-Tekorva Treaty
    • Treaty of Awakening
    • UN Peace Treaty
    03
    06
    08
    Ignato Empire QuintonBeck
    • Treaty of Wind and Stone
    • The Grand Coalition
    • The Alliance of Scale & Sky
    • The Southern Triumvirate
    • Ignato/Sanctuary Treaty
    • Agreement of Sun and Horizon
    • UN Peace Treaty
    07 Calorum Chief
    • Calorum/Genivana/Tuor Treaty
    • The Grand Coalition
    09 Genivana zabbarot
    • Calorum/Genivana/Tuor Treaty
    • The Southern Triumvirate
    10 Hrathan-Tuor ImperatorV
    • Calorum/Genivana/Tuor Treaty
    • The Southern Triumvirate
    11 Raaneka Zap Dynamic
    • The Dawn League
    12 Qarimos NPC
    • Alliance of the Mended Mast
    • The Dawn League
    13A
    32
    60
    Lyradis TheWombatOfDoom
    • Disian Alliance
    • Lyradis/Tekorva Treaty
    • The Treaty of Apology
    • Alliance of the Mended Mast
    • The Dawn League
    • Grand Coalition
    5B
    13B
    14B
    21
    Razdis Silverbit
    • Disian Alliance
    • Silver Pact
    • The Dawn League
    • Union of the North
    14
    53
    54
    Guilder SamBurke
    • Celero/Guilder Treaty
    • The Grand Coalition
    • Treaty of Awakening
    15B Keldagrim Silver Ablaze
    • Silver Pact
    • The Grand Coalition
    16A
    16B
    Pryonia Arutha
    • The Grand Coalition
    • Pyronia/Tekorva Treaty
    5A
    17A
    17B
    Empire of Sanctuary NPC
    • Lyradis/Tekorva Treaty
    • Pyronia/Tekorva Alliance
    • Kasumor-Tekorva Treaty
    • Ignato/Sanctuary Treaty
    • Treaty of Awakening
    P3
    18A
    18B
    Sympolemou Tychris1
    • None
    19 Domhan Abhaile NPC -
    20A
    23
    26
    40
    Bordeux Concordant Lord_Burch
    • Union of the North
    • Crimar-Raaneka Treaty
    • UN Peace Treaty
    22
    28
    44
    Kingdom of Ashenia Elemental
    • Union of the North
    • UN Peace Treaty
    24
    25
    AQUA lt_murgen
    • Agreement of Sun and Horizon
    27 Scla´ca Shnur
    • The Alliance of Scale & Sky
    • Saurian Alliance
    29 Alydaxis moossabi
    • The Alliance of Scale & Sky
    • Saurian Alliance
    • Alydaxis/Jeweled Treaty
    31 Grmanhil Slayerofundead
    • The Dawn League
    45 United Lacertian Dominion Lorick -
    50 Sycia HisHolyAngel -
    51 Felitora Arkhosia -
    52 GLWIH tortor -
    59 Glazfell BladeofObliviom -





    Agreement of Sun and Horizon
    Participants: Jeweled Cities and Ignato Empire
    Agreement involves the sharing of technology, mutual military defence of waters, and trade. Jeweled Cities Ocean Faring Ships Tech shared to Ignato in return for a port city on the Coast of Woodwind. Furthermore the Ignato Empire will send students to the Naval Academy of the Jeweled Cities to learn how to properly navigate and use the ships who's design has been granted to the Empire. During this time of training experts from the Jeweled Cities will assist the craftsmen of the Empire in any boat construction activities to ensure their sea-worthiness. The Jeweled Citied and the Ignato Empire jointly commit to providing non-military aid to ships in distress along their coasts.
    Trade - Jeweled City Kelp Oil for Nyrothian Silk.




    Alliance of the Mended Mast
    Participants: Lyradis and Qarimos
    Alliance is a of military alliance, and each will aid each other if one is attacked. Trade of Qarimosi Elephants for Lyradissian Clay Bricks and Pottery. Technology for ocean faring ships given to Lyradis by Qarimos. Alliance was sealed with the marriage of Jain and Alara.




    The Alliance of Scale & Sky:
    Participants: Ignato Empire, Alydaxia, and Scla'ca
    Alliance is a pact of mutual non-interference, trade and cultural exchange. All signatory nations will respect the military actions of all other signed nations and will not interfere or intervene unless their assistance is requested and given freely. The Cult of the Sky religion may be preached freely within all the lands held by the signatory nations. Trade includes Ignato Goats for Scla'ca Gold and Ignato Spices for Alydaxian Silver.




    Calorum/Genivana/Tuor Treaty:
    Participants: Calorum, Genivana, and Hrathan-Tuor Treaty
    Treaty dictates all nations involved maintain open borders and a mutual military defense between each other.




    Celero/Guilder Treaty:
    Participants: Celero and Guilder
    Treaty of Non-Interference. Guilder will not interfere with Celero's wars, and Celero will not interfere in Guilder's. Should Celero and Guilder's allies enter a war with each other, both nations will attempt to abstain from the war and will not attack each other directly. Treaty also includes a marriage pact.




    The Dawn League:
    Participants: Lyradis, Qarimos, Raaneka, Razdis and Grmanhil
    Alliance to provide all allied realms with economic advantages and mutual security on the world stage. Also agrees to allow other nations to charter technology commissions, in return for a service or payment, and members will act as envoys to affiliated regions. Alliance also establishes an alliance of mutual defense, open borders, trade, and technology sharing (on a by-permission basis) between its allied nations. Trade consists of Lyradissian Clay for Raaneki Wine, Lyradissian Grain for Razdissi Coal, Qarimosi Ships for Raaneki Sandstone, Raaneki Lumber for Razdisi Iron, Razdisi Iron for Qarimosi Ships, and Raaneki lumber for Grmanhilian Bees (Honey).




    Disian Alliance:
    Participants: Lyradis and Razdis
    Alliance is one of mutual defence and trade, and is a long standing one, and the current trade is Lyradisian Crops for Razdissi Stone. Races and peoples from both countries have intermarried some, and have a positive view of each other. Trade tunnels from the Highlands of Lyradis to the Caverns of Razdis have been errected, and both countries have assisted each other with Great Projects in the past.




    Grand Coalition:
    Participants: Kasumor, Woodwind, Gunung, Celero, Guilder, Pryonia, Calorum, Keldagrim and Lyradis
    Alliance is a united military alliance in both offensive and defensive capacities and bound together by inter-alliance trade and cultural exchange.

    Public Charter:
    • Pact of mutual military defense: All signatory nations are military allies in defense.
    • Pact of mutual non-interference: Unless agreed upon beforehand no signatory nation may interfere with the religious and other internal affairs of any other signatory nation.
    • Trading agreements: For mutual prosperity members of the Grand Coalition have extensive trading agreements. Starting Round 6: Kasumori Hovercraft Tech for Guilder Inventors, Gunung Adamantine for Guilder Inventors.


    Joining the Grand Coalition:
    If a prospecting Nation wises to become a signatory nation of the Coalition it needs to meet 3 criteria;
    1. The prospecting nation must agree to all grand Coalition arraignments and pacts.
    2. The prospecting nation must have or make a trade agreement with at least 1 signatory nation.
    3. The prospecting nation must have its application approved by all or a majority of the signatory nations.

    In case of non unanimous but majority approval the prospecting nation gains Junior signatory nation status, gaining all benefits of membership excepting a vote in Coalition decisions.
    Junior signatory nations may apply for Signatory nation status once for every 5 years of membership. This requires unanimous approval by all current Signatory Nations.
    • In case of half-1 choosing to directly oppose an applicant nation's admittance the nation will be denied admittance of even Junior Nation status.




    Ignato/Sanctuary Treaty:
    Participants: Ignato Empire and Sanctuary Empire
    Pact of Military Defense and Cooperation
    • The signatory empires pledge to aid in the defense of each other’s empire, to aid in acts aggression against those deemed by both parties of the alliance to be "Irreconcilable Threats", and in the event of war the forces of the signatory nations will be lead by the most capable military leader from either side at the time of the conflict.


    Pact of Mutual Non-Interference
    • The signatory Empires agree to at no time send to the soil of the others nation any uninvited or unwelcome entities under penalty of breaking all agreements herein this alliance, to at no time attempt to proselytize the people of the other's nation without express consent given by the ruler of the other nation and that no tribute shall be levied by either party against the other in any form.


    Trading Agreements
    • 1 stack of Nyroth Timber in exchange for 1 stack of Sanctuary Stone




    Kasumor/Tekorva Treaty :
    Participants: Kasumor and Tekorva
    Treaty of non-agression and trade. Trading Tekorvan armour in excahange for Kasumori protection from enemies not allied or trading with Kasumor. Also, trading Tekorvan Fish for Kasumori Cotton, and Tekorvan Brass for KAsumori Alchemical Components. Treaty Sealed with a betrothal of Riphal Earthguard to Kokuei of Tekorva.




    Lyradis/Tekorva Treaty:
    Participants: Lyradis and Tekorva
    Treaty involves trade of Lyradissian Grain for Tekorvan Iron, and a pact of Non-agression between the two countries.




    Polar Peace Pact
    Participants: Wenavuk, Gunung,
    Pact involves mutual non-aggression treaty between all nations, spiritual dialog between clergies and included trade agreement of Gunung Steel for Wooly Mammoths.




    Pryonia/Tekorva Alliance:
    Participants: Pyronia and Tekorva
    Peace treaty and military alliance, trade Pryonian Coal for Tekorvan Fish.




    Saurian Alliance:
    Participants: Scla’ca and Alydaxis.
    Treaty of mutual defense, freedom of movement, religon and trade. Any decisions must be by unanimous vote of the alliance’s contigents. Trade includes Scla´ca Gold to Alydaxi Ordinarium.




    Silver Pact:
    Participants: Razdis, Keldagrim and Sulvan's Fury
    Pact dictates nations involved will perform military aid for defense and in extreme circumstances aggression. It also dictates these nations have open borders to each other, so military units and trade can get through. Nations will also perform a general exchange of cultural ideas.




    The Southern Triumvirate:
    Participants: Ignato Empire, Genivana, and Hrathan-Tuor.
    Alliance of mutual military aid, cultural exchange, and trade. All signatory nations pledge mutual military cooperation in defensive actions and in mutually agreed upon actions of expansion. Each nation shall maintain sovereign control over their military forces barring times of trouble in which the most capable military leader shall take over command until the threat has been dealt with. Trade consists of Ignato Goats for Genivana Vegetables, and Genivana Vegetables for Tuorian Fine Crafted Goods.

    • Pact of Cultural Exchange

      • Seekers and other representatives of the Radurjic Faith will be free to travel freely and spread their teachings unabated across the lands of the signatory nations outside the normal constraints of local law.
      • Hrathan-Tuor merchants will be allowed to establish Guilds within the lands of the signatory nations unabated outside the normal constraints of local law.
      • Ignato Imperials will be allowed to build and establish military outposts within the lands of the signatory nations unabated outside the normal constraints of local law.
      • All citizens from all signatory nations shall be allowed free passage throughout the lands of the signatory nations.

    • Administration of the Southern Triumvirate
      • The Southern Triumvirate is run and administered by the three heads of state from the signatory nations, with each decision regarding the Triumvirate as a whole passing through a vote between the three nations. No nation may abstain so as to prevent a clear decisions and each vote counts equally among the representatives. Decisions outside the purview of the Triumvirate as a whole regarding local matters need not pass through a vote such as local trade agreements, minor exploration, or other non-coordinated actions. Any action with far reaching consequences or necessitating the aid of at least one other signatory nation must be voted on and rejection defeats the plan and removes it from being brought up again for a minimum of 5 years.
      • A 2/3 majority vote is needed to approve an action and if the declining signatory nation's participation is needed to complete the task they are compelled to lend their assistance to the best of their ability.




    The Treaty of Apology
    Participants: Celero and Lyradis
    Treaty of Non-Interference and Trade of Celerii Wood for Lyradisian Craftsmen. Lyradis will not interfere with Celero's wars, and Celero will not interfere in Lyradis'. Should Celero and Lyradis' allies enter a war with each other, both nations will attempt to abstain from the war and will not attack each other directly.




    Treaty of Awakening
    Participants: Sanctuary Empire, Guilder, and Kasumor.
    The treaty involves all signatory nations and the various protectorates of Sanctuary, and its terms are laid out as follows:

    First, Mutual Defense. All signers of this treaty agree to oppose to the Union of the North's incursions to member nations. This will be done with force if required.

    Second, Freedom from Tribute. Guilder and Sanctuary may not leverage tribute from the other's nations.

    Third, Heartwastes Peace. There will be peace without soldiers for ten years, until the spring of 370 unless the Heartwaste takes unprovoked military action toward one of the signatory nations before that time.

    Fourth, Trade Deals. It is understood, though not fully binding, the signatories of the Awoken Treaty shall not give power to enemy nations in any form. In addition, several specific deals are outlined:
    • Kasumor is given the secrets of Plate Armor, and thus renounces their animosity towards Sanctuary.
    • All signatories agree to be more open towards additional trade in the future.


    Fifth, Future Deals. There will be a work in good faith between Ignato and Sanctuary to create an alliance and work together.




    Treaty of Wind and Stone:
    Participants: Woodwind, Celero and Kasumor
    Treaty is an agreement of mutual defense, agreement of united military, and an agreement of trade of Woodwind Boar Meat for Kasumorian Giant Insects.




    Union of the North:
    Participants: Bordeux Concordant, Kingdom of Ashenia, Sulvan's Fury, and Crima.
    Summary
    Spoiler
    Show
    The Union of the Northwest (hereby refereed to as the UN) is a pact of mutual defense, commerce, and friendship between the nations of Crima, Bordeux, Sulvan's Fury, and Ashenia. Each of those facets will be covered below.

    Military
    Spoiler
    Show
    Between the four nations of the UN, there is a pact of mutual non-aggression and defense. However, any defense pacts not made with the entirety of the UN will only be honored by the member who made the pact.

    Membership
    Spoiler
    Show
    The UN is not currently planning on adding any members, due to the complex trade agreements. However, a message must be sent to the entire UN for consideration of any corollary agreements.
    Corollary Agreements
    Spoiler
    Show
    None currently.

    Trade
    Spoiler
    Show
    Exact Specifications
    Spoiler
    Show
    Bordeux Resources

    Gold-3/3 to other three members.
    Furs-3/3 to other three members.
    Wood-2/3 to Ashenia and Sulvan's Fury. Crima has other arrangements for wood.
    Sulfur-3/3 to other three members.
    Sulvan's Fury Resources

    Mithril-3/3 to other three members.
    Iron-3/3 to other three members.
    Coal-3/3 to other three members.
    Ashenite Resources

    Books-3/3 to other three members.
    Dairy-3/3 to other three members.
    Horses-2/3 to Bordeux and Crima.
    Silver-3/3 to other three members.
    Crima Resources

    Horses-2/3 to Sulvan's Fury and Ashenia.
    Grains-3/3 to other three members.
    Stone-3/3 to other three members.
    Bats-3/3 to other three members.
    (Note- this only includes trade to UN members.)

    Printing Press Technology is freely shared by Ashenia with other nations within Alliance





    UN Peace Treaty
    Participants: Kingdom of Ashenia, the Bordeux Concordant, Hurosha Empire, the Ignato Empire, and Gunung.
    Treaty to under no circumstances come against one another, in whole or in part, for a period of at least twenty years.
    Lord David of Bordeux agrees that neither he nor his descendants and heirs shall make any claim on Eyrecradia. In addition, the Union of the Northwest (consisting of the Kingdom of Ashenia, the Bordeux Concordant and Sulvan Primarchy) agrees to limit their armies to eight percent of their population for a period not exceeding twenty years as a gesture of good faith.
    Last edited by TheWombatOfDoom; 2014-04-05 at 09:25 AM. Reason: Updated to Round 9
    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)

  6. - Top - End - #6
    Bugbear in the Playground
     
    WaylanderX's Avatar

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    Default Re: EMPIRE! Community World-Building Game IV

    F
    Table of Populations and Militairy Forces
    Le Big Table!

    Last updated Round: 10
    #
    Region Name
    Player
    Ruler
    Population
    Maximum Army Size
    # Army (Ground)
    # Naval (Water)
    # Aerial (Air)
    P1 Chacmon Mictlanpa --- 78.000
    P2 aspi Wenyavuk --- 55.000
    P3 Tychris1 ___________
    P8 Chacmon ___________
    01 Gunung Chacmon Gunung Aitah I 119.000 12.000 7000 1000
    02a Celero Logic King Andust the Bold 102.000 10.000 5000 1000 2000
    02b Bereginia Earl of Purple Krolowa Wladiljuda 28.000 7000 2000
    03 Nyroth moossabi --- 105.000 11.000
    04 Kasumor WaylanderX Shïnguard Marius Earthguard 127.000 13.000 1000 6000
    04B Shikurai WaylanderX Irion the Old 33.000 3.000
    05a The Heartwaste --- --- 25.000 5000
    05b Eyrecradia Silverbit --- 106.000 11.000 10.000
    06 Woodwind QuintonBeck Khan Dyamus Ignato 112.000 11.000 3000 -
    07 Calorum Chief High Priest Combulei Divinorum 127.000 12.000 6000
    08 Aloren Quintonbeck Doomkhan 115.000 12.000 3000
    09 Genivana zabbarot --- 119.000 12.000 1000
    10 Hrathan-Tuor ImperatorV High Guildmaster Loki Ethmorl 89.000 9000 3000 1000
    11 Raaneka Zap Dynamic Dame Aditi and Sir Devdan 80.000 7000 3000 2000
    12 Qarimos avr Prince Akali of the People of the Sea 127.000 11.000 2000 3000
    13a Lyradis TheWombatOfDoom Lady Lyra Serendel 92.000 9.000 2000 2000 1000
    13b Razdis Silverbit Mormaer Razkai II 53.000 5000 5000
    14 Guilder SamBurke Tumberink, Doge of Guilder 108.000 11.000 3000 4000 (3000 Western, 1000 Eastern) 1000
    15a Zagrim WaylanderX Eleljak (Under supervision of Marius) 42.000 4000 4000
    15b Keldagrim Silver Ablaze High King Feldin Grimhammer 89.000 9000 5000 1000
    16A Pryonia Arutha Herzog Cardion 104.000 10.000 7000[td]
    [td]
    17A Tekorva Rain Dragon Elder Jaten 91.000 9000 4000
    17B Yorukuni Rain Dragon Elder Jaten 27.000 3000 3000
    18 Sympolemou Tychris1 Duke Bloodfang Van Troven 133.000 13.000 13.000
    19 Domhan Abhaile THEChanger -- 116.000 11.000 4000
    20 Bordeux Lord_Burch Lord David Bordeux 109.000 11.000 9000
    21 Sulvan Primarchy --- --- 85.000 9000 6000
    22 Ashenia Elemental --- 126.000 12.000 3000
    23 Crima -- -- 102.000 10.000 7000 1000
    24 Tar Aeternus Chief Talon Char 114.000 11.000 3000
    25 The Jeweled Cities lt_murgen ----- 92.000 9000 1000 6000
    26 Cassia Lord Burch --- 63,000 6000
    27 Scla´ca Shnur Kach´tu, Chief of Scla´ca 82.000 7000 3000
    28 Hazaria --- -2000
    29 Alydaxis moossabi King Apahulucta 77.000 8000 2000 1000
    30 2000
    31 Grmanhil Wombat of Doom --- 52.000 5000 4000
    32 Selyra Wombat of Doom --- 52.000 5000
    33
    34
    35 Saltere Rizban 2000
    36
    37
    38
    39
    40 Solus Lord_Burch 70,000 7000 2000
    41
    42
    43
    44 Kyaralath Elemental --- 72.000 7000
    45 Lacertia Lorick Potentate Kelarth the Conqueror 69.000 7000 4000
    46 -- Chacmon --
    50 SyciaHisHolyAngel HisHolyAngel -- 63,000 6000 3000
    51 Felitora Arkhosia --
    52 ??? ("GLWIH") tortor -- 67,000 7000
    53 Maos SamBurke --
    54 Rannara SamBurke --
    55 Sah'raa Hobbes1266 -- 51,000 5000
    59 Glazfell BladeofObliviom -- 106,000 11.000 3000
    60 Borlmyn TheWombatOfDoom -- 51.000 5000
    61 Requim Wombat of Doom --- 70.000 7000
    62 Jarrs Aedilred -- 51,000 5000 4000
    63 NPC Salterri Imperium --
    64-A ___________ ___________ --
    64-B Mularuhm ForzaFiori -- 57,000 6000 1000
    Last edited by WaylanderX; 2014-04-20 at 10:19 AM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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  7. - Top - End - #7
    Ogre in the Playground
     
    zabbarot's Avatar

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    Jan 2013

    Default Re: EMPIRE! Community World-Building Game IV

    Religions
    Updated to end of round 11

    #
    Region Name
    Player
    Religions
    Rulers Religion
    P1 Mictlanpa Chacmon
    • Lord of Fire (only)
    Lord of Fire
    P2 Wenyavuk aspi
    • Lord of Fire (as Irfrin, not organized) (only)
    Lord of Fire (as Irfrin)
    P3
    -
    Tychris1 Doctrine of Frost (unknown) Ancestor
    P8
    -
    Chacmon Lord of Fire
    01 Gunung Chacmon
    • Lord of Fire (only)
    Lord of Fire
    02-A Celero Logic
    • Radurja (majority)
    • Lord of Fire (minority)
    Radurja
    02-B Bereginia Logic
    • Ancestor (only)
    Ancestors
    03 Nyroth QuintonBeck
    • Radurja (majority)
    • Lord of Fire (minority)
    • Cult of the Sky (minority)
    Radurja
    04-A Kasumor WaylanderX
    • Ashmarism (majority)
    • Lord of Fire (minority)
    • The Great Eel Spirit (minority)
    Ashmarism
    04-B Shikurai WaylanderX
    • Ashmarism (majority)
    • Spirit Worship (minority)
    Ashmarism
    05-A The Heartwaste NPC
    • Lord of Fire (only)
    ???
    05-B Eyrecradia Silverbit
    • Animism (only)
    Animism
    06 Woodwind QuintonBeck
    • Radurja (majority)
    • Calorum Lord of Fire Reformation (minority)
    • Animism (minority)
    Radurja
    07-A Calorum Chief
    • Calorum Lord of Fire Reformation (only)
    Calorum Lord of Fire Reformation
    07-B Gwrîstîn WaylanderX
    • Ashmarism (majority)
    • Calorum Lord of Fire Reformation (majority)
    Ashmarism
    08 Aloren QuintonBeck
    • Radurja (majority)
    • Animism (minority)
    • Druidic (minority)
    Radurja
    09 Genivana zabbarot
    • Radurja (only)
    Radurja
    10 Hrathan-Tuor ImperatorV
    • Radurja (only)
    Sun and Moon Animism
    11-A Raaneka Zap Dynamic
    • Ancestors (majority)
    • Lord of Fire (minority)
    Ancestors
    11-B
    12 Qarimos avr
    • Animism (majority)
    Animism
    13-A Lyradis TheWombatOfDoom
    • Lord of Fire (only)
    Lord of Fire
    13-B Razdis Silverbit
    • Mineral Animism (only)
    Mineral Animism
    14-A Guilder SamBurke
    • Pagan gods of money (majority)
    • Radurja (minority)
    • Lord of Fire (minority)
    Pagan gods of money
    14-B Elbaraz Silverbit
    • Mineral Animism (majority)
    • Pagan gods of money (minority)
    Mineral Animism
    15-A Zargrim WaylanderX
    • Lord of Fire(majority)
    • The Great Eel Spirit (minority)
    Ashmarism
    15-B Keldagrim Silver Ablaze
    • Ancestor (majority)
    • The Great Eel Spirit (minority)
    Ancestor
    16-A Pryonia Arutha
    • Lord of Fire (only)
    Lord of Fire
    16-B Galie-Noiret Arutha
    • Lord of Fire (only)
    Lord of Fire
    17-A Tekorva NPC
    • Spirits (only)
    Spirits
    17-B Yorukuni NPC
    • Spirits (only)
    Spirits
    18-A Sympolemou Tychris1
    • Ancestor (only)
    Ancestor
    18-B
    19 Domhan Abhaile NPC
    • Council of Spirits (majority)
    • Spirit Shamanism (minority)
    Ancestor
    20-A Bordeux Lord_Burch
    • Animism (majority)
    • Lord of Fire (Nobility) (minority)
    Lord of Fire
    20-B
    21-A Sulvan Primarchy Silverbit
    • Lord of Fire (minority)
    • Paragons (minority)
    Mineral Animism
    21-B
    22 Ashenia Elemental
    • Animism (only)
    Animism
    23 Crima Lord_Burch
    • Animism (only)
    Lord of Fire
    24 Tar lt_murgen
    • Cult of the Sky (majority)
    • Atur, Spirits (minority)
    Spirits
    25 The Jeweled Cities lt_murgen
    • Spirits (only)
    Spirits
    26 Cassia Lord_Burch
    • Animism (majority)
    Lord of Fire
    27 Scla´ca Shnur
    • Cult of the Sky (only)
    Cult of the Sky
    28 Hazaria Elemental
    • Animism, Atorna (only)
    Animism
    29 Alydaxis moossabi
    • Cult of the Sky (majority)
    • The Ancient Ones (ancestors) (minority)
    The Ancient Ones
    30 Grizzland
    31 Grmanhil NPC
    • Honored Dead (fallen warriors) (only)
    Honored Dead
    32 Selrya TheWombatOfDoom
    • Spirits (only)
    Lord of Fire
    33 Rizban
    • Ascension (minority)
    Ascension
    34 Salterri Imperium NPC
    35 Saltiere Rizban
    • Ascension (majority)
    • Hailing of the Silver Sea (minority)
    Ascension
    36 Salterri Imperium NPC
    37 Salterri Imperium NPC
    38 Salterri Imperium NPC
    39
    -
    Logic
    40 Solus Lord_Burch
    • Animism (majority)
    Lord of Fire
    41 Glirfrey moosabi
    • Strange Marsh
    The Ancient Ones
    42 Shnur Cult of the Sky (unknown) Cult of the Sky
    43 Elemental
    44 Kyaralath Elemental
    • Carasan (unorganized) (only)
    Animism
    45 Lacertian Lorick
    • Kelarthianism (majority)
    • Ancestor Worship (minority)
    Kelarthianism
    46 Chacmon
    -
    -
    -
    -
    -
    50 Sycia HisHolyAngel
    • Doctrine of Frost (only)
    Doctrine of Frost
    51 Felitora Arkhosia
    • Doctrine of Frost (only)
    Doctrine of Frost
    52 ??? tortor
    53 Maos SamBurke
    • Golden Thunder (majority)
    • Prowress (minority)
    Value
    54 Rannara SamBurke
    • Lord of Fire/Sun (majority)
    • Truemind "Razors" (minority)
    Value
    55 Sahra'a Hobbes1266
    • Fire/Nature (majority)
    Fire/Nature
    56 Skarval BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    57 The Frosskov Expanse BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    58 The Estglaz BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    59 The Glazfell BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    60 Borlmyn TheWombatOfDoom
    • The Ocean (only)
    Lord of Fire
    61 -
    • Ascension (minority)
    62 Jarrs Aedilred
    • Clan Gods/Old Gods (majority)
    • Lord of Fire(minority)
    • Ascension (minority)
    Lord of Fire
    63 Salterri Imperium NPC
    64-A
    64-B Mularuhm ForzaFiori
    • Animistic Ancestor worship (only)
    Animistic Ancestor worship
    65 -
    66 -
    • Ascension (minority)


    Organized Religions
    As stated under the rules, only organized religions can be used mechanically (such as miracles, holy orders and conversions). The following are organized religions:
    • Lord of Fire // Head of Religion: The Blazing Avatar
    • Ashmar // Head of Religion: Marius Earthguard
    • Calorum Lord of Fire Reformation // Head of Religion: the current High Priest(ess)
    • Radurja // Head of Religion: Shahidi Mkuu Shvedrishti / Chuo wa Mashahidi (College of Witnesses)
    • Council of Spirits // Head of Religion: Naomh Fionn Sheenan
    • Cult of the Sky // Head of Religion: ???
    • The Great Eel Spirit (see here) // Head of Religion: The Hovermaster Oberdrood
    • Doctrine of Frost // Head of Religion: High Priestess Fabula
    • Kelarthianism // Head of Religion: ???


    Holy Orders
    Knights of Hoarfrost - Doctrine of Frost
    Council of Truth - Calorum Lord of Fire Reformation
    Quorum of the Sixteen Patriarchs - Ascension
    Taratibu wa Mwalimu - Radurja





    Great Projects (and so-so projects)

    Player
    Great Project
    Progress
    Started
    Finished
    Notes
    TheWombatOfDoom Fortification of Crest
    5/5
    R1 R5
    TheWombatOfDoom Roads
    2/2
    R1 R2
    TheWombatOfDoom Training University
    3/5
    R5
    TheWombatOfDoom Increase Grain Supply
    2/5
    R6
    Chief Great Mausoleum
    5/5
    R1 R5
    Chief Holy Book of Flames
    5/5
    R4 R9
    Chief Academy of Arts
    5/5
    R4 R9
    Lord_Burch Roads
    2/5
    R2
    Lord_Burch School System
    2/5
    R3
    Lord_Burch School of Medicine in Arissyeux
    1/5
    R5
    Logic Roads
    5/5
    R1 R5
    Logic Great Library of Barsia
    5/5
    R2 R6
    Logic Hanging Gardens
    4/5
    R2
    Logic Aldbury Field Memorial
    3/4
    R8
    Logic Beringinian Reconstruction
    1/5
    R10
    zabbarot Radurjic Codex
    5/5
    R2 R7
    zabbarot Expand Radurjic Codex
    2/2
    R10 R11
    zabbarot Federation
    3/5
    R10
    BladeofObliviom School System
    5/5
    R2 R6
    Chacmon Obsidian Road
    2/2
    R1 R2
    Chacmon Population Growth
    2/2
    R3 R4
    Chacmon Grand Lava Canals
    5/5
    R3 R10
    Chacmon Reroute Traffic
    1/2
    R3
    Arutha Metric System
    5/5
    R3 R7
    Arutha Foundries
    5/5
    R3 R7
    Arutha Study of Blue Gemstones
    1/5
    R8
    Arutha Roads
    1/?
    R11
    NPC - Sanctuary Tomes of Metallurgy
    2/3
    R2
    Elemental Observatory at Severikand
    5/5
    R2 R8
    Elemental Grand Naval Academy Building
    0/5
    R6 Deconstructed
    Elemental Study of Somnorum
    3/5
    R8
    Shnur New Port
    2/2
    R4 R5
    Shnur New Capital
    4/5
    R5
    lt_murgen Naval Academy
    4/4
    R3 R6
    lt_murgen Emerald City/Port
    2/2
    R9 R10 In Woodwind
    Silverbit Walls of Kalpraz
    5/5
    R5
    Tychris1 Medical Academy for Combat Drugs
    5/5
    R5 R10
    Tychris1 Iron Vermin Suit
    2/2
    R8 R9
    Arkhosia Fortification of Eyrecradia
    3/5
    R5
    WaylanderX Academy of Research in Culture and Prowess
    5/5
    R5 R9
    avr Granaries
    2/5
    R4
    QuintonBeck Senate House
    5/5
    R6 R11
    QuintonBeck Expand Enclave of Existence
    2/2
    R8 R10
    QuintonBeck Federation: Triumvirate
    2/2
    R10 R11
    Zap Dynamic Raaneka Stadium
    5/5
    R6 R10
    Zap Dynamic Golden Statue
    2/2
    R6 R7
    Lorick Great Temple
    2/5
    R6
    aspi Trade Waystations
    2/2
    R8 R9
    aspi Arctic Institute
    4/5
    R9
    SlayerofUndead Grand Canal (East)
    3/5
    R9 In Grmanhil
    SlayerofUndead Grand Canal (West)
    1/5
    R9 In Grizland
    moossabi Governmental Change: Republic Monarchy
    2/5
    R10
    Aedilred Roads
    2/2
    R10 R10
    Aedilred National Literacy
    3/5
    R10
    ImperatorV Federation: Triumvirate
    3/5
    R10
    ForzaFiori College in Dag Torum
    2/5
    R10
    ? Pusdeath Cure
    5/5
    R10 R11 World Project
    NPC - Sanctuary Night's Gate
    1/5
    R10
    Last edited by zabbarot; 2014-04-22 at 02:48 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  8. - Top - End - #8
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: EMPIRE! Community World-Building Game IV

    The tech bonus table has been updated up to round 11.

    The region/tech table has been updated up to round 8.


    Technologies: Bonuses

    Technology Primary Effect Mechanical Bonus
    Adamantine-forging Allows use of Adamantine resource. +3 to Military battle checks to defend a region.
    Berunda-riding Allows special uses of Berunda resource.
    Allows creation of aerial units.
    +1 to Military battle checks and tactical maneuvering checks.
    Blackpowder (and Blackpowder weapons) - +2 to Military battle checks.
    Griffin-riding Allows special uses of Griffins resource.
    Allows creation of aerial units.
    +1 to Military battle checks and tactical maneuvering checks.
    Hovercrafts - +1 to Military battle checks and tactical maneuvering checks.
    Ice Sailing Increases rate of polar region exploration. +4 to Military battle checks and +2 to tactical maneuvering checks. Both apply only in polar regions.
    Insect Training Allows special uses of Huge Insects resource.
    Allows creation of aerial units.
    +1 to Military battle checks and tactical maneuvering checks.
    Kralax-riding Allows special uses of Kralax resource. +1 to Military battle checks and tactical maneuvering checks.
    Lenses Increases rate of region exploration. +2 to Military battle checks and tactical maneuvering checks.
    Mithril-forging Allows use of Mithril resource. +2 to Military battle checks.
    Ocean-faring Ships Allows passage over the open ocean. -
    Plate Armour - +2 to Military battle checks.
    Printing Press - +1 to all Diplomacy checks.
    Raaneki Diplomacy Allows special use of Raaneki Heartwine resource. +2 to opposed Diplomacy checks against people who lack Raaneki Heartwine, as long as you're not openly at war with them.



    Technologies: Who Has What

    #
    Region Name
    Technologies in Region
    01 Gunung
    • Adamantine-forging
    02-A Celero
    • Griffin-riding
    02-B Bereginia
    • None
    03 Nyroth
    • None
    04 Kasumor
    • Giant Insect Taming/Training
    05-A The Heartwaste
    • None
    05-B Eyrecradia
    • None
    06 Woodwind
    • None
    07 Calorum
    • None
    08 Aloren
    • None
    09 Genivana
    • None
    10 Hrathan-Tuor
    • None
    11 Raaneka
    • Berunda-riding
    12 Qarimos
    • Ocean-faring Ships
    13-A Lyradis
    • Giant Insect Taming/Training
    • Ocean-faring Ships
    13-B Razdis
    • Hovercrafts
    • Mithril-forging
    14-A Guilder
    • Hovercrafts
    • Ocean-faring Ships
    14-B -
    • None
    15-A Zargrim
    • Hovercrafts
    15-B Keldagrim
    • None
    16-A Pryonia
    • Blackpowder
    16-B Galie
    • Blackpowder
    17-A Tekorva
    • Plate Armour
    17-B Yorukuni
    • Plate Armour
    18-A Sympolemou
    • Plate Armour
    18-B -
    • None
    19 Domhan Abhaile
    • None
    20 Bordeux
    • Mithril-forging
    • Printing press
    21 Sulvan Primarchy
    • Mithril-forging
    • Printing press
    22 Ashenia
    • Mithril-forging
    • Printing press
    23 Crima
    • Mithril-forging
    • Printing press
    24 Tar
    • None
    25 The Jeweled Cities
    • Ocean-faring Ships
    26 -
    • None
    27 Scla´ca
    • None
    28 Hazaria
    • None
    29 Alydaxis
    • None
    30 -
    • None
    31 Grmanhil
    • None
    32 -
    • None
    33 -
    • None
    34 -
    • None
    35 -
    • None
    36 -
    • None
    37 -
    • None
    38 -
    • None
    39 -
    • None
    40 Solus
    • None
    41 -
    • None
    42 -
    • None
    43 -
    • None
    44 Kyaralath
    • None
    45 Lacertia
    • None
    46 -
    • None
    50 Sycia
    • None
    51 Felitora
    • None
    52 GLWIH
    • None
    53 -
    • None
    54 -
    • None
    55 Molagas
    • None
    56 -
    • None
    57 -
    • None
    58 -
    • None
    59 Glazfell
    • None
    60 -
    • None
    Last edited by Morph Bark; 2014-04-21 at 09:54 AM.
    Homebrewer's Signature | Avatar by Strawberries

  9. - Top - End - #9
    Titan in the Playground
     
    Morph Bark's Avatar

    Join Date
    Oct 2008
    Location
    Freljord

    Default Re: EMPIRE! Community World-Building Game IV

    New Player Tips and Advice!
    Below I’ve put some tips and advice for new players (and old ones might want to check it too) that should really help you get along in the game and outside of it. These are all just guidelines and ideas that can help a lot, they are not hard and fast rules you should follow. Carve your own path and do things your own way, for that is how Empire continues to keep going!


    Keeping Up With The Game
    Empire is a game bigger than most RPGs due to its larger scale, broad appeal and unique interest points that draw players in. One or two players has quit in the past due to finding it hard to keep up with the game. Therefore this tip: it’s much easier to keep up with the game if you only follow the things that are necessary, the things that are most relevant to your play and enjoyment of the game and keeping up with it.

    In the Game
    The players whose actions you really want to follow are those whose countries are next to yours. Check with the map where your country is and what regions are next to it, and check with the tables what players are there and what they have. Making alliances and trading with neighbours is much easier than someone far away, after all!

    The Main Thread
    The main Empire thread is also the OOC thread, and because of the great group we’ve got, there’s a lot of communication going on. Following the thread can offer some great fun bits, but if you don’t have a lot of time during a particular week and only want to see the bits that matter, CTRL+F search posts by “Morph Bark” or “TheWombatOfDoom”. While not all the GM’s and co-GM #1’s posts are filled with updates on IC goings-on and changes/additions to the rules and info tables, they’re there, and they’re very helpful to be aware of.

    Alliances
    Since Empire is a social game due to its role-play nature, even if it’s a world-building game, alliances and other relations with other players’ countries are a big part of it. Alliances usually have their own OOC thread where players talk about things specifically pertaining to their alliance, their agreements and bonds, and what they plan on doing next. It’s great to have such a thread to come up with new ideas, especially since alliances of more than two people get hard to keep in touch with if you only use PMs.

    Subscribing
    Not all members of GitP may know this, but at the top right of a thread, just above the first post of a page, there’s a button for thread tools where you can subscribe to a thread. You can ask for daily or weekly notifications by email if you wish, but that’s not necessary—at least not daily. Weekly could be handy if you might be off and on again during some periods. Be sure to confirm the subscription too. To find your subscribed threads, go to your PMs, then go to the left where you’ll find a link to ‘subscribed threads’. There should be a list of them there, showing the one with most recent posts at the top.

    Temporary Inactivity is Not a Problem
    Should you not be able to post for a week, it’s not a problem. The end and start time of the rounds, the rules and guidelines for inactive players, all ensure that it’s as little a problem as possible. If you know you will be inactive for a longer time several weeks into the future, it will help knowing that ahead of time, so that agreements made with you will still go through, and if you’re part of a Confederacy you won’t fall as far behind as you otherwise might. If you are quite busy around the time you wish to start, it’s probably wiser to simply subscribe to the main Empire thread and return later to join up when you have more time. New players don’t have that much of a disadvantage against old players as you might think, so returning later is no problem. Especially so since the GM takes into account your ‘new player’ status for the first two weeks with regards to round start events and NPC actions.


    Fluffing
    The first major step, and something that will continue to run as a red thread throughout the game, is fluffing your region. You create a description for the terrain features of your lands, the physical appearance of your people and their culture and religion, and put down what resources are available in that region.

    For ideas and help you can check the Playgrounders' Guide to World-Building.

    For discussion and help with ideas about world-building you can either ask in the main thread or go to the World-Building Talk Thread.


    Strategies
    There are some things that might be handy to do as a new player to increase your chances of success in the game, as well as your enjoyment of it.

    Safeguard Your Position
    To ensure your region won’t be overrun, there are several things you can do. First off, it’s wise to have at the very least one military unit in every region you have to defend it. Since you start with only one and losing it would mean you’d have to restart elsewhere or try to retake your region as a rebel, you probably want your first region (also known as your home region or your primary region) to be well-defended.

    Alliances and Trade
    Bonds with other players and their countries will greatly increase your overall success and your enjoyment of the game, whether this is through alliance threads, or simply having a safer position and more resources to work with. Having a fully isolationist policy doesn’t really work—interacting with neighbouring countries to some degree is expected, at least in the beginning.

    Events
    Occasionally, another country might host an event. An event is usually some social gathering of some sort, like a conference to discuss political matters, religious symposia, a ball or some other party, or competitions between characters. During most rounds at least one takes place, sometimes two, and attending these allows you to partake in role-play threads made for the event and put a lot of actions under just a single one. If you spend an action in the main IC thread on going to an event, you can put a lot of sub-actions under it that cover alliances, trade agreements, marriages, and other such agreements with other players’ characters and countries. Because of this ‘action-folding’, events can be very great to attend.

    Creativity
    Unique ideas build a unique world with unique characters. Being creative with plans and fluff can pan out really well for you, whether it’s just on a level of having fun and great fluff, or the GM rewarding you with in-game benefits (which may or may not have mechanics tied to them, at that time or later).


    Guidelines for Behaviour
    Below are a few guidelines for how to act IC and OOC, particularly the latter.

    Keep OOC Separate from IC
    This should be reiterated, as it may be possible you come to learn of a plan someone has or had OOC. In such case, you shouldn’t act on that knowledge IC, because your characters and country don’t know of those things unless the other player tells you that you may know it IC due to his/her characters telling yours. If you think another player might be acting IC on OOC knowledge, don’t presume the worst and talk to them about it first. After all, any justice system should function on the basic principle of ‘innocent until proven guilty’.

    Furthermore, if you really want to do something for OOC reasons, try to think of a good reason why your characters would do that. Come up with something good instead of a flimsy reason, and you’re probably good to go with it.

    Keep IC Separate from OOC
    Don’t let IC drama and problems interfere with your OOC life and relations with other players. Bashing each other’s brains in and spreading propaganda IC is all fine and dandy, but it’s not OOC. For this reason, be clear when you’re being IC or OOC when outside of an RP thread or the main game’s actions thread. Generally speaking, alliance threads and the info therein can be considered IC, for instance, while nearly everything in the main thread is OOC unless stated otherwise.

    If You Have a Problem OOC, Talk About It
    If you have an OOC problem with something that happened IC, talk about it, otherwise it will not get fixed and it will only hamper your enjoyment of the game and by extension those that interact with you. Similarly, if there’s some personal thing that may affect the game, you do not have to tell everyone, but I’d appreciate it if you’d at least tell me so I can take it into account to the best of my ability.

    Aside from these simple things, following the GitP board rules and being a generally decent human being will make everything go smoothly and make us all have a great time!
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    I would be very interested in region #35. Starting in the heart of a crumbling empire is literally perfect for the concept I have. Nevermind, I seem to have misunderstood what the PM said about available regions...

    Is it possible to grab that hidden region just south of #35?
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    Other newbies, I think we should start in 55-58. Right now I think my region will be inhabited by minotaur-like people called "minotines". They will be like minotaurs but would be the size of regular humans. Also I chose region 55 if we decide to settle there.
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    Quote Originally Posted by Rizban View Post
    I would be very interested in region #35. Starting in the heart of a crumbling empire is literally perfect for the concept I have. Nevermind, I seem to have misunderstood what the PM said about available regions...

    Is it possible to grab that hidden region just south of #35?
    Quote Originally Posted by AsteronIronhoof View Post
    Other newbies, I think we should start in 55-58. Right now I think my region will be inhabited by minotaur-like people called "minotines". They will be like minotaurs but would be the size of regular humans. Also I chose region 55 if we decide to settle there.
    As I mentioned in the PM, I'm more interested in the south than the east, but if the majority opinion is in favour of the east, I'll go with the flow. The major point in favour of the south, as far as I can see, is that it's not landlocked, and we have the Imperium as a buffer to the north. In the east, we could probably expand eastwards, but there'll be more competition. Of course, we don't all have to go to the same place.

    If we/I do go south, I'd be interested in any of the region to the south of 34, region 61 (assuming it's unclaimed, which it looks to be?) or the region to the south of 61.

    My people will be human (or at least, mostly human; there might be some elven blood sloshing about if you look closely enough).
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    Hi guys.

    Not to rain on your parade or anything, but this thread's up because Morph's going to be busy on the weekend and may not be able to set up the new one when the other one hits page 50 so we're filling up the previous thread first.

    I look forward to you guys chilling around those regions though. It should be cool. There is a /lot/ of colonization going on in the east, yeah.
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    Quote Originally Posted by Rain Dragon View Post
    Hi guys.

    Not to rain on your parade or anything, but this thread's up because Morph's going to be busy on the weekend and may not be able to set up the new one when the other one hits page 50 so we're filling up the previous thread first.

    I look forward to you guys chilling around those regions though. It should be cool. There is a /lot/ of colonization going on in the east, yeah.
    Well, not to rain on your parade, but this is the thread Morph linked us to in the PM he sent us, as quoted below.
    Quote Originally Posted by Morph Bark
    Hello all!

    I said I would be PMing all you new aspiring EMPIRE! players, so here it is. First off, since the current thread is nearing its end, allow me to link you to the newly opened new thread: here.
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    Quote Originally Posted by Rizban View Post
    Well, not to rain on your parade, but this is the thread Morph linked us to in the PM he sent us, as quoted below.
    Not to rain on your raining on my parade, but I did word my post incredibadly and for that, I apologize.

    I more should've said/meant that if you wanted to chat with everyone and start the game with an idea for trades to send off I'm not sure everyone's reading this thread yet.

    I messed up. XD
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    I figured this thread could be used by the new players first for now to get some ideas out before the rest comes in, so that ideas between new players dominate more. Plus it was handier with the rules, since I did not put up the new rules in the last thread.

    Also, one of you could start underground if you like. (I am thinking of introducing some rules that make it easier to colonize similar regions to your home region and harder for different ones, so there is more difference between aboveground and underground region's peoples.)

    I will see if I can get the map with the southern regions up today. If not possible, you will have to wait till next week. There are another 8 regions down there, and I think Wombat might have some ideas you could use for lore if you wish, for half those regions or less that is. It concerns mostly history from over 200 years ago, so if you are less concerned with that you could put such a thing in.

    Rizban, I could put you in 35 if you wish, and PM you some things that are known to have happened there.
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    Since others seem to want to settle down south, I'll settle there too.
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    So here's a question for the rest of the new starters: assuming we all start near each other (which it looks like we're doing), do we want to start as a federation? Advantages that I can see are that it will help to make us more efficient in future, and we have the opportunity to do so now rather than waiting several rounds. On the other hand, it would take all of our free actions and limit what else we can do in starting development, and we also don't yet know whether our objectives or strategies are going to interact very well.

    My instinct would be not to do it - or at least not yet - and rather try to form some sort of agreement of mutual support to keep us going until we can decide whether federating would be a good idea. But I would be interested to hear alternative views, if anyone has any.
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    I'm tentatively interested in federating. If we do federate, I'll be focusing Faith and dumping Military.

    *sigh* Rolling two 1s for starting stats is making it hard to decide where to put them...
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    Quote Originally Posted by Aedilred View Post
    So here's a question for the rest of the new starters: assuming we all start near each other (which it looks like we're doing), do we want to start as a federation? Advantages that I can see are that it will help to make us more efficient in future, and we have the opportunity to do so now rather than waiting several rounds. On the other hand, it would take all of our free actions and limit what else we can do in starting development, and we also don't yet know whether our objectives or strategies are going to interact very well.

    My instinct would be not to do it - or at least not yet - and rather try to form some sort of agreement of mutual support to keep us going until we can decide whether federating would be a good idea. But I would be interested to hear alternative views, if anyone has any.
    I agree with you. For now we could have a mutual agreement to assist each other in the start and later create an alliance.
    As for ruler stats, I think I'm going to go with diplomacy and maybe dump curiosity.
    Actually, I'm going for Military and dumping religion.
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    I'm thinking of joining and was told to ask other new people about PM conversation

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    Looks like we have some seriously average stats on our hands. Military and Curiosity get the bonus.
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    I'm up for a mutually beneficial agreement right now, but I would wanna wait before federating.

    Also, If no one else is interested, I may want to start underground, depending on how the map looks. I'm waiting to see before I really firm up any of my plans.
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    So, a question based on the discussion in the other thread: Other than meeting the need for import, what do resources actually do? Other than the ability to trade them or find/improve them, I'm not seeing any rules for them.
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    Default Re: EMPIRE! Community W-B Game IV: **** Is Getting Real... It's Always Getting Real!

    Quote Originally Posted by Rizban View Post
    So, a question based on the discussion in the other thread: Other than meeting the need for import, what do resources actually do? Other than the ability to trade them or find/improve them, I'm not seeing any rules for them.
    There actually is not a lot of mechanical use for them, but they do make awesome fluff. Having access to a resource also helps technologies make sense. For example, Gunung has adamantium forging technology, however if Sanctuary also wanted to develop this it would make no sense because Sanctuary is not trading for it. Similarly, if I am on a sand island and want to build a cool castle it does not make sense unless I am importing the stone.

    Most of the game is more story and worldbuilding than mechanics I feel. Go nuts. ^^
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    Quote Originally Posted by Rizban View Post
    So, a question based on the discussion in the other thread: Other than meeting the need for import, what do resources actually do? Other than the ability to trade them or find/improve them, I'm not seeing any rules for them.
    Use them as the basis of building, and to brag. Not much mechanically, but this game is not mechanics heavy.

    Quote Originally Posted by Elemental View Post
    You know, I might just press my claim on the Heartwaste. Diplomatically of course.

    In related news, looking at the rules for lieges/wards makes me want to establish protectorates, but alas... None of the states bordering my own qualifies as they all have too much land of their own. I shall have to find another avenue through which to express my imperialist tendencies.
    Me too... now to find a state to protect. Honestly, I wanna do it old-style, not an empire, just protecting lots of countries from bigger peeps. Maybe start a mini alliance with protectorates...
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    Quote Originally Posted by QuintonBeck View Post
    The rising Tekorvan elder is to be married to King Hroar of the Glazfel I believe.
    Haha not quite. Elder Kuramkesh is a bit young for his tastes, the wrong sex, and he's already married anyway. Hroar actually just offered a betrothal contract with one of his identical twin daughters, as a gesture of friendship between the thrones.

    It has the side benefit of adding a little bit more pressure onto the Sympol to play nice.

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    Quote Originally Posted by QuintonBeck View Post
    My mistake, he married his daughter to the Glazfel King. Still, I don't have any family close to the right age.

    Yeah, I thought it might have been, but it still implies the possibility of ancient dwarven architecture down there.
    Kuramkesh has a daughter? Oooohhh.

    Oh definitely. I had a few plans for a dwarven city bordering Yorukuni being the central hub of the underground there for a while, but it wasn't very likely because of the location of the current underground regions.

    Quote Originally Posted by SamBurke View Post
    Use them as the basis of building, and to brag. Not much mechanically, but this game is not mechanics heavy.

    Me too... now to find a state to protect. Honestly, I wanna do it old-style, not an empire, just protecting lots of countries from bigger peeps. Maybe start a mini alliance with protectorates...
    Oh yes. Bragging rights. \I had bloodfire. Yuss. Though all I did with it was make one set of awesome looking steel weapons and heat a building until I fancied making a dramatic exit...\

    Heehee. Yeah, this rules addition is one that I like. If I were still playing, I would try to become liegelord over many while still expanding my borders but... I'm not sure exactly how that would go. Probably alright, but then again I had a lot of problems trying to communicate properly. I'd probably handle it by maintaining a thread...

    Quote Originally Posted by BladeofObliviom View Post
    Haha not quite. Elder Kuramkesh is a bit young for his tastes, the wrong sex, and he's already married anyway. Hroar actually just offered a betrothal contract with one of his identical twin daughters, as a gesture of friendship between the thrones.

    It has the side benefit of adding a little bit more pressure onto the Sympol to play nice.
    Egads, how did I miss that. >.> EGADS what's with Heartwaste blood and twins? It's hilarinsanity I tell you!!!!!!1

    I think the Sympol are currently trying to keep their heads down. They also managed to obtain 18B for this round. Gratz Tychris!
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    Quote Originally Posted by Rain Dragon View Post
    There actually is not a lot of mechanical use for them, but they do make awesome fluff. Having access to a resource also helps technologies make sense. For example, Gunung has adamantium forging technology, however if Sanctuary also wanted to develop this it would make no sense because Sanctuary is not trading for it. Similarly, if I am on a sand island and want to build a cool castle it does not make sense unless I am importing the stone.

    Most of the game is more story and worldbuilding than mechanics I feel. Go nuts. ^^
    That's what I thought. I just wanted to make sure I wasn't missing something, especially with the new liege/ward rules being so heavily focused on them.
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    Quote Originally Posted by BladeofObliviom View Post
    Haha not quite. Elder Kuramkesh is a bit young for his tastes, the wrong sex, and he's already married anyway. Hroar actually just offered a betrothal contract with one of his identical twin daughters, as a gesture of friendship between the thrones.

    It has the side benefit of adding a little bit more pressure onto the Sympol to play nice.
    Aye, I saw my mistake after the fact.

    Quote Originally Posted by Rizban View Post
    That's what I thought. I just wanted to make sure I wasn't missing something, especially with the new liege/ward rules being so heavily focused on them.
    You're right, hence my concern on how tribute gained resources would be handled in trade situations since beyond satisfying import necessities resources are really only mechanically good for trade.

    EDIT: Just occurred to me that's not entirely true. Extra food resources do give a bonus to population growth I believe, though I don't think there's any official rules on that right now. In that vein Sam and I were discussing a couple weeks back the use of luxury goods such as silk, gold, etc. I think having them increase population as well at a lower amount of increase than a food resource might be a good idea or they could serve as a bonus to Diplomacy when attempting to stabilize a region as two ideas just off the top of my head. In any event, population determination does need a look.
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