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    Default EMPIRE3! I - A Community World-Building Game

    EMPIRE!
    Gods, Kings & Adventurers
    A Community World-Building Game by Morph Bark

    IC thread
    Dice-Rolling thread: Dice Thread I
    Event Suggestion Thread:



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

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

    Best beware if you want to ensure your legacy.


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

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




    The World and Joining the Game


    The World

    From the diary of the Venerated Hadrayn of Moisa

    The benighted continent of Celessa has seen five centuries of struggle follow five centuries of darkness. Kingdoms both petty and mighty have risen and fallen, men set against beasts and each other in a struggle to raise their heads from the mire. The one bastion of light has been the Shishiyan Church, a temple of hope striving to impose some kind of order.

    Yet now, scholars are venturing into areas of research barely dreamt of for a thousand years. In studios artists are discovering new ways of capturing their visions of the world. In taverns in ports the continent over sailors talk of their ambition to sail beyond the horizon and discover new lands.

    But for all that the threat of chaos still looms. Cities have been reborn from the ashes of those destroyed by pestilence of past generations, but buildings still stand empty and fields go untended, the people wary of returning to such plague-ridden sites - and perhaps rightly, for disease and famines still haunt the poor of many regions. In temples and monasteries disciples of the heretic Laska linger, dreaming of casting down the order of the Church, while in halls and castles their lordly allies brood on their defeat and plot revenge. Prophets of doom stalk the land talking of the threats of black sorcery from within and great armies from without, seeking to sweep the continent and impose their own false beliefs.

    The continent stands poised at what may be a turning-point in history. Now is a time when empires could be forged.


    The Shishiyan Church
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    This is the principal religion of the continent and the only one organised to any substantial degree. The Shishiyan Church is a dualistic religion which holds that all life is a all life in the world as a struggle against the forces of chaos, evil and destruction, represented by the Enemy.

    The Church has its headquarters on the borders of regions 1 and 7 and is headed by the Grand Mahangar.

    The teachings of the Church are based on ancient prophecies and revelations given to mortals, culminating in the last and greatest recognised prophet, Ananda, who lived roughly 2000 years before the present date. A number of individuals since Ananda have themselves claimed to be prophets, but none have been accepted by the Church. Modern theology is drawn from an interpretation of the ancient prophecies and followers of those prophets; as a result, while the Church believes the truth of its message is eternal, there is room for a great deal of interpretation and some of its policy has changed a great deal over the centuries.

    The Church tends to view foreign religions either as imperfect reflections of its own truth, adopting formerly pagan gods and heroes as demigods, venerated souls or servants of the Exalted, or as agents of the Enemy attempting to subvert the natural order. Either way, followers of such religions are ripe for conversion, or extermination.

    A key point of Church doctrine is the belief that the battle between the Exalted and the Enemy is fought in this world, each represented by an individual. The Exalted’s agent is known as the Chosen, while the Enemy’s is called the Beast. The Chosen must defeat the Beast and thus deliver the world from its evil, before ascending to divinity. Strictly speaking, the Chosen is the head of the Church, with the Mahangar a steward and counsellor. However, no true Chosen have been identified since the time of Ananda, and thus many hold that the world has long since fallen under the shadow of the Beast.

    Minor religions and schisms

    None of these religions are organised at the start of the game. Some teeter on the verge of extinction, while others are yet to establish themselves. An opportunistic or devout ruler might choose to take on patronage of some of these groups, or allow them to slide into obscurity.

    Gadism - A radical sect which holds that the Church has itself become corrupted: that the Mahangar is intentionally suppressing the discovery of any Chosen and acting as an agent of the Beast. For obvious reasons, this sect is aggressively persecuted by the Church wherever discovered, though has proven impossible to eradicate completely.

    Kunism – An ancient religion which follows the Exalted but does not recognise Ananda as a true prophet. It is tolerated by the Church, though to an extent which varies by region and has not been consistent over time, but has no central authority and does not tend to pursue active conversion.

    Laskists – Followers of a preacher who spoke out against the practices of the Church a few decades before the present time. He was killed and his followers persecuted, but the resulting wars destabilised many regions. Some of his followers, many quite influential, doubtless survive.

    Niskism – A stubborn gnostic family of doctrines which has been aggressively persecuted but has continued to make resurgences in some form or other. Followers of Nishka believe that the world is a creation of the Enemy and that the righteous must distance themselves from it.

    Sarvochism – an ancient interpretation of the Shishiyan doctrine which posits the existence of a third, arbitrary power, higher than the Exalted and the Enemy. While technically heretical, this belief system (which has a number of sub-schools) is partially tolerated where it would be inconvenient to eradicate.

    Yadaism – A young and aggressive branch of the Church which claims to be the truest and most loyal followers of the Grand Mahangar. While they have proven useful to the Church at times, many suspect they have their own agenda.

    Various Pagan Religions – The Church has been successful in eradicating true paganism in all but the remotest and most inaccessible of places. However many pagan beliefs and superstitions still circulate among the populace of some regions – some of which are considered within the scope of acceptable belief by the Church, others heathenism to be eradicated.


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



    Claimed Regions

    Regions in italics have not yet been approved.

    Region Number Name Player
    1
    2
    3
    4
    5 Aerok Zayuz
    6
    7 Phoenix Estates BootStrapTommy
    8 Shimmering Coast Bokoblin
    9
    10 Plains of Vishanya Aryadnae
    11 Ophellan Logic
    12 Highlands of Mi'Vara Icilia
    13
    14 Eismiir Kitsanth
    15 Saralyn Lord of Monies
    16
    17
    18 Shamaran Elemental
    19 Slavia Legionary
    20 Altimia Kasanip
    21
    22
    23 Allanar Mary Sue
    24
    25
    26
    27 Sarvochia Jonagel
    28 Feral Vale SOSDarkPhoenix
    29
    30
    31
    32 Yssa Mountains Mechalich
    33
    34 Xin Kun Rain Dragon
    35 Gehenna PepperP
    36 Zhentanna QuintonBeck
    37 Sheol TheDarkDM
    38 Blazing Lands Tychris
    39
    40 Khada'aldul Geckus
    41
    42
    43 Euqeen m9p909
    44 Apiasolis moossabi
    45 Grasping Isles lt_murgen
    46 Sunlands HalfTangible
    47
    48
    49
    50 Parlayan Dağlar Catrus
    51
    52 Gleiss Lord_Burch
    53 Rombland mechamelon
    54
    55 Medved DimpleLoamsDown
    56
    57 Adlerfirma BlazingAegis
    58 Gobsfull Doomhat
    59
    60
    61 Jauder woolli
    62 Ynys y Corthydd Kythia
    63 Taurin darkmammoth
    64 Neveran Minescratcher
    65 Thule zabbarot
    66 Baalbek Lleban
    67 Caligonia Tentreto




    Joining the Game

    First of all, read this thread

    Got it? Good. You may now pick the region you would like from the atlas below (first come first serve) and post your region submission in this thread for review and approval. You are only approved if Aedilred says you're approved. Once you're approved you can post your country details in this thread and prepare to join the IC game when it starts.


    The Rules of the Game & Data Collection



    Game Masters
    Legacy Master: Morph Bark

    GM Team

    Head GM: Aedilred

    GM's Second and Trade Master: QuintonBeck

    Podcast Mistress: PepperP

    Stat Manager: 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!)
    EMPIRE! Podcast (thanks, PepperP!)

    Should there be anything incorrect or not updated yet about any of the above tables it’s always possible that the GM or co-GM in charge of that has missed it. If so, please feel free to inform us with the proper, most updated information.
    Last edited by Aedilred; 2017-01-20 at 06:49 PM.
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  2. - Top - End - #2
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    Default Re: EMPIRE3! I - A Community World-Building Game

    A brief guide for players follows, copied from the recruitment thread for the benefit of those people who come straight to this one.


    New to Empire!?
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    Empire! is a collaborative world-building game where you take on the role of the ruler of a region and their heirs and successors, perhaps turning your small starting powerbase into a great kingdom or empire, forming alliances, fighting wars and establishing colonies along the way. While the GM has some oversight and final approval, the setting’s content is driven by the players. There is no limit to the number of people who can play and we are always accepting new players.

    The game is played in turns, each lasting two real-life weeks and representing three years in the game world. Every turn you have a number of actions you can take, which represents the significant activities of your ruler and country over that period. Each action improves your ruler’s ability to do things in future and helps contribute to the ongoing development of your region.

    As well as the mechanical side of things, there is a substantial roleplaying element. Every turn or so, someone will usually host an event, a gathering of important people from nearby realms, so that you can interact with each other, form alliances, pursue romances and feuds, and just generally get to walk around in your characters’ shoes. Eventually, your ruler will die or step down to be replaced by their heir or chosen successor, and the cycle begins anew.

    If this sounds like something you’d be interested in, check out the game rules in this thread. Don’t be daunted by the size: the rules are actually very straightforward in essence, with a lot of the content being explanatory, details of special abilities you can acquire later in the game, and other things that aren’t immediately relevant to new players.

    Then claim a region for your own, and write it up for review and approval by the GM, Aedilred. We have a friendly group of players who are always happy to welcome new players to the game and help them get settled in.

    The IC game is due to start in early-mid January.



    Played Empire! Before?
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    If you played E1 or E2, the basic rules of the game will no doubt be familiar. However there are a number of differences and new features for E3 which will probably affect the way you approach the game.

    Unlike in previous games of Empire!, the playable area no longer covers the whole surface of the world. The land in which players start is a single continent, with regions being correspondingly smaller and fewer in number. As the game progresses, new areas may be opened up, to allow for new players joining the game, but player-driven exploration into the fringes of the map will no longer be such a feature of the game. Instead, players have the opportunity to explore off the map entirely, sending off people across the oceans to establish colonies in distant lands.

    The time period associated with the game has also changed, from the early medieval feel of E2 to the dawn of the Renaissance in E3. We think that this will fit slightly better with players’ preconceptions of a fantasy world, as well as making some of the character and player interactions more “realistic” and in keeping with the time period the game evokes.

    It is also likely that the NPC religion (there is only one at the start of the game this time) will play a larger role than has often been the case. Players may still establish their own religions or variations of the main one, but those who do so may well incur the church’s wrath, with calls for crusades against them.

    We hope that in this game it will be harder for people to find themselves cut off and ignored, become isolated at the edge of the map, or to build up huge empires with many regions that never get any attention. We also hope that the new rules will encourage people to build a setting with depth as well as breadth, and that regions will remain living entities which change and evolve after they’ve been initially written up.


    Specific rules changes



    Possibly the best introduction to the new rules would be to listen to the Empire podcast for November where we talk in detail about most of the major changes to the game for E3. For those who don’t have the time or facilities to listen to it, some of them are outlined here. Players are of course advised to read all the rules, even if they’ve played before.

    The former Curiosity attribute has been removed, and replaced with Economy and Intrigue. Intrigue serves as a stat to cover the espionage and secret action side of Curiosity, as well as some oddities like the half-and-half actions used for assassinations and the like. Economy effectively replaces the rest of the Curiosity stat and covers economic development, trade, technology, logistics, artistic patronage, and the like.

    Luck has been removed as a separate attribute. Instead of gaining Luck points to spend on making actions successful, players may now use Resolution actions to gain the maximum possible on a given roll. Doing so comes at a cost (a drastic reduction in the value of the attribute), but can be done unlimited times per ruler.

    While it was always the case that losing your last region wasn’t necessarily the end of the game, your starting region is now unconquerable. This doesn’t mean that you’re immune from the natural consequences of your actions, and other players can still enact unpleasant vengeance on you for your crimes, but it does mean you can’t be forced out of the game against your will.

    While it is still possible to acquire additional regions on the mainland, if you want to build an empire you will likely have to explore overseas for land to colonise. Land you discover in such ventures is largely in the abstract and will probably not be officially mapped, but you can use the resources you find there to benefit your main holdings.

    Trade has been changed (again). Rather than tracking trade routes, each region now contains a number of trading posts which can be controlled either by the player who owns the region or by other players. Controlling a trading post gives access to that region’s resource, but they can be attacked directly. Resource requirements have also been simplified a little and apply only to capital regions.

    Faith now is now tracked similarly to the new trade rules, with the population-wide majority/minority definition replaced with control of holy sites or centres within the region. Otherwise it works largely as in the past.

    Gaining extra actions is no longer entirely reliant on territorial expansion to create Great Kingdoms or Empires. If you control enough trading posts, or your religion is sufficiently widespread, you can gain six actions as a Holy Land or as a Merchant Prince. Such rulers are more restricted in their actions than Great Kingdoms but can still take six.

    Colonisation of mainland regions is no longer possible. Players who want to build large contiguous mainland empires will need to rely on conquest (or, with more difficulty, claims).

    There is a new Military 5 action that allows the recruitment of secondary commanders. These commanders may be even better than your ruler, but are more vulnerable to being killed in battle.

    There have been some alterations to the way your troop cap is determined and a redistribution of the size-based calculations for bonus losses.

    Most of the remaining distinctions between unit types and region types have been removed. It is possible to write up your people as living underground but such regions are not treated differently in the rules.

    Less a rule than a policy, but NPCs are to be severely trimmed and will be much less a feature of the game. Players who drop out will usually leave their lands available for claim by others, rather than continuing as NPCs indefinitely, and there will probably be fewer GM-introduced NPCs.



    Getting your region approved
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    What you put in your region is largely up to you, but the GM has final say over what is approved for play.

    Try to make your region writeup reasonable in length. You don’t need to write a novel (and that would be going way too far the other way!) but detail is always appreciated, as is paying some attention to your map location. If you want to start in an island paradise covered with rainforest, obviously don’t pick a landlocked mountainous region in the far north of the map.

    Try not to go overboard with fantasy elements or other wild ideas in your initial writeup. Empire! has seen some remarkable events over previous games but the setting remains relatively “low” fantasy in many respects, especially at the start of the game. This is not to say you can’t do something original and exciting, but, for instance, impractically huge buildings, lots of magic flying around, or giant robotic dinosaurs are unlikely to be approved. The starting setting of the game is roughly analogous to Europe in the early 15th century; as time passes during the game, you’ll be able to introduce new technologies, build wonders of the world and cause supernatural effects during play itself.

    Due to the single-continent nature of the setting, monstrous races and highly alien cultures are less likely to be accepted, at least without serious revision and/or acceptable justification in the region write-up itself. To an extent this will be determined by the write-ups that the playerbase as a whole provides, of course.

    Try not to write your region in a way which prejudices regions around it. It is a world-building game and input from players to create a shared world history and setting is part of what the game is all about. But writing your region in such a way that (for instance) it was the capital of a ruthless empire which dominated all its neighbours until being toppled last week, or one which suffers from major natural catastrophes likely to have an effect for hundreds of miles, will severely impede the ability of nearby players to create their own regions without either directly contradicting yours or implicitly accepting your authority over their background. Best to keep such ideas in reserve and discuss them with the players it’s likely to affect once the game gets going.

    Obviously all regions are approved on a case-by-case basis and some ideas that might not be acceptable in one context might be allowed if they are presented sufficiently well or in an interesting manner.
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    Default Re: EMPIRE3! I - A Community World-Building Game

    Work in progress...

    Sheol
    Region 37


    Terrain
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    Bounded in the north by sandstone cliffs abutting the Enkidan Sea, the old kingdom of Sheol stretches south into the trackless expanse of the Exalted Anvil. This vast salt flat was long seen as the end of the world to


    People
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    The people of Sheol are surprisingly tall, olive skinned humans. Stand almost six foot one on average, their hair tends towards dark browns and black, while their eyes are often strikingly blue or green. A fondly repeated myth going back before the times of darkness is that Sheolim are descended from giants that one dwelled in an idyllic valley somewhere in the Exalted Anvil. The legend tells that eventually these giants grew proud, enslaving their lesser descendants and making war on the heavens, until they were smote down and their civilization reduced to salt.


    Government
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    A monarchy that practices agnatic seniority, backed (or stymied) by an entrenched bureaucracy.


    Religion
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    Unsure, likely some version of Kunism.


    History
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    An ancient kingdom that dreams of its former greatness, Sheol has long warred with its northern neighbors over control of the straits so essential for trade.


    Resources
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    Available: Salt
    The salt flats provide an ample supply of the rare mineral.

    Required: Wood
    Alas, the same cannot be said of timber.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
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    Default Re: EMPIRE3! I - A Community World-Building Game

    First question, what's so important about region 7? Also, weird backwards Europe, nice.

    Let this be a claim on region 18.

    An even more important question: Regarding the holy land rules, it says it counts centres following your religion, does this mean I could use the starting religion which would presumably be widespread and immediately declare one on reaching ten faith?
    Last edited by Elemental; 2016-12-19 at 07:48 AM.
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    Default Re: EMPIRE3! I - A Community World-Building Game

    Thanks for the invite. Is it safe to assume that the area on the map is about the same climate as the real world areas it's based on?

    Also there's an unnumbered area between 38 and 39

    Tentative claim to 65.
    Last edited by zabbarot; 2016-12-19 at 08:42 AM.
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    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.
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    Default Re: EMPIRE3! I - A Community World-Building Game

    Quote Originally Posted by zabbarot View Post
    Thanks for the invite. Is it safe to assume that the area on the map is about the same climate as the real world areas it's based on?

    Also there's an unnumbered area between 38 and 39
    Hey Zab, nice to see you.
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    Default Re: EMPIRE3! I - A Community World-Building Game

    Quote Originally Posted by Elemental View Post
    Hey Zab, nice to see you.
    And you, I've missed the long rambling discussions about cricket.
    Quote Originally Posted by lt_murgen View Post
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    Default Re: EMPIRE3! I - A Community World-Building Game

    Good to see you, guys.

    Quote Originally Posted by Elemental View Post
    First question, what's so important about region 7? Also, weird backwards Europe, nice.
    There are a few things I'd want to discuss with such a player based on its proximity to the church, though it's not a huge deal.

    An even more important question: Regarding the holy land rules, it says it counts centres following your religion, does this mean I could use the starting religion which would presumably be widespread and immediately declare one on reaching ten faith?
    Yes.

    Quote Originally Posted by zabbarot View Post
    Thanks for the invite. Is it safe to assume that the area on the map is about the same climate as the real world areas it's based on?
    Yeah; while I realise I haven't specifically indicated the latitude, I was aiming for a temperate-subtropical climate similar to that of Europe.

    Also there's an unnumbered area between 38 and 39
    So there is! Whoops. I'll make that region 67.
    Last edited by Aedilred; 2016-12-19 at 08:59 AM.
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    Default Re: EMPIRE3! I - A Community World-Building Game

    I think I'll stake a claim for 62 if that's OK. Should be able to get a write up done today but in brief:

    The island nation of 62land is very low lying and loses a substantial chunk of its area every high tide, the interior is mainly saltwater marsh. While there are some settlements on the "higher" ground - though everyone else laughs at the 62landers definition of a "hill" - the majority of settlements are actually floating houses made from the local reeds which rise and fall freely with the tides. This has given the 62landers excellent sea legs though and they walk with a rolling gait.

    Four or five years ago, 62land emerged from a civil war which has replaced the previous monarchy with a council of the heads of each settlement with disputes being settled by the Exarch - the leader of the Rebel Alliance - who acts as a primus inter pares.

    It'll need metal - far too soggy for mining - and will have some sort of reeds which I'll likely model as wood.

    More details to follow.
    Last edited by Kythia; 2016-12-19 at 09:10 AM.

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    Default Re: EMPIRE3! I - A Community World-Building Game

    Hi all. Looking to claim area 12. Will put up more as I work through things.

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    Default Re: EMPIRE3! I - A Community World-Building Game

    Quote Originally Posted by Aedilred View Post
    There are a few things I'd want to discuss with such a player based on its proximity to the church, though it's not a huge deal.

    Yes.
    Ah. That makes a lot of sense. For a moment I was wondering if playing there made that person the church.

    Well, this fits into my plans nicely.


    By the way, for anyone who's interested, I kind of want to set up some non-mechanical empire with a non-mechanical Emperor who does nothing but gets to wear a fancy crown. Said crown will probably be an artifact and bestow a bonus on the wearer. So, anyone within about two or three regions of region eighteen who wants to be an elector should say so so we can set something up.


    Quote Originally Posted by Aedilred View Post
    So there is! Whoops. I'll make that region 67.
    Where's region 66?
    Last edited by Elemental; 2016-12-19 at 09:46 AM.
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    Default Re: EMPIRE3! I - A Community World-Building Game

    Quote Originally Posted by Elemental View Post
    Where's region 66?
    Extreme east of the southern landmass. Western Sahara.

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    Quote Originally Posted by Kythia View Post
    Extreme east of the southern landmass. Western Sahara.
    Don't you mean Eastern Not-Sahara? Also, thanks.
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    Default Re: EMPIRE3! I - A Community World-Building Game

    The Highlands of Mi'vara
    Area 12

    Khan Vvtkian Xalo
    Diplomacy: 4
    Military: 5
    Economy: 5
    Intrigue: 1
    Faith: 2
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    Spoiler: Geography
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    The northern nation of Mi'vara is a beautiful open vista of rolling plains covered in lush, coarse grass most of the year round. Many a song has been written about the wind sweeping through the grass in an interact and beautiful dance, put in contrast by the slow crawl of the clouds above. It's most interesting natural feature is an area known as the Dragon's Graveyard. Hidden away in the Mi'varan highlands, this roughly two mile area is covered in numerous white granite deposits of varying sizes. The area is named so because the granite boulders are lined up to look like the bones of numerous sleeping dragons.

    Mi'vara is split into two regions. East Mi'vara sits about one to two thousand feet above sea level, and is considered the more habitable area with cool but still enjoyable weather. It tends to have more common seasonal weather, with snow not being an unknown in the winter. Almost all of the trees natively sourced in Mi'vara are from here, and are mostly firs and pines.

    West Mi'vara rises up to an impressive six thousand feet at some of it's more extreme areas, but is in general usually about three to four thousand feet. Rain is common almost all year round, and almost always has at least one snow storm in the winter. The colder climate due to rain and altitude limits the number of people willing to live in the area, restricting it to the native Highlander nomads. Trees rarely grow in the region, as it is simply to cold even in summer to have a good growth period.


    Spoiler: People and Places
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    Mi'vara has two seperate peoples within her borders. Highlanders, the people native to West Mi'vara, are a tall, broad and dark skinned people. They tend to favour horse hide clothing and generally living a nomadic life, following their herds around Mi'vara. Although they are considered the native people, they only make up about one-fifth of the population. The only long term site the Highlanders have is Craig Uchel, a large stone fortress built some eight hundred years ago. Craig Uchel maintains a relatively small population, but is often the location for clan gathers, important weddings and funerals of chieftains. Those that live within Craig Uchel are mostly an assortment of priest and shamans who maintain the teachings Arglwydd Ceffyl, a paganistic belief about the connection between the Highlanders and the animals they live with.

    Those who live in the Eastern region of Mi'vara call themselves Mi'varans. Whilst many can trace ancestry to Highlanders, they have mixed with the people of the neighbouring countries and are no longer true Highlanders. For the most part, they share some of the height and breadth of the Highlanders, but with much fairer skin. Mi'varans have much more standard clothing, but often favour horse hide over the skin of other animals, simply due to the ease of sourcing such material. Much of the Mi'varan architecture is stone, as it stands against the cold and the rain much better than wood. Whilst East Mi'vara has numerous small towns and villages, it has two major cities.

    Giat Cymdogion sits close to the border of <region 3> and <region 14>. It is one of the most multicultural cities in Mi'vara, and is the prime site of trade in Mi'vara. Almost all trade heading into or out of Mi'vara goes through Giat Cymdogion, and is a veritable metropolis due the summer, when the Highlander clans drive their herds to the city to trade and sell with both Mi'varans and foreigners.

    Brig Y Gaeaf lies in the far north of Mi'vara, and is considered the seat of power for the ruling Khan. An impressive fortress built into the side of a mountain, many claim that it was built by giants. Brig Y Gaeaf is one of the few places that is not a part of West Mi'vara, but that is still respected by Highlanders. Clans often pass by to declare their loyalty to the Khan.


    Spoiler: Resources
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    With such a huge expanse of land available to them, Mi'varans cultivate numerous herd animals; including horses, sheep and cattle. Of the three, horses are the focus of Mi'vara, and very few children grow up with out having ridden a horse. The stock of horses breed in Mi'vara are know as the Cryf horse. Cryf are renowned for their strength and endurance, and make for excellent work horse as well as military horses. Although Cryf horses can be breed else where, those raised in Mi'vara are superior to those raised elsewhere.

    Unfortunately for such a cold climate, naturally sourced coal is almost unheard of. With steel rapidly overtaking iron as the primary used metal of the world coal is an important resource that is lacked in Mi'vara. Although wood could be used as a substitute, the heat produced is not comparable to coal, for either heating buildings or for metal work.

    Trading Post
    Region number Resource Quality
    12 Cryf Horse Great



    Spoiler: Religion
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    Although some of the Eastern Mi'varans call themselves followers of the Shishiyan Church, most of Mi'vara is still in a transiant position between Paganistic beliefs, which are still held in high regard by Highlanders, and something close to adherence to Shishiyan doctrine. Missionaries to the area have so far reported that religious sentiment to Shishiyan belief is positive and within safe margins. The only real exception to this is Giat Cymdogion, which has a higher than normal foreign population than the rest of Mi'vara. As such, many in the city are followers of the Shishiyan Church.

    Craig Uchel: Pagan belief (Arglwydd Ceffyl)
    Giant Cymdogion: Shishiyan
    Brig Y Gaeaf: Vacant
    [B]
    Last edited by Icilia; 2016-12-20 at 05:35 AM.

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    Zhentanna
    Region 36

    King Gideon Istan Ina Abahar
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    History and Government
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    The royal families of Zhentanna trace their histories and lineage back over two thousand years claiming a heritage predating even Ananda. It is accepted within Zhentanna that the male heads of the three royal houses of Isten Ina Abahar, Sanu Ina Abahar and Salsu Ina Abahar, or first, second and third of Abahar respectively, are direct descendents of the Chosen Champion Abahar and his wife, the Prophet Varda. Legend claims that this union produced a miraculous sextuplet birth, three each male and female, each visibly marked with the blessing only such a divine union could bring. Varda died in childbirth and Abahar, driven mad with grief, sent his children far away that he might not be reminded of his love’s loss.

    These children were spirited away by mortal hands and grew to take the form of man and woman though this was not their true divine form. They wandered the world seeking a place they might call home. Abahar was an unparalleled Champion of the Exalted and they walked with fear always of their father’s wrath should he find them. They traveled far and met many people, learning many things from them and on occasion siring a child or two with great men and women of the world. Legends and modern propaganda claim these children grew to become those mighty noble families who now rule much of Celessa though little evidence exists to support this.

    The six children wandered for a century until at last they came to the great salty sea and the dry lands of Zhentanna and Gehenna divided by the rich river valley carved by the Mighty Ufratu River. The land looked empty, no doubt the reason it was spared their father’s gaze, and the only life that endured did so along the Ufratu where six small cities struggled to stay alive against the desert’s dangers. The six children of Abahar and Varda looked upon these cities and people and realized they had found a place they might call home.

    The children divided themselves between the cities. The three brothers built their ziggurats and their families in the three cities that lay along the south banks of the Mighty Ufratu: Haishal, Kineret, and Lavilin. The brothers were amorous and fruitful, taking many lovers and consorts from among the people. Great numbers of children were born but often they lacked the distinctive mark of the divine. It was determined with much despair that the common blood diluted the power of the brothers’ divine parents. They arranged with the Princesses of Gehenna, their sisters, a plan to preserve their bloodlines through arranged intermarriage between the families. Dissenters and malcontents who accused their rulers of incestuous and occult practices were violently silenced. A series of laws came into being that would enshrine the intrafamilial marriage pacts as an honored tradition and requirement of office to ensure the bloodline would not grow weak and fade away.

    The three dynasties established by this ancient union still share the rule of Zhentanna and Gehenna. Children born to one of the royal lines and recognized as members of the royal household are raised among their parents until puberty at which point they are divided by sex. Girls of royal blood are sent north to Gehenna while boys remain in Zhentanna. Oftentimes one’s childhood friend and playmate reappears in a royal’s life years later as a potential bride or groom. Perhaps to encourage this or as a consequence of it male royals speak of other royal relatives differently depending on gender. Males of similar enough ages will call one another “brother” regardless of their actual blood relation. Females however are referred to by their name except in reference to one’s wife (referred to as simply “wife”) or actual trueborn sisters though it is considered impolite to refer to one’s “sister” in the company of other males.

    The three families intermarry routinely to ensure heirs will be available for ascending to the Material and Divine Thrones, positions of great ceremonial and regional importance. In modern Zhentanna the successive Kings who sit upon the Material Throne are the husbands of those recognized to rule as Queen of Gehenna. With the power of selection left in the hands of the Gehenna branches of the Houses marriage becomes a major factor in alliance and power balance between the six branches of the royal family.


    Terrain
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    The regions of Zhentanna and Gehenna are divided by the sky blue waters of the great river Ufratu which flows east from its origin high among the peaks of the Southwall Mountains. At points along the region-long river it is as wide as four and a half miles though it averages closer to one and a half miles in width. The Ufratu moves in a slow meandering fashion although is prone to flooding during rainy seasons. It is just off these peaceful and green floodplains and shores of the Mighty Ufratu that the three major cities of Zhentanna have arisen.

    House Isten controls the richest city in Zhentanna Haishal which lies at the western mouth of the Ufratu where its waters spill out into the great salt sea. A small natural bay keeps the city secluded from the occasionally violent coastal weather along Gehenna’s northern shore. Many traders, both rivermen and foreign sailors from up and down the coast and even across the [Region 34] islands from further north ply their wares in Haishal and the city grows rich for it. The Material Throne resides in this city though it is only sat upon by the reigning King, leaving it mostly empty when a member of House Isten does not hold the title.

    House Sanu controls the old city of Kineret which while being the smallest of the three south bank cities is also one of the most important. It’s small size is derived from its role as a simple sort of administration center for a vast quantity of irrigated farmland collectively known as the Blue Fields for their primary crop of Batana. Kineret lies at the western end of the Ufratu only south and east a short distance from the Gehenna city of Marad. It is from Kineret that the large shipments of Batana embark down the Ufratu and onward towards those who crave the sweet blue flower’s nectar.

    House Salsu controls the city of Lavilin which lies midway between the eastern and western ends of the Ufratu. While the city is of great regional importance, connecting the Batana fields in the east to the merchants of the west, it suffers no great distinction like those of its brother cities. It has languished under a series of lazy Princes, content to collect what taxes they could and invest in parties rather than something more tangible to their home or people. It has only been through the efforts of Salsu’s brother houses that the city has avoided severe economic trouble.

    Each city houses a single large ziggurat made of dark stone within which the royal lines make their homes. These ziggurats have no names themselves but are simply referred to as "the ziggurat" with a clarifying city name when necessary. Considered the epitome of ancient engineering feats the large stone structures have decayed some in the centuries since their construction though regular maintenance has kept them quite structurally sound.

    Zhentanna receives its eastern border from the Eastwall Mountains which are ruled by (Region 33 guy) and lie beyond the direct domain of the Divine and Material Thrones. To the southeast between the Eastwall and Southwall mountains a pass exists that leads only to a great and relentless desert that the people of Zhentanna call the Ghos Desert. None but criminals desperate to escape the law or fools unaware of the desert’s danger attempt make their homes in this portion of the region. Harsh and unforgiving the Ghos Desert is avoided by any right thinking individual.


    People
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    The common people of Zhentanna are humans known among themselves as Zhen. With skin ranging from bronze to brown and eyes and hair almost universally black and curly a foreign traveler might be forgiven for thinking many of them indistinguishable if not for the bombastic, bright, and uniquely colored dress worn by the people. Robes and dresses of varying degrees of modesty and practicality are universally bright and eye catching in their coloration. Dyes are highly valued and more colorful clothing is generally associated with higher standing in Zhen society. Blue, violet, and red are common colors produced by many local dyeworks although certain shades of even these common colors are rare and highly valued. There are many color dyes that cannot be made easily and some that cannot be made at all within Zhentanna and any traveler able to provide a new or rare dye will quickly find themselves a popular and possibly rich man within the southern kingdom.

    The common people tend to wear their curly black hair long. Men often plait or braid their hair down their backs while females tend to make great shapely buns and piles of hair twisted into various shapes atop their heads. Facial hair among men is often seen as a sign of vitality and maturity though there is an equivalent association of youth and vitality with clean shaven faces leading to a broad range of appearances. While color plays an important part in their dress hair and its accessories tend to be more muted, maintaining earthy tones of brown, green, black, and grey. Foreigners with differently or brightly colored hair have sometimes found themselves accosted in the streets by curious folk eager to get a closer look at such a strange sight.

    Unlike the common people and local nobility of Zhentanna the royal families still show signs of their ancient foreign heritage though much has faded over the generations. Legends speak of the Six Siblings having natural crowns atop their brows, an unnatural beauty to their faces, and angelic wings that gave them flight. Some heretical stories claim the Six possessed the tails of beasts and wielded magical power unseen before or since. These legends, both heretical and canon, are largely disregarded as embellishment and hyperbole. The only sign of any inhuman heritage in modern royals are the two small bony protrusions at the hairline on their forehead. The prominence and symmetry of these horns are often used to judge the worth of a new child’s claim to royal status.

    The royal families are renowned among the common Zhen for their beauty. Royal features tend to almost perfect symmetry and youth clings to them well beyond the years it abandons most. Those of the royal lines tend to have longer lives as well, most living to at least ninety and many easily crossing the century mark. Greying hair tends not to appear until their eighties and wrinkles even later still. The oldest living royal in recent memory, Prince Leviah of House Sanu recently celebrating his 121st year, could be mistaken for a middle aged man of common blood by physical appearance alone. There is some whispering that the royal line gains its vitality through carnal exploits, a rumor that is not discouraged by the royal houses. The traditional greeting of royals for honored guests is to run their lips up the visitors neck from shoulder to ear, as a modified kiss that helps to perpetuate this notion of sensual proclivity.

    The common people of Zhentanna are an industrious and intelligent race of men eager to discuss and solve their problems with diplomacy first rather than resort to violence. The struggle against the desert’s harsh realities and the importance of struggling against evil and death engendered by their faith has turned their culture to one of exchange and communal cooperation. This attitude has only been further fostered under the rule of the dynasties with a number of projects and organizations created to see to the health and prosperity of those living under their rule.

    The people are welcoming of strangers and foreigners in their public lives, seeing them as sources of new ideas, new cultures, and new resources to be examined, dissected, and possibly incorporated. Despite this welcoming attitude in their public life however many common people prefer to remain separate from foreign influence in their private affairs. Foreign faiths are tolerated so long as practitioners keep their practices to themselves and while many merchants and diplomats learn foreign tongues their native language holds a highly important religious and cultural significance. Marriage to foreigners is generally unheard of as it is expected that both parties adhere to Kunism and can trace their lineage to Zhentanna or Gehenna before their marriage can be recognized. Many cities have private districts intended specifically for foreigners or in some larger cities there are multiple districts for different stripes of foreign guests and ambassadors.


    Resources
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    Produces: Batana Flowers [Great] Batana Flowers are rare desert flowers grown in the Blue Fields outside Kineret. The delicate blue petals of the Batana are used in two ways within Zhentanna. The first use is in the creation of a rich indigo dye commonly seen in the clothing of Ufratu river valley peoples. It is not an expensive dye but neither is it the most common. It perhaps would be more common if not for its second and likely more infamous use. The blue petals of the Batana can be boiled in hot water to produce a heady ecstatic high-inducing tea commonly referred to as Blue Tea. The effects of the tea are most often described as eye opening, relaxing, with a mild aphrodisiac sensation setting in towards the end of the experience.

    A small number of herbalists and alchemists possess the knowledge to further distill the properties of the Batana Flower into a concentrated serum. Known as Blue Syrup this highly addictive concentrate is outlawed within Zhentanna although a number of these refineries operate in Haishal where foreigners purchase Blue Syrup for their own consumption or trade beyond the borders of Zhentanna.

    Trade Posts and Control

    Region number Resource Minor Good Great
    36 Batana ZHN O O

    Needs: The demand for new colored dyes is almost overwhelming in Zhentanna. Colorful and intriguing foreign goods of any stripe are eagerly consumed but dyes above all else are valued for the style and importance unique colors can evoke. Colors aside from blue, violet, and red are especially sought after and signify both a well traveled or well funded individual.


    Religion
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    The vast majority if not the entirety of Zhentanna’s people are members of the Kunism sect of the Shishiyan church. They adhere to the doctrine of struggle between Exalted and Enemy as well as recognizing the legitimacy of the Chosen and most of the time the Grand Mahangar. Unlike conventional Shi however the people of Zhentanna believe the last great prophet was Varda who is said to have arisen before Ananda and continued to teach even as Ananda tried to usurp her rightful position as a Prophet of the Exalted. Views on Ananda are often varied. Some consider the supposed last Prophet to have been well-meaning but misguided in preaching thoughts contrary to Varda’s teachings while some accuse Ananda of having been an agent of the Enemy attempting to sway worship away from the Exalted and towards the Enemy.

    For centuries the people of Zhentanna have paid formal homage to the official central church in exchange for the church leaving the relatively benign heretics to their private worship. On occasion a passionate zealot has attempted to upset this balance but so far neither the Kunists nor the Shi have been willing to risk a real war over the relatively minor theological disagreement. Needless to say most theological discussions between merchants of Zhen and foreign Shi followers tend to focus on older legends and avoid completely the belief of divine blood flowing through the royal house’s veins as well as the conflict over who the true last prophet of the Exalted was.

    Religious Centers
    Haishal - Shishiyan Kunism
    Kineret - Shishiyan Kunism
    Lavilin - Shishiyan Kunism
    Last edited by QuintonBeck; 2016-12-19 at 11:28 AM.

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    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

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    I'd like to put a tentative hold on region 52. And I promise to actually participate, this time around.
    Last edited by Lord_Burch; 2016-12-19 at 11:47 AM. Reason: 53->52
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    A ravenous, numberless horde of immortal, undying goats cursed with unceasing hunger would actually be a very disturbing apocalypse.

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    Default Re: EMPIRE3! I - A Community World-Building Game

    Region 23 please.

    The Fire Elves of Allanar
    Last edited by Mary_Sue; 2016-12-19 at 04:03 PM.
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    God, get it together Mary.
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    I'd like to reserve 57, please.

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    Alrighty then!

    Not sure where I want to be, but I know what I wanna do. Gimme a bit to write it up...

    EDIT: 46, please.
    Last edited by HalfTangible; 2016-12-19 at 12:50 PM.
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    Temporary claim on 44, if anyone beats me to a writeup of the region they can have it.
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

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    Ynys Y Corsydd
    Region 62
    Motto:
    Rhaid i waed y merthyron ddyfrhau y dolydd o'r yma.

    Exarch Dawydd Terfal, Father of the Nation
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    History and Government
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    Isolated from the rest of the continent by the often stormy straights known as "Sianel gyda llawer o stormydd", or just the Sianel and an unprofitable target for military conquest, the land of Ynys Y Corsydd was left to its own devices for many centuries. It was brought under the umbrella of the Sishayan Church many centuries by a missionary known locally as "Dyn a ddaeth â'r grefydd" who is venerated locally as something of a Saint. Out on the fringes of the continent, though, oversight of orthodoxy was weak and it was perhaps that that led to the ruling family, the Dyfarniad Teulu, falling in to heresy. As their devotion to the vile Laskist heresy grew so did their own tyranny - the king seeing the established social structures as having being forced on Ynys Y Corsydd by the corrupt church and believing he had a moral duty to overthrow them at first but later sinking further and further in to insanity. Taxes were raised to support Laskist sects elsewhere and the people suffered under the yoke of the oppressors.

    Ynys Y Corsydd needed a savior and one arose. On one infamous day Dawydd Terfal gave a speech that all children in Ynys Y Corsydd now learn by heart. Speaking from floating platform outside the country's largest port he begged his countrymen to "Arise, workers from your slumber. Arise, prisoners of starvation." People were unsure but he was a persuasive leader "Servile masses, arise, arise" he entreated "change henceforth the old tradition, and spurn the dust to claim the prize." Sensing their fear he grasped a reed growing nearby and held it aloft. "See how a single reed breaks easily" he shouted, snapping it over his knee "but many together" and he plucked many and held them together in a tight bundle "are strong" - he tried to break them but failed. It is for that reason that that symbol, the bound together bundle of reeds, was briefly the symbol of the resistance.

    The energised masses surged forwards and sunk the royal yacht, named for the strange lights that sometimes play in the Northern sky. A violent civil war ensued and and for a few years the country was in dual control - the king had abdicated (his famous speech claims that the sounds he could hear outside his palace was that of "a people who would not be slaves again") and fled but government remained under the control of one of his advisers with the people mainly swearing allegiance to their local "So llet" or village. Finally, in Autumn, a new revolution rose and swept away the remnants of the corrupt rulers, establishing the system of so llets as the primary tool of governance and Dawydd Terfal unanimously elected as glorious leader.

    Now - fifteen years later - Dawydd, assisted by the CPMM (the commissariat pobl materion mewnol, his most trusted authorities), strives to wipe away the last vestiges of the crypto-Laskist hierarchy and establish a new glorious nation under the banner of the hammer and fishing hook - representing the labourers and fishermen who had been so important in the revolution.


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    Ynys Y Corsydd is a very low lying island composed predominantly of saltwater marshes. A few high places - the former royal castle of Har Llech for example - do exist and are dry the majority of the year but most places experience seasonal or even daily flooding. Most structures are made of the local reeds - cyrs lleol - and the vast majority are somewhere between boat and house, built to float when the tide rises and settle unobtrusively on the mud when it recedes. Cyrs lleol grow strong and fast and are used for all matters where other nations would use wood as the few stunted trees that survive in the marshes are too twisted to make fine lumber.

    To the south east of the main island sit two smaller islands - Ynys Llai Cyntaf and Ynys Llai Eraill. Ynys Llai Cyntaf hosts a large monastery and is the primary religious centre of Ynys Y Corsydd while Ynys Llai Eraill is largely unoccupied. The largest town, almost entirely floating, is Tref Fel Y Bo'r Angen Mawr, or just "Tref Fel".


    People
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    The people of Ynys Y Corsydd are short dark haired people largely accustomed to their lives in the marshes. As the majority of them live on floating boats they have a rolling sailor's gait in the main but in the old monarchy the richer citizens lived on dry land and lacking those sea legs was seen as a marker of class - such class divisions are largely gone now though, of course.


    Resources
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    Cyrs Lleol grow in great numbers and are easy to harvest, sufficient to supply all of the island's needs for wood and have spare to export. However the low lying and saturated ground is totally unsuitable for mining rendering Ynys Y Corsydd low on stone and, more crucially, metal.


    Region number Resource Minor Good Great
    62 Wood YYC O O


    Religion
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    The ruling regime is largely uninterested in matters of religion (a leading adviser remarked that it was nothing more than the Blue Syrup of the people and was no longer needed now they had freedom). However, religion does survive. Thanks to the aid the church provided in the revolution the majority of the populace are at least nominally members of the Sishiyan Church. However, the former royalist stronghold has a strong, but underground, Laskist presence of enemies of the people who wish to reestablish the monarchy.

    Religious Centres:
    Har Llech - Laskist heresy of Sishiyan Church
    Ynys Llai Cynaf - Orthodox Sishiyan Church
    Tref Fel - Orthodox Sishiyan Church
    Last edited by Kythia; 2016-12-20 at 08:42 AM.

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    Gehenna, Region 35

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    Region Name: Gehenna
    Number: 35
    Population: Humans
    Resources: Owls
    Required Resource: Hard metals
    Religion: Shishiyan Kunism

    People and Society
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    The commoners in Gehenna, known as the Gehenites are average sized humans. Of tanned skin with dark hair and eyes, their golden complexions are ideally suited to the warm and dry climate of their home region. Favoring airy lightweight garments, Gehenites prefer to dress in pale colors that reflect the sun’s heat. Blessed with a large coastline, various maritime activities such as fishing and sailing are important in their everyday lives, for food and protection. Because of this, Shipmasters are afforded such respect and status that they are the only sect allowed to wear cobalt blue.

    A devout people, Gehenites follow the Kunism schism of the Shishiyan Church. Considered second in status only to the Royal houses are those who devote their life to the worship and study of what they view as the last true prophet, Varda and her Champion Abahar. Inhabiting three large temples, one in each major metropolitan center of Gehenna, the clergy is responsible for much of the education and public outreach that happens within the region. They also hold several annual festivals throughout the year, and oversee the coronation of the new Queen, though that is entirely ceremonial. Members of the clergy wear white to symbolize Varda’s various aspects and connection with the lunar cycle.

    The three royal lines of Gehenna each still hold signs of what they believe to be their ancient vaulted lineage. Those destined for their turn at the Divine Throne are born with small horns at their hairline, which to Gehenites, signifies the presence of the traits which the original siblings held sacred. Of uncommon beauty and slow to age, the royals of Gehenna who are born with small horns are of the utmost highest status and are almost immediately recognized as of the ancient lineage by the royal houses. Ancient tablets have been found carved with feminine figures depicted with horns, wings and tails. These carvings prompted speculation that the royal houses were once far more powerful than they are now, though that’s largely seen as heretical nonsense.

    Matriarchal, though ties to the Patriarchy of Zhentanna are seen as necessary to continue the traditional traits of the ruling houses. Fiercely proud and protective of their independence, they grant the Zhenites honorary equality, though there has historically been strife between the families, and they remain divided by the sexes. The males born and recognized by the three royal lines are sent to Zhentanna at the first signs of puberty. The royals believe themselves to be of divine blood, a belief that is perpetuated by the temple and clergy. Gehenna’s assertion of being propagated by the progeny of the prophet Varda and Her Champion is taught as truth within their schools and churches.

    Gehenites are welcoming of foreigners as long as they do not attempt to undermine traditional Gehenna rule or beliefs. Foreign proselytizers are generally unwelcome, though our clergy seeks to co-habitate peacefully over violent crusades whenever possible. The royal houses look at this cooperation indulgently, as they are of the firm conviction of their natural superiority, both physically and spiritually. Despite their reticence to expose themselves to foreign influence, Gehenna does enjoy a rich culture of trade and welcomes the variety in food and luxury goods that it brings to the region. Through trade Gehenna learns to adapt and advance itself to maintain a balance of power with her neighbors, as they maintain their sense of national identity through their faith.

    History and Government
    Spoiler
    Show

    Like their brother region Zhentanna, the three royal houses of Gehenna claim to trace their lineage back two thousand years to the holy union of Varda and Abahar. This claim is supported by the teachings of the clergy and is widely accepted as truth throughout the region. The three royal houses of Gehenna are divided by which original sibling they can most closely attribute their heritage to. Isten Ina Varda, Sanu Ina Varda and Salsu Ina Varda, or first, second and third of Varda respectively. House Isten controls the oldest city in Gehenna, Isin. Isin is revered as the site where the first of the sisters gained the Divine Throne and came to rule the region.

    House Sanu controls the location of the trade of hub of the region, the port city of Larsa. Much of the wealth of the region flows through Larsa and its citizens are often the first to attain the exotic goods and foreign gossip that comes into the harbor along with the merchants and sailors. House Salsu controls the third major metropolitan city of the region, Marad. Marad is considered the religious center of the region, as it contains Gehenna’s only seminary and the religious leaders of each city temple is anointed at the Temple of Marad, along with their Queens. The city’s close proximity to the Ufratu’s origin lends credence to its holy authority, as the river is considered to be of divine origin by the region’s inhabitants.

    The Kuni doctrine of the Gehenites view the Prophetess Varda as being the last true Prophet of the Exalted, and see Ananda as a usurper. One who took it upon himself to teach his view of the Shi doctrine, and not appointed by Exalted to spread the divine word. It is believed by Gehenites that Varda took the Exalted’s Champion Abahar as her mate, and from this divine union were the six siblings born, three males and three females. Some more obscure versions of this story portray Abahar as the Enemy’s Champion, pointing to the ancient tablets with their inscriptions of demonic appearing figures with wings and tails. These notions are dismissed as superstitions and old wives tales, if not outright heresy and are summarily discouraged by the church.

    The Prophetess Varda promptly died after birthing her sextuplets and Abahar in his great sorrow and infinite wrath cast his children away from him lest they be a constant reminder to him of his lost love. Afraid of the Champion’s notorious wrath, six who had been servants of Varda took the babes and fled into the unknown with them. The six grew and gained strength and abilities that were said to be unknown to humans of ordinary origins. They are said to have traveled the whole of Celessa before coming upon the fertile river valley of the great Ufratu and settling down to call the region home. The three males chose to occupy seats in the southern river valley, while the three females chose to settle in the north and on the coast.

    Over time, the three great ziggurats of Gehenna were erected and as their rule over the region was cemented, the three sisters took mates for themselves and many children were born unto them. Soon it was noticed with displeasure that the intermingling of ordinary human blood had produced an issue that was weakened in abilities and the traits that had been the divine inheritance of the siblings were diminished. In an attempt to preserve their bloodline, which they perceived as divine, they began a determined intermarrying with the blood of their siblings and in doing so, preserved some of their distinct talents, though it is said that some abilities were never recovered. What these may have been is unclear and has been lost to antiquity.

    In modern day Gehenna, the successive Queens are taken from each house in turn, ensuring that each city has its turn at housing the ruling seat of the region. The new Queen must be a recognized member of the royal line by every house, and must posses the traits of the divine. Most obviously, the small horns that differentiate them physically from ordinary humans along with their beauty and lengthened lifespan. There is some whispering that the royal line gains its vitality through carnal exploits, a rumor that is not discouraged by the royal houses. The traditional greeting of the royals is to run their lips up the visitors neck from shoulder to ear, as a modified kiss and helps to perpetuate this notion of sensual proclivity.

    Terrain
    Spoiler
    Show
    A coastal region which enjoys a steadily warm climate, Gehenna’s terrain has been shaped by the great waterways that flank it to the north and the south. To the north lies the Sea of Reflection, as the saltwater ocean is known colloquially. It gets its name from its uncommonly still waters where on clear nights, it is said that Varda and Her Champion Abahar can reach the ground through the reflection of the heavens upon the ocean. The major port and commerce hub on the Gehenna coast is Larsa of House Sanu.

    To the south, the region is bordered by the great river Ufratu, whose life giving waters shaped the fertile river valley of Zhentanna and Gehenna. The oldest city known to region lies in the western portion of this valley, Isin, the seat of power for house Isten. In the east, Marad of house Salsu sits high in the foothills of the mountain range that is known to the locals as the Lamagiri Mountains. Lamagiri, in the local tongue means “Unsubmissive” and the mountain range is named for its perceived refusal to bow before the heavens. Found at each of the three major cities of Gehenna are the region’s Temples. Each dedicated to Varda and responsible for the education of the populace, both secular and religious, and for the perpetuation of the reverence for the royal houses as divine.

    Each of the three metropolitan centers of Gehenna, Isin, Larsa and Marad, are built around a centrally located ziggurat. These flat-topped pyramids are each built of seven levels and are the homes of each of the ruling royal houses of the cities. The ziggurats are made of large bricks which have been glazed and painted and are carved with stylized portrayals of women with horns and sometimes wings and tails. These feminine figures are depicted in various activities, ranging from the mundane such as harvesting fields and herding sheep, to giving birth and the activities that precede pregnancy, to more fantastical depictions of the women transforming into owls or themselves flying with large feathered wings.

    The Uftratu River valley is fertile, and its produce varied and plentiful. Flat and largely treeless, it is ideal terrain for agricultural pursuits. With large quantities of sun and an abundance of fresh water, Gehenites are able to cultivate large and varied farms. Major crops include barley, wheat, lentils, peas, beans, grapes, and other vegetables. Grapes are turned into wine, and wheat into beer. Orchards of pistachios, dates, olives, and pomegranates are tended by wealthier farmers, or grown on the private grounds of the rich or royal. Fishing is also a lucrative career, with food sources being plentiful in both the saltwater sea and in the fresh water of the Ufratu.

    Religion
    Spoiler
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    The Temples of Gehenna preach the Kunist doctrine of the Shishiyan Faith. They speak of Ananda as a false prophet and usurper of Varda’s teachings. They refute Ananda’s Divine legitimacy, and claim that he twisted the doctrine to suit his own purposes. Some argue that Ananda was in fact, an agent of the Enemy, but the church of Gehenna refutes this, refusing to grant him the influence of the Divine, be it Exalted or Enemy. Varda is celebrated as the last true Prophet of the Exalted and the mother of the six original siblings that settled the area. Otherwise, Gehenites adhere to the Shi doctrine of Exalted and Enemy, and recognize the legitimacy of the Grand Mangahar.

    In some ancient religious texts, the Prophetess Varda ascends to the heavens to become the moon after her death, in order to watch over her children who were forced to roam the land in order to avoid their father’s wrath and to find a new home. In other teachings, she did not become the moon, but her spirit came to dwell upon it after her death. Either way, the moon has become to symbolize Varda and is revered as the eye of the divine. It is said that when the Champion Abahar succumbed to mortality at last, that it was from a broken heart. It is believed that after his death, his spirit rose to the heavens to become a constellation of a warrior in order to be near his beloved once again. Thus the great Champion has become to be symbolized by stars.

    Religious Centers:
    Isin - Shishiyan Kunism
    Larsa - Shishiyan Kunism
    Marad - Shishiyan Kunism

    Resource
    Spoiler
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    The relationship between the three royal houses and the owls they keep is said to stretch back to antiquity. The same tablets that depict the original sisters, also commonly depict owls. Oftentimes, they can be found perched atop a shoulder, or are shown in flight carrying messages tied to their ankles. The owls of Gehenna are still used in this capacity today, and the great owlerys located inside the ziggurats of Gehenna are a particular point of pride for the royal houses and the intelligent birds are the main export of the region.

    Whether the owls of the region are indigenous or were brought to the area by the original settlers is unclear. They are medium sized owls with short ear tufts. The owls of Gehenna range in color from brown to a bright, rich red. All varieties sport pale feathers on their underbellies and the undersides of their wings. They have sharp claws and yellow feet, and almost universally possess bright green eyes. Nocturnal, as other owls are, they are ideally suited for sending messages between the major cities of Gehenna, covert or otherwise and they also serve to keep the royal houses free of rodents.

    The Gehenites, especially the military, have a great desire for sturdy metals for use as weapons, other agricultural tools, and coinage. Containing no mineral operations in the region, Gehenna’s greatest need for imports is hard metals such as iron or bronze, etc.

    Trade Posts and Control

    Region number Resource Minor Good Great
    35 Owls GEH O O
    Last edited by PepperP.; 2016-12-20 at 05:19 PM.
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  23. - Top - End - #23
    Ettin in the Playground
     
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    Default Re: EMPIRE3! I - A Community World-Building Game


    The Archpatriarchy of Salendera
    Shamaran

    Region 18

    Archpatriarch Ragash

    Spoiler: History and Government
    Show
    Despite fighting bravely for the Holy Church, King Balendin of Shamaran died in the same ill-fated campaign that saw the demise of the last Kral of Parlayan Dağlar. He was left without issue and all his siblings predeceased him. Tradition dictated that the crown fall to the eldest child of his eldest sibling, a confirmed lunatic and so all the nieces and nephews, of which at least ten were confirmed legitimate without doubt, put forth their claim for the throne. None possessed sufficient power to seize the throne themselves and none were able to secure enough backing to overcome a coalition of the others. Rather than tear the land apart by endless civil war, administration of the Kingdom of Shamaran was handed over to the Church with the Archpatriarch of Salendera presiding over the highest courts of the land in place of the deceased king, the idea being the arrangement would last until the mess of potential heirs was sorted out and a new King or Queen crowned by then Archpatriarch Imanol II. That was centuries ago.

    In the current age the title "King of Shamaran" is added to lists of inconsequential titles and claimed by nobles seeking to inflate their own egos and the Kingdom of Shamaran is but a legal fiction. All royal powers are held in trust by the Archpatriarch ruling from the city of Salendera who governs with advice from six lesser patriarchs/matriarchs, five of whom govern the cities of Arraham, Marandel, Kanna, Norselan and Daharan with the sixth honorary patriarch who oversees monastic and mendicant orders within the Archpatriarchy. The position of Archpatriarch, synonymous with the rarely used title of Mahangar, is for life with their replacement being chosen from among the six lesser by the Grand Mahangar, each lesser patriarch themselves being appointed by the Grand Mahangar themselves per ancient custom.


    Spoiler: Terrain
    Show
    Shamaran can be readily divided into six principle geographic regions, each with their own distinct terrain, industries and populations.

    The first, largest and most populous of these, is the Valley of the River Maran. The River Maran flows generally northwest from the highlands of <region 47> before curving to the northeast until it reaches the border of <region 49> where it turns north and then northeast again to form the border between <region 49> and <region 50>. The river is wide and fed by a number of tributaries as it flows across a fertile floodplain. This floodplain is home to numerous settlements and widespread grain farming, leading to the growth of wealthy cities, the most important being the great metropolis of Marandel, a shining white city built of a series of hills near to where the Maran curves to the east.

    The second most populous, but not the second largest is the smaller Valley of the River Arran which flows southeast across the land before entering <region 5>. Farming here is much less intensive as the River Arran spreads out into a wide shifting marsh that fills much of the vale. Nevertheless, fishing and the gathering of reeds for paper manufacture are thriving industries and so prosperous towns have grown along the edge of the marshy Arran. An important trading centre in these parts is the ancient fortress city of Arraham that guards the remnants of the Imperial Causeway that once cross the marsh.

    The third most populous province of Shamaran is the Wolfenwold, a region of wooded highlands in the south of Shamaran. Covered in ancient oaks on the lower slopes and pines higher up as the terrain becomes more mountainous, this region is an important source of timber and furs for the cities of the lowlands. That is not to say the Wolfenwold is devoid of urban settlements as high above the surrounding land stands the most holy and shimmering city of Salendera, a city of bejewelled silver towers that glitter in the sunlight.

    Fourth in population is Arkanhir, a small stretch of land along the border of <region 19>. This mostly flat land is predominantly used to grow vines and keep goats for the production of cheese. The chief settlement of this province is the small city of Kanna, a city of brightly painted houses and large gardens.

    Fifth is Norselan, a tiny former principality, now a county, in the foothills of the northern mountains. Low in population, the somewhat precipitous, pine covered hills of the region are rich in metals and stone. The small province's capital shares with it a common name, also being known as Norselan. This small city is located on a spur of land that juts out dramatically from the surrounding hills and is particularly infamous for its reportedly haunted citadel, the Black Tower.

    Lastly is Tarandahar located on the eastern border. This is a lightly forested, hilly region, home to many flowering and fruiting trees. Many of these trees, especially apples and cherries, are cultivated in orchards by the population even as they grow wild on the hillsides. The chief settlement, Daharan, is one of the smallest cities in Shamaran and there is much spare room behind its walls for the growth of ornamental orchards.


    Spoiler: People
    Show
    Shamaran is poetically called the land of exiles and wanderers due to its unusually diverse population. The core of the population consists of roughly half Orcs and half Humans. In the Maranvale Humans dominate, in the Wolfenwold Orcs Dominate and the Arranvale is home to about three fifths Orcs and two fifths Humans and lesser provinces are roughly split between them. In addition there are minority groups of Dağcılar in Tarandahar and Arkanhir.

    The Human population is predominantly pale skinned and of average height, but muscular. Their hair is usually dark brown and their eyes green or blue. In terms of attire they prefer, the working class and peasants tend to wear plain brown clothes with finer colours reserved solely for festivals and special occasions. Wealthier individuals prefer coloured garments based on whatever the fashion is and their outfits tend to often be embellished. Humans in the Arranvale follow the lead of their Orcish brethren and often wear hide or fur mantles.

    The Orcish population has skin that is many shades of green with dark brown or black hair. They on average stand a foot taller than most humans and tend to have bulky physiques. Their eyes are usually black or very dark red, with light red being rare. In addition to these traits they have slightly pointed ears and a pair of ivory tusks jut upwards from their lower jaw. Their hair is worn long and is braided for neatness. Most male Orcs find it difficult to grow long beards and it is not uncommon for them to shave off any short beard that does grow. As the climate in the Wolfenwold is much cooler than the lowlands, the Orcs there tend to wear a lot of furs and heavy cloth to keep warm, but those in the lowlands eschew the heavy garments of their upland brethren for the most part but retain a thick fur or hide mantle out of tradition. It is also not uncommon for an Orcish male to forego covering their chest in the Summer months and for Orcish women to do the same when in the company of other women.

    For those wishing a physical description of the Dağcılar, a guidebook of Parlayan Dağlar is best consulted. In short however, they are people on average about a foot shorter than the average human man and in general resemble short stocky humans. Those dwelling in Shamaran tend to have light brown, blonde or reddish-blonde hair. They share the cultural trait of both men and women wearing their hair long and braided with men also wearing long beards that they also braid. The loss of a beard however, while embarrassing is not considered shameful. Their attire is for the most part simple and practical, though rich cloth is enjoyed by them. They are also fond of wearing steel jewellery as they claim their race invented the practice of making it.

    While it is very rare, it is possible for a child to be born of both Human and Orcish parentage. The progeny of such unions though are prone to lung complaints and are often ostracised by all but the Church.

    Living alongside these primary groups in the cities of Shamaran are the "exiles" the land is known for. Communities of peoples from distant lands have set up their homes under the generally tolerant government of the Archpatriarchy and so one can see humans of all lands, Taurin, Goblins, Xin Len and many more besides. There are even some groups whose homelands are unknown but all are welcome under the aegis of the Church.


    Spoiler: Resources
    Show
    The lowlands of Shamaran are among the most fertile in the world and are watered by several rivers making drought all but unheard of. As such the land is the breadbasket of empires, its Grain grown in quantity great enough to fuel both armies and industrious populations.

    While the country is abundant in most goods and can readily trade for most others, there is a huge demand for Incense for use in religious rites and meditation.


    Spoiler: Religion
    Show
    The disparate groups that call Shamaran home are nearly all adherents to the Shishiyan Church, though a sizeable minority of Kunism exists peacefully among the Human faithful. The major religious centres of the region, the great cities of Salendera, Arraham and Marandel are all under Church control.

    Salendera - Shishiyan Church
    Arraham - Shishiyan Church
    Marendal - Shishiyan Church
    Last edited by Elemental; 2016-12-21 at 11:08 AM.
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  24. - Top - End - #24
    Ogre in the Playground
     
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    Apiasolis
    Region 44

    Spoiler: Current Leader
    Show
    Archduke William Vittorio
    Diplomacy: 3
    Military: 2
    Economy: 4
    Intrigue: 2
    Faith: 1
    Rolls; Reroll


    Spoiler: History
    Show
    Spoiler: The founding of Apianopolis
    Show
    The history of the city of Apianopolis has become shrouded in legend and religious biases, but all stories agree on some facts. An unknown number of centuries ago, a group of human Kunists fleeing persecution by some radical Shishiyans of Shamaran came to the southern shores of the Sunlands in their quest for religious peace. Across the narrow channel laid an island which had not been absorbed by the people of the Sunlands, so they built a simple ferry ship with materials bartered from the locals and cast off across the channel. Unfortunately, their boat-building was not as superb as they previously imagined and it sprung a leak during the last third of the crossing. Only half of the settlers managed to survive, while the others lost much of their possessions.

    The remaining Kunists set up a small village with the resources of that section of coast, sowing the soil with wheat and purchasing livestock from passing merchant ships. They erected a shrine to the Exalted and prepared to send the now-grown second generation out to build a new farming center. But one of the new settlers gazed upon the mountains of the south and was overwhelmed by their majesty. When the settlers meant to found a second settlement departed, this one lead them astray from their path and they traveled further south than they were supposed to. Eventually their supplies ran out at the mouth of what is now called Greenslope Valley and they were forced to settle there and live off of the surrounding land.

    They had no time for religious affairs with their new hunter-gatherer lifestyle, and so the Exalted was abandoned by the settlers as more and more time was devoted to finding new sources of food. One day, a gathering woman strayed too far down the valley and discovered the southern coast. The waters seemed ripe for fishing, so she returned to her village and convinced them to come through the valley to the coast. They erected a temporary fishing settlement, but moved further and further east into the marsh which now holds the city of Apianopolis.

    Several years passed, and as the second settlement grew the original one began to decline due to a disease growing in their grain crop. They eventually had to travel back across the channel into the Sunlands, leaving what was left of their village in ruin. Meanwhile, the second settlement had once more taken up the old Kunish ways. They thanked the Exalted for giving them a bountiful home and set about building upon that which they had until they had a bustling port town named Apianopolis.


    Spoiler: The coming of the Shishiyan
    Show
    As Apianopolis continued to grow under Kunish ways, the Shishiyan Church began to find interest in the expanding port city. If it were introduced to the light of Ananda, it could be a valuable asset in spreading Shishiyan influence throughout the continent. The Mahangar dispatched preachers to Apianopolis tasked with swaying the Archduke from the Kunist way and use his influence to bring the whole city under church control.

    House Geranno happened to be in power at the time, and they were very dedicated to the Kunist ways. Archduke Franco inherited his position from his father, who was initially chosen by the mysterious Apian Queen who had come to rule over the island through her archdukes. When the missionaries (under the guise of investors) attempted to receive an audience with the Queen via Archduke Franco, they were denied like all others who wish to meet the queen and thrown out of Apianopolis once their intentions of disrupting their Kunist heritage were discovered. Realizing that trickle-down methods would not work when the ruler was unreachable and her steward rooted in his ways, the Mahangar decided to take a more direct approach.

    Missionaries flooded the land, preaching at every farming village and street corner they could find. Archduke Franco tried his best to remove them before their message could take root, but this only served to create sympathy within the common people. Franco passed away as the populace began moving toward revolt, and his eldest child, George, took over. Unaware of the building Shishiyan support in Apianopolis, he believed that it would be a good idea to change the policy towards Shishiyan preachers from deportation or imprisonment to execution. The Apian Queen saw that this would only throw the city into chaos and demanded that George revoke his ruling, but he believed that he was honoring his father's memory by maintaining Apianopolis' Kunist roots.

    As the Apian Queen predicted, with the execution of the most vocal preacher Apianopolis erupted into a mass of Shishiyan riots calling for the blood of the Archduke and the rest of House Geranno. Several of the more opportunistic great houses began to back the rebels and the merchants whispered of an oncoming crusade meant to bring the island under total Shishiyan control. Archduke George called the Dukes remaining loyal to him to a meeting in the hall of House Martino, as the hall of House Geranno was plagued with riots being only barely held off by the City Guard. George exited through a sewer passage installed in case of situations like this and was escorted along back streets to his meeting.

    The meeting was short, the Dukes brainstorming on how to escape their predicament until the Duke of House Martino suggested surrendering to the Shishiyan church and allowing them to exist safely within Apianopolis. Outraged that someone could possibly advocate surrender and confident that nobody would agree, he used his right as Archduke to declare a vote. Out of the ten Dukes present, only three voted for surrender: House Martino, House Vittorio, and House Matteo. All who voted against surrender were then executed by House Martino guards. When the sun rose, the heads of the fallen dukes were paraded up and down the main streets on pikes and all Shishiyan missionaries within the prison were released. The Duke of House Martino was declared Archduke by the Apian Queen (who some say ordered George's death) and Kunism was removed from the hearts of the populace. The first (and only) executed missionary was declared Saint Martin and a Cathedral was commissioned in his honor, ensuring that the region would never fall from the good graces of the Exalted and his true prophet.


    Spoiler: Martin the Mad
    Show
    Several generations into the Martino regime, the second daughter of the Archduke gave birth to a son named Martin. Since there were about fifteen other heirs ahead of him, he was raised in a similar way to ordinary children to prepare him for his future fade into obscurity. However, House Matteo grew tired of the Martino Regime and decided to assassinate the Archduke and all immediate heirs to hopefully scare the remaining heirs into backing down from the Apian Queen's summons, putting them in the ideal position to take the mantle of Archduke for themselves.

    Over the course of the next week, House Martino was slowly slaughtered until the heirs were too afraid to step up as Archduke. However, being raised with the commoners' belief that the position of Archduke is the greatest thing in the world, when the Apian Queen called upon Martin, the last in line for Archdukehood, he gladly proclaimed that he would accept her summons. House Matteo knew that Martin, raised as a commoner, would never be able to take the pressure of being Archduke and they allowed him to live for some light entertainment. Unbeknownst to them, Martin cracked the instant he met the Apian Queen. He ran out of the Queen's palace driven mad without the preparations the other heirs had. House Matteo got a massive amount of enjoyment out of the affair, but soon returned to plotting their ascension.

    Almost exactly two decades from the current year, Martin vanished from the public eye for a month.The head of House Matteo was soon called upon by the Apian Queen to assume the role of Archduke, and he set off down the street towards her palace. However, Martin had discovered the perpetrators of his family's downfall, and had the wrath of a raging inferno. Incidentally, a raging inferno consumed the hall of House Matteo as soon as its head left the doorway. Fearful for his life, the head of House Matteo ran down a side street to hide himself, but was jumped and murdered by a frenzied Martin. The fire soon spread to the surrounding houses and kept growing until a quarter of the city (including the city guard barracks and all its occupants) were consumed in the blaze. Martin himself went running down the main street raving on the Apian Queen deceiving them all, the skeleton on the throne, the bees are evil, etc. He continually proclaimed that he would slay the Apian Queen to 'save Apianopolis from destruction.'

    When he reached the palace, he was met with the entirety of the House Vittorio guard and its head, who immediately ran him through with their swords and threw his body into the flames. The fire raged for a few more days, but eventually it died down after consuming almost all the wooden buildings in the city. The remaining citizens began to stir into a revolutionary state and all trade had been closed down because the damage to the docks was catastrophic. The head of House Vittorio, Duke William, was promoted to the role of Archduke and charged with keeping the people in check while the city was repaired. Over the course of these twenty years, the city was rebuilt with stone quarried from the Seaward Range and Apianopolis is now ready to return to the world stage.


    Spoiler: Government
    Show
    For as long as anyone can remember, the Apian Queen has held dominion over Apianopolis and the greater island of Apiasolis. She never makes public appearances, resigning herself to her palace and admitting only a select few individuals. Speculation runs rampant about her appearance, mannerisms, how good she is in bed, whether or not she's even human, and all sorts of things patrons of a pub ramble on about while drunk. While the Apian Queen captivates the public eye, it is rather difficult o govern without interacting with the city. This is why she appoints Archdukes to carry on ruling the populace while she gets to sit back comfortably. For all intensive purposes, the Archduke rules Apianopolis, managing finance, laws, and the City Guard. The Archduke may appoint sub-officials to manage lesser parts of the government, often from their own family. The other houses just take in their income and sped it on whatever seems lavish at the time, not taking an interest in politics until it begins to affect them or an opportunity presents itself.


    Spoiler: Terrain
    Show
    Spoiler: Map
    Show


    The central island of Apinsula is covered by a temperate grassland with some small oak forests speckled here and there, although most of this land is now occupied by farmland meant to produce wheat and various other crops. The southern end of the island is occupied by the Seaward Range, a string of mountains ending at Mount Apia, the highest peak in the region. At the base of Mount Apia lies a small marsh on which the city of Apianopolis is built. The city is accessible from the rest of the island through Greenslope Valley, a thin river-canyon with vibrantly green grass. There are also several outlying islands which fall under the city's jurisdiction, but most of them are uninhabited except for the House Martini private island, which the remaining members of House Martino purchased with their inheritance after the downfall of their family. This island is off-limits to anyone without House Martino's invitation, leading to it becoming a discussion topic among citizens as to what goes on there.


    Spoiler: People
    Show
    The initial settlers of Apiasolis were pale skinned and dark of hair like their Shamaranian forebears, however with the large amounts of trade that took place in the years before the great fire set by Martin the Mad the human population has become a hodgepodge of various skin and hair tones of other population. The highest percentage of the population have a lightly tanned color of skin and brown to black hair, while the rest of the common folk vary between many different dark and light tones. Due to strategic marriages with the other great houses, the nobles of Apianopolis have maintained some of the Shamaranian paleness alongside certain rarer traits, such as red hair and green eyes.

    While a significant proportion of the population is employed in agriculture, most of the people of Apiasolis inhabit Apianopolis, the largest (and only major) city on the island. Many of its buildings are made of stone reinforced by wood, although every building that managed to survive Martin's Inferno is made completely out of stone brick. Most of the wealthy business owners and great houses own property on the marsh islands, while the middle-class and poor have houses on the mainland. Through trade, some goblins (see: Gobsful) have immigrated to the city and concentrated their population on a particularly disgusting (and therefore cheap) section of he marsh. They mostly stick to their own, and since all the land surrounding their community is already bought up they have to expand downwards. This underground real estate has, over time, expanded to encompass much of the city's area. The poorest of the poor and many criminal groups make their home down here, and even its architects have lost track of what may lurk in the darkest depths. This network is known as The Labyrinth.

    The lives of farm dwellers is extremely simple, consisting of sleeping when the sun is down and working when the sun is up. They have to provide for Apianopolis, and with a deficit in food they must work extra-hard to keep everyone from starving. In the city, the people don't have nearly as much work and so have more time for things such as prayer (to this end, churches have become abundant) and entertainment (to this end, amphitheaters have become abundant). The food deficit is begining to impact the poor, causing them to be in unrest, but the rest of the population hears of it as this minor thing due to Archduke William's meddling.


    Spoiler: Religion
    Show
    Ever since the fall of House Geranno (See: History), the people of Apinsula have been staunch Shishiyans. While a few still cling to the old Kunist ways, they make up such an insignificant amount of the population that people are genuinely surprised when they see a Kunist shrine in another's home. All the major Houses follow Shishiyan ways (or at least pretend to), and while the Apian Queen does not hold the faith she tolerates it if it means that she maintains her hold on the city. Recently with the rise of House Vittorio the Archduke's second son has been propped up as Achar of Apiasolis. Under Achar Alexander, the Church has become a corrupted puppet of the Archduke used to keep the people from rising up in the wake of Martin the Mad. To this end, most of the Mobars and Hebars who didn't wish to support another Archduke have been supplanted by pawns of Achar Alexander who are only in it for personal gain.

    Centers:
    Saint Martin's Cathedral: Shishiyan Orthodox (feigned)
    Saint Martin was the first (and only) Shishiyan missionary executed by Archduke George in a last-ditch attempt to maintain the Kunist belief system in Apianopolis. Martin became a martyr and is now the patron Saint of the Shishiyan Church in the region. Upon the ousting of Archduke George a cathedral was commissioned to commemorate his sacrifice, and the people of Apiasolis poured all their resources into its construction for many years. Its stained glass windows depict the Exalted's beginning, Ananda's lifetime, the trials of Saint Martin, and the prophecised rise of the Chosen and triumph over the Beast. It serves as the focal point of Shishiyan belief in the city.

    Almanac's Guild: Shishiyan Orthodox (feigned)
    The farmers of Apiasolis have many city-dwellers to feed and not much land to do it, so they must carefully plan each season to avoid losing any crops. The Almanac's Guild distributes information about growing conditions in the months to come as well as any recent blights and how to avoid them. On the side they give out Shishiyan blessings and constantly hammer home the point that if the farmers are pious, they will thrive. While not as blatant as Saint Martin's Cathedral, the Almanac's Guild is a way of steadily reinforcing Shishiyan values in the agricultural business.

    Ruins of the First Village: Shishiyan Orthodox (feigned)
    Although the first settlers of Apiasolis were definitely Kunist, the site of their first village on the channel shared by [Region 46] now serves as a Shishiyan holy site to commemorate the struggles faced by the settlers of the island (and subtlety appeal to Kunist holdouts by showing that they 'care' about their heritage (winkwink)).


    Spoiler: Resource
    Show
    Apianolis has a massive amount of bees inhabiting every nook and cranny of the island, leading many to start up apiaries to produce honey on a massive scale. This is used as a major flavoring in many Apianopolitan dishes, but with such a surplus it is easy to export as well.

    Unfortunately, the limited land of Apiasolis cannot support the massive city on its southern coast, and with the continent's interest in trade with Apianopolis dropping dramatically after the fiasco with Martin the Mad, Apinsula is in dire need of some food.

    Region number Resource Minor Good Great Need Met?
    44 Honey Api O O No (Food)
    (Table copied from Kythia)
    Last edited by moossabi; 2017-01-05 at 04:30 PM.
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

  25. - Top - End - #25
    Bugbear in the Playground
    Join Date
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    Default Re: EMPIRE3! I - A Community World-Building Game

    I'm staking a claim on region 60. It's weird to see so much empty space on a map.

    Also, nice to see the E1 Triumvirate are all back and playing. This political landscape should be fun.
    I'm a Prestige Class! Thanks Zaydos!

  26. - Top - End - #26
    Ogre in the Playground
     
    MindFlayer

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    Default Re: EMPIRE3! I - A Community World-Building Game

    Gee whizz! The Shishiyan Church sure sounds familiar...
    Last edited by BootStrapTommy; 2016-12-19 at 04:03 PM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

    Former EMPIRE2! Player: Imperator of the Nihoni Dominion
    Former EMPIRE3! Player: Suzerain of the Phśnīx Estates
    Former EMPIRE4! Player: Margrave of the Margraviate of Rhune
    My Awesome Campaign Setting

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

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    Default Re: EMPIRE3! I - A Community World-Building Game

    Can I stake a claim on region 66 please. :)

  28. - Top - End - #28
    Barbarian in the Playground
     
    Goblin

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    Default Re: EMPIRE3! I - A Community World-Building Game

    Quote Originally Posted by Aedilred View Post
    EMPIRE!
    Gods, Kings & Adventurers
    A Community World-Building Game by Morph Bark

    IC thread: pending
    Dice-Rolling thread: Dice Thread I
    Event Suggestion Thread:


    Spoiler: stuff
    Show

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

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

    Best beware if you want to ensure your legacy.


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

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




    The World and Joining the Game


    The World

    From the diary of the Venerated Hadrayn of Moisa

    The benighted continent of Celessa has seen five centuries of struggle follow five centuries of darkness. Kingdoms both petty and mighty have risen and fallen, men set against beasts and each other in a struggle to raise their heads from the mire. The one bastion of light has been the Shishiyan Church, a temple of hope striving to impose some kind of order.

    Yet now, scholars are venturing into areas of research barely dreamt of for a thousand years. In studios artists are discovering new ways of capturing their visions of the world. In taverns in ports the continent over sailors talk of their ambition to sail beyond the horizon and discover new lands.

    But for all that the threat of chaos still looms. Cities have been reborn from the ashes of those destroyed by pestilence of past generations, but buildings still stand empty and fields go untended, the people wary of returning to such plague-ridden sites - and perhaps rightly, for disease and famines still haunt the poor of many regions. In temples and monasteries disciples of the heretic Laska linger, dreaming of casting down the order of the Church, while in halls and castles their lordly allies brood on their defeat and plot revenge. Prophets of doom stalk the land talking of the threats of black sorcery from within and great armies from without, seeking to sweep the continent and impose their own false beliefs.

    The continent stands poised at what may be a turning-point in history. Now is a time when empires could be forged.


    The Shishiyan Church
    Spoiler
    Show

    This is the principal religion of the continent and the only one organised to any substantial degree. The Shishiyan Church is a dualistic religion which holds that all life is a all life in the world as a struggle against the forces of chaos, evil and destruction, represented by the Enemy.

    The Church has its headquarters on the borders of regions 1 and 7 and is headed by the Grand Mahangar.

    The teachings of the Church are based on ancient prophecies and revelations given to mortals, culminating in the last and greatest recognised prophet, Ananda, who lived roughly 2000 years before the present date. A number of individuals since Ananda have themselves claimed to be prophets, but none have been accepted by the Church. Modern theology is drawn from an interpretation of the ancient prophecies and followers of those prophets; as a result, while the Church believes the truth of its message is eternal, there is room for a great deal of interpretation and some of its policy has changed a great deal over the centuries.

    The Church tends to view foreign religions either as imperfect reflections of its own truth, adopting formerly pagan gods and heroes as demigods, venerated souls or servants of the Exalted, or as agents of the Enemy attempting to subvert the natural order. Either way, followers of such religions are ripe for conversion, or extermination.

    A key point of Church doctrine is the belief that the battle between the Exalted and the Enemy is fought in this world, each represented by an individual. The Exalted’s agent is known as the Chosen, while the Enemy’s is called the Beast. The Chosen must defeat the Beast and thus deliver the world from its evil, before ascending to divinity. Strictly speaking, the Chosen is the head of the Church, with the Mahangar a steward and counsellor. However, no true Chosen have been identified since the time of Ananda, and thus many hold that the world has long since fallen under the shadow of the Beast.

    Minor religions and schisms

    None of these religions are organised at the start of the game. Some teeter on the verge of extinction, while others are yet to establish themselves. An opportunistic or devout ruler might choose to take on patronage of some of these groups, or allow them to slide into obscurity.

    Gadism - A radical sect which holds that the Church has itself become corrupted: that the Mahangar is intentionally suppressing the discovery of any Chosen and acting as an agent of the Beast. For obvious reasons, this sect is aggressively persecuted by the Church wherever discovered, though has proven impossible to eradicate completely.

    Kunism – An ancient religion which follows the Exalted but does not recognise Ananda as a true prophet. It is tolerated by the Church, though to an extent which varies by region and has not been consistent over time, but has no central authority and does not tend to pursue active conversion.

    Laskists – Followers of a preacher who spoke out against the practices of the Church a few decades before the present time. He was killed and his followers persecuted, but the resulting wars destabilised many regions. Some of his followers, many quite influential, doubtless survive.

    Niskism – A stubborn gnostic family of doctrines which has been aggressively persecuted but has continued to make resurgences in some form or other. Followers of Nishka believe that the world is a creation of the Enemy and that the righteous must distance themselves from it.

    Sarvochism – an ancient interpretation of the Shishiyan doctrine which posits the existence of a third, arbitrary power, higher than the Exalted and the Enemy. While technically heretical, this belief system (which has a number of sub-schools) is partially tolerated where it would be inconvenient to eradicate.

    Yadaism – A young and aggressive branch of the Church which claims to be the truest and most loyal followers of the Grand Mahangar. While they have proven useful to the Church at times, many suspect they have their own agenda.

    Various Pagan Religions – The Church has been successful in eradicating true paganism in all but the remotest and most inaccessible of places. However many pagan beliefs and superstitions still circulate among the populace of some regions – some of which are considered within the scope of acceptable belief by the Church, others heathenism to be eradicated.


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



    Claimed Regions

    Region number Player
    1
    2
    3
    4
    5
    6
    7 Speak to GM before claiming
    8
    9
    10
    11
    12 Icilia
    13
    14
    15
    16
    17
    18 Elemental
    19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    31
    32
    33
    34
    35 PepperP.
    36 QuintonBeck
    37 TheDarkDM
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
    52
    53
    54
    55
    56
    57
    58
    59
    60
    61
    62 Kythia
    63
    64
    65 zabbarot




    Joining the Game

    First of all, read this thread

    Got it? Good. You may now pick the region you would like from the atlas below (first come first serve) and post your region submission in this thread for review and approval. You are only approved if Aedilred says you're approved. Once you're approved you can post your country details in this thread and prepare to join the IC game when it starts.


    The Rules of the Game & Data Collection



    Game Masters
    Legacy Master: Morph Bark

    GM Team

    Head GM: Aedilred

    GM's Second and Trade Master: QuintonBeck

    Technology Czar: BladeofObliviom

    Podcast Mistress: PepperP


    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!)
    EMPIRE! Podcast (thanks, PepperP!)

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



    Also I'd like to claim region 61
    Last edited by woolli264; 2016-12-19 at 03:52 PM.
    total-cluster**** of yogurt, drugs and sheep in EMPIRE!
    The rodent tribes of the Ruby Legion in EMPIRE2!
    The goblin kingdom of Jauder in EMPIRE3!
    The sailors of Izbefe in EMPIRE4!

  29. - Top - End - #29
    Ogre in the Playground
     
    MindFlayer

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    Default Re: EMPIRE3! I - A Community World-Building Game

    I think I'll formally claim 21. Or 7, if I can get the prerequisite approval.
    Last edited by BootStrapTommy; 2016-12-19 at 05:08 PM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

    Former EMPIRE2! Player: Imperator of the Nihoni Dominion
    Former EMPIRE3! Player: Suzerain of the Phśnīx Estates
    Former EMPIRE4! Player: Margrave of the Margraviate of Rhune
    My Awesome Campaign Setting

  30. - Top - End - #30
    Barbarian in the Playground
     
    DimpleLoamsdown's Avatar

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    Default Re: EMPIRE3! I - A Community World-Building Game

    Can I request region 55 for myself?
    I will get to making a writeup soon...

    Avatar by me.

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