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Discussion: Fountains of Mana


Alex Humva

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Here's the discussion topic for major OOC stuff in Fountains of Mana. This post will serve as a dumping ground for any important announcements, everyone's profiles, and important documents. It'll also serve as a reminder of current in-game events. As of January 15th it is FALL, September to be exact. ONE cycle has passed.

 

Some Cool Documents

 

Ship Chart: Due to some complexities involving pricing with ships, these are the stock ship sizes and costs. It's recommended you use then as your guideline, unless you're doing something really fancy.

Trade Chart: This chart allows you to determine how much money you are making off of a trade partnership with another nation.

Upgrade Chart: This is the chart I base my upgrades off of; please consult this for an initial grasp of what upgrades can do, and then come to me for the specific bonuses applied.

 

Glossary of Terms

 

Cycle: A two week period, used in this game to denote when your EP/cycle refreshes and adds money to the bank. Everyone is on the same cycle and thus receives money at the same time, regardless of join date.

 

Important Announcements

 

Announcement regarding build queues.

Announcement regarding golems and warfare.

Announcement regarding new players joining.

Announcement regarding province EP caps and new players joining.

 

Sally forth ya'll.

Edited by Strategist Alex Humva

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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Initial post of my profile. Unique units will also be kept here.

 

 

Nation’s Name: Shial [sHE-all, demonym Shialite, adjective Shiali]

Nation’s Characteristics: The people of Shial are uniformly dark skinned, with naturally curling hair; the Shialites are generally tall, with men averaging a little over two meters. Rarely, the Shiali people will show the slitted pupils and sharp teeth that are the mark of draconic ancestry.

Nation’s Society: Shial is patriarchal; the eldest male is the head of the family. Sons are expected to honor their fathers while building their own families. Daughters are expected to serve their fathers and later, their husbands. Marriages are monogamous. A man is expected to marry at fifteen, a woman at around that age, as dictated by her father..


Shiali law is built on a Code of Laws established by a king four generations ago, “To bring about the rule of righteousness in the land so that the strong shall not harm the weak.” This law, in its entirety, is placed by skilled stonemasons, carved into an obelisk in every large town in Shial. The prevalence of knowledge on the law, along with the many Constables who enforce said law, leave Shial as among the most orderly places in the world.


Shiali religion is centered around Mushussu, the Dragon which inhabits the Cliffs of Insanity and demands prey and virgins once per year as sacrifice. In the past fifty years since he has begun demanding virgins along with food as sacrifice, the number of half-dragons in Shial has climbed to over six hundred.


Nation’s Perk: Riches of The Sea, Terror On The High Seas, Wizards Of The Sea.


Nation’s History: Shial is a fast growing kingdom, an empire on the rise; the city-state of Shial, six generations ago, waged a short war to unite the peoples of the island, bringing them under one rule. Five generations ago, all farming in the nation was brought under review of the King, which allows for food production to essentially equal the population increase, nearly destroying starvation throughout the empire. Fifteen years ago, Shial waged a short and brutal war to take control of Jevalqk, which has since become a more prosperous state than before, with the advent of trade and the influx of food sales. The two nations have benefited greatly from each other, and now look together out into the world.


Nation’s Starting Units: Four Triremes(12), Two Quadireremes(10), One unit of Firetongue Guard(1), 3,000 Professional Soldiers of the Shiali Army(12), three Wizards*(15), Improved Fishing Industry(10)

 

Battlemage, Creator, Enchanter

 

The Firetongue Guard

Number of Soldiers: 100

Soldier Description: An elite force of a hundred half-dragons, serving regularly as part of the garrison in the city of Shial, the Firetongue Guard is also used as an elite shock troop during warfare; once a battle with levies has tired out the enemy, the Firetongue Guard move in to mop up with swords and flaming breath. They are armed with steel swords courtesy of Jelvaqk, and wear Linothorax armor.

Unit Cost: 1/1, 4 Weeks

Edited by Xomeron
That being said, thag thag thaggity thag thagness.

-Rover

 

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."

"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

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thebresciones.png


Name: The Great and Prosperous Commonwealth of the Breciones [bRE-shi-on]

Characteristics: Since the dawn of capitalism, the island of the Breciones has been the home of several races, each and one of them possessing differing appearances. As such, there is no real Brescione ethnicity, yet the people of the island possess a shared cultural identity as Bresciones. This culture, developed through generations of commerce, is highly connected to trade, befitting the merchant republic that is their nation.

Society: The island's entire society has been built upon mercantilism, with the entire upper class, as well as the ruling class, consisting of traders. While many families serve in the government, the leader is only selected from the eight most prestigious families, who together make up the Nizirba - the council of leadership. Every sixteen years, a member of each family is selected to serve as a representative on the council, with the leader chosen via popular vote.


While the upper classes are a bit more for gender equality, the working class is highly matriarchal, with the men serving as little more than business contracts. Children are considered to be adults upon reaching the age of fourteen, although they are not allowed to start up their own business until the age of twenty.


Brecione law is rather simple: murder and thievery are considered taboo, and criminals will be forced to pay compensation to the victim or the victim's family if they are convicted. Indeed, compensation is the main form of settling disputes, and as such it is common to see people exchanging money in the streets.


Religion is of little importance, but many pray to their ancestors for good luck and fortune.


Perk: Shrewd Bankers; Terror on the High Seas; To Holmgard and Beyond


History: In the years prior to the foundation of the Commonwealth, the Bresciones were organised into different tribes, each possessing a distinct identity, despite sharing a common culture. They all excelled in different areas of production, leading to trade between the tribes in order to obtain goods and services. Over time, trade took over, and the eight most powerful tribes decided to band together, laying the foundations for the Nizirba and the Republic.


This proto-Commonwealth was soon joined by the rest of the island's tribes, leading to the nation's formation. From then on, they expanded outwards, setting up trade outposts along the coast of the mainland, and doing trade with nearby countries. In the last few decades, there has been a shift towards greater colonisation, with the Commonwealth beginning to build a city on the mainland, where they could more easily do business.


Starting Units:

  • 4x Triremes (12 EP)
  • 3x Quadriremes (15 EP)
  • 2000 Professional Troops (8 EP)
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Nation's Name: L'État Impérial de Badois, or simply Badois (bat-WAH)

 

Nation's Characteristics: Lying on the east coast of the continent, the land known as Badois has changed hands many times. It is a hilly country, but with wide swaths of bountiful farmland along the coast. To the north are miles of open forest, and to the south the hilly moors that the Centaurs inhabit. West are the mountains, with sparse Badoise settlement, though the Empire is looking to expand. Two main cities exist- Bastion, on the spit of land at the border between the nation's northern and Eastern coasts, and Garde, to the south and a bit farther inland. Bastion is where the imperial court resides, as well as being somewhat larger, but Garde is an important city as well, home to the Academie Militaire, the main training center for the nations's armed forces. In addition, while few centaurs inhabit Bastion, Garde has a centaur population of nearly 20%.

 

To the west, nearly halfway between the two main cities, lies the growing village of Fonte du Magi, or Fonte, located around the nation's sole source of Mana. Tokarut, the Imperial Wizard, is here establishing a small Academie of his own, for training the Empire's prospective wizards.

 

The nation can roughly be divided into five areas- the coast, where trade and fishing are the most important, the northern forests, which supply lumber, the western foothills, bordering the mountains, where the Satyrs keep their herds of sheep and deer, the southern moors, where the centaur tribes live only nominally under Badoise rule, and the central lowlands, where the majority of the nation's farming happens.

 

 

Nation's Society:

-Three languages are spoken- Badoise, a human tongue brought by the first men to settle the land, Urlabra, the language of the satyrs, and Ronhujz, the language spoken by the tribal centaurs.

 

-Religion is dominated by the Badois pantheon, of twelve gods and goddesses, though many satyrs keep to their traditional reverence of nature and the tribal centaurs their worship of a sky father and earth mother.

 

-Slavery is legal, but slaves may only be held as such for seven years before being set free, and have most of the rights of the average citizen.

 

-Discrimination based on race is nominally illegal-not to say it doesn't happen.

 

-Domestic animals include over a different breeds of deer and antelope, four breeds of sheep, ten breeds of beardog(the prehistoric animal), and seven breeds of griffin, with various food, social, and military applications.

 

-Races include:

Satyrs: humans with goat legs and horns, often grow beards. Primarily live in the western foothills but can be found commonly throughout the nation, many having assimilated into Badoise culture. Traditionally worship nature, and herd deer and sheep, but in the cities can be found as merchants, bakers, or tradesmen, with some entering the armed forces. Many still speak their native tongue in addition to Badoise. They are quite quick and agile, perfectly at home on the mountain slopes they inhabit. They are an entirely vegetarian race, and their teeth never stop growing to handle their diet of plants.

 

Humans: Normal humans, pale skin and blond to light brown hair. Common eye colors are hazel, gray, and green, or rarely blue. Make up the majority of the nation's armed forces and farming population, in addition to population in general(about 70% of all citizens are human).

 

Centaurs:

Most centaurs inhabit the southern moors of the country, living in tribal societies with semi-permanent settlements. They are tall creatures, with the upper body of a human extending where the neck and head would be on a horse's torso. However, there are some differences between them and classical centaurs. Male and female wear no clothing asides from elaborate head turbans, for the males, and straps and satchels for utility. Modesty is a foreign concept to them. Their human skin is tinted a light green due to the large quantities of grass they consume. These grasses and other plant life are taken with the help of their cutting claws- the fifth finger of a satyr, if left to itself, grows into a bone spike with a sharp, serrated edge used both in defense, and gathering food. Their ears are long and often curl at the ends, and, like satyrs, centaur teeth grow their whole lives- however, as they don't believe in body modification of any sort, no cosmetic effort is put forth, giving most satyrs jagged, stained teeth. This further contributes to the popular Badoise picture of them as barbarians.

 

However, hundreds of years ago, before the centaur lands were nominally annexed, three dozen young centaurs were captured and taken to the human settlements. They assimilated to human culture, and their descendants have gone through startling changes.

 

The bone spike finger has almost entirely disappeared, and nearly all 'civilized' centaurs have it removed after birth, leaving them with nearly human, though four-fingered, hands. As a result of a more varied diet, their skin is no longer green but a pale cream color, lighter than most humans. They conform to human standards of modesty, wearing clothes on their upper body, and file their teeth often to maintain symmetry. Their ears, though still pointed, no longer curl and are much smaller. Over all, these civilized centaurs have the look of a fair human, or even an elf, and follow the norms of Badoise culture, including language and religion, though have developed militaristic traditions of their own to go along with a keen sense of national duty. The two groups of centaurs rarely associate, one being seen as traitors to their kind, the other as primitive barbarians.

 

Nation's Perk: Fortress Makers, the Terrible Longbow, To Holmgard and Beyond

 

Nation's History: Badois was originally inhabited by the satyrs, who called the land "Ár Talún," or "Our land". The centaurs migrated across the great desert hundreds of years ago, fragmenting into tribes that fought over control of the southern hill country. The two groups kept their distance, with the satyrs building a few medium-sized villages and fighting a few wars amongst themselves, but seemingly content to herd their sheep and deer as always. Then came the humans.

 

They came from the east, from unknown lands and for unknown reasons. They first stopped at the small island known as Naissance de Soleil today, before moving on to the mainland and encountering the satyr community. A peace was made quickly, the satyrs welcoming the strange people who brought new technologies and ways of life and seemed content to let them herd their flocks. The first city, Bastion, was built near the site the first human ships arrived, and the land was called "Badus," after Badu, the human leader. This has morphed into the modern-day "Badois".

 

The centaurs to the south, however, were not so welcoming. As the human settlements expanded across the land, they began to raid the villages and massacre the settlers. However, at the small fortress of Garde, the humans and satyrs were finally able to strike a decisive blow against the centaurs, and raids became less common. Soon after, human explorers came into contact with wild griffins, which the satyrs had long considered sheep-stealing pests, and began the process of domesticating them. Hundreds of years later, seven breeds of domestic griffin, from the size of a housecat to a minivan, with wingspans from four to forty feet fill Badois. The beardogs the humans had brought with them bred with wild specimens native to the forests of Badois, forming hardier, stronger breeds that also fill various roles. With the capture and assimilation of some of the centaurs, which have formed a thriving society of their own, the modern Badois culture began to emerge. 100 years ago, under Emperor Charles(SHAR-lehs), the centaur tribes were finally defeated, and their land annexed into the empire. Human settlement of the region has been slow, however, owing to native hostility more than anything. Some of the defeated centaurs have begun assimilating like their cousins, but many remain in the outlying areas where the tribes are really in control. They've grudgingly accepted Badois rule, but are intent on keeping their own separate way of life.

 

STARTING UNITS:

 

2 Standard Legion

1 Centaur Battalion

2 Beardog Calvary Groups

2 Griffin Squads

3 Biremes

3 Wizards(one of each type)

Project to build mines 10 EP

 

Cost: 50 EP

Remaining: 10 EP

 

Upkeep: 10 EP (I'm pretty sure I added that right)

Edited by Toast of Awesomeness

Well, would you just look at that?

 

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I'm a piece of toast.

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Nation's Name: Conglomerate of Ignomia (Simply referred to as ‘Ignomia’)

Nations Characteristics: Ignomia is a land far to the north, consisting of most-if not all-of the Shivering Isles. Ignomia is governed by a small oligarchy consisting of around twelve individuals,, who are descendants of former rulers of the land Ignomia has conquered. They exercise near complete control of economic, military, and political decisions, though the citizens have minor say in government affairs. Ignomia is also first and foremost a fishing nation, bringing in most of their food from the seas. During the summer months, however, they do farm in addition to fishing.

Nation's Society: Ignomia is a society with very little social stratification in terms of birthrights or race. Ignomia has a wide variety of races, though most citizens are human. There are small pockets of half-humans in Ignomia, but these are few and far between. Ignomia is also surprisingly capitalist, despite the oligarchic government. The people who work hard tend to be the most well-respected and wealthiest people in Ignomia, with the exception of the oligarchical counsel, which is determined by heredity. More often than not, fishermen and merchants are the wealthiest members of Ignomian society, regardless of race or birth. After this, the summer farmers tend to be poorer than the fishermen and merchants, though some fishermen also farm during the summer as well. Oddly enough, the military tend to be the poorest in Ignomia, though they are well cared for. They do not get paid for their work in currency, but with food and board. The military also mainly uses ships for combat, though there are some ground troops to defend in case of invasion (either invasion from other nations, or invading other nations).

Nation's Perk: Shrewd Bankers, Riches of the Sea, Terror of the High Seas

Nation's History: The Conglomerate of Ignomia was once a single, solitary fishing village in the Shivering Isles. The village of Ignomia was ruled by a self-proclaimed king, named “Ilon”, who quickly gained the respect of the surrounding villages. He was fabled to have been the strongest, brightest, and most charming man in the land, and he was soon able to conquer nearby villages. Not by force, however, but by simple negotiations with the other villages. The villages became absorbed, and their chiefs or rulers became advisors for Ilon. Ilon soon spread out from his small island, and began a peaceful takeover of most of the Isles. This campaign would not last long, as he would soon have to resort to force to take over many of the less cooperative settlements. Eventually, Ilon died, and his son, Ilon the Second (Or Ilon the Lesser) came to rule. He was a far harsher ruler than Ilon, and his reign marked the ‘dark ages’ of the Conglomerate. However, Ilon the Lesser accomplished something very important: He set up the oligarchy which still stands to this day. Ilon the Lesser took in every chief, ruler, king, or whoever lead the villages, and made them part of the government. Eventually, the smaller villages were phased out of the oligarchy, and reducing to only twelve representatives, whose descendants are seen in the current oligarchy. During the final years of Ilon the Lesser’s rule, a Mana Fountain was found, though it was not investigated until very recently. This has lead to a small surge of people volunteering to become wizard, though no initiative has been taken on this yet.

Nation's Starting Units: 5 Biremes, 4 trained soldier units, 2 Quadriremes, 3 Triremes, and 1 Quinquereme.

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Steam name: Ehksidian

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Nation’s Name: Fillion

Nation’s Characteristics: The closest real world style would be Celtic. Never ending curls and swoops are the mainstay of Fillion designs in addition to horses. The average set of clothes will either be made out of leather or some sort of heavy plant or animal fiber.

Nation’s Society: The average person stands somewhere around five feet, some higher, some lower. Either black or red hair is common and everybody has pale skin. Fillion is ruled by a king with several ranks below him, descending in power and authority the lower one gets. There are five ranks, if you include the king, below him are the regional lords of which there are two at present, each one lording over the two major cities. Next come the Barons, they oversee the running of smaller parcels of land such as the towns and surrounding farmland. Next are the Thanes, this is a combination of the merchant and warrior class. Anyone who has shown themselves to be an asset to the kingdom, either through skill in battle or by making a name for ones self via commerce will be promoted to this station. At the very bottom are the serfs. They are the farmers or average soldier of Fillion.

Nation’s Perk: Biologists, Chivalry, Foresight.

Nation’s History: Filion only came to be as such in the last fifty years, only a couple generations by the current standards. Before that they were a loose connection of hamlets under the protection of two major cities. For a while there was a rather fierce rivalry going on between the two, sometimes even breaking out into open conflict. However, fifty years ago, much to the surprise of the average citizen, the two leaders of the cities declared the marriage of their eldest son and daughter. As surprising as it was to many, they accepted it for the most part, although some tried to raise in arms over the affair. Since then, they have mostly kept to themselves, keeping the ice-demons in the far north and improving their infrastructure.

Nation's Starting Units: Four wizards- 20 EP

3,000 Thane cavalry- 18 EP

 

Unit types:

 

Thanes

Number of Soldiers: 1,000 to a division

Soldier Description: Seasoned cavalry that have superior training and equipment then that of the average soldier.[What sets these guys apart from your levies?]

Unit Cost: 6 EP to build, 2 EP to upkeep, 1 week to train, due to the addition of horses to it.

Edited by Silvan Haven

"I serve the weak. I serve the helpless. I am their sword and their shield. If you want to strike at them, you must go through me, and I am not so easily moved."

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I realize that the rule on how to employ Spoiler Tag is in effect, but it wouldn't be courteous or right to the other players to have to scroll past what I wrote up on the Full Version. To justify it, there are movie spoilers underneath it in white text.

 

Spoilers - Luke is Leia's sister, Rosebud is the sled, Optimus Prime dies in Transformers: The Movie, the ship sinks in the Titanic (except for that one animated one with the octopus), the Arks in 2012 are actually aquatic ships (and the movie sucks), the Spartans die in 300, Dumbledore dies on page 596, and The Doctor regenerates when he dies.

 

[Nation’s Name]: Sherdria

[Nation’s Characteristics]: Sherdria is a land of mountains and seashores; rolling fields and massive woodlands. It is generally considered quite beautiful, and is the home to many species of plants and animals, particularly birds. Though there are few large rivers, smaller ones flow from the mountainous highlands of central Sherdria into the lowlands, and the melting of snow which accumulates at the higher elevations during winter helps feed the numerous springs streams which flow through it. The land maintains a rather strange atmosphere due to the presence of ancient ruins which almost randomly seem to dot the landscape; relics seemingly dating before the Age of Chaos which frequently draw the attention of those from outside of Sherdria. To the natives, there is little of interest to it.

Sherdria is home to a number of hybrid animals of mythical origins. In the past, the most well known was the Griffon; in recent years, they have been almost exterminated due to the danger they pose to the natives combined with their difficulty to train. Despite this, a few still remain, and the bloodline remains active within the far more docile half-breed Hippogriffs. It is believed that at least one Roc is present in those same mountains, but no confirmed sightings have been made (most likely, it is only idle fantasy).

One of largest dangers in Sherdria is the race of beings known to the natives as Harpies, hybrid bird/human creatures with powerful, screeching voices. They typically reside only in the densest forests or within ruins, and while they generally stay away from the natives, they viciously attack anything which enters their lands. This species also appears to be dying out.

The majority of the other mythical creatures of Sherdria also express bird-like motifs, and large birds or hybrids of some non-bird animal with a bird are frequently depicted both in cultural imagery and in the actual wild. Most are difficult to tame, and more often hunted for sport by the natives than actually put to use.

In terms of its primary residents, Sherdria is populated by roughly 400,000 humans, who have mostly tamed its wilder places to make them fit for creating cities. There are also a good 200,000 members of the assorted species collectively known as the Tengu.

 

The species of Tengu are as follows –

Carotru – The Carotru are the largest of the Tengu species, reaching from six to seven feet in height. They appear much as bipedal birds, though their wings have become more like arms. They hands and feet are both scaled and clawed, like the feet of birds. They only have four digits on their hands. Their faces are like those of ravens, and the black feathers. They are capable of digesting only raw meat. Physically, they are very strong and agile, and have great senses; however, they must be careful, as their hollow bones means that their actual ability to sustain crushing force or carry large weights over-head can cause permanent injury. The feathers on their arms are still long enough that they can glide over shorter differences. They compose roughly 10% of the Tengu population. They may live up to 35 years, 20 average. They mature fully in 4 years.

Vatero – The Vatero are the smallest of the Tengu species, rarely reaching above four feet in height, and sometimes as short as two. They are much like the Carotru in appearance, though more hunched over in appearance. Their faces are also less avian overall, and they have five digits on their hands. There arms are quite long, due to having to serve the dual-purpose of full functional wings, allowing them flight. Flight for the Vatero is comparable with jogging to humans, though on a good day with good wind they can go quite a bit further. Their feathers are generally mixes of grey, brown, black, and lighter blue. Their senses are the strongest of their kind. They can eat almost anything, but prefer raw meat. They compose roughly 15% of the Tengu population. They may live up to 40 years, 25 average. They mature fully in 3 years.

Tathutra – The Tathutra are the most common and humanoid of the Tengu, and in many ways similar to humans; they are the only member of the species known to breed with humans, leading to numerous Tathutra-like half-breeds. From a physical perspective, they are almost identical to humans; however, they are feathered, and have the clawed hands and feet. They lack any form of functional wing feathers, however; even for gliding. Their avian senses are also the weakest, being only slightly superior to humans. Their faces are much like humans, though they incredibly long noses and a face which seems to jut out much like the face of a bird; even objectively, they're not very attractive. They have fantastic crests of feathers instead of hair on the head. The color of their feathers can very quite a bit, though bright colors are rare. They can eat anything a human could. Physically, they are faster than humans, but they are not nearly as strong and their ability to cover long distances is far inferior. They compose roughly 60% of the Tengu population. They may live up to 70 years, 40 average. They mature in 15 years.

Tathutatra – The Tathutatra are less a true species, and more a particular morph of Tathutra; however, the great physiological difference and the fact that most Tathutatra breed amongst each other both contribute to the feeling that they are a unique species. They are much like the Tathutra, though their frames are smaller and they generally weigh much less. In exchange, they have an additional pair of limbs; massive wings in addition to their arms and legs. They are not as flight-oriented as the Vatero (flying to them is more comparable to sprinting than running), though they are usually quite good at hovering for short distances. They use their wings more for jumping, in most cases. They compose roughly 10% of the population. They may live up to 50 years, 30 average. They mature in 15 years.

Morongi – The Morongi are the most spectacular species of Tengu in Sherdria, and one of the rarest. They appear much as the Carotru, though smaller (around six feet on average) and with bright and vibrant feathers for their coloration. They compose around 5% of the Tengu population, though they are rarely residents of the cities, and almost universally reside in the countryside. They may live up to 90 years, 50 average. They mature in 20 years mentally; 25 years physically.

Dai-Tengu – The last species of Tengu is the Dai-Tengu, so rare that they can barely be said to contribute to any strong population number. They rarely live beyond the first few years of development; it takes 20 years for them to reach fully maturity. Those that reach this age, can expect to live well past 300 years; the longest lived Dai-Tengu was said to reach over 700 years before he died. They appear physically almost identical to humans, though taller and thinner. Their feathering is like that of the Tahutra, though their feathers are very small, and their hands and face are indistinguishable from humans in almost every way; like the Tathutra, they have noses which are very long. While adult Dai-Tengu have incredibly strong immune systems, those recently hatched are very vulnerable.

NOTE – Female Carotru, Morongi, and Vatero are typically larger than their male counterparts; the inverse is true with the other species. Dai-Tengu tend to be the least dimorphic species.

 

Sherdria has a number of notable landmarks, though few outside of the natives have ever chanced upon seeing them. The first is a natural one; the Khaifena River to the north, both the longest river of the region and what is commonly considered the border of Sherdria and the unclaimed outside world. The second are the ruins mentioned previously, with the largest of them being the Taipo Pyramid that dominates the shrublands of the south-eastern island Taipito (currently inhabited by one of the last strong villages of Harpies). The third is the Silver Mountain, the location of the Fountain of Mana, and name because a miner claiming to have found silver there in the Age of Chaos resulted in a number of large battles to claim “Silver Mountain”; later, it was revealed to have been lies.

 

Sherdria, outside of the mainland, holds five islands under its control. Taipito, mentioned above, is mostly scrubland and hills; it shows signs of heavy inhabitation in the past, but is in modern days mostly uninhabited due to Harpies. Achidos, named after a local folk-hero, is the largest island, and the most diverse; it is populated mostly by the Morongi Tengu, and for many years was separate from the rest of Sherdria politically. The three islands Cypha, Serypha, and Mytethra to the north are all mostly uninhabited, save for a military outpost on Mytethra.

 

Sherdria has a large amount of verdant farmland along the coasts for farming, and plenty of trees for the construction of housing or fortifications; shelter is thus rarely a problem for the inhabitants. There are few mines in the area, and those that do exist are almost solely in the mountains.

 

[Nation’s Society]: The inhabitants of Sherdria are known by two names; the Sherdrians, and “the Sherd.” The latter is typically more acceptable by those in the western area of the country, while the former is preferred by those along the eastern coast.

 

The defining aspect of their society is religion. On a spiritual level, it is the church which controls the hearts and mines of the people. On the physical one, said church also controls the most powerful army in the lands, large swathes of land, and the Fountain of Mana.

The Path of Winds has a number of gods; the leaders of the pantheon are Daimala, Lady of the Winds, and Cathora, Lord of the Earth. While these two are almost universally worshipped as such, the other gods and goddesses are all androgynous, and usually worshipped under whatever the gender of the worshipper is. They are – Almero (Fortune), Cyali (Wisdom), Metehker (War), Faerok (Justice), Haldroth (Hunting), Lastethra (Mercy), Ordatha (Death), Saeroth (Strength), Votrha (Deception), and Huethra (Emotions [mainly love and anger]).

It is believed that every living being has a spirit to it; however, only certain beings have souls. Namely, those who follow the Path. The ultimate goal is to follow the Path is nothing special, and can be best summed up as being somewhat amiable to other Followers, don’t cannibalize (eating other sapients is okay though), listen to the words of the priests, don’t get too apathetic, and don’t try stealing, murder, etc. It is rather preachy, though.

According to the Path, Dai-Tengu alone are capable of hearing the words of the gods and becoming proper priests. Despite this, other Tengu or humans can be given the proper teachings and be allowed to speak from smaller-scale temples.

 

The Sherdrians have a number of holidays, though their most well-known festival is the Festival of the Birds. It was best described by a foreigner as, “For twenty-four hours, the inhabitants lit bonfires, burned massive effigies to numerous defeated enemies their nation had encountered in the past, and consumed more drink and pheasant – not all of it cooked – than I had ever thought possible.”

 

Though tengu and humans often interact, it is rare that interspecies bonding ever occurs (they cannot breed, after all, which would hurt the longevity of both species). Most inhabitants who have come of age are married by the church to those of their own species; such marriages are more often political or for wealth than they are for love, especially among the upper classes.Typically, marriage is accompanied by a joining of lands; such lands are further divided upon the parent’s death amongst the children, if they are not divided earlier. Divorces are not endorsed by the church, though households are occasionally split at the secular level.

 

The class system of Sherdrian society starts with the Priests. Below them are the Lords, who own the largest stretches of lands and are equivalent to the nobles and royalty of other lands. Below them are the Warriors, both landowners and non-landowners who are part of the church military. Below them are the Freeholders, who own land and pay the majority of the tithe to the church. Below them is the Peasantry, roughly 40% of the population, who own no land of their own (which is a misnomer; the majority still at least have at least some family proper) and must instead work for those of a higher status. Unfortunately, but perhaps not surprisingly, there is little in the way of advancement.

 

It should be of note that Sherdria is rather strange for the time period in the fact that many of its inhabitants actually own their own land (and frequently, quite a bit of it). Much like the birds they resemble, the Tengu keep their own “territory”, and while some human lords rejected the idea, the majority agreed. However, land ownership is more complex than that. The idea is that the church owns all land in the world (including that which is inhabited by other nations, incidentally). All landowners are recorded as being provided certain lands as theirs and theirs alone, though this is subject to change by the church (such revocations are rare in the extreme). Land belonging to the church alone, not being granted to another, is often designated for one purpose or another; some is meant to be left alone, some is meant to be left as holy sites, some areas are forbidden entirely due to dangers, while the majority is simply designated as hunting ground.

 

The most respected jobs in order of prestige in Sherdria are, in order, the priest, warrior, the craftsman, and the farmer; the least respected is the banker. Ironically, of those four professions, only the priest makes more money than the banker on average.

 

Perhaps the strangest (and commonly repulsive to foreigners) of traditions is that involved with death and burials, or the lack thereof. Dai-Tengu are the only beings allowed to be buried, and only within hallowed temple grounds. Others are taken through a rather lengthy process where the internal organs and certain bones are extracted; the organs are burned into ash, and the bone ground up into dust, to be mixed together and kept within a clay or stone urn. The rest is then fed to hunting beasts, or if food is scarce, offered to neighbors of another species for consumption (true cannibalism being considered taboo). Slain enemies who do not follow the Path are not shown such mercy; they are consumed without remorse (again, cannibalism is discouraged; the human inhabitants will not eat slain human soldiers, while their Tengu allies may feast well that night).

 

Sherdria’s main rite of passage to decided adulthood is the successful felling of a large enough beast during a hunt. Almost all inhabitants of the land are at least somewhat proficient in using the bow as a weapon, and hunting is the favored sport of the inhabitants.

 

Educating children is often left to the local priest, and to parents. Learning trades is also frequent, and master/apprentice relationships are common within the larger cities. In such cities, some schools can be found; however, the fine arts are usually only taught to the wealthy, who can afford them. Most parents expect their children to at least be slightly literate, though more than one foreign merchant has described the writing of the poor as “chicken scratch.”

 

While large cities require the cheap, easy to produce food source known as grain to make them successful, its consumption is far less prevalent than it is in some other nations. Meat (including fish) and fruits are the preferred staples of the inhabitant’s diets.

 

Woodwind instruments and string instruments are the most common here, though many musical performances are solely vocal, and singers are highly appreciated. Such performances are often accompanied by stage performances, and such musicals are a common form of entertainment.

 

In Sherdria, the most admired trait in a person is cunning and the ability to plan ahead. The numerous stories and bits of folklore almost universally have a hero who manages to trick or outwit their enemies. The most famous is Achidos, a Morongi hero who supposedly resided during the Age of Chaos, and who according to legend managed to outwit and defeat the last dragon in Sherdria. (It should be of note that while demigods are common in Sherdria folklore, they are almost universally corrupted by their pride and fail to live up to their divine parents, thus needing to be defeated by a mortal hero).

 

The church is typically considered to be benevolent and without question to those in the lower class. The upper classes no matter. As the Priests control Sherdria, they get wealthy whenever it gets wealthy. They are generally pretty hard to bribe with material goods; instead, they often bribe the local lords whenever they want something. There are occasions, however, when this is reversed.

 

The priests are divided into a few groups. The largest is the Isolationists, who advocate that Sherdria be isolated from the outside world. They currently have the most control. The second largest are the Expansionists, who favor contact with the outside world; though there are quite a few of them, they are themselves divided between those who wish to trade with other nations, and those who wish to actually expand to take new lands. The Moderates are those in the middle ground, and they are known to sway back and forth frequently.

 

Sherdrians have a rather simple calendar, and count years by the standard of their church, by varying ages which last 500 years each. The county began 923 years ago; thus, it currently 423-2A (the 423rd Year of the Second Age of Sherdria).

 

The most important cities are as follows (consult the given map) –

Varthoru – The capital city of the lands; a bustling metropolis of around twice the size of the second-largest city in the region. This city-state was originally the human capital of the region during the Age of Chaos, but has since evolved into a melting pot of all races where goods from across the land can be traded. The River Varthoru runs through this city from the mountains to the north. The closest thing to a secular ruler of the land, Lord Matherius Varthoru II, rules from his Grand Fortress in the heart of the city. He is ambitious, powerful… and a wizard (thus granting him the title of only Human wizard in the land and only non-Priest wizard). The deals which he must have brokered with the priests for such a gift would boggle the mind. Varthoru is the home to the Varthoru Military Academy, the largest academic institution in the land, and particularly focused on teaching military tactics and knowledge. It is said that the libraries within the school are so extensive with lore that even battles from the Age of Chaos can be examined; it is quite a unique institution, but also very exclusive, as only lords and priests could hope to muster the coin to go (indeed, almost every priest has; as have many lords).

Mayrak ­– Mayrak was originally the church capital of the lands, once being a rival to Varthoru in power; it lost quite a bit of its power and influence when the Fountain of Mana was discovered, and relocation to Kathra was made. It was originally built upon the one of the ancient ruins of the area, though it has since expanded quite a bit. It has a very high population of Tengu, and very few humans. The once great Temple of the Winds at the heart of the city currently lies abandoned; in the event of a siege, however, it is among the most defensible structures for its artistry in the lands. One of Mayrak’s primary sources of wealth is that it is built new one of the only functional salt mines in Sherdria. It should be noted that despite its location being in a forest, the majority of the surrounding area has actually been converted into farmland.

Kathra – Kathra is the current church capital of the lands, where the Dai-Tengu priests

(roughly 120 of them) rule with absolute authority from the Temple of Magic. The city economy is built primarily on agriculture, though some mines are being built up in recent years. Of course, the actual revenue of the city mostly comes from church collected tithes being sent to the priests and their coffers. The majority of the local inhabitants are human. Due to the importance of the church, Kathra is considered by many the capital of the lands – it’s inhabitants certainly think so.

Elarka – Elarka, a large city built on the island of Achidos, is the home to the majority of the Morongi Tengu in the land, and primarily inhabited by Tengu. It is a very spread-out city, as the holdings of the local lord (or lady, rather) Myratha Elarka (a Morongi) cover most of the island. Outside of the priests, her span of control is second only to Matherius, and it is rumored she is pulling strings to become a wizard as well.

Tethorus – Tethorus is a city on the rise; of the larger cities, it is the youngest, though it is growing rapidly. This is because of its great control over the northern seas, and the fact that it is virtually the only city to actively attempt trade alliances with the surrounding kingdoms. It is primarily inhabited by humans, and rather than a single lord, is controlled by a council known as the House of Lords. The most prominent speakers are a Tathutra man named Lord Khaerdan and a human woman named Lady Vettora, respectively speaking primarily for (mostly) isolationism and expansionism in the realm of trade. Due to its access to outer realms it is quite wealthy, and home to many merchants and businessmen.

Daeroth – The border city of Daeroth is the final base of Sherdrian strength before the unclaimed Northern Territories. The people here are a tough and hardy sort, taking every advantage they can muster from the meeting of the Khaifena River and the seas. The ruler, Lord Tethras Daeroth, is a particularly ambitious human with expansionist aims; for years, he has been pushing to form alliances with many of the priests; among the other lords, he has a strong ally in Lord Matherius, who supports him in his endeavors for northern expansion, despite the objections of the majority of the Dai-Tengu. It is a primarily human city, though many Carotru also reside here.

Weithras – Weithras is a small city, but important in its role. This ancient military outpost is built upon a massive, ruined city; since then, it has been further fortified. Its primary goal is to act as a deterrent against any who would attack the nation by sea, and it is the largest true military base in the country. This city is owned by the church, with additional funding and troops provided by Varthoru and Tehorus.

 

It should be noted that many of the Lords mentioned above do have quite a bit of a voice; many have ambassadors within the city of Kathra who meet with the priests and speak on their behalf. Sometimes, they even meet with the priests in person; Matherius is known to do this quite frequently.

 

The Sherdrians are not known as expert craftsman, but even with wars being long since over, they have learned the value of defending what they have. Thus, all cities and villages are at least somewhat defended, usually with wooden barricades but also with dominating stone fortress. Additionally, with the use of magic being more prevalent, they have shown a great fondness for the creation of Creatures and Golems; the latter in particular, who are of great use in acting as disposable soldiers.

[Nation’s Perk]: The Terrible Longbow, Riches of the Sea, Fortress Makers

[Nation’s History]: In the Age of Chaos, the Tengu followed many different local, tribal religions. In those days, the Dai-Tengu species were often tribal leaders and shamans, living in small clusters and forming their own faiths. It was the alliance of four such groups into a single, compound religion which led to the first united group; the Path of Winds. Such alliances were commonplace, but what made this one unique was an alliance with the rising human kingdom of Sherdria. This union of tribes led to a complete domination of much of the land, pushing other Tengu groups out. By the time of the Age of Cities, the span of Sherdrian control expanded well beyond the Ancient Peninsula where it began.

However, the nation was very unstable due to the numerous cultures within, and began crumbling around the borders towards the end of the Age of Cities, until it eventually reached its present day holdings – and that was a tentative grasp. That was until the Age of Magic, when the first Fountain of Mana was found. From there, the church began a heavy crusade to search for a fountain within their lands. Eventually, one was found – and with the discovery of one of the Fountains near the mountains near modern-day Kathra some one hundred fifty years back, the Church created its first wizard, the High Priest Queteral. At first, they made sure to keep a very limited number of mages at a time; in modern day, however, that outlook may be changing.

There have been few major wars in recent history. The most recent major conflict was the Harpy Wars about a decade ago, when a large force of harpies decided to group together and claim a good swathe of northern Sherdria. Lord Matherius, at the request from a number of old friends from the academy who were in need, took his army from the south as the priests sent their forces from the north. His strategic choices were considered instrumental to the destruction of the harpies, and with very few losses. Furthermore, he was the main leader in the Purge, a follow up to the attacks in which many of the harpy tribes were exterminated. Many have made claims, in hindsight, that this was a mistake, as it may have been possible to make peace with those tribes in their more weakened state. Matherius has stood by his decision.

Presently, the nation has had quite a few pushes. To the north, the city of Tethorus pushes to trade with the other major nations; in Daeroth, Lord Tethras continues pushing for the nations expansion northwards, into lands as of yet unclaimed. The priests continue pushing for isolation and moderation in all things, while there are whispers in the winds that Matherius seeks to use his status as general and national hero to eventually take some greater power over the church. But perhaps this is all just the birds…

 

[Nation’s Starting Units]: Sherdria is the home to six Mages –

 

Lord Matherius Varthoru II, Hero of the Harpy Wars and General of the Varthoru Armies. Male Human, Aged 43. He has a patchwork mess of black facial hair, and a rather rough look to his face (along with a scar which only barely seems to have missed his eye). He rarely goes anywhere without his personal armor and sword; not surprisingly, he is a better archer than swordsman, and he typically keeps a bow with him as well. He is currently the only Battlecraft-using Mage in Sherdria, and he has been so for six years.

High Priest Metothra, Ascendant Follower of the Path of the Winds, Closest to the Gods, Voice of the Winds and Earth. Male Dai-Tengu, Aged 453. With the previous High Priest having died, he is the oldest mage in Sherdria. He is a skilled Creator. He is very traditional, and is a major proponent for isolation.

Priest Authrasu, Ascendant Follower of the Path of the Winds, Closer to the Gods, Disciple of Metehker. Male Dai-Tengu, Aged 341. He is an accomplished Creator, perhaps even more talented than the High Priest, and a master of working with Creatures. He is an expansionist, and a the most audible speaker in those beliefs. He is a close ally to Lord Matherius.

Priestess Stestruara – Ascendant Follower of the Path of the Winds, Closer to the Gods, Disciple of Faerok. Female Dai-Tengu, Aged 379. She is a powerful Creator, and very fond of working with Golems, who she is almost always followed by wherever she goes. She is known to be a moderate, though her voice is known to carry numerous other moderates with her in making decisions.

Priest Techutron – Ascendant Follower of the Path of the Winds, Closer to the Gods, Disciple of Cyali. Male Dai-Tengu, Aged 293. The youngest of the Mages, but a skilled Alchemist and not-too-shabby of a warrior. He is known to have quite a collection of enchanted swords, and experiments constantly with potions. He is an expansionist, though more out of his support of Authrasu (who he looked up to greatly in his youth, and who he became close friends with as he got older) than out of loyalty to the party.

Priestess Heatithria – Ascendant Follower of the Path of the Winds, Closer to the Gods, Disciple of Saeroth. Female Dai-Tengu, Aged 389. Heatithria is most certainly an isolationist, though while the High Priest pushes more for peace, she is incredibly focused on the defenses of the nation, constantly looking for ways to improve its invulnerable buffer against oncoming attackers. She is a powerful Creator mage, and is almost constantly flanked by the horrible creatures she creates. She is also in charge of the Church military forces.

 

There are numerous statues spread across the Temple of Magic which can be animated to make Stone Golems at a moments notice; in total, there are about 500 ready-to-make golems just due to statues alone incase the Fountain comes under attack.

 

There are a number of constant military forces in place –

 

Number of Soldiers: ~ 1,000

Soldier Description: Soldiers of the Wind. The military force of Kathra, they are the most well trained and elite soldiers within Sherdria. They are composed of numerous Tengu species and humans, and outfitted in the best armor available, or the laminar variety. The officers of the force are all outfitted with steel weapons. All soldiers are trained in the traditional bow, belly-bow, the spear, and the sword. They make use of large round shields in combat. All lieutenants are trained to act as commanders to golem units, and trained to work with Creatures and use them. Finally, all sergeants and officers have trained Hippogriff mounts which they are able to ride. The unit is under the command of Commander Stakaffirak (a Morongi), who wields a magical sword given to him by the Priests (it is supernaturally sharp and durable, capable of slicing through the armored hides and bodies of even the Black Wolves [below]).

Unit Cost: 5 EP to build, 1 EP to upkeep, 2 weeks to train

 

Spell Description: Black Wolves. There are 12 of these creatures, and it is they who are called upon as guards by the magic-using Priests, or by the Soldiers of the Wind if necessary. The base creature is a normal Grey Wolf, but modified through magic to be much larger, and to have its skin toughened to the point that it is almost as hard as rocks. The wolves are then further armored in iron plates, and given potions to make them quick and tireless, even with the armor on. Finally, to strike fear into enemies who see them, the priests have given the creatures black fur. They are trained so that they will listen unquestionably to their creators; they were worked on by Authrasu and Heatithria, and while Authrasu trained most of them, the two largest were trained by Heatithria alone, and can be distinguished by the red paint over their eyes.

Spell Cost & Time: 1 EP to build, 0 EP to upkeep, 1 day to build

 

Number of Soldiers: ~ 3,000

Soldier Description: Daeroth Irregulars. This militia force is recruited mostly from Daeroth, though all settlements along the Khaifena River contribute at least a few men to it. Generally, this force is considered to be responsible for guarding the border; in practice, they spend most of the day getting drunk, and only rarely are called upon into battle. Still, most are excellent hunters and frontier men, living at the border of the land and being very tough and determined. Lord Tethras Daeroth is considered the leader of this force, if such a title can be given to anyone.

Unit Cost: 4 EP to build, 2 EP to upkeep, 1 week to train

 

Number of Soldiers: ~ 1,000

Soldier Description: Tethorus Ten Hundred. This naval force is the closest thing to a proper navy in Sherdria, and it is based from the city it gains its namesake from. They are a rather well-trained force, though one which is most certainly there more for the pay than anything else; they are efficient, though they lack the same zealotry and dedication that the Soldiers of the Wind have. Still, they are very well equipped; most are trained in the longbow, and all are capable of using belly-bows, or the modified belly-bows which are placed like turrets on their ships (like miniaturized ballista). Their ships also have small catapults for hurtling rocks, and each has a man trained in their use. Finally, all soldiers have lamellar armor using mostly leather plates, made to restrict movement as little as possible; the main goal is to be able to attack the enemy first, and all make use of spears with short swords or axes as back-up weapons.

Unit Cost: 4 EP to build, 1 EP to upkeep, two weeks to train.

 

There are TWO Biremes currently employed by the Tethorus Ten Hundred.

 

Number of Soldiers: ~ 1,000

Soldier Description: Matherius’ Shield. This elite ground-based force is helmed by Lord Matherius himself, and has at their disposal the full advantages entailed by serving him. Many of the soldiers in the Shield were at his side during the Harpy Wars, though quite a few have retired. While they are not quite the match for the zealotry of the Soldiers of the Wind, they are trained hard, and have at their back some of the best military minds in Sherdria, making them a force to be reckoned with. Their armor is heavier, using more metal plates; many are archers, though they incorporate rows of spearmen in their combat as well. They are trained in quickly outfitting fortresses and organizing their establishment when aided by follow-along forces; this is aided by the help of having a Battlecraft using wizard.

Unit Cost: 4 EP to build, 1 EP to upkeep, two weeks to train

 

Number of Soldiers: ~ 3,000

Soldier Description: Sherdria Militia. This catch-all term applies to the militia men scattered across the nation of Sherdria (primarily along the eastern and southern coasts, however) who act as guards in their local settlements whilst typically working secondary jobs on the side. They operate out of Weithras, and about 1,000 men are posted in that city at any given time. They are required to be knowledgeable in operating sea-craft and fighting on land, though they may not be masters at it. Most of the leaders of the militia men, and their personal guard, are those supplied by Lord Matherius, the Tethorus House of Lords, and the Priests.

Unit Cost: 4 EP to build, 2 EP to upkeep, 1 week to train

 

There are TWO Biremes employed by the Sherdria Militia.

 

The TOTAL EP COST is 58

The TOTAL EP UPKEEP is 10/Cycle

 

The TOTAL EP IN BANK is 2

The TOTAL EP PER CYCLE is 30/Cycle

 

Here's the Abridged Version, and the two maps I drew out. I like maps. Note - This abridged version is more for player use. Basically, it's a quick reference guide which is snarky. It is also written in the "to the other players" format instead of the "to the GM only" format some profiles are.

 

Landscape Map. The same map as before, with a few changes. I used the distance guide on your map and converted to leagues (three miles in this case) along with naming off islands and anything else major. I marked two landmarks as well.

 

Cities Map. A map of any cities or locales known. The "Commissioned Settlement" is there for use when commissioning farming hamlets or whatever during gameplay. A note - most of the locations tend more towards the lower limit of the population number listed; those numbers are just there to show the ballpark which those areas fall into.

 

NOTE ON MAPS - The islands are too close to the mainland! The accurate map is the official RPG map; these are just artistic license.

 

[Nation’s Name]: Sherdria

[Nation’s Characteristics]: Sherdria is a quaint little landscape with a lot of interesting species of birds. Ancient ruins and relics from the Age of Chaos and beyond dot the landscape, and while a lot of foreigners think it's sort of cool, the natives are generally unimpressed with most of it. Lots of hybrid animals abound in the lands, especially with bird motifs. Griffons are an endangered species because they act like flying bird-lions, both of which are notoriously hard to domesticate. Hippogriffs are more like flying bird-horses, so they're kept around. There may be a Roc, but that sounds way too OP to have at the start of the game so it's only a rumor.

Harpies aren't very nice and kill people. They live in the ruins. They exist so I have an excuse to have a standing military of any kind, to create dramatic tension between the NPCs, and to provide a reason for “why wasn't there are already a farming settlement in that lovely little place which is perfect for farming?” when asked. The harpies did it.

There's some 400,000 humans in the wild places. There are also some 200,000 members of the assorted species of tengu. If, for some reason, my attempts to peacefully negotiate a contract with you fail and we end up fighting (why can't we just get along?) then this is what you need to know -

* Carotru. Giant raven men.

* Vatero. Very small bird men. They can fly short distances with their hybrid wing/arms.

* Tathutra. Sort of like normal humans, but feathered and ugly, with giant noses like the old Japanese pictures of tengu.

* Tathutatra. Like Tathutra, but they have wings in addition to their other four limbs.

* Morongi. Like the Carotru, but smaller and brightly colored.

* Dai-Tengu. Rare species of long living tengu who are considered endangered by Fish & Game due to their limited population. They claim rulership by divine right.

The Fountain of Mana is located at a place called Silver Mountain, in case you're feeling like a siege may be in order and have decided. To get a good strategic foothold, however, I recommend the five islands surrounding it – Taipito (harpies everywhere), Achidos (Morongi mostly), and the three mostly uninhabited islands of Cypha, Serypha, and Mytethra. Mytethra has a military post on it.

Sherdria has farmland along the coasts, and lots of trees, so people are usually sheltered. If you're a lumberjack and you're okay, you should do well. Not too many mines, though.

 

[Nation’s Society]: The foreigners keep calling them Sherdrians, but properly it's “the Sherd” just FYI. Still, some of those folks on the east coast have started using the former.

The society is defined by its religion, the Path of Winds, and its twelve gods. If you can guess the book series I based the twelve gods off of based on their domains on your first try, internet cookies for life, and maybe a tithe of 3 EP per month or something if I'm feeling really impressed. The church controls virtually everything.

Protip – they're not cannibals. It's not cannibalism if they're another speices, even if they are sentient, or were your neighbor until the unfortunate wagon crash.

Dai-Tegnu alone are allowed to be priests becase they're blessed or something like that. Say's them, and people just go along with it.

Interspeices is considered strange, but some people still get together - no kids, though.

Sherdria has a class system which is more of a caste system. A pretty good number of people are at least decently well off with a farm or whatever, while the Church keeps the other 40% in check.

What's more interesting? Most landed owned is properly owned, without any tithes being paid to anyone other than the chruch. Like birds, the tengu and most of the local humans enjoy having their own territory. Despite this, the Chruch is actually considered to truly own the land. All of the land. Including your land, you foreign squatters.

The Priests themselves are split on stuff. One group prefers isolationism; one expansionism. The rest are moderates at different levels. Whichever group has more moderates on it at the time reflects my current plans, just heads up.

The important cities are Varthoru, the largest city state; Mayrak, the old church capital; Kathra, the Chruch Capital at Silver Mountain; Elarka, on the island of Achidos; Tethorus, the trade capital; and Daeroth, on the borders. There's also the military base at Weithras. See all on the map.

Sherdrians are master craftsmen, but they're quite fond of fortifying that lands they have, and good at it. Creatures and golems seem a major source of study among its mages. Its people are also fond of both archery, and known for taking advantage of their bountiful coasts.

 

[Nation’s Perk]: The Terrible Longbow, Riches of the Sea, Fortress Makers

[Nation’s History]: In the Age of Chaos, the Tengu followed many different local, tribal religions. In those days, the Dai-Tengu species were often tribal leaders and shamans, living in small clusters and forming their own faiths. It was the alliance of four such groups into a single, compound religion which led to the first united group; the Path of Winds. Such alliances were commonplace, but what made this one unique was an alliance with the rising human kingdom of Sherdria. This union of tribes led to a complete domination of much of the land, pushing other Tengu groups out. By the time of the Age of Cities, the span of Sherdrian control expanded well beyond the Ancient Peninsula where it began.

However, the nation was very unstable due to the numerous cultures within, and began crumbling around the borders towards the end of the Age of Cities, until it eventually reached its present day holdings – and that was a tentative grasp. That was until the Age of Magic, when the first Fountain of Mana was found. From there, the church began a heavy crusade to search for a fountain within their lands. Eventually, one was found – and with the discovery of one of the Fountains near the mountains near modern-day Kathra some one hundred fifty years back, the Church created its first wizard, the High Priest Queteral. At first, they made sure to keep a very limited number of mages at a time; in modern day, however, that outlook may be changing.

There have been few major wars in recent history. The most recent major conflict was the Harpy Wars about a decade ago, when a large force of harpies decided to group together and claim a good swathe of northern Sherdria. Lord Matherius, at the request from a number of old friends from the academy who were in need, took his army from the south as the priests sent their forces from the north. His strategic choices were considered instrumental to the destruction of the harpies, and with very few losses. Furthermore, he was the main leader in the Purge, a follow up to the attacks in which many of the harpy tribes were exterminated. Many have made claims, in hindsight, that this was a mistake, as it may have been possible to make peace with those tribes in their more weakened state. Matherius has stood by his decision.

Presently, the nation has had quite a few pushes. To the north, the city of Tethorus pushes to trade with the other major nations; in Daeroth, Lord Tethras continues pushing for the nations expansion northwards, into lands as of yet unclaimed. There's a lot of other dramatic stuff going on that you don't care about, unless you like watching NPCs wailing at each other. It's really sort of boring.

 

[Nation’s Starting Units]: Sherdria is the home to six Mages –

- Battlecraft (x1)

- Creation (x4)

- Alchemy (x1)

There are roughly 500 statues in the Temple meant to provide proper material for last-minute golem animation, in case of attackers or thieves.

There are three professional military units, and two farmer-made ones. They are unassociated with each other most of the time. One of the professional groups has two Biremes; one of the farmer-made ones also has two Biremes.

Initial EP Costs is 58 EP and Upkeep Cost is currently at 10 EP/Cycle. The Capital Province of Sherdria (i.e. Sherdria) is currently producing 30 EP/Cycle, with nothing else of note going on.

[Current EP in Bank]: 1 EP

 

-Toa Levacius Zehvor :flagusa:

 

P.S. Most of this I wrote a good while before hand. I just had to touch some stuff up and write the abridged version.

 

EDIT: Some modificatiosn for approval, etc.

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Economic Breakdown as of 1/7/14

 

Grain Farming: 8
Fruit Farming and Wineries: 4
Fishing: 14(Base 10, Upgraded to 11 from project, +3 from Perk)
Lumberjacking: 4
Mining: 4
Gemstones from the Deserted Island: 5
Total: 39 EP
Spending
Unit Upkeeps: 14
Four Triremes: 4
Two Quadriremes: 6
Firetongue Guard: 1
3 Regiments of Soldiers: 3
Projects: 10
Lumberjacking Industry Improvement: 10(6/28)

 

EP Bank

 

15 Excess EP(6/14)

Edited by Xomeron
That being said, thag thag thaggity thag thagness.

-Rover

 

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."

"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

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Nation’s Name: Jelvakq

Nation’s Characteristics: The Jelvakqo are probably the most varied and multicultural nation on Elorena, with roots that reach throughout the continent. They are an eclectic mix of builds, colours, and half-breeds, taken from all over the world and yet frequently mixed in a manner that is so very quintessentially Jelvakqo. It is said that only in Jelvakq could a man have grandparents who came from each of the four corners of the world and be proud of that fact. This kind of identity built on lack of identity and their traditional values of keeping foreign wars off their soil has made them a bull-headed and somewhat pugnacious people. There is a proverb found in many nations that says "Never argue with a Jelvakqo, for they will end up with their blood on their face but your blood on their fists"

Nation’s Society: While they more or less coalesced into a single nation, the Jelvakqo never really got the hand of the idea of having a single governing body. It probably didn't help that the unfriendly terrain and limited supplies of food made movement difficult, forcing people to remain close to settlements. This level of isolation meant each city essentially functioned as a kingdom in and of themselves, run by a chieftain, clan leader or lord. This motley collection of rulers form a loose council of sorts, meeting together at various points and times to discuss any matters of importance.
Things changed when the Shiali invaded fifteen years ago, choosing a city which they established as a permanent capital, making its lord a puppet-king with authority over all

Nation’s Perk: Expert Smithers. Fortress Makers. The Terrible Longbow

Nation’s History: The Jelvakqo were originally comprised of refugees fleeing from the war between the Ithu States and the Sea Cities. Forced from their homes by the bloodshed they sought sanctuary in the one place they new no-one would try to drive them from: the Barren Wastes. No armies would venture there, there was simply nothing worth conquering or plundering. They struck out for the highlands there to hide amongst the mountain cave and eke out an existence on the rocks and moors there, a rag-tag nation of the dispossessed, the dying and deserters. As the centuries passed by their temporary settlements became lumpy hill forts, their cavernous hideaways became blocky settlements carved onto and into the mountainsides. What started out as a refuge become a territory in its own right, a home to as many as its dusty farms could feed. But farms were not where the land's true value lay. The whole area was rich in iron, from the black sands of the plains to crooked seams in the mountains. And the Jelvakqo knew how to work it. A benefit of their multicultural background, you see, they had managed to keep much smithing knowledge that had otherwise been reduced by the fires of earlier wars. Jelvakqo iron was some of the finest in all the world, giving them fine blades and barbs with which to defend their little portion of the world.
It was not to last.
the great kingdom of Shial turned its eye towards Jelvakq. A country full of glittering swords and strong backs just ready for the plucking. They started off making offers to several of the more powerful chieftains, attempting to bribe their way to control. It didn't go quite that smoothly, and the leadership of Jelvakq was split between the few who wanted to accept Shiali gifts and the rest who refused to accept foreign influence. Which is when the Shiali just outright invaded in force. The war lasted around a year and swiftly went poorly for the Jelvakqo. They just couldn't produce or buy enough food to keep their men fed and were forced to surrender. They were made a puppet state of Shial, dependant on supplies of food while their own agriculture limited under new rules made by the Shiali-appointed king...

Nation's Starting Units: 10 Teeth of the Realm
2 Talons of the Hawk
5 Furies of the Gods
5 Wizards [4 Alchemists, 1 Creator]

 

 

Teeth of the Realm
Number of Soldiers: 2000
Soldier Description: The Teeth are a step above plain levies but only just. They are a casual militia, more like a police force than an army, kept on hand to maintain law and order in the towns of Jelvakq. They have access to better armour and weapons and have had a little more training, but generally lack any testing in battle, being mostly younger men who were not yet born for the last war
Unit Cost: 1 to buy, 1 to maintain. 1 week to train

Talons of the Hawk
Number of Soldiers: 1000
Soldier Description: While all Jelvakqo are trained in use of their bows as soon as they can spell 'bows' the Talons are the best of the best. Their sheer skill at getting arrows to go through things is truly scary and is rumoured to border on the supernatural. Their sigil alone, a pair of interlocked ovals tattooed over the right eye, has spawned numerous legends; some say it represents the wings of a fly, which a Talon is supposed to be able to shoot off without killing the fly. Some say it represents a chain link, and the first Talon managed to put an arrow through the links of a princess' necklace. Some say it stands for infinity, and how the skill of the Talons with outlast even that. That is how much fear and respect the Talon's garner, so formidable is their talent with a bow
Unit Cost: 5 to buy, 1 to upkeep. 2 weeks to train

Furies of the Gods
Number of Soldiers: 1000
Soldier Description: The land of Jelvakq, founded as it was with refugees and outcasts, quite naturally has a healthy population of the half-breeds oft found in Elorena. And many of those half-breeds have particular talents that make them a dab hand in a fight. Perhaps they are stronger, or faster, or have some naturally armoured hide. These individuals get pressed into service in the Furies, elite shock units to hit an enemy with force and fear all in one
Unit Cost: 3 to buy, 1 to upkeep. 1 week to train

Edited by More Fierce Than Fire

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Nation's Name:The Republic of Vardal
Nations Characteristics: Imagine if you will, Venetian characteristics added to an expansion focused people, ethnically and culturally, like the ancient Greeks. So, I guess, sort of a weird hodge-podge of Venice and Greece. However, they're Arabian in looks. Religiously they have an assortment of Gods, the prime ones being Hiberion and Luxorae, the Gods of Farming and Riches, with other assorted gods being worshipped by those who plied certain trade
Nations Society: Vardal is a farming and maritime state, nestled in the natural harbor of the Oxos Bay, up the Oxos River, the people are well used to war, as it is technically in a rich zone that has been raided in the past. Most of the people living in the capital, Vardal, have a vested interest in sea going trade as well as fishing.
Nations Perk: Road Builders, To Holmguard and Beyond, Terror on the High Seas
Nation's Starting Units: 2 Wizards, 1 creation and 1 Alchemy (10EP), 7 Biremes (15 EP), 4 Triremes (12 EP), 1 Quadeirimes (5 EP), 3,000 Professional Troops (12 EP) , 12,000 Troops (4 EP)

Nation's History: Originally a vassal of a large nation known as the Kingdom on the Oxos, the city of Vardal was a trade city built during the time of the Emperor Kamen Mec, although it was but a small little hamlet back then. The Republic soon grew after a large amount of merchants banded together to form a trade union and the city became a Republic then. Enraged at the apparent "traitorous" nature of the pact, despite the fact that the Vardali merchants made no claim of sovereignty, the Oxosian army was sent to crush the supposed rebellion. The Vardali sent messenger after messenger claiming peaceful intentions, but they were brushed aside as the Oxosian army came down the river. Quickly mobilizing the city's defense force, a Wizard named Gilad the Stoney led the army as he helped build a hastey fortress on the road to block the path of the Oxosian military. Soon, the Oxosians arrived at the fortress and besieged it, not being able to pass otherwise. Once they wore down the defenses, they were let in by a supposed traitor, who then let the Vardali ambush and destroy the Oxosian army. Knowing they'd send more, the Vardali military, gaining recruits from the countryside and defecting military units, slowly conquered Oxos and absorbed the whole territory. That was a hundred years ago and there seems to be no want from inside the country to ever shatter like that again.

Vardal's Pop: 120,000

Oxos' Pop: 70,000

Total Population of the Republic of Vardal: 650,000

Well, this is my post

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Nation’s Name: Kingdom of Sendai (Sendai Ōkoku)



Nation’s Characteristics: Sendai's mainland territory covers a lot flat lowland, the Sendai Plain which the nation takes its name from. The plain is blanketed by rice fields and dotted with villages and the occasional fortress. Nakashima and the surrounding isles are not quite as fertile and experience volcanic activity more frequently. Nakashima is known for its orchards and fisheries. Both the Sendai and Nakashima people have the same origin and so share similar characteristics, such as light skin and dark hair. After humans the most prominent sapient races in Sendai are kitsune and tanuki (or bakedanuki), though as both are shapeshifters, telling them apart from humans may prove difficult at times.


Nation’s Society: The Kingdom of Sendai is effectively set up as a feudal system, with the king at the top, then the land-owning noble families, and under them, the commoners. Sendai's king holds absolute power in the kingdom, though many governmental responsibilities are often relegated appointed ministers, who often, though not necessarily, hailed from Sendai's noble families. While the current ruler, a woman, would normally be titled "king" (daiou; though there is no precedent), she has instead chosen for now to style herself as "great princess" (daihime) instead.

Religion in Sendai is unorganised, with most people praying to their ancestors or local gods and spirits, though there are a few higher deities recognised throughout the kingdom and surrounding land.

While kitsune and takuki are generally seen as inferior to humans, they are often treated as other humans due to the creatures in human form being nearly indistinguishable from the real thing. Of the two, kitsune are more respected and feared, due to their association with the god of agriculture and their nature as foxes. Tanuki do not receive such reverence which tends to worsen the natural animosity between the two.


Nation’s Perks: Fortress Makers, Road Builders, Shrewd Bankers


Nation’s History: Two hundred years ago, the marriage of the king of the Sendai Plain, Kitamori-no-Hatsukaze, and princess of Nakashima Isle finally brought and end to 180 years of near-constant warfare between the two nations. With this, both were brought together as the Kingdom of Sendai. Despite the declaration of a single nation, each part was governed separately for about fifty years, until the third King of Sendai made efforts to truly integrate the two nations, though this would not be effectively accomplished until the fourth king took power. The "True Unification" ushered in an age of growth and relative prosperity for Sendai which lasted until the death of the fifth king.

The sixth king, who had been known for his excess, political ignorance, and a particular disdain for Nakashima, was opposed from the start, and barely a year into his rule he was assassinated in a coup d'etat by his younger brother and a group of noblemen. However, instead of putting the younger Kitamori on the throne, some of the nobles sought to establish an oligarchic government. This quickly descended into civil war, split along the lines of the great war from over hundred years before, with Kitamori-no-Tsukikaze and a few loyal nobles in Nakashima, and the "rebel" nobles in Sendai. The war barely lasted two years, with Tsukikaze swiftly retaking the Sendai throne and becoming the seventh King of Sendai.

Time passed peacefully from then on. The ninth king made plans to expand the Kingdom to the north and south, but these plans were never realised before his death. Only a few islands in the surrounding seas were colonised under his rule. Now we come to the present day, with the tenth ruler and first queen regnant of Sendai, the young and unproven princess, Kitamori-no-Karin.


Nation's Starting Units: 2000 professional troops (8 EP), six biremes (12 EP), two mages (mahoutsukai; one alchemist and one creator) (10 EP)

Edited by Kothra
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Nation's Name: The Republic of Horran

Nation's Characteristics: The Horranian people are characterized by rugged skin and long flowing hair. Indeed, their hair is so famous, many scholars have speculated on it, and it is suspected that no Horranian is purely human, having bred with some other species at some point that had transferred the trait to the general population. Brown and black hair and eyes are common place, and while the Horranian people may be half-breeds, there are no other sapient species in their ranks.

Nation's Society: The Horranian people have long been fishers and farmers; indeed, it's all they did for thousands of years. They never quite embraced the concept of personal honor, caring more for their own group's honor than their own. It has created intense bonds in small communities, but has lead to violence in the past between the groups. Only the rise of the priestly class has kept the people in check in more recent years, and now, religion is an essential part to the Horranian way of life. Their religion describes an eternal battle that has been raging between two deities, the Creator and the Destroyer. Finally, they agreed to resolve their differences via a cosmic game, creating humanity to decide who would finally win. Whoever humanity ultimately supports will decide who has won.

Nation's Perk: Riches of the Sea, Botanists, and Wizards of the Sea.

Nation's History: Until the Age of Magic, the Republic of Horran didn't exist. Instead many small communities were set up along the shores of the Great Sea, working in loose coalitions with each other from time to time, but generally avoiding one another. With the discovery of the Fountains, however, the first Sorcerer King rose from the quaint little farm towns, uniting them and the surrounding lands under his banner, and shortly there after began searching for immortality. Alas, the King's quest turned up dry, and so he died, leaving the land to his eight sons and daughters. Quickly realizing that breaking up the new nation amongst themselves would only encourage rival kingdoms to attack, they instituted the first Council of Horran, made up of themselves. The Council would rule the land more or less justly, keeping the nation intact and strong.

 

It would be later that Horran's religious influences took control of the Council; the growing priestly class demanded that they be part of the legislative process and so the Compromise was made. It instructed for there to be four priests and four Councilors, with the collected eight voting on a ninth to serve as the head of the Council. It is in this modern incarnation that the Republic stands, ruled by the Council from the capitol city of Ruy while its militias keep it safe from intruders on the borders.

Nation's Starting Units: 10x Collective's Guard (30 EP), 1x Council's Guard(5 EP), 3x wizards (1 battlemage, 1 alchemist, 1 creator) (15 EP), [assorted outposts around the map, each composed of a small shack and eight-man sail boat, meant for diplomatic purposes] (10 EP)

Number of Soldiers: 9,000.

Soldier Description: The Collective's Guard is a basic militia formed of farmers and fishers, who beat up straw dummies in their spare time when not farming. With one officer per hundred men, this unit is issued no standardized weaponry, instead relying on what they have, which means they use a lot of pointy sticks and just regular sticks to beat people, as well as some scattered archers. Their primarily purpose is to ward off bandits and beastmen.

Unit Cost: 3 EP to build, 3 EP to upkeep, 1 week to train.

Number of Soldiers: 1,000.

Soldier Description: The Council's Guard is an elite fighting force, trained to be utterly battle hardened. They are pushed to the limits of what is humanly possible and beyond, using the power of magic to do strange things to their bodies. The end result is the perfection of human fighting ability; they use a combination of short swords and spears in combat, often carrying in large full-body shields that can stop arrows and bash skulls in. They almost never leave the capitol city except for specific missions, constantly training.

Unit Cost: 5 EP to build, 2 EP to upkeep, 3 weeks to train.

Edited by Strategist Alex Humva

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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Posting this here for now. This will probably change a bit before I actually start RPing.

 

Nation's Name: Regnum Veritatis (Kingdom of Truth)

Nations Characteristics: Existing on the very edges of the known world, The Kingdom of Truth, or the "Winter Haven", as some have dubbed it, is a kingdom devoted to magic. It is a harsh place to live, especially during the winter with its freezing temperatures and mighty storms, meaning that up until the arrival of the "Men of the South", only the strong and the hardy could survive there. At the edge of the kingdom's borders lie the Black Mountains, homeland of the Dwarves; past those mountains, no man who has dared venture forth into them has ever returned, but it is rumored that the homeland of the dreaded Jotun race lies beyond (basically they're at the northernmost edge of the map).

Nation's Society: Regnum Veritatis is primarily home to three races. The upper class (including the ruling faction) consists mostly of magi and scholars from the south. Many of them refugees from other lands, they have since claimed the snowy lands as their own. Rumored to be partially descended from the Fae, the Southmen are beautiful and wise beyond compare, having knowledge of many of the secrets of magic (compare to Tolkien elves). As well, the formerly barbaric tribes of the very far north have since been integrated into the kingdom's society, bringing their knowledge of the land and their unique beliefs with them. Formerly a simple race of hunters and farmers, they lived simple lives at home. But at sea, they were a different people, as they were feared in legend as notorious raiders and bandits (compare to the Norse). The third race to dwell in the kingdom is the race of Dwarves, short but sturdy folk who once dwelled in the mountains, before colonizing the surface world. They dwelled alongside the Men of the North for many years, and when the Men of the South colonized the lands, the Dwarves joined them (compare to Tolkien dwarves).

The Men of the South, the Men of the North, and the Dwarves mostly dwell in harmony with each other. The Magocracy maintains an authoritarian regime on paper, but in practice, power is equally divided between the Magocracy, the Tribal Leaders of the Northmen, and the Dwarf Kings. Social divides do exist (mostly between the Southmen and the Northmen), but both the Magocracy and the civilians are working to lessen the gap between the rich and the poor. The cultures of the three peoples have meshed together with varying degrees of success; the Southmen have made efforts to learn the languages of the North, and vice versa. As well, the wizards of the Southmen have put it to themselves to learn the magic of the Dwarves, educating themselves in Runelore and enchantments to supplement their own knowledge.

Nation's Perk: Expert Smithers, The Deep Beckons, Fortress Builders

Nation's History: The history of the snowy lands prior to the arrival of the Men of the South is largely undocumented; while the Dwarves kept detailed records of the history of their mountain kingdoms, the history of the Northmen can only be traced through myth and folklore. However, many can remember the days when the infamous Vikingar ruled the waves and wrecked havoc on the coastal villages, and even more were relieved when the Magocracy tamed them.

The history of the Men of the South is much more well documented. Six hundred years ago, when the Fountains of Mana were discovered, groups of wizards from the now-defunct fairy kingdom of Regnum Vitae had the idea to create a refuge for wizards, a magical haven. Foreseeing a time when the world would be embroiled in war, these wizards believed that a safe haven would be needed for those who wished to study magic away from the political turmoil of the kingdoms. As a result, they created a refuge in the Northern Wastes, believing that it's remote location would help to shelter it in the coming storm. This decision nearly cost them everything, for if not for the timely aid of the Dwarves, they would have been wiped out by the Jotun. Fortunately, they were able to forge an alliance with the Dwarves, laying the foundations for Regnum Veritatis.


Nation's Starting Units:

  • Four wizards; two alchemists, one battlemage, one creator: 20 EP cost, 0 upkeep per cycle.

  • 1000 professional soldiers: 4 EP cost, 1 upkeep per cycle.

  • 1000 Berserkers: 4 EP cost, 2 upkeep per cycle.

  • EP Bank: 32 EP

Specialized soldier Submission Form

Custom Unit: Berserkers

Number of Soldiers: 500

Soldier Description: In times long past, the Men of the North were feared largely because of these warriors. The Berserkers were fighters taught how to channel their emotions into battle, increasing their fighting effectiveness by several times. The Men of the South managed to rediscover and enhance this lost art, using their knowledge of magic to enhance the power of these mad warriors even more. On the battlefield, they are absolute terrors, as just one fighter can easily take on a dozen regular soldiers in a fit of magic enhanced fury. However, these soldiers are difficult to control, for when they are under the effects of their anger, they lose some of their ability to think strategically.

Unit Cost: 2 EP to build, 1 EP to upkeep, 2 weeks to train

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Nation's Name: The Kaenathen League (Referred to as Kaenath)

 

Nations Characteristics: Kaenath lies near the northern coast of the continent, just past the Mythic Mountains, the land is mainly dominated by small foothills with some areas of boreal forests and sparse fields. Kaenath has some mineral deposits in the foothills and the forests have ample supplies of lumber. Kaenath has two main cities, one, Ironhold, is situated among the foothills near the Mythic Mountains. Ironhold is home to Kaenaths main military training center, the Iron Academy, where Kaenaths elite troops are trained and outfitted for battle.

Kaenaths other main city is Bralder, the site of Kaenaths mage training facilities. Bralder holds Kaenaths Mana Font and is heavily defended. Bralder is also Kaenaths main port city, it is nearly parallel with Ironhold and contains all of Kaenaths fleet.

Between Bralder and Ironhold lies one village, Fallcrest. Fallcrest is mainly a lumberjacking village, the majority of the residents are either farmers or lumberjacks.

 

Nation's Society:

-Languages: The people of Kaenath speak one of two languages, Kaenathen Common, the language brought by Human settlers, or Mithnakar, the language spoken by the lands native Lizardfolk.

 

-Races: Kaenath is dominated by humans but the area has a native population of Lizardfolk, tall, scaled beings with lizard-like heads and tall frilled crests stretching from their forehead down to their lower back.

Lizardfolk are stronger and leaner than most humans and the colour of their scales range from shades of green to dark grey or black. Lizardfolk call themselves Fainneka which directly translated means The first predators. Lizardfolk make up 40% of Kaenaths population.

Kaenaths humans are usually fair skinned with hair that is shades of blond or red. 60% of the population is human.

 

-Domesticated Animals: Kaenaths domesticated animals include sheep, mountain goats, Drageer (Huge komodo dragon-like animals, roughly the size of a large horse that are used by the Lizardfolk as steeds.), horses, and sometimes pigs or cows in the lowland areas.

 

-Religion: Multiple religions are worshiped in Kaenath, there is no state supported pantheon.

 

-Laws: Kaenath has a simple law system formed mostly around material or monetary compensation in the case of a crime. When crimes such as murder are committed fate is decided by a council including the speaker for each town and Kaenaths current Ironlord, the speaker for Ironhold. The Ironlord is the de facto ruler of Kaenath.

 

-Ruler: Kaenaths current Ironlord is Faeren il'Kairn, an aging man in his early fifties who used to be an adventurer. Faeren walks with a cane, the result of an old leg-injury, in his younger days he was a great warrior but he has lost the strength he once had.

 

Nation's Perk: The Terrible Longbow, Fortress Makers, Chivalry.

 

Nation's History:

Kaenath was first populated by the Lizardfolk, who lived nomadically in different tribes around the land. Then, human traders came, they built the settlements that would become Ironhold, Bralder and Fallcrest.

After a few years, the three settlements began squabbling over trade rights and borders, Fallcrest and Bralder even went so far as declaring open war. All the while, Ironhold was strengthening its walls, recruiting soldiers, and annexing local Lizardfolk tribes. When Ironhold deemed the time right, they attacked, defeating both opposing armies in one stroke.

After that, Ironholds general, Garl il'Kairn (The grandfather of the current Ironlord), declared himself Ironlord and, to prevent further conflict in his kingdom, decreed that each town or city would elect a speaker to represent that settlements interests.

In the current age, Kaenath is a growing nation with good military power, looking to expand.

 

Nation's Starting Units:

3 000 Professional Soldiers (12 EP)

3 Triremes (9 EP)

 

2 Mages, 1 creation 1 alchemist (10 EP)

 

One specialized unit submission form:

 

The Black Corsairs

Number of soldiers: 250

Soldier description: A group of Drageer riders who wear all black armour with masks and cloaks. They are trained in the use of cavalrymens spears, flails, longswords and bows. They are specialized in hit-and-run style attacks and pursuing stragglers after a main military force weakens the enemy.

Cost: 2

Upkeep: 1

 

Remaining EP: 29

 

Upkeep cost: 7

Edited by Falcon Lord

My BZPRPG Profiles

 

If you interact with me, and I haven't responded after a while, feel free to PM me.

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Your profile is alright Falcon, but for your specialized unit... Eh 2 EP to build, 1 EP to upkeep, two weeks to train. Also, what color do you want for the map?

Edited by Strategist Alex Humva

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1 1 2 3 5 8 13 21 34 55 89


"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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Region is twelve, with royal red as the color. Approved by Humva via PM.

Nation's Name: Dominion of Zhao
Nation’s Characteristics: Zhao legends hold that they are not native to this land but are from another, far more glorious land. This is supported somewhat by their physical appearance, which has a marked preference for dark hair, olive skin, prominent cheek bones, slanted eyes and a penchant for extremes in height, there is very little middle ground amongst the Zhao. One is tall or one is short someone in the middling range is rare enough to be commented on in most villages and cities.
Nation's Society:
Culture
The Zhao are organized into several orders. This is often imagined as a pagoda of sorts. The Emperor sits at the top and directs the court officials and military lords who pay homage to him. These officials and lords in turn oversee cities and hamlets from their fortress-estates. The officials could be wealthy merchants, rich Lady-Lords who control vast networks of courtesans, the heads of large assassin orders or almost anything else. What matters is they are in leadership positions in one organization or another and thus qualified to advise the Emperor on matters pertaining to their particular spheres and to manage those spheres under the orders of the Emperor. Farmers, fishermen and the like largely report to their village heads or in cities, to the administrator of their particular section of the city, who, in turn, report to these court officials.
The military lords and lady-lords are a different matter; they were all soldiers at one point and proved their ingenuity by climbing the ranks not through political games, but rather through battle or sheer strategic skill. The military is considered above the games of court officials for it is charged with defending the entire Dominion itself, a scared and noble calling by the reckoning of most in the nation. As such, interfering with their duties is considered high treason and any caught doing so is typically tortured to death over several weeks.
Another facet of the military lords and lady-lords is the stigma against having more than one child for they have given their lives to their nation and to detract from those duties overmuch for the sake of a large family is held to be shameful. Though they all report to the Emperor the military lords are all equals while captains and such as from their own forces report to them not a single lord or lady-lord outranks the other. The nation’s forces are managed by a council of equals. If one of this council is found to be putting his own interests ahead those of the nation, he, like those who would interfere with the military’s duties, is tortured to death as an example to others.
To the Zhao, this is the rightful and natural order of things. The culture as a whole is a meritocracy. They don’t care how you rise, they merely care that you do. A peasant who knows how to trap a stag without killing is just as respected as the courtesan who ensnares her patrons with honey and lies and uses their weakness to advance herself. As a consequence of this, trust is rare among the higher ranks of the Zhao for everyone is seeking to use others to advance themselves and thus strengthen the nation by weeding out the weak through the deadly court games of the higher orders. The entire process is relentlessly Darwinian, if you attempt to kill the Emperor but fail-you will suffer for it greatly, but if you succeed in doing so, the position is yours.
If you are of the Zhao at least, for most foreigners are regarded as barbarians. Charming, amusing, maybe even useful but ultimately less important than the Zhao Dominion in every way that matters. To the Zhao this is pure pragmatism as such, they will aid others if it is in their best interest to do so and by the same token they will burn a nation to the ground if doing so would be beneficial enough to outweigh the risk.
Each profession has many clans (loose associations of people in that profession) who each report to a council of their most skilled members. These clans often vie with one another for complete mastery (both economic and literal) of their chosen profession. These rivalries are often fierce but the results in many sectors cannot be argued with.
Marriage and families in Zhao are fluid and ever-changing with both genders taking lovers as they will and moving on. It is the exception, rather than the rule, for a child to grow up knowing both parents. A consequence of the society of mastery the Zhao are built on, permanent marriages could become a weakness or interfere in their pursuit of mastery, making them uncommon at best. In the military however, permanent relationships are encouraged, the reasoning being that one would fight all the harder for the lover next to them.
This has led to the creation of large military families; with entire villages and city sections given over to collectives of military families. Not everyone in this families are soldiers-sometimes it is only the oldest generation who marched to war but their strong and steady hands kept the collective from drifting apart. Often, these families’ younger generations leap at the chance to match the deeds of their forefathers.
Clothing in Zhao tends towards silk garments for the higher orders, with less expensive imitations being common amongst the lower orders. Robes and the like are common for formal occasions, with more practical garments being used in every day life.
General idea of Zhao clothing:
Education
Considered the key to mastering a path of knowledge, education is held in high esteem in Zhao, with teachers and sages considered to be glorious martyrs of knowledge, using it to ensure the nation remains strong, at the cost of advancing themselves using their knowledge. They are viewed with the same admiration one would give a man who cuts off his arm to save another; he has done a wonderful and glorious thing, but crippled himself in the process. It is a mark of how great a sacrifice the Zhao view this to be that even “barbarian” teachers and sages are treated like honored lords and lady-lords by all Zhao households who receive them.
Different types of knowledge are separated into different academies, each based in a compound built upon a high point within the nation. One school might teach-hand writing, a language or strategy, but never all of them. To travel to one of these great schools is a mark of the greatest commitment and distinction, for it is here one would truly master knowledge of their chosen sort. The rest of the nation is forced to make due with traveling sages and teachers who go from village to village to spread their knowledge far and wide. To become one of these sages or teachers, regardless of where one spreads their knowledge, is often considered the happiest-and saddest-moments of one’s life, for one gives up all hope of advancing their lot in society to serve the greater good of the nation.
Religion
Zhao religion is complex and byzantine, for they reckon that the heavens are ruled by the lords of different elements. There is a Lord-Lady of Fire, a Lord of Water and such as. There are seemingly limitless lesser gods and spirits who report to one of these elements. There is a Spirit of Fireplaces who reports to the Lord-Lady of Fire, a Spirit of Torches who does the same. There is a Spirit of Moss who reports to the Spirit of Water, a Spirit of Iron who reports to the Lord of Earth and so on and so forth, if it exists, no matter what it is; there is a spirit for it.
All of these spirits ultimately report to a lesser god (for example, the Lesser Lord-Lady of Rock) who in turn reports to one of the great lords of the elements. Temples to these gods and spirits dot the entire nation, with the massive-temple palaces of the lords of heaven serving a central point of pilgrimage for each elemental branch of the overall religion.
The exception to this setup is the Lord-Lady of Horses, who is held to have, in alliance with other equine and grassland gods, waged a terrible war upon the other Lords of Heaven, emerging as the head of her own unique branch of gods. The Lord of Soldiery and the Lord-Lady of Archery are held to be her most prominent followers and worship of her is extremely common amongst those of a military bent.
Architecture
Zhao architectural style is markedly different from the others of the land with just enough similarities to be disconcerting to an outsider. Their walls are long and winding, attempting to use the landscape itself as part of a fortress rather than simply building over it. Their buildings tend to favor the ornate, rather than building a house upon the center of a property, they will build a palace that covers the entire property that incorporates fields and open spaces that function as courtyards of a sort. This tends to result in very defendable cities-walls and towers are not the exception, they are the rule for most dwellings. Buildings are not normally built very high normally as more importance is but on the length of the building then the height. When the Zhao subvert this tendency they tend to do it spectacularly; the city state of Ozahu is the premier example of this, being less a city and more a towering fortress built upon a mountain.
Inside these buildings, screen walls, sharp turns, charms and the like are quite common, for there is a prevalent belief amongst the Zhao that ill-tidings travel in straight lines, whilst the good tidings twist and turn. There is also a marked preference for building a structure with its back to a natural feature-a fortress built into the side of a cliff for an example. Because wood does not last long, and because of the value the Zhao place on impressive, large structures, stone, brick and the like are more common as building materials then wood. Wood might be used to add a layer of decoration and shielding from the elements to a structure, but the skeleton, the supports, are always made of hardier, tougher material.
A good general example of a small Zhao dwelling.
Note the stone base and the less important wooden embellishments. The example is a modern house from real life, so it is naturally more refined and advanced-but that is the general gist of it.
Weaponry & Armor
Weapons and armor are, amongst the Zhao, an art form in and of themselves. Armor tends towards scaled, brigandine, coat of plates and lamellar, with anything heavier being considered overkill due to the limitations involved with them, as well as the resources they consume. High-quality armor is considered an ideal for all to strive for. The military lords and lady-lords place a huge importance upon the equipment their forces are outfitted with and to command a under-equipped force, without attempting to improve matters, is often considered grounds for charges of high treason, for to allow the Dominion to be defended by sub-standard soldiers is merely treachery by another name.
Weapons are similar in some respects, with each one being used for a different task in combat. To use a weapon without skill with it is considered a disgrace to the wielder and disrespect for the weapon, if you are facing a Zhao soldier wielding a bow you can be certain, even if he a mere levy, that he knows what the weapon is used for and how it relates to the other schools of weaponry. Peasants use bows often in their everyday lives and, as the bow is a weapon, the culture demands skill and knowledge from these peasant families. Facing a man specifically trained to be an archer is not something done lightly-the peasants are bad enough, but a man who has trained specifically in the ways of killing another with a bow in Zhao culture is rightly feared.
This fact is made even worse by the invention of primitive repeating crossbows, which are fashioned largely out of steel and other strong metals. These fire one crossbow “bolt” at a time, this bolt is then replaced by another until the magazine is empty. This typically occurs after ten bolts are fired at which point the magazine must be replaced.These repeating crossbows do have some drawbacks, for their ability to penetrate armor is somewhat inferior to those of bows and the like. They are also difficult to make in numbers, restricting their usage to the elite “Iron Soldiers” and the like.
(Source: http://en.wikipedia.org/wiki/Repeating_crossbow according to this article, Repeating Crossbows were around by the 4th century BC)
A consequence of this obsession with mastery and perfection means that Zhao sailors are just as skilled as their archers-they depend on their vessels to defend them from the seas do they not? That makes them a weapon. They may be larger and more complex than a blade, but in Zhao culture, that is not excuse. Archers, used in conjunction with sailors are fearsome force for an enemy to face. For while the Zhao sailors run circles about their vessels, Zhao archers are raining down death from the decks the very ships that are out sailing them.
The usage of weapons and armor of all sorts is considered important enough to demand a separate school system to teach soldiers their usage. Elite soldiers are sent to academies to be schooled in these weapons, whilst levies are typically tutored by traveling sages from these academies. These sages are authorized to use extreme force to ensure the levies do not disgrace themselves or the Dominion.
Nation's Perk: Fortress Makers, Terror of the High Seas, The Terrible Longbow
Nation's History: The Zhao Dominion has, throughout its history, sought to master the land it dwells upon as those in its society struggle to master their own chosen paths. Their history is one of blood, betrayal and conflict and the Zhao would have it no other way, for conflict tempers a people as heat tempers a fine blade. To the Zhao, their superiority is self-evident, they are the Zhao, by virtue of their ways of mastery they are clearly the superior culture within this world. They hold that this land is but a small part of the world, the Zhao believe they hail from another yet greater land. If the Zhao could be said to have an ultimate goal, it would be to transform this land into a glorious reflection of this, mythical, long-lost home land, in theory at least. In reality, the Zhao are wheelers and dealers seeking to keep their nation intact and prosperous by whatever means they feel are needed.
The Zhao have sent soldiers to fight for pay in other nations many times throughout their history, seeking to give them a trial by fire and be paid for it at the same time. They’ve fought for just causes and defended tyrants to the death in equal measure. Ultimately, the Zhao have done what would be good for the Zhao. If that means propping up a tyranny, they will do it, if that means supporting the rightful heir to a kingdom against his uncle, they will do it. If you don’t make yourself a threat, it is likely they have traded with you at one point in the past. The nature of Zhao society means travelers from this nation are not uncommon, for they seek to master their chosen path and the unique capabilities of certain “barbarians” have proven useful in this regard.
Their history is filled with sudden reverses and golden ages brought on by an ambitious court official killing a weak or incompetent emperor. When old, doddering blood is replaced by young, violent and courageous blood, it has always meant great changes are on the horizon for the Zhao. Sometimes this has resulted in great civil wars as the new Emperor or Empress purges society of those who dared to defy their rightful claim to the throne, sometimes it has meant new trade missions and sometimes it has meant bloody marches of conquest against whatever target is convenient, indeed, this is how the Dominion of Zhao grew to its current state.
Recently, Zhao society has undergone another upheaval, with the Lady-Lord of the Courtesan Clan known as the “Glimmering Violet Widows” having ascended to the office of Empress, by virtue of slitting the last emperor’s throat while he slept. The Empress Wu (or the Empress of Thorns, as some have called her) has turned her gaze outwards, set on expanding the mastery of the Zhao yet further. She is by all accounts an ambitious and capable of women. What this means for the Dominion of the Zhao however, is yet to be seen.
The two great cities of Zhao, Ozahu and Tzu are widely held to be the centers of the nation. Ozahu, located near the center of the nation is built upon a mountain and serves as the seat of the Dominion, from here the Empress rules the Dominion from the Palace of the Sun, placed at the very top of this mountain. Tzu is to the east, closer to the border. Built upon one of the vast networks of grassy foothills so common to the nation, Tzu is the center of trade to the nation, it’s massive markets and palaces serving as a symbol of what everyone in the nation should aspire to.
Nation Units: 1x Swooping Crane Iron Widows, 2x Striking Wolf Iron Troops, 2x Leaping Mantis Guard, 1x Glimmer Violet Enforcers, 5x batches of Terracotta men,20 EP worth of improvements to Pastureland, 4x Mages (Two Creation, One Alchemy, One Battlemage), 2x Biremes
Upkeep: 11
Trade: 1
Excess EP: 38 EP
Building:
Road Network, 20 EP, three days
Income: 36 EP
Profiles:
Swooping Crane Iron Widows
Number of Soldiers: 1000
Soldier Description: A recent invention of the Empress Wu, each of the men and women in this unit was at one point a courtesan-assassin under the command of the Empress whilst she was still the Lady-Lord of a courtesan clan. The Swooping Cranes rely on mobility and quick thinking to see them through in a fight. They are each equipped with steel Lamellar armor and trained in the ways of archery. This makes them deadly even by the high standard of Zhao bowmen. They also make use of a Jian when called upon to enter close combat. On their backs a small round shield is typically strapped to their armor for easy access in such an occasion and to provide protection from a sudden ambush by a rival unit of archers. Every member of this unit is also in a loving long-term relationship with another member to ensure that they have every reason to seek to keep their comrades safe in the chaos of a battlefield.
Cost: 6 EP to produce, 1 EP to upkeep, two weeks to train.
Striking Wolf Iron Troops
Number of Soldiers: 1000
Soldier Description: Equipped with steel scale armor and weapons of the same material, the Iron Troops are the mainstay elites of the Zhao Dominion. Each one is a skilled veteran and well-versed in the ways of battle. Half of these soldiers make used of repeating crossbows in conjunction with a large iron shield to protect themselves during the vulnerable reloading stage. They carry a Jian blade for emergency close combat situations. The remaining troops in the formation make use of a smaller shield with a Qiang, with the same blade as their ranged brothers as a backup weapon.
Cost: 6 EP to produce, 1 EP to upkeep, two weeks to train.
Leaping Mantis Guard
Number of Soldiers: 2000
Soldier Description: A step up from levies, if only by virtue of their equipment. The Mantis Guard is intended to patrol the land and enforce the laws of the Emperor and to act as soldiers if called upon. These are the new blood of the military, filled with raw soldiers freshly out of their training and still in the process of achieving mastery of the art of warfare. Their equipment is forged from bronze with the exception of their veteran officers who are issued steel weapons and scale armor. One thousand men in this unit are focused on the way of the bow, sporting only small shields and Jian for defense in melee combat. The rest of the unit wield large shields and Qiang, with the Jian used as a backup weapon. All except the officiers make use of bronze lamellar armor.
Cost: 4 EP to build, 1 EP to upkeep, one week to train.
Glimmering Violet Enforcers
Number of Soldiers: 3000
Soldier Description: Members of the Glimmering Violet clan given a few rudimentary weeks of training in combat. These men and women are not soldiers, nor are they intended to become such. They are the enforcers, the bouncers and the muscle in the Glimmering Violet Widows. They have street smarts and a solid understanding of the law backing them up, but the only thing that separates them from a farmer or a civilian is a few combat drills and quick classes in law enforcement. They're armed with bronze weapons and leather Lamellar armor. There is no set weapon distribution however, in general, the Enforcers are given a small stipend and told to wonder the streets and come back with something pointy or shooty. Preferably something they have a degree of skill with as anything else would be shameful under the critical eye of Zhao culture.
Cost: 1 EP to build, 1 EP to upkeep, 3 days to train
Spells
Call Forth the Clay Idol
Spell Description: This spell animates a group of terracotta statues. The number can vary greatly from one to thousands. The animated Terracotta are typical of Golems, dull, efficient, ceaseless and without an ounce of creativity in their body. They still have their uses however, one the wise sage can plainly see…
Spell Cost & Time: No cost, 2 days per batch of one thousand idols.
Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Your profile is alright Falcon, but for your specialized unit... Eh 2 EP to build, 1 EP to upkeep, two weeks to train. Also, what color do you want for the map?

How about... Would dark green be ok?

 

Edit: Dark green has already been taken, maybe a pale turquoise would work.

Edited by Falcon Lord

My BZPRPG Profiles

 

If you interact with me, and I haven't responded after a while, feel free to PM me.

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Anyone nearby who feels like looking in on the Zhao is free to do so.

 

You probably won't get shot.

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Somewhat important announcement; you may build three units of any type in a single province at the same time. Wizards do not count against this. Anyone who did more will be grandfathered in but I don't think anyone has. If you build more than three units at the time the rest will have to be queued.

Edited by Strategist Alex Humva

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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Updated profile to give a better idea of clothing in the Zhao Dominion. Added a link namely, avaliable below for the curious.

 

http://en.wikipedia.org/wiki/Han_Chinese_clothing

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Another rather important announcement; I've fallen behind on people's scouting reports and settlement plans, and I'd like to get that all cleared up. If everyone who's undertaking a settlement could post with a short blurp of where/what the settlement's doing and if they're scouting and where, that'd be fantastic.

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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Fort Confluence is being constructed and shortly afterwards, namely a week after it's done the settlement around it will start being built in the open land and farming areas nearby. Little villages will also be built on either side of the river, with contingents of troops with salt and mud tossers stationed at each village.

 

Scouting to find the barbarians and offer them entreatments and trading opportunities. Pretty much try to slowly sway them to being friendly towards Vardal.

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Settlement continuing at the small peninsula to the south of my mapped territory. Exploring to the southwest and northwest, building mines in mountains to the west. Ships sent to Ignomia, some other nation, and really anyone who wants some interaction- an indeterminate number was sent. They're not military ships, just small diplomatic vessels. Lastly, land expedition to the kingdom of Zhao has set off.

Well, would you just look at that?

 

bread.gif

 

I'm a piece of toast.

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“Five hundred men, operating in groups of fifteen will travel beyond our borders in every direction, seeking resources and good, solid land for us to build upon. It is only fitting that the Dominion extends its reach yet further. If any organized Barbarians are sighted, then they shall send a runner to the closest enclave, so that a course of action might be decided upon.” She inclined her head towards a group of merchants. “As the august Clan Master Shang suggested, particular attention will be paid to finding yet more resources for us to master. Gold, wood and other such gifts from the lords of heaven will be key to our rise to glory. We are a great people, the greatest upon this frayed land, but we must not allow our reach to outpace our gains, a crossbow made of glass is beautiful, but useless. This is a fate the Zhao must avoid.”
One by one, the small army of court officials bowed before her, deferring to her ruling. “We must also look to the waters however, for foolish Ozun allowed our navy to atrophy. Our sailors are undoubtedly skilled, but without a weapon to wield, they are mere fishermen. If all goes well, we shall find lands of bounty to fund the ambitious expansion Lord-Admiral Qin suggested…”
OOC: Action taken: Five hundred men dispatched to scout the area around Zhao for resources in preparation for a settlement.

 

 

The important bits.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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I'm not making a settlement per say, but -

 

OOC: Actions Taken - Dispatching a scouting patrol in the area north of the Khaifena River. There will be roughly a dozen scouting parties sent out, each composed of two squads of ten men accompanied by three additional leaders/support members. The remainder of the group shall remain at shore, and is left under the command of the Lord of Daeroth. They are searching primarily for good farmland, but pretty much anything that could obviously be tapped for resources is considered. Additionally, the troops are meant to search for a good position to built a fortress or new settlement, and to mark its location down. Each scouting party has at least two people tasked with navigation and charting down their travels.

 

In short, I'm sending people north. The goals are, in order -

- look for good farmland

- look for other natural resources

- find defensible positions to establish a new fortress/settlement (much the same thing, in this case)

 

And, obviously, gauging if there's anything threatening in the Northern Regions.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Economic Breakdown as of 1/15/14



Grain Farming: 8

Fruit Farming and Wineries: 4

Fishing: 14(Base 10, Upgraded to 11 from project, +3 from Perk)

Lumberjacking: 4

Mining: 4

Gemstones from the Deserted Island: 5


Total: 39 EP


Spending


Unit Upkeeps: 14



Four Triremes: 4

Two Quadriremes: 6

Firetongue Guard: 1

3 Regiments of Soldiers: 3


Unit Construction: 15


One Quinquereme: 7(1/21)

Four Biremes: 8(1/7)


Projects: 10


Lumberjacking Industry Improvement: 10(14/28)



Total Spending: 39/39



EP Bank



15 Stored EP


Edited by Xomeron
That being said, thag thag thaggity thag thagness.

-Rover

 

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."

"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

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Yes everyone, it is economic report day; be sure to get your stuff out so that we have public records of the goings on.

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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oh ok lemme do some good old math which i am awful at

won't take too long...hopefully.

 

Economic report:

Fishing: 24 EP (20 base, 10% base boost and 25% boost due to perks)

Farming: 11 EP (10 base, 10% increase from perks)

Trade: 1 EP

Upkeep: -18 EP (5 Biremes, 4 trained soldier units, 2 Quadriremes, 3 Triremes, and 1 Quinquereme)

Stored in bank: 22 EP

Edited by Ehks

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Steam name: Ehksidian

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Report:

 

EP at start: 4

 

Income: 35

 

Upkeep: 10

 

EP currently: 29 EP

 

Projects, civic works, blackmail money, funds for my doom fortress, my tithe to the church of Yig, my tithe to the Cult of Cthulhu and funding for overturning that restraining order from the last time I visited HP Lovecraft's gravesite will, of course, be subtracted from this in time.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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I sent a general wave of scouts to the west and south of Fillion.

 

EP report

Gained this cycle: 32

Upkeep: 6 EP- 3 Thanes divisions

Already in bank: 2

Total: 28

 

Sorry, I got mixed up and thought that there was still time until we got more EP.

Edited by Silvan Haven

"I serve the weak. I serve the helpless. I am their sword and their shield. If you want to strike at them, you must go through me, and I am not so easily moved."

zsUPm2E.jpg?1

 

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What is this I don't even...

 

...

 

Kay, let's see then, how to do this...

 

Report:

EP at Start: 1

Income: 30 EP/Cycle + "Riches of the Sea" (7.5?)

Upkeep: 10

EP Currently: 21 + "Riches of the Sea"

 

Currently: On diplomatic missions, scouting to the north, and creating one wizard.

 

I don't realize this was a thing that happened and I don't think I did this right.

 

-Toa Levacius Zehvor :flagusa:

Edited by Toa Levacius Zehvor

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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It's alright, you'll figure it out after a few tries.

The riches of the seas will actually be about 2 EP; I'm still working on how to actually work that in with my new resource system, so for now everyone with that perk just gets a flat 2 EP increase.

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1 1 2 3 5 8 13 21 34 55 89


"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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(1-15-14)

Start Balance: 30EP


Revenue: +35EP

Provinces: +30EP

(Sendai© +30EP)

Perks: +5EP

(Shrewd Bankers [+10%] +3EP)

(Road Builders +2EP)


Expenditures: -14EP

Construction: -6EP

trireme (-3EP/1-29)

trireme (-3EP/1-29)

Troop Upkeep: -2EP

(1000 -1EP)

(1000 -1EP)

Navy Upkeep: -6EP

(6 biremes -6EP)


30+35-14

End Balance: 51EP

Edited by Kothra
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