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A Strange World: The Strength of Empires [OOC | Open]

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G-Tech Corporation
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Inoffensive Centrist Democracy

A Strange World: The Strength of Empires [OOC | Open]

Postby G-Tech Corporation » Mon Mar 25, 2019 4:31 pm

The Strength of Empires





Image


The dawn has risen upon a new world - a world unlike that you may know. Shattered by a catastrophic impact not long after the extinction of the great thunder-lizards, Earth is not as it should be. This impact, a star falling to earth, changed not only the shape of all the lands, but also their contents. This star bore strange lights and queer crystals, changing and warping the planet on which mankind slowly arose. Continents were broken, minds shattered, even animals and plants twisted and changed. It is a strange world now - one in many ways hostile to humanity - but in the end, it is your world still.

You stand forward as one of the leaders of a growing empire of men. No longer mere tribes, nor polises, far greater than humble city-states; the mechanisms of nations in truth, of crowns and kingships and bureaucracy and the force of arms - all these things have been manifested upon the world. In fire and blood and bronze have the states of the world been forged, some using peace and the strength of their industries to grow and expand, others conquering at the point of the sword. No longer do men live in kindreds and humble hovels. Great cities of stone, populated by thousands, teem at strategic rivermouths, sprawling across fecund plains and in the passages of glowering mountain ranges. It is a time of instability, but also a strange promise. Man has come into his own, and his threat is no longer the dark things of the world, nor the brutes of the field, but his fellow humans of flesha and bone and arcane might. Will you lead your people to greatness in this new age of war, conflict, and competition, or falter and be forgotten by the histories? Come, and tell the tale of the Strength of Empires.




So! An emergent mechanics-based RP, focusing on civilizations and the men and women who rule them. Some basic things you might want to know about how this is going to be run:

New civilizations begin with a single settlement, and I am accepting a maximum of fifteen civilizations. You may (most likely will) want to erect more holdings across your lands, and claim new vistas for your people, for in growth is the security of one's lineage.

You should expect to make an IC post once every 48 hours or thereabouts IRL, but more will be encouraged. This is a nice, simple and straightforward expectation, with absolutely no strings attached. These posts correspond to the passage of a year's time, in-character, and will be resolved by yours truly to chart the course of your civilization.

Every new civilization begins with 3000 inhabitants, equivalent to three population units, and a variety of districts, quarters, and resources as are proper for the region they choose.

So there we go! All of our civilization slots are currently full, but we are also accepting applications for Organizations, who use their own rules and allow more room for customization and unique ideas.

Code: Select all
    [b]Organization Application[/b]
    [b]Name:[/b]
    [b]Leader:[/b]
    [b]Short History:[/b]
    [b]Starting Location:[/b]
    [b]Proposed Bonus / Role:[/b]





Catalog of Civilizations
The Great Zhou Imperium
The Honori Peoples
The Kingdom of Nekhen
The Stalheim Hierarchy
The Folk of Orleans
The Xcotl Magocracy
The Stratocracy of Maelar
The Many Mothers of Fastaqui
The Kingdom of Serrith
The Arameri Dominion
The House of Armasht
The Three Kings
The Scith
The Tevinter Imperium

Catalog of Organizations
The Sons of Saladon

Other Nations
The Midnight Empire
The Saladonian Exarchate
The Republic of Gergan
The Kingdom of Ita
The Kingdom of Lordaeron
The Freehold of Fergdun
Last edited by G-Tech Corporation on Sat Apr 06, 2019 11:38 am, edited 6 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Mar 25, 2019 4:31 pm

The Strange World


The Old World
Image


The Other World
Image


Tropical: Highly variable fertility, very commonly forested. Suffer from tropical diseases, high rainfall, and dangerous beasts.
Subtropical: Rich fertility, intermittent forests, occasional tectonic activity. High rainfall, but intermittent. Unlikely to have deposits of stone or metal ores.
Desert: Very poor fertility, save where rivers flow. Almost no forests of note. Raising Agricultural Tracts in Deserts is twice as expensive.
Temperate: Moderately rich woodlands, divided between stands of forest, meadows, and rolling hills. Intermediate levels of rainfall. Forest fires can threaten civilizations here.
Plains: Wide broadly fertile lands, generally unforested, but excellent for growing food and herding. Less rainfall, but also commonly suited for agriculture.
Steppe: Harsher versions of the plains, due to colder temperatures and decreased precipitation. Often mineral deposits and beasts of burden are easier to find here, due to both a lack of vegetation and wide spaces with relatively little ecological competition.
Tundra: Windswept lands with poor fertility, but occasionally vast boreal forests. Exposed rock is common here, and the growing season is short and winters harsh.
Arctic: All but uninhabitable. Temperatures rarely rise above freezing for more than a few weeks. Extensive ice sheets or glaciation make settlement and resource exploitation mostly impossible
Coast: The seas near to land, ranging from verdant tropical waters to life-filled polar fisheries. Navigable due to proximity to shore relatively easily, and teeming with biodiversity.
Ocean: Deep seas, where storms and high waves make transit difficult. Far from land and filled with the megafauna of the Strange World, travel can be hazardous for more reasons than mere weather.
Mountains: Regions of scant fertility, but often much mineral wealth and excellent timber. High mountains are difficult to make homes within, but the hardy folk that call these areas home rarely lack for ought save food.


This listing is both necessarily incomplete (due to concealed resources) and non-exhaustive.

Agave: Fruit, Ferment, Common
Alpacas: Herbivore, Burden, Wool, Uncommon
Apples: Fruit, Ferment, Common
Amber: Mineral, Semiprecious, Uncommon
Amethyst: Mineral, Precious, Rare
Antelope: Herbivore, Common
Ant-Hounds: Carnivore, Domestic, Dangerous, Rare
Ant-Lions: Carnivore, Very Dangerous, Rare
Armor-Whales: Herbivore, Aquatic, Uncommon
Aurochs: Herbivore, Burden, Milk, Dangerous, Common
Bananas: Fruit, Uncommon
Barley: Grain, Common
Barley (Blood): Grain, Rare
Basalt: Stone, Uncommon
Beavers: Herbivore, Pelt, Uncommon
Birre-Birds: Herbivore, Domestic, Rare
Bitumen: Mineral, Fuel, Uncommon
Blackshells: Carnivore, Aquatic, Dangerous, Uncommon
Blackstone: Stone, Arcane, Rare
Bloodsilver: Ore (Bloodsilver), Arcane, Rare
Blueberries: Fruit, Common
Bluemoss: Grain, Drug, Dangerous, Rare
Bounders: Carnivore, Ore (Silver), Very Dangerous, Arcane, Rare
Breadfruit: Fruit, Uncommon
Cactus: Fruit, Common
Cactus (Flowering): Fruit, Uncommon
Camels: Herbivore, Burden, Milk, Uncommon
Caribou: Herbivore, Burden, Milk, Rare
Cassiterite: Ore (Tin), Uncommon
Cats: Carnivore, Domestic, Uncommon
Cattle: Herbivore, Burden, Milk, Common
Cedar: Timber, Rare
Chickens: Herbivore, Domestic, Common
Clams: Herbivore, Aquatic, Common
Clams (Giant): Herbivore, Aquatic, Rare
Coal: Mineral, Fuel, Uncommon
Coconuts: Fruit, Uncommon
Condor: Carnivore, Flier, Uncommon
Copper (Native): Ore (Copper), Uncommon
Cotton: Plant, Textile, Uncommon
Crabs (Rock): Herbivore, Rare
Crocodiles: Carnivore, Uncommon
Crystal Trees: Timber, Arcane, Rare
Crystal (Clear): Mineral, Uncommon
Crystal (White): Mineral, Common
Dates: Fruit, Ferment, Uncommon
Deer: Herbivore, Common
Diamonds: Mineral, Rare
Dodos: Herbivore, Domestic, Rare
Dog: Carnivore, Burden, Uncommon
Dog (Lightning): Carnivore, Domestic, Arcane, Very Dangerous, Rare
Dolphins: Carnivore, Aquatic, Uncommon
Drakes (Silver): Carnivore, Flier, Arcane, Dangerous, Rare
Dust-Bulls: Herbivore, Domestic, Milk, Dangerous, Uncommon
Dye-Snails: Herbivore, Aquatic, Rare
Elk: Herbivore, Common
Elk (Giant): Herbivore, Dangerous, Rare
Elk (Great): Herbivore, Uncommon
Emeralds: Mineral, Rare
Fireweed Flowers: Plant, Medicinal, Rare
Firs: Timber, Common
Firs (Giant): Timber, Rare
Fish (Green): Herbivores, Aquatic, Common
Fish (Pink): Herbivore, Aquatic, Common
Fish (Silver): Carnivore, Aquatic, Uncommon
Fish (Spear): Carnivore, Aquatic, Dangerous, Uncommon
Flax: Plant, Textile, Common
Fliers (Silver): Carnivore, Flier, Uncommon
Floatstone: Stone, Arcane, Rare
Foxes: Carnivore, Common
Foxes (Crimson): Carnivore, Arcane, Uncommon
Foxes (Scarlet): Carnivore, Arcane, Uncommon
Frankincense: Plant, Distillate, Rare
Fruits (Mountain): Fruit, Common
Galena: Ore (Lead, Silver), Common
Gazelle: Herbivore, Common
Glowtrees: Timber, Arcane, Uncommon
Goats: Herbivore, Domestic, Milk, Common
Gold (Native): Ore (Gold), Rare
Gourds: Vegetable, Common
Granite: Stone, Uncommon
Grass (Edible): Grain, Common
Grapes: Plant, Ferment, Uncommon
Greatshells: Herbivore, Arcane, Rare
Gromite: Ore (??), Rare
Ground-Squirrel (Giant): Herbivore, Dangerous, Rare
Gypsum: Mineral, Common
Haleroot: Plant, Medicinal, Rare
Healer's Hand: Plant, Medicinal, Rare
Hematite: Ore (Iron), Uncommon
Herons: Herbivore, Flier, Uncommon
Hops: Plant, Ferment, Uncommon
Horses: Herbivore, Steed, Uncommon
Horned-Horses: Herbivore, Steed, Arcane, Dangerous, Rare
Ice-Iron: Ore (Ice-Iron), Arcane, Rare
Icevines: Plant, Dangerous, Rare
Iron (Meteoric): Ore (Iron), Rare
Jade: Mineral, Rare
Lapis Lazuli: Mineral, Rare
Leopards: Carnivore, Dangerous, Uncommon
Lichen: Plant, Distillate, Uncommon
Limestone: Stone, Flux, Uncommon
Lions: Carnivore, Dangerous, Common
Lions (Emerald): Carnivore, Very Dangerous, Rare
Lions (Mountain): Carnivore, Dangerous, Common
Lizard (Flying): Carnivore, Flier, Rare
Lizard (Sea): Carnivore, Aquatic, Uncommon
Llama: Herbivore, Burden, Wool, Milk, Uncommon
Longnecks: Herbivore, Rare
Lynxes: Carnivore, Uncommon
Maize: Grain, Common
Malachite: Ore (Copper), Common
Mangroves: Timber, Common
Marble: Stone, Uncommon
Melons: Fruit, Common
Minks: Carnivore, Rare
Moa (Giant): Herbivore, Very Dangerous, Rare
Moose: Herbivore, Uncommon
Mulberry Trees: Timber, Textile, Rare
Myrrh: Plant, Distillate, Rare
Oak: Timber, Common
Oak (Giant): Timber, Rare
Oak (Great): Timber, Uncommon
Obsidian: Mineral, Uncommon
Oil (Crude): Mineral, Fuel, Uncommon
Oilnut: Plant, Distillate, Uncommon
Olives: Timber, Distillate, Uncommon
Opals: Mineral, Rare
Otter: Carnivore, Aquatic, Common
Otter (River): Carnivore, Common
Oysters: Herbivore, Uncommon
Papyrus: Plant, Textile, Uncommon
Panthers: Carnivore, Dangerous, Rare
Pear: Fruit, Common
Pigs: Herbivore, Domestic, Common
Pine: Timber, Common
Pine (Aromatic): Timber, Uncommon
Pine (Red): Timber, Common
Plums: Fruit, Common
Psarmelon: Fruit, Uncommon
Quartz: Mineral, Common
Quinoa: Grain, Common
Raspberries: Fruit, Common
Redkelp: Plant, Aquatic, Dangerous, Uncommon
Redwoods: Timber, Rare
Reefsharks: Carnivore, Aquatic, Uncommon
Rhinoceros: Herbivore, Dangerous, Uncommon
Rice (Salt): Grain, Uncommon
Rice (Wild): Grain, Common
Rocs: Carnivore, Flier, Extremely Dangerous, Rare
Rockrabbits: Herbivore, Common
Rubies: Mineral, Rare
Sabrecats: Carnivore, Dangerous, Pelt, Uncommon
Saguaro: Fruit, Common
Salamander (Giant): Herbivore, Dangerous, Rare
Salmon: Carnivore, Aquatic, Common
Salt: Mineral, Uncommon
Sandstriders: Herbivore, Burden, Rare
Sandworms: Carnivore, Steed, Extremely Dangerous, Rare
Seabirds: Carnivore, Flier, Common
Serpents (Giant Winged): Carnivore, Flier, Very Dangerous, Arcane, Rare
Servals: Carnivore, Uncommon
Scorpion (Giant): Carnivore, Very Dangerous, Uncommon
Shade Tree (Giant): Timber, Uncommon
Shale: Stone, Distillate, Uncommon
Sheep: Herbivore, Domestic, Wool, Common
Shimmerstone: Mineral, Arcane, Rare
Silver (Native): Mineral, Uncommon
Snakes (Fire): Carnivore, Dangerous, Uncommon
Snowberries: Fruit, Uncommon
Spice: Mineral, Arcane, Rare
Spiders (Hunting): Carnivore, Very Dangerous, Uncommon
Spirits (Ice): Unknown, Extremely Dangerous, Rare
Stalkers: Unknown, Dangerous, Uncommon
Starmetal: Ore (Ithildeen), Arcane, Rare
Steampools: Mineral, Fuel, Uncommon
Stout-Horn Deer: Herbivore, Domestic, Common
Strangleweed: Plant, Distillate, Dangerous, Uncommon
Strawberries: Fruit, Common
Swiftrats: Herbivore, Uncommon
Turtles (Sea): Herbivore, Aquatic, Common
Underground Forest: Timber, Distillate, Arcane, Rare
Vegetables (Desert): Vegetable, Common
Vegetables (Forest): Vegetable, Common
Wheat: Grain, Common
Wheat (Winter): Grain, Common
Whitedrop Flowers: Plant, Distillate, Arcane, Rare
Wild Boar: Herbivore, Common
Wisps: Unknown
Whitesilver: Ore (??), Rare
Wolves: Carnivore, Domestic, Dangerous, Common
Wolves (Great): Carnivore, Steed, Very Dangerous, Uncommon
Wolves (Swamp): Carnivore, Domestic, Dangerous, Uncommon
Wyrms (Emerald): Carnivore, Flier, Arcane, Rare
Yeti: Unknown, Very Dangerous, Uncommon

(hilariously long. Don't bother looking here unless you really need to reference something.)
Last edited by G-Tech Corporation on Sat Apr 20, 2019 9:32 pm, edited 5 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Mar 25, 2019 4:31 pm

The World of Men


Basic Concepts


Population
The citizens of a civilization are her lifeblood; without them, she does not exist. For the purposes of this RP, citizens are referred to in units of a thousand men and women - a Population, or Pop. Populations by default do not possess a Specialization, but may indeed be Specialized as Artisans, Scholars, Bureaucrats, Settlers, and so on, allowing them to accomplish new and varied tasks.

Settlements
Settlements define the regions a civilizations control, and are where her population and citizens make their homes. Settlements have a variety of characteristics, such as the region type they exist in, the amount of fertile soil they compose, the resources they give access to, and the districts and quarters that have been constructed within them. Each Settlement has a separate population, which is tracked for that individual region, not the civilization as a whole.

Districts
Districts are the delineations within a settlement, and define how the citizens of that settlement can contribute to the wellbeing of a given civilization. Most Districts represent general categories of civilized life and material culture which provide small bonuses or resource incomes, but which may be improved by the construction of Quarters within their confines to improve these bonuses. By default, one District may be constructed in a Settlement for every Population. Districts also, by default, may contain up to four Quarters.

Agricultural: Idyllic region of plantations, farms, and the like. Costs 10 Riches to construct, +1 Food/year.
Forestry: A region of trees and lumbermills, supplying a city. Costs 25 Riches, 5 Skilled Labor to construct. Grants 1 Timber Source.
Mining: Hills or flatlands where pits and quarries delve down into the earth. Costs 40 Riches, 5 Skilled Labor to construct. Grants 1 Stone Source.
Housing: A small urban area, dedicated to providing for the needs of the populace. Costs 20 Riches. Houses up to 10 Population. Does not need to be staffed unless it contains Quarters.
Government: The beating heart of any settlement. Necessary for a city's utilization, and control thereof grants command of the city. Established by Settlers. Houses 5 Population, generates 2 Riches per year. Only needs to be staffed if it contains Quarters.
Industrial: An urban area set aside for craftsmen and laborers, necessary for most manufacturing of note. Costs 50 Riches, 10 Skilled Labor. Generates 2 Riches, 1 Skilled Labor per year. The first Industrial District in a Capitol costs only 30 Riches.
Military: Drill fields, mustering yards, an army worth her salt requires these things. Costs 10 Riches. By default supports the maintenance of 1000 Soldiers. Staffing is only necessary if in use.
Harbor: Docks, wharfs, breaking yards, and fish markets. These things flourish on the coast where the Harbor sits. Costs 60 Riches, 10 Skilled Labor. By default supports one Squadron's maintenance, +2 Food/year.
Unique: Variable.


Quarters
In a word, the meat on the bones of Districts. Without Quarters, most Districts will struggle to be of great worth. Most Quarters occupy one section of a District, but some occupy more.

Agricultural:
Farm: 5 Riches. +1 Food/year
Irrigated Farm: 15 Riches. +2 Food/year
Plantation: 10 Riches. Plant Resource Source.
Cistern Network: 20 Riches, 5 Skilled Labor. +2 Food. +1 Food to all Quarters that already produce food in this District (except Cisterns). Max 2 per Settlement.
Forestry:
Timber Camp: 5 Riches. Timber Source.
Managed Forest: 20 Riches, 5 Skilled Labor, Arboriculture. 3 Timber Source.
Mining:
Quarry: 5 Riches. 1 Stone Source.
Mine: 20 Riches, 5 Skilled Labor. Ore or Mineral Source.
Industrial:
Foundry: 30 Riches, 5 Skilled Labor. +Riches/Rarity per year of one Ore. (Copper, Gold, Tin, Lead, Silver, or Iron)
Artisan Quarters: 10 Riches. +Riches per year from Plant Resource or Mineral Resource. +1 Riches per year. +1 Skilled Labor per year.
Blast Furnace: 40 Riches, 10 Skilled Labor, Enhanced Smelting. +2 Riches/Rarity per year, of two Ores. (Same as Foundry, or other Ores) Consumes Fuel or 2 Timber to operate.
Market: 10 Riches. Allows trading up to 3 Resources to a contacted Civilization's Settlement, for their Trade Value in Riches, up to 8 Regions.
Bazaar: 10 Riches, 5 Skilled Labor, Highway Networks. Upgrade from Market. Allows trading up to 5 Resources to a contacted Civilization's Settlement, for their Trade Value in Riches, up to 12 Regions. +1 Riches per Year.
Brewery: 20 Riches, 5 Skilled Labor, Fermentation. +2 Riches from one Plant Resource with the Ferment quality.
Earthpyre: 30 Riches, 10 Skilled Labor, 2 Years of Enchantment, Arcane Refining. +2 Riches, +1 Science. Allows the creation of (1) Arcane Refined Resource per year.
Harbor:
Fishing Docks: 15 Riches, 5 Skilled Labor. +3 Food/year
Shipyard: 20 Riches, 10 Skilled Labor. Allows the construction of one Squadron at a time.
Trading Port: 20 Riches. Allows trading up to 6 Resources to a contacted Civilization's Settlement, for their Trade Value in Riches.
Government:
Governor's Palace: 20 Riches, 10 Skilled Labor. Grants +1 Public Order per year. +1 Riches per year.
School: 30 Riches. Population may be trained here over 10 Years to gain a specialization, in exchange for 1 Riches per year. One Population cap.
Archives: 40 Riches, 15 Skilled Labor. Grants 1 Science per year.
Public Square: 20 Riches, 5 Skilled Labor. Grants +1 Public Order per year.
Courthouse: 30 Riches. Decreases the effectiveness of Propaganda and Subversion by 50%.
Military:
Barracks: 20 Riches, 5 Skilled Labor. Allows the training of Soldiers, up to 500 a year.
Smithy: 15 Riches. Allows the fabrication of Military Equipment for Soldiers, up to 250 a year.


Food
Food is necessary to supply a populace - it is gained naturally from the resources around a settlement, but can also be specifically created with Agricultural Districts and Quarters. Every Population consumes one unit of Food, while 1000 Soldiers consume 4, and each Squadron consumes 2. Unfed Population or military formations will rapidly decrease public order, and may defect or launch uprisings against an incompetent government. Population growth is also dependent on excess Food - a new Population will be created every time the amount of stored excess Food in a Settlement reaches the capacity of five times the current Population size. Thus small Settlements with large food excesses will grow rapidly, while large cities even with large excesses will grow more slowly. Domesticated Crops give a +1 Food/year bonus to any settlement that possesses them, per each type. Growth is stalled for two years after a Population is moved from a city smaller than size 4.

Resources
Resources are broadly divided into two categories: Food, and Materials. They have several different qualities, such as being Dangerous, Arcane, Fermentable, Ores, and so on. Understanding what these tags mean will help understanding how resources determine what a civilization can accomplish. Settlements draw resources from their home region only by default. Domestic Crops may be spread to other settlements in exchange for the labor of one Citizen and 5 Riches, and Domesticated Animals likewise with an additional 2 Skilled Labor. Note that Domestic Crops and Domesticated Animals have preferred climates - spreading them outside of those regions will carry a risk of failure.

Common, Uncommon, Rare: The Rarity value, useful in trade and resource processing. Obviously, the rarer the better.
Plant, Grain, Fruit, Vegetable: May be transplanted between regions, and harvested by a Plantation.
Grain, Fruit, Vegetable: Give one Food by default to the Settlement.
Herbivore, Carnivore: Give one Food by default to the Settlement.
Ferment, Distillate: Useful for specific processing in Quarters.
Mineral: Useful for specific processing in Quarters.
Ore: Useful for specific processing in Quarters, and military applications.
Domestic: If tamed with a specific Technology, give one more Food by default to a Settlement.
Dangerous, Very Dangerous, Extremely Dangerous: Hazards to human life. The first Tier essentially counts another Population when determining when a Settlement grows, the second three Pop, and the third five Pop. Settlements with many dangerous creatures near them will struggle to grow.
Burden, Milk: Qualities of Domestic beasts. If tamed with a specific Technology, give one more Food by default to a Settlement, and one Riches.
Fuel: Useful for providing resource to a Blast Furnace.
Aquatic: Found at sea or near coasts. Cannot be exploited if the Settlement does not have a Harbor District.
Arcane: Requires specific Technology to exploit. Give +1 Riches when processed.
Textile: Gives +1 Riches when processed. Trade Value decreases at double rate.
Flier: Cannot be normally exploited.
Timber, Stone: Provide half value when processed, useful for construction.


Advanced Concepts


Governance
In general terms, it is the duty of the state to ensure that its population is well fed, housed, and secure. A government that fails to accomplish this duty will eventually find its citizens abandoning it for more hospitable polities. The ability of a government to accomplish this goal can be augmented with research and societal advancement.

Warfare
Warfare is conducted by Soldiers and Squadrons, upon land and sea. Their strength in combat is determined by a combination of their Military Expertise and their equipment, which is manufactured at a Smithy in a Military District, or at a Shipyard in a Harbor District. Military Expertise may be raised by assigning soldiers or a navy to train at a relevant staffed District (Military or Harbor), where each relevant unit (500 Soldiers or a Squadron) will generate one tick of Expertise. Military Expertise Tiers take ten ticks to advance, with an additional ten for every Tier beyond the Tribal Warrior - Militia transition. Military Expertise degrades by one tick by default if a civilization has no armies or navies in existence.

250 Soldiers may be trained for 6 Food and 4 Riches - they do not cost Population, but their cost in Food is high. All Soldiers take three Years to raise, two if a Military District in the Settlement they are being raised in is full of Quarters of any type.

Copper Armor: 3 Riches. Copper Source. 10% Defense Bonus
Copper Weapons: 3 Riches. Copper Source. 15% Attack Bonus
Iron Armor: 5 Riches, 1 Skilled Labor. Iron Source. 25% Defense Bonus
Iron Weapons: 4 Riches, 1 Skilled Labor. Iron Source. 25% Attack Bonus
Bronze Armor: 7 Riches, 1 Skilled Labor. Tin Source, Copper Source. 30% Defense Bonus
Bronze Weapons: 6 Riches, 1 Skilled Labor. Tin Source, Copper Source. 35% Attack Bonus
Bloodsilver Armor: 8 Riches, 2 Skilled Labor. Bloodsilver Source. 30% Defense Bonus, 10% Regeneration.
Bloodsilver Weapons: 7 Riches, 2 Skilled Labor. Bloodsilver Source. 40% Attack Bonus.
Advanced Iron Armor: 7 Riches, 1 Skilled Labor. Iron Source. 35% Defense Bonus. Enhanced Smithing.
Ithildeen Armor: 12 Riches, 3 Skilled Labor. Starmetal Source, Advanced Smelting. 45% Defense Bonus, 20% Resilience.
Ithildeen Weapons: 10 Riches, 2 Skilled Labor. Starmetal Source, Advanced Smelting. 50% Attack Bonus, 5% Armor Negation.

Siege Ladders: 5 Riches. Decreases Defense Bonus of Walls by 33%.
Ballistae: 10 Riches, 5 Skilled Labor. 4 Timber, Machinery. Enhances Attack against Walls by 30%. May be entrenched on Grand or High Stone Block Walls, where they amplify one Army's Ranged Attack by 50%.
Onager: 14 Riches, 10 Skilled Labor. 6 Timber, Siege Equipment. During Siege, has a variable chance to Breach Walls, dependent on their tier.

Chariotry: 20 Riches. Steed Domesticated, Chariotry. 20% Attack Bonus on Charge.
Mounted Units: 12 Riches. Steed Domesticated, Saddle. 30% Attack Bonus on Charge. Increased Tactical Movement.

Galley Squadron: 22 Riches, 4 Skilled Labor. 4 Years to build.
Trireme Squadron: 34 Riches, 8 Skilled Labor, Shipbuilding. 6 Years to build. 30% Strength Bonus.

Aership Squadron: 50 Riches, 10 Skilled Labor, 5 Aetherium, 4 Years of Enchantment. Sailborn Flight. 4 Years to build.

Palisade: 10 Riches, 2 Skilled Labor, 4 Timber. 2 Years to build. 50% Defense Bonus.
Cracked Stone Wall: 20 Riches, 8 Skilled Labor, 2 Timber, 5 Stone. 4 Years to build. 90% Defense Bonus
High Stone Block Wall: 26 Riches, 10 Skilled Labor, 8 Stone. 5 Years to build. 120% Defense Bonus
Grand Wall: 35 Riches, 20 Skilled Labor, 14 Stone, Enhanced Construction. 7 Years to build. 180% Defense Bonus.


Expansion
Establishing new Settlements is very simple - all it requires is a vacant region, and Settlers, who can be created from any Population in exchange for the value of ten Food for each existing Settlement within a Civilization, as well as 20 Riches. These new Settlers can travel to that vacant region, and will there establish a new Government District. Population may always be moved into these new Settlements, or between existing Settlements, but keep in mind that this form of forcible relocation will decrease Public Order by five for every Population moved, and so should be used sparingly. Each Settlement beyond the first also automatically decreases local Public Order by one every year.

Public Order
A civilization relies on social cohesion for its integrity - if men and women no longer feel that there is any reason for them to listen to orders from their leaders, either at home or far afield, that civilization will soon fragment. As such, specifically cultivating feelings of solidarity and kinship in a populace is of great importance to most governments. A positive Public Order has no particular benefits, by default, but if Public Order every falls to -10 Population growth will be halved, and at -20 a Settlement will rebel. Take care your Settlements do not sink to such levels of discontent. Public Order also falls by one for every Population that does not have Housing during a year.

Technological Advancement
Specialized Scholars will push the bounds of human knowledge, and thus give great boons to those who engender their services. They slowly generate Science, at a rate of one per year per Scholars, which can be used to either purchase technologies from the list below, or create new technologies of greater utility.

Enhanced Smithing: Allows the creation of Advanced Iron Armor. +1 base Riches from Foundries | 10 Science
Enhanced Smelting: Allows the creation of Blast Furnaces. | 15 Science
Advanced Smelting: Allows the smelting of Starmetal. | 25 Science
Bronzeworking: Self-explanatory. | 5 Science
Ironworking: Self-explanatory. | 15 Science, Advanced Smelting, Iron Ore Resource
[Resource] Comprehension: Allows the exploitation of an Arcane Resource. | 10-30 Science
Social Contract: +1 Public Order in the first four Settlements | 10 Science
[Animal] Domestication: Allows the exploitation of a Beast with the Domestic Quality | 10-30 Science
Shipbuilding: Allows the construction of Triremes | 15 Science
Fermentation: Allows the creation of the Brewery Quarter | 10 Science
Patrolled Roadways: 1 Resource per Settlement may be transferred (for no gain in Riches) to another Settlement within 4 Regions | 15 Science
Chariotry: Necessary for constructing Chariots | 10 Science, Steed
Highway Network: Allows the construction of the Bazaar. One Resource from an adjacent Regions in Settlements with a relevant Resource District may be harvested, decided upon research of this technology or the construction of the Resource District. | 15 Science, Chariotry
The Saddle: Allows the training of Cavalry | 20 Science, Chariotry
Machinery: Ballistae | 15 Science, Bronzeworking
Siege Equipment: Onagers | 20 Science, Machinery
Arboriculture: Necessary to construct Managed Forests | 10 Science
Enhanced Construction: Grand Wall | 15 Science
Elvish Heritage: Halves Population Growth requirements as long as a Population is less than 10,000 individuals. This bonus lasts for 100 years. Elven Scholars produce one more Science when researching Arcana. | Requires Arcane Research to adopt
Mass Labor: One Artisan per Settlement may supervise the labor of a Peasant or Slave, exchanging their normal Riches output for 1 Skilled Labor | 5 Science
Food Preservation: 10 Science | Holds over 5 Food from a Population Growth event in any Settlement
Enhanced Food Preservation: 20 Science, Food Preservation | Excess Food beyond the Population Growth requirement is not consumed.
Sailborn Flight: 30 Science, Enhanced Construction, Shipbuilding, Enhanced Smithing | Allows the construction of Aerships at Smithies
Cistern Irrigation: 10 Science | Allows construction of the Cistern Network in Agricultural Districts in Arid Regions
Trawling Nets: 5 Science | Regions with Amber now gain 2 Amber Resources at no cost


The Mystic Arts
Many schools of Arcana exist, which empower and aid their practitioners in navigating the strange vistas of the world. Learn these schools, and their benefits will be revealed. Each School costs a base 10 Science, but an additional 10 Science are necessary to access every new School after the first. Thus the ability to acquire some form of Arcana is simple, but the ability to master many is rare.

The School of Geomantic Magick: Primarily concerned with the construction of edifices to channel the natural power of the webways of the Earth's ebb and flow of mystical energies, Geomancy is as a rule non-portable, and concerned with physicality over mystical outcomes.
Ley-Line Mapping: Creates between one and five Power Points in a region, necessary for erecting Geomantic structures without poor efficiencies. Takes one Scholar one year to complete. 5 Science
Geomantic Strengthening: A secondary Geomantic effect, Geomancers construct a Pylon on a Power Point to increase the efficiency of another Geomantic structure. Costs 30 Riches, 5 Skilled Labor, and 5 Stone. 25% Bonus to Effect, or -50% Upkeep. 10 Science
Geomantic Inspiration: A primary Geomantic effect, this edifice spurs those about it on to greater feats with less rest. Two Artisans or Scholars in this Settlement produce +1 Skilled Labor or Science. Costs 40 Riches, 10 Skilled Labor, 10 Stone, 5 Arcane Material. 4 Scholar-Years of upkeep every 10 Years. 15 Science
Geomantic Gateway: A primary Geomantic effect, this edifice can send men or resources across great distances without having to travel through the intervening space. A normal Gateway allows for one Population or Army, or three Resource Sources, to be moved up to five tiles in a year with no cost in upkeep or Public Order. Costs 60 Riches, 20 Skilled Labor, 20 Stone, 20 Arcane Material. 6 Scholar-Years of upkeep every 10 Years. 20 Science
-Great Gateway: Double capacity compared to normal Gateway, and range. Can be used in both directions temporarily. Costs 80 Riches, 40 Skilled Labor, 30 Stone, 20 Arcane Material. 4 Scholar-Years of upkeep every 10 Years. Requires Enhanced Geomantic Travel. 20 Science
Geomantic Healing: A primary Geomantic effect, this edifice significantly improves the survivability of serious wounds in combat for those men who make use of its powers. A normal structure with this attunement will allow 20% of combat losses in this region to be taken as casualties instead of deaths. Costs 15 Riches, 5 Skilled Labor, 5 Stone. 2 Years of maintenance per generation. 10 Science
Geomantic Might: A primary Geomantic effect, this edifice enhances the physical stamina of those citizens who it effects, rendering them both stronger and in possession of greater endurance. A normal structure with this attunement will increase Attack Strength for an Army by 15%, or the Skilled Labor output of 1 Population of Artisans by 3x. Costs 30 Riches, 10 Skilled Labor, 10 Stone, 5 Arcane Material. 1 Year of maintenance per generation. 15 Science
Geomantic Sight: A primary Geomantic effect, this edifice allows men to see across great reaches or even communicate with those many leagues distant. Only one variant may exist within one structure. The former prevents population loss from raiding in a region. The latter grants a +1 Public Order bonus to a chosen Settlement, if linked with a Capitol Government District. Either costs 20 Riches, and 15 Skilled Labor. 1 Year of maintenance per generation. 10 Science
Geomantic Fecundity: A primary Geomantic effect, this edifice channels the power of the earth into reaches of crops and herds, preventing disease and expediting agriculture. Grants +2 Food to any Quarter in a targeted Agricultural District that already produces Food. Costs 10 Riches, 5 Skilled Labor, 10 Stone. 3 Years of maintenance per generation. 25 Science
Geomantic Empowerment: A secondary Geomantic effect, edifices designed for this purpose reinforce the shaping of other arcane constructions nearby. Though they must be constructed on a power point, they enhance the benefits of two other Geomantic constructions in their region by 50%. Costs 20 Riches, 10 Skilled Labor, 20 Stone, 5 Arcane Material. 4 Years of maintenance per generation. 10 Science
Geomantic Resurrection: A primary Geomantic effect - the dying may be pulled back from death's door with the strength of this edifice. If population or men are lost in this region when a Resurrection Pylon is active, half of their deaths may be averted at the cost of this Pylon's integrity. Costs 10 Riches, 5 Skilled Labor to erect. Destroyed upon use. Must be activated by a Scholar prior to use, whereafter it is active for three years. 20 Science

The School of Blood Magick: Drawn from the life energy of living beings, animal or man, Blood Magic is concerned with the preservation or twisting of flesh and bone to the needs of its practitioner. Requiring only skilled mages and sorry souls to conduct, it is one of the more effective and portal of the Schools of Arcana, though in some regions despised for its bloodthirsty nature.
Dark Passages: The Dead are never truly gone - they echo around us, and those who are willing to pay may speak to them. If exerted by Scholars, Dark Passages allows the sacrifice of a Population in order to gain 4 Arcane Knowledge, or 2 Science. A Region known to another civilization may also be automatically explored in this way, provided the practitioners have contact with that civilization. Food gained from animals may also be used in place of a Populace, 20 Food achieving a similar effect. 15 Science
Mystic Control: Turning minds to the purposes of the wielder is not easy, but may be done. Mainly achieved via concentration and the blood sacrifices of the practicioner, Scholars may, for a time, control Beasts in a region they stand within - a year of labor is necessary for every three years of control, an additional year for every degree of Rarity of the creatures controlled. Controlled Beasts do not contribute Danger to a region, and instead provide food and Riches as appropriate. 10 Science
Raise Dead: The bodies left behind by the ancestors are not so far gone that they are of no use to their descendants. Through ritual and spell, they may rise against to serve the living. In exchange for the sacrifice of a Citizen, two Undead may be raised to serve - they function as Peasants which require no food and do not count against the Population Growth cap. Undead last for five years, but may be maintained by Scholars in order to last beyond that point. Undead Armies raised from these Undead fight with decreased strength compared to human warriors (75%) but do not need food to continue in the field. 20 Science
Sacrificial Rituals: Through knowledge of the Gates of Death, skilled Blood Magicians may ease the passage of energies from the living to expedite their spells. A knowledge of Sacrificial Rituals allows one more Scholar to be assigned to any Blood Magick Arcana - if such an assignment is done, the cost in lives or blood to achieve that spells effect is reduced by 25%. 20 Science
Slaughter of Storms: Blood tinged air and iron scent rain - soot and ash and death. These things the Blood Mage can call into existence with the deaths of many, lashing a battlefield or region with cataclysmic storms which can slaughter hundreds and devastate fertile lands. All that is required is the deaths of a thousand men, women, and children. 40 Science

School of the Wyrd: A catch-all term for rituals and rites related to the strange and mystically attuned materials that come from the Cataclysm and their utilization. Mainly related to effecting the world through the integration of these stones and strictures into existing creations.
Arcane Refining: A necessary part of the School of the Wyrd, powerful energies drawn from the School of Geomancy allow the concentration and refinement of certain arcane materials into more potent forms. Necessary for the construction of the Earthpyre. 20 Science
Nightsoot: A potent granular mixture, generally used for alloying with common metals and the creation of wards when mixed with volatile substances. It is produced by refining Blackstone at an Earthpyre, and reduces the impact of arcane assaults directed against items warded by its integration by a dramatic (75%) extent. Blackstone Comprehension, 10 Science.
Aetherium: A refined psuedo-metal, drawn from the veins of Floatstone's crystals and rubble under immense heat and mystical control. Its ability to defy the bonds of the Earth is much enhanced compared to its precursor, and so it is necessary for many applications. Produced at the Earthpyre from Floatstone and Iron or Silver. Floatstone Comprehension, 10 Science.

The School of the Divine: Empowered by belief in a powerful deity, pursued by faith, this school is often weaker than those that rely on sacrifice or the consumption of the physical world - but still of worth to its practitioners. Perhaps proof of a higher power, perhaps proof of the power of man's capacity to believe, the School of the Divine is nonetheless practiced by many.
Healing Light: Exerted by trained Scholars or Artisans, reduces casualties by 5% in combat if those trained mages are assigned to an ongoing combat. 5 Science
Sunflare: The conjuration of power from a man's hands, focused into strikes of flame and righteous wrath. These strikes disorientate foes, and cause minor injuries. Scholars with this ability assigned to combat alongside Soldiers decrease an enemy's Attack Power by 5%, and buff their own by 5%.10 Science
Righteous Sword: An advanced form of Sunflare, directed into weaponry rather than exerted externally, Righteous Sword can only be used by trained Soldiers who call upon the strength of their deity for power. If trained for 5 Years in this technique, Soldiers with this ability gain a 10% Charge Bonus in the first round of melee combat. 10 Science

The School of Runecasting and Runecrafting: A study of nuance and subtlety compared to more flashy disciplines, Runesmiths focus on reinforcing or augmenting the existing natures of the material world through the integration of magical force directed by man. Conventionally weak and difficult to implement, masterfully forged runes can contain strength equal to most other magicks.
Rune Control: Careful manipulation of the spiderwebs of power that manifest from Runes is necessary to get the most virtue out of their arcane patterns. Runesmiths with knowledge of this technique take one year less to inscribe Runes. 20 Science
Rune of Wellness: Sinuous and enfolding, Wellness focuses the energies of men naturally, reinforcing their intrinsic order and keeping at bay both age and disease to a small extent. When inscribed on a Quarter or Housing District, it adds a passive +1 Growth per year. Inscription requires two years of labor from an Artisan or Scholar. 10 Science
Rune of Preservation: Bespelled to resist disintegration and corruption, contained and channeled to hold fast against the passage of time, the Rune of Preservation is mainly used to help stop food from spoiling and infection from spreading in wounds. Grants 5 Food holdover after Population Growth. Armor engraved with this Rune allows 10% of casualties taken to be injuries instead of deaths, and takes two years of Artisan labor to inscribe. 10 Science
Rune of Protection: A mystical cloak cut in clever symbols, the Rune of Protection garbs its wearer in an invisible layer of mystical energy which can turn swords and hold back spears, for a time. Though it will fail rapidly under great assault, Armor inscribed with this Rune will negate 50% of all casualties in the first combat phase of a battle - either ranged, or melee. Walls inscribed with this Rune will also prove more difficult to breach. Two years are required to inscribe this Rune on Armor, five on walls. 20 Science
Rune of Strengthening: A small and subtle Rune, easy to enact but slow to grow in power - the Rune of Strengthening consumes materials fed to it, mystically adding their strength to that of the surface upon which it is engraved. Though it necessitates the same material as its fabrication, material joined to the Rune either enhances the strength of that item, or prevents it from decaying. Each Resource so consumed adds a 2% bonus to the Armor or Weapon it is joined to, at the cost of an Artisan's labor at a Smithy or Earthpyre. 25 Science
Rune of Shielding: An extension of the Rune of Protection, the Rune of Shielding physically manifests the other Rune's protective abilities, consuming more arcane energy but also providing more permanent effects. Identical benefits to the Rune of Protection, but across an entire engagement. Benefits decline by 10% per combat phase. Engraving requires 4 Scholar years. 30 Science, Rune of Protection.
Rune of Illumination: Steady light, for working at night or in dark places. Particularly useful when applied to hard metals, and in the mines. In exchange for three Scholar or Artisan years, a Quarter may be inscribed with this Rune - if supplied with 1 Timber every 5 Years, this District will produce one additional Resource if it is a Mine, or one additional Riches if it already produces Riches. 10 Science.
Rune of Fire: An outgrowth of the Rune of Illumination, intensifying the energy emitted to be useful for tasks which require large amounts of heat to be applied with great precision. If applied to a Forge or Smelter, these buildings gain +1 Riches when processing metal ores. Takes 3 Artisan years to inscribe. 20 Science, Rune of Illumination.
Rune of Externalized Power: A variant of the Rune of Strengthening, the blood-rites of this Rune require it to be cut into living flesh of either man or beast, to tap their arcane energy for the use of the Runesmiths. If such a ritual is enacted, at the cost of the labor of a member of the Population, or a Domestic Animal, the inscription of another Rune may be accelerated by one year, or the Rune of Strengthening reinforced for free. 15 Science, Rune of Strengthening


Trade
Trade in the era of Empires is vital to the creation of Riches to fund powerful civilizations. It may be conducted internally, between Settlements of a civilization, but is most lucrative when conducted to foreign presences and when done in rare and unknown goods. Every Resource traded gives the trader an amount of Wealth determined by the following formula:
[Rarity] + 1 (if Foreign) + 1 if (Unavailable) + 1 (if Unknown) + 1 (if Arcane) - (1 x Amount Traded) = Trade Value
A Trade Good is considered Unavailable if it cannot be produced in the host city, and Unknown if it cannot be produced in the host civilization. Note that the Amount Traded quantity means the value of each successive resource traded to the same Settlement decreases; thus it is best to have a large amount of different trade routes and partners.
Riches, but not Skilled Labor, may also be moved between Settlements - a single Population can transport 5 Riches up to six regions in a year, at the cost of their time to move those riches. A single Population may also transport 2 Resources up to three regions in a year, at the cost of their time. These Resources are available to the destination region, but do not generate Riches like trade.
Last edited by G-Tech Corporation on Sun Apr 28, 2019 11:20 am, edited 30 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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G-Tech Corporation
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Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Mar 25, 2019 4:32 pm

Population Roles

Peasant: Humble citizens of any civilization, free but unskilled, suited for farming, gathering resources, and the like. They are the mainstay of your civilization, and will accomplish the majority of your tasks, as well as compose all population growth outcomes. May operate: Mining District, Harbor District, Agricultural District, Forestry District, some Unique Districts. By default generate one Riches per year.

Artisan: The educated workers, craftsmen, smiths, potters, jewelers, farriers, and the other men and women who run the fundamental measures that separate civilization from barbarism. They must normally be educated at a School, but Peasant may be converted into an Artisan every twenty years from the regular populace in the capitol of a civilization. They may operate any District aside from the Government District. By default generate one Riches and one Skilled Labor per year.

Scholar: Bureaucrats, scientists, mages, archivists, scribes, and priests - they are the upper crust of most societies, existing in very small numbers, but vital to its governance and flourishing. They must normally be educated at a School, but civilizations without any Scholar may educate one at their capitol in place of their normal Artisan, if they so choose. They may only operate Military, Industrial, Government, and Harbor Districts. By default generate two Riches and one Science per year. They generate one more Science per year, and one Public Order per year, if assigned to a Government District.

Serf/Slave: The enslaved folk and indentured servants of those citizens willing to bind prisoners of war or their own in chains. They require no education, but can be seized or created via special interactions. They may only operate Districts Peasants may also operate, but if assigned to a region which generates resources, provide double quantity of that resource. By default they produce two Riches per year, but may never be educated unless freed. Creating a new Serf/Slave costs two Public Order irreversibly.

Settler: These are pioneers and frontiersmen, sojourners and second sons who venture into the wilderness to learn of its vagaries, and tame its riches. They are not trained or educated as normal, but may be drawn from any Population at any time in exchange for an amount of Food and Riches equivalent to ten times the number of existing settlements in a civilization. They may also only be trained every ten years, at most. Settlers do not have to be immediately expended to create new Settlements, but may also be dispatched into the wilderness to explore new regions. By default they draw five Food per turn as maintenance, and cost 10 Riches every time they explore a new region. If in an unsettled region, it costs no additional resources to create a new Government District in that region and add a Settlement to your civilization.
Last edited by G-Tech Corporation on Thu Mar 28, 2019 2:35 pm, edited 1 time in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon Mar 25, 2019 5:47 pm

The Arameri Dominion has reported!

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Nuxipal
Powerbroker
 
Posts: 9250
Founded: Apr 25, 2010
Corrupt Dictatorship

Postby Nuxipal » Mon Mar 25, 2019 5:56 pm

The Kingdom of Nekhen has risen from the sands.
National Information: http://kutath.weebly.com/

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Novas Arcanum
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Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon Mar 25, 2019 6:33 pm

Where did the Arameri land? Also, do I get to choose a resource?

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The GAmeTopians
Powerbroker
 
Posts: 9810
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Mon Mar 25, 2019 6:35 pm

The Great Zhou stand ready.
Empire of Donner land wrote:EHEG don't stop for no one.
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Saxony-Brandenburg
Minister
 
Posts: 2803
Founded: Mar 07, 2016
Civil Rights Lovefest

Postby Saxony-Brandenburg » Mon Mar 25, 2019 6:43 pm

The Honori shamble in from the darkness...
"When Adam delved and Eve span, who was then the gentleman?"

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The Anarcho-Syndicalist Commune
Senator
 
Posts: 3522
Founded: Feb 01, 2017
Inoffensive Centrist Democracy

Postby The Anarcho-Syndicalist Commune » Mon Mar 25, 2019 7:20 pm

Looks interesting, count me in

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon Mar 25, 2019 7:44 pm

Civilization Application:
Name:The Arameri Dominion
Leader:High Queen Fey of the Elves, also known as the Prophetess of Arkane and Lady Fey the Younger
Short History:
The story of the Arameri begins centuries ago in the fabled lands of Cadmus their origins traced to the mysterious and long dead order known as the Magnum Opus. Initially founded in the Old Cadmian Republic, the wizards of the Magnum Opus were powerful mages dedicated to the study of magic. After the dreaded Day of Darkness, that brought Cadmus to her knees. The mages fled using the Circle of Arkane, teleporting far across the world to the lands of Xcotl, City of the Dead. There they offered their services to the Magorcracy in exchange for a place in their society.

They where experts in all fields of magic of their native homeland and dedicated to the study of the arcane. Their Academy was a center of the arcane arts across the world and hosted a vast reservoir of magical knowledge now lost to the dunes of time. The guild was devoted to the advancement of magic, mages writing scrolls full of magical spells learned and studied throughout the centuries.

So wise where the Wizards of the Opus that they were reluctantly voted rulers of Xcotl by decree of the Gate Council. For years the Magnum Opus ruled Xcotl, and learning and scholarship flourished in the Land of the Dead. The Wizards of the Opus studied the eddies of the arcane in search for that fabled state of being prophesied centuries ago by the scholars of Cadmus and they embarked on their quest to become the Chosen of Arkane. Yet a disaster stroke that burned everything that they had to the ground. Hard from the East, the locust waves swarmed Xcotl, Land of Wisdom, and Mother of Temples. The Horde came and destroyed everything in their path, hundreds of the Magnum Opus where butchered likes lambs to the slaughterhouse, woe to all that opposed the Lord of Earth.

Yet Lady Fey brave leader of the guild led one hundred mages from the burning fires of Xcotl and fled west to the forests. There they communed with the spirits and became one with Lord Arkane. The prophecy set forth centuries ago was fulfilled at long last.

Has the Magnum Opus transcended to Elvenhood the scripture of Arkane, was written in a new language gifted to this new species. Arkane as claimed the Arameri as his chosen people on Earth. Born anew in a bright explosion of light and power the first Elves walked the earth. They are tall, taller than men in height. Their skin tones range from various shades of brown to gold, their hair color, white, black, and red, with white being the rarest of the Bright Folk.

They are radiant and youthful, showing no signs of aging, no blemishes, no imperfections, and even as they grow old, they will scarcely show signs of aging. In human eyes they are beautiful. The Bright Folk walk with a particular purpose determination on this world that others mistake as arrogance. They have a natural glow that surrounds them, that distinguishes them from humanity. Their language High Elven or Merish is a song, that pleases the ears, flowing like the rivers, and rising like snow-capped mountains on the face of the earth.

It is said that the Elves stride with the tide, moving with the flow of time rather than against it like men. Thus they live on for hundreds of years, they will see human civilizations rise and fall like the dust of the earth, lives of man will grow and blossom like flowers, only to wither and die in the winter but the Elves they will live on.

Let it be known that they are Meri, Mer not Man. While they may look similar to humans, as stated above they are taller on average towering above man. They have pointy ears, and their eyes are all colors of the rainbow some stranger. Elven mating is similar to human coupling, passionate physical contact, supple connections but when an Elf mates he/she chooses their mate for life. The physical lovemaking that accompanies sex is later joined by a dance called the Melding where the Elven lovers will unite both physically and mentally for a moment becoming one, the ultimate form of passion. In this supernova of love and passion, the lovers will learn everything one can about their lovers past, emotions, and experiences. Thus they become one for a time.

Elves being the Chosen of Arkane, and Humans the Chosen of Lorkai they are for the most part incapable of having children. The composition of Elves making them incompatible with humans. This is for the best for Elves would surely be overwhelmed by their human counterparts if they where related. It is said that rarely when the stars are set upon the tapestry of the heavens, a half-breed may be born but it is exceedingly rare, but such children are bestowed with the traits of both human and elven parents.

Elves are born with an internal reservoir of magic known as mana. Thus they do not draw on their life force like humans to cast spells a blessing of Arkane to his children. This reservoir is said to be tiny star adrift in the soul of the elf. When Arkane the Architect crafted the world, he and his helpers tore portals in reality. These are said to be the stars and the sun itself from which mana flows from Aetheria or the arcane plane. Thus every elf is born with a gateway to Aetheria from which they get their energy from.

When an Elve dies, a physical body is not left behind. Instead, the elven body dissipates to light. It is said that their souls travel to Aetheria, where they live as angels of Arkane and sing the divine song for all time.

Lady Fey prophesies that an island beyond the Continent is to be the Holy Land of the Elves. It is believed that a great city will be founded sometime in the future Myth Allannar. The city is envisioned by Fey to be a city of light, surrounded by pristine waters where the Elves will live. The Lady is to lead her people to this home of elves as decreed by the God of Magic. There are many trials ahead, but the Lady determined that the Arameri will achieve this quest.

The first one hundred years have been an epic journey for the Elves. They have acquired great wealth and set forth for a glorious expedition to the Land of Arkane. The Mer have found their homeland on the virgin island known for all time as Aramera. Lady Fey has been made High Queen of the Arameri Dominion, a great task to guide her people in this brave new world.

Through the past century as the Arameri Civilization, has arisen from the waves of time, a Magestrium is formed from the various Elven Houses. The most powerful mages make up this ruling body of the Mer, the wisest and most gifted of their race.

Civilizations rise and fall through the ages, but the Arameri live on. Lady Fey the Younger, ruler of the Elves, guides her people with a firm and righteous hand under the glory of her God Arkane. To help friends in peace and destroy enemies in war. The Arameri Dominion will survive the ravages of time, the High Queen of the Elves wills it.

Description of Starting Location:An beautiful island, is where the Arameri have made their homeland.
Guaranteed Starting Resource:Whitesilver
Last edited by Novas Arcanum on Tue Mar 26, 2019 2:45 pm, edited 3 times in total.

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The GAmeTopians
Powerbroker
 
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Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Mon Mar 25, 2019 8:00 pm

Mechanics or riot!
lights torches
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon Mar 25, 2019 8:17 pm

^ What he said.

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Mon Mar 25, 2019 8:22 pm

All hail the King of Serrith!

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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue Mar 26, 2019 12:12 am

Fastaqui, operational.

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Deutschess Kaiserreich
Ambassador
 
Posts: 1484
Founded: Sep 23, 2018
Ex-Nation

Postby Deutschess Kaiserreich » Tue Mar 26, 2019 1:05 am

Time for rightful German dominance upon this world.
The Deutsches Kaiserreich
The Kaiserriech is an alternative history timeline where Germany won the First Weltkreig. Currently, the Kaiserriech is a Federal Monarchy. Our current leader is Victoria Louise Adelheid Mathilde Charlotte the Second. For more information.
Socialist Minecraft Server wrote:Im thinking about what im thinking about what im thinking
Ethnic Female German living in [REDACTED] (Not comfortable with revealing my identity).

Proud Monarch of the ♔♚IMPERION COALITION♚♔
Retconning lots of lore so expect some non-sensical parts in my factbooks.

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Pentapolitan Kyrene
Envoy
 
Posts: 207
Founded: Oct 24, 2017
Ex-Nation

Postby Pentapolitan Kyrene » Tue Mar 26, 2019 4:54 am

Looks very exciting, I really hope I can get hold of a civilization spot this time.

Civilization Application:
Name: The House of Armasht, Home of the Aram or the bit Aramesh.
Leader: Ishrak ben Arman, Often reffered to merely as "The Aram", is Adon and Melek (Lord and King) in the House of Armasht, chosen by the elders.
Short History: The bit Aramesh were, sas their legends tell, shepherds and nothing more in times passed, who kept the sheepfold of the gods before the flood and wandering wild after it. Their traditions remain all and entirely oral, and so they know no unified story of their history; only anecdotes from the stories of great heroes. The greatest of all, of course, was the eponymous founder of the tribe, Armasht, who is famed now as a singer and wandering warrior-poet who brought together dozens of roving bands and united them in common purpose to enter the land they now call home.

It was Armasht's sons who are said to have founded the city, in those days merely a camp, and his grandsons that conquered the neighbouring lands, subjugating the other bands through force or through song and wit and coming to be rulers, by marriage or by the spear, over all of what would become the city's hinterlands. Generations of mythical, legendary kings are remembered, and stories are told of their hunts, duels and the poems they sang, but the most important came, in the mythic history, ten generations ago; Nohra. An ill favoured second son, the young prince wandered in the scrubland, or so it is said, and came upon a great chasm, all full of leaping, dancing fire. Inspired by the sight, he returned to the city, and began to tell of this new god in the flames, maker and father of and to all. His faith, that there was one god above all others who provided all the warmth and energy of the world and who could be worshipped best by joy and exaltation, was quick to take hold among the singers, dancers and poets so abundant among the bit Aramesh.

The generations since have seen the jubilant fire-worship spread across society, as the tribes have coalesced into one temple city around the old camp, that now rings with songs. Exuberant, eager and hardenned by generations of war over their unification of the region, the bit Aramesh are well readied to look out into the world beyond their valley, to spread the news of the flame, grow their great flocks and prosper.
Description of Starting Location: I'd hope for something like the Eastern Meditterranean of our world. Steep forested hills and scrubland with fertile valleys near the sea. Anywhere coastal but not tropical, arctic or genuinely desert would work fine.
Guaranteed Starting Resource: Lumber suitable for ships, if that's a resource as such, if not then I'll go for Iron.
Last edited by Pentapolitan Kyrene on Thu Apr 04, 2019 10:00 am, edited 2 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Mar 26, 2019 6:30 am

Pentapolitan Kyrene wrote:Looks very exciting, I really hope I can get hold of a civilization spot this time.

Civilization Application:
Name: The House of Armasht, Home of the Aram or the bit Aramesh.
Leader: Ishrak ben Arman, Often reffered to merely as "The Aram", is Adonai and Melek (Lord and King) in the House of Armasht, chosen by the elders.
Short History: The bit Aramesh were, sas their legends tell, shepherds and nothing more in times passed, who kept the sheepfold of the gods before the flood and wandering wild after it. Their traditions remain all and entirely oral, and so they know no unified story of their history; only anecdotes from the stories of great heroes. The greatest of all, of course, was the eponymous founder of the tribe, Armasht, who is famed now as a singer and wandering warrior-poet who brought together dozens of roving bands and united them in common purpose to enter the land they now call home.

It was Armasht's sons who are said to have founded the city, in those days merely a camp, and his grandsons that conquered the neighbouring lands, subjugating the other bands through force or through song and wit and coming to be rulers, by marriage or by the spear, over all of what would become the city's hinterlands. Generations of mythical, legendary kings are remembered, and stories are told of their hunts, duels and the poems they sang, but the most important came, in the mythic history, ten generations ago; Nohra. An ill favoured second son, the young prince wandered in the scrubland, or so it is said, and came upon a great chasm, all full of leaping, dancing fire. Inspired by the sight, he returned to the city, and began to tell of this new god in the flames, maker and father of and to all. His faith, that there was one god above all others who provided all the warmth and energy of the world and who could be worshipped best by joy and exaltation, was quick to take hold among the singers, dancers and poets so abundant among the bit Aramesh.

The generations since have seen the jubilant fire-worship spread across society, as the tribes have coalesced into one temple city around the old camp, that now rings with songs. Exuberant, eager and hardenned by generations of war over their unification of the region, the bit Aramesh are well readied to look out into the world beyond their valley, to spread the news of the flame, grow their great flocks and prosper.
Description of Starting Location: I'd hope for something like the Eastern Meditterranean of our world. Steep forested hills and scrubland with fertile valleys near the sea. Anywhere coastal but not tropical, arctic or genuinely desert would work fine.
Guaranteed Starting Resource: Lumber suitable for ships, if that's a resource as such, if not then I'll go for Iron.


Excellent, I like the concept. Happy to see you again, Kyrene.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Deutschess Kaiserreich
Ambassador
 
Posts: 1484
Founded: Sep 23, 2018
Ex-Nation

Postby Deutschess Kaiserreich » Tue Mar 26, 2019 7:22 am

Is there a map of this world?
The Deutsches Kaiserreich
The Kaiserriech is an alternative history timeline where Germany won the First Weltkreig. Currently, the Kaiserriech is a Federal Monarchy. Our current leader is Victoria Louise Adelheid Mathilde Charlotte the Second. For more information.
Socialist Minecraft Server wrote:Im thinking about what im thinking about what im thinking
Ethnic Female German living in [REDACTED] (Not comfortable with revealing my identity).

Proud Monarch of the ♔♚IMPERION COALITION♚♔
Retconning lots of lore so expect some non-sensical parts in my factbooks.

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Saxony-Brandenburg
Minister
 
Posts: 2803
Founded: Mar 07, 2016
Civil Rights Lovefest

Postby Saxony-Brandenburg » Tue Mar 26, 2019 7:29 am

Deutschess Kaiserreich wrote:Is there a map of this world?

Everyone makes their own.
"When Adam delved and Eve span, who was then the gentleman?"

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Mar 26, 2019 7:31 am

Saxony-Brandenburg wrote:
Deutschess Kaiserreich wrote:Is there a map of this world?

Everyone makes their own.


Actually, I will be providing maps - they're just still in need of a bit of processing before they are ready to go.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Saxony-Brandenburg
Minister
 
Posts: 2803
Founded: Mar 07, 2016
Civil Rights Lovefest

Postby Saxony-Brandenburg » Tue Mar 26, 2019 7:38 am

G-Tech Corporation wrote:
Saxony-Brandenburg wrote:Everyone makes their own.


Actually, I will be providing maps - they're just still in need of a bit of processing before they are ready to go.

Wait... WHAT? XD
"When Adam delved and Eve span, who was then the gentleman?"

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Pentapolitan Kyrene
Envoy
 
Posts: 207
Founded: Oct 24, 2017
Ex-Nation

Postby Pentapolitan Kyrene » Tue Mar 26, 2019 7:40 am

If you can believe it I was just a few days ago thinking of how I'd love to have a go at a nation rp in an ancient world, I'm very glad to have clocked this one before it was full.

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Tue Mar 26, 2019 8:04 am

So no Mithril, I'll just go with Bloodsilver then

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21988
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Tue Mar 26, 2019 8:20 am

Civilization Application:
Name: Karath Kartulum
Leader: The Three Kings (Fathers):
The King of the Land: Kartul Gerteth
The King of the People: Kartul Tat
The King of theTemples: Kartul Kemut
Short History: At the beginning of the Time that Was, the man called Father came to the place called Karath Kartulum on his boat. With him he took his wife, a pair of oxen, and an ear of corn. At a place that pleased him, Father landed his boat and tore it apart, turning it into his house. With his oxen he dug canals and tilled a field, where he planted the corn to grow. With his wife he had three sons, whom he raised with the wisdom that was his own. When strangers came to the land, he cast them out, for their men where not graced with either wisdom or spirit. Their women, however, were fiery and full of ambition, and so Father married these women among his sons, choosing each to complement his sons. To the first son, who was the hardest worker, he gave women who knew when to work and when to rest. To his second son, who was the kindest, he gave women who could render harsh judgement. And to his third son, who was the wisest and the most quiet, he gave women with ambition who knew how to speak.

Upon his death bed, the Father came to divide his inheritance. To the first son, he gave all the farmland and all the animals that roamed the fields, for the first son would work hard to cultivate them. To the second son, he gave the care of his household and the people who dwelled there, for a kind man would solve all disputes. And to the third son he imparted all his wisdoms and all his lessons, entrusting him to keep the records and to ensure the morals of his house. And like their father before them, they too became Fathers of great wisdom and age, and so did their sons, and their sons, until the present day.

By now, the Place of the Fathers, the City of Kings, stands as a proud monument to their labour, the river Tap flowing softly past its shores. The Three Kings rule the city with an even hand, always checked by their brothers and their wives. The ears of corn now grow strong, and it is the task of each succeeding generation to build upon the work of their ancestors.
Description of Starting Location: A Nile-like river delta
Guaranteed Starting Resource: Corn
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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