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The Vanished Wilderness [OOC | Open]

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The GAmeTopians
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The Vanished Wilderness [OOC | Open]

Postby The GAmeTopians » Wed Apr 21, 2021 3:45 pm

The Vanished Wilderness

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Far across the Northern Sea, beyond the Isle of Light and off in the darkness lies a land. For ages and ages it has lain undisturbed, unsettled, hearing neither song nor voice nor tramp of boot ever since the long times of creation. But now man walks upon it, explorers eager to find new vistas, settlers searching for something they couldn't find in the Old World. Opportunity beckons in the untrammeled acres, the savage vistas, the waters untasted and wind unbreathed in all the many lives of men. Many types of folk have come to this new land, and you are one of them, come to write your history upon these blank lands.




The Wild Lands, as scholars call them in the capital, are largely unexplored. Speculation is rife as to what exactly lies in the black portions of the map that the ancients marked with cryptic warnings, but every year more soldiers and prospectors and pioneers make the dangerous journey to the north, looking for what they only hope they will find there. Fame, fortune, renown, glory- each desperate soul has their own reasons for making the crossing. Some regions of this mad land are mapped, however, and knowing what you may find is of vital importance.

IC Thread

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Known Regions

The Mouths of the Eras River: One of the first regions ever mapped by explorers from the Continent, the rivermouth is a fertile region, lightly forested with tall whispering trees unclassified by science and rich in fish and life. Though her rich black silt has proven to be excellent for farming the few crops brought by curious naturalists, severe floods occasionally strike in the spring, making any long term habitation of this region dubious in the opinion of the Royal College. However, categorization of the strata in this area suggests rich fire-clay deposits, and several large stands of indigo reeds which could be quite valuable if harvested or maintained with appropriate agrarian expertise. Bordered to the east by the Watchful Hills, to the west by the Aherrad Plains, to the north by the Lower Vale, and to the south by the Bay of Storms, it is about two days ride from the delta to Farholme, half that by boat.

Lower Eras Vale: Just up the river, the wide stagnant water of the rivermouth is replaced by the strongly flowing main body of the Eras. Though in places bordered by bluffs cut by the action of the water, most of the Eras is marked by smooth sloping banks that promise excellent opportunities for irrigation or pastoralists. Rich earth in this river valley is sustained by gentle yearly floods, leaving an ocean of tall grass as far as the eye can see broken by only the occasional hillocks bearing rare trees. Prospectors from the Company believe this region may hold copper deposits based on intermittent outcroppings of the bones of the earth, but their geological musings are as of yet unproven. A wide desolate land, it occasionally sees travelers in the form of supply ships for the settlement at Farholme, but is otherwise an empty country. Excellent room for livestock if enterprising souls were to import them, some small mule-deer make their homes in this tall grass hunted by the what are presumed to be the odd unclassified alpha predators. Bordered to the south by the Rivermouth, one can reach Farholme in only a day's ride from most parts of the Vale, as long as yearly floods haven't turned the paths and tracks to muck.

The Three Rivers: The last point of exploration for most folk from the Continent, the Three Rivers are where the White, Blue, and Gray Rivers combine on Lake Nemis into the large course that is the Eras. A cold clear blue lake, despite the amount of sediment that enters it, Lake Nemis is known for excellent fishing and heavily wooded eastern shores that have supplied the small settlement of Farholme. Farholme, a possession of the Company, is a small mining and trading outpost maintained by the Wardens over one of the few known silver ore deposits in the Wild Lands. Most travelers arrive here by ship from the Empire, and as such the lands about it are well mapped and occasionally patrolled by the small garrison. Though the land here is not nearly as fertile as the land farther down the Vale, the junction of the Three Rivers promises to be a flourishing region for trade and commerce as the lands about it are tamed. Game and wild fowl are abundant in the eastern woods, but on the desolate western bank towards the Sandhills not much grows save endless expanses of ghost-grass. The Three Rivers region is bordered to the north by the wastelands before the Jagged Peaks, to the east by the Endless Woods, and to the west by the Sandhills.
Farholme: The only settlement in the Wild Lands, Farholme is a humble military outpost established near the outlet of Lake Nemis on the eastern shores. Surrounded by a wooden palisade and guarded by five Wardens, it represents the only real human habitation this side of the Northern Sea. The most prominent features of the village are the barracks and the silver mine in the center of the town, which was the reason the Empire established the outpost where they did. Four houses aside from the barracks stand inside the walls inhabited by various miners and in some cases their families, and a small stockade protects the adjoining storeroom where silver bars are stored for transshipment to the Continent. A smelter and sawmill also operate here, though very intermittently. Entrepreneurs or new colonists could rent room in the houses here or purchase supplies, but given the lack of any primary industry supplies are likely to be expensive, as they have been shipped all the way from the Continent.
Silver Mine: A silver deposit of average richness located in the Three Rivers, an hour's walk from Farholme to the north east by east along the banks of the White River. The mine has barely begun to be worked, and is located at the apex of a small river that feeds the White.


The Jagged Peaks: As far north as men have gone, the Jagged Peaks are the edge of the lands civilized folk have traveled to, and are a forbidding and harsh region. From their obsidian valleys and shadowy caves the waters that feed the Gray River issue forth, and it is a harsh land, full of blasted fields of stone and ice with little that grows here save hardy scrub-grass and the occasional bent and gnarled stand of wizened trees. Little soil coats this region, and scratching a living off of produce would be all but impossible according to the Explorers' Society, though the wolves and northern ibex that teem in this land seem to be able to get by. The exact mineral composition of this region is unknown, but prospectors tales range from only broken shale to cliffs made of gold and pebbled rivers strewn in precious gems. At the very least this area teems with workable stone and many small spring-fed lakes, which makes it a hard place, but survivable. It is unknown what lies to the north of the Peaks, for no man from the Continent has yet scaled them, and they as yet bar passage to the north for any man. It is, however, a mere day's ride back to Farholme from this wild place, and that journey could be cut in half with travel aboard a barge or boat.

The Endless Wood: Past the lightly wooded marches on the shores of Lake Nemis, the forest gradually grows more and more dense, ancient firs and pines eventually blotting out all light and the sound of footfalls growing inaudible under the gloomy canopy. Almost nothing grows beneath these dark trees, the forest floor covered in a hundred years of dead needles; the odd meadows and clearings are spots of brightness and light that are all too few unfortunately, and the occasional wild deer and other creatures can be found at times under the trackless eaves. How far the forest extends is unknown, though some explorers have entered its vast reaches and never returned in attempts to find its limit. Timber, obviously, is ever-present here, and an enterprising lumberjack could work in the outer forest for an eternity. Many men have become lost and disorientated under the ceaseless trees and only survived by luckily stumbling upon the line of the White River where it babbles westerwards towards Lake Nemis. To the south the forest gradually bends away eastwards as it approaches the coast, where one might emerge with luck from the glowering branches onto the windswept moors and craggy features of the Watchful Hills, while to the north the land slopes upwards and the black trees overrun the slopes of the perilous Jagged Peaks.

The Aherrad Plains: West of the fens and silted delta of the Eras River stretch the Aherrad Plains, gently wooded dry grasslands riddled with little hills and dells where one might find a babbling brook or yawning cave mouth at any moment. A country of soft loamy soil, the trees here do not grow tall, but their golden and silver leaves are a delight for the eyes, and the soft embrace of the salt-sea breeze keeps the air cool and moist, a fit rejoinder to the blasted heat of the Sandhills which blows from the north during the summer. Few creatures make their homes here, but natural foliage unknown across the sea has proven to be easily edible, and despite the distance from any inhabited regions the Royal College predicts the Plains may be one of the easiest marches for men to inhabit in the long run. Some of the deeper caverns that riddle this area are known to have the red-oxide of ferrous deposits, a resource most useful to the cause of colonization if it can be feasible extracted. To the west and north of this region, however, like the vestiges of the Sandhills, and beyond the Gasping Dust, neither of which are places that are friends to living things.

The Watchful Hills: These desolate moors face the southern sea, and are cold year round. In some of the deep dells between leering crags there are depths of snow that never melt, and shadows that never disappear. Though well explored, few men have any desire to travel in this region- most who have walked the silent hills describe a feeling of being observed gnawing at their minds, the echoing footfalls of their passage amplified and distorted until one always feels as if another presence is following, unseen, but just behind. Barren and swept of most life by the prevailing winds from the ocean, only a few stunted trees cling to life in the valleys of the Hills, though some of the dells farthest north are warm and full of thick soil complemented by outliers of the Endless Wood. Of the few trees that grow here, the Sanguinary Trees are the most famed, for their cores when felled are as strong as iron and twice as durable. Recently discovered, heartwood is one of the few resources men value in this wasteland. Ten thousand rivulets and streams make their winding way to the fens and marshes of the Rivermouth from these jagged outcroppings, but food is scarce in this land, for even the animals and beasts of the field seem loathe to break the silence that covers these cracked bluffs like a cloak. Three days ride from Farholme, few men walk here, though it is known that rich veins of many metals are to be found in the turbulent geology of the region. To the east the Endless Wood crawls over the hills greedily, swallowing them up in its expanse, and to the north one rapidly encounters the dark eaves of that same forest. The cliffs of the southern coast are broken only a few places by treacherous rocky coves where a ship might be able to put in, but the only real access to this region is from the west, from the more hospitable region of the River Vale.

The Sandhills: Misnamed by some of the first explorers ever to reach the region, the Sandhills are not, despite their moniker, actually made of sand. True, the soil of this region is loose and occasionally mixed with powder and grit coming off of the Gasping Dust, but in reality the soil is fertile enough, a mix of dry dirt and a large quantity of volcanic ash. Apparently at some point in the past one of the Burning Heights lived up to their sobriquet, spewing magmatic doom over most of this region. In the heart of the desert sand has covered over these layers of incinerated history, but in the dunes and scattered oases of the Sandhills the memory of that pyroclastic fury lives on. Almost no trees live in this region, aside from the rare shade-palms that make their homes around scattered sinkholes and the line of the Blue River. Not by any means, though, are the Sandhills a dead land. Vast fields of the appropriately named pale-white ghost-grass are emblematic of the area, and though the grains this cereal bears are not especially nutritious to travelers, in a pinch they can sustain the hungry. They certainly are enough to feed the large herds of ungulates and grazers that shoal over the Sandhills like fish in the ocean, and the castoff of all this life means the rivers too are teeming with creatures. A fine area to travel through, though taking a compass is wise- the featureless seas of grass can have a man as lost as the high ocean, if he is not prepared. However, the Sandhills lack in any material for building save sod, and even that sod is fragile stuff; bedrock is many yards down in many cases, or even farther where the gravelly underrock predominates. Still, it is far more hospitable than the Gasping Dust to the west. Most of the Sandhills is within a day or two's ride of Farholme, and Lake Nemis can be reached by following the line of the Blue River if one is in need of civilization. To the north the Sandhills are bounded by the Jagged Peaks, and to the south by the ocean and the Ahmerrad Plains, depending on the region.

The Gasping Dust: If there is a hell on this world, the Gasping Dust is that hell. If you're too far south, you're baked by winds that can strip the moisture from a man in mere hours, hurricane force storms that lash the enormous peaks of the Burning Heights with enough power to throw men screaming from their cliffs despite any efforts to survive. If you're too far north, at night most men will freeze in their sleep, never to wake again, and the cold sand offers no respite even as the forbidding towering Jagged Peaks offer no solace. Very few men have ever even penetrated far into this region, but they speak of burning lakes, choking smoke, pillars of devouring sand that strip men to the bone, and despite it all still more try to survive here- all for a single reason. Opal. The jewels beyond price are known to be found in this blasted land of death, and the few retrieved by the ambitious are enough to be worth the ransom of kings. But to survive in this land one must have many supplies, and even then almost no miners looking to strike their fortune ever return.

The Burning Heights: You thought the Gasping Dust was bad enough? The ashen landscape of this defunct volcano off the southern coast looks even worse. Few have gotten close enough to survey the land for anything of value, but the smog is thick enough to choke on even hundreds of lengths off its shore. Best stay away from here for the time being.

More lands are speculated to exist beyond the current natural barriers- after all, it isn't as if the world suddenly ends where men have not explored it. But with the dangers that currently exist for further exploration, and the seaborne currents and winds making coastal transit all but impossible, it is unlikely that any knowledge of the Wild Lands will expand rapidly.

The Material World

Since the first king and the first peasant, man has been defined not only by his role in society, his skills and flaws, but also by his tools and how he uses them. Ever since the northern frontier was opened, all manner of folk and citizens have made their way to the pristine continent, and tried to cut their own livings from soil and stone. Farmers, loggers, miners, soldiers, thieves, tailors, tinkers, smiths... they all have their role in this vast wilderness. As such, His Imperial Majesty has ordered that the following list of useful gear and equipment be tabulated; the Artisan's Society has also supplied a list of rudimentary buildings and their construction methods for the perusal of those who are considering taking passage for the Wild Continent. Be warned that many goods are only only capable of being produced by skilled professionals, and even the creation of enough food to avoid starvation may escape less prepared individuals due to the known savage nature of the new world.

The following list contains discrete objects that are largely useful when refined or combined, though some are handy in their raw form. The list also includes the approximate time one might spend harvesting such resources, and their abundance when solicited.
Timber: The most natural form of wood available, timber is simply a tree not standing vertical. Cutting down said forest giants will generally require some form of Axe, and take about two days to fell completely depending on size. Handy once processed, and potentially for very crude water transport if turned into a makeshift raft.
Grain: Feed for birds, or cattle, or a very desperate person. Most of the Wild Lands don't have any form of cereal crop growing in quantity, with the exception of the ghost-grasses of the Sandhills. Easy enough to glean by hand, though fairly unproductive in terms of labor. Using a sickle or scythe can speed up this process marvelously. The average man can glean about two bushels of threshed grain in a day by hand, with that yield increasing with better tools. Most grain in the modern era is ground up into flour for baking, but seed grain is good for feeding fowl and replanting the hardy crop in an agricultural context.
Clay: Thick gray or brown ooze found in areas where water congregates in sedimentary soil, clay is one of the oldest of man's tools, and still serves many purposes in the modern day. A single man can, by hand, gather about two starns of clay from an appropriate environment in a day, though having a shovel can understandably expedite the process. Useful as both a sealant and moldable medium, clay is used in most pottery and some construction.
Fire-Clay: A subgenre of the aforementioned clay, fire clay is distinctively red-colored, indicating the presence of metal traces that behave amenably in the presence of high temperatures. Fire-clay, unlike its more common cousin, does not need to be glazed in order to be waterproof, and creates stoneware unlike the earthenware of clay. It can be harvested by most colonists at a similar rate to regular clay.
Sod: Cut soil bonded together by the fibrous roots of hardy grasses, sod is a very temporary building material, but actually valued in more experienced circles for its insulation properties and ease of use where tools for woodworking and masonry are sparse. Though distinctly dense and unable to let in either light or air, it is used as a crude form of plank or living roof by some settlers. Sod is also noted for its utility at being a cheap and easy to erect wall, when stacked. Though it requires a mattock to liberate from the earth, a single man can cut nearly five sections of two foot by five foot rungs in a day of hard labor.
Cut Log: Timber, despite its uses, cannot fulfill all a woodworker's needs. Hewing a forest giant for several hours can remove all limbs from it and create more manageable segments cut to taste, for use as a fuel, expedited transport, or even further cutting into planks for proper construction. Such a process can be done with a humble axe, but is best conducted with a saw. A simple copper axe will take half a day to turn a single felled tree into ten cut logs, but the process can be hastened with superior tools.
Plank: The apex of crude woodworking, planks make the most of the labor-intensive process of felling timber, and are used in most facets of modern life. From benches to beds to wooden houses to flooring, planks are a valuable commodity. Cutting them takes time, and a proper saw, but skilled woodworkers turn to planks for all of their material needs. With the use of a saw a man who knows what he is doing can turn a cut log into three good planks for other uses in a matter of four hours.
Indigo Cutting: Indigo. One of the few valuable cash crops to come out of the colonization of the New World, this is not the common Indigofera Transapia that many farmers know, but in fact a spice much valued back in civilized climes for its mind-enhancing effects. Difficult to harvest, and poisonous in its raw form, indigo cuttings grow naturally only along the banks of the Eras River, and must be carefully treated or the properties of the plant are lost. A man working for eight hours can harvest a bushel of indigo leaves, provided he has a source of the leaves, and a more profitable enterprise is hard to find in the savage climes of the north.
Reed: Humble reeds from the sides of any significant body of water, this woody variety of common sailorweed is of little value to most men, but serves as a weak means of construction or emergency fire in dire circumstances. Its main virtue is how easily a man may harvest it, as its stalks are both brittle and weak. Working by hand, even a weak colonist might harvest as much as five bushels of the stalk in a single day.
Wild Fruit: Every man needs to eat, and if he knows what he is looking at, an experienced explorer can live for days on merely foraging from the world about him. Though some plants of the north are poisonous, most in the more hospitable regions of the continent are safe enough for an adult to consume if they are ripe and not rotten. Not exactly the most nutritious diet, but the starving have no time to be picky. An explorer with knowledge of Northern Plants should be able to gather about two bushels of wild fruit in a working day, an amount substantially increased if, say, an orchard ever became part of the fabric of the wilderness. Common colonists would have to make do with a single bushel in a day. A bushel of Wild Fruit could feed a man for a week.
Pelt: The skin of a beast, plain and simple. Every creature has some, thinner or thicker as is its want, and with a good knife hunters can amass substantial portions of the stuff. Prone to rot if untreated, a pelt is good for essentially nothing under the sun, but with more civilized methods leather is one of the foundational aspects of human society.
Long Grass: Just your regular grass, wild and strong in its uncultivated strains. When dried, functional as a weaving material, or as fuel for a fire, though its utility in the second role is somewhat low. Easy to cut through, like grain, as long as one has the appropriate tools. Gathering the tough stalks by hand is laborious, and yields about four bushels of the stuff in four hours. Additionally, not bad fodder for domestic animals through the winter months if hayed.
Branches: The detritus of a felled tree, or the carpeting of a mature forest floor. Wood, though in small burnable quantities. Some explorers have found utility for the material in small traps, lean-tos, and other semipermanent structures. Beyond that, branches are useful for only the most basic and crude of the civilized man's tools. Trees felled by the enterprising lumberjack often have about a starn of useful branches that can be lopped off of them, an activity that requires an axe, but which is essentially the work of an hour. They can also simply be gleaned from the forest floor, four bundles of the stuff generally easy enough to find near trees with twelve hours of work.
Heartwood: When archers look for the best bows, and smiths look for handles for their product, the heartwood of the Sanguine Tree is their first choice. A strange arboreal specimen, these valuable trees grow only on the forbidding heights of the Watchful Hills, though other types of tree are known to provide rarely similarly useful hafts. Though one could, if so disposed, burn heartwood for warmth and light, it is far more precious when used for the tools of civilization. Every Sanguine Tree felled for timber has a core of a single piece of heartwood, though if one searches through the young groves of supple trees elsewhere approximations may be found approximately every fifth day.
Freshwater Fish: Easy enough for a man to catch, if he has the equipment, the silvery bodies of these lake and river dwellers are a useful source of food in the region. All but impossible to catch by hand, either a fishing spear or a proper net are necessary when chasing down these morsels. In either case, a lucky worker can catch eight of the slippery meals if they fish from sunrise to sunset. Some men use these creatures as part of other dishes, but they have curiously succulent flesh, and really don't need to be cooked in order to be eaten satisfyingly. They do, however, spoil extremely rapidly in a matter of days, a phenomenon that has yet to be explained by modern science. Three fish can sustain a man for a day.
Saltwater Fish: Near indeed to their less brackish cousins, the fish off the coast in the Bay of Bight are larger and more agile than the sluggish mud-water species. Trying to spear these creatures in deep water is a fool's errand, but with a good net and maybe even a fishing boat, a man can feed a village with dedication. The highest recorded daily catch from simple shore fishing was ten of the large flopping creatures, and they keep much better than their inland relatives, which the few men who have studied them put down to salt-pervaded tissues. A single Saltwater Fish will feed a man for a day.
Sinew: Not the most pleasant item to work with for the cultured man, but sinew is an inextricably useful part of any animal. Craftsmen can use it to string bows, haft tools, and even cordage. Butchering most creatures will result in one or two useful quantities of the stuff. Washing is recommended first, though, in order to prevent rot.
Bone: What animals are made out of, and people. Much better composites exist in the present day, but bone's ubiquity and ability to hold a point do give it some useful properties. Bone is easy enough to obtain when hunting, as most prey animals will have a variable amount of bones that can be put to many purposes.
Raw Meat: Succulent flesh of the defeated foe, or something. You know what meat is, even if you weren't rich enough to afford it back home. Thankfully for your diet, meat is easy to come by out here on the frontier, if you're handy with a spear or a bow. Plenty of that to be butchered from animals, if you have the stomach for it. Cooking is better than raw, by a large margin.
Flint: Primitive men first discovered the properties of this hard sharp rock, and less primitive men still find uses for it. If desperate, it can be knapped to make a reasonable blade, and can be found almost everywhere. A man searching for twelve hours can easily find five good flint stones to fill his needs. One can easily start a fire with a flint, their primary usage in our age of sophisticated metalwork and such.
Cracked Stone: Mining either by fire and fracture or by the sweat of one's brow, most stone of any color or property can only be extracted from the bosom of the earth in rough broken form. Crude dwellings and ballast might be engineered from such stone, but as a rule of thumb in the present day one cuts said stone into more functional shapes before it becomes properly capable of being utilized. The extract of stone is a laborious task, and 5 starns of the stuff can be extracted by a laborer armed with a pickaxe or sledgehammer under the appropriate circumstances. Stone occurs on all corners of the Wild Lands, though in many regions it is buried under a thick layer of soil and earth or clay.
Candleberry Nuts: Prized for the oil that can be squeezed from their shell, Candleberry nuts grow amid the branches of their namesake tree in the eastern woods, and can be gathered at a rate of roughly three bushels every six hours.
Plant Oil: Oil, and by extension resin, are properties of particularly sappy plants that grow in the warm wet of the Eras Delta and the Endless Woods. Highly flammable in their natural form once isolated from their fibrous matrix, this oil burns brightly and with little smoke, and if mixed with woodchips or other ingredients forms a thick gummy glue that has found utility in weatherproofing wood, sealing containers, as well as being a vital matrix for the creation of soap, astringents, and candles. The nuts of the candleberry tree of the eastern woods are the main source of this byproduct, and three bushels of the crop squeezed by an enterprising scavenger might yield about a pot of the valuable oil after twelve hours' labor.
Tuber: The nutritious roots of plants of all shapes and sizes, tubers come in innumerable forms, but all function as a sustaining, if tasteless, foodstuff to the enterprising colonists. Buried in their countless tens of thousands in most life-sustaining soil, they can be easily harvested by a man using a shovel, or even dug up by hand in extreme need. Laborious to extract, as they must be searched for individually in the wild, tubers are known on the Continent to be an excellent staple food if replanted due to their low need for water, nutrients, or indeed any form of care. The Explorer's Guild estimates that a man might be able to dig up a full bushel of the crop in a day by hand, or four times that amount if using a digging tool.
Vegetable: Your basic fiber-filled life sustaining ruffage. Some of the crunchy green things that grow in the wild are edible, and not all that hard to gather to the trained eye. It is unwise, however, simply to bite into the nearest living plant. The Thistlecone, fireneedle, and bloodbeet are all very similar to more palatable versions of their kin, and any consumption of those specimens would have distinctly deleterious effects on the lifespan of any diner. A knowledge of Northern Plants is really best before harvesting, and should see a single adult in good stead, with about a basket-full of the varied vegetables being obtainable in, oh, two days of work.
Copper Ore: Malachite, Arasite, Lallitate, every one of these rocks is to be found in varied geostrata of the north. Many banded formations are similar to those extracted in any village of the past thousand years. Though rarely found in its native form, malleable copper is known in the wilderness of the new continent, and can be found at times in concentrations that would make old world copper-barons blush with envy. With a pickaxe a man can extract the better part of starn in six hours from a poor quality vein, though such labor is backbreaking; even so, the many varied uses of copper and it's easy malleability make it a much sought after resource both for colonists and for trade.
Lead Ore: Often found in the form of galena in the wilds of the north, lead has few material properties that are outright useful, but a sophisticated smelter can often extract small quantities of silver from even the most low-quality lead ore. Though only trace sources are known upon the Wild Continent, those scarce traces are indicative of likely larger deposits yet to be found. Extracted at the same rate as copper.
Silver Ore: The major source of wealth in the new world, Farholme sits upon a large but poor vein of this form of metal, the export of which pays for the garrison and the settlement itself. Prospectors have yet to find another major supply of the material, but given most of the Empire's coinage is struck in the lustrous moon-steel, any new sources of silver discovered would be profitable indeed. Estimated at two starns of extraction every six hours from a poor quality vein like that of Farholme's shallow mine.
Tin Ore: Though largely useless by itself, tin is still a valuable part of the metal economy of civilized lands, as the alloy bronze that can be created with it is vital to many weapons, farming implements, and much of the technology of our modern world. Also used for alloying with pewter and cheap metalware by itself, it is comparably less valuable than most metals found in the new world, and has only been found in minor quantities, but it is still a reliable source of income for the enterprising industrialist. A man could likely mine two starns in six hours with the right equipment, as its soft and brittle nature tend to make it comparably easier to extract than other ores.
Hematite Ore: The queen of tools, iron, is extracted from the red-iron of hematite deposits. Known to occur in plenty in the Ahmerrad Plains, these deposits are as of yet largely undeveloped, but with time promise to be highly useful for their high iron-to-weight ratio and the need for the manufacture of industrial goods that can cease being imported from across the entire length of the Northern Sea. Difficult to mine for its mineral hardness despite its abundance, the best laborers can expect to crack a full starn worth of the stuff in twelve hours of labor. In its raw form hematite is largely worthless for any applications, not being able to be cold-worked at all, but when smelted into cast iron or refined into a steel bloom men will pay princely sums for it.
Native Gold Ore: Lustrous gold, mistress of empires, companion of kings. The rarest and most valuable of metals, men will rush in their dozens and thousands to chase even the rumor of the riches that gold mining can bring, and any confirmed deposits of the material in the new world would doubtless be followed by military force from the Continent. If one could keep a gold mine secret though, becoming as wealthy as a lord would only be the first consequence. Difficult to extract from stone without damage, and yet immensely prized by all nations, the only rumors of gold in the Wild Lands are from the forbidding Jagged Peaks, and are unsubstantiated. In poor gold mines, though, men can mine it almost as quickly as hematite.
Limestone: A common type of white stone, limestone is used for the production of both quicklime, cement, and as a flux agent when purifying steel. Easy to crack with even the lowest grade of hammer or pickaxe, when refined it has great utility in civilized processes and construction. Three starns can be extracted by an average laborer in twelve hours, and it functions much like other cracked stone for construction in a pinch.
Ash: The gray dust of vanished lives of plants and the past, ash has utility for both soapers, farmers, and glazers of pottery. Most woodburning fires will produce a small quantity of ash, which can be saved at the discretion of one who may have use for it; otherwise the gray remnants of flame are merely detritus on the landscape. Rarely manufactured purposefully except in rare industrial need, ash is simply included in this missive so those who produce it will know it may have, under the right circumstances, marginal value.
Coal: Black rock that burns, in essence. Though not found in the New World as of yet, the sedimentary regional strata would indicate that at some point it will be identified. Used on the continent to create steady long-lasting fire and heat, coal is a fuel source to be aware of. Somewhat dangerous when mined due to the accumulation of coal dust in the throat and lungs, it is simple to break with a pickaxe, though pockets of deadly invisible bad air can be occasionally encountered. A man can extract it at roughly the same rate as raw stone.
Sand: Silica, ranging in color from tan to gray to red, can be handy when heated and forms a near clear substance that when treated properly can be entirely transparent. In its unrefined form mostly good for putting out fires in a hurry, it can be deadly when whipped up into the bone-scouring storms of the Gasping Dust. Using hands or a shovel gathering the loose dry soil is a moment's work, and six baskets could be gathered in twelve hours. Some cities upon the continent favor it for blood arena flooring, or simply for usage when packed indoors, as it is both absorbent and easy to clean.
Crystal: For lack of a better word, the engineers and scientists are calling the gemstones found throughout the New World "crystal". Exactly what the word implies, crystals are both clear, hard, and faceted like one would expect of a diamond or ruby. Strangely, however, no miners have ever reported finding a mineral similar in nature in the confines of the Empire, and as such samples of these crystals are of great interest to researchers back home. Still of value only as a novelty though, as their hardness makes polishing and grinding into functional jewelry all but impossible. Found rarely when mining, or even in-situ in rock formations upon the surface of the Wild Lands. Extraction rate and method unknown.
Foliage: Leaves, bushes, all that organic castoff that plants inconveniently put in the way of their useful wooden bits. Good for, eh, burning if you want a lot of smoke. Farms with depleted soil often compost the stuff by leaving it to slowly rot, then use it to fertilize soil that has become exhausted over the years. Some surveyors recommend using the same method to turn some of the very marginal arable lands in the Wild Lands into more useful farm country. Foliage takes almost no time to collect- just whack some bushes with an axe for a bit, but it is rather bulky and difficult to carry in functional quantities.
Rich Soil: The result of either the aforementioned composting process or simply digging up soil in the fertile river deltas, hauling this around takes serious muscle or many beasts of burden. You won't be growing many nutrient intensive crops without it though; most of the Wild Lands seem to be distinctly inimical to agriculture as we think of it, so the Guild thinks transplanting the very earth may be necessary to establish a more habitable order to the region.
Niter: Found in deep caverns in the Plains, niter has been known since the time of the agents as an excellent fertilizer agent. It also burns somewhat merrily if refined into a pure form for transport, but such usage is generally regarded as wasteful of the difficult to refine compound. A single starn of niter can make a plot of land substantially more productive, however, and as such it is widely sought after by agriculture proponents. Though rarely found at depths where it is easy to harvest, it can be mined just like any other stone.
Rough Gemstone: Be it emeralds, rubies, sapphires, or diamonds, gemstones are beloved of the rich and powerful of the world, who will pay princely sums for their ownership. Essentially worthless out here on the frontier, their value lies in trade, for even small gemstones may command a price of many silver knaves, which can make a man rich. No known sources of gems exist in the Wild Lands, but they are very occasionally found by miners embedded in known formations, especially below Farholme.
Salt: Preservative of antiquity, salt remains as important to the storage of foodstuffs now as it always has been. Sometimes it can be found layered in great formations in the Sandhills and Gasping Dust and mined, but it would be possible to establish salt-drying flats along the coastline of either region, to allow the natural heat of the sun in said quarters to draw the valuable mineral out of the seawater. It turns meat that would rot in days into worthy supplies for long journeys or the winter, and is also very useful when washing wounds or preventing infection. It can be mined as quickly as one would expect of a near-stone rock. Each slab weighs about five pounds, and should be good preserving twenty pounds of meat or their equivalent.
Wool: The long flexible hair of either sheep or goats, wool can be crudely used in place of plant fibers for most clothing or other utilities, one starn of wool being approximately equivalent to six lengths of fiber or other materials. Generally only harvested by shears from the pelts of domesticated ungulates.


Things made from other things, items are generally a combination of materials, and often very useful to the explorer on the go, or even an outright colonist. From tools to intermediary products to spice to valuable metal, items are the majority of the things the average visitor to the Wild Lands will encounter. Most of you will already be familiar with these artifacts of daily life, but the Explorer's Guild finds it best if those of you who are more sheltered may familiarize yourselves with the stuff of daily existence. This list is, we are given to understand, largely incomplete, and will be updated as reports arrive.
Charcoal: Literally "coal made by charring", charcoal briquettes function much as coal itself does, though they have been found to be a superior carbonized get agent in steel production. Burning cut logs is the primary source of charcoal production in the known world, on average one being capable of extracting a brick of charcoal from a log burned at an elevated temperature for four hours. Branches are also a potential source of charcoal, with a bushel of branches producing a brick of charcoal over four hours- if burnt in a smelter or furnace.
Basket: Simple crude devices for carrying items with comparative ease, two baskets may be woven from a single bushel of grass or reed in about an hour. Each basket carries about a starn of material.
Flour: Ground wheat or tubers, flour takes a proper millstone or quern to produce, and a not-inconsequential amount of the sweat of one's brow. It has an enhanced utility when compared to the crops it is derived from, for if stored in relatively airtight containers it can last for several months before rotting, and can be mixed with clean water or milk and fired into bread as desired by a settler. Grinding is a conservative process, with a bushel of wheat grains yielding about three pounds of flour.
Bread: Unleavened and fairly flavorless, bread is nonetheless a staple food of most citizens of both the Empire and the Wild Lands. Easy to create, filling, and sustaining, a loaf of bread can be cooked from every one and a half pounds of flour, as long as clean water is available to be added to the mix. Good food, though not the most diverse in terms of nutrients and minerals. If kept from water and sealed under the crunchy crust, it can last the better part of a week before mold and rot begins to claim the foodstuff.
Unglazed Pot: Any man can, by slow work of hand or use of a spinning wheel, roughly shape clay into a form that can store food or water. Precisely what this means depends on where a colonist had come from, with square pots, round pots, all sorts of pots all fulfilling the same function. Unglazed pots, though, come from earthenware clay, and are both porous and prone to cracking. Though potentially useful as rain collectors, they generally require glazing before they serve any real function. A decently sized pot will take about five pounds of clay to create, with the process talking about four hours by hand, or a quarter with a potter's wheel.
Fiber: Just the innards of grass and plant, tough and bonded well enough to have tensile strength and utility. Can be converted from Long Grass at a ratio of 4:1 using essentially no labor or time.
Glaze: The thick combination of ash, sand, and dust known since antiquity, pottery glaze is very important to the process of food storage and liquid transport. Easily amalgamated by small amounts of each substance, it must be lightly dusted across the exterior and interior of an unfired pot still wet to allow it to suffuse the surface, then placed within an appropriate kiln or furnace for several hours to anneal. If conducted correctly, the pot will emerge with a glassy smooth hard surface that resists both cracking and permeation by water.
Pot: Simply a pot, but fired, or created of fire-clay instead of needing to be glazed. Excellent for food storage or transporting water on journeys.
Mud-Brick: An old mixture of earth and grasses for fibrous support, mud-bricks are a desperately useless building material according to the Royal Society of Architecture, and good for no use except demonstrating the savage nature and uncivilized mien of their owner and creator. They crumble before both heat and rain, and often only last for a year or three, but some pioneers have returned letters to the capital speaking of their ease of creation. A man can, on a good day, create nearly fifty one pound mud-bricks if he has two bushels of grass to stiffen them easy to hand.
Brick: The more sophisticated compatriots of the mud-brick, genuine bricks are instead made from clay or fire-clay fired in a kiln, and are far more durable and permanent than literal earthen constructions. They uses are also far greater, as they can withstand high temperatures, and indeed are often used in the making of ovens, furnaces, or smelters. They are created in the same way as mud-bricks, fifty bricks in a day, but require a good kiln or very hot wood fire to finalize.
Distilled Blue: A complex agricultural product, distilled Blue, or light Blue, is the less potent version of the spice extracted from the indigo plant. Created by grinding indigo cuttings for two hours, boiling the resulting mash for eight hours over a hot fire made with a starn of charcoal or coal, then drying the mash for a day and grinding again, Blue is a thick somewhat syrupy medicine that can cure most know ailments, though it does produce several hours of waking dreams depending on the patient. Very valuable for its properties, producing a single small bottle of light Blue takes five bushels of raw indigo, but said bottle can fetch a pretty price in trade to the Continent. Light Blue can also be refined further into the psychoactive spice that most of the world values even more than gold.
Saltpeter: Know as "shit-flowers" in layman's terms, the white crystals produced by both the distillation process of indigo and frequently observed in compost piles are used both as meat preservatives and as a source of fertilizer for poor soil, having a distinctly enhanced agricultural effect compared to even very rich soils. Commonly found in small quantities in compost, and produced in larger portions as part of the process of converting light Blue to dark Blue.
Rawhide: The first step in the tanning process, rawhide is produced by exposing pelts of various creatures to plant oil extracted from the tannin tree for the better part of a day, then removing the softened hair via a sharp knife and scraping the skin from the pelt. Such a method will greatly delay rotting in the proto-leather, and renders the rawhide useful for rough clothing, tent fabric, and other purposes. Tanning a good sized hide will take most of a bucket of tannin harvested from the edges of the Endless Forest, and the better part of an hour to fully skin the pelt.
Leather: Made from rawhide, leather is the more supple cousin of rawhide, and will not rot at all if treated correctly, as well as having vastly superior properties for insulation, protection, and flexibility. Rawhide must first be cured with another salt or brine bath to saturate the material with salts for about two days, then exposed to a solution of ash and crushed limestone. These ingredients will, after having been dissolved for an hour, render the rawhide both free of any remaining hair or skin, and as supple as one may desire, with the degree of flexibility increasing with the length of exposure. Hardened leather used for military applications is only exposed for less than an hour, whereas supple book bindings and fastenings may be left in the solution for as long as half of a day. The solution must then be washed out with pure water until the runoff is clean of any traces, and the process concluded by coating the resultant fabric in a thin layer of plant oil or animal fat that then dissolves into the air leaving a slight resilient layer against water damage. Highly valued in many applications for its durability and utility, leathermaking is nonetheless a dirty and somewhat noxious process not well beloved by many folk.
Waterskin: A large sack treated with oil or fat to hold liquid life, the waterskin is a vital necessity for those who plan to journey far from civilized lands or clean sources of drinking water. It holds enough water for a man for six days, and can be made with two sheets of leather and a either a length of sinew or fiber, within four hours.
Copper Tools: Just your average axes, shovels, hoes, and whatnot. They allow you to do a variety of tasks, or half the time to do said tasks if the tasks can be done by hand, though they are very soft and imperfectly durable. Any copper tool requires an appropriately shaped head, either produced by hammering native copper or casting molten copper, as well as a length of fiber and either a sturdy branch or heartwood to use as a haft. From a starn of native copper ore, two tool heads may be shaped with a hammer in four hours, and does not require an anvil. Hammering an ingot of copper into a tool head only takes one hour with an anvil.
Self Bow: A hunter's favorite tool, and also very handy for defending yourself. Constructed laboriously with a bushel of branches and a length of either fiber, bone, or sinew, a self bow takes twelve hours to carve. You'll be wanting some arrows as well, otherwise you just have an oddly shaped brittle club.
Flint Arrows: Necessary for the bow, these primitive weapons are modestly dangerous to men, but mainly used for hunting where resources are scarce and metalworking difficult. Ten arrows may be made in four hours from some flint, branches, and either two bushels of grass or a bundle of fiber. They will slowly be used up as you hunt, rendered unusable or lost, but should last for some time.
Fishing Net: Made of three bundles of fiber, this net allows the catching of small freshwater and saltwater fish. Vital to any enterprising angler, it will last for many weeks provided it is cared for, and can serve a community well by supplying food and fresh meat. Creation takes six hours.
Fishing Spears: Carved from a bundle of Branches, these spears are easy to break and can only catch fish in the shallow pools of freshwater estuaries, but are good enough to catch the smaller succulent fare that swims in the waters of Lake Nemis. Though exactly how many fish one can catch can be a bit dicey, still this can be an excellent way of supplying oneself with meat. Five Spears can be made with a bushel of Branches in eight hours.
Shears: Used for cutting the long grown hair of both sheep and goats, metal shears are a vital implement to any would-be weaver or pastorally-inclined individual. Easy enough to create with an ingot of any industrial metal and some metal wire upon an anvil, they are a simple tool, but necessary if one wishes to get the most utility out of a flock of the aforementioned creatures. Shearing is a simple process, and a single man can shear an animal in four hours if he dedicates himself to the task. Creation takes one Ingot of Copper or Iron and six hours, two with an Anvil.
Cut Stone: Since the rough unshaped nature of cracked stone makes it difficult to build with, men have for ages been using chisels and tools to shape it more beneficially. Useful for construction of many more permanent structures, cut stone is produced by masons working with chisels to form rectangular bricks of the better portions of the castoff of mining. About ten blocks can be carved from each starn of cracked stone, but the process is laborious and takes about four hours to complete with any ability.
Primitive Spear: Good for hunting or stabbing things, these flint and bone spears are the height of barbarism, but have their utility on the frontier. Step back in time two thousand years and you might see our ancestors using weapons much the same. Easy to craft from a piece of flint, a length of fiber, and a single branch with a tiny modicum of effort, or simply by sharpening a length of bone with any blade tool or a flint core-stone.
Sword: One of the most modern tools of warfare, the humble shortsword is one of the best ways to ensure one's survival against hostile men, a significant advantage in combat. Prepared using five ingots of either iron or bronze, an anvil, a starn of charcoal to reshape the metal, and a hammer, smithing a simple shortsword takes nearly eight hours from start to finish.
Crushed Ore: Even after metal ores have been extracted from the ground, most are still small flecks of workable metal in-situ in large matrixes of stone or earth. Obviously preparing such ores in their original state is detrimental to any metallurgical processes, introducing impurities and wasting fuel. As such, metal processing must be done; large ores are crushed, either by mechanical hammer or a man with a hammer, into small ore-chunks, and the most metal rich ore chunks conglomerated. Most ore-bearing rocks have about a one to two ratio of actual ore to matrix material, and as such must be crushed before they are oxidized and smelted. This crushing process requires a hammer, and about a two hours to crush and differentiate ore from matrix for a starn of ore-bearing rock mined previously.
Metal Ingot: When poured from the smelter, most metals are either immediately cast into the shape desired for a tool implement then cold worked, or cast into ingots for storage or transport. Creating any metal ingot requires that crushed ore be amalgamated and then oxidized in a high temperature furnace before the metal oxides are transferred to a smelter for extraction. The process of turning crushed ore into liquid metal requires one starn of charcoal per starn of crushed ore for the oxidizing process, and an additional starn of charcoal or three cut logs for the actual melting process that converts solid metal ore into workable metallurgical material. Obviously both processes must be conducted in a furnace, then a smelter, with the molten metal being sand or stone-cast into ingots at the end of the process. Five ingots can be extracted from a starn of crushed ore, or two from a starn of rough ore.
Anvil: Heavy and durable, the anvil is vital to the shaping of metal implements, and costs a noble. It can be forged at a smelter with twenty ingots of either iron, steel, gold, or lead in twelve hours.
Whip: An instrument of torture in most times, the cat of nine tails is also useful for driving off wildlife. It doesn't have the reach of the spear, but for corporal punishment no instrument is more beloved by totalitarian states the world over. Made using a single piece of leather and a sharp cutting instrument, a small amount of lead can be added to intensify the pain of the scourging. It can take the better part of twelve hours to assemble with the right materials.
Last edited by The GAmeTopians on Tue Apr 27, 2021 6:19 pm, edited 1 time in total.
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Postby The GAmeTopians » Wed Apr 21, 2021 3:46 pm

OOC Information


So, you made it this far, congrats for surviving the egregious wall of text and words. This here is a casual laid-back RP about pioneers out on the frontier, so feel free to join. Go out and mine some opals, explore the farthest horizons, or simply build a nice little homestead on the banks of the White River.

Character Application

Code: Select all
[b]Name:[/b]
[b]Description:[/b] (note that all characters start with essentially worthless civilian clothing, not armor or a frontiersman's outfit)
[b]Biography:[/b]
[b]Skills:[/b] (choose three from the below list)


And that's all. Really straightforward. Each character will begin their journey getting off the ship in Farholme, with only five copper nobles in their pockets, and nothing except the shirt on their backs and some tattered trousers. From there on out, doing whatever you want is the order of the day.

Character Skills

Everyone is good at something- and this is how you can define those abilities. Every character starts with three of them, and generally won't be able to diversify, so you may want to work with others or trade to get the most out of the Wild Lands.

Blacksmith: Roaring furnaces, swinging hammers, all of these things are a part of your domain. Items that fall under the field of blacksmithing are completed 50% more quickly.
Botanist: Plants have long drawn your attention - and while the greens of the Empire have long since been exhaustively documented, not so for these lands. Your chances of successfully identifying the properties of a plant are increased, and have a chance of spotting interesting flora passively with travel - results should be asked for.
Builder: Perhaps you were an architect or foreman in your former life on the mainland - or perhaps but a simple construction worker. Your familiarity with using your hands to create and shape reduces the time cost of Constructions by 25%.
Enduring: Accustomed to walking for days and pushing your body to its limits, you can travel between regions as quickly as if you were mounted on horseback even on foot.
Energetic: Few things can be relied upon in this strange wilderness, but for you, the morning and evening are your staunchest allies. You may sleep for one hour less than the average man without penalty.
Experienced Miner: You mine quite quickly due to your time spent in the field, and produce about one and a half times the raw ore compared to other miners in the same period of time.
Explorer: The Wilds are a mysterious, fearsome beast, but for you they are home. Your survival capabilities in uninhabited regions are increased, and you are more able to seek out the oddities of the Wilds… for better or worse.
Fated: For many, life is an exercise in monotony, toiling day in and day out with little of interest. Not so for you - the world seems… drawn to your activities. Your odds of triggering events are increased, for good or for ill.
Fishmonger: The aquatic environs of the Wilds are strange, to be sure, but the work of a fishmonger never strays too far from the core principles. When you would catch a given number of fish, instead you catch 50% more.
Hunter: Though the creatures of the Wilds are unfamiliar to you, it is easy enough for you to adapt your techniques, allowing you to be precipitously better at stalking your prey compared to the average colonist.
Inventor: The frontier needs inventors, to fulfill the needs of the people and adapt the Empire's existing technologies to the vagaries of this new society. You gain a new Expansion Point every week, instead of every two weeks, and your odds when taking the Invent/Experiment action are somewhat enhanced.
Knowledgeable Woodcutter: Felling a tree only takes a single day for you, as long as you have the right equipment.
Martial Prowess: Prepared for the rigors of this land, you excel in hand to hand combat and stand a better chance of surviving an encounter with any of the unknown beasts that walk this land.
Pastoral: You come with your animal friend to the new world, be it a goat or a sheep. Both excellent sources of materials, and useful for breeding perhaps in the long run. (This skill can be stacked)
Prospector: Your knowledge of geology and other mineral facets allows you, of all the people that have come to the new world, to regularly examine the land around you for mineral deposits, a vital skill as most of the wealth of this land is locked in the earth. Prospecting is done passively with travel- results should be asked for.
Silver Tongue: You are a charming person, quick of speech and comely of phrase. You bargain for one copper knave less in price when buying from NPCs, and one knave more when selling.
Skilled Agrarian: Knowledge of soil composition and climate allows you to extract the most from plants you care for yourself. Fields of any crop produce one additional crop and go through their grow cycle in one day less.
Wealthy: You prepared for your journey well, drawing on your previous prosperity- you arrive in the new world with an additional three copper nobles.

Other OOC Notes

Want to make gunpowder? Cut stone? Something else? There's a system to add such things to the OOC and thus the RP- every RPer starts with 2 Expansion Points, and gains another every two IC weeks. Expansion Points are very simply means of modifying our collective RPing world with your ideas; you can spend one to TG me with your idea, which we'll discuss until it fits with the setting, which I will then append to the OP. In this way technology and whatnot will gradually expand in our setting, allowing for progress both intellectually and physically. Your character may also spend time attempting to create something that doesn’t already exist without spending Expansion Points, but this process is difficult and success is not guaranteed.

Categorically, IC time will progress at a rate of one IC day to two OOC days.
Last edited by The GAmeTopians on Wed Apr 21, 2021 3:48 pm, edited 1 time in total.
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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The GAmeTopians
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Scandinavian Liberal Paradise

Postby The GAmeTopians » Wed Apr 21, 2021 3:46 pm

Last edited by The GAmeTopians on Tue Apr 27, 2021 9:19 am, edited 5 times in total.
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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The GAmeTopians
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Postby The GAmeTopians » Wed Apr 21, 2021 3:47 pm

Compiled by the Free Society of Engineers of the Royal College in the New World (editorial note: membership 3), this list aims to aggregate and make the read aware of all the varied forms of building, architecture, and edifices that have been raised upon the virgin soil of the Wild Lands, as well as their estimated materials of construction, to allow for both the speedy replication and comprehension of the constructions that have proven successful in such an environment, for the long term survival chances of all such pioneers to be significantly augmented, as if the duty of any fellows of the Royal College to both harm not and help where able.

Handcart: Durable, on wide but light wheels, the handcart is a necessary means of transporting goods between regions of any great weight or size. Slower than the raft or a horse, moving only as quick as a man, it nonetheless can carry twelve starns or bundles of goods with ease, three times the weight a man can easily haul. Created at a sawmill with twelve planks, two lengths of fiber, and six hours.
Raft: Really less of a building, and more of a permanent conveyance, the humble raft is designed to carry a user and much cargo downstream with a current. Constructed of five to eight lengths of Timber and two bundles of Fiber, a log-raft can halve the travel time downriver on various bodies of water, such as the Eras or other rivers, though it must be rowed back up at the same rate as normal travel. Log rafts may be disassembled at no loss of materials, and can carry up to twelve starns of weight, or four persons.
Wooden Palisade: A low wall made of sharpened timber stakes, this defense is designed to deter both men and beasts. About ten feet high, this pallisade requires approximately one reasonably sized tree, or timber, for every three feet in distance it covers. Known examples include the wall of Farholme, which surrounds the village at a length of almost eight hundred feet in perimeter. Such long spikes of timber must be sharpened using an axe, then placed in deep holes dug into the earth and pounded into place with either hammers or sledges. Cost and time to assemble vary.
Simple Stockade: These low wooden dwellings aren't exactly the most comfortable or most commodious of constructions upon the new continent, being modeled after guardhouses on the Imperial-Confederation border, but they do have the virtue of being sturdy and insulated against the harsh winters of the north. Standing only six feet high, the tallest inhabitants of this land will find themselves ducking through the dwellings, but a small house capable of housing four men requires only approximately thirty boards and five timber to erect, though furnishings can be highly variable.
Small Plot: Measuring about a chain by a chain in area, this is the standard size for a sharecropper's estate, and will provide a single man and perhaps a woman with a decent area to farm. All that is needed to create such a field is a hoe and five days of labor, or a plow and some beast of burden to accomplish the task in a fifth of that time. Crops planted here should be regularly watered and weeded, but agrarian desires are the foundation of society, and as such should always be encouraged.
Furnace: A small but highly important structure to modern society, the flue-furnace acts as not only a source of heat in the wilds but also a superior method of converting wood to charcoal, as well as firing pottery and burning hot enough to facilitate the refinement of several other substances. Wood burnt here for charcoal converts on a three to one ratio, and a man may fire five pots a day, or fifteen bricks. It also produces enough heat to boil water, cook food slowly, or evaporate a pot of water in five hours, a vital part of the distillation process of Blue. A furnace is a more complex structure than a mere hearth, and as such requires specialized materials. Thirty blocks of cut stone or ninety bricks of any persuasion are necessary for the construction of a furnace, alongside a day of labor.
Smelter: The older cousin of the furnace, the smelter is truly the creation of civilized man. Mastery of metal is vitally important to our present society, and the smelter is the first step in that process. Here crushed ore may be roasted over a piping hot flame to melt the metal content in the rock into a refined slurry, where the molten metal may be extracted by pouring off. It takes sixty blocks of cut stone, and five starns of Fire-Clay or Clay to shape the interior, and a starn of sand to make a cast for the metal poured, or a developed clay cast of an additional starn of Clay.
Smithy: The final stage in the metalworking process, a smithy requires an anvil to construct, and a furnace. Here men can shape and refine metal into the forms it is needed; a fueled fire allows the heating of the metal for the process of reshaping via applied force. You're going to need a hammer if you want to work efficiently here, and branches to use as tongs or a shovel.


Creatures of the Wild

Mule-Deer: These creatures are smaller and more wily than the deer you might know from your homeland, and tire only slowly when chased. An altogether hardy breed, they can take several arrows to the body before they expire, and tend to be too cagey to ambush effectively. An excellent sense of smell and skittish nature make them a worthy quarry, and valued for their large amount of meat. Butchering an adult Mule-Deer will yield about thirty pounds of raw meat, three pounds of bones, and two decent lengths of pelt and sinew.

Gardinie Hare: Small and vermin-like, the hares of the Eras Vale and the eaves of the Endless Wood are slow and somewhat stupid, truth be told. Easy to catch if one has fast reflexes with a bow or even a primitive spear, they are pretty good eating all things considered, though their pelts really aren't worth troubling over. Generally found grazing during the cool of the day, butchering an adult Gardinie Hare will yield about four pounds of raw meat and a length of sinew.

Ash Strider: A large creature of vaguely crustacean descent, the arthropod called the Ash Strider makes its home in the Gasping Dust and the wastes surrounding the Burning Heights. Cannibalistic and fierce, the beast grows to as much as two feet tall, and scrapes out a living in lands where few other creatures can even hope to survive. Clad in a thick chitinous exoskeleton and prized for its tough but flavorful meat, butchering an adult Ash Strider will yield about three pounds of raw meat and a few chitin plates.

Ghost-Grass: The native cereal crop of the Sandhills and indeed the only known grain of the Wild Lands, ghost-grass is a pallid white color often mistaken for snow or bone, though in reality it shows more of a flaxen or blonde color upon close inspection. Often found in vast fields stretching for hectares and indeed miles in the western drier regions, travelers in these lands report harvesting the grain when in season to be quite easy, as the kernels that form at the apex of each stalk break away without any real need for labor or a tool. When freshly planted it grows at a rate unknown in the Empire, producing its first edible harvest in merely five days, but it has been seen to be quite exhausting for soil, and some men of the Society of Agronomists theorize that this soil exhaustion has contributed to the slow expansion of the Gasping Dust eastwards even since the continent was first discovered. A small plot will grow about ten bushels of grain every five days.

Bayab Tree: The most common type of fruit tree in the Wild Lands, the Bayab Tree is a tree that can be found in any temperate climate with decent soil and moderate rainfall. However it cannot survive in particularly windy area due it's rigid but thin trunk, and cannot survive in extremely humid or soggy areas. Her fruit is a dull red hue, like fire-clay, and sweet and crisp to the taste, though it tends to grow high enough up that harvesting it can be somewhat of a chore. A quick growing tree, it can reach a height of ten feet only five months after being planted, and bears fruit its first autumn of life. Commonly found around the Three Rivers, and in the Eras Vale.

Wickwillow Tree: An uncommon type of fruit tree, the Wickwillow is a low hanging thick trunked tree with root systems that burrow deep into the ground, and drooping aquamarine branches that give it its name. These trees are able to survive in most types of soil and with little water but requires large amounts of sun, making it an uncommon sight in thick forests. They bear large fruits with thick rinds that make them difficult to eat and somewhat acidic to the tongue, but the moisture these fruits hold make them a godsend to travelers sojourning in the sandy wastes they frequently inhabit. Rarely found in the Aherrad Plains and the Sandhills, they grow slowly and languidly, taking nearly two years to reach a man's height and three years to bear fruit, but the runners they send out ensure that no other trees will grow for a large radius around them.

Manymun Tree: The main inhabitant of the delta at the mouth of the Eras River, the Manymun Tree is so named for its propensity to grow in immense thick groves that can stretch for miles. This tree does not bear seeded fruits, using the small bright green fruits instead to attract pollinators for its many flowers that open in the summer. Her fruits are succulent and very woody, and a touch bitter, but fruit every few months and can be a steady food supply for any man in the immediate area of a Manymun grove. It reproduces by sending out roots for several feet, after which the roots will sprout upwards into a new small Manymun tree that will, if it grows for long enough, intertwine its own root and branch system with the original tree. Very quick growers, they can reach a man's waist in a month if watered properly, and they only grow in swampy or flooded regions.

Common Auran Sheep: A small grazing mammal covered in thick shaggy fur, the Auran Sheep is a domestic animal known the world over for its tractability and wool production. Though useless from a milking standpoint, the Auran Sheep's wool can be sheared once every week for a half-starn of wool, which is useful in many contexts. However the Auran sheep is a very timid breed, and very vulnerable to predators in the harsh northern climate. On the plus side their gestation period of only three months means their numbers can grow rapidly, with lambs reaching shearing and reproductive age within only six months. If butchered one can expect an adult animal to have about twelve pounds of raw meat, a half-starn of wool, a pound of bones, and two lengths of useful sinew.

Mountain Goat: Hardy relatives of the sheep and other ungulates, mountain goats are nimble creatures more accustomed to craggy heights than the lowland pastures in which they are stabled in modern farms. Cranky and somewhat ill-tempered, they don't produce nearly as much wool as the Auran sheep, only growing a shearable quantity every third week, but in contrast a nursing nanny can give a pot of milk a day for a month after bearing a kid. The mountain goat has a longer breeding cycle than the Auran sheep as well, only kidding every five months, and taking seven months to grow to adulthood, but they are sturdy enough to carry several starns of goods upon their backs, and being larger are also more profitable to butcher. Nearly fifteen pounds of raw meat can be cut from the bones of an adult mountain goat, as well as similar amounts of other resources to an adult sheep.

Auroch: The bovine compatriot of the common Western cow, the Auroch is an altogether more formidable beast, a vast creature currently untamed by man. Standing nearly a foot taller than a cow, and weighing two hundred pounds more, the Auroch has wicked horns and shows no fear of hunters or predators. Environmentally assessments believe the adult Auroch has no common predators outside true alpha creatures which remain unclassified. Young and calves have been found dead, but predation appears to be very light of these majestic beasts. Often found roaming the Aherrad Plains, if a man can bring down one of the creatures it can yield hundreds of pounds of meat and bone, a truly substantial haul.

The Imperial Economy

Understanding coinage is important to surviving on the frontier, because at least initially it will be all but impossible to produce all the goods you may need to survive. Selling natural resources you harvest to be traded downriver at Farholme should allow you to make a decent amount of coin, and you can use that income to purchase what you may need from the stockyards in the outpost. Don't forget to purchase the relevant permits for logging or mining out in the Wild Lands, or you may draw Imperial ire. Here follows an account of the coinages of the frontier.

Copper Knave: The smallest unit of coin, a copper knave is pegged to the bushel of grain, and is generally what you can expect to sell a bushel for.
Copper Noble: Ten copper knaves are equal to a copper noble, and a copper noble is about the equivalent of a day's wages for a semi-skilled laborer.
Silver Knave: Ten copper nobles are the equivalent of a silver knave, a more valuable unit of currency. Tools, refined metals, and other valuable implements will sell for a silver knave or two.
Silver Noble: Worth a thousand times a copper knave, a silver noble will buy a man a small hut or house, and potentially livestock or other pricey goods.
Gold Knave: Ten silver nobles in value, a gold knave is extremely valuable. Only some gemstones, the finest black-Blue, and plots of land will sell for so much money.
Gold Noble: Ten gold knaves in value, the noble is the largest denomination of currency the Empire issues, worth a hundred thousand times as much as a copper knave. This is a unit of coin you'll only encounter in the richest cities and towns.

Imperial Society

The Empire is a decently conservative place, firmly entrenched in the Faith, though forward looking in terms of the sciences and fascinated with the occult. Prostitution is frowned upon, and banned in the company town of Farholme- those found guilty of providing sexual services for pay face expulsion from company property. However, at the current size of the town, an enterprising whore could find a customer a day who might pay as much as a Copper Noble for two hours of quality companionship.

Ah, you've made it to the end. Good work. Just for convenience, I'll put another link to the website down here, because that will mostly be updated quite a bit faster than these posts. Welcome to the Vanished Wilderness...
Last edited by The GAmeTopians on Wed Apr 21, 2021 3:50 pm, edited 1 time in total.
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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Lazarian
Minister
 
Posts: 2039
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Wed Apr 21, 2021 3:56 pm

Oh you know I’m in

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New Jacobland
Diplomat
 
Posts: 521
Founded: Oct 01, 2019
Ex-Nation

Postby New Jacobland » Wed Apr 21, 2021 4:12 pm

Name: Jen Deburr
Description: In his 30s, a hardened farmer. He has a messy beard and scruffy hair, but he keeps his moustache immaculate. He is 6ft 2, and is fit. He has tan skin and dark hair.
Biography:
Skills: Blacksmith, Pastoral×2

Working on my bio.
Link here

My nation does not reflect my IRL views

If I am in a non-The Western Isles RP, ignore all factbooks not marked [FORUM].

Likes: Cricket, tennis, Australia, democracy
Dislikes: Guns, warfare, CCP, Modi, North Korea, cigarettes

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G-Tech Corporation
Khan of Spam
 
Posts: 63929
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Apr 21, 2021 4:13 pm

Fancy, very fancy.
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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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Wed Apr 21, 2021 4:20 pm

Lazarian wrote:Oh you know I’m in

Of course, of course :p you deserve attribution for a couple of those skills, after all.

New Jacobland wrote:Name: Jen Deburr
Description: In his 30s, a hardened farmer. He has a messy beard and scruffy hair, but he keeps his moustache immaculate. He is 6ft 2, and is fit. He has tan skin and dark hair.
Biography:
Skills: Blacksmith, Pastoral×2

Working on my bio.

Excellent, excellent - no rush, it'll be a few days I'm sure.

G-Tech Corporation wrote:Fancy, very fancy.

Oh so fancy. I have to try to one-up you somehow after all :p
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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Auphelia
Minister
 
Posts: 2868
Founded: Jan 05, 2017
Ex-Nation

Postby Auphelia » Wed Apr 21, 2021 4:53 pm

Ah, it's lovely to see my prostitution mechanics are still around.
6 Term Local Councillor of the South Pacific
The Grand Dame of Deliciously, Despicably Dastardly Deeds and Devilishly Deranged Doings

Condemned for Being the Baddest Old Biddy
SC #307

Kyrusia wrote:...This one. This one is clever. I like this one.

Charlia wrote:You, I like.

You're entertaining. And your signature makes me feel all warm and fuzzy on the insiiii--

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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Wed Apr 21, 2021 4:54 pm

Auphelia wrote:Ah, it's lovely to see my prostitution mechanics are still around.

I was wondering if you would notice those :p
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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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Wed Apr 21, 2021 5:58 pm

Name: Kaye Skylar Oliver
Description: The towering figure of the eldest Oliver daughter stands almost a foot higher than the average Empire woman, almost two full lengths by measure. Her eyes shine a blue as deep as the depths of the sea, shaggy hair yellow like the sand extending past her shoulders, often tied back with a piece of fabric or twine. A rather muscled frame supports her, typically only covered by the simple leather garments necessary for her work. Altogether a rather imposing figure indeed.
Image

Biography: Saving this one for my opening post. If you're looking to do the same, just TG me so I know roughly what to expect.
Skills: Miner, Prospector, Martial Prowess
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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Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Wed Apr 21, 2021 6:06 pm

Plan to settle the Aherrad Plains take 2

Name: Nakhu Olziyt
Description: Face Wearing simple civilian clothes.
Biography: Nakhu hails from the easternmost part of the Empire that resides partly in the Great Steppe. His family is one of the few farmers in the region because of the scarcity of viable farmland. Their farm is just big enough to be able to sell enough crops to support themselves and still be able to store enough of their crops for winter. Nakhu took up hunting to ensure that his family also had enough food during winter after a bad harvest forced them to ration food during one winter. Once, he felt the farm would do well without him and when the family could afford it. Nekhu left the farm to see more of the Empire and to live on his own. The first job he got was as a surveyor for a mining company that was looking to expand in his native region. He knew that land and developed a good eye for mineral deposits. When he heard of the New World and colonists being sent there. Nakhu enjoyed the idea of exploring new lands and settling in a fresh frontier. So he traveled to the New World when he was able and plans to stay.

Skills: Hunter, Prospector, Skilled Agrarian

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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Wed Apr 21, 2021 6:54 pm

Theyra wrote:Plan to settle the Aherrad Plains take 2

Name: Nakhu Olziyt
Description: Face Wearing simple civilian clothes.
Biography: Nakhu hails from the easternmost part of the Empire that resides partly in the Great Steppe. His family is one of the few farmers in the region because of the scarcity of viable farmland. Their farm is just big enough to be able to sell enough crops to support themselves and still be able to store enough of their crops for winter. Nakhu took up hunting to ensure that his family also had enough food during winter after a bad harvest forced them to ration food during one winter. Once, he felt the farm would do well without him and when the family could afford it. Nekhu left the farm to see more of the Empire and to live on his own. The first job he got was as a surveyor for a mining company that was looking to expand in his native region. He knew that land and developed a good eye for mineral deposits. When he heard of the New World and colonists being sent there. Nakhu enjoyed the idea of exploring new lands and settling in a fresh frontier. So he traveled to the New World when he was able and plans to stay.

Skills: Hunter, Prospector, Skilled Agrarian


All sounds good to me - welcome back! I'll be throwing up a sample turn just for reference, but it should all largely be as you remember it.
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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G-Tech Corporation
Khan of Spam
 
Posts: 63929
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Apr 22, 2021 9:28 am

Name: Gregor
Description: A merchant from near the borders with the Tsardom, a great bear of a hardy hardy man who has traveled through fierce country and still returned with wealth in his pocket, Gregor dresses well, in a canvas doublet and weather-beaten charcoal gray trousers, perhaps betraying a military past. His cloak is not proof against such harsh environments as this, but the thick layer of olive drab, stained from years of use, is a comforting friend in these wild environs. His close-cropped red beard is now touched with the first hints of gray, those his face is comparably fair, and betrays no signs of age beyond that of a man in his prime. His hair is normally cut so short as to be nearly invisible, if it were not the glow of a forge-fire in appearance, but has become somewhat longer and shaggy in the voyage, all set above two deep stormy emerald eyes and an open mouth prone to laughter and storytelling.
Biography: Well, that would ruin the fun
Skills: Knowledgeable Woodcutter, Inventor, Energetic
Last edited by G-Tech Corporation on Wed Apr 28, 2021 5:49 am, 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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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Thu Apr 22, 2021 9:30 am

G-Tech Corporation wrote:
Name: Gregor
Description: A merchant from near the borders with the Tsardom, a great bear of a hardy hardy man who has traveled through fierce country and still returned with wealth in his pocket, Gregor dresses well, in a canvas doublet and weather-beaten charcoal gray trousers, perhaps betraying a military past. His cloak is not proof against such harsh environments as this, but the thick layer of olive drab, stained from years of use, is a comforting friend in these wild environs. His close-cropped red beard is now touched with the first hints of gray, those his face is comparably fair, and betrays no signs of age beyond that of a man in his prime. His hair is normally cut so short as to be nearly invisible, if it were not the glow of a forge-fire in appearance, but has become somewhat longer and shaggy in the voyage, all set above two deep stormy emerald eyes and an open mouth prone to laughter and storytelling.
Biography: Well, that would ruin the fun
Skills: Silver Tongue, Inventor, Energetic

Excellent - welcome back , G. Happy to have you, as always :p
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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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Thu Apr 22, 2021 9:33 am

Thinking of making an adventurer's guild or a hunting lodge.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Thu Apr 22, 2021 9:36 am

Ralnis wrote:Thinking of making an adventurer's guild or a hunting lodge.

Whatever your heart desires, my friend - there’s certainly no shortage of either adventure or prey in the Wilds.
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.

Member of The Council of the Multiverse community. Click me to find out more!

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Thu Apr 22, 2021 10:12 am

Will there be NPCs?
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Thu Apr 22, 2021 10:21 am

Ralnis wrote:Will there be NPCs?

There will indeed - you're hardly the only folks in the region, after all.
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.

Member of The Council of the Multiverse community. Click me to find out more!

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Thu Apr 22, 2021 10:26 am

The GAmeTopians wrote:
Ralnis wrote:Will there be NPCs?

There will indeed - you're hardly the only folks in the region, after all.

Time to set up the mafia. :p
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Fri Apr 23, 2021 10:05 am

Get those apps in, folks! The Wilds await.
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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Lavan Tiri
Powerbroker
 
Posts: 9061
Founded: Feb 18, 2014
Democratic Socialists

Postby Lavan Tiri » Fri Apr 23, 2021 11:01 am

I'm here solely for opals let's go
My pronouns are they/them

Join Home of the Brave!
Big Jim P wrote:I like the way you think.

Constaniana wrote:Ah, so you were dropped on your head. This explains a lot.

Zarkenis Ultima wrote:Snarky bastard.

The Grey Wolf wrote:You sir, are a gentleman and a scholar.

Renewed Imperial Germany wrote:I'm not sure whether to laugh because thIs is the best satire I've ever seen or be very very afraid because someone actually thinks all this so.... have a cookie?

John Holland wrote: John Holland
your mom

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The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Fri Apr 23, 2021 11:07 am

Lavan Tiri wrote:I'm here solely for opals let's go

Ohi Lav. Opals... hm... Good luck! :p
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.

Member of The Council of the Multiverse community. Click me to find out more!

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Lavan Tiri
Powerbroker
 
Posts: 9061
Founded: Feb 18, 2014
Democratic Socialists

Postby Lavan Tiri » Fri Apr 23, 2021 11:14 am

The GAmeTopians wrote:
Lavan Tiri wrote:I'm here solely for opals let's go

Ohi Lav. Opals... hm... Good luck! :p


Could I create a leader/member of a kinda crazy religious/occult group that have settled in the dusts to find gems and solitude?
My pronouns are they/them

Join Home of the Brave!
Big Jim P wrote:I like the way you think.

Constaniana wrote:Ah, so you were dropped on your head. This explains a lot.

Zarkenis Ultima wrote:Snarky bastard.

The Grey Wolf wrote:You sir, are a gentleman and a scholar.

Renewed Imperial Germany wrote:I'm not sure whether to laugh because thIs is the best satire I've ever seen or be very very afraid because someone actually thinks all this so.... have a cookie?

John Holland wrote: John Holland
your mom

User avatar
The GAmeTopians
Powerbroker
 
Posts: 9807
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Fri Apr 23, 2021 11:27 am

Lavan Tiri wrote:
The GAmeTopians wrote:Ohi Lav. Opals... hm... Good luck! :p


Could I create a leader/member of a kinda crazy religious/occult group that have settled in the dusts to find gems and solitude?

Sure! Why not. You’ll have to start alone, but you can certainly recruit people to your cause...
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.

Member of The Council of the Multiverse community. Click me to find out more!

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