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A Strange World: The Ascent of Man [OOC|Open for Orgs]

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G-Tech Corporation
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Democratic Socialists

A Strange World: The Ascent of Man [OOC|Open for Orgs]

Postby G-Tech Corporation » Tue Nov 27, 2018 10:23 am

The Ascent of Man




The sun rises on a new world- a world not like that you may know. Shattered by a catastrophic impact not long after the extinction of the dinosaurs, Earth is not as it should be. This impact, a star falling to earth, changed not only the shape of the world, but also her content; this star bore strange light and strange crystals, warping and altering the planet where humanity slowly arose. Continents were broken, minds shattered, even animals and plants twisted and changed. It is a strange world, one in many ways hostile to humanity- but in the end, it is your world.

You stand forward as one of the leaders of a great city of men. It has been many centuries now since the first tribes emerged in the impact of the Cataclysm, family groups formed from scattered wanderers and survivors, and now civilization in earnest is rising from those embers. Men ply trade upon the waves of the sea, either propelled by oars and scarred backs, or the might of sails. Caravans roam savage lands, making fortunes for their owners if they are not devoured by ferocious beasts. The first priests, and god-kings, and republics lay claim to the passages of the world beyond the sight of their doorways, and bronze-armed warriors march across the hinterland.

To be a man in such times is to be given glorious potential, but also great danger. Civilization is fragile, and dark things lurk both in the hearts of men and in the wilds of the world. Will you rise to greatness alongside your kinsmen, or will you falter and be forgotten? Come, and tell the tale of the Ascent of Man.




Soo super-chill casual RP. Some basic things you might want to know about how I'm going to be running the RP.

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

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

All city-states will begin with four "resources", uncommon materials that will be tracked as vaguely important in the "region" where they live. You will be allowed to choose one of these resources, but the rest I will generate. These don't include generic materials like flint, stone, mud, trees, and so on, but keep your assumption of what is generic reasonable- copper, for instance, is a resource, not something you can just assume your city-state has.

Your civilization will need many things, foremost warm bodies to accomplish her aims and fill her homes. For ease of use, these citizens are grouped together in units of 100, who populate your city-state and her surroundings. They will need to be fed, sheltered, and defended, but they are the life-blood of your civilization. Every new city-state starts with eight hundred inhabitants. The full mechanics of this age will be explained in a following post.

So there we go! We are full up on new civilizations at present, but never fear. Still happy to have minor organizations, such as guilds and the like. Here be their application:

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





Current City-States

Hvasskyn - G-Tech Corporation
Cadmus - Novas Arcanum
Lordaeron - Kelmet
Bryron - Holy Tedalonia
Xcotl - Ralnis
Zhou - The GAmetopians
Honori - Saxony-Brandenburg
Serys - The National Dominion of Hungary
Ekwosi - Dernland
Ita - Pasong Tirad
Fastaqui - Olthenia
Feline - Indonesia
Last edited by G-Tech Corporation on Sat Dec 01, 2018 8:57 am, edited 11 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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G-Tech Corporation
P2TM RP Mentor
 
Posts: 52185
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Tue Nov 27, 2018 10:23 am

City-States


These are the fundamental political unit of civilization in the Ascent of Man. You rule one of them, including, perhaps, some other settlements. They will likely rise and fall beyond your borders as well, but that is neither here nor there. Ruled by a Government, defended by a Military, populated by Citizens, and composed of both Land and Buildings, these are what you will pay most of your attention to- rule them wisely.

Citizens
Your people who make your goods, work your land, fill the ranks of your armies, and riot when you don't feed them. Treat them well, or you will regret it. You gain one more Peasant every five turns for every five Citizens your city-state already has. The basic Citizen is a Peasant, good only for the most menial of tasks, like being conscripted into a militia or laboring at backbreaking tasks day in and day out. Most of your population will be these Peasants, with no particular specialization, but that's just fine; without the teeming masses, no civilization would have ever climbed out of the mud. There are, however, other types of Citizen you should be aware of.
Slaves: Only granted by specific government types. Slaves produce double the Labor or Resources of Laborers, but harm Cohesion and cannot be recruited into your military most of the time.
Freemen: Slowly accumulate, one-fifth of your population will be these landowners and businessmen. Very useful, because they can be turned into many types of specialized labor without any particular training. Otherwise, identical to Laborers. Every round of population, the first Citizen may become a Freeman instead of a Peasant, and every fifth thereafter (6, 11, and so on).
Scholars: The educated elite of your city, only slowly drawn apart from the regular populace, but absolutely vital to both administration and advancement. They may Innovate or Learn, either gaining Advancments via studying the knowledge of nearby civilizations, or pursuing cutting edge ideas and research.
Artisans: The skilled workers of your city-state, men and women of craft who convert resources into Wealth and Wealth into Industry for the whims of your government. These aspiring individuals will raise your walls, dredge your canals, and oversee your greatest projects.
Soldiers: Whether armed by conscription as a skirmishing militia, or bronze-clad lords of war trained from birth, Soldiers are necessary to prevent chaos and ensure what is yours remains within the confines of your city instead of in the loot-wagons of barbarians and maws of beasts. They consume double the Food of regular citizens.
Explorers: Very situationally useful individuals, sent out into the wilderness by their kinsmen to chart new horizons and, when the times call for it, settle those same horizons. They draw no support from your civilization (when exploring), but are also effectively useless outside of their assigned roles, individuals of wanderlust for which the plow and the book hold no love. Explorers may also be dispatched on Expeditions, which will discover the nearest undiscovered city-state's location. Expeditions require Wealth IV and six years to complete.

Note that if an individual settlement has over 2000 Citizens, it should combine its actions into units of 200 identical Citizens; these actions receive dramatically increased outcomes, but must not be subdivided, for ease of resolution.
One Freemen may be specialized into Explorers, Artisans, or Scholars every turn in your capital at no cost. Peasants may be turned into Soldiers at will, for a substantial cost in Wealth and a minor cost in Industry. Peasants converted to Soldiers without the requisite resources become Citizen-Soldiers, and will cost Wealth every turn until demobilized as well as fighting more poorly than professionals.
Any Specialist Citizen can be retrained back to being Freemen at any time for a small amount of Wealth.

Resources
As varied as the face of the planet which they are drawn from, Resources are broadly delineated into three categories: Food, Wealth, and Industry. Subtypes exist, such as Arcana, Advancements, and so on, but the big three are the ones most important to concern oneself with. Without Food, a civilization will starve and fall into anarchy. Without Wealth, the gears of government will grind to a halt, unable to pay workers or motivate laborers. Without Industry, cities will slowly crumble and be surpassed. All are necessary if a city-state seeks to triumph upon the field of civilization.

Food is gathered by Citizens from almost any type of Land, in various quantities. A Citizen without Food is very likely to become ill with plague or simply perish. Many buildings can improve the food production of a Citizen, and may be used in numbers equivalent to the amount of building sites they occupy.
Wealth is also produced by Artisans from Raw Resources when they are processed into various types of goods and services. Wealth is consumed by both the city-state itself and Artisans who may process it into Industry. A small amount (two Artisans) worth of Wealth may be gained without processing any specific resources, but beyond this point Artisans must process raw Resources in order to generate Wealth.
Industry is essentially the capacity of your city-state to produce material goods. That can be anything from a series of walls, to housing for her inhabitants, to weapons for her military. None of these benefits are strictly quantifiable, by and large, but you are definitely going to want them. Industry can also be made by Artisans from Raw Resources, but is categorically produced more slowly than Wealth without specialized production structures.

Advancements
Or, to put a more simple face on the idea, Technology. But also, sometimes things which are less technology and just useful, like domesticating animals for the use of your civilization. Scholars deal with Advancements, and as a rule of thumb you are better off with them than without them. Scholars develop Advancements "randomly" - that is, new Advancements. Your Scholars may at any time be devoted to studying an Advancement of a city-state you have contact with, which will take them about a generation to replicate (per 100 Scholars/Advancement), or to seek new knowledge, which gives them a chance every two years- based on how many others are also seeking new knowledge- to gain insight into a new area of your choice. On average, one-two innovations will be successful in a given turn. Advancements cannot be shared, only access barred to 'enemy' Scholars, which will cut their rate of learning in half.

Arcana
The command of the mystic arts that have been bestowed upon this world in the Cataclysm. Your people may know some mystic arts, or none at all. All draw upon some source of power which is usually not intrinsic to the practitioners, unless that power-source is their own health and life-energy. Magic can move boulders, sink ships, heal the dying, and even return to life those who passed onward. Commanding magicians and discovering Arcana can be a great boon to any city-state; Scholars may attempt to divine various types of Arcana, but even they only have a limited understanding of its working.

Governance
Any city-state, even the smallest, has passed the point where informal rule is capable of dealing with the needs of their populace. As such, some system of rule is in place, be it a humble tribal council, or even a mighty Emperor who wields absolute authority. These systems of governance can give bonuses to their civilizations, or even harm them in some ways. In order to adopt a certain type of Government one requires a certain amount of Civic points equivalent to the cost of that governmental form. Government directly effects Cohesion, which is a measure of how good your ruler is at administrating more dispersed territories, or, indeed, if the culture of your people is of sufficient strength to make people in the hinterland feel as if they are part of one whole nation instead of being interested in only their own affairs.
Government Policies:
Servitude: May designate up to one Citizen a turn as a Slave. Gain small amount of Wealth when doing so.
Agrarianism: Bonus to Food production. Malus to Industry.
Settlers: You may dispatch one Explorer for no cost in Wealth every five turns.
Traditional: Gain one free Peasant to add to your population every generation
Merchantile: Bonus to Wealth production.
Forward-Thinking: Gain one Civic every fifty years.
Militaristic: The might of your Soldiers is substantially increased
Frugal: You convert Wealth into Industry at a superior rate.
Bureaucratic: Gain extra Wealth from every Citizen.
Bloodright: Your Soldiers may raid nearby city-states to seize Wealth without engaging opposing militaries.
Naval History: Ships you construct cost less Industry.
Pastoral: Pasture-type Lands produce more food for you.

Land
Perhaps one of the most important concepts in terms of a city-state, is the land upon which she sits. Ranging from hot jungles to desolate tundra, parched deserts to snowy peaks, what a city can do will largely be determined by how she uses her land, and if she uses it wisely. Each "region" contains twenty "areas" of land, divided into the various types of land.
Types of Land:
Flatland: Good food production
Forest: Decent food production, timber
Hills: Decent food production, stone
Riverland: Excellent food production, fishing, water access
Mountainous: Poor food production, stone, may not be built upon
Urban: Poor food production, twenty sites for urban buildings | Constructed
Rural: Variable food production, twenty sites for rural buildings - can have a particular type | Constructed
Docks: Excellent food production, fishing, twenty sites for aquatic buildings | Constructed on Coast or Riverlands
Coast: Good food production
Sea: Decent food production
Desert: Poor food production, cannot be built upon

Colonization
A new minor settlement can be founded in any explored region within two regions of an existing settlement at any time, but requires at least two hundred Explorers to form the new village, a large amount of Wealth, and each added minor settlement will strain a civilization's social cohesion. Trying to establish a settlement without enough Wealth is possible, but it will carry a large risk of imminent failure and the loss of both the Wealth and the citizens.

In order for a region to be colonized, it must first be explored. While Explorers may gather resources from known lands like normal Peasants (even outside of populated regions) at no risk to themselves or cost, exploring wild unknown regions is not as easy. As such, Explorers sent out to explore the wilds should be supplied with a small amount of Wealth in order to pay the costs of their specialized equipment and provisions, or they stand a decent chance of never being heard from again.

Constructions
These are where most of the labor of your society will be spent, save that of gathering resources and food. They are of great use to your people, and should always be prioritized whenever possible in order to advance your civilization. Unless otherwise noted, all Constructions must be erected on relevant terrain. This list will be updated periodically, and may be added to by Advancements.
Urban District: Labor IV, Wealth III | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Aquatic
Rural District: Labor III, Wealth I | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Aquatic
Docks District: Labor VI, Wealth V, Industry IV | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Aquatic

Defenses
Palisade: Labor II, Wealth I | A rude defensive work of hammered logs and wood | Urban (II)
Simple Stone Wall: Labor IV, Wealth II, Industry I, 5 Stone | A simple wall of fitted and mortared cracked stone | Urban (III)
Fitted Stone Wall: Labor VI, Wealth IV, Industry III, 10 Stone, Masonry | A large wall of shaped and sealed stone | Urban (III)
Grand Wall: Labor IX, Wealth VI, Industry VI, 20 Stone, Masonry, Construction | A vast wall with simple towers, large enough many men may march abreast and sealed with metal-barred doors. | Urban (IV)
Watchposts: Labor II, Wealth I, Industry I | Some simple wooden towers with signal fires for watching for approaching enemies | Rural
Military Square: Labor III | Land set aside within the walls of a city for maneuvers in time of war | Urban (II)

Military
Barracks: Labor III, Wealth I, Industry II | A simple housing unit for guardsmen and soldiers in peacetime, reduces mobilization cost by one Wealth of a Soldier every turn | Urban
Training Grounds: Labor II | Drill fields and muster yards, allow the mobilization of one more Soldier every turn beyond the standard one | Urban (II)

Housing
Slums: Labor II | Rude barely habitable dwellings for your citizens | Poor Tier | Houses 200 Citizens | Urban or Rural
Huts: Labor III, Wealth I | The most basic of habitations that aren't literally a warren of misery | Adequate Tier | Houses 200 Citizens | Urban or Rural
Cottages: Labor V, Wealth III, Industry I, Carpentry, timber | Decently built wooden houses, comfortable living | Good Tier | Houses 200 Citizens | Urban
Houses: Labor VI, Wealth III, Industry III, Masonry, Construction, 2 Stone, 1 Timber | Sturdy stone-and-wood dwellings, positively luxurious | Excellent Tier | House 300 Citizens | Urban

Primary
Pasture: Labor III, Tame Herd Animal | A large fenced enclosure where domestic animals can roam, providing food to a city-state. +1 to Food Production of laborers here| Rural (IV)
Hunting Grounds: Labor I | A section of woodland or grassland set aside for hunting and gathering. Only two Laborers may works here, for +1 to Food Production | Rural (V)
Farm: Labor IV, Wealth I | Just your average subsistence farm. +2 to Food Production | Rural
Irrigated Farm: Labor IV, Wealth II, Farming | A slightly more productive farm. +3 to Food Production. | Requires Riverlands, or if no water access, costs Wealth III | Rural
Timber Camp: Labor II | An entire region given aside to logging, gives access to timber. Capacity V. | Forest
Clay Pits: Labor I | This section of land near a stream or river has been given aside to pulling useful clay from the soil. Capacity III. | Rural (Riverlands or Flatlands) (III)
Quarry: Labor II | An entire region given aside to extracting stone from the earth, gives access to stone. Capacity V. | Hills
Deep Quarry: Labor V, Construction | An entire complex laced with hollows and delvings, producing much stone for your people. +1 to Stone Production for laborers. | Rural (Hills) (V)
Scrape Mine: Labor IV, Wealth I, Industry I | What it says on the tin, labors to gain a mineral resource. Standard mineral extraction rate. | Rural (Hills) (II)
Pit Mine: Labor IV, Wealth II, Industry II, Mining | A better version of the scrape mine, cut down into the earth. +1 Mineral Extraction Rate | Rural (Hills) (III)
Forestry or Orchard: Labor III, Forestry | Husbanding the trees and their bounty, this produces resources based on the type of tree. +1 Resource Extraction Rate | Rural (Forest) (V)

Maritime
Fishing Docks: Labor III, Wealth I, Industry II, Fishing | Small boats put out to gain a banquet of silvery fish here. +2 Food Production | Docks (III)
Shipwright: Labor III, Wealth III, Industry II, Shipmaking | Here your people turn timber into seaworthy vessels, necessary for the construction of civilian and military ships | Docks (V)
Drydock: Labor IV, Wealth III, Industry III, Shipmaking II | The next step in making useful naval ships, the Drydock can turn out vessels both more quickly and more cheaply than a Shipwright | Docks (III)
Wharf: Labor V, Wealth I, Industry II, Shipmaking, Construction | Here ships ply their trade, transporting goods far and wide, bearing the troops and gold of civilization | +1 Conversion Cap to all Seaborne Trade, +2 Wealth to owner if trading, +1 Wealth to up to one trade partner | Docks (III)

Civic
Scriptorum: Labor III, Wealth IV, Industry II, Writing | Learned men train pupils here, young and old | Allows the conversion of one Peasant into a Freemen every five turns | Urban (IV)
Clinic: Labor II, Wealth III, Medicine | Learned Scholars may labor here to treat the ill of the city, and learn more of the diseases which afflict your people. One bonus to Medical Innovation. | Urban (II)
Hospice: Labor III, Wealth I, Medical Care | The ill and dying may be eased from their last days here. Helps prevent Cohesion loss from war or plague. | Urban
Monument: Labor III, Wealth III, Hieroglyphics or Writing | This grand structure reminds the people of their ancestry and values. Gain one Civic Point. May only be built once in the capitol | Urban

Industrial
Potter's: Labor II, Wealth I, Pottery | All men have need of pots for the storage of goods and food. 1 Clay may be converted to Wealth II here. | Urban
Stonecutter's: Labor III, Wealth I, Masonry | Cutting bricks, shaping stone, these are simple crafts but necessary for men. 1 Stone may be converted to Wealth I here. | Urban
Forge: Labor II, Wealth II, Industry III, Smelting | Laborers coated in soot work the furnaces, turning ore to useful metals for working. 1 Ore per Laborer may be converted into Wealth II-III here, depending on the ore. | Urban (II)
Bloomery: Labor III, Wealth II, Industry III, Smelting II | The clever inventions of bellows and chimney process even more ore than the humble Forge. 2 Ore per Laborer may be converted for Wealth II-II here (each), depending on the ore. Required to process Hematite into Iron. | Urban (III)
Smithy: Labor III, Wealth III, Industry IV, Smithing (any) | Here men of craft labor long and hard, turning metals into implements, weapons, and other things of cunning. Wealth I may be converted into Industry II here, per laborer. | Urban (IV)
Water Mill: Labor V, Wealth V, Industry II, Carpentry II, Wheel | This machine, placed on a stream or other body of flowing water, cuts timber and logs into useful boards and planks. Allows for the conversion of Timber into Wealth at a 1:1 ratio. | Urban (III) / Rural (Riverlands) (III)

Commercial
Jeweler's: Labor II, Wealth II, Jewelry | Even working with semi-precious stones and goods, all folk enjoy glittering things. One Laborer may convert a Gemstone into Wealth III-IV, depending on the Gemstone. | Urban (II)
Weaver's: Labor II, Wealth I, Weaving | Clothing, and cloth, are some of the easiest to produce but most lucrative of good. Necessary for sails. One Laborer may convert a Fiber into Wealth III or a Sail. | Urban
Weavery: Labor III, Wealth I, Industry I, Weaving II | Finely created garments and the sailcloth of great ships are of great value. Laborers may convert two Fiber into Wealth VI or two Sails. Capacity II. | Urban (II)

Infrastructure
Path Network: Labor IV, Wheel | By transferring goods along a network of beaten paths via cart and wain, the prosperity of a region is improved. Increases land trade range of a city notably. One resource per turn may be harvested in an adjacent region. | No land cost
Road Network: Labor VI, Wheel, Construction, stone | Placed and faced stones allow roads to be traversed in even the most tenuous of weather, and facilitate travel greatly. Two resources per turn may be harvested in adjacent regions. | No land cost


Copper Armor: Wealth II, Industry I, Copper
Copper Weapons: " "
Iron Armor: Wealth III, Industry II, Smithing, Iron
Iron Weapons: Wealth IV, Industry I, Smithing, Iron
Bronze Armor: Wealth III, Industry I, Smithing, Tin and Copper
Bronze Weapons: Wealth IV, Industry II, Smithing, Tin and Copper

Simple Siege Ladders: Wealth I, Industry II

Galley: Wealth II, Industry II, Fishing Docks, 2 Timber, 4 Years
Bireme: Wealth III, Industry IV, Shipwright, 5 Timber, Shipmaking, Sail, 4 Years
Trireme: Wealth V, Industry V, Drydock, Sail, 7 Timber, 6 Years


Domestic Crops
These are listed on a per-region basis, and may be transplanted. Having the same biome helps. It is expensive in terms of wealth to try to establish a crop type in a new region, but ultimately worthwhile if successful. The more types of Domestic Crops your people possess, the more potential sources of food and wealth they have access to- each Crop also provides flat food production to a region, perhaps most importantly.
Last edited by G-Tech Corporation on Fri Dec 14, 2018 1:10 pm, edited 27 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
G-Tech Corporation
P2TM RP Mentor
 
Posts: 52185
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Tue Nov 27, 2018 10:23 am

Account of City-States


Cadmus
A large city-state sited along the coast of the Western Ocean, Cadmus is a place of great monumental architecture and enlightenment but considerable poverty. Ruled wisely, and noted for its fertile hillside farms on the cliffs above the white marble that is emblematic of its city-scape, Cadmus was nonetheless troubled in her ascent from a tribe by not only drastic overpopulation and the strife that went with that age of disorder, but was struck by an immense storm and tidal wave merely a generation ago, a disaster from which she has been slow to recover.
To the south and south-east of Cadmus lies a small settlement of her folk.
Cadmus | Population: 1000 Citizens - 700 Peasants, 100 Soldiers, 100 Scholars, 100 Artisans | Military: Militia | Public Order: Grumbling | Resources: Wheat, Blackshells, Fish, Marble | Land: 5 Hills, 5 Coast, 10 Flatland | Urban District (Hills) [15/20][4 Huts, 1 Slums, 1 Training Ground, 1 Temple of Itempas (Healing), Circle of Arcane (Magic, Geolocus Travel)], Rural District (Flatland) [7/20][1 Hunting, 2 Farms], Quarry
Unnamed Village | Population: 200 Citizens | Resources: Greatshells, Seabirds, Blackstone, Grapes | Land: 5 Coast, 5 Forest, 10 Flatland | Rural District (Flatland) [1/20][1 Slums]
Arcana: Geolocus Travel, Ley Sight, Geolocus Strengthening
Advancements: Construction, Farming, Fishing, Masonry
Domestic Crops: Wheat, Apples

Xcotl
A small city-state inland along a river in flat plains, Xcotl is ruled by a magocracy who dabble in Necromancy. Though not builded high in stone or wood, the people of the Xcotl are rich in knowledge and valor, having turned back an incursion of desert demons with blood and bronze and thus earned her right to exist.
Xcotl | Population: 700 Citizens - 100 Soldiers, 100 Scholars, 100 Explorers, 400 Peasants | Military: Conscripts | Public Order: Exemplary | Resources: Great Wolves, Native Copper, Oak Trees, Gold | Land: 5 Riverland, 10 Flatlands, 5 Forest | Urban District (Flatland)[4/20][3 Huts, 1 Slums], Rural District (Riverland)[4/20][Pasture (Ant Hounds)]
Arcana: Mystic Control, Raise Dead, Speak to Dead
Advancements: Taming, Writing, Tame Ant-Hounds, Coppersmithing
Domestic Crops: Maize, Apples

Hvasskyn
A boisterous city-state located on a large watercourse near the Western Ocean, the Hvasskyn city of Kharbarinth is notable for its extensive stone construction, and many outlying settlements. The settlement of Steelsworn lays northeast of east, Rivermouth lies west, and Brightcliff lays north of north of north.
Kharbarinth | Population: 3000 Citizens - 200 Soldiers, 300 Scholars, 100 Explorers, 200 Artisans, 200 Freemen, 2000 Peasants | Military: Tribal Warriors | Public Order: Good | Resources: Copper, Salt, Medicinal Herbs, Cattle | Land: 10 Riverland, 5 Forest, 5 Hills | Urban District (Riverland)[15/20][10 Cottages, Simple Stone Wall, Clinic], Urban District (Riverland)[16/20][Simple Stone Wall, Sunhold (Fortress), Bloomery, Forge, Smithy, Weaver's, Mosaic of Time], Rural District (Riverland)[12/20][3 Huts, 2 Slums, Pasture (Cattle), 2 Irrigated Farms, 1 Farm], Rural District (Hills)[7/20][Deep Quarry, Scrape Mine (Native Copper)], Docks District (Riverland)[8/20][1 Shipwright, 1 Wharf], Timber Camp
Steelsworn | 500 Citizens - 100 Artisans, 400 Peasants | Housing: Decent | Resources: Meteoric Iron, Cotton, Wheat | Land: 5 Hills, 5 Riverland, 5 Forest, 5 Flatland | Rural District (Hills)[6/20][3 Huts, Weaver's, Scrape Mine (Meteoric Iron)]
Rivermouth | 500 Citizens - 100 Freemen, 400 Peasants | Resources: Silver Fish, Amber, Rice | Land: 5 Coast, 10 Riverland, 5 Forest | Rural District (Riverland)[4/20][2 Huts, 1 Slums, 1 Farm]
Brightcliff | 500 Citizens - 100 Artisans, 400 Peasants | Resources: Bloodsilver, Shimmerstone, Chickens | Land: 5 Coast, 5 Hills, 5 Flatland, 5 Forest | Rural District (Hills)[6/20][3 Huts, 1 Scrape Mine (Shimmerstone)]
Arcana: Rune of Wellness. Rune of Preservation. Rune of Strength. Healing Hands. Tempered Chronos.
Advancements: Tame Cattle, Medicine, Smithing, Smelting II, Mining, Bronzework, Farming, Shipbuilding II, Taming, Weaving II, Carpentry, Wheel
Domestic Crops: Wheat, Cotton, Rice, Saltrice, Melons, Crystal Trees

Republic of Saladonia
A somewhat tiny city state located at the confluence of many rivers in a wide and fertile plain. Mud-daub buildings in their numbers stand here and there in great clusters, and the population is divided several equally divided settlements that all send representatives to the capital to govern. The capital is defended by a stout wooden palisade, but some districts are still marked by the fire of a riots that swept the city after a great plague.
Saladonia | 300 Citizens - 100 Scholars, 100 Artisans, 100 Peasants | Military: Conscripts | Public Order: Decent | Resources: Hematite, Barley, Glow Trees, Sheep | Land: 10 Flatland, 10 Riverland | Urban District (Flatland) [6/20][Palisade, 2 Huts, Training Grounds]
NW Settlement | 100 Citizens - 100 Freemen | Resources: Wheat, Marble, Horned-Horses | Land: 5 Riverland, 10 Flatland, 5 Hills | Rural District (Flatland) [5/20][1 Huts, Farm, Pasture (Sheep)]
NE Settlement | 200 Citizens - 200 Peasants | Resources: Apple Trees, Giant Salamander, Flying Lizards | Lands: 5 Riverland, 10 Flatland, 5 Forest | Rural District (Flatland) [1/20][Slums]
Arcana: Rune of Illumination. Rune Control. Rune of Fire.
Advancements: Tame Sheep, Hieroglyphics
Domestic Crops: None

Lordaeron
A boisterous city state located at the apex of a warm and welcoming peninsula in the Western Ocean. Mud-daub huts poke out from behind walls of cracked stone fitted into place in a rough defense, clustered on hills away from the waters of the sea. A smaller settlement nestles in the mountains to the north, watching the entrance to the penninsula carefully.
Lordaeron | 900 Citizens - 100 Scholars, 100 Artisans, 100 Freemen, 100 Explorers, 500 Peasants | Military: Tribal Warriors | Public Order: Average | Resources: Coconuts, Hematite, Armor-Whales, Fish | Land: 5 Coast, 5 Flatland, 5 Forest, 5 Hills | Urban District (Hills) [11/20][Simple Stone Wall, 5 Huts, Bloomery]
Northern Settlement | 500 Citizens - 100 Artisans, 400 Peasants | Resources: Aromatic Pines, Sheep, Haleroot | Land: 10 Mountains, 5 Hills, 5 Coast | Rural District (Hills) [7/20][3 Huts, Pasture]
Arcana: Healing Light, Sunflare
Advancements: Writing, Smelting II, Cast Iron
Domestic Crops: Barley, Winter Wheat

The Honori
A large city state within the fertile vale of a desert river, the people of the Honori feast well on many domestic crops and erect obelisks to their gods and ancestors in their village of wood and mud-brick. Their village is defended by a stout wooden palisade, which bears the signs of fire which are almost faded.
Main Settlement | 1600 Citizens - 200 Scholars, 200 Artisans, 200 Freemen, 100 Explorers, 900 Peasants | Military: Tribal Warriors | Public Order: Excellent | Resources: Agave, Maize, Fire Snakes, Sand Striders | Land: 10 Riverland, 10 Desert | Urban District (Riverland) [12/20][Palisade, 8 Huts, Obelisk of Healing, Obelisk of Growth], Rural District (Riverlands) [2/20][2 Irrigated Farms]
Arcana: Geolocus of Healing. Geolocus of Strength. Geolocus of Sight. Geolocus of Growth.
Advancements: Farming, Writing
Domestic Crops: Agave, Maize, Wheat

Zhou
A large city state that stands upon a large rivermouth in the frozen north, the Zhou live in sturdy wood huts protected by a low palisade along the banks of the river. They are notable for the rogue mages who live in their midst, thoughtfully given homes in a time of turmoil.
Zhou Settlement | 1200 Citizens - 100 Scholars, 200 Artisans, 100 Freemen, 800 Peasants | Military: Tribal Warriors | Public Order: Excellent | Resources: Pine, Elk, Oysters, Dye-Snails | Land: 10 Riverland, 5 Coast, 5 Forest | Urban District (Riverland) [10/20][Palisade, 3 Huts, 3 Slums, Forge], Timber Camp
Arcana: Geolocus of Energy. Geolocus of Resurrection. Geolocus Travel. Dao of Resilience. Dao of Structure. Dao of Regeneration.
Advancements: Smelting, Medical Care
Domestic Crops: Winter Wheat

Serys
A large city state sited on a fertile river surrounded by plains and distant mountains, the people of Serrith possess a nation scarred by turmoil but unbowed. Wealthy and well-traveled, it is unfenced and guarded only by household warriors, but its prosperity has not been challenged in centuries so there is little need for concern. Nearby settlements along the coasts and in the mountains supply the main city.
Serrith | 700 Citizens - 100 Scholars, 100 Artisans, 100 Freemen, 400 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Sweet Plums, Pine Trees, Silverfish, Sheep | Land: 10 Riverland, 5 Flatland, 5 Forest | Urban District (Flatland) [8/20][6 Huts, Potter's, Stonecutter's], Quarry
Sorncost | 300 Citizens - 300 Peasants | Resources: Cattle, Barley, Blackberries | Land: 10 Flatland, 10 Coast | Rural District (Flatland) [5/20][2 Huts, Clay Pits]
Sarfuth | 200 Citizens - 100 Artisans, 100 Peasants | Resources: Gold, Snowberries, Giant Firs | Land: 10 Mountains, 5 Hills, 5 Forest
Advancements: Masonry, Pottery, Hieroglyphics | Rural District (Forest) [1/20][1 Huts]
Domestic Crops: Barley, Sweetplums

Ita
A moderately sized city-state nestled in a mountain vale, the people of Ita are notable for their hard-nosed optimism despite frequent military encounters with less than friendly neighbors. As such, the city is defended by a wall of cracked stone.
Ita | 800 Citizens - 100 Scholars, 100 Artisans, 100 Explorers, 500 Peasants | Military: Militia | Public Order: Decent | Resources: Silver, Lead, Goats, Redwoods | Land: 5 Mountain, 10 Hills, 5 Riverland | Urban District (Hills) [11/20][Simple Stone Wall, 3 Huts, 1 Slums, Training Grounds, Stonecutter's, Jeweler's], Quarry
Advancements: Jewelry, Archery, Masonry
Domestic Crops: None

Fastaqui
A relatively large city-state founded in a marshland delta by a sea, the folk of Fastaqui live in stilt-houses near fertile farm fields, subsiding on the bounty of amber washes upon in their delta from the endless ocean.
Fastaqui | 1100 Citizens - 100 Scholars, 200 Artisans, 100 Explorers, 100 Soldiers, 600 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Amber, Quinoa, Copper, Granite | Land: 10 Riverland, 5 Coastal, 5 Hills | Urban District (Riverlands) [7/20][4 Huts, 2 Slums, Stonecutter's], Rural District (Hills) [2/20][Scrape Mine (Copper)], Quarry
Advancements: Mining, Masonry, Fishing
Domestic Crops: Quinoa

Ekwosi
Denizens of a land of rolling plains, the city-state of Ekwosi is notable for its horses, which are the pride of her people. Though in truth beasts that tire swiftly, their ability to cover ground is formidable when mounted, and this has led to substantial prosperity for the simple people of the Ekwosi and their city state. Though their tribal warriors fight much as their ancestors always did, the nature of the horse lends them much strength over smaller tribes.
Ekwosi | 900 Citizens - 100 Scholars, 100 Artisans, 100 Soldiers, 600 Peasants | Military: Tribal Warriors | Public Order: Good
| Resources: Horses, Apple Trees, Wheat, Goats | Land: 5 Riverland, 10 Flatland, 5 Forest | Rural District (Flatland) [14/20][10 Huts, Pasture (Horses)]
Advancements: Tame Horses, Horseback Riding
Domestic Crops: None

Feline
Folk of the sweltering jungle, their city hewn from the immense acreages of vast trees, the Feline folk live simply but well, venerating the Gods and secure in their stout wooden palisade. Renowned for their staid approach to both the natural and supernatural, if perhaps less so for their warriors, the Feline live in isolation but still relative poverty.
Feline | 800 Citizens - 200 Scholars, 100 Artisans, 500 Peasants | Military: Tribal Warriors | Public Order: Decent | Resources: Spices, Tin, Breadfruit, Maize | Land: 5 Flatland, 5 Hills, 10 Forest | Urban District (Flatland) [10/20][Palisade, 3 Huts, 1 Slums, Scriptorum], Rural District (Hills) [4/20][2 Farms, Scrape Mine (Tin)]
Advancements: Farming, Mining, Writing
Domestic Crops: Breadfruit, Maize




Non-Player City-States


The Wastelanders
Denizens of the frozen north, east and in the cold tundra farther than even the Zhou live, the Wastelanders worship a god of ice and snow and raid down into the fertile lands of the Zhou, Fergal, and Xcotl upon occasion. Those few traders who venture to their wild encampment say the wild warriors are few in number and live in primitive hide tents, but their keen bronze arms and militant nature have made them a worthy foe for any they come against despite their relative lack of civilization.

Fergdal
Soft lowland riverfolk, living in a large city upon the banks of the large river that flows north from the places of Xcotl to end in the Western Ocean near the Zhou. The bountiful riches of the Fergdal are known far and wide, their gemcutters clever and their works much valued, defended by a thick stone wall from the worse of the Wastelander raids and those who might covet their riches. These walls, though, are said to be much of the protection of the city, and their guards relatively poorly trained.

Aslani Kingdom
The jewel in the desert, the Aslani Kingdom, sits in the farthest southlands of the known world. Rich in knowledge and learning, the sandstone and brick houses of her people sprawl in vast swathes about the crocodile infested Asl River, the city-state overseen by their Star-Reader, the one who interprets the will of the divine from atop his tall pyramid of fired bricks. Their legions are numerous, and though poorly equipped, ferociously led.

Shoval
A growing state not far afield from the lands of Cadmus, the Shoval are the outcasts and renegades of that city, united by little save their hatred of the elites who drove them with spear and sword away from the lands of their birth when they clamored for equality and opportunity. Behind their thick wooden walls they bide their time, often launching raids against the coast-dwellers from their fastness, sustained by vast herds of gazelles and acres of wild wheat. Their skirmishers are widely respected for their skill, and occasionally hired out as merchant guards traveling towards the Zhou and Fergdal lands.

Gergan
A small settlement of trappers, tanners, and jewlers, Gergan, or the Palinate as her folk prefer to call her, is a thriving but labor-poor city. Notable for the slaves that walk her streets, forced there by strict laws about class and wealth, Gergan lies north around the Spine Mountains from the Serin lands, and is protected by a sturdy wooden palisade. Her military is small but remarkably professional, and supplemented by slave-soldiers give the chance to win their freedom in the fires of war. They trade in many opulent goods, particularly northern emeralds, and are known for their Gem-Sorcerers.

Maelon
An isolated settlement, high in what they call the Mother Mountains, the Maelon are a hardy but suspicious folk, slow to trust and primitive, but doughty. Their homes are hewn from the mountainside, and though they are not many in number, their skill with stonework and masonry far surpasses that of most lowlanders. Located many leagues from their only trade partners, the Serin people in the far east, their graven goods of wood and rock are much in demand, and their warriors look down on intermittent trading caravans with hard eyes- but, so far, the gates of the mountain fastness have always remained open, under the Great Spirit.
Last edited by G-Tech Corporation on Thu Nov 29, 2018 3:40 pm, edited 8 times in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Danceria
Powerbroker
 
Posts: 9309
Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Tue Nov 27, 2018 10:27 am

I finall, finally, finally, finally got to be in one of your motherfucking RPs...

FINALLY
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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G-Tech Corporation
P2TM RP Mentor
 
Posts: 52185
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Tue Nov 27, 2018 10:30 am

Danceria wrote:I finall, finally, finally, finally got to be in one of your motherfucking RPs...

FINALLY


Oi, welcome. I'll kick you over a TG application, if you want one.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Khasinkonia
Negotiator
 
Posts: 5050
Founded: Feb 02, 2015
Inoffensive Centrist Democracy

Postby Khasinkonia » Tue Nov 27, 2018 10:40 am

Hi there, I’m tentatively considering joining as a city-state. If I might ask, is there any post length you’re looking for in particular? I’m just gauging to make sure I’ll be able to keep up before I make any commitments.
At home I’m a “flag-burning liberal,” at school I’m a moderate, and abroad I’m center-right.
MtF Episcopalian, and yes, those two indeed coexist.

Empty promises and blind faith
Many a dictatorship make

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G-Tech Corporation
P2TM RP Mentor
 
Posts: 52185
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Tue Nov 27, 2018 10:43 am

Khasinkonia wrote:Hi there, I’m tentatively considering joining as a city-state. If I might ask, is there any post length you’re looking for in particular? I’m just gauging to make sure I’ll be able to keep up before I make any commitments.


A few paragraphs is about it- I'm not looking for pages, but I would like more characterization than a single line or two.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Novas Arcanum
Minister
 
Posts: 2116
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Tue Nov 27, 2018 10:46 am

Cadmus reporting.

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Khasinkonia
Negotiator
 
Posts: 5050
Founded: Feb 02, 2015
Inoffensive Centrist Democracy

Postby Khasinkonia » Tue Nov 27, 2018 10:57 am

G-Tech Corporation wrote:
Khasinkonia wrote:Hi there, I’m tentatively considering joining as a city-state. If I might ask, is there any post length you’re looking for in particular? I’m just gauging to make sure I’ll be able to keep up before I make any commitments.


A few paragraphs is about it- I'm not looking for pages, but I would like more characterization than a single line or two.

An, that’s what I was thinking. Certainly doable.
That said, could I see the city-state app?
Last edited by Khasinkonia on Tue Nov 27, 2018 11:00 am, edited 1 time in total.
At home I’m a “flag-burning liberal,” at school I’m a moderate, and abroad I’m center-right.
MtF Episcopalian, and yes, those two indeed coexist.

Empty promises and blind faith
Many a dictatorship make

User avatar
Olthenia
Minister
 
Posts: 2541
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue Nov 27, 2018 11:52 am

Tag!

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Revlona
Senator
 
Posts: 4833
Founded: Jan 23, 2017
Father Knows Best State

Postby Revlona » Tue Nov 27, 2018 12:24 pm

City state me


PLEASE
OP of many RPs, too lazy to link them all

Pro Trump Conservative

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 21592
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Tue Nov 27, 2018 1:11 pm

Xcotl reporting
I'm a damn fool, asking me anything is like asking a brick wall the meaning of life. I don't know anything and will never know anything for that is my meaning on this Earth.

User avatar
Dernland
Ambassador
 
Posts: 1708
Founded: Jul 15, 2014
Psychotic Dictatorship

Postby Dernland » Tue Nov 27, 2018 1:16 pm

Tagging for future use.
I am a Mormon

I have no wives
I love jello


I don't hate homosexuals
Potatoes are a staple of my diet, but only because my family's Irish


I'm not rich.


TG me any more stereotypes and I'll see if they fit.

User avatar
Dahyan
Envoy
 
Posts: 250
Founded: Nov 10, 2018
Authoritarian Democracy

Postby Dahyan » Tue Nov 27, 2018 2:05 pm

Very fascinating RP concept. Count me in!
The Islamic People's Republic of Dahyan
An Southern Arab republic based on the principles of Zaydi Islam and Marxism-Leninism, based on an ideal merger of Cold War era North and South Yemen.
Member of the Committee for Proletarian Morality

More about the Zaydi Islamic school of thought: https://imgur.com/a/I3Vy5RD
http://zaydiya.blogspot.com/2009/10/zai ... idism.html

Zaydi Muslim and Marxist-Leninist from Belgium. This user also controls Alsheb
News from the Yemeni revolutionary struggle against Saudi-led invasion: https://uprising.today/

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Novas Arcanum
Minister
 
Posts: 2116
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Tue Nov 27, 2018 2:58 pm

:eek: We can start the game now!

User avatar
Olthenia
Minister
 
Posts: 2541
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue Nov 27, 2018 2:59 pm

Jiminy Cricket, those city-state slots are filling up fast!

User avatar
G-Tech Corporation
P2TM RP Mentor
 
Posts: 52185
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Tue Nov 27, 2018 3:19 pm

Olthenia wrote:Jiminy Cricket, those city-state slots are filling up fast!


Das gut, das gut.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Novas Arcanum
Minister
 
Posts: 2116
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Tue Nov 27, 2018 3:48 pm

Seems a bit unfair how I was struck with a tidal wave and immense storm

User avatar
Novas Arcanum
Minister
 
Posts: 2116
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Tue Nov 27, 2018 3:56 pm

Just count me disinterested.

User avatar
G-Tech Corporation
P2TM RP Mentor
 
Posts: 52185
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Tue Nov 27, 2018 3:56 pm

Novas Arcanum wrote:Seems a bit unfair how I was struck with a tidal wave and immense storm


That had nothing to do with you I'm afraid, and everything to do with the actions of... someone else.

Kinda like how you had the option to shunt off the malcontents on someone else. Another person in the RP chose the naughty part of the Prisoner's Dilemma.
Last edited by G-Tech Corporation on Tue Nov 27, 2018 4:02 pm, edited 1 time in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 21592
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Tue Nov 27, 2018 4:20 pm

So what's the difference between militia, conscripts, and tribal warriors in the mechanics?
I'm a damn fool, asking me anything is like asking a brick wall the meaning of life. I don't know anything and will never know anything for that is my meaning on this Earth.

User avatar
G-Tech Corporation
P2TM RP Mentor
 
Posts: 52185
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Tue Nov 27, 2018 4:21 pm

Ralnis wrote:So what's the difference between militia, conscripts, and tribal warriors in the mechanics?


Conscripts are rubbish, militia are pretty trash, tribal warriors are super trash :p
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
Saxony-Brandenburg
Diplomat
 
Posts: 927
Founded: Mar 07, 2016
Civil Rights Lovefest

Postby Saxony-Brandenburg » Tue Nov 27, 2018 4:29 pm

tag

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Ralnis
Postmaster of the Fleet
 
Posts: 21592
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby Ralnis » Tue Nov 27, 2018 4:33 pm

G-Tech Corporation wrote:
Ralnis wrote:So what's the difference between militia, conscripts, and tribal warriors in the mechanics?


Conscripts are rubbish, militia are pretty trash, tribal warriors are super trash :p

Well, despite my wealth being poor, my public order and culture is strong enough to do administration and try to make good industry.
I'm a damn fool, asking me anything is like asking a brick wall the meaning of life. I don't know anything and will never know anything for that is my meaning on this Earth.

User avatar
G-Tech Corporation
P2TM RP Mentor
 
Posts: 52185
Founded: Feb 03, 2010
Democratic Socialists

Postby G-Tech Corporation » Tue Nov 27, 2018 4:35 pm

Ralnis wrote:
G-Tech Corporation wrote:
Conscripts are rubbish, militia are pretty trash, tribal warriors are super trash :p

Well, despite my wealth being poor, my public order and culture is strong enough to do administration and try to make good industry.


Yep. If memory serves, you've actually got the best military.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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