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A Different World: The Noble Cities [OOC|Open]

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

A Different World: The Noble Cities [OOC|Open]

Postby G-Tech Corporation » Fri Jan 08, 2021 7:51 am

The Noble Cities


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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 eldritch 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 different 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. Men declaim poetry, and gaze at the stars, wielding magicks both powerful and dangerous.

To be a leader in such times is to be given glorious potential, but also enormous responsibility. 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 Noble Cities.



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A lovely little RPG, welcome all.

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.

New city-states will begin with four "local 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 four hundred inhabitants. The full mechanics of this age will be explained in a following post.

So there we go! I have room for eleven city-states at present, potentially more. Feel free to slap down an application if this interests you, or just an interest post to follow things.

Code: Select all
[b]City State Application[/b]
[b]Name:[/b]
[b]Leader:[/b]
[b]Short History:[/b]
[b]Starting Location:[/b]
[b]Advantage:[/b]





The City-States

The Deepkin: A confederation in the plains, possessing a straddle on the Great, White, and Black Rivers. Currently has two settlements, and a small but elite military, as well as a decent artisan foundation.
Warclyfe: A society of worshippers of lightning on a tropical island, with a small but prosperous homeland and a recently established outpost, as well as an advanced navy. The Warclyfe have an acrimonious relationship with the Aun'kal.
The Aun'kal: Men who inhabit the tropical island east of Warclyfe, they share their native soil with the new Warclyfe colony. Numerous, though not particularly advanced.
The Sons of Corvus: Hunters and gatherers near the Spine of the World, the Sons of Corvus have a kindred relationship with wolves, and a powerful mastery of bronze. Though their army is not particularly large, it is well equipped, and they enjoy good relations with their neighbors, the Khortuun.
The Saladonians: Northern riverfolk, recently settled and so with a nascent city, the Saladonians are a small but wealthy people. They ride the rivers much like their horses, traveling far and wide, and in possession of a formalized system of governance which is rare.
The Aederfolk: Southern people who live between the mountains and the desert on a great river, they boast wide ranging knowledge of the nearby lands, and a small mining settlement in the southern end of the Spine of the World. They are one of the few tribes to have begun ironworking, and though social tensions are currently high between the two cities, they have not yet flared in problematic ways.
Khortuun: Curious folk which inhabit a great rift valley in the desert, their matriarchal society values agriculture highly, and they are unique amidst most tribes in that most of their homes are built into the valley walls of their canyon home. Their warriors are many, and restive, though lightly shod.
The Manisaharu: People of the far north who make their homes within the very Spine itself, the Manisaharu name translates to the "People under the Walls of Heaven", a grand name for a folk of herders and hunters in the mountain valleys. They are few in numbers, but cunning in their environment.
The Machaka: Northern woodland dwellers, the Machaka are comparably primitive, but numerous. They live along a black cold river, and worship giant spiders who live in the nearby forest.
The Hesukar: Bloodthirsty sackers and slaughterers, the Hesukar are a northern tribal band only recently settled, blood-magicians who worship malevolent deities named the Black Kings through acts of battle and butchery. Their military is mighty, and empowered by dark forces, but their numbers are few and their technology primitive.
The Republic of the Riverlands: Enlightened agrarians who dwell at the mouth of a river which flows into the Sunset Sea, the Riverlanders have known much adversity in their time, and are only recently recovering from the societal flux that entailed their transition away from traditional methods of governance. Some of the finest artisans and builders in the known world, their prosperity is great, but their military might lacking.
The Pennenthelli: Masters of their servant, copper, the Pennenthelli live on a mighty east-flowing river not far from the sea. They are middling in many respects, namely military might and population size, but possess few weaknesses.
The Nirari: Former migratory nomads, the Nirari ride brilliant white unicorns and wield singing bows. Though still wild and lacking many civilized arts, their mounted warriors are not to be despised, and they are advancing rapidly to catch up with the world at large.
The Huanca: Dwellers upon the shadow of the Barrier Mountains, the Huanca terraced farms decorate the jungle hills which are their homes in many colors, a people loose in governmental coordination but numerous and proud. They wear sophisticated clothing and worship at great totem poles of their ancestors.
The Huang: Children of the Jade River, not far from the Huanca, the Huang are a people on the shore of the sea who put much stock in filial piety and are now distributed between two settlements, Zhai Cheng on the shores of the Gem Sea, and Zhongdu near at hand to the Huanca. Though troubled by societal upheaval, their numbers and mastery of iron see them well placed for the future.
The Eleskar: The mages of the Eleskar have a curious power - to summon food from the forces of nature about them. Though not very numerous, this ability has led them to create a fair city in the northern woodlands, about the springs of a great river. They know little of the world about them, and are poorly armed, but possess a flourishing civilization.


Players
Kharbarinth | G-Tech Corporation
Warclyfe | Ralnis
Corvan | Lazarian
Varra | Holy Tedalonia
Dol Aelyd | Elerian
Sorrowfree | Olthenia
Hesukar | Prusslandia
The Republic of the Great River | The GAmetopians
Penithel | The National Dominion of Hungary
Daru | Nuxipal
Zhai Cheng | Novas Arcanum
Eleskar | Pragia
The Machaka | The Empire of Tau
Last edited by G-Tech Corporation on Mon Apr 19, 2021 8:39 am, edited 10 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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

Postby G-Tech Corporation » Fri Jan 08, 2021 7:51 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. Non-Soldier citizens may be forced to migrate to another settlement, at the cost of five Stability.

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. Unhoused Citizens cost 2 Stability every two years.
Peasants: The most fundamental unit of any civilization, subsistence agrarians with little education or ambitions. They produce but a single Labor, and may not work Urban Districts.
Slaves: Only granted by specific government types, or events. Slaves produce two Labor, essentially always counting as doing Forced Labor, but hurt Stability, and may not be recruited into most militaries.
Freemen: Slightly educated and upwardly mobile citizens. Very useful, because they can be turned into many types of specialized labor without any particular training. Otherwise, identical to Peasants. When population grows, one in every five Peasants may be promoted to a Freemen at no cost.
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 Advancements via studying the knowledge of nearby civilizations, or pursuing cutting edge ideas and research. They do not inherently produce anything, but may always Innovate or Learn.
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. Produce one Wealth by default, but may trade this for the ability to convert 2 Wealth into one Industry instead, chosen turn by turn.
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, rounded up. May be demobilized into Peasants at least four years after they were raised. Will not perform Forced Labor.
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 4 Wealth and six years to complete. Note that when Explorers found a new settlement, that settlement ignores both positive and negative stability for the first ten years.

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 cost of three Wealth and one 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 mere two 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. Note also that the labor of your people is functionally a hidden fourth resource - without citizens, your city will founder. Any Citizen can produce +1 Labor at any time, except for Slaves, but this Forced Labor will cost a civilization Stability.

Food is gathered by Citizens from almost any type of Land in a region, 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, and is also garnered in small amounts over time. Wealth is consumed by both the city-state itself and Artisans who may process it into Industry. The first city any player possesses produces one Wealth every two years, simulating a small palace economy.
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 is the labor of skilled craftsmen, and so may not be transferred between settlements, unlike food and Wealth.

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 new Advancements via the process of Innovation, which is inherently erratic and volatile. 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 or 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 Stability, 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.
Tribal Despotism: No particular bonuses or drawbacks - default state of a city.
Republic: Men elect other men to stand in a conclave and represent their interests. This social contract enhances popular cohesion, giving each city +2 Stability every two years, but costs a small amount of wealth to maintain as it expands, a modest but existent bureaucracy which claims one Wealth per city in the same period.
Theocracy: All men have faith in something. Where those feelings go further than their belief in the state itself, theocracy results, wherein religion enters a position of primacy in both personal and political spheres. +2 Stability from Shrines, +4 Stability from Temples. Soldier and Citizen-Soldier Morale increased. -2 Wealth per settlement for lavish rites, +2 Food Consumption per Scholar for religious feasting
Celestial Monarchy: In splendid isolation, guarded and guided by the ruler above all, men may flourish. +1 Stability in every City every turn. Defenses cost 50% less Labor, and raids are much less likely to succeed against Districts. Any District which produces more than one Wealth produces one less.
Celestial Empire: Requires previous Celestial Monarchy. An Emperor chosen of the gods leads the people, empowered with their faith due to the Mandate of Heaven. +2 Culture from each Walled Urban District. May use Celestial Monarchy Civics. Tier II Government.
Magocracy: Wise men of magic lead the society, and are expected to prove their worth to the people. Scholars produce Labor when Enchanting. Peasants are less content due to a lack of opportunities, reducing Stability by one per two years.
Oligarchy: All men have a voice in this system, but those who are richer speak more. Districts that produce at least one Wealth produce one more, and the Artisan conversion rate is improved. Settlements that do not produce Wealth via active income lose two Stability every two years.
Hegemony: Requires previous Oligarchy. Great Houses rule the land, coordinating her activities and owing fealty to a Landsraad and the Emperor. Districts that produce at least one Wealth produce two more, and the Artisan conversion rate is further improved. Peasants produce -1 Stability. May use Oligarchy Civics. Tier II Government.
Stratocracy: Where men are wolves, soldiers rule the land. Soldiers unassigned to other duties may produce Labor. An increased focus on reaving and supremacy gifts the warriors of a Stratocracy a good chance to avoid enemy patrols. However, increased demands from the soldiery mean they must be housed in good dwellings- failure to do so will result in losing 2 Stability per turn for every insufficiently housed Soldier.
Monarchy: Sometimes hierarchical power concentrated in the hands of the elite allows the most optimal distribution of labor and resources. For the benefit of the elite, at least. Allows the construction of the Royal Palace and Noble Estates.
Royal Palace: No Cost. +4 Stability, -3 Wealth, -3 Food per turn. May only be built once. Allows the construction of Noble Estates across the kingdoms. Size (IV) Urban.
Noble Estate: Labor V, Wealth IV, Industry III. +1 Food per Garden or Farm in this District. Adds 1 Wealth to the Palace Economy. Size (II) Rural. Maximum one per District.

Patronage: Wealthy men subsidize the learning of lesser classes to gain allies in the future. Any city may educate a Freeman once per two years for 4 Wealth. During their education, these Freemen produce two bonus Labor. Requires Oligarchy
Apprenticeships (II): The organization of artisans and craftsmen along lines of experience increases productivity and innovation, both for the state and the individual. Every three Artisans produce one (two) Labor. The first (and second) roll towards a given Breakthrough receives a 50% bonus. Artisans may not conduct Forced Labor. Requires Oligarchy
Guild Trades: Every man, even the most humble, has a chance to rise if he gains the favor of a patron through craft, encouraging even the most menial to dream of better. Their projects and innovations are things to behold. Labor may be converted into Industry at a 4:1 ratio. +1 Remote Harvesting quantity. Requires Oligarchy
Houses Major and Minor: The competition between leading families for glory and honor before the Emperor motivates all men to strive for better in life, as any man may rise. One Peasant is promoted to a Freeman every generation in every city. Requires Hegemony
Citizen-Scholars: As society grows more content, time is set aside for the leisure of the gentleman and lady to pursue intellectual merit. +10% Bonus to Breakthroughs for every +10 Stability. Requires Republic
Innovative Magi: For every eight Enchantment consumed, one Research is generated towards a random enchantment. Requires Magocracy
Imperial Examination: Allows the promotion of one Peasant to a Bureaucrat every generation. Bureaucrats have a passive income of 1 Wealth and 1 Stability, but may not conduct Forced Labor or operate Rural Districts. Bureaucrats may, as an action, Institute Plans. This generates Wisdom towards the institution of a Plan. Requires Celestial Monarchy
Plan of the Fields: +1 Food from Rural Districts for a Generation - 5 Wisdom
Plan of the Mines: +1 Ore from Scrape or Pit Mines for a Generation - 10 Wisdom
Plan of the Multitudes: +1 Industry per 10 Citizens for 2 Generations - 20 Wisdom
Powers of the Myriads: One more Peasant is born every generation in every settlement. Unhoused Citizens produce an additional -2 Stability, and Citizens in Slums an additional -1. Requires Celestial Monarchy
All Under Heaven: Sometimes, superior numbers, culture, and largesse are enough to convince people of harmonious character that their destiny is better wedded to those of their betters. Allows the peaceful assimilation of NPC cities or non-capitol cities. Assimilation requires a continuous gifting of at least a quarter of that city's income from the assimilating state per two years, and a larger aggregate populace. This process takes 15 turns, but may be sped up if the assimilating state opens their Archives to the other civilization to only 10 turns. Positive relations are required for this process to be successful. Requires Celestial Monarchy
Philosopher Kings: +1 Science from Noble Estates. Requires Monarchy
Battle Fervor: Once per Generation, gain a significant boost to morale and a modest boost to combat prowess in a battle. Requires Theocracy


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 which produce various yields when worked by a citizen.
Flatland: 3 Food, or 1 Food and 1 Timber or Stone
Forest: 2 Food, or 2 Timber
Hills: 2 Food, or 2 Stone
Taiga: 1 Food, or 1 Timber
Riverland: 4 Food
Mountainous: 1 Food, or 3 Stone | Cannot normally be built upon
Urban: 1 Food, 1 Wealth per Trade Post - twenty sites for Constructions (Urban) | Constructed
Rural: 2 Food - twenty sites for Constructions (Rural) | Constructed
Docks: 2 Food, 1 Wealth per Trade Post - twenty sites for Constructions (Aquatic) | Constructed on Coast or Riverlands
Coast: 3 Food
Sea: 2 Food
Desert: 1 Food | Cannot normally be built upon

Colonization
A new minor settlement can be founded in any explored region within three regions of an existing friendly settlement at any time, but requires at least two hundred Explorers to form the new village, 10 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 (3) 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. Any Construction may be demolished for 1 Labor, and refunds half of the Wealth, Resources, and Industry used in her construction (rounded down). Note that Workers must be additional valid Citizens added to a District to gain the full output from that District, but the first operating Citizen does count as one Worker.
Urban District: Labor 4, Wealth 3 | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Coastal, Sea, Desert, or Mountain
Rural District: Labor 3, Wealth 1 | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Coastal, Sea, Desert, or Mountain
Docks District: Labor 6, Wealth 5, Industry 4 | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Coastal or Riverlands

Defenses
Palisade: Labor II, Wealth I, 2 Timber | A rude defensive work of hammered logs and wood
Simple Stone Wall: Labor IV, Wealth II, Industry I, 5 Stone, Mortar | A simple wall of fitted and mortared cracked stone
Fitted Stone Wall: Labor VI, Wealth IV, Industry III, 10 Stone, Masonry | A large wall of shaped and sealed stone
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
Imperial Walls: Labor XV, Wealth XV, Industry X, 30 Stone, Refined Construction, Emplaced Weapons | An enormous wall, possessing fortified redoubts and emplacements where heavy weapons might be mounted to lay low a foe, gates faced in metal and frowning battlements set next to high towers which are fortresses in their own rights.
Watchposts: Labor II, Wealth I, Industry I | Some simple wooden towers with signal fires for watching for approaching enemies
Watchtowers: Labor V, Wealth III, Industry III, Tel Defenses | Strong stone bastions with beacons that ward the outskirts against foes.
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)
Bastion: Labor V, Wealth VII, Industry V, 10 Stone, Siege Engines | An impressive fortress capable of housing a thousand citizens, fitted with skorpions and supplies to last over a year of siege. Her dressed stone will be hard to break even with might force. | Urban (III)
Harbor Beacon: Labor VII, Wealth V, Industry VII, 5 Stone, 10 Brightstone, Brightstone Channeling, Refined Construction | A tower faced with polished mirrors, from whence a beam of dangerous light might be unleashed which can make a single devastating sweep of a line of ships. High chance to ignite up to six attacking vessels when defending district. | Docks (II)

Housing
Slums: Labor II | Rude barely habitable dwellings for your citizens | Poor Tier (-1 Stability) | 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, 2 Timber | Decently built wooden houses, comfortable living | Good Tier (+1 Stability) | 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 (+2 Stability) | House 300 Citizens | Urban
Dense Housing: Labor V, Wealth IV, Industry II, Masonry, Construction II, 3 Stone, 2 Timber | Multi-storey housing complexes, not as nice as true homes, but many more people can live here. | Good Tier (+1 Stability) | Houses 400 Citizens | Urban
Spire: Labor V, Wealth V, Industry III, Construction II, 3 Stone, 1 Aetherium | Impressive dwellings that tower above the streets, luxurious and stretching to great heights by the power of Aetherium. | Excellent Tier (+2 Stability) | Houses 500 Citizens | Urban

Primary
Paddock: Labor III, Tame Herd Animal | A large fenced enclosure where domestic animals can roam, providing food to a city-state. +1 Food, +1 Hides | Rural (IV)
Hunting Grounds: Labor I | A section of woodland or grassland set aside for hunting and gathering. +1 Food | Rural (V)
Garden: Labor III, Domesticated Plant | A small plot of edible plants. +1 Food | Rural
Farm: Labor IV, Wealth I, Agriculture | Just your average subsistence farm. +2 Food | Rural
Paddy: Labor VII, Wealth II, Paddy Agriculture | An intensive form of farm only available in Riverlands. +3 Food | Rural
Plantation: Labor III, Wealth III | An establishment given over to producing something better than food, but still of a plant-like bent. +1 Agricultural Resource. | Rural (III)
Orchard: Labor III, Wealth II, Arboriculture | A cultivated field of useful trees. +1 Food, +1 Resource (Forest) | Rural (II)
Timber Camp: Labor II | An entire region given aside to logging. +1 Timber | Rural (Forest) V
Clay Pits: Labor I | This section of land near a stream or river has been given aside to pulling useful clay from the soil. +1 Clay | Rural (Riverlands or Flatlands) (IV)
Quarry: Labor II | A region given aside to extracting stone from the earth. +1 Stone | Rural V
Deep Quarry: Labor V, Construction | An entire complex laced with hollows and delvings. +2 Stone | Rural (Hills) (V)
Scrape Mine: Labor IV, Wealth I, Industry I | Shallows diggings where placer deposits are extracted. +1 Mineral | Rural (II)
Pit Mine: Labor IV, Wealth II, Industry II, Fracture Mining | A better version of the scrape mine, cut down into the earth. +2 Minerals | Rural (III)
-May be upgraded to Delving with Shafting Mining
Delving: Labor VIII, Wealth V, Industry III, Shaft Mining | Where pits are not sufficient, men cut tunnels down into the deep places. +3 Minerals or Stone | Rural (III)
Colonia: Labor VII, Wealth XX, Industry V, Colonia, Early Empire | Beyond the bounds of the city may lie things which the city desires. These fortified outposts gather these things. Constructed in adjacent region to settlement, produces 2 of a Resource sent to the home settlement.

Maritime
Fishing Docks: Labor III, Wealth I, Industry II | Small boats put out to gain a banquet of silvery fish here. +2 Food | 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)
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 | +2 Wealth, +1 Max Trade Post | Docks (III)
Drydock: Labor VII, Wealth V, Industry IV, Refined Shipmaking, Construction | By giving shipwrights a dry place to work, immense vessels may be constructed at speed | -50% Construction Time for one Vessel at a time | Docks (IV)
Harbormouth: Labor X, Wealth VII, Industry V, Harbor Chains | With the entrance to the district barred by walls and heavy defenses, attackers from sea risk grave danger. | No land cost, Maximum one per Docks District, Must construct Walls first

Civic
Shrine: Labor IV, Wealth IV | A basic institution which promulgates the beliefs of the faithful. One per city. | +3 Stability in this city
Pagoda: 7 Labor, 7 Wealth, 3 Industry, 3 Timber, Papermaking, Carpentry | A sacred temple and place for contemplation and serenity. One per city. | +5 Stability in this city, Urban (II)
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)
Eduba: Upgrade from Scriptorum - Labor I, Wealth V, Industry III, Paper | In these scribal schools the young are instructed in a systematic manner, aiding the education of a society. | Functions as a Scriptorum with a limit of two Peasants instead of merely one. | 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, disease resistance. | Urban (II)
Apothecary: Labor IV, Wealth X, Industry III, Medical Refining - Access to Medicinal Herbs | Wise mixers of potions and poultices here preserve life and vitality. +100 Citizens upon population Growth in this city. Each additional Apothecary in this city costs twice as much as the one before. | Urban (III)
Creche: Labor IV, Wealth III | A place where children may be reared with special attention to their wellness. One per city | +1 Peasant every 10 Years
Garrison: Labor IV, Wealth III, Industry II, Governance | Here the lord of a city makes his home, and is defended by his household troops. One per city. | Contributes 100 Soldiers with your best weapons and armor to the defense of the city. Halves Expansion Penalty. +1 Wealth from Palace Economy
Monument: Labor III, Wealth III, 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
Forum: Labor IV, Wealth II, Industry IV, Philosophy | A carefully graven public square and amphitheater, where a people may meet to exchange ideas. Scholars may teach other Scholars Advancements here two years more quickly. +1 Wealth from Palace Economy. Stability loss from Disasters halved. | Urban (III)
Stela: Labor V, Wealth II, Industry II, Code of Laws | A large monument erected with laws for all to read, ensuring justice and demarcating the rule of a civilization. Halves Instability from Conquest in this city. Bonus morale for defenders of the city in this district. | Urban (I) - One per city

Industrial
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, Furnaces | Laborers coated in soot work the furnaces, turning ore to useful metals for working. 1 Ore may be converted into Wealth II or 1 Metal here for 1 Fuel. | Urban (II)
Bloomery: Labor III, Wealth II, Industry III, Ironworking | The clever inventions of bellows and chimney process even more ore than the humble Forge. 2 Ore may be converted into Wealth II or 1 Metal each here for 1 Fuel. 1 Worker. Required to process Hematite into Iron. | Urban (III)
Blast Furnace: Labor VI, Wealth V, Industry VI, High-Temperature Smelting, Refined Construction | A great pillar of forced air and burning fuel, the Blast Furnace produces wondrous metals in vast quantities. 3 Ore may be converted each into Wealth III or 2 Metal each here for 1 Fuel. 1 Worker. | Urban (IV)
Charcoal Pit: Labor II, Wealth I, Charcoalmaking | Here wood is burnt without air to produce fuel for the fires. 1 Timber may be converted into 3 Charcoal | Urban (II)
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, max 2 Workers. | Urban (IV)
Workshop: Labor V, Wealth IV, Industry IV, Refined Smithing, Carpentry | With simple machines and an understanding of metal unmatched by many, clever shapes may be wrought in wood or stone or steel. Wealth II may be converted into Industry V per Worker. Max 2 Workers. One bonus Industry to first conversion. | Urban (II)

Commercial
Kiln: Labor II, Wealth II, Pottery | Here potters fire clay into valuable ceramics. | One Clay may be converted into Wealth II. 1 Worker. | Urban
Tanners: Labor II, Wealth I, Tanning | Hides are always in demand, even if their production process is repulsive. | Two Hides may be converted into Wealth II | Rural
Gemcutter: Labor II, Wealth III, Industry I, [Gem] Comprehension | Clever artisans here polished and display the value of precious stones | One Gem may be converted into Wealth II or 5 Stability | Urban (I)
Mill: Labor V, Wealth III, Industry II, Milling | Crushing grain into flour is the foundation of a cereal-based diet | +1 Food for every Rural District in this Region | Urban (III)
Spinning House: Labor III, Wealth IV, Shearing or Sericulture | Here fiber is spun on looms into thread and yarn. | One Wool or Raw Silk may be converted into Wealth II or Cloth. | Urban (II)
Market: Labor IV, Wealth V, Industry III, Currency | Here luxuries and goods from far and wide change hands, enriching all. | +1 Wealth per Trade Post. Two Resources may be moved to a city within trade range. 1 Worker | Urban (III)

Culture
Amphitheater: Labor VI, Wealth V, Industry II, Drama | A place where those with refined tastes and free time forget their cares for a while as men and women caper upon the stage. +1 Wealth, +1 Culture to up to 500 Citizens | Urban (I)
Arena: Labor X, Wealth XX, Industry VI, Arena Games, Drama | Here men spar and fight and engage in mock battles before cheering audiences. Up to one newly raised Soldiers in this settlement may be raised at the Militia experience tier per two years. +1 Wealth, +1 Stability. +Culture to up to 900 Citizens | Urban (II)
Temple: Labor X, Wealth XII, Industry IV, 10 Stone, Organized Religion | Where simple shrines are sufficient for some, the truly pious raise mighty edifices to the divine where many may worship. +1 Wealth/1000 Citizens. +2 Stability. +Culture to 300 Citizens | Urban (IV)
Theater: Labor XII, Wealth XV, Industry VII, Theater, Drama | A finer stage, where even the masses and groundlings can weep and laugh as stories are told. +2 Wealth, +Culture to up to 1200 Citizens | Urban (II)

Infrastructure
Path Network: Labor IV, Sledges or Shipbuilding (River) | By transferring goods along a network of beaten paths via cart and wain, the prosperity of a region is improved. Increases land trade and travel range of a city by two regions. One resource per turn may be harvested in an adjacent region, one per city. | No land cost
Road Network: Upgrade from Path Network. Labor VI, Wealth III, Industry II, 4 Stone. The Wheel | Paving roads to allow the passage of carts improves how far traders may carry goods, and at what speed. Increases land trade and travel range by five regions, stacking with Path Network. Two resources per turn may be harvested from a single adjacent region. One per city. | No land cost
Granary: Labor IV, Wealth II, 3 Stone, Granary | By holding harvested grains and flours, to be distributed when needed and preserved from rot and waste, small amounts of food may be stretched further to feed the masses. +1 Food per Garden or Farm in Region. Affects 5 Farms max. Does not stack. | Urban
Central Granary: Labor XI, Wealth VI, Industry III, 10 Stone, Central Granaries | These repositories of refined food and siege-supplies safeguard a city against starvation and distribute grain to the needy. +1 Food per Garden or Farm in Region. Affects 20 Farms max, without stacking. +2 Years Siege Holdout Time. 100 Peasants are born in this city each Generation. Maximum one per city. | Urban (III)
Shaduf: Labor III, Wealth III, Industry V, Simple Machines | Where fields must be watered, direct sources of water are wise. The region where this is built now counts as a Riverlands region. Must be built in Rural (Flatlands). | Rural (II)
Aqueduct: Labor V, Wealth III, Industry III, 5 Stone, Mathematics | Fresh water, wherever it is delivered, is always of use to a society. +1 Food per Garden or Farm in Rural District. +200 Population for Growth Calculations in Urban District. | No land cost, Max 1 per District
Simple Sewers: Labor VII, Wealth II, Industry II, Sewers, Urbanization | Though fresh water aids any city, sometimes removing other types of water is equally important. Improves city plague resistance, and increases Overpopulation cap by 1000 Citizens. | No Land Cost, Max 1 per Urban District
Treadwheel Crane: Labor X, Wealth XV, Industry V, 5 Timber, Refined Construction, Simple Machines | Raising high buildings requires immense amounts of labor, and cranes raise blocks and stones far above the landscape with ease. 1 Worker (any Profession). +2 Labor | Urban (I)


Copper Armor: Wealth II, Industry I, Copper: +15% Defense
Copper Weapons: Wealth II, Industry I, Copper: +20% Attack
Iron Armor: Wealth III, Industry II, Smithing, Iron: +40% Defense
Iron Weapons: Wealth IV, Industry I, Smithing, Iron: +40% Attack
Bronze Armor: Wealth III, Industry I, Smithing, Alloys, Tin and Copper: +45% Defense
Bronze Weapons: Wealth IV, Industry II, Smithing, Alloys, Tin and Copper: +40% Attack
Forged Iron Armor: Wealth IV, Industry II, Advanced Smithing, Iron: +55% Defense
Forged Iron Weapons: Wealth VI, Industry II, Advanced Smithing, Iron: +55% Attack
Mithril Armor: Wealth VI, Industry III, Advanced Smithing, Starmetal Comprehension, 2 Starmetal: +75% Defense
Mithril Weapons: Wealth VIII, Industry IV, Advanced Smithing, Starmetal Comprehension, 2 Starmetal: +65% Attack, +10% Armor-Piercing

Bows: Wealth I
Composite Bows: Wealth II, Industry I, Composite Bows: +50% Ranged Attack
Singing Bows: Wealth III, Industry II, 2 Skystone, Composite Bows: +100% Ranged Attack, +1 Range
Crossbows: Wealth V, Industry IV, 1 Iron or Bronze, Complex Machinery: +100% Ranged Attack, 20% Armor Piercing

Simple Siege Ladders: Wealth I, Industry II
Battering Ram: 2 Labor, Wealth V, Industry III, 5 Timber, Siege Tactics
Mantlets: Wealth III, Industry III, 2 Cloth, Siege Tactics - Provide cover for 100 Soldiers
Siege Tower: Wealth VI, Industry II, 5 Timber, 2 Cloth, Siege Engines - Provides direct access to a wall up to Grand and cover for 200 Soldiers
Catapults: Wealth V, Industry VI, 10 Timber, Siege Tactics, Carpentry, Mathematics - Capable of damaging walls over time - Built in units of 2
Ballistae: Wealth VII, Industry VI, 5 Timber, 2 Iron or Bronze, Siege Engines - Impressive anti-personnel weapons, good for picking men off of walls or devastating field formations - Built in units of 2

Mounts: Wealth VII, Industry I, Riding (Mount): +4 Regions Deployment Range, -20% Charge Bonus. -Wealth Recruitment cost per local Paddock
Chariots: Wealth X, Industry III, Domestic (Mount), The Wheel: +6 Regions Deployment Range, +20% Charge Bonus, Allows Mounted Archery

Skiff: Wealth II, Industry IV, 4 Timber, 4 Years, Clinker Shipmaking [100]: +25% Speed, +50% Stealth
Galley: Wealth II, Industry II, Fishing Docks, 2 Timber, 4 Years [200]
Bireme: Wealth III, Industry IV, Shipwright, 5 Timber, Shipmaking, 4 Years: +50% Hull, +50% Ramming [300]
Trireme: Wealth VI, Industry VI, Shipwright, 10 Timber, Refined Shipmaking, 8 Years: +150% Hull, +50% Ramming [300]
Quadrireme: Wealth X, Industry VII, Drydock, 15 Timber, Reinforced Hulls, 10 Years: +250% Hull, +100% Ramming [500]


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.

Arcane Smithing: Allows the manipulation of eldritch metal-bearing minerals. Requires Refined Smithing
Central Granaries: Unlocks Central Granary. Requires Living State, Refined Construction, Granaries
Childbirthing: +100 Peasants in the Capitol per Generation
Colonia Defenses: Colonia are counted as possessing a Garrison and a Palisade. Requires Colonia.
Companion Herding: +1 Hides from Paddocks. Requires Wolf Domestication
Complex Machinery: Unlocks Crossbows, +1 Labor from Treadwheel Cranes. Requires Simple Machinery, Labor Coordination, Ironworking.
Currency: Unlocks Market. Allows the creation of Trade Posts with foreign friendly settlements with trade range. [Cost 1 Wealth per population. Adds bonus to Urban and Coastal Districts.]
Refined Construction: Wonder Limit increased to one per settlement
Early Empire: +Wealth from Palace Economy in every Settlement. +1 Conquest Penalty Reduction per Turn. +1 Civic Point.
Encryption: Increases the time to study Advancements with Closed Archives by 2x base rate
Governance: Unlocks Garrison. +1 Civic Point
Hoarding: Walls above the Fitted Stone Wall give an additional 25% Defense against Ranged Attacks. Requires Siege Engines.
Intensive Agriculture: Simple Sewers give +1 Food to local Rural Districts with at least one Farm-type building. Requires Selective Harvesting.
Irrigation: Rural Districts produce +2 Food if built in Riverlands
The Living State: +1 Civic Point. One additional Peasant is educated during population growth in the Capitol. Unlocks Tier II governments.
Offshore Netting: Adds +1 Food or +1 Maritime Resource to Fishing Docks
Paper: Closed Archives only increase the time to copy an Advancement to 8 turns, not 10
Extended Patrols: Active Patrols are doubled in efficacy per 100 Soldiers. Requires Military Professionalism.
Prospecting: Explorers may be assigned to investigate regions for additional mineral resources, at a small chance of success every two years
Military Coordination: Enables Night Attacks, and improves ambush success odds. Requires Military Professionalism, or Stratocracy.
Military Professionalism: Soldier Quality may be upgraded for 5x Training per Soldier, up to ten levels of Veterancy. Soldiers may replenish 25 members in any city every two years, but lose one Rank per replenishment.
Monumental Architecture: Wonders may receive a single upgrade or two minor upgrades at their same cost in Labor, Wealth, and Industry again.
Reinforced Hulls: Unlocks Quadrireme. Requires Refined Shipbuilding.
Saddle: Mounted Soldiers have their Charge Malus replaced with a +50% Charge Bonus in open terrain
Seed-Drill: Aqueducts in Rural Districts also give their Urban District bonus
Selective Breeding: Ten years after researching selective breeding, all Mounted Soldiers gain +10% Defense and +10% Charge Bonus. Requires Saddle.
Scientific Method: Failed Innovation accrues an increasing bonus towards repeated Innovation in the same field
Scutching: +1 Flax output from Plantations. Requires Flax Domestication. Flax may be used in place of Wool in a Spinning House. Unlocks Spinning Houses.
Sickle: +1 Food from Gardens and Farms if civilization has a domesticated Cereal Crop
Selective Harvesting: Flatlands produce one more Food
Sericulture: Forestries may choose Raw Silk as their Forest Resource for production - only one Forestry may choose such per four years
Shearing: Paddocks gain an additional production of 1 Wool (2 Wool if Ironmaking or Bronzemaking are also possessed)
Standardized Texts: +1 Freemen specialized per turn at no expense in every city
Stirrups: Mounted Soldiers gain an additional 50% Charge Bonus, and no Archery Malus. Requires Saddle.
Refined Smithing: Decreases the Wealth cost of Military Equipment that requires Metal by 1
Labor Coordination: If an Artisan is operating a District, they may add 1 Labor to a single Construction in that District to which another Labor has already been added at no cost
Tel Defenses: Reduces Labor Cost of Defenses by 2 - Defenses may be Upgraded directly into other Defenses. Unlocks Watchtowers. Requires Masonry, Refined Construction, Governance
Threshing: Milling bonus increased to +2
Trade Networks: Allows internal Trade. +1 Resource Harvested by Road Network.
Tribal Council: Upgrading Dwellings may be done without demolition, and conserves resources which have already been invested
Soap: Dramatically increased disease resistance
Spoked Wheel: Increases Trade Distance if a city has a Road Network by 5 Regions. +1 Resource harvested by Road Networks.
Urbanization: Urban Districts have 5 more Space.

Cinnabar: If added to a Weapon in forging, one Cinnabar imbues the weapon with 10% Armor Pierce and Flaming Attacks. +10% Armor if added to Armor
Cloth (Tailoring): Increases Wealth gain from converting Wool or Flax into Cloth by 1. Tailored Cloth may alternatively be produced, and consumed in a city to gain 3 Stability and give 1 Culture to one Citizens.
Brightstone: Brightstone produces a low but constant gleam, which can be enhanced through cutting. This is especially useful in the mines, where Brightstone can allow men to work day and night in what would otherwise be complete blackness. 1 Brightstone may be used to double the output of a mine or quarry.
Brightstone Channeling: Unlocks the Harbor Beacon
Floatstone: Citizens moving resources between settlements may carry five more resources.
Floatstone Refining: +1 Wealth from Trade, unlocks Spire. Floatstone may be refined into Aetherium at a Blast Furnace.
Granite (Edifices): Defenses constructed with Granite give an additional 10% ranged cover bonus, and take another week to breach with siege machines.
King's Ore: King's Ore, when treated under heat, possesses a natural resilience of energetic shielding which might protect men against blades. When added to Armor it improves the Armor Quality by 10%, and allows those wearing this armor to ignore 50% of their casualties in the first round of melee combat. Cost: 4 King's Ore
Silk (Finery): +1 Wealth to Raw Silk conversion. Silk Cloth may be consumed by a settlement to add Culture to two hundred Citizens.
Skystone: Skystone stores kinetic energy in forging, allowing Singing Bows to be created that strike with twice the strength of a Composite Bow with increased Range.
Firechar: 1 Firechar may be substituted for 1 Fuel in Forges or Bloomeries, but is not consumed.
Gold (Finery): +1 Wealth to Gold Ore conversion. Gold Metal may be consumed by a settlement to add 5 Stability.
Ancient Forests: +1 Timber from Orchards in regions with Redwoods
Last edited by G-Tech Corporation on Tue Aug 24, 2021 1:29 pm, edited 113 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Jan 08, 2021 7:52 am

Expansion
When a City-State becomes an Empire


As a society expands geographically and numerically, the ability of her government to directly serve the desires of the people consequently diminishes. This is especially true in an era of poor communication, slow travel, and wild lands around most civilized areas. To understand the downsides of expansion, Culture and the Expansion Penalty are the two most important factors, as is Overpopulation, their inverse counterpart.

Culture reflects the social cohesion of a collection of cities. By and large it is unimportant, but it becomes increasingly pertinent as clans and kindreds become geographically sundered from each other - meaning societies that prioritize this cohesion may flourish, while others may quarrel or even fall into violence or fragmentation.

Once a City-State founds its fourth settlements, its citizens begin demanding culture - arts, luxuries, and the other things which make life worth living. Culture is measured on a per-city basis, and has direct impacts on the running of that city. It has several different tiers which are calculated based on the level of culture available to the average citizen in a city. Note that bonuses and malus stack with tiers above or below Neutral.

Glorious: 2+ Culture Surplus per Citizen | +1 Wealth from every Urban District, +Morale of Soldiers
Impressive: 1+ Culture Surplus per Citizen | +Morale of Soldiers, +1 Stability per Citizens
Mediocre: 0-1 Culture Surplus per Citizen | No effect
Uncivilized: Default State | -10 Stability in city, adjusted towards 0 as Culture rises towards net 0
Failing: Neighboring Settlement has better Culture Tier | -1 Stability per Citizens, -1 Wealth per Citizens
Dire: Neighboring Settlement has Culture Tier difference of 2 | -1 Stability per Citizens, -Morale of Soldiers, 10% Chance of Rebellion per turn
Ruinous: Neighboring Settlement has Culture Tier difference of 3 | -1 Stability per Citizens, 20% Chance of Rebellion per turn

The Expansion Penalty is similar, but unrelated to other city-states. Every settlement added to your city-state, either through foundation or conquest this era, generates negative Stability at a rate which increases as your city-state expands. The first will suffer a -2 Malus, the second -4, the third -8, and so on. This can be minimized with technology, but never reduced entirely to zero.

Overpopulation is the other side of the coin, caused by a lack of expansion. For every Citizen above 3000, a settlement suffers -1 Stability and has a steadily increasing chance of negative population events every growth period.




Arcana
Being the usage of forces magical and immaterial


Note: "Enchantment" refers to the time of a Scholar - whereby they still generate Knowledge towards Innovation or Learning, but may not operate a District or harvest from a Land while enchanting.

The School of Runecrafting

Source: Material Toughness
Exertion: Engraving
Channel: Integrity

Rune of Activation: Cast on Ranged Weapons, imbues their projectiles with an explosive effect gifting +100% damage. | 2 Skystone, 4 Stone, 4 Enchantment
Rune of Preservation: Cast upon a Granary, doubles effect | 6 Stone, 2 Enchantment
Rune of Health: Allows Runic Obelisk of Health
[Runic Obelisk of Health | 5 Labor, 12 Stone, 4 Wealth, 2 Enchantment | An additional Peasant is born in this city during Population Growth, one per city | Urban or Rural (II)]
Rune of Growth: Cast upon a Garden or Farm, gives +1 or +2 Food to Construction, respectively | 8 Stone, 1 Enchantment
Rune of Warding: Complex Rune. Cast on Soldiers, decreases casualties by 50% in the first round of melee combat. 12 Stone, 4 Enchantment
Rune of the Wild: Complex Rune. Cast upon Region, allows the transplanting of Tree Resources. Cast upon Orchard, +1 Food, +1 Forest Resource. | 12 Stone, 2 Fuel, 4 Enchantment
Rune of Secrecy: City-States without the Rune of Secrecy must spend 5 more base Scholar-Turns to copy Advancements if Archives are closed

Rune Linkages: Allows Complex Runes, Tier II Runecasting
Copper Runecasting: Substitute Copper for Stone in Runes at a 1:3 Ratio, rounded up
Iron Runecasting: Substitute Iron for Stone in Runes at a 1:5 Ratio, rounded up
Rune Channeling: Amplify Rune Effect by 50% for x2 Enchantment Cost
Geomantic Runes: Runic Enchantment may be substituted for Geomantic Enchantment
Runes of Slaughter: Runic Enchantment may be substituted for Blood Ritual Enchantment
Runeforging: Industry may be substituted for Enchantment in the School of Runecrafting

The School of Electromancy

Source: Environmental Electricity
Exertion: Ritual
Channel: Electricity Access

Tesla Forging: Allows creation of Teslanite Weapons (Wealth III, Industry I, Teslanite) - Iron equivalent
Lightning Loop: Utilizing an Enhanced Electromantic Forge to cast Electromantic Attunement only consumes 2 Charge

Lightning Acceleration: Allows creation of Coilbows (Wealth III, Industry II, 1 Teslanite: +100% Ranged Attack, 20% Armor Piercing) | 3 Enchantment, 1 Charge to create - must be recharged after combat.
Electromantic Attunement: Cast upon Copper, transforms it into Teslanite | 4 Charge, 1 Enchantment
Electromantic Storage: Allows Electromantic Forge
[Electromantic Forge | 6 Labor, 4 Copper, 4 Wealth, 2 Enchantment | Stores up to 4 Charge, gains 1 Charge per 2 Years on Coastal Regions | Urban or Rural (III)]
Electromantic Entrapment: Enhancement to Electromantic Forge - [Stores up to 8 Charge] - 4 Teslanite, 1 Enchantment

The School of Blood Magic

Source: Life Energy
Exertion: Sacrifice
Channel: Reshaping

Lesser Sacrifices: 20 Food may be substituted for 100 Citizens in Blood Magic, up to once per Paddock in a settlement.

Flesh-Ghouls (Kraalen): Cast on 25 Soldiers, transforms them into Kraalen (May not carry weapons, resist injuries, immune to disease, ++Speed, ++Lethality, may not be demobilized) | 100 Citizens, 1 Enchantment
Bone-Shaping: Cast on 25 Soldiers, adds Modifier: Bonewarped [Intrinsic Bronze Armor, stacks with other armor] | 100 Citizens, 2 Enchantment

The School of Geomancy

Source: Earth Tides
Exertion: Edifices
Channel: Energy Transfer

Power Point Mapping: Inspects an explored region for Power Points. Amount revealed depends on luck, and type of region. | 2 Enchantment, 2 Wealth
Secondary Power Points: Further divines a region, discovering 1-6 additional Power Points. | 6 Enchantment
Leyline Mapping: Inspects an explored region for Leylines. Amount revealed depends on comprehension and type of region. | 4 Enchantment
Power Focusing: Required for Tier II Geomancy.
Geomantic Imprinting: Requires for Tier III Geomancy. Allows other Exertions than Edifices.

Geomantic Animation: Allows the construction of Golems. Golems: 4 Labor, 5 Stone, 10 Wealth, 4 Enchantment, 4 Power Stones | Golems may work as a Peasant, but consume one Enchantment every turn. | Requires Geomantic Imprinting
Arcane Sustenance: Requires a local Power Point or Leyline Intersection. Summons five Food from thin air | 2 Enchantment
Geomantic Entrapment: Leeches the Geomantic potential of a Region into trammeled stone. Unlocks Shrine of Power
-Shrine of Power: 5 Labor, 8 Wealth, 4 Enchantment | Consumes 2 Stone to produce 1 Power Stone every turn, which may be substituted for Enchantment or stored for future use. Takes up a Power Point in a region.
Gem Imbuing: Intensifies the usage of trammeled earth tides in Geomancy. A rite which consumes 2 Power Stones and 2 Enchantment, producing 1 Power Gem. Each Power Gem contains 5 stored Geomantic Enchantment, and is useful for Tier II Arcana.
Geokinesis: Enables the exertion of geomantic force to allow a caster to convert large regions of dirt and rock into steam, great for clearing land. Unlocks Shrine of the Earth
-Shrine of the Earth: 6 Labor, 10 Wealth, 8 Enchantment | At the cost of 2 Enchantment, provides 2 Labor per two years to a Construction. Takes up a Power Point in a region
Geomantic Sight: Allows the construction of the Seat of Seeing - +1 Stability per Power Point in a Settlement
-Seat of Seeing: 10 Labor, 5 Wealth, 2 Industry, 6 Enchantment | Allows instantaneous communication between two Seats of Seeing, greatly increased Raid Defense. Requires Power Point. Urban or Rural (I)
Geomantic Inspiration: Allows construction of the Obelisk of Vigor
-Obelisk of Vigor: 15 Labor, 10 Wealth, 4 Industry, 8 Enchantment | Allows Workers in this District to conduct two tasks. Requires Power Point. Urban or Rural (I)

The School of the Outsider

Source: Planar Access
Exertion: Planar Devouring
Channel: Alteration

Shadow Ash Invigoration: Converts 1 Granite to 4 Shadow Ash at the Temple of the Outsider, once per two years | 2 Enchantment
Eldritch Construction: Unlocks the Temple Annex [5 Labor, 5 Wealth, 4 Industry Size (II)]: Converts 1 Granite to 2 Shadow Ash when adjoined to the Temple of the Outsider, once per 2 Years at the cost of 2 Enchantment

Shadow Breath: Imbues 100 Soldiers with the Shadow Breath power, allowing them to avoid sight for two rounds of combat once a month | 6 Enchantment, 2 Shadow Ash upkeep
Ethereal Weapons: Imbues 100 Soldiers with Ethereal Weapons, granting them a 20% Armor-Piercing bonus | 14 Enchantment, 6 Shadow Ash upkeep

The School of Sol

Source: Solar Radiance
Exertion: Discipline
Channel: Imbuement



World Wonders


The Forbidden Palace: An immense palace complex of the Celestial Monarchy of Zhai Cheng, the Forbidden Palace is both a fortress and a seat of power combined, cowing all those who might threaten the Shao Dynasty, and notable for sparking a golden age of reason and philosophy.
Cost: 15 Labor, 25 Wealth, 8 Industry, 20 Stone | Stone Fortress, Superior-Quality Housing for 500 Citizens. +1 Civic Point. Golden Age begun for ten years. Size IV

The House of Wisdom: A great library where the works of the civilizations around the River-People of the Machaka are gathered for scholarly study, the greatest collection in the known world. It stimulated a burst of technological advancement, and its use as a reference work by the philosophers and natural scientists of the Machaka has led to many breakthroughs.
Cost: 12 Labor, 13 Wealth, 9 Industry, 10 Stone | Immediate Breakthrough. Doubled Research from two Scholars in this settlement. Size IV

The Citadel of the Sun: A geomantic construct, smithy and redoubt combined into one, the Citadel of the Sun looms over even the tallest bell-towers in Kharbarinth of the Deepkin. Utilizing enchanted lensing to focus the power of the very sun into a single point, and the confluence of a local power point, the Citadel can project a burning beam which immolates men over many leagues of distance, or heat ore to melting in an instant of even the most formidable potency.
Cost: 20 Labor, 30 Wealth, 25 Industry, 5 Enchantment | Unlocks Arcane Smithing. Grand Stone Fortress with Sunfire Projector Unique Weapon. +1 Civic Point. Size IV

The Temple of a Thousand Pillars: A vast place of worship raised over the ancestral Four Pillars of Corvus, the Temple has many niches where outlanders may worship their own gods, though the Four hold a place of prominence in the hearts of the Corvidians. This grand edifice is a place of wonder, and many outlanders look better upon the Corvidians for allowing them their own places of worship in such a majestic building. Reduces Advancement Learning time from friendly cities to eight years. Greatly increases morale of local or allied soldiers defending Corvus and the Temple

The Grand Souk: Many are the merchants who ply the streets and rivers of Stalheim, come to trade for the wealth of the City of Iron. Over the years, and due to great efforts on the part of the local Warden, the markets and money-changers of the city have congregated in one place, where anything under the sun may be bought or sold - gold, spices, fine clothes, dyes, gems, and even the rare and outright illegal, if you know where to look. These pillared and tapestries streets and halls stretch throughout much of Stalheim's city center.
50 Labor, 50 Wealth, 25 Industry, 50 Timber, 25 Stone | +1 Civic Point. Allows internal Trade Posts, and transferring 2 Resources per Deepkin settlement to another settlement within ten regions of the Grand Souk. +5 Wealth per 2 Years
(Upgrade) 2 Resources -> 5 Resources, +2 Wealth per affected Settlement

The Spire of the Sky: A great geomantic construct, taller even than the Citadel of the Sun, the oculary of the Spire utilizes a scaled up version of the Seat of Seeing to allow those of strong sorcerous will to gaze across many leagues and into the depths of the earth, divining the secrets of the world from their eyrie. Immense quantities of Skystone transmute the power of the swaying and the vibration of the wind over the tower into the energy for this consuming rite.
60 Labor, 100 Wealth, 20 Industry, 10 Enchantment, 20 Skystone | +1 Civic Point. May either gradually conduct a remote-sensing Expedition, or study technologies from known civilizations as if their Archives were open. 200 Scholars maximum.

Everpyre: An immense inferno and furnace, as large as an entire city district, the Everpyre fulfills the curious function of both temple and foundry for the people of Forgefend. Linked mystically to the ley-lines which crisscross the world, its voracious maw consumes immense quantities of flammable materials, transmuting them into sorcerous energy which is transmitted to nearby workings.
40 Labor, 50 Wealth, 50 Industry, 20 Coal, 10 Enchantment | +1 Civic Point. May convert up to 10 Fuel into 10 Enchantment or Industry, available to settlements within ten regions of the Everpyre.

The Temple of the Outsider: A dark place of fires, shadows, and cool gray stone, the Temple is where those who no longer believe in the mighty of the River alone make their obeisance. They call on a dark power, the Outsider who waits beyond the world, for succor and aid, granting him in their worship a portion of the faith he craves, and sacrificing the very material nature of the world for infinitesimal amounts of his strength.
25 Labor, 20 Wealth, 20 Industry, 10 Granite | Grants 10 Void Ash upon completion, and slightly empowers the Plane of the Outsider. Unlocks Shadow Ash Invigoration. Size (IV)
Last edited by G-Tech Corporation on Mon Aug 23, 2021 5:49 am, edited 38 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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

Postby Novas Arcanum » Fri Jan 08, 2021 7:56 am

I am ecstatic about the existence of this roleplay.

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Lazarian
Minister
 
Posts: 2039
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Fri Jan 08, 2021 7:58 am

The Sons of Corvus arise upon the plains once more!
Last edited by Lazarian on Fri Jan 08, 2021 10:04 am, edited 1 time in total.

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Utceforp
Postmaster-General
 
Posts: 10328
Founded: Apr 10, 2012
Left-wing Utopia

Postby Utceforp » Fri Jan 08, 2021 9:00 am

Is there a map?
Signatures are so 2014.

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

Postby G-Tech Corporation » Fri Jan 08, 2021 9:13 am

Utceforp wrote:Is there a map?


Indeed - there will actually be several once I finish cobbling them together.
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 » Fri Jan 08, 2021 9:19 am

The Republic of the Great River welcomes you, kinsman.
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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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Fri Jan 08, 2021 9:50 am

The Shao Dynasty claims the Mandate!

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

Postby Olthenia » Fri Jan 08, 2021 10:01 am

Khortuun, reporting in!

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Holy Tedalonia
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Posts: 12455
Founded: Nov 14, 2016
Ex-Nation

Postby Holy Tedalonia » Fri Jan 08, 2021 11:42 am

Let's go!
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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

Postby G-Tech Corporation » Fri Jan 08, 2021 12:06 pm

World maps are up. Sing out if you aren't on any of them. I know I'm missing the Aederfolks' second settlement, and don't take these maps for gospel - some things might have changed from last era to this era, and places scouted a few hundred years ago might be different. But this should at least give everyone a vague idea of where they are.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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

Postby G-Tech Corporation » Fri Jan 08, 2021 12:33 pm

And everything should be good to go. Get those apps in.
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 » Fri Jan 08, 2021 1:39 pm

City State Application
Name: The Republic of the Great River
Leader: First Speaker Anders Shoreblessed
Short History: The Riverlanders have had a long and troubled past, full of conflict and turmoil, but now they stand strong under a new banner - a banner of democracy and unity, prosperity and strength. Their agrarian roots have strengthened into an institution the likes of which the world has never before seen!
Starting Location: N/A
Advantage: N/A
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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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Fri Jan 08, 2021 1:52 pm

Are older players supposed to make a app

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Holy Tedalonia
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Posts: 12455
Founded: Nov 14, 2016
Ex-Nation

Postby Holy Tedalonia » Fri Jan 08, 2021 1:55 pm

Novas Arcanum wrote:Are older players supposed to make a app

Ayerp.
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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

Postby Olthenia » Fri Jan 08, 2021 2:07 pm

City State Application

Name: Sorrowfree
Leader: Bindag mo Hyan, Speaker of the Mother-Moon.
Short History: "Happy are those who in the garden dwell; for they are never in want of water."

So begins the first stanza of the great dream-poem Ykka's Lament; a composition much treasured amongst the Khortuun. As well it ought to be, some might say - for it is the Khortuun themselves that Ykka describe. Theirs is a people ancient in history and great in pride - and as old, certainly, as the desert by which their city sprawls. Sheltered as it is in the rocky arms of the Vale of Ustar, the Khortuun have made their city a garden in the wasteland; a green and fecund jewel when all about them is scorched and lifeless. They call it 'Sorrowfree' - and the name is not unfitting. Their houses climb the canyon walls in tiers like a giant's staircase, and clever canals hacked from the rock itself lead cooling springs to hidden reservoirs. Who, then, would not take pride in such achievements? Only fools and madwomen, maintain the Khortuun - neither of which applies to them. But more, of course, could also be said of the Canyon-Dwellers. The intricacies of their matriarchal government could fill many a treatise, to be certain - as could a scholar's look on their agricultural practices. Their would-be guardians, the sand-riding Bonadar, are also worthy of note; not to mention the cult of the Mother-Moon, said to be worshiped by masked and nude dancers in torch-lit ceremonies. Who drink men's seed. And bleed blood as black as night. And-

. . .

But this is not the place for such details. Oh, no. For now - it must suffice to state as follows: the Khortuun are.

Starting Location: The mouth of the Vale of Ustar, on the edge of the Nedjev desert.
Advantage: Camels.

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Holy Tedalonia
Postmaster-General
 
Posts: 12455
Founded: Nov 14, 2016
Ex-Nation

Postby Holy Tedalonia » Fri Jan 08, 2021 2:13 pm

Olthenia wrote:Advantage: Camels.

Someone get the OP, this person has to much power
Last edited by Holy Tedalonia on Fri Jan 08, 2021 2:13 pm, edited 1 time in total.
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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

Postby Olthenia » Fri Jan 08, 2021 2:17 pm

Holy Tedalonia wrote:
Olthenia wrote:Advantage: Camels.

Someone get the OP, this person has to much power


Lies. Lies!

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

Postby Ralnis » Fri Jan 08, 2021 2:39 pm

Tes'la's Favored are here!
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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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Fri Jan 08, 2021 4:05 pm

City State Application
Name:The Shao Dynasty
Leader: Emperor Yuan Tao
Short History:The first dynasty to arise from the lifegiving Yu River. The Shao are ruled by a emperor who claims the right to rule from Heaven itself through an idea known as Tianming. The idea of the Mandate is fully developed and it is believed that Heaven grants favor to good rulers who bring harmony and prosperity to the land. The Shao Dynasty has been prosperous thus far, having invested in a mighty army to protect itself from violent barbarians and standing stalwart against villainous Xianbei (northerners) who threatened Zhai Cheng in years past.
Starting Location:The mouth of the Yu River.
Advantage:Military and Agriculture.
Last edited by Novas Arcanum on Mon Sep 20, 2021 10:18 am, edited 12 times in total.

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Lazarian
Minister
 
Posts: 2039
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Fri Jan 08, 2021 6:45 pm

City State Application

Name: The Sons of Corvus

Leader: Corran Tribelord Sharpeye

Short History:

The city-state of Corvus originated from a single patriarch, Corvus the Great, who dared to depart from his original tribe upon the eve of its collapse. He spoke to his children of a prophetic dream - of a land filled with riches and prosperity, one where their children would not have to suffer through the barbaric strife which permeated their lives. And thus, in the dark depths of the night, he slipped away with his sons and their families, embarking on a journey off into the unknown.

Though Corvus himself passed away into the afterlife to join his ancestors during their journey, his prophecy came true. Upon the other side of the mountain range laid a vast plains, unoccupied by any other men. It was one which held the promise of stability and satiation - oceans of grain, a hill dotted with yams like stars in the sky, and great herds of gazelles which traversed these plains. Atop the tallest hill in the region, the sons and daughters of Corvus laid their claim to civilization. Dugout shelters were carved into the rock, plots of food set into the earth, and pillars honoring the spirits erected.

Many early years were difficult, but the tribe persisted, exploring out into the world and meeting many other kindreds. Some emerged as friends, such as the enigmatic and mysterious Desert Men and the industrious and crafty Aederfolk. Relations turned sour with others, such as the populous Huang and the barbaric Nanfang. Regardless, after fifty years, the Corvidian people had seen enough of the world around them, and turned inwards, seeking to focus on the well-being of their own.

Over the following years, goats were captured and tamed, roads were stamped into place, and greedy and foolish bandits were ruthlessly scourged from the lands with greatly appreciated assistance from the Bonadar. The Sons of Corvus have known great prosperity and comfort in their dugout city, with famine and war being remnants of a past long gone.

But many years have passed since then. And in recent years, the spirits have spoken through dreams, signs, and prophecy - all pointing to a single direction. It is time for the Corvidians to turn back to the outward world. Content with the state of their hilltop city and the well-being of their people, they are ready to face whatever dangers lurk beyond their beloved homeland. It is time to arise. It is time to prepare.

It is time to set forth and capture destiny in their hands once more!

Starting Location: Atop a mighty hill in the midst of rolling acres of grain, set in betwixt a vast sea to the West and the Spine of the World to the East.

Advantage: A powerful mastery of Soulstone (Bronze), excellent agricultural production, fanged kinspirits, and good diplomatic relations.

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

Postby The GAmeTopians » Fri Jan 08, 2021 6:52 pm

Lazarian wrote:Short History:

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

Postby Novas Arcanum » Fri Jan 08, 2021 6:55 pm

It's funny I think the Huang barely remember the Corvidians and have long forgotten that little incident.

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Lazarian
Minister
 
Posts: 2039
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Fri Jan 08, 2021 7:26 pm

Novas Arcanum wrote:It's funny I think the Huang barely remember the Corvidians and have long forgotten that little incident.

Ah, that’s understandable. If they need help remembering, they could always get a friendly reminder one of these days.

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