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

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G-Tech Corporation
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Posts: 58644
Founded: Feb 03, 2010
Authoritarian 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 Jan 11, 2021 11:37 am, edited 9 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
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Posts: 58644
Founded: Feb 03, 2010
Authoritarian 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 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.
Known Governments:
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.

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/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 | Urban (II)
Simple Stone Wall: Labor IV, Wealth II, Industry I, 5 Stone, Mortar | 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 (-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

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
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 | 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 | An entire region given aside to extracting stone from the earth. +1 Stone | Rural (Forest) V
Deep Quarry: Labor V, Construction | An entire complex laced with hollows and delvings, producing much stone for your people. +2 Stone | Rural (Hills) (V)
Scrape Mine: Labor IV, Wealth I, Industry I | What it says on the tin, labors to gain a mineral resource. +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)

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)

Civic
Shrine: Labor IV, Wealth IV | A basic institution which promulgates the beliefs of the faithful. One per city. | +3 Stability in this city
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, disease resistance. | Urban (II)
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
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

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)
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
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)

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 range of a city notably. One resource per turn may be harvested in an 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


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

Bows: Wealth I
Composite Bows: Wealth II, Industry I

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, 4 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.

Irrigation: Rural Districts produce +2 Food if built in Riverlands
Sickle: +1 Food from Gardens and Farms if civilization has a domesticated Cereal Crop
Selective Harvesting: Flatlands produce one more Food
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
Threshing: Milling bonus increased to +2
Soap: Dramatically increased disease resistance
Last edited by G-Tech Corporation on Sat Jan 16, 2021 11:31 am, edited 14 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: 58644
Founded: Feb 03, 2010
Authoritarian Democracy

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

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 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

Copper Runecasting: Substitute Copper for Stone in Runes at a 1:3 Ratio, rounded up
Rune Channeling: Amplify Rune Effect by 50% for x2 Stone Cost

The School of Electromancy

Source: Environmental Electricity
Exertion: Ritual
Channel: Energy

Tesla Forging: Allows creation of Teslanite Weapons (Wealth III, Industry I, Teslanite) - Iron equivalent

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

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: Alteration

Arcane Sustenance: Requires a local Power Point or Leyline Intersection. Summons five Food from thin air | 2 Enchantment
Last edited by G-Tech Corporation on Mon Jan 11, 2021 7:51 am, edited 2 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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Novas Arcanum
Negotiator
 
Posts: 5063
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
Ambassador
 
Posts: 1017
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: 10302
Founded: Apr 10, 2012
Inoffensive Centrist Democracy

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

Is there a map?
Signatures are so 2014.

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G-Tech Corporation
P2TM RP Mentor
 
Posts: 58644
Founded: Feb 03, 2010
Authoritarian 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.
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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The GAmeTopians
Powerbroker
 
Posts: 8487
Founded: May 12, 2014
Democratic Socialists

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.

"If this were an anime that wouldn't be a problem - in anime, clothes are optional." -A good friend of mine
Shyluz wrote:Ah, well. How many booms do you want?

I see you Jordslag...

Totally Not Evil Overlord of Task Force Atlas

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

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Novas Arcanum
Negotiator
 
Posts: 5063
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: 3624
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
Postmaster-General
 
Posts: 11534
Founded: Nov 14, 2016
Moralistic Democracy

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

Let's go!
Name: Ted
Ideology: Capitalism
Political Compass: Social Libertarian for some reason. I honestly don't know why it placed me there.
Race: Vampire
Political Side: none anymore. Do you think I want to associate with anyone in politics? No I think on my own terms now (not happy? Fine I'll have some stuff for you to judge.
Electoral College Reforms: Standardized voting across the nation, Ranked Choice Voting, and Removal of Gerrymandering.
Student Loan/Free College: Copy Australias homework of the Higher Education Contribution Scheme (HECS)
Favorite Senator: Ted Cruz (Ted's have to help out Ted's)
Status: Healthy and as strong as a starved ox
I M P E R I A LR E P U B L I C

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G-Tech Corporation
P2TM RP Mentor
 
Posts: 58644
Founded: Feb 03, 2010
Authoritarian 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.
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: 58644
Founded: Feb 03, 2010
Authoritarian Democracy

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

And everything should be good to go. Get those apps in.
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
The GAmeTopians
Powerbroker
 
Posts: 8487
Founded: May 12, 2014
Democratic Socialists

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.

"If this were an anime that wouldn't be a problem - in anime, clothes are optional." -A good friend of mine
Shyluz wrote:Ah, well. How many booms do you want?

I see you Jordslag...

Totally Not Evil Overlord of Task Force Atlas

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

User avatar
Novas Arcanum
Negotiator
 
Posts: 5063
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
Postmaster-General
 
Posts: 11534
Founded: Nov 14, 2016
Moralistic Democracy

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

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

Ayerp.
Name: Ted
Ideology: Capitalism
Political Compass: Social Libertarian for some reason. I honestly don't know why it placed me there.
Race: Vampire
Political Side: none anymore. Do you think I want to associate with anyone in politics? No I think on my own terms now (not happy? Fine I'll have some stuff for you to judge.
Electoral College Reforms: Standardized voting across the nation, Ranked Choice Voting, and Removal of Gerrymandering.
Student Loan/Free College: Copy Australias homework of the Higher Education Contribution Scheme (HECS)
Favorite Senator: Ted Cruz (Ted's have to help out Ted's)
Status: Healthy and as strong as a starved ox
I M P E R I A LR E P U B L I C

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Olthenia
Senator
 
Posts: 3624
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: 11534
Founded: Nov 14, 2016
Moralistic Democracy

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
Ideology: Capitalism
Political Compass: Social Libertarian for some reason. I honestly don't know why it placed me there.
Race: Vampire
Political Side: none anymore. Do you think I want to associate with anyone in politics? No I think on my own terms now (not happy? Fine I'll have some stuff for you to judge.
Electoral College Reforms: Standardized voting across the nation, Ranked Choice Voting, and Removal of Gerrymandering.
Student Loan/Free College: Copy Australias homework of the Higher Education Contribution Scheme (HECS)
Favorite Senator: Ted Cruz (Ted's have to help out Ted's)
Status: Healthy and as strong as a starved ox
I M P E R I A LR E P U B L I C

User avatar
Olthenia
Senator
 
Posts: 3624
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: 26302
Founded: Aug 06, 2012
Father Knows Best State

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

Tes'la's Favored are here!

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Novas Arcanum
Negotiator
 
Posts: 5063
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: King Wei Liang
Short History:The first dynasty to arise from the lifegiving Yu River. The Shao are ruled by a tribal king who claims the right to rule from Heaven itself through an idea known as Tianming. The idea of the Mandate is itself in it's infancy and not fully developed but 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 Sat Jan 09, 2021 7:41 am, edited 6 times in total.

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Lazarian
Ambassador
 
Posts: 1017
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.

User avatar
The GAmeTopians
Powerbroker
 
Posts: 8487
Founded: May 12, 2014
Democratic Socialists

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.

"If this were an anime that wouldn't be a problem - in anime, clothes are optional." -A good friend of mine
Shyluz wrote:Ah, well. How many booms do you want?

I see you Jordslag...

Totally Not Evil Overlord of Task Force Atlas

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

User avatar
Novas Arcanum
Negotiator
 
Posts: 5063
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.

User avatar
Lazarian
Ambassador
 
Posts: 1017
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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