Weeks ago, Yngvar met the Children of Artemon, the elves to the west, and has since returned home to tell his people. Most were disgruntled by the news of actual skraelings, and suspicion is not easily be dispelled. Despite this, there were a few who thought these 'elves' to perhaps be friendly types, seeing as they hadn't come for them in hostility since they were met, and those who doubted Yngvar's word were quickly proven wrong by the fact that his men were there, and that he brought home with him an elven-crafted bow and quiver of arrows. He had found the weapon to be elegant and tested it out a few times while hunting deer. To his surprise or joy, or perhaps both, the weapon had worked excellently - moreso than any bow he had ever crafted himself. The fletchers had spent weeks trying to replicate the design but they simply couldn't craft the bow to the likes of the elvenmake. Perhaps, they thought, the skraelings could be contacted to learn more about their craft and skill?
During these weeks, two great constructions had seen their completion. The shipyard was now fully operational and a new longship was being constructed as Dag walked the planks for a closer inspection. They comissioned him for suggestions of names, but he had mostly laughed and said he'd think about it but that the ship's captain should be the one to give her a name. From the yard, Yngvar planned on exploring the coastline to the north and to the east, but first he'd have to convince Dag... As if he needed convincing! The second great construction had been the pallisade - the gilbins had really taken to their new thrallhood and had diligently constructed both the shipyard and the pallisade in record speeds under leadership from the Iceborn. The pallisade was of great but convinient height, all gates in and out of the settlement were due protected and watch-towers had been erected along key spots of the wall. The village was now well protected up on it's hill from any invader who would seek to catch them off-guard.
Yet... Something troubling had reached Dag's ears. One of his fishermen had gone missing out at sea. He had journeyed too far, and probably been caught in a wave, but by now if that was the case they would have begun to see debris float ashore. It hadn't. No body, no broken plank, nothing. As he stood on the shipyard contemplating this, he spotted something glittering in the water. Something metallic, attached to a-- by Father Frost's beard! It's the fisherman's bloated hand! His metallic weddingring had caught the ray of the sun as the hand floated on the waters, bloated and rotting. What a grim fate for a noble Iceborn, torn to shreds by-- "Dag." a voice came from behind him, with light steps to follow. It was a woman. "Lydia, my friend." Dag responded. The two exchanged a hug, having been acquainted for many years as with most Iceborn. "I wish I had better news, but I must bring you something of a concern." said Lydia. She told him of her recent travel east, together with her two daughters. Lydia was a veteran warrior and scout and a proper shieldmaiden, and her daughters were following in her steps and as such often accompanied their mother out on her excursions. During their travel east, Lydia told Dag that they had found a small band of Gilbin survivors from the caves, and they hadn't been happy to see them. Immediately upon spotting Lydia and her daughters, they had sprung up on their feet and rushed the shieldmaidens. A fool's end, some would say, but Lydia knew better. They had grown braver. Survivors from the caves had up until now fled at the sight of Iceborn, but those who fled east were rarely seen again. These gilbin... Something had strengthened their morale to the point where they dared seek vengeance where they thought they could find it.
Would they speak more on the subject?
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other
Population: 193 men, 192 women, 53 children.
- 150 Goblin Thralls
Livestock: A herd of goat. Military: No standing military. Militia able to be conscripted up to 60% of adult population. Food level: Above Average Resources: Lumber, Iron, Honey (low quantities, legendary quality) Wealth: Nonexistant Trade: Nonexistant Growth: Base: 5% +1% from food level, +1% from morale = 7%. Morale: High Foreign relations:
A few weeks had passed since the raid on Pachacamac. Lizardmen, armed with spear an crossbow, fang and claw, came to steal your supplies and kidnap your people for slavery or worse. While at first leadership was fractured, Amari Asto managed to lead his people to victory by unifying what little fighters he had and armed the rest who could fight. The initial panic turned into fury at the invaders, and the lizardmen were quickly driven off with little casualties on both sides. All in all, two lizardmen died to your four armed peasants, and another three were wounded. One lone lizardman was left behind, too wounded to be carried or to run by himself. He was nursed back to health in a cage, and has since been your prisoner. He hasn't spoken to anyone but Amari Asto, and when he's "spoken" it has been only through hiss and snarl. Still, you have the feeling his mood might swing soon. Perhaps the creature can speak common?
Rano Rancor had been able to procure the resources needed for his project of improving the settlement's housing, and everybody's standard of living had since improved. He was congratulated as a great inovator, and has since been working directly under Amari Asto's employ to improve everyday life in the settlement.
With the repelling of the lizardman raid, your workers and guardsmen were able to return to their project of mining the mountainside for copper, which has since become your newest resource.
[Copper added to resources.]
The crossbow. Not a design unfamiliar to your people, but intruiging nonetheless. The lizardmen had wielded them together with spear and claw to deadly efficiency, and while examining the weapons taken from your slain enemies, you realize their crossbows are different from what you know. Crude-looking, yet elegant in actuality. Being perfectly fit for a lizardman and not a man, the design would require some alterations or modifications before being an equally strong weapon in your own hands. Perhaps a worthwhile project to invest in?
Scouts are now posted at all times at the pass from where the lizardmen may come. Day and night it is kept under watch, and some voices has been raised as to fortify it into a defensible position to repel further incursions upon your lands. Still, it will be a long time before you may consider yourselves safe.
Population: 179 men, 177 women, 47 children. Military: No standing military. Militia able to be conscripted up to 30% of adult population. Food level: Above average Resources: Stone, lumber, copper. Wealth: Nonexistant Trade: Nonexistant Growth: Base: 5% +1% from food level, +0% from morale = 6%. Morale: Indifferent Foreign relations:
Some time has passed since the Iceborn were met by the river to the east and the refugees arrived from the west. At first, the hardest part was to settle the refugees and shelter them in the new settlement. Food and labour they happily provided for themselves, and while most weren't as skilled craftsmen as the Children of Artemon, they were quickly able to make themselves at home in Duinmelamar with help from the Children. They were all the same people, High Elven blood and culture, but of different territories. As the days passed and you learned more of the remnants of Cantivale, you realize they came from a sister-nation of High Elves far away from where you had originally came from. Now, you all found yourself on this new continent together and had endured different but similar hardships of ruin and calamity. They called themselves the Lothelonni, followers of Lord Elaris Brightflower, and their ways were of ancient High Elven heritage. Many of the survivors were either former nobles or their servants, ranging from wizards to farmers. You feel like you may learn a thing or two from them, and they feel the same about you. Seemingly they are integrating faillessly into your settlement.
[+100 refugees added to your population.]
Your scouts have also finished scouring the countryside and found several points of interest. In the vast mountains to the north-east, the prospectors found a large system of caves that lead into the mountainside and possibly further down into the rock itself. While there, he also found small abandoned hovels that seemingly used to have housed small humanoid creatures but are now completely empty and not a soul has been spotted at the site since.
Your folk had also begun fishing from the river that flowed from the north, where the Lothelonni had once lived. In their great lake, they said they had found plenty of fish as well. Around the area of your new settlement, farmers had begun turning the lands into farms and the wayward stones and trees that came in their way were quickly assimilated and turned into resources to be used for building materials. Small pockets of woodland dotted the otherwise flat landscape, with the exception of southward where the woodland instead dotted a hilly landscape. Further than the great hills, the scouts had not yet ventured.
[Resources added: lumber, fish, stone (small quantities).] [Point of interest added at mountains.]
Your relationship with the Giants still hold strong and grow stronger still, with your crafted goods improving their quality of life to a point where they are actually experiencing growth unknown to them from the time before your arrival.
[Giant Camp grows by 5. Relations improved.]
Some time has also passed since last you met the Iceborn. Once or twice you have seen them when a scout has travelled too far east, but they have not yet come to visit you.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other
Population: 134 men, 135 women, 48 children. Military: 15 Elf-at-Arms. Militia able to be conscripted up to 20% of adult population. Food level: Average Resources: Lumber Wealth: Nonexistant Trade:
Imports: Raw leather and animal goods from Giant Camp. Exports: Processed leather goods to Giant Camp.
Growth: Base: 4% +0% from food level, +0% from morale = 4%. Morale: Indifferent Foreign relations:
Suddenly, several months have passed since the setup of the logging camp and the mine. Resources has flowed into the settlement and food production has been increasing steadily. Your allies, the Ursar, had too felt the change in power and wealth that the Oreborn had brought to the region. With the first few batches of gold mined from the mountains, you had given them gifts they simply could not decline. By the day it seems they grew to like you even more, and your similar pasts helped that friendship grow further.
With lumber, stone, tin, copper and gold available to you, only one thing seemed to be missing... Iron. By finding iron, you could craft steel. With steel, and gold, well... Who knows what the limits could be. As if on queue, Arngir received word that the mountain to the south-west indeed seemed rich of iron. With swift action a dwarven emissary was sent to talk to the Ursar settlements nearby, and after a little deliberation it was decided that the dwarves would be allowed to establish a mine in the mountain, where Ursar also would work the tunnels and share in its' bounty. As such, the iron ore that came out of the mountain was split according to population size, which left the dwarves with a smaller batch than the Ursar. However, through shrewd and skilled diplomacy, the dwarves were able to negotiate themselves a better deal by being the better craftsmen and more skilled miners - their expertise were worth more and as such their bounty was to be higher. Without them, they argued, the Ursar would not see nearly as much as a fraction of the iron brought out from the mountain. The Ursar agreed. Despite a population difference of 2 to 1, the resources were manned and split half-half. Enough for both peoples.
Another prospector came in to the room, recently back from his voyage. The Oreborn had no boats, but they were able to see that far to the west there was an island with a big mountain at it's center. Not as big as the mountains in the peninsula around the Oreborn settlement, but big enough to be of interest. Also, being of Brownbeard origin, the prospector could not help but think the island could serve to be a protective bastion to the sea in the future.
But what does Arngir think?
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other
Population: 152 men, 148 women, 53 children. Military: No standing military. Militia able to be conscripted up to 30% of adult population. Food level: Average Resources: Copper, tin, gold, lumber, iron. Wealth: Very low (Consisting mostly of raw gold ore for now) Trade: Mutual small-scale trade with the Ursar. Growth: Base: 5% +0% from food level, +0% from morale = 5%. Morale: Indifferent Foreign relations: - The Ursar: Friendly - The Brown-Skin Orcs: Not yet met. - The Lilitu: Not yet met.
It was a hard-fought battle. At first it had seemed the Lycans had the numbers and morale on their side, perhaps even the gods themselves, but the Ogre warlord was cunning and ruthless. He was no stranger to war. While Vlath had focused his strongest warriors in the front and riled up everyone's spirits, the strange pale-skinned ogres had marched in unison and purpose towards the lycan formations. Vlath ordered the charge, and from atop the hill well over a hundred lycans had rushed their enemy with weapon, fang and claw. Vlath himself had used his new powers efficiently, having been able to personally dispatch several armored ogre vanguards by channeling his new powers through his body to increase his strength and dexterity. While he had found he could not yet call upon dark magics to devestate his enemies, he could fuel himself beyond mortal strength and fought with the power of ten of his kind.
However, when one Ogre fell at his post another took his place. After a few minutes of hard fighting, the ogres shifted their ranks. Rested soldiers came forward while the tired ones were allowed to rest towards the back. They repeated the tactic, always ensuring they were fighting with full strength. The lycans were ferocious and beyond average stamina, but they had no such battlestrategy in place. Their strategy was brute strength and ferocity, and it seemed to be working at first. The Ogre centre gave in, allowing lycan warriors to drive a wedge through their lines, but suddenly their advance came to a halt. The ogres had gave ground purposely, and now had the lycan centre flanked from all sides as they had driven their wedge into the ogre lines.
Vlath could only watch as several of his warriors fell, and as more and more blood painted the grass and mud, it became clear to him that this battle was lost. His commanders started to order a retreat, and his warriors began pulling back. The Ogres advanced and came after them, but their armor weighed them down and they dared not run. The Lycan retreat was unchallanged, but the disorganized warriors made it look more like a route. All survivors made it back to the settlement, but those who could not fight had taken the children under guidance from Mex and Basir as ordered and sought refuge in the mountain to the north. Vlath and his commanders had survived, some slightly wounded but still standing, but another 30 lycans had to be left behind, either dead or too wounded to retreat. The survivors were likely taken captive, and as Vlath organized the rest of the settlement's inhabitants to flee north to the mountain, the Ogres caught up. They cut off their escape by flanking the village to the west and to the north, as if they knew the layout of the lands exactly. The Ogre warlord stood upon a hill, overlooking the village, and raised a flag. Vlath knew what it meant; the warlord called for an audience. The Ogre forces remained at their posts flanking the village, waiting for Vlath to show himself.
Growling, he realized he had no choice. At first, he thought he would rather die than parlay with their enemy, but he knew better than to not seek the Gods' council. And so he did. He ordered his warriors to stand down, but be at the ready in case the Ogres had enough of waiting, and he went to his hut where he had erected a small shrine. He drew a knife, cut his palm and let a few drops of blood drip into a chalice of stone. He closed his eyes, and reached out into the void to speak with his pantheon.
At first; silence. Then, he could feel a pressence course through his scars, the scars he had received only hours ago from his gods. They spoke to him through the power they had granted him. What little words his mind could comprehend told him to not die here in vain. His part to play in the living world was not yet over, and the Gods would severely punish him if he died now before he completed what they had demanded of him: the blood of the lesser races. Indeed, the battle had spilled the blood of a few ogres, but not nearly enough to repay the loss of Lycan life. The gods were angry, but not with Vlath, but with the ogres.
A final order echoed through Vlath's mind, ringing like a bell, shaking him to the core.
Don't you dare fail us, Vlath. Live and retreat. Live to fight another day. The time will come where your vengeance upon the Ogres will be complete, and on that day we will reward you and your people greatly. You are our chosen, our champions that walk the mortal plane.
Vlath was unsure how to proceed, even though he planned to do what the Gods bid. Was he to pack up and leave? Try to escape the ogre warband? No, they were too many and their escaperoute was cut off. After a few minutes of meditation, he came up with a plan.
And so it came to be that Vlath met with Durgal, the Ogre Warlord, and allowed his village to be annexed. Months have passed since then, and the Ogres arrive once a week to collect tribute and manpower to no doubt be used as slavelabor. The non-fighters and the children had returned to the village, and all lived under the iron heel of the Ogre, but secretly they all longed to be free. They hated their captors with a burning passion, and all knew a day would come that Vlath rose up against them and overthrew them. But such an act would require cunning, planning and carefully masterminded operations as the Ogres had a numerical, equipment and strategical advantage. Luckily, you have had months of planning.
What is Vlath planning to do, to free his people?
Population: 137 men, 131 women, 22 children. Military: No standing military. Militia able to be conscripted up to 50% of adult population. Food level: Average Resources: Requires prospection and industry. Wealth: Nonexistant Trade: Nonexistant Growth: Base: 5% +0% from food level,-1% from morale = 4%. Morale: Disgruntled Foreign relations:
It seems like it was only yesterday that you all packed up your things and left the swamp for steadier ground. The mountains had proved to be steep, but with the diligence and help of the blackskin goblin workforce, you had persevered. Now, hovels and huts dotted the mountainside all the way down to the base of the hills. A few caves had even begun to spring up, and during nighttime when one stands at the base of the mountain, they could see many lit-up hovels along the mountainside. From the mountain came new resources such as tin, iron and hardstone. Hardstone was a particularly interesting material, for it could be mined with ease but once processed into building-material (through a rather simple process of heating it in one way or another) it was almost imovable. Tools could only scratch it, and as such the builders had to be careful when laying it down to make sure it all was set rightly into place, to avoid tedious tasks of removing it if put in a wrong location or slightly tilted to the wrong side.
Food was still the rarest of commodities around here, however. The swamp housed plenty of wildlife to be hunted and berries, fruits, mushrooms and some roots could be harvested and eaten but it required a lot of time of gathering to feed a growing population.
Trip and his blackskinned kin had taken a liking to Gredy and his leadership and charm, and willingly took over most of the mining operations in the mountains. The two different breeds of goblin seemed to work well together when playing to their strengths.
However, alarm had been raised a few weeks ago when Geist finally returned from her exploration mission. Appearantly, there's nothing wrong with the surrounding wildlife other than everything tries to kill you, and a few more blackskinned goblin survivors kept arriving from the west daily. No, what actually raised cause for concern was to the south. A troll camp. Newly arrived, it seemed. Where they had come from Geist couldn't tell, probably from the south somewhere, but as they knew very little of the land they could only speculate. They hadn't been spotted yet, but Geist said it was only a matter of time before the trolls take notice of the lights in the mountainside and the swamps. Hopefully, the rough terrain would be enough to deter the trolls, but if they were bloodthirsty enough perhaps not even that would stop them from coming after them. Trolls were after all quite savage creatures, much like some goblin species. Although, goblin and troll do have much in common, so perhaps diplomacy was entirely possible. It was up to the leadership of the enclave to figure that out, though.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other
Population: 175 men, 175 women, 60 children.
(53 of adult population is of Blackskin Goblin descent)
Military: No standing military. Militia able to be conscripted up to 50% of adult population. Food level: Below average Resources: Hardstone (low quantity), iron, tin. Wealth: Nonexistant Trade: Nonexistant Growth: Base: 8% -1% from food level,+0% from morale = 7%. Morale: Indifferent Foreign relations: You have not met any other civilizations.
This land was supposed to be your birthright, your ancient heritage and your ancestry. Despite your proud lineage, it seems fate has taken a twisting turn and famine has left your people struck with tragedy. Marum Tankbeard, renowned metal priest and keeper of good advise for the King, has sensed change whispered from the metal spirits. A priest can only interpret so much of whispers heard from metals and rock, but interpret them he did nonetheless. They speak of an ancient past, long forgotten even by the proud Metalbeard Dwarves of the Glimmering Mountain. An ancient tome. The founding fathers. said the whispers, over and over again.
Without delay, Marum and Blackhand consulted the ancient scripts of his people, left to gather dust in these dark days but perhaps keepers of important knowledge. Then they found it. The oldest tome in the mountain, the grandest and proudest wordless cover either of them had ever seen. Despite their hungering stomachs, they ached to turn the pages and read of it's forgotten wisdom. Indeed, as they sat down and read the words, they were taken aback by what they read. Such ancient history, lost and forgotten, was here all along?
The tome speaks of the 7 founding fathers, the Dwarf-Lords that ruled when the world was knew. All of them were chosen by their Gods to lead their great clans to their destiny, but alas it seemed most of them had forgotten. After so many hundreds if not thousands of years, dwarvenkind had dwindled and no longer remembered to carry down the traditions of their founders.
You may be dwarves of the Glimmering Mountains, of Clan Metalbeard, but your heritage and lineage can be traced back to these founding clans. All dwarves can trace their history back to these 7 clans, and all of them have knowledge. What does your tome speak of?
A) Whitebeards - Great dual-wield warriors, adept at slaying different monsters such as trolls and ogres. B) Ironbeards - The greatest smiths in the lands, capable of crafting anything. Are very sturdy built and withstands quite a punch. C) Goldbeards - Excavators, adventurers, explorers and miners. The goldbeards are very good at scouting and discovering locations, or spy on their enemies. D) Blackbeards - Great twohander warriors, adept at wielding giant weapons into battle, and are also the best siege engineers around. E) Redbeards - Great dwarven magicians, sorcerers and runemasters, adept at controlling magic and the elements. F) Brownbeards - The strongest builders and masons the world has seen, the brownbeards are capable of constructing mighty fortresses that are almost impossible to penetrate. G) Longbeards - Common name for a clan which has a mix of all kind of dwarven beards. Is average at everything, but cannot achieve quite the height as the more specific breeds.
Whatever promethean clan the tome speaks of, it is without a doubt from this clan that the Metalbeards trace their origins back to. And with the knowledge rediscovered in this tome, perhaps you may rise again, prouder and stronger, to rebuild your kingdom brought to heel and rediscover your destiny?
Population: 90 men, 90 women, 20 children. Military: No standing military. Militia able to be conscripted up to 30% of adult population. Food level: N/A Resources: None. Wealth: Nonexistant. Trade: Nonexistant. Growth: Base: 4% Morale: Indifferent Foreign relations: You have not met any other civilizations.
Ah, Coinshire. A perfect little hovel of huts and houses halfway dug into the ground. Execpt, it wasn't perfect. It wasn't even fully operational. Your people has recently arrived from gods-know-where and this is, without a doubt, not a very easy time for your people.
While you're doing your best, your ruler, William Orbcoin, has yet to make any official announcements as to what to do next. Halfling families tend to be quite large, but even so this meagre population barely has half a child per household. And it's not even a household! These huts are little more than temporary shelter to be improved as time goes on! Nevertheless, the halflings of Coinshire has tough times behind them and tough times ahead of them, but with a bright outlook on the future that things will turn out alright... Or will it?
But there are a few different kinds of halflings. Some like best to sit at home and share stories by the hearth, while others prefer to set out into the world and live adventures! Some halflings aren't even called halflings at all, that's how different they are! So... What are the halflings of Coinshire?
A) Hillfoots - The Hillfoot halflings are strong builders and farmers and tend to get round bellies after a while. They are comfortable, honest and friendly. High morale, all around! B) Rockheads - The Rockhead halflings are craftsmen and traders, eagre to set out into the world but still rather like to be comfortable. They are good diplomats, merchants, sailors and craftsmen. C) Bumblerunners - With such a hilarious-sounding name, one could only expect the Bumblerunners to be hilarious themselves, but that is not always the case. Bumblerunners are the opposite to Hillfoots. They prefer adventure, moving around, getting up to no good and are excellent thieves, spies, rogues and explorers. That doesn't mean all bad things however, they're halflings after all! D) Kenderkin - Anyone who's ever met a Kender usually has nothing good to say about them. They're not strictly halflings, but rather a cousin race of traditional halflings. They're less round, more nimble and silghtly shorter. They combine a bit of Rockhead and Bumblerunner tendencies in that they love adventuring, meeting new people, craft new things and see the world. Notably, they're also very good sneaks and have the distinct trait that they don't feel fear. Fear to them is a foreign concept, and they're quite literally physically incapable of feeling fear. Historians and academics have scratched their heads for centuries over the Kender... Just what are they?! E) Familtons - The Familtons are a family of halflings that proudly boast they count some of every halfling family within their numbers. They may dabble in all that other halfling families do, but may not reach quite the same expertise as focused subraces may.
Population: 130 men, 120 women, 50 children. Military: No standing military. Militia able to be conscripted up to 30% of adult population. Food level: N/A Resources: None. Wealth: Nonexistant. Trade: Nonexistant. Growth: Base: 5% Morale: Indifferent Foreign relations: You have not met any other civilizations.
All glory to Amarak! He has lead us to this new land - Nehgrob Nek'sa - to become his chosen! His medium through which he will hold dominion over these realms. It is up to you, High Priest Gahd'Sihkra to guide your people through this monumental task that you have taken upon yourself to fullfill your oath. You are Trolls, savage and cunning, with natural regeneration and great strength.
But there are several breeds of Troll. While you share some traits, you may find other traits less common. You are...
A) Forest Trolls - Typically green of skin, has strong shamanistic or druidic beliefs and magic available to them, and can camoflague themselves in wooded areas. B) Rock Trolls - With skin gray and hard as rock, it is no wonder this breed has gotten this name. They have increased strength and intellect at the cost of slower movement and lower growth. Through geomancy they may also channel earthly magic. C) Dark Trolls - With black or purple skin, the Dark Trolls use shadow magic and cannibalism as the centre of their religion. They can see clearly during the night, and they have the strongest magical capability of all trollkind. D) Blood Trolls - Redskinned and savage beyond compare. The strongest, most ferocious of all troll-kind, these trolls pride themselves in strength and find glory in war. They are quite magically handicapped, but neither does magic seem to bite them as hard as other races. E) Unchosen - A strange self-given from long ago, these 'Unchosen' trolls are said to have been disowned by all Troll Gods and pantheons and banded together. They house all breeds of troll, thereby gaining all their strengths but also all their weaknesses and they cannot reach the same height as the other breeds.
Population: 90 men, 90 women, 20 children. Military: No standing military. Militia able to be conscripted up to 30% of adult population. Food level: N/A Resources: None. Wealth: Nonexistant. Trade: Nonexistant. Growth: Base: 4% Morale: Indifferent Foreign relations: You have not met any other civilizations.
You are lost, stranded by the tides and shipwrecked against foreign rocks. The vessels that carried you here were smashed against the shore by the storm, and whatever you could salvage you brought with you into the nearby forest. Here, your people quickly set to work of building shelter and gathering food from the lands around you, but something felt off. The wildlife was big and plentiful, but the further north you went, as the thicket grew thinner, you encountered less and less game to hunt and the grass turned browner, as if fall came early to this particular plot of land onwards. Your scouts dared not go further, and instead focused on the forest you had settled in.
There is no way to send word back to the imperium now, and it will be many months or even years before you could sail back the way you came.
What will you do, Archon Saleian? Will you lead your people through this dark time into greatness as your own people, or will you set sail back for the imperium at first chance, no matter how long it will take?
No matter what you do, your first choice stands before you, the first trials of your people in this new land. What will the Archon of the Elven Enclave do?
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect the land H) Expand military I) Take diplomatic action X) Other
Population: 90 men, 90 women, 20 children. Military: No standing military. Militia able to be conscripted up to 30% of adult population. Food level: N/A Resources: None. Wealth: Nonexistant. Trade: Nonexistant. Growth: Base: 4% Morale: Indifferent Foreign relations: You have not met any other civilizations.
Once you've said hi in the OOC you can jump straight into the IC thread. Make an introductory post, or choose your race if you haven't already decided what sub-race and so on you're going for.
@ArisenMoon I'm willing to approve that history with a slight edit: your people have not been on the continent for decades. They are newly arrived. Edit: What's up with the IC thread post..?
BTW everyone I highly recommend you join the discord server found in the OOC OP. Much easier to get in contact with me and other players, faster response and quicker notification to updates, announcements and so on!
Edit 3 for those who haven't joined the discord channel: The map to turn 0 is completed and I have closed the doors for more players to get in. I want to get this rolling with a relatively small amount and I think this will work for now. I'll be updating the OOC "current players" list soon to be correct, in the meantime I suggest talking to your new neighbours about RP plans and re-reading the last few turns from 2.0 to re-discover where the plot was going. Additionally, I will be trying to add some more heavy fantasy features like metal-types, magical locations, monsters and other things to hopefully make things a bit more interesting. Don't hesitate or forget to submit suggestions, feedback or requests so that I may improve the RP for everyone!
@Timemaster That's better! I oughta add halflings to the standardized list...
@PringleDingle Everything looks good EXCEPT for the "they've been here for two millenia" part. It made more sense in V 1.0 and 2.0 since the name was "New Lands - New Glory", meaning no player civ was native to the land. I'd like to continue the tradition, so unfortunately I'll have to ask you to switch that tiny detail and then you're all good *thumbsup*
@Timemaster They seem more like halflings than gnomes, seeing as gnomes typically have higher intelligence and put little faith in Gods, instead focusing most of their efforts to improve life through ingenuity and creation. It is possible to play a less intelligence gnome subrace, but here still they'd be less inclined to look toward Gods, heavy mercantilism and roman sounding names. Are you sure you want to go on with this idea?
Also, silver is a bad color to put into color on the map, and a darkish gray is already in use by Pyromaniacwolf's lycan race. I advise you to change it to a more recognizable one.
@Lauder At first I was against the idea of the dwarves being here all along, but I warmed to it as I read the rest of the clan's history. I especially liked your clan's view on metalwork! Welcome to the roleplay, at last! I'll fill you in on more general dwarven lore you'll need to know when the roleplay itself starts.
Note: Read OOC section regarding Custom races before creating one!
All of you are different. Some of you may be the same race but your people are different. You have endured different things. You have lived in different lands. No matter where you came from, you are seeking a new life for your people. Whoever your leader is, your people follow with loyalty. Wether you were driven out of your home, or simply seek new lands to call your own, you have all come here without knowing of the others' pressence. You must survive.
Your first choices lie before you. You are...
A) Humans - Basicly average in everything, good diplomacy. Bonus diplomacy with dwarves and elves, minus diplomacy with orcs and goblins. B) Orcs - Has high strength, low technological capabilities and bad diplomacy. Bonus diplomacy with goblins and ogres, minus diplomacy with elves and humans. C) Elves - Low reproduction, high magical capability, average strength. Bonus diplomacy with humans, minus diplomacy with orcs. D) Dwarves - Low reproduction, high strength, low speed, high intelligence, morale boost. Bonus diplomacy with humans and halflings, minus diplomacy with goblins and ogres. E) Ogres - Very high strength, low intelligence, low reproduction, high speed and size. Bonus diplomacy with orcs and trolls, minus diplomacy with elves and dwarves. F) Trolls - Average strength/speed, cunning, bad diplomaticy, high reproduction, can regenerate fast. Bonus diplomacy with goblins and ogres, minus diplomacy with basicly everyone else. G) Goblins - Low strength, average intelligence, weak-willed but functions well in masses, very high reproduction, small size. Bonus diplomacy with trolls and orcs, minus diplomacy with halflings and dwarves. H) Halflings - Low strength, small statures, cunning, bonus diplomacy, bonus trade. No diplomacy bonus or minus with certain races. X) Other - Please specify averages, strengths and weaknesses.
You land upon the continent, and decide to settle...
Next:
Choose a color to represent your kingdom. May be any single color. This matters because the settlements I put on the map will have text bordered with the color of your kingdom, so that players and non-players alike can see what settlement belongs to who. Additionally, write the name of your new settlement! What shall be the name of your new future?
Or welcome BACK, if you were in New Lands, New Glory 2.0! If so, you will be allowed to either pick up where you left off, or start from scratch with a new race. To keep things more fair and square, new players as well as restarting old players will be given a bit more freedom at the start to catch up to the already established nations, however imbalance isn't really an issue since this is about roleplaying nations and not to see who has the bigger ... Well, you get the point.
This roleplay is turn-based. Meaning you get one action every turn. You will be presented with choices labeled alphabetically on how to advance your civ. Every turn, your population grows and you are presented with new choices and sometimes hardships. The roleplay begins with your people coming to a new land, an unexplored continent where anything can happen. You have but a few hundreds with you, and your supplies are low. Perhaps you came here as settlers, or perhaps you fled after your homelands were destroyed, or perhaps you are simply a new civilization that has sprung upon this continent. Whatever you are and wherever you are from, you must find ways to adapt, survive and thrive here. Most certainly there are other civilizations on this continent and other races that may become your allies or enemies, but you do now yet know.
The first turn generally looks like this:
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 125 men, 125 women, 50 children. Military: - Food level: - Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Growth: Average Morale: Indifferent Foreign relations: You do not know any other civilizations
Each action from A to I present different opportunities and different consequences (good and bad). You may choose one of these per turn and preferably write up a post about how you, for example, "Improve food". Depending on how good and thought-out your post is, you may combine one choice with another. For example, while improving your "food", you discover how to create farms and thus also improve your infrastructure in the process. the X-action is an action of your own that is not in the list of choices from A to I. You may write and attempt whatever you want in the X-action, and I may or may not grant you what you hope for.
Let's go through the things step by step: Population - Is how big your civilization is. Later on when you build new towns, I will list your towns and cities and what their population is as well as show a total. Military - How big your military might is in the count of forces. Keep in mind that the experience, skill and equipment of the soldiers count into how well your battles will go, as well as what different composition of units you use and how you manouver them. Food Level - Measured from Very Low to Very High, and determines how well your people fare. A low level of food means lesser growth and might cause starvation (people start dying) but a too high food level might cause your people to grow fat. (Generally though, a good food level is always good.) Resources - What types of resources you have at your disposal. Can be oil, minerals, lumber, food, hides, livestock etc. You can use these to trade with other nations and civilizations. Wealth - How wealthy your people are considered to be. Poverty may result in discontent among the lower-class, but a too high wealth may result in luxurious spending which may crash your economy if your economy takes a bad blow. Trade - How much you trade with other nations and what you gain from it. Measured from Very Low to Very High, but only once it is existant. Growth - How well your population is growing. Determined mostly by food level but also morale and other things. Measured from Very Low to Very High. Morale - The morale and spirit of your people. Measured from Very Low to Very High, with "Indifferent" acting as a middle-point. This determines how well you fight, how well your people works and generally how well things are going in general. Foreign relations - A list of other civilizations you've met and how you feel towards each other. Ranges from Hated Enemies to Beloved Allies. Also determines how well you manage to trade with them and how they react towards you when interacting with non-player nations.
So how do I start?
Easy! This roleplay begins unlike many other roleplays. Here, you choose your race right off the bat in the IC thread, we call it "Turn 0". You will be presented with a list of available races (if you're thinking about a custom race, please scroll down to the "information about custom races" section), and everything will be determined in the IC thread. I will create a map where you will choose a starting spot after you've chosen your race. From there, the roleplay begins with turn 1. A sort of "fog-of-war" will be present on the map, that will show you how much of the continent you've explored and what other nations you can see. When you meet another nation and manage to befriend them, you will be able to see their holdings on the map. Keep in mind that if you have not met a non-player nation but another player has, it will still be seen on the map so I expect you not to metagame.
TL;DR: once the IC first post is up, you may jump right in! You don't even need a sheet! If you choose a custom race, you MUST specify it with weaknesses, strengths and averages in the OOC first and await approval.
Make sure that there is room to join first! Below you will find a list of active players, and at the very top of the thread there should be a "status" line with either green, yellow or red text. It's either open, pending or full. If you want to hop in with a custom race (aka; a race not specified in the first IC post, check out the list first) you'll want to scroll down to the "Information about custom races" section and read it first, then post it here in the OOC to get approval! Sorry for all the text!
Rules and regulations:
All roleplays have rules. I expect you to know the basics like:
Don't godmode
Don't metagame
Don't be rude to other players
However there are some other rules you should know about:
Never wipe a player out completely unless he or she has given his or her consent.
Don't focus on "winning", it's about playing the game and enjoying it together.
It is okay to attack or raid another civilization freely as long as you have discovered them and scouted out the target first. Just don't expect it to always go your way.
Don't expect to never be met with setbacks or hardships. I will give you all good and bad consequences as well as random events depending on your choices.
"My word is law". As the GM, I reserve the right to "toss you out" of the RP, and in conflicts or squabbles I have the last say.
Also, here are some regulations that aren't "DON'T"'s
Non-player nations are free to be conquered, raided, wiped out or otherwise warred with however you want.
Any questions and OOC-chat should be kept here in the OOC thread (obviously).
When plotting with a player against another player, I recommend you take it to PM to avoid metagaming.
When plotting as mentioned above, I want to be kept in the loop as the GM, to avoid misunderstandings and to avoid conflicts OOC.
You may otherwise choose PM or public IC post however you wish when communicating with other nations.
If you don't want to play one civ anymore but rather want another, tell me in the OOC and I will arrange a "natural disaster" for your people or take it over as a non-player civ.
When starting over with a new civ, you will be given some bonuses to help you catch up, but not too much.
There is no enforced limit of posts per turn, however you may only take your A-I choices once per turn. Also, don't speedpost. I want to see meaning and depth in those posts if you decide to post several per turn. (When you interact with other players this is crucial)
Current Map
Anything not on this map is not considered official. Current turn: 5
A very basic rundown of what sort of climates to expect in what regions:
An amazing realistic-looking map made by the one and only @TheArhive because he was bored. Thanks a bunch! (All the cred to him yo)
Current Players:
@Cyclone playing as The Iceborn (humans). @Murtox playing as The Antari (humans). @Pirate playing as Children of Artemon (elves). @Kangutso playing as Clan Oreborn (dwarves). @Pyromaniacwolf playing as The Lycan Covenant (custom lycans) @Bright_Ops playing as The Orc-Grave Enclave (custom goblins) @Lauder playing as The Metalbeard Clan (dwarves). @ArisenMoon playing as The Elven Enclave (elves). @Asura playibg as pending...
Former Players: @Chairman Stein as The Bonesnapper Tribe (orcs). @Polybius as The Lothelonni (elves). @LordZell as The Serpetist Tribe (custom lizardmen). @Lady Selune as The Maerinum (humans). @Dogematix as Kingdom of Morg'Talren (elves).
The first 2 iterations of the 'Civilization - New lands, new glory' roleplay included custom races, and it contributed to individualism within races that made each player feel like he or she could play their own way, yet from a GM perspective the more custom races there are, the harder it has been to keep track of and manage them and provide adequate events and interesting storylines for the player.
At first, custom races were entirely free as long as they were VERY shortly specified in the IC on turn 0, then at 2.0 we moved on to "must have approval in OOC first" if going with a custom race. This time, 2.5, I'll still be employing the "must have approval in the OOC first" rule but with an added "hardness" on my side that means if your race is too unique or difficult to grasp, it will not be approved. Rather, I want to try to implement your desired race into the already existing roster through subraces and other categories. For example, some races exist in the world without being listed in the IC Turn 0 post, like goblins. Goblins have subraces, and some players have interacted with goblin NPCs. If you want to play one, it'd still fall under "custom race" but it'd be easy to get a thumbs up from me since they already exist. We'd have a short conversation about it, then you'd be free to start. Another example however is when a player wants to create their truly unique race of small or huge humanoids or lizardlike beings with great diversity within the race. If they would fall under no existing race, I'd ask you to change it into perhaps a custom sub-race of one of the already existing races. For example, the subrace list for Elves are Dark Elves, High Elves, Wood Elves and so on, but let's say a player wants to do "Ice Walkers", a humanoid race of cold but fair-skinned beings of magic and seclusion. Well then let's make them frost-elves instead, a new sub-race of the Elves!
See where I'm going with this? Hopefully. The ramblings of a GM...
Nation Sheet
For the "character" section. Optional.
Nation/Clan/Kingdom/Tribe Name: Represented Color: Race: Features: (Only if custom race) Breed: (Only if different breed of race available, for example dark elf, wood elf, blackskin orc, greenskin orc, etc) Capital: Ruler:
@Cyclone Hey bro. Yeah I was just kinda curious as to what roll I'd get, I probably can't join up in this one either to be completely honest. You just never know, sometimes you get a spur of inspiration and manage to stay afloat with it.