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Festermaw Clan



Nation Intro
The orc clan of Festermaw has a short and brutal history. One of a thousand different clans, the Festermaw are an especially aggressive--though cohesive--fiefdom within the Orcs of the Plain, a geographically relevant mustering of greenskins in an area called simply The Plain.

Geography


[Green = Orcs of the Plains, Maroon = Festermaw Clan]


History
The history of the Festermaw exists only as an oral history, and cannot be corroborated with any truthful recollection.

Society
Males within orc society are seen to serve the tribe; they hunt, defend and reproduce with their 'lifemates' to continue and expand the horde. Some clans utilize shamans, but the Festermaw see them with disdain and distrust. There is no reigning hierarchy in orc society, except that the strong survive and dishonesty is a crime punishable by death. Death by combat is seen as glorious, and surrender is seen as a form of spiritual suicide.

Economy/Industry
The Festermaw, as with all other orc clans, barter for basic goods. They will trade meat for fur, or wool for weapons. The Orcs of the Plain also employ slavery. Fellow orcs cannot be taken as slaves, but Dwarven slaves make excellent laborers. They are often taken care of with minimal respect, but enough to be left alive. The Festermaw--as other orcs--do not, if ever, trade with non-Orcs.

Military
One on one, there are few creatures as diabolically efficient as orcs. Dwarven historians of Dalmar often cite "Orcish bloodlust for immediate combat as the sole reason that the tide of green has no encompassed the known world twice over." Such assumptions possess a modicum of truth, as united, the Orcs would possess a threat unequaled by any other in the world. It's their desire to kill and lord over one another that has keep the orcs distinctly separated.

The Festermaw, like the Dragonhounds, Fireknuckles, Blackbone and Steeltooth tribes do not make a distinction between "civilians" and "warriors." All males, once of age, contribute to raiding and war efforts. Females are mares for brooding, though in times past some have risen to become respectable warriors. They possess only a single hierarchy, and that's all live under the reign of the Chief, the most powerful warrior in the clan.

SESSAUAN EMPIRE




Name: Empire of Sessau
Form of Government: Constitutional Monarchy
Leader: Her Royal Majesty, Empress Diana Munstham, The Duchess of Wingald (Age 67)
Brief History: With an established high water mark in the early 1900's, the breaking of the Sesso-Millean Empire (1921) left the Sessauan Empire in turmoil following the Terrible War. An elaborate scheme to retake faltering colonial holdings by the Sessauan Doctrine led to a resurgence during the 1930's under King Archibald IV, nicknamed Archie the Reclaimer by Sessauan historians and abroad. The Sessauan colonial territories embody a full sixth of the entire planet, and the Sessauan Navy is the most prestigious the world over.

[SUPERPOWER: 10 Points]
Advantages:
Fully Industrialized (-3 Points): Your nation has completed the transition to an advanced economy with modern infrastructure. They are more productive, and don’t have to worry about encouraging urban growth and nurturing industries.

Technology Leader (-3 Points): Your nation has a world class educational system and is a constant source of high quality research, it is much easier for you to discover technological advances.

Nuclear Ready (-3 Points): For superpowers, this means that your nation has successfully built and tested a nuclear weapon before the end of the war. For ordinary nations, it means that they can begin the development process immediately.

Influential Ideology (-1 Point): Your nation’s ideology has admirers around the world, which will aid you with espionage and possibly even start rebellions for your cause.

Disadvantages:
- None.
If you haven't already. Send me your orders for Turn 2.
STATE OF AFFAIRS [3 of 3 for Turn 1]


The intricacies of the Euronian continent had been never been so fragile--or so crooked. The turn of the century brought a gust of hesitation, as industry breathed itself to life and coal and steel turned gold into a tertiary sentiment. A similarly sinister wind had taken over as democracy, an institution held at the throat by superstition of reactionary governments all over. The Grand Empire of Zellonia, long bespoke as a "power of land and people, but never of arms" by a Prudian Foreign Minister in the 1870's, suffered such revolutionaries herself--but not in her borders, but beyond them.

While the Zellonian Czar ordered his divisions to the Dongarian border, a move condemned by the Kingdom of Thecia and the Kingdom of Etelia (Theodorable) alike, it was the consequence of the border people's that took hold. In early June, a patrol of Zellonian soldiers was ambushed while walking a well mapped path along the Zello-Dongarian border. Out of sixty plus men, only a handful survived, most by throwing their weapons and fleeing back to less hostile territory. This was not an isolated incident, two days later a pair of men were found with their throats slit only yards from their campsite. During the day, the heat beat down--puncturing the thin leaves of the Zellonian trees that ran in long belts up and down the Kadush Mountains.


Artists depiction of the Dongarian Mountain Fighters, 1911


In the city of Ishtar, in the Emirate of Alijabel Almuqaddas, life went on as was usual. Nicknamed the Stolen Jewel of Serranthia as an exotic paradise where--for the right price--anything could be purchased that should've been landed in Euronus, and not a despotic and faraway Serranthian hegemony. While moody, the city was comparatively calm in an oddly hot summer. It was the death of Pence Kolovsky that changed everything.

A feathered and silver spooned aristocrat from the Grand Republic of Karlev, Kolovsky often summered in Ishtar where the women and booze were equally cheap. With a penchant for a loud mouth, Kolovsky often dabbled in more underhanded activities and later announced said involvement, attempting to boost his own popularity--for better or worse. A man named Mustafa al-Abukir--for whom even the Emirate had only base information--had found himself in the employ of Kolovsky as a courier of messages between the docks and the seedier districts of the town further along the interior of the desert.

For reasons known only to the now deceased Mustafa al-Abukir and the Karlevian Alexandr Kolovsky. Mustafa was tied to a chair and shot once through the back of the head, then his corpse tossed into the Akafa River, where it was found 16 hours later by a fisherman on the western bank.

The initial investigation report by the Emirate's internal police bureau insinuated that Kolovsky had al-Abukir at gunpoint, threatening his family if he did not comply in running messages--and sometimes even narcotics and women--for him. One of the lead investigator's reports indicated: "As is expected with dynastic Karlevian personalities, Kolovsky was hardly aware of his inhumane treatment of small minded men such as Mustafa al-Abukir. Previously homeless and without a coin to his loins, al-Abukir was nothing beyond an honest man looking for honest work and he was murdered for being a step too slow"

Fourteen hours after the report was typed up, Kolovsky's home was swarmed upon by local Ishtarian law enforcement and the man thrown in prison. The papers the next morning in Karlevygrad read: "KOLOVSKY HEIR ACCUSED AND JAILED" The Karlevian government, assuming that a single--albeit well known aristocrat--man being jailed for a crime he had potentially committed, did nothing at first. Then they protested. It remains uncertain whether the Karlevian government will request the admission of their own investigation at the expense of Emirate relations, or whether they will let the issue lie.
Well he would be specifically refering to using Factories as trade tokens. So x amount of factories are constantly used for trade for a certain amount of resources. Either way that would certainly be little strange since if a factory is used according to your rules it uses 2 million tons of coal each turn.


I'll send your dossier soon and add you to the map when your city names are finished.
<Snipped quote by Theodorable>

So Hoi 4 trade system??


No?
Since applications are still open as far as I see will just drop this. Just something I came up with on short notice. Hope to join in. :D



There is a -50% modifier to your beginning resource and stability rolls if you select a democracy, as the year is 1911. If you wish this to continue, you are accepted. Otherwise, you may change your nation accordingly.
A few things:

1. The Third Post of Turn 1 will be up tonight.
2. How Resources work will change.
3. Finished Euronus (European) map will be up soon.
@TheodorableI was talking to Murtox on the chatzy, he said that his research doesn't take two Civ actions despite being in Faresia. Mind if I ask for a clearing of ups?


Murtox is incorrect.
All those "???" require a name in your dossier, Clock.
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