EltNES: THIS World is Yours

Also orders would be e-mailed, not PMed. This way I would have them permanently accessible to me at any time, and I wouldn't need to clear my inbox every 5 updates.
 
I agree with the whole Email > PM thing (I'm suffering a lot from a near-full inbox). Same goes for the private stats, though would it be too much to do something like "Possible Stats" that give public a set of vaguely helpful descriptors that may or may not be true? Something as simple as:

[Nation Name]/[Player]
[Very Poor/Poor/Comfortable/Rich/Very Rich]/[Very Weak/Weak/Capable/Strong/Very Strong]

Which would translate into (based off the two factions you've provided):

Kingdom of Gurks/NPC
Comfortable/Strong
++++++
Danas-te-Rah/NPC
Comfortable/Capable

I would not count mercenaries for determining the faction's strength.

I'll go over the rest of the stats in detail in a bit, but are you sure that it won't be too much for you to handle? Would you be open to paring down some things/simplification?

edit: Actually, on my actual read-through the stats seem reasonable enough in terms of scope (not a crazy amount of math), so maybe they are manageable after all.
 
nutranurse: Nope, basically no math. The most complicated/time consuming part is the Tax Rate, which just involves simple multiplication. Not really math but sort of time consuming is if players lose and gain a lot of units each turn, I'll have to write in the upkeep in several different places ('armies'>|'wages'>'military'|>expenses), which could be annoying (read: most mind-numbing) since I am not using a spreadsheet or anything like that.

Back to your first point, that seems like a good idea, actually. I could only update the 'at a glance' stats like every 5ish updates to throw players off regarding sudden military buildup or something. Also I wouldn't scientifically determine who is 'capable' or 'strong', I'd just wing it based relatively on that faction's history. (Edit: Or the region's history) (Edit2: That whole last part might have been hard to understand? I can't tell because I am tired.)

Gem Hound: Gurks do what they want. If that involves mounting and riding around Kenefah slaves, so frikkin be it. YOU HAVE BEEN WARNED.

5/9 voices FOR update X to be the last. Unless other players have major objections we have a launch point!
 
Back to your first point, that seems like a good idea, actually. I could only update the 'at a glance' stats like every 5ish updates to throw players off regarding sudden military buildup or something. Also I wouldn't scientifically determine who is 'capable' or 'strong', I'd just wing it based relatively on that faction's history. (Edit: Or the region's history) (Edit2: That whole last part might have been hard to understand? I can't tell because I am tired.)!

Sleep is for the weak.

Yeah, an 'at a glance' thing would be good. I would change it from every 5 updates to every 3, so as to better simulate rumors circulating around (then again I have no idea what the timescale is for updates, so if each update is 1 or 2 years redoing the 'at a glance' every 5 updates would make more sense). And yeah, ignore my little preoccupation with categories; it would suit your intentions far better to just write up whatever.

ex:

Kingdom of Gurks/NPC
Presumed to be economically stable; Known to conduct extensive & successful raids
++++++++
Danas-te-Rah/NPC
Statements issued by the three queens speak of their realm's overflowing riches; A few travelers tell of Danas-te-Rah wondrous and terrifying armies

In the above example the Kingdom of Gurks is said to be "economically stable" because, well, there is not much else to report and no major crises seem to plague the realm, furthermore their armies are said to be skilled raiders because, well, a few unfortunate people have been at the wrong end of the Gurkish raids, but lived to tell about them.

With three queens the Danas-te-Rah were able to reinforce a (false) image that their realm is richer than the Catholic Church because, why not? The word of three separate queens has to be worth something. Furthermore their armies are "wondrous" and "terrifying" due to Danas-te-Rah's access to metal armor/weapons, obsidian, and the ability to sling fire via tar. They might number less than the Gurks, but in terms of "HOLY CRAP WHAT WAS THAT?!" I think the Danas-te-Rah would have the Gurks beaten.
 
I like the resources things. :D

I think next turn, I will upgrade Danas-te-Rah into a City, give the Gurks a capital, and then muck around with politics somewhere else.

Happy updating! :)

Fort Forista said:
High above the Passes, standing on a lonesome mountain peak, it lears down upon you.

As soon as it came in sight, you look at yourself, embarassed that you are attempting to assault such a fortress. It's wall seems to grow out of the bare rock, and spikey towers pierce the air. You know that clever Issith were hired to dig thousands of tunnels underneath the solid rock over many generations, and that its garrison can survive a decade's siege no sweat.

On the otherside, connected to the main fort is a tall turret guarding the pass. The arched bridge hang over you, it's center a mere key-piece of wood... if either keeps fall, it can be easily pushed asside to leave a giant gap.

You look worriedly on as the Chief waves you on "We must prepare to strike tonight" he said, ignoring the arrows landing at his feat (and from such a distance!). The Garrison was pulled out to stop the Issith Raids, and this will be our only chance to reopen the passes.

You look once more at the great fort, and sigh. As a Gurk, you have fought and stormed oasii forts before, but none like this.

Taking out your dagger, you spend ten minutes securing a hold in the sheer cliff.

And, as curses and arrows continue to fall, you begun to climb.

EDIT: I think I will use this for my campaign.
 
ahhrrggh. just had an IDEA for an Barbarian race and was about to pop them in..

meh, consider these orders invalid if you want to. just tossing out what I planed.
10 points: New barbarian race. Location: solitary population scattered world wide. form: Very large, very dangerous winged reptilian creatures. name: DRAGONS

if no-go, just bank like I originally planed.
-----------
Editing in the needed information.

New barbarian race.
DRAGONS

Location: everywhere

Population: low. there exist six Adult dragons in the entire world. estimates put the count of juvenile dragons slightly higher, at twenty two, and hatchling swarms are fairly common in the territory of the adults.

Description: Dragons are massive creatures compared to other creatures of the world. they are composed of a long, snake-like body with a pair of large wings (up to half their length when outstretched), and slightly further forward, long, flexible arms with sharp claws capable of fine manipulation, despite their size. they posses no real legs at all, moving like a snake when they must travel on the ground, but prefer to fly when possible.

Types:
Hatchling: far the most common, these hatchlings range in size from a rat to a small dog and travel in swarms of perhaps a dozen. they are very rarely seen in civilized lands, as the adult dragons rarely travel there.. they are extremely dumb, and have been known to eat themselves in feeding frenzies.. capturing one is impossible, for they are flexible enough to adjacently snap their own spines as they thrash about. fully imobilizing one.. is not recommended as if they are over stressed, they will explode quite violently. then there are the adults, who are often drawn by the hatchlings cries of distress. it's.. just not a good idea.
they are as dumb as rocks.

Juvenile: perhaps one hatchling in the whole world lives to become a juvenile each decade. ranging from the size of a small dog to the size of a house, most are eaten by the adult dragons withing a decade of them maturing. those that survive tend to migrate to the edges of the adults range. close enough to cry for help if they need it, but far enough to not be a tasty snack. less then a quarter manage to do this. once they get past this initial offset, their quickly developing acid breath provides for easy hunting, and defense from predators, making their rate of survival relatively high. still, it takes over 300years for them to mature into an adult, and while low, the odds are against them. less then one out of a hundred live to maturity.
while smarter then the hatchlings, they are by no means intelligent nor sentient at this point.

Adult: these dragons have survived the test of time, and have matures into large, intelligent creatures. each ruling over vast stretches of wilderness. a power in their own right. ranging in size form that of a house to a large town, they are quite the site to behold. their acid breath can melt entire armies with ease, they fly great distances with little efforts. and they mostly just want to be left alone in their lairs, protecting their young / food supply. some unwisely prize their metallic scales, which they regularly shed and leave about their territory. and accumulate in larger numbers among their lairs. but any foolish treasure hunter must be cautious, lest they be snapped up as a tasty snack.
the Adults are quite intelligent, and striking up a conversation is one of the few ways one might survive an encounter with one. entertain them, intrigue them, or flatter them enough and they will leave you alone. just don't insult one. you are a crunchy snack to them.
Note: the upward limit of their size is not exactly know. even the oldest know one is still growing a a decent rate. it is theorize that they may, in fact, never stop growing at all.

Rumored: the Elder dragon (deceased)
in the distant town of Horkin, they is a legend of a madman. a madman who came to town dragging a large plate of metal, yelling and babbling about a great city-sized dragon-skull hidden away in valley in the distant mountains to the east, half berried under a great rock slide. the madman was killed a few days later by a bandit, to get the large plate of metal around, and treasure hunters who set out to find this legend have ether failed or never come back. so the truth behind this tale is unknown.
(way way back in time, a city sized dragon crashed into the planet, and died. hatchlings spawned and ate its corpse, and eventually from those hatchlings came the two largest of the six adults. the other four adults and juveniles descend from them. if the dragons get old enough (five to ten thousand years old), they will fly off into space to hind a new habitable planed to crash into, and repeat the process)
 
Kenefah can't be rode either. You cannot ride a stationery plant that eats everything that moves. It just digests logic. :P They can move a bit but that's over years.
There, I fixed it. Anyway, you're thinking of Kintara, while I am talking about the Barbarians you placed with Fort Khenesa and all that. Anyway, if Gurks wanted to ride plants, they could do that too >_> stick to my guns.

nutranurse: I believe turns are going to be 5 years? It was discussed in-thread or WWW or New NES etc, I don't know which. Minimum write-up might happen every 3 turns (over 15 years, rumors could circulate to all parts of the known world). It will probably be more rumor-ie and not so 'write-up'. But we'll see!

Terrance: the Gurks hold Fort Forista, don't they?

TerrisH: Edit more info about them into your post. The cutoff isn't actually until I begin the update. (Friday.) The reason for this cutoff is 1: so that players will write about their creations and flesh them out instead of just pumping out more (quality over quantity?). This cutoff also represents sort of the ending of the 'age of legends' or something. That part is actually more for me, though.
 
There, I fixed it. Anyway, you're thinking of Kintara, while I am talking about the Barbarians you placed with Fort Khenesa and all that. Anyway, if Gurks wanted to ride plants, they could do that too >_> stick to my guns.

nutranurse: I believe turns are going to be 5 years? It was discussed in-thread or WWW or New NES etc, I don't know which. Minimum write-up might happen every 3 turns (over 15 years, rumors could circulate to all parts of the known world). It will probably be more rumor-ie and not so 'write-up'. But we'll see!

Terrance: the Gurks hold Fort Forista, don't they?

TerrisH: Edit more info about them into your post. The cutoff isn't actually until I begin the update. (Friday.) The reason for this cutoff is 1: so that players will write about their creations and flesh them out instead of just pumping out more (quality over quantity?). This cutoff also represents sort of the ending of the 'age of legends' or something. That part is actually more for me, though.

Oops. They sort of look the same in text lol. I did mistake them for kintara.
 
okay. take one on the dragons up.
got two more potential versions.
second is a bit weirder.
the third is the good old D&D version.
if the first is no good, and you update before I can get the second version up, just go with the D&D version.
 
Update II:VII
or Update 18​

Link to ze map
Spoiler :
twymapturn18.png


B1 - Ilias, a minor fishing town, lies on the peninsula far west of Garlino an the Gartino river. Hurinth hillsmen have raided it on occasion, but otherwise it is not particularly noteworthy.

C9 - With the growing trade (however still-sporadic it may yet be in the distant Malkieri Plain), Trademeet has indeed lived up to its name, and has prospered skimming a profit off the trade between Irilenic merchants and the Malkieri in the northeast.

E7 - Teiden Valley - The Kenefah have learned a hard lesson on the ways Mayal has dealt with barbarians in the past. A guardforce caught them miles from the walls of Mayal, pillaging one farming villa after the other, and eradicated them. It was brushed off as a minor, needless skirmish by the Kings of Mayal, though. [1 point: Eltain>Gem Hound]

E7-F8 - in the Teiden Valley and the Gurkish Plateau - The Gurks, emboldened by their recent successes in both the south and north, have deemed themselves the new law of the land and have subsequently taken it for themselves. The new Gurkish population has started inter-breeding with the Irilenes, and the Irilenes and other civilized people almost don't consider them barbarians anymore. Almost. First and foremost, the grand city of Iris fell to them, as thousands upon thousands of Gurkish warriors lined up outside the city, launching their missiles and beating their shields. The city fell after the garrison was defeated in a pitched battle, and the wary Kings surrendered on the condition that they could go free and live as hermits. And that did happen.

Next, the Gurks rallied around Fort Forista (a year before all-but abandoning it for greener pastures) and raided Veskopes one more time, for kicks. Needless to say, this was not exactly fruitless. [2 points Terrance888>Terrance888]

Krutargga - A religion known as Sha'Telkug has evolved in the mountains between Sil'tor and Shu-Taarg, heavily influenced by the metals and primarily the Krutarg there. Sha-telkug promotes the ground, lands and the world as harbours of a natural energy, which often powerfully manifests in metals and minerals. It is widely known that the Krutarg are the chosen peoples of these earth energies, being the only worldly beings who can master and harness them, while other people can only shape them with tools.

L1 - Kykkor Isles - The Kyk town of Koena has arisen north of Kykkor. The towns compete for fish and dyes found on the islands, but their relationship is that of symbiosis. They thrive off the trade between eachother, and it would be silly to war over the plentiful resources.

Rumors circulate of dragons, vast creatures of immense size, strength and intellect, but few and far between. If any have been seen in centuries, the spotters have not lived to tell the tale.

Spoiler OOC :

Mod's choice:
+4 Terrance888
+4 merciary
-2 Boundless
-2 Lord of Elves

Totals: (Includes all above additions.)

45 points: nutranurse (no orders 2)
43 points: Lord of Elves (no orders 2)
35 points: Boundless (no orders 2)
10 points: Terrance888 +1 (no orders 1)
10 points: merciary
6 points: Gem Hound
11 points: Optical
8 points: TerrisH
5 point: Eltain
OOCs:

TerrisH: You spent 10 points for 'everywhere'. 10 points is normally enough to 'normally' populate a single square. You also said they were very rare. Therefore, none have been spotted in forever.

From now on, two standard messeges I give each turn, which are basically rules:

1: If you do not name settlement you place within a turn of placing them, I either A: give the priviledge of doing so away to someone I think appropriate, or B: name them myself., they don't get placed! I'm tired of naming settlements.

2: To encourage selfless world-building, each time you add to an area that is not considered (by me) to be 'yours', you get +1 point. You can add to elsewhere at the same time as adding to 'yours', and you will still get the point. This also to discourage some people who have added to their own area far too much for my own liking



Order Cutoff Friday, Next Update Sunday
 
6 Points:
3 Points - add two villages. One to A9 in the foothills((inside the curve of the river)) named Falme and one to B11 in the foothills((Inside the little hook in the river)) named Tanchico.
2 Points - Kenefah raid the Gurkish homeland while ignoring the walled city.
1 Point - Bank
 
11 points

5 points: Grow Kykkor into a city
5 points: Grow Malani into a city
1 point: bank
 
Pretty much right on Eltian. Total worldwide population is 28. and only 6 of those are adults. (well, plus a few thosand hatchlings within a few miles of thost 6 adults.. but they are non-sentient)

bank everything
 
10 Points
5 Points- Danas-te-Ra: Town-> City, benefiting from the various wars of the others, grows into a large city under the Three Queens. The three original families begin the policy of enslaving other queens (called Regae) and thus, their broods, to increase their own Issithpower. They would do so by having their own males trail these Ragae, showing themselves only as moving shadows to remind them who they belong to.

1 Point- Parin Raids Ranir. The Parinese do most of the hard work harvesting the Wheat, but Ranir gets all the profit, creating discord. The parinese know they don't have a chance-yet- of taking the city, but they can force the issue. Hiding within the wheat barges, they plan to attack the harbor, burn it, and take everything they can and row back upstream leaving the city-folk shipless. If they lose the wheat trade- so what? They can still eat the wheat they grow, and they have bling too!
This would probably have consequences at Zanomar

3 Points for 2 Towns
A town north of Malani, next to the river near the metals, shall be called "Shatali". There, a profitable Metal for Horses trade between the Malanites and the Shatalites occur, and perhaps this trade route goes even further to Kare-Tanes north of Shatali on that hill between the two rivers.

Shatali is a human city where the Issith Queens are enslaved by the human rulers, and the Issith are used as miners to gather metals. The actual fact of this enslavement is kept secret from others, although two Issith Queens does sit in the Shatalite Court (so the King can keep a good watch on her.) What they do at night in his bed chambers, there are many rumors, but little facts. What is known is that he culls the broods to keep them small, and plays the queens off each other so that the mines below always have his influence.

Kare-Tanes is a Issith trading town on the model of Nolkis-Na-Taren. It means "Quick Strangers", refering tot he Malani and their horses, which they get from trading with Shatali. It also might mean the quickness of their blade.
To reiterate, Kare-Tanes is an open city, only Males allowed. Queens of the countryside would send males to the city to do business, to make sure no hissy fights break out. Not that the Males don't make interbrood gangs or anything...


BANK 1 POINT


EDIT: Some notes for cultural developments.

Gurks who begin to settle in the Teiden Valley start calling themselves Urden, seperating themselves from the Gurks who remained at the Plateau. Eventually, they will turn their highly specialized skills against the migrations of their bethern, forming a rotation of clans. Every year, the ruling clan moves out and the next one moves in. If a clan refuses, basically his entire army rebells. The nomadic living outside means that the Urden maintain much of their training and skills.

If Zanomar doesn't get food shipments, it might try to get some from Tolindanas: Amusing because the current of the river means that many a barge, only half unloaded, tumbles down the falls.
 
Gem Hound: That is incredibly far north. Damn Inuit.

Optical: Any particular reason these towns grow? (Just asking for details, not critisizing)

TerrisH: I would appreciate it if you included total points, even when just banking. That (28) seemed rather specific. Are you characterizing each one? (If so, I would appreciate the info not being publicly posted. They shall be STORY-arches for Eltain to play with when the NES starts!)

Terrance: ...Thus earning it the moniker "Shipwreck Waterfall", with a tower of wrecked ships leading up it, rotting each and every one, covered in algae and fishie spawning points. Possibly even treasure for the wayward adventurer! Ahhhhh the possibilities.

All: I would like to give Terrance as an example of what sort of details I am looking for, in regards to everything. He spews information at me, and I heart him.

4/8 orders. Not Insanely busy week ahead, so if we get 8/8 before friday we shall have an early update, just getting us closer to the final game. We've had a few stragglers of late, possibly my fault in slow responses and slow updates.
 
Thanks Eltain. Those words mean a lot to me.

Now, back to the homework I should be doing!

I might write up some stories about the Toravorpes Valley and its politics over spring break. I hope Boundless is OK with how I twisted the Issith and what I want to get the final result; Merciary too, for the Sweich of Zanomar.

I'm wondering how many turns my political structure fun time will last in the actual NES.:p
 
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