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End of the Beginning of the End

Discussion in 'Imperium OffTopicum' started by EQandcivfanatic, Jul 17, 2015.

  1. Terran Empress

    Terran Empress Hornet

    Joined:
    Mar 30, 2011
    Messages:
    2,024
    Gender:
    Female
    Location:
    Hallow Nest
    Faction Name:
    Order of the Magi (Human name)
    The Dance of the Blade Sorcerer (Literal Translation)
    Maig'ir zalin ra'si (Transliteration)
    Leader Name:
    Grand Magus Zanna'isha (Human name)
    Ya'ra'si Zanna'isha (Transliteration)
    Leader Background: Mage
    Starting Location: southern edge of 29 next to the lake and the border of 35
    Origins: Elves
    Traits: Militaristic
    Capital Type: Elven Enclave
    Background: Long ago the Magi were the high guard to a great Elven Empire. Their skill in the way of magic and the sword was unmatched. Practitioners of the elven martial art known as zalin, the Magi combined their martial and magical prowess into a fluid, melodic, and beautiful battle dance fusing spells with swords, and amplifying their own martial abilities.

    However, as this Elven Empire grew old and decadent, the Magi grew weary, their brethren were growing weak, decadence, corruption, ecstasy and sloth. Finally the Magi could no longer consider themselves part of this goddessless, destructive, and evil society. The Magi fled, taking their families and a few friends, and creating a new society and hiding away from the rest of the world for centuries, the Population grew, and everyone born into the society were trained from birth in the art of zalin in order to preserve their traditions and culture.

    And so the Magi hid, and grew, and trained, Empires rose and fell around them, eons passed, until finally the Gensin was destroyed in an holocaust of corrupted, and dark magic. With the world rebuilt with raw and untapped magic the Magi can feel it is their time to return to the world and to be its guides, and to prevent another sundering.

    A Female Magi Warrior:
     
  2. christos200

    christos200 Never tell me the odds

    Joined:
    Jan 9, 2011
    Messages:
    12,060
    Gender:
    Male
    Location:
    EU, Greece, Athens
    Faction Name: Shu State
    Leader Name: Yang Kang
    Leader Background: Politician
    Starting Location: Zone 7
    Origins: Townspeople
    Traits: Agrarian
    Capital Type: Town
    Background: After the destruction of the 'Great War', as this last conflict is known in Shu, all civilization was destroyed. However, the small community of Shu managed to survive the destruction. The King of the Zhang State, a Kingdom that once stretched across the land, fled to Shu and became it's King, establishing the Shu state. Since then, Shu has survived through farming and has been in isolation.
    Leader Background: A twenty-five years old man, Yang Kang is the new King of the Shu State. A brave and intelligent man, he wants to lead his nation to glory.
     
  3. Calgori

    Calgori Rapture's Best & Brightest

    Joined:
    Feb 7, 2015
    Messages:
    161
    Gender:
    Male
    Location:
    Carthago Nova, Spain
    Subbing, I'll join tomorrow maybe, if I can decide on which faction I'd like to play.
     
  4. Zappericus

    Zappericus Euro scumbag

    Joined:
    Mar 6, 2015
    Messages:
    514
    Gender:
    Male
    Location:
    Norway
    I see the Agrarian trait has become the new Enigmatic trait. Hoping to exploit the food market? Hoping to become Jacksonia?

    kek
     
  5. Grandkhan

    Grandkhan Telvanni Master Wizard

    Joined:
    Nov 24, 2011
    Messages:
    2,677
    Location:
    Inside a mushroom
    Nah, that's starting in a Mage Tower.

    Wizards only, peasants get out REEEEEEEEEEEEEEEEEEEEEEE
     
  6. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,578
    Location:
    On the Zee
    Prologue:
    The End of the World


    Faction Reports​

    Anmari Collective
    Captain Jurus Stayne, along with his friend Mage-Consular Minn Hyreth, had lead a joint experiment to raise a new type of warrior, in hopes of saving their homeland, the Anmari Kingdom, from total destruction from its allies and enemies and the magics they wielded. Unfortunately the magic they sought contain was turned into a destructive force that destroyed the world they lived in. They were set adrift, until suddenly they found both their tower and themselves on solid ground once more. Now, they find themselves in a new world, forced to carve out a new legacy for their proud nation.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Conclave of Alim
    The Mage Wars have destroyed the fabric of time and reality. So much, that things stopped making sense, something that the inhabitants of Tower soon realized. As a part of one of the many mage regiments recruited by various empires, as they were surrounded and littered by fire and magic. Then there was a flash of light and they were somewhere else. As the arch-mage of this tower, the leader decided that this new world would be theirs to claim, and made it extremely clear that he would be the absolute ruler of this tower and its inhabitants. All that stood was the tall spire of the Tower. It could be seen for miles around by whatever creatures managed somehow to live by. Of course, the mages, being mages, are not typically very friendly.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Crimson Dragons
    Dragon Prince Elan Mael is no prince at all, far from it, however his men insist on calling him 'Prince' or 'Lord' and eventually they came up with 'Dragon Prince' after the banners Elan uses as his personal standard on the field. Elan was something of a rogue before the Mages War, albeit a rogue with a brilliant tactical mind that had achieved fame on the battlefield as a mercenary. During the war he contracted with the Dragon Empire, led by a childhood friend of his who had risen from simple farmhand to Emperor. He is a gambler at heart and often takes extreme chances that often pay off; his luck is so great that his motto is "Its time to toss the dice" and his men boast he could gamble with the God of Darkness and win. Although a gambler and a rogue, Elan can rightly be called Righteous and Just with an immovable sense of morality. He is decidedly against losing men, so much so that if he faces long odds and wins, he will consider it a personal defeat for him to lose even one good soldier. Because of this, should a contract ever put his men at undue risk that was not known beforehand, the contract is always refunded and his men are always gotten out of danger. Now, he is in a place where he cannot withdraw his men from harm, as there seems to be nowhere safe left to go.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Das Großoccitanian Reich
    As the world as we knew it fell apart in a firestorm of death and destruction, ripping apart the very earth on which the inhabitants of this world stood upon, it was the young emperor Hanz Von Lubt-Sigmaringen whom realized that it would be the end of his realm as he knew it. He had exhausted all resources, and his armies were all but being slaughtered left and right to the vile and grotesque horrors of rampaging mages and opposing nations. So, in his desperation, he fled, along with his royal kaiserliche guard, to the abandoned Imperial Fortress of "Reikland", where the emperor observed the end of his empire, and of civilization itself. Fleeing citizens came along, seeking refuge within the mighty fort, and together the emperor and his new "subjects" scurried around the underground dungeons, ever-watchful for the smoke to clear. However, one day there was an earthquake like none other. The very walls of this reinforced structure was shivering and cracking with ominous magical sparks. When the emperor and the others ran up to the surface to see what was happening, they found themselves in a new, unexplored land. A foreign land. However, all signs of the mage wars had disappeared, and the survivors stretched out to form a new empire. An empire which would dominate this new world and eradicate any traces of the uncontrollable plague which is magic.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Followers of Orbaes
    Father Urgale is one of the remaining heads of the Church of Orbaes as many bishoprics and religious settlements fall due the Magic War. Before the War, Urgale was just a simple scribe coming from humble farming family. At the age of 28 Urgale was sworn into priesthood and due to to his humble nature was very popular among the masses. From there he became a well-respected and was reward a settlement to guide the flock of Orbaes. His humble nature ended after witnessing the horrors that magic has done to the world. The War opened his mind making him believe that this was Orbaes punishment to mankind for using magic and also mankind greed, lust, and envy. Now Father Urgale’s new mission is to sharped mankind for the better. The Church of Orbaes was a national religion in the Sorantol Empire. The people of Sorantol believe Orbaes is the True God that made the world. He is depict in the Holy texts of Orbaes that were give to Orbaes first follower Tergala as a God that punish the wicked and deliver the faithful to the Gates of Metarost. There were numerous settlements dedicated to Orbaes but that all changed when nations started going to wars disregarding the Church warning and became victims in the wars as settlements were bombard/raided/burned. Now, the war is over and the Followers find themselves in a land that needs a healing aid.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Free Reach of Zlatokraina
    Before the Mage War, Vakula was just a village smith assistant in Dikanka steading. When the magic catastrophe started to tear the reality apart, Vakula, along with other farmers, headed to the nearby Dikanka Potion Brewery, hoping to find cover from the cataclysm under the protection of local alcomancers (masters of creating magically-charged alcohol). Little did they know the Potion Brewery was being evacuated under the order of Zlatokrainian Hospodar (High Lord). Stuck in the empty brewery, the refugees hid in a magically sealed expired potion warehouse, which must’ve saved their lives. However, abandoned by legitimate authorities, they quickly fell victims of a brutal power grab by some of the countryside thieves and hoodlums. Taken hostage by the village thugs and stuck inside a badly lit warehouse, Vakula and a couple of his friends decided to spend their time at the favorite Zlatokrainian hobby: heavy drinking. At some point, the supply of their gorilka vodka ran out, and Vakula and his drinking buddies decided that the party must go on. The only source of alcohol left were the dangerous high-power potions stored in boxes with skull-and-bones labels – but not like such dangers could ever stop a bunch of drunkards. The results of the drinking game were bizarre to say the least: one of the drinkers had his nose detach itself from the rest of the body and turn into a strangely looking nosy midget; the other boozer found his eyelashes growing insanely fast and eventually becoming so heavy that he couldn’t open his eyes anymore; as for Vakula himself, his potion brew seemed to have no effect on him whatsoever.

    Panicky prayers and loud swearing of Vakula’s drinking buddies attracted the attention of the thugs, and soon the hammered village smith found himself in a big trouble. He said some words that shouldn’t have been said, and half a dozen thugs were about to stab the young idiot to death to make an example of him, but to Vakula’s surprise one of the thugs slipped on a vodka puddle and fell on his knife. The other goon stumbled on his dying comrade’s body and broke his neck against a stool. The fight that ensued quickly led to the death of the remaining four bandits from an accident that involved an untied shoe, an oil lamp, a swallowed button, a rope, a broom, and a bitten cucumber. Before Vakula knew it, he found himself praised as a hero and a liberator of the village folk. As his intoxication receded, Vakula realized that the expired magic vodka he’d drank was a luck potion which effect was increased rather than decreased due to its defect. When the cataclysm was over and the only surviving people of Zlatokraina left the Dikanka Potion Brewery to the brave new world, it was the lucky fool Vakula Gogol who led them as their village headman.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Institute of the Arcane
    Of all the Magic Universities across Gensin, the Institute of the Arcane was the most... eccentric. It was noted for taking in those researchers and students too dangerous, too driven, or too sociopathic for anywhere else. Sure, occasionally a student disappeared from the halls once in a while and came back as an eight foot fly-man monster glowing with thaumaturgic radiation, but that was just the price of progress and nothing the swift application of Gulir Resplendent Fireball couldn't fix. All this contributed to making the Institute of the Arcane a well-known and impressive institute of research - if only because every time somebody read something that came out of there, their response was "By the Gods, what the hell is wrong with you people?" Then the Mage Wars happened. The Institue of the Arcane joined in, mostly because it seemed like something to do, and joined with the Fireball lobbing and the unsummoning entire cities and whatnot. They were then surprised to find that despite multiple direct hits and attacks, they survived - and in the absence of anyone else, that means they win. It’s a Mage's world now, and you're just living in it.
    Spoiler :

    Challenge: We won the Mage War! Now what? The usual food deliveries and old resort town for rest and relaxation are gone. Our support infrastructure has disappeared and now the student population look towards their seniors to find out what the plans are now. What do we tell them?


    Knights of Ynys Gaer
    The Order of the Knights was one of the most powerful institutions of the old Empire of Westernesse. Usually their primary duty was the protection of his Imperial Majesty, but they were also put into great use in warfare, as these became increasingly frequent. When the Great War was beginning, the Emperor sent most of the Knights to the front, where they were later killed. The remainder of the Order, including their new young Lord Commander, stayed behind in a attempt to evacuate the capital and save the Emperor.

    The Emperor's plan was to evacuate all the riches of the capital to a distant province to the south, Ynys Gaer, also known as Citadel Island. When the Great Destruction occurred, the imperial fleet was already approaching the coast, but few survived. The large galley of the emperor sank along with many other vessels. Many treasures have been lost, and many lives were swallowed by the sea... It is believed that millions attempted the failed crossing, and not even the bodies arrived at the seashore, lost forever amid the magical chaos.

    However, a few vessels, including 'Sun Wind', the personal galley of Tristan, survived the disaster, arriving on the coast, where they soon found the ancient fortress of Faecaer. The place had been built long ago, as an outpost of the empire, but soon the fortress lost its strategic value and was donated to the Order, which used the place to store their archives and celebrate solemn occasions, acting like a second home to Order, whose headquarters were in the capital. Once they arrived, Tristan installed his men in the fortress and made the necessary repairs without taking time to investigate the rest of the island, or the fate of its people.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Maig'ir zalin ra'si
    Long ago the Magi were the high guard to a great Elven Empire. Their skill in the way of magic and the sword was unmatched. Practitioners of the elven martial art known as zalin, the Magi combined their martial and magical prowess into a fluid, melodic, and beautiful battle dance fusing spells with swords, and amplifying their own martial abilities. However, as this Elven Empire grew old and decadent, the Magi grew weary, their brethren were growing weak, decadence, corruption, ecstasy and sloth. Finally the Magi could no longer consider themselves part of this goddessless, destructive, and evil society. The Magi fled, taking their families and a few friends, and creating a new society and hiding away from the rest of the world for centuries, the Population grew, and everyone born into the society were trained from birth in the art of zalin in order to preserve their traditions and culture. And so the Magi hid, and grew, and trained, Empires rose and fell around them, eons passed, until finally the Gensin was destroyed in a holocaust of corrupted, and dark magic. With the world rebuilt with raw and untapped magic the Magi can feel it is their time to return to the world and to be its guides, and to prevent another sundering.
    Spoiler :

    Challenge: Some of our people believe the age of humans has passed and now it is our time for glory. They argue that the humans have forfeited their right to both life and happiness by their wasteful destruction of the world they lived in. These people believe we should pursue unending hostility to any humans encountered, if any survived. How do we respond to these agitators?


    Pelgia
    Pelgia was one of the nations that existed before the cataclysm. For generations, it was known as the place where the greatest soldiers were made, and during the great conflicts, Pelgia found itself being courted on both sides, desperate for Pelgian soldiers to fight for them. In the last conflict, Pelgia, following the advice of its own mages, entered the war for its own bid for domination. Though Pelgia won many great victories, the devastation that hit the homeland was incalculable, and thousands lost their lives. The capital, Athlat, was burned in a horrible sneak attack by enemy mages, and with that, the war for Pelgia ended. Disillusioned, the knights of Pelgia marched to one of its fortresses in the northwest that would be defensible. Swearing absolute loyalty to the new Emperor Gandenfel, the new Pelgia is a bastion of intolerance for the evils of magicka and the lesser races, and is determined to mold the land into a place where humans can live, free from the dark shadows of mages. The shattering of the world has led to the fortress being transported to a new and unfamiliar land, from which the empire could be reborn.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Prohibitionists
    Distraught by impending doomsday, the commoners of Essa Kayle’s village revolted against their aristocratic leader, a mage privileged with the title ‘Master’ of the local fort and nearby village, who continued to support the Mage Wars. With over half the men of the village dead or at war, the women and remaining town elders and children marched toward the fort, where they slaughtered the Master and his guards – just as the world was torn asunder. The townspeople of mostly women hence forswore that magic would be their eternal enemy, issuing a permanent prohibition on use of magic, before burning the late mage’s library of spell books.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Shu State
    After the destruction of the 'Great War', as this last conflict is known in Shu, all civilization was destroyed. However, the small community of Shu managed to survive the destruction. The King of the Zhang State, a Kingdom that once stretched across the land, fled to Shu and became its King, establishing the Shu state. The war could have been conducted from there, before the world itself was shattered in the fighting. With the world destroyed and Shu in a different place, the course of destiny seems unclear.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Starborn Walkers
    As the burning diaphanous filaments that represented the end of all things ripped through the very fabric of the world, the mage wars ground to a shuddering stop. The Imperial Starborn Legion were facing off against an army of the Snow Walkers of Hundergarth, Mages who cloacked themselves in winter, when the sky ripped itself apart. The two armies, though initially convinced that the other had used some powerful curse, quickly came to the realization that something worse was happening. The Mages of the armies holding back the unmaking as much as they could, the armies worked together to evacuate the small city over which both had been fighting. Norton, a regional academy town of the Empire, went from being a strategic imperative to a liability, and Scholars, Farmers, Soldiers, and Mages alike formed a procession, shrouded by a crackling dome of protective energy, towards the Barrow of the Masked-Kings, which loomed in a mountain high above the city. In the dark stone passageways and palatial throne rooms, they weathered the hellish storms of magic. Finally, everything grew quiet, and, carefully cracking open the Barrow’s Doors, they saw a world outside entirely unlike the one they had known. Realizing that they would have to stick together to survive, the newly formed Starborn Walkers elected one of their own as leader.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Stonebeard Clan
    Decline was slow for the dwarrow-folk. Like a mountain being worn away by the winds of time, or the slow cooling embers of the forge, time weathered them down. The mighty clans of old, bound together by oath and blood, had been created by the god of earth and stone, Kamin. And they sought Kamin through stone and cave and delf, which they might learn of him and serve him justly. And yet, they found themselves seemingly forsaken, cast aside by the gods, so that humans might take rule of the world. Driven back by the onslaught of this other race, the dwarves retreated into their dens and halls, that they might weather the storm of humanity. Slowly, the fires of the clans were extinguished as their societies languished. Discovered and destroyed by humanity, or simply losing the will or means to survive, the clans were worn away. And yet they survived. By the time of The Sundering, the Stonebeard clan had been whittled down and fractured. The city-fortress of Nututdun had no knowledge or word of what had become of their Lord or the rest of the realm. Indeed, they had little to look forward to but quiet, peaceful oblivion. And yet, the machinations of the gods had deigned to give the dwarves, to give the Stonebeards, an opportunity to once again participate in the affairs of the world. Carrying the honored traditions and knowledge of their ancestors, the Stonebeard Clan of Nututdun would light once again the forge of the dwarven race.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    University of the Rose
    The University of the Rose ultimate goals are the accumulation, development, and application of technology. The UotR was founded by a powerful merchant family many years ago and funded itself mainly through donations and the occasional deal with communities nearby. As the world fell into chaos all around it, the University of the Rose became lighthouse of knowledge in the stormy long night of mankind. With this, the University was forced to forego ultimate neutrality and intervene in local politics in order to secure her mission. The destruction of the world itself proved to be more than enough of a motivation to spur support for a more assertive mission in the new world that has been created.
    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Vinya Falas
    The Vinya Falas hid from the eyes of man not in the forests, but on the high seas. A flotilla of ships masked by a web of magic sailed around the edges of the human empires, ever being forced to move as man expanded. They watched as humans destroyed the old world, but this new world would be theirs. The flotilla was beached, disassembled to create the Vinya Falas’ new home of Tranquility’s Landing. Men had stolen the world from them, then sacked and raped it. They will protect this new world from the ever gaping maw of man, and they would do so with fire, with steel, and with blood.
    Spoiler :

    Challenge: Some of our people believe the age of humans has passed and now it is our time for glory. They argue that the humans have forfeited their right to both life and happiness by their wasteful destruction of the world they lived in. These people believe we should pursue unending hostility to any humans encountered, if any survived. How do we respond to these agitators?


    Windgard
    The Winter Court had been ruled for ten thousand years by Auberon, a powerful mage and patriarch who kept the Unseelie under his tight grip. He forbid contact with the human race and confined the elven race to hidden valleys and woods where his powerful magic kept them concealed.

    But Auberon's power was like stone, and though strong, easily shattered. Even his magic and influence could not conceal the elves from mortal eyes forever. Human mages discovered the Unseelie Court and forced it to open to the outside world. Nine mages battled Auberon and bound him with cold iron and silver, intending to use his power for their own purposes. Rather than submit, Auberon cursed the mages with a powerful mortal spell. While he was compelled to grant the mages long lives and great power, he turned them into monsters: Heliophages, beings devoid of light and joy. They would have long lives, but it would be a soulless existence. They would wield great power, but it would be dark and terrible, usable only for evil purposes.

    Of course, the Heliophagii's first victims were the elves, who were driven from their homes and into the ongoing apocalypse. Many died, some wished they had. To escape the ravaging beasts, a band of elves fled across the land, into the mountains. Here they were hunted, but here, an elf maiden of great grace and beauty wooed and won the love of a powerful spirit, the Grey King, which drove off the Heliophagii and allowed the Sea Elves to establish a new settlement, Windgard, where they could rebuild their race.

    It has been a long time since the elder folk walked the world. To most, they are little more than myths. But the blood that runs in their veins is magic itself, and the paths they tread are those that were carved by their ancesters, when the sun was young and the stars still came to earth.

    And perhaps, it was not for the protection of the elves that Auberon kept them apart from humanity.
    Spoiler :

    Challenge: Some of our people believe the age of humans has passed and now it is our time for glory. They argue that the humans have forfeited their right to both life and happiness by their wasteful destruction of the world they lived in. These people believe we should pursue unending hostility to any humans encountered, if any survived. How do we respond to these agitators?


    Market Prices​


    Food: 20 Gold for 1 Food

    Water: 20 Gold for 1 Water

    Lumber: 1 Gold for 1 Lumber

    Ore: 1 Gold for 1 Ore

    Magicka: 50 Gold for 1 Magicka

    Swords: 20 Gold for 1 Sword

    Spears: 20 Gold for 1 Spear

    Crossbows: 30 Gold for 1 Crossbow

    Horses: 50 Gold for 1 Horse

    NPC Diplomacy​


    OOC​


    @Everblack: Sorry, but it was too late to change your zone by the time I saw your post.

    Remember, kids, the first person to explore a zone gets to name it!

    IMPORTANT: I would like to do Update 1 tomorrow afternoon if possible. Get those orders in, it is a weekend after all! If I can get a definite majority of orders by this time tomorrow, we will go ahead and do that update. Otherwise, I will definitely begin working on it Monday afternoon.

    World Map​


    Spoiler :


     
  7. Shadowbound

    Shadowbound Incorrugible

    Joined:
    Mar 4, 2007
    Messages:
    4,014
    @EQ: I don't have to worry about pansy elves not wanting to chop down trees, right? I was hoping for a mountain start and all these trees are unnecessary.
     
  8. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
    Jan 21, 2002
    Messages:
    11,578
    Location:
    On the Zee
    @Shadowbound: Only if you want your elves to be hippies. Really, I'm leaving it broad for both elves and dwarves, whatever culture you want them to have.
     
  9. arya126

    arya126 Squad Leader

    Joined:
    May 10, 2010
    Messages:
    4,306
    Location:
    Outside the Wall
    Spoiler :

    Crimson Dragons: arya126
    Leader: Dragon Prince Elan Mael (Gambler)
    Race: Humans
    Faction Trait: Adventurous
    Capital: Base Camp (Camp, Zone 24)
    Structures: None
    Population: 300
    Education: Basic
    Gold: 0
    Food: 1,200 (+0)
    Water: 1,200 (+0)
    Lumber: 0
    Ore: 0
    Magicka: 0
    Weapons: 200 Clubs, 50 Swords, 150 Muskets
    Relics: Unknownable Animated Machine (Not Activated)
    Animals and Transports: None
    Soldiers: 100 Footmen, 50 Archers


    Spoiler :


    Sell 400 food, 400 water, for 16000 gold.

    Use the 15000 gold to buy 300 horses.

    Use 400 gold to buy 20 spears.

    Bank 600 gold.



    Set off east with all haste, but use caution as well. We do not know what is out there. Horses are to be used to not only speed us on our way, but also to equip outriders who will scout for any danger. Only the stealthiest of our men (and of our horses) shall be used as outriders and scouts so as to keep us aware of our surroundings without losing small groups of men and horses to unseen threats as they scout. If we come into contact with a hazard, care is to be taken to avoid it even if it means going out of our way. But if we are forced to fight, we are to utilize our muskets as a highly mobile dragoon force, riding to where we most need a volley, dismounting, firing, and being able to ride away again. Meanwhile our spears are to be given to infantry, and those men are to work with the archers. Pikes are to form a 3 rank line with swords on the flanks to bolster the numbers, while archers stay behind firing close range volleys into he enemy. Clubs are to be kept among the women and children as a last ditch defense.



    Spoiler :

    Challenge: We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?

    The Mages have meddled with the world, and so something has happened that we ordinary soldiers cannot possibly understand. The best we can do right now is stick together and try and make it through this ordeal together, at the very least until we get a feel for this world. For right now we shall find good horses and get to exploring this world and if we see any mages we head the opposite direction.


    EQ, are our soldiers counted in our population? As in, do I have 450 people I need to feed and water instead of just my 300 population? Or are our soldiers part of our population stat?
     
  10. Shadowbound

    Shadowbound Incorrugible

    Joined:
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    How does generating magicka with mages and elves work?

    Will Open Market prices be influenced by sales/purchases?

    How long is each turn?
     
  11. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

    Joined:
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    Mages receive a base of 1 Magicka per turn, multiplied by other factors. Elves on the other hand receive an amount of magicka equal to 50% of their total population.

    Open Market will change based on sales and purchases. You cannot buy and resell the same resource in a turn.

    Each turn is one year.

    Soldiers do not count as Population and they must be fed and watered separately. Same with animals.
     
  12. christos200

    christos200 Never tell me the odds

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    EU, Greece, Athens
    I've send my orders through PM.
     
  13. Zappericus

    Zappericus Euro scumbag

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    Sent mine through PM as well.

    Strike the Earth!
     
  14. TheLastJacobite

    TheLastJacobite No Commies

    Joined:
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    Location:
    Around
    The hubbub was nearly unbearable. The townsfolk and even some of Jurus’ own soldiers were on the verge of panic. The blinding flash of light, the sudden change in location and the apparent destruction of their homeland was quickly spiraling them into hysteria. Everyone had quickly rushed through the small wall surrounding the courtyard of the mage tower and were now trying to push past the wall of guards to get inside. Jurus stood on the steps with Minn at his side. If he did not act quickly, they would descend into chaos and there would be no stopping them from tearing the whole place apart. Minn produced a small speaking cone, mutter a few words to it, then handed it to Jurus, nodding. Jurus took it and spoke, his voice magically amplified.

    “PEOPLE! Please remain calm! There is no need to panic!” He held up his other hand in a placating gesture. “Yes, we are in a strange new place far from our beloved kingdom with no idea how we got here. But whatever happened, we are still ok. We have more than enough food and water to last us several years, the protective wards are still holding.”

    He paused for a minute to let that sink in. Most of the yelling had subsided, but the fear was still there. It hung in the air and wafted off the several hundred people crammed into the courtyard in an almost palpable manner. Jurus let the noise continue to taper off before speaking again. “Like I said, we have plenty of food and water for everyone, plus we now have some of the most highly skilled soldiers in the world.” He paused briefly and shot a glance at Minn. His friend seemed to read his mind and nodded. Jurus raised the speaking horn and continued. “You all know that my men and I were tasked with a special mission. Our King has brought us here so that we could train new soldiers, Mage Hunters; warriors trained and armed specifically to fight magic users. Whatever force has brought us here, wherever it may be, has only not destroyed us, only brought us into the fight!”

    A few ragged cheers arose, mostly from the soldiers around, though the townspeople still seemed to remain unconvinced. Scanning the crowd, Jurus quickly spotted a man who had been making his way towards the front row. Pointing at him, he waved the young man up to the steps. “You all know Watch Commander Perses. By the power vested in me by our King Rolloth, I am hereby promoting him to head of the new Militia.” This drew a large cheer from the crowd. As the man in charge of the local Watch, Perses had kept the little village of Chorithton peaceful and prosperous, having to deal mostly with rowdy sailors. Because if its small size and remote location, it had never needed a proper militia until now. As a local, Perses would serve as an inspiring leader for the townsfolk and a useful go-between for Jurus. Waving an arm behind him, he continued. A hulking black figure in full armor moved out of the doorway onto the steps. “Centurion Kirith will work with Commander Perses to ensure that you all receive at least partial training with the spare weapons we have. They will be turned over and moved to an armory for easy access in case of attack.” That bought a round of applause from the assembled crowd. Jurus could almost feel their fear starting to melt into hope.

    He turned around quickly, searching for one other face. Somehow, Jaleese Nortun, the Lead Archer, had seemingly materialized at the end of the steps to the right Minn. She shot Jurus a smile, which he returned. Razor sharp, whipcord thin and unbelievably stealthy, she was also one of the best archers in the Kingdom. Some commanders had scoffed at the idea of having her lead troops, so she had been languishing on guard duty in the capital. She’d jumped at the opportunity to actually lead troops, especially alongside Minn (who Jurus suspected she had a crush on). Clearing his throat, he continued. “In a few hours, I will start sending out patrols to take stock of our new location. Lead Archer Nortun will see to it that a proper watch is set around the village. The Commanders and I will see to it that no harm comes to you, magical or otherwise! Long Live King Rolloth! Long Live Anmare!”

    That drew a real cheer from the crowd. Placated and more at ease, they began to disperse. Jurus turned to face the other four people standing with him on the steps. He shot them all a wry smile. “It looks like we’re in this together. Are you with me?”

    Smiling back, Minn spoke for them all. “Of course, Captain.”

    Anmari Collective’s Orders
    Spoiler :
    Captain Stayne will tell the people that this is what his troops have been training for, that their new soldiers will be able to handle anything with their specialized weapons and armor. They will protect the townspeople from any attack, magical or otherwise. We have more than enough food and water to last at least a few years. They will move quickly to augment what we have and find more available resources. The towns people are to receive rudimentary training in both sword and spear for their defense.

    Once they are calmed, we will start sending out patrols. The initial patrols are to be 10-15 footmen and 3-5 archers and 1-2 mages, searching the area immediately around the Mage Tower. They are to find anything of value or importance: gold, ore, lumber, weapons, animals, even people. All finds are to be take and brought back to the tower and studied (if it’s purpose is not immediately obvious). As they move south, the patrols should attempt to stay in visual range of one another once they are away from Rolloth’s Vigil, so that they can provide support in case of an attack. At least 25 footmen, 5 archers and 4 mages are to remain at the Vigil at all times (unless there is an attack upon one of our forces in visual range, in which case they can be sent out to assist. As our sweeps go further and further from the Vigil, the patrols are to be augmented in size, up to 25-50 footmen, 10-20 archers and up to 3-4 mages. These patrols will be larger and more self-sufficient and able deal with any major resistance they encounter. If they encounter a foe they cannot beat (a dragon, mountain giant, a massive hostile army), the mages will use magic to conceal our forces or disrupt/confuse the enemy to allow our men to escape. If they encounter other humans, they are to be friendly towards them, and not kill them out of hand, unless they are attacked first.

    Sell 55 food to buy 450 ore and 650 lumber and use it to build farming equipment and a well.
     
  15. Shadowbound

    Shadowbound Incorrugible

    Joined:
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    Messages:
    4,014
    Windgard: Shadowbound
    Leader: Toruviel, Mistress of the Mountain (Politician)
    Race: Elves
    Faction Trait: Adventurous
    Capital: Windguard (Elven Enclave; Zone 96)
    Structures: None
    Population: 600
    Education: Basic
    Gold: 0
    Food: 1,600 (+200)
    Water: 1,600 (+200)
    Lumber: 4,000
    Ore: 0
    Magicka: 100
    Weapons: None
    Animals and Transports: None
    Soldiers: 50 Archers, 10 Mages

    Spoiler :
    Trade Orders

    Sell 50 magicka for 2500 gold

    Buy 1000 ore for 1000 gold

    Domestic Orders

    Spend 1500 gold and 1500 lumber on a School

    Spend 500 lumber on fortifications

    Spend 400 lumber on a Lookout Tower

    Spend 150 ore and 300 lumber on a Well

    Spend 200 ore and 200 lumber on Farming Equipment

    Spend 200 ore and 500 lumber on a Lumber Mill

    Spend 200 ore and 200 lumber on a Forge

    Spend 240 ore and 240 lumber on 80 spears

    Spend 50 magicka strengthening the concealment magic around Windgard for this turn, while we build defenses.

    Exploration Orders

    3 exploration parties, each consisting of a mage and six archers (for 7 total) will be dispatched to explore Zone 96. This is our home zone, which we will name the Grey Vale. Caution is the order of the day for these groups: they are to stay hidden and run away from any trouble as fast as possible. The goal is to identify immediate threats to Windgard and gain knowledge of the forest around our home.

    Political

    What are you, rabid dogs? Even the wolf only hunts when he is hungry, and he remains aware that there are far more deer than wolves. There are too few of our kind to participate in a racial holy war.
     
  16. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
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    Messages:
    9,049
    Location:
    Ft. Lauderdale
    Starborn Walkers: Thomas.berubeg
    Spoiler :
    Leader: Captain Aelfwine (Adventurer)
    Race: Human
    Faction Trait: Agrarian
    Capital: Starborn Walkers (Dungeon; Zone 19)
    Structures: None
    Population: 300
    Education: Basic
    Gold: 0
    Food: 1,100 (+100)
    Water: 1,100 (+100)
    Lumber: 0
    Ore: 3,000
    Magicka: 0
    Weapons: None
    Animals and Transports: 30 Horses
    Soldiers: 10 Knights, 30 Mages


    Spoiler Challenge: :
    We no longer know where we are, and the world has changed dramatically from what it had been. Our people are on the verge of panic and look towards the leadership for answers. What do we tell them has happened?


    Spoiler Solution: :
    We don’t know what happened, but we know that we are here now, and that we have to pull together. The world outside has changed,


    Spoiler Orders: :
    Sell 1440 Ore, buy 1560 Lumber
    Build a well at the base of the the Dungeon, tapping into the underwater flows. (200 Lumber, 400 Ore)
    Build 1 set of Farming Equipment (250 Lumber, 250 Ore)
    Build 1 Forge (250 Lumber, 250 Ore)
    Build 1 Level of Fortifications (350 Lumber, 150 Ore)
    Build 2 Longboats (500 Lumber)
    Forge 20 Longsword (100 Ore)
    Forge 20 Crossbows (60 Lumber, 100 Ore)

    Send out two exploration parties consisting of 2 Mage, 3 Knights (on Horses) 8 Longsword Militia, and 7 Crossbow militia each, on the two longboats.

    The expedition on the Longboat Dreams of a Lost Home will be commanded by Captain Aelfwine himself, and sail south, through the archipelago separating us from zone 48, and along the outer coast of 48, before heading back. That should cover the distance between where we used to be and the Purple city, but we are not hopeful that it’s there. Instead, along the coast, see if we can find any survivors, or useful supplies, anything.

    The Second Ship, the Longboat Blizzard in Summer will be commanded by Husjarl Sigrid (knight), and will sail along the coast of the inner sea, as far as they can. If they can circumnavigate the sea, wonderful, but don’t risk the ships or our resources. As with the Dreams of the Lost Home, Hug the coast, seeing what we can find of this new world.

    We will stay at sea, just out of bow-shot range of the coast, but not so far that anything horrid in the deeps could sink the ships.

    The Defense at home will be led by Mage-Lieutenant Eadmund Flame-Whisperer Percy.
     
  17. Shadowbound

    Shadowbound Incorrugible

    Joined:
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    @EQ: I was under the impression that we can't immediately resell the gold we get from the Open Market?
     
  18. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

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    No, you can reuse Gold, just not resell (or rebuy) any of the resources besides that immediately after buying.
     
  19. EQandcivfanatic

    EQandcivfanatic Zailing Captain Retired Moderator

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    So because I'm being badgered now, I'm going to clarify one other thing: At no point in the rules have I stated that goods purchased on the open market are 100% assured of reaching you. It's a new world, not a lot of infrastructure and who knows how many creatures and hazards await merchants? For those of you basing orders on actually getting everything you've purchased, you've been warned.
     
  20. arya126

    arya126 Squad Leader

    Joined:
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    If a good doesnt reach us though, we wont have expended the gold for the purchase right? Its not like we are paying a merchant NOW to ship us weapons or materials that will get here in a few months, when the merchant is gone with our gold.
     

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