Pre-NES: Terios - Signups and Worldbuilding

Ha, there go my plans of intercontinental conquest. But you NES guys are great at this worldbuilding stuff. Wow.

I will compile my info and add some stuff later today, hopefully. Some pre-party fun, if I can manage it.

Edit: doing the compilation now. I'm on an iPad so this will take a while. DONE

Spoiler :
The New Supremacy of the Kingdom of Ajah

Spoiler :
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Along the riverbanks of the Ajahbi River, the Ajah people flourished for a thousand years before any other heavenly creation even lifted its eyes from the dirt. Its celestial spires still stand stark against the night sky three thousand years after their construction, their brilliant marble facades faded but not lost. The Kingdom of Ajah was one of the most stable and constant nations on all of Terios, and if it were not for the Celestaine invasion they would still be a fabled power.

Alas, those Celestaine foreigners brought their superior technology, refined culture and monotheistic religion to the Ajahbi basin. Fleeing their old and broken home Celestae, the Celestaines brought to bear their full might against the overmatched and spiritually pacifist Ajah. Though the Celestaine lost many when Celestae collapsed into the core of Terios, they retain power over their new Ajah subjects. The great port city of Shur bi-Yut was renamed Tallharbor; the ancient home of the celestial spires Badif bi-Gaz was renamed Highnest, its temples turned into mansions and palaces and cathedrals to the new god Celest of the Celestaine.

Now, the Steigne rule from their new palace in Highnest. The old families of Celestae likewise restored their dominance, with the Blackburnes taking Tallharbor, the Callsways taking Breakriver, the Aldmores taking Fairbend and the Bulcaines taking Westreach. They continue to settle into their new homeland, convert and civilize the Ajah people, and rebuild the cities of their future.

***

I feel the need to provide a description of these two humanoid species.

The Ajah are short, the tallest coming to five feet. They have short thick legs and long thin arms, and their graceful hands belie the intelligence that hides behind their smashed canine faces. Short fur covers their body, which is traditionally shaved both to release heat and as a sign of deference for their hairless gods. In its place they wear light and colorful cloth in various and mesmerizing patterns, that covers all but their tan faces.

The Celestaine are nearly opposite the Ajah. They are tall, the shortest no less than six feet tall. Their legs are long and strong, and their feet are large and wide. Celestaine males are natural warriors, with barrel chests and muscled arms highlighted by bright plumage that grows from their rear, and extends to form a bodily halo around the body and all the way above their avian faces. Only royalty and nobility are allowed to completely grow their plumage to this extent; lesser Celestaines must pluck it out to show their station and lack of Godly beauty. Female Celestaines are even taller than the males, and slender, with stunted grey plumage. Both males and females wear loose white sheets, the noble males having a unique style to show off their plumage.

The main goals of the Celestaines are to establish their dominance and convert the people and culture of Ajah, develop more advanced Terium mines and processing plants, and set up new trade flow to jumpstart their new but strong economy.

Ajah's main exports are food from their great valleys and semiprecious minerals from their hills and mountains. The library at Fairbend is also being examined, as it holds great texts from the past 3000 years; plans are in motion to establish a great university there.

More love? I'm on it.

***

The mighty Ajah continues to flow her great path down from the Celestial Mountains, ignorant to the fact that her people no longer celebrate her marriage to Ehorab, Father Night. The water still runs black in the lofty headwaters, yet no longer do bells toll and women sing from the spires near them. Strange foreigners from a strange land now celebrate Brother Day, the lowly Rab whose temples were already in continual disrepair a millennia before the first Celestaine stranger heard of the Ajahbi people. Why, the Ajahbi could only guess; many had and were declaring conversion to this overly-honored "Celest" just to see if Rab had truly matured into a greater deity than his lordly brother. Some thirty percent of the Ajah indeed had found Rab- Celest, now, to them- as being at least as powerful, if not moreso, than his brother. For why else would Ehorab refrain from striking them down for heresy? Why else would these converts be blessed with Stranger wealth and privilege if not for a shift in power in the celestial court, which would have (and indeed had) in turn blessed the Strangers, the followers of Rab, with hegemony and the power to spread the word of Rab?

It was this reasoning that drove High Celestial Son Murak to urge his still-faithful people to accept this new celestial order. If Rab- now Celest, as He seemed to prefer- had taken power, then it was only right to give Him due worship. Thus Ehorab and his wife Ajah were given a new, lesser position in their prayers and daily worship.

This great conversion pleased the Celestaines, especially the pious Prince Damas Steinge. He saw this as a great victory for his nation and a great display of the power of the One True God Celest. Little did he know of the continuing polytheism of his Ajah subjects, whose complex and ancient language had only partially been translated; it was by this issue that his misunderstanding formed. Nonetheless, the Ajah grew more restful now that they "converted," and the Celestaines took the Ajahbi attendance in chapels a sign of their good new faith, not knowing that the Ajahbi simply added these chapels and cathedrals to their list of temples, as earthly palaces of Rab. Little did they know the Ajahbi still prayed at home to their local gods as well as favorite minor gods, two of whom were typically the newly-humbled Ajah and Ehorab.

Only now, some thirty years after the invasion and ten after the great conversion, has the Ajahbi tongue been fully translated, both its modern and ancient varieties. Too little too late for the great misunderstanding of Rab to be corrected, but with plenty of time for the fresh King Damas and his administration to study the wisdom of the Ajahbi Empire contained in its library. But that is a story for another day.

***
Some things:
Obviously Ajah is based on Egypt, but with "magic" (you'll see- some innate power over Terium!). I think of the Celestaines as a Victorian Romano-British. Both species are more human than Pug or Peacock. For the cities, think half classical Egypt, half Victorian England- with steampunk, of course. Walls of sandstone and buildings of clay, temples of marble, new structures of brick and wood (the latter brought from far southern reach of kingdom- less prominent the farther downriver one goes).

There is little dissent, as the Ajahbi are peaceful and the Celestaines are not overly domineering. The administration is good, the royal family is strong, and the armies are powerful.

For now, most of the army is Celestaine regulars, with growing Ajahbi irregulars providing support. Ajahbi pups raised in Celestaine schools are not as pacifistic as their peers; they are more Celestaine than Ajahbi in culture, and that Ajahbi culture is losing its fight with the Celestaine one.

Celestaine regulars now wear sandy-colored uniforms of sandwyrm silk and rivercow leather. They wear helms that bear the crest of their respective liege lords, from the Royal Peacock to the Falcon of Fairbend to the Eagle of Westreach to the Osprey of Tallharbor to the Owl of Breakriver. Their great natural strength allows for them to carry many tools, and each is proficient in a specific military discipline, from bridge building to brick making to food preparation. They carry the respective tools of their trained discipline, as well as the weapons of the era. Most carry modern lever-action rifles as well as a short-barrel shotgun and a saber. Elite soldiers, some 10% of the forces, specially trained and disciplined, carry expensive Terium rifles. Their terrible payload wreaks havoc never before seen on the battlefields of the Ajahbi, power crackling from one corpse to the next.

Ajahbi irregulars are not in truth irregular; the Ajahbi's natural abilities lend them towards precision, and thus theirs are the bolt-action scoped rifles of snipers. Many are also simply light-Celestaine troops, for all intents; they carry lever-action rifles and wear uniforms, but carry only minimal supplies, no armor or helms, and no shotguns or sabers, opting for revolvers instead. They are faster than regular troops.

Land vehicles are used primarily for transport and supply, though artillery does accompany the land forces. Water bound forces are nonexistent; boats serve commercial purpose only. Sky ships are another matter entirely. The Celestaine are neck and neck with the most advanced nations in the world when it comes to two things: sky ships and Terium processing. Ranging from massive transports to tiny scout gliders, from dreadnoughts to dogfighters, the Celestaine dominate the sky with a massive navy based out of Tallharbor, with docks carved out of the very side of the floating continent.

In other news, I have done a map of my nation's local geography.

Spoiler :
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I shall not be change borders of my own accord. I find them reasonable, as you said there are to be approximately 50 nations. However, if you must change my borders, then leave me a narrow strip up the river all the way to the mountains/Highnest a la ancient Egypt. If this is not possible, then give me the river and mountain region around Highnest.

Economics:
The mountains around Highnest have many semiprecious minerals, as well as some precious mineral resources. Terium is present here as well. The river is plentiful with (insert fish, hippo, alligator, etc. animals here) whose skins and tusks are valued as well as the meat they provide. The many floodplains around the river create an abundance of farm and orchard produce that is unrivaled. The cities of Tallharbor and Westreach are great port cities of trade and manufacturing, the city of Fairbend has a booming university (I will set my nation 10 years ahead of my previous info post, making the university an established thing now) where scholars go to research, Breakriver is a great source of Marble (in the mountains and hills near it).

It is 3240 AF for the Ajah. 3240 years since their nation was founded. (AF...After Foundation).

It is 3240 AF for the Ajah. 3240 years since their nation was founded. (AF...After Foundation). The Celestaines have taken to referring to time in AC and PC- Antecataclysm and Postcataclysm. So it is 40 PC now. The modern Celestaine empire was founded in 140 AC. Before that multiple nations ruled, with organized nations existing for at least 1300 years.

A year is defined by both the Ajah and the Celestaines as the period of time it takes for the Shaal flower to flower- approximately 340 earth days. This is due to the abundance of Shaal flowers in Terios, since Shaal flowers are very tough.

A Celestaine will live up to 70 Shaal years, an Ajah up to 60. Emperor Maro Steigne II (120AC-99AC) lived to be older than his younger brother, the great founder and tragically heirless conqueror Adaro Steigne. Maro survived well into his nineties, though his exact age is unknown. The Ajah have myths of great prophets living past 200, though of course this is considered hyperbole in the modern era by all but the most conservative of Ajah.

***
OOC: Can we just agree upon the Shaal flower as a measure of time? Since we don't have days, per se, I think it is a useful tool to equalize our measurement of time.

***
A day is defined as the length of time a Shaal is in a flowering state (approximately 25.766 hours--this makes one Shaal year exactly as long as an earth year, though it has fewer days), and is measured day-to-day with precise candles that are continuously burned in the homes of Timekeepers. This tradition is common in some form in both Celestaine and Ajah culture; the Ajah do not use candles but rather great sand hourglasses, which are much more efficient- the Celestaine are slowly adopting this measuring tool.

Weeks are not known to either culture; they simply divided up the year (for our sake, 340 days in a year on Terios) into months of 34 days, which is how long it takes a germinated Shaal to sprout. Thus there are ten months in a year, with time measurement in those months being measured against their nones and ides (9th, 17th, 26th days- see Roman calendar practices).

An hour is defined as the time it takes a Sandwyrm to lay an egg. This was arbitrarily measured centuries ago and is now based off equivalent sandglass (sand hourglass)/candle timekeepers. There are 34 of these in a Shaal day.

A minute is defined as 1/50 of an hour, and this was simply an arbitrary measurement given to allow for short periods of time. 50 seconds in a minute as well.

So it goes: 50 seconds in a minute, 50 minutes in a hour, 34 hours in a day, 34 days in a month, 10 months in a year.

***
OOC: This is close enough to earth measurements that on a large scale, it is nearly identical in length. Therefore we can just use our own minutes/hours/days etc when discussing lengths of time, and it will be nearly equivalent. Therefore saying "the cannonball took 3 seconds to reach the wall" and it will be fairly similar whether it is in earth seconds or Shaal seconds. Good? This solves our time issues.

And, yeah, I kinda ran with it. This is off by 0.08 years each year, so after 10 years on each planet we are off by .8 years from Terios. Close enough I guess.

Do we have a world map yet? Did I get all of my land?

As of now:
Population: 10,000,000
-1,000,000 Celestaines control $60,000,000,000
-9,000,000 Ajah control $20,000,000,000
-The government taxes 20%, and thus has $20,000,000,000
-$10,000,000,000 Goes towards the Military, $1,000,000,000 towards oligarchy, $9,000,000,000 towards the cities for public works, upkeep, civil defense, courts, etc.
-Of the Military budget it is typically a near-equal split between army and navy

-The University at Fairbend operates on civilian wealth and patronage, and has approximately $200,000,000 for research and development.

-Of 1,000,000 Celestaines there are 500,000 males, with 300,000 of them in fit condition for the military. Compulsory training in school begins at 14, and compulsory service is from 18-22. All males are in the reserve from 23-40. Approximately 90,000 men are on "active duty" right now, though no more than 30,000 are on base at any time; they rotate through each year in peacetime. The remaining 210,000 are expected to attend monthly training and maintain physical fitness, and can be on call at any time to defend the nation. Of the 90,000 men on active duty, 10,000 are in the navy as sailors or marines. Spec Ops recruit from both Army and Navy, and have an unknown number of troops though they are rumored to have around 500 elite soldiers.

-Of 9,000,000 Ajah 4,500,000 are males, with 3,000,000 of them in fit condition. Compulsory training has begun for Ajah males from age 15, and they are expected to be a large part of the military in the future. Right now, from the first generation of training there are 200,000 men in reserve, with 20,000 serving active duty on a two-group rotation of 10,000 on-base at any time.

Yeah, I realize that. I was just doing preliminary numbers.

Anyway, I made a map of my sphere of influence too. So the green that is the same color as my border is the sphere currently, the lighter green is our aspiration. (EDIT: Please forgive my discontinuity. It should read "Here sank Celestae" not "Celestia")

Spoiler :
teriosajahsphere.png


The Court of the New Supremacy of the Kingdom of Ajah:
Royal Family:
King Damas Steigne the Pious
Queen Sila Blackburne
Prince Agrah Steigne
Princess Dell Steigne

High Lords:
Lord Seera Blackburne, Master of the Treasury
Lady Roah Steigne, his wife
Sir Seera Blackburne the Younger


Lord Toma Bulcaine, Grand General of the Army (Currently in Westreach, with the Army)
Lady Fras Aldmore, his wife
Lady Exis Bulcaine

Lord Rive Callsway, Grand Admiral of the navy (Currently in Tallharbor, with the Navy)
Lady Frees Aldmore, his wife
Sir Lejo Callsway
Sir Bren Callsway

Lord Eru Aldmore, Steward to the Realm
Lady Rae Callsway, his wife
Sir Varo Aldmore
Lady Weera Aldmore

Lesser Nobility and Courtesans:
Lord Graf Lewmore, General in the Army
Lord Rado Fars, Admiral in the Navy
Sir Connen Freesi, Master of the Royal Guard
Father Mura, Ambassador of the Church
Maare Endel, Keeper of the Seal

If I don't use half of these, fine. It is basically a list for me to fall back on. Write diplomacy to the king.


Anyhow, looking at it... These new nations look too big in comparison to the established ones. Maybe I can have my "overseas" colonies after all!
 
Well, some nations (or at least my own) is missing on that map, but we could surely fit a few players on that big continent which people seem to dislike for some reason.
 
Well, some nations (or at least my own) is missing on that map, but we could surely fit a few players on that big continent which people seem to dislike for some reason.

Well, it is because we all know my unstoppable dominion shall spread across the entire continent! :mischief:

Image of (part of) Highnest:
Spoiler :
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Image of (part of) Tallharbor:
Spoiler :
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Image of (part of) Fairbend:
Spoiler :
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Image of (part of) Breakriver:
Spoiler :
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Image of (part of) Westreach:
Spoiler :
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A few images are too Roman or European for my taste, or not Victorian/Roman enough, but you get the basic idea I hope.

Highnest has a population of 20,000 and is home to the Royal Court. Approximately 1,000 Celestaines live here. Highnest is also the name of the fortress at the peak of the mountain city, and is nigh-impregnable, being home to that court. The rest of the city is dedicated to mining and religion, with cathedrals nearest the fortress (being converted-purpose Celestial Spires) and Ajah residences lower down. Mines in the surrounding mountains provide some precious and many semiprecious metals, as well as Terium.

Tallharbor is a large and exotic city, home to nearly 600,000 individuals. It is wealthy and ancient in tradition, and is home to a great sky port carved into the side of the continent (where the navy is housed) that is divided between commercial factions that have been competing for centuries. This city has the greatest Celestaine population (being the location of first contact) and is home to nearly 200,000 of the "Strangers." They live in newer homes, marble if the family is wealthy enough, near the river and the continental edge. The market is near this edge as well, on the side of the river opposite the Celestaine homes and palaces (which are built on a region flattened by dreadnaughts during the invasion). The rest of the city is home to Ajah merchants and factoryworkers.

Fairbend is a studious and relatively quiet city, home to the great University and many of the nation's scholars. It is called home by 9,000 Celestaines and approximately 31,000 Ajah. It was a planned city, and is orderly and well-built, with fanciful, ancient structures dotting the landscape. Straight roads and smaller buildings are the norm, except for the fantastic University built on the Isle of Ink, in the center of the Ajah river, which is nearly eight stories tall of marble shipped up from Breakriver.

Breakriver is a unique place. Though Highnest holds the greatest of lords and Tallharbor holds the wealthiest merchants and some lesser lords, Breakriver with its quiet riverfront, sturdy mountainside location and easy marble is a paradise for the wealthy of the nation; its central location is nice as well. Great marble palaces and cathedrals line the riverfront, Breakriver being the new home of the church as well as a great many of the elite. Some 30,000 Celestaines and 200,000 Ajah live in this city. Beyond the riverfront luxury, there is a region of luxurious homes provided by the elite Celestaine to their less fortunate cousins; even the poorest Celestaine in Breakriver has his own marble house. It has become a game, for the local elite to build marble homes (doubling as works of art) for their compatriots. The Ajah, meanwhile, live in traditional sandstone and clay homes, with only the wealthiest having marble housing. Marble production is the major focus of this city, though it is also the spot where farmers send their crops to be readied for the markets of Tallharbor and Westreach.

Westreach is a stark place. Right on the border of the tropical paradise provided by the Ajah River and the desert beyond it, the outermost walls face sand on one side and tropical bush on the other. Those walls are the most massive in the nation, and the newly constructed Westreach Castle is second only to Highnest in defensive capability. It is a nominal trading city like Tallharbor, but is a quite smaller market, instead relying on the military and local Sandwyrm husbandries for most of its income. The military is housed inside the secondary walls of the city, next to Westreach Castle; nearly 80,000 Celestaines live here, mostly on the poorer side, being military families (though still wealthier than the average Ajah). As for the Ajah, around 300,000 live in this city. They work with materials, and many are artesians (though of course there are always fewer than in Tallharbor), carving marble. Many others make textiles from Sandwyrm silk, as well as from the hides of the great Rivercow population in the Ajah River adjacent to the city.
 
Or we could begin a scramble for that continent :D
 
I more or less will make everyone start equal, with adjustments based on roleplay, but more or less land claims will be even near the start.

Game shall start about 24 hours from now, folks. Just need to move Excel to my new computer and we'll be golden.
 
Does everything get claimed before we begin, or just everyone claims a "reasonable" area?

Yeah I'm sorry to say but your lands will probably be shrunk a lot.
 
BTW: below is a enviromental map I did do back in the IOT thread on Terios. It is basic but it was meant to give a thought on maters.

Spoiler :
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It... is rough. We will need to polish it later on. While the key is not done let: the red is volcanic, lava lands. Yellow are deserts. The greens are different grass based enviroments. The purple is the set of undead lands. The blue is magical, mystical lands. The grey is tundra/snow lands. The orange are rocky waste lands; think barberian lands. The dard yellow is a kind of waste that is chaotic and dangerous with storms plus monsters most common. Brown is simple barran plains. The special isle is its own enviroment that will be left to the imagination of the GM to design.

BTW: here is a history of a figure in Baasen history...

Spoiler :
A Beginner’s History to the Rise, Conquests and Fall of Scaanoar the Emperor of the Dead

By Benthie Ruagh, necromancer, historian and grand mistress of the Colleishdhoo

In Macantagh during the times of old, about three thousand years ago, the necromancers knew the taste of war more so than the taste of the air thanks to the ever striking forces of the druidic communes and orders of the light. Thalloo had recently been coup by necromancers in hope of creating another Unliving Kingdom of Excessum, which at the time was on the verge of internal and external collapse. Thalloo, before becoming Baase, had limited academic facilities for necromancers barring the secret tombs which they studied, including the Tumbus which would become the lowest part of the Colleishdhoo. Still what can be stated that one of the students was a young ghoul necromancer by the name of Oro Muerte or as he would call himself several years later Scaanoar. The eldest of texts suggest that Oro was the cliché of greatness: that of a hard working student who studied more than he played. These texts alas where written during and after the rein of Scaanoar: hence we must not trust them. They give a view that the self-titled Emperor of the Dead wants us to have.

Still we turn to additional recordings and find sources including from outside necromancer circles and undead realms to find that Thalloo fell into civil disarray over the shape of a new necromancer society. Details are sketchy at best still however but three wanted to become the “eternal king of Thalloo” judging by a text he himself created, a group of necromancers known collectively as the Raadmooar who etched into stone their manifesto promising to create a society that would function as a democracy as long as you were a necromancer (bad fortune if otherwise), with finally the forces of Oardreilagh Gowl whose records reveal a ghoul who wanted to create a kingdom for ghouls. All three factions were determined in their aims.
Oro Muerte took advantage of the royal desires of both Crehon and Gowl, declaring interest to ensure an united ruler that was not set by “the chaos of the lawless,” which is of course ignoring of the rules set of how to be of the electorate in an Raadmooar society but never the less it set the presence of fear of the power of choice. The kingdom builders made an temporal alliance to destroy the Raadmooar. Estimates suggest that only a dozen of the thousand members of the society survived the great slaughter: to those of not the undead this also involves ensuring the victims do not rise again. The manifesto’s survival came by the refugees. As for the two kingmakers Oro decided to support the lich king wannabe in order to take advantage of the exclusive nature of the ghoul kingdom desirerers. With support of a few Raadmooar sympathises who decided to aid what they saw as the lesser of two evils came Gowl’s fate: he was thrown off the edge of the Thalloon cost. A lich king came most likely but Oro had according to text been saw to take advantage of the scorn towards Gaaue with the respected destructions of peoples under Gaaue’s commandments. Records speak of many rebellions, notably allowing Oro the chance to branch a party to outside Thalloo show that the new dominant figure faced rebellion it cannot be denied that Oro had the power to make a nation but instead of being a simple king of Thalloo came a decision to change the names of himself and of a nation: hence came the creations of Emperor Scaanoar of the Dead and the Eternal Empire of Baase.

What we know next was internal organisation of the Scaanoar army, followed by a war against the Holy Kingdom of Claro, Oro’s native land which bordered what was Thalloo. Although the annexation of Claro was successful, tales of its blood spill echo with the king’s death fallen by being raised as a skeletal warrior, Scaanoar would face a great wound from a paladin by the name of Luz Guerrero, who then left to fight another day for the east. The blow ironically would lead to the empowering of Scaanoar: the liching ritual performed was custom design by Scaanoar himself, the secrets sadly lost. Whatever the case was that instead of a skeleton Scaanoar rosed as a ghostly figure, set in a golden set of armour so in golden cape: the image of the dark robed lich was forever shattered by what became known as the “Yellow Ghost of Death.”

With a eastern push the borders of Baase increased over the moutains and beyond. The barrens was taken first as a staging area, following a push for the collective of independent dukedoms that surrounded the ageless druidic forest of Alcoalfoiee, its great size ensured the defence of the druids even as it came surrounded by the expanding empire of the dead which eaten the dukedoms. Sccaanoar then turned even further east, sparing the peoples of Alcoalfoiee but condemning the eastern kingdoms of Arvannin, Kionehiar and Yniarfoddey into becoming parts of the necromancer empire. Scaanoar headed then north of Baase in hope of making the west coast part of the Baasen Empire. The Grey Republic of Inchyn, founded to maintain balance of dark and light magic, had for its histories faced both the forces of life and death in crusades against what they saw as opposite than balance: Scaanoar was the death of the Grey Republic, its principles still however live on across the minds of the world. Moving north saw the Theocracy of Jeelaghys and the Unliving Kingdom of Excessum came next, the fall of the former was a blow to the forces of light while the latter shown Scaanoar’s determination to be the lone ruler of necromancers. In its aceince days can we see why Baase later on chosed to be isolative: the expantion of Baase was of suffering.

Scaanoar looked as if he would continue to expand, building great momuments to death that still litter the landscape today, if in the ruins, the Bleak Towers that surround Alcoalfoiee beign symbols of this. It is in Alcoalfoiee that the fall of Scaanoar was set: the druidic orders managed to make a secret alliance with necromancers no pleased with Scaanoar, especilly after the destruction of Excessum and the cruel fate of Inchyn. The kingdoms of Sidoor and Vooar, ever a den of paladins, made an alliance. Rebels appearing in Inchyn, Kioneheir and even Baase itself started to spout. Scaanoar had been good at making an empire but running a empire is harder than making one. Scaanoar’s internal and external struggles leaded to clashes on many fronts. Scaanoar tasted the loss of land conquered, Kioneheir was among the first to be liberated due to its border with Sidoor. The Baasen settlement of Halbey went into revolt, leaded by the ghoulish necromancer Feeyn Marroo who went against the absolute rule of Scaanoar. Luz Guerrero reappeared, leading rebels in Arvanning. The druids became to wreck the necromancer hold around Alcoalfoiee. Ree III of Sidoor and Jamys I of Vooar set out to meet up with Luz. Feeyn’s insurgency avoiding the wrath of the Golden Ghost of Death… for Scaanoar marched to face both Ree III and Jamys I.

The Battle of Cahmooar had in text claimed that the massive armies of Scaanoar (estimate to be around the hundred thousands) faced seven thousand forces. However these exaggerations were unlikely and estimates suggest the true numbers were that Scaanoar had around ten thousand fighters while the alliance he faced had seven and a half thousand: Scaanoar had still the greater numbers but not by the exaggerated numbers and still beatable by number considerations. Power was deployed in other areas. Records suggest Scaanoar’s powers of death were grand but faced masters of life. There are many records and detailed texts on how the battle played out but what came saw Scaanoar, in spite of a grand push and the slaying of Jamys I came through reinforcements on Scaanoar’s enemies with a druidic flank attack. Records contrast with each other on what happened next but Scaanoar was then face in the front line with a angry branch of Vooar paladins and Luz. Luz though did not repeat his greatness: he was killed by a spell of death touch by Scaanoar. Still defeat was present to Scaanoar who came overwhelmed, separated from the main undead force and eventually the golden armour was struke down in light: records state it was a combination of spells and blows of swords that saw Scaanoar defeated, the undead forces directly channelled to Scaanoar to face weakening and the loyal necromancers to Scaanoar retreated in shock. The Empire of Baase had died.

Many lands were regained, the monuments of death and academies of necromancy that was built by Scaanoar faced the flames of angry armies. Excessum risen once again as an independent power but instead of necromancers came it to be made in the image of Jeelaghys. The dukedoms around Alcoalfoiee was to be developed as a druidic nation with the capital in the hear of Alcoalfoiee. The eastern kingdoms reconstructed themselves. Jamys II agreed with Ree III to merge their kingdoms into the Duel Kingdom of Sidoorvooar. The borders of Baase retreated to the mountain ranges that echoed it: it was allowed by virtue of the rebellion leaded by Feeyn but Baase split up into small necromancer states, Thalloo resurrecting it itself as a ghoulish kingdom that Feeyn became the first and last of before it merged to create the Necrocracy of Baase, a hope of ensuring survival of necromancers after the great shunning Scaanoar earned for necromancers. Let this necrocracy was not of the necrocracy of today and it collapsed after two hundred years into three states: the Great Duchy of Thalloo, the Undead Kingdom of Whaaley the Lich Kingdom of Yeearree. These states would fall in a thousand years to see many forms of states occure, before the true birth of the Necrocracy of Baase around seven hundred and fithty years ago but the legacy of Scaanoar remained, the isolation of dark states came from this the most.

Even though sarrow was set in Scaanoar’s name the glory bought by the Emperor of the Dead lives on. The armour, cape and the tome of dark magic that the lich emperor processed were maintained in what became the Colleishdhoo. Military tacticians study the successful and failed tactics of Scaanoar in creating an all mighty empire. As many kingdoms rise, fall and return again must note that the founder of the Necrocracy of Baase, Craue Gliooney, declared that the Necrocracy was in a state of undeath: Scaanoar’s empire was set to be the state “alive.” The academic victory Scaanoar gave, leading the tradition of education institutions in Baase, have to be kept in mind. Finally Scaanoar’s short lived empire ensured the history of Macantagh. The Necrocracy today, after many forming as mini states, now stands in darkness, a beacon of shadows in a chaotic sea of light.

Scaanoar was both a tyrant and a hero to the mind of death.


Finally: I am considering setting the moutain range of my land that its western side be of Baase, be it Baase itself or a SOI.

Edit: adding the banner of Baase. The symbol is a Baasen rune.

Banner of Baase.png

The banner is chosen over a flag for... aesthetic reasons.

The rune is set in a Baasen pattern style, with the flags having in the top part a skull (symbol death) and below a one eye with a mouth chewing on what appears to be a bone, used as a comment on life with death being above life in. At the same time the eye is set out to make it look like a skeleton (lich?) in meditation or preyer. Consider the symbolism of mixing life and death, linking.
 
Just checking in. Also on the climate map, you really need to update it since I've specified the area to be magical lands, not grassland plains.

Game shall start about 24 hours from now, folks. Just need to move Excel to my new computer and we'll be golden.

You may want to start a day after Trollday has passed.
 
Just checking in. Also on the climate map, you really need to update it since I've specified the area to be magical lands, not grassland plains.

It is a rough map set out by I. It can be contributed to by other peoples.

You may want to start a day after Trollday has passed.

We do not bring drama from one thread to another thread please, especilly from different sections of the forum.
 
Checking in.

Welcome!

By the way: how best to set the ghost ships? Just thinking because they will have dark magic as their power to be like a classical ghost ships... in airship style! Especilly considering strengths and weaknesses over traditional airships in the game.
 
We do not bring drama from one thread to another thread please, especilly from different sections of the forum.

You know April Fools' Day is an international holiday recognised by the UN, right? We're not bringing it in from another thread. It's from reality.
 
You know April Fools' Day is an international holiday recognised by the UN, right? We're not bringing it in from another thread. It's from reality.

I guess the real joke is that we were starting today... Hint hint
 
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