Terrance888
Discord Reigns
Welcome to Echoes of Glory!
Introduction
More than a century ago, strange men landed upon these shores beneath their innumerable banners, claiming all for their Emperor from across the seas. Although they seemed to sweep all before them, soon the native tribes organized a resistance and fought them to a stalemate. But the Empire was as crafty as it was strong, and begun playing the natives against each other. Under their watch, they eradicated the Druids who had organized the resistance, and each year it seemed that their armies marched further and further from the coast.
Their strength turned out to be an illusion, a last grasp of an Empire on the verge of collapse. Contact sputtered as plague and revolt rocked the homeland. Legion after legion were recalled by one pretender or another to fight in an endless civil war. Finally, twenty years ago, the last Sea Strider unmoored from these shores, to never return.
The last governors tried their best to maintain control over this colony, this last known patch of civilization. But even under their watchful stewardship, the native tribes grew bold, the colonial magistrates resentful. Finally, disaster struck here as well. A plague ripped its way through the once-bustling capital of this colony, casting away the final chains of unifying bureaucracy.
The magistrates, now left leaderless, jockey amongst themselves, each seeking authority over what remains of the imperial colony. Meanwhile, Generals of the remaining Legions calm their men and wonder how long they can wait for new command, before seizing that right for themselves. Across the pale, Imperial whispers melt away from the ears of Native Kings. Freed from their intricate webs of suggestion and deceit, they could now act decisively to claim what they deserve. The Druids too, emerge once again from the shadowed woods amongst which they hid. As the vernal sun rises over the ruins of the once-proud city, it’s light speaks of opportunity to leaders all across the land. A chance for a new beginning, rising from the ashes of the old. A chance to hear a long lost Echo… of Glory.
Welcome!
Echoes of Glory is a collaborative storytelling game commonly known as a “Never Ending Story” or NES. In this game, you play as a leader amongst either the Imperial or Tribal peoples, and strive to advance your faction and accomplish your goals. Additionally, you could write stories, reports, graphics or other roleplaying posts to describe your faction and it’s place in the world. Together, the game and story combine to tell a tale of the aftermath of an ambitious colonization attempt by a dying empire.
As a leader, you would look on your statistics, or “Stats”, as well as reports, or “Updates” to determine what you want to command your people to do. These orders are sent as one official “Order” to me in a private conversation. I will collect all of such Orders by all the players, as well as those made by non-player factions, and create a new Update and Stats. This pattern will continue, hopefully forever, but more realistically until one definitive ending point arises.
Although this NES is still in development, you can still plan to participate and indeed, help in the development of the final product. Much of the history, religion, and culture are still undefined. Other than your planned faction, there will be many neighbors to create and rivalries to detail. Currently I have 13 slots open.
The Lands of Kydron/Sythram
The native tribes call this land Sythram, but the imperial colonists call it Kydron.
The lands of Kydron can be quartered into three halves. To the south, along the coasts and the lowland riverlands is the Colony. There, imperial settlements survive, and some thrive. To the northeast, the River Kings dwell in the Amber Vale. Finally, to the northwest dwell forgotten tribes of the Ancient Vale.
Overall, the climate ranges from those of Northern France to those in southern Scandinavia.
Beyond these lands to the north lie high mountains and icy plateaus. To the south west, the broken lands, a treacherous archipelago. And to the east, an endless grassy desert.
Currently, this map is but a rough sketch. I plan to edit and change the map according to player's desires and preferred starting positions.
The darker grey box shows an area roughly equivalent to that of England.
Current scale is each pixel is 1 square mile.
The Colony
The Colony is defined by the three rivers, the central lake, and the coast. The western river leads to a rocky, mineral rich valley which could be considered the northernmost part of the Broken Lands. The easternmost river leads into a very fertile valley reminiscent of their homeland. Sheltered by wet hills, its fertility points towards the deep soil of the endless grass desert.
The central river leads north to a central lake. For the Tribals, it holds no small religious significance in the center of their region. For the Imperials, it is merely a convenient terrain feature to anchor their current frontier and, in the future, facilitate intra-colonial trade.
Finally, the coast starts off rather gentle to the east, to becoming increasingly rocky and and broken up to the west. As one heads towards the broken lands, one can find deep pools for pearl diving.
The Amber Vale
The eastern river valley north of the lake is the Amber Vale. A series of relatively fertile valleys dotted with numerous hills, they are known for the precious amber which is traded to the Imperial Colony. The Amber Vale is controlled by several “River Kings”, who rule “kingdoms” of various sizes. The River Kings are tribal chiefdoms who have adopted several trappings of imperial civilization. The Empire keeps them fighting amongst each other, to promote trade as well as make sure no one will dominate the region and levy it’s considerable resources against it. Without the Empire’s divisive influence, the Amber Vale may soon find itself united under a single banner.
The Ancient Vale
The western river travels higher and higher up the mountains, before turning a corner into a half-forgotten valley. This is the half-mythical Ancient Vale, where Druids still roam amongst the tribes that live here. Here, the old ways are still strong. Unlike the valleys below, the Ancient Vale is much colder and less fertile. Every few years, a tribe would gather their supplies and march out, following oft-followed trails to test their luck against the Imperial Border Legions. Every few years, they failed.
Available Slots
Currently, I am looking for players these slots. Depending on interest, I might unlock more slots.
The Tribals allow for greater customization than the Imperials, but there is still a significant degree of leeway available for you to design something that fits the setting and what you want to play.
There are two neighboring regions which are currently “Locked”, but which I might open depending on interest.
The Broken Lands
The Great Grass Desert
Additionally, depending on interest I might allow allow players to play a "Tribal Affiliate", half assimilated allied tribes of the Empire, who live within the Colonia, provide a significant measure of manpower during wars, and whose loyalties are divided between the people they came from, and the people they now serve.
What Can You Do?
Choose a slot and write about the kind of society you envision there, your neighbors, and your leader. As I release more information, you can adjust this submission and even influence what I release.
You can also write suggestions or thoughts or cool concepts you want to see happen. I’m all ears! Or well, half ears half eyes. Actually, I’m a normal guy. Except for the third arm.
Coming Up
More information about the culture, religion, and history of the Imperials and the Tribals. Your suggestions, comments, and such may help in the development of the lore! Additionally, I will me tinkering and posting reports about the ruleset for you to rip to shreds/constructively comment.
Introduction
More than a century ago, strange men landed upon these shores beneath their innumerable banners, claiming all for their Emperor from across the seas. Although they seemed to sweep all before them, soon the native tribes organized a resistance and fought them to a stalemate. But the Empire was as crafty as it was strong, and begun playing the natives against each other. Under their watch, they eradicated the Druids who had organized the resistance, and each year it seemed that their armies marched further and further from the coast.
Their strength turned out to be an illusion, a last grasp of an Empire on the verge of collapse. Contact sputtered as plague and revolt rocked the homeland. Legion after legion were recalled by one pretender or another to fight in an endless civil war. Finally, twenty years ago, the last Sea Strider unmoored from these shores, to never return.
The last governors tried their best to maintain control over this colony, this last known patch of civilization. But even under their watchful stewardship, the native tribes grew bold, the colonial magistrates resentful. Finally, disaster struck here as well. A plague ripped its way through the once-bustling capital of this colony, casting away the final chains of unifying bureaucracy.
The magistrates, now left leaderless, jockey amongst themselves, each seeking authority over what remains of the imperial colony. Meanwhile, Generals of the remaining Legions calm their men and wonder how long they can wait for new command, before seizing that right for themselves. Across the pale, Imperial whispers melt away from the ears of Native Kings. Freed from their intricate webs of suggestion and deceit, they could now act decisively to claim what they deserve. The Druids too, emerge once again from the shadowed woods amongst which they hid. As the vernal sun rises over the ruins of the once-proud city, it’s light speaks of opportunity to leaders all across the land. A chance for a new beginning, rising from the ashes of the old. A chance to hear a long lost Echo… of Glory.
Welcome!
Echoes of Glory is a collaborative storytelling game commonly known as a “Never Ending Story” or NES. In this game, you play as a leader amongst either the Imperial or Tribal peoples, and strive to advance your faction and accomplish your goals. Additionally, you could write stories, reports, graphics or other roleplaying posts to describe your faction and it’s place in the world. Together, the game and story combine to tell a tale of the aftermath of an ambitious colonization attempt by a dying empire.
As a leader, you would look on your statistics, or “Stats”, as well as reports, or “Updates” to determine what you want to command your people to do. These orders are sent as one official “Order” to me in a private conversation. I will collect all of such Orders by all the players, as well as those made by non-player factions, and create a new Update and Stats. This pattern will continue, hopefully forever, but more realistically until one definitive ending point arises.
Although this NES is still in development, you can still plan to participate and indeed, help in the development of the final product. Much of the history, religion, and culture are still undefined. Other than your planned faction, there will be many neighbors to create and rivalries to detail. Currently I have 13 slots open.
The Lands of Kydron/Sythram
The native tribes call this land Sythram, but the imperial colonists call it Kydron.
The lands of Kydron can be quartered into three halves. To the south, along the coasts and the lowland riverlands is the Colony. There, imperial settlements survive, and some thrive. To the northeast, the River Kings dwell in the Amber Vale. Finally, to the northwest dwell forgotten tribes of the Ancient Vale.
Overall, the climate ranges from those of Northern France to those in southern Scandinavia.
Beyond these lands to the north lie high mountains and icy plateaus. To the south west, the broken lands, a treacherous archipelago. And to the east, an endless grassy desert.
Currently, this map is but a rough sketch. I plan to edit and change the map according to player's desires and preferred starting positions.
The darker grey box shows an area roughly equivalent to that of England.
Current scale is each pixel is 1 square mile.
The Colony
The Colony is defined by the three rivers, the central lake, and the coast. The western river leads to a rocky, mineral rich valley which could be considered the northernmost part of the Broken Lands. The easternmost river leads into a very fertile valley reminiscent of their homeland. Sheltered by wet hills, its fertility points towards the deep soil of the endless grass desert.
The central river leads north to a central lake. For the Tribals, it holds no small religious significance in the center of their region. For the Imperials, it is merely a convenient terrain feature to anchor their current frontier and, in the future, facilitate intra-colonial trade.
Finally, the coast starts off rather gentle to the east, to becoming increasingly rocky and and broken up to the west. As one heads towards the broken lands, one can find deep pools for pearl diving.
The Amber Vale
The eastern river valley north of the lake is the Amber Vale. A series of relatively fertile valleys dotted with numerous hills, they are known for the precious amber which is traded to the Imperial Colony. The Amber Vale is controlled by several “River Kings”, who rule “kingdoms” of various sizes. The River Kings are tribal chiefdoms who have adopted several trappings of imperial civilization. The Empire keeps them fighting amongst each other, to promote trade as well as make sure no one will dominate the region and levy it’s considerable resources against it. Without the Empire’s divisive influence, the Amber Vale may soon find itself united under a single banner.
The Ancient Vale
The western river travels higher and higher up the mountains, before turning a corner into a half-forgotten valley. This is the half-mythical Ancient Vale, where Druids still roam amongst the tribes that live here. Here, the old ways are still strong. Unlike the valleys below, the Ancient Vale is much colder and less fertile. Every few years, a tribe would gather their supplies and march out, following oft-followed trails to test their luck against the Imperial Border Legions. Every few years, they failed.
Available Slots
Currently, I am looking for players these slots. Depending on interest, I might unlock more slots.
3 Imperial City States: A Naval Port, a Mining Town, and an Agrarian Market Town
2 Imperial Legions
3 Tribal “River Kings”, Semi-Imperialized border Tribes
3 Tribal “Ancient Tribes”, Tribes which still hold onto the Old Ways
2 Imperial Legions
3 Tribal “River Kings”, Semi-Imperialized border Tribes
3 Tribal “Ancient Tribes”, Tribes which still hold onto the Old Ways
The Tribals allow for greater customization than the Imperials, but there is still a significant degree of leeway available for you to design something that fits the setting and what you want to play.
There are two neighboring regions which are currently “Locked”, but which I might open depending on interest.
The Broken Lands
The Great Grass Desert
Additionally, depending on interest I might allow allow players to play a "Tribal Affiliate", half assimilated allied tribes of the Empire, who live within the Colonia, provide a significant measure of manpower during wars, and whose loyalties are divided between the people they came from, and the people they now serve.
What Can You Do?
Choose a slot and write about the kind of society you envision there, your neighbors, and your leader. As I release more information, you can adjust this submission and even influence what I release.
You can also write suggestions or thoughts or cool concepts you want to see happen. I’m all ears! Or well, half ears half eyes. Actually, I’m a normal guy. Except for the third arm.
Coming Up
More information about the culture, religion, and history of the Imperials and the Tribals. Your suggestions, comments, and such may help in the development of the lore! Additionally, I will me tinkering and posting reports about the ruleset for you to rip to shreds/constructively comment.