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Praetor

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  1. Praetor

    From Ruination [FRP]

    1508 A quiet year. It seems that those people of Naros who fought now take a deep breath, and collect themselves. To the east, the people of Aros remain quieter than their eastern brethren. Lightning and thunder still shake the skies to the far south-west, but the world seems to take a moment to rest. The Kingdom of Five And so the kingdom expands into the fertile lands of central Aros. Perhaps not as lucious as their homeland, these wide open fields offer great potential for crop growth nonetheless. The Commonwealth of Ruhn A long trip to some, short trip to others. Either way, the Ruhnnites venture into lands unknown, and land upon the shores of a hitherto unknown nation. The Xian Kingdom welcomes them with grace, for it appears that the scholar that recommended them sent a message ahead of them. (Discord) As for the mountains, they seem strange. That is the word that continually comes back to Ruhn. The explorers find nothing within them, and return unharmed, but with an oppressive feeling that something is simply not quite right! They cannot point it out, and they find not a single boulder that sticks out (metaphorically) in the mountain range, yet they cannot shake that feeling. The Kingdom of Bulgar The people of the True Chapel seem most cautious of their expansionist neighbors, and let little be known of them. However, it cannot be hidden that they worship the God of Magic, but little else is gleaned by the envoys, as the Chapel remains reticent, and their High Librarian does little to help. Instead, he cautions them, should they be rashly seeking to aggressively expand their holdings. In his own words, “There are things that even I do not know about the Chapel and its secrets.” The Galaharian League The Passanese are a people broken up by towns, villages and cities. They have no central government and simply meet up once every few years to discuss communal problems. Beyond that, they govern themselves and keep to their own lands. Most of which are swampy and unpleasant, as if most of the landbridge, beaten on both sides by saltwater seas and high winds. Nonetheless, they exist, and they survive, but they clearly do not thrive. The only city with much of interest may be the southernmost one, in which an elite guard of Passanese reside, the guardians against the Darkness. They, above all others, are held in high respect among the Passan. The Empire of Bourdeleaux The settlement is indeed created, though it is plagued by raiders and bandits, a surprising amount, and most are well-equipped. Nevertheless, it takes shape within the crook between two mountain rivers of clear, icy water that regularly flood in the spring, giving the soil around them a richness and fertility unknown in the rest of the area. As for the scouts, sent into the Carrow lands to find out what they may, few return. Indeed, so few that much of the picture is lost to the generals and the Emperor. They are unanimous about one thing, however. When their teams and their brothers fell, it was almost always at night, and the howl of wolves accompanies their deaths. But none of the survivors ever saw that which killed their brethren. It seems that none of the survivors suffered any wounds either, and one claims to have gone quite a way with a wounded brother, before they lost each other in the dark. The howls followed the wounded one. In the end, however, little is found beyond the citadel of Carrow, and regular patrols by the enemy. The Kingdom of Numeria With the major trade routes out of the Southern Narosi TZ occupied by its enemies, Numeria finds itself only capable of trading with the Republic of Danwent, and the Carrow Lords, as the Sehmon and Ischyros but cut off trade, and access to further regions. In addition, the first Sehmon raids begin to occur around their borders. Villages and burned and pillaged, with their people slaughtered or carted away to be enslaved. Yet, the town of Arris does rise and grow stronger, but the lands around it often have a pall of smoke hanging above them. (-2000 gold this turn) For now though, the Sehmon army has done little but shift its position around in Ischyrosi lands. The Fortress Libraries Following the river Tulla to the south, the Libraries arrive in Sehmon lands. People that they have no doubt learned of and been acquainted with in their stay in Ischyros, for they currently have a strong military presence within its borders. They receive a cold shoulder from the people there, who seem suspicious of outsiders of all sorts, and find little in terms of welcome, or cooperative people of knowledge. Ischyros does accept a trade deal, however. It seems as if Bog Silk, when spun in a very peculiar fashion, can be twined into strands of incredible strength, or soft yet highly resilient clothing of unmatched quality. While truly wonderful, it is hard to make, and limited in supply. Nonetheless, a great discovery! (Bog Silk acquired. T4 archer equipment [bowstrings]) The Kingdom of Fyr-Darrick Reports from within the heartlands of the Realm of Darkyria, brought by scouts… (discord) The Republic of Danwent The king of Sehmon does not come, but sends his son in his stead. Bornn III of Sehmon, a young man with a merciless streak, if rumor is to be trusted. (Discord) The toll stations to ellicitate much grumbling from the traveling peoples of Danwent, but the law is the law, and they do tend to follow it. (+1500 gold per turn) The Duchy of Ulyadir A large expedition, sent on an extremely perilous journey. Many preemptively die on the climb to the top of the glaciers, but those who make it to the top venture deep into the land beyond. They are gone for quite a few weeks. Then the weeks become months. The months become half a year. By the end of the year, not a single man has return from the expedition, and made his way back down the perilous glaciers. Yet even as they do not return, nothing else ventures into the Duchy from beyond the glaciers. For now. The Kingdom of Hilmedhi Buildings! Surya And so the fields of Golûn open themselves to Suryan expansion. A little more temperate down in the south, away from the Boiling Sea, it nonetheless offers lush, open terrain with few dangers apart from the thrill of exploration. The mountain itself proves to be a towering testament to natures might, and the explorers struggle to explore the top. Yet, in their climb, they do discover something new. Some sort of altar, created upon a jutting platform of rock that looks out both into the rising and setting sun. Within it is a chunk of red marble, that is touched by the sun at every point of the day, and glows and throbs with energy. While the altar is small, it seems to throb with naturally occuring power. (Point of power for the Bright One) The research on red marble, however, goes rather poorly. The lancers are unopposed in their crossing. No ships sail out from the shanty-town within the gulf, though a few do sit heavily in the water, their sails torn and their hulls damaged. Half-sinking, they creak and groan like old men waiting for the end. As they alight upon the shores, they find an town empty of life, yet littered with corpses. It seems as if most of the Red Suns have been killed, their bodies strewn around, slashed and stabbed, bloated and rotting. Many have already been turned into naught more than skeletons. There is no trace of an attacker, neither in the bodies nor in the ships within the bay. But one lancer does find a red longcoat of thick leather, ripped and torn, laying at the edge of the town. As for the lands around the pirate town, they are mostly unremarkable. While fertile, they are not as lush as the Suryan homeland. To the north, pale mountains rear up, gleaming at night as if from an inner light. The Eadni Civilization This year, the explorers find little success. There are no ports beyond the Danwent Republic, and they struggle with supplies and repairs. Indeed, while passing by an island in spring, a storm wrecks one of the ships, casting it into jagged rocks and smashing it like kindling. (-1 caravel). There is little to be found on the coast beyond the Danwent, and rough conditions and no ports force the explorers back for the year. Point of Interest: Sunport - A patch of fertile land within the desert is their first warning that they may be approaching civilization, or what was once civilization. The second is the first bridge, and the guard towers. Two huge watch towers on each side of the river, joined by a bridge arching high above it. All of them in nigh perfect condition, a testament to the architectural prowess of their builders. As they delve further within the ruins, they thicken until they are surrounded on every side by great bridges, and old constructs. Greatest of all, perhaps, is a splendid temple of marble and stone that sits upon the edge of the river. Within it, a great sun rests on a pedestal as large as a house. The sun itself glows from within. Carved from red stone, it is veined by fire and pours forth heat into the room. The ruins are great and sprawling, so much so that one could not hope to see them all in a single expedition. The seaborn settlers do find the success that the previous explorers failed to find, and safely settle the peninsula.
  2. Praetor

    From Ruination [FRP]

    1507 Naros shakes with the aftershocks of a great battle. A victor was found in the Sehmon Empire, though not by much, and in their victory, so did they bleed, and show their mortality to the nations of Naros. In the far east, the deserts are hungry, and many refugees from tribes and independant villages flock to the nations around them, seeking refuge. (+5000 population for the Eadni) Thunder and lightning shake the skies in the far west, blinding in their intensity, great waves roil through the Golûn pass for days. The Kingdom of Five The new settlements are safe enough, and the Realm of Hakan seems either uncaring or unattentive, as they have been neither seen nor heard of since the last exchange between the two nations. The land here is wide open, and the plains often bitter cold, when winter sets in. But during the summer they fill with tall grass, and offer lush enough fields for the peasants of the Swinedom. The Republic of Danwent Roads always benefit a nation, and these are no exception. As these veins of stone stretch throughout the nation, armies travel faster, and less peasants complain about bandits as roads become more heavily frequented and patrolled. A success, no doubt. (+2000 gold this turn) And what a war it is. (discord) The Kingdom of Bulgar More buildings, more gold. And a child. The Galaharian League The voyage is long and hard, sailing through lands known only to them by an old source. Yet the ships do make their way around the peninsula, and sail these new waters easily enough. But it their expertise with ships, or their innate boons as humagi, the trip goes well. Soon, the ships find themselves approaching new lands, a delta buzzing with human activity… (Discord with Czar) Empire of Bourdeleaux So many farms. Potatoes and rhubarb aplenty shall soon grow thick upon the rough Bourdelean highlands, and strawberries and peaches will grow ripe in the south. A land of plenty indeed. The Kingdom of Numeria A fevered dream. A conjuration. (discord) The Kingdom of Fyr-Darrick Due to the previous years raiding, as well as the forewarned nature of the Darkyrians, the land surrounding the city is mostly empty. Either the villagers fled, hid in the city or died. As for the soil, most of the crops were harvested and the land was made inhospitable before the siege. As such, the Fey army will have to rely principally upon supplies brought in by Galaharian merchants, who, unlike the fey, do face occasionally attacks, and complications, within the forest. Quite a few begin to shirk at the idea of going into the forest, as the year goes on, wary of what dangers it may unleash upon them. Surya The jungle to the south of the mountain is thicker, deep and stretches on across the flat plains surrounding the mountains far more. But the land is as lush and wild as ever and the people find few wild creatures to trouble their sleep. Idyllic, isn’t it? The marble, for now, remains inscrutable and volatile, refusing to reveal its secrets in any other form but violent flashes and explosions. Though one of the explorers to the west is attacked by a viciously large tiger, for the most part they find no real dangers. The lands to the west are similar to Suryan soil, though more temperate, as it seems that the steam that rises from the Boiling Sea is pushed towards them by great winds, and these western parts of Golûn are spared the choking humidity. The Auldhauan Hierarchy of Melda The canal is a great endeavor indeed. So much work to be done, with little qualified labor that must not be brought in from the homeland. Yet, progress is made, little by little, more and more of the ancient structure is unveiled, a construction of stone meant to connect to the two seas, a construct far more ambitious than any other that the island living people may have ever seen before. But there is still more to do. But there is better news from the Twin. The herbalists have finally found a strain that seems to be the perfect painkiller, or at least the best one that they know of. It numbs the senses without killing, unless given in large doses, and helps in many medical scenarios. A great discovery! The Fortress Libraries This time, appropriately funded, the explorers do find their way south. They find their way down the river, through the free city of Trident, and into a large lake. Upon one shore, a massive city, Ischyros by name. It seems highly suspicious about them, but allows them in, and as they visit its many bars, they discover that a war is erupting just at its doorstep, and the people are scared. To go further south while war still echoes through the nearby fields is difficult, but they have more than enough supplies to continue after winter. The True Chapel of Knauledge welcomes the scolars with quite a lot of courtesy. It seems as if they are glad to find such knowledge-oriented people within these lands, and gladly allow them to stay. (discord) The House of Blackmarrow allows for an embassy, but little more, and is not particularly friendly, even after the gifts. The Duchy of Ulyadir Buildings are built, and in dark places, frozen arrows spread their frost... The Kingdom of Hilmedhi And finally, the highway is finished. Perhaps a highway only in name, it is nonetheless an open tunnel, with room for carts, that goes along the mountains for miles upon miles upon miles. Truly, an achievement of engineering such as has been rarely seen amongst the young nations of this world. The settlements fare well enough. The land across the mountains is nothing like the homeland of the Hilmedhi. It is rough, barren, rocky and sprayed with salt and constant rain. An unpleasant place, with thousands of wheeling gulls and storms that sweep over it and splash its coasts with tremendous waves. But land nonetheless, and within the mountains, a secret. The first to find it burned to death. The second was more careful. Tellurun, liquid stonefire. A rare thing indeed. (Rare Mineral Acquired: Tellurun) The Commonwealth of Ruhn The tablets reject any attempt at translation. It seems as if the scholars of Ruhn and the free cities simply cannot decipher the script, though one man from Minolek does identify it as Ancient Lobanese, a language that has been lost in time in these regions. But he does recommend that the Ruhnnites try the Xian Kingdom, if they seek to unlock their secrets. He helpfully indicates their location upon a man, after demanding that he be told of some of the findings. (discord) The settlements find open, peaceful land, with looming mountains to the west. Dark, but not that tall. Something simply seems irregular with them!
  3. Praetor

    From Ruination [FRP]

    1506 Galaharian League And thus the first Nuncio sails forth from the shipyards of Batista’s Landing. A magnificent creature, as hulking as it is graceful, some compare it to a whale, venerable and immense. Others to a giant beetle. Either way, the first Nuncio sets sail this year, with many great things awaiting it, no doubt. The Duchy of Ulyadir Unfortunately, the mountains prove to be just as vicious as the glaciers. They are almost entirely impassable, covered in snow all year around and victim to storms as powerful as the breath of gods. The settlers are eventually forced to turn back, lest they lose themselves within the deadly valleys and peaks. (5k refunded) The expedition over the glaciers fares almost as badly as the settlers. The last that they are seen is their vague shapes cresting the top of the glacier after a long and perilous climb in which more than one find their death. Weeks go by, until finally a watcher sees activity at the top of the glaciers. A man, descending! He is alone, and he seems to struggle, rushing and stumbling as he crawls down the ice. Then, half way down he slips, tumbles, falls. His body smashes into the ice below. When he is recovered, the rescuers find him quite dead. In his back is a broken arrow shaft. The arrow itself, when pulled out from within his chest, is made of a transparent, ice-like material. It freezes even the hardy Ulyadir, and neither melts not breaks, radiating a bone-chilling cold to any within a few meters. Of the rest of the party, none ever return. Surya Point of Interest: Metar Mountain - The mountain looms over the explorers like some old, disgruntled god. Its flanks are covered in thick jungle, and as the men approach, they find themselves fighting through the undergrowth for every step forward. Soon the slog becomes painfully difficult, and the slopes ever more abrupt. One man, as he stumbles, find himself looking at an old stone pillar, a simple thing, perhaps a directional indicator. It stands somewhat slanted, cracks running through it and vines growing thick, so thick that it nearly looks like a tree trunk. He is the first to find such a thing, but not the last. The more the men look, the more they realize that in their struggle, they have arrived in some ancient installation, whose only remains are a few stones that were once shaped by men. But as they decided to move up the slopes even further, a man shouts out. It is but a sliver, but the stone he finds is red, and pulses ever so slightly in his hand. It radiates a nigh imperceptible heat, and seems to be streaked by veins of fire. Perhaps there is more to be found. (Rare Mineral discovered: Red Marble) (discord) The Kingdom of Five F A R M S. Unfortunately, without settlements to consolidate the land, the expansion does not go quite as well as planned. The prospectors, while avid and enthusiastic, unfortunately find nothing within the Kingdom of Five that may qualify as a rare good, or mineral. The Kingdom of Bulgar The new settlement fares well enough. It is set up near the looming northern edge of the Roots, with open fields to the west. There is little of note within this land, beyond the green grass and the occasional herd of horses galloping through. The Auldhauan Hierarchy of Melda The first investments into clearing the canal have little effect. It seems as if such a project is no little undertaking, as kilometers upon kilometers of land must be dug and cleared of rubble, dirt, and other undesirable objects, while at the same time engineering something that will last. Greenleaf continues to unveil its secrets to the herbalists, though there is yet more to be found. Upon the day of celebrations, the locale is given what many may see as a miracle. A golden rainbow crosses the sky over the party, lasting only for a few minutes before fading away. The Kingdom of Numeria And as the sun rises over a new year, so do envoys of the Sehmon cross those empty and abandoned land between the two armies, demanding to speak to a person of authority within the camp. (Discord) The Empire of Bourdeleaux The Carrow Lords make it known to the envoy that any sort of offer is both insulting and preposterous. They are the heirs of House Tarkan, mighty among the high lords of Symon, they will not bow to some lowly nation born on a forgotten edge of the continent. Their hostility to the notion of submission is as evident as it is vitriolic. Though they do send the envoy away in good health, and respect the rules of hospitality. The Commonwealth of Ruhn The explorers within the forest to the north find, for the most part, a nondescript forest of little interest. It has wood, some hills, some wild animals, but nothing of note. The lands to the east of the straights are for the most part, flat and open. There is little here beyond fields of grass, some hillocks and small patches of trees. The mountains that cage in this little area are tall and dark, almost foreboding, though none of the explorers find anything remotely ominous beyond some iron deposits. All in all, the land seems perfectly hospitable, if a little boring. Following along the river in the desert, this band of explorers lands upon the archives that had already been exhumed by their brethren in years past. The Fortress Libraries The Herzaka are hard to find, as they are nomadic folk, who roam the open fields between the roots of the World and the Greenthroat. However, when found, they seem to have little interest in the concept of trade. The Blood Forge once again opens itself to scrutiny, as new eyes come to inspect it. (Discord) It seems as if such magic was never intended for such vague and broad questions, as the two adepts find only vague images and unclear ideas that leave them, ultimately, more confused than before they cast their spell. All they could glean from their spellwork was that the future, as it has always been for the Libraries, lies in knowledge. Such an expedition south soon peters out without the appropriate funds, and the men are forced to turn back for lack of gold to supply themselves with food and water. The Kingdom of Fyr-Darrick The supply lines into the forest face little opposition. Indeed, it seems as if even wild animals do not attack the pack animals, or prey upon small groups of travelers as they venture through the forest and into the Realm of Darkyria. The army does indeed find itself relatively comfortable for the winter. Here, the wind is bitter and the snowstorms can be quite violent, but they find a surprising amount of animals to hunt, and supply lines combined with the tender ministrations of their adepts do help the army through the winter relatively unscathed. The Kingdom of Hilmedhi The tunnel goes deep and far, stable and wrought by the hands of great craftsmen, it would seem. For the most part, those parts which have already been finished are quite well done, and only a few sections collapse. These issues are quickly remedied, however, and by the end of the year it seems as if the tunnel is about ¾’s of the way done. A great feat indeed. The northwest expedition finds little of note, at least at first. The desert stretches on for an eternity, simple coasts of sand, neverending and stretching deep inland. This makes ressupply tremendously difficult for the explorers, but they do find themselves in luck when one day they find themselves in some sort of straight, with a land of lucious jungles and fresh water to the south. (You discovered the southern tip of Esma) Point of Interest - The Deathgate: The river expedition fares better. Upon exiting the jungle the river seems to calm down a bit, and they encounter no more troubling waterfalls. The land itself is rough, but nothing near as brutal as the main body of the desert to the west. Instead, they find themselves in some sort of savannah, until they finally reach the source of the river. A sense of unease covers this place. It is a tall hill, with the river spewing forth from the bottom, like some sort of mouth belching forth a torrent of water from deep below ground. Old ruins line the hill, in the shape of what might have been a wall once. Of note, the hill is surrounded by nothing but dirt. No grass grows on it, and no animals are there to fill the air with their cries. When one of the men attempts to drink the water from its very source, he falls to the ground almost immediately, dead. Yet only a mile or two downriver, the water seems to have been perfectly drinkable. A strange phenomena indeed. (Point of Power: The Death God, discovered) The Eadni Civilization The expedition continues eastward, and finds a new port. (Discord with Czar) The first year, little is found within the ruins of Midwe. Though there are carvings, most are of writing, and those that do depic drawing are typically artistic interpretations of the Sun, with different landscapes beneath it, flourishing and growing. Most of these landscapes, however, do not show something that corresponds to Midwe itself.
  4. Praetor

    From Ruination [FRP]

    1505 Events have been put into motion that cannot be so easily undone. As Numeria marched upon the Eye, the Iris and Ischyros, the Sehmon Remnants muster their own forces swiftly, and hurry to intercept this new foe. None can predict what the outcome may be, for two pretenders for a long lost crown now scrabble for the remnants of an Empire. All that one may tell, is that there will be blood in the water, and the wheat will be well fertilized for years to come. To the west, it seems as if those raiding bands that have plagued the southern borders of the Free Cities peter out during the summer months, and finally disappear entirely, though none could guess at what brought out this change. The Galaharian League The Westfallian survivors take to their new land well enough. They are few, and they truly compose only a miniscule fraction of the population, so they have little influence and for the most part, simply meld into the Galaharian society to some extent. They make up, at most, a small tributary settlement, but their numbers are few, and they cannot truly begin a state of their own. And with the Galaharian retreat from the forest, most of the wolf attacks cease. Those rare few who wander into the woods for illegal lumbers often do not return, and some of the patrols still marching through this land are only found dead and mauled a few weeks after they never report in. But these lands are wild now, and the forest reclaims them with astounding speed. In many places, patrols swear that they saw plants growing before their own eyes. Soon enough, even the patrols struggle to make their way through the dense young forest sprouting over abandoned villages. Point of Interest: The Burnt City of Rimihn. The explorers find little more than the scorched remains of a once great city. The docks are clearly demarcated, and some sunken boats can even be seen at the bottom of the bay on a clear day. But the stones used to make the piers have melted and warped. Many of the buildings are naught more than piles of rubble and burnt stone walls stare down at the explorers, their blackened surfaces looming over them like ghosts, the last citizens of Rimihn, still waiting for release. But more is to be found than simple scorched rubble. (Discord) The Kingdom of Bulgar More farms, more money, more people. Surely, the Kingdom of the Lithborn seems to be thriving. The Kingdom of Fyr-Darrick And so, the army marching West finally finds its mark. (Discord) Point of Interest: The Westward Wolf Dens - As the Fey explorers go farther north, they meet the wolves once again. The wolves allow them to pass them and do not trouble them much, though the lead explorer is allowed to visit the wolf dens themselves. Located in a deep glade within the forest, they consist of a series of large caves upon the sides of a small valley. In the middle of the valley is a tree of completely black wood, and a small pond. The tree seems to pulse with life, as plants grow thick and freely around it, and small white flowers grow within its boughs. The wolves regularly watch the tree, or patrol around it, but never drink from the pool at its feet. Their caves are deep and comfortable, though in the end they are still the homes of wild animals. The Auldhauan Hierarchy of Melda And so the Melands go on another perilous colonization trip. Thankfully, it seems that the ismuth was not afflicted by such troubles as seen in their previous years. They settle within the looming ruins and nothing comes to threaten their sleep. Point of Interest: The City of Krel - Mostly ruined and empty, only a few buildings remain standing. However, skeletons litter many districts, as do arrowheads and old boulders. It seems as if Krel fell to a siege, and faced bitter fighting within its walls. Many districts also appear to have been burnt out. There is little of value left, as either time or looters have taken their due, but one lucky man does find a most interesting sword while exploring a ruin. More by luck than anything else, he slips and tumbles into a small hole, where a skeleton lies, a curved sword gripped in its white fingers. A sword made of a milky white metal, that seems to glow in the moonlight. As for the canal itself, it is quite the affair, a large gash slashing through the city, with many old, ruined bridges lying either at the bottom of the canal, or barely bridging it. On both sides, huge piles of rocks and mounts of dirt seem to have blocked it off, for quite a long time, as most of it seems to have been filled up with dirt over the centuries. As a gesture of appreciation, the city of Risme dedicates two of its own caravels to the Meldan trade route, bringing in moderate amounts of silk, and other luxuries from the Risman coast. The envoys of the Kingdom of Karel scoff at the offer and turn away the Meldan’s quickly, reminding them not to tread upon their soil unless they are invited to. A tricky piece of greenery. The painkiller seems to have a complex way of reacting with other reagents, but little by little, the herbalists do claim that they are on their way to creating a most effective painkiller out of it. The Republic of Danwent And the diggings continue, with more things to be revealed at every turn. Not only that, but a ragged man in ragged armor arrives at the capital, claiming to hold vital information for the survival of Naros… (discord) The Kingdom of Five The new settlement is installed upon the coast of the Sea of Five. The land is just as flat and fertile as most of the lands east of the Ynkan river, which is to say, less than the west, but better than many other places in the world. To the south, those forbidden mountains still loom over the landscape, like a warning. But for now, the Kingdom of Five prospers, and their people grow richer and their cities more wealthy. Surya Perhaps the pirates are bored, or perhaps they have other things to focus on this year. Either way, their raids abate, though their ships are still seen coming and going from the northern coast of the Gôlun sea, heading both east and west. Until autumn, when an unnaturally deep mist swaths the entire sea for two weeks, making ship-born travel nearly impossible. By the time it passes, no more pirate ships are seen by the fishermen within the sea. The Empire of Bourdeleaux The Bright One answers the prayers of the faithful. (discord) The valleys around the fortress are harsh, but the land is a touch more gentle than the hinterlands to the north. Still, life within this mountainous climate is not easy, but the Grey Keep watches over them from a distance, like a dragon seated upon a hilltop, and the settlers cannot help but sleep a little more soundly. The Grey Keep itself is mostly empty. Traces of its past inhabitants remain, touches of a history that has now slipped into legend. Here, carved into stone lies a talon, elsewhere, a black rectangle, resting upon one of its angles looms over a door. The armory is mostly empty, apart from some rusted remains, and the crypts and dungeons have long been cleared out. Whatever secrets were once held within the Grey Keep have been lost to time, or taken by those who once inhabited it when they departed. The only true symbol of the past is a single tapestry, found rolled up in a corner of a room. Unfurled, it is faded and terribly damaged, but it reveals the unmistakable shape of the Grey Keep, surrounded by men on horses, shooting flocks of arrows. Unmistakable upon the walls of the keep is a crowned man holding a great Talon banner. The settlers upon the southern bay find much more hospitable land than their northern counterparts. Easy fields, with a forest nearby and an abundance of small rivers trickling down from the mountains. Unfortunately, those who do explore the forests on their way south find it to be...a simple forest. Old and thick in many parts, their greatest surprise is a few roving bands of westfallians who refused to assimilate. Most flee at the sight of the Bourdeleans, deeper into the woods. The Order The first obstacle for the explorers comes in the shape of the Bloated Throats. Now holding the mouth of the river, they appear upon the shorelines when the galley sails up the delta. Screaming incoherently, they rain down arrows upon the singular ship, killing many of those who cannot fit under the decks. But sail on the men do, down the river and into the desert. They are first stopped when their ship brings them to a most splendid place. Point of Interest: Sunport - A patch of fertile land within the desert is their first warning that they may be approaching civilization, or what was once civilization. The second is the first bridge, and the guard towers. Two huge watch towers on each side of the river, joined by a bridge arching high above it. All of them in nigh perfect condition, a testament to the architectural prowess of their builders. As they delve further within the ruins, they thicken until they are surrounded on every side by great bridges, and old constructs. Greatest of all, perhaps, is a splendid temple of marble and stone that sits upon the edge of the river. Within it, a great sun rests on a pedestal as large as a house. The sun itself glows from within. Carved from red stone, it is veined by fire and pours forth heat into the room. The ruins are great and sprawling, so much so that one could not hope to see them all in a single expedition. So, the men leave it behind and head into the desert. There, disaster strikes. The expedition had only ventured a few days into the open desert when a great gap opens up beneath them as they march. It comes from nowhere, and half the expedition falls within it. Then, as suddenly as it came, the gap in the earth seals itself once more, and the screams of their brothers are cut short. The next day, the party loses another half of its people in the night, as unknown, huge creatures attack their camp. By the time they are forced to turn back, only a fifth of those who made it past the Bloated Throats remain. And so, as the year comes to an end, they find themselves once more within the ruins of Sunport. The Eadni Civilization The expedition to the west goes well indeed, and they are able to reliably map out the lands all the way to the foot-like peninsula near the western edge of the desert. There, they find a most excellent bay, an indent within the peninsula itself, in which the waters are calm and the tides as reliable as the sunrise. Further west they venture, sticking the coast, until they reach a curious land, and a curious port. (discord) The Mongerellians reject this offer, simply stating that if they have an interest in controlling trade within their islands, then they themselves are more than prepared to foot the bill, and reap the profits. The Kingdom of Numeria And so the Numerian army marches forth. (discord) Two ponderous siege towers soon loom over the settlement of Arris. As one may imagine, the king of Sehmon is properly outraged by the actions of Numeria. In turns, his own banners are gathered, and word makes its way west that they too march fast towards Ischyros, it quickly becomes apparent that it will be the nexus of the troubles to come. The way is long and hard, though the city state of Trident itself does offer succor to the Numerian envoys, and shows them the way north kindly enough, the roads are old, and the lands between the Blackmarrow mountains and Trident are wild and untamed, barely touched by civilization over the past few hundred years. Only a few settlements line the river, and wolves and other animals reign supreme. But finally, the envoys do arrive at the dagger like range of mountains that define Blackmarrow borders, and they are swiftly intercepted. (discord) The Duchy of Ulyadir Another settlement within the shade of the glaciers. One can only hope that global warming will take centuries more to come. The Blood Forge is an ancient thing. A behemoth of a time long past, and as they seek out caves and valleys, and ruins and wrecks, they discover little. Some things are evident, such as old writing carves into half-shattered pillars, but the words are completely illegible, the script beyond foreign, unknown and without any similarities to what the children of Ulya know. Some carvings do reveal a different tale, but even these are quite different, old and perhaps confusing. In their age, it is hard to decipher them, but they clearly show a tall, thin people bowing before the mountain itself, they show them armed and fighting other humans, with strange symbols above their heads. They show groups of people with their hands raised and a great being within their midst. Another shows three great columns upon which rest three spheres.There is little continuity between these different carvings, and little to be found that could explain them. The Fortress Libraries The Stinkswamp is...a swamp. Thick, pungent and quite massive, it stretches far to the north and east in particular and apart from a few safe pathways, it quite dangerous to navigate, and a few intrepid explorers are engulfed by its deceptive terrain. Nonetheless, they do find and bring back a few interesting specimens, mainly small caterpillar like creatures, who thrived in certain areas of the swamp and surrounded themselves in a highly resilient type of silk. (bog silk worms discovered, but not acquired yet.) The mountains and the forest beyond are not in any way exceptional. They are, for all intents and purposes, simply a forest and a mountain range like many other that cover the continent of Naros. Of note though, the forest seems to have a perpetual sour smell, and many of the explorers developped hacking coughs during the expedition. Not only that, but the trees themselves seem sick, dropping, with leaves of poor color and twisted trunks. An unhealthy land. As the Librarians attempt to reach the Ulyadir, they are thwarted by the land that separates them. “PoI discovered: The Stitches. As the expeditionary team approaches the Stitches, the sun begins to wane. Every day they get closer, the sun weakens even further, as an almost unnoticeable cloud of ash has thickened above their heads. It begins to snow once they reach the foothills, a snow of cinders and ash that covers the land in a thick crust of grey. Every man must soon acustom himself to living surrounded by this cloying dust, and more than a few begin to cough horribly. Soon, it becomes impossible to continue as earthquakes, wild animals deranged by disease and the choking atmosphere kill off half the envoys before they can escape the clutches of this terrible land.” As such, only ship-bound contact seems to be possible with the Librarian’s neighbors to the north-east. Blackmarrow accept the offer of trade from the Libraries. To the wise eyes of the Librarians, the people of Blackmarrow are tall, resilient and pale-skinned. They live a very traditionalistic life with a penchant for military power. Many of their people bear the scars of battle and their cities are surrounded by walls that look ancient even to the Librarians, who have dwelt for a long time behind the same defenses. If one thing can be said about the Blackmarrow, it is that they seem to be firmly ensconced within their land, and have been so for much longer than most of those known to the Libraries. As for the True Chapel of Knauledge, they welcome the Librarians with quite a bit of amicability. They themselves seem to be holders of knowledge, as their only true city surrounds a mighty fortress library of their own! Some of them claim proudly that it was once the greatest library on the continent, and that they now act as the true protectors of the lost knowledge of old. The Commonwealth of Ruhn The black tablets find a new home. For now. The spoils of war taken from the Defilers amount, according to a certain pawn shop owner within Ruhn, (who holds a small shop called Hephorstus), amounts to 3000 gold. (+3000G this turn). The Kingdom of Hilmedhi And as investments continue to flow in, the mountain highway continues. These intrepid explorers do discover one thing. The jungle ends, and it ends abruptly. One moment they are amongst the thick, humid atmosphere and the next, the trees peter off and leave only an open savannah. Further exploration reveals that the savannah quickly becomes a scorching desert of red sand farther north, with flashes of lightning shaking it even from afar.
  5. Praetor

    From Ruination [FRP] [OOC]

    Accepted.
  6. Praetor

    From Ruination [FRP]

    1504 News filters around those inhabitants of the far east. The Bloated Throats are on the move, slaughtering every single village they come across, and feeding on the corpses, some say! What is clear, is that they have seized the mouth of the Maw and hold it fast in their grimy hands. With the fall of Westfal, many survivors, unwilling to live under the hegemony of the Bourdelean Empire, fleet to the seas, or south, running into the welcoming lands of the Men of Aülem. The Galaharian league The defense against the wolves works, to some extent. But the villages remain, and the wolves know the land, and know their prey. If nothing else, the damage is mitigated for this year, as they only attack in quite isolated villages and do not strike out against the armed forces of Galahar. Research, construction and training, it all goes well, carried by the burgeoning industrial might of the League. The Eadni Civilization All construction projects go well as farms flourish, manufactories rise under the heavy hammer of craftsmen and gold tumbles into the new guilds. The Mongerellians tentatively accept the envoys from the Eadni, though they seem a tad guarded by their close neighbor. On the other hand, the envoy sent to the Bloated Throats is never heard from again. Either he died on the way there, or he was killed by those people. Point of Interest: Lake Midwe. No one knows exactly what this lake is. All that they know is that those who cross is seem to experience something while upon its water, and once their crossing is finished, they have become shaken by madness, their minds purged of who they once were, left as shaken husks muttering nonsense words in an incomprehensible language. The lake seems to continually project mirages upon its surface and its center is not visible at all, hidden behind...well, nothing. Upon the shores of this lake are the ruins of an old city, known as Midwe itself. There is little left but the grandiose ruins, though many items of gold and other jewels still remain. It seems as if it has been spared from looting over the centuries. (+3000 gold next turn). The Kingdom of Bulgar And so a new settlement rises, in the shadow of the Old Wall. It is surrounded by open fields, stretching all the way until they are abruptly interrupted by the Roots of the World. As a new settlement rises, so does a new city, a thriving place, full of life and energy. The Order The pursuit of knowledge thus begins within the order. A rare thing indeed, in this fledgling world. The Kingdom of Numeria Osmalt seems to be an incredibly resilient stone, capable of resisting the blows of most pickaxes and stubbornly refusing to be shaped by masons and sculptors alike. One can only wonder how some of the wonders of the ancient world were successfully shaped. But the first chip has been made, and what a remarkable chip it is. One thing is certain, Osmalt must be the most resilient material known to Numeria. It is tough work, dangerous work. The Roots of the World are unforgiving in their nature, and nature is unforgiving in its weather. Even in summer, the toil proves to be fatal for many, and back breaking for others. By the end of the year, some limited progress has been made in establishing some groundwork for future work, in the lower altitudes. No doubt, many of the workers dread the future years, in the bitter cold, hacking away at ice and stone. But a man must provide for his family, in the end. Surya M O R E F A R M S. The settlement is safely established. Flat open fields of lush grass and fertile soil surround it, and a gentle river runs along its edge, throwing itself into the Esman Sea. An idyllic picture, no doubt. To the south, a mountain of truly titanic proportions rears up from the ground, throwing a shadow on the land around it. Its tremendous flanks are covered partially in green, but even from the new settlement one can witness the sun reflecting like gold upon its snow capped top. The Duchy of Ulyadir More buildings are erected within these cold, frozen lands. The Kingdom of Five It cannot be said that the health of the people has always been the primary concern of the Kingdom of Five. Yet, here the King stands, giving away his own hard-earned money to the plebe. They do appreciate it, and though some lords take their fair share of the money, the streets do seem a little cleaner, and the rivers a little less muddy. Some of the citizens of Five are even capable of scrubbing a little of that dirt off their grubby bodies. An improvement to be sure. (+0.25% growth just for this next turn) https://cdna.artstation.com/p/assets/images/images/009/827/028/large/romain-jouandeau-concept-test-suckerpunch-v08.jpg?1521091283 The Auldhauan Hierarchy of Melda The Hierarchy may have reached too far too fast. With a single cog to their name, supplying even two overseas holdings already becomes a struggle. The settlement aimed for the vaguely mapped Ismuth to the west of the Kingdom of Five turns into a simple scouting operation as the ship must return or let their other holdings wither, and no real colony can be established. As brief as it is, they only have time to find the ruined walls of a city, and what seems like a large, thoroughly clogged canal cutting through these ruins. To the south, the Free City of Lem simply refuses them access when they arrive later in the year, only allowing them to trade within the port, but not venture up river. It seems that such a minor bribe will do little to affect the thriving city, especially if the tradeoff is giving up their upriver control. When the explorers arrive upon the island of Werren, they find...nothing. A handful of villages who have no idea why someone may come to their land, and an empty, barren, rocky island. It seems as if the Free Cities have also had enough of the preachers. Lem, Cinolek and Eslem completely eject them, as they begin to realize that they are not simply there to establish a small church. Only the city of Risme (westernmost) allows them to stay, apparently they simply do not care about the missionaries. The Patrons of the Free Cities make it explicitly clear that while they are not as religiously zealotic as the Kingdom of Karel, such attempts to convert their population will be met with further consequences if they continue. The Republic of Danwent Twins, not a single child. Twins with eyes as green as the back of a leaf after a spring rain. With skin the color of rich earth, strong and hardy at birth and already quite tall. Perhaps the Elder Soul answered such a plea after all. As the settlers expand their holdings, they come across an interesting crop, growing wildly within the fields to the south of the river. Tall, golden wheat that grows easily and quickly, resilient as extremely nutritious, it requires much less land for a great amount of yield, leading to a surplus of food in the North, and surrounding areas to these new fields. (Rare Good Acquired: Moranese Wheat. +0.25% growth per turn.) And so excavations do continue. The Kingdom of Fyr-Darrick The army begins its long march. The Empire of Bourdeleaux The land to the west is rugged, even more so than the hinterlands near the Barrier. Mountains rear up on every side and valleys are divided by tall, craggy hills. Perhaps the vista is beautiful to some, in its full, primal splendor, a land where man struggles to live in this day and age. Nonetheless, some villages do still exist, poor little hamlets that live off their goats and scrape a living off the specks of dirt that gather upon the stones. One thing does grab the interest of all settlers, however… Point of Interest discovered: The Grey Keep. - An ancient fortress rises upon a hill with the most commanding view of the surrounding area. With the river on one side and the mountains only a few dozen kilometers on the other, it has the potential to effectively control the entire valley. Wide and relatively flat, its pale stone seems to have survived the centuries easily enough, though many parts are now in ruin. In some places, a talon-like mark has been emblazoned into the stone. (Fortress for 60% off) Faced with conversation and pacification, a lot of the Westfal population simply goes along with it. Those who resist are either forcefully pacified by Elfred and his men, or flee to the lands of Aülem, or by sea. (+2000G this turn, spoils of war.) (+100.000 population) What a feast it is, as the people of Bourdeleaux rejoice at their first great conquest. The Commonwealth of Ruhn The Passans seem to be a loose confederation of villages and small towns scattered around the windblown land between the Hungry Sea and Revar’s Gulf. For the most part, they are not particularly wealthy, but they do make up for it in determination and grit, as their lives are definitely not easy upon this sparse land. All in all though, they seem amiable enough and while some of the towns do not agree to trade their meagre goods, others do, and all in all, both sides come out the better for it. Of note among the Passans, is their southernmost town, Paguard. No richer than the others, its people are hardened and tough, with good equipment and an extremely well trained military force. They act, according to the other towns, as guardians against the Darkness. The Kassedenian Guard arrives in Ruhn. The Kingdom of Helmedhi The mountains around the new settlement are, for the most part, quite similar to their southern brothers, both in richness of minerals as well as in wealth of jungle terrain. But no minerals of exceptional value are found. However, prospecting for a good tunnelway does go well, and the expert diggers within the Kingdom quite easily set up the first openings and find potential pathways through previously existing caves.
  7. Praetor

    From Ruination [FRP] [OOC]

    Accepted. Pm me your unique unit idea.
  8. Praetor

    From Ruination [FRP]

    1503 The world can do little but watch as nations grow, thrive, and conquer. To the east, the Sehmon Remnants seem to be silent, as the coronation of their new king approaches upon the horizon. It is as if the entire nation is holding a collective breath, waiting to see what Almeric IV has in store for them. Upon the eastern border of the Greenthroat, the Herzaka have been seen to move in large bands of men on horseback, riding across those open fields between the Roots of the World and the Greenthroat, though few could fathom what their intentions are. Finally, to the east, the Free City of Lem has called for a council of the cities within its borders, in which one of the events will be the judging of a heretic priest of the God of Death. New nations on the Map The Werens - North West of Melda The Passans - West of the Galaharian League The Men of Ölm - North of Bulgar & Fyr-Darrick The Defilers - South of the Free Cities of Triad The Kingdom of Bulgar An old tome is found buried within one of the Bulgar’s more venerable herbalists’ libraries. It explains that the Last Rage is a flower that enables the one who ingests it to increase his performance by a substantial amount. However, it is a dangerous substance, as it typically leads to the death of the user. Some notes display that it can be diluted enough to give a weaker, but still powerful boost in energy, though the results are typically devastating and may leave the user crippled with nausea and pains for a week or two. The other, more powerful method kill them. Some notes reveal that its name originates from certain zealot units that would ingest it if they intended to fight to the death, or saw no escape from their current predicament. (The Last Rage unlocked = Herblore) The Order And the Gelder Islands do indeed become a little bit less of a shithole. The Auldhauan Hierarchy of Melda And a settlement is established upont the nearest Twin. The island is wild and rough, covered in dense forest and sloping hills. Here, winter is a harsh affair and wild animals roam free. In the first months, it is not rare for the settlers to hear wolves howl right outside their thin walls of wood. But nonetheless, they persevere. The second colony is unfortunately a failure. As they approach the bay, they discover something quite awful, and must turn back. It seems that even the peninsula is mostly uninhabitable. The painkiller that was discovered within this area last year has yet to truly reveal its properties, as it seems as if chewing on the leaf itself does not have a significant effect, as was shown when a settler was bitten by a wolf. The herbalists of Melda will need to work harder to unlock it, no doubt. Perhaps unsurprisingly, the nations take very badly to the proselytizers. The Free Cities, liberal in beliefs as they are, allow them to remain, but refuse to allow them to publically preach, restricting them to a single small building in the outskirts of the cities, where they may preach to those willing to come and listen. However, the Auldic Tribes hold the worship of the Deep One close to their hearts, and reject them, allowing them only to camp outside of their villages for as long as it takes for them to leave. The Kingdom of Karel, on the other hand, immediately imprisons them, and stops trading with the Hierarchy, warning them to never attempt to bring their god into their own lands again. Point of Interest: The Sundering of Ismekh. Perhaps a city once stood here. It is hard to tell from such a distance, as the waters within the bay are quite simply impassable. They seem to whirl and eddie around the central island continuously, dragging any ships into their strong tide and smashing them against the various rocks that jut out of the bay. Above the island itself, a permanent storm rumbles and crackes, spurting gouts of lightning down into the water below. Even the peninsular arms surrounding the bay are not truly safe. On a clear day, on may see from a distance that the island sports great ruins, often obscured by mist and continual rain. But it seems quite suicidal to venture any closer. (Point of Power: The Deep One, discovered.) The Empire of Bourdeleaux The settlement is quite easily...settled? There are few people in this hilly land. It seems that few people feel comfortable with the Greenthroat so close. The land itself is mainly rough and rocky, the soil is poor and the mountains close, but land is land, in the end. A great feast can do nothing but lighten the mood of those waiting for battle. And the men do indeed find themselves a little more jolly as they polish their weapons and prepare for war. This year, no wolves strike out against the northern villages. Perhaps the watch did its job, or the wolves have satiated their hunger. Either way, they are not heard or seen within Bourdeleaux. And so the Empire goes to war, with the clang of hammer upon steel and the tramp of boots on unconquered land. (discord) The Republic of Danwent The dig continues, and more mysteries are uncovered… (discord) More men to flock to the banner, more buildings to be populated and more farms to be sown. The Kingdom of Five The envoy is accepted amongst the Hakkan. The settlement is thus founded upon the open fields of central Aros. They face no opposition, though there are quite a few relatively prosperous villages in the area. (+5000 population) The Galaharian League The food offerings left in the north do not seem to do much. Once again, as winter scrapes its icy claws over the land, leaving behind frost and freeze, the wolves return. The food is left mostly untouched, but the villagers are killed, and what buildings they can actually damage, are damaged. Some are eaten, in parts of completely, but for the most part they are left dead upont he ground, to be entombed within the cold snow. Their tracks, where they can indeed be followed, lead north and as they cross into the Greenthroat, are almost instantly lost. (-1000 Gold this turn.) A new settlement, and in a key position. It is one of the few places where a ship going to the Hungry Sea can resupply before making the last leg of its journey. Not only that, but it offers calm waters for those who may seek shelter from the storms in the rainy seasons within Revar’s Gulf. Surya Farms, farms and more farms. When will it all end? To the north, the pirates strike out against the Suryans in more force than in the previous year. They seem quite confident in holding the opposing coasts and raid the Suryans with impunity. Typically they strike fast and hard, hitting isolated villages and murdering or capturing the citizens. In some of the raids, small squares of red leather are left upon the bodies with the common man writing equivalent for ‘Bad choice’. (-2000 gold this turn.) The Kingdom of Numeria The settlement is thus created, right in the shadow of the mountains. For now though, the pass proves to be quite the imposing crossing. In many areas, it is but a narrow path along the side of a mountain, in others, a trail at the bottom of a deep valley, victim to the whims of the mountains and the snow and rocks high above. Nonetheless, the land it settled. And as they do settle it, some prospectors do find a true deposit of that glassy black stone. (Rare Mineral discovered: Osmalt, requires research to acquire it.) Troops, buildings and religious edifices rise up within the cities of Numeria, to serve the cause of their King. The King of Sehmon welcomes the Numerian delegates with what amounts to friendliness, when coming from the Remnants. (discord event) The Commonwealth of Ruhn The Free City of Lem rejects this offer, and rejects the envoy, turning him back from their walls before he has time to resupply and rest. They do nothing more this year, though those few merchants who may venture forth to Lem do find the atmosphere quite hostile. The adept thus seeks to ease those who suffer, there amongst the peasants outside the walls. For a while, he does his duty well, and serves his god faithfully. Unfortunately, word must have slipped from peasant to merchant at some point during the spring months, for during the summer, as he revives a dead child within a small village, a contingent of cavalry rides up. He is surrounded and taken back to the Free City of Lem, to be tried for ‘heresy’. What faith he may have spread amongst the plebe is quickly quelled by an influx of priests from Lem, who preach of the Deep One. (discord) It is a well drilled and well prepared army that the Ruhnnites have mustered, supplied and equipped to deal with the scorching heat of the desert. The Kingdom of Fyr-Dannick And this year, the wolf does lead those fey scouts to a very interesting place. (discord) Indeed, the impassable nature of the forest do lend the Fey a great amount of discretion within their forests. Scouts would no doubt struggle greatly to count their numbers or find their armies. The Duchy of Ulyadir The sacrifices are made and blood spills forth, melding with the lava below with a hiss. A drip in an ocean that has been growing for millenia. PoI discovered: The Stitches. As the expeditionary team approaches the Stitches, the sun begins to wane. Every day they get closer, the sun weakens even further, as an almost unnoticeable cloud of ash has thickened above their heads. It begins to snow once they reach the foothills, a snow of cinders and ash that covers the land in a thick crust of grey. Every man must soon acustom himself to living surrounded by this cloying dust, and more than a few begin to cough horribly. They suffer their first earthquake as they make their way between two hills. A gap open up in the ground and before the man can scream, one of their own is engulfed by the ground itself. As they camp that night, the men are attacked by wolves, misshapen creatures riddled with disease, and more than a few fall before these creatures. By the fifth day beneath the cloud, only half the party remains. The others have died to the perilous ground, or the creatures, and one was lost during the night. It seems as if the Stitches are a land of unstable tectonic activity, rough terrain of stone and dirt, volcanoes, mutated beasts and perpetual night and ashfalls. By the eighth day, the man see no end to them and must turn back. Only 4 men return to report on the situation. The Helmedhi Kingdom The settlers make the difficult trip north. While a few die on the way, they do arrive at the location. Unfortunately, the difficult terrain and geography mean that they have not been able to secure and assimilate all the land around them. Instead, they now hold a decent chunk of land around these groves of Ulan Trees. Their benefits seem straightforward. These trees are made of an oily and very light wood that allow for quite quick, if not particularly resistant, ships. Unfortunately, this wood also seems to be quite sensitive to fire, due to its oily nature. And so the settlement takes its place upon the shores of the river, ready to send its logs downstream. (Rare Good acquired: Ulan Trees) The Kingdom of Darkyria Unfortunately, there are very few men within the kingdom who are motivated to do it purely upon the basis of glory. After all, even a peasant must feed his family, and a little gold goes a long way in funding such a project. Though with the added prospect of pay, there seems to be a good amount of interest in the concept. And in the year 1503, as the dark hours of winter creep across the forested lands of Darykria, packs of wolves fall upon the borders of the kingdom, killing those unfortunate peasants and leaving their bodies to fertilize the soil. They attack in great numbers, as if they had been mustering their forces, and leave very few villages completely untouched. (-2000 Gold next turn, -5000 population.) Map of Turn 3
  9. Praetor

    From Ruination [FRP]

    1502 News reaches those of Southern Naros. King Almeric III of Sehmon is dead, and his son Almeric IV has taken the throne. He invites Ischyros, the Kingdom of Numeria and the Republic of Danwent to witness his coronation in the royal palace in Loswarn, and speak about the ‘future of Naros’. It seems as if this year, the great wolves of the Greenthroat were forced by their hunger to strike out at nations surrounding their ancient forest. While wolf attacks are a common legend amonst most nations within those regions, they are rare and far apart. Something must be pushing them to seek food elsewhere. Strange men dressed in rags and armor have been seen throughout Aros. Some know them as the Kassedenian Guard, relics of a lost empire that persist with their mad duty, others seem them as simple raving madmen. Either way, they travel along these lonely roads alone, their pleas for aid often left unheard. The Republic of Danwent The two new settlements are established without encountering any opposition. The few hamlets that do exist within this area seem to have no issue with joining the Republic. For them, it is just another ruler in a long line of rulers, and at least this one may be fractionally less tyrannical. (+5000 population). The coastal city Susvii is indeed in a beautiful little natural harbor. Perhaps not the greatest along the Southern Narosii coast, but more than adequate, indeed. Luckily, it seems that the delta has been clearing itself slowly, centimeter by centimeter over the centuries, and much of the heaviest work is done. Still, it is not the sort of labor to finished so swiftly. But as the builders toil away at clearing the rivers and purging the land of its marshes and infertility, they continue to dig up trinkets and treasures. Here, a half dozen skeletons clad in half rusted armor, with a barely distinguishable talon-like emblem punched into their breastplates. There, two arrowheads made of black metal. It is towards the end of the digging season that a group of builders land on something truly interesting. A hallway, half buried beneath the mud and a few meters underwater. It is in itself completely full of mud, but it has somehow managed to retain its shape throughout the centuries. Upon the arch of the door is a barely-distinguishable sun, carved into the stone. (discord) The Order More manufactories to feed the growing need for produce within the Order. One can only wonder what they are planning. The settlement faces no opposition, as the region is quite deserted by any but the Order. It finds itself upon the inner side of the western-most island, protected from the high-seas by the island itself, it offers a calm bay in which ships may find refuge during the violent storms that often crush themselves against the eastern coast of Naros. The small expedition slowly makes its way around the Maw of the World, its singular galley navigating the gentle waters slowly. As the sun rises above them, the mist that gathered low over their heads dissipates, purged by the Bright One, and they can do nothing but gawk. Before them lie the most immense cliffs that they could possibly have ever seen. They stretch up hundreds of meters above their heads, as sheer and unforgiving as the walls of some gigantic castle. But even the splendor of such a natural phenomenon pales in comparison to what lies at the top. One after the other, for as far as the men can see, gigantic, looming black statues line the cliffs. They peer down upon the waters of the Maw, their figures bent and battered by time. A few have fallen victim to erosion, as the soil beneath them slipped away. These rare figures now lie in shattered boulders at the foot of the cliffs, upon the strip of shore at their feet. Unfortunately, it is quite impossible to reach the top, and the expedition must turn back. The Galaharian League The water runs red with the bodies of worthy sacrifices, and Batista’s Landing receives a very opportune series of rainshowers during the dry months of the year, gracing it with a pleasantly bountiful harvest. Word of the wedding seems to echo beyond even the scope of the league, brought by merchants hopping along the trade routes of Revar’s Gulf. It seems as if the Realm of Hakan will be sending a delegate downriver into the Gulf, to witness this wedding. The merchants, on small fishing boats, have difficulty navigating the waters around the islands, but somehow manage to survive and land upon them. What they find are the ruins of a city, fresher than many within the world. It seems as if the city was consumed by a violent firestorm, as many of the walls are blackened, and the ground is rich with vegetation. They are forced to abort their search early as seasonal storms threaten to trap them upon the islands, and the lack of investments mean that they have but scant supplies. However, they all seem eager to explore it with proper funding the following year. Some of the Northern logging villages of the League stop sending out lumber during the bitter months of winter. Those who inquire upon them find them devastated, with bodies torn apart and the scant few survivors existing in the ruins as terrified husks. Those few who can even speak anymore speak of wolves, enormous wolves… (-1000G this turn) The Empire of Bourdeleaux An impressive array of troops. The men of the Empire eagerly answer the call and flock to the banners. Those scouts who do venture into the lands of the Westfal Raiders find them wild and quite untamed. A few are killed and never report back, but most survive and return to their leaders. They reveal that the Westfallians seem to live in small tribe-like villages along the coast or next to rivers. They usually have huts surrounding a central beach upon which they have pulled up light raiding ships. While their numbers are hard to define, they seem to not work as an organized whole. In the deepest parts of winter, some of the northern villages of Bourdeleaux find themselves attacked by enormous wolves. Or at least, that is what the fear-addled villagers claim. Wolves the size of bears that tore them apart like rabbits! (-1000G for this turn) The Kingdom of Numeria What with the proximity of Tyniria to Tyria, the settlement is quickly and efficiently put together. With this source of supplies, most of the commanders can safely assume that their expansion into the rest of Grelden forest will be unopposed. And what a royal pantheon indeed. The elements are quite pleased by this turn of events, it would seem. The northern expedition fails entirely. Only two men return, and they speak of the perils that they encountered. They scaled mountains and passed through narrow crevices for a day or two, climbing high above the forest before they met a truly impenetrable wall of stone. Reaching up hundreds of meters above them, it was as smooth as stone could be. Despite this, they attempted to scale it, but failed miserably. Most died in the climb, when a man lost his footing and caused those behind him to tumble off the cliff. The two survivors had been guarding the camp. The southern expeditions have some more luck, and the southernmost one finds some traces of glassy black rock embedded into certain façades as they make their difficult way through the mountains. However, in the end they find no true deposits. The only pass that they do find is narrow, and according to them would be snowed in for most of the year. A perilous road at best, even in summer. Surya Despite the occasional raid by pirates, the construction of this new settlement goes well enough. Positioned such as it is, upon the tip of the Golûn Straights, it offers rest and respite to merchant ships, and a moment to catch their breath before they must face whatever the pirates have in store for them. Farms, farms and more farms. The people of Surya rarely go hungry in their warm lands, full of bounty. A Suryan merchant brings an interesting tale back to the Mirrored City. The Commonwealth of Ruhn The Free City of Lem ‘politely’ opposes the construction of the new Ruhnnic settlement, and offers a sum of 5000G for them to ‘scamper back to their mountains’, as the envoy said. They do not seem to enjoy the thought of an upriver settlement upon the river which they have staked their claim on. A temple of bones for the god of bones. The Kingdom of Hilmedhi The expedition delves deep into the jungles. The first weeks are easy enough, a simple upriver trip, though the river is wide and the currents swift. A few men are lost to the local wildlife, snakes and crocodiles that strike as they disembark after a long day of rowing, weary to the bone. Yet the men continue, and they find something. It is far north, they say, near the second branch off from the main river, if you were to look from the south. One man apparently required wood to fix his crews canoe. He cut from a certain tree, and found its wood to be far more than he expected. (Rare Good discovered: Ulan Trees) (Not acquired, it is out of your territory) The Men of Aülem accept the envoy. He is treated with respect, though it is clear that the men have little liking for him, beyond the necessity of trade. For the most part, he spends his time in a small fishing town along the coast, from where most of the Aulemic trade leaves. They trade in furs and wood, for the most part, along with other exotic goods such as blood-red tiger pelts. The Kingdom of Five The men may grumble, but they are pressed into service nonetheless. As for the settlement, it goes well enough. This land is rich and peaceful, unperturbed by wars. Those small villages in the region simply continue on with their lives as they have always done, and the Kingdom of Five takes its due. The Auldhauan Hierarchy of Melda The Auldic Tribes gladly share their tales with the envoy. They revolve around a great trip undertaken in a time when the world was burning. The people of Auld fled north, over the great ice sheets, where many were consumed by the deep. They say that they came from the west, and that for ten years they attempted to go further than the shores upon which they now live, but brutal winters and vicious winds stopped them. As such, they now reside here, and remember their ancestors who died so that their people would live. While one of the tribal leaders does claim to have writings, they are safely stored away and he refuses to share them. The Kingdom of Karel accepts the offer for trade. They seem to be a well established Kingdom, with little interest in outwards expansion. Their cities are well maintained, but far from vibrant, and one may notice that their lives seem quite montone and dreary. It appears as if little goes on within the Kingdom of Karel, apart from stagnation. The Auldic tribes accept as well, as do the Free Cities of Triad. And Finally the Lady is fully claimed by the Hierarchy. They face no opposition to this move, as only miniscule fishing villages exist upon this piece of the island. The Kingdom of Bulgar The Last Rage is tried by more than one man after its discovery, and some of the brightest minds in the Kingdom experiment upon it at length. Ingesting the plant in most forms seems to throw the user into a bloodthirsty craze where they feel no pain and continue fighting far past their normal limits. However, all test subjects have invariably died of cardiac arrest after thirty of so minutes. The Duchy of Ulyadar Similarly to their brethren the year before, the settlers find themselves facing the impossible immensity of the northern glaciers. In their shadow, they build a settlement that borders a river that remains frozen for many months a year. Yet beneath that layer of ice is a wealth of fish, and the lands around the settlement are rich in wildlife. Indeed, it seems as if this northern coast of Naros is rich with tectonic activity, and in some places, tears in the earth itself bleed small rivers of molten rock. In others, deep ravines reveal pulsing veins of lava far below, lending an unearthly glow to the landscape and offering enough warmth for some unusually dense flora and fauna. The Kingdom of Fyr-Darrick As the explorers depart, it seems as if the forest aids them. Over the months, certain animals of prey will wander without a clue into clearings in front of them, easy prey if they do indeed eat meat. In others, the forest seems to clear itself of impassable roots and undergrowth as they sleep, offering them an easy path towards water sources. But inexorably, as they go ever further west, it feels as if the forest is guiding them somewhere. As if these paths that it offers them are always leading them in a certain direction. However, as they settle in for the last brutal winter nights of december, they have yet to find anything. The tracks left by the wolves lead up and away, out of Fyr-Dannick land and into the deep woods, those that have remained untouched by mankind since the beginning of time. The farther the fey go, the more the true, absolute immensity and age of the forest begins to manifest itself. Some trees are as large as buildings, and in some places the undergrowth seems to have become a second layer of forest in and of its own. Yet they are never troubled by wild animals...until one day. (discord) The Kingdom of Darkyria As the men of Darkyria delve further into the forest, they must begin to realize one thing. The vegetation around the Font of Life is thick, and seems to grow at an incredible rate. As they hack their way through and approach the source of the river, they find themselves in a small glen, surrounded by ancient trees covered in moss. The lake itself is of water more clear than liquid crystals, with the bottom of the pool as easy to see as the starry night sky. Here, they witness a small flower grow in a matter of seconds upon the shores of the lake. It seems as if the source of the Wandring River teems with life at an accelerated pace. It is, after all, true to its name.
  10. Praetor

    From Ruination [FRP]

    Posting for Will (Kingdom of Fyr-Dannick) as he is ill. The Kingdom of Fyr-Darrick Nation Stats Leaders King Eonir the Great Stag High Priestess Dycha Prince Aeleandor the Warden Population 2,575,000 Income Base: 7,000 Population: 7,500 Trade: 3,000 Merchant Guilds: 6,000 Upkeep: -7,000 Total: 16,500 Treasury 16,500 Trade Partners Galaharian League Empire of Bordeleaux Kingdom of Hilmedhi Cities, settlements and Fortresses Talsyn (Capital), Population of City and Surrounding Area: 1,512,500 Anmyr (City) Population of City and Surrounding Area: 712,500 The Midnight Anvil (Fortress) Garrison: 1000 Medium Infantry, 500 Light Archers Modryn (Settlement) Population of Settlement and Surrounding Area: 350,000 Military 5,000 Greenthroat Riders 5,000 Medium Infantry 2,500 Light Infantry 2,500 Light Archers Activity The Coffers of the Kingdom began to swell but more was needed to be done to fuel the upcoming change in times. Fyr-Darrick required a strong military in order to protect the woods and it needed coin to fuel it, there could be no growth without opening the Kingdom up further even potentially allowing human trade. Goods flowed in and out of the City of Anmyr, being on the river it is frequented by many and for most outsiders is all they see of the Kingdom, very few are allowed deeper into the Woods. A Temple was required for the faithful to visit, since basically all the Kingdom were the faithful it was seen as a priority by the Royal Treasury to hurry along the process as such funds would be appropriated for such a divine cause. Other such expenditures including the building of a new set of farmland. The trade agreement proposed by the Northern Neighbours of the Kingdom would be accepted. Expenditure 10,000 Is spent on building a Temple to the Elder Soul. 5,000 Is build on additional Farmlands Military Maneuvers Scouts would be sent Westward to see what they can find. (Mod) The King himself would find himself moving Northward, to discover the origins of the Wolves with a Retinue of one hundred. (Mod) Prince Aeleandor is sent to the Galaharian League, the Kingdom of Fyr-Darrick itself had been invited attend the wedding of the Galaharian Duke. Though not exactly enthused by the prospect of enduring the ceremony of an outsider the Prince listened to the command of his King whom was in turn supported by the High Priestess. He would be sent with a contingent of the Green Throat Riders and Royal Guards to attend both the wedding and partake in the tourney afterwards.
  11. Praetor

    Onwards [Sci-Fi Nation FRP - RP]

    The Trade Federation Tony stared down at the cigar. It hung off the lip of his ashtray, its end roiling red, spurting forth little waves of smoke into the air. There, harsh blasts of cold air punched it into eddies that swirled around until they faded into the growing haze, hanging at the top of the room like a low cloud. At least it helped obscure the harsh neon lights, so adored by the scientists he was forced to spend time with these past years. With a little buzz and a click, the cybernetic half of his face clicked back into place and the metal plate covered the inner working of his skull once more. He rolled his neck slowly and cracked his jaw, a finger running along the seam where bone melded into steel. There was no world in which he would pretend to be anything but the drug-addled leader of a corporation driven by unbridled greed. It would his destroy his reputation to deviate from such an image. Yet as he stared into the thick glass in front of him, he could see the other side of the story. His flesh was red and swolen along the seams of his cybernetics. It almost glowed with pain, chaffed continually, pulled at by his every move until the itching and pain brought him so close to the brink that he could only throw himself eagerly into a stupor of drugs and alcohol to numb the pain. Certainly, his people had long ago found a way to transfer his mind, yet it pained him to consider this option, and the risks that it entailed. More than that, he had little interest for a body of flesh. Not after all this time. The drugs had become as much a cage as a pleasure, a vice made of thorns that clenched around his throat. Only the cool lack of sensitivity from his cybernetics were spared the discomforts of his body. Sunken, exhausted eyes stared back at him from the window. Hadn’t they once gleamed with energy and ambition? He couldn’t remember now. He had more money than he could ever spend and held more power than most in his hand, but he lacked the energy to deploy it. A small snort escaped his lips. Hell, he’d given away TAROT to the entire galaxy for free. Had his father seen that, he may as well have shot him before Tony ever had a chance to return the favor. A small ping emenated from his pocket and he lifted up his phone. A face appeared upon its screen, a gaunt man with nigh-translucent skin and cybernetic eyes. “Sir, they’re ready to show you the breakthrough.” “Good, I’ll be there in a moment.” He rose slowly and looked at the small table in front of him. It was a mess of neat lines and scattered powder. He stared at it for a few moments, his half a face twisted, as if in inner turmoil. Then he bent his head, gave a great snort, stood up, shook his head and plastered his ever-knowing smile upon his face. Actions 260 + 500 Project Binary Twilight (760AP) (2300AP invested)
  12. Praetor

    From Ruination [FRP]

    From Ruination – Year 1501 Changelog - Please look at the Announcement channel on Discord for a detailed account of the changes I have made to the rules for Turn 1. Don’t worry, it won’t change this much often. Prelude W – The Dust Devil Prelude E – The Golden Eye Who can say where the wind blows? It is alltogether far too early to tell, for these nations are but birthing their first sparks of ambition, and fire has yet to be lit. Galaharian League With so many riches flowing through the nations, such great tracts of land, and so few men to guard it, a lot of the gold is lost to corruption and theft. (-5000 Gold per turn until your army reaches 10.000) The merchant’s guilds are soon built and eagerly filled by prospective merchants with an eye for gold and a heart of stone. As the guilds are done, so are the docks at Batista’s Landing. No doubt riches will soon pour forth. An easy month of december upon the high seas signals the Deep One’s pleasure at the Place of Worship constructed by his followers. Horsemen are easy enough to come by in the open fields of the League. They flock to the banner, eager to defend their homes from bandits and outside threats. The Kingdom of Bulgar Curious. Upon the edge of the kingdom’s northern holdings, within the Greenwood itself, a few herbalists from a logging village come upon a strange plant. Little red flowers upon black stems, they smell of poison. One fool, after having decided to ingest it, goes mad, lashing out at those around him before clutching his chest and falling dead. (Rare Good acquired: The Last Rage.) Merchant Guilds a plenty, all of them finished in good time. The Kingdom of Bulgar is quick to learn of a neighboring nation, a few hundred kilometers down the Barrier. They go by the name of the Kingdom of Fyr-Dannick, and seem to stick to the Greenthroat. However, their gold is real, and they hold a city next to the river. Enough for trade, at least. The True Chapel of Knauledge accepts the offer of trade, as does House Blackmarrow. The Kingdom of Numeria The Fortress bordering Danwent has been finished for a while now. However, a small group of workers expanding a cellar hit something strange. A smooth, glassy wall of black stone, as impenetrable as a wall of steel… (discord) Merchant Company upon merchant company. It is done. Horsemen flack to the banners of their lords. While indeed of doubtful effectiveness in the forest, they will make excellent scouts. The deforestation begins. Ancient titans, older than empires, fall before the axemen of Numeria. Expansion into the southern forest goes well, but they can only go so far upon camps and outposts. It would seem that a more permanent base of operations is required to consolidate any further holdings. (Settlement) (See Trade Zone changes in the Changelog) The Auldhauan Hierarchy of Melda More Merchant’s Guilds! There is little to nothing about the Elders and the Xian Kingdom. Perhaps the barest mention of something existing far south of the Hierarchy, but nothing more. (Change in Zones of Knowledge, PM if you’d like to research two other nations.) There is much to be said of the Free Cities of Triad, however. Apparently, they have had control on the bay for as long as Meldan records exist. They are always portrayed as greedy, uncouth and unrepentantly opportunistic, with little regard for others. Slavery is also said to be quite popular amongst these cities. The Kingdom of Five would no doubt know little more than the hierarchy, and their maps would be poorer. The horsemen find little amongst the ruins. Shattered by a thousand winters and gutted by vicious winds, little remains but shells. Walls slouch down over barren halls and snow-filled rooms. It seems that whichever kingdom once ruled over these lands has been forgotten by time itself… The South of the Lady is very similar geographically to the north. Mountains marching up the western coast, with flat open fields to the east, blown by snow for a good third of the year. The Shield is even colder than the Lady. It seems that it does indeed shield the Hierarchy from many a vicious and uncompromising wind from the arctic north. However, the search of the Twin does bear fruit. One of the explorers find a plant he does not recognize and brings it back to the herbalists of the kingdom. After only brief testing, it seems to be an effective painkiller when crushed and boiled. The Kingdom of Five With so many riches flowing through the nations, such great tracts of land, and so few men to guard it, a lot of the gold is lost to corruption and theft. (-5000 Gold per turn until your army reaches 10.000) The ancient farms still hold some of the most fertile soil in the world. Once the stones have been cleared away and the terraces restored, crops begin to flourish in abundance. More Merchant’s Guilds! The manufactories are easily finished, and soon workers flow in. The Order You know of Ulyadir. More merchant’s guilds! The enormous amount of manufacturies demand heavy labor from the citizens of the Order all the way until the month of november, when harsh winds sweep in from the north and blast the open fields of the Gelder Islands. But they toil away resolutely, for any who live upon these islands must be more than stoic. And as December dawns, they finish their project. The Bloated Throat envoy never returns. Apparently, he was killed. The Mongerellians gladly accept this envoy. He is welcomed warmly and treated well. They warn him, though to late for his fellow envoy, that the Bloated Throats are vicious humagi living in a desolate land. Their teeth are sharp and acidic saliva burns raw trails down their jaws. More animal than man, they should be left alone. (See changelist for others.) The Kingdom of Fyr-Dannick Merchant’s Guilds and Farms! In the deepest parts of winter, when the ancient trees of the Greenthroat are bowed beneath the weight of the elements and snow lays as thick upon the treetops as upon the ground, a pack of enormous wolves makes its way through the Kingdom. They are seen only by a rare herbalist or hunter, but seen they are. Brown of fur and as tall as a man! Says the hunter, half-incoherent with fear. Their tracks lead out of the Greenthroat and across the Barrier. They leave every citizen of the Fyr-Dannick unharmed, and their cattle untouched. Tracks reveal that they come from the North. The Greenthroat Riders are unopposed. No wild animals attack them, most seem to leave them space. Though one child is bitten by a fox when the boy tries to snap a sapling in half for play. The scouts who cross into the fields to the east see only a few horsemen at one point during their travels. However, upon seeing them the horsemen loose a single red arrow in their direction and gallop away. Surya More Merchant’s Guilds! Fields are sown and farmsteads are built. The rich lands of Esma grow luscious with rice. The Pirates agree to speak to him. (discord) The Commonwealth of Ruhn More Merchant’s Guilds! Blacksmiths clang away at their forges high atop the mountains, until the soldiers of Ruhn are clad in thick iron, forged from that found within their tall mountains. The lower hills allow for some farms. While the rugged land spurns the seeds sown by the Ruhnnites, some take hold, and grow meager crops for the hill-dwellers. The Realm of Hakan, The Kingdom of Karel and the Free Cities of Triad refuse the Ruhnite trade offers, stating their recent expansion as the reason. However, while the envoy is within the Free City of Lem, an interesting man finds him… (discord) The expansion goes well, though Ruhn will need to consolidate both eastern and western holdings to go any further. As the Ruhnnites arrive upont he shore of the Hungry sea, they find a curious thing. A truly huge bridge rises up from the earth like a serpent, and shoots across the straights. Old, ruined towers stand proudly upon it at intervals, overwatching the straights from above. A few sections have old, rusted and jammed gates. They are usually followed by gaps, obviously old drawbridges now rotted through. While destitute and ruined, the bridge allows for crossing, and many of the gates and towers look promising. (Non-functional PoC and ruined Bridge-Fortress.) The Helmedhi Kingdom The docks are finished within the year. An accomplishment, to be sure! More Merchant’s Guilds and Manufactories! The hills seem to be full of iron, copper and other base minerals. No fabled or unknown ones though… (See Changelog for trade changes) The Republic of Danwent More Merchant’s Guilds and farms! The Sehmon Remnant’s grudingly agree to trade, as do the Carrow Lords. Neither seem particularly friendly, and seem to look down upon the Republic. The digs go well enough, though not much is found this year. Of note though, the diggers do find a curiously curved sword made of black metal that seems to have not even rusted or been damaged by its stay deep beneath the ground. It has strange carvings upon its side, perfectly preserved through time. The writing seems to predate the Symonic alphabet and is quite unrecognizable. The Empire of Bourdeleaux You know of the Carrow Lords. The Sun shines upon Bourdeleaux, granting them am bountiful harvest. Truly, the Bright One does appreciate adulations. An old man from a village near the metal deposit spends a few hours leading a certain prospector named Alfred d’Exupery through the countryside. Their search is inconclusive, but some of his tales do jog Alfred’s memories. Upon his return to Bordeleaux, he scours some old tales and...there! He finds more than one mention of men clad in black steel upon which even Crossbow bolts struggled to find a weakness. It seems as if this metal may very well be Black Iron. (Rare mineral acquired: Black Iron.) The recruitment goes well. (Trade changes, see changelod) The Duchy of Ulyadir More Merchant’s Guilds! As the settlers approach the glaciers to the North of their nation, their truly epic proportions are finally revealed. Creaking and groaning like ancient giants forged of ice, the frozen behemoth rises up to meet the sky, high above the heads of the settlers. It joins witt the mountains around it to form a wall that cuts across the northern north-eastern horizon. Even from where these settlers stand, they can feel the deep, bitter cold that soaks into their bodies as they approach the glaciers. Though of course, they feel little true cold. But they settle well enough, despite the gorge being nigh-completely covered in ice. The port is finished easily enough. The Blood Forge seems to have few other physical secrets to reveal. However, one thing is clear. The Forge is ancient, and was once crafted and worked upon by people of great architectural ability. Much of the slopes have sighs of old ruins, and the dark tunnels that snaked through the volcano, while viciously dangerous, reveal some old writing upon the walls, along with illustrations faded with time. Neither resemble anything even close to what the Ulyadir know of. The Herzaka and the True Chapel of Knauledge accept trade. Blackmarrow refuses to trade with Ulyadir and sends the envoy off without allowing him past their walls. (see trade changelog for Darkyria) Ischyros The Merchant’s Guilds are finished easily enough, and two districts suddenly find themselves welcoming an influx of income and new jobs. The Iris remains a stalwart and silent background to the boisterous city. Nothing disturbs it, even rain seems to turn away from it and there is nothing upon the walls or the tower that betrays the presence of wind behind its invisible shell. The Kingdom of Darkyria These holy places are soon finished, and the God of Death welcomes them with easy passings for the fallen and few diseases within the deep hours of winter. Despite this, Darkyrian villages find themselves attacked by wild animals none to often, and their houses are ringed with pelts and furs, while their graveyards grow every winter.
  13. Praetor

    From Ruination [FRP]

    “To do right by the people can only led to grief, to do right by me can only lead to hell. Is the path of the righteous to be eternally damned to fail?” -Symon the Unifier, circa. y.22 Year 1500 The great Empires of old fell 750 years ago. The Symon Empire, spreading across most of Naros, crumbled away into turmoil and civil war in the year 766, leading the continent into Anarchy. The Enlightened Kingdom of Auldhau would fall soon after, with its great troves of knowledge condemned to burn or be forgotten. In the east, the Exiled Kingdom, the last remnant of the First Men of Naros, falls to dissent and the Desert. Its gleaming cities were devoured by sand and its people choked upon their walls turned to dust. Even the Pirates fled west, far away from this damned continent. Yet even Aros was not spared. Many of its nations fell into chaos, victims of the aftershocks caused by the Symonian Empire’s destruction. In two-hundred years, all the major powers had been razed to the ground, and little more was left but roving warlords and city-states struggling for survival. But a new dawn rises above this hell-ridden land. After 750 years, the people are reuniting once more. Old tales are told, and crumbling ruins are explored once more. The lawless still roam, but strong men have forged new kingdoms, and with them, new crowns. Perhaps one day, they will honor the memory of their ancestors, and reforge those broken Empires, or shape new and even greater Realms. Only the Gods can say… In these dark days, it is the old fish wives who turn their rheumy eyes to the sky. The moon hangs low over the horizon like a fat coin waiting to tip and tumble down below the craggy mountains. Yet even as the sun rises and eclipses it, a few stars still linger rebelliously, like children lying in bed, resisting the pull of sleep. When so many stars remain in the sky at dawn, the wrinkled old women gut their fish and mutter to each other about the Star-Touched, and the dark omens that they bear. Perhaps the Gods will have their word after all. _____ A map without any names, for simple editing if you require it. Zones of Knowledge The Red Lines depict the extent of your knowledge. Beyond these lines you are aware of very little and your maps become extremely unreliable. The higher your education, the better your maps in general. If your nation bridges a Line, look for the side with the largest amount of your territory. You are also aware of any nation that borders you, regardless of whether or not you have a majority of your land in their zone. If a nation only has a small amount of land in your zone, then you only vaguely know of their position, and who they are, but have no real contact. NPC Nations Are nations with names written in black. Player nations are in white. Stars Represent capitals. Yes, not all NPC’s have a capital. The Commonwealth of Ruhn The dour mountain-folk have wreathed their lives and temples in bones and death. Perhaps their rough history of crime and war will alienate the neighboring Free Cities of Triad, or will they find within them an unlikely ally? That remains to be seen. What is known, is that to the east, a strange construct looms over the coast, only seen from the mountains on a clear day. The Galaharian League Having fled far, these seafaring folk have seen their own bodies shaped by their travels. Surrounded by unpredictable forces, and gated to the North by a veritable wall of trees as impassable as a cliff, one thing is clear: The Galaharian League holds the center of the world in its hands. The Danwent Republic Few are the men who dare to say that their ancestry stretches back to before the Symon Empire. Fewer still are those who might be right. Most live in the Republic of Danwent. Yet these proud men must always watch the roads east, for there lies the Sehmon Remnants, and their fanatical adherence to old beliefs… Point of Interest: The Salthand Delta. Mostly unfertile, this land seems to have suffered a great many battles and saltings over the centuries. Oftentimes, boys playing in the mud may find rusted swords or old bones. But even greater secrets lie beneath the ground… The Realm of Darkyria Most who venture into the Greenthroat never return. Yet some, somehow, carve their place out within these savage and unforgiving landscape. The Darkyrians will never be able to sleep with both eyes closed, and death always lurks around the corner. But what is death to the deathless? Point of Interest: The Font of Life. The Source of the Wandring River bubbles up deep within the Greenthroat. Perhaps the spirit of the Elder Soul lingers within this glade, for the Font of Life spews forth water of such vitality and quality that nations a thousand kilometers away once tore each other to shreds for control of the smallest sections of that river. (+1% pop growth) (Point of power for the Elder Soul) The Kingdom of Five These heathens have attracted little love from their neighbors or the gods, yet they somehow persist and grow, spreading across the fertile lands of the Vale of a Thousand Currents. But how long could it last, when their neighbors, the Realm of Hakan, despise them so? Point of Interest (North): The Ynkan river, Mother of a Thousand Currents, Seed of Life. It has taken many a name throughout its years, and fed a hundred empires. As wide as a like, it flows into a thousand different rivers and feeds the bountiful lands around it. But such a wide river is more than a lifeline, it is a wall as great as any castle may ever hope to have. Point of Interest (South): Along the greatest arm of the Ynkan River are spread ancient terrasses, now little more than hills, they are littered with ruins. Some say great farms once lay here, but who can differentiate legend from reality? (3 Farms for 3500G instead of 5000G) The Empire of Bourdeleaux It is said tha the Empire was born of the great Duchy of Selrok, an ancient vassal of the Symon Empire, but only the Emperor can reinforce such a belief. With the Sun as their guide, perhaps the Empire will find a way to navigate the complex web of nations surrounding it, and come out on top… Rare Resource: A strange metal was found in the easternmost salient of the Empire, naught but a few years ago. Black as night and hardier than any steel, it has resisted any attempts at unveiling its secrets, but the greatest minds of the Empire may still find out what it has to say for itself. The Order In a world in which Gods rule the minds of men, few can say that they have reject them. Fewer still would dare to adopt the Fallen One as their patron, yet The Order has done both. Great glories could await these scions of mankind, just as much as great disasters. The Kingdom of Fyr-Darrick Others took the name of Fey in ancient days, but there are few left to remember, and to distrust. The Fey of Fyr-Darrick watch over the Greenthroat, the heart of the Elder Soul, and in return, the Elder Soul watches over them. It is a rare thing to have a deity play favorites, but perhaps the Elder Soul has found its champion. Beware, outsiders, for within the forest, the laws of man forsake you, and nature takes its rightful place. The Kingdom of Numeria To go so far, and be stopped by the Roots of the World. The Numerians are not the first to have had their dreams crushed by these imposing peaks. But they are the first to rebuild them anew, in the shadow of their greatest obstacle. Point of Interest: The Well of Eternity: Called Lake Lyria by the Numerians, the Well of Eternity glimmers at night, as if stars were drifting from its surface to rejoin their brethren within the sky. It is said that those who are ailing may come to the Well and find themselves rejuvenated. And some have even found that the water of Lyria, when stored, may act as a far better healing agent than others within this world. Bonus: Numerian Lore Masters: The Kingdom of Numeria has ancient maps of the Symon Empire, with a few markets of interest upon them… The Auldhauan Hierarchy of Melda The secluded Hierarchy of Mela has seen itself split from the rest of Aros for decades. However, should it wish, it has an entire world to explore and bathe in the light of the Lady and the Lord. Point of Interest (Both): Is it an ancient construct, or a natural wonder? No one knows. A victim to the tides of the ocean, a huge rocky shelf blocks off the straight for half of every day, as the tides recede and create a landbridge between the two islands. On each side, old crumbling towers and walls watch over them, the withered sentinels of a fallen kingdom. Surya The Bright One smiles upon the nation of Surya. May their gleaming mirrors illuminate the world with the light of Mihir, and guide it unto a new age. Perhaps they should begin with the Red Sun Pirates to the North, who patrol the Golûn with greed tainting their heart. Point of Interest: The Boiling Sea. A great sheet of vapor rises like a barrier to the west of Surya, hundreds of kilometers long. Its origin is easy enough to find: the inland sea of Golûn. Those first explorers foolish enough to step into it sound found their feet thoroughly scalded, as the sea is at a constant simmer, never cooling even in the coldest days. Not even boats last long within this sea and those that do more often than not lose themselves within the mist. When the winds are right, the Boiling Sea brings great swaths of mists out across Surya, like a veil pulled across the Sun. The Kingdom of Bulgar There are those touched by wild magic and those who have been thoroughly warped. It will be hard to find those who easily trust the Lithborn, especially within the superstitious Hezaka, guardians of that-which-they-know-not. But Grimsbortish will guide them, as he always has. Point of Interest(West): The Earth’s Womb. A perfect cirle 150m in diameter, the Earth’s Womb is a pool with unfathomable depths. Little is known of what lies at the bottom, if there is indeed a bottom, but great power revolves around this one place. (Point of power for the Elder Soul.) Point of Interest(East): The Old Wall. An ancient line of fortifications running down all the way from forest to mountain on the Bulgar border. While in ruin, their imposing stature might remind the passing merchant of the great powers of old, and why in the world they would have built such imposing fortifications in such an empty place... The Duchy of Ulyadar The Children of Ulya live in a unforgiving land, a mistress as cruel and cold as the winds that rip over their homesteads in the coldest of nights. But the cold does little to those whose blood runs as hot as theirs. One can only hope that the treachery of this land does not spill it. Point of Interest(West): Assirbanâhk: An ancient monolith of stone looms over the Bay of Ghosts, staring mutely towards the coasts of Blackmarrow. Its inscrutable face holds the wrinkles of a thousand winters. Carved and cracked by the bitterest winters of the world, Assirbanâhk still stands strong, and its watchful eye forever lingers upon these frozen waters. (Benefit gained if attuned with by 2 magi.) Point of Interest(East): The Blood Forge: Said to be the home of the Blood God by some, this giant volcano is a part of a series of four called the Grumblers. It is a towering monolith with deep clefts gouged into its sides from which spew forth gouts of molten lava. A wild thing from afar, as one approaches, they may observe that the lava is channeled into carefully organized paths, that leads it to pool before an ancient, crumbling building at the foot of the Forge. (Point of power for the Blood God.) The Kingdom of Helmedhi Long have these stout people lived in isolation, cut off from the world by sea, jungle and mountain. Yet they have found a way to adapt, and some might even say to thrive. Few threaten their lands, and perhaps their innate ingenuity will bring them to great heights… Point of Interest: The Dorhimi Docks: Great docks once stood here, created by a forgotten nation, they remain as the last bastion of their great wealth and powerful navies. (One port at 50% off) Ischyros Long has this metropolis grown, deep within the heartlands of the once Empire of Symon. Now it must turn to look at those large nations that surround it, and decide upon a course of action, for the survival of its people. Point of Interest: The Iris. For as long as the people of Ischyros can remember, the Iris has stood upon the tip of the peninsula. None can recollect its origins, or its original purpose, but all have seen its walls, as black as night and as smooth as glass. Its single white tower reaches for the heaves above from within its circular walls. Narry a scratch on them, and no way of climbing them. Indeed, these high-reaching walls seem to repel any attacker. An invisible barrier has always stood between the Iris and its surroundings, leaving it as if frozen in time… The Fortress Libraries The Libraries have long stayed hidden, concealed from the world by the Stinkswamp, their minds turned inwards, to the pursuit of knowledge. But they lie in the heart of Naros, and even those blinded to the world of today, must venture furth, or the great treasures of the ancient world may be forever lost. A caretakers work is never over in these years of ruin and rebirth. Have at it.
  14. Praetor

    From Ruination [FRP] [OOC]

    All quoted are accepted.
  15. Praetor

    From Ruination [FRP] [OOC]

    I’ve added a discord link.
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