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Samoblivion

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About Samoblivion

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    Sajuuk-Khar
  • Birthday 08/04/1996

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    North Yorkshire, UK

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  1. Talarak Clan 2216 TBD Stats and Economy 35M 109S 16A 9R 267,750C Available Currency: 267,750 Actions - It turns out that the “creative accounting” of a secret society of ships’ quartermasters was actually an enormous scam to embezzle funds and make themselves seem like financial geniuses in front of the Council of Captains. Following public outcry, and more than one mutiny, those involved in the scheme are summarily executed in the most visually satisfying fashion on live entertain-o-vision! (error in ship upkeep corrected) (27 pop horrifically killed) - Mothership fleet stays put where it is. - The two exploration ships are dispatched to a sector of the unknown aliens. One heads in with weapons and cloaking systems powered off, the other cloaked and tailing from a distance. For the first time since their founding, the Talarak are going to make first contact... without bullets. - Deflector research. Peg-Arm receives all supplies necessary. There are many applicants to help test the device by shooting at any field it happens to produce! (9R) (18R total) Saved: 35M 109S 16A 0R 267,750C
  2. The Fortress Libraries 1528 GOTTA GO FAST! --- Total Funds: 125,500 Actions: 5000 T3 Light Infantry dispatched to the Ashval front. Caravel constructed at Hardshore. [4000] B O O K O F K N O W L E D G E The Librarians in Hilmedhi become a bit concerned that they’re being kept prisoner, and not here to investigate. They lodge a query with the Hilmedhians. With the increased prevalence of planets and stars in visions from the Changing God, the Librarians poor research into the planets and stars, and the invention of some sort of tele-scoping lensing device for the observation of such far away phenomena. (Ed 7 + School bonus) [50,000] Printing Press research! Cure Scrivener’s Knuckle! Avenge the ROBES! [10,000] (Ed 7 + School bonus) [22,900 total] Temple in Fort Vane [15,000] Farmland [5000] 2 Manufactories [15,000] 26,500 saved.
  3. Talarak Clan 2215 TBD - Talarak mining vessel gathering valuable gasses. Stats and Economy 58M 105S 16A 9R 277,750C Available Currency: 277,750 Actions - Mothership fleet warps west this time. A solid southern retreat would be predictable. - To replace losses and offset power disparity, 3 Light Cruisers are produced. (27M) - The two exploration ships explore the sectors surrounding the mothership. Not for targets this time, but for safe harbour, and a possible trading partner. Stealth systems engaged, of course. - It occurs that 5 Ka’cezh hatchlings have been born this year from fraternisation of the enthralled Ka’cezh miners. After some debate, and the Talarak’s somewhat paradoxical focus on self-determination, the hatchlings are not the enthralled property of the Alduu’uuranean kin-groups who run the civilian mining ships. They are, legally speaking, free and capable of joining full Talarak society when becoming of age. - New research! With a working stealth system, research shifts to the deflector technology “acquired” from the Ka’cezh. All research is funneled into making a working version for installation across the fleet. As well as the ripped out deflector modules themselves, the scientists have access to sensor data from combat with Ka’cezh ships and the shielded mining station with which to assist their research. (9R) Saved: 31M 101S 16A 0R 277,750C
  4. Talarak Clan 2214 Haemorraging money and on the run from the law, the pirates continue their flight from the Ka’cezh sphere of influence. Hopefully they can find new markets to sell their ill-gotten goods to. Or loot, depending on the mood they find themselves in. - Talarak mining vessel gathering valuable gasses. Stats and Economy 54M 101S 16A 9R 274,750C Available Currency: 274,750 Actions - Mothership fleet warps south once more! As far as they can in the space of a year! Cheese it! - Exploration Ship #1 sent to the sector west of the fleet’s current position... Again. - Exploration ship #2 heads south... Again. - Willing Ka’cezh prisoners are integrated into society. The unwilling are sold as thralls to the mining ships. - Continued research into Ship Stealth. (9R) (52R saved previously) Saved: 54M 101S 16A 0R 274,750C
  5. Talarak Clan 2213 tbd Stats and Economy 50M 97S 16A 9R 286.75kC Available Currency: 286.75k Actions - Mothership fleet warps south again. Best to put some distance between them and the vengeful Ka’cezh. - Exploration ship sent to the sector west of the fleet’s current position. - Exploration ship sent two sectors south. - Ka’cezh prisoners interrogated on their nation and its capabilities. Also, if they know anything about other inhabited worlds, powers, nations etc nearby. - Stolen deflectors put into storage for later research, as well as any data recovered from the station. - Continued research into Ship Stealth. (9R) (43R saved previously) Saved: 50M 97S 16A 9R 286.75kC
  6. THE THIRD AGE So it was that the Gods slept once more. For 5000 years, the World-Sphere has been bereft of their guidance or their interference. Plans put in place for the Great Sleep, so carefully laid, but so easily cast aside by the crushing weight of time. Even a God must yield to entropy, some more than others. Old Gods have faded into memory, and new ones await their time to shape reality. The world they awaken to is familiar, for all that is is the result of their actions, but much has changed in their absence. The World-Sphere is more lived in, quite literally. In 5000 years, the peoples brought into being in the First and Second Ages have spread to all corners of the land and sea, with a spare few reaching the skies. Civilisation is now the norm, though the wild places of the world still carry wonders and horrors for all. To many it is the Great Continent, but to those subjects of the God-King, it is Venandar. A holy war, millenia long, came to its official end when the last of the Great Dragons ripped out the chest of St Mamo the Martyr atop the great ziggurat of Carda – the death throe of a mortally wounded creature. Such is ancient history. Carda now stands as the second city of the Divine Empire of the Venandi, the lionine statues replaced with dragons, the worship of the Ruby Lady supressed in its birthplace. The Empire is prosperous and orderly, with those Nyren who swear fealty to the God-King living comfortable lives. With so many generations after the conquest, this is the majority of them. Millions, Venandi and Nyren, praise the Divine Lineage, though the worship of them has somewhat... eclipsed praise of Exitius. After all, the Gods are silent now... the only Gods here are on the throne. But to say that western Venandar is a secure territory is a falacy. To join the Legions as a strippling whelp is, more than likely to be sent north or south – either is a brutal existence, where one’s only thought is of returning to the heartlands. Though Kaha’s nation fell, her faith did not, not everywhere. In the far north, Legionaries keep to their prayers and hope that the night will not bring down the crazed zealots of the Pati, or the Nyren refugees from old Carda who for generations devoted their entire culture to bloodshed and vengeance. They are called the Redsworn, those who would die for their dead goddess, and kill in such a vicious fashion that most Venandi recruits give up hope of total victory upon seeing their first sacrificed, blood drained comrades tied with their own flayed skin to a red lion banner. In the far south stalk the final curse of the Ruby Lady, the Nacatl. These manhunting creatures are known and feared across the World-Sphere, but are in no greater concentration than the place of their creation. For 5000 years, the Venandi have kept a wall across their southern border, the cities and clans beyond it sporadically reinforced and contacted... but these lands are known to be wild. If the Redsworn were savage, these beasts were worse... and more disconcerting still were the reports of collusion between these lost children of the Ruby Lady. The Empire’s heartlands hold true, however, but these continuous issues have prevented any great conquest of the other power of Venandar... Adamant is a nation risen like a phoenix from its ashes. Ruled by the Adamantine Mages, its borders stretch from Venandi territory on the western fringe of the Great Forest, and the Ravaniin eeries in the far north, to the southern and eastern coasts. It is an advanced state, at one with nature and magic, aided by magi-technological golems and the god-touched Librarian. The Mages have expanded their own reach across the entire World-Sphere, accepting not only Nyren into their order but others including Ravaniin, Kyrkal, Myrdians... and on at least two occasions, Worms. Even Venandi have been known to join, though to do so would be to forsake any tie to their former homeland. Such defectors live in fear of the possibility of Venandi-loyal Nyren spies slitting their throats in dark alleys, but this is largely superstition. Largely. Travel in this world is a peculiar thing. Beneath the sea, one can travel easily – provided you have gills. But the Mad Moons and their eratic flight, coupled with the great Chaos Orb floating in the ocean, makes the surface of the water somewhat unreliable to say the least. Sailing along coastlines is possible, but still not without its dangers. And so it was, that the peoples of the world came to travel the treacherous honeycombed caverns of the world for long distance travel. Pioneered by the Worms, who can simply batter safe passages through the masses of horrors in the deeps to create reasonably secure highways underground (like a giant, omnicidal pipe-cleaner), caravans of travellers hike through the deeps or ride the backs of worms to their destinations on other continents. This travel is not without its dangers, as the Thallites and Khepri that occasionally nab “foot traffic” can attest to. It is, however, easier than sailing. How this network began, few can remember, though some of the worms mention in their folklore that such a task was given to them by the “Dreaming Queen”. The mention of the shadowy ruler of the Sylvan Dominions is enough to make many travellers shut up, but rumours persist of those going deeper off the safe highways of the tunnel network and seeing towering black obelisks, and hearing whispers begging them to travel deeper underground. Sylvaniel, known to some as the Witch Queen, is now an ancient being of waning power, bathing in the ambient soul ichor of her Pyramid on the coast of the Great Desert to sustain her ebbing lifeforce. Her servants are legion, and her reach is vast. Though she now rules from her original settlement of acolytes, she is the deathless queen of the land of Iranoch, the greatest of the Sylvan Dominions – which spans the length and breadth of the forested Southern Continent, known to many simply as Sylvan. Her reach spreads deeper underground, as attested by her influence in creating the safe highways that most use. Hidden enclaves are found just off the beaten path of the tunnels, where dreamers can find themselves closer to their deity. These dreamers are born from many peoples and nations, even those unfriendly to Sylvaniel, with cults present within many cities across the world and in subterranean temples miles beneath their feet. Not all are comfortable with the Dreaming Queen’s expansion of the surface world into the Underpaths, least of all her “sisters” as she refers to the Khepri Queens. Their own dominions spread deeper than the superficial highways of the fleshy things, and cover as much of the world. Hives fight each other for dominance, and territory, and petty royal politics. Occasionally, one queen will send her minions boiling forth into the surface world, but such moves are quick to attract attention from her rivals – who swarm the now lightly defended territory of the foe! Some even have cordial relations with the surface world, trading the resources of the deep in exchange for rarities of the world under the sky. But soon, this all may change. A particularly powerful queen of an unusually defensible honeycomb of tunnels has declared herself the Over-Queen. Her intent is clear, and all Khepri monarchs are united in their rage. Should the upstart manage to assert her will across the World-Sphere, all Khepri shall be subjugated... and perhaps all life thereafter. On the strangest continent of the World-Sphere, warped by the reality defying power of Lavrat-es, lies another insular nation. Its people live without fear of ravening beasts, or raiders, or horrors writhing up from the ground to devour them. The Nyren and Kyrkal who live on its coasts and southern grasslands know that they are fortunate, and so gladly pay a morbid tithe when demanded by their stalwart guardians. These are the lands of the Axial Protectorate, warded from threats and sternly controlled by the Yi Kieren. These ordered, inscrutable beings could be mistaken for armoured warriors of any land, or a particularly ornate adamant golem. The truth is stranger, and known only to a few. These children of Lavrat-es guard their lady’s realm against all who threaten it, most often raiders from the sea, or Khepri swarms boiling out of the caverns. This blood fuels their numbers. But blood, still, they demand in covenant from their charges. A holy vow, from the Yi Kieren to their serfs, that only they shall spill the blood of those who live in peace on this continent. Blood is let in ceremony for the armoured ones, in exchange for blood spared from the horror of the world. There are many other kingdoms, principalities, republics, chiefdoms and leagues in the world, too many to name. Those mentioned so far are only those who have seen the greatest impact from the actions of the Gods... but who knows what this Third Age will bring. The Gods awaken, and once more the World-Sphere is their plaything. ^^ Basic map. Will have edited later to have major cities and vague political boundaries etc. Turn 13 https://docs.google.com/spreadsheets/d/1DnPlYtSt1SYmiKreidYMZukyZArH6chWXtdYfYGCvrk/edit?usp=sharing NEW GODS ONLY – First Avatar creation is free for you. This turn only.
  7. The Fortress Libraries 1527 Sleepy Samo is Sleepy... --- Total Funds: 121,750 Actions: Keen to see some sort of progress against the bloated throats, Kryze dispatches his entire light mounted contingent to enact pillaging and burning measures deep into throat territory. Being mounted and lightly armoured, they should be able to outrun any significant hordes. Their mission is strictly to burn enemy camps, military or civilian (”as if there’s a difference with these animals”), and kill any stragglers they can. They’re directed to return home from their bloody work within the year, or if they sight a significant enemy force heading northward. 1000 T3 Light Cavalry 970 T2 Light Cavalry Cooped up in the Ischyros Enclave due to a pesky war, and working out how the hell to steal a necklace from a mad emperor, Varchus consults with his latest gift... the Book of Knowledge. 5000 T3 Light Infantry recruited. [30,000] 350 T3 Librarian Knights graduate from training. [28,000] Trading companies! 5 of the blighters! [31,500] (10% off 7000 cos human) Printing Press research! [10,000] (Ed 7 + School bonus) [12,900 total] Farmland [5000] 2 Manufactories [15,000] 2250 saved.
  8. Game resuming on a new thread. Picking up in the Third Age, with a few new players and a few old ones expressing interest. If you are an old player and were unaware of the restart AND are interested in continuing, please PM me your Discord info to be added to the server. We have a couple of new players possibly interested in playing old gods if their original player isn’t returning. If you don’t want to rejoin and are happy for your god to go to a new player, please PM me and say so.
  9. Talarak Clan 2212 Prior to the planned raid on the mining system, a somewhat unexpected piece of legislation comes about – a Constitution for the Talarak Clan. Whereas previously the mothership and its fleet were ruled with an iron fist by Djakai, the founder of their outcast clan has relinquished some of his power to a council of ship captains and war leaders. Power is held in essentially the same balance as before, Djakai as lord and master of the clan and the leaders amongst the throng of warriors and kin groups alotted power, but now this is enshrined in law. Or, as close to “law” as this society can get. Which is to say “the man with the most guns and men to carry those guns says what’s what.” Also enshrined are more populist concepts, such as the right to arbitration in matters of crime and greivance – though, again, definitions of crime are somewhat skewed for pirates. Every clan member is free to own their own property, sharing out of loot among raiders is codified and incentivises “honest” reporting of takings, and all are given the right to be heard by their peers. It becomes clear that most of these “laws” are simply codifications of things that happen anyway aboard ship. Now, however, this is monitored and turned to the good of the Clan. From disemination of ideas, free enterprise among ship-mates, more “honest” accounting of loot, and the passing down of engineering knowledge, many benefits come from these reforms. But soon, battle comes. Engines scream and guns blaze in glory. Stats and Economy 15M 93S 10A 13R 280kC Available Currency: 280k Actions - The Talarak wait for a large freighter to come in on its collection run... and the Na-Khadiim and its fleet jump into the mining system. Time for a little search and seizure. - Exploration vessel dispatched – cautiously, at extreme distance – to the sector north of the miners... where are they sending their goods? - Another exploration vessel is dispatched to simply head southward of the mining sector. To explore, randomly. - Continued research into Ship Stealth. A sudden burst of creativity seems to have overtaken the researchers. (13R) (30R saved previously) Saved: 15M 93S 10A 0R 280kC
  10. The Fortress Libraries 1526 Yar! --- Total Funds: 134,400 Actions: Trade established with the Morning Kingdom. Enclave established in the Morning Kingdom. [10,000] 50 T3 Librarian Knights and 2 Adepts dispatched to the Kingdom of Hilmedhi to assist in their sewer investigations. The following troops are marched to join their fellows at Ashval: 1500 T3 Heavy Infantry 1500 T3 Medium Infantry 1000 T4 Light Archers 1500 T3 Medium Cavalry 1000 T3 Light Cavalry Research into a device to make the copying and creation of books easier. Early ideas involve something to do with “printing” and “pressing”. How revolutionary! [2900] (Ed 7 + School bonus) Tall stone walls for Fort Vane. [9000] (librarian discount on fortifications) Tall stone walls for Hardshore. [9000] Tall stone walls for Endeavour. [9000] Tall stone walls for Skyhold. [9000] Tall stone walls Highhold. [9000] Tall stone walls for Ashenport. [9000] Port at Ashenport. [13,500] (human discount for commercial) Farmland. [5000] Work COMPLETED on a Monastery at the Bastion. T4 magic awaits! [49,000] (100k total of 100k) 0 saved.
  11. Talarak Clan 2211 Aware of the drain on resources from the need to maintain ships, and provide gifts and feasts to restive warriors, Talarak Djakai is tempted to order an immediate attack on the alien miners. But no. Caution would be their watch-word here, for these aliens were clearly not primitives like the Libellans. They were like the Talarak, sailors on the sea of stars – this was not their home system or sector. Potentially, this was an outpost of a more powerful alien empire. The Talarak clan was mighty, but also vulnerable. In all the old legends, a hunter must stalk its prey and not charge blindly at it. So would the Talarak. What follows is another year of dividing the spoils of the Libellan raid, contests of strength and skill among the warriors, feasts and festivals to keep the clansmen happy. As well there would be politicking, and the keeping in line of more unruly captains and scoundrels, by gold or lead. Additional ships are prepared for the coming battle, as well as to search for more targets for the marauding fleet. Na-Khadiim, the great star serpent, lies coiled and at rest. For now. Stats and Economy 16M 89S 10A 4R 292kC Available Currency: 292k Actions - The exploration ship remains as stealthy as possible in the mining system, scanning communications traffic if possible, and scouting out the new target. As much intel as possible is to be gathered. - A new exploration vessel is constructed. (1M) - Two fighter squadrons are constructed, to be based out of Na-Khadiim itself. (4M) - Continued research into Ship Stealth (4R) (26R saved previously) Saved: 11M 89S 10A 4R 292kC
  12. The Fortress Libraries 1525 Most assuredly unfinished! --- Total Funds: 106,700 Actions: Acting on a divine vision, Allidar Varchus and a contingent of adepts and bodyguards head to the semi-defunct Librarian Enclave in Ischyros to base themselves there and carry out the will of their God... Bloated Throat prisoners taken from the Battle of Lusta’s Cave, and since imprisoned in the bowels of the Ashval Enclave and fed with raw meat, are telepathically interrogated. Some Throat prisoners are summarily executed and autopsied for insight into them. Medical knowledge is used. 1500 T3 Medium Cavalry [24,000] 1000 T3 Light Cavalry [10,000] 100 T3 Librarian Knights [8000] Merchant Guild in Highhold. [9000] (10% off 10k cost, Human discount for commercial) Merchant Guild in Skypeak. [9000] (^^^) Trading Company in the Bastion. [6300] (10% off 7k ^^^) Ashenport upgraded to city Fortress Library. [15,000] Farmland x 1 [5000] Research into Crossbowmen, based off the sight of such inventions in the hands of the Danwenti. [9000] (10% off the 10k cost, School Bonus) Work continues on a Monastery at the Bastion. [11,000] (51k total of 100k) 400 saved.
  13. Talarak Clan 2210 LOOT Stats and Economy 51M 85S 10A 4R 306kC Available Currency: 306k Actions - The mothership and its fleet warps to the sector west of the Libellans. - The Exploration Ship warps further west. - 3 Corvettes constructed. (6M) - 4 Destroyers constructed. (24M) - 1 Light Cruiser constructed. (9M) - Continued research into Ship Stealth (4R) (22R saved previously) Saved: 12M 85S 10A 0R 306kC
  14. The Fortress Libraries 1524 gettin me shite out now fer stats --- Total Funds: 94,200 Actions: 1000 T4 Light Archers [10,000] Ashenport upgraded to a town. Highhold upgraded to city Fortress Library. [15,000] Skypeak upgraded to city Fortress Library. [15,000] Farmland. [5000] Manufactory x 3 [22,500] Barracks x 3 [15,000] Work continues on a Monastery at the Bastion. [10,000] (40k total of 100k) 1,700 saved
  15. Talarak Clan 2209 PIRACY Stats and Economy 7M 31S 0A 4R 54kC Available Currency: 54k Actions - Na-Khadiim and its civilian fleet sail directly into the orbital system of the alien homeworld and its moons. Its missiles and PDCs should be sufficient protection from these primitives. - The assault ship, with plunder hungry warriors loaded aboard its dropships, heads toward the largest and more populated of the moon colonies. Should they be successful in capturing said colony, an occupying force will remain while the others head on to the second colony. - As is only proper, the warriors are permitted to gather their own loot during the occupations. - The 2 corvettes and 2 frigates, split into equal 1 frig/1 corv forces, open fire on any defenses on both of the moon colonies. Afterward, they support the ground troops raiding the colonies. - The Light Cruiser goes to destroy the 3 primitive corvettes in a show of force. - A video message is transmitted on all frequencies toward the alien world. It shows Talarak clan warriors, many of them, heavily armed. It shows weapons tests on asteroids, with Talarak vessels shooting the living hell out of the barren landscapes. At the end it shows a pictographic, CGI image of a victorious Alduu’uuranean, with one of the plant people bowing in submission and presenting vast quantities of precious (currency) materials and alloys. The message shows the Alduu’uuraneans loading the booty onto their ships and departing the moon colonies. This message is clearly a ransom demand, for the lives of the moon colonists, and against a direct attack on their homeworld. - The exploration ship warp jumps to another sector, to the west. Maybe there is more prey there? - Continued research into Ship Stealth (4R) (18R saved) Saved: 7M 31S 0A 4R 54kC
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