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DoomedDM

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  1. NATION NAME: The Vermill Duchy RACE: 40% Human/Elf hybrid 45% Human 10% elf 5% Misc. MAGIC / SORCERY: Child's Adventism BRIEF DESCRIPTION / HISTORY: The Vermill Duchy's history goes back to the early times of the Anduvian Empire, back to the Plain wars and the arrival on the new continent. A young noble, third in of a minor house back in the old homeland had gathered what little remained of his old family's retinue and joined Ralek in his expedition for a new home. His primary goal was survival, but he got filled by ambition as soon as he and the rest of the host had made landfall. He fought and led well during The Plains War, proving to be a notable (if minor) commander. Due to his service and with his abilities being applicable Julian was given a tract of land which bordered the Cloudmurk. This land he managed well and it managed to grow strong and wealthy, Julian died and was succeeded by Rickard, these days known as Rickard the Reckless. Just a few years after Rickard's ascencion to Count Then came the campaign for the Cloudmurk by Ralek. The act that would result in the forming of the Duchy. Wishing to gain more land and glory in the eyes of Ralek Rickard took large amount of loans and marshalled a great force in order to assist in the expedition into the Cloudmurk. Something which would be both a curse and a blessing upon his succesors. For whilst the Cloudmurk campaign was a partial succes it could only be called Phyrric in nature. For though lands were conquered, the amount was few and a great many lives had been lost to gain it. Many of these being from Rickard's county, including Rickard himself. In recognition of Sir Rickard's valor, and the need to have someone administrate the newly gained territory, the Duchy of Vermill was formed with the Heir of Rickard, Julian II being made the ruler. The young Julian (22 Namedays old at this point) would have a hard reign. The extent of his territory had been massively expanded but it was a large region. Most of it's inhabitants (mainly elven) had been killed or forced to migrate, whilst those who remained were hostile. Meanwhilst he was in a large amount of debt and most of the young men of the County had been killed. Due to these dire circumstances Julian II was forced to grant large tracts of land to new settlers who formed many mostly autonomous communities within the Cloudmurk. Then as the years passed and the Duchy recovered and was settled the central authority of the duke was slowly strengthened. With primarily the old plains of the West being the seat of Ducal Authority. Leaving the East mostly under the control of weak barons and local settlers. During this time hostilities continued between local settlers and elves, but on a small scale closer relations were being formed by some new settlers and these elves. Creating friendly relations between some settlements and Elven remnants, as well as resulting in the first sizeable amounts of half-elves being born. Seeing an opportunity to upset the power of many of the older, more well-established autonomous towns and villages Julian II married his heir Tyriak to an important leader of the Elven remnants. Integrating them into the Duchy and providing a counterblock to the settlers. Upset by this a brief rebellion was organized by many of the autonomous settlements. One which was quickly crushed after the first serious battle, with the Ducal forces having the aid of the elves in defeating the militia gathered by the settlers. In the aftermath of the battle all the adult males of a rebellious village called Feldmire were slaughtered which led the other settlers to surrender. During the end of Julian II's reign the realm was mostly stable. Then several years after his son Tyriak inherited the ducal position a new problem sprang up. During the Cloudmurk campaign many soldiers had converted to the Cult of St. Ralek, which then was spread back home and had become the most prominent. Yet in these times Ralek had gone into isolation, leaving Ruul to rule most of the empire. Something which weakened the resolve of many members of the cult. Something which was taken advantage of by a preacher of the Child's Advent named Sylvan. He preached that Ralek had neared the end of his lifecycle and was preparing to be born again. To bring the empire unto greater heights. This faith quickly catched on, even though Tyriak tried to supress it. After the faith got especially prominent amongst the Settlers in the East Tyriak began a policy of reconciliation and tolerance. Which translated to forced acceptance as it began to catch on in the West. Then after a long and succesful reign Tyriak died. After that his heir Johnas, the present ruler, inherited. He has now reigned twenty years and reigns over a mostly stable realm as the summons come. LEADER / NOTABLE CHARACTERS: Johnass of Vermill, the young duke is a Human-Elf hybrid (3-1) who has ruled the Duchy for twenty years. As a young man he was reckless and bold, often defying his father's will and going carousing amongst the common folk. He especially spend much time in the East, hunting with the Cloudmurk Rangers. This changed after an injury he recieved whilst encountering a solitary and rogue-elf with three of his friends. The elf was killed in the end but his three friends died and Johnass got a wound which broke several bones in his legs. Something which forced him to have a more sedate lifestyle and neccesitates the use of a cane to walk around. (Though the cane does have a useful little surprise). He has since his injury become more focused on his studies and been focusing on improving relations with the settlements in the Eastern cloudmurk. MAP LOCATION (ONLY WITHIN OR NEAR TO ANDUVIA): https://imgur.com/a/Vj7sRpC UNIQUE UNIT: Cloudmurk Rangers (Light-crossbowmen/one-handed fighters) The duty of the Cloudmurk rangers is one that corresponds with the duties that most rangers have, which is taking care of the local wildlife. What differentiates the Cloudmurk rangers from that fact is the kind of creatures which inhabit the vast forest. There is a wild collection of different, sometimes almost unnatural, creatures that live there. As well as the occasional hostile elf that still holds anger for the conquest of his ancestral land and wishes to take revenge. This has forced the rangers to be a special unit/organization to deal with the unique combat enviroment that is the cloudmurk. They are trained to recognize signs of danger in the cloudmurk and maneuver stealthily through it. As well as training for fighting humanoid or bestial creatures in these forests. For this they train in groups of 4 and 8. And on some very rare cases in groups of 32. Which allows them to maneuver through the dense foliage without too much worry of supply and which route to take. The main weapon they use for combat is their crossbow. Which they equip once they feel in danger. The main advantage of this weapon is that it can be kept ready to shoot at any time, whilst if a target is spotted 2-4 rangers can fire whilst another 2-4 reload their weapons, allowing for an ok rate of fire. As well as being useful in the dense forests, as relatively little room is neccesary to reload the weapon. In the event that the rangers do get into combat, they have a special long-knife (machete-like weapon) which they can use. It cuts quite well through leather armor but has limited thrusting capabilities and is mainly used to cut through the foliage of the Cloudmurk. POINT OF INTEREST: The darkspring Grove, an area in the Cloudmurk which is fertile and verdant all year round full with bright and beautiful colours. However, it's fertile soil and other unknown properties have resulted in it being a location filled with plants of very high toxicity. with many rare and powerful toxins coming from this grove. Toxins which are carefully managed and often used by Cloudmurk rangers but also often exported on a small scale to interested buyers.
  2. Realm of Lanta Partial goverment paralysis as the Lord Senact is busy paying attention to a new mistress (I'm sorry) Actions - 1B is invested into a mine - 1B, 2M & 14,75kC is stored - A longship is built (4M & 2,5kC)
  3. Realm of Lanta Partial goverment paralysis as the Lord Senact is busy paying attention to a new mistress (Yes stat post I know) Actions - 1B is invested into a dock - 1B and 5kC are invested into a mine - 10,5 kC & 4M are stored. -75 medium cav are sent to the eastern border in the relative geographical chokepoint to the East. Here they are to keep an eye and harass any potential raiders.
  4. Realm of Lanta The Realm of Lanta is one of the major realms along the River Ynn. Holding dominion of large tracts of land and being in a central position to take advantage of the trade links the river presents. With it's export of purple clothing attracting a large amount of traders from nearby realms to revel in it's splendor. The lord of this realm resides in a (by the standards of this people) luxurious mansion. Built on the foundations of an ancient house of the second age and providing far greater insulation and protection than the house of other traders and retainers surrounding it. It was even made of stone, partially consisting of clay gathered from the surrounding farmland and turned into bricks. As the sun was starting to set he was animatedly talking with one of his favorite mistresses. A blonde woman in her early 20's with something approximating an hourglass shape and with bright blue eyes by the name of Dianne. She was a sight that many an artist would try to capture and fail to do so. The sight now would be one almost worthy of the painting, for as the sun began to set the woman smiled at the lord's jokes yet her smile was too wide and her eyes held not love but only fear in them. The second figure of this scene, is an astoundingly average man. He was a man in his 40's with somewhat curly brown hair, brown eyes and a somewhat larger belly. It was a face that you could grow to love if it shared kindness, yet the only delight that was held in it was cruelty. As the lord Senact made a joke about the lack of manlihood held by the Gorann a messenger walked in, bowing their head. 'My lord Senact, the council requests your presence.' In a fraction of a second the curly-haired man's head is turned towards the messengers and a hard stare bores into his eyes. "What is the meaning of this ? The council is only to request my presence on monday and friday, today is tuesday. Why does the council make this request ?" The lord drawled on the last word, a grimace appearing on his mouth as he said the word. "My lord I-" "Shut up, your words are worth less than wind. Go." The messenger quickly nodded, eyes turned to the ground and a slight shiver going up his spine. With a snarl the brown haired man stood up from the comfortable chair he was seated on. He then turned to the blondine. "I will be back soon, remain here." The blondine then replied meekly. "Yes my lord" With a swish of his cloak Jasuc went towards the door of his home. The moment his back was turned Diana's eyes bored into his back and her fists clenched, yet she did nothing as she glanced at the iron-masked retainers following the sovereign. Minutes later the party of one man in elaborate white-purple robes and 8 guards arrive at a round building, built in the centre of what was once park of the second age. The building itself is made of local wood but has stone foundations and is quite solidly built. It is dominated by a long table with 11 seats, 5 simple wooden seats on each side and a stone chair with furs on it on the outer side of it. At this moment 10 seats were occupied as various mean ranging from 40 to 60 years of age are in discussion. They all turn to the purple clad figure as he walks in, flanked by his guards. The oldest man, his hair greying and with green eyes filled with a cunning intelligence speaks. "Welcome my lord, we were discussing an issue regarding the annual allocation of funds and building materials. A contentious issue was brought up regarding where to allocate them." As the old man continued to speak he was surprised as he was not interrupted. Rather than his normal behaviour the lord senact remained silent and took place on his seat. "I see, is it a contentious issue then councillors ?" Four of them nodded but the rest kept silent and still, just observing. "Mhm, I suppose action will have to be undertaken. Jeremiah -" The lord looked towards one of his retainers, a large men of 7 feet, looked to the eldest councillor and made an upwards and downwards motion with his pinky. Without hesitation the retainer walked to the elder councillor, the man began to speak but before a word could be uttered the armored fists of the retainer went around the elders pinky. Then twisted it into two opposing direction. "AAAAAAAAAAAAAAAAAARGH !!!!" Then the councillor was punched in the face whilst and a large bruised formed on it, whilst the lord senact calmly inspected his nails. "I think you all misunderstand our relationship. I come when I wish and when I must. You do not make requests, demands or anything. You do what I say, and you all best remember it." Jasuc stood up from his throne and then walked out of the building, though before he reached the threshold he turned back. "In the future, you may petition for my presence before sunset. That will be all." With this last confusing statement, the tyrant then left. Actions - 5kC and 2B are invested into a dock - 8,75kC & 2M are stored.
  5. Nation Name: Lanta Nation Government/Leader Rank: A 'federalized' monarchy with a council of local representatives subordinate to the Senact Description of National/Provincial History & Culture: It is said in Lantan legends that in times past, sometime during the second age before the coming of the foul warlord Shermani the people of Lanta were peaceful and prosperous. Ruled by a council of the most virtuous and wisest men of the land, harvests were bountiful and the people of Lanta had all that they could ever want. Their homes were warm in the winter and they felt no hunger. It was said that few builders were even necessary, as the houses of the locals were sturdy and did not bend to wind nor break as the earth shuddered. Then came the Goran, a vile people who sought only the destruction of all who valued peace and justice in the world. Under the banner of the arch-devil Shermani himself they spread across the land like a plague of locust. They took all that they could and burned what they could not. Men were killed or impaled whilst the women suffered dreadful fates. During this era of great violence the Council of the wise, the senacts, decided to make a stand. They knew that they could not achieve victory, but neither could they stand by as more and more people were pushed towards the coast. Whilst their ancestral lands were defiled by the heathens. Thus the senacts and the people of Lanta made a stand, and through they made great sacrifices and fought with valor, the people of Lanta were defeated. However, though they were defeated they inflicted a great cost to the enemy and many of their people managed to successfully flee. Nearly all of the senacts had died or decided to ritually depart from the mortal realm, only one remained to guide the survivors of Lanta. Senact Victus (though rumoured to have originally been Victor) remained to unite the disparate refugees and helped organize them in the darkest of times. Eventually, after the Gorans had mostly left, Senact Victus led the survivors back to their homeland. After their return the Lantans prospered again, until Victus was slain by an unknown assassins'. The assassins' identity is lost to history but the most popular theory was that it was a Goran who had moved into Lantan lands and feared Victus's succes. However it happened, after his death the Lantans splintered as leadership was unclear and many held rebellious sentiments. Spurred on by Goran conspirators in the background. Then, two centuries ago in the city of Lantea arose a cunning leader, whose lineage descended from a cousin of Victus, who was known as Mason. Through a wise application of both force of arms and cunning he managed to unite the Lanteans for the second time in their history. With Mason eventually claiming the Senact title as held by Victus, and his descendants continued to rule wisely and helped bring unity to the local lands. The descendants of Mason still rule the land, though power is partially delegated to the Council. A body set up by Mason to help bring peace to the land and to settle local disputes peacefully. And thus is the origins of the Lantans, as described by the storytellers. Notable Characters; Senact Jasuc the 1st, (45 years old), Jasuc is the current Senact of Lanta and is a man defined the most two things, greed and a desire for control. He wishes to dominate the mind of men and hold influence far beyond the borders of his current realm. This influence might not come merely from the direct controlling of land, but through trade and through that controlling the allegiance of men. Jasuc further desires great control over his own realm and citizen, though this is hampered by his lust as he beds and controls the lives of the most beautiful women of the realm. Something which is quite unpopular, especially among the Council. Still, beyond his greed and lust there lies a cruel and cunning mind who one should not underestimate. Unique Military Units (One): River Marines (Medium Infantry): River marines are soldiers who are specialized for two situations, river combat and being effective in combat during an opposed landing (though the emphasis is on the former). The River marines are adept at navigating/steering war canoes (or other ships) and boarding enemy vessels. With their equipment specialized to make as much use of the environment as possible. National Idea : Gold and Purple; Through precise and exentsive use of bribery and (to a lesser extent) diplomatic flattery the Lantans are excellent at gaining the favors of many influential individuals. A means which they can use to exert pressure on the rulers of a realm to act in a way favorable to the Lantans. And if they will not cooperate or accept Lantan gifts, perhaps their subordinates are more open to them. Player POI; The local region around Lanta is native to a plant that when processed through a long and arduous process can result in the production of purple clothing/dyes. This is technique the people of Lanta have mastered and they now produce a small amount of purple fabric each year. Not a large strategic asset, but a valuable gift to influence others.
  6. Dominion of Badab --------[Insert Password here]---------- --------[**************************]--------- - checking password - Cross Referencing Password accepted -CD OIA -CD Strategic Reports -CD Overall Reports -Open File 'Strategic Report 10,421 AE' - Checking Clearance Clearance accepted ERROR, FILE CORRUPTED -CD 'Intelligence Reports' - Open File 'Intelligence Report 10,421 AE' - Checking Clearance Clearance not accepted -CD 'Diplomatic Reports' - Open File 'Diplomatic Report 10,421 AE' -CD Economic Reports - Open File 'Military Expenditures 10, 421AE' - Open File 'Balance Sheet 10,421 AE' -Log Out -Logging Out Successful --------[Insert Password here]----- ooc: it is a bad stat post but I am doing this on an ipad ok.
  7. Dominion of Badab --------[Insert Password here]---------- --------[**************************]--------- - checking password - Cross Referencing Password accepted -CD OIA -CD Strategic Reports -CD Overall Reports -Open File 'Strategic Report 10,421 AE' - Checking Clearance Clearance accepted ERROR, FILE CORRUPTED -CD 'Intelligence Reports' - Open File 'Intelligence Report 10,421 AE' - Checking Clearance Clearance not accepted -CD 'Diplomatic Reports' - Open File 'Diplomatic Report 10,421 AE' -CD Economic Reports - Open File 'Military Expenditures 10, 421AE' - Open File 'Balance Sheet 10,421 AE' -Log Out -Logging Out Successful --------[Insert Password here]----------
  8. Nation Name: The Dominion of Badab A brief description of National/Provincial History & Culture: The Dominion of Badab was mainly known in the Third Empire as a strange Autocratic state at the edge of the Empire. Here their self-proclaimed Tyrants seemed to act with the interests of the populace in minds and wielded near absolute authority in their stellarchy. This was an attitude that served the Dominion well as it bordered the Irearchy. Providing a bulwark to incursion from the North. This attitude and soceital structure became even more successful after the collapse of the Third Empire. Much of the galaxy chaotically descended into a warlord-like state, relying more on absolute local authority and the application of force. This harsh change for most, had already been achieved by the Domion of Badab. Though in the fall of the third empire, the Dominion lost much of it's liberal tendencies. Especially after Maru Parata's , the former Tyrant, strange resignation. In which he stated that the responsibility of command was weighing too much on him, and that he decided to retire. No records are left of him after this 'resignation' After the Tyrant's 'resignation' the office of Stellarch was taken up by Hiwa Akane, a harsh army officer who swiftly enforced her authority through the stellarchy. In the aftermath of this ascendancy, Akane transformed the already heavily militarized Badabi state into a surveillance state. With the authority and fear of the Stellarch becoming more prevelant. Though the more populist elements of Badab opposed this, they were quickly forced undergrounds after a bloody purge by the Stellarch. Whilst their resurgence is prevented by an effective system of spies and both physical and digital monitoring of the citizens of the Stellarchy. Currently the Stellarchy is ruled by an autocrat (Tyrant) and is essentially a Stratocracy, with the Tyrant having supreme executive authority, and the ability to veto or force any piece of legislation. With the Tyrant being the nominal head of the military, the Office of Interal Affairs (OIA) and the Office of the Stellarch (More commonly known as the Tyrant's Hand), though their authority is mainly centered around the latter institution. The sole 'concession' to Democracy is the Assembly, an elected body of representatives who draft various laws as guided by the Tyrant's Hand. Any citizen who has served 4 years in the military or was honorably discharged can vote for this body or stand office for it. On top of this restriction, to effectively have a chance of being elected a person wishing to be elected needs to get enough media attention. Attention which can only be gained through support of the Tyrant's Hand. Thus creating a body that is nominally independent, but easily controlled by the Tyrant. Notable Characters: Hiwa Akane: Hiwa Akana (75 years old) is the current Stellarch of Badab. Growing up in a Low-Income household, she eagerly enlisted in the Military so as to have a chance to improve her social and economic status. As well as serving to protect her homeland against the Irik. At 18 years old she joined the officer's academy and graduated 4 years later in the top 10% of her class. Overall a good cadet, but not truly outstanding. Not yet at least. Though she did have several notes on how she could be very aggressive, as she was noted to have gotten in several fist fights. After graduation she joined the Shock Troops of the Domion where her agressive tactics were highly successful, though they often resulted in higher casuatlies. Her main claim to fame was when as a Major she held the line and her command post against a force of Irik heavy infantry. During this attack she, together with three other soldiers, defeated an Irik soldier in close quarter combat. Though the two soldiers died, and the Major had to be stabilized after much of her arm was broken and muscles torn by the Irik in question. Following her arm being amputated and replaced with a prosthetic, the Major continued to serve in the military before she rose to a prominent position the military. After this the records grow more sparse, though it is known that two decades after the Empire's collapse, she replaced Maru Parata as ruling tyrant. [REDACTED] Tbd Unique Military Units (Two): TBD TBD National Idea (nothing strictly mechanical): TBD A letter: R
  9. Hello to everyone reading this page, my character has now found a parent in Elysium and I'll probaply stick with her as my main character for quite some time.
  10. So hello first of all to anyone reading this. I am DoomedDM, I was active on the server a few years ago back during Axios (though under a different username back then, Robwar80). Recently I've been looking to dip my toes once more into LOTC, and thought that perhaps a good way to do was to play a child character. A good way to perhaps form new connections in the community. As well as playing a type of character I've never done before. In terms of what you should expect for me as a player. I will probably be semi-active on the server for a while. Spending a few hours/breaks here and there. Probably coming to a few events. But not being available to spend a lot of time on LOTC. For those who are interested, I am mostly looking to play a female character (Haven't done any female characters in a long time) starting out 8-10 years old. I am open to play as any of the four main races. As long as it is in a somewhat active community. Though there is a slight preference to human. For any who are still interested, just send a message here on the LOTC website. Or send a DM on discord to Robwar#6598
  11. Discord: Hahahahahahaha Nation Name: Ulchek Khanate Flag: History: The culture of the Khanate is built up of 3 different pillars, the Old traditions, the New traditions and Faith. Several centuries ago the lands of the Ulchek Khanate were part of Klandestan. These lands were divided amongst 3 tribes, the Ulcheks, the Ilnaks and the Naideks. These tribes were mostly nomadic, with small trading settlements for outsiders. Relying mainly on cattle and raiding for subsistence, either raiding other tribes or raiding foreign settlements. However, this changed with the arrival of a Missionary known as The Silent One, for he spoke few words. Yet the words that were spoken reverberated strongly. The three tribes were impressed by the charisma and faith of the missionary, thus adopting his belief and allowing the Church to enter their lands. As well as gaining a greater intolerance of the Accursed. This caused a schism with Klandistan, which resulted in the three tribes becoming independent and forming a confederacy. Over time this confederacy got dominated by the Ulcheks who began to centralize power. At some point this led to the formation of the khanate, a monarchic state following agnatic-cognatic inheritance. Where the eldest child of the Khan inherits, unless a younger child is male. Now, roughly 5 centuries after secesession the Khanate is radically different. It still holds many of it's ancestral traditions yet is a more modern state with urban cities and a central monarchy. Culture: The culture of the Khanate is built up of 3 different pillars, the Old traditions, the New traditions and Faith. The Old Traditions are the shamanistic and Nomadic roots of the Khanate. These extend to things like guest rights, the value of cattle, the importance of rituals dependent on various moments in nature etc. These are the parts of the culture which are near-indistinguishable from it's neighbor, except for the fact that the protection of the Accursed is not granted. The New Traditions are those that have been created due to the greater urbanization of the territories. The value of currency, the importance of having a specific trade, the need to build a home for your family etc. These are the traditions of the city-dwellers. One disturbing part of them is the increased individuality. How more emphasis is put on how more importance is given to one's immediate relatives, whilst the greater clan is given less importance. Which has made the conservatives members of the Khanate weary. The final pillar is Faith. This is dominated by the church and those adherents of it. Whilst this branch is slightly different in terms of holy days and specific ritual importance of nature, it still clearly adheres to the official hierachy. A significant amount of the population are die-hard believers. Going to church daily, and believing themselves of having a holy mission to bring the light of the Church to their cousins in the East. Characters (Up to 3): Kujek Khan. Odval, eldest daughter of the Khan and is learning to manage the lands of the Khanate. A hard task to do for a woman, in a society which still highly values martial skills and more traditional gender roles. Uklek, a prominent general of the Khanate. Who wishes to bring civilization and the one true faith to all, regardless of their wishes. Unique Units: Khurdan Buu's: These are essentially just light guns, but with their light aspects even further emphasized. These guns are designed to be as light and maneuverable as possible whilst still retaining most advantages of it's somewhat lighter cousins. These guns are ideal for fast re-deployment and on campaign. Teregnii: The Teregnii emphasize the nature of the Khanate, a fusion of the old and the new. The Teregnii is a simple unit of chariots. The chariot has one rider and one gunner. This gives the advantage of the gunner being able to use a heavier gun than it's carbine-using brethren, as well as not having to stop to reload. The disadvantage of these chariots however, is that on anything except plains they will prove ineffective.
  12. Application to Join: Group Name: Lancastrians Discord: You have it Starting Point allocation: Manpower: 4 (There is easier acces to people than guns) Supplies: 4 (More acces to supplies than people) Weapons: 2 (This is New England, no easy acces to anything but hunting rifles or hand guns) Starting Location: Lancaster, New Hampshire Lore: Just a bunch of neighbors and survivors from Lancaster, just trying to survive. Just people.
  13. County of Budivel The county of Budivel was one of contrasts. That much would be clear if you asked any of it's citizens. Though all were united in their belief of the Jozsefite faith and loyalty to the count, there was a great cultural difference. One determined by the very geography of the county. For the county was defined by one critical landmark, 'The Great Forest' as it was commonly known. Stretching from the coastline of the empire up to the high mountains. It was an area that covered thousands of miles of land. Most of which was unknown to citizens of the empire. The forest itself was a strange and dangerous place. Filled with all kind of beasts such as bears, hogs and other predators. With the most prominent ones being the changelings. The other sentient residents of the forest, other than humans. The two were not amicable neighbors. The humans were opportunists, every ambitious and in their productivity sought to add more land to their domain. Whilst the changelings were vicious as they saw the human intruding in their ancestral lands. Though there was now effectively a truce, with neither side truly engaging the other, there was a constant tension in life on the frontier. With tales of huntsmen suddenly disappearing in the woods, or whole villages completely disappearing of the maps. With rumors that the changelings were working with the fey. Unnatural creatures of fairytales that were eager to manipulate humans. In order to gain some weird obscure prize that they often sought after. Thus the people of the frontier were a hardy people, one that had a weapon in every home and with huge militias in the cities. Emeryk could not help but admire them and their bravery. Yet could not help but notice between them and those who dwelled on the coast. Though the men here provided the lumber for any fleets raised by Budivel, they had a tendency to see those who did not dwell in the forests as cowards and weak. Pampered and not true men, who fought to protect their families. Emeryk did not agree with this assessment, but knew where it came from. The people on the coastline wherein more settled territories, their main threats were from other humans. Allowing them to specialize more in craftsmanship, a skill which aided the frontier as well. Yet this all did lead to certain stereotypes, thus to make sure the people of the forests remained loyal and knew the support of the Count, he made his annual trip towards the city of Twierdza. Bringing along with him a large supply of guns for the garrison, as well as bringing his painfully honest and energetic heir with him as well. Perhaps it was something of a risk in case of an ambush, but this trip was something she had to do. Something that became clear as he saw his daughter glance warily off the sides of the road, at the deep and ancient trees that were so common in these parts. Even as she road upon the hideous abomination, hellspawn created by the Great Devil himself, known as a horse. Hideous beasts that in truth were empty husks, only inhabited by servants of the Arch-Heretic. Whenever he saw the infernal beasts Emeryk felt the combination of anger and fear. But for the sake of his daughter, who ironically loved horsemanship for some god forsaken reason, he put up with the hellspawn. "Don't be afraid Lyudmilla. This road and the surrounding area are regularly patrolled. We have an outer perimeter of scouts and a retinue of almost 50 men here. There is no risk of an ambush." Most youth would have agreed or gone of to a different topic. But the 14 year old Lyudmilla Gajeski did not. For better or worse. "There is always the possibility of someone messing up, that there is a mistake or that the enemy is too smart, that there are spies, that magic is used" "Lyudmilla" "that nature itself is working against you" "Lyudmilla...." "Or that Vaseric heretics are work-" "Lyudmilla, be silent." Those last words were uttered quietly, and yet they resounded far harder and caused the teen to shut up. Knowing that if she continued on there would be harsh punishments. "We talked about this before. First off, you must try to contain your eagerness. Give other the oppertunity to speak. Especially if they have more power than you." The teen looked dissatisfied at this statement, but she said nothing. "Second, though the Vaserics are foolish in their pursuit for the hubris of the ancients, we most never speak in such polarizing term. Jozsefites and Vaserics both serve the empire. To put emphasis on either, or to decry the other, merely serves to harm the empire. Keep that in mind." The young woman still looked like she disagreed, but said nothing. To which Emeryk let out a tired sigh. "Lyudmilla, one day I will be gone from this world and hopefully join God in heaven. But when I do so, I will leave the fate of our county, our people in your hands. Heed my wisdom whilst you can, because only God knows when I can no longer grant it to you. " Again Lyudmilla was quiet, but now for a far different reason . Thus the pair of lord and heir continued their journey, even as the latter contemplated the words of the former. Turn 1 Expenses: 11 manufactories are built and spread across the county [82,5kC, 11 stone] 7,3kC is stored Actions: n.a. Turn 2 Expenses: 4 Mining camps are established across the county(30kC ; 4 stone) 10 more manufactories are established across the county (75kC; 10 stone) Actions: n.a.
  14. APPLICATION Discord name (PM if you wish): Thou has it Nation Type (County/Marcher Lord/Free City): County Nation Flag (optional): Nation Name: The County of Budivel Nation Culture (Brief description): The Culture of Budivel is one that is surprisingly meritocratic. Which is due to a variety of reasons. One being that being part of the empire has given the county a long period of peace. One in which the count was able to centralize his power and no longer have to rely on barons. Whilst a second factor is that the County has a large amount of skilled workers. Partially due to the status as a haven for Jozsefites. This means that there is a stronger middle class with severe influence. Both of these attribute to the fact that though there is still a nobility, one does not get certain position by just lineage. Though it is still certainly a benefit. Other than that one other tradition of the people of Budivel is that they are hard workers who put a great amount of value on being punctual. With tardiness being seen as a sign of low piety and low class. The people of Budivel also are good sailors. However, due to a lack of conflict less importance is put on the military. Though this trend is starting to be upheaved by the Jozsefite schism. As the county is now surrounded by those with a different set of beliefs, making the chance of invasion far higher. Nation History: Before the rise of the empire, the County of Budivel was not a prosperous region. It was surrounded by too many enemies on different sides and with far too few resources. It had great amount of lumber, yet it's enemies were all on land. The land survived, through harsh struggle, but it did not prosper. Then came the Trazmirites slowly creeping further South, their foul heresies corrupting all that fell under their sway. The Count of Budivel sent aid, but it was not enough. Only under the leadership of the Grand Duke were the Trazmir with their heretical magics driven off. Sent back to their cursed ancestral homelands. Partially due to gratitude for defeating the Trazmir, and partially due to fear of their growing influence, then Count of Budivel Iosef III swore his allegiance to the grand duke of Rzechsawa. Thus falling into what was to become the empire. Due to giving their allegiance voluntarily the counts of Budivel were able to retain much of their influence and power. Both of which decreased as the empire grew to expand. Rather than focusing on it's military, the county could now focus on other pursuits. Continuing development in seafaring and many different industries. Quickly becoming part of the economic heartland of the empire. Then came the turning point in history, the discovery of the heretical Augustine engine. The moment that the foul magi-engineers grasped the hubris of the ancients. Treading in the footsteps which lead to their downfall when they were cast down by God. Leading the people of the empire into damnation. The only person who stood against this was Saint Jozsef. He recognized the vanity of the Vaseric church, that in their greed for power they would invite divine retribution. Yet even as he spoke his words of truth, he was cast away by the demons of the Vaseric Church. Lost in their heresy, they condemned all followers of Jozsef. Putting their magi-engineers n the same level of demigods. Whilst the honest craftsman was cast down, despised by the heretics up high. And any of those who would speak the righteous words would be exiled and cast down. Seeing that taint which was corrupting the empire, and the pious men who were being exiled, the County of Budivel became a refuge. A haven for those who did not wish for the Vaseric Faith to dominate their lives. The Magi-engineers were sent away, whilst the religious authorities of the county soon denounced the actions of the Vaseric Church. Forming one of the first Jozsefite branches. The Budivelites, those who believe that the institution of the Vaseric Church is not inherently bad, but that it has now been corrupted by the foul taint of magic. Thus the Budivelites occasionally heed the words of the Vaseric Church in the capital, though they are effectively completely autonomous. This denunciation of the Vaseric Church has led to much criticism, yet one can not deny that the influx of skilled workers across the empire proved to be of great benefit to the empire. Since then, the County of Budivel has remained one of the only Jozsefite strongholds in the centre of the empire. Religion (Jozsefite, Vaseric): Jozsefite Special Characters (Up to 3, generals/agents may be added or included if purchased with starting funds): Starting location: https://imgur.com/a/GDdKAsU
  15. Turn 1 The Muab'De In the 'kingdom' of the Muab'De, the capital city of Reveba was well-known. For it was at the very heart of the essence of their soceity. The center of political intrigues and power. The culmination of centuries of architectural work and generations of families and clans making secret tunnels and Labyrinths. To an outsider, it would be a very confusing city. One in which it was easy to get lost, as each clan and organization held information close to their chest. Amongst which were the various maps of the city and secret tunnels spread around it. This often becomes a great issue, when two people digging secret tunnels come across ones already dug, or ones in the process of digging. Which often leads to a surprising amount of friendly banter and awkward sealing of the tunnel. Or alternatively it could result in a whole lot of people suddenly 'disappearing'. This was why, one could easily move from the capital building to the rest of the city without being seen or noticed. Thus, one would not notice two figures sitting in a shadowy alcove, both drinking from two big, rough glasses. Both filled nearly to the brim with low-quality wine. Which showed their trust to each other, if one did not trust another person they would drink water. Since then one could taste the poison. But then that would be extremely undiplomatic because you made the gesture that you did not trust the other person so you still drank wine. But the point was, they were meeting together and drinking. One of them spoke up, a smooth and honey-like voice, though with a slightly rough edge on it. One gained from age and a large amount of use. "The outlook is good. The envoy of the city state is desperate. You could probaply get almost anything you wanted from that and they would thank you whilst begging on their knees. Just at a few regiments." The apparently older figure (though this was hard to make out in the shadowed alcove) then looked directly into the eyes of his companion. "They truly are on the edge, I know you want war bu-" Another voice suddenly interjected. One only a tiny bit louder than the diplomat's voice, but one that resounded far further. It felt..... high-strung. Full of tension, as if at any moment it could explode into full blown shouting or a rant. And yet this disconnect, between the quiet voice and the full blown shout was odd. Discomforting. It put people on the edge, made them sweat. Made them on an instinctual level not wish to anger her. It was certainly a factor that helped her with intimidating those she wanted. One amongst many, which led the Arichnai to often bend to her wims. "Do not worry dear diplomat, I will not exploit the poor city state too much. Some compensation is neccesary of course, for the blood of our men that will be spilled on their grounds. But nothing too drastic, at least not yet. For now, they will be a useful ally. One quite useful for future expansion to the East, the unexplored frontier. " The little light that there was in the alcove, then lightly reflected of her teeth. Which were certainly not set in a friendly expression. Then with a hint of doubt the elder man responded."All right..... in any case, I think we have discussed the most essential business away from prying eyes. I have got to go, much work to do and only so little time to do it. Whilst walking quite a bit." The woman's grin only got wider. "Alright then, good luck old man. Make sure that the envoy is charmed and will do as we say, all for the greater good of course" The older man did not respond, he just turned his back and walked away. Actions A commercial district is established in the capital [2 stone & 12,5k Dira] In the provinces, several quarries are established for future growth [2 quarries made, 15k Dira (gold)] In the capital, more investments are made into developing it's craftwork industry. [2 workshops are made ; 2 stone & 15k Dira] To facilitate trade in the future, 8 hemolias are made. [8 Lumber & 20k Dira] 1kC is stored this year.
  16. Discord name (PM if you wish): You have it Nation Type: (Kingdom/City State/Tribal): Kingdom Nation Flag (optional): Nation Name: The Muab'De (followers of fate) Are you in the Elraic Empire? (If so state in what way you're a sub-region of the empire - client kingdom, appointed/hereditary governor, military order, etc): No, I am free (for now) Nation Culture (Brief description): The lands of the Muab'De have historically been filled with various tribes, most of them with a large importance on family. Most often being divided by clans. Though the tribes have been replaced, and the shamans/clergy elevated there is still a tight family structure. Thus many families still identify according to clan, with each clan having their own 'chief' who often holds great authority in their community. Though their influence is far weaker in urban centers. Most official authority is held by the clergy, who act as regional representatives and the ultimate ruling council. Who make major decisions and generally decide policy. Though in case of controversy/points of contention the stone is asked for guidance, to break them out of a deadlock. Through the authority of the stone, the lands of the Muab'De are surpassingly tolerant. (At least in terms of race). As in past cases it has decreed that gender should play no role in one's access to certain duties, and that Dusii should be treated as equals. In practice this is of course far less the case, but compared to it's neighbors and rivals it is surprisingly progressive. And all that through sheer chance. Instead people are more distinguished by their wealth class, their magic/faith and their position in the byzantine hierarchy of the Muab'De. With the types of magic being divided into different tiers. Of course Astral Magic is the most elevated and basically all positions in the Arichani and the Mar'Adai are filled with astral mages. Next in positions of status are solar and lunar magic. They don't suffer any harassment, but will find greater difficulty in gaining positions in any religious body. Which extends to the ruling council. After that are the 'other' faiths, which include: Alchemy, Meteoromancy, Geomancy, Druidism and Shamanism. These are often looked down upon, and people following any faith adherent in these are likely to face some discrimination because of this. They will have great difficulty in getting any influential position. Those absolutely despised and outcast by the Muab'De are the necromancers and Stygians. Who are seen as consorting with the forces of the dark core. Of the horrors that dwell in the center of the planet, away from the light of the stars. They are to be hunted and persecuted at any possible opportunity. Nation History: The founding of what was to be the Muab'De is an uncertain thing. As their founding was done long ago. In a time where history was not recorded on papyrus. Instead, tales and history were told through lorekeepers. With myth and history often being mixed together. Thus no one can be certain about the true founding of the Muab'De, and yet the tale of the supposed founding is known by nearly all. Long ago, the various people under the Muab'De were fragmented. Scattered into various tribes, villages, etc. It was a dark time, where brother betrayed brother for power and where none were free of potential betrayal. For the people of this land were a naturally devious one. Ambitious and cunning. Yet this shared trait made it almost reminiscent of a crab bucket. Where any of the groups who rose too high were dragged down by the rest. Creating a state of virtual anarchy. In this time, there was a man in the tribes of the south. This chieftain was a relatively powerful one, for the standards of the area, and yet was tired of the constant betrayal. Where it's people knew famine, poverty and war as well as they knew their family. Yet the man was unable to do anything to prevent the land from continuing the cycle. Any agreement made was rife with suspicion and paranoia. Where the disorder amongst the leaders of various tribes were too great for any common agreement, whilst any chieftain who tried to rule of other chieftain would inevitably be betrayed. That or a coalition would form and strike this overly ambitious chieftain down. When the despair of this man was at it's greatest though, he prayed to the stars themselves. He wished for a sign, something that would end this era of despair. Which he and his kind had suffered for so long and would continue to suffer. The gods gave no direct answer, yet their benevolence was made clear in other ways. Whilst in despair, the elder went along the coast, and found a hidden cove. In this hidden cove he found an old magical artifact. It was perfectly round, yet it had small indentations. The man recognized this artefact to be from the same material as the rocks that fell down from the stairs. Then, to his surprise when he asked a question to himself, the rock answered. The man then knew that this was a sign. A sign from the gods of the stars, of their wish. A solution to his woes. The wise man then made an agreement with two other tribal leaders, an alliance in which all of them were equals. And in which any points of contention were solved by the rock. ((Basically a magic 8ball)) Through their unity, this alliance managed to unite the tribes of the area and laud in an era of peace. This alliance was known as the Muab'De. Of course, how much of this is real and how much of this is fiction and possible propaganda, that is now known. What is known as the entity of the Muab'De went on to unite the local area. Turning an anarchy of villages, tribes and nomads into an actual civilization. With peace being established and peace allowing actual civilization to arise. Of course, whilst there was/is an 'era of peace' this is not the full truth. There is certainly still internal conflict within the Muab'De. This conflict is most of the time external, fighting or defending against outside enemies. But at times certain religious leaders, or other groups rise up against the Muab'De. Whether because of separatism or because of a lack of faith in the commands of the stone. And yet, surprisingly, this internal conflict is quite rare. Any resistance/rebellion that does rise up often has little support and is quickly crushed. But only a fool would point at this and say that the Muab'De are 'peaceful'. That they are united beyond any other and does not suffer any strife. No, that is only the belief of the ill-educated fool. The unspoken knowledge, is that most of the internal strife happens in the shadows. There might be no shouts of anger, fire in the streets or open blades. But it is anything but rare for someone to just suddenly disappear. For a major figure who disagreed with the Arichnai to disappear. Or for nearly all members of the Arichnai to suddenly resign. Assigning their seats to others. Now, a new member has arisen to the Arichnai. One who has great support and is speaking of a great conquest. This person is known as Alfati, a bald woman with some of the most holy prayers of the Muab'De tatoed on her face. A radical by nearly all acounts, and yet she has somehow rise to become the leading figure of the Arichani, the ruling body of the Muab'De. The future of the Muab'De is uncertain, but everyone knows it will be filled with blood. Theirs or the enemy's, that is not known. Nation Race (Human, Dusii, Dawekii): The majority race is human. Though there is a minority of Dusii that are tolerated and officially to be treated as equal. ((Mutters, stupid 8ball)) Though in practice this is often not the case. Special Characters (Up to 3, generals/mages/agents may be added or included if purchased with starting funds): Alfati (General) Alfati is a child of a long-line of priests, specifically of a northern temple in one of the main population centers. Whose family have been known to often produce members of the Arichani. Initially, it seemed that she was going to follow this path. Which she did, in a way. Even from her youth Alfati had great fervor and faith, almost disturbingly so. Often bullying people of other faiths, even showing disregard for people of solar or lunar faiths. Believing that their path is the one true one. She could not stand the 'tolerance' amongst most priests, and instead of fully dedicating herself to scripture she was determined that she had a divine calling. To spread the word of the stars to all. Thus she joined the military, the Kar Edani. Getting the best teacher through her family connections, though her parents were disturbed. After going through an apprenticeship with one of the foremost generals of the Muab'De, Alfati went back into theology. Determined to rise through the rank. A fire and brimstone preacher, speaking of the propagation of the Astral faith through war. Her parents, disturbed by her actions were about to stop her. But then they both got a stroke and had to retire. By all signs completely natural, and yet the timing was odd. And many people suspected Alfati. Regardless, she rose through the ranks and rose to the Arichnai. Somehow with numerous connections and great influence. Even for her young age (36). The red marked (Agent) When meeting with each other in their official capacity, the members of the intelligence service of the Muab'De each wear a mask. This mask is symbolic of their chosen names. If one's chosen name is of an animal, they have an animal on their mask, if one has a certain item, that item etc. But amongst the ranks, there is one who is especially well known, the red-marked. Where most have intricate symbols and patterns on their masks, the red marked only has one piece of 'decoration' on their mask. That of a bloody handprint. How long an Agent has been in service is hard to determine. As many agents have apprentices, who take over their mask and position. Often gradually. Thus often making it hard to distinguish how long one has been in service. This is the same for the red marked. No one is sure how long this red marked has been in service. Tales go back almost 50 years, but none known if it was the current red marked back then, or if this is their apprentice. T.B.D. Primary Magic: Astral Unique Point of Interest (Unique "wonder" building/location/artefact, natural or otherwise, that will confer a small bonus TBD): Natural Harbour The capital of the Muab'De is blessed with great geography. Through the ages, nature has carved out a natural harbour. A location in which the seas are calm and great amounts of ships are protected from storms. This shelter from the storm allows for a great volume of trade to go through the city and for ship building sites to be protected. (( Gives a bonus to trade and/or gives a bonus to ship building )) Almost forgot it BOINK
  17. Hello! This is a common mistake but this FRP thread is no for character role-play. It is creative writing as nations, factions, etc for particular threads. For example the current one is "Mud City V2" a FRP about various factions competing in a city, in the fallout universe. If you are interested about Forum Roleplay feel free to leave your discord, I can introduce you to it. But just know Forum Roleplay thread generally isn't for Lotc or other characters doing tidbits! I believe there is a separate forum threads for that.
  18. Every tree has a garden. Each brush has it's place This forum is ours So get out of this place (For reference, there is a poetry forum under media, and a creative writing one under the same category as well. You are open to continue your interactions there but this part of the forum is dedicated to nations frp. Which you are open to join, but is very different to what is written here. For refence, look through several different threads in the forum(
  19. The Apostles of Christ Stats: Pop: 1824 Income: 31,05kC Upkeep: 11kC Storage: 1,4kC Netto: 21,45kC Research per turn: 10 Actions: It is never clear what the future holds, but in order to deal with it, a big gun is often needed. As such reserach begins into heavy weapons (T1 heavy weapons 5/5)(+5 this turn) (T2 heavy weapons 8/ 20)(+8 this turn) Weapon production continues (1 stack T3 firearms)(3M & 1E) New expansion, new resources. New production towards the eternal war machine. Which ironically, involves having money. (3 markets)(15kC & 3B) A salvage yard is established in the new district as well. To make actual protection (2B 7,5kC) 2350C is stored for next turn Father jacob: Stats: Charisma 9 (31,5 (effective stat)) Luck: 1 (3,5) Samuel: Luck: 2 (7) Perception: 2 Endurance: 1 Agility: 1
  20. The Apostles of Christ A lone figure walked through the empty streets of the mud city. Clad in long robes and with a simple wooden cross dangling down a cord around his neck. Though, mostly unseen by the eye, about 2 armed men followed. He walked past building that were either broken down or partially restored. Pieces of scrap wood and metal patching the holes that nature had created in the houses of the mud city. Until arriving in what used to be presumably a mall shop of sorts. As depicted by the records of old. Which used to be filled with rows upon rows of different kinds of food. Almost as far as the eyes could see, but had instead now been emptied out. The ruined shelves cleaned away and instead the room was filled with workbenches of all sorts. And almost two dozen men and women working tirelessly. As in the back, in the storage area, the faint sound of steel hitting iron could be heard. The lone figure did not enter, instead watching from outside. Watching the proceedings inside. He saw how a young girl, couldn't be older than 16 was cheerily filling a magazine with bullets whilst chatting to a friend of similar age next to her. He saw how an older woman, about 54 and with greying hairs, was inspecting a barrel for any impurities and irregularities with glasses on. And on the far end of the room how a 30'ish or so man carefully, and with stable hands and a workbench full of parts, carefully put them together. Making the work of most individuals gathered here into one final product, one which seemed to almost absorb the light around it and resonated with death. Jacob turned away, heading away from the workshop which was at the center of the Apostles' efforts. Which made almost all the weapons and armor designated for the men under Samuel to protect the loyal followers spread around three blocks, and soon to be four. It was a source of both great pride but even deeper shame. For he rejoiced in some of what it symbolized. The combined efforts of hundreds of people, working together with the common goal of bringing some sanctuary and peace to the wasteland. And yet, that same thing caused deep shame in him. How, even in this group which was supposed to bring peace and harmony, almost everyone was in some way dedicated to the pursuit of war. In the end, working together to build and forge weapons, instruments of death. An industrialized production line with the eventual output being dead corpses and potential lost. And yet, what choice did he and his followers have ? They could not simply be pacifists and get slaughtered by the cruelties of the wasteland. Be ignorant and naïve and thus condemn themselves. Samuel shook his head and walked away. Perhaps one day was the day to fully confront himself of what he was perhaps unintentionally working towards. But that would not be this day. Stats: Pop: 1824 Income: 31,05kC Upkeep: 11kC Storage: 1,4kC Netto: 21,45kC Research per turn: 10 Actions: Seeing that melee combat to a degree is almost inevitable. Work begins on trying to make melee weapons of a decent quality. Something that is at least better than broken lead pipes. (T2 melee weapons, 3/3)(+2R this turn) The 'scientists' even say that based on the work of the NCR, they can make even better melee weapons before year's end. Perhaps enabling all of the loyal followers of Christ to protect themselves further. (T3 melee weapons 8/8)(+8R this turn Weapon production continues (1 stack T3 firearms)(3M & 1E) With new protection available, the workshops of the apostles are dedicated towards providing adequate protection to the brave warriors of Christ. (8M)(50 T3 body armor) One can not grown idle, or risk being swallowed up by the dangers of the wasteland. As such the Apostles expand eastwards. More room for expansion, more room for growth and strength. (10kC & 5B) With more resources available this turn. About 45 people are taken of their regular jobs in order to train them to a regular quality in order to help the apostles in their duty to protect the loyal followers of Christ. (11,25kC invested in 45 regulars) 200C is stored for next turn Feudalistic society 1 [1 development] Father jacob: Stats: Charisma 9 (31,5 (effective stat)) Luck: 1 (3,5) Samuel: Luck: 2 (7) Perception: 2 Endurance: 1 Agility: 1
  21. The Apostles of Christ Jacob sat alone in the stone building that had been a church before the war as well. It wasn't that large, only having room for about 200 people. Which meant that it was still filled every day and that he had to hold multiple sermons on Sunday in order that everyone who wished could listen to one. But now, he used the small amount of private time that he had to clean the wooden pews. A cloth to clean away the dust in one hand and in his back pocket a piece of sand paper to deal with any splinters that may have been created. The church itself was empty except for him, though several guards were outside. It was not something which he liked but something that he rationally knew was necessary. Especially considering the conversations he had with some people. But now, he just took the time clean and reminisce. Reminisce about himself and recent events. He had talked to all of the new faithful, making sure everyone had an opportunity and intently listening to them. Which unofficially was meant for him to find out if anything was wrong with them. If they perhaps had a large enemy they were fleeing from, if they were perhaps hostile spies or any of a dozen different possibilities that was present in the wasteland. But from all he could tell, they were honest and faithful people. Often regularly attending in sermons and generally being kind people. Though of course wary of their surroundings, all in all normal survivors who had come here. In the end he had not managed to reveal anything about them. But perhaps all this searching had revealed something about himself. Jacob stopped cleaning and sat on one of the pews. Tiredly leaning forward and taking the time to breathe. He had always hoped to change the wasteland, create a haven for people to come to and to redeem themselves. A realm of safety, kindness and mercy that the lord would smile upon when he looked down from heaven. Yet now he could not help but wonder, perhaps the wasteland was changing him as well. He knew that when they had left the vault they had not initially been this suspicious. They had just been normal travelers, with hope for the future. Even though it seemed dark, believing in the guiding hand of the lord. He would not have been this suspicious about anyone joining them. He would have embraced them with open arms and enthusiasm at seeing more follow in the footsteps of the apostle. But now, now he had to admit that he had grown more paranoid. Or at the very least far more suspicious. Which was generally for the best, but not something he had truly realized until now. How he had been changing, which realized it might take far longer for him to notice worse changes. Changes which could call annihilation upon his loyal herd. Jacob let out a sigh and went to his knees, eyes closes as he breathed slowly in and out and muttered to himself, and perhaps something else. "Oh father who are in heaven. Guide your loyal flock in these dark times. May we prove ourselves worthy of your praise and may we bring hope to this valley of shadows. " He then opened his eyes and let out another sigh. THen he stood upwards and continued cleaning the pews. Knowing soon he would have to continue with far more mentally trying trials. Stats: Pop: 1742 Income: 29,7kC Upkeep: 8,5kC Storage: 0,2kC Netto: 21,4kC Research per turn: 6 Actions: Work continues on creating metal armor, though the engineers at work are scolded for imaginative progress which was not actually there. (25/25) (+5 this turn) Seeing that melee combat to a degree is almost inevitable. Work begins on trying to make melee weapons of a decent quality. Something that is at least better than broken lead pipes. (T2 melee weapons, 1/3)(+1R this turn) Weapon production continues (1 stack T3 firearms)(3M & 1E) An ancient saying remains even in this time. One that would always exist in any civilization that exited on this planet. "Knowledge is power" Or in the terms more understandable to the wastelanders. "It is better to have a gun when a raider is running at you with a bat." As such 2 'labs' are established in the capital. So that the loyal followers of Christ might be able to better equip themselves against the dangers of the wasteland. (20kC & 4B) 1,4kC is stored for next turn Stramlined economy 3 [3 Development] Father jacob: Stats: Charisma 5 (17,5 (effective stat)) Luck: 1 (3,5) Samuel: Luck: 2 (7) Perception: 1 Endurance: 1 Agility: 1
  22. The Apostles of Christ Stats: Pop: 1708 Income: 29,7kC Upkeep: 6,75kC Storage: 2kC Netto: 24,95kC Research per turn: 6 Actions: Work continues on creating metal armor, though the engineers at work are scolded for imaginative progress which was not actually there. (20/25) (+6R this turn) Word of danger gathers, of imminent threats and distant enemies. As such the production of high quality weaponry begins (1 stack T3 firearms)(3M & 1E) Another wave of construction sweeps over the newest district of the apostles. A new construction yard, and two scrap yards are established. In order to supply the apostles with the capability to grow, and to protect their faithful herd. (22,5kC & 2B) In order to wield the weapons that are to soon be produced, 11 men are trained to regular quality. So that their lives might not be lost needlessly.(2,75kC) 200C is stored for next turn Father jacob: Stats: Charisma 5 (17,5 (effective stat)) Luck: 1 (3,5) Samuel: Luck: 2 (7) Perception: 1 Endurance: 1 Agility: 1
  23. The Apostles of Christ Stats: Pop: 1596 Income: 27kC Upkeep: 5,5kC Storage: 0kC Netto: 19,5kC Research per turn: 6 Actions: In Work continues on creating metal armor, though the engineers at work are scolded for imaginative progress which was not actually there. (14/25) (+6R this turn) In the new block brought into the light of the lord a new scrapyard is designated. So that the apostles may have the ability to protect themselves. Whilst simultaneously a new market is assembled as well. In order that the humble apostles may trade the fruits of their labour for other goods. (12,5kC & 3B) Mean whilst, back at the capital block, a salvage yard is established. Finding remnants of old pieces of technology from before the war and dissecting it to a semi-useful degree. So that they may be used by the apostles for their own uses. (7,5kC & 2B) And in order to get further protection. More armor is produced and guns as well. Though they are of a notably lower quality than the ones that are already in use by the apostles. At worst they can be replaced soon and be put in the hands of reserves or brave settlers. (5M)(1stack T2 body armor and 1 stack T2 firearms produced) 2kC is stored for future uses. Father jacob: Stats: Charisma 5 (17,5 (effective stat)) Luck: 1 (3,5) Samuel: Luck: 2 (7) Perception: 1 Endurance: 1 Agility: 1
  24. The Apostles of Christ Samuel walked through the abandoned streets, his stance tense as he walked through unexplored territory. Any amounts of threats could be here, raiders, rabid creatures, even deathclaws (very theoretically). He shivered, he had seen a deathclaw once. Luckily he had been with a large group back then, consisting of roughly 10 men. Only he and 3 others had survived. Mostly by scattering every which way and having the death claw chase only a few people so that the rest could survive. He certainly did not want to ever see one again if he could. Those things were mighty scary ripping people's guts straight out of their abdomen. But now he had to focus on more immediate threats, like a sharpshooter in a window. Deaths from that were far more common than those deathclaws. Even if the former was a far more intimidating prospect. Then up ahead he suddenly heard a sound and he raised his rifle, and gave a nod to the soldiers surrounding him to hold steady. He was satisfied to see that they were already alert as well. Though nothing would beat combat experience he had still trained them up quite well, though he was fairly sure his voice had significantly deteriorated from training them. The shouting was not easy on his throat. He then gave a hand wave for them to slowly follow him and fan out. Make it so they couldn't be taken out by a stray grenade. ANd that they all had line of fire on what was around the corner making that weird sound. Then it slowly came into sight and his shoulders sagged, it was not a wild beast or anything like that. Just a bramen, he then approached it and softly patted it. He then looked a longer distance and saw that there was a whole herd spread out over this area. He then smiled and softly called out, so as to not agitate the bramen. "It looks like meat is back on the menu boys.” Stats: Pop: 1545 Income: 25kC Upkeep: 5,5kC Storage: 0kC Netto: 19,5kC Research per turn: 6 Actions: In order to keep the capital block free for more valuable infastructure the recently scouted out block will be settled by new apostles. Bringing it under the light of the lord (10kC & 5B) Work continues on creating metal armor, though the engineers at work are scolded for imaginative progress which was not actually there. (8/25) (+6R this turn) With the stores filling up with materials the decision is made to build leather armor. Even if it is sub-par compared to the armor that would soon come in it could always be handed to recruits or to conscript. As such 80 sets of leather armor are made (4M) As there is a constant need for followers another expedition is sent to explore two new blocks. Again together with Father jacob and Samuel. Again 10 of these men are equipped with T3 firearms, with all of the 10 men being well-trained by Samuel (Regular). With the goal being (beyond basic scouting) for the First Father to recruit more to the apostles. With the foremost arguments being the safety provided by their large numbers, the large amount of food and supplies available and the oppertunity for a clean slate. (MOD) 8,75kC is spent training 35 more men to regular veterancy. Father jacob: Stats: Charisma 5 (17,5 (effective stat)) Luck: 1 (3,5) Samuel: Luck: 2 (7) Perception: 1 Endurance: 1 Agility: 1
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