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Author Topic: Great River Valley City-States Thread, (8/20 Slots Taken) NEED PLAYERS  (Read 6228 times)

Ardent Debater

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This thread is a shameless ripoff heavily inspired by Cryxis, The Prince of Doom's Great River Politics Thread, there's a link below and I recommend reading it. 

http://www.bay12forums.com/smf/index.php?topic=144261.0

Now, onto this Thread's introduction.
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Countless Generations ago Mankind was mightier than all other beings of the Earth, Using their magical tools they built vast cities and prospered more than any other civilization that has or will ever exist.  None of them were hungry, sickness was a forgotten nightmare, None of them even had to labor because their powerful Golems did for them. Humanity was able to work miracles at will and did many amazing things, they controlled lightning and used it as fuel, they could create hundreds of pounds of steel in mere hours, Their power was so vast that they could even create new life from nothing.

Then came the End, War, Billions of Warriors fought and died, Entire islands were destroyed in an instant, Mountains shattered in mere moments. Humanity was turned against itself, but it was so evenly matched that no side could gain the advantage over the other. Human Scholars deduced that Non-Humans would be needed, They created the Red-guard and the Orcs to fight on the ground, they made the Elves to advance their already god-like power, they made the dwarf-folk to craft mighty weapons as well. As the new Races began to fight as well the Warfare became so intense that the Earth itself was torn apart, in order to have warriors able to navigate the treacherous swamps and ruins of the battlefield the Scholars made the catlike Khajiit and the reptilian Argonians. The Scholars then made countless breeds of War-beasts, the sight of which is enough to send even the strongest of warriors running in terror, but to no avail.

Eventually The Great War began to come to a close, One side began to overtake the other, after several years of violent combat it became clear that the War was soon to end and that the Loser was certainly doomed. However, as the Victor's Forces marched on the Loser's Capital and victory was within sight, such was the Loser's hatred toward his foe that he decided that he would rather end the World than submit. A spoken command, and then total destruction was upon all the Cities of the World, Countless Families and Millennium of Work,  vaporized in an instant, leaving only barren, lifeless Ruins. When the Radiation from the Cataclysm began to take hold it became unsafe for all Races and Creatures, the Environment was ruined and the few beings hardy enough to survive were changed. All People took shelter in the Mountain Caves and Far-off places, all those that didn't were Mutated into disgusting mockeries of their former selves.

Over-time the Technology of the Old Ones was forgotten and the Peoples of the Earth descended into barbarism. After generations of waiting and struggling to survive the Radiation dissipated and the Environment became livable again. The different Races scattered, forming their own Kingdoms and Empires across the World. Now, on the banks of a vast, Ancient River whose name has been forgotten, Civilization has once again begun to take root.


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OK, hope you guys liked the intro, it took about an hour to type. Now here's the Rules,

The Western and Eastern Mountains, the Eastern Hills, the Northern Ice Flats, and the Forests and the Jungle all border the River.

Areas that border the river can trade with the Western and Eastern Mountains, the Eastern Hills, the Northern Ice Flats, and the Forests and the Jungle (which means anybody in those areas can trade with the other areas listed)

Once 5 People join I'll start the Political part of the game, Once 10 or more People join or 10 turns have passed, Civilizations will be able to declare War on one another, until then City-State Militaries can be used to suppress Mutant Outbreaks, Violent Revolutions, Religious Cults and so on and so on.

I'll be using a 1d20 for background rolls.

If a City-State wants to do secret or espionage-based actions the Player needs to PM me, If it involves 2 or more Civilizations, (i.e, a proposed alliance or whatever) PM all Players involved with the action along with me. I like to know what's going on as GM.






Spoiler: Civilization Template (click to show/hide)


OK, I think that covers it, If anybody has any questions just ask me and remember to put civilization actions in brackets, [Like This].
« Last Edit: December 30, 2015, 03:55:32 pm by Ardent Debater »
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FallacyofUrist

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Re: Great River Civilizations Thread
« Reply #1 on: December 23, 2015, 08:20:29 pm »

your spoiler tags are broken. Use [spoiler = text]other text[/spoiler] without the spaces.
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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Ardent Debater

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Re: Great River Civilizations Thread
« Reply #2 on: December 23, 2015, 08:27:31 pm »

your spoiler tags are broken. Use [spoiler = text]other text[/spoiler] without the spaces.

Thank you, I realized about 2 seconds after I posted and fixed the problem.
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Spiderking50

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Re: Great River Civilizations Thread
« Reply #3 on: December 23, 2015, 09:13:20 pm »

Reserved. Going for them ice flats probably. Do they have any resources at all??

« Last Edit: December 24, 2015, 03:38:51 pm by Spiderking50 »
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Ama

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Re: Great River Civilizations Thread
« Reply #4 on: December 23, 2015, 09:28:40 pm »

Ill try to write something up tomorrow probably. Ill be going for the forests.
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Ardent Debater

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Re: Great River Civilizations Thread
« Reply #5 on: December 23, 2015, 09:32:10 pm »

Reserved. Going for them ice flats probably. Do they have any resources at all??

The Ice Flats have fish from the River, Seals, Polar Bears, and Penguins are also there, Along with the occasional snow mutant or genetically modified war beast running around. The Ice Flats also have a nearly infinite supply of fresh water.

Ill try to write something up tomorrow probably. Ill be going for the forests.

OK
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Spiderking50

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Re: Great River Civilizations Thread
« Reply #6 on: December 23, 2015, 11:14:59 pm »

Edited in my entry. Very excited for this game.
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VoidSlayer

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Re: Great River Civilizations Thread
« Reply #7 on: December 24, 2015, 04:57:22 am »

« Last Edit: December 24, 2015, 05:18:21 am by VoidSlayer »
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MonkeyHead

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Re: Great River Civilizations Thread
« Reply #8 on: December 24, 2015, 05:56:26 am »

Name of state: The Western Confederacy.

Leader: The current president is Tholin Bronzehelm. He is in the second year of his 10 year mandated leadership, and is generally looked upon as a good choice of leader by the general diaspora that makes up the confederacy. He is a calm and rational leader who makes his decisions based almost entirely on the information at hand. Whilst this does mean he generally makes the right choice, he is rather predictable, and can be manipulated by his council. He avoids guess work and flights of fancy, as do many of his race. At times he has been described as stubborn, but he would prefer the term "Iron willed". His world view is similar to most of those in the Western Confederacy - that strength comes from working together, and that there is little of value outside of the mountains.

Location: The Western Mountains

Military: Moderate importance. Quality of weapons, training and equipment is more important than raw numbers.

Government: Each "Mine" (read settlement) is allocated a number of representatives (from 1 for small village style settements, up to 5 for major settlements) based on factors such as size or economic/industrial importance. These representatives take responsibility for running their mine according to decisions made by the assembled representatives. Each settlement is free to choose its representatives in any way it sees fit, with most going for a simple majority vote, though a few dynasties and eccentric systems remain. The representatives meet at the capitol, and as such function as a representative system of government. The representatives choose from amongst themselves who takes on important roles such as President and council members. Any settlement that does not offer representatives, nor conform to the will of the assembled council, becomes forfeit, and is no longer under the protection of the council. In practice this generally means that smaller settlements are left to starve until they change their mind, or larger ones are dealt with by force of arms.

People: 75% Dwarven, 25% Orc

Laws: Harsh, but "just". Laws are logical and rational, but little leeway is given in the application of law.

Religion: None. People are free to have any belief they wish, but act of council long ago ensured that any one religion did not dominate the state. Most citizens of the confederacy are broadly unconcerned with religion, though a few fringe cults remain.

History/Culture: The Western Confederacy was born out of need. Dwarves who fled into the Western Mountains at the fall learned very quickly that only through combining their efforts with utmost discipline would they survive. This communal practice was codified early in the history of the Confederacy, though by who has been forgotten in the mists of time. This sharing of skills and resources allowed the young confederacy to thrive, growing rapidly from a few small familial tribes into a fully fledged set of interconnected settlements in a few generations. Over time, groups of Orcs found their way into the mountains, and were welcomed by the Orcs, who clearly saw the benefit such brutes could bring to their industrial efforts and military might. The Western Confederacy now spans a significant portion of the mountains, unconcerned with events outside of its span, ever striving to improve the lot for its own people. Emphasis within the Confederacy is placed on law and order, self sufficiency and engineering prowess. In general, the outside world is shunned, as it offers nothing but problems.

Capital City: Coppergorge - one of the first settlements set up after the fall. Originally a mine that produced low grade copper ore, the exhausted seams have been refashioned into many-tiered cave inhabitation for several thousand families and all of the associated apparatus needed to support such a number of people. The deepest seams have been converted into a utilitarian meeting and living space for the assembled representatives. From aboveground it does not look like much, with only the outer defences and gatehouses visible, but it stretches many complex kilometres underground, and in theory could be fully self sufficient for extended periods if closed off from the surface and neighbouring settlements via underground channels, as could most Western Confederacy settlements.

Cryxis, Prince of Doom

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Re: Great River Civilizations Thread
« Reply #9 on: December 24, 2015, 10:47:38 am »

Oh I like what you're doing here
I think I might sign up for the eastern forest

The Communist Collective of Carnissia
Spoiler (click to show/hide)
« Last Edit: December 24, 2015, 11:35:35 am by Cryxis, Prince of Doom »
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Spiderking50

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Re: Great River Civilizations Thread
« Reply #10 on: December 24, 2015, 02:10:39 pm »

Is there a map for this game?
« Last Edit: December 24, 2015, 02:45:47 pm by Spiderking50 »
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Cryxis, Prince of Doom

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Re: Great River Civilizations Thread
« Reply #11 on: December 24, 2015, 09:38:39 pm »

I have the original if it's the same map as the old one
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crazyabe

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Re: Great River Civilizations Thread
« Reply #12 on: December 24, 2015, 10:00:59 pm »

PTW, will make a Sheet, Calling one jungle slot.
here's a Question, Could You set your races to be made entirely out of Mutants? or would that fall under "Sizable part of the population"?
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Ardent Debater

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Re: Great River Civilizations Thread
« Reply #13 on: December 25, 2015, 12:05:39 am »

MERRY CHRISTMAS EVERYBODY!!!

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Now that that's out of the way, Onto the actual thread!

Reserved. Going for them ice flats probably. Do they have any resources at all??


Spiderking50, A pseudo-viking dictatorship in the north pole that's composed of nearly every Race? You're IN


Voidslayer, A Non-Dwarven Mountain Civilization, AND an interesting Religious Lore? You're IN

Name of state: The Western Confederacy.

Leader: The current president is Tholin Bronzehelm. He is in the second year of his 10 year mandated leadership, and is generally looked upon as a good choice of leader by the general diaspora that makes up the confederacy. He is a calm and rational leader who makes his decisions based almost entirely on the information at hand. Whilst this does mean he generally makes the right choice, he is rather predictable, and can be manipulated by his council. He avoids guess work and flights of fancy, as do many of his race. At times he has been described as stubborn, but he would prefer the term "Iron willed". His world view is similar to most of those in the Western Confederacy - that strength comes from working together, and that there is little of value outside of the mountains.

Location: The Western Mountains

Military: Moderate importance. Quality of weapons, training and equipment is more important than raw numbers.

Government: Each "Mine" (read settlement) is allocated a number of representatives (from 1 for small village style settements, up to 5 for major settlements) based on factors such as size or economic/industrial importance. These representatives take responsibility for running their mine according to decisions made by the assembled representatives. Each settlement is free to choose its representatives in any way it sees fit, with most going for a simple majority vote, though a few dynasties and eccentric systems remain. The representatives meet at the capitol, and as such function as a representative system of government. The representatives choose from amongst themselves who takes on important roles such as President and council members. Any settlement that does not offer representatives, nor conform to the will of the assembled council, becomes forfeit, and is no longer under the protection of the council. In practice this generally means that smaller settlements are left to starve until they change their mind, or larger ones are dealt with by force of arms.

People: 75% Dwarven, 25% Orc

Laws: Harsh, but "just". Laws are logical and rational, but little leeway is given in the application of law.

Religion: None. People are free to have any belief they wish, but act of council long ago ensured that any one religion did not dominate the state. Most citizens of the confederacy are broadly unconcerned with religion, though a few fringe cults remain.

History/Culture: The Western Confederacy was born out of need. Dwarves who fled into the Western Mountains at the fall learned very quickly that only through combining their efforts with utmost discipline would they survive. This communal practice was codified early in the history of the Confederacy, though by who has been forgotten in the mists of time. This sharing of skills and resources allowed the young confederacy to thrive, growing rapidly from a few small familial tribes into a fully fledged set of interconnected settlements in a few generations. Over time, groups of Orcs found their way into the mountains, and were welcomed by the Orcs, who clearly saw the benefit such brutes could bring to their industrial efforts and military might. The Western Confederacy now spans a significant portion of the mountains, unconcerned with events outside of its span, ever striving to improve the lot for its own people. Emphasis within the Confederacy is placed on law and order, self sufficiency and engineering prowess. In general, the outside world is shunned, as it offers nothing but problems.

Capital City: Coppergorge - one of the first settlements set up after the fall. Originally a mine that produced low grade copper ore, the exhausted seams have been refashioned into many-tiered cave inhabitation for several thousand families and all of the associated apparatus needed to support such a number of people. The deepest seams have been converted into a utilitarian meeting and living space for the assembled representatives. From aboveground it does not look like much, with only the outer defences and gatehouses visible, but it stretches many complex kilometres underground, and in theory could be fully self sufficient for extended periods if closed off from the surface and neighbouring settlements via underground channels, as could most Western Confederacy settlements.

MonkeyHead, A Mountain Civilization made up of Dwarves and Orcs living next door to each other in cramped cave Bunkers? Sounds !!FUN!! You're IN

Oh I like what you're doing here
I think I might sign up for the eastern forest

The Communist Collective of Carnissia
Spoiler (click to show/hide)

Cryxis, Prince of Doom and Creator of the Original Thread, A Forest Civilization made up of Communist Wood Elves and Khajiit, AND It's nearby a tribe of Mutants violent enough to drive several dozen Swamp Argonians out of their homes? You're IN

Is there a map for this game?

Unfortunately, No, No there is not, Since I don't have any Map Software or a way of creating one there isn't. However, If you guys REALLY wanted me too I could make an ASCII style map using my keyboard, But I'd prefer not to.

I have the original if it's the same map as the old one

That is extremely generous of you Cryxis, But I renamed the Forests into Jungles, and I renamed the Woods into Forests, And I tinkered with the Environment sizes slightly for balancing purposes. But still, I'd appreciate it if you PM'd me the Map so I could spoiler it in the OP for an easy reference. I'll try to do my best to describe it with Text, and the City-States probably all have unique world-maps, seeing as how Medieval Civilizations aren't known for their accurate geographical texts.

PTW, will make a Sheet, Calling one jungle slot.
here's a Question, Could You set your races to be made entirely out of Mutants? or would that fall under "Sizable part of the population"?

In Response to your Question, I guess you can make an entire City-State out of Mutants, as long as you have a good IC explanation for it, and the Mutants aren't OP. Also, Jungles+Mutants+crazyabe's writing skills? Interesting.... PM me what you have in mind crazyabe.

In-Game Lore: Most Mutants don't speak English and typically aren't very intelligent or long-lived, the reason I haven't given you guys a comprehensive explanation of the Mutant Race is that, well, they aren't just 1 Race, they're a convenient category 'Pure-Blooded' beings use as a catch-all term. There are hundreds of Species of Mutants that could be described as 'Intelligent' But most number in tiny handfuls, and new Species of Mutants pop-up almost monthly. There are however, a few dozen prominent Mutant Races that have a large enough Population to keep a stable gene pool going.

Hey Guys, Here's Some More In-Game Lore: The reason Civilization is being established in The River Valley is that most of the rest of the World is still a radioactive wasteland, thanks to The River Valley's lack of an enormous Population or High-Priority Targets it was largely spared from The Cataclysmic End, Or The Great Sundering, Or Fall Of Mankind, Or Whatever you guys wanna call the Civilization-Ending Event.

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Wow, This Thread is doing a lot better than I thought it would! We'll be able to start the game soon! Also, quick question, how long do you guys want turns to be? It needs to be just long enough to see the development of the City-States, But just short enough that individuals and important events remain, well, important.
« Last Edit: December 25, 2015, 12:10:47 am by Ardent Debater »
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Spiderking50

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Re: Great River Civilizations Thread
« Reply #14 on: December 25, 2015, 12:12:40 am »

For turn length, seasons or years seem appropriate. I learn towards season so that seasonal events can be a major event. However, that means every 4 turns is only one year which is a bit of a slow pace depending on how fast the actual game goes.
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