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Author Topic: Great River Valley City-States Thread, (8/20 Slots Taken) NEED PLAYERS  (Read 6217 times)

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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #30 on: December 27, 2015, 11:54:03 pm »

Spoiler: Mutant Civ Finished (click to show/hide)

Looks pretty good crazyabe but I have to ask a few questions.

Wouldn't Necropolis be a Tribal Despotism since Gul'Oonters took over by Force and hasn't founded a bloodline? It's your City-State, Not mine, So don't change anything you don't want to.


What kinds of Mutations does Gul'Oonter have?

Are there any Mutations that are almost universal among the Necropolites or is it just a chaotic hodgepodge where neighbors are more genetically different than a lobster and a hermit crab? Or are there several Mutant Sub-Races that have divided into a rough caste system?

How, if at all, has Necropolis organized it's society? Is it just every Mutant doing their own thing while taking orders from Gul-Oonter or is there a basic labor system?

Sorry to flood you with questions crazyabe.


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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #31 on: December 28, 2015, 02:35:15 am »

Spoiler: Mutant Civ Finished (click to show/hide)

Looks pretty good crazyabe but I have to ask a few questions.

Wouldn't Necropolis be a Tribal Despotism since Gul'Oonters took over by Force and hasn't founded a bloodline? It's your City-State, Not mine, So don't change anything you don't want to.


What kinds of Mutations does Gul'Oonter have?

Are there any Mutations that are almost universal among the Necropolites or is it just a chaotic hodgepodge where neighbors are more genetically different than a lobster and a hermit crab? Or are there several Mutant Sub-Races that have divided into a rough caste system?

How, if at all, has Necropolis organized it's society? Is it just every Mutant doing their own thing while taking orders from Gul-Oonter or is there a basic labor system?

Sorry to flood you with questions crazyabe.



Answer#1
Tribal Despotism it is then, I have limited knowledge of Governments sooo...
Answer#2
He Looks mostly like an Orc do to winning the genetic lottery, with his most visible mutations being Long Pointy Bone spikes that grow out of his Back, he also has Several Extra Toes, An unusable arm on his back that he cut off, An underdeveloped sense of sight, An overdeveloped sense of Smell, and his body docent produce enough testosterone.
Answer#3
The three most common mutations in Necropolis are: a Corpse like rotting of the skin, Large Bone based spikes growing out of ones body, or Massive Muscle Growth, It is rare to see someone with all three of these.
Answer#4
People generally do ether someone else's thing or there own thing when he isn't ordering them around.
« Last Edit: December 28, 2015, 02:38:27 am by crazyabe »
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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #32 on: December 28, 2015, 12:23:31 pm »

Carnissia claims Navy as it's diplomatic color.


Aluthol steps out from the council meeting halls onto their currently crude wooden steps. He outstretches his arms as he yawns and continues to walk back towards the central harvest office (building used to record/track/and collect information about food production) to collect their findings.

He walks in and greets the workers as they calculate numbers by carving into large but thin wooden boards. One approaches him with several wooden scrolls (thin wooden strips with ink writting on them bound with cord into a scroll),"Here's the numbers up to date". Aluthol replies,"Thank you, I hope it's a bountiful harvest this spring". The worker nods,"I haven't read them myself but I'm sure it is".


Record food production, use the food produced to feed the citizens of Carnissia, if there is extra food storage facilities should be created to house the food. Once the citizens are fed send extra food to the Argonian refugees and have stock ready to trade.


Three council members that are part of the trade board walk down the streets of Arbellason discuss current events on their way to a council meeting.
CM1(elf)-"I hear there are mountain folk just a little west of our borders, you ever wonder if they're peaceful?"
CM2(Kajiiht)-"I wouldn't be too keen on trusting mountain folk, all that time in the mines can't be good for their soul. Though we are lacking any form of metal or stone maybe trading with them would be beneficial."
CM1-"Oh I'm sure mining can't be that unhealthy, it's not like we wouldn't have workers in mines if we had anywhere to mine in these woods"
CM3(elf)-"True but we should be cautious with outsiders, not single little groups like the argonians but organized countries like us. They may not always have our best interests in mind. We should send aid best we can but close borders if they show signs of aggression"
((Sorry for my filthy punctuation))


Send traders loaded with food and some wood towards the mountains, to trade with Vaulzenk.



Local farmers approach the council of plenty (the harvest/food board) to discuss a proposition.

One of the elder farmers half reads from a scroll as he represents the large group of farmers behind him,"We the Carnissian farmers come here today to propose a new source of food for our nation that will in reads food production and make use of the cut timber fields. We propose that the stumps in these fields be burned, the ground tilled, and seeds be planted. To use these cut timber fields as areas to grow and harvest food of different sorts than what grows on trees".
The council speaks to each other for a moment and then one responds,"And what sort of foods do you expect to grow in these fields that doesn't grown on the trees in our orchards?"
The farmers I hesitantly respond, the old man pulls a pouch full of seeds out from his pocket,"These sir, they are from wild berry bushes and eddible plants. We can spread the seeds and till them into the ground to grow fields of berry bushes and root plants. Us farmers would be more than happy to help with the project and it would give the Argonian refugees work to do instead of walk the streets".


Burn out the stumps in cut timber fields and use the areas to grow wild berries and root vegtables. These projects will also provide work for the refugees in the city.



Upon entering Carnissia the Vaulzenk traders are met with welcome from woodelves and Kahjiit but are surprised to find very few Argonians in the city. Carnissia trades part of their stock of their strongest oak boards and a cut of their extra food for the stone and metal that the Vaulzenk traders bring.
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Re: Great River Valley City-States Thread, (6/20 Slots Taken) WE NEED PLAYERS
« Reply #33 on: December 28, 2015, 06:07:16 pm »

Year One: Summer

------------------------------------------------------------------------------------------------------------------------------------------------------------

The City-States of The Great River Valley have begun to build and to prosper in these dark times.


In Frosthilt, Marrow Ironblood orders his Fishermen to begin large-scale Fishing operations on The Great River using nets, [7] the Fishermen aren't having much luck, perhaps something else is eating the fish?

Acting under Ironblood's orders Hunters to begin stockpiling food for the winter, [19] Their Efforts are bountiful, there's enough Meat to last for two years, Thankfully they don't have to worry about preservation, as the Ice Flats naturally refrigerate Food. However, they've overhunted the Ice Flats and the ecosystem will need time to recover.

Seeking to gain Mineral Wealth Marrow sends a fairly large mining party to the Eastern Hills to search for ores, A third of the Frosthilt Army accompanies them. [8+4=12] The Miners are fairly successful in digging out a few reasonably deep mining tunnels, Although they don't find as much as ore as expected, the Dwarves say that the Mines are fairly rich in minerals deeper on.

Unfortunately several prospectors didn't notice the wet stone on the roof of one of the Tunnels, and the Two Dwarves with them were to preoccupied with digging shiny Iron to survey their work environment. [1] A Redguard struck it with his pick and the thin layer separating the Tunnel from a large underground lake shattered, causing the Tunnel to Flood, Killing 18 Humans, a Redguard, and Two Dwarves who weren't fast enough to outrun the torrent. Frosthilt is a predominantly Male Civilization and none of them had children but their Friends are very upset by this and the popularity of Marrow Ironblood's leadership decreases sligtly. Miners realize the dangers involved and demand a higher payment for their efforts.

Despite the set-backs the Miners do manage to retrieve roughly 300 pounds of Coal and 100+ pounds of low-grade Iron. The success of the Mining Expedition balances out Marrow's Unpopularity, setting at roughly the same level as before.

The Dwarves of Frosthilt proceed to carve an underground Mushroom Farm out of the Ice, [4+2=6] They immediately run into some problems, the Ice is extremely fragile and difficult to mine, the climate isn't suited to growing plump-helmets, and a few extremist worshipers of Veranis are angered by the Ice carving, claiming that they are, Quote:"SPITTING ON THE GREAT AND HOLY ICE BRINGER'S FACE!" Unquote. Tensions boil over and they attack the Miners, [5+2=7] VS [14+4=18] And are slaughtered because they were foolish enough to engage them in their own tunnels without any weapons, apart from their faith and a few knives, as opposed to Dwarven Pick-Axes. The conflict results in a small feud between the Dwarves of Frosthilt and the Church of Veranis, People on both sides are demanding that Marrow tries the other side for treason.

Out of curiosity, Marrow Ironblood begins to ask around about the Mutant Immigrants he's let into his City, It seems that the vast majority of them are the children of Radiation victims that have been ostracized from their former societies. A handful have been born in Frosthilt, As a whole, the Mutants are all extremely hardworking and are grateful to Marrow Ironblood for his openness.

In The Western Confederacy Tholin Bronzehelm commands the Confederate stone masons to ensure that the Border Outposts are still in working order, [4+8=12] It seems that the harsh winter storms took a toll on them, but they are still functional and the masons immediately go about fully restoring them with the prediction that they'll be done by summertime.

River Forts are order to Tax any vessels trafficking The Great River and to turn away anyone who refuses to pay. [14-6=8] The few Merchants desperate enough to sail through confederate waters pay heavily for the privilege, making up for the lost trade that the Confederacy's self-imposed isolation has brought.

Tholin mandates that the Citizens begin to commence agricultural work on the surface, [16-2=14] They manage to get plenty of crops planted and growing by the end of the season, [10-2=8] The Fishing Projects are less lucrative but they manage to feed themselves and their immediate family members. [3] The Goat Herding goes remarkably well, until a mysterious species of winged monsters that look like a cross between a Lion and an Eagle begin to abduct mountain goats and slaughter any of the Ranchers brave enough to fight against them. The Orcish Scouts say that they have several Nests in the tops of a few of the more isolated Mountains of the Confederacy, The People have already come up with a name for them: Griffins. They are harassing above-ground activities and will continue to do so until they are stopped somehow, So far, 28 Dwarf Ranchers and 17 Orc Ranchers have died to the Griffins, Over 200 Mountain Goats have been abducted and taken to their Nests.

Tholin Bronzehelm orders the Dwarf Miners of the Confederacy to search for untapped ore seams, [17+4=21] After weeks of hard searching they haven't found anything of value. Finally, when even Tholin's famous patience was nearing it's end one of the searchers reported that they'd found a mysterious steel door at the bottom of an unexplored cave, The door was supposedly indestructible and had many strange and ancient runes carved into it's surface. The Miners who found it didn't tell anybody but Tholin about their discovery, fearing that it would be pillaged before they could have their fair share of the treasure, if there is any behind the door, of course.

The labors of the already existing Mines are enough to supply the Troops for now, but in a few years they will certainly be depleted. Some of the Orcs have sent a petition to Tholin Bronzehelm asking for permission to build a few Raiding Skiffs to attack and loot Riverside Villages from other Regions.

In The Paradise of Argonia King Sasslartaas has commanded his Followers to build a more complex irrigation system using slave labor, [9] Their efforts are partially successful and the growth of crops seems to be slightly faster as a result, However, several dozen Mutant Slaves die from exhaustion while working, Significantly lowering the Mutant Population their opinion of the King.

The King orders his Hunters to find and catalog the desert Beasts in the hopes of taming them, [20+4=24] While they were searching One of the Hunting Parties found an enormous golden Dragon hibernating in the sand dunes. The Hierophants say that it is an omen and that it may be an incarnation of Thrallax the Wise One, sparking religious upheaval. Coincidentally, this also increases the Argonian Citizenry's Loyalty to King Sasslartaas. The Hunters that found it were afraid to wake it up so they decided to tell King Sasslartaas about their discovery and they await his orders.

[13+4=17] The other Hunting Parties managed to bring back a few strange, snake-like lizards, that are about the size of a large dog, they seemed to be tolerant of their Argonian captors but when they tested their fighting capabilities by putting one of them into a pit-fight against an unfortunate Mutant Slave it showed no hesitation and viciously assaulted the Mutant. The Mutant managed to get a lucky hit and clubbed it's face in but he was bitten in the process, After two days of a strange illness that caused muscle spasms and delirium his primary heart stopped, putting the Slave into a coma. The Hierophant Scholars suspect that if the Mutant had had only one heart instead of four the consequences would've been far more dire.

[3+4=7] The last of the Argonian Hunting Parties vanished without a trace.

Foreseeing the eventual need for expansion King Sasslartaas has sent a strong band of elite Warriors to explore the neighboring Jungle, in search of possible settlement locations, as well as the Citadel rumored to be there, [18-4+2=16] They found a few small Mutant hamlets near the border, [5-2=3] VS [19+2=21] which they destroyed with minimal effort. [19-6=13] While they were looting they managed to find a large amount of Jungle Fruit and Wood Crafts, they also captured 47 Mutants and brought them back to Thrazxallaahk to labor as slaves. Interestingly enough, most of them had rotting flesh and a few where almost as large as a Redguard in terms of sheer muscle. When they were interrogated about the Citadel it was discovered that they couldn't speak the Argonian Language, Instead they babbled incoherently, but they did repeat the words 'Necropolis' and 'Gul'Oonter' repeatedly. The Warriors were too preoccupied with their minor military campaign to search for settlement locations.

In The City-States of Vaulzenk, the ruling Monarch Gold Turtle has instructed that a Metalworker's Guild should be formed to unify the Six Great Houses. [19] The idea to share their Metalworking knowledge to gain Six times as much knowledge about Metalworking for free was met with enthusiasm, to say the least. The Metalworker's Guild is prospering with the help of the Six Families, although each Family has insisted on maintaining it's own branch of the Guild.

Azura, Gold Turtle's Head Scribe, has been instructed to build a massive quarry in search of high value marble and strong granite. The Scribe specifically attempted to recruit Laborers who were engaged in Earth Worship for the project, and was given permission to use the Kingdom's reserves of Food and Gold to get the quarry built. [19-2=17] Despite the Enormous, and by that I mean ENORMOUS size of the undertaking Azura has managed to get it up and running within two months.

Gold Turtle has sent a Diplomatic Caravan to The Communist Collective of Carnissia in an attempt to trade Stone, Metal, and Trinkets for Food and Wood. [16] Led by Jaegara the Red, priest of the Sun Dragon, and with a sufficiently large show of force the Caravan managed to make it through the Eastern Hills without any problems.

In The Communist Collective of Carnissia, Overseer Alutol Urner has set up a Food recording system to maximize harvest efficiency, [10+4=14] It shows to be a promising year, but there most likely won't be any lavish feasts occurring as of now. There's just enough Food to meet everyone's needs and those of the refugees, there's even 34.798 Pounds of Surplus left-over that can be used to trade! (Communists heavily value detail)

A fairly large Caravan made-up of Elf Farmers and Khajiit Guardsmen has been sent to the City-State of Vaulzenk, in order to trade Food and Wood for Stone and Metal. [3] They are attacked by a small tribe of Orc Nomads on the way there, [10+2=12] VS [14+2=16] The savages swarmed out of the hills in the dead of night and cut down the Khajiit Guards before they could organize. The Orcs managed to steal most of the Pack Animals and almost all of the Wagons, they also abducted the most of the Elf Diplomats and Farmers that were sent to negotiate with Vaulzenk, probably intending on selling them to Slavers. [8] 3 Pack Donkeys and a Wagon full of cedar wood manage to escape back to Arbellason. All in all, 17 Elves were abducted, 13 Khajiit were slain, and several hundred pounds of merchandise was stolen! Fortunately, 8 Elves and 2 Khajiit managed to make their way back to Arbellason where they relayed to news to Aluthol immediately. The majority of the Citizens want to send in a search party to rescue the Elves and bring the Orcs back to Arbellason to be tried and executed, Others want to execute the escapees for treason, for not standing their ground in the Attack. In short, the Caravan was a disaster.

The Argonian Refugees and a few Wood Elf Farmers begin to commence small scale farming in cut timber fields, [14-2+2=14] Although the Argonians aren't very good farmers the wood ash helps to fertilize the fields enough to balance it out, The Harvest will be fairly good, according to the Council of Plenty's predictions.

The Caravan from Vaulzenk has arrived in The Communist Collective of Carnissia, They traded 250 Pounds of Cut Stone, 50 Pounds of High-Grade Iron, and 30 Useless Metal Trinkets for 34.798 Pounds of Tasty Fruits and 150 Strong Oak Boards. The Communists warn them about the Orc Bandits and the Caravan begins to head back to Vaulzenk, Both Parties are happy with the Trade.


Deep In The Western Jungle Gul'Oonter has taken over Necropolis, establishing his own, mighty City-State. (To be honest, It's somewhat crude and primitive but the last person who told Gul'Oonter that lost both of his tongues.) A virtual Haven for Mutants, they prize strength over all else and want to enslave The Great River Valley.

Almost the same week Gul'Oonter took office a Mutant Commander told him about how Lizard-People came out from the Desert, burned several harmless Villages to the ground, and proceeded to Torture and Enslave the few Survivors before heading back into the desert. The Mutants of Necropolis are unanimous in their decision to try and attack the Lizard-People but they're too scared by Gul-Oonter to act on their own and are waiting for his Orders.

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Spoiler: GM Note (click to show/hide)




« Last Edit: December 29, 2015, 10:27:58 am by Ardent Debater »
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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #34 on: December 28, 2015, 07:06:17 pm »

Aluthol calls for a public announcement bring many people to the town center to hear his words,"My brothers and sisters of Carnissia, I understand we have suffered a loss with the ambush on our caravan but please do not fret. Now we know the dangers of the hills and with the survivors as witnesses we know what to expect next time. Do not feel anger towards the survivors, if not for them we wouldn't know of the details of the attack. We will train a special unit of warriors to find these Orcs and bring them to justice, we will use the new materials from out new friends in the mountains to give these soilders top grade equipment to stand a better chance against these bandits. Now I ask you to keep the families of those lost in your minds, being them comfort if you can, and any able bodied citizens I ask you to come forth to the office of recruitment if you would like a chance at being part of the unit that will find these Orcs and protect further caravan trading attempts."


Calm the people and wait till a special unit is trained and ready to go find the orcs. Use the new high grade metal to produce good weapons and armor for a special unit of warriors. Recruit very good candidates for this unit and begin training them using this new equipment and training equipment. Question the survivors of the attack to learn more about the Orcs.



Excerp from a discussion at the Council of Plenty:
Head speaker (elf, represents the council at the city hall meetings)- With the new fields expecting to produce a good harvest we should ask the construction council to build larger storage facilities. We should also build facilities to preserve these foods for the coming winter. We should also ask the council of security for guards at these facilities as the mutants that brought the argonians here or the orcs that ambushed our caravan may see these storage facilities as easy targets. Time to cast your votes on what will be brought to the council.

Building new facilities:
For- 10
Against- 6

Building preservation facilities:
For-12
Against-4

Asking for extra protection:
For-13
Against-3


Build new storage facilities, recruit a few guards to keep them protected. Build preservation facilities to preserve food for winter and to be kept in storage.



In the wake of a tradgedy the people call for action, while Aluthol asks for patience for a special unit to hunt down the Orcs, the recruitment offices see a surge of elves and kahjiit alike wanting to join the guard and protect Carnissia's cities from these bandits. While many do not meet the requirments to join the special unit the majority of them do meet requirments to join the guard and militia.


Guard and militia numbers are increased as eager citizens join to protect the country from the new possible threats popping up.



Carnissia would like to send a diplomat (elf) with the Vaulzenk caravan to discus future trade and the possible construction of a road between the two countries in the future to better protect caravan traveling back and forth.
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crazyabe

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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #35 on: December 28, 2015, 08:06:46 pm »

Diplomatic color: Green On Green

Gul'Oonter 's Speech to the people.
We Will Tear the Serpents apart, and Enslave their Children for the Violence Those Snakes have done!

« Last Edit: December 28, 2015, 08:11:32 pm by crazyabe »
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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #36 on: December 28, 2015, 09:01:36 pm »

King Sasslartass speaks to his advisors, and the most powerful of his people.
"Great deeds have been done by the people of the Paradise and you all have acted accordingly so I will be pleased to honour you with a raise in your status."
Sasslartass honors those before him, that succeeded with their given mission regarding the exploration and catalogueing and the building, by letting them raise a caste.
"I foresee great struggles for our people as the omens speak a complex tongue. We have babbling mutants of the jungles, speaking unheard languages, and yet a forebringer of our word is at our very desert. I shall go to speak with this remnant of the gods, and take my powerful warriors with me, as well as the most wellspoken hierophant. We shall see that our dragon has what it needs, and offer him our attention. We shall bring him 40 virgins, 50 slaves, and 60 mutants to appease him, as well as a glass statue of us, the king-god Sasslartass."

"To our brave hunters: Bring the snakelings to us, tame them, and make use of them to protect our herds, to protect our city, and to protect our city. They are beasts, obviously sent to us, to serve us. Every household shall get one, and the fiercest of our warriors shall walk with them, as if they were brothers."

"Now, let us talk about the mutants.
The new mutants bring a challenge to us, as they seem educated and less wild than our assets. We shall propose to seperate the newly acquired specimen from the rest of the flock and try to teach them our language and our ways, to a point where we can communicate properly with them. As they appear in times were the dragon riseth, we shall see them as a sign of newfound possibilities. Beware their strange tongues though, as it is unclear now if they are demons sent to distract us. In our humble universality, we shall observe them to learn."

The King orders the well treatment and training of the newly acquired mutant slaves.
The King then proceeds to gather 300 of his most adept fighters and his most well-spoken hierophant, a glass statue of his beautiful facade, along with 40 virgins, 50 slaves and 60 mutants.
Hunters shall tame more of the Snakelings and bring them to the citystate, as well as building a warforce with them.
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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #37 on: December 29, 2015, 04:26:15 am »

Quote
The Goat Herding goes remarkably well, until a mysterious species of winged monsters that look like a cross between a Lion and an Eagle begin to abduct mountain goats and slaughter any of the Ranchers brave enough to fight against them. The Orcish Scouts say that they have several Nests in the tops of a few of the more isolated Mountains of the Confederacy, The People have already come up with a name for them: Griffins. They are harassing above-ground activities and will continue to do so until they are stopped somehow, So far, 28 Dwarf Ranchers and 17 Orc Ranchers have died to the Griffins, Over 200 Mountain Goats have been abducted and taken to their Nests.

Tholin read the reports about the giant sky beasts while the debate dragged on around him. The debate was split between those who wanted to eradicate the beasts, those who wanted to immediately retreat to the burrows, and those who wanted to try and tame them. Tholin was of a mind to try and make use of the bests, but in a subtle manner. He rose, and the hubbub dropped. In his low voice he spoke plainly: "We have no idea where these beasts have come from, or why. They may be migrating over our lands. They may have been driven here by a yet bigger abomination. It matters not. As they are in our mountains, they are ours. I propose we make good use of them. The adults are wild, and would resist taming. As such, they present a good opportunity for us to ensure our armed forces are kept on their toes. I also propose that as a non-critical situation it would be a very good idea to try out any novel weaponry on them, in order to evaluate the performance of any exotic or unorthodox designs. As for the eggs... well, I would like to see the young hatched and reared by our most skilled ranchers. If we could domesticate such a beast, it could be a useful source of food, animal labour, and a weapon of war... one that we must keep close to our chests, and not trade with the outside." A general murmur of consent from around 60% of those assembled suggested to Tholin that this plan satisfied those who wanted to kill and those who wanted them tamed.

Using soldiers not posted to border duty, look to kill any and all adult griffins using any promising new and unusual weapon designs being proposed by engineers. Eggs are to be captured as a high priority and handed over to our best ranchers with orders to rear them for use in agriculture, industry, and war.

Quote
Tholin Bronzehelm orders the Dwarf Miners of the Confederacy to search for untapped ore seams, [17+4=21] After weeks of hard searching they haven't found anything of value. Finally, when even Tholin's famous patience was nearing it's end one of the searchers reported that they'd found a mysterious steel door at the bottom of an unexplored cave, The door was supposedly indestructible and had many strange and ancient runes carved into it's surface. The Miners who found it didn't tell anybody but Tholin about their discovery, fearing that it would be pillaged before they could have their fair share of the treasure, if there is any behind the door, of course.

... now, onto other matters. It looked like it would be a lean year for the Confederacy. No matter, they would endure, as they always had. This door however, vexed Tholin. There were rarely such things as good surprises in the mountains, and a strangely marked steel door which was resisting force was most certainly one. Dwarven miners were greedy little bastards, and Tholin knew that they would go to great ends to see this greed satisfied... "Now, as for this door. It could hold something good, something powerful, something bad, something evil, something useful, something of value.... who knows. however, to be sealed, and marked, it is clearly important... and seeing as it too is in our mountains, it is also ours. I propose that the miners who found it be ordered to access the door in any way they see fit, taking utmost care of course to protect themselves and others, and to report back as soon as they gain access without removing or disturbing anything until we know exactly what it is we are dealing with. This of course means it is also in theory only their greedy little necks that are being risked. I suggest we offer them a cut of whatever is found behind the door, as is customary for prospectors. Say, 15%? Of course, this assumes that whatever is behind the door does not bring them their ends..." - a low chorus of "aye" told Tholin that this matter did not rank highly among the members of the council in terms of import, if they would agree so readily to a fairly normal course of action for ore prospecting.

Offer the miners a 15% cut of anything they find behind the door, if they can open it or get around it in some way. They are ordered to report immediately upon opening and performing a survey, and are forbidden to remove anything from the chamber before an analysis of its contents can be performed.

Quote
The labors of the already existing Mines are enough to supply the Troops for now, but in a few years they will certainly be depleted. Some of the Orcs have sent a petition to Tholin Bronzehelm asking for permission to build a few Raiding Skiffs to attack and loot Riverside Villages from other Regions.

"Now, finally, let us discuss our more militant members. They wish to engage in a little light banditry. I do not approve of such things, as it might, nay, will bring the focus of those outside the mountains on to us. Little villages will have little worth taking, and bigger settlements will no doubt look to strike back. No, this is not an idea I am fond of..." - grumbles of approval from just under half of the council told Tholin that this was a shared sentiment amongst more established council members - "... but I also recognise the need to satisfy the urges of our more forceful brethren. To this end, I propose we engage them with the hunting of adult griffins, offering them the same 15% share of the spoils as we would a prospector, and then to allow these same proponents of banditry the opportunity to raise and train griffins for war. If they succeed, I have a future plan in mind which I will use them for, and which will satisfy their need for adventure. If they fail, and become griffin food, well, the problem takes care of itself..." - A rumble of sarcastic laughter signalled the councils general approval, as it began to file out of the meeting hall and off back to enact the will of the council.

"Offer" the belligerents the opportunity to join the armed forces in hunting the adult griffin with experimental weapons at favourable prospecting terms, and the opportunity to raise some of the griffon eggs as a form of fast scouts/transports/hit and run raiders

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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #38 on: December 29, 2015, 10:24:44 am »

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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #39 on: December 29, 2015, 12:03:53 pm »


Its all good. Thanks for the fix.




The bounties of spring always brings its own problems. The built up tension of spending winter indoors is suddenly released as people begin moving, working, and interacting more. Marrow should have expected qualms, but these deaths are unfortunate.

Marrow agrees to an increase in wages. He changes the wages from hourly to by the pound so that if the miners gather the same amount as they did in spring, they would make slightly more money. 

Furthermore he orchestrates a funeral for all the good men who died in the mines. He made sure that they are surely and heartfully memorialized in the traditional fashion of their race. Or, if it was known that a member had a preferred burial ceremony/practice, they were memorialized in that fashion. He also held a small service for the close friends of the miners where he gave a toast to the men that they lost. Fine alcohol was served at this event for those who wanted it.

Next Marrow turned his attention to the deaths in the mushroom farm. He was very unhappy with the zealots who attacked the miners. He made a declaration saying that the dwarves were acting in self-defense, which will drop their charge from murder to third degree manslaughter. As the zealots were largely unarmed however, the dwarves are still given that lesser sentence. Marrow, who like most of the citizens of Frosthilt followed was a follower of Common Polytheistic, the religion which Veranis belongs to. Among the meany other gods who created the world, Veranis is one who does not care for mortals. As such during his discussing with church elders, he quoted from The Book of Gods, And the ice shall cover the world. The men will die, the elves will die, and only the dwarves will live on in their holes. The surface will become barren and all will be dead. This I, Veranis, swear will be how the world comes to a close.  While many Veranis priests stray away from her more vindictive sections during sermons, Marrow knows better than most the gods and their lore. Veranis cares not for what lays beneath the earth, even her own ice. Plus she doesn't care if dwarven lives and farms carry on beneath the surface. The fact that church officials would neglect to point this out to their congregation is worrying to Marrow. He gives another quote from the Book of Gods, Ice is a blade. It is sharp and it is death. It will be your end, of this there is no doubt. Yet, ice is justice. It care not for itself or for you, but for justice. Those who are just will find the ice an ally, those who are wicked will never thaw. The priests, after a long discussion with Marrow find they cannot argue with their own texts and agree to discuss more thoroughly the more righteous side of their chosen god with their congregation, now that they see the other side of Veranis. Marrow, after getting permission from Veranis church officials, gives a short sermon in addition to the normal sermon in which he discusses how Veranis will favor those who follow the righteous path and punish those who stain her ice red.

Orchestrate the funeral services and church service mentioned above.

Give miners who slayed the church members 3rd degree manslaughter. The punishment is 7 years of service in either the army or the mines. They may also take the option of exile to the north (but no one would take certain death over, a seven year sentence).

Marrow then begins to direct his attention to the tasks and needs that summer has brought upon his fine city. Seeing the huge surplus of food the hunters bring in:

Marrow hosts a feast in celebration of the hunters plentiful harvest.

With their need for food satisfied for the near future, Marrow begins another project. His hunters, who are wonderful trackers and ambushers, are given the task of cataloging and trapping the wildlife. Hunters will be paid slightly bellow their normal rate (as they need not actually kill or fight anything), but will receive a very small bonus for each new creature discovered and documented. A slightly larger bonus will be given to those who bring capture strange creatures alive. A larger bonus will be given if a successful mating pair can be established. Marrow is very clear on the rules. If its dead, no bonus. If it has kids, bonus. The hunter who brings back the best (as determined by Marrow) catch will receive much public recognition and may even be promoted. He also tells them that he wants to know what is eating all the fish.

Begin the Trapping Tournament (As described above).

Furthermore Marrow sets his dwarven smiths about crafting necessary items for the city. Tools, nails, and other items desired by the people of Frosthilt. In addition traps are constructed for use by the hunters.

Begin using the iron gathered in spring for necessary items as well as traps for the hunters.

Continue mining the hills guarded by part of the army.


With the many needs of Frosthilt on his mind, Marrow sets the wheels into motion. Now he turns his attention to the Western Mountains. He had received word that a strange new beast had began terrorizing the mountainside. Marrow know many of his hunters would rather hunt than trap.

Marrow sends a liaison, a dwarf by the name of Rigel Gylorit, to the Western Confederacy. He has two issues to discuss with Tholin. (1) Frosthilt will be willing to commission several hunters to slay the griffins (under the condition that at least one pair of captured griffins  or hatchlings is returned to frosthilt). (2) Marrow wishes to open trade negotiations with the Confederacy. Specifically, Frosthilt is looking to sell some of its surplus food in the fall and would like know if the Confederacy wants to trade for any.

Seeking another trade partner:

Marrow sends a liaison to The Communist Collective of Carnissia, one of the city's Khajat minority. The khajats name is Ferigan Gyewclaw and he is a hunter by trade. He will seek the officials not only in charge of the government but also of the food supply. He will try to set up a trade agreement for fall or winter. 

Each liaison is accompanied by four trained army guardsman.


With many endeavors underway, Marrow settles into the day to day activity of the summer season.
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Re: Great River Valley City-States Thread, (6/20 Slots Taken) NEED PLAYERS
« Reply #40 on: December 30, 2015, 10:30:24 am »

((OOC:You've got one day left to post your turn actions.))
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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #41 on: December 30, 2015, 10:48:56 am »

((can I join?))
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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #42 on: December 30, 2015, 10:51:09 am »

((can I join?))

((There's still 13 Player Slots left aren't there? Of Course you can join!))
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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #43 on: December 30, 2015, 11:20:06 am »

Name of state: Zekla'is Empirical State

Leader: Emperor Han-Zah

Location: Eastern Desert

Military: The overall Military of Zekla'is is very well-rounded. Soldiers often temp out as the Hunters when not in active duty and the occasional tribal/bandit raids keep the Military sharp. The standard gear is reinforced Sandstone armor and Bone weaponry, encrusted with sharpened iron from trading with private blacksmiths around Zekla'is. The Empirical Army Force(EAF) has recently become more organize in nature, with increasing ambushes along the trade routes by Bandits. Zekla'is recieves massive amounts of income from raiding and looting the surrounding Tribal camps. Escort services for travelers also gain more income for the State.

Government: Monarchial Hierachy. Emperor Han-Zah is the 4th of the Zah dynasty to rule. The Zah dynasty was mostly a disaster in the beginning and peasant revolts were constant place. Every since Han-Zah ascended to the Throne, his Military and Mercantile strategies has put the Zah dynasty in very great standing. Emperor Han-Zah is in constant pressure to rectify the issues of his father and grand father's incompetance, but most of the inner Court insist he is doing well.

People: Desert Argonian. The desert is a very seldom place to travel, so foreigners are an unheard of thing. If an Orc was to be seen, much of the populace would mistake it for a very UGLY Argonian. The only thing closest to Outsiders in Zekla'is are the savage Desert Argonian Tribals and Bandits.

Laws: Mildy-Strict. With this being a harsh and barren place, harsh punishment can be expected in Zekla'is. Stealing from even a Begger can get your hand lopped off. Courts are rarely held, for Guards often play judge, jury, and executionary role on the streets. Corruption within the ranks because of this very serious problem. Han-Zah recently decreed the position of Commissars. They are fanatical believers of the State of Zekla'is and investigate corruption within the Guard hieracy if need be.

Religion: Since the beginning of Zekla'is, the inhabitents worshipped an ancient FN NAL 7.62mm rifle. Long since the rifle has disappeared from existance since the great war, but legend has it that the FN NAL rifle was the sole savior of the pre-Argonian settlers in the desert against countless foes after the Great War. It is said a mighty Warrior once wielded it to smite down his foes with deadly accuratecy. The church of The Rifle is the only political faction that uses firearms close to the FN NAL model. The newer model is called the Holy NAL and only uses 5.56mm rounds. The church is lead by an Arch-Smith who fanatically makes firearms of all kinds. Each lower caste Priest is named a Gun Guard, who each is assigned a Holy NAL and preserves it with his life.

History/Culture: Zekla'is is very Hellenistic, but also very regale. Ever since the first dynasty, Raga-Mu, it has been like this. But in its Tribal days, Zekla'is was nothing but a degenerate cesspool filled with ever kind of debauchery possible. It was not for the pre-Argonian explorers and settlers, the surrounding land would still be consumed with bloody Tribal Warfare. Five seperate dynasties ruled Zekla'is, each with varying degres of success. The Zah dynasty is the Sixth to rule Zekla'is, starting out terriby, but only recently forming up to be the mightiest of all Dynasties.

Capital City: Zekla'is itself is very beautiful looking from the inside. It is adorned with fairly detailed buildings all across and the streets are keep clean. Outside the walls is very barren looking expanse, with the unusual Bandit corpse littering the massive gates leading into Zekla'is.
« Last Edit: December 30, 2015, 11:29:04 am by Lidku »
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Re: Great River Valley City-States Thread, (5/20 Slots Taken) NEED PLAYERS
« Reply #44 on: December 30, 2015, 11:27:16 am »

Accidental double post. Jeez I am rusty
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