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folder icon   04-02-2008, 12:54 AM
Dynasties: The Dawn Post #1
~Crusader~

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Welcome players!

This will be the game board for the first edition of Dynasties, denoted The Dawn! In here is where all the action will take place! Those of you participating in this game are the first members of hopefully a long line of players.

IMPORTANT
ALL PLAYERS ARE NOW ALLOWED TO POST THEIR OFFICIAL LORE! DO THIS AS SOON AS POSSIBLE! PLAYERS ARE ALSO ALLOWED TO PICK THE TERRITORY THEY DESIRE IN THIS ORDER ON THE BASIS OF FIRST COME, FIRST SERVED SO POST YOUR LORES ASAP!

Educate yourself on the rules and mechanics of Dynasties before the game starts.

Just a few basic rules:
Seasons (turns) take place 4 times a week! All season postings by the Game Master (me) will be done at 12 am US EST for each day. For those of you living outside of the US you'll have to do a little bit of calculating to figure the calender out!
Sunday=Spring
Tuesday=Summer
Thursday=Fall
Saturday=Winter
This can be potentially altered depending on how it initially works.

In order for your season to be calculated you need to post your turn before the next season is posted. The Game Master turns will be posted at 12 am US EST for each season, so you have the 2 days to get your season posted.

If you do not post within the amount of time given, your tribe will just exist as it had the previous season. However, IF YOU MISS 4 CONSECUTIVE TURNS YOU WILL BE DECLARED MISSING! YOUR TRIBE WILL SURVIVE AND YOU WILL NOT LOSE NOR GAIN RESOURCES! NOR CAN YOU BE ATTACKED OR ATTACK! IF YOU MISS 8 CONSECUTIVE TURNS, YOU WILL BE DECLARED DEAD AND YOUR SOCIETY WILL WITHER AWAY.

There is no exceptions to the above rule EXCEPT when the Game Master is notified well in advance!

Remember: It is the players job to establish a good lore and interact with your neighbors! This is a game of competing societies!

A point of interest: Have fun with this guys! Use your creativity to really establish a strong lore! If you want to, you can create flags, do drawings of your civilization or your soldiers, whatever you want. Adding these extra little flairs will make it more interesting for everyone. Your creativity is the limit in this game.

I will also be posting a (very crude) map of Murdo both in this topic and the original one. Hopefully that will help visualize the terrain.

If you have any questions at all, please E-mail me at dynastiesgm@live.com

~Crusader~ has attached this image:


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Dynasties -The Rules
Dynasties: The Dawn -The First Age
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folder icon   04-07-2008, 04:34 PM
Post #2
Chaotica

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Tribe Name: Vora
Leader's name: Thudor (Age 48)
Leader's background: Growing up a hunter's son, Thudor was meant to be a hunter as well. He did become a hunter, and a fearsome warrior. By the time he turned 30, he was able to gather a band of warriors. He tought his men discipline and honour, traits the other clans often lacked. Long campaigns of war against the other tribes paid out and now he has united the Vora under his command, and with the other clans broken, he was proclaimed Ice King of Uram's Tusks, and is now the single most powerful man in these mountains. Thudor is not extremely large for a Vora, though still quite formidable, he stands a little over 7 foot, yet it are his charisma and cunning that distinguish him. His once pale blond hair has now turned as white as snow, as has his forked beard, as his age is exceptional for a Vora, most dying quite young from war or cold. He wears a white bearskin cloak over pale iron plates.
Region: Uram's Tusks
Tribal Lore: The Vora, as cold and hard as the mountains that house them, were not long ago just one of the many warring mountain clans, until recently, when Thudor the Ice King, arose and led his people to vanquish those clans who opposed the Vora, while sparing those clans wise enough to lay their arms at his feet. This has earned him not only the love and loyalty of his own clan, but also of the other clans, who were allowed to remain autonomous as long as they remain peaceful. Even though some opponents remain in outlying corners of the Tusks, the Vora are now the most dominant clan by far, and have little to fear from their fellow mountain dwellers. Like most mountain clans living in the Tusks, the Vora have very pale skin, causing the rest of Murdo to regard them as a people of albinos. This, however, is not true, for their hair is dark and their eyes are about as keen as human eyes get, and the skins of those Vora living on the mountain tops where the sun is brightest during the short summer months are known to darken fast. Unlike most other clans though, all Vora have a strong muscular build, most standing 6 to7 foot tall, while some of their fiercest warriors are said to be as large as 8 foot. Hard places shape hard people indeed! They are great smiths and craftsmen, who have little affinity for growing crops and vegetation and rather hunt or collect their food. The women are known to herd goats and sheep, while the young hunters fish and shoot hares and squirrels. The older and more experienced hunters hunt for the mountain elks and even for the great mammoths. The mountains contain an abundance of ores and stone, while the vast pine forests provide for wood. Some elder Vora have knowledge of herbs, alchemy and technology, and these individuals are well respected within their society. Because of the sheer cold and heavy snowfall the largest part of the year, the Vora most often dwell in caves. They are largely independent, and even though they are one people, they live in small villages consisting of just a couple of caves, each family keeping their own livestock. Vora have little heart for trade, rather raiding their neighbours than talking with them, but since Thudor's rise to power, there has been more trading with outsiders than before. They don't worship any god, and have no priesthood, but some far-off places are reserved for the God of Snow and Ice, and at such places modest shrines can be found. Now that the other clans no longer pose a threat, Thudor means to let his clan grow strong, build and research until the time is right. And when the time is right, the Ice Men shall sweep down from the mountains and plunder the weak warm-blooded nations to the south!
Military:
Infantry: Vora infantry are large, surefooted men (the smaller and weaker hunters will remain hunters, and serve as ranged warriors in time of war), armed with axes and spears rather than swords, and carry tall shields. These are usually made of wood, painted white and blue, but are often reďnforced with metal. They wear thick studded leather armour with cloaks of fur to keep them warm, but some wear iron plating when going to war. In their armour they move slower than hunters. In their white-and-blue armour, with pale faces sometimes painted icy blue as well, the warriors from the Tusks proudly call themselves 'Frostbite'. The rest of the realm just calls them scary.
Ranged: These are the hunters, hunting the enemies in the same way and with almost the same equipment as they hunt for elk, wolf, bear and mammoth. At long range they use longbows, while swapping to javelins as the prey comes closer. They wear leather, wool and fur, more as protection against the cold than against enemies. When going to war, Vora Hunters carry small round shields for protection from enemy ranged attacks and charges.
Cavalry: Cavalry are very scarce with the Vora, as horses don't do well in the mountains, still, those few horses that are bred in the Tusks are strong horses with great endurance, who are capable of carrying an adult Vora warrior with all his armour and weaponry. Vora cavalry wear the same armour as other warriors, but carry large double-bladed axes decorated with ivory when they ride to war, each knight being a chief of a small village in his own right, as only the richest Vora can permit themselves a horse. They are called Tusk Knights, to distinguish them from other knights, who ride smaller and faster horses and wield other weaponry.

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I read about an Eskimo hunter who asked the local missionary priest, - 'If I did not know about God and sin, would I go to hell?' - 'No', said the priest, 'not if you did not know.' - 'Then why,' asked the Eskimo earnestly, 'did you tell me?' - Annie Dillard
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folder icon   04-07-2008, 06:29 PM
Post #3
~Crusader~

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That's fine Chaotica, just update your post when you hammer out the rest of the details and get some sleep.

Sounds good Kjell, just edit your original post dibbing on Pieral so we can keep it somewhat orderly.
EDIT: With the addition of another member, I will not be participating in the game other than being the Game Master. I will be updating the Dynasties post today with some new additions, honestly which sort of makes the Game Master unable to play anyway.

So, check the Dynasties post regularly today!

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Dynasties -The Rules
Dynasties: The Dawn -The First Age
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folder icon   04-08-2008, 12:39 AM
Post #4
Kjell Thusaud

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Micky Mouse on Crack

Tribe's Name:
Spem-pâjar


Leader's Name:
Varina


Leader's Origin:
Varina was taken as a child from her parents of whom she know nothing, she grew up in bondage in the harem of what might well be the cruellest man in this world, tormented not only by him but also by the sadistic eunuch harem guards. It is hardly surprising that, given that she is still alive, she would have picked up a trick or two! When she got the chance to get back on her tormenters she leapt on it with the determination of a starving cheetah.
This caught on with the other tormentees and soon they where slitting throats and tearing of limbs like they had done it all their life. All over Piearal Island bands of slaves where ganging up, killing their former masters, but none with such zeal as Varina. Rebels started flocking round her and when the killing ended she found herself with a bit of an army on her hands and with lesser rebel bands respecting her.


Tribal History:
The Spem-pâjar are next to newcomers to the Land of Murdo. They originally arrived at Piearal Island on the ship Spem that was a part of a mighty fleet. The word fleet barely does justice to it since it was more like a city of ships serving as mobile base for the dreaded Corsair. Spem served as The Corsair's harem, holding the many women and men that he captured available for his pleasure. One day, when The Corsair was pillaging in the vicinity of the rose sea, there was a storm and Spem got blown away from the fleet. The eunuch sailors (not being particularly good sailors or, for that matter, particularly good eunuchs) was unable to return the ship and eventually crashed it at Piearal. At Pieral they founded a colony, using their charges as slave labourers, making them fish and farm and torturing them ever do often. Within a year the slaves had rebelled and killed every single remaining eunuch. They where now free but they couldn't be sure that The Corsair wouldn't happen by, reinstating their slavery or to punish them for escaping him, they decided to elect a warchieftess to lead them and muster an army so that they can remain free.



Military Practices:
Infantry: The majority of the Spem-pâjar fought in the great mutiny in some way or another but far from all remained with the warrior bands in its entire duration. The majority of the fighters were unarmoured, carrying a single blade and that is still the way most warriors are armed. Although most Spem-pajar that doesn't consider themselves warriors also usually carry a blade the people who do war for a living usually display more fine clothes and jewellery as war provides more opportunities for looting than farming does.

Ranged: The Spem-pâjar usually enjoy hand to hand fighting more since they have, by and by, come to accept and even enjoy pain to some extent, but having come by bows formerly in the possession of the eunuchs they decided to put them to good use. Archers often tend to be men as they typically isn't as sanguinarian as women

Cavalry: Horses are rare but any Spem-pâjar in her right mind would jump at the chance to get one. Those who do manage to get horses assemble in hunting parties, using spears to kill their pray, enemies at war, wildlife at peace.
Riders are -of course- resented as terrible show offs by anyone not in the possession of a horse.

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-08-2008, 03:44 PM
Post #5
MeshiMinsh

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Tribe's Name: Aram-Cihg
Leaders Name: Twin brothers Saif ust-Maimun and Whiteeye
Leaders Origin: Saif ust-Maimun, the Lucky Sword, and his twin brother Whiteeye were born some 30 odd years ago to a family of nomad herders. Legend has it that Saif fought his way out of his mother womb with fingernails and teeth, while Whiteeyes whispered his instructions. Others say that Saif was born a full grown man, and within minutes of his birth he had already deflowered no less than five of the tribe’s fairest virgins, and that Whiteeyes upon drawing his first breath did not scream, but instead recited the first one hundred and five verses of “Muhman’s Rambling Consultations”. The veracity of these stories are somewhat disputed.
What is undisputed fact is that upon the following morning, their father abandoned the newborns in the wastelands. The reason for this harsh treatment of his offspring was probably because of the fact that they were an exceptionally odd pair.
Saif was born completely bald, with sickly yellow eyes and developed pointed teeth. He was abnormally large, probably weighting as much as a medium sized dog.
Whiteeyes was born with his eyes open, the iris completely white, obviously blind, and could not be made to scream.
The banishment should have been a certain death for such frail creatures, but obviously the brothers survived. Most likely they were adopted by the local Hill wolves, an exceptionally vicious race. This is supported by the fact that wolf raids increased drastically during the next decade.
Some twenty years later the two emerged from the far reaches of the Chipped Hills, and settled in the Aram-Cihg. They immediately reached notoriety amongst the established tribes, for their ruthless dealings with chieftains and their parting from traditional customs. Within a year they had managed to gather a following of their own, and within five, crushed all opposition in and around the oasis. It is said that at one time, when being challenged by an especially popular chieftain, Saif ust-Maimun slew no less than forty-four grown warriors, while protecting his blind brother at the same time.
Whiteeyes is attributed to having some inner sight, despite or because of his blindness. At audiences and councils he frequently reads the heart of other men, and always seem to know what path the future will take. His word is therefore always followed to the letter, and his advice is regarded as a gods command by his followers.

Region: The Chipped Hills
Tribal History: Aram-Cihg, meaning “the place of peace” in the Marazm language, is an oasis situated in the heart of the harsh land called the Chipped Hills. It is formed out of a crater more than ten thousand strides across, with a fresh water lake at the bottom and lush vegetation creeping up its sides. Its name is obvious to any who have even the briefest knowledge of the Hills, the crater being a haven from the unforgiving climate of the region. As a result Aram-Cihg has always been both a meeting point and a place of dispute. Farmers and builders who turn the rich soil often find the remains of long dead civilizations.
The tribe currently occupying the crater is newly formed, a mix of various nomadic people, and united under the twin brothers Saif and Whiteeye, tribesmen of Marazman descent. The brothers have managed, through Whiteeyes wisdom and Saifs martial prowess, to unify all the warring tribes near the great crater under a common banner.
Now, under the guidance of Whiteeyes, the people of Aram-Cihg are being led onto new and interesting paths. In no mans memory have the tribes been unified under such a strong leader. A small village has been established in the oasis, a taboo in older times, and something resembling a standing army has been formed.


Military Practices
-Infantry: Since horses are both rare to find in the Chipped Hills, and require a lot of resources to care for, most Hillmen fight on foot. While not the preferred method of fighting, it is for most the only alternative. Mounted warriors mostly come in raids, or as part of an elite shock troop.
To survive climate and clan raids without a mount, you need to be both fleet of feet and have considerable skill with a spear. The region being what it is, a heavily encumbered warrior finds himself at a severe disadvantage. As a result the generic Hills infantryman wields a medium length spear, a large but relatively low-weight shield and protects himself with a cuirass and greaves of boiled leather.



-Ranged: Skill with bow and arrow is probably the best way of surviving in the hilly wastelands. In the Marazman language, there exist numerous sayings about the virtue of the bowman and the need for high ground. Every tribesman is trained from birth with the bow. As the infantry, they are lightly armored, but are both fast and extremely skilled. Instead of a spear and shield, they carry a spiked mace.

-Cavalry: The Marazm horse archer is a fearsome opponent, showering their opponents with arrows before picking up long lances and charging in to finish the carnage. While horses are scarce, tribesmen who do find themselves in the possession of one make the best of their advantage. They are often persons of high standing, often of noble blood.
The typical Aram-Cihg horseman is surprisingly well armored, wearing a heavy cover of padding under a thick cuirass of bone studded leather. He wields a bow made of bone, sinew and wood, and a mace for close in fighting. During a battle, a large stack of prepared lances are stored with the archers, for the horsemen to retrieve and charge with.



ALL pictures are stolen of course.

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folder icon   04-08-2008, 06:32 PM
Post #6
Bryndon

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Joined: Jul 13 2001
Posts: 3,890 pos

The Ravage Run has been claimed by the Blessed Oh and the Cavan-Si tribe. Lore coming soon.

Tribe's Name: Cavan-Si (The Moon's Path)
Leader's Name: Blessed Oh, the Prophet.
Leader's Origin: The Cavan-Si were a tribe of peaceful moss farmers far to the south west before the events of the Dawn. One of the youngest and smallest of the tribe, Avun, rebelled against the ways of his forefathers. Avun was eventally labeled a dreamer and a layabout, he was shunned by even his closest family members. Avun wandered the world, searching for a place where he might find his place. Through many journeys, he encountered all that there was to see of the outside world, but found nothing to his liking. Setting himself down by the Woa-Woa tree, he began to drink from a goatskin. Immediately, he was set upon by an old man. The old man was also an exile from the Cavan-Si, and a friend of Avun's father. Avun shared his water with the old man, who told him of strange lights emanating from a lake where the ancestors of the tribe lived. Avun traveled days and nights to see this mystical font. What passed there is a mystery, but the old Avun died on the shores of those waters, his mouth transfixed in the shape of awe and reverence. Given the name "The Blessed Oh", he slew a wolf and placed its skin about his shoulders, the first of his people to kill an animal and wear its flesh as his own. His return from parts unknown struck fear into the Cavan-Si, who thought him a demon. The Blessed Oh performed many mighty works in that village, tearing down their straw huts and educating the Cavan-Si in the construction of good and sturdy houses. He took their trowels and showed them a way to forge good and sturdy plowshares. He burned their crops until not one square of moss remained, and he led them into the Ravage Run where they might commune with their ancestors and prepare for a great ordeal only The Blessed Oh can truly comprehend.

Tribal History: The Cavan-Si are a very unified nation. All are unquestioningly loyal to the will of The Blessed Oh in practice. However, thousands of years spent peacefully poking moss with blunt sticks has left its mark - half the Cavan-Si find themselves bemused by the entire concept of warfare, while the other half have devolved into frothing maniacs who scrape jagged rocks against their chests in dominance rituals. All are very religious and very diligent.

Military Practices:
Infantry= The Cavan-Si infantry are composed of the militia (who guard the towns) and the Devoted. The militia wear the traditional garb of the Cavan-Si (a grass wreath about their head and a grass skirt) and wield their farming implements. The militia are not a trained force, consisting only of the peaceful inhabitants of the towns. The Devoted wear linen kilts down below their knees and belts ornamented with the skulls of defeated foes and elaborate face paints and chest tattoos, carrying heavy flint axes and huge saws into battle. Every Devoted bears the hand print of the Blessed Oh on their face, and each carries his name into battle.

Ranged= Death's Fletchers, the ranged forces of the Cavan-Si, are led by Crow, a prophet almost as mysterious as The Blessed Oh himself. They are few in number, being both craftsmen and soldier. Each Fletcher is taught the secret art of crafting the fearsome longbows used on the battlefield by Crow himself. They carry their bows, sleep with their bows and eat with their bows at their side. The Fletchers must forever focus on the unity between man and bow, and wear black scarves about their faces to conceal their identities from friends and loved ones, lest they be turned from their path. A Fletcher can send arrows through the necks of thirty men in the space of a heartbeat.

Cavalry= Horses are not well-regarded among the Cavan-Si, who have little experience in animal husbandry. A small cavalry force is being trained by the enthusiastic youth of the Cavan-Si, who long to make a name for themselves on the battlefield. These youth are alone amongst the Cavan-Si in wearing what other civilisations might call "armor" - metal jewellry hung from their chest and enclosing their faces, and wield massive spiked chains which they wave around wildly. This style of combat - Thrash Metal - has proven shockingly effective. The Cavalry refer to themselves as "the Ringers".

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Last edited by Bryndon on 04-11-2008 at 05:33 PM.
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folder icon   04-09-2008, 10:00 AM
Post #7
~Crusader~

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Just a reminder to everyone, please post your lore in the denoted color of the nation. This helps to create a sense of order and allows me to recognize your tribe by not only name but color as well.

In short: Bryndon edit your post and put it in
Ravage Run's color! (DarkOliveGreen )

On that note, it is possible that I may alter the colors so it is easier to read. I've noticed that the DarkRed color for the Irirann Foothills was just too hard to read, so there may be some changes, I'll keep you all updated.

Also, the Dynasties thread will be updated with important developments! I will be including sections on buildings and raw resource consumption, along with a more dynamic military system. Check it out once it gets updated!

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Dynasties -The Rules
Dynasties: The Dawn -The First Age
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folder icon   04-10-2008, 01:48 PM
Post #8
dominicus

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Joined: Apr 10 2008
Location: Somewhere between Vatrona and Xerus
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Tribe's Name: The Crullia

Leader's Name : Mikha the Quiet from the Stronghand family.

Leader's Origin : Mikha was the youngest son of the Stronghand family of the Crullia Tribe. His father was the leader of the tribe and Mikha's older brother, Dominicus, would follow in there fathers footsteps as leader of the tribe. Mikha did not had many options to choose from in his life. As youngest son, he could choose from an career in priesthood or soldier. He choose for the priesthood and studied with the eldest of the tribe to become there guide in the path of the Fire Hawk.
At the day that Mikha's older brother would become the next leder of the tribe something happend. The tribe was attacked by a mysterius band of robbers. In the attack many of the tribe where killed. Among them was almost the entire Stronghand family, only Mikha survived. He was forced to become the next leader of the tribe, although he never wanted to be the leader.
He was not educated to become the leader. He lacked the skills on military, but he learned fast. Thats how he gained his nickname, the Quiet. He was always listening to other people, and he changed the command structure of the tribe. The tribe always was ruled by ne man, but Mikha knew he would need help. So he created a small group of people who he called the elders of the Hawk. They help him and guide him with there wisdom. Even now people mostly see him sitting on the ground listenin to other people. The people respect him for his wisdom and his always ready ear.

Tribal History: The Crullia are a tribe of woodsman. They life and work between the trees. There faith is the belief in the Fire Hawk.This belief rest into that the Fire Hawk gives a part of it self to a newborn to give it life. Without the Fire Hawk there would not be any life. They worship this being in there small shrines, wich can be found in the centre of there town. Inside this shrine a fire place is burning. There spiritual leader is called the Blessing of Fire. His job is to keep the fire of the Fire Hakw burning in the shrine. If the fire is put out, then they need to wait untill the Fire Hawk brings them new fire to light there holy fire aggain. Untill that is happening they don;t have the trust of the Fire Hawk and bad things would happen. The fire also is there many source of defence aggainst the creatures of the wood.
Acording to the legends the Fire Hawk created the world and created the forest to keep his flame alive. At that time the Snow Fox created the Ice of the world to stop the fire of the Fire Hawk to bring life to the world. These two forces are, acording to there belief, in a constant strugle. In the winter the Snow Fox is wining and in the summer the Fire Hawk is wining.
Recent the Tribe started to leave the woods slowly. They toke there first steps to become an agriculural tribe. Although the elders don't like this step in progress, the like the old ways, but the young ones are stating to take over control, bringing the tribe to a brighter future.

Military Practices:

Infantry= The infantry of the Crullia is called the Wooden man. They carry short spears as a weapon and a small round shield as defence. They cover there body in mud before a fight, to scare there oponents and to hide better in the forest. At first sight they look badly organised, but there main tactic is to slow down the enemy long enough to give the Sons of the Hawk the time to cover them with arrows. The LEaders of a group of Wooden man can easilly be found, as they always carry an large axe as weapon. This is not a weapon, but mearly a tool. The axe is mostly used in felling trees, but as the leader of a group of Wooden Man stands above the wood, the axe is a symbol of this.

Ranged= The ranged soldiers of the Crullia are called the Sons of the Hawk. They use a simple bow and arrow as weapon. They can set there arrows on fire, wich they do most of the time. This rain of fire arrows is called the Force of the Hawk, and they belief that the Fire Hawk himself will fly among there arrows to strike down there enemies. The young ones of the tribe are experimenting with different types of wood and enlarging the bows. Some of them had astunning results, getting an arrow twice the distance away as the normal simple bow would get. The elder sof the tribe still dont like this progress and loose of the old ways, so most of the Sons of the Hawk still use the simple bow and arrow, but a few changed and use the enlarged bow now (kind of long bow)

Cavalry= The Cavalery of the Crullia is mostly just Infantry on horses and are called the Riding Trees. They use them to traffel fast from place to place, but they don´t really fight well on them. There horses are small and agile, so they can easilly run among the trees in the forest, yet they are not as strong and fierce as most other known horses. The Riding Trees have a costum to bind the horns of deers on the heads of there horses. Therefor the sometimes are also called Deer Riders. The Riding Trees have two main jobs in the Crulia military. They scout and the slow down the enemy. When an enemy attacks the Crullia then they are most times spotted sometime before they arrive to a small town. The Riding trees are first set out to gather information, and to set traps. In the forest they can slow the enemy down with many simple wooden traps wich result in a few injuries to the enemy. Most traps just slow them down, not really causinf much damage. In this time the defenc eof the Crullia's can be gathered to make a stand.

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Last edited by dominicus on 04-12-2008 at 04:24 AM.
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folder icon   04-10-2008, 02:25 PM
Post #9
~Crusader~

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Welcome to the forums dominicus!

We're still waiting on Kjell and Meshi to post their lores, so everyone has time to edit/polish their lore before the ratings.

Once Kjell and Meshi have posted, I will wait for 2 days before rating your lores and giving your starting cards.

In the mean time I will be updating the Dynasties thread later today, so keep your eyes open.

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folder icon   04-11-2008, 09:59 AM
Post #10
~Crusader~

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Location: Candyland
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Quote:
Originally Posted by MeshiMinsh

I'll update my military practices shortly. I did something already but wasn't happy with it. We can get bonuses on those aswell right?



Yes, military bonuses for units will be handed out depending on their depth and creativity.

Also Meshi, it seems that you are trying to use the correct color, but since you spelled "gray" as "grey" the forums think you are going for green. The dualism of the English language can be a bane to the logic of a computer.

Good job so far everyone! Once Meshi has finished posting his military specifics, you will all be given 2 days to refine/edit your lore and then I will rate everything and hand out starting cards!

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folder icon   04-11-2008, 03:27 PM
Post #11
Chaotica

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Joined: Aug 30 2004
Location: Twisting Netherlands
Posts: 3,039 pospos

Hoi Leo

Dominicus is a crazy chemist from Groningen as well!

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I read about an Eskimo hunter who asked the local missionary priest, - 'If I did not know about God and sin, would I go to hell?' - 'No', said the priest, 'not if you did not know.' - 'Then why,' asked the Eskimo earnestly, 'did you tell me?' - Annie Dillard
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folder icon   04-11-2008, 05:41 PM
Post #12
Bryndon

Chaos Blademaster


Joined: Jul 13 2001
Posts: 3,890 pos

Crusader: I've done as you asked. DarkOliveGreen seems a little hard to read. Are you sure you don't want it in another color - like, say, skyblue?

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folder icon   04-11-2008, 07:22 PM
Post #13
~Crusader~

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Quote:
Originally Posted by Bryndon
Crusader: I've done as you asked. DarkOliveGreen seems a little hard to read. Are you sure you don't want it in another color - like, say, skyblue?

I'll think on it, but I can read it pretty well.

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folder icon   04-12-2008, 04:16 AM
Post #14
Chaotica

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I've got a hunch Brynwyn just wants to type skyblue.

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I read about an Eskimo hunter who asked the local missionary priest, - 'If I did not know about God and sin, would I go to hell?' - 'No', said the priest, 'not if you did not know.' - 'Then why,' asked the Eskimo earnestly, 'did you tell me?' - Annie Dillard
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folder icon   04-12-2008, 04:28 AM
Post #15
dominicus

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Joined: Apr 10 2008
Location: Somewhere between Vatrona and Xerus
Posts: 14 pos

hiya pim,

I can't help it that most chemists are crazy, things to be nice just have to explode or to burn, although colours can be nice too, especially when you can create them yourself

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folder icon   04-12-2008, 03:09 PM
Post #16
Kjell Thusaud

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Quote:
Originally Posted by Chaotica
I've got a hunch Brynwyn just wants to type skyblue.
I've noticed that there is no difrence betwen skyblue and gayblue.

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-12-2008, 03:35 PM
Post #17
~Crusader~

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ATTENTION! LORE AND MILITARIES WILL BE RATED AT 12 AM US EST TONIGHT! IF YOU HAVE ANY LAST MINUTE CHANGES DO IT NOW! ANY CHANGES AFTER THE AFORMENTIONED TIME WILL BE DISREGARDED.

You ratings and starting cards will be issued tommorrow! This means the first turn is right around the corner! Everyone has until Tuesday April 15 at 11:59pm US EST time to post their first season! Be prepared and check the Dynasties thread for new changes have been posted!

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folder icon   04-13-2008, 05:53 PM
Post #18
Bryndon

Chaos Blademaster


Joined: Jul 13 2001
Posts: 3,890 pos

Quote:
Originally Posted by Kjell Thusaud
I've noticed that there is no difrence betwen skyblue and gayblue.

Is there any particular reason for that statement, sir?

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folder icon   04-13-2008, 08:10 PM
Post #19
Kjell Thusaud

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No, just mentioning it as an intresting and amusing fact.

Another intresting fact is that I posted it using only the mouse as the batteries in my keyboard was dead.

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-13-2008, 11:52 PM
Post #20
~Crusader~

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Okay guys, here is your starting cards. You have until Tuesday April 15 11:59pm US EST to post your first season. Please respond with your turns in the format posted in the Dynasties thread EXACTLY as they appear. You do not need to post your turns in quoted form, I'm just doing it for your turns to make it easier to browse through.

Quote:
Originally Posted by Thudor

Starting Card for the Vora Tribe

Congratulations! You have properly submitted your intention to play and your lore has been accepted. You are now in control of the territory of
Uram's Tusks!

Here are your ratings:

Territory Rating:
Military - 10
Economic - 7
Political - 3

Player Rating: Note that any comments on lore are just comments. Any changes to the lore will not be acknowledged this game.
Military - 9 (Your people sound like they are very militaristic. Enjoyed the physical and martial prowress your tribe seems to display)
Economic - 8 (As you noted your people are craftsmen, and it seems that they will be able to work the land nicely)
Political - 8 (Good tribal lore and your leader is very well fleshed out)\

Here is your final rating (averages rounded up):
Military - 10
Economic - 8
Political - 6

Your military unit bonuses (these are added to the base stats found in the Dynasties thread):
Infantry - +3 damage +2 defense
Ranged - +2 damage +1 movement +1 range +1 defense
Cavalry - +4 damage +1 movement

With the resulting rating above here are the bonus your tribe will recieve:
Military - +100 strength to walls and fortresses and +10 capacity for military units for a total of 22.
Economic - +400 units of food and water for your starting food resources.
Political - +600 gold and +60 people for your starting treasury and population.

Thudor, here are your starting circumstances:
Population: 450 people
Treasury: 1100 gold
Resources: 1200 food and 800 fresh water

Description of territory:
After the tribal wars that have plagued the Tusks for years, your tribe has emerged victorious. While total victory had eluded you for some time, it was inevitable for your triumph to present itself. Your people have proved themselves to be as powerful and as hard as the mountains themselves!

After the fires of your victory pyres die down, you patiently await the return of your scouts who have been comissioned to prepare a full report of your available resources. Your first scout, Aruva returns with his report:

"Noble leader, I come bearing news of our available resources! Large coal deposits have been found nearby, while the mountains are rich in copper, iron, and granite. There is some woods that will be usable for lumber as well. Additionally I have discovered an old stone quarry from another civilization that we can use."

Your raw resources: Coal, Copper, Iron, Granite, Wood, and Stone (your mystery resource)

After Aruva finished his report, your next scout Duanwar returns with his discoveries:

"Feared master, I have the report of our available food resources! Unfortunately we have limited options which include hunting for Wild Game, Foraging when it is not winter, and plenty of Fresh Water. We are otherwise barren great lord!"

Your food resources: Wild Game, Foraging (limited), and Fresh Water

After hearing the reports of your scouts you are now presented with your first declarations for your first year, in the spring of your new domain.

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

Year 1
Spring
Thudor

Total Population: 450 people
Available Workforce: 225 people
Total Workforce: Wild Game: 0 Foraging: 0 Fresh Water: 0
Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Total Treasury: 1100 gold
Total Food and Water stores: 1200 food and 800 water
Total Raw Resources: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 900 food and 450 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: None

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None

You have just arrived at your territory! Your people are beginning to construct small cave dwellings and are waiting for your command on what they should do!

Quote:
Originally Posted by Varina

Starting Card for the Spem-pâjar tribe

Congratulations! You have properly submitted your intention to play and your lore has been accepted. You are now in control of the territory of
Piearal Island!

Here are your ratings:

Territory Rating:
Military - 8
Economic - 4
Political - 4

Player Rating: Note that any comments on lore are just comments. Any changes to the lore will not be acknowledged this game.
Military - 10 (Loved the revolting slave theme, very interesting!)
Economic - 7 (Not much explained about what your people do, but your lore is very strong overall and helps this rating)
Political - 10 (Your leader and your tribal lore are fantastic, well done!)

Here is your final rating (averages rounded up):
Military - 9
Economic - 6
Political - 7

Your military unit bonuses (these are added to the base stats found in the Dynasties thread):
Infantry - +1 damage +2 movement
Ranged - +1 damage +1 movement +2 range
Cavalry - +3 damage +2 movement

With the resulting rating above here are the bonus your tribe will recieve:
Military - +90 strength to walls and fortresses and +9 capacity for military units for a total of 21.
Economic - +300 units of food and water for your starting food resources.
Political - +700 gold and +70 people for your starting treasury and population.

Player 1: Here are your starting circumstances:
Population: 500 people
Treasury: 1200 gold
Resources: 1100 food and 700 fresh water

Description of territory:
The rebellion has been successful. The warchieftess has been elected. The island, while beautiful to look at provides many challenges to your people. However, you know your tribe is strong for all the tribulations they overcame during the 'old times'.

After the excitment of jubilee, you have sent out a few scouts to find the lay of the land. The first, Janau returns with her report:

"Most feared mistress! I return with my report. There is an acceptable amount of wood and flint available on this island. It seems there are also many areas full of resources that have been left behind by our former masters. A small copper mine has been discovered, along with a small deposit of coal, a notable vein of gold, and finally a small granite quarry has been found."

Your raw resources: Flint, Wood, Copper, Coal, Gold, and Granite (final four are your mystery resources)

After Janau had finished her report, your other scout, Ilee returned with her findings:

"Beloved Warchiefterss! Here are the types of food resources we can count on. We may farm the land, fish for the bounty of the sea, collect some limited fresh water, forage for various foods, and hunt wild game."

Your food resources: Farmable land, Fish, Fresh Water (limited), Foraging, and Wild Game.

Pleased with your scouts reports, you begin to muse over how you should start your civilization.

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

Year 1
Spring
Varina

Total Population: 500 people
Available Workforce: 250 people
Total Workforce: Wild Game: 0 Foraging: 0 Fresh Water: 0
Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Total Treasury: 1200 gold
Total Food and Water stores: 1100 food and 700 water
Total Raw Resources: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 1000 food and 500 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: None

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None

You have just arrived at your territory! Your people are beginning to build tents and huts and are waiting for your command on what they should do!


Quote:
Originally Posted by Saif ust-Maimun and Whiteeye


Starting Card for the Aram-Cihg tribe

Congratulations! You have properly submitted your intention to play and your lore has been accepted. You are now in control of the territory of
The Chipped Hills!

Here are your ratings:

Territory Rating:
Military - 8
Economic - 6
Political - 6

Player Rating: Note that any comments on lore are just comments. Any changes to the lore will not be acknowledged this game.
Military - 9 (Interesting military theme going on!)
Economic - 9 (Described your territory and your peoples work very clearly. Good tribal lore.)
Political - 9 (Very strong lore. Interesting concept using two leaders!)

Here is your final rating (averages rounded up):
Military - 9
Economic - 8
Political - 8

Your military unit bonuses (these are added to the base stats found in the Dynasties thread):
Infantry - +3 damage +1 movement +1 defense
Ranged - +2 damage +1 movement
Cavalry - +4 damage +3 defense

With the resulting rating above here are the bonus your tribe will recieve:
Military - +90 strength to walls and fortresses and +9 capacity for military units for a total of 21.
Economic - +400 units of food and water for your starting food resources.
Political - +800 gold and +80 people for your starting treasury and population.

Player 1: Here are your starting circumstances:
Population: 490 people
Treasury: 1300 gold
Resources: 1200 food and 800 fresh water

Description of territory:
The crater has been a place of many civilizations before you, and yours looks to be one of the most powerful. Your people, excited to be settled under a strong leader look to you for your guidence.

Whiteeye being very perceptive sent out scouts to confirm the resources in the land. The first, Yuanew returns with his report:

"My masters, I have a report of the raw resources in our land. We have excellent access to Iron and Granite which make up the majority of the hills around us. We are also fortunate to have a large supply of clay and most surprisingly gold. The hills also have masses of flint just waiting to be gathered. I also found a small deposit of coal that was hidden away in the crater."

Your raw resources: Iron, Granite, Clay, Gold, Flint, and Coal (your mystery resources)

After Yuanew had finished his report, your other scout, Argoa returned with his findings:

"Feared leaders, my scouting has been finished, and I have discovered the lay of the land! For food we may farm the land in some areas, fish in the nearby lake, and gather fresh water from the same body of water."

Your food resources: Farmable land, Fish, and Fresh Water.

Interested in your scouts reports you and your brother begin to plan the next move.

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

Year 1
Spring
Saif ust-Maimun and Whiteeye

Total Population: 490 people
Available Workforce: 245 people
Total Workforce: Wild Game: 0 Foraging: 0 Fresh Water: 0
Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Total Treasury: 1300 gold
Total Food and Water stores: 1200 food and 800 water
Total Raw Resources: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 980 food and 490 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: None

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None

You have just arrived at your territory! Your people are beginning to build tents and huts and are waiting for your command on what they should do!



Quote:
Originally Posted by Blessed Oh, the Prophet


Starting Card for the Cavan-Si tribe

Congratulations! You have properly submitted your intention to play and your lore has been accepted. You are now in control of the territory of
Ravage Run!

Here are your ratings:

Territory Rating:
Military - 7
Economic - 8
Political - 7

Player Rating: Note that any comments on lore are just comments. Any changes to the lore will not be acknowledged this game.
Military - 6 (Your people seem rather peaceful. A stronger description will improve this rating!)
Economic - 7 (Your people are very simple, but you explained this nicely so it improved your rating!.)
Political - 10 (Fantastic and interesting report of your leader's origin!)

Here is your final rating (averages rounded up):
Military - 7
Economic - 8
Political - 9

Your military unit bonuses (these are added to the base stats found in the Dynasties thread):
Infantry - +2 damage +2 movement
Ranged - +4 damage +1 movement +3 range
Cavalry - +2 damage +1 movement

With the resulting rating above here are the bonus your tribe will recieve:
Military - +70 strength to walls and fortresses and +7 capacity for military units for a total of 19.
Economic - +400 units of food and water for your starting food resources.
Political - +900 gold and +90 people for your starting treasury and population.

Player 1: Here are your starting circumstances:
Population: 500 people
Treasury: 1400 gold
Resources: 1200 food and 800 fresh water

Description of territory:
Your people are inspired by their prophet! They have begun to throw off their old ways and are ready to improve themselves in the fertile and blessed valley.

To gain a more informed view of the land, you have sent out locals to report on the resources in your land. A old bent over man, Chastir returns with and informs you of what he knows:

"Great prophet, I have lived in this land for all my life and know all of its raw resources. We are blessed with rich coal deposits and flint that lay around the mountains. We also have large amounts of timber that we may use. A previous society from long ago left a small granite quarry near the mountains that you may use and rich deposits of iron lie in the hoofs of the mountains. Finally a small gold mine was discovered recently in a secluded location."

Your raw resources: Coal, Flint, Wood, Granite, Iron, and Gold(final three are your mystery resources)

After Chastir had finished his report, another villager, Kinoo approahces with his knowledge:

"Noble prophet, I your humble servant may inform you of what may be used for food here. We may farm the land, a practice we have never attempted, along with raising animals, and fishing in the nearby lake. We may also forage, hunt wild game, and collect fresh water."

Your food resources: Farmable Land, Animal Husbandry, Fish, Foraging, Wild Game, and Fresh Water.

Motivated by your peoples' reports, you begin to look for a good start for your civilization.

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

Year 1
Spring
Blessed Oh, the Prophet

Total Population: 500 people
Available Workforce: 250 people
Total Workforce: Wild Game: 0 Foraging: 0 Fresh Water: 0
Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Total Treasury: 1400 gold
Total Food and Water stores: 1200 food and 800 water
Total Raw Resources: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 1000 food and 500 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: None

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None

You have just arrived at your territory! Your people are beginning to build tents and huts and are waiting for your command on what they should do!


Quote:
Originally Posted by Mikha the Quiet


Starting Card for The Crullia tribe

Congratulations! You have properly submitted your intention to play and your lore has been accepted. You are now in control of the territory of
Tilpolean Woods!

Here are your ratings:

Territory Rating:
Military - 5
Economic - 7
Political - 5

Player Rating: Note that any comments on lore are just comments. Any changes to the lore will not be acknowledged this game.
Military - 5 (Your people seem very peaceful. A stronger description will improve this rating!)
Economic - 9 (Your people have experience in agriculture and you have an interesting faith built for them!)
Political - 9 (Very in depth and detailed account of your leader!)

Here is your final rating (averages rounded up):
Military - 5
Economic - 8
Political - 7

Your military unit bonuses (these are added to the base stats found in the Dynasties thread):
Infantry - +2 damage +1 movement +2 defense
Ranged - +5 damage +2 movement +1 range
Cavalry - +1 damage +3 movement +1 defense

With the resulting rating above here are the bonus your tribe will recieve:
Military - +50 strength to walls and fortresses and +5 capacity for military units for a total of 17.
Economic - +400 units of food and water for your starting food resources.
Political - +700 gold and +70 people for your starting treasury and population.

Mikha the Quiet : Here are your starting circumstances:
Population: 470 people
Treasury: 1200 gold
Resources: 1200 food and 800 fresh water

Description of territory:
Even though you are quiet, you have rallied your people to move out from their old woods and into the sun. Your people have been inspired by your intelligence and spirtuality as you lead them into a new future. The Fire Hawk is obviously smiling down upon you.

In order to broaden your knowledge of the land, you sent some quick scouts out to confirm the known resources. Your first scout, Damun returns with his report:

"Dearest leader, I have found the raw resources that we may use in our new society! The obvious timber we may use is plentiful along with the flint we have always traditionally used. A large bank of clay is in this region, especially near the large lake to the northeast. We have also found a small iron deposit nearby the lake along with some copper. Finally we noticed a small stone quarry that may have been used in times past."

Your raw resources: Wood, Flint, Clay, Iron, Copper, and Stone(final three are your mystery resources)

After Damun had finished his report, another villager, Pian approahces with his findings:

"Wise leader, I have found the available food resources that we may use in this land! We may of course farm the land and use it to raise only a few animals We also have the ability to fish and gather water from the nearby lake along with foraging and hunting for wild game."

Your food resources: Farmable Land, Animal Husbandry (limited), Fish, Foraging, Wild Game, and Fresh Water.

Happy at the situation you have to work with, you being to plan your first movements of the season.

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

Year 1
Spring
Mikha the Quiet

Total Population: 470 people
Available Workforce: 235 people
Total Workforce: Wild Game: 0 Foraging: 0 Fresh Water: 0
Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Total Treasury: 1200 gold
Total Food and Water stores: 1200 food and 800 water
Total Raw Resources: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 940 food and 470 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: None

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None

You have just arrived at your territory! Your people are beginning to build tents and huts and are waiting for your command on what they should do!


Just on a final note, you all did very well on your lore! In regards to the labor forces you wish to allocate, I will change the resources that you need to put labor to as you place them. You may place labor to anything you can harvest.

Also, if you haven't already, check out the Dynasties topic to learn about buildings and new military actions!

__________________
Dynasties -The Rules
Dynasties: The Dawn -The First Age
Last edited by ~Crusader~ on 04-14-2008 at 12:56 AM.
Posts: 2,938 pospos
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folder icon   04-14-2008, 02:17 AM
Post #21
dominicus

Owl Scout


Avatar

Joined: Apr 10 2008
Location: Somewhere between Vatrona and Xerus
Posts: 14 pos

Year 1
Spring
Mikha the Quiet

Assignment of Workforce:
-I assign 60 people to farm Wheat (staple)
-I assign 60 people to gather Wood
-I assign 15 people to gather Fresh Water
-I assign 40 people to gather Clay
-I assign 10 people to catch Fish
-I assign 40 people to farm Maize
-I assign 10 people to gather Flint

Assignment of Military:
-none

Housing and Building Orders:
-none

Import/Export:
I wish to open diplomatic relations with a neighbor:
Chipped Hills

(Hope that it ok the way it is now, see for my questions the other topic)

__________________
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folder icon   04-14-2008, 06:32 PM
Post #22
Kjell Thusaud

War Chief


Avatar

Joined: Aug 21 2003
Location: www.Giraffese.cx
Posts: 4,371 posposposposposhighpos
Micky Mouse on Crack

Year 1
Spring
Varina

Assignment of Workforce:
-I assign 30 people to gather Wood
-I assign 20 people to gather Fresh Water
-I assign 80 people to gather Granite
-I assign 20 people to gather Coal
-I assign 30 people to farm Maize(staple)
-I assign 60 people to mine Iron
-I assign 10 people to Forage

Assignment of Military:
-none

Housing and Building Orders:
-none

Import/Export:
-none

__________________
Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-14-2008, 11:53 PM
Post #23
Bryndon

Chaos Blademaster


Joined: Jul 13 2001
Posts: 3,890 pos

Year 1
Spring
Blessed Oh, the Prophet

Total Population: 500 people
Available Workforce: 250 people

Total Workforce:
Farming (Rice, Staple): 80
Foraging: 20
Fresh Water: 20
Wood: 30
Stone: 50
Gold: 50

Total Treasury: 1400 gold
Total Food and Water stores: 1200 food and 800 water
Total Raw Resources: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 1000 food and 500 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: I will send scouts into the Tilpolean Woods, to see if anyone there wants to trade for my precious beads.

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None

__________________
She's more like a turtle.
-TheMadMac
Last edited by Bryndon on 04-15-2008 at 12:09 AM.
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folder icon   04-15-2008, 07:49 AM
Post #24
Chaotica

Blademaster


Avatar

Joined: Aug 30 2004
Location: Twisting Netherlands
Posts: 3,039 pospos

Quote:
Originally Posted by Thudor's Starting Card


Your raw resources: Coal, Copper, Iron, Granite, Wood, and Stone (your mystery resource)

Your food resources: Wild Game, Foraging (limited), and Fresh Water


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

Year 1
Spring
Thudor

Total Population: 450 people
Available Workforce: 225 people
Total Workforce: Wild Game: 0 Foraging: 0 Fresh Water: 0
Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Total Treasury: 1100 gold
Total Food and Water stores: 1200 food and 800 water
Total Raw Resources: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 900 food and 450 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: None

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None



Year 1
Spring
Thudor assigns:
90 people to forage (STAPLE),
50 people to gather water,
30 people to collect wood,
50 people to mine stone.

I send some people to Ravage Run to get to know the neighbours. The time for attacking the rest of the land is not yet come.

__________________
I read about an Eskimo hunter who asked the local missionary priest, - 'If I did not know about God and sin, would I go to hell?' - 'No', said the priest, 'not if you did not know.' - 'Then why,' asked the Eskimo earnestly, 'did you tell me?' - Annie Dillard
Last edited by Chaotica on 04-15-2008 at 01:37 PM.
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folder icon   04-15-2008, 08:31 AM
Post #25
MeshiMinsh

Ranger


Avatar

Joined: Jan 01 2002
Location: Jethro Tull!
Posts: 2,953 pospos

Quote:
Year 1
Spring
Saif ust-Maimun and Whiteeye

Total Population: 490 people
Available Workforce: 245 people
Total Workforce: Wild Game: 0 Foraging: 0 Fresh Water: 0
Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Total Treasury: 1300 gold
Total Food and Water stores: 1200 food and 800 water
Total Raw Resources: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0
Projected Consumption: 980 food and 490 water
Projected Raw Consumption: Coal: 0 Copper: 0 Iron: 0 Granite: 0 Wood: 0 Stone: 0

Imports/Exports: None

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None

Population: 490 people
Treasury: 1300 gold
Resources: 1200 food and 800 fresh water

Year 1
Spring
Whiteeye and Saif ust-Maimun

Assignment of Workforce:
-I assign 95 people to farm Rice (STAPLE)
-I assign 20 people to farm Maize
-I assign 10 people to Fish
-I assign 10 people to gather Fresh Water
-I assign 60 people to gather Iron
-I assign 20 people to gather Clay
-I assign 10 people to gather Flint
-I assign 20 people to gather Coal

Assignment of Military:
-None

Housing and Building Orders:
-None

Import/Export:
- I will send a scouting party to
the Tilpolean Woods, and establish relations.

__________________
"Mankind will not be truly free until the last king has been strangled with the entrails of his last priest."
-Denis Did?rot.
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folder icon   04-15-2008, 10:48 PM
Post #26
~Crusader~

Ranger


Avatar

Joined: Jul 17 2001
Location: Candyland
Posts: 2,938 pospos
Mailpouch on Burning Legion

Here is the next turn guys! Just as a note, if you could quote your turn that I posted for you below in your reply, it'll make things a bit easier.

A word of caution! Watch the water levels! They are incredibly important for the survival of your tribes! When you go 1 season with negative water levels, you are opening yourselves to disease!

Quote:
Originally Posted by Thudor

Year 1
Summer
Thudor
Total Population: 450 people
Available Workforce: 5 people
Total Workforce: Foraging: 90 Fresh Water: 50
Wood: 30 Stone: 50

Total Treasury: 1200 gold (+100 bonus)
Total Food and Water stores: 1200 food and 850 water
Total Raw Resources: Wood: 400 (+300 bonus) Stone: 300 (+200 bonus)
Projected Consumption: 920 food and 460 water
Projected Raw Consumption: Wood: 0 Stone: 0

Imports/Exports: Your scouts are entering the territory you selected to investigate.

Housing/Building Orders: You have 100 units of wood and stone. When you reach 800 units of wood or stone, you may order your people to increase their living standards to either wooden housing or masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population)

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
You have survived your first season at your new territory! Population changes will be noted at the beginning of next year! No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts. Many people, happy with your success thus far have presented you a gift of 300 wood, 200 stone, and 100 gold!

Quote:
Originally Posted by Varina

Year 1
Summer
Varina
Total Population: 500 people
Available Workforce: 0 people
Total Workforce: Foraging: 10 Fresh Water: 20 Maize: 30
Wood: 30 Coal: 20 Granite: 80 Iron: 60

Total Treasury: 1300 gold
Total Food and Water stores: 1000 food and 400 water
Total Raw Resources: Wood: 400 Coal: 100 Granite: 300 Iron: 100
Projected Consumption: 920 food and 460 water
Projected Raw Consumption: Wood: 0 Coal: 0 Granite: 0 Iron: 0

Imports/Exports: You remain aloof from the rest of the world for the time being, concentrating on your own society.

Housing/Building Orders: You have 100 units of wood and granite. When you reach 800 units of wood or granite, you may order your people to increase their living standards to either wooden housing or improved masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population)

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
You have survived your first season at your new territory! Population changes will be noted at the beginning of next year! No disasters have been forseen, people are happy with you! WARNING YOU ARE LOW ON FRESH WATER! ALLOCATE MORE LABOR TO FRESH WATER COLLECTION!People live in ramshackle Tents and Huts. Many people, happy with your success thus far have presented you a gift of 300 wood, 200 granite, and 100 gold!

Quote:
Originally Posted by Saif ust-Maimun and Whiteeye

Year 1
Summer
Saif ust-Maimun and Whiteeye
Total Population: 490 people
Available Workforce: 5 people (You can not allocate more labor to a resource unless the labor is doubled! *GM NOTE: I set your extra labor from Rice to Fresh Water in order for your society to survive while you're gone*)
Total Workforce: Rice: 80 Maize: 20 Fish: 10 Fresh Water: 20
Iron: 60 Clay: 20 Flint: 10 Coal: 20

Total Treasury: 1400 gold
Total Food and Water stores: 1120 food and 510 water
Total Raw Resources: Iron: 100 Clay: 400 Flint: 300 Coal: 100
Projected Consumption: 980 food and 490 water
Projected Raw Consumption: Iron: 0 Clay: 0 Flint: 0 Coal: 0

Imports/Exports: Your scouts are entering the territory you selected to investigate.

The leader of the
Tilpolean Woods has sent you an emissary! Dressed in the colors of the forest he gives you this decree:

"Great leaders of the Chipped Hills! I, Uanwe bring word from our noble master Mikha the Quiet! He respectfully asks if you would be interested to open up diplomatic and trade relations between our two great tribes! What shall I report back to my master?"

Housing/Building Orders: You have 100 units of clay. When you reach 800 units of clay, you may order your people to increase their living standards to clay casas. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population).

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
You have survived your first season at your new territory! Population changes will be noted at the beginning of next year! No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts. Many people, happy with your success thus far have presented you a gift of 300 clay, 200 flint, and 100 gold!

Quote:
Originally Posted by Blessed Oh, the Prophet

Year 1
Summer
Blessed Oh, the Prophet
Total Population: 500 people
Available Workforce: 0 people
Total Workforce: Rice: 80 Foraging: 20 Fresh Water: 20
Wood: 30 Stone: 50 Gold: 50

Total Treasury: 1600 gold
Total Food and Water stores: 400 food and 500 water
Total Raw Resources: Wood: 400 Stone: 300
Projected Consumption: 1000 food and 500 water
Projected Raw Consumption: Wood: 0 Stone: 0

Imports/Exports: Your scouts are entering the territory you selected to investigate.

Housing/Building Orders: You have 100 units of wood and stone. When you reach 800 units of wood or stone, you may order your people to increase their living standards to wooden housing or masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population).

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
You have survived your first season at your new territory! Population changes will be noted at the beginning of next year! No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts. FRESH WATER LEVELS ARE LOW! YOU ARE ADVISED TO ALLOCATE MORE LABOR TO THE COLLECTION OF FRESH WATERMany people, happy with your success thus far have presented you a gift of 300 wood, 200 stone, and 100 gold! (*GM NOTE: Bryndon, please post in the proper player format, it makes it a little easier on me when writing up your cards, thanks! ~Crusader~)

Quote:
Originally Posted by Mikha the Quiet

Year 1
Summer
Mikha the Quiet
Total Population: 470 people
Available Workforce: 5 people (You can not allocate more labor to a resource unless the labor is doubled!)
Total Workforce: Wheat: 60 Fresh Water: 10 Maize: 40 Fish: 10
Wood: 60 Clay: 40 Flint: 10

Total Treasury: 1300 gold
Total Food and Water stores: 1900 food and 400 water
Total Raw Resources: Wood: 500 Clay: 400 Flint: 100
Projected Consumption: 1000 food and 500 water
Projected Raw Consumption: Wood: 0 Clay: 0 Flint: 0

Imports/Exports: Your scouts are entering the territory you selected to investigate.

Two emissaries enter your chamber, interrupting you and your adivsors. One is covered in dust and seems to be from the east, while the other is sweating lightly, probably from the north. The first diplomat speaks:

"Mikha the Quiet, revered and honored leader of the Crullia Tribe! My masters Whiteeye and Saif ust-Maimun request the honor of diplomatic and trade relations between our two mighty tribes! They both wait impatiently for an answer. What shall I relay to my lords?"

The second steps up and salutes you in a strange fashion that you are unfamiliar with:

"Feared leader of the Crullia Tribe, I, Muskaha, come from the north from Blessed Oh, the Prophet! My dear leader wishes me to inquire you about diplomatic and trade relations with your friends to the north. What news should I give to my beloved Prophet?"

Housing/Building Orders: You have over 100 units of clay and wood. When you reach 800 units of clay or wood, you may order your people to increase their living standards to clay casas or wooden housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population).

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
You have survived your first season at your new territory! Population changes will be noted at the beginning of next year! No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts. FRESH WATER LEVELS ARE LOW! YOU ARE ADVISED TO ALLOCATE MORE LABOR TO THE COLLECTION OF FRESH WATERMany people, happy with your success thus far have presented you a gift of 300 wood, 200 clay, and 100 gold!

__________________
Dynasties -The Rules
Dynasties: The Dawn -The First Age
Posts: 2,938 pospos
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folder icon   04-16-2008, 05:56 AM
Post #27
Chaotica

Blademaster


Avatar

Joined: Aug 30 2004
Location: Twisting Netherlands
Posts: 3,039 pospos

Quote:
Originally Posted by Summer
Year 1
Summer
Thudor
Total Population: 450 people
Available Workforce: 5 people
Total Workforce: Foraging: 90 Fresh Water: 50
Wood: 30 Stone: 50

Total Treasury: 1200 gold (+100 bonus)
Total Food and Water stores: 1200 food and 850 water
Total Raw Resources: Wood: 400 (+300 bonus) Stone: 300 (+200 bonus)
Projected Consumption: 920 food and 460 water
Projected Raw Consumption: Wood: 0 Stone: 0

Imports/Exports: Your scouts are entering the territory you selected to investigate.

Housing/Building Orders: You have 100 units of wood and stone. When you reach 800 units of wood or stone, you may order your people to increase their living standards to either wooden housing or masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population)

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
You have survived your first season at your new territory! Population changes will be noted at the beginning of next year! No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts. Many people, happy with your success thus far have presented you a gift of 300 wood, 200 stone, and 100 gold!



Year 1
Summer
Thudor assigns:
100 people to forage (STAPLE),
40 people to gather water,
30 people to collect wood,
50 people to mine stone.
The last 5 are to build me a Sawmill.


Note: My dudes live in caves, not tents. Tents can be blown away by the wind.

__________________
I read about an Eskimo hunter who asked the local missionary priest, - 'If I did not know about God and sin, would I go to hell?' - 'No', said the priest, 'not if you did not know.' - 'Then why,' asked the Eskimo earnestly, 'did you tell me?' - Annie Dillard
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folder icon   04-16-2008, 06:34 AM
Post #28
dominicus

Owl Scout


Avatar

Joined: Apr 10 2008
Location: Somewhere between Vatrona and Xerus
Posts: 14 pos

Quote:
Year 1
Summer
Mikha the Quiet
Total Population: 470 people
Available Workforce: 5 people
Total Workforce: Wheat: 60 Fresh Water: 10 Maize: 40 Fish: 10
Wood: 60 Clay: 40 Flint: 10

Total Treasury: 1300 gold
Total Food and Water stores: 1900 food and 400 water
Total Raw Resources: Wood: 500 Clay: 400 Flint: 100
Projected Consumption: 1000 food and 500 water
Projected Raw Consumption: Wood: 0 Clay: 0 Flint: 0

Imports/Exports: Your scouts are entering the territory you selected to investigate.

Two emissaries enter your chamber, interrupting you and your adivsors. One is covered in dust and seems to be from the east, while the other is sweating lightly, probably from the north. The first diplomat speaks:

"Mikha the Quiet, revered and honored leader of the Crullia Tribe! My masters Whiteeye and Saif ust-Maimun request the honor of diplomatic and trade relations between our two mighty tribes! They both wait impatiently for an answer. What shall I relay to my lords?"

The second steps up and salutes you in a strange fashion that you are unfamiliar with:

"Feared leader of the Crullia Tribe, I, Muskaha, come from the north from Blessed Oh, the Prophet! My dear leader wishes me to inquire you about diplomatic and trade relations with your friends to the north. What news should I give to my beloved Prophet?"

Housing/Building Orders:
-none

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None

Year 1
Spring
Mikha the Quiet

Assignment of Workforce:
-I assign 60 people to farm Wheat (staple)
-I assign 30 people to gather Wood
-I assign 50 people to gather Fresh Water
-I assign 40 people to gather Clay
-I assign 40 people to farm Maize
-I assign 10 people to gather Flint

Assignment of Military:
-none

Housing and Building Orders:
- Build a saw mill
- Build a stone works

Import/Export:
-I accept the offer from Blessed Oh and tell the emissary that I would like to hear what his leader has to offer and what he would want in return.

-I accept the offer from Saif ust-Maimun and Whiteeye and tell the emissary that I would like to hear what his leader has to offer and what he would want in return.

__________________
In theory, there is no difference between theory and practice; In practice,
there is.
Last edited by dominicus on 04-17-2008 at 02:05 PM.
Posts: 14 pos
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folder icon   04-16-2008, 06:50 PM
Post #29
Bryndon

Chaos Blademaster


Joined: Jul 13 2001
Posts: 3,890 pos

Quote:
Originally Posted by Blessed Oh, the Prophet

Year 1
Summer
Blessed Oh, the Prophet
Total Population: 500 people
Available Workforce: 0 people
Total Workforce: Rice: 80 Foraging: 20 Fresh Water: 20
Wood: 30 Stone: 50 Gold: 50

Total Treasury: 1600 gold
Total Food and Water stores: 400 food and 500 water
Total Raw Resources: Wood: 400 Stone: 300
Projected Consumption: 1000 food and 500 water
Projected Raw Consumption: Wood: 0 Stone: 0

Imports/Exports: Your scouts are entering the territory you selected to investigate.

Housing/Building Orders: You have 100 units of wood and stone. When you reach 800 units of wood or stone, you may order your people to increase their living standards to wooden housing or masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population).

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None


Year 1
Summer
Blessed Oh, the Prophet
Total Population: 500 people
Available Workforce: 0 people
Workforce:
I assign 80 people to Rice (staple)
I assign 0 people to Foraging
I assign 40 people to Fresh Water
I assign 30 people to Wood
I assign 50 people to Stone
I assign 50 people to Gold

Construction Orders: Sawmill, Stoneworks.

"Ah, my courageous envoys. We will offer him gold, for clay."

__________________
She's more like a turtle.
-TheMadMac
Last edited by Bryndon on 04-17-2008 at 12:23 AM.
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folder icon   04-16-2008, 11:28 PM
Post #30
Kjell Thusaud

War Chief


Avatar

Joined: Aug 21 2003
Location: www.Giraffese.cx
Posts: 4,371 posposposposposhighpos
Micky Mouse on Crack

Quote:
Originally Posted by GM

Year 1
Summer
Varina
Total Population: 500 people
Available Workforce: 0 people
Total Workforce: Foraging: 10 Fresh Water: 20 Maize: 30
Wood: 30 Coal: 20 Granite: 80 Iron: 60

Total Treasury: 1300 gold
Total Food and Water stores: 1000 food and 400 water
Total Raw Resources: Wood: 400 Coal: 100 Granite: 300 Iron: 100
Projected Consumption: 920 food and 460 water
Projected Raw Consumption: Wood: 0 Coal: 0 Granite: 0 Iron: 0

Imports/Exports: You remain aloof from the rest of the world for the time being, concentrating on your own society.

Housing/Building Orders: You have 100 units of wood and granite. When you reach 800 units of wood or granite, you may order your people to increase their living standards to either wooden housing or improved masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population)

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
You have survived your first season at your new territory! Population changes will be noted at the beginning of next year! No disasters have been forseen, people are happy with you! WARNING YOU ARE LOW ON FRESH WATER! ALLOCATE MORE LABOR TO FRESH WATER COLLECTION!People live in ramshackle Tents and Huts. Many people, happy with your success thus far have presented you a gift of 300 wood, 200 granite, and 100 gold!


Year 1
Spring
Varina

Assignment of Workforce:
-I assign 30 people to gather Wood
-I assign 24 people to gather Fresh Water
-I assign 80 people to gather Granite
-I assign 18 people to gather Coal
-I assign 30 people to farm Maize(staple)
-I assign 58 people to mine Iron
-I assign 10 people to Forage

Assignment of Military:
-none

Housing and Building Orders:
-stoneworks

Import/Export:
-none

__________________
Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   04-17-2008, 11:29 PM
Post #31
~Crusader~

Ranger


Avatar

Joined: Jul 17 2001
Location: Candyland
Posts: 2,938 pospos
Mailpouch on Burning Legion

Here is the next turn guys! Just as a note, if you could quote your turn that I posted for you below in your reply, it'll make things a bit easier.

A note: When you keep your people happy, they will reward you with gifts. This happens randomly (and somewhat rarely) but if your populace begins to become unhappy with you, do not expect much gifts in the future.

A reminder. Production of a resource can only be increased by adding another additionaly required workforce. For instance, in order to collect 300 units of water per season, you need 30 workers since it requires 10 people to run. All labor assignments must be in these figures or your added labor will be regulated to idle citizens.

Quote:
Originally Posted by Thudor

Year 1
Fall
Thudor
Total Population: 450 people
Available Workforce: 5 people
Total Workforce: Foraging: 100 Fresh Water: 40
Wood: 30 Stone: 50

Total Treasury: 1200 gold
Total Food and Water stores: 1240 food and 790 water
Total Raw Resources: Wood: 300 Stone: 300
Projected Consumption: 920 food and 460 water
Total Raw Consumption: Wood: 200 Stone: 100

Imports/Exports: Your scouts have reached the territory you ordered them to investigate.

Housing/Building Orders: You have 100 units or more of wood and stone. When you reach 800 units of wood or stone, you may order your people to increase their living standards to either wooden housing or masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population)

-You have built a saw mill. Your production of wood will increase by 400 units of wood per season.

One of your advisors approaches you:
"Great Lord, winter is soon coming and as you are aware of, we will not be able to forage food in this coming season. I'd suggest to allocate a good amount of labor to another food source."

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
No disasters have been forseen, people are happy with you! People live in primitive caves.

Quote:
Originally Posted by Varina

Year 1
Fall
Varina
Total Population: 500 people
Available Workforce: 4 people (The assignment of labor was improper, your labor advisor has reverted labor totals back to their state last season *GM note: Refer to the opening statement of this post*)
Total Workforce: Foraging: 10 Fresh Water: 20 Maize: 30
Wood: 30 Coal: 20 Granite: 80 Iron: 60

Total Treasury: 1300 gold
Total Food and Water stores: 180 food and 140 water
Total Raw Resources: Wood: 300 Coal: 200 Granite: 100 Iron: 200
Projected Consumption: 920 food and 460 water
Total Raw Consumption: Wood: 200 Coal: 0 Granite: 300 Iron: 0

Imports/Exports: You remain aloof from the rest of the world for the time being, concentrating on your own society.

Housing/Building Orders: You have 100 units or more of wood and granite. When you reach 800 units of wood or granite, you may order your people to increase their living standards to either wooden housing or improved masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population)

-You have built a stoneworks building. Your production of stone and granite will increase by 600 and 300 units respectively per season.

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
No disasters have been forseen, people are happy with you but are worried about extremely low food and water supplies! WARNING FRESH WATER SUPPLIES ARE EXTREMELY LOW! ALLOCATE MORE LABOR TO FRESH WATER COLLECTION! CRITICAL WARNING! YOUR FOOD LEVELS ARE DISASTEROUSLY LOW! ALLOCATE MORE LABOR TO COLLECTING FOODPeople live in ramshackle Tents and Huts.

Quote:
Originally Posted by Saif ust-Maimun and Whiteeye

Year 1
Fall
Saif ust-Maimun and Whiteeye
Total Population: 490 people
Available Workforce: 5 people
Total Workforce: Rice: 80 Maize: 20 Fish: 10 Fresh Water: 20
Iron: 60 Clay: 20 Flint: 10 Coal: 20

Total Treasury: 1400 gold
Total Food and Water stores: 1640 food and 220 water
Total Raw Resources: Iron: 200 Clay: 500 Flint: 400 Coal: 200
Projected Consumption: 980 food and 490 water
Total Raw Consumption: Iron: 0 Clay: 0 Flint: 0 Coal: 0

Imports/Exports: Your emissary to The Tilpolean Woods has reached his destination, and Mikha the Quiet, their leader has accepted your offer to trade. Approach him of what you wish to import and export and set prices for the goods in trade.

The leader of the
Tilpolean Woods has sent you an emissary! After waiting patiently for several seasons he addresses you:

"Great leaders of the Chipped Hills! I, Uanwe bring word from our noble master Mikha the Quiet! He respectfully asks if you would be interested to open up diplomatic and trade relations between our two great tribes! What shall I report back to my master?"

Housing/Building Orders: You have 100 units or more of clay. When you reach 800 units of clay, you may order your people to increase their living standards to clay casas. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population).

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts.

Quote:
Originally Posted by Blessed Oh, the Prophet

Year 1
Fall
Blessed Oh, the Prophet
Total Population: 500 people
Available Workforce: 0 people
Total Workforce: Rice: 80 Foraging: 0 Fresh Water: 40
Wood: 30 Stone: 50 Gold: 50

Total Treasury: 2100 gold
Total Food and Water stores: 1200 food and 400 water
Total Raw Resources: Wood: 300 Stone: 100
Projected Consumption: 1000 food and 500 water
Total Raw Consumption: Wood: 200 Stone: 100

Imports/Exports: An emissary of yours approaches you:

"Mikha the Quiet sends his regards and asks what you wish to trade."

Your emissary who you sent to the Tilpolean Woods to offer gold for clay has reached the territory.

Another emissary, this one very tall and obviously a foreigner approaches you.

"Honored leader of the southern plains, my lord, Thudor, of Uram's Tusks wish to open diplomatic and trade negotiations. What message should I send to him?"

Housing/Building Orders: You have 100 units or more of wood and stone. When you reach 800 units of wood or stone, you may order your people to increase their living standards to wooden housing or masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population).

-You have built a saw mill. Your production of wood will increase by 400 units of wood per season.

-You do not have enough resources to build a stoneworks. You need 200 more units of clay, stone, or granite.

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts.

Quote:
Originally Posted by Mikha the Quiet

Year 1
Fall
Mikha the Quiet
Total Population: 470 people
Available Workforce: 5 people (You can not allocate more labor to a resource unless the labor is doubled!)
Total Workforce: Wheat: 60 Fresh Water: 50 Maize: 40 Fish: 10
Wood: 30 Clay: 40 Flint: 10

Total Treasury: 1300 gold
Total Food and Water stores: 2000 food and 400 water
Total Raw Resources: Wood: 200 Clay: 200 Flint: 200
Projected Consumption: 1000 food and 500 water
Total Raw Consumption: Wood: 0 Clay: 0 Flint: 0

Imports/Exports: Your emissary returns from the Tilpolean Woods and reports that Blessed Oh, the Prophet has offered gold for clay.

A scout from a foreign region approaches you:

"Great Mikha the Quiet, I have been sent by the advisors of Saif ust-Maimun and Whiteeye to inform you that our leaders are presently absent, having gone on a sacred journey. They plead for your patience in the matter of our diplomacy and ask me to assure you that a reply will be coming."

Housing/Building Orders: You have over 100 units or more of clay and wood. When you reach 800 units of clay or wood, you may order your people to increase their living standards to clay casas or wooden housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population).

-You have built a saw mill. Your production of wood will increase by 400 units of wood per season.

-You have built a stoneworks building. Your production of stone and granite will increase by 600 and 300 units respectively per season.

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts. FRESH WATER LEVELS ARE SOMEWHAT LOW!

__________________
Dynasties -The Rules
Dynasties: The Dawn -The First Age
Posts: 2,938 pospos
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folder icon   04-18-2008, 08:30 AM
Post #32
Kjell Thusaud

War Chief


Avatar

Joined: Aug 21 2003
Location: www.Giraffese.cx
Posts: 4,371 posposposposposhighpos
Micky Mouse on Crack

Quote:
Originally Posted by GM
Year 1
Fall
Varina
Total Population: 500 people
Available Workforce: 4 people (The assignment of labor was improper, your labor advisor has reverted labor totals back to their state last season *GM note: Refer to the opening statement of this post*)
Total Workforce: Foraging: 10 Fresh Water: 20 Maize: 30
Wood: 30 Coal: 20 Granite: 80 Iron: 60

Total Treasury: 1300 gold
Total Food and Water stores: 180 food and 140 water
Total Raw Resources: Wood: 300 Coal: 200 Granite: 100 Iron: 200
Projected Consumption: 920 food and 460 water
Total Raw Consumption: Wood: 200 Coal: 0 Granite: 300 Iron: 0

Imports/Exports: You remain aloof from the rest of the world for the time being, concentrating on your own society.

Housing/Building Orders: You have 100 units or more of wood and granite. When you reach 800 units of wood or granite, you may order your people to increase their living standards to either wooden housing or improved masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population)

-You have built a stoneworks building. Your production of stone and granite will increase by 600 and 300 units respectively per season.

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
No disasters have been forseen, people are happy with you but are worried about extremely low food and water supplies! WARNING FRESH WATER SUPPLIES ARE EXTREMELY LOW! ALLOCATE MORE LABOR TO FRESH WATER COLLECTION! CRITICAL WARNING! YOUR FOOD LEVELS ARE DISASTEROUSLY LOW! ALLOCATE MORE LABOR TO COLLECTING FOODPeople live in ramshackle Tents and Huts.


Year 1
Fall
Varina

Assignment of Workforce:
-I assign 30 people to gather Wood
-I assign 40 people to gather Fresh Water
-I assign 80 people to gather Granite
-I assign 30 people to farm Maize(staple)
-I assign 30 people to Fish
-I assign 30 people to Forage

Assignment of Military:
-none

Housing and Building Orders:
-Build Saw mill

Import/Export:
-none

__________________
Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
Posts: 4,371 posposposposposhighpos
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folder icon   04-18-2008, 12:10 PM
Post #33
Chaotica

Blademaster


Avatar

Joined: Aug 30 2004
Location: Twisting Netherlands
Posts: 3,039 pospos

Quote:
Originally Posted by GM
Year 1
Fall
Thudor
Total Population: 450 people
Available Workforce: 5 people
Total Workforce: Foraging: 100 Fresh Water: 40
Wood: 30 Stone: 50

Total Treasury: 1200 gold
Total Food and Water stores: 1240 food and 790 water
Total Raw Resources: Wood: 300 Stone: 300
Projected Consumption: 920 food and 460 water
Total Raw Consumption: Wood: 200 Stone: 100

Imports/Exports: Your scouts have reached the territory you ordered them to investigate.

Housing/Building Orders: You have 100 units or more of wood and stone. When you reach 800 units of wood or stone, you may order your people to increase their living standards to either wooden housing or masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population)

-You have built a saw mill. Your production of wood will increase by 400 units of wood per season.

One of your advisors approaches you:
"Great Lord, winter is soon coming and as you are aware of, we will not be able to forage food in this coming season. I'd suggest to allocate a good amount of labor to another food source."

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
No disasters have been forseen, people are happy with you! People live in primitive caves.


Year 1
Fall
Thudor assigns:
160 people to hunt,
30 people to gather water,
30 people to collect wood,
5 to make a stoneworks.

Advisor, has there been any word from the scouts we sent to Ravage Run? Also, I want to be informed when anyone finds traces of earlier civilizations in these mountains, might be they left something useful or we can learn from.

__________________
I read about an Eskimo hunter who asked the local missionary priest, - 'If I did not know about God and sin, would I go to hell?' - 'No', said the priest, 'not if you did not know.' - 'Then why,' asked the Eskimo earnestly, 'did you tell me?' - Annie Dillard
Posts: 3,039 pospos
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folder icon   04-19-2008, 04:01 AM
Post #34
dominicus

Owl Scout


Avatar

Joined: Apr 10 2008
Location: Somewhere between Vatrona and Xerus
Posts: 14 pos

Year 1
fall
Mikha the Quiet

Assignment of Workforce:
-I assign 60 people to farm Wheat (staple)
-I assign 30 people to gather Wood
-I assign 70 people to gather Fresh Water
-I assign 20 people to gather Clay
-I assign 40 people to farm Maize
-I assign 10 people to gather Flint

Assignment of Military:
-none

Housing and Building Orders:
-build a Fletcher


Quote:
Year 1
Fall
Mikha the Quiet
Total Population: 470 people
Available Workforce: 5 people (You can not allocate more labor to a resource unless the labor is doubled!)
Total Workforce: Wheat: 60 Fresh Water: 50 Maize: 40 Fish: 10
Wood: 30 Clay: 40 Flint: 10

Total Treasury: 1300 gold
Total Food and Water stores: 2000 food and 400 water
Total Raw Resources: Wood: 200 Clay: 200 Flint: 200
Projected Consumption: 1000 food and 500 water
Total Raw Consumption: Wood: 0 Clay: 0 Flint: 0

Imports/Exports: Your emissary returns from the Tilpolean Woods and reports that Blessed Oh, the Prophet has offered gold for clay.

A scout from a foreign region approaches you:

"Great Mikha the Quiet, I have been sent by the advisors of Saif ust-Maimun and Whiteeye to inform you that our leaders are presently absent, having gone on a sacred journey. They plead for your patience in the matter of our diplomacy and ask me to assure you that a reply will be coming."

Housing/Building Orders: You have over 100 units or more of clay and wood. When you reach 800 units of clay or wood, you may order your people to increase their living standards to clay casas or wooden housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population).

-You have built a saw mill. Your production of wood will increase by 400 units of wood per season.

-You have built a stoneworks building. Your production of stone and granite will increase by 600 and 300 units respectively per season.

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts. FRESH WATER LEVELS ARE SOMEWHAT LOW!

__________________
In theory, there is no difference between theory and practice; In practice,
there is.
Last edited by dominicus on 04-19-2008 at 06:53 AM.
Posts: 14 pos
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folder icon   04-19-2008, 09:13 PM
Post #35
Bryndon

Chaos Blademaster


Joined: Jul 13 2001
Posts: 3,890 pos

Quote:
Originally Posted by Blessed Oh, the Prophet

Year 1
Fall
Blessed Oh, the Prophet
Total Population: 500 people
Available Workforce: 0 people
Total Workforce: Rice: 80 Foraging: 0 Fresh Water: 40
Wood: 30 Stone: 50 Gold: 50

Total Treasury: 2100 gold
Total Food and Water stores: 1200 food and 400 water
Total Raw Resources: Wood: 300 Stone: 100
Projected Consumption: 1000 food and 500 water
Total Raw Consumption: Wood: 200 Stone: 100

Imports/Exports: An emissary of yours approaches you:

"Mikha the Quiet sends his regards and asks what you wish to trade."

Your emissary who you sent to the Tilpolean Woods to offer gold for clay has reached the territory.

Another emissary, this one very tall and obviously a foreigner approaches you.

"Honored leader of the southern plains, my lord, Thudor, of Uram's Tusks wish to open diplomatic and trade negotiations. What message should I send to him?"

Housing/Building Orders: You have 100 units or more of wood and stone. When you reach 800 units of wood or stone, you may order your people to increase their living standards to wooden housing or masoned housing. Any housing change will result in a -100 units of whatever selected material is being used for housing (increases with population).

-You have built a saw mill. Your production of wood will increase by 400 units of wood per season.

-You do not have enough resources to build a stoneworks. You need 200 more units of clay, stone, or granite.

Military:
Infantry - None
Ranged - None
Cavalry - None
Walls - None
Fortresses - None

Natural Disasters: None
No disasters have been forseen, people are happy with you! People live in ramshackle Tents and Huts.

Year 1
Fall
Blessed Oh the Prophet

Assignment of Workforce:
- no changes.

Diplomatic Relatons:
- "The followers of Thudor? I have not heard his name before. We are interested in trade relations with your leader. What does he desire of the people of the ravage run? What will he offer us in return?"

I will embark on a holy pilgrimage to the lakes to see what can be seen. Back next season.

__________________
She's more like a turtle.
-TheMadMac
Posts: 3,890 pos
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