Read this post before posting.
It is now time to populate the rest of the world. Make sure that you are familiar with the guidelines before choosing a region. Please finish as much as you can for your region before picking another region. I will keep a list of selected regions in this thread. The regions are first come first serve.
Please keep this thread clean. When you post your region selection, edit that post with the finished or in progress regions. Questions and reviews can be posted in this thread
Discussion:Civilizations (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?31211). If a post does not belong here, I will try to move it to the right thread (if I can). If not I will quote it to the right thread and delete the one in this thread.
Please when you post check the post before you just in case you simul-posted with someone else, so you can quickly edit your select region if you were the slower post.
If you would like a copy of your region (to make your own map) please request it in your selection post (and what format you would like it in). Also if you would like the size of your region, include it in your selection post. I will PM you with the information (link to the image [if it is a file I can't host I will E-mail it to you] and size).
Selecting a region:
1: Choose the region number that you would like to create a city-state/culture/nation on
2: Give a brief description of the civilization that you want to create. (one or two sentences are fine)
3: If you are using a Totem or Idea that your people worship please post it when you select.
[spoiler=Some things to keep in mind:]
1. The Empire worships Saints. Ideas and Totems are worshiped by the rest of the world.
2. Totems can be anything. Large magical creatures, larger than average animals, flocks of birds, constructs, geographical features, etc'¦
3. The technology level of this continent is low, with the magic level being low to slightly middle.
4. The map is not finished so regions can change. (The map probably won't change much)
5. Regions are going to be first come first serve. I will try to keep an updated list in the first post of what is unavailable. If a member gives up on a region it will become available again.
6. You may have members that have selected neighboring regions. Make sure you discuss with those neighbors things like rivers, trade routes, and relations between neighboring regions. Please do not assume anything that affects a neighboring region. I don't see this becoming a problem with the members here, but it must be said if agreements cannot be reached the boards are here to ask for ideas or solutions.
7. If no one is currently developing a region near you, then you have more freedom. For example if you want to make a war hungry city-state that wants the land to the north, then you can create that. Now anyone that develops to the north of your region, must keep in mind that your region wants its land. The fine details of trade embargoes, travel restrictions between the two regions and things like that should be discussed by both authors.
8. This is still a community setting, so a discussion thread will be opened up so members can state what they like about a region, or MINOR suggestions on how to change things they don't like. The only time a MAJOR change should be suggested is if the region presented does not fit at all within the world. (Futuristic weapons, a region that worships saints, etc'¦)
9. The Empire is done by the community.
The Empire's very basic relationship with surrounding regions is they want to conquer them. So if you select a region bordering the Empire, you may want to think about what kind of defenses you have. If someone is building a region neighboring yours, you may want to form alliances with them to face the Empire. Example: If you discuss a history with this person you may even have been bitter enemies that joined against the Empire (but feelings amongst the soldiers and people may not be friendly).
Anything that will directly affect the Empire (I don't think they will be trading much with other nations, but who knows.) Should probably be brought up in the Empire thread.
If you think a geographical feature helps protect your region against the Empire, it probably should be discussed in the World thread. For example deserts, rivers, mountains and such. Forest and things that can be contained within your borders are fine. If you want it bigger it than your borders it should be discussed.
Basically if it affects the Empire, find the appropriate thread and discuss it. Most small things should be a quick, yeah sure we can do that.
10. You will be allowed more than one region, but please keep track of how many you have done compared to the rest of the community. If you find that you are using too many regions take a break and let the other community members catch up.
11. If you choose a large region, you be allowed to split it to create a relationship between two civilizations. The limit will be one per member and only two different civilizations can be made from one large region. Small kingdoms that all share an allegiance to one king is fine since they all have a supreme ruler, free travel and trade, and all have the same totems. They are basically one nation, like early Greece. Two warring city-states that have a temporary peace (Earlier Athens and Sparta) are two different nations.[/spoiler]
[spoiler=Map] (http://img253.imageshack.us/img253/1484/mastermap3vo5.png) [/spoiler]
Regions: Updated 07/06 6:43 PM EST
1.Stargate525 (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.2)
2.Wensleydale (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.6)
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.Atlantis (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.10)
13.
14.
15.Poseidon (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.9)
16
17.
18.Ravenspath (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.11)
19. Ravenspath (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.5)
20. Túrin (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.3)
21.
22. Jedi Yogurt (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.7)
23.
24.
25.
26.
27. MittenNinja (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.4)
28.Sado Oddfoot (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.13)
29.Dark Lotus (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.12)
30.Balrak (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.14)
31.
32.
33.Atlantis (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.10)
34.
35.
36.
37. Ishmayl (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.1)
38. Jaerc (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?32543.8)
39.
40.
Area 37:
My plans are to have a small city-state on the western edge (that bumps up against area 34), and the eastern edge is to be some wild lands. The plans for the wildlands are for several small clans of horse-riding, wolf-taming nomads, all united loosely under one nomadic king. For the city-state, I'm thinking about three different ideas; I'll have one decided soon.
Edited with some new details
Region 1
Name: Thalassin
Primary Race: Elves
Other Races: Human, gnome
Totems
Dolphin: Water, Travel, Luck
Albatross: Air, Protection, Sun
My thoughts right now are a kind of greece-like culture, with VERY fast ships.
1. Dibs on #20.
2. I will be (re)creating a nation of miners. In an older incarnation they were dwarves but they might become humans now (haven't decided). I hope to create some interaction (especially trade) with the surrounding states, especially #21 and #24. If anyone starts working on those, please contact me.
3. I'm considering turning the central mountain/mine the city-state is built around into a Totem, but I'm not definitive on that.
A map with scale of my area would be nice, though I doubt I'll be creating a detailed map for my region.
Túrin
Illan (#27)
"You call yourself a servant of the light? Do you not have a dark side? We all do, and anything not entirely pure is tainted, corrupted, and foul. Mortal beings are evil by nature, and accepting that is the first step to finding peace."
1: Region: 19
2: A theocracy of three city-states that are in constant struggle against each other and the other nations around them. Each city -state is ruled by a cleric who wishes to be in charge of the entire nation. The people are trained for battle from a young age, ready to give their lives for their city. The arts reflect the constant war footing by being very martial orientated or grim in nature.
(The region is so small as it has lost a number of cities over the last few decades to surrounding nations. While there is an uneasy truce/peace the nation is ready to go back to the old ways to regain their cities and their pride. This of course is dependent on the other nations around me wanting to do this.)
3: Totem: Unkindness of Fiendish Ravens
Expanded information:The nation of Corval is composed of three city states. Dalana, the largest and most stable, sits on the eastern coastline. Jarfla, controls the northern part of the territory and Xeris controls the southern territory. Each of the latter two are roughly the same size.
Population: 90% human with a smattering of half-elves,elves and other races
The ports of Dalana give it a power over the other two that they resent. While Jarfla and Xeris may actively war against each other they dare not against Dalana as its sea access is how the they trade with other nations.
Each city-state is ruled by the Church of the Ravens with the high priest of each running the city. A council of the three high priests as well as other ranking members met to work on out agreements of a secular nature as well as church dogma. Each priest believes that they should rule Corval soley and scheme towards this goal.
Exports-the largest export of Corval is that of men and women trained in battle. With an almost constant state of war between the city states and tensions with the surrounding nations children are trained from an early age to defend themselves and how to battle.
Individuals or whole companies of mercenaries can be hired from any of the city states. Once these soldiers are bought they are honor bound to fulfill their contracts, even if it means fighting a company from their own nation. But if their 'lessor' violates the terms of the contract the wrath of the company will fall on them hard.
Religions:
The main totem which Corval follow is that of the Fiend Ravens.
Quote from: From Pantheons threadDeath Totem
An Unkindness of Fiendish Ravens.
Domains: Death, Evil, Destruction, Trickery
Released into the world as a cruel joke, the Unkindness flourished in a world ripe for deception and death. As the flock traveled the skies leaving a path of destruction, humanoids began to fear, then worship the birds in hopes of staving off the flocks wrath. This lead to an even greater amount of power for the Ravens, giving them power over death itself. Followers of the Death Totem use the power of fear to get their way, to control others as they see fit. A city state, dedicated to the Ravens values might and will use any means necessary to gain what they believe to be rightfully theirs.
While other totems are worshiped within Corval, the Ravens are the primary religion as this church also rules the city-states.
Region: 2.
An Alcandrian state, maintaining strong cultural ties to the Imperial World (although not necessarily so willing to rejoin it). It could quite possibly be linked strongly with Area 1, as I was thinking of having a merged culture alike to that which was transformed and mutated as a result of imperial influence.
Totem: Likely some kind of deified ideal of 'Empire', although this will develop as it goes on (it certainly won't be the same as the Empire itself).
[spoiler1=WiP!] Pylorin
Pylorin is a relatively large state just off the southern border of the New Empire. Although it was not anywhere near Alcander's home, his conquests encompassed it, and it is said that he spent more time there than he did in his own lands! It is certainly known that he loved the lands there, and perhaps this accounts for Pylorin's peoples' continuation of Imperial society even beyond the fall of the Empire. However, despite its adoration of all things Imperial, Pylorin seems to hold a dismissive view towards the newly refounded state, and sees them as somewhat below itself.
[spoiler=Regional History]
Pylorin was originally a viciously tribal and only semi-civilised seafaring nation holding the eastern and south-eastern portions of its current lands in an iron grip. Although they were famed for being great seafarers, in direct land combat they were vulnerable to Alcander's forces and rapidly fell before them. Perhaps the 'rule-of-the-strongest' culture of Pylorin was their reason for such rapid acceptance of Alcander - it was written by the chief Syndannis, Alcander's major opposer, that his men respected the foe as much as they did Syndannis himself - or perhaps it was the sheer force of his armies, but Alcander stayed in Pylorin for a long time. He even planned at one point to construct a new capital in Pylorin, or so the historian Dakutor tells us - but plans for this never came to light for reasons still not understood.
However, the Cliffside Palace on the southern coast WAS built for Alcander's use - an enormous structure carved from the rock of the cliffs themselves - as was the semi-destroyed Alcandrian Colossus, a 300-foot high statue of a man (presumably Alcander) holding a longspear above his head. These amazing works of engineering were apparently meant to be the basis for Alcander's capital, and if it had been constructed, it would have been truly amazing. Alcander returned to the Cliffside Palace to die there with his daughters, his son already claiming more land for the Empire. Alcander's son apparently did not appreciate Pylorin as much as his father, but throughout the history of imperial war Pylorin was used as a major naval construction site, and Pylorini guardsmen were still manning a large portion of the Empire's navy when the Empire finally collapsed with the death of Emperor Claud. After Claud's fall, Pylorin rapidly became totally sovereign, although it held on to its Imperial past (particularly through religion and language).
Since the Imperial downfall, Pylorin has become powerful alone. High Priest Danti, leader of the Imperial Cult in Pylorin, took control of the state when orders ceased to arrive from the Capital. There was no civil war in Pylorin - instead, Danti drew a line across the map and declared that 'This corner of the world will remain Imperial and Sanctioned. Until the end, or until true Empire comes again.' The lands within that line were conquered rapidly using a combination of Imperial martial skill and the seabound cultural ties of the Pylorini. These boundaries were later expanded to the present day borders of Pylorin by the campaigns of High Priest Sancta the Terrible. Those borders lie mostly along the lines of the 'Hunting Ground', an idea of Emperor Sarim the Lazy, great-grandson of Alcander and one-year Emperor, who had the intention of walling off a large section of the Empire as his own private garden. This was just one of his particularly self-serving ideas, although possibly his worst, and contributed to his downfall by assassination. His successor and brother, Tyrel II, had the idea of turning Pylorin into a fortress and base for a mass invasion into non-occupied areas of the eastern continent, and the walls which his sibling laid were built up by him, before his own assassination (supposedly by Sarim's son, who later became Emperor).
Since then, Pylorin has stagnated. It still relies on technology and magic that were developed hundreds of years ago - and with the latter, much of the knowledge that once formed the basis is gone. The current High Priest, Alxande' II, has ordered an increase of Border Watches, and is supposedly sending out engineering parties to investigate a rebuilding of the Hunting Ground's walls, for military purposes, along the lines of Tyrel's plan. The Empire has not as yet made any incursions into Pylorin, but it is perhaps better to be safe than sorry...[/spoiler]
[spoiler=Life and Society]
For historians, Pylorin is perhaps the ultimate expression of life in a conquered colony of the Old Empire. Indeed, it is an almost total replication of it, if slightly lower-quality. The state is ruled by a High Priest, currently Alxande' II, and the population are largely state-paid farmers or fishermen. However, the majority of Pylorin's men can use a longspear, and some are trained to fight in phalanx or with shortswords (in the manner of their ancestors) too. Pylorin follows the Cult of the Empire, who worship a kind of deified totem of Alcander, his family, and the Empire itself, combined into one being known as Shaha, which means in the old language of Pylorin 'All', or 'Everything'. The largest place of worship is easily the Dome of Pilum, the third Wonder of Pylorin (the other two being the Alcandrian Colossus and the Cliffside Palace). This enormous dome is no less than two-hundred feet high at its highest point, although this is the wall (and ironically, only a small part of the Dome itself is complete). The knowledge no longer exists to complete this project, and instead the worship is performed in the open air. The legs and lower torso of statues to rival the Colossus would have held up the arch in this structure, but no more than one hundred feet of statue has ever been built (although that in itself is utterly colossal). Nobody knows who these statues would have been, although as the dome was another construction of Alcander, it is likely they would have been deific depictions of him.[/spoiler]
[spoiler=Imports, Exports and Industry]
Pylorin has few exports or imports, although it still sells off mercenaries to nearby kingdoms. It is almost totally self-supporting, and manufactures its own arms, armour, and ships for military purposes. Agriculturally, it is backward compared to many other lands, but it survives.
[/spoiler]
[/spoiler1]
Region 22
[spoiler AHH! THE CBG PHANTOM ADDED SOMETHING TO MY POST!!!](http://img528.imageshack.us/img528/1898/region22wr6.png)
300 widest
349.50 tallest
~104,850 sq mi
Image is 2.195 inches wide by 2.325 inches tall
[/spoiler]
1. Region: 22
2. One government, the leader is elected through a deathmatch held whenever someone challenges him, and must be vouched for by 9 of the 13 elders.
3.
Totem - Bear: Knowledge, Strength, War
1. 38
2. "A light from on high has visited us to shine on those in darkness to guide our feet into the way of peace"
In a land of (nearly) everlasting darkness, the crucible of night has forged a nomadic culture of righteous warriors.
3. {coming soon to a post near you...possibly}
I'd very much like to be in communiques with the builders of 29 and 33 to talk ideas about the interaction of cultures.
(Ok my week has passed, and you guys thought it was torture waiting for me to open this thread. Try waiting a week while everyone chooses regions you would have picked. :( )
Region 15
This region is a seafaring matriarcal kingdom. They worship the mother of the sea the Kraken.
[spoiler Kuhrax]region number: 33
region name: Kuhrax
populace: Kobolds(70%) Humans(10%) Goblinoids(7%) elves(7%) other(6%)
Leader: Groziik (kobold) Groziik is a superb warrior and diplomat(despite his kobold heritage). He rules fairly in most eyes. every so often he goes to visit the tip of the spear area in the region(the long pointy peice of land) to pay tribute to dragonkind. He does not usually come out of the capitol city throne room. His cabinet is made of 6 governors, 12 advisors, and 24 secretaries. Groziik has an extremely large army, due to the High birthrate of kobolds. It is unknown why, but he despises the empire and all who are allied with it. It is believed that the old empire drove them from the south where they lived above ground to the frozennorthlands.
main food source: Fishing
Totem: All dragonkind;war, greed, strength.The inhabitants of Kuhrax believ that once there was nothing. Utter darkness. The only thing in the Universe was an egg. It had been there for Quadrillions of years and never hatched. Finally itt did. They believe That the egg belonged to the Great Sky Dragon Khuraxelzarrovleth. Khuraxelzarrovleth then created a worl a dragons to inhabit it. The kobolds of Khurax believe that all dragonkind then created them. The kobolds lived in the southern region of the world but were driven out by some unknown group of people. They new land they came to in the north region, they named Khurax in honor of the great sky dragon Khuraxelzarrovleth. It was much too cold for them to live, so they were forced to live underground. Many non-kobold residents live aboveground however they are welcomed into the kobol dens which form an underground network of tunnels throughout the region.
Description:the inhabitants on mainland live underground, those near the coastline are nomadic and seafaring. Hold all dragons in high reverence and will lash out at anyone who would knowingly offend a dragon. Extremely icy region. Many rangers and barbarians. Many inhabitants are trapsmiths.
[/spoiler]
Would like to talk about interaction of cultures for builders of 34,31,38
___________________________________________________________________________________________________________________________
[spoiler Evlaret]REGION NUMBER:12
region name: Evlaret
populace: Half-elves, Half orcs, Half Giant, Half {insert race here}, etc.(87%)other(13%)
leader: council made of 3 elders each of the three most common races: 3 half elf elders 3 half orc elders 3 half giant elders. The half elves represent the gnomes, humans etc. in council. The half orcs represent the goblinoids, kobolds, etc. The half giants represent the rest of the population
main food source: fishing and gathering
worship: the region worships no particular divine entity or god. they do however revere all kinds of magics including psionics,arcane (of course), and divine (such as those powers of a druid or cleric). The inhabitants do not however do not worship magic by any means. They worship a variety of gods and totems
Description: The races here have come mostly for haven, as they have been treated terribly in their homeland. When the half orcs came here, they were told to either renounce their faith in {insert current orcish racial deity here} or leave. They renounced their faith. THe the races live in peacewith a few minor squabbles here and there. Some half elves now even have come to have half giant lovers and half giants even have some half orc lovers. Elvaret is a home for any mix of any race.
[/spoiler]
Would like to talk about interaction of cultures for builders of 11 and 13
__________________________________________________________________________________________________________________________________________________
Region 18
The nation of Meránnil Eliesarrow is ruled by an elvish monarchy which has opened it's borders to all races.
Population: 50% elf; 15% half elf & human; 5% dwarf, halfling, draconic; 5% a variety of other races.
The government, while still a monarchy does have a parliament which allows representation by region.
Meránnil Eliesarrow has had a constant struggle with their neighbor Corval over the last few centuries. While tensions currently are reduced there is always the potential that war could break out between them again. This is especially true as the land now know as the Eastern Province until 40 years ago belonged to Corval. Smaller settlements on the east side of Meránnil Eliesarrow also were once considered to be Corval's but were lost from 60-100 years ago.
Worship: While any and all totems are acceptable for worship in Meránnil Eliesarrow, the state totem is that of the Phoenix (to be developed later.)
region: 29
Nation:by the natives simply dubed Northrelm
A brutish (viking) type people (were women take pride in being great warriors alongside the men) who thrive on war and honor where the is no greater honor than to die in battle
Totem:wolf/dire wolf - war/strength/honor/nature
a boy/girl must slay a wolf to become an honored warrior - the wolves pelt is then used to make a cloak (the warriors mark of honor) wich is given to them in the warriors ceramony
Races: Humans (100%) (there are other races but they are outlawed from living in the cities as to keep the blood line pure)
outside of main cities - (45% human, 35% Frost Giant, 12% dwarf, 8% elf)
Ruleing Party: King Ornin / Queen Valicess / Prince Einin / Prince Uller / Princess Freya
Cities:
Valhelm(capital)a near impenatrable fortress set atop a giant icy plateau(many an invading soldier has fallen to the deadly cold befor even reaching these walls)
Frost Pass - a moutain stronghold guarding the mountain pass to region 30
Dragonsmaw - trade settlement located on river at the border with region 28
Riverwind - large lumber camp settlement
Iron Pike - Mineing town
Main Food Source: fishing/cattle/mead(lots and lots of Mead)
Technology: large iron ore industry (many miner/blacksmiths) take pride in forging armor/weapons
long-boats - fast ships that can carry large amounts of units through shallow water (rivers and such) or through the oceans..
Magic: Spell casting is shunned the only form of favorable magic are items that increase ones abilities in hand to hand combat
Resouces:
Exports: Iron Ore, Wood, Fur, Mead, Meat, Armor, Weapons, Ice Rock(a magical ice that can be used to craft arms and armor)
Imports: Grain, Spices, fruits, vegetables, Stone, Gold, Silver
Military: while Norse Men fight hand to hand on the ground Norse women (Valkyries) take to the skies on Griffons for ariel ranged combat
Organizations:
Brotherhoood of Thor - The Elite gaurd of the Norse and personal protectors of the King and Queen
Sisters of Battle - the divisions of Valkyries in the Norse army
Blood Fang Beserkers - group of crazed soldiers that go into battle with no armor and fight with a crazed blood lust
Allies:
King Balrak of Region 30
The Nailo Family of region 28
Trade:
region 30 - trades (lumber, mead, furs) for (gold, stone, beer/ale, silver)
region 28 - open for trade
region 38 - open for trade
~~~more to come soon~~~
Region - 28
Nation - [to be named]
Totem - Worship of Nature as a whole, mostly the Evergreen trees due to their resilience and ability to withstand through the harsh winters. (The cutting down of an Evergreen Tree is punishable by death)
Races - "White Elves" (Elves that have adapted to the harsh colds) 95%, Other 5% (Other includes trading ports, mainly... the races in the wild are not included)
Rulers - The Nailo Family (very respected, overthrough a tyrannical government)
Main Food Source - Fish, Wild Animals (bears, wolves, etc.), Few Livestock
Technology - Very little technology, but specializes in archery and fine armors which allow people to move unencumbered yet protected.
Magic - Said to be "a gift from nature," magic is highly used and greatly respected among the Elven region.
Military - From the time even before maturity EVERY Elf is taught in the way of the bow. For the females, they also get a a great education in magic. The males, however, are trained in the bow, longsword, and magic. (Magic is pretty basic for the males, UNLESS apart of a Noble's family)
Area 30
a the moment i have no detail just want to secure my region
sounds like fun...hope it goes over well!
Yo, can I grab region 14 as well?
Region 3
Totem: flocks of ravens.
Races:Kenku
Government type magocricy(The best magic user is King/Queen)
By the way 2, the Kenku dislike the empire. Mabye the empire exiled the whole race or something. I haven't decided yet.
by the way I need a map and scale for 3.