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[Forum Game] The World at Dawn!

Started by Polycarp, August 16, 2007, 04:42:50 AM

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Stargate525

Quote from: Mithridates
Quote from: Stargate525And if we wanted to, we could have an occasional 'leap' that covers a significantly larger amount of time, if we ever feel it's getting stagnant.

Something that's been done with other games of this type before is called BT/IT, or "Boring Times/ Interesting Times."  The premise is a lot like what your suggestion; the game covers certain periods of "interest" while skipping stretches of "boring" time.  We can do something like this if we get to a period of "boredom" - which would most likely be a period of hegemony (think Roman Empire).  We'll cross that bridge when we come to it, but it's certainly an option.
update... update...

*attempts to beam suggestions into your mind while being laughed at for making a funny face*
My Setting: Dilandri, The World of Five
Badges:

Polycarp

Update 1: The Years of Awakening

[spoiler=The Map]

[/spoiler]

[spoiler=A Brief History of the World]
Before men worked bronze and plowed the earth, there was the Ma-Turi, the 'Great Tribe.'  The scribes of Celend record that the Ma-Turi were a thriving people of the heroic age, who drove out the giants and serpents from the plain of Ma'a.  In those lands they lived carefree lives, with meat and honey enough for everyone.  There was no need to work the land, and no cause for war.

As all ages end, however, this heroic age reached its twilight.  A drought came upon the plain of Ma'a, and the blighted land became drier and drier.  The Ma-Turi bickered amongst themselves and fought over dwindling food and water even while their lush home became a vast desert.  In the end, the Ma-Turi abandoned their lands and split amongst each other, founding the ancient kingdoms of Kuregn, Celend, and Beitar.  Only a handful remained behind in Ma'a, becoming a tribe of desert nomads known as the Atur.  It is from these kingdoms that all humans spring.

Or at least, that is what the priests of Celend maintain.  Many would disagree with their history, and it does not truly explain the rise of human lands in the north and east, where independent city-states have come to dominate the political landscape far from the influence of the ancient kingdoms.  With the spread of agriculture and bronzeworking, even the smallest of these new states has the tools to prosper and exert authority over its own petty domain.  Some speculate that the old order of the Ma-Turi successor kingdoms is coming to an end, as the ancient empires stagnate and continue to fight each other as they have always done.  This age may yet belong to the north and east, where a spirit of adventure and ingenuity lives on.
[/spoiler]

Year of the Comet 1-25

The North

People everywhere watched the skies this year as a brilliant comet lit up the summer sky.  Could this be a sign of future prosperity, or an omen of impending doom?  Regardless of its greater meaning, many peoples have begun counting years since the event, giving foreigners from north, south, east and west a common calendar to make sense of the many ritual, religious, and state calendars found throughout the known world.

In the north, several states arose from relative obscurity.  The clans of Nargaq, who had long lived in the dark forests and high valleys of the northern highlands, acquired some measure of unity under which the five ruling clans rule their fellows.  Though a traditionally tribal and semi-nomadic people, the necessities of government compelled the ruling clans to consolidate their power in the new city of Nargaq itself, which is less a traditional city than a constantly populated gathering place of artisans, leaders, craftsmen, and warriors from all of Nargaq's various clans.  With their newfound unity and might, the tribes expanded outwards in search of new lands.  The thinly populated forests of the interior proved impossible for native tribal peoples to hold against Nargaq, and those without the desire to be a part of the Nargaq confederation have moved downriver, where six landless tribes have formed a makeshift confederation to resist Nargaq influence (known quite simply as the Six Tribes confederation).

The clans of Nargaq busied themselves with other tasks as well, building dams and hill forts to tame and control their territory.  The Mole clan, over years of practicing their ancient vocation of digging, discovered modest but worthwhile sources of copper in the upland hills.  Such copper, traditionally gathered from streams in even smaller amounts, may yet advance the metalworking of the highland clans in due time.  Other clansmen, in impressively large dugout canoes, have seen the lands of Avardera and the Six Tribes Confederation with their own eyes, trading trinkets and baubles with the natives.

At the northernmost point of the known world, the Kingdom of Avardera overthrew their despotic first dynasty, replacing it with a new regal line more palatable to the Avarderine aristocracy.  As refugees from the highlands trickled in telling of powerful Nargaq and their expansionist zeal, the Kingdom minded its own defenses, raising a larger army and building hill forts to secure its farms and pastures.

South of Avardera, the theocracy of Ruthern also marched forth to acquire more land, though through somewhat different means.  The Ruthernians, eager to glorify their god and their newly established state, took to missionary work with great zeal.  Some tribal peoples near the peninsula adopted Runethainism, broadening the city's sphere of influence.  Not everyone was so quickly converted, however, and minorities remain within Ruthern's new border regions who still cling to their Animistic traditions.

Little difference exists between a Ruthernian missionary and a Ruthernian explorer.  Some of these more adventurous members of the faithful reached as far as the Nargaq highlands in their travels, making a handful of converts and planting the seeds of Runethainism wherever fertile soil could be found.

Seeds of a more mundane nature were also been planted in Ruthern, as they are every year, but the Ruthernians experimented with new ways to grow and harvest crops.  Progress has not been forthcoming, and the average Ruthernian farmer continues as he always has '" plowing the field by hand with a digging-stick and hoping Runethain grants favorable rains.

The Isles

Among the isles of the Inverness, the sails of Inveran boats became an increasingly common sight.  Braving storms and dangerous lee shores, Inveran colonists set foot on a neighboring island and founded a new colony.  The colony '" which the Inveran Meritocracy has yet to name '" had a difficult start, and seriously strained the food supply of the local shoals.  The people of Inveran just had to tighten their belts and soldier on, though much grumbling was heard among fishermen who had to pay heavy taxes in kind to support the colony.  With the food shortage, the leaders of Inveran had difficulty assembling the corvee labor needed to construct the planned temple to the Dragon Saints, though in time it was completed (if a few years later than planned).  The state had an easier time assembling a small professional army, largely from fishermen who abandoned their boats in these lean times for the security of state-furnished rations.

They say necessity is the mother of invention, however, and these same lean times produced some new advances.  The old keelboats have given way to faster, more seaworthy galleys, which can more easily transfer food and goods from one city to another.  Adversity led others to seek their fortunes abroad, and a formal expedition was organized into the 'Lost Lands.'  The Inveran explorers made contact with the Ruthernians, the Six Tribes Confederacy, and a variety of pre-bronze tribal peoples living along the coasts before heading inland.  Despite the occasional setback, the expedition reached Nargaq, and after trading for supplies continued inland, eventually reaching a previously unknown river flowing roughly northwards.  At its mouth, the expedition found a populous but technologically backwards kingdom called 'Durum.'  The King of Durum, impressed by how far his foreign guests had come, gave them several large canoes with which to round the coast of the Lost Lands and continue home.  The expedition leader, Publictus, may yet go down in history as one of the age's most intrepid explorers.

While the inhabitants of the northern Inverness struggled to support a new city, their neighbors to the south struggled to preserve the political unity that, until recently, had proven elusive.  The heresies of the Machta-In's southernmost islands proved difficult to entirely quash, and rumors spread in the Machta's hall of a possible Kuregnite connection with the rebels.  Traders from the ancient kingdom are uncommon and Kuregn has never showed an interest in the Inverness before, but even a rumor is enough to create apprehension when the rumor involves one of the most powerful states in the known world.

In this case, it created more than apprehension '" the rebellion resurfaced.  The crisis had to be managed carefully.  The resurgence embarrassed Padre, whose previous victory clearly did not hold, but also presented a challenge for the Machta, who feared open conflict with Kuregn if the rumors proved true.  After spending long hours in contemplation in the shrine of Ramala, Sedoon decided confrontation was the only feasible option.

This may have been a mistake.  The rumors were true '" the Despot of Kuregn, Aguman II, coveted the wealth of Yaffa, which had grown rich off trading tin up and down the coasts.  An island outpost could prove useful in challenging the growing hegemony of the Yaffan Matriarchy.  For all the might of Kuregn, however, Aguman's small fleet had no advantage over the Invernessi, and so he turned to his other advantage '" Kuregn's excellent network of spies.  The Despot, quickly seizing the nature of the Machta-In's current situation, made contact with Padre.  Sedoon was caught in a trap; when he realized that a thousand Kuregnite troops had already made landfall upon his own arrival, he attempted to flee '" but his own fleet, on the orders of his uncle, had already abandoned him.  Sedoon was captured and taken back to Kuregn, a prisoner of the Despot.  Aguman was more than happy to acknowledge Padre's rulership of the isles - but kept his new prisoner as insurance should the new Machta 'forget' who put him where he is.

Though the Machta-In's new status as a de facto vassal secured Machta Padre against external threats, the decision to side with foreigners against the previous Machta has proven deeply unpopular with the Invernessi.  No local prince wishes to provoke the Despot's wrath, but their subjects are less fearful of voicing their resentment.

The South

It is said that a new high chieftain has emerged from the seemingly endless inter-tribal warfare among the Atur.  Under the leadership of 'the Ammar' (or 'leader'), the Atur raided the borderlands of Kuregn and Celend, and soundly defeated a Celenite army near the banks of the Red Ispar river.  Such violence seems aimed more at plunder than conquest, and both kingdoms are wealthy and stable enough to ignore such pinpricks for now.

As far as the lands of the north are concerned, the most important city of the southlands is that of Yaffa, a tributary state of Celend.  Until recently a backwards cluster of villages on a forgotten, windswept cape, the Yaffans achieved great wealth within the last few generations due to the discovery of the largest tin deposits yet found.  Tin, being an essential ingredient of bronze, has greatly enriched the Yaffans, whose ships ply their trade from Beitar to Ruthern.  Under their great Matriarch, Ulla, Yaffa grew strong and wealthy enough to reduce the relationship with Celend to a mere formality.  The Matriarchy still acknowledges Celenite suzerainty, but Yaffa is effectively independent, and already meddling in the affairs of others.

The East

The agricultural city-states of the Serpent (the longest river in the known world) have enjoyed steady growth with little outside interference.  The river is quickly becoming a vibrant artery of trade, interrupted only by the occasional skirmish between petty rulers seeking prestige and acclaim.  The "Lowland States" (Pinur, Shol, Balan, and Atamn) shifted alliances countless times in the past quarter century as each local ruler attempted to gain supremacy over the others.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

[spoiler=About the Statistics]

As this is our first update, some explanation of the statistics is in order.

Most stats are represented by a single number between 0 and 10.  Generally, 10 is better than 0, but very high scores can have negative aspects as well.  Stats interact with each other in complex ways that can't always be predicted.

Popularity indicates how loved the government is by its subjects.  A 0 indicates a government that is universally despised by all; a 10 indicates a government loved and cherished by all.
Dread indicates how feared your state is, both by your own citizens and by foreigners.  A 0 indicates a state that is about as feared as a kitten; a 10 indicates a state so feared that few dare to speak its name.
Fervor indicates how much zeal exists among your subjects for your state religion.  A 0 indicates that people couldn't care less about the state religion; a 10 indicates a people that are willing to kill and die for their faith at the slightest provocation.
Population indicates the approximate number of people in your state.
Prosperity indicates how well the average person in your state lives.  A 0 indicates that your state is a squalid pit in which starvation is faced daily.  A 10 indicates a society in which all are well-fed and every household is replete with the rarest luxuries.
Trade indicates how open your society is to other societies, and how many goods, technologies, and ideas cross your borders.  Trade can give you prosperity and advancement but can also spread nefarious foreign ideas, religions, and diseases.  A 0 indicates an isolationist society with completely closed borders; a 10 indicates an open and cosmopolitan society in which there is practically no distinction between foreign and local.
Advancement indicates the general level of technological advancement of your state.  Most states are "Early Bronze Age," though some societies have not yet reached this level.
Infrastructure indicates the extent of civil works in your state '" roads, canals, aqueducts, public baths, granaries, academies, and so on.  A 0 indicates that your state has no civil works of note; a 10 indicates a complex, advanced, and well maintained infrastructure available to all citizens.

Military

Your state's military deserves special mention, because it works somewhat differently than the other 0-10 statistics.  There are several unit types you can choose from.  The number of units you can normally field is limited; this limit will increase or decrease based on things like population, infrastructure, and so on.  You can expand your military past this limit, but the quality of your units and the prosperity of your state will suffer for it.

Unit types are fairly general; spearmen, archers, and so on (see below for a current list).  I don't want to get too detailed in terms of military '" it's just not necessary '" but I may allow the gradual development of 'unique units' if you develop them in stories.

Not all units are regular.  'Irregulars' will join up when you attack or defend; they represent volunteers, slaves, conscripts, and other amateur soldiers that have joined the regular army on a temporary basis.  Irregulars vary in numbers and quality based on a variety of factors; a high fervor stat, for instance, will give you huge amounts of irregulars if you should embark on a holy war.  They are not at the level of regular units, but don't discount the impact they can make, especially when defending their own homes or motivated by faith.

Navies work a lot like armies, though navies have their own distinct unit types.  You can disembark your sailors and use a naval unit like an army unit; disembarked sailors ('Marines') are more effective than irregulars, but a bit less effective than any regular army unit.  Navy and army units share the same unit limit, so a large navy comes at the expense of a large army (and vice versa).

You can change, add, and remove units through your story orders '" I'd rather you write about expanding your navy and building new ships than saying 'I add three Galley units.'  Firstly, stories are always preferable to short orders; and secondly, changing your forces might be fast or gradual depending on other factors, so you can't always predict how your forces will grow and change.

Military Technology indicates the unit types you can raise.
Forces indicates the number of total units you have.  Your unit limit is in parenthesis.
Army lists your regular army units.  An infantry unit represents around 500 men.  More exotic and expensive units, like horsemen, represent fewer men.
Navy lists your naval units.  A naval unit represents around 5-10 ships, depending on size.[/spoiler]

[spoiler=Current Unit Types]

Army

Spearmen (Spr): Spearmen wield a short spear, and are usually equipped with a copper helmet, light armor (e.g. linen, hide, or leather), and a large hide or wooden shield.  They are decent all-around troops that can handle most opponents adequately, but they don't excel at anything.
Bladesmen (Bld): These are usually younger and more agile warriors that serve as light infantry, fighting with some manner of bronze blade '" usually an axe, knife, or short sword '" and a hide or wicker shield.  They wear little or no armor to preserve their mobility.  Bladesmen are fast and flexible light troops who can ably accomplish tactical maneuvers and ambushes.
Archers (Arc): Archers carry a short bow, several sheaves of arrows, and little else.  Their arrows are deadly, but inaccurate at long ranges, and can be blocked easily by shields and even light armor.  They are often used to break up enemy formations and to assault or defend walled cities.
Slingers (Sli): Slingers fire deadly lead bullets that significantly outrange bows, and can break bones even through shields and armor.  These bullets are heavy, however, which limits the number that can be carried into battle.  They make good battlefield skirmishers.

Special (you can't choose these units, see above)

Irregulars (Irr): Irregulars wield whatever weapons are at hand '" javelins, clubs, bolas, farm equipment, or even simple rocks.  They usually have no armor to speak of, and fight as skirmishers '" their plan is to throw whatever they have in hand at the enemy, and then run like hell!  They lack training and discipline, but can be useful auxiliaries and scouts.  Their effectiveness can vary based on their society and their current situation.
Marines (Mar): Marines are navy crews disembarked from their ships to fight on land.  They are as disciplined as regular soldiers, but are lightly equipped and unarmored (armor can be a hindrance when running a ship), usually with short bows, javelins, or assorted hand weapons.

Navy

Boats (Boa): These represent canoes, barges, and small boats primarily designed for rivers and day voyages over calm seas.  These small vessels are quite handy, but very vulnerable to storms and ill-suited for warfare at sea.  
Galleys (Gal): The galley is a round-bottomed ship with 20-40 oars and a single square-rigged mast.  They are faster and more seaworthy than boats, but are unsuitable for open waters beyond sight of the coast.  They have no weapons, combat being conducted by boarding an enemy ship.

More unit types may become available as technology advances or as certain animals are introduced (i.e. horses).  Note that just because a unit is mentioned here doesn't mean you can field it; check your 'Military Technology' stat.[/spoiler]

Now, without further ado, the stats.

Statistics

[spoiler=Free State of Inveran]
Player: Stargate525
Government: Oligarchal Meritocracy. There is a ruling house, and the best qualified from this house are chosen as leaders.
Popularity: 4
Dread: 0
State Religion: Cult of the Dragon Saints
Popular Religion: 100% Dragon Saints
Fervor: 4
Population: 9,000
Cities: Inveran (C)
Prosperity: 2
Trade: 2
Advancement: Early Bronze Age
Infrastructure: 1
Espionage: 0
Military Technology: Spr, Bld, Arc, Boa, Gal
Forces: 2 (2)
Army: 1 Spr
Navy: 1 Gal[/spoiler]

[spoiler=Nargaq]
Player: Atlantis
Government: Council of elders from the five ruling clans; Raven, Wolf, Fox, Bass, Otter. The Raven elder makes the final decision if there is a tie in votes.
Popularity: 5
Dread: 2
State Religion: Animism/ Ancestor worship
Popular Religion: 96% Animism/ Ancestor worship, 4% Runethainism
Fervor: 3
Population: 12,000
Cities: Nargaq (C)
Prosperity: 3
Trade: 1
Advancement: Early Bronze Age
Infrastructure: 3
Espionage: 1
Military Technology: Spr, Bld, Arc, Sli, Boa
Forces: 3 (3)
Army: 1 Bld, 1 Sli
Navy: 1 Boa[/spoiler]

[spoiler=Ruthern]
Player: Sir Vorpal
Government: Theocracy, with a new High Priest chosen every 7 years by an omen from Runethain.
Popularity: 6
Dread: 1
State Religion: Runethainism
Popular Religion: 90% Runethainism, 10% Animism
Fervor: 6
Population: 14,000
Cities: Ruthern (C)
Prosperity: 4
Trade: 1
Advancement: Early Bronze Age
Infrastructure: 1
Espionage: 1
Military Technology: Spr, Bld, Arc, Boa
Forces: 1 (2)
Army: 1 Spr
Navy: None[/spoiler]

[spoiler=Southern Invernessi Machta-In]
Player: Wensleydale
Government: Decentralized Monarchy
Popularity: 3
Dread: 1
State Religion: Sadatism
Popular Religion: 100% Sadatism, unknown percentage Sadat Heresy
Fervor: 3
Population: 10,000
Cities: Danhula (C)
Prosperity: 4
Trade: 2
Advancement: Early Bronze Age
Infrastructure: 1
Espionage: 0
Military Technology: Spr, Bld, Arc, Boa
Forces: 2 (2)
Army: 1 Spr
Navy: 1 Boa[/spoiler]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Polycarp

[ic=Despot Aguman II of Kuregn to the Machta of the Invernessi]
In return for my continued protection of your lands, I will require some kind of reciprocation '" a tribute is in order.  Whether this comes from your own coffers or those of the Yaffans, who trade all throughout your waters, is your decision to make.  I trust you understand which I would prefer.[/ic]

[ic=King Elu of Avardera to the High Priest of Ruthern]
My blessings upon you.  I have had reason to be concerned of late with the highland tribes, who are more united and dangerous than they have ever been before.  I believe that a mutual agreement between us could be beneficial to us both.[/ic]

[ic=Chieftains of the Six Tribes Confederation to the Leaders of Inveran]
The clans of Nargaq take our land and threaten our very way of life!  Your explorers have passed through our lands and told us of your powerful army '" we entreat you to come to our aid against our oppressors.[/ic]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Stargate525

[spoiler=Free State of Inveran]
Player: Stargate525
Government: Oligarchal Meritocracy. There is a ruling house, and the best qualified from this house are chosen as leaders.
Popularity: 4
Dread: 0
State Religion: Cult of the Dragon Saints
Popular Religion: 100% Dragon Saints
Fervor: 4
Population: 9,000
Cities: Inveran (C)
Prosperity: 2
Trade: 2
Advancement: Early Bronze Age
Infrastructure: 1
Espionage: 0
Military Technology: Spr, Bld, Arc, Boa, Gal
Forces: 2 (2)
Army: 1 Spr
Navy: 1 Gal
Religion: They worship Dragon Saints. Each one has a portfolio and list of heroic deeds. Whether they were (or are) actual dragons is unknown.
Culture: Due to its location, the Culture of Inveran has been developed in isolation. Music is a prevalent form of entertainment, acting is unknown, and literature has just started in the topics of History and Religion. Daily life is based around fishing, from where they get most of their food, and religion, which they practice heartily.
[/spoiler]

[ic=Return Letter To Machta Sedoon]
Your Grace,

We graciously accept your offer of alliance. From this day henceforth, our enemies shall be one, and our good shall be free in trade.

Aristo[/ic]

[ic=Letter to the Ruthernians, Nargaq, and Durum]
Esteemed Rulers,

Word has come to me of the great lands that you possess and that you are a great people. We respectfully request that our ships be allowed into your ports, to trade with your people so that mutual understanding and respect may flourish. In return, we offer our ships for your own trade, and will gladly take your goods where you wish. For a small consideration, of course.

Awaiting Your Reply,
Lord Aristo[/ic]  

[ic=Reply Letter to Six Tribes Confederation]
We will be glad to help our new friends in this time of need. We do ask that in return, when this war is over, that you allow our ships to travel to and through your land, as we will both profit from that arrangement.[/ic]
My Setting: Dilandri, The World of Five
Badges:

Higgs Boson

[ooc]New orders:
1.) Expand
2.) Agricultural development
3.) Military development
[/ooc]

[ic Reply to Kinge Elu of Advardera]Esteemed King,
As we have seen, also. I too belive an alliance could greatly help us both.

Runethain be with you,
Sharzak
[/ic]

[ic Reply to Lord Aristo]
Lord Aristo,

I accept your offer on behalf of the children of Runethain

High Priest Sharzak
[/ic]
[spoiler=CLICK MEEEEE] My setting(s):
[spoiler=Quotes]Why are my epic characters more powerful than the archfiends from the Book of Vile Darkness, the archangels from the Book of Exalted Deeds, and the Elder Evils from Champions of Ruin?

If you're playing epic, pause for a moment to laugh at WotC's farcical cosmic entity stats and move on. They aren't there to be taken seriously. Trust me. They aren't even suitable for use as avatars. -WotC Epic Boards, Epic FAQ

Nobody can tell... hell we can't even tell if he actually exists -Nomadic, talking about me.
[/spoiler]

My Site

[spoiler=Oh Noes!] [/spoiler]
[spoiler=Various Awards][/spoiler]
[spoiler=For those who don't know...]...my name is the current name physicists have for the "god" particle that created mass by creating a field that forces other matter to move through (from what I understand). [/spoiler]
From the Office:
Interviewer: "Describe yourself in three words."
Dwight: "Fearless, Alphamale, Jackhammer...... MERCILESS!"
[/spoiler]

Wensleydale

[ooc]Actions:
1) Padre begins the construction of dams, bridges and roads to better the flow of trade through his lands.

2) In secret, he also performs sacrifices of his own blood  to the darker incarnations of Ramala, Zakha, Dukil and Nukt to call down every curse imaginable upon Aguman and his lands.

3) The people of the Machta-In are certainly not happy with this chain of events, but even if Padre professes that his army is for defensive purposes alone, rumours are spread amongst them that it is for raiding, in the old ways, and for ousting the foreigners.

4) Padre commissions a large statue in honour of 'his' victory over Sedoon, with Aguman's role being downplayed slightly in the writing around the base.

5) Padre's final orders are to begin surveys of the land for natural resources.[/ooc]

The following letters are given to diplomats, addressed firstly to Aguman, secondly to the Jaffa matriarch, Ulla, and thirdly to Aristo.

[ic]Lord Aguman,

Of course, tribute will be provided. I will see to it directly. At present I am seeing to the establishment of an army to protect both our interests in the Inverness, which I hope to be a strong guiding force for trade in future.

Yours respectfully,

Machta Padre
[/ic]

[ic]My Lady Ulla,
I extend an offer of alliance to yourself, as a guiding force for trade and defence. I ask as a sealing to this agreement that you pay one half of our tribute to Kuregn for thirty years, which we will repay in grain and free military service.

Yours in respectful hope,

Machta Padre[/ic]

[ic]My Lord Aristo,

It is good that you have accepted my nephew's offer, and I hope to continue that partnership. However, through coercion, violence and bribery, the Despot of Kuregn has captured him and forced myself, Padre, into serving him as a puppet Machta. For now, I must work in secret, but soon enough I hope to break free of my 'debt'.

Yours in comradeship and hope,
Machta Padre.
[/ic]

Atlantis

[ooc]> mine more copper.(mole clan)
      > Create More canoes.(otter, bass, trout, salmon clan)
      > Create armor and weapons for army.(porcupine, wolf, and hawk)
      > Explore.[/ooc]
 

[ic Reply to Lord Aristo]We except your offer, but would like to know in what way this would benifit our people. We have much copper to benifit you, but what resources are we in need of that you will offer?
                                    Sincerely,
                                    Raven Elder Rufiil[/ic]
[spoiler][spoiler]
 [spoiler FORTUNE COOKIE!] [fortune] [/spoiler] [/spoiler]

 [spoiler The Welcoming song]Welcome new member,
Hope you like it here,
Just don't let these guys,
Talk off your ear.

When we get annoying,
Which happens quite often,
Be annoying too,
And our hearts will soften.

If ever you're bored,
Just show up online,
We wash away boredom,
In absolutely no time.[/spoiler]


 [spoiler The Ballad of Bilbo Baggins]In the middle of the earth in the land of the Shire
lives a brave little hobbit whom we all admire.
With his long wooden pipe,
fuzzy, woolly toes,
he lives in a hobbit-hole and everybody knows him

Bilbo! Bilbo! Bilbo Baggins
He's only three feet tall
Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all

Now hobbits are a peace-lovin' folks you know
They don't like to hurry and they take things slow
They don't like to travel away from home
They just want to eat and be left alone
But one day Bilbo was asked to go
on a big adventure to the caves below,
to help some dwarves get back their gold
that was stolen by a dragon in the days of old.

Bilbo! Bilbo! Bilbo Baggins
He's only three feet tall
Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all

Well he fought with the goblins!
He battled a troll!!
He riddled with Gollum!!!
A magic ring he stole!!!!
He was chased by wolves!!!!!
Lost in the forest!!!!!!
Escaped in a barrel from the elf-king's halls!!!!!!!

Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all

Now he's back in his hole in the land of the Shire,
that brave little hobbit whom we all admire,
just a-sittin' on a treasure of silver and gold
a-puffin' on his pipe in his hobbit-hole.

Bilbo! Bilbo! Bilbo Baggins
He's only three feet tall
Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all
 CLICK HERE! [/spoiler]

 [spoiler]Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!

fi yuo cna raed tihs, palce it in yuor siantugre.[/spoiler]

 [/spoiler]
 
   

 

Stargate525

[ic=Reply to Rufiil]Esteemed Elder,

We know not what goods we may be able to provide you, as we have not seen our land enough to determine that. However, should you agree, our first ship will be laden with a fine selection of all that Inveran, and her trading partners across the globe, have to offer. Surely you will find something desirable better than we could guess, and we would not wish to leave out that item based on a false assumption.

The being said, I must inform you that I received a letter from the Six Tribes Confederation, pleading for our assistance in defending them against you. Not wishing to see bloodshed on either side of this unfortunate situation, I will be sending delegates in hopes that an impartial party may help forge a lasting friendship between your two peoples.

Lord Aristo[/ic]
[ooc]Escorting the above letter are the delegates, who will stop briefly in the Six Nations, gather their side of the story while allowing the letter to go ahead of them, then follow it. Among the delegation is Publictus, whose knowledge of the people should prove to be a decisive advantage.[/ooc]

[ic=Reply to Machta Padre]
Your Grace,

I am glad that our two peoples may share in the bounty of Inverness as allies, rather than enemies. Your plight concerns me, and I would be more than willing to lend whatever assistance our nation can provide. Be it known, however, that my forces may be tied up with other matters.

Lord Aristo[/ic]

[ic]To my Brother Aristo,

Greetings from Ilneress, your grand colony! I am glad to report that despite our early setbacks, exploration of the island for usable resources is going according to plan. I have taken the liberty of sending with this letter what reports have already come in, but they, regrettably, give an incomplete and somewhat dull picture. The countryside is beautiful here, I hope that your affairs of state will not keep you from visiting your older brother!

I have heard of your plans to construct an academy in Inveran. I agree wholeheartedly that public and free education is the future of our nation, and I hope that one day I may obtain permission to construct one in the Colony. I have developed, by necessity, a system by which letters may be delivered extremely fast, using a series of waystops and several runners in series. Perhaps this will be of some use to you, as it has quickened our exploration significantly.  

Give my love to Publictus, and wish luck to our nephews.

In your service,
Lord Leogo.[/ic]

[ic=Royal Decree]Be it Known,

By Royal Decree, in order to aid in the natural trade and exchange of goods in the Free State of Inveran, as well as the hopes of a convenient method of trade among nations, hereby sets a standard for trade and debt.

From this day henceforth, all trade may be conducted by use of the Drake. The Drake is to be accepted at all places of trade and commerce, and may be used for the repayment of all debts. A drake is set to equal the value of 1(one) pound of salt or three ounces of gold, with smaller denominations being made available.

You may purchase Drakes by exchanging an equivalent amount of items with the local tax collector.  

By order of his Majesty,
Aristo
[/ic]

[ooc]Additional orders and condensed orders for the ADD.
    *Construct a grand academy, which is open to all.
    *introduction of a rudimentry letter carrier's service.
    *survey of both islands for usable natural resources.
    *expansion to other islands (nothing as big as the colony, but small settlements).
    *begin trade, and introduction of standardized currency.
    *increase the size and technological level of our fleet, which special focus on making ships large enough to conduct international trade effectively.
[/ooc]
My Setting: Dilandri, The World of Five
Badges:

Atlantis

[ic Reply to Lord Aristo]We shall gladly trade with your peoples. We never intended to have a war with the confederation of six tribes so please do what you can to convince them we are not a threat. Please resolve this conflict as best you can, for we are not in any position to resolve it ourselves.
                   Sincerely,
                   Council of elders[/ic]
[spoiler][spoiler]
 [spoiler FORTUNE COOKIE!] [fortune] [/spoiler] [/spoiler]

 [spoiler The Welcoming song]Welcome new member,
Hope you like it here,
Just don't let these guys,
Talk off your ear.

When we get annoying,
Which happens quite often,
Be annoying too,
And our hearts will soften.

If ever you're bored,
Just show up online,
We wash away boredom,
In absolutely no time.[/spoiler]


 [spoiler The Ballad of Bilbo Baggins]In the middle of the earth in the land of the Shire
lives a brave little hobbit whom we all admire.
With his long wooden pipe,
fuzzy, woolly toes,
he lives in a hobbit-hole and everybody knows him

Bilbo! Bilbo! Bilbo Baggins
He's only three feet tall
Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all

Now hobbits are a peace-lovin' folks you know
They don't like to hurry and they take things slow
They don't like to travel away from home
They just want to eat and be left alone
But one day Bilbo was asked to go
on a big adventure to the caves below,
to help some dwarves get back their gold
that was stolen by a dragon in the days of old.

Bilbo! Bilbo! Bilbo Baggins
He's only three feet tall
Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all

Well he fought with the goblins!
He battled a troll!!
He riddled with Gollum!!!
A magic ring he stole!!!!
He was chased by wolves!!!!!
Lost in the forest!!!!!!
Escaped in a barrel from the elf-king's halls!!!!!!!

Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all

Now he's back in his hole in the land of the Shire,
that brave little hobbit whom we all admire,
just a-sittin' on a treasure of silver and gold
a-puffin' on his pipe in his hobbit-hole.

Bilbo! Bilbo! Bilbo Baggins
He's only three feet tall
Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all
 CLICK HERE! [/spoiler]

 [spoiler]Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!

fi yuo cna raed tihs, palce it in yuor siantugre.[/spoiler]

 [/spoiler]
 
   

 

Polycarp

[ic=King Duru-dan of Durum to Lord Aristo]
I am pleased to allow your ships passage through our ancestral lands, but as a gesture of good faith I ask that you show our people the secrets of this wondrous stone you call "bronze."  Give me men to teach these secrets to our people, and I will make you the only foreigners whose vessels are welcome in our waters.[/ic]

[ic=Matriarch Ulla to Machta Padre]
Though I sympathize with your situation, I fear that to pay tribute to Kuregn would create the expectation of future tribute in the mind of the Despot and his heirs.  I have not freed our city from one kingdom in order to pay tribute to another.  I must decline your request for an alliance,  as with the Sea Mother's blessings we do not need such foreign entanglements at this time.[/ic]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Wensleydale

[ic=Lord Aristo]Brotherly Ally,
It is good that you have accepted our offer of alliance, that we may share the Inverness equally. All that I ask is that you may assist us in paying off the tribute required from Kuregn, and aid us when the time is right to expel them from our islands. I fear that we do not have the resources at present to grant suitable tribute to Kuregn, and that our military is not great enough to fight  them off - were we to be overcome, I imagine you would be the next target of this vicious Despot's conquests. Only together can we stand against this threat.

Yours in comradeship,

Machta Padre
[/ic]

Stargate525

[ic=Lord Aristo to King Duru Dan]
We agree to show you the secrets of our bronze-working ability. But this knowledge comes at a price. The construction of our ships requires great amounts of wood, and since these ships will be aiding you, I believe it is only fair that you supply enough for some ships, in addition to exclusive trading rights. If you wish, only the ships built from your wood will enter your ports, and we shall attempt to make half the crew of these vessels of rour people, so that with time, you will also learn our secrets of navigation.  [/ic]

[ic=Lord Aristo to Machta Padre]
As I said before, we do not have the military forces necessary to defend both you and us at this time. However, we shall attempt to supply what wealth is needed to buy them off temporarily. I hope that your people will similarly aid us when we request it?
[/ic]
My Setting: Dilandri, The World of Five
Badges:

Wensleydale

[ic=Machta Padre to Lord Aristo]Of course. Once we have removed these oppressors, we will have the resources to repay you in every possible way.[/ic]

Polycarp

[ic=King Duru-dan to Lord Aristo]
That is a simple request to grant.  Give us the secrets of your wondrous stone and you may take all the wood your fleet can carry.  Any ships of yours may come and go as they please, and we will make slaves out of any other foreigners who trespass upon our seas.[/ic]

[ooc]
Please note:
Except for Ruthern, all player-controlled nations have reached their military limit already.  The limit reflects how many professional soldiers your society can support before the quality of equipment and the surplus food supply are compromised.  Note that unless your limit happens to rise with the next update, orders to expand the military will result in your state exceeding the limit, which will negatively affect prosperity and military strength.[/ooc]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius