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Nation Building BeckonCall's Fantasy Nation-building RPG thread

Sent you something over discord that explains that the opium was planted. your bottom capo took the credit for it when nobody else stepped up.
:D
 
Sent you something over discord that explains that the opium was planted. your bottom capo took the credit for it when nobody else stepped up.
:D
As was planned! We cant resupply the medicine we wish to supply without planting more crops!
 
Abolethsolutely not, Just kidding.

Ummush says he once had a long and deep conversation with a gnomish historian who traded everything Ummush was willing to tell about the Tyren for a handful of questions, however outragous.

Ummush was much younger then, so one of his questions was:

"Of all races you studies, which throughout all history time was the most threatening, the worst fear?"

The Gnome said Aboleth, hands down. Controlled the whole world at one point, but now extinct... so nothing to worry about.

"Where are the Tyren in relation to all the things we've discussed?"

The Gnome chortled at Ummush's efficiency:

"Minotaurs are one of the races the crawl out of the "age of beasts" -- Aboleths are exterminated by uncertain saviors only the dwarves and elves vaguely remember during the start of the wind age -- Not that you'd know, but the Aboleth were the dominant race (exceeding even the dragons) during the age of Seas (before the waters retracted and continents began to form)..."

The Gnome looked deep into Ummush's eyes, and then asked to read his palm. Seeing his life-line, the Gnome added one final detail before packing up and thanking the Tyren (comprehensive histories of all races is hard work!) --

"You'll live a long time, Shaman of the fifth circle -- If you ever see a transluscent and massive catfish swimming in the sky... that's the ghost of an Aboleth. The seas used to be much higher -- and the dead of the Aboleth, if they still roam -- would not remember where any new sea-level might exist."

The Gnome laughed at the absurdity of it all... and thanked Ummush doubly for the joke, though the young shaman hadn't in fact, said a thing about it...
 
BY REQUEST: (The summary of the story until now -- from the Interest check thread)

"In a world of sprawling empires across dozens of continents, nearly every corner of the world had been explored. Wilds tamed, monsters brought to heel -- and a dark, iron-fisted order and law -- guaranteed by the Underlords of Muurdaan, was absolute. Borders are stable, and for many life is stagnant and opportunities short. Many yearn for new lands, somehow a chance to make their fortune -- and finally that day may be coming. Eyes have turned to the last continent, the lost continent, the outlaw continent: An enormous land that centuries ago was ruled by powerful wizard kings and queens. In ages past they sealed their lands away from the rest of the world, vessels and travelers were forever turned away from its shores. Magical storms and enchantments confounded instruments and destroyed ships or other conveyances who dared to go near it. Stifled trade permitted by the Mage Kings slowed and then stopped hundreds of years ago -- and in the ages that passed, the spells that locked their lands away have slowly faded.


The Underlords immediately saw this new Jewel to claw permanently into the rest of their realms, but the bonds are not yet weak enough to allow an army or great heroes to reach the new world -- but they are weak enough to allow aspiring heroes and small groups of settlers to pass unseen. The Underlords made proclamations to those who would risk their lives for influence, riches, and the opportunities of a new land -- Any worthy persons would be given a Ship and a small community of pioneers with supplies to make landfall and settlement. In return, They would explore, tame, and claim the new lands for themselves -- Tithing a portion of any riches they find to their patrons and supporting the trade of treasures, magic, and exotics found in the new land for gold and finished goods that would no doubt be needed in the new settlements.


You could be one such leader. Each leader shall guide a faction, and the factions will co-operate, compete, and make or break the community in this new world. Can the settlers put aside the grudges and vendettas of the old world behind? Can diverse races and cultures live together side by side in a hostile wilderness and establish a common law? Time will tell."


NOTE: This is a detailed fantasy nation building game that has it's emphasis in resource/people management, struggling against adversity, risk, and loss. DO NOT consider joining this game if you: Don't like reading or making detailed posts regularly or are only interested in seeing your character win (this game has dice AND loss and death can be EXPECTED if characters are reckless.) Also, bigotry, racial tension, as well as issues of diversity are themes as well, be warned!


That said, I am sure if you read even a bit of the story you can see that it's worth the effort! game on!


________________________


The Story so Far: (The existing thread is 13+ pages of amazing posts, with OOC chat considerably longer prior this re-boot!)


The Old World has been left behind. Almost a dozen factions have set sail for the new world... the "Lost Continent" -- some did not survive the sea voyage, some have returned home, some have succumbed to the dangers of the new world or merely vanished -- but standing in defiance a colony has been founded, and yet remains.


The Human Faction of the Attolians have strengthened relations with the fragmented exiles. The wood elves too, now without leadership find warm but uncertain homes with the fierce minotaurs of Harun'taras -- the Tyren. The high elves continue to consolidate their position with them they would call their lessers, and the growing cult of Dracos preaches of dragons and redemption in a land now thought to be the graveyard of fallen gods.


The newly arrived ratkin still seek to make their place in the order forming out of the chaos called "Marketplatz" -- with Aggressive Gnoll Natives and the mysterious "Mud-Elves" who seek to destroy the colony as a sacrifice to their Pagan god... The mysterious Zebani "Imps" lurk in the sewers beneath the colony... eluding any classification of friend or foe... and what of the Great Crocodile Men, The Aymarans? After finding their homes in the colony's sewers some whisper they may have disappeared almost overnight -- surely such rumors cannot be true?


All this, and the Snakemen and clockwork soldiers in the north -- and a sprawling ruin of skeletons and restless spirits at the very doorstep of the fledgling colony.


The colony stands alone, out of contact with the old world -- without even an Imperial Magistrate to guide or rule them... and still new factions of settlers may be landing any day... Will you take the help to lead one such expedition? Will your faction make it's place, and unlock the mysteries of the Lost continent?
 
no time to edit it and try to make it better. One go and spell checker will have to do
busy this week cause of school but wanted to get something in

Just a little journal exert. Thought it'd be a creative way to give a workers perspective on whats gone down for them so far! Had to be quick but I think its a good insight if not a neat little piece!
 
We could technically hold off an invading Muurdaan fleet since there is but a narrow opening to pass through to enter these lands and a single ship armed with cannons could defend it quite well
 
YOu guys could simply kill everyone sink the ships and mkae it look like they nveer arrived. It surely isnt unheard of for ships to be lost at sea
 
Aye, I mentioned that Mr. Narvik is dead, and that we could sink the ships. But, people will start questioning especially if all the ships just happen to sink.
 
Aye, I mentioned that Mr. Narvik is dead, and that we could sink the ships. But, people will start questioning especially if all the ships just happen to sink.
Not really as they would never know they arrived

We could just say they never showed up. Clearly they were lost at sea
 
Also the Finecians will not be held responsible for the actions of freemen. They were freed and our papers say so
 
Mr. Narvik and his mistress attended our party of their own freewill and the freedmen murdered them of their own accord. We take no responsibility for their actions. We were instructed to release them from our employment as demanded by the Highborn on behalf of the Colonial government upon threat of war and we did so speedily as any sensible person would do. No one could possibly suspect that they would turn murderous. The Exile constables should have been watching the situation better.
 

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