Hey @BeautifulSnow, welcome aboard. Our GM is out of town ATM but we're, ehem, commandeering his vessel so to speak. I'll be posting as his characters as soon as those mermaids are out of our camp! You're welcome to join in, but be advised the GM might have opinions of it when he returns!
By the way, when you mention "Ruby" getting captured by "THE" pirates, do you mean us or some other pirates? Cause we ain't got no captive mermaids atm.
Edit: I'd also rather a more veteran player took the role of the queen for now... If anyone is up for it?
Your military percentage has been reduced by 5% because new adults that have grown up aren't trained for battle as their kin before them were.
[You may roleplay Ultor returning to his people as you will] [Prep turn 4.]
Construction of Hazan-Khar city: Turn 5 of 7.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 210 men, 160 women, 45 children. Livestock: 27 boars, 14 rams. Military: - Roughly 65% of adult population. Food level: - Good Resources: Furs, stone, lumber. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Bold Foreign relations: You do not know any other civilizations.
Your food sources grow by every passing year. Your people are growing to be quite healthy! You sacrifice 10 more of your people to Tak, the Savage God. He is pleased and blesses your Dragon Disciple with more power.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 120 men, 124 women, 74 children. Military: - Roughly 70% of adult population. Food level: - Good Resources: Herbal medecine, lumber, furs. Wealth: Nonexistant Trade: - Nonexistant Growth: Good Morale: Indifferent Savage God Standing: Favored++ [Your standing with your god. As you progress in this religion, your standing with your god will become stronger and you will gain more power. DO NOT attempt to gain power on your own, it is only something you may ask for. As the GM, I will determine what Tak gives you and what he demands in the long-term game. Short-term, you may interact with him as you wish.] Foreign relations: You do not know any other civilizations.
[Prep 1 bonus!] You ride out with your steeds and find many mighty oaks among the plains. They are lonely and it seems their glory days are behind them, for they are thick and hard, but almost leaveless. You see it as doing the trees a favor by chopping them down, to use them as material to become something new. Your horses struggle with dragging them back, but the plains are flat and eventually you manage to get most of the trees back. The axes prove to be a great tool in your endeavors.
- Lumber has been added as a resource - Axes are now available as tools and weapons
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 158 men, 156 women, 90 children. Animals: 46 Horses. Military: - Roughly 30% of adult population. Food level: - Average Resources: Furs, lumber. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Happy Foreign relations: You do not know any other civilizations.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 430 adult goblins, 140 goblin spawnlings. Military: - Roughly 40% of adult population. Food level: - Average Resources: Furs, lumber. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Indifferent Foreign relations: You do not know any other civilizations.
As attempts are made to ascend the mountain, results will arrive in 1 turn.
You create crude rafts and use them to cross the narrow sea to the south. A landing party of explorers have set foor on the main continent. Where will they go from here? (It's okay to metagame a liiiittle tiny bit so that you meet Cyclone faster)
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 120 men, 111 women, 56 children. Livestock: 30 Sheep Military: - Roughly 30% of adult population. Food level: - Average Resources: Furs, lumber (low quantity). Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Hopefull Foreign relations: You do not know any other civilizations.
By introducing education to your people, the young will grow up to become smarter than their fathers. Litteracy will increase, and knowledge passed down from generations.
The ogres look at each other, confused. "Dey want rocks for food?" one says. "No, dumbdumb! Dey want -our- rocks!" another said. The first one spun around angrily at him, "Das what I said!". The two started arguing, when suddenly a mighty boom was heard. The other ogres look at each other with open mouths, then stood in two files. Your envoy was once again surprised to learn that the ogres were cordinated. In between the two lines came the biggest ogre you have ever seen. His skin wasn't biege like these ones, his skin was black, with red stripes covering his eyes and chest. Compared to the other ogres, this one was more muscle than fat. A deep, booming and terrifyingly dumb voice escaped his fat lips. So did a lot of saliva. "WHO YOU BE?" he roared and leaned down at the envoy. "OGRES TELL ME YOU WANT OUR ROCKS, AND OFFER FOOD IN RETURN." He stares the envoy down. He has a large horn extruding from his forehead, and it almost pokes the envoy in his face. "WE LIKE FOOD. BUT WHY YOU WANT ROCKS?"
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Your craftsmen are finished with making weapons and tools. It wasn't much left for armor, but a few chest-plates (basicly a buckler strapped to your chest) are fitted to your warriors. As you oversee your newly armed warriors, the Raptormasters return from the wild, their heads held high. You spin around to meet their gaze. They have 5 raptors with them.
"We have domesticated the raptors! They are loyal as dogs and obidient like soldiers. They are the most clever animals I have ever encountered." the lead-raptormaster say proudly as he strokes his raptor under the chin. It is the largest of the five, and is fire-red with orange stripes covering it's back. It's scales gleam in the sun. Before you can inspect them however, a lookout raises the alarm. "Sir!" he yells as he comes running. "Dagor found a red-skinned scout lurking amongst the rocks! We've taken him captive!" he says. You look over his shoulder to see two more of your lookouts dragging a beaten red-skin with them. He seems too exhausted to yell any curses at you. "What do we do with him?" The raptormaster also pokes the chieftain's shoulder. "Sir, we also need to make room for the raptors' nesting grounds." At the same time, your craftsmaster comes poking at you. "We also need to mine more minerals, there's not enough to arm all our warriors and we need to make more armor and tools."
A) The redskin scout requires your attention first. [Open choice, do with him what you will.] B) The raptors need grounds amongst us first. [Order and oversee the construction of nesting grounds for the raptors] C) We need more minerals! [Order the increase of mineral-mining in the mountains before adressing the other two issues]
You construct new houses for your people to live in, and increase the grandness of the already existing central longhouses. The hill soon becomes the center of power of your settlement. Growth is increased as a result of better living quarters.
The larvae you acquired soon grow up to become bees themselves, and before long you have made a living off of raising bees and harvesting their honey. Some have become so close with the bees (their handlers) that the bees almost never sting them. You also learn however that once a bee stings, it's tail breaks off and it dies before long. The honey is considered something of a luxury, however.
The prospectors you sent to the mountain have finally returned and informs you that they have set up a smaller mining operation at the base of the mountain. For now it has yielded copper, tin and iron. Overall they suspect the mountain is quite rich, but it is several days travel time from the settlement so transporting the ores is quite a hefty task. The prospectors suggest moving the blacksmiths and craftsmen to the mining operation site so that they can work the ores straight from the mountain. Then it's just a matter of transporting the finished goods, which is easier.
The scouts you sent out to the coastlines still have not returned. You expect their return shortly, but if they haven't arrived within the week then you fear something might've happened to them.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 150 men, 147 women, 77 children. Animals: 22 Northern Wolves. Military: - Roughly 50% of adult population. Food level: - Average Resources: Furs, lumber (low quantity), honey. Wealth: Nonexistant Trade: - Nonexistant Growth: Average Morale: Happy Foreign relations: You do not know any other civilizations.
You begin making your settlement an actual settlement with the lumber from the north. From the clearing of the trees, you also start dragging up the stumps and flattening the land into farmlands. While it is a slow process and a lot of work for relatively small pieces of land, you are benefited with a larger foodsource. Combined with your fishing, your people are quite healthy.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
No action taken this turn. Prep 4. [Warning, auto-dropout in 2 more turns.]
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 120 men, 121 women, 24 children. Military: - Roughly 50% of adult population. Food level: - Low Resources: Requires prospection and industry. Wealth: Nonexistant Trade: - Nonexistant Growth: Nonexistant Morale: Low Foreign relations: You do not know any other civilizations.
By further increasing your agricultural capabilities and discovering new vegetables, your people grow quite healthy with the amount of food available to you.
A) Improve food B) Improve military technology C) Improve infrastructure D) Improve culture E) Explore F) Improve resources/technology G) Prospect further H) Expand military I) Take diplomatic action X) Other
Population: 122 men, 120 women, 65 children. Military: - Roughly 50% of adult population. Food level: - Good Resources: Stone, clay, lumber (low quantity), iron (low quantity). Wealth: Nonexistant Trade: - Nonexistant Growth: Good Morale: Indifferent Foreign relations: You do not know any other civilizations.
As soon as you arrive on the new continent, you plant your seeds among the trees. Your rag-tag settlement is your new home now. What will you do to further the cause of your people, oh great king?
But there are different elven kinds in this world. Which one are you?
A) High Elves Known for their great magical prowess of all kinds and their spiritualism. Their skin is fair and their hair blonde, their eyes glowing yellow or white. The greatest mages and wizards are these. B) Wood Elves The greatest rangers and the best hunters of all elfkind are the Wood Elves. They are known for their ability to befriend any animal and their druidic powers are considered the best. Their skin is fair and their hair brown or ginger, their eyes glowing green or blue. C) Dark Elves Feared for their powerful weaponry and armor and the best footsoldiers of all elfkind, they bolster their ranks with powerful shadowmages wielding dark powers, sometimes necromantic. Their skin is pale and their hair black or white, their eyes glowing purple or red. D) Folk Elves This strange breed of elves are known for housing every kind of elf in their presence, effectively become the most diverse and average elf breed, with potential to become adept at everything the other elf breeds can do combined, but cannot reach quite the same height than a specific elf breed.
Population: 140 men, 135 women, 70 children. Military: - Roughly 50% of adult population. Food level: - Very low Resources: - Nonexistant Wealth: - Nonexistant Trade: - Nonexistant Growth: - Very low Morale: - Indifferent Foreign relations: You do not know any other civilizations.
You have arrived in this new continent after the horrible betrayal of your people. You are broken and brought low for the first time in dwarven history. Your once mighty clan is now but a few hundred in number, and your weapons are as broken as your spirits. However you do not fear, for you are stout and hearty. You believe with all your hearts that you will rise once again.
But... There are many dwarven clans in this world. Which one are you?
A) Whitebeards - Great dual-wield warriors, adept at slaying different monsters such as trolls and ogres. B) Ironbeards - The greatest smiths in the lands, capable of crafting anything. Are very sturdy built and withstands quite a punch. C) Goldbeards - Excavators, adventurers, explorers and miners. The goldbeards are very good at scouting and discovering locations, or spy on their enemies. D) Blackbeards - Great twohander warriors, adept at wielding giant weapons into battle, and are also the best siege engineers around. E) Redbeards - Great dwarven magicians, sorcerers and runemasters, adept at controlling magic and the elements. F) Brownbeards - The strongest builders and masons the world has seen, the brownbeards are capable of constructing mighty fortresses that are almost impossible to penetrate. G) Longbeards - Common name for a clan which has a mix of all kind of dwarven beards. Is average at everything, but cannot achieve quite the height as the more specific breeds.
Population: 150 men, 100 women, 50 children. Military: - Roughly 50% of adult population. Food level: - Nonexistant Resources: - Nonexistant Wealth: - Nonexistant Trade: - Nonexistant Growth: - Nonexistant Morale: - Indifferent Foreign relations: You do not know any other civilizations.
Your people are disoriented. Too many orders to carry out, and too little manpower to see it done. You must focus on a few things at a time to see greater results.
But... There are many dwarven clans in this world. Which one are you?
A) Whitebeards - Great dual-wield warriors, adept at slaying different monsters such as trolls and ogres. B) Ironbeards - The greatest smiths in the lands, capable of crafting anything. Are very sturdy built and withstands quite a punch. C) Goldbeards - Excavators, adventurers, explorers and miners. The goldbeards are very good at scouting and discovering locations, or spy on their enemies. D) Blackbeards - Great twohander warriors, adept at wielding giant weapons into battle, and are also the best siege engineers around. E) Redbeards - Great dwarven magicians, sorcerers and runemasters, adept at controlling magic and the elements. F) Brownbeards - The strongest builders and masons the world has seen, the brownbeards are capable of constructing mighty fortresses that are almost impossible to penetrate. G) Longbeards - Common name for a clan which has a mix of all kind of dwarven beards. Is average at everything, but cannot achieve quite the height as the more specific breeds.
Population: 150 men, 100 women, 50 children. Military: - Roughly 40% of adult population. Food level: - Nonexistant Resources: - Nonexistant Wealth: - Nonexistant Trade: - Nonexistant Growth: - Nonexistant Morale: - Indifferent Foreign relations: You do not know any other civilizations.
Aye, that works. You've arrived and you have a hobble where your dwarves live while you attempt to carve out the mountains to create a city.
For further reference, the first dwarven player, @kaiserauto, is still constructing his city. It's taking 7 turns in total. So I'm not gonna let you start off with the city already built I'm afraid, but you can jump in with having started construction already.
@Willy Vereb The rp starts as your people arrive to the new nation (or in some cases begin their civilization) not with you having been there, and Cheznor decides your population...
I'd rather you let me point these things out, as this is partially false information.
@Willy Vereb It is true that you start playing as soon as you arrive on the nation, but you don't -have- to play out building your settlement. It comes with your arrival, basicly. Since you're new to the party and everyone's population has grown, you will receive minor bonuses such as higher starting population and some tech already being available to you, but I cannot accept you having been here for a year already. You've just arrived, and you've just finished building a settlement. That's it. I hope that doesn't cause any trouble for you or douses your interest in this roleplay.
The Belt Alliance consists of three smaller factions that have banded together to form one whole. They are led by a board of directors with three representatives from each small faction. These three representatives from each faction consist of one military commander, one economic overseer and one operations director. Their roles differ somewhat between each faction.
Members
The Vestibule A faction of traders, corporations and scientists that produce the ideas and goods of the alliance. They have the biggest impact and responsibility of the alliance's economy and budget. They also employ scientists that produces new technologies in the form of warfare and travel. They are among the sharpest minds of Mars, but is a relatively small group. Both the scientists and traders are directed by the corporations of the faction that hold the largest economical interests in the alliance. They further trade with other factions and has a sole goal of making a profit.
The Architects A fancy name for a workforce faction. The Architects are the operations managers and has the largest population and workforce of the alliance. The Vestibule provides the ideas and directives, and the Architects see it done. They are master builders, engineers, technicians and overall masters of manual labor. They build and repair ships and mine the minerals in one of Mars' largest mining operations. At least as large as it can be when it's secret. The workforce have recently taken up hold in old abandoned mining facilities to escape suspicion from the larger, more dangerous factions and to mine the secrets of the ground that others left behind.
The Redfist Group Finally, the Redfist Group. A military faction of soldiers that serve as the alliance's police and military. The first and last line of defense and the second largest faction in the alliance. They don't have many ships, but they have very high quality infantry equipment and most of the soldiers are veterans, elites from the past centuries of war. Originally the Redfist Group was a mercenary faction with a vision - they wouldn't just sell their services to the highest bidder, they would join the faction that shared their ideals. When the Belt Alliance came into existance it was because the three factions alone were too scattered and threatened, but together they form a unified front on mars.
Faction Type
Mercenary/Corporation mixture. The Belt Alliance is a unification of a workforce faction, a corporations-and-trade faction and a mercenary faction.
Military
Must see military management section
Holdings
Must see military management section
Budget
See military management section
~Vignette~ Put a vignette of your faction here inbetween two linebreaks (hr)Just write a scene that describes shows what your faction is all about. Not required, but nice.