Forums / Fun! / Forum Games

64,965 total conversations in 720 threads

+ New Thread


Nations RP- Open Spots for New Players

Last posted Jul 18, 2014 at 12:26AM EDT. Added Jun 01, 2014 at 12:37PM EDT
699 posts from 28 users

neet wrote:

If any neighboring nations wish to engage in trade, the Sachielions would be more than happy to do so.

I wouldn't mind making a trade deal with you but the lands of our two people are to far apart. If we had a way to make long distance manageable (and more importantly safer) then I can see our trade agreement become a reality.

@Tribes/Nations/Peoples

Glorious Arstotzka has it's arms open and accepting for any willing trade partners, let us all prosper together.


Greetings fellow neighbours.

I am proposing a solid and long-term alliance between our three tribes, I believe that as a united and cooperative force we can achieve much greater goals with a higher efficiency than if we were going it alone.

Of course, we will all benefit equally from this alliance and develop alongside one another, not forgetting to mention supporting each other in times of war or crisis.

As the cornerstone of this alliance I propose a list of agreements and treaties that we must all accept and adhere to.
To begin I'll list my proposed ideas below:

1. Open trade between all members of the alliance.

2. Free military movement within the territories of the alliance e.g. Arstotzkan warbands are permitted
access to lands of the Anatolians and vice versa, this prevents movement congestion and promotes trust.

3. Big advances in technologies are to be shared amongst all members of the alliance.

4. Land/Wealth/Resources obtained through cooperative war is to be fairly split amongst members. If multiple members are fighting a common enemy then anything gained qualifies for this rule. Anything gained independently is kept by the individual, this is to preserve independence of the members.

5. A compulsory Defensive Pact, any member that is attacked is to be assisted without hesitation by the other alliance members unless they themselves are in an immediate conflict. This is purely defensive however, if you attack someone and they retaliate, it is no longer compulsory for your comrades to assists you.

6. If a members becomes victim to a crisis of some sort, one that isn't brought about by direct war, then the other members are to assist through necessary means. This is a type of insurance.

Falcon, Stalker, feel free to add, modify or remove any of these, this is a mutual agreement and I want to keep it diplomatic.

And if you do agree to the alliance I recommend you develop a currency of some sort to smooth the trading out, silver coinage will do.


Glory to Arstotzka.

Last edited Jun 04, 2014 at 01:52PM EDT

Guys, remember that agreements between players (Alliances, Trade Routes) aren't something I deal with. Unless something is secret and I have to be told discreetly, I go by what's in the thread. I do that because it promotes player-interaction, and honestly, it's sort of a waste to make someone use two actions to declare something again.

neet wrote:

If any neighboring nations wish to engage in trade, the Sachielions would be more than happy to do so.

We Maldanians would be happy to trade with your country. We are a country of loyalty and we are always willing to negotiate
-Maldanian Senate

Last edited Jun 04, 2014 at 03:20PM EDT

We of Al Amarja are here to deliver a special announcement to the other powers of Medieval Europe. We will gladly allow others to cross our nation's soil if they need to trade with other nations who live across from them and needs to cross our nation to do so. But in the conditions that visiting parties in our land most neither threaten us nor disturb our ways of life.

Last edited Jun 04, 2014 at 04:37PM EDT

jace is a boss wrote:

do any one near want to ally

Depending on the terms of your contract an alliance may me possible.

EDIT Made this comment before you responded back to Lil B over there. That could be useful. Let me think that over for now.

Last edited Jun 04, 2014 at 05:34PM EDT

jace is a boss wrote:

you give me about 15% of resources and I'll try to get trade center up or city hall

I'll accept as well.

@Maldania

Shall we have an alliance as well?

Last edited Jun 04, 2014 at 06:00PM EDT

jace is a boss wrote:

the center of city with city hall in middle

Al Amarja doesn't have a city hall now but I will agree to this contract, as long as you can agree with the one I made above.

LNH wrote:

I'll accept as well.

@Maldania

Shall we have an alliance as well?

Of course, we are happy to welcome new nations as long as defenses and resources are shared and used equally and logically
-Maldanian Senate

unusedusername wrote:

Of course, we are happy to welcome new nations as long as defenses and resources are shared and used equally and logically
-Maldanian Senate

I guess this also make us allies too. Seeing that most of my trade partners and allies are far away from where Al Amarja is.

@Sachielions: Is there still time for me to agree with our trading deal?

Turn 2, 530 AD

Map of the World

Events:

- Vitalian, a Roman General, has had enough of Justin I's religious views, and raises a revolt of more than 80,000 men in the name of Orthodoxy. After setting siege to Constantinople three times and winning several pitched battles against the Imperial Army, another twist in history occurs, and he wins his final battle. Moving on to drive the Bulgars from Thracia, he is hailed as a worldly and spiritual savior, and begins to carve out his own empire of zealots.
- The Arinians have disintegrated, as no leader has come to unite these people. Top Tier Smug has left the game.



Kickassia
Captain Douglas J Falcon
Sedentary Slavs
Aristocratic Oligarchy
-Military;
Army: xxxx
-Economy;
Revenue: xxx
Treasury: xxx
- Small Peasant Class, Large Hunter-Warrior Class

- A principal form of currency is established based on precious metals, boosting the efficiency of transactions.
- Having set up for the kill, Kickassian Warriors face little trouble conquering their neighbors, and a capital is established.
- A classical aristocracy is set up, based on merit and capability. Perhaps torn from the book of a neighbor.



Anatolia
MrStalker
Sedentary Slavs
Feudal Monarchy
-Military;
Army: xxxx
-Economy;
Revenue: xx
Treasury: xxx
-Small Peasant Class, Large Hunter-Warrior Class

- A monarchy is put into place.
- The military is given a vague order to structure itself. It fails to do so.
- Attempts to establish regular contact with the Sassinids fall flat, as distance and terrain inhibits such.



Dracones
jace is a boss
Germanic Nomads
Tribal Confederation
-Military;
Army: xxxxx
-Economy;
Revenue: xx
Treasury: xxx
-Vast Hunter-Warrior Class

- Attempts to make contact with the Lombards are hazy, at best. the Lombards are too busy murdering the Gepids, and the Gepids are too busy being murdered by the Lombards.
- Scouts report the the city to the south is a rather well-to-do place, perhaps on account of being situated in the mountains, making it a tough target.



Al Amarjians
CrowTheMagician
Germanic Nomads
Technocracy
-Military;
Army: xxxx
-Economy;
Revenue: xx
Treasury: xx
-Small Working Class, Large Hunter-Warrior Class

- Scouts are sent into the Dracone and Arininan Lands. The Dracones seem to be a fairly unorganized people, and the Arinians have fallen from power.
- A unique technocracy emerges, based on conditional merit, with power changing hands for the situation the Al Amarjians face.
- Poisons have a short lived life as popular weapons. Unfortunately, many of these chemicals cause adverse effects on the meat hunted animals, and are soon regarded as impractical.
- Tree houses spring up. They are fun and whimsical, but ultimately do little to contribute to a commercial center.
- Charters for mines are declared, in hopes of finding iron and silver. The region proves to be barren of precious metals, but as luck would have it, extensive, though difficult, veins of iron criss-cross central Amarjian lands.



Kalos
Fridge Logic
Sedentary Germans
Feudal Monarchy
-Military;
Army: xxxx
Navy:
-Economy;
Revenue: xxx
Treasury: xx
-Average Peasant Class, Small Working Class, Large Hunter-Warrior Class

- A Feudal Monarchy is established. Again.
- A Military expedition is sent south to claim an extensive swathe of land. However, the encounter a similar effort by the Eggmen to move east. No one is quite sure how it happens, but a kerfuffle occurs, resulting in several skirmishes to and fro.
- Attempts to sweet-talk many of the Angle and Saxon Kingdoms into joining the Kalosi go sour, as conquests of The Emerald Isle have bound them as a loyal, united entity, for now.
- Peaceful contact is not made with the Lombards. As a matter of fact, the skirmishes just west of their territory, combined with their victory over the Gepids, has set them on edge, and the diplomat is sent home in peace. One peace at a time.



Authoria
Spider-byte
Sedentary Germans
Feudal Monarchy
-Military;
Army: xxxx
Navy: xx
-Economy;
Revenue: xx
Treasury: xx
-Vast Hunter-Warrior Class

- A system of forts is constructed on the East and West wings of Auton lands.
- A Monarchy comes into play after a struggle for power amongst Nobles.



Sachielia
CrouchingSloth
Sedentary Steppe Peoples
Tribal Confederation
-Military;
Army: xxxx
-Economy;
Revenue: xxxx
Treasury: xx
-Small Peasant Class, Average Working Class, Large Hunter-Warrior Class

- Organized Militia efforts are put into play. Demands for swordsmen are underwhelming, as the sword isn't a highly popular weapon on the Steppes. But demands for archers are satisfied, as Mounted Archers are all too common.
- Copper and Coal veins are found and extraction begins.
- A new religion, based on a combination of old Shamanism and new Monotheism, begins.
- Cartography takes a small leap, as leaders pay well for reliable map-work.

Last edited Jun 05, 2014 at 01:38PM EDT


Wastelandites
Weasel
Sedentary Steppe Peoples
Tribal Confederation
-Military;
Army: xxxx
-Economy;
Revenue: xxx
Treasury: xxx
-Small Peasant Class, Small Working Class, Large Hunter-Warrior Class

- Coinage of currency begins, and soon the Waste-Economy is blooming.
- Studies into metallurgy begin in theory. But with so few learned men in the world, and blacksmiths being too busy being blacksmiths, no progress is made.
- Deeper mines prove catastrophic. Many tunnels collapse and flood, killing a number of utterly disposable slaves.
- Attempts are "brought out" for agriculture and hunting in the north. No one knows what that means.



Arstotzka
LaikaOS
Sedentary Slavs
Aristocratic Oligarchy
-Military;
Army: xxxx
-Economy;
Revenue: xxx
Treasury:
-Small peasant class, Small Working Class, Large Hunter-Warrior Class

- Farming estates are established using slash-and-burn extensively. This creates a great deal of surplus crop to feed the Arstotzkan people.
- A new capital spares no expense in its construction, and features solid stonework and palisades.
- New coinage and trade bring money into Arstotzka, and the treasury promises to be restored in short order.
- A north-western settlement is coerced into joining the Artotzkans. The South-east proves more stubborn.
- A search for precious metals is set about, but only iron and coal are found in any respectable amount.



Ezyksens
LilB
Steppe Nomads
Tribal Confederation
-Military;
Army: xxxxx
-Economy;
Revenue: xx
Treasury: xxx
-Vast Hunter-Warrior Class

Lil B will be booted for inactivity should he miss next turn.



Eggmen
DrRobotnik
Germanic Nomads
Tribal Confederation
-Military;
Army: xxxxx
-Economy;
Revenue: xx
Treasury: xx
-Vast Hunter-Warrior Class

- The Eggman take hold of the region just south. But an unfortunate kerfuffle occurs, as a military expedition to the east encounters a comparable Kalosi troop. However it began, it ends in a series of skirmished from both sides, but no major casualties.
- The north is fortified with a series of bulwarks and militia garrisons. Recent events may prove this wise.



Cattonia
madcat
Sedentary Steppe Peoples
Tribal Confederation
-Military;
Army: xxxx
-Economy;
Revenue: xxx
Treasury: xxx
-Small Peasant Class, Small Working Class, Large Hunter-Warrior Class

- A respectable settlement is claimed by the Cattonians, and is established as the capital of Cattonia
- An oral tradition of keeping accurate history begins among the young folk of Cattonia.
- Farming and Fishing are subsidized, and give a steady supply to the Cattonians.



Maldanians
unusedusername
Sedentary Steppe Peoples
Tribal Confederation
-Military;
Army: xxxx
-Economy;
Revenue: xxx
Treasury: x
-Small Peasant Class, Large Hunter-Warrior Class

- A new capital is established, and the Maldanians go all sedentary and whatnot.
- Farmland is squared off the peasants set about their business. The filthy, filthy peasants.
- Many things are given names, but this has little practical effect on their function.



Moklaezians
RichterVonZelmisburg
Germanic Nomads
Tribal Confederation/Hegaemony
-Military;
Army: xxxxx
-Economy;
Revenue: xxxxx
Treasury: xxxx
-Vast Hunter-Warrior Class

- A coined currency is put into production. The Moklaezians find themselves at the center of an international trade, and prove to be profiting from it.
- Nearby settlements are extorted on threat of death. In a way, these vassals are under the control of the Moklaezians.
- Having watched the Black Sea area, it is decided best not to make a move. The Bulgars, while beaten back, still represent a credible opponent, and to the south, Vitalian shows little patience for pagan barbarians.
- A subtle split occurs among the Moklaezians. Two factions, one desiring to settle the area, and make use of the rich land and trade, the other desiring to move on and continue to plunder the landscape.



Fozia
SlappyTheFish
Sedentary Steppe Peoples
Tribal Republic
-Military;
Army: xxxxx
-Economy;
Revenue: xxx
Treasury: x
-Vast Hunter-Warrior Class

- Fortifications are made to the Foznii capital. It's pretty sturdy, as far as wooden bulwarks go.
- With prompting from elders, work is set about compiling knowledge into the obscure written version of the Iranian tongue. What this means for the future is yet unclear.
- A new government is put into work, similar to the old, but the men representing their clans are instead elected by their people, rather than by wealth or lineage.

Fridge wrote:

What's going on with the Lombards? Are they moving, or are they just expanding?

An area with Cross-hatched color represents raiding/fighting without conquest. Historically speaking, the Byzantines paid the Lombards to harass the Gepids.

Cale wrote:

An area with Cross-hatched color represents raiding/fighting without conquest. Historically speaking, the Byzantines paid the Lombards to harass the Gepids.

Good to know. TY.

A permanent marketplace (or bazaar as those of the east would call them) is now being made in Al Amarja for international trade!

@Arstotzka: Al Amarja would like to join both your trade agreement and alliance that you have with both Kickassia and Anatolia. However I wish to modify rule three by stating that while I am willing to trade technology with you, Falcon, and Stalker I also want the rights to not share certain technologies with you three.

Laika wrote:

@Tribes/Nations/Peoples

Glorious Arstotzka has it's arms open and accepting for any willing trade partners, let us all prosper together.


Greetings fellow neighbours.

I am proposing a solid and long-term alliance between our three tribes, I believe that as a united and cooperative force we can achieve much greater goals with a higher efficiency than if we were going it alone.

Of course, we will all benefit equally from this alliance and develop alongside one another, not forgetting to mention supporting each other in times of war or crisis.

As the cornerstone of this alliance I propose a list of agreements and treaties that we must all accept and adhere to.
To begin I'll list my proposed ideas below:

1. Open trade between all members of the alliance.

2. Free military movement within the territories of the alliance e.g. Arstotzkan warbands are permitted
access to lands of the Anatolians and vice versa, this prevents movement congestion and promotes trust.

3. Big advances in technologies are to be shared amongst all members of the alliance.

4. Land/Wealth/Resources obtained through cooperative war is to be fairly split amongst members. If multiple members are fighting a common enemy then anything gained qualifies for this rule. Anything gained independently is kept by the individual, this is to preserve independence of the members.

5. A compulsory Defensive Pact, any member that is attacked is to be assisted without hesitation by the other alliance members unless they themselves are in an immediate conflict. This is purely defensive however, if you attack someone and they retaliate, it is no longer compulsory for your comrades to assists you.

6. If a members becomes victim to a crisis of some sort, one that isn't brought about by direct war, then the other members are to assist through necessary means. This is a type of insurance.

Falcon, Stalker, feel free to add, modify or remove any of these, this is a mutual agreement and I want to keep it diplomatic.

And if you do agree to the alliance I recommend you develop a currency of some sort to smooth the trading out, silver coinage will do.


Glory to Arstotzka.

Finally getting a chance to respond to this, and it all sounds good. I'm in.

jace is a boss wrote:

opening the trade center and town hall with the new capitol established now let's build a new tomarrow

Since your trade center is done I have to ask what do you have?

jace is a boss wrote:

doing the resource check on the land

What I have in my land for now is wood (no duh), iron, poisons, totems, and effigies. I also have bards and song makers so if you want poetry and music I have that too.

CrowTheMagician wrote:

What I have in my land for now is wood (no duh), iron, poisons, totems, and effigies. I also have bards and song makers so if you want poetry and music I have that too.

25% wood and iron
25% bards and song people
15% poisons
and 25% totems and effigies will go in the city hall as equal employment of culture and royalty will not be compromised (means citizens of yours can worship their totems and effigy in the city hall when trading)

jace is a boss wrote:

25% wood and iron
25% bards and song people
15% poisons
and 25% totems and effigies will go in the city hall as equal employment of culture and royalty will not be compromised (means citizens of yours can worship their totems and effigy in the city hall when trading)

How about this, any iron that isn't being used for the creation of weapons and currency in Al Amarja will be traded along with wood. Our bards and song makers can come by and teach your people their ways but you have to teach one or two cultural arts that your people have to the Al Amarjians. Poisons I don't feel like trading that those just yet but the totems and effigies remain the same.

@Falcon of Kickassia
Welcome to the alliance, comrade. Arstotzka is more than happy for you to stand alongside us in these uncertain and volatile times.


@Crow of Al Amarja
The oligarchy is happy to see your eagerness to join our alliance however we are disheartened with your unwillingness to cooperative with our mutually agreed treaty. The only compromise is for us to be given the ability to deny you certain technologies as you would do with us.
With this workaround in place Arstotzka would be comfortable with you being apart of our new alliance.

If you agree then long live the quad union.

Glory to Arstotzka.

Laika wrote:

@Falcon of Kickassia
Welcome to the alliance, comrade. Arstotzka is more than happy for you to stand alongside us in these uncertain and volatile times.


@Crow of Al Amarja
The oligarchy is happy to see your eagerness to join our alliance however we are disheartened with your unwillingness to cooperative with our mutually agreed treaty. The only compromise is for us to be given the ability to deny you certain technologies as you would do with us.
With this workaround in place Arstotzka would be comfortable with you being apart of our new alliance.

If you agree then long live the quad union.

Glory to Arstotzka.

The Technocracy thanks you for allowing Al Amarja into the union. In fact for this joyfull occasion they wish to suspend their previous statement about denying certain technologies, since that decisions was made in fear that some of them (in particular poison) would be used against the Al Amarjians. To show their appreciation we have decided to share with you everything Al Amarja has, including their poisons.

CrowTheMagician wrote:

How about this, any iron that isn't being used for the creation of weapons and currency in Al Amarja will be traded along with wood. Our bards and song makers can come by and teach your people their ways but you have to teach one or two cultural arts that your people have to the Al Amarjians. Poisons I don't feel like trading that those just yet but the totems and effigies remain the same.

sure man any suggestions are good because of me being new

CrowTheMagician wrote:

The Technocracy thanks you for allowing Al Amarja into the union. In fact for this joyfull occasion they wish to suspend their previous statement about denying certain technologies, since that decisions was made in fear that some of them (in particular poison) would be used against the Al Amarjians. To show their appreciation we have decided to share with you everything Al Amarja has, including their poisons.

Your reconsideration has bolstered the union 10-fold, this display of trust has also shown your trusting.

If the Al Amarja need anything then we are happy to provide assistance.

Turn 3, 540 AD

Map of the World

Events:

- Dark times, indeed. 535 sees a series of indiscernible weather events, perhaps comet impacts in the northern hemisphere, or the eruption of Krakatoa. Either way, great drops in temperature, crop failures, and excessive fog permeate the Hemisphere for several years before things return to normal. Such events did nothing to aid the hungry, poor, or the relations of neighbors.

- Justinian decides that Europe has suffered long enough under the shackles of barbarians long enough. Having lost their Latin roots, the Byzantines begin a campaign of reconquest across Africa and Italy. It is not recommended to become involved, for took not even a year for Justinian's Generals to break the back of the Vandals forever, and the Ostrogoths are most certainly not winning…

- The Ezykens fall to pieces as their leaders go their separate ways, and soon, the name of the Ezykens falls into obscurity. Lil B has left the game



Kickassia
Captain Douglas J Falcon
Sedentary Slavs
Aristocratic Oligarchy
-Military;
Army: xxxx
-Economy;
Revenue: xxx
Treasury: xxx
- Average Peasant Class, Average Working Class.

- The Warrior Class, no longer serving an obvious purpose, has widely disintegrated into more practical roles.
- Charters for mines are put up. Few mineral sources exist beyond copper, however.
- A formally organized militia is established among the citizenry, alongside Civil Guards. Trained to a standard, and taught basic tactics, produces a more efficient force than the Warrior Class, if not as formidable.



Anatolia
MrStalker
Sedentary Slavs
Feudal Monarchy
-Military;
Army: xxx
-Economy;
Revenue: xxx
Treasury: xxx
-Average Peasant Class, Average Working Class

- Warbands and Armsmen go domestic, and settle down.
- Widespread conversion to Christianity in the Court trickles down the line, and soon Churches and Chapels spring up. In only a few weeks time, a missionary from Vitalian's Realm comes to the Court, expressing a desire to make sure the King adheres to the "true path of Christ".
- Promoting a working class is seen as unneeded, as a job is a job to the Anatolians.
- Silver coins fly off the mint. Economy benefits as predicted.



Dracones
jace is a boss
Sedentary Germans
Tribal Confederation
-Military;
Army: xxx
-Economy;
Revenue: xx
Treasury:
-Large Hunter-Warrior Class

- A new capital is established, a respectable center for the Dracon people. Unfortunately, this may be a crippling decision, for in light of recent droughts and proximity of other peoples, the Lombards proceed ransack and pillage Dracon lands.
- Fortunately, the capital was not largely occupied, and potential slaughter was averted. Dracon warriors manage to rally after a series of unfavorable skirmishes, and in a pitched battle in which the Lombards attempted to destroy a Dracon camp on the mountains, managed to rout the invading Lombards.
- The capital remains intact, though stripped of value, and will be settled shortly.



Al Amarjians
CrowTheMagician
Sedentary Germans
Technocracy
-Military;
Army: xxxx
-Economy;
Revenue: xxx
Treasury: xx
-Small Working Class, Large Hunter-Warrior Class

- Coins: Minted. Cash: Flowing.
- Someone really enjoys poison, and several people are given opaque vials, told to hang on to them "just in case".
- Pictures and words combine, and resemble cuneiform and hieroglyphics of the Mid-East.
- A stone temple is built, in hopes of promoting religious freedom.



Kalos
Fridge Logic
Sedentary Germans
Feudal Monarchy
-Military;
Army: xxx
Navy: xx
-Economy;
Revenue: xxxx
Treasury: xx
-Average Peasant Class, Average Working Class

- The proud Warrior clans finally put down their arms and settle.
- Publicly funded ports and wharfs are established, and a trade and fishing boon leads to growth.
- Fortifications on the Eggmen border are constructed. The south-east is still a contested area.



Authoria
Spider-byte
Sedentary Germans
Feudal Monarchy
-Military;
Army: xxx
Navy: xx
-Economy;
Revenue: xxxx
Treasury: xx
-Average Peasant Class, Average Working Class

- The Fighting men of Authoria decide it's time to settle their roots.
- Conquest, glorious, glorious conquest.
- Conscription is already the main means of recruiting men, so little changes.
- Cash money is minted, and Authoria joins the bandwagon of trade.
- The Balts are soon reported as mild in every way. They are neither powerful nor rich, and the area is of little value, in terms of resources that is.



Sachielia
CrouchingSloth
Sedentary Steppe Peoples
Tribal Confederation
-Military;
Army: xxxx
-Economy;
Revenue: xxxx
Treasury: xx
-Average Peasant Class, Average Working Class

- No Warriors. No Hunters. Only Men.

Last edited Jun 07, 2014 at 02:45PM EDT

Wastelandites
Weasel
Sedentary Steppe Peoples
Tribal Confederation OF NERDS
-Military;
Army: xxxx
-Economy;
Revenue: xxx
Treasury: xxx
-Average Peasant Class, Average Working Class

- The Warriors plant their butts down. Finally.
- The west is charted for lakes and food. Lakes are found, and it appears that food grows out of the ground.
- A program to promote Chemistry is run. The people are confused and quickly declare the ruling class as a bunch of nerds.
- A historical society within the Tribal leadership takes part in accurate detailing of the ways and history of the Wastelandites.



Arstotzka
LaikaOS
Sedentary Slavs
Aristocratic Oligarchy
-Military;
Army: xxxx
-Economy;
Revenue: xxx
Treasury:
- Average Peasant Class, Average Working Class

- Warriors, no longer needed, go to work in the real world with real jobs.
- The nearest settlement is met with a significant force, and offered they surrender or be enslaved. Upon being told "Neither, thank you", the commander found his orders had no response for that, and left them be.
- Workshops established by the Oligarchy produce reasonable stockpiles of iron products, mainly arms and armor.
- Guilds spring up in the interest of propagating craftsmanship and fine works. It proves practical, as the otherwise useless peasants that can't grow anything are capable of creating goods for use and export.
- In an attempt to promote… "increased birthrate"… an old pagan goddess of Fertility is brought to light, and includes the use of genital shaped charms and bread, as well as other more… exotic ideas.



Eggmen
DrRobotnik
Germanic Nomads
Feudal Monarchy
-Military;
Army: xxxxx
-Economy;
Revenue: xx
Treasury: xx
-Vast Hunter-Warrior Class

- Monarchy occurs after a string of Court-room shankings occur. The King takes the crown by default.



Cattonia
madcat
Sedentary Steppe Peoples
Tribal Confederation
-Military;
Army: xxxx
-Economy;
Revenue: xxxxx
Treasury: xxx
-Average Peasant Class, Average Working Class

- The Warriors finally settle down among the Cattonians.
- A currency of minted coins is circulated. The universal nature of coins in Europe makes such a much needed effort.
- Formally organized Militias and Guards appear in place of the Warrior Class, drawn mainly from Herdsmen and consist mainly of the Steppe favored Cavalry. Uniform instruction allows for the drilling of small unit tactics, and while perhaps not as effective as a mob that lives to kill, it is far more efficient.
- Roadworks are put into motion. At this point, there is little but worn paths that have been pounded out and trimmed of foliage, but is still a great improvement.
- The mountains to the east prove treacherous to navigate, and the range is rather extensive. Passing them will be no small task.



Maldanians
unusedusername
Sedentary Steppe Peoples
Elitist Oligarchy
-Military;
Army: xxx
-Economy;
Revenue: xxx
Treasury: x
-Average Peasant Class, Average Working Class

- Warriors have earned their retirement into serfdom.
- A new tax law balances how much one pays in based on their expected income. Difficult to manage, but is seen as fair by the lower class. The few elite, however, protest this greatly.
- Several "Schools", each headed by a master of distinguished knowledge, appear. Few attend however, as the peasants cannot afford to spend time on anything other than their goats and crops.
- Exports of potatoes have a short life, as it is soon made apparent that they are but rocks. Who took all the potatoes? No one. Potatoes aren't native to this hemisphere.
- Sales of rocks skyrocket, however.
- Peasants are given a raise. But since they do not get paid, they receive nothing. The rich laugh.
- No one knows what Confucianism is, but an Oligarchy of the elite is established, functioning as a plutocracy that doesn't have to listen to the people.



Moklaezians
RichterVonZelmisburg
Sedentary Germans
Plutocracy
-Military;
Army: xxx
-Economy;
Revenue: xxxx
Treasury: xxxx
-Average Peasant Class, Small Working Class, Average Hunter-Warrior Class

- Plutocracy emerges. Now power is placed not by a man's ability to kill or his father's deeds, but by the coin in his pocket, the sharp of his tongue, and the love of his subjects.
- A new plan emerges that promises to mend the cultural rift in the Moklaezians, as the new capital is established, which would divide society into its military Nomads and sedentary Civilians. The plan succeeds at first, but in 536, after a cruelly poor harvest, the Nomads take to their heels in anger, claiming that staying would only starve them. Heading north, they become the independent Laeufers.
- A new capital is placed on the Dniester. While fertile, the river proves too difficult to navigate for the rather seaworthless Moklaezians, owing to its changes in depth and pace along its length. For the time being, it is commercially unsound. Just as well, as proposed trade partners are no longer available.



Foznia
SlappyTheFish
Sedentary Steppe Peoples
Tribal Republic
-Military;
Army: xxxxx
-Economy;
Revenue: xxx
Treasury: x
-Average Peasant Class, Average Working Class

- The north east is found to be much the same as it was before.
- Grants and charters mean mines for Foznia. Coal is about the only thing in any major excess, though.
- A simple program begins for educating those willing. More practical than a school, it simply exists as a society of paid tutors who learn any who come willing to.

Skeletor-sm

This thread is closed to new posts.

Old threads normally auto-close after 30 days of inactivity.

Why don't you start a new thread instead?

Hauu! You must login or signup first!