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Messages - Josasa

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61
Storytelling and Roleplaying / Re: Dawn of Worlds II OOC
« on: March 01, 2012, 09:18:24 am »
Within the next turn or so, there will be things in most, if not all, of my cities. I know they're pretty crappy right now.

62
Storytelling and Roleplaying / Re: Dawn of Worlds II: Game Thread
« on: February 29, 2012, 07:04:53 pm »
Josasa Turn 12
Summary
Power Available: 20
Military Points: 0
Actions taken:
  • Utinuid Empire expands their claims- [claim territory x7, 14 cost]
  • Utinuid Empire become the masters of combined military strategy- [advance civilization, 5 cost]
Power Remaining: 1
Running Bonus: +12 [+3 Running, +9 Territory (63)]

Utinuid Empire expands their claims
With one final push, the Utinuid Empire gobbled up the remaining territory in the south. For the first time since their creation, there was nowhere for the Utinuid to expand.

The knowledge that our Empire was closed in on all sides was disconcerting. For the Muln, this was unnatural. The steppe had always appeared endless. Now, it was fully within the Empire’s grasp.

Utinuid Empire become the masters of combined military strategy
For many years, the Utinuid Empire had been based around the Muln providing the protection. As Kendara moved closer and closer to conflict, this changed. All of the races became an integral part of the Empire’s military. The ruler realized early on that certain races were more adept at a given task than others. In order to exploit these things, it became policy to create units based on race. While this didn’t necessarily promote unity, the leaders countered this by training the recruits in unison.

Eventually, this developed into a greater overall strategy that utilized each unit to its fullest. The Muln made up the cavalry wings, the Geldryn were the archers, the Saak were the swordsman, the Fanth made up large portions of the regular soldiers because of their large numbers, while the more skilled battle mages were either Fanth or Ghul.

Out of the Utinuid Empire’s separate parts emerged a cohesive whole that was much greater than it would have been separately. Others may see the Empire’s diversity as a weakness, but the opposite is true. Because of their diversity, the leaders of the military have been able to create a strategy that brings about the full power of each unit on the battlefield. In the same way, they have been able to appreciate their enemies. Searching for and pinpointing weaknesses in enemy lines is basic strategy within the Empire’s military.  In fact, I can’t think of a leader that doesn’t have the ability to exploit these weaknesses with gusto…

Except for General Durayn. He’s not too bright…
-Ghul Master-at-Arms




Code: [Select]
[size=14pt]Civilizations[/size]
[b]Utinuid Empire[/b]
--Master of combined military strategy

63
Storytelling and Roleplaying / Re: Dawn of Worlds II OOC
« on: February 27, 2012, 10:13:34 pm »
So Josasa, you are giving me what for those two I have in your area again?

EDIT: Well you want to give me the eastern most, but I'd rather the western two. Just aesthetically.

That would put a brown island in the center of your empire. I've got plans for the bank opposite Musil-Toa.

64
Storytelling and Roleplaying / Re: Dawn of Worlds II OOC
« on: February 27, 2012, 04:09:48 pm »
I'm not especially fond of that idea either.

65
Storytelling and Roleplaying / Re: Dawn of Worlds II OOC
« on: February 27, 2012, 04:01:14 pm »
Josasa, I would like to purchase the following territories from you, indicated in blue:

I'm going to use them to extend my road network to link with Pat's.  I'm offering eight points for the three of them.

<a href="http://www.youtube.com/watch?v=h55HYoV0HH4" target="_blank">http://www.youtube.com/watch?v=h55HYoV0HH4</a>

However, I will eventually be creating my own road network, and would be more than willing to connect to your roads, as well as Pat's roads.

66
Storytelling and Roleplaying / Re: Dawn of Worlds II OOC
« on: February 27, 2012, 10:22:03 am »
I'll think about it Jos, maybe next turn?

Sounds good.

He won't trade with you.

BETRAY HIM.

Sounds good.

67
Storytelling and Roleplaying / Re: Dawn of Worlds II OOC
« on: February 26, 2012, 11:26:54 pm »
Hey Badger. More than willing to trade the two eastern territories for the two territories you have in Kel.

68
Storytelling and Roleplaying / Re: Dawn of Worlds II: Game Thread
« on: February 26, 2012, 11:25:46 pm »
Josasa Turn 11
Summary
Power Available: 19
Military Points: 0
Actions taken:
  • Utinuid Empire expands their claims- [claim territory x7, 14 cost]
  • Utinuid Empire Mulnish Riders become masters of Mounted Warfare- [advance race, 5 cost]
  • Utinuid Empire joins the North-South Alliance- [join alliance, 0 cost]
Power Remaining: 0
Running Bonus: +11 [+3 Running, +8 Territory (56)]

Utinuid Empire expands their claims
The Utinuid Empire continued to conquer the few villages south. At the same time, they marched across the Ancient Bridge and into the southern tundra of the Grim Wastes, finding little of value.

Most of the landscape is desolate and bleak. There is not much value in the tundra of the south, but it is important to conquer it all the same.

Utinuid Empire Mulnish Riders become masters of Mounted Warfare
The Mulnish lifestyle lent itself to those that could ride best. It still took centuries, and the direction of the Emperor to unify these concepts into a consistent and powerful system of warfare that involved mounts. From that moment onward, no one could challenge the Muln when it came to mounted warfare.

Utinuid Empire joins the North-South Alliance
For many years, the borders with both the Necromantic Circle, the Ygeniern Greidra, and the League had been peaceful and productive. Over time, the relationship changed, until it was only natural that the four unite, along with the Tolgan of which the Utinuid had a distant relationship.

The Unity of the West and parts of the North would only benefit the Utinuid Empire. Trade began to flourish, especially the Bays—both Greater and Lesser—until nearly every city was alive with the various races of the different civilizations. Word of Crux Bay and its abundant prosperity traveled far, but it was hard to believe that could be true when the wealth of the North-South Alliance was viewed on a grand scale.



Code: [Select]
[size=14pt]Races[/size]
[b]Muln[/b] Created in the 3rd Era of the Age of Races by the power of Ral-Ral
--Masters of Mounted Warfare

69
I would definitely be interested in this!

70
Storytelling and Roleplaying / Re: Dawn of Worlds II OOC
« on: February 25, 2012, 01:00:59 pm »
Did he died?

71
Storytelling and Roleplaying / Re: Dawn of Worlds II OOC
« on: February 24, 2012, 11:08:58 pm »
Utinuid Empire Lore
Everything started on the Southern Plains, with a Mulnish Clan that called itself the Sea of Grass. These riders were different, in that they had a greater vision of bringing the different Muln tribes together, and so they went about trying to do that. First they expanded west, gathering more Muln. Then they moved North, encountered the Fanth and the Ghul. Then they moved east, marching to the large bay. They continued to move in these directions, absorbing all the races they came across. The Saak were next along with a few scattered groups of Grimlings, though these were rare. In the far north, the nomadic Geldryn were added to the fold.

From these conquests, a new and unique society formed. The ruins of Eleai-Ghul taught the Ubtoaka Utinuid that in the past, multiple races had come together to achieve great things. It made many within the Ubtoaka Utinuid think, if the Ghul, Muln, and Saak had done it before, wasn’t it possible for them to work together again? And if it was possible for those three, wasn’t it possible for more races to be added to the fold?

The Muln remained the powerful figureheads and protectors of the Utinuid, making up the bulk of the military. Their strength and prowess for mounted warfare made them the elite soldiers, rivaled only by the Saak within the Empire. Even though they lacked the wit or intelligence of most other races, they were able to forge an Empire that was made up of five distinct races at its start. Their drive and their tenacity was the backbone of the empire.

The Ghul were the second to come into the fold of the Empire, and thus had the most influence within the Empire. Their prowess with knowledge and trade made them the bureaucrats of the already sprawling Empire. Their hard work earned them places as scholars and traders, managing the flow of goods between provinces, especially as the Empire continued to grow. Later on, their trade duties would be taken over by the Saak, but the Ghul would continue to be the scholars and government officials of the Empire.

The Fanth were a close third in the Empire, and were first encountered in the Southwest. Their numbers, as well as their tendency to stay in settlements rather than wander the plains made them the perfect farmers of the Empire. The Southwest and Decads Wo had much fertile ground which was able to supply a large portion of the Empire with food. In return, the Fanth were able to live their lives in peace, knowing that they were protected from any potential attackers.

The Saak were the fourth to join the Empire, even though it seemed to go against their instincts. Since the beginning of time, the Saak had ruled the Muln, not the other way around. In time, they were able to accept working alongside the Muln, if not underneath them. They quickly took up the position of traders and merchants within the Empire, relieving that duty from the Ghul. In many ways, their trade networks are the lifeblood of the empire, and their connections to the other civilizations brought great wealth to the Utinuid cities.

The Geldyrn were the fifth race to join the Empire, and are easily the smallest in number. In the beginning, the Empire had both the nomadic and sedentary Geldryn, but following the trade with the Ygeniern Greidra, most of the sedentary Geldryn fell out of the Empire’s jurisdiction. Later, migration would replace those numbers, but the nomadic Geldryn were always within the Empire. Given their prowess with wood and crafting in general, the Geldryn became the artisans of the Empire. They spread throughout the cities, moving as far west as Decads Wo, and all the way to the southern portions of the Plains of Muln. There they would continue their crafts, providing services to all citizens.

More races would join the Empire, but were never officially recognized like the Founding Five, as they came to be called. The Grimlings were encountered early in the Empire’s life, but were never truly inducted. Large numbers of the creatures migrated to the city of Musil-Toa, and then proceeded to travel throughout the Empire. There were many prejudices against these creatures, most of which still exist today, but under Ubtoaka law, they are considered as equals. They commonly serve as laborers within the Empire, carrying out a variety of tasks that don’t require specific skills.
A sizable number of the Swarim migrated south, mostly due to the lucrative trade routes around the Inland Sea. Given the friendly relations between the Empire and the Necromantic Circle, it was only a matter of time before Swarim started to settle. For the most part, the Swarim live in cities around the lake and continue their studies in necromancy. The largest population of Swarim within the Empire resides in Grulspi, specifically to study the ancient library in an attempt to recover knowledge that had long been lost.
The Skirrin are another race that has a large population within the Empire without being an official race. The first Skrrin were hired by the Utinuid from the Hive Xix to help in the construction of their cities in Tenth Age of the Era of Reconstruction. When word spread through Skirrin lands that there was work to be had within the Empire, a large portion of them migrated west and into the cities to help. Many of these Skirrin settled permanently, and continue to offer their services as the de facto engineers and architects of the Empire.

72
Storytelling and Roleplaying / Re: Dawn of Worlds II: Game Thread
« on: February 24, 2012, 10:14:19 pm »
Josasa Turn 10
Summary
Power Available: 22
Military Points: 0
Actions taken:
  • Ubtoaka Utinuid dissolves and the Utinuid Empire is formed- [name change, 0 cost]
  • Utinuid Empire deals with the neighbors- [1 point to the Necromantic Circle]
  • Musil-Toa is built - [build city, 3 cost]
  • Krakramu is built - [build city, 3 cost]
  • Dusgrow is built - [build city, 3 cost]
  • Musil Prudoda is built - [build city, 3 cost]
  • Kibkul Prudoda is built - [build city, 3 cost]
  • Odamul Prudoda is built - [build city, 3 cost]
  • Niugu is built - [build city, 3 cost]
Power Remaining: 0
Running Bonus: +10 [+3 Running, +7 Territory (49)]

Ubtoaka Utinuid dissolves and the Utinuid Empire is formed
And so it came to be that the Muln were not the most numerous of the races within the Ubtoaka Utinuid. When the outriders had extended the Ubtoaka’s territory as far as was possible, and there were no more people’s to conquer, the many races of the clan came together at Grulspi to decide the next course of action.

“The Southwest and the Plains of Muln, the birthplace of the Utinuid, have been brought securely in our grasp,” said the Muln leaders.

“Eleai is a haven of knowledge under the Ubtoaka Utinuid,” said the Ghul scholars.

“Decads Wo is fertile and productive with the mighty clan watching over us,” said the Fanth farmers.

“The deserts of Kel have become prosperous once again, thanks to the Utinuid,” said the Saak traders.

“Met is peaceful and productive with the clan,” said the Geldryn artisans.

There was a silence in the hall and all was well. The people were productive, and for the first time in centuries, they were united and happy. The leader of the Ubtoaka Utinuid, the Muln named Foyar Muldayn stood up, immediately grabbing the attention of the different races in the Great Hall. He was resplendent with his clothes from the various lands, each one a different piece of cloth from one of the provinces of the clan.

“We are mighty. We are strong. We are large. But I fear that we are not truly united. My ancestors saw the vision of this great clan that has spread far from the steppes of our original lands. I believe that we have truly exceeded their vision. No longer are we just a lowly clan. Now we are an empire. We are the Utinuid Empire.”

With those words, the Ubtoaka Utinuid disappeared and the Utinuid Empire was born.


Musil-Toa is built
In the ruins of Tre-Saak, at the landing of the Ancient Bridge that spans the gap between the Plains of Muln and the Grim Wastes, the Utinuid laid the plans for their second city. This area was key, as it provided an excellent place for trading. Any boats that entered into the Lesser Bay had to pass by Musil-Toa.

The city of Musil-Toa extends along the coast, with a majority of the sandstone structures built up near the Ancient Bridge landing. Major ports have built up on both sides of the bridge that are constantly buzzing with activity, even when the weather sees fit to dump large drifts of snow on the city. Grulspi may be the capital of the Utinuid Empire, but Musil-Toa is the heart of the Empire.
-Excerpt from the
Scholarly Collection of Utinuid Cities

Krakramu is built
The ruins of Met-Saak had long sunk into the sands of the desert. It was only after Emperor Muldayn directed the scholars of Grulspi to research the location of this ancient city that the Utinuid were able to find it. With the help of the Skirrin, who were masters of digging and excavation, the Utinuid were able to recover much of the city while adding their own flavor to the once great city of the Saak.

The Skirrin designers took inspiration from the glass domes of the Saak, creating low-lying domes that covered huge expanses of land. Most of these were built out of sandstone with large sections made entirely of glass. Sunlight streams in through these panels, lighting up the cavernous insides during the daytime. At night, the moon and stars can be seen and tracked across the dome as they move across the sky.
-Excerpt from the
Scholarly Collection of Utinuid Cities

Dusgrow is built
For centuries, Decads Womera remained hidden from view. The once great city had disappeared, seemingly forever, until Emperor Muldayn decreed it be found. Like Met-Saak, the scholars of Grulspi researched everything they could, and with the Skirrin leading the excavation, the heart of the city was found. Much of it was destroyed, but the Utinuid worked day and night in an attempt to rebuild the city to reclaim its former glory.

Most of Decads Womera had sunk beneath the ground. In order to make this accessible, the Skirrin designed their structures so that an equal portion would be above and below the ground. With Dusgrow, the Skirrin were at home, setting up massive caverns with large portions of the ancient city at the bottom. Far above, another layer of modern structures stood above ground, sitting on the shores of the Inland Sea as well as the ocean.

-Excerpt from the
Scholarly Collection of Utinuid Cities

Musil Prudoda is built
Of all the Utinuid cities, Musil Prudoda was the first to be built of its own accord. There were no ruins to excavate, no former glories to recover. In truth, it had existed for some time as a settlement on the shores of the Inland Sea. It wasn’t until Emperor Muldayn brought the Skirrin designers in to add to its majesty that Musil Prudoda became a city of note.

Musil Prudoda started off as a fishing village of Fanth and Muln. When Ividruarla  was founded to the north by the Necromantic Circle, trade on the Inland Sea increased, bringing more and more villagers to the Musil Prudoda. By the time Emperor Muldayn ordered construction begin within the city, Fanth, Muln, Ghul, Saak, Geldryn, and Swarim from the north all lived peacefully in the city conducting their trades. The port at Musil Prudoda became the largest trade center for the Utinuid Empire on the Inland Sea, since it sat between Dusgrow and Grulspi, which connected it with the rest of the empire. Ever after Niugu was founded further north, Musil Prudoda continued to be the major source of commerce for the Utinuid Empire on the Inland Sea, conducting trade with Ividruarla and the Necromantic Circle further north.

-Excerpt from the
Scholarly Collection of Utinuid Cities

Kibkul Prudoda is built
In Northern Met, on the plains of the desert, the city of Kibkul Prudoda was built. The desert was dry here, and there were no settlements around for leagues. Within a year, at the orders of Emperor Muldayn, the barren wasteland was transformed into a thriving port city along the Greater Bay.

The Skirrin designed massive stone piers that stretched out into the water, allowing for hundreds of smaller vessels to dock and conduct trade. Ygeniern Greidra and even some Islirinira Ayaio merchants from the north would stop in the port of Kibkul Prudoda before heading west to the Twin Cities, as the Utinuid had taken to calling Ghulward and City of the Circle. Everyone who stopped here marveled at the large glass domes constructed entirely from glass, which were built under the direction of the Saak.

-Excerpt from the
Scholarly Collection of Utinuid Cities

Odamul Prudoda is built
Built on the northern shores of the Lesser Bay, Odamul Prudoda served as the Utinuid Empire’s easternmost trade hub for some time. Saak, Ghul, Geldryn, Comiri, and even some Grimling would gather at this city to conduct trade. Most of this would eventually flow deeper into the Utinuid Empire, either south along the coast to Musil-Toa, or west by land to Grulspi.

Odamul Prudoda was primarily of Saakese design, although the Skirrin did have their contributions. Most notable, and what the city tends to be known for, are the glass domes that project from the Lesser Bay itself. These structures extend from the bay floor, reaching up above the water. These massive domes are connected to each other and to the land by a series of tubes that are completely submerged. Ships are able to dock at piers that are built around these domes where they conduct trade.

-Excerpt from the
Scholarly Collection of Utinuid Cities

Niugu is built
On top of the ruins of Ut-Asiril, Niugu was constructed to serve as the major hub for trade when it came to land routes with the Necromantic Circle. It was still situated along the Inland Sea, but remained relatively isolated because of the mountains. Most of the trade occurred, as mentioned before, with the Necromantic Circle to the north, while any domestic trade would be shipped south to Musil Prudoda by way of the Inland Sea.

Of all the Utinuid cities, Niugu is the one most heavily influenced by the Skirrin hives from the east. Most of the city lies within the mountain range itself, although a sizable portion lies above ground along the coast. When the construction of the cities began to die down, and the minor Hive Queen was called on less and less, she and most of her entourage moved to Niugu where they settled permanently within the heart of the mountains.  

-Excerpt from the
Scholarly Collection of Utinuid Cities



Code: [Select]
[size=14pt]Civilisations[/size]
[b]Utinuid Empire[/b] 0 alignment - Founded in the Tenth era of the age of reconstruction.
--Replaced the Ubtoaka Utinuid

[size=14pt]Cities[/size]
[b]Crux Bay[/b] - Founded in the Eighth era of the age of reconstruction by the Ti'q To'k.
[b]Musil-Toa[/b] 0 alignment - Founded in the Tenth era of the age of reconstruction by the Utinuid Empire.
[b]Krakramu[/b] 0 alignment - Founded in the Tenth era of the age of reconstruction by the Utinuid Empire.
[b]Dusgrow[/b] 0 alignment - Founded in the Tenth era of the age of reconstruction by the Utinuid Empire.
[b]Musil Prudoda[/b] 0 alignment - Founded in the Tenth era of the age of reconstruction by the Utinuid Empire.
[b]Kibkul Prudoda[/b] 0 alignment - Founded in the Tenth era of the age of reconstruction by the Utinuid Empire.
[b]Odamul Prudoda[/b] 0 alignment - Founded in the Tenth era of the age of reconstruction by the Utinuid Empire.
[b]Niugu[/b] 0 alignment - Founded in the Tenth era of the age of reconstruction by the Utinuid Empire.

73
Storytelling and Roleplaying / Re: Dawn of Worlds II: Game Thread
« on: February 24, 2012, 10:06:48 pm »
ARCS of the Tenth Era in the age of reconstruction
Code: [Select]
[size=14pt]Races[/size]
[b]Nalori[/b] Created in the 2nd Era of the Age of Land by the combined power of Baloria and Nahequi
- They are masters of the use of animals in war
[b]Fanth[/b] Created in the 3rd Era of the Age of Land by the combined power of Galep, Shub, and Rahdin
- They are the masters of nature magic
[b]Geldryn[/b] Created in the 4th Era of the Age of Land by the power of Keladi, Avatar of Rahdin
- Geldryn are the unrivaled masters of the woods
- Geldryn are the leading experts in herbology
- Geldryn are unmatched in the art of guerrila warfare
- Geldryn are incredibly formidable archers
- The wooden craftings of the Geldryn are unmatched in quality
- The Geldryn are very agile, capable of impressive feats of acrobatics.
[b]Sherub[/b] Created in the 4th Era of the Age of Land by the power of Islil, Avatar of Shub
- They are the masters of Agriculture
- They are experts in Battlefield Tactics
- They are experts in Alcohol Making
[b]Skirrin[/b] Created in the 4th Era of the Age of Land by the power of Innichanne
- The are the masters of the Forge
- They are the masters of Fortification
- Only race capable of forging Baloris
  - [b]Drones[/b] Created from Skirrin in the 2nd Era of the Age of Races by the power of Innichanne
[b]Comiri[/b] Created in the 4th Era of the Age of Land by the power of Torium, Avatar of Valian
- They are the Masters of stone working
- They are the Masters of Transmutation
[b]Saak[/b]  Created in the 1st Era of the Age of Races by the power of Ral-Ral
- They are the Masters of Glass-making
- They are the Masters of Navigation
- They are formidable in close-quarters combat
[b]Muln[/b] Created in the 3rd Era of the Age of Races by the power of Ral-Ral
[b]Bokra Gan[/b] Created in the 4th Era of the Age of Races by the power of Ubethtau, Avatar of Hanafuss
- Men of this race are especially strong
[b]Swarim[/b] Created from the Skirrin in the 4th Era of the Age of Races by the power of Skaras, Avatar of Vaurer Indrus.
-They are masters of swamp warfare
-They are masters in the art of necromancy
[b]Planthin[/b] Created in the 2nd Era of the Age of Relations by Islil of the Fanth
- The Planthin are masters at trap-making
- Some Planthin are known for their incredibly poisonous skin
[b]Ghul[/b] Created in the 2nd Era of the First Age by Vaurer Indrus
- Created on another continent by Vaurer Indrus in times unknown
- Guided to the continent in the 2nd era of the 1st age by Rawms, Avatar of Vaurer Indrus
[b]Grimlings[/b] Created in the 4th Era of the First Age by Heqindrat, Avatar of Nahequi, controled by Aravolrax, Avatar of Ashra.
[b]the Echlia[/b] Created in the 5th Era of the First Age by Velvex, Avatar of Ashra
[b]Giants[/b] Created at various times by the power of Imornouz

[size=14pt]Civilisations[/size]
[b]The Thrsisshil[/b] 0 alignment - Founded in the First era of the age of reconstruction by Thrslisliraisil, the sword bearer.
-- This civilisation has a captive population of enslaved giants as labourers and battle-thralls
[b]The Necromantic Circle[/b] 0 alignment - Founded in the First era of the age of reconstruction by Swarim Necromancers.
[b]Ygeniern Greidra[/b] +1 alignment - Founded in the First era of the age of reconstruction by the Geldryn.
[b]The League[/b] -1 alignment - Founded in the First era of the age of reconstruction by the Grimlings.
[b]The Pursuit of Dreams[/b] +1 alignment - Founded in the First era of the age of reconstruction by the Comiri.
[b]Tolgan[/b] +1 alignment - Founded in the First era of the age of reconstruction by the Bokra Gan and Echlia.
[b]Ubtoaka Utinuid[/b] 0 alignment - Founded in the First era of the age of reconstruction.
[b]Ineya Ayaio[/b] -1 alignment - Founded in the First era of the age of reconstruction by the Planthin.
[b]Ishgot Inin[/b] -1 alignment - Founded in the First era of the age of reconstruction.
[b]Order of the Flame[/b] +1 alignment - Founded in the First era of the age of reconstruction by the Saak.
[b]Ti'q To'k[/b] 0 alignment - Founded in the Sixth era of the age of reconstruction by the Skirrin.

[size=14pt]Heroes[/size]
[b]Thrslisliraisil[/b] Sherub "Sword-bearer" attained the status of Hero in the second era of the age of reconstruction in the Thrsisshil civilisation.
[b]Anora Eira-Nul[/b] "Anora, 48 years old" attained the status of Hero in the second era of the age of reconstruction upon the ruins of Iniir Islil.
[b]Aaeit[/b] Saak Hero, attained the status of Hero in the Fourth era of the age of reconstruction among The Order of the Flame.
[b]Speaker of the Ti'q To'k[/b] Skirrin Queen attained the status of Hero in the Ninth era of the age of reconstruction in the Ti'q To'k.
-- Xoska the First
-- Xiko, her future replacement.

[size=14pt]Cities[/size]
[b]City of The Circle[/b] - Founded in the first era of the age of reconstruction by The Necromantic Circle and their followers.
[b]Kliilneld[/b] - Founded in the first era of the age of reconstruction by Ygeniern Greidra.
[b]Tol'run[/b] - Founded in the first era of the age of reconstruction by Tolgan.
-- Their shipwrights are exceptional at their craft.
[b]Iniir Ayaio Wo-Ria[/b] - Founded in the first era of the age of reconstruction by the Ineya Ayaio.
[b]Etinura[/b] - Founded in the first era of the age of reconstruction by Ishgot Inin.
[b]Hillock[/b] - Founded in the second era of the age of reconstruction by the League.
[b]Ra-Thrsla[/b] 0 alignment - Founded in the second era of the age of reconstruction by the Thrslisliraisil, Hero of the Thrsisshil.
-- It is founded on the ruins of the ancient city of Ut-Islil
-- It is home to the Thlaut Lathsh, the Great Mausoleum ordered by and for the Sword-Bearer
-- It contains the Tower of the Sword, an impressively engineered combat arena
[b]Uruut-Rssu[/b], 0 alignment - Founded in the third era of the age of reconstruction by Thrslisliraisil, hero of the Thrsisshil.
[b]Ghulward[/b], 0 alignment - Founded in the third era of the age of reconstruction by The Necromantic Circle and their followers .
[b]Iniir Anora[/b] - Founded in the third era of the age of reconstruction by Anora Eira-Nul of the Planthin.
-- It is founded on the ruins of the ancient city of Iniir Islil
[b]Forward[/b] - Founded in the Fourth Era in the age of reconstruction by the League.
[b]Grulspi[/b]  0 alignment - Founded in the fourth era of the age of reconstruction by Muln.
[b]Adyydirk Adrekyk[/b] +1 alignment - Founded in the fourth era of the age of reconstruction by Ygeniern Greidra.
-- It is founded on the site of the ancient city of Deephaven
[b]Na'Tora[/b]  +1 alignment - Founded in the fourth era of the age of reconstruction by Tolgan.
[b]Adegkla Draan[/b] +1 alignment - Founded in the fifth era of the age of reconstruction by Ygeniern Greidra.
-- It is founded on the site of the ancient city of Canopy.
[b]Eekaak-Kree[/b]  0 alignment - Founded in the fifth era of the age of reconstruction by the Order of the Flame.
[b]Algem[/b] -1 alignment - Resettled in the sixth era of the age of reconstruction.
-- Consists of the ancient, petrified scholarly city of Algem.
-- Site of ancient Necromancer battles - the land is cursed.
[b]Cuarudr[/b] 0 alignment - F Resettled in the sixth era of the age of reconstruction.
-- First Ghul city settled on Kendara after their arrival.
[b]Tyruim[/b] +0 alignment -Reclaimed in the sixth era of the age of reconstruction by the Comiri.
- Ancient city lost in the God Wars.
- Home of the Topless Towers, now in ruins
[b]Hive Xix[/b] - Founded in the sixth era of the age of reconstruction by the Ti'q To'k.
--Built on the ruins of Hive Tsax
[b]Ess-Kree[/b]  0 alignment - Founded in the sixth era of the age of reconstruction by the Order of the Flame.
[b]Ra-Uilra[/b] 0 Alignment - "City under the Witch" Brought to civilisation in the seventh era of the age of reconstruction by Thrslisliraisil, hero of the Thrsisshil.
-- Previously known as Iloqui in the Nalori language
-- It is one of the most religiously diverse cities on Kendara
-- Home of Isutrurta, a grand magic accademy built into a huge triumphal arch.
-- Contains a giant Islirinira Ayaio temple called "Iira"
[b]Ividruarla[/b] 0 alignment - Resettled in the seventh era of the age of reconstruction.
-- Ancient Ghul trade hub where the mighty river meets the great lake.
-- The fishing is spectacular!
[b]Brighter Outlook[/b] +2 alignment - Founded during the seventh era of the age of reconstruction.
-- Located at Kendara's Westernmost point.
-- First city founded by The Circle outside of its traditional lands and revered as a sign of hope.
[b]Crux Bay[/b] - Founded in the Eighth era of the age of reconstruction by the Ti'q To'k.
-- contains The Pedestal, constructed in the Ninth Era of the age of reconstruction by Xoska the Ti'q To'k Speaker.
[b]Hive Tosk[/b] - Founded in the Eighth era of the age of reconstruction by the Ti'q To'k.
-- Founded on the Ruins of Hive Ix
-- The Great Labyrinth(lost)
[b]Drynekat[/b] +1 alignment - Founded in the eighth era of the age of reconstruction by Ygeniern Greidra.
-- It is founded on the site of the ancient city of Trunecat Forsays
[b]Iy Rafot[/b] 0 alignment - Founded in the eighth era of the age of reconstruction by Anora Rit-It-Rit.
-- It is founded on the site of the ancient city of Yijuafot.
[b]Iniir Risa[/b] -1 alignment - Founded in the eighth era of the age of reconstruction by Ineya Ayaio.
[b]Hive Kree[/b] 0 alignment - Founded in the eighth era of the age of reconstruction by the Order of the Flame.
[b]Vaurlian[/b] 0 alignment - Brought back to civilisation in the eight era of the age of reconstruction by the Order of the Flame.
-- It is the oldest city on the continent, and may be the oldest mortal city in the world.
[b]Ra-Thrulrl[/b] - Founded in the ninth era of the age of reconstruction  by the Thrslisliraisil, Hero of the Thrsisshil
--Its structure incorporates part of the Great Wall constructed by the Thrsisshil


[size=14pt]Orders[/size]
[b]Islirinira Ayaio[/b] 0 alignment - Founded in the fifth era of the age of reconstruction. A Planthin religious order active within Tolgan and The Pursuit.
[b]Shsuar[/b] Founded in the sixth era of the age of reconstruction by the Thrslisliraisil, Hero of the Thrsisshil.
[b]Hive Tyr[/b] Assembled in the seventh era of the age of reconstruction by Wiuri, hero of the Pursuit of Dreams.
-- Part of the nation of the Pursuit.
[b]Utthsh[/b] "Feint" Assembled in the eight era of the age of reconstruction by the Thrslisliraisil, Hero of the Thrsisshil

74
Storytelling and Roleplaying / Re: Dawn of Worlds II: Game Thread
« on: February 23, 2012, 05:20:29 pm »
Josasa Turn 9
Summary
Power Available: 13
Military Points: 0
Actions taken:
  • Ubtoaka Utinuid consolidate territory - [claim territory x 4, 8 cost]
  • Ubtoaka Utinuid hires minor Skirrin Queen - [political action, 2 cost]
Power Remaining: 3
Running Bonus: +10 [+3 Running, +7 Territory (49)]

Ubtoaka Utinuid consolidate territory
When all of the central lands had been taken, the Ubtoaka Utinuid turned their attention to the frozen tundra of the south. This territory turned out to be harder to conquer than

Utinuid Empire hires minor Skirrin Queen
Word had spread far and wide that the Skirrin were the most able of the races when it came to their grand and majestic hives. The Comiri were known for creating beautiful structures out of stone, but the Utinuid were not worried about such things as beauty. Size and strength were beautiful enough for them.

Riders were sent of Hive Xix and their Hive Queen to offer a deal to the Skirrin. The Ubtoaka Utinuid would pay for the services of one of the minor queens. She and her many followers would be provided with a shelter in the Utinuid capital Grulspi, which would serve as their base of operations. As the Ubtoaka Utinuid began to construct cities around their territory, the Skirrin would design the cities and direct the other workers of the Ubtoaka Utinuid.


75
Storytelling and Roleplaying / Re: Dawn of Worlds II OOC
« on: February 22, 2012, 01:33:58 pm »
Ten is a nice round number. We should go for that.

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