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> SuperTcombat, Once more
Zurumon
 Posted: Jul 30 2015, 06:44 AM
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Claim a territory and post your country info. Starting medieval tech choose a starting zone up to two benefits and one bane for each benefit. Wavy lines are fertile valleys.
Zone 1: Fertile valleys covered in ancient stone watch towers and keeps. Cold and rainy.

Zone 2: Fertile valleys that are cursed. The land is poison, causing all that enter to become sickly, lose hair, and grow black fingernails that fall off. (Radioactive Warning)

Zone 3: Dense swamps which constantly catch fire suddenly and without warning.

Zone 4: Arctic lands with Mountains to the west and sea to the east. Strange creatures that look like obese children prowl the land.

Zone 5: Fertile valleys by an arctic sea and a great river. However the land is said to be cursed by Lycanthropy.

Zone 6: Fertile plains filled with horses unchecked by any predators.

Zone 7: On the coast of a massive fresh water lake, a local weed can be turned into a powerful recreational drug(its speed).

Zone 8: an isolated island that occasionally see tiny islands move on past it.

Zone 9: A valley in the shadow of three mountains that pierce the heavens with a river that runs from the mountains carrying gold dust.

Zone 10: Mountians that themselves are in the shadow of much larger mountians to the west and constantly terrorized by unknown forces in the dark.
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Ryker Stormblade
 Posted: Jul 30 2015, 07:09 AM
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Zone 9
Color: Black
Name: Draen

Boons:
All Magic Users
Essence (Specific Affinity for each user, Naturally stronger and more resilient)

The people of are natural magic users as their very nature is brought out into the world and reflected back on them. They are people that are well attuned to what is representative of their core personality. A man of strong morals and a hardened outlook on life will be and excellent metalworker, as his essence seeps out into the world. The world then responds in kind to this kinship, and bounces back his nature to envelop him within it. This leads to a field of the persons very essence enshrouding them at all times. Now with training this natural skill can be harnessed further. The greatest practitioners are almost one with their reflection able to harness it to a terrifying degree. The magic essentially boils down to each person has an affinity in the world that complements their personality.
This skill however is linked to the person themselves, as such it has been known that while rare a traumatic experience or degradation of the mind will change a persons aura. This has always caused a number of issues for the individual as they lose all sense of place in the world that they once had.

Banes:
Small Starting Population
Infighting

The Kingdom of Draen has existed for many years in its small valley home. The people are a hardy and simple folk. There natural abilities have caused friction throughout the country since it was founded.

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Greatest_Dude
 Posted: Jul 30 2015, 07:19 AM
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COUNTRY NAME: Unity
TERRITORY NUMBER: 5
COUNTRY COLOR: orange
BACKSTORY:
got: gold people, goblins (piratey), kid people

STRENGTHS:
assimilation (ease of integration of other races and factions)
good reputation (people start at above neutral relations and are harder to lower reputation)

WEAKNESS:
trusting (no spy research starting)
diplomacy 1st, war 3rd (hesitant for offensive wars)

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Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Ferther34
 Posted: Aug 3 2015, 03:20 AM
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Country Name: Swanson
Territory Number: 1
Country color: Blue

Boons:
Good Tech
Strong Nationalism and government

Banes:
No magic
Resentful and aggressive

Backstory:
Seceded from the imperialist nation of Sabathia; War was devastating to the population, but created a very united country.
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Invisible
 Posted: Aug 3 2015, 10:10 PM
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Territory 10
Color cyan
Goverment : theology
Strengths : faith powers
Blessing of the gods

Bane
Lower population
Superstitious


The kingdom of Angrimar:
Ruled by the powerful priest king Gromeere the proud people of Angrimar are a race of knights with faith powers. These powers derive from their extreme worship of their pantheon of animalistic gods. Such as Gor'mash the bear God of strength and survival , Fenrir the wolf God of kinship and perception etc. Different people of Angrimar follow different gods and benefit in different ways.
However the extreme religious aspects and integretion in their society causes them to be very susceptible to suspicion and low population/low birth /survival
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Spookums
 Posted: Aug 3 2015, 10:39 PM
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Country Name: The Coradine Empire
Territory Number: 8
Country Color: Gold

Nation

The Coradinians are an ancient but isolated people that inhabit the Horizon islands at the center of the world. Their empire is a theocratic monarchy, ruled by a caste of divine kings who are said to be blessed by the sun itself. The ruling caste make their home in towering palaces of stone and marble, their architecture emphasizing height and power, while the lower class live in the lowlands as farmers and fishermen.

In ages past the inhabitants of the islands lived in diverse tribal communities sequestered throughout the island. Legend tells of a day that the island was swallowed by night, and a terrible affliction befell its people. Famine and death spread unchecked throughout the island as terrible creatures of shadow plagued its inhabitants. As the story goes, during these perilous times a brave hero arose and underwent a perilous journey to banish the eternal night once and for all. At the end of his epic it is said he found himself before a divine being of golden and silver light. This goddess infused the hero with the power of light, causing his eyes to glow golden and giving him the strength to free his homeland. In the ensuing years the hero returned to the Horizon islands and rallied the disconnected people into a great army which broke the curse and drove the monsters from the island forever. With the curse lifted, the Horizon Islands were united into the Coradine empire. The heroe's lineage persists to this day, with the divine empress Yemoja currently at its seat.

Appearance

Due to the climate of the horizon isles, the Coradine people all possess dark skin tones ranging from a light swarthy to a deep ebony. One of the more startling features of the islanders is their eyes, which are gold in color and emit a faint light. This trait only manifested after the great hero gifted his people with the power of light, infusing them with the magic and altering them forever. Coradinian fashion favors warm colors, primarily red and gold with accents of white. Their clothes typically consist of loose and flowing robes and dresses, often accompanied by scarfs or cowls.

Religion and Culture

Boons:
Chosen by the light (Starts with Divine Magic)
Magical Savants (Bonus to researching magic and magical phenomenon)

Banes:
Scarce natural minerals
Distinctive features (Penalty to espionage)
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Zurumon
 Posted: Aug 4 2015, 05:56 AM
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3 research slots 4 build slots, standard 2 spies 2 standing armies 2 explorers. We will be doing normal forum turns until we can find a time we can all meet up. Any questions or secret actions PM me preferably through the forum.

Coradine Empire is all by itself as not even rumors of other nations reach it.

Swanson has a close neighboring country to the south, The Sutmar Confederacy, a republic of humans that have enslaved a race of falcon like birdmen. Their leader is President Igor Thompson.

UNity has heard rumors of many nearby countries, that I've already talked about.

Draen and Argrimmar have heard rumors of each other as well as Draconian beastmen, sapient dinosaurs that glow like the sun, and a country of young female magicians.
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Greatest_Dude
 Posted: Aug 4 2015, 07:13 AM
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we look to theses nation of our fathers and see little change. let us be the change and show them a better path. (also child people {aka Munchkins})

research:
improved diplomacy
hidden defenses (walls and what not that blend in with the landscape and don't ruin the beauty of the land)
Sociology

Build:
Scouts
docks
embassy
school

Explorers:
west north
west

army: travel with explorers

--------------------
Accept the Flower of peace, and see the beauty of the land

Dam devil Machines and their devil tongue of science-Inilith

HONORU!!!!
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Ryker Stormblade
 Posted: Aug 4 2015, 07:18 AM
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Send explorers direct east and directly towards the epic mountains. Start mock wars with the 2 standing armies so they aren't doing nothing.
Build:
Mines
Settlers
Explorers
Farms

Research:
Metalurgy
Improved Mining
Internal strength (using their magic to enhance themselves)

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Spookums
 Posted: Aug 4 2015, 11:46 PM
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[Actions]


[Research Slots]

-Ascension Magic
-Healing Magic
-Destruction magic

[Build Slots]

-Explorers
-Settlers
-Settlers
-Grand magical academy

[Explorers]

-Set sail west to the horizon
-Trek southeast along the coast

[Spies]

-Nothing to spy on
-Nothing to spy on

[Armies]

-Defend homeland
-Defend homeland

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Ferther34
 Posted: Aug 6 2015, 07:45 PM
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research:
Art
Improved metallurgy
Medicine

Build:
army
school
Border defenses
Hospital

Explorers:
east
southeast

army: travel with explorers

spies: southwest into bordering country
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Invisible
 Posted: Aug 7 2015, 07:37 AM
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So, we are blessed by the gods and a new golden age has appeared

Research :
Enhanced strength (spell)
Metallurgy
Armor of faith (magic)

Build
Knights
Temples
Research lab
Missionaries (lightly battle trained)

Explorers
North and west
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Zurumon
 Posted: Aug 7 2015, 09:24 AM
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Winter year 4 OCJ

Unity moves out with hopes of a united world, and puppies that aren't beserking werewolves. Scouts to the west discover three large stone doorways covered in ancient ruins and large enough to move armies through easily. The number of werewolf massacres this winter was pleasantly low.

Coradine move to explore the land and sea, while the naval scouts discover nothing of note other than a tasty species of swordfish. The scouts moving along the coast find something a tad more interesting. Three metal pillars some 70 meters tall that constantly arc thunderbolts to each other, almost anything that gets close will get struck, just like poor Jezrial and he was this close to getting his wings.

Swanson's first spy unit fucks up badly, gets caught, and sentenced to death. However, the 2nd spy unit breaks them out and manages to steal a handful of maps from Sutmar. Scouts to the east find strange mechanical sticks that seem to work similar to a crossbow and use black powder. They are however greatly damaged and currently do not work. Scouts to the southeast discover the Communist Ironscale Society or CIS, a nation filled with bipedal mechanical crocodiles. Their leader Crocotron 3000 greets your people, and asks if Swanson has any surplus Iron, coal, or Love it would be willing to trade. Meanwhile, The Sutmar Confederacy demands an explanation for the spies and closes it's boarders to all trade/travel from Swanson and warns CIS to do the same.

Draen's eastern scouts are ambush by human barbarians in the middle of the night and all captured. Later they are rescued by swashbuckling dragonmen who all have a bald eagle, they claim to be from the USD(United States of Draconia). Closer to the colossal mountains the other band of explorers are attacked by repel the attack and recover what seems to be an orb of pure sunlight. Dragonmen explorers from USD arrive on Draen east boarder, they are suspicious as they believe the people of Draen are being subjugated under the weight of the Monarchy. "Freedom is a right for all sapient creature!"- Jack Eagle, leader of the USD Rescue party to Draen scouts. From the north comes glowing sapient Utah Raptors bringing word of his flawlessness Queen Destiny Queency of Fabtasia.

Argrimmar's scouts to the north discover ancient ruins, within these halls they discover schematics for improved aquaducts and sweet mountain sage, which is the only incense the gods enjoy and makes a strong tea favored among all the kingdoms warriors, is found in abundance here. To the west the party is ambushed in the night by slender humanoid creatures with skin as dark as the caves below the mountains, no eyes but thousands of needles of shifting length that cover there entire face, three fingers the size of maces, and a whole the shape and size of a man through their torso. The Scouts are brought to 20% as they flee.

Coradine Empire
[Research Slots]

-Ascension Magic 1/14
-Healing Magic 1/9
-Destruction magic 1/8

[Build Slots]

-Explorers 1/2
-Settlers 1/4
-Settlers 1/4
-Grand magical academy 1/8

Draen

Build:
Mines 1/3
Settlers 1/4
Explorers 1/2
Farms 1/3

Research:
Metalurgy 1/8
Improved Mining 1/5
Internal strength (using their magic to enhance themselves) 1/8

Unity

research:
improved diplomacy 1/6
hidden defenses (walls and what not that blend in with the landscape and don't ruin the beauty of the land) 1/3
Sociology 1/8

Build:
Scouts 1/2
docks 1/3
embassy 1/4
school 1/3

Swanson

research:
Art 1/3
Improved metallurgy 1/6
Medicine 1/6

Build:
Standing army 1/4
school 1/3
Border defenses 1/3
Hospital 1/3

Argrimmar
Research :
Enhanced strength (through faith) 1/8
Metallurgy 1/8
Armor of faith (FAITH, PRAISE IT) 1/8

Build
Knights 1/5
Temples 1/3
Research lab 1/8
Missionaries (lightly battle trained) 1/3
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Spookums
 Posted: Aug 7 2015, 09:46 PM
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EPIC WIN MAN
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Group: Members
Posts: 110
Dollars: 1200
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Member No.: 70
Joined: 13-November 13









[Actions]


[Research Slots]

-Ascension Magic
-Healing Magic
-Destruction magic

[Build Slots]

-More explorers
-Settlers
-Settlers
-Grand magical academy

[Explorers]

-Set sail west to the horizon
-Trek southeast along the coast
-Explore northeast along the coast

[Spies]

-Nothing to spy on
-Nothing to spy on

[Armies]

-Defend homeland
-Defend homeland
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Zurumon
 Posted: Aug 11 2015, 06:02 PM
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EPIC WIN MAN
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Coradine Empire
[Research Slots]

-Ascension Magic 5/14
-Healing Magic 5/9
-Destruction magic 5/8

[Build Slots]

-Explorers 2/2
-Explorers 2/2
-Bards Guild 3/3
-roads 1/3
-Settlers 4/4
-Settlers 4/4
-Grand magical academy 5/8
-Combat ships 2/4
-growth++

Draen

Build:
Mines 3/3
Settlers 4/4
Explorers 2/2
Schools 3/3
Farms 3/3
Settler 3/4
Shipyard 3/3
Growth++
UNiversity 2/6
Combat ships 2/4

Research:
Metalurgy 5/8
Improved Mining 5/5
Steam 1/13
Internal strength (using their magic to enhance themselves) 5/8

Unity

research:
improved diplomacy 5/6
hidden defenses (walls and what not that blend in with the landscape and don't ruin the beauty of the land) 3/3
Doorways 3/5
Sociology 5/8

Build:
Scouts 2/2
Investigation guild 3/3
docks 3/3
embassy 4/4
school 3/3
University 3/6
Growth ++
Settler 2/4
Diplomat academy 2/6

Swanson

research:
Art 3/3
Reverse engin Gun 6/9
Improved metallurgy 5/6
Medicine 5/6

Build:
Standing army 4/4
Barracks 2/3
school 3/3
Border defenses 3/3
Hospital 3/3
Embassy 3/4
University 3/6
Roads 3/3
Mines 1/3

Argrimmar
Research :
Enhanced strength (through faith) 5/8
Metallurgy 5/8
Armor of faith (FAITH, PRAISE IT) 5/8

Build
Knights 5/5
Temples 3/3
reinforce 1/1
temple school add ons 2/3
Research lab 4/8
Missionaries (lightly battle trained) 3/3
Snow Leopard warriors(skrishmishers) 1/5
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