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OOC Thread: BeckonCall's Fantasy Nation-building RPG thread
IC Thread: "Lost Continent: Flight From Muurdaan" (BeckonCall's FNB!)
Faction Status thread: BeckonCall's Fantasy Nation-building RPG thread
RP Discord Channel: Discord - Free voice and text chat for gamers
VIEW MOST UP TO DATE MAP LINK HERE! : View attachment 303430
In a world of sprawling empires across dozens of continents, nearly every corner of the world had been explored. Wilds tamed, monsters brought to heel -- and a dark, iron-fisted order and law -- guaranteed by the Underlords of Muurdaan, was absolute. Borders are stable, and for many life is stagnant and opportunities short. Many yearn for new lands, somehow a chance to make their fortune -- and finally that day may be coming. Eyes have turned to the last continent, the lost continent, the outlaw continent: An enormous land that centuries ago was ruled by powerful wizard kings and queens. In ages past they sealed their lands away from the rest of the world, vessels and travelers were forever turned away from its shores. Magical storms and enchantments confounded instruments and destroyed ships or other conveyances who dared to go near it. Stifled trade permitted by the Mage Kings slowed and then stopped hundreds of years ago -- and in the ages that passed, the spells that locked their lands away have slowly faded.
The Underlords immediately saw this new Jewel to claw permanently into the rest of their realms, but the bonds are not yet weak enough to allow an army or great heroes to reach the new world -- but they are weak enough to allow aspiring heroes and small groups of settlers to pass unseen. The Underlords made proclamations to those who would risk their lives for influence, riches, and the opportunities of a new land -- Any worthy persons would be given a Ship and a small community of pioneers with supplies to make landfall and settlement. In return, They would explore, tame, and claim the new lands for themselves -- Tithing a portion of any riches they find to their patrons and supporting the trade of treasures, magic, and exotics found in the new land for gold and finished goods that would no doubt be needed in the new settlements.
You could be one such leader. Each leader shall guide a faction, and the factions will co-operate, compete, and make or break the community in this new world. Can the settlers put aside the grudges and vendettas of the old world behind? Can diverse races and cultures live together side by side in a hostile wilderness and establish a common law? Time will tell.
NOTE: This is a detailed fantasy nation building game that has it's emphasis in resource/people management, struggling against adversity, risk, and loss. DO NOT consider joining this game if you: Don't like reading or making detailed posts regularly or are only interested in seeing your character win (this game has dice AND loss and death can be EXPECTED if characters are reckless.) Also, bigotry, racial tension, as well as issues of diversity are themes as well, be warned!
That said, I am sure if you read even a bit of the story you can see that it's worth the effort! game on!
As the Ships near the coast... Ruins can be seen all along high cliffs... a new and glorious civilization might rise from the bones of the old!!!
THE APPROACH:
Season 1 map:
http://s3-us-west-1.amazonaws.com/i...previews/000/033/555/original/blob?1451885328
Latest Map (Season 3) =
GUILDS: (updates after posts are put here for in game effect and evolution -- you can check here first for guild Info!)
The Attolians are LEADING the Grocer's Guild.
Tyren join the Grocers Guild. They bring milk, cheese and mutton.
Highborn Bring sharks
Multiple sources: Mushrooms, Roots.
Aymarans offer eviscerated bits of half eaten Cave fisher. It is not highly sought after.
Total Diet: Shark, Capybara, Redwood Blackbird, Mutton, Cheese, Milk, Nuts, Roots, Mushrooms, Barley, Wheat.
River fishing and water-plants have stopped being gathered!
_________________
Luxuries Guild: (in flux)
Darkleaf, Gem bushel jewelry, Fine silver goods, Woolen goods, Sylvan wooden furniture. Pottery (Tyren)
Highborn: Sculptures, Restored furniture, paintings, Dohvamon, Clay Heaters.
TO BE UPDATED, NEED INFO FROM PLAYERS!!! INFLUENCE MAY CHANGE!
__________
Healers guild (Attolian Dominant)
2 skilled workers (tyren) 5 skilled workers (highborn medics), Doctor Flemming (Attolia)
_____________
Farmers guild is Forming!
_____________
Mage Guild has formed, TYREN lead mage guild! (+1 influence)
OOC Thread: BeckonCall's Fantasy Nation-building RPG thread
IC Thread: "Lost Continent: Flight From Muurdaan" (BeckonCall's FNB!)
Faction Status thread: BeckonCall's Fantasy Nation-building RPG thread
RP Discord Channel: Discord - Free voice and text chat for gamers
VIEW MOST UP TO DATE MAP LINK HERE! : View attachment 303430
In a world of sprawling empires across dozens of continents, nearly every corner of the world had been explored. Wilds tamed, monsters brought to heel -- and a dark, iron-fisted order and law -- guaranteed by the Underlords of Muurdaan, was absolute. Borders are stable, and for many life is stagnant and opportunities short. Many yearn for new lands, somehow a chance to make their fortune -- and finally that day may be coming. Eyes have turned to the last continent, the lost continent, the outlaw continent: An enormous land that centuries ago was ruled by powerful wizard kings and queens. In ages past they sealed their lands away from the rest of the world, vessels and travelers were forever turned away from its shores. Magical storms and enchantments confounded instruments and destroyed ships or other conveyances who dared to go near it. Stifled trade permitted by the Mage Kings slowed and then stopped hundreds of years ago -- and in the ages that passed, the spells that locked their lands away have slowly faded.
The Underlords immediately saw this new Jewel to claw permanently into the rest of their realms, but the bonds are not yet weak enough to allow an army or great heroes to reach the new world -- but they are weak enough to allow aspiring heroes and small groups of settlers to pass unseen. The Underlords made proclamations to those who would risk their lives for influence, riches, and the opportunities of a new land -- Any worthy persons would be given a Ship and a small community of pioneers with supplies to make landfall and settlement. In return, They would explore, tame, and claim the new lands for themselves -- Tithing a portion of any riches they find to their patrons and supporting the trade of treasures, magic, and exotics found in the new land for gold and finished goods that would no doubt be needed in the new settlements.
You could be one such leader. Each leader shall guide a faction, and the factions will co-operate, compete, and make or break the community in this new world. Can the settlers put aside the grudges and vendettas of the old world behind? Can diverse races and cultures live together side by side in a hostile wilderness and establish a common law? Time will tell.
NOTE: This is a detailed fantasy nation building game that has it's emphasis in resource/people management, struggling against adversity, risk, and loss. DO NOT consider joining this game if you: Don't like reading or making detailed posts regularly or are only interested in seeing your character win (this game has dice AND loss and death can be EXPECTED if characters are reckless.) Also, bigotry, racial tension, as well as issues of diversity are themes as well, be warned!
That said, I am sure if you read even a bit of the story you can see that it's worth the effort! game on!
As the Ships near the coast... Ruins can be seen all along high cliffs... a new and glorious civilization might rise from the bones of the old!!!
THE APPROACH:
Season 1 map:
http://s3-us-west-1.amazonaws.com/i...previews/000/033/555/original/blob?1451885328
Latest Map (Season 3) =
GUILDS: (updates after posts are put here for in game effect and evolution -- you can check here first for guild Info!)
The Attolians are LEADING the Grocer's Guild.
Tyren join the Grocers Guild. They bring milk, cheese and mutton.
Highborn Bring sharks
Multiple sources: Mushrooms, Roots.
Aymarans offer eviscerated bits of half eaten Cave fisher. It is not highly sought after.
Total Diet: Shark, Capybara, Redwood Blackbird, Mutton, Cheese, Milk, Nuts, Roots, Mushrooms, Barley, Wheat.
River fishing and water-plants have stopped being gathered!
_________________
Luxuries Guild: (in flux)
Darkleaf, Gem bushel jewelry, Fine silver goods, Woolen goods, Sylvan wooden furniture. Pottery (Tyren)
Highborn: Sculptures, Restored furniture, paintings, Dohvamon, Clay Heaters.
TO BE UPDATED, NEED INFO FROM PLAYERS!!! INFLUENCE MAY CHANGE!
__________
Healers guild (Attolian Dominant)
2 skilled workers (tyren) 5 skilled workers (highborn medics), Doctor Flemming (Attolia)
_____________
Farmers guild is Forming!
_____________
Mage Guild has formed, TYREN lead mage guild! (+1 influence)
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