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Nation Building BeckonCall's Fantasy Nation-building RPG thread

Well to be fair they are something of an obscure race. Not obscure because they're hard to find, but obscure because most people focus on dark elves or wood elves, the more 'gritty' types. :P
 
@Elendithas @Prince Vaethorion :


The Pursuit of the Mud-Elf Bulwark Regiment is posted. You may or may not consider where it ends a decision point... Kami will at his own pace tie up the island caper.


I will now re-read some of the hanging posts (have PMs about treasure, and have Tyren stuff to read) -- but I think we're going to soon have an epilogue for the spring, and an extended period where the momentum accomplished in the spring translates into more development over time into the summer -- a "spring ahead" based on where people see their factions are heading... and the fruits of co-opperation (AND emnity) between peoples. :D
 
KamiKahzy said:
Well to be fair they are something of an obscure race. Not obscure because they're hard to find, but obscure because most people focus on dark elves or wood elves, the more 'gritty' types. :P
It's up for real now. I tried to correct something and ruined the formatting (again) took me another hour, ugh!
 
KamiKahzy said:
Well to be fair they are something of an obscure race. Not obscure because they're hard to find, but obscure because most people focus on dark elves or wood elves, the more 'gritty' types. :P
Yes, they are bit dainty, but not too dainty to put an arrow in an enemies eye.
 
...Juuust noticed that you totally have a chocobo in the background of your photo. Well done sir, I approve. :)
 
Seriously, everyone bow before Beck and offer him praise because he's a goddamn machine to keep pumping out long-ass posts like he does.
 
Btw, I do hope there's a chance we can recover those witch's bodies sooner rather than later. I still have plans for them.
 
HEY EVERYONE!:


We are presently up to date with all resolvable actions -- what remains really is Attolians arriving at Harun'Taran to rally their numbers which may shake things up there, and My PMing some inquiries about the treasure.


I am encouraging everyone playing to check in, so we can collectively decide how to proceed -- I think if everyone makes a post similar to @SpiralErrant regarding what they want their next immediate and/or ambitious projects to be -- we can have a phase where the game jumps forward into early or mid-summer with much of that realized or complicated, with a new foundation to begin a second phase of the story.


It was forecast that in early summer a Ship from the old world would arrive -- an "assessor", likely a swift mail-carrier craft -- It's purpose is to check if the colony actually exists, inquire as to what the colony needs, conduct small-scale trade (goods for emergency rations or anticipated needful tools/gear) -- after the Assessor arrives, Regular trade may open with the colony with ships bringing in goods the colony requests or might want, and seeking exotics and even relatively pedestrian goods from "the new world" -- they may also seek raw resources in exchange for finished goods.


With Trade ships there will also likely be immigrants, which may simply move into town as NPCs or may be "Acquired" by factions through use of wealth and influence.


Remaining pressing issues include:


Tense relations & "Debt of Heads" with the Gnolls -- which may or may not include how contact is made of broken at the river...


Peaceful but disconcerting relations with throngs of ghosts and skeletons within the ruins, many of which wish to enter the 'platz to purchase things (on the pretense they are still alive?)


Divvying up the LOOT!!!


Increasingly foreboding instances of contact with "Imps" (otherwise known as "Zebani") who seem deeply upset at the disturbance of the spirits of the ruin associated with the colonists arrival. Previously they were furtively seeking contact while since they have been seen actively spying but avoiding colonists in, from, and around the sewers.


Once everybody puts forward how they see their faction developing (basically projects like the 'language square' and Gravel Road the Tyren have planned, then we can hop forward and begin SEASON TWO!!!
 
Well I have a few things I'd like to address. First off, there's a few other projects that I think need to be resolved in the short term before any long term goals are addressed: interrogating the prisoners of the Platz Battle, and forming a coherent governing body within the colony. I know that I've hinted at having plans for the witch and her kind, and I was being completely honest when I said that I would like to have the dead witches recovered from the river if at all possible. I have something special in mind for those bodies and the live witch that's held prisoner with the other mud elf combatants. As for the government, that's just something that Milkweed would see as a necessity, especially for a colony of this size. Ratfolk are acutely aware of the necessity of law and just rule when you have a large group of people in one place, so the fact that the colony hasn't formed a council or ruling body of any kind is going to sound incredulous to Milkweed and the rest of the ratfolk. As soon as he gets his people settled that would be one of the very first projects he would want finished. Now I would suggest that we players should form a 'council PM' among ourselves so we can banter with our leaders on how best to form such a governing body. I'm sure each of us would add a certain flavor to the conversation, and that way we won't be cluttering up the main thread with dozens of tiny posts to make sure our thoughts were heard. But if everyone thinks it would be better done in the IC thread then I won't complain, as long as it's done before the time skip.


Now long term goals for me are fairly simple. My faction needs housing and a steady food supply right now, so their first task would be to dig out a section of land to make into livable tunnels and burrows. I'd like that spot to be between the prairies and the shadowfield, right alongside the boulder field so my rats can access the fertile soil more easily. In my mind the first order of business would be to tunnel out the land and get the bare minimum of living spaces necessary for ratfolk to function in their new warren. But for me the 'ideal goal' is to have those tunnels be where the ratfolk sleep and relax at night, while they would build structures above these tunnels to work their trades, be social and have access to the sun during the day. Think of the setup as something similar to a typical shop-home, but instead of putting the bedrooms in the attic they would be in the basement. The underground system wouldn't need to be too complex or artful, though if they have time for it I think my rats would enjoy the opportunity to practice their own art forms with the architecture of the tunnels. There are a few things that would be necessary within the tunnels though. First, multiple exits and escape points from the tunnels. All animals that live underground know that you never have just one entrance and exit, and Ratfolk are no different. Second, a large gathering place for the ratfolk to meet in, and I think this would ideally have a mirrored version of itself above ground as well. That way the rats can feel they can gather above and below ground if they so choose. Third, a crypt to house the skulls of their dead that will undoubtedly come. This doesn't have to be very big now, but planning will be necessary to ensure the crypt can be properly expanded for future generations. Fourth, and arguably most import, a counsel den for the Aged to meet and discuss clan matters in private from the rest of the clan. Fifth, a cavern system to properly grow mushrooms and Black Corn in. And finally, because I mentioned this to Spiral and he thought it would be a fun idea, a cheese cave. I think the Ratfolk and the Tyren are going to have a reasonably healthy relationship, and I think one of the things they'll be able to help each other with is cheese production. The Tyren can provide the raw milk from their herds, while the Ratfolk can provide the germ cultures and the proper environment to age the cheese into an artisan commodity. Some of the best cheeses (and wines for that matter) are aged in caves because the temperature and moisture in the air can be regulated far more easily than above ground. I think this would be a logical jump for the Ratfolk to make and I would be remiss if I didn't at least bring it up for discussion. Also, I think Coalback and Tinker should be overseeing the initial excavation of the ratfolk warren. Their skill sets would work nicely in tandem for that job I would think, and with them in charge they should be able to get it done quickly and safely.


Above ground there are a few things that I would like to build as well. First, I think the 'gravel road' the Tyren are working on should be upgraded to full-on cobblestone. And luckily that shouldn't be too hard to do, since cobblestone roads often use gravel and dirt as their foundation. Second, I'd like to make sure the crops I brought over are planted properly and given plenty of time to grow before the colder months start to roll in. To that end I want to make sure there's enough land cleared in the Boulderfields to make it happen. Third, I would like to build a mill. There's going to be a good amount of grains being harvested in the colder months and a mill will be a HUGE help in preparing them for use during the winter. I believe the Attolians are growing wheat already, and with my Black Corn that will provide two sources of grain for flours, starches, and in the corn's case even oils. Ideally I'd like to put the mill on the river, but until things are settled with the Mud Elves and the Gnolls I don't think constructing it immediately would be wise. So think of the mill as a 'someday' project instead of a 'now' project.


And that's about all I have for major projects down the line. Though I do think that if the colony council is able to establish itself as a governing body I think one of the first orders of business should be to establish a colony guard. Sure each faction can protect its own interests, but we are a single colony now and we need to protect ourselves from outside forces. And oh BOY are there a lot of them. :P
 
And let's not forget there's a stranger in the Marble House! Still need to investigate that little mystery. :P
 
The weird thing is they would have formed a government a while ago if it weren't for the spurt of emergencies that kept popping up. Almost as if there's a bitter difference in the experience of colonists depending on when they showed up... Wonder if anyone planned that...


Also I would seriously recommend against integration of the mud elves. It always be said in character but most of the platz population is still homeless and lacking infrastructure. It'll be tricky to look after themselves and a group that are actively trying to kill them.
 
@Beckoncall @SpiralErrant @Prince Vaethorion @Heyitsjiwon @Elendithas


I think it would be wise if everyone posts a quick idea of how their faction would greet the Ratfolk once the make landfall. I don't think we need to roleplay that out but I think it would make Beck's job a lot easier to write up some kind of blanket post that gives an idea of how my faction is recieved. I assume there's going to be a period where Milkweed will be brought up to speed on all the happenings of the colony, and to be honest he's probably going to have to take notes with how much has been going on. :\
 
Yea, my priorities are pretty straight forward as well:


1. Finish building enough housing before winter (more labor would be nice, which is what I had hoped the mud elves could be used for)


2. That road, let's get 'er done


3. Clear more fields, plant more crops, and get a safe storage for food


4. We need 1 more faction to establish a local government, so... wink wink


5. A colony guard would be handy for sure. 10 Attolian soldiers and a mob of convicts was far from enough to deal with the mud elves.


Edit: The Attolians would likely be a bit taken back by the presence of ratfolk considering how in the old world they were traditionally alley dwellers/associated with petty crime. So, a bit of caution/skepticism is to be expected by the general populace. That said, Caelis himself would be cordial.
 
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@SpiralErrant :


"The weird thing is they would have formed a government a while ago if it weren't for the spurt of emergencies that kept popping up. Almost as if there's a bitter difference in the experience of colonists depending on when they showed up... Wonder if anyone planned that..."


I too, was pretty sure there would be a centralized form of government, if not a shared banner/identity by now -- but that's one of the things that makes games like this so interesting. A GM can either railroad players into their own preconceived idea (in this case I was confident people would group up at least initially to take stock of resources and potentially leverage each others skills just like a small number of castaways would) or a GM can give players as much agency as possible -- which lead to some interesting side effects, such as the land grab for forests and hilly plains west of the river, with others consolidating a holding at the landing. *I* Imagined everyone would naturally make the depression and 'Platz a central base and expand out from there.


We all know that's not what happened, and as people explored, they pushed back the boundaries and discovered LOTS of inhabitants. I have no regrets about this, but it does make for a more interesting, challenging game, with plenty to question and have concern about for the future.


In short Spiral, this was not by design. I never would have IMAGINED a whole faction would make an ISLAND their base, nor that factions would sprint inland so quickly... because WHAT THE HELL IS OUT THERE?!


But it's great to be asking these questions and musing about this stuff... because factions will re-evaluate and really it may turn out to be a big advantage in the long run that the colony started so wide. Instead of "Fortress: Colony" something much bigger with access to much more space and resources might be happening... and that's exciting to me.
 
@SpiralErrant @Prince Vaethorion @Heyitsjiwon @Elendithas @SpiralErrant @KamiKahzy


In the hours or days to come I'll try to give status reports to give people more accurate information, (including updating guilds and influence since the departure of the sylvan elves, and casualties from battle) but here is a snapshot of the common person in each faction is living to give a clearer picture:


Exiles: It's true the majority of exiles are either homeless or live in ramshackle tenements in the depression. Feelings about the departure of Caelis vary between abandonment, to zealous prayer for his triumphant return... they are coming to grips with slowly losing their own identity to the attolians, something the countrymen (top tier) are very uncomfortable with. The exiles are literally adrift, and need to find direction or larger identity or the average convict could become a trouble-maker as the workers simply crowd the depression with more ramshackle houses.


Attolians: It's also true the Average Attolian shares a home in semi-cramped conditions, and has recently needed to flee that home because of an invasion. Despite this morale is pretty high, but tenuous. Everyone would feel they were much better off if they could say they were safe, but there is no denying the promise the land still holds for them, and their relatively low losses up to this point, despite danger. The Inn provides shelter for many people (especially of farther away factions) who do business in the 'Platz. In the absence of a forum or government, the Inn is where people on the coast are formally and informally trying to resolve problems. Sometimes this is done via bar brawl. Sometimes it is arbitrated by Attolian authority. Most attolians trust Caelis with his seeming alliance with a native power in the new world (the blood fountain) but at the same time, besides Caelis' Oracle becoming some kind of avatar for it -- the populace wonders what regard for the blood fountain actually means. (Bonus +1 influence for being center of arbitration in absence of court, forum or central authority)


Highborn: The average High Elf is presently pleased enough with the novelty and beauty around them, but they basically live in and around a solitary manor property that is SLOWLY becoming comfortable enough for a highborn... if not more than a bit drab. There is concern for the final tally on injured or fallen from the battle of the 'Platz, but concerted efforts faction-wide are keeping even extreme cases in the range of hope. Since the destruction of the Mud-elf Bulwark Regiment, Spirits are very high -- but new and greater access to luxuries is desired (which the Tyren have happily begun to supply!) Concern among the highborn on the Attolian embracing of Blood Magic is a cause of low but rising concern.


Aymaran: The average brute in the sewer is busy figuring out if it is dead or not after the battle of the 'platz, and if you're as stupid as an Aymaran Brute you'd realize exactly how hard it is to determine if one is sufficiently injured to die. Regardless of surety of survival, they are unilaterally pleased that this new community they are a part of apparently includes unscheduled parties where everyone eats each other. Due to the ample caloric intake of the average Aymaran in shark and Mud-elf meat, many are entertaining thoughts of egg-laying, or at least the construction of rests, or if properly guided/prodded, finding adequate spawning pool type facilities where Civilized Aymarans usually expect to lay their young -- in a collective environment where the healthiest specimens can grow strong eating the weakest. The Average Aymaran would be content to bask outside or lair in the sewers, but the cunnings hope for a stronger central space in the sewers as Tocxhol seems to intend. Casualties among the brutes is unclear at this point -- the scarred injured in the battle is expected to recover... and the Greatest of the Lurkers anticipates there may be additional treasure from eating another witch... once it's time to vomit or excrete that which cannot be digested of it. Tocxhol's Plans for a centralized base in the sewers, as well as Goq-quet's studies in the underworks have exciting potential for the Aymarans. The stand off with the Gnolls at the river was not seen as an opportunity for diplomacy for the average Aymaran -- while they will defer to their warchief, the average Cunning is more concerned with what Gnolls might taste like than any sort of sophisticated diplomacy... which may concern other factions.


Sylvan: This is a very strange time for the springborn, but very bittersweet -- they know that the rest of their faction has likely gone off to die, or at least face great suffering, but the temporal long-view of somebody who expects to live through many catastrophes shines through in a way that is surprising to all except the Highborn, most particularly with the Tyren -- The Sylvan have fully embraced the Tyren as family, and see themselves as springborn on the same level of a mortal's domain of experience... this transcends ingrained mechanisms of deference to age in wood elf culture, and is both an exciting and liberating development for them. It is a source of constant amusement to learn how old they are as elven youth in relation to the Eldest Tyren -- who have not had the promise of time to cultivate wisdom that is the luxury of most elves to defer for ages, deferring to the elders. While they quietly observe their own grief in private, the average day for a sylvan in Harun'Taras is a Banquet of new and odd experience to co-operate in -- something that the Tyren are profiting highly from.


Tyren: Of all the factions, the Tyren are seemingly, even for their precarious position on the Gnoll border and recent fears with shear-cliff, riding VERY high indeed. New innovations on old custom of garb and property, advanced by both ample silver and refined elven craft as well as the borrowing of techniques from other cultures acquired by constant presence and (attempt) at social discourse at market is leading to a Renaissance for the so recently nomads. The new generation of youth wear much more clothing, and in some cases adornment -- though individuals with disproportionate personal property are still required to disburse it amid all members of their wagons. This combination of heavy influx of silver, exchange at market, and ingrained custom of sharing has elevated the average Tyren congruently with their peers, where many elders brayed loud and long about class stratification. New styles have emerged with the warriors as well, whom have allowed the springborn to decorate their horns and in a few cases style their fur to be more intimidating or impressive for posturing and battle... It is wondered if this particular trend will be discouraged by the Chieftain and the circle of shamans -- Uumush seems boredly indifferent with the emerging practices and fashion, Bruul is in support of it as it reminds him of the pageantry and impact presence can have on the battlefield, and Shul is confused on this, and most matters, since separation with the nature monument. The monument is still honored by a minority of the populace, though most Tyren, for it's brief presence, considered it more as part of a celebratory event than the acquisition of a devoted spirit. Regard for the "Fertile Mother" is strongest with the herd wagons... who continue to see benefits with their flocks for observance. The Mine of Vine Languishes unused since the Wood Elves used it in their rituals enabling their departure, but this doesn't seem to be on many people's minds. Excitement about the Language Square grows amid the Tyren and there is already much of worth being gleaned from the springborn -- However, an increasing number of students implore Tyren leadership to bring the most learned of the other factions to the square -- there is talk of actual linguists, artificers, and the popularly celebrated Attolian Geologist that supposedly foresaw the would be catastrophe at shearcliff mines. There is also talk of new Ratkin seeking to form their own centers of communication, and the heads of many wagons stress that if they are good neighbors, should be brought into the existing circle before they feel unwelcome and make their own. Bottom line is that the average Tyren has the most radical increase in quality of life colony-wide, and this does not seem to be causing problems for them. Tyren willingness to hire Exiles as day-labor has successfully defused resentment for Tyren wealth in the 'Platz, that was previously seen as flashy and maybe a bit ostentatious. The Primary Currency of the Colony is still the Preffered Silver "Bull", which is colloquially referred to at market as the "Orm" -- Even Attolians are preferring the ease of exchange of this currency to old-world coinage, which while more valuable in gold coin -- does not suit the current costs or size of exchanges in the present (miniscule) colony economy. This fact continues to have an impact on overall colony influence (+1 additonal Tyren influence for prevailing currency.)


Finally, there is talk of an ancient debt the caravan has with a greater caravan in the old world. Many heads of wagons wonder if the time has come to pay that debt, and bring a foreign caravan to the new world through marriage as is ancient caravan custom... it is expected at least fleeting communication with the old world will be possible when "the assessor" arrives.


Ratkin: (much to be established in initial posts, but here is rough forecast) Overwhelming majority of Ratkin in high spirits to arrive, especially on top of news of Milkweed’s successful rescue operation (which would have been catastrophic for morale if it failed) – Unsteady peace is maintained with I.O.C. mercenaries as they adhere to contract to protect civilians under Ratkin care – though where they will go after hitting shore and gaining bearings is in question. I.O.C. rescuees on balance not very fond of prospect of habitation with ratkin, but are generally grateful for rescue and most professionals just want to get some work done since all efforts on the island have been utterly scrapped. Potential for mass exodus of I.O.C. refugees to Attolia or Highborn is likely without gentle maneuvering out of sheer culture-shock and elitism on the part of I.O.C. sociology. Upon hitting the beach, Ratkin are greeted warmly by the Countrymen of the exiles, approximately 15 in number, they represent the unstated and mostly unexercised leadership of the Exile faction since the loss of their leader… though lack talent or inclination to govern. The countrymen are positively disposed towards ratkin because in the western outlands where they hail from it was long a saying “The outlands shall never see a Muurdaan Boot until their ratkin first be lowed.” – the idea that the ratkin presented too numerous and complex a problem, which held true for generations. Once Ratkin were subjugated officially by the Eternal Empire in the “Mid-Late-era of Muurdain Consolidation” – The westlander saying proved true. While the West Outlanders thought the Muurdaan would be fighting the ratkin forever halting western expansion, Less than 200 years later (a few generations) The Muurdaan had arrived at Maeder’s people’s doorstep and their stalemate leading to their conquest lead to the birth of the Exile faction. The reason this is significant is that Countrymen, particularly adherents of Dracos, are very positively disposed towards Ratkin for their resistance and indirect defense of their border. While this is several generations ago (2-3 times as many generations by Ratkin standards) there is still vague remembrance of Partisan collusion between Outlands countrymen and Ratkin in their final battles. In addition to the countrymen being the regular welcome wagon, and offering maps and intel about much of what’s already going on (Milkweed can assume basic knowledge of events and places so far in the venture) Breeze learns that one of the countrymen (who all inherit a “war title” until they perform a feat more worth themselves) – The second in rank to Haakon “Who’s Breath Stinks of Killing” is one named Tarj “who leaves homes for rats” – Breeze deducts from this that Tarj’s 5x Great grandfather was a celebrated agent of Ratkin resistance – Though he’d have to do a paperchase to find out how or in exactly what way. Tarj (like many other Outlanders) have lost the history of their names to the past, believing it simply means “I kill all the townspeople, where my fathers went, towns emptied” There is also the question of Nateema’s prophetic dream, which though she has not shared, promises is a great omen for things to come in the new world. Initial relations with the Highborn are likewise promising. There is worry however that some if not most Aymarans may never be able to see Ratkin as more than food – having base physiological striking instincts when aware of their merest presence… though fortunately hiding from an Aymaran is not that difficult of a prospect for Ratkin, at least so far.
 
@KamiKahzy -- Note in the above assessment the top tier of the existing exiles (Dracosian Countrymen) is very positively disposed to Ratkin by shared history, and are welcome in the Tenements in the depression and in the shipwreck on the beach. The exile convicts mostly look at them without prejudice, the convicts have fallen to the same level ratkin have risen -- is their attitude. The working class exiles are actively fearful of Ratkin because of their SPITTING IMAGE of the wererats that plagued their faction. While most people know there is a difference between a Ratkin and a Wererat, it's way too soon and they are way too unsophisticated not to bring prejudice, which leads to tension to the degree Ratkin decide to live in the Depression Tenements until they find someplace else to live.
 
@KamiKahzy : what I should have included above is that in tandem with being welcomed by the Dracosian Countrymen, they have historically been the first contact for new factions -- and have gotten used to breaking down news, and giving maps to newcomers as well as a breakdown of what's going on -- this is alluded to above, but in case you read this first, you DO NOT need to worry about coming in cold and needing to RP leaning where boulder field, the swamp, or the nearest toilet is. You got hooked up on basic scuttlebutt.
 
Wait... so are those elves officially under my care now? Cus if that's the case I'm putting them in the vine mines next post I make!
 
SpiralErrant said:
Wait... so are those elves officially under my care now? Cus if that's the case I'm putting them in the vine mines next post I make!
They are effectively your manpower, and citizenry -- unless developments change that.
 
KamiKahzy said:
@Prince Vaethorion
I wanted to ask about that windmill. What exactly are you hoping to power with it?
I would like to build a grist mill to make flour and a saw mill to build ships with, it's also useful to pump water.


The grist mill could be used to make converted the resource Donevan to make food for the Tyrren and to make Elven cakes.


Are you interesting in gristing some grain? My post was too long, but I am interested in making a smithy and a bakery, but these can also be


Colony joint projects.


These are things one would expect in a town or near one.
 
Yeah, I had an idea to make a mill as well. I was thinking watermill but I like your idea better since the river is somewhat dangerous territory right now. With my Black Corn crops there's going to be plenty of reasons to have mills to turn the crops into grains and to extract the oils.
 

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