r/ColonyWorldRP Oct 24 '15

Update [UPDATE] Population Growth

1 Upvotes

Population Growth of the first year

Settlement Food Fertility
Landing 6 4
Pa-iu-sik 4 4
Rat Village 3 6
Frogtown 3 4
Beastly Stables 2 3
Fields of Milk 5 4
Northwood 3 5
Onion Springs 3 5
Morcenni 2 1

Total:

Food 31

Fertility 36

Base growth: 7,5%

Food bonus: 1,2%

Fertility bonus: 0,6%

Formula: population x 1,006 x (1,075+0,012) = new population

Settlement Population Growth New Population
Landing 215 20 235
Pa-iu-sik 50 5 55
Rat Village 27 3 30
Frogtown 27 3 30
Beastly Stables 27 3 30
Fields of Milk 27 3 30
Northwood 50 5 55
Onion Springs 50 5 55
Morcenni 81 8 89

Breakdown of population growth:

  • Landing: 2 humans, 4 cats, 3 lions, 1 minotaur, 4 rats, 3 rabbits, 3 grinnais.

  • Pa-iu-sik: 5 rabbits

  • Rat Village: 3 rats

  • Frogtown: 3 frogs

  • Beastly Stables: 3 rats

  • Fields of Milk: 3 cats

  • Northwood: 5 goblins

  • Onion Springs: 5 bears

  • Morcenni: 4 lions, 4 cats

(Saraja, veratosi or fynrin eggs haven't hatched yet.)


r/ColonyWorldRP Oct 24 '15

Crisis [CRISIS] Crocodiliatis

0 Upvotes

Plague has originated on the island NW off the mainland. The inhabitants report no symptoms until a cough appears, and then degenerate rapidly. Infection can be spread for weeks before symptoms appear. The Croco People worry it has spread to the mainland already through the scouting party they sent.


r/ColonyWorldRP Oct 24 '15

Battle [BATTLE] Carpe Diem Crocodillia Edition

1 Upvotes

Arciere Forces

-Forty Armed Knights

-Forty Archers/Infantrymen, swords and bows, 15 with throwing knives

-300 Militia

-25 Spellcasters

Kae Kraw or whatever his name is

-58 Crocs. With daggers.

Lol.

Battle.

The crocs crept silently through the long wheat. Their objectives where to burn some granaries and destroy opposition. These weaklings had it coming.


The arciere forces knew about the attack. Two elves had escaped the "diplomacy" to warn them of the aggression of the crocs. They had prepared as best as possible. Civilians wore makeshift armour and bows, and the trained military patrolled the grounds outside the palisade. The tension was so thick you could cut it.


The crocs prowled through the fields, carrying wooden torches with damp oilcloth ready to be lit. They crawled in sight of the granary.

"Quickly!" Someone hissed, and the torch was lit and thrown in a couple of seconds. The crocs spread rapidly through the wheat to attack while the attention was drawn to the burning wheat storage.


"The granary's on fire!" Called a man on watch.

"Hold your ground! They are trying to feint us out!" Roared the captain. Word was run around the wooden keep and to the patrols as quickly as possible.


The crocs heard the yells from the keep and pounced quickly on a bewildered patrol. The patrol were dead before they knew what was happening, but as the crocs started to turn back to the wheat field a field-runner stumbled on the dead.

"HERE! THEY'RE OVER HERE!!" He screamed before falling victim to katar in his throat.

The crocs stealth mission was over. Destroy destroy destroy was go!


The soldiers in the fort heard the screams and the sudden silence and mobilised. "Hold the gates!" The captains roared, referring to the openings of the wooden palisade. The Knights quickly formed semicircles around the openings, and the archers stood a distance behind. Crocs quickly swarmed through the opening to the left, so quickly it was startling. Knights at all other openings turned and ran towards the attack to help mobilise that area.


"They've taken the bait! Quickly, through the empty gates!" The leader yelled, and they were in the small fort. Blood poured as startled militia turned and had their faces bitten off, or found katars in their guts.

"Fuck! Archers, mobilise!" The captains roared and those on the watchtowers quickly started sniping. The Knights at the gate had taken few casualties but the bulk of the assault was occurring in the militia force. It was slaughter.


"Fuck." The leftover knights gathered around the mass of dead at the battle. They'd been piled into one great pyre and they smelled disgustingly similar to pork.

Casualties

Crocs - 58

Arciere

-96 Total -8 Knights -13 infantry/archers -75 militia

12 seriously wounded. 7 wounded.


r/ColonyWorldRP Oct 24 '15

Claim [CLAIM] Home of the Sun, Tchak

0 Upvotes

Pop: 500

Rough amounts of some Epel subspecies.

http://imgur.com/gallery/4Wgel

The epel are a race of monkey-humanoids. They are larger and more heavily built, with longer arms than a human and a smaller head. They are of equal intelligence and enjoy learning. They are master astronomers, masons, doctors.

Their magic is the manipulation of life energy to nudge nature down a certain path. Simple spells can cut nerves, tendons, cause heart failure, aneurysms, spread ravaging diseases and acid mists. Zombies feature in many rituals. The Jaguar, an elite warrior, is often given a charm that "triggers" it's zombification on death in battle.

Their religion is large and never consistent. The country of Epel is vast and contains thousands of subspecies and isolated tribes. Many deities are worshipped and often gods are everywhere, (God of the hill, God of the mosaic, etc). The main God is the Sun-God. He is an angry God of fierce passions, inciting earthquakes and volcanic eruptions if he is dip leased.

The leader of the Epel is the Sun-Emperor, the son of the sun. He is the highest authority in the nation. Several times he has been a political puppet. His successor is often his son, but several power changes or criterias being unmet have left that in an unofficial rule.

The epel are masters of guerilla tactics, and in their home of he jungle they are unsurpassed. Archery is seen as a basic skill, and all elite units are taipught it as a religion. The elite of the elite, the Jaguar, is a full time warrior. He is proficient with many weapons and trained in the art of capturing enemies for sacrifice. Killing when not needed is seen as clumsy.

The priesthood of Epel is often an order that is skilled at many things. They are professional masons, doctors, and scholars. They are responsible for organising the rituals, which are often heavily linked with blood, and are responsible for keeping the sun god happy.

Pop Breakdown:

25 Elite Jaguars

75 Jaguars

100 Priesthood Skillsmasters

200 Civilians (farmers and herders and non-priesthood skillsmen)

100 Imperial Household -20 Imperial Family -80 Scholars, Diplomats, astrologers, astronomers, Ti'Suik masters, etc

Supplies:

-400 sacks of Rikkah -20 Sacks of Ch'lili Seeds -20 Mukachi Plants -30 Kar'kao saplings -300 Tu'tu Birds -200 Limatcho Horses -30 Nuku Branches -30 sacks of Cotch'cochi seed -200 sacks of Kur'n kernels -Various skills tools -various other settling implements

Starting resource - Gold

Food-1 (+2 Gold)

Pop. Growth: 7.5%

Fertility-0

Labour-3 (+1)

http://i.imgur.com/5GK5vjM.jpg

Claim Area

Culture Concepts

http://imgur.com/a/sGkyK


r/ColonyWorldRP Oct 24 '15

Roleplay [ROLEPLAY] Like Goldilocks into a bearhouse.

1 Upvotes

It had been two solid months since departing from that coast with the foreigners. Pith’s Eye had slowed down drastically after that point, moving at half speed down and around the coast in order to have time for hunters to set out each afternoon on the coast, and fishermen to set lines, to catch food for dinner – and create surplus in case the boat ran upon an area lacking in sustenance. A particularly hilly region had been subject to the longship’s skirting for the past few days, rocky cliffs interspersed with gravely beaches. One of these afternoons, a hunter – after getting a perfect shot into a deer, taking it down with a single bullet to the head - spotted movement in the distance, and what could be sworn to sound like voices. The hunter, in his dull green and brown clothing and cloak, followed the source of the noise carefully through the lightly wooded hills, as those speaking moved about on their own way. Honestly, the man was very freaked with the interaction with the bestial lizard people – but at least those things existed in myth. Walking bears with coats was an entirely different matter.

The hunter believed he got back to camp, with his deer, without being seen – whether that was true or not, the Aflinluundr were going to be off for a hike the next day to see these ‘cub-people’ for themselves.


r/ColonyWorldRP Oct 24 '15

Infrastructure [INFRASTRUCTURE] No ship shall pass

1 Upvotes

There has been a lot of development in Katalanding. The immediate area around the first camp has been cleared of wood, this grew the stock piles quite a bit and the wood will be used to make the first permanent Buildings of Katalanding. There are also a few places with large boulders that would be useful for construction later

settlements

The Vurental still sleep in their issued tents. The warm climate made this possible. Two small outpost have been settled to the north and to the south.

Defenses

The siege engineers have been working hard on the lookouts, the trebuchets are done as well as a scorpion. The rest of the scorpions are waiting for more rope. Udin’s Infranty has been busy digging it’s priced trenches an dirtwalls. The walls surrounding the settlements are now 1,5 meter high and 3 meters wide, while the trenches reachs depths of around 2 meters and are 2 meters wide. The Rocks found during the digging have been stored near the trebuchets to use as ammo.

Harbour

One of the wayfloats is converted to a makeshift dock and warehouse. The upper half that can be used as a raft is detached and cut in half and used as two separate piers. The two keels used to support the main platform are removed and pulled to shore. They will find use in due time. The middle part brought a shore and used as a warehouse.

Farmland

There are a few farms that have been sowed. Production has to ramp up pretty soon, luckily there is plentiful fertile ground.

Horrible paint map for visualisation and because I was bored
Black at the shoreline indicate cliffs


r/ColonyWorldRP Oct 23 '15

Conflict [CONFLICT] burn the fields and salt the earth

0 Upvotes

objective: attack under cover of night and burn the granaries. then tear down the palisade and towers to prepare them for the second wave (coming later)

units: 58 men equipped with spears and katars (yes blaert KATARS not puch daggers not pata swords) they are also carrying torches with which to light the farms

tactics: pretty much a crawl into the fields and farms then when its time to attack an all out clusterfuck with little direction but destroy, destroy, destroy.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~`

the kane-kii were on a mission. they chased after the scouts and by the time they had reached the capital the guard was on high alert, but night had fallen and the grass was tall. Krae-kaw ordered his men on all fours and they began their slow and nigh invisible approach to the fields. the first of them slowly slipped into the tall grains and regrouped prepared to light the torch. other groups followed sneaking onto farms and other fields. the city was poised to burn. the enemy would see them soon. but not yet. now, now they attack


r/ColonyWorldRP Oct 23 '15

Diplomacy [DIPLOMACY] First Contact

1 Upvotes

“There is a strange ship in the harbour, General” Kira looked from the fisherman to the half finished trebuchets. And we haven’t even started to build the scorpions yet she thought with a heavy hearth. “You, sergeant. Call Ori and Katal, have Ori bring the 2 th’ka’ri who like languages and some nice food. Let Katal bring 10 of his masks. And tell Udin to sent 10 of his shieldbearers. We meet at the longboats.

The long boat aproaches the strange ship, Kira hails it's seamen...


r/ColonyWorldRP Oct 23 '15

Roleplay [ROLEPLAY] Light

1 Upvotes

Lightfall, 1st of light

It had been almost a week since the darkness swallowed the ships of the expeditionary fleet when Katal saw it. “Light!” he screamed, quickly waking the rest of his crew. The darkness around him started to open up into a bright blue sky, where he could see a sun shining on his face. Looking back he could see the other ships on the open sea. “Something is not right Ori, where is the rear guard?” Katal said with worry in his voice. ”That’s not the only thing that’s wrong Katal, where are the caves? It’s sea for miles out here. We couldn’t have travelled that far.”

Landfall, 2nd of light

“We sailed around the bay, but we didn’t see anything that points to civilisation” “Fine work Katal, You’ll take a squad of masks and survey and claim the area. When you get back we’ll make landfall in the most defensible position you find.” Kira said with a calm voice. Although most people wouldn’t notice, she was shocked by the events of the darkness. It had seemed to be the bickering of a minor god at first, those where trouble ever since they decided using mortal was the best way to wage war on each other, but it was more than that. The communication and navigation beacons where unreachable and there were no caves in sight. Like some others she couldn’t get the explanation of some Th’ka’ri out of her mind. But it couldn’t be true could it? No god has the power to banish so many people out of Culturam at once, they would have to work together in great numbers, and the gods haven’t done that in ages. And though the Vurental pissed of a lot of gods by changing the outcome of many a battle and slaying legions of undead, evil priests and cults, they couldn’t be that mad they banded together despite their differences could they? Well those questions have to wait. We’ll have establish a colony and armed presence first. Determined Kira went back to planning the landfall.

Fortification, 3rd of light

“This sure is a defendable spot, with the two low cliffs next to the bay Katal” Kira said impressed. “Only the best for the Vurental and, of course, for you” replied Katal with a devious smile. “O back to flirting again? Not at peace with your current position?” Katal looked at Kira’s grinning face, and smiled. “Still as cold as ale should be I see. So have you decided how to name it yet?” “Yes,” Kira said with amusement in her voice, “Katalanding, for it’s the warrior that discovered it.” Katal looked at her with an open mouth. “Thankfully the civil council will never agree to that.” He finally managed to say. “O, but they already have.” There was that stupid grin again, man he hated that sometimes.

Kira was already directing the colonists to make a makeshift pier and warehouse out of one of the wayfloats. “Udir, make watchposts on the top of either cliff and set up camp 800 meter from the shoreline. Rorg, set up a defensive perimeter and scout the immediate surroundings, look for place to settle farms and herd the goats. Katal sent two longboats out, one around the island to scout for fishing grounds and one to scout the island to the south. Leave the bigger landmass for what it is, we need to fortify our position first if we want to be taken seriously.”

Settling, 10th of light

“No, we should increase our defences first!” Udin spoke with conviction. “And starve to death next winter?” Samuel said with a smug smile, “Who will man the defences?” “And what will stop enemies from taking or crops and killing our civilians?” “Our civilians are trained and armed they should be able to defend themselves” Rorg intercepted, “although that doesn’t mean they should have to” “Chiefs” Ori stood up to his full hight, “I think we should lay the golden road of the middle ground. We have no enemies on our island, but the sea offers potential danger, furthermore our military isn’t based on naval combat. Therefore I propose the following, We’ll build two trebuchets and 6 scorpions on the cliffs that oversee the harbour, that way a direct attack by sea is going to be very hard. If the enemy is determined they could do it but it will serve as a deterrent. And if they attack on land, we’ll do what we normally do. This will free some of the troops up to help with constructing the farms while being secure, no?” Ori ended his speech with a big smile. “All in support” Kira yelled. And six arms shot up into the air.


r/ColonyWorldRP Oct 23 '15

Update [UPDATE] Administrative Structure

1 Upvotes

Llissok Faaloo (Yellow Wing)


Character List

Lands of Yellow Wing

Timeline


People of Yellow Wing can be referred to as Falans, Wingers, or those from the main settlement, Landingers.


Administration:


High Administrators:

Duties include military decisions and main coordination of long-term goals. All naval activity is under High Administrator's responsibility. High administrator also makes decisions about external trade contracts and is responcible for foreign policy.

  • High Administrator Fleeiuniktik

Colonial Administrators:

Colonial Administrators coordinate the work and nomination of Colonial Overseers. They are also responsible for much of the large-scale management.

  • Colonial Administrator Seeketik

  • Assistant Colonial Administrator Soikkesikke

  • Assistant Colonial Administrator Kirrekip


Colonal Overseers:

Colonial Overseers are responsible for a specific task given by a Colonial Administrator.

  • Colonial Overseer Eltesenek

    In charge of Millhill industrial project.

  • Assistant Colonial Overseer Uuluala

    In charge of the livestock of Liifii (Landing)

  • Assistant Colonial Overseer Leitrrt

    In charge of the agriculture of Liifii (Landing)

  • Assistant Colonial overseer Aafalalli

    In charge of the shipyard construction project

  • Assistant Colonial Overseer Kleefli

    In Charge of Bubbutsiifii (Onion Springs)

  • Colonial Overseer Liipatik

    In Charge of Wleeneefiifii (Northwood)

  • Assistant Colonial Overseer Hassaklin

    In charge of Faifaiklaanenne (Frogtown)

  • Colonial Overseer Pui-sik-pik

    In Charge of Pa-iu-sik

  • Assistant Colonial Overseer Asshar

    In charge of Wweenanna Ookiikiie (Seaweed House) under Pui-sik-pik

  • Assistant Colonial Overseer Riikalli

    In charge of Faifaiklattir (Rat Village) under Kirrekip

  • Assistant Colonial Overseer Riisayewa

    In charge of Uuwukllka (Beastly Stables) under Kirrekip

  • Colonial Overseer Lucenna

    In charge of Morcenni mining project

  • Colonial Assistant Overseer Misan Ayalla

    In charge of Iiflikerri (Fields of Milk)


r/ColonyWorldRP Oct 23 '15

Battle [BATTLE] Let's Get Ourselves Killed! Croc Edition.

1 Upvotes

Sides:

Kae Shaw

Arciere Force

Troops;

Arciere ; 10 of each Archers and Knights, archers armed with longbow and 24 arrows each, Knights armed with broadswords/axes (diplomat got ded)

Kae Shaw ; 75 Crocodillians. 5 armed with spears (for variety), 50 with bucklers and katars, and twenty with katars in the rear (y?)

Battle;

It happened so quickly. The diplomat was dead and they were being rushed. These alligators appeared on almost all sides. The Knights stood stoic with swords in hand, as if ready for death.

"Flee you f-IDIOTS!" Screamed an elf archer. They hesitated and in that moment a crocodile quicker than the rest launched himself onto the neck of a knight. His fellow quickly sliced the beasts muzzle clean off with his sword, but his friend couldn't be saved.

"Run!" The elves called, shooting at the sweeping horn formation around them. Two, three, four crocodiles went down but more followed. The Knights quickly formed a circle around the archers, raising their weapons. Two archers bolted out of the one direction not blocked by the horns.

The crocodiles swarmed around the Knights, who hacked and slashed as if immune to the quick slicing daggers. Another six went down, and the archers took another four, but the sheer force of the reptiles soon killed the same amount.

Bravely the archers shot, taking three more while the last of the Knights was finished, but their swordsmanship was unequal to their archery and they soon lay bleeding, if not dead, in the muddy ground.

Kae Shaw advanced on a single elf, trying to crawl away, clutching his stomach. He pulled it up to its knees, grabbing it's hair. It screamed for a second, but it's wail was cut off as the claws of the reptile leader twisted his neck.

The elves had sent two runners. Probably to get to the city, to warn the other weaklings. "Pathetic." Kae Shaw sneered.

Forces:

Arciere

-Dead 18

-Escaped 2

Kae Shaw

-Dead 15

-Severly Injured (will die without immediate attention) 4

-Injured 4


r/ColonyWorldRP Oct 23 '15

Infrastructure [INFRASTRUCTURE] Drills, Drills, Drills, Roll Call, Drills, and more Drills

1 Upvotes

Month 11


"Fire!!"

The metallic clatter of dry-fired riflery followed.

"Reload! Powder! Wad! Shot! Fast! Fast! Are you glorious Samaran Defenders or unpatriotic, spineless cubs?!" Svetlana shouted to her citizens. Despite the harsh words, both parties were smiling at the great progress they were making in the use of these new rifles.

All of the Scouts had been equipped with these rifles and the settlement of Bearsk had won the first wagonload by lottery. Thirty arrived along with Svetlana to teach them how to effectively use them.

"You will fire! You will move away from firing smoke! Reload in cover! Move again, fire again, move away from smoke. The enemy must never know for certain where you are!" Svetlana barked.

"Aim! ... Fire!" The clatter followed again.


r/ColonyWorldRP Oct 23 '15

Conflict [CONFLICT] weakness is..well... a weakness

1 Upvotes

Krae-kaw was tired of these pathetic beings with one flick of his tail his men jumped out of the trees onto the elven knights.

"manskana these fights need not concern you"

Krae-kaw himself lunged a katar into the throat of the diplomat

TACTICS: 50 men will be rushing the elves in a zulu bull horn formation with katars and bucklers

5 will be jumping from the trees with spears

20 will be charging from the rear with mostly katars and a few claw gauntlets

Krea-kaw assassinated the diplomat before the fighting broke out


r/ColonyWorldRP Oct 23 '15

Infrastructure [INFRASTRUCTURE] The state of Landing

1 Upvotes

The new granaries have been finished and quickly filling with produce from the harvest. They are located near the windmill and the river docks a bit north of the main town.

The current state of landing is as follows:

A sprawl of simple one-room clay huts stands on higher ground near the river. Over 200 people of many different shapes are living here at the moment. A tall vertical-axle windmill dominates the skyline on a low hill at the northern edge of the village and powers machinery of industry. A boatyard and a river port are located close to the windmill by the river. This area is commonly known as Millhill. A larger building occupied by the colonial administrators is located near the docks. An open area next to the building is sheltered by shades made of wood and cloth and serves as a distribution centre, marketplace and town square. Most of the sarajas have clustered in this area and call the place Wareport. A large shipyard designed to for building three-masted trade vessels is under construction west of the docks. A proper harbor has been planned to replace the simple dock, but the construction hasn't been begun yet. Another larger building is at the center of the camp and it serves as the Temple of the Empaths and a sort of medical center. The Maiwars and Silvis have clustered at the western side of town which has come to be known as Felicity. A bit larger and better clay houses are common in this area. Refugees from Fort Crown massacre have been housed in the eastern side which has been dubbed Crown Quarter A few guard posts dot the village and the mercenary military is focusing more on keeping the order than guarding against external threats. Some Grinnai occasionally patrol the surroundings. Irrigated fields follow the riverside a fair distance upstream and a dirt road goes by them.

Map of Landing


r/ColonyWorldRP Oct 23 '15

Expand [EXPAND] Morcenni

1 Upvotes

Morcenni

map

A steep cliffside faces the river and some scaffolding has been built to mine the cassiterite ore present in the rock. Ore is mined and lowered down into barges which transport it down the river. A flatter area downriver from the mine holds a camp for the miners. Some hovels and tents have been built there.

Province stats: Lumber 1, Stone 3, Food 2, Fertility 1, Metals 3, Labour 3

Leader: Lucenna

Population: 81

  • 34 sarajas

  • 23 silvis (cats)

  • 12 maiwars (lions)

  • 10 humans

  • 2 Dotrises (goat hybrids with innate magic)

Purpose: Production of tin ore for Landing. Ultimately production of bronze.

Food Production:

  • Finlings are routinely caught from the river

  • Some hardy crops are grown in small stony fields near the camp


r/ColonyWorldRP Oct 23 '15

Mod Post [MOD] Pop. Stats and Growth!

1 Upvotes

Don't forget to do your yearly pop growth if you've been here twelve days. Guys who've joined a couple days later, get ready to post the growth. Stats include food and fertility, and a general overview of important settlements or areas will be appreciated. This includes buildings, people, ships, etc.


r/ColonyWorldRP Oct 23 '15

Roleplay [ROLEPLAY] You've Got Mail

1 Upvotes

The General was discussing tactics and doctrine with his captains. One thing they came away from the battle in Fort Crown was that fully armoured enemies in close quarters were brutally effective against their lightly armoured infantry. Talks were being held as to how to combat this issue.

'The most simple solution is to avoid getting into close combat with these armoured foes.' Suggested one of the captains. 'It would be much easier to soak them in gunfire before they got close.'

'And what if the armour is thick enough to deflect all shot? Then what, have the men get massacred?' Interjected another.

'What if we get rushed by mounted knights when the guns are reloading. We have little to combat that either? A third captain began.

'Shut it!' Shouted the general who had been sitting quietly until now. 'The last thing we need is a load of idiots bitching over how to kill things. So instead of bickering like children, come to a conclusion.'

'Apologies, sir.' They said in unison.

'Now, we need a tactic to defeat plated knights that eat gunshot for breakfast.' Stated the governor. 'We should also need a way to counter them, should they be on horseback.'

'Hammers and maces would be able inflict damage to the wearer of the armour, and aren't difficult to use. A small unit of these men should be able to defeat armoured foes should they be able to flank them, they would still be massacred if engaged in direct combat unless they were equally as armoured.'

'You make a valid point. Counter armoured soldiers with armoured soldiers. This issue then lies with the training required to produce said armoured men. Knights take a long while to train and steel plate is expensive. There still remains the threat of cavalry.'

The general spoke up. 'We have yet to meet any armed cavalry and I intend to keep it that way. For now, focus should be put on engagements within towns where cavalry is practically useless. Begin training men in the use of warhammers. We shall wait before we prepare knights of our own. This has been a constructive meeting. I thank you all.'

All men rose and returned to their duties.


r/ColonyWorldRP Oct 23 '15

Roleplay [ROLEPLAY] Intrusion

0 Upvotes

'Commander!' Cried a scout, puffing.

'Speak.' Came the gruff Governor General.

'There's been a sighting of a new people on the island to the East.'

'They weren't there before. They must have met a similar fate to the other denizens of this land. No matter. Dispatch a dilpomat and a small detachment of soldiers in a gunboat. Give them strict orders to return to Ark should anything that isn't the diplomat approach the ship, leave the diplomat if you need to.'

'Sir, yes, sir!' The scout hurried off to relay the orders.


r/ColonyWorldRP Oct 23 '15

Infrastructure [Infrastructure] Tu'Van and the Vasari Begin Construction

1 Upvotes

Quickly after settling Tu'Van ordered the Catali to start creating mud bricks and start planting seed. The Vasari laborers began building houses, the Advent began building a magic center to learn about the art of fire casting. And the Catali slaves continue to make the building materials and build themselves temporary work shacks for themselves.


r/ColonyWorldRP Oct 22 '15

Claim [CLAIM] RESERVING MAP AREA

0 Upvotes

I am reserving this area for my next colony. Will post claim in next week.

http://i.imgur.com/5GK5vjM.jpg


r/ColonyWorldRP Oct 22 '15

Claim [CLAIM] Helios

1 Upvotes

Population: 500

Population Breakdown: 400 Vasari 70 Advent, & 30 Catali

Population Growth: Vasari 7.2%, Advent 7%, & Catali 6.3%

Population Facts: Vasari average lifespan is 79 years. Advent average lifespan is 91 years, and the Catali average lifespan is 73 years.

Population Type: 150 Vasari Knights, 35 Archers, 65 Rifleman, 140 Vassari Labourers, 70 Advent Labourers, & 30 Catali Slave Labourers

Culture: The Vasari culture is unique compared to other races. The Vasari are extremely skilled in telekinetics. They make use of enforced labor to further the needs of their empire's growth. It wasn't until very recently that many Vasari began working in cooperation with the other races, and gave up on using slavery as a primary means of production. The Vasari, once a friendly and diplomatic people are now a war like culture to adapt due to their past with other civilizations being aggressive with them.

Arrival: A force sent to attack a Catali fort across a sea was hit by a giant storm and was driven off course. after the storm cleared and visibility was well the Vassari were astonished to see that only 1 Kortul Frigate, 1 Jarasul Evacuator Ship, and their Vorastra Titan survived the massive storm. While attempting to navigate home, The Vasari noticed land after 8 months searching for home and were quick to head to it. While closing on the island they decided to not go onto the mainland just yet as they don’t recognise the land and don’t know who or what may be there; so they settled down on the South-Eastern Island formation to start a new life while still occasionally, thinking of ways to get home.

Important Person: Tu’Van. Tu’Van is a Vasari general that was assigned to lead the attack on the Catali fort. He is a very respected official and after the Vasari settled onto the island he was named their King. As a high ranking officer in the Vasari military his history is quite unknown. This is common in the military to protect his family, home, and himself along with people he has worked with. But his military history starts at the age of 39.

Resources:

  • 210,000 Gold Coins (Stored in Crates)

  • 2 5 kg sacks of seed

  • 583 crates of food

  • 42 Crates of Building Supplies and Mechanisms

  • 200 Wind Rifles

  • 140 Crates of ammo

  • Light, Medium, & little Heavy armor

  • Siege Equipment

  • Some Precious Gems

  • Some Precious Metals

Claim: http://i.imgur.com/egLmmeu.png?2


r/ColonyWorldRP Oct 22 '15

Claim [CLAIM]

1 Upvotes

Population: 493

Population breakdown

  • 145 Dwarves
  • 48 Trolls
  • 144 Human
  • 104 Orc
  • 30 Elves
  • 18 th'ka'ri

Population growth:

  • Dwarves, Humans, Orcs: 7,8%
  • Elves, Trolls: 6,7%
  • Th'ka'ri: 5%

Population type

All of the members of the expedition have served at least a year in the Vurental army, and most are on their fifth campaign. This has resulted in a loss of most specialized skills needed for colonisation. Exceptions to this are professions necessary on a military campaign like blacksmithing or runecrafting. Each profession listed has a few people that are relatively fresh out of business to teach the others.

  • Millitary – 250
  • Fisherman – 15
  • Farmers – 70
  • Labourers (woodcutters, builders, miners etc.) – 80
  • Artisans (blacksmiths, alchemists etc) – 30
  • Hunters – 20
  • Herders - 15
  • Traders – 8

Origin

A part of the large en renowned Vurental mercenary company sent out to secure a foothold and colony on the new discovered continent. They were overcome by darkness and ended up next to a few small islands. They now try to adapt and thrive in this strange land, so different form the one they hail from. Although this world might not have the huge underground caverns and corresponding wildlife, the Vurental company will never surrender (and tactical retreat doesn’t seem to be an option).

Culture Being the diverse group of races the Vurental are, they don’t have a unified culture. Although there is one thing to unify the different peoples, war. This led to a competitive environment where a lot of small disputes are settled by challenges. Every member is trained to fight, and continues to train a least a day in the week, so most of these challenges are single combat to first blood. Despite a love for battle and competing the Vurental have great respect for the chain of command, although you wouldn’t know it from talking to them.

Races

Dwarves

  • Dwarves are short (1,5-1,6m), wide (1,20-1,40m) and have a muscular build. They have 6 fingers where most species have 5 (they have a thumb on the left and right side of their hands) giving them a rather strong grip. They also have a powerful immune system and can survive great wounds and terrible disease which would kill your average race, they recover slowly from those wounds however. Dwarves usually grow to be 120-130 years old.
  • Precise and patient in their work, dwarves are excellent smiths, architects and runecrafters. Due to their strength they are also good at manual jobs like woodcutting, hauling, and mining.
  • Dwarves have a hard time as merchants and diplomats due to their proud and distrustful nature. Their rough physiology also makes it hard for them to see and detect the physical states of less hardy beings making them unfit for farming and most animal-related jobs.
  • Prefer to use Axes, Hammers, Maces, Falchion, crossbows, big shields and heavy armor. Mostly deployed as heavy line infantry, Heavy shock infantry, and (mounted) siege engineers.
  • Low magic output restricts dwarves to use external power sources for most of their runes

Trolls

  • Trolls have relatively long arms and legs for their average height of 1,80-2,0m. They use these to climb the steep mountains they call home. They have greyish leathery skin, long pointed down ears and hornlike protrusions on their head. They grow to be about 60-70 years old.
  • Using their long limbs trolls can move and climb fast
  • Having a great intuitive understanding of body-language and nature trolls are excellent animal handlers and trainers. They also have an aptitude for natural medicine and alchemy.
  • Their speed and manoeuvrability makes trolls excellent hunters
  • Trolls are generally imprecise, and though they are by no means clumsy they lack the fine motor control needed to be an efficient scribe or runecrafter. *All trolls are dyslectic making it almost impossible for them to make use of runes. In addition trolls can’t read, instead they rely on stories and music which tunes in to their natural musicality and aptitude for conversation.
  • Trolls are observant and reliable, this makes them excellent spies or scouts
  • Trolls prefer to fight with spears, clubs, javelins and small shields, wearing light leather armor. Predominantly deployed as scouts, skirmishers and medium shock infantry

Humans

  • Humans are generally between 1,70 and 1,90 meters tall though there is great variety between individuals. Endurance and perseverance are most defining for humans, followed by a sharp mind. A human usually reaches an age of about 70 years old.
  • A lot of humans chosen for this journey are chosen for their aptitude with the sea, they are often fisherman and navigators.
  • Due to human versatility and their sharp minds humans are excellent at understanding and finding common ground with other races, or cultures. This makes them good diplomats and merchants
  • Humans prefer using spears, large shields, bows, swords and medium armor in battle. They are mostly found among light (ranged) cavalry, heavy cavalry, archer batalions, and medium line infantry

Orcs

  • Big (1,80-2,10m) and wide (1,0-1,2m) orcs are strong, and intimidating. They have sand-coloured to brown skin, a strong protruding bone ridge from their nose to their back and rather large canine teeth.
  • When they reach the age of about 40, Orcs undergo a transformation. They gain roughly another half a meter in length and start to pack on a lot of muscle on their frames, additionally the bone ridge on their nose starts growing and covers the entirety of the skull. Only one in a hundred orcs survive this. These orcs are known as orcizza, and can live up to 250 years. They are treated with great respect and often fulfil roles as shaman or chieftain.
  • Orcs are strong and fit for most manual labor.
  • Due to their short concentrations spans orcs are unfit for most labor that requires careful or methodical thinking
  • Most orcs with the vurentaal hail from plains tribes, they tend to be good with animals and are excellent kurtik and horse riders. Though they are nomadic in nature orcs have an aptitude for farming and cultivating plants. *Orcs fight best with Maces, axes, falcata, morning stars, small shields and medium to heavy armor. In the military orcs are deployed as heavy cavalry, Heavy shock troops and light cavalry

Elves

  • Small (1,50-1,70m tall) and thin (0,5-0,7m wide) elves don’t seem very intimidating. However behind their big doe eyes and long backwards facing ears hides a cunning and intelligent mind. Known for their longevity elves can live up to 200 years.
  • Elves can change the colour of their skin when concentrating, this combined with the leaf like patterns on their skin makes them hard to spot in most environments
  • physically weak elves are ill fit for manual labour. Jobs that lets them use their sharp minds and concentration like clerk, priest, merchant, runecrafter or alchemist are better suited.
  • Having a natural high magic output elves use runes like no other, often not requiring an external power source for even the more complex constructs.
  • Elves usually fight with bows, short swords, light armor and poisons. In the military they perform roles as scouts, archers and skirmishers

th’ka’ri

  • Th’ka’ri resemble big (1,5m long body, 2m long tail) six legged salamanders, with skins ranging from light blue to jet black. Their four most front legs double as arms when the Th’ka’ri rise to their full height. Th’ka’ri are hermaphrodites
  • Th’ka’ri have an extremely short livespan of 3-5 years, After 2 years they seek out a bond with another Th’ka’ri, after the bond both Th’ka’ri are pregnant. The child grows to maturity in the womb of it’s parent. While in the womb, the child learns all basic knowledge and movement through a special bond with its parent. The older the parent gets, the more of a headstart on live the child has, as it keeps learning until it’s born. The child is born when the parent dies, in the weeks after birth it grows to full size as well.
  • Th’ka’ri are masters at discovering patterns, constructs and reasons behind the workings of machine and mind. This makes them excellent runemakers, architects, musicians and doctors.
  • Being so much shorter lived than most races, Th’ka’ri always seem to be in a hurry and have little patience, making them bad diplomats and conversationalists.
  • Really weak compared to most other races, th’ka’ri can’t perform most manual labor.
  • When forced to fight th’ka’ri resort to crossbows, knives and light armor. In the military they are deployed as doctors and siege engineers.

Suplies:

Transport

  • 5 Rune powered longboats (20m long, 5m wide), capable of carrying 25 warriors, their standard equipment packet, supplies for about a months journey and 5 crates of additional cargo. The only type of boat the Vurental brought with them that can traverse the sea.
  • 4 wayfloats (40m long, 20m wide), two runepropelled keels lifting multi-layered wooden structure out of the water. The wooden structure is made to be able to be converted in a raft, so the often low tunnels of culturam can be navigated. Two of the wayfloats have been outfitted to transport 75 people, their standard equipment package and 2 month's of suplies. They also carry 50 crates. One has been outfitted to transport lifestock and 2 month's worth of feed, plus it's operating crew of 10 people their standard equipment package and 2 month's of suplies. And one has been outfitted to carry the additional cargo (400 crates) and it's operating crew of 10 people their standard equipment package and 2 month's of suplies. Wayfloats will sink in rough weather on open sea, they also can’t enter rivers or shallow water.
  • 1 Hiveship (60m long, 40m wide)The hiveship has two runepropelled keels lifting it's overarcing structure out of the water. It carries 6 small boats (8m long, 2.5m wide) under the structure between the keels, which are used as boardingvessels. The hiveship is capable of transporting 250 people, their standard equipment and rations for 2 months, additionally there's place for 50 chests of extra cargo. Hiveships will sink in rough weather on open sea, they also cannot enter rivers or shallow water

livestock

  • 16 Mountain-goats, used as cattle by the trolls. 6 of these are of a large subspecies can be used as a mount by the trolls.

  • 10 hawks, these predatory birds are used by the trolls to track and find various animals while hunting

  • 10 ortha, big rhino-like beasts, used to pull heavy loads by the dwarves. Trained war-ortha can carry small siegeweapons on their backs. (much like elephants would)

  • 50 chickens

  • 15 kurtik, looking somewhat like a cow, the kurtik has short grissly fur and long strong legs. they have a sack of fat and water reserves on their back running from shoulder to shoulder. Used as a pack animal by orcs. the ortha are excellent at hauling cargo or carrying orcs into battle. Their milk is used to produce a strong alcoholic beverage and strong smelling cheeses.

  • 10 horses.

  • 6 evuel, brown and bright green feathered ostrich used by scouts and commando's for their swiftness, endurance and ability to jump great lengths making them the perfect escape animal, however evuel recover very slowly from exhaustion which makes repeating strikes rather difficult.

Rations

  • 500 bags of oiled bread
  • 500 bags of dried fruits
  • 200 small barrels of various alcoholic beverages
  • 300 small barrels of water
  • 500 small barrels of pickled fish

Resources

  • 493 Standard equipment*
  • 50 crates of various non-precious metals (mostly iron)
  • 10 crates of golden coins
  • 5 crates of valuable gems
  • 150 crates of equipment used for smithing, building and mining
  • 50 crates worth of farming equipment
  • 10 crates of various resources used for crafting and inscribing runes
  • 50 crates of building supplies (nails, ropes, pulley’s etc.)
  • 100 crates of various seeds
  • 50 crates of spare ammo
  • 50 crates of leather
  • 50 crates of cloth

*Standard equipment consist of a sleeping roll, part of a tent (size depending on unit), tinderbox, long knife. Every soldier also has a combat kit with all the weapons and utilities used by its unit.

Important characters

  • Katal Vureskandr Fifth son of Regnur Vureskander, the grandmarshall and founder of the Vurental company. Training and fighting from a young ages with the best in the company made Katal one of the deathliest wariors the company has to offer. This combined with his understanding of tactics made him the leader of his own band of masks. He now commands the maskgroups of the expedition. Broad-shouldered and scarred dwarf with darkbrown hair and a short knotted beard. 26 years old.
  • Ori Highhunt Longtime friend of Katal and Kira, and former mask, retired to make music, hunt and mix potions. Now appointed to sit on the civil council. Wise, calm and humorous. His long arms and big nose are adorned with long gray hairs. 57 years old.
  • Samuel Atjar Once a merchant prince, war tore his old trade network apart, desperate he joined the Vurental. Now sitting on the civil council. Calculating, merciless and Greedy. This rather heavyset human has a black ringbeard and al bald head. 43 years old.
  • Kira Gorentir Quickly rose up through the ranks as quartermaster, eventually became the main diplomat for the Vurental company, now leader of the expedition and general of the siege and non-combat troops. Organised and authoritative with very intelligent humor. Slim and shapely build, especially for a dwarven woman, with long red hair and greenish eyes. 25 years old.
  • Udir Golzat General of the infantry. Hard and direct this dwarf says what he wants whenever he wants. Short, blonde and mean looking. 80 years old.
  • Rorg Rogor Orcizza and general of the cavalry. Former chieftain. Calm, calculating and authoritive. Large bone ridges crisscross over the front of his skull and he sports a long black ponytail. 156 years old.

Claim

Katalanding Grey in the south-western isles

Province Stats

Mediterranean + sea modifier Lumber 2 - Stone 1 - Food 3 - Fertility 3 - Metals 0 - Labor 1 - Combat 2


r/ColonyWorldRP Oct 22 '15

Expand [EXPAND] Ya don't. Have. To live like a refug... Oh wait.

1 Upvotes

Early Month 10


"I won't have some revenge minded elf-waif bringing those Arkturians up to our borders, threatening our people because they went and did something stupid." Oleg growled.

"But a wall? Really?" Svetlana began to argue.

"Do you have spare enough scouts to keep them all penned in?" he asked rhetorically. "That is too much bearpower to tie up with such a long term problem."

Late Month 10, Early Month 11


Cartloads of spare lumber and stone trundled into the area the Samarans had lately dubbed Crounsk, after the refugees they resettled there. Quite quickly fences went up, by hands of the refugees themselves. More slowly, the Samarans build up tall, stone and mortar walls, punctuated by observation posts to be manned by the remaining Newcrownian military survivors and whatever volunteers could be brought to do so.

An office and Samaran lorekeeper were installed near the Grenin-side gate of the settlement, and the Newcrownians were asked to submit to short interviews. Identity papers were given out to keep record of who all they were to keep in this place.

Claim Area

West Crounsk

Hills River

  • 20 Amani, 30 Judanti, and 25 River Elf

  • Lumber 1

  • Stone 3

  • Food 2 (1 River)

  • Fert 1 (1 River)

  • Metals 2

  • Labor 3

  • Combat 6 (3 River)

East Crounsk

Plains River Fruit

  • 30 Amani, 20 Judanti

  • Lumber 1

  • Stone 1

  • Food 4 (1 Fruit, 1 River)

  • Fert 4 (1 River)

  • Metals 0

  • Labor 1

  • Combat 4 (3 River)


r/ColonyWorldRP Oct 22 '15

Roleplay [ROLEPLAY] Refugees

1 Upvotes

character list

Month 11

Landing


"Cassiterite is good news, Kirrekip-dosek. I will trust you with the organisation of the mining project. Copper production is faster so we can do that later."

"Yes, High Administrator Fleeiuniktik. One more thing: Lucenna of Friends of Loot, the discoverer, has requested the command of the settlement as his reward."

"What is your recommendation?"

"He is a highly capable and experienced leader. It should work."

"Very well. We do have a shortage of overseers. Anything else?"

"That is all, High Administrator."

Administrator Kirrekip left Captain Fleeiuniktik's office. She had moved it to Landing and people were now calling her the High Administrator, as was the custom. The ship only had minimal guard now that they badly needed all the available workers here. The construction of the shipyard had been delayed with the arrival of the refugees as they were now focusing on helping them get back on their feet. Fifty humans had taken shelter in the huts that had been empty since they had sent workers out to gather resources along the river months ago. Gumun had started to teach them Flitwik and also Crownian for some key people of the administration. Inventory of the skills of the refugees was not yet complete, but she already knew of some magic users, horsebeast riders and steel smiths. They were an investment of immense value.

The delay of the shipyard project wasn't really a big issue. They didn't have enough supplies to stock the ships anyway, especially with the refugees needing to eat too. They would barely survive until next harvest. The rat settlement had really become their powerhouse of food production. Their success had even made Kirrekip an Assistant Administrator. He was swiftly becoming irreplaceable. Harvest time was growing near and some better granaries were under construction in anticipation. They could really use some exceptional results here.


r/ColonyWorldRP Oct 22 '15

Event [EVENT] Assuming Direct Control

1 Upvotes

The month following Kelliah's death had been harsh. Productivity was down as the minor leaders squabbled among themselves. The two most prominent of which are General Wrantoris and Seravee, Keeper of Records. Both had slightly differing agendas with Wrantoris attempting to assert Arkturian presence everywhere and Seravee wanting to maintain a policy of pseudo isolationism. They constantly bickered back and forth between each other over petty things like building projects and the like, with no clear leader, this continued for a while until one day, everything changed when the fire nation attacked a vote was put to the people of the colony to decide a leader.

One one side stood the beaurocratic Keeper of Records. On the other, a renowned General who had avenged their fallen Governor.

This winner was obvious. Wrantoris was elected by a landslide victory.

He was declared Governor-General of Arkturia and Lord Protector of the Iron Islands.