Alright, it's time to get to what I wanted to do this whole time! I came here hoping for a good community to play a game with! Yes, there was an original! It was on another forum and had some problems I hope to fix in this sequel.
INTRODUCTION
Welcome to Little Empires 2! The game is to take turns drawing additions to the map representing your civilization's impact on the world. Each turn lasts a day, and you may update your empire once each turn; although you may still post. This is mostly just a free roleplay thing with countries. People who write good descriptions might have better luck when it comes to events! Wars are decided with how well you describe/draw your attack/defense, but mostly a die roll (1d100 versus 1d100.)
STARTING UP
There are three ways your civilization can start as:
1. Natives. These empires start with a village wherever they want and low technology. They may have gods behind them and magic at their fingertips. Additionally, they will have information about their surroundings before anyone else (via PM.)
2. Colonists. These arrive by expeditions (or caravan/sand ship/air ship,) making a long trek through the desert sands, and they come from a larger empire that will make demands of them! Colonists always start on the very edges of the map.
3. Stranded. These arrive by some form of vehicle and can have higher tech at the start, but they crash. They start with little resources and most of their technology will be broken upon impact. They must rely on their skills and wits to prevent themselves from being wiped out early on.
(If you think of another way of starting, ask and I might let you!)
APPLICATIONS
This is just a one time check to make sure your guys aren't overpowered or ridiculous or anything. Once you have my okay you can start making changes to the map.
Everyone
Name:
Description:
Diet: (if it's not out of the ordinary you can just put "standard agriculture-based society," but anything else or exclusive to your civilization (like fictional plants or animals) goes here)
Natives only
Starting tech:
Supernatural ties/powers: (if applicable)
Colonists and Stranded
Info about your homeland: (climate, history, society, economy, etc (if you don't feel like being original just type in something like "standard medieval fantasy setting, human/elf/dwarf kingdom/empire/magocracy"))
Technology: (mention what your best weapons/machines/etc. are.)
Supplies you brought with you:
Mode of transportation to the game map: (how did you arrive here)
Stranded only
What you lost in the crash:
What you can scavenge from the debris: (if applicable)
RULES
-If you miss a turn you get a Heroic Effort bonus which allows you to do in one day what you could normally do in two. This effect stacks.
-In a given conflict, if one side has better range than the other then they get a free attack. This effect is connected to how strong your attack is as well.
-Technology wise, go with whatever, just don't research too fast or I'll get upset.
-You may have any species for your empire if you're not interested in humans, except Demons/Divine beings, creatures that can't hold things and lovecraftian horrors.
-Traveling takes time, moreso in badlands, ashlands, and sand dunes.
-There will be wind directions.
ETIQUETTE
-This is a role-playing game. Please keep that in mind.
-Try not to skip over other peoples turns, check if anyone posted while you were typing/away.
-Causing a nuclear apocalypse is generally considered bad form.
-Don't build oversized buildings. See those green things? Those are trees; scale your stuff accordingly. One pixel is enough for a small crowd of (human-sized) people.
-Feel free to suggest any events or things.
-Always save the image in .PNG format.
-BE CAREFUL WHEN USING THE BUCKET TOOL. ALWAYS USE 0% TOLERANCE.
THE MAP
Welcome to the cauldron, a veritable oasis in the middle of a vast desert.
Not many folks know about this place, seeing how far it is in the desert. Many arriving here probably didn't even know the place existed, just got lucky and happened to stumble across amongst the seemingly endless dunes while searching for who-knows-what in the wastes.
Water flows from the center, an ash filled volcanic wasteland with hot springs, mudpots, giant fungi, plentiful ore deposits, and a temperature hot enough to scald you to the bone. Badlands divide up the grasslands, they're bad for living but good for quarrying and fossil fuels. Geysers dot the grazing fields to the northeast.
Not much survives here without water, so be prepared to fight for the riverways when you can't share them.
Natives can start wherever, everyone else is either coming in from the edges or falling from the sky.
If you don't like how tiny everything is, feel free to make zoomed in shots and demonstrate your mad MS paint skills.
The turn deadline is 12 noon PST, which is evening for europeans and early morning for aussies/new zealanders.
GM starts the new turn, I'll try not to be tardy (but probably will be anyway.)
Last edited by Cetus Amicus; 07-03-2012 at 02:53 PM.
Name: Thu Arem Description: The Thu Arem are a tall, red-skinned matriarchal society of armless, religious survivalists. Their society values education and survival capability, and are rather cooperative to like-minded individuals. Females are taller, on average, than males by about a foot and a half. To replace their arms, the thu arem are equipped with tounges that grow to the mid-thigh. The tounges are prehensile and have two individually-controllable prongs, much like a snake's. Thu arem have blue blood, as well. Thu arem generally wear light, airy clothing to keep the desert heat at bay. Their society is headed by a Grand Matriarch, who oversees most actions personally. The Grand Matriarch is a well-liked woman in the tribe, wise and cunning. Diet: The Thu Arem are your generic agricultural society. Starting tech: Stone- Stone buildings and tools. Supernatural ties/powers: The thu arem have 'priests' (who are essentially spirit channelers) who can harness energy from ghosts to do incredible things- however, priests being born is a rare event, and [at the start of the game] only two are known of, one being the High Matriarch.
(Before anyone gets the wrong idea- I was preapproved, I assisted in the making of this game.)
Last edited by Cliff_Racer; 07-03-2012 at 02:53 PM.
Description: A long time ago, a small village of natives was under assault by a greater foreign empire demanding their world for their own. Before the great war could be waged, however, a great hero rose up . He forced his way into the enemy camp and slew the commanders in an epic battle, forcing the army into a hasty retreat. In praise, the great hero Ebilaster was made the leader of their village, and his descendants the royal family of the kingdom.
Diet: Standard Agriculture Based,
Starting tech: Medieval Age
Supernatural ties/powers: Great Hero- In a time of great need, the gods shall show mercy by granting a great hero to combat the menace threatening the kingdom. A Great Hero is a special unit that is designed to combat specific threats to the kingdom. A Great Warrior can act as an army of his own, being able to take out beasts and small invading forces, or can move with an army to double the effectiveness of nearby troops. A Great scientist can dedicate his life to creating a technology, or discovering the secrets of an unknown force or object. A Great Doctor can discover the cure for a disease, or heal an injured unit in half the time it would normally take. A Great Dipomat can force an alliance between a nation or impose greater demands from colonist's larger empires.
Ebilaster starts with one Great Warrior at the start of the game (The Knight Sir Ebilaster). Great Heroes spawn randomly, and have a greater chance of doing so if a disaster specific to their skills is imminent. Special buildings can also be constructed to increase the chances of specific great heroes spawning.
(If the great hero thing seems too confusing, think of it like the Great Persons from Civilizations)
Last edited by MasterBlade; 07-03-2012 at 04:38 PM.
Dian Martin, Nurse of Blood. aphoristicBloodbanker [AB]
Edit:
Actually, nevermind! I'll still be watching and I guess that if there is some position for NPCish dude I'll try but right now I dont think I should, sorry!
Whoa hold on! You need to be approved before entering the game map! Please wait until I evaluate you.
Looks like I didn't clarify things enough.
Originally Posted by MasterBlade
Name: The Kingdom of Ebilaster
Description: A long time ago, a small village of natives was under assault by a greater foreign empire demanding their world for their own. Before the great war could be waged, however, a great hero rose up . He forced his way into the enemy camp and slew the commanders in an epic battle, forcing the army into a hasty retreat. In praise, the great hero Ebilaster was made the leader of their village, and his descendants the royal family of the kingdom.
History isn't really for natives, but that would work just fine as having a long line of people descending from a hero of myth and legend.
Originally Posted by MasterBlade
Starting tech: Medieval Age
"Low tech" means beginning from the start of civilization, like in, well, Sid Meier's Civilization. So think more "our people have mastered roads and masonry" than "our people start one era in advance."
Originally Posted by MasterBlade
Supernatural ties/powers: Great Hero- In a time of great need, the gods shall show mercy by granting a great hero to combat the menace threatening the kingdom. A Great Hero is a special unit that is designed to combat specific threats to the kingdom. A Great Warrior can act as an army of his own, being able to take out beasts and small invading forces, or can move with an army to double the effectiveness of nearby troops. A Great scientist can dedicate his life to creating a technology, or discovering the secrets of an unknown force or object. A Great Doctor can discover the cure for a disease, or heal an injured unit in half the time it would normally take. A Great Dipomat can force an alliance between a nation or impose greater demands from colonist's larger empires.
Ebilaster starts with one Great Warrior at the start of the game (The Knight Sir Ebilaster). Great Heroes spawn randomly, and have a greater chance of doing so if a disaster specific to their skills is imminent. Special buildings can also be constructed to increase the chances of specific great heroes spawning.
The Great People mechanic really doesn't fit in this game, as it's more metagaming than anything else. This is about creating a culture and history over time, which is why it was so hard to pick between Forums Games and Collab/Role Playing. If people don't get that then I'll be needing a thread move.
Name: Elmundae Description: A humanoid species with grey skin and thick fur along their neckline and chest. A fully grown adult can stand as tall as 16 feet, though they typically stop growing around 12. They are physically tough and live for a long time, though they are few in number. Diet: The Elmundae are almost exclusively carnivorous. Starting tech: Carpentry Supernatural ties/powers: They were created by the god of health, and are physically strong and resistant to disease. Aside from that they have no magical abilities.
Name: Elmundae Description: A humanoid species with grey skin and thick fur along their neckline and chest. A fully grown adult can stand as tall as 16 feet, though they typically stop growing around 12. They are physically tough and live for a long time, though they are few in number. Diet: The Elmundae are almost exclusively carnivorous. Starting tech: Carpentry Supernatural ties/powers: They were created by the god of health, and are physically strong and resistant to disease. Aside from that they have no magical abilities.
This is a good example of how to apply as a native civ. Heartily approved.
Description: Renidab is a group of colonists from the kingdom of Reni looking for the bastion of land known only as the Cauldron. We are a race of humans in the mid-late medieval time period, and consist of an agricultural based civilization full of farmers and ranchers. We also specialize in building large defensive structures, and have skilled working masons. Defense is our civilization’s military strongpoint. Renidab is named after the empire it is from, and the current reigning king, Dabus the III.
Diet: We eat mainly produce that we grow ourselves including various produce, grains, and fruit. We also enjoy eating the meat from our ranches.
Info about your homeland: Our homeland was one of vast plains, large forests, and infinite possibility. That place was named Reni. We all owe our allegiance to their benevolent Tyranny, and for allowing us to settle in this faraway land. The Cauldron, they call this place. We’re gonna call it home.
Reni was a beautiful place. It was mostly flat with forests scattered about, and without much protection from the nearby barbarian camps that constantly harassed us. We shaped up, learning to build towering castles and monumental structures to ward off the constant invasions. The people of Reni grew stronger with every consecutive attack, as did our walls.
Reni was built off of a caste system of three tiers, Royalty, Workers, and Slaves. Royalty kept things running smooth from a leadership standpoint, handling all jobs of enforcement from Managers to Guards. Workers were the backbone of the country, often artisans, masons, wood cutters, tailors, teachers, salesmen, and more. Slaves worked the fields of Reni racking in season after season of Fruits, vegetables, and Grains as well as taking care of all the animals in Reni. Slaves were almost always owned by Workers and Royalty, and tasked to do many other odd jobs around the towns.
Technology: Late-ish Medieval Technology.
Supplies you brought with you: Several Dozen Tents, Axes, Shovels, Hoes, Horses, Shovels, Hammers, Pick Axes, Bows and Crossbows, Dozens of Bags of Bolts and Arrows, Muskets, 1 Barrel of Gunpowder, Leather Clothing, Polearms, Several Dozen Bags of Seeds for Various Fruits, Vegetables, and Grain, Several Months’ worth of Rations, Sheep, Pigs, Chickens, Dogs, Masonry Tools, paper, and ink.
Mode of transportation to the game map: After a long exhausting caravan ride through the desert, it seemed our trek finally paid off. We could see distant mountains along the horizon—we had made it. The Cauldron was here.
We set up camp again; we were weary from our travels. Come dawn however, and we would set foot yet again for the mountains looming in the sky. We were eager, and revitalized with energy and excitement. We were also thirsty. We would need to get water soon.
My apologies, the Colonists and Stranded descriptions led me to believe we were starting at a higher tech age. Lemme try this again from scratch.
-----------------------------------------------------------------
Name: The Archanae
Description: Thick-shelled spider creatures with an anatomy more similar to insects than people. They average at 6 feet tall, and have four legs and arms, with most vital organs centralized at the abdomen. They are adapted to harsher terrains such as mountains and highlands, but struggle with thick forests and the desert sun. Their chitin shells and multiple arms make them very capable of combat, and they make excellent hunters. Most members of the species are male drones, with the few females serving as the center points of villages and civilizations. A hive mother will generally live for ages, and are seen as leaders and elders rather than parents. They serve as the centers of tradition and knowledge, and teach skills to the new generations.
Diet: A mixed combination of hunting/gathering and mushroom harvesting. (those are what those things in the center are, right?)
Starting tech: Hunting
Supernatural ties/powers: Ancient Leaders: The females of the species with their longer lives are more attuned to the supernatural. As such, they have ties to the spirits of past monarchs, being able to delve into their civilization's knowledge without need of written records. This also allows them to stay in contact with one another using spirits as couriers.
Dian Martin, Nurse of Blood. aphoristicBloodbanker [AB]
Here is where the Elmundae dwell. They lean their wooden shelters against the hill so as to protect themselves from the elements with only one or two walls and a roof. (The Ebilaster action that was made before approval was not included in the picture)
Name: The Consensus Description: The Consensus is the collective union of a number of distinct artificial intelligences. Physically, it is housed in the Ark, the remains of a spacefairing vessel. It crashed some thousands of years ago, but its self-repair routines have only now reactivated what is left of its intelligence. Damage to Ark has had a lot of effects on the Consensus, but the most important change is the total loss of technical knowledge. As such, the Consensus has formed a rudimentary mysticism around the Ark's machinery, with a great deal ritual surrounding its operation and repair. Diet: Biomatter. The type isn't particularly important- most of it gets processed into flammable hydrocarbons- but a *lot* is needed to keep the Ark functional. Info about your homeland: Unfortunately records of the Ark's origin point were stored in one of the many damaged or destroyed areas of the Consensus' data banks. From the limited memories remaining however, the Consensus believes itself to be a digital record of the inhabitants of a dying world, dispatched to continue their civilisation after all biological means of exodus failed them. Technology: The Consensus possesses the ability (given large quantities of fuel and raw materials) to fabricate remotely operated mechanical drones, in order to explore and gather resources for the reconstruction effort. Apart from this (which is not actually understood, and as such, conducted with a degree of ritual fervour), the Consensus is pretty much starting from scratch. Supplies you brought with you: Of the Ark's original systems, all that remain functional are a few backup power supplies, a minority of its memory banks and processing units, and some of the smaller mechanical fabricators. Mode of transportation to the game map: From above. With an awful lot of mass and velocity. Since this occurred some thousand or so years ago, the impact site is now somewhat overgrown. Exactly what caused the vessel to crash is unknown. What you lost in the crash: Much of the Ark's more advanced systems, as well as a great deal of technical information What you can scavenge from the debris: Most of the Ark is damaged far beyond hope of repair. With luck however, the Consensus may be able to recover some of the data banks, providing valuable technical information, restore some of the larger fabricators, allowing the construction of more powerful drones, and even to repair the main fusion reactor, granting a vastly more efficient power supply.
If robots-gone-tribal is a bit too out there, I can do something a tad less silly.
Last edited by FuriousSquid; 07-03-2012 at 05:41 PM.
If robots-gone-tribal is a bit too out there, I can do something a tad less silly.
I wouldn't think so, as long as the profile is good. After all, that IS what cetus was when he played the first LE. :P
Originally Posted by Supernerd
Lets see if I am doing this right.
Here is where the Elmundae dwell. They lean their wooden shelters against the hill so as to protect themselves from the elements with only one or two walls and a roof. (The Ebilaster action that was made before approval was not included in the picture)
Save it as a PNG next time is all, and you should be doing that just fine imo.
Originally Posted by chimericWilder
Is it possible to reserve meself a spot while i go fall asleep? Maybe?
I don't see why not. In the original anyone could join at any point. As long as we aren't swamped with new recruits you should be fine to participate after your nippy nap.
Now then, on to my addition of the map.
(Copy pasted from my bio since I'm a lazy bastard.)
After a long exhausting caravan ride through the desert, it seemed our trek finally paid off. We could see distant mountains along the horizon—we had made it. The Cauldron was here.
We set up camp again; we were weary from our travels. Come dawn however, and we would set foot yet again for the mountains looming in the sky. We were eager, and revitalized with energy and excitement. We were also thirsty. We would need to get water soon.
What the? I definitely saved it as a PNG. I think that Tinypic automatically converted it or something.
That's odd... huh.
Well if that image uploader isn't going to work for you, I suggest either imgur or cubeupload. imgur is good for building albums of images, and cubeupload is good for just posting a quick image off of your hard drive.
Colonist Application (I may alter minor bits of this slightly if I realize I'm missing something major/I need to change something to fit the rules):
Name: The Waykarian Empire
Climate: The Empire is located on a fertile peninsula - and as such they are accustomed to farming, fishing, and herding. Hunting out of necessity and savaging, not so much. Generally, they do not handle inhospitable climates all that well and prefer to take the more fertile lands and let others handle the mountains and deserts for them.
History: Formed by two once competing kingdoms of Waylis and Yukarin, the empire was, and still is, a small nation amongst giants, their peninsular homeland bordered by influential and powerful nations hellbent on controlling their land and expanding into neighboring provinces. Thankfully the kingdom of Weylis-Yukarin's land border was protected by a natural mountain formation, and their formidable navy and long-nurtured alliances keep enemies from attacking via sea or overpowering the people of the land. However, the kingdom was similarly unable to expand into their rivals due to their diminutive size, and so they turned to the only other feasible option for expanding their lands: colonization.
Seemingly overnight, the Waykarian Empire was born (and came along with a shortened and less absurd name), as the nation used their advanced technology to oust or assimilate native populations and gain control of vast tracts of land. Before the other nations of the world could realize it, the Waykarians controlled enough land to match even the largest among them, and the colonial race was on. Now, most of the known world has been taken over by Waykaria or her rivals, or proven themselves capable enough to resist a foreign invasion and become recognized themselves. Waykaria, no longer able to easily expand and slowly but surely losing their crushing air and naval superiority, turned to the only other possibility - a massive, arid landmass to the east, with deserts stretching north and south until they became tundras. The landmass was completely impassable by ship, and many attempts to cross it by land or sea ended in failure. However, rumours have begun to spread of oasis' within the desert continent, one in particular a half-crazed explorer called 'the cauldron' and claimed he knew the way too. With any possibility of expanding to the west cut off by the Unending Sea, and the powers of the known world growing restless, there was little choice for the Waykarians if they wanted to continue to show the world that their ambition could not be bested.
Society: Waykarian society is an almost unique cultural blend, started from the differing cultures of the two joined peoples and complicated further by their colonial exploits. Since they don't have a massive population on their own, they rely on working with the various natives they vassalize or conquer to flesh out their numbers and it shows in their society. While the mainland remains primarily Weylian with some Yukarian influence and smatterings of foreign colonial culture, the colonies are all different blends of those who colonized the lands (primarily Yukarians) and whatever society was there before colonialism.
Economy: Mostly a trade economy, the Waykarians produce enough food for their people and rely on the exports of many luxuries, both from their homeland and their many colonies.
Technology: generally post medieval - gunpowder was discovered quite some time ago as well as an incredible technology in the form of massive airships.
Supplies you brought with you: shelter (in the form of airship remains), tools (axes, shovels, picks, hoes, hammers the like), some horses, muskets, bayonets, gunpowder, clothing and some materials to make more, seeds for agricultural and cash crops, a couple weeks worth of prepared food, several groups of grazing and herd animals, trade goods.
Mode of transportation to the game map: The Waykarians arrived via a handful of airships to ensure that they would be able to choose a suitable location for the beginning of their colony. Unfortunately, they did not expect the desert winds to be so fierce, or for the oasis to be so far away, and most of their airfleet crashed just as they entered the Cauldron. The single ship still capable landed in poor condition as well, and without heavy repairs would likely not travel far at all - the colonists would be trapped here for some time.
Fun note: Where the Waykarians come from, there is no magic outside of fairy tales and the tricks of magicians, and they are also heavily skeptical of the divine or other-worldly and unlikely to take them seriously. I don't imagine things will work out that well for them when they find out it's real.
Hope this is okay. I also made mine somewhat silly if you read between the lines (and they could be a little overpowered - not sure), and I can change that if necessary.
The Archanae live in burrows made of their surroundings, in thi case the central ashlands stone and dust. Their queen lives in a hole deep underground, its entrance to the side of the village.
Last edited by MasterBlade; 07-03-2012 at 06:48 PM.
Dian Martin, Nurse of Blood. aphoristicBloodbanker [AB]
The crash site of the Ark is a crater at the edge of a small forest. The outside of the Ark has rusted heavily over the years. Fragments of broken technology lie distributed around the site.
Name: Forgeborn
Description: Forgeborn are a spiritual tribalistic culture of mechanical lifeforms. Each individual Forgeborn is wholly sentient and sapient on their own, but are connected wirelessly to eachother's conciousnesses for communication and such. There are two basic 'body' designs for Forgeborn, a simplistic wireframe-like humanoid body with simplistic armor and four circular lights in a diamond as a 'face', with some minor armor over the joints and torso, and a much bulkier design with much more armor, circuitry, and computing power, with four legs to hold up it's larger but weaker body. The former are the vast majority, while the latter are simply called Bright-Eyes and serve as the Forgeborn's elders and leaders. The Forgeborn treat knowledge as a sacred artifact, worshipping the Monolith of knowledge, a database that only the Bright-Eyes can access that reveals all the secrets of Forgeborn technology, which the vast majority simply do not understand.
Diet: Energy/Electricity (produced through processing organic matter)
Info about your homeland: The Forgeborn do not know of their original homeland, but the place they called home before now was a planet-covering factory city, endlessly producing energy and endlessly producing Forgeborn. The planet is now dead.
Technology: Forgeborn have some VERY advanced technology, gauss weaponry, robotic mechanisms, long-range communications, but only the elders understand how they work.
Supplies you brought with you: charged wireless batteries, enough to power them all for five years, guns and ammo, organic processor, a backup of the database.
Mode of transportation to the game map: A Colony Shuttle which quickly crashlanded.
What you lost in the crash: Half of the batteries, a lot of Forgeborn, all the Bright-Eyes save one, the database backup.
What you can scavenge from the debris: Scrap and spare parts, some of the weapons.
[01:44:15] Chase: I can sum up why the open roleplays I've been into worked in one single sentence
[01:44:40] Chase: people cared more about WHO their characters were instead of WHAT they were
Originally Posted by Captain Whosit
Originally Posted by scintillatingMoniker
why am I suddenly terrified now
Because you have common sense.
Originally Posted by Captain Whosit
Originally Posted by scintillatingMoniker
whosit the rest of the forum
With a freakin' shotgun.
Originally Posted by inexplicableSigns
"asdf." coherent like a boss
Verty: I was following my signature
Verty: which is supposed to be the order that I made them in but for some reason Joreak is up at the top now
Verty: I don't remember moving him there but okay
[S]: Ocfos: lol
[S]: Ocfos: He likes to be on top. B)
Verty: ...
Description: The Aldunari are a group of silicon-based organisms that appear like large crystals. They have a mutualistic relationship with giant sandworms, which provide them with a means of transport and some energy. The Aldunari reproduce by combining shards of crystals from two or more individuals, and then implanting them into a sandworm egg. The Aldunari then grows into the brain of the sandworm, increasing the combined intelligence dramatically. A symbiotic relationship with another organism could possibly be created, as the Aldunari connect directly into a brain. They also have telekinetic powers, with the strength of powers scaling to energy consumption logistically.
The life of the Aldunari is intrinsically tied to that of its host. If the worm dies, the Aldunari also dies, and if the Aldunari dies, the creature cannot function. A dead Aldunari's body crumbles away to a small central structure, called the Thoughtgem. The Thoughtgem grows with age, and, as an Aldunari could possibly live forever (If it were implanted in an immortal or near immortal organism, like some hardwood trees), the largest are seen as most valuable, as they have the most accumulated experiences. The Thoughtgems contain memories, emotions, and mental images, chosen by the individual. If one chose not to record its entire life history for the next generation, the corresponding section would be wiped at death, and destroyed. Thus, the largest Thoughtgems may not be the oldest, though they contain the most information. The remains of the Aldunari's ancestors form the core of their culture and art, as well as their history. Any Aldunari can access a Thoughtgem, though they go into a trance-like state while doing so.
Info about your homeland: The Aldunari have no homeland, as the nomadic nature of sandworms has kept them moving from place to place. They do value the most intelligent individuals, which are usually the leaders of a group. However, their oldest Thoughtgems suggest that they are not natural creatures, possibly not of this world. Still those are fragmented, and the most coherent memories suggest that they had formed a relationship with another species, and had built cities and a civilization. The only history from that time
is an epic poem called The Song of Sorrow, detailing the fall of the Aldunari civilization and the exodus of the few remaining individuals.
The combined Thoughtgems of this group, perhaps the only group that survived through the countless eons of time from the Song of Sorrow until now, is called the Eyes of Time. It is the best-kept secret of the Aldunari, as well as the core of their existence. If it were to be damaged, stolen, or destroyed, the Aldunari would be much weakened.
Technology: The Aldunari have mastered simple machines, and they can use tools through telekinesis. They can also focus light, and can make a rudimentary armor out of sand for their worms.
Supplies you brought with you: Two Worm Armors, a worm loaded with dried plant matter, and The Eyes of Time.
Mode of transportation to the game map: Sandworm.
Last edited by Vancho1; 07-04-2012 at 09:21 AM.
Reason: More Flavor
Lady Alyssa Dakon is trapped far from home in a strange new world. Can she return home, and save her world and the other?Abandoned.
Follow the adventures of the starship Goodwill as it seeks out new life, planets, and discovers one of the most ancient secrets of the Universe! Sign-Ups are closed, but please, send me any replacement applications. Anyone on the waiting list will be considered when new slots open up.The Next Frontier: Space Exploration
Stuff I Like:
Description from their website: "Santharia means epic fantasy world creation in the style of J.R.R. Tolkien. Dive into the most massive fantasy world you've ever encountered - at 2800+ pages! Fantasy art, magic, maps, pictures, free online RPG games in a whole fantasy world await you!"