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Teep

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Cosmogene: A deeper survey.

GnSI3Ml.png

The Divisions of the Cosmogenean Union
The Union is divided into six parts, the Human Duchies of Sicarus with its capital in New Cosmogene, Ferre with its capital in Irem and Darush with its capital in Varchas, and the Dwarfish Kingdoms of Karaskand with its capital in Karash, Syrus with its capital in Khazid Belegar and Idris with its capital in Solnur.

The High Kingdom:
"High King of the Cosmogenean Union, Defender of the Holy Places, Keeper of the Forest of Viric, Binder of the Oaths"
The High Kingdom is currently vacant after the death of Heinrich Duke of Ferre, with what would usually be a fairly obvious choice of the oldest Human Duke being muddled by some political scheming due to the similar ages of the Dukes of Sicarus and Darush. By the traditional criteria the Duke of Darush Garrus being the eldest would take the crown but due to his wishes to use the power of the High King to go to war over his rather poor claims in the North many of the Electors are leaning towards the slightly younger Duke of Sicarus Gerhardt. Meeting at the tomb of Frederick Ironskull in Narseh, the Electors are willing to select the Duke of Darush if he foreswears his claims but will otherwise back Gerhardt.

Human Lands:
Sicarus:
"Gerhardt, Thirteenth of his name, Duke of Sicarus, Lord of the Orcish and Troll Marks, and New Cosmogene, Overlord and Grand Captain of the colony of Fredricksburg, Guarantor of the First Treaty and Wielder of the Blade of Old Cosmogene"
The Duchy of Sicarus is the oldest and most prestigious of the three Duchies. It was the only Duchy whose settlement predates the Cataclysm and its Duke is the heir of such heroes as the great Gerhardt Oakfist and it was here that Frederick Ironskull was born. Its climate is largely Mediterranean, is highly populous and is dominated by the river of Cosmogene. The people are largely descended from the peoples of Old Cosmogene with some admixture with a Campustribus Imperial expedition from before the Cataclysm. A century ago, not long after the last accord between Dwarf and Man was struck the colony of Fredericksburg was founded on the isles south of the forest of Viric to harvest lumber. Initially, the colony was profitable and prospered but when the new trees were planted they withered and died and the colony has barely eked out an existence since. The Duke of Sicarus' primary obligation is defending the approaches from Campestribus from any enemy, Orc, Troll or Man and his ceremonial obligations at the coronation of a new High King are to present the blade of Old Cosmogene, an ancient bronze sword from before the Cataclysm and to recite the human part of the oaths of the First Treaty.

Ferre:
"Arngrim, Sixth of his name, Duke of Ferre, Defender of the Holy city of Narseh, Sovereign of all the lands that once belonged to the Elf-King of Aelfelas, Lord of the Elfmark, Irem and the Isle of Carnelian, Guarantor of the Second Treaty and Trustee of the Crown of the Lord of the Burning Waters"
Ferre was the second of the Duchies to be settled and the first after the Cataclysm under the leadership of the holy lord Frederick Ironskull. The holiest city in the Frederician faith, Narseh is situated in the duchy and it is there that the tomb of the holy Ironskull lies with his tomb being the chamber where the election of the High King is held. His lands are the richest in all of Cosmogene and the river Irrigo is truly a rival for the older Cosmogene river to the south. The climate is tending towards temperate and the people are largely pure old Cosmogenean stock rather than the mix of the other regions. The defensive duty of Ferre is the most prestigious as he is entrusted with keeping the most hated enemy of the Union from striking, while he is entrusted with Crowning the Helm of Erngrim with the Crown of Frederick Ironskull at the coronation of a new High King and keeping the Human Oaths of the second treaty.

Darush:
"Garrus, Second of his name, Duke of Darush, Lord of the Valmark and Varchas, Prince of the Contested Lands, Guarantor of the Third Treaty, Custodian of the Mace of Gerhardt Oakfist"
The last of the Duchies founded, like Ferre by Frederick Ironskull's great migration after the Cataclysm. The Duke claims some lands to the north in Wali-Dah but the other lords see it as a joke like so much to do with the Duchy. The region is a cool temperate one and the populace have some mix of Wali-Dah. The Duke defends against the Wali-Dah which is seen as a minor front by most in the Union compared to the more important conflicts elsewhere. The Dukes are custodians of the Mace of Gerhardt Oakfist after some shabby dealings with the rather unattractive heiress of his line and present it to the High King at the coronation along with the human keeping of the oaths of the third treaty.

Dwarfish Lands:
Karaskand:
"Gudrun, Twenty-Second of his name, King of Karaskand, First of the Dwarf Lords, Keeper of the Bounty and the Wall of Iron, Giftlord of Steel, Oathkeeper of the First Treaty, Lord of the Hold of Karash and Steward of the Helm of Erngrim"
Karaskand, like Sicarus is the oldest and most prestigious of its kind, in this case oldest of the Dwarfish kingdoms founded a Millennium (or so the chronicles say) before the cataclysm. It was this Kingdom whose prince, Erngrim made the pact with the human forces under Gerhardt Oakfist. It is they who are to supply Steel weapons and armour to those who present Elf ears to them, however rare that may now be and they keep the bounty preserved in all its glory in a great cave under their obligations. The major foodstuff of the region, like all the Dwarf holds relies on Fungiculture to feed its people and its mines are largely situated on great lodes of iron which allows them to supply most of the region and beyond with their renowned wares of steel. The King of Karaskand has little defensive obligation beyond supplying weapons and troops to areas that are more pressured and occasionally leading expeditions to the north or against the Trolls. His part in the coronation of a High King is to place the Helm of Erngrim upon the head of the new High King and to recite the Dwarfish part of the oaths for the first treaty.

Syrus:
"Olfgrond, Fifth of his name, King of Syrus, Prince of Brewers, Oathkeeper of the Third Treaty, Lord of the Grand Canal and the Hold of Khazid Belegar, and Protector of the Great Horn"
Syrus was settled a century and a half before the Cataclysm making it the second oldest constituent of the Union. The settlement of Khazid Belegar was built at the end of a Canal which connected the Irrigo and Cosmogene rivers before the Cataclysm though the King of Syrus did not participate in the first treaty and so is under no obligation to accept any Elf-Bounty but to prevent a loss of face anyway. Far away from conflict, the Kings of Syrus are the greatest brewers of the region and their only obligations are to provide troops to other lords and to present the bejeweled horn of a great Sea-beast found deep in the mines of Khazid Belegar to the High King upon coronation and recites the oaths of the third treaty.

Idris:
"Alrik, Second of his name, King of Idris, Oathkeeper of the Second Treaty, Lord of Smoke Mountain, the Nordmark and the Hold of Solnur, Caretaker of the Banner of Isgrim Steelteeth"
Idris is the youngest of the Dwarf holds, being settled at the same time as the Duchy of Ferre after the Cataclysm by the venerable Isgrim Steelteeth who negotiated the Second treaty with Frederick Ironskull. The mines of Solnur are upon reefs of precious metal but are difficult to mine and are underutilised as a result. As Lord of the Nordmark the King of Idris defends against the rare threats from across the great mountains as well as keeping populations of wild beasts under control. He presents the Banner of his illustrious ancestor to the new High King and recites the oaths his ancestor wrote centuries ago.
 
Last edited:

EnvyDemon

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A blackbishop game? Count me in.

I'd like to join in as a nomadic tribe (if you allow me) I have an awesome idea (part Huns part Mongols)
 

Sneakyflaps

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((Picture will come later))

Name: Richard Miller
Age: 26
Bio:
Richard Miller was born the son of the local miller, when he was 14 he was out in the woods together with his older sister, their father had allowed them to go out that evening against his better judgement. They were eventually heard by a band of brigands who approached them and grabbed the sister. Richard tried to fight but was unable, he eventually sat down and began to pray to every god he knew, and that is the last he remembers of that night. Following the event his sister died a week after, having grown weaker ever since, and having refused to speak with Richard since the incident. Ever since then Richard began changing, he became smarter and more calculated, and he eventually left home and now travels the world with great speed among its large cities and societies. He has several friends with him, and associates across the continents, and it is said that he can get you anything your heart desires, as long as you are willing to pay the right price, which is often very steep, that is if you are not scared off by his two dogs.

Richard currently sits in the lower parts of society within the city of Varchas, spending his time among the unfortunate and the poor of the city, who hopes to carry favours with him, deal with him, or simply join him in a game of his favorite pastime. The King, the Queen and their Bastards, a wonderful card game which Richard loves to play.
 

BlackBishop

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Presenting the Kalifa wastes...

y4fIcZ1.png


This may not be exactly what you envisioned, Tapp. I needed a source for the Almamar River, so I moved the spine north and enveloped them with the desert, adding a few poisonous lakes that feed into the river. Having a fertile river valley snake through your land seemed inappropriate. My idea is the Almamar is poisonous at it's source, hot springs and seismic activity releasing toxins into the waters, which are deluded as the river runs north.
 

BlackBishop

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I am pleased to say that the geography of the world is nearly complete, only 9 remaining. I took the liberty of naming the two continents and the major seas. I'm pretty happy with the results, I must say.

g2uJDxF.png
 

Clophiroth

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(I sent you the PM with the new names of the areas of my region, as I changed the cultural basis for it. If you can do it, I will be thankful, if not, I will go back to the original idea XD

Will post countries and such in 24 hours, approximately: I will have a busy day tomorrow, so I will try to post them before going to sleep)
 

BlackBishop

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(I sent you the PM with the new names of the areas of my region, as I changed the cultural basis for it. If you can do it, I will be thankful, if not, I will go back to the original idea XD

Will post countries and such in 24 hours, approximately: I will have a busy day tomorrow, so I will try to post them before going to sleep)

Ah right, I'll change that right away.
 

BlackBishop

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(I sent you the PM with the new names of the areas of my region, as I changed the cultural basis for it. If you can do it, I will be thankful, if not, I will go back to the original idea XD

Will post countries and such in 24 hours, approximately: I will have a busy day tomorrow, so I will try to post them before going to sleep)

Here ye be...

CW5cxe9.png
 

BlackBishop

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On Sea-zones, pirating, and trade...

In order to put more importance on navies, regional coasts will be cut up into sea-zones that will offer sea based resources and trade. In order to trade with another faction oversea, then both parties must control their respective sea-zones, otherwise the goods are jeopardized by pillaging enemies. Take a rival's sea-zone, and you gain an abundance of traded resources for as long as you hold their coast. Sea-zones will also offer a source of sustenance for each region, offering sea-life to sustain their population. Lose access to your zone, and you population will decline.

Nomads have the disadvantage of being confined to their respective continent, but should they gain a lumber block, they may build a fleet to transport their people across the seas, or even turn to a life of piracy, robbing the landed players of their trade.
 

Galren

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ejSXbw0.png


Just quickly labeled some of the water near me. Corman, I'll allow you to name the larger gulf/bay as you have more of its shoreline. Tapscott, you can name the Cennen Sea however you want. That's just my name for it.
 

BlackBishop

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As I work on completing the map, this is a good time to begin the discussion of religion in Crypso. Some of you have begun putting down a few details of your people's beliefs, which is great, but with the new addition of rare magic, I think we should talk about some universal elements to add to religion should you guys choose. I've ruled out hokey magic from enchanted staves, lightening bolts, and mana potions. Instead magic will be exceptionally rare, and be derived from a mystical realm, unlocked through ritual. Therefore, these two elements, Mystical realms and rituals, should be a common theme throughout the world's religions.

Don't get me wrong, you don't have to do that if you don't want to. You're free to create something entirely your own, but in the rare instances where we see magic in ICs, it will stem from some otherwordly realm. How your people define this phenomenon, or if they even believe it, is up to you. I fully encourage the community to work together to flesh out a broad religion to follow, and any sects that may derive from it, or to do your own thing from your corner of the world.
 

Teep

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I would be interested in a nomadic tribe if there is still room.
I would think so, though they are probably going to have to be mountain, desert, forest or sea nomads rather than traditional steppe ones as there is not much steppe around for your traditional nomads.
 

Draorn

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Region: Cruetia Marshes
Ruler(s): Council of the Clan Elders, Composed of the three current eldest members of each clan
Prominent Race: Lizardmen
Racial Strength(s): N/A
Racial Weaknesses:N/A

Tribal structure: Each Family unit is a clan, with subtle distinct variations in coloring on their scales to denote clan affiliation. Lizardmen society places great value on age and experience, as a result of their short lifespans. Those who have lived long lives are considered to have the experience to guide the clans and make decisions for the tribe as a whole. At present there are seven clans in the tribe, with new ones being formed when members of two clans decide to break off and form a new clan with the mixing of the genetic material forming new scale coloration patterns, denoting a new tribe. New clans are formed at the direction of the council of elders, often when an existing clan has had its numbers diminished to the point that it can not rejuvenate itself, it is joined with members of a larger clan and the remaining members of the small clan are forbidden from breeding with one another, allowing the clan to die off to prevent severe inbreeding from diminishing the tribe as a whole. Duty and honor to the clan and tribe are paramount with inter clan feuds being settled by trial at combat and considered ended once the battle is finished with the resolution being decided by the winner of the combat, with the guidance of the elders of the clans not involved in the feud.

Strength 1:

Aquatic Predator: Lizardmen evolved in the swamps and retain the ability to breathe normally both above and underwater(fresh water only) and see in near darkness as well as a human can see in daylight. (Good Lowlight vision, still requires a source of illumination to function, still can't see in true darkness)

Weakness 1:

Short Lifespan: Lizardmen live short lives(Max lifespan 28-32 years of age), reaching adulthood between two and three years of age and reaching old age at 25. Any lizardman who reaches 30 years of age is regarded as an elder for their long experience and wisdom.

Strength 2:

Prolific Breeders: Lizardmen lay multiple eggs at a time and are able to quickly breed to replace lost members of their tribe.

Weakness 2:

Cold Blooded: Lizardmen do not function well in extreme tempratures(deserts, tundra, winter season), requiring much more energy to regulate their bodies should they continue act in such conditions. If possible, lizardmen will adopt a state of underwater hibernation while posting sentries to alert the clan should they come under attack and prepare them to fight/flee as appropriate.

Effectively I would be unable to take actions in desert/tundra/mountains and the winter turn. If I did not choose to hibernate/avoid those conditions it would require double the normal food costs to overcome the weakness.
 
Last edited:

Jako473

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“Light thinks it travels faster than anything but it is wrong. No matter how fast light travels, it finds the darkness has always got there first, and is waiting for it.”
JDnjIPp.jpg

Auzzaut the Defiler pictured.
Valkron. The watching statues. The dying corpses. To define what is not known is only attempted by mad men, until they become geniuses. There are many tales of these folk, what they are, is not entirely known. "A wild curse" some describe them, or others simply say they are Death incarnate. Long ago when the world was new, a King, a King known now as Midas was the greediest feller you've ever known. He wanted the power to rule the world, but what he had done, what his army had did. They forsook their humanity on that day, and doomed them all to walk the land, bringing pain and despair wherever they go..

The more scholarly would simply call it a disease, and that is what is defined by the present civilizations formed around them. Only whispers are talked of what their true origin might be. These 'undead' curse any who attempt to fight them, only fire is able to purge their presence, their filth. The mass majority of them are located in the 'Devil's Breadth', however they are scattered all across the core of Minos, leaving it dangerous to travel across the continent except skirting by the shores or even sailing.

In the dark of the night, if a stranger would be travelling alone, he would no doubt hear the wails of the ghouls. They crowd around ritualistic ruins, their intent unworldly, their drive unnerving, and their presence disturbing. It is known, however, that while the majority of them seem 'brainless' and disposable, there are a few, usually in the midst of a dozens, even hundreds of their underlings, who pose a significant look about them that distinguishes them from the rest. These are intelligent beings, and its heavily advised to avoid any contact with them, for they have a fondness for bones.

Another significant factor of the Valkron is that they live with the rather dull breed of Orc known on Minos. Unfazed by their stench, they are able to command and even reconstruct their tribes, something not common amongst any race. Why they do this is a mystery, but if one were to feel the deathly gaze upon them, or perhaps so foolish as to anger these otherworlders, they can be sure to attract the attention of Orc warbands as well.

w4sx3j3.jpg
 

Dr.Livingstone

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I will put up my nation later tonight.
 

BlackBishop

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Welcome Draorn. Rest assured there will be ample space for nomadic peoples to wonder, struggling to establish a new home on this doomed world we have created.

As we plug along here, you guys might as well begin writing up your appendix. Your appendix, which will be linked in the OP of the game thread, will contain a description of your lands, characters, cultures, and links to your ICs. You may wish to include any of your own personal maps as well, plus any other information you wish to share with readers.

Appendix Template
Region:
Nation(s):
Ruler(s):
Prominent Race:
Racial Strength(s):
Weakness(es): Races can be neutral, with no strength nor weaknesses. If this isn't the case, then each strength must be accompanied with a weakness.
Minority Race(s):

Region Bio
A description of your nation's terrain, climate, etc.

Nation Bio
A description of the nations within your region, including their culture, beliefs and history.

Character Bio
A bio on your various characters that shall be in your ICs.

IC Index
Links to you various ICs.


Your appendix will be a valuable resource for me when deciding order outcomes once the game gets rolling, so try and keep it up to date. I will be using common sense and ICs to determine order outcomes, so the information you record here will be valuable in determining success or failure.