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Struggle of the Ancestors - Setting and Rules - The Struggle of the Ancestors is an ongoing game organised by the Umbra University. Within the game, each player, or ...

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Old 11-03-07, 10:53 PM   #1
Ariss
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Struggle of the Ancestors - Setting and Rules

The Struggle of the Ancestors is an ongoing game organised by the Umbra University. Within the game, each player, or group of players, takes the role of one of the groups of settlers in Ilshenar, thus experiencing the hardships and troubles in such a hostile and wild land. Players are free in their choices, yet only those that speak and interact with others shall endure. As such, we encourage you to take the game home with you, to rally more players to your cause and to chat with other players when you meet them.


• Each round of the game lasts one day.
• During this day, players can send in a short list of actions and commands.
• EVERYTHING that is discussed has to be sent by each of the involved players.
• Out of these contributions, the University stuff will compile a report that will include the actual happenings.
• Please leave your messages here (they will not be visible for others to read) http://www.f4g.net/forum/forumdisplay.php?f=140
• In addition, we invite interested players to meet at the tavern near the Honour Moongate between 7:30 pm and 7:45 pm to meet other players. University staff will try to attend and take your reports in.

You can enter the game at any given time!!


Some hints for sending commands:

• Keep them short as we will hopefully get a lot.
• Don’t get lost in details. The aim is to get a feeling for the life there, not to bicker on numbers. If a troop of people goes somewhere then we don’t need to know if its 26 or 28 people. Don’t argue on exact prices.
• Don’t micromanage. Your people will get water from the well if they are thirsty, you don’t have to tell us that. If your faction lacks something, then the report will say so.
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Old 11-03-07, 10:54 PM   #2
Ariss
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Note that the central area of the map is yet closed and cannot be visited in the time of this setting.

Last edited by Ariss; 11-03-07 at 10:55 PM.
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Old 11-03-07, 11:04 PM   #3
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(The descriptions can be expanded as time goes on.)


The City of Mistas

Governed by: Brynhild and Kaelyn of Trinsic

Description: The largest town after the destruction of Montor, the centre of civilisation in Ilshenar. Marketplaces attract traders, many crafters have opened shops and a large population is crowded into the protective walls. Its inhabitants are a strong and hard folk, adapted to the dangers in the forests of the south, yet honourable and virtuous. Together with its defensive walls a large number of soldiers is stationed in the barracks in the east side of the town.

Needs and supplies: With such a large population, the need for food is a constant problem for Mistas. Some ores are mined from the caves in the mountains, yet the countless traders have a constant demand of goods and wares of any kind. Especially for the military equipment and weapons they seek metal and leather.
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Old 11-03-07, 11:12 PM   #4
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The Pass of Karnaugh

Governed by: Lady Blue

Description: On the peaks of the mountain lies a place as hard and cold as the rock itself. Up here, on the highest part of the pass, a castle stands to control the pass and the lower lands below. From up here the view reaches miles into the land and none shall pass without leave of its masters. The soldiers stationed here are the major force in the north.

Needs and supplies: Up here on the mountain, nothing is to be found but some ore. Foraging parties that venture down into the woods occasionally bring some wood and hunted meat, yet the castle relies heavily on trade to get supplies of food and other goods. The few crafters up here are all bent on the repairs of the castle and the equipment for the soldiers.
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Old 11-03-07, 11:24 PM   #5
Ariss
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Terort Skitas

Governed by: [nobody just now - feel free to apply]

Description: The Temple of Knowledge, home of all the wise, the seekers of knowledge, the mages, the wizards and wytches… and all their books and scrolls. A retreat for those that seek peace and quiet to study. A tower upon the peak of the mountain and dungeons deep below it, filled with endless libraries, studies and laboratories. Those that live here are often well respected for their status as wise men, for their knowledge and magical stills. Often they are called as judges and mediators, as researchers and scientists when unknown things are discovered or when the tools and weapons of mankind fail and magic is needed. However, all that knowledge and magic leaves people a little uneasy and not few of them rather see them from far away than up close.

Needs and supplies: The Temple of Knowledge is rather self-sufficient. Somehow (and quite a lot of people would like to know how) the inhabitants always seem to have laden tables and well-filled cisterns, as well as a good supply of most other things they need.

Last edited by Ariss; 20-03-07 at 04:09 PM.
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Old 11-03-07, 11:51 PM   #6
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The Gypsy Tribes

Governed by: Stewan Seagull

Description: Some of those that fled Montor were not willing to give up the dream that had been their new home. In the desert south of the ruins they built a fortified camp, still in view of Montor. From here they set out with their wagons and caravans to explore the lands, to trade with the other settlements and to seek a cure for the horror that had befallen their home. None knows the lands better than they do, none knows as many secret ways and none know as precisely where danger lurks and how to avoid it.

Needs and supplies: The strength of the gypsies lies in their mobility, in their trips to explore the land and to trade. They, too, are self-sufficient, covering their needs with what they hunt and gather on the way. Often they discover resources and secrets when they stray from the well-beaten paths. Another strength is that they can relocate their entire home in time of needs, thus making themselves harder or easier to find. Being more like a family they do not have any organised military force.
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Old 12-03-07, 12:03 AM   #7
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Lakeshire

Governed by: Lydia Sylver

Description: A small town on the shore of the Termir Ilshen lake. Far away from the great towns and large settlements these people seek the peace and quiet of a life in the country. Farmers, fishers and trappers live together in harmony. Only after rich supplies of ore and precious gems had been found in a cave to the west did the town change, triggered by the arrival of miners and merchants.

Needs and supplies: The town produces a generous surplus of food of any kind, as well as cloth, hides, leather and similar gifts of nature. After the mine has been opened precious gems and minerals complete the picture. Being mostly self-sufficient, the only demands are for some tools and occasionally a little bit of luxury from the large cities.
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Old 13-03-07, 10:16 PM   #8
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Dester Lorvol

Governed by: Callum

Description: Deep in the mountains of the south lies the valley of wisps, hidden by the swamps to the west and the valleys in the east. Few know about the hidden entrance tucked away in a crevice, even less about the true size of the caverns beyond. Wisps dance in the lofty halls where the Cult lives and works. More have reached this land than those that had gathered in Montor; some of them following different motives. Carved in stone in one of the halls it reads: “The true path to order is through chaos and the cleansing of all life.” They are the followers of Armageddon.

Needs and supplies: Few are the needs of those that work with magic, even less the supplies of those that seek to stay hidden. Occasionally a far off farm will suddenly seek a larger trade than usual. Sometimes a hunter returns from long journeys with wondrous things in his pack. Plenty are the means of deceit…
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Old 15-03-07, 10:44 PM   #9
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Tervasarb Reg

Governed by: Thorpe

Description: Deep in the forests, in the middle between Mistas and the Temple of Knowledge, close to the shrine of Honour, lies the Forest Home, a small outpost in the middle of the jungle. Vines climb the walls and meet the lower branches, a curtain of foliage and flowers over stone and spikes. Within is but one large house, home to all that live out here: few soldiers to man the walls, herbalists, hunters, woodcutters and animal handlers. Their home is the forest, as is their passion.

Needs and supplies: This small outpost is quite self-sufficient, yet not capable of standing against a larger attack. Its range of produced goods is vast, including almost everything offered by the wilderness: herbs and reagents, woods and goods crafted from it, leathers and hides, furs, horns and even tamed animals. The quality of the bows and arrows crafted here is almost legendary … as are the skills of the hunters living here.
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Old 20-03-07, 04:09 PM   #10
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The Citadel

Governed by: Ariss

Description: Located on a small island near the southern shore of Termir Flam the Citadel makes a rather curious sight. From within a small courtyard one single building rises, crowned with several slim towers that seem to grow rather erratically towards the sky. Suspended among them seems to be a multitude of chains, supporting a multitude of contraptions and devices whose purpose remains a general mystery. Several lenses among those twist and turn in seemingly random patterns, throwing rays of light in all colours of the rainbow on the walls and the water below. Two arching bridges connect the island with the mainland.

Needs and supplies: Being inhabited by a rather curious lot of inventors and crafters the Citadel seems to have an insatiable hunger for resources of any kind. Metal, stones, wood, gems, ropes, cloth, glass… everything that can be used in bizarre inventions is welcome. In exchange, the Citadel produces an infinite amount of gimmicks and gadgets, machines and contraptions. Not all of them appear to be useful, some are possibly dangerous and most of them good for a laugh. Yet occasionally something works splendid and whoever manages to lay his hands on one of the excellent tools devised here…

Food and water are certainly not needed, for bizarre contraptions that wobble and squeak on the shore magically appear to gather a constant amount of fish and some tubes and pipes seem to take care of fresh water…
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