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Once, long before the time of our fathers and grandfathers, the land was whole.
It was as rich and abundant land, a land of rolling hills and pristine forests and its people were many and exotic. Some arrived on ships from distant lands and chose to stay. Some were descended from the hill-folk, and could recite the names of their ancestors beyond the most ancient histories. War was not unknown, but peace was the rule: a peace born of strength and abundance.

Nowhere was the glory of that age greater than in Serpentholm, the keep of the Dragon Clan. Forgotten sculptors fashioned its walls with such cunning that the peasantry believed them alive; a forgotten shogun forged its laws both strict and fair; forgotten masters trained its warriors in fighting techniques subtle and fierce. Even its wisest scholars wrote proudly on sheaves of gilded parchment that the strength and honor of the Dragon would endure forever…

…and then, in the span of one year - one sowing, one harvest, one terrible winter - it was all lost.

Nobody knows now what they were, demons or spirits or monsters; nobody knew then, either. They were simply the Horde, black and inhuman, and they rose in the thousands and tens of thousands from beyond the northern borders, somewhere in the trackless mountains. Where they passed, noting lived. Even the trees withered and died. There were no bodies, or survivors to bury them.

Tarrant the Elder ruled Serpentholm in those days, and he was no coward. When he learned of the Horde threat, the most valiant of his samurai rode forth to meet them at first light, hundreds of heroes beneath hundreds of fluttering Dragon banners. It was two weeks before the first and only warrior returned, slumped and over his saddle, his dark blood caked over dozens of vicious, ragged wounds. He was quite dead. Somehow, his horse had fled far and fast enough to escape its rider's fate. Tarrant knew in that instant that the Dragon Clan's only hope of survival lay in a similar flight.

A week later, the walls of Serpentholm - walls that had never fallen to a siege - were abandoned, and the Clan of the Dragon began its long march south. As the months of ceaseless travel passed, the great column of horses, wagons and men swelled with refugees, those who knew the proud Dragon would never flee an opponent who might be b eaten. Those who chose to stay and defend their lands were honored. Nobody ever heard from them again. Always, the scouts sent north failed to return, and always, the Dragon marched south.

At the end of the sixth month, they crossed the final ridge and saw the ocean. The Dragon had nowhere left to run.

Tarrant the Elder had, of course, foreseen this. He set his scholars to devise an escape for his people, and there had been plenty of time for argument and debate during the long march. But there was no time to build ships and nowhere to hide. The greater part of the Dragon's army had already fallen tin the first disastrous ride against the Horde. Tarrant's only hope rested in a locked, silver-bound chest within his private wagon: the Serpent Orb, most ancient of the Dragon Clan's treasures and the symbol of his leadership. Some tales claimed that the Orb could summon the spirit of the Dragon itself, if the need were great enough. Few believed these tales, but the need was indeed great. As his weary people prepared for a final stand against the Horde, Tarrant passed leadership of the clan to his son, Tarrant the younger. Then he stood alone-to attempt the impossible, and to die.

To his last moments, there were no witnesses. We know only that he succeeded. The gathered refugees heard the crash of the Dragon's fury as a terrible wall of air smashed men, horses, and wagons to the ground. Everywhere, the land seemed to writhe in agony. Many of those who survived the long and grueling march were crushed beneath cascades of stone, or disappeared into chasms that appeared beneath their feet. The rest huddled together and prayed for deliverance.

When the quake subsided, the survivors of the Dragon's wrath could barely move for fear. It took all of the younger Tarrant's courage to begin directing the construction of shelters from the remnants of the train. If the Horde had come upon them, they would have met with no resistance. But the Horse never came.

It was then - surveying the broken remains of his people - that Tarrant the Younger realized they were Dragon no more. It was something in the eyes of every child who had seen his home abandoned to evil; something in the stance of every warrior who knew his bravest comrades had fought, and died, rather than run away. They belonged now to the earth, not to the heavens. Yet they would still be fierce, and they would toil in their new lands with pride. Out of this humility and grim determination, the Serpent Clan - our clan - was born.

Today, if you travel north beyond the mountains, you will reach a ragged cliff overlooking a swirling, vicious channel, full of rocks and debris. On a clear day, you may glimpse the outline of the opposite shore, but more likely it will be cloaked in the mists. The Dragon's fury bloke the land as well as our people, and our ancestral home lie across the impassable waters of the channel. Whether the Horde still waits on those foreign shores, none can say.

We think about it less every day. This is our home now.


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About the game:


USA as a world power? In E-Sim it is possible!

In E-Sim we have a huge, living world, which is a mirror copy of the Earth. Well, maybe not completely mirrored, because the balance of power in this virtual world looks a bit different than in real life. In E-Sim, USA does not have to be a world superpower, It can be efficiently managed as a much smaller country that has entrepreneurial citizens that support it's foundation. Everything depends on the players themselves and how they decide to shape the political map of the game.

Work for the good of your country and see it rise to an empire.

Activities in this game are divided into several modules. First is the economy as a citizen in a country of your choice you must work to earn money, which you will get to spend for example, on food or purchase of weapons which are critical for your progress as a fighter. You will work in either private companies which are owned by players or government companies which are owned by the state. After progressing in the game you will finally get the opportunity to set up your own business and hire other players. If it prospers, we can even change it into a joint-stock company and enter the stock market and get even more money in this way.


In E-Sim, international wars are nothing out of the ordinary.

"E-Sim is one of the most unique browser games out there"

Become an influential politician.

The second module is a politics. Just like in real life politics in E-Sim are an extremely powerful tool that can be used for your own purposes. From time to time there are elections in the game in which you will not only vote, but also have the ability to run for the head of the party you're in. You can also apply for congress, where once elected you will be given the right to vote on laws proposed by your fellow congress members or your president and propose laws yourself. Voting on laws is important for your country as it can shape the lives of those around you. You can also try to become the head of a given party, and even take part in presidential elections and decide on the shape of the foreign policy of a given state (for example, who to declare war on). Career in politics is obviously not easy and in order to succeed in it, you have to have a good plan and compete for the votes of voters.


You can go bankrupt or become a rich man while playing the stock market.

The international war.

The last and probably the most important module is military. In E-Sim, countries are constantly fighting each other for control over territories which in return grant them access to more valuable raw materials. For this purpose, they form alliances, they fight international wars, but they also have to deal with, for example, uprisings in conquered countries or civil wars, which may explode on their territory. You can also take part in these clashes, although you are also given the opportunity to lead a life as a pacifist who focuses on other activities in the game (for example, running a successful newspaper or selling products).


At the auction you can sell or buy your dream inventory.

E-Sim is a unique browser game. It's creators ensured realistic representation of the mechanisms present in the real world and gave all power to the players who shape the image of the virtual Earth according to their own. So come and join them and help your country achieve its full potential.


Invest, produce and sell - be an entrepreneur in E-Sim.


Take part in numerous events for the E-Sim community.


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