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Thread: [EMPIRE4!] IC Thread

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    Default Re: [EMPIRE4!] IC Thread

    The Stormcrown Dominion

    Regions 6, 5, 4, and 3


    Actions
    1. [Diplomacy] Stabilize Astrand (Region 14) 14
      With the surprise bequest from Dvatla, the Dominion is left with holdings outside of Regner for the first time in its history. However, even as Astrand threatens to erupt into chaos, the Padishah stands firm. Though once the League of White Sails, the region of Astrand has long been the destined inheritance of Fëkälis of Dvatla, recently married to the Crown Princess herself. The ties between Dominion and Dvatla are ironclad, and Fëkälis departs to take charge of the transition of power.
    2. [Military] Defend Astrand (Region 14) with 8 Units under the leadership of Magni Hestradet (Mil 9)
      Though well acquainted with violence, the Karysite declaration of war shocks the government of the Dominion. It has not even been one generation since Izbefan soldiers shed blood in defense of Avakon, and now their countrymen are treated as enemies by that city's new caretakers? Rather than fear, the declaration of the young Queen of Karys inspires only anger, from the nobility to the commons. It is only further insult that Berezia would seek to rob the future Prince-Consort of his birthright, and so Prince Magni Hestradet speeds from his wedding to Adalheidis of Sfaire to lead the defense of the region. The full might of the Dominion travels with him.
    3. [Economy] Acquire the Restored Karysite Hegemony's Trade Post for Dragonsteel in Heartsease (TP 1, Region 72) 17
      The Dominion had long existed without any true enemies, leaving her merchants unsure of the providence of any acquisition against a foreign power. Doubly so, after the embarrassing impasse with Jintha scant years ago.
      The war with Karys, however, changes things. At last, there is an enemy against whom the entire Dominion is united, and so Karaki coin begins to flow, undercutting the very industries used to fuel the Karysite war machine.
    4. [Economy] Acquire the Restored Karysite Hegemony's Trade Post for Wheat in Karys (TP 1, Region 48) 14
    5. [Intrigue] Investigate the theft of the Heart of Kidveva’dvu’j 24
      The disappearance of the Spelleater's Heart is not only an insult to the Avakonian Empire, but a slight against the Dominion and the union that had so recently united them. Atop the Godslayer Throne, Padishah Sigyn's spirit quests ceaselessly for the culprit even as well-funded spymasters begin an exhaustive search for the fool bold enough to offend Empire and Dominion both.
    6. [Intrigue] SECRET 23


    Non-Actions
    • After extended negotiations with the God King, an agreement is signed between the Dominion and the Baedshah
      Spoiler: The Western Accords
      Show
      Herein, the Stormcrown Dominion and the Baedshah affirm a bond of friendship. Joined by the shores of the Ortassa, these two powers foreswear enmity and conflict, recognizing the sovereign borders claimed by Padishah and God-King. No hostile action shall pass between them, be it naked aggression or covert manipulation. Further, citizens of both kingdoms are guaranteed safe passage within these peaceful borders, that friendship and prosperity might flourish evermore.
    • Activate the Godslayer Throne to Reduce Intrigue (-1)


    News and Rumors
    • ???


    Whispers of the Dead God
    +1 Economy, +1 Intrigue, -1 Faith

    Spoiler: Current Ruler
    Show
    Padishah Sigyn Hestradet

    Diplomacy 10, Economy 7, Faith 8, Military 8, Intrigue 9

    Spoiler: Royal Family
    Show
    Padishah Sigyn Hestradet, born 148 IR
    Meili of Kunai, born 153 IR

    Crown Princess Herja Hestradet, born 182 IR > Betrothed to Fëkälis of Dvatla, born 178
    Princess Lofn Hestradet, born 184 IR > Betrothed to Cattius Kren El Sira of Varjik, born 184
    Princess Var Hestradet, born 187 IR
    Prince Magni Hestradet, born 191 IR

    Spoiler: Relics
    Show
    The Skull of Gxe'Dhok [+2 Stability or Investigation Roll once per round]
    The Brinefather's Secret [Relic Bonuses are doubled. On ruler change, Capital gains two levels of instability. Ruler stats will change randomly every round [+1 to two random stats, failing to take an action of a stat type in a given round will reduce your score by 1 in that stat]. If you are raised to 11 or reduced to 0 via these changes, bad stuff happens. Must take a Secret Action every round. Ruler will be more psychologically affected the longer you retain possession of the Skull - GM will twist your Secret Actions using this as a guide if they feel the effects aren’t being shown otherwise.]

    The Heart of Gxe'Dhok [+2 to roll involving Magic once/round, Unknown Effects in Region Located]
    The Brinefather's Blood [All Relic Bonuses are doubled. Using the power of the Heart causes Wild Magic with unpredictable effects. Electing to not use the heart will cause the magic to discharge in other ways; further, the region the Heart is located in will be permanently changed each round the Heart remains. Moving the Heart is a Great Project, and may be impossible without appropriate means.]

    The Godslayer Throne [+1 Defense Against Secret Actions 1/round, Reduce Intrigue 1/round as a Free Action]

    Dafi's Workshops (Wazham) [The owner of the region may spend a non-Diplomacy action to utilize the Workshops, increasing the relevant stat by 1 point. This action accomplishes nothing else, but still counts for normal stat increases. However, every time this action is taken, a d16 will be rolled, with a negative event corresponding to the result occurring as the Tomb takes its toll.]
    Spoiler: Dafi's Horrors
    Show
    1 - Diplomacy - International Incident! Reputation loss
    2 - Diplomacy - Disturbance and protests! Unrest
    3 - Diplomacy - Negative Cultural Identity
    4 - Military - Disease! Unit Loss
    5 - Military - Hordes! Army appears
    6 - Military - Insubordination! Negative mil spec
    7 - Economy - Ruin! TP destruction and resource requirement
    8 - Economy - Bandits! Supply difficulties - roll penalties
    9 - Intrigue - Corruption! Negative techs
    10 - Intrigue - Disloyalty! Anti-Spymaster
    11 - Intrigue - Sabotage! Loss of stuff to nearby foes or Orgs
    12 - Faith - Curse! Region-specific penalties until cleansed, Cursed Holy Order
    13 - Faith - Apathy! Loss of faith and discord with religious head!
    14 - Generic - Disruption! An action next turn is negated
    15 - Generic - Setbacks! Lose two points from a random stat.
    16 - "Nothing" Happens
    Last edited by TheDarkDM; 2019-04-16 at 12:26 AM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
    Show
    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!