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  1. - Top - End - #1
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    Morph Bark's Avatar

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    Default EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    This is an old thread. The new thread is here.


    EMPIRE!
    Gods, Kings & Adventurers

    Current Year: 396-400
    IC thread: click!
    Dice-Rolling thread: click!

    Professor!


    Welcome to EMPIRE! A game of gods, kings and adventurers. In this game, you will play a character, a ruler of a region. And once s/he dies, you will play their heir and so on, continuing on the family legacy. You scheme, discover and conquer your way towards becoming the most-remembered person in history. Respected, loved, feared.

    This world will start as a simple one similar to the early Middle Ages, but through the actions of players and random events the scope of the world will expand, science marches on and magic may even be introduced to some lucky ones. For now, magic is nowhere to be found, though monsters may exist in players’ regions or beyond their borders and supernatural phenomena can take place.

    Best beware if you want to ensure your legacy.


    If you want to become a player and all regions are currently taken, don't worry. New regions can always be added in during play, and we can put you on the waiting list in the meantime should no regions be available at this time. If Empire interests you, but you don't want to play the game, you can always partake in the Freeform RP threads that are open to everyone, or even in its World-Building threads. See the list at the end of this post.


    Be warned! This is primarily a game of world-building, but contains some strategic elements, secretive scheming, and both cooperation and vehement competition between players at times. It's all easy enough to understand once you've read through the rules of this post, and GREAT fun to play in and talk with all your co-world-builders in this thread, but keep in mind that in the game itself, IC, it can be a very bumpy ride. Let us ask questions, help each other, communicate, cooperate, build and have fun OOC, even as we bash each other's brains in IC.

    Also, if you have a question, and you can ask a player (about their region or people, for instance), ask them instead of the GM. If you can ask it in the thread, do that instead of via PM. The GM's PM inbox is regularly cleared and thus things can easily get lost, so try keep it to secret stuff and (IC) reactions to stuff you get in your own inbox.


    Atlas and Player List
    Spoiler: Atlas
    Show
    Natural Map (terribly outdated, but eh)


    Regional Map


    Region Number
    Player
    Region Name
    P1 Chacmon Mictlanpa
    P2 ___________ (available) Wenyavuk
    P3 Tychris1 ___________
    P8 Chacmon Tletica
    1 Chacmon Gunung
    2-A Logic Celero
    2-B Logic Bereginia
    3 QuintonBeck Nyroth
    4-A WaylanderX Kasumor
    4-B WaylanderX Shikurai
    5-A NPC The Heartwaste
    5-B Silverbit Eyrecradia
    6 QuintonBeck Woodwind
    7-A Chief Calorum
    7-B WaylanderX Gwrîstîn
    8 QuintonBeck Aloren
    9 zabbarot Genivana
    10 ImperatorV Hrathan-Tuor
    11-A Zap Dynamic Raaneka
    11-B Zap Dynamic Ayava
    12 avr Qarimos
    13-A TheWombatOfDoom Lyradis
    13-B Silverbit Razdis
    14-A SamBurke Guilder
    14-B Silverbit Elbaraz
    15-A WaylanderX Zargrim
    15-B Silver Ablaze Keldagrim
    16-A Arutha Pryonia
    16-B Arutha Galie-Noiret
    17-A NPC Tekorva
    17-B NPC Yorukuni
    18-A Tychris1 Sympolemou
    18-B Tychris1 ___________
    19 NPC Domhan Abhaile
    20-A Lord_Burch Bordeux
    20-B ___________(available) ___________
    21-A Silverbit Sulvan Primarchy
    21-B ___________(available) ___________
    22 Elemental Ashenia
    23 Lord_Burch Crima
    24 lt_murgen Tar
    25 lt_murgen The Jeweled Cities
    26 Lord_Burch Cassia
    27 moossabi Scla'ca
    28 Elemental Hazaria
    29 moossabi Alydaxis
    30 ImperatorV ___________
    31 TheWombatOfDoom Grmanhil
    32 TheWombatOfDoom Selyra
    33 Rizban Bracia
    34 NPC Bor-Teire -- Salterri Imperium
    35 Rizban Salteire
    36 NPC Aus-Teire -- Salterri Imperium
    37 NPC Pontensulae -- Salterri Imperium
    38 NPC Penoccident -- Salterri Imperium
    39 Logic Propinlonge
    40 Lord_Burch Solus
    41 moossabi Glirfrey
    42 moossabi ___________
    43 Elemental Angan Anvale
    44 Elemental Kyaralath
    45 __________ Lacertia
    46 Chacmon Intepeuh
    47-A Kitsanth Niskovia
    47-B Rain Dragon Halja
    48 ___________ ___________
    49 Lord_Burch Errelosse
    50 HisHolyAngel Sycia
    51 HisHolyAngel Felitora
    52 BladeofObliviom ??? ("GLWIH")
    53 SamBurke Maos
    54 SamBurke Rannara
    55 __________ Sah'raa
    56 BladeofObliviom Skarval
    57 BladeofObliviom Frosskov
    58 BladeofObliviom Estglaz
    59 BladeofObliviom Glazfell
    60 TheWombatOfDoom Borlmyn
    61 TheWombatOfDoom Requiem
    62-A Aedilred Jarrland
    62-B ___________ ___________
    63-A NPC Discordia -- Salterri Imperium
    63-B ___________ ___________
    64-A Aedilred Vennland
    64-B ___________ Mulharum
    65 Rizban Campestrus Pratum (formerly Minotron)
    66 Salterri Imperium (region name unknown) ___________
    67 DurkBlanston Palas Caercia
    68-A ReaderAt2046 Pavonia
    68-B ___________ ___________
    69 ___________ ___________
    70 Lord_Burch ___________
    71 ___________ ___________
    76 ___________ ___________
    77 ___________ ___________
    86 TheDarkDM Tzalteclan
    87 ___________ ___________
    90 ___________ ___________
    120 ___________ ___________
    121 qazzquimby -- reserved ___________
    122 Yarghenforgen The Broken Enclave
    130 ___________ ___________

    Spoiler: Stuff Already Determined
    Show
    Some regions are already partially determined in what resources or terrain features they have. If you are a new player to the game, you may contact Morph to see if the resources may be waived so you can use all of your own ideas for it. (As a new player you always start with 3 resources, so if a region listed below has less than 3, you always gain extra to bring you up to 3.)


    Region 69 has 120000 inhabitants, toma nuts as a Good resource, quartz as a Good resource and one undefined Good resource.

    The Glazzfel Hegemony has found region 82! It has 82.000 people and a Great resource of mud, thanks to the presence of small mud volcanoes. They seem great for mudbaths, though the residents looked on oddly, as they find the mud to be a kind of food for their kind. There is also a Good undefined resource.

    Tzalteclan has found region 84! It is a large plains region, with a very arid north. It has one undefined Good resource and one Good resource of gold.

    The Jarrs have found region 88! …why do these people have basket greatswords like Marrik? There are 84000 people, a Good resource of fish and a Good resource of saffron and ginger spices. The people have bred many kinds of fish they find pretty, and in some of their cities there are even fighting pools for some aggressive fish.

    Palas Caercia has found region 93! It has 69.000 people, a Good resource of gnarls and a Good undefined resource.

    The Jarrs have found region 124! Regions 120, 121 and 122 have been spotted nearby, 120 and 121 having thriving populaces (reserved by new players). Region 124 has two undefined Good resources. Region 122 has one undefined Great resource. (Jarrland receives only exploration bonus for region 124.)

    The Alydaxian Dominion has found region 132! It is a very humid and forested region with a cliffy cloast. The inhabitants are birdlike and colorful and tend to blend in well amongst the dense flowery canopy. It has one Great resource of dyes and one Good resource of ambrosia, created from nectar.

    The Alydaxian Dominion has found region 133! “Zhèxiē shì shénme xīyì zuò zài wǒmen de tǔdì?” It has 54000 people, a Good resource of rubber and a Good resource of shedding trees.

    Palas Caercia has found region 134! It has 99.000 people, a Good resource of leviathans and a Good undefined resource.


    A region number with an A after the number is an aboveground region that has another region situation below them, an underground region with the same number with a B (A for “above”, B for “below”). Regions marked “inactive” or "not yet active" are either not yet finished by the claiming player. Regions marked "available" are up for being claimed by prospective players on the waiting list as soon as several people are on the waiting list and the GM has expanded the map far enough to have room for them.

    Regions remain reserved for two weeks from the moment of reservation, after which the prospective player is taken off the list again.

    Due to high amount of interest, there is now a waiting list. If you wish to be put on this list, simply post to say so. If a player becomes inactive, you can take over their region, or if new regions are discovered through exploration. Later in play, certain "special" regions may be added as well.

    WAITING LIST
    qazzquimby (has reserved 121)
    ___________
    ___________
    ___________



    The Rules of the Game
    See next post.


    Game Masters
    Head GM: Morph Bark
    Duties: Handling secret actions, agents, region acquisition, new players, inactive players, NPCs and Events. Introduces new game elements to enhance the game or changes rules if deemed necessary for game balance.

    Assistant GM #1: TheWombatOfDoom
    Duties: Handling ruler attribute scores and increases, succession laws, countries and races, alliances, resources, channeling the results of trade and imports from the Trade Overseers, and the FAQ.

    Assistant GM #2: WaylanderX
    Duties: Tracking population, army sizes and army composition, Winning Tactics.

    Assistant GM #3: zabbarot
    Duties: Handling religion and keeping track of (Great) Projects.

    Assistant GM #4: QuintonBeck
    Duties: Tracking Technologies, their spread and their bonuses.

    Trade Overseers:

    QuintonBeck - North Central Trade Region (NCTR)

    Aedilred - South Central Trade Region (SCTR)

    Rain Dragon - West Trade Region (WTR)

    HisHolyAngel - East Trade Region (ETR)



    ~ ~ GM Data Collection ~ ~
    All the information on rulers & regions

    Prologue: The Rules (Part 2)(Morph)

    Chapter 1: Round Updates (Wombat)

    Chapter 2: Rulers (Wombat)

    Chapter 3: Trade & Alliances (Wombat)

    Chapter 4: Military & Population (Waylander)
    Agents (Morph, for now)

    Chapter 5: Technologies (QuintonBeck)

    Chapter 6: Religion & Great Projects (zabbarot)


    Appendix I: New Player Tips and Advice (Morph)

    Appendix II: FAQ - Frequently Asked Questions (Wombat)

    Appendix III: History of Telluris (Rain Dragon)





    Extra Player Resources (For the Players, By the Players)
    Heraldry Generator (thanks, Logic!)
    Family Banner Generator
    Flag Generator (thanks, Logic!)
    Family Tree Builder (thanks, zabbarot!)

    Should there be anything incorrect or not updated yet about any of the above tables it’s always possible that the GM or co-GM in charge of that has missed it. If so, please feel free to inform us with the proper, most updated information.



    Additional Role-Play Threads
    The following is a list of role-play threads related to the game of EMPIRE! Some are to work out in-game actions, others are fluff first and foremost.
    Grand Ball (Year 336)
    1st Raaneki Games (Year 347)
    Central Sea Conference (Year 353)
    First World's Fair (Year 358)
    2nd Raaneki Games (Year 362)
    Zwergkampf (Year 373)
    People Against Invasion North (Year 371-375)
    3rd Raaneki Games (Year 377)
    2nd Grand Ball of Telluris (Year 381, various threads inside)
    Expedition to UnderSulvan (Year 385)
    Jeweled Cities' 50th Anniversary (Year 387)
    4th Raaneki Games (Year 392)
    Fires in the West: THE BALEFROG RISES (Year 399)
    Fires in the South: MARCH OF THE DEAD (Year 399)
    Celebration of the New Century (Year 401)
    5th Raaneki Games (Year 407)
    Second World's Fair (Year 408)
    Voskhozhdeniye Dance (Year 412)
    Jarrow Weddings (Year 415)
    Unification Feast (Year 416)
    Frost Moon Festival (Year 417)
    Sakaru Mitsura (Year 418)
    6th Raaneki Games (Year 422, ongoing)

    Spoiler: Private threads
    Show
    The threads in this spoiler are all private threads, meant to only be read by those who were invited to take part in them. If MORE than 25 years (5 rounds) have passed, you are free to read them. Threads with permission granted by the main participants are also fair game. For that reason, I have further highlighted which threads are found generally okay to read by marking their tag in green and the ones you'd better steer clear of for the next few rounds being marked in red.

    [Round 2, Year 336] Grand Conference
    [Round 6, Year 356] A Clash of Nations
    [Round 9, Year 375] Interrogation of Qzare Xiu Wandao
    [Round 10, Year 376] Heartwaste Conference
    [Round 10, Year 377] Visit to the Heartwaste
    [Round 10, Year 380] Comitatus Judex Primus
    [Round 10, Year 380] Jostling the Hive
    [Round 11, Year 381] Royal Society for the Prevention of Cruelty to the Qzare
    [Round 11, Year 381] Paco and Fabula
    [Round 13, Year 392] Moonshroud Festival
    [Round 14, Year 399] Warrior Queen, Blazing Avatar
    [Round 14, Year 399] Bring Me the Head of Tupelo Cornus
    [Round 14, Year 400] Fires in the North: LORD, BURN ALL THE WORLD
    [Round 18, Year 416] Princely Road Trip
    [Round 18, Year 416] Silver Summit
    [Round 18, Year 420] Dragons in the Capital


    Freeform Role-Play Threads
    The following threads are in the Freeform Role-Play forum and can thus be entered by anyone, including people who do not play the game part of EMPIRE!
    Blazing Temple (Any Year, ongoing (by invite))
    Cantus Sai (Year 366)
    Last Visitation (Year 369)
    Summit on the Summit (Year 372)
    Technical Institute for Brilliant Minds (Year 375, ongoing)
    Academy of Culture and Prowess (Year 386, ongoing)
    Northbound: The Polar Expedition (Year 388)


    Fluff-Building Threads
    The following threads are purely for expanding on existing fluff or theorizing about the history or make-up of the world. Some of them are in-character role-play bits, some are projects for creating maps, others are quotes or excerpts from books.
    Pre-History (World-Building, pre-Year 1, pre-Year 330, ongoing)
    Rajurdic Codex (Year 338+, ongoing)
    Scrolls of Prowess (Year 349+, ongoing)
    Bestiary of Telluris (Year 354+, ongoing)
    Regional Maps (World-Building, ongoing)
    Northern Hemisphere Star Map (World-Building, ongoing)


    Previous Main Thread Incarnations
    Last edited by Morph Bark; 2014-08-21 at 02:28 PM.
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  2. - Top - End - #2
    Titan in the Playground
     
    Morph Bark's Avatar

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spice and Everything Dies!

    ~ ~ Them's The Rules ~ ~

    Below in all the spoilers are the rules, with headers describing their general contents. Newly added rules are put in Green text. Some rules sections have [advanced] next to the title. These sections are a little more rules-intensive and aren't necessary to play the game, unless you want to perform the specific actions they deal with. New players do not need to read these sections until they feel they are ready and want to perform those actions. This helps making learning the game a little easier.


    A Note on Magic
    Magic is not available to the players unless explicitly given to them by the head GM throughout the course of the game. Empire is a low-magic setting overall. There are magical beasts, supernatural occurrences and the occasional miracle, but spells are only available to one in a thousand people in a handful of regions who have been explicitly given it by the head GM. Magic is purely fluff and rather low-power. Only when magic comes into conflict with itself does it escalate, meaning that while a mage is little threat on their own, a duel between mages can escalate over time as the magical power increases due to the conflict.


    Starting: Creating a Region
    Spoiler: The Basics
    Show
    In EMPIRE! you start play as the ruler of a country, the head of their family that rules one of the regions. You perform actions to improve your ruler and country and their position in the world through alliances, trade, finding your children suitable spouses, researching new technology and waging war. Once your ruler dies of old age, disease, accident or murder, their heir takes over, becoming your new ruling character controlling the nation.

    Describing Your Country
    When a new player enters the game, they first must claim a region and describe it in fluff. If there currently aren’t any claimable regions, or there are people on the waiting list, prospective new players are put on the waiting list to await their turn. Some regions are of a special type, which you can find below under "regions and region types".

    Population: A new region starts with a population of 30,000 + (10d10 x 1,000). Underground regions start with 15,000 + (8d10 x 1,000). Polar regions start with 3,000 + (3d10 x 1,000). If you take over an existing country from a retiring player, you don’t have to reroll Population. Population is increased by the GM every few rounds. War decreases the amount population is increased by, while having variety in food resources (in your region and imported) increases the amount.

    Terrain: Describe the physical features of your selected region, including three major landmarks—no more, no less.

    People: Describe what the people in the region generally look like. You are free to throw in little details about their culture as well. What race are they? What do they do in their daily lives? It might be a good idea to see what your neighbours’ people are like, because yours and theirs are likely similar in some ways, or at least have some interesting interaction possibilities.

    Resources: Describe three major resources that can be found in the region, as well as at least one resource the people will have to import from outside out of necessity or desire (for religious rituals or cultural reasons). You can have something that doesn't exist in the real world as a resource, such as special metals like mithril or adamantium, or things that would be great for alchemy or chemistry or certain technologies, but to start using these requires a technological advance of its own. It can prove hard to get it at first, but most things that are hard to acquire are very much worth it. These three resources start at [Good] quality. The import necessity will not be automatically satisfied; you have to strike a deal with a player who has it as a resource to trade it with you.

    You can trade resources with other players. If a resource is Good you can trade it resource with up to 3 other players and if the resource is Great you can trade it with up to 6 other players. Effectively, this means a Good resource has 4 ‘stacks’ of that resource, whereas a Great resource has 7 ‘stacks’ of that resource that can be used in that round. If you trade with other players, you effectively give them one stack of your resources every round in return for one stack of one of their resources (or in return for a service). One of these stacks always remains in the region it originates from. You cannot stockpile resources for later rounds.

    Religion: Religion is very important in EMPIRE! When a player enters the game, their people are either pagans (animist, shamanist, druidist, unorganised religions involved with spirits, ancestor worship) or adherents of the Lord of Fire. The Lord of Fire is the god of a monotheistic religion with the Blazing Avatar as its head, who resides in a temple city in the mountains. The Blazing Avatar is said to channel the Lord of Fire himself and is an important figure throughout the continent, but cannot directly interfere. Gaining his support can be helpful or have unusual effects. Players can introduce their own religions with a special action if they have a Faith score of 5 (see below), raising an existing spiritual cult to official status, introducing something entirely new, or making a major change to an existing religion in their region.

    Besides these things, regions also have a list of Technologies available in the region. The technology level at the start of the game is roughly early Medieval times, so things like plate armor, book-presses and complex siege weapons don't exist yet. Players can introduce new technologies through their actions (see below, under Curiosity).



    Region Types
    Spoiler: Regions
    Show
    The standard type of region is a land region. Land regions can have a large variety of terrain types and resources. Regions have a default limit of 4 resources per region, 2 of which can be Great resources. However, this can be expanded by using miracles (if appropriate to the religion), a Great Project using a technology that could help with the resource you want to add or upgrade, or GM-adjudicated event.

    A player can have no more than 5 regions under their direct control. To have more regions fall under their realm, they will have to vassalize other players, which requires having a Great Kingdom.

    Besides this standard region type there are several others:

    Underground Regions
    Underground regions are regions that occupy the same area as a land region, but are situated below them. They are noted in the tables by adding "below", "belowground", "underground" or simply a "B" behind the number. Not all land regions have an underground region below them. Check the atlas and region name table listing to see which regions have a known underground region below them. Some land regions may have an underground region below them without it being known yet. You can send explorers to check if there is one.

    Underground regions count as adjacent to adjacent underground regions and the region they are situated below, but not as adjacent to their aboveground companion region's neighbours. Underground regions have no hard restrictions on resources as of yet, though it makes more sense for them to more often have mined resources.

    Island Regions
    Island regions are easy to recognize from the map, as they are a region completely surrounded by sea (or near-completely, in case of a peninsula/island region combo). Island regions can be attacked and defended by any unit type (land, naval, aerial).

    Polar Regions
    Polar regions are regions that are near the North or South Pole. Polar regions have a hard cap on the amount of resources they can have. Namely, they can have no more than two resources native to the region and food resources cannot rise above Good quality.



    Starting: Creating Your First Ruler
    Spoiler: Rulers
    Show
    All player characters have the following attributes: Diplomacy, Military, Curiosity, Faith and Luck. When a new player starts, they roll 1d4 for each attribute, and then place them where they want. They may add 1 point to two of their attributes beyond that.

    You can make your rolls in this linked thread. Be sure to read the guidelines in the opening post there, and link to it in your compilation post with the ruler and country info. If you roll more than one 1, you may reroll any 1s beyond the first once. If you have more than two 1s after the reroll, those 1s become 2s (you are still left with two 1s).

    Changing Rulers
    Changing rulers is a non-action. If your current character dies or abdicates the throne, their heir takes their place. Usually this is the oldest child, but other succession laws may be in place (oldest son or oldest daughter, for instance). Roll 1d4 for their attributes, in order. They get a +1 in any attributes that their parent had a 4 or higher in; and a +2 in any attributes their parent had an 8 or higher in. Children who are adopted also receive these bonuses (children are always adopted at a young age and thus their new parent has a profound effect on their education).

    If the new ruler is not a child of a previous ruler, they only get a +1 to two attribute scores (chosen freely), but may arrange the rolled scores freely, as with the first ruler of a new player. Regents who rule while the heir waits to come of age fall under this category as well. Regents cannot perform Special Actions. Regents can become legitimate rulers through a coup d'état and ridding themselves of the heir who would otherwise become the next legitimate ruler. This will enable regents to perform Special Actions.

    If you change rulers during a round, use your former ruler’s attribute scores for this round. Effectively, their decrees and commands for the current period are still in effect. If you decide to change rulers before the round starts, you can change them at the start of the turn, in which case you will use your new ruler’s attribute scores. If you want to change rulers before a round starts, you must note in the post of the previous round that you will be switching rulers. You must do this before that round ends, because posts edited after that round has ended will not have their actions be counted.

    Please link the rolled stats for your new ruler in your IC post in which they first come into play.



    Rounds
    Spoiler: Rounds
    Show
    Each round will take (roughly) one OOC week (5 years in-game) and will be announced by the GM when it starts. The GM will close the previous rounds first and use the intermediate time between closing a round and starting the next to update information and create Events. During each round you have five actions you can spend doing things.

    Rounds are one week. If players haven't posted by the end of that week, their round is considered wasted. If all players have posted before the end of that week, the next round may start sooner. Rounds start on Sunday morning. Some players may only have time on weekends, and I figure they still might not have all weekends available. This way, they can post one round's actions on Saturday, and the next round's actions the day after, not needing to worry about it until Saturday two weeks later (unless they have conversations standing with other players).

    Important to note is that the effects of actions don’t kick in until the end of the round. Armies raised in a round can therefore not be used until the next round, attribute increases only are added at the end of the round, and newly discovered resources or newly acquired technologies cannot be used until the round after they were introduced in your region. This is primarily because it makes keeping track easier for the GM and co-GMs.

    New Player Bonus Actions
    New players receive five bonus actions in their first round. This is so that new players can catch up with older players, using the actions to raise a number of troops, use Attribute 5 Special actions or even start with a finished Great Project. That’s right: you may spend multiple of these bonus actions on the same Great Project, resulting in a finished Great Project if you spend all of them on it. New players are barred from a few things with these bonus actions, however. These bonus actions may not be used to explore or colonize other regions.

    Because aspiring players are put on the waiting list until there are multiple of them, new players can cooperate and coordinate their bonus actions to great effect, allowing starting players to make a big impact.

    Secret Actions
    You can spend one of your five actions in a turn doing a secret action. This secret action can be anything you want to keep secret from other players, such as a secret Great Project, spreading (false) technology, covert religious conversion or sending spies to another region to discover secret plots, for example. You have to send this secret action to the GM for verification, otherwise it will not be counted. Secret actions can be revealed at a later date, either by the player, the GM, or through the actions of other players.

    Secret actions do not count for attribute increases.


    Secret actions have been removed for the time being, because I won't have enough time to deal with them for the foreseeable future.

    Projects
    Some things may take more than one round to complete. These are called ‘projects’, and you need to spend one action per round on them. You cannot spend more than one action per round on a project. Some take only 2 rounds, like making the roads a little better between your cities. Some are Great Projects that take 5 rounds, like making a road network between all your towns, cities, fortresses and bordering countries, a Great Wall, an Underway or some amazing wondrous building.

    Acquiring New Regions
    New regions can be acquired and come under your control in several ways. Conquest is one of the simplest ones (detailed under Military below). Another is by marrying yourself or your heir to the heir of that region, as long as the marriage makes it so that they become part of your family (instead of your heir becoming part of theirs, which would mean game-over unless you change who your heir is). This might be easy with NPC-controlled regions, and likely impossible with player-controlled regions. Pressing a marriage claim, ancestral claim or land claim to a region is detailed under Diplomacy.

    Another way is by exploring and finding other regions and colonizing them through conquest or diplomacy, setting up trading posts or puppet rulers under your control in those regions.

    Increasing Attributes
    Every turn a player has completed their actions, they list at the end of their post what attributes they increase. Players’ rulers get a +1 increase if they dedicate two actions to actions related to a particular attribute, so if you use two actions to raise army units you have spent two actions on Military actions, for example. This would mean you then increase your Military by +1 at the end of the round. Since you have five actions, you can therefore increase two scores by +1 or one score by +2 if you spend four actions doing things related to a single attribute.

    Please note clearly at the end of your post in the IC thread which attributes you increase so that co-GM TheWombatOfDoom can clearly note it in his tables. Attribute scores are capped at 10 and each provides special kinds of actions at scores 5 and 10, some of which can only be performed once per ruling character.

    What Attribute Does an Action Belong To?
    Because it can often be unclear what attribute an action belongs to (and might increase), allow me to clarify.

    General: Any action that requires an attribute roll belongs to that attribute. Attribute’s Special actions always belong to their attribute. Doing any actions specifically underlined under an attribute’s rules—such as setting up trade posts under Curiosity—belongs to that attribute.

    Diplomacy: Forming alliances, arranging marriages or betrothals for your character or their relatives, changing laws—unless those laws specifically apply to military or religious endeavors.

    Military: Any action to raise troops or militia or utilize their services.

    Curiosity: Anything that has to do with trade or investigation—unless said investigation specifically falls under a different attribute (for instance, by utilizing military forces or priests, which may alter the results).

    Faith: Religious gatherings, prayers, dealing with the heads or priests of your religion or those of others.



    Diplomacy
    Spoiler: Diplomacy
    Show
    A higher Diplomacy score decreases chances of riots and rebellions in any lands you hold and chances of finding a good spouse. It also increases the chances of NPCs agreeing to proposals you offer.

    Actions
    Forming alliances, arranging a marriage or betrothal for your character or their children, changing laws.

    Diplomacy 5 Special
    If you have a score of 5 in Diplomacy, you can spend an action to stabilize a single region. This will prevent riots or rebellions from breaking out, which are common if you aren’t importing your people’s Import Necessity from another region, there are other claimants to the throne, the ruler is of a different religion than the people, or the country is being wrecked by natural disaster. The stability will last until the end of the ruler’s reign and may last beyond it if the region is treated well.

    Diplomacy 10 Special: If you have a score of 10 in Diplomacy, you may combine stable regions that you control into a bigger one and claim a higher title.
    • 4 or more adjacent regions combine into a Great Kingdom, becoming a Great King. Great Kings have one bonus action per round. You lose the title if you ever control less than 4 adjacent regions.
    • 12 regions (including vassals) combine into an Empire, becoming an Emperor. You must already have a Great Kingdom. Emperors have two bonus actions per round. You lose the title if you ever control less than 12 regions.


    If you attempt to form a Great Kingdom, it will be handy if you link to earlier posts where you performed the Diplomacy 5 action to stabilize any regions that are not your home region. This doesn't just help us see that you've done it for all of them, but it also gives you a double-check for yourself on each of the regions.



    Military
    Spoiler: Military
    Show
    Military actions are things that involve training or using armies, navies and aerial units in both offense and defense.

    Actions
    Raising a military unit (1000 soldiers; whether it’s an army unit, naval unit or aerial unit), training militia, defending your land or invading another region, building fortifications.

    Unit Types
    There are three unit types: land units (army units), naval units and aerial units. Land units can attack land regions and underground regions. Naval units can attack coastal regions, and if they do they can also be attacked by land units. Naval units can be used in defense of a region only against attacks by naval units. The exception to this is island regions, which naval units can also defend against land units and aerial units. Aerial units can attack land regions, but if they do they can also be attacked by land units.

    Units cannot go through countries that aren’t allied or don’t specifically allow it, so if you wish to attack a specific country that you can only reach by going through countries you aren’t allied with and that haven’t specifically allowed you to go through, then you’ll have to fight them first. If the regions you’d have to go through do not have units, you can just march on through with no resistance.

    Training Military Units
    You can raise 1000 troops (one military unit) in one action. You must specify in this action whether they are land units (army), naval units (navy at sea) or aerial units. Also, if you have control over multiple regions, you must specify in which region you train them.

    If you want to have naval units with boats, you need to have access to wood (at least as a minor resource). If you want to equip your armies with weapons, you need to have access to appropriate materials (wood, certain metals, etc). For aerial units, you need some method of flight (flying creatures, appropriate technology, magic, etc).

    The maximum amount of troops you can raise from your capital region is 10.000. The maximum amount of troops you can raise from other regions you control is 5000. Armies can never be larger than 10% in any region you control, which means that if your capital region has less than 100.000 inhabitants, or any other region you control has less than 50.000, you cannot raise up to the maximum amount of troops.

    Military units do not last indefinitely. Countries cannot maintain large standing armies, as many people will return to their towns, families and daily jobs after their term of service. A standing army of 3000 troops in each region you have can be maintained indefinitely, but every few rounds (at least 3), armies will decay and some troops will become ordinary civilians again. The amount of units that disappear in your capital region equals 10 – ½ your Military score – 3 if you’ve been in a war since the last decay. If this would put the amount of military units below 3000 in a region, the amount is instead set to 3000. If you have multiple unit types in a region, aerial units decay first, then naval, then land, stopping with decay at 1000 troops each.

    Training Militia
    You can train militia members to defend against invasions. With one action you can raise all your potential militias in all your regions. Your potential militias are equal to one 20% of your total population minus your amount of military troops in that region. If you are being invaded at the moment you try to train militia, a lot of people will be too occupied with getting their families to safety, so you will only be able to raise half the amount of people that would otherwise be available as militia. Every 2 units of militia (so every 2000 militia members) give a +1 bonus to Military rolls, making them only half as effective as normal military units. Militias only remain active until the end of the next round. For example, if you trained militia in round 4, they would remain active until the end of round 5. Like all actions, militias only come into effect at the end of the round and thus only function during the one round that comes after the round they’ve been trained in.

    Using Military Units
    You can use a single action in a round to direct the movement of all of your troops--from which regions they move and to which regions they move.

    When one of your armies clashes with that of another player or those of an NPC, both sides roll 2d10 and add their leader’s Military score and the armies’ size (+1 per unit of 1000). The controller of the region may get a bonus based on defensible terrain in the region. Either side may get a bonus if they have technology that the enemy does not if that technology can be practically used in war.

    Allies can help attack or defend a region they have army units in. If a battle takes place between more than two armies, allies only use the highest Military score available to them (or whichever player’s ruler leads the army). However, all sides must take an action to partake in the battle. The players who lead the armies must each make a Military check (2d10+their Military score+number of units under their command in that region+applicable bonuses).

    If you have multiple battles going on at the same time, you have to decide which one your ruler is leading. All other battles your country is involved in, but your ruler is not leading personally, only get half the ruler's Military score as a bonus.

    If you win two battles in a row (one in one round, the second in the next) against the same opponent in the same region, you drive them out of that region or rout their forces. If you are the invader, that means you seize control over that region. In the next round, you will probably have to spend the Diplomacy 5 Special Action on that region to stabilize it, though the rebel leader can still fight back against you if it was their last region (see Second Chances below).

    Calculating Losses
    The loser of a battle loses an amount of units equal to half the difference in roll results, rounded up. If the results were 11 and 6, that means the loser loses [{11 – 6}/2, rounded up] units, so 3 units. The winning side will have 1d4 x 10% of the base losses of the losing side (rounded down). The leaders of the battle (those supplying the Military scores and/or Winning Tactics) have a 50% chance of losing an additional 1000 troops, unless they were the only participant on their side of the battle. Each participant on either side (including leaders) that sends 2000 troops or more has a 50% chance of losing an additional 1000 troops. If no units remain on one side, their leaders are captured by the other side.

    Tactical Maneuvering
    You can use an action to perform tactical maneuvering. One tactical maneuvering action only affects a single battle in one region and is a Military check (2d6+Military). If both an attacking player and a defending player in the same region do this, the one with the higher result decides which part of that region the battle takes place in. Check a region's Terrain description to see what sort of terrain is available that a Winning Tactic might apply to, or provide some solid reasoning based on the map. Not all types of terrain are available in any of the regions.

    Military 5 Special
    If you have a Military score of 5, you can introduce agents. Agents are special operatives with specialized skills. Use one word to describe a profession or skillset. You will receive a +2 bonus on any rolls in which agents are involved and the particular action requires extensive use of that skillset.

    To train agents and use a Military 5 Special action to create them, you must either have a resource in any of your regions that is a particular kind of people (like ‘Craftsmen’ or ‘Athletes’) or you must have a finished Great Project in the form of a school (like the Kasumor Academy for Culture and Prowess). This makes agents perfect for a specific type of job and often useful as spies or for secret actions.

    You can have only one type of agent at any time. Introducing a new type with a different set of skills based on a different resource or Great Project school makes it replace the old one.

    Military 10 Special
    If you have a Military score of 10, you can introduce a Winning Tactic. A Winning Tactic gives you a +4 bonus to all Military rolls in one specific kind of terrain.

    Winning Tactics apply to one type of area only, as determined at the time the player introduces their Winning Tactic or until they change it with a new Military 10 action. They can only be utilized in regions that actually have the type of area. The following area types are examples of possibilities:
    • Mountains
    • Hills
    • Plains
    • Desert (hot and dry; does not include arctic desert)
    • Forest (includes underground [mushroom] forests)
    • Swamp
    • Inland Waters (lakes, rivers, etc.)
    • Coastal
    • Open Sea
    • Deep Ocean (underwater)
    • Underground (excluding underground forests and waters)
    • Arctic
    • Sky (requires aerial units)


    Attacks with naval units on a region can be coastal battles or take place in an area immediately adjacent to the coast or part of the coast. Coastal cliffs, for example, count as mountains in such a scenario, though from a land attack they wouldn't.

    Underground regions can benefit greatly from an Underground Winning Tactic, but underground battles can also take place in underground forests or near underground lakes or rivers.



    Curiosity
    Spoiler: Curiosity
    Show
    A lot of people are naturally inquisitive. Some like inventing things, other like exploring things for the sake of knowledge, some others find new ways to improve doing things people do every day. Curiosity is basically how a character handles things like science and economics. Creating new things, such as buildings, roads, fleets, mines and so on, takes time and effort. Clever people know ways to make it easier, quicker, and better. However, creating defensive structures or building things with the army is a Military endeavor rather than a Curious one.

    Actions
    Searching for new resources, inventing new things, searching for new knowledge, investigation, changing education systems, building schools.

    Acquiring Technology
    You can get new technologies three ways: invent it with a Curiosity 10 Special Action, get it from a friendly player, or steal it.

    If another region that you don't control has access to technology that you don't, you can send people to acquire that technology for you, either by force or by diplomatic agreement with the other player. They can just give it to you, but otherwise you can make an opposed Curiosity check, rolling 2d6+your Curiosity against 2d6+their Curiosity. If you roll higher, you acquire the technology (but only one kind of technology per action).

    Investigation
    There are two types of investigations: investigating new ways to acquire or apply knowledge, doing little projects to fluff furthering the knowledge of your country, essentially furthering science in ways that don’t require the invention of new technologies; and investigating things relating to GM-introduced events. The latter is generally what the head GM responds to, as the former is purely fluff—though it can be used as IC justification for why and how your people could have the necessary knowledge base to create a new technology in the future.

    Investigation requires a Curiosity check (2d6+Curiosity), with a TN set beforehand that can differ wildly depending on what is being investigated. You can have great success with it, moderate success, or no outcome at all depending on the results of the check.

    Curiosity 5 Special
    If you have a Curiosity score of 5, you become able to introduce a new resource in one of your regions (either previously unknown or only a Minor Resource) or upgrade existing Good Resource to a Great Resource. A Good Resource can be traded to up to 3 other regions. A Great Resource can be traded to up to 6 other regions. You can find unique resources (such as mithril, adamantine, etc) in your region, but you must be able to reasonably justify it. Such special resources require you to research technology to really utilize it. This action can only be done once per ruler.

    When a new resource comes into play, the head GM will decide whether it is a special resource that requires getting a technology upgrade (Curiosity 10 Special Action) first to start meaningfully using it, like for things like the military. Aerial unit creation always requires a technology, for instance. Using the special abilities of supernatural creatures also requires a technology to create the appropriate training programs.

    Curiosity 10 Special
    If you have a Curiosity score of 10, you become able to introduce a new technology in your regions. This requires that you already have prerequisite technologies and any resources that are necessary either through trade or as a Good or Great Resource in one of your regions. This action can only be done once per ruler.

    Be sure to check if any other players already have technologies you might use to help you, either because it's exactly what you want, or because it's a step in the right direction to help you make the technology you want.



    Faith
    Spoiler: Faith
    Show
    Your relations with the Temple of the Lord of Fire (or the head of your new organised religion) is determined by your Faith score instead of your Diplomacy score.

    Actions
    Maintaining ties with the head of your religion, creating unity among your people, maintaining morale in times of trouble, building temples or tombs.

    Converting People
    If there are regions that you are allies with, trade with (or through) or have an army in, you can spend an action to make a minority of the people there take on your religion (if it is organized). Roll 2d6+your ruler’s Faith against 2d6+their ruler’s Faith (+4 if there is a holy order of a different religion in that region). If your result is higher, you introduce a religious minority of your religious to that region. If there is already a minority present from an earlier round, you can increase this to a majority with the same kind of check (but add another +2 to the “defender”). Only one religious majority can be present in a region at a time.

    If the ruler of that region does not oppose your conversion with a Faith check of their own (opposing conversion does not require an action, but must be noted in their post with a link to the roll), or if they simply forget to make the check, you instead check against the population's base resistance of 10+defensive bonuses (including Holy Order bonuses).

    If you do not wish to have a certain religious minority (or majority) in your region, you can wage Holy Civil War on them or re-convert them. Make either a Military check or a Faith check (2d6+your relevant attribute). If you roll an 8 or higher (11 for a religious majority), they are converted to your primary religion. If you used Military, many of them are exterminated (1d3x1000 for a minority, [1d4+1]x1000 for a majority).

    Rulers may spend an action to convert to a new religion, but this may upset the stability of any regions they control that don’t have a majority following that religion.

    A religious majority in a region can be made to be the only religion in that region with another successful Faith check, but the "defender" gets a +4 bonus to their check. If the ruler of the region is trying to convert their own people, the base resistance gives a TN of 14 to hit to succeed.

    Faith 5 Special
    If you have a Faith score of 5, you become able to start a new religion and appoint a head of the religion. At least half of the people in your capital region and most of those in the regions you control will convert, turning it into the religious majority of your capital region and a religious minority in all other regions you control. This can only be done once per ruler, and you should probably do it no more than once--unless you want to make some really big changes to the religion.

    Faith 5 Special
    If you follow an organized religion, you may form a Holy Order in one of your regions if you have permission from the head of the religion (the player who created it). If you are invaded by someone of a different religion, regions with a Holy Order in them give you an extra +½ to your Military rolls. This can only be done once per ruler and they cannot have been the one to create the organized religion.

    Faith 10 Special
    If you follow an organized religion, you may request a miracle from the deity/spirit/force or one of the deities/spirits/forces that you worship. The miracle must fit with the deity/spirit/force’s theme and portfolio. Miracles can destabilize enemy regions, help win battles, uncover new or increase existing resources (from Minor or nonexistent to Good, or from Good to Great), and so on. The GM makes the call on what actually happens (and it will not have happened until the start of the next round), but you are free to request nearly anything as long as it fits the one from whom you request the miracle.



    Luck
    Spoiler: Luck
    Show
    Some effects of Luck are currently unknown. Luck also cannot be increased the normal way. Instead, every round the players take a vote and choose three players that have done a good job of expanding the fluff of the world as a whole or their own regions or characters. Those three players receive a +1 Luck bonus. In addition, the head GM will hand out a +1 Luck separately. Thus, there could be four players receiving +1 Luck, or one player receiving +2 Luck and two players receiving +1 Luck. This is an attribute increase in addition to the normal attribute increases decided by the players’ actions, because no actions are directly Luck-related. Luck checks are occasionally used for secret actions and other actions that have a questionable outcome that does not directly relate to any of the other attributes.

    Luck 5 Special: By spending one action entirely on focusing on the entrappings of fate, you can make a roll used in one of your other actions during that round become the maximum amount you could roll for it minus two, so 10 for a roll of 2d6 or 18 for a roll of 2d10.

    Luck 10 Special: By spending one action entirely on focusing on the entrappings of fate, you can make yourself succeed automatically on a task that requires a roll used in one of your other actions during that round, even if you would otherwise have been unable to hit the required Target Number. This cannot be used on a battle check.

    Luck 10 Special: Does something amazing.
    Last edited by Morph Bark; 2014-06-18 at 06:42 AM.
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spice and Everything Dies!

    Country Relationships & Ways of Expansion [advanced]
    Spoiler: Country Relationships
    Show
    There are several ways in which countries can cooperate more tightly than an alliance might allow, and many ways in which a country can expand its size and influence.

    Diplomatic Colonization
    Colonizing new regions can be done either through military force or diplomacy. Diplomacy does not require the presence of military units, but if another player's military units are present in a colonization attempt of their own, the military units' presence supersede any diplomatic attempts at colonization. Regions with military units in them cannot be colonized and must be either conquered or claimed.

    When colonizing a region, you must make a Diplomacy check (2d6+Diplomacy). If the result is at least 10, you succeed in getting the people of the region on your side and therefore the first round of colonization is successful. The second round does not require a roll unless you are opposed.

    For every region a player has beyond their capital region, the Target Number rises by +2. If the target region they are trying to colonize does not border their capital region, the Target Number rises by +2 as well. For example, if a ruler with four regions tries to colonize a region that borders one of their regions, but does not border their capital region, the TN for the Diplomacy check is 18.


    Sometimes, more than one player is trying to colonize the same region through Diplomacy. If this happens, either one of the players decides to stop and go look elsewhere, or they both make the Diplomacy check to see who is more successful in the colonization. They do this during both rounds of the colonization process. The person who wins the first check gains a +2 bonus on the opposed check during the second round. The winner of the Diplomacy check during the second round is the one who successfully colonizes the region entirely. Of course, a player may choose not to continue colonization if they lost the opposed check during the first round.

    This also means that if someone starts colonization in a later round than someone else, they’ve already lost, unless they bring military troops instead. (Military force will thwart diplomatic missionaries, but will certainly be opposed by the people there, who may ally themselves with the diplomatic missionaries’ country of origin and rebel against the invaders.)

    The player who discovered the region gets a +2 bonus to the Diplomacy check. This is so that explorers do get a bit of an edge, but don’t start the actual colonization process yet and may still be thwarted by more diplomatically successful colonizers.

    Pressing Claims on Other Countries
    A situation has arisen! Another country is without a ruler! Or perhaps they have a ruler that you simply don't like very much, while you do like their land?

    In case they happen to be a player, you can stake your claim and press it in an act of war! Don't forget to send your declaration of war to them!

    In case they happen to be an NPC, you're in luck! It's pretty easy to press claims on them. In the world of Telluris, nobody knows why some just happen to be easier to press against. Perhaps the Weave of Fate simply weaves more strongly around those who might alter the course of history.

    You can press a claim if you:
    1. Have a relative of your ruler married to a direct descendant of one of the target region's earlier rulers. The more recent that ruler ruled, the stronger the claim!
    2. Have ancestral ties to the target region. These claims are generally less strong than a marriage claim, unless a large amount of your people can trace their lineage back to that region. [This only works for regions, not full countries.]
    3. The target country used to be part of your country, but they split off due to either revolution or peaceful splitting on part of either the people or previous rulers of your country.
    4. You've fabricated a claim in an earlier round that was still during your current ruler's rule.


    To press a claim, you must:
    1. Spend an action on it, of course!
    2. Roll a Diplomacy check and link it in your actions post (just like all other rolls should be).
    3. If the result is at least 10, there is some support for your claim. If the result is at least 15, there is a lot of support for your claim. If there are other players pressing claims at the same time, the highest roll wins.


    If you have some support (check result of at least 10) and have rolled the highest, you must spend another action next round to gather more support for your claim (requiring another Diplomacy check result of at least 10). If you have a lot of support (check result of at least 15) and have rolled the highest, you'll have claimed the target region or country by the end of this round.

    Other claimants (players with a claim) who lost may attempt to create rebellions in the target region or country in a revenge attempt--or a final resort to get the target region or country for themselves should the rebellion prove successful somehow.

    Claimants may also forfeit their claim to support another claimant, providing a +2 to the other claimant's Diplomacy check result. Rulers of neighbouring regions that border the region being claimed may support claims as well, providing a +2 bonus to those they support. The bonuses from multiple neighbouring rulers do not stack.



    Trade Posts
    Players are able to set up trading posts in coastal regions if that coast borders an ocean that one of their own regions borders as well, or in regions that border one of their regions directly by land. A trading post takes one round to set up. Once set up, the player effectively gains a one-stack copy of one of the resources in that region that is shipped to their capital region. This does not decrease any available stacks of that resource to the player who controls that region.

    A region can only have two Trade Posts in it. The Trade Posts may have two different resources they copy a stack from, but if they want to copy it from the same resource, that resource must be a Great resource.

    A trade post can be attacked and attempted to be seized by other players with a military action (an act of war) or by buying them out. To seize it with military action, you need to send troops to it. If they are unopposed, they succeed. If they are opposed, you seize it if you manage to defeat the opposing troops. To buy them out, you need to succeed at an opposed Curiosity check (the defender gets a +2 bonus to this check).

    If the player controlling the region a trade post is in takes over that trade post, it is effectively destroyed. If another player takes it over, they can destroy it with an action or let the region’s controlling player destroy it, if they wish, or they can start using it as their own.



    Vassals and Lieges
    The nations which rule over other nations (known as “Lieges”) do so in two primary ways: either by agreement from the natives, or by takeover through conquest, colonization or presses of claims. The following rules deal with the former, in which the natives of a region strike an agreement with a more powerful state. To become a Liege, you must already have a Great Kingdom.

    In this kind of relationship the larger, more powerful country is called the Liege and the smaller one the Vassal. Liege and Vassal states commonly share borders or both have a coast on the same ocean. Liege and Vassal states do not have to share borders in this manner, but not sharing borders will allow the lands that lie between them to block transport of resources and troops. To become a Liege state a country must have a Great Kingdom with at least one military unit trained in each of their regions.

    There are two ranks of vassal: lesser vassals and greater vassals. Usually a country has specific names or ranks for these. A lesser vassal is limited to their liege’s amount of regions - 1. Lesser and greater vassals may use one of the Liege’s scores in place of theirs, once per round. This cannot be used for Special actions. A greater vassal is not limited in the amount of regions they may have.

    A greater vassal is defined as a vassal who has formed a Great Kingdom. A vassal can only form a Great Kingdom if its Liege has an Empire. Greater vassals can have vassals of their own, but those vassals can only be lesser vassals. Lesser vassals of a greater vassal may use one of the scores of their direct Liege (the greater vassal) or their ultimate Liege (the Emperor/Empress). They may still only do this once per round. Lesser vassals cannot form a Great Kingdom.

    When a player forms an Empire, any time they switch to a new ruler, that ruler gains extra attribute bonuses. For each greater vassal that an Empire has, they receive one +1 bonus to one of their attributes. The attribute that receives the +1 bonus for a particular greater vassal is chosen by the player of the greater vassal, allowing them to give their Liege a higher attribute of their choice. Usually this will be an attribute that the greater vassal sees themselves wanting to use, but won’t be increasing through their own actions.

    Certain agreements may be signed after discussion between players in addition to the standard rules for Vassals and Lieges. Marriage agreements and some tribute in resources are often one of them. Some lieges forbid their vassals certain actions, like spreading religions not their own or aggressive military actions. Others require them.



    Federation
    A Federation is a group of countries who band together to form one country, with the constituent countries becoming ‘states’. Each of these states functions the same as a non-confederated country played by any other player and can have colonies of their own.

    Forming a Federation
    Forming a Federation requires at least three participating players/countries, all of whose regions must be politically stable (due to being primary regions or through Diplomacy 5 Special actions). Each must set up a Great Project to create the Federation together, and the Federation isn’t created until all three (or more) Great Projects are finished. If another player wants to join the Federation, it is a small project (2 rounds) for them and a small project for one of the members of the Federation, thus making it harder and take more time to join a Federation than it would to join an alliance.

    If one of the participants in the creation of a Federation is unable to post their actions during a week, they may count their Great Project as having continued that round regardless, if they do post the round after that and continue it. Unlike normal Great Projects, the forming or joining of a Federation cannot be assisted by others.

    Benefits of a Federation
    Members of a Federation can make diplomatic agreements of alliance for the Federation as a whole, or trade agreements for any regions that are part of the Federation. However, if the state controlling a region part of such an agreement does not agree with an agreement another Federation member makes, they may veto the agreement.

    The heads of the states within a Federation each specialize in a particular political style (kind of like they are ministers in a parliament or senators from different political parties). All members must choose one attribute (Diplomacy, Military, Curiosity or Faith) to specialize in. They gain one extra action per round, but must spend two of their actions during any round on that attribute. They must also choose one attribute that they neglect, and they may never spend actions on things related to that attribute. Of course, they can be clever and spend it on similar actions that just happen to be related to another attribute as well, but keep in mind that some actions are very clear on what attribute they belong to. Anything requiring an attribute roll is clearly related to that attribute, for example, and exploration is always Curiosity.

    If a player who is in a Federation cannot post during a round, other members of the Federation may take their specialized actions. For example, if the player specializes in Diplomacy, the other members may take two Diplomacy actions on their behalf. Two members of a Federation may specialize in the same attribute, but no more than that.

    If a member of a Federation posts less than five actions during a round, it’s okay if none of them are of their specialized attribute, just as long as none of the actions are of their forbidden attribute.

    Downsides of a Federation
    No member states of a Federation may be a Great Kingdom or form one. If an aspiring member state has a Great Kingdom, they must dissolve it before starting their project to create or join a Federation. Aspiring members of a Federation may not be Wards of a country that isn’t part of that Federation, but they may be Wards of a Federation member state. When the country joins the Federation, they are free from their Liege and no longer are a Ward, as they are now on equal level as them within the Federation.



    Game Over and Second Chances
    Spoiler: Game Over and Second Chances
    Show
    It's Game Over for you if your character dies without an heir, or if their heir is married into another family.

    If all your regions have been lost, your ruling character (or their heir if your ruling character dies in an invasion) can become a rebel leader. They can try to take back their lost region (or acquire a new one) until their death, but while they have rebel leader status they have only two actions per round. This allows a player a second chance when they lose their last region.

    As an alternative, a player for whom it’s game over may re-apply for a new region as any other new player can. They are then put on the waiting list, unless there are new regions already available. They then start anew, fluffing the new region (unless it comes pre-fluffed) and making a new ruling character to start with.



    Inactive Players
    Spoiler: Inactive Players
    Show
    If a player goes absent, I'll PM them three rounds later, and if they haven't posted by the fourth round afterwards, the region can be re-claimed by a new player for one week. If nobody claims it (feel free to invite someone to), then it becomes an NPC nation. If a new player claims it they may decide to simply take over the region as it is the way the old player left it, unless the old player gave note that they want their region to go away if they leave. However, if the old player had any marriages with other player's families, they can lay claim to it, and I won't make the old region go away. Instead, it becomes a free-for-all for all those who have a claim to it, plus whatever rebel forces there may be.

    Sometimes a player can be only temporarily absent. If a player does not post during a round, but others are using actions to make and confirm deals with the temporarily absent player, and the GM knows about it beforehand, then the action holds without the absent player having to spend an action on it. (I mean, they couldn’t anyway, because they’re absent at that time.) If the absent player gives a note about their absence for that week (or more than a week) beforehand, it should be completely fine. If a player is attacked during such a time, they are assumed to be spending an action to commit all their forces to the defense of their country for that round.

    If a player hasn't posted during a round, they receive one bonus action for the round after that. If they haven't posted for two rounds, they receive two bonus actions for the first round in which they post after that, unless they have restarted in a new region at that point.

    It is also a possibility that players leave us during the game, simply because they’re unable to continue due to prioritized commitments or for other reasons. In such a case, the link to the post compiling their information will be stored in case the player might return in the future to take things up again elsewhere. We heartily welcome new players, as well as returning ones.
    Last edited by Morph Bark; 2014-05-31 at 03:30 PM.
    Homebrewer's Signature | Avatar by Strawberries

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spice and Everything Dies!

    Round Increase Updates


    Active Rounds for Players Table



    Spoiler: Leadership Stat Increases for Round 18
    Show
    Round 18 Stats!

    Kingdom of the Burning Mountains - +1 Military, +1 Curiosity

    Celero - +2 Curiosity.

    Hurosha Empire - +1 Faith.

    Ignato Empire - +1 Military, +1 Curiosity. New Ruler - Xiu Zuang Ignato!

    Calorum - +1 Curiosity, +1 Faith.

    Genivana - +1 Diplomacy, +2 Faith.

    Hrathan-Tuor - +1 Military, +1 Curiosity.

    Raaneka - +1 Curiosity, +1 Faith.

    Kingdom of Serendel - +3 Diplomacy.

    Razdis - +1 Diplomacy, +1 Curiosity.

    Guilder - +1 Diplomacy, +1 Curiosity.

    Pryonia - Inactive for 4 Rounds. Has it gone NPC?!

    Bordeux - +1 Diplomacy, +1 Curiosity.

    Kingdom of Ashenia – +1 Diplomacy, +1 Military, +1 Curiosity. New Ruler - Tansan Toranath II

    AQUA – +1 Curiosity

    Alydaxis - +1 Diplomacy, +1 Curiosity, +1 Faith.

    Salterri Empire - +2 Military. New Ruler - Qzare Tailong

    Priory of Ascension - +1 Military. New Ruler - Qzare Zuida Rongyao

    Niskovia - +1 Diplomacy, +1 Curiosity

    Fera - +2 Curiosity.

    Sycia - Inactive for 3 Rounds! Morph needs to PM!

    Glazfell - +1 Diplomacy, +2 Curiosity. New Ruler - King Khyne

    Jarrland - +2 Diplomacy.

    Palas Caercia - +1 Diplomacy, +1 Military.

    Pavonia - +1 Diplomacy, +1 Curiosity.

    Tzalteclan – +1 Military, +1 Curiosity.

    The Broken Enclave - +1 Military, +1 Curiosity.





    All players get +1 to Active Rounds save Pryonia and Sycia.






    Spoiler: Trade and Alliance Agreements for Round 18
    Show


    Round 18 Trade and Alliances

    See the Trade & Resources thread for more details!

    North Central Trade Region (NCTR) - Monitored by QuintonBeck

    Trades
    Trade Aloren Goats (To Norogh) and Adamantine Tech for a stack of Hellstone and a stack of Sulfur from Norogh (Pavonia) to Grizzland
    Trade Silk from Nyroth to Domhan for Domhan Goats to Hrathan-Tuor
    Kasumor Shintouite to Borlmyn for Borlmyn Pistol Shrimp to Kasumor
    Beregine Light Crystals to Borlmyn for Grmanhil Glass to Beregine
    Trade Propinlonge Pigs to Karintiya for Niskovia Star Metal to Propinlonge
    Trade Galomyr Sages to Niskovia for Precious Gems to Galomyr
    K'braashriix Fruxtkorp'r to Genivana for Genivana Osuro to K'braashriix
    Nyroth Silk to Valeriya for Niskovia Yaks to Aloren

    Gifts
    Arix'La Limestone to Genivana
    Aloren Fish to K'braashriix

    Internal Trade/Tribute
    Woodwind Timber to Hrathan-Tuor
    Fruit import to Grwistin rerouted to Kasumor
    Heartwine import to Grwistin rerouted to Kasumor

    Curiosity 5
    Stone in Grizzland
    Hai Vyuma (Psionically Resonant Liquid Metal) in Hrathan-Tuor



    South Central Trade Region (SCTR) - Monitored by Aedilred

    Trades
    Farridon [69] Iron to Tempestia [124] for Geese
    Grmanhil [31] Glass to Niskovia [47] for Niskovian Engineers to Borlmyn [60]
    Grmanhil [31] Glass to Celero [2] for Bereginia [2B] Light Crystals to Borlmyn [60]
    Domhan Abheile [19] Goats to Hrathan-Tuor [10] for Nyroth [3] Silk
    Worked Abyssium for Shintouite Technology

    Gifts
    Farridon [69] Iron to Vennland [64]
    Tempestia [124] Geese to Aus-Teire [36]
    Farridon [69] Toma Nuts to Jarrland [62]
    Farridon [69] Toma Nuts to Aus-Teire [36]
    Farridon [69] Quartz to Aus-Teire [36]
    Jarrland [62] Scriveners to Ashenia [22]

    Cancelled Trades
    Palas Caercia [67] Horses for Salteire [35] Silver

    New Resources (Curiosity 5)
    Sulphur in Norogh [68B]

    Potentially Invalid Trades
    Norogh [68B] Hellstone and Sulphur to Grizzland [30] for Aloren [8] Goats and Adamantine Technology (Sulphur only introduced this round as a new resource)



    West Trade Region (WTR) - Monitored by Rain Dragon

    Trades
    Bordeusi Concordant, Solus 「40」 Glass for Glazfelli Hegemony, Glazfell 「59」 Iron
    The Sovereign Principality of Niskovia, the Niskovian Steppe 「47A」 Yaks for the Triumvirate, Nyroth 「3」 Silk -- Silk is sent to Valeriya 「77」
    The Sovereign Principality of Niskovia, the Niskovian Steppe 「47A」 Precious Gems for the Kingdom of Celero, Galomyr 「90」 Sages/Scholars
    The Sovereign Principality of Niskovia, the Niskovian Steppe 「47A」 Star Metal for the Kingdom of Celero, Celero 「2A」 Pigs -- Pigs are sent to Karintiya 「48」
    The Sovereign Principality of Niskovia, the Niskovian Steppe 「47A」 Engineers for the Kingdom of Serendel, Grmanhil 「31」 Glass
    Bordeusi Concordant, Bordeux 「20A」Sulfur for Glazfelli Hegemony, Glazfell Estglaz 「58」 Cavorite

    Gifts
    The Alydaxian Dominion, Arix´La 「42」 Limestone to the Triumvirate, Genivana 「9」

    Trading Posts
    AQUA Trading Post 「1/2」 in the Triumvirate, Nyroth 「3」 for Silk
    AQUA Trading Post 「1/2」 in the Salterri Imperium, Penoccident 「38」 for Goats
    AQUA Trading Post 「1/2」 in Raaneka, Raaneka 「11」 for Heartwine

    Curiousity Fives
    Curiosity five special activated! Ashenite Empire, Hazaria 「28」 Diamonds

    Technologies
    The Alydaxian Dominion gains Sewage Systems tech!
    The Bordeusi Concordant gains Prosthetic Limbs tech!
    The Glazfelli Hegemony gains Blackpowder tech!
    The Glazfelli Hegemoni gains Advanced Lens tech!
    Razdis gains Advanced Lens tech!
    The Bordeusi Concordant gains Clockwork tech!
    AQUA gains Printing Press tech!
    The Glazfelli Hegemony gains Printing Press tech!
    The Kingdom of Ashenia gains Hovercraft tech!
    The Kingdom of Ashenia gains Blackpowder tech!
    The Kingdom of Serendel gains Advanced Lens tech!
    Fera gains Griffon Riding tech!
    Fera gains Mithril Forging tech!
    Fera gains Zeppelin tech!
    Fera gains Hovercraft tech!
    Fera gains Ocean-Faring Ships tech!
    Fera gains Plate Armour tech!
    Fera gains Printing Press tech!



    East Trade Region (ETR) - Monitored by HisHolyAngel The other trade overseers

    Trades
    Glazfell Iron to Solus for Solus Glass to Glazfell
    Estglaz Cavorite to Bordeux for Bordeux Sulfur to Estglaz

    Trading Posts
    Guilder Trading Port (Glass) in Grmanhil

    Cancellations
    Glazfell Iron to Estglaz Cancelled



    Last edited by TheWombatOfDoom; 2014-06-26 at 09:34 PM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
    Magic
    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
    Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

  5. - Top - End - #5
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spice and Everything Dies!

    Rulers of Telluris



    Updated to Year 410! (aside from Stat Actions)

    Region Name
    Player
    Ruler
    D
    M
    C
    F
    L
    Used
    Stat
    Actions
    Gunung Chacmon Topiltzin Aitah I 10 10 10 5 3 C10
    Celero Logic Queen Regent Amalia Cordelia Noth 9 9 10 2 2 -
    Hurosha Empire WaylanderX Eienguard Nyllana Earthguard 10 10 10 6 3 -
    Ignato Empire QuintonBeck Ziu Zhuang Ignato 4 6 4 3 5 -
    Calorum Chief High Priest of Fire Arthus Divinorum 5 4 4 4 1 -
    Genivana zabbarot Shahidi Mkuu Shvedrishti "Bright-Eyes" 8 6 4 10 9 -
    Hrathan-Tuor ImperatorV High Speaker Irvest Ethmorl 5 6 6 2 3 C5
    Raaneka Zap Dynamic Queen Bhakti and King Tikta II Satato 4 2 7 6 4 -
    Kingdom of Serendel TheWombatOfDoom Lord Girard Serendel 10 5 9 4 5 -
    Razdis Silverbit Vali 6 6 10 4 4 C5
    Guilder SamBurke Humperdink, Doge of Guilder 10 10 10 4 6 -
    Pryonia Arutha Rogar Cardion 6 3 9 2 1 -
    Sympolemou NPC Duke Ironfang 7 8 10 3 3 -
    Bordeux Lord_Burch Lord Alice Bordeux 5 6 7 3 1 -
    Kingdom of Ashenia Elemental Tansan Toranath II 5 6 4 1 4 -
    AQUA lt_murgen Opus Petricher 5 4 5 6 1 -
    Alydaxis moossabi Empress Nilata 7 5 8 5 2 -
    Salterri Empire Morph Bark Qzare Xiu Tailong 3 4 4 2 2 -
    Saltiere Rizban Chief Hierarch Zuida Rongyao 3 5 4 6 4 -
    Niskovia Kitsanth High Prince Vanya Nisakovich 9 3 10 4 3 -
    Halja Rain Dragon Aipiskaupus Thuidans Kaiser 3 7 10 5 3 -
    Sycia HisHolyAngel High Priestess Glamora 4 2 2 6 5 -
    Glazfell BladeofObliviom King Khyne 7 4 6 2 4 -
    Jarrland Aedilred Althelmere, King of the Jarrs 9 6 4 4 6 -
    Palas Caercia DurkBlanston Markus Caercia I 8 5 10 2 2 -
    Pavonia ReaderAt204 Grand Duke Gilgamesh Fredric Klaus Wulfendyne 6 9 6 2 3 C5
    Tzalteclan TheDarkDM Teotlkan Nezetkhamun I 2 6 9 6 3 -
    The Broken Enclave Yarghenforgen Queen Mellado Roimata 2 5 8 5 3 -


    Spoiler: List of Rulers
    Show



    Topiltzin Aitah I [Chacmon]
    Age: 87
    Family Tree: None
    Regions Controlled: Gunung(#1), Mictlanpa (#P1)
    Succession: Oldest child inherits.



    Queen Regent Amalia Cordelia Noth [Logic]
    Age: ???
    Family Tree: Here
    Regions Controlled: Celero (#2)
    Succession: Oldest child inherits.



    Eienguard Nyllana Earthguard [WaylanderX]
    Age: 101
    Family Tree: Here
    Regions Controlled: Kasumor (#4), Zargrim (#15A)
    Succession: Oldest child inherits.



    Xui Zhuang Ignato [QuintonBeck]
    Age: ???
    Family Tree: Here
    Regions Controlled: Nyroth (#3), Woodwind (#6), Aloren (#8)
    Succession: Oldest child inherits.



    High Priest Arthus Divinorum [Chief]
    Age: ???
    Family Tree: None
    Regions Controlled: Calorum (#7)
    Succession: Oldest child inherits.



    Shahidi Mkuu Shvedrishti "Bright-Eyes" [zabbarot]
    Age: 55
    Family Tree: Here
    Regions Controlled: Genivana (#9)
    Succession: Oldest son inherits.



    High Guildmaster Nathanias Ethmorl [ImperatorV]
    Age: ???
    Family Tree: None
    Regions Controlled: Hrathan-Tuor (#10)
    Succession: Oldest child inherits (they must prove themselves capable, but this is merely ritual in nature).




    Queen Bhakti and King Tikta II Satato [Zap Dynamic]
    Ages: ??? and ???
    Family Tree: Here
    Regions Controlled: Raaneka (#11)
    Succession: Succession goes to the eldest married couple with at least 50% Raaneki ancestry on both sides.



    Girard Serendel [TheWombatOfDoom]
    Age: 29
    Family Tree: Here
    Regions Controlled: Lyradis (#13)
    Succession: Child most capable at ruling inherits (only oldest three eligible).



    Vali [Silverbit]
    Age: ???
    Family Tree: None
    Regions Controlled: Razdis (#13 underground)
    Succession: Oldest child inherits.



    Humperdink, Doge of Guilder [SamBurke]
    Age: ???
    Family Tree: None
    Regions Controlled: #14
    Succession: Richest man in the country inherits?



    Rogar Cardion [Arutha]
    Age: ???
    Family Tree: Here.
    Regions Controlled: Pryonia (#16A), Galie-Noiret (#16B)
    Succession: Oldest child inherits.



    Lady Alice Bordeux [Lord_Burch]
    Age: ???
    Family Tree: Here
    Regions Controlled: Bordeux (#20), Solus (#40)
    Succession: Oldest son inherits.



    Shenath Toranath, King of Ashenia [Elemental]
    Age: ???
    Family Tree: Here
    Regions Controlled: Ashenia (#22), Hazaria (#28), Kyaralath (#44)
    Succession: Oldest child inherits.



    Chief Talon Char [Aeternus]
    Age: ???
    Family Tree: None
    Regions Controlled: Tar (#24)
    Succession: Oldest child inherits.



    Opus [lt_murgen]
    Age: ???
    Family Tree: None
    Regions Controlled: The Jeweled Cities (#25)
    Succession: Council delagates next heir. Quill supremists only!



    ??? [moossabi]
    Age: ???
    Family Tree: None
    Regions Controlled: Alydaxis (#29)
    Succession: Oldest child inherits.



    Qzare Zuida Rongyao [Rizban]
    Age: ???
    Family Tree: None.
    Regions Controlled: Saltiere (#35)
    Succession: Oldest child inherits.



    High Prince Vanya Nisakovich [Kitsanth]
    Age: 58
    Family Tree: Here
    Regions Controlled: Niskovia (#47A)
    Succession: Oldest child inherits.



    Aipiskaupus Thuidans Kaiser [RainDragon]
    Age: 77
    Family Tree: Here
    Regions Controlled: Halja (#47B)
    Succession: Oldest child inherits.



    High Priestess Glamora [HisHolyAngel]
    Age: ???
    Family Tree: None
    Regions Controlled: Sycia, (#50)
    Succession: Nationwide search for next pristess, based on mystic signs when she is born. When found, the current high priestess adopts her heir. Raised to be the next High Priestess, when she dies, and inherits the title and the Rod of Yphine is passed to her.



    Althelmere, King of the Jarrs [Aedilred]
    Age: ???
    Family Tree: Here.
    Regions Controlled: Kingdom of Jarr (#62)
    Succession: Oldest child inherits.



    Teotlkan Nezetkhamun I [TheDarkDM]
    Age: ???
    Family Tree: None
    Regions Controlled: Tzalteclan(#86)
    Succession: Oldest child inherits.

    Last edited by TheWombatOfDoom; 2014-06-26 at 09:35 PM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
    Magic
    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
    Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

  6. - Top - End - #6
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Trade & Alliances

    For Trade and Alliance updates, see the updates post above, or Here.

    For the Trade and Resource thread, where you can see all the trade details, go Here. All trade details are listed there from now on.

    For the details on Alliances, look below.

    If you find anything that is inaccurate to your records for alliances, PM me to inform me so I can change it.

    Alliances


    #
    Region Name
    Player
    Alliances
    P2 Wenyavuk aspi
    • Polar Peace Pact
    01
    P1
    46
    Gunung Chacmon
    • The Grand Coalition
    • Polar Peace Pact
    02A
    02B
    Celero Logic
    • Celero/Guilder Treaty
    • The Grand Coalition
    • The Treaty of Apology
    • Treaty of Wind and Stone
    04A
    04B
    07B
    15A
    Hurosha Empire WaylanderX
    • Treaty of Wind and Stone
    • The Grand Coalition
    • Kasumor-Tekorva Treaty
    • Treaty of Awakening
    03
    06
    08
    Ignato Empire QuintonBeck
    • Treaty of Wind and Stone
    • The Grand Coalition
    • The Alliance of Scale & Sky
    • The Southern Triumvirate
    • Ignato/Sanctuary Treaty
    • Agreement of Sun and Horizon
    07 Calorum Chief
    • Calorum/Genivana/Tuor Treaty
    • The Grand Coalition
    09 Genivana zabbarot
    • Calorum/Genivana/Tuor Treaty
    • The Southern Triumvirate
    10 Hrathan-Tuor ImperatorV
    • Calorum/Genivana/Tuor Treaty
    • The Southern Triumvirate
    11 Raaneka Zap Dynamic
    • The Dawn League
    12 Qarimos NPC
    • Alliance of the Mended Mast
    • The Dawn League
    13A
    32
    60
    Lyradis TheWombatOfDoom
    • Disian Alliance
    • Lyradis/Tekorva Treaty
    • The Treaty of Apology
    • Alliance of the Mended Mast
    • The Dawn League
    • Grand Coalition
    5B
    13B
    14B
    21
    Razdis Silverbit
    • Disian Alliance
    • Silver Pact
    • The Dawn League
    • Union of the North
    14
    53
    54
    Guilder SamBurke
    • Celero/Guilder Treaty
    • The Grand Coalition
    • Treaty of Awakening
    15B Keldagrim Silver Ablaze
    • Silver Pact
    • The Grand Coalition
    16A
    16B
    Pryonia Arutha
    • The Grand Coalition
    • Pyronia/Tekorva Treaty
    5A
    17A
    17B
    Empire of Sanctuary NPC
    • Lyradis/Tekorva Treaty
    • Pyronia/Tekorva Alliance
    • Kasumor-Tekorva Treaty
    • Ignato/Sanctuary Treaty
    • Treaty of Awakening
    P3
    18A
    18B
    Sympolemou Tychris1
    • None
    19 Domhan Abhaile NPC -
    20A
    23
    26
    40
    Bordeux Concordant Lord_Burch
    • Union of the North
    • Crimar-Raaneka Treaty
    22
    28
    44
    Kingdom of Ashenia Elemental
    • Union of the North
    24
    25
    AQUA lt_murgen
    • Agreement of Sun and Horizon
    27 Scla´ca Shnur
    • The Alliance of Scale & Sky
    • Saurian Alliance
    29 Alydaxis moossabi
    • The Alliance of Scale & Sky
    • Saurian Alliance
    • Alydaxis/Jeweled Treaty
    31 Grmanhil Slayerofundead
    • The Dawn League
    45 United Lacertian Dominion Lorick -
    50 Sycia HisHolyAngel -
    51 Felitora Arkhosia -
    52 GLWIH tortor -
    59 Glazfell BladeofObliviom -





    Agreement of Sun and Horizon
    Participants: Jeweled Cities and Ignato Empire
    Agreement involves the sharing of technology, mutual military defence of waters, and trade. Jeweled Cities Ocean Faring Ships Tech shared to Ignato in return for a port city on the Coast of Woodwind. Furthermore the Ignato Empire will send students to the Naval Academy of the Jeweled Cities to learn how to properly navigate and use the ships who's design has been granted to the Empire. During this time of training experts from the Jeweled Cities will assist the craftsmen of the Empire in any boat construction activities to ensure their sea-worthiness. The Jeweled Citied and the Ignato Empire jointly commit to providing non-military aid to ships in distress along their coasts.
    Trade - Jeweled City Kelp Oil for Nyrothian Silk.




    Alliance of the Mended Mast
    Participants: Lyradis and Qarimos
    Alliance is a of military alliance, and each will aid each other if one is attacked. Trade of Qarimosi Elephants for Lyradissian Clay Bricks and Pottery. Technology for ocean faring ships given to Lyradis by Qarimos. Alliance was sealed with the marriage of Jain and Alara.




    The Alliance of Scale & Sky:
    Participants: Ignato Empire, Alydaxia, and Scla'ca
    Alliance is a pact of mutual non-interference, trade and cultural exchange. All signatory nations will respect the military actions of all other signed nations and will not interfere or intervene unless their assistance is requested and given freely. The Cult of the Sky religion may be preached freely within all the lands held by the signatory nations. Trade includes Ignato Goats for Scla'ca Gold and Ignato Spices for Alydaxian Silver.




    Calorum/Genivana/Tuor Treaty:
    Participants: Calorum, Genivana, and Hrathan-Tuor Treaty
    Treaty dictates all nations involved maintain open borders and a mutual military defense between each other.




    Celero/Guilder Treaty:
    Participants: Celero and Guilder
    Treaty of Non-Interference. Guilder will not interfere with Celero's wars, and Celero will not interfere in Guilder's. Should Celero and Guilder's allies enter a war with each other, both nations will attempt to abstain from the war and will not attack each other directly. Treaty also includes a marriage pact.




    The Dawn League:
    Participants: Lyradis, Qarimos, Raaneka, Razdis and Grmanhil
    Alliance to provide all allied realms with economic advantages and mutual security on the world stage. Also agrees to allow other nations to charter technology commissions, in return for a service or payment, and members will act as envoys to affiliated regions. Alliance also establishes an alliance of mutual defense, open borders, trade, and technology sharing (on a by-permission basis) between its allied nations. Trade consists of Lyradissian Clay for Raaneki Wine, Lyradissian Grain for Razdissi Coal, Qarimosi Ships for Raaneki Sandstone, Raaneki Lumber for Razdisi Iron, Razdisi Iron for Qarimosi Ships, and Raaneki lumber for Grmanhilian Bees (Honey).




    Disian Alliance:
    Participants: Lyradis and Razdis
    Alliance is one of mutual defence and trade, and is a long standing one, and the current trade is Lyradisian Crops for Razdissi Stone. Races and peoples from both countries have intermarried some, and have a positive view of each other. Trade tunnels from the Highlands of Lyradis to the Caverns of Razdis have been errected, and both countries have assisted each other with Great Projects in the past.




    Grand Coalition:
    Participants: Kasumor, Woodwind, Gunung, Celero, Guilder, Pryonia, Calorum and Lyradis
    Spoiler
    Show
    The Grand Coalition

    Henceforth the signatory Nations of this document declare that they are allies in mutual trust and brotherhood and that they are in agreement regarding the following arraignments and pacts.

    Pact of mutual military defense:
    • Signatory nations will aid their fellow members when a request for aid is asked for and freely given by the aiding nation.
    • Further, no attacks shall be made by a member nation against another member nation, to do so will result in a Coalition vote, excluding the involved parties to determine whether a member nation should have it's membership revoked.
    • In the case of war all the military units of the Grand Coalition shall be led by the most skilled military leaders from all signatory nations

    Pact of Mutual Non-Interference & Unity:
    • No attempts to religiously convert an allied nation shall occur without express consent from the nation to be converted.
    • Celero shall lease a small island just off the Celerese coast for a Western Coalition Port to serve as a safe harbor for all coalition ships. Celero shall only levy taxes on the people of the island and not the trade moving through it. This port will be administered by a council composed of representatives of all the senior member nations of the Grand Coalition


    Trading agreements:
    In order to maintain a clear overview of the trade within the Coalition all trade between signatory Nations is to be listed here;
    • Gunung - Celero: Food(grain,vegatables) - Wood
    • Gunung - Celero: Obsidian - Fish
    • Gunung - Guilder: Iron(forged into steel) - Bronze (copper and tin)
    • Gunung - Pyronia: Help with decorating temples – Access to unused farmland
    • Gunung - Pyronia: Food(grain,vegatables) - Coal
    • Gunung - Woodwind: Iron(forged into steel) – Game(Boar)
    • Gunung – Kasumor: Obsidian - Cotton
    • Woodwind – Kasumor: Boar(meat) - Trained Mantids
    • Calorum - Pyronia: Marble - Coal
    • Calorum - Pyronia: Cows – faith objects
    • Kasumor – Guilder: Alchemical Components - Grain
    • Kasumor - Keldagrim: Mantids - Iron
    • Lyradis - Kasumor: Craftsmen - Giant Insects
    • Lyradis - Celero: Craftsmen - Griffons
    • Lyradis - Guilder: Craftsmen - Bronze
    • Guilder - Hurosha: Inventors - Hovercraft Tech


    Joining the Grand Coalition:
    If a prospecting Nation wises to become a signatory nation of the Coalition it needs to meet 3 criteria;
    1. The prospecting nation must agree to all grand Coalition arraignments and pacts.
    2. The prospecting nation must have or make a trade agreement with at least 1 signatory nation.
    3. The prospecting nation must have its application approved by all or a majority of the signatory nations.
    4. In case of non unanimous but majority approval the prospecting nation gains Junior signatory nation status, gaining all benefits of membership excepting a vote in Coalition decisions.
    5. Junior signatory nations may apply for Signatory nation status once for every 5 years of membership. This requires full approval by all current Signatory Nations.


    Voting
    There shall be two terms under which votes shall be carried out: Majority and Full
    • A Majority vote is used for minor administrative matters and needs only a majority approval to pass.
    • A Full vote is used for major Coalition decisions such as admitting a Full Member, determining Coalition-Wide projects or wars, or constitutional amendments and will require a unanimous-2 vote for approval.


    Full Member Nations:
    Hurosha Empire, The Triumvirate, Gunung, Celero, Guilderene Expanse, Pryonia, Calorum, Keldagrim, Serendel Empire

    Junior Member Nations:




    Ignato/Sanctuary Treaty:
    Participants: Ignato Empire and Sanctuary Empire
    Pact of Military Defense and Cooperation
    • The signatory empires pledge to aid in the defense of each other’s empire, to aid in acts aggression against those deemed by both parties of the alliance to be "Irreconcilable Threats", and in the event of war the forces of the signatory nations will be lead by the most capable military leader from either side at the time of the conflict.


    Pact of Mutual Non-Interference
    • The signatory Empires agree to at no time send to the soil of the others nation any uninvited or unwelcome entities under penalty of breaking all agreements herein this alliance, to at no time attempt to proselytize the people of the other's nation without express consent given by the ruler of the other nation and that no tribute shall be levied by either party against the other in any form.


    Trading Agreements
    • 1 stack of Nyroth Timber in exchange for 1 stack of Sanctuary Stone




    Kasumor/Tekorva Treaty :
    Participants: Kasumor and Tekorva
    Treaty of non-agression and trade. Trading Tekorvan armour in excahange for Kasumori protection from enemies not allied or trading with Kasumor. Also, trading Tekorvan Fish for Kasumori Cotton, and Tekorvan Brass for KAsumori Alchemical Components. Treaty Sealed with a betrothal of Riphal Earthguard to Kokuei of Tekorva.




    Lyradis/Tekorva Treaty:
    Participants: Lyradis and Tekorva
    Treaty involves trade of Lyradissian Grain for Tekorvan Iron, and a pact of Non-agression between the two countries.




    Polar Peace Pact
    Participants: Wenavuk, Gunung,
    Pact involves mutual non-aggression treaty between all nations, spiritual dialog between clergies and included trade agreement of Gunung Steel for Wooly Mammoths.




    Pryonia/Tekorva Alliance:
    Participants: Pyronia and Tekorva
    Peace treaty and military alliance, trade Pryonian Coal for Tekorvan Fish.




    Saurian Alliance:
    Participants: Scla’ca and Alydaxis.
    Treaty of mutual defense, freedom of movement, religon and trade. Any decisions must be by unanimous vote of the alliance’s contigents. Trade includes Scla´ca Gold to Alydaxi Ordinarium.




    Silver Pact:
    Participants: Razdis, Keldagrim and Sulvan's Fury
    Pact dictates nations involved will perform military aid for defense and in extreme circumstances aggression. It also dictates these nations have open borders to each other, so military units and trade can get through. Nations will also perform a general exchange of cultural ideas.




    The Southern Triumvirate:
    Participants: Ignato Empire, Genivana, and Hrathan-Tuor.
    Spoiler: Triumvirate Constitution
    Show
    Participants: Ignato Empire (Consisting of the territories of Aloren, Nyroth, & Woodwind), Genivana, Hrathan-Tuor (Containing the region known as Grizzland)

    The following document is to be the first and greatest of its kind, a unification of nations under one government, a balanced distribution and sharing of powers intended to bring great prosperity to the entirety of all their people. Unification will be the path forward and with this coming together a great and powerful entity might be born.

    Governmental Duties of the Member States
    The Triumvirate shall become an entirely new government becoming the new ruling body over the now former Ignato Empire, Genivana, and Hrathan-Tuor. The ruler and line of succession of the Imperial throne shall not be altered and the title of Emperor or Empress shall be retained by the ruling member of the Ignato line. Further the High Guildmaster of Hrathan-Tuor will retain his primary role under the new title, High Speaker of the Senate, and the royal lineage of Genivana shall step down and the third position of leadership filled by the Radurjic faith.

    The Emperor
    The duties of the Emperor shall be primarily concerned with military matters of the Triumvirate, responsible for raising troops, building military fortifications, leading the Empire in times of war, and all such matters that might fall under the marshal heading. So too may the Emperor attend to Diplomatic events and those of Curiosity, however the Emperor shall under no circumstances pursue matters of Faith, this being the priority and responsibility of the Radurjic Faith in Genivana.

    High Speaker of the Senate
    The High Speaker of the Senate shall be the High Guildmaster Loki Ethmorl until such a time of his abdication or death in which his heir shall be nominated for the position of High Speaker of the Senate and shall be appointed the position upon the approval of the majority of the Senators. Should a majority disapprove of the Speaker's direct heir the remaining heirs of the Speaker shall be nominated and whosoever amongst them receives the plurality of the votes shall be elected High Speaker of the Senate. The duties of the High Speaker of the Senate shall be primarily in regards to Curiosity pursuits ensuring continued advancement within the realms of scientific and cultural development. So too shall the High Speaker participate in Diplomatic actions necessitating his attention and may in times of need act as a supplementary Military leader alongside the Emperor. The High Speaker is however forbidden to interfere with matters of Faith, who's primary duty shall fall to the hands of the leader of the Radurjic Faith in Genivana.

    Radurjic Faith
    The Radurjic Faith and it's leaders shall hold primary concerns of the Empire in matters of Faith. The Shahidi Mkuu, found and guided by Radurjan law shall lead this third branch of the Radurjic faith and in the absence of the Shahidi Mkuu the Chuo wa Mashahidi shall rule in his/her stead. Aside from the responsibilities of Faith the head of Radurja so too shall be able to pursue Diplomatic issues and pursue matters of scientific and cultural Curiosity. The Faith shall not however, under any circumstances interfere with Military matters whose primary and secondary concerns are those of the Emperor and High Speaker respectively.

    Laws of Trade & Provincial Interaction
    In establishing the Triumvirate as a ruling body of the Empire it shall be noted that all the provinces previously exclusive to an individual ruler's command are now equally shared amongst the member nations. As such the resources and land anywhere within the lands held by the new Triumvirate government are subject to use and trade by any member of the Triumvirate. So too will academic advancements in technology, like all resources, be shared amongst the member nations of the Triumvirate. To prevent rapid depletion of resources trade shall need to be discussed with all members of the Triumvirate in an inner council meeting before being enacted. So too shall the land and decisions on what to do with it be subject to inner council discussions. No land shall be considered sovereign to a single ruler as all provinces are to be shared equally amongst the nations. As such private meetings will need to be held regarding works of projects or great projects amongst the Triumvirate lands. A two thirds majority vote will be needed to approve any Triumvirate-wide pursuits and should the action receive a two thirds against it shall be agreed to not be pursued for a minimum of 5 years in which time it may again be brought forth for discussion. No nation shall abstain from the vote so as to come to clear and final decisions within the Triumvirate.
    Further, any and all alterations to the Constitution shall require a unanimous decision amongst the member nations.




    The Treaty of Apology
    Participants: Celero and Lyradis
    Treaty of Non-Interference and Trade of Celerii Wood for Lyradisian Craftsmen. Lyradis will not interfere with Celero's wars, and Celero will not interfere in Lyradis'. Should Celero and Lyradis' allies enter a war with each other, both nations will attempt to abstain from the war and will not attack each other directly.




    Treaty of Awakening
    Participants: Sanctuary Empire, Guilder, and Kasumor.
    The treaty involves all signatory nations and the various protectorates of Sanctuary, and its terms are laid out as follows:

    First, Mutual Defense. All signers of this treaty agree to oppose to the Union of the North's incursions to member nations. This will be done with force if required.

    Second, Freedom from Tribute. Guilder and Sanctuary may not leverage tribute from the other's nations.

    Third, Heartwastes Peace. There will be peace without soldiers for ten years, until the spring of 370 unless the Heartwaste takes unprovoked military action toward one of the signatory nations before that time.

    Fourth, Trade Deals. It is understood, though not fully binding, the signatories of the Awoken Treaty shall not give power to enemy nations in any form. In addition, several specific deals are outlined:
    • Kasumor is given the secrets of Plate Armor, and thus renounces their animosity towards Sanctuary.
    • All signatories agree to be more open towards additional trade in the future.


    Fifth, Future Deals. There will be a work in good faith between Ignato and Sanctuary to create an alliance and work together.




    Treaty of Wind and Stone:
    Participants: Woodwind, Celero and Kasumor
    Treaty is an agreement of mutual defense, agreement of united military, and an agreement of trade of Woodwind Boar Meat for Kasumorian Giant Insects.




    Union of the North:
    Participants: Bordeux Concordant, Kingdom of Ashenia, Sulvan's Fury, and Crima.
    Summary
    Spoiler
    Show
    The Union of the Northwest (hereby refereed to as the UN) is a pact of mutual defense, commerce, and friendship between the nations of Crima, Bordeux, Sulvan's Fury, and Ashenia. Each of those facets will be covered below.

    Military
    Spoiler
    Show
    Between the four nations of the UN, there is a pact of mutual non-aggression and defense. However, any defense pacts not made with the entirety of the UN will only be honored by the member who made the pact.

    Membership
    Spoiler
    Show
    The UN is not currently planning on adding any members, due to the complex trade agreements. However, a message must be sent to the entire UN for consideration of any corollary agreements.
    Corollary Agreements
    Spoiler
    Show
    None currently.

    Trade
    Spoiler
    Show
    Exact Specifications
    Spoiler
    Show
    Bordeux Resources

    Gold-3/3 to other three members.
    Furs-3/3 to other three members.
    Wood-2/3 to Ashenia and Sulvan's Fury. Crima has other arrangements for wood.
    Sulfur-3/3 to other three members.
    Sulvan's Fury Resources

    Mithril-3/3 to other three members.
    Iron-3/3 to other three members.
    Coal-3/3 to other three members.
    Ashenite Resources

    Books-3/3 to other three members.
    Dairy-3/3 to other three members.
    Horses-2/3 to Bordeux and Crima.
    Silver-3/3 to other three members.
    Crima Resources

    Horses-2/3 to Sulvan's Fury and Ashenia.
    Grains-3/3 to other three members.
    Stone-3/3 to other three members.
    Bats-3/3 to other three members.
    (Note- this only includes trade to UN members.)

    Printing Press Technology is freely shared by Ashenia with other nations within Alliance

    Last edited by TheWombatOfDoom; 2014-06-26 at 09:36 PM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
    Magic
    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
    Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

  7. - Top - End - #7
    Bugbear in the Playground
     
    WaylanderX's Avatar

    Join Date
    May 2011
    Location
    Place of Utter Chaos
    Gender
    Male

    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Militairy Tables


    Updated to round 18

    Region Caps - Regions are capped at 1/10th total regional population and may not exceed 10,000 within Capital Regions or 5,000 in Auxiliary Regions


    #
    Region Name
    Country
    Population
    Capital or Auxiliary Region
    # Army (Ground)
    # Navy (Water)
    # Aerial (Sky)
    P1
    Kingdom of the Burning Mountains
    81,000
    Auxiliary Region
    1.000
    0
    0
    P2
    None
    59,000
    NPC
    0
    0
    0
    P3
    Glazfell
    20,000
    Auxiliary Region
    2,000
    0
    0
    P8
    Kingdom of the Burning Mountains
    24,000
    Auxiliary Region
    0
    0
    0
    1
    Kingdom of the Burning Mountains
    119,000
    Capital Region
    4,000
    0
    6,000
    2A
    Kingdom of Celero
    102,000
    Capital Region
    4,000
    2,000
    1,000
    2B
    Kingdom of Celero
    28,000
    Auxiliary Region
    3,000
    0
    0
    3
    Triumvirate
    105,000
    Auxiliary Region
    5,000
    0
    0
    4A
    Hurosha Empire
    120,000
    Capital Region
    0
    1,000
    2,000
    4B
    Hurosha Empire
    27,000
    Auxiliary Region
    1,000
    0
    0
    5A
    The Heartwaste Hegemony
    100,000
    Capital Region
    0
    0
    0
    5B
    Razdissi Underpire
    106,000
    Auxiliary Region
    3,000
    0
    0
    6
    Triumvirate
    111,000
    Auxiliary Region
    1000
    1,000
    2,000
    7A
    None
    111,000
    Capital Region
    10,000
    0
    0
    7B
    Hurosha Empire
    24,000
    Auxiliary Region
    2000
    0
    0
    8
    Triumvirate
    114,000
    Capital Region
    4,000
    1,000
    3,000
    9
    Triumvirate
    119,000
    Auxiliary Region
    2,000
    1,000
    0
    10
    Triumvirate
    85,000
    Auxiliary Region
    2,000
    1,000
    0
    11A
    Royal Council of Raaneka
    77,000
    Capital Region
    1,000
    1,000
    1,000
    11B
    Royal Council of Raaneka
    50,000
    Auxiliary Region
    2,000
    0
    1,000
    12
    Royal Council of Raaneka
    127,000
    Auxiliary Region
    0
    2,000
    1.000
    13A
    Kingdom of Serendel
    90,000
    Capital Region
    1,000
    1,000
    1,000
    13B
    Razdissi Underpire
    51,000
    Capital Region
    3,000
    0
    0
    14A
    Guilderene Expanse
    104,000
    Capital Region
    3,000
    2,000 (1,000 Afric Sea, 1,000 Americ)
    1,000
    14B
    Razdissi Underpire
    55,000
    Auxiliary Region
    0
    0
    0
    15A
    Hurosha Empire
    39,000
    Auxiliary Region
    2,000
    0
    0
    15B
    Hurosha Empire
    72,000
    Auxiliary Region
    2,000
    0
    1,000
    16A
    Pryonic Kingdom
    101,000
    Capital Region
    3,000
    0
    0
    16B
    Pryonic Kingdom
    40,000
    Auxiliary Region
    0
    0
    0
    17A
    Hurosha Empire Vassal
    86,000
    Auxiliary Region
    0
    0
    0
    17B
    The Heartwaste Hegemony
    27,000
    Auxiliary Region
    3,000
    0
    0
    18A
    Kingdom of the Iron Doctrine
    133,000
    Capital Region
    7,000
    0
    0
    18B
    ???
    Glazzfell (Sympol)
    ???
    Auxiliary Region
    1000
    0
    0
    19
    Kingdom of Serendel Vassal
    116,000
    Auxiliary Region
    3,000
    0
    0
    20
    Bordeux Concordat
    107,000
    Capital Region
    6,000
    1,000
    0
    21
    Razdissi Underpire
    78,000
    Auxiliary Region
    0
    0
    0
    22
    Kingdom of Ashenia
    122,000
    Capital Region
    4,000
    0
    0
    23
    Bordeux Concordat
    102,000
    Auxiliary Region
    2,000
    1,000
    0
    24
    Tar
    AQUA
    105,000
    Auxiliary Region
    3,000
    0
    0
    25
    AQUA
    83,000
    Capital Region
    0
    2,000
    2,000
    26
    Salterri Imperium
    63,000
    Auxiliary Region
    0
    0
    0
    27
    Alydaxian Dominion
    82,000
    Auxiliary Region
    2,000
    0
    0
    28
    Kingdom of Ashenia
    22,000
    Auxiliary Region
    1,000
    0
    0
    29
    Alydaxian Dominion
    77,000
    Capital Region
    2,000
    1,000
    0
    30
    Triumvirate
    103,000
    Auxiliary Region
    3,000
    0
    0
    31
    Kingdom of Serendel
    39,000
    Auxiliary Region
    2,000
    0
    0
    32
    Kingdom of Serendel
    52,000
    Auxiliary Region
    0
    0
    0
    33
    Priory of Ascension
    18,000
    Auxiliary Region
    2,000
    0
    0
    34
    Salterri Imperium Vassal
    66,000
    Auxiliary Region
    3,000
    0
    0
    35
    Priory of Ascension
    70,000
    Capital Region
    4,000
    0
    0
    36
    Salterri Imperium
    140,000
    Capital Region
    3,000
    1,000
    0
    37
    Salterri Imperium
    72,000
    Auxiliary Region
    1,000
    2,000
    0
    38
    Salterri Imperium
    36,000
    Auxiliary Region
    2,000
    1,000
    0
    39
    Kingdom of Celero
    ????
    Auxiliary Region
    0
    1,000
    1,000
    40
    Bordeux Concordat
    70,000
    Auxiliary Region
    0
    1,000
    2,000
    41
    Alydaxan Dominion
    75,000
    Auxiliary Region
    2,000
    0
    0
    42
    Alydaxan Dominion
    57,000
    Auxiliary Region
    2,000
    0
    0
    43
    Kingdom of Ashenia
    37,000
    Auxiliary Region
    1,000
    0
    0
    44
    Kingdom of Ashenia
    72,000
    Auxiliary Region
    2,000
    0
    0
    45
    Kingdom of Ashenia
    65,000
    Auxiliary Region
    0
    0
    0
    46
    Kingdom of the Burning Mountains
    ????
    Auxiliary Region
    0
    0
    0
    47A
    --
    82,000
    Capital Region
    2,000
    0
    0
    47B
    Fera
    60,000
    Capital Region
    3,000
    0
    0
    49
    Bordeux Concordat
    21,000
    Auxiliary Region
    0
    0
    0
    50
    Holy Kingdom of Sycia
    63,000
    Capital Region
    2,000
    0
    1,000
    51
    Holy Kingdom of Sycia
    ???
    Auxiliary Region
    0
    0
    0
    52
    Glazfell Hegemony
    77,000
    Auxiliary Region
    3,000
    0
    0
    53
    Guilderene Expanse
    72,000
    Auxiliary Region
    0
    0
    0
    54
    Guilderene Expanse
    48,000
    Auxiliary Region
    0
    0
    0
    55
    ---
    51,000
    Auxiliary Region
    0
    0
    0
    56
    Glazfell Hegemony
    96,000
    Auxiliary Region
    3,000
    0
    0
    57
    Glazfell Hegemony
    89,000
    Auxiliary Region
    3,000
    0
    0
    58
    Glazfell Hegemony
    107,000
    Auxiliary Region
    3,000
    0
    0
    59
    Glazfell Hegemony
    106,000
    Capital Region
    3,000
    0
    0
    60
    Serendel Kingdom
    51,000
    Auxiliary Region
    0
    0
    0
    61
    Serendel Kingdom
    64,000
    Auxiliary Region
    0
    0
    0
    62A
    ---
    51,000
    Auxiliary Region
    3,000
    1,000
    0
    62B
    Mulharum Underpire
    90,000
    Auxiliary Region
    0
    0
    0
    63A
    Salterri Imperium
    105,000
    Auxiliary Region
    3,000
    0
    0
    63B
    Mularuhm Underpire
    82,000
    Auxiliary Region
    0
    0
    0
    64A
    Vennland
    Jarrland
    70,000
    Capital Region
    0
    1,000
    0
    64B
    Mularuhm Underpire
    55,000
    Capital Region
    1,000
    0
    0
    65
    Priory of Ascension
    84,000
    Auxiliary Region
    1,000
    0
    0
    66
    Salterri Protectorate
    73,000
    Capital Region
    4,000
    0
    0
    67
    ---
    43,000
    Capital Region
    3,000
    0
    0
    68A
    ---
    80,000
    Capital Region
    6,000
    0
    0
    68B
    Mularuhm Underpire
    26,000
    Auxiliary Region
    0
    0
    0
    69
    Farridon
    Jarrland
    ????
    Auxiliary Region
    0
    0
    0
    70
    Valterre
    Bordeux Concordat
    117,000
    Auxiliary Region
    1,000
    2,000
    0
    86
    ---
    77,000
    Capital Region
    3,000
    1,000
    0
    122
    The Broken Enclave
    ---
    98,000
    Capital Region
    3,000
    1.000
    0
    124
    Tempestia
    Jarrland
    120,000
    Auxiliary Region
    0
    0
    0

    Last edited by WaylanderX; 2014-07-06 at 04:46 AM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

    Nyllana OotS Avatar by Lord FullBladder, Master of Goblins!

    Spoiler
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    Nothing to see here
    My Extended Homebrew Sig!

    Currently writing a fantasy novel: The Dawn of Life!
    People willing to provide feedback are appreciated


  8. - Top - End - #8
    Ogre in the Playground
     
    zabbarot's Avatar

    Join Date
    Jan 2013

    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Religions
    Updated to end of round 16

    #
    Region Name
    Player
    Religions
    Rulers Religion
    P1 Mictlanpa Chacmon
    • Lord of Fire (only)
    Lord of Fire
    P2 Wenyavuk -
    • Lord of Fire (as Irfrin, not organized) (only)
    -
    P3
    -
    -
    • Doctrine of Frost (unknown)
    -
    P8 Tletica Chacmon
    • Lord of Fire (Only)
    Lord of Fire
    01 Gunung Chacmon
    • Lord of Fire (only)
    Lord of Fire
    02-A Celero Logic
    • Radurja (majority)
    • Lord of Fire (minority)
    Radurja
    02-B Bereginia Logic
    • Ancestor (only)
    Ancestors
    03 Nyroth QuintonBeck
    • Radurja (majority)
    • Lord of Fire (minority)
    • Cult of the Sky (minority)
    Radurja
    04-A Kasumor WaylanderX
    • Ashmarism (majority)
    • Lord of Fire (minority)
    • The Great Eel Spirit (minority)
    Ashmarism
    04-B Shikurai WaylanderX
    • Ashmarism (majority)
    • Spirit Worship (minority)
    Ashmarism
    05-A The Heartwaste NPC
    • Lord of Fire (only)
    ???
    05-B Eyrecradia Silverbit
    • Animism (only)
    Animism
    06 Woodwind QuintonBeck
    • Radurja (majority)
    • Calorum Lord of Fire Reformation (minority)
    • Animism (minority)
    Radurja
    07-A Calorum Chief
    • Calorum Lord of Fire Reformation (only)
    Calorum Lord of Fire Reformation
    07-B Gwrîstîn WaylanderX
    • Ashmarism (majority)
    • Calorum Lord of Fire Reformation (majority)
    Ashmarism
    08-A Aloren QuintonBeck
    • Radurja (only)
    Radurja
    08-B Tunneldom of K'braashriix NPC
    • Radurja (minority)
    -Unknown-
    09 Genivana zabbarot
    • Radurja (only)
    Radurja
    10 Hrathan-Tuor ImperatorV
    • Radurja (only)
    Radurja
    11-A Raaneka Zap Dynamic
    • Radurja (majority)
    • Lord of Fire (minority)
    Radurja
    11-B Ayava Zap Dynamic
    • Radurja (majority)
    • Gods of Knowledge and Protection (minority)
    Radurja
    12 Qarimos avr
    • Animism (majority)
    • Radurja (minority)
    Radurja
    13-A Lyradis TheWombatOfDoom
    • Lord of Fire (only)
    Lord of Fire
    13-B Razdis Silverbit
    • Mineral Animism (only)
    Mineral Animism
    14-A Guilder SamBurke
    • Radurja (only)
    Pagan gods of money
    14-B Elbaraz Silverbit
    • Mineral Animism (majority)
    • Pagan gods of money (minority)
    Mineral Animism
    15-A Zargrim WaylanderX
    • Lord of Fire(majority)
    • The Great Eel Spirit (minority)
    Ashmarism
    15-B Keldagrim Silver Ablaze
    • Ancestor (majority)
    • The Great Eel Spirit (minority)
    Ancestor
    16-A Pryonia Arutha
    • Lord of Fire (only)
    Lord of Fire
    16-B Galie-Noiret Arutha
    • Lord of Fire (only)
    Lord of Fire
    17-A Tekorva NPC
    • Spirits (only)
    Spirits
    17-B Yorukuni NPC
    • Spirits (only)
    Spirits
    18-A Sympolemou -
    • Ancestor (only)
    Ancestor
    18-B - - - -
    19 Domhan Abhaile NPC
    • Council of Spirits (majority)
    • Spirit Shamanism (minority)
    Ancestor
    20-A Bordeux Lord_Burch
    • Animism (majority)
    • Lord of Fire (Nobility) (minority)
    Lord of Fire
    20-B
    21-A Sulvan Primarchy Silverbit
    • Lord of Fire (minority)
    • Paragons (minority)
    Mineral Animism
    21-B
    22 Ashenia Elemental
    • Animism (only)
    Animism
    23 Crima Lord_Burch
    • Animism (only)
    Lord of Fire
    24 Tar lt_murgen
    • Cult of the Sky (majority)
    • Atur, Spirits (minority)
    Spirits
    25 The Jeweled Cities lt_murgen
    • Spirits (only)
    Spirits
    26 Shengdi NPC
    • Animism (majority)
    Hailings of the Silver Sea
    27 Scla´ca moossabi
    • Cult of the Sky (only)
    The Ancient Ones
    28 Hazaria Elemental
    • Animism, Atorna (only)
    Animism
    29 Alydaxis moossabi
    • Cult of the Sky (majority)
    • The Ancient Ones (ancestors) (minority)
    The Ancient Ones
    30 Grizzland ImperatorV
    • Radurja (majority)
    • Lord of Fire (minority)
    Radurja
    31 Grmanhil NPC
    • Honored Dead (fallen warriors) (only)
    Lord of Fire
    32 Selrya TheWombatOfDoom
    • Spirits (only)
    Lord of Fire
    33 Bracia Rizban
    • Ascension (majority)
    • Hailings of the Silver Sea (minority)
    Ascension
    34 Bor-Teire NPC
    • Ascension (majority)
    • Lord of Fire(C.R.)(minority)
    • Hailings of the Silver Sea(minority)
    Hailings of the Silver Sea
    35 Saltiere Rizban
    • Ascension (majority)
    • Hailing of the Silver Sea (minority)
    Ascension
    36 Aus-Teire NPC
    • Hailings of the Silver Sea (only)
    Hailings of the Silver Sea
    37 Pontensulae NPC
    • Hailings of the Silver Sea (only)
    Hailings of the Silver Sea
    38 Penoccident NPC
    • Hailings of the Silver Sea (only)
    Hailings of the Silver Sea
    39 Propinlonge Logic
    -unknown-
    Radurja
    40 Solus Lord_Burch
    • Animism (majority)
    Lord of Fire
    41 Glirfrey moosabi
    • Strange Marsh
    The Ancient Ones
    42 Arix'La moosabi
    • Cult of the Sky (minority)
    The Ancient Ones
    43 Angan Avale Elemental
    • Shamanism (minority)
    Animism
    44 Kyaralath Elemental
    • Carasan (unorganized) (only)
    Animism
    45 Lacertian NPC
    • Kelarthianism (majority)
    • Ancestor Worship (minority)
    Kelarthianism
    46 Intepeuh Chacmon
    -unknown-
    Lord of Fire
    47-A Niskovia Kitsanth
    • Circle Pagans (only)
    Circle Pagan
    47-B Halja Rain Dragon
    • Laiks Riqis (only)
    Laiks Riqis
    48 Karintiya Kitsanth
    -Unknown-
    Circle Pagans
    49 Erlosse Lord_Burch
    -Unknown-
    Lord of Fire
    50 Sycia HisHolyAngel
    • Doctrine of Frost (only)
    Doctrine of Frost
    51 Felitora HisHolyAngel
    • Doctrine of Frost (only)
    Doctrine of Frost
    52 Drugaud BladeofObliviom
    • Secret Teiflin Gods (majority)
    • Doctrine of Frost (minority)
    Doctrine of Frost
    53 Maos SamBurke
    • Golden Thunder (majority)
    • Prowress (minority)
    Value
    54 Rannara SamBurke
    • Lord of Fire/Sun (majority)
    • Truemind "Razors" (minority)
    Value
    55 Sah'ra SamBurke
    • Fire/Nature (majority)
    Value
    56 Skarval BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    57 The Frosskov Expanse BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    58 The Estglaz BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    59 The Glazfell BladeofObliviom
    • Doctrine of Frost (only)
    Doctrine of Frost
    60 Borlmyn TheWombatOfDoom
    • The Ocean (only)
    Lord of Fire
    61 Requiem TheWombatOfDoom
    • Ascension (minority)
    Lord of Fire
    62 Jarrland Aedilred
    • Lord of Fire(C.R.)(only)
    Lord of Fire
    63 Discordia NPC
    • Hailings of the Silver Sea (majority)
    • Ancestor (minority)
    Hailings of the Silver Sea
    64-A Vennland Aedilred
    • Pagan (majority)
    • Hailings of the Silver Sea (minority)
    Lord of Fire
    64-B Mularuhm ForzaFiori
    • Animistic Ancestor worship (only)
    Animistic Ancestor worship
    65 Campestrus Pratum Rizban
    • Lord of Fire (minority)
    • Ascension (minority)
    Ascension
    66 Wyrmar NPC
    • Hailings of the Silver Sea (majority)
    • Ascension (minority)
    • Wyrm Below (minority)
    Hailings of the Silver Sea
    67 Palas Caercia DurkBlanston
    • Hailings of the Silver Sea (majority)
    • Ancestors (minority)
    Hailings of the Silver Sea
    68 Pavonia ReaderAt2046
    -Unknown-
    -Unknown-
    69
    70
    71
    - - - - -
    76 Neo Scandza Rain Dragon
    • Pagan Star Worship (majority)
    Laiks Raqis
    77 Valeriya Kitsanth
    -Unknown-
    Circle Pagans
    - - - - -
    84 ??? TheDarkDM
    -Unknown-
    Tzetultep
    - - - - -
    86 Tzalteclan TheDarkDM
    • Tzetultep (only)
    Tzetultep
    87 ??? TheDarkDM
    -Unknown-
    Tzetultep
    - - - - -
    90
    - - - - -
    120 Venetian Mask
    -Unknown-
    -Unknown-
    121 The Broken Enclave Yarghenforgen
    • Druidism (majority)
    Druidism
    122 qazzquimby
    -Unknown-
    -Unknown-
    - - - - -


    Organized Religions
    As stated under the rules, only organized religions can be used mechanically (such as miracles, holy orders and conversions). The following are organized religions:
    • Lord of Fire // Head of Religion: The Blazing Avatar
    • Ashmar // Head of Religion: Marius Earthguard
    • Calorum Lord of Fire Reformation // Head of Religion: the current High Priest(ess)
    • Radurja // Head of Religion: Shahidi Mkuu Shvedrishti / Chuo wa Mashahidi (College of Witnesses)
    • Council of Spirits // Head of Religion: Naomh Fionn Sheenan
    • Cult of the Sky // Head of Religion: ???
    • The Great Eel Spirit (see here) // Head of Religion: The Hovermaster Oberdrood
    • Doctrine of Frost // Head of Religion: High Priestess Fabula
    • Kelarthianism // Head of Religion: ???
    • Laiks Raqis // Head of Religion: ???
    • Tzetultep // Head of Religion: ???


    Holy Orders
    • Knights of Hoarfrost - Doctrine of Frost
    • Council of Truth - Calorum Lord of Fire Reformation
    • Quorum of the Sixteen Patriarchs - Ascension
    • Taratibu wa Mwalimu - Radurja
    • Taratibu wa Lunakellai - Radurja





    Great Projects (and so-so projects)

    Player
    Great Project
    Progress
    Started
    Finished
    Notes
    TheWombatOfDoom Fortification of Crest
    5/5
    R1 R5
    TheWombatOfDoom Roads
    2/2
    R1 R2
    TheWombatOfDoom Training University
    3/5
    R5
    TheWombatOfDoom Increase Grain Supply
    2/5
    R6
    Chief Great Mausoleum
    5/5
    R1 R5
    Chief Holy Book of Flames
    5/5
    R4 R9
    Chief Academy of Arts
    5/5
    R4 R9
    Lord_Burch Roads
    2/5
    R2
    Lord_Burch School System
    2/5
    R3
    Lord_Burch School of Medicine in Arissyeux
    1/5
    R5
    Logic Roads
    5/5
    R1 R5
    Logic Great Library of Barsia
    5/5
    R2 R6
    Logic Hanging Gardens
    4/5
    R2
    Logic Aldbury Field Memorial
    3/4
    R8
    Logic Beringinian Reconstruction
    1/5
    R10
    zabbarot Radurjic Codex
    5/5
    R2 R7
    zabbarot Expand Radurjic Codex
    2/2
    R10 R11
    zabbarot Federation
    3/5
    R10
    BladeofObliviom School System
    5/5
    R2 R6
    Chacmon Obsidian Road
    2/2
    R1 R2
    Chacmon Population Growth
    2/2
    R3 R4
    Chacmon Grand Lava Canals
    5/5
    R3 R10
    Chacmon Reroute Traffic
    1/2
    R3
    Arutha Metric System
    5/5
    R3 R7
    Arutha Foundries
    5/5
    R3 R7
    Arutha Study of Blue Gemstones
    1/5
    R8
    Arutha Roads
    1/?
    R11
    NPC - Sanctuary Tomes of Metallurgy
    2/3
    R2
    Elemental Observatory at Severikand
    5/5
    R2 R8
    Elemental Grand Naval Academy Building
    0/5
    R6 Deconstructed
    Elemental Study of Somnorum
    3/5
    R8
    Shnur New Port
    2/2
    R4 R5
    Shnur New Capital
    4/5
    R5
    lt_murgen Naval Academy
    4/4
    R3 R6
    lt_murgen Emerald City/Port
    2/2
    R9 R10 In Woodwind
    Silverbit Walls of Kalpraz
    5/5
    R5
    Tychris1 Medical Academy for Combat Drugs
    5/5
    R5 R10
    Tychris1 Iron Vermin Suit
    2/2
    R8 R9
    Arkhosia Fortification of Eyrecradia
    3/5
    R5
    WaylanderX Academy of Research in Culture and Prowess
    5/5
    R5 R9
    avr Granaries
    2/5
    R4
    QuintonBeck Senate House
    5/5
    R6 R11
    QuintonBeck Expand Enclave of Existence
    2/2
    R8 R10
    QuintonBeck Federation: Triumvirate
    2/2
    R10 R11
    Zap Dynamic Raaneka Stadium
    5/5
    R6 R10
    Zap Dynamic Golden Statue
    2/2
    R6 R7
    Lorick Great Temple
    2/5
    R6
    aspi Trade Waystations
    2/2
    R8 R9
    aspi Arctic Institute
    4/5
    R9
    SlayerofUndead Grand Canal (East)
    3/5
    R9 In Grmanhil
    SlayerofUndead Grand Canal (West)
    1/5
    R9 In Grizland
    moossabi Governmental Change: Republic Monarchy
    2/5
    R10
    Aedilred Roads
    2/2
    R10 R10
    Aedilred National Literacy
    3/5
    R10
    ImperatorV Federation: Triumvirate
    3/5
    R10
    ForzaFiori College in Dag Torum
    2/5
    R10
    ? Pusdeath Cure
    5/5
    R10 R11 World Project
    NPC - Sanctuary Night's Gate
    1/5
    R10
    Last edited by zabbarot; 2014-06-05 at 05:14 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  9. - Top - End - #9
    Troll in the Playground
     
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Technology Benefits
    (Updated through Round 18)

    Technology
    Primary Effect
    Mechanical Bonus
    Required Resources
    Abyssium Ballasts Allows use of Abyssium Gas for ballast purposes in water. Allows Underwater Exploration Abyssium
    Adamantine-forging Allows use of Adamantine resource. Grants Special Metal Bonus Adamantium
    Aerial Naval Carrier Allows Aerial Units to be used in naval battles Grants Ability to Have Naval Aerial Units Timber
    Berunda-riding [Expanded: Pteryd Riding (PR)] Allows Berundas to be used as Aerial Units (PR: Allows dinosaurs to be used as Aerial Units) Grants Aerial Unit Bonus (PR: Grants Aerial Unit Bonus) Berundas (PR: Dinosaurs)
    Blackpowder (and Blackpowder weapons) Allows use of gunpowder +2 to Military battle checks. Sulfur
    Nitrates/Bat Guano
    Coal/Charcoal(From Wood)
    Clockwork Allows creation of intricate clockwork items Allows simple mechanical technologies to be combined into more advanced technologies Metal
    Griffon/Pegasi-riding Allows Griffons/Pegasi to be used as Aerial Units Grants Aerial Unit Bonus Griffons or Pegasi
    Hovercrafts Allows creation of land Ship Units Grants Ship Bonus in standard temperate land regions Leather
    Horse Riding (Advanced) Allows Horses to be used as specialized cavalry Grants Specialized Cavalry Bonus Horses
    Ice Sailing Allows creation of polar Ship Units Grants Ship Bonus in Polar Regions Timber
    Insect Training [Expanded: Pistol Shrimp (PS)] Allows Giant Insects to be used as Aerial Units (PS: Allows usage of Pistol Shrimp as Aquatic Cavalry) Grants Aerial Unit Bonus (PS: Grants cavalry bonus on water) Giant Insects (PS: Pistol Shrimp)
    Kralax-riding [Expanded: Dinosaur Riding (DR)] Allows Kralax to be used as Specialized Cavalry (DR: Allows dinosaurs to be used as special cavalry) Grants Specialized Cavalry Bonus (DR: Grants Specialized Cavalry Bonus) Kralax (DR: Dinosaurs)
    Lenses Allows faster exploration +2 to tactical maneuvering checks. Glass or Quartz
    Magnets Allows advanced usage of Magnetic Properties ???? Magnetic Metal
    Mithril-forging Allows use of Mithril resource. Grants Special Metal Bonus Mithril
    Ocean-faring Ships Allows passage over the open ocean. Grants Ship Bonus in Naval Regions Timber
    Oracles Allows consistent useful usage of Osuro Mirc Grants +1 to a randomly determined stat (excluding Luck) to new Rulers Osuro Mirc/Fruxtkorp'r
    Pitch Allows creation of Pitch +2 to Military battle checks to defend a region. Tar and Oil
    Plate Armour Allows creation of Plate Armor +1 to Military battle checks. Hard Metal
    Printing Press Allows creation of Printing Presses Grants +1 Diplomacy +1 Curiosity Checks Paper or Papyrus or Books
    Prosthetic Limbs Allows creation of Prosthetic Limbs Grants -1 on Unit Loss in Battle* Metal
    Raaneki/Heartwine Diplomacy Allows special use of Heartwine Grants +2 Diplomacy Checks Heartwine
    Sewage Systems Allows creation of better sewage system infrastructure Grants +2 Population Growth Stone
    Shintouite Crafting Allows Shintouite to be worked as if stone Grants -2 Unit Losses when Defending in Regions with Shintouite Import or Shintouite Defensive Structures Built* Shintouite
    Ultralight Materials Allows infusion of Cavorite or similar substances into materials that they become lighter but no less dense Grants ability to build larger and taller structures with ease Cavorite
    Wurm-riding Allows Wurms to be used as Specialized Cavalry Grants Specialized Cavalry Bonus Wurms
    Zeppelins Allows creation of flying gas filled ships Grants Ship Bonus in calm sky regions Lighter than air gas

    • Aerial Unit Bonus - +1 Military Checks +1 Tactical Maneuvering
    • Ship Unit Bonus - +1 Military Checks +1 Tactical Maneuvering
    • Special Metal Bonus - +2 Military Battle Checks
    • Specialized Cavalry Bonus - +1 Military Checks +1 Tactical Maneuvering
    • * - Unit loss lowering bonuses do not stack


    Technologies do not stack with themselves and same type bonuses do not stack

    Technologies by Region
    (Updated through Round 13)

    Kingdom Name
    Player
    Technology
    Round acquired
    AQUA lt_murgen Ocean-faring Ships <10
    AQUA lt_murgen Raaneki Diplomacy 12
    AQUA lt_murgen Pitch 12
    AQUA lt_murgen Plate Armor 13
    AQUA lt_murgen Printing Press 13
    AQUA lt_murgen Berunda Riding 13
    AQUA lt_murgen Blackpowder 14
    Alydaxis moossabi Ocean-faring Ships 11
    Alydaxis moossabi Kralax-riding 11
    Alydaxis moossabi Plate Armor 12
    Alydaxis moossabi Berunda Riding 13
    Alydaxis moossabi Sewage Systems 18
    Ashenia Elemental Printing press <10
    Ashenia Elemental Mithril-forging <10
    Ashenia Elemental Ocean Faring Ships 15
    Ashenia Elemental Pitch 15
    Ashenia Elemental Plate Armor 15
    Ashenia Elemental Clockwork 17
    Ashenia Elemental Blackpowder 18
    Ashenia Elemental Adamantine Forging 18
    Ashenia Elemental Sewage Systems 18
    Ashenia Elemental Zeppelins 18
    Bordeux Concordant Lord_Burch Mithril-forging <10
    Bordeux Concordant Lord_Burch Blackpowder 12
    Bordeux Concordant Lord_Burch Printing press <10
    Bordeux Concordant Lord_Burch Berunda-riding 11
    Bordeux Concordant Lord_Burch Ocean Faring Ships 14
    Bordeux Concordant Lord_Burch Pitch 14
    Bordeux Concordant Lord_Burch Plate Armor 14
    Bordeux Concordant Lord_Burch Lenses 17
    Bordeux Concordant Lord_Burch Ultralight Materials 18
    Bordeux Concordant Lord_Burch Prosthetic Limbs 18
    Bordeux Concordant Lord_Burch Zeppelins 18
    Bordeux Concordant Lord_Burch Adamantine Forging 18
    Bordeux Concordant Lord_Burch Wurm Riding 18
    Bordeux Concordant Lord_Burch Kralax Riding 18
    Bordeux Concordant Lord_Burch Oracles 18
    Bordeux Concordant Lord_Burch Sewage Systems 18
    Broken Enclave Yarghenforghen Ocean Faring 17
    Calorum Chief - -
    Celero Logic Griffon-riding <10
    Celero Logic Ocean-faring Ships 11
    Celero Logic Aerial Naval Carrier 11
    Celero Logic Plate Armor 13
    Celero Logic Kralax Riding 13
    Celero Logic Heartwine Diplomacy 13
    Celero Logic Blackpowder 14
    Celero Logic Printing Press 15
    Celero Logic Adamantine Forging 17
    Celero Logic Zeppelin 17
    Celero Logic Wurm-Riding 17
    Celero Logic Lenses 18
    Celero Logic Sewage Systems 18
    Celero Logic Clockwork 18
    Celero Logic Oracles 18
    Celero Logic Magnets 18
    Empire of Sanctuary NPC Plate Armor 5
    Fera Rain Dragon Clockwork 17
    Fera Rain Dragon Griffon Riding 18
    Fera Rain Dragon Mithril Forging 18
    Fera Rain Dragon Zeppelins 18
    Fera Rain Dragon Hovercraft 18
    Fera Rain Dragon Ocean Faring 18
    Fera Rain Dragon Plate Armor 18
    Fera Rain Dragon Printing Press 18
    Glazfell BladeofObliviom Ocean-faring Ships 12
    Glazfell BladeofObliviom Plate Armor 13
    Glazfell BladeofObliviom Hovercrafts 16
    Glazfell BladeofObliviom Clockwork 17
    Glazfell BladeofObliviom Ultralight Materials 17
    Glazfell BladeofObliviom Blackpowder 18
    Glazfell BladeofObliviom Lenses 18
    Guilder SamBurke Hovercrafts <10
    Guilder SamBurke Ocean-faring Ships <10
    Guilder SamBurke Plate Armor <10
    Guilder SamBurke Berunda-riding (Expansion: PR) 10
    Guilder SamBurke Printing Press 13
    Guilder SamBurke Pitch 13
    Guilder SamBurke Kralax Riding (Expansion: PR) 13
    Guilder SamBurke Zeppelin 17
    Guilder SamBurke Clockwork 17
    Guilder SamBurke Griffon Riding 18
    Guilder SamBurke Abyssium Buoys 18
    Guilder SamBurke Heartwine Diplomacy 18
    Guilder SamBurke Mithril Forging 18
    Gunung Chacmon Adamantine-forging <10
    Gunung Chacmon Zeppelins 15
    Gunung Chacmon Plate Armor 16
    Gunung Chacmon Printing Press 16
    Gunung Chacmon Shintouite Crafting 16
    Hurosha Empire WaylanderX Giant Insect Taming/Training (Expanded: PS) <10 (PS: 18)
    Hurosha Empire WaylanderX Plate Armor 9
    Hurosha Empire WaylanderX Aerial Naval Carrier 12
    Hurosha Empire WaylanderX Hovercrafts <10
    Hurosha Empire WaylanderX Ocean-faring Ships 11
    Hurosha Empire WaylanderX Kralax Riding 13
    Hurosha Empire WaylanderX Heartwine Diplomacy 13
    Hurosha Empire WaylanderX Shintouite Crafting 15
    Hurosha Empire WaylanderX Adamantine Forging 16
    Hurosha Empire WaylanderX Printing Press 16
    Hurosha Empire WaylanderX Wurm Riding 16
    Hurosha Empire WaylanderX Zeppelin 17
    Hurosha Empire WaylanderX Mithril Forging 17
    Hurosha Empire WaylanderX Clockwork 18
    Hurosha Empire WaylanderX Sewage Systems 18
    Hurosha Empire WaylanderX Oracles 18
    Jarrland Aedilred Ocean-faring Ships 12
    Jarrland Aedilred Printing Press 12
    Jarrland Aedilred Plate Armor 13
    Jarrland Aedilred Sewage Systems 18
    Jarrland Aedilred Horse Riding 18
    Lyradis TheWombatOfDoom Giant Insect Taming/Training (Expanded: PS) 3 (PS: 18)
    Lyradis TheWombatOfDoom Raaneki Diplomacy 12
    Lyradis TheWombatOfDoom Griffon-riding 8
    Lyradis TheWombatOfDoom Ocean-faring Ships 3
    Lyradis TheWombatOfDoom Mithril-forging 10
    Lyradis TheWombatOfDoom Printing Press 11
    Lyradis TheWombatOfDoom Abyssium Ballasts 16
    Lyradis TheWombatOfDoom Clockwork 17
    Lyradis TheWombatOfDoom Lenses 18
    Lyradis TheWombatOfDoom Hovercrafts 18
    Lyradis TheWombatOfDoom Berunda Riding 18
    Lyradis TheWombatOfDoom Zeppelins 18
    Lyradis TheWombatOfDoom Blackpowder 18
    Lyradis TheWombatOfDoom Pitch 18
    Lyradis TheWombatOfDoom Shintouite Crafting 18
    Mulharum ForzaFiori Mithril Forging 17
    Niskovia Kitsanth Clockwork 16
    Niskovia Kitsanth Zeppelin 17
    Niskovia Kitsanth Griffon riding 17
    Niskovia Kitsanth Mithril Forging 17
    Niskovia Kitsanth Hovercraft 17
    Niskovia Kitsanth Ocean Faring 17
    Niskovia Kitsanth Plate Armor 17
    Niskovia Kitsanth Printing Press 17
    Palas Caercia DurkBlanston Ocean Faring 16
    Palas Caercia DurkBlanston Plate Armor 16
    Palas Caercia DurkBlanston Printing Press 16
    Palas Caercia DurkBlanston Horse Riding 17
    Pavonia ReaderAt2046 Plate Armor 15
    Pavonia ReaderAt2046 Adamantine Forging 18
    Pryonia Arutha Blackpowder <10
    Raaneka Zap Dynamic Berunda-riding <10
    Raaneka Zap Dynamic Plate Armor 12
    Raaneka Zap Dynamic Mithril-forging 10
    Raaneka Zap Dynamic Ocean-faring Ships 10
    Raaneka Zap Dynamic Raaneki Diplomacy 11
    Raaneka Zap Dynamic Aerial Naval Carrier 12
    Raaneka Zap Dynamic Printing Press 11
    Razdis Silverbit Hovercrafts <10
    Razdis Silverbit Raaneki Diplomacy 12
    Razdis Silverbit Mithril-forging <10
    Razdis Silverbit Printing Press 11
    Razdis Silverbit Lenses 18
    Salterri Imperium Morph Bark Ocean-faring Ships <10
    Salterri Imperium Morph Bark Plate Armor <10
    Salterri Imperium Morph Bark Wurm-riding <10
    Salterri Imperium Morph Bark Printing Press 13
    Salterri Imperium Morph Bark Clockwork 17
    Salterri Imperium Morph Bark Horse Riding 18
    Saltiere Rizban Ocean Faring Ships 14
    Saltiere Rizban Plate Armor 14
    Scla´ca Shnur Ocean-faring Ships 11
    Sycia HisHolyAngel Griffon-riding 11
    Sympolemou Tychris1 Plate Armor <10
    Sympolemou Tychris1 Prosthetic Limbs 12
    The Heartwaste NPC - -
    Tzalteclan TheDarkDM - -
    Triumvirate ImperatorV QuintonBeck zabbarot Ocean-faring Ships <10
    Triumvirate ImperatorV QuintonBeck zabbarot Kralax-riding 12
    Triumvirate ImperatorV QuintonBeck zabbarot Aerial Naval Carrier 12
    Triumvirate ImperatorV QuintonBeck zabbarot Raaneki Diplomacy 12
    Triumvirate ImperatorV QuintonBeck zabbarot Plate Armor 11
    Triumvirate ImperatorV QuintonBeck zabbarot Printing Press 13
    Triumvirate ImperatorV QuintonBeck zabbarot Adamantine Forging 16
    Triumvirate ImperatorV QuintonBeck zabbarot Sewage Systems 16
    Triumvirate ImperatorV QuintonBeck zabbarot Zeppelin 16
    Triumvirate ImperatorV QuintonBeck zabbarot Clockwork 17
    Triumvirate ImperatorV QuintonBeck zabbarot Wurm Riding 17
    Triumvirate ImperatorV QuintonBeck zabbarot Oracles 17
    Tzaltec Empire TheDarkDM Ocean Faring 16
    Tzaltec Empire TheDarkDM Plate Armor 16
    Wenyavuk aspi Ice Sailing 11 LOST: 13
    Wenyavuk aspi Ocean-faring Ships 10
    Wenyavuk aspi Mithril-forging 10 LOST: 13
    Wyrmar NPC Wurm Riding ??
    Last edited by QuintonBeck; 2014-06-26 at 04:07 PM.

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    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Reserved for the FAQ.
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    New Player Tips and Advice!
    Below I’ve put some tips and advice for new players (and old ones might want to check it too) that should really help you get along in the game and outside of it. These are all just guidelines and ideas that can help a lot, they are not hard and fast rules you should follow. Carve your own path and do things your own way, for that is how Empire continues to keep going!


    Keeping Up With The Game
    Empire is a game bigger than most RPGs due to its larger scale, broad appeal and unique interest points that draw players in. One or two players has quit in the past due to finding it hard to keep up with the game. Therefore this tip: it’s much easier to keep up with the game if you only follow the things that are necessary, the things that are most relevant to your play and enjoyment of the game and keeping up with it.

    In the Game
    The players whose actions you really want to follow are those whose countries are next to yours. Check with the map where your country is and what regions are next to it, and check with the tables what players are there and what they have. Making alliances and trading with neighbours is much easier than someone far away, after all!

    The Main Thread
    The main Empire thread is also the OOC thread, and because of the great group we’ve got, there’s a lot of communication going on. Following the thread can offer some great fun bits, but if you don’t have a lot of time during a particular week and only want to see the bits that matter, CTRL+F search posts by “Morph Bark” or “TheWombatOfDoom”. While not all the GM’s and co-GM #1’s posts are filled with updates on IC goings-on and changes/additions to the rules and info tables, they’re there, and they’re very helpful to be aware of.

    Alliances
    Since Empire is a social game due to its role-play nature, even if it’s a world-building game, alliances and other relations with other players’ countries are a big part of it. Alliances usually have their own OOC thread where players talk about things specifically pertaining to their alliance, their agreements and bonds, and what they plan on doing next. It’s great to have such a thread to come up with new ideas, especially since alliances of more than two people get hard to keep in touch with if you only use PMs.

    Subscribing
    Not all members of GitP may know this, but at the top right of a thread, just above the first post of a page, there’s a button for thread tools where you can subscribe to a thread. You can ask for daily or weekly notifications by email if you wish, but that’s not necessary—at least not daily. Weekly could be handy if you might be off and on again during some periods. Be sure to confirm the subscription too. To find your subscribed threads, go to your PMs, then go to the left where you’ll find a link to ‘subscribed threads’. There should be a list of them there, showing the one with most recent posts at the top.

    Temporary Inactivity is Not a Problem
    Should you not be able to post for a week, it’s not a problem. The end and start time of the rounds, the rules and guidelines for inactive players, all ensure that it’s as little a problem as possible. If you know you will be inactive for a longer time several weeks into the future, it will help knowing that ahead of time, so that agreements made with you will still go through, and if you’re part of a Confederacy you won’t fall as far behind as you otherwise might. If you are quite busy around the time you wish to start, it’s probably wiser to simply subscribe to the main Empire thread and return later to join up when you have more time. New players don’t have that much of a disadvantage against old players as you might think, so returning later is no problem. Especially so since the GM takes into account your ‘new player’ status for the first two weeks with regards to round start events and NPC actions.


    Fluffing
    The first major step, and something that will continue to run as a red thread throughout the game, is fluffing your region. You create a description for the terrain features of your lands, the physical appearance of your people and their culture and religion, and put down what resources are available in that region.

    For ideas and help you can check the Playgrounders' Guide to World-Building.

    For discussion and help with ideas about world-building you can either ask in the main thread or go to the World-Building Talk Thread.


    Strategies
    There are some things that might be handy to do as a new player to increase your chances of success in the game, as well as your enjoyment of it.

    Safeguard Your Position
    To ensure your region won’t be overrun, there are several things you can do. First off, it’s wise to have at the very least one military unit in every region you have to defend it. Since you start with only one and losing it would mean you’d have to restart elsewhere or try to retake your region as a rebel, you probably want your first region (also known as your home region or your primary region) to be well-defended.

    Alliances and Trade
    Bonds with other players and their countries will greatly increase your overall success and your enjoyment of the game, whether this is through alliance threads, or simply having a safer position and more resources to work with. Having a fully isolationist policy doesn’t really work—interacting with neighbouring countries to some degree is expected, at least in the beginning.

    Events
    Occasionally, another country might host an event. An event is usually some social gathering of some sort, like a conference to discuss political matters, religious symposia, a ball or some other party, or competitions between characters. During most rounds at least one takes place, sometimes two, and attending these allows you to partake in role-play threads made for the event and put a lot of actions under just a single one. If you spend an action in the main IC thread on going to an event, you can put a lot of sub-actions under it that cover alliances, trade agreements, marriages, and other such agreements with other players’ characters and countries. Because of this ‘action-folding’, events can be very great to attend.

    Creativity
    Unique ideas build a unique world with unique characters. Being creative with plans and fluff can pan out really well for you, whether it’s just on a level of having fun and great fluff, or the GM rewarding you with in-game benefits (which may or may not have mechanics tied to them, at that time or later).


    Guidelines for Behaviour
    Below are a few guidelines for how to act IC and OOC, particularly the latter.

    Keep OOC Separate from IC
    This should be reiterated, as it may be possible you come to learn of a plan someone has or had OOC. In such case, you shouldn’t act on that knowledge IC, because your characters and country don’t know of those things unless the other player tells you that you may know it IC due to his/her characters telling yours. If you think another player might be acting IC on OOC knowledge, don’t presume the worst and talk to them about it first. After all, any justice system should function on the basic principle of ‘innocent until proven guilty’.

    Furthermore, if you really want to do something for OOC reasons, try to think of a good reason why your characters would do that. Come up with something good instead of a flimsy reason, and you’re probably good to go with it.

    Keep IC Separate from OOC
    Don’t let IC drama and problems interfere with your OOC life and relations with other players. Bashing each other’s brains in and spreading propaganda IC is all fine and dandy, but it’s not OOC. For this reason, be clear when you’re being IC or OOC when outside of an RP thread or the main game’s actions thread. Generally speaking, alliance threads and the info therein can be considered IC, for instance, while nearly everything in the main thread is OOC unless stated otherwise.

    If You Have a Problem OOC, Talk About It
    If you have an OOC problem with something that happened IC, talk about it, otherwise it will not get fixed and it will only hamper your enjoyment of the game and by extension those that interact with you. Similarly, if there’s some personal thing that may affect the game, you do not have to tell everyone, but I’d appreciate it if you’d at least tell me so I can take it into account to the best of my ability.

    Aside from these simple things, following the GitP board rules and being a generally decent human being will make everything go smoothly and make us all have a great time!
    Last edited by Morph Bark; 2014-05-16 at 10:01 AM.
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Hurraaaaayyyy, I finally got to the next two stat five specials.

    Quote Originally Posted by TheWombatOfDoom View Post
    Page 50? No problem!
    That reminds me of a song, actually... Which doesn't make sense!

    Quote Originally Posted by Morph Bark View Post
    Arrivederci, folks! 'Til two three days! (Missed the Kasumor stuff. Will fix when back. It's all good. Hakuna matata.) See you then!
    Seeya! Have fun! Doei! Auf Wiedersehen! Laaaater!

    EDIT
    Quote Originally Posted by BladeofObliviom View Post
    Why do you persist, Mister Anderson, WHY?!
    I need to put on my sunglasses and long black coat now, don't I?
    Last edited by Rain Dragon; 2014-05-16 at 12:03 PM.
    I go by they/them/their or he/him/his pronouns

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    And Morph thought we'd move over here before hitting 50

    Pretty good timing on the new thread too. New century in-game, apocalypse averted, and Morph's vacation kicks us off with a new round to chatter about amongst ourselves as we often do.

    EDIT: Might I also note that "rock juice" the new resource sounds like it could definitely make you trip out if you drank it. That's just one man's opinion though.
    Last edited by QuintonBeck; 2014-05-16 at 12:05 PM.

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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    New thread party, hosted by Guilder! Woo!
    James/TheDoge Avatar by Ceika!

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    *snip* ...Hands down the funniest class critique ever... *snip*
    I cannot tell you the number of times I laughed while reading this.

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    New thread! Huzzah! Smells like… salt and burning corpses actually. Huh.

    Wombat, would you mind if I attempted to colonise beneath Domhan Abhaile? I could get a great kingdom. So… close…
    I'm also on the Bay12 Games forums under the same username.

    The awesome Ceika made both my avatars! All hail!
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Nooooo goddammit! Greta's gone.
    Beautiful Angewomon avatar by the darling Recaiden.

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Quote Originally Posted by HisHolyAngel View Post
    Nooooo goddammit! Greta's gone.
    I guess I should have told her before trying to make her a god...
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Round 14 Stats!

    Gunung - +2 Curiosity

    Celero - +2 Curiosity.

    Hurosha Empire - +2 Military, +1 Curiosity.

    Ignato Empire - +2 Military. +1 Curiosity.

    Calorum - +1 Military.

    Genivana - +2 Military, +1 Faith, +1 Luck

    Hrathan-Tuor - +3 Curiosity.

    Raaneka - +1 Diplomacy, +1 Curiosity, +1 Luck.

    Kingdom of Serendel - +1 Diplomacy, +2 Curiosity.

    Razdis - +2 Military.

    Guilder - +1 Faith, +1 Military, +1 Luck.

    Pryonia - +2 Curiosity.

    Sympolemou - +1 Diplomacy, +1 Military.

    Bordeux - +1 Military, +1 Curiosity.

    Kingdom of Ashenia – +2 Military.

    AQUA – +1 Diplomacy.

    Alydaxis - No bonus due to Max Stats.

    Saltiere - +1 Diplomacy, +1 Military.

    Niskovia - +1 Diplomacy, +1 Military.

    Halja - +1 Military, +1 Curiosity.

    Sycia - +1 Curiosity, +1 Faith.

    Glazfell - +1 Military, +1 Curiosity.

    Jarrland - +1 Diplomacy, +1 Curiosity. New Ruler - Athelmere!

    Tzalteclan – +2 Military, +2 Curiosity, +1 Faith, +1 Luck




    All players get +1 to Active Rounds. Perfect score x2!




    Last edited by TheWombatOfDoom; 2014-05-29 at 09:28 AM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
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    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
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    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Quote Originally Posted by zabbarot View Post
    I guess I should have told her before trying to make her a god...
    Probably would have been smart. Now Shvedrishti looks like a jerk.
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Wombattador, my stat increases should be +2 Military +1 Curiosity. Also you gave Calorum a +1 luck which is fine by me but I don't know if you meant to.

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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Also, Fabula died the morning before all this fire nonsense went down. Glamora's having a rough day.
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Quote Originally Posted by HisHolyAngel View Post
    Also, Fabula died the morning before all this fire nonsense went down. Glamora's having a rough day.
    Did she die last round then, or this one? Can I have a link to Glamora's stats? (and on the plus side, she gets to rule now! )

    Quote Originally Posted by QuintonBeck View Post
    Wombattador, my stat increases should be +2 Military +1 Curiosity. Also you gave Calorum a +1 luck which is fine by me but I don't know if you meant to.
    Copy pasta with extra sauce. Fixed.
    Last edited by TheWombatOfDoom; 2014-05-16 at 12:29 PM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
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    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
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    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Quote Originally Posted by TheWombatOfDoom View Post
    Did she die last round then, or this one? Can I have a link to Glamora's stats? (and on the plus side, she gets to rule now! )



    Copy pasta with extra sauce. Fixed.
    It's all already updated in my nation's post.

    Also, I just noticed the title of this thread, and I don't think it was meant to be a joke like this, but everything dyes? haha cuz everyone is dead.
    Beautiful Angewomon avatar by the darling Recaiden.

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Hey Wombat, I did mention that Tupelo was going to take over last round
    http://www.giantitp.com/forums/shows...&postcount=373

    Again, I apologize for burying it in fluff. Here it is highlighted:

    Quote Originally Posted by lt_murgen;17424075[U
    Events[/U]
    On December 31, 399 the Deceiver cult, under the leadership of Tupelo Cornus, assassinate several members of the Senior Council. [B]Tupelo declares himself Regent of the Jeweled Isles and Sagamore of Tar the next day. [/B]The remainder of the Senior Council supports him. Among the dead are Amber Grant and her man Iaz, Evelyn Grant and Pinna Tremblor, and Indigo Summers.
    Here are his rolls: First 4 The one I forgot
    I will post them in order on my IC thread but they will be:
    DIPLOMACY 3
    Military 4 (3+1)
    Curiosity 1
    Faith5 (4+1)
    Luck 1
    Keeper of the 49 Rules.

    Pet Peeve: Yay ≠ Yeah

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Quote Originally Posted by HisHolyAngel View Post
    It's all already updated in my nation's post.

    Also, I just noticed the title of this thread, and I don't think it was meant to be a joke like this, but everything dyes? haha cuz everyone is dead.
    Yes, I see. But when Fab died is important. Did she die in round 14 or in 15?
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    So... does it take an action to cancel trades, if they're not going to be replaced by anything?
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Quote Originally Posted by Aedilred View Post
    So... does it take an action to cancel trades, if they're not going to be replaced by anything?
    It doesn't. But reinstating them or rehashing them does.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Quote Originally Posted by TheWombatOfDoom View Post
    It doesn't. But reinstating them or rehashing them does.
    Oh right. I think that question pertains to my action btw. Also, Wombat, can I colonise beneath Domhan? (I need to explore first though).
    I'm also on the Bay12 Games forums under the same username.

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    Currently playing the parched and honourable Rabhid Dynasty in Empire2!

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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Quote Originally Posted by TheWombatOfDoom View Post
    It doesn't. But reinstating them or rehashing them does.
    OK, that makes my life a bit easier. I'm going to miss that fruit, though
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    Default Re: EMPIRE! Community W-B Game VI: Salt, Spies and Everything Dyes!

    Quote Originally Posted by Silverbit View Post
    Oh right. I think that question pertains to my action btw. Also, Wombat, can I colonise beneath Domhan? (I need to explore first though).
    Sure, but I don't think you'll find much. It's mostly a costal region, without much of the range being a part of it.

    Also, Sam - you're looking to colonize Domhan to get a Grand Kingdom...but you'll have to talk to my character IC to convince him why. (also, how do you get one from 2 on N. Central and 2 on East??)
    Last edited by TheWombatOfDoom; 2014-05-16 at 01:08 PM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

    World Building Projects:
    Magic
    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

    Order of the Stick Projects:
    Annotation of the Comic | Magic Compendium of the Comic | Transcription of the Comic
    Dad-a-chum? Dum-a-chum? Ded-a-chek? Did-a-chick?
    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

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