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  1. - Top - End - #331
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    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 16: 148-150 IR)

    Actions
    1. [Diplomacy] Attend the Donne's Birthday Bash to Pledge Vassalage to the Kingdom of Varjik With the Empire as it was finally collapsing under the internal and external weights set upon it, most notably the treason of Iskander Mikados Zhekurus, it falls to the Karysite to attend the Empress and her line in exile. The Karysites are resentful towards many in light of these circumstances but the Great Jain of Varjik is, and his Firethorn Regiment turned Kingdom of Varjik are, the exception. Having stood by Vana and then Dastatia through the many tribulations facing Dejan's Empire over the last 50 years they have proven themselves honored comrades and friends. Extracting only a promise from the Great Jain to pursue the restoration of Vana Rafæla Zhekurus's dynasty to Imperial power the newly crowned Queen Bisera II pledges her sword and shield to the mercenary turned king.
      Spoiler
      Show

      • Send 3 Units of Karysite мајка company warriors and General Basmira (7) to the Kingdom of Varjik[/b] As a show of good faith to the Great Jain and a sign of loyalty the new Queen sends three companies of her elite female cavaliers, those selfsame who helped Dejan conquer the world, led by Empress Vana's aging but still capable hand General Basmira to help in the Great Jain's wars against the Empire's enemies.
      • Accept Diresnags and Camel Cavalry from the Kingdom of Varjik

    2. [Military] Reform Lack of Discipline (1/2) - Under Avakonian rule the armies of Karys became a number of elite amid an imperial garrison of thousands drawn from across the Empire. In their role as Imperial guards the Karysites had grown complacent and cocky without the testing needed to keep a disciplined army strong. Queen Bisera shall not tolerate such lax observations of training and discipline in her Karys however and begins personally leading drills for battalions who perform the poorest in military contests. Such a fate quickly earns a legendary status as a very trying punishment for the Queen is merciless in her regimented assault and instillation of proper military order upon those who fail to grasp it quickly.
    3. [Military] Raise 1 Unit of Karysite мајка company warriors Queen Bisera takes to her namesake elevating her cadre of former subcommanders from within the мајка company to positions of power within the new hierarchy being established in the wake of many old guard being shipped west to serve the Great Jain. A new batch of elite all-female cavaliers are levied from the fruitful lands of Karys.
    4. [Military] Raise 1 Unit of Karysite мајка company warriors Replenishing the ranks at home as many battalions make the long careful march west over the next three years to join in service under the Great Jain absorbs much of the Queen's time. She is herself a warrior and wishes to oversee much of the training and discipline among her troops.
    5. [Military] (Mil 5) Name a Mil 10 General Atamina Queen Bisera II appoints from among her now-royal cadre of мајка guards her rival turned ally, some say lover, Atamina Versan to the position of General within the Karysite Hegemony. Whatever the rumors may be none can deny Atamina is a fierce warrior and master tactician. Her place is certainly upon the battlefield.


    Non-Actions


    News and Rumors
    • Empress Dastatia may claim that title no more now that her wicked brother and the lunatic zealot have betrayed their oaths as citizens of the Empire to raise arms against the rightful heir to Dejan. Karys blood and wheat helped build Dejan his Empire and they were rewarded with promise that Karysite blood would sit upon the throne and Karys would reign among the capitals of the Empire. So it was and so it had been for over a century until this rebellion. A pox on all the north for their wars, disease, and heresy that had crippled the Empire such that a somewhat poorer Empress might be overturned by a male who had done nothing to distinguish himself outside of cheap talk from his Governor's Mansion in Raesija. Yet if Karys had carried Dejan to Empire upon its back it could do so again. The fires of forges shall burn bright to craft the greaves which will clatter as the armies of Kary march upon Emjata once again.
    • Dastatia was Empress by right of blood but the Queen of Karys is traditionally chosen from the мајка company and though the courtesy had been extended to Dastatia to make her member and name her Queen while she reigned as Empress now that matters are no longer Imperial she is challenged and overcome for the title of Queen of the Karysites. A woman still in her prime, only twenty five and a proven veteran of the bloody affair in the Aspen Heights against the Rakshasa bands though once known as Rena upon her coronation takes the names Basira II in honor of, and some suggest a bold claim of kinship to, the first warrior Queen of the Karysites who united them before Dejan.
    • While the Avakonian Empire may be no more the Imperial Inquisition first envisioned by Vana and seen to fruition by Dastatia remains a potent network of spies and informants through central Emjata. The remnants of Inquisitorial leadership chose Karys to make their home and the new Queen has welcomed them affording them a fair degree of autonomy and funding. For now the Inquisitors begin to merely settle into the new post-Avakonian state of the world, recentering their spy networks to direct towards Elephantos and not Avakon. The Queen is said to hope the Inquisition's goals shall align with her own in seeking to restore the proper dynasty to Imperial power.


    Queen Bisera II

    Diplomacy: 3
    Economy: 2
    Faith: 1
    Military: 6
    Intrigue: 5

    Increase:

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    Karys 48 Wheat Karys Karys Glen Gwitna Dejanite Cult Honmyo Perijanism
    Marvalo 49 Silver Omanush Convoys
    XX
    XX
    XX
    Abhidi
    XX
    Palanam 65 Copper Isles of Lazar Pellocian Federation
    XX
    (Open) Perijanism Abhidi

    Spoiler: Armies and Technology
    Show
    6 units

    Military Specialization
    None

    Military Technology
    Sedellan Armor Coating (+2 vs overt magic, armor and wards, requires Sedellan Glass)
    Pician Weapons (+1, weapon slot, requires iron)
    Bani Bowls (-1 losses, drugs/medicine/blessings, requires bani)
    Salt Wagons ( +1 to unit cap/ -1 size loss roll, Logistics, requires Preservative/3 Preservatives)
    Obsidian Fire (+1 to defending/+2 to attacking with a foothold, Fortifications, Sappers, & Siege Weaponry, requires 1 Obsidian Glass/3 Obsidian Glass)

    Generals
    Basmira (M7)

    Cultural Identity
    The Imperial Inquisition (Secret Actions) - Demanded first by the Firethorn Regiment as prerequisite to service, cultivated under Empress Vana, and seen to fruition by Empress Dastatia the Imperial Inquisition has at its core the direction to attend to and keep strong the Avakonian Empire. Alas, with the Empire collapsing due to numerous betrayals and enemies beyond such a task no longer has so clear a role to play. For now the Inquisition maintains its aura of secrecy as those elder Imperialist agents who head it decide what role their instrument of power might play in the coming decade.

    Technology
    Violet Oath (+1 against secret actions, requires Violet Oak)

    Relic
    None
    Last edited by QuintonBeck; 2018-06-01 at 10:05 AM.

    Spoiler
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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

  2. - Top - End - #332
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    Default Re: [EMPIRE4!] IC Thread

    NPC Actions


    The Divine Principality of Avakon

    Vodjosiarch Allantalos Gaizherus
    Diplomacy: 5
    Economy: 6
    Faith: 6
    Military: 4
    Intrigue: 4

    1. [Military]Raise a Unit!

    2. [Military]Raise a Unit!

    3. [Diplomacy]Stabilize Avakon Roll: 11
      The people must be made to understand that the Principality acts for them in all things.
    4. [Faith]Convert HC 1 of Region 50 from Dejanite Cult to Coatl Perijanism 11
      To enlighten the masses is a worthy goal, even in the midst of war.
    5. [Economy]Buyout CTL TP 3 for Iron in Azenhal 12
      It is self-evident that the Principality has greater need for iron than the Theocracy does, at the moment, given that one wars for the faith and one within it, and that recently ended.


    Spoiler: News and Rumors
    Show




    The New Pellocian Federation

    King Iskander Mikados Zhekurus
    Diplomacy: 5
    Economy: 5
    Faith: 3
    Military: 5
    Intrigue: 5

    1. [Military 5]Recruit a General 9

    2. [Military]Raise a Unit

    3. [Economy]Buyout TP1 for Bysthian Horses in Region 63 13
      The Raesijan elite have always been picky about making sure they have high quality mounts. It would be best not to give them reason to doubt the King's claim.
    4. [Economy 5]Modify Advanced Pician Weaponry to use Bronze(0.5 TPs Copper, 0.5 TPs Tin)

    5. [Diplomacy]Stabilize Raesija 11

    6. [Diplomacy]Stabilize Region 63 19


    Spoiler: News and Rumors
    Show




    Rolls

    Spoiler: Other
    Show




    Jianta Federation (WZD)

    Ruler: Keiza Anamran
    Diplomacy: 3
    Economy: 6
    Faith: 1
    Military: 2
    Intrigue: 7

    1. [Economy]Buyout TP2 for Kansett14
      After paying the appropriate tax (in exotic Cloudwing Fish, kept healthy and alive by the unique talents of several promiment Huab shamans, in this instance) to the Gwitna strait-keepers, the Jianta Federation seeks the services of a number of the Kansett, whose capabilities and talents should prove uniquely suited to assisting the Jianta themselves, and caring for the Huo-Ke squid that have fallen ill like no others can.
    2. [Economy]Adjust Trading Practices in the Badan: Agreements must be kept, after all. No longer shall privateers from Wuzei Darak or Huab attack shipments in the Badan, nor shall their agents attempt infiltration of naval academies and mercantile operations. All pirates in the area are hereby disavowed by the Jianta Federation, and shall receive no port within. In return, the Gwitna and their contemporaries shall respect legitimate Jianta trading operations as well.
    3. [Diplomacy]Attend the Donne's Birthday Party: It is only right that the Jianta Federation pays their respects to the newest leader of the Faith, who now reclaims the holy lands of Amham, having fallen into decline.



    Organizations!
    Please be aware, Organizations are experimental and rules are subject to change

    Omanush Convoys
    Spoiler: Banner
    Show


    The Convoys celebrate the completion of the Omanush Naval and Medical Academy in Roagan inviting the Jianta Confederation across the waves as well as whoever remains to represent the Setjura Confederacy to come to its official opening. Crabbin Fever seems now to be in the twilight of its life but it still ravages many and its effects will be felt for decades to come. The Oamnush Academy will seek to teach important medical knowledge as well as practical naval knowledge for sailing the many seas of Emjata. Unparalleled ship doctors, captains, and crew are expected to be produced by this Academic marvel. That it lies upon the rich southwestern tip of Estensule where trade-rich merchants have money to spend shall only help raise its esteem and pedigree across the continents.

    Looking to provide a steady source of funding for the Academy the Omanush set seek to work with the remnants of the Setjuran authority to divert a portion of funds raised from pearl diving towards the Academy. With Setjuran collapse in this region and escalating tensions between Varjik and Khirus further to the east and Marasa dominance across the desert to the north the Convoys see an opportunity to pour investment into this rich stretch of coast before it is swallowed up by another power. Better to negotiate from a position of existing presence than from nothing at all.

    [Economy] Finish building a Medical Academy of the Omanush Navy +1 Project Action (5/5)

    [Economy] Buyout Roagan (74) TP 3 for Pearls from KDG 22

    Bloodied Hands
    Spoiler: Banner
    Show


    It seems the Bloodied Hands are increasing their recruiting practices, if the rumors are anything to go by. After a few months, those rumors have died out, however, so it's probably nothing to worry about.

    It seems the Bloodied Hands have been largely inactive around southern Regner; perhaps their services just haven't been requested there?

    [Intrigue]Secret Action 23

    [Military]Raise a Unit

    Company of The Crescent
    Spoiler: Banner
    Show


    With so many soldiers deployed across Emjata the primary matter of concern for the Company is recruiting. From Varjik, the Isles of Lazar, Deux, and Obroslo fighters are trained and entered into the Company’s service. This endeavor of the royal line of Obroslo was now far stretching indeed and coming to be recognized fully for the grand ambition that it was.

    The Imperial Sultanate of Regno is thanked for its construction of a base for the Company in Deux and supply of soldiers. As the Isles and Varjik were before them the Regnan leadership is commended in the halls of the Company and the Sultan is presented a favor from the Company. (Regno gains 1 Reputation and 1 Favor with the CSC)

    With most of the Company’s men serving in Palmor and in Estensule the Prince Commandant does not put out any new requests or tasks besides a general open roll for recruitment, though only certain contributions are being considered. (Any State may donate 2 Units and gain 1 Favor with the CSC)

    [Military]Raise Units

    [Military]Raise Units


    Order of Vasthiya Sattyathanya
    Spoiler: Banner
    Show


    The Abhidist Order in Aaenna looks on at the instability and unrest out of (Region 61) and sees an obvious role for their order to play. They have laid the foundations, now it is simply a matter of acting. They will need the adolescent Kingdom of Varjik’s permission, and more importantly support, but they offer their services as ministers and ambassadors to the people. Hoping the Great Jain will accept help even at some minor burden and the new king is assured that a favor owed to the Order would only be called on when the Jain or his Kingdom were capable of making good on the request.

    Though not the Favor asked it may be the Favor cashed to protect a new Abhidist outpost in Ka-Ruun. The holy site was abandoned and unrestored after the rebellions and war that ravaged the region in the wake of the slave rebellion. The ascetic values of Abhidist monks find purchase among the stratified and disrupted populace composed of rich and poor alike reduced to rags by circumstance or elevated by providence alone.

    Sattyathanya monks, contacted by Seigneur Lorena, travel to Umibe and are quickly apprised of the situation therein. disgusted and horrified, they overlook Lorena's unorthodox views in favor of condemning the Kunai Clans as a whole for allowing such horrid practices to continue in their midst without response. If this is the way this 'Yasei' fellow leads, if that even is his true name, the Kunai ought to take action lest his bloodlust turn to them next. Though preoccupied by matters closer to home, they promise to send aid within the next few years.

    [Faith] Minister to Populace - Convert HC 1 from Perijanism to Abhidi & Stabilize Region 61 as a Favor to the Varjik Kingdom 15

    [Faith] Convert Ka-Ruun (62) HC 3 from Open to Abhidi 15

    Other!
    Last edited by Rolepgeek; 2018-06-02 at 08:19 PM.
    Sincerely,
    Role P. Geek

  3. - Top - End - #333
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    Tentreto's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    The Whitefeather Empire
    Region 45+44+46+34+35+47: Inyoni Crescent
    Spoiler: Crest
    Show

    Round 16
    Empress Crexa Whitefeather

    Diplomacy: 10
    Military: 9
    Economy: 6
    Intrigue: 3
    Faith: 7


    1[Mil] Help in invasion of Atrisia on Azenhals side, sending 4 units, with Inyoni Skyfarers, Wingknights, and bringing the banner of unity
    (bonus of +6)
    2[mil] Raise a unit
    3[Faith] something something
    4[Faith] something something something
    5 [Diplomacy] Stabilise 47
    6
    7

    Endorse Azenhal Buyouts

    All Vassals may move freely through the lands
    News and Rumours



    Spoiler: Resources and troops
    Show
    Inyoni Crescent 45, Incense
    Region 71, Iron
    Pegasi 21
    saphires 9
    Pearls 74
    Ships 46
    8 troops


    Spoiler: Ruler information+ extra
    Show


    Last edited by Tentreto; 2018-06-01 at 04:46 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Played as The Whitefeather Kingdom in Empire 4. Flew too close to the sun

    Played as the Duenem in Empire 5. Ordered a God to stand down, and kept a contingency ready...



  4. - Top - End - #334
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    Default Re: [EMPIRE4!] IC Thread

    End of Round Sixteen.

    All edits to actions posts made after this point will be considered invalid.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  5. - Top - End - #335
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    Default Re: [EMPIRE4!] IC Thread

    Round 17: Begin!
    Imperial Reckoning 151 - 153
    Don’t forget to link to any rolls you make for ANY Attribute checks, plus rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with (because it’s handier to account for by the co-GM), which may or may not be your current ruler.

    Good luck!

    Rules Alerts & Changes!


    Growth!

    The recently minted Confederated Northern Syndicate has seemingly invested itself in a great many interests across Regner including among them the health of the Jalyeong-bo church in the wake of the fall of Amham. With no real contenders to oppose them, the local support of the powerful neighboring Sultanate, and a closing reality of direct control over the former Federation’s component provinces leads to the former seat of the faith, and in turn many others across Emjata, to recognize the northern power as the new font of spiritual authority within the strictures of Jalyeong-bo. (Confederated Northern Syndicate’s “Shaman Wane Telindar” is now head of the Jalyeong-bo faith)

    The Serene Marasa Pride has developed quite a reputation in their conquests of the deserts and jungles of Estensule and their proclaimed God-King has quickly proven himself a rival to many more established powers across Emjata. As his most favored bride and mother to his heir makes war upon his neighbors in the mountains to the east the Lago Khompur is recognized by his many varied subjects as their great King and Maharaja! (Serene Marasa Pride is now a Great Kingdom!)

    The Naval & Medical Academy of the Omanush, years in the building, is completed at last! Roagan is flooded with would-be sailors, merchants, and doctors, as well as a number of those seeking to investigate Crabbing Fever further. Whether the Academy will live up to its prestigious start or falter entirely, only time will tell. (The Omanush Medical & Naval Academy Great Project is completed!)

    The Sultanate of Regno have never been a state known for warfare but Tutum has proven to be more pragmatic than his father, and with the immediate pressures of the Amham dissolution and rebellion right next door a formalized military doctrine at last finds its way through the armies of the Imperial power. Guided by commissioned Initiates and playing to the strengths of the faith and the union held sacred by the Oamenii and their subjects a disciplined order is instilled through the ranks to the effect of placing ‘guardianship’ as the foremost role of a Sultanate soldier. Wherever the Sultanate may lay claim to subjects of its domain might rest easy knowing the Sultan’s armies were there to protect them. (Regno introduces a Military Specialization: Defensive Stratagems, +Die Size when Defending the Imperial Sultanate)

    The Theocracy of Coatl may have lost its position as head of the faith but it is still the founder of the Coatl Perijanist church and as its spawn grows more radical and violent it has ripple effects within the Theocracy. Military officers are intermingled with Coatl Perijanist preachers and magi and relationships are established between the truly devout and the violent men who maintain the power aligned with these radicals. A reciprocal relationship develops between church and army leading to a superior fighting ability where the church of Xincoatl can easily lend its aid. (Theocracy of Coatl introduces a Military Specialization: Flood of Fanatics, + die size when attacking a region adjacent to one with a Coatl Perijanist Holy Order)

    From Yondar a new military mind enters the fray of Emjatan politics and warfare as Deja Rhunis is elevated to the status of a General over the Yondarian armies. (Yondar introduces Mil 8 General Deja Rhunis)

    The Pician Realm of the Tides has always been heralded for nothing if not its warlike attitude and requisite warlike capabilities. Unfortunately it seems the string of deaths and disappearances of the former senior hierarchy for the Realm has left the Picians somewhat bereft of high quality military leaders. Nonetheless a leader does step forward and Jarjargle is recognized as a general of the armies. (Realm of the Tides introduces Mil 6 General Jarjargle)

    Karys readies itself for war, appointing a brilliant tactician from the ranks of the soldiers. While rumors swirl around General Atamina, none question her skill. (Restored Karysite Hegemony introduces Mil 10 General Atamina)

    Determined to present his readiness to meet those other challengers who arose in the wake of his own King Iskander appoints a seasoned veteran from among the Avakonian armies loyal to his cause to serve as a general of the armies. (New Pellocian Federation introduces Mil 9 General)

    The newly-independent Queendom of Karys finds itself in need of allies, and Queen Bisera sees potential in the new Kingdom of Varjik. She pursues such alliance in an unforeseen way, pledging the Queendom to the Jain in return only for a promise that he will see Empress Vana’s dynasty restored to Avakon. (The Restored Karysite Hegemony is a vassal to the Kingdom of Varjik!)

    Delwin (84) in an odd occurrence of gift giving on one’s birthday to another is ceded from the Confederated Northern Syndicate to the growing kingdom of Overvann in exchange for a contract of peace in the northwest. Of course, the recent embracing of Dejanism among the ‘Ridi’x, kobold, and even human population of the region combined with the Dejan Cult’s sponsorship out of ‘Ridi’r could spell trouble with the devoutly Gamle Mater Overvann. (Delwin (84) is now owned by Overvann!)

    Yald Danerdhuf for all his shady past and practices does appear to those in Yemur to be their best hope for a stable and safe future. With Syndicate loyal soldiers joining the Sultanate in installing a Sultan-friendly Duke in Amham those holdouts in Yemur are forced to concede that holding out too much longer could result in their violent disposal. The Donne has sponsored a holy order in the region and seems willing to cooperate still so those remaining within the region at last relent and pledge fealty to the northern lord. They are perhaps not entirely loyal or trusting of this foreign sovereign but willing enough to tolerate his suzerainty. (Confederated Northern Syndicate claims Yemur (1) and gains 1 Unit!)

    Although the leader of the Clans has changed in the midst of their negotiations this seems to to something to sway the previously recalcitrant people of the western Estensule outcropping. Perhaps they saw a similarity to be admired or a weakness that might be exploited but whatever the truth they agreed to recognize the power of the Clans, surrendering an army of their own as tribute to their new overlords. (Kunai Clans claim Region 83 and gain 1 Unit!)

    Diplomacy!

    The Northern Council of Ti Linnad proves capable in assuaging the concerns of its constituent member states and both Wybrèz and Arfordir settle in their roles within the northern kingdom’s expanse. (Wybrèz (18) and Arfordir (20) are now Stable!)

    With the aid of her liege in the Gwitna Coalition the lazarite Arndok successfully quells the unrest that had shaken her homeisland in the wake of the plague and her predecessor’s passing. (The Isles of Lazar (28) are now Stable!)

    Although the full purposes for Teppin’s war against Gwitna remain unclear in the Stone Cities with a peace declared with their former liege and the Exarch having expelled many of the most distrusted lieutenants from his inner circle are able to settle into a more relaxed state of existence. (Shona (32) is now Stable!)

    Lord Cuahuey proves capable enough as a statesman among the Kilkana quelling the people’s fears of tyranny or oppression under his rule. His marriage to a daughter of the region seems to seal the begrudging approval of the regional factions. (Kilkana (26) is now Stable!)

    Although failing to impress the local nobles of Raesija among the southern Pellocians King Iskander proves a popular figure with some pointing out the security provided by being members of the Federation as opposed to the Empire given its more focused geographic concerns. (Region 63 is now Stable!)

    The Order of Vasthiya Sattyathanya seeks to ease the violence and disputes in the civil warring stretch of Estensule contested by so many powers. Utilizing their full assets the Order ministers to the populace seeking to quell rebellious attitudes and embrace whatever force might come to claim control for in calm confrontation any foe can be overcome through integration. Although intending to aid the Kingdom of Varjik it seems the Order could merely appear an extension of the Khirus Republic should they succeed in capturing the region… (Region 61 is now Stable!)

    The Whitefeather Kingdom is not one to let unrest go unanswered and the Empress Crexa quickly sees to the quelling of discontent in the former Avakonian territory of Masodil where the plague had frightened the populace. (Masodil (47) is now Stable!)

    Faith!

    Receiving a surprise loan of funds from the Donne shamans from Bhule travel south to Yemur where they meet with local senior shamans. The spiritualists eventually find harmony among themselves and together slowly weave together through the region a network of shamanist circles pledged to the common cause of Yemur. Embracing the rivers and their spiritual embodiments as their ethereal guides these shamans come to be known as the River Tenders within the region. (Yemur (1) now contains a Jalyeong-bo Holy Order!)

    Although a major temple remains unoccupied in the capital the Theocracy of Coatl does see an official recognition of the School of Magi within the realm’s capital as a premiere institution for Coatl Perijanist instruction. While the institution has been in place for centuries the recent plague and war with the Gwitna has caused the school to take a more active role in society as of late. Apprentices are now obligated to join their masters in supporting villages throughout the theocracy's countryside leading to the School’s elevated status among the populace. (Coatl (33) now contains a Coatl Perijanist Holy Order!)

    Lindeen is a rather new kingdom to emerge upon Emjata but that has not halted bold claims to be the ‘magical epicenter’ of the world. Keen to faith in higher powers driving magical prowess and the necessity of understanding and balance regarding various faith practices reminiscent of Abhidism but rejecting the wholeness of a One True God the kingdom of Lindeen sees to the establishment of a rather unique holy order. The Mandate of the Precipe claim no allegiance to any existing faith but do exist within Lindeen’s spiritual landscape and it is their assigned duty to provide guidance and balance to the religious practitioners of the so-called magical epicenter. (Lindeen (101) now contains an Open Holy Order!)

    To the horror of many within and outside Izbefe King Dafi's bizarre cruel experiments with Crabbin Fever have yielded what must be considered 'results' in the creation of Dafi's Staff. The bastard son of King Balder has not made friends among many but he has made undeniable progress in magical understanding though at no small cost. The mad king's scepter now carries the same aura of haunting brutality as its maker. (Kingdom of Izbefe introduces a Relic: Dafi's Staff +1 on Destablization actions)

    ‘Xed’x Vugr becomes something of a mythic figure among the ‘Ridi’x of Regner as he spreads his gospel of Dejan’s supreme greatness whose might and accomplishments are worthy of respect and admiration by even the toughest ‘Ridi’x. The leader of ‘Ridi’r is able to sway a great many of his brethren across the continent and even those outside his race the worth in worshipping Dejan. Even, it seems, going so far as to lead to the northern leader receiving invitation from the King of Varjik to spread his Dejanic message in southern capital. Vugr took the King up on his offer and over the course of a few years three regions which once boasted Perijanist majorities or a mix of faiths become Dejanist strongholds brimming with religious fervor. (Delwin (84) HC 3, ‘Ridi’r (85) HCs 2 & 3, and Varjik (58) HCs 1 & 2 are converted from Perijanism to Dejanite Cult!)

    With the greatly valued sponsorship of the Dvatlan King Tëlir Geza priests and Abhidic monks find themselves enabled to take on entrenched local doctrines that stood opposed to their own across western Inyaka. Jalyeong-bo shamans in Perivan are turned out of the sacred Heretics Long House and the haunting site is secured in the name of the gods of Tëlir Geza. In Zeměvčel meanwhile the religious fracturing of the Empire and its repercussions even into territories lost by Avakon some years ago leaves a Dejanist order rip for conversion to the contemplative and aesthetic Abhidist faith. (Perivan (15) HC 2 is converted from Jalyeong-bo to Tëlir Geza and Zeměvčel (17) HC 2 is converted from Dejanite Cult to Abhidi!)

    The Isles of Lazar send missionaries westward into Inyaka where they seek both Gwitnan and Linnadi subjects to speak the serpent’s truth to. In Kilkana they successfully attempt to con the conners with a pitch on Xincoatl’s role as the cosmic gambling house who always wins. Further abroad in Arfordir the extremist rhetoric of the eastern radicals overwhelms the tamer preachings of an orthodox perijanist outpost in Arfordir no doubt setting the stage for further conversions to come. (Kilkana (26) HC 3 and Arfordir (20) HC 1 are converted from Perijanism to Coatl Perijanism!)

    Reaching out across the waves to their newborn ally in faith the Theocracy of Coatl sends missionaries to reinforce the Coatl Perijanist occupants of the Avakonian Palace. Filtering into the southern portion of the Divine Principality’s holdings where Allantalos and the doctrine of Xincoatl hold less sway the magi and priests of the Theocracy quickly outpace the local preachers in spreading the message of Xincoatl among the populace. (Region 50 HC 2 is converted from Perijanism to Coatl Perijanism!)

    In the formerly tumultuous Ka-Ruun Abhidist doctrine spread by the Order of Sattyathanya takes hold among the populace. While in the wartorn region to Ka-Ruun’s south Abhidist teachings offer a path for self realization amidst the active terror of war in Ka-Ruun the doctrine of Oneness held between all things strikes a chord among the still socially stratified former slaves and masters turned labor guildsmen. (Ka-Ruun (62) HC 3 is converted from Open to Abhidi)

    Trade!

    The Imperial Sultanate has a rich network of trade established alongside their expansion and with such volume funds begin to accrue. The Sultan’s vaults are opened in part to fund an expedition into Izbefe restoring the docks and harbors of the southern kingdom’s capital to their level of prestige prior to the plague’s ravaging effects. The Oamenii soon join thir Omanush cousins along the shores of Izbefe. (RGO upgrades Izbefe (6) Ships from [Good] to [Great] and takes over associated TP 3)

    In the Republic of Khirus a remarkable revolution is made in the utility of Cavalry first refined by the Camel riders of Dvatla. The Bhreshi Dogs of Aaenna are a rather different breed of beast but techniques and lessons from the northerners are found to be applicable with only minor alterations to these southern beasts allowing them to serve as mounts for warriors in much the same way as camels serve. (KRS adapts Bhreshi Dogs to work in the place of Camels for Camel Cavalry technology!)

    The New Pellocian Federation carries forward innovations of the Avakonian Empire in bronze forging techniques leading to the adaptation of the Pician weapon designs that have seen much use in Palmor and beyond being forged at last in the earthy sheen of bronze. (NPF adapts Copper and Tin to work in the place of Iron for Advanced Pician Weapons technology!)

    Seeking to recover Sultanate control which had slipped in the grips of Crabbin Fever the Bani mines of Oasis find themselves once more protected by Sultanate guards and seen to by Sortis and Litore merchants once more. Operations are rather quickly restored and the magic dust once more flows through the desert at the Sultan’s whim. (RGO buys out Bani TP 1 in Regno (8)!)

    Overvann has integrated the locals of Tevrus into the religion of Gamle Mater, sought to put down the rebellious machination of the stone golems, and now seeks to entreat economically with the region. Overvann merchants with the clear backing of their government are able to establish a presence at last in the region’s limestone quarries shipping great loads of the stone back home to their High Warlord. (OVN buys out Tevrus (90) Limestone TP 1!)

    Having lost their grip on the strange textiles produced in Atrisia due to the plague the ever perseverant Yondarian traders from the north re-establish an economic in the region as the bloody warfare between Azenhal and Picians rages on around them. (YDR buys out Atrisa (42) Shadow Flax TP 2!)

    With support from the natives due in part to their provision of the desired timber to the wildmen of ‘Ridi’r the Kingdom of Yondar establishes an economic outpost trading in the exotic and strange monster parts recovered from the region’s fauna. The many strange bits and pieces of monster find roles as remedies and magical ingredients among the superstitious and alchemically minded back in Yondar. (YDR buys out ‘Ridi’r (85) Monster Parts TP 3)

    Although faring poorly domestically against longtime trading partners whom they have not brokered a deal with the Azenhal merchants do prove successful abroad where cooperative foreign governments make doing business for the gold-rich realm rather easy. In Tafer and Ka-Ruun the rich trade offers made by Azenhal merchants are able to entice local traders into coming to an agreement. (CAL buys out Tafer (44) Farrana TP 2 and Ka-Ruun (62) Labor Guilds TP 1)

    Although having formally sworn off relationships with suspected vampires it seems Exarch Teppin’s administration has an unyielding fascination with the source of their most prevalent myths, the southern Republic of Khirus. Theocracy merchants make the overland journey through Palmor into the capital of the strange southern republic where they negotiate a trade deal for the region’s Obsidian Glass. (CTL buys out Khirus (40) Obsidian Glass TP 2)

    With the Pician hegemony scattered and desperate in Fresia enterprising minds out of Carida seek to seize power for themselves within the Realm of the Tides. First negotiating an arrangement with the Serene Marasa Pride to the west to secure an import of slaves, a favored meat of the Pician horde, the Caridans then turn to more risky investments seeking to seize control over the flow of gold in Fresia. Shockingly the Caridans are able to negotiate with their ostensible ‘masters’ and soon claim ownership of a majority of the region’s gold exports. (RMT buys out Taraks Krag (78) Slaves TP 3, Fresia (70) Gold TP 1, & Fresia (70) Gold TP 2 from TFR)

    The Kingdom of Izbefe is quickly developing a rather dark reputation as its bastard king conducts experiments upon his people and creates dark relics of power but business must go on all the same. Izbefe merchants working closely with their Sultan, no doubt hopeful the generally reasonable half-elves won’t have them exposed to plague should they fail, are able to acquire an investment in the Millet of Binpultry. (IZB buys out Binpultry (5) Millet TP 1)

    Glen Gwitna is no longer at war with its former head of faith and so at last returns its aims towards protectionism upon the Badan. The Estensule power of the Serene Marasa Pride had made a bold raid against the Firethorn Regiment in the west whose repercussions had carried far into the east. Gwitnan merchants however are well equipped thanks to Lord Cuahuey’s register of prices and are able to negotiate superior contracts based on actual real valuations with the mercenary captains who had desperately been sending their mercenaries west. (GWT buys out Isles of Lazar (28) Mercenaries TP 3 from SMP)

    Rapidly expanding their presence in Aniachaket among the anomalous a-familial Kansett Gwitnan merchants sponsored by their sovereign manage to completely dominate the region’s market of working age Kansett collecting many of the region’s new inhabitants as babies and raising them as part of the Kansett Domestic Union which is expected to oversee their contracting once of proper age. (GWT buys out Aniachaket (24) Kansett TP 1 from OMC and TP 2)

    The Divine Principality of Avakon is a hungry ally heedless of its supporter’s own needs proclaiming its need for iron in the phantom war that hangs about it greater than the whole of the Theocracy’s capital who desperately rely on Azen iron for many daily uses. The Divine Principality’s relatively unknown delegation is able to take advantage of confusion within Azenhal over the future of their realm to seal a contract shorting the Theocracy their iron in favor of these new strangers. (DPA buys out Azenhal (71) Iron TP 3 from CTL)

    Iskander finds himself beset by doubtful nobles, desirous of his power. In token of appeasement and respect, his agents acquire the finest Bysthian horses for the Raesijan elites. (NPF buys out Region 63 Bysthian Horses TP 1)

    The Omanush Convoys seek to secure their position within Roagan where their Naval & Medical Academy has been built as well as provide it funding from the rump of the declined merchant network of the Kadangans. Pearls slowly begin to become the popular jewelry among the sea elf Convoy captains who have graduated (or often merely attended) the Omanush Academy. (OMC buys out Roagan (74) Pearls TP 3)

    Economic agents of the Khirus Republic join more dissident elements in Palendor and manage to seize control of the saffron profits that had been largely kept insular within the region’s aristocracy. With the arrival of Khirese funding the revenues from the spice trade enter the international market. (KRS buys out Palendor (37) Saffron TP 1)

    War!

    In the Sultanate’s success to place their sponsored candidate upon the literal Ducal throne in Amham they had gained a strategic position to fortify. Fortification which was certainly needed as the forces of the proclaimed Duke Yao Banok surged from where they had been occupying many towns in the countryside to seize the capital from this perceived upstart claimant who would sit upon the throne without due process of Amham material and spiritual law. Duke Yao is a celebrated commander among the petty lords of Amham and proves his capability as a fighter and general when he manages to lure a sizable portion of the Regnan force occupying the capital outside the walls into a bloody skirmish that forced the harrying forces of the CNS to take direct action resulting in their own heavy sustained losses.

    Not giving Vecto time to coordinate a defense for Duke Trai Gyeon Duke Yao Banok leads a charge into the capital where fighting breaks out throughout the streets and a showdown in the ducal palace nearly ends with Vecto losing his life. The old half-elf escapes the cutting blade of Yao however, along with his charge the now exiled Duke Trai who retreat back across the mountains as the city is sacked and claimed in Yao's name. Amham is no longer controlled by the Sultanate of Regno led in independence by Duke Yao Banok (Mil 7) who presses further levies into service strengthening his hold against the 'desert usurpers.'

    Spoiler
    Show

    Rebels 2 Units Lost
    Regno 1 Unit Lost
    CNS 1 Unit Lost

    Rebel victory! Amham (2) is in Anarchy with 4 Units present under the leadership of Duke Yao Banok (Mil 7)!)


    The stone golems of Tevrus had shaken the north upon their first appearance but a series of natural disasters and events had seen to their weakening and Olaf saw now to their finishing. Although the exact truths behind the magic that animated these great golems remains unknown a kobold sorcerer known as Golemeer Bikwaka was known to have been a major part of animating these ancient guardians to protect the region from Overvann and while his magical understanding was great his martial prowess was far less so.

    Though the frail kobold wizard is able to hide behind one of his creations which inflicts significant casualties upon Olaf's forces in the end the lizard is found and killed, some say by Olaf himself in a bloodfury rage. Whatever the truth of the moment the hereafter is informed by Olaf's display of fury settling the rebellious blood of the Tevrus kobolds. Seeking peace the remaining kobolds ask Olaf to spare their weakened people further retribution and if he was so kind to let them serve him that they may earn their bread and meat. One golem still stands inert upon the surface, the gypsum golem still lays buried whole in the caves beneath, and pieces of the construct destroyed by Olaf and his men lay outside the capital of Tevrus but it seems the golem rebellion has come to an end.
    Spoiler
    Show

    Overvann 4 Units Lost
    Rebels 1 Unit Lost, Battle Leader Killed

    Overvann victory! Tevrus (90) is in Unrest under the control of Overvann!

    Two golems (1 Golem = 2 Units) remain whole within the region though magic is clearly needed to restore them. Further, one is buried beneath a ton of caved in rubble and would need a project to excavate before any rituals could be conducted to return it to function.



    The Khirese had done too good a job creating rebel cells of republican partisans it seems as those inflamed with such ideals had come to look at the Kingdom of Varjik for a prize to be won through reformist entryism and betraying immediate republican calls for a full senate these fraternist rebels consoled by Abhidist monks reconcile with the Kingdom of Varjik who spoke of order and justice when they marched in the streets. Although no official support arrives from Varjik the partisans aligned with the local Estensule interests of the region are still able to miraculously outmaneuver the seasoned Black Marshall from Khirus.

    Indeed, it is perhaps the Marshal's overconfidence in his advantage or the overconfidence in his local allies providing useful intel that leads the seasoned veteran to make a fatal mistake. Inland from the beachhead the Khirese had quickly established with fraternist support the Marshal was drawn into attacking a seemingly defenseless but healthy village that had proclaimed itself aligned itself against the Khirese foreigners. Unfortunately it seemed the intel was forged or merely inaccurate for the Marshal instead found himself walking headfirst into a massive military compound established by the nativists. Some equipped with cast off Varjik gear the nativists set to work dismantling a healthy chunk of the Marshal's army and as the commander who had lived to see so many others die sought to escape he too was at last laid low joining his former masters in the great beyond.

    Spoiler
    Show

    Khirus 3 Units Lost and Battle Leader Killed
    Fraternists 1 Unit Lost
    Nativists 2 Units Lost

    Nativist Victory! Due to OVSA intervention Region 61 is now in Unrest under the Kingdom of Varjik!

    The nativist republican faction splits over the issue of supporting Varjik. 2 nativist Units join the Kingdom of Varjik while the other 2 units remaining of nativists and the surviving fraternists cross the strait to join the Republic of Khirus



    When Tashan Kkoya marched upon the Kingdom of Varjik, Sofrid's plan to abandon his forts seemed sound. After all, the forts had not recovered from One-Eye's previous guerilla campaigns. Their stocks had been depleted, and many had been reduced to near rubble. However, Tashan Kkoya was a general hardened by experience, discipline, and perhaps shame that she abandoned a battlefield that a mongrel had nearly won. She was perfectly suited to open combat.

    The two met on the field, and the battle quickly became a massacre. Though the lions are outnumbered 2 to 1, Fang 1's troops are fanatically loyal to their general, Naga spitters harass the human enemy from afar, and Sonil militiamen storm the enemy flanks in suicidal charges. Human blood soaks the ground until even the mud is crimson. For every Marasa troop that dies, they take 2 or even three of the Varjik's troops with them. Many of the Varjik troops abandon the field on seeing their comrades torn to shreds by the lion-men. In the end, Sofrid sees the writing on the wall, and orders a withdrawal to preserve what forces his Kingdom has left. Unfortunately, the retreat is not orderly, and many more are cut down as they flee.

    Spoiler
    Show

    Varjik 3 Units Lost
    CSC 2 (All) Units Lost
    Marasa Pride 1 Unit Lost

    The Serene Marasa Pride has conquered Aspen Heights (59) from the Kingdom of Varjik. The Aspen Heights are in Unrest!


    Wadagle's death proves to be more catastrophic for the Pician horde than an ordinary defeat, as without a central commanding force their ranks fall to chaos. Rebeka Moonhammer is quick to take advantage of this, leaving the current political mess of Azenhal for the more clear-cut fields of war. What is expected to be a quick and decisive victory over the ocean's monsters is quickly interrupted by Khirusi intervention, using their unheeded threats on Palendor as an excuse to come to their ally's rescue. Atrisia soon descends onto bloody chaos, General Fontan using the structureless Pician forces as meat shields and berserkers with Crescent Company mercenaries acting as spearheards while the Azen struggle to make meaningful advances.

    However, unfortunately for Miguel armies from Whitefeather descend upon the region and manage to catch Fontan's personal retinue in an open battle. The General fights well, hoping to hold out until the rest of his reserves can arrive to reinforce him, but alas an Inyoni divebomber catches him in the neck, raking and tearing at his throat before being thrown aside and killed by a bodyguard. The sacrifice was not in vain, as before long the General is dead in the saddle and the Khirusi forces execute a massive retreat leaving the floundering Company mercenaries to cover their retreat. With only the shattered Pician forces remaining Rebeka leads a charge to kill as many as possible before they can make it to the safety of Fresia's treacherous waves.

    Rebeka is met with great success, managing to chase a large party down to the coast, slaying them all. Though a great victory, it does not last. While celebrating with her men a newly arrived human army manages to get behind them and charges them to the coast. Since the party only expected to hunt down Pician targets, they are not prepared for attack or the armor and bows of these troops. Caught between the humans and the Pician-infested coast the Azen fight valiantly, but ultimately meet defeat. There are still some survivors left by the time the Whitefeather forces find them, but the army that lead to her defeat has vanished. A few days later a rather gruesome sight is discovered washed up a ways south, a dead Pician halfway through devouring a now unrecognizable drowned Dwarven corpse with Rebeka's hammer embedded in the monster's skull.
    Spoiler
    Show

    Azenhal 1 Unit lost and Battle Leader killed
    Whitefeather 1 Unit lost
    Khirus 1 Unit lost and Battle Leader killed
    Picians 4 Units lost

    The Concordance of Azenhal has conquered Atrisia! The region is Unstable!


    General Echillien, while a talented firebrand, has many...deficiencies on the field of battle. Deficiencies that reared their ugly heads as the ambitious Echillein decided to face the better equipped, veteran Dvaltan infantry. As the day of the confrontation approached Tälir split the army into two sections in order to lull Echillein into a false sense of security. Once Echillein’s forces chased Tälir’s section up through countryside, N̨amodl’s section stealthy followed the rebels. Believing he’d cornered the Dvaltan king on the 4th day of the pursuit, General Echillein engaged the Dvatan lines for 4 hours before realizing that it was not the Dvaltans who were pinned but his own forces. Before he could withdraw N̨amodl’s skirmishers proceeded to assault is right flank causing mass chaos among the rebel forces. By the battles end the rebel forces had scattered the winds like a shattered glass.

    Spoiler
    Show

    Dvatla 2 Units lost
    Rebels 2 Units lost

    Zeměvčel (17) is no longer in Rebellion! Zeměvčel (17) is in Unrest!

    The remnants of the defeated rebels either disperse or fleet to the Divine Principality hoping to find their fortune among the upstart kingdom. (+1 Unit to the Divine Principality of Avakon)



    Discovery! Map!
    Spoiler
    Show


    Terror!

    None! For now...

    Other!

    None! For now...
    Last edited by RandoMan; 2018-06-03 at 03:19 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  6. - Top - End - #336
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Round 17
    [Imperial Sultanate of Regno]

    Desert of Magic regions: Regno (8), Iadesh (7), Jherki (9), Deaux (56), Thae Guceart (92)

    [Imperial Sultan Tutum Sortis, Grand Magus of Initia, Embodiment of the Aspect of Spirit]

    Actions:
    1. [Military] Raise a Unit of Legionnaires
      This loss to the peaceful people of the Sultanate cannot stand. When Regno was but a single region, this would have been the end of it. But as an Imperial Sultanate, the loss only serves as a call to arms.
    2. [Military] Raise a Unit of Sea Wolves
      Tutum Sortis calls upon the stalwart crews of Deaux to create another flotilla.
    3. [Military] WAR! Send 3 Units to the aid of the Donne of Air, to reclaim Amham.
      [+1 Camel Cavalry, +1 Hard Iron Armor, Sacrificial Magic Supply Lines (-1 MY Size Loss), Bani Bowls (Combat Losses Reduced)]
      A vassal of the Imperial Sultanate will not go to war alone.
    4. [Military] WAR! Send 3 Units, under the command of Magi Vector, to the aid of Duke Hestradet, to attempt to capture the Mad King Dafi in Izbefe.
      [+9 General, +1 Camel Cavalry, +1 Hard Iron Armor, Sacrificial Magic Supply Lines (-1 MY Size Loss), Bani Bowls (Combat Losses Reduced)]
      Discovering that his vassal - his named brother - has not only experimented on Sultanate citizens, but continued to experiment on them, the Sultan becomes enraged. He orders Magi Vecto to gather a sizable force, march upon Izbefe, and seek out the (newly) Imperially recognized Duke Clarin Hestradett, to claim the region for the right minded citizens of Regno. The Duke, should he succeed and survive, will be named the new Admiral of the Aspect of Water, and though it pains him to do so, Sultan Tutum will accept the responsibility of overseeing Izbefe until a suitable governance can be established. Dafi - now called The Mad King - is considered persona non grata in the Sultanate, and by orders of the Sultan, his titles and claim to the Izbefi throne are revoked. Regno will protect it's people, above all else.
    5. [Intrigue] Quietly, so as to not further alarm the populace, investigate the truth of the rumors of an underground slave trade in Iadesh (7)
      [+4 Intrigue, +1 Investigate OMC Bonus, Roll: 12]
    6. [Intrigue] Secret Action [Roll: 5]
      The youngest son of the Sultan, Viclean "Junior" Sortis, has not been seen in Regno for a few years. Some say he is off on a mission of extreme importance.
    7. [Faith 10] Enchanted Arrows (Faith Tech - GM Approved)
      Requires: 'Special' Lumber (Hlaali Bark, Darkwood, etc. Timber or Giant Redceder Wood isn't magically inclined enough) OR 'Special' Lumber, Bani, and Cloth
      Effects: +1 Ranged Weaponry OR (+1 on Combat Loss Rolls to Foes [Ranged Tech]; Cannot Stack With Itself In Coalitions)
      Discovering ways to enchant wood to infuse the Aspect of Fire, Initia members are excited to use it for the defense of the realm. Those strong enough in the ways of the Aspect of Fire can even add extra magical force; with a spare bit of rune etched cloth, each arrow from these enchanters becomes highly effective at disrupting and decimating enemy lines, scattering foes into each other. Regno does not like war. That does not mean that they are not good at it, when they need to be.


    Non-Actions:
    • Bhule Embassy
      • Give Amham to Bhule when the Rebellion is dealt with in Region 2, with their aid
      • Gift Enchanted Arrows technology to Bhule, with the understanding that it is to be a restricted technology; not for learning or trading to just anyone
    • Dvalta Embassy
      • Gift Enchanted Arrows technology to Dvalta, with the understanding that it is to be a restricted technology; not for learning or trading to just anyone


    Spoiler: News and Rumors
    Show

    • Lament all the things that happened because of the war.
    • Continue to send shipments of moon opals to Gwitna. Apologize for being unable to complete trade matters due to the rebellion in the Sultanate's realm, but invite students to Regno to learn about Diplomatic Expeditions and Inyoni Skyfarers. Regno will learn about Surplus Production at a later time.



    Spoiler: Ruler Information
    Show

    Sultan Tutum Sortis D E F M I
    Current 10 8 10 7 4
    End of round 11 1 0 1 0 0
    End of round 12 2 0 0 1 0
    End of round 13 1 0 2 0 0
    End of round 14 1 1 1 0 0
    End of round 15 0 0 1 1 0
    End of round 16 0 1 0 2 0
    End of round 17 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Military +1 Intrigue


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Regno 'Owned' Religious Centers: ??
    Total Number of Initia 'Learning' Centers: 17
    Total Number of Initia Holy Orders: 2

    Regno Controlled Trading Posts:
    • Bani - Region 8, TP #1
    • Sapphires - Region 9, TP #3
    • Corn - Region 33, TP #3
    • Iadeshian Camels - Region 7, TP #1
    • Iron - Region 13, TP#2
    • Giant's Silk - Region 11, TP#2
    • Moon Opals - Region 22, TP#1
    • Granite - Region 26, TP#2
    • Hlaali Bark - Region 56, TP#1
    • Ships - Region 6, TP #3
    • Dragon Shrimp - Region 10, TP #2
    • Parchseed Oil - Region 51, TP#3


    Technologies:
    (Red = Requirements Not Met)
    (Bold = Restricted Technology)
    • Diplomatic Expedition (Exploration, Colonization, and Diplomacy Claim)
    • Expanded Holds (Buyouts)
    • Fish Glue Manufacturing (1/round Econ)
    • Bani Bowls [Medicine]
    • Camel Cavalry [Calvary]
    • Refined Pician Weaponry [Weapons]
    • Sacrificial Magic Supply Lines [Tactics]
    • Hard Iron Armor [Armor]
    • Obsidian Fire [Siege]
    • Inyoni Skyfarers [Live Weapons]
    • Wingknights [Cavalry]


    Military Units:
    • 2 [Legionnaires]
    • 2 [Sea Wolves]
    • 1 [Defenders of the Dry]
    • 1 [Stormvine Shock Troops]
    • Magi Vecto [+9 Mil General]

    Last edited by Gengy; 2018-06-16 at 02:07 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  7. - Top - End - #337
    Barbarian in the Playground
     
    RandoMan's Avatar

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    Jul 2014

    Default Re: [EMPIRE4!] IC Thread

    Concordance of Azenhal

    (Round 16, Regions 36, 37, 42, & 71)

    Municep Winthrop of Thune
    Diplomacy: 4
    Military: 2
    Economy: 6
    Faith: 2
    Intrigue: 2

    Actions
    1. [Diplomacy] Stabilize Azenhal TN: 10 Roll: 6+4 = 10
    2. [Economy] (Economy 5) Upgrade Palendor (37) Saffron from [Minor] to [Good]
    3. [Economy] Buyout Mareen (77) Silver TP 1 from SMP TN: 12/Resist Roll: 15
    4. [Economy] Buyout Azenhal (71) Iron TP 3 from DPA using Hammer and Glue TN: 12/Resist Roll: 12
    5. [Economy] Buyout Atrisia (42) Shadow Flax TP 2 Open Endorsed TN: 12 Roll: 12


    Non-Actions
    Allow the Whitefeather Kingdom to pass through Azenhal

    News & Rumors
    Spoiler
    Show
    • Rebeka having died in the graveyard of leaders, Atrisia, leads to a domino effect of events back home within the capital. Gygimel Wintrhop, the Municep of Thune and leader of the republicanist opposition was suddenly faced with an enemy who was a martyr. No longer able to assail the ties to Whitefeather as weakening or lead some fiery coup against Redhammer the Municep must adopt a new strategy reconciling his own goals with those of the now fondly remembered Rebeka. Although wishing to support his backers in Khirus the Municep cannot too openly move to abandon the vision of his predecessor should he wish to continue to hold such influence among the major factional leaders within the Concordance.
    • Looking to invest Thune as well as Azenhal coin into expanding and enriching the Concordance trade network the Municep finds his greatest success in bridging deals and contracts with his now greatly expanded influence. Matters of state outside his own immediate political and profitable benefits are ignored, including the frontline in Atrisia. The Municep is unwilling to march into the infamous graveyard and risk his life and is praying on hope that the Pician realm will need time to recover and lick their wounds before pressing back once more. If he is wrong it shall need to fall to Whitefeather to keep the Picians from clawing their way back up on Palmor soil.
    • Funds that had been held tight in the coffers of Azen merchants filter south into Palendor where the saffron trade, already enriched by Khirese coin, sees greater growth up and down the Dor river. Old manors and plantations along the shoreline are restored as wealthy aristocratic elite planters begin to enrich themselves selling their native spice to elite clientele. The economic bonds as well as political ones developing between Khirese and Palendor elite has more traditionally aligned voices within the Concordance concerned especially given the Municep's current hold on power.
    • Only a few dwarves in Fresia remain hard headed and stubborn enough to fight the Pride's Rakshasa in the flooded cove. Many more however do pool their funds in a rather impressive display of elevating to a higher authority until they found someone they could talk to and bribe the Azen manage to fund an economic mission to the Pridelands where the Azen's chief negotiators and contractors sought to convince local silver miners to cooperate with the dwarves instead of their own native government. Given the relatively poor working conditions and oversight of the Pride when it came to economic matters the discussion was rather simple and silver, to replace the lost Fresian gold, began to be shipped back along the southern coast of Estensule. This bold economic move approved and partially funded by the Municep does much to earn the human favor among the dwarves. As for the Pride's ruler he is invited to take up any protests in a diplomatic fashion given both powers have now shown one another their strengths from afar.
    Last edited by RandoMan; 2018-06-10 at 05:24 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  8. - Top - End - #338
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    Yondar

    Varia Chalun va Meera, Queen of Yondar

    Diplomacy: 5
    Military: 5
    Economy: 9
    Faith: 2
    Intrigue: 7


    Actions
    1. [Diplomacy] Press Claim on Region #97 (2d6+5): [9] [FAIL] - Again Varia attempts to court the various tribes of Ovaderre run afoul of Crabbin Fever. The unrest and tensions of the plague, driving a wedge between teh tribes preventing any real consensus to unifying as a region, either independently or under Yondar.
    2. [Diplomancy] Assist with League of the Beacon Organization Creation in Ti Linnad 4/8 -Acting in cooperation with Ti Linnad. Yondar sends Baern Dovahn to assist with efforts to build up the infrastructure for the League of the Beacon.
    3. [Faith] Cure Crabb'n Fever in Yondar: [1/2] (2/2 with Ti Linnad's aid) - With the aid of the Regno Cure, in cooperation with Ti Linnad, Yondar begins to cleanse the plague from her lands
    4. [Economic] Reacquire Silver in Badan TP2, Region 27: [12]- With the plague claiming the silver mines, Jerald Misstle has endeavored to reclaim the source of silver. Materials, and goods are sent to assist with reconstruction of the mines, while refurbishing their image to a more legitimate business image.
    5. [Intrigue]:- SECRET ACTION Spooky Squirrel-tailed Shenannigans!

    Non-Actions
    • Support Rhune reacquisition of Darkwood TP
    • In an effort to foster cooperation between Yondar and Ti Linnad, the two countries provide assistance to each other. Yondar allows Linnadian mystics to assist with their efforts with the plague. In return Yondar sends some of their best diplomats to assist with Ti Linnad's efforts in their homeland.



    News and Rumors
    • There are rumors that Tanya Chalun, next in line for the throne, butting heads with her mother, Queen Varia Chalun, mainly over the young Tanya's restlessness and eagerness to take lead of the kingdom.
    • Wild tales are borne by hunters who travel to `Ridi`r. The exploits are centered around a young Yondarian hunter named Vaylan Chalun each tale growing wilder and wilder with each telling, including a tale of him surfing a monster up to a `Ridi`r town after he killed it singlehandedly, naked, and with a half empty bottle of rum. In Yondar his exploits have endeared him to the people and he has earned the unofficial appellation of "Most Interesting Man in the North."


    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts
    Show
    Trade Posts
    • Darkwood 1, Region 98
    • Féth Leaves 1, Region 35
    • Monster Parts 3, Region 85
    • Rhune Stones 2, Region 96
    • Silver 2, Region 27
    • Shadow Flax 2, Region 42



    Spoiler: Tech and Projects
    Show
    Tech and Projects
    Technologies
    • Diplomatic Expedition (Exploration, Colonization, and Diplomacy Claim) [Precious Metals [Silver] + Pack Animals or Ship Tech]


    Projects
    • Thalos-Dor Harbor refit for Shipbuilding and Trade 3/3
    • Disaster Response Organisation 2/2



    Spoiler: Miltary
    Show
    Military Units
    • Deja Rhunis (8 MIL) - Yondarian General. Her cold, forceful nature earned her a stint in the Deadbranch Irregulars where she flourished, both in tempering the criminal tendencies of the Irregulars under her command, while also forging them into an efficient military unit.
    • Thalos Dor Stormwatch - Based out of the coastal city of Thalos Dor, the Stormwatch is a military force 1600 strong led by the Yondarian commander Vagan Birchan. They are the closest Yondar has to a dedicated sea force, each man and woman armed with axe and bow, clad in leather and furs with slate colored cloaks, and forged and hardened by the tumultuous seas of the northern coast. They are known to be as cold as the sea in their demeanor, but are also the most rowdy, and destructive, revelers when on leave. Vagan Birchan oversees their operations and deployments with an emphasis on logistics and keeping trade flowing to and from Thalos Dor.
    • Hearthwood Rangers - Originating frorm Hearth Meera, and based out of the northern fortress city of Norsligne, the Rangers are a military force 1600 strong led by the Yondarian commander Luna Dovahn. The Rangers herald back to the earliest warriors of the Esquirian Tribes, acting as both hunters and protectors of the tribes. The men and women of the current organization patrol the forests of Yondar armed with hand axes, shields, and bows while clad in leather and fur armor with rugged dark green colored cloaks. The rangers act as the friendly face of the Yondarian military as their duties not only involve protecting the realm from threats but also keeping an eye on the health of the forest. Luna Dovahn oversees their operations and is focused on keeping eyes on the borders of Yondar, and the nations beyond it.
    • Deadwood Irregulars - In Yondar murderers, thieves, and bandits who are caught and found guilty of their crimes may be given the chance to join the Deadwood Irregulars rather than serve their sentence. The Irregulars consist of about 1000 men and women, mostly criminals with a core of hard bitten officers to keep them in line; the Yondarian commander Maeve Chalun is in charge of them. The Deadwood are based near Mistholm, near Carraig Dún, both serving as the first line of defense against anything that would come out of Carraig Dún. The Deadwood Irregulars undergo brutal training and exist for one purpose alone, unleashing absolute devastation upon the enemies of Yondar, and are treated with awe and suspicion by most of the populace. Unlike the other Military forces the Irregulars tend to have no set uniform and equipment though many tend to favor bows, the only uniform between the members of the unit is a band of briars tattooed around the right arm. Maeve Chalun keeps a firm reign on the Deadwood, secure away from the civilian population.
    • Mistwalker Rangers - Based out of the capitol, Hearth Meera, the Mistwalkers are a military force 2000 strong led by the Yondarian commander Merros Rhunas. The men and women of the Mistwalkers, as a unit, are typically clad in light, leather armor while wearing a light grey cloak and are armed with swords and bows. When deployed on individual missions, they are free to adjust their kit as they feel needed. The Mistwalkers act as agents for the Kingdom as well as working with Shamans to deal with the effects of unruly, and capricious, spirits. While their strength tends toward their work as individuals, on the field of battle, the Mistwalkers make for excellent scouts and harriers cooperating with the rest of the Yondarian military. Merros Rhunas has spent considerable efforts to update and improve the Mistwalkers, looking to the efforts of outside Kingdoms to draw inspiration from.



    Spoiler: Stat Increases
    Show
    Stat Increases
    Diplomacy: 5+1
    Military: 5
    Economic: 9
    Faith: 2
    Intrigue: 7
    Last edited by SquirrelWizard; 2018-06-16 at 09:36 PM.

  9. - Top - End - #339
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Realm: The Kunai Clans
    Ruler: Yasei
    Round 17
    151-153 IR


    Spoiler: Ruler Information
    Show
    Yasei

    Current Stats
    Diplomacy: 2
    Military: 5
    Economy: 1
    Intrigue: 6
    Faith: 3

    Expected Stat Bonuses

    * Dip Mil Eco Int Fth
    Starting Stats 1 3+1 1 4 2+1
    Round 15 +1 Mil Eco +1 Fth
    Round 16 Dip +1 Eco +1 Fth
    Current Stats 2 5 1 6 3


    Spoiler: Actions
    Show
    [Military 5 - General - Right Hand - Roll (10)]: Yasei's personal hawk is such a massive morale boost to the warriors of the Yasei Clan that she often goes into battle without her master. Some whisper she actually does a better job than Yasei.

    [Military - Raise 1 troop]

    [Military - Attack Region 55 (Umibe) - Specialization Applies - 4 units - Yasei (Mil5)]: Despite their attempt to eliminate Abhidi from the Kawa, the Abhidi remain. In addition, the violent butchery of the attempt has pushed Umibe into full rebellion. Yasei leads an assault on the land, making use of [region 83]'s more direct troops to complement the sneaky ambush tactics of the Yasei Clan. Despite their misgivings the other Clans do lend their aid to Yasei (for the most part).

    Techs:
    Prayer Seals (+2 to leader loss rolls)

    [Faith - Convert - Region 65 HC 1 (Open) to Honmyo - Roll (10)]

    [Faith - Convert - Region 48 HC 3 (Perijanism) to Honmyo - Roll (9)]


    Nonactions: Allow the Varjik to pass through their territory.

    News and Rumors
    -Yasei is actually quite receptive to Karys' invitation, though he lets Tensar handle the details while he deals with the rebellion in Umibe. Tensar is also open to conversions in Karys, though he's concerned about how the Kunai emigrants (referred to as the Bomei Clans) will be accepted in Karys. The Clans' resources were tied up by their stupid war with the Abhidi.

    -"It seems the Sogen did not learn their lesson the first time Yasei invaded their lands. Let them learn from the tip of a blade!"

    -Word reaches Yasei that several Abhidic monks have not only condemned his actions, but believes him stupid for attempting to purge those offering to fight for him. While he agrees such would be foolish, he notes, rather snarkily, that the monks had just finished converting his own people en masse. They had no intention of being his warriors in the first place. To expect loyalty to the faith from such a group was not just stupidity, it was insanity.

    -The Satsujin have been quiet as of late. None have seen Mumei, and some begin to circle rumors that she's dead.

    -The Yasei seek to have Lorena stand and answer for inviting gaijin to act on their affairs. However, she disappears from her Chateau, and no one can find her. Her fellow Sanguine claim that she vanished one day without a word. Mere days before she had been promising that if Yasei wished to attack Abhidic faithful, he would find her standing against them.

    Spoiler: Notes
    Show
    Army: 4 units (Round 16: 4 units, 1 raised; Round 17: -2 +1 (from opening))

    Shushan (Gwitna)
    Tensar: Round 6
    Beyis: Round 11

    Emissary (Regno)
    Shinbi and Shinrai: Round 10
    Reijin: Round 14

    Amidasu (Avakonia)
    Dastastia: Round 6

    Clans:
    Shushan Clan (Ruler)
    Appointed as regional governors (daimyo) when Dejan originally conquered the region. Posses most legitimate claim to the region, legally speaking, as well as the most detailed historical record. Experts in court intrigue and assassination. Avakonia loyalists, currently in exile from Kuniumi

    Chojo Clan (Butterfly)
    All-female. More open to foreign influence than other clans. Males born to them are quickly cast out, usually to the Satsujin, Amidasu or to the original father. Specialize in genuine diplomacy and social stealth (appearing harmless and/or exercising authority they do not truly have).

    Yasei (Wild)
    Makes heavy use of animals and elements found in the wild. Members often bond with one particular animal companion for life. Greatest scouts, have one of the only cavalry forces in the region. They are also heavily religious.

    Amidasu Clan (to devise)
    Inventors and scientists. Have the greatest wordsmiths.

    Satsujin (Killer)
    Ninjas among ninjas. Guardians of Kuniumi, primary concern is the safety and well-being of its clans. All members learn at least some wordsmithing. Experts in stealth and assassination.

    Spoiler: Created Techs, CIs, Miracles, etc
    Show
    [Diplomacy 5 - Cultural Identity - The Satsujin - Secret Actions]: The Satsujin are a secretive clan composed almost entirely of Wordsmiths. They do their best work in the dark, hiding from prying eyes. Some might call it cowardly, but not openly. At least not for long.

    [Military 5 - Military Specialization - Yasei Clan (Fighting in Regions w/ 2 Honmyo Centers)]: The Yasei Clan is the most zealous and militaristic of the clans. They will protect the faithful wherever they are found, for that is their mission.

    [Faith 10 - Organize Religion (Honmyo)]:
    "Words will always retain their power."
    5 Centers: +1 to secret actions
    15 Centers: -2 to enemy leader loss rolls
    Most Centers: +1 to random ruler attribute

    [Military 10 - New Technology - Prayer Seals]:
    The true name of a person is impossible to know in full, but it is possible to know parts of it. Many of the True Name believe that by writing a name in Enku upon themselves, the name's aspects within the person are reinforced. This has led to many warriors (especially their great leaders) afixing strips of paper with their own names upon it to their bodies. While this seems insane and ludicrous to outsiders, it is hard to deny that the users of these Prayer Seals are unusually lucky in combat.

    Requires: Enku and Writing Material
    Effect: +2 to leader loss rolls
    Secondary Effect: +1 in battles lead by a General or Primary Leader

    GM: (Armor and Wards slot. Secondary effect is activated with 2 magical writing materials and 2 writing materials of any sort [includes stuff I already have])

    [Intrigue 10 - New Technology - Himitsu]:
    'Himitsu' describes a form of art among the Kunai. It is a way of communicating messages between peoples who have a shared cultural heritage, in a manner that only those with a thorough understanding of said culture would understand. Primarily, this is done through metaphor and comparison in reference to Kuniumi's landscape, or in odd cultural factoids that only one versed in the clans would understand. ("Murderer's rose", "The butterfly is ablaze", and similarly esoteric statements) While this form of cipher is not impossible to break by any means, it is a very low-effort, high-reward way of keeping secrets that can appear perfectly harmless.
    Requires: Writing Material
    Effect: +1 to resist investigation actions


    Spoiler: Saved Actions Workshop
    Show
    [Intrigue - Form Organization - Shushan (3/8)]:
    1 - Intrigue
    2 - Intrigue
    3 -
    4 -
    5 -
    6 -
    7 -
    8 -

    [Secret - Roll]:
    +Die size from CI
    +1 from Honmyo Organization

    [Intrigue - Investigate Crabbin' Fever - Cure?]

    [Military - Attack Region 83 - 4 units - Mumei (Mil 10)]: Yasei is not even pretending to listen to Mumei any longer. He leads an invasion of region 83, intending to take it and unite the major territories of the Kunai into one unbroken line. Mumei at first does not lend her own personal assistance to the conquest, which many take as a grave insult on her part. However, Yasei takes so many of the Kunai's forces that Mumei has no choice but to lend her own talents to the fight. If this attack were to fail, the Kunai would be entirely undefended.

    [Military 10 - New Tech (probably) - Power Words]

    The holy Enku has a power that even the greatest Wordsmiths do not fully understand. When it is used to write a word upon an object, the properties of the word are imparted to the object.

    Effect: ???
    Slot: ???
    Requires: Enku

    [Military 10 - New Tech (probably) - Prayer Seals]
    Effect: +2 to Leader Loss rolls
    Secondary: +1 to battles lead by primary leaders or generals

    Slot: Armor and Wards
    Requires: Enku and Paper

    Honmyo Organizational Bonuses (workshopping)
    -Focuses on Intrigue, Secret Actions, and Affecting leaders
    +1 to Intrigue
    +2 to Secret actions (biggest?)
    +2 to Leadership loss rolls

    [Military - Defend Region 68 - 4 regions of travel - 3 Units (Mumei - Mil 7)]: The Kunai are not made for protracted, traditional warfare, and the Picians both outnumber them and outfight them. Mumei knows this better than anyone. But there is no choice; they must fight.

    [Intrigue - Investigate - Feather's Asylum - Roll]: Chieftess Feather of the Inkia Clan has escaped justice. She shall not remain escaped for long. Mumei begins looking for hints of where Feather was planning to find asylum from the Avakonian Empire, the Firethorn Regiment and the Kunai Clans.

    [Military - Raise a unit]: The Chojo clan goes on another recruitment drive throughout the lands of Kuniumi, rousing up more young lads to fight for the Kunai clans, if the need arises.
    Last edited by HalfTangible; 2018-06-14 at 01:17 AM.
    Hate me if you want. But that's your issue to fix, not mine.

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    When Gods Go To War comes out March 8th

    Discord: HalfTangible

    Extended Sig

  10. - Top - End - #340
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Regions 18, 19, 20 & 21
    Northern Council of Ti Linnad
    Counnacilla Linnadi t'Illoanni te Jallaishi t'Eranni te Cynnallaudi

    Leader: Premier Jannellai Norraissa
    Vassal of the Kingdom of Whitefeather


    Actions:

    1. [Economy] Re-acquire Monster Parts: 16
    The emptied hunting lodge is not abandoned so easily, and soon new parties issue forth to hunt the creatures of Ridir.

    2. [Economy] Buyout Sulfur TP 1 in [Region 100]: 19
    Sulfur is found by prospectors in the Fang, and it is soon discovered that the brimstone stretches away to the north. The mineral is claimed by these miners for the Northern Council.

    3. [Faith] Help cure the plague in Yondar, using the cure from Regno (2/2)
    The northern Council reaches out to the north, lending aid against those realms still afflicted by Crabbing Fever. In Yondar, magi travel among the people, putting Regno's cure into practice.

    4. [Faith] Help cure the plague in Rhune, using the cure from Regno (2/2)
    Likewise in Rhune, Linnadi magi find and aid the island's sick, adding to the efforts by the Margraviate.

    5. [Intrigue] Create an Organization: the League of the Beacon (3/8)

    6. [Intrigue] Secret: 13

    Nonactions:


    Spoiler: News and Rumors
    Show
    • Diplomatic interactions between Ti Linnad and the realms of the north increase, particularly in Rhune and Yondar as Linnadi magi provide aid in those realms. A party of explorers led by one Niramalli Alessi travels north in 152, traveling first to Yondar and then to Rhune in hopes of learning more about the culture of these places.
      .
    • News of Crexa's death is initially met with a violent outburst of response, but soon this gives way to a quiet calm. Khirus is vocally condemned for their underhanded actions, and some say that Council resources have been redirected to some unknown end in the wake of the Queen's death.
      .
    • Allantalos is informed that, while his efforts to spread the faith are welcome, the Council is unable to offer any aid at the moment. In addition, he is warned to consider well whether he wishes to risk war with Inyaka over Zeměvčel.
      .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 10
    Military: 10
    Economy: 8
    Intrigue: 5
    Faith: 2

    New Ruler Next Round? No
    New ruler in 5 rounds

    Expected Stat Bonuses: Diplomacy +1, Faith +1, Intrigue +1


    Spoiler: Other notes
    Show

    Military units: 7 / 9
    General: Braen Auley (8) (Incapacitated by disease!)
    • 3rd Cloud Company (Under contract in Azenhal for 2 rounds)
    • 1st Serpent Company
    • 2nd Forest Company (Under contract in Azenhal for 2 rounds)
    • 1st Novo Teretos Amphibious Division
    • 1st Company of the Axe
    • Whitefeather Unit
    • Whitefeather Unit
    • Whitefeather Unit
    • Whitefeather Unit

    • 1st Cloud Company (KIA)
    • 1st Fang Company (KIA)
    • 1st Wingknights (KIA)
    • 1st Bear Company (KIA)
    • 2nd Cloud Company (KIA)
    • 2nd Fang Company (KIA)
    • 1st Forest Company (KIA)
    • 1st Opal Company (KIA)
    • 1st Vulpine Company (KIA)
    • 1st Pine Company (Sent to aid Inkia; KIA)
    • 1st Malva Naval Division (KIA)
    • Coatlean Unit #1 (KIA)
    • 1st Red Eagles Company (Plague)

    Resources controlled:
    • Region 21 [Highlands of Ti Linnad]: Pegasi
    • Region 22 [Obroslo]: Moon Opals
    • Region 33 [Coatl]: Corn
    • Region 45 [Inyoni Crescent]: Incense
    • Region 53 [Derokar]: Violet Ash
    • Region 85 [Ridir]: Monster Parts
    • Region 89 [Overvann]: Medicinal Herbs

    Techs:
    • Wingknights: +1 to battle rolls (Cavalry slot); requires Pegasi
    • Inyoni Skyfarers: +1 to battle rolls (Live Weapons and Warbeasts slot); requires Incense
    • Sacrificial Magic Supply Lines: -1 size loss roll (Logistics slot); requires Crops
    • Violet Oath: +1 to resist secret actions; requires Violet Oak / Ash
    • Sedellan Armor Coating: +2 against enemies using overtly magical techs (Armor & Wards slot); requires Sedellan Glass
    • Diplomatic Expedition: Enables land or sea exploration; requires Precious Minerals and a Pack Animals or Ships tech
    • Fish Glue: +1 to one Economy action per round; requires Fish or Beasts of Burden


    Relics:
    • The Woven Mask: +2 on rolls involving disease


    Religion bonuses:
    • +1 unit cap
    • +1 to resist conversions


    Organization bonuses:
    • 1 favor from CSC



    Permanent Cultural Identity: United in Action
    The Linnadi are a people shaped by unity. When the opportunity comes to work as one, they seize it - at home and abroad.

    Increase in die size for rolls for supported trade post buyouts and allowed holy center conversions (these both apply to buyouts and conversions in controlled regions).

    Saved actions:
    Last edited by Minescratcher; 2018-06-16 at 08:38 AM.

  11. - Top - End - #341
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Jul 2012
    Location
    *Redacted*

    Default Re: [EMPIRE4!] IC Thread

    The United Northern Confederacy of Rhune and Saaremaa
    Margravine Lieđđi av Aanaar and Duchess Kaisa av Saaremaa

    Rolls
    Actions:
    1. [Faith] Cure the Plague in Rhune (region 96) with the help of Ti Linnad (1/2)
    2. [Faith] Convert HC1 in Rhune (region 96) back to Rhunic Animism. Roll: 17
    3. [Intrigue] The religious lore not seeming sufficient, a deep dive into the origins and purposes of the Cairns begins. The deeper lore dive drives investigators to ancient texts and hisories that tell fanciful and sometimes unbelievable tails to match the verbal lore. Scholars are even sent to the now fracturing core of the Empire to uncover what its libraries might hold. [5/8 Great Project]
    4. [Intrigue] It is obvious that the Cairns alone are not the only such artifacts of their type. But where and what other such artifacts seem to remain a mystery. Rumours circulate that the Yondarians carve similar runes into their coastal trees, while word reachs those under the Margravine's orders of similar stones far to the west. Investigation is done into these rumours in hopes of better understanding the stones. [6/8 Great Project]
    5. [Economics] Reclaim TP2 in Yondar (region 98) for Darkwood. Roll: 12
    Non-actions:
    1. Support (+2) Yondar's claim on region 97

    News and Rumours:
    • The growing peril in the north, as the plague spreads into those cold lands, seems to prompt action. The long and arduous effort to see relationships between Rhune and the mainland blossom seems to finally come to a head when the Margravine receives a message from Saaremaa to the south that seem to capture her attention. The letter, like so many she had recieved before, comes from her long time pen pal and rumored lover, the great commander Kaisa av Saaremaa. The news it brings over joys the Rhunite leader, who gathers her Council to address the implications.
    • A meeting is scheduled, the leaders from the northern end of the neighboring peninsula arriving upon the Isle to discuss the deal Kaisa av Saaremaa seems to have orchestrated: the unification of the Margraviate with the Duchy of Saaremaa. Representatives from both realms gather in Njauddâm to discuss bringing the two disparate peoples together. Orchestrated and headed by Lieđđi and Kaisa, the end result is a treaty establishing the United Northern Confederacy of Rhune and Saaremaa. After much politicking, the two women secure positions as the diarchical rulership of the new realm.
    • The arrival of representatives from Ti Linnad is met with curiosity. Not only is it only the second such arrival from far flung lands after Yondar, but the equal curiosity and friendship illustrated by the newcomers, aiding with dealing with the plague, is appreciated across the Isle. The powers that be invite the foriegners to the Great Hall in A´kkel, greeting them earnestly and generously.

    Spoiler: Ruler Information
    Show
    Diplomacy: 5
    Military: 8
    Economy: 8
    Intrigue: 3
    Faith: 8

    New Ruler Next Round? No.

    Expected Stat Bonuses: +1 Faith, +1 Intrigue
    Last edited by BootStrapTommy; 2018-06-17 at 04:09 PM.

  12. - Top - End - #342
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 17 (year 151-153)
    The Confederated Northern Syndicate
    Vassal to the Imperial Regno Sultanate

    Yemur, Bhule, Whern, & Bahwick (Regions 1, 86, 87, & 88)
    Donne Yald Danerdhuf Suzan Danerdhuf


    Actions
    1. [Intrigue 10] Introduce technology Warded Locks - Requires, Hard Metal - Effect +2 to resist item/technology thefts - Smiths and metalworkers in Bhule focus on finer pieces of metallurgy than are pursued elsewhere in the world where sword blades and axe heads reign supreme. With less use for implements of war the metal workers in Bhule have concentrated their time in coming up with a more secure form of transporting important documents and items. A breakthrough has led to the proliferation of “warded locks” whose mechanism prevents any but the proper key bearer from opening a secured case. While these locks are not foolproof and can be bypassed or overcome they represent another difficult barrier for would be thieves to overcome.
    2. [Intrigue] Secret 15
    3. [Military] Donne Yald Danerdhuf leads 2 Units to invade Amham in the name of the CNS - The aging Donne decides not to fade into retirement remodeling Fherhaven and watching over Suzan's shoulder as she reigns and makes the long painful journey south to Yemur where the armies of the Syndicate gather to make a hopefully final push into Amham. The Sultanate of Regno is expected to provide support although Yald expresses his desire to orchestrate the campaign, albeit with the Sultan's input, than turn it over to Magi Vecto. With no offense intended to the veteran his loss and near escape from death did little to engender confidence and Yald has the personal desire to see to this and perhaps go out in a blaze of honor and glory like some storybook hero instead of sick and old like the conniving old man he was. (Donne Yald leads 2 Units equipped with Advanced Pician Weapons (Bronze) using Sultan Tutum's Mil 7 Score to substitute his own to be joined by whatever Regno forces come to join the reconquest of Amham)
    4. [Military] Raise 1 Unit of Yemur Ducal Levies - With fighting more plentiful in the more bounteous south it is seen as reasonable by the northerner Syndicate members that it ought to be southerners who fought and died in their own wars. The Dukes of Yemur are pressured by their Sydnicate representatives and 'advisors' to provide levies to the service of the Donne as repayment for all the kindness and piety expressed by the Donne towards their domain. Although some are less enthusiastic than others eventually a sizable army is pressed into service from among the vassal levies.
    5. [Diplomacy] Stabilize the Tundras of Whern (87) 19 - Fherharbor and the Tundras are quite similar to Fherhaven and Bhule, practically sister cities and regions with similar expectations and demands from unity. Among those demands was the protection of their people from unnecessary death. The loss of their volunteers from the Plains Walkers to the Amham war and the disruption caused by the plague has upset many. Nevertheless the Donne attempts to make clear that these trying times are now behind and the CNS, especially northern CNS, would enjoy prosperity and safety ensured by treaty and strategic alliance.
    6. [Diplomacy] Sway the Omanush Convoys from Neutral to Acquaintance 13 - If the Syndicate is to inherit the remnants of the Amham Federation they would do well to at least make cursory introductions with the sea elf convoys. After all, the Amham Dukes had built the Convoys a harbor in their capital and had a strong relationship with the traders prior to their decline. If nothing else it would do well to befriend the Omanush for the deals they offer even mere acquaintances were favorable to many deals elsewhere.


    Non-Actions
    1. Endorse Overvann Buyout of Open TP 3 for Copper in Bhule (86) - Looking to make things right with Overvann following the Marasa Pride’s decision to involve itself in Bhule’s copper trade the as of yet unreserved portion of the region’s copper mines are opened to auction at discounted rates to the High Warlord’s merchants.


    • The Donne is determined to see Amham and Yemur brought under CNS dominion and seems willing to risk the whole of the army alongside his own life to do it. The Jotun Berserkers from the Cays had seemed to be recovering from their wounds sustained in the first Amham campaign when the plague, which had largely avoided them until then, found its way into their systems and destroyed the frost trolls. Where they had four arms they grew to have eight and most perish under the mutagenic effects. Those that survive are in now shape to fight and thus the entirety of the armies of CNS consisted of Jotun Shocktroopers, who had been serving as Yald's personal entourage for intimidation factors, and the recently acquire loyalty of Yemur Ducal levies. These forces the Donne leads in an attempt to end Duke Yao Banok's claim to the throne.
    • Although not taking action the Syndicate has elected to maintain observers regarding the trade dispute between Overvann and the Serene Marasa Pride. From reports out of Estensule it appears the Pride's noble raiders are having a bit of trouble facing northern spine just as they had in Bhule. It should figure that even the toughest southerner shouldn't compare to those of northern stock. Yald writes much on this in his letters to his children aware of the allure of Amham to many within his Family. He was well aware of campaigns within the Syndicate to move the central hub out of Fherhaven and into the more prosperous and comfortable south yet Yald had always stood against such principles. Whether the old man's desires on this front would outweigh his successors remains to be seen though his letters do a fair amount of arguing before he faces potential death upon the battlefield.
    • Vëkhglis of Dvatla is congratulated for his succession to the crown of such a fine kingdom. Although the CNS shares no direct borders they are the Sultan's friends and neighbors and so too then it must be they are the Syndicate's. The divine mark of the gods bodes well for a kingdom as the Donne knows having helped restore order to the Jalyeong-bo priesthood. May the heir of Dvatla live long to see the full prosperity and favor of his gods rewarded!


    Spoiler: Ruler Information
    Show

    Yald Danerdhuf (B. 90)
    Spouse: Samanta Fleurs-Danerdhuf (B. 92, D. 128) Wanta Fheropel-Danerdhuf (B. 114)
    Children: Karl Danerdhuf (B. 107, D. 128), Suzan Fleurs-Danerdhuf (B. 108), Tyber Fleurs-Danerdhuf Sortis (B. 110) M. Spera Sortis (B. 1??), Lauret Fleurs-Danerdhuf (B. 110) M. Lucio Pelbrook II (B. 108), Pane Fheropel-Danerdhuf (B. 130), Noris Fheropel Danerdhuf (B. 138)

    Stat Value Increase?
    Diplomacy 10 -
    Military 1 -
    Economy 2 -
    Intrigue 10 -
    Faith 5 -


    Suzan Danerdhuf (B. 108)
    Spouse: None
    Children: None
    Siblings: Tyber Sortis (B. 110) Lauret Pelbrook (B. 110), Pane Danerdhuf (B. 130), Noris Danerdhuf (B. 138)

    Stat Value Increase?
    Diplomacy 4 +1
    Military 3 +1
    Economy 4 -
    Intrigue 6 +1
    Faith 3 -


    Spoiler: Regions
    Show
    Region Name Region Number Resource Holy Center 1 Holy Center 2 Holy Center 3 Status
    Yemur 1 Steelshrooms (Minor) Jalyeong-bo Jalyeong-bo Jalyeong-bo Auxiliary
    Bhule 86 Copper (Great) Jalyeong-bo Initia Jalyeong-bo Capitol
    Whern 87 Frozen Tears (Minor) Jalyeong-bo Jalyeong-bo Perijanism Auxiliary
    Bahwick 88 Whales (Good) Jalyeong-bo Abhidi Rhunic Animism Auxiliary

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    Diplomacy Welcome to the Family +2 die size pressing claims No
    - - - -

    Technologies
    Type Name Effect(s) Required Resource?
    Economy Fish Glue Manufacturing +1 to one Econ action/round Fish OR Hoofed Animal
    Economy Diplomatic Expedition Allows overland exploration Precious Minerals AND a Pack Animal/Ships Tech
    Military, Armor Advanced Pician Weaponry +1 Battle Roll Iron
    Intrigue Warded Locks +2 Resist Thefts Hard Metal

    New Ruler Next Round
    Donne Suzan Danerdhuf


    Spoiler: Mechanical Bookkeeping
    Show


    Consulate Controlled Trading Posts:
    • Bhule (86) Copper TP 1
    • Cays & Bahwhick (88) Whales TP 1
    • Cays & Bahwhick (88) Whales TP 2
    • Bhule (86) Copper TP 2



    Military Units: 2
    • Yemur Ducal Levies
    • Bahwick Jotun Shock Troopers

    Generals:
    Last edited by Roarke; 2018-06-10 at 02:36 PM.

  13. - Top - End - #343
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
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    Sector ZZ9 Plural Z Alpha
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    Default Re: [EMPIRE4!] IC Thread

    Overvann Assembly of Chiefs

    Region 89: Overvann
    Region 90: Tevrus
    Region 84: Delwin
    High Warlord Olaf One-Eye

    Actions:
    [dip] End Unrest in Tevrus (Roll:12)
    "It is time for the bloodshed to end. We are brothers in faith, though I am a human and you are Kobolds. It is time for us to seek the glory of the gods together."

    [dip 5] Establish cultural identity: Inheritance.
    +1 die size to resist raids and thefts.
    In Overvann, inheritance is a major part of the culture. A parent who cannot pass property down to their children when they come of age dishonors them. Pains are taken to protect property, so that it stays in the same families for generations.

    [dip] Establish marriage claim on Region 91 (Roll:11)
    Olaf continues to push for a marriage between his son, Bjorn the Archer and the royalty of Region 91.

    [dip] {1/2} Establish a corps of diplomats and ambassadors.
    Olaf recruits from the people of his empire, especially Delwin, to build up a stronger diplomatic service.

    [fai 5]Restore the destroyed holy site and excavate the buried golem.


    Non Actions


    Spoiler: News and Rumours
    Show




    Spoiler: Technology
    Show

    Technology:

    - Close Combat Weaponry:
    - Ranged Weaponry:
    - Armor & Wards:
    - Cavalry: Wingknights
    - Warbeasts/Live Weaponry:
    - Logistics:
    - Drugs, Medicine, & Blessings:
    - Reconnaissance & Divination:
    - Stealth, Sabotage, and Traps:
    - Fortifications, Sappers, and Siege Weaponry:
    - Tactics:

    Other:
    Fish Glue Manufacturing


    Spoiler: Ruler Info
    Show

    Olaf One-Eye
    Diplomacy: 5
    Economy: 8
    Faith: 7
    Intrigue: 3
    Military: 9

    Spoiler: Royal Family
    Show

    Name Relation
    Olaf One-Eye N/A
    Beorn the Archer Son, heir
    Clara Wife
    Kendra Daughter
    Hrothgar the Black Cousin
    Harald Nephew



    Military Specialization: For Valhalla!
    +1 die size on attack when ruler leads combat.

    New ruler next turn? No!

    Expected Increase:
    Dip +2

    Last edited by bc56; 2018-06-13 at 06:12 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
    My Nexus characters

  14. - Top - End - #344
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Tälir
    (Round 17: 151-153 IR)

    Actions
    1. [Diplomacy] Stabilize 11 (roll=17) Tälir returns from Zeměvčel relatively quickly with the spoils of war. As he passes through Reflas, trusted captains and diplomats are sent out across the region to divide the wealth among those who have been outspokenly loyal. Other captains are sent to the less loyal with the preserved heads and hands of ringleaders from Zeměvčel and instructions to gently remind the recipients of the consequences of treason.
    2. [Diplomacy] Stabilize 17 (roll=17) N̨amodl and Vëkhglis are left in command in Zeměvčel, and pursue a bloody purge of surviving rebels and Avakonian loyalists. Communities and individuals who remained loyal to D̨vatla and the client king (who has been quietly removed from power and influence due to his failures) are richly rewarded, those which rebelled are destroyed mercilessly. Vëkhglis is eventually recalled to D̨vatla, while N̨amodl is appointed satrap and client king and devotes himself to rebuilding the region.
    3. [Military] Recruit
    4. [Military] Recruit
    5. [Faith] Great Project (5/5) After making the necessary journey to Hüpägh to make the proper sacrifices to the gods and his ancestors, Tälir returns to Khlıghat. With his health in decline, he become even more focused on achieving his father's vision for the temple complex outside the city. The core complex, open only to those initiated into the secretive priesthood, is a collection of low structures surrounding the massive central ziggurat. Around the core are a variety of elaborate temples and ziggurats dedicated to various important gods and goddesses, along with the necessary living areas and outbuildings. Near the water and loosely attached to the larger complex is a large and impressive Abhidic monastery. Scattered throughout the complex are gardens and green courtyards. Tälir, unfortunately, does not live to see the complex finally completed, as work continues until tapering off several years after his death.
    6. [Faith10] Organize Tëlir Geza Late in 151 IR Tälir's health declines to the point that Vëkhglis is summoned back from Zeměvčel to prepare to take the throne. Once the prince arrives, Tälir withdraws into the core of the temple complex, passing on most of his royal duties to the prince while he spends weeks in secret meetings with notable priests, including much of the leadership of the priesthood summoned down from Hüpägh. Eventually, a massive festival is called for. On the appointed day, the temples in the complex dedicate themselves to performing elaborate rituals and extensive sacrifices which continue late into the night. Tälir, Vëkhglis, and many of the other important nobles make a tour of the temples, visiting and making sacrifices in each in turn until eventually those who are permitted to enter the central core in the evening. Late in the night, fires and strange lights are seen at the summit of the Great Ziggurat, and in the morning Vëkhglis emerges with the high priests of all the prominent gods and goddesses and is proclaimed king.
      • Free Conversion of Region 14 (Astrand) HC #2 Faith in the Perijanist gods continues to decline in Astrand. As word of the miracle spreads south, a group of priests on the holy island of Irin renounce Rieba, evict their more loyal fellows, and invite the Tëlir Geza priesthood to the isle.
      • Free Conversion of Region 16 (Zachodnie) HC #2 Earlier, unsuccessful, efforts to spread Tëlir Geza in Zachodnie finally bear fruit, as a significant part of the population of Przystań adopt the foreign faith.
      • Free Conversion of Region 17 (Zeměvčel) HC #1 In the wake of the failed rebellion, power in Zeměvčel shifts to those loyal to D̨vatla. Tëlir Geza becomes increasingly popular among those hoping to benefit from the realignment.
      • 5 HC Bonus: +1 to combat rolls in regions with a Tëlir Geza holy center


    Non-Actions
    • Support Lindeen buyout of marble (making it successful)
    • Defend against DPA converstion (roll=15, successful defense)


    News and Rumors
    • N̨amodl and the D̨vatlan officials in Zeměvčel bemusedly accept the cooperation of local merchants seeking to redirect honey away from Izbefe.
    • The D̨vatlans watch with concern as the free cities of the League of White Sails once again threaten to collapse into conflict over the unending petty rivalries.
    • The great Abhidic monastery in Zighëdkär is largely abandoned. Too many of the residents went abroad to spread knowledge of the cure to the great plague, and conflict broke out among those who remained over whether to accept Sattyathanya.
    • Rumors spread concerning peculiar foreigners from beyond the great northern mountains looking to establish relations with some of the more important marble suppliers in Zachodnie. D̨vatlan diplomats in the client kingdom are said to have stepped in and helped ensure business is arranged successfully.
    • Messengers are sent to the imperial successor states...
      • Spoiler: Divine Principality of Avakon
        Show
        The embalmed and mummified bodies of several key rebel leaders from Zeměvčel are sent to Avakon. The bodies have had their heads and hands removed, and are covered with old Ghëkigh writing carved into the flesh. The messengers declare the bodies belonged to traitors and oath-breakers, who committed treason against their rightful rulers and sought to force the empire's hand into breaking its treaty with D̨vatla. They claim that a significant number of rebels are known to have fled across the strait to the Divine Principality, and since treason is hateful to all the gods they insist the traitors be turned over to D̨vatla for proper disposal.
      • Spoiler: Restored Karysite Hegemony
        Show
        No bodies are sent to Karys, instead a typical diplomatic mission with a simple message: D̨vatla has no quarrel with Karys nor desire for any. The diplomats elaborate that since D̨vatla had a treaty with the empire, the breakdown in imperial power allows for differing interpretations of the status of their treaty. They express curiousity concerning whether the Queen might desire to enter into any formal agreements, clarifying relations between the kingdom and queendom.
      • Spoiler: New Pellocian Federation
        Show
        Several more bodies are sent to Raesija. The messengers explain that an uprising had broken out in Zeměvčel, hoping to restore Avakonian rule over the region in defiance of the treaty signed at the conlusion of the war. Since Iskander claims the imperial crown, and since such a breach of the treaty would be utterly dishonorable, D̨vatla has taken the liberty of punishing these rebels for their attempt to bring dishonor upon the imperial crown.
    • N̨amodl admits that there were a fair number of people in Zeměvčel who desired the return of the empire. He notes, however, that he was kind enough to return (most of) them across the strait to what is (well, was) imperial territory. He also agrees that it is a crime to try to force heathen gods upon the people of Zeměvčel, and is therefore happy to report that missionaries attempting to spread the eastern snake god across the strait have failed and been taken into custody with the help of the godly people of Zeměvčel.


    [[Should have been in News and Rumors last round but I got sick and busy and wasn't paying attention]]
    • When word arrives of Kunai atrocities in Umibe, Tälir answers the call to condemn the Yasei's actions. He notes, with regret, that the Avakonian treaty prevents any direct action, and reminds people of similar condemnation following the Inkia genocide. The southerners are denounced, once again, as monstrous, and the willingness of the empire to make alliance with them is put forward, once again, as proof of the corrupt, debased, and debauched nature of the empire.
    • The Abhidic community does not gather to reply in a single voice, but all the prominent leaders independently condemn the Yasesi's actions. The Clan(s) are called upon to calm themselves, consider their actions more carefully, and contemplate the shadows cast by themselves and their actions. A small number of the more worldly monks note that it takes a special kind of stupid to purge those offering you their swords.


    Tälir – New Ruler Next Round

    Diplomacy: 10
    Military: 10
    Economy: 4
    Intrigue: 1
    Faith: 10

    Increase: Diplomacy, Military, Faith

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    D̨vatla 12 Iron D̨vatla Regno Overvann Tëlir Geza Abhidi Abhidi
    Llët̨sällë 10 Dragon Shrimp (Open) (Open)
    XX
    Initia Tëlir Geza Abhidi
    Reflas 11 Giant's Silk D̨vatla Regno (Open) Tëlir Geza Abhidi Tëlir Geza
    Dažytija 13 Copper (Open) (Open)
    XX
    Abhidi Tëlir Geza Abhidi (Satt)
    Astrand 14 Rice Avakonia
    XX
    XX
    Tëlir Geza Perijanism (Open)
    Zachodnie 16 Marble (Open) (Open)
    XX
    Perijanism Jalyeong-Bo (Open)
    Zeměvčel 17 Honey D̨vatla Avakonia (Open) Perijanism Abhidi Perijanism

    Region # Owner Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    Iadesh 7 Regno Camels Regno Izbefe
    XX
    Initia (Open) Jalyeong-bo
    Perivan 15 Perivan Blackrock (Open) (Open)
    XX
    Tëlir Geza Tëlir Geza Local Paganism

    Spoiler: Armies and Technology
    Show
    3 units

    Military Specialization: Region 12 and regions bordering it

    Military Technology: Camel Cavalry (+1, cavalry slot, requires camels)
    Pician Weapons (+1, weapon slot, requires iron)
    Hard Iron Armor (+1, armor slot, requires iron)
    Bani Bowls (-1 losses, drugs/medicine/blessings, requires bani)

    Generals
    N̨amodl (M9)
    Empty (M6)

    Cultural Identity: Conversions
    Technology: Diplomatic Expedition (allows exploration/colonization, requires precious mineral and either a pack animal or ship tech)

    Relic: Idol of Däz̨ëlis (conversions)
    Last edited by Aventine; 2018-06-16 at 06:47 PM.

  15. - Top - End - #345
    Orc in the Playground
     
    kaio999's Avatar

    Join Date
    Jul 2016
    Location
    Indiana
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Khirus
    The dark mirror

    Region 38, 39, 40, 41


    Actions

    1:[DIPLOMACY] (Establish Embassy with the Serene Marasa Pride) Relations with the Serene Marasa Pride have been years of negotiations. The arrogance and pride of the creatures was not easily penetrated and they had completely dismissed such alliances with us until it was realized we had mutual foes in the form of the kingdom of Varjik.
    2:[DIPLOMACY] (End unrest in region 40 Khirus) The disease had benefits for the kindred (vampires) while some of their ilk did become affected the cure Regno provided easily solved that issue but for the populace death was common place and so they could feast with relative ease without it drawing attention from the citizens. Still unrest in the capital was not something to be ignored forever and so promises of a cure arriving and being accessible to the populace was preached on every corner to settle concerns. SUCCESS With ease the people return to their normal states, Khirus conditioned them long ago not to misbehave in the capital.
    3:[INTRIGUE] (Secret Action)
    4:[INTRIGUE] [Raid OPEN TP 2 Bhreshi dogs Aaenna] the loss of Bhreshi dogs for their new cavalry was completely unacceptable and so relying on government power they force out the new merchant buyers and reclaim what they had lost. SUCCESS The terror of dealing with Khirese traders and mask makers is not something to underestimate and soon enough they return rights to the proper owners.
    5:[MILITARY] (invasion of region 61 Suicide Sandor 6 + 4 units +1 Bhreshi cavalry -1 unit loss from sacrificial supply lines) The death of The Black Marshall was supposed to be a perfect means of disposing of a potential rival in the senate and consul and establish her husband as a singular leadership within the military but his death had caused a cascading effect which now had the chancellor balancing on the head of a pin. This army now marching for the (region 61) for a second long campaign has a massive military force of over 9000 soldiers crossing the sea to crush a now under defended force as the lions of Estensule butcher Varjik troops elsewhere. They hoped to walk into an undefended nation and use the ideals of the Republic to put this to bed. She needed the win.
    6:[MILITARY] Thune soldiers are no longer streaming into the nation now and recruiting once again comes from the mother country, but the first squad of Aaenna is birthed with a magnificent unit of Bhreshi Cavalry assembling on the field 2000 terrifying new warriors brought into the fold. (1 unit)

    Nonactions
    give the Picians the cure
    attend event

    News and Rumours
    • Kathines power base goes from insurrmountable to precarious in 3 years.
    • Next years elections are planned and rival candidates seem to have emerged from the mists.
    • The Picians will recieve no more aid from the Khirese Republicans as their military forces choose estensule then fighting in "the graveyard" rumors of necromancers and the roaming undead have reached the ears of the citizens.
    • Aaenna Abhidist and reformist Samson Rath has the most clear lead.
    • it is revealed talks with the lions have been ongoing for some time, the population is split as Khirus reaches out to yet another monstrous race.
    • Kathine is trapped in the mud and her invasion of (region 61) is her desperate attempt to keep her head above water as waves come in.
    • The consul has pulled support from Kathine and has gone neutral during these pivotal elections. Rumor is they will support a new candidate if this military campaign fails.
    • Taxes continue to be paid to Glen Gwitna so as to avoid issues with the silver mines much to the chagrin of the Khirese merchants and Tyras.
    • With the death of General Fontan something strange occurs, Kathine emerges from mourning to present her 6 month old son and informs the nation that she is a daughter born from herself and her dead husband. Though no one even knew Kathine was even pregnant... This young man is named Mettius Fontan and the boy who lays claim to the legacy of Palendor and by extension his mother the high chancellor.



    Spoiler: Monsters and allies
    Show

    WIP




    Spoiler: Masquerada Internal Memos (SECRET)
    Show

    - Kathine is currently dealing with increased pressures from the religious factions of the Republic promoting some abstract ideas of Abhidist. The fang of Khirus is rumored to be behind this twisted sect which is permeating with supernatural charisma.
    - Placing so many troops in the hands of the notorious suicide Sandor has many nervous, and are concerned its further proof of Katrines lack of ability to lead.
    -The Merchant king has abandoned Kathine completely.
    -Tying them to the massive kingdom of the SMP interests some and terrifies other.
    - The alliance with the Picians now that humans are taking over has many nervous, especially since they are so anti Republic.


    Spoiler: Ruler information
    Show


    Her Eminence, the high chancellor Kathine Harlon
    Diplomacy 8+1
    Economy 6
    Military 8+1
    Religion 1
    Intrigue 9+1



    New Ruler Next Round?
    NO

    Military Units
    1 unit of Khirus Republican Defenders (2000 human soldiers skilled in defense and protection)
    1 unit of Khirus Republican Defenders (2000 human soldiers skilled in defense and protection)
    1 Unit of Thune Janissaries (2500 lightly armored foot soldiers from Palendor trained in unique quick blade 1 on 1 combat)
    1 Unit of Khirus Janissaries (2500 bowmen and skirmishers trained in Razzak technique. Trained in sneak attacks and ambushes they have been commendeered into the Fortan army.
    1 unit of Republican zealots. (2500 militia forces driven by the ideals of the Republic)
    1 unit of Republican zealots (2500 militia forces driven by the ideals of the Republic)

    Technologies
    Military Specialization- Bloody kiss (2d12 when defending a region taken in war)

    Obsidian Fire +1 Defense +2 when rolling through a tie (Siege)
    Sacrificial magic supply lines -1 size losses
    diplomatic exploration Allows for overland travel to establish colonies.
    Salt wagons -1 size losses
    Violet Oath +1 to resist secret actions of all kinds
    Camel Riders +1 to attack

    Trading posts
    TP 1 Obsidian glass (Region 40 Khirus)
    TP 3 Timber (region 2 Amham)
    TP 3 Feth Leaves (region 25 Lacia)
    TP 2 Bhreshi Dogs (region 38 Aaenna)
    TP 1 Silver (region 27 unnamed)
    TP 2 Lentils (region 43 Lior)


    Expected Stat Bonuses
    1 point military
    1 point intrigue
    1 point of diplomacy

    In Memorium

    Chancellor Elijah Treves
    Diplomacy 10
    Economy 4
    Military 10
    Religion 2
    Intrigue 5

    General Rishard Whidden (9)
    General Miguel Fortan (8)



    Spoiler: People of Interest
    Show

    magus Illian- Mortal whose magic is invested in the darker aspects of Jaelong-Bo and summoning dark spirits of blood, bone obsidian and death
    Chancellor Kathine Harlon- The newly elected chancellor and the current leader of the moderate faction within the Republic and the supporter of the current status quo.
    representative Mila- Lessor noble she had various scandals but was popular among the mortals and so was chosen for public office by the Masquerada.
    Chancellor Treves- The elected leader of the Republic of Khirus, as well as the voice of the masquerada. The first leader of the Masquerada to also rule over the republic openly.
    Diplomat Purbagle- Pician diplomat and member of the Republic (And Masquerada) a ghoul who in a few years may even earn a place as a kindred (Now with the Picians)
    The Black Marshall Rishard Whidden- Mil 9 general a vampiric childer of Kathine and new leader of the armed forces among Khirus
    Diplomat Tassadin- Diplomat hand picked from among the people of Razzak currently a ghoul and lover of representative Mila
    Diplomat Selenity- A girl of the basins she lost her home and family because of the Sattanyaha and Azenhal attack, she is completely free of blood binding and is instead held up as a symbol of the tyranny of Azenhals Abhidi theocracy. (Currently serving in Regno)
    Consul Yuval Harari- A member of the consul, one of the oldest necromancers in known existence, he became a vampire at a very old age and has immense power within Khirus.
    Consul Sharamin- High priest of the bloody fang
    Consul Blake- Leads a hawkish family who is a regular challenger to the chancellor.
    Consul Simir- Leads his sires (Blakes) faction, the imperialists but its strength is greatly reduced after the events of the midnight garden party.
    Merchant King Tyras- An enigmatic man said to have both vampires and orcs under his command. He is one of the most dangerous mortals in the kingdom and leads his own faction of wealthy merchants.
    Miguel Fortan- General and husband to Chancellor Kathine.
    Samson Rath- Aaenna Sattanyaha priest, corrupt and engaging in all matter of taboo acts. He is vicious and even brilliant being considered for the kiss by the elysium of the capital.
    Initiate Xatax- An initiate of Regnos faith and yet another who has entered Republican politics, what he will bring is anyones guess but hes charismatic and charming.
    Mattius Fontan- "Son" of general Fortan and the chancellor, he will one day inherit the rights of Palendor through blood. (though there are some suspician surrounding his birth) hes 3 1/2.
    Last edited by kaio999; 2018-06-13 at 03:53 PM.
    Amazing avatar by Gengy

    Empire 4- Vampiric Republic turned Vampiric Oligarchy
    Empire 5- Psychic Daddy

  16. - Top - End - #346
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Gwitna Coalition
    Grand Warden Cuahuey, ex-Knavegos of the Avakonian Empire
    Regions 23, 24, 25, & 26
    Round 16

    Actions

    1. [Diplomacy 5] Creat Embassy in the Isles of Lazar
    2. [Intrigue] Secret
    3. [Military] Raise a unit A Phalanx of young Kansett is raised into the army of the Gwitna. The Kansett, though their lives are short by human standards, do seem to mature more quickly than humans when given proper nutrition.
    4. [Military] Raise a unit A rivalry is developing between the Kansett soldiers and the black bear recruits. The bears seem to be annoyed that their position as big strong shock troops is being stolen, while the Kansett scoff that the Gwitna used undisciplined animals in battle for so long. To prove their worth, more bears sign up to fight.
    5. [Military 5] Appoint a general. Roll 10 Thrasu Nerura, a gifted six-legged Kansett, is elevated to the position of high warchief. It is not a traditional move, since the position has traditionally been passed down by inheritance, but in the light of Ilrasu Sandor's extradition, Cuahuey seems willing to break with tradition once again. The decision is lauded by the Aniachak and Kansett as a sign of their importance rising within the coalition.
    6. [Military] Send two units to the Divine Principality of Avakon.

    Non-Actions
    Grand Warden Cuahuey declines the offer of the blessing from the Arndok, citing a reluctance to speed his end before he has completed many of the cycles that Xincoatl intends for him, in particular producing an heir.

    News and Rumors
    The War with the Theocracy of Coatl is over. Crabbin' fever has placed many blessings on the Gwitna Coalition. Foreign traders are coming to respect the Warden's dominance in the Badan. A new nation worshipping the same gods has sprung up in Avakon. The unrest plaguing the area has been quelled. Could this be the beginning of a new golden age for the Gwitna coalition? Hope is in the air.

    The idea held by Ti Linnad that Avakon could face a war with any sort of unified Inyaka is frankly preposterous. Alantalos surely remembers that there are Inyakan nations that do hold true to their gods.

    As Kansett are more and more heavily integrated into the military, a good deal of theory about the optimal combat styles for them to use is produced.
    Spoiler: Kansett Fighting styles
    Show

    There are three main fighting styles used by the Kansett. All of them tend to revolve around the difficulties and advantages presented by their one strong crab claw arm. The claw arm is stronger than the Kansett's human arm, rather well armored, and with a formidible pincer, but it understandably lacks much of the finesse of a human hand. As a result, Kansett have a hard time reloading bows and wielding weapons with their pincer. Optimal Fighting styles also differ between Kansett, varying with the number of legs they have: Kansett with six legs have a greater ability to kick their enemies on the battlefield, having legs to spare, while Kansett with two have more human-like power with thrusting weapons, since they are able to effectively lunge.

    Claw as weapon:
    The Kansett's claw is an able natural weapon, being sharp, able to put out great amounts of pressure, and well armored. Its shorter range than a sword or spear is however a serious liability on the battlefield. To enable the Kansett to close into close range, this style revolves around using a shield wielded in the hand to deflect attacks and using any extra legs the Kansett might have to make kicking attacks and feignts.

    Claw as shield:
    The thick chitin on the Kansett's claw makes it also an able defensive tool, and its strong grip makes it ideal for disarming opponents by grabbing weapons. Kansett using this style usually wrap their claw in thick cloth or other armor just below the pincer to protect it, and wield an axe or spear in their human hand. This style of fighting tends to be lighter on its feet than the other two, since it relies more on agility and movement to catch or dodge weapon strikes than the other two styles with their shields.

    Claw Holding shield:
    Because of the inelegance of the claw for holding weaponry, this style seeks to emulate human fighting techniques by using the claw arm to hold a shield while the hand arm uses a weapon. This style allows Kansett (especially of the two-legged variety) to integrate cleanly with mostly-human phalanxes and formations, and the greater strength of the claw arm allows them to use a heavier shield with greater dexterity than a human of similar stature.





    Spoiler: List of people to eventually chase out of the Badan
    Show

    Serene Marasa Pride
    Khirus
    Yondar (only places that they raided)


    Spoiler: Ruler Information
    Show

    Grand Warden Suvlin Cuahuey, age 35
    Diplomacy 7
    Military 6
    Economy 8
    Faith 5
    Intrigue 8

    Wife: Fila Slaken, 31, House Bear
    Mother: Anci Cuahuey, age 61, House Orca
    Sister: Llerlisi Cuahuey, age 33, House Orca


    Attribute Increases: +2 Military

    No new ruler next round.
    Last edited by Potato_Priest; 2018-06-17 at 02:21 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  17. - Top - End - #347
    Halfling in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Turn 17 (year 151-153)
    The Serene Marasa Pride
    Mareen (Region 77), Taraks Krags (region 78), Sonil (region 79), Xarax (region 80), Arrakis (region 81), Tarbaryn (region 82), Aspen Heights (region 59)
    Lagos Khompur Ssuras

    1. [Military] (invade region 58 from 59 clash with Varjik troops 2d12+10 Tashan Kkoya+3 units) She despised that she had to march again, her sons power was absolute but every battle risked his place of supremacy should she perish in battle. She intended to snuff out the last breath of resistance from this weakening power. Regardless of landscape, troops or traps she marched with her fang 1 contingent, fools eyes veteran troops and the naga spitters. She hoped to wipe out the general here and silence this nations resistance. "I want this to be my last battle for the sake of my son and the future of the pride..."
    2. [Military] (Defend Arrakis (region 81) from the attack through Kunai territory. 2d10+9 Lagos Khompur Ssuras+4 units) The god king marched on the "sneak attack" being led from the north, they crossed through Kunai territory hoping to catch the nation off guard but the opposite occurred the entire army not marching with his harem queen marched with him. He rode on his chariot of silver with a massive spear, one of his mane bodyguards by his side. He looked forward to his first battle. Goliaths, humans, and Rakshasa all marched together under their new king.
    3. [Intrigue] time to take back our slaves. The Riebarri and goliaths march on the Overann merchants with the direct desire to murder every last one and deliver their heads to Olafs doorstep. dozens of bruisers are sent to make the message clear. 11
    4. [Intigue] The Picians had promised them gold for slaves, they had not informed them they had to kill dwarves to get it. Still these tiny creatures meant nothing to the Rakshasa and they had only heard of their nation. The Picians had angered the Rakshasa somewhat but the dwarves were seen as sport and they got over it quickly as duels and raids began. 20
    5. [Diplomacy] Host an event
      Spoiler
      Show
      Treaty with Khirus
      Treaty with Yasei
      Treaty with Pellocian League

    6. [Faith] attempt to cleanse the coatl perijianist retinue peacefully. They are approached by orthodox perijianist priests from the god kings court and given one oppurtunity to leave peacefully. They demand all worshipers and intelopers return from whence they came or face the wrath of the god king. SUCCESS The threat appears to be enough as the coatl realize they are not wanted and peacefully retreat. Should they be seen again they are warned the god king will massacre every single one.


    Nonactions

    Support Pician slave buys in exchange for gaining access to their gold next turn.

    News and Events
    • The enemy of our enemy is our friend for now...
    • Tashan Kkoya eturns the hero of the kingdom she has wiped out the very humans which once drove the Rakshasa into isolation their dead litter the mountains.
    • All rivals to Tashan Kkoyas son have stepped down and sworn loyalty to her and her son.
    • Retake the slaves lost by Overann interference.
    • The humans who ae a voice among the Picians trade gold for slaves the deal is accepted.
    • Lady Chojo is invited often to the imperial palace in Mareen.
    • More Raja are being considered.
    • Yasei are not seen as anything but a nuisance that must be replaced by Chojo eventually.
    • Eyes turn south on the fractured remains of the Setjura Confederacy.
    • The Kunai will no longer be called humans, clearly they are superior to humans otherwise how could they compete with Rakshasa? Therefore they are to be referred to as Kunai from this point on.


    Spoiler: The Rich and Famous of the Marasa Pride
    Show
    The Royal Harem Standouts
    Tashan Kkoya: First General of the Mareen army mother to the first son
    Hara Llasca: Failed to garner any considerable support from Wuzei Darak bore the eighteenth son Ban Trodje Ssuras (5 years old)
    Shara Jjasca: Setjura confederacy gift, she was looked after and given some information but made little impact. Bore twin daughters Haiya and Fila Ssuras (12th and 13th daughters of the god king) (both 6 years old)
    Mija Yyasa: blood sister to Jhoy Zzawa and member of the Riebarri she gave birth to Kalira Ssuras (age 14) and 4th daughter of the god king.
    Jhoy Zzawa: A dangerous member of the Riebarri she seduced the god king while Tashan was away she gave birth to Rither Ssuras (age 14) and sixth son of the god king.
    Hostage: The results are still unknown but she might become very famous to the nation before time ends... Hostages mixed blood is named Lagos Trodje Ssuras II (4 years old)


    Council of Raja
    Barun Rrasa: His brother killed his father and then went insane... Their clan has much to prove but currently is the weakest of the Raja.
    Indira Kkoya: His former pride bowed first to the new king and so is respected as "wise". (Some say coward) He rules over the Riebarri
    Harshad Mminas:The most esteemed strategist of the nation.
    Chanda Pprata: his family is currently remaining quiet and letting the politics push them as is needed.
    Chief Azrock: leader of the goliaths
    Speaker Kindrossi: Human leader of the city of Sonil.

    Famous Slaves
    Naro: Helped the Rakshasa create the tactics currently being utilized by their race.

    Adult Children of the god king
    Sinja Lagos Ssuras:has turned 21 he is the only heir currently with complete support and the next replacement for his father, one misstep though and he has dozens of rivals waiting to cut him down and take his place.

    Spoiler: Ruler Information
    Show

    Stat Value Increase?
    Diplomacy 10 -
    Military 9 +1
    Economy 1 -
    Intrigue 9 +1
    Faith 4 -
    Military unit count: 5
    Generals:Tashan Kkoya (10)

    Spoiler: Regions
    Show
    Region Name Region Number Resource Holy Center 1 Holy Center 2 Holy Center 3 Status
    Mareen 77 Silver Perijanism Perijanism Perijanism Capitol
    Taraks Krags 78 Slaves Perijanism Jalyong-Bo Perijanism Marriage ties
    Sonil 79 Tower Cactus Perijanism Abhidism Abhidism conquered
    Arrakis 81 Living Ivory Perijanism Perijanism Abhidism conquered
    Xaryx 80 Malachite Abhidism Abhidism Abhidism conquered
    Tarbaryn 82 dark fired ceramics Perijanism Perijanism Perijanism faith ties

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permenant?
    MILITARY Pack Tactics +2 die size using armies on attack that are 3 units or smaller No
    DIPLOMACY Dueling instincts +2 die size when raiding a region for the first time No

    NO New Ruler Next Round

    Expected Stat Bonuses: +1 Military +1 Intrigue


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Mareen 'Owned' Religious Centers: 2


    Rakshasa Controlled Trading Posts:
    • TP1 Slaves region 78 (Raid)
    • TP 1 Darkfired Ceramics Region 82 (Raid)
    • TP 1 Silver Region 77 (capital resource)
    • TP 1 Giant Cacti region 79 (Raid)
    • TP 2 Kavve region 72 (Raid)
    • TP 2 textiles region 59 (Raid)



    Military Units:
    • 1 [Claw 1] A unit of 800 female Rakshasa trained in the new pack tactics
    • 1 [Sonil Militia squad 1] 2500 lightly armored spear men and javelin throwers
    • 1 [Fools eye Mongrels] A unit of 800 male Rakshasa under the only lion to ever fight the king of Marasa and survive. A genius well respected by his regiment and fiercely loyal to his king.
    • 1 [Mongrel militia] A unit of 1000 mongrels. The male Rakshasa have risen up and for their nation formed a new force on behalf of their people. It seems a lot of this admiration comes from their link to the new general.
    • 1 [Goliath Champions] An elite force made up of 500 of the Goliaths chief and the only warriors they can personally promise without the king personally recruiting among the ferocious population.
    • 1 [The Mane]A unit of 500 elite Rakshasa trained to protect and fight alongside their king. Chosen from the prides children.
    • 1 [Fang 1] A unit of 800 female Rakshasa trained to target leaders and soft targets.
    • 1 [Fools eye Squadron] A unit of of the survivors of the campaign on the edge! One eye is becoming increasingly famous within military circles.
    • 1 [Naga spitters] 1500 of the serpentine warriors armed with short spears and an acidic spit which destroys armor and burns skin.
    • 1 [The Immortals] The Sonil humans have been shaped into a unit of suicidal frontal warriors. Armor has been provided by Mareen as has blades turning them into a athe devestating 2000 man unit.
    • 1 [miscellanious monsters] still figuring out the region.
    • 1 [Mongrel Militia 2] 1000 mongrel dogs... Given more training than the last batch as more weight is placed on their skills. They are also provided with better rations including meat.


    Last edited by asmodeussnake; 2018-06-17 at 12:06 AM.
    Avatar recreated by Gengy

  18. - Top - End - #348
    Ogre in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Restored Fresian Empire, Round Seventeen
    Emperor Alexios

    Spoiler: Of Fish and Men
    Show
    After much deliberation the Caridan Assembly decided that it was time to have a proper meeting with the Picians. Alexios had been acting as intermediary for some time, but his snowballing popularity earned by securing Fresia's infamous gold mines meant that every day they waited it would be harder to get rid of Alexios once the time came. Best to assert political dominance over the savages now rather than giving someone else time to do it himself.

    The meeting was arranged at a small deserted village on the Caridan-Fresian coast. For the preceding weeks Alexios had been used as a messenger back and forth between the two peoples, luckily oblivious to the political motivations behind forcing the meeting. The Caridan Assembly dispatched three of its most prominent members to the meeting, afraid that anyone less important would screw it up. As he was already known to the Picians he was also brought along, and if all went well they could dispose of him on the way back and send summons for a different scholar from Regno.

    Jarjargle and a few others represented the Picians in this matter, who would rather kill dwarves encroaching on the other end of the region than meet with a bunch of fleshlings. However, they were responsible for funneling enough of their compatriots into the region to alleviate the Picians' food concerns. This was definitely more than enough to warrant at least hearing what their western subjects had to say.

    The proceedings started out slow enough, Jarjargle arriving after the Caridans and taking a seat at the small negotiating table they had set up. Greetings were exchanged by the two parties as relayed by Alexios, the mannerisms of both cool and stiff. After this the leader of the Caridan delegation, Gaedos, opened the conversation proper. "We in Carida have been working under the yoke of your race for some time. While others rose up for faith or freedom we have remained complacent and loyal. Now that times have changed and your horde has dwindled, we would like to step up and work with your kind instead of under it."

    When Gaedos looked at Alexios to signal that the task was done. Almost sounding bored while doing so, Alexios relayed the message verbatim to Jarjargle in the Picians' cacophony of a language. The Pician seemed confused. "<Why change things now? We have provided ample protection and left the people of your region alone while you were providing us with alternative sources of food. What are you trying to accomplish?>"

    Alexios relayed Jarjargle's questions to the trio of Assemblymen, who Gaedos quickly spoke up for again. "It isn't as big of a deal as it sounds. We merely with to aid your military in exchange for greater concessions on the part of your people." The other two cast a quick sideways glance at Gaedos. The Picians were their overlords in name only, leaving their territories to essentially do as they pleased. What further concessions could be asked of them?

    In the same bored manner of his, Alexios resumed speaking to the Pician. "<He and his friends wish for your kind to step aside as overlords of the region so that they may take your place.>"

    Jarjargle was appalled. Instead of addressing the Caridans across the table, he faced Alexios directly. "<Why would they even think of such a thing?>" The only thing stopping him from starting a war right here was Alexios' respect for the Picians conveyed in their previous dealings.

    "<The pursuit of power can drive many to do mad things. They think you weak and wish to impose their will over you.>"

    As Jarjargle began to look even more angry the Assemblymen began to get nervous. The one to Gaedos' right, keeping his eyes locked on the Pician, demanded an explanation from Alexios. "Why is the thing upset? Talk!"

    "Oh, this is nothing," Alexios replied, handwaving the problem. "This is just how Picians express enthusiasm. I learned all about it at Regno, it's a worthwhile course in this age."

    Though the Assemblymen were not convinced in the slightest, Gaedos tried his best to deescalate the situation. "Look, we don't want much. Our men came to your aid in Atrisia, annihilated the dwarven cur's outriding party and fed her to one of your own. All we ask is simple recognition of our contributions and the ability to act in such a manner going forward."

    Making direct eye contact with Jarjargle, Alexios continued to 'relay' their talking. "<They want to take full control of all military matters and leverage this to force their faith upon you. And I'm sure you know exactly which faith they mean to enforce.>" Before Jarjargle could leap from his seat (he certainly looked as if he wanted to), Alexios interjected again. "<These men are not just your enemy. They're worried about the both of us. I hold no ties to their shamanic faith and so they seek to get rid of me as soon as they have finished using me as a pawn to push your kind into a life of oppression." His previously passive face broke out into a smile. "And mark my words, I do not intend to be their pawn."

    "Alexios! What have you done?!" Gaedos threw himself up from his seat and backed away slowly.

    Still smiling, Alexios turned from Jarjargle to look Gaedos in the eyes. "I told him that you were a bunch of spirit-loving heathens who wished to take over the Realm's military matters and force the Pician race into slavery."

    Gaedos' eyes were so wide they seemed like to burst out of his skull. "This was a mistake... Guards! Arrest Alexios and kill the monsters! We were fools to come here and fall for this fool's trickery!"

    Not a single guard moved. Alexios had to stifle back a laugh. "How stupid are you? You hire me to make sure gold gets into our soldiers' pockets and then think they'd be willing to throw that away at your behest?" He looked out among the wider assembly of guards as a whole. "I think I've grown fond of you all. Kill these three traitors and you will earn a well-paid spot among my personal guard."

    "You're the traitor, you snake!" Gaedos cried as the guards slowly began to form a circle around him and his two compatriots.

    This time Alexios did laugh. "I am less than a month away from taking the country. I am a traitor only as long as you draw breath."

    As the Assemblymen began to cry out from within the circle of guards and slashing blades Alexios turned back to Jarjargle once more. "<You and I have the same enemies. In the past the Speaker tried to tackle them alone, but that lead to the great Azen betrayal and his death on the fields of Atrisia. Join me and we shall work together to accomplish what even one so great as he could not.>"

    Jarjargle hesitated for a second, before replying with a simple "<Of course.>"


    Actions
    1. [Diplomacy] Move the capitol from Fresia to Carida
      With three of the heads of the Caridan Assembly dead and the military on his payroll Alexios leverages his support among the populace to seize the Caridan capitol of Gascon without bloodshed. The rest of the Assembly is swiftly gathered up to swear fealty to Alexios, who sends them back to their plantations with a state pension to ensure continued cooperation. A week later a great parade is held to the cheers of the city's populace, at the end of which Alexios is crowned by the local Archpriest the new Emperor of Fresia; a title last held by General Antonius. While the quality of Antonius' reign is questionable at best, Emperor Alexios promises a new era of greatness for Carida and its surrounding realms, an era marked by cooperation between Human and Pician. Gascon soon becomes the new Emperor's place of residence, the historic capitol of Antonius deemed as "belonging to the Picians."
    2. [Diplomacy] Attend Event
      Although trying to enforce it to any serious degree would break Alexios' tenuous hold over more firmly Abhidic regions like Lior and Hosra, he desires for his new empire to embrace the true faith of Perijanism. While not exactly the most popular faith in the rest of Emjata, it does have a very powerful proponent in the form of the Marasa Pride. It would be wise to open up relations with the new Maharaja and find a way to work together to force much of the heathen faiths out of the south.
      Spoiler: Subactions
      Show
      none yet
    3. [Military] Invade Atrisia with 1 unit
      Emperor Alexios declares that Atrisia is a vital part of the restored Fresian Empire and sends what little remains of his troops to secure it. The inaction of the dwarves is a wise move, though the actions of Whitefeather in the matter have yet to be seen...
    4. [Military] Raise a Caridan unit
      Many Caridans flock to join the army, eager to prove their worth in combat that all are sure will be coming. While the armies of Carida lack experience due to the prolonged Pician suppression of their subjects' armed forces, they are still eager to make the new nation's enemies bleed.
    5. [Military] Raise a Caridan unit
      Same as above but this time there's more.
    6. [Military] Raise a unit

    Jarjargle agrees to work together with Alexios, but due to the new eruption of chaos in Fresia proper at the hands of the Shamanists he can only take a relatively small amount of troops with him. While they are loyal to Jarjargle they are a bit skeptical about Alexios, concerned about their leader's willingness to be directed by a fleshling.

    Nonactions
    • ???


    News and Rumors
    • ???


    Spoiler: Stats
    Show
    Rolls of the new leader
    Stat Value Increase?
    Diplomacy 4 (3+1) -
    Military 3 (2+1) -
    Economy 4 (2+2) -
    Intrigue 3 (2+1) -
    Faith 4 -
    Military unit count: 1
    • 1 Caridan Regiment

    Generals:
    • Blarfargle (10) RIP
    • Jarjargle (6)

    Spoiler: Regions
    Show
    Region Name Region Number Resource Holy Center 1 Holy Center 2 Holy Center 3 Status
    Atrisia 42 Shadow Flax Jalyeong-Bo Abhidi Abhidi Azen BS
    Lior 43 Lentils Abhidi Abhidi Initia Province
    Hosra 68 Amber Abhidi Perijanism Abhidi Province
    Carida 69 Corn Abhidi Perijanism Jalyeong-Bo Province
    Fresia 70 Gold Leviathan Leviathan Jalyeong-Bo Capitol, Unrest

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permenant?
    Military Strength in Numbers, Weakness in Solitude +2 die size to invading single-region entities No
    - - - -

    Technology
    Type Name Requirement(s) Effect(s)
    Military Refined Pician Weaponry Iron +1 to combat
    Economy Fish Glue Manufacturing Fish +1 to buyouts

    Spoiler: To-Do List
    Show
    -Do all the heavy lifting in the war against the empire, get nothing for it
    -Raze Azenhal's mountain to the ground
    -Remove Jalyeong-Bo
    -Become omnivorous/swap requirement to a generic 'food'
    -AMHAM DELENDA EST
    -????
    -Profit
    -Find and reclaim the ancestral moose holy lands
    Last edited by moossabi; 2018-06-08 at 12:06 PM.

  19. - Top - End - #349
    Bugbear in the Playground
     
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    Thumbs up Re: [EMPIRE4!] IC Thread



    The Theocracy of Coatl


    Ruler:
    Teppin The Rightly Guided Exarch
    Faith 8 (+2)
    Military 6
    Economy 4
    Intrigue 1
    Diplomacy 10

    Actions:
    [Military] A Serpentine Martial artists
    [Faith] Convert region 30 Hc 3 roll 13
    [Faith] Convert region 32 Hc 2 roll 19
    [Diplomacy] Stabilize Coatl roll 12
    [Faith] convert Arfordir Hc 2 roll 19 Plague has left much of the clerical elite of Arfordir absent. Soon the vacuum left by the native priests was filled by the Coatlean magi with minimal disruption. Holt Selia and the Redbrick quarry are quickly occupied by magi with no resistance. Many of the Magi departed with most expedience, if only in an attempt to out race their more...disruptive..compatriots.
    [Faith] convert Arfordir Hc 3 roll 15

    News and Rumors

    • The holy fires of revolution have torn the Empire asunder. But in the kindles of chaos a new serpent has hatched. Many in the theocracy consider the rise of the Divine principality as a good omen. Teppin swiftly recognizes Allantalos as the true emperor of Avakon and offers support on behalf of the eastern nations within Xincoatl's coils.
    • The atmosphere around the elite of the Theocracy has been...tense since Teppin has lost his confrontation with the lazarites. While earlier offenses were met with riots and near revolt it seems that discontent has become far more subtle. From Magi interrupting the Exarch, to priests delivering reports late. Teppin's situation is not helped by the various injuries he received from prolonged exposure to the jungles of he Pall, as the spores have scared a significant portion of his body, rendered breathing difficult, and walking all the harder.
    • Teppin has spent much of his remaining years getting absorbed within the multitude of books and scrolls under his purview. Quill astronomy, Coatlean mathematics, stolen Perijanist histories, and Khirise poetry have all found there way into the Exarch's library. While more works are speculated to reside within the library, few have truly seen the library's interior, nor has Teppin deigned to leave as of late.
    • Tragedy Strikes, Teppin's son Ehecatl has fallen to Crabbin fever. The young man was considered a prodigious adventurer and talented Magi whose efforts to treat the plague lead to catching it in the north. Now Teppin has been forced to appoint his sons blood brother, Tizoc, as his successor. Son of Cualli the Westener, Tizoc was nearly inseparable from Ehecatl until the civil war. While Ehecatl raced to the north to respond to the outbreak, Tizoc decided to serve under his father in order to repulse the Gwitnan invasion.
    • The festival of the flying serpents celebrated within Coatl and among the stone cities of Shona over the span of three weeks as the monsoon season ends. Cities within the two regions often host parades featuring marching bands, costumed soldiers, dancers, and poets. Performers frequently depicted themselves as in costumes the resemble spirits and wildlife, the most famous being a multi man costume that depicts Coatl's famous hydra spirit. Another famous feature of the festival are the athletic competitions,that most larger towns will host. Young people from across the region participate in order to win great prizes and an opportunity to compete within the capital. Each town gives the winner of its local tournament a silver coin, 10 of which are needed to compete within the capital tournament. The capital tournament starts on the last 3 days of the festival featuring, martial arts, sprinting, archery, and dance competitions. The winner of the competition wins his weight in silver with a years supply of corn while the runners up receive 10 pounds of Azonite and are honorably sacrificed to ensure a bountiful harvest.
    Last edited by Lleban; 2018-06-17 at 11:11 AM.
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  20. - Top - End - #350
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: [EMPIRE4!] IC Thread



    The Kingdom of Varjik
    Liege of Karys

    Great Jain Verdeb Kren
    Diplomacy: 10
    Military: 7
    Economy: 2
    Intrigue: 5
    Faith: 5

    Actions for Round 17 (Rolls)
    1. [Military] Divide and conquer, attack R81 (Arrakis) with 1 unit lead by Polshannen El Sira [Mil 6]
      Though the border has been compromised with the Rakshasa, there are still other ways to gain ground on them. As Yasei deals with rebellions and infighting, the soldiers of Varjik pass unimpeded to attempt to break through to the mountains from the other side; or potentially take the capital of the lion-men. It will be a long, difficult journey, but it all starts with the first step.

      Using Diresnags (+1 unpreventable size loss roll for enemy)
      Total: +7 [6 (Commander) + 1 (Unit)]
    2. [Military] Divide and conquer, attack R60 (Wasipacha) with 1 unit lead by Sofrid [Mil 7]
      While battles rage across all of Varjik, Sofrid finds that the Jarkana and then Setjura Confederacy have collapsed in the past few years, which leaves any ruler with the gall to claim it the challenge of keeping the sparsely populated Avokonians of their lands united. With the opportunity to reclaim an imperial territory laying wide open and without any military to call their own, Sofrid positions his troops in the area as a backup force should the defenses of R61 fall while simultaneously re-integrating Wasipacha to the modern vision of the empire.

      Battle unopposed, 0 troops in region.
    3. [Military] Divide and conquer, defend R61 with 1 unit lead by Basmira of Karys [Mil 7]
      The republicans of Khirus are a determined group. After the deflection of their initial landings and defeat of their supporting block, the Jain of Varjik is said to be surprised that they continue to push. He sends his newest commander, the lady Basmira of Karys, to demonstrate her skills in the field as best she can. The eastern side of the region contains plains enough for her to work with her famed cavalry ability, all the while to be doing her best to keep the spirits of the countrymen who willingly joined their side high despite the slow destruction of their homeland around them as it is flooded with war and violence. Men from all sides of the fighting pray that it will reach a resolution before things grow too desperate.

      Using Diresnags (+1 unpreventable size loss roll for enemy)
      Total: +8 [7 (Commander) + 1 (Units)]
    4. [Military] Divide and conquer, attack R59 (Aspen Heights) from Varjik with 3 units lead by Verdeb Kren [Mil 7]
      Men are sent from the capital to recover their lost lands, particularly those who hailed from the Aspen Heights and know the region to be their home. It is unacceptable to allow humans to fall into the conditions of living that the Rakshasa push onto those lower than them. The war against slavery that had at some point been extinguished from the region continues through this combat; where the Jain himself leaves the safety of his keep to inspire his men. With Crown of Thorns atop his head and a personal stake in reclaiming his wife's homeland, he strides out with the largest army of all his generals to take the mountains. His intent is clear: To cleave a path through the foes that have threatened his people's safety for so long, or to allow them through to the thinly guarded garrisons of the capital behind him.. This will likely be his life's greatest confrontation: The eleventh hour of his war against the feared God-King and his legendary general.

      Artifact: Crown of Thorns (See effects in stats tab below)
      Capital at stake: Gain +Die Size to battle due to Mil Spec (Eleventh Hour)
      Using Diresnags (+1 unpreventable size loss roll for enemy)
      Total: +9 [7 (Commander) + 1 (Unit) + 1 (Artifact)]
    5. [Faith] Convert R61 HC3 Dejanism (Roll: 10)
    6. [Faith] Convert R61 HC1 to Dejanism (Roll: 10)


      Non Actions:

    Spoiler: News and Rumors
    Show
    [*] The Great Jain of Varjik remembers a time when his ancestors owned a piece of land on the southern coast of the Izbefe. They recall how they liberated peoples there from witchcraft and slavery, and how as war called from the homeland that they were unfortunately forced to disband their armies up there in favor of protecting their heartlands from the treacherous Inkia Clan, slavers armies, and separatists. To see the people treated in such a state as they are, the Jain longs once again to bring Region 4 (Wazham) into the hands of Avakonia. He sends a message to both the leader of Izbefe and Regno, demanding that humanitarian conditions be met before he must save the people there himself from their horrid experimentation through blade and flame. After all, there are few places in the south that know the true horror of the crab-abominations like Varjik...

    The conditions are the following:
    All experimentation involving the plague must cease at once.
    No more unwilling participants are to be taken for the purpose of human experimentation.
    Those whose families were affected by the experiments be re-compensated with a 2 action great project.

    The Jain believes that Regno does have a just code at the heart of it, and trusts that their assault on the region to free it from evil will not be an issue if Izbefe chooses to decline the terms. They even offer a temporary alliance to expel the reigning ruler, as the reported events occurring within the Sultan's very realm supersede even the Rakshasa's poor treatment of human life in their own lands.





    Expected Improvements:


    Spoiler: Stats
    Show

    Military Units: 6 (Burning Embers, Three legions from Karys, Two Raised)

    Regions Owned: [Varjik - Region 58], [Derokar - Region 53], [New Lijas - Region 52], [Ka-Ruun - Region 62], [Region 61]

    Cultural Identities:
    [Legacy of the Preserver] Increase die size from 2d6 to 2d8 when making stabilization rolls. (Temporary)

    Military Specialization:
    [The Eleventh Hour] Increase dice pool from 2d10 to 2d12 when fighting in a capital region.

    Holy Artifacts: Crown of Thorns (+1 to battles if used; for each battle this relic is used in, all battles this relic was used in give -2 on leader loss rolls for user; Difficult to Steal)

    Military Technologies:
    Sedellan Armor Coating [Sedellan Glass] +2 VS magical tech.
    Sacrificial Supply Lines [Crops] -1 Size Loss Roll
    Obsidian Fire [Obsidian Glass] +1 to Defending
    Diresnags [Labor] +1 size loss roll (unpreventable) && [Secondary] +1 distance loss roll (unpreventable) (both for enemy)
    Camel Cavalry [Camels] +1 to Battles

    Spoiler: Mil tech color to slots
    Show

    Cavalry
    Logistics
    Armor & Wards
    Fortifications, Sappers, and Siege
    Stealth, Sabotage, and Traps


    Generals: Polshannen El Sire (6), Sofrid (7) Basmira of Karys (7)

    Economics Technologies:
    Violet Oath [Violet Oak] +1 Against Secret Actions
    Salt Wagons [Preservatives] +1 Unit Cap

    Secrets Whispered: 1
    Resources Required: Foreign Workforce
    Resources controlled: Sedellan Glass (R58, TP1), Violet Ash (R53, TP1), Gold (R70, TP2), Slaves (R78, TP2)
    Embassies: Avakonia, Azenhal
    CC Bases: [R58 - Varjik]
    Last edited by Zayuz; 2018-06-17 at 09:35 AM.
    "What is to give light must endure burning."

  21. - Top - End - #351
    Barbarian in the Playground
     
    Goblin

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    Default Re: [EMPIRE4!] IC Thread

    Izbefe

    Actions!
    1. [Faith] Convert Wazham holy center 1 to Initia
    2. [Faith] Hastily move what experiments can be moved from Izbefe to Wazham
    3. [Military] Fight the rebels in region 6: Izbefe with one unit, an unnamed general (military 1) and bani bowls
    4. [Diplomacy] Move the capital to region 4: Wazham
    5. [Military] Raise a unit


    Non actions:

    News:
    Rebellions are spring up everywhere. A foreign nation delivers an ultimatum. Dafi runs. Everyone still loyal to Dafi follow him and one thousand soldiers to Wazham while the remaining army stays behind to stall for time. Amidst the transition he scrambles to raise a cohort of marines, using some of his experiments to help bolster the army. Some join out of fear of further experimentation while others have adopted the warped mentality that their illness is really a gift and serve loyally.

    Ruler Stuff:
    King Dafi Gammet
    Diplomacy: 2 Economy: 5 Faith: 7+1 Intrigue: 4 Military: 2
    Last edited by woolli264; 2018-06-08 at 11:57 AM.
    total-cluster**** of yogurt, drugs and sheep in EMPIRE!
    The rodent tribes of the Ruby Legion in EMPIRE2!
    The goblin kingdom of Jauder in EMPIRE3!
    The sailors of Izbefe in EMPIRE4!

  22. - Top - End - #352
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    QuintonBeck's Avatar

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    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 17: 151-153 IR)

    Actions
    1. [Diplomacy] Stabilize Karys TN: 12 Roll (Using Great Jain's Dip): 18 - Although the Empire is no more the мајка company has a Queen and a mission. Restore the Empire and the line of her Exalted Majesty Empress Dastatia Zhekurus, daughter of Exalted Majesty, Empress Vana Rafæla Zhekurus, Granddaughter of Dvanik the Preserver, the last true Heir to Dejan the Magnificent!
    2. [Diplomacy] Increase Reputation 3 to 4 with the Company of the Crescent TN: 12 Roll: 14 - Karysites are proud warriors and unafraid to fight and die for greater causes than themselves but it never hurts to have allies. The Crescent Company have proven themselves to be staunch warriors themselves and their prevalence within Emjata makes their dismissal ill advised. Taking along more well acquainted associates of the Company from the retinue of the Great Jain the Karysites negotiate with the Company to increase their recognition within the Company's halls.
    3. [Military] Reform Lack of Discipline (2/2) - The Queen's harsh training seems to be paying off as the once lackadaisical contented bunch of fort sitters and imperial governor attendants have been drilled and marched into a fighting force of elite warriors befitting the name of the мајка company. The Queen and the General both bristle at the prospect of war anticipating either King Iskander's rejection of their terms or his acceptance and their united support of Varjik in the west and in the south.
    4. [Intrigue] Reform Unruly Captains (1/3) - The Inquisition is given free reign to take hold of the intelligence and more "indirectly combative" aspects of Queen Bisera's administration. Although the Inquisitors remains yet an elite few they begin to train those who might possibly come to replace them as age comes for them. The Karysites are fighters but their concepts of nobility and honor are chains that bind them. Fine for the мајка company but useless for an Inquisitor.
    5. [Intrigue] Secret


    Non-Actions


    News and Rumors
    • Karys supports the Kingdom of Varjik's declaration towards Izbefe and Regno noting their willingness to keep the magicians in line through strength of arms if necessary. Their experiments had no moral core guided by nothing greater than the idea of curiosity for curiosity's sake. Discipline, purpose, honor these were things that Karys knew and were willing to teach if necessary.
    • The New Pellocian Federation is given an ultimatum, pledge themselves to the Kingdom of Varjik's cause and turn over "King Iskander" to the Karysites and the Hegemony are willing to accept and support the integrity of the Federation's borders. Refusal on either point will be taken as a declaration of open war.
    • Marvalo has been absolutely wrecked by the Plague. Where once the heartlands silver mines made even the modest nobles a step above more provincial lords and ladies now despair and hunger reigned. The mutagenic properties of the plague has driven many to madness and abandonment of all that is holy. The light has fallen away from them. Although the Queen, and perhaps more ominously the Inquisition, are attuned to this for now no direct action is taken beyond token measures and a few select messages to outsiders...
    • The Most Holy Vugr of the 'Ridi'x is petitioned by the Queen to proselytize among her people although, she adds caveat that the lands of Karys shall not be fully taken by Dejanism as has been Vugr's wont of late. Although they will accept majorities and, were they to focus such efforts in suffering Marvello this policy against dominance might be revoked, elsewhere and Karys specifically only two holy centers shall be permitted to be claimed by Dejan. He is a worthy warrior, king, emperor, and god but Karys has always maintained its independence within the interdependence of the Empire. Dejan will not be the only thing Karys is known for.
    • To drive this point home and despite their fall from authority a missive is sent to the Kunai Clanlands the Shushan specifically rather than that brute Yasei although were he to intercept it that would perhaps only ensure the Shushan heard of it. In it the Hegemony, specifically high ranking Inquisitors, invite the spread of Honymo within the Hegemony, specifically within Karys where the Inquisition now largely has settled. Many within the Inquisition were privy to minor training by Dastatia in the word arts of the True Name and such magic was recognized for the potential it held. Many wish to delve deeper into these mysteries and contribute to the wealth of True Name knowledge accumulating both publicly and privately.
    • Although Queen Bisera calls for open war she finds she must cajole and speak with her company commandants and generals. More than a few are intrigued by the Federation's offer citing the lack of demand for Dastatia as either a pretense through which the Karysites might gain Iskander's trust and kill him or in true pursuit of common cause with Iskander who likely did not foresee the arising power of Allantalos in Avakon. Bisera is furious with her subjects and vassals for even considering this offer and spends much of the years following its receipt by the Hegemony browbeating those who would consider it into submission.


    Queen Bisera II

    Diplomacy: 3
    Economy: 2
    Faith: 1
    Military: 8
    Intrigue: 5

    Increase: +1 Dip +1 Int

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    Karys 48 Wheat Karys Karys Glen Gwitna Dejanite Cult Honmyo Perijanism
    Marvalo 49 Silver Omanush Convoys
    XX
    XX
    XX
    Open
    XX
    Palanam 65 Copper Open Pellocian Federation
    XX
    (Open) Perijanism Abhidi

    Spoiler: Armies and Technology
    Show
    6 units

    Military Specialization
    None

    Military Technology
    Sedellan Armor Coating (+2 vs overt magic, armor and wards, requires Sedellan Glass)
    Pician Weapons (+1, weapon slot, requires iron)
    Bani Bowls (-1 losses, drugs/medicine/blessings, requires bani)
    Salt Wagons ( +1 to unit cap/ -1 size loss roll, Logistics, requires Preservative/3 Preservatives)
    Obsidian Fire (+1 to defending/+2 to attacking with a foothold, Fortifications, Sappers, & Siege Weaponry, requires 1 Obsidian Glass/3 Obsidian Glass)

    Generals
    Basmira (M7)

    Cultural Identity
    The Imperial Inquisition (Secret Actions) - Demanded first by the Firethorn Regiment as prerequisite to service, cultivated under Empress Vana, and seen to fruition by Empress Dastatia the Imperial Inquisition has at its core the direction to attend to and keep strong the Avakonian Empire. Alas, with the Empire collapsing due to numerous betrayals and enemies beyond such a task no longer has so clear a role to play. For now the Inquisition maintains its aura of secrecy as those elder Imperialist agents who head it decide what role their instrument of power might play in the coming decade.

    Technology
    Violet Oath (+1 against secret actions, requires Violet Oak)

    Relic
    None
    Last edited by QuintonBeck; 2018-06-14 at 09:39 AM.

    Spoiler
    Show

    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

  23. - Top - End - #353
    Halfling in the Playground
     
    WhiteWizardGirl

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    May 2018

    Default Re: [EMPIRE4!] IC Thread

    Lindeen
    The magical epicenter

    Region 101

    Current Actions

    1: [DIPLOMACY] (Marriage claim on region 100) While relations had initially failed this would not stop the doge. She was dogged in her desires and she saw no reason to end her attempts. This time she attempted to lavish them with gifts and form more intense bonds with the court and promote her friends considerable credentials. FAILURE Their unwillingness to negotiate was becoming irksome.
    2: [DIPLOMACY] Agents are sent to Ti Linnad to negotiate in detail why they had any interest in binding Lindeen to their dominion, and see if an alliance could be formed instead as the risks of being tied to Palmor politics in any degree was incredibly dangerous for her people.

    Spoiler: Addressed to Ti Linnad
    Show
    We regret to inform your majesty that we must refuse the offer of you taking total dominion of our tiny country. We support your strength and promise not to interfere in your nation however we feel attachments to the likes of Whitefeather risk the lives of our people in a foreign land at any time, as well as tie our domestic ideals to the whims of a king we feel we will never lay eyes upon.

    We also extend our hand in alliance, forming pacts of mutual defense and trade. It would bring much confidence to our realm without risking what we hold so dear. We hope you consider such a proposal.


    3: [ECONOMY] (Buyout TP1 Marble region 16) Traders are sent to secure resources for Lindeen. SUCCESS (+2 from Dvalta) The traders had believed the project would fail utterly but Dvalta offered their support rather suddenly and easily exchanged a future trade favor for aid with gaining this so important material.
    4: [ECONOMY] (buyout TP2 bloody clay region 32) Traders are sent to secure resources for Lindeen SUCCESS With this inroad some form of stone now trickles into the nation providing for the needs of the citizens and advancing them ever closer to a utopia. The doge promises a second more reliable source will be attained before any other projects are given full government support.
    5: [FAITH] Mandate of the artifice: All temples within the confines of Lindeen will within the next 6 years bare a means of practicing practical magical theory. Worship is second to evolution of birthing magical manifestation.

    Nonactions


    Mandates of Magic
    Spoiler
    Show
    Mandate of the precipice: (any attempt to force idolotry in one distinct direction AKA placing two HCs to the same faith) This order of administrators and inquisitors has one incredibly complex job, it is to keep the balance. Currently the three districts of magical learning belong to Jalyeong-Bo, Initia and Orthodox Perijianism. These can change depending on the research of the districts and the populaces fascinatons and magical inquiries into a particular faith so as to claim their essence BUT any attempt to tip that balance and force research and zealous faith is met with the brutal crackdown of the Mandate of the Precipice.


    The Three districts are currently:
    Initia- Investigating the power of runes, how they draw power and if they can be streamlined for use with anyone, or at least those not as gifted as the initiates and magi. (Military applications are currently in their earliest stages as the fundamentals are still being explored)
    Jaelyong-Bo- Minimizing the "cost" spirit possession places on the body is top priority. Currently worshipers are showing rather brutal side affects and their magical value might be too volatile to support long term if more defined deals with the spirits cant be manifested.
    Orthodox Perijianism- Sacrifice and ritual is currently the most reliable for both domestic and military applications. The give and take between the gods and the citizens does still require strong believers who make regular sacrifices currently research is being done to see if there is a means of "tricking" the gods into granting their power to secular magicians or non believers.


    News and Rumours
    • The nations need for something as basic as building stone angers the doge as it reminds her of the weakness of mortal existence.
    • Initia is viewed as a sister belief to the mandates but it remains too confined by its practices and abandons the potential of so many ideals. It cannot be viewed as the one way.
    • JB is losing more and more practioners among the Lindeen magicians. Its viewed as too dangerous to use regularly. Still a few remain absolutely convinced of its limitless power without needing to turn to something omnipresent like an all seeing, non caring diety.
    • The chaff continue to work tirelessly. The children of worth have been taken from their parents and brought into the fold to be taught.
    • A rather talented crop of students has manifested in school, eyes are keeping a close watch.
    • The utopia remains a distant dream.
    • Initial contact with Dvalta appears positive though their strange religious fanatacism worries the more pragmatic Lindeen elite.



    Spoiler: Ruler information
    Show


    Doge Vashta Narada
    Diplomacy 3+1
    Economy 5+1
    Military 4
    Religion/magic 7
    Intrigue 1


    New Ruler Next Round?
    NO

    Military Units
    4 units
    (500 war shamans, 1000 blessed blades, 2500 auxilary spearmen, 2500 Auxilary bowmen)

    Technologies


    Trading posts
    TP 1 Sweet Wines (Region 102 Lindeen)



    Expected Stat Bonuses




    Spoiler: People of Interest
    Show

    Doge Vashta Narada- First leader of Lindeen
    Javier Kinballa- Cleanser
    Tash Minana- Cleanser
    Apprentice Atraxi- Vashta Naradas personal choice for her replacement some day.

    Last edited by nadiri; 2018-06-14 at 07:07 PM.

  24. - Top - End - #354
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Round 17 Opener - Part II!

    Plague!
    Plague spreads to following regions: 77, 78, 79, 81, 86, 95, 97
    Plague leaves the following regions: 2, 4, 5, 7, 13, 14, 15, 16, 18, 19, 20, 27, 28, 31, 32, 33, 34, 40, 41, 42, 43, 44, 45, 46, 49, 52, 53, 54, 57, 58, 60, 62, 63, 64, 65, 67, 68, 69, 70, 71, 72, 73, 74, 84, 85, 90, 91, 92, 93

    Though the worst of the plague known as Crabbin' Fever has past, it has left it's mark on trade throughout all of Emjata.
    Spoiler: Open Trade Posts
    Show
    YDR TP2 for Silver in Region 27 becomes Open!
    LZR TP1 for Mercenaries in Region 28 becomes Open!
    CAL TP1 for White Bani in Region 36 becomes Open!
    KRS TP2 for Bhreshi Dogs in Region 38 becomes Open!
    TFR TP1 for Sedellan Glass in Region 58 becomes Open!
    SMP TP1 for Textiles in Region 59 becomes Open!
    KDG TP1 for Artifacts in Region 60 becomes Open!
    LZR TP1 for Copper in Region 65 becomes Open!
    WZD TP2 for Cloudwing Piranhas in Region 76 becomes Open!
    CNS TP1 for Tin in Region 84 becomes Open!
    RDR TP3 for Whales in Region 88 becomes Open!
    RHN TP2 for Darkwood in Region 98 becomes Open!


    In many places, the faithful see their prayer come to naught even whilst elsewhere, it cures the sick.
    Spoiler: Open Holy Centers
    Show
    Abhidi HC1 in Region 13 Becomes Open!
    Jalyeong-Bo HC3 in Region 18 Becomes Open!
    Coatl Perijanism HC3 in Region 30 becomes Open!
    Coatl Perijanism HC2 in Region 32 becomes Open!
    Jalyeong-Bo HC1 in Region 39 becomes Open!
    Jalyeong-Bo HC2 in Region 42 becomes Open!
    Abhidi HC2 in Region 43 becomes Open!
    Abhidi HC3 in Region 47 becomes Open!
    Abhidi HC2 in Region 49 becomes Open!
    Wasipacha Paganism HC3 in Region 60 becomes Open?
    Jalyeong-Bo HC3 in Region 69 becomes Open!
    Honmyo HC2 in Region 83 becomes Open!
    Gamle Mater HC1 in Region 89 becomes Open!
    Abhidi HC2 in Region 92 becomes Open!
    Rhunic Animism HC1 in Region 96 becomes Open!


    The soldiers are often the most or least affected, depending on their temperament, discipline, and care for the populace.
    Spoiler: Lost Units
    Show
    Amham (Region 2) loses 1 Unit!
    The Kingdom of Izbefe (Region 6) loses 1 Unit!
    The Grand Republic of Khirus loses 1 Unit!
    The Whitefeather Empire loses 1 Unit!
    The Kunai Clans lose 1 Unit!
    The Realm of the Tides lose 1 Unit!
    The Serene Marasa Pride lose 1 Unit!
    Consulate of the Northern Spine loses 1 Unit!
    'Rid'ir loses 1 Unit!
    Region 91 loses 1 Unit!
    Region 93 loses 1 Unit!
    Region 94 loses 1 Unit!


    A number of areas, whether due to the plague's presence or it's passing, experience turmoil and disunity.
    Spoiler: Instability and Demands
    Show
    Iadesh (7) is in Unrest as rumors of an underground slave trade circulate.
    Astrand 14) is in Unrest as cities squabble amongst one another over who was more responsible for the plague getting into the country.
    Kuniumi(54) is Unstable, as a result of inter-Clan politics, disapproval of Yasei's tactics, and general frustration with the plague.
    Region 67 is Unstable!
    Fresia (70) is Unstable as a result of raging infected Picians!



    Other!

    Binpultry, spurred on by the actions of others in the Kingdom, begins preparations to take up arms against King Dafi Gammet of Izbefe. Binpultry (5) is Unstable!

    King Dafi has gone too far, it seems, for his kingdom to bear! One of his highest ranking subjects has made a desperate ploy to stop the mad king from continuing his experiments, seeking to seize the crown by force of arms! Izbefe (6) is in Rebellion! Four Noblesse Rebels appear in Izbefe, led by Duke(?) Clarin Hestradet!

    Seeking to cut ties with such a persona, many merchants in Zeměvčel cut off shipments to Izbefe upon hearing of King Dafi's behavior towards his subjects, choosing instead to approach D̨vatlan officials, hoping they will not be treated as their countrymen... IZB TP1 for Honey in 17 is now controlled by DVT!

    Arfordir appears to be cured almost overnight, a miraculous combination of events seeming to occur in the perfect order to allow the entire region to go from heavily infected to plague-free in a little over five weeks. Praised be!

    In Region 27, the plague takes it's toll and then some as riots break out over the little remaining food in the area. Region 27 loses a unit!

    In Whenua Kadanga, two local tribes fight out an ancient feud on two fronts, gaining on one and losing in the other, until they have entirely exchanged positions. Upon realizing how ridiculous this was, the Elders met and finally agreed to peace, for the first time in several generations, so that both sides could return to more familiar settings.

    In Tresten, theological debates have become very popular between Initiate scholars and Ildian priests, become almost a public event engaged in more for the joy of the exercise than any real hope to win.

    In Region 50, the populace discovers that they would much rather be ruled by someone of their own faith, rather than an upstart who stole Avakon from it's rightful rulers. Region 50 is Unstable!

    The Sogen, Kaiga, and Kawa will not accept such behavior from those who would call themselves their rulers. Their way of co-existence and assistance has lasted them a very long time, and to see not one but two of the people who make Umibe their home reduced by the Yasei in such a manner? It is an unbearable offense. One of the more charismatic warrior monks who left to join Kuniumi, who now calls themselves "Reflection of Peace", is leading them. Umibe (55) is in Rebellion! Four Rebel Units appear in Umibe! The Kunai Clans lose a Unit!

    The Seigneurs of Les Alpes have managed to corral the Sanguine into holding off from Deaux - for now. The existing stores of food have lasted longer than it was thought they would, and the normally famished people are hoping the situation can be restored before they have to return to what is, for them, normal. Region 57 is Stable despite lacking Food!

    In Region 65, the populace is tired, scared, and very much reduced. Region 65 is Unstable!

    Fresia erupts into chaos, the frustrations of it's populace boiling over like water in a pot. Their hold over their client regions grows tenuous, but they are too consumed in self-destructive frenzy to respond effectively...at least for now. The spirits seem to be the only alternative to the Leviathan's apparently useless champions, and many Picians turn to patrons of the sea. Fresia (70) is in Rebellion! Three Jalyeong-Bo Rebel Units and Three Leviathan Rebel Units appear in Fresia! Pician Leviathan HC1 in Fresia (70) is now Open!

    In Region 80, there are rumors that Malachite can be used to speak to ghosts. Thorough testing by small children reveal the answer to be unclear.

    In 'Rid'r, Crabbin' Fever seems to affect the 'Rid'x and Ridx differently in many cases; their features grow more angular, there are fewer rampant growths, but those that do as often result in spurs of bone, scale, or chitin that might serve as weapons if honed down. Perhaps a quirk of the region's fauna, or the people that hunt them?

    A less than well know Seer of Gamle Mater in Overvann speaks of ruined faces, bloody water and a dark, chill wind haunting the world. Their prestige rises as the portents grow dire.

    It took...significant political wrangling, but finally, a union is achieved between the Margravine and Commander Saaremaa, though that might not be their titles for much longer. Region 95 joins Rhune! Rhune gains 3 Units!
    Last edited by Rolepgeek; 2018-06-07 at 03:26 AM.
    Sincerely,
    Role P. Geek

  25. - Top - End - #355
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread

    `Ridi`r
    Region 85
    Round 17 - Perhaps SoonTM

    Though many believed the worst of the plague had avoided `Ridi`r, it was in its waning years that the true effects were felt. Many still argue over the cause of the changes, changes of a kind that hadn't been seen anywhere but the plague's point of origin. Some pointed to `Gxe`dhok, the brinefather, as the cause, proof that the plague was indeed his attempt to corrupt the `Ridx. Others placed the blame on 'Dveri'x, and his cure, claiming that it was the cause for the changes. A few tried to claim it was a reward for resisting Dejan, though that group tended to get beaten up and shoved through doors. Those of a more scholarly persuasion (i.e. Suveni and the other Renger initiates) posited that it was an interaction between the transformative effects of the plague, and the transformative effects of the `Dxe`ghodhuq, mutating it into something completely new.

    It was quite possible several of them were correct. It was equally possible they were all completely and utterly wrong.

    Regardless of the cause, the effects were unmistakable. Those affected were primarily those who worshipped Dejan not at all, or paid only lip service, and those who interacted most with the sea. The `Ridx who were further north, aiding with the whaling process, were hit to a man.

    The main sign of the strain was intense swelling, all over the body, until it reached the point where the skin strained like clothes several sizes too small, and accompanied by intense pain and discomfort. After, came an event referred to as the calling, in which the afflicted would almost desperately throw themselves into the sea, seemingly vanishing.

    Perhaps such was for the best, for the next stage would have unsettled the stomach of even the hardiest `Ridx. The skin, stretched to bursting, would rip fully, and slough off in a bloody mess, revealing the rigid, glossy black chitinous exoskeleton underneath. The material seemed no different from `Ridx bone or scale, only changed in scale and shape. In particular, the largest segment forms a carapace covering the entire back and head (which develops fully in the weeks after the initial change, along with a long tail), giving the already somewhat larger than before victims and even more hulking frame, and forcing them into a somewhat hunched posture. Channels run from behind the shoulders through the carapace, which contain the gills and sensory organs that sift oxygen and new sensory information from the water that passes through them.

    Said new senses assault the mind of the transformed, as they begin to sense electrical signal and vibrations all around them (though this is paid for by the complete loss of a traditional sense of touch), leaving them with an all consuming urge to head to a specific location, which they home in on like missiles, stopping only to eat and sleep where required. To a region of deep sea geothermal vents off the coast of `Ridi`r, which they now innately knew to be home.

    The creatures that eventually came back to visit were completely unrecognisable, and now calling themselves `Rigv. On the whole, they were just incredibly disconcerting, apparently making group decisions without actually speaking, their voices coming from their backs when they did speak, and immobile faces did nothing to help matters. (Most of those points weren't completely true - amongst themselves, the `Rigv speak by electrical impulse, and they still use their heads to eat).

    Vugr, for his part, had been visiting more of Varjik, spreading the word of Dejan, when the changes first began. By the time he'd returned, the most he could do was damage control, spending an awful lot of time simply trying to convince the `Rigv to continue protecting `Ridi`r.

    Meanwhile, Vugr's generally low approval ratings continued to stir grumblings, and the rare breed of `Ridx able to get others to listen to them spawned a new member, in the highly militant `Xa`vadv. He was fully in favour of marching into the southern regions and bringing those there back into `Ridi`r by force, but, for now, Vugr remains a moderate enough influence to keep him in check. Still, he knows his grip is tenuous, and not something he ever truly wanted, and he begins to put his efforts into finding a successor into overdrive.


    Spoiler: Actions
    Show

    [1] - Faith: Convert 52.1 to Dejanism - Success! [13]
    [2] - Faith: Convert 52.2 to Dejanism - Success! [20]
    [3] - Faith: Convert 52.3 to Dejanism - Success! [14]
    [4] - Military 5: Raise General - [Mil 9]
    [5] - Military: Raise Unit


    Spoiler: Non actions
    Show

    Support Ti-lannad buyout of monster parts


    Spoiler: Leader Stats
    Show

    Vugr
    Diplomacy - 2
    Intrigue - 1
    Military - 5 (+1)
    Faith - 9 (+1)
    Economy - 4
    Last edited by kjelfalconer; 2018-06-10 at 01:47 PM.

  26. - Top - End - #356
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    VASSAL TO THE GWITNA COALITION




    Region 28; NE Corner

    Round 17 (151 - 153)
    Arndok Melinas
    Diplomacy: 4
    Military: 4
    Economy: 6
    Faith: 10
    Intrigue: 5

    1 [FAITH] Convert Isles of Lazar (28) HC 3 from Open to Coatl Perijanism Success

    The Arndok can no longer delay this confrontation and leads her fanatically loyal Burners into the Caverns of Anam where the Oracle lays in pain. The mystical font of knowledge beyond the material, an avenue for Xincoatl's divine word to reach mortal ears, had been corrupted by the Bloodied Hands attack leaving the Oracle an angry sickened wretch. Yet the lazarites would not renounce their holy site to terror and fear and Melinas intends to prove Xincoatl's love and knowledge may overcome any affliction. Even now as the Crab Plague leaves the region it seems Xincoatl's shines the light of a new day across the Isles.

    Sacrifices are brought in droves plant, animal, and flesh alike offered to Xincoatl that he might guide the magi in reconnecting the Oracle to his divine energy. Lazarites, men, Kansett, and Pylliar descend into the Caverns in a macabre march few return from. Those who survive the ordeal within the Caverns emerge after twelve hours covered head to foot in crimson-black blood, the Arndok leading this flock of sanguine survivors in a final prayer outside the entrance to the Caverns culminating in the lighting of a great fire around the lip of the cavern entrance. Blood and soot were mixed in alchemic ways to make a permanent unalterable paint with which symbols of Xincoatl are painted about the land surrounding the Caverns. None of those who participated speak of what occurred in the depths of the caverns but in the wake of the ceremony it is discovered the Oracle speaks guiding truths once more to her people.


    2 [FAITH 10] Bless the Arndok as Head of the Faith with a Blessing of Xincoatl (+2 to Random Ruler Attribute for Head of Coatl Perijanism)

    Desiring neither to gamble on the Prince of Avakon and having been rebuffed by the ever-pious Cuahuey Melinas settles upon strengthening the church and her own compounding legacy as its first head from the Isles. Xincoatl is the divine serpent encircling all things and possessing all knowledge. It is through his divine providence that mortals learn, adapt, and grow and it is the purest pursuit to act in Xincoatl's interests to honor him for his benevolence. Xincoatl, as the possessor of all knowledge is petitioned by the Arndok in a ceremony beseeching the lord of the gods with copious sacrifice and offerings of praise asking him to share a greater portion of his vast divine knowledge with those who helm his worship among the mortals of this world.

    The Arndok would not fathom to tell Xincoatl where his blessing was needed most she trusts his divine guidance to place his mark upon the chosen heir to the faith as he sees fit to. As he did in sparing Melinas the cruelty of her forebearers great Burning. None shall bear some clear and open glowing mark or divine aura but the strengths bestowed upon one by Xincoatl within oneself will ultimately shine through in pure service to the almighty. Let the best rise to take the knowledge and guidance of Xincoatl as he wills it to be so it shall be done.


    3 [MILITARY] Raise 1 Unit of Black Company Mercenaries

    Wealth has begun to not just flow through the Badan but accumulate in the pockets of those who watch over its bountiful shores. Wishing to ensure their investment remains protected and the Kiin Paleseh Bor wishing to remain competitive with the Crescent Company sees a new company of lazarite mercenaries raised from the Isles Tribe. Larsin now commands a good deal of respect among the Isles with some seeing him as a more secular check on the Arndok. One that is apparently needed.

    4 [MILITARY] Raise 1 Unit of Xincoatl Zealot Burners

    The Isles are a holy land for Coatl Perijanism and known refuge for the fiery doctrine of the Philosophers of Fire and their own Burner holy order. Inevitably this fiery rhetoric attracts those who wish to enact their supreme god's will upon Emjata with a closed fist rather than open hand. Xincoatl finds purpose in all things, every role a place within the cycle, and the Arndok welcomes these more militant brands of worshipers going so far as to arm them in exchange for their pledge to uphold her law as holy. Given her position within the church's hierarchy and path of purification that led her there she sees little trouble extracting such an oath from the zealous warriors.

    5 [ECONOMY] Buyout Glen Gwitna (23) Redcedar Wood TP 3 Success

    The Plague has at last moved on from most of the Badan and the lazarites turn once more towards the lumber rich acreage of their liege where the economic doctrine of Adis is expected to receive its first actual real world trial. The Grand Warden is petitioned to aid in the lazarite purchase of lumber yards within the capital promising once again the surrender of acreage to their liege once production has been expanded and refined under lazarite oversight.

    Lazarite investors, the few most conservative members of the Kiin Sareteh leading among them, eagerly anticipate the implementation of Surplus Production policies in Glen Gwitna. To the chagrin of the Kiin Paleseh Bor small mercenary groups are being hired ostensibly as guards but in reality as woodsmen and loggers in Glen Gwitna. More than a few Black Company mercenarie captains have complained to Larsin over the misuse of their mercenaries but these complaints are quickly drowned out by either money or the riling of these captain's men against their leader trying to get them put on active duty elsewhere.


    6 [ECONOMY] Buyout Shona (32) Bloodclay TP 1 from BHD Success

    The Bloodied Hands are believed to have been a major cause for the civil war between the Theocracy and the Coalition and their presence upon the Badan offends the Arndok and many others within the Isles who resent the strife brought east by the mysterious organization. Authorized by the head of the faith to be acting with divine instrumentality merchants from the Isles sail south to the Stone Cities where vampires and other creatures of the night were first rumored to have arisen. These blessed souls are committed to rooting out the unwelcome presence of murderers and thieves from Shona's streets seeking to invigorate local guards and independent justice seekers with coin these merchants hope "legitimate authority" so derived from their coinage might overcome the shadier authority wielded by the Hands.

    Working with those seeking justice and to rid their streets of the open malign presence of thieves and murderers lazarite merchants appear to drive out the Bloodied Hands from the market stalls of Shona. Nevertheless while the streets may have been cleaned up for now many are concerned about the repercussions of openly acting against the Hands.


    ROLLS

    NON-ACTIONS
    • Support Gwitna Coalition Religious Claim to Region 27



    [UNITS] 2 Units
    Army of the Arndok
    Black Company Mercenaries

    [RUMORS]
    • Having long cooperated upon the Badan and having now served years loyally as a vassal the Isles of Lazar are happy to welcome a Gwitnan Embassy within the Isles. Although the Isles pride themselves on an independent adherence to Xincoatl's divine rules and values in the realm of the spirit and soul within more basic realms of mortal concern they are not so shy in accepting aid from their large neighbor and fellow Coatl Perijanist.
    • Late in 153 priests and magi who had been in the far west among the many strange creatures who composed the Marasa Pride arrive back in the Isles reporting their having been turned out by the Lagos's sponsored Orthodox Perijanists. Although disappointed they have returned the Arndok recognizes that the Pride no longer intrudes upon lazarite trade thanks to Gwitnan intervention and more pressing matters regarding the faith present themselves closer to home. The God-King's warning is accepted with an added reciprocation that it shall be honored so long as the Lagos minds his own reach in matters both spiritual and material. The surviving priests and preachers are subject to rather intense scrutiny and debriefing that the Isles may learn as much as they can of the opposite corner of Emjata before rejoining the general clergy in training and preparing for the next Mission deemed appropriate to their skills by the Arndok.
    Last edited by Reggiejam; 2018-06-14 at 10:16 AM.
    Thanks Gengy for the avatar!

  27. - Top - End - #357
    Dwarf in the Playground
     
    Beholder

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    Paranoia land

    Default Re: [EMPIRE4!] IC Thread

    CESARIA

    Here we go. First turn.

    Because I need one of my questions responded too, my 13 action turn will be split up into two posts: This one, and some future one. This one will contain 8 and the next one will contain 5.

    Capital: Region 102.
    Territory: Region 102.

    Cesaria's current ruler: King Trajan the first, Crassi.
    Diplomacy: 4
    Economy: 4
    Intrigue: 3
    Faith: 2
    Military: 1

    Cesaria would like to officially extend a hand of friendship to Lindeen, and would like to open negotiations on the topic of the surrounding areas, through any mean of Lindeen's choice. Failure to respond in any way will be taken as an insult.

    Action one: Economic Great Project, construct a massive pen in the center of Oviteram, almost like a small town, even containing buildings.
    In an attempt to tone down the infestation of sheep in the region, alongside further centralize the country and increase tourism, a landmark will be constructed. Cesaria will be placed on the map, and be ready for the next great empire.
    Action two: Economic Great Project, gather sheep to fit in the pen.
    We need sheep for the great pen. A pen without sheep is stupid.
    Action three: Economic Great Project, transport sheep to the great pen.
    Hopefully this will delay the next disaster.
    Action four: Economic Great Project, hire people and transport them to the pen.
    A massive amount of personal are needed for this.
    Action five: Economic Great Project, construct a grand and holy statue of Dejan in the very center of the pen.
    To mark the final completion of this great project, the Cesarians have decided to create a great statue of Dejan. The Dejanites support this for fairly obvious reasons, while the practic
    Action six: Secret.
    Action seven: Secret.
    Action eight: Economic, buy out my second trading post.

    Hopefully I did that right?
    Last edited by Fire Tarrasque; 2018-06-09 at 03:16 PM.

  28. - Top - End - #358
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    NPC Actions


    The Divine Principality of Avakon

    Vodjosiarch Allantalos Gaizherus
    Diplomacy: 5
    Economy: 6
    Faith: 6
    Military: 5
    Intrigue: 4

    1. [Military]Donate Two Units to CSC
      The mercenaries of Obrosla sit in the heart of Coatlan Perijanist territory, and their might will aid immensely in winning this war. To be thought of as an investment. Skilled marines and well-built naval vessels in exchange for a safety net. Xincoatl helps those who help themselves.
    2. [Military 5]Recruit a General: Synibel Coyotl Roll=6
      Synibel has advised Vodjosiarch Gaizherus since he first came to power in Avakon, and though he is skilled enough from his time politicking among the houses and fleets of Avakon to manage on his own, his military expertise and subtlety does leave something to be desired.
    3. [Diplomacy]Stabilize Region 50! Roll=17
      It is made abundantly clear to the citizens of [Region 50] that, being in control of Avakon, and having been uncontested in such for nearly five years, Allantalos Gaizherus is the rightful and proper ruler of all of Avakonia and it's contents. Any who wish to contest that fact may submit a request via the nearest temple to Xincoatl.
    4. [Faith]Convert HC 2 of Region 49 from Open to Coatl Perijanism! Roll=12
      If the Dejanites will not yield, perhaps more pressure from their neighbors will aid them in seeing the light...or at least staying quiet. And the Karysites have abandoned their people...but Xincoatl abandons only those who turn from him.
    5. [Faith]Convert HC 3 of Region 17 from Perijanism to Coatl Perijanism! Roll=12
      Trade continues across the strait as it always has, and with the traders come missionaries, bearing Xincoatl's divine will, and the word of the gods. The old ways must fall, and this is true even where His light does not yet hold secular command. Avakon shall be a beacon, as it always has been, but for the gods, now.


    Nonactions:
    Resist Buyout of TP3 for Iron in Azenhal! Roll=11
    Demand that Zeměvčel be turned over to the Principality's control; it is obvious that it's citizens harbor a profound longing to return to the Empire, and it is the desire of Xincoatl for Allantalos to grant them that wish. To continue to allow heathen gods to be forced upon them is a crime against the gods!

    Spoiler: News and Rumors
    Show

    It is unclear how much support the Principality could expect to receive from Ti Linnad; though Lazar has been trying to reinforce the faith within Linnadi lands, will they uphold their brothers in conflicts to come, or abandon them and the gods alike?

    Avakon proper has been in disarray ever since Allantalos' bid for power. Only recently have steps been taken to curtail the chaos, as befits Xincoatl's will, and ensure ships can cross through the strait at both a reasonable speed and reasonable tariff rate...


    Spoiler: Other
    Show
    8 Units -2 donation
    +1 Military
    +1 Faith


    The New Pellocian Federation

    King Iskander Mikados Zhekurus
    Diplomacy: 6
    Economy: 6
    Faith: 3
    Military: 6
    Intrigue: 5

    1. [Military]Raise a Unit of Paidrami Outriders!
      The etaphraktoi are the best of the best of Raesija's warrior elite,armored horse archers with lance and short sword, astride Bysthian mares nearly as armored as their riders, bronze lamellar on hardy leather.
      Before becoming full fledged etaphraktoi - whether too young, too poor, or too foreign to serve in such a capacity - many riders serve as paidrami, scouts, vanguards, and skirmishers, who complement the slower, more heavily armored etaphraktoi, often working alongside them in a close capacity so both can support the other.
    2. [Military]Raise a Unit of Bysthian Lancers!
      The southern horse traders have always been friends of the Raesijan city-states, for profit if nothing else, and close to sixteen hundred sign up for the promise of pay and spoils in the war to come. As much as it may be distasteful, war is war.
    3. [Military]Raise a Unit of Raesijan Sharpshooters!
      To answer their King's call, ten times ten times ten riders from Raesija proper answer, as skilled with the bow on horseback as they are on their own feet. Though not as heavily armored as etaphraktoi, the increase in speed and stamina of their horses keeps them alive much longer than most foes would like.
    4. [Military]Raise a Unit of Pellocian Hoplites!
      The militia of the city states bear heavy shields, and, now armed with long, hooked bronze polearms in the Pician style, four menis of 768 men each march in phalanx to present themselves to the head of the New Pellocian Federation.
    5. [Diplomacy]Stabilize Region 67! Roll=http://www.giantitp.com/forums/showthread.php?535529-EMPIRE4!-Dice-Rolling-Thread/page23&p=23148293&postcount=678#post23148293
      The border with Carida is frought at the moment, but with the plague gone and the military bolstered, the bandits and looters in [region 67] shouldn't be too difficult to hunt down.
    6. [Diplomacy]Attend the Event in Mareen!
      With Karys unwilling to make peace short of ending the reign of the line of Andavent, and Varjik having turned it's back on Iskander, hoping instead for the favor and support of the Karysites for their own wars, support must be sought elsewhere, before the favor of his people runs out in a three-front war.


    Nonactions:
    The Restored Karysite Hegemony's ultimatum is returned with an ultimatum of it's own. Vassalize to the New Pellocian Federation, and not only shall no ill will shall be carried forward from Dastatia's refusal or this insult, but Karys shall retain the position of favor and prominence it has enjoyed in the Empire for so long, and Iskander will ensure that his marriage restores a full-blooded Karysite lineage to the throne.

    Spoiler: News and Rumors
    Show

    Though the elites of Raesija and the city-states along the Pellocian support their king, son of Empress Vana Rafæla Zhekurus the Incorruptible, Queen of the Karysites, at the moment, should the war turn poorly, they could well see his foreign lineage as an indication of his unsuitability to lead them.

    Many along the border fear another conquest, this time by a human foe, with an eye for looting, by the newly risen Fresian Empire. With war on so many other fronts, will their defense be given priority?


    Spoiler: Other
    Show
    5 Units +4 recruitment
    +1 Diplomacy
    +2 Military


    Spoiler: Other
    Show




    Jianta Federation (WZD)

    Ruler: Keiza Anamran
    Diplomacy: 3
    Economy: 7
    Faith: 1
    Military: 2
    Intrigue: 7

    1. [Economy]Attempt to Cure the Plague in Wuzei Darak (roll): Roll=19
    2. [Economy]Attempt to Cure the Plague in Cawv Dej (roll): Roll=16
    3. [Diplomacy]Attend the event in Mareen: Their closest neighbors are no trifling matter, certainly.



    Organizations!
    Please be aware, Organizations are experimental and rules are subject to change:

    Omanush Convoys
    Spoiler: Banner
    Show


    The Omanush spend much of the next few years in and around their recently finished Academy. Many fine captains and ship medics are trained among the sea elf armada over the ensuing years. While war stirs further to their east among Varjik, Khirus, the Pride, and the Picians in southwestern Estensule the Convoys seek to establish themselves as a fixture within the area.Taking over many of the day to day administration from their dissolved allies from Setjura the Convoys purchase a significant investment in the former Confederacy’s holdings.

    An official system for marking merit within the Academy is devised using pearls collected in the Academy’s native Roagan. One pearl earring signified an Omanush who had completed at least one course at the Academy, a pair of earrings marked a journeyman learner with at least one year of credits from the Academy. A necklace stringed with a number of pearls equalling years spent in study and practice are bequeathed to those who seek and achieve license to practice medicine within the flotilla. To provide the pearls necessary for the swollen class sizes additional purchases are made on behalf of the Academy within its hosting region.

    The Omanush Convoys also announce their interest in Economic Technologies that have been circulating lately. Any state willing to provide demonstrations and scholars on economic subjects will be richly rewarded.

    [Economy]Buyout Roagan (74) TP 2 for Pearls Roll=17

    [Economy]Buyout Kadangan Wetlands (73) TP 1 for Freshwater Fish from KDG Roll=17

    Bloodied Hands
    Spoiler: Banner
    Show


    The Bloodied Hands put out the word that anyone willing to provide them with the Hammer of Trodje, currently known to be in possession of the Concordance of Azenhal, would be paid handsomely in coin, knowledge, and even favors...

    [Intrigue]Secret Action

    [Military]Work on Anvil of Trodje

    Company of The Crescent
    Spoiler: Banner
    Show


    From Varjik to Atrisia the Company’s troops have faced difficult odds and bloody pitched battles that annihilated the mercenary forces. Few veterans return to Obroslo but those that do are battle hardened indeed. The Company has had a whirlwind debut since appearing on Emjata and now boast connections with a great variety of the world’s powerful states. The Isles of Lazar and Sultanate of Regno are reminded they are owed favors by the Company who are eager to see them cashed and cleared from the books. The Kingdom of Varjik’s favor is considered cashed after the Company’s deployment of five thousand men to fight and die fighting Rakshasa in the Aspen Heights campaigns.

    The Realm of the Tides is informed the Company has not forgotten the debt owed for their fighting in Atrisia regardless of the region’s loss. While the Realm will be given a bit longer to recover it should expect a request from the Company in the upcoming years. Given the Pician propensity for war and the Company’s desire to codify war’s law discussion regarding the favor centers around the idea of a Hall of Translators being constructed in or near Fresia to facilitate the consistent training of land dwellers in the language of the water dwellers.

    Further, the Company of the Crescent would appreciate being given opportunities to learn new Military Technologies that have developed, having seen the effectiveness of much of it firsthand, and Company services would be made available to those who assist in this matter.

    The King of Obroslo, father of the Prince-Commandant of the Company of the Crescent, is dead. In order to dissuade any potential disruption of the funeral, or the succession by the Prince-Commandant's older brother, they attend in force alongside their commander.

    [Diplomacy]Attend the Funeral of the King of Obroslo. Long live the King! - Give Obroslo Four Units as a coronation gift for King Dabroslova Obrokienne.

    [Military]Raise Units [2]

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
    Show


    Having brought stability if not an end to the war in southern Estensule the Order of Vashthiya Sattyathanya monks now turn their attentions to Palmor. Specifically Atrisia, that infamous graveyard where so many Picians, Azen, and Khirese had died fighting. Although it appears the region could once more transfer control the Sattyathanya seek to ease the tensions running taught throughout the local populace who have known nothing but war for decades. Whichever power ends up in nominal control all are ultimately One with Abhidi and this message along with relief efforts undertaken by the guardian monks seems to quell the popular discontent. Though to whose benefit, and whose obligation this favor will thus be allocated to, remains to be seen.

    Further abroad, in northern Estensule, the Order makes its stance on Yasei’s purges of the monks' spiritual kin clear. The Abhidists out of Umibe had sought to offer their service and loyalty to the Clans and their chosen leader in Yasei had not merely declined but spit in the eye of those seeking to aid him and committed crimes of the soul to destroy a faction who had asked for friendship. The Kunai Clans are stirred, not with religious call to action or incitement in the name of Abhidi, but with the carefully constructed arguments that magnified Yasei’s incompetencies and diminished his successes. The Clans have always been fractious, and the Abhidic order believes with only a small push those opposed to Yasei can be pushed into open rebellion, while the clans that support the wildmen can be persuaded to withdraw.

    [Faith] Minister to Populace in Atrisia (42) HC 2 from Open to Abhidi Roll=16

    [Faith] Incite Populace in Kuniumi (54) from Unstable to Rebellious Roll=14

    Other!
    Duke Clarin Hestradet (Mil5) attacks Izbefe (region 6) with four units, making use of Bani Bowls and aid of Magi Vector!
    Warpact Seun Ji Hwan (Mil5) attacks Region 3 with four units, making use of Bani Bowls!
    Reflection of Peace (Mil5) attacks Umibe (region 55) with four units, making use of Prayer Seals!
    Darbloop (Mil5) attacks Fresia with three units! Mlirblangle (Mil5) attacks Fresia with three units!

    Crexa Whitefeather of The Whitefeather Empire is dead! In year 150 by Imperial Reckoning, on Trodsjot, Crexa Whitefeather is killed by assassins from the Dark Mirror. When she was holding court at her palace, monstrous assailants, wearing the high-quality masks that are the signature of the shadowy Khirese mask-makers, tore through guards and nobility alike to get to the Empress. Accompanied by shadow, terror-striking spirits, it was likely that all present would have died were it not for the brave and fortuitous intervention of visiting Ildian priests, from Lacia, who were able to call upon their gods to banish the festering creatures, leaving the assassins themselves to be slaughtered or captured by guards. Only three of the strange and vile creatures, for it seems they were no normal human survive the trip to the dungeon cells, and over the following months, divination magic, interrogation, and a bribe all point to Khirus being the sponsor of such an assault. Further, it confirms the rumors of vampirism and blood magic in Khirus. Not a single assassin returns to Khirus in pieces or otherwise, and word spreads very quickly...
    The Inyoni Crescent (45) is in Unrest! Khirus (40) is in Unrest!
    Last edited by Rolepgeek; 2018-06-18 at 05:47 PM.
    Sincerely,
    Role P. Geek

  29. - Top - End - #359
    Barbarian in the Playground
     
    PirateWench

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    Jun 2016

    Default Re: [EMPIRE4!] IC Thread

    Heartsease

    Stratonike, Leader of the Council

    Spoiler: Ruler rolls
    Show

    Here and the post below
    +1 assigned to military and economy


    Diplomacy: 3
    Economy: 4
    Faith: 1
    Military: 4
    Intrigue: 3

    Expected additions - Military +3, Economy +2, Diplomacy + 1

    Pre-Game Actions (8)

    1 - Raise Troops (Military) Some of the hydra's more zealous adherents organise themselves in to a combat regiment. What they lack in numbers they make up for in lack of numbers.
    2 - Raise Troops (Military) Some of the hydra's more zealous adherents organise themselves in to a combat regiment. Though they are incompetent, cowardly, poorly equipped and fragile they TODO: Think of a way to finish this sentence.
    3 - Attempt to negotiate alliance with Lizardman tribes 1/5 (Diplomacy) Depite their myriad failings, the hydra's followers are at least competent and capable public speakers. Sadly the Lizardman tribes lack a centralised structure so negotiations are time consuming. Some progress is made at least.

    4 - Raise Troops (Military) The Council organise permanent regiments of fighting troops. When questioned what the group of novice soldiers would do if confronted by a ravening multi-headed hydra they pointed behind the questioner, shouted "Dejan's name, what is that?!" then fled while the questioner was looking the other way.
    5 - Raise Troops (Military) The Council organise permanent regiments of fighting troops. The second regiment - "The Fighting Bogweeds" with the motto Desistas! Exieris!
    6 - Begin draining the swamp near Welcoming Landing 1/2 (Economy) Though loathe to divert too much attention from the war, orders are given to start repairing and replacing the sluices and canals near the harbour in an attempt to regain some habitable land.
    7 - Begin repairing the docks 1/2 (Economy) Hand in hand with the swamp draining, work begins on replacing the docks, food shortages are getting severe and given the terrain it is likely that any shipments would have to come via sea.
    8 - Discover that the hydra's followers are courting the Lizardman (Intrigue) Given the severe shortages of practically everything, the council has no "spies" per se, but information does occasionally trickle in from more covert sources and the knowledge of the attempts to gain Lizardman allies are met with concern.

    Turn Actions (5)

    1 - The Battle of the Northern Sump(Game effect - Disband one unit)(Military) More by good luck than good management, a group of the hydra's troops come across a small number of engineers and attack. More by good luck than good management, a group of council troops are drilling nearby. The resultant battle is won by the council's troops. More by good luck than good management.
    2 - Attempt to negotiate alliance with Lizardman tribes 2/5 (Diplomacy) Negotiations continue with a prominent Lizardman tribe, in the hope that success there will sway some of the weaker ones as well. Progress is slow though.

    3 - Complete Rebuilding of the Docks 2/2 (Economy) Spurred on by the victory at the Northern Sump, work is quickly finished on the docks.
    4 - Buyout Trading Post 1 in Region 73 (Fresh Fish) Roll = 8(Economy) With the docks rebuilt, a fishing fleet of sorts can begin and the Council attempt to gain exclusive rights over an area off the coast of the neighbouring wetlands to provide their fish supply and hence meet their food needs.
    5 - Raise Troops (Military) The Council organise permanent regiments of fighting troops. The third regiment, "The Marsh Rats" have their inauguration delayed several days as many soldiers achieve what may have been a military first by going awol before they have even been enrolled. Despite the earlier victory, the military is still seen as a shortcut to being hydra food.

    Spoiler: Stats
    Show

    Units 4/5:
    Hydra Loyalists
    Council Troops
    Council Troops
    Council Troops


    Owned Resources:
    Mud

    Military Tech:

    Civilian Tech:

    Misc:

  30. - Top - End - #360
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    End of Round Seventeen.

    All edits to actions posts made after this point will be considered invalid.
    Sincerely,
    Role P. Geek

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