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  1. - Top - End - #361
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Round 18: Begin!
    Imperial Reckoning 154 - 156
    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!
    Please specify ahead of time, starting this turn, which roll you are applying your liege-score to, if a vassal.

    Growth!

    A rather fine metallurgical accomplishment in Bhule soon sees widespread use throughout the Confederated Northern Syndicate. Warded Locks offer a secure reassurance that one's package is delivered unmolested by unwelcome interference. These complex mechanisms should prove quite helpful in deterring would be thieves from acquiring the object of their desire. (CNS invents an Intrigue Technology: Warded Locks! Requires: Hard Metal. Effects: +2 to Resist thefts)

    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.

    Diplomacy!

    Under pressure from Regno and internal rebels within the Izebefe region, the King orders that the capital be moved before the battle begins. He quickly chooses Wazham, a region made rather infamous by Varjik's earlier attacks upon it. Some express concern over choosing such a contentious region for something as important as Izbefe's capital, but under the circumstances it cannot be helped.

    In the far south, the balance of power shifts. The meteoric rise of the self-proclaimed emperor Alexios in Carida seems to herald a new era in and around Fresia. Whether the threat of the Picians will ever truly die away and peace between land dwellers and sea dwellers be achieved remains to be seen, though for now the emperor appears to have a gift for managing to successfully work with his aquatic neighbors. (The Realm of the Tides becomes the Restored Fresian Empire, moving its capital to Carida (69))

    Great Jain's great mission rallies much of the populace around the Queen of Karys. Whipped into a nationalistic fervor and burning with righteous fury, the people turn their gaze away from domestic enemies and look outwards towards the true foe. The traitorous Iskander of the "New Pellocian Federation" and the damned usurpers in the "Divine Principality of Avakon" are the enemy, not their own queen.

    The Plains of Whern were troubled by the plague and misfortune befalling their partners down in Amham but it seems Donne Yald's charm still holds out even in his advancing years and the region is persuaded not to continue openly considering acting against the Syndicate. (Plains of Whern (87) stabilizes)

    With the arrival of a cure for Crabbin’ Fever, unrest in Khirus begins to die down, returning to its normal level (high though that may seem to outsiders). It is stoked again, however, by the chaos of war, and tensions remain high, though order is still kept in the streets. (Khirus [40] is in Unrest)

    In the wake of the rebellion in Zeměvčel, those who would remain disloyal to Dvatla are hunted down with such vigor that loyalty is the only choice for survival for any in the region. As Tälir passes through Reflas, he likewise makes a show of rewarding loyal leaders and reminding those disloyal of the consequences… (Regions 11 and 17 stabilize under Dvatla)

    Attempts to mollify the nobles of Azenhal has proven...difficult since Rebecca’s death. Few have taken kindly to Thune’s increasing influence and fewer still have taken kindly to rumors that the Municep has alternative opinions on the Khirus question.

    The Company of the Crescent looks upon the warriors of Karys, having been recently approached by their representatives, and many find them to be kindred spirits. While the Company's best warriors and vast majority of troops will not work for common pay, some of their lower soldiers seek Karys out. They offer their services in dealing with brigands and perhaps even full pirate raids, both as guards and as instructors and training roles.

    Khirus reaches out across the southern reaches of Emjata, to the the Marasa Pride. Diplomatic relations are slowly established, and eventually a direct link connects the Republic with the God-King. (Khirus establishes an Embassy with the Marasa Pride)

    Glen Gwitna reaches out to their northern brothers in faith, opening more secular connections between the two governments. Within a few years, news travels between Lazar and Glen Gwitna faster than between most other places in the north. (Glen Gwitna establishes an Embassy with the Isles of Lazar)

    The Sulfur Miners of (Region 100) seem interested in the Doge of Lindeen's proposal, but the wrong word said at the wrong time to the wrong person causes the work of three long years to fall apart in an instant. Perhaps, with a little more care, a different group within the region may be more amenable to Vashta Narada's hopes for marriage.

    Faith!

    The grand temple at Khlıghat, a project which has stretched on for years, is finally completed. The massive ziggurat rises high into the sky, looming above the low buildings and gardens surrounding it. Even the nearby Abhidic monastery, impressive as it is, is dwarfed by this shrine to the gods. Yet the complex is not fully completed before it first sees use: a grand festival is proclaimed, rituals are performed late into the night, strange lights appear at the ziggurat’s peak, and Vëkhglis is proclaimed king. The gods of Tëlir Geza are among the foremost in the world, now. (Tëlir Geza organizes)

    `Ridx Dejanites descend almost en masse on New Lijas. The Kingdom of Varjik plays host to them, at first, but soon the visiting hunters turn their attentions to the true reason they are there: to harry and replace the Perijanists and Abhidics of the region! Those whom followed Abhidi are quick to catch on to the fervor of Dejanism, and while the Perjanists are more resistant, within a few months, the region is exclusively extolling the practices of Dejan.
    (New Lijas (52) HCs 1 and 3 are converted from Perijanism to Dejanite Cult. HC 2 is converted from Abhidi to Dejanite Cult.)

    The faithless have once again found faith! The Arndok's loyal Burners show many who had lost their way the guiding light of Coatl Perijanism. Sacrifices are made, and a deeper connection with the Oracle and Xincoatl can be seen among those willing to open their eyes. Rejoice!
    (Isles of Lazar (28) HC3 is converted from Open to Coatl Perijanism)

    Varjik Dejanists preach the ways of the world conqueror, but the people of [Region 61] do not seem receptive. Despite their overlord's apparent endorsement of the faith, the Abhidic monks' oratory ultimately wins the people over.

    The Perijanists of [Region 61] are also unreceptive, but for very different reasons. Dejanist philosophy begins with the belief that Dejan was not only able to join the gods, but to exceed them. This runs against everything Perijanist philosophy teaches, and they are turned out summarily.

    In Wazham, Initiates find easy purchase among the populace. The violent storms that the locals had long attributed to the spirits are explained in a calm and rational manner by the Magi's understanding of the aspects of air and water. The presence of a new explanation (and the possibility to counter it) sways many hearts and minds, and a school to study the ways of Initia is established.

    Although Coatl Perijanist preachers from Avakon meet failure in Zemevcel, the population of [Region 49] is more receptive towards their militant ideology. HC 2 in Region 49 is converted from Open to Coatl Perijanism!

    The Atrisian population finds the idea that they and all of their relatives who have died in the years of conflict in Atrisia are still part of the same cosmic truth comforting. Whether the Order of Vashthiya Sattyathanya’s efforts will cause them to be more or less accepting of war in the future, few can say. HC 2 in Atrisia (Region 42) is converted from open to Abhidi!

    Having been unable to prevent the Lazarites from spreading the worship of Xincoatl in their lands in the past, the God King of the Marasa Pride and his orthodox priests turn their attention to correcting this failure. In the end, they successfully convince the heretics to leave peacefully, though under threat of death. (Mareen (77) HC 1 is converted from Coatl Perijanism to Perijanism)

    Rhune which had been beset by the plague brought north from where it had stretched across the continents sees a revitalization of spiritual fervor in the wake of a cure. Njauddâm is rededicated to the animist powers of the local cult and much celebration is had in the spirits' name. (Rhune (96) HC 1 is converted from Open to Rhunic Animism)

    Apparently the grievances of [Region 50] are not bad enough for them to wish becoming sacrifices to coatl, for they quiet down quite nicely under the watchful eye of Vodjosiarch Gaizherus. Region 50 is Stable!

    Bandits, opportunistic peasants, and other unruly rabble are brought to justice in [Region 67] as the rapidly increasing military strength of the Pellocian Federation calms their people’s fears of war and violence. Region 67 is Stable!

    Trade!

    Ti Linnad merchants in Ridi'r having been weakened by the plague are reinforced by the Northern Council in their endeavors in Regner. Soon the various oddities plucked from the monstrous creatures of Ridi'r resume shipment back to the merchants' homeland. (TLD buys out Ridi'r (85) Monster Parts TP 2)

    Crossing north through the hazardous mountains that had long remained impassable to the south merchants and miners from Ti Linnad establish mines and quarries in this foreign land extracting the unique yellow porous rock sulfur from the ground. This brimstone is rather foul smelling but burns bright and hot leading to some interest from the tin smiths of Wybrez. (TLD buys out Region 100 Sulfur TP 1)

    Looking to restore the stable relations shared between the Rhunic Animists of northern Inyaka merchants from Rhune return to the forests of Yondar seeking to restore trade with their brothers in faith. The islanders find welcoming arms in Yondar, to their great gratitude as they were somewhat ill prepared for the total disarray they found their logging operations in. Eventually the Yondar forests once more feed the fires and build the homes of Rhune to their north. (RHN buys out Yondar (98) Darkwood TP 2)

    Cesaria’s new enormous sheep pen seems to help the government get more of the animals under enough control that they can be harvested for wool, meat, and whatever else the Cesarians desire. Cesaria buys trade post 2 for sheep in Cesaria (Region 102)!

    The newly decorated students at the Omanush’s academy need more pearls to signify their status! So too do those Omanush who wish to claim to be educated from that same institution. The price of pearls skyrockets as demand goes up, but no price is too high for the new educated elite and their imitators. OMC buys trade post 2 for pearls in Roagan (Region 74)!

    Bands of Rakshasa from Marasa arrive in Fresia, expecting gold to be prepared for them. Instead they find dwarves who seem convinced the gold belongs to them. The miners and merchants are quickly dispatched, and the survivors scatter while the Rakshasa gather the spoils to be sent back home. (SMP buys out Fresia (70) Gold TP 3 from CAL)

    Although the Heartsease council’s purpose in creating a dock is ultimately war-related, it is nonetheless a hopeful sign for them that they have the time and manpower to complete it in the midst of the region’s internal conflicts.

    Doge Vashta Narada proves to be a skilled negotiator, and though people are unfamiliar with the name of Lindeen at first - and therefore reluctant to sell to them - with the aid of Dvaltan officials, merchants from the 'Magical Epicenter' are able to secure slabs of marble for the northern region.
    (LDN buys out Zachodnie (16) Marble TP 1)

    Lindeen succeeds in convincing the Theocracy of Coatl to provide the Doge's people with the strange red clay of Shona, though there is a bit of a struggle when merchants from the Isles of Lazar begin eyeing the clay as well. Thankfully, the merchants of Shona are quick to point out there is enough to go around.
    (LZR buys out Shona (32) Blood Clay TP 1. LDN buys out Shona (32) Blood Clay TP 2.)

    Glen Gwitna is well known for producing fine lumber, and the Isles of Lazar are more than pleased to be able to obtain a steady supply.
    (LZR buys out Glen Gwitna (23) Redcedar Wood TP 3)

    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.

    A group of dwarves journey west to the lands of beastmen in search of precious metals. Clearly history does repeat itself. Fortunately for the Azen merchants, it seems the residents of Mareen are much more amicable to honest bargaining.

    After many years of effort the Azen have managed to dislodge Coatlan merchants from the regions iron mines, though the owners they retrieve the rights from

    Unlike the rulers before him Municep Winthrop of Thune has chosen the right time to economically expand into the restored Fresian empire. Shadow flax now freely flows throughout the Concordance finding applications ranging from high fashion to military uniforms.

    War!

    The value of the Kansett becomes apparent in Glen Gwitna, as the position of High Warchief is bestowed upon a Kansett named Thrasu Nerura. Whether this break with tradition will pay off remains to be seen. (Glen Gwitna appoints a Mil 10 General, Thrasu Nerura)

    Vugr of `Ridi`r may have the influence of the `Ridx for now, but the more militant faction now has a leader in `Xa`vadv! This new military mind has learned to hunt 'tactics' from foreign teachers; a rare skill indeed for the `Ridx to have, and one that earns him much respect...at least among those he beats with it.
    (RDR introduces Mil 9 General)

    Despite some confusions about her gender amongst the Avakonians, Synibel Coyotl’s devotion to the cause is clear and she is appointed to fight in the service of Xincoatl and Avakon. The Divine Principality of Avakon gains Synibel Coyotl, a mil 6 general!

    By nature, the Kunai do not need very much oversight in conflict to succeed. They are largely independent, and their skills in warfare are not that of the disciplined formation or the cavalry charge. But when oversight is required, who better than a bird, able to see all from so high, immune to arrow and sling by virtue of distance, granting it's blessing to all the warriors of Kuniumi? The Kunai Clans gain Yasei's Hawk, a Mil10 general!

    It becomes apparent why Heartsease has been absent from the world stage for so long. Although the rest of the world is now marginally more aware of their internal conflicts, the area still seems to be entirely consumed by their civil war.

    Tashan Kkoya set out from the Aspen Heights with a simple goal: take the Varjik capital, and claim the king's head. As the armies clashed, it becomes very apparent that there is magic at work here. Many of her scouts never report back, and the vile magics of the Crown of Thorns give the Varjik soldiers a fury she has never seen in humans. The people strike hard and fast, with strength beyond what their mortal limbs should have been able to muster, for they know this may very well be their final battle as a Kingdom.

    However, over the course of their 3 year campaign, it becomes clear that Tashan Kkoya remains the great general that had led her armies to victory so many times before. Her troops do not despair, and their fervor shines brighter with every death. By the time the Pride's supremacy in the region is impossible to deny, the Pride had inflicted as many losses as they took. The general is satisfied, and glad that she may finally return to secure her son's place. As news reaches her that Kren has escaped, however, she roars to the sky in frustration; though the capital had been taken, their resistance was not snuffed out as she wished.
    Spoiler: Results
    Show

    Marasa Pride: 3 Units + Mil10 + 8 = 21
    Kingdom of Varjik: 3 Units + Mil7 + 1 Relic + 5 = 16
    Marasa Casualties: 20% + 1 size loss
    Varjik Casualties: 50%
    Marasa Victory! The Marasa Pride loses two units, the Kingdom of Varjik loses two units! Varjik (58) is now Occupied by the Serene Marasa Pride!


    Polshannen El Sira attempts a sneakier tactic than his King. He attempts to go through the lands of the Kunai, and through them strike at the Marasa Pride's territory. However, word reaches the God-King Lagos Khompur of their coming, and his troops are able to mount an ambush of their own in Arrakis, just as the troops are crossing the river.

    To their credit, the human army fights with fervor, and strikes down many of the Pride's soldiers. Had the Varjik troops been facing an ordinary force they may well have won, veterans of a dozen prior battles, but in unfamiliar territory, bereft of support, and outnumbered by the physical? They stood little chance. The troops Polshannen El Sira brought are quickly overwhelmed, run down, and slaughtered to a man. He is brought before the god-king, to be dealt with at Lagos Khompur Ssuras's leisure.
    Spoiler: Results
    Show

    Marasa Pride: 4 Units + Mil9 + 14 = 27
    Kingdom of Varjik: 1 Unit + Mil6 + 17 = 24
    Marasa Casualties: 30% + 1 size loss
    Varjik Casualties: 50%
    Marasa Victory! The Marasa Pride loses two units, the Kingdom of Varjik loses one unit! Arrakis (81) is still controlled by the Serene Marasa Pride! Polshannen El Sira has been captured by the Marasa Pride!


    Sofrid takes Wasipacha with little resistance and begins the process of integration into the Kingdom of Varjik. When word reaches him that the Marasa Pride have taken the Kingdom's capital, he refuses to be discouraged and begins to fortify Wasipacha against a potential incursion from the Pride. Privately, however, his troops begin to whisper; could the Kingdom of Varjik be lost so soon?
    Spoiler: Results
    Show




    While the bulk of the Varjik deals with the Lion King, they are not the only enemies Varjik has. Basmira of Karys marches with a small force to defend [region 61] from an attack by the Grand Republic of Khirus, led by (of all people) the infamous Suicide Sandor. Basmira had heard of his ludicrous tactics, including his invasion of Avakon. She prepares for battle within one of the region's forts, and waits for his coming.

    Despite her preparations, Suicide Sandor succeeds in slaying the soldier. Precisely how he did this is unknown, because each side tells radically different and equally implausible tales. His personal guard insist that Sandor fired a single arrow into the air and that it pierced Basmira's head at the very beginning of the battle. Basmira's troops, by contrast, tell that he launched himself with a trebuchet and after somehow surviving the fall opened the gates from the inside (though others insist no trebuchets were actually present for the siege). Others tell equally outlandish tales of the plans of a madman bearing fruit despite all reason. Whatever the truth, Basmira's soldiers rout, and Suicide Sandor takes the land for democracy.
    Spoiler: Results
    Show

    Republic of Khirus: 4 Units + Mil6 + 1 Tech + 13 = 24
    Kingdom of Varjik: 1 Unit + Mil7 + 11 = 19
    Khirus Casualties: 20% + 1 size loss
    Varjik Casualties: 40%
    Khirus Victory! The Grand Republic of Khirus loses one unit, the Kingdom of Varjik loses one unit! Region 61 is now controlled by the Republic of Khirus! Region 61 is in Unrest! Basmira of Karys is dead!


    The first field tests of Regno's enchanted arrows are had in Amham, under the command of Donne Yald, being advised by Imperial Magi as to the best deployment of such a weapon. And they are, as might be expected, devastating. Expensive, certainly; the fire-infused bows are only granted to the most skilled, and capable of their use, but that is only to insure that every shot has maximum effect. A well-placed arrow is capable of piercing multiple targets, burning it's way through flesh and bone alike. Bronze provides some protection; the arrowheads are no better, after all. But the shattering of an arrow which has had the breath of flame blown into it by release of bowstring is nonetheless rarely a pleasant, or unscathing, experience.

    Unaccustomed to such a technique, and unprepared for a nighttime assault, Duke Yao Banok's shamans lose control of the fire spirits they had prepared to combat Regno's forces once the first uncontrolled fires start, and the spirits revel in the blaze. It does not take long for the entirety of the Duke's warcamps to light ablaze, and dour-faced soldiers watch the perimeter for any survivors. In the morning, the true nature of such a horrible weapon becomes clear. A blank-faced Yao Banok, surrounded by the charred and mangled corpses of his personal guard, many of them valued friends, his eyes and tongue seemingly burnt out, replaced by what seems like living fire, tears of sulfur and ash marking his face. He does not resist his arrest. It is unlikely he would resist anything that came after, either.
    Spoiler: Results
    Show

    Bhule Coalition: 5 Units + Mil7 + 3 Tech + 10 = 25
    Amham Rebels: 4 Units + Mil7 + 3 = 14
    Bhule Casualties: 40% *0.5 + 1 coalition loss
    Regno Casualties: 40%*0.5
    Rebel Casualties: 60% *1.5
    Bhule Coalition Victory! The Confederated Northern Syndicate loses one unit, the Imperial Sultanate of Regno loses one unit, Amham Rebels lose four units! Amham (2) is now controlled by the Confederated Northern Syndicate! Amham is in Unrest! Duke Yao Banok has been captured by the Confederated Northern Syndicate!


    In Izbefe, the results are more subdued; in part because the battle is significantly more one-sided. So much so, in fact, that the rebels seeking to force out King Dafi, and Regno's own military support, almost seem to get in each other's way more than anything. Magi Vecto, however, is a rather clever commander, and manages to turn the tension between the two forces to his advantage, turning the rout of the Mad King's forces into a competition between the two. Foul play, thankfully, remains at a minimum, though the familiarity with the terrain means that the Rebels suffer far fewer casualties in rooting out the last of King Dafi's soldiers, and take home the majority of the prizes.
    Spoiler: Results
    Show

    Regno Coalition: 7 Units + Mil9 + 2 Tech + 14 = 32
    Izbefe: 1 Unit + Mil1 + 12 = 14
    Regno Casualties: 40% *0.5 + 1 coalition loss
    Noblesse Rebel Casualties: 10%*0.5 + 1 coalition loss
    Izbefe Casualties: 30% *1.5
    Regno Coalition Victory! The Imperial Sultanate of Regno loses two units, Noblesse Rebels lose one unit, the Kingdom of Izbefe loses one unit! Izbefe (6) is now controlled by the Imperal Sultanate of Regno! Izbefe is in Unrest!


    Yasei is swift in his response, though perhaps not swift enough. Though the fighting is fierce, again and again he strives to pin them against the mountains to the south, and again and again Reflection of Peace eludes such a maneuver, though he loses precious fighters in the process. Eventually, they are forced against the beaches, instead, where readied boats allow the last few to make their escape. It is not much longer before Yasei learns of the extent that their insurrection has inspired others. The Sanguine rise up for want of food. The Sogen turn to the old ways and the spirits for strength, hoping to use them to bolster their strength, and drive out the brutes that attacked their lands before. And in Kuniumi itself, a new clan rises, challenging Yasei's authority. They call themselves the Mure, and say that Yasei has become as the lion that kills any new cub that might someday challenge him and keep him on his toes, when the Kunai must be as a wolfpack, constantly striving against outsiders, themselves, and their allies to ensure their strength. It is by contrast and conflict that Names grow ever stronger. To burn out any difference is to weaken the Names, and by extension, the Clans.
    Spoiler: Results
    Show

    Kunai Clans: 4 Units + Mil5+ 18 = 27
    Abhidic Rebels: 4 Units + Mil5 + 6 = 15
    Kunai Casualties: 30% *0.5
    Abhidic Rebel Casualties: 30%*1.5
    Kunai Clans Victory! The Kunai Clans lose one unit, Abhidic Rebels loses two units! Umibe (55) is still controlled by the Kunai Clans! HC2 of Umibe converts from Honmyo to Jalyeong-Bo! Umibe is in Unrest! HC3 of Les Alpes de Sang (57) converts from Honmyo to Abhidi! Les Alpes de Sang are Unstable! Kuniumi (54) is in Rebellion! The Kunai Clans lose two units! Two Mure Rebel Units appear in Kuniumi!


    The fighting of Picians is, as ever, vicious and disorganized. By the end, the only Picians remaining are those loyal to the Leviathan, though devastation reins throughout Fresia, and the sacking of holy sites resulted in the total razing of at least one, if not more.
    Spoiler: Results
    Show

    Leviathan Rebels: 3 Units + Mil5+ 17 = 25
    Jalyeong-Bo Rebels: 3 Units + Mil5 + 13= 21
    Leviathan Rebel Casualties: 30% + 1 size loss
    Jalyeong-Bo Rebel Casualties: 20% + 1 size loss
    Leviathan Rebel Victory! Leviathan Rebels lose two units, Jalyeong-Bo Rebels lose two units! Fresia (70) is Rebellious, with two Leviathan Rebel units! HC3 of Fresia is Destroyed! HC2 of Fresia converts from Open to Leviathan!


    Emperor Alexios claims and invades Atrisia. To the surprise of many, Azenhal makes no move to defend the region and the blood soaked region changes hands almost peacefully.
    Spoiler
    Show
    The Realm of the Tides The Restored Fresian Empire invades Atrisia (42) uncontested! Atrisia is now controlled by the Restored Fresian Empire! Atrisia is in Unrest!


    Discovery! Map!
    Spoiler
    Show


    Terror!

    Khirus has many weapons, fear prominent among them. The mere rumor of Mask Makers’ presence is enough to terrify the scattered breeders of Bhreshi dogs, enabling the Republic to take control of the beasts. (Khirus raids TP 2 in Aeanna)

    King Vekhglis of Dvatla is dead. His surviving guards claim that their group was ambushed as they traveled along a particularly steep-banked section of the river. When he tumbled in, wounded - though pulling at least two of his assailants with him, they're hasty to add, with a certain grim pride - there was nothing they could do. By the time his body was recovered, he had already drowned in the springtime melt, the cold of the water giving his skin an unearthly blue pallor. A cruel twist of fate, to be so marked, when he was crowned so recently. For the gods' will to be flaunted so can end well for none, some mutter with downcast gaze.

    Cesaria has created claims on 99 and 104, claiming historical precedent. The rulers of those respective regions decide that banding together to teach the sheep-screwing upstarts a lesson is in order.

    Other!

    As the King sends out his order and the Grand Magus advances, those who experimented upon their fellows realize their time is running low. Knowing that they cannot possibly move all the experiments in time, they grab what they can and move as quickly as possible to the Kingdom's new capital.

    When Duke Yao Banok is captured, the elites of [Region 3] backstep with a speed that would have impressed the professional couriers they hired to deliver the message to the Imperial Sultan. Of course they are still loyal. Their rebellion was against King Dafi and his cruel experimentation; they still consider themselves members of the Sultanate itself, obviously. And their words do not – quite – ring hollow. But neither do they have the resonance of complete truth. Region 3 is no longer in Anarchy!

    Through the efforts of the Northern Council in Ti Linnad and the local governments of Yondar and Rhune the cure for Crabbin Fever is disseminated among the populaces of northern Inyaka and the ravages of the plague begin to die down at last. (Rhune and Yondar no longer have the Plague!)

    Worried about the rise of empires on all sides, the Sartek begins a conscription program, and some four thousand new militiamen and women begin drilling throughout Perivan. +1 Unit in Perivan!

    Though the snake worshippers were kept out in Zemevcel, in Astrand they seem to make more headway, conversations with local merchants and explanations about events elsewhere helping to make gradual changes in the faith of the locals until Khompur and Trodje are all but replaced by Xincoatl. HC3 in Astrand is converted to Coatl Perijanism!

    After decades of stable borders with the Gwitna Coalition and Isles of Lazar the last remaining soldiers holding Region 27 as a militant independent faction dissipate and the majority of the citizenry turns towards enjoying the wealth brought to their region by their silver mines. -1 Unit in Region 27!

    Despite, or perhaps because of, Carida's increased prominence within the Pician juggernaut many merchants and nobles openly express concern with Alexios' unrivaled power. The Picians appear committed to the new "Emperor" with none of their own appearing capable of challenging his authority. (Carida (69) is Unstable)

    In Arrakis some of the Pride's warriors who had remained in the region to recuperate following their battle with Varjik contract a disease from the region's Living Ivory. A disease the locals had long ago developed an immunity to ravages the Pride's recovering warriors and by the time a treatment is discovered it is too late for many. (Serene Marasa Pride loses 1 Unit)

    Although the Jotun warriors of the Syndicate had thought they were safe away from the battlefield in the north a routine patrol through the Plains of Whern soon becomes anything but routine. The army's guides were either inexperienced or unlucky and a blizzard forced the army to take shelter in the desolate tundra hoping to wait it out. Although in recent decades weather in the north had calmed this particular storm evokes memories of terrible storms past. Weeks stretch into months and when the army eventually returns to civilization they are hardly worth the name. (Confederated Northern Syndicate loses 1 Unit)

    Raesija is Unstable, as whispers spread that the King, though distantly related to Dejan, can no longer truly be called Raesijan. Iskander may need to take drastic steps to mollify this...
    Last edited by Rolepgeek; 2018-06-22 at 02:19 AM.
    Sincerely,
    Role P. Geek

  2. - Top - End - #362
    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. [Military] Fortify holdings on the mainland in Saaremaa (region 95) [1/5 Great Project]
    2. [Military] Fortify holdings on the mainland in Saaremaa (region 95) [2/5 Great Project]
    3. [Faith] Using the information uncovered, and supported by the powers that be at the head of the UNC, a band of more ambitious shaman and druids, complimented by a new network of informants and supports, have concluded that the information uncovered about the Cairns points to a important and divine purpose. They begin organizing for the continued preservation of the Cairns and any similiar wards thorughout the north and elsewhere. [7/8 Great Project]
    4. [Faith 5] Found Organization: the Acolytes of Áhkká (Faith/Intrigue) [8/8 Great Project]
    5. [Diplomacy] Attend the Tournament
      Spoiler: Subactions
      Show
      1. Marry Margravine Lieđđi av Aanaar to Jannan Noross.
      2. Vassalize to the Northern Council of Ti Linnad.
    Non-actions:
    1. Support (+2) Yondar's claim on region 97

    News and Rumours:
    • Efforts to protect and restore the Cairns, lead most by the Margravine, have yielded results. Rumors now circulate that those involved in the effort have banded together, attending secret meetings, organizing rituals, and investigating strange occurances around the Isle of Rhune. However, stranger yet is rumors of such activities in Saaremaa, and even as far south as Yondar.
    • Now that Saaremaa has been incoporated into the governance of Rhune, efforts are fortify the land base on the peninsula are made. The sea protects Rhune, but the northern end of the peninsula is not so blessed. Efforts are slow to rally the materials, but soon hillforts dot the landscape, serving to hopefully one day protect the trade routes and roads of the cold northern land.
    • Ti Linnad has made several overtures to Rhune in the last few years. While many traditionalist elements, namely the Aanaar, have opposed the outreach. However, with the Margrave yet unmarried and without heir, when an offer is made of political marriage, many in the kingdom, particularly in Saaremaa, seem to push for the ruler to accept. Negotiations soon follow, and at the behest of the Duchess of Saaremaa, Lieđđi's co-ruler and rumored lover, the negotiations end with Rhune taking a place among Ti Linnad's council. The Margravine and Duchess take their seat at the table, the cold northern kingdom hoping to gain significantly from the fealty to the southern kingdom which aided in curing the plague that had so devistated the Isle.

    Spoiler: Ruler Information
    Show
    Diplomacy: 5
    Military: 8
    Economy: 8
    Intrigue: 4
    Faith: 9

    New Ruler Next Round? No.

    Expected Stat Bonuses: +1 Faith, +1 Military
    Last edited by BootStrapTommy; 2018-06-30 at 04:25 PM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

    Former EMPIRE2! Player: Imperator of the Nihoni Dominion
    Former EMPIRE3! Player: Suzerain of the Phœnīx Estates
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    My Awesome Campaign Setting

  3. - Top - End - #363
    Ogre in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Round 18
    [Imperial Sultanate of Regno]

    Desert of Magic regions: Regno (8), Iadesh (7), Jherki (9), Deaux (56), Thae Guceart (92), Izbefe (6)

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

    Actions:
    1. [Military] Raise a Unit of Legionnaires
      With the success of the Legions in both Amham and Izbefe, many of the thankful young men and women enlist in order to give back to the Sultanate.
    2. [Military] Raise a Unit of Sea Wolves
      With Izbefe under the command of Duke Hestradet - now King Hestradet - the shipyards are more than happy to build additional vessels for defense of the realm.
    3. [Economy] Diplomatic Expedition to the Northeast
      (Exploration Action, Northeast of Regno, Techs: Fish Glue and Diplomatic Expedition [Claim Bonus Active], Roll: 15)
      In the hopes of finding more wealth and friends after the recent troubles in Regner, the Regner Diplomatic Expedition HQ receives the blessing of the Grand Magus, and - hopefully - properly prepared for the storms, moves ships and explorers into northern Inyaka.
    4. [Economy] Buyout of Beer!
      (Supported Buyout of first Trade Post in Region 92, Techs: Expanded Holds, OMC Rank 5, OMC Rank 7 Roll: 17)
      The war and the plague have caused trouble for the people of the Sultanate, and Umbo Iadesh the Eighth decides to help take peoples' minds off things by obtaining the fine Stormvine Beers for the realm.
    5. [Economy] Buyout of Incense
      (Supported Buyout of third Trade Post in Region 45, Techs: Expanded Holds, OMC Ranks 4, 5, 7 Roll: 19)
      The war and the plague have caused trouble for the people of the Sultanate, and it is time that the Merchant Guild sees to helping recoup the economy through further trade efforts. Heir Tyber broaches the topic to Whitefeather - and the Omanush Convoys - about obtaining the calming effects of their incense.
    6. [Economy] Buyout of Millet
      (Buyout of first Trade Post in Region 5, Scepter of Bray, Techs: Expanded Holds, OMC Rank 5 & 7 Roll: 17)
      The war and the plague have caused trouble for the people of the Sultanate, and it is time that the Merchant Guild sees to helping recoup the economy through further trade efforts. Heir Tyber steps in to both increase the Sultanate's food supply, and decrease what Mad King Dafi feeds his followers.
    7. [Diplomacy] Deal with unrest in Izbefe by crowning a new king.
      (Stabilize Region 6, Roll: 14)
      A ceremony is held within the capital of Izbefe, overseen by the Sultan's Heir, as Duke Hestradet is crowned King Hestradet, the rightful ruler of Izbefe and the new Admiral of the Aspect of Water.


    Non-Actions:
    • Bhule Embassy
      • Accept Warded Locks technology, and implement them immediately.
    • Dvalta Embassy
      • Send heartfelt condolences to the leaders of Dvalta for their loss of Vëkhglis, and promise to aid in their investigation where possible. No ally of Regno's should suffer such indignity.


    Spoiler: News and Rumors
    Show

    • With so much taken away from the Sultanate because of both the plague and the wars, Tutum Sortis is earning the nickname 'The Weeping Sultan'. It is not one that pleases him, but he accepts it, and states that he only weeps for the pain that these terrible things have caused to his people. Many within the realm find this comforting.
    • Shipments of moon opals continue to be sent to Gwitna, but this time, the ship that they come in is also presented to Grand Warden Cuahuey, with the name Rise of Kansett.
    • Emissary, from the Kunai Clans, is strangely seen less and less in the Sultan's court. His family is still around, and many are beginning to notice that the twins are not the average civilians. They seem to be taking more and more duties from their parents as they come of age.
    • With Crabbin' Fever well and truly contained, Soc Viclean has less to work on. Even his family - the joys of his life - are becoming less of a distraction for him. With nothing to do, he accepts the job that Tutum Sortis gives him; restoring Izbefe to it's former glory, by acting as an adviser to King Hestradet.
    • Guildleader of Education Arata Doceo is rumored to be pleased that everyone - students and teachers both - are back to work. He decides to visit Bram Tywil Academy, but finds that the Three Towers are reluctant to allow him to travel. Arata claims that those of Khirus manage to travel all the time, and his 'condition' should not impede his work. If there is another Academy, as the Guildleader of Education, it is his job to inspect it. With quite a deal of recalcitrance, Doceo is at last able to travel to Azenhal lands to review the Academy and it's curriculum. Reports indicate that he found no errors, but many disliked having him around the Concordance. For safety and to prevent misunderstanding, Guildleader Doceo has taken to wearing a large cloak with the flag of the Sultanate over it.
    • Speaker Suveni is apparently still popular in `Ridi`r, and has asked for more teachers to assist her. Her various classes on 'hunting' things with one's mind are becoming difficult for her small team to manage.
    • Speaker Jefuitor within Olaf One-Eye's halls was an old man when he arrived. He became much more physically fit, but age is not something that even a strong Oamenii man can fend off. A new Speaker, Armis, is sent to replace the older man when he loses his battle to age. Some whisper that the Overvann, with it's chaotic halls, hastened Jefuitor to his death... but there's no proof of this.
    • Last seen taken ill within the Isle of Havre, Speaker Schimba lives! She reappears after nearly a decade of being lost, but finds that her job was taken over by a pair of eager Aspectus, who found her earlier notes on the Kunai Clans very useful. Schimba is reportedly adjusting to the change in leadership among the Clans poorly, as it is throwing off all that she thought she knew.
    • Reports of 'The Blighted' in Iadesh are very troubling for the Sultan. He is not yet sure what the best course of action is, so the rumors say, because if this is a cult of some kind, the fact that have remained secret for so long means that there may be a greater power at play here. Perhaps a foreign power?



    Spoiler: Ruler Information
    Show

    Sultan Tutum Sortis D E F M I
    Current 10 8 10 9 5
    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 2 1
    End of round 18 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Economy +1 Military


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Regno 'Owned' Religious Centers: ??
    Total Number of Initia 'Learning' Centers: 18
    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 12, 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
    • Medicinal Herbs - Region 89, TP #2
    • 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]
    • Enchanted Arrows [Ranged]
    • Obsidian Fire [Siege]
    • Inyoni Skyfarers [Live Weapons]
    • Wingknights [Cavalry]


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

    Last edited by Gengy; 2018-06-29 at 01:25 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!

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  4. - Top - End - #364
    Titan in the Playground
     
    HalfTangible's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Realm: The Kunai Clans
    Ruler: Yasei
    Round 18
    154-156 IR


    Spoiler: Ruler Information
    Show
    Yasei

    Current Stats
    Diplomacy: 2
    Military: 6
    Economy: 1
    Intrigue: 6
    Faith: 4

    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
    Round 17 Dip +1 Eco Int +1
    Current Stats 2 5 1 6 3


    Spoiler: Actions
    Show
    [Military - Raise 1 troop]

    [Military - Attack Rebels in Kuniumi - 4 units led by Yasei's Hawk (M10)]: There is no jubilation in the camps today, no

    [Intrigue - Form Organization - Shushan - 3/8]:

    [Intrigue - Form Organization - Shushan - 4/8]:

    1 - Intrigue
    2 - Intrigue
    3 - Intrigue
    4 - Intrigue

    5 -
    6 -
    7 -
    8 -

    [Secret - Roll (16)]: The Satsujin are on the move...



    News and Rumors
    -The Kunai are no strangers to conflict and contention, even within their homelands. But full-on rebellion is an entirely different matter. The Satsujin are noticeably angry with the other Clans, refusing to take a side properly (at least openly). Tensar, meanwhile, is appalled by the rapidity with which his cousins have spun rapidly into civil war with his return.

    -"Kunai kills Kunai. The Order of Vashthiya Sattyathanya has made the wrong enemy today."

    -Chojo occasionally visits the Maharaja. Her interest in the god-king has earned her much scorn from her fellows, and many whisper she brings disgust upon her Name.

    -Tensar reaches out to the Sultanate of Regno to make a simple trade: the secrets of Bani bowls for the secrets of the Prayer Seals. While neither magic can work with the other's resource, some time to research and experiment could allow the discovery of another way.

    -Schimba may well be longing for the days when Kunai clansmen were less than forthcoming. When she attempts to reach out to Yasei and his clan, she is often flat-out ignored or insulted. They do not harm her actively, but it's clear that while the Satsujin and Chojo may welcome her with a cold shoulder, the Yasei would rather spit at her feet.

    -Emissary's position is tenuous. Many argue that he should be retired and someone more in-tune with the Clans take his place. While Emissary is not against the idea of giving up his current Name and becoming Husband and Father, he is adamant that he will stay in Regno afterward. There is, after all, little waiting for him at home.

    It is rumored he will take a final Walk, though he does not address such comments either way.

    -While Yasei's recent inability to reign in rebellions has contributed massively, it is not the sole purpose for the unrest in the Clanlands. The plague has heavily disrupted trade within the clan lands and without. Les Alpes need food, and Kuniumi is running out of stone to record its words. Yasei apparently blames Chojo for all of this, and while it is doubtless his own ego, it is hard to deny that the Chojo Clan has fallen quiet in recent years.

    Spoiler: Notes
    Show
    Army: 2 units (Round 17: 4 units, 1 raised, 3 lost) 4 units (moos' calculations)

    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
    [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.

    [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; 2018-06-28 at 03:16 PM.
    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

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  5. - Top - End - #365
    Orc in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Khirus
    The dark mirror

    Region 38, 39, 40, 41, 61


    Actions

    1:[DIPLOMACY] (End Unrest in region 61 Altessa) they had been through nothing but war and horror of course they were concerned... No need to be afraid, the tyrant is dead long live the Republic! Long live the growing democracy of Khirus. SUCCESS
    2:[DIPLOMACY] (End Unstable in region 39 the basins) The basins have always been a source of resentment. Their rebellious spirit and their desires for independence have constantly interfered with the nation of Khirus. They are the source of most vampire hunters and cleansing the region requires constant and careful political carousing while also moving to kill the most troublesome without making waves. SUCCESS unfortunately the Republic was incredibly talented at locating the rabble rousers of this region and like always the rebels are snuffed out before they can do real damage and the vampire hunters hang from various trees throughout the basins as a reminder of where their angry whispers lead.
    3:[INTRIGUE] Feth Dens (intrigue tech)
    Establishing Feth Dens in foreign regions (can be done through a secret action or not) sows unrest in the region, as skilled rabble rousers use these illegal locations to spread ideals/religions/exiled royalty and begin to uproot the countries piece of mind. These dens are also ideal for increasing a nations criminal elements and secretive and dangerous cults just adding to the unrest of a region. Establishing a Feth Den is a difficulty of 14 or a resistance roll, whichever is higher. To run a Feth Den, you need Drugs (Feth is the most popular but any drug can be used as the epicenter of a den) adding prostitutes or bodyguards (slaves/skilled labor/mercenaries) and/or spices can boost the unrest by 2 levels instead of 1.
    4:[INTRIGUE] [Raid Iron TP 2 region 71 Whitefeather] With the support of their allies in Palendor and of course their new brethran of Republican idealists located in the very heart of Azenhal this emboldens Khirus to rob Whitefeathers iron. The once mighty kingdom appeared to be teetering it was best to tear as many chunks from the carcass as they could lest it breath new life unto itself. Mask makers now known for vampiric influence and killing their beloved empress were sent to cleanse the region through force and replace it with traders from the republic. SUCCESS
    5:[MILITARY] (Invade region 60 6 Suicide Sandor+ 4 units +1 Bhreshi Cavalry) Suicide Sandor had successfully claimed one of the most prominent harbors and by extension regions in southern Estensule and now Varjik was just a wounded beast with no claws the confidant pirate turns his army west with fresh troops from Khirus and with no concern about the still paralyzed whitefeather kingdom. These Republican idealists now move to carve another chunk from Varjik before the Serene Marasa Pride could do it for them. 9000 soldiers marched with the confidence of a liberator.
    6:[MILITARY] Bhreshi Calvary are becoming a star of the military and another unit is added. (1 unit)

    Nonactions
    Accept Azenhal as a vassal
    Allow Azenhal to buyout TPs in the region
    Allow Azenhal troops to travel through Republican lands.
    Attend event
    The Sattanyaha are invited to preach their ideals in the very capital of Khirus so long as they do it under the supervision of Samson Rath. A means of appeasing the citizens of Aaenna


    News and Rumours
    • Kathines power base does not return but the bleeding stops as Suicide Sandor Succeeds.
    • Elections have begun.
    • Pician issues
    • Aaenna Abhidist and reformist Samson Rath has the most clear lead.
    • Things with the lions
    • The spread of anti Republican ideals.
    • Rumors of vampires at an all time high
    • 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.
    • Fear of Whitefeather
    • Continuing to tie themselves closer to Palendor...
    • The assassination and the revelations...



    Spoiler: Monsters and allies
    Show

    WIP




    Spoiler: Masquerada Internal Memos (SECRET)
    Show

    -Kathines military victories have been completely disregarded by the realizations of the public of true vampiric influence existing in Khirus.
    - The ignorant populace continues to be well fed and dissenters disappear but eventually bad things will come due to the growing realizations.
    - Mila and Suicide Sandor are seen together constantly.
    -Samson Roth continues to gather momentum, he is a chariot about to break from his reigns. Aaennas influence seems to grow more and more with each passing year.
    - The total capitulation of Azenhal is in large part due to the chaos which has bubbled into the heart of whitefeather and as long as it exists Khirus will live in this golden age but the moment that monster is free anything could happen.
    -The consul has formally requested Kathine step down, she has refused and called on allies within the consul to see this as something fixable... They remain unconvinced, what will happen?


    Spoiler: Ruler information
    Show


    Her Eminence, the high chancellor Kathine Harlon
    Diplomacy 9+1
    Economy 6
    Military 9+1
    Religion 1
    Intrigue 10

    Suicide Sandor (6)

    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 Bhreshi Cavalry (1500 Cavalry trained in the skills and talents of the great war dogs of Aaenna)

    +1 units

    Technologies
    Cultural Identity - The Crimson Republic- d8 against unrest The Republic of Khirus is a brilliant two pronged strategy devised by the genius of the elysium kindred to control the population. New regions and peoples are more prone to support the idea of freedom for the common man, and the promise of being able to pave their own destiny. Once one is part of this society however the dream of the Republic is balanced with the horror of stepping too out of line. Whispers of dissidents disappearing in the night of whole families being murdered in grisly fashion if a family member speaks out creates unrest and paranoia, but the wealth and pageantry and the money fed into the nation keeps any from escaping. Trapping them with both carrot and stick.

    Military Specialization- Bloody kiss- 2d12 when defending a region taken in war The horrifying realization that the enemy can turn the most noble of warrior or loyal of leader to their own side with a bloody kiss becomes fruition. (All conquered nations are immediately granted defense bonus against foreign invaders as vampiric thralls quickly make themselves known.)

    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 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 7
    Suicide Sandor- One of the least talented generals and one of the most talented men in all of Emjata. Now a vampire.
    Last edited by kaio999; 2018-07-01 at 03:39 PM.
    Amazing avatar by Gengy

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

  6. - Top - End - #366
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    Yondar

    Varia Chalun va Meera, Queen of Yondar

    Diplomacy: 6
    Military: 5
    Economy: 9
    Faith: 2
    Intrigue: 7


    Actions
    1. [Diplomacy] Press Claim in Region #97, Ovarderre: (2d6+6 +2 Rhune Support) [13] [SUCCESS] - Queen Varia meets again with the tribes of Ovarderre trying again to bring them into union under Yondar. With the recent events with the plague, Varia impresses upon them the benefits of cooperation both for trade and security. Something must have resonated with the locals and there is whispering and talks among the chieftains about a the benefits of joining Yondar.
    2. [Diplomancy] Attend Tournament
      Spoiler: Subactions
      Show

      • Pledge Vasselage to Northern Council of Ti Linnad

    3. [Economic] Buyout Salt TP3 in Region 93: (2d6+9) [13] [SUCCESS?] - Seeking a method to preserve food and other goods for travel, Yondar's merchants looks south to fulfill this need.
    4. [Economic] Buyout Porphyria TP1 in Region 20: (2d6+9) [14] [SUCCESS] - Exposed to the dye in their efforts assisting Ti Linnad, Merchants quickly sought to obtain a source for themselves.
    5. [Economic] Purchase the services of Navigators in Region #103 OPEN TP1: [17] [SUCCESS] - Since a great deal of Yondar's economic strength sails upon the seas, Merchants seek the services of navigators to better secure their trade from the wrath of the oceans, or the villainy of unscrupulous sorts.


    Non-Actions



    News and Rumors
    • Me good writer, come up with brilliant plan. Varia think council good for Yondar and Inyaka because work together is good. Some people have second thoughts but thats okay, Ti Linnad help with plague and that was good, so most complaints become grumbles. Top writing, many wows. Me also place thing in right thing place.
    • In light of the plague being driven from their lands. Bunas Rhunis, Head Shaman and spiritual adviser to Queen Varia, organized a fertility ritual to renew the land of Yondar and reinvigorate the populace.
    • Due to her experiences at the Tournament in 'Ridi'r, Queen Varia issued a proclamation that while Yondar will not break off trade with the offending kingdom, they will no longer seek to preserve `Ridi`x holdings.
    • The dark pall from the offense falls over Yondarian in `Ridi`r as they are more apt to get into drunken brawls with the hot tempered `Ridi`x hunters; the `Ridi`x may have strength and fortitude, but the Yondarians have cunning and teamwork. Rumor has it that Jerald Mistle had the hunting captain Vaylan Chalun sent back to Yondar to avoid any further naked, booze-fuel, stories that might further destabilize the situation.
    • Which probably worked out in his favor, as the ship he was on was the same one that the heir apparent, Tanya Chalun was traveling home on. Even the best guards, and most weathered captains cannot account for everything in the ocean, and the ship was attacked by a giant sea monster. Armed with nothing but a bottle of rum and his trusty hatchet he single handedly drove the monster back while muzzling the monster with his pants and rope. The monster was so distraught that it pulled the ship while trying to run away causing the ship to arrive several days before schedule.
    • A Yondar shaman found a small stone that glows blue, nobody knows why.


    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
    • Crabbin Fever Cure 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: 6+1
    Military: 5
    Economic: 9+1
    Faith: 2
    Intrigue: 7
    Last edited by SquirrelWizard; 2018-06-30 at 10:42 PM.

  7. - Top - End - #367
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread

    `Ridi`r
    Region 85
    Round 18 - 0 ('Ridx calendar)

    The skies roared with the fury of 'Gxe'dhok, but the two 'Ridx paid it no heed, as they stood at the edge of 'Dxe'ghok's corpse. The waters churned, illuminated by the violet glow of 'Dxe'ghok's heart.
    "Are you certain you're willing to go through with this?"
    "...Yes. For 'Ridi'r"
    "Very well," replied Vugr, stepping into the waters. Even after all these years, the power contained within them sent shivers down his spine.

    The pair reached the shrine in the centre, upon the spine that jutted from the earth.
    "'Have'qa'qagr-"
    "I'm sure, I said. Get on with it."
    Vugr should have expected as much. That drive was a large part of the reason he'd chosen 'Have'qa'qagr in the first place. That, and his willingness to actually engage his brain, while still remaining 'Ridx at heart. Years of tutoring in statecraft, while he'd built up his martial skills and a not unimpressive reputation, all leading to these moments.

    There was no plan or script for this. Just whatever seemed right at that moment.
    "Bladefather, we offer you this. Let the marks he's left become stagnant air,
    and cut it away with the victory you forge." He placed a hand to the stone, with began to bubble and glow. It seared his palm, but he ignored the pain, and trusted in Dejan's protection, grabbing the newly molten rock and yanking it free of its earthen prison. With his hands he forced it to shape, the semi molten rock forming the crude shape of a blade. Satisfied, he forced it into the waters pooled in 'Dxe'ghok's heart itself, the fluid consumed in a cloud of steam that seemed to almost be pulled into the porous blade. He raised it, edge facing the sea, as a gust of wind violent enough to shake the very mountains tore across the lake. Vugr was forced to close his eyes against the barrage of heated chips of stone that flew at him, but when they subsided, the blade glinted wickedly, polished to an almost mirror finish. In the right light, it had an almost purple sheen.

    He handed it to 'Have'qa'qagr. "I know you're heading into this as a complete unknown, but-"
    "I've trained for this enough," he replied, cutting Vugr off. "And you said it yourself. Toppling them all will be all the sweeter for it."
    "Of course." He'd been lucky to find a warrior with so much potential before he really achieved anything and got set in his ways. But he was right. He'd been preparing for this moment for years, and the blade in his hand proved Dejan was with him.

    Now all he needed was for the warrior to defeat him with it.

    Spoiler: Actions
    Show

    [1] - Faith: Convert 36.1
    [2] - Faith: Convert 36.2
    [3] - Faith 5: Create Relic - 'Qa'Grigv, The Blade of the Fathers. (+x to leader loss rolls)
    [4] - Faith 10: Create Holy Land
    [5] - Diplomacy: Host event


    Spoiler: Non-actions
    Show

    New Ruler: 'Have'qa'qagr


    Spoiler: Ruler Stats
    Show

    Vugr
    Diplomacy - 2
    Intrigue - 1
    Military - 6
    Faith - 10
    Economy - 4

    New Ruler: 'Have'qa'qagr (Rolls)

    Diplomacy - 3
    Intrigue - 1
    Military - 4
    Faith - 6 (+2)
    Economy - 2

    Last edited by kjelfalconer; 2018-06-28 at 02:19 PM.

  8. - Top - End - #368
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
    Location
    Sector ZZ9 Plural Z Alpha
    Gender
    Male

    Post Re: [EMPIRE4!] IC Thread

    Overvann Assembly of Chiefs

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

    Actions:
    [dip] Attend Event: Tournament of Kings
    A small delegation attends the tournament, but more cannot be spared because of wedding preparations.

    [dip] Establish marriage claim on Region 91 (Roll:12)
    Olaf continues to push for a marriage between his son, Bjorn the Archer and the royalty of Region 91. This time, he is successful and Bjorn happily marries Aeshra Kesmar.

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

    [dip] Host an Event: The wedding of Bjorn Hodeskalle, called "The Archer," and Aeshra Kesmar.
    http://www.giantitp.com/forums/showt...orn-the-Archer

    [fai 1/5]Research and examine the inoperative golems to find out how they work.
    Overvann seers and natural philosophers search through the remaining golems, discovering how the kobolds made the stone animate on such a large scale.

    Non Actions


    Spoiler: News and Rumours
    Show

    The Kobold Svessan has been appointed Chief Ambassador.

    The Overvann grumble about the frequent shifts of power in 'Ridi'r.


    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: 7
    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
    Aeshra Bjorn's wife
    Hrothgar the Black Cousin
    Harald Nephew


    Spoiler: Other Important People
    Show

    Name Position
    Svessan Chief Ambassador

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

    Cultural Identity: Inheritance.
    +1 die size to resist raids and thefts.

    New ruler next turn? No!

    Expected Increase:
    Dip +2

    Last edited by bc56; 2018-06-20 at 08:39 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

  9. - Top - End - #369
    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. [Diplomacy] Attend the Tournament

    Spoiler: Subactions
    Show
    • Receive 2 units from Azenhal at the Tournament
    • Provide the Whitefeather Kingdom with the Aerial Bombardment tech
    • Accept vassalage from the United Northern Confederacy of Rhune and Saaremaa
    • Accept vassalage from Yondar


    2. [Military 10] Create Technology: Aerial Bombardment
    Years of integration between the Pylliar Wingknights and the Inyoni Skyfarers has resulted in a new, devastating tactic. Heavy stone or metal missiles are loaded into a net, which is attached to several pegasi so that it can be lifted into the air. The pegasi then fly over enemy forces or fortifications, and the riders cut loose the net, allowing the missile to plunge to earth. The impact is similar to that of a catapult or trebuchet, but it can be targeted with greater accuracy and requires substantially less equipment. From early experiments, it appears as though the Inyoni in bird form are likewise capable of this tactic, though it requires a greater number of birds to each missile and greater coordination to prevent one from being trapped in the net as it falls.

    Effect: Doubles the effects of aerial technologies, such as Wingknights or Inyoni Skyfarers, on a successful opposed Tactical Maneuvering roll.
    No requirement.

    3. [Economy] Buyout TP 1 for Peat in Region 91: 14
    Council-sponsored merchants in the north receive the order to acquire a source of fuel for the Council. Searching their records, they find mention of the peat bogs of [Region 91] and quickly take control of fields in the region, sending it back to fuel the Northern Council.

    4. [Economy] Buyout TP 1 for Goats in Gelupar [Region 19]: 17
    The Dirua clan's efforts to bring in coin from afar through their goats have paid off, though perhaps not as strongly as had been hoped. Merchants have been convinced to invest in the creatures, enticed by support from the Northern Council for those who would acquire hoofed animals for the process of glue-making refined by Lazar.

    5. [Intrigue] Investigate the death of Vekhglis: 12
    The apparent assassination of Vekhglis, newly-crowned king of Dvatla, provides an opportunity for the recruits of the League of the Beacon to prove themselves. Investigators disperse among the Dvatlan regions, searching for any information that might bring the truth of Vekhglis' death to light. The popular belief among the Linnadi, at least, is that the Bloodied Hands were behind the assassination, and while the agents are largely objective their investigation focuses primarily on signs of the cult's involvement.

    6. [Intrigue] Secret: 13

    Nonactions:
    1. Attend the Marriage
    2. Support Yondar's buyout of Porphyra
    3. Continue to allow conversions by Lazar (continuing to have reservations)


    Spoiler: News and Rumors
    Show
    • In the wake of Crexa's death, the Whitefeather Kingdom seems to have fallen into chaos. No word has been had from the southern regions for nearly six years, and the Council fears what this silence may portend. Several companies of Skyfarers beg leave to return to the Crescent and learn what has occurred. While neither Innarro Mokarru nor the recovered Braen Auley fully approve of the absence of so many soldiers, they are nonetheless allowed to leave, hoping that the news they bring back will be good.
      .
    • At long last, the dreadful plague subsides. The document naming Synnidra Syssillo's successor is opened and found to contain the name of Lyciss Illat, an old friend of hers. Lyciss is found and brought to the Northern Council, and, for the first time in over a decade, the full Council is assembled.
      .
    • As the marriage ceremonies of Bjorn and Aeshra draw to a close, the Linnadi delegation makes a second announcement. Jannan Noross, the son of the shaman and Councillor Akotro Noross, is to marry the Margravine of Rhune and Saaremaa, Lieđđi av Aanaar. He departs for the far northern lands alongside his father and the Pylliar diplomat Collissa in the spring of 156, where a quiet ceremony is held. While the marriage is somewhat unexpected, some believe that Akotro has long been preparing his son for such an event. Soon after it becomes clear that the purpose of the marriage was to secure ties to Rhune and Saaremaa, a move which encouraged their leaders to join with the Northern Council.
      .
    • The inclusion of Rhune, Saaremaa, and Yondar in the Northern Council necessitates new Councillors. The Far North Minor Council (or Counnacilla Rhunnaiti te Yonnadi) is created, with the current leaders of the Margraviate and the Queendom appointed and given the authority to appoint the remaining members (to a total of five). Which of the Councillors will be appointed as the Aennatifi is likewise left to the Far North Council.
      .
    • With the creation of the Far North Minor Council, the Northern Council issues a statement that they will not interfere with the animist practices of the Rhunite faith, in the interest of cooperation and unity between the northern nations.
      .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 10
    Military: 10
    Economy: 9
    Intrigue: 6
    Faith: 3

    New Ruler Next Round? No
    New ruler in 4 rounds

    Expected Stat Bonuses: Economy +1, Intrigue +1


    Spoiler: Other notes
    Show

    Military units: 7 + 2 / 9
    General: Braen Auley (8)
    • 3rd Cloud Company (Under contract in Azenhal for 0 rounds)
    • 1st Serpent Company
    • 2nd Forest Company (Under contract in Azenhal for 0 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 19 [Gelupar]: Goats
    • Region 21 [Highlands of Ti Linnad]: Pegasi
    • Region 22 [Obroslo]: Moon Opals
    • Region 33 [Coatl]: Corn
    • Region 45 [Inyoni Crescent]: Incense
    • Region 28 [Isles of Lazar]: Mercenaries
    • Region 53 [Derokar]: Violet Ash
    • Region 85 [Ridir]: Monster Parts
    • Region 89 [Overvann]: Medicinal Herbs
    • +Region 91: Peat

    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
    • Salt Wagons: +1 unit cap; requires Preservatives
    • +Aerial Bombardment: x2 the effect of aerial techs on a successful Tactics roll (Tactics slot); no requirement


    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; 2018-07-01 at 09:44 AM.

  10. - Top - End - #370
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [EMPIRE4!] IC Thread

    Concordance of Azenhal

    (Round 18, Regions 36, 37, & 71)

    Municep Winthrop of Thune
    Diplomacy: 4
    Military: 2
    Economy: 8
    Faith: 2
    Intrigue: 2

    Actions
    1. [Diplomacy] Attend the Tournament of Kings
      Spoiler
      Show

      • Break vassalage to the Whitefeather Kingdom
      • Officially recognize Atrisia (42) as rightful Pician clay.
      • Surrender Tresten (36) to the Whitefeather Kingdom if they show up
      • Send 2 Units to Ti Linnad
      • Pledge vassalage to the Grand Khirus Republic

    2. [Economy] Buyout Tresten (36) White Bani TP 1 Endorsed TN: 12 Roll: 15
    3. [Economy] Buyout Aaenna (38) Bhreshi Dogs TP 1 from WZD using Hammer and Glue TN: 12/Resist Roll: 21
    4. [Economy] Buyout Region 67 Salt TP 1 from IZB TN: 12/Resist Roll: 21
    5. [Economy] Reform Concordance of Azenhal (2/2)


    Non-Actions
    Allow the Grand Khirus Republic to pass through Azenhal lands

    News & Rumors
    Spoiler
    Show
    • The death of Empress Crexa Whitefeather at the hands of Khirese assassins is a fatal crack in the glass of conservative traditionalist powers within Azenhal. While a majority of Guild Masters and Guild Mistresses had stood firm in opposition to succumbing to the southern powerhouse on principle of lifelong resistance against Republicanism and support for their Whitefeathers who had shepherded the Concordance into their current age with the death of the Empress these viewpoints are openly challenged. Younger more radical Guild Masters and Mistresses, many of whom have investments in speculative futures interrelated with Khirese interests, begin to openly call for the completion of the radical reforms begun under the Municep. The Municep, as head to the Concord Council, has already been granted executive privilege to direct the armies and with this recent shake up further reforms are pushed through essentially dissolving the entrenched powers of the ancient Clan heads from Azenhal and diverting the bulk of economic authority to the Council and the Municep principally. The Concord Council is not a fully elected body as Khirus’ senate was but almost half of its members were elected from a vote among the most wealthy individuals of Azenhal and Palendor, themselves claiming to represent the interests of those employed in their service. Currently a nine member Council four of the members are from Palendor while two dwarven guildsmen from Azenhal represent the revolutionary party leaving only two traditional conservative councilors representing the Molten City.
    • Atrisia, the Graveyard of Palmor, is once more returned to the fold of the Picians although this time no dwarven armies amass at its border to take it back. In fact, the Municep issues an official declaration renouncing Concordance claim to the region so long as it remains under Pician administration recognizing it as rightful Pician clay. It is hoped that in doing so peace may at last truly come between the ever-warring factions of Palmor though given the recent shake ups within Fresia including the dissolution of direct Pician rule and flirting with the Imperial Perijanist faith has some who had endorsed Khirese cooperation as the path towards peace and reconciliation between neighbors concerned whether or not their plot for true resolution will bear fruit.
    • Officially an act of solidarity with the Grand Magus of Initia who currently oversees efforts in Regner to reign in the wildcard King Dafi but unofficially an opportunity for profit with low likelihood of recourse Concordance purchasers are sent to undermine Izbefe’s presence in the southeastern quadrant of the New Pellocian Federation. Hoping to use the salt acquired either for the Concordance’s own armies or as a valuable trade post for exchange in the future these economic agents of the Municep and Council aggressively negotiate with local distributors to convince them the profits lay not with the mad kings of the north but the clever republics in the south.
    • In a 7-2 vote the Concord Council approves a resolution to withdraw from the Whitefeather Empire. In the wake of Crexa’s death and Atrisia’s reconquest no action has been taken by the Empire to address the concerns such blatant acts of aggression demand be addressed. As such the Khirese supporting faction who have been gaining prominence and influence unhindered by Whitefeather loyalist opposition manage to win the vote to officially sever ties with the absentee liege state of Whitefeather. Hoping to ensure a smooth transition of power the Concordance offers up Tresten in its entirety, save one trading post for White Bani, to the demesne of Whitefeather. Of course, should the Empire in its disarray fail to communicate its acceptance or rejection of this offer the Concordance will not be so callous as to hand over Tresten and its people to a state teetering on collapse from ruler absenteeism. It is noted by Imperial scholars that should Whitefeather fail to address its vassal’s secession promptly it is unlikely whoever shall inherit from Crexa will be able to claim Imperial authority, a delayed echo of its Avakonian predecessor’s collapse.
    • Activity in the “Restored Fresian Empire” has many within Azenhal concerned that even under the Municep’s new direction the Concordance will still face fishmen armies in the years to come. Khirus held interests across the Strait in Estensule where the Serene Marasa Pride were infamous for their dominance of the continent. The mountain passes held by Varjik had been taken with little trouble by the Pride’s legendary warrior Tashan Kkoya and where the men of Varjik sought to penetrate into recent Pride conquests they found only a wall of sharpened spear and solid shield led by the Pride’s Lagos. A great tale and terror were the Pride with few capable of standing against them and many it seemed now ready to turn themselves over to Rakshasa authority. Yet the Concordance were familiar with another aspect of the Raskshasa and their naivety within the realm of economics that had yet seemed to remain hidden behind their strength of arms. They were in many ways similar to the Picians if with a more successful track record and the prospect of the two monstrous powers aligning, against Khirus no less, has some speculating on the utility of interference with the Picians leadership. If the Pician Hegemony, Khirese Republic, and Concordance of Azenhal united in common cause be it religious, political, or economic years of familiarity earned through decades of warfare Emjata might see for the first time the strength of Palmor made manifest throughout Dejan’s former conquests.
    Last edited by RandoMan; 2018-06-25 at 10:00 AM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  11. - Top - End - #371
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 18: 154-156 IR)

    Actions
    1. [Military] Invade Region 50 with 5 Units under General Atamina (10). If joined by the NPF allow them to take the region. - The time has come to cast the imposter out of Avakon and restore the dynasty of Dejan to its rightful place at the center of Emjatan politics.
    2. [Diplomacy] Attend an Event and request the CSC Oversee a Treaty between Karys, Varjik, and the NPF - The Crescent Company are offered a favor to come oversee an ambitious proposal spearheaded by the Inquisition to see the restoration of the Empire.
      Spoiler
      Show

      • Karys agrees to recognize Iskander and his line as rightful claimants to the title of Emperor of Avakonia.
      • Break vassalage to the Kingdom of Varjik and swear vassalage to the New Pellocian Federation
      • Civil War has sundered the Avakonian Empire leaving the title of Emperor or Empress currently meaningless. The NPF is petitioned to support Karys and Varjik in restoring imperial authority in central Emjata.
      • The three legitimate Imperial Successor States of Varjik, the NPF, and the Karysite Hegemony agree to respect one another’s existing borders, not pursue war against one’s fellow signatories, and provide material aid where possible among them until such a time as either the Avakonian Empire is restored or twenty years have concluded from the date of signature at which point duties and obligations between member states shall be re-examined.
      • The Divine Principality of Avakon and its Coatl Perijanist supporters in the east are recognized as the foremost enemies threatening Avakonian reunification. The NPF is invited to join the Karysite campaign against the DPA and may retain the captured region for the Federation if conquest is successful.

    3. [Diplomacy] Increase Reputation 4 to 5 with the Company of the Crescent using Great Jain's Dip TN: 14 Roll: 14 - With the Company being invited to arbitrate a resolution within the fractured successors of Avakonia the Karysites push to increase their standing among the Crescent Company perhaps seeking favorable treatment from the otherwise neutral arbiters.
    4. [Intrigue] Reform Unruly Captains (2/3) - Although many are culled from the Inquisition's training plenty are still inducted into their order and begin to train. Not all aspects of the Inquisition are in the shadows. They are enforcers of treaties and law in places that are lawless or respect only the power of arms. A forced honor among those who would act as thieves. The students come to learn this and other lessons under the tutelage of their mysterious masters.
    5. [Intrigue] Aid the Kunai Clans in forming the Shushan +1 Project Action - The Kunai Clans are currently in crisis as Yasei attempts to wrangle the many disparate voices within his dominion to unite behind a single purpose. Nevertheless, Mumei is remembered as a valuable ally to the Empresses and the Inquisition wishes to have good relations with the shadowy agents of the west. A few of the Inquisition's more advanced trainees are sent to aid the Kunai in establishing the Shushan as a permanent fixture in Clanlands territory.


    Non-Actions


    News and Rumors
    • The annihilation of Varjik central command has ripple effects felt all the way in Karys. Questioning the efficacy of aligning with Varjik who now faces the unbeatable Marasa Pride to the west Inquisitors manage to get hold of Queen Bisera’s ear. Noting the reticence of many Karysites to carry out more civil war in the face of the New Pellocian Federation’s offer of reconciliation the cold political calculus offered by the Inquisition regarding fighting a more popular war leads the militant head of the мајка company to back down from her brinkmanship with Iksander. The King of Raesija receives a letter from the Karysite Queen hinting at the possible acceptance of his terms and inviting him or a representative to Karys to meet with Crescent Company arbiters to oversee a treaty. With Varjik current occupied by the Pride and the majority of the western kingdom’s senior generals dead the NPF’s offer is to the shock of many, accepted. Iskander made no demands of Dastatia or her line and promised much that was desired by the Karysites and while some maintain a grudge towards the Raesijan King it appears many are willing to accept his offer of reconciliation. Surely it is better to ally with one willing to extend the hand than to make a war of all against all and be left in bitter gridlock. Once the Avakonian Empire was restored petty politics could play themselves out within secure imperial borders.
    • It seems King Iskander has decided to concede western Estensule to Marasa although the recovery of the Aspen Heights for Varjik is recognized as an impressive diplomatic feat. Perhaps it is wise that the Imperial Remnants focus their efforts on the corruptive snake worshippers claiming Avakon before turning upon the domineering Rakshasa but more than a few Karysite warriors express disappointment in the long peace signed between the Pride and the Pellocian Federation.
    • The Great Jain find himself humbled to a state not so different from that of his mother a generation ago. Forced to accept subservience to the Imperial core at the center of Emjata serving rather than leading. Still, he has few people to blame but himself for the disastrous strategy of a four-front war to secure the heartland and his kingdom. Despite his failures the Great Jain retains many friends within the Karysite court, perhaps as many as could be hoped for by a man.


    Queen Bisera II

    Diplomacy: 4
    Economy: 2
    Faith: 1
    Military: 8
    Intrigue: 6

    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
    Atamina (10)

    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; 2018-06-29 at 01:18 PM.

    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

  12. - Top - End - #372
    Halfling in the Playground
     
    WhiteWizardGirl

    Join Date
    May 2018

    Default Re: [EMPIRE4!] IC Thread

    Lindeen
    The magical epicenter

    Region 101

    Current Actions

    1: [DIPLOMACY] (Marriage claim on region 100) Over 6 years of flirting with and attempting to establish relations with this troublesome kingdom has left many diplomats actually very close and a sort of friendly rivalry has developed between these two sets of ajudicators. Finally a marriage is successfully arranged and an unbreakable connection is formed with (region 100) SUCCESS

    2: [DIPLOMACY] (Tour the northern events.)

    3: [MILITARY] The blessed blades appear to be the least tempermental of magical designs and so a second unit is invested into and built. (1 unit)

    4: [MILITARY] (Organize Military into a single fighting force) These forces are primarily individualistic and that just wont work for a disciplined military force. Something akin to a wall of spears while arrows and magic reigns down from above is put together on paper but organization is impossible without a general, and the search for such an important figure to be the blade of Lindeen is ongoing.

    5: [FAITH] Mandate of the artifice converts the initia temple in Lindeen While initia will continue to have a right to learn within the region it will now have a mandated school for magic. The Initia Faith as a philosophy will not be taught only means of utilizing the energies Initia harvests for the purpose of greater heights of control. These runes must be made more efficient and not weakened by location. Harvest the faith and evolve it...

    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.

    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.


    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 are currently the most reliable for both domestic and military applications. The give and take between the gods and the citizens do 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 utopia remains a distant dream.
    • Basic economic needs have been met.



    Spoiler: Ruler information
    Show


    Doge Vashta Narada
    Diplomacy 4+1
    Economy 6
    Military 4+1
    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)
    TP 1 Marble (Region 16)
    TP 2 blood clay (region 32)





    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; 2018-06-22 at 12:58 PM.

  13. - Top - End - #373
    Bugbear in the Playground
     
    Lleban's Avatar

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    The Astral Plane!!!
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    Default Re: [EMPIRE4!] IC Thread



    The Theocracy of Coatl


    Ruler:
    Teppin The Rightly Guided Exarch
    Faith 10
    Military 6
    Economy 4
    Intrigue 1
    Diplomacy 10

    Actions:
    [Faith] Faith tech: The Living wall The recent war with the Gwitna Federation and the chaos enveloping the neighboring Whitefeather Empire has encouraged many prominent Magi to take up arms to defend the vulnerable capital. While their bodies are ill equipped for common fighting, their ultimate creation will control the battlefield more than they ever could. Built with 30 tons of Blood clay, animated by the blood of hundreds of sacrifices, and kept together with sinuous veins of copper, The Living wall serves as a mobile defensive fortification that can move from battlefield to battlefield defending choke points and towns throughout the region. Decorated in the great serpents visage, The Living Wall resembles a city wall with guard towers protruding from its back like spines and a great serpents head at the front.

    Requires: Animals, Magical Building Material, Hard metal
    Effects: +2 to defense

    Slot: Fortifications

    [Economy] Buy out Azonite Tp 1roll 12
    [Economy] Buyout Copper Tp 2roll 12
    [Economy] Buyout Bloodclay Tp 3roll 13
    [Economy] Buyout Peledo Tp 3 roll 15
    [military] Defend Region 50 with 3 units under Thrasu Nerura

    News and Rumors
    • Raised on the coastal provinces, Tizoc appreciates the importance of a robust merchant fleet. To that end he's commissioned the building of 24 galley's on the coast of the Badan. Of course his mentor Teppin disagrees with this course of actions, ships are expensive he says, leave the trading to northerners he said, but its evident to Tizoc that years of palace intrigue has blinded Teppin to the challenges the Theocracy faces outside the pearl river.
    • The coast of Coatl is rather disconnected from the regions interior. Due to the heavily forested and hilly terrain of the regions interior, its difficult to transport goods from the pearl river to the coast. In fact its cheaper to sail down the river through the Whitefeather empire around. The result of this the that the coast is fairly disconnected with the institutions of the capital. Avakonian, art, architecture and food are far more popular here. Dejanovo, the largest of the coastal cities, even has dozens of restaurants that offer popular interpretations of Avakonian cuisine.
    • The scourge of Crabbin fever has emptied much of the land within the Stone Cities of the Shona. Magi records indicate that between 20 and 30% of the population has been felled by the plague. While this loss has been devastating for the region many figures from Coatl have begun to seize this opportunity. Tizoc has acquired much of the newly emptied land near the regions northern border, merchants have made a killing selling corn to many of the displaced peoples, and settlers from Coatl have immigrated to the area en mass.


    Spoiler: New Ruler Next Round
    Show

    Tizoc Heir of Teppin

    Economy 4 (+2)
    Intrigue 1
    Diplomacy 3 (+1)
    Faith 3 (+1)
    Military 2

    Last edited by Lleban; 2018-07-01 at 02:16 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
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    Spoiler: and giving
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    Spoiler: and giving some more
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    Spoiler: Metric tons of giving
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    Spoiler: Keep going
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    Spoiler: Suprise
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  14. - Top - End - #374
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: [EMPIRE4!] IC Thread



    The Kingdom of Varjik
    Independent Nation

    Great Jain Verdeb Kren
    Diplomacy: 10
    Military: 9
    Economy: 2
    Intrigue: 5
    Faith: 6

    New Ruler next round!

    Actions for Round 18 (Rolls)
    1. [Diplomacy] Concede Defeat to the SMP and accept terms negotiated with Karys, NPF, and SMP
      - The Kingdom of Varjik vassalizes to the NPF
      - Authority over the Aspen Heights and Varjik are returned to the Kingdom of Varjik
      - There will be 25 years of non-aggression between the SMP and Varjik
      - ALL technologies currently owned by Varjik are given to the SMP
      - Transfer R62 (Ka-Ruun) to the SMP
      - Abandon region 60, and make no attempts in the immediate future to reclaim R61 (owned by Khirus)
      - Agree not to spread Dejanism outside of Varjik's borders
      - Perform an honor-duel between the Rakshasa's reigning God-King and Verdeb Kren (see non-actions)
    2. [Military] Raise a Unit!
      With the wars all coming to an end, even in the Kingdom's defeat, those who were afraid to be sent out on suicidal defense missions feel much safer in their choice to join the military. The Green Fire division is founded by a knight known as Sir Akast Barley, who was one of the most successful commanders during the defense against Khirus after the primary leader fell.
    3. [Military] Raise a Unit
      Meanwhile, many of the other veterans (though there are few) are summoned to creature a new Kingsguard. They are loyal to a fault, experienced, and deadly.
    4. [Diplomacy] Host a grand ceremony to commemorate those who were lost in recent wars

    5. [Intrigue] Raid R58 Sedellan Glass TP1 (Varjik) TP1 - Success
      In the closing years of the war against the Rakshasa, some raids are sent out to recover the now neutral mines that produce Sedellan Glass in the region. With numbers having died down in the plague, some soldiers are given the option to work the mines instead. After so much bloodshed and fighting, the post is gladly accepted.
    6. [Intrigue] Raid R62 Labor Guilds TP1 (Ka-Ruun) - Fail
      As the Kingdom relinquishes their rights to the territory in Ka-Ruun, they attempt to re-engage the underground roads used to traffic out slaves many years ago. Unfortunately, in their efforts to guarantee safe passage through expanding the network, their digging triggers a massive collapse that ruins the pathways and makes any further attempts next to impossible.

    Non Actions:

    -Resist Tech Theft from Gwinta (Fail: Roll = 11)

    - The Great Jain of Varjik enters single combat with the God-King of Rakshasa, hoping to end the conflict through the most honorable way he can fathom. Regardless of the result, the treaty is already signed. But this personally is a matter of personal pride. (Roll: 18)

    Spoiler: Archived Battle Prep
    Show
    [*] [Military] Attack R61 with 2 units lead by Sofrid (Mil 7)

    Sofrid's forces were the only ones to not see battle in the last three years. Having secured region sixty, they established a backup base in the event of loss on the ends of their allies. They had not expected Khirus to push further than their initial landing, but if they have, then let the eldest and most superior of the Varjik commanders show them just how dangerous a cornered dog can be. (Clash with forces attacking R60)

    Using Diresnags (+1 unpreventable size loss roll for enemy)
    Total: +9 [7 (Commander) + 2 (Unit)]


    Spoiler: Archived Duel Discussion
    Show
    After years of fighting the Rakshasa for dominance over the mountain ranges, their last push allowed the lion-men to take the one step further into the heartland of the Kingdom: Varjik. With his men dead and his commanders in all sorts of different states, it falls to him to make this right. To slay the ones responsible for this mess or die trying. He leaves a child as his heir and his wife to govern the realm in his absence should he fail to return... Additional terms for the duel will be set upon arrival.

    And arrival did come: A price to be received. A high price - A steep price. One that could haunt his family and his realm for ages to come. As he ponders over this decision, he receives work from his lands that the Avakonian forces plan to aid him in reclaiming his land, doubling not his confidence in their victory, but his resolve to deliver the first strike to the feared Rakshasa. His response to their terms follows:

    The King of the Rakshasa sets such high a price in fear that he will lose, hoping to chase off his competition. Verdeb comes not seeking to weigh his kingdom nor the Rakshasa's might by virtue of a few moments with a blade: indeed, the superior on the field has already been decided. This battle is a matter of personal honor, and one that will bring much glory to the victor. If the chance to strike freely at the leader of his foes is not enough, then he will return to his people and hold out as long as he can.


    Spoiler: News and Rumors
    Show

    [LIST][*] A comedic story featuring the numerous losses of the newly formed kingdom of Varjik gains popularity despite the wishes of the crown, titled 'The Great Jain's terrible, horrible, no good, very bad day.'
    [*] After the campaign to divide and conquer is launched and ended succinctly, one third of the King's army returns with just as many generals. Regarded as a military catastrophe, he hopes to regain his honor by personally entering the fray himself - To see if true bravery in the face of adversity is enough to trump the odds. The Jain's silent but pensive disposition has turned to cold and stoic behavior after the recent wars.




    Expected Improvements:


    Spoiler: Stats
    Show

    Military Units: 2 (Burning Embers, R61's Royal Army)

    Regions Owned: [Varjik - Region 58], [Derokar - Region 53], [New Lijas - Region 52], [Ka-Ruun - Region 62], [Unnamed - R60]

    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) - Captured, Sofrid (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; 2018-06-30 at 01:53 PM.
    "What is to give light must endure burning."

  15. - Top - End - #375
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 18 (year 154-156)
    The Confederated Northern Syndicate & Amham Federation
    Vassal to the Imperial Regno Sultanate

    Yemur, Amham, Bhule, Whern, & Bahwick (Regions 1, 2, 86, 87, & 88)
    Donne Suzan Danerdhuf


    Actions
    1. [Intrigue] Secret 11
    2. [Intrigue] Investigate/Eliminate "the Blighted" in Iadesh and elsewhere within the Sultanate 15 - The Sultan calls upon the Donne to look into the rumors of a cult forming in the wake of Crabbin Fever's devastation in Regner and as a loyal vassal to the Sultan she obliges. Syndicate men in the south are ordered to begin an investigation and infiltration of this group of 'the Blighted' who have taken hold of minds in Iadesh. If these cultists are taking after the Mad King Dafi then they are a legitimate threat to society and orders are to destroy their organization or otherwise lead to its complete disruption. Let those who would join the Blighted for purpose instead find purpose among the Syndicate and those incapable of adapting to such a role be driven from the realm.
    3. [Military] Raise 1 Unit of Amham Ducal Levies - War and plague have depleted the military forces of the Syndicate leaving the northern state in a precarious position. Currently it is only the Sultanate’s own looming power and a series of agreements reached with neighbors that leaves the Syndicate’s territorial cohesion unchallenged by outside forces. This position is far from stable however and a new army must be trained to protect Syndicate interests in the Federation. Starting in Amham veterans from both sides of the civil war are conscripted to serve the Donne through the appointed Duke of Amham, Trai Gyeon.
    4. [Military] Raise 1 Unit of Whern Plains Walkers - The loss of the Plains Walkers in the first seige of Amham has now cost the Syndicate two valuable armies as the ravages of the Tundra cripple the Donne’s soldiers. Looking to avoid the appointment of amateur Walkers the Donne funds the training and equipping of a new organized batch of veteran Walkers capable of scouting, sapping, and surviving even in the harshest terrain.
    5. [Diplomacy] Stabilize Bhule TN: 10 (New Leader) Roll: 13 - A new Donne and a new dawn. Such is the phrase being plastered across buildings throughout Fherhaven and shouted from the roadside shrines by criers. Yald survived his crusade into Amham but does not return to the north fearing his advanced age and declining health will only be excacerbated by the climate and having found advanced spiritualist healers among the shamans of Amham. Yald’s absence may also have been a political calculation for without his availability in Bhule for consultation and deference the local factions learn to take Suzan’s word as the word of the Donne.
    6. [Diplomacy] Stabilize Amham TN: 10 (Just Conquered) Roll: 11 - Having won a great victory for the Sultanate and the Syndicate Yald remains in Amham where he helps transition Trai Gyeon from Regnan-sponsored candidate for the ducal throne into the Duke of Amham. The younger man carries out the execution of Yao Banok at Yald’s urging, a public display intended to communicate the finality of Gyeon’s victory. The event becomes known locally as the Silent Execution for the burned hollowed form of Yao offers no word or sound when brought up on charges of treason nor does he offer protest when forced to kneel, neck raw, before Duke Trai. Although somewhat haunting the execution serves its purpose, lingering in the minds of any who would dare cross the Sultanate and reminding them what awaited traitors. Those who had raised swords against the ducal throne quickly fall in line.


    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.
    2. Send the Imperial Regno Sultanate Warded Locks through our Embassy and thank them for Enchanted Arrows


    • Yald did not die as he thought he might in his military campaign to reunite the Amham Federation but the war has taken its toll on the old man and he elects to remain in the south for what he is sure are his last remaining years, taking in the fruits of his labor before his body will return north to join his ancestors. The paunchy balding whiteheaded man of pale complexion that sits beside the new Duke of Amham is slowly come to be seen by the petitioners of the Duke as an amusing uncle or grandfather. Still quick of wit and happy to play the clueless northerner amid southern city politics even in his supposed retirement Yald seems unable to relinquish fully his hold on the reigns of power. Though he does not seek to rule over Duke Trai Gyeon and the Duke himself is wary of such a ploy he continues to play an active role in politics if in a separate and less responsible realm than he had for most of his life in Bhule.
    • Tragedy has befallen Dvatla, close ally of the Regno Sultanate! It appears their new king, Vëkhglis, was struck down ignominiously following his, if the stories were to be believed "picturesque," coronation and left in an unpleasant way to be found by his countrymen. This appears to be the work of the Bloodied Hands to many in the Syndicate and despite rumors of collusion between the two in truth few in the Syndicate knew more about the Bloodied Hands than your average Iadeshian merchant did. The Syndicate enforced the secular wishes the factions with power in Fherhaven but the Hands were a blood cult devoted to chaos for its own sake. Rumors had circled Yald for years about connections with the Hands but the Syndicate and Federation roundly denounce the killing of Vëkhglis and offer their sympathies and whatever aid they can to the king's heir as he steps into such large shoes to fill.
    • The peace settlement between the Serene Marasa Pride and the Imperial Remnants is a cause for concern among the politically savvy operators within the Syndicate. With war ending in Estensule and the massive Marasa Pride facing little formal opposition it is feared the southern power may begin to look for opponents in the north. The Rakshasa have a contentious history with Overvann and while the Syndicate's own relations with Overvann were not overly friendly it had been the clear policy of the Syndicate to support northerners and Regner inhabitants over foreigners. While the Confederation does not actively seek conflict with the Pride those who are members of the Syndicate make it clear that lionmen in Regner not arriving by invitation of a northern lord shall be turned out by the Syndicate whatever form such an eviction might take be it economic, religious, or armed conflict.
    • The 'Ridi'x are congratulated on achieving the status among the scattered Dejanist sects that they have and their new leader is respectfully recognized as a peer among the northern realms. While Overvann and Ridi'r maintained their independence from the Sultanate and the Syndicate followed the desert half-elves it had consistently been the policy of the CNS to aid its neighbors and support their ambitions. That wasn't to say they were without issues between them, perhaps most glaring being Yald's pulling out of the Tevrus golem fight, although even that could hardly be held against him by any but the most bitter Overvann resident given the rebellion in Amham and the trapping of the Gypsum Golem beneath the earth. Nevertheless the new Donne offers her own token of peace offering to aid the High Warlord in discovering the secrets to these golem's construction and animation in the coming years if he will accept it. No demands are made that the fruits of such an investigation be revealed.


    Spoiler: Ruler Information
    Show

    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 5 +1
    Military 4 +1
    Economy 4 -
    Intrigue 7 +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
    Amham 2 Timber (Great) 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
    Military, Ranged Weaponry Enchanted Arrows +1 Battle Roll or +1 on Combat Loss Rolls to Foes 'Special' Lumber or OR 'Special' Lumber, Bani, and Cloth


    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: 1
    • Yemur Ducal Levies

    Generals:
    Last edited by Roarke; 2018-06-29 at 11:10 AM.

  16. - Top - End - #376
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Zäklis
    (Round 18: 154-156 IR)

    Actions
    1. [Diplomacy] Stabilize Astrand (roll=12)
      There are many constant truths in this world. The sun will always rise in the east and set in the west, rivers will always flow down to the sea and not back up into the mountains, and the people of the League of White Sails will always squabble among themselves over petty grievances and overblown rivalries. D̨vatlan magistrates in the area have been said to privately remark that perhaps they were too quick to criticize the Empire for its failure to ensure peace and stability in this godsforsaken corner of Inyaka. However, they dutifully set about working to restore sanity and redirect the locals' energy towards continuing to rebuild from the plague rather than fighting over whose fault it was. With D̨vatlan rule having now lasted for decades and becoming more and more accepted as a natural, unquestioned reality, the foreign magistrates begin to quietly increase Astrand's integration in the larger kingdom. There is some hope that if the plutocracy and republicanism can be replaced with a strong government guided by the rule of law it would help to end the unending squabbles and promote stable, effective governance.
    2. [Diplomacy] Omanush Rep 4 Action: Investigate the assassination of Vëkhglis
      The assassination of a divinely appointed king cannot be tolerated. Many are quick to blame the so-called Divine Principality of Avakon due to their recent insolent and aggressive behavior. Talk of religious conflict and foreign heretics hoping the thwart the will of the gods eventually brings to mind the dramatic decline of Jalyeong-bo in the region and old, almost forgotten rumors of shamans from Amham planning to attempt an expansion of the spirit faith in D̨vatla. And, of course, the sinister shadow of the Bloodied Hand cannot be forgotten; after all, they have already demonstrated the sort of arrogant audacity required for such an act. The D̨vatlan royalty and nobility call upon their friends, the Omanush, to use their contacts to help get to the bottom of this heinous act. While Avakon and the Coatl Perijanists remain the most popular target of ire among the majority of the population, the Omanush are requested to also thoroughly pursue the possibility of Jalyeong-bo or Bloodied Hand involvement.
    3. [Economy] Buyout Iadeshian Camels: Iadesh (Region 7) TP #2 (roll=14)
      During the height of the plague, our contacts with the camel traders of Prinde Town collapsed. Attempts to reestablish relations have suggested the market has not yet recovered from the devastation of the plague. D̨vatlan merchants instead venture deeper into the desert, hoping to cultivate relations with the nomadic camel herders now that they have years of good relations with Regno and Iadesh to speak favorably of their kingdom.
    4. [Economy] Buyout Copper: Dažytija (Region 13) TP #1 (roll=15)
      Though Vëkhglis's Dažytijan tendencies were at first largely met with amusement, and more than a little scorn, well-polished decorative copper has become a popular and fashionable commodity in D̨vatla. Imports continue to rise as, despite the king's death, the two kingdoms are drawn ever closer. There is even some talk of bronze weapons and armor, though the small quantities of tin available mean they are still rare.
    5. [Military] Recruit
    6. [Military] Recruit


    Non-Actions


    News and Rumors
    • The death of the king throws the D̨vatlan royal court into chaos. Uncertainty breaks out over the rightful succession between Tälir's youngest brother Zäklis and his nephew, the son of his twin brother, S̨atladl. In the confusion many even suggest crowning N̨amodl, still away in the south ruling Zeměvčel, or his nephew Qin̨hën̨ttëq, a popular figurehead for those who are unhappy with the direction the royal family has taken. In the end S̨atladl, himself a high ranking priest, calls for the decision to be left to the gods and invites Zäklis, and even Qin̨hën̨ttëq, to join him. The three seclude themselves atop the Great Ziggurat with the high priests. When they emerge again Zäklis is declared king with the full support of his nephew, and the somewhat begrudging acceptance of Qin̨hën̨ttëq.
    • Zäklis publicly swears a vow of eternal enmity with the assassins and those who supported them. He swears by the gods that he and his heirs will not rest until they have been destroyed utterly.
    • When word of what happened reaches N̨amodl he is furious. Blaming the Divine Principality, he is heard to declare that he should have burnt the city to the ground and salted the earth when he had the chance. He is rumored to be considering crossing the strait with the forces he already has in the south, and without instructions.
    • Queen Viligailė of Dažytija, mother of Vëkhglis, is enraged. She calls together the tribal leaders and abdicates before the gathering in favor of her sister's son, then swears her own blood feud with her son's killers and their masters. She begins gathering tribal warriors to join her feud.
    • Many of the more influential nobles are said to be carefully watching Regno's exploration in northern Inyaka, both out of interest in the region and annoyance that the Sultanate seems to be desiring to expand into what many consider to be more properly the D̨vatlan sphere of influence.


    Zäklis

    Diplomacy: 6
    Military: 7
    Economy: 5
    Intrigue: 1
    Faith: 4

    Increase: Diplomacy, Military, Economy

    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
    Open Tëlir Geza Abhidi (Satt)
    Astrand 14 Rice Avakonia
    XX
    XX
    Tëlir Geza Tëlir Geza Coatl
    Zachodnie 16 Marble Lindeen (Open)
    XX
    Perijanism Tëlir Geza (Open)
    Zeměvčel 17 Honey D̨vatla Avakonia (Open) Tëlir Geza 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
    5 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; 2018-07-01 at 05:16 PM.

  17. - Top - End - #377
    Halfling in the Playground
     
    asmodeussnake's Avatar

    Join Date
    Feb 2018
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Turn 18 (year 154-156)
    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] Lagos Khompur Ssuras god-king of the Serene Marasa Pride accepts the duel and the terms of surrender set by the kingdom of Varjik
      - The Kingdom of Varjik vassalizes to the NPF
      - Authority over the Aspen Heights and Varjik are returned to the Kingdom of Varjik
      - There will be 25 years of non-aggression between the SMP and Varjik
      - ALL technologies currently owned by Varjik are given to the SMP
      - Transfer R62 (Ka-Ruun) to the SMP
      - Abandon region 60, and make no attempts in the immediate future to reclaim R61 (owned by Khirus)
      - Agree not to spread Dejanism outside of Varjik's borders
      - Perform an honor-duel between the Rakshasa's reigning God-King and Verdeb Kren (see non-actions)

      The mighty Rakshasa king could think of no better befitting end, he had every intention of killing this final human and dying from the wounds. Armed with claw and fang the hulking beast was truly exquisited. His honor guard the mane had already been granted to the sun and he had already said his goodbyes to lady Chojo, Hostage and Tashan Kkoya the three most important women of his magnificent existence. "Come little man lets make it beautiful..."
    2. [Military](1 unit) 2500 Arrakis Militia are rallied as fodder for the Rakshasa, these tribal humans are lightly armored and poorly trained but make for an excellent front line troops so that the more powerful monsters of the army can easily flank and plan various attacks against leadership positions.
    3. [Military](1 unit) The remains of fang 1 and the surviving mongrels from the many bloody battles which they have trailed through Estensule come together as equals to create this new unit and train a select few to form a new squad 800 new members form fang 2.
    4. [Military](1 unit) Ravagers are a dangerous force from out of the deserts of Xarax, these goblinoids are small but they are fast and near silent and cut throats with ease. They move as a unit assaulting enemy supply lines and sleeping camps setting fires and causing chaos before murdering soldiers as they come out of their tents or finding weaknesses in fortifications and using it as a means to make life unbearable for their enemies.
    5. [Intrigue] Spy master (Intrigue technology)
      Requires:To employ a spymaster you must have an existing fluff spy agency to control (Riebarri, inquisition, mask makers etc.) or form one and use an I5. You also require precious resource to pay for the incredibly expensive network of spies, confidants and informers(gold, silver, bronze, diamonds)
      Spymasters are Rakshasa who exist for one purpose and that is to represent their master from the shadows. Much like a general they can be used to organize a single intrigue action every turn. There are several key differences. The first is that there was no Dejan equivelant of intrigue like there was generals and so no perfect example of a spy master to base themselves upon (therefore the roll is 1d6+4) you also cannot have more then 1 spymaster. A spymaster controls a shadowy organization and more then 1 would cause more harm then good. They do provide their intrigue score in case of assassination attempts if its higher than your leaders.
    6. [Intrigue] raid slaves tp 3 of region 78 The new Raja of the goliaths moves in on TP 3 of slaves in region 78 to claim back the human refuse the Rakshasa use to keep their glorious cities running. 12


    Nonactions
    The Maharaja and the first true king of the Rakshasa falls in battle to the humans of Varjik their only victory in the war but a crucial victory regardless... Shock ripples through one of the greatest kingdoms in Emjata and it is believed Khompur has abandoned the elder Lagos for his crusader son Sinja. 14


    Spoiler: Archived exchange between two kings
    Show
    Stopping the invasion of Arrakis had been very costly not only had that general cost him many of his soldiers but Lagos had become ill... The sickness from the living ivory infected him and while he was still at his strongest, the idea of withering away like his soldiers terrified him. The duel was a god send. Divine Providence striking him down in a duel would let his son take the throne. If he died it would mean Khompur had abandoned him and now his son could lead with a hated enemy to blame and galvanize the Rakshasa. If he won he would not go unscathed and no one would expect anything other than death from ones wounds.

    A letter is sent to Varjik
    Spoiler
    Show
    You dare to challenge a Maharaja with the blood of a god when you have lost every battle and let so many men, even your finest generals die? You are a coward little human king, trying to escape the horrors of your endless mistakes through death but I am benevolent so I will accept your duel. The conditions are steep as the blood spilt by my people will not be made meaningless no matter the outcome. Should you win I will return your capital, but all the lands south of the heights (Including the heights themselves) will be taken from you. You will be allowed to move your troops and officials from the regions but once your people are gone those lands will be placed under my son's command. That will allow you to keep your ancestrol lands and let your bloodline of leadership continue we will also agree not to interfere with the desecrated politics of the Avakonian empire further.

    Should you lose the cost will be high indeed. Your nation of Varjik will capitulate your family will be granted a noble house and lands befitting your station BUT they will never be allowed to raise soldiers in the name of anyone again and a Rakshasa Raja will take over Varjik and rule in your stead as my vassal. Also your widowed wife and any daughters you have will marry my son to ensure no member of your family ever tries to raise arms against the Serene Marasa Pride again.

    If you cannot accept these terms I recommend surrendering and negotiating.


    News and Events
    • Investigations into Palmor talk of a strange eclectic group of murderers, eyes of the Riebarri watch.
    • Tashan Kkoya has taken the capital of the kingdom of Varjik, she has returned and has been promised she will not be needed for war again.
    • Tashan Kkoya looks for a successor to take over as a general. Someone worthy of her skills, and her eyes look to the growing harem of her son.
    • A massive slave populace is once again in the hands of the Rakshasa
    • Xarax needs to be watched closely as does Arrakis these border nations are at risk of fallout from the chaos on the Kunai border.
    • Lady Chojo is invited often to the imperial palace in Mareen.
    • More Raja are being considered.
    • The Kunai dare challenge the pride of the Rakshasa... They begin to question whether they can count on the border remaining peaceful.
    • Eyes turn south on the fractured remains of the Setjura Confederacy.
    • A general has been captured belonging to the Varjik he will be used in negotiations if peace is offered instead of the duel.


    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 (8 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 9 years old)
    Mija Yyasa: blood sister to Jhoy Zzawa and member of the Riebarri she gave birth to Kalira Ssuras
    Jhoy Zzawa: A dangerous member of the Riebarri she seduced the god king while Tashan was away she gave birth to Rither Ssuras
    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 (7 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.
    Kalira Ssuras (age 17) and 4th daughter of the god king.
    Rither Ssuras (age 17) and sixth son of the god king.

    Spoiler: Ruler Information
    Show

    Stat Value Increase?
    Diplomacy 10 -
    Military 10 +1
    Economy 1 -
    Intrigue 10 +1
    Faith 4 -
    Military unit count: 2
    Generals:Tashan Kkoya (10)

    Sinja Lagos Ssuras
    Stat Value Increase?
    Diplomacy 2 +2
    Military 2 +4
    Economy 2 -
    Intrigue 2 +3
    Faith 3 +1

    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

    New Ruler Next Round!

    Expected Stat Bonuses: +2 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)
    • TP 3 gold region 70 (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 [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.
    • 1 [Fang 1] A unit of 800 female Rakshasa trained to target leaders and soft targets.
    • 1 [The Mane] A unit of 500 elite Rakshasa trained to protect and fight alongside their king. Chosen from the prides children.
    • 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.



    Last edited by asmodeussnake; 2018-06-28 at 11:13 AM.
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  18. - Top - End - #378
    Barbarian in the Playground
     
    Reggiejam's Avatar

    Join Date
    Jun 2014
    Gender
    Female

    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    VASSAL TO THE GWITNA COALITION




    Region 28; NE Corner

    Round 18 (154 - 156)
    Arndok Melinas
    Diplomacy: 4
    Military: 5
    Economy: 7
    Faith: 10
    Intrigue: 5

    1 [FAITH] Convert Wybrez (18) HC 2 from Perijanism to Coatl Perijanism Success

    From their reinforced outpost in Arfordir taken from the Orthodox Perijanists the idolaters of Xincoatl begin to spread throughout the skeleton association of Perijanist churches within Ti Linnad. Having records and correspondences seized from Arfordir temples Coatl Perijanist agents begin to wage a campaign of holy war through propaganda and infiltration of existing Perijanist institutions within the northern realm. The tin mines of Wybrez lay near but not within the domain of the Divine Principality and proselytizers from the Prince's land are invited to join Isle-trained magi in pushing the Perijanists to accept the one supreme god, Xincoatl.

    The Orthodox Perijanists are on their back heel throughout Emjata and here where Xincoatl's great demesne touched upon central Inyaka his words took like flame as they had in the east. Idols of Xincoatl are placed prominently within the temple at Novo Teretos and those who would protest the eternal serpent's presence are driven off. The Tin Coast is valuable not only to further secure the Coatl Perijanist church a loyal hold connecting Avakon to the east but in ensuring the valuable mines of the region fed a holy purpose.


    2 [FAITH] Convert Gelupar (19) HC 1 from Perijanism to Coatl Perijanism Success

    Continuing the mission of their brothers and sisters in Arfordir and Wybrez magi and priests of Xincoatl filter into Gelupar where they seek to seize control from the local orthodox branch of the Perijanist church. Although the Orthodoxy appears to be the Isles current target their widening scope stretching westward through Ti Linnad and the presence of the Divine Principality foreshadows a great growth yet to come for the Coatl Perijanist church.

    Judgment Hill. With a name like that it was only a matter of time before a Coatl Perijanist magi came to challenge the Orthodoxy in claiming primacy with godly communion there. Magi engage in duels, arguments, and humiliating forced conversions with the orthodox priesthood leave few willing to remain proclaiming themselves loyal to the Empire's gods. Xincoatl will reign supreme among the gods, his worship universal, his divine knowledge spread across Emjata's people uniting mortalkind in divine servitude.


    3 [ECONOMY 5] Buyout Region 65 Copper TP 1 Success

    The economic plans of Adis are delayed in Glen Gwitna as the full effects of the Crabbin Fever plague at last finish wracking the trade, temples, and people of Emjata. The plague's effects left the Isles while able to maintain their valued copper imports due to backup imports from the Badan the copper purchased from the Avakonian Empire was lost along with the Empire's collapse. It would be fair to say the contract for the Black Company had expired but now the situation was quite different. Civil war in the Avakonian Empire meant there was no Empress or Emperor to petition for another contract. The copper mines now fell to the Queen of Karys' domain but the Hegemony was much absorbed with war, they would be unlikely to have time to drive out lazarite tradesmen.

    Traders arrive in the southern Karysite region where they reestablish contacts with those their relatives had before worked with. Copper is loaded into fleets of ships and sent eastward back to the Isles where they will fuel coinage, tools, and weapons upon the metal poor islands.


    4 [ECONOMY] Buyout Region 65 Copper TP 2 from the NPF 17

    Additional copper mines beyond those once claimed by the lazarites now lay under the dominion of the New Pellocian Federation, an enemy of the Divine Principality and somewhat tenuous state under the head of an effective rebel leader. With open warfare occurring further north between the benighted of Xincoatl and the desperate rabble of the fallen Empire the Isles decide to authorize economic sanctions against the Federation. That these sanctions should effectively harm the Karystie Hegemony while also lining Kiin Sareteh pockets makes the purchase popular among the Kiin Sareteh assembly.

    Well funded and driven by the fervor of supporting the war effort by undermining Federation supply lines lazarite merchants are aggressive in their offers to purchase copper mines in the region. Leveraging their presence elsewhere in the region and native distaste for Iskander's Federation the lazarite merchants are able to gain control of the majority of the region's metal exports. With the copper from here and out of Whenua Kanga perhaps soon at last the plans of Adis may be seen through.


    5 [ECONOMY] Buyout Kilkana (26) Granite TP 3 Success

    Looking to secure a solid building supply with which the profits brought to the Isles by trade and prayer can be transformed into infrastructure the Arndok diverts some Isle merchants from their task in Glen Gwitna to secure an import of granite out of Kilkana. The Grand Warden is petitioned for his support of this venture which while possibly unneeded would nonetheless be appreciated in securing a valuable resource such as this.

    Although without the Grand Warden's direct endorsement the Isles have a good amount of goodwill among the Kilkana for having introduced accepted cheating into their religious conversion. Leaning on their established religious connections with the people lazarite merchants negotiate favorable rates for exporting granite slabs from the continent to the Isles. These great sheets of stone will be highly valuable to the elite desiring to construct more elaborate houses and temples in honor the great glory brought to the Isles as Xincoatl's preeminent messengers.


    6 [ECONOMY] Buyout Region 93 Salt TP 2 Success

    Funded not by the Arndok directly but by a joint venture between the Black Company and the Church lazarites sail across the narrow strait to the continent and follow the shore north into the desert lands Arndok Elbruk had first made entry into. Salt mining operations already run by lazarites in the region are expanded rapidly. It seems total economic dominion is the aim of these efforts as quotas for triple the current salt imports are set back home. Black Company captains join merchant fleets as they trek back and forth between the Isles and the desert. Tons of salt are marked down on Company ledgers with space in Black Crescent and other forts set aside to hold the massive amount of imported salt.

    Unlike in Glen Gwitna no sign is given that the Isles are seeking to sell off their latest investment. The recovering army, while somewhat divided in ultimate loyalty, are hungry and the preservative quality and seasoning flavor of the desert's bounty find a very welcome reception among them.


    ROLLS

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



    [UNITS] 4 Units
    Army of the Arndok
    Black Company Mercenaries (X 2)
    Zealot Burners

    [RUMORS]
    • The mercantile efforts of the Theocracy on the Badan are officially welcomed by the Isles though unofficially more than a few grumble about their taking of resources the lazarites had been eying. Further, the active presence of three economic powers upon the Badan puts greater pressure on the bountiful east to provide enough for all. It is ultimately hoped only that whatever profit derived by the Theocracy's trades is reinvested in the Badan to keep its economy strong.
    • Geographers and cartographers from the Isles are engaged in a vigorous debate over the division of Emjata's bodies of water, namely in the east where arguments over whether the Badan exists only south of the Isles in the crescent tipped by the Isles and the Pall or if the Badan extends north (and possibly south) beyond these endpoints and thus encompasses the waters along the desert and two regions north of it. Debate over whether this northern portion of sea is properly part of the Badan, the Norbar, or is its own distinct smaller sea fills lecture and debate halls for the next few years.
    Last edited by Reggiejam; 2018-06-24 at 06:29 PM.
    Thanks Gengy for the avatar!

  19. - Top - End - #379
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Round 18 Opener - Part II!

    Plague!
    Plague leaves all remaining regions!

    Despite the end of the plague being had in these last few years, trade has suffered, and in the recovery period, some merchants take the opportunity to reinterpret their deals rather liberally.
    Spoiler: Open Trade Posts
    Show
    KNI TP2 for River Grass in Region 55 becomes Open!
    SMP TP2 for Darkfired Ceramics in Region 82 becomes Open!


    For others, the cure came too late, and communities have withered away, leaving their temples and shrines empty.
    Spoiler: Open Holy Centers
    Show
    Abhidi HC2 in Region 39 Becomes Open!
    Perijanism HC1 in Region 47 Becomes Open!
    Perijanism HC1 in Region 77 Becomes Open!
    Perijanism HC2 in Region 77 Becomes Open!
    Perijanism HC1 in Region 78 Becomes Open!
    Abhidi HC3 in Region 79 Becomes Open!


    And in other areas, the last passings of contagion still leaves soldiers too weak to fight.
    Spoiler: Lost Units
    Show
    CAL loses 1 Unit!
    KRS loses 1 Unit!
    CNS loses 2 Units!



    Spoiler: Instability and Demands
    Show

    Aeanna (38) demands greater representation of the faith!
    83 is in Unrest
    The Cays and Bahwick (88) is in Unrest!



    Other!
    In Tevrus, the infighting finally comes to an end, as the Clans fund the restoration of one of the kobolds' holy sites. A gesture of such goodwill cannot go unnoticed, after all, and the elders agree to live under Clan rule, if that is the gods' will, as it seems it must be, if the Stonespoken have been defeated. Tevrus is Stable!

    To protect one's property is to protect one's lineage, in Overvann. This has always been true. It is only recently that such pains must be taken to protect against outsiders from far off lands, however... The Overvann Assembly gains a new Cultural Identity: Inheritance: increase in die size when resisting thefts and raids!

    The Sultan's emissaries find it likely that the underground slave trade is real, though largely that of middlemen; there are still few slaves in Iadesh proper, at least while they can be smuggled out. Their explanations for how it started seem to conflict, however; whether it was incentives provided by King Dafi for his experiments, the opportunity granted by recovering but still weak plague victims, or even a few unsubstantiated rumors of an esoteric group calling themselves "The Blighted"; possibly a cult formed in the wake of the plague? In any case, it shouldn't be too hard to end it, although it will likely cause some disruption in the populace.

    Crescent Company soldiers, filtering into Heartsease from their posts throughout the rest of formerly Setjura territory, soon learn of the local conflict and report back to their superiors. It doesn’t take long for them to dispatch soldiers to aid the Council against the hydra, many of whom are skilled veterans, helping train and discipline the Council’s own meager recruits.
    Last edited by Rolepgeek; 2018-06-22 at 06:20 PM.
    Sincerely,
    Role P. Geek

  20. - Top - End - #380
    Ogre in the Playground
     
    HalflingPirate

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    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. [Intrigue] Steal Technology: Diresnares from the Firethorn Regiment Roll 13
    2. [Intrigue] Secret Action
    3. [Military] Raise a unit The Gwitna coalition recruits its first cavalry division in known history from the hoyanuk plains. Armed with wicker shields and throwing lances, they seem to be rather poorly trained and disciplined, but having some cavalry will no doubt be useful nonetheless.
    4. [Military] Raise a unit In an attempt to keep Lazarite mercenaries from wasting their lives in pursuit of the Firethorn Regiment's gold large groups of them are made into another cohesive army.
    5. [Military] Raise a unit Kansett seem to spring eternal. Even more of them are recruited for use in the military.
    6. [Military] Defend Region 50 with 4 units let by Thrasu Nerura (mil 10) and Sacrificial Supply Lines (-1 Size loss Roll) It is no secret that Karys is a great threat on the battlefield, and it is thus necessary for the Gwitna coalition to lend its full support to the defense of the Divine Principality. As the coalition soldiers make their way to the battlefield, much time is spent praying to Rieba for peaceful seas.
    Spoiler: Route to region 50
    Show


    Non-Actions

    News and Rumors

    Rumors begin to circulate about the reason that Cuahuey's marriage has thus far failed to produce any children.




    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 38
    Diplomacy 7
    Military 8
    Economy 8
    Faith 5
    Intrigue 8

    Wife: Fila Slaken, 34, House Bear
    Mother: Anci Cuahuey, age 64, House Orca
    Sister: Llerlisi Cuahuey, age 37, House Orca


    Attribute Increases: +2 Military

    No new ruler next round.
    Last edited by Potato_Priest; 2018-06-29 at 05:46 PM.
    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.

  21. - Top - End - #381
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    NPC Actions


    The Divine Principality of Avakon
    Spoiler: Banner
    Show


    Vodjosiarch Allantalos Gaizherus
    Diplomacy: 5
    Economy: 6
    Faith: 7
    Military: 6
    Intrigue: 4

    1. [Military]Defend Region 50 with 8 Units led by Synibel Coyotl (Mil6), making use of Sacrificial Magic Supply Lines!

    2. [Military]Raise a Unit of Avakonian Marines!

    3. [Diplomacy]Stabilize Avakonia!

    4. [Econ]Buyout NPF TP2 for Copper in Region 65!

    5. [Econ]Buyout Open TP1 for White Bani in Tresten (36)!



    Nonactions:


    Spoiler: News and Rumors
    Show




    Spoiler: Other
    Show
    8 Units
    +1 Military
    +1 Econ
    Synibel Coyotl - Mil6 General


    The New Pellocian Federation
    Spoiler: Banner
    Show


    King Iskander Mikados Zhekurus
    Diplomacy: 7
    Economy: 6
    Faith: 3
    Military: 8
    Intrigue: 5

    1. [Diplomacy]Attend the Treaty Event with Karys and invite Serene Marasa Pride as well!

    2. [Diplomacy 5]Establish an Embassy in Mareen (77)!

    3. [Diplomacy]Stabilize Raesija (64)!

    4. [Diplomacy]Stabilize Region 66!

    5. [Military]Send Three Units to the aid of General Atamina of Karys in their assault on Region 50, making use of Refined Pician Weaponry (Bronze)!

    6. [Military]Raise a Unit of



    Nonactions:


    Spoiler: News and Rumors
    Show




    Spoiler: Other
    Show
    9 units
    +2 Diplomacy
    +1 Military


    Spoiler: Other
    Show




    Jianta Federation (WZD)

    Ruler: Keiza Anamran
    Diplomacy: 3
    Economy: 8
    Faith: 1
    Military: 2
    Intrigue: 7

    1. [Economy]Buyout Ships from Whitefeather?:
    2. [Economy]Buyout Idol Fragments from Kadangan Wetlands?:
    3. [Economy]Buyout Mul Root from Kadangan Wetlands?:



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

    Omanush Convoys
    Spoiler: Banner
    Show


    [Request to come]

    [Economy]Buyout Region 67 TP 2 for Salt from KDG

    [Economy]Buyout Razzak (39) TP 2 for Allspice from KDG

    Bloodied Hands
    Spoiler: Banner
    Show




    [Intrigue]Secret Action

    [Military]Recruit Units [?]

    Company of The Crescent
    Spoiler: Banner
    Show


    [Request of Restored Fresian Empire that a base be built in Atrisia]

    [Diplomacy]Attend Event at Karys' request

    [Military]Raise Units [2]

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
    Show


    [Request that Whitefeather build an OVS base in Masdoli (47)]

    [Faith]Convert Jalyeong-Bo HC2 of Khirus to Abhidi

    [Faith]Convert Open HC2 of Lior (43) to Abhidi

    Other!
    Crescent Company soldiers, filtering into Heartsease from their posts throughout the rest of formerly Setjura territory, soon learn of the local conflict and report back to their superiors. It doesn’t take long for them to dispatch soldiers to aid the Council against the hydra, many of whom are skilled veterans, helping train and discipline the Council’s own meager recruits. HSE gains 1 Unit!

    Binpultry joins the rest of the Kingdom of Izbefe in rebelling against their cruel lord. Chief Blacksnout leads a group of warriors to force out the remaining warriors of the Mad King. Binpultry (5) is in Rebellion! Three Plains-Walker Rebel Units appear in Binpultry!

    The Setjuran Confederacy, so it was named. Now it has fallen back into bickering tribes and chieftains, no longer cooperating as Kodora once hoped they could. Each of the lands contained within has raised armies to defend themselves, in the wake of Wasipacha's surrender by the Crescent Company to Varjik. Their influence can still be felt, however, as order and prosperity continue to hold true, if not to the extent had when the Council held the regions together. Four Native Units appear in Kadangan Wetlands (73)! Five Native Units appear in Roagan (75)!

    Link to Rolls for NPC Actions
    Last edited by Rolepgeek; 2018-07-01 at 08:35 PM.
    Sincerely,
    Role P. Geek

  22. - Top - End - #382
    Barbarian in the Playground
     
    PirateWench

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    Default Re: [EMPIRE4!] IC Thread

    Heartsease

    Stratonike, Leader of the Council

    Diplomacy: 4
    Economy: 6
    Faith: 1
    Military: 7
    Intrigue: 3

    Expected additions - Economy +1, Diplomacy + 1


    Turn Actions (5)

    1 - Attempt to negotiate alliance with Lizardman tribes 3/5 (Diplomacy) The thorny issue of whether the hydra will recognise the lizardmen as allies is raised. No clear guarantees can be given and progress stalls a little.
    2 - Secret Action (Intrigue) On the back foot militarily, the hydra's fanatics seem quiet, but noone doubts they are working on something behind the scenes.

    3 - Economy 5 - Upgrade region 72 resources to Iron The failure to obtain exclusive fishing rights is largely viewed as a consequence of the region's decimated economy. Efforts are made to step up the locating and extracting of bog iron and move it as close as feasible to the docks.
    4 - Attempt to upgrade reputation with Company of the Crescent 10 (Diplomacy) The Company of the Crescent are given an exemption to berthing charges at the docks in thanks for their generous military support. It is hoped that this might cause the company to think more highly of the Heartsease Council but, as near as these things can be measured, no change is seen in their attitude.
    5 - Attempt to buy out open Trading Post 1 in Region 69 13 (Economy) Traders are sent East along the coast with holds full of iron to attempt to negotiate with the maize farmers of Carida. Early reports are favourable and the food crisis may be coming to an end.

    News and Rumours
    News of the arriving troops from the Crescent Company is met initially by disbelief and it isn't until the hardened fighting men actually disembark that the ragged and malnourished inhabitants really believe they'll be coming. They're greeted, even before they do anything, as saviours of the land and the meager resources of the people are made freely available to them. The decision is made to hold off for what is hoped to be the final military engagement until they have had time to be integrated in the existing structure and deliver what training they can.

    Spoiler: Stats
    Show

    Units 5/5:
    Hydra Loyalists
    Council Troops
    Council Troops
    Council Troops
    Council Troops provided by the Crescent Company


    Economy 5 used

    Owned Resources:
    Iron

    Military Tech:

    Civilian Tech:

    Misc:
    Last edited by Kythia; 2018-06-24 at 05:17 PM.

  23. - Top - End - #383
    Barbarian in the Playground
     
    Goblin

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    Default Re: [EMPIRE4!] IC Thread

    Izbefe

    Actions!
    1. [Faith] Convert Wazham (region 4) holy center 2 to Initia
    2. [Faith] Convert Wazham (region 4) holy center 3 to Initia
    3. [Faith] Enhance Kansett army with Initia telepathy
    4. [Faith] Enhance Kansett army with Initia practice using Bani Bowls
    5. [Military] Raise a unit of Crab warriors


    Non actions:

    News:
    "King" Dafi has finally agreed to stop inhumanely experimenting on people but now that he has a large pool of infected test subjects he doesn't want to waste the opportunity to study them.
    He argues that by integrating them into the army he is integrating them into society and that teaching them the ways of Initia will help them integrate further.

    Ruler Stuff:
    King Dafi Gammet
    Diplomacy: 2 Economy: 5 Faith: 8+2 Intrigue: 4 Military: 3
    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!

  24. - Top - End - #384
    Barbarian in the Playground
     
    DimpleLoamsdown's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Tria Sanctus, formerly Lacia Region 35
    Spoiler: Oops Flag is really big
    Show


    Paul MacCeasain, Lead Astér of Lacia since the unfortunate death of His Holiness Taog MacRaonaill the first Astérionnag

    Stats:
    http://www.giantitp.com/forums/shows...&postcount=730
    Diplomacy: 3
    Military: 1
    Economy: 4
    Intrigue: 3
    Faith: 5+4

    What in the name of Folursing has gone on in Lacia for the past three or four decades? (lots of fluff that I might decide to fill in at some point)
    [Faith] Various attempts to understand further the nature of the gods, with respect to the Pantheon of Ildia.
    [Faith] Various attempts to understand further the nature of the soul, with respect to Echeler.
    [Faith] Various attempts to understand further the nature of the heart, with respect to Folursing.
    [Faith] Various attempts to understand further the nature of the body, with respect to Fortrén.
    [Faith] Various attempts to understand further the nature of His Holiness Taog MacRaonaill the first Astérionnag, with respect to the spirits and the gods.
    [Faith] Various attempts to understand the nature of the sacred fauna: the Ionair, the Lacian Mammoth, and the Firebird, with respects to the sacred animals.
    [Faith] Various attempts to create a ritual in which the holiest Ildians gain the ability to transform certain parts of their bodies into the form of a sacred animal.
    [Faith] Various attempts to create a ritual in which the holiest Ildians gain the ability to transform certain parts of their bodies into the form of an ionair.

    The Ildians have always believed that the soul was made by Echeler, the heart was made by Folursing, and that the body was made by Fortrén.

    Stats after that time:
    Diplomacy: 3
    Military: 1
    Economy: 4+1
    Intrigue: 3
    Faith: 9+1

    Actions:
    Rolls: http://www.giantitp.com/forums/shows...&postcount=731
    [Faith] Search for clues as to the location of the next Astérionnag.
    Faith: 9
    Roll: 17
    [Faith] Search for clues as to the location of the next Astérionnag.
    Faith: 9
    Roll: 17
    For some reason, the Astéri council learns that in order to locate the next Astérionnag, they must perform the ritual they were trying to complete in the past with full force to enable the holiest Ildians to transform select parts of their bodies into the holy animal the Ionair.
    [Economy] Buyout wood from the third trading post of Gwitina.
    Econ: 4
    Roll: 7
    [Economy] Buyout wood from the third trading post of Gwitina.
    Econ: 4
    Roll: 10
    [Faith] [Faith 5] Re-establish Lacia as the returned mortal head and guide of the Ildia, with Tria Sanctus as its capital.
    Although Tria Sanctus is temporally guided by the hands of the Ildian Astéri and Astérionnag, the rest of Lacia remains under the secular control of Whitefeather, while under the sacred control of Tria Sanctus. Lacia is still a vassal to Whitefeather.
    Last edited by DimpleLoamsdown; 2018-07-01 at 12:31 PM.

    Avatar by me.

  25. - Top - End - #385
    Dwarf in the Playground
     
    Beholder

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    Jan 2018
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    Paranoia land

    Default Re: [EMPIRE4!] IC Thread

    CESARIA


    King Trajan the First, Crassi.
    Spoiler: Stats
    Show

    Economy: 7
    Diplomacy: 4
    Intrigue: 4
    Faith: 2
    Military: 1


    Action One: Buy out Cesarian trading post 3.
    Cesaria chooses to further consolidate it's economic holdings, making sure that no one may claim it's economic territory.

    Actions two, three, and four:
    Attempt to buy out every trading post in region 103.
    Cesaria, now (hopefully) having consolidated it's own economic power, it decides to begin branching out, first attempting to claim a nearby reason, as the nobility still remains unsure of Cesaria's power and place on the world stage.
    Action five: Convert religious center two to Dejanism.
    Cesaria constructs a statue of Dejan in the center of the Manes Collem.

    Rolls

    Results:

    While Cesaria did successfully consolidate it's economic power and begin ranging into the (still unnamed) region 103, it's economic blitz was kept from complete success by a coalition of in region companies.
    Meanwhile, the Cesarian government predictably caved to the mass protests caused by their attempted statue, and it was scrapped.

    News and Rumors:
    A few men in taverns go about claiming that the government is going to declare Dejanism the state religion, sometimes even claiming they'd go as far as to outlaw Jalyeong-Bo. Everyone agrees it's crackpot nonsense. A few rumors also circulate that it had previously attempted to claim other regions, but that is again ignored by most of the populous.
    In less political news, a minor celebrity couple finally got married, under the Great Statue of Dejan.
    Last edited by Fire Tarrasque; 2018-06-27 at 08:08 PM.

  26. - Top - End - #386
    Bugbear in the Playground
     
    Tentreto's Avatar

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    Default Re: [EMPIRE4!] IC Thread

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

    Round 18
    Empress Crexa Whitefeather

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


    1[Economy] attempt buyout in 65 tp1 for copper: 12
    2 [Economy] attempt buyout on 47 tp2 dragon eyes: 14
    3 Secret action
    4[Diplomacy] stabalise 44: 18
    5 [Diplomacy] Attend the tournement of Kings
    -accept region 36
    -allow the break in vasselage by Azenhal
    -ask Ti Linnad to obtain aerial bombardment tech
    6 [Intrigue] Internal affairs. Investigations into the current legitimacy to the throne
    7 [Military] raise a unit

    rolls

    All Vassals may move freely through the lands

    Resisting buyouts:
    Khirus on Iron auto lose (too high)

    WZD on Ships (unconfirmed attempt)

    News and Rumours


    There are rumours that Crexa has succoumbed to the Plague, and others she was left all but dead by assasins. Yet one day, with a gaunt expression on her face, she emerges from the Whitefeather Palace, for her first public appearance in almost ten years.


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


    Spoiler: Ruler information+ extra
    Show


    Last edited by Tentreto; 2018-07-01 at 10:30 AM.
    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...



  27. - Top - End - #387
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    End of Round Eighteen.

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

  28. - Top - End - #388
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Round 19: Begin!
    Imperial Reckoning 157 - 159
    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 Heartsease develop their own source of iron from out of the mud and hell of war relying on their own innovation to give birth to changes to their world. (HSE Upgrades Heartsease (72) resource from Mud to Iron; resource quality is reduced from Great to Good)

    In northern Inyaka Yondar at last makes progress in their diplomatic efforts within the region to their east not least due to the support of the newly expanded Rhune to the north. The negotiations are still ongoing but at last it seems they are going somewhere. (Yondar has partially claimed Region 97!)

    In bloody Carida, there is a surprising absence of bloodshed, as against all odds, the crops have been incredibly bountiful for many seasons, both feeding the Empire, and easing tensions locally. So much so, in fact, that the region seems set for a population boom. Carida resource of Maize is increased to Great!

    The Beacon recruits, now commonly referred to as Candles after an incident involved several hundred and a very embarassed recruiting officer, report back after having listened to reports, attempting to trace money and wringing truth from the reluctant. Curiously, while the methods the assassins used have similarities with the Bloodied Hands, it seems unlikely to be directly enacted by them. The guards report that no actual masks of any sort were used during the assault, much less any like those associated with the blood cult, nor was magic involved beyond, perhaps, some to cloak their appearance whilst lying in wait. Either the assailants were once Bloodied Hands, and swore off the mystical aspects of their former life, or they were trained in part by them; an unlikely and strange event indeed, either way.

    The agents of the Syndicate, looking into the Blighted, find that they appear to welcome new members heartily. It is easy to infiltrate them. What is more unsettling is how often said infiltrators seem to lose interest in reporting back to their superiors on their findings. However, it seems they are largely uninvolved with the slave trade in Iadesh; while they are adjacent to it, and have had interactions, it seems this is more likely the result of both being underground organizations than that of being closely involved. In fact, the group seems more similar to a secret academic institution than it does a cult, though with Initia being what it is, perhaps the two are not so dissimilar?

    The Omanush return to Dvatla with unsettling news. They were able to discover on which ships the men booked passage, for at least a stretch of their journey, and find word of the routes they took to avoid discovery. While it was circuitous, and only possible for those with significant coin to spend, it is certain that in the end, they came from Regner, and given that the last ports the Convoys could find evidence of their origins were in Deaux and Iadesh, it is likely that the perpetrators were at least hired from within the Sultanate's umbrella, though, of course, the Sultan themself would never do such a thing. The Omanush are very clear on this point; they have had innumerable dealings with the Omanii of Regno, and everything they have learned about such a people is that the

    Diplomacy!

    The Acolytes of Áhkká emerge from the United Northern Confederacy of Rhune and Saaremaa as a spiritual bulwark upon Emjata dedicated to preserving spiritual balance in the world. These druids, shamans, priests, and other practitioners of magic are sworn to uphold the wards that protect the magic places of the world, a duty they take very seriously. (Faith/Intrigue Organization [Spirit-Based Religions] founded by Confederacy of Rhune; Reputation 7 with RHN, Reputation 3 with all others)

    A seismic shift of power occurs in Inyaka where the Northern Council of Ti Linnad accepts the oaths of vassalage from the Rhunic Animist states of Rhune and Yondar in so doing seeking the salvation of the faltering Whitefeather Empire. In large part thanks to the Premier’s efforts, the false death of Crexa being the funereal knell for the Whitefeather Empire is narrowly avoided, and the northern state finds itself standing strong with its newest additions. How these disparate powers with such vastly different faiths will act in union remains to be seen. (The Confederacy of Rhune and Yondar are now vassals of Ti Linnad!)

    Karys renounces its vassalage to the Kingdom of Varjik who in turn renounces their status as a Great Kingdom. Karys and Varjik both proceed to pledge vassalage to the New Pellocian Federation consolidating the Imperial Remnants of Avakonia into a cohesive alliance. (The Restored Karysite Hegemony and the Kingdom of Varjik are now vassals to the New Pellocian Federation!)

    Izbefe (6) once the seat of the Mad King Dafi and now a provincial kingdom under the Sultan’s thumb finds itself well attended by Sultanate ambassadors who, along with the newly crowned King Hestradet, manage to settle the rising fervor of the populace. Although Dafi remains at large and unconfronted by the Sultan the people of Izbefe seem satisfied with the madman and his loyal men no longer occupying their halls of power, and the knowledge that he shall be dealt with soon enough. (Izbefe (6) is now Stable!)

    The Grand Republic of Khirus has emerged from the strife of Palmor a powerful entity, with wide reaching influence that reaches two continents. Nevertheless, its less traditional system of governance has continually left it open to disruption from among the lower classes and once more the Republic is forced to address a number of domestic disturbances lest they ferment into another Sattyathanya rebellion. Luckily for the Republic, frequency has led to experience allowing their bureaucrats and officials to mollify the citizenry with practiced methods. (Altessa (61) and the Basins (41) are now Stable!)

    The Confederated Northern Syndicate has made itself into quite the political power within Regner although not without some discomfort. In the northern capital of the Syndicate and provincial southern capital of the Federation CNS leaders manage to placate the populations of both regions leading to their contented settling into the new order of things. (Bhule (86) and Amham (2) are now Stable!)

    The Kingdom of Dvatla may be amidst a crisis among the royal family but the strong hierarchy running throughout the network of powers and kingdoms that comprise the great kingdom remains powerful and flexible enough to address issues on the ground. A series of campaigns by Dvatlan magistrates attempt to wrest control of Astrand’s reigns of power away from petty elected governors result in the successful appointment of loyal vassals to Dvatla who push back on the plutocrats of the region, striving to replace the politics and campaigning with simple, effective governance by loyal vassals of the crown. This move find support among not only the Telir Geza clergy but also the Coatl Perijanists who practice in the region. (Astrand (14) is now Stable!)

    Overvann has grown into a rather large independent polity in northern Regner and the clout afforded by their independence from the sprawling Sultanate lends their offers of marriage to the petty state to their south a greater implicit value. Olaf’s son Bjorn the Archer is wed to a southern noble and negotiations seem set to begin to integrate the region into Overvann’s chiefdoms. (Overvann has developed a claim to Region 91!)

    The Magical Epicenter of Lindeed at last finds diplomatic purchase with the inhabitants of the small mountainous region to their south. The border kingdom sitting as it does along the great mountain range that shielded much of northern Inyaka from the machinations south of the range shall hopefully be more easily acquired by Lindeen as a passage south than the Aspen Heights were acquired by Varjik as a passage west. (LDN establishes a claim to Region 100!)

    Faith!

    In Ridi’r a sword is pulled from the stone blessed in the name of the Blade Father Dejan. Granting its wielder unparalleled prowess upon the battlefield this relic marks the first divine act of true portent taken in the wake of Dejan’s mortal demise prompting Dejanists to cite this act as evidence for Dejan’s divine ascendance. (Ridi’r creates a Relic: 'Qa'Grigv, The Blade of the Fathers, +2 on Leader Loss Rolls)

    The ‘Ridi’x, Ridix, and ‘Rigix have all proven to be most loyal servants of the memory of Dejan and while their cultural twists on the First Emperor’s legacy concern some Dejanists outside their realm for the vast majority the taking up of Dejan’s spirit in honest pursuit outweighs any perceived flaws in theology or history. If it were not for the wild hunters of northern Regner Dejan’s memory would no doubt be far more faded than it now stood and recognition for their role in rejuvenating the cult has become intercontinental. (Ridi’r is now a Holy Land for the Dejanite Cult!)

    The Dejanists who have found a devoted sponsor in Ridi’r are able to consolidate funds for a mission to Palmor where few cultists of the First Emperor currently reside. Entering Tresten at the invitation of their rulers in Azenhal these followers of Dejan find a peaceful people worshipping in the name of the Ildian Pantheon. It makes a perfect grounds for the physically competitive Dejanists to demonstrate their Blade Father’s blessed favor. The feats they demonstrate sway many at Wotel’s Star and the River Temple away from the animist gods of Ildia and towards the veneration of Dejan. (Tresten (36) HCs 1 & 2 are converted from Pantheon of Ildia to Dejanite Cult)

    Numerous temples throughout the Linnadi territories are targeted by fanatical Lazarites. Xincoatl continues to encircle Emjata's eastern half as more and more Linnadi give themselves to the Serpent God. ( Wybrez (18) HC2 and Gelupar (19) HC1 are converted from Perijanism to Coatl Perijanism

    Trade!

    Across Regner and even down into Palmor merchants and agents of the Sultan seek friendship and profit among the many various peddlers of goods and services. From the tense southern coast of Regner and nervous air of the Inyoni Crescent to the celebratory beer halls nestled in the crutch of Regner and Inyaka the Sultan’s men find willing trading partners among them all and the Sultanate’s coffers once more begin to swell as trade blossoms once more in the desert kingdom. (RGO buys out Binpultry (5) Millet TP 1 from IZB, Inyoni Crescent (45) Incense TP 3 from OMC, and Thae Guceart (92) Beer TP 1)

    Merchants from Yondar spread across Inyaka seeking trade and finding it among the many denizens of the north. From Arfordir to the western deserts Yondar traders make connections and develop relationships that soon see Yondar flush with new imports. (YDR buys out Arfordir (20) Porphyria TP 1, Region 93 Salt TP 3, and Region 103 Navigators TP 1)

    Reaching out into eastern Regner Linnadi merchants manage to purchase a stake in the peat bogs of the Lady Aeshra Kesmar’s homeland. The peat rich region seems to be drawing a greater deal of international attention of late as marriages and trade bloom. (TLD buys out Region 91 Peat TP 1)

    At home the Linnadi merchants with government writs are sent into Gelupar to claim a portion of the region’s goat herds for the Council. With such few herders actively working in the region the Council soon finds itself dominating the region’s livestock market becoming the sole bulk purchaser of goat milk, goat cheese, goat meat, and the various goat guts needed to use in the Setjuran-Lazarite glue making process. (TLD buys out Gelupar (19) Goats TP 1)

    Through Palmor and central Emjata merchants bearing the marks of the new government headed by the Municep out of Azenhal begin to lay claim to sites of resource production. In Tresten the White Bani created by Bram and Agnet’s sacrifice is recovered for Concordance coffers while to the south and north unwelcome traders from Regner and Estensule are driven off from valuable sites of Bhreshi Dogs and Salt. (CAL buys out Tresten (36) White Bani TP 1, Aaenna (38) Bhreshi Dogs TP 1 from WZD, and Region 67 Salt TP 1 from IZB)

    Merchants from the Theocracy of Coatl join their brothers in faith in trading upon the Badan establishing for themselves a healthy network of trade in just a few short years supplementing their existing imports with almost twice as many new goods. The Theocracy’s rapid response does well in preventing widespread panic in the capital due to the sudden shortage of Azenhal iron resulting from the shifts in power there. A great deal of the Theocracy’s territories find themselves now taxed more closely by their overlords. (CTL buys out Whenua Kanga (30) Copper TP 2, Whenua Oneone (31) Azonite TP 1, Shona (32) Bloodclay TP 3, and Peledia (34) Peledo TP 3)

    Dvatlan merchants seek to reestablish trade networks that had fallen to the plague as well as expanding control within the kingdom itself. In Iadesh the Dvatlans are able to recover a steady import of the camels they made infamous by their skill riding upon them and in Dažytija a mourning consideration of the deceased King Vekghlis leads to more copper being demanded in Dvatla. (DVT buys outs Iadesh (7) Camels TP 2 and Dažytija (13) Copper TP 1)

    Crabbin' Fever has finally passed completely and it does not take long for the merchants of Lazar to return to expanding their economic domination. Some wonder if their faith is merely an excuse to justify their ever-growing trade networks as more and more wealth ends up flowing through the heart of this small island theocracy which fears no foreign armies, no foreign gods, and no foreign merchants. Copper flows in such abundance that it is rumored the Arndok may decide on any given day what the price of copper will be on the Badan. (LZR buys out Region 65 TP1 and 2 for Copper)

    Wealth becomes infrastructure becomes wealth; some of the most impressive places in the world might one day exist on the Lazar archipelago. They use their considerable wealth to buy out large granite holdings in Kilkana. Few may stand against Isle traders, and those few often working alongside, and soon enough granite is shipped out to further the building projects of the Lazarites. (LZR buys out Kilkana (26) TP3 for Granite)

    The preservation of food is of the utmost importance to ensure prosperity through poor harvests and the Lazarites are well aware of this as shiploads of salt come find port in the Isles. What little trickles out is so expensive that its use for military purposes is clear, and appreciated by the soldiers and mercenaries of the Arndok. (LZR buys out Region 93 TP2 for Salt)

    King Trajan of Cesaria makes good use of his existing funds, buying out nearly all of the remaining herds in the region, and taking oaths from his wealthier subjects such that none may sell to foreigners without consulting with him first. Establishing exclusive contracts with several of the most prominent navigator circles of (region 103) further consolidates the the local niche market, but for what purpose is anyone’s guess. (CSR buys out Cesaria (102) TP3 for Sheep and Region 103 TP2 for Navigators)

    The devastated region known as Heartsease remains little more then a scattered remnant of a makeshift government trying to deal with worshipers of a monstrous beast. Still, wherever there is life, there is need, and where there is need, there is opportunism. Should their realm ever successfully reestablish itself, the imports of food from Carida bought and paid for being traded in the form of Maize. (HSE buys out Carida (69) TP1 for Maize)

    War!

    Ti Linnad has a history of warfare dating back to its inception through its role in splintering the Empire and it is little surprise that they are the first to introduce a tactical method developed from years of experience at war. Familiar with their own Pegasi riders as well as Inyoni skyfarers these Linnadi introduce a series of tactical plans and formations reliant on the availability of aerial forces to harass and bomb opponents. (Ti Linnad introduces Aerial Bombardment tech! Slot: Tactics Requires: Nothing. Effect: Doubles the effects of aerial technologies (e.g. Wingknights; Inyoni Skyfarers) on a successful opposed Tactical Maneuvering roll.)

    Yasei has become too accustomed to the use of brute force, or so Mure claims. They have forgotten the subtleties required to succeed in Kuniumi proper. For to say the Kunai are more devious than those of other lands is to say that it is more likely to rain when it is cloudy than when the sky is clear. It need not be said. Yet, clouds may be heavy and dark with rain, or light and airy as the breeze, and Yasei is storm in anger only. The Mure do not hold control over the holy lands of Kuniumi, but to fight in the manner of other realms would be to inflict devastation on the land. Instead, they fight as the Kunai always have, and as the Yasei once did. They strike like a viper, and melt away in the face of retaliation like birds scattering. It is not long before the frustration of Yasei's warriors, many not truly Kunai -at least not to those living within Kuniumi- leads them to try to burn out their foes, to leave them without sanctuary.

    The scheme works, at least in so far as they are able to force Mure out of the area of the clans, but the toll it has wrought is great, and when the dead, the missing, and the wounded are tallied, it is clear that the wolf pack has eaten its fill.
    Spoiler: Results
    Show

    Mure Rebels: 2 Units + Mil9 Rebel General + 10 = 21
    Kunai Clans: 4 Units + Mil10 Yasei's Hawk + 13 = 27
    Rebel Casualties: 20%
    Kunai Casualties: 40%
    Kunai Clan Victory! Mure Rebels lose no units, the Kunai Clans lose two units! Kuniumi is still controlled by the Kunai Clans! Kuniumi is still in Rebellion!


    The soldiers of the Republic are unopposed by the retreating troops of Varjik, so recently come into control of the jungle of Wasipacha, and they find themselves staring at a people accustomed to foreign conquerors and violence. To upheaval and turmoil, and most especially to things that go bump in the night. Still, there is an unmistakable dread that grips the hearts of those blessed by the bloody kiss when they reside in that country. Meals seem sour; the sun, harsher. It is altogether too humid to be comfortable, despite their pallid state. Even the night, the most staunch ally of the vampire, seems foreign and hostile...Perhaps it is the influence of the Sedellans, whose scorn for the mystical can be felt in these lands, so recently left. Or perhaps it is something else.
    Spoiler: Results
    Show

    Khirus invades Wasipacha with no opposition! Wasipacha (60) is now controlled by Khirus! Wasipacha is in Unrest!


    Rieba is a wrathful goddess; this all sea-faring Perijanists know, regardless of elsewise creed. It may well be that the reluctance on behalf of her closest children, the Lazarites, to honor her gifts, choosing instead to focus seemingly only on Xincoatl, has brought forth her jealousy, and so do the warriors of Glen Gwitna and those of the theocracy alike feel her anger sweep ships away like sand on a beach. Still, the Gwitna are accustomed to such struggles that she asks of her followers, and the Coatl have dealt with the gods since the time of Dejan. They are not utterly ruined by their journey to support Avakon.

    Their arrival was fortunate indeed for the Principality; as Karysite warriors marched north, following the east coast of the Avakonian peninsula, and the Federation crossed Lake Ananosti, planning to join their new allies and crush the Vodjosiarch's forces from two sides. Instead, the Karysites are taken by surprise when the ships make landfall and they are faced by a foe from behind, well before they expected to become involved in battle. The sea elves value their harbor in Avakon too much to risk losing it by becoming involved in such a war, it seems. The following battle is fierce and bloody; even surprised, the Karysites are led by a ferocious commander, and their skill in battle is not to be underestimated. Despite their vigor, however, they are still nearly destroyed when a column of more than 20,000 troops marches from behind. Surrounded on all sides, it is only through the great skill of the Karysites and the timely intervention of the Pellocians, despite their low numbers, that provide opportunity for retreat of those bloodied soldiers left. Satisfied, the Vodjosiarch declares victory and holds a feast almost on the spot.
    Spoiler: Results
    Show

    Karys Coalition: 8 Units + Mil10 Atamina + 1 Tech + 7 = 26
    Principality Coalition: 15 Units + Mil10 Thrasu Nerura + 13 -2 Distance Loss = 36
    Karys Casualties: 50%*1.5
    Principality Casualties: 10% *0.5 + 1 size loss
    Pellocian Casualties: 10%*1.5
    Gwitnan Casualties: 40%*0.5 + 1 distance loss
    Coatlan Casualties: 30%*0.5 + 1 distance loss
    Principality Victory! The Restored Karysite Hegemony loses four units, the New Pellocian Federation lose no units, the Divine Principality of Avakon loses one unit, the Gwitna Coalition loses two units, the Theocracy of Coatl loses one unit! Region 50 is still controlled by the Divine Principality of Avakon!


    Discovery! Map!
    Spoiler
    Show


    Terror!

    It is perhaps no surprise that it is from Khirus that the corrupting influence of vice dens, most commonly Féth Dens but known to be the basis for a number of shadier operations, begins to spread across Emjata. With drugs and alcohol in ready abundance secrets are easy to lose and slips of the tongue unfortunately common. Although some local constabularies attempt to combat the influence of these dens it seems the Khirese know how to exploit vice to an unnerving degree. (Khirus invents new technology! Féth Dens requires: Drugs; Drugs, Labor, Spices, Precious Minerals. Effect: Allow sowing of unrest (TN 14; resistable by Intrigue/Diplomacy; Allows Feth Den to potentially advance a region’s unrest by two levels)

    Although the Lagos Khompur Ssuras falls in his duel with the Great Jain, his legacy lives on in many forms. From the expanse of his kingdom to the introduction of the spymaster, he shall go down in history. Emerging from the deserts of Estensule, a development in the realm of espionage to rival the Khirese Féth Dens, the establishment of a standardized training program among the Riebbarri leads to the ability to maintain spymasters, and the organizations they watch over, in a more stable capacity. Although the technology remains restrictied to the Rakshasa for now, it will no doubt catch the interest of many more secretive societies throughout Emjata. (SMP creates a technology: Spymaster. Requires: Precious Minerals, established espionage group. Effect: A Spymaster’s Intrigue score may be used in place of their ruler's on up to two rolls every round, one of which may be an action roll. Spymaster Intrigue score is rolled as 1d6+4. You may not have more than 1 Spymaster. A Spy Master provides their Intrigue score in case of assassination attempts if it’s higher than your leader’s Intrigue, and always uses it to defend against kidnapping or assassination attempts on their own person. Has a small chance to be lost each round they are used.)

    The efficiency of the raiders of Glen Gwitna has, again and again, left their victims speechless. They steal from states and individuals across the length and breadth of Emjata, and never seem to suffer for it.. This time however, they choose the understaffed and desperate Kingdom of Varjik. With so many battles against so many foes in the years prior, there is ample opportunity to examine the battlefields left behind, still littered with the debris of war. It is an odd thing to consider, but it seems the pirates of the isthmus are just as accomplished at theft via study of trap fields in disrepair as they are at stealing more physical objects. (Glen Gwitna steals Diresnags technology from the Kingdom of Varjik)

    Although shying away from direct confrontation with Overvann or Varjik the Rakshasa do make clear their determination to maintain control over the slaves of Tarraks Krag. The Goliaths who have been outwitted by the abolitionist Overvann and agents of Varjik are cast aside in favor of organizing a squad of brutes too stupid and violent to be tricked. It is a narrow success but at last the Rakshasa restore their precious importation of slaves alongside the unwelcome liberators who purchase and corral slaves alongside them. (SMP raids Tarraks Krag (78) Slaves TP 3)

    As the Whitefeather Kingdom shakes and convulses in the terrifying shadow of assassination of its Empress agents from Khirus move to take advantage of the chaos successfully raiding the Whitefeather trading outpost established decades ago in Azenhal. The iron ore of the volcanic mountain is quickly secured for the Republic with only a few Whitefeather merchants being put to the sword before the Republican message is clear; the reign of the royal Whitefeathers is at an end, now is the time of monsters. (KRS raids Azenhal (71) Iron TP 2 from WFK)

    The Kingdom of Varjik dispatches some veterans of their many wars to secure the Sedellan Glass markets that had been lost to plague. Although more than a few local merchants are put out by the method of acquisition utilized by their Kingdom against them ultimately the strange glass begins to flow once more to the Great Jain. (TFR raids Varjik (58) Sedellan Glass TP 1)

    The Pride continues a brutal tradition of making use of enslaved populations as the Goliaths' peerless quantities of slaves are now funneled into Mareen to be distributed through the desert as their engines of war turn towards domestic buildup in the recovery after the war with Varjik. The Rakshasa have need of labor, and show little care for the source. [B](SMP raids TP3 of Tarraks Krag (78) for Slaves)

    Rumors spread quickly in Khirus, but the latest news would spread like wildfire anywhere. Someone claims to have discovered that, despite what the old legends say, the vampires have become immune to the sun in some way. Fear grows the rumor, and by the time it reaches the outskirts of the cities, many believe that fully half of Khirus are vampires in disguise. Khirus is in Unrest!

    A bloodied man stumbles into a town in the Basins and collapses. When his wounds are tended, he claims an army of redcaps took his town at unawares, slaughtered the adults, and kidnapped the children. His tale spreads throughout local militias as if blown on the winds, and within days hundreds of armed men are searching the forests. Khirus loses one Unit!

    Horror for the inhabitants of [97], as they are smitten by large flash floods, wiping out many towns, and destroying crops. Many are killed, and many will soon wish they were. Region 97 loses one Unit!

    A traveling merchant appears in Umibe, sailing a barge along the Nagare. He brings many beautiful trinkets and useful things, but only accepts barter, never coin. And when he leaves, he whispers that Lorena, their Abhidic ally in Les Alpes, was killed by Yasei, and murmurs follow in his wake.

    Other!

    [Region 104] has fared better than its neighbors, as the rainstorms herald the end of drought. The harvests flourish, and refugees from the east are welcomed. It seems that the region’s fortunes may be on the rise.

    Many refugees from [97] flee across land to [94], yet predictably, this complicates affairs, with no town able to feed so many, and no village able to hold off the hordes of starving refugees trying to find a home. The one blessing is that the rains here are milder, and there is at least some food going around.

    In Tafer, a mercenary company of orcs out of Khirus seeks a patron in the ritual warfare of the region. At the first town they arrive at, the band is denied entrance and stones and rotting fruits are hurled from the walls at any who approach. Now, the band has encamped in front of the gate, laying siege to the city until reparations are made. The townspeople refuse to allow nonhumans to enter, and so they seem to have reached an impasse...

    There is yet more upheaval in Fresia, as large earthquakes shake the area. Strangely however, these quakes seem to raise the land again, leaving the local waters shallower. For those Picians left in the area after their internal conflict, and for those few humans and dwarves who navigate the area for their livelihood, this causes a large amount of disruption, never mind the implications of the land rising once more. The wildlife, such as it is in the area, likewise experiences significant disruption, and aquatic plants rot on the new shorelines all across the area.

    In 'Ridi'r, the hunting of the local beasts has encountered an problem: an unusually large creature has slain a number of the more skilled 'Ridx hunters, and injured many more. A jet black 'Xo'hagv, covered in scars, has been seen in the area directing its brethren around with uncommon cunning. One of such kin has been ambushing and rooting out humanoid prey as though it, not they, was the hunter. Of course, killing such a beast would be a feat worthy of any great hunter, which explains the abundance of food they seem to have come into, and their propensity to learn from every attempt on their life, and even successful ones on their fellows...

    A famed Raesijan nobleman is furious after his son is thrown from a supposedly tame horse and killed. The breeder whose name was given when the horse was bought is dragged before him, but the noble immediately realizes that this breeder is not the man who sold him the horse. In a fit of rage, he harshly beats the breeder anyway before sending him off, but the phony is nowhere to be found.

    As Gwitnan and Coatlan troops pour into the Divine Principality, the devout Coatl Perijanists turn out in droves to cheer. In one town, the fervor is so great that two statues of rough-hewn stone are quickly set up at the gates before the army arrives, allegedly representing Teppin the Rightly Guided Exarch and Grand Warden Cuahey, though most of the townsfolk have never seen either. Soon after, a...somewhat smaller statue of the Arndok is raised, albeit not so prominently...

    [Secret Actions to come once they are sorted for processing/determination of if they have public results]
    Last edited by Rolepgeek; 2018-07-08 at 07:43 PM.
    Sincerely,
    Role P. Geek

  29. - Top - End - #389
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Zäklis
    (Round 19: 157-159 IR)

    Actions
    1. [Diplomacy] Omanush Rep 4 Action: Pursue leads in Regno/Regner
      The Omanush are thanked for the work they have done and requested to redouble their efforts. It is hoped that a thorough investigation throughout the Sultanate will uncover the assassins and their masters.
    2. [Diplomacy] Claim Region 15: Perivan (roll=11)
      The Tëlir Geza priests in Perivan begin to speak out about D̨vatla's role in the war with the Empire, reminding the local populace that the former rebels now ruling the region hid behind the armies of D̨vatla and Ti Linnad. Though the faith is spreading through Perivan, it appears the locals are too proud of their independence to seek closer relations with their western neighbor.
    3. [Military] Invade Region 51 (7 units, M9 (N̨amodl), hard iron armor and camel cavalry: total +18)
      The self-proclaimed "Divine Principality" of Avakon gave its support to traitors, rebels and godless men. Its continued existence is an insult to the gods and to honest men. It was hoped that the King of Raesija and the Pellocian Federation would prove competent and cleanse the southern peninsula of such filth, but those hopes have been disappointed. N̨amodl gathers the D̨vatlan armies and crosses the strait, intending to take matters into his own hands.
    4. [Mil5] Change Military Specialization: Militant Faithful (battles in regions with at least one Tëlir Geza Holy Center) As they expanded across the traditional lands of the Tëhlër̨khët, the D̨vatlans called upon the people to join them in their endeavor to restore the old ways. Through experience, the D̨vatlan military learned how to make the best use of local believers. While not everyone can be useful on the battlefield itself, there is no shortage of valuable help that can be provided, from food and supplies, to information of enemy movements, to perhaps even sabotage of enemy forces by the more daring. Wherever there are followers of the Tëlir, the D̨vatlan army will find friends.
    5. [Military] Recruit
    6. [Military] Recruit


    Non-Actions
    • Defend against Avakonian buyouts


    News and Rumors
    • The diplomats in the D̨vatlan embassy in Regno request a meeting with the Sultan. They present the evidence collected by the Omanush and Linnadi, that the assassination was arranged by individuals with connections to the Bloodied Hand and operating out of the Sultanate. They offer D̨vatla's full support in uncovering and destroying the conspirators and their friends and allies, and are insistent that action must be taken by the Sultanate.
      • The D̨vatlan representatives are not particularly happy that the Sultan is taking a more passive role in the investigation. They also emphasize that they made no mention of the Syndicate specifically until they rather conveniently chose to involve themselves in the investigation unasked and suspiciously. Since the D̨vatlans desire to uncover the true assassins, they will of course pursue all possibilities without undue bias.
    • Upon hearing of the Syndicate's plans to "investigate" the assassination. The Embassy reminds the Sultan, and any official representatives of the Donne present in Sortis, that given the Syndicate's history with the Bloodied hand they are one of the leading suspects. As such, the results of any "investigation" undertaken by the Syndicate would be suspect, and any attempts by the Syndicate to involve itself in the investigation must be interpreted as efforts to manipulate evidence and hide their own involvement. If the Syndicate is indeed innocent, they are called upon to back down and withdraw from such incriminating behavior, and a refusal to do so must be understood as a confession of guilt on their part.
    • Response to the Syndicate:
      • Overwrought protestations do nothing to clear your name. An innocent would acknowledge that considering current facts they must be among the leading suspects, confident in their eventual exoneration. Only the guilty would panic and attempt to discredit their accusers while failing so spectacularly. As it stands, the only conclusions drawn by the Linnadi concern the involvement of the Bloodied Hand, which the Syndicate itself once blamed for the assassination. Does the Syndicate no longer consider the Bloodied Hand to have been involved, or are they merely frightened by the implications of the assassins having connections to the Hand without being members? The Syndicate's attempts to court the Bloodied Hand years ago are a matter of known fact, not rumor. We will trust the Omanush, who stand above suspicion in this matter, not strangers who brazenly lie and attempt to obscure facts, afraid of even being suspected.


    Zäklis

    Diplomacy: 7
    Military: 8
    Economy: 6
    Intrigue: 1
    Faith: 4

    Increase: Diplomacy and Military (x2)

    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 D̨vatla (Open)
    XX
    Open Tëlir Geza Abhidi (Satt)
    Astrand 14 Rice Avakonia
    XX
    XX
    Tëlir Geza Tëlir Geza Coatl
    Zachodnie 16 Marble Lindeen (Open)
    XX
    Perijanism Tëlir Geza (Open)
    Zeměvčel 17 Honey D̨vatla Avakonia (Open) Tëlir Geza Abhidi Perijanism

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

    Spoiler: Armies and Technology
    Show
    7 units

    Military Specialization: Region 12 and regions bordering it

    Military Technology
    • Bani Bowls (-1 combat losses (minimum 1), drugs/medicine/blessings slot, requires bani; applies to non-combat losses with additional cloth, alcohol and wood)
    • Camel Cavalry (+1, cavalry slot, requires camels)
    • Enchanted Arrows (+1, ranged slot, requires special lumber; +1 enemy loss roll with additional bani and cloth)
    • Hard Iron Armor (+1, armor slot, requires iron)
    • Pician Weapons (+1, weapon slot, requires iron)

    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)
    • Fish Glue (+1 to an Economy action, requires fish or hoofed animal)

    Relic: Idol of Däz̨ëlis (conversions)
    Last edited by Aventine; 2018-07-15 at 03:57 AM.

  30. - Top - End - #390
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 19 (year 157-159)
    The Confederated Northern Syndicate & Amham Federation
    Vassal to the Imperial Regno Sultanate

    Yemur, Amham, Bhule, Whern, & Bahwick (Regions 1, 2, 86, 87, & 88)
    Donne Suzan Danerdhuf


    Actions
    1. [Intrigue] Secret 13
    2. [Intrigue] Aid Overvann in their Golem Research +1 GP Action - Kobold Syndicate agents recruited out of Delwin are sent into Tevrus to attempt to gather information regarding Golemeer Bikwaka; namely where he received his knowledge of operating the golems and direction towards any repositories of kobold knowledge related to the creation and operation of these mysterious automatons. Any information uncovered by these agents is freely turned over to Olaf and his own researchers.
    3. [Economy] Buyout Yemur (1) Steelshrooms TP 1 from OMC Endorsed 10 - With the Amham Federation restored under Syndicate guidance those northern speculators and Syndicate members who helped fund Yald’s crusade to claim the holy lands seek to cash in their chips. Working with the Omanush Convoys more amicable connections than those initially made by the CNS among the Steelshroom farmers are sought. The relationship cultivated by the Donne with the Convoys in anticipation of the Syndicate’s arrival in southern Regner doesn't seem to have erased the grudges borne by the populace towards the northern raiders and the deals fall through.
    4. [Economy] Buyout Amham (2) Timber TP 1 from OMC Endorsed 15 - Amham’s timber has been valued Emjata-over for decades and it is no less valued by the northern seat of Syndicate power who desire timber for fuel and construction. The great Convoy logging transports are petitioned to contract with the Syndicate rather than the Convoy Admirality and Captains. With a significant amount of price negotiation and the offer to endorse Omanush expansion in Amham against the rogue kingdom of Izbefe or faith-faltering Republic of Khirus it is hoped a satisfactory deal may be reached. The Federation, deeply indebted under it's current Duke to the north, accedes to meeting the Syndicate's timber quotas.
    5. [Intrigue] Send observers to the Serene Marasa Pride - Bearing pallets of gifts from the north including copper and bronze art pieces, great strips of whale jerky, and a few Frozen Tears diplomats from the CNS travel to Khompan to honor the new Lagos. The CNS had been keeping a close eye on the Pride ever since their incursion into the north over their dispute with Overvann, two very interesting cultures to Yald and now to Suzan with their concepts of “honor,” and their unrivalled success in expanding and maintaining their vast holdings intrigued many within the Syndicate. Although officially come as ambassadors and petitioners to the God-King on behalf of the Donne in fact these northern men and women seek to monitor the Pride’s operations more closely. Though expressly directed not to disobey a direct order from their host or to push for access to sensitive information these envoys do seek to learn as much as they can not only of Mareen’s laws but their living culture and the way in which they conduct themselves.

      After much discussion it is further agreed to send to the new Lagos a number of noble women from Amham and Yemur to join his royal harem. Led by Kai Gyeon, sister to the Duke of Amham and now sister-in-law to the heir apparent to the Donne, these five women are the most refined ladies within the Syndicate and Federation territories. Each being freshly becoming to womanhood it is hoped that they may provide pleasure and an influential northern presence to the new Lagos' reign.
    6. [Intrigue] Raid Region 105 Herring TP 1 13 - Over protestations of the elder shaman who advocates making more peaceful contact with those who appear to be spiritually faithful the Donne sends Syndicate "contractors" to set up contracts with the local fish mongers and fishermen. A portion of their bounty is now property of their spiritual protectors in Bhule and Amham. There is no argument to be had over this fact. The Syndicate's presence in Inyaka brings the spirits in the region protection from those faiths who would seek to disrupt the cohesion of the region. A fine enough sentiment but still just decoration on the action of thugs to seize shipments in the name of their own wealth.


    Non-Actions
    Regno Embassy
    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.
    2. Accept and thank the Sultan for Elemental Catapults and Full Course Discourse.


    • The Donne is aghast at the accusations levied upon her father's aging head and her own legacy by the new King of Dvatla. "Leading suspects", really? There were half a dozen other factions with more than enough motivation far exceeding anything a man or woman born in Bhule could muster. These vicious rumors regarding the Syndicate's relationship with the Bloodied Hands were getting offensive. Yald had worked tirelessly to clean up southern Regner and bring order where there was chaos which he had done so even if the methods he'd used hadn't been divinely approved by some gods on high. If Dvatla wishes to turn down the services of the most successful investigators in Regner and possibly Emjata then they may do so politely. For now the matter goes to the Sultan to make a call. Shall the Syndicate investigate this murder in its own backyard and actually have the possibility of discovering the truth of who in southern Regner was responsible or shall they stand aside to allow Dvatla's "trustworthy" investigators like the Coatl Perijanists of Ti Linnad continue flailing about as more and more leads and evidence give way to the decay of years?
    • Noris Danerdhuf is wed to Duke Trai Gyeon's younger sister, Nari Gyeon in a locally extravagant but internationally modest ceremony in Amham. Noris has been groomed for years now by his father Yald to take his sister's place as Donne of the Syndicate. Suzan has agreed to step aside when Yald at last passes away and the only real contender for the title, Pane Danerdhuf, was training at the Bratus Academy to become a battlefield tactician having more interest in fighting than in politics. The young couple is blessed with a child a little over a year after their wedding occurs, a girl they name Kyuna.
    • Dvatla has petitioned the Sultan to investigate the ignoble death of King Vekghlis and the Donne knows that soon the Sultan shall turn to her to take up this task on the Sultanate’s behalf. Obliging to her liege’s expected request the Donne orders her men to look into this now half a decade old cold case. It’s doubtful there is anything to be discovered worth sharing that was not already uncovered in the Omanush or Linnadi investigations. With les Alpes de Sangue lying where it did there was a great multitude of factions local to southern Regner who might have received Bloodied Hands training before splintering off. Donne Yald spent a great deal of his efforts working in the shadows to clean up southern Regner and perhaps in doing so another insidious root had taken hold. Perhaps. Or perhaps the murder of Vekghlis might never be solved...
    • In a series of correspondences the Dvatlans make clear their insistence of guilt before innocence targeted exclusively upon the inhabitants of Regner should they offer aid. Very well, if the king believes innocence is demonstrated by un-neighborly abstinence from assistance then the Syndicate will oblige. They certainly had better things to spend resources on. If Dvatla wanted no closure that was their business. It surely was some sect of the Bloodied Hands and given their skill and ability it was doubtful the Omanush would ever find the real culprits.


    Spoiler: Ruler Information
    Show

    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 6 -
    Military 5 -
    Economy 4 +1
    Intrigue 8 +2
    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
    Amham 2 Timber (Great) 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
    Military, Ranged Weaponry Enchanted Arrows +1 Battle Roll or +1 on Combat Loss Rolls to Foes 'Special' Lumber or OR 'Special' Lumber, Bani, and Cloth


    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
    • Amham Ducal Levies
    • Whern Plains Walkers

    Generals:
    Last edited by Roarke; 2018-07-09 at 07:59 PM.

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