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  1. - Top - End - #511
    Pixie in the Playground
     
    Griffon

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    Jul 2018

    Default Re: [EMPIRE4!] IC Thread

    The League of White Sails
    Round 23
    Current Ruler: Aspectus Urza Vetinari

    Round Actions
    • Rolls:
    • [Economy] Vahihuj is to be paid off with Amber.
    • [Economy] Buy out trade post #2 in Region 106 for Platinum, to aid our Liege in appeasing their dragon. FAIL
    • [Economy] Buy out trade post #2 in Region 65 for Copper, the Open one, for further research materials. Success
    • [Economy] Buy out trade post #1 in Region 106 for Platinum, to aid our Liege in appeasing their dragon. Success
    • [Faith 10] A great new Technology is to be created, the Hermeticists developing new manufacturing processes to assist their creations: Alchemical Artisans, gives +1 to a Buyout OR +2 to defending against a buyout once per round, requires Coal. The new Alchemical Forges allow for the creation of tools with more precision than ever before seen, and Blacksmiths in the League are discovering ways of making truly intricate jewelry with these new tools.

    Spoiler: News and Rumors
    Show
    • The correlation of the Dragons to Aspects of Initial has sparked a frenzy of speculation and discussion in the Golden Society. Some, younger, more reckless Hermeticists hope to experiment on the dragons. Thoughts of doing so are swiftly quashed, simply due to the fact that research grants are not forthcoming for such dangerous experiments.
    • Vahihuj's philosophies are infectious, and many Hermeticists are cross-referencing his ideas with already discovered truths in the Codex, hoping to decipher deeper truths about the nature of the world.
    • Kendra and Phyrex's marriage has, according to gossip, gone very well. They are returning from the honeymoon in the Vetinari family Estate, and the Vetinari family is considering ever-closer ties to Overvann.
    • The Alchemical Forges used by Hermeticists are allowing the creation of new, wondrous tools of science.... as well as artistic oddities of all sorts. Hermeticists are starting to delver into the multitude of possibilities afforded by Alchemical Tools, not all of which are entirely practical.


    Spoiler: Ruler, Aspectus Urza of House Vetinari
    Show

    • Diplomacy 2
    • Military 2
    • Economy 7 + 2
    • Intrigue 2
    • Faith 10

    First among Equals, effective ruler of Starfall, and one of the major members of the Hermetic Society, he is a renowned scholar who follows the Facet of Concordia. Despite his studies, he is not completely engrossed in them, recognizing that his duties require he keep a close eye on the politics of the realm.
    Last edited by ThatWhichShould; 2018-09-10 at 05:03 PM.

  2. - Top - End - #512
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread


    'Ridi'r
    Region 85
    Round 23

    1 - Diplomacy: Stabilize 85 - 11. Again.

    2 - Diplomacy 5: Establish Cultural identity - 'Gri'ridx - Increased die size when fulfilling dragon requests

    3 - Economy: [Great project - Reformation of 'Ridi'r 1/?] Though it wasn't something anyone particularly wanted to admit, the game was drying up. Not because there were less creatures roaming the frigid wastes - if anything, the wilds were teeming more than ever. But the 'Rigx weren't the only thing changed by the presence of the Brinefather. Starting from the seas, then working its way upstream, everything seemed to be getting bigger, tougher, more vicious. For the best hunters, this was ideal, a way to prove themselves against even stronger foes. But for the bulk of the 'Ridx, many were struggling simply to feed themselves, never mind the Ridx under them. It was one of those who first properly paid attention to the Yondarians, as he spotted them with the prey he'd been stalking. Baffled, by one simple fact. The beast wasn't attacking. Even the herbivores were fiercely territorial in 'Ridi'r, and yet this one seemed quite unbothered by their presence.

    So he asked them about it. Apparently they were trying to domesticate the things. And after they'd explained what that actually meant to him in small words, well, it gave him ideas. Sure, they weren't particularly glory filled ideas. But he'd been living off almost entirely fish for weeks now, and he was sick of it. Plus the Ridx were complaining or something.

    There was as much opposition as he'd expected, but not, it had to be noted, from 'Have'qa'qagr himself. He was the one who pointed out that not needing to hunt the basic game for food would let them focus on the trophy game. Besides, he argued, being the best at hunting was all well and good, but the rest of the world was better at everything else. More time would give them chance to challenge that. He was mostly ignored, but, well, it was Tuesday. Still, he managed to soothe the grumbling enough that no one bothered when he went to meet with the Yondarians himself to try and work out a trade. They'd help the Yondarians with capture and protection of the beasts, and they could do their experiment... things in 'Ridi'r. So long as they explained how it worked afterwards.

    4 - Faith: Tear down the statue of Dejan [20] & 5 - Economy: [Great project - Reformation of 'Ridi'r 2/?] - This was all well and good, except there was a more pressing issue. The Brinefather had made her demands, and, well... the temple had to come down. This was 'Have'qa'qagr's responsibility - he was the one who'd brought it forth, and if what it told was incorrect, then he was the one to blame for tainting the stone's memory. So he did. It took him a full week, barely pausing to eat and sleep, but he tore it all down with his own hands. But this left a new problem - a pile of rubble was a monument to defeat, and not something he wanted the people to dwell on. And the Brinefather deserved a monument of her own. But he knew full well that 'Ridi'r lacked the ability to produce something of that scale and detail. Certainly not in stone. Bone, perhaps, but the amount of material and work needed... there was no way he could hunt that much by himself.

    He wasn't expecting much, when he swung by the Regnans. He was hoping that they had one of their... inventions things that might be useful for building statues. But after they managed to get him to coherently explain his issue, they posed something far more radical instead. Get the rest of the 'Ridx to help. He spent an enlightening few days being informed of the unholy rite known in other countries as 'Taxes.' And while he wasn't really sure why people paid them (what did they get out of it? Why didn't they just refuse?), the pressing issue of needing to appease a deity would, hopefully, get them to agree. For now.

    So he raised the idea. And then waited surprisingly calmly as all of the most vulgar parts of 'Rivegx were thrown at him. Once they were mostly done, he went on the attack. He made it abundantly clear what had happened to those who'd displeased the Brinefather, and any of the world dragons. Perhaps, yes, she'd shown more leniency due to their shared blood, but did they honestly think that would protect them forever? That her patience was infinite? Her demand had little to do with her offence at the temple, It was a reminder, plain and simple, that her mercy was not to be taken for granted. And that anyone who wasn't willing to contribute such a small proportion of their taking was more than welcome to go and inform her in person exactly why 'Ridi'r had nothing to show for it's faith. Unusually, no one complained after that.

    For a while. The grumbling started again about three days later, But they still paid, and the statue slowly came into being, carved from shared bone, covered in shared hide, made by hands fed by shared food. To outsiders, the statue held a certain eeriness, it's organic materials maxing look more like a taxidermy than a statue. It lacked the detail of the old statue, and the size, and wasn't much use as a temple. But they'd still built it, even if it had taken a good year and a half. Now they just had to pray she'd accept the gesture.

    6 - Military: [Great project - Reformation of 'Ridi'r 3/?] - The beasts getting stronger in general was an issue, but not an insurmountable one. What was an issue, however, was the 'Xe'Xo'ku'gv, that had first been sighted before the Brinefather even arose. The beast that, supposedly, had been leading other creatures. They were persistent rumours, though mostly scoffed at. What was true, however, was that even after years of trying, no one had managed to kill it.

    Until the goldhorns moved in their entirety, and took it down together. This caused some confusion amongst the 'Ridx. Who got the credit? Who got the glory? And, as some of the weaker hunters noticed, they got the food. So, on the quiet, a few of them banded together for a few hunts. Nothing major, just enough to tide them over. But it worked. It was the biggest haul they'd had in ages. And a 'Ridx can't help but brag and has a terrible poker face, so the secret was out in less than a week. Mockery occurred, of course. But they also kept doing it, and therefore returned the mockery by eating in everyone else's faces. Once the incredibly passive aggressive civil war had cooled off, more groups started to form, followed by more, as they tried to not get muscled out of the good hunting spots.

    Meanwhile the Goldhorns watched confused at the copycat monster they had accidentally created.



    Spoiler: Leader
    Show

    'Have'qa'qagr

    Diplomacy - 5 +1
    Intrigue - 1
    Military - 5
    Faith - 10
    Economy - 4 +1
    Last edited by kjelfalconer; 2018-09-14 at 09:38 AM.

  3. - Top - End - #513
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    The Kingdom of Izbefe


    Actions
    1. [Diplomacy 5] Re-establish a permanent embassy of Izbefe in the Regnan capital of Sortis.
      As the last vestiges of opposition are winnowed out of Izbefe, Queen Sigyn makes pilgrimage to the city in the sand. There, she accepts an admiralty from the Sultan, and personally oversees the refurbishment and expansion of the Izbene embassy.
    2. [Diplomacy] Meet with the Blighted
      Having spent the past few years ensuring the proper introductions, Queen Sigyn invites representatives of the Blighted to be formally received at the court of Izbefe.
    3. [Faith] Aid in the construction of the Empires Temple For 'Ghe'dhox [2/5]
      Shaken by the destruction wrought by the Brinefather with such ease, Sigyn delays a number of infrastructure projects within Izbefe. The architects and builders are instead sent north, to aid in the construction of the grand seaside temple meant to calm the mighty creature's wrath.
    4. [Faith] Aid in the construction of the Empires Temple For 'Ghe'dhox [3/5]
    5. [Intrigue] Secret


    Spoiler: Current Ruler
    Show
    Queen Sigyn Hestradet

    Diplomacy 5, Economy 4, Faith 2, Military 2, Intrigue 2

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

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

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

  4. - Top - End - #514
    Dwarf in the Playground
     
    Moriko's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Jintha
    Ruler: Taelia Riveria
    Round: 22 Region: 108

    After gaining the more essential resources the Volzen discuss their next plans for expansion and decide to stay close to home. The lands of Jianta were the logical choice with a trading posts available for Huo-Ke Squid and Cloudwing Piranhas so the tradesman were send out to acquire the resources. Upon arriving in Jianta we were well received and the negotiation went smoothly it took only two offers to convince the Darak that we were the correct choice to own the outposts. After the contracts were drawn up we had spare time and decided to tour the country on the way back. The southern regions looked stunning and had many places one would like to spend years to just sit down and read a good book however the people seemed restless and upset upon fully noticing this we moved further north where the people were more calm.

    When we were about to leave Taelia had a spontaneous idea to include the northern islands of Jianta under the direct rule of the grand council and discussed this with the other representatives of the council that joined her, only six months later a message was send to the rest of the council back in Jintha to get the rest of the votes. Taelia had nearly forgotten that the more Volzen are involved in a decision the longer it takes and had more time on her hands than she was anticipating before the return message arrived. She had all the votes she need to open communications with the Darak about regaining the northern islands. The negotiations started and seemed to be going well Taelia had meals with local government and laid out plans on the integration of the northern islands. The initial plans are laid out however without meeting the council in person Taelia cannot go further than this and decides to return home without a confirmation from the Darak. The islands will not join the Volzen at this point in time however negotiations have started and will continue over the years to come until a favourable compromise is made.

    1. [Economy] Buyout 75.1 <-- 19
    The Darak we open to the offers made by Taelia and agreed to the second offer made to buy the Huo-Ke Squid.

    2. [Economy] Buyout 75.2 <-- 21
    The second Trade Post went much smoother and was agreed within hours.

    3. [Economy] Buyout 76.1 <-- 20
    With negotiations going well the first Trade Post for Cloudwing Piranhas went very smooth and only took minutes.

    4. [Economy] Buyout 76.2 <-- 23
    The final trade post that was to be negotiated was given to Taelia before negotiations could even properly get under way.

    5. [Diplomacy] press diplo claim on 76 <-- 10
    Negotiations are started and Taelia is happy even with no definite answers or agreements since the foundation has been made and Taelia returned home confident that discussions can continue without much trouble. If the Darak feel the same is unknown at this time.

    Rolls:
    giantitp.com/forums/showsinglepost.php?p=23358435&postcount=1005 <-- can't post links yet i should really go post somewhere.

    Ruler Stats:

    Diplomacy: 6
    Economy: 8 + 2
    Faith: 1
    Military: 6
    Intrigue: 5
    Last edited by Moriko; 2018-09-15 at 05:43 AM.

  5. - Top - End - #515
    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+36+43: Inyoni Crescent
    Spoiler: Crest
    Show

    Round 22
    Empress Crexa Whitefeather

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


    1[Intrigue] Investigate the FlameFather/Cinder Queen Further (with spelltang vinegar) 17

    2[Intrigue] Blackwings [1/4]

    With the sudden expansion of Empire, and deadly foes, Whitefeather needs eyes in the dark. Two minor houses, Blackbeak and Yellowtail, are tasked with bringing together their best scouts and court spies, in order to seriously begin a countermeasure.

    3 [Intrigue] Blackwings [2/4]

    These wings are then subject to intese internal training from Crexa herself, until an elite backbone is made to reinforce this new society.

    4 [Intrigue] Blackwings [3/4]

    With trained members, sheer numbers is now needed. The best trained Blackwings now train a group each, each of which s sent to each settlement in the Empire, to attempt to steal the local judges insignia. All who suceed are tasked with returning it as silently.

    5 [Economy] A prize for the Drgaon 18

    Having dealt such a great blow to Khirus, Crexa cannot be unhappy with the Dragon. She authorises another shipment to be sent.


    6 [Military] Raise a Unit

    7 [Military] Raise a Unit

    Those who fail the Blackwing training are sent to a new army, specialising in lighter and almost totally subversive warfare. They may not be the best, but they will be good enough.



    All Vassals may move freely through the lands



    Resisting buyouts:

    News and Rumours





    Spoiler: Resources and troops
    Show
    Inyoni Crescent 45, Incense

    Pegasi 21
    saphires 9
    Pearls 74

    Dragon eyes, 47
    Region 86 copper
    ??region 46 ships??
    region 84 tin
    region 44 farrana
    region 90 limestone
    region 15 blackrock

    10 troops


    Spoiler: Ruler information+ extra
    Show

    +1 Int

    Last edited by Tentreto; 2018-09-14 at 05:46 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  6. - Top - End - #516
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Spoiler: (Worldbuilding) - College of Quiet Comprehension {A Short Story}
    Show
    Jherki was much hotter than Regno. Conceptually, Venusa had known this already, but now that she had been here for a few months, there was no use denying it. They were both desert regions, but Regno’s desert was full of hot winds that could occasionally turn cool and comforting in the morning or evening sun. Jherki was only ever cool near the middle of the night, but otherwise was a land so hot, the sand sometimes seemed to steam.

    Thankfully, those of the Dry – the people of Jherki did not like to be called Jherks or Jherkins – had long ago figured out how to live within the blistering heat. Most towns were along the rough coast line, or in mining villages that had a source of nearby fresh water. Those that didn’t have water of some kind either died or were subject to the skills of the Alkhemer that lived with them in purifying drinkable liquid. Venusa had met some Alkhemer. They were quite smart, but usually a little odd and a bit self-important. And that was coming from the Heir and Princess of the Regnan Imperial Sultanate, Alteta Venusa Sortis Regno.

    However, Venusa knew just how important she was, thank you very much. She had been planning – and scrapping and re-planning – her future life since she was ten years old. That was almost a decade now, by the Gyanan Calendar. Well, the Avakonian Gyanan Calendar. Regno’s yearly calendar was based off the birth of Grand Magus Stramosi; the first man to not only use Initia successfully but be able to teach it reliably in a way that reshaped Regno forever. With thanks to Bani, the magic dust prevalent in the region. The Regnan Calendar had the year at 385, with the new year in just a few weeks, but only scholars used that date system, and even then, only when they wanted to sound hoity toity and smart. For most people – even the majority of those in the Sultanate – the year was 169, just a little over a century and a half since the death of the man who conquered everything in Emjata, Dejan. And the new year was not a few weeks away, but a few months past.

    Venusa had come to Jherki as part of her newest plan for her life. She was the Heir to the throne of the Sultan and would only inherit if her father abdicated or died. Even now, at just nineteen, Venusa hoped that her father’s passing of the crown would be a long time from now. As did most people, since Sultan Tyber Sortis Regno was a good man. Most people also expected Venusa to be like her mother: find herself a nice husband from a powerful family and let him become the Heir. That’s how most Oamenii marriages worked; people had their eldest daughter marry someone their mother approved of, and that man became the heir and next patriarch of the family. It’s how it worked for the last two leaders of Regno, and most people expected it would work that way again.

    Most people didn’t know Venusa as well as they thought they did.

    Her father included. Sultan Tyber was a good man, but he had some blind spots. Venusa knew that well, because she was one of them. When she was younger, as not only his eldest daughter, but his eldest child in general, she shamelessly ran circles around him. By the time she was six years old, she knew that it was much easier to get a ‘yes’ from her father then from her mother. Father may have the power of the entire Sultanate behind him, but when it came to their little family, Sultana Spera Sortis Regno reigned supreme. Venusa was only as crafty as she was because of all the times she had attempted to circumnavigate her mother’s influence; mostly ending in failure, again and again. Even now, Venusa had to learn to think multiple steps ahead to try and outsmart her mother… at least, in family dynamics, or when trying to sneak something sweet from the kitchen staff.

    Honestly, that was the most challenging thing that Venusa had to worry about until she turned ten. At that time, almost a decade ago, she promised herself that she would take an interest in Regno and its vassals. The Sultanate had helped see to it that her most difficult opponent was: her mother’s zeal at bribing the cooks in more creative ways than the Alteta’s own.

    Venusa shifted another cubic pace of stone and sand behind her, careful to put it in place on the new road she was building. Her way of giving back to the Harentse – Desert Lizardfolk – that were taking care of her while she was in Jherki. The princess of the Sultanate had had a perfectly acceptable plan in place when she was twelve, and her father had asked her to come with him to the Tournament of Youth in faraway Khirus. It had even worked, especially since her mother hadn’t come with them and she had free reign to (in Sultana Spera’s words) “cause chaos” however she wished. There had even been a few political suggestions that she’d made to some of the Magi that had traveled with her and her father that had been shaping up to be very favorable for the Sultanate as a whole.

    Venusa’s plan – and carefully curated recommendations to her father – had been to encourage the Youth to fight for the right to a nice supper with Venusa herself. The winners of the (albeit somewhat deadly) tournament had been the team from the Company of the Crescent’s young warriors, and there had been a very nice boy (a shield bearer) that Venusa had become friends with. He was an excellent fighter and tactician, but not terribly ambitious. Venusa was slowly working their friendship towards something more; something where she could make him work out the details where he was the consort, she was the Sultana in charge, and everyone – Sultanate and Mercenary Company – won in the end.

    She was still friends with him, and sent letters, but that entire plan was now scrapped. Why?

    It was simple: no plan, from commoner, to Alkhemer, to Alteta, or even the Sultan’s own ideas survived the arrival of the Dragons.

    They reshaped the world in just a few short years, and Venusa had her chance to see what real power was like. It wasn’t making cute looks at the new scullery boy for a few sweet meats behind the cook’s back. It wasn’t making friends with key figures in the Regno’s future elite, or offering intelligent ‘observations’ to already smart Magi to make them drop everything and talk about a topic Venusa had already figured out. It wasn’t even careful schemes with Uncle Junior to play pranks on her mother.

    No, real power was the ability to change the entire Continent, just by showing up to the party and saying hello. A few displays of strength, a few feats of impossibility, and it seemed like everyone was falling in line. Venusa found that kind of thing… alluring. Dangerous, yes, but very entrancing. The so-called ‘Father of Silence’ especially. He (she, it?) was the nearest Dragon to Regno, and seemed to be – by comparison to the others – fairly tame. More… scholarly then brutish. And he’d appeared only a few years ago, from the very sands of Jherki.

    Venusa had been out to see him once. To listen to the wise dragon speak. He was… well, he was glorious. Both in mind and body. There weren’t many people who challenged Venusa intellectually (Sultana Spera notwithstanding) so when it became clear that ‘Vahi’hu’j was far and away much wiser than her, Venusa wanted to find a way to spend more time with him.

    That was also the moment that she decided that ‘Vahi’hu’j was always going to be a him to her. And that she wanted to see if she could attract him as an equal. She didn’t have everything planned out in that exact moment, but she started reorganizing her life yet again to her new goal.

    Which brought her to Jherki. To the spot that the Father of Silence had sprung from the sands, near some Jalyeong-bo Harentse Shaman and their clansmen. And… she had started digging.

    Not with her hands, no. With her mind. She’d been at it for a few months now, but the entryway was starting to take shape. She once again thought about the lessons that her Grandfather, the current Grand Magus, had given her when she was nine. Her younger brother would be getting that lesson soon, she suspected with a smile.




    A younger Alteta Venusa, just nine years old, was out in the deserts of Regno with Grand Magus Tutum Sortis, her grandfather. Venusa loved her Grandfather, because he was very smart and equally powerful. He had been the First Sultan, and while some still called him the Weeping Sultan for all the wars and disasters he had lived through, for Venusa, he was always soft smiles and hardy laughs.

    “Grandfather,” Venusa asked, “Why are we out in the desert?”

    “Because little one, I want you to learn something.” Grand Magus Tutum answered, and Venusa stared at him for a moment, a serious thought on her face. She was debating trying to convince him to walk back to the Oasis, and maybe have some sweetened corn like the last time they had spent time together. Grandfather was usually fairly busy, so it was a surprise to Venusa that he had decided to spend today teaching her things.

    She had enough of that from other tutors when she was at home. Then again, none of those tutors were as smart as Grandfather Tutum was. So Venusa kept her mouth shut, and just nodded her head; imperiously commanding the former Sultan of Regno that she was ready, and the she deigned it acceptable that he proceed.

    With a slow smile, Tutum Sortis asked, “What do you know about Initia, child?”

    “It’s a way of life. A philoso… pheelosiphy?”

    “Philosophy.”

    “A fill-os-o-fee.” Venusa repeated the word, making sure to get it right, then continued, “The prince-pulls of Initia teach people how to move through their life. Momma calls them guide posts in the sand. That there isn’t really a right way or a wrong way to walk between them, but if you keep ‘em in mind as you go, you’re at least on the path.”

    “That’s pretty good,” Grandfather nodded. He waved his hand, and a small stone pillar, about as wide as him, rose up to a little taller than his knees. As he sat down, Grand Magus Tutum asked, “Did you miss anything?”

    Venusa laughed and said, “Magic!”

    “That’s right. Those that don’t just walk the path, but explore it and find new ways to stay within the principles of Initia can do great things.” The older Oamenii brushed off his robes and lost some of his grin. The teacher in Tutum Sortis was coming out. “Can you do magic, Little One?”

    Venusa giggled, “No, of course not, Grandfather.”

    “Why?”

    She moved up to her seated Grandfather and pointed at his tattoos, touching some of the ones on his right arm, and tracing them up till she pointed at the Rune of Thought that every Initiate received. “I don’t have the tattoos.”

    “Well, that’s a good answer. But it’s not the whole answer. Do you want to know more about magic?”

    “Is that why we’re here?! Am I gonna get my Rune of Thought?!” Venusa became very excited. Most people didn’t get their tattoos till they were much older.

    Shaking his head, the Grand Magus made it clear, “No, Little One. Not today.”

    When Venusa lost a lot of her excitement, her Grandfather hurriedly continued, “But we are going to learn about Magic, for when you have your tattoos. Because I think you are so smart, and I want to make sure you don’t hurt your cute little face.”

    He reached out and grabbed Venusa by the nose with one hand, and tickled her tummy with the other, causing her to giggle again. She reached for his hand on her nose and pushed it away so that she could attack his stomach too. He let out a big smile and a chortle, and redoubled his efforts on her, now that he had another hand free. He quickly won their tickle fight and grabbed her up to sit on his lap.

    “Your Great Grandfather is a great man, you know that, Venusa?” Tutum asked, reverence in his voice.

    “I know, Grandfather. Soc Viclean always has the best jokes. Even better than yours.”

    “Somehow, I’m not surprised.” Grandfather Tutum grinned. “I always feel like I’m chasing him. He’s got a very special tattoo that is very dangerous to get. You have to understand almost everything about Initia to even try; those that attempt it often don’t succeed and die.”

    Looking down at her, Grandfather Tutum stared at Venusa seriously as he said, “Don’t ever try it till you are at least as old as I am right now, all right Little One?”

    Venusa could tell this wasn’t a joking matter, so she thought about it before she replied, “But you’re so ooooooooold.”

    “Hey!” Grandfather attacked her tummy again and had them both giggling.

    When she finally gave up, Venusa said, “Ok, ok, Grandfather, you – heehee – you win. I promise! I’ll wait till I’m at least fifty.”

    “I’m older than that Little One, but… I suppose that’s a fair compromise.”

    “So what’s this about Soc Viclean?”

    “He taught me Magic. I was a young scamp, but I was older than you were. Old enough that both your Second and Third Grandmother were already married to me, and First Grandmother was still trying to figure out if I was worth it or not.” Grandfather looked far away into the desert, a smile on his face as he remembered. “Soc Viclean was Grand Magus Viclean at the time, and that he bothered to give me a moment of his time had a lot to do with politics; not that I was anything special. Not at first.”

    “But… he saw something in me. And I’m glad he did. He taught me so much. Including this lesson. So, Little One, let me ask you: What three things do you need to use Initia effectively?”

    Venusa scrunched her face in thought. “Three things? Don’t mages just need Bani?”

    “Ha!” Grandfather laughed, “Yes, that’s almost word for word what I said. But no, that’s not right. I mean, Bani helps; it helps quite a lot. It can help make up for a mage’s deficiencies or as your Great Grandfather put it, help a mage cheat.”

    “That… that doesn’t make sense, Grandfather. Bani is super important. You’ve got bags of the stuff on you right now.”

    “Well yes, yes I do. I’m not saying that we shouldn’t use it, but… all right, think about this: you’ve seen some of the older Oamenii walk around with a cane, right? Even Soc Viclean uses one?”

    Venusa wasn’t sure where this was going, but she remembered a time when she was younger where Soc Viclean had done a little jig with his cane in his hands and made her laugh, “Sure!”

    “Can they walk without it?”

    Thinking about it, Soc Viclean had needed to sit down after that little dance, and he hadn’t gotten up for a while. When he did, he was leaning on it more. She had seen him walk without it though, so Venusa answered, “Yes?”

    “Was that a question? Don’t do that. Give a straight answer.”

    “Yes. I’ve seen Soc Viclean walk without his cane.”

    “Was it easy for him?”

    “No. But he could do it.”

    “And that’s Bani. Bani is our cane. Doing magic without Bani isn’t easy for us. Those of us who are good at Initia can do some things, but it will leave us very tired, or worse. And it’s nowhere near as impressive as what we can do with Bani. Those Initiates who aren’t good at Magic and try without Bani either get lucky and nothing happens… or they are unlucky, and something happens, but it’s going to hurt them and probably whatever is around them. Which is why this lesson is important. So, I’ll ask again: What three things do you need to use Initia well?”

    Venusa thought about it. And thought about it. She hopped up off of her Grandfather’s legs and walked about in a circle, and when she finally stopped, she said a little fearfully, “I don’t know.”

    “That’s fine. You’re nine. You’re not supposed to know everything yet.” Grand Magus Tutum nodded at her, and Venusa felt better when he continued, “That’s why an ooooold man like me is here: to teach you.”

    Raising one finger, Grandfather said, “The first thing is Conditioning. That’s a person’s own strength and stamina. How many fat Oamenii do you know, Venusa?”

    “Not many, Grandfather. A few merchants? Some older people?”

    “That’s because many Oamenii in Regno work hard, even if they can use magic. A healthy body promotes a healthy mind, especially when it comes to magic. I want you to think about a rock.”

    Being surrounded by sand and rocks, Venusa didn’t find that very difficult, “Ok.”

    “If I picked up a rock, and you picked up another rock, who do you think could throw it farther?”

    Venusa’s competitive side made her squint at her Grandfather, and she almost answered that she would win, but realized that if he really was trying, her Grandfather still had lots of old people muscles; not super old people muscles either, like Soc Viclean. Tutum still had adult muscles that could still pick her up and put her on his shoulders. Venusa wasn’t so sure she could do that, if there were two of her, so she grumbled, “You would.”

    “Yes. For now, I would. Maybe when you’re older, you can throw it farther than me, but I have better conditioning than you. I could throw a rock a lot farther.” Sensing her disappointment, Grand Magus Tutum moved on, “Magic is no different. There are people who are strong enough with magic to throw a rock very far, and other people who can only throw it a few paces. There are some who can throw only one rock before getting tired, and some who can throw that rock over and over and over all day.”

    “And that’s… Conditioning?” Venusa was starting to get the idea, gripping her left arm in her right hand and squeezing, trying to feel her own muscles.

    “In its simplest form? Yes. There’s more to it than that, like eating all your veggies when your Mom or Grandmothers tell you to and going to bed on time.” Venusa squinted at him, not really believing it. Seeing this, her Grandfather laughed and said, “No, no, it’s true. Several Magi did some studies that took many years. I’ve read the reports. Lots of sleep and good food help someone’s conditioning. Stay healthy, and you can do more with magic.”

    Venusa considered this, and nodded, saying, “A sick person can’t throw a rock very far. Not like someone who isn’t sick.”

    “Very good. That’s absolutely correct.” Grandfather smiled a big smile, raising two fingers at once. “The second thing is Connection.

    “This is an Initiate’s amount of magical prowess. Everyone is a little different here. We’re not really sure why, and quite a number of studies go into figuring that out; there’s lots of theories, but… some people are just born with it. Do you know when you should stop getting Tattoos, Venusa?”

    “When the last one you get hurts too much.” Venusa nodded. That was just common sense. Some people got the Rune of Thought on their heads and didn’t go any further than that. It hurt them too much. Other people didn’t even feel a tickle with the first tattoo, but the second one – the one that made them Aspectus, also known as Aspect Scholars – hurt a lot.

    “That’s right. Getting another after the previous one hurt usually means even more pain at least, and… some people who don’t know their limits have even died. Especially if the Rune is new, or untested, or both. And the more powerful the person who is giving you the tattoo, the less likely it is to hurt; they can help guide you, help you to establish your Connection.”

    Tapping his various tattoos, Grand Magus Tutum said, “What your Great Grandfather taught me is: That’s what each new Initia Tattoo does for a person. It opens their connection to the Aspects wider. It lets them access more of their magic. When it starts to hurt, Soc Viclean told me, it’s because someone is trying to make the space they have for their magic bigger than what it is. You can get away with it once – maybe twice, if you are lucky – but it will hurt. It will hurt lots.”

    “Like somebody trying to pull your arm to make it longer?” Venusa asked.

    “That’s… that’s a pretty good analogy, yeah. If you get hurt, a skilled healer can pull your arm back into place. It hurts quite a lot, I’ve seen it. Big strong Legionnaires must bite down on leather, so they don’t bite their tongues when the healer pulls. And if they do it too many times, the arm may become useless.” Grandfather nodded, liking this idea. Venusa wouldn’t be surprised when he stole it later. “Let’s think about the rock again, though. Because that’s how your Great Grandfather taught me. And this is his lesson, even if he couldn’t be here himself.”

    “Ok.”

    “If Conditioning is how far, and how many rocks you can throw, Connection is how big the rock is.”

    Venusa got it very quickly, “People with a better connection can throw a very big boulder, while those with only a small connection can only toss a pebble.”

    “That’s exactly it. It gets more complex when you have someone who has a strong connection – a big boulder – but weak conditioning. They’ve got a lot of magic but can’t do much with it. Much better to have only a little magic – a smaller connection – and great conditioning. You can do a lot with a pebble, if you can toss it far enough.”

    Shaking her head, Venusa said, “I’d rather throw a big boulder really far then a small pebble.”

    “That’s true. It is more impressive. But think about it: would you rather throw just one boulder, or hundreds of pebbles?”

    “Conditioning again?”

    “Yes. I can see you’re starting to understand. Which brings us to our last point,” Grandfather raised his hand again, this time with three fingers, “Comprehension.”

    “Conditioning, Connection, Compree… henshen? That third one doesn’t fit the pattern.”

    Grandfather smirked, “Soc Viclean said it was close enough. But next time I see him, I’ll tell him you said that.”

    “Oh! And tell him that he’s suuuuper ooooold. He’ll laugh.” Venusa nodded seriously. Great Grandfather laughed every time she told him how old he was.

    Tutum himself laughed, and nodded, “Yes, he is. But remember, this is his lesson. So. Comprehension.”

    “Right. What’s that word mean?”

    “Think about it.”

    Venusa did. She walked a bit in the sand, and walked back, and again said, this time with less trepidation, “I don’t know.”

    “Well, when you do know, then that is comprehension.”

    “What? I don’t get it.”

    “That’s just it, Little One. Comprehension – the word – is getting it. When you understand something, you comprehend it.”

    Venusa blinked and then her eyes got wide, “Ohhhhh. Neat. So now I comprehend comprehension?”

    With a smile, Grandfather said, “Well, at least the word, yes! But when it comes to Magic – Initia’s magic – Comprehension as the third thing is a little… different.”

    “How?”

    “Let me show you.” Grandfather stood up from the stone pillar he had made and pulled out a bag of Bani. Spreading it on his palm, he looked around at several rocks and stones, and Venusa watched as they started to rattle and shake. The Bani in Grandfather’s hand drifted in the wind to each bit of earth, and the rocks began to float and come together, some coming out from the sand of the desert itself, until some ten paces away from Venusa, a giant boulder formed. It was oddly shaped, flat on the bottom and the top, but bulbous, rocky, and pock marked on the sides. It was at least as tall as Grandfather himself, and just as wide in the middle.

    “Go sit on that boulder and tell me what you see.”

    Venusa looked up at the boulder and shrugged. She’d already been learning a lot. Maybe there was something special at the top. She moved over to it, and found it was hard to climb. She had to circle around and around it, just to find the right hand holds and foot holds, and one time got a little scared with how high she was. If her Momma saw her right now, Venusa was sure she’d be getting a scolding. Yet, Grandfather was nearby, so she kept climbing, sure she was safe enough. It took her a few minutes, and she was a little tired, but eventually, she was sitting on the boulder’s flat top.

    She looked around, and… saw nothing. No messages on the top of the boulder. No other people or things nearby. Just her, the desert, her grandfather, and the chair of stone he was leaning back in. She was getting a little annoyed about that, to be honest. He’d been sitting on that pillar for a while now and hadn’t bothered to make a similar stool for her.

    Except… it had been just a small stool before. But now it was a chair. It had a back and everything. Some time while Venusa had been climbing, her Grandfather had added to it. He was sitting very comfortably, and here she was, on a much higher, bigger boulder. It wasn’t very comfortable, and it had taken her a lot of work to get up here.

    And then… it clicked. She got it. She comprehended it.

    The rock – the one Grandfather had been talking about – was Magic. Conditioning let you throw it around, farther and longer. Connection let you make it bigger or make it smaller and a lot more at the same time. Comprehension… comprehension was knowing how to use magic. When to use magic. Why to use magic.

    You could throw that rock around all day, back and forth, with good Conditioning and good Connection, but… why? Why bother? The rock doesn’t need to move, if you don’t have a good reason for it.

    Venusa climbed down the boulder, and walked back up to her Grandfather, who asked, “So Little One, what did you see?”

    “I saw an old man who made me a very uncomfortable seat. It took me a lot of work to sit on, and it was too big for me. Meanwhile, the mean old man added back support to his stool and watched me struggle to climb.”

    “Mean old man, huh?” Grandfather Tutum looked hurt.

    Venusa teased him more, “Yup! Worse, he was wasteful.”

    “Wasteful? How was the mean old man wasteful?” The Grand Magus was starting to smile again.

    “He used a whole lot of Bani to make that big boulder, when he could have used just a tiny sprinkle and made me a chair too.”

    Nodding, Grandfather’s smile grew, “I’d won’t argue that such a thing was possible, but I will argue that he was neither mean nor wasteful.”

    Glaring at him, Venusa said, “I’ll give you not mean – most of the time – but not wasteful? Grandfather, that must have been a week’s pay in grams of Bani for several Legionnaires.”

    “And what else did you comprehend?”

    “Comprehension,” Venusa said it right this time, “not the word, but for magic, is knowing why you are throwing around that rock in the first place. Knowing how to throw the small pebble so it does as much as the big stone. Knowing when you need to throw it over and over or when you only need to throw it once.”

    Grandfather’s eyes sparkled, and he had a very big grin on his face, as he whispered, “Worth every gram of Bani.”




    Venusa shifted another carved square’s pace of sand and stone, removing it from the large – dragon sized – entrance she was making deeper and deeper into the earth. It was taking her a long time, but she was learning new things, slowly, carefully.

    She had a plan in place. The whole thing would be one large cave network. Eventually, she’d have the entrance big enough for both humanoids and ‘Vahi’hu’j to fit through. That plan might change a little, as she added more blocks and archways in place, to support the cave, but she was working to create an entire College underground. She could use whole shipments of Bani, and an entire construction crew of Earth Initiates, but… that would just make her another ruler in a land full of rulers. Someone yelling out orders. Creating this College was going to take her years. She knew it would. But it would be her creation. Her gift to him. A place for everyone to come, sit, and think.

    The plans she’d drawn up called for at least ten different – human sized – rooms that could fit forty people at a time in small ampitheaters. Each one would have to be carved out, one cubic pace at a time. By her. And her alone.

    Using Bani would be cheating. Doing more than a cubic pace would hurt her. Not having enough food or rest would strain her body. And if she wasn’t careful and didn’t understand the sand and the stone of Jherki’s underground – didn’t brace things properly, build it all in the right way – she’d end up making mistakes that not only could set her back weeks, but also might be dangerous.

    Yet, she would do it.

    And when she was done with the smaller amphitheaters, she would work on the bigger one. The one that was going to be large enough to have hundreds of students sitting in it at once. With a stage big enough for the Father of Silence himself to lay comfortably, if he so chose.

    Venusa even had some initial designs in place to let the air in properly, so the whole place wouldn’t get stale and hard to breathe in. She had some ideas for how to open up the tops of the ceilings in small areas, with ropes, pulleys, and some clever uses of moving water to allow for the sunlight to stream in to the amphitheaters during the day. And there would be torchlight, in strategic locations, along frescos and walls that she still needed to carve – using negative space to create an artistic feel that could only be done underground – in order to light the pathways and show off more light at night.

    Or maybe she could use the same lights that Regno uses? Perhaps she could improve that lighting?

    Venusa was going to be here for several years. This was, in her own way, her exam to be recognized as a Magi by the Three Towers. She was sure that she would succeed. It was hard work, tedious work, but not mentally straining most of the time. And with so much time on her hands…

    Improving the lighting system of Regno could just be the start. She still didn’t understand how her Great Grandfather had managed to survive to obtain the Rune of Everything Soul; it required the fourth thing to use Initia effectively. Balance. Balance between all the Aspects. Fire balanced with Water balanced with Air balanced with Stone balanced with Spirit. Everything. At once.

    She didn’t get a chance to ask her Great Grandfather about it before he passed away. She had asked Grand Magus Tutum last year why he hadn’t mentioned it in that first lesson nine years ago now. Grandfather had just said, “Because you complained that Comprehension didn’t fit the pattern. Balance was even more outside of that, and too much for a nine-year-old, even one smart and sharp as you. And… Soc Viclean told me that everything I knew about the five Aspects wasn’t enough. How can I teach you something that I don’t understand enough of myself?”

    So here she was; Heir to the Sultanate, Alteta Venusa Sortis Regno, slowly moving three feet by three feet of stone at a time. Maybe this would work. Maybe it wouldn’t. Yet here she was. Quietly crafting, quietly thinking, quietly learning, quietly… comprehending.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

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    Default Re: [EMPIRE4!] IC Thread

    End of Round Twenty-Three.

    All edits to actions posts made after this point will be considered invalid.
    Sincerely,
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    Default Re: [EMPIRE4!] IC Thread

    NPC Actions

    All Organizationss are preoccupied making tribute to the Dragons. [GM error]

    Other!
    The benefits of a large realm seem apparent in Taraks Krag, as "new" farming techniques discovered beyond their borders are gradually absorbed. While the region is still at a subsistence level, crop yields are steadily improving, and the Tarakeen are increasing in number.
    A band of Kobold artisans travels through Overvann, distributing small, beautifully carved stone trinkets and amulets to everyone nearby. They claim to have been outcast from a Kobold city in Tevrus, and to have decided to find a patron in Overvann.
    Sincerely,
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    Default Re: [EMPIRE4!] IC Thread

    Round 24: Begin!
    Imperial Reckoning 172 - 174
    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!
    The difficulty of Raise Reputation Actions for Organizations has been reduced by 2. However, only 3 players may be Rep6 or higher with a single Organization, now, and only 7 players may be Rep5 or higher. Any number of Players may be Rep1-4 with an Organization. If all higher Rep slots are filled, you must reduce the rep of a player currently occupying a Reputation slot via Diplomacy contest by targeting them, or opt to aim for the TN, in which case a random player will be booted if no players choose to try to resist you. Be warned! If you try to prevent a player from raising their Rep by aiming for the TN, and fail, your spot will automatically be the one that is reduced! Feel free to ask for clarifications in the OOC thread.

    Growth!

    In Azenhal even with the destruction of the city and decimation of the dwarves by the Cinder Queen a great deal of wealth continued to flow through the region. Wiser minds both local and abroad work to wrangle control of these markets under their control and at last a system is devised to establish greater control on behalf of a resource’s real defenders. With standardized currency controlled by a central banking system much greater economic control can be exerted by a governing body within their own territories. (CAL introduces a new economy technology! Standardized Currency! Non-action endorse buyouts in own region regardless of TP controller//Non-action buyout resistance support (+2) to resistance rolls in regions you control regardless of TP owner. Requires: Precious Metal/Gems/Precious Metal/Gems X 3)

    In the affluent up and coming trading hub out of the League of White Sails a new magical craft has taken hold of the Hermeticists present. Dubbed Alchemical Artisans by their contemporaries, these new entrepreneurs and hobbyists use blackrock-fueled mini furnaces to drive alchemical pursuits associated with detail work in metallurgy and gemology. The precision allowed by these blessed tools of science and art encourages a boom in craft jewelry and soon a League bracelet or necklace becomes the defining trinket to decorate oneself with to demonstrate real wealth. (LWS introduces new faith technology Alchemical Artisans! +1 to Buyout OR +2 to Resist Buyout Once/round (does not stack). Requires: Fuel)

    Hoping to demonstrate ‘Ridi’r’s raw devotion to the so-called World Dragons, their ancient gods now made flesh, the leader of the Dejanite Cult faith as well as the draconic “children” of the dragons throws the full support of his influence behind the newly arrived dragons ensuring all within his lands recognize their holy duty to the returned World Dragons of myth. (‘Ridi’r develops a Cultural Identity! 'Gri'ridx - 2d8 when fulfilling dragon requests)

    Though Yondar under Queen Tanya’s rule might seem to the uninformed to be one of these countries whose only goal is to build up their military-economic power and then inevitably crush everything in their way, Yondarians actually have a good sense of subtlety. Many contests between the mighty of Emjata haven’t been and won’t be decided on the battlefield. For example, the assassination of the D̨vatlan king a couple of decades ago was definitely a loss for D̨vatla; despite its great military might, it could not do a single thing about it for lack of proof. Well, Yondar won’t be among the unprepared when shadowy figures spark a political crisis next time. It has eyes and ears in unexpected places, and knows much of the world of covert politics. (YDR introduces Cultural Identity: Stalking Shadows - Increased Die Size on Investigations!)

    Being justly nervous about the dragons, or perhaps fearing Overvann’s militant outbursts, the Syndicate attempts to befriend their southern neighbor by assisting them in their creation of yet another militant organization in Emjata. This endeavor might not have succeeded, were it not for the change of jarls in Overvann; Bjorn is far more receptive to Bhule’s offers of friendship than Olaf ever was. (CNS aids OVN in Great Project: Organization “Eternal Lamp” 4/8, 5/8!)

    Diplomacy!
    Developments in Izbefe had recently seen a new Queen crowned to lead the struggling and plagued southern kingdom of the Sultanate. Hoping to physically demonstrate the support shared between Sultan and Queen an official embassy is established between the two powers in a ceremony that involves the appointment of Queen Sigyn as Admiral of the Water Aspect. (IZB establishes an Embassy with RGO!)

    The people of Ti Linnad are calmed by promises and threats, blackmail and bribes. Discord and grumbling between the wealthy turn into grumbling and resignment among the poor; however, whispers abound as to what the Premiere will do about the dragons. Or rather, what can the Premiere do? (Ti Linnad (21) is now Stable!)

    Brought to heel by the unified thrones of Rhune and Saaremaa the hinterlands south of Saaremaa are introduced to the confederated structure of Rhunic rule bringing stability to the newly annexed territory. (Region 94 is now Stable!)

    It takes some time before Dame Rosagund is able to send a message back to the Free Alliance, and it is not with good news. Despite her attempts, she has made little headway with the Company; with the coming of the dragons they are unwilling to make any commitments to the Alliance as a potential customer, certainly not for the price offered. She believes that the Company of the Crescent may be swayed if they think the Alliance will be a steady customer in the future, and asks for permission to offer greater boons than what she was originally allotted.

    Reactions to the Sfaïri Free Alliance in the Tëhlër̨khët range from mixed to hostile. Some of the locals seem to take Blanc's assertion that the surrounding nations wish to conquer them seriously, though others snort; obviously this self-styled dictator was speaking of himself. And after all, the dragon had clearly shown that it favored them over the Alliance. To worry after such a display was as disrespecting the dragon personally!

    While the Whitefeather Empire may appear relatively uninvolved in the current political matters, it is, as always, a force to be reckoned with all across Emjata. Even the common people to the far north in Yondar have heard of Empress Crexa, and respect her. But one should also not underestimate the governing skills of Queen Tanya. It is she who personally watches out for the people of Yondar, though she will not suffer challenges to her rule. The fact that such challenges have yet to arise bodes well for the future of Yondar. (Yondar (98) is now stable!)

    In spite of the Sanguine’s hot temper, Mure manages to arrange a meeting with the Suzerain. Although the knight of Chaeteau Gorbeau initially demands a Kunai withdrawal from the island, even he has to admit that the Sanguine have better chances of not starving and not descending into a civil war when the Kunai are helping them. Certainly, Mure’s charisma and the now enchanted Magatama help. For now. (Les Alpes de Sang (57) are now stable!)

    Many in Umibe, primarily the Kaigan, accept Mure’s generous offer of full clanhood. Trade and life in general will be far easier for them with them having an influence on Kunai politics and the chaos caused by Uragirimono being sorted out. However, this view is not ubiquitous, and some are still weighing their options. Even worse, some Sogan communities have refused resolutely. Why would they wish to be more closely integrated with the Kunai who have caused them so much grief? Why doesn’t Mure just go back home to the Kunai’s beloved trees, and leave them alone? The leader of the Kunai will need to be more convincing to win over enough of the area to call the situation handled.

    Coatl stabilizes after the vampire infestation is repelled! A significant population of the undead now lie in chains as prisoners of Coatl, subject to all sorts of painful experiments. Seeing their would be infiltrators beaten so fully projects an image of unity and security for the people, though surely at least a few escaped captivity. (Coatl [R33] is stabilized!)

    Lindeen commits their military and religious doctrine to keeping the populace calm and under control in the face of great danger. Or if not calm, at least unable to revolt. The mass enslavement of peoples are spoken in neighboring kingdoms as rumors of the corruption in their lands, but the results speak for themselves. (R25 and R101 are stabilized!)

    The Pride is not idle in strengthening the new bastion of their faith, constructing a center of congregation for the Feast of Rieba in Ka-Ruun. (R62)

    In addition to this, the Feast finds a place in Lindeen (R101) to call home. The organization in only a few short years has spread its wings nice and wide; now it falls to the leaders of the faith not to squander the opportunity that they've been given.

    With Gwen Gwinta's collapse, the Coatl Theocracy sees an opportunity to spread their influence further north still. With no contesting claimants, the effort seems to find success among the people who strive to find order in their lives once again. ..But there is still time for another claimant to rise. (Coatl Claim to R23 1/2)

    The Omanush Convoys Expand Eastwards with the support of the Coatl Theocracy, who create a headquarters for their operations in their capital region of Coatl. (R33)

    Faith!
    The Arndok Lora’s feud with the dragons is taken to the upper stage of ideological conflict as the human-turned-lazarite leader of the eastern faith issues proclamations calling for the faithful to openly resist capitulation to the demands made by these terrible beasts in favor of holy conflict waged in opposition to the dragons’ whims. Time will tell whether such a hardline stance will be punished or rewarded by the fates but this division does draw a clear line in the sand between Xincoatl’s church and the World Dragons now incorporated in Dejanist scripture. (LZR establishes Coatl Perijanism largest organized Faith bonus: +2 vs Dragons!)

    Linnadi scholars have compiled one of the greatest collections of arcane knowledge on the face of Emjata, only even rivalled by the great schools of Regno. The Ellibarri Arric and the Codex Accillianni together are a magnificent feather in Ti Linnad's cap, a shining testament to the empire's greatness. (Council of Ti Linnad introduces a Relic! The Codex of Arric Accillianni: +1 to investigate magical phenomena)

    The Isles of Lazar oversees the mystical forging and assembly of a set of enchanted armor dubbed the “Armor of the East.” It would appear this divine gift was intended to play a role in the Arndok’s schemes against the Frostfather with an intended recipient speculated in Krace, the Lindeese experimental warrior. The powerful artifact would surely elevate a chosen champion though the ostentation of the armor only made its bearer a more obvious target. (Isles of Lazar introduces a Relic! Armor of the East +1 to roll by a General equipped with this Armor, -2 Leader Loss rolls)

    Clara Hodeskalle, wife of the retiring Jarl Olaf, steals into the forests outside her home one night when mystic mists are brimming through the hills pulling with their hazy cover ancient truths woven in their blanket across the lands sharing their quiet knowledge. Clara walks the primordial forest in this vision from beyond the mortal realm where she finds a great rune stone jutting from the ground where such a stone had never before protruded. When the morning light came and pushed back the mists of night Clara sought the stone she had seen in her vision and to her own surprise found it where the gods had led her in her dreams. The stone was inscribed with runes both ancient and new with translation and explanation that allows Clara to scribe for the first time in millenia a near complete codex of Gamle Mater runes. When word spreads of Clara’s discovery the high priestesses of the pantheon agree to recognize the visionary woman as the gods’ chosen representative upon the earth deferring to her in judgments of the faith and spreading the gospel of her discoveries. (Gamle Mater is now Organized! Delwin (84) HC 1 is converted from Dejanite Cult to Gamle Mater! Overvann (89) HC 1 is converted from Open to Gamle Mater! Tevrus (90) HC 2 is converted from Dejanite Cult to Gamle Mater! Black Marsh (91) HC 3 is converted from Dejanite Cult to Gamle Mater!)

    In Black Marsh celebration of Gamle Mater’s organization is not limited to the populous region outside the Tower of Rule as seers are dispatched to spread the news of Gamle Mater’s miraculous coming together at the Sunken Church deeper in the region’s marshy interior. When proselytizers from Gamle Mater arrive to support additional construction at the constantly imperilled worksite they find a welcome reception as guides. Dejanism had been struggling in the wake of the dragon attacks to find its proper footing and is pushed out by the rising power of Gamle Mater’s priestesshood. (Black Marsh (91) HC 1 is converted from Dejanite Cult to Gamle Mater!)

    While the damage wrought by Uragirimono’s actions is undeniable, the Kunai are not entirely averse to using the resulting situation to their benefit. The void left after the religions purged by Uragirimono could be filled by Honmyo. However, they would have to be careful not to appear as another oppressive tyrant in the people’s eyes. On the other hand, there is such a thing as too much caution, and that is what happened to the Wordsmiths trying to bring the Kunai school of thought to Umibe.

    Out of Azenhal more coin is flowing to priests of both Abhidi and Initia leading to these faiths growing in power and prestige throughout the territory held by the southern republics. In Khirus and Palendor both the last vestiges of Jalyeong-bo spiritualism are driven out by the more mentally focused disciplines of Initia and Abhidi. (Khirus (40) HC 1 & Palendor (37) HC 1 are converted from Jalyeong-bo to Initia and Abhidi respectively)

    The Isles of Lazar, defiant until the last in the face of the draconic invasion, actively work to restore the faith at home and kindle interest in the Church abroad while facing down the beast of frost haunting the northern seas. Missionaries funded by the Isles bring Xincoatl’s word and teachings about the natural cycles to holdouts in Gelupar and Hoyanuk driving both regions towards complete church hegemony. (Izles of Lazar (28) Holy Order is restored to Coatl Perijanism! Gelupar (19) HC 3 is converted from Abhidi to Coatl Perijanism! Hoyanuk (25) HC 3 is converted from Perijanism to Coatl Perijanism!)

    Several communities through the deserts of Estensule lack formal communities of faith of which to celebrate - or so they did. The resurgence of Orthadox Perijanism with the help of the Serene Marasa Pride shows that life given divine meaning is better than life without, and with a bit of time and enough resources to construct the proper temples, the people eventually agree. (R78 HC1 & R79 TP3 are converted to Perijanism!)

    The Coatl Theocracy creates the Blood of the Purified! (+1 to a single faith roll per round)

    Trade!
    The merchants of Varjik find Oamenii merchants on their doorstep, with more goods than they properly know what to do with. The Sultanate finds little difficulty in purchasing Sedellan Glass, despite its rarity and usefulness; if anything, the Sultanate seems to be in higher demand than the Glass merchants. Though the Regnans are glad that the purchase is easy, such powerful anti-magic leaves them queasy, especially those with a Rune of Thought. They are more than happy to offload the stuff when they get home. (RGO buys out Varjik (58) TP 1 for Sedellan Glass!)

    Merchants of Ti Linnadi are able to find merchants in [region 66] who are both willing and able to sell to outsiders. Their coin may not be of the local realm, but silver is silver no matter whose face is on it. (TLD buys out Region 66 Wool TP1!)

    Northern interest in southern Amber seems insatiable and when Overvann investors follow the League of White Sails lead in sending merchants to the once-Pician-occupied territory now controlled by the Whitefeather Kingdom a bevy of pop up Amber businesses appear in the region. From legitimate upstart tradesmen honestly seeking contracts with the northerners to dishonest scalpers seeking to fleece either the northerners, their countrymen, or both in the booming Amber trade Hosra becomes a hotbed of economic activity and speculation. Luckily for Overvann its merchants prove savvy enough to ensure at least the majority of their contracts are legitimate leading to the golden frozen sap being shipped northwards to the Assembly. (OVN buys out Hosra (68) Amber TP 2!)

    Seeking to strengthen the economic interests of the ruling coalition within the Confederacy purchases made in the governing body’s name are supported within Saaremaa securing the Spiral Horn trade for the northern faithful. (UNC buys out Saaremaa (95) Spiral Horn TP 1!)

    Driven by demand for metals with which to make jewelry White Sails merchants seek contacts in Palanam and Sfaïr and while not all their negotiations pan out enough do to enrich several of the eager speculators and tradesmen who make the trips. (LWS buys out Sfaïr (106) Platinum TP 1 from SFA and Palanam (65) Copper TP 2!)

    The newly spotted islands of Jintha stretch out their economic reach across the rolling waves separating the turtle-like islanders from the once booming regions held in Wuzei Darak confederacy alongside more diplomatic overtures. While attempts to get their neighboring islanders to agree to coalition fall flat it seems this disinterest in political unity does not preclude an interest in Jintha investments. Wuzei Darak and Cawv Dej open their trading markets to foreign investment and soon find near the entirety of their stock of seafood being exported to the Jintha islands at steady profits to the Daraki. (JTH buys out Wuzei Darak (75) Huo-Ke Squid and Cawv Dej (76) Cloudwing Piranhas TPs 1 & 2!)

    Mure intended to import food from the anarchic southern Regner to use as a leverage in negotiations with the rebellious Sanguine. Unfortunately, the Kunai were short on money due to the recent destructive civil war, and the delicious Giorne Fruits could not be purchased. Nevertheless, Mure was charismatic enough to convince the Sanguines that the Kunai will arrange for food to be imported soon.

    Contrasting with the strong ruler of Yondar, the political system of Cesaria has somewhat decomposed. The citizens, previously riding on the wave of rampant populism encouraged by the government, have sobered up and and have become rather cynical. Cesaria doesn’t have much of a foreign policy nowadays, so the local shepherds have no reason not to greet the Yondarian merchants with money-filled pockets warmly. (YDR buys out sheep TP 1 in Cesaria (102) successfully!)

    War!

    Though the Alliance Guard is pardoned, not all are as understanding as the good sir Blanc. Treason may not be as serious in the Alliance as elsewhere, but it remains a horrid crime. No one makes open moves against them, but dark whispers follow where the Guard walks. Those who fled the field become known as the Unforgiven, which in turn becomes a secondary name for the Guard.
    Sir Theophanous' grandstanding does not go unnoticed. He has earned himself the "distinguished" title of "Theo the Pompous" among many of the peasants. It's unclear precisely who created this nickname, but its use rapidly spreads.

    In the competitive cutthroat north where both daggers in the night like those in the Syndicate and openly brandished axeheads like in Overvann threatened ones life armor became an important aspect to the culture. In Overvann a new type of armor composed of scales or discs of metal likened to coins and inscribed with protective runes has become popular on and off the battlefield as a signifier of wealth and safety with the more valuable and attractive “coins” said to be capable of carrying more powerful enchantments. The suit of coin armor assembled by and for the Jarl is said to have the potential to blind a foe with its shining brilliance. (OVN introduces a new military technology! Coin Armor, Armor & Wards, -1 to Casualty Rolls/+2 on Leader Loss Rolls, Requires: Hard Metal//Hard Metal, Precious Metal, & Gems)

    Continuing to feed into the dark rumors surrounding their polity the Republic of Khirus funds the creation of a tactical manual circulated among the southern realm’s elite educating these leaders in the strategic utility of the Feth Dens popularized in the south some years prior. Manipulating these dens of inequity to serve military interests is perhaps the sort of thing less principled kingdoms would balk at but with sufficient bread and circus the Republics do not hold back in exposing their most vile and corruptive inclinations in the visceral descriptions of the strategy intended to be deployed in the coming wars. (KRS introduces a new military technology! Black Blood, Tactics, +2 to attack per level of instability in target region incited by Feth Dens)

    The hardline militant realm of Karys whose warrior queens, generals, and innovations in warfare had long helped prop up Avakonia in its quest towards world domination reveals its newest tactical innovation, the assignment of multiple decorated field officers to coordinate Karysite campaigns dually. While stressful on the upper echelons of the command structure to provide sufficient commanders to take advantage of this newfound tactic the versatility offered by this increased risk is deemed worth the cost. (RKH introduces Military Specialization: Tactical Officer Training - 2d12 for battles with two Mil 5-created Generals assigned to lead.)


    Spoiler: Khirese Invasion of Region 63
    Show

    Khirus: 4 Units + Mil9 Tassius Kith + 2 Tech + 10 = 25
    Varjik: 8 Units + Mil8 Wilting Spear +5 Tech +1 Relic +8 =30
    Khirus Casualties: 40% +1 size loss
    Varjik Casualties: 10% +2 size losses
    Native Defender Casualties: 30%
    Defender Victory! The Grand Republic of Khirus Native Defenders lose 3 units, The Kingdom of Varjik loses 3 units, Native Defenders lose 1 unit! General Tassius Kith of Khirus dies! General Wilting Spear of Varjik dies! Region 63 is still uncontrolled! Varjik gains a claim on Region 63!



    Spoiler: Azenhal Invasion of Region 67
    Show

    Azenhal: 4 Units + Mil10 Samson Roth + 1 Tech + 9 = 23
    Crescent Company: 3 Units + Mil8 CSC + 7 = 18
    Victor Casualties: 10%
    Defeated Casualties: 50% + 2 coalition losses
    Attacker Victory! Crescent Company loses two units, Native Defenders lose 1 unit, Azenhal loses zero units. The Concordant Republics of Azenhal now control Region 67! Region 67 is in Unrest! CSC General dies!



    Spoiler: Karys defense of Marvalo (49)
    Show

    Karys: 4 Units + Mil10 General Atamina + 11 = 25
    Upstart Rebels: 3 Units + Mil8 Lady Nozhena + 10 = 31
    Victor Casualties: 20%
    Defeated Casualties: 10%
    Defender Victory! The Restored Karysite Hegemony loses 1 unit, Upstart Rebels lose 0 units! Marvalo is still in Rebellion! Upstart Rebels disappear mysteriously for now!



    Spoiler: D̨vatlan defense of Palanam(65)
    Show

    D̨vatla: 6 Units + Mil9 Ghüd̨z̨ä + 2 Tech + 7 = 24
    Dragonspawn Rebels: 3 Unit + Mil9 Jakkus Doomsire + 12 = 24
    Dvatlan Casualties: 60% +1 size loss
    Dragonspawn Casualties: 70%
    Tie! The Kingdom of D̨vatla loses 5 units, Dragonspawn Rebels lose 2 units! Dragonspawn Rebels gain a foothold in Palanam, and have +2 to battles in Palanam next turn! Palanam is still in Rebellion! Jakkus Doomsire is captured!


    Discovery! Map!
    Spoiler
    Show


    Terror!

    As war and dragons threaten the Republic’s borders agents of the Khirese government’s economic interests are authorized to employ any methods deemed necessary to the securing the Republic’s prosperity. Thugs, con artists, and enforcers trained in the secret societies of Khirese culture seep out across the continents seeking to secure favorable positions in international markets. While in Varjik they find themselves shut out at home in Khirus proper and far north in the lands of Dvatla’s most prominent vassal, the League of White Sails capital of Astrand, Khirese agents force themselves into positions of importance which they use to bleed dry their newfound hosts of all that is deemed valuable. Pallets of rice as well as secured shipments of Obsidian Glass soon make their way to the dark capital of the Republics. (KRS raids Astrand (14) Rice TP 2 and Khirus (40) Obsidian Glass TP 3)

    Karysite raiders bearing the now largely defunct insignia of the Imperial Inquisition travel to the boglands of Heartsease where they successfully seize control of iron shipments from the floundering local government. This hard metal may not be of the highest quality but should serve the forges of war in Karys just fine in their looming conflicts. (RKH raids Heartsease (72) Iron TP 1 from HSE!)

    Capitalizing on the anarchy brought about by the sudden annihilation of Pellocia, the Donne, aided by his brother, the Sultan, sneakily arranges for mrazite, the valuable antimagical material, to be imported from Raesija. This does not amuse D̨vatla, which just took control of the territory. Strongly worded letters are sent to Bhule and even to Regno. It seems that 'Kidveva'dvu'j may have destroyed not only Pellocia, but also the peace between the great powers of Emjata. (CNS successfully raids for Mrazite in Raesija (64) TP 2!)

    The Kunai have a need for stone, and it appears they have elected to go north to acquire it; Overvann finds a number of native merchants in Tevrus sending stone to Kuniumi, by a variety of channels. No one is quite sure how or when exactly this happened. (KNI raid Tevrus (90) Open TP2 for Limestone!)

    Other!
    In Peledia fleeing vampires from the Theocracy of Coatl funnel into this tranquil region at first out of fear for what lay behind them but soon out of a lust for what lay in front of them. The simple Cucullotabiban Peledo herders soon find themselves herded in turn by a vicious circle of vampiric elders who seize control of a portion of the region and threaten to spread! It seems the soft hand taken by the Theocracy in evicting rather than exterminating these creatures of the night was coming to haunt the Whitefeather Kingdom! (Peledia (34) HC 3 is converted from Pantheon of Ildia to Fang of Khirus!)

    In Fresia Purbagle had been an exception of his kind as both vampire and Pician. Yet with the arrival of the Republic as direct overseer of the region this kind had only grown in number. The vampiric covenants made not to spread too widely are not upheld by the ever more hungry yet shortsighted Picians and the Kiss soon becomes a plague across the land. The Leviathan Cult becomes infected by the curse and is warped by their presence into a twisted replica of the Fang in Khirus yet with devotion still given to that great terror, the spawn of the Kiss’s evil, that lay deep beneath the waves. The new cult claims these dragons are imitations of the Leviathan in the depths and pointing to the promises made by the Concordance Republics to turn over two thirds of their holdings to the dragon (and preferring the dragon to the surfacers) a portion of Concordance gold is seized in the name of Xo'xa'va'j! More worryingly, a number of strangely dragon-like Picians have been seen amassing for what may be an assault on Republican shores... (Fresia (70) Gold TP 3 is seized from CAL by DRGN! 4 Leviathan-Dragon Cultist Rebels appear in Fresia!)

    A radical Coatl Perijanist from the Jintha Isles either an extremist among the western followers or, as some would have listeners to their tales believed, an easterner trained on the Badanese coast before being sent incognito into the western church leads a popular uprising in Wuzei Darak. Seizing upon an abandoned holy site lost to the plague this young firebrand establishes a new order of warrior-magi in the ruined shell before leading an assault on the capital. The young radical is killed but the momentum of his movement carries forward enough to prompt a small civil war that the Daraki elite quickly quell. Invigorated by the victory and wary of the Coatl Perijanist Jintha who sought to claim the Daraki’s old partners in Cawv Dej the Wuzei Darak’s senior administration authorizes a war to rekindle the old flame of the Jianta Federation. A sizable Daraki fleet is soon inbound toward Jintha! (Wuzei Darak (75) HC 3 is restored as Coatl Perijanist and 4 Units invade Jintha (108) from Wuzei Darak!)

    With the major “slave traders” in Tarraks Krag being Varjik and Overvann who had both committed themselves to freeing the slaves bought here in defiance of the Pride’s order the potential for a rebellion was present. Under the perhaps “lackluster” oversight of the goliaths in keeping the the slaves in line it seems the foreign patrons had managed to orchestrate an underground training camp for ex-slaves who wished to take up arms against their former oppressors. After a solid decade of training and preparation guided in equal parts by expert warriors from Overvann and Varjik “lending their time” to these revolutionary leaders a militant uprising is practically inevitable. In the spring of 172 trained slaves turned soldiers lead a coordinated uprising against the major goliath outposts in the region seizing control of the region for the immediate future liberating their comrades although pressing the able bodied men into service “for the cause.” (Tarraks Krag (78) Slaves [Great] changes to Mercenaries [Good] and the region is in Rebellion against the Serene Marasa Pride with 2 Rebel Units!)

    Cultists revering `Kidveva'dvu'j led by one of the ten Djinn known to Sonil move to occupy the abandoned underground chasm once held by a small cabal of Abhidist Djinn. The cult’s leader claims his Djinn magic has enhanced since the arrival of the dragons and has pledged his fealty to the Spelleater for her power over the realm of reality itself. (Sonil (79) HC 3 is converted from Open to DRGN!)

    The Serene Marasa Pride continues to show their strength even outside of their land, taking strides to pierce the heart of the empire with smaller raiding parties and stealing plenty of military supplies for their rivals. The horses that can are brought back to the desert to arm the Pride, while those lacking the strength are killed to stop their foes from using them at all. (SMP Raids R63 TP3)

    The people or R94 had only heard of the Serene Marasa Pride in passing myths and tales from the other side of the world. A dim fascination, but hardly any true interest. That is, until their raiders showed up and started taking over their ships. The local trade of the region comes to be dominated by the raiders over the next few years, who take the Lead for themselves. (SMP Raids R94 TP3)

    The Coatl Theocracy purges the vampire presence from their homeland! R33 TP3 is now empty as magi struggle to purify the desecrated temples of which they occupied.

    A farmer in Avegan discovers that one of his Hydra lillies has a blue-striped exterior instead of a purple one. He is unsure how or why, and attempts to grow more of them for the next harvest. The fruit does not seem to be different from the ordinary Hydra Lilies in any way other than the coloration.

    In Binpultry, the elders of Peaktop become curious of the ways of the Oamenii traders that come into their lands. Initia is a fascinating science to them, and they take to it like a child to games. The Initiates begin to teach the people of Peaktop of the Aspects. (Binpultry Holy Center 2 converts to Initia)

    A large group of older warriors whom were loyal to Olaf One-Eye but were not selected to travel with him across the seas to fight the unknown decide to honor the faith. They re-establish temple grounds within the Black March, create a new settlement they call Olaf’s Respite, and retire there to fight away the Dejan Cultists. (Region 91 HC2 is active again, with Gamle Mater as the religion there. Overvann -1 unit.)

    Dejanite Cultists have taken control of the Grand Cathedral in Tevrus! Many Kobolds that followed Gamle Mater have been killed for being too weak, and the new leaders of the Cathedral are refusing to return control of the holy site until – in their words – “the weak Jarl, Bjorn the Archer” faces their Champion in single combat. The challenge is very public, and many of the Kobolds are starting to wonder if Jarl Bjorn will appear…
    [Region 90 HC3 is now Dejanite Cultists! Military or Diplomacy action to face Champion Oppkomling in 1v1 Combat. Using Military is a fight to the death. Using Diplomacy is a fight to first blood, but may cause Unrest in the region. Failure to respond within Round 24 will be an automatic loss. Winning the duel will return the HC to Gamle Mater. Losing will result in the region automatically entering Rebellion!]

    Within the Tin Coast of Wybrèz are two distinct groups of peoples: the Cynlud and the Goblins. The Cynlud are made of humans and dwarves, and in recent years the Lucari Family, an offshoot clan claiming to be what remains of the old Avakonian Imperial Governor Jovan, has become more and more prominent. Living nearby Lake Norikstaw, they extol the virtues of the Ti Linnad Council, and no longer seem loyal to the now faded Avakonian Empire, but still do follow the ways of the Dejanite Cultists. This has caused some friction with the Goblins that live near their lands, in a nearby Tin Mine. The Axtooth Goblins don’t follow a particular faith, and just want to mine. However, they are a little… aggressive in their denials to be converted. The Cynlud near the Lucari Family’s manor seem to support their fellow Cynlud, and tensions have begun to mount. To prevent an all-out battle from erupting, the Northern Council is contacted to settle the building philosophical disputes. Both sides of the conflict send representatives and make offers to the Council members; if only they will side with them.
    [Region 18 is in UNREST. A Faith action to Side with the Lucari Family will result in the region no longer being in UNREST, but HC3 will be converted to Dejanite Cultists. An Economy action to Side with the Axtooth Goblins will mean the region becomes UNSTABLE, but TP#3 of Region 18 will open up and belong to TLD.]

    Monks working to investigate the Dragons on behalf of Dvatla find a discarded scale from Ve’va’qa’qadvo, the Skyfather. It seems to have fallen off when the great metallic dragon breached the mountain holding it in, flying away into the sky. The scale is crudely fashionable into a two-handed Claymore and presented to Fëkälis II as a gift. It is up to the ruler of Dvatla on how to use this new weapon, but the monks warn that it is so sharp, it is very dangerous for the wielder.
    [Dvatla receives the Skyfather’s Scale Claymore! -2 to Enemy Leader Loss Rolls, -1 to Leader Loss Rolls]

    In Rhune, the earth which brought their mysterious stones to the surface is not as dormant as it appears. A minor earthquake strikes the island, causing a cave-in in a mine for the valuable Rhune Stones. Although the damage is easily repaired, and few workers were killed, the incident damages local business interests. (Rhune (96) TP 1 becomes Open!)

    Recently, there has been a population boom in the number of Mixbloods in the Blue Coast, and with the Blue Coast's economy not able to expand fast enough to take in all of them, they have begun to migrate to other Kunai regions. Many Mixbloods are joining the Shuhan clan, where their talents are put to good use quelling the current outbreak of discontent across the Kunai lands. (+1 to one Diplomacy Roll this round to reduce Unrest in Umibe (55))

    Kartoff and Village Confederation tensions have escalated recently, with some Kartoff converting to serve the great Dragon in the North. Others still battle against these renegades, and the fighting has spilled over into the fields and towns. If left unchecked, this volatile situation could explode, causing further strife in Bhule, and may even portend Draconic Corruption..... (Requires 2 Units to be reserved to keeping the peace as well as 1 Diplo/Mil/Faith Action to remove the renegades, otherwise next turn, Bhule (86) gains Unrest and 1 HC converts to DRGN)

    The volcano spirit was calmed the first time by the use of the Spirit of Regner itself to return it to a dormant state; it’s unlikely this trick would be readily useful again to Regno, at least not without causing yet more trouble by the waking of that great spirit. Some of the eldest and most revered shamans attempt to commune with the spirit just enough to determine the danger, and find that it will calm in time, so long as nothing else disturbs it. ‘Ayam sleeps lightly’, they say. Attempts to lull it back to full slumber manually are as likely as not to backfire, unfortunately, so caution and careful monitoring seem the best approach. How long it takes for a volcano to fall back asleep does, however, appear to both fascinate and worry a number of Initiate scholars with interests in the Stone and Fire Aspects.

    The Circlet appears to have once been Iskander’s own circlet, and as it was found on the brow of a statue entirely made of Mrazite, this does not bode well. However, when placed upon a very reluctantly donated camel, it is to the relief of the camel’s owner that it does not instantly become a very large green statue. In fact it has very little effect, besides annoying the camel. It is found that it is a rather potent anti-magical artifact, however, and it’s likely that careful use, at the moment, might allow one to negate the impact of similar artifacts found across the world, or even turn them against their owners. Arata Doceo sets up a rotating research cast to avoid lasting impacts on magical potency and carefully measures Bani use during the research process. It became clear that this was necessary after several researchers report temporarily weakened capabilities, and one prominent senior Aspectus had their Rune of Thought disappear entirely after several weeks working near the warped circlet. Reacquiring it was reportedly far more painful than their first time. (May negate the effects of Relics used against you; likely low-level risky effects the more it’s used in a single turn?)

    The results of many months of investigation into the Brinefather are finally presented in full to the Sultan and his advisors. ‘Gxe’dhok is, in a word, massive. Nearly three-hundred and fifty paces from snout to tail, a wingspan that stretches over six-hundred paces, and her head alone is the size of a small palace. Entirely new architectural techniques and styles will need to be invented to build a structure large enough for the dragon to enter, not to mention the sheer heat of her body bearing the potential to deform the supports if it cannot vent properly. The Brinefather’s roar is powerful enough that no known material is believed to be able to withstand a point-blank blast, and lightning dances across her body and particularly about her head and skull in a manner disturbingly similar to Stormbriars. The difference, of course, is that ‘Gxe’dhok has been observed controlling it as easily as she speaks. Some wonder if that is in fact how her communications enter the mind directly. As the sender of storms in ‘Ridx mythology, it is, perhaps, unsurprising that her powers resemble the duology of lightning and thunder, but nonetheless concerning. It is theorized that if each of her pairs of eyes can focus separately, then an array of small, highly detailed iconography may be preferable to a few large murals.

    In the wake of the dragons, it appears Obroslo is more readily willing to look for friends where it can find them, and Ti Linnad's efforts go farther than expected in building trust between the two countries. (+1 progress to TLD great project to repair relations with Obroslo)
    Last edited by Rolepgeek; 2018-09-20 at 02:56 PM.
    Sincerely,
    Role P. Geek

  10. - Top - End - #520
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance
    Round 24 (172-174 IR), region 106 (Sfaïr)
    Sir Gerold Blanc


    Actions:
    1. [Diplomacy]Hold an event, The Súthburg Convention
      Because of the rapidly increasing complexity of Sfaïr's foreign relations, foreign diplomats were invited to an event to hopefully sort out their country's relationship with Sfaïr, make trade deals, and contact rulers who hadn't been contacted yet, hopefully increasing Sfaïr's diplomatic clout. All participants and topics (except for how much we love the dragons) are welcome; but especially invited are Dvatla and Lindeen, who have both expressed interest in a closer relationship with our country, and the League of White Sails, Regno, Overvann and Jintha, with whom we've arranged or wish to arrange trade deals.
    2. [Military]Recruit 1 unit
    3. [Military]Recruit 1 unit
    4. [Economy]Tribute to Ve'va'qa'qa'dvo Roll: 14
    5. [Diplomacy]Make marriage claim on Cesaria (102) Roll:9
      The keader rushes expansion. Elena Blanc gets engaged with the son of the king or whatever they have.


    Non-actions


    News and Rumors
    • Response of the Tehlerkhet
      Reaction to conflict over former Pellocia


    Spoiler: Ruler
    Show

    Sir Gerold Blanc
    Diplomacy 5 +1
    Military 9 +1
    Economy 7
    Intrigue 1
    Faith 2

    (specials used: Mil 5)

    New ruler next turn? No.


    -----
    Spoiler: Units and generals
    Show

    Living units (2)
    Alliance Guard "The Unforgiven" - original soldiers fought in invasion of 107, fled before the Skyfather
    Defenders of Súthburg

    Generals (1)
    Berchar the Walking Wall 6

    Graveyard:
    Died 166 IR in battle with the Tëhlër̨khët, killed mostly by the Skyfather
    Steppe Wolves 1st
    Steppe Wolves 2nd
    Elven Longbow
    Andavenpolis Volunteers
    Alliance Guard


    Spoiler: Important characters
    Show
    Regional Governors (6)
    Sir Varden Bandeson
    Dame Rosagund Luitbertien - currently in Obroslo
    Sir Lull Radeburg
    Dame Clothild d’Arberonto
    Sir Médard Ansfing
    Sir Anatole Theophanous "Theo the Pompous"

    Elena Blanc (9-16yo?) - Leader Gerold's only daughter and his favorite child; has two slightly younger brothers


    Spoiler: Technologies
    Show
    (none)


    Spoiler: To do
    Show
    Talk to Overvann about killing dragons and shattering power blocs, make the promised economic treaty with Jintha, make a CI (Dip 5), get the promised techs from Regno and LoWS, get rid of the dragon, organize Abhidi

    (OOC) Add the VIPs descriptions, Make a list of stuff I own, Improve the flag

    Transport and reconstruct the statue of Dejan from Ŕidiŕ.
    Become Merchant Prince (10 TP)/Great Kingdom (102,103,106,107?)
    Vassalize/annex/befriend Lasciemno (22, CSC base) -> get CSC to give me all their techs
    Get a tech for every slot (The Stochiophraktoi seems like a nice one -> get bronze?)
    Make an artifact crown made of every precious metal and gem.
    Last edited by Corona; 2018-09-30 at 10:52 AM.

  11. - Top - End - #521
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    Default Re: [EMPIRE4!] IC Thread

    Overvann Assembly of Lords

    Region 89: Overvann
    Region 90: Tevrus
    Region 84: Delwin
    Region 91: The Black Marsh
    Jarl Bjorn the Archer

    Actions:
    [eco 5] Improve Tevrus (90) resource quality from Limestone to Livestone
    After much searching, Overvann merchants and Kobold miners have located the site where the rebels took the special stone used to make golems from. A mining operation is quickly set up to extract the valuable mineral.

    [eco] Pay tribute to 'Ghe'dhok (Roll:19)
    For now, the Overvann believe it is best to pacify the dragons until a way to kill them can be found.

    [Eco] Buyout Sfaïr (106) Platinum TP 1 (Roll:14)
    Overvann merchants seek more valuable materials for their newly improved rune crafting.
    Supported!

    [Dip] Attend event in Sfaïr
    Chief Ambassadors Svessan is sent to discuss trade deals.
    Spoiler: Event Subactions
    Show

    -Give Warded Locks and Fish Glue to Sfaïr in exchange for support on a platinum buyout.


    [Mil] Perform military excersizes on the border of Bhule
    The Overvann Assembly seems to be gearing up for war. A large number of troops appear on the border with Bhule. They perform drills and marches, just barely within Overvann's territory.

    [Mil] Duel the Kobold Rebel leader.
    If it's a duel he wants, it's a duel he'll get. Bjorn goes to slay the foolish Kobold and subdue this rebellion.

    Non Actions


    Spoiler: News and Rumours
    Show

    Mara is now of marriable age, and Kelya is close. The search for suitors begins.

    The sudden troop movements are unexpected, however rumor has it that the Jarl ordered them after receiving several mysterious letters from parts unknown. This is especially concerning, as until now, Bjorn acted as if he wished to improve relations with the Syndicate.

    The appearance of the dragons across Emjata has garnered Overvann interest like no event in history. With the knowledge that 'Ghe'dhok and Sväljåsk are one and the same, the debate increases, changing to be over the possibility of slaying a creature which has felled gods.


    Spoiler: Military
    Show

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

    Units:
    Total = 9/(8+1)
    Overvann Sailors = 2
    Wolf Isle Berserkers = 2
    Rhok Har guerillas = 1
    Golems = 4

    Spoiler: Resources
    Show

    Iron: Region 12, TP 3
    Marble: Region 16, TP 2
    Pegasi: Region 21, TP 3
    Amber: Region 68, TP 2
    Freshwater Fish: Region 73, TP 3
    Mercenaries: Region 78, TP 2
    Tin: Region 84, TP 2
    Medicinal Herbs: Region 89, TP 1

    Spoiler: Technology
    Show

    Technology: (- X indicates a tech for which the resource requirement is not fulfilled, + indicates a tech for which the secondary requirement is fulfilled.)

    - Close Combat Weaponry: Advanced Pician Weapons
    - Ranged Weaponry:
    - Armor & Wards: Coin Armor
    - Cavalry: Wingknights
    - Warbeasts/Live Weaponry: Stonespoken Warriors - X
    - Logistics: Salt Wagons - X
    - Drugs, Medicine, & Blessings: Berserkers
    - Reconnaissance & Divination:
    - Stealth, Sabotage, and Traps:
    - Fortifications, Sappers, and Siege Weaponry:
    - Tactics:

    Other:
    Fish Glue Manufacturing
    Decentralized Authority - X
    Diplomatic Expedition - X
    Warded Locks


    Spoiler: Ruler Info
    Show

    Bjorn the Archer
    Diplomacy: 4
    Economy: 7
    Faith: 4
    Intrigue: 4
    Military: 5

    Spoiler: Royal Family
    Show

    Name Relation
    Bjorn the Archer (37) N/A
    Clara (48) Mother
    Kendra (30) Sister
    Aeshra (34) Wife
    Mara (17) Daughter
    Kelya (15) Daughter
    Frode (5) Son
    Sigurd (5) Son
    Hrothgar the Black (47) Father's Cousin?
    Harald (23) Nephew


    Spoiler: Important People
    Show

    Name Position
    Bjorn the Archer Jarl
    Varus Kesmar High Warlord
    Rethri High Warlord
    Clara Hodeskalle High Priestess
    Svessan Chief Ambassador


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

    New ruler next turn? No!

    Expected Increase:
    Eco +1
    Mil +1

    Last edited by bc56; 2018-09-28 at 01:48 PM.
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  12. - Top - End - #522
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    Default Re: [EMPIRE4!] IC Thread

    Khirus
    The dark mirror

    Senior Member of the United Republics of Southern Palmor
    Region 38, 39, 40, 41, 60, 61, 69, 70


    Actions

    1:[DIPLOMACY] Declare The Republics an Empire! AKA Union of Southern Republics of Emjata (USRE) A greater council is put together where each chancellor meets to help decide the direction of the union. This meeting only happens once a year in different locations due to safety though in time plans to build a magnificent palace for the occasion is planned.

    Carida is now declared The Republic of Carida- A puppet government is put in place with a small senate and consul, it is designed with the same dictates as Khirus. The last of the royal family is executed or made vampires and has stepped down and is serving for senate or disappeared from public life. Gascon is named the capital and two prominent figures rise up in these three years. Marius Tolinus is named chancellor and he and his senate immediatly declare they are part of the Union of Southern Republics of Emjata via "vote". It is anonymous. The other is high priest Janisith of the abhidist faith who is quickly turned to serve the vampiric republic and promotes the good of the Republic and the freedom of faith it brings to the land!

    Altessa is now declared The Republic of Altessa- The Myr family is massacred including women and children. (Its blamed on the independence forces of Altessa) Khirus had created a horrifying Republican zealotry in the region of Altessa and letting any member of the family survive could backfire with the flames the vampires had stoked. Even now the vampires dont have complete control over the many feuding factions but the most powerful DO serve the kindred and their kind. So A senate is brought together and its left open for all factions to come together peacefully and have a voice. In the elections the independents are marganalized, murdered or turned into vampires and the overwhelming majority vote to be a Republic in the Union of Southern Republics of Emjata (USRE). The new Chancellor is named Davis Ram a pragmatic firebrand for Republican ideals.

    Wasipacha is renamed the Republic of Jarkana- The region does terrify the vampires and few stays there. The few adventurous kindred take over leadership and a new vampire becomes chancellor hes a grandchild of Governor Yaku Wambuy named Mosu Wambuy. A consul is not put in place but a senate is and its made up of the local tribes and the Avakonian population. In an ironic twist its one of the few regions truly aided and healed by the arrival of the vampiric republic mostly due to the vampires distaste for the region and allowing a level of autonomy to the former jungle nation. despite Moku being vampire he does love his country and works hard to see the region grow despite dark Khirese influence.

    Aaenna, Khirus, Fresia, The Basins, and Razzak are declared the grand Republic of Khirus- Aaenna, Khirus, Fresia, The Basins, and Razzak These regions are now all ostensibly one united nation and are now considered core regions. Each is given senators and consul members and now regions must fight for representation in elections and are given full voting rights to all citizens (who own land, are not serfs, who are native born and who have not been branded criminals) a woman can only vote if she owns land which means it is primarily men but it remains available to both sexs (Mostly widows). The Basins are most rebellious to this change but they have failed in most of their elections and the large military population had been granted land so they could vote for the basins and keep the population in check. It passes with overwhelming support in all regions.

    Atrisia is now declared the Republic of Atrisia - The destruction suffered in this region from decades of warfare between Azen and Pician had utterly gutted the region's already weakly centralized government of petty agricultural lords protecting patches of Shadow Flax farmland. With the end of these conflicts and concentrated efforts on behalf of the Republican ideologues (and their shadowy supporters) the region has been transformed into a "model" republic. A central assembly of elected individuals representing significant economic or religious influence in the region is ostensibly in charge of day to day governance. Balanced between the more Republican friendly economic powers and the more humanely focused religious factions this representative body does well enough presenting the appearance of at least partially democratic rule in and around the larger cities. Yet along the coast Picians still raided and ate their fill unaddressed by this body for such matters are left in the hands of the USRE above them, and here is where the true power lay not only to call for war but with sole authority to enforce law and uphold order on behalf of the so-called popular assembly. This ultimately leaves real power in the hands of USRE elites back in central Palmor ensuring Atrisia is little more than a puppet to the powers that be in Thune and Azenhal.

    Region 67 is now declared the Occupied Territory of South Pellocia - Efforts to bring Republican enlightenment are still ongoing in the wake of military liberation.

    Azenhal and Palendor are now declared the Concordant Republics - With an official capital in Azenhal with Thune serving as a den of sin and debauchery among the regional elites the regions of Azenhal and Palendor are bound together in republican structure with a single house of senators established to govern the civilian affairs in both regions. Officially the Concordant Republics lay somewhere between the "Lesser Republics" of Atrisia or Carida and the "Grand Republic" of Khirus within the USRE but their integral role not only in economic affairs but in recent years military campaigns has earned the Concordant Republics a special privilege among the southern republics. Appearance of democratic-republican rule is strong, especially in Thune, but so too is awareness among the common citizen that real power lies beyond their reach in the hands of the monsters once hunted by the now endangered Azen. Fear mixed with greed holds these two realms close and smears the obviousness of the lie that its people are free.

    2:[MILITARY] Raise 1 unit Enemies border the massive new USRE and ensuring the defense of such regions is absolutely essential. The men of Altessa have long maintained an order of warriors they called the bloodless. It is rumored they wear only red so blood cannot be seen. They appear to be foreign men but what is most important is that these troops join with the army happily and will make a new core of the army wielding both spear and bow with the skill of many wars (including once against Khirus itself).

    3:[DIPLOMACY] Parley with Fresian dragon Picians! We are allies and we both serve the great beast. The Picians and the vampires are allies. Mask makers and vampires are sent to speak with this army. There is always some elder vampire in some level of control over forces like this. There is no need for rebellion. An offer is made. They help convert Fresia to DRGN worship and in exchange they join the army of Khirus and spread their faith into the heart of old Avakonia they once wanted to conquer. Under Khirus they can punish those who once dismissed them in the west. The leaders are even offered dwarven prisoners to feast on in a show of good will. 20

    4:[MILITARY] RAISE 1 UNIT The bloodless have shown to be loyal to their king no matter who that is, and now that its the Republic and they have been rewarded with land and the ability to vote within this massive league of Republics they have swiftly shown obediance and even now vampires move among their ranks ghouling officers to ensure compliance and obediance.

    5:[DIPLOMACY] Dragon Tribute SUCCESS The vampires also bring with them maps and show the mighty Cinderqueen what lands are rightfully hers as the Republics have sworn their loyalty to her, and ask that she speak to the eater of magic. He should not be claiming her rightful tribute.

    6:[DIPLOMACY] End unrest in Wasipacha The region had fallen into the depravity of the foreign dragon the eater of magic.However the dragon roamed around and looked from on high, the vampires were right there on the ground and were far more dangerous if they wanted to be. They brought food for those effected by the dragon but with these shipments of supplies came mask makers who engaged in their forte of eliminating rebel leadership. Soon enough the villages had been cleansed of their criminal elements. SUCCESS The only dragon they have the right to fear is the Cinderqueen, worship and fear of the magic eater is banned.

    Nonactions
    Allow Azenhal to travel through their lands.





    Embassies
    Spoiler
    Show

    Serene Marasa Pride- 2 Units of Khirus's elite units march into the Serene Marasa Pride. They would recognize the land borders built with Varjik and keep the peace, but they would not abandon their allies in times of need. So the strengthening of the SMP is furthered with great speed so as to maximize their ability to handle foreign invasions.


    Regno- Send Regno Standardized Currency for Expanded Holds

    Coatl Theocracy-

    Azenhal-





    News and Rumours
    • Mila is a failure as a leader... Those whispers are rushing forward as she focuses on a far away war instead of the instability at home! It is only due to the ever pragmatic consul that the Republic hasn't crumbled. They have cut off her ability to recruit more troops from the mainland and she will need to rely on the Republic in Altessa
    • The Consul has seized control of most domestic matters at home. Rumors of infighting and internal elections as they place a new leader as chancellor until a proper election can be held.
    • Dragon Picians! These can either bring dire consequences or a unique source of new soldiers for the massive army that is the Khirese government.
    • Heartsease seems to have completely crumbled due to the dragon.
    • What will the SMP do?
    • Dragon tribute?
    • managing two massive regions has been tough... A new council is considered for what must be a secondary capital in Altessa.
    • rebellion and discontent rises, the government reminds the people of all the good they have done and even in the face of these changes they must never lose heart.
    • The New Pellocian Federations failure and subsequent destruction is viewed as a victory for Republican ideals! There was no nation who was a more obvious standard bearer for the disgusting Avakonian empire. Now that it lies in ruins the Khirese rise up as one voice alongside their allies to declare these lands Republican bastions, and lands belonging to the people and any imperial interference an assault on those ideals!
    • Karys is looked upon with increased distaste, they are the last bastion of old Avakonia. They have made it plain they wish to save the empire and that does not interest Khirus the question becomes how must they be dealt with?






    Spoiler: Masquerada Internal Memos (SECRET)
    Show

    CHAOS


    Spoiler: Ruler information
    Show


    Her Eminence the high chancellor Mila Harlon
    Diplomacy 10
    Economy 5
    Military 10
    Religion 2
    Intrigue 8

    spymaster Tyras (10)
    Suicide Sandor (6)

    His Eminence the Acting Chancellor Yuval Harari (Temporary leader until elections)
    Diplomacy 3 + 4
    Economy 4+1
    Military 1+ 4
    Religion 2
    Intrigue 3+2



    New Ruler Next Round?
    MAYBE?

    Military Units
    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 vampiric elite (250 Bhreshi cavalry however it is vampiric neonates who rely on blood magic and ancient strength wielding family weapons)
    1 unit of Pician berserkers (2500 of the former horde from Fresia)
    1 unit of ghoul warriors (750 ghoul warriors enhanced by the power of the blood they are far mightier warriors then any normal human)


    Shipped to the SMP
    1 unit of Bhreshi Cavalry (1500 Cavalry trained in the skills and talents of the great war dogs of Aaenna)
    1 unit of ghoul warriors (750 ghoul warriors enhanced by the power of the blood they are far mightier warriors then any normal human)



    Technologies

    Cultural Identity - The Crimson Republic- 2d8 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.

    Cultural Identity - Whats mine is mine- 2d8 against economic buyouts The trade protections of the dwarves are granted to Khirus, and protecting their economic gains with legitimacy is essential and so they happily agree.

    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 unit capacity
    Violet Oath +1 to resist secret actions of all kinds
    Camel Riders +1 to attack
    Fish Glue Manufacturing,
    Refined Pician Weaponry +1 to attack
    Bani Bowls
    Diresnags + 1 casualty loss to enemies
    Living Walls
    Impaler palisades +1 when defending +1 to enemy casualties when defending.
    Spymaster
    Feth Dens create unrest or unstable
    Black Blood, Tactics, +2 to attack per level of instability in target region incited by Feth Dens

    - Close Combat Weaponry: Advanced Pician Weapons
    - Ranged Weaponry:
    - Armor & Wards:
    - Cavalry: Bhreshi Cavalry
    - Warbeasts/Live Weaponry:
    - Logistics: Sacrificial magic supply lines
    - Drugs, Medicine, & Blessings:
    - Reconnaissance & Divination:
    - Stealth, Sabotage, and Traps: Diresnags
    - Fortifications, Sappers, and Siege Weaponry: Obsidian Fire
    - Tactics: Black Blood

    Trading posts
    TP 3 Obsidian glass (Region 40 Khirus)
    TP 3 Timber (region 2 Amham)
    TP 2 Bhreshi Dogs (region 38 Aaenna)
    TP 1 Silver (region 27 unnamed)
    TP 2 Lentils (region 43 Lior)
    TP 3 Iron (region 71 Azenhal)
    TP 1 Salt
    TP 1 Mul Root (region 61 Altessa)
    TP 2 Rice (region 14 Astrand)


    Expected Stat Bonuses



    In Memorium

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

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



    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
    Consul Kathine Harlon- Former Chancellor who in 12 years now is on the consul with her childer Mila now in charge of the nation officially.
    Chancellor Mila- Lessor noble she had various scandals but was popular among the mortals and so was chosen for public office by the Masquerada. Now she is chancellor in a very close election
    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. He is now a vampire serving under Mila who runs the spy networks of the Republics.
    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. The leader of Azenhal and childer of Mila.
    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 22 and joined the military. He is an advisor and close ally of the once famous Tassius Cith and a rival of Suicide Sandor.
    Suicide Sandor- One of the least talented generals and one of the most talented men in all of Emjata. Now a vampire.
    Tassius Cith- Childer of chancellor Mila and a second general to command the military
    Last edited by kaio999; 2018-09-29 at 08:29 PM.
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    Empire 5- Psychic Daddy

  13. - Top - End - #523
    Titan in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Realm: The Kunai Clans
    Ruler: Mure
    Round 24
    172-174 IR


    Spoiler: Ruler Information
    Show
    Mure

    Current Stats
    Diplomacy: 8
    Military: 5
    Economy: 2
    Intrigue: 5
    Faith: 6

    Expected Stat Bonuses

    * Dip Mil Eco Int Fth
    Starting Stats 1+1 3 1+1 4 4
    Round 19 Dip +1 Eco Int +1
    Round 20 Dip +1 Eco Int +1
    Round 21 +2 Mil Eco Int Fth
    Round 22 +3 Mil Eco Int Fth
    Round 23 +1 Mil Eco +1 Fth
    Current Stats 8 5 2 5 6


    Spoiler: Actions
    Show
    [Secret - Roll (12)]:
    The Satsujin are on the move...

    +5 (Int score)
    +1 (Honmyo Organization - 5+ centers)
    +Die Size

    [Diplomacy - Stabilize 55 - Roll (15)]
    Mure makes a rather public (and clearly desperate at this point) attempt to placate the people of Umibe. Uragirimono is gone, and he promises his rule will not be as his.
    +8 (Dip score)
    +1 (Round event)

    [Diplomacy - Org Base - Shushan Clan - Kuniumi (54) - 2/3]

    [Diplomacy - Org Base - Shushan Clan - Kuniumi (54) - 3/3]

    [Diplomacy - Org Base - League of the Beacon - Azure Coast (83) - 1/3]


    Nonactions:

    News and Rumors
    -During Mure's movements through Umibe, he is attacked by one of the Sogen, angry and desperate to remove him from the lands. To the surprise of all who witness, however, Mure does not fight back and in fact waves away his pack from helping him. The Sogen man beats Mure to a bloody pulp, and Mure does not signal for help. Eventually a visiting mixblood pulls the Sogen man off of Mure, and his pack comes forward to help him up. He's not dead, but he is badly injured. The mixblood who helped him asked why Mure didn't ask for help.

    "I can take it, and they would have killed him. We've done enough damage, I think."

    -The Shushan Clan finally gets their status restored in the Clan lands, and at their request their primary base of operations ends up on the coast. They quickly work on expanding the place to allow diplomatic guests of all stripes, and to hold more of their own Clan. They were not unchanged by their time with Glen Gwitna, it would seem.

    -Diplomat and Chojo are seen in heated arguments publicly and regularly. The Chojo Clan's recent dives into blood-mixing with the Rakshasa are a particular sore spot for Diplomat, and Chojo is heard to suggest that Diplomat should try it before proclaiming it so gross.

    Diplomat's response does not have a direct translation in this tongue, but it was a pun that simultaneously meant: "That sounds lovely", "I'm about to vomit", and "go **** yourself" depending on the tone of voice.

    -Researcher and Scar Arm (previously known as Omega of Kokina Okami) spend some time together in private, other than when he is guarding her. Though salacious rumors briefly circulate, it comes out that Scar wishes to learn Wordsmithing from her.

    Spoiler: Saved Actions Workshop
    Show
    For later

    [Faith - Conversion - Region 55 - Holy Center 2 - Roll]

    [Intrigue - Raid - Region 4, TP 2 - Giorle Fruit - Roll]

    [Faith - Conversion - Region 49 - Holy Center 2 - Roll]

    [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.

    [Military 5 - General - Battlemaster]

    [Faith - Conversion - Region 80 - Holy Center 1]

    [Economy - Buyout Silver in SMP]: For spymaster tech

    [Economy - Buyout Hlaali Bark]: For exploding arrows

    [Faith - Region 83 - Holy Center 2 - Roll]:

    [Faith 5 - Artifact - Final Moment (Kurukagami) - +2 to General Loss rolls]: A mysterious mirror roughly as tall as an average human man, Final Moment is a potent artifact of Abhidi. When one meditates and looks into the mirror, their flaws are laid bare before them, too plain and obvious to deny. While looking into the mirror for too long is dangerous for one's mental health, it is useful to know one's own flaws; after all, when one is aware of their weaknesses, they can take steps to address them.

    The Kunai call it Kurukagami - literally, 'cool mirror'. This annoys the monks who found it to no end.

    [Faith 5 - Artifact - Katana with a cool name]:

    [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

    [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.

    E10s:
    Bulk Trade - use two owned TPs to count as any one other TP for techs as long as it was Open
    Voluntarism - Double bonus for an endorsement of a buyout
    Supply For Demand - Bonus when the resource you're buying out is required by one of your territories


    Spoiler: Notes
    Show
    Army:
    Round 18: 4 units (moos' calculations)
    Round 19: 3 (made 1 units, gained 0 units, lost 2 units)
    Round 20: 4 (Coup accepted, now have 4 units)
    Round 21: 5 (made 1 units, gained 2 units, lost 2 units)

    Spoiler: Diplomatic Deals
    Show

    League of White Sails
    Do not interfere with colonies in exchange for rice from the League

    Serene Marasa Pride
    Obtain agreement from SMP to support buyout of silver
    Convert in Region 80 in exchange for keeping territory closed

    Karysite Hegemony
    Convert in region 49


    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.

    General From My Coup: Beta (Mil9)

    [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

    [Faith 5 - Artifact - Magatama - +2 to stabilizations in lands w/3 or more Centers/Orders of the state religion]: This ancient emerald jewel, shaped similarly to a curved teardrop, bears a name whose very utterance speaks of unity and togetherness in times of strife. Its symbolic value - especially to those who practice Honmyo - cannot be underestimated.

    In addition, the gem was enchanted by the ancient dragon known as the Father of Silence. The bearer of the jewel feels as if they've been set alight. On the plus side, this has made it nigh impossible to create a fake of the jewel.

    Traded Techs:
    Bani Bowls (Reduces Combat Losses)
    Enchanted Arrows (Enchanted Wood; (+1 to battle OR +1 to enemy loss))
    Decentralized Authority (Writing Materials; (+1 to new ruler stat // +1 to two ruler stats))
    Spymater (Precious Metals; (Can make a spymaster))
    Mass Conscription (Food)



    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

    Tensar (Gwitna name - 'tense'): Merchants and traders. Exceptional in dealing with pirates and raiders without a fight. Broke off from the Shushan Clan, relatively new.

    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) Uragirimono (Traitor)
    Makes heavy use of animals and elements found in the wild. Members often bond with one particular animal companion for life. Greatest scouts, have a reputation for brutality and individual strength. They are also heavily religious.

    Mure (Pack): Formed from the Yasei Clan in opposition to Yasei's policies of brutality and bloodshed. Value interdependence and competition, on a personal as well as the group level. Bond to animals in a similar way to the Yasei, but many will bond with multiple animals, forming a 'pack' with the Kunai as the alpha.

    Amidasu Clan (to devise)
    Inventors and scientists. Have the greatest wordsmiths. Often use Wordsmithing to hide their identities in plain sight, and will make use of highly unorthodox and unconventional tactics to carry out their designs.

    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. Members are encouraged to learn the ways of the other clans and incorporate them into their own styles; while never AS good as the original clan, they are good enough to make use their skills.
    Last edited by HalfTangible; 2018-09-22 at 06:16 PM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

    Discord: HalfTangible

    Extended Sig

  14. - Top - End - #524
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [EMPIRE4!] IC Thread

    Concordant Republics

    Junior Member of the Union of Southern Republics of Emjata
    (Round 24, Regions 37, 41, 67, & 71)

    Consular Samson Roth
    Diplomacy: 7
    Military: 3
    Economy: 10
    Faith: 8
    Intrigue: 1

    Actions
    1. [Diplomacy] Stabilize Region 67 20 - While General Tassius may have failed to secure the equine plains to the west at the cost of his life the victory of the Concordance Republics is absolute. The Crescent Company's efforts to intervene once more in opposition to the powers that be in Azenhal end in a farcical display and the company's commander sent to lead the broken forces of New-Pellocia-that-was is captured early in the campaign. It is Consular Roth who suggests the commander be handed over to the Cinder Queen as sacrifice. An assembly is called, and enforced in attendance by pressure of the new Republican police patrolling the streets, of the upper echelons of the regions society where they are forced to witness the Company commander's sacrifice to the great terror Xo'xa'va'j. This is instructed to be a warning sign to those who would defy the order upheld by Azenhal and Khirus in the south under the divinely enlightened guidance of Xo'xa'va'j.
    2. [Diplomacy] Stabilize Palendor (37) 14 - An official response has at last been coordinated to the "Talner Incident" known more commonly in the streets of Thune as "Bloody Monday" intended to squelch fears and restore general order to the streets of Thune. Samson's senior most spawn and presumed heir, Stanislaus Lorber, oversees the reigning in of broods and covens among disciples enforcing stricter adherence to the Masquerade among the regional power players. In coordination with this effort among the bloodthirsty elite a series of "peace oriented" reforms are rolled out in Thune and wider Palendor. These reforms dually loosen oversight over what had been considered "immoral" behavior under Azen rule while tightening restrictions on expression and dissidence against the government. Citizens are encouraged to relax peacefully in a Mul Root Den rather than face the grim realities grappled with by their duly elected representatives so that they may live a peaceful and relaxed life at home.
    3. [Diplomacy] Attend the Súthburg Convention - Consular Roth was able to establish a diplomatic parley with Varjik owing to their embassy and his position on the front lines. After a series of exchanges the leaders had agreed to a ceasefire and further discussion to be had on neutral ground. It didn't get much more neutral than the relatively unknown town of Súthburg in the backwater of the Sfaïri Free Alliance. Official diplomatic efforts are extended towards this Convention to seek a finalized peace.
      Spoiler
      Show

      Propose the Súthburg Accords
      • The Union of Southern Republics of Emjata composed of the Grand Republic of Khirus and Concordant Republics and the Kingdom of Varjik and its vassal-partner the Restored Karysite Hegemony agree to a pace treaty to last approximately 10 years (4 Rounds R24-R27) during which time currently existing recognized borders including explicit recognition of the southeastern quadrant of the defunct New Pellocian Federation belonging to the USRE and the southwestern and northeastern quadrants belonging to the Kingdom of Varjik will be recognized and respected.
      • Soldiers will not enter the territory of a signatory without express permission. Failure to oblige will construe an act of war.

      Other business
      • Offer the Sultanate of Regno Standardized Currency for Expanded Holds
      • Offer the Theocracy of Coatl Standardized Currency for Coatlan Numerals
      • Offer the Northern Council of Ti Linnad Standardized Currency for Decentralized Authority

    4. [Diplomacy] Increase Reputation with the Omanush from 3 to 4 12 - With the northern border becoming secure thanks to diplomatic resolution and the potential for a steady growth and power under the Supreme Chancellorship of Khirus and divine guidance of the Cinder Queen the future is looking bright. Embracing those whom shared similar material interests as the Concordant Republics is deemed a worthy priority and so the Omanush Convoys are reached out formally by Republic representatives. The Omanush had not had much luck in Palmor having faced such a struggle to secure their trade on the Badan and no doubt wishing to avoid the chaos long plaguing the southeast. Yet those times of chaos were past, so the representatives of the Republics argue, and wealth awaits those investors wise enough to place stock in the southern republics.
    5. [Economy] Buyout Region 67 Salt TP 3 from WFK Endorsed with Standardized Currency 21 - Looking to undercut a foe, secure a valuable resource, and flex the might of Azenhal's recently standardized currency aggressive purchases are authorized to be carried out within the Occupied Territory of South Pellocia against the Kingdom of Whitefeather. While the Republics remain prepared to use more aggressive means should they prove necessary most remain confident that sufficient coinage will purchase the loyalty of even these most diehard Whitefeather loyalists so far from their Inyoni homeland.
    6. [Economy] Buyout Altessa (61) Mul Root TP 2 from HSE using Hammer of Trodje & Fish Glue 19 - Looking to secure a stable supply of the most popular Feth Den drug, Mul Root, for the Concordant Republics purchasing agents are sent to make contact with whatever remains of the Heartsease government's representatives in Altessa. Loaded down with treasure and promises of profit it is deemed nearly inconceivable that this deal could fall through.


    Non-Actions
    • Celebrate the Supreme Chancellor and the declaration of the Union of Southern Republics of Emjata!


    Embassies & Troops
    Spoiler
    Show
    Azenhal Embassy with Khirus
    • Allow the Grand Khirus Republic to pass through Azenhal lands


    Varjik Embassy with Azenhal


    Whitefeather Embassy with Azenhal
    • The elder Empress Crexa is to be alerted of her kingdom's eviction from the occupied southern Pellocian territory's salt trade. The desire to bring the resources under complete Republican control outweighs concerns over the economic interests of foreign parasites.


    Azenhal Embassy with Heartsease
    • The collapse of the Elder Council and ascension of the Magic Eater's dragon cult has forced Azenhal's representatives into hiding with many attempting to flee the forsaken land. Some remain however, hoping to establish formal contact with whomever should come to reestablish order in Heartsease. If that order should prove to come from Khirus all the better for they might be rewarded for their perseverance in preserving republican thought in the region.


    Troops: 7 Units
    Cap: 9 Units

    • Qurgle's Pician Grave Guard (550 Pician warriors and 300 Atrisian mercenaries recruited in the collapse of Atrisia)
    • Khirus Republican Defenders (2000 human soldiers skilled in defense and protection)
    • Khirus Republican Defenders (2000 human soldiers skilled in defense and protection)
    • Khirus Republican zealots (2500 militia forces driven by the ideals of the Republic)
    • Atrisian Republican Defenders (1800 human soldiers skilled in defense and protection + 500 Pician berserkers)
    • Azen Wyvern Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Thune Janissaries (1750 human and dwarven mercenaries trained in the fighting pits of Thune)



    News & Rumors
    Spoiler
    Show



    Masquerada Internal Memos (SECRET)
    Spoiler
    Show


    Last edited by RandoMan; 2018-09-23 at 04:25 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  15. - Top - End - #525
    Halfling in the Playground
     
    WhiteWizardGirl

    Join Date
    May 2018

    Default Re: [EMPIRE4!] IC Thread

    Lindeen
    The magical epicenter

    Region 101, 100, 104, 25, 26

    Current Actions

    1: [DIPLOMACY] Attend the Suthberg Convention. The doge herself alongside 5 of her handmaidens attend the convention.

    2: [DIPLOMACY] Improve relationship with the OMC 3 to 4 Access to trade and unique and magical items were so incredibly important that ensuring they are enshrined as an ally would be invaluable to the leader of Lindeen. With the hope that they can work to mutual benefit in the future. SUCCESS

    3: [MILITARY] Raise Unit 100 summoners are brought together as dangerous shock troops. The magic remains unclear, but then if it was a perfect science it wouldn't be magic would it? What is certain that bringing 100 Sorcerers together who study ideas of other realms have discovered that with enough magical energy they can bring forward strange creatures and drop them in the center of the battlefield. In their first attempt they opened a rift that forced strange cat like beings the size of panthers with many tails and eyes which ripped apart dozens of human guards and slaves before being stopped. They hope a formidable beast arrives the next time they are needed for war.

    4: [MILITARY] Krace and 2 units (JB war shamans) assault the dragon. Alongside the sorcerers of Lazar Those with the rawest and most powerful magics are brought together for a battle against this beast of frost and ice. Lazar had used magics that were the very pinnacle of their faith to perfect Lindeens first experiment. Alongside this god made manifest the twisted spirit shamans that Lindeen could mass produce were joining the fight. Each had a minor spirit embedded in their flesh and while no where near as powerful as Krace the 1000 men and women who made up the forces were formidable. A battle strategy is put together to combat the coming storm.

    Over 200 of these spirit wielders bring the earth or trees to bare and they will create defenses for Krace against the dragon, acting as an extra layer of armor while another 200 will use flames to hopefully harm the massive beast and add their firepower to Krace. Those who have spirits of water formed to their bodies are convinced to try and rob the dragon of its power, to weaken it as best they can. Spirits of battle, war and iron are all used as living ballistas, mere distractions and hopefully enough of them will do harm to the massive beast firing projectiles and using their spirits to further the range and pain they cause.

    The plan is to engage away from the ocean and instead focus on the forests and plains of of Lindeen where there are far less people, attacking the dragon to rob it of every conceivable advantage.

    5: [ECONOMY]Buyout soulstones TP 1 owned by Ti Linnad These are a guarded state secret and Ti Linnads former ownership of sulfur mines cannot be accepted for this new and more valuable material. The bloodclay was going to no real use for the kingdom of Lindeen and so it is sacrificed to provide Lindeen with the monopoly they so crave. They agree to support one anothers economic purposes and so traders arrive hoping to find the deal honored. SUCCESS or 15 if Ti Linnad continues to resist.

    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.

    Mandate of the Missionary Every temple is a cup from which the ideals of magic can be supped, and there are always individuals enlightened enough to view their faith as a canvas to draw mans ultimate design. Therefore schools of magic will be born in the hearts of surrounding temples and the most talented Sorcerors will be brought back to Lindeen to work in the mecha of these ideals.


    The Three districts of Lindeen are currently:
    Initia-Facilities are damaged
    Jaelyong-Bo- Are dragons spirits? Do they have some spiritual connection to the world or are they beyond such beings?
    Orthodox Perijianism- Facilities are damaged

    The Two districts of (region 100) are currently:
    Coatl Perijianism-The first temple is dedicated to working with the dragons and to see what the giant snake of creation and death feels about these beings.
    Coatl Perijianism- The second district has no fanatical worshipers of Coatl, only the most power hungry and Lindeen aligned priests are chosen for the second temple. Secrecy surrounds the research being done but its clear they are trying to pervert the will of Xincoatl within his own temple and research on blood magic and raising the undead is at least "theorized." They knew it was possible the bloody hand could do it, now it was mastering that magic. Eyes turn to the far south where its rumored such magic is common place.

    The district of (region 99) are currently:
    Rhunic Animism- Their faith is so closely linked to Jalyeong-Bo there appears to only be means of pleasing the spirits that change. This appears more to go deeper into the spirits power and these ideas aren't going to be ignored by Lindeen. They happily begin to find ways of manipulating the spirits in their way.


    News and Rumours
    • Coatl Perijianism opens doors of magic never before seen, an interest in corrupting such ideals and using them for their own mission of utopia has many sorcerors excited at future prospects.
    • The facilities damaged brings great shame to those of the districts. Demands for them to be fixed falls on deaf ears as Lindeens resources are focused on what can only be considered foreign endeavors.
    • The dragons reality warping power... It is coveted beyond imagination. If the dragons can slay gods than so can collective mortality.
    • The schools that had been built to bring prosperity to the mages remain damaged, and the money flowing has shrunk dramatically as relations with the omanush is pursued. It is viewed as greedy and insulting to those who the doge calls the worlds elite.
    • The dwarven cities have surrendered one after another. The power of Lindeen has been too much to deny and they remain too weak to truly fight back with their war against an ancient enemy.
    • The lands that once belonged to Glen Gwitna are strange places. It is so alien when compared to Lindeen. A total mageocracy meets anarchy? Tests begin in these regions to test those gifted for magic and send them to Lindeen. The rest are left to govern as they always have but 1 in 10 will be sent to replace the slaves being lost in the soulstone mines.
    • There is little doubt that in this moment the young nation of Lindeen gambles everything. While Lazar is as alive as their faith and maintain a massive network, for the fledgling kingdom of Lindeen could be forced to face the full wrath of a dragon that is immensely powerful. Could the utopia be decimated in the next few years? Or will they become a symbol of power, using this dragon as a symbol of their vast potential. The alliance of Ti Linnad appears near unstoppable what can Lindeen do to ensure their own success in this volatile enviroment.



    Spoiler: Ruler information
    Show


    Doge Vashta Narada
    Diplomacy 9+1
    Economy 7
    Military 7+1
    Religion/magic 10
    Intrigue 1

    War Sorceror: Krace 8 (injured)

    New Ruler Next Round?
    NO

    Military Units
    6 units
    (1000 war shamans (2 unit), 1000 blessed blades (1 units), 2500 auxiliary spearmen (1 unit), 2500 Auxilary bowmen (1 unit) 2500 region 100 militia (1 unit))

    Technologies
    Will of the mandates +2 dice size when corrupting uncorrupted HCs-The mandates can be wielded against any faith and all of them have viable magical tenants which can be used to harnass more power for the mortal species. Coatl, Khompur, the spirits even Aadvaitah are believed to steal their power from humanity. They exist due to mankinds worship and in turn the mandates inevitably look to take that power back and wield it for the betterment of mortals.
    Heavy Wooden Armor
    Diresnares
    Sacrificial Magic Supply Lines

    Trading posts
    TP 1 Sweet Wines (Region 102 Lindeen)
    TP 1 Marble (Region 16)
    TP 2 blood clay (region 32)
    TP 2 Soulstones (region 100)




    Spoiler: People of Interest
    Show

    Doge Vashta Narada- First leader of Lindeen
    Javier Kinballa- Cleanser
    Kitha Tyasha- Javiers wife
    Tash Minana- Cleanser
    Apprentice Atraxi- Vashta Naradas personal choice for her replacement some day.
    Krace- First war caster of Lindeen
    Miri Kathrova- a high disciple of the mandates is sent to become ambassador to Regno

    Last edited by nadiri; 2018-09-27 at 11:57 AM.

  16. - Top - End - #526
    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 te Rhunnaiti te Yonnadi tLazarri

    Leader: Premier Illeard Mertinneis
    Vassal of the Kingdom of Whitefeather
    Round 24 (172-174 IR)


    Actions:
    1. [Diplomacy] Repair relations with Obroslo (3/5)
    Diplomatic overtures continue between the Council and Obroslo.

    2. [Diplomacy] Attend the Convention

    Spoiler: Subactons
    Show
    • Trade Decentralized Authority to Azenhal in return for Standardized Currency


    3. [Economy] Buyout TP 2 for Blood Clay in Shona [Region 32] (supported): 13
    The Council's stakes in northern sulfur mines are sold to Lindeen in exchange for their shares of Shonan blood clay.

    4. [Economy] Tribute: 15
    Insurance (no one denies the term anymore) is still paid.

    5. [Economy] Hold a meeting between the Axtooth Goblins and the Lucari Family, resulting in Council support of the Goblins
    Possibly influenced by communications form the Arndok, the Council rules in favor of the Axtooth goblins' religious freedom.

    6. [Faith] Research a means of reverting the dragon's corruption of Arndok Lora: 11
    Scribes and sages search for a magic that might aid the Arndok's return to human form, but meet with little success.

    Nonactions:
    1. Support Lindeen buyout of Soulstones


    Spoiler: News and Rumors
    Show
    • A small but outspoken group of discontent Jallish shamans (who had presumably gone underground) travels to Cytolla, hoping to convince the Council to separate themselves from Lazar.
      .
    • Aid is sent to Lazar. Little is given for now but promises of a relief force to come in 175.
      .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 8
    Military: 4
    Economy: 6
    Intrigue: 7
    Faith: 6

    New Ruler Next Round? No

    Expected Stat Bonuses: Diplomacy +1, Economy +1


    Spoiler: Other notes
    Show

    Military units: 9 / 10
    General: Braen Auley (8)
    • 3rd Cloud Company
    • 1st Serpent Company
    • 2nd Forest Company
    • 1st Novo Teretos Amphibious Division
    • 1st Company of the Axe
    • Whitefeather Unit 1
    • Whitefeather Unit 2
    • Whitefeather Unit 3
    • Whitefeather Unit 4

    • 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 17 [Zeměvčel]: Honey
    • 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 82 [Tarbaryn]: Darkfired Ceramics
    • Region 85 [Ridir]: Monster Parts
    • Region 89 [Overvann]: Medicinal Herbs
    • Region 90: Limestone
    • Region 91: Peat
    • Region 96 [Rhune]: Rhune Stones
    • Region 104: Ruined Scrolls

    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
    • Decentralized Authority: +1 x1 / +1 x2 chosen new ruler stats (cannot exceed old ruler stat): requires writing materials / writing materials, stone, scholarly artifacts
    • Expanded Holds: +1 to buyouts / -1 distance loss roll: requires Ships/Ships, Precious Metals, Preservative, and Food
    • Refined Pician Weaponry: +1 to battle rolls (Close Combat Weaponry slot): requires Iron or Bronze
    • Himitsu: +1 to "resist" Investigations: requires Writing Materials
    • Mass Conscription: Unit-raising actions after the fourth/third in a round raise 2 units instead of one: requires Food / Food x2, Labor, Preservatives
    • Precision Weights: +1 to buyouts / Additional +1 to buyouts of TPs that another nation is attempting to claim: requires Lead/Lead, Wood, Salt
    • Full Course Discourse: +1 Stabilization Rolls, OR +1 Diplomacy Action roll per Turn (Does not stack with itself): requires alcohol / alcohol, meat, crops
    • Enchanted Arrows:


    Relics:
    • The Woven Mask: +2 on rolls involving disease
    • Codex of Arric Accillianni: +1 to investigate magical phenomena


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


    Organization bonuses:
    • 1 favor from CSC Used in Round 19
    • League of the Beacon will ask permission before going public with potentially embarrassing information
    • +1 Investigations
    • +1 Slander actions
    • Increased die size for Investigations


    Embassies:
    • Yondar
    • Rhune
    • Dvatla


    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; 2018-09-29 at 01:02 PM.

  17. - Top - End - #527
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Jul 2012
    Location
    *Redacted*

    Default Re: [EMPIRE4!] IC Thread

    The United Northern Confederacy of Rhune and Saaremaa, Vassal of Ti Linnad
    Margravine Lieđđi av Aanaar and Duchess Kaisa av Saaremaa

    Rolls
    Actions:
    1. [Economics] Gift TP 1 for Spiral Horns in Saaremaa (Region 95) to 'Vave'gxa'j.
    2. [Economics] Explore the sea to the east of Rhune and Saaremaa for new lands and more materials to sate the dragon.
    3. [Intrigue] Offer up the resources for the League of the Beacon to set up shop and establish themselves and a base of operations in Saaremaa.
    4. [Intrigue] Build League of the Beacon base in Saaremaa (Region 95). [Great Project: 2/2]
    5. [Military] Raise one more unit of soldiers for the dfense of the Confederacy.
    Non-actions:

    News and Rumours:

    Spoiler: Ruler Information
    Show
    Diplomacy: 6
    Military: 10
    Economy: 10
    Intrigue: 4
    Faith: 10

    New Ruler Next Round? No.

    Expected Stat Bonuses:
    Last edited by BootStrapTommy; 2018-09-30 at 12:15 AM.
    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
    Former EMPIRE4! Player: Margrave of the Margraviate of Rhune
    My Awesome Campaign Setting

  18. - Top - End - #528
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Fëkälis II
    (Round 24: 172-174 IR)

    Actions
    1. [Faith] Great Project (4/5): Reflect the Light of the One upon the Shadow of the Dragon
      The major effort to understand and deal with the dragon turns to the Abhidic monasteries. These dragons may have the power to bend and warp the world to fit their will, but so too do the followers of Abhidi. Slower, more subtle changes perhaps, but there is a beauty in subtlety. Monks are once again dispatched across the D̨vatlan kingdoms to spread the word that a great work of Abhidic magic is to be undertaken. The people are instructed to focus on the image of the Skyfather as they meditate. Within the quiet confines of the great monasteries, the true purpose the monks are preparing for is discussed in secret: the power of the dragon itself is to be altered, like warping a mirror to change the reflection it shows.
    2. [Faith] Convert Region 17 (Zeměvčel) HC #3 (roll=15)
      The struggles of Orthodox Perijanism in the north continue in Zeměvčel. Squeezed between the enthusiastically supported Coatl and Dejanism, and under pressure from the spread of Tëlir Geza among the elites seeking to curry favor with the D̨vatlans, the old faith steadily declines. While large numbers still follow old traditions, and much of Perijanism survives even among converts as a local flavor to the new religion, worship of the northern gods is more and more common in the region. The conversion of the popular pilgrimage site at Tůň Medu is widely seen as the death knell of Perijanist power in Zeměvčel.
    3. [Faith] Convert Region 64 (Raesija) HC #3 (roll=18)
      Raesija remains rather unstable, as the Garrison has focused more on its military duties than attempting to re-establish a stable, functioning government. In chaotic times, people tend to look for something to hold on to. While not specifically intended by Ghüd̨z̨ä and the other D̨vatlan officers, the small shrines and temples they established for their own use unexpectedly start to receive favorable attention from the Raesijans. A more organized effort to spread Tëlir Geza in the area begins, supported by Prince Khäsglis, though he is careful to avoid moving against Dejanism.
    4. [Faith] Study the captured dragonspawn leader Jakkus Doomsire (roll=11)
      What exactly are the dragonspawn? What sort of magic is involved? The capture of an important leader of the dragonspawn provides a valuable opportunity. Scholars, priests, Initiates, Abhidic monks, and Hermeticists are summoned to investigate the matter, as Jakkus is carefully transported north. Access to the captive is strictly controlled, but a wide range of opinions and perspectives are sought as he is interrogated and studied, in the hopes of learning more about the magic that created the dragonspawn.
    5. [Military] Recruit
    6. [Military] Recruit


    Non-Actions
    • Demand the Syndicate give over control of TP#2 in Raesija (Region 64) to the Sultan this round, so that His Highness can pass it onward to us when a convenient time is found.
    • Allow Varjik to pass through my borders, if needed


    News and Rumors
    • Reports sent north describe the expedition into Palanam as a monster-filled journey into hell. Though a majority of the dragonspawn are believed to have been killed, it came at the cost of equally heavy casualties. In one particularly bloody battle, the commander of the Raesijan Garrison, Ghüd̨z̨ä, was killed. In the confusion of battle it was Ghicadoca, the leader of the relatively small band of soldiers from Hathgjil, who stepped up and took command of the situation after Ghüd̨z̨ä's death. Eventually, the new de facto commander led what remains of the Garrison back to Raesija to regroup and lick their wounds in the hopes that their efforts would allow the Karysites to finish the job.
    • D̨züssätt formally gives command over Raesija and the Garrison to Khäsglis in order to allow more efficient coordination with Varjik.
    • Ghicadoca is confirmed as the new commander of the Raesijan Garrison.
    • S̨anedbzıtl, a minor member of the D̨vatlan royal family, serves with distinction in the Palanam campaign and is summoned to the Aspen Heights by Khäsglis.


    Fëkälis II

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

    Increase: Military, Faith (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
    Dragon/Initia Tëlir Geza Abhidi
    Reflas (u) 11 Giant's Silk D̨vatla Regno (Open) Dragon Abhidi Tëlir Geza
    Dažytija (u) 13 Iron DRAGON
    XX
    XX
    Abhidi Tëlir Geza Abhidi (Satt)
    Zachodnie 16 Marble Lindeen Overvann
    XX
    Perijanism Tëlir Geza Perivite Paganism
    Zeměvčel 17 Honey D̨vatla Ti Linnad (Open) Tëlir Geza Abhidi Perijanism
    Avakonia 51 Parchseed Oil (Open) (Open)
    XX
    Coatl Tëlir Geza Coatl
    Raesija (u) 64 Mrazite Crystals Sfaïri Syndicate
    XX
    Dejanism Dejanism 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
    Regno 8 Regno Bani Regno Omanush D̨vatla Initia Initia Initia
    Perivan 15 Perivan Blackrock Cesaria (Open) LoWS Tëlir Geza Tëlir Geza Local Paganism

    Spoiler: Armies and Technology
    Show
    3 units + ? Company of the Crescent mercenary units

    Military Specialization: Defending own regions

    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 one of: camels, bhreshi dogs or horses)
    • Dwarven Fortifications (+1 when defending with additional +1 if the region has fortifications from a Great Project, requires stone; -1 size loss roll with additional preservative and two food)
    • 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
    Ghīcādōca (M9)
    Klluf (M6)

    Cultural Identity: Conversions

    Embassies
    Regno
    Ti Linnad

    Technology
    • Diplomatic Expedition (allows exploration/colonization, requires precious mineral and either a pack animal tech or ship tech; creates a claim on a revealed region with both techs)
    • Fish Glue (+1 to an Economy action, requires fish or hoofed animal)

    Relic: Idol of Däz̨ëlis (conversions)

    Spoiler: Royal Family
    Show
    Fëkälis II (125) – King. Son of the previous king, Zäklis. Has three daughters (151, 161, 169)
    Khäsglis (133) – Younger brother. Married to Jaine Anivine Kren El Sira of Varjik. Has a daughter (152) and two sons with his first (now secondary) D̨vatlan wife as well as a son and daughter with Anivine Kren El Sira
    -Zäklis (157) – Son of Khäsglis. Curious and open minded, tends to overthink things and is slow to act, but is dutiful and reliable
    -Tälir (166) – Well-behaved young child
    -Zarikos (169?) – Son of Khäsglis and Anivine
    -Amerah (171?) – Daughter of Khäsglis and Anivine

    S̨atladl (114) – Cousin of Fëkälis and Khäsglis, son of Läflis. Nominal head of Tëlir Geza, carries out various ritual duties on behalf of the royal family
    -Psëtä (146) – Son and only child of S̨atladl. Priest

    D̨züssätt (121) – Cousin-once-removed of Fëkälis et al. Client King of Zeměvčel and Avakonia. Has three daughters (145, 158, 164)

    Qin̨hën̨ttëq (128) – Nephew of D̨züssätt. Marginalized due to his father's tendency to be excessively self-serving rather than loyal. Stubbornly resentful about the situation
    -S̨anedbzıtl (154) – Son and only child of Qin̨hën̨ttëq. Strong-willed and stubborn, but kind and generous (and tends to assume others are as the same). Very physically active, strong and brave. A soldier, and a good one. Serving as part of the Raesijan Garrison.

    (Various other sisters and female cousins, not listed because D̨vatla is highly patrilineal and I want to keep the list short)
    Last edited by Aventine; 2018-09-30 at 01:50 PM.

  19. - Top - End - #529
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
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    Male

    Default Re: [EMPIRE4!] IC Thread



    The Great Kingdom of Varjik
    Liege of Karys

    Jaine Anivine Kren El Sira
    Diplomacy: 10
    Military: 8
    Economy: 7
    Intrigue: 5
    Faith: 4

    Actions for Round 24 (Rolls)
    1. [Diplomacy 10] Permanent CI: Legacy of the Preserver
      Centuries have passed since the death of Dejan, but his empire, though fractured, exists still to this day. The heartlands of the Avakonia may have exchanged hands, but the heart of any empire cannot be contained in just a single region. By taking up the mantle of their predecessors, the place of past emperors and defenders of humanity, Varjik has shown that by their might the empire might be preserved. A legacy to be known for and remembered by even in defeat, to be sure.
    2. [Diplomacy] Claim R63 (Resolution Action) [Roll: 22]
      After joining the natives of R63 in the defense of their homeland, the victorious Kingdom of Varjik extends an offer to the now independent peoples to rejoin the empire of Avakonia - Or at least the only (arguably) stable part of it left in the entire world. A massive effort is invoked to help the people recover after the war and collapse of their government, making amends with local lords and bringing the warlords back into the fold. For a second time, Anivine promises, their forces would take the world by surprise. For a second time the empire will rise, and the might of their peoples will share in the glory of their resurgence.
    3. [Military] Conquest of Region 66!

      An army of mercenaries marches to face Khirus in battle, but a messenger arrives bearing an offer of peace. A short truce is set to discuss terms, and an agreement is surprisingly swiftly met. The mercenaries, primed and ready for battle, are not wasted despite this. The wealthy scholars of R66 who rose and took to independence during the chaos are met with a plethora of mercenary troops at their doorstep lead by the Jaine of Varjik herself. Her commandment to them is clear: Submit to the imperial successor state or die as a traitor to Avakonia. Those who repent and give their loyalty to Vajik will be given forgiveness for turning their backs , so hopefully it is not all too hard a choice...

      Attack R66 with 6 units (all mercenaries) under the command of Anivine! (Mil 8)

      Using techs/artifacts:
      Diresnags (+1 size loss for foe)
      Crown of Thorns (+1 to battle)
      Camel Cavalry (+1 to battle)

      Total: 2d10 + 16
    4. [Military] Raise a Unit
      With peacetime setting in after a victory in the field, the morale of Varjik has reached a high. Now is the time for glory and success where the previous generation failed: Now is the time for the First Sedellan Knights to come into power. Armed in heavy sedellan plating, mounted on horseback, and using great pican spears, the most expensive yet elite military force that the Kingdom has seen is eager to be tested on the field against some long time foes...
    5. [Faith] Convert R59 (Aspen Heights) HC1 from Abhidism to Dejanism [Roll: 12, Success!]
      With the new eastern trade routes springing up across Varjik, the Dejanist faith makes its way into the Aspen Heights. There is little government push for this, rather being the natural exchange of ideas that could result in a new philosophy coming out on top for Anivine's homeland.
    6. [Faith] Convert R53 (Derokar) HC3 from Homnyo to Dejanism [Roll 14, Success!]
      Wilting Spear's death for the Jaine has brought some attention back to Derokar, the now silent forest that once harbored great unrest. Anivine orders his body returned to his home for preparation to enter the afterlife, but those who visit find that Derokar has existed in poverty for many years now. Honoring his sacrifice against the republics, she invests much in the way of developing the province: A long term plan for sure, but one that could turn the tribal forest into a civilized and productive land. As the aid comes, Dejanists - and the empire - are viewed in a much brighter light than the bleak stories depicted them before, and a minority even adopt their sovereign's faith.

    Non Actions:
    Allow passage for troops from Karys & Dvalta
    Grant Karys permission to buy all resources within Varjik (Exceptions: R53 TP1 and R58 TP1)




    Spoiler: News and Rumors
    Show






    Spoiler: Stats
    Show

    Military Units: 6 (Burning Embers, R61's Royal Army, Queensguard, Rising Sun Militia, Karysite Legion #1, Karysite Legion #2)
    Mercenaries: 6

    Regions Owned:[Varjik - Region 58], [Derokar - Region 53], [New Lijas - Region 52], [Aspen Heights - Region 59]

    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 or Horses] +1 to Battles
    Mass Conscription [Food] - After 4 units are spent raising troops, each subsequent action raises an additional troop. && Secondary [Food x2, Labor, Preservatives] Triggers after 3 actions are spent
    Refined Pican Weaponry [Iron OR Bronze] +1 to Battles
    Bani Bowls [Bani/Bani, Cloth, Alcohol, and Wood] Reduces combat losses by 1 if 2 or more Combat losses occur/Reduces losses by 1 if 2 or more losses occur (Tiers do not Stack)
    Prayer Seals [Enku and Writing Materials/2 Magic Writing Materials & 2 misc. Writing Materials] +2 to Leader Loss Rolls/+1 to battles that have a leader
    Standardized Fortifications [Stone / 3 Stone] Fortifications GP takes 3 actions instead of 5/+1 defense roll

    Spoiler: Mil tech color to slots
    Show

    Close Combat Weaponry
    Cavalry
    Logistics
    Armor & Wards
    Fortifications, Sappers, and Siege
    Drugs, Medicine, and Blessings
    Stealth, Sabotage, and Traps


    Generals:

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

    Capital: Aspen Heights
    Secrets Whispered: 3
    Resources Required: Foreign Workforce
    Resources controlled: Violet Ash (R53, TP1), Slaves (R78, TP2 & TP3), Obsidian Glass (R40, TP3), Salt (R67, TP2), Textiles (R59, TP2)
    Embassies: Avakonia?, Azenhal, Karys
    CC Bases: [R58 - Varjik]
    Last edited by Zayuz; 2018-09-30 at 09:27 AM.
    "What is to give light must endure burning."

  20. - Top - End - #530
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    Yondar
    Round 24
    Vassel of Ti Linnad
    Regions: 97, 98, 99
    Tanya Chalun va Meera, Queen of Yondar

    Diplomacy: 6
    Military: 2
    Economy: 7
    Faith: 4
    Intrigue: 5

    Actions
    1. [Intrigue] SECRET ACTION [7]
    2. [Faith] Gather Wytch Children to Thalos Dor: Queen Tanya issues a decree that all Wytch Children are to be taken Thalos-Dor to be trained in the arts of Shamanism, those parents who willingly bring forth their child are given a sum of silver and assurance that they are free to visit their child, and after the training the child is free to return.
    3. [Faith] Expand the temple at the Calm Pools of Thalos-Dor to include a school for shamans: By expanding the building of the library near the Calm Pools, Tanya Chalun brings shamans to the region to begin training the new initiates.
    4. [Economic] [Special Action 5] Improve Resource Quantity of Domesticated Monsters in 'Ridi'r (85) from Good to Grand: Yondarian hunters assist the 'Ridi'r people by pointing out those monsters with favorable traits for domestication, and merchants bring in specialized goods and knowledgeable people experienced in handling dangerous creatures.
    5. [Economic] Pay Dragon Tribute (2d6+7): [18]


    Non-Actions
    • Attend The Súthburg Convention with Vaylan Chalun and Elise.
    • Grant Liege and fellow vassels passage through lands.
    • Do the Hokey Pokey


    Embassys and Diplomatic Representatives
    • Embassy with Rhune
    • Baern Dovahn currently represents Yondar in Regno


    News and Rumors
    • After a visit to Thalos Dor, Military Advisor Melay Birchan fell ill, and was bed ridden for many weeks. Even after recovering her strength never fully returned, leaving her wracked with bouts of coughing and weakness forcing preventing her from traveling.
    • The locals of region 93 have observed Lady Chalun and her retinue conversing with the dragon occupying their land. A band of angry thugs attacked Lady Chalun in an attempt to drive her off. The thugs were routed in short order, but not before one took an opportunistic shot at Lady Varia with a bow. Nani Mistle, Varia's Queensguard, interceded herself, taking the arrow meant for her Lady, and was severely injured, but not killed. After a lengthy recovery, Nani returned to her Lady's side with new scar, and the appreciation of her Lady for her loyalty.
    • The Stone was found again! Apparently it fell off of a table and rolled under a cabinet.

    • Spoiler: Information Gleened on the Dragons
      Show

      Based on talks with ‘Vave’gxa’j he mentions that the moons were of different sizes (indicating a long period of sleep) he mentions offhand remarks about a "blackened sun" that it had turned black at the time he had gone to sleep.


    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts
    Show
    Trade Posts
    • Darkwood 1, Region 98
    • Hlaali Bark 2, Region 56
    • Lead 1, Region 94
    • "Medicinal Herbs" 1, Region 35
    • Monster Parts 3, Region 85
    • Navigators 1, Region 103
    • Porphyria 1, Region 20
    • Rhune Stones 2, Region 96
    • Salt 3, Region 93
    • Saphroxin 2, Region 83
    • Sheep 1, Region 102
    • Silver 2, Region 27
    • Shadow Flax 2, Region 42



    Spoiler: Tech and Projects
    Show
    Tech, Identity and Projects
    Technologies
    • Coimas Laivakorppu +2 Exploration Rolls - [Rhunic Aquamancy, Salt, Cereal/Grain]
    • Diplomatic Expedition (Exploration, Colonization, and Diplomacy Claim) - Allows Land expeditions with Pack Animal Tech, Ocean expeditions with Ship Tech [Precious Metals + Pack Animals or Ship Tech]
    • Fish Glue +1 on one Economic Roll - [Fish]
    • Headhunting +8 to Enemy Leader Loss, Half Enemy General Effectiveness - [Tactics, Requires Intrigue 5 Special Action]
    • Heavy Wooden Armor <Armor and Wards> +1 to Battles - [Wood]
    • Precision Weights +1 Buyouts/+1 Competing Buyouts - [Lead/Lead,Wood,Salt] (Lead)
    • Refined Pician Weaponry <Close Combat Weaponry>+1 Battle Rolls - [Iron or Copper+Tin]
    • Rhunic Aquamancy <Drugs, Medicines, Blessings> <Counts as Ship Tech> +1 in Coastal Battles, -1 Distance loss from Ocean Crossing/ +1 in Noncoastal Battles. - [Rhune Stones/Rhune Stones, +2 Magical Dyes]
    • Sacrificial Magic Supply Lines <Logistics> - -1 Size Loss Roll/+1 Opponent Size Loss Roll [Crops/3 Crops] (Shadowflax)
    • Salt Wagons <Logistics> - +1 Unit Cap/-1 Size Loss Roll [Preservatives/3 Preservatives]


    Identities
    • Temporary Cultural: Stalking Shadows - Increase Die Size on Investigation rolls.


    Projects
    • Thalos-Dor Harbor refit for Shipbuilding and Trade 3/3
    • Disaster Response Organisation 2/2
    • Crabbin Fever Cure 2/2
    • Wisp Organization 2/5



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 4
    • 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. With their numbers greatly diminished, Maeve Chalun is currently focused on rebuilding the irregulars, a slow task given their methods of recruitment. In the current moment, the Irregulars are in no condition to act as a military force.
    • 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.
    • Gnawed Bone Tribal Warriors - The Gnawed Bone Tribe's warriors were the most mercenary of the Furbold tribes in Ovrdre before the Unification under Yondar, fighting for food, and gold for any who would supply it. They are Furbolds, 2000 strong, under fearless leadership of Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol, Chief of the Gnawed Bone tribe, and they specialize in sapping, ambush tactics, and swarm fighting. Chief Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol is eager to get into a fight with anything just to see how these Yondor types do it.



    Spoiler: Stat Increases
    Show

    Tanya Chalun va Meera
    23/X Diplomacy: 6
    X/X Military: 2
    24/X Economic: 7+1
    X/X Faith: 4+1
    O/X Intrigue: 5
    Last edited by SquirrelWizard; 2018-09-29 at 09:05 PM.

  21. - Top - End - #531
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 24 (year 172-174)
    The Confederated Northern Syndicate & Amham Federation
    Vassal to the Imperial Regno Sultanate

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


    Actions
    1. [Economy] Give the Sultanate of Regno Raesija (64) Mrazite TP 1 - The Kingdom of Dvatla, ever loyal friend to the Sultan, has expressed displeasure at the activities pursued by Syndicate agents in Raesija resulting in the reduction of anti-magic stone in the former Pellocian capital as it was shipped northward. The reigning King has petitioned the Sultanate for the return of the stones. The Donne, eager to ensure the highly valued alliance between Regno and Dvatla remains strong, agrees to the King's request and authorizes the Mrazite to be turned over to his brother the Sultan. While new shipments of the anti-magic material soon begin to consistently arrive in Litore the accumulated Mrazite from the last few years of importation is claimed to have been alternatively lost or preserved for experimentation by the Initiates in Fherhaven.
    2. [Economy] Give the Brinefather Bhule (86) Copper TP 2 as tribute on behalf of Regno - Seemingly unconcerned with the bleeding off of Syndicate assets into the all consuming maw of 'Gxe'dhok the last of the Syndicate's copper reserves are redirected to the tributary site being constructed outside Fherhaven, the grand Temple of the Brinefather. The tribute is left as offering to the mighty patron of the seas and 'Ridi'r in the hopes the dragon may find utility in the metalworks of the surface. The gift is marked as having come from the Sultan himself, a gesture of respect carried out by the Sultan's loyal servants in the north to the sea lord. A servant serving it's master's own master as it were.
    3. [Faith] Aid Temple to the Brinefather project in Bhule 4/5 - Having learned the lesson of what came to those who defied the dragons the Syndicate, with the aid of the rest of the Sultanate, has worked hard to construct a grand temple complex fitting the majesty of 'Gxe'dhok. The temple, in size capable of comfortably accommodating the massive form of the Brinefather according to measurements taken by Initia Aspects, will serve as site for all future tributes to the Brinefather from the Syndicate. It is expected that with the rapid work and hefty funds pouring into this project the entire complex should be complete within the next two to three years.
    4. [Faith] Remove the renegades from Kartoff and the Village Confederations in Bhule (86) - The Syndicate is working hard to please the great dragon of the north but this effort is material. Worship of the dragons does not settle well with Shamans, Initiates, or Animists who are funded by private donations to see to the dissolution of dragon cultist meetings in the wilder parts of the territory. The Syndicate itself doesn't openly endorse these actions of course, respecting the free expression of the people in the north especially those in the wilderlands, but the money is funneling into these religious speakers from somewhere. The Donne states that those with legitimate religions are free to practice them in Bhule.
    5. [Intrigue 5] Create an Intrigue 7 Spymaster, Suzan Danerdhuf training Kyuna Danerdhuf - The retired Donne Suzan has not quite taken to her retirement as much as some would like. From Fherharbor in Whern the former leader of the Syndicate continues to pull strings and dance puppets across the north and beyond to the tune of her own amusement. Her senses had dulled somewhat with age though she maintained a commanding presence among the shadows. It is this clout she uses to convince her younger brother the Donne to send his eldest daughter, only recently beginning to bloom into womanhood, to join her aunt in Fherharbor that she might learn "the trade." The young girl faces an intensive regimen of mental, physical, and emotional trial seemingly unchanged to accommodate her maimed leg. Under her aunt's careful hands the young woman's mind and spirit begin to take the shape of a Syndicate agent. With time perhaps this girl might surpass Suzan or even old Yald in her capability of orchestrating matters from behind the veil.
    6. [Intrigue] Secret - An air of mystery shrouds the north as workings continue behind the scenes where few eyes dare glean.


    Non-Actions
    1. Plains Walkers and North Star Omertas are stationed along the roads and paths of Bhule to ensure no dragon cultists incidents get out of hand.
    2. Additional peacekeepers from the Sultanate and far southern Izbefe are welcomed with disturbances among the Kartoff and militant actions by Overvann along the border.

    Regno Embassy

    Overvann Embassy
    1. Request Jarl Bjorn respect the recognized borders between Overvann and Bhule. The Donne will not begrudge the Jarl his strong displays within his own borders but warns that less levelheaded rulers, such as those produced in Ridi'r, could respond less reasonably to military exercises so close to their border.


    • Bo Danerdhuf, a boy, is born to the Donne and his wife! While mourning is continued in private vigil for the lost Chim a light appears in the birth of another son. Noris and his Amham wife, sister to the Duke, are blessed with another pregnancy and successful birth though Nari experiences much more difficulty in delivery this time than she had for her earlier children. The infant son is expected to be named heir apparent once he is of proper age though for now his elder sister Mi Su is the official heir apparent.
    • Overvann's conducting of military exercises along the border has those in the Syndicate nervous about the eastern state's intentions. Bjorn had accepted Syndicate aid in gathering supplies and labor for the Eternal Lamp but now it appeared this gesture may have been little more than a clever ploy to rob the Syndicate of power while making no concessions to their longtime neighbor's desire for peace between them. Some speculate the Overvann army is in fact preparing for some sort of assault not on Bhule but on 'Ridi'r though this sentiment is not so overwhelming as to stop the quietly issued orders to regroup the bulk of the Syndicate's armies around the southern half of the capital, just in case.


    Spoiler: Ruler Information
    Show

    Noris Danerdhuf (B. 138)
    Spouse: Nari Gyeon (B. 140)
    Children: Kyuna Danerdhuf (Maimed) (B. 158), Mi Su Danerdhuf (B. 161), Chim Gyeon Danerdhuf (B. 165 D. 169), Bo Danerdhuf (B. 172)
    Siblings: Suzan Danerdhuf (B. 108), Sultan Tyber Regno (B. 110), Lauret Pelbrook (B. 110), General Pane Danerdhuf (B. 130)

    Stat Value Increase?
    Diplomacy 6 -
    Military 7 -
    Economy 2 +1
    Intrigue 5 +1
    Faith 4 +1


    Spoiler: Regions
    Show
    Region Name Region Number Resource Holy Center 1 Holy Center 2 Holy Center 3 Status Bonuses
    Yemur 1 Steelshrooms (Minor) Jalyeong-bo Jalyeong-bo Jalyeong-bo Auxiliary +4 Resist thefts & conversions (JB HO)
    Amham 2 Timber (Great) Jalyeong-bo Jalyeong-bo Jalyeong-bo Auxiliary +4 Resist thefts & conversions (JB HO)
    Bhule 86 Copper (Great) Jalyeong-bo Initia Jalyeong-bo Capitol -
    Whern 87 Frozen Tears (Minor) Jalyeong-bo Jalyeong-bo Perijanism Auxiliary -
    Bahwick 88 Whales (Great) Jalyeong-bo Abhidi Rhunic Animism Auxiliary +4 Resist Relic Thefts (AAK Base)

    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, Weapons 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
    Intrigue Red Herring Evidence +2 to Secret Action Investigation Difficulty Herring & Paper (Timber)
    Military Mass Conscription +1 Unit raised for 5th+ action or +1 Unit raised for every 4th+ action Food or Food X 2, Labor, Preservatives
    Military, Wave Bombing
    Military, Stealth, Sabotage, and Traps Diresnags +1 opponent size loss roll/ +1 opponent distance loss roll Labor/Labor X 3
    Military, Logistics Salt Wagons +1 to unit cap/ -1 size loss roll Preservatives/Preservatives X 3
    Intrigue Spy Master Create Intrigue attribute General with I5 Precious Minerals & Spy Agency
    Intrigue Himitsu +1 to Investigation Difficulty Writing Materials
    Military, Armor & Wards Heavy Wooden Armor +1 to Battle Wood


    Spoiler: Mechanical Bookkeeping
    Show


    Consulate Controlled Trading Posts:
    • Bhule (86) Copper TP 1 - DRAGON
    • Tundras of Whern (87) Frozen Tears TP 2 - DRAGON
    • Cays & Bahwhick (88) Whales TP 1
    • Cays & Bahwhick (88) Whales TP 2 - DRAGON
    • Bhule (86) Copper TP 2
    • Amham (2) Timber TP 1
    • Region 105 Herring TP 1
    • Raesija (64) Mrazite TP 2



    Military Units: 4
    • Amham Ducal Levies
    • Yemur Ducal Levies
    • Whern Plains Walkers
    • North Star Omertas

    Generals: 1
    • Pane Danerdhuf - 9

    Last edited by Roarke; 2018-09-20 at 10:14 PM.

  22. - Top - End - #532
    Dwarf in the Playground
     
    Moriko's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Jintha
    Ruler: Taelia Riveria
    Round: 22 Region: 108


    1. [Military] Defend against Wuzei Darak
    Reports come into Jintha that a group of Wuzei Darak are on their way after one of our own converted one of their holy centres. Defensive armies are rallied to intercept the enemy forces and as the ships appear on the shoreline the troops stand fast.

    2. [Diplomacy] push claim towards 76 again <- 13
    Returning to the discussions after the previous meeting Taelia now has the councils backing and after promising that their holy centres will not be converted by her government and that the recently converted holy centre by one of her own was an action not sanctioned by the council and that he will be found and prosecuted. Darak agrees that the integration of the northern islands can begin however that terms need to be discussed and it could take half a decade or more to fully lay out a
    acceptable plan.

    3. [Diplomacy] Attend event The Súthburg Convention
    Taelia has received and invitation to join The Súthburg Convention sadly she is occupied with the current diplomatic discussion with Darak to the south and the council appoints Bete Hestia to attend.

    4. [Economy] Hello Dragon here is tribute <- 21
    A second sighting of the dragon is reported after the few short years since she made the currents disappear the grand council is gathered and there is no doubt in their mind the reports are true and ‘Gxe’dhok has come to demand tribute. The sheer difference in power and also as a token of gratitude for removing the currents tribute is gathered from the lands coffers and transported to ‘Gxe’dhok. The tribute is substantial and the grand council is confident that this is enough to appease the
    dragon.

    5. [Economy[10]] become Merchant Prince
    The years have been good to the Volzen people and many lucrative trades have been set up. The trade posts acquired give the Volzen more prestige than ever before and it does not take long before they are crowned a Trade Prince upon gaining this title the Volzen increase their efforts and will now be able to perform slightly more trades than they have before thanks to the constant stream of resources coming from the trade posts.


    Rolls:
    giantitp.com/forums/showsinglepost.php?p=23402378&postcount=1048 < on 8 / 10 posts

    Non actions
    pay silver to the Imperial Sultanate of Regno as tuition so that a group of Volzen can study at the Bratus Academy in the subjects of history, seafaring and economics

    News And Rumours:
    The request from Regno came as a shock the son of the sultan wishes to stay in our country for a few years preparations must be made!
    Testudo has moved out of the apartment that was provided to him originally and used his spare time to create himself a house which is spacious enough to host several Regno representatives.
    The Volzen look forward to what this new vistor can add to the country.

    Ruler Stats:

    Diplomacy: 6 + 1
    Economy: 10
    Faith: 1
    Military: 6
    Intrigue: 5

    Spoiler: Book Keeping
    Show

    List of TP's

    75.1 75.2
    76.1 76.2
    77.2
    104.2
    106.3
    108.1 108.2 108.3

    Total TP's 10

    Military:
    4 units raised.
    2 x Shell warrior armed with spear and shields
    1 x Snapping strikers armed with two handed swords
    1 x Testudo slingers armed with bows


    Used actions on Taelia Riveria (first ruler)

    Diplo 5 create CI buyout Tp 2d6 -> 2d8
    Eco 10 action Become a merchant Prince
    Last edited by Moriko; 2018-09-29 at 08:02 AM.

  23. - Top - End - #533
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Dragons!
    ‘Gxe’dhok is pleased with her possessions’ demonstrations of loyalty. It seems that her display had the appropriate effect, and that further destruction of her hoard is unnecessary. Still, her sight ranges farther south, now, and when her form is observed passing over the Regnan desert, and off the coast of Izbefe and later Jintha, it is clear that she considers these her possessions as well now, and will likely expect tribute in the same manner. In point of fact, the rulers of the respective regions know this to be true, while their teeth are set on edge when she nears.

    A storm raged above the Shrine of Rock and Sky. For days it had howled, until, suddenly, the clouds parted. But the storm didn't break - in the distance, the shadow of rain was clearly visible. No, a perfect circle had been cut in the clouds, centered upon them.
    ‘Ve’va’qa’qadvo descended slowly, sunlight gleaming from his twelve wings. Light surged from his maw, striking the temple. But it didn't turn to ash. With the precision of a sculptor the beams split, scoring the outside of the shrine into twelve parts. Satisfied, he placed a single talon upon the top with the lightest of taps. The shrine split like an Avegan lily, each slice a perfect fraction, each segment cut into the shape of one of the dragon's wings. In a voice the searing purity of sunlight, which resounded beyond the horizons, he spoke:
    "By mine hand I take back the sky you sought to claim. The promise broken by my grace goes unpunished. For you my mercy's sun unto dusk now reaches. Look horizon bound to those who know their meaning. With wind in whiter sails your tribute may yet please."
    With that he left, leaving a sundered temple, a hole in the sky, and some very stunned priests. As news spread, particularly that the shrine's tenders were choosing to keep the dragon's changes, other religious groups in the area reacted with anger. Both at the desecration of a former shrine to Tëlir Geza, and the betrayal of those who bent knee rather than resist. (Reflas (11) HC1 becomes DRGN! Reflas is in Unrest!)

    The people of Lazar had fire in their hearts, to be so defiant of the Frostfather. That took admirable courage, at least, and deserved an appropriate response. Fire to answer fire. So ‘Vave’gxa’j descended upon the order of the Burners, and exhaled an unnatural fire. It was pale and cast no heat, but flickered blue and green and grey, and what it burned grew chill, dying only once it was cold enough as to leave even the potential for motion far in the past. True fire seemed only to feed it further, and it danced upon even the waters between the Isles, leaving behind solid, beautiful ice. The fire spread until it reached the very limits of the dragon’s range, and those who retained some sense of analysis in the face of this tragedy imagined it might have gone further still had the dragon, known to the ‘Ridi’r as Blood Runs Cold, chosen to soar alongside it as it traveled. But the damage was done nonetheless, and Arndok Lora was quite fortunate to have been outside of that circle of death, though it is doubtless that she lost trusted friends and confidants in the attack. The wordless pronouncement of the dragon was clear to all still alive to hear it, as it circled the Isles. This was the tragic result of the defiance of the natural order. Heed such a warning well. (Isles of Lazar (27) HC 1 and 3 become Open! Holy Order becomes DRGN until military action is taken to defeat the corrupted members! TP 1 and 2 become Open and Disabled until a Military Action is spent to recruit more members! TP 3 becomes DRGN! Isles of Lazar loses 1 unit! The Isles of Lazar are Unstable!)

    When Xo’xa’va’j’s form casts a shadow over the city of Khirus once more, it is not preceded by fire and followed by death, but rather by a pleasantly warm breeze and a darkening of the skies. She appears pleased by her possessions, and small statues of herself are given to her subjects as a show of her approval of their recent behavior. Obsidian to Chancellor Mila; Basalt to Exarch Tizoc; Scoria to Empress Crexa; an alloy of gold and copper to Consular Samson Roth; and Diorite to the Elders of Tria Sanctus. Some take her frequent flyovers of Fresia as the Cinder Queen merely keeping an eye on her sources of gold. Others claim that each time her flight takes her a little farther west...

    'Kidveva'dvuj had retreated to the heartlands of Heartsease in the wake of her orchestrated attack on the Karysites and the unleashing of her newly mutated pet hydra upon the Republican holdings along the southeast corner of her dominion. Here in the strife-ridden marshlands the Magic Eater declares herself absolute sovereign by virtue of her control of the hydra that so long terrorized this region and elicited worship from cultish followers. Crescent Company commanders try to work with the remnants of the Elder Council to protect innocent villages but they face an uphill battle against the wave of newly converted or mutated servants of the Spellfather. The interior of the region is quickly overwhelmed by dragon cultists with only a few of the larger villages along the coast able to maintain some semblance of independence from the great beast roosting in their lands! (Heartsease (72) HC 3 and TP 1 becomes DRGN!)

    Tribute had been slow to come to 'Kidveva'dvuj from her subjects and when it does at last arrive she is more than a little upset by the presentation. When Khirese Republicans present a petty sum of silver and a couple dozen Rakshasa and human slaves the Spellfather grows furious with what she sees as yet another disgraceful tribute to her magnificent form. It seems in their attempt to hijack the Pride’s tribute Khirese agents had lost a portion of the boon from the already light gift in fighting off the Riebarri caravan guards who continued to plague the Republicans even after they had seized the shipment. Seeking to teach her subjects a valuable lesson on cooperation when it came to feeding tribute to the Terror of Pelos 'Kidveva'dvuj leaves her roost in Heartsease to “teach” her unruly vassals a lesson. First she flies north into the Pridelands coasting over Sonil drawing the eyes of many with her presence that alongside the teachings of the Djinn who worships her sees this local cult expand. Yet this was merely incidental. 'Kidveva'dvuj’s true destination was yet further north in the desert of Abhidi where malachite was drawn from the earth to be shipped across Emjata. Here Iskander’s Bane descended to unleash terror clearing multiple towns and cities of their populations in mere hours. The destruction wrought will not soon be forgotten. (Sonil (79) HC 2 is converted to DRGN. Region 80 HCs 1 and TP 1 (RHN) are now Open and the region is Unstable!)

    It is not merely the Pride who is to suffer however for the poor tribute. While their offering may have been feeble it was only made more so by its theft and loss by the Republics who would present it as their own. Wasipacha and Altessa find themselves next to draw the dragon’s ire and she sails across the sky to the southern coastal regions with a mounting fury. Her arrival is a storm of teeth, spells, and talons that leave both regions decimated and displeased with their overlords for drawing the dragon’s gaze. (Wasipacha (60) HC 1 and TP 1 are now Open! Altessa (61) HC 1 is now Open! Wasipacha and Altessa are Unstable!)

    ‘Vahi’hu’j has taken to speaking with the people of Astrand for longer periods, over the last few years, though they spend much of their time resting among the peaks of western Hathgjil. The fishermen and merchants have been very hospitable, and gone out of their way to ensure that the Father of Silence is both comfortable and undisturbed, and the dragon appears to have taken a liking to them, and now believes that all the folk of D̨vatla could benefit from their guidance. After all, Astrand certainly has, and it seems likely that the leaders of the League’s cities could, if they put some effort towards it, glean something useful for their studies into the facets of god from the dragon, though doing so would only further popularize the dragon’s teachings. (Spending a Faith action to convert an HC to DRGN in Astrand (14) will grant LWS a technology)

    The Sultan’s daughter, Alteta Venusa does catch their attention with the construction of such a grand structure. The dedication it requires to spend so long to construct such a thing by oneself, not to mention the skill and education. It is imperfect, as all things made by mortals are, but the mistakes make it endearing in it’s own way. All in all, a delightful thing, even if made more somber by the limitations of mortality and the material world on such potential.
    Last edited by Rolepgeek; 2018-09-20 at 04:00 PM.
    Sincerely,
    Role P. Geek

  24. - Top - End - #534
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    VASSAL TO THE GWITNA COALITION




    Region 28; NE Corner

    Round 24 (172 - 174)
    Arndok Lora
    Diplomacy: 5
    Military: 2
    Economy: 6
    Faith: 10
    Intrigue: 2

    1 [FAITH 10] Transform the Warlord Krace into the Avatar of Byon restoring him from incapacitated and increasing his Military score to 10. The Warlord is to openly challenge ‘Vave’gxa’j to a duel to the death.

    To kill a monster one must create their own monster. This is the determination of the Arndok and so she travels to the lands of Lindeen to the bedside of Warlord Krace who remains in a state between life and death in the wake of his battle with 'Vave'gxa'j’s simulacrum. She brings with her the Armor of the East as well as a cabal of her most elite magi. Together the eastern miracle workers conduct a months long prayer buoyed with abundant sacrifice and intoning of the gods. Byon, the charioteer of the sun and well trusted servant of Xincoatl’s will, is beseeched to project upon Krace’s form his divine avatar to reinvigorate and restore the Warlord to a state of readiness for combat. The Lindeen abomination created by a mortal’s hand at magic needed divine intervention if it was to be champion of the east against the ice dragon. The corrective forces of Byon’s presence would not only soothe the scars of Krace’s violent battle against 'Vave'gxa'j but correct the missteps of his makers realigning and reordering the once hideous creature into a proper champion of light and magic.

    The abrupt wounded border of flesh where it met spirit was smoothed. The ropy scars of experimentation vanished into seamless skin of metallic bronze that coated the revived Krace’s form from head to toe. Symmetry was restored to the Warlord’s shape as he was reshaped and molded by ritual magic to fit the peak physical condition desired by even a lesser god to inhabit. His features became like those of a statuesque model though molded in bronze rather than stone. When the Warlord’s metallic eyelids shutter open at the end of the grand ceremony a light of intense heat shines out into the night sky like beams of fire before scaling back in intensity to serve as guiding cones of holy light.

    Krace the Warlord was sorcerous abomination no longer. He rose now from the ritual table as Avatar of Byon, the Golden Charioteer of the Skies made flesh, Champion of Xincoatl, and, should fate deign it, soon to be Slayer of Dragons. Krace is bequeathed the Armor of the East as he is petitioned by Lora alongside his original Lindeen masters to do as he was wont to do in his form before this one. Fight. Krace is sent to battle the Frostfather a duel of sorcerous and divine magic worked by mortal hands facing off against that creature which claimed dominion between god and mortalkind. A duel of the fates was soon to occur, with the future of the east hanging in the balance...


    2 [DIPLOMACY 5] Establish an Embassy with Lindeen

    The close cooperation necessitated by the Arndok's plan eventually leads Lora to conclude she must establish a formal diplomatic relationship with the sorcerers, despite her own misgivings about their methods. While perhaps this move would have met more objection prior to ‘Vave’gxa’j's second attack upon the Isles in the wake of this destruction with so many of the Kiin Sareteh now dead Lora's will is effectively law with no council to check her. Desperate times called for desperate measures and if friendly relations with the sorcerers was the price to pay to end the draconic threat in the northeast than so be it. As part of her sojourn to Lindeen the Arndok brings official documentation to be co-signed by Doge Vashta authorizing the lazarites to establish a permanent embassy in Lindeen and offering lands vacated by ‘Vave’gxa’j's destruction to the Lindees for their own ambassadorial complex within the Isles.

    3 [DIPLOMACY] Stabilize Isles of Lazar using Empress Crexa's Dip 10 (-2 from Unstable) Failure

    It would take many years for the Isles to recover fully from the destruction brought about by ‘Vave’gxa’j and if Krace failed to defeat the beast their suffering was only likely to increase. Nevertheless, Lora appoints her right hand Aldana to oversee reconstruction and recovery efforts while she conducts the ritual in Lindeen. The Kansett general, aware of her own unfamiliarity in this arena, petitions Empress Crexa to dispatch some of her elder statesmen to the holy islands that they might aid in restoring order there. The terror and sadness at the destruction wrought is redirected towards more positive ends and efforts are made to smoothen the arrival of so many foreigners to repopulate the depopulated Isles. Of course, with so much still uncertain about the future even experienced ambassadors such as those from Whitefeather's court may face trouble getting the people to see a bright side to their situation.

    It seems Lora's braggadocio attitude which placed lazarite lives in dire risk has not endeared the transformed human woman among her adopted people. Vicious personal attacks upon Lora as an imposter warped by the dragon into a punishment for the lazarite people continue despite Whitefeather efforts to bring order to the Isles. The Arndok's increasingly repressive methods and relegation of the Isles to be overseen by Basilis Ka Aldana in their desperate state so that she might concoct a scheme against 'Vave’gxa’j leaves her with an increasingly unpopular image among the people she most directly claimed to rule. While the Church may have been prospering the Isles were left to suffer as its martyr, a burdensome role few left alive are willing to continue to shoulder. Let Ti Linnad and its northern pagans suffer the wrath of the dragons in place of the Isles who have suffered so heavily in their place.


    4 [MILITARY] Recruit new mercenaries to replenish the Isles' mercenary barracks.

    In the wake of ‘Vave’gxa’j's second attack the mercenary forces heralded Emjata over as the best, or at least oldest, in the business are utterly decimated. While they are not alone, with many civilians and magi too having died in the attack, they are deemed a priority to restore. With many lazarites killed by the dragon's freezing breath it is determined that as the Isles were the center of the Church's cosmopolitan existence so too should its mercenary forces reflect this diversity. Kansett, Pylliar, and humans from Obroslo and the Coatl territories are enlisted in the Black Company and a number of other startup mercenary groups seeking to make a name for themselves. The Isles become less overtly dominated by lazarites as many foreigners are relocated by opportunity to the Isles replenishing the lost lives but permanently changing the demographics of the larger Isles such that lazarites held only a plurality of the population's composition. Ethnic neighborhoods and ghettos begin to grow in the larger towns and cities as more foreigners come seeking opportunity in this devastated landscape.

    5 [ECONOMY] Buyout Aniachaket (24) Kansett TP 2 Failure

    With the Arndok abroad for most of the following years Aldana uses her position as temporary regent to authorize additional contracting with the Kansett Domestic Union. The Kansett would be granted housing and employment within the devastated Isles. ‘Vave’gxa’j may have wrecked the Isles ecologically and materially with his icy flames but the coffers of the Church were still sizable despite his destruction and drew from the largest demesne of loyal worshippers known to exist in Emjata. The dragons were mighty, but Xincoatl was mightier and those blessed by his magical influence who had been rejected by the Gwitnans would find more welcoming partnership at the heart of the Church. While the mercenaries work to recover additional security is offloaded on the newly arriving Kansett laborers with almost a third of their kind being split out for security duty under the oversight of Basilis Ka Aldana.

    While Aldana's efforts are sincere lazarite survivors within the Isles' Church bureaucracy actively oppose the Basilis Ka's efforts to secure adequate funding to transport sufficient numbers of Kansett laborers from the mainland. In opposition to the influx of foreigners these traditionalists refuse to recognize a military officer as having legitimate rights to call on Church coffers to make trade deals related to the domestic interests of the Isles. The Kansett Domestic Union grows irritated with Aldana's attempts to renegotiate what they believed to have been a fair deal and the cultural exchange falls through much to the chagrin of the Kansett general and delight of lazarite opposition to Lora.


    6 [ECONOMY] Buyout the Pall (29) Medicinal Herbs TP 1 using Fish Glue Success

    Though the “herbal” trade in the Pall which traded in a number of very exotic and potentially very dangerous flora was dominated in the wake of Gwitna’s collapse by Gwitnan sailors turned pirates they held a certain respect for representatives of the Church, or perhaps more accurately the Church’s money. The utilities of these plants in the recently troubled Isles are valued by the Arndok and the Church’s coffers are opened generously towards securing lazarite oversight of this trade. Seeing the chance to cash out and retire richly rather than continue plying the southern sea until infirmity or an unlucky raid cut short their life the pirates cooperate in handing over their bounty to the Church of Xincoatl.

    Even with political strife among senior administrators on the Isles all can agree on the necessity to prioritize additional medicinal herbs to aid in the healing and recovery from ‘Vave’gxa’j's destruction. Many of the Gwitnan pirate captains were willing to accept prices well below market value on the basis of one large lump sum payment instead of a continued hard scrabble life. Some of these Gwitnans choose to remain in the trade becoming legitimate members of the Isles trading network while others retire or venture off to seek another adventure to pursue.



    ROLLS

    NON-ACTIONS



    [1 UNIT]
    Army of the Arndok

    [RUMORS]
    • The ruling council of tribal members who met at the Moot in the Isles of Lazar, known as the Kiin Sareteh, is effectively no more. While the Arndok had been on nearly the opposite end of the islands from where ‘Vave’gxa’j breathed his icy doom many distinguished members of the Kiin Sareteh were not so lucky. While no official census existed prior to the attack estimates range that anywhere from one tenth to one fifth of the Isles populace was wiped out but almost nine tenths of the senior most voices within the Kiin Sareteh are confirmed killed by the Icy Doom. Lora's staunch stance against the dragons had now cost many lazarite lives leaving her far less popular among the people with whom she had become one. Some argue the new Arndok does not care for lazarite lives, her transformation having turned an ugly hatred upon her own change external upon those she saw as representations of her own hated new image. True or not these voices are not appeased by the appointing of Aldana as temporary governor of the Isles in the Arndok's absence. The influx of foreigners, Kansett especially, is seen by the discontented as making a bad situation worse by not attempting to recover the Isles but reshape them into something new. A faction advocating the restoration of the Kiin Sareteh among lazarites of the tribe to put a conservative check on the whims of the deeply respected but fiercely feared Lora and her chosen agents. With Aldana and the Arndok's Army patrolling the beaches and enforcing curfew the movement doesn't grow exponentially but under the tense surface a conflict does appear to be broiling.
    • In the southern and western islands and along these same coasts the largest number of foreigners make their home at invitation of the Arndok. Formerly permanent residence on the Isles was difficult to attain with preference given to lazarites and a few choice families from among the lands of the devout. Now, with so much land opened by the decimation of its rightful claimants the Arndok has unilaterally opened this destroyed landscape to market among those with significant Coatl Perijanist heritage. The Kansett Domestic Union is invited to aid in overseeing the construction of a handful of KDU organized villages almost exclusively populated by the crab mutants save a few non-Kansett serving as liaisons to the Church and the Isles local government. Humans from Gwitna and the Theocracy and even from Lindeen also travel to the Isles though tend to create their own communities within the established lazarite towns and cities. Cultural neighborhoods and ghettos associated with these different brands of foreigner become common associations on which larger towns alternatively pride themselves on having developed or scorn for polluting the island depending on the locals majority opinion. These communities within communities comes to be known by an abbreviation of their inhabitants homeland suffixed with the lazarite term "-izeb" such that a community of Lindeen became known as Lindizeb, literally "Little Lindeen" but more accurately "Lindeen Town" within the wider town itself. Reaction to these new arrivals is mixed though the Arndok and her representatives maintain a positive message about the arrival of so many new residents to aid in the speedy recovery in the wake of the dragon attacks.
    • More aware than ever of her own mortality Lora begins the Trial of the Flame with six babies from across the Church's demesne brought forth by senior Magi as contenders for the title of Arndok and head of the faith. Reisa and Qwanba a gold scaled lazarite and Shonna human from the Isles and from the Theocracy respectively were the only two to represent the traditional pool of Children of the Flame. They were joined by Hanza, an adopted Kansett son of Aldana and her partner Nahala, as well as Waldemir, a Pylliar from Ti Linnad representing the less overtly devout but still important Coatl Perijanist strongholds. The truly bizarre additions to this generation's Trial was the inclusion of an Oamenii child born in the devoutly Coatl Perijanist hinterlands of the sorcerous Lindeen. Some were concerned dark magic tainted the child's blood though the Arndok insists the Trial shall purge any impure or dark intents through its holy rites. Less controversial but far more curious is the final contender, a recently hatched Volzen, Feroh, transported from across the continent from the isolated Coatl Perijanist conclave that had arisen in the western ocean. The children are all taken into the care of the Arndok's personal household and curriculum is set for their education in the upcoming years before the Trials are set to begin.
    • Ti Linnad is encouraged to reject cooperation with Dejanist Lucari Family due to their threats of violence and disturbance of the peace over potential rejection. The Premier should instead embrace the industrious and hardworking Axtooth Goblins who despite lacking open reverence for Xincoatl clearly respect the natural order and desire only to serve their purpose as miners. Should the Premier bring in the expert imperial diplomats trained in Whitefeather stability might be assured alongside the economic growth promised by the goblins. Order from on high to match order from the mines. As above, so below with no Dejanist or dragon intervening to play the middle.
    • The Burners holy order in Lazar had been a stalwart Coatl Perijanist citadel for decades, having played a major role in the shepherding in of the new era of a divinely guided Arndok practicing the tenets of Coatl Perijanism. Since the second attack by ‘Vave’gxa’j these once holy brothers and sisters have lost their faith in Xincoatl and placed what remains of it within desperate worship of the dragons. Some claim these dragon cultists are not limited to the dejected Burners of the holy order but that this sentiment has rippled out among lazarite inhabitants of the Isles. While the former magi are more vocal in their calls to respect and even worship the dragons, a line in direct opposition to the Arndok's own, it is clear dissatisfaction with Lora has made many receptive to such heretical concepts. Few attend the services of Xincoatl at the Moot Point or within the mystic Caves of Alam showing a dejection with the Church among the lazarite people. Many suspect the result of Krace's duel with ‘Vave’gxa’j will shape the future of the small island nation with victory vindicating the Arndok and failure legitimizing her dissidents.
    • While the Arndok herself has become heavily involved in the cooperative effort between the Church and Lindeen to oppose ‘Vave’gxa’j it hasn't been forgotten by the Arndok that Magi Kasiri opened dialogue with the sorcerous state. Kasiri has remained loyal to the Arndok's cause in word and in spirit, having helped orchestrate among the western Coatl Perijanists the grand ritual workings conducted by the Arndok to transform Krace into an Avatar of Byon. Still, despite his apparent endorsement Kasiri's clear point of delineation from the Arndok lies in his embrace of the Lindeen rather than their rejection. Lora has expressed on numerous occasions the opinion that working with Lindeen against the dragons is a case of choosing the lesser evil. Kasiri, conversely, endorses the Lindeese methodology believing under proper spiritual guidance, such as that provided by the largest organized Church on Emjata, the ways of the sorcerer could open the next stage of material existence. While he might be dismissed as a crackpot or heretic under a stronger Church in the disarray caused by the dragons the western Magi finds no shortage of support for his ideas among the clergy and his own people, the lazarites.
    Last edited by Reggiejam; 2018-09-28 at 10:21 AM.
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  25. - Top - End - #535
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    Default Re: [EMPIRE4!] IC Thread



    The Theocracy of Coatl


    Ruler:
    Tizoc The Rightly Guided Exarch
    Faith 6
    Military 2 +1
    Economy 10
    Intrigue 1
    Diplomacy 7+1

    Actions:

    [Diplomacy] Claim Gwitna roll 12: As the magi flow into the region like flies swarming a carcass, the great families are further compelled to surrender their lands and tittles. While many are bribed with administrative posts, foreign treasure, and exotic herbs from the south, some of the more obstinate families are treated far more harshly. A native from a relatively minor Gwitna tribe, Harrow Blue beard, is appointed as governor.
    [Economy] buy Medicinal herbs roll 17 Aside from the deep jungles and terrifying illness, the Pall host a wide variety of useful plants. Tea's, aphrodisiacs, herbal medicines, and hallucinogenic plants are all grown on large plantations on the regions coast. Activity hasn't been seen on this scale since early in the imperial era, causing hundreds Icoatzin farmers to buy land in the region in an attempt to make their fortune.
    [Economy] Dragon Tribute roll 22 7 carts of Azonite are shipped along with herbs of all types to suit the Cinder Queen's hunger.
    [Diplomacy] Go to the Súthburg Convention
    • Accept Azenhals tech trade


    [Military] Hire 1 unit
    [Military] Hire 1 unit

    Non actions




    News and Rumors


    Last edited by Lleban; 2018-09-30 at 02:29 AM.
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    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: Metric tons of giving
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  26. - Top - End - #536
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    Default Re: [EMPIRE4!] IC Thread

    Turn 24 (year 172-174)
    The Serene Marasa Pride
    Mareen (Region 77), Taraks Krags (region 78), Sonil (region 79), Xarax (region 80), Arrakis (region 81), Tarbaryn (region 82), Ka-Ruun (region 62), Roagan (Region 74)
    Sinja Lagos Ssuras

    1. [Faith]Organize Orthodox Perijianism

      Held in the capital city of Tarbaryn, Khomis. At the "The Throne of He Who Rules" a massive temple of immense beauty is the gathering place for the most holy of the orthodox faith. An altar before Khompurs throne where dozens of priests perform days of rituals. Before its finished the blood of slaves and beasts is so great that the sandstone carved stairs create a river that writhes through the streets. The blood flow is so great that many believe that there is no way that such massive sums could ever have been released from the present corpse and as it continues to flow it finally reaches outside the capitals walls and when it does the earth splits and the miracle begins.

      Size bonus 1 +1 to raids
      Size bonus 2 +1 to attack nations of larger faiths
      Size bonus 3 +1 to resist conversions and purges

      Minor Miracle: the lands of Tarbaryn crack open and a fresh water river forms turning the desert green around the capital city upon Sinja being declared a true god king and grandchild of Khompur Champion of Orthodox Perijianism. The next day the voice of the gods is chosen as Tianda Pprata son of Chanda Pprata and that green blooms into hundreds of desert lilys.

    2. [Military] Military 10 Technology: The Gigastrax cacti sling javelin

      The tower cacti was viewed as useless outside of water storage and it had vexed the always tinkering goblin leader Gigastrax. The cacti were ominous but the quills were too big and had no serration and so useless for blades they were considered for spears but broke quickly with repeated use. They were also too large for arrow heads. This design was an awakening and an improvement on the sling they had used since their days as hunter gatherers and fill in the blanks on the spear. They created the sling javelin with excellent results as the size was perfect and the loss of a more aerodynamically carved barb was a small loss compared to an actual javelin or spear.
      Spoiler
      Show



      Fills ranged weaponry
      Resource Required: 1 Tower Cacti
      +1 to all combat rolls.

    3. [Intrigue] Raid TP 3 Sedellan Glass The Riebarri head into the heart of their enemies territory to lay claim to the largest source of Sedellan glass available. The soldiers in charge are directly challenged by the Riebarri who fiercly cut them down. An honor duel between the Riebarri and the greatest of the warriorsSedellan glass protectors is met one on one and while the strength of the soldiers are not to be underestimated the claws of the Rakshasa strikes true tearing open their gut and taking what was now theirs by force. SUCCESS
    4. [Military] Raise 1 unit of half breeds. (750 strong) Rakshasa and Kunai breeding (especially with the Chojo clan) has become quite prolific and finally they have risen to fighting age and so a unit of these beasts are recruited. They are not treated as well as the noble female units as its become more and more obvious that these creatures cannot breed. They are sterile which makes them only good for one thing. Fighting and labor. They are considered even beneath mongrels if they don't join the military but due to their prowess once in the army they gain more respect then the low caste males.

    5. [Military] Fools Eye is sent to put down the slave rebellion in Taraks Krag. He is granted 3 units to do so. 2d12 +10+3+2. -1 losses from supply lines and +1 losses for the enemy due to diresnags
      Forced to put down slaves left a bad flavor in the mouth of fools eye but he had been made a general by the grace of Sinja and Sinja had risen his people up treating all mongrels with greater respect. How could he refuse an order from his king? He marched his personal unit into the fray, alongside the newly formed mongrel unit and the ravagers. Sinja had personally requested he lead the goblins in to this campaign. Their brutality and cruel nature in combat was deemed a fitting punishment for the slaves betrayal of their place in the caste system put in place by their god Khompur.

    6. [Intrigue] SECRET


    Nonactions
    Allow Khirus to cross through SMP territory.


    News and Events
    • Slaves DARE to rebel against the champion of Khompur, the god king of the Rakshasa after all the kindnesses he has bestowed on his lessor subjects? They will suffer brutal retribution.
    • How much will this dragon demand? How much will it reward? It continues to be a mystery and the Rakshasa are too focused on their own gods and their own earthly business to do much more then pay up for now.
    • The Pprata pride came out of nowhere and laid claim to the second most powerful position in Rakshasa politics, for those keeping close watch on the internal mechanisms of the Rakshasas incredibly complex court this is a total shock. Sinjas only response is that the gods chose him. However more politically astute philosophers and court gossipers indicate that Sinja and Tianda have become quite close. Perhaps even best friends?
    • The work in Ka-Ruun is complete.
    • Roagan has begun to recieve mongrel and human migrants.
    • Eyes return to the Kunai who have been in a perpetual state of near collapse.
    • Ka-Ruun is considered the lands of the Feast and the SMP keep the lands only so their mighty armies can march if they are attacked.
    • A national holiday is declared every year for orthodox Perijianists! The miracle of the throne is announced. It lasts a week all meat is banned from consumption for a week starting with Bloody Tarbaryn day and ends on River run day when a feast is held in every major city paid for by the crown. All war also halts on this day so even soldiers can honor the gods.
    • The SMP is considering the creation of coins of silver.
    • Tashan Kkoya is said to be furious that Sinja refuses to make war on the Varjik who are growing stronger every day.


    Spoiler: The Rich and Famous of the Marasa Pride
    Show

    Family of the Maharaja
    Kalira Ssuras (age 26) half-sister of the god-king
    Rither Ssuras (age 26) half-brother of the god-king
    Tashan Kkoya (age 47) mother of the Maharaja

    The Royal Harem Standouts
    Sithara Kkoya- General hand picked by Tashan Kkoya as her replacement, popular. She is pregnant and has her first child. Its a girl. Kissin Rieba Ssuras
    Tasarane Jjipara- She has just born the first son of the Maharaja and is looked on with great respect and is viewed as the high concubine and rules over the harem. Her power in the courts is considerable and she is brought to his chambers often. She has born him three sons. Kildos Barun Ssuras, Zabaryn Sinja Ssuras, Lagos III Trodje Ssuras
    Larasa Mminas- A direct challenge to Tasarane Jjipara and its rumored their court intrigues have already begun to get others killed. She has born 1 son and 1 daughter. Tashan Khompur Ssuras Jasak Ssuras
    Mina Kindrossi- A human from the magnificent city of Sonil, its rumored shes less part of the harem and more a hostage to keep the region from rebelling. She has bore 1 daughter
    Midnight- A female sent by the Chojo clan a tall girl with black hair and dusky skin (probably Tensar blood, given Chojos history with Glen Gwitna) she is a personal favorite of Sinja and its rumored they dont spend much time talking when shes summoned to his chambers, and there are rumors shes already pregnant. she has bore 4 children
    Embers- muscled redhead born from the clans in Les Alpes, they are said to argue constantly and yet he keeps summoning her to his chambers. Its rumored he delights in attempting to "tame" her. She has bore 1 child
    Peace- a blonde Chojo girl she is held more as a symbol of continued unity between the Chojo clan and the Rakshasa. He treats her with great respect (for a human) and brings her to many functions (Without giving her chores like much of the rest of the harem) though its said shes a little insulted because its like he views her as incapable of keeping up with Rakshasa lionesses. 1 child
    Krista Bandersal- Most of the girls from the Syndicate are kept at arms length, they are respected but left alone and only summoned VERY occasionally and its never for talking or discussing the world of Khompan and Mareen and the SMP as a whole but that is not the case with Krista, despite himself he is charmed. She is intelligent, quick witted and dangerously talented in a variety of things and its rumored they talk much. So much in fact Tashan Kkoya has Riebarri constantly watching the girl. 1 child
    Lorana Widdertan- The complete opposite of Krista she came into the harem from the defeated Amham, haughty and angry, forced to do as she was told she is incredibly resentful and while Embers and the Maharaja fight this woman has nearly driven the Maharaja to strike her, its rumored he said that if it wouldn't start a war he would have killed her. There was nothing godly about the whole affair. No children



    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 currently being threatened with replacement due to allowing these rebels to rise up.
    Speaker Kindrossi: Human leader of the city of Sonil.
    High Bishop Quinn religious leader of Tarbaryn
    High chief Gigastrax leader of the goblins of Xarax

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

    Children of the god king
    Kissin Rieba Ssuras- Female 3 years old (A little drama queen loved by many of her brothers and sisters)
    Kildos Barun Ssuras- Male 9 years old (Called the little king, he is arrogant and is said to whip servants when not being whipped by his own headmasters.)
    Zabaryn Sinja Ssuras- Male 7 years old (quiet and shy, he learned to read young and is fascinated with faith)
    Lagos III Trodje Ssuras- Male 6 years old (Gets in fight with Kildos often, hes said to have an early sense of honor and views the world with a curious lense always excited to learn something new)
    Tashan Khompur Ssuras- Female 7 years old (nick named the tiny empress she stamped on Kildos hand when he stole one of her toys and even slapped him on numerous occasions. She is a firebrand)
    Jasak Rither Ssuras- Male 2 years old


    Adult Children of the god king
    N/A


    Spoiler: Ruler Information
    Show

    Sinja Lagos Ssuras
    Stat Value Increase?
    Diplomacy 6 -
    Military 10 -
    Economy 2 -
    Intrigue 7 +1
    Faith 10 -
    Military unit count: 7+3 (2 from Khirus)
    Generals:Sithara Kkoya (10) Fools Eye (10)
    Spymaster: Indira Kkoya (9)




    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
    Ka-Ruun 62 labor guilds Perijanism Perijanism Abhidi surrendered in war
    Roagan 74 Pearls Jalyong-Bo Jalyong-Bo Jalyong-Bo conquered

    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
    MILITARY Sedellan Armor Coating +2 VS magical tech. yes
    MILITARY Sacrificial Supply Lines -1 Size Loss Roll yes
    MILITARY Obsidian Fire +1 to Defending yes
    MILITARY Diresnags +1 size loss roll (unpreventable) && [Secondary] +1 distance loss roll (unpreventable) (both for enemy) yes
    MILITARY Camel Cavalry +1 to battles yes
    MILITARY pician iron weapons +1 to Battles yes
    MILITARY Prayer Seals +2 to leader loss rolls secondary +1 in battles lead by a General or Primary Leader yes
    MILITARY Salt Wagons +1 Unit Cap yes
    INTRIGUE Violet Oath [Violet Oak] +1 Against Secret Actions yes
    INTRIGUE Warded Locks +2 against artifact or technology theft yes
    INTRIGUE Spymaster 1d6+4 master yes
    INTRIGUE Himitsu +1 to resist investigation actions yes
    ECONOMY Fish Glue Manufacturing +1 to buyouts yes
    ECONOMY Diplomatic Exploration allows you to explore yes

    New Ruler Next Round!

    Expected Stat Bonuses:


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Mareen 'Owned' Religious Centers: 3


    Rakshasa Controlled Trading Posts:
    • TP 1 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 Iron region 72 (Raid)
    • TP 2 textiles region 59 (Raid)
    • TP 3 gold region 70 (raid)
    • TP 3 Slaves region 78 (Raid)
    • TP 3 Bysthian Horses region 63 (raid)
    • TP 3 lead region 94 (raid)



    Military Units:
    • 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.
    • 1 [Immortals] An elite unit of humans from Sonil they are 2200 strong
    • 1 [mongrels] 1000 more mongrels are mobilized among the dregs, to prove themselves as worthy of the coming wars.
    • 1 [ravagers] 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.
    • 1 [Fang 3] The elite of the generals army, the leadership is made up of die hard veterans from Fang 2. 1200 of these crack warriors are terrifying to behold.
    • 1 [Claw 2] Another unit of greener Rakshasa lionesses. Still an impressive fighting force of 1500 troops.


    Last edited by asmodeussnake; 2018-09-30 at 04:48 PM.
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  27. - Top - End - #537
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    Default Re: [EMPIRE4!] IC Thread

    Round 24
    [Imperial Sultanate of Regno]

    Desert of Magic regions: Regno (8), Iadesh (7), Jherki (9), Deaux (56), Thae Guceart (92), Avegan (3)

    [Imperial Sultan Tyber Regno, Son and Brother to the Donne of Air, Embodiment of the Aspect of Spirit]

    Actions:
    1. [Economy 10] Privacy Tapestries (GM Approved)
      Requirements: Cloth (Wool, Silk, etc.) // Cloth, Magical Powder (Bani, Enku, Rhune Stones, etc.), Gemstone, Himitsu Tech
      Effects: +1 to Curry Favor with Organization Rolls // +1 to Secret Action rolls
      After much research into the nature of anti-magic - at great discomfort to the Magi doing the research - Regno Scholars have stumbled across a way to assist in nullifying sound in a localized area. By weaving a tapestry with a newly discovered Air Rune, they have achieved a method to set up a privacy area about the size of a small pavilion for an average sized tapestry. Inspired by the anti-magic properties of Sedellan Glass, the Air Rune was discovered when asking the question "What else can be blocked or negated?" Additional research yields results that dampen and - with the help of some Kunai magic - even nullify sound.
    2. [Intrigue] Secret
      Agents of the Sultanate are still doing unusual things at the supposed beckoning of the mysterious Shadow Eyes.
    3. [Diplomacy 5] Above the College of Quiet Contemplation, a dormitory and Embassy devoted to 'Vahi'hu'j is created as a comfortable place for people to meet with the Father of Silence, should he so wish.
      (Create an Embassy, Region 9, Heir Venusa Regno and the Spirit Dragon [10/20])
      This Embassy has nothing at all to do with Alteta Venusa Sortis Regno, Heir to the Sultanate, wanting to have long discussions about anything 'Vahi'hu'j wants to talk about...
    4. [Faith] Spread Initia to Jintha's third Holy Center
      (Claim Religious Center #3, Region 108, Ease of Education, Roll: 14)
      The discovery of more scholars in the land of the Jintha is a welcome one. Speaker Testudo, as an official Ambassador, reports that the Volzen are quick to deliberate, slow to reach decisions, but open to the idea of new knowledge. He attempts to create an Aspect Campus within the area.
    5. [Faith] Use Initia in Bhule to construct the vaulted ceiling of the Temple For 'Gxe'dhok and add the final artistic touches [5/5]
      Under "Junior" Sortis's supervision, Izbefe, Bhule, and Regno construction workers have made quite the headway. The Temple is gigantic. In the previous three years, they set up a good foundation, dug into the bedrock to strengthen that foundation in order to support the massive weight of so large a temple, and began the overall building itself. Now, the Temple is ready for it's intricate and complicated vaulted ceiling, which Regno sees to itself, trusting in the Federation and Izbefe to assist in adding the finer touches to the rest of the Temple. The temple is completed just barely before the end of the Avakonian year 174. A large party next year is planned for it's presentation to 'Gxe'dhok.
    6. [Military] Raise another group of Stormvine Shock Troops, stationing them in Thae Guceart.
      The Stoirmdur have proven staunch fighters, even without much magic to call their own like Legionnaires have. Sobriety Laidir Duine is proud to have another group of able fighters to respond to the Sultan's call when needed.
    7. [Military] Concerned at the military exercises happening on the Overvann Border, the Sultanate moves to garrison (2) Legionnaires and (1) Stormvine Shock Troops in Bhule for a few years. When not posturing and preparing to repel any invasion that might - or might not - come from the Overvann, they spend their time aiding in the removal of the renegades from inside Bhule, as directed by Donne Noris.
      No one in Bhule will have anything to fear. The might of the Legionnaires arrives to run their own exercises within the borders of the Confederation.

    Roll link 1


    Non-Actions:
    • Continue to approve construction rights for the Company of the Crescent in Deaux, in the interest of preserving peace on Havre Island.
    • Allow vassals to pass through Sultanate lands as needed
    • Spoiler: A Message to 'Ridi'r
      Show
      To the new Leader of ‘Ridi’r, 'Xa'kagx:

      Your words mean much to us, and we thank you for taking the time to write them. That alone - writing them - shows that we have helped your people further along than before, and it is now my honor to offer you a rare chance to see something wonderful: a private ceremony conducted by the Father of Silence himself. It will be a night of mysteries and revelry, and not for the public at large. As you know, ‘Vahi’hu’j is selective in sharing his secrets, and it is with great pleasure that he will be sharing one with me; I, in turn, wish to share it with you.

      There will be another such event – a much grander affair – for the Brinefather, but that is open to all. Please join me in Jherki at the College of Quiet Contemplation, and if you must show deference to ‘Gxe’dhok, hunt another helper to do it for you.

      Written with Continued Friendship,
      Alteta Venusa Regno Sortis
      Heir to the Sultanate
    • Bhule Confederation Embassy
      • Gift Bhule Sedellan Armor Coating, Privacy Tapestries, and Full Course Discourse
      • Thank the Confederation for it's donation of Copper to 'Gxe'dhok on the Sultan's behalf
      • Accept control of the Mrazite trade route, to ease tensions between the Sultanate and Dvalta
    • Izbefe
      • Gift Izbefe the following techs, with the understanding that they are to follow Regno's 'restricted' agreements:
        • Sedellan Armor Coating
        • Enchanted Arrows
        • Mass Conscription
        • Privacy Tapestries
        • Red Herring Evidence
        • Spymaster
        • Dwarven Fortifications
        • Decentralized Authority
        • Elemental Catapults
        • Sacraficial Magic Supply Lines
        • Diresnags
        • Surplus Production
        • Warded Locks
        • Full Course Discourse
    • Dvalta Embassy
    • Khirus Embassy
      • Exchange Expanded Holds for Standardized Currency, at the behest of Azenhal
    • Karys Embassy
      • Privacy Tapestries, with the understanding that the knowledge will not be shared except with Varjik
    • Theocracy of Coatl
    • An Invitation is sent out to All World Leaders for a massive Event to be held in Bhule at the beginning of the new year in 175
      Spoiler: Dance for 'Gxe'dhok
      Show
      To the World Leaders of Emjata,

      Many have rebelled against the coming of the Dragons. Their arrival brought destruction and despair to so many, and so few could – initially – accept that this was now the new reality. The Dragons are here. We have all been paying them tribute for years or suffering greatly when we ignore them.

      The Sultanate learned its lesson early. Our citizens still remember what happens when the Brinefather is ignored, and we won’t soon repeat that mistake. Her wrath is great and terrible, but her mercy is peace and fewer demands. Because of this, it is my great pleasure to invite your representatives to see the conclusion of the construction of the grand Temple for ‘Gxe’dhok; a modern-day marvel of manufacturing and magical might.

      Bhule is quite far, however, and interactions with Dragons – as previously stated – can be quite dangerous. We will not be insulted if you do not come personally. Many of you have Ambassadors to our country in your lands, and we recommend that you consult with them; not only to ease any of your concerns for travel or perceived insults, but also to be sure that you bring appropriate gifts. Not for Regno or Bhule, no. Our guest of honor – we hope – will be ‘Gxe’dhok herself, and the more gifts we bring, the more likely she will show.

      When she does, and after she has had first viewing of the Temple, we can promise that it will be a night of great mirth and dancing! The combined might of the Sultanate has been brought to bear to create this Temple, and when your delegates see the exquisite details that our artisans have put into every stone, every crevice, every tapestry, they will have quite the tale to tell! Please have them join us at the turn of the new year for the Dance for ‘Gxe’dhok!

      In the Name of my Family,
      Imperial Sultan Tyber Regno, Son and Brother to the Donne of Air, Embodiment of the Aspect of Spirit


    Spoiler: News and Rumors
    Show

    • After nearly a decade of debate, and some additional information, the Three Towers publishes information regarding what they feel is the correct Aspects for the correct Dragons. What is shocking is that the Unstable Aspects are recognized in the report, though this seems due in part to the extreme cautionary advisory towards dealing with such dragons. Additionally, Grand Magus Tutum is insistent that the Dragons are not the Aspects themselves, but that they are representations of beings with exceptionally strong connections towards the following Aspects:
      • 'Gxe'dhok the Brinefather has a connection to the Water Aspect
      • 'Vahi'hu'j the Father of Silence has a connection to the Spirit Aspect
      • Ve'va'qa'qadvo the Skyfather has a connection to the Air Aspect
      • Xo'xa'va'j the Flamefather has a connection to the Fire Aspect
      • 'Kidveva'dvu'j the Spellfather has a connection to the Blight Aspect
      • 'Vave'Gxa'j the Frostfather has a connection to the Darkness Aspect
      • 'Dxe'ghok - the deceased mountain - has a connection to the Stone Aspect
    • Alteta Venusa Regno and the Father of Silence spend quite a lot of time together, mostly at Venusa's behest. When the large dragon is in Jherki, and she spends most of her days conversing with him. When he travels, Venusa throws herself into her work as the Heir, as well as private study of her most recent fascination: the Gift of transformation into a bird that the people of Whitefeather receive just by being in the area.
    • Yaldean Sortis Regno, younger brother to Venusa, has reached his teenage years. He is not very skilled at Initia, but does have a sharp mind none-the-less. He seems to like the idea the Volzen, so through various diplomats, the Sultan asks Jintha if the boy may stay and learn from them for a few years. They readily accept, and Alteto Yaldean is off on a grand journey to their islands.
    • The loss of the mercenaries around the Badan is more shocking to Regno than Glen Gwitna's reforms and in-fighting. Dragons, it would seem, are not to be taken lightly.
    • Little baby Fodina is the pride of the Casnic family, even as she grows up into a troublesome young girl. The rumor is that her grandfather - the former Emissary from the Kunai Clans - visits her often.
    • Magi Lokira Rainstep continues to advise Izbefe's new ruler, and it seems age has started to shake off her propensity towards just watching the clouds go by. Her mind seems sharper, even if her attitude is still affable and friendly. People start referring to her as the Queen's Soft Shadow; ever present, ever polite.
    • Guildleader of Education Arata Doceo is very bothered by the Warped Circlet, even after years of working closely with it. It's mere existence seems to disturb him, so he is reportedly quite pleased to officially hand it over to the Sultan... who only hands it back, stating that it must be guarded properly, and only the Enlightened and the Bratus Academy have the proper facilities.
    • Speaker Suveni begins to feel her age, and is having trouble keeping up with her overly excited `Rid'r students. Especially with all these reforms happening. She places a request in to the Three Towers for them to seek an official replacement for her, so that she may fully retire.
    • Speaker Armis - now trained in various styles of combat by Magi Arunca - seems to impress many of the Overvann Assembly of Lords; at least, he manages to defeat a few of the less skilled brawlers in single combat. Enough, it seems, that he is able to have several meetings with Jarl Bjorn. It does not seem to help, because soon after these meetings are when the posturing starts. Speaker Armis receives an official reprimand from the Three Towers, and until the potential threat the Overvann armies pose to Sultanate civilians - even though contained in Overvann lands - ceases to be a problem, the black mark will remain. Speaker Armis has many more meetings with Bjorn the Archer, but continues to report difficulty in getting the Overvann to cease their military exercises near Bhule's borders.
    • Speaker Schimba within the Kunai Clans has - apparently - given up. She's done everything she can do, after decades of making efforts to find out more, and instead turns her attentions towards convincing the Kunai Clans that maybe it would be a good idea for them to build an official Embassy in Regno; if for no other reason then to better be able to (in her words) gather information from the other Embassies.
    • Speaker Habar in Yondar and his wife and child seem to be doing better. Habar is able to actually get work done, now that women have stopped pestering him to marry; his wife handles such affairs. There is a brief few weeks of stress as his wife contends with other young mothers, trying to arrange an early marriage for Habar's young son, but while Habar was quite tactful in his rebuffs towards himself, he does not broker disrespect towards his new family. He awaits an audience with Queen Tanya, and then - politely - informs her that any efforts to arrange a marriage to his son must wait at least another ten years, when the boy will be fifteen. Doing otherwise would be seen as an insult to Habar's family.
    • Baern Dovan from Yondar an accomplished guest lecturer for Bratus Academy. His classes on Yondar history - and really, anything he talks about - always fill up. Students (and teachers!) continue to be quite taken with his stories, and he is among the first to be invited to lecture in the Collage of Quiet Contemplation in Jherki.
    • Lindeen continues to bother the Three Towers, thanks to reports from Speaker Statera and her husband regarding the "Corruption" of Initia in the area. Yet, no one seems to have ideas on what to do. Especially since Lindeen does not seem to be dabbling in the Unstable Aspects; no, they have some how managed to twist the Stable ones. Further research and observation is the best action here, it is deemed, though none are happy with that.
    • Magi Mirator in the Serene Masara Pridelands has done quite well, it would seem! Many of the Pride, and even quite a large number of their servants, can now understand and work through more than just the basics of mercantilism as well as a number of other subjects. Magi Mirator seems to be awaiting the Maharaja's next curiosity, if only to be able to answer it.
    • Magi Indago of Family Garrio continues to remind the Three Towers of the debts owed to the Sfaïri Free Alliance, a fact that has not escaped the Sultan's attention. Sultan Tyber sends a personal letter to Sir Blanc, apologizing for the delay, but the Temple to 'Gxe'dhok has taken quite a lot of the Sultanate's resources and manpower, both in labor and logistics.
    • Speaker Retunda receives a promotion to Magi Retunda, and she is placed in charge of the Embassay in Karys. She has done exceptional work, though reports constant headaches from being around anti-magic items. Her current area of study is working on a way to lessen those headaches when they occur; research that the Three Towers takes great interest in.
    • Speaker Demens of Family Stiinta within the League of White Sails reports include unvarnished jealousy, as it would seem the Father of Silence is bestowing new knowledge upon the League for the simple cost of some of their goods. The rumor is that Speaker Demens words are described as the literary form of 'frothing at the mouth'.
    • Ambassador Mearbhall in Ti Linnad has gotten himself into a bar brawl. Apparently, he didn't start it, but he did finish it. He is now petitioning the Council of Ti Linnad to release his attacker, if only so that the two of them may schedule another bar fight on the regular.
    • Mad King Dafi is far too quiet, compared to the Dragons. What's more, none of the Dragons seem to be demanding tribute of the so called 'ruler'. This fact has many within the Three Towers wondering if Dafi still lives.
    • Queen Sigyn in Izbefe is becoming quite popular in Iadesh and Jherki. People say she is perhaps a bit willful, but very shrewd, and seemingly quite loyal to the Sultanate. Her aid in helping her fellow vassal in Bhule - both in construction of the great Temple and to prevent further unease - does not go unnoticed by the Sultan.
    • Speaker Testudo in Jintha has a house now, one he erected with his own hands using the lumber and stone of the islands. He continues to expand upon it, as not only Alteto Yaldean but also other Speakers and Aspectus join him, to begin teaching the Volzen about Initia.
    • Construction in Sfaïr finishes, and the road is quite stable and well traveled. The construction crews stay in the area to assist Magi Indago with a few minor improvements, before departing back to Regno after their years away.



    Spoiler: Ruler Information
    Show

    Sultan Tyber Regno D E F M I
    Current 10 10 9 5 10
    End of round 19 2 1 0 0 0
    End of round 20 2 1 0 0 0
    End of round 21 0 1 1 0 1
    End of round 22 0 1 1 0 1
    End of round 23 0 0 1 0 2
    End of round 24 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Faith +1 Military


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Regno 'Owned' Religious Centers: 11
    Total Number of Initia 'Learning' Centers: 25
    Total Number of Initia Holy Orders: 3

    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
    • Parchseed Oil - Region 51, TP#2
    • Hlaali Bark - Region 56, TP#1
    • Ships - Region 6, TP #3
    • Medicinal Herbs - Region 89, TP #2
    • Beer - Region 92, TP #1
    • Millet - Region 5, TP #1
    • Incense - Region 45, TP #3
    • White Bani - Region 36, TP #2
    • Porphyra - Region 20, TP #2
    • Mercenaries - Region 28, TP#1
    • Herring - Region 105, TP#2
    • Copper - Region 30, TP#1
    • Enku - Region 54, TP#3
    • Tin - Region 18, TP #2
    • Sedellan Glass - Region 58, TP#1
    • Dragon Shrimp - Region 10, TP #2
    • Timber - Region 2, TP #2


    Technologies:
    (Red = Requirements Not Met)
    (Bold = Restricted Technology)
    • Diplomatic Expedition (Exploration, Colonization, and Diplomacy Claim)
    • Expanded Holds (Buyouts)
    • Precision Weights (Buyouts) (Buyouts)
    • Fish Glue Manufacturing (1/round Econ)
    • Full Course Discourse (Stabilization)
    • Warded Locks (+2 Defend Thefts)
    • Decentralized Authority (New Ruler Stat Increase)
    • Spymaster (Can I5 a Spymaster)
    • Mass Conscription (Extra Units)
    • Red Herring Evidence (Defend Against Investigations of Secret Actions)
    • Himitsu (+1 Resist Investigations)
    • Bani Bowls [Medicine]
    • Camel Cavalry [Calvary]
    • Refined Pician Weaponry [Weapons]
    • Sacrificial Magic Supply Lines [Logistics]
    • Hard Iron Armor [Armor]
    • Inyoni Skyfarers [Live Weapons]
    • Enchanted Arrows [Ranged]
    • Enchanted Catapults [Siege]
    • Aerial Bombardment [Tactics]
    • Surplus Production [Siege]
    • Salt Wagons [Supply]
    • Signal Lamps [Tactics]
    • Standardized Fortification [Siege]
    • Dwarven Fortifications [Siege]
    • Wave Bombing
    • Diresnags [Traps]
    • Prayer Seals [Armor/Ward]
    • Stochiophraktoi [Cavalry AND Ranged Weapons]
    • Sedellan Armor Coating [Armor/Ward]
      .
    • Obsidian Fire [Siege]
    • Wingknights [Cavalry]


    Military Units:
    • 3 [Legionnaires]
    • 3 [Sea Wolves]
    • 1 [Stormvine Shock Troops]
    • 1 [Avegan Warband]
    • Magi Vecto [+8 Mil General]

    Last edited by Gengy; 2018-09-29 at 07:06 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  28. - Top - End - #538
    Troll in the Playground
     
    QuintonBeck's Avatar

    Join Date
    Apr 2013
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 24: 172-174 IR)

    Actions
    1. [Military] Crush the Dragonspawn in Palanam (65) with 2 Units under General Atamina (Leading: 10) and Lord Commander Jalse (Tactical: 6) using Sacrificial Supply Lines, Advanced Pician Weapons, & Tactical Officer Military Specialization - Dvatla had found itself routed by the dragonspawn forces under the mysterious but dangerous Jakkus Doomsire however they had inflicted no small amount of casualties and so with Atamina successful once more in Marvalo the general is sent to clean up what the northern kingdom could not. Lord Commander Jalse, transferred to the Karysites from their liege in Varjik, is sent along to offer his aid as well as to learn from a master on the battlefield.
    2. [Military] Raise 1 Unit of Karysite мајка company warriors - Drawing women and men from across the Karysite holdings recruits are transformed into soldiers within the military academies of the мајка company. Creating warriors of the utmost caliber was what Karys did and with so much chaos and destruction in the world there was nothing more valuable. While the majority of the countryside is composed of simple farmer peasants the elite who rule and guard them are truly elite as they claim, at least insofar as they are peak physical combatants. Even a Rakshasa might have trouble facing down a Karysite on the field of battle.
    3. [Military] Raise 1 Unit of Karysite мајка company warriors - More warriors are forged in the blast furnace of war that is the мајка company. Varjik now sat atop one of the largest armies to have been called to serve a single will since the time of Avakonia. Bisera and her generals are eager to join their comrades upon a truly worthy field of battle. In the training halls of the company the fervor with which the women and men work and train is powered by their faith in the righteous cause and the wind that seemed now to gather at their back.
    4. [Diplomacy] Stabilize Marvalo 14 - Despite false reports to the contrary that arrived first, the struggle in Marvalo proves much more manageable than the dragonspawn in Palanam. The rebels have been put down and the Queen seeks to tour her general’s conquests to lay her mercy and judgment upon those lords and ladies remaining in the region. Invoking rites dating back to Dejan the Queen seeks to reintegrate the Principality into the greater societal fabric that composed what was known as the Karysite Hegemony.
    5. [Diplomacy] Attend the Súthburg Convention - With so many fires to tend to a diplomatic envoy is sent to the newly uncovered Sfaïri Free Alliance which had shown favorable opinions towards Karys and its allies. Contact with these northerners is not the only motivation to attend however. The Republican powers out of Palmor were to send an envoy of their own to negotiate a settlement regarding the lands of Pellocia.
      Spoiler
      Show

      • Agree to a peace treaty with the USRE brokered by Varjik



    Non-Actions
    • Invite the Ridi'r to convert Marvalo and Palanam


    Embassy with Regno
    • Accept Privacy Tapestries with gratitude.


    Embassy with Varjik
    • Allow Varjik troops to pass through Karysite land


    News and Rumors
    • An unexpected but not unwelcome diplomatic treaty having been achieved along the southern border many eyes turn westwards where the Pride was now finding itself falling under sway of the dragon`Kidveva'dvu'j. Tales of a revitalized desert turned river valley restored by the gods of Perijanism in Tarbaryn has some more traditional members of the senior council wary of casting war upon the Rakshasa but Dejanism reigns supreme among the Queen and further reports of the uprising in Taraks Krag only galvanizes anti-Pride sentiment.
    • The terms of the honor duel conducted by Lagos Khompur Ssuras and Great Jain Verdeb Kren in 155 stipulated a 25 year period of non-aggression, perhaps the longest recorded peace negotiation in the history of Emjata, along with a bevy of other unreasonable demands such as the full surrender of Varjik's technological knowledge and of course Ka-Ruun which had become a Rakshasa thumb jabbed into the center of the continent. Varjik had met all these demands, even upholding their bargain after the destruction of Pellos and death of Iskander's New Pellocian Federation when the Pride had rattled its saber over the Heights claiming Iskander's death had nullified the treaty. With peace secured by negotiation with the Republican faction but such a large army only temporarily under Varjik's control it seems likely the final five years negotiated by blood may not be upheld. Opinions on this matter are vociferous and divisive.
    • The abandonment of Dejan in Ridi'r prompts many important questions within Karys and its holdings. Dejan was worshiped for conquering the world and building the Avakonian Empire. The dragons had arguably done the same in less time when treated as a whole pantheon of draconic deities. Debate rages in the capital with the Queen as a key listener within this spirited back and forth.


    Queen Bisera III

    Diplomacy: 3
    Economy: 3
    Faith: 1
    Military: 7
    Intrigue: 5

    Increase: +1 Dip +1 Mil

    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 Dejanite Cult Dejanite Cult
    Marvalo (REBELLION: 3 Units) 49 Silver Omanush Convoys
    XX
    XX
    [center]Dejanite Cult
    Coatl Perijanism
    Tëlir Geza
    Belhaz 50 Mustard Seed Kingdom of Izbefe
    Open
    XX
    Dejanite Cult
    Dejanite Cult
    Dejanite Cult
    Palanam (REBELLION: 3 Dragonspawn Units) 65 Copper League of White Sails Pellocian Federation
    XX
    (Open) Perijanism Abhidi

    Spoiler: Armies and Technology
    Show

    5 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)
    • Prayer Seals ( +2 to Leader Loss Rolls//+1 to battles led by General or Ruler, requires Enku and Writing Materials//2 Magic Writing Materials & 2 misc. Writing Materials)
    • Camel Cavalry (+1, Cavalry, requires Camels OR Bhreshi Hounds OR Horses
    • Sacrificial Magic Supply Lines (-1 size loss roll/ +1 opponent size loss roll, Logistics, requires Crops/Crops X 3)
    • Diresnags ( +1 opponent size loss roll/ +1 opponent distance loss roll, Stealth, Sabotage, and Traps, requires Labor/3 Labor)


    Generals
    Atamina (10)

    Cultural Identity
    Legacy of the Preserver (Stabilization) - Dvanik the Preserver, Nephew of Dejan, focused his efforts on ensuring Avakonian stability and endurance to overcome his father's competitors for the title of Emperor. The strategy eventually paid off as the other pretenders died off or were overthrown while central Avakonia remained strong. Ultimately however it seemed Dvanik's legacy was not strong enough to keep the Empire alive indefinitely.

    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)
    • Fish Glue Manufacturing (+1 to one Econ action/round, requires Fish OR Hoofed Animal)
    • Full Course Discourse ( +1 to stabilization rolls // Dip action per round, requires Alcohol // Alcohol, Crops, Meat, Spices)
    • Warded Locks ( +2 to resist item/tech thefts, requires hard metal)
    • Decentralized Authority ( +1 to new ruler stat// +1 to two (cannot surpass prior rulers stat), requires Writing Materials// Writing Materials, Stone, Scholarly Artifacts )


    Relic
    None
    Last edited by QuintonBeck; 2018-09-30 at 02:20 PM.

    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  29. - Top - End - #539
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    NPC Actions

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

    Rolls

    Omanush Convoys
    Spoiler: Banner
    Show


    The Omanush are holding a rare occasion indeed; the Convoy Captains are gathering to discuss how, as pre-eminent members of the Emjatan trade community, they should respond to the dragons. As part of this meeting, they come to the conclusion that they should have additional deals for metal. The Shona Canal, so recently built, bears witness to a number of decorated ships travelling to Uhraiya from the Badan, as representatives from the Restless Waves and Sharp Knots convoys make their way to the center-most sea; from yet farther north comes the Frozen Stars convoy. The docks set aside for Omanush traders in Amham, too, are busy repairing sea elf vessels originating in the Norbar, where the storms are fierce even their vaunted vessels find great hardship in plying such waters. The Bronze Sails and Falling Sights both stop in the area before continuing on their way, and the locals are quite pleased at the influx of trade goods they bring at excellent prices - it seems the Captains are in a hurry, and desire only the barest minimum of profits to keep themselves afloat such that they might make better time. Both they and the Feathered Oars, whose routes are more often in the areas near Deaux and Kuniumi, pass through the Vratis Straits early in the year. Over the course of several months, many more ships pass through; the Painted Sands, the Uncharted Whispers, and the Blackened Hulls all follow. And beyond these, lesser fleets and convoys too numerous to count, bearing colorful sails and designs like banners to display the wealth their trade has brought them...and weapons to prove how they've kept it.

    [Economy]Business As Usual: Buyout TP1 for Mustard Seed in Belhaz (50)

    [Economy]Gather the Captains

    Bloodied Hands
    Spoiler: Banner
    Show


    The Bloodied Hands are at war with the Burning Hands. This much the spies of the lords and ladies of Emjata had been able to discern previously. But now it has escalated into conflict with the potential to spill out to other concerns, and the violence has become less and less shrouded. Burning figures, whose ash leaves no trace of bone nor flesh, fight flushed, bloated corpses, often still bleeding, and sabotage upon sabotage of one another's operations leads to fires and death across Palmor, and upon the island of Havre.

    [Intrigue]The Cold War

    [Military]The Bloody War

    Company of The Crescent
    Spoiler: Banner
    Show


    Officials of the Crescent Company are looking for aid from any who they can get it from. The people of Heartsease constructed for them a base in the swamps, and now they are under assault by fanatics of the dragon, newly converted from their previous worship of the Hydra, whom they now claim to be an avatar of their new gods. For the Crescent Company to maintain their presence, and for the people of the region to remain safe, they must act! Not only do they send their troops, but they call on their allies to repay debts by helping preserve the people of Heartsease from this menace, either by support of troops or funds with which to equip them. Their traditional tactics, centered around their skill with ranged weaponry, may not work well in the damp bogs and marshes of Heartsease, though they hope to convince the lizardfolk of the Kadangan Wetlands will join them in their struggle.

    [Military]Fighting in the Swamps: Attack Heartsease w/4 units

    [Diplomacy]A Call for Aid

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
    Show


    The highest ranking members of the Order of Vasthiya Sattyathanya have gathered in Aeanna to discuss what the arrival of dragons means for Emjata and the Abhidic faith. Coming from monasteries across Palmor, their easiest decision is that their first priority must be to unite the Republics in faith and creed as well as government. A fractured mirror reflects a fractured image, yet a thousand mirrors, placed just so, may reflect with the strength of millions onto a single point.

    [Faith]Convene the Monasteries

    [Diplomacy]Spread Influence in the Republics

    Acolytes of Áhkká

    The Acolytes, ever concerned about what potential threats to the world, have commissioned a number of wards along the eastern coast of Inyaka, hoping to prevent any vestige of the Frostfather's coldfire from leeching all potential for life from the land. The funds come from voluntary tithes collected from shrines across Inyaka; it is not difficult to convince the faithful to part with material possessions when it will be put to use preventing apocalypse.

    [Faith]Construct New Wards

    [Intrigue]Search For Artifacts So Dragons Don't Get Them First

    The Shushan

    As mysterious as ever, the Shushan are pleased by the ability to return home once more, but disappointed by Lindeen's choice of the Feast of Rieba over their own organization in constructing a base. [KNI gain +1 Rep and +1 Favor with SHN!]

    [Intrigue]Take a Guess

    [Intrigue]You Guessed Right

    League of the Beacon

    Lindeen's protectionism of their new trade good seems...uncharacteristic. Given the rumors that they'd heard regarding the area, the League is quite interested in getting a closer look at what might be happening in the area, and appreciates the efforts of the Rhunic Confederacy in allowing them to do so, as well as giving them access to try to understand these ancients wards the Acolytes of Áhkká have been so keen on protecting.

    [Intrigue]Get the Scoop on Dragon opinions

    [Intrigue]Investigate Dellodar - Too far!

    Feast of Rieba

    The Feast of Rieba is both celebrating the construction of a new base, and mourning the terrible losses inflicted upon the world over the last decade. They hold a vigil in remembrance of those killed in Pellos, but the world must live on. And so they continue to operate as they must, including convincing several bastions of Coatlan thought in Dellodar of the error of their ways. [LDN gain +1 Rep and +1 Favor with FOR!]

    [Military]Recruit Unit

    [Faith]Convert Dellodar HC3 to Perijanism

    Other!
    Last edited by Rolepgeek; 2018-09-30 at 08:09 PM.
    Sincerely,
    Role P. Geek

  30. - Top - End - #540
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread


    'Ridi'r
    Region 85
    Round 24

    1 - Dip: Stabilise 85 [11, to the surprise of no one]

    2 - Eco5: Upgrade 85 from Monster Parts to Domesticated Monsters

    3 - Dip: Reformation of 'Ridi'r (4/?) -

    He knew about it, of course. 'Ku'kixov was the closest thing he had to help trying to run this mess. And he could have hardly objected - after all, he'd had more than a little training from Vugr back in the day, even if he hadn't seen him in ages. So 'Ku'kixov training up some kid in his free time wasn't an issue. Weird, sure, but a guy was allowed a hobby. Though in hindsight he realised he hadn't seen him for days.

    "You're ready?"
    "Shut up old man, I've been ready for ages."
    "I suppose." He glanced at the boy next to him. It was strange to think. When the Brinefather had first returned, he'd barely scored his first kill. To him, the presence of the world dragons was simply... normal.

    He passed him a pearl. A meagre offering, but enough to make a statement. The boy swallowed it.

    The stone door to 'Have'qa'qagr's room cracked and toppled, as a earth shaking roar tore through his home. It sounded an awful lot like the Brinefather's albeit on a much small scale, but it unmistakably must have come from the throat of the boy smugly stepping through his now open doorway.
    "Who the hell are you?"
    "Someone who reckons it's about time for a change round here. Now stop yapping and fight me!"

    He gave no other warning, surging forwards with a short blade in his hand. 'Have'qa'qagr barely blocked it in time, sparks flying from the hard scales on his forearm that took the hit. They were barely scratched, and already he could see the Brinefather's cloak clearing the damage. With Her protection, it was only a matter of time until he wore his opponent down, even if he was unarmed. After a few more strikes his assailant darted to get behind him, and 'Have'qa'qagr whirled, ready to block another.

    What he instead found was a pearl vanishing into a grinning maw. The second blast of sound struck him full on, sending him sprawling. He recovered quickly, but not quickly enough. By the time he was back to his feet the cloak was already gone, slung tauntingly around another pair of shoulders.
    "I think it looks better on me anyway old man. Don't give up on me yet. This is just getting fun."

    The boy had sheathed his knife, swapping to an unarmed stance. Cocky. He'd caught him off guard before, but even the cloak wouldn't make up the gap in experience. Or so he thought. The boy fought with a technique that far outstripped his age, and he'd soon been pushed back into the main foyer. The waterfall that gave the city it's name roared behind him, flowing through the heart of the building in the most impressive instance of pre-collapse architecture they had left. No, the boy was too good, and even what magic he could muster was proving not enough. Worse, 'Have'qa'qagr realised the moves were not only good, but familiar.
    "You're-" he began, but he never managed to finish, as a hand grabbed his arm, and he was thrown straight into the waterfall. He caught the edge, but the weight of the water on his shoulder would soon drag him down. He looked up into a smirking face.

    "After all the stories they said about you, I figured you'd last longer. Guess I was right after all." A boot pressed against his face. "You'll survive this, or you were never worthy in the first play." He pushed.

    He was barely conscious when he was dragged out the river.
    "'Ku'ki... xov... Why...?"
    "Sorry, old friend. I'll make sure he finishes what you started. Now, you've earned some rest."

    The local gossip circuit had a field day. The strongest in the country, washing up in the river? And no one even knew who'd done it, though plenty of people had heard. They got their answer two days later.

    The call came in the form of one more roar, even louder than the first two, from the center of town. Not everyone cared what the fuss was about, but enough went. It didn't take much to identify the source - sat on the shoulder of the statue of the Brinefather, her cloak draped across him, he sat with all the arrogance of the victorious. Though as to who he was... Well, that was more of a mystery until he spoke.

    "So let's get this out of the way. Yeah, I beat 'Have'qa'qagr. Anyone got a problem with that, I'll beat your ass into the ground too. Rest of you, listen up! The hell's wrong with you?" he barked, still hanging off the edge of the statue. "You all so stupid you need someone to hold your hand, tell you how not be idiots? 'Ridi'r sure as hell got better these last few years, didn't it? You guys still get to eat now if you have a bad hunting day, right? Get more kills because you started working together? Hell, the damn statue I'm sitting on happened 'cause everyone pulled together! SO WHY THE HELL DID EVERY SINGLE DRAGONDAMN IDEAS HAVE TO COME FROM SOMEONE ELSE?" He stood up, snarling, the height from the statue masking that he was a good foot shorter than the average listener.

    "Any true 'Ridx should have one hell of a rivalry with 'Ridi'r. You should be beating it into shape while it does the dame to you! So here's what you're gonna do. One, reason I kicked the old guy's ass? Someone actually bothered to teach me how to fight. You don't think that makes him just as badass as me, you're a damn idiot, so get your asses in gear, grab a kid and start teaching them! Unless you're just too useless to handle it? Too scared?" He paused for the outrage. "Then damn well prove it! Two! You lot who joined and made lodges? Hot damn, you ain't completely useless. Rest of you, get on it. Shape up, or go grab a hammer and make yourself useful like a good little Ridx. Three! Sure, you managed to build a statue. Whoop-de-frickin' do, it took you two damn years! Get the Brinefather some tribute already! Everyone else seems to manage, so how does it look if her own blood does sod all? Doesn't matter what, matters that you're not taking her for granted in the first place. I sure as hell ain't - Wouldn't be sat here with her cloak on without her power."

    "Oh, speaking of. THE HELL ARE YOU ALL DOING, WORSHIPING THAT HUMAN BASTARD DEJAN?" Now that got a reaction, but this time he didn't wait for it to settle. This time he just yelled over them all. "Dejan hasn't done jack for us! Every damn thing you thought about him ended up being complete bull, and you're still following him like sheep! So, he forged 'Ridi'r today, yeah, by completely wrecking the old one. He made every last one of you into his slaves, and you all smiled and thanked him for it! And you all went and pretended he was one of us, just to make yourself feel better! His blood is trash compared to ours! We've got the blood of actual gods in us! And they're the only gods who should be worth a damn to us! If Dejan was so damn great, you think he would have let that lying statue come down? You think he would have let someone like me beat 'Have'qa'qagr? Hell no! We're the World Dragons' Roar! Damn well let them hear it!"

    He paused, just before pushing his way through the crowd. "And the name's 'Xa'kagx. Remember it. I ain't going anywhere."


    4 - Eco: Pay tribute to 'Gxe'dhok [15]

    5 - Fai: Convert 85.1 to 'Jo'ragha (DRGN) [16]

    6 - Fai
    : Convert 84.1 to 'Jo'ragha (DRGN) [19]

    Spoiler: Messages for others
    Show

    Spoiler: Regno
    Show

    "You probably heard all the yelling, but don't worry. I've no problem with you. You've probably done more for this country than anyone in it, so your people are welcome to stay. I'm just angry we needed them in the first place. And I hear you've been building temples - wouldn't mind seeing them, and talking to the Father of Silence, if he's interested."


    Spoiler: Overvann
    Show

    "I don't know what beef my predecessor had with you guys, and honestly I don't really care. As long as you stay out of our way and don't start anything, I don't see any reason we can't get on."


    Spoiler: Yondar
    Show

    "Sorry about the stopped shipments - Until we properly get the hang of this taming thing we're still not taking in as much as we were, not enough to share. If you can work out how to get them to you though, you're more than welcome to raise some yourself."


    Spoiler: Varjik and Karys
    Show

    "I don't know what lies my predecessor told you to make you worship Dejan, but I wouldn't waste a thought on them. We've already got seven gods, we don't need a knock off eighth. I don't have a problem with you, but I wont be happy until I've wiped that trash religion off the map, and I wont let anyone get in the way. If you want some proper gods though, let's talk."


    Spoiler: Azenhal
    Show

    "So from what I hear you're one of the only people round here who actually properly gets the world dragons. I'd love to come visit, swap notes. Speak to the Flamefather, if she's interested - the better we understand exactly what she wants, the better for everyone."




    Spoiler: Ruler Stats
    Show

    'Have'qa'qagr

    Diplomacy - 6
    Intrigue - 1
    Military - 5
    Faith - 10
    Economy - 5

    New ruler (and changing state faith to 'Jo'ragha (DRGN))
    Spoiler: [B
    Show
    'Xa'kagx[/B]]
    Diplomacy - 3+1+1
    Intrigue - 1
    Military - 1+1
    Faith - 4+2+1
    Economy - 1+1+1

    Last edited by kjelfalconer; 2018-09-27 at 05:53 PM.

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