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  1. - Top - End - #541
    Pixie in the Playground
     
    Griffon

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    Jul 2018

    Default Re: [EMPIRE4!] IC Thread

    The League of White Sails
    Round 24
    Current Ruler: Aspectus Urza Vetinari

    Round Actions
    • Rolls:
    • [Economy] [Great Project: 1/5] Research further uses of Alchemical Artisans in the fields of the Rune-Magic of Overvann and the Names of the Kunai.
    • [Economy] Pay off Dvatla's Dragon on their behalf with Platinum, worked into a beautiful visage of the Dragon's splendor using Alchemical Artisans.
    • [Faith] Convert HC #1 to DRGN for the Deal with Va'hi'huj for TECHNOLOGY!
    • [Faith] [Great Project: 3/5] A great conclave of Hermeticists work to research the Dragon reigning over them, as well as learn from its guidance.

    Spoiler: News and Rumors
    Show
    • Closer ties to Overvann have....
    • Philosophy and Facets...
    • Urza fascinated....


    Spoiler: Ruler, Aspectus Urza of House Vetinari
    Show

    • Diplomacy 2
    • Military 2
    • Economy 9 + 1
    • 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; 2018-09-29 at 01:16 PM.

  2. - Top - End - #542
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Los Angeles
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    Default Re: [EMPIRE4!] IC Thread

    The Kingdom of Izbefe


    Actions
    1. [Economy] Attempt to acquire Hosra's (68) first trade Post for Amber from the League of White Sails to show proper deference to ‘Gxe’dhok with the aid of the Sultan (Econ 10) 21
    2. [Economy] Attempt to acquire Astrand's (14) second Trade Post for Rice for the kingdom 10
    3. [Military] Move 2 Units through Regno then by ferry to Bhule (86) to keep the peace
    4. [Military] Raise 1 Unit
    5. [Intrigue] Secret


    Spoiler: Current Ruler
    Show
    Queen Sigyn Hestradet

    Diplomacy 6, Economy 4, Faith 3, Military 2, Intrigue 2
    Last edited by TheDarkDM; 2018-09-30 at 05:33 AM.

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

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

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

  3. - Top - End - #543
    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 24
    Empress Crexa Whitefeather

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


    1[Economy] Appease Dragon 21.

    2[Intrigue] Finish the formation of the Blackwings.



    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

    12 troops


    Spoiler: Ruler information+ extra
    Show

    +1 Int

    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  4. - Top - End - #544
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    End of Round Twenty-Four.

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

  5. - Top - End - #545
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Round 25: Begin!
    Imperial Reckoning 175 - 177
    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!
    New action available: Purchase Technology [Economy]: Gain 1 technology with the permission of the technology owner.
    Growth!
    After decades of war and conflict across Palmor at last one force has emerged supreme. The republican government of the south, beholden to shadowy figures and not the will of the people as expressed, has crawled forth from the mire of southern war to dominate not only in Palmor but across the bay into Estensule. This “Union of Southern Republics of Emjata” between Khirus, Azenhal, Fresia, and their conquests under this republican front for a dark web bodes a powerful dark portent coming to envelop the south. (Republic of Khirus is now an Empire capable of taking a 7th action!)
    After quickly collectivising the Stonewood of the Jintha islands the Jintha Council has systematically worked to establish a wide trade network across the southwest and beyond. Eager to step up among the world players the Jintha Council announces an official mercantilist position in possible rivalry position to Azenhal across the southern coast! (Jintha Council is now a Merchant Principality!)

    Varjik has grown from rebellious mercenary company to leading kingdom among the Avakonian successors developing and growing in responsibility and duty. The lessons encoded by decades of Empire building first under Avakonia and now by Varjik as their inheritors are part of societal fabric with all recognizing an obligation to order brought about by imperial law. Resistance and rebellions will find difficult perch to launch from within the Kingdom of Varjik. (VJK makes Legacy of the Preserver (2d8 on Stabilizations) a Permanent CI!)
    Although the Wuzei Darak show renewed hegemonic interest, or at least Xincoatl disinterest, in their neighbors the islands of Cawv Dej prove amiable to the Jintha Council’s proposals, assuming they survive their conflict with the Wuzei Darak the Jintha Council will find friends in the large island to their south. A desire to return to productive trade on the world stage excites many within the region though preference is almost nonexistent between the two competing naval powers nearby. (Jintha has partially claimed Cawv Dej (76)!)

    Having defended the region from the southern republicans and negotiating a treaty with those selfsame invaders to keep the region safe earned Varjik no small amount of political goodwill and clout within the southwestern quadrant of Pellocia. Anivine’s personal attendance and good works done by the Great Jain to help recover the region leads to a rapid period of integration pushed from both sides leading to an official resolution marking 175 IR as the first of many years to come with the region under Varjik authority. (VJK claims Region 63 and gains 1 Unit!)

    Stepping up to fill the gap left by Gwitna, at least where it had not already been assumed by Lindeen, the Theocracy of Coatl stretches its influence out across the newly constructed Badan Canal managing to secure authority among the majority of the Gwitnan Houses. With both sides of the straight secure the Theocracy is poised to mirror Old Avakonia at its height though straddling the Uhraiya and the Badan rather than the Uhraiya and the Ortassa. (Theocracy of Coatl claims Glen Gwitna (23) and gains 1 Unit!)

    Diplomacy!
    In the years of collaboration between Lindeen and the Isles of Lazar a more formal relationship develops between the two powers. Despite their differences in approach towards the gods their collaboration in opposition to the dragons eventually results in the establishment of formal diplomatic ties. An embassy is established connecting the two northeastern powers across the vast lands once occupied by Gwitna. (LZR establishes an embassy with LDN)

    Despite rampant fear in Wasipacha over the Magic Eater and their disregard by the “core” republics in Palmor the Khirese agents of the Republic present in the region have embedded themselves deeply within the region’s power structures affording them considerable influence. Concerns are quelled with answers, bribes, and the occasional unfortunate disappearance. Fear of the dragons is redirected as reverence for the Cinder Queen who sat in Azenhal and the region settles, for now… (Wasipacha is Stable!)

    Umibe at last seems willing to listen to Mure and the region settles under his rule. He has shown himself humble and compassionate in ways Uragirimono could probably never even envision. With a leader of such capacity for sympathy and understanding that even the dragons recognized his power Mure is accepted as a legitimate leader within Umibe. (Umibe is Stable!)

    The leader of the Crescent Company within region 67 is executed; the rumor says that it was by the Cinder Queen herself. The Republics have soldiers march through the street and the "stick" of the new power in Estensule is revealed in full force. Republican partisans and first citizens now proclaim in town and tavern, declaring this new future to be superior in every way to what stood before. The tyranny of a far-flung monarch is over and now they will rule themselves…so long as that rule is approved by the Concordant and Khirese governments. Region 67 is Stabilized

    Palendor is the very heart of Republican ideals, feth dens are named legal and the governments there do not use them to sow discontent but instead use them as a tool to keep the citizens happy and entertained when they are not working. The Decadence of Khirus appears to be infecting their vassal states. Peace returns to the region even if this may cause some future drop in production. Region 37 is stabilized.

    The Omanush and Concordant Republic share common economic necessities and soon enough they may come to a mutual agreement regarding various matters of trade. As the number of sea elf traders interacting with the republics increases, both of their fortunes seem likely to grow. CAL successfully increases Reputation with the Omanush from 3 to 4

    Lindeen appears to have made successful overtures to the Omanush forming more economic relationships with the far away traders.The Sorcerors seem to crave very specific items and easily give away others. What exactly are they after? LDN successfully increases Reputation with the Omanush from 3 to 4

    The League of the Beacon is granted further support by their allies in the Northern Council as a base is built in Saaremaa. Their gratitude is felt immediately, as the spread of information and education grows swiftly in the region. (RHN gets +1 Rep +1 Favors from BCN)

    Faith!
    Within the Serene Marasa Pride it is said the gods speak truth to the Rajas and their king, the Maharaja who rules them is said to walk in part among them. Perijanism, the old ways made new, is restored within the vast kingdom of the Rakshasa. Tarbaryn, whose native priests had preserved the ancient texts with care and reverence, is honored as the rebithplace of the Perijanist Church, though across the Pridelands news of the greenifying of the desert brings celebration. (Size bonus (5 HCs): +1 to raids; !Size bonus 2 +1 to attack nations of larger faiths; Size bonus 3 +1 to resist conversions and purges! Ka-Ruun (62) HC 3 is converted from Abhidi to Perijanism, Roagan (74) HC 1 is converted from Jalyeong-bo to Perijanism, Sonil (79) HC 2 is converted from DRGN to Perijanism, Region 80 HC 1 is converted from Open to Perijanism, Arrakis (81) HC 3 is converted from Initia to Perijanism!)

    In Zeměvčel the unofficial pressure from on high favoring followers of Tëlir Geza is enough to cause conversion among several notable Perijanist families in the region. With the old Avakonian pantheon now under the reorganized force out of Marasa it seems Perijanists in Dvatlan territory wish to demonstrate their loyalty to their liege and his gods lest they give their liege reason to distrust or unproperty them. (Zeměvčel (17) HC 3 converts from Perijanism to Tëlir Geza!)

    The hope restored and maintained by steady Dvatlan rule in the wake of their intervention has led to a minority of important figures moving to revere the northern kings with more respect. So much so that the northern gods have grown popular enough to displace the common intonations among Perijanists once loyal to the dream out of Pellos before the Magic Eater had torn out such visions of a restored Avakonia in the image of the old. (Raesija (64) HC 3 is converted from Perijanism to Tëlir Geza!)

    While being abandoned by its longtime faith head in the north the Cult of Dejan manages to hang on strong in central Emjata where Varjik and Karys held sway. The Aspen Heights and Derokar are swept with Dejanist fervor forcing other practices out in favor of worship for the lost emperor. (Aspen Heights (59) HC 1 is and Derokar (53) HC 3 are converted from Abhidi and Honmyo to Dejanite Cult!)

    The Syndicate out of Bhule answers the rumblings of draconic cultism with a subtle but pointed answer of their own. Legitimate faiths could be tolerated but the cult did not seemingly make the list as a legitimate faith. Repressed and driven out with the reinforcement of Sultanate, Izbefe, and local guards to back up spiritual debate leads to the region settling somewhat and the expulsion of dragon cult activity from the region. (Bhule HC 1 is not DRGN, remains Jalyeong-bo!)
    Trade!

    In Overvann the golems of Tevrus have for many years fascinated the Jarl and now after progress was made to study and restore those lost in rebellion a new source of the ancient magical rock known as “livestone” has been uncovered in the kobold region. Merchants from the Kunai clans and Ti Linnad find their contracts with limestone miners no longer any good as Overvann overseers take their place. (Tevrus (90) Limestone [Good] becomes Livestone [Minor] with TP 1 owned by OVN!)

    With changes in ‘Ridi’r both spiritual and material the merchants of Yondar recognize that the ‘Ridi’x focusing on domestication would mean a loss of their favorable monster parts hunting business. However, opportunity is ripe in the wild region for men of means and intelligence leading instead of to the Yondarian abandonment of the region a redoubling of their investment such that they secure a very favorable position in this new market of domesticated Ridi’r fauna. (YDR upgrades Ridir (85) Domesticated Animals from [Good] to [Great], taking control of the associated TP3!)

    While training is slow going and many dissatisfied former employers remain without their mercenaries, efforts made on the Isles of Lazar do see their most prized resource restored. The barracks soon begin to swell once more with trained fighters eager to serve the coin of a well to do lord or lady. (Isles of Lazar (28) Mercenaries are restored from Disabled!)

    Having negotiated a trade deal with the Sfaïri Free Alliance the Overvann Assembly of Lords launches a successful purchasing campaign in Sfaïr securing platinum to fund the Assembly’s ventures in exchange for a few technological tips, perhaps the Overvann were learning from Regno despite their veiled hostility towards the Imperial power. (OVN buys out Sfaïr (106) Platinum TP 1 from SFR!)

    Azenhal is an economic juggernaut, only a select few nations can even hope to compete when the merchant kings of Palendor. Despite their size, even the massive empire of Regno would be hard pressed to compete with the concordance republics so when they turn their attention onto Whitefeather, the massive empire can do naught but buckle under the majesty of merchants who arrive with horses loaded up with gold, silver and dark whispers of more to come should the salt flow into the south. CAL successfully Buys out Region 67 Salt TP 3 from WFK

    Rapidly filling the vacancy of medicinal trade in the Pall both the Isles of Lazar and Theocracy of Coatl rush to buy up the excess flora from the mysterious jungle region. Many of these plants are quite unique though it seems outside the Omanush they shall remain exclusive to the Badan’s Xincoatl worshiping self-described “easterners.” (LZR and CTL buys out the Pall (29) Medicinal Herbs TP 1 & 2)

    Heartsease is all but shattered; it is a simple task for the merchant kings of Palendor to offer but a pittance to relieve them of their managerial duties. CAL successfully Buys out Altessa (61) Mul Root TP 2 from HSE

    Ti Linnad trades their economic contracts dealing with Soulstones for the somewhat more recognizable Blood Clay. Both are rather unique in their usage, and the average laborer is unlikely to know the uses for either. Lindeen buys out TP1 for Soulstones in Dellodar (100); TLD buys out TP 2 for Blood Clay in Shona(32)

    War!

    JARL BJORN THE ARCHER AND CHAMPION OPPKOMLING FIGHT

    The navies of Wuzei Darak had been a feared force for no small stretch of time when Emjata’s powers first began to wake up in the years following the decline of Dejan’s empire. It seems their decades spent in mothballs had not dulled their capability on the sea nor the ability of those who sailed them. Bolstered by religious division the Wuzei Darak navy launches a brutal siege of the newly uncovered Jintha islands to their north seeking to repress the Coatl Perijanist bastion whose presence had inspired religious rebellion within the Daraki homeland. While Jintha ships are able to match the Daraki in number, and prove themselves more tactically capable when engagements do occur the Daraki have implemented a grand strategy of harrying raids against softer coastal targets rather than seeking direct conflict with the Jintha navy.

    The Daraki seize several key ports, though not the Jintha capital itself, over the course of their years-long siege. Some Daraki return to their mercantilist routes, securing shipments of Stonewood for their own profit while others demonstrate real adherence to their religious mission choosing instead of looting the destruction of Coatl Perijanist North Grove holy site. A number of martyrs are killed while the shrine erected to Xincoatl is defaced and broken by the invaders. After two years of brutal raiding and occupation the Daraki captains signal their intent to return home, confident their show of force has taught the intended lesson to both Jintha and dissident Daraki. (Jintha HC 2 is purged from Coatl Perijanism to Open. Jintha (108) TP 1 is now WZD voiding Jintha’s Merchant Principality! Jintha (108) is in Unstable! Wuzei Darak (75) HC 3 is converted from Coatl Perijanism to Jalyeong-bo. Wuzei Darak gains 1 Unit funded with the loot acquired by the attack on Jintha. Jintha may recover it’s Merchant Principality (and 6th action) by reacquiring 10+ TPs and spending an Economy action to restore their status.)
    Spoiler: Wuzei Darak Invasion of Jintha (108)
    Show

    Wuzei Darak: 4 Units + Mil5 Pan Akaer + 9 = 18
    Jintha Council: 5 Units + Mil3 + 5 = 13
    WZD Casualties: 20% +1 size loss
    Jintha Casualties: 30% +1 size loss
    Attacker Victory! Wuzei Darak loses 2 units, the Jintha Council loses 2 Units!



    Spoiler: Varjik Invasion of Region 66
    Show

    Varjik: 6 Units + Mil8 Anivine + 1 Tech + 1 Relic + 6 + 4 Tactics = 26
    Varjik Tactics Roll: 13
    Native Defenders: 2 Units + Mil5 Lord Kamphrys + 7 = 14
    Native Tactics Roll: 11
    Victor Casualties: 20% + 2 size losses
    Defeated Casualties: 10% + 1 size losses
    Attacker Victory! The Kingdom of Varjik loses 3 units, Native Defenders lose 1 Unit! The Kingdom of Varjik now controls region 66! Region 66 is now in Unrest!


    With no terrain to hide in, the ultimate battle for Tarak Krags comes down to the strength of the rebellion versus the strength of the Rakshasa. The slaves had managed to get the aid of a group of goliaths, and the leader of their rebellion was almost as brilliant as Fools Eye. Under her command the starving slaves made for a force that even gave the Rakshasa pause. The goliaths and Tarakeen are outnumbered and out-supplied, but still manage to push the Rakshasa back for a time. It isn't until the final battle that the Rakshasa manage to eke out a decisive win.

    No one can say for sure precisely why Fools Eye charges the Goliaths directly. Perhaps he saw his forces faltering and decided for one last gambit. Perhaps he thought that Trodje's blessings would turn from the goliaths and see him through. Or perhaps, even now, the Rakshasa mongrel thought to prove himself. Regardless of why, he cuts his way through the goliaths' line like a mad cat, tearing apart everything in his way with a savage fury unseen in the Krags. When he reaches the goliaths' leader, he slams into the humanoid and with a mighty roar stabs him through the heart.

    He rips off the lead goliath's head and holds it aloft for all to see. This act of savage brutality gives the Pride's forces their second wind, and they tear into the Tarakeen who remain. They retreat into the Diresnags that the Pride's Riebarri had previously set, but the great Mongrel orders a halt to the chase; they had only barely won and taken far more losses than their enemy.
    Spoiler: SMP defense of Tarraks Krag (78)
    Show

    Serene Marasa Pride: 4 Units + Mil10 Fool’s Eye + 11 = 25
    Slave Rebels: 3 Units + Mil8 And-Her-Fists-Became-Hammers-To-Beat-The-Drum-Of-The-World + 10 = 31
    Victor Casualties: 30%
    Defeated Casualties: 10% + 1 size losses
    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: Karys defense of Palanam(65)
    Show

    Karys: 6 Units + Mil10 Atamina + 2 Tech + 7 = 24
    Dragonspawn Rebels: 1 Unit + Mil2 Krat Bloodytail + 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!
    The mysterious Syndicate in the north has a new master emerging from the shadows. With the innovations pioneered by the Pride’s Riebarri the northern shadowy network establishes its own spy master from the Danerdhuf clan. (CNS now has an Intrigue 7 Spymaster Kyuna Danerdhuf!)
    Parlaying with Rebels I guess

    The Pride seeks to bleed it’s neighbor and foe Varjik by taking control of their resources; it does not take long for Rakshasa agents to intimidate Sedellan glass harvesters into ‘selling’ exclusively to them. SMP raids TP3 for Sedellan Glass in Varjik!

    Other!
    Within Reflas, Ve’va’qa’qadvo the Skyfather has yet again ‘blessed’ the area. It seems that the metal dragon is currently molting – or at least, those that find the large metal husk hope it is dragon skin – and Dvalta now has a rare source of Hard Metal to work with. Yet, the Sharp Skin Metal (or Ki’kuh in the ‘Ridi’r language) is difficult to utilize, so artisans of the area say there is only enough here to help aid in one type of creation, but dearly hope that it remains in Reflas in some way. Fëkälis II has a choice to make, it would seem… [Dvalta has found Ki’kuh Metal! The rare metal may be used in construction! For [x2] Military Actions a Fort that gives +1 to Defending Reflas (Region 11) may be made! For an Economy Action, Fëkälis II can instead sell the material to an Organization of his choice and gain a Favor with them, but Reflas goes into UNREST.]

    The Tundras of Whern (87) are grateful for the management and efforts that the Confederated Northern Syndicate has gone for their people. They know that a Dragon plagues Regner, but that the Sultanate’s first Vassal is doing everything to keep it appeased. The government of the Tundras does what it can to help, and manages to find and open a new mine for Frozen Tears, delivering them the Syndicate on a regular basis! [Tundras of Whern (87) Frozen Tears resource improved from Good to Great and TP#3 now belongs to the CNS.]

    Within the former Kingdom of Whenua a desire for recognition of this old demesne by local lords has grown in pressure within the Theocracy of Coatl. With the Theocracy now crossing the canal into Inyaka with their claims on Glen Gwitna these southern lords take their position to the Exarch with bold demand wishing to have their united front officially recognized. The lords of Whenua demand the Exarch cleanse the south Badanese coast of its worst dangers and recognize the Kingdom of Whenua as an entity existing within the greater Theocracy. The lords are not obtuse in their demands however, promising the Exarch the expansion of Azonite mining under the Theocracy’s banner should their requests be met. (Theocracy of Coatl may take a Diplomacy action to recognize the Whenua Kingdom as Regions 29-31 and a Diplomacy, Military, or Intrigue action to clean up the southern coast. If these actions are taken in Round 25 Azonite will increase from [Minor] to [Good] under CTL control!)

    Altessa has grown increasingly unstable under republican rule despite promises made to alleviate the symptoms of tyranny there has in fact only been a continuation of the worst of the Myr’s atrocities under foreign banners. Further, the disregard shown towards appeasing the Magic Eater leaving the western reaches of the so-called “Union” of Southern Republics out to dry while the eastern republics live in luxury has only further agitated the region. Uprisings occur throughout the region though lacking in coordination a brutal but quick war between warlords names a supreme champion who names himself Myr and declares an opposing monarchy to the republics. (Altessa (60) is in rebellion with 3 Units!)

    While the efforts of the Concordant Republican government to assuage fears in the wake of the Talner Incident do not go unnoticed they are simply outweighed by the real fear permeating the streets of Thune and radiating out into Palendor beyond. The real fear of being snatched from the street in the dead of night haunts too many minds to be quelled by soothing talk from the senate’s criers. The people demand real action be taken if they are ever to feel safe again walking home at night. (Palendor (37) is in Unrest!)

    While Altessa was suffering under the lack of attention from Khirus Wasipacha was prospering. The artifacts hunted in the region, refined in identification to the unique Air Ears by the Kadangans, have always been valued but only under the Omanush Convoys have they found true purpose. Air Ears were known for the property that when faced against the wind, they can predict whether a storm is coming from that direction or the weather is clear. Combined with the naval abilities of the Omanush this supernatural ability has become a staple in charting safe and prosperous journey for the Convoys. Deciding it may be profitable to share this knowledge the Omanush begin spreading their naval know-how, first to the current administrators of Wasipacha and then to their closest allies, Regno. (Omanush Convoys introduce a new technology: Meteorological Navigation +1 Exploration Roll. Requires: Air Ears. KRS and RGO gain Meteorological Navigation)

    ‘Ridi’r has suffered many changes, perhaps some far too quickly. The arrival of ‘Gxe’dhok, the declaration that Dejanism isn’t the right way to live, and the upheaval that the new ruler ‘Xa’kagx brings; it’s a good thing that ‘Ridi’r know how to spell now, because it all spells one thing: REBELLION. It’s hard to say what was the tipping point, precisely, but the Dejan Cultists do not like being told what to do by this newcomer, and even many people in the military disagree with him. Armed forces choose sides, domesticated monster raisers rise up in revolt to join them, and ‘Xa’kagx has a right difficult problem on his hands. [‘Ridi’r (85) is in REBELLION; Cultists fight for their lives against the changes that 'Xa'kagx brings! (-1 Military Unit, [x2] Dejanite Rebel Units Attack 'Ridi'r!)][/B]

    The first few days of Champion Oppkomling’s reign are fraught with stoic worry and concern. The Overvann don’t yet know what to make of their new Kobold King, and many are quite upset at the loss of Jarl Bjorn. One thing is for certain, however: Oppkomling does not approve of Gamle Mater. He is quick to throw his weight around, and several things change very quickly in favor of the Dejanites. [Overvann (89) HC#1 is now Dejanite Cult]

    While reformations in ‘Ridi’r were proving popular enough to maintain the rule of the newest ‘Ridi’x leader to seize power a significant minority were dissatisfied with the abandonment of Dejan and decide to take a pilgrimage to the ancient emperor’s homeland that they might ascertain for themselves his worth as a deity next to the dragons. Unfortunately for the pilgrims none are especially well versed in geography or history so while the band does manage to make its way southwards enough to reach central Emjata they wind up in Karys rather than Raesija. Disappointed with the prevalence of humans instead of ‘Ridi’x as they had expected the now far flung travelers begrudgingly admit to the correct assessment of godhood made by 'Xa'kagx. Deciding they would rather not make the journey all the way back north to admit their wrongness to their leader the travelers instead elect to set up shop within Karys, appreciative of fellow Dejanists even if their belief in Dejan had been shaken. As tribute to the new proud leader of ‘Ridi’r the pilgrims arrange through brawls and talks for a sizable shipment of grain to be shipped north. (Karys (48) TP 3 goes from Open to RDR!)

    In Lazar the tensions built by Arndok Lora’s callous treatment of her own people in her blind hatred for the Frostfather exacerbated by her failure to reform the Kiin Sareteh assembly leads dissident voices to grow in power and influence. The Burners who had become dragon cultists launch a campaign of terror across the Isles in the wake of Krace’s Duel with 'Vave'gxa'j that while failing to build mass support does offer pretense for other factions to clamp down hard on operational security. These paramilitary state-adjacent cells first clash on the small scale against one another but as they do momentum builds behind the more successful organizations leading to fewer but more powerful groups developing in the region. On the cusp of 175 IR four major factions have emerged, those loyal still to Lora and her rule, those supportive of Magi Kasiri or another Lindeen-friendly Magi assuming power and drastically refocusing Isles focus from protecting Xincoatl’s Church to pursuing magical theory, nativists seeking to coup Lora and reestablish the Kiin Sareteh with greater authority than they had before, and the smallest but arguably most efficient faction composed of veteran mercenaries and warriors who advocated the appointment of a new Arndok to oversee an isolationist and mercantilist refocusing of attention intended to shrink Lazar’s profile from head of the largest organized church to reliable providers of military and espionage services. (Isles of Lazar (28) are in Rebellion with 3 Rebel Units arising! A Diplomacy or otherwise appropriate action may be spent to appease no more than one of these factions reducing Rebel Units by 1 and increasing Lazar Units by 1)

    Years of drought has elevated tensions between the clans of Gelupar. Bad blood was set to boil when the daughter of the Tasuna clan head was been kidnapped! Threats and rude gestures have escalated to blood spilt on the streets of Karamak to avenge the honor of the lost princess. Gelupar is in Unrest!

    Bitter feelings are felt across the Lior as two Orcish brothers battle across the province. Not with swords but with ideals. Caias The Elder supports the regions ancient Abhidi tradition while his long lost brother Jospehus is a newly minted Initiate. The two debate in villages across the region attempting to sway people to their point of view. While the two brothers are barely able to restrain their animosity, the rest of the populace is not nearly as cordial turning their wrath upon the Initiate minority for opposing old traditions. Lior HC 3 becomes Open!

    With Livestone once more being extracted in Tevrus the kobolds have begun to speak again of orchestrating rebellion against the Overvann Assembly. The Jarl has sought to extract all that has kept the kobold people safe, ostensibly that he may do the same but few forget the repression faced by the mountain small folk who denied the Jarl his claims on their land. The desire to see the Jarl turned out of Tevrus before he transforms the region into a workshop of war catches more than a few influential kobolds. While talk remains hushed it appears possible that should the Jarl take no action he could be facing yet another rebel uprising in Tevrus. (Tevrus (90) is in Unrest!)

    Rumour has it that northern subversives and heretical easterners are teaching the slaves forbidden knowledge. Perhaps that’s why the slave army has been able to so effectively resist their goliath masters. The early success of the mercenary armies has caused many of the goliath defenders to flee from key positions allowing the sacking of both the Sacrificial mound and Khompurs love. (Tarraks Krag (78)HC 2&3 are now Open!)

    An unfamiliar dwarf is seen more and more often in Zachodnie, first asking where the largest marble quarries are, then bringing in marble of his own to sell. Rapid investigation, spurred by the fear he might be stealing from established quarries, reveals that the dwarf has founded his own company to extract the rock. Soon after, the news spreads that his services are open to the highest bidder who can overlook his unknown past. (Zachodnie (16) Marble becomes Great)

    As monstrous dragon-spawned rebels rampage across Palanam, an older foe exerts its influence. Perijanist leaders in the region suddenly shift to preach violence against the Abhidic infidels, and when the attacks begin, it is noted that many Perijanists seem only partially alive.... (Perijanist Rioters rise up in 65 with 1 unit!)

    Something strange is happening among the sands of [Region 93]. Shapes seem to shimmer through the air, though mirages have rarely been characteristic of this cold northeastern coast. Many believe that the great dragon’s presence here years ago warped the very land, while others point to a Rhunic priest who woke up with a bloody knife laid across his chest as evidence that more mortal magics are underway. Nevertheless, no one is comfortable... (Shimmering Mirages are occurring in [Region 93]! [Region 93] is in Unrest!)

    While the Marvalite Rebellion of six years ago was thought to be merely a group of upstarts or malcontents, or perhaps the dragon’s influence, something greater begins to take shape as the Queen tours the region. At one of her public appearances, a ragged man clad only in a torn sack ran up to her and threw his right hand at her, hitting her in the chest, before stabbing himself dead with his remaining hand. The next day, the hand (which had been left behind with its owner) had reappeared next to the Queen’s bed, a pattern which continued until she left Marvalo.... (Disembodied Hand appears in Marvalo! Unknown Effects!?)
    Last edited by Rolepgeek; 2018-10-03 at 03:51 AM.
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  6. - Top - End - #546
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    Default Re: [EMPIRE4!] IC Thread

    Realm: The Kunai Clans
    Ruler: Mure
    Round 25
    175-177 IR


    Spoiler: Ruler Information
    Show
    Mure

    Current Stats
    Diplomacy: 10
    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
    Round 24 +2 Mil Eco Int Fth
    Current Stats 10 5 2 5 6


    Spoiler: Actions
    Show

    [Secret - Roll (11)]

    [Secret - Roll (16)]

    [Economy - Great Project - Tribute Trove - 1/10]: With the home front (relatively) secure, Mure orders that a grand treasure trove be secured for the Father of Silence. The dragon has been very patient with the Kunai, and deserves a gift befitting of his majesty.

    One worry that he does not voice is that the Father of Silence has not been seen angry just yet. If he was so patient with the Kunai, and said patience was disappointed, what would his rage look like?

    [Economy - Great Project - Tribute Trove - 2/10]

    [Diplomacy 10 - Great Kingdom - The Clanlands]:



    Nonactions:

    News and Rumors
    -Clanlands form and stuff

    -Mure things

    -Umibe things

    -The League of the Beacon's new base in the Azure Coast falls behind schedule. Apparently several shipments of stone needed to construct the base were lost, though exactly why is unclear. The Kitsune are irritated by this, and begin to wonder if allowing Mure to think himself their ruler was truly a good move...

    -The Suzerain eyes Deaux's new naval forces with wary apprehension. He has a fairly secure Chateau and can probably count on the rest of the Clanlands if Regno decides to invade, but such a large military presence worries him. Now the official (for what that word meant in the Clanlands) leader of the people of Les Alpes, he pulls what forces he can together under him and prepares for a defensive campaign, on the off chance it is needed.

    -Regno's offer for an embassy is... not disapproved. Mure is unsure about how a traditional embassy would work for the Kunai, but he is willing to both extend an offer to form one for Regno within the Clanlands, and to send a Bomei Clan to Regno proper to represent them as an embassy would. Initially, he chooses to center this new Clan around the Family Casnic, and form a Casnic Clan. It is widely believed that Chojo will approve, given her clear fondness for gaijin, but...

    -The woman formerly known as Chojo has disappeared. No one is entirely sure where, but many note that Diplomat now walks with a satisfied swagger. Chojo, in her lion-loving hedonism, had lost track of much of the Clan's affairs. Diplomat has taken the reins from her, and made herself the new Chojo. She is far less willing to extend such an honor to the Family Casnic. Mure, while newly secure, is not willing to push her (and as she points out, taking the name may very well be seen as an insult), and so he begins looking for others willing to travel to the Sultanate.

    -Bomei Clan in region 80 (SMP)

    -Bomei Clan in region 49 (Karys)

    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. 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 Abhidic monks who found it to no end. In fact, they insist it is a artifact of Abhidi, and find the Kunai's insistence it is of Honmyo... distasteful.

    [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.

    [Diplomacy - Org Base - Shushan Clan - Kuniumi (54) - 3/3 (Round 24)]

    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.
    [/QUOTE]
    Last edited by HalfTangible; 2018-10-08 at 01:22 PM.
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  7. - Top - End - #547
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    Default Re: [EMPIRE4!] IC Thread

    The Kingdom of Tevrus

    Region 89: Overvann
    Region 90: Tevrus
    Region 84: Delwin
    Region 91: The Black Marsh
    Oppkomling, the Kobold King

    Actions:

    [Dip] Attend Event (Both)
    Oppkomling thinks of himself as a real important person, and after consulting the records left by his late predecessor, decides to go to the Dance for Ghe'dhok.
    In the meantime, and for different reasons, Aeshra also visits to represent the Loyalist Overvann and Black Marsh forces.
    Spoiler: Event Subactions
    Show

    Trade Coin Armor for Bani Bowls and Mass Conscription


    [Mil] Attack Gxe'dhok while she is at the Dance (Both)
    Both Loyalists and Tevrusians attack go on the offensive to rid the land of the scourge that is Gxe'dhok. The first waves include Overvann pegasus riders, swooping low to strike at the dragon and keep her low to the ground, aiming to tear her wings and keep her from flying away. This force persists throughout the battle, constantly harassing the dragon from the air. At the same time, when she falls into the pit, the forces of Tevrus become evident. Thousands of stones from the nearby hillsides suddenly come to life, extending spidery clawed legs and charging the dragon, jumping onto her and clawing and clinging to her. The kobold Stonespeakers are quick to keep refreshing the tide of golems.
    Soon afterwards, the next lines of attack arrive. Overvann Berserkers, armed with Pician weapons thrust, chop, and hook downward at the trapped dragon, their rage propelling them to attack rapidly and ignore their injuries. At the same time, the two war golems that Oppkomling brought to the battle leap into the pit as well, the glittering gypsum golem on one side, and the colossus from the Lonely Mountain on the other. They grapple with the dragon, trying to target her eyes and throat, and to keep her from aiming her sonic breath at vulnerable infantry.
    Spoiler: stuff used
    Show
    4 Loyalist units armed with Refined Pician Weaponry, Berserkers, and Wingknights.
    4 Kobold units armed with Stonespoken Warriors



    [Mil 5] Raise a general, Hrothgar the Black (Loyalist) (Roll:8)
    Olaf's cousin Hrothgar may be old, but he has become a champion of the Overvann people in this trying time. He leads the forces of the Loyalists in battle, whereas Aeshra leads them in peace.

    [Int] Secret (Loyalist) (Roll:9)
    ???

    [Dip] Move the capital to Tevrus (Kobold)
    This is a fluff action. Due to how short Oppkomling's reign will be, I do not want to move the capital
    Oppkomling places his seat of governance in Tevrus and appoints influential Kobolds as governors of the other former Overvann territories.

    [Int] Raid some region 104 TP 3 (Kobold) (Roll:8)
    Oppkomling wants to get extra resources for himself. You know, standard stuff. He chooses ruined scrolls, for some reason. To get the bureaucracy started or something.

    Non Actions


    Spoiler: News and Rumours
    Show

    Oppkomling's rise to power was swift and shocking. In just two years, he was able to take over the entirety of Overvann and declare it his kingdom.

    This doesn't sit well with the people of Overvann and the Black Marsh, who vow vengeance against the Kobold King and declare themselves the Overvann Loyalists.

    Hrothgar the Black becomes a champion of the Loyalists, his xenophobia driving him to further emnity with the Kobolds. He warns that the Overvann should've never trusted them and that they should be exterminated.

    The army on the border of Bhule splits into two, but remains there, now warily eyeing and posturing at each other rather than the nation to the north. The kobold army consists of Kobold guerillas and golems, whereas the Overvann have a force of berserkers and other soldiers.


    Spoiler: Military
    Show

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

    Units:
    Total = 8/(8+3)
    Overvann Sailors = 2 (Loyalist)
    Wolf Isle Berserkers = 2 (Loyalist
    Golems = 4 (Kobold)

    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
    Livestone: Region 90, TP 1
    Platinum: Region 106, TP 2

    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
    - 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

    Oppkomling
    Diplomacy: 1
    Economy: 2
    Faith: 1
    Intrigue: 1
    Military: 9

    Spoiler: Royal Family (no longer in power)
    Show

    Name Relation
    N/A N/A
    Clara (51) Mother
    Kendra (33) Sister
    Aeshra (37) Wife
    Mara (20) Daughter
    Kelya (18) Daughter
    Frode (8) Son
    Sigurd (8) Son
    Hrothgar the Black (50) Father's Cousin?


    Spoiler: Important People
    Show

    Name Position
    Oppkomling King
    Luthan Governor, The Black Marsh
    Rethri Governor, Overvann
    Svessan Governor, Delwin
    Aeshra Hodeskalle Loyalist Leader
    Clara Hodeskalle High Priestess


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

    New ruler next turn? No!

    Expected Increase:

    Mil +1
    Dip +1
    Int +1

    Last edited by bc56; 2018-10-11 at 09:37 AM.
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  8. - Top - End - #548
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    Default Re: [EMPIRE4!] IC Thread



    The Great Kingdom of Varjik
    Liege of Karys

    Jaine Anivine Kren El Sira
    Diplomacy: 10
    Military: 9
    Economy: 7
    Intrigue: 5
    Faith: 5

    Actions for Round 25 (Rolls)
    • [Diplomacy] Attend the Event!
      - Exchange Violet Oath Technology for Surplus Production with Regno
      - Give 'Ridir Standardized Fortifications, Salt Wagons, Obsidian Fire and Refined Pican Weaponry (This was declined by them despite being free)
      - Outfit the Mercenary Troops Attacking Altessa with Diresnags and Sacrificial Supply Lines for their battle
      - Trade Sacrificial Supply Lines, Salt Wagons, and Mass Conscription to Dvatla
      - Receive Dwarven Forts, Hard Iron Armor, and Fish Glue from Dvatla
    • [Economy] TP3 for Obsidian Glass in R40 is given to the Spellfather!
      The dragon has made requests, and Varjik is interested in staying in her good graces. As the trade power of Obsidian Glass to Varjik begins to lag, shipments are redirected to the dragon instead. Lets see the Khirese risk that to get their precious explosives back.
    • [Military] Reconquest of Ka-Ruun (R62)! Clash with Bysthia (R63)!
      Attack with 3 units with no leader! Battle to be lead by Karys, coming from the north! (No military leader)
      No coalition losses due to shared CI
      Tech:
      Diresnags (+1 to enemy losses)
      Sacrificial Supply Lines (Crops provided for this round only by Karys - Gives -1 to size losses)

      The lands lost to the enemy have had sights upon them for many years... The reconquest is planned, and the steppes that border between the newly acquired Bysthia and Ka-Ruun serve as a large, open battlefield that will test the might of both the Sedellan Knights, the legendary orc riders of Bysthia, and Karys's tactical ability when pit against a seemingly unstoppable army now out of their element. With any luck, the riders will route the lions that have stepped too far from their den and the slaves will once again be free. Indeed, it seems that the war started by Karys and Varjik has spared many, many slaves within the heartlands of the SMP. Their revolts are encouraged, and the message that should Varjik's victory come to pass there will be freedom for them will hopefully incite even further unrest deeper within the desert.
    • [Military] Defense of the Aspen Heights (R59)!
      Defend with 3 units and 3 mercenaries lead by Anivine Kren El Sira (Mil 9)!
      No coalition loss due to rep 7
      Tech:
      Mil Spec activates due to capital being involved
      Diresnags (+1 enemy size loss)
      Obsidian Fire (+1 to battle)
      Sacrificial Supply Lines (-1 Size Loss)
      Crown of Thorns (+1 to batte, -2 to leader loss)
      YES magical tech, so sedellan armor DOES aid the SMP

      As the legions of Karys and Varjik march forward to take back Besthia, another battle rages further west... The Pride has come again to break down the walls that keep them locked in the desert away from the empire, and unlike the last times they will find the forts have been restored to much more active condition. In the years passed between their last combat, the Kingdom has prepared for an assault of this very kind: the type that will not only hold, but shatter the spear that would attempt to pierce it. The plan is then to push hard into the territory of the lions, and by the tactical superiority of Illuminant Anivine to remind the lions just why they were once subject to Avakonian rule in the first place. They will hold the Aspen Heights and crush any remaining that manage to climb over the mountains. It is a dangerous trek, and they're sure to be weary after..
    • [Faith] Declare state religion Dejanism! Claim religious head!
      These years are troublesome times. The Jain is prompted by the churches within her lands to commit to but one of them: each as determined as the next to keep the good graces of the Kingdom of Varjik. Abhidi, though well liked by the Jain, is unfortunately not influential enough to take root. Honmyo, a minority faith, is too foreign. Orthadox Perijanism had been uprooted from the Empire, replaced with Dejanism by the prophets from afar. Especially with the slaying of the dragon in the far west, Coatl Perijanism seems more appealing than ever... But it has no presence in Varjik. It leaves two: Dejanism and Dragon worship.

      As the other two dejanic kingdoms bend the knee to the dragons, it feels like three candles had become one. With one distant and snuffed out, the other was close and knocked over by war and rebellion... It lights the house of Dejanism ablaze, but from the ashes of this great fire will be born the brightest candle of them all. Let the world know that Varjik will be the flame of valor that will burn away the chaos. It will shed light on the deep darkness surrounding the empire and its southern peoples.

      Yet like all Dejanic magic, there is a catch.

      What is to give light must endure burning.

      All hail Illuminant Anivine Kren El-Sira, who will burn as Dejan once did.

    • [Faith 5] The Burning Throne
      Mechanical: Holy Order of Dejanism in R59 (Aspen Heights)


    Non Actions:
    Allow passage for troops from Karys & Dvalta
    Grant Karys permission to buy all resources within Varjik (Exceptions: R53 TP1 and R58 TP1)
    Auto-resist Buyout by SMP (Below 12, so it cannot succeed)



    Spoiler: News and Rumors
    Show

    1. Sofrid, once posted in Karys to train the heartlands of the empire in the art of war, seems to have defected to the service of the spellfather. There are rumors that his going to Karys, becoming a draconic interpreter, and the abandonment of Dejanism by their people may have been planned, but Anivine in when pressed assures those who are skeptical that ‘whatever he’s doing, I want to believe he has the best interests of Varjik in mind. His loyalty had never faltered before, even during my father’s reign when times were harder than they are now.’





    Spoiler: Stats
    Show

    Military Units: 8 (Burning Embers, R61's Royal Army, Queensguard, Rising Sun Militia, Karysite Legion #1, Karysite Legion #2, First Sedellan Knights, Riders of R63)
    Mercenaries: 3

    Regions Owned: [Varjik - Region 58], [Derokar - Region 53], [New Lijas - Region 52], [Aspen Heights - Region 59], [Region 63], [Region 66]
    Total Regions/Mil Cap: 6/10

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

    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; 2018-10-14 at 04:34 AM.
    "What is to give light must endure burning."

  9. - Top - End - #549
    Orc in the Playground
     
    kaio999's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Khirus
    The dark mirror

    Supreme Member of the Union of Southern Republics of Emjata
    Region 38, 39, 40, 41, 60, 61, 69, 70


    Actions

    1:[DIPLOMACY] Create an Embassy with Dvalta DIP 5 While Dvalta and Khirus would never be allies. (In fact in all likelihood their blades would cross eventually). They were both massive on the world stage and the ability to communicate thoroughly was essential and with this move they may be able to avoid some bloodshed, or perhaps limit it in a way that serves a purpose for both forces. They each had enemies elsewhere which meant they would always need to keep the losses on their side to acceptable levels. Khirus felt that the chances of ever hating them was unlikely and so some formality is created for future prosperity.

    2:[MILITARY] Create General MIL 5 Crandis Zasini had very effectively split the country during his elections and so rather than fight it the new chancellor offers his a chance as a general. He is informed that should he loyally follow Mattius he will be rewarded beyond his wildest dreams should he betray him, hes reminded that he was a general first and the military loyally followed him and now suicide sandor is serving in Azenhal under the eyes of the Cinder Queen.9

    3:[ECONOMY] Fix Ironwood TP 3 (laying claim to it) ECO 5 The basins had one thing going for it, despite rampant rebellion, vile conditions, angry spirits and filthy tribal populations who would skin you if you entered their part of the forest there was always the vast ironwood trees and even with the ents and the dangerous atmosphere lucrative Khirese merchants (and a lot of soldiers) go in and get the lumber mills working again so that they could begin to harvest the wood for the glory of the Republic.

    4:[INTRIGUE] SECRET

    5:[MILITARY] Invade Altessa and stomp out the rebellion. 2d12+5 units+ 5 Yuval Harari+ 3 techs -1 losses from sacrificial supply lines +1 enemy losses from diresnags Rebellions are a nasty thing because once it gets to that point there is no making people disappear or offering them bribes, its blood for blood and the enemy now knows the horror of fighting against Khirus and what becomes of the families of those involved so its do or die. So when Suicide Sandor is sent hes warned, do not fail, and do not show the rebels any quarter. Their heads will be held high and pointed toward the north as warning to other upstarts.

    6:[DIPLOMACY] End unrest in Razzak Unrest close to the capital cities was not tolerated and so the mask makers move through the merchant kings and remind them why they serve the Republic in the first place. They capitulate with ease and things return to normal. SUCCESS

    7:[ECONOMY] Feed the dragon Silver and iron is marched up to the Cinder Queen the path built to serve her is dangerous but enough reaches her to continue to appease. SUCCESS

    Nonactions
    Allow Azenhal to travel through their lands.
    Attend Regnos event
    ELECTIONS!





    Embassies
    Spoiler
    Show

    Serene Marasa Pride-

    Regno-
    Trade Decentralized Authority, enchanted arrows (restricted) and mass recruitment for feth dens (restricted), black blood tech (restricted), and impaler walls.

    Coatl Theocracy-
    Accept 2 units from the Coatl Theocracy
    Give Coatl Theocracy Feth Dens

    Concordance Republics-
    Give Expanded Holds and impaler walls.
    Inform Suicide Sandor he will be serving Azenhal for the foreseeable future.





    News and Rumours
    • Yuval Harari steps in to make sure that the election process goes smoothly.
    • 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?
    • ELECTIONS!
    • Its rumored Terrus Platius insults Samson Roth before a crowd of citizens in Aaenna! Its a huge scandal, he referred to Samson as corrupt and the leader of the concordant republics is incredibly popular in Aaenna and his support plunges. It puts him in a very dangerous situation indeed!



    Candidates for Chancellor
    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. Those of the Initia faith have galvanized around him as has various merchants due to the wealth of Regno and the hope of more closely tying the two empires together.

    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. The military have placed their full weight behind his candidacy though the soldiers who are squarely serving Sandor deny him their support.

    Hasfar Kaine-
    He has risen up as a dangerous firebrand candidate promoting the designs of the dragons. He has gained attention across the regions of Khirus as 100 Picians warped by dragon magic serve this human claiming to wield the powers of the cinder queen.

    Qotiaus Mindos- A long time senator and loyalist representative. Representing the strongest political force in Khirus's history Elijah, Kathine and finally, Mila have all served consecutively but with Mila having broken away from the country and Kathines support muted due to her sons connection to the military and internal anger from her fellow consul members. He stands alone with only memories and Republican puritans to aid him in his elections.

    Terrus Platius- Aaenna fields another Sattanyaha candidate Samson Roths mammoth rise was not lost on them and so they try once again in this more divided field.

    Crandis Zasini- He appears from out of the Coatl theocracy with allies from the ancient theocracy of the far east and with allies all connected to Whitefeather and Lacia. He appears to have some sway on foreign ideals and has targeted the merchants, and the military forces of Suicide Sandor in an attempt to galvanize support. His sudden thrust into politics comes out of no where and he claims he was born in Khirus but his family left when he was a child.

    TOTALS: Initiate Xatax (74) Mattius Fontan (84) Hasfar Kaine (22) Qotiaus Mindos (67) Terrus Platius (69) Crandis Zasini (59)

    Spoiler: ELECTIONS!
    Show
    Aaenna
    Aaennas populace is slightly more educated than the average citizen due to the wide spread study of faith and the populace is surprisingly pro Khirus since the abhidist bastion of Aaenna is being protected under the promises made to Azenhal so many years ago, there is a large population of voting citizens that has also emerged from the region again due to the treaty signed with Azenhal granting it a lot of support toward the existing government. Bhreshi dogs have become a mainstay of the army and so the safety of the beasts as well as more standardized care and management of the markets has become key to the region. More troops have moved into the region but that is only due to its healthy economy and lush land.

    Clergy- 13 (Terrus Platius 10 Mattius Fontan 3)
    Merchants-8 (Initiate Xatax 4 Mattius Fontan 2 Crandis Zasini 2)
    Military- 6 (Mattius Fontan 3 Crandis Zasini 2 Terrus Platius 1)
    Population- d14

    Totals: Initiate Xatax (16) Mattius Fontan (14) Hasfar Kaine (9) Qotiaus Mindos (11) Terrus Platius (12) Crandis Zasini (15)

    Razzak
    Razzak was the paradise of the merchants, their spice trade had given them almost complete control of the region but with the loss of the merchant king Tyras to the vampires clutches infighting and battles between merchants has weakened Razzak as a powerhouse and now while merchants decide everything they are no longer a single unified voice. Most of the populace are not land owners but "serfs" that serve the merchants and growing mercenary class who maintain their vast spice estates and all of this is is split between 12 pretenders for the throne Tyras was forced to vacate.

    Merchants-12 (Initiate Xatax 4 Crandis Zasini 3 Mattius Fontan 2 Qotiaus Mindos 2 Terrus Platius 1)
    Military-8 (Mattius Fontan 5 Crandis Zasini 3)
    Clergy-4 (Initiate Xatax 1 Terrus Platius 3)
    Population-d6

    Totals: Initiate Xatax (6) Mattius Fontan (12) Hasfar Kaine (4) Qotiaus Mindos (6) Terrus Platius (7) Crandis Zasini (7)

    The Basins
    Many citizens in The basins have lost hope, the fires of rebellion that once burned so strong have all but disappeared. The loss of Azenhal as an ally, the open display of vampire hunters being torn apart in public, in front of every country in the world while they clapped told them just how alone they really were. Most now turn to faith hoping for redemption in the next life. Their Ironwood industry has begun to destroy the forests and drive out the once powerful spirits, so they abandon them and look to Abhidist or Initia ideals to get them through their miserable lives.

    Clergy- 12 (Initiate Xatax 6 Terrus Platius 3 Qotiaus Mindos 1 Hasfar Kaine 1 Crandis Zasini 1)
    Merchants-7 (Initiate Xatax 3 Mattius Fontan 3 Crandis Zasini 1)
    Military-6 (Mattius Fontan 3 Crandis Zasini 2 Initiate Xatax 1)
    population-d5

    Totals:
    Initiate Xatax (15) Mattius Fontan (10) Hasfar Kaine (5) Qotiaus Mindos (7) Terrus Platius (7) Crandis Zasini (8)

    Khirus
    The epicenter of this Republican empire has a massive population of voting citizens and they do so with a zealotry promoted by constant propaganda. More vote here then anywhere else. The military is the cornerstone of power in the capital the religious zeal has grown naturally as various faiths battle for a voice throughout Khirus. The merchants remain strictly regulated and as more and more resources flow directly into the capital they have gone from merchants into government yes men which makes them wealthy but less influential in times like these.

    Military-13 ( Mattius Fontan 7 Crandis Zasini 3 Qotiaus Mindos 2)
    Clergy-8 (Terrus Platius 4 Initiate Xatax 3 Qotiaus Mindos 2 Crandis Zasini 1)
    Merchants- 6 (Initiate Xatax 4 Qotiaus Mindos 1 Crandis Zasini 1)
    population d20

    Totals:
    Initiate Xatax (18) Mattius Fontan (25) Hasfar Kaine (3) Qotiaus Mindos (18) Terrus Platius (23) Crandis Zasini (19)

    Fresia
    Once the point of Emjatas horror, the Pician menace was both a terror and ally to Khirus and their relationship has always been incredibly complex. Now the Republics rule Fresia and has made it a core part of their kingdom. Unfortunately the Picians have not shown much talent for deep political concepts and most voting are the humans and orcs who have moved into the islands to live alongside the Picians... Plenty of these brave (stupid) souls disappear. Still a few Fresians have proven capable especially among the military, and among the faithful.

    Military-8 (Hasfar Kaine 4 Mattius Fontan 2 Crandis Zasini 2)
    Clergy- 5 (Hasfar Kaine 5)
    Merchants- 3 (Hasfar Kaine 2 Initiate Xatax 1)
    Population d4

    Total Initiate Xatax (2) Mattius Fontan (4) Hasfar Kaine (12) Qotiaus Mindos (3) Terrus Platius (2) Crandis Zasini (3)

    Foreign powers
    Concordance Republics-15 Mattius Fontan (6) Qotiaus Mindos (3) Initiate Xatax (6)
    Republic of Altessa- (No influence due to rebellion)
    Republic of Jarkana- 2 Qotiaus Mindos (1) Initiate Xatax (1)
    Republic of Atrisia- 2 Terrus Platius (2)
    Republic of Carida- 2 Mattius Fontan (1) Terrus Platius (1)
    Whitefeather-5 (Internal)
    Regno-5 Initiate Xatax (5)
    SMP-5 Mattius Fontan (5)
    Coatl Theocracy-7 Qotiaus Mindos (6) Mattius Fontan (1)

    OOC the organizations and secret forces influencing Khirus (provided before elections to RP geek)

    Spoiler
    Show
    Consul
    The secretive and terrifying consul have more power then any one region or organization. The government is built around this terrifying web of ancient and powerful kindred. These insidious beings rule from the shadows but they like the rest of the nation is split between their desires and these beings make war from the shadows fighting selfish feuds that are older then many countries. These ancient predators could probably conquer the world if they ever got along but of course that would never happen. Consul has 20 points.
    Initiate Xatax (3) Mattius Fontan (5) Qotiaus Mindos (7) Terrus Platius (3) Crandis Zasini (2)



    Sattanyaha invested an action. 15 total points.
    Terrus Platius (12) Qotiaus (3)


    Bloody Hand
    Bloody Hand is a silent and secretive organization and due not seek to influence the elections much but they do have a vested interest in keeping the region from becoming insular and engage in less violence so they give support to those candidates they deem most valuable in that regard. They get 5 points. They are investing an action for another 10 points
    Mattius (6) Qotiaus (2) Bloodied Hands/ Crandis (5), Xatax (2) Burning Hands


    Spoiler: Masquerada Internal Memos (SECRET)
    Show

    Without unification the kindred split their vote tremeandously and many on the consul are getting shifty and nervous among their own kind. Who supported Crandis? He is an outsider and clearly a vampire which means he was among the ilk that had been purged in the coatl theocracy.


    Spoiler: Ruler information
    Show


    His Eminence the Supreme Chancellor Mattius Fontan
    Diplomacy 2+2+1
    Economy 1+1
    Military 4+1
    Religion 1
    Intrigue 3+1

    His Eminence the Acting Chancellor Yuval Harari (Temporary leader until elections)
    Diplomacy 7
    Economy 5
    Military 5
    Religion 2
    Intrigue 5

    spymaster Tyras (10)
    Suicide Sandor (6)



    New Ruler Next Round?
    YES

    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)
    1 unit of the bloodless (2000 warriors in red armor and cloth, they are known for their cold demeanor and no one has ever seen any of them bleed.)
    1 unit of the bloodless (2000 warriors in red armor and cloth, they are known for their cold demeanor and no one has ever seen any of them bleed.)
    +2 units from Coatl
    [/COLOR]


    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; 2018-10-11 at 11:15 AM.
    Amazing avatar by Gengy

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

  10. - Top - End - #550
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Fëkälis II
    (Round 25: 175-177 IR)

    Actions
    1. [Diplomacy] Fail to stabilize Region 11: Reflas (roll=7)
      The centralization efforts and strengthening of the royal court undertaken by Tälir continues to crumble. Suffering from chronic illness, Fëkälis has been unable to effectively manage such a large kingdom and granted more and more power and autonomy to local governors. With unrest and dragon worship spreading across the land like a new plague, the royal court struggles to contain the situation and restore order.
    2. [Diplomacy] Event!
      Spoiler: Subactions
      Show
      • Gift Diplomatic Expedition to the Omanush
      • Trade with the Company of the Crescent: Dwarven Fortifications for Standardized Fortifications
        • Also promise to build a base in Zachodnie in the reasonably near future
      • Gift any and all techs I own that the LoWS doesn't to them.
      • Hand over the dragonspawn Jakkus Doomsire to the LoWS. We leave it to their discretion to decide how best to proceed, but it is made clear that D̨vatla is very interested in learning more about the dragonspawn, and in finding ways to benefit from that knowledge.
        Spoiler: OOC
        Show
        [[If ThatWhich has to back out temporarily to deal with real life stuff, I reserve the right to do more investigation/whatever stuff with Jakkus, though I'm not really planing on it at the moment]]
      • Trade techs with Varjik: Dwarven Fortifications, Hard Iron Armor, and Fish Glue for Sacrificial Supply Lines, Salt Wagons and Mass Conscription
      • Accept techs from Regno
    3. [Military] Recruit
    4. [Military] Recruit
    5. [Faith] Great Project (5/5): Investigate dragons and find a vulnerability
      While Abhidic monks continue their efforts to warp the reflection of the dragon, a great gathering is held. Priests, scholars, Initiates, Hermeticists and anyone else who might be useful are brought together to examine all the information that has been collected from across Emjata. A great interest is taken in the defeat of V́aveǵxaȷ́ in the far east, though there is much debate about how much of what happened in the east is relevant, given the differences between the dragons. Tentative efforts are even taken to contact V́ahih́uȷ́ in the hopes that it might provide some insight.
    6. [Faith 5] Relic: Scepter of Kings (+1 to stabilization roll)
      Scepters and rods are ancient symbols of royal power and authority in the area that has become the core D̨vatlan kingdom, commonly used by kings and those acting in their name. A relatively short rod of bronze, the Scepter of Kings was a particularly famous example, which passed from one powerful dynasty to another for hundreds of years before being taken by Dejan after his conquest of the region. Forgotten among other treasures acquired during the conquest, it was eventually rediscovered after the second capture of Avakon. Kept by N̨amodl, who enjoyed possessing such an ancient symbol of royal power, it is finally returned north.


    Non-Actions
    • Since a boon has been offered, the D̨vatlan Royal Court requests that the iron mines in Dažytija be restored to working order under D̨vatlan control. After all, how can they produce more worthy tribute without functioning mines?


    News and Rumors
    • A son is finally born to Fëkälis. The birth of an heir is seen as an auspicious event, and is celebrated across the D̨vatlan lands. In quiet, though, royal courtiers are concerned. The king has now reached fifty years, and was never the strongest or most healthy. If he should die before the boy is grown, it would only make the question of succession even more difficult.
    • Prince Khäsglis's own oldest son Zäklis is sent north. Having left for Varjik as a young child, there is much doubt among the D̨vatlan nobility over whether he has a proper understanding and respect for his people's ways. Joining the royal court, he is given some small responsibilities and throws himself into his work, hoping to prove himself to even the most aggressively reactionary.
    • Meanwhile, back in the south Khäsglis's daughter Läfkidrë marries her third cousin S̨anedbzıtl. The prince is eventually sent back to Raesija in late 177 IR to rejoin the D̨vatlan forces still regrouping there.
    • News of the fall of one of the dragons spreads like wildfire. In Avakonia, D̨züssätt, mindful of the still major Coatl presence in the region, calls for a day of celebration to honor the gods and the brave men who stood up against the winged terror.
    • Both D̨züssätt and Khäsglis are said to be disturbed by the dramatic about-face in Karys's attitude towards the dragons. It was not so long ago the Karysites declared that if the D̨vatlans treated the dragons as anything other than monsters to be destroyed it would do serious harm to relations between the kingdoms. Now the Karysites invite the wrath of the gods upon themselves by worshiping the dragons.
    • The spread of dragon worship, while worrying to the followers of Tëlir Geza, has hit Abhidi much harder. In recent years both the Hill's Shadow in Lakhko and the home monastery of the Thousand Swords in Këpääs have been seized by fanatics. The crown prince of Lakhko travels to Khlıghat to demand Fëkälis and the royal court take action. Meanwhile, prominent Abhidic leaders gather in Pas̨ttetl to discuss a coordinated response.
    • The decision by the Order of Vashthiya to abandon all pretense of following Abhidi is met with shock by some, though not all. While all things are a part of the One, and thus by a broad definition all faiths are Abhidi, it has been clear since its emergence that Sattyathanya is merely another one of these other faiths and not a branch of Abhidi in its narrowest sense. The decision to declare Xox́av́aȷ́ an "Avatar of Abhdi" is simply more evidence of this, since under Abhidic thought everything would be an "avatar" of Abhidi.


    Fëkälis II

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

    Increase: Diplomacy, Military and Faith

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    D̨vatla 12 Iron D̨vatla Regno Overvann Tëlir Geza Abhidi DRAGON
    Llët̨sällë 10 Dragon Shrimp (Open) (Open)
    XX
    DRAGON/Initia Tëlir Geza DRAGON
    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 (Open) Perijanism Tëlir Geza Perivite Paganism
    Zeměvčel 17 Honey D̨vatla Ti Linnad (Open) Tëlir Geza Abhidi Tëlir Geza
    Avakonia 51 Parchseed Oil (Open) (Open)
    XX
    Coatl Tëlir Geza Coatl
    Raesija (u) 64 Mrazite Crystals Sfaïri Regno (Open) Dejanism DRAGON Tëlir Geza

    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
    Units General General Military Specialization Cultural Identity Embassy Embassy
    4 Ghīcādōca (9) Klluf (6) Defending own regions Conversions Regno Ti Linnad

    Relics
    Relic Effect
    Idol of Däz̨ëlis Conversions
    Skyfather's Scale Claymore -2 enemy leader loss roll, -1 own leader loss roll

    Military Technology
    Technology Slot Effect 1 Req 1 Effect 2 Req 2
    Hard Iron Armor Armor and Wards +1 iron - -
    Camel Cavalry Cavalry +1 camels, bhreshi dogs, or horses - -
    Bani Bowls Drugs/Medicine/Blessings -1 combat loss (min 1) bani Can apply to non-combat loss cloth, alcohol and wood
    Dwarven Fortifications Fortifications/Sappers/Siege +1 defending stone +1 defending with GP in region preservative and two food
    Enchanted Arrows Ranged Weapons +1 special lumber +1 enemy loss roll bani and cloth
    Pician Weapons Close Combat Weapons +1 iron - -
    Currently only one source each of iron, bani and cloth. Thus only one of each pair: Hard Iron Armor or Pician Weapons, Bani Bowls (effect 2) or Enchanted Arrows (effect 2), Bani Bowls (effect 1) or Enchanted Arrows (effect 2) can be used in a given round

    Technology
    Technology Effect Requirement Effect 2 Req 2
    Diplomatic Expedition Allows exploration/colonization precious mineral and either pack animal tech or ship tech Create claim on a revealed region both techs
    Fish Glue +1 (Econ action) fish or hoofed animal - -
    Currently bani is the only source of precious mineral and camels the only source of hoofed animals. Thus Diplomatic Expedition cannot be used in the same round as Bani Bowls (effect 1) or Enchanted Arrows (effect 2), and Fish Glue cannot be used in the same round as Camel Cavalry

    Spoiler: Royal Family
    Show
    Fëkälis II (125) – King. Son of the previous king, Zäklis. Has three daughters (151, 161, 169) and a son
    -Däfika (175)

    Khäsglis (133) – Fëkälis's 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. Hard working, but a better bureaucrat and administrator than warrior or charismatic leader. Tends to overthink things and is slow to act, and also holds simmering grudges. Curious and open-minded, and has taken an interest and liking for Dejanism during his time in Varjik.
    -Tälir (166) – Dutiful, but tends to act quickly and impulsively (unlike his brother). Easily annoyed when people do things wrong.
    -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. Well educated and devout, but somewhat lazy.

    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 in Khäsglis's guard, formerly a 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)



    Spoiler: Some more stuff on Tëlir Geza
    Show
    Religion in D̨vatla

    The region roughly bounded by the two rivers Gakhus and Tipëzvär (though extending northwest to include Region 10) was historically dominated by the Ghëkigh people. They were eventually conquered by the Tëhlër̨khët people, who settled and largely assimilated into the more sophisticated, agricultural and urbanized Ghëkigh culture, becoming a new ruling elite. As part of this assimilation, they adopted the Ghëkigh religion. The most significant change was the addition of a number of old Tëhlër̨khët gods, often merging with a similar Ghëkigh god.

    The Ghëkigh civilization was divided into city-states, mostly clustered around the major rivers and their tributaries. Though they shared the same religion and worshipped the same gods, each city had its own patron god, which was held above the others. After the Tëhlër̨khët invasion the region coalesced into a number of petty kingdoms. The kings would generally take a patron god, after the fashion of the Ghëkigh and usually the patron of the city they made their capital. The nobility in other cities had less connection to their city's patron, and were more likely to take their king's patron as their own instead. This caused a small number of gods to become much more important, as the patrons of the petty kingdoms.

    The aftermath of Dejan's conquest saw the widespread destruction of the old religion. The priesthood never accepted Avakonian rule, and the local successor state heavily suppressed their religion, forcing it to go underground. The now secretive faith survived better on the fringes of imperial rule, especially in the mountainous northeast and northwest, and D̨vatla was founded by members of the cult.


    "Tëlir Geza" (or simply "Tëlir") is the shortened form of a D̨vatlan language corruption of a Ghëkigh term meaning, more or less, "the hidden teachings of those who came before." Involvement in the faith is held to be important for the political elite (who perform sacrifices and rituals on behalf of the entire polity) but less so for the majority of the population.

    Tëlir Geza is polytheistic, with generally distant and aloof gods. Though some limited (and generally passive) magic can be obtained through proper rituals, the main focus of the faith is in appeasing the gods and ensuring they remain distant. Only rarely are they seen to directly intervene in mortal affairs, and such intervention is usually spectacular. [[OOC note: in the idea proposed early on that varieties of magic should choose one of three options (cheap, common, or powerful), Tëlir Geza was intended to be all-in on "powerful." So the logic was the gods don't usually bother to get involved, but when they do it's best to just get as far away as possible until things blow over.]]

    Tëlir Geza places a central importance on Law. Human law is considered to be the foundation of human society: without it the human world would collapse into chaos and humans would become no better than animals. The same is held to be true of Divine Law, with the divine "world" being the entire physical world. Just as without human law civilization could not exist, without the Divine Law the world could not exist. The creation myth describes the origin of the world as a matter of the creation of Divine Law, leading also to the emergence of the god Nıznıklı. Sometimes described as the physical embodiment of Divine Law itself, his primary role is that of the Divine Judge. He is also the king of the gods, representing the old Ghëkigh conception of the role of a king as the ultimate arbiter and enforcer of law.

    The mythic story continues with Nıznıklı being tricked into believing that his wife, Gë'täkid̨, had been unfaithful and was plotting against him. He executes her, making her the first being to die. She eventually became the ruler of the underworld, and finding herself enjoying her new, more powerful role, she embraced the position. When Nıznıklı realized how he had been tricked and tried to make amends she refused to return, preferring to remain queen in the underworld. In the underworld she also became the goddess of truth and of uncovering secrets and hidden things. She is strange and otherworldly, and often the most distant and aloof of the gods, with little interest or concern for the living world since everything will come to her eventually anyway.

    Though she refused to return to Nıznıklı, Gë'täkid̨ is often depicted as playing a key role in his judgement since he does not have the same knowledge of hidden things she does. She is also a karmic figure, ensuring that people get what they truly deserve in the afterlife.

    The third figure in the story is Räsëtnis, who was the one who tricked Nıznıklı into killing Gë'täkid̨. A trickster god and a bringer of chaos and disorder, he was exiled from the realm of the gods after his deception was discovered. Fickle and unpredictable, half of the time he is depicted using his trickery to help the gods, and the other half using it to cause problems. He is partially a counterpart to Gë'täkid̨, acting as a patron of hiding things and keeping secrets. Also the god of using jealousy and corruption to manipulate your enemies into destroying themselves from within, he is dangerous and unreliable: very likely to turn on you and use your secrets to destroy you rather than continue to hide them for you. Though a bringer of chaos, he is almost never depicted as unthinking or purposeless. Instead he is seen as the master manipulator, carefully guiding and using the chaos he brings to achieve his own, usually mysterious and unknowable, goals. [[OOC note: he's supposed to basically be the cliche of a villain presented as a master manipulator, but whose carefully constructed plan could not possibly have actually been purposefully constructed: relying way too much on pure luck and random chances that the villain couldn't have actually predicted. He's supposed to leave you struggling to figure out whether he is really that lucky or really that clever (or both).]]


    Some Other Important Gods

    Haslutlu
    "The Lady of the Fires" was the Tëhlër̨khët goddess of fire, also sometimes associated with the sun or lightning. She became associated with the wife of the Ghëkigh god of smiths Khëgilis, merging with and replacing her. Eventually Khëgilis's importance began to decline and Haslutlu took on the role of goddess of smiths, representing the fire used in smelting and forging. She is seen as the source of much that has improved human life, but is prone to outbursts of destructive anger and is also the source of much that is dangerous to human life. Thus she is sometimes seen as fulfilling the combined role of creator and destroyer.

    Haslutlu has several children, the gods and goddesses of various things related to fire and light. Not all were always considered her children, developing that association over time.

    Khëgilis
    Was still afforded his full respect in only a few cities before Dejan's conquest. The D̨vatlan cult did not follow that particular thought.

    Tsäkänqi
    An important god of war among the Ghëkigh, he represents the ordered and disciplined nature of a well trained army. The patron of war as a means to impose one's own order and law on others, he has little association with the more chaotic and destructive elements of war which were often associated with Räsëtnis or other gods of chaos.

    Latgha N̨övslö
    One of the most powerful and important Tëhlër̨khët gods, he was the god of kings and of war as the Tëhlër̨khët understood it before their invasion of the Ghëkigh. The patron of war as a means to acquire loot and personal glory, the Ghëkigh saw him as a chaotic and destructive figure. In the period before Dejan's conquest, the perception of Latgha N̨övslö varied from one region to another. Some saw him as the representation of the chaos of war, of personal greed and lust for glory. Others had a more positive view, considering him the patron of personal heroics and the chance to prove yourself and improve your position in society through bravery on the battlefield. The D̨vatlans follow the more favorable view of him.

    Ghazanllıd
    An important goddess of agriculture. Since much of the region tends to be dry and arid, agriculture is intimately connected to the major rivers. Ghazanllıd is associated generally with water and rain, but also plays an important role as the mother of the rivers. The Giver of Life, she is the goddess of birth and motherhood in addition to being the source of the life-giving power of agriculture.

    Psëräkrä
    The son of the gods of the two main rivers, Tipëzvär and Gakhus, Psëräkrä is a patron of agriculture. While Ghazanllıd is connected with it in a more mystical way, as the source of the power of birth and growth, Psëräkrä is more associated with farming as a profession and the more mundane, day-to-day realities of being a farmer. He is also the teacher, having been the one who instructed the First People in the secrets of farming while Nıznıklı taught them law.

    Nehın̨alchı
    An old Tëhlër̨khët god, and one of the very few to not become associated with or merge with a Ghëkigh god. An enigmatic figure, he is portrayed as a wandering musician who brings good fortune to those he meets. As the patron of wandering and wanderlust, he was more important when the Tëhlër̨khët were less tied to the land they inhabited and more prone to movement and migration. Now is he largely seen as a reminder of the old ways, and represents what still distinguishes them from the Ghëkigh and other, more distant sedentary cultures.
    Last edited by Aventine; 2018-10-14 at 04:53 PM.

  11. - Top - End - #551
    Ogre in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Round 25
    [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. [Intrigue 10] Proper Planning
      Effect: Bonus to WAR action against 'Gxe'dhok this round
      Requirements: [5 action Great Project to create Temple], [5 action Secret Great Project to turn Temple in to Giant Trap for 'Gxe'dhok], [Not an Actual Tech]
      A whole lot of resources are available to the Sultan's command, and Tyber Regno has formally accepted the rumored 'Shadow Eyes' to be a useful asset. In conjunction with Bhule and Izbefe, Shadow Eyes has worked out something amazing...
    2. [Faith 10] (Miracle) Heir Venusa Regno and the Spirit Dragon [20/20]
      After spending much time with the Father of Silence, a solemn ritual is held within the College of Quiet Contemplation. With only a few select individuals in attendance, at the turn of the year 175, Venusa channels power into a Grand Working of her own design and receives the aid and blessing of 'Vahi'hu'j. Before the eyes of all in attendance, she transforms for the first time - but not the last - into a Dragon! While not a very large dragon compared to those in the rest of the world, Venusa still is nearly half the size of 'Vahi'hu'j, and shares a similar shape to the Father of Silence, though her coloration is more white then sandy brown. The Father of Silence teaches her many things that day, including a limited form of flight. They spend hours in the sky. When Venusa finally tires, she lands back in front of the College dormitory and transforms back to her original Oamenii form. Her hair is a brilliant looking snowy white, and she seems... several months pregnant.
      Effects: Venusa Regno can turn into a Lesser Dragon at will, and is blessed with children who carry the strong magical blood of 'Vahi'hu'j! All future rulers of the Regno line will receive +1 Stat upon Ruler Rolls (chosen by the GM)
      There is much talk and rumor about what happened to Venusa Regno, Heir to the Sultanate, but it seems clear to most: the Father of Silence is now considered to be her Consort in the eyes of Regnans. Others - even perhaps 'Vahi'hu'j himself - may have a difference of opinion, but in the coming year, two perfectly healthy twin baby girls are born to Venusa. The eldest is named Tacere, and the younger is called Privire.
    3. [Diplomacy] Host the Dance for 'Gxe'Dhok
      Spoiler: Event Sub-Actions
      Show

      • In order to fulfill a promise made to Sfair, gift them Surplus Production
      • Gift Sfair Advanced Pician Weaponry and Sacrificial Magic Supply Lines in exchange for [2] Future Technologies of Regno's choice
      • Gift Jintha Full Course Discourse and Fish Glue Manufacturing
      • Trade the Overvann (Not Tevrus?) Bani Bowls and Mass Conscription for Coin Armor

    4. [Military 5] Anoint a Legionnaire General
      (Magi Arunca, Military 8)
      Magi Vecto ages slowly, but he does age. Several candidates are gathered to learn from the elder General's books and tactics, in the hopes of having a successor and aide de camp for the wise warrior. A Tournament is held, and is the talk of the country for a week. It does not come as a surprise to many that Magi Arunca, former Ambassador to Dvatla, is named the new General, after his impressive displays of Intellect, Magic, Leadership, and Strength. Magi Arunca is an Oamenii in his eighties, with notable accomplishments such as having been before the Empress of Avakonia without flinching from Anti-magic, protecting guests during the Gathering of Minds, besting Dvatlan Monks in single combat, and helping perfect the strike that cured Crabbin' Fever.
    5. [Military] WAR - The Sultanate springs their trap on 'Gxe'dhok, in Bhule.
      Spoiler: Units and Technologies
      Show
      Exact Mechanics still being determined for BOSS FIGHT style battle
      Regno Units
      "Garrisoned" Units from last round (No distance losses) [GM Approved]
      [2x] Legionnaire Units (Ranged Attacks)
      [1x] Stormvine Shock Troops (Front Line)
      [1x] Magi Vecto (Primary Coordinator and Ranged Commander)
      [1x] Sultan Tyber (Additional Coordination from the Balcony, has the Warped Circlet)

      "Additional" Troops arriving (distance losses apply)
      [1x] Legionnaire Unit (Ranged Attacks)
      [1x] Stormvine Shock Troops (Front Line)

      "Not At The Temple" Flotilla surrounding the coastline, in case she is injured and tries to flee to the ocean (distance losses apply)
      [2x] Sea Wolves (Reserve Flotilla)

      -------------
      Coalition Forces
      [x8] Regno Units (See Above)
      [x2] Izbefe Units, Under Regno Command (Manning Temple Siege Weapons)
      [x4] Confederated Northern Syndicate Warriors (Armed and Armored Fighters)
      [x1] Mil 9 General, CNS: Pane Danerdhurf (Ground Force Commander)
      [x4] Overvann Loyalist Beserkers (Front Line Fighters and Air Support)
      [x2] Kobold Stonespoken Warriors (Large Golem Grapplers to Hold Dragon's Mouth and/or Wings)
      [x2] Kobold Stonespoken Warriors (Golem Front Line Fighters)
      [x5] Ti Linnad Air Support (Air Support and Bombardment)
      [x1] Mil 8 General, TLN: Braen Auley (Air Support Commander)
      -------------

      Technologies
      Privacy Tapestries (GM Approved for this Combat) [Giant's Silk]
      Signal Lamps to aid coordination, not be a tactics roll unless the GM chooses otherwise
      Stochiophraktoi to bring in new troops (Tactical Boost?) [Bronze, Camels, Porphyra]
      Camel Cavalry to bring in new troops [Camels]
      Enchanted Arrows [Hlaali Bark]
      Elemental Catapults [Enchanted Arrows, Granite]
      Refined Pician Weaponry [Iron]
      Bani Bowls [White Bani]
      Sedellan Armor Coating [Sedellan Glass]
      Expanded Hold [Ships, Parchseed Oil, Millet, Bronze]
      Skyfarers [Incense]
    6. [Military] Raise another group of Legionnaires, stationing them in Avegan.
      The lands to the south of Regner will soon be reclaimed, but loyal soldiers will be needed to do so.
    7. [Military] Raise a small flotilla of Sea Wolves, stationing them in Deaux.
      The lands to the south of Regner will soon be reclaimed, but loyal soldiers will be needed to do so.

    Roll link 1


    Non-Actions:
    • Provide Support to the Omanush Convoys for their Buyout in Region 3
    • Allow vassals to pass through Sultanate lands as needed
    • Bhule Confederation Embassy
      • Gift Bhule Meteorological Navigation
    • Izbefe
      • Gift Izbefe Meteorological Navigation
    • Dvalta Embassy
      • Gift Dvalta Meteorological Navigation, Standardized Currency, and Privacy Tapestries
      • Ask to be remembered, should Dvalta find Technologies that Regno does not have
    • Khirus Embassy
      • Support Initiate Xatax for Chancellor
      • Trade Technologies with Khirus, under the following conditions:
        • Khirus agrees to provide information on Feth Dens, Black Blood, and Impaler Palisades
        • Regno agrees to teach Khirus about Decentralized Authority, Enchanted Arrows, and Mass Conscription
        • Regno adds Feth Dens and Black Blood to their 'Restricted' List, only teaching it to members of the Sultanate for a period of 12 years (4 rounds)
        • Khirus keeps the secrets of Enchanted Arrows to themselves, and does not teach them to anyone without the Sultanate's permission
    • Karys Embassy
    • Theocracy of Coatl


    Spoiler: News and Rumors
    Show

    • Babies! Venusa is now the 'Mother of Silence'?
    • Unhappy Serene Pride Ambassador
    • Tournament for a new General!
    • The return message to the Isles of Lazar is full of promise: Regno wishes to provide funding for the Mercenary Companies once again, however, they must first recover from their fight with 'Gxe'dhok. The Sultanate understands if the Mercenaries must find employment elsewhere in the meantime, and appreciates the Arndok's offer.



    Spoiler: Ruler Information
    Show

    Sultan Tyber Regno D E F M I
    Current 10 10 10 6 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 1 1 0
    End of round 25 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 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)
    • Standardized Currency (Non-Action Buyout Endorsements of Owned Regions)
    • 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 [Siege]
    • Diresnags [Traps]
    • Prayer Seals [Armor/Ward]
    • Stochiophraktoi [Cavalry AND Ranged Weapons]
    • Sedellan Armor Coating [Armor/Ward]
      .
    • Meteorological Navigation (+1 Explorations)
    • Obsidian Fire [Siege]
    • Wingknights [Cavalry]


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

    Last edited by Gengy; 2018-10-14 at 11:06 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

  12. - Top - End - #552
    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 25, Regions 37, 41, 67, & 71)

    Consular Samson Roth
    Diplomacy: 9
    Military: 3
    Economy: 10
    Faith: 8
    Intrigue: 1

    Actions
    1. [Faith] Convert Fresia (70) HC 1 from Pician Leviathan to Cinder Queen Dragon Cult 18 - Requests from Khirus on behalf of the dragon cultist Picians leads to funding be opened to a radical new group of theologians. Work with Abhidi and Initia had become common under Roth but now the Consular offered incentives to Dragon Cultists to reach out into the waves on behalf of the Cinder Queen herself. More than a few monks and Initiates are irritated by such favor being shown to a “faith” that was little more than cultish devotion to a being, who while certainly bearing divine qualities, was questionably a god in the traditional sense. Nevertheless their protestations are overridden by direct order of Samson himself with funds disperse among those willing to appease the Pician cultists. A number of the 'Ridi'x who came south into Karys are invited further south to join in draconic conversions should they wish to serve their new leader.
    2. [Faith] Convert Fresia (70) HC 2 from Pician Leviathan to Cinder Queen Dragon Cult 17 - Most of the money to fund missionary work is given to the Pician-Dragon warriors who had initially made this demand upon Khirus. Their fusion of Pician Leviathan mythology with worship of the Cinder Queen spreads widely through the sunken lands of Fresia. Soon all shrines to the Leviathan are humming with discussion of the Cinder Queen and other dragons in as reverent tones as had once been reserved for the Leviathan. The mythology is proving popular and so too do the mutations spread as the draconic cult extends throughout the region.
    3. [Faith] Convert Fresia (70) HC 3 from Jalyeong-bo to Cinder Queen Dragon Cult 16 - Even the spirit worshiping Picians who had remained isolated within their own wider culture due to their adoption of the foreigner spirits are soon dragged into the fervor of the dragon cult. There had been much reverence for the greater spirits of Jalyeong-bo but the spirit of a dragon proves just as enticing. The fusion of magical energy such as that associated with the spirits of Jalyeong-bo and flesh in the form of the Cinder Queen draws many Picians to adopt this new mythology of dragons. Within Azenhal and Palendor many wonder whether this extensive support of proselytizing the Picians is merely following requests from Khirus, a long played out revenge, or an attempt to please the Cinder Queen while putting an old enemy under her sway.
    4. [Faith] Convert Kadangan Wetlands (73) HC 1 from Jalyeong-bo to Abhidi with YY’s Robes 17 - Lake Obanado, birthplace of the Seretse from the great egg laid by the spirit Obanado is sought out by estranged Abhidists from the Sattyathanya tradition seeking to reflect upon the calm waters upon the wonders not simply of Abhidi as Abhidi but Abhidi as Obanado and Obanado as Abhidi. The foreigners are careful not to disrupt the local shamans, merely seeking to meditate for hours on end upon secluded rocky beaches around the great lake. At first they are ignored though they grow into a curiosity. As they sit for days and weeks on end staring in silence upon the water they draw the attention of laymen and shamans alike. Some join the locals invitation to partake in their rituals and so draw the locals into their own in turn. Some remain stoic in their own pursuits though neither rude nor unpleasant and so acquire their own unique following among the visitors to the Lake who choose to join them in quiet contemplation.
    5. [Economy]Buyout Inyoni Crescent (45) Incense TP 1 from WFK using Fish Glue 20 - The Whitefeather Kingdom and its Empire has grown decadent and complacent under the unnaturally long rule of Crexa Whitefeather. Merchants traveling from the Concordant Republics carry with them not only gold with which to purchase the preciously guarded Incense but tales of terror that the ancient Crexa had not survived her brush with death when targeted by necromantic agents but had been twisted into a dark servant of evil. While few believe these tales wholeheartedly they spread nonetheless along with Concordance coinage. The Republics seek to openly displace Crexa's agents from within the very heart of the Whitefeather Empire itself with their well crafted lies and well funded pocketbooks.
    6. [Economy]Buyout Ti Linnad (21) Pegasi TP 2 from WFK using Hammer of Trodje 23 - Venturing further north than any Concordance enterprise save the contract between the Stormvine dwarven brewers and their few remaining Azen, Palen, and Kaden customers a merchant caravan is dispatched to Ti Linnad loaded down with coin and official notes of credit from the wealthy southern republics. Many kingdoms had less than favorable view towards republican rule but even the most basic peasant within one of these kingdoms had heard tale of the lavish lifestyles afforded in the south and knew merchants from this shadowy region may not be entirely trustworthy but were truthfully well off. Meeting in backrooms stable masters for the pride and joy of the Linnadi people negotiate with Concordance representatives who offer such massive incentives to work with the southern republics that loyalty to the Whitefeather cause is deeply buried under piles of golden coins. While the Concordance did not possess the means to utilize the pegasi preventing their use by Whitefeather was a reward all its own to the Empire's former vassal.


    Non-Actions
    • Celebrate the election of a Supreme Chancellor and the declaration of the Union of Southern Republics of Emjata!
    • Consular Samson Roth travels to Azenhal to pay homage to the Cinder Queen and answer her summons for Palmor's leaders. Condolences are offered for the loss of her mate and aid offered should she wish to take revenge against those responsible. The Consular also brings news of the Cinder Queen's growing cult following among the Picians as offer of tribute to Her Grand Majesty.


    Embassies & Troops
    Spoiler
    Show
    Azenhal Embassy with Khirus
    • Allow the Grand Khirus Republic to pass through Azenhal lands
    • Accept Expanded Holds and Impaler Walls.
    • The venerable general Suicide Sandor (6) is welcomed into the service of the Concordant Republics.
    • Give 10 6 Influence to support Mattius Fontan's campaign for Supreme Chancellor - While some had expected the Consular to come out strongly in support of either Qotiaus Mindos or Terrus Platius it is ultimately the dashing young soldier Mattius Fontan whom Roth personally endorses in his campaign for Supreme Chancellor. With the Republics at their strongest point in history securing and preserving this expansive demesne, plagued already with rebellious subjects such as those in Altessa, is deemed an utmost priority only sustainable if a strong military is grown and maintained. The diplomatic movers of Elijah's line of Chancellors had grown the Republics well but if their gains were to be held the Republics would need strong leadership bolstered by a powerful military to stave off revisionism and reaction from the unenlightened states north and west of the oasis of freedom and democracy.
    • Give 3 Influence to support Qotiaus Mindos's campaign for Supreme Chancellor - While the bulk of and all public support goes towards Fontan's campaign there does remain ties of loyalty binding Samson and his brood to the coven established by Elijah early in modern Khirese history. It is unlikely the funding and laborers sent to aid the milquetoast Mindos will effectively sway the populace into giving Milas' handpicked successor a chance but effort is made nonetheless as a sign of solidarity. If nothing else perhaps the negative reputation of Milas and her associates could be effectively lessened lowering their likelihood to wind up with knives sticking out from their backs after a new Supreme Chancellor was elected.
    • Give 2 Influence to support Terrus Platius's Initiate Xatax's campaign for Supreme Chancellor - While Samson exerts significant personal and political influence on the clergy within the Concordance Republics not all are loyal sycophants. Some more devout members of the monastic orders established in the Concordance Republics throw their campaign support behind the Sattyathanya candidate believing he may be able to further lighten the oppressive shadow aspects of Khirese rule. Terrus is hardly a beacon of civility or piety though his convictions appear true and by all accounts the shadier aspects of the republican government had less influence on this monk than they had on Samson. Still believing in real change being possible these optimistic holy men support their brother in faith as he spreads the message of Abhidi along the campaign trail. After an unfortunate incident wherein Terrus had indicted Samson directly on the campaign trail the Consular withdraws his support from the Abhidist and instead offers his favor to the candidate favored by Regno, Initiate Xatax. Xatax was a brighter star still even than Terrus had been but given he at least knew when to keep his mouth shut proved he was more worthy of the Consular's support.
    • Give 4 Influence to support Initiate Xatax's campaign for Supreme Chancellor - In the final months of campaigning it seems Sattyathanya voices have come out strongly in favor of Terrus Platius bolstering the Abhidist above the Initia candidate as a godly candidate. With Mattius secured a favorable lead among the vast majority of the electorate and Samson having grown distrusting and unwelcoming towards Terrus since his campaign in Aaenna badmouthing the current Consular funds are diverted away from the Fontan campaign and funneled into the purse of Initiate Xatax. It seems Samson's departure from the Sattyathanya line could determine the future of the faith practiced within the Republics.


    Varjik Embassy with Azenhal


    Whitefeather Embassy with Azenhal
    • Indict Empress Crexa for her failure to respond to the vampiric menace roaming free in Peledia.


    Azenhal Embassy with Heartsease


    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

    • An election! The election in the USRE signals a coming shift in the direction of the southern union. As was practiced in Milas's election the first runner up in the USRE-wide elections is planned to take over for Samson Roth in the year following confirmation of the new Supreme Chancellor. What this foretells for the Concordance Republics is uncertain.
    • Whitefeather has become an impetus to progress. The expansive Whitefeather Empire headquartered in the immensely insulated southern Whitefeather Kingdom has grown complacent and its complacency now threatens regional prosperity in the south. Already Empress Crexa allows undead to run rampant throughout Peledia while building a secretive police force answerable only to herself, these so-called Blackwings. The Republics are aware of the many charges levied against them accusing them of necromantic doings but these were largely rumors circulated by openly declared enemies of liberty. The accusations against Crexa were very real as Peledia was plagued with unrest and the capital crawled with eyes watching all from the roofs and shadows.
    • The conflict between the Pride and Varjik with Karys holds great portent for the future of the southwest. Palmor was somewhat stable at the moment though there too conflict brewed. An official peace was to be maintained for at least eight more years with the Imperial remnants and in truth there was no great desire to march east to the Pride's defense by the Concordant leaders. The Pride had made clear their opinion regarding the Republics on multiple occasions. The "alliance" they held loosely through Khirus was merely one of convenience which threatened to turn upon the outcome of their conflicts. So far the Pride had been like a new Avakonia in the west. It arose quick and decisively conquering all it saw with ease, they had even reinvigorated the orthodox Perijanist Church. Now however they were facing the remnants of the original Avakonia in real combat and which one emerged victorious could very well set the course of the southwest.
    • Mattius Fontan has proven popular not merely within the Concordat but across the electorate of Khirus and holds a sizable favorability to win the Supreme Chancellorship. What has been more competitive, and of more direct interest given their inheritance of the leadership of the Concordant Republics, is who shall land in second. For now Initiate Xatax appears most favored though the final tallies remained to be counted, recorded, and announced by the official vote count. A lot could change from the feelings on the ground to the totals tallied and those who paid attention to such things knew it.
    • The Initia & Abhidist researchers who had traveled along the eastern seaboard down through the Coatl Thecoracy's domain, working for a time to aid in the construction of the Badan Canal, have petitioned and been granted an audience with the Consular regarding their discoveries in the east. Apparently they have brought a large number of samples from the east, especially the Pall, which interest Samson. The Consular travels to Atrisia with the researchers in the fall of 176 and remains there for the remainder of the year on into early 177. When he returns he does so without the researchers who have begun to organize teams of Abhidists and Initiates throughout the region for an unknown purpose.
    • Suicide Sandor, the man who started the war on Avakonia and made a legendary name for himself as a man without fear had outlived his youthful days filled with flights of daring. He had not earned his nickname from being overly cautious and yet despite all his bravado he had lived, though some questioned the accuracy of that statement since his meeting with Kathine, he did still amble about even now more than two decades since he'd first arisen out of Gwitna. He was no longer the man he once was, once filled with passion for life as only a daring rogue could he was now a bitter hollow man draped in somber black clothing and without joy for anyone or anything. His nickname had taken on a perverse meaning in recent years after a spate of suicides by the general's aide de camps after their tour under the old pirate. Now that he was serving as the senior most military commander within the Concordant Sandor's dreary demeanor was supposedly leaking out into the troops making them unafraid of even embracing death.


    Masquerada Internal Memos (SECRET)
    Spoiler
    Show

    • Samson is uncertain whether Xatax will accept the Kiss or not should he win premiership over the Concordant Republics. Should he the transition of power would be like that of a chosen heir with Samson granting Xatax his Kiss but should the recently returned Aspectus Xatax reject his offer he shall rule without the aid built up by Samson's work and connections. The power lies in Xatax's hands on how he chooses to work with the underbelly of the Republican system. If he didn't become a vampire he would be facing much more difficulty in establishing trust and support from among those whom he most needed support from.

    Last edited by RandoMan; 2018-10-11 at 09:11 AM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  13. - Top - End - #553
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Dragons!

    One morning in the late summer of Imperial Reckoning 174, the sun rose as an eclipse. It’s usual rider, Byon, was busy elsewhere, and so the goddess of the moon, Mescina, was caring for his steed in his absence. For, you see, Byon, the Sun-Rider, now rode a mortal vessel. Krace, once a Warcaster for the Doge of Lindeen, now served as a means by which the god could act upon Emjata without destroying all he touched.

    Though now what he sought to touch, and destroy, was the Frostfather himself. The beginning of the battle could be heard as a resounding crash when the ice surrounding the dragon shattered with the force of the Vessel of Byon’s landing. The battle after lasted for a day and a night, and in the aftermath, the form that was once Krace was disfigured…but victorious. The dragon had barely escaped beneath the waves, horribly wounded. It would not return. But the cost was the life of every mage that accompanied Krace, and Krace himself has not returned. The battle, at least, was fought at sea in large part; only a fraction of the damage reached the mainland to damage Lindeen. (TP3 for Sweetvine in Lindeen is Destroyed! LDN Mil10 General Krace has been lost! Armor of the East Relic has been lost! Lindeen loses 2 units! ‘Vave’gxa’j, The Frostfather, has been defeated, but is at the bottom of the sea...)

    “The Brinefather is as patient as the sea, and a hunter must be more patient still, to strike at the right time,” the ‘Ridx claim. The old saying seems to hold fast, at present; though several of her possessions seem disinclined to present to her tribute just yet, their apparent intent, however delayed, stays her wrath – for the moment. Nonetheless, near the south-eastern coast of Regner, travel by sea has apparently grown more dangerous, as storms grow more frequent…

    Finally, a gift befitting His majesty! And it only took the better part of a decade, too! How wonderfully unexpected! As a sign of the rewards that can come to those supplicants who show proper deference, the Skyfather has deigned to allow the Dvatlan king to ask for a single gift from the dragon. In fact, in the vastness of His generosity, Ve’va’qa’qadvo has decided to allow a number of individuals to ask for gifts. This…unexpected display has apparently earned him a following, who see in this pattern a god made manifest. Gods have always been cruel, and is it not likely that in their first demonstrations of power that many suffered for their wanton ignorance and refusal to bow before the rightful keepers of the world? This is merely the cycle beginning anew. Truly a marvelous opportunity for any theologian, experienced or amateur. (Kingdom of Dvatla, Sfairi Free Alliance, Northern Council (Ti Linnad), and League of White Sails may each ask a boon of the Clear Sky's Many Blades, Ve'va'qa'qadvo; whether the boon is granted is dependent upon the type of boon requested. Dvatla HC3 has been converted to DRGN!)

    The Cinder Queen is pleased with her subjects and reclines contentedly in her mountain halls as the sounds of industry reverberate within the stony space, watching as more metal and tribute rolls in. Until, that is, Lindeen and Lazar unleash their newfound weapon. Now she grows more active, even restless, though what precisely she will demand of her followers is as yet unseen. She has...'requested' the presence of her subjects' rulers, however. A meeting of such a sort cannot bode well for anyone.

    A sandstorm blows in Jherki. A common occurrence, in that most parched of places. What is less common is for a sandstorm to blow over town and traveler leaving nary a scratch as it streaks across the desert south, crossing Iadesh before it arrives in Izbefe. There, it seems to take on a vicious streak, and where it meets the river, it turns sharply to follow it out, towards the coast, until it blows out into the sea. Behind is left… very little. The land is scoured clean. Even the bones of those it found seem to have been carried by the storm, into the sea. In particular, however, it seems every Izbefean merchant involved in Amber dealing, having acquired it from those previously involved in sending it to the Father of Silence. Perhaps they’re connected? (Hosra IZB TP1 for Amber becomes DRGN! Kingdom of Izbefe loses two units! Izbefe (6) is in Unrest! HC3 for Initia in Izbefe becomes Open!)

    Within the lands controlled by the Kunai Clans, more and more seem to be finding the Dragon’s teachings appealing, especially with those in the Azure Jungle. The same seems to be true in western Dvatla; Hathgjil and parts of mainland Llët̨sällë in particular appears to have grown quite fond of their local scholarly giant. (HC3 of Llët̨sällë has been converted to DRGN! HC 2 of the Azure Coast has been converted to DRGN!)

    In the League of White Sails, the Hermeticists have found, through following the teachings of Sees Beyond Blood, a means to make molds for simpler items accurately and easily, through the use of Amber or the sap of certain trees. (LWS discovers new technology Resin Casting! Requirements: Amber or Sap/3 Amber or Sap; +1 to one Cultural Identity affected Roll per Round/+1 to all Cultural Identity affected Rolls.)

    The Eater of Magic is displeased. Once more, it seems, a number of her servants have failed in their duties. She decides to make her will more evident in both direction and consequence. Her first trip takes her north, towards Karys. There, on the shores of Lake Ananosti, she waits until one of the Hegemony’s generals nears, touring the countryside to ensure that the rebellions plaguing the area have been put down. And when the Firethorn veteran Sofrid nears, she emerges, deals with his escort succinctly, and speaks with him. None are certain what she says, but he is later seen on her back, apparently voluntarily, unmutated, as she soars southwards again. Some months later, she is seen in Altessa, and the rebellion there becomes more organized, better equipped, and capable of strange, unnatural magics. Several Khirese regiments disappear entirely within the borders of the land. (RKH Mil7 General Sofrid is lost! RKH loses 1 unit! Altessa Rebellion grows to 5 Units, gains Mil8 General! KRS loses 2 units!)

    Finally, she turns her attention back to Raesija. The land where she emerged. These interlopers from the north still have yet to grant her tribute, and she has grown weary of their insolence. It does not take long for several towns to meet her wrath, and though the Mrazite mines seem to more bountiful than they’ve been in centuries, this is little comfort to those who have lost loved ones, or to those priests whose homes and places of work were transformed into grotesque statuaries and labyrinths that befuddle the mind to look upon. Later that year, missives arrive, written, apparently, by Captain Sofrid, who details the Spellfather's desired materials, that rewards may be available for those who act on her behalf without hesitation, and that he is, in fact, here of his own free will. As Dejan once conquered the world, so might the Dragons, and the man apparently believes his talents will be better put to use as an interpreter and intermediary to ensure that such a transition has less destruction involved than it might otherwise. (Raesija (64) Mrazite resource becomes Great! Raesija is in Unrest! HC2 in Raesija becomes DRGN! DVT loses 1 unit! The Spellfather desires the following Resources: Incense; Huo-Ke Squid or Cloudwing Piranhas; Kansett; Living Ivory; Saphroxin or Medicinal Plants; Large Animal; Dragon Eyes or Obsidian Glass; Idol Fragments or Ruined Scrolls)
    Last edited by Rolepgeek; 2018-10-06 at 05:08 PM.
    Sincerely,
    Role P. Geek

  14. - Top - End - #554
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 25 (year 175-177)
    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. [Diplomacy] Attend the Dance for 'Gxe'Dhok - While the Sultan was officially playing host as befitting the magnificence of 'Gxe'Dhok, should he deign to show, the temple was built in Bhule and the Donne was the Sultan's brother. Needless to say the Donne and his Syndicate felt obliged to play a part in the preparations and aiding with the hosting duties of their Sultan.
    2. [Diplomacy] Increase Reputation with SHN Neutral (3) to Acquaintance (4) TN: 10 Roll: 10 - The Shushan were an interesting group to arise out of the south. Unlike the League of the Beacon they stuck their nose into things out of their own curiosity, not necessarily to play snitch to the world order. That was something the Syndicate respected. While rumors of Syndicate involvement with the Bloodied Hands continued to haunt even Donne Norris the truth was, and those with even moderate intelligence knew it, the Syndicate had no real idea what was happening with the Hands civil war. Hands activity had settled down in the west but no one had come calling when their civil war had apparently broken out. It seemed to some the Syndicate was looking for a new toy to play with though the Donne maintains diplomatic channels with the Shushan are being opened as a gesture of friendship towards the Kunai who are celebrating an unprecedented unification at this time.
    3. [Faith] Change JB Organized bonus 1 from +1 to resist conversions to +1 to Reputation increase actions with Organizations by JB States - Shaman Telindar, now a century old though still in decent shape in large part thanks to his bonding with spirits, ascends the peak of Mt. Anar to announce both his succession and a change to the structure of the spiritualist orders claiming Jalyeong-bo heritage. With the ascendance of the Coatl Perijanist Church and broader revival of pantheist beliefs across Emjata the Shaman speaks to the need for Jalyeong-bo practitioners to offer a more ground level connection between mortal and spiritual. The spirits were as diverse as they were numerous and while Jalyeong-bo's influence as an organized force was waning many shamans who adhered to its rules held important positions of advisement in local and organizational structures due to their ability to "read the spirits" around them. Telindar names his successor as Shaman Iltiz from the northeastern province most famously known for its herring. Iltiz confirms his predecessor's course as his own encouraging new and old shamans alike to seek not holy centers to hold and defend in service of mass teaching but instead to focus on securing for themselves key positions within the minor factions of Emjata that they might aid their brothers and sisters from the sidelines rather than engage head on with enemies of the faith.
    4. [Faith 5] Create a Relic: Ring of the Winterheart +1 to Secret Actions - Infused and bound with the bitter cutting northern spiritual elements abound in the Norbar, blessed in the name of Amarat, and enchanted with Runes of Water this ring appears to be nothing more than a simple bronze band with four raised silver ridges upon its face. Upon touching it however its unnatural chill is evident and putting it on sends a freezing tendril snaking from the finger to the heart. This chill confers a supernatural calm to its bearer allowing clarity of mind, stillness of pulse, and disconnect from the living world that could prove valuable in high pressure endeavors.
    5. [Military] Raise 1 Unit of Whern Planeswalkers - While hope is placed in the ability of the nascent Eternal Lamp to provide a buffer against the looming threat of the dragons it is also determined that additional units under direct Syndicate control ought to be raised. Additional rangers from the frozen tundra wastes are recruited in Whern to serve as advance scouts and special operatives for unconventional asymmetric warfare. These new northern recruits have their training personally overseen by the new marshall, Pane.
    6. [Military] WAR Attack 'Gxe'dhok at the trapped temple in Bhule - 'Gxe'dhok had killed the Donne's youngest and first son for failure to pay tribute in a timely manner and crippled his daughter. There were greater crimes the storm dragon was guilty of but this one was paramount to Noris and his brother Pane. For five long years the Syndicate had plotted with their Sultan for revenge and liberation now they will have it.
      Spoiler
      Show

      4 CNS units equipped with Heavy Wooden Armor under Pane Danerdhuf (9) stationed in the underground trap complex discreetly established beneath the Temple aid the Sultanate in attempting to slay this monstrosity


    Non-Actions

    Regno Embassy

    Overvann Embassy
    1. Reject recognition of the Kingdom of Tevrus as a legitimate political entity. Endorse the Overvann Assembly's leaders in exile as true rulers of Overvann.


    • The Syndicate always collects its debts.


    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 +1
    Military 7 +1
    Economy 3 -
    Intrigue 6 -
    Faith 5 +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; 2018-10-11 at 09:06 AM.

  15. - Top - End - #555
    Bugbear in the Playground
     
    Lleban's Avatar

    Join Date
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    Default Re: [EMPIRE4!] IC Thread



    The Theocracy of Coatl


    Ruler:
    Tizoc The Rightly Guided Exarch
    Faith 6
    Military 3
    Economy 10
    Intrigue 1
    Diplomacy 8(+2)

    Actions:

    [Diplomacy] Establish a marriage claim to Aniachaket roll 19: Now known as the Kansett Domestic Union, Aniachket lies on the vital trade northern portions of the Badan trade routes. While the Kansett rule the region with an iron fist their, methods of policing the waters are key for the regions prosperity. Unfortunately even the might of the Kansett aren't enough to face down the might of the sorcerer kings of Lindeen. Magi from the theocracy stoke paranoia about the dangers of Lindeen, along with hopes of reuniting the long dead Gwitna federation. Things come to a head when a Kansett princess, E'myra, travels to the theocracy to ask the Exarch's hand in marriage. Clearly the position of head wife is the only position fit for an Kansett.

    [Diplomacy] Recognize Kingdom of Whenua: The defunct kingdom of Whenua has been reconstructed as a singular administrative unit governed from a capital at Whenua oneone. Lead by the "king" Nikau III, the kingdom of Neo Whenua now serves as a means to supply Emjata with the commodities of palmor's infamous eastern rain forest. Unlike the previous kingdom of Whenua most political power lies in the hands of Magi and Wagadigi elites as opposed to the former regime of Avakonian colonists.

    [Economy] Buyout pegasi tp 3 roll 21
    [Economy] Tribute to the Queen roll 14
    [Diplomacy] Clean up Kingdom of Whenua :
    [Diplomacy] A Declaration:

    Dear Empress Crexa

    I regret to inform you that a cabal of ancient vampires have infiltrated the southern fringes of your empire. It's been 3 years since their arrival and I fear they have begun to fester. Further inaction against the Vampire menace will undoubtedly throw both our kingdoms into a sea of chaos. If you don't deal with problem post haste the armies of the Theocracy will deal with it in your stead.

    Signed Your esteemed neighbor Exarch Tizoc

    Non actions

    • Embassy action: give Khirus 2 units
    • Support in the elections: Qotiaus Mindos (6) Mattius Fontan (1)





    News and Rumors


    Last edited by Lleban; 2018-10-13 at 04:56 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
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  16. - Top - End - #556
    Halfling in the Playground
     
    asmodeussnake's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Turn 25 (year 175-177)
    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. [Military]Sithara Kkoya is sent to invade Aspen Heights From Sonil. She is granted 3 units to do so. 2d12 +10+3+3 (+5 if the enemy uses any magic). -1 losses from supply lines and +1 losses for the enemy due to diresnags Restoring the slave markets becomes secondary to ripping the heart out of Varjik. A full army returns to the mountains they had devestated them once now it was time to do so once again. Fang 3 Claw 2 and the half breeds march. This means a pure Rakshasa army looks to finally end the tyranny of the Avakonian invaders.
    2. [Economy] Buyout idol fragments tp 1 (region 57) Humans are sent with silver to see if they can acquire these resources for the glory of the god king. It is actually a pointless item seen with no real value but the power of economics is tested, the Regnan diplomat insisted that this "commerce" has more value then just taking whatever they want. So now it will be tested. 12
    3. [Economy] Buyout living ivory tp 2 (region 81) Magi Mirator is told to teach some female Rakshasa in the harem how to engage in business, they are given silver and gold since it appears the most valuable of metals and to make these experiments work or it will anger the god king. The Magi is also warned that should he touch any of them with desire in his soul that the responsible body part will be chopped off. Magi Mirator is also made a tutor to Kildos Barun Ssuras the eldest of Sinjas children and is told to bring his bodyguards on this excursion and show him the ins and outs of mercantalism. 7
    4. [Economy] Buyout Violet Ash TP 3 (region 53) More humans are sent to buy these resources from the Kunai, it is a test to see what exactly the value of forming this healthy trade relationship is worth, Sinja remains unconvinced give and take equals the same as taking from their enemies. 10
    5. [Military] Fools Eye is sent to invade region 63 through Ka-Ruun. He is granted 2 units to do so. 2d12 +10+2+3 (+5 if the enemy uses any magic). -1 losses from supply lines and +1 losses for the enemy due to diresnags Varjik reveals the depths of their dishonor once again. Their recent expansion into the lands of their former ally was ignored but now they come for what they lost once more in war. Very well they will be reminded of what it means to fight the SMP. Fools eye is brought the immortals as well as his personal mongrel unit.
    6. [Economy] Begin the road of tears (1 of 5) A massive road begins construction all cities within the SMP are connected and they lead to only one place it will arrive at the lair of the dragon. A promise is made, all prisoners, captured enemies and half of all rebellious slaves will be sent to Kidveva'dvu'j to do with as she pleases. It will be the SMPs gift to her their eternal show of submission and acknowledgement that she is a child of Rieba and belongs in the pantheon alongside the god king Sinja.


    Nonactions
    Rither Ssuras is sent to secure that Kidveva'dvu'j is aware of the SMPs actions and asks for temporary leniancy on the creation of the massive gift thats being created for the eater of magic. 17
    Protect Iron 14


    News and Events
    • The Slave leader is dead and hundreds of slaves have been captured, their punishment will be agonizing and they will become a symbol of Sinjas fury forever more.
    • The dragon is declared a daughter of Rieba and is to be honored as a second god on earth just like Sinja.
    • The Pprata pride is powerful but Ssuras and Rrasa have not fallen away and grow stronger seeking to control power within the harem and the court.
    • A dragon has been killed what does that mean?
    • Roagan has begun to recieve mongrel and human migrants.
    • What has happened to lady Chojo?
    • 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 makes its first foray into legitimate trade.
    • 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 6 years old (A little drama queen loved by many of her brothers and sisters)
    Kildos Barun Ssuras- Male 12 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 10 years old (quiet and shy, he learned to read young and is fascinated with faith)
    Lagos III Trodje Ssuras- Male 9 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 10 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 5 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 +2
    Intrigue 7 -
    Faith 10 -
    Military unit count: 9
    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)
    • TP 3 Sedellan Glass 58 (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.
    • 1 [half breeds] 750 of these massive beasts are put to use on the battlefield as a weapons test of sort.


    Last edited by asmodeussnake; 2018-10-08 at 03:24 PM.
    Avatar recreated by Gengy

  17. - Top - End - #557
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance
    Round 25 (175-177 IR), region 106 (Sfaïr)
    Sir Gerold Blanc


    Actions:
    1. [Diplomacy]Go to event "Dance for 'Gxe'Dhok"
      This is the first diplomatic expedition into foreign lands, and Sfaïr must prove its worth on the world stage. the elf Lyebault Merchant was chosen to represent Sfaïr for his knowledge of foreign lands. With a small retinue, and a young priestess with a secret mission, he sets out for Regner. Will he meet the high expectations placed on him in the biggest diplomatic event of the decade? Show up for future announcements from your local town crier to hear the story unfold!
      Spoiler: Actions
      Show

      • Officialy promise economic aid to Overvann, should the kobold be overthrown.
      • Gift Warded Locks to the Crescent Company; should they offer anything in return, accept it.
      • Gift Warded Locks to the Omanush Convoys; should they offer anything in return, accept it.

    2. [Diplomacy]Create a claim on Cesaria (marriage) Roll: 16
      Cesaria is of great strategic importance to Sfaïr, as it is the only region where there is a gap in the Haumikilaz mountains, which stretch across the full length of Inyaka, wide enough for armies to pass. Nevertheless, Sir Blanc's approach to the problem is seen as hasty and reckless by some. Seeing that the king of Cesaria has effectively given up on governing the country, its economy dwindling, Sir Blanc offers the king an offer he can't possibly turn down: his beloved daughter Elena Blanc's hand in marriage with the king's son, and economic and military help to Cesaria.
      There is only one condition: when Elena comes of age, she will become the Queen of Cesaria, answering to the government of Sfaïr only.
    3. [Diplomacy]Become a vassal of Lindeen
      In spite of Theo the Pompous' and others' outrage over Sir Blanc's stance on international politics, Sir Blanc is still the Leader of the Alliance and as such can unilaterally declare what he calls a "close alliance with Lindeen", though some also call it "being the Doge's thralls" and such. Some are questioning whether uniting the Sfaïri lands after the war was a wise choice. It is not clear at all that the Alliance will survive this crisis.
    4. [Economy]Buy out TP 72.2 Iron (Heartsease) from SMP Roll: 13
      If there's one thing that isn't controversial in Sfaïr, it's the fact that iron will be needed for adequately equipping the army, only for purposes of self-defense of course. While all iron mines have been claimed by other countries, there are some that almost deserve to be stolen from. One of these is the aggressive Pride, currently at war with Varjik, the last defenders of Avakonian culture. Direct involvement in the war would be too costly, but we can help the more righteous nation in the war with other methods...
    5. [Economy]Give tribute to The Clear Sky of Many Blades. Roll: 14
      Another shipment of platinum coins is sent; see non-actions for the request made.


    Non-actions
    • While Sir Blanc wants nothing to do with the Skyfather, the more practically minded Sir Lull Radeburg, governor of Andavenpolis, secretly sends envoys with the tribute convoy. Their message is:
      "Great Ve'va'qa'qadvo, you are able to soar the skies of Emjata on any day you choose to. It must be quite pleasant, but more importantly, your flight grants you the freedom to act in all corners of the world nigh simultaneously. However, we, the people of Sfaïr, who live on the very edge of civilization, must trek through treacherous mountain passes and cover great distances to reach the vast majority of Emjata. Therefore, we humbly ask that you provide to us a way to acquire more of Emjata's resources so that we can better serve you, Great Dragon. Yes, we have heard of the Brinefather's 'Rigx, but we would rather not obtain the desired freedom of movement in that way. Perhaps... an item that facilitates easier travel? As proof of our continued loyalty, we send another convoy bearing platinum coins with this message." (Relic: -1 distance loss roll?)


    News and Rumors
    • Belatedly made closure on the Súthburg Convention last round. Pretty politically important
    • Vashta Narada, Doge of Lindeen, and Sir Gerold Blanc get married!
    • Overvann and Jintha have our sympathies for getting overrun by kobolds and zealots respectively.
    • Alliance with Lindeen is politically divisive, as is the spread of Initia. According to some, it is all trickery and illusionism, a symptom of the inevitably degenerate half-elven culture that produced it. A zealous Abhidic religious counter-movement is forming across the country!
    • Governor elections coming up in 178! Sir Médard Ansfing, High Priest of Temple of Besso, and Dame Rosagund Luitbertien, Chief of Relations with Crescent Company, widely predicted to keep their office. In the eastern Contrad region, an unknown man, with good chances to win, reportedly being extremely physically strong, has announced his candidacy! Results in next post.


    Spoiler: Ruler
    Show

    Sir Gerold Blanc (139)
    Diplomacy 6 + 1
    Military 10
    Economy 7 + 1
    Intrigue 1
    Faith 2

    (specials used: Mil 5)

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

    Spoiler: Units and generals
    Show

    Living units (4)
    Alliance Guard "The Unforgiven" - original soldiers fought in invasion of 107, fled before the Skyfather
    Defenders of Súthburg
    TBD
    TBD

    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
    Numbers in parentheses are birth dates.

    Regional Governors (6)
    Sir Varden Bandeson (135)
    Dame Rosagund Luitbertien (155) - currently in Obroslo
    Sir Lull Radeburg - Treasurer (141)
    Dame Clothild d’Arberonto (119)
    Sir Médard Ansfing (133)
    Sir Anatole Theophanous (130) "Theo the Pompous"

    Elena Blanc (164) - Leader Gerold's only daughter and his favorite child; has two slightly younger brothers
    Lyebault Merchant (131) - Magi Indago's friend, Initiate, now a diplomat


    Spoiler: Technologies
    Show
    (2)
    Warded Locks (Hard Metal)
    Fish Glue Manufacturing (Hooved Animal/Fish)



    Spoiler: Treaties (this is OOC information, some of these may be IC secret)
    Show

    Karys: Aid them by waging economical war on SMP if SMP breaks the peace
    Jintha: Mutually abstain from buying out each other's TPs unless permitted
    Regno: Get a tech in exchange for the 2 Initia HCs in 106
    Overvann: Promised economic help if Oppkomling overthrown


    Spoiler: Owned TPs
    Show

    64.1 Mrazite (Antimagic)
    80.2 Malachite (Gem)

    Need to acquire:
    Hard Metal
    Hooved Animal
    Precious Metal
    Crops
    Stone
    Labor
    Preservative


    Spoiler: To do
    Show

    Saved actions: Get CI: [Diplomacy 5]Create cultural identity Allies of the Alliance (Inc. die size on increasing reputation with organizations) GM approved
    [Diplomacy]Build CSC base in 106 (Sfaïr) 1/2[/B]
    To prove that the Alliance is committed to close cooperation with the Crescent Company, Dame Rosagund ordered the construction of a CSC base in Sfaïr. Being the Governor of the largest constituent Sfaïri region, she doesn't need to get permission from Sir Blanc. The groundwork is being laid: master architects design the building not only to be easily defended, but also to leave a memorable impression on both friends and foes.


    Talk to Overvann about killing dragons and shattering power blocs, get the promised techs from Regno and LoWS, get rid of the dragon, organize Abhidi, find all lost relics, get rep 7 with all orgs

    (OOC) Add the VIPs descriptions, 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; 2018-10-13 at 03:41 PM.

  18. - Top - End - #558
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: [EMPIRE4!] IC Thread

    Jintha
    Ruler: Taelia Riveria
    Round: 25 Region: 108

    The attack from Wuzai Darak had left unrest all around the country from grieving families of the people that were lost to reconstruction of the destroyed infrastructure. Luckily the Volzen are a hardy people and with the guidance of Taelia and the council the people return to business as usual. When the worst of the unrest was over Taelia continued the diplomatic discussion for the Cawv Dej islands to join the Jintha Empire and after 9 long years of discussion the final paperwork is completed and Cawv Dej officially joins.

    1. [Diplomacy] Stabilize 108 <- 12
    The attack left a split country, the elders had nearly forgotten the tragedies that war can bring and the younger ones born after the currents were introduced to a harsh attack that no one could have prepared them for. Taelia personally travelled the country to mourn the losses and guide the reconstruction efforts. While travelling she learned that there was a large portion of the country that wanted revenge and even though she could understand where they were coming from she had to
    tell them that war was not the way forward. That being said it was an option she had to present to the council.

    2. [Diplomacy] Gain 76 <- auto pass
    The discussions with Cawv Dej went well and Taelia was the final one to sign the official document that welcomed the islands to Jintha. Cawv Dej was allowed to continue their own religion and now had access to all the resource Jintha has acquired including the very shiny supplies of Platinum that now flowed through the islands freely.

    3. [Economy] Dragon <- 17
    Even with Diplomat Bete at convention to negotiate with the dragon tribute still had to be paid.

    4. [Economy] Buyout 104.2 ruined scrolls <- 16
    The scrolls that were provided to Jintha were plenty full however it seems prudent that more are acquired so that these can be stockpiled.

    5. [Economy] Buyout 64.3 Mrazite Crystals <- 17
    The Volzen heard about a strange Crystal that could stop Magic and had to investigate. A sales force is send out to acquire some of these crystals.

    Non actions
    Continue payment of silver to the Imperial Sultanate of Regno for the continued study of the Volzen students.

    rolls:
    Buyout 104.2 ruined scrolls
    Stabilise and Dragon
    Buyout 64.3 Mrazite Crystals

    Ruler Stats:

    Diplomacy: 7 + 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
    108.2 108.3

    Total TP's 9

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


    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; 2018-10-13 at 05:29 AM.

  19. - Top - End - #559
    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. [Diplomacy] Stabilize Region 93.
    2. [Intrigue] Investigate the possible causes of the reported Shimmering Mirages in Region 93.
    3. [Military] Send 2 units to aid Arndok forces dealing with the situation in Lazar.
    4. [Military] Raise another unit to expand the defensive capacities of the UNC military.
    5. [Military] Raise another unit to expand the defensive capacities of the UNC military.
    Non-actions:

    News and Rumours:
    • The leadership of the United Northern Confederacy is growing old. Whispers speak of a need for new leadership, even in the light of the fact that the current leadership is performing just fine. Only a matter of time before something happens. Best to have a plan for the transfer of power than to be caught off guard.

    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; 2018-10-13 at 09:12 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

  20. - Top - End - #560
    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 t'Lazarri

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


    Actions:
    1. [Economy] Send Tribute: 13
    The last tributes before 175 seem to grow in size, as though repaying the dragon for his boon.

    2. [Diplomacy] Stabilize Gelupar [19]: 18
    The Council is no stranger to unrest, and the situation in Gelupar is soon resolved.

    3. [Diplomacy] Stabilize Wybrèz [18]: 16
    While the Lucari may be disappointed with the Council's support of the Goblins, not many others are.

    4. [Military] Send 2 Whitefeather Garrison units to Lazar to aid the Arndok in putting down the rebellions (Wingknights, Skyfarers, Aerial Bombardment, SMSL)
    The Garrison, established by the Council's liege in the south to defend the northern lands, is tested at the edge of the Empire. Four thousand Inyoni and Linnadi soldiers take ship to Lazar, meeting local forces under the Arndok when they land. The unexpected presence of soldiers from Lindeen is worrying, but the army still subordinates itself to the Isles.

    5. [Military] Attack 'Gxe'dhok at the Dance with 5 units under Braen Auley (Mil 8; Wingknights, Skyfarers, Aerial Bombardment, SMSL)
    The host assembled over the previous two years sets sail for the northwest. At first it seems that the great army is directed at Regno, but as the fleets land, it becomes apparent that they have a different target in mind. Hordes of Wingknights break over the horizon, surrounding 'Gxe'dhok and the corrupted lizards and raining a pointy reckoning upon the Tyrant of Tyrants....

    6. [Intrigue] Secret: 16

    Nonactions:
    1. Request a Boon of Magical Knowledge from the Dragon, hoping to gain practical insight into the workings of the world


    Spoiler: News and Rumors
    Show
    • By direct order form the Council, all tribute formerly sent to the dragon is ended in 175. No further context for this action is given, but many suspect that the defeat of the Ice Dragon in Lazar has turned the Council's view.
      .
    • A quiet mobilization of the standing companies takes place in 174 and 175. Much of it is kept silent, sometimes by gold saved from the dragon's tribute, but rumors leak out nonetheless....
      .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 9
    Military: 4
    Economy: 7
    Intrigue: 7
    Faith: 6

    New Ruler Next Round? No

    Expected Stat Bonuses: Diplomacy +1, Military +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 18 [Wybrèz]: Tin
    • 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:
    • Standardized Currency:


    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: [Diplomacy] Repair relations with Obroslo (4/5)
    Diplomatic overtures continue between the Council and Obroslo.
    Last edited by Minescratcher; 2018-10-13 at 11:06 AM.

  21. - Top - End - #561
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    Yondar
    Round 25
    Vassel of Ti Linnad
    Regions: 97, 98, 99
    Tanya Chalun va Meera, Queen of Yondar

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

    Actions
    1. [Intrigue] Investigate the strange mirages in Region 93 with aid of Premier Illeard Mertinneis Intrigue score (7) 2d8+7: [19] Along with troops and supplies sent to Region 93, a group of mistwalker rangers are dispatched to observe the strange mirages in the area, and try to isolate what they are, and where they are coming from. Varia requests that the investigation is overseen by one of Ti Linnad's people to make sure they aren't overlooking something.
    2. [Diplomacy] Stabilize Region 93 2d6+6: [15] With the Frost Father gone, his influence on the region is both intriguing and disturbing. Tanya Chalun reaches out to the leaders of the area, offering assistance to the people of the region in both supplies and offers of protection.
    3. [Faith Special Action] Create Relic: Rod of the Mist Tree +1 on a Secret Action: Deep in the forests of Yondar near Mistholm where the mists is thickest, is an ancient tree unlike the trees of the region. It s a squat, gnarled, sprawling oak of a tree, ancient since before the arrival of the Esqurian people. It's is claimed that the tree's location shifts, though such claims could be due to the disorientating nature of the area, and that it is inhabited by ancient spirits who long retreated from the material plane, yet still watch events fold around them. Tanya Chalun braved the search for the tree herself to commune with these spirits. What transpired nobody knows, but the queen returned, hagrid, bloodied, but triumphantly bearing a branch of the tree. The Rod of the Mist Tree is a finely crafted rod with Rhunic carvings and Rhune Stones embedded in it, and a faint shroud of mists clings to it.
    4. [Intrigue] SECRET [11]
    5. [Faith] Wisp Organization 3/5: Though left fallow for a while, Queen Tanya directs more shamans to Agnes Rhunis's efforts.


    Non-Actions
    • 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
    • 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/HCs
    Show
    Trade Posts

    Regional TPs and HCs
    Region Name Region # TP 1 TP 2 TP 3 Produces HC 1 HC 2 HC 3 Special Other
    Ovadre 97 Rhune XX XX Gumfrost Shoots Rhunic Animism Rhunic Animism Rhunic Animism
    Yondar 98 Open Rhune 'Ridi'r Darkwood Rhunic Animism Rhunic Animism Rhunic Animism
    Sumwyr 99 Open Open Open Facet Caps Rhunic Mandate Rhunic Animsim Rhunic Animism

    • Darkwood 1, Region 98
    • Hlaali Bark 2, Region 56
    • Lead 1, Region 94
    • "Medicinal Herbs" 1, Region 35
    • Domesticated Monsters 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 Halves enemy leader Mil for battle and kills leader. - [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: 8
    25/X Faith: 5+1
    O/X Intrigue: 5+1
    Last edited by SquirrelWizard; 2018-10-08 at 05:04 PM.

  22. - Top - End - #562
    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] Declare Lindeen a Great Kingdom The research done had been badly damaged, the fight with the dragon had mutilated much of the ideals Lindeen had presented but they have survived it all, and they walk away still breathing, free of the dragons influence The doge can with confidence declare her kingdom reborn. Her new position will be that of Archon representing the new heights she had reached alongside her husband Sir Blanc. She also declares that the Coatl Perijianist faith is truly worthy of praise and that while the magical core of this nation will never be abandoned and Lindeens districts will not be changed, she will support Coatl Perijianism whole heartedly outside the heart of Lindeen making it the unofficial religion of the new kingdom!

    Mandate of the Sovereign: Temples, gods and the workings of man there in are not all that make a kingdom. The art of negotiation, the ability to make deals with neighbors and come together against tyranny is in itself a type of magic that belongs to man alone. Honor your king, honor your Archon for only through their sacrifices and the tribute gleened from their work will the road to utopia become clear. No matter the mud they are forced to drag into the palace of heaven support them for they wish to deliver that palace unto you.

    2: [MILITARY] Raise Unit 2000 Dwarven troops are brought out of the mountains to serve the nation, in turn they are promised that their enemies will be met with the full ferocity of Lindeens military.

    3: [MILITARY] Raise Unit 1500 men are trained to become part of the wooden legion. Baring the armor provided when they took Kilkana.

    4: [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.

    5: [MILITARY] Raise Unit 1000 Blessed Blades Another of these excellent units is brought into the fold.

    Nonactions

    Through the Embassy 2 Units of Lindeen troops are sent to help their new "ally" in Lazar.


    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.

    Mandate of the Sovereign: Temples, gods and the workings of man there in are not all that make a kingdom. The art of negotiation, the ability to make deals with neighbors and come together against tyranny is in itself a type of magic that belongs to man alone. Honor your king, honor your Archon for only through their sacrifices and the tribute gleened from their work will the road to utopia become clear. No matter the mud they are forced to drag into the palace of heaven support them for they wish to deliver that palace unto you.


    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
    • Frostfather Falls is declared a national holiday on Rybse Zielua the 12th
    • Coatl Perijianism is adopted as the unofficial religion of greater Lindeen, while the capital will remain pure so to honor the Mandates the rest of the regions are given no such assurances.
    • Lindeen promises Kilkana they will remain as is and their ancient traditions will not be trampled on, they will have the same guarentees Glen Gwitna once promised them.
    • We look to new tyrants.
    • Vashta is said to spend much time Sir Blanc, will a child be born of their own? Both have those they view as exisitng next in line but binding themselves to one another through blood is a type of magic the doge does not seem like she wants to ignore.
    • What will the dragons do?



    Spoiler: Ruler information
    Show


    Doge Vashta Narada
    Diplomacy 10
    Economy 7
    Military 8+2
    Religion/magic 10
    Intrigue 1

    War Sorceror: Krace 8 (injured)

    New Ruler Next Round?
    NO

    Military Units
    5 units
    (100 Summoners (1 unit), 1000 blessed blades (1 units), 2500 auxiliary spearmen (1 unit), 2500 Auxilary bowmen (1 unit) 2500 Dwarven 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 1 Soulstones (region 100)
    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; 2018-10-06 at 06:23 PM.

  23. - Top - End - #563
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Kingdom of Izbefe


    Actions
    1. [Diplomacy] Attempt to stabilize Izbefe 20
      All is devastation. Untold thousands, lost in an instant due to the machinations of clerks. A land only recently settled into peace now erupts in terror, and pockets of resistance once dormant now rear their heads with renewed strength. Caught in the midst of preparations to travel north, Queen Sigyn instead remains in Karak, where her personal guard is all that stands between her rule and the wolves at the door.
    2. [Diplomacy] Attend the Regnan ceremony in Bhule
      Unwilling to waste months of preparation, Queen Sigyn dispatches two representatives in her place. One is familiar to the northern Sultanate, the Speaker Lokira Rainstep. The other a stranger swathed in black.
    3. [Military] The two units stationed in Bhule are placed under the Sultan's command. Once the ambush strikes, they man the siege engines hidden by Izbefe and make every effort to nail the great dragon to the ground.
      With tensions abating in Bhule, the Izbefan regulars stationed in the northern clime are eager to return home. However, with the imminent presence of the Sultan they remain to provide an additional honor guard. Initially expecting to accompany their queen south at the conclusion of the festivities, they now must wait in silent dread after news of their homeland reaches them.
    4. [Intrigue] Dispatch agents to investigate the current state of affairs in Binpultry (Region 5) 14
      While affairs in Izbefe demand increasing attention from the crown, Sigyn has not forgotten the reason for her coup. Ensconced in the royal palace in Karak, she dispatches a cadre of trusted spies and connected merchants to ascertain the well-being of her people living under Dafi's shadow.
    5. [Intrigue] SECRET


    Spoiler: Current Ruler
    Show
    Queen Sigyn Hestradet

    Diplomacy 6, Economy 5, Faith 3, Military 3, Intrigue 2
    Last edited by TheDarkDM; 2018-10-14 at 02:47 AM.

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

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

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

  24. - Top - End - #564
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    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    VASSAL TO THE NORTHERN COUNCIL OF TI LINNAD
    DRAGON SLAYERS




    Region 28; NE Corner

    Round 25 (175 - 177)
    Arndok Lora
    Diplomacy: 6
    Military: 2
    Economy: 7
    Faith: 10
    Intrigue: 2

    1 [FAITH] Convert Isles of Lazar HC 3 Caves of Alam from Open to Coatl Perijanism using Blood Bullion (+1) (-2 from Unstable) Success

    While reclaiming the Moot amidst a civil war of these proportions was too daunting a challenge to take on with more pressing demands for attention elsewhere the recovery of the Caves of Alam and the Oracle within is deemed a worthy priority. A portion of the Arndok's more loyal flock are sent to tend to the Caves and beseech the Oracle for truths. Her pained prophecy once laid at the feet of Arndok Melinas had spoken of dark spawn rising from the depths and the dragons seemed fitting to that description. Believing the Oracle may know more about not merely the dragons but the larger magical realm of Emjata being herself an ancient if truly arcane being hidden within the Caves. Great pallets of blood bullion are prepared in sacrifice hoping the imitation sacrifice will be pleasing to the Oracle endearing her once more to the Arndok's cause.

    Once the Oracle had been known to take interest in the machinations from among the shadows when the First Arndok had ascended the stairs of power and secured the Isles in his name and the name of Xincoatl. Hearing of new beginnings to such pursuits the Oracle is stirred to at least pay attention to the new tribute, truly living or not. With the civil war in full swing an arrangement is managed to send captured prisoners to augment the Blood Clay bricks which seems to sway the Oracle to grant her wisdom to the Arndok's agents. In the winter of 177 IR the Oracle speaks another fortune.

    As fire and ice did cross the sky
    As ancient kings are left to die
    Arises new a power 'scending
    From mortal hands come godly rending

    Come all ye of spiritual power
    Of careful mind where mana flower
    Seek not permission from high above
    You must act to seize gods love


    2 [DIPLOMACY] Cooperate with Magi Kasiri and his faction to restore order to the Isles

    While nativists ran contrary to Lora's worldview some within her inner circle, notably Aldana, had urged Lora to accept aid from the mercantilist mercenaries being the smallest most efficient and ultimately more likely to be loyal than the Magi whom followed Kasiri's ways. However, Lora felt a personal obligation to the slightly older lazarite magi who even despite his flirtation with blasphemous teachings and practices in the mainland realm of Lindeen had supported the Arndok and aided her supremely in orchestrating the defeat of the Frostfather. Cooperation with Lindeen had proven fruitful and Kasiri was an avatar of that cooperation who drew much fanfare from a wide section of the important men and women who composed Lazarite society. So it is that Lora extends an official invitation to Kasiri to join her as Basilis Sa, a newly created position that would place him at the forefront of developing magical theory and practice within the Church. The position also came with an impressive estate and access to not only the Arndok but her advisers, the levers for enacting widespread change both within the Isles and across Emjata.

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

    With Lora now returned from her sojourn into Inyaka to infuse Krace with Byon's godly presence she finds despite her general's best efforts her prowess truly lay in fighting and fighting alone. The diplomats sent by the Imperial Whitefeather had been ready to work but with only a gruff general to aid them as an official representative of Isles leadership there was only so much they could do to combat lies of Lora not caring for the lazarite people. Now with the Arndok physically present on the Isles and ‘Vave’gxa’j dead or dying at the bottom of the Badan thanks to her work on the mainland it seems more people are willing to listen to her authority. Of course, the rebels who have risen against her will need be defeated before this peace is stable but it is shaping up well for a clear tomorrow once victory on the battlefield is achieved today.

    4 [MILITARY] Defend the Isles of Lazar from rebels with 1 LZR Unit equipped with Heavy Wooden Armor (+1), 1 LZR-Kasiri Unit, and 1 CSC Unit (Org Base) (+4) Unit under Basilis Ka Aldana (8) (-2 from Unstable) (2d10+10)

    Lora calls upon her most trusted general, friend, and former contender for the title of Arndok to do her duty and defend the Isles from rebels too shortsighted and scared to recognize the great work done by Lora for their benefit. The Arndok's own personal army joins her general and the garrison at Black Crescent is summoned to answer their lease-lord's call that they may continue to maintain their presence within the Isles on peaceable contract. This army remains separate in physicality though not in command from the guerrilla magi who pledge their fealty to Kasiri. These fighters will be expected to confront nativists and any Burner cultists while the Arndok's personal retinue forces a decisive confrontation with the mercenary faction.

    5 [DIPLOMACY] Establish the new Kiin Sareteh 1/2

    A new Kiin Sareteh has been demanded by the Isles and the Arndok answer this call, though not in the way those making the demands had desired. Inspired in part by Empress Crexa’s Blackwings this new Kiin Sereteh is answerable directly to the Arndok no longer a semi democratic representative body but instead a quiet but viciously efficient arm of the Arndok’s will. The nucleus of this new organization is found first among the most loyal supporters of the Arndok who had stuck with Lora through thick and thin. Officers selected by Aldana from the Arndok’s private army as well as magi and orderlies who have stayed beside Lora are imbued with high authority to serve her will on a domestic basis.

    6 [DIPLOMACY] Establish the new Kiin Sareteh 2/2

    While Arndok loyalists were a sizable enough minority to begin the Kiin Sareteh project they were still a minority and so concessions are made for additional inductees into the new internal security force. Magi Kasiri and his supporters of more Lindeese style magical pursuits have proven highly capable as Magi and more subdued operators for the Church. These magician Magi help swell the numbers in the new Kiin Sareteh though their loyalty arguably fell more strongly with Kasiri than with Lora their magical ability and zealotry towards securing power in the name of the office of the Arndok more than makes up for their questionable ultimate loyalty. So long as Kasiri remained loyal to Lora she had nothing to fear from them.

    ROLLS

    NON-ACTIONS


    LINDEEN EMBASSY
    • Send Lindeen Heavy Wooden Armor
    • Send Lindeen Fish Glue Manufacturing
    • Send Lindeen Surplus Production
    • Accept 2 Units from Lindeen



    [1 UNIT]
    Army of the Arndok

    [RUMORS]
    • Victory! The Day of the Eclipse, Frostfall, Byon's March to the Sea, and many monikers beside are heaped upon the day when at last ‘Vave’gxa’j is vanquished and cast beneath the waves. At the dawn of the next day when Byon once more ascends his chariot into the sky some claim to have seen marks upon the sun as testament to the viciousness of the battle. That Krace and the armor crafted for him are lost is taken as unfortunate but not unexpected result. What is unexpected, or at least perhaps simply inexperienced in so long, is a sense of relief across the northeast. The combined might of Lindeen sorcery and the Church's prestige as an institution to the gods and divine magic had defeated one of these mighty terrors that had arisen upon Emjata a decade prior. True there remained many yet alive and the fiery mate to the deposed ‘Vave’gxa’j stirred with vicious seeming intent among her shadowy servants within the south but for at least a couple years the northeast is truly free. Rhune and Yondar were welcome to present their gratitude to the Isles or the Church at any time.
    • Ti Linnad has been a generally kind if perhaps a bit absent-minded liege and their offer of aid in putting down the rebels in the Isles is welcomed. However, the Premier is also informed that no more time needs to be spent on research into a reversal of the Arndok's transformation. That she has remained a lazarite even now in the wake of ‘Vave’gxa’j's defeat speaks to this being the will of something beyond the dragons. Much as the Fever which had transformed so many like the Kansett acted in the gods' will so too did the dragons though they refused to recognize it.
    • Much has changed in the wake of ‘Vave’gxa’j's defeat but much of that had come apart from the dragon and now as that threat peeled back these underlying changes came to the fore. The Gwitna Coalition to whom Lazar had long pledged loyalty was a forgotten relic and in its place two powers now competed to claim its corpse. Lindeen stretched out far into the east from their capital where Gwitnan hegemony once held the northeast and the Theocracy of Coatl reached out across their Canal and now too into Aniachaket with apparent determination to lay claim to the formerly Gwitnan territories. Lazar was officially a vassal of Ti Linnad though with Magi Kasiri rising in the ranks a push to join the Lindeen was gaining steam bolstered by their endorsement of the Church and protections extended explicitly to worshipers. Aldana meanwhile advocated adopting a more Theocracy friendly stance, especially in light of their work to claim Aniachaket one of the more important cultural, religious, and economic ports on the Badan. So much remains to be addressed domestically it is unlikely a great shift will happen too soon but it seems a change could be mounting within the Isles.
    • The Sultanate of Regno receives a brief missive from the Arndok informing them that the mercenary companies of Lazar have been restored. However, the Sultan is told that without compensation offered to the Arndok either in the form of technology, soldiers, or some other tangible form any bids made on the Isles will only be protected by the contracted mercenary company itself and not the Kiin Sareteh. Should the Sultan be willing to part with a worthy tribute then the Arndok will ensure his investments are protected within the Isles from hostile purchasers.
    • The Burner Dragon Cultists have become small cells of terrorism scattered across the Isles and while the armies are expected to root out and destroy those they find it will take a concentrated task force to purify the islands completely. With ‘Vave’gxa’j gone the cultists were not able to persuade non-cultists to lend support with quite the same leverage forcing them to flee from more urban centers along the coast into the rural interior. Efforts to reclaim the major population centers and restore order takes priority but even now the Arndok plots with her Kiin Sareteh to root out these dissidents and put them to the spear. Empress Crexa's Blackwings are contacted as potential contractors to come aid in the expunging of these cultists.
    • While the Isles still struggle back to their feet they do so with a resolve embedded within them by their role in ending the tyranny of ‘Vave’gxa’j'. As the Cinder Queen casts her baleful gaze northward into the lands once claimed by her mate the Arndok does not flinch nor hesitate to stare back. The Isles of Lazar had helped slay one dragon of the six there was nothing stopping them now from confronting the rest except their own internal divisions. Those two would be healed however, closed by the divine light of Xincoatl. Many had asked what a king might be faced with a dragon. The Arndok asks, what is a dragon to a god?
    Last edited by Reggiejam; 2018-10-10 at 09:53 AM.
    Thanks Gengy for the avatar!

  25. - Top - End - #565
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    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 25: 175-177 IR)

    Actions
    1. [Faith] Declare Dragon Worship to be the State Religion - To the shock (and horror) of many more traditional and elder statesmen and generals within the Hegemony the Queen personally announces herself and her most loyal cadre to be dragon worshipers. The Queen claims not to have abandoned belief in Dejan's ascension but presses that the real presence of these "World Dragons" as Ridi'r calls them demands present worship. Dejan united the world as one because he rose above the rabble and took decisive action. Would it not be true to ascribe these same characteristics to the dragons? Was Sofrid wrong to seek now to serve the Spellfather in his plans? It is likely this declaration will cause unrest in the heart of the once mighty Avakonian Empire but the Queen cannot be dissuaded from her declaration of fealty to the dragon overlords as godly beings worthy of respect.
    2. [Military] Invade Ka-Ruun (62) with 5 Units (SMSL, Adv. Pician Wep) led by General Atamina (10) aided by tactical officer Lord Commander Jalse (6) using Tactical Officer Military Specialization - Anticipating fallout from her declaration of dragon worship the Queen seems determined to push her authority to the extreme ends of Hegemony tolerance. Breaking the peace deal with the Pride made and upheld insofar under much duress from both sides the Queen sends her most trusted generals to liberate Ka-Ruun from the oppressive grip of the Rakshasa.
    3. [Military] Put down the Perijanist rebels in Palanam with 2 Units (SMSL, Adv. Pician Wep) under Queen Bisera III (8) - Palanam has been ravaged by the dragon terror and now its streets are haunted by half dead Perijanist ghosts threatening the safety Karys had promised to bring. The Queen herself leads a small contingent of мајка warriors to confront these rebellious upstarts and put an end to their terror.
    4. [Economy] Give the Spellfather Masdoli (47) Dragon Eyes TP 1 - Samples of Dragon Eyes had been sent to the Spellfather some years back as a tribute intended to earn the Hegemony reprieve from his terrifying wrath. Now as the former general of Varjik Sofrid openly cooperates with this mrazite fanged power from beneath the sands and he demands specific tribute to include the Dragon Eyes Queen Bisera III moves to answer that request. The Dragon Eyes long used as valuable barter to keep loyalties firm are handed away to the Spell Father, yet more reason to expect trouble to arise from within. Whether out of ignorance or an acceleration through the undesirable actions that must be taken the Queen's actions alienate many wealthy families.
    5. [Economy] Give the Kingdom of Varjik Karys (48) Wheat TP 2 - Shipments of grain from the capital which had long helped cushion the rations preserved for the nobility and officers of the мајка company to ensure they exceeded the mere bare necessities are seized and redirected to the Aspen Heights. Supply lines were imperative to a successful campaign and Karys wished to ensure its liege had sufficient ones for what lay ahead. Though this move too irritates some many even those affected recognize the importance of supporting Varjik.


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


    Embassy with Regno


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


    News and Rumors


    Queen Bisera III

    Diplomacy: 4
    Economy: 3
    Faith: 1
    Military: 8
    Intrigue: 5

    Increase: +1 Eco +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

    7 units

    Military Specialization
    Tactical Officer Training (2d12 when two Mil 5 Generals deployed to a single battle)

    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 )
    • Privacy Tapestries (+1 to Curry Favor with Organization Rolls // +1 to Secret Action rolls, Requirements: Cloth (Wool, Silk, etc.) // Cloth, Magical Powder (Bani, Enku, Rhune Stones, etc.), Gemstone, Himitsu Tech


    Relic
    None
    Last edited by QuintonBeck; 2018-10-08 at 08:32 AM.

    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  26. - Top - End - #566
    Barbarian in the Playground
    Join Date
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    Default Re: [EMPIRE4!] IC Thread


    'Ridi'r
    Region 85
    Round 25

    1 - Fight Rebels with 4 units and general (2d12+13)

    2 - Create Relic - 'Gridhuq [-1 to casualty rolls, -1 to leader loss rolls]

    3 - Raise unit

    4 - Convert 85.2 to DRGN [18]

    5 - Convert 49.3 to DRGN [14]

    Spoiler: Ruler Stats
    Show

    'Xa'kagx
    Diplomacy - 5
    Intrigue - 1
    Military - 2+1
    Faith - 7+1
    Economy - 3
    Last edited by kjelfalconer; 2018-10-13 at 06:57 AM.

  27. - Top - End - #567
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    NPC Actions

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

    ROLLS

    Spoiler: Org Map
    Show


    Omanush Convoys
    Spoiler: Banner
    Show


    With the Serene Marasa Pride having recently obtained dominion over Roagan where the Omanush Naval Academy had been built decades ago with help from the Kadangan Wetlands the Maharaja is contacted by the Admiralty who have taken notice of the Rakshasa king’s failed attempts to claim resources for his people through legitimate trade. The Convoys offer their services to the Maharaja in linking his trade routes more firmly to the international markets in exchange for being owed favors by the powerful lion king. The existing trading operations as well as potential new posts are offered as part of this exchange.

    [Economy] Buyout Avegan (3) Hydra Lillies TP 2

    [Economy] Buyout Kadangan Wetlands (73) Freshwater Fish TP 2

    Bloodied Hands
    Spoiler: Banner
    Show


    Bloodied Hands request help from Bhule
    Burning Hands request help from Yondar

    The fighting in Les Alpes bleeds over into the rest of the Kunai territories, as insurgency and counter-insurgency war for control. The first target to see the consequences lies in the Azure Coast, as each seeks to keep the other from gaining access to the supplies of blue poison.

    [Intrigue]Secret Action

    [Intrigue]Raid TP1/2 for Saphroxin in the Azure Coast (83)

    Company of The Crescent
    Spoiler: Banner
    Show


    With the Magic Eater now possessing near complete dominion over Heartsease the remaining company commanders elect to follow the primary tenet of mercenary work “don’t get killed, get paid.” The Company attempts to reach out to the dragon offering their services in exchange for being spared the vicious deaths and mutations that had destroyed the Heartsease provisional government and the prior Crescent garrison in the region.

    (Give Dvatla Standardized Fortifications in return for Dwarven Fortifications; request a base in Zachodnie)

    [Military]Recruit Units

    [Diplomacy]Attend Dvatlan Event

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
    Show


    Khirese election. The Order of Sattyathanya Vasthiya Abhidism knows the importance of ensuring their candidate has an influential position, and decide the best way to both ensure their safety in the wake of the Flamefather’s prominence and to better envelop the developing dragon cult is to declare Xo’xa’va’j an avatar of their god. Even if Terrus Platius does not succeed, he should be assured of an influential position in government, and the Order can be patient, when they need to be.

    [Diplomacy]Influence Khirese Election

    [Faith]Recognize the Cinder Queen as a physical Avatar of Abhidi

    Acolytes of Áhkká

    Believing the mirages in the northeastern desert may be related to an unidentified artifact, possibly related to the Frostfather, the Acolytes send their own team of investigators south to look into these reports. The defeat of the Frostfather at the hands of Lazar and Lindeen had come suddenly and unexpectedly for the Acolytes who had been conducting research into the dragons’ temperament and consulting northern spirits for aid. For many the defeat of the northeastern dragon presented the loss of a truly unique creature with a truly unique spirit. Talk circulates within the cloistered halls of plans to launch an expedition into the northern Badan sea to seek the corpse of the fallen Frostfather…

    [Intrigue]Investigate Mirages

    [Faith]Convert

    The Shushan

    FLUFF FOR ACTIONS & REQUESTS

    The Shushan have spent much of the past few years organizing their internal structures and politics to ensure their own house is in order. While retaining an aura of secrecy in their dealings the open declaration of friendly intent by the Northern Syndicate has drawn their gaze northwards. Representatives of the Shushan clan who meet with Syndicate diplomats send them back to their homelands with a request from the clan; build a Shushan base in Yemur. With the Omanush active in Amham and a divided government between northern and southern administrators of the Syndicate’s claimed territory the potential for political intrigue appeals to this mysterious organization. It is hoped that despite the fallout sure to come from involvement with the surprise attack on the Brinefather that the Syndicate will still heed the Shushan’s call for support.

    [Intrigue]Secret

    [Intrigue]Secret

    League of the Beacon

    The League of the Beacon requires wider access if they are to succeed in their goals. Regno’s interest and talents in information acquisition and diplomacy make the continent ideal for a base of operations. Anyone who helps them establish a presence there would see their work appreciated.

    [Intrigue]Investigate Disembodied Hand?

    [Diplomacy]

    Feast of Rieba

    The defeat of the Dragon by the Sun-Rider himself is an astonishing act; not for the god to have won - that was a foregone conclusion. But for him to answer the call, leaving aside his duties for a full day, is quite the phenomenon. Already, priests have seen significant changes in the patterns of the moons; it seems such a feat has earned Mescina’s favor, and their meetings will be more frequent in years to come. Anthann’s frustration, likewise, has become clear, with showers of star-fragments more and more common; signs of his frustration and jealousy.

    In all, it is a clear sign of the gods’ favor upon the northeast, and the Feast of Rieba’s partners there. The partnership between Lindeen and Lazar can only spell good things for the faith; Lindeen’s approach may help persuade Lazar of Xincoatl’s shortcomings and unsuitability, while Lazar may be able to convince Lindeen of the purity of a divine faith. It is for this reason that the leadership of the Feast reaches out to both parties. Rieba, after all, is one god both parties to agree on.

    [Faith]Convert in Dellodar

    [Military]Recruit Units

    Other!
    Last edited by Rolepgeek; 2018-10-13 at 07:38 PM.
    Sincerely,
    Role P. Geek

  28. - Top - End - #568
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    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 25
    Empress Crexa Whitefeather

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


    1[Economy] Appease Dragon 20

    2[Military] Raise a unit

    3 [Military] Raise a unit




    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

    12 troops


    Spoiler: Ruler information+ extra
    Show

    +1 Int

    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...



  29. - Top - End - #569
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    BardGuy

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    Default Re: [EMPIRE4!] IC Thread

    End of Round Twenty-Five.

    All edits to actions posts made after this point will be considered invalid.

  30. - Top - End - #570
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    Default Re: [EMPIRE4!] IC Thread

    Round 26: Begin!
    Imperial Reckoning 178 - 180
    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!
    Changes to Organizations: Reputation no longer shifts 1 step towards Reputation 3 from Ruler Change on Reputation 2-5. At Rep 6-7, Reputation drops by 1 step; at Rep1, Reputation rises by 1 step. Reputation increases on the round of ruler are applied before this change is calculated.

    Difficulty of increasing Rep when at low Reputation has been increased again. It is now a TN 16 action to raise Rep from 1->2, and a TN14 action to raise Rep from 2->3; Difficulty of raising Rep from 3->4 or higher remains unchanged from previous values (10, 12, 14, 16, respectively). Keep in mind that Favors owed by the Organization can also be used to raise Reputation, as well as the completion of requests or tasks put forward by the Organization.

    Defending now gives the benefit of -1 to casualty roll for defenders.

    Growth!

    After decades of trial and tribulation carried across multiple leaders arising from among the Clans, the Kunai at last have emerged as a united people and polity along the northern coast of Estensule. Mure heralds this new age for the Kunai with a calm collected demeanor that inspires his fellow clanmates to rise to meet a higher cause than their own personal and clan desires. (Kunai Clanlands are now a Great Kingdom!)

    Lindeen, the homeland of sorcerers and partner in the dragon slayer alliance of the east, has grown prosperous in its time since appearing in northern Inyaka now laying claim to vast swaths of the continent. The sorcerous kingdom run by its mysterious Doge has become a hallmark of northeastern power, set to rival in strength and influence the far older Northern Council of Ti Linnad after only a few short years. (LDN is now a Great Kingdom!)

    Recognizing the ascendant power on their doorstep, the Sfaïri Free Alliance under the possibly enthralled gaze of Sir Blanc pledges fealty to the new great kingdom of Lindeen. The future of these two northern realms remains to be seen, though now their fates are deeply intertwined. (SFA is now a vassal to LDN!)

    Even with war having interrupted negotiations, it seems the leaders of Cawv Dej desired to cooperate with the Volzen regardless of their old hegemon’s opinion on their association. Hoping they might bolster their new allies and possibly even convince the Daraki to accept new partners or masters, the leadership of Cawv Dej offers their fealty to Taelia Riveria and the Volzen. (JTA claims Cawv Dej (76) and gains 1 Unit!)


    Diplomacy!

    While the southern Grand Republic and northern Great Kingdom of Dvatla had never had what one would consider warm relations, there was no denying the two held mutual and competing interests in the future of the central continent. In an effort to delay escalations between the two in the event of a misunderstanding, the Khirese establish an embassy with the strong northern state. (KRS establishes an Embassy in DVT!)

    Razzak was too close to home for Khirus to tolerate much dissidence, and so effort is taken quickly, unlike in the western holdings, to address concerns, either placating them or eliminating their source. The campaign proves effective and the streets settle once more into their gloomy reality. (Razzak (39) is now Stable!)

    Despite the loss and pillaging suffered by the Volzen at the hands of the remnant Wuzei Darak fleet, they have come through the ordeal stronger and more united as a people. While Coatl Perijanism may have been largely purged from their lands, in doing so the Daraki had only stripped down to deeper ties of familiarity that bound the islands together. (Jintha (108) is now Stable!)

    While neither Rhune nor Yondar possessed a claim to the small desert region wedged between their holdings and Lindeen/Lazar pressure from both kingdoms proved significant enough to help influence the regional stability. Efforts by the sister kingdoms soon brings the region to rest despite its independence from either realm. (Region 93 is now Stable!)

    Across the Northern Council, efforts are made to quell disquiet among the populace and ensure the different administrative regions that all is as it should be. In Gelupar and Wybrèz news of the Council’s good work and wise leadership puts an end to questions raised regarding their capability to lead. Soon all of the Northern Council is brought to peaceful coexistence. (Gelupar (18) and Wybrèz (19) are now Stable!)

    The wrath of the Magic Eater had been brutal, but Izbefe had survived its own king turning against its citizens, and so too will they survive this foreign terror. Under Queen Sigyn, the people rally and reaffirm their commitment to a new age for their people. (Izbefe (6) is now Stable!)

    Despite the wreckage brought to the Isles by their combat with the Frostfather, Lazar has resolved to persevere through it all. Under Arndok Lora, with the support of Magi Kasiri and imperial omnipresence of the Empress Crexa, the Isles fall in line with the Arndok’s will once more. However, failure of the Arndok’s army in securing the isles fully leaves faith in the Arndok shaken if slightly more solid than before. (Isles of Lazar (28) is now in Unrest!)

    Reaching eastward, where the valuable pass south through the Haumikilaz mountains lay under the rule of the bankrupted Kingdom of Cesaria, the Sfaïri Free Alliance’s Sir Blanc manages to open political negotiations with the flailing king. A wedding is arranged between Sir Blanc’s daughter and the king’s son, in exchange for a substantial loan and agreement by the Cesarian King to recognize himself as indebted to the Sfaïri Free Alliance. Local nobles may yet prove more difficult to persuade, but with the legitimate ear of the king perhaps Sir Blanc might annex the neighboring country peacefully. (SFA establishes claim on Cesaria (102)!)

    In Aniachaket, the interest of the Theocracy in preventing the Kansett Domestic Union from falling under Lindeen authority leads to a somewhat unexpected marriage arrangement between Exarch Tizoc and a Kansett woman, E'myra. E'myra represents a significant portion of Kansett interests within Aniachaket and offers her new husband the opportunity to expand his demesne yet further into the old territories of the former Gwitna Coalition. (CTL establishes claim on Aniachaket (24)!)


    Faith!

    While north of the Regno deserts far different plots unfold within the warm southern sands, love blossoms between Venusa and the Father of Silence. While perhaps more unidirectional than mutual, it seems the Sultanate heiress’s affections have drawn the attention of the sagelike dragon whom claimed dominion over her Sultanate. A years-long courtship ends with an unexpected result, as Venusa is granted the ability to transform into a Lesser Dragon through her own magics aided by the Father of Silence in her pursuit that she might spend an evening with the creature whom had become her lover. The full implications of this whole affair are yet to be played out, especially in light of the Regnan’s attack on 'Gxe'dhok, though for now what is clear is that the Sultanate’s imperial bloodline now flows with the blood of dragons. (RGO’s Heir Venusa Regno can turn into a Lesser Dragon at will, and is blessed with children who carry the strong magical blood of 'Vahi'hu'j! All future rulers of the Regno line will receive +1 Stat upon Ruler Rolls chosen by the GM)

    With Ridi’r dropping Dejanism in favor of dragon worship, and with Karys in an unexpected move following suit, Varjik is left as the only viable Dejanist state left. The Jaine seizes the opportunity, declaring Varjik officially Dejanist and the new heads of the faith! (Kingdom of Varjik State Religion is Dejanite Cult and Varjik becomes Dejanism’s Faith head!)

    Within the mountains of the Aspen Heights, the heart of Dejanism beats and it does so with fury and flame. A holy order to the great conqueror is founded in the heart of Varjik where the Jaine stood once more in opposition to the Rakshasa of the desert, who bayed at the edges of what the Jaine considered the Empire. (Burning Throne Dejanite Cult Holy Order established in Aspen Heights (59)!)

    In Dellodar, an ambitious group of corrupted magi seek to elevate their pursuits of the Coatlan Mandate to newfound heights, forming a secret society known as the Coiled Serpent. The Coil is said to be responsible for a number of magical advancements uncovered in the region, though they are also accused of participating in unsolved abductions and murders, purportedly in pursuit of subjects on whom they might experiment. (Coiled Serpent Coatlan Mandate Holy Order established in Dellodar (100)! Dellodar (100) is in Unrest!)

    In Dvatla, an ancient symbol of power among the dynastic kings of old has resurfaced, borne by the famous N̨amodl a sign of his seemingly divine favor. The Scepter of Kings is a short rod of bronze inscribed with scenes of glory long past or yet to come upon its surface. Recognized throughout Dvatlan territories, the Scepter affords its carrier a supernatural authority. (DVT creates Scepter of Kings relic: + 1 Stabilization!)

    From deep in the forests of Yondar, where the thick mist clings to an ancient tree, Tanya Chalun braves the misty forests seeking divine answers. What transpires there nobody knows, but the queen returns, hagrid, bloodied, but triumphant and bearing the branch of a tree. The Rod of the Mist Tree is a finely crafted rod with Rhunic carvings and Rhune Stones embedded in it. A faint shroud of mist clings to its length. (YDR creates Rod of the Mist Tree: +1 on a Secret Action!)

    In Ridi’r another relic, this one directly gifted by the dragons or so the story goes, is bequeathed to the new ‘Xed’x as proof of his worthiness to lead. (RDR creates 'Gridhuq: -1 to casualty rolls, -1 to leader loss rolls!)

    A ring forged in the north appears to be nothing more than a simple bronze band with four raised silver ridges upon its face. Upon touching it, however, its unnatural chill brought on by infusion with the bitter, cutting northern spiritual elements sends a freezing tendril snaking from the finger to the heart. This chill confers a supernatural calm to its bearer, allowing clarity of mind, stillness of pulse, and disconnect from the living world that could prove valuable in high-pressure endeavors. (CNS creates Ring of the Winterheart: +1 on a Secret Action!)

    The faith head of Jalyeong-bo in the north announces another change to the spiritual organization that seems more inclined to support the secular interests of the spiritualist’s Syndicate patrons than to grow the practice of Jalyeong-bo itself. Old Amham practices set up to protect the institutions of the Shamans are broken in favor of engaging with more diplomatic and persuasive means of achieving influence in important places. (Jalyeong-bo Organized bonus 1 changes from +1 to Resist Conversions to +1 on Reputation increase rolls!)

    Throughout Fresia, from the lowest Pician to the most elevated, all hear tale of the Cinder Queen whose arrival had crushed the Azen in their own home and forced them into a life of warped servitude: an ancient Pician enemy wiped away in an instant by this magnificent beast, who now roosted not two days travel from the shores of Fresia. Tales that she may be the Leviathan taken in some physical projection upon the surface circulate, bringing in many Pician followers. Soon the whole of the sunken kingdom hums with worship for Palmor’s dragon. (Fresia (70) HCs 1, 2, & 3 are converted from Pician Leviathan and Jalyeong-bo to DRGN!)

    Within the Kadangan Wetlands, Abhidists escaping the more rigid dogmatism espoused by the Sattyathanya of Palmor find spiritual reassurance in contemplating Lake Obanado and interacting with the local Seretse people to discover how they worshipped Abhidi. While not intending to sway the locals, this manner does persuade them and many abandon the spiritualism of Jalyeong-bo, long now in decline, and embrace the grand idea of Abhidi. (Kadangan Wetlands (73) HC 1 is converted from Jalyeong-bo to Abhidi!)

    Within the Isles of Lazar, the Caves of Alam which hold the catfish-mouthed Oracle of prophetic vision are restored under the idols of Xincoatl and the other Perijanist gods, notably Byon being more proficiently placed among them. Soon the Caves hum once more with priest and magi activity as they seek to interpret the cryptic words spoken by the mysterious Oracle. (Isles of Lazar (28) HC 3 is converted from Open to Coatl Perijanism!)

    The ‘Ridi’x may be divided in their rejection of Dejan and embrace of the Dragons, but whichever way they go they are passionate in their belief. The northern dragonfolk have soon extended themselves into the Dejanist strongholds yet unaware of their change in orientation towards the dragons, allowing this new belief to slip in without interference. (Ridi’r (85) HC 2 and Marvalo (49) HC 3 are converted from Dejanite Cult and Tëlir Geza to DRGN!)

    The longtime presence of Rhunic Animist merchants from Rhune and fading presence of Jalyeong-bo shamanism leads to the abandonment of the shamanist methods within the Basins, in favor of the more visceral practices of the Animists. (The Basins (41) HC 3 is converted from Jalyeong-bo to Rhunic Animism!)

    In Karys, the open hostility between Queen Bisera and the Pridelands who now heralded the orthodox Perijanist church places Perijanist practitioners in an awkward position. Though loyal members of the Hegemony, many fear their worship of the gods will lead to ostracization or rejection from positions of authority. Desperate for another belief, those within the Karysite capital whom still balk at the idea of dragon worship or the embrace of Dejan as god choose to embrace the mysterious practices of the Kunai who travel the region’s backroads. (Karys (48) HC 3 is converted from Perijanism to Honmyo!)

    In Palanam, the brutal repression of the Perijanist rebels leads to the abandonment of the faith’s holy site, as many flee Karys hoping to find refuge in the Serene Marasa Pridelands. (Palanam (65) HC 3 goes from Perijanism to Open!)


    Trade!

    Within the Basins, the Ironwood trees had themselves risen against Khirus invasion in the long ago, or so the stories went. Now, however, these rigid forests find even they must bend to Khirese will, a reflection of the elimination of hope to resist throughout the southeast. Additional acreage of Ironwood is soon assaulted by Khirese speculators and laborers working to seize yet more of the region’s wealth for the benefit of the Republic. (KRS upgrades the Basins (41) Ironwood from [Good] to [Great] and takes associated TP 3)

    Receiving the recognition and cooperation desired by the minor newly formed Kingdom of Neo Whenua from the Exarch, the nobility of the regions composing this vassal state follow through on their pledge and pool resources to fund expansion of the Azonite quarries in Whenua Oneone. These new quarries are handed to the Exarch as payment in kind for his efforts to bring the southern expanse of the Theocracy under a more centralized control. (CTL upgrades Whenua Oneone (31) Azonite from [Minor] to [Good] and takes associated TP 2)

    In Umibe, the terror unleashed upon the Kawa, Sogen, and Kaigan clans by the man known derisively as Uragirimono had served as impetus to unite the three clans more closely. An exchange of stories and histories between the three clans had led to a more refined scholastic culture emerging from among the clans. The River Grass of the region had long been valued for its utility as a writing material, and now the clans of Umibe had knowledge worth scribing upon its sheets. (Umibe (55) River Grass [Good] becomes True Name Parchment [Minor] resulting in CTL losing TP 2. True Name Parchment fulfills “Writing Materials” and “Scholarly Artifacts” for tech requirements!)

    Karys, seeking to support its liege, transfers a portion of their capital’s grainery reserves to the Kingdom of Varjik. (RKH gifts Karys (49) Wheat TP 2 to TFR!)

    In an aggressive trade negotiation, the Concordance Republics seize several key resources long held under Whitefeather name for themselves. Paying a pretty penny, the former dwarven kingdom now turned aristocratic republican conglomerate negotiates the redirection of shipments of both native Inyoni Crescent Incense and Ti Linnad Pegasi. The Whitefeather Kingdom prided itself on its aerial superiority, yet without these resources at their disposal, they may find their main advantage had its wings clipped. (CAL buys out Inyoni Crescent (45) Incense TP 1 and Ti Linnad (21) Pegasi TP 2 from WFK!)

    The Sfaïri Free Alliance had an affinity for the remnants of old Avakonia, and with their resumption of hostilities with the Pride, it appeared that gave the Alliance all the excuse it needed to pursue aggressive buyouts against the Pride’s fledgling internal economy. While the Rakshasa sought to turn the merchants away through violence, they did not meet with Rakshasa for honor duels on the field of battle but instead exploited the newly instilled value placed in coinage to negotiate more favorable trades than the Pride could offer the desperate few free remaining iron miners of Hearsease. (SFA buys out Heartsease (72) Iron TP 2 from SMP!)

    Looking to expand on a lucrative business opportunity, the Jintha fund further development of their Ruined Scroll merchants with contacts far to the north. A bit closer to home the Volzen invest in Mrazite, swallowing up the last available source of the mysterious anti-magic material. (JTA buys out Region 104 Ruined Scrolls TP 3 and Raesija (64) Mrazite TP 3!)

    Targeting the Overvann while they struggle under the incompetent leadership of the Kobold King, Coatl merchants move against the northerners economically in Ti Linnad seizing flocks of Pegasi and redirecting them towards Palmor lands. (CTL buys out Ti Linnad (21) Pegasi TP 3 from OVN!)

    While efforts elsewhere within the Pridelands do not go as desired, within Les Alpes de Sang, perhaps owing to the respect earned by the Rakshasa among the chateau warlords from stories of their conquests, the lions find their efforts at economic parley more welcome. Purchasing Idol Fragments, a resource of dubious utility, the Rakshasa are left pondering the utility of trading over raiding when this was all they had to show for it. (SMP buys out Les Alpes de Sang (57) Idol Fragments TP 1!)


    War!

    In divided Overvann, where kobold king Oppkomling rules opposed by the downcast family of Jarl Olaf whom the kobold had defeated in battle, the late Jarl’s brother Hrothgar the Black hefts his war axe once more in preparation to restore what his brother worked so hard to build for his family. He was an elder warrior, and one did not reach elder within Overvann without a knack for battle. (OVN introduces Mil 8 General Hrothgar the Black!)

    While ultimately unable to seize the Supreme Chancellorship, it seems Crandis Zasini, the mysterious and seemingly quite powerful candidate from out east, had captured enough attention that he receives an appointment within the Khirese armed forces recognizing him a portion of greater authority. (KRS introduces Mil 9 General Crandis Zasini!)

    Within the Sultanate, an intense crucible is put forward by Magi Vecto, the famous veteran of multiple wars in Palmor and all notable Sultanate military engagements, to select another general to serve the Sultan. Intellect, Magic, Leadership, and Strength are tested with the ultimate winner emerging as Magi Arunca. (RGO introduces Mil 8 General Magi Arunca!)

    Within Izbefe, the rallying speech given by Queen Sigyn and the elation at the small southern kingdom’s involvement in the elimination of the Brinefather as a blight upon the northwest has spurred a wave of national pride that sees young men and women from across the region rising as one to aid their Queen. Though less well equipped than a formal legion and decidedly lacking in proper training, a sizable army marches on Karak not with war but service in their hearts. There, Roda, a petty noble self taught the arts of war and the captain of this self-made levy, pledges her and her fighting men’s swords to serve Queen Sigyn as she sees fit to use them. (Izbefe gains 1 Unit and Roda, a Mil 7 General!)

    The Marasa push forth once again, seeking to punish Varjik for their betrayal of the long peace. A small force under Fool’s Eye departs from Ka-Ruun, hoping to enter Bysthia stealthily and take the imperials unawares. To his disappointment, as the army makes its way across the border steppe, the banners of Varjik and Karys are sighted en masse. Outnumbered four to one by this mass of human warriors, he has little choice but to engage in battle. He orders a detachment of Immortals to stand at the rear and cut down any soldier who would retreat or flee, but even this assured death is unable to rally his men and Fool’s Eye falls alongside nearly four thousand of his soldiers, leaving the way to Ka-Ruun open. The former slaves turned tradesmen are freed from the yoke of the Pride and put under the yoke of Karys as their liberators.
    Spoiler: Marasa/Varjik Clash over Ka-Ruun (62) & Bysthia (63)
    Show

    SMP: 2 Units + 10 Fools Eye + 5 Tech + 16 = 33
    Varjik/Karys: 5 RKH Units + 3 TFR Units + 10 General Atamina + 1 Tech + 16 = 35
    SMP Casualties: 50% (1 Unit) + 1 size loss = 2 SMP Units (full army) lost
    Karys Casualties: 40% (2 Units) + 1 size loss = 3 RKH Units lost
    Varjik Casualties: 20% (1 Units) + 1 size loss = 2 TFR Units lost
    Karys/Varjik Victory! Karys loses 3 Units, Varjik loses 2, and SMP loses all 2 Units, Fools Eye (10) is killed! Ka-Ruun (62) is conquered by the Restored Karysite Hegemony and the region is in Unrest!


    When it came told that the Karysites and Varjik were breaking their treaty with the Pride early, the Maharaja had ordered the long held assault on the Aspen Heights to begin. The Rakshasa king’s most trusted general and heir to the line of Tashan Kkoya, Sithara, is sent with a significant Rakshasa contingent to besiege the mountain fortresses that housed Firethorn mercenaries and native Aspen Heights defenders. Early campaign battles see the Pride inching closer and closer towards victory, and after a year of struggle Sithara lays claim to three fourths of the region’s forts surrounding the capital city. Unfortunately for the Pride, they had not anticipated the arrival of the Magic Eater, who burrowed up beneath Sithara’s very own feet to intercede on behalf of Varjik.

    The Rakshasa general engages the dragon in combat directly alongside her personal guard contingent from Fang 3, putting on an impressive display against a creature that clearly outmatched her capability. The Bane of Pellos seemed to find the Rakshasa general amusing in her own capacity, and while the terrifying cyclones of rock and dirt summoned by the dragon tore apart the half breeds and greenhorn lionesses of Claw 2 as they moved in towards the Varjik capital, Sithara was spared this fate, instead being taken captive by the most violent and ambitious dragon who saw in the lioness general another potential champion as she had seen in Sofrid. Few survivors live to return to the Pridelands, but those that do come bearing tales of Sithara’s captivity by the dragon and the underhanded desperate tactics employed by Varjik to secure their capital against the Maharaja.
    Spoiler: SMP Invasion of Aspen Heights
    Show

    SMP: 3 Units + 10 Sithara Kkoya + 5 Tech + 16 = 34
    Varjik/CSC: 3 TFR Units + 3 CSC Units + 9 Great Jain Anivine + 3 Tech + 10 + 8 Magic Eater’s Favor = 36
    SMP Casualties: 60% (2 Units) + 1 size loss = 3 SMP Units (full army) lost
    Varjik Casualties: 30% (1 Unit) = 1 TFR Unit lost
    CSC Casualties: 20% (1 Units) = 1 CSC Unit lost
    Varjik Victory! Varjik repels the Pride invasion only with the aid of the Magic Eater, Varjik loses 1 Unit, CSC loses 1 Unit, SMP loses all 3 Units, and general Sithara Kkoya (10) is captured by 'Kidveva'dvuj! Aspen Heights (59) remains under Varjik control but falls Unstable after having needed dragon support to remain free!


    The Monarchist Rebellion in Altessa seemed at first to be a simple outpouring of discontent, but it has taken on a darker turn. Harari’s force soon changes from hunters to hunted, as, aided by some unnatural magic, the rebels neutralize nearly the entire chain of command of the army. As Harari struggles to retain control of his now-unwieldy force, the self-proclaimed Lord Brikkestonne surrounds his superior foe and only adds to the chaos. While his own forces are greatly diminished, Brikkestonne chases Harari to the borders of his “Kingdom of Altessa” over the next several weeks, and the rebellion seems quite close to success.

    The nascent Kingdom of Altessa successfully draws the attention of stragglers from the Crescent Company’s outpost in Heartsease who offer to serve the newly crowned King Brikkestonne as royal guardsmen. The arrival of these reinforcements only makes the reconquest of Altessa all the more difficult.
    Spoiler: Altessa (61) Rebellion against Khirus
    Show

    Rebels: 3 Rebel Units + 8 Lord Brikkestonne + 15 + 3 Tech/Dragon Favor = 29
    Khirus: 5 KRS Units + 5 Acting Chancellor Yuval Harari + 2 Techs + 9 = 21
    Rebel Casualties: 20% (1 Unit) + 1 size loss = 2 Rebel Units lost
    Khirus Casualties: 40% (2 Units) + 1 size loss = 3 KRS Units lost
    Rebel Victory! Rebels lose 2 Units, Khirus loses 3 Units! Altessa is independent from the USRE with 2 Monarchist Units, 3 Dragonspawn Units, and 2 CSC Units under Lord Brikkestonne (8) remaining to fend off a counter attack. Khirus is no longer an Empire and is incapable of taking a 7th action until 12 regions are regained under their banner and a Diplomacy action is taken to restore imperial status. Failure to re-consolidate imperial status within 3 rounds (R26-R28) will result in needing another Diplomacy 10 special action to establish an Empire!)


    No small army had answered the call of the Arndok to defend her homeland against the coalition of Black Company and nativist opposition to her autocratic rule in the lead up and wake of Byon-Krace’s battle with the Frostfather. Legions from Ti Linnad and the UNC both joined Crescent Company warriors and lazar’s own native defenders to meet the Arndok’s civil war opponents. Unfortunately for this coalition, it seemed the Black Company had spent its time in recovery training for just such an occasion, and near the entirety of the Islands’ tactically sound bases are already secured by Black Company garrisons before the Arndok’s army can reach them.

    With a fortified position within the Isles and native familiarity, the cunning commander Captain Karas Mar manages to outmaneuver and outfight the far numerically superior forces of the Arndok, drowning thousands of foreign soldiers in Lazarite waters, and cutting through the bulk of the Arndok’s personal army. Kasiri’s guerrilla fighters and the Black Crescent garrison are the only soldiers spared the awesome wrath of Karas Mar who moves to secure the Moot Point in his and the Black Company’s name, leaving the Isles divided still by civil war!
    Spoiler: Isles of Lazar (28) rebellion against the Arndok
    Show

    Rebels: 2 Black Company Rebel Units + 7 Black Company Captain Karas Mar + 19 + 1 Tech = 29
    Lazar & co.: 2 LZR Units + 1 CSC Unit + 2 TLD Units + 2 UNC Units + 8 Basilis Ka Aldana + 1 Techs + 9 = 25
    Rebel Casualties: 10% (0 Units) = 0 Rebel Units lost
    LZR Casualties: 20% (1 Units) = 1 LZR Unit lost
    TLD Casualties: 60% (1 Unit) + 1 Coalition Loss = 2 TLD Units lost
    UNC Casualties: 50% (1 Unit) + 1 Coalition Loss = 2 UNC Units lost
    Rebel Victory! Rebels lose 0 Units, Lazar loses 1 Unit, Ti Linnad loses 2 Units, UNC loses 2 Units! Isles of Lazar are in Unrest with 2 Rebel Units in defensive positions against Arndok Lora.

    Lazar may remain committed to Arndok Lora necessitating another battle for control of the Isles, or may accept a military coup by Captain Karas Mar granting the Isles a new leader with Mil score = 7 and remaining stats rolled as 1d4 no modifier save the random +1 granted by an earlier Lazarite Miracle boon to regional leadership. Accepting the coup will result in the remaining loyalist army switching sides ending the civil war this round without a battle.


    Aspirant Grozhinus was not a tactician but a priest of the Perijanist orthodoxy first and foremost, and despite the conviction with which he led his fellow rebels against the Dejanist and now Dragonist heresy of the Queen, they were simply no match for the disciplined warriors under Bisera’s command. The rebels put on a good show, inflicting not insignificant casualties on the Queen’s host, but ultimately it is superior training and cohesion that seizes the day. Palanam is forced to acquiesce to Karysite hegemony once more, depleted of its rebellious urges for a time.
    Spoiler: Palanam (65) rebellion against RKH
    Show

    Rebels: 1 Rebel Units + 5 Aspirant Grozhinus + 13 + 1 Tech = 20
    RKH: 2 RKH Units + 8 Queen Bisera III + 1 Techs + 11 = 22
    Rebel Casualties: 60% (1 Unit) = 1 Rebel Units (full army) lost
    RKH Casualties: 30% (1 Unit) = 1 RKH Unit lost
    Karysite Victory! Rebels lose 1 Unit, RKH loses 1 Unit, and Aspirant Grozhinus is killed by the RKH! Palanam remains within the Karysite Hegemony but is in Unrest!


    ‘Ridi’r has always been resistant to change. Even with the emergence of the gods of old, there are many who refuse to abandon Dejan. The only logical response is to crush the ill-advised rebels, and that is just what ‘’Xa’kadx does. The Dejanites fight hard, but the Dragon fights harder, and he emerges without open opposition to his rule.
    Spoiler: Rebel uprising in Ridi’r (85)
    Show

    Rebels: 2 Rebel Units + 4 'Ke'thaqr + 10 = 16
    RDR: 4 RDR Units + 9 Ridi’r General + 4 = 17
    Rebel Casualties: 30% (1 Unit) = 1 Rebel Units lost
    RDR Casualties: 20% (1 Unit) = 1 RDR Unit lost
    Ridi’r victory! Rebels lose 1 Unit and disband, RDR loses 1 Unit! Ridi’r is in Unrest!


    Discovery! Map!
    Spoiler
    Show


    RHUNE INVESTIGATES REGION 93 MIRAGES - 10 & YONDAR INVESTIGATES - 19

    Dispatch agents to investigate the current state of affairs in Binpultry (Region 5) - 14


    Terror!

    In Les Alpes, the Bloodied Hands find recruits, promising food...but more importantly, with their struggles becoming more open, they turn to more traditional means of acquiring followers in the region, and one of the Chateaus is turned into a temporary headquarters for the Burning Hands to oppose their kin. (Les Alpes HC 3 becomes DRGN)!

    The mirages in the northeastern deserts have grown more frequent and more tangible in their effects. Images of the Frostfather are said to appear wheeling in the air above passing ships, with the air noticeably cooling from their presence. Many are quick to assume this to be the Frostfather’s doing, but from what Yondar and Rhune diplomats report something more insidious may be taking place deep within the region’s hostile interior. Reports of a tower of ice sitting within a burning sea of salt, unmelting and shrouded in icy mist, has some wondering whether a sorcerer, either from Lindeen or unassociated, may be attempting to turn the region into his personal demesne. Whatever the truth of the matter, it seems the activity in the region has disturbed a number of the natives, undoing much of the work by Yondar and Rhune to settle the region down. (Region 93 is in Unrest!)

    North of Cesaria, where political machinations threatened to rebalance power dynamics along the mountain range, another political event was occuring. Spiritualists of both Jalyeong-bo shamanist and Rhunic Animist variety have come under harassment by the local Dejanite Cult. Unprompted honor duels and assaults on spirit circles have pushed the spiritualists to their brink, and they strike back viciously against their Dejanist neighbors. Without a nearby Dejanist state to protect them, the worshippers of the First Emperor find themselves beset on all sides by an invigorated spiritual assault. Blood flows freely in the streets, and when the fighting stops, many in the region lay dead or dying, and the temples fall silent. (Region 103 HC 1 and HC 3 are converted from Dejanite Cult and Jalyeong-bo to Open!)


    Other!

    While the Cinder Queen was not an object of material devotion with the Theocracy of Coatl, the Exarch had made clear his stance on the nearest dragon, and so when reports come south of Regno’s participation in the slaughter of 'Gxe'dhok, greedy corn merchants seek to manipulate the political balance of power brought on by the dragons’ arrival to their benefit. Coatlean merchants currently dealing with Regno on a regular basis threaten to cut off the Sultanate’s supply of maize in the coming years as retribution for their assault on behalf of the Cinder Queen unless the Sultan hands over the secrets of Fish Glue Manufacturing and Meteorological Navigation to the Coatlan merchants. Failure to provide the requested technologies will result in a mercantile seizure of Regno’s corn shipments in the name of the Exarch. (RGO to provide Fish Glue Manufacturing and Meteorological Navigation to the Coatl Theocracy in Round 26. Failure to do so will result in Coatl (33) Corn TP 3 being seized from RGO by CTL merchants!)

    Ihjiasa from beneath the waves in Masdoli rise to the surface of the lake they call home with feelers loaded down with Dragon Eyes. It seemed a seismic shift had exposed a great vein of the peculiar red stones, allowing the jellyfish like Ihjiasa to pluck them from the lake bed with relative ease. The influx of stones has undoubtedly increased the wealth of the region, but as more of this newfound wealth flows into Ihjiasa tentacles, the local human populace begins to grow increasingly perturbed. On the eve of an important Ildian holiday, human supremacists launch an attack on a Ihjiasa outpost near the shoreline, killing fifteen and sparking open conflict throughout the region between the “Jellies” and the “Solids.” While not yet to the degree of outright civil war, tensions are higher than ever and the Ihjiasa petition Empress Crexa to help diffuse tensions in the region before more of their kind are killed, or - worse yet - they are forced to retaliate. (Masdoli (47) Dragon Eyes increases from [Good] to [Great] with TP 3 under WFK control! Masdoli (47) is in Unrest!)

    Delwin demands additional food, having grown tired of the constant diet of fish provided by their Overvann lords. Should the local demand for novelty be met, the Lord of Del and Green Lords promise King Oppkomling additional tin mines will be opened and staffed with those brought on by additional food shipments. Failure to acquire additional food, however, could result in serious civil strife as the people grow impatient with their nominal rulers. (OVN is requested to acquire 1 TP of foodstuffs in Round 26. Successfully doing so will increase Delwin (84) Tin from [Good] to [Great] with TP 3 under OVN control while failure to do so will result in Delwin becoming Unstable!)

    A separate platoon of lazarite mercenaries formerly associated with Captain Mar of Lazar travels to Inyaka seeking employment among the continental rulers. The battalion finds its way to Yondar, where the mercenary band’s leader Vista petitions Queen Tanya for an audience. He offers his men’s service in exchange for the renovation of Port Thalos-Dor to include a barracks for himself and his men. (YDR may construct a 2-action Project using Diplomacy, Economy, or Military to renovate Port Thalos-Dor. Completion of this project will result in YDR gaining 2 Mercenary Units. Offer expires at the end of Round 27.)
    Last edited by Rolepgeek; 2018-10-15 at 10:57 PM.
    Sincerely,
    Role P. Geek

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