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  1. - Top - End - #601
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance
    Round 27 (181-183 IR), regions 106 (Sfaïr), 102 (Cesaria)
    Dame Elena Blanc


    Actions:
    1. [Military]Recruit 1 unit of Andavenpolis Mercenaries
      The Leader is pushing for military reforms; never again would there be such a shameful display of disgrace as the botched Sfaïri invasions of the northern territories. One of the most important changes is the professionalization of the army. Less conscripts and more professionals means an army that will fight harder and lose less soldiers. The Sfaïri have never cared much for the background of the soldiers - as long as they're loyal, they're fine, whether foreigners or compatriots, so the army is bolstered by hired foreign mercenaries from friendly countries.
    2. [Military]CSC base 1/2
      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 Dame Elena, who has, somewhat oddly, not expressed her opinion on the matter. 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.
    3. [Intrigue]Secret Roll: 12
      A secret body of agents is formed in Cesaria by Elena, who has more freedom to govern there as she wishes than in Sfaïr, and they are tasked with their first mission.
    4. [Economy]Buy out sheep (102.1) 2d6 + 5 Econ (use liege's score) + 2 support self Roll: 10
      While the takeover of Cesaria was a fairly quick affair, the merchants there turn out to be less than trusting of their Sfaïri counterparts. One issue may be the entirely different religious influences in the two countries, a problem that the Leader & Queen reportedly seeks to amend.
    5. [Economy]Buy out sheep (102.2) 2d6 + 4 Econ + 1 CSP + 2 support self Roll: 11
      The Sfaïri government notices the suspicious lack of trade between Sfaïr and Cesaria, and intervenes. The Treasurer of Sfaïr's efforts to negotiate an agreement on the import of wool yield little progress, however.


    Non-actions
    • Support Dvatla's claim to Perivan
      It is as if Abhidi itself determined the best possible border arrangement when creating the world - Sfaïr shall rule the lands on the northern side of the mountains and Dvatla shall rule the lands on the southern side.


    News and Rumors
    • Spoiler: Public speech of leader, particularly but not exclusively relevant to Azenhal, Khirus and Coatl (and Whitefeather)
      Show
      "When the Sfaïri first awakened to outside politics three score years ago, as they were taking in all the diverse nations, one among them immediately stood out as a bright star would, its virtue and benevolence not lessened by its unmatched might and splendour. Travellers brought home stories of the imperial court, and even the mightiest of nobles were dreaming of merely being invited to the empire’s great capital. Though I was but a babe in the arms of my mother at the height of their power, even now all my elder advisors assure me that they sought to imitate the empire’s fashions, and that, every time they gazed at the southern horizon, their minds filled with hope for better days to come after the civil war that was raging in our homeland.

      Yes, I am indeed speaking of the Empire of Whitefeather, which is now unfortunately more known for its stagnation, being rivalled in this respect only by Avakon. The extent of decay that took place in Whitefeather’s government has become fully known only now, however there were signs that this was happening. Some simply hoped the Empress would take care of it, some simply turned its back on it, looking toward other beacons of culture such as Regno, and yet others were occupied with matters of their own too much to potentially offer a helping hand to Whitefeather.

      And they are not judged for this. Even though it might have been noble of Sfaïr to aid Whitefeather, we had no obligations toward them. Indeed, there are rumors that Whitefeather did not even know of our existence. But as a new age dawns, I find that we must involve ourselves in the south more, lest Sfaïr itself is threatened.
      Surely Dejan the Mirror-Wise knew this best of all: the one who rules Uhraiya rules all of Emjata. The three greatest continents surround this inland sea, and should it descend into bloody war and chaos, trade, the hallmark of civilization, could become infeasible, and to return to the subject, a warmonger possessing this coast could invade Inyaka, the home of many peaceful nations, including the Sfaïri people.

      As all here certainly know, Whitefeather is currently being assaulted by a coalition comprising the Union of Southern Republics of Emjata and the Theocracy of Coatl.

      I believe the Republics to be reasonable and cultured; it would be honorable and wise for them to content themselves with their gains already made in the parts formerly in the south of the Whitefeather Empire, especially, though this matter does not concern Sfaïr, in light of their looming conflicts with Varjik and the Pride. I believe that a nation assimilating another results in needless hostility and resentment, and that there is no need to change the current state of affairs.

      I must admit I do not know as much of the Theocracy lying in the far east, but I shall not discriminate without a reason to do so. However, I am not alone in being disconcerted by the current rapid growth of their territory, with much of this growth bought by military force, especially given that they have previously seemed content with the status quo for many years. Regardless of the cause being a change in the Theocracy’s internal govenance, or their generals simply spotting an opportune moment to strike, it would reassure many to know that the Theocracy’s intentions are virtuous, in particular by preserving the religious freedoms in the territories they have acquired from Whitefeather, a perhaps somewhat challenging task, given the Theocracy’s very name.

      This all might be taken for a declaration of war, or an insult directed toward the southern nations addressed earlier. It is neither, and it is my sincere wish that this situation is solved peacefully.

      Finally, I request that Ti Linnad and Dvatla, our allies, one of them a vassal to Whitefeather, at least consider the southern situation, if they do not consider it necessary to take action.

      Should the argument from simple necessity fail to convince you, I once more appeal to morality. Even as Xo'xa'va'j the Dragon is rallying her subjects against the North, she is right in one thing: the Whitefeather Empire, renowned for its refined culture and righteousness, should be lent a hand in restoring order by other kingdoms, not be consumed by them.”

      ~Leader of Sfaïr and Queen of Cesaria Elena Blanc in 181 IR.

    • Spoiler: Short story about the failed invasion of 103 from Elena's POV here!
      Show

      Elena looks up at the sky. It is getting lighter and lighter, and soon the sun will rise, but her father has not returned from his night mission in the middle of the enemy territory yet. She looks around. The fortified camp of the Sfaïri army is visibly dirty even in the torchlight; such a state of matters would normally be a cause for all of the soldiers involved getting disciplined. However, she knows that the morale of the rank-and-file soldiers has been reduced to its breaking point by the enemy’s dirty tactics. And, despite developing a reputation for it (what kind of 16 –year-old girl would convince her father to go to a purely offensive war and then accompany him?), she actually did not have a stone heart.

      ”Well, what shall we do now?” She turns to the captain of her personal company, a six foot tall, bronze-skinned woman clad in a mail coat and a fine blue tunic. Although the captain was almost a decade older, she was one of Elena’s few friends. Even though Elena was a princess now (she could hardly believe it!), the captain had the privilege of adressing her plainly. ”I know it is difficult, but let us wait some more. It is unlikely, but if Sir Gerold has been caught, he is beyond help anyway.” Elena has little choice but to accept the facts as told by the captain. Why didn’t Gerold tell her in advance? Surely it would have been better if they planned the operation together. She smiles at the soldiers as she walks to her tent, but her anxiety grows by each second that passes.

      Rows upon rows of soldiers stand at attention when the horn sounds the command to assemble in the morning. Elena surveys her army, now with anger clearly visible on her face. She explains that they have just lost their Leader in a voice so icy that some would rather face the Tëhlër̨khët of the freezing north again. Then, as they all move on her orders to the temple where Sir Blanc presumably went, her small body is consumed by amounts of burning hate rivalled only by dragon-fire; she spurs her horse on and on, and despite her escorts‘ best efforts, she ends up at the very front of the army. Before long, the Sfaïri host makes it to the temple.

      Elena is holding a short sword, an appropriate weapon for her given her small build and youthfulness. It was given to her by “Auntie” Rosa, who, though she is one of the best warriors Elena knows, having trained in Obroslo with the Crescent Company, doesn’t draw her weapons lightly. Rosa is not a pacifist, she said it herself, but she fights only only if she is sure that someone would suffer more otherwise. But now, Elena’s ruined the gift. It is covered in something... ”AAH!” Bodies lie left and right. Of course, she isn’t a warrior, so at most one or two of these are her doing, the rest must have been the soldiers who are now searching the temple, trying to spot more enemies, or looking at Elena with expressions that show concern, surprise or, or, was that resentment?! Elena manages to collect herself just enough to register a soldier reporting that Sir Blanc was not found, dead or alive, even though it appears that he indeed was here before. She has the strength to utter a few words only: ”Please bury… and go home.”

      Elena stands on the stern of a ship. Perhaps by Abhidi’s mercy, her memories of earlier events are hazy. She is looking back at the cold waters of the bay, and the land beyond it, for lack of a better name called Cesaria Inferior. Her emotions are still failing to take in what occured, so she tries to analyze the situation rationally. The natives clearly do not want them there, and at least their courage in fighting off the Sfaïri was worthy, if nothing else. On the other hand, Elena simply must find out her father’s whereabouts, and the country was on the verge of falling to the Sfaïri, the surprise battle at the temple accounting for most of the defenders. And even if the inhabitants of Cesaria Inferior are brave, independent and such, certainly it would be better for them to adopt Sfaïr’s more refined political system, no? Sfaïr itself suffered greatly when it was cut off from the rest of the world, with internal wars raging for eleven months of the year. The desire to return, definitely not now, but sometime in the future, was there, though infinitesimally small as of now.

      Then she jerks, suddenly feeling several stares fixated on her back. Some of the soldiers, especially among the long-serving members of the Alliance Guard, seem to have taken a dislike to her. They were still respectful as required, but when they were off duty they whispered about her, and she knew she deserved it. The whole war was her stupid idea, though she was influenced heavily by Sir Theophanous, and the rescue operation being a horrid and bloody failure was undoubtedly her fault, too. She should have known that her father was going to… daddy! Why, daddy, whyyy??? She cries quietly, curling into a cloak-covered ball of misery.


    • While Elena has been the favorite to take her father's place, and the governors have quickly confirmed her as the Leader of the Alliance, there has been some unease related to the fact that she is the daughter of the previous Leader - is this a sign of monarchy finally returning to Sfaïr after hundreds of years?

    • With the large territory of Cesaria effectively coming under Sfaïri control, some are excited for what the future may bring and imagine a future where Sfaïr will be a grand union of free countries stretching from Regner to the newly discovered eastern land, from the The Cays to Avakon. Others warn that the "new Sfaïri state" is in fact the property of its Queen, and while Elena may be a benevolent, reasonable ruler, those who succeed her may not be.

    • Ve'va'qa'qadvo's banishment by a Tëlir Geza goddess is appreciated, and more people begin to view Dvatla as an ally.

    • The twins born to Sir Blanc and Vashta Narada are given additional names in Sfaïr. Macra is named Foy, in honor of the diplomat killed by the 'Rigx in the Battle of the Temple on the Mount. Rassilion is named Nithard after the legendary hero who has repelled the Tëhlër̨khët invasion into Sfaïr in ancient times.


    Spoiler: Ruler
    Show

    Dame Elena Blanc (born 164)
    Diplomacy 3
    Military 3 + 1
    Economy 4 + 1
    Intrigue 4
    Faith 2
    stats from roll, last round and Sir Gerold Blanc (father)
    (specials used: none)

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

    Spoiler: Units and generals, relics and misc. bonuses (GP, CI)
    Show

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


    Generals (1)
    Berchar the Walking Wall 6

    Great Projects:
    Sfaïr (106) - The Clear Sky Pass: +1 to one buyout/round, negates distance losses between Sfaïr and Perivan, may be upgraded with a Fortification Great Project to require owner's permission for negating distance losses.

    Cultural Identities:
    Allies of the Alliance (Inc. die size on increasing reputation with organizations)

    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
    Died in battle with region 103 natives
    Sir Gerold Blanc (former ruler)
    Defenders of Súthburg
    Rúgari Avengers
    Elven Scouts


    Spoiler: Important characters
    Show
    Numbers in parentheses are birth dates.

    Regions - Regional Governors (6)
    Foreigners' Quarter - Sir Varden Bandeson (135)
    West Rúgari - Dame Rosagund Luitbertien (155) - currently in Obroslo
    Andavenpolis - Sir Lull Radeburg - Treasurer (141)
    Contrad - Sir Isernbriser (154)
    Temple of Besso - Sir Médard Ansfing (133)
    Súthburg - Sir Anatole Theophanous (130) "Theo the Pompous"

    Lyebault Merchant (131) - Magi Indago's friend, Initiate, now a diplomat in Regner
    Elena's brothers and half-siblings - TBD


    Spoiler: Technologies
    Show
    (5)
    Warded Locks (Hard Metal)
    Fish Glue Manufacturing (Hooved Animal or Fish)
    Surplus Production (Two Pairs of Resources)

    Refined Pician Weaponry (Iron or Bronze) [Close Combat Weaponry]
    Sacrificial Magic Supply Lines (Crops/3 Crops) [Logistics]


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

    Jintha: Mutually abstain from buying out each other's TPs unless permitted
    Regno: Give them two technologies of their choice in exchange for techs received earlier
    Overvann: Promised economic help
    LoWS: Receive a technology as payment for platinum


    Spoiler: Owned TPs
    Show

    64.1 Mrazite (Antimagic)
    80.2 Malachite (Gem)
    101.2 Sweetwine (Crop)

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


    Spoiler: To do
    Show

    Saved actions:
    [Diplomacy]Build CSC base in 106 (Sfaïr) 1/2[/B]
    The construction of the Crescent Company base in Sfaïr has been delayed for a long time. However, now Sir Blanc, who was rather pacifistic, having seen the horrors of war firsthand, is dead. Furthermore, it appears that Dame Rosagund, the one pushing this project, has gained a valuable ally in the new Governor, Sir Isernbriser. They agree on many matters, such as the necessity of a strong and versatile military force.

    Rumor has it that Dame Rosagund is also concerned about the continued independence of the CSC, given that the Linnadi intend to make Obroslo, the kingdom where the CSC headquarters are located, a member of the Northern Council.


    Great project - fortify Clear Sky Pass

    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?)
    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; 2018-11-25 at 12:53 PM.

  2. - Top - End - #602
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: [EMPIRE4!] IC Thread

    Jintha
    Ruler: Taelia Riveria
    Round: 27 Region: 76, 108

    The celebrations for the reclamation of the Merchant Prince status was still underway when the dreadful news arrived, a new dragon had set its eye's on Jintha. The council was gathered for an emergency session a thing that they had unfortunately gotten used to after the currents dissipated some years ago the world does not wait for the Volzen. The years without tribute to Ghe'Dox passed far to and now 'Kidveva'dvuj wants to take her place, knowing that they cannot fight the dragon they are forced to conclude that tribute must be paid. When the council concluded the meeting and Taelia opened the door a messenger was waiting, accepting the message she quickly read it and with a sigh closed the door again informing the council members another issue needed discussing. During one of the trading operations in Mareen one of the traders could not keep their cool when challenged by a Omanush admiral a heated game of Pachek quickly escalated and before anyone knew it the Omanush got thrown out by the Rakshasa and the Omanush Convoy informs Jintha about the displeasure this has caused. The council will attempt to reconcile the relationship that got damaged by this silly altercation.

    Actions:

    1. [Military] Raise 1 Unit
    The military recruitment is picked back up after more barracks have been constructed and the drive that existed in the last recruitment spree still exists and the barracks are quickly filled with new recruits who are handed their weapons and send to the training grounds.

    2. [Military] Raise 1 Unit (coatl perj trait allowing me 1 extra unit)
    During the recruitment of soldiers the organisers notice that a large group of Volzen are gathering on the other side of the plaza when the group becomes big enough and can no longer be ignored a few guards are send over to find out what is going on. When the guards end up in discussion with what appears to be the leader of the group the recruiters go and check it out for themselves. The group turns out to be a congregation of very faithful Coatl worshippers and wish to contribute to the recruitment effort. This dedication can not be turned down and camps are set up while yet another barrack is being build for these new recruits.

    3. [Military] [Military 5] Recruit a general Military Stat 7
    On day two of the recruitment drive a large Volzen approaches the sign up booth and proclaims that she is the woman to lead the armies into battle rather than having Taelia draw up plans and not setting foot on the battlefield. When the position is refused she challenges five of the most veteran soldiers to combat and after the first two fell swiftly the other three stepped into the arena together only to suffer the same faith. Proven her strength she looks around and finds Taelia standing in the crowd walking up to her she challenges Taelia to a dual not in strength but in strategy. Taelia gladly accepts the challenge on the condition that the challenger introduces herself and so she did her name is Mia Grand. The challenge takes the form of a war game where both participants are given troops of equal skill and experience, the goal is to either wipe out all the enemy forces or the enemy commander a soldier is considered defeated when they receive two hits of the wooden swords used and the commander requires three. When the game starts Mia quickly advances and pushes Taelia back with ease even though not many of Taelia's forces are going down they are being pushed closer and closer to the enemy commander, this is where the battle turned Mia had not noticed that the forces being pushed back only accounted for 70 percent of Taelia's army and found her army surrounded after the remaining forces came out of hiding. Taelia order her soldiers to disarm Mia's soldiers and have them surrender, when Mia was about to counter with the fact that this did not constitute a victory she felt three points in her back as a handful of soldiers had circled around and manged to catch her off guard by using her blind spot Mia admitted defeat. After the game was over Mia prepared to go home when Taelia approached her and offered her the position of general it seems Taelia saw potential in her and she was not about to let this chance go to waste. From this day onward Mia Grand would lead the Volzen into battle.

    4. [Diplomacy] Raise rep with Omanush Convoys fail 11
    After the unfortunate incident in Mareen Diplomat Bete is send over to improve the relations with the Omanush Convoys however upon arrival he finds that the person with whom the talks are to take place is none other than the admiral that started the game of Pachek and even though Bete managed to not make matters worse he did not succeed in repairing the relationship between Jintha and the Convoys.

    5. [Diplomacy] Establish a marriage claim on Wuzei Darak (75) success 15
    While on a trip to Wuzei Darak Kratos Aurion the human representative from the council of elders meets a Darak that steals his heart and upon return announces that a wedding is to take place. Upon learning that the woman is question belongs to the royal family of Wuzei Darak laws and edicts what this could mean for the future of both countries.

    6. [Economy] Tribute to the spellfather success 19
    Another day another dragon the traders that are preparing the goods for the tribute had thought these times were behind them when Regno and their allies killed Ghe'dox however here they are again for the next dragon that had decided Jintha was hers. As they had heard of some particular demands 'Kidveva'dvuj made they had to be sure that part of the tribute consisted of Huo-Ke Squid, Cloudwing Piranhas and Ruined Scrolls in addition to Iron, Mrazite Crystals and Platinum. As the ships were send off they went back to their book keeping to note down the losses that had been incurred today.



    Non Actions

    As the last payment of silver to the Imperial Sultanate of Regno was missed Jintha sends a double shipment of silver with some added Azonite for the continued study of the Volzen students.

    Ruler Stats:

    Diplomacy: 8 + 1
    Economy: 10
    Faith: 1
    Military: 7 + 1
    Intrigue: 5

    Spoiler: News and Rumours
    Show

    • After returning home Loyd informs the council that he was unable to win Queen Sigyn's heart and that the suitor from Kunai was chosen. He adds to this that Lokira Rainstep's hand was offered to him to secure political ties between the two nations. Initially planning on refusing the honour it is only when Bete reminisces about the short time he and Lokira spend together on the night of Gxe'dhok's downfall, he was captivated by her beauty and kindness but knew that the difference in species would be to much to overcome and urges young Loyd to accept the proposal that he accepts.

      With the meeting over Bete approaches Loyd privately and when he is sure no one can overhear he says "listen carefully for not many in Jintha know this and you will not inform anyone else. When Gxe'dhok retaliated to the trap many lost their lives however some of these people returned to their country alive. Lokira Rainstep was one of these people and i urge you to be careful in this marriage.". As Bete walks away from a stunned Loyd he can only wonder what the future holds for Loyd.

      The next day a message is send to Izbefe with an acceptance to the marriage.




    Spoiler: Treaties / Alliances
    Show

    • Sfaïri Free Alliance: Mutually abstain from buying out each other's TPs unless permitted
    • Ambassador from Regno
    • Embassy from SMP
    • Embassy from Lindeen
    • Embassy from The Amham Federation


      Temporary
    • Glen Gwitna The Gin treaty of 175 stipulating that one new positive tech is to be given to Jintha by Gwinta.
    • Lindeen to trade heavy wooden armour tech to Jintha.



    Spoiler: Book Keeping
    Show

    List of TP's

    13.3 Iron
    31.1 Azonite
    64.3 Mrazite Crystals
    75.1 Huo-Ke Squid
    76.1 76.2 Cloudwing Piranhas
    77.2 Silver
    104.2 Ruined Scrolls
    106.3 Platinum
    108.2 108.3 Stonewood

    This round

    Total TP's 11

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

    +2 units this round

    Techs
    Full Course Discourse ( +1 to stabilization rolls /OR Dip action per round. Requires Alcohol/Alcohol, Crops, Meat, Spices. RESOURCE REQUIREMENT NOT MET).
    Fish Glue Manufacturing ( +1 to 1 economy action per round (does not stack). Requires Fish OR Hooved Animals. RESOURCE REQUIREMENT MET).

    Used actions on Taelia Riveria (first ruler)

    Diplo 5 create CI buyout Tp 2d6 -> 2d8
    Mil 5 recruit a general
    Eco 5 Upgrade Resource Quantity in Dažytija to great. (Construct 13.3 Iron Trade Post.)
    Eco 10 action Become a merchant Prince
    Last edited by Moriko; 2018-11-25 at 03:38 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  3. - Top - End - #603
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Round 27
    [Imperial Sultanate of Regno]

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

    [Imperial Sultana Venusa Regno, Grand Magus of Initia, Mother of Silence, Embodiment of the Aspect of Spirit]

    Actions:
    1. [Economy 5] Petram's Mine begins to produce Blatea, increasing Bani in Regno from Great to Superb (TP#4 in Region 8).
      After years of research, experimentation, and exploration, a new method of creating Bani has been found. Less Blatea is required to create additional Bani from Regno, and an extra mine - previously seen as not producing enough Blatea - is opened up in Petram.
    2. [Economy] With so many projects and different things to work on, Regno needs outside help, and seeks to purchase assistance from the Labor Guilds in Ka-Ruun.
      (Buyout of first Trade Post, Region 62, [Bonuses] Expanded Holds, Precision Weights, OMC Rank 5, OMC Rank 7, Fish Glue; Roll: 16)
      Though Regno has many different laborers, they also have many different projects. Outside assistance is a welcome idea.
    3. [Military] Call upon another unit of Avegan Warbands to prepare for battle against Mad King Dafi.
      The confirmation that Dafi lives is enough to cause grumbling and complaining. The notion and news that his experiments continue, unchecked, spurs many to join Regno's armed forces.
    4. [Military] Call upon the people of the Desert to create another group of Legionnaires to prepare for battle against Mad King Dafi.
      The confirmation that Dafi lives is enough to cause grumbling and complaining. The notion and news that his experiments continue, unchecked, spurs many to join Regno's armed forces.
    5. [Military] Call upon Thae Guceart to prepare for battle against Mad King Dafi, creating more Stormvine Shocktroops.
      The confirmation that Dafi lives is enough to cause grumbling and complaining. The notion and news that his experiments continue, unchecked, spurs many to join Regno's armed forces.
    6. [Military 5] Anoint Magi Rubrum of Family Nisip as the third General of the Sultanate
      (Roll: Mil 8 General)
      The notion and news that Dafi's experiments continue, unchecked, spurs many to join Regno's armed forces. They grow so large that more Colonels and a third General are needed to manage them.
    7. [Diplomacy] Sultana Venusa is quick to reassure the people of Regno proper that while she may favor Vahi'hu'j as her consort, it is the people of the Sultanate whom come first.
      (Stabilize, Techs: Full Course Discourse, Roll: 14)
      Venusa quells the fears of the people through various attendances at local parties, as well as showing the royal children making friends, and working closely with prominent Guild leaders.

    Roll link 1


    Non-Actions:
    • Allow Vassals to pass through Sultanate lands as needed
    • Bhule Embassy
    • Izbefe Embassy
    • Clanlands Embassy
      • Currently in development, the Liber family assists the Bomei Clans in creating a good place for the Ambassadors from the Kunai...
    • Dvalta Embassy
    • Khirus Embassy
    • Karys Embassy
    • Theocracy of Coatl


    Spoiler: News and Rumors
    Show

    • Venusa's two twin daughters, Tacere and Privire, have turned six. Privire seems to be a well adjusted child, with the Regno family complexion and dark hair, but never seems to stray far from her older sister. Tacere, on the other hand, has inherited her mother's magically altered snowy white hair, and oddest of all, the eldest daughter of the Sultana does not speak. It is not that she chooses not to; it appears that she lacks the usual voice. The Sultana was able to keep it quiet for quite a while, but with Water Aspect healers from all over the Sultanate having tried multiple times to correct whatever is wrong, eventually someone learns the truth. Tacere is mute. Yet... she communicates just fine with Privire, which may explain why her dark haired twin is always nearby.
    • Many within Regno are still surprised at the actions of Amham's new leader. Moreso, they are surprised that the Sultana has allowed the Duchess Gyeon to leave the Sultanate so easily, and without much fuss. There are wild rumors - soon quashed by Venusa's laughter - that the Sultana doesn't care about Amham's people. On the contrary, it would seem, Venusa cares deeply and does not wish to be seen as a tyrant. If the Duchess wants a clean separation, it would seem the Sultana is willing to accommodate it, so long as trade - and the freedom to travel between the two nations - is continued for the families and friends between Amham and Regno.
    • Though many people are still talking about Sultan Tyber's stunning attack on Gxe'dhok, there is just as much gossip about the current Sultana daring to be openly upset at the Father of Silence. Yet, it would seem clear that it's the same kind of upset that many wives have when their husbands spend too much time drinking beer, or try to braid their own hair. Sultana Venusa is much more pleased with Vahi'huj'i's willingness to compromise with Izbefe, and hopes that Queen Sigyn will at least consider the Dragon's offers.
    • The birth of Herja Hestradet is celebrated within Regno as well, with the Sultana sending the Queen of Izbefe and her consort gifts for the baby; Giant's Silk clothes for a small child, a finely crafted Hlaali Bark doll stuffed with soft camel fur, and the promise that Herja will have the support of the Regno family if she chooses to come to Bratus Academy when she is older.
    • King Dafi lives. Izbefe's own investigators have confirmed this. Venusa feels no remorse at calling upon soldiers to fight for the people of the Sultanate, and reclaim the southern lands of Regner in the name of Izbefe. The Sultana is seen flying in her dragon form from Regno to Jherki and on to Iadesh to drum up support and encourage the gathering of more Legionnaires. The Stormduir of Thae Gucert need little encouragement, and Avegan Warbands need even less when it comes to the Mad King.
    • With the Sultana's ability to fly allowing for easier travel, Venusa and Mure of the Kunai Clans meet often. Ostensibly to discuss matters within the Clanlands - and that does get done - but there are rumors that the two are... more than friends. Rumors that some Dragon worshipers in Kuniumi seem fit to pass along to Vahi'huj'i. Oddly, when Venusa hears that these rumors exist and that the Father of Silence is also aware of them, she does not seem alarmed or even ashamed. Nor does she seem to care, when it becomes apparent that she is pregnant again; this time delivering the child on a more usual time-table for an Oamenii, in the early months of the year 183. The boy is named Balaur, and other than being perhaps a bit clingy to his mother and sisters, he seems normal even with his white hair.
    • The Sultana hears from diplomats within Kuniumi that there are those within the Clans whom are unhappy that they are being led by someone not of the Clans. Venusa is unsure what to do about that, but late in the year 183, a message to the Alpha Mure suggests that the Regno family could also take a Honmyo inspired Clan name. Venusa is unclear of the exact language, but suggests something like Clan Ryukami.
    • Speaker Suveni, struggling for the last few years with the ill feelings from the 'Ridi'r towards Oamenii - as well as getting quite old - finally sends her last report to the Three Towers. She begs Regno to remember that the 'Ridi'r are her most precious students, and while they live harsh lives and are stubborn, they are no less curious then anyone when they take interest in something. She passes away, supposedly surrounded by her favored students. No replacement Ambassador is sent at this time.
    • A response to the Serene Masara Pride's seemingly contrite explanation of over enthusiastic Perjianists - an apology that aligns with Magi Mirator's own reports - at last arrives. The Sultana, in her capacity as Grand Magus, has not heard of any specific malevolence targeted at the remaining Initiates in Pridelands. As it was not an intentional attack, Grand Magus Venusa sees no reason at this time to push the matter further. Though she does hope that the Maharaja will at least see to it that any future attempts by Magi Mirator to reconvene the local Initia students are not further disrupted. And... the letter seems to hint at a curiosity as to why borders between the Kunai and the Serene Pride seem to have increased. After all, with the Kunai Clans now a part of the Sultanate, should they not be more friendly, rather then less?
    • Perhaps the most stunning of all the things that occur between the year 181 and 183 - even more so than the Sultana having another son, King Dafi being confirmed alive, or the rumors that Venusa may be dallying with Mure - is the fact that Sycoraxistan exists. With the original Diplomatic Expedition to the northwest happening over five decades ago, no one noticed when another group went - without official support - to the northeast. Those that did notice assumed them lost to the storms that have since prevented any meaningful exploration in that direction. The fact that the Sycoraxi not only managed to survive, but (in a manner of speaking) thrive, is the talk of everyone within the Desert of Magic for years.
    • What few discuss, however, as the Three Towers limits the information being wide spread, is the so called 'Storm Magus' and his enslavement of the Sycoraxi for the decades that it took to warp them into what they are today. As Grand Magus, Venusa is horrified that former Oamenii were treated so badly; especially when they were geographically closer to the city of Sortis than Deaux or even Avegan. Yet, as appalled as the various Magi within the Three Towers are at the treatment of the inhabitants of the land formerly known as Prospero, they are just as amazed that Sycoraxistan holds so much raw magical power. The current Sycoraxi magi - with their different ways of utilizing the Principles of Initia - are a modern marvel, and many Speakers beg to be the official Ambassador to the Sycorax.
    • When an Ambassador to Sycoraxistan is finally chosen - an ambitious young Speaker by the name of Curand of Family Inanis - he manages to send back two reports fairly quickly. First, the Sycoraxi are friendly and welcoming, if a little strange. Second, the land of Sycoraxistan is a harsh place, and the locals are overly cautious of what Curand says they describe as 'angry lightning'. The Speaker further goes on in his second report that he is still trying to understand why their runes seem more defensive in regards to so many types of magic, as it seems ridiculous to him that someone would make a rune to ward away 'lightning that continues to strike till it hits you'.
    • A few weeks after the second report, Sultana Venusa is reassured many times that the death of Speaker Curand of Family Inanis - due to a lightning strike - is not the fault of the locals, and that the young Speaker was warned many times. A new Speaker, Pacala of Family Novis, is sent out to replace him. Pacala is a more careful person, and manages to send three weekly reports before she dies to eating too many mushrooms. Apparently, according to her reports, Sycoraxistan mushrooms are quite delicious, and even though her local guards warn her that eating too many can cause (what she describes as) stomach problems, she can't help herself and recommends to the Three Towers that they work out a trade deal to get some to Regno. When the Three Towers hears the report from the Sycoraxi Ambassador that her stomach came alive and ate the rest of her organs, they are at first skeptical, but finally accept that Sycoraxistan is just that dangerous and the next Ambassador should probably listen to the locals more. No trade deal for Sycoraxistan mushrooms is forthcoming.
    • The third Ambassador to Sycoraxistan in as many months manages to last quite a long time. His reports continue to come in every week, and the Three Towers learns more about the Sycorax style of Initia magic then ever before. It is heavily based in wards against things, rather then the more balanced approach that traditional Initiates are used to. Speaker Broasca of Family Cedo seems to have no issues, and at last someone seems to have learned to listen. His written reports go on to establish that the area is positively suffused with what he describes as 'wild magic', and he continues to be surprised that the Sycoraxi are able to live in the area.
    • Just before the end of the year 183, Sultana Venusa is informed that Speaker Broasca has been - through no fault of anyone's - turned into a large winged toad. Apparently, this happened earlier in the year, but since Speaker Broasca found a way to continue writing his reports with his long tongue, no one knew that months ago, he used the wrong bath water. Speaker Broasca's latest report implores Grand Magus Venusa to let him stay and learn more about the region, a request the Sultana begrudgingly accepts if only because the long line of Speakers eager to be sent to the region has - mysteriously - disappeared. Though the first Sultan and former Grand Magus, Tutum Sortis, does need a place to retire to...



    Spoiler: Ruler Information
    Show

    Dragon Blooded - All future rulers of the Regno line will receive +1 Stat upon Ruler Rolls (chosen by the GM)
    Lesser Dragon - Venusa Regno can turn into a Lesser Dragon and back at will

    Sultana Venusa Regno D E F M I
    Current 7 9 7 5 5
    End of round 25 0 0 0 2 0
    End of round 26 1 2 0 0 0
    End of round 27 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Economy, +2 Military


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Regno 'Owned' Religious Centers: 11
    Total Number of Initia 'Learning' Centers: 26
    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
    • Gxe'dhok Hide Hard Metal - Artifact
    • 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)
    • Standardized Currency (Support Buyouts)
    • Fish Glue Manufacturing (1/round Econ)
    • Full Course Discourse (Stabilization)
    • Warded Locks (+2 Defend Thefts)
    • Decentralized Authority (New Ruler Stat Increase)
    • Spy Master (Can I5 a Spymaster)
    • Mass Conscription (Extra Units)
    • Red Herring Evidence (Defend Against Investigations of Secret Actions)
    • Himitsu (+1 Resist Investigations)
    • Bani Bowls [Medicine]
    • Camel Cavalry [Calvary]
    • Refined Pician Weaponry [Weapons]
    • Sacrificial Magic Supply Lines [Logistics]
    • Hard Iron Armor [Armor]
    • Inyoni Skyfarers [Live Weapons]
    • Enchanted Arrows [Ranged]
    • Enchanted Catapults [Siege]
    • Aerial Bombardment [Tactics]
    • Surplus Production [Siege]
    • Salt Wagons [Supply]
    • Signal Lamps [Tactics]
    • Standardized Fortification [Siege]
    • Dwarven Fortifications [Siege]
    • Wave Bombing
    • Diresnags [Traps]
    • Prayer Seals [Armor/Ward]
    • Stochiophraktoi [Cavalry AND Ranged Weapons]
    • Sedellan Armor Coating [Armor/Ward]
    • Coin Armor [Armor/Ward]
      .
    • Feth Dens (Destabilization)
    • Obsidian Fire [Siege]
    • Wingknights [Cavalry]
    • Black Blood [Tactics]
    • Impaler Palisades [Traps]


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

    Last edited by Gengy; 2018-11-23 at 11:15 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

  4. - Top - End - #604
    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 27, Regions 36, 37, 41, 67, & 71)

    Magus Xatax
    Diplomacy: 5
    Military: 5
    Economy: 6
    Faith: 7
    Intrigue: 4

    Actions
    1. [Military] Invade Tafer (44) with 7 Moldborn Units, 1 CAL Unit (Ref. Pician Wep, SMSL, Bani Bowls, Bhreshi Cavalry), and 2 Dragonforged Units (Ashwing Wyverns, Cinderscale Armor) under Suicide Sandor (6) utilizing Roots of the Mountain Mil Spec - The Cinder Queen asks for war on much of the north but the Concordance remains barricaded in the south by Whitefeather and the Queen's dear sister the Spellfather's loyal servants in Karys. If the USRE is to wage war on the northern states it will need access to the Uhraiya which was to be secured by the tandem seizing of Tafer by the Concordance and Masdoli by Khirus. The Queen is reminded of the role Crexa played in guarding Lazar and shielding them from retribution. If punishment is to be doled out properly all those who sheltered Crexa, and should fortune favor the Republics the Undying Empress herself, must be found and brought to justice. The legendary longest serving Emjatan general, Suicide Sandor, takes point at the head of the massive Moldborn army as it drifts northeast from its re-birthplace in Atrisia into the fertile land of Tafer. Dragonforged wyvern support darkens the sky as Sandor marches flanked by Qurgle's Pician Guard into the verdant lands of one of Whitefeather's core territories and darkness seems to follow.
    2. [Military] Invade Lacia (35) with 5 CAL Units (Ref. Pician Wep, SMSL, Bani Bowls, Bhreshi Cavalry) and 2 Dragonforged Units (Ashwing Wyverns, Cinderscale Armor) under half-ruler general, the Badger King, utilizing Roots of the Mountain Mil Spec - With Whitefeather forced into retreat Republican armies move into Lacia surrounding the holy city of Tria Sanctus. On explicit orders from Xatax no formal siege begins and instead the Holy Astérionnag and his representative Lead Astér are issued the following decree. The Republic's armies occupy much of the land seeking only to route Whitefeather soldiers and avoiding unnecessary combat.
      Spoiler: Decree to the Leaders of Tria Sanctus
      Show

      Most Holy Representatives of the Holy City of Tria Sanctus,

      We armies of liberty come marching into the lands of Lacia not as bloodthirsty conquerors but shepherds and wardens of these lands long deprived our natural purpose by cruel fortune. Rest assured the Condorant Republics and indeed the entire USRE bears no ill will towards yourselves, your people, or your faith. It is known that the Republics tolerate a wide variety of religious worship and this recognition extends to the practices of the Ildian Pantheon. Rest assured that your culture shall remain unmolested by the presence of Republican security outside your walls. We ask little and offer much in return in the hopes that someday soon you may look on us as your rightful protectors in as much as Crexa was looked upon by your Holy City.

      With Kind Regards,
      Chancellor-Magus Xatax
    3. [Diplomacy] Stabilize Tresten 15 - Tresten is back in Concordance hands and they hope to be able to hold it for good. The White Bani deposits were highly valued not only in the southern Republics but across Emjata where magical study was only growing more intensive. Full regional control allowed greater control over the flow of the potent substance granting Azenhal and the USRE as a whole a valuable vein of revenue or research to tap. Of course, naked material ambitions would need to be softened by the implementation of republican rule throughout the former Whitefeather territory. Banners and flags representing the Inyoni dynasty and its nobility are banned and a number of nobles with poor reputations among the general populace are rounded up and publicly executed only to be replaced with more loyal servants of the Republics in overseeing the new demesne.
    4. [Diplomacy 5] Establish an Embassy with Ridi'r - Those who have allied with their dragons and those who have sought to slay them are growing increasingly at odds by virtue of the wishes of the surviving dragons. The Ridir were the only pro draconic force in the north though they had made pronouncement of a request to the Cinder Queen to move into her demesne. This seemed to indicate, to the shock and confusion of many within the south, that the 'Ridi'x intended to migrate to Palmor. Seeing opportunity to cultivate positive relations with soon to be new neighbors, fellow dragon followers, and former neighbors to the powerful Imperial Regno Sultanate Xatax dispatches an ambassadorial entourage to meet with Ridi'r's leadership and offer their services as communicators and envoys representing the interests of the Republics. While not seen as terrible of an assignment as had been the embassy in Heartsease nevertheless those selected to join this migratory detail nonetheless groan and grumble at having to follow the combative blunt hunters from Regner.
    5. [Economy 5] Upgrade Umibe (55) True Name Parchment from [Minor] to [Good] - The Kunai have grown slowly but surely into a prosperous stretch of aligned clans along the northern Estensule coast. Their recent enjoining with the Regno Sultanate had attracted much attention politically in the south and these discussions had been picked up on and examined by mercantile inclined minds. Review of the Clanlands through an economic lens reveals the valuable scholarly developments quietly achieved by the shadowy clan folk. Desiring expanded access to writing materials for enhanced processes Concordance funds are diverted into Umibe sponsoring a number of new learning centers and scribe schools funding no small amount of Honmyo scholars in exchange for a portion of their written work.
    6. [Economy] Tribute Fresia (70) Gold TP 2 to the Cinder Queen - Although doing so causes much disquiet among those who followed the Republican leadership due to their abundant providence of material goods it is determined in the secret meetings where shadows cavorted that the Cinder Queen cannot be allowed to disrupt the great plans in motion. The circles of her followers within the Republican apparatus were working towards her ends but reality necessitated a slower pace than the reality bender demanded. The final holdings of Fresian gold reserved for governmental expenses are redirected to join the massive caravans of bullion tribute already regularly making their way to the molten mountain in Azenhal. Xo'xa'va'j is begged to grant her servants just a bit more time to unleash her fury upon the dragon slayers of the north. With Ridi'r coming south and the southern coast of the Uhraiya nearly secured by the USRE the time fast approached for a confrontation between supporters of dragons and their slayers.


    Non-Actions


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


    Varjik Embassy with Azenhal


    Whitefeather Embassy with Azenhal


    Azenhal Embassy with Heartsease


    Troops: 8 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)
    • Werebadger Mercenaries (1,200 Kaden Werebadgers and 500 Cucullotabiban tribals)


    Cinder Queen's Troops: 5 Units
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)


    Moldborn Troops: 7 Units
    • Skeleton Army
    • Skeleton Army
    • Skeleton Army
    • Skeleton Army
    • Skeleton Army
    • Skeleton Army
    • Skeleton Army



    News & Rumors
    Spoiler
    Show

    • With divisions growing more and more apparent between the pro-draconic and anti-draconic factions that have since developed across the face of Emjata Magus Xatax faces many contradicting and contrasting motivations. His religious affiliations pulled him from engaging with Regno or its protectorates. His relationship within the USRE favored a protective defensive positioning to angle for but this ran contrary to the request for offense called for by the Cinder Queen. Then there were the powerful merchant factions whispering of the opportunity to strike back at Yondarian and Rhunic purchases within Palmor without tribute paid to the economic masters of the southern continent. All recognize the need to end Whitefeather's reign decisively in the south with the absenteeism of Crexa however what comes after remains unclear.


    Masquerada Internal Memos (SECRET)
    Spoiler
    Show

    • Xatax's increased bloodlust

    Last edited by RandoMan; 2018-11-24 at 11:27 AM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  5. - Top - End - #605
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    Yondar
    Round 27
    Vassel of Ti Linnad
    Regions: 97, 98, 99
    Tanya Chalun va Meera, Queen of Yondar

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

    Actions
    1. [Intrigue] SECRET: 13
    2. [Diplomacy] Improve Relations with Accolytes of Acolytes of Áhkká (2d6+6): 10
    3. [Diplomacy] Contact whoever is operating out of the tower in Region 93, to ascertain what they are ultimately trying to do: 8
    4. [Economy] Buyout Open TP1 Saffron in Palendor using Precision Weights: 17
    5. [Economy] Buyout Open TP1 Darkwood in Yondar (Support Self): 16


    Non-Actions
    • Resist Kunai Raid on TP2 of Saphroxin?:
    • 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


    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 Khirus (Raid) Open Open Facet Caps Rhunic Mandate Rhunic Animsim Rhunic Animism

    • Owned TPs: 14
    • Darkwood 1, Region 98
    • Farrana 1, Region 44
    • Hlaali Bark 2, Region 56
    • Lead 1, Region 94
    • Lentils 1, Region 43
    • "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 and Relics
    • Relic: Rod of the Mist Tree - +1 on a single Secret Action
    • Temporary Cultural: Stalking Shadows - Increase Die Size on Investigation rolls.


    Projects
    • Thalos-Dor Harbor refit for Shipbuilding and Trade 5/5 (+1 resist Buyouts/Raids in Yondar Region)
    • Disaster Response Organisation 2/2
    • Crabbin Fever Cure 2/2
    • Wisp Organization 2/5



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 6?
    • 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.
    • Lazar Mercenary Unit #1 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor.
    • Lazar Mercenary Unit #2 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor.




    Spoiler: Stat Increases
    Show

    Tanya Chalun va Meera
    23/X Diplomacy: 6+1
    X/X Military: 3
    24/X Economic: 9+1
    25/X Faith: 6
    27?/X Intrigue: 6
    Last edited by SquirrelWizard; 2018-11-09 at 04:07 PM.

  6. - Top - End - #606
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    The Kingdom of Izbefe

    Region 6


    Actions
    1. [Intrigue] Dispatch agents to uncover the masterminds behind the theft of 'Gxe'Dhok's heart (Skull of 'Gxe'Dhok +2) 14
    2. [Intrigue] Begin funneling weapons and capital to the oppressed peoples of Binpultry 11
    3. [Intrigue] SECRET 17
    4. [Military] Raise 1 Unit
    5. [Military] Raise 1 Unit


    News and Rumors
    • Graced with suitors from both Jintha and Kunai, Queen Sigyn spends several months vetting the first consort of her new dynasty. Despite the estimable quality of both men, a choice is eventually made - word is sent to Kunai that the nameless son of Mure will soon be crowned Prince Consort of Izbefe.
    • Though Loyd Irving ultimately failed to win the queen's heart, another offer for marriage comes before he returns to Jintha. Lokira Rainstep's hand is offered, more as a political union than one of passion, but it is a position of high honor nonetheless.
    • While the city of Rolas is the traditional capital of Izbefe, none can dispute that much of the business of state is now conducted in Karak. Some traditionalists have begun to whisper of Avakonian corruption taking root in Queen Sigyn's government, though none so loudly as to arouse her wrath. The former governor's mansion has become the de facto royal palace under Sigyn's reign, leading to some speculation of expansive civic projects in the city's future.
    • Less than a year after their marriage, Sigyn and her consort Meili are blessed with a daughter. Herja Hestradet is proclaimed Sigyn's heir, and her birth is followed by a week of celebration across Izbefe.


    Spoiler: Current Ruler
    Show
    Queen Sigyn Hestradet

    Diplomacy 7, Economy 6, Faith 3, Military 3, Intrigue 4

    Spoiler: Royal Family
    Show
    Queen Sigyn Hestradet, born 148 IR
    Meili of Kunai, born 153 IR

    Crown Princess Herja Hestradet, born 182 IR
    Last edited by TheDarkDM; 2018-11-14 at 07:29 PM.

    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!

  7. - Top - End - #607
    Bugbear in the Playground
     
    DoomHat's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Sycoraxistan
    Round 26 (Post 1)
    Region #115


    The Cry of a Sycoraxi Bard: "Open shelter to me! Look upon my marks, see my runes and know that I am neither spirit nor beast! I bring tidings from shelter far away, share wine with me and hear my story!"

    In the year by Imperial Reckoning 181, the great storms that have raged since time immemorial north of Regno's Mt. Gradinalt have finally subsided. In the days and weeks that followed, a strange people would begin to emerge from that place. They call themselves Sycorax, and their bards issue a peculiar invocation at every city and fortress gate they approach. They are a gruff and ritually scarred people, but their almost feral and superstitious behavior, shockingly, seems to have its roots in the otherwise genteel and scholarly beliefs of Initia. Small caravans of them march in all directions attempting to decern the shape of the world away from the brutal storms under which they've dwelt for nearly two centuries.

    Spoiler: Current Ruler
    Show
    Caliban, Witness to Five Storms, First Among Equals
    Diplomacy 2
    Military 4
    Economy 1
    Intrigue 3
    Faith5

    Main Actions
    1. [Military] Raise 1 unit.
    2. [Military] Raise 1 unit.
    3. [Military] Raise 1 unit.
    4. [Military] Raise 1 unit.
    5. [Military] Raise 1 unit.



    New Player Actions
    1. [Faith] Great Project: The Great Calm [1/5] Each member of the Revolutionary Guard undergoes "The Hanging Ordeal" to steel their souls for what must be done.
    2. [Faith] Great Project: The Great Calm [2/5] Gather the support of Magi and Speakers who understand the self proclaimed "Storm Magus" rules by a 'false doom'. Convert them to the cause of revolution
    3. [Faith] Great Project: The Great Calm [3/5] Quest for the materials and runes necessary to strip the Storm Magus and his circle of their power.
    4. [Faith] Great Project: The Great Calm [4/5] Rally able bodied fighters, convince them of the holy doom they embark upon to slay the tyrant magi.
    5. [Faith] Great Project: The Great Calm [5/5] Complete the ritual. While the sky is clear and the Storm Magus can not call upon his runes, slay the rulers of "Prospero". Butcher them, put what remains on display. Declare to all that the Sycorax Revolutionary Guard bares the doom to rule this land. Discard the name Prospero, take up the name Sycoraxistan.
    6. [Faith] Send the bard [Trinculo Witness to Hope] on pilgrimage to bring back stories of the outside world.
    7. [Faith] Send the bard [Ariel Witness to Gales] on pilgrimage to bring back stories of the outside world.
    8. [Faith] Send the bard [Vukej Witness to Rain], on pilgrimage to bring back stories of the outside world.
    9. [Faith 5 Special] [I} Create Holy Order, "Storm Surveyors".[/I]
    10. [Faith 5 New Player Bonus Special] Initia Relic: The Wand of Al-Airtibak, the branch of the blood oak upon which a mighty Witness conducted her Hanging Trial. It diffuses energy channeled into it harmlessly across its spread branches. Some say the wielder can parry lightning bolts.
    Last edited by DoomHat; 2018-11-24 at 05:49 PM.
    ...with a vengeance!

  8. - Top - End - #608
    Halfling in the Playground
     
    WhiteWizardGirl

    Join Date
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    Default Re: [EMPIRE4!] IC Thread

    Lindeen
    The magical epicenter

    Region 101, 100, 104, 25, 26

    Current Actions

    1: [DIPLOMACY] Create embassy with Jintha Diplomacy 5 The two seemed interested in similar resources of power and so an exchange forms and ambassadors are sent to their far away island due to their link to the scrolls (and the potential to see whats going on with southern politics.)

    2: [DIPLOMACY] Improve reputation with Order of Vashthiya Sattyathanya 3 to 4 Abhidist mind magic was missing from their retinue perhaps some relations with this organization would let them spread a little and give them the ability to begin to bring them into their corruption. SUCCESS

    3: [MILITARY] MIL 5 Military Specialty- The cults of the Warcaster surrounding these immensely powerful warcasters cults of power surround them, providing them with logistics and enforcers to act on their will as these beings despite their power cannot be everywhere at once and monitoring entire regions become near impossible.

    4: [MILITARY] Raise unit The age of the war caster is still early and troops remain necessary. 1000 Blessed blades join the army though they recognize their eventual end and recruits shrink and more and more magi focus solely on research and improving these vassals of corrupted magics.

    5: [FAITH] Corrupt Dejanism HC 1 in Cesaria (region 102) The fascinating magics surrounding Dejanism, and the idea of perfecting the body seems like a means of creating stronger vessels for the war casters, research is turned to this and the Dejanists are shown that the answer isn't driving away magic but embracing it completely. They both have similar goals but its time they realize the gods aren't meant to be joined but defeated. SUCCESS

    6: [FAITH] FAITH 5 Relic: Gravediggers Pendant- Creates 1d6 skeletal units that instantly crumble after the battle. Must be worn by a warcaster, general or leader. (for each skeleton unit formed your army must roll a unit loss roll representing the risk of the skeletons turning on your own troops not just your enemies) What power the corruption of the cycles has...

    Nonactions
    supporting Sfaïr's claim on Cesaria

    realizing the potential insult the buyout of the scrolls could cause they enter negotiations to ensure its mutually beneficial.



    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-Initia is viewed as a purely human invention and thus with more respect then many of the faiths they currently corrupt and so the research done is all focused on pushing the power of weaker tattoos as well as searching for a means to remove the need for bani.
    Jaelyong-Bo- Are dragons spirits? Do they have some spiritual connection to the world or are they beyond such beings?
    Orthodox Perijianism- Improving the blessed blades is their priority right now, as is creating relics and weapons for the warcasters. Some feel they have relegated as more effort goes to Coatl Perijianism and promoting the manipulation of cycles.

    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
    • Frostfalls 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?
    • Vashta Narada retires her duties to spend time with her husband and bare children, a pair of twins for the older couple. Was magic involved?
    • Macra + Rassilion are children born to Vashta presumably from her husband sir blanc but both show magical potential and so she lays claim to their future.



    Spoiler: Ruler information
    Show


    Archon Atraxi
    Diplomacy 5
    Economy 5+1
    Military 5+1
    Religion/magic 6+1
    Intrigue 4

    War Sorceror: Krace 8 (disappeared)

    New Ruler Next Round?
    YES

    Military Units
    5 units
    (2000 wooden legion (1 unit) 100 Summoners (1 unit), 1000 blessed blades (1 units), 2500 Dwarven Militia (2 units))

    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
    Fish Glue Manufacturing
    Surplus Production

    Trading posts
    TP 1 Sweet Wines (Region 102 Lindeen)
    TP 1 Marble (Region 16 Zachodnie)
    TP 1 Soulstones (region 100 Dallador)
    TP 2 Soulstones (region 100 Dallador)
    TP 3 ruined scrolls (region 103)




    Spoiler: People of Interest
    Show

    Doge Vashta Narada- First leader of Lindeen retired
    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
    Macra twin of Rassilion and child of Sir Blanc and Vashta
    Rassilion twin of Macra and child of Sir Blanc and Vashta

    Last edited by nadiri; 2018-11-23 at 11:25 PM.

  9. - Top - End - #609
    Barbarian in the Playground
     
    Reggiejam's Avatar

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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 27 (181 - 183)
    Basilis Ra Karas Mar
    Diplomacy: 1
    Military: 8
    Economy: 3
    Faith: 3
    Intrigue: 4

    1 [FAITH] Change CP 15 HC Size Bonus from +1 to Resist Conversions to +1 Buyouts vs non-CP States

    The wealth of the Church is vast in equal proportion to the vastness of the Church itself allowing states loyal to the Church access to a great source of funds that for pagans was simply unavailable. The Coatl Perijanist Church had a reputation for fire and brimstone sermons and zealous rhetoric but the truth was life in a region with significant Church presence was often a prosperous one to the benefit of the common man and the tradesman leaving the nobles to bear the tithing burdens of Church presence which saw rapid redistributions from noble coffers to common hands in times of spirited zealotry. The Church funded many works ranging from temples and churches to military fortifications for their own armies and grand markets for Church-friendly cities. The wealth that lined the Church’s pockets afforded the religious institution a greater role to play in less spiritual and more material matters with the capacity to favor certain endeavors found to be in pursuit of Xincoatl’s divine will.

    2 [FAITH] Convert Ti Linnad (21) HC 3 from DRGN to Coatl Perijanism Success

    Ti Linnad had always concerned previous Arndok's in its lackadaisical approach to adhering to the Church's call. With the recent change in leadership within the Isles and reappointment of the Arndok title to Kasiri under Mar's rule the role was somewhat reversed with Kasiri concerned the Northern Council could be in danger of betraying Xincoatl's light and his chosen servants on Emjata with war over perceived heresies within the Isles. Indeed it was this concern for oversight from more devout magi that had spearheaded conversations of leaving Ti Linnad to serve Lindeen but now with the real threat of a dragon counterattack coming from the south Kasiri settles for infiltration of Ti Linnad with his own agents rather than outright breaking away. Dragon cultists had seized Cayi’s Arboretum in honor of the Skyfather's "benevolent presence" in the north. Kasiri had to admit the Skyfather had seemed the least nuanced in satisfying or indeed tricking as Dvatla had proven. Perhaps if the Frostfather had been so easily fooled into thinking that being measured up by priests was anything but a death sentence his death might not have been preceded and followed by as much destruction as it had. Indeed there was some jealousy in the Isles over reports of Dvatla's victory. If all that came from their god's battle with a dragon was a burning mine they should certainly consider themselves fortunate. For now the Dvatlan cult cleanup brought about by their victory is aided indirectly by the eviction of dragon cults from neighboring regions.

    3 [MILITARY] Raise 1 Unit of Kansett and Lazarite Marines inducting them into Black Company

    With the war machine turning it becomes imperative that new soldiers are inducted and trained to replace those lost to battle. Poor conditions on the Isles makes military service the only viable route to any semblance of comfort or prosperity for many allowing recruitment drives to pick up droves of able bodies. Kansett with labor contracts purchased from the KDU receive compensation in contract shortage allowing them the chance at early release from labor bondage at the risk of losing their life on the field of battle. Many young men and women pour into the ranks and while many wash out many more endure and press on as they are trained in the empty forts dotted across the Isle currently vacated by the first offensive war in modern Lazar history.

    4 [MILITARY] Raise 1 Unit of Kansett and Lazarite Marines inducting them into Black Company

    The new recruits receive training from veterans too old to fight on the front lines and join training sessions of the Crescent Company quarterly at Black Crescent Fort. Given the aquatic proficiency of the Lazarite and Kansett people much of the training focuses on utilizing marine environments to their advantage against humans or other firm land dwellers. Coastal engagements are to be where these aquatic marines thrive with equipment made to support hit and run tactics. Over the course of a few years the initial batches of fresh eyed recruits are transformed into a serious fighting troop which, while still untrained by real battle, were truly ready and capable of facing such a task without breaking.

    5 [MILITARY] Invade Region 93 with 4 Units (Heavy Wooden Armor, Diresnags) under Basilis Ra Karas Mar (8)

    The mysterious goings on in the icy tower of the desert and their seeming possible connection to the late Frostfather has drawn the attention in full of the Isles. Rhunic Animist probes have revealed little valuable information and with a more mercurial and martial leader at the helm as well as a sizable garrison available the Basilis Ra organizes a campaign across the strait into the continent. The Isles have never before taken an aggressive military action but the strange happenings just off their border demands a response. The Isles leadership further hopes that unity and any prosperity garnered from these conquests will help tamp down discontent within the Isles themselves. Karas was more warrior than diplomat and Kasiri busied himself with studying magical precepts and experimenting on "volunteers" from his regiment than governing leaving many dissatisfied but ultimately unwilling to stand up in opposition to the new regime.

    6 [MILITARY] Invade Region 27 with 2 Units (Heavy Wooden Armor, Diresnags) under Arndok Kasiri (8)

    Further securing Lazarite investments by force the Basilis Ra dispatches his closest adviser to oversee the annexation of this rich land that has for decades laid unclaimed and lightly defended at their border. The mercenary captain who was now ultimate commander of the Isles was a ruthless and aggressive warrior's king, a shocking change to the normally more politically inclined institutions of the Arndok. Rule by general may not have settled well at home but the soldiers in the Black Company sent to seize silver shipments are happy to have such a profitable mission to attend to.

    ROLLS

    NON-ACTIONS
    • Warn the Theocracy of Coatl that continuing to act in favor of the Cinder Queen and her dark servants from the USRE will endanger the Theocracy's standing within the Church. Talk of casting the Exarch out of the Church circulates though with the weakened state of Church affairs under Kasiri this may not be possible for some time. Ultimately many hope the Theocracy will abandon its misguided path of appeasement towards the dragons turning back to the side of draconic destruction made clear as endorsed by the Church. The destruction of Whitefeather should in equal part destroy the common rallying point for Theocracy cooperation with the republican dragon followers. Of course, what the Theocracy does after this is what most interests the observing Magi.


    LINDEEN EMBASSY
    • Announce upcoming intentions to renounce vassalage from Ti Linnad in favor of supporting Lindeen. However news from the south of a Cinder Queen enemy list including on it Lazar, Lindeen, and Ti Linnad slows dissolution in the north and the Basilis Ra and Arndok reach out to neighbors seeking to coalesce into a united front.



    [6/7 UNITS]
    Black Company Mercenaries (1,600 Lazarite & Kansett Marines)
    Kasiri's Guerrilla Magi (500 Corrupted Coatl Perijanist Magi trained in asymmetric warfare)
    Lindeen Summoners (100 Lindeen Magicians trained in war casting)
    Lindeen Blessed Blades (1,000 Lindeen soldiers equipped with minorly enchanted armor & weapons)
    Black Company Mercenaries (1,600 Lazarite & Kansett Marines)
    South Company (1,500 South Emjatan Mercenaries)

    [RUMORS]
    • As the Children of the Flame reach their first decade upon Emjata they are sat down and tested in a long written and oral examination covering topics as mundane as basic arithmetic and language skills to advanced concepts regarding theological theory and magical philosophy. This however is not the trial but merely preparation for the Children are sent to aid in the copying and translating efforts in Coatl of the Perijanist texts "imported" from Avakonia. While Orthodox Perijanism was a far cry now indeed from the practices of Xincoatl's Church there was still valuable information to glean from older texts. However the process was a long and arduous one and while the Children were not to be entrusted with proper translation directly from the original texts they are to partake in every other part of expanding the Church's theology catalog. This first trial was intended not only to expose the Children to the laborious and sometimes mundane services of the Church while being near the sorts of advanced texts that drove magical and theological theory but also to get them away from the Isles for the duration of the war. While there was grumbling regarding the Theocracy's appeasement of the Cinder Queen and the Arndok, or more accurately his office in absentia while he campaigned, had issued a warning the truth was there were still strong connections between the Isles and the original seat of the Church. The six Children each spend two years in Coatl aiding in the transcription, binding, and preserving of ancient Perijanist texts each demonstrating their own strengths and weaknesses. Qwanba and Hanza had each scored relatively low marks on their exam but while the human boy fell down on the job the Kansett child, once son to the exiled Aldana now ward of the state, had some priests and magi in Coatl wondering if that heritage had bred interference on his test scores for his aptitude on the job exceeded all others. Matrizia and Waldemir received much praise the former for her keen linguistic and magically thinking mind and the latter for his speedy feet and wit. Ultimately however it is the carefully measured Feroh who most impresses the magi and priests and to him are heaped the most praises. After assessments are collected from their magi overseers, guardians, and the Children themselves the office of the Arndok announces that Xincoatl sees in Qwanba not the potential as his greatest servant, the Arndok, but as a holy and venerated sacrifice to further the holy mission. Rumors suggest Reisa had done no better in her assessments and some accuse the new Kiin Sareteh of obeying Kasiri's will in eliminating the Theocracy's candidate from the running so early.
    • It is rumored that an attempt to escape by Qwanba after the pronouncement of his fate was covered up though the Church maintains as Children of the Flame all the children know and accept their fates and roles within the Church and would not seek to shirk their holy duties. The young Shonna boy is brought to the Caves of Alam where he is led into the deepest cave of the complex where the Oracle dwelt. He does not return. The magi at the site, largely Kasiri's men anymore, take to longer and longer exposures to the Oracle's prophecies after Qwanba's sacrifice though the portents she speaks are not widely reported instead remaining secrets known only to the elite echelons of Kasiri's followers.
    Last edited by Reggiejam; 2018-11-15 at 09:34 AM.
    Thanks Gengy for the avatar!

  10. - Top - End - #610
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: [EMPIRE4!] IC Thread



    The Great Kingdom of Varjik
    Liege of Karys

    Illuminant Jaine Anivine Kren El Sira the Siphoner
    Diplomacy: 5
    Military: 6
    Economy: 3
    Intrigue: 5
    Faith: 7

    Actions for Round 27 (Rolls)
    • [Faith] Size Bonus (15) for Dejanism: +2 to Leader Loss Rolls
      As Dejanism gains sway in more lands, accounts of the great Conqueror's tactics and those of his esteemed generals are collected. From them, the commanders and kings of today can learn - and win. Personal competence and fighting ability are declared to be just as important for any leader as their front-line troops, and what is expected of generals increases in the following years. This comes in addition to mandated armor, blessed by the priests of the faith... There is no foe too great for Dejan, and so with his help we may yet win any battle.
    • [Faith] Great Project [1/5]: The Crown Grows
      As time goes on, Anivine consumes more and more mana using her power. Some is simply to test the potency of her new powers, some to destroy sinister relics, and others to learn to use this power in combat against mages. The magic-users have always been revered across most of Emjata for their ability to bring about change that none others could. It is by mastering the art of martial warfare and rendering such magic useless against him that he came to victory, and so Anivine tries to reach that very same condition. It takes years of training and martial practice, but she is finally as healthy and fit as she was before the disaster in Bhule. Even her voice has returned in full, but as time goes by the crown slowly and surely gets larger and less wieldy as a head-piece... Spikes of Mrazite arch upwards, made of a jade mixed with crimson. The Bloodstone Diadem seems to even be able to take divine magic and refute it; and thus the attention of the Jaine does shift to the dragon resting in her capital... Can or should they overthrow it? Tribute may not be fun to give, but she certainly provides benefits in turn. Their powers of anti-magic are seemingly becoming closer and closer to evenly matched.

    • [Faith] Great Project [2/5]: Surprisingly Deadly
      An important noble from New Lijas comes to visit the Jaine's court in the Throne of Flames, and he bears with him a dangerous package... His son has been overtaken by malicious spirits, and he asks for Anivine's aid in cleansing them from his body. Happy to lend a hand to her subject and demonstrate her power, she advances in the sight of all her court, placing her hands on the boy's thrashing head, and drains the magic from within him. ...But he keeps thrashing, and the spirit will not leave. She drains harder, determined to save him, when she finally feels a steep rush of power, and the boy collapses. What are first cheers soon turn to gasps of horror as it is found that the boy was not cured of his ailment.

      He was killed. And it was most certainly Anivine's powers that did it. Though a wizened and experienced leader, Anivine was not prepared for anything like this. While the Jaine is left in awe, the noble swears vengeance and makes his way out, after which an uneasy silence sets over the crowd. Just what sort of monstrous powers has this crown given to the Siphoner?

    • [Faith] Great Project [3/5]: A Revolt from Within
      With rumor of this dangerous ability spreading through the kingdom and to foreign lands, it takes only a few days for the first effort to depose the 'Dangerous Hex-Queen' and she is wounded by an assassination attempt organized by her guard, intending to install a rival house as leader of the kingdom. The wound is designed to be fatal, in fact a bone breaking strike to the lower spine. The intention is that if she does not die, she will be paralyzed and unable to rule any longer. The killer and his allies make a hasty plan to ransom her back to her family, the crown's thorns shattering into many pieces as she crashes down against the floor, helpless. The condition would be that the Kren dynasty surrender the throne and they will save Anivine, but after five days taken away in captivity, in near-constant pain through her spine, she makes a come-back; grabbing her weapon and killing the assassin with an identical strike to that which had met her a few days before. When loyalists finally reconvene with her, they check her for injuries and find... None, save for the scar and a sort of broken crown. No other assassination or coup comes nearly as close to fruition, and her orcish Kalorés sweep through the castles of the Jain's nobility, ensuring loyalty and 'deposing' any who have any connections to attempted coups.

      The noble whose son had died is sentenced to lifelong imprisonment for treason, to which he vows that if he ever gets the chance, he will find a way to ruin Anivine for good. He had organized the assassination of his Jaine, and the ransoming had been connected back to his bidding. Grief had seemingly clouded his reason, and now anger has left him in a cell with little else to consider except for all he lost.
    • [Faith] Great Project [4/5]: The Loyal are Rewarded
      Between those who have a legacy of loyalty across her kingdom, those who stood by her when doubt crept into the realm on her character, those who held back the opportunistic would-be rivals for leadership while she was taken... They are granted a thorn of the Bloodstone Diadem. These crystals hold a power innate to nothing else discovered in the world thus far, and so they are guarded jealously. Only a small shard is granted to each of these people, and with them distributed, people start to test what they can actually do. Famed natural scientist Oluard Marankett hypothesizes near to the end of year 182 that because they grow when consuming magic that, if used correctly, may be able to replicate Anivine's powerset. Once he compiles a series of notes and evaluations on a possible ritual to evoke this, he brings it to the Jaine...
    • [Faith] Great Project [5/5]: The Court of Thorns
      Five people. That is how many have the blessing by the end of the year 183. Jaine Anivine, the Siphoner herself. Lord Pyras of New Lijas, replacement for the treasonous one. Darria, an orcish kalorés from Ka-Ruun who showed exemplary service. Commander Siegbert of the First Sedellan Knights. And finally Khäsglis, her husband and potential heir to the Dvatlan throne.

      The ritual is said to involve impaling the recipient of the blessing with the shard they were given so that it touches bone, letting it grow within them... A mark is left on the skin where the entry was made, but as it was done privately, nobody can really confirm. These marks are shown in public proudly; as if a symbol of honor and loyalty to the Jaine. It is too uncommon and recent for it to be ceremonial, but that will eventually change if this trend continues.

      Additionally, Oluard Marankett is hired as one of the Jaine's primary advisors in the coming years.

      [GP effect: Ability to spread the gift of the Siphoner among the Court of Thorns]


    Non Actions:
    Allow passage for troops from Karys & Dvalta
    Reminder for +1 Faith for Anivine's Heir
    Allow/Encourage the Feast of Rieba to convert any and all dragon HCs across the Kingdom of Varjik

    Spoiler: News and Rumors
    Show

    1. The kingdom of Varjik is simply stable for several years, not at war and not expanding. For once, an inwards focus guides Varjik.
    2. Large-scale expansion of Khirus coupled with the total collapse of Whitefeather worries the Jaine. Her treaty with the republics is up, and her own plans to sweep in and cut the enemy off were too slow - They managed to prevent her from even approaching with her armies. With all that northern power, they may be strong enough to sway future wars in their favor. There is not much in Varjik to defeat flying opponents, after all.
    3. Though the offer to take in the vampire hunters is very interesting, when the opportunity is available Anivine was being taken as prisoner for her foes. They are welcome in Varjik, but unlikely to show up.





    Spoiler: Stats
    Show

    Military Units: 6 (Altessa's Royal Army, Rising Sun Militia, First Sedellan Knights, Riders of Bysthia, The Silent Guard, Draconic Enforcers)
    Mercenaries: 0

    Regions Owned: [Varjik - Region 58], [Derokar - Region 53], [New Lijas - Region 52], [Aspen Heights - Region 59], [Bysthia - Region 63], [Raesija - Region 64] [Region 66]
    Holy Orders/Bases: Holy order of Dejanism in Aspen Heights [Burning Throne], CSC Base in Varjik
    Total Regions/Mil Cap: 7/11

    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: Bloodstone Diadem (Impossible to steal, fused to Amerah Kren, +4 to leader loss rolls, grants spell siphoner powers, +1 to battles, extra +1 to battles if the enemy uses magical tech)

    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
    Dwarven Forts (Details pending)
    Hard Iron Armor (Details Pending)

    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
    Surplus Production [3 Resources of the same type] Use E5s to increase resource from great to grand
    Fish Glue (Details Pending)

    Capital: Aspen Heights
    Secrets Whispered: 3
    Resources Required: Foreign Workforce
    Resources controlled: Violet Ash (R53, TP1), Slaves (R78, TP2 & TP3), Salt (R67, TP2), Textiles (R59, TP2), Verdant Wine (R52, TP1)
    Embassies: Avakonia?, Azenhal, Karys
    CC Bases: [R58 - Varjik]
    Last edited by Zayuz; 2018-11-22 at 11:49 AM.
    "What is to give light must endure burning."

  11. - Top - End - #611
    Halfling in the Playground
     
    asmodeussnake's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Turn 27 (year 181-183)
    The Serene Marasa Pride
    Wasipacha (region 60), Mareen (Region 77), Taraks Krags (region 78), Sonil (region 79), Xarax (region 80), Arrakis (region 81), Tarbaryn (region 82), Roagan (Region 74)
    Sinja Lagos Ssuras

    1. [Military]Sithara Kkoya is sent to invade the Kadangan wetlands 2d12+ General 10+3 units+3 techs-1 losses Bringing all of the southern coast under their watchful eye becomes the new policy of the SMP. The Aspen Heights were secure now the south needed to be. That would leave their only threat in the north from Regno and the Kunai. That betrayal had left Sinja broken hearted, they had viewed the Chojo as allies and the Kunai amicable now it seemed the north was seeking aggression and the SMP needed to make sure everything was shored up for the coming conflict. Immortals, Ravagers and Stalkers currently lead the fight.
    2. [Faith]Purchase the Vampire Hunters A move to bring these vampire hunters into the fold is made very publicly to show the daughter of Rieba that they continue to do everything to harry the vampires as it asked. 16
    3. [Diplomacy] Bring Heartsease into the fold. (Failed) Despite the marriage claim, the fear of the Rakshasa is obvious among the populace and they deny the SMP greater access and control of their nation. It is must to the insult of the god king, he feels slighted and its rumored he was ready to make war before his Raja calmed his ire. 9
    4. [Diplomacy] End Unstable in Tarraks Krag (Success) Rakshasa and Goliaths march into the heart of Tarraks Krag and silence impudence with a bloody show of punishment for the slaves and rebels. 14
    5. [Diplomacy] end unrest in Sonil (Success) Sonils Raja is contacted and informed that should he not bring stability to the region his head will be mounted on the wall of Mareen, it seems that brings quiet to the region as the governor moves to appease and punish in equal measure. 13
    6. [Diplomacy] end unrest in Wasipacha (Success) A new region, but is thick jungle and it feels very much like home. It is a perfect place for the Rakshasa and Mongrels and women not part of the harem take off to establish homes in the region. Despite its feeling of darkness, that makes it perfect for the Rakshasa, it feels like the wilds before the capital was built. 17


    Nonactions
    Defend against the Kunai 17


    News and Events
    • The Eater of Magic disgraced the Serene Marasa Pride and has caused anguish among the entire populace. Some now view Sinja as a poor leader.
    • The daughter of Rieba sends mixed signals first punishing the SMP by wiping out their armies and then rewarding them with the troops lost.
    • The vampires do not put up a fight. They hear their endless legions are currently marching into Palmor and have lost interest? In Estensule.
    • The death of the dragons has had little impact on their companions. Many are shocked by this.
    • Roagan has begun to recieve mongrel and human migrants.
    • The Kunai will notice that the borders will have more protection then ever before.
    • Ka-Ruuns loss is immeasurable and debate is many as scholars decide if Sinjas feet ever touched the earth of that far away province?
    • 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.
    • Trade is shut down until talks with Regno go into full effect and things are ironed out.
    • Rumors are that over 100 Mongrels have joined forces to kill Sinja but while he went up the mountain alone he came down with his general and lover as well as several thousand dragonborn.



    Spoiler: The Rich and Famous of the Marasa Pride
    Show

    Family of the Maharaja
    Kalira Ssuras (age 41) half-sister of the god-king
    Rither Ssuras (age 41) half-brother of the god-king
    Tashan Kkoya (age 65) 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. She passed away at 72

    Children of the god king
    Kissin Rieba Ssuras- Female 12 years old (A little drama queen loved by many of her brothers and sisters)

    Lagos III Trodje Ssuras- Male 15 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)

    Jasak Rither Ssuras- Male 11 years old


    Adult Children of the god king
    Kildos Barun Ssuras- Male 18 years old the eldest son of the god king, he is viewed as a tyrant, he is said to have slept with a woman from his fathers harem and gets in fights often, many fear his ascent
    Zabaryn Sinja Ssuras- Male 16 years old He has always been quiet even now as he his older. He seems to radiate some deep connection to the faith, and some rumor he is the chosen of Khompur as his eyes burn with a zealotry.
    Tashan Khompur Ssuras- Female 16 years old Tashan is a cunning and vicious woman, she is a far smarter lioness then most and the elder Tashan looks at her with fear and fascination. If any woman could rule the Rakshasa it would be her.


    Spoiler: Ruler Information
    Show

    Sinja Lagos Ssuras
    Stat Value Increase?
    Diplomacy 7 +2
    Military 10 -
    Economy 4 -
    Intrigue 8 -
    Faith 10 -
    Military unit count: 4+2 dragon
    Generals:Sithara Kkoya (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
    Roagan 74 Pearls Jalyong-Bo Jalyong-Bo Jalyong-Bo conquered
    Wasipacha 60 Air Ears Open Perijianism Open 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 Javelin Throwers +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)
    • TP 1 Stonewood 108 (raid)
    • TP 1 idol fragments 57 (buyout)



    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 [Immortals] An elite unit of humans from Sonil they are 2200 strong
    • 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 [Stalkers] elite unit made up of the remnants of the horrible defeat of Aspen Heights.
    • 2 [dragonspawn]


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  12. - Top - End - #612
    Bugbear in the Playground
     
    BardGuy

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    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 25 (175-177 IR)


    Actions:
    1. [Diplomacy] Claim Obroslo: 20
    The kingdom of Obroslo and the Northern Council have had a long and involved history, but now old grudges are set aside in favor of unity. The King is allowed to join the Council as a representative of Lascienmo, while the Crescent Company is given a guarantee of non-interference as thanks for their aid in the royal marriage that allowed the kingdom to enter into the Council.

    2. [Military] Declare a state of open war against the Cinder Queen and her followers, and begin to muster against the south
    As the southern tyrant demands, so it shall be.

    3. [Military] Sack Ti Linnad [Region 21] Pegasi TP #3 (owned by Coatl):
    The invasion of the Inyoni Crescent will not be allowed to stand. While the military of the Council must still rebuild, some steps can be taken now.

    4. [Military] Raise a unit

    5. [Military] Raise a unit

    6. [Intrigue] Secret: 11 + mod

    Nonactions:


    Spoiler: News and Rumors
    Show
    • Lazar and Lindeen
      .
    • Whitefeather
      .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 10
    Military: 5
    Economy: 7
    Intrigue: 7
    Faith: 6

    New Ruler Next Round? No

    Expected Stat Bonuses:


    Spoiler: Other notes
    Show

    Military units: 5 / 10
    General: Braen Auley (8)
    • 2nd Forest Company
    • Whitefeather Unit 1
    • Whitefeather Unit 2
    • NL unit 1
    • NL unit 2

    • 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)
    • 3rd Cloud Company (KIA)
    • 1st Serpent Company (KIA)
    • 1st Novo Teretos Amphibious Division (KIA)
    • 1st Company of the Axe (KIA)
    • Whitefeather Unit 3 (KIA)
    • Whitefeather Unit 4 (KIA)

    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
    • The Brinefather’s Wings: Negate 1 distance loss or +2 to Buyout once per round


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


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


    Embassies:
    • Yondar
    • Rhune
    • Dvatla


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

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

    Saved actions:
    Last edited by Minescratcher; 2018-11-23 at 04:13 PM.

  13. - Top - End - #613
    Bugbear in the Playground
     
    Lleban's Avatar

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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 10

    Actions:

    [Military] Invade Inyoni crescent ( 9 units + mil 7 general + sacrificial supply lines + 1 refined Pician weaponry+ 1 Pegasi riders +3 dragonforged units = 21): Once center of the largest Empire since the fall of Dejan, the influence of the Whitefeather empire has long since cratered. The "long peace" of Crexa's reign bought not prosperity, but anarchy, from northern lords increasing autonomy, to local bureaucrats and generals carving out personal fiefdoms across the realm. This disorder served as an effective breeding ground the Peledian Vampires and cannot be tolerated much longer. Now with the immortal Empresses disappearance, fear of the angry mercenaries, unpaid white feather soldiers and brigands fuels calls for war.Of course the cities of the crescent, engorged by trade and tribute, are quite the valuable target.


    [Diplomacy] Stabilize Peledia roll 19 Stabilizing Peledia proves to be a bigger challenge than expected.The northern and southern half of the region are divided by a mixture of savanna and hills that make travel between them difficult. Normally where roads weren't present the theocracy could muster ships, but alas, peledia is landlocked. Tizoc decides to put Peledia under the 3 Coytol's, 3 military governors whom are tasked to ensure the local priestesses continue to pay tribute. The Peledian's are allowed to maintain their current religion as long as they annually pay tribute in slaves and Peledo.

    [Diplomacy] Give the Pall to the Cinder Queen as tribute

    [Faith] convert Bovalia hc 2 roll 12 More covert than the armies attempt to dominate the crescent, dozens of Magi sneak into the holy places of Bovalia, quickly deposing the local leadership and supplementing it with their own.

    [Diplomacy] Press claim roll 16 Aided by the deposed Arndok Lora, E'myra continues to bribe and otherwise cajole the great families of the Kansett into joining the Theocracy. While her illustrious marriage has convinced some Kansett to adopt more human practices and lifestyles seeing Coatlean culture as luxurious and elite. In contrast many of the younger Kansett desire to assert the strengths of underwater living.

    [Faith] convert Bovalia hc 3 roll 18

    Non actions







    News and Rumors

    • Tizoc aptly ignores any demands form an illegitimate Arndok. Walking a tight line between the demands of his northern and southern neighbors has always been a struggle for Tizoc, but the man who bridged sea's would be nobodies subordinate. He was neither mercurial nor cowardly like his disgrace of an adopted father. No Arndok, dragon, or emperor can prevent the Theocracy, no Tizoc, from claiming his rightful place on the world stage.
    • Some of the last remaining Azen have established small communities within the theocracy often called Dwarf town's. Dwarfish food is considered a delicacy among the wealthy of the Theocracy.
    • The Cinder Queen is informed that Whitefeather is the liege of many of her greatest foes and that the theocracies attack is merely the beginning of the war.

    Last edited by Lleban; 2018-11-25 at 12:42 PM.
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  14. - Top - End - #614
    Orc in the Playground
     
    GreenSorcererElf

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    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Fëkälis II
    (Round 27: 181-183 IR)

    Actions
    1. [Diplomacy] Stabilize Reflas (Region 11) (roll=16)
    2. [Diplomacy] Stabilize Dažytija (Region 13) (roll=17)
    3. [Diplomacy] Claim Region 15: Perivan (roll=12)
    4. [Diplomacy 5] Establish Embassy in Varjik
    5. [Economy] Buyout Marble: Zachodnie (Region 16) TP #3 (roll=17)
    6. [Economy] Buyout Dragon Shrimp: Llët̨sällë (Region 10) TP #1 (roll=14)


    Non-Actions
    • Support Gwitna buyout of open dragonsteel TP


    News and Rumors


    Fëkälis II

    Diplomacy: 7
    Military: 9
    Economy: 6
    Intrigue: 2
    Faith: 1

    Increase: Diplomacy (x2), Economy

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3 Holy Order
    D̨vatla 12 Iron D̨vatla Regno Overvann Tëlir Geza Abhidi Tëlir Geza (None)
    Llët̨sällë 10 Dragon Shrimp (Open) (Open)
    XX
    DRAGON/Initia Tëlir Geza DRAGON (None)
    Reflas (u) 11 Giant's Silk D̨vatla Regno (Open) Tëlir Geza Abhidi Tëlir Geza (None)
    Dažytija (u) 13 Dragonsteel D̨vatla (Open) Jintha Abhidi Tëlir Geza Abhidi (Satt) Tëlir Geza
    Zachodnie 16 Marble Lindeen Overvann (Open) Perijanism Tëlir Geza Perivite Paganism (None)
    Zeměvčel 17 Honey D̨vatla Ti Linnad (Open) Tëlir Geza Abhidi Tëlir Geza (None)
    Avakonia 51 Parchseed Oil (Open) (Open)
    XX
    Coatl Tëlir Geza Coatl (None)

    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 (Open) (Open)
    XX
    Tëlir Geza Tëlir Geza DRAGON
    Raesija 64 Varjik Mrazite Crystals Sfaïri Regno (Open) Dejanism DRAGON Tëlir Geza

    Spoiler: Armies and Technology
    Show
    Units Unit Cap General General Military Specialization Cultural Identity Embassy Embassy Embassy
    8 12 (5+6+1) Ghīcādōca (9) Klluf (6) Defending own regions Conversions Regno Ti Linnad Khirus

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

    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 - -
    Pician Weapons Close Combat Weapons +1 iron - -
    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
    Standardized Fortifications Fortifications/Sappers/Siege Fortification GPs take 3 actions stone +1 defending two stone
    Sacrificial Supply Logistics -1 size loss roll crops +1 enemy size loss roll two crops
    Salt Wagons Logistics +1 unit cap preservative -1 size loss roll two preservative
    Enchanted Arrows Ranged Weapons +1 special lumber +1 enemy loss roll bani and cloth
    Currently only one source each of iron, bani and cloth. Thus only one of each group: Hard Iron Armor or Pician Weapons; Bani Bowls (effect 2) or Enchanted Arrows (effect 2); Bani Bowls (effect 1) or Enchanted Arrows (effect 2); Mass Conscription (effect 2), Salt Wagons or Dwarven Fortifications (effect 2) can be used can be used in a given round

    Technology
    Technology Effect Requirement Effect 2 Req 2
    Diplomatic Expedition Allows exploration and 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 - -
    Mass Conscription 2 units from recruit action after 4 other recruit actions food Threshold reduced to 3 regular recruit actions preservative and two labor
    Meteorlogical Navigation +1 exploration air ears - -
    Privacy Tapestries +1 increase reputation cloth +1 secret actions magical powder, gemstone, Himitsu (tech)
    Standardized Currency Support buyouts in own regions regardless of TP owner precious metal or gems Support buyout resistance in own regions two metal/gems
    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
    More resource conflicts should have been introduced, need to do an accounting, and probably make a table...(also I'm counting bani as counting for standardized currency, which might be a stretch)

    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. Married Khäsglis's daughter. Serving in Raesija
    --Fëkälis (178)

    (Various other sisters and female cousins, not listed because D̨vatla is highly patrilineal and I want to keep the list short)
    Last edited by Aventine; 2018-11-21 at 12:20 AM.

  15. - Top - End - #615
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 27 (year 181-183)
    The Amham Federation
    Yemur, Amham(Regions 1 & 2)
    Duchess Nari Gyeon


    Actions
    1. [Faith 5] Create a Relic: Spirit Shroud +1 to one conversion roll per round - Made of a light gossamer weave carrying invocations for over one hundred spirits woven into its fabric this white-grey veil offers shamans and non-shamans alike a glimpse into the spiritual realm. With vision of the world parallel and beyond the mortal limitation of perception many find their faith bolstered and trust in the legalist traditions of Jalyeong-bo reinforced as righteous and true. Jalyeong-bo may have declined in adherents since the advent and ascendance of so many pantheist religions and the mental disciplines of ascetics and "scientists" but spirits still bound the world together in a great unseen web that would not be so easily broken by the distraction of mortal minds from this universal truth. Great spirits in the north had bound and released a large number of peoples now from the men and women of Bhule and Whern to the warriors of Overvann and now seemingly the Sycorax as well. Rhunic Animism, for all its disregard for the storied traditions of Jalyeong-bo pacts, and Jalyeong-bo itself had been instrumental in releasing these people from the captivity of angered spirits calming and corralling them in a way impossible to the worshippers of distant godly pantheons or shifting illogical "mortal magic" such as that of Initia. To be able to witness and see the truth of the world through the veil then was a religious experience able to not only reinvigorate but also introduce faith in the spirit pacts of Jalyeong-bo.
    2. [Faith] Convert Amham (2) HC 3 from Open to Jalyeong-bo 11 - In the chaotic decades since the Crabbin Fever plague, annexation by Bhule, and subsequent re-independence under Nari the isolated site of Hameong Grove had been slowly abandoned by shamans and keepers of the Federation's law that they might concentrate their efforts upon more populated centers. Now with a righteous ruler once more at the helm Federation shamans seek to reclaim their ancient site of worship rededicating its twisting halls of murals and groves of sacred trees in the name of the spirits. With any luck the restoration of the holy locale would draw attention from worshippers who might take up residence in and around the shrine to maintain its upkeep and avoid future declinations in piety at the blessed grove.
      While the Shamans are willing to return to the Grove it seems the spirits are not. Having grown more wild and temperamental in the years absent their mortal compatriots the spirits reject the old pacts and contracts as broken. The spirits demand new more complex agreements to be made by the Shamans exceeding the expectations of those sent to tend to this task. Ultimately the Grove remains wild while the Shaman councils contemplate what to do next.
    3. [Military] Raise 1 Unit of War Shamans - While the Duchess has made clear her desire to avoid war and the Sultana had accepted her peaceful withdrawal from the Imperial Regno Sultanate the military buildup all across the Sultanate did not fill Nari with confidence. Talk of going after the Mad King Dafi persisted as the impetus for the massive buildup and while she believed the Sultanate did wish to see Dafi's threat eliminated the simple fact of the matter was Dafi had been allowed to persist for over a decade as a boogeyman in the night. Indeed his presence in the south had been used to excuse all manner of militant posturing including the Izbefe Kingdom's military buildup which had eventually aided in executing the Brinefather. While perhaps it was true the Sultanate truly intended to now pursue the Mad King Nari felt more comfortable when well trained shamans from the Sagart Plantation arrived in Samg at the end of 183 to pledge their assistance in maintaining the Federation's security and existing claims.
    4. [Diplomacy 5] Establish an Embassy with the Jintha Council - Jintha claimed a Coatl Perijanist heritage despite their massive geographic distance from the primary concentration of Xincoatl's worshippers which might have deterred Amham shamans from seeking involvement in their affairs except now the Volzen had expanded into the former realm of the Wuzei Darak, one of the few historic adherents to the spiritual legalism of Jalyeong-bo outside the Federation. In an effort to protect existing shamanist practices and perhaps to even sway the new overlords to consider conversion themselves, ambassadors from the holy lands of Amham are dispatched on ships bound southward to entreat the island people for permission to establish an embassy in their lands. The Volzen have quickly proven themselves to be an enterprising state of merchants and so it is the shaman's hope they may see some value investing in the protection of the traditional faiths on the islands surrounding their enclave and thus their elevation in the eyes of the Federation who themselves had much to offer a potential ally.
    5. [Diplomacy] Increase Reputation with SHN from 4 to 5 16 - With the Shushan Clan now established at their château in Yemur Nari seeks to improve her standing with the politically mysterious organization. The Kunai had, to the surprise of many, rolled over to join the Sultanate rather than maintain their independence causing many to question continued development of relations with a group so closely associated with the Clans and now the Sultanate whom the Federation sought distance from. However, these voices are reassured by the Duchess that the Shushan were not the Kunai and their relationships were not those of the Clanlands. The Bloodied Hands had been her husband and his family's choice of associates in the unseen backrooms of political intrigue but Nari sought less unscrupulous partners to advance the Federation's standing in the world. Indeed it might appear she sought to usurp the Shushan's homeland partners as premiere ally to the Shushan among the existing nations of Emjata though she faced an uphill battle in pursuing such a valued position among the political clan for their loyalty ran deep with Mure and his leadership of the Kunai.
      It appeared perhaps the Federation was on its way to ingraining themselves with the Shushan. With their base in Yemur talk circulates among the court of potential employment opportunities for the mysterious backroom dealers. It seems perhaps there were those with significant influence who were looking to exchange personal favors for personal favors though the rumors don't ever reliably pin down specifics.


    Non-Actions

    Regno Embassy

    Overvann Embassy


    • Nari takes a new husband on the year anniversary of Noris' official proclamation as dead. Shaman Iltiz, head of the Jalyeong-bo faith and a northerner, though not of the stripe as her first husband. Iltiz, who had taken over from Telindar prior to the dissolution of the Syndicate and had been responsible for the altering of mainstream monastic tradition from ministering to the populace to achieve connections within influential organizations. Iltiz had come from [Region 105] first to Bhule and then to Amham all on a clear vision of his holy duty to mortalkind and the spirits. Court talk suggested Nari was more infatuated with Iltiz as the Shaman and Iltiz in Nari as the Duchess than either were in love with one another as more romantic stories about love went but their relationship appeared to be beneficial to the realm writ large.


    Spoiler: Ruler Information
    Show

    Nari Gyeon (B. 140) M. Shaman Iltiz (B. 144)
    Children: Kyuna Danerdhuf (B. 158 D. 175), Mi Su Danerdhuf (B. 161), Chim Gyeon Danerdhuf (B. 165 D. 169), Bo Danerdhuf (B. 172)

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

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    Diplomacy Oath of the Omerta +2 stabilizations 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
    • Tundras of Whern (87) Frozen Tears TP 2
    • Cays & Bahwhick (88) Whales TP 1
    • Cays & Bahwhick (88) Whales TP 2
    • Bhule (86) Copper TP 2
    • Amham (2) Timber TP 1
    • Region 105 Herring TP 1



    Military Units
    1. Amham Ducal Levies
    2. Yemur Ducal Levies

    Generals
    • Sun Yi - 9

    Spy Masters
    • Washi Me - 7

    Relics
    • Ring of the Winterheart - +1 on Secret Actions

    Last edited by Roarke; 2018-11-15 at 07:46 PM.

  16. - Top - End - #616
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 27: 181-183 IR)

    Actions
    1. [Diplomacy 5] Establish an Embassy in Dvatla - Despite Dvatla's slaying of the Skyfather and the purported religious realignment of Karys the Hegemony still presses on with warming relations with the northern realm. Varjik and Karys had arisen from the ashes of Avakonia like phoenixes but they were only able to struggle up thanks to Dvatla. The Spellfather, should she take an interest, is reassured these formal diplomatic overtures are intended to aid in softening Dvatla's seemingly dim view on the dragons. King Fekalis is asked to permit the expansion of the informal quarters held by Karys ambassadors into a formal diplomatic headquarters between the two kingdoms.
    2. [Diplomacy] Stabilize Palanam (65) -
    3. [Military 10] Forge a Suit of Dragon Armor for the Spellfather - A magnificently styled suit of hardened leather with plates of bronze inlaid with silver script taken from the texts of Have'qa'qagr is presented to the Spellfather as tribute from the Hegemony. Further, the Mrazite-toothed lord of Estensule is beseeched to lead the armies of Karys, Varjik, and possibly the Pride in a crusade against her enemies in the upcoming years. The Hegemony stands ready once more to march and asks only a direction to be pointed in.
    4. [Intrigue] Raid Overvann (89) Medicinal Herbs TP 1 from OVN - The Sepllfather requests herbs and who better to take them from than the barbarians north of Regno who had recently aided in felling the Brinefather. Inquisitor recruits are dispatched north with their success or failure determining their further progression within the Inquisition.
    5. [Intrigue] Secret


    Non-Actions


    Embassy with Regno


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


    News and Rumors
    • The Dragon Armor project was reportedly spearheaded by an exiled Azen smith forced to abandon his homeland when the Cinder Queen arrived. Officially however a human Karysite smith named Haja is recognized as the project's lead architect. If these rumors were in fact true there could be some question as to the intentions behind this gift but the Hegemony maintains that no Azen exiles serve the Hegemony in any capacity, much less as design leads on state funded private projects.


    Queen Bisera III
    Diplomacy: 5
    Economy: 4
    Faith: 1
    Military: 10
    Intrigue: 5

    Increase: +1 Dip +1 Int

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    Karys 48 Wheat Karys Varjik Ridir Dejanite Cult Honmyo Honmyo
    Marvalo 49 Silver Omanush Convoys XX XX Dejanite Cult Coatl Perijanism Dragon Cult
    Belhaz 50 Mustard Seed Open Open XX Dejanite Cult Dejanite Cult Dejanite Cult
    Ka-Ruun 62 Labor Guilds Open XX XX Perijanism Perijanism Perijanism
    Palanam 65 Copper League of White Sails League of White Sails XX (Open) Perijanism (Open)

    Spoiler: Armies and Technology
    Show

    6 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)
    Lord Commander Jalse (7)

    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

    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

  17. - Top - End - #617
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread

    'Ridi'r
    Region 85
    Round 25

    Spoiler: Actions
    Show
    1: Faith 10 - Organise DRGN as a proper religion, albeit one light on the actual tenets, because why would a God care what you eat for breakfast?

    2: Dip - Stabilize 'Ridi'r. Finally. As I'm leaving. [12]

    3: Eco - Set up early forward bases in the Pall in preparation.

    4: Eco - Hunt for suitable tribute to power the ritual.

    5: Dip - Move capital to The Pall. Internally rename The Pall to 'Ridi'dreq, while also expecting no one to ever call it that.

    6:Dip - Unclaim 'Ridi'r.


    Spoiler: Non-actions
    Show

    - Retire 'Ku'kikov (General 9) for 'Xuxavegx. She's been dealing with this for over 30 years. Let her rest.

    - Set free religion bonus for DRGN to +1 on tributes


    Xa'kagx wouldn't have said he was moping. Everyone else absolutely would have done, at least after he'd finished screaming about how he was going to murder every last person on the continent for what they did to 'Gxe'dhok. In the end, four people tied him to a rock for two days until he finally calmed down enough to hold an actual conversation.

    Not that he was particularly up for it. Even hunting did little to improve his generally dour mood, until eventually 'Gva'dhi'qagri snapped after hearing him moan about being stuck living in Dejan's ruins, and declared they were going on a trip, and that he needed to get away for a bit.

    They visited many places, though few were particularly interesting to them. If 'Gva'dhi'qagri was honest, most of the nice little human kingdoms they passed through felt sterile and stale to him, and 'Xa'kagx could only be less impressed. He was beginning to think the entire trip had been a waste of time, until in the hot and humid south the signs of habitation began to fall away, replaced by dense fogs and towering trees.

    Both could immediately tell something was wrong. Humans usually spread wherever they could, but all they'd seen was a few small fishing villages. The entire place screamed with the silence of a world holding its breath in wait of a predator's passing. And something else.

    "What's got you so worked up?"
    "Can't you smell it? The whole place... I need to find a river." 'Gva'dhi'qagri didn't get chance to ask what he meant - the 'Xedx was already charging off ahead. He smiled to himself. He hadn't seen him excited about something in months.

    He caught up to him on the bank of a river, tasting the water with a look of concentration on his face.
    "Find something?"
    "I knew it... This is 'Dxe'ghok's blood. The whole jungle reeks of him, of 'Ridi'r." He would have asked if the 'Xedx was sure, but there was no one on the planet more qualified to identify the magic of the world drakes. He'd trust him on this one. "Argh, damn it, I want to explore, but if the Bloodfather's affected this place like he has back home, we might not come back out... I want every scrap of information you can get me on this place. All of it."

    It was good to have him back.

    'Xa'kagx swapped his focus to gaining control of the Brinefather's heart. But all they could really do was attempt to drive away anyone who came for it, which was doomed to failure from the start. So he was quite surprised when a boat showed up and delivered the heart to 'Ridi'r's shores. It certainly wasn't any of theirs, and best he could tell it belonged to the people trying to steal the heart in the first place. They'd left with barely a word too. Whoever it was, they clearly didn't want to be named, and the only polite thing to do to thank them was to not pry too hard. The official story was that dragon worshipers in the enemy's ranks had turned on them, but he didn't believe it himself for a second. No doubt one day they'd call to collect.

    Meanwhile, 'Gva'dhi'qagri researched all he could on the place the humans called "The Pall". It was... interesting, to say the least. 'Xa'kagx had been right about the jungle being a death trap, though he'd been wrong about the region being empty - apparently it was owned by the Coatl Theocracy. None of this was why 'Xa'kagx was so excited. No, what had caught his attention was the fact that Dejan had never truly claimed the place. Sure, he'd planted a flag on the coast, but the jungle was an enemy he'd been unable to defeat.

    No one was sure what had made him decide on his mad plan. He'd simply stormed in one morning and declared they should all move to the Pall. Everyone smiled and nodded, but after a few weeks it became clear this wasn't merely a flight of fancy, and he was deadly serious, and he was convinced he could use the hearts to do it. The hard part was convincing everyone else to join in. 'Ridi'r was stale and stagnant, he argued, tamed, no matter how hard they tried to tell themselves otherwise. Where was the challenge, the excitement, in that certainty? When the chance to do what even Dejan couldn't was there, just beyond the horizon? By the time he made the official announcement of his intentions to the country, word of mouth meant everyone already knew.

    He'd never convince everyone, and he wasn't going to risk another civil war by forcing the issue. Those who wanted to stay with the safe and the known, would stay. But for those who wanted adventure, to press into the unknown, to challenge themselves in ways they couldn't even imagine... Then he'd be waiting at the heart of the Bloodfather on the night when all three moons were full.

    He had three main concerns - getting Coatl to let go of land they were barely using without having to resort to war, making sure everyone didn't die when they got there, and finding a suitable sacrifice to power the ritual, because he simply wasn't convinced the Brinefather's heart would be enough, powerful as it was, for the sheer scale of the ritual he had planned.

    The second was easiest - the particularly eager he sent ahead, to see what they were dealing with and build at least some basics in advance. The first was somewhat harder, but promises to act as mediators on behalf of the Coatl with the Flamefather (along with promises not to convert their territories) eased talks, especially in exchange for what was functionally unihabited land. The local elves rarely seemed to leave their offshore cities anyway, and had little seeming interest in the mainland, and so 'Xa'kagx simply offered them full autonomy, so long as they didn't cause problems.

    The tribute was trickier. The 'Ridx had never found any use for metal that bone couldn't serve as well, so any reserves of metal in the mountains went mostly unaccessed, save a few veins naturally exposed, and there was no way he'd get hold of enough gemstones. The question of how to get enough out of the rocks ws one that kept him awake for weeks.

    Until one day in the middle of the night he suddenly ran out screaming that he wouldn't. Metal came from rock, after all - and that rock was part of 'Ridi'r. Which technically meant it was his, regardless of the fact that it was still in the ground. All he could do now was focus on getting to grips with the magic he was to wield, and wait.

    Less came than he'd hoped, but more than he'd feared. The biggest blow was 'Ku'kikov - despite his best efforts, he hadn't been able to convince his mentor to follow him. 'Ridi'r had been her home for too long, she said, and nothing would change that now. Eventually he relented, and instead tasked her with watching over those who remained. Instead he had the young, the ambitious, those with minds open enough to dream of the conquest of what no one else could.

    Everyone was looking to him. This was probably the part where he should give a speech.
    "Let's do this."
    He spread his hands, one on each heart. He'd tried this before, on a small scale, but this was his one chance at the real thing. If he messed this up he'd never live it down. The Brinefather's strength ebbed with the highest of tides, the bloodfather's basking in the rampant life of summer.
    "Dxu'gvij 'va'ro'vah 'rov. 'Dhu'gija. 'Dir 'rov. 'Diri 'rov. 'Vov. 'Va'he 'dor 'ro'v. 'Dha'do'r 'ro'v. 'Doj! 'Va'dvuj!"

    There was a horrible moment of nothing. And then, with a rumble, a pair of peaks that formed the Bloodfather's ribs began to extend, pushing together into a great arch. Beneath it, the air shimmered into a swirling vortex of all the colours of the rainbow, though it was dominated by purple and green.
    "Well, get going then! I've got to stay 'till last to hold it open! Just stick together and it'll be fine!"
    Thankfully they wasted no time, though herding some of the animals was a little tricky. 'Xa'kagx watched, slightly concerned as he saw light start to seep from cracks forming in the stone, as the metals within were consumed. Just a little longer. It only had to hold for a little longer! 'Gva'dhi'qagri waited until the end, until only the two of them remained.
    "See you on the other side."
    Now all he had to do was drag the hearts through with him-

    The was a crunch, as the stone buckled, large pieces crashing into the ground around him. The portal wavered. Crap. No time. He did the only thing he could - he grabbed the Brinefather's heart, and threw it with all of his might, before sprinting after it as fast as he could. The moment it passed through, the already weakening portal began to rapidly fade, even as the mountain that held it collapsed around it. Into the last dregs he dived, vanishing into a space where only broken rock remained.

    He landed face first on warm, damp stone.
    "Always have to be dramatic, don't you? Looks like we made it."
    He still had to get everyone through the hellscape of a jungle before he could pat himself on the back. And not dying in the foreseeable future was also an issue. But for now...
    "Yeah. Looks like we did."

    Spoiler: Leader stats
    Show

    'Xa'kagx
    Diplomacy - 5 + 1
    Intrigue - 1
    Military - 3
    Faith - 10
    Economy - 3 + 1
    Last edited by kjelfalconer; 2018-11-25 at 02:07 PM.

  18. - Top - End - #618
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: [EMPIRE4!] IC Thread

    The Tundras of Whern


    Spoiler: Ruler Info
    Show

    Ruler: Leni Agnar
    Spoiler: Bio
    Show
    An Emigrant Shaman from the Gelupar Heights claiming to once have been a member of the bloodied hands who escaped the cult’s mind control magic with the assistance of a spirit he met on the ice plains of Yotun. A remarkable charisma and apparent rapport with the spirits of the ice fields and chasms (often thought of as some of the most capricious in all Emjata) allowed him to rise quickly through the ranks of the church in the Temple of Fherharbor, eventually being promoted to represent Whern’s Shamans on Chief Sharhorn the younger’s council. At first disliked by his fellow council-men for his ambition, he seemed to earn Chief Sharhorn’s unflinching respect after the two of them made a trip up to the plains of Yotun, allegedly to contact spirits and negotiate for the safety of the plains walkers. Ever since their expedition, the chief has sided with Leni Agnar on every issue, causing some amount of curiosity as to what exactly occurred between the two on their trip. Rumors abound, ranging from a scandalous affair to bloodied hand mind control magic. Whatever the case, Shaman Agnar now seems to wield the real power in Whern, convincing the Chief to negotiate a peaceable exit from the government of Overann to better serve the interests of the Jalyeong-bo church.


    Stats: (rolls here)
    Diplomacy 2
    Military 2
    Economy 5
    Faith 5
    Intrigue 2

    Attribute Improvements: +5 Faith, +2 Military

    No new ruler next round.


    New Player Bonus Actions:
    1. [Faith] Great Project: Promote religious tourism to Whern. [1/5] One of Shaman Agnar's few proposals that are supported by the remainder of the council is the idea of encouraging foreign shamans to make pilgrimages to Whern. Doing so would not only help the church in Whern, but would add valuable diversification to an economy that is currently 80% dependent on the export of Frozen Tears and 20% dependent on fishing. To begin making Whern more attractive to tourists, a series of inns and cottages are built on the border with Bhule, to attempt to capitalize on Bhule's appeal as both the one-time seat of the church and the graveyard of the dragon.
    2. [Faith] Great Project: Promote religious tourism to Whern. [2/5] Shamans make an effort to compile the oral traditions of Whern and the plains walkers into a small library in Fherharbor. While many foreign shamans would be unimpressed by the relatively young age of these tales, their more recent origins may also grant them an accuracy that many fables lack.
    3. [Faith] Great Project: Promote religious tourism to Whern. [3/5] Shamans from Whern on missions to elsewhere in Emjata are encouraged to tell the stories of the first Chief of Whern using his pact with the spirit of the Norbar to carve Fherharbor from the sea. While many places have local spirits, few cities can claim to have been founded as part of a pact between Yeunopihm and mortal.
    4. [Faith] Great Project: Promote religious tourism to Whern. [4/5] The plains walkers, always eager to jump on any additional source of revenue, begin offering to take "dudes" on trips out to see the Shrines on the Plains of Yotun during the summer.
    5. [Faith] Great Project: Promote religious tourism to Whern. [5/5] Due to Whern's location in the far north, the interior regions of the country are some of the best places in Emjata to witness the Northern Lights. Many ancestor-spirit worshipping groups of Jalyeong-bo revere these flickering phantoms as the earthly appearance of their ancestors. Though ancestor-worship is weak in Whern, plains walkers are nonetheless quick to jump on a possible source of revenue available in the winter when the plains of Yotun are too dangerous to hunt for tears. Tours to see the lights become more and more popular.
    6. Military Raise a Unit. Shortly after negotiating for Whern's independance, War Chief Vignar seems to come to the unfortunate realization that the nation will now have to rely upon itself for defense. His first precaution is to organize a naval militia to call upon in times of need, composed of 3000 or so fishermen equipped with whatever weaponry they can find.
    7. [Military] Raise a Unit. War Chief Vignar, frustrated with the lack of military talent in Whern, drafts another group of 3000 city boys armed with hatchets, and begins a regimen of training during the long and idle winters.
    8. [Military] Raise a Unit. War Chief Vignar's training program is so much more interesting than staring at cabin walls all winter that another 3000 people, including women and elderly men sign up to be taught how to use their hatchets for military purposes.
    9. [Military] Raise a Unit. Although Vignar is pleased by the amount of military force he was able to muster in such a short amount of time, the low quality/quantity ratio of his new army makes him concerned about being able to supply the troops well enough to keep morale up in an actual war. Thus, another levvy is put out for the Emergency Reserve Cooks, a division designed not to participate in combat directly but to supply the large and poorly prepared armies of Whern with food.
    10. [Faith 5] Create Jalyeong-Bo Holy Order in Whern (87): The Frigid Digits. Officially known by a much less amusing name, this group of young and rough looking shamans recruited by Shaman Agnar is known for their tendency to be missing fingers and toes, either bartered away to spirits or lost to simple frostbite. Their secretive initiation procedures in combination with their crippled appearance make them the butt of much speculation and many jokes, at least when they aren't within earshot.

    Actions:

    1.[Faith] Convert Holy Center 1 in Region 107 from Abhidi to Jalyeong-Bo. Roll 16. Creating foreign groups following Jalyeong-Bo that can trace the founding of their customs to Whern will be the best way to promote religious tourism to Whern. Shaman Agnar sends a group of youngsters from the Frozen Digits to the northern coast of Inyaka to muscle in on whatever operations they find there.
    2.[Faith] Convert Holy Center 2 in Region 92 (Thae Guceart) from Open to Jalyeong-Bo. Roll 11. A few shamans head down to Thae Guceart to join in the debates at the "Dissent Hole".
    3.[Faith] Convert Holy Center 3 in Region 86 (Bhule) from DRGN to Jalyeong-Bo. Roll 9. The fresh surge of Jalyeong-bo interest coming from Whern is a good thing for the Shamans in nearby Bhule, who find a significant number of wandering priests from Whern passing through Bhule to make their way to Mount Anar.
    4.[Faith] Convert Holy Center 3 in Region 88 (The Cays and Bahwick) from Rhunic Animism to Jalyeong-Bo. Roll 9. Perhaps as a lead up to an interest in whaling, shamans on fishing boats are instructed to challenge Rhunic animists on board whaling ships from the Cays to competitive feats of magic for their positions. Unfortunately, the Rhunic animists' specialty in weather-related magic seems to give them a significant advantage in the contests, but the effort put in by the shamans is still something worth mentioning.
    5.[Economy 5] Improve Resource Quantity of Peat in the Black Marsh (91) from Good to Great. Prior to the dissolution of the Bhule Syndicate, Whern had been provided with fuel for practically nothing as part of a series of shady deals made by the Donne. Many of the residents of Fherharbor found prices for good quality fuel on the open market to be ludicrously expensive in the wake of the Syndicate's withdrawal. To acquire fuel without the need to purchase from someone else, fishermen begin a practice of sailing south in the spring and dropping off their sons on the shores of Black marsh to cut Peat during the summer, picking them up again in the Fall along with a year or more's supply of fuel. The sons of Whern are instructed to stay away from established settlements to avoid getting on the nerves of the Overann government, but the number of stupid teenagers that the Wardens of Black marsh have to rescue is sure to increase nonetheless.

    Non-Actions:

    News and Rumors:

    Spoiler: Before Fherharbor
    Show
    Fherharbor’s founding is a tale that everyone in Whern ought to know well. However, there are other versions than the mainstream. One of them is described below.

    Contrary to the legends of the main group of people in Whern, there were people on the tundras before the first Chief and his followers founded Fherharbor, although the fact that the human natives of the region closely resemble the physical characteristics of the first Chief's followers makes this non-obvious to the casual observer. The oldest record of the natives of Whern indicates that they were once part of the Ancient Kingdoms of Bhule (though some ruins are said to be older even than this), but when the first Chief arrived he found them under the thumb of Jotun overlords, ruling from a city near the location of Fherharbor. A few tales say that wishing to claim the region for his own followers, the first chief commanded the Norbar to grind the city until nothing was left, smashing buildings and drowning inhabitants until all that remained was the protected harbor that the Chief later settled. It is believed that some of the Jotun remained in the north for years, raiding the founders of Fherharbor to survive until the first Chief rallied the people to drive them back to the ice fields in the midst of winter, where they either starved or froze to death, giving the plains of Jotun their name. The frozen tears of the region are left behind by the spirits of the Jotun who had seen their kingdom and their families drowned in the frigid Norbar.

    These stories about the founding of Whern as conquest rather than settlement are rarely told, but have just about as much evidence (which is to say not very much) to support them as the more mainstream myths.


    Former Donne Suzan Danerdhuf seems to resent the amount of control Shaman Agnar exerts over her husband. She is seen repeatedly holding private counsel with War Chief Vignar and Shipping Captain Strufhuffen, and there are rumors that Agnar had better watch his back... Of course, as an ex-bloodied hand member, Agnar already expects a dagger at his throat at any time. As he confides in other Shamans, the only good cures for paranoia are staying busy and committing yourself to a cause bigger than yourself.

    The agreement of the Overann assembly to release Whern without a fight comes as a surprise to the people of Whern, and improves their opinion of Overann to the point that even Shaman Agnar finds it politically inconvenient to cast out the seers living at the frozen temple. The prominent theory of the rare Fherharbor intellectuals is that Whern was worth giving up without a fight because it was never a significant contributor to Overann's military or economic strength, unlike Tevrus.

    Spoiler: Standing Military
    Show

    None Yet.


    Spoiler: Chief's Council
    Show

    Shaman Agnar, Representing Shamans
    War Chief Vignar
    Shipping Captain Strufhuffen
    Last edited by Potato_Priest; 2018-11-24 at 07:53 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  19. - Top - End - #619
    Barbarian in the Playground
     
    RandoMan's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    End of Round Twenty-Seven.

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

    Rando delights in not being delightful - LapisCattis

  20. - Top - End - #620
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Round 28: Begin!
    Imperial Reckoning 184 - 186
    Don’t forget to link to any rolls you make for ANY Attribute checks, plus rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with (because it’s handier to account for by the co-GM), which may or may not be your current ruler.

    Good luck!

    Rules Alerts & Changes!



    Growth!

    In an unprecedented move in modern Emjatan history a plurality of the contentious ‘Ridi’x people migrate, with the help of their late patron 'Gxe'dhok’s Heart, far across the known world leaving behind the craggy inhospitable landscape of Ridi’r to seek purpose in the cursed jungle of the Pall. 'Xa'kagx leaves his homeland, and a fair portion of less adventurous ‘Ridi’x and Ridix, in a better position than they had been in when he first rose to lead them but the majority of his and his court’s focus is now on their new home, the recently renamed 'Ridi'dreq.(Ridi’r changes Capital from ‘Ridi’r (85) to the Pall (29) leaving ‘Ridi’r Unclaimed with 2 Native Units protecting its recently “secured” borders!)

    Emerging from the wake of the Skyfather’s defeat the Eternal Lamp in Overvann gains a reputation as the font for all future Gamle Mater heroes of fable and legend. Their dedication both to the teachings of the northern practice of Gamle Mater and refinement of martial techniques has led many to comment they were the greatest living warriors in Regner. Other older but smaller organizations throughout the continent resent the implication but those who journey to confront the Lamp find themselves either defeated or taken in as brothers in arms. (Eternal Lamp Organization (Mil/Fth) is established with Headquarters in Overvann!)

    While they shared a long and complex history the increasing dangers of the world around them sees the former foes of Ti Linnad and the Kingdom of Obroslo enter federation with one another to secure both their realms from outside threats. Electing to support “the devil they know” the homeland of the Crescent Company becomes the newest addition to the Northern Council’s demesne. (TLD claims Lascienmo (22) and gains 1 Unit!)

    With chaotic war in the southeast occupying much of the Theocracy’s attention the admittance of Aniachaket into the Theocracy is nearly overshadowed though the Exarch’s Kansett wife does not allow it to go entirely unnoticed. A collection of KDU fighters and civil police who had helped maintain order in the region in the wake of the Nassen Incident pledge their loyalty to the Theocracy for their aid in securing the region for Xincoatl and once more the Exarch’s reach extends north across his dynasty’s famous canal. (CTL claims Anichaket (24) and gains 1 Unit!)

    Long an independent power in the north Perivan proves amenable but somewhat recalcitrant to the offers of more formal integration brought to their door by Dvatla. It was Dvatla’s actions that had precipitated the eruption of Blackrock beneath the surface from their duel between Haslutlu and the Skyfather, the blazing of which continued to threaten more isolated communities who had refused to evacuate their homes. Nonetheless it was this selfsame recognition of Dvatlan hegemony across the middle north and reflection on their now shared faith in the gods of Telir Geza that allows negotiations to continue. (DVT has partially claimed Perivan (15)!)

    The Jintha Council had learned to respect the Wuzei Darak’s borders but their interactions had only bred further curiosity. A human council member of decent standing soon finds himself in the nearby islands where he happens to “fall in love with a princess from the royal court.” While a captivating and broadly true tale there are some within the islands who question the random happenstance as such believing the Council deliberately sent one of their own to seek a marriage. (JTH establishes a Marriage Claim on Wuzei Darak (75)!)


    Diplomacy!

    With a pact of vassalage sealed between Mure and Venusa formal diplomatic ties soon follow. Members from the Clanlands are sent to occupy a recently constructed formal embassy in the imperial capital. An exchange of Regnans also come south and soon the two realms have developed a rapid and effective rapport. (KNI establish an Embassy with RGO!)

    Having only recently regained their independence from the Theocracy the new government in Glen Gwitna sees the establishment of more official channels with the Exarch to be an important first step. Ambassadorial suites are established in Gwitna and Coatl each playing host to the other’s ambassadors. A close link between these faithful of Xincoatl has many within the eastern clergy excited for future cooperation between the pious peoples. (GWT establishes an Embassy with CTL!)

    The Concordance Republics have many times over demonstrated their loyalty to the Cinder Queen and with the Ridi’r arriving south proclaiming a similar legacy the republican leaders see fit to send ambassadors to meet the strange folk in their new home within the Pall. (CAL establishes an Embassy with RDR!)

    After establishing close ties with the Isles of Lazar, Lindeen reaches out to Jintha, a Coatl Perijanist state of presumably mercantile (and therefore corruptible) nature offering an exchange of ambassadors that the two peoples might establish a positive working relationship. (LDN establishes an Embassy with JTH!)

    While Dvatla had been one of the premiere enemies of Old Avakonia their relationship with the old empire’s most obvious successor was far more complex. To aid in unwinding these myriad complexities formal diplomatic relations are established between the northern kingdom of Dvatla and the imperial successor of Varjik. (DVT establishes an Embassy with TFR!)

    The Jintha Cuncil proves a popular rising star attracting not only Lindeen but also now Amham attentions as diplomatic networks are established in the southern island chain. Federation shamans and ambassadors move to the islands where they seek to establish for themselves a monastic-ambassadorial complex through which the two states might maintain open communication. (CNS establishes an Embassy with JTH!)

    Tis the season for diplomatic overtures and Karys closes the loop between themselves, Varjik, and Dvatla with their establishment of a formal embassy in the northern kingdom’s capital. The Spellfather might object to her loyal servant seeking communion with the most recent state to join the list of dragon slayers but perhaps this was a sign of changes to come in Dvatla’s attitude towards the dragons. (RKH establishes an Embassy with DVT!)

    Les Alpes de Sang was not a calm region by any stretch of the imagination and it demanded attention from its overlords if it was not to fall apart. The Kunai were in a lucky position to address the current discontent among the Chateu Warlords having recently resumed work on the Tribute Trove giving them an example to point to in response to dragon cultist Warlord critics. The Kunai having vassalized to Regno, protectors of the overflowing breadbasket next door, had other Warlords on edge but they too are calmed with some key appointments from their entourages to the new embassy built in Regno. At last the region seems calm again, for now. (Les Alpes de Sang (57) is now Stable!)

    The Sultana was playing a delicate game balancing between Vahi'hu'j’s consort and leader of the Sultanate but her imperial presence and calming words do much to soothe concerns among veterans of the long campaign against the Brinefather. A mix between fear and respect for Venusa’s accomplishments, namely her mastery of draconic transformation, quiets the whispers of dissent among her court. (Regno (8) is now Stable!)

    Tresten falls easily to the lure of a promise of easy living under Republican rule where every man could cast his vote for peace of mind. The region puts up little resistance as the over glamoured republics seeps into positions of power among them. (Tresten (36) is now Stable!)

    Peledia was a patchwork of simple pastoral communities and while they had long been loyal to the Imperial Crown of Whitefeather with the mass armies gathered to tear down this long lived empire these occupied people choose to surrender to Theocracy law rather than mount an ill fated campaign of resistance. A deal is struck between local leaders and the Exarch that allows the simple herders to maintain much of their daily freedoms in exchange for slaves and Peledo tributed to their new overlords in Coatl. (Peledia (34) is now Stable!)

    Throughout the Kingdom of Dvatla the self-assured governing hand of King Fekalis sees an end to discontent against his reign. Malcontents in Reflas and Dažytija find themselves alternatively bribed, imprisoned, and on rare occasion “disappeared” with the practiced precision of a veteran king. Quiet prosperity is restored in these regions who see now the absence of the Skyfather’s domineering presence as example of Dvatla’s righteous cause. (Reflas (11) and Dažytija (13) are now Stable!)

    Stories of the rebellion against the Rakshasa yolk have given the Tarakeen an independent spirit unbecoming of the slave classes. Soon they start protesting for more eyeliner, rations, and even representation. Truly the enemies of Khompur have poisoned the minds of the Tarakeen. To quell the rebels, a troop of Rakshasa and Goliaths have arrived to the region to add harsh punishments to slaves who dare question their place. Rabble rousers are crucified as tribute to Khompur while those who spread the story of the great slave revolt have their tongues removed. (Tarraks Krag (78) is now Stable!)

    Faced with punishment via beheading, Sonils Raja arrives in Sonil in order to bring order to this harsh frontier. Corrupt governors and bureaucrats are quickly tossed to lions, sometimes literally, while those who aquise to Sonil’s wishes are gifted with opulent silver jewelry. Thankfully Sonil’s tactics appear to be successful, at least in the short term. (Sonil (79) is now Stable!)

    Wasipacha was quickly bought within the imperial orbit, not via punishments and threats, but through the arrival of many lower class Rakshasa and mongrels. The similarity of terrain and climate between Wasipacha and the pridelands makes it a very amicable area for settlement. (Wasipacha (60) is now Stable!)

    Sharing an ally in Rhune the Kingdom of Yondar reaches out to the nearby Acolytes hoping that gifts may sway the mysterious mystics to offer some support to the mercantile kingdom. It seems the Yondarian gifts go over well among the secluded studiers of spirit and they agree to entertain further cooperation with the Yondar Queen. YDR improves relationship with the AAK from 3 to 4!

    The newly elevated Duchess of Amham, widow to the last Donne of Bhule, echoes her late husband’s secretive methods with overtures to the Shushan. Unlike the Bloodied Hands however the Shushan had a less controversial and a less popular international presence allowing the small shamanist state to rise among their ranks with competition for their affection only beginning to appear as they neared the coveted seat of Meishinkage currently held by the Kunai Clans. CNS improves relationship with the SHN from 4 to 5!

    Seeking new magics to exploit, Lindeen reaches out to the Order of Vashthiya Sattyathanya. Although an early faux paus is committed by one of Lindeen's representatives who refers to the control of memories as useful for very questionable activities, on the whole the two groups grow closer together. LDN improves relationship with the OVS from 3 to 4!

    Faith!

    With the ‘Ridi’x retreated from their homeland that they might tame an even harsher terrain to the south in direct service to their living gods the formalization of their cult of the dragons is seen as sign of favor from their gods for their drastic migration. While little is officiated as tenets for the faith the presence of more dragon cultists nearby in Palmor and a more secure base of operations granted to them by the Theocracy and the Cinder Queen allows Ridi’r to position itself unrivalled at the head of this newest current of religious practice. Draconic worship, for better or worse, more firmly takes hold in the holy sites it has laid claim to. (RDR Organizes Dragon Cult with Org Rel HC 5 set as +1 to Tribute Rolls! The Pall (29) HC 3 is converted from Coatl Perijanism to DRGN!)

    Through the efforts of native Shamans, the tundra’s of Whern have become a pilgrimage sight for many a northern spirit worshiper. Every year hundreds of pilgrims hoist hand carved totems under the northern lights in an attempt to commune with the dreams of the Yeunopihm. (Completed Great Project: Promote religious tourism to Whern.)

    As Anivine struggles with the growing pains of acquiring new power, those loyal to her become dedicated siphoners who aid her in her growth while those poised against her swiftly meet their end at the ends of mrazite blades. After much personal growth and development from her recovery Anivine has become known as the Queen of Thorns, head of her newly empowered Court of Thorns. The magical siphoners could foretell a powerful countermeasure to the magics that had grown up in Dejan’s absence.(Completed Great Project: Master Siphoner magic within the Court of Thorns.)

    A group of secretive frostbitten shamans have come together to form a holy order. Contrary to the popular opinion the Shamans see exposure to the frigid wilds as key to communing with the local spirits. Lost digits and frost born deformities are prized as signs of devotion, even if they face derision from the region's less religiously zealous residents. (WRN Establishes the Frigid Digits in Whern (87) as a Jalyeong-Bo Holy Order)

    The rougher strain of Initia emerging from Sycoraxistan is formalized in the establishment of a new Initia holy order. The Storm Surveyors demonstrate their mastery of the elements and discipline of their revolutionary vanguard sponsors cementing their place among the practitioners of Initia as master manipulators of runes and the elements. (SYX Establishes the Storm Surveyors in Sycoraxistan (115) as an Initia Holy Order)

    In Zachodnie the victory of Haslutlu against the powerful and cruel dragon that once ravaged Dvatla is celebrated by construction of a permanent memorial. A grand statue that stands twice the height of most castles and made entirely of marble is erected in the years following their battle. It depicts both dragon and goddess in combat, her flaming spear crashing down and piercing the beast’s reared neck. Raised in the broken hills overlooking the river that gave the region its life, all who travel through Zachodnie will know of her triumph for ages to come. (The Sculptors of Fire Tëlir Giza Holy Order is founded in Zachodnie (16)!)

    Within Lindeen efforts to provide the nation’s Warcasters with servants capable of traveling with these empowered magical individuals results in the creation of the Gravediggers Pendant. This macabre piece of jewelry was formed from the skeletal remains of powerful creatures, and men, and resonated with a dark mystical power. The pendant offered a Warcaster quick and easily transportable minions but the drain of activating the summoning object left a commanderl more vulnerable on the battlefield. (LDN introduces a Relic: the Gravediggers Pendant: +1d3 temporary units for battle, provoke size losses as normal but are affected by size losses last and disappear after the battle automatically. -2*roll to leader loss roll)

    The branch of the blood oak upon which a mighty Witness conducted her Hanging Trial is sanctified as a holy object of Initia. The bloodied branch diffuses energy channeled into it harmlessly across its spread branches. Rumors abound regarding this new item of power including stories that the wielder could parry the very lightning bolts from the sky. (SYX introduces a Relic: the Wand of Al-Airtibak)

    Holy spiritual work in Amham sees the creation of a new relic to join the Emjatam catalogue of magic. A shroud of simple design but infused with great spiritual power the Spirit Shroud of Amham offers even the laymen a glimpse into the world beyond mortal perception invigorating faith both large and small. (CNS introduces a Relic: the Spirit Shroud: +1 to Conversion rolls)

    The Coatl Perijanist Church realigns its interests in light of its dominating presence across the east. With a significant number of worshippers praying daily to the great serpent the Church turns away from their long policy of holy site protectionism adopted early on in favor of enriching those who have shown loyalty to the holy mission at the expense of those who spurn it. (Coatl Perijanism Org Rel HC 15 bonus is changed from +1 to Resist Conversions to +1 Buyouts vs non-CP States!)

    The cult of Dejan gains ever more influence among the elite of Varjik. As generals are expected to lead from the front lines, commanders are trained in the rudimentary tenants of Dejanist magic. This has the effect of increasing the vitality and personal strength of battlefield commanders, hopefully insulating them from death via stray lance or arrow. Dejanism Org Rel HC 15 bonus set as +2 to Leader Loss Rolls!)

    In Delwin at long last the religious practices of Overvann take root. Gamle Mater Seers manage to drive out kobold dragon cultists who continued to venerate the deceased Brinefather at their shrine in the Grand Hollow. Bits and pieces of flesh and bone the kobolds claimed to have stolen from the Overvann are reclaimed from the Hollow and turned over the authorities while ancestor shrines and runic wards are erected in their place. (Delwin (84) HC 1 is converted from DRGN to Gamle Mater!)

    The Cesarian Dejanists, eager to appease their prospective new government, allow their practices to be turned to the way of the Mandate. The seemingly implicit contradiction between Dejanist anti-magic and Lindeen Mandate pursuits of magic are softened by the mutual desire to bring mystic power under mortal control. Cesaria (102) HC 1 is corrupted from Dejanism to Dejanist Mandate!

    Ti Linnad finds itself at the end of another Lazarite led proselytizing affair though this time the Arndok seems more concerned with expanding and securing his personal power over the theories and practices of the Northern Council’s magi than any true concern over the people’s salvation. (Ti Linnad (21) HC 3 is converted from DRGN to Coatl Perijanism!)

    Getting ahead of the retreating Whitfeather forces Coatl missionaries infiltrate Bovalia and begin to spread their message of Xincoatl’s salvation among the populace. Cut off from Sattyathanya support from Masdoli or Aaenna the Abhidist held Temple of Light finds itself overwhelmed with fervent eastern magi who proclaim the holy site a beacon for Xincoatl’s followers to rally around. From this Temple the teachings of the eastern church spreads into the interior of the coastally concentrated region and Abhidist members of the Golden Convent soon declare Xincoatl a more complete material realization of Abhidi’s divine will incorporating the Coatl Perijanist pantheon into their worship. (Bovalia (46) HC 2 & HC 3 are converted from Abhidi to Coatl Perijanism!)


    Trade!

    The richness of Regno was known Emjata over with admirers and servants in nearly equal proportion to detractors and rivals reflecting their well known success. With the funds of a technologically advanced Empire brought about in part by the extensive libraries of Bratus Academy it is little wonder when the economic theories first dreamed up in the Isles of Lazar see their first full fruition in the capital of the Sultanate. Blatea mining operations are expanded and Bani extraction leads to a surplus of the magical dust falling into the Sultana’s hands. (RGO upgrades Regno (8) Bani from [Great] to [Grand] and takes control of associated TP 4!)

    Concordant traders make a long sojourn into northern Estensule where few from Palmor had established trade relations carrying a heavy bounty of precious coins intended to make a positive first impression. The prospecting enterprise soon sets its eyes on Umibe investing heavily in the research and schooling associated with the production of True Name Parchment allowing the Concordant Republics access to these unique scrolls of power. (CAL upgrades Umibe (54) True Name Parchment from [Minor] to [Good] and takes control of associated TP 2!)

    A spike in peat prices has lead to Peat rush in the Black march. The collapse of Bhule left many a young man searching the area for fortune. Unfortunately for every peat harvester to make it big there was one who got entombed in the regions cavernous bogs, mummified to be uncovered by future excavators. (WRN upgrades Black Marsh (91) Peat from Good to Great and takes control of associated TP 3)

    Though the Spellfather has left her roost in Heartsease to oversee her contentious followers from the Aspen Heights the ambient magic of her presence lingers. The iron which had only in recent memory begun to have been pulled from the bogs is transformed by the remnants of dragon magic into a material with similar consistency and tensile strength as the now famous Dragonsteel of Dažytija. (Heartsease (72) Iron [Great] is upgraded to Dragonsteel [Great]!)

    The administrative reforms of Sonil’s Raja have yielded great fruit indeed. Tower cactus farms have expanded their reach deep into the regions interior with the assistance of the Djinn counts, who seem happy to assist in locating underwater aquifers. Soon carts filled with the rich flesh and hard quills of the tower cactus arrive as evidence of Sonil Raja’s success. However the Raja maintains his own control over the expanded resource hoping to manage a “profit” which he had learned extensively of from Regno economics teachers. (Sonil (79) Tower Cactus [Minor] is upgraded to [Good] with TP 2 Open!)

    Sick of the foreign monopoly by Gwitna and Yonder, a large number of up-and-coming navigators have disassociated themselves with them to start their own independent guilds. Many simply scoff at the notion that they'd remain independent for long. (Region 103 Navigators [Good] is upgraded to [Great] with TP 3 Open!)

    While dragon meat was an odd meat to deal with culinarily given its inherently magical nature there was no denying its ability to fill bellies. Delwin is grateful to their Kobold King and Jarlin for their roles in slaying the Brinefather and provision of the spoils to the hungry people of Delwin. As promised the Green Lords focus on expanding mining operations bringing additional veins under Overvann's control. (Delwin (84) Tin is upgraded from [Good] to [Great] with TP 3 under OVN control!)

    Although the Gwitnan traders seem poised to fall flat once more in their bidding on the iron turned Dragonsteel out of Dvatla with the timely support of King Fekalis the eastern tradesmen secure a contract with local mines and refineries. The magical burning and twisting of the ore brought on by the Skyfather’s parting had made mundane iron a pale comparison to the tensile strength of this magical new alloy. It shone like silver, was sharp as glass, and was nearly unbreakable without tremendous force being exerted upon a worked piece. The Gwitnans were quite pleased with their purchase as they hoped their Warden would be as well. (GWT buys out Dažytija (13) TP 2!)

    The Sultanate extends a wealthy hand towards Ka-Runn, the former land of slaves now a battered but stalwart collective of labor guildsmen. Sultanate wealth goes a long way in the formerly occupied territory and Regno finds they are able to negotiate a steady supply of some of the Guilds’ most skilled laborers to come north in exchange for Regno furnished services in the recovering province. (RGO buys out Ka-Ruun (62) Labor Guilds TP 1!)

    Yondar continues its fruitful investments in Palmor purchasing a stock in the Saffron trade of Palendor. Thune, the default capital of the republican leadership since the occupation of Azenhal by the Cinder Queen, was just up the river and the northerners find themselves closely observed by the shadows of the night as they set about establishing themselves in the region. They are not disturbed however and soon the Rhunic Animists are happily adding the red spice of saffron to culinary dishes in their homeland. (YDR buys out Palendor (37) Saffron TP 1!)

    As Yondar expands abroad it also expands domestically bringing in additional acreage of Darkwood timberland to be cultivated and utilized at home. (YDR buys out Yondar (98) Darkwood TP 1!)

    Stocking up on the supplies most readily associated with siege preparedness but with many purposes besides Dvatlan merchants conclude negotiations in Zachodnie and Llët̨sällë that secure their Kingdom a steady supply of hard stone and more exotic meat. (DVT buys out Zachodnie (16) Marble TP 3 and Llët̨sällë (10) Dragon Shrimp TP 1!)

    Zeměvčel experiences an economic boom, the honey farmers in the region forming a partnership with one of Dvatla's wealthiest noble lines seeking productive investment of his family fortune. The delicacy sells well in neighboring states, but when the noble who had acquired controlling interests in the majority of the regions honey farms dies suddenly without an heir, the ownership of the farms is called into question. Seeing an opportunity, the King seizes these farms in the name of the crown, giving the royal line total control of the honey production in their lands. (Dvatla gains Zeměvčel (17) Honey TP1 and TP 3!)


    War!

    Karys was ever a mercurial state with its organization under mercenary captains and secretive Inquisitors. Their devotion to the Spellfather now seemingly left little room to be questioned however as they present the Bane of Iskander with a custom fit armor of hide and plate to protect the southern terror in battle against her foes. (RKH gifts Mil 10 crafted Dragon Armor to the Spellfather!)

    In the island regions of Jintha the past few years of fighting between the Volzen and the Daraki leads the Council rulers to seek out another warrior to elevate among their leadership. In a captivating series of bouts the Volzen known as Mia Grand, while ultimately unable to best Taelia Riveria, is selected to aid in leading the war efforts of the Jintha controlled islands. (JTH introduces a new Mil 7 General Mia Grand!)

    In Regno another Magi trained in the arts of strategy and warfare ascends to join the ranks of premiere generals within the Sultanate. With such a vast demesne the demands for competent commanders to protect it was growing. Time would tell whether the recently-promoted Magi Rubrum would live up to the legacy of his peers and predecessors. (RGO introduces a new Mil 8 General Magi Rubrum!)

    Just as the Isles of Lazar blessed the warcaster Krace, Lindeen's spellcasters begin training not to obliterate enemies themselves, but to empower a warcaster to do it for them. All military activity is first examined through the lens of employing a War Caster with visions of massed armies fading from the popular conscious. Lindeen creates new Military Specialty: Cult of the Warcaster: Increases die size to 2d8 when fighting with Warcasters!)

    In the opening salvo of war against the south from Ti Linnad the northerners seek to push out their liege’s foes and their own brothers in faith from trade in the capital. The Theocracy of Coatl merchants who had long enjoyed a prosperous relationship with the Pylliar dating back nearly to the two nations modern founding are faced with eviction notes from soldiers of the Northern Council with force applied against any who sought to protest. While the southeastern merchants had known war with Whitefeather threatened relations with Ti Linnad many are more than a little irate that their margins are suffering for Exarch Tizoc’s war rather than a heathen state such as the Republics. (TLD Sacks Ti Linnad (21) Pegasi TP 3 from CTL leaving it Open!)

    The collapse of the Whitefeather Empire begins, its provinces scattered and unable to collectively defend themselves against the foes who reveal themselves on all sides. Vast forces march from Khirus, assaulting the defenders of Lior. While the native garrisons at first fight far beyond their size, news that no help is coming from the Crescent leads their general to surrender in hopes of saving his men’s lives.
    Spoiler: Khirus Invasion of Lior (43)
    Show

    KRS= 31
    WFK = 21
    KRS Victory! KRS loses 0 Units, WFK loses 1 DRGN Unit! Lior is captured by KRS! Lior is in Unrest!


    Moving north, the Supreme Chancellor leads his armies in person to Masdoli, hoping to seize its Uhrayian ports. Realizing the grave danger to Whitefeather’s vassals if the Republics reached the Uhraiya Kiolo Pinkfeather himself is roused to lead the fight for Whitefeather loyalists. Though he was nearly a century old in service to his imperial majesty Kilolo does not appear to have lost his edge as a tactician. The battle is fiercer than in Lior, but though Pinkfeather fights desperately, inflicting heavy casualties, step by step he is pushed back to the coast. He deems the region lost, and escapes with his men by sea under cover of night, setting the remaining ships and docks ablaze. Regardless, the region is fully in the hands of Khirus.
    Spoiler: Khirus Invasion of Masdoli (47)
    Show

    KRS= 29
    WFK = 23
    KRS Victory! KRS loses 3 KRS Units, WFK loses 0 Units! Masdoli is captured by KRS! Masdoli is in Unrest!


    The Republics of Azenhal likewise take advantage of the collapse to march on Imperial lands. Suicide Sandor leads a massive force into Tafer, leaving a trail of devastation in his path. He has little need for his signature tricks to overwhelm the local garrisons, who he outnumbers five to one, and Tafer’s cities fall one after the other to the unholy tide of Moldborn and Picians.
    Spoiler: Concordance Invasion of Tafer (44)
    Show

    CAL= 38
    WFK = 21
    CAL Victory! CAL loses 1 CAL, 2 MLD Units, WFK loses 1 Unit! Tafer is captured by CAL! Tafer is in Unrest!


    Meanwhile, the living elements of Azenhal’s armies surround the holy city of Tria Sanctus. While the Astérionnag finds the message sent from the invaders too vague, he is left with no choice but to surrender, as his forces are far too weak to withstand the great invasion arrayed against him, and the Concordant Republics seize yet another region from the collapsing Whitefeather giant.
    Spoiler: Concordance Invasion of Lacia (35)
    Show

    CAL Victory! Lacia is captured by CAL! Lacia is in Unrest!


    Seizing upon the power chaos as Whitefeather collapses, the Theocracy of Coatl marches into the Inyoni Crescent itself. It is said that Crexa reappears from nowhere to face them, leading her soldiers in a series of devastating attacks against the Coatlean forces. Even so, weight of numbers soon decides the campaign, though thousands lie dead on either side. Crexa disappears after the battle with some speculating she met up with her old friend Pinkfeather presumably to Bovalia where the last remnant of Whitefeather strength remained. As the Coatlans settle into the region the Inyoni curse of avian transformation begins to spread among the invaders.
    Spoiler: Coatl Invasion of the Inyoni Crescent (45)
    Show

    CTL= 39
    WFK = 28
    CTL Victory! CTL loses 4 CTL Units, 1 DRGN Unit. WFK loses 4 Units! Inyoni Crescent (45) is captured by CTL! Inyoni Crescent is in Unrest!


    Arndok Kasiri and the Basilis Ra break Lazar’s long tradition of isolation, seeking to secure the mainland from untoward events. Lazarite forces appear suddenly and without warning across the eastern coast, swiftly overrunning the poorly-organized native defenders and claiming [Region 93] for the Isles. While the region itself is secured the mist shrouded frozen tower deep within the desert’s interior remains a mystery.
    Spoiler: Lazar Invasion of Region 93
    Show

    LZR = 25
    NTV = 22
    LZR Victory! LZR loses 2 LZR Units, NTV loses all 3 Units! Region 93 is captured by LZR! Region 93 is in Unrest!


    Further south, the Arndok leads the troops himself, attacking [Region 27]. Here, however, he is met with a clever foe. The native leader meets him in pitched battle, slowly withdraws his center, and suddenly surrounds the Lazarite forces. The ensuing battle is more of a slaughter, with only the Arndok and a few of his guard escaping.
    Spoiler: Lazar Invasion of Region 27
    Show

    LZR = 27
    NTV = 29
    NTV Victory! LZR loses 1 LZR Unit, NTV loses 0 Units! Region 27 remains independent!


    Aiming to secure the full southern coast and eliminate a potential threat, the Serene Marasa Pride marches into the Kadangan Wetlands. The unity the region showed so recently is gone, replaced by a deadly factionalism that decides the region’s fate. Before long, the wetlands fall to the Rakshasa.
    Spoiler: SMP Invasion of the Kadangan Wetlands (73)
    Show

    SMP= 27
    NTV= 21
    SMP Victory! SMP loses 1 SMP Unit. NTV loses 1 Unit! Remaining soldiers disband or retreat! Kadangan Wetlands (73) is captured by SMP! Kadangan Wetlands are in Unrest!


    The remaining forces of Whitefeather under the old exiled dynasty of Crexa Whitefeather supported by General Pinkfeather, split off in the wake of the southern collapse with a little over half retreating to Bovalia to recover and prepare for the inevitable pressure to come out of the captured territories while the remaining soldiers escape across the Uhraiya to pledge their services to Ti Linnad who has made clear their intent to strike back against their former liege’s enemies. When it becomes clear to the Empress and her centurion general that the Exarch intended to annex Bovalia as he had much of the southeastern coast under pretext of holy duty. The two set sail after their men to join court in exile at Ti Linnad but their ship never arrives in any port of the Uhraiya. Whether lost at sea, run off, or killed they do not arrive even months later leading most to conclude the two titans of an age now past had been lost too in this terrible war which had destroyed that once mighty Whitefeather Empire. (Bovalia (46) now contains 5 Units! Ti Linnad gains 2 Units!)

    Discovery! Map!
    Spoiler
    Show


    Terror!

    Queen Sigyn is the subject of an assassination attempt! While the Izbefe monarch evades her lethal pursuer unscathed when the culprit is captured and revealed to be a moderately high ranking noble out of Rolas who claims loyalty to the Mad King Sigyn is forced to confront the possibility that when she had dispatched agents into the realm of Dafi the exiled madman may have dispatched his own loyalists to infiltrate her government. Publically her court maintains a united front but suspicion and paranoia now threatened her ultimate authority within the realm. If Dafi was not dealt with promptly these cracks could become ravines which could not be so easily patched.

    The dragons have certainly left their mark on the world, but regardless of national perception the common folk tend to fear the great primordial beasts. This fear is also directed against their cult, some regions seeing the practitioners as evil men worshiping evil gods. In Marvalo (Region 49) these tensions have reached a boiling point, and a joint mob of Dejanists and Honmyo faithful riot throughout the region, trashing shrines and killing dragon cultists. Shepherds are known to defend their flock, and the dragons may view this incident very negatively…(HC3 in region 49 is purged, dragons will get angry if nothing is done!)

    The cultural ties to their imperial namesake still run strong in Avakonia, and though the fire may seem extinguished a movement has sprung up condemning Dvalta's “unlawful ownership” of the region. The leader of this movement, Lord Falto, is calling for the city to join Varjik or Karys, requesting their diplomatic aid to end Dvalta's hold on the southern portion of Emjata. The local Coatl Perijanist Church supports remaining with Dvatla for while they had spread their pantheon in part within the imperial cities they had mostly obeyed their word to respect Coatl Perijanist majority worship, something the Dejanist or Dragonist southern powers could not be relied on to do. The priests of Telir Geza unsurprisingly also support Dvatla’s lordship and the churches conspire to create their own counter movement. Magi Kelmar, a Coatl Perijanist priest who had observed and aided in part in the summoning of Haslutlu, emerges as the foil to Lord Falto. The two opponents stir passions in the streets as Kelmar is accused of being the second coming of Allantalos and Falto the blind nostalgic old man pining for a past no better than the present. Tensions in the region rise and some of Kelmar’s supporters enlist in the Dvatlan military hoping to see action in suppressing their increasingly disruptive foes. (Avakonia is Unstable! Dvatla gains 1 Unit!)

    Other!

    Rich with Mareenese silver and eager to have an edge against the forces of Khirus, Sinja Lagos Ssuras makes sure the vampire hunting mercenaries are bought at the highest price possible. Unusually for humans they are pampered on their way to the capital and displayed to the public during the festival of Reiba. Devotee’s can only hope that this gesture is followed by meaningful action against the heretics and abominations who oppose Reiba. (SMP gains 1 Vampire Hunter Unit and Impaler Palisades technology!)

    At the start of 182 a strange pestilence from the north has started to plague the crops of Illoan famers. By the summer 183 thousands of Illoan farmers have reported cereal crops turning a garish blue before rapidly wilting into a strange yellow puss. This has put pressure on the inland communities to purchase food from neighboring regions at inflated prices. Many a hardstruck Illoan has appeared before the council, pleading the government for aid in the face of possible famine. (In order to avoid unrest in Arfordir (20) Ti Linnad must acquire a new crop or preservative TP by the end of round 30)

    Foxpaw, a man from Derokar (53), has asserted that he is actually a descendent of the Inkia clan that once ruled the region and had been supposedly snuffed out by the Yasei clan. He claims that monetary reparations are owed by the clan for the crimes committed against his forebears.

    Shortly following the de facto collapse of the throne of the Whitefeather Kingdom, a Redtail officer makes a grand entrance at a victory celebration ensuring his message is well heard. He offers his military service which he claims to be unparalleled to anyone, Coatl or beyond, who performs a "great military feat" in the coming years. Before anyone can ask what on earth he means the Inyoni vanishes presumably to monitor from above the battles surely to come.
    Last edited by RandoMan; 2018-11-27 at 10:29 AM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  21. - Top - End - #621
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    Default Re: [EMPIRE4!] IC Thread

    Dragons! WIP

    Xo'xa'va'j the Cinder Queen

    Ridi’r joins her tributary list willingly

    Adds Glen Gwitna to her tributary list

    'Vahi'huj the Father of Silence

    Adds Amham to their tributary list

    'Kidveva'dvuj the Eater of Magic
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

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    Default Re: [EMPIRE4!] IC Thread



    The Great Kingdom of Varjik
    Liege of Karys

    Illuminant Jaine Anivine Kren El Sira the Queen of Thorns
    Diplomacy: 5
    Military: 6
    Economy: 3
    Intrigue: 5
    Faith: 10

    Actions for Round 28 (Rolls)
    • [Faith 10] The Burning Throne: Grant an additional bonuses to those of Dejanist faith!
      Quote Originally Posted by Stats
      The Burning Throne Holy Order of Dejanism in the Aspen Heights [R59] grants the owner of the region +2 against magical techs whenever they send one of their own leaders/generals to serve as primary commander for a battle. If the nation who owns the region is the leader of the Dejanist faith, this bonus extends to all commanders and rulers of the Dejanist state religion that take an action to seek the blessing of the reigning Illuminant (leader of the Dejanic faith), are accepted as a non action by said Illuminant, and swear the 'Emperor's Oath.' Breaking this oath may result in excommunication.
      As the only strictly Dejanist kingdom in the world and leader of the faith, passing new reforms comes quickly and without difficulty. The most major of these reforms is the integration of the Court of Thorns as a permanent seat of power in Dejanist faith, calling upon the region's history in using the pass as a staging ground against the rakshasa even long before Varjik took up the region as their own. Of course, using this justification as a location for a holy site only seems to reinforce the Pride's initial reaction to try and push them out of it as an intelligent and insightful move for their nation's safety - But that has been admitted far too late now for there to make any difference. The Burning Throne itself is a marvel of red crystal, Mrazite that has grown into the very chair from which Anivine governed from in her main hall. Named the 'Burning Throne' for this vibrant color and the warlike history of Varjik, it sends a message across the lands... Varjik and Dejanism are here to stay.

      The Emperor's oath is a bit of a separate ordeal, a vow crafted by the clergy and reinforced with Violet Ash (which forces the speaker to tell the truth) to have any who carry the Siphoner's boon promise loyalty to Dejan and his church, to the ideals of a world united by strength and honor, and less popularly to the idea that Anvine is the first mortal worthy of directly carrying the God who Conquers Heaven's blessing, as they are said to share the same bloodline. All nations reverent of Dejan shall therefore also be reverent of her, in her seemingly unageing form. Such claims are, however, unproven...
    • [Economy] Address Fox-Paw's Concerns
      Fox-Paw, the supposed heir to the Inkia tribe is given a response of 'we already made the Yasei suffer for their crimes' from the Kunai. Varjik agrees that the enemy that wronged them is now gone, and asks that he swear under violet oath that he is indeed who he claims to be. Once this is determined he is granted additional rights in the kingdom as nobility, and Anivine says that she will give him better than payment for past wrongs - the ability to make a right future forged by both their hands, together. The first step in this is to make Derokar as prosperous as the rest of the empire, and they together draft an offer to the Omanush Convoys.
    • [Diplomacy] Claim Altessa on grounds of a past promise to reinstate their original royal dynasty to power [Roll: 9]
      The realm of Altessa has just seen the republics retreat from them, and so a vacuum of power looms over the area... A vacuum of power that can easily be filled for the benefit of Varjik and her lands. It is time to make good on a promise made many, many years ago, with the living, rightful heir to their throne still alive in the heart of the Aspen Heights. (Extremely strong claim; maybe a bonus?)

    • [Diplomacy] Offer the OMC a deal
      The Convoys had been a long standing ally of Avakonia even before the Firethorn Regiment took their independence. Old trade routes through the region that once flourished have been left abandoned for many years, taken up instead by local merchants. With their return over the past few years and pleasant relationship thus far, Anivine extends to them a deal if they wish to grow closer as trading partners...

      OMC transfer ownership of the Sedellan Glass TP2 in Varjik (R59) under their control to Varjik, and in return they will have one of their bases built in Derokar - which should have a side effect of increasing economic development in the region, as per the promise to Fox-Paw.

    • [Military] Cleanse heresy from within the order (Purge Region 102 HC1) [Roll: 11]
      In the north, heretical practices involving magic and sin have arisen... A doctrine that twists Dejanist monks and priests against the very thing for which they stood. They conquer for a world of order, not one riddled with chaos and magic. The Great Conqueror would never approve of these actions, and so a force of Kalorés are sent by the head of the faith to sail north and show these misguided men and women the error of their ways...
    • [Military] Conquer Avakonia for Varjik Defend Avakonia under the command of Prince Zarikos Kren El Sira (Mil 3)
      The command given by the Dragon of the Heights has Anivine grating her teeth. She has been delivered a catch 22, to either turn on her husband and allies or the dragon in her capital. After much deliberation and discussion, they determine that aligning themselves with the dragon would indeed be better for the realm. While Dvatla is close and their administration good, balancing their own kingdom's potential obliteration by the claws of the dragon must come first in the way of things. Her son with Khäsglis named Zarikos, aged only seventeen, wishes to lead this battle in the stead of his parents, claiming that it is his right to rule Avakonia as the son of both their royal lines. He is reluctantly accepted, his parents putting a great deal of trust in him for his first endeavor as future Jain. He makes the lofty promise to resolve all of this dragon-fueled conflict between Varjik and Dvatla so that the realms of his families may finally return to their peace, and offers Dvatla a proper military alliance if their support his (and Varjik's by extension) claim to the region. He aims to team with the defenders to expel the Khirese forces, but this comes with a catch that his other allies may not enjoy... This region will not be going to Karys win or lose, a statement that seems to dampen their enthusiasm to fight as they attempt to get the dragon to decide in their stead. Tensions become higher as Anivine decrees that as Liege it is her right to determine where the spoils of war flow, but the dragon's favor of Karys likely outweighs her own. Will it come to demand it be given to the most loyal and hard-working dragon worshipers, or allow the natural order of the realms to dictate as they will?

      At the last moment, as it seems that Karys has abandoned their orders and the dragon will not be bringing aid, Zarikos pulls his forces back and brings them around after a false retreat to ambush the republics; flag of Dvatla in tow. Weather this was planned or simply a change of heart in the aspiring 'king of Avakonia' when the odds looked poor, none can tell until the battle is done.

      Send 3 units to defend Avakonia under the command of Prince Zarikos Kren El Sira, using Camel Cavalry (+1 to battles)
      Zarikos is not a real general, but still has +2 to leader losses due to faith bonuses.

    Non Actions:
    Allow passage for troops from Karys & Dvalta
    Reminder for +1 Faith for Anivine's Heir
    Allow/Encourage the Feast of Rieba to convert any and all dragon HCs across the Kingdom of Varjik

    Spoiler: News and Rumors
    Show

    1. Oluard Marankett, natural scientist does some investigating.
    2. Another child is born to Anivine now that she has had some time to rest from war. His name is Cattius, and he is said to be healthy and strong... And a potential match for a northern suitor. He is betrothed to Izbefe's newest daughter, Princess Lofn Hestradet.
    3. The kingdom of Varjik sends ships north to a foreign nation after their troops are delivered to Avakonia, making no public announcement as to where they've been sent.



    Spoiler: Court of Thorns Members
    Show
    [*] Lord Pyras of New Lijas
    [*] Darria, an orcish kalorés from Ka-Ruun
    [*] Commander Siegbert of the First Sedellan Knights
    [*] Khäsglis, Anivine's husband and potential heir to the Dvatlan throne


    Spoiler: Stats
    Show

    Military Units: 6 (Altessa's Royal Army, Rising Sun Militia, First Sedellan Knights, Riders of Bysthia, The Silent Guard, Draconic Enforcers)
    Mercenaries: 0

    Regions Owned: [Varjik - Region 58], [Derokar - Region 53], [New Lijas - Region 52], [Aspen Heights - Region 59], [Bysthia - Region 63], [Raesija - Region 64] [Region 66]
    Holy Orders/Bases: Holy order of Dejanism in Aspen Heights [Burning Throne], CSC Base in Varjik
    Total Regions/Mil Cap: 7/11

    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: Bloodstone Diadem (Impossible to steal, fused to Amerah Kren, +4 to leader loss rolls, grants spell siphoner powers, +1 to battles, extra +1 to battles if the enemy uses magical tech)

    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
    Dwarven Forts (Details pending)
    Hard Iron Armor (Details Pending)

    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


    [GP effect: Ability to spread the gift of the Siphoner among the Court of Thorns]

    Generals: None

    Economics Technologies:
    Violet Oath [Violet Oak] +1 Against Secret Actions
    Salt Wagons [Preservatives] +1 Unit Cap
    Surplus Production [3 Resources of the same type] Use E5s to increase resource from great to grand
    Fish Glue (Details Pending)

    Capital: Aspen Heights
    Secrets Whispered: 3
    Resources Required: Foreign Workforce
    Resources controlled: Violet Ash (R53, TP1), Slaves (R78, TP2 & TP3), Salt (R67, TP2), Textiles (R59, TP2), Verdant Wine (R52, TP1)
    Embassies: Avakonia?, Azenhal, Karys, Dvatla
    CC Bases: [R58 - Varjik]
    Last edited by Zayuz; 2018-12-16 at 02:02 PM.
    "What is to give light must endure burning."

  23. - Top - End - #623
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
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    Sector ZZ9 Plural Z Alpha
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    Male

    Default Re: [EMPIRE4!] IC Thread

    Overvann Assembly of Lords

    Region 89: Overvann
    Region 90: Tevrus
    Region 84: Delwin
    Region 91: The Black Marsh
    Järlin Aeshra Hodeskalle

    Actions:

    [Mil] Raise a unit of Wolf Isle Berserkers
    The Overvann rally more troops in order to better protect their borders.

    [Mil] Attack 'Ridi'r (85)
    Using Hrothgar the Black (Mil 8 general), Coin Armor, Refined Pician Weapons, Stonespoken Warriors, Berserkers, and 4 units
    The time has come.
    The dragon cultists will pay for their heresy. Their great leader has fled in fear, and now they are ripe for the slaughter. Hrothgar the Black leads four companies of berserkers, sailors, and golems into the barren mountains of 'Ridi'r for a showdown between Gamle Mater and the Dragon Cult.

    [Dip] Stabilize Overvann (89) (Roll:11)
    The lords of the Overvann are not exactly at fault for their dissent. However, she reminds them that she took charge when the others were content to let Oppkomling rule from the throne he usurped.

    [Fai] Convert Bhule (86) HC 2 from Initia to Gamle Mater (Roll:14)
    Overvann priests continue to spread the tenets of Gamle Mater into Bhule in order to improve their ties to the region.

    [Int] Raid Black Marsh (91) TP 2 for Peat(Roll:11)
    With a +2 from the Brinefather's bones
    In order to effectively use the camouflage techniques they received from the Kobolds, the Overvann seize control of trade stations in the Black Marsh.

    [Int] Secret Action(Roll:12)
    You didn't see anything...

    Nonactions

    Spoiler: News and Rumours
    Show

    The warriors of Overvann have not had a great battle in many years. They are getting restless, and the fighting in 'Ridi'r does little to quench their bloodlust...

    Some in the Assembly are pushing for war against Regno, arguing that consorting with dragons is a vile and unnatural act, and that the mages of southern Regner have gone too far. Aeshra publicly denounces their actions, but does not act further.

    Aeshra is focusing diplomatic resources on building stronger relations with Whern after granting them their independence. Controversy over her actions still rages.


    Spoiler: Military
    Show

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

    Units:
    Total = 6/(8+3)
    Overvann Sailors = 1
    Wolf Isle Berserkers = 1
    Golems = 3
    Rhok Har Guerrillas = 1

    Generals:
    Hrothgar the Black (8)

    Spoiler: Resources
    Show

    Iron: Region 12, TP 3
    Marble: Region 16, TP 2
    Amber: Region 68, TP 2
    Freshwater Fish: Region 73, TP 3
    Mercenaries: Region 78, TP 2
    Tin: Region 84, TP 2
    Tin: Region 84, TP 3
    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 X
    - Warbeasts/Live Weaponry: Stonespoken Warriors
    - Logistics: Salt Wagons X
    - Drugs, Medicine, & Blessings: Berserkers
    - Reconnaissance & Divination:
    - Stealth, Sabotage, and Traps: Muddy Camouflage X
    - Fortifications, Sappers, and Siege Weaponry:
    - Tactics:

    Other:
    Fish Glue Manufacturing
    Decentralized Authority X
    Diplomatic Expedition X
    Warded Locks
    Mass conscription X
    Bani bowls X

    Spoiler: Relics
    Show

    Brinefather's Flesh: counts as a food TP. +4 to resist theft.
    Brinefather's Bones: +2 to attack or raid per turn.

    Spoiler: Ruler Info
    Show

    Järlin Aeshra Hodeskalle
    Dip: 5
    Eco: 4
    Fai: 5
    Int: 3
    Mil: 4

    Spoiler: Royal Family
    Show

    Name Relation
    Aeshra (43) N/A
    Clara (57) Mother-in-law
    Kendra (38) Sister-in-law
    Mara (23) Daughter
    Kelya (21) Daughter
    Frode (11) Son
    Sigurd (11) Son
    Hrothgar the Black (53) Father-in-law's Cousin?



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

    New ruler next turn? No!

    Expected Increase:

    Mil +1
    Int +1

    Last edited by bc56; 2018-12-14 at 10:22 PM.
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    My Nexus characters

  24. - Top - End - #624
    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 28, Regions 35, 36, 37, 41, 44, 67, & 71)

    Magus Xatax
    Diplomacy: 6
    Military: 6
    Economy: 7
    Faith: 7
    Intrigue: 4

    Actions
    1. [Military] Invade Avakonia (51) with 4 Moldborn Units, 5 CAL Unit (Ref. Pician Wep, SMSL, Bani Bowls, Bhreshi Cavalry), and 5 Dragonforged Units (Ashwing Wyverns, Cinderscale Armor) under Suicide Sandor (6) - Crossing from Tafer into Masdoli and boarding hastily made barges and requisitioned ships the massive host of Suicide Sandor's set sail under their black robed pirate turned creature of evil with eyes on Avakonia. Sandor sought to return once more to the shining capital of Old Avakonia as both testament to his own bravado and carrying forward the will of the Cinder Queen who sought to punish the slayers of her family. That the enigmatic Redtail officer in Inyoni might witness this grand battle as qualifying for his great military feat is merely a bonus to Sandor's campaign. Sandor anticipates further support from Khirus as he expects to face stiff resistance from Dvatla and possibly Varjik. Whether or not Regno chooses to get involved is another matter entirely, one left for Magus Xatax to untangle.
    2. [Military 5] Name Kybus the Badger Mercenary Leader of the Kaden to the position of General Mil: 6 - After successfully seizing Lacia the Kaden werebadgers face an internal crisis. The mercenary captain who had been banished from Tresten and joined the Concordant armies challenges the reigning Badger King to a duel for leadership of the clans. Despite the Badger King's skill as a fighter he was not trained in the many arts of combat taught by the organized military of the Republics and is overcome. This new werebadger king, Kybus, is granted both special privilege governorship over Tresten alongside a promotion to the elite echelons of the Republic's military cadre.
    3. [Diplomacy] Stabilize Lacia (35) 19 - While the holy city of Tria Sanctus was nervous about their dark new overlords efforts by the Concordance leadership alleviate many of their major concerns. Promises to respect the Pantheon of Ildia are upheld and festivals to the holy trinity of animist gods worshiped by the locals receive generous private funding from those administrators sent to oversee the region's integration. Policing within the holy city is left in Cucullotabiban hands with little oversight demanded by the Repuclian government outside their walls. Lacia had always been a relatively peaceful land, having only raised arms to defend themselves against Sattyathanya zealouts over half a century ago, and so they are entrusted with greater autonomy than most satellite republics with Republican leadership confident the peaceful natives were incapable of plotting violent rebellion.
    4. [Diplomacy] Stabilize Tafer (44) 16 - Tafer receives a more traditional republican occupation with civil and military leaders whom had long served Whitefeather facing public execution to solidify the new authority. Darkness creeps across the land and prominent politicians from the republican core are granted ownership of the Farrana vineyards seized from "Whitefeather loyalists." Soon the region's power structures have been reshaped into the dark image common to their south leaving little room for dissent against their new overlords.
    5. [Economy] Buyout Aniachaket (24) Kansett TP 2 using Fish Glue Manufacturing 11 + 2 CTL = 13! - With Aniachaket under an ally's control and demands for laborers growing not only in the Republics but across Emjata merchants are sent to secure contracts with the Kansett Domestic Union to provide the mutant race's labor to efforts in the south. However, despite regional autonomy having been quashed under Theocracy premiereship it seemed many within the KDU harbored their own less than favorable view on their new overlord's neighbor and ally. Initial negotiations go nowhere fast and the merchants write back to Xatax requesting he put in a good word with the Exarch to help force the issue. Securing contracted Kansett labor would be a major boon for the south and so Xatax does as his merchants request petitioning the Exarch for his aid in this mercantile matter. The Exarch, still riding high on his victory over Whitefeather brought about by his military alliance with the USRE readily agrees to Xatax's request strong-arming the recalcitrant Union to come to an agreement with the southern republicans. Kansett laborers soon begrudgingly begin to arrive in the south where they are put to work tending to the posh demands of the rich and powerful merchants and politicians who ruled there.
    6. [Economy] Buyout Regno (8) Bani TP 3 from DVT using Coatlan Numerals 15 - As war erupts between the USRE supporting the Cinder Queen and her sister and Dvatla jealously guarding their gains from the destruction of Avakonia agents of the Concordance are sent to undermine Dvatlan trading relations in Regno. The Sultanate had thankfully chosen to remain out of the war save a token garrison sent by Izbefe focusing instead on their southern border which left Xatax free to pursue economic action against the northern giant, Dvatla. If Regno would not defend Dvatla with warriors it was equally as unlikely they would interfere in legitimate trade when they stood to gain additional southern coin for merely standing by. Silver and gold coins, though more heavily weighted with silver than was typical of the southern state, floods into the desert capital seeking to push out the men of Dvatla who claimed a portion of the region's magic dust.


    Non-Actions


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


    Varjik Embassy with Azenhal


    Azenhal Embassy with Heartsease


    Azenhal Embassy with 'Ridi'r


    Troops: 7 Units
    Cap: 11 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)
    • 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)
    • Werebadger Mercenaries (1,200 Kaden Werebadgers and 500 Cucullotabiban tribals)


    Cinder Queen's Troops: 5 Units
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Dragonforged Legion (1000 transformed Azen in the shape of magma infused wyverns)


    Moldborn Troops: 4 Units
    • Skeleton Army
    • Skeleton Army
    • Skeleton Army
    • Skeleton Army



    News & Rumors
    Spoiler
    Show

    • As an election looms in the near future many speculate the powerful and influential Xatax will attempt an unprecedented run at a second term though whether as master of the Concordance Republics or Grand Republic itself is the matter of much speculation. A rising star in the public and not-so-public sphere of political machinations thanks to his stalwart devotion to Grand Chancellor Mattius and careful balancing of the Cinder Queen the vigorous Xatax is pinned as a favorite should he choose to seek reelection in either capacity. For those with longer term ambitions however it is impossible not to notice the reason for Xatax's current preeminence, the dissatisfaction of a deeply divisive minority within the Concordance and the Grand Republic. With an Initiate at the head of secular governmental power the Abhidists have begun to withdraw into their own corner seeking to build a powerful enough base to retake control of the southern government although they yet remain somewhat scattered and unfocused they had a deep well of believers from which to draw on. With less popular support but a powerful sponsor the dragon cultists who desired a more aggressive campaign than even what Sandor now offered them had begun to meet in secret concocting mysterious plots. The incorporation of Whitefeather provinces had also injected a new strain of malcontents who muttered of a desire to throw off the yoke of Khirese republicanism in favor of a more righteous government, some even claimed they wished to restore monarchy to the south. While these groups remained small for now and bitterly at odds with one another favoring continued preeminence of Xatax and his coalition should the Magus's plots fall apart as they threatened to in Avakon it could be the beginning of the end for a stable hand at the USRE's helm.
    • The 'Ridi'x have become a minor fascination for dragon cultists and non-cultists alike in the southern republics. Tales of their epic journey tearing holes in reality to warp across the continents fleeing a hostile land to embrace an even more hostile environment inspires poets and bards to write of the enduring nature of these northern dragonmen. Some of the most well regarded of these pieces of art are presented to the Cinder Queen herself as testament to her children's glory.
    • The Theocracy receives the official support of Azenhal in its war with Ti Linnad, that greatest vassal of Whitefeather who had waited too long to save their dear Empress from the southern blitz. Some suspected the Northern Council intended to claim premiership over the Whitefeather Empire win or lose elevating their stature from vassal to liege lord of the largest extant empire on Emjata and their fight with Coatl was little more than a gesture of loyalty sent too late to have meaningful effect thus securing their position at the top of the aftermath. Should the northern state manage to push into Palmor they would find it was not only the Theocracy, but the USRE as well who would oppose them there.
    • That Regno took no more than a passing interest in defending Dvatla, their oldest sworn ally, in Avakon gives many in the USRE cause to celebrate. It appeared Xatax's calculation had paid off and the bonds of faith between Initiates were stronger than those of Coatl. Holding Avakon may prove untenable but without Regnan intervention its seizure seemed all the more likely to succeed, a testament to the power of the USRE and the Cinder Queen.


    Masquerada Internal Memos (SECRET)
    Spoiler
    Show

    • Xatax has begun to spend his winters in Lacia. The Cucullotabibans were a gentle naïve race of man and it is only here the Magus can satisfy his unparalleled appetite. Older vampires have expressed admiration and discomfort in equal measure regarding the Magus' twisted treatment of his food. Villages are transformed into little more than cattle farms from which Xatax selects only the finest pieces of flesh. Those deemed unworthy of the Magus' fangs are alternatively granted to the ruler's cadre of spawn or more ominously brought in for "experimentation" said to involve twisted Initia rites of water-as-blood and touching upon the rune of blight mastered by Izbefe.

    Last edited by RandoMan; 2018-12-05 at 05:16 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  25. - Top - End - #625
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance
    Round 28 (184-186 IR), regions 106 (Sfaïr), 102 (Cesaria)
    Dame Elena Blanc


    Actions:
    1. [Intrigue]Secret 2d6 + 4 Int Roll: 13
      This time, Dame Elena's agents head north...
    2. [Military]Build CSC base in 106 (Sfaïr) 2/2
      The construction of the Crescent Company base in Sfaïr has been delayed for a long time. However, now Sir Blanc, who was rather pacifistic, having seen the horrors of war firsthand, is dead. Furthermore, it appears that Dame Rosagund, the one pushing this project, has gained a valuable ally in the new Governor, Sir Isernbriser. They agree on many matters, such as the necessity of a strong and versatile military force, and so the fort in the west of the land, near the Temple of Besso, is completed.

      Rumor has it that Dame Rosagund is also concerned about the continued independence of the CSC, given that the Linnadi intend to make Obroslo, the kingdom where the CSC headquarters are located, a member of the Northern Council.

    3. [Military]Escort Whitefeather refugees from Bovalia 2d6 + 3 units + 6 general (Berchar) Roll: 19 (route: Sfaïr > Perivan > Zachodnie > Board ships borrowed from Varjik > Uhraiya > Bovalia)
      Usually, when a power conquers another, the defeated power's citizens greatly suffer under the conqueror, and this time is no different. The Theocracy are less than magnanimous, forcing their twisted religion on the populace. And then there is their draconic master, corrupting the once just lands even more thoroughly.

      But there is hope for the people of Whitefeather: just as they were assured, an army marches thorugh the Clear Sky Pass, through the lands of Dvatlan client kingdoms, to the coast of Uhraiya. There they board a fleet of ships from Varjik, and sail to the other side of the inland sea, to Bovalia, which, despite numerous militant rallies by Coatl Perijanist clergy, remains the last free Whitefeather stronghold.

      As Coatl magi prepare to ambush the fleeing Whitefeather nobility, an armed fleet silently approaches from the ocean colored by the setting sun, flying colors little known in the south, the lush green and ocean blue of Sfaïr. The soldiers disembark on the northwestern coast, and groups separate to patrol the countryside and to meet the nobles to be rescued as prearranged. Some skirmishes with the surprised Coatl mages occur. Important artworks, books and artefacts that can be salvaged are loaded into the ships. Before five full days elapse, and before the Theocracy can muster some kind of organized response, the ships leave dock, packed with refugees. Many *are* left behind, but the soldiers truly did their best, and the rest is up to Abhidi.

      Later in Sfaïr, Elena is very pleased when she hears news of the successful operation. There shall be no rumor about her not keeping her promises.

    4. [Intrigue]Raid sheep (102.2) 2d6 + 4 Int Roll: 8
      Sir Radeburg, the Treasurer of the Alliance, resorts to increasingly desperate measures to connect Cesaria's economy to Sfair's, amid fears that Elena Blanc wants to keep Cesaria apart from Sfaïr, so that she may continue to enjoy her autocratic position there without any egalitarian influences.
    5. [Economy]Buy out Bani(8.4) 2d6 + 6 Econ (Using liege's score - Archon Atraxi) + 1 CSP + 2 support Roll: 20
      Friendly relations with the western empire continue to develop, as we now have a diplomat (Sir Lyebault) in Regno. As the Initiates in Sfaïr require more Bani, it begins to be imported from Regno in substantial amounts.


    Non-actions
    • Support Dvatla's claim to Perivan
      It is as if Abhidi itself determined the best possible border arrangement when creating the world - Sfaïr shall rule the lands on the northern side of the mountains and Dvatla shall rule the lands on the southern side.


    News and Rumors
    • The southern war spills over to Avakon, and Dame Rosagund grows disconcerted. Plans are drafted for the fortification of Clear Sky Pass and increased drafting. Putting up a joint defense with Dvatla is considered, but it is decided that for now, the best course of action is to arm ourselves to the teeth and wait for the results of future battles.
    • Spirit believers begin to appear in Sfaïr. At first, they are ignored as harmless, but as their numbers grow, so does the hostility toward them. Abhidi has been the Sfaïri way of life for centuries, even under the Empire. Initiates are relatively well-tolerated because of their similarly philosophical worldview and the technological advancements they have achieved, but Jalyeong-Bo is popularly thought to be the silly mythology of backward villagers in faraway lands.
    • Sir Isernbriser is frequently being called to the manor Elena inherited from her father. It is, in fact, not a second love affair in a row for a Sfaïri Leader as evil tongues would have it. They secretly discuss whether the Sfaïri system of governance is compatible with the traditions of Isernbriser's homeland, and how to fix the unpopularity of Sfaïr there as a result of the interrupted invasion. Agents cross the northern border back and forth, a few Tëhlër̨khët that speak civilized languages are being recruited into minor government postions, and hardly anyone knows what's going on.

      Lucius Crassi, Elena's husband and the son of the previous king of Cesaria, is concerned. It is not that their Elena is too busy for their marriage - somehow, she does manage to spend some time with him between ruling two countries and making a dozen political plots. However, she appears to be more withdrawn from everyone save a handful of exceptions, including Sir Isernbriser or Sir Theophanous, but not her husband or brothers.
    • Elena's brothers, being orphans, have been raised by the noble and respected family Erbeblatt of Andavenpolis, friends of the late Sir Blanc, but they are essentially adults now. The older, Edwin, is an officer in the relatively recently established Clear Sky Pass garrison.

      Yonwin, the younger brother, who is closer to their adoptive family, has taken up the Erbeblatts' traditional occupation, fishing. Nonetheless, has what the Sfaïri would describe as "a healthy interest in politics". He spends much time in the company of well-educated nobles and clergy, foreign diplomats and merchants. One subject that particularly interests him is the rumors about the newly discovered continent, though few they are.



    Spoiler: Ruler
    Show

    Dame Elena Blanc (born 164)
    Diplomacy 3
    Military 4 + 1
    Economy 5
    Intrigue 4 + 1
    Faith 2
    stats from roll, last round and Sir Gerold Blanc (father)
    (specials used: none)

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

    Spoiler: Units and generals, relics and misc. bonuses (GP, CI)
    Show

    Living units (3)
    Alliance Guard "The Unforgiven" - original soldiers fought in invasion of 107, fled before the Skyfather
    Cesarian Knights


    Generals (1)
    Berchar the Walking Wall 6

    Great Projects:
    Sfaïr (106) - The Clear Sky Pass: +1 to one buyout/round, negates distance losses between Sfaïr and Perivan, may be upgraded with a Fortification Great Project to require owner's permission for negating distance losses.

    Cultural Identities:
    Allies of the Alliance (Inc. die size on increasing reputation with organizations)

    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
    Died in battle with region 103 natives
    Sir Gerold Blanc (former ruler)
    Defenders of Súthburg
    Rúgari Avengers
    Elven Scouts


    Spoiler: Important characters
    Show
    Numbers in parentheses are birth dates.

    Regions - Regional Governors (6)
    Foreigners' Quarter - Sir Varden Bandeson (135)
    West Rúgari - Dame Rosagund Luitbertien (155) - currently in Obroslo
    Andavenpolis - Sir Lull Radeburg - Treasurer (141)
    Contrad - Sir Isernbriser (154)
    Temple of Besso - Sir Médard Ansfing (133)
    Súthburg - Sir Anatole Theophanous (130) "Theo the Pompous"

    Lyebault Merchant (131) - Magi Indago's friend, Initiate, now a diplomat in Regner
    Elena's brothers and half-siblings - TBD


    Spoiler: Technologies
    Show
    (5)
    Warded Locks (Hard Metal)
    Fish Glue Manufacturing (Hooved Animal or Fish)
    Surplus Production (Two Pairs of Resources)

    Refined Pician Weaponry (Iron or Bronze) [Close Combat Weaponry]
    Sacrificial Magic Supply Lines (Crops/3 Crops) [Logistics]


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

    Jintha: Mutually abstain from buying out each other's TPs unless permitted
    Regno: Give them two technologies of their choice in exchange for techs received earlier
    Overvann: Promised economic help
    LoWS: Receive a technology as payment for platinum


    Spoiler: Owned TPs
    Show

    64.1 Mrazite (Antimagic)
    80.2 Malachite (Gem)
    101.2 Sweetwine (Crop)

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


    Spoiler: To do
    Show

    Saved actions:


    Great project - fortify Clear Sky Pass

    organize Abhidi, find all lost relics, get rep 7 with all orgs

    (OOC) Add the VIPs descriptions, Improve the flag, rewrite rules, improve econ map, update embassy map

    Transport and reconstruct the statue of Dejan from Ŕidiŕ.
    Become Merchant Prince (10 TP)/Great Kingdom (102,103,106,107?)
    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; 2018-12-15 at 03:06 PM.

  26. - Top - End - #626
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Realm: The Clanlands
    Ruler: Mure
    Round 28
    184-186 IR


    Spoiler: Ruler Information
    Show
    Mure (born 135ish)

    Current Stats
    Diplomacy: 10
    Military: 5
    Economy: 4
    Intrigue: 9
    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
    Round 25 Dip Mil +1 +1 Fth
    Round 26 Dip Mil Eco +2 Fth
    Round 27 +1 Mil +1 +1 Fth
    Current Stats 10 5 4 9 6


    Spoiler: Actions
    Show
    [Secret - Roll (18)]:

    [Secret - Roll (16)]:

    [Economy - Great Project - Tribute Trove - 4/10]:

    [Economy - Give Idol Fragments TP to Spellfather]: ((yay for successful secret action raids))

    [Military 5 - General - Shogun - Roll (8)]: Shogun, like most Kunai Names, is more akin to a title than an actual name. Shogun is the name given to the Amidasu's greatest expert on war and battle tactics. However, in an unprecedented move, the title is not given to one from Kuniumi; it is given to one of the warriors of Les Alpes; Vital de Bayuex is entrusted with some of the greatest secrets of the Amidasu's methods of warfare.

    It's becoming clearer and clearer to the Kunai that war with the Pride may be inevitable. Mure and Amidasu hope that the new Shogun's upbringing among the Chateaus of Les Alpes will provide him an edge in battle.

    [Military - Raise a unit]: The Pride's eyes turn towards the Kunai. Mure holds out hope that war can be avoided. However, in Chojo's eyes, it's too late to negotiate; war will come in time and the Clanlands must be prepared. 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.


    Nonactions:
    -Regno Embassy



    News and Rumors
    -Foxpaw is informed that the Yasei Clan has paid for its many, many crimes with its existence. There is no one left to pay him reparations, and he would do well to let their Name cease to be. Else its Name will live on through him.

    And he is assured: the Kunai will not allow any trace of the Uragirimono to remain.

    -After the assassination attempt on Sigyn, Meili spends almost every moment either with her, with his daughter or vanished into the ether. Even his own servants and guards are not entirely sure where he goes or what he does. It was almost suspicious...

    -
    Quote Originally Posted by Gengy
    Venusa's titles:
    One of the Founders of the Sunajin
    While the Sunajin just try to ignore the fact that this is apparently one of her titles, it leaves them visibly uneasy. The leader of the Clan, Sunajin, assures some of the new Clan that Venusa's attempt to take the Name into her own was a show respect and solidarity; she has not claimed the Sunajin clan for her own, beyond it being in her city and subject to her laws.

    -At first the Amhan federation's attempts at getting closer to the Shushan don't particularly concern the Kunai. However, the possibility of the Shushan Clan working with the Federation over the Kunai... concerns Mure greatly.

    -After some discussion with the Federation, they come to an agreement: the Kunai will remain Meishinkage (at least for now) in exchange for the knowledge of Himitsu. Mure asks Venusa to pass the secrets along through the embassy in Regno; it would be a simple matter for her, and he requires as many resources as he can to take on the Pride, should they attack.

    -The other two of Sinja's Chojo brides disappear the same hour Ember is taken into custody. Ember, ever the firebrand, insults and yells at her wardens. She insists that she was no spy for anyone, and demands Sinja personally face her if he was so sure of her treason. These cries slow when it becomes clear they fall on deaf ears, and after a year imprisoned, they cease. Her guards report that she barely eats, has lost much of her muscle and seems a broken woman. No matter what they do to her, however, she refuses to say she was a spy. Eventually, all she asks is that Sinja leave their child alive, and that she be allowed to see him one last time.

    -Kunai no longer even attempt to cross the border into the Pridelands. To many, it's become clear that the Maharaja never saw the Kunai as friends, but simply more slaves to exploit. The Torah Clan remains in their lands, of course, but the Kunai do not see them as Bomei anymore.

    -The Regnan Technocracy is informed that the "insults" the Maharaja refers to were multiple instances wherein the Clans refused to vassalize to the Rakshasa; demands that were eventually (part of) the motivation to sign on with the Technocracy. The Clans were - and attempt to remain - friends with the Pride, but they will never be slaves. Not to Avakonia, not to Regno, not to the Pride, not to anyone.

    If they consider that an insult, then the Clans will be an enemy, if they must.

    -As to theft, Mure gently reminds the Maharaja: the Kunai do not need or even particularly WANT the Idol Fragments. The Spellfather has demanded Idol Fragments in tribute and the Kunai do not have anything else they can give.

    That said, he admits the Rakshasa are right to be angry (after all, the Spellfather cannot be blamed for anything, so it must be the Kunai's fault) and Mure intends to find a way to expand Idol Fragment exports and give the rest to the Pride. ((Next round I'll have an E5 I can spend))

    Spoiler: Saved Actions Workshop
    Show
    Next round

    [Diplomacy - Org Base - League of the Beacon - Azure Coast (83) - 2/3]

    [Economy - Great Project - Tribute Trove - 5/10]:

    [Economy - Great Project - Tribute Trove - 6/10]:

    [Economy - Great Project - Tribute Trove - 7/10]:

    [Faith - Conversion - Region 80 - Holy Center 2 - Roll]:

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

    For later

    [Intrigue - Raid - Region 57 (Les Alpes de Sang) - TP 1 from SMP (Idol Fragments) - Roll]:

    [Intrigue - Raid - Region 83 (The Azure Coast) - TP 2 from Yondar (Saphroxin) - Roll]:



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

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

    [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: Technology
    Show
    Name Desc Link Effect Resource Req Slot
    Bani Bowls Desc Link Effect Resource Req Slot
    Decentralized Authority Desc Link +1 to one chosen new ruler stat // +1 to two chosen new ruler stats; writing materials / writing materials, stone, and scholarly artifacts N/A
    Enchanted Arrows Desc Link Effect Resource Req Slot
    Himitsu Desc link +1 to resist investigation actions Writing Materials N/A
    Mass Conscription Desc Link Effect Resource req Slot
    Prayer Seals Desc Link +2 to leader loss rolls // +1 in battles lead by a General or Primary Leader Enku and Writing Material // 2 Writing Materials and 2 sources of magic Armor/Wards
    Spymaster Desc link Effect Resource Req Slot


    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: Relics, 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

    [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 is caught in a fire that does not burn their flesh, but still feels as if the user has been set on fire. 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)]

    [Diplomacy 10 - Great Kingdom - The Clanlands (Round 25)]:



    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. Also form packs among other Kunai.

    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.

    Shijima (silence, serenity, stillness)
    More dragon cult than Kunai Clan, the Shijima praise and worship dragons as Names made manifest. To those who bear the dragon's blood, they are feverishly loyal and eager to please. They are not well-liked among the Kunai, as their views on the dragons' Names border on heresy, but they are tolerated.

    Bomei Clans
    Sunajin (people/humans of the sand - Regno)

    Tora - (Lion/tiger - Serene Marasa Pride)
    Led by a woman covered in burn scars.

    Unnamed - (??? - Karys)
    [/QUOTE]
    Last edited by HalfTangible; 2018-12-10 at 11:55 AM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

    Discord: HalfTangible

    Extended Sig

  27. - Top - End - #627
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 28
    Vassel of Ti Linnad
    Regions: 97, 98, 99
    Tanya Chalun va Meera, Queen of Yondar

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

    Actions
    1. [Economy] (Special Action 10) Declare Yondar the Merchant Empire of the North East: Queen Tanya Chalun gathers her fellow leaders along with her organizational council. She announces that Yondar, and her allies, are no longer just kingdoms bound together for strength and security, but now also prosperity. Trade is the lifeblood of nations, it flows along the roads too and from the heart of their kingdom. Now their reach and influence extends even further as their ships and merchants expand their borders in search of goods in which to enrich the nation. Messengers are sent out to the empires of the world announcing this fact, along with the adoption of a new name to better reflect their stance, The Yondari League
    2. [Intrigue] Salvage Tech Magical Indicators from defunct Whitefeather Kingdom with some assistance from Ti Linnad: 11 With news of Whitefeather's collapse, Agnes Rhunas collaborated with agents from Ti Linnad in an attempt to preserve the knowledge of Magical Indicators, relying upon their knowledge of the Inyoni Crescent. Despite their efforts, the knowledge eludes Agne's agents.
    3. [Intrigue] Raid Dragonsteel TP3(Coatl) in 72: 9 In an effort to assist their liege in their conflict with the Theocracy of Coatl, Tanya decides to strike Coatl's supply of dragonsteel in an attempt to apply economic pressure against them.
    4. [Intrigue] (Secret): 15
    5. [Intrigue] Investigate Tower and Rhunic Wards: 13 In prior attempts to ascertain the purpose behind the tower of ice and its inhabitant revealed that Rhunic sigils and runes were in some of the wards of the tower. Further investigation is needed.


    Non-Actions
    • Grant Liege and fellow vassels passage through lands.
    • Message to Ti Linnad
      Spoiler: Letter to Premier Illeard Mertinneis
      Show

      Premier Mertinneis,

      With Whitefeather's fall we are much diminished in both in strength and in the eyes of our neighbors. While we may be quick to take action against this aggression, something I approve off, I also urge that we look forwards to the future of the union between our nations. Lindeen divides our lands with her holdings, and Rumors speak of Lazar leaving out fold to join them. We cannot afford to let this stand, to let ourselves be divided, and corralled like livestock will only lead to our eventual slaughter.

      I would also speak of a more insidious threat to our Empire, specifically dealing with Ti Linnad itself. While my people have no particular love for the Coatl Perijanist faith, it seems that the people of Ti Linnad are ardent believers in it. It is not my place to demand that your kingdom remove their ties to the religion, but I would point out that it was your Coatl brothers in faith who recently attacked the Inyoni Cresent. Furthermore, Lazar, the head of your faith, leaving for Lindeen places the legitimacy of your people's faith not only at the whim of an outsider, but one who has made their bed with one of your rivals. Despite your past, Coatl Perijanism is no longer your ally.

      In the shadows of the Elders do we stand,
      Tanya Chalun va Meera,
      Queen of the Yondari League

      Message to Khirus
      Spoiler: Supreme Chancellor Mattius Fontan
      Show

      Chancellor Fontan,

      Troubling reports of masked individuals are harassing the merchants of Sumwyr. We are aware of who these masked individuals are, and where the goods are going. If this were any other land, these raids would be not be an issue, but Sumwyr is a member of the Yondari League; subject of its rule as well as its protections. If you wish to continue dealing with the merchants of Sumwyr, I would urge you move to legitimize your operations. Otherwise, the Yondari League uphold our responsibility for protecting our member kingdoms.

      In the shadows of the Elders do we stand,
      Tanya Chalun va Meera,
      Queen of the Yondari League


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


    News and Rumors
    • Elise Chalun has returned to the public eye. She bears the tattoos of the Shamans, but her appearance is much changed since she was last seen. Her hair is inky black and feathered in appearance, and her eyes are dark, and piercing. She speaks little, but radiates a subtle sense of power about herself.
    • Yven Chalun has been named heir to the throne of Yondar. Though the position has traditionally been held by a female member of the royal family, there is no law against a male taking the position. While ultimately it is the current queen's decision, it was discussed between her advisers and Elise Chalun, the prior heiress apparent, before the decision was made. Yven is a young man whose prospects changed from general to king, and there is talk among many over when, or with who, will he take a bride to maintain the family line?


    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 Khirus (Raid) Facet Caps Rhunic Mandate Rhunic Animsim Rhunic Animism

    • Owned TPs: 15
    • Darkwood 1, Region 98
    • Farrana 1, Region 44
    • Hlaali Bark 2, Region 56
    • Lead 1, Region 94
    • Lentils 1, Region 43
    • "Medicinal Herbs" 1, Region 35
    • Dragonbeasts 3, Region 85
    • Navigators 1, Region 103
    • Porphyria 1, Region 20
    • Rhune Stones 2, Region 96
    • Saffron 1, Region 37
    • Salt 3, Region 93
    • Sheep 1, Region 102
    • Silver 2, Region 27
    • Shadow Flax 2, Region 42



    Spoiler: Tech and Projects
    Show
    Tech, Identity and Projects
    Technologies
    (Resource) = Potential requirement fulfilled, not necessarily applied.
    • 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] (Silver)
    • 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] (Darkwood)
    • Precision Weights +1 Buyouts/+1 Competing Buyouts - [Lead/Lead,Wood,Salt] (Lead, Halai Bark, Salt)
    • 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] (Rhune Stones, Porphyria, Saffron)
    • Sacrificial Magic Supply Lines <Logistics> - -1 Size Loss Roll/+1 Opponent Size Loss Roll [Crops/3 Crops] (Lentils)
    • Salt Wagons <Logistics> - +1 Unit Cap/-1 Size Loss Roll [Preservatives/3 Preservatives] (Salt)


    Organization Relations
    • Acolytes of Áhkká: 4
    • Omanush Convoys: 4


    Identities and Relics
    • Relic: Rod of the Mist Tree - +1 on a single Secret Action
    • Temporary Cultural: Stalking Shadows - Increase Die Size on Investigation rolls.


    Projects
    • Thalos-Dor Harbor refit for Shipbuilding and Trade 5/5 (+1 resist Buyouts/Raids in Yondar Region)
    • Disaster Response Organisation 2/2
    • Crabbin Fever Cure 2/2
    • Wisp Organization 2/5



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 6?
    • 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.
    • Lazar Mercenary Unit #1 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor.
    • Lazar Mercenary Unit #2 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor.




    Spoiler: Stat Increases
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    Tanya Chalun va Meera
    23/X Diplomacy: 7
    X/X Military: 3
    24/X Economic: 10
    25/X Faith: 6
    O/X Intrigue: 6+2
    Last edited by SquirrelWizard; 2018-12-16 at 12:21 PM.

  28. - Top - End - #628
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: [EMPIRE4!] IC Thread



    The Theocracy of Coatl


    Ruler:
    Tizoc The Rightly Guided Exarch
    Faith 7
    Military 3 (+2)
    Economy 10
    Intrigue 1
    Diplomacy 10

    Actions:

    [Military] Hire a unit of Cobra militia

    [Diplomacy] Stabilize the Crescent roll 13 As a mark of victory Exarch Tizoc personally travels to Whitecrest in order to inspect his new holdings. Unlike the backwater of Peledia Whitefeather was to be put directly under the Exarch's sway. To break the will of any Inyoni resistance the painted wall of Whitecrest, a city many of the Theocracies elite died taking, was completely and utterly demolished. The walls remains were used to crate a cobbled road between Whitecrest and red tail. But that's not the only indignity the city would face, by the years end Empress's imperial palace would be reduced to a hollow shell of its former self, with many of its treasures, paintings, and artifacts shipped back to Coatl.

    [Military] Hire a unit of mariners

    [Military]Hire a unit of Cobra militia
    o
    [Diplomacy] [B]Resolution action claim Bovalia Many of the Whitefeather nobility fled to the coastal refuges of Bovalia. Unfortunately for the aristocrats what at first seems like a safe asylum soon becomes a deadly trap as dozens of nobles and their families are either captured, or killed by squads of magi in the dead of night. Not long after the disappearance of Crexa and her acolytes, the reigning prince of Borealis was pressured into ceding sovereignty over to the magi administrators in exchange for a long vacation on the nearby island of Uita.

    [Military] attack Ti Linnad with (6 units + 2 dragonspawn units+ M7 general +sacrificial supply lines+ refined Pician weaponry + cinderscale armor= 17) While the soldiers of Ti Linnad seek to liberate their former liege they are opposed first and foremost by the Theocracy seeking to strike at Ti Linnad before the great kingdom fully mobilizes its immense pool of resources. Over the next 3 years a series of large naval battles ensue on the eastern Uhariya. Occasionally the remains of wrecked ships, canoes, and soldiers wash upon the shores of Gwitna.

    Non actions

    • Endorse Azenhal buyout of Kansett






    News and Rumors

    • Tizoc questions of truthfulness of Ti Linnad's motivations. How is it that that Ti linnad can voluntarily pay tribute to a foreign power of a foreign faith for 60 years without question, but Coatl paying tribute to the Cinder Queen is an abomination. Given the absurdly minute amount of Dragon cultists within the kingdom, it's as if Ti Linnad simply wanted to expand its power southwards, masking its war of aggression with lofty words.
    • Unlike wars against non believers, no mass enslavement of prisoners will be allowed while facing Ti Linnad and other civilized nations. Prisoners of war are to be honorably ransomed or sacrificed if necessary.

    Last edited by Lleban; 2018-12-14 at 04:07 AM.
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    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
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  29. - Top - End - #629
    Halfling in the Playground
     
    asmodeussnake's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Turn 28 (year 184-186)
    The Serene Marasa Pride
    Wasipacha (region 60), Kadangan Wetlands (73), Mareen (Region 77), Taraks Krags (region 78), Sonil (region 79), Xarax (region 80), Arrakis (region 81), Tarbaryn (region 82), Roagan (Region 74)
    Sinja Lagos Ssuras

    1. [Military] 1 unit More Xarax ravagers are garnered and these goblinoids view the Kunai lands with hungry eyes. Whatever was promised the unit begins to repeatedly move along the border of the Kunais territory.
    2. [Military] 1 unit Fang 5 is raised as a new generation of young Rakshasa are brought to the fore, this elite band of soldiers looks on with hungry eyes for the future of the nation.
    3. [Military] 1 unit Mongrel unit is raised as a means of bringing more Rakshasa onto the battlefield and providing their units with an ideal means of fighting their opponents.
    4. [Diplomacy] Road Construction in Xarax (Road of Tears) 2/5 Xarax is connected to the road of tears as a means of providing the spellfather with an endless supplies of slaves and supplicants from the kingdom. Goblinoid prisoners and rebels will be shipped into the very heart of the spellfathers new sanctuary in the Aspen Heights.
    5. [Diplomacy] Road construction in Sonil (Road of Tears) 3/5 Sonil has recently had plenty of wouldbe traitors and now their road construction is completed and their number begin to travel the path of tears shipped into the maws of the great dragon. Transformation or food? No one is really sure.
    6. [Diplomacy] claim Heartsease using marriage rights. 1/2 Sinja himself arrives in Heartsease and places his feet onto the earth of the region as a sign of the regions need to capitulate, while most humans don't realize the severity of such an act the sudden surge of Rakshasa arrivals who begin to press their power into the individuals within the kingdom quickly creates a realization that to get in their way of their "legitimate marriage claims" could end in war and many begin to bow down to the weight of the Rakshasa and it seems its only a matter of time now. 14


    Nonactions
    Jintha is given pician weapons through their embassy

    Regno officials are provided a simple response to their questions of growing Kunai dissatisfaction.
    Spoiler
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    Our relations with Chojo have been compromised by the actions of the current leadership, they have insulted us on several occasions and now the leading tribe of the Kunai have stolen what we purchased through legitimate means, through the methods you taught us. They have turned down alliances, and the offers of protection we extended and allowed foreign northern forces access to the heart of our desert nation. They have made a point of spitting in the eyes of the Maharaja. We in turn will spit in the eyes of this current clan who is named their leader.


    Lazar is greeted by a Riebarri messenger
    Spoiler
    Show
    We are willing to negotiate this understanding between our faiths. We are skeptical the most powerful religion on earth suddenly wishes to sit on equal terms with its predecessor but so long as these religious talks go well we see no reason to ignore them when the despicable cults of Dejanism and Abhidist sentiment are being stoked with such diabolical intent. Understand this is only us accepting a place at the table we are not entirely convinced your heresy isn't a pressing concern.



    News and Events
    • Unrest is always a risk as citizens are shipped off to the massive dragon known as spellfather. The Rakshasa look to their leader with growing concern that it bows not to a god but a challenger to his throne, how much more will these beasts demand? How much is Sinja going to kneel?
    • The Kunai once viewed as the closest of allies to the Rakshasa are now viewed with distrust and hate. They were not willing to work to aid and protect the SMP and while the SMP had ignored their past crimes of letting Varjik troops march into their kingdom now its viewed as nefarious Kunai scheming. Many are beginning to see them as wanton users of power, they never ingretiated themselves completely, and now many know why they were a weapon of Regno.
    • Sinja grows old and he looks to his children to find a worthy successor.
    • Tashan Kkoya the greatest general the world had seen since Dejan, has gone into isolation, she views her work as complete and seems like any old lioness to simply be waiting for time to take her.
    • The regions are all secure and rebellion has ended, the slaves flow freely throughout the kingdom once again supporting their massive economy.
    • The Raja who are not Rakshasa recommend making some sort of formal agreement with the Varjik kingdom as at least for now they are aligned. This has caused quite a bit of controversy.
    • 2 great forces now seperate the Rakshasas deserts from the world, the spellfather and the Leviathan only the Kunai lead east. What to do?
    • Many Raja grow old and their sons are looking to take up the positions anew.
    • Ember a Concubine of the Kunai has rumored to be imprisoned accused of spying for the Kunai not controlled by the Chojo, despite baring a child for the Rakshasa Maharaja his Kunai bride is now viewed as an enemy of the nation.



    Spoiler: The Rich and Famous of the Marasa Pride
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    Family of the Maharaja
    Kalira Ssuras (age 41) half-sister of the god-king
    Rither Ssuras (age 41) half-brother of the god-king
    Tashan Kkoya (age 82) 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 (imprisoned)
    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. She passed away at 72

    Children of the god king
    Kissin Rieba Ssuras- Female 15 years old (A little drama queen loved by many of her brothers and sisters)



    Jasak Rither Ssuras- Male 14 years old


    Adult Children of the god king
    Kildos Barun Ssuras- Male 21 years old the eldest son of the god king, he is viewed as a tyrant, he is said to have slept with a woman from his fathers harem and gets in fights often, many fear his ascent
    Zabaryn Sinja Ssuras- Male 19 years old He has always been quiet even now as he his older. He seems to radiate some deep connection to the faith, and some rumor he is the chosen of Khompur as his eyes burn with a zealotry.
    Tashan Khompur Ssuras- Female 19 years old Tashan is a cunning and vicious woman, she is a far smarter lioness then most and the elder Tashan looks at her with fear and fascination. If any woman could rule the Rakshasa it would be her.
    Lagos III Trodje Ssuras- Male 18 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)


    Spoiler: Ruler Information
    Show

    Sinja Lagos Ssuras
    Stat Value Increase?
    Diplomacy 9 +1
    Military 10 -
    Economy 4 -
    Intrigue 8 -
    Faith 10 -
    Military unit count: 4+2 dragon
    Generals:Sithara Kkoya (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
    Roagan 74 Pearls Jalyong-Bo Jalyong-Bo Jalyong-Bo conquered
    Wasipacha 60 Air Ears Open Perijianism Open conquered
    Kadangan Wetlands 73 Freshwater Fish Abhidi Perijianism 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 Javelin Throwers +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
    MILITARY impaler palisides +1 defense +1 loss 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)
    • TP 1 Stonewood 108 (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 [vampire hunters] 500 elite vampire hunters
    • 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 [Stalkers] elite unit made up of the remnants of the horrible defeat of Aspen Heights.
    • 2 [dragonspawn]


    Last edited by asmodeussnake; 2018-12-06 at 11:58 AM.
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  30. - Top - End - #630
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    The Kingdom of Izbefe

    Region 6


    Actions
    1. [Military] Queen Sigyn dispatches her Spahbod, Roda (Mil 7), along with two of Izbefe's units to take Binpultry (Region 5)
      Shocked by the attempt her life and the disloyalty it suggests among her subjects, Queen Sigyn can afford to wait no longer. Secure in the support of Regno's grand armies, she dispatches her volunteer general Roda to seize Binpultry. Izbefe's long period of reconnaissance leaves Queen Sigyn hopeful that the conquest will be accomplished without a surfeit of bloodshed.
    2. [Military] Dispatch one unit to join the Regnan invasion of Wazham (Region 4)
      Even as the majority of her forces march on Binpultry, Sigyn dispatches an army to join those of Regno in assaulting the heart of Dafi's power. Though far less is known of the benighted land, hopes are high that the crushing might of the empire will be enough to bring the Mad King to heel.
    3. [Military] Dispatch one unit to aid Dvatla in the defense of Avakonia (Region 51)
      Occupied almost entirely by domestic matters, Queen Sigyn receives word of the invasion of Avakonia with no small surprise. But worse is her shock when she realizes that Regno intends no aid to their neighbors. Aware of the bonds of friendship that have united the Sultanate and Dvatla in the past, the Queen puts out a call for volunteers amongst her army, and is able to muster a full corps to aid in Dvatla's hour of need.
    4. [Diplomacy] Begin construction of a Grand Palace in Karak, to serve as Queen Sigyn's new seat of power (1/5)
      Much to the displeasure of Izbefe's traditionalists, Karak's de-facto position as capital becomes more official with the beginning of construction on a new royal residence. Dwarfing any other palace or castle constructed by Izbefan hands, the riverside compound promises to be a true jewel of the kingdom.
    5. [Diplomacy] Spread word of Izbefe's deeds in the hopes of attracting Whitefeather's errant commander 13
      Intrigued by word of a Whitefeather commander seeking greater glory, Sigyn sets upon a plan. With her entire kingdom engaged in wars of honor, she purchases the services of numerous bards and merchantmen to spread word of her kingdom's achievements - or at least, their valor. With luck, these songs and poems of glorious struggle will reach the Redtail officer, and move his heart towards Sigyn's cause.


    News and Rumors
    • The attempt on Queen Sigyn's life is greeted with horror in the court. Not only is the cancer of Dafi's influence alive and well, but such a threat provides Sigyn ample excuse to punish her political foes. Many great lords who had spoken privately of Siigyn's illegitimacy and Avakonian corruption now retire quietly to their estates, hoping to weather the storm in anonymity.
    • In the spring of 185, a betrothal agreement is reached between Queen Sigyn and King Fëkälis II of Dvatla. Fëkälis, son of S̨anedbzıtl, is promised as Prince Consort to Crown Princess Herja Hestradet when she comes of age.
    • In the summer of the same year, Princess Lofn Hestradet's hand is promised to Cattius Kren El Sira, newest Prince of the Grand Kingdom of Varjik.


    Spoiler: Current Ruler
    Show
    Queen Sigyn Hestradet

    Diplomacy 7, Economy 6, Faith 3, Military 4, Intrigue 5

    Spoiler: Royal Family
    Show
    Queen Sigyn Hestradet, born 148 IR
    Meili of Kunai, born 153 IR

    Crown Princess Herja Hestradet, born 182 IR > Betrothed to Fëkälis of Dvatla, born 178
    Princess Lofn Hestradet, born 184 IR > Betrothed to Cattius Kren El Sira of Varjik, born 184
    Last edited by TheDarkDM; 2018-12-15 at 06:29 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
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    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!

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