New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 22 of 29 FirstFirst ... 121314151617181920212223242526272829 LastLast
Results 631 to 660 of 849
  1. - Top - End - #631
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Round 28
    [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, A Founder of the Sunajin]

    Actions:
    1. [Military] WAR The Sultanate goes to war in the southern part of Regner, to lead an assault, with the help of Izbefe. Proper governance of the region will be turned over to Queen Sigyn.
      (3 Units sent to Region 4, under the command of Magi Arunca [Mil 8]; Hard Iron Armor, Camel Cavalry, Stochiophraktoi, Enchanted Arrows, Refined Pician Weaponry, Bani Bowls, Sacrificial Magic Supply Lines, Diresnags, Signal Lamps [TACTICS])
      Mad King Dafi will not make another assassination attempt on anyone.
    2. [Military] WAR The Sultanate goes to war in the southern part of Regner, to support Izbefe.
      (3 Units sent to Region 5, under the command of Izbefe's General, Roda [Mil 7]; Hard Iron Armor, Camel Cavalry, Stochiophraktoi, Enchanted Arrows, Refined Pician Weaponry, Bani Bowls, Sacrificial Magic Supply Lines, Diresnags, Signal Lamps [TACTICS])
      Mad King Dafi will not make another assassination attempt on anyone.
    3. [Economy 10] Magi Blessed Scrolls (Divination) [GM Approved]
      Requirements: Writing Materials / Magical Powder, Lumber, Scholarly Artifact
      Effects: +1 Defense / +2 Tactics Roll

      Initia has discovered a way to imbue into large scrolls an Elemental Rune of Air that, when the scrolls are crafted - then split in two - allows for a Magi to write on one, and have the same writing appear on the other. This calling upon the Elemental Aspect is fickle, however, and the scrolls do not last very long; six days, seven hours, and eight minutes seems to be the maximum, but for those six days, communication is vastly improved. With enough resources, larger scrolls can be made and split into multiple parts; each part shows what has been written on any other.
    4. [Faith] The Three Towers seeks to spread further wisdom to the curious.
      (Claim Religious Center, Region 7 HC#2, Roll: 15)
      Iadesh has those whom have questions. Initia has the answers!
    5. [Faith] The Three Towers seeks to spread further wisdom to the curious.
      (Claim Religious Center, Region 6 HC#3, Roll: 19)
      Izbefe has those whom have questions. Initia has the answers!
    6. [Economy] Properly notified of the imminent loss of access to Hlaali Bark, Umbo Iadesh IX strikes out with merchants to attempt to acquire a different source of Lumber.
      The Volzen of Jintha are very polite about their acquisition of Hlaali Bark from Regnan Merchants. While there is some backlash and grumbling from some families that have been working with Deaux for years now, the Sultanate sees no choice but to acquire lumber elsewhere. Thankfully, Jintha - while the source of the problem - also provides a viable solution. Perhaps not intentionally, but the Volzen seem supportive. At first. Yet their merchants seem resistant.
      (UNSupported Buyout of second Trade Post, Region 108, [Bonuses] Expanded Holds, Precision Weights, OMC Rank 5, OMC Rank 7, Fish Glue; Roll: 17)
    7. [Economy] Magi Vecto, recognizing a possible military issue before it arrives, asks the Merchant Guild to acquire additional aerial support. Perplexed at first, Umbo Iadesh complies with the wizened general's request, and reaches out to Ti Linnad.
      (Supported Buyout of third Trade Post, Region 21, [Bonuses] Expanded Holds, Precision Weights, OMC Rank 5, OMC Rank 7, Coatlan Numerals; Roll: 26 [24 without Support])
      The Sultana's brother, Yaldean Sortis Regno, Alteto of the Sultanate and current Heir has passed along some interesting information - suppositions that Alteto Yaldean has made while in Jintha - to Magi Vecto. This has the old Oamenii concerned, and while he does not explain his concerns, he is quite pleased when the Iadesh family attempts to acquire Pegasi for the Sultanate.

    Roll link 1


    Non-Actions:
    • Allow Vassals to pass through Sultanate lands as needed
    • Support the buyout of the Sfaïri Free Alliance
    • Approve the purchase of the Camel Calvary Tech by the Tundras of Whern
    • The massive - if polite - purchases by Jintha from Regno controlled resources comes as a surprise. The Sultanate orders merchants to keep whatever contracts possible. Resist the purchases of 7.1 (23), 45.3 (15), and 56.1 (24). [Link]
    • Support resistance of purchases of the above and help protect Dvatla's Bani - to assist their war effort - with Standardized Currency (Sapphires, Sapphires, [x1] Bani)
    • Bhule Amham Embassy
      • At the request of the Clans, send the Amham Federation the Himitsu tech
    • Izbefe Embassy
      • Gift Izbefe Magi Blessed Scrolls
    • Clanlands Embassy
      • Instruct the Kunai in the ways of various Technologies, expecting them to honor the Sultanate's laws regarding each:
        • Feth Dens
        • Spymaster
        • Expanded Holds
        • Privacy Tapestries
        • Mass Conscription
        • Magi Blessed Scrolls
    • Dvalta Embassy
      • Gift Dvalta Magi Blessed Scrolls, in the hopes that it aids their war efforts
    • Khirus Embassy
    • Karys Embassy
    • Theocracy of Coatl


    Spoiler: News and Rumors
    Show

    • Tacere and Privire are nine years old. Privire has taken to talking for her mute sister, but it's quite clear that Tacere is the more demanding child. Former Grand Magus Tutum Sortis is convinced that his great grand-daughters have somehow worked out a private communication method.
    • The attack on Queen Sigyn is a complete surprise to many, but is the final straw as well. Sultana Venusa is prepared, and orders the Legionnaires to support Izbefe in it's war. Magi Arunca is also sent south to find and remove Mad King Dafi from his seat of power.
    • The Ridi'r departure does not go unnoticed by the Sultanate. Many promising students have disappeared from Regner, and for that reason, Bratus Academy mourns. It is rumored that the loss of 'Gxe'dhok's Heart from the sub-continent also causes the Three Towers some consternation, especially when it is discovered that the Heart has even gone missing from Ridi'r hands. Many begin to suspect that the Heart goes where it wants...
    • King Dafi's exact location has not yet been found, but news that the one called Shadow Eyes has opened a case to find him seems to calm many. That the Kunai Clans seem to be moving in strange ways in the south of Regner also seems to help...
    • The bird-toad-thing that has been the Sycoraxistan Ambassador is proving quite effective, and is reporting - via written notes - that he is quite comfortable where he is. The Sultana seems reluctant, however, and asks that the Three Towers finds the former man an assistant. Over the period of two years, one at a time, six different Aspecuts pass away, under mysterious circumstances; circumstances that, reportedly, could have been avoided if they had only listened to the Sycorax and the current Ambassador. Two others are sent, with very strict orders that they are to do everything suggested to them by the Ambassador and their hosts, no matter how ridiculous. One of them succeeds. The other goes missing, and is presumed dead.
    • The formation of the Sunajin Clan comes as a surprise to some within the Desert of Magic. Most are able to see it for what it is: a clever political move that increases the ties between the Clans and Regno. However, many others see it as an opportunity to advance; there are more than four different Aspectus who petition to be the official Sunajin Clan historian. Only one of which is accepted, as she also wants to join the Clan.
    • Explaining Mad King Dafi to Sycorax proves to be a challenge, at first. They seem to have described the horrendous Crabbin' Fever plague that swept across all of Emjata as a typical Tuesday. According to records, they did not even notice it. Used to dealing with magically inclined diseases, Sycoraxistan found a cure quickly, and no one suffered noticeably more than anyone normally did within the region. If there were any transformations into crab-people, the Sycorax didn't notice. So they are, at first, difficult to convince of Dafi's madness. However, when it is explained that he did not study the disease to cure it, but to spread it, their reaction is surprising: every last one of their armed forces marches with Regno to destroy Dafi.
    • Alteto Yaldean Sortis Regno in Jintha is very concerned. The Volzen have been his friends for nearly a decade or more now, and while they are slow to respond to official inquiries, they have inquisitive minds and even temperaments. In Alteto Yaldean's letters to his sister, he says that he is beginning to suspect that there are two differing factions of Volzen in Jintha: those that support Regno, and those that support Perijanism. The Perijanist Volzen aren't hostile towards the prince, the Ambassador, or their retinues... but they are not welcome, either, and are often avoided. Almost as though they are afraid of the Initiates. Yaldean cannot figure out what has gone wrong, but he has suspicions, and passes them along to Magi Vecto.
    • Thae Guceart's leader, the Sobriety, reports suspicious movements to the northwest. The Overvann may currently be dealing with a rebellion in Bhule, tensions on the border villages seem to be rising. Apparently, the Overvann do not care for any form of Dragon, including Venusa and her children, if the rumors are to be believed.



    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 10 7 7 5
    End of round 25 0 0 0 2 0
    End of round 26 1 2 0 0 0
    End of round 27 0 1 0 2 0
    End of round 28 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Military, +1 Faith


    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
    • Bani - Region 8, TP #2
    • Bani - Region 8, TP #4
    • 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
    • Labor Guilds - Region 62, 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)
    • Coatlan Numerals (1/round Econ Bonus)
    • Privacy Tapestries (Org Rolls / Secret Actions)
    • Bani Bowls [Medicine]
    • Camel Cavalry [Calvary]
    • Refined Pician Weaponry [Weapons]
    • Sacrificial Magic Supply Lines [Logistics]
    • Hard Iron Armor [Armor]
    • Heavy Wood 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)
    • Meterological Navigation (+1 Exploration Rolls)
    • Obsidian Fire [Siege]
    • Wingknights [Cavalry]
    • Black Blood [Tactics]
    • Impaler Palisades [Traps]


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

    Last edited by Gengy; 2018-12-16 at 08:15 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

  2. - Top - End - #632
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Fëkälis II
    (Round 28: 184-186 IR)

    Actions
    1. [Diplomacy] Claim Region 15: Perivan (second action)
      More than half a century has passed since the death of Khäsglis. The rage once felt at the refusal of the Perivite rebels to support the war with the empire has long since calmed, but the small kingdom has still not been afforded full recognition by the D̨vatlan court. Perivan's only protection was the D̨vatlan's desire to avoid the possibility that conflict with Ti Linnad might result from direct, aggressive action against the buffer-state. In the decades since the introduction of Tëlir Geza, the faith has risen to a position of power in the region. Finally, building off efforts undertaken over several years, a group of powerful priests backed by the D̨vatlan Court seize power, overthrowing the heir of the rebel lord and crowning a puppet king who quickly recognizes D̨vatlan overlordship.
    2. [Diplomacy] Stabilize Avakonia (Region 51) (roll=19)
      Unrest boils over in Avakonia as the continued power of foreign ways, both D̨vatlan and Coatlist, over native Avakonian and Imperial culture becomes intolerable to many. D̨züssätt, who has spent most of his reign trying to preserve the delicate balance of the various cultures and faiths in the region, proves himself a capable diplomat. The less fanatical among the malcontents are won over with promises to restore various old traditions, and by the arrival of Prince Zäklis whose childhood spent in Varjik has left him more in touch with the subtleties of imperial culture. The most aggressive and fanatical, however, are purged, with public trials condemning them for treason against Avakon and accusing them of serving the dragons and the foreign republics of Palmor.
    3. [Military 5] General (roll=7)
      Magi Kelmar and his Coatlist followers are welcomed in D̨züssätt's armies, though there is some worry that the influx of especially devout Coatlists might end with the D̨vatlans losing control of the local armies to the Coatl priesthood. To try to prevent this, a native noble known for his devotion to Xincoatl, but also for his loyalty to D̨züssätt, is appointed to a high ranking position in the Avakonian military.
    4. [Military] Defend Avakonia!
      Awaiting the southern armies, D̨züssätt appoints Ghicadoca, the respected veteran of the Raesijan Garrison, as supreme commander of the Avakonian armies, which are significantly expanded by reinforcements sent south from Inyaka. S̨anedbzıtl, his fellow veteran of the southern campaigns and a distant member of the D̨vatlan royal family, and the recently promoted Coatlist commander are given important positions under him.
      • 13 Units (9 D̨vatla, 3 Varjik, 1 Izbefe)
      • Ghicadoca (M9)
      • Tëlir Geza 5 HC bonus (+1)
      • Hard Iron Armor, Camel Cavalry, Pician Weapons, Bani Bowls, Dwarven Fortifications (+4, -1 combat loss)
      • Military Specialization
      • Total: 2d12+27
    5. [Economy] Buyout Giant Redcedar Wood: Glen Gwitna (Region 23) TP #2 (roll=20)
      A reliable supply of high quality wood has always been elusive in the riverlands of southwestern Inyaka. With the contacts gained through helping merchants from the resurgent Glen Gwitna establish a trade routes across the continent, a steady supply of wood is secured and shipped back west along the same routes bringing metal eastward.
    6. [Economy 5] Increase Quantity: Deaux (Region 56)
      Though the eastern wood proves invaluable, it is also found to be unable to hold the fiery enchantments developed and used by the followers of Initia. Sailors and merchants from Hathgjil set sail for Deaux, along with experienced hunters and warriors, hoping to expand the trade in hlaali bark, which is said to be able to sustain the magics behind the enchanted arrows.


    Non-Actions
    • Resist Concordant Republics buyout in Regno (roll=18 against 15)
      D̨vatlan merchants in Regno find themselves under pressure from rivals from the republics, and are forced to outbid the newcomers in order to keep a hold their sources of bani.
    • Resist Khirese use of Féth Dens to cause unrest in Avakonia (roll=16 against 14)
      During crackdowns on unrest in Avakonia, it is discovered that Khirese agents have been acting in the region. While the D̨vatlans remain largely unable to root out the secret networks, enforcement of various laws which prove useful in obstructing their work is stepped up, and evidence of the Khirese meddling is used to denounce agitators as foreign puppets. Great effort is put into ensuring public opinion turns against Khirese interference and its supporters.


    News and Rumors
    • Fëkälis’s chronic illness has caused him difficulty in carrying out his royal duties and weakened the royal court over the course of his reign. The kingdom has become much more decentralized, as powerful nobles are more able to act independent of royal approval and authority. It is widely speculated in private that he cannot have much longer to live, raising the question of whether he will be followed by his young son Däfika, his brother in Varjik, or a more distant relation.
    • Prince Zäklis, the son of Khäsglis, has become respected among the D̨vatlan nobility. Though he is not particularly charismatic, he is widely acknowledged as capable and hard-working. However, many still reject him as too much of a southerner, having spent his childhood in Varjik. He has difficulty winning over his enemies, and is eventually sent to Avakon, in what is widely whispered to be de facto exile.
    • Earlier criticism of the Order of Vashthiya is repeated. Their old, yet not entirely reliable, allies in Azenhal have turned completely against the ways of Abhidi. The Order is denounced as having also abandoned Abhidi, and are called upon to repudiate their decision made years ago to worship the Cinder Queen.
    • The return of Jalyeong-bo to Perivan is a cause for concern. The spirit worshipers remain unpopular in D̨vatla and it’s dependencies. Some point out that dragon worshipers are no better than spirit worshipers, but most are wary of allowing Jalyeong-bo any sort of foothold.
    • Efforts by Lindeen to exert influence over the Tëlir Geza priesthood in Perivan are condemned vigorously.
    • When it becomes clear that an army is marching north from the republics of southern Palmor, messangers are sent out to D̨vatla’s allies. Unfortunately, the northern allies are found to be involved in wars of their own. It is agreed that Regno and Izbefe’s war with the Mad King is necessary and righteous, and the royal court eagerly awaits word of a great victory there. The war between Ti Linnad and Coatl causes more consternation, as it had been hoped that the followers of Xincoatl might be encouraged to join in the great war against the Cinder Queen and her slaves.
    • The betrothal between the young prince Fëkälis and the crown princess of Izbefe is met with much celebration. Though the D̨vatlans have spent enough time in contact with cultures that embrace matrilineal inheritance and succession for it to be considered not that strange, it is still very common to think in terms of their own native patrilineal family lines. Beyond the more straightforward celebration over strengthened ties with the western kingdom, many among the nobility are pleased by what they see as the royal family of Izbefe eventually becoming a junior branch of the D̨vatlan dynasty.
    • The D̨vatlans are also very pleased with the small force sent from Izbefe to join the defense of Avakonia. While it is a small army, Izbefe’s troubles with the Mad King are well known, and that any soldiers were spared and sent east is widely regarded as proof of the honor and worthiness of the western kingdom.
    • The D̨vatlans gathered in Avakon denounce Karys. Once stalwart defenders of the empire, they now stand aside as demon worshipers threaten it. Dejan fought to liberate Emjata and raise its people up to their full potential. Though a Raesijan, he accepted any who shared his dream: Karys, Varjik, Avakon and beyond. The Karysites once sought to continue this legacy, and now they abandon the dream of the empire and meekly accept slavery under the false gods.
    • Prince Zäklis goes further, publicly questioning the Spellfather’s motives. While living in Varjik he had fallen under the impression that Iskander’s Bane was a great and indomitable force. Why then does the dragon now serve the Cinder Queen? Seeking to sabotage the forces arranged against the Queen’s slaves’ invasion and spread division and disunity. Or perhaps it remains in the far south out of fear? Perhaps it cowers, terrified of the northerners who have already cast down three of its ilk.
    • Anivine’s betrayal is met with shock and outrage. Prince Khäsglis publicly declares that he will have nothing to do with the enemies of his family and his people and leaves Varjik, joined by his son, and Zäklis’s younger full-brother, Tälir. Khäsglis returns to Khlıghat and the royal court, while Tälir makes his way to Avakonia to join the defending armies and is given a position in Ghicadoca's personal guard.


    Fëkälis II

    Diplomacy: 9
    Military: 9
    Economy: 7
    Intrigue: 2
    Faith: 10

    Increase: Diplomacy, Military, 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 D̨vatla (Open)
    XX
    DRAGON/Initia Tëlir Geza DRAGON (None)
    Reflas 11 Giant's Silk D̨vatla Regno (Open) Tëlir Geza Abhidi Tëlir Geza (None)
    Dažytija 13 Dragonsteel D̨vatla Glen Gwitna Jintha Abhidi Tëlir Geza Abhidi (Satt) Tëlir Geza
    Zachodnie 16 Marble Lindeen Overvann D̨vatla Perijanism Tëlir Geza Perivite Paganism Tëlir Geza
    Zeměvčel 17 Honey D̨vatla Ti Linnad D̨vatla Tëlir Geza Abhidi Tëlir Geza (None)
    Avakonia (u) 51 Parchseed Oil (Open) (Open)
    XX
    Coatl Tëlir Geza Coatl (None)

    Region # Owner Resource Minor Good Great Grand Holy Center 1 Holy Center 2 Holy Center 3
    Iadesh 7 Regno Camels Regno D̨vatla
    XX
    XX
    Initia (Open) Jalyeong-bo
    Regno 8 Regno Bani Regno Omanush D̨vatla Regno Initia Initia Initia
    Perivan 15 Perivan Blackrock Cesaria (Open)
    XX
    XX
    Tëlir Geza Tëlir Geza DRAGON
    Raesija 64 Mrazite Crystals Sfaïri Regno (Open)
    XX
    XX
    Dejanism DRAGON Tëlir Geza

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

    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 Additional Req
    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 Additional Req
    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) – Deeply interested in religion, but vain and rather demanding

    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. Currently serving as a magistrate in Avakon under D̨züssätt.
    -Tälir (166) – Good warrior and leader. Dutiful, just and courageous, but tends to act quickly and impulsively (unlike his brother). Suspicious and always questioning people's motives. Makes his way to Avakonia to fight against the republics.
    -Zarikos (169?) – Son of Khäsglis and Anivine
    -Amerah (171?) – Daughter of Khäsglis and Anivine

    Psëtä (146) – Cousin once removed of Fëkälis and Khäsglis; grandson of Prince Läflis. Nominal head of Tëlir Geza, carries out various ritual duties on behalf of the royal family. Well educated and devout, but somewhat lazy. Has one daughter (173)

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

    Qin̨hën̨ttëq (128-186) – 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 Avakonia
    --Fëkälis (178) – Curious, with a strong need to know the truth; outgoing and playful
    --N̨amodl (180) – Quiet and thoughtful
    --(daughter) (180) [[still deciding on her name...]]
    --Zäklis (183)

    (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; 2018-12-16 at 04:52 AM.

  3. - Top - End - #633
    Orc in the Playground
     
    kaio999's Avatar

    Join Date
    Jul 2016
    Location
    Indiana
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Khirus
    The dark mirror

    Supreme Member of the Union of Southern Republics of Emjata
    Region 38, 39, 40, 41, 43, 47, 68, 69, 70


    Actions

    1:[MILITARY] Raise unit Another unit of Bhreshi Cavalry is unleashed upon the populace as these proud riders are sent out to fight for the noble Republic.

    2:[MILITARY] Shriekers Ironwood Ents have been discovered and used in the arenas of the Khirus Republic for a long time, and their capture and experimentation has been a special level of depravity for those hidden within the fang. However with new shipments of facet caps they have learned something terrible, the drug can be used to increase their bloodlust and aiming such monsters in the direction of the enemy military could be devestating. +2 in attacks -1 unit loss rolls for both sides (Resource: Facet Caps, Must control a wooded area (fluff) Warbeasts/Live Weaponry)

    3:[MILITARY] Invade Avakonia with 3 temp dragon units and 2 bloodborn units under the leadership of Suicide Sandor +3 from technologies not used by Azenhal (-1 losses Sacrificial magic supply lines) Concordance Republics and Khirus share a CI) All 3 of the dragon born units of their mistress the Cinderqueen are sent as are the new born bloodborn sent to handle this coming invasion. Furthermore units are sent back to the theocracy to strengthen their kingdom. Khirus rolls out massive troops numbers to their ally in the hopes of claiming the capital of the former ruler of the world.

    4:[INTRIGUE] Secret Action

    5:[INTRIGUE] Feth Den Avakonia (51) There was no way the population of Avakonia was happy under the thumb of those who invaded their empire. Their pride was like maggots to the dead. So much to feed upon and plenty would turn to the feth dens. Agents were sent to stir up operations and provide some strange magic as it is used to aid the push into the very heart of the old empires capital. It was time to punish the upstart kingdom of Dvalta for claiming a prize Khirus has always craved. 14

    6:[INTRIGUE] Feth Den Zeměvčel (17) This region too had long stood as a prize of the empire and now there was an oppurtunity to stir up rebellion. Khirus did not care whose side they were on, what was important is now was the ideal time to begin to penetrate the peace Dvalta had maintained in the region and break it. Spread rebellion, stir up chaos, use dangerous magics to twist Dvaltas world. FAILURE

    7:[INTRIGUE] facet cap raid TP 2 Mask makers are sent to collect more of this precious new drug that will be used to cause unrest, riots and the end of obediance in the enemies of the Republic. SUCCESS



    Nonactions

    A letter is sent to Karysite leadership.
    Spoiler
    Show
    In a strange turn of events we end up worshiping the same masters, your government is mercurial and you have always done what is best for your people. Currently, you worship the dragons, you drove me out of the region for them but now Dvalta has been named their enemy. He is responsible for their murder and both of them (Cinderqueen and Spellfather) aim to punish Dvalta for their crimes. Here is your chance to serve yourself and that which you claim to worship. Join us in taking Avakonia, end their control of the north and southern part of the strait and stand alongside these beings who have proven themselves worthy of our worship.

    The choice is yours of course you are the last true remnants of Avakonia love for you will never exist but we hope you can make the right decision in this case and end Dvaltas influence in the south.

    Sincerely
    Chancellor of Khirus
    Supreme Member of the Union of Southern Republics of Emjata
    Lord of a thousand masks
    Mattius Fontan




    Embassies
    Spoiler
    Show

    Serene Marasa Pride-

    Regno-


    Coatl Theocracy- Send 2 units to the Coatl Theocracy

    Concordance Republics-






    News and Rumours
    • Mattius Fontan continues the long tradition of Republican expansion. The population seems to be content for now but it is only because wealth and decadence remains untouched in the capital which is growing larger and larger. Rumors is the leader of the city seeks to make it grow to over a million by promoting migration, a massive feat. It will take many years but to expand past the size of Avakon is a dream of the capital of Khirus.
    • Masquerades have grown to such extravagance they consume whole streets.
    • Rumors of dragonborn populations growing has fascinated many followers.
    • New elections will be occuring in 6 years some wonder if Mattius will run again?
    • The Consul consumes modern politics and its rumored a feud has broken out between a powerful dragon worshiper and an abhidist fanatic, both contain much power and how it will effect the politics of the Khirus is anyones guess.
    • Xatax transformation has fascinated many...
    • Rumors of the fang once again engaging in dark rituals.
    • Missing persons increases...
    • Their most hated enemy Whitefeather has been smashed to pieces and its been collected by the alliance which serves the dragon. Currently the Theocracy, Concordance Republics and the Khirus has become one of the most powerful forces in Emjata many see no sign of stopping with this arrogance be their downfall or a major victory?
    • Will the dragon join them in support?
    • Three unique individuals have stepped into politics among the arenas of Khirus's capital.
    • The first is Enrill a rumored sorceror and necromancer who hails from the grandiose schools of Lindeen, she took their teaching and went out into the world looking to become an advisor and vizier for powerful men. She is rumored to want to claim the position of spymaster. She claims to be a bound sister to Bertrand Fang
    • The second is Kraven Hoodlock he has been warped by the Cinder Queens magic but appears completely independent and roams the world with wings and dragon scales but is otherwise mentally his own being. He claims to want to make it up the ranks and be named general and calls himself a bound brother of Bertrand Fang
    • The third and final is Bertrand Fang, he is said to have been raised as an orphan by the temple of fang and taken its moniker as his last name since he did not have one. He has formed a family of his own and its rumored he is influenced directly by the temple and has gone out in the world to finally change everything.



    Spoiler: Masquerada Internal Memos (SECRET)
    Show

    The elders stir... All are afraid and hide so as to stay out of the way, the knowledge that Avakonia is invaded seems to make the sleeping walk.


    Spoiler: Ruler information
    Show


    His Eminence the Supreme Chancellor Mattius Fontan
    Diplomacy 5
    Economy 2
    Military 10
    Religion 1
    Intrigue 5+2

    Crandis Zasini (9)
    spymaster Tyras (10)
    Suicide Sandor (6)



    New Ruler Next Round?
    YES

    Military Units
    1 unit of vampiric elite (250 Bhreshi cavalry however it is vampiric neonates who rely on blood magic and ancient strength wielding family weapons)
    1 unit of Holy Charioteers
    1 unit of vampiric shock troops
    1 unit of 2500 vampiric defenders.
    1 unit of Bhreshi riders
    3 units of blood touched 4500 units
    3 temp dragon units

    +2 next turn
    [/COLOR]


    Technologies

    Cultural Identity - The Crimson Republic- 2d8 against unrest The Republic of Khirus is a brilliant two pronged strategy devised by the genius of the elysium kindred to control the population. New regions and peoples are more prone to support the idea of freedom for the common man, and the promise of being able to pave their own destiny. Once one is part of this society however the dream of the Republic is balanced with the horror of stepping too out of line. Whispers of dissidents disappearing in the night of whole families being murdered in grisly fashion if a family member speaks out creates unrest and paranoia, but the wealth and pageantry and the money fed into the nation keeps any from escaping. Trapping them with both carrot and stick.

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

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

    Obsidian Fire +1 Defense +2 when rolling through a tie (Siege)
    Sacrificial magic supply lines -1 size losses
    diplomatic exploration Allows for overland travel to establish colonies.
    Salt wagons +1 unit capacity
    Violet Oath +1 to resist secret actions of all kinds
    Camel Riders +1 to attack
    Fish Glue Manufacturing,
    Refined Pician Weaponry +1 to attack
    Bani Bowls
    Diresnags + 1 casualty loss to enemies
    Living Walls
    Impaler palisades +1 when defending +1 to enemy casualties when defending.
    Spymaster
    Feth Dens create unrest or unstable
    Black Blood, Tactics, +2 to attack per level of instability in target region incited by Feth Dens
    Decentralized Authority +1 to new ruler stat
    enchanted arrows (restricted) +1 to battle rolls or enemy losses
    mass recruitment +1 unit on the fifth or fourth recruit action


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

    Trading posts
    TP 3 Obsidian glass (Region 40 Khirus)
    TP 3 Timber (region 2 Amham)
    TP 2 Bhreshi Dogs (region 38 Aaenna)
    TP 1 Silver (region 27 unnamed)
    TP 2 Lentils (region 43 Lior)
    TP 3 Iron (region 71 Azenhal)
    TP 1 Salt
    TP 1 Mul Root (region 61 Altessa)
    TP 2 Rice (region 14 Astrand)
    TP 3 Ironwood (region 41 the basins)
    TP 3 facet cap (region 99)


    Expected Stat Bonuses
    +2 intrigue


    In Memorium

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

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



    Spoiler: People of Interest
    Show

    magus Illian- Mortal whose magic is invested in the darker aspects of Jaelong-Bo and summoning dark spirits of blood, bone obsidian and death
    Consul Kathine Harlon- Former Chancellor who in 12 years now is on the consul with her childer Mila now in charge of the nation officially.
    Chancellor Mila- Lessor noble she had various scandals but was popular among the mortals and so was chosen for public office by the Masquerada. Now she is chancellor in a very close election
    Chancellor Treves- The elected leader of the Republic of Khirus, as well as the voice of the masquerada. The first leader of the Masquerada to also rule over the republic openly.
    Diplomat Purbagle- Pician diplomat and member of the Republic (And Masquerada) a ghoul who in a few years may even earn a place as a kindred (Now with the Picians)
    The Black Marshall Rishard Whidden- Mil 9 general a vampiric childer of Kathine and new leader of the armed forces among Khirus
    Diplomat Tassadin- Diplomat hand picked from among the people of Razzak currently a ghoul and lover of representative Mila
    Diplomat Selenity- A girl of the basins she lost her home and family because of the Sattanyaha and Azenhal attack, she is completely free of blood binding and is instead held up as a symbol of the tyranny of Azenhals Abhidi theocracy. (Currently serving in Regno)
    Consul Yuval Harari- A member of the consul, one of the oldest necromancers in known existence, he became a vampire at a very old age and has immense power within Khirus.
    Consul Sharamin- High priest of the bloody fang
    Consul Blake- Leads a hawkish family who is a regular challenger to the chancellor.
    Consul Simir- Leads his sires (Blakes) faction, the imperialists but its strength is greatly reduced after the events of the midnight garden party.
    Merchant King Tyras- An enigmatic man said to have both vampires and orcs under his command. He is one of the most dangerous mortals in the kingdom and leads his own faction of wealthy merchants. He is now a vampire serving under Mila who runs the spy networks of the Republics.
    Miguel Fortan- General and husband to Chancellor Kathine.
    Samson Rath- Aaenna Sattanyaha priest, corrupt and engaging in all matter of taboo acts. He is vicious and even brilliant being considered for the kiss by the elysium of the capital. The leader of Azenhal and childer of Mila.
    Initiate Xatax- An initiate of Regnos faith and yet another who has entered Republican politics, what he will bring is anyones guess but hes charismatic and charming.
    Mattius Fontan- "Son" of general Fortan and the chancellor, he will one day inherit the rights of Palendor through blood. (though there are some suspician surrounding his birth) hes 22 and joined the military. He is an advisor and close ally of the once famous Tassius Cith and a rival of Suicide Sandor.
    Suicide Sandor- One of the least talented generals and one of the most talented men in all of Emjata. Now a vampire.
    Tassius Cith- Childer of chancellor Mila and a second general to command the military
    Last edited by kaio999; 2018-12-05 at 01:39 AM.
    Amazing avatar by Gengy

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

  4. - Top - End - #634
    Halfling in the Playground
     
    WhiteWizardGirl

    Join Date
    May 2018

    Default Re: [EMPIRE4!] IC Thread

    Lindeen
    The magical epicenter

    Region 101, 100, 104, 25, 26

    Current Actions

    1: [FAITH] Corrupt JB temple Region 102 HC 2 Bringing their vassal under the fold of the mandates was important and so the mages go out to gather young magicians from Sfairi to bring under their tutelage and turn their temples into proper places of learning. SUCCESS

    2: [FAITH] Corrupt Rhunic Animism temple Region 102 HC 3 Their vassal needed to learn worship was all well and good but those not gifted with magic were simply lessor and only the elite could truly build a utopia and so those select few are brought in and tests are given to commoners to lift the select few from the mud and sh*t of this world. SUCCESS

    3: [FAITH] Corrupt Telir Geza temple Region 15 HC 1 That raw destructive magic does interest lindeen quite a bit and so this thing that slayed a dragion is viewed with interest and so mandate mages are sent to bring it under mandate influence. FAILURE

    4: [FAITH] Corrupt Abhidist worship Region 106 HC 1 Interest in the mind and the power their in is very much of interest to the powers that be in Lindeen. FAILURE

    5: [FAITH] Corrupt dragon worship Region 106 HC 3 Of course the dragons interest Lindeen, even if they won't serve them, they are interested in corrupting their faiths for the purpose of the mandate. SUCCESS

    6: [FAITH] Corrupt Initia temple Region 106 HC 2 It was able to turn one of their number into a dragon. Add to that, their disconnect from the gods and they are viewed with obvious delight. SUCCESS

    Nonactions
    Send Lazar War Caster technology in exchange for Byonic Tactics technology
    Send Jintha wooden armour


    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 6
    Military 6
    Religion/magic 7+3
    Intrigue 4

    War Sorceror: Krace 8 (disappeared)

    New Ruler Next Round?
    No

    Military Units
    6 units
    (2000 wooden legion (1 unit) 100 Summoners (1 unit), 2000 blessed blades (2 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.
    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.
    Heavy Wooden Armor
    Diresnares
    Sacrificial Magic Supply Lines
    Fish Glue Manufacturing
    Surplus Production
    War Caster

    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; 2018-12-05 at 02:01 AM.

  5. - Top - End - #635
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Tundras of Whern

    Years 506-510 Adiman Reckoning

    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 4
    Economy 5
    Faith 10
    Intrigue 2

    Attribute Improvements:

    No new ruler next round.



    Actions:

    1.[Faith 10] Declare Holy Land Status. To a practitioner of Jalyeong-bo, all lands are holy. The difference is that some of them have better advertising. Whern, following an extensive campaign to promote itself as a pilgrimage location, is now one of the popular ones. The influx of spirit worshipers allows the regional division of the church based at the temple of Fherharbor a great degree of wealth and power with which to pursue its goals.
    2.[Economy] Buyout open TP 1 for Bysthian Horses in Region 63(Bysthia). Roll 12. Shipping Captain Strufhuffen notes that the plains walkers have more disposable income in the wake of the tourism boom in Whern, and also correctly surmises that bringing "dudes" with them on their trips to the plains adds many difficulties that pack animals would assuage.
    3.[Economy] Buy Camel Cavalry technology from Regno. Two months after a mysterious break-in to Suzan Danerdhuf's quarters, a pair of students from the Frigid Digits show up at Regno's Bratus academy, wishing to learn about cavalry. To pay for their lessons they offer the Sultanate four crates- two of which contain frozen tears, and two of which contain rather embarrassing documents from the Bhule syndicate during the time period when Regno ruled Whern.
    4.[Faith] Convert holy center 3 of Region 86(Bhule) from DRGN to Jalyeong-bo. Roll 22. The Frigid Digit is sent to assist Overann in eradicating dragon worship from Bhule, hunting down and either forcibly converting or killing the wandering dragon priests.
    5.[Faith] Convert holy center 3 of region 106 (Sfaire) from DRGN to Jalyeong-bo. Roll 15. The shamans who return from their successful expedition to region 107 tell tales of the Flute of the North wind in Sfaire. The site piques the interest of Shamans in Whern who see it as potentially a useful location to monitor for the approach of the north wind, an event that would spell great disaster for north Emjata. A group of Fherharbor shamans travels down to Sfaire to teach the locals the great threat posed by the north wind and monitor the Flute as a warning device.

    Non-Actions:

    News and Rumors:
    Spoiler: Book Excerpt: Food in Whern
    Show

    While Whern is a fairly desolate land, it has more food than might meet the eye- more than neighboring Rhune at least, though some of Whern's advantage simply comes from it's great population center being on the coast rather than in the mountains.

    Like people in most of Emjata, the people of Whern eat a lot of fish. Dried and salted, fish keeps well throughout the winter and is very nutritious. However, since my reader, being presumably from Emjata, will doubtless be very familiar with fish and their preparation, I will abandon this topic and instead explore the other aspects of Whernian cuisine.

    Fherharborites tend to grow moderately sized gardens. Potatoes and Carrots are some of the more popular crops for their ability to be preserved throughout the winter and short growing times. Cucumbers, peas, and greens are common food during the summer months. Garlic can be grown (with some difficulty) in Whern, and is perhaps one of the region's most distinguishing flavors, used frequently to great effect. It is a poor Whernian cook indeed that knows not his garlic! It is also very common for Fherharbor's inhabitants to keep poultry or swine, which can convert food waste into nutritious meat. The manure they produce is also highly valued for fertilizing gardens.

    The plains walkers typically live on an extremely boring diet of dried meats and fish. Other foods are simply not worth the weight that they have to carry on their journeys up to the plains of Yotun. Those who do not live with family in Fherharbor during the winter make hunting camps in the southwest and harvest deer through the winter. This diet lacks proper nutrition from vegetables, and surely must contribute to the short lives of the plains walkers.

    Fruits are considered a great delicacy in Whern. The climate of the region makes the area totally unsuitable for anything but a few select berries, so if you encounter fruit at a Whernian's table (like the bowl of oranges currently being dined upon by the author) it is a good indication that they are showing off their wealth. Fruits are rarely cooked into anything or eaten in any fashion other than plain and unaltered, due both to the lack of Whernian experience with fruit and the desire to display them in as audacious a manner as possible. Bread and other grain products are also relatively rare in Whern, but are not nearly so coveted as a symbol of status.

    The finest dishes eaten by Whernians tend to be hearty stews and soups. Drinking warm broth in cold weather has an almost indescribably pleasant effect on the body, sending heat down the neck right to one's very core. Even the culinary inferior plains walkers take the time to make a good soup from time to time, boiling snow or ice to make the broth. Soup also has the advantage of being able to make good use of marginal or sparse ingredients, stretching thin rations in times of hardship. For the finest dining experience in Whern, the author recommends one of our legendary alcoholic soups, a dish that combines the traditional pleasures of both food and drink!


    Suzan Danerdhuf is furious at the break-in of her private quarters. While she admits of nothing being stolen, she quietly stews in anger. Her inability to control her husband only adds to her frustrations.

    An assassination attempt on Shaman Agnar fails due to the quick thinking of a young Shaman at the temple of Fherharbor who happened to see someone enter Agnar's room unauthorized. She is immediately given a promotion and inducted into the Frigid Digits, who increase their security protocols and patrols as a result of the attack.

    The winter of year 507 is the warmest in living memory. Reactions vary.
    • Shamans claim the warm winter is because of their sacrifices to the spirits
    • Plains walkers are excited to be able to head up to the plains of Yotun earlier in the year to begin collecting Frozen Tears.
    • Visiting pilgrims and new arrivals react with shock and self-regret that this is the warmest winter anyone can remember
    • People with houses think "oh, that's kind of neat I guess."


    Shaman Agnar changes the Temple of Fherharvor and the Frigid Digits over to Adiman reckoning and sternly chastises any shamans who accidentally write an imperial reckoning date on a document. “We’re shamans at the very edge of Emjata!” He exclaims, “Seasons are important! When the conqueror was crowned is not!” The other Shamans roll their eyes in private, but try go along with it when they remember. Seeing Agnar, a normally unflappable person get so worked up over dates is strange, and whispers about his mental health are shared between closed doors.

    Spoiler: Standing Military
    Show

    Naval Militia- 3000 fishermen armed with whatever weapons they can find.
    Vignar's Militia- 3000 able-bodied men recruited in Fherharbor, equipped with hatchets and cloth armor.
    Vignar's Volunteers- 3000 volunteers from all walks of life, including women and the elderly, equipped with hatchets and cloth armor.
    Emergency Cooks Reserve- 2000 skilled cooks, drafted to support the large but otherwise poor army of Whern.


    Spoiler: Chief's Council
    Show

    Shaman Agnar, Representing Shamans
    War Chief Vignar
    Shipping Captain Strufhuffen
    Last edited by Potato_Priest; 2018-12-07 at 03:07 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  6. - Top - End - #636
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: [EMPIRE4!] IC Thread

    Glen Gwitna
    Region 23


    Round 28 Actions

    1. [Faith] Continue Great Project: A Brand New Grand Temple in Tloon Redlan. (4/10)
    2. [Faith] Continue Great Project: A Brand New Grand Temple in Tloon Redlan. (5/10)
    3. [Faith] Continue Great Project: A Brand New Grand Temple in Tloon Redlan. (6/10)
    4. [Economy] But out tp in Llët̨sällë 10.b Dragon Shrimp 15
    5. [Economy] Cinder Queen Tribute 10

    Non-Actions
    Support D̨vatla's buyout of Redcedar Wood in 23.b

    Lazar Embassy
    Dolas Senilu of the Magpie clan is assigned as the new ambassador to Lazar.

    Coatl Embassy
    Send Coatl the Polearm Paddles technology.

    Expected Stat Increases
    +1 Faith, +1 Economy

    News and Rumors
    • As work on the Grand Temple nears completion, the dissidents have been all but silenced. Nobody can deny the Warden's looming success as the work on the Temple progresses at a steady rate and the cries that he would bankrupt the small country fail to bear fruit.
    • The influx of the faithful from Lazar serves to further legitimize the Warden's vision of Gwitna as the Holy Center for Coatl Perijinism and the offers of friendship made by the former vassals are welcomed and returned in kind as relations are reestablished with the new Gwitnan emissary in Lazar.
    • Magpie Dolas Senilu is chosen as the new ambassatrix to Lazar. It is thought the Warden chose Dolus as a reward to the Senilu family who's vocal support of the Temple's construction was key to turning popular opinion in favor of the project. Dolus is the eldest child of the Senilu clan, a young woman of 24 with the native olive skin and dark hair.
    • As the economy of the burgeoning nation grows stronger, Gwitna seeks ever more exotic goods to satisfy the needs of its populace, with some success.
    • Warden Ollin is quietly outraged at the burden of the Cinder Queen's gaze upon Gwitna and somewhat half-heartedly orders tribute to be gathered for the dragon of various goods and foods that could be spared without too much hardship.




    Current Ruler
    Warden Ollin
    Diplomacy: 6
    Military: 4
    Economy: 5
    Faith: 7
    Intrigue: 2
    Last edited by PepperP.; 2018-12-09 at 01:10 AM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  7. - Top - End - #637
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

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

    Leader: Premier Illeard Mertinneis
    Vassal of the Kingdom of Whitefeather
    Round 28 (184-186 IR)


    Actions:
    1. [Economy 5] Upgrade Millet in Binpultry to Great
    Seeking a new, reliable food source in these times of war, the Northern Council buys out a vast swath of millet farmland.

    2. [Economy] Buyout Ships TP 1 in Bovalia [Region 46]: 19
    Mariners from the Northern Council take over formerly Whitefeather shipyards.

    3. [Military] Naval clash with Coatl (aiming for the Inyoni Crescent; Mil 8 (Braen Auley) + 7 Units + Wingknights, Skyfarers, SMSL, Aerial Bombardment, Brinefather's Wings - +17/+19 (tactics roll), negate 1 size loss, negate 1 distance loss)
    As the fleets long prepared set sail for the Crescent, they encounter the Coatlean navy in its own journey northwards.

    4. [Military] Raise a unit

    5. [Military] Raise a unit

    6. [Intrigue] Secret: 6 + mods

    Nonactions:
    1. Support Regnan buyout of Pegasi TP 3 (currently Open)


    Spoiler: Response to Queen va Meera
    Show
    To Queen Tanya Chalun va Meera of Yondar:
    Your concerns are most timely. The threat of Lindeen is not to be taken lightly, as you truthfully say, but I do not believe they will be quick to break the peace which we have built. They know that the Council stands between them and the remaining dragons, and to antagonize us would be a grave mistake. In addition, the Council constrains us to wait for proof of their ill intentions to act.

    Your words on our faith are perhaps correct from a worldly perspective, one that sees only the politics of our realms. But the faith itself does not change with the fall of its people. Lazar may be seized and led by a puppet of Lindeen, the Theocracy in the south may bow to the dragons' tyranny, but these things do not lessen the power of Xincoatl. Should Lazar act in accordance with the rumors and throw their lot in with the greedy mages of Lindeen, they will have forfeited their claims to lead our people as the Theocracy did years ago. Condemn not the faith but its hypocrites.

    Premier Illeard Mertinneis


    Spoiler: News and Rumors
    Show
    • Lazar is informed that, while Illeard would prefer to stand alongside his fellow Coatl Perijanists, he cannot ignore the ancient bonds with Whitefeather nor the vast tribute Tizoc had given to the Cinder Queen. There would be no peace until the south stood free from the dragons - a cause for war that Kasiri should certainly be able to understand.
      .
    • Braen Auley has the Brinefather's Wings pinned to the mainmast of his flagship, the Red Star. Strangely, the winds are always favorable to the direction he wishes to go. His suspicions are confirmed when the wings are removed and the entire fleet is blown off course by several miles, directly into sight of the Coatlean fleets.
      .


    Spoiler: Ruler Information
    Show

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

    New Ruler Next Round? No

    Expected Stat Bonuses: Military +1, Economy +1


    Spoiler: Other notes
    Show

    Military units: 7 + 3 (Lazar) +1 (claim) + 2 / 9 + 1 (salt wagons) + 1 (religion)
    7 + 4 / 11
    General: Braen Auley (8)
    • 2nd Forest Company
    • Whitefeather Unit 1
    • Whitefeather Unit 2
    • NL unit 1
    • NL unit 2
    • NL unit 3
    • NL unit 4
    • +NL unit 5
    • +NL unit 6
    • +Lazar unit 1
    • +Lazar unit 2
    • +Lazar unit 3

    • 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).

    Military Specialization: United Front (Defending own Regions)
    In times of need, the Linnadi pull together, as evidenced by countless events over the course of history. And what time is of greater need than imminent invasion? The Linnadi band together to oppose those who would assail them, their bonds of unity rising above their foe's mere strength. Militia are raised, supplies gathered, munitions crafted, and defenders always have aid to fall back on.

    Saved actions:
    Last edited by Minescratcher; 2018-12-16 at 09:15 AM.

  8. - Top - End - #638
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread




    'Ridi'dreq
    Region 29
    Round 28


    1 - Intrigue: Great Project [This place is apalling! - 1/lots]: Begin efforts to catalogue the local plants

    2 - Intrigue: Great Project [This place is apalling! - 2/lots]: Begin efforts to map the local area (and whats in it)

    Despite what mnay would have expected, the first tasks the 'Ridx set about upon securing the basic nescisities was to begin scouting out their new surrounding areas. Every hunter that entered the jungle endevoured to come back with something, a fragment of map, the proeprties of a plant, the location of a grove. Individually, the contributions did little. But multiplied by thousands, scrap by scrap, a picture began to form. A patchwork tapestry, endlessly argued over, edited, updated, reverted and unreverted. A map. A map that was only of real use for a few miles into the jungle, but a map nonetheless, and it was growing all the time.

    Over time, the building they'd been using as a base for it morphed into a proper home for the knowledge collected, the 'Di'he'vekigr, an architectural chimera expanded and remodled as often as it's contents. The one thing that remained constant was the main hall, dominated by the 'Veki'ri'd - the master copy of the conflated map, and the index by which the building was sorted. By it's mere presence, the area around it became the central city of the 'Ridx in the country, even if the term city was still years underdue.

    3 - Economy: Pay tribute to 'Xo'xa'va'j [15]

    4 - Economy: Great Project [This place is apalling! - 3/lots]: Properly establish trade with the locals

    Though trying their hardest, the 'Ridx still weren't truly self-sufficient. Even with the livestock they'd brought and maintained, the hunting they could manage, and even a few fruits whose syrup proved able to provide nourishment, food was barely in enough supply. As the brought reserves dwindled, they reached out to the locals. Hugging the coast, the human settlements survived by fishing and trade, and their knowledge of the sea filled in where the 'Ridx lacked. Though the fear of the ocean from years passed had faded, the churning blood of their goddess still brought a sense of awe, and they lacked the skills and tools needed to take to the waves. Bartering with the plants that the humans claimed held value, the purchased meats and fish might have been poor food for their pride, but at least it kept their stomachs full.

    5 - Economy: Great Project [This place is apalling! - 4/lots]: Find a plant that can soak the worst of the pollen, and grow it up a big hexagon trellis as a living wall.

    Despite their grand designs, the 'Ridx had barely made it to the jungle's edge. Though living closer than the humans dared, they still lacked the ability to truly live within the jungles that had foiled all before them. Even on the outskirts, they had to periodically evacuate when the pollen was particularly bad. Their ability to predict it grew, but their ability to endure it did not. What good was a home they were forced to flee from?

    The first step of the answer came from the jungle itself. The first sign of it came when a hunter, doused in a pollen he'd mistimed, came too weeks later not in the flowers he'd expected, but a tangle of vines, all subtly different from each other. After being laughed at for being an idiot, and probably wrong, some trawling in the archives showed a pattern. Vines that seemed not to produce pollen of their own, but that attracted those affected by it all the same. Each vine looked different from the others, so the connection hadn't been made, but after sampling, testing, and arguing, it was agreed. The vine was safe, and did indeed lure the Ri'dhaji, the unthinking, towards it, though it's pull was noticeably weaker. Many ideas were thrown around for names, and eventually it was decided it was apt to just use them all, leading to the name Dreva'dvu'dreve'dado. Less than a week later, outside of official documents everyone called it simply dre'dado, and outsiders Mongrelvine.

    Someone suggested growing it up a wall. After the traditional period of ridicule, during which a few people tried small scale anyway, it started to take, if only because one person with a wall got caught outside in a surprise downwind, and came too still outside his house, and sooner than expected.

    They'd built city walls before. After a false start, and making them thicker to support the extra height, they began to rise around the city center, twenty feet of thick wax lattice, and a ready made trellis. The growing vines proved unruly, and tending them was a full time job, but with stubborn effort the city became cloaked by a verdant curtain. The thicker the vines grew, the fewer the reports of stray pollination became. All but the strongest winds could no longer carry enough to break through the tangle, and even though the seasonal outbreaks still required evacuation, the city became livable again noticeably quicker. Even better, those who were still affected remained within the walls, the mass of vines enough of a lure to keep them mindlessly luching into the jungle proper.

    The war against the jungle had by no means been won, but at last a battle, at least, had been a victory.

    6 - Faith: Set DRGN bonus 2 to +1 to buyouts

    Spoiler: Leader Stats
    Show

    'Xa'kagx
    Diplomacy - 6
    Intrigue - 1 + 1
    Military - 3
    Faith - 10
    Economy - 4 + 1

    Last edited by kjelfalconer; 2018-12-11 at 12:11 PM.

  9. - Top - End - #639
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: [EMPIRE4!] IC Thread

    Jintha
    Ruler: Taelia Riveria
    Round: 28 Region: 76, 108

    While most of Jintha was celebrating the wedding that united Wuzei Darak and Jintha there were some Volzen standing over a large map high up in a penthouse. The pride had called upon Jintha to prepare for war and even though it felt rushed the Volzen were not in a position to decline, knowing that the sultanate of Regno would get involved it was with heavy hearts that the buyouts of their trade posts were arranged.

    Actions:

    1. [Economy] Buyout Incense in TP 45.3 from RGO success 17
    The trade post for Incense was the first strategic resource that was to be procured and with some quick bartering it was secured.

    2. [Economy] Buyout Hlaali Bark in TP 56.1 from RGO success 24
    The trader going in to buy Hlaali Bark seemed to go in with an outrageously high offer however this proved to be the right move as it only just managed to beat the offer made by the sultanate.

    3. [Economy] Iadeshian Camels in TP 7.1 from RGO failure17
    One of the best traders was send to buy camels however he became arrogant and failed to obtain the camels that Jintha so desperately needed.

    4. [Diplomacy] Raise rep with Omanush Convoys success 18
    Bete was once again send over to the Omanush Convoy to soothe relations. This time the talks went very well and bete manged to leave the meeting with a feeling of accomplishment.

    5. [Diplomacy] Press marriage claim on Wuzei Darak (75) success 18 <- 1 turn claim ^^
    The wedding was arranged with the support of both regions and when the ceremony was over the countries decided to delay no longer and unify under the Jintha banner.

    6. [Economy] Tribute to the Spellfather success 12
    The tribute for the spellfather was prepared with care however due to unforeseen circumstances some of the shipment never arrived and the tribute that was send only barely met the requirements laid out by the dragon.

    Non Actions

    although not unexpected regno's purchase of stonewood is met with resistance from the Volzen traders currently present. As their funds run out however they have no choice but to hand over the trade post and go home failure 16

    Defend against the raid from Karys

    Ruler Stats:

    Diplomacy: 9 +1
    Economy: 10
    Faith: 1
    Military: 8
    Intrigue: 5

    Spoiler: News and Rumours
    Show

    • The promised technology of wooden armour finally arrives from Lindeen
    • The pride sends over pician weapons technology to assist Jintha.




    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 Confederated Northern Syndicate


      Temporary
    • Lindeen to trade heavy wooden armour tech to Jintha.



    Spoiler: Book Keeping
    Show

    List of TP's

    13.3 Dragonsteel
    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

    +45.3 Incense
    +56.1 Hlaali Bark
    - 108.2 stonewood
    Total TP's 12

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

    +1 from the claim on wuzei darak

    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).
    Expanded Holds ( +1 to buyouts/-1 distance loss roll. Ships/Ships, Precious Metals, Preservative, and Food. RESOURCE REQUIREMENT NOT 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; 2018-12-16 at 01:29 PM.
    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

  10. - Top - End - #640
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Jul 2012
    Location
    *Redacted*

    Default Re: [EMPIRE4!] IC Thread

    The United Northern Confederacy of Rhune and Saaremaa, Vassal of Ti Linnad
    Margravine Norá av Aanaar

    Rolls
    Actions:
    1. [Military 5] Recruit General: Hánsa of Saaremaa Mil 6
    2. [Faith] Convert HC 3 in Amham (Region 2) to Rhunic Animism. Failure
    3. [Faith] Convert HC 1 in Region 94 to Rhunic Animism. Failure
    4. [Faith] Begin an extensive restoration project from the Cairns in Rhune, to help foster pride in the faith. (Great Project 1/3)
    5. [Faith] Begin an extensive restoration project from the Cairns in Rhune, to help foster pride in the faith. (Great Project 2/3)
    Non-actions:

    News and Rumours:
    • After a confusing period of transfer of power, Lieđđi av Aanaar and Kaisa av Saaremaa abdicate their positions of power as the UNC sees a restructuring of power, heralding a new generation of leaders in the northern state. Ushered into power in favor of her mother and mother's lover, Norá av Aanaar, daughter of Margravine Lieđđi and Jannan Noross of Ti Linnad, claims the title of Margravine and sets about organizing a new council to administer the combined rule of the island and peninsular states. Mor representation is now offered at lower levels in Rhunite and Saaremaan society, however, Rhune maintains a considerable grip upon power within the confederation, particularly Norá herself.
    • An unofficial but firmly backed position of non-interference and spiritual brotherhood with the Rhunic Animists of the northeast becomes the acting policy of the Amham Federation. Largely with the help of the multi-denominational Acolytes of Áhkká, a mutual respect is fostered as Animist priests are summoned to help tame the unruly spirits of Hameong Grove, heading west in hope of fruitful exchange with their spiritual brethren of those far lands.

    Spoiler: Ruler Information
    Show
    Diplomacy: 2
    Military: 7
    Economy: 4
    Intrigue: 5
    Faith: 3

    New Ruler Next Round? No.

    Expected Stat Bonuses: +2 Faith
    Last edited by BootStrapTommy; 2018-12-10 at 03:32 PM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

    Former EMPIRE2! Player: Imperator of the Nihoni Dominion
    Former EMPIRE3! Player: Suzerain of the Phœnīx Estates
    Former EMPIRE4! Player: Margrave of the Margraviate of Rhune
    My Awesome Campaign Setting

  11. - Top - End - #641
    Barbarian in the Playground
     
    Reggiejam's Avatar

    Join Date
    Jun 2014
    Gender
    Female

    Default Re: [EMPIRE4!] IC Thread

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




    Region 28; NE Corner

    Round 28 (184 - 186)
    Basilis Ra Karas Mar
    Diplomacy: 1
    Military: 10
    Economy: 3
    Faith: 4
    Intrigue: 4

    1 [FAITH] Aid Glen Gwitna with their Brand New Grand Temple in Tloon Redlan (7/10)

    With their work on the new grand temple at Tloon Redlan it appeared the Gwitnans had found pious footing. Politically minded magi in the Isles recognize the growing threat to Lazarite leadership of the eastern church and so seek to settle any competition that might arise from the former pirates peaceably before it can begin. Kansett and lazarite workers are dispatched southward to join in the Gwitnan project offering their expertise and labor to accelerate the construction of this unrivalled temple compound. Those so dispatched are further instructed to establish positive relationships with the native workers and overseers. While senior administrators and magi on the Isles may have been corrupted by less scrupulous pursuits of magic the majority of the populace remained devout servants of Xincoatl and were excited to be sent to serve a holy purpose such as this.

    2 [FAITH] Aid Glen Gwitna with their Brand New Grand Temple in Tloon Redlan (8/10)

    Relations with Gwitna were warming quickly with the reestablishment of official embassy communication between the two powers. Formerly liege and vassal it seemed despite the long gap between Grand Wardens many relationships carried on through trade and faith were quick to strongly reassert themselves as exchanges continued between the two. A sizable minority of laborers sent to aid in temple construction elect to remain in the region even after their contracts expire finding the rule of Warden Ollin less controversial than the political situation back home. Some within the Arndok's court worry their plan to soothe relations between the two small Coatl Perijanist states may have unintended consequences as those upset by the current lazarite administration trickle out of the Isles to serve Xincoatl abroad instead of at home. A drain on legitimate Coatl Perijanists while easing internal tensions between magi on the Isles does seemingly legitimize Glen Gwitna as the rising cultural center of the eastern church.

    3 [INTRIGUE] Secret 13

    While the Basilis Ra still acts to consolidate his gains and recognize his losses in his recent wars a quieter war was being waged behind the scenes though its participants and goals remained shrouded in mystery.

    4 [INTRIGUE] Investigate the Ice Tower of Usan (93) 8

    A tower of ice in the middle of a desert could only mean a source of powerful magic. Arndok Kasiri journeys north abandoning the fields of his failed campaign further south to focus his efforts upon this mysterious anomaly. If this tower represented a draconic remnant of the Frostfather it was the moral obligation of the Church to destroy it and the personal desire of Kasiri to harness it. Of course before any decision could be reached more information was needed.

    5 [MILITARY 10] Introduce Byonic Tactics - Tactics Tech, +1 per two magical techs/+1 per magical tech under a Warcaster (GM APPROVED)

    War Caster Krace of Byon had marked a stark turn in the eastern understanding of power. While a large army was reliable in deciding engagements in one’s favor it was the capacity for great works of magic to transform those few capable of holding such awesome might into living weapons that captures the attention of modern Lindeen & Lazarite leadership. Mar considered himself a warrior of little peerage and with Kasiri whispering in his ear the whole of his mind goes towards capturing some fraction of the power witnessed a decade prior over the Badan. One of his first steps towards that goal is devising a tactical procedure to maximize the damage capable of being inflicted by a small team of elite fighters, or even an individual. Mar studies the victories of the distant Serene Marasa Pride as well as dispatching agents to investigate the capabilities of current elite warriors such as the War Casters of Lindeen and Court of Thorns in Varjik. The insight granted to the warlord who now ruled the eastern Isles allows the Basilis Ra to formulate an unrivalled tactical understanding of utilizing the magically empowered elite to persevere even against seemingly overwhelming odds. These notes are collected and bound in a strategic treatise collectively known as “Byonic Tactics” as homage to Krace, slayer of the Frostfather and Avatar of Byon, who inspired these pursuits and to Byon himself, a god known for his bold fiery demeanor.

    6 [DIPLOMACY] Stabilize Isles of Lazar (28) Using Premier’s Dip Success

    The Premiere's refusal to divert his forces to meet the Republics instead of the Theocracy sees the Basilis Ra and Arndok retract their military support. Representatives of the Northern Council are however called to their Isles where they incidentally help see to restoring order in the wake of the military coup. While the representatives of the expansive and regal Northern Council encounter much resistance among the senior members of leadership they find many relieved faces among the common folk and those of the ousted regime.

    Unfortunately it seemed the sudden and violent change in leadership which had led to the first offensive military action in modern Lazarite history and the continued rule of the mercenary warlord Mar alongside the mysterious Kasiri left many unsettled. The Kiin Sareteh who had been transformed into a private arm of the Arndok was decried as exclusionary and elitist among the clergy. Merchants held a significant sway among the Isles and their discomfort spread upwards and downwards pressing tight upon the current hierarchy. While power is withheld for now still among the trusted magi and captains serving the two men who ruled the Isles they hint at a willingness to accept wider influence from the merchants perhaps to be realized in the coming years.


    ROLLS

    NON-ACTIONS
    • All nations are informed of the Isles intent to host a Second Dragon Council in 188 IR (Next round)
    • An official proclamation from the Arndok condemns the violence on both sides between the Coatl Theocracy and Ti Linnad. Were the eastern nations not bound by a brotherhood of faith? Had the Theocracy so fundamentally lost their way that they would turn blades against their brothers to appease an evil wyrm? Was Ti Linnad not better served in striking those who physically protected the southern beast, those dark republics of Azenhal and Khirus, rather than the birthplace of their faith? Kasiri was hardly a traditional Arndok concerned with integrity of the Church (and some suspect the proclamation was largely written by traditionalists within the Lazarite branch rather than the Arndok himself) but Kasiri's interests were still served in seeking peace. If the long understood peace between Coatl brother states was broken it could only herald danger for the Isles who now dabbled in less broadly accepted magical practices.
    • Offer the Yondari League governorship of Usan (93) in exchange for Headhunting and Magical Indicator technology. Should the League be interested this exchange shall occur at the Second Dragon Council in 188 IR.
    • Offer the Serene Marasa Pride Byonic Tactics in exchange for their acknowledgement of Coatl Perijanism as a sister faith to Orthodox Perijanism, establishment an Embassy between the Pride and the Isles, and declaration of formal understanding between the Perijanist churches not to interfere with the works of the other. This exchange, should the Pride be interested, shall take place at the Second Dragon Council in 188 IR.


    LINDEEN EMBASSY
    • Send Lindeen Byonic Tactics technology in exchange for War Caster technology


    GWITNA EMBASSY


    [5/7 UNITS]
    Black Company Mercenaries (1,600 Lazarite & Kansett Marines)
    Kasiri's Guerrilla Magi (500 Corrupted Coatl Perijanist Magi trained in asymmetric warfare)
    South Company (1,500 South Emjatan Mercenaries)
    Black Company Mercenaries (1,600 Lazarite & Kansett Marines)
    Black Company Mercenaries (1,600 Lazarite & Kansett Marines)

    [RUMORS]
    • The Children of the Flame have returned from the libraries of the church in Coatl bereft one member and further along their journey to the path of Arndok. Mar had yet to name an heir to his position as Basilis Ra and some believed the warrior king did not intend for military rule beyond his death. With his focus now upon mastering martial and magical arts to an almost divine degree some suspect he has grander ambitions than establishing a corporeal dynasty. This seems confirmed when the Basilis Ra allows his men and gear to put the Children through their second trial a couple years after they were returned from the Theocracy. The Children begin to receive combat training and daily regimens are incorporated into their weekly schedules alongside continued academic and theological classes. After a year of training a grand combat is orchestrated among the Children to demonstrate what they've learned. In only a few moments it become clear the real fight was among Reisa, Matrizia, and Feroh as Hanza and Waldemir were quickly put down. Reisa, who had excelled in her training under the Black Company perhaps due to her familiarity with the lazarite form of her teachers, was an excellent combatant and fearsome with a short sword, small shield, and light armor. Feroh sported a natural heavy armor that allowed him to exchange agility in combat for endurance as well as a sufficient grasps of the general principles of swordplay and basic curses for opening volleys. Matrizia however is the ultimate champion of the arena utilizing spells and sword to outwit and outmaneuver her opponents. She is crowned victor of the tournament and advances in her journey towards the title of Arndok. Hanza, the Kansett son of the banished Aldana and her mate, was the first to fall and is banished in an echo of his parents and a well intended gesture by magi in the isles who were not completely bound under Kasiri's spell who did not wish excess harm upon the deposed council of Arndok Lora.
    • Making peaceful overtures with the neo-orthodoxy out of the Marasa Pridelands was seen as an important step towards furthering magical knowledge in the east. While the dogmatic views held by prior Arndoks had helped grow Xincoatl's Church into the premiere pantheon on the continents in doing so with such aggression against its predecessor old knowledge had been lost. The desire to recover it is more pressing among Kasiri's followers as is a desire by the Basilis Ra to improve relations with the God King whose warriors had proven time and again to be among Emjata's foremost elites. A worthy ally that they might help train the islands' famous mercenaries as well as potential Warcasters.


    Usan (93) WIP

    Spoiler: Geography
    Show




    Spoiler: History
    Show




    Spoiler: Politics
    Show




    Spoiler: Populace
    Show




    Spoiler: Religion
    Show


    :

    :

    :


    Spoiler: Resources
    Show


    Last edited by Reggiejam; 2018-12-15 at 02:27 PM.
    Thanks Gengy for the avatar!

  12. - Top - End - #642
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: [EMPIRE4!] IC Thread

    Sycoraxistan
    Round 27 (Post 2)
    Region #115


    Spoiler: Current Ruler
    Show
    Caliban, Witness to Five Storms, First Among Equals
    Diplomacy 2
    Military 6
    Economy 1
    Intrigue 3
    Faith 10

    Main Actions
    1. [Military 5 Special] Recruit General [8]
    2. [Military] Send 5 Troops to support the invasion of Wazham (Region 4) by the Regner General Magi Arunca.
    3. [Diplomacy] Attempt to improve Reputation with Company of the Crescent. [9]
    4. [Diplomacy] Attempt to improve Reputation with League of the Beacon. [9]
    5. [Faith 10 Special] Become Initia Holy Land.

    [Rolls]

    News and Rumors
    Last edited by DoomHat; 2018-12-10 at 02:25 AM.
    ...with a vengeance!

  13. - Top - End - #643
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 28 (year 184-186)
    The Amham Federation
    Yemur, Amham(Regions 1 & 2)
    Duchess Nari Gyeon


    Actions
    1. [Faith] Convert Amham (2) HC 3 from Open to Jalyeong-bo using Spirit Shroud 11 - Shamans return to Hameong Grove ready to forge new, stronger pacts with the spirits who inhabited it. The tree spirits are promised water and tending with lengthy terms between Shaman and spirit. The water spirits receive pledges securing their freedom and setting broad ranges for them to roam. Animal and ancestral spirits who had gown somewhat mad in the absence of mortal temperance are reigned in and brought back to viewing mortals if not as allies at least as profitable business partners. The opportunity to restore one's sense of physical touch, taste, and sight in exchange for aid from the spiritual realm was an old but reliable exchange which sees a fair share of integration into the new terms hammered out between man and spirit.
      Once again the spirits of Hameong Grove are entreated to return to cooperation with the shamans and once again they reject such overtures. A fair number of shamans are physically harmed by these cantankerous spirits and one of the elder shamans who peered into the spirit realm through the veil nearly loses an eye from an especially hostile spirit leaving a deep scar across his upper jaw. With nearly half a decade of parleys turned back once again the shamans of Amham reach out to their cousins in Rhune & Yondar requesting aid from the Animists in corralling these temperamental spirits inviting these foreign spiritualists to try their hand at taming this contentious Grove.
    2. [Faith] Convert Jintha (108) HC 1 from Open to Jalyeong-bo 15 - While initially Amham shamans are present in Jintha only by diplomatic obligation those so assigned are known to wander widely in their touring of the Volzen homeland. When these shamans discover an abandoned grove clearly having once served as a place of worship to some abandoned deity or spirit in the southern reaches of the islands they are not hesitant in exploring the ruins nor in exploring their possibility as a site from which southern ocean spirits might be contacted and monitored.
      It isn't long before the spirits are brought under shamanist oversight and those sent on this mission report interesting patterns in the activity of these southern ocean spirits. Far tamer than the contentious spirits of the Norbar these spirits are more open to cooperation with the shamans than had been expected. After a series of reports arrive in Amham the Duchess dispatches the senior Yemur-born shaman Jyn Kem to the embassy in Jintha requesting an audience with the Volzen leadership regarding expansion of shaman circles in the region to better understand the native spirits. While the elder Volzen leadership appears uncertain in granting the shamans further permissions to expand a growing movement of younger Volzen have expressed their fascination with the spirit pacts of the Federation. Shaman Jyn has taken it upon himself to establish a study group among these younger Volzen and while most remain non committal for the moment it seems a fair number are considering joining or even establishing their own Shaman Circles in the isles to take advantage of the material benefits of these pacts which have shown utility in the day to day harvesting and transportation of Stonewood.
    3. [Faith] Convert Perivan (15) HC 3 from DRGN to Jalyeong-bo 15 - Perivan's long tenure as independent microkingdom of the north was coming to an end as Dvatla's iron grip closed around it. Nevertheless that grip was not quite closed yet as evidenced by the continued presence of dragon cultist influence among the mountain people of the region. A shamanist expedition is organized and dispatched to this land where they seek out the Caves of Smoking Glass utilizing their magical talents and familiarity with spirits to win friends among older paganist members of the mountain tribes allowing them access to the hidden underground lake. Here the shamans directly confront the lingering remnants of the Skyfather's sycophants forcing them to defend their worship of a dying beast who had fled before a goddess of the Dvatlan pantheon. Fire spirits are brought and summoned to the caves where their wheeling patterns reflect upon the lake an epic tale of the Skyfather's destruction over the course of days drawing many dragon cultists out revealing themselves to elimination by the shamans.
      More similar to the ancient paganist beliefs of the local population Jalyeong-bo is able to push out the lingering dragon cultists from Perivan and establish an outpost in the region. Rumblings from Dvatla suggested King Fekalis was neither happy nor openly displeased by this development but many worried the Telir Geza King would not tolerate even a minor upset to his own gods' rule. Of course, with war brewing in Avakonia it could be some time before the shamans of Perivan needed to worry about facing a royal eviction notice.
    4. [Faith] Convert Thae Guceart (92) HC 2 from Open to Jalyeong-bo 16 - Truailleadh, the Dissent Hole, had long been occupied by belligerent evangelical Initiates who believed Stoirmdur debates to be "teachable moments" in which some piece of Initia propaganda or belief could be slipped. However, since its evacuation during the outbreak of Crabbin Fever almost forty years prior no Initiates had returned and those Shamans sponsored by the Acolytes of Akkha who occupied Samhach Toll further south had alerted neighboring Yemur shamans to its continued dismissal as Initiate teaching spread once more across Regner. With rumors from nearby northeast of mad Initiates who shouted angrily at the mere notion of cooperation with the spirits securing a theological border against these extremist bannermen of Regno is seen as imperative. Storm dwarves are engaged in drinking contests by shamans who seek to ingratiate themselves with the local brewing guilds as well as perform impressive feats of lightning manipulation acting as both conductors and repellants to the amazement of (admittedly very inebriated) onlookers.
      The storm dwarves appear quite impressed with the shamanist practices brought by the missionaries from Amham. Unlike the "scientific tenets" of Initia spiritual contracting was more easily understood and spread among the common folk. Furthermore the contracts forged and spirits bound by the shamans help alleviate the more mundane concerns of the underground dwelling dwarves ingratiating the shamans in the community and helping head off further Initia growth seeping in from Sycoraxistan or Regno.
    5. [Diplomacy] Increase Reputation with SHN from 5 to 6 20 - The Shushan were fixers, and breakers, for the right people and the right price. Duchess Nari seems intent on proving herself a worthy friend to the shadowy organization and she spends each of her next three winters at their Chateu in Yemur carrying on extensive conversations with the representatives who staffed the organization base there. It was said the Duchess and the Shushan discuss matters ranging from mundane concerns over crop growth rates to high intrigue related to the balance of power across Emjata with special focus on Regner. Details are scarce but this only leads to more outlandish speculation by the uninformed.


    Non-Actions
    1. Response to the dragon pending details
    2. An unofficial but firmly backed position of non-interference and spiritual brotherhood with the Rhunic Animists of the northeast becomes the acting policy of the Amham Federation. With Animists invited to help tame Hameong Grove it appears further positive relations are desired between Federation shamans and Rhunic practitioners.

    Regno Embassy

    Overvann Embassy

    Jintha Embassy


    • According to a reliable source Duchess Nari intends to hire the Shushan for a dangerous mission in the coming years. According to less reliable sources she intended alternatively to: assassinate the Father of Silence, steal the Great Idol of Dazelis, or spring a surprise birthday party of truly epic proportions on Witness Caliban of Sycoraxistan.
    • The uptick in shamanist activity in Whern is noted and appreciated by the shamans in Amham. While the Duchess does not herself comment on the affairs north of Overvann given her complex history with the regions located there it seems the general sentiment in the Federation is one of well wishing to the northern shamans and appreciation for their good works in spreading spiritual understanding.
    • The Duchess' eldest daughter and presumptive heir Mi Su was now of marriageable age and suitors make their way to Samg to seek her hand. While her mother pressures her to select an appropriate husband to be the young woman seems intent on finding real love. Poems of political romance from Varjik inspired by the marriage of Verdeb and the Princess of the Aspen Heights drive Mi Su's desires and she seems to believe her true love will be a foreign man of great reputation.
    • While roughhousing with his playmates Bo Danerdhuf takes a nasty spill and breaks his left arm. Nari is furious with his assigned watchers and nearly orders their execution before being reigned in by her husband Iltiz who oversees the boy's treatment. It doesn't appear the wound will have any lasting impact though the fury of Nari's response is not soon forgotten in the court of Samg.


    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 7 -
    Military 3 -
    Economy 3 -
    Intrigue 4 -
    Faith 6 +2


    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
    3. War Shamans

    Generals
    • Sun Yi - 9

    Spy Masters
    • Washi Me - 7

    Relics
    • Ring of the Winterheart +1 on Secret Actions
    • Spirit Shroud +1 on Conversions

    Last edited by Roarke; 2018-12-03 at 11:49 AM.

  14. - Top - End - #644
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Dragons!

    The Cinder Queen seems to find the disobedience of her subjects infuriating, as the Republics and the Theocracy both continue to infringe on what was once Whitefeather territory. In particular, Xo’xa’va’j seems incredibly angered at her creations being slain by their battle, and demands recompense for the destruction, when allowing her control, or merely requesting permission from the liege of that domain, over whom she holds ultimate sway, would have avoided such needless loss. It seems she suspects the Theocrcy of Coatl in particular of acting to increase the size of their own domain rather than pursuing the goals of their liege-lord, though not even the Concordant Republics of Azenhal appear wholly innocent.

    She broods in her lair over how to respond to this insult, and the smoke pouring from the mountain has only grown thicker and darker over the months and weeks since word first arrived. Doomsayers say she plans to make an example of her overzealous subjects, both as a means to prove the impotency of their gods to stop her as they stopped her former mate, and to show the Republics why she should not be underestimated, nor taken for granted.


    The Father of Silence grows weary of the continuous lack of courtesy offered by the Kingdom of Izbefe, and their Queen. As she has seen fit to refuse their offer, and yet the dragon’s consort, her Imperial Majesty Sultana Venusa Regno, has herself elected to deal with the Mad King. ‘Twould be rude to allow the forces of Regno and Izbefe to deal with such a threat by themselves. ‘Vahi’hu’j themselves decides to aid in this endeavor…

    Meanwhile, in Les Alpes, the signs of the Bloodied Hand’s infighting have…stopped. Almost entirely, and almost overnight. Their old marks have begun to disappear, wiped clean from locations where no Sanguine would dare touch. Even the Kunai rarely find these marks and as such the change, subtle as it is, is able to go unnoticed for many months. Even they are unsure of the import of such a change, though there are whispers that the Dragon’s presence has cowed them.

    The Spellfather appreciates greatly the fine new garments given her by the Karysite Hegemony, and appreciates the efforts to garnish tribute by the Kunai Clans, but warns that this is their last chance before her frustrations find more corporeal outlets. The new alliance between the Kingdom of Varjik and the Serene Marasa Pride seems to have made them overly comfortable, and in the interest of a common bond, she commands her servants to acquire Avakon – not together with the servants of the Flamefather, who lash out angrily, driven by the grief of their matron, but for her. A symbol of the strength of their unity, and more importantly, her power. Speaking of which…the first fruits of their labor have become fit to allow to roam free. Sightings of the results – strange chimeric creatures of eldritch design and terrible implication – have been reported in the southern jungles of Estensule, and what’s more, the dragon has presented the Great Jaine and Illuminant Anivine Kren with a…personal gift. A creature with the combined bodies of a hawk and a cougar, the size of a small dog.
    Sincerely,
    Role P. Geek

  15. - Top - End - #645
    Troll in the Playground
     
    QuintonBeck's Avatar

    Join Date
    Apr 2013
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 28: 184-186 IR)

    Actions
    1. [Diplomacy] Speak with the Spellfather directly - Queen Bisera III herself alongside her generals and the Great Jain journey to the Aspen Heights to meet with 'Kidveva'dvuj that she may resolve the matter of which of her servants should be her chosen first. In the talks it is explained to the Spellfather that Avakonia as a place held great cultural value to Karys, Varjik, and even the Marasa Pride. It was the seat of Dejan's past empire and while clearly the Spellfather's magnificence outshone the faded dawn of Dejan's rule taking his seat would carry much weight upon the mortal realms. Whichever servant the Spellfather chose would surely rise above their brothers and sisters of her service. Namodl had declared himself King of Avakon and been recognized in kind as Prince of the glorious city by his lord and decades now of rule. Iskander's Bane would need to be incredibly careful with whom she deemed Avakonia's avenger. Of course, it is also brought up that should the Spellfather herself lead the conquest of Avakonia there would be no issue with which needed resolving...
    2. [Diplomacy] Stabilize Palanam (65) 10 - Palanam was ravaged by the dragons and refuses to take aid from professed dragon worshipers. The situation does not improve in the land most affected by the Spellfather.
    3. [Intrigue] Raid Raesija (64) Mrazite Crystals TP 3 from JTH 8 - Volzen turtlemen merchants doing business in Raesija come under the assault of anti-foreign thugs. A gang native to the region with pro-human anti-other sentiments is acting more aggressive than usual towards non-humans with special attention paid to the Volzen traders and their associates. Local merchants and businessmen quickly learn that doing business with the Volzen was more likely to result in a loss from stolen or destroyed goods and with new men representing the Imperial Inquisition recently arrived with gold of their own they quickly switch to doing business with local neighbors over mercantile foreigners. Word gets around in some circles that the anti-foreigner faction seemed to have only recently received the training and funding they needed to carry on such a large scale and aggressive campaign though there are many wild guesses as to who was behind their armament.
    4. [Intrigue] Raid Dažytija (13) Dragonsteel TP 3 from JTH 14 - As momentum falls within the мајка company over disputes on who should conquer where momentum rises among the Imperial Inquisition. Reports from Raesija of the efforts against the Volzen at first incite some concern as the Council islanders were respected merchants across Emjata. Then news comes of Volzen purchases against Sultanate merchants and the tone changes. The Sultanate had been willing to stretch out a hand in even trade when many sought advantage over a floundering state. Their stance on magic stood in contrast to Dejan's own while also being apart any of the grand traditions of Perijanism or Jalyeong-bo which made them uneasy friends to Varjik but to Karys they were more respected trading partners than to allow dishonor towards them to go unpunished. Especially when Jintha offered such juicy targets such as the newly formed Dragonsteel in northern neighbor Dvatla.
    5. [Intrigue] Raid Wuzei Darak (75) Huo-Ke Squid TP 3 9 - To finish their message to the southern islanders regarding Karysite, or rather Inquisitorial, opinion on their offenses made against Regno a team of Karysites arrive in Wuzei Darak amid negotiations by the Council to annex the region killing and intimidating merchants at Mu-Brk to cement their undisputed control over Huo-Ke Squid trade at the island. The attack doesn't seem to disrupt negotiations much given the island had sent no representatives lacking the funding to do so but it seems like a clear message to the Jintha Council as they moved in. The Inquisition did not forget its friends...or its enemies.


    Non-Actions
    • [Military] Queen Bisera III leads 5 RKH Units with Advanced Pician Weapons and SMSL to conquer Avakonia (51) - If the Spellfather demands the glorious conquest of Avakonia she shall be accommodated and Karys, her most loyal servant shall obviously lead the charge. As the oldest continuous power among the Spellfather's servants and her most loyal believers in her cause it is only right and natural Karys should lead her armies. Atamina, elder though she now was, sought command but was denied by the Queen who herself wished to lead the armies. The general argued to do so was to abandon the advantage of Karysite leadership but the Queen would have none of it, she would be the one to reconquer Avakonia, no other. Reluctantly the wary general accepts her queen's dictation and the matter seems settled. That is...until Varjik arrives demanding the Great Jain should lead this conquest as Karys' liegelord!


    Embassy with Regno


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


    Embassy with Dvatla


    News and Rumors


    Queen Bisera III
    Diplomacy: 6
    Economy: 4
    Faith: 1
    Military: 10
    Intrigue: 6

    Increase: +1 Dip +1 Int

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    Karys 48 Wheat Karys 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
    Last edited by QuintonBeck; 2018-12-16 at 04:31 PM.

    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  16. - Top - End - #646
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    NPC Actions

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

    ROLLS

    Spoiler: Org Map
    Show


    Omanush Convoys
    Spoiler: Banner
    Show


    With the news of a new continent across the eastern ocean, there is a growing sentiment of curiosity among the Omanush, and a desire to explore. Exotic new trade goods and untapped potential customers provides an irresistible incentive to captains, whether profiting handsomely from existing routes or failing to break into established markets. A rush of merchants begin to push in on means to construct their own vessels to cross the vast distance to that new continent.

    They further request that a facility be built to harbor their vessels in the north, in [region 103], so that they might have access to skilled navigators and a jumping off point.

    [Intrigue]

    [Economy]Buyout TP 1 for Sapphires in Jherki(9)

    Bloodied Hands
    Spoiler: Banner
    Show


    Still embroiled in a battle for control with the rebel sect the Burning Hand, the leaders of the Bloodied Hand may be having difficulties keeping control of their members. In Les Alpes de Sang, it appears that Sees-Beyond-Blood’s influence continues to weave a tale of calm synchronicity, slowly, silently. Those of the Bloodied Hand not yet influenced by his presence grow frustrated with the lack of a true, blood-red message sent to their enemies. The use of magical ink instead of blood is yet another straw weighing on the patience of the bloodthirsty cultists, and their leaders fear that soon, they may face further insurrection, and groups will break off to raid as they please. A stronger message must be sent.

    [Intrigue]Secret Action

    [Intrigue]Raid TP2 for Moon Opals in Lascienmo (22)

    Company of The Crescent
    Spoiler: Banner
    Show


    The Crescent Company, well aware of the upcoming war to be waged for Avakon, make it known that their services are available still. The Dragons might desire their service, but…given the tribute they’ve been collecting for the last few decades, they shouldn’t find it an issue to be the highest paying bidder. Preference, obviously, is given towards both Varjik and Dvatla, given their status as friends to the Company.

    [Military]Recruit

    [Diplomacy]Regroup and Offer Services

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
    Show


    The Order of Vashthiya Sattyathanya Abhidism continues their holy work, converting as many heretical temples as possible through any means necessary as their priests roam the countryside in the wake of the violence nearby, hoping to bring peace and understanding to a frightened populace.

    [Faith]Convert HC3 in Karys(48) from Honmyo to Abhidi

    [Faith] Convert HC3 in Bovalia(46) from Coatl Perijanism to Abhidi

    Acolytes of Áhkká

    The Acolytes of Ahkka, still worried for the safety of Emjata, are forced into action by the Mandates of Lindeen. Their actions are threatening the relationship to the spirits and gods by attempting to subvert Rhunic temples and exploit the spirits to further the Mandate’s ends. As their leadership attempts to solidify a resistance and protect their ways, a number of shamans are also called to investigate the mysterious figure in the tower of ice. Is it possible that this man could be an ally against the Mandate?

    [Intrigue]Investigate the Ice Tower's Master

    [Faith]Convert HC1 in Sumwyr(99) to Rhunic Animism

    The Shushan

    A feast is held for the higher court nobility of the Shushan and their guests. As wine is poured and gossip begins to flow, few take heed of those who slip away, their glasses still full and pastries uneaten. Concern has been growing of the instability and war in far regions that threatens prosperity, and the local merchant heads do what they do best: complain.

    [Diplomacy]Stabilize Karys(49) in exchange for being owed a favor.

    [Intrigue]Secret

    League of the Beacon
    Spoiler: Banner
    Show


    With their new base on the Azure Coast finally finished and now fully stocked, the League of the Beacon is anxious to use it to expand their reach and examine their new neighbors. The Bloodied Hand in particular attracts both curiosity and concern. The lack of violent action, newfound reclusivity and the apparent use of modified Enku instead of blood all point to changes in leadership, or at the very least a change in direction. With this decrease in relative violence, the League moves from the Azure Coast to send spies to investigate whether the Hand is planning an even deadlier assault, or if this organization is on the verge of internal collapse, in which case preparations should be made for upheaval and bloodshed as angry factions vie for power.

    [Intrigue]Secret

    [Intrigue]Investigate into Le Alpes de Sang

    Feast of Rieba

    The Feast of Rieba, sensing the coming war, sends a messenger to the Serene Marasaprie with gifts and the message that though still raising their forces and increasing units, the Feast pledges loyalty and announces that it is ready to join the Marasapride’s forces to face the coming violence. This message of readiness is only compounded by a new exploit, the planned aggressive conversion of yet another temple.

    [Faith]Convert HC1 in Wasipacha (60) to Perijanism

    [Military]Recruit Units

    The Eternal Lamp

    The Eternal Lamp has been lit! Roaming warbands from the north have united under a banner, and hold a feast proclaiming their presence and their mission to the gods. Fuelled by anger at the treatment of their priests and hunger for glory, the warbands pledge to fight and die to protect those who speak the last rites and safeguard their souls’ passage to the afterlife. Boats laden with trophies and eager young soldiers leave the main camp to plead their case and bargain in the hopes of establishing camps in Dazytija, Lacia, and the islands of the Cawv Dej.

    [Military]Recruit Unit

    [Faith]Hold a Feast To Celebrate the Lighting of the Lamps!

    Other!

    The Spellfather informs both Varjik and Karys that she is very much in the middle of a project she does not wish to leave unattended. The Magic Eater, it seems, trusts her servants to fight competently with the aid of the generals whose services she lent. Who governs Avakon after the battle is won is of little concern to her so long as it is won, but infighting that leads to defeat will be most aggravating to her. Infighting that resolves swiftly and satisfactorily is to be expected, of course.

    Aeshra could hardly be said to have been tested in battle, there are rumors surrounding her relationship with Oppkomling, but perhaps most importantly in the eyes of the lords of Overvann, she is a woman. And there has never before been a woman Jarl. Overvann is in Unrest!

    Magus Xatax has to recoup the usual drop in support for newly appointed Consulars among the populace, as well as deal with the typical aftermaths of campaigning in the area and the hit to reputation that accompanies it, both as a result of opposing smear tactics and the rumors concerning one’s own misdeeds to secure victory. And that’s before the cultists…Xatax certainly has their work cut out for them. Azenhal is in Unrest!

    Archon Avara does not have the same dynamic as the Doge did with her advisors; most of the court is unfamiliar with them and their methods of governance, loyal to themselves first and not yet satisfied with the unproven Archon’s ability to lead them to greater prosperity, or otherwise displeased with the change in leadership. Lindeen is in Unrest!

    Unsightly rumors surround the new Dame, regarding her taking over after a campaign in which her Father went missing that she convinced him to take on, and accompanied him during. She is a very ambitious woman, after all; who’s to say she didn’t plan this from the start? That’s leaving aside the utter failure of said campaign and the loss of a significant number of quality soldiery on the part of the other members of the Alliance. Perhaps it would be better if another was to lead… Sfaire is in Unrest!

    In no small part thanks to the influx of immigrants, but also as a result of the extensive trade networks, most of the handlers of which survived the assault of the Frostfather quite handily thanks to their status abroad, the call for a more democratic Kiin Saareteh(?) has only grown since Basilis Ka’s ousting of Arndok Lora and her puppets. The merchants desire more political power, and with the shift in the wind more and more obvious, they will not accept Ti Linnad’s consolations; indeed, the Northern Council’s nature only makes their demand more firmly heard.
    The Isles of Lazar are in Unrest; cannot use Liege score(s) to Stabilize; has a 1 in 2 chance of getting worse (increased instability) each round until stabilized or a 2+(level of instability) action GP is taken to reinstitute the Kiin Saareteh; this replaces other possible negative events!

    Amham and Yemur are in Unrest, simply due to the sudden change in the situation rousing people’s anxieties, especially concern regarding the possibility of Regnan retaliation and the loss of certain internal trade networks.

    The rapid changes left Bhule in total disarray, and the resulting power vacuum leads old Family politics to fill the gap…the result is very unsightly. Bhule is in Anarchy; five Rebel Units appear!

    Mila has gathered a fearsome legion to herself, in the jungles of Wasipacha. She has not challenged the Pride for control of the jungles, but seems to have her eyes set on the north...what this bodes is uncertain in full, but certainly ill in part. Ex-Chancellor Mila appears in Wasipacha with Four Bloodied Units! She seems likely to move: North!

    The Rakshasa of the Marasa Pride are far from their homelands in Les Alpes de Sang. Their work collecting Idol Fragments is often dull and tedious, and the locals often ignore and avoid them. All this makes it obvious how they might respond to the challenge of a pair of masked travelers one summer night.

    What it does not make obvious is how they lost five against two, nor how all of them were intimidated into handing over their collected fragments and taking orders from the travelers. Soon, the lack of shipments becomes clear to the Pride....

    Yondar’s merchants in the Azure Coast have had a long-standing relationship with the local tribes, founded on practicality: metals for saphroxin. The lack of local immunity possessed by the merchants makes it dangerous for them to harvest it themselves, but when their contacts disappear, it is difficult to brave the jungles in search of them. It takes almost two months to learn what happened to them, and soon few will have anything to do with the merchants: the “black knives” have killed everyone who traded with them, and made it very clear what will happen to the next one to try.

    The Heart of 'Gxe'dhok is lost after the ritual in 'Ridi'r. The nature of the magic required both hearts to remain in contact for the portal to stay open, so the plan was for a small group of elite 'Ridx to transport it by convoy, caravan, and beast-back to their new home of 'Ridi'dreq. Only three survive the journey, and one passes away a week after making it, succumbing to fever in the tropical clime, too weakened by their injuries to fight it off. One of the two remaining is missing an arm, and the last tells tale of bandit attacks too numerous to count; magics too strange to be mere highwaymen, and a general paranoia that settled over them in the months of travel, their progress slowed by detour after detour, obstacle after obstacle. It's clear this was set up...but by whom? The heart of a god is such a valuable prize it truly could be anyone...
    Last edited by Rolepgeek; 2018-12-14 at 06:12 PM.
    Sincerely,
    Role P. Geek

  17. - Top - End - #647
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [EMPIRE4!] IC Thread

    End of Round Twenty-Eight.

    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

  18. - Top - End - #648
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Round 29: Begin!
    Imperial Reckoning 187 - 189
    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!

    Trade is the life blood of Yondar. Ships from the Rhunic north spread across Emjata from throughout the Norbar to as far south as the Khirese Republics. Messengers are sent out to the empires, kingdoms, and most impactfully traders of the world announcing this fact, along with the adoption of a new name to better reflect their stance, The Yondari League. (YDR is a Merchant Principality!)

    Whern has arisen amid the frozen avalanche that was the fallout of the north ushered in by the Brinefather’s slaying as a site for real contemplation. Though frozen and uninviting to the faint of heart the local Shamans and spirits were working hard to prove themselves earning many admirers across Emjata as they took up the important spiritual role overseeing the northern winds. (WRN is a Holy Land!)

    Without anyone else to turn to, the ruler of Perivan is forced to swear fealty to Dvatla. The former king was extremely reluctant, but cries for support of Perivan's independence fell on deaf ears in both Sfaire and Ti Linnad, leaving Perivan little choice but be annexed or be conquered. While business in the more illicit industries that profit in the absence of a large government is sure to decline in the port of Delphraic and bring economic decline to the area, the increase in public safety as piracy, smuggling, and other crime decreases is welcomed by those trying to raise families in the port city. The crime slump in Perivan also means that many local youngsters are forced into the military to make ends meet. (DVT claims Perivan (15) and gains one unit!)

    Bovalia was no true refuge for escaping Whitefeather loyalists and dispossessed nobility for it already ran thick with the presence of Coatl Magi who sought to represent their Theocratic masters in all things. The principality was unprepared to deal with the refugees from the capital and is turned briefly to anarchy by the magi who seize power in the region taking up arms and pledging themselves to the holy Exarch’s rule. (CTL claims Bovalia (46) and gains one unit!)

    Wuzei Darak may have raised cane when first confronted by the rising tide of the Jintha expansion but they seemed to recognize when they’d been beaten. The Daraki surrender to Council rule from Jintha in exchange for a sufficient level of local autonomy being retained. Taxes and levies would be sent to serve as the Council saw fit as the new masters of the southern Ortassa. (JTH claims Wuzei Darak (75) and gains one unit!)

    Sinja lays his own holy feet upon the soil of Heartsease and the message, though cultural to the Rakshasa alone, is conveyed to all in the region. Lions from the sprawling Pridelands venture into the boggy twisted region making their God-King’s presence known to the locals. If they knew the God-King was here they would surely recognize that he conferred his oversight and blessing to them for meager recognition on their part of this objective fact. Word spreads among the scattered village communities and one by one they begin to pledge their fealty to the foreign and alien king recognizing the Pride’s name from legendary stories of conquest and victory alternatively intimidated and inspired to be coming under the Maharaja’s rule. (SMP has begun to claim Heartsease (73)!)


    Diplomacy!

    The armies of Dvatla mustered in Avakon to defend the region against southern invaders seem to have a calming influence on the people of the region. Whether this is because speaking out against the government becomes more difficult as a result of wartime curfew programs or because the people appreciate seeing their government rally to defend them is still a matter of debate. (Avakonia (51) is Stable!)

    Many of the Lacian leaders are appeased with patronage of the Illidian pantheon. Tria Sanctus saw the expansion and building of seven new temple complexes, all funded by elites among the concordance. Festivals are thrown for nearly every holiday in an attempt to appease the populace. For the most part the Lacianians and Cucullotabibans are left to their own devices as the concordance is see’s the populace as too docile to rebel against their wealthy overlords. (Lacia (35) is Stable!)

    Power throughout Tafer is consolidated via land confiscations from the former Inyoni elite. Farrana vineyards are seized by gangs of werebadgers who frequently burned down expansive Inyoni vila’s only to resell the plots to concocordance merchants. Most of the nobility flee to neighboring Karys, but some attempt to flee to Bovalia as well. (Tafer (44) is Stable!)

    Peace at the end of a whip and sword was hardly a peace at all but when contrasted to confronting the reality of one's homeland having been cast down from imperial seat of power in Emjata to vault of plunder for the already rich eastern Perijanist church it is peace enough. The Inyoni Crescent settles, for now, under the yoke of the Theocracy its imperial halls thrown open in the name of the Exarch and its peoples feathered heads cast down in shame. (Inyoni crescent (45) is Stable!)

    The importation of the much coveted Dragonsteel has galvanized the мајка company. Weapons and armor of this elusive metal become items of prestige to parade both in the court and in the field of battle. Many veteran warriors have taken to competitions seeing who can cut the thickest object with their dragon steel swords. These competitions help settle differences among senior veterans in the company without serious injury increasing overall stability. (Karys (48) is Stable!)

    The nobility of Whitefeather escape! Dozens of influential families leverage their mercantile ties with the dukes of Sfaïr to arrange an exodus not long after the crescents fall. Weary of the prince of Bovalia’s overtures, the families and their retainers bee lined for the coast dodging bandits, mercenaries, and magi. Packing their pockets with books, manuscript artwork, and silver the Inyoni on an epic journey across the central sea up the plains of Inyaka all the way to the relative safe haven of Safir. Within their new home they establish “Inyoni towns” within the areas large cities becoming bastions of southern culture in a northern environment. The Bovalian prince’s family presents the Dame with a gift for her aid in evacuating his family and those of other nobles, a banner created in Azenhal decades ago when the dwarves had served loyally by King Keat’s side in fighting against the darkness of the south, and a magnificent cape once worn by the Inyoni Empress herself, before she vanished. The Bovalian prince beseeches Sfaïr to support Dvatla and Ti Linnad in their countering of southern aggression. (Bovalia is in Unrest! Sfaïr gains Banner of Unity (-1 size loss in coalition battle) and Feathered Cape (+1 to random new ruler stat) Relics!

    Just when it seems that Basilis Ra and Arndok Kasiri will be able to quell the unrest by appealing to the powerful idea of a unified church of Coatl despite the two largest nations in that church clashing in a vicious struggle, the people of Lazar find out that their rulers are pretending to have the Premier’s backing even as they refuse to support him in his war with the Theocracy. (The Isles of Lazar (28) have been stabilized but they are in Unrest again!)


    Faith!

    Despite its unhospitability, daring Initia scholars soon venture into Sycoraxistan to study its unique magical phenomena. Those who survive opine that further study might indeed offer better understanding of the workings of Initia Soon, quite a few “guides” start to sell their services in towns on the Regnan side of the border, insisting that they will help you avoid the dangers better than the one on the other side of the street. While this doesn’t stop visitors to Sycoraxistan from disappearing, somehow more of them arrive, and a new dark turn of phrase has been invented that “Curiosity killed the Oamenii”. (SYX becomes an Initia Holy Land!)

    The Aspen Heights are graced with the echoing legacy of Dejan as the Burning Throne and its tenders in the mountainous capital receive guidance from the Illuninant Jaine Anivine Kren El Sira herself. The site becomes a font for Dejan’s blessing in sundering and syphoning magical abilities in the ancient tradition of Dejan. The owner of the region easily benefitted from the Throne’s power, but other Dejanists would need to seek the Illuminant’s approval before they could receive the blessed guidance of the Emperor. (Aspen Heights Dejan Holy Order now grants region owner +2 in battles against Magical Techs! If Aspen Heights owner is Dejanist, Dejanist State Religions may take an action to receive this same blessing for their own leaders and generals at the non-action discretion of the current Dejanist faith head)

    From their new slowly growing home in the Pall the head and heart of the Draconic faith decrees the importance of the dragon’s servants to properly acquire gifts befitting the magnificence of the holy creatures. Tribute not fitting for the dragons or more useful in bartering for better tribute is to be set aside for trade that whatever the dragons desire they should have. (DRGN HC 15 Bonus becomes +1 to Buyouts!)

    Focusing on Fherhaven Temple where historically faiths aside from the spiritual practices of Jalyeong-bo had taken root Gamle Mater Seers enter the former seat of Regno’s extinct warden in the north. The absence of clear Danerdhuf rule had left the city vulnerable to competition and change which the foreign priests press to their advantage managing to secure the holy site at the heart of the region from which they could no doubt hope to expand. (Bhule (86) HC 2 is converted from Initia to Gamle Mater!)

    Regno sends Initiates to observe the strange “relaxation and ease of speech” experienced by locals at the Maiorum Ruins in Iadesh. Study of the locally known “ancient ones” who were the Oamenii’s ancestors soon proceeds as the Initiates discover powerful long lasting enchantments lingering around the ruins of the ancient city. It appears the city had attempted some wide scale enchantment intended evoke positive honest behavior among the populace. Whether this contributed to the site’s abandonment or offers insight for further innovations invites multiple theses. (Iadesh (7) HC 2 is converted from Open to Initia!)

    Much had come to shake the faith of Izbefe in Initia principles given their history but it had held on, in most places. In the rural villages it had been abandoned. Currently inhabited by a backwards patchwork of localized believers, atheists, and antitheists the Initiates sent to restore faith in the magical precepts face an uphill climb. It seems they came prepared for such hardships however ready to present the many magical advancements brought about by Initia in just the decades since the Villages had slipped away from the elements. Eventually the whole of Izbefe is returned to the light of Initia’s understanding. (Izbefe (6) HC 3 is converted from Open to Initia!)

    With Sfair having fallen sway to Lindeen politically and the recent death of Sir Blanc who had held in check somewhat the powers of the east the Mandates flood into the small kingdom. Prayers are twisted into demands for power. Pursuits of universal truths and knowledge are exposed to be raw pursuits of power over others. The spirits are stripped of all mysticism and cast in the light of half faded echoes of mortal ambitions more useful as fuel for an arcane ritual than as guides or friends. In short corruption touches the realm twisting clerical pursuits to the pursuits of the mage. This does have the side effect of driving out heretical dragon practitioners opening the path to Jalyeong-bo shamans to fall to Mandate corruption. (Cesaria (102) HC 2 and 3 are corrupted from Jalyeong-bo and Rhunic Animism to Jalyeong-bo Mandate and Rhunic Mandate! Sfair (106) HC 2 and HC 3 are converted from Initia and DRGN-Initia to Initia Mandate and Jalyeong-bo Mandate!)

    While Overvann seemed intent to use Gamle Mater Seers to help guide Bhule into the northern kingdom’s own hands they were nominally there to eradicate Dragon worship which Shamans from Whern come to add their assistance to. Spirit worshippers were doubtless better than dragon cultists and given their popularity among the Wandering Laypriests of the region it seems foolish to conflict with them directly over worshippers, for now. (Bhule (86) HC 3 is converted from DRGN to Jalyeong-bo!)

    Shamans from the Amham Federation spread out across Regner, Inyaka, and the Ortassa pushing back against ignorance and dragon cultists to restore the people’s faith in spirits. The shamans find many friends in these abandoned places and their circles grow, their connections to the spirits intensifying as more of the world was brought into their fractional understanding. (Perivan (15) HC 3 is converted from DRGN to Jalyeong-bo! Thae Guceart (92) & Jintha (108) HCs 2 & 1 are converted from Open to Jalyeong-bo!)

    Trade!

    Dvatlan coin backs up a new "Hlaali Ranch" in Deaux, a grand operation boasting an enormous swath of forest and more lizards than any other farmer's plot in the region. Locals complain vociferously about large scale operations taking away business from local Hlaali farming, but they don't do anything more than complain. (DVT upgrades Deaux (56) Hlaali Bark to Great and takes associated TP 3!)

    Ti Linnad looks across the seas to Binpultry, reaching out to the many sick and enslaved farmers who had been taken by Dafi and had earned their freedom at the hands of Regno and her vassal, Izbefe. With so many looking for work, it is only natural to seize the opportunity and employ them for the troops of the Northern Council's benefit. This benefits both the east and west, as the industry and taxes grow for the land's holder and Ti Linnad has exactly what they sought to obtain. (TLD Upgrades Binpultry (5) Millet to Great and takes associated TP 3!)

    One of the Dazytija dragonsteel mines experiences a timber shortage, running out of wood with which to prop up their shafts. Seeking a rot-resistant wood, they send merchants to Glen Gwitna to buy Red Cedar, but a mix-up in the instructions they are given leads the merchants to purchase approximately one hundred times more wood than the mines need. To avoid a monetary loss, the mines sell the excess timber to the Dvatlan government and the people at large. (DVT buys out Glen Gwitna (23) Giant Red Cedar TP 2!)

    In concert with the Theocracy of Coatl, the Concordance buy the assistance of free Kansett laborers. The wealth of funds has enabled the rulers of the Concordance to embark on massive public works projects across Palmor. Irrigation canals, wells, walls, theatres and arenas all drive demand for labor. The Kansett, renowned for their enhanced strength are contracted in mass in order to complete these projects in a timely manner. Some Kansett even decide to remain in the republics after finishing their labor. (CAL buys out Aniachaket (24) Kansett TP 2!)

    The community of Sfair Initiates buyout bani to help practice their beliefs and increase relations with the Regnan empire. (SFR buys out Regno (8) Bani TP 4 from RGO!)

    The Jintha Council begins a surprise campaign of buyouts against Regnan merchants not only in the nearby Deaux but against Oamenii interests in Iadesh and in their Palmor holdings too. While they cannot penetrate the heartlands of the Sultanate Jintha merchants do manage to out negotiate the long standing deals in Deaux and in the chaotic Inyoni Crescent. It seemed the sudden reversal of fortune and regime change had impacted certain Regnan traders who had bet on Whitefeather and lost leaving them vulnerable to Jintha counter offers to their somewhat meager continuing proposals. Incense the likes of which enchanted its inhalants with the “Blessing of the Inyoni” was soon on its way southwest to the Volzen. Bards and storytellers idly wonder what form a turtleman will take to fly.
    Closer to the Jintha’s quickly grown preeminence among the islands of the Ortassa merchants manage to outnegotiate the Regnan overlords by a hair in Deaux managing to acquire the rare Hlaali Bark for themselves. Deaux held a lot of loyalty for the Sultanate given their role, and the Father’s role, in quelling the disquiet of Les Alpes but it seemed Jintha was making some rather grand promises of their own with a lot of nearby trade goods to exchange for cooperation. The Regnans are outbid and forced to assume watchmanship over the goods of another.
    (JTH buys out Inyoni Crescent (45) Incense TP 3 & Deaux (56) Hlaali Bark TP 1 from RGO!)

    As Jintha and Regno position to square off Sultanate purchasers penetrate Jintha where they negotiate a superior price to local merchants upstaging the Jintha Council in their own homeland. (RGO buys out Jintha (108) Stonewood TP 2 from JTH!)

    Seeking to secure backup aerial support Regnan purchasers under military direction make contact with Ti Linnad to secure a steady supply of pegasi. The winged horses are brought east where they are carefully introduced to the less intense desert portions of the Sultanate’s lands. (RGO buys out Ti Linnad (21) Pegasi TP 3!)

    Whern seeks to provide additional utility to their Plains Walker guides seeking to outfit them with hearty Bysthian steeds. With so much southern focus on dragons and war the somewhat modest price offered by the rising north star proves enough to afford the northern plains a steady supply of pack animals. (WRN buys out Bysthia (63) Bysthian Horses TP 1!)

    The ship industry of Bovalia remained closed and mostly vacant for many years after the Whitefeather crown ran out of the ability to fund it. Closed manufactories and shipyards need not despair forever though, as the Premier of Ti Linnad funds a recovery of the existing projects and the many homeless shipbuilders find their fates thankfully reversed. Many in the region count it as a blessing from the divines, and soon a slew of beautifully crafted ships are in the harbors of Arfordir, waiting their leader's command to set sail. (TLD buys out Bovalia (46) Ships TP 1!)

    Glen Gwitna reaches their influence across the seas to Llët̨sällë, seeing an open spot in the market for a powerful and exotic merchants to pull trade back to their homeland. The Gwitnans who sought exotic goods to satisfy both hunger and curiosity are pleased to find that the Dragon Shrimp imported to their lands is still both fresh and tasty like no other food across the realms. (GWT buys out Llët̨sällë (10) Dragon Shrimp TP 2!)

    In an effort to utilize their newest purchase to its fullest extent Whern students are sent to Bratus Academy where they learn about cavalry tactics dating back to their original inception among the Camel Riders of Iadesh. (WRN buys Camel Cavalry from RGO!)

    Yondari agents dispatched to exchange favors for information among fleeing Whitefeather nobility find no shortage of options willing to exchange information for transport to Inyaka...of course finding anyone with the information they were seeking was more difficult. Luckily with the annexation of Bovalia looming despite the aid offered by Sfair to the refugees there were still many desperate to escape, even high ranking priests and former imperial agents. Yondar evacuates a half dozen families in exchange for the secrets to Magical Indicators but their rash open approach prompted evacuators from Sfair to make some inquisitions of their own among those they had rescued, salvaging similar results. The Theocracy follows suit offering amnesty for the secrets and receiving them in turn. (YDR, CTL, & SFR Gain Magical Indicator Technology!)

    War!

    In the technocratic Regno Sultanate a discovery of magical interest allowing the instantaneous communication over six day scout travel distances is picked up for military use immediately. The magical script had many practical uses for communication but especially for preparing battlefields for war. Tactical stations of Aspectus and Magi can communicate immediately with commanders on the field allowing a measurable advantage to military performance in comfortable surroundings or taking the lay of the land in order to get comfortable. (RGO introduces Magi Blessed Scrolls. Requirements: Writing Materials / Magical Powder, Lumber, Scholarly Artifact. Effects: +1 Defense / +2 Tactics Roll)

    It seems the bloodpits of Khirus were not merely for sport and entertainment but a method to trial wicked new weapons of war. The Ironwood Ents had recently been exposed to Facet Cap activating some form of rush within the plant creature that made it incredibly dangerous and capable of pressing on through extensive damage. They made for incredibly bloody and dangerous battlefield assets, but their bloodlust made them a danger to employ. (KRS introduces Ent Shriekers. Requirements: Facet Caps, Ironwood. Slot: Warbeasts/Live Weaponry Effect: +2 Battle rolls, +1 to Size Loss rolls for all sides)

    It is possible that the dawn of a new era of military strategy has broken, as new stratagems complementing the rise of Lindeenese Warcasters are being developed in Lazar. They favor heavy use of magic over deploying large armies, being primarily inspired by the defeat of ‘Vave’gxa’j by the Godbearer and the Serene Marasa’s Pride’s many victories against more numerous opponents. It remains to be seen what the response of advocates of more classical tactics will be, but currently it seems conceivable that battles could in the future be fought by individuals, not armies or navies. (LZR introduces Byonic Tactics - Tactics Tech, +1 per two magical techs/+1 per magical tech under a Warcaster!)

    A new general has risen through the ranks of the Dvatlan army. While his military skills are certainly noteworthy, the most memorable thing about his person is his name. Instead of going by his Dvatlan name, he seems to prefer the moniker "Chuck". Chuck's detractors claim that this is an insult to Dvatlan culture and heritage, but his closest commanders see it as a valuable way to make him more memorable and fearsome to his enemies. (DVT gains a mil 7 General!)

    Risen from the lowly ranks of a banished mercenary king Kybus has taken control of the kadan werebadgers with his unparalleled martial prowess and ruthlessness. Despite his ambitious nature Kybus proves himself to be a valuable tool of the concordance. Who knows how this new general will influence future conflicts. (CAL gains a mil 6 General!)

    Covering over 1 million square kilometers the Serene Marassa pride soon begins to eye the fertile lands of the Kunai, both to expand their power, and to strike against the Regnan empire expanding southward into Estensule. Fearing for their sovereignty and still recovering from a decade of civil war the Kunai clans recruit a man named Shogun from Les Alpes in order to bolster the region's defenses. (KNI gains a mil 8 General!)

    Faced with the possible challenges of Lindeenese and Coatl expansion nearby and protecting their new island territories a thousand kilometers to the west, Rhune decides to upgrade their military, recruiting the great commander Hánsa of Saaremaa. However, this move has been met with criticism, some saying that Hánsa is mediocre at best, having come from the more peripheral territories. Others question the Margravine’s reaction to the attack on Rhune’s liege, or the lack thereof. Still, Hánsa's skill has not yet been tested in battle; he may very well prove to be the commander whom the Consulate's armies needed. (RHN gains a mil 6 General!)

    Sycoraxistan appoints Speaker Hufar Alqubur as their chief general. While few doubt his ability to lead armies, which he has demonstrated in the Sycoraxi Revolution, he had been one of the most important agents of the Magi ruling class before, and so the Revolutionary Guard distrusts him. If he’s changed sides once, why wouldn’t he do it the second time? Nevertheless, even his greatest critics have to admit that Sycoraxistan needs someone to lead its armies, and he’s by far the best for the job, as he has received formal military training under the previous regime. (SYX gains a mil 8 General!)

    Long delayed their vengeance on the ‘Ridi’x for supporting the Brinefather a victory is achieved in Ridi’r, hollow though it may be absent a great majority of the population’s greatest warriors. An uprising against mere annexation comes of course, but it is scattered and unfocused. This individualist fashion of the remaining relatively sparse Ridix conclaves leaves them vulnerable to capture and defeat by the Overvann invaders. The harsh land is occupied and kept under close watch as many dragon cult practices continue in the region despite the occupation.
    Spoiler: ”OVN Invades Ridi’r (85)”
    Show

    OVN = 24
    Natives = 13
    OVN Victory! Ridi’r (85) is captured by OVN! OVN loses 1 Unit! Ridi’r (85) is in Unrest!


    Despite an unparalleled force since the Sundering of Avakonia having come at its doorstep Avakonia under Dvatla holds. The walls of the imperial city had been reinforced and the patrols tripled since Dvatla had demonstrated the security failures of the old empire insuring no such trickery would work again. While the draconic support from the air provided the suicidal Sandor certain unexpected advantages it seemed Dvatla had well prepared for his arrival with entrenched positions in strategic locations keeping the massive southern army largely pinned down spread out far from Avakon itself. A formal siege is barely assembled at the city’s gates while well garrisoned and supplied Dvatlan forts throughout the territory harass supply lines and disrupt general cohesion among the unusual composition of the invading army. Mindless moldborn are diverted into endless mazes of canyons and valleys while dragonforged are baited into high profile tactically useless engagements.
    Ultimately the invasion force collapses and many break lines with intention to return south. Sandor however, unwilling to accept such as the fate of his magnum opus, dons his obsidian glass shades, mounts up on the back of a wyvern, and descends in a fiery crash suicide attack into the heart of Avakon. It is said the ancient long death-defying general could be seen making a pop even in the end as witnesses claim to have heard or seen his glasses explode upon impact with the flaming tower he chose to go out against.
    In the months after this decisive victory and routing of the southern forces as the dust settles in the region the Redtail officer from the now defunct Empire of Whitefeather arrives in Avakonia early in 187 offering to pledge his sword to the Dvatlan King who has valiantly stood against the undead and draconic horrors of the south. Fëkälis II and his generals have held the great ancient capital of Avakonia secure nearly single handedly against this massive unnatural threat while losing nearly no men proving himself and his generals to be supreme upon Emjata this day. Perwin Redtail presents along with his oath of fealty a gift, smuggled out of Whitefeather before Coatl could grab it the Banner of Unity of the late Empress. If there was a soul upon Emjata worthy to carry on her imperial legacy, according to Perwin, it was Dvatla’s King.
    Spoiler: ”CAL Invades Avakonia (51)”
    Show

    CAL = 40
    DVT = 46
    DVT Victory! DVT loses 1 Unit! TFR loses 1 Unit! IZB loses 1 Unit! CAL loses 4 Units! All 5 CAL DRGN expire (3 Survivors)! KRS loses 1 Unit! All 3 KRS DRGN expire (2 Survivors)! Suicide Sandor (6) is killed! Avakonia (51) remains Stable under the stoic persevering gaze of Dvatla! DVT gains Perwin Redtail a Mil 10 General and the Banner of Unity (-1 size loss in coalition battle) relic!


    The large forces of the Theocracy and Ti Linnad meet at sea but find their engagements indecisive and unsatisfying. The two forces set up comprehensive blockades that prevent penetration but no decisive blows could be landed by either naval force for months on end. Eventually the Coatl canoes were able to slip past Linnadi lines sacrificing larger slower ships distracting them to do so. A few raiders make it to the shore and quickly congregate and secure positions. The insurgents swelled in size as they fought into the interior they secured more de facto territory with the majority of Ti Linnad’s forces out at sea. In only a couple months most of the Linnadi countryside is under the control of Coatl warriors who send scouts to the coast expecting to find the Linnadi army camped there. Instead they find a storm wracked shore…
    It slowly comes to be known in Ti Linnad, among the Coatl, and beyond that a great storm had arisen from nowhere out at sea, destroyed both navies, and as quickly as it had manifested vanished into nothing once more. There would be no impending reinforcements from Coatl, not if the storms rolling in now almost daily across the beachfront were any indication...
    Spoiler: ”CTL/TLD Clash”
    Show

    CTL = 33
    TLD = 32
    CTL Victory! CTL Occupies Ti Linnad! CTL loses All Units! All 2 DRGN Units expire (2 Survivors)! TLD loses All Units! Ti Linnad (21) is in Unrest! CTL's Mil7 General Coyatl is lost at sea! TLD's Mil8 General Braen Auley is lost at sea!


    The invasion force of Wazham breaches the royal chambers of Dafi after hours of slaying mutated horrors and twisted creations of flesh and element expecting to find a black beating heart to this warped land only to find a mausoleum. Dafi is long dead by all appearances ensconced in a casket riddled with sores and mutations upon his decaying flesh but there remains an uneasy feeling of being watched within the chamber. Lower ranking officers ask to torch the place, but higher ranking Initiates, wishing to perform a thorough examination of the site, belay any such cleansing flame, allowing the dark tomb of a thousand horrors to fester under observation until the Sultana or Queen Sigyn decide what to do with it.
    The delay kills many as the noxious fumes of the recently killed mutants wash out across the land from where they were slain blanketing the sky and ground with poison. Thousands of legionaries and crusading Sycorax die not in glorious battle against the twisted Mad King but choking on their own blood in a poisoned foreign land. Nevertheless the region is held but only just by a zealously dedicated band of Sycorax shepherded by the late arriving Father of Silence who ensures Magi Arunca survives and remains to tell the tale of Dafi’s Refuge in Wazham to Izbefe and Regno with their personal recommendations enclosed alongside the Magi’s own.
    There do appear to be unaffected survivors, returning now to more obvious life with the lifting of Dafi’s regime but the region as a whole remains deeply traumatized by the decades under the Mad King and to be sure rogue mutants still wandered the storm wracked western coasts and deeper inland forests of the region despite the arrival of the Sultanate and their campaign to eliminate this evil.
    Spoiler: ”RGO Invades Wazham (4)”
    Show

    RGO = 43
    Dafi = 18
    RGO Victory! Wazham (4) is captured by IZB! RGO loses 3 Units! IZB loses 1 Unit! SYX loses 4 Units! Wazham (4) is Unstable!


    Binpultry was a vacation compared to the invasion of Wazham though even it proved bloody enough for the under equipped Izbefe troops. Survivors from this campaign are quick to complain of the lack of Bani Bowls for their own field medics though their complaints are soon muted as casualty reports come in from Wazham. The Sycorax as the only survivors and only just seems to put into perspective their own proportion of loss.
    The people seem relieved to be under legitimate governance again. While it seems Dafi’s reach had not extended very far into Binpultry lawless raiders and heretics had made their home in private fiefs carved out of the region. These gangs of malicious characters now being eliminated has put hope into the people but hope after so long trembles on unsteady legs.
    Spoiler: ”IZB invades Binpultry (5)”
    Show

    IZB = 37
    Natives = 15
    IZB Victory! Binpultry (5) is captured by IZB! IZB loses 2 Units! Binpultry (5) is in Unrest!




    Discovery! Map!
    Spoiler
    Show

    Regions 114 and 115 will be added to tables shortly.




    Terror!
    Over objections by the Yondari League over the methods utilized Mask Makers from the Republic of Khirus continue to filter into Sumwyr seeking more Facet Cap to send back home. The Republican infiltrators are difficult to detect or confront and their shadowy thuggish operations expand in this otherwise peaceful region. KRS raids Sumwyr (99) Facet Cap TP 2!)

    In Dažytija thugs begin to harass Volzen dragonsteel traders and the miners that deal with them, taking shipments and savagely beating both locals and foreigners who don't comply. The government of the region seems either unable or unwilling to protect their people and the legitimate merchants, and the Volzen eventually leave to avoid the brutality. The fact that nearly all of the thugs attacking the merchants are women strongly suggests that the violence is a result of Karysite sponsorship, a theory that is further backed up when the miners who lost their lucrative business with Jintha are forced to sell to the Karysite hegemony for a much lower price.RKH raids Dažytija (13) Dragonsteel TP 3 from JTH!

    Something strange has occurred in the waters around Cawv Dej. Waters that normally overflow with Cloudwings are suddenly empty, broken only by the waves. The reason for this becomes clear quickly when the southern shores are suddenly covered in putrid, rotting fish, beset by some corrupting disease….
    TP 2 for Cloudwing Piranhas in Cawv Dej [76] is destroyed by a sea-plague!)

    An abnormally long wet season in Whenua Oneone, while at first appears to be a boon, soon becomes a nightmare as crops aren’t the only thing to grow. Farmers in the region soon find their villages accosted by swarms of rainbow colored frogs. A first they appear relatively harmless but soon they multiply poisoning livestock and wells. Those affected become covered with sores, boils, face chills, and lethargy. Desperate to prevent the outbreak of frogs further into the Theocracy’s territories the Coatl garrison retreats to a fortress outside the Gate of Te Toka and orders its collapse.
    The day the gate collapsed began the same as any other in Whenua Oneone. But by midday, the trembling of the earth driven by magi magic had grown too great to ignore. The sheer stone walls of the Gate of Te Toka begin to shudder, then slide downwards. Desperate travelers caught in the pass are crushed instantly, while those at the foothills have just enough time to outrun the ensuing landslide, and the pass is blocked by several tons of rock and rubble. Without a land route into the region, the Theocracy’s control of Palmor’s eastern edges may soon wane….
    The Gate of Te Toka collapses and must be reopened with a 2+ action Great Project! Unrest in the region will increase by 1 level each round, and cannot be stabilized until the pass is reopened! Whenua Oneone is suffering a plague of poisonous frogs who must be combated with a Faith or Military action to exterminate the amphibious menace to prevent its spreading to Whenua Kanga. Whenua oneone is in unrest

    The pristine beaches of Roagan have become too dangerous to walk of late. Great sea-monsters are often seen offshore, and those who step too close are seized by tentacles and dragged into the water. Caught between the dangerous rainforest and the deadly coast, the people of Roagan demand a solution from their overlords, or else the independence to fix their own problems. The common rhetoric seems to imply that the Rakshasa are not capable of a solution….
    Roagan [Region 74] demands a solution to either the sea-monsters or the jungle heat, disease, plants and animals! Roagan is in Unrest and will continue to destabilize until a solution is implemented or rebellion breaks out!

    The destruction of Premiere Illeard's home was not quite total. A soot-stained frame, holes in it's sides like broken teeth, still surrounded the smoldering ruins of what was once home to the ruler of the Northern Council of Ti Linnad. The Premiere themselves was found, severed head stitched on backwards, own sword impaled through their heart and into the tree they were strung up from, wearing with a theater mask on the back of their head. Their guards lay more unceremoniously on the ground outside the manor, hands nailed to the sides of their own heads, which were likewise removed from their necks. A devastating blow to the north. The Ruler of Ti Linnad is assassinated! Ti Linnad is Unstable!

    A gang of Rakshasa seem to have opted for unusual tactics in the home of the Cinder Queen; though it is known they entered the region, and that shipments of Iron from Azenhal now flow to the Pride's homelands, many are still unsure where exactly they operate from, and the networks have been even harder to dismantle, shifting ports and roads as often as their pliers seem to change clothes. SMP raids TP1 for Iron in Azenhal(71) from DRGN!

    Other!

    The Omanush Convoys accept the Kingdom of Varjik’s proposed deal and offers to exchange the Sedellan Glass for a base at the next event...as soon as their base in Derokar has been completed. Perhaps, if Varjik worked quickly, they could turn it over as soon as the event in Lazar or, if not then, whenever the Omanush Navy could dock in a site of their own along the midwestern Estensule coast.

    The Sfair are recognized for having built a base in their homeland for the Crescent Company who are eager to make their services available north of the mountains. They were a renowned mercenary company, best they remained the only one widely known given rumors of a clan of berserkers uniting in northern Regner. The Free Alliance is asked to turn over one unit of good fighters to serve the Company at the next available opportunity to seal their treaty with the Company.

    Jintha seems to have smoothed over their misunderstandings with the Omanush Convoys though the Council’s recent incitement of a trade war with Regno continues to draw the sea elves’ attention.

    Nearly outstripping the Kunai in their friendship Amham rises to prominence within the circles of the Shushan Clan. While the Federation may not have been the Syndicate it appeared each possessed a healthy interest in the underground happenings of the world. The Shushan await their ally’s request, eager to pursue a new partnership.

    Sycoraxistan tries to make overtures to the Company, sending messengers across great distances to its headquarters and to its closest base in Deaux, but no response comes. Perhaps the messengers’ ship got sunk by the fleets fighting battles at Avakon and eastern Uhraiya, or perhaps the Crescent Company is too busy preparing for a possible assault on Lasciemno by the Theocracy to be making friends with some irrelevant hellhole of a nation on the other side of the continent.

    The Candles of the League of the Beacon have indicated that they have many important problems to deal with, and Sycoraxi politics currently aren’t one of them.

    Overvann raiders, far from home, are little match for Sultanate-sponsored merchants with local support and Legionary escorts, and so their attempts to acquire a source of pegasi through unsavory means have their wings clipped.

    The Lazarites, unfortunately for them, may have done too well at ingraining the principles of Coatl Perijanism and reverence for the gods; their attempts to turn the temples in Ti Linnad to more…high-minded methods of worship go unwelcome and unsuccessful.

    In Usan, the tower of ice has finally begun to thaw, and as incursions nearby have not universally resulted in the death of the participants, some begin to wonder if the figure in the tower has left. The mirages have certainly begun to become more infrequent, and a trail of ice leads west, to the mountains. Strange, painfully complex inscriptions and carvings, already slowly disintegrating, are left behind in the ice…
    Last edited by Rolepgeek; 2018-12-21 at 05:05 PM.
    Sincerely,
    Role P. Geek

  19. - Top - End - #649
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Dragons!

    Xo'xa'va'j the Cinder Queen

    The disobedience - and worse yet, the failure of her subjects to provide her Avakonia as they promised they would to make up for their greedy expansionist backbiting behavior infuriates them. Didn’t these servants know who their master was? She would provide them what they needed, if they were too scared to ask her for it then they didn’t need it. This massacre of Whitefeather carried out “in her name” had been far from approved. She would have divided the land between her subjects fairly yet they sought to do it themselves. Such ridiculous, unreasonable, petty little wretches. They lacked understanding both of their role in the cosmos and their role as subjects underneath their Queen. She could not afford to be overly kind to them now that they had broken ranks for petty squabbles and failed to deliver their promised prize for this behavior. When Gwitna and her favorite servants the ‘Ridx are the only children to send proper tribute she knows a firm grip must be maintained on the regions around her roost to maintain their loyalty. The Cinder Queen takes flight…

    The Grand Republic of Khirus has long steeped in its own decadence and hedonism, lavishing their most lauded citizens with unnecessary luxuries and entertainment. They have grown soft. The Cinder Queen knows the reason for this, as well as the solution. The...predators that run the Republic from the shadows will be able to hide no longer, as her fires grace the streets of Khirus, burning none but whom she desires, flames parting in the face of her devotees to leave them unscathed. The darkness within Khirus will be brought to light, and put to task. Either the so-called Grand Republic will live up to its name and be tempered...or it shall burn, and Flamefather’s ministrations replace it with an empire more fitting of its master…

    So were the vampires behind the politics of Khirus are unveiled by the Cinder Queen. None can doubt the truth in her speech as she flies, and the realm is split by fear and hatred, fury and revelation. Elections are no longer held with ballots, but with blood. The die has been cast, the question asked, and the metal put to the fire. When the hammer falls, will the Republics be reborn anew, freed of their bloodied chains, to serve their Queen with ferocity forged in the crucible of revolution? Or will the masquerade be cast aside, ideals of democracy and equality cast aside in favor of the natural hierarchy, where all can be put to their fullest use in service to the Queen?

    (All regions controlled by the Grand Republic of Khirus instantly become Unstable; Khirus itself is in Rebellion, which may be ended by choosing a side.)

    The Cinder Queen is pleased with the efforts of both the Theocracy of Coatl and her loyal republics to end the reign of the dragonslayers in the north. Although the theocracy’s adherence has been greatly appreciated, Ti Linnad must not be the end destination of their Inyakan campaign. The slayers of her mate remain at large, seeking to corrupt Coatl perijanists away from the will of the dragons. The Flamefather flies to the Uxmal and delivers a message to Exarch Tizoc: to redeem the worship of Xincoatl in her eyes, the Cinder Queen demands that the families of those involved in the slaying of the frostfather be sacrificed to Xincoatl, and that the Theocracy reclaim its place as the leader of the Coatl Perijanist Faith.

    For each sacrifice the Theocracy will be richly rewarded, but failure to inflict her suffering upon her mate’s slayers will lead the Flamefather to begin hunting down Xincoatl’s flock. (The Theocracy of Coatl can sacrifice the families of Arndok Lora, Vashta Narada, Karas Mar and Archin Atraxi as a non-action if they possess or occupy the following regions: Arndok Lora’s family in Aniachaket, Vashta Narada’s and Archon Atraxi’s in Lindeen, and Karas Mar’s in the isles of Lazar.)

    After delivering this message, the Cinder queen leaves for the west, but not before informing the Theocracy that her armies are on their way north to assist the Theocracy in avenging her mate.

    The army of Dragonforged, now rebuilt with fresh soldiers, marches on Obroslo, seeking a land route to Lindeen, Lazar, and Ti Linnad via Glen Gwitna. Should Ti Linnad choose not to hinder her progress, her attention will stray farther north. Should those closer to home opt to foolishly oppose her, they will suffer the consequences of defiance.

    The Cinder Queen's army attacks Lascienmo(22) with 7 Dragonforged, led by a Mil10 General, and using The Dragon's Arsenal and Slash And Burn technologies! Target of attack is subject to change at GM's discretion, but will be announced.

    The Dragon's Arsenal: Requirements: Being A Greater Dragon. Slots: All except Tactics. Effects: +5 to Battles, Victories automatically count as Overwhelming, take 1 fewer size loss roll, make Sack attempt versus each TP in region before combat using General's Mil score, Successful Sacks give +2 to Tactics rolls and prevent one additional size loss roll. Cannot be Stolen.

    Slash And Burn: Slot: Tactics; Effect: +2 to enemy casualty roll; enemy size and coalition losses are rolled before combat (as distance losses are), -2 to Tactics Roll; region fought in gains one level of instability after the battle and does not give usual bonus to stabilization after conquest; while instability remains, region does not count towards unit cap. This effect is not reset by subsequent reconquest, only recuperation and stabilization.


    "...and so shall you be as merciless as flame, with as little remorse. As She is."
    - Kemrat Billowslung, Dragonforged Forgechief Second Class and Siege-Captain, formerly Norm Bellowbreath, Azen Grain Merchant and Hearthfather.


    When insult is added to injury as she learns of the Marasa Pride’s theft of her tribute, the Cinder Queen flies west - on entering the Eater of Magic’s territory, she is met by her sister, and the two circle for many hours, onlookers uncertain of what is being exchanged. Finally they charge at one another, and clash, exchanging terrible breath weapons, the agility and speed of the Spellfather matched by the raw power and cunning of the Flamefather. Though neither seems terribly injured by the exchange, the Cinder Queen’s continued flight to the lands of the Marasa Pride seems slower as a consequence, but her message is engraved in the desert sands, enormous glass structures for all to witness, proclaiming her anger at this grievance.

    Tarraks Krag (78) now has the Scarglass Spires; as long as they remain, each round, one random region nearby (the region or adjacent regions) will gain instability. Any regions made unstable in such a manner grant a bonus to attacking forces attempting to conquer the region, +1 per level of instability until Stabilized. Tearing down the Scarglass Spires is a 5-action Great Project. Actions spent while lacking a Labor TP count as half an action, and units may be held in reserve from battles to make progress without spending actions, at a rate of two units for one round for one action's worth of progress, affected as usual by possession of a Labor TP.

    'Vahi'huj the Father of Silence

    Regno and Izbefe have grown obsessive with this boring, revealed to be dead, mortal known as Dafi leaving the Father of Silence and progenitor of Venusa’s imperial line attended only by the Kunai. It was true the Father had developed an interesting repertoire with the Clans especially in Les Alpes but they craved the scientific minds of south Regner’s Initiates. They found them delightfully charming and thoroughly enjoyed turning them to the enlightened philosophies of 'Vahi'huj. So much did they enjoy this that they found themselves unconsciously doing so in their sleep, roaming the dreams of southern Regner gaining followers among the most fervent dreamers. The Father’s mind often wanders to Regno seeking the dreams of their partial offspring curious as to their visions in the night. Their nightly astral presence pushes many otherwise rational Initiate practitioners to begin fervent study and near worship of the Father of Silence’s wizened words.

    The Father begins to patrol the borders of the Amham Federation their intentions made clear to the inhabitants within. Tribute would come for the mighty dragon or the peaceful shamans of the mountain would face conflict in their pursuits of spiritual favor.

    (Wazham (4) HC 1, Izbefe (6) HC 2, and Regno (8) HCs 2 & 3 are converted from Initia to DRGN!)

    'Kidveva'dvu’j the Eater of Magic

    Karys has defied the goddess they supposedly swore themselves to and will be punished as will their allies Varjik and Dvatla. First, however, the Pride must feel her wrath for giving so little to her Majesty over these many years, even after the Eater of Magic presented herself as barrier to those they found so heinous. The Kunai were to be commended for acquiring what the Spellfather sought and had thought held by an existing ally proved untrue by the Pride’s inaction, and Mure receives a three-headed wolf pup - named Loner in the Kunai tongue - from a messenger as a gift. Weird.

    Perhaps an agreement was struck between Xo’xa’va’j and ‘Kidveva’dvu’j, given that she does not interfere with the dragon’s assault on the Pride after their bout. Allowing the Cinder Queen’s rage to fall upon them unhindered was, perhaps, the punishment itself.

    In Karys, Elephantos receives the same treatment that Pellos once did; though much of the city is spared, the palace is ruined, and the Azen rumored to have worked on her armor found, turned to Mrazite. The message left behind in the few survivors of the assault, which she repeats over the following months against other sites of import to the Karysite peoples, is clear. The rulers of Karys are untrustworthy and deceitful; but more importantly, they attempted to deceive her. They were granted the opportunity to prove their loyalty, after their sabotaged armor was received. The Spellfather fixed it, of course; it was a simple matter to break the feeble would-be bindings expected to hold a being of her caliber, given time and magic in the seclusion of her mountainous lair. And the Karysites’ leaders refused. For their hubris, they shall be made to suffer.

    RKH Ruler is slain, Capital becomes Unstable (includes leader loss unrest), TP 1 for Wheat in Karys (48) becomes Open, and Karys loses all Embassy access until Diplomacy Projects are taken to restore them (2-actions per Embassy)

    In the Aspen Heights, Anivine is informed of a simple ultimatum. Though her loyalty seems at least stable, as her rationality and concern for her kingdom appears to win out over her attachment to mortal trivialities such as marriage, Zarikos, her son, will not be welcome in Her lands until they bring the crown of Avakon with them and present it to her personally. His choices were fairly made, the Spellfather is certain, but she requires more than that. Anivine herself is treated to the dragon’s personal presence, as she curls up to slumber in the fields outside of the capitol. Those foolish enough to approach with foul intention find themselves with unsavory mutations, or simply turned to crystal as the beast dreams.

    More creatures are rumored to be running loose, and the Spellfather’s experiments appear to be satisfactory to her. A veritable menagerie now runs loose. What effects this will have will have to be seen to be believed...


    Disaster: ‘Gxe’dhok’s Revenge?
    The nightmares began in early Adyasa, year 187 by Imperial Reckoning. Her Imperial Majesty, Sultana Venusa Regno and her children, perhaps by virtue of their relation to the Father of Silence and the dragon's favor for them, would turn out to be the only ones truly immune.

    At first, the dreams were dismissed or dealt with according to local customs. It takes several months before the problem becomes widespread and severe enough for the Magi of the Three Towers to notice and investigate. It did not take long for several things to become clear. The first was that there were certain factors that increased the risk of suffering from these nightmares. Magical prowess, history of psychological trauma, family history of Bani exposure, and finally, perhaps most importantly...location. The closer one slept to the Eyes of the Brinefather, the more intense and frequent the nightmares would be.

    The nightmares themselves were usually of a subject the dreamer already feared, which is perhaps why the phenomenon went unnoticed as long as it did. However, with some regularity, victims report that their dream would shift to one in which they would relive the events the day of the Battle of the Temple on the Mount; but from the perspective of 'Gxe'dhok, the Brinefather. On the dragon's demise, the victims awake, often screaming, flailing, or biting things nearby, hearts racing and bedding damp with sweat.

    As though the gradually worsening chronic fatigue among the upper ranks of Regnan society weren't bad enough, other symptoms manifest themselves shortly thereafter: feelings of being watched, seeing things that aren't there, difficulty understanding telepathic communications, distortions in the speech of people nearby, the sensation of being judged and ridiculed constantly when one isn't watching, and more contribute to widespread paranoia in the area. It is worst among those who were actually present during the battle with 'Gxe'dhok, for whom the world itself seems in conspiracy against them. Growing factionalization and secrecy spurred by these effects feeds back to reinforce them, and the stress is eating all to the bone...the dragon is taking her revenge, it seems.

    Possessing The Brinefather’s Eyes gives The Brinefather’s Gaze: Relic Bonuses are doubled. Now takes 3 actions to get stat boosts, Projects take longer to complete (50% longer, rounding up). Regions cannot rebel, but will gain instability quickly, and will still suffer from other negative events at increased instability. +4 to resist Secret Actions by anyone except those with The Brinefather’s Secret.


    In the southern desert kingdom of Izbefe, symptoms take longer to show than in their overlord.. ‘Gxe’dhok’s skull is the size of a mansion by itself and has been peeled of much of the external flesh, revealing bone like glittering rock, and now it seems to thrum, settling into the earth around it. Many of those who come close report strange visions and dark whispers that follow them even once they leave, speaking of futures and histories too far removed from present day to be understandable, granting unwelcome insights into the hearts of those nearby. Others find themselves with strange new talents or the ability to speak languages they have had no contact with.

    More worrisome, perhaps, is the memory loss experienced by some after leaving the proximity of the skull, and more frightening still is the fact that spending time near the Skull appears to make spending time near it more and more desirable a proposition. When asked about why this is so, individuals claim a desire for knowledge, a feeling of rightness, or, in one case concerning a number of children, that it was fun to watch the different ways that the world will be born. And, of course, Queen Sigyn of Izbefe has been no exception, finding herself drawn to spend more and more time in close proximity to the maddening object…

    Possessing The Brinefather’s Skull grants The Brinefather’s Secret: Relic Bonuses are doubled. On ruler change, Capital gains two levels of instability. Ruler stats will change randomly every round [+1 to two random stats, failing to take an action of a stat type in a given round will reduce your score by 1 in that stat]. If you are raised to 11 or reduced to 0 via these changes, bad stuff happens. Must take a Secret Action every round. Ruler will be more psychologically affected the longer you retain possession of the Skull - GM will twist your Secret Actions using this as a guide if they feel the effects aren’t being shown otherwise.

    Among the clans of Overvann, all seems well – at first. The fragments of bone and claw soon inspire more and more emotional outbursts in their owners as well as a fierce possessiveness, but berserkers have long been a part of the raiders’ history and tactics, and the power granted is more than enough to sway many a warrior to seek out pieces of ‘Gxe’dhok’s skeleton to take as their own. Brawls and duels grow more common over pettier grievances, and passions of every kind burn hotter in Overvann, but other than a rising need for good carpenters, there is little to note.

    Until, that is, a man by the name of Gurdrik Hloriksson burns down his own home, barring the door with his wife and children inside until it is little but ash, his fingers and arms blackened and charred from the nearness of the flame. The next day, when the man’s senses return to him, he throws himself off a cliff. His brother, hoping for some explanation on the corpse of his mad sibling, finds a shard of dragon bone on a loop around Gurdrik’s neck, a single crack running neatly through every one of the runes that had been carved into it.

    The next day, every warrior whose skin touched dragon bone found they could not remove it; cutting away the flesh around the talismans works only within the first few minutes of contact; after which, it has merged with the underlying bone. For those fortunate enough to find it attached to an extremity only, amputation is presented as an option, though many balk at the idea. Others find it attached to their chest, or neck, or hip. For them, there is no hope; only the pain as their skeleton is transformed into dragon-bone over the course of weeks. Further changes follow, with the degree of transformation depending on the history of the victim: more experience in battle means both a swifter and a more complete change, and it is not long before a significant portion of the clans’ most accomplished warriors have been transformed into something resembling the dragon-like ‘Ridi’r that lived with ‘Gxe’dhok’s slumbering form off their coast for so long.

    Fortunately, the kobolds of Tevrus appear immune to this process…but clandestine meetings among Stonespeakers grow more common, and dragonbones end up going missing mysteriously from corpses and stashes. Rumor spreads that some among the reptilian beings desire to use the bones to grow new Stonespoken soldiers, and rise to prominence as practitioners of a powerful new golem magic. Or, as some have taken to calling the concept, the Bonebroken.

    Possessing The Brinefather's Bones and Claws grants you The Brinefather’s Grasp: Relic Bonuses are doubled. Units become Draconic, which causes them to not cause/take size losses, but if not kept occupied, cause problems, and can’t be disbanded. On successfully conquering or defending a region, they celebrate, which breaks things (more for more units, but less than if they were unoccupied). On failing to conquer or defend a region, they mourn, which breaks things (more for more units, but less than if they were unoccupied). Failed Sacks and Purges, and successful Raids occupy 1 Draconic Unit; successful Sacks and Purges occupy 2 Draconic Units. Each unoccupied Draconic Unit will cause damage to an owned or adjacent region. (roll 1d4: 1 - TP becomes Open, 2 - HC becomes Open, 3 - Instability increases, 4 - Nothing significant happens) Gifting Draconic units to another player does not purge them of Draconic status.
    Opens potential for Project/quest chain to unlock Bonebroken tech - comes with own tricks and turns.


    In Izbefe’s traditional capital city of Karak, flooding is not unknown, though it is usually indicative of something going quite wrong in terms of irrigation alongside a particularly heavy flood season. But, being on a river, the citizens of Karak are accustomed to dealing with freshwater flooding. Not the saltwater now pouring out of an overflowing cistern, previously abandoned and unused. The water fills the streets of the town, draining into the river and out to sea, rising slowly as the city sinks, month by month.

    Wildlife both within and near the river Chilla has reportedly been acting strangely, while rainfall in the region continues to hit record levels every year. What’s more, the entire region, but especially Karak have borne witness to unprecedented levels of stillbirths. Those children that are born living often bear strange, unsightly mutations. Thin, smooth scales instead of skin, webbed fingers and toes, a complete lack of hair, eyes a single flat color, like coins or stars…the variety appears endless. But to some, the pattern is clear. The Heart bleeds.

    The Brinefather’s Blood: All Relic Bonuses are doubled. Using the power of the Heart causes Wild Magic with unpredictable effects. Electing to not use the heart will cause the magic to discharge in other ways; further, the region the Heart is located in will be permanently changed each round the Heart remains. Moving the Heart is a Great Project, and may be impossible without appropriate means.

    Delwin has been supping on the corpse of the Brinefather, salty though it may be, for several years now; dragonflesh does not rot as lesser meat does, and given the nature of the dragon, it is only further insulated by its inherent salting. Extravagant cuisines have been prepared with the dragon’s flesh playing center course but now all who have partaken in its consumption find themselves compelled to consume more up to and exceeding what could reasonably be considered healthy amounts. Those so addicted claim to feel amazing and when it is discovered that putting dragon flesh in contact with other dead meat transformed that meat into dragonflesh there is an uptick in thefts at butcher shops across Delwin and the bordering territories.

    Whatever its detriment as an addictive substance it does appear dragon flesh has become exceedingly nutritious. Of course, this appears to have come at the cost of the health of the land around where the mass of meat lay glistening with salty brine. Crops fail or grow wrong, animals fall ill, food spoils too quickly, and water is tainted. Roving gangs of bandits and “flesh-heads” so crazed by the taste of the meat as to have resorted to hunting anything to transform into their craving have begun to develop a brutal cultish devotion reminiscent of the cults of ‘Gxe’dhok.

    Possessing The Brinefather’s Flesh grants The Brinefather’s Hunger: Relic counts as a Preservative TP as well as a Meat TP. Unrest rises one level per round unless action is taken to acquire additional meat to be transformed into additional dragonflesh or the demand for dragonflesh is otherwise resolved. One HC converts to Brinefather DRGN each round unless a Faith, Intrigue, or Military action is taken to address the religious situation in Delwin.


    Where the flesh transformed only dead flesh in Delwin the hide of the great slain dragon transformed the living. Artisans, smithies, and armorers alike entrusted with portions of the Brinefather’s tough hide are afflicted with a terrible curse as their skin has slowly begun to inch by inch be replaced with scales matching in shade the Brinefather’s own. Paranoia over the not easily forgotten plague of Crabbin Fever incites witch hunts against these initial carriers driving off and killing many skilled members of the Regno court. Mob patrols roam seeking out any sign of infection to be driven off or exterminated and those who rely on contact with many people in close proximity to perform their duties suffer under this intensive mob oversight.

    Possessing The Brinefather’s Hide grants The Brinefather’s Scalecrawl: Relic counts as two Hard Metal TPs. An aversion to contact, which seems to be how the skinchanging affliction spreads, impacts many integral functions of the state. The prejudice against skilled laborers who worked with the arcane substance has left major infrastructure points unmanned or at best severely undermanned. “The Crawl” as its come to be known threatens to tear the communities it touches apart. -1d3 to all Economy and Military actions taken while in possession of the Hide; losing the Hide enables action to be taken to mitigate these penalties. Using the Hide for technologies or causes the loss of one Unit, but doubles the effectiveness of said technologies.

    The Sky itself seems tainted. Wherever the wings go, storm clouds follow. On the bow of the flagship of the Linnadi fleet the wings herald a dark sky clinging to the horizon’s edge. The Uhraiya itself seems to rage against the land and sky storm and wave crashing down with wild abandon. Wingknights are forced from the sky and Coatl canoes are sunk beneath the waves in a violence that could only be described as godlike. The only surviving company aside from the men who had captured Ti Linnad were the Cinder Queen’s children, fleeing in steaming humiliation from the disastrous sea battle. The battle upon the sea had been no issue but battling the sea itself? That was a whole different issue but one that might need to be overcome if inhabitants along the Uhraiya’s shore wanted any peace.

    While the Relic is so lost, the Uhraiya suffers from The Brinefather’s Rage: Travel via naval routes causes distance loss rolls for every Uhraiyan-coastal region travelled. Travel via land routes causes distance loss rolls for every two Uhraiyan-coastal region travelled. Uhraiyan coastal TPs are at risk to be disabled or become Open (3 regions at ½ chance per round for 1 TP to be disabled until Wings are recovered. Random Uhraiya region(s) each round.)

    If you recover the Wings (2 action Project, Roll 2d6 at end with no modifier; on a 8 or better you succeed; competing projects that both succeed enter roll off using best of Intrigue, Economy, or Diplomacy, if both confirm they want it for themselves), you may choose to deposit them into another sea (transferring The Brinefather’s Rage, or keep it for yourself, ending The Brinefather’s Rage and:

    Possessing the Relic grants The Brinefather’s Grief: Relic Bonuses are doubled. Get wrecked by storms. No one may attack you via naval route and you may choose to cause distance losses for every region of yours they travel via if attacking past you over a naval route. You may not attack via a naval route without utilizing the Wings (eye of the Storm) and if you do, you inflict damage on regions you attack/travel by(including region you set out from) with the Storm (⅓ chance of damage per region, random(1d6) of: 1 = HC becomes Open, 2 = TP becomes Open, 3 = Open HC is given to DRGN, 4 =Open TP is given to DRGN, 5 =Increase in instability, 6 = Nothing Happens). If you don’t attack with the Wings, your coastal regions are damaged (⅓ chance per region). If you have no coastal regions, all of your regions are damaged instead. Automatically win naval clashes.



    Fell wind blows from the ruined entrance of the Temple on the Mount. Winters in Bhule grow overlong, and by the end of 189, true spring never comes. Storms fall upon Regner from the north, bringing with them ice and snow and cold. In those blizzards, dark and strange creatures roam, and many turn to the cult of the dragon, hoping to appease their fury…

    The Long Winter starts in Bhule and spreads from there. Long Winter doubles size loss rolls for both sides (aka 1 per unit) for battles that take place there. Actions in Long Winter regions are at a -2 penalty , plus -1 for each round it’s been Wintered, up to -4 after two rounds (applies to attacker rolls too, but not defender). Instability slowly rises (too cold to do anything about it, but the region also has difficult staying together), units and TPs can be lost or abandoned, HCs will start turning to ‘Gxe’dhok DRGN, and there’s even potential for state infrastructure to be damaged (reducing a random stat by 1 until an action is taken to repair it)...one Fuel TP can be dedicated to a Long Winter region to ward off the negative effects for a round. If all regions you have are in Long Winter, Stats are treated as though half their actual score for purpose of rolling outside your own regions, due to the difficulties of passing back and forth through the storms.

    Getting rid of any Brinefather Relic any way beyond giving to another player is now a Project which may require justification as to how, and will carry side effects of its own if simply dumped somewhere.
    Last edited by Rolepgeek; 2018-12-21 at 10:36 PM.
    Sincerely,
    Role P. Geek

  20. - Top - End - #650
    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 29
    187-189 IR


    Spoiler: Ruler Information
    Show
    Mure (born 135ish)

    Current Stats
    Diplomacy: 10
    Military: 6
    Economy: 5
    Intrigue: 10
    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
    Round 28 Dip +1 +1 +1 Fth
    Current Stats 10 6 5 10 6


    Spoiler: Actions - Locked in unless something drastically changes
    Show
    [Military - Defend 55 from SMP - Specialization triggers]: Mure sends Beta into battle with the student of the legendary Tashan Kkoya. Though Sithara is a brilliant general in her own right, Beta is more than capable of matching her. The Sogen Clan knows the lay of the land, and Regno has provided a large number of Crescent Company troops better suited to frontline combat than the Kunai of her own force. Whether this will be enough - or if they shall even arrive in time - remains to be seen.
    Beta (Mil 9)
    Kunai Troops: 3
    Tech Bonuses: None
    Roll: 2d12+12 (KNI) + CSC troops from Regno (3?)


    [Military - Defend 83 from SMP]:
    Though the idea of abandoning the Azure Coast to preserve forces for a counter-attack is considered, it is ultimately rejected. The Pride cannot be allowed to simply walk over the Clanlands as it pleases. The news of reinforcements from Regno and the Company of the Crescent prompts Mure to redirect Shogun's forces into the Coast. Victory is unlikely, but the Coast cannot be given up without a fight. Unfortunately, Shogun's forces are limited; the poison jungles of the Azure Coast make it nigh impassable to all but those of the Coast, and their contribution (while significant) is minimal. The Jaga and Kitsune in particular don't seem to mind the possibility of being ruled by one of their own.
    Shogun (Mil 8)
    Kunai Troops: 2
    Tech Bonuses: None
    Roll: 2d10+10 (KNI)


    [Intrigue - Raid - Region 79 (Tower Cactus) TP1 from SMP - Roll (16)]: If the Kunai are to have any chance at all, they must strike at their opponent's considerable technological advantage. The Tensar Clan sneaks behind the Rakshasa's closed border. They arrange raids and strikes on the Pride's caravans for tower cacti. In addition to being useful for combat, there are rumors that this is how the Kadangan wetlands maintain their need for agricultural product.

    [Intrigue - Raid - Region 58 (Sedellan Glass) TP3 from SMP - Roll (19)]: At the same time, the Clan makes their way into Varjik and disrupts trade shipments into the Pridelands. The Tensar Clan's size has swelled recently, with many in the Clan beleiving this attack to be one of their best chances for crippling the enemy. The clan's activites are carefully selected to primarily target the Pride's shipments, rather than another realm's.

    [Secret - Roll (19)]

    [Secret - Roll (22)]


    Nonactions:
    Allow Sultanate allies to pass through Kunai territory, including CSC forces hired by Regno

    -Regno Embassy
    • Meetings and greetings, as the Sunajin settle in.


    Military Techs:
    Resources: Ships, Rice, Enku, True Name Parchment, Saphroxin
    None active (would only give the Rakshasa an advantage with Sedellan Armor Coating)

    News and Rumors
    -One of the Oamenii in Regno have expressed interest in joining the Sunajin. While she is, nominally, brought in, she is kept at arm's length. The Sunajin keep their reasons for this private, including from this historian. This isn't the best arrangement, as it's hard to keep the history of a group that (short of an actual insult to the historian or to the Sultana) does all it can to avoid you.

    Back home the idea is... controversial, to say the least. Even in Gwitna those who had been brought into the Clan's fold had not, strictly speaking, been made part of the Shushan. The news that the Sunajin are not thrilled about this attempt mollifies the more extreme elements.

    -Mure contacts Sunajin directly. He is concerned about the Bomei clan's integration, or rather the lack of it; the Sunajin Clan is behaving less like a friend to the Regnans and more like they're being occupied (which is especially odd when one considers that they're in the Regnan's homeland) and he wants to know why. Their exact correspondence is unknown, but over time Mure becomes increasingly agitated.

    -The three headed puppy is received, but no one has any idea what to do about it. Mure has not had a bonded animal in some time (many believe doing so reminds him too much of the Uragirimono) but the energetic, three-headed 'Loner' quickly wins over both Beta and one of the Deltas. The three heads, while not entirely disconnected, do seem to have their own individual preferences. The dragon is thanked for their 'gift', and the tiny Cerberus spends almost all of its time with Mure.

    Spoiler: Response to Sinja
    Show
    Mu Kachi no Farubaru,

    We offered ways to reconcile. Mure gave you many, against my wishes, up to and including granting you our holiest of relics. You rejected them.

    Instead you have all but asked that Mure surrender control of the Clans' fate to you. Your Name is mighty, mongrel, but you are not Kunai, and we will not pretend you are.

    We refused your multiple attempts to vassalize us, yes, but you call this refusal an insult? That only shows you were never interested in a partnership. We sided with Regno over you because our only other option - as you are currently demonstrating - was to become your slave. Did you think we would stoop so low? Did you think us yet more chattel for you to chain?

    We will not be bullied. We will not be intimidated. We will not be controlled. Though there are other enemies we wish to turn our attention to, if you wish to become one of them, I shall oblige you.

    Your terms are understood. They are rejected.

    It was foolish of me to ever think we were friends.

    Come, Mongrel. Show us what passes for cunning amongst your misbegotten kind.

    We will not surrender.

    Your Foe


    -The Serene Marasa Pride have begun their war in earnest. There is no longer any chance for reconciliation or negotiation.

    Death to the Rakshasa. The Kunai will not be enslaved.

    -Torah has, it seems, taken one of her Rakshasa guards as her pair-bond. Rumor reports that she allows him to carry her wherever she goes. While few in the Clan go so far as to perform similar bonds, some (mostly the women of the Clan) take Rakshasa as lovers in addition to their human ones.

    Spoiler: Saved Actions Workshop
    Show
    Next round

    [Economy 5 - Adapt Technology - Prayer Seals - Move Writing Materials from Tier 1 to Tier 2]:

    [Military - Raise 1 Troop]

    [Military - Defense?]

    [Secret - Roll]:

    [Secret - Roll]:

    For Later

    [Diplomacy 5 - Cultural Identity - Tensar Clan - Buyouts]: Despite their connection to Glen Gwitna's infamous pirates, the Tensar Clan has openly adopted the countenance of a legitimate trade partner. They are very, very good at negotiating prices. The fact that the Kunai will usually just take what they want if it's not traded for probably has something to do with it.

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

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

    [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]:

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

    [Intrigue - Raid - Region 4, TP 2 - Giorle Fruit - Roll] For food for Les Alpes

    [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) - Named Weapons]

    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: Weapons
    Requires: Enku?

    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/Troops:
    Round 18: 4 units (moos' calculations)
    Round 19: 3 (made 1 units, lost 2 units)
    Round 20: 4 (Coup accepted, now have 4 units)
    Round 21-28: 5 (made 1 units, gained 2 units, lost 2 units)
    Round 29: 6 (made 1 unit)

    Spoiler: Technology
    Show
    Acquired/Created links:
    http://www.giantitp.com/forums/shows...&postcount=631
    http://www.giantitp.com/forums/shows...&postcount=422
    http://www.giantitp.com/forums/showt...8#post23053798
    http://www.giantitp.com/forums/showt...8#post23053798

    Name Effect Resource Req Slot
    Bani Bowls Reduces combat losses by 1 if two or more losses occur // Reduces losses by 1 (does not stack) Bani // Bani, Cloth, Alcohol, Wood, Drugs, Medicine, Blessings
    Decentralized Authority +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 +1 to battle rolls // or +1 to enemy loss rolls Magical Wood // Magical Wood, Bani, Cloth Ranged Weapons
    Expanded Holds +1 to buyouts // -1 distance loss roll Ships // Ships, Precious Metals, Preservative, and Food Logistics
    Feth Dens Allows sowing unrest TN 14, resisted by Dip and Intrigue // Two levels of unrest Drugs // Drugs, Labor, Spices, Precious Minerals N/A
    Himitsu +1 to resist investigation actions Writing Materials N/A
    Magi-blessed scrolls +1 Defense // +2 Tactics Roll Writing Materials // Magic Powder, Lumber, Scholarly Artifact Divination
    Mass Conscription 5th+ recruit unit actions count double // 4th+ actions count double Food // Food, 2 Labor, Preservative N/A
    Prayer Seals +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
    Privacy Tapestries +1 to curry favor // +1 to secret action rolls Cloth // Cloth, Magical Powder, Gemstone, Himitsu Tech N/A
    Spymaster Allows creation of a spymaster with I5 Precious Minerals, established espionage group N/A


    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)

    [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.

    [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)
    Last edited by HalfTangible; 2018-12-28 at 01:25 PM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

    Discord: HalfTangible

    Extended Sig

  21. - Top - End - #651
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 29 (year 187-189)
    The Amham Federation
    Yemur, Amham(Regions 1 & 2)
    Duchess Nari Gyeon


    Actions
    1. [Faith] Convert Thae Guceart (92) HC 1 from Initia to Jalyeong-bo using Spirit Shroud 20 - Seeking something approaching a fair compromise to the jockeying faiths centered on Regner a circle of Federation Shamans seek to decisively claim religious dominion in Thae Guceart establishing a border on the continent; Gamle Mater to the north, Initia to the south, and the spirits mediating the borders in between. More so than establishing a religious border there was clearly an attempt to draw a political border. The wild tales of revolution out of Sycoraxistan have Shamans and dukes alike concerned over allowing Initia, specifically this branch of Initia, to branch further north or west from its current pool around the elven deserts. It was well known Initia also prospered among the depraved anarchy of the Palmor Republics and fear of the democratization heralding tyrants bound by no laws greater than their own limited understanding is stoked at Smaoinich Toll. The storm dwarves had grown familiar with the shamans who had restored spiritual thought to Truailleadh and their intensely anti-Initia fervor amplified by the cascading disasters elsewhere in the Sultanate opens the door for the shamans to make a pass for the temple.
    2. [Faith] Convert Jintha (108) HC 2 from Coatl Perijanism to Jalyeong-bo 13 - While the Jintha Council is yet to make a formal announcement it seems the grassroots movement started by Jyn Kem has already begun to spiritually reform the home islands and their holdings. The power of the spirits swells in the southern ocean which while fraught with mortal battles for supremacy were a peaceful and wise old waters. The young Volzen who have joined Kem's Circle go out and begin their own attracting the attention of ruling priests of Xincoatl. The so-called Grove of Xincoatl in the North sends priests out to meet with shamans practicing in the waters nearby at first to drive them off but eventually to just observe them. Though some write mocking treatises on the lazy floating shaman drifting in the waves communing slowly with the rhythmic geyser spirits some find the more naturalistic approach to faith quietly appealing in contrast to the bloody sacrifice and screaming of an average Coatl Perijanist ritual.
    3. [Faith] Convert Wuzei Darak (75) HC 3 from Coatl Perijanism to Jalyeong-bo 12 - Again the eastern pantheon which had found its way west is pushed against by the young disciple of Jyn. The Coatl Perijanist faith had only caused strife so far removed from its brothers (though rumors had it even proximity made Coatl Perijanists no less bloodthirsty even for one another) and needed to be removed. The spirits offered aid in daily tasks, the restoration of enhancement of living aspects in exchange for less impairing sacrifices. With the North Winds stirring in Bhule it was only more important the warm water spirits of the south be stirred to action that they might stir up a counteraction to the disruption seemingly triggered by the Brinefather's death. The volcanic spirits of the underwater Mount Khun and squid spirits from the water around are contacted with urgency by the newly inducted shaman circles to consult on this matter and others.
    4. [Faith] Convert Cawv Dej (76) HC 1 from Abhidi to Jalyeong-bo 13 - The Spire had been constructed long ago when the Huab first migrated as a quiet place for spiritual contemplation yet it seemed in its seclusion it had drawn the intellectual ascetics of Abhidi who corrupted it from its original intent. The rocky outcropping is repeatedly beseeched by new Volzen and older Federation shamans for discussion. Abhidists were known to love droning on about the oneness of Abhidi so possessed with their own supposed mental superiority as to miss what was happening right under their noses. While the ascetics are kept busy debating the theological implications of spirit pacts other shamans work within Cawv Dej proper to turn the already strongly Jalyeong-bo populace against toleration for these mindreading misanthropes occupying their holy isle. When the mob comes marching to throw the Abhidists out the shamans are ready to move in.
    5. [Diplomacy] Attend the previously heralded event at the Isles of Lazar - There were a number of things now concerning the Federation among them foremost the dragon coming to claim them but also important matters regarding religious authority, the affliction both material and spiritual across Regner and Inyaka, as well as mundane but important matters of trade. Should the Father of Silence wish to speak the Duchess was sending one of her children Mi Su, in an unprecedented move since their escape to Amham, to represent her and the Federation at the Isles of Lazar so if the Father wished to speak of these matters formally they would need to meet her there. Of course her daughter would be escorted by a good number of more seasoned diplomats and aides as well as nearly the entire senior staff of the War Shamans command acting as personal bodyguards for the attendees.
      Spoiler
      Show

      • Offer the Shushan Clan (SHN) Full Course Discourse, Himitsu, Warded Locks, Privacy Tapestries, Spymaster & Red Herring Evidence for Favors
      • Offer the Father of Silence (DRGN) the Ring of the Winterheart in exchange for seven years (2 rounds) of payment made.
      • Give JTH Diplomatic Expedition, Heavy Wooden Armor, Mass Conscription, Meteorological Navigation & Refined Pician Weaponry for joining the spiritual brotherhood of Jalyeong-bo
      • Trade JTH Diresnags & Enchanted Arrows for Hard Iron Armor & Expanded Hulls



    Non-Actions
    1. The offer of conversion at Amham’s Hameong Grove is left open to the Rhunic Animists of Rhune or the Acolytes of Ahkka. The Duchess and her husband Shaman Iltiz are grateful for the alternative ministrations of their northeastern brothers and sisters coming in a small way to the Federation for observation and mutual growth between the spirit faiths.

    Regno Embassy

    Overvann Embassy

    Jintha Embassy


    • The Long Winter and afflictions of those who scavenged the corpse of the Brinefather seem to be some manner of assurance that Nari did the right thing in taking her children and herself away from her late husband's homeland and leaving that life behind. Her faith is reinforced in spite of the grim form the news takes and her resolve hardens in trying to maintain some degree of stable order to the world.
    • The Overvann invasion of Thae Guceart is unexpected but not without immedi8ate value to the shamans expanding there amidst chaotic distraction. However some were worried in the long term as the Overvann tended to be more aggressive in their expulsion of non Gamle Mater faiths than Regno's position regarding Initia was concerned. The Federation officially declares neutrality regarding the affair and while their deals with Jintha suggested an ulterior anti-Sultanate motive the Duchess' direct inaction in supporting her ally within the Free Regner Alliance making an unprompted attack against the Sultanate suggests she was not fully opposed to the Oamenii empire.
    • Much has been made over Whern's excerpt on the spirits especially among the newer shaman circles propagating in Jintha among the Volzen whose aquatic form lends them an advantage in communing with Waelyon and Freebyon whose nature made them difficult to reach for an unprepared land dwelling shaman. Talk begins to circulate of cooperating with the calmer southern ocean spirits to collaborate on a largescale spiritual event to drive back the Long Winter from northern Regner.


    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 7 -
    Military 3 -
    Economy 3 -
    Intrigue 4 -
    Faith 8 +2


    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
    3. War Shamans

    Generals
    • Sun Yi - 9

    Spy Masters
    • Washi Me - 7

    Relics
    • Ring of the Winterheart +1 on Secret Actions
    • Spirit Shroud +1 on Conversions

    Last edited by Roarke; 2018-12-28 at 02:31 PM.

  22. - Top - End - #652
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Jul 2012
    Location
    *Redacted*

    Default Re: [EMPIRE4!] IC Thread

    The United Northern Confederacy of Rhune and Saaremaa, Vassal of Ti Linnad
    Margravine Norá av Aanaar

    Rolls
    Actions:
    1. [Diplomacy] Attend the Second Dragon Council
    2. [Diplomacy] Improve relationship with the League of the Beacon. Failed
    3. [Faith] Convert HC 3 in Amham (Region 2) to Rhunic Animism. Success
    4. [Faith] Finish the extensive restoration project from the Cairns in Rhune, to help foster pride in the faith. (Great Project 3/3)
    5. [Military] Send 6 units to aid liege and allies in the military efforts in Lascienmo, using all available technologies (Sacrificial Magical Supply Lines).
    Non-actions:

    News and Rumours:

    Spoiler: Ruler Information
    Show
    Diplomacy: 2
    Military: 7
    Economy: 4
    Intrigue: 5
    Faith: 5

    New Ruler Next Round? No.

    Expected Stat Bonuses:
    Last edited by BootStrapTommy; 2018-12-28 at 02:30 AM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

    Former EMPIRE2! Player: Imperator of the Nihoni Dominion
    Former EMPIRE3! Player: Suzerain of the Phœnīx Estates
    Former EMPIRE4! Player: Margrave of the Margraviate of Rhune
    My Awesome Campaign Setting

  23. - Top - End - #653
    Bugbear in the Playground
     
    Lleban's Avatar

    Join Date
    Jul 2015
    Location
    The Astral Plane!!!
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread



    The Theocracy of Coatl


    Ruler:
    Tizoc The Rightly Guided Exarch
    Faith 7 (+1)
    Military 5 (+1)
    Economy 10
    Intrigue 1
    Diplomacy 10

    Actions:

    [Faith] Open The Gates (1/2) 100 magi are sent to clear the landslide that's isolated Whenua oneone and Whenua kanga. Its imperative that travel to these regions are restored lest they slip from the Empire's grip. Now communication is more important than ever, given storms have heavily impeded traditional means of communication.

    [Diplomacy][U] Attend second Dragon council

    Sub actions
    • vasalize Ti Linnad
    • Ban DRGN worship
    • Support X as new ruler of Ti Linnad
    • Condemn the Cinder Queen for ravaging Khirus



    [Diplomacy] Special 10 Declare the Holy Coatl Empire.

    [Faith] Open The Gates (2/2) Land based communication lines using donkey trains are used to supplement galleys. Despite their cumbersome nature these donkey trains are an efficient enough means for the magi to reestablish order.

    [Military] Defend against Dragon forged in Obroslo with 4 units (+2 from living walls), (+1 from obsidian fire)

    [Military] Mil spec Strike of the Thousands: increase die size when attacking with 5 or more units

    Non actions

    • Endorse Firethorn buyout of Kansett






    News and Rumors

    • The storms of the Uhariya have caused chaos among the merchant class of the Theocracy. Hundreds, if not thousands of valuables have been lost beneath the waves due to the dragon's wrath.
    • Coszcatl, an enterprising Magi has recently gained the favor of Tizoc after leading rescue expeditions to recover valuable materials and salvageable ships. With the cream of the Magi crop either dead, abroad, or MIA she suffers little opposition climbing the ranks. Soon both she and emperor Tizoc help to consecrate the new great temple in Glen Gwitna.
    • Recent wars against Whitefeather and Ti Linnad have nearly exhausted the theocracies pool of warriors.

    Last edited by Lleban; 2018-12-30 at 11:41 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
    Show
    Spoiler: Suprise
    Show

  24. - Top - End - #654
    Barbarian in the Playground
     
    Reggiejam's Avatar

    Join Date
    Jun 2014
    Gender
    Female

    Default Re: [EMPIRE4!] IC Thread

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




    Region 28; NE Corner

    Round 29 (187 - 189)
    Basilis Ra Karas Mar
    Diplomacy: 1
    Military: 10
    Economy: 3
    Faith: 5
    Intrigue: 5

    1 [FAITH 5] Create Relic Prophecies of Alam + 1 Secret Actions

    A dedicated following has sprung up around the Oracle. More than ever before magi come to hear the hunchbacked blade mouthed font of secrets spin her vague and ominous portents. These adherents are willing to pay any price especially in new knowledge gleaned from the Oracle and under Kasiri the church is willing to overlook a great deal that might more conservatively be declared heresy that promised to further understanding in the world. Accusations of idolatry with the Oracle interceding in the place of Xincoatl falls on deaf ears as those within Black Company as well as the Church find the written portents of the Oracle a useful tool in predicting important matters. While vague the Oracle was always right, if her prophecies were being correctly interpreted, and her constant spewing of occult sermons and willingness to answer questions so long as she was well fed provided an unnatural insight into the world’s mysteries many found invaluable. Dedicated scribes rise up around the Caves of Alam and formal relationships are established between prophetic scriveners and intelligence gatherers from across the islands. Soon copies of her prophecies are an expected portion of briefings among those in the upper echelons of all circles who sought an unseen advantage for their efforts.

    2 [DIPLOMACY] Host the Second Dragon Council
    Spoiler
    Show

    • Break vassalage to Ti Linnad
    • Make offer to Yondar of exchange for Headhunting and Magical Indicator technology for Usan (93)
    • Give Usan (93) to Lindeen if Yondar refuses the offered deal.
    • Offer the SMP mutual agreement not to convert fellow Perijanists orthodox or Coatl to be sealed with the exchange of Byonic Tactics to the Pride. This agreement would be undertaken with utmost honor and invocation of the gods to be carried forth until such a time as heaven itself demanded reconciliation of the pantheon above the elimination of heresy and infidelity among Emjata’s population.
    • If the SMP will establish an Embassy in the Isles the Isles will subsequently grant them a TP for Mercenaries.
    • Trade RGO Byonic Tactics for Full Course Discourse, Magi Blessed Scrolls, Mass Conscription, Meteorological Navigation, and Salt Wagons
    • Trade RGO Blood Bullion for Spymaster




    Twenty years marks the anniversary of the first Dragon Council and with half of the monsters now dead or run off it is deemed appropriate that another council be called. There was much to discuss, both regarding the titular draconic situation, but further to formalize many theoretical alliances across the spectrum. War was changing, faith was changing, and the world was changing too. Lazar had never failed to adapt before and they would not fail now. Old outdated modes are abandoned starting with renouncing vassalage to Ti Linnad. The people of the isles no longer believed the Premiere could represent the Isles leadership and they weren't wrong. It was time then perhaps to recognize this de facto truth with a formal breakage of bonds between the two realms. Of course, given the destruction on the seas, it was unlikely Ti Linnad could respond with anything more than passive acceptance even if they wished to.

    3 [ECONOMY] Form a new Kiin Sareteh (1/2)

    The merchants shout for a voice in the government and are heard by the Basilis Ra and Arndok. Both leaders knew the value in having just what they needed be it for battlefield use or an important ritual and neither desired to alienate those who provided it. While the coup against Lora had involved manipulating the previous Kiin Sareteh into a secret policing arm for their ends that time had passed. Those willing to make oaths of loyalty to the integrity of the Isles or who have already positive relations with the Black Company or the Church are permitted to join a ruling council granted certain taxing powers within the Isles. These newly appointed members quickly use their new institution to shape the internal markets to their favor allowing rapid consolidation and expansion under these few loyal merchant companies.

    4 [ECONOMY] Form a new Kiin Sareteh (1/2)

    Seeking both to split up monopolized power economically from becoming political dominance the Kiin Sareteh is expanded in size and membership diluting it overall power at the cost of it becoming less easily regulated or trusted. While hardly the democratic ideal long heralded in the Isles that each household should have a representative speaking for them it is certainly a more open path to power than the still closely monitored clergy and soldiery.

    5 [MILITARY] Send 4 Units (Heavy Wooden Armor, Diresnags, Refined Pician Weaponry) under Basilis Ra Karas Mar (10) using Byonic Tactics(?) to aid in Lascienmo's (22) defense

    While Kasiri's warrior mages stay behind with the Arndok the warrior king of the Lazarites takes his mercenaries and marches down to the Kingdom of Obroslo to aid or even lead the defense of the region against the Cinder Queen's incursion into Inyaka. The fiery demon had already bullied the resurgent Gwitnans and now came closer to threaten Lindeen and no doubt Lazar as well. Her forces would be met in force here, stopped if possible. The region they were fighting in was home to the Crescent Company and legendarily defended by castle and some unknown native charm. Outside readying his men for war Mar is observed taking peculiar measures with magi and body handlers. From what can be gathered the general had it on rush orders to have his body preserved magically and materially should he fall in battle apparently entrusting Kasiri with his will in such an event. Some of the under-captains in the companies express unease at the queer fanaticism of Mar but fear of him outweighs any attempts to dissuade his actions. All swear to bring his body back if they see him fall, should he even be chose to lead the forces.

    6 [FAITH] Convert Isles of Lazar (28) HC 1 from Open to Coatl Perijanism using Blood Bullion Success

    As part of the Kiin Sareteh's reformation the discomfort of many on the Isles with Kasiri's heretical edge takes real shape in the push to restore Xincoatl's image to the Moot Point. More orthodox priests and magi are welcomed into the Isle during Moots leading traditional prayers to Xincoatl, Rieba, and the other Perijanist gods. Sacrifice to the fiery serpent resumes with regularity at the traditional center of lazarite meeting stoking the fading ember of Xincoatl within the Isles.

    ROLLS

    NON-ACTIONS


    LINDEEN EMBASSY


    GWITNA EMBASSY


    [5/7 UNITS]
    Black Company Mercenaries (1,600 Lazarite & Kansett Marines)
    Kasiri's Guerrilla Magi (500 Corrupted Coatl Perijanist Magi trained in asymmetric warfare)
    South Company (1,500 South Emjatan Mercenaries)
    Black Company Mercenaries (1,600 Lazarite & Kansett Marines)
    Black Company Mercenaries (1,600 Lazarite & Kansett Marines)

    [RUMORS]
    • Activity in Jintha
    • Reisa eliminated. Feroh wins.


    Usan (93) WIP

    Spoiler: Geography
    Show




    Spoiler: History
    Show




    Spoiler: Politics
    Show




    Spoiler: Populace
    Show




    Spoiler: Religion
    Show


    :

    :

    :


    Spoiler: Resources
    Show


    Last edited by Reggiejam; 2018-12-26 at 12:26 PM.
    Thanks Gengy for the avatar!

  25. - Top - End - #655
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Tundras of Whern

    Years 510-514 Adiman Reckoning

    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 4
    Economy 5
    Faith 10
    Intrigue 2

    Attribute Improvements: +2 Faith, +1 Military

    New Ruler Next round.

    Stats before attribute improvements from this round: (Rolls Here)
    Diplomacy 4(+1)
    Military 5(+1)
    Economy 1
    Faith 3
    Intrigue 1



    Actions:
    1.[Faith] Search for the Brinefather's wings [1/2] The lost brinefather's wings present an incredible opportunity to provide for the defense of Whern long into the future. Although searching for them is opposed by Shipping Captain Struffhuffen and the plains walker delegate due to concerns about the economic impact of the storms on Whern, War Chief Vignar and Shaman Agnar are thoroughly in favor, and as usual Chief Sharhorn goes along with Agnar's suggestion. The emergency reserve cooks and a delegation of expert shamans from the Frigid Digit book passage south to search the Uhraiya for the relics.
    2.[Faith] Search for the Brinefather's wings [2/2] Roll 6 Once on the edge of the Uhraiya, the small delegation from the Frigid Digit reveals their plan for finding the wings: using the spirits to do so. Every minor ocean spirit they encounter is offered a pact in exchange for its information on the whereabouts of the wings. Once enough spirits are contacted it ought to be a simple matter of travelling through the storm to the wings' location and hauling them out.
    3.[Faith] Deal with the religious crisis in Delwin Just as Shaman Agnar used a spirit pact to break his bond with the Bloodied Hands, shamans from Whern are instrumental in helping dragonflesh addicts in Delwin break their chains of addiction. The price the spirits demand is almost always high, but the addiction can be cured, and with it the belief in Gxe'dhok as a god.
    4.[Faith] Start Research on the Serpent of the North [1/7]Shamans at the temple of Fherharbor agressively search through the library of Fherharbor and listen to the oral histories of the plains walkers, seeking out mentions of the creature mentioned in both Coatl Perijanist and Gamle Mater texts.
    Spoiler: Request for Research from Overvann
    Show
    Jarlin Aeshra,
    It was in the histories of Gamle Mater that the most detailed account of the "Serpent of the North" appeared, documenting the mysterious creature's history as offspring of Gxe'dhok and a god. It is my belief that this creature is the same one referred to by Coatlist scripture as the reason that the gods made snow. Whern is leading a multinational research project into the origins and nature of this entity, and would be honored to receive any information the seers of Overann can unearth.
    Shaman Agnar

    Spoiler: Request for Research from the Theocracy of Coatl
    Show
    Rightly Guided Exarch,
    In the year 168 scholars from the Theocracy of Coatl unearthed a scripture stating that the gods made snow to blind an entity known as the "serpent of the north." It is my belief that this creature is the same one referred to by Gamle Mater scripture as the first to defeat the Brinefather. The advantages for all to be gained from understanding this being, whether it is a god, dragon or spirit could help to prevent the next great rising of monsters and violation of the natural cycles. To this end, Whern is leading a multinational research project into the origins and nature of this entity, and would be honored to receive any information that your scholars can find in your texts.
    Humbly yours,
    Shaman Agnar

    Spoiler: Request for Research from Dvatla
    Show
    Dear King Fekalis,
    When two very different religions share the same legend one cannot help but feel that it must have some truth to it. In the year 168 Imperial reckoning both Coatl Perijanists and Gamle Mater seers found references in their legends to a creature that I believe to be a single entity: the "serpent of the north." While nothing has yet been found in Telir Geza lore about the beast, I believe that there may be information there, and seek your aid in a multinational research project into the serpents' origins and nature. If you would honor me by asking priests to dig through your texts and legends for any mention of such a creature, we may be able to predict and halt the next dragon crisis before it occurs.
    Respectfully yours,
    Shaman Agnar

    Spoiler: Request for Research from the Feast of Rieba
    Show
    To Whom it May Concern,
    Whern is leading a multinational research project into the origins and nature of a creature referred to in Coatl Perijanist lore as the "serpent of the north". While the efforts of Coatlean scholars are no doubt great, the nature of their religion may make mentions of a particular serpentine godlike creature harder to distinguish, and we desire your assistance with your unparalleled access to uncorrupted perijanist texts. For assisting Whern in this project, we would be willing to build the feast of Rieba a base in Whern, and seek further collaboration in the future.
    Shaman Agnar

    5.[Military] Raise a Unit Plains walkers are called to Fherharbor to register for the defense of the city as part of their ancient pact. They bring with them their horses, composing a formidable cavalry force 2000 strong.
    6.[Military] Assist overann in battle with 4 units and Camel Cavelry (+5 to battle) The fury and agressiveness of Overann's warriors as a result of the dragon bone curse is intimidating, and requires Whern to toe the line and avoid becoming a nuissance to Overann. Hopefully providing them with well-cooked meals and cavalry support in Thae Guceart will help with that. At least, this is the argument used by Shaman Agnar and Chief Sharhorn to justify sending many young Whernian men to their deaths. War Chief Vignar objects strenuously, and threatens to resign from his position over the decision. However, he decides to keep his office, fearing that he would be replaced by a more callous and uncaring War Chief. In the meantime he does as much as he can to prepare his army to survive their campaign against the legendary military of Regno.

    Non-Actions:

    News and Rumors:
    Spoiler: Book Excerpt: Minor Ocean Spirits
    Show
    Although the great spirits of the oceans, the Seosyeon are well known outside shamans' circles, the lesser spirits of sea and surf are not. These smaller entities are more useful to understand than the Seosyeon, as they are much easier to contact and deal with, and an understanding of them can make seafaring much more pleasant and useful.

    The smallest and weakest spirits of the ocean are the Waelyon, the spirits of the repetitive waves. These tiny soldier spirits march in formation upon the beachfronts of the continents, perishing as they throw themselves upon the rocks and sand. Though they are exceptionally loyal to their ocean, what many of these spirits desire most is another lifetime to explore the seas, which can be granted to them by taking the spirit unto yourself and rebirthing it far at sea by jumping into the ocean with your hands wrapped around your knees to form a ball. The amount of power they contain is miniscule, but their endurance is great and they have travelled far and seen much in their lifetimes.

    Longer lived and more powerful but much less well traveled are the Unnertyon, the spirits of the local currents. These spirits are most likely to be found on beaches, where they routinely push hard out to sea. While the Waelyon follow the orders of the sea unflinchingly and without much emotional attachment the Unnertyon have much more personality and character. Some enjoy dragging bathers to their deaths far from the coast, while others help sailors make a speedy exit from a harbor. Their desires are just as variable, but a great many seek their influence and fame expanded farther out into the ocean or more widely along the beachfront.

    Another coastal ocean spirit is the Lobeon. The offspring of a river spirit and the great Seosyeon, they are the spirits that are born when rivers meet the sea. These spirits are known to be both friendly and impartial to all manner of life forms, and are happy to help humans by settling disputes and seeking compromise. Their greatest fear is the death of their river parent, which can surely slay them as well.

    The most feared ocean spirit known to sailors is the Roleon, the spirits of the "rogue waves". These spirits are both mysterious and rare, but quite powerful, capable of destroying ships if not dealt with by a Shaman. These are generally believed to be the spirits of Waelyon who break ranks and slay their fellow waves for their power, and are usually eager to make deals that will grant them more independence or control of others.

    Lastly, there are the spirits of the great currents, the Freebyon. These are akin in power to the winds or Balyeon, but are less well known due to their lower relevance for land-based shamans. As with most of the great spirits, their desires are difficult to surmise, but keeping them content makes the trade currents reliable so disturbing them is not recommended.


    Spoiler: At a Private Meeting of the Leaders of the Frigid Digits
    Show
    The meeting, as always, was held in a dark and forgotten cellar somewhere below the Temple of Fherharbor. Ice and Frost covered the brick walls, and the only light was from a single whale oil lantern placed on a table in the center of the room. A dozen of the most powerful men and women in the Frigid Digits were assembled to hear an announcement from their leader, Shaman Agnar.

    As he stepped up to the podium, the digits went quiet. Whatever he was going to say must be important given the high rank of the members gathered here. Agnar began: "Our master and I have agreed that it is time for a new vessel. I will let it explain its reasoning, and then I will explain our method of selection."

    There might have been a gasp from a group of lesser digits, but these higher ranking ones were used to seeing Agnar possessed. The straightening of his back, the blood drain from his face, and that vacant stare. The voice of their master then came forth.

    "This Vessel has performed most acceptably, but my bond with him was never intended to be permanent. He has too much free will, the terms of his pact were too lax. To further this, he has made a lot of enemies in the process of putting us in power. A new and more popular vessel with new ideas and fresh political support would help us all further our ends. While the coming winter will make me strong, it will also make the Shamans unpopular for their inability to halt it. A vessel with the appearance of a secular position is just the thing, and yes, this means that none of you will have the honor. Rest assured however that our organization will continue to expand, and your mortal privileges of wealth and power as its leaders grow accordingly. I will also remain the leader of this group, so you may continue to expect regular contact and support from me."

    The blood returned to Agnar's face, and he staggered a bit as he retook control of his body.
    "I can see you are not too pleased with our decision," he said, observing the faces of the assembled digits. "Or perhaps you are simply wondering how we will assure the loyalty of a secular ruler. Well, I got this idea from an old comrade who served the hands down in Khirus. It will all start with an election..."


    Chief Sharhorn and his council make an important announcement: following his death, the Chief will be chosen in a manner more in line with the original intent of the first Chief of Fherharbor: the next chief will be the most able individual, chosen by a vote of the people of Fherharbor, including any plains walkers in the city at the time.

    In the spring of year 514 after, a great tragedy occurs in Fherharbor. Three people are found dead at the bottom of a staircase in the council building: Suzan Danerdhuf, Chief Sharhorn, and a known member of the Frigid Digits. The peculiar thing is that the digit was not apparently killed by the fall, but by the throwing knife protruding from his neck, which happens to perfectly match one of the pair that Suzan Danerdhuf wore tucked into her hair at all times. Suspicions about the digits' involvement are bound to hurt the pro-digit candidates in the upcoming election.

    The import of horses to Whern improves the conditions in which the plains walkers live considerably. They are now able to travel between seasonal locations much more quickly and with much more gear, and can thus afford to spend more time on the plains of Yotun hunting for Frozen Tears. Should the long cold winters afflicting Bhule spread across the mountains to Whern, the horse may prove an irreplaceable ally.

    Spoiler: Standing Military
    Show

    Naval Militia- 3000 fishermen armed with whatever weapons they can find.
    Vignar's Militia- 3000 able-bodied men recruited in Fherharbor, equipped with hatchets and cloth armor.
    Vignar's Volunteers- 3000 volunteers from all walks of life, including women and the elderly, equipped with hatchets and cloth armor.
    Emergency Cooks Reserve- 2000 skilled cooks, drafted to support the large but otherwise poor army of Whern.


    Spoiler: Chief's Council
    Show

    Shaman Agnar, Representing Shamans
    War Chief Vignar
    Shipping Captain Strufhuffen
    Last edited by Potato_Priest; 2019-01-01 at 03:24 PM. Reason: Piecing together my post since I accidentally destroyed it
    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.

  26. - Top - End - #656
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: [EMPIRE4!] IC Thread

    Overvann Assembly of Lords

    Region 89: Overvann
    Region 90: Tevrus
    Region 84: Delwin
    Region 91: The Black Marsh
    Region 85: 'Ridi'r
    Järlin Aeshra Hodeskalle

    Actions:

    [Mil] WAR Attack Thae Guceart (92) with 4 normal units and 2 draconic units led by Hrothgar the Black
    Equipped with Stonespoken Warriors, Coin Armor, Salt Wagons, Berserkers, and the +4 bonus from the Brinefather's Claws
    Their rage and lust for more territory amplified by the curse upon the dragon's bones, the warriors of Overvann lash out at their neighbor to the south. Hrothgar leads the troops into Thae Guceart.

    [Mil] Raise a Draconic unit of Wolf Isle Berserkers
    Many would seek to end the affliction upon them by the Brinefather's Bones, but the Overvann are turning their curse into a strength.

    [Dip 5] Establish an Embassy in Whern
    Aeshra continues to try to build diplomacy relations with Whern, establishing a small but permanent diplomatic presence there, consisting mainly of Overvann warriors who were not infected by the cursed bones nor addicted to dragonflesh.

    [Dip] Stabilize Overvann (Roll:13)
    Of course, the instability present in Overvann is worsened by the emotionality of the draconic warriors. Aeshra continues to try to persuade the lords to calm down, especially by providing them with somewhere else to vent their displeasure: Regno.

    [Int] Raid The Cays and Bahwick (88) TP 3 for Whales (Roll:13)
    Seeking a new source of meat to appease the fleshheads in Delwin, Overvann raiders look no farther than just to their north. The whalers of the Cays and Bahwick are attacked in the dead of night, their cargo stolen, and then find Overvann sailors nearby, offering to sell their services against piracy in exchange for part of the haul.

    [Int] Raid Ti Linnad (21) TP 3 for Pegasi (Roll:9)

    Although the Overvann previously attempted to quietly take a portion of the Pegasi trade in Ti Linnad, Regno managed to snatch it right out from under their noses. They return, openly seeking to rob their enemies of the trade in the winged horses they've long used as their mounts.

    Nonactions
    Attend Dragon Council #2

    Spoiler: News and Rumours
    Show

    Aeshra has been seen changed, irritable, prone to violent outbursts, and with a ring of bone spikes jutting from her collarbone where she once wore a necklace of dragon bone. It seems not even the Järlin is immune to Gxe'dhok's curse.

    Although anger burns hotly in the transformed Overvann, other emotions also burn with increased vigour.

    The Järlin has been in a state of perpetual mourning since her transformation, but for what, no one can say.

    Mara, Aeshra's oldest daughter, has been officially named the heir to the throne as the only one of the royal children not infected by the dragonbone curse. There is, however, strong concern over whether she can properly lead. She is soft-spoken and weak-willed, as well as physically ill and untrained in battle.

    Kelya Hodeskalle marries a dragon-infected skald by the name of Gunter Oriksson. Their marriage is rumored to be one of the most intense relationships in Overvann history. Similar stories of the intense passion of lovers afflicted with Gxe'dhok's curse abound.


    Spoiler: Military
    Show

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

    Units:
    Total = 6/12
    Overvann Sailors = 1 (DRACONIC)
    Wolf Isle Berserkers = 1 (DRACONIC)
    Stonespoken Warriors = 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
    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
    - 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
    Bani bowls X

    Spoiler: Relics
    Show

    Brinefather's Flesh: counts as a food TP and a preservative TP +4 to resist theft. Has a LOT of penalties in Delwin
    Brinefather's Bones: +4 to attack or raid per turn. Has a LOT of penalties relating to units which are neither Kobold nor Stonespoken

    Spoiler: Ruler Info
    Show

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

    Spoiler: Royal Family
    Show

    Name Relation
    Aeshra (46, draconic) N/A
    Clara (60) Mother-in-law
    Kendra (41) Sister-in-law
    Mara (26) Daughter
    Kelya (24, draconic) Daughter
    Gunter Oriksson (26, draconic) Son in law
    Frode (14, draconic) Son
    Sigurd (14, draconic) Son
    Hrothgar the Black (56) 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
    Dip +1

    Last edited by bc56; 2018-12-22 at 01:09 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  27. - Top - End - #657
    Troll in the Playground
     
    QuintonBeck's Avatar

    Join Date
    Apr 2013
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 28: 187-189 IR)

    Actions
    1. [Diplomacy] Restore Embassy with Varjik (1/2) -
    2. [Diplomacy] Restore Embassy with Varjik (2/2) -
    3. [Diplomacy] Restore Embassy with Dvatla (1/2) -
    4. [Diplomacy] Restore Embassy with Dvatla (2/2) -
    5. [Intrigue] Secret -


    Non-Actions
    • Allow Varjik troops to pass through Karysite land


    Embassy with Regno (DAMAGED 0/2)
    • Regno is invited to aid in restoration of formal communications


    Embassy with Varjik (DAMAGED 0/2)
    • Varjik is invited to aid in restoration of formal communications


    Embassy with Dvatla (DAMAGED 0/2)
    • Dvatla is invited to aid in restoration of formal communications


    News and Rumors
    • The destruction of Elephantos destroys with it the dream of taking the Spellfather unaware with minimal damage beyond what would have already been expected. Civilian lives were crushed out instantaneously by this rogue weapon of the gods with nothing to be done to stop her. With Queen Bisera III dead there is a power struggle within the мајка company over who should succeed her. Older commanders valued the temporary appointment of one of their own to lead the Hegemony, younger commanders favored a young woman who had been favored by the late Queen showing possible intent to name her heir, and a small fraction have come to sincerely fear or respect the dragon and wish to truly embrace dragon worship. The Inquisition however is less affected, having long maintained a plausibly deniable distance in command from the Queen herself. The Inquisition steps in to offer a compromise to the мајка company, an elder will step in for a time while the young heiress continued to train and learn but that elder would be an Inquisitor, High Inquisitor Vardel who had served under the Lost Empress Dastatia in her final years and had served in the Inquisition loyally for over three decades. There is much grumbling among the company but the Inquisitor promises her rule will be as brief as possible seeking only to end the threat of the Spellfather's retribution against innocent people.


    Queen Bisera III
    Diplomacy: 6
    Economy: 4
    Faith: 1
    Military: 10
    Intrigue: 6


    High Inquisitor Alendia Vardel
    Diplomacy: 4
    Economy: 1
    Faith: 5
    Military: 2
    Intrigue: 6

    Increase: +2 Dip

    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

    5 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
    Last edited by QuintonBeck; 2018-12-26 at 11:57 PM.

    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  28. - Top - End - #658
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Regions 18, 19, 20, 21, & 22
    Northern Council of Ti Linnad
    Counnacilla Linnadi t'Illoanni te Jallaishi t'Eranni te Cynnallaudi te Rhunnaiti te Yonnadi t'Lazarri t'Lassienni

    Leader: Premier Illeard Mertinneis Nocyca Rossalli
    Vassal of the Theocracy of Coatl
    Round 29 (187-189 IR)


    Actions:
    1. [Military] Defend Lascienmo with 3 Linnadi units and the aid of all Emjata

    Spoiler: Numerical breakdown
    Show
    Units: 21
    • 3 Linnadi units
    • X Crescent Company units?
    • 4 Yondari units
    • 6 Rhunite units
    • 4 Lazarite units
    • 4 Coatlean units

    Techs: +7/+9, other effects listed below
    Bolded techs are in use for the battle. Struckthrough techs are not.
    • Wingknights (+1) [Calvary]
    • Skyfarers (+1) [Warbeasts]
    • Aerial Bombardment (x2 aerial techs on a tactics roll) [Tactics]
    • S.M.S.L (-1 size loss for Ti Linnad, Yondar, Rhune) [Logistics]
    • Heavy Wooden Armor (+1) [Armor/Wards]
    • Diresnags (+1 enemy size loss) [Stealth, Sabotage, Traps]
    • Refined Pician Weaponry (+1) [Close Combat]
    • Byonic Tactics (+1 for every two magicla techs - total +1) [Tactics]
    • Rhunic Aquamancy (+1, -1 distance loss for Yondar) [Drugs, Medicine, and Blessings]
    • Living Walls (+2) [Fortifications, Sappers, and Siege Weaponry]
    • Obsidian Fire (+1) [Fortifications, Sappers, and Siege Weaponry]


    General: 10

    Total bonus: +38/40
    Mil Spec (defending own regions) applies.


    2. [Faith 5] Create a Coatl Perijanist Holy Order in Ti Linnad: The Orradi Shollarissi
    The Orradi Shollarissi (or Academic Order) is the culmination of decades of Coatlean thought in Ti Linnad. Established in an old monastery in the Fang, they spend their time in contemplation of the natural order, philosophy, and spirited public debates within the Statue Gardens.

    3. [Faith] Convert Lascienmo HC 1 from Perijanism to Coatl Perijanism: 15
    Many orthodox Perijanists remain in Lascienmo, but well-placed priests among the forces defending the region, as well as the strength of the armies of Xincoatl, draw many to venerate the serpent alongside the more orthodox choices.

    4. [Diplomacy] Attend the 2nd Dragon Council

    Spoiler: Subactions
    Show
    • Vassalize to Coatl
    • Officially ban the Dragon Cult in the lands of the Northern Council
    • Trade Living Walls to Regno for Magi Blessed Scrolls, with a no-trade agreement on both techs for non-vassals to last 15 years
    • Trade Decentralized Authority to Sfaire for Magical Indicators


    5. [Diplomacy] Stabilize Ti Linnad: 15

    6. [Diplomacy] Make a request of the League of the Beacon to investigate Premier Mertinneis's death, owing them a favor if they wish
    The brutal and unprovoked murder of the leader of the free northeast is a matter of the greatest import. The League of the Beacon is contacted, and asked in plain terms to investigate. What demands they care to make is to the future; for the present, the truth must be known.

    Nonactions:


    Spoiler: News and Rumors
    Show
    • The savage murder of the Premier throws the Council into chaos. His will is at first thought to have been lost to the flames that consumed his home, but League agents requisitioned by the remaining Council produce legitimate-seeming documents naming one Nocyca Rossalli, a minor commander in the Highlands' port guards, as his successor. Debate rages over the actual legitimacy of these documents, but the League's reputation and the Council's need for the appearance of strong leadership eventually ends it; if the documents are fake, they are certainly brilliant work. Nocyca takes his post with some surprise, but only time will tell how he will perform his role....
      .
    • The loss of the entire force sent against Coatl is devastating. War weariness sets in as it has never before, and Company captains are scarcely able to maintain their current forces against desertion. But with the tyrant of the south bound northwards, the Council must take action despite its seeming weakness. Nocyca shows his worth as a speaker, giving a skillful speech at the onset of winter that rallies many to fight, and his worth as a diplomat, gathering assurances of aid from across the Badan and Norbar. The north shall stand free or die.
      .
    • Storms roll in across the southern coastline, wreaking havoc across Arfordir and Wybrèz. Coastal Jallish villages are found destroyed and depopulated, and a minor crisis begins as many flee inland, towards the forests. Caleilen ports are shuttered, opening only to accept a few unfortunate traders caught on the open ocean when the storms began.
      .
    • With Obroslo at last integrated into the Northern Council, Pylliar-Mallud relationships become more common. Children are soon seen throughout the Highlands with widely varying shades of fur, from pure white to pitch black.
      .
    • Hundreds of Linnadi magi and priests make the pilgrimage to Glen Gwitna and the Ameyalli Temple, in the first major re-establishment of relations with the former eastern power. Hypironnu Hanneo, one of the founders of the Orradi Shollarissi, is specially sent in response to Warden Ollin's invitation. Aside from his standard duties at the grand temple, he is also tasked with keeping on top of the political situation in the east, and makes little secret of it.
      .

    • .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 3
    Military: 3
    Economy: 3
    Intrigue: 4
    Faith: 5

    New Ruler Next Round? No

    Expected Stat Bonuses: Diplomacy +1, Faith +1


    Spoiler: Other notes
    Show

    Military units: 3 / 9 + 1 (salt wagons) + 1 (religion)
    3 / 11
    General: Braen Auley (8) KIA - round 28
    • NL unit 5
    • NL unit 6
    • Lascienmo Unit 1

    • 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)
    • 2nd Forest Company(KIA)
    • Whitefeather Unit 1(KIA)
    • Whitefeather Unit 2(KIA)
    • NL unit 1(KIA)
    • NL unit 2(KIA)
    • NL unit 3(KIA)
    • NL 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
    • Binpultry: Millet
    • Bovalia: Ships

    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 buyouts against non-CP states
    • +2 against Dragons


    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).

    Military Specialization: United Front (Defending own Regions)
    In times of need, the Linnadi pull together, as evidenced by countless events over the course of history. And what time is of greater need than imminent invasion? The Linnadi band together to oppose those who would assail them, their bonds of unity rising above their foe's mere strength. Militia are raised, supplies gathered, munitions crafted, and defenders always have aid to fall back on.

    Saved actions:
    Last edited by Minescratcher; 2018-12-30 at 11:40 AM.

  29. - Top - End - #659
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Kingdom of Izbefe

    Regions 6, 5, and 4


    Actions
    1. [Diplomacy] Stabilize Wazham (+2 Artifact) 16
      With the region still wracked by the aftershocks of Dafi's fall, Izbefe's presence in Wazham grows exponentially over the months following the conquest. Trusted representatives from court are sent out to council what local governments remain, while hunters are dispatched into the wilderness to exterminate the last of Dafi's corruption. The towering task of extracting the remaining loyalists from liberated slaves proceeds more smoothly than any might have anticipated, almost as though the forces from Izbefe had knowledge only Dafi himself would have possessed.
    2. [Diplomacy] Stabilize Binpultry (+2 Artifact) 17
      The act of integrating Binpultry proceeds much more smoothly than relief efforts in Wazham. Prior contact with free communities is leveraged into a framework of true government in the region. What few bandit lords remain are hunted down mercilessly, even their canniest plots seemingly incapable of escaping the eye of Sigyn's forces.
    3. [Economy] Send Tribute to the Father of Silence in thanks for interceding in Wazham 12
      Though Izbefe has proven reticent to provide fealty to the Father of Silence in the past, the dragon's actions in the fight against Dafi have apparently softened the Queen's heart. A caravan of fine goods and manuscripts is sent north into Regno proper, in what Sigyn hopes is a proper show of amity.
    4. [Faith] Dispatch Magi to examine Dafi's Tomb and reveal its secrets (+4 Artifact) 17
      The fortress-tomb of Dafi remains under the watchful eye of Izbefe's military, or at least what remains of it. The cordon is itself quickly encircled by a tent city of researchers sent from Izbefe, consisting of some of the brightest minds in both the seaside kingdom and its liege lord. Taking great care to prevent any further eruption of pestilential magic, these Initiates and their Magi leaders send many expeditions into the dead fortress in pursuit of Dafi's secrets.
    5. [Intrigue] SECRET 18


    News and Rumors
    • As the effects of Gxe'Dhok's magic spread across Izbefe, not even the Queen is spared. A third daughter is born to Sigyn and Meili, and though she is healthy she bears the mark of uncanny providence. The child's stark white skin is the most apparent sign, though it is her glistening black eyes absent iris or white that draws the whispers of the Court. But she is a princess of Izbefe, and soon begins to mature alongside her older siblings.
    • The search for Dafi's followers in Izbefe gives rise to a bloody purge across the kingdom. Though it proves difficult for Meili and his agents to ferret out concrete evidence of corruption, for several years it seems even the hint of suspicion is enough to draw Sigyn's ire. In what is surely a coincidence, the leaders of the strongest anti-royalist factions are revealed to be foul cultists to Dafi's madness, their lands and fortunes confiscated by the crown and their families cast into the desert. The guilty themselves are crucified along Izbefe's borders, a stark warning against any who would challenge Sigyn's dynasty. By the end of the purge, more than two thousand Izbefans have been slain, with many more displaced or fallen from grace.
    • As Izbefe's control over Wazham solidifies, some semblance of a local nobility begins to emerge. Chief among them are a number of emigres from neighboring Avegan, whose wealth and connections begin to restore the fallow estates of the region.


    Whispers of the Dead God
    +1 Faith, +1 Intrigue

    Spoiler: Current Ruler
    Show
    Queen Sigyn Hestradet

    Diplomacy 8, Economy 6, Faith 3, Military 5, 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
    Princess Var Hestradet, born 187 IR
    Last edited by TheDarkDM; 2018-12-29 at 06:41 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!

  30. - Top - End - #660
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 29
    Merchant Principality and Vassel of Ti Linnad
    Regions: 97, 98, 99
    Tanya Chalun va Meera, Queen of Yondar

    Diplomacy: 7
    Military: 3
    Economy: 10
    Faith: 6
    Intrigue: 8

    Actions
    1. [Diplomacy] Attend Dragonslayer Talks in Lazar
      Spoiler: Subactions
      Show

      • Trade Magical Indicators tech to the League of Beacon for a favor.
      • Trade Headhunting and Magical Indicators Tech for control over Usan Desert Region (93) to Lazar.
      • Trade Headhunting and Magical Indicators Tech for Camel Cavalry and Spymaster Tech to Regno?
      • Trade Headhunting and Diplomatic Expedition Tech for Warded Locks and Surplus Production to Sfaïri.
      • Trade Magical Indicators Tech for Camel Cavalry to Varjik
      • Trade Precision Weights and Magical Indicator Tech for Polearm Paddles and Extended Holds Tech to Gwitna
      • Cast Shade and/or talk Philosophy with 'Ridi'r

    2. [Intrigue] SECRET (+1 Rod of Mist Tree): [20]
    3. [Intrigue] Investigate the carvings in the ice. [2d8+9] (+1 Magical Indicators): [17]
    4. [Military] Sack Facet Cap TP2(Khirus) [2d6+3]: [10] - Despite her warnings, Khirus has made no move to legitimize their dealings with the Humans and C'tenzi of Sumwyr. Worse so, the republic has collapsed and word of the grotesque atrocities taking place under the new regime has convinced Tanya to step forwards with her plans to remove the late mask makers from League Lands.
    5. [Military] Defend Lascienmo with 4 Units (Gnawed Bone Tribe Warriors, Hearthwood Rangers, Lazar Mercenaries, Mistwalker Rangers), Mil 8 General (Deja Rhunis), Heavy Wood Armor, Sacrificial Magic Supply Lines, and Rhunic Aquamancy. (+14, -1 Size Loss, -1 Distance Loss) - Yven, along with Deja Rhunis, rides with a host of warriors south to join the armies massing to receive the Cinder Queen's assault.
    6. Kingdom Type Bonus (E): [Economic] Buyout TP3(Khirus) [2d6+11] (+1 Precision Weights): [19] - Jerald Misstle steps in to assist with the purging of the mask makers from Sumwyr by attempting to establish an economic foothold in the area.


    Non-Actions
    • Grant Liege and fellow vassels passage through lands.
    • Embassy Stuff


    Embassys and Diplomatic Representatives
    • Embassy with Rhune
      Spoiler: Embassy Actions
      Show

      * Give Rhune Heavy Wooden Armor Tech, and Headhunting Tactics.
    • Baern Dovahn currently represents Yondar in Regno


    News and Rumors
    • Life in Sfaïri is disrupted by the appearance of a large crow in the quarters of Elena Blanc. Its eyes glint with seemingly malevolent intellect uncharacteristic for the beast and all attempts to capture end in blood and pain. The creature only calms down when approached by Elena, allowing the woman to remove a message from the tube tied to its leg.
      Spoiler: Message
      Show

      Lady Blanc,

      You will have to forgive my messenger's appearance, I thought that speed and stealth would be of use. He is quite intelligent, and tenacious, and vicious when provoked. My sister, Elise, assures me that he will not harm you but the same protection will not be extended to anybody else; so please keep him away from any servants or curious types.

      P.S. His name is Eyebite. You can guess how he got that name.

      Prince Yven Chalun

    • The news of the results of the clash between Ti Linnadi and Coatl ships ending in a massive storm wiping out the respective forces is met with concern among the populace, this is further inflamed by the news of Ti Linnad vasselizing to Coatl. there are growing camps among the clans calling for a formal withdrawal from the Northern Council.


    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 Yondar Rhune 'Ridi'r Darkwood Rhunic Animism Rhunic Animism Rhunic Animism
    Sumwyr 99 Open Khirus (Raid) Khirus (Raid) Facet Caps Rhunic Animism 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)
    • Magical Indicators +1 to Investigations involving Magic - [Farrana] (Farrana)
    • 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
    Show

    Tanya Chalun va Meera
    23/X Diplomacy: 7
    X/X Military: 3+1
    24/28 Economic: 10
    25/X Faith: 6
    29/X Intrigue: 8+1
    Last edited by SquirrelWizard; 2018-12-30 at 08:01 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •