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  1. - Top - End - #661
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
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    Default Re: [EMPIRE4!] IC Thread

    Round 29
    [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 Defend against the Overvann's attack on Thae Guceart with 5 units, led by Magi Vecto.
      Spoiler: Battle Bonuses (+27 -1d3)
      Show
      Defensive Strategems (+Die Bonus)
      5 Units
      [Brinefather's Scalecrawl Curse: -1 Unit pre-battle] (Over eager to repel the Overvann from their borders, the majority of the Stormvine Shock Troops Stormduir charge before the rest of the army can have any tactical advantage. Others just refuse to participate, not trusting in their allies or too distraught over their twisted misshapen forms. Morale is effected... possibly for the better?)
      Magi Vecto [Mil 8]
      Hard Iron Armor (+1) [Bronze, not Scalecrawl]
      Camel Cavalry, Enchanted Arrows, Stochiophraktoi (+3, +1 Enemy Loss Rolls if Victorious, +4 Tactics Roll)
      [Relic] Brinefather's Scalecrawl (+3, +1 Enemy Loss Rolls if Victorious)
      [Relic Curse] Brinefather's Scalecrawl (-1d3)
      Refined Pician Weaponry (+1)
      Elemental Catapults (+2)
      Magi Blessed Scrolls (+1, +2 Tactics Roll)
      [Relic] Brinefather's Eyes (+2 Defensive Battle)
      [Relic Curse] Brinefather's Gaze (+2 Defensive Battle)
      Bani Bowls (-1 Combat Losses for 2 or more Combat Losses)
      Sacrificial Magic Supply Lines (-1 Size Loss Roll)
      Diresnags (+1 Opponent Size Loss Roll)

      Total: +28 Defensive Combat Roll, -1d3 Combat Roll, -1 Unit, +1 Opponent Size Loss, -1 Combat Losses for 2 or more, -1 Size Loss, +2 Enemy Loss Rolls if Victorious

      Once allies - or at least, neutral acquaintances - the Overvann seem to think that the Sultanate has been weakened. Magi Vecto regrets that he must go to war once again, but he understands the Overvann best. He leads the troops in honorable combat.
    2. [Military] DUEL Magi Arunca negotiates and participates in a duel against the Jintha's champion, over the fate of Les Alps de Sang. (GM APPROVED)
      Magi Arunca [Mil 8]
      Jintha arrives to the shores of Les Alps, hoping it seems, to pull the Kunai's forces away from defending against the Pride's attack. However, they find no Clan soldiers. Only a boat with Magi Arunca and some of the local governing leaders for the region. While the exact story is still left to speculation at this point, the truth soon becomes apparent: Regno does not want to fight Jintha. Jintha does not want to fight Regno. Yet, because honor demands it, the Jintha must do something for fear of the Pride's retaliation if the Volzen broke their word. Magi Arunca will fight Mia Grand. One on one. In a Serene Masara Pride duel of honor. The winner retains control of the region.
    3. [Military] Raise a unit of Legionnaires.
      Recovering from the losses during the fight with Mad King Dafi's foul machinations is not a simple thing. Yet, while mourning the valiant who died, the Sultanate is still able to find more brave heroes.
    4. [Military] Raise a unit of Sea Wolves.
      Recovering from the losses during the fight with Mad King Dafi's foul creatures is not a simple thing. Yet, while mourning the valiant who died, the Sultanate is still able to find more brave heroes.
    5. [Military] Raise a unit of Stormvine Shock Troops.
      Recovering from the losses during the fight with Mad King Dafi's foul dying wish is not a simple thing. Yet, while mourning the valiant who died, the Sultanate is still able to find more brave heroes.
    6. [Military] Raise a unit of Legionnaires.
      With so much distrust among the populace, caused by various wars and a lack of sleep, many choose to find comfort in the military lifestyle that the Legionnaires provide.
    7. [Diplomacy] Attend an Event
      Sultana Venusa refuses to be reclusive. With a guard of Pegasi riding Legionnaires, she flies off to consult with other world leaders.
      Spoiler: Event Sub-Actions
      Show
      • Trade Magi Blessed Scrolls to Ti Linnad for Living Walls, with the understanding that these respective technologies will not be traded outside of vassals for fifteen years (5 Rounds)
      • Trade Lindeen Magi Blessed Scrolls and Enchanted Arrows for War Caster, with the understanding that these respective technologies will not be traded outside of vassals for fifteen years (5 Rounds)
      • Trade the Isles of Lazar Full Course Discourse, Magi Blessed Scrolls, Mass Conscription, Meteorological Navigation, Spymaster, and Salt Wagons for Byonic Tactics and Blood Bullion, with the understanding that these respective technologies will not be traded outside of vassals for fifteen years (5 Rounds)
      • Gift Sfair Magi Blessed Scrolls in return for their kind gift of allowing Regno to borrow the Banner of Unity, to be returned before the turn of the century (year 200 IR)
      • Trade Yondar Camel Cavalry and Spymaster for Headhunting and Magical Indicator
      • Accept the vassalage of Sycoraxistan, with the following conditions:
        • At the next selection of Grand Magus, the Sycorax may choose a suitable candidate to test their magical might for the right to wield the Staff of the Sun.
        • The Sycorax will assume some responsibilities typically handled by the Three Towers of Regno.
        • The Sycorax will answer the call to battle in times of war, and will, themselves, be protected by the Sultanate and their fellow vassals.
        • The Sycorax will build an Embassy in Regno as soon as they are able.
        • New Technologies will be shared freely between Sycoraxistan and Regno, whenever honoring contracts allows. The Sycorax will endeavor to follow all contracts related to Regnan technologies obtained by other countries, and safeguard them to the best of their ability.
        • In order to follow the above stipulation, Regno gifts Sycoraxistan the following technologies:
          1. Expanded Holds
          2. Standardized Currency
          3. Fish Glue Manufacturing
          4. Full Course Discourse
          5. Warded Locks
          6. Decentralized Authority
          7. Mass Conscription
          8. Coatlan Numerals
          9. Bani Bowls
          10. Camel Cavalry
          11. Refined Pician Weaponry
          12. Sacrificial Magic Supply Lines
          13. Surplus Production
          14. Salt Wagons
          15. Dwarven Fortifications
          16. Diresnags


    Roll link 1


    Non-Actions:
    • Allow Vassals to pass through Sultanate lands as needed
    • Resist conversion of Initia HCs into any other religion within Regno owned regions
    • Amham Embassy
    • Izbefe Embassy
    • Clanlands Embassy
    • Dvalta Embassy
      • Formally request whatever aid Dvalta can spare to protect Thae Guceart from the attack of the Overvann and those from Whern. Even if it's something as simple as trying to cut off a supply route.
      • Trade Elemental Catapults for White Sails Phalanx
    • Khirus Embassy
      • Formally request whatever aid Khirus or it's vassals can spare to assist in the unprovoked attack from the Overvann, even if it's something as simple as trying to cut off a supply route.
    • Karys Embassy
      • -Currently Defunct-
    • Theocracy of Coatl


    Spoiler: News and Rumors
    Show

    • Tacere and Privire are twelve years old. They both choose to have the First Rune placed upon their brows, and to almost everyone's surprise, Tacere is extremely talkative, mentally speaking. After nearly twelve years of relying upon her sister to speak for her, Tacere finally has the chance to communicate directly with others... and many in her presence find it a chore to be nearby the formerly mute chatterbox. Privire claims that her tattoo hurt when obtaining it, and many wonder if she has already found her limits for Initia in just the first rune. The younger twin turns her attention towards economics, and seems to excel. Tacere, on the other hand, is already excited to start learning more magical things, and takes every chance she has to 'speak' with the Sycoraxistan leader, Caliban.
    • Rumors of Queen Sigyn and her distrust of the various world dragons reaches the Sultana, who reportedly frowns at the information. Sultana Venusa seems to place full faith in her friend, vassal, and fellow monarch, as no overt actions come to pass as the revelation. After all, many in the Sultanate are celebrating the confirmed death of the Mad King Dafi, and attributing a lot of the victory to Queen Sigyn's valiant army for starting the charge to finally end him. There is even a growing faction in Avegan's leadership that wants to try and mend the rifts between the Izbefe ruler and the region.
    • There's a bit of an ambassadorial snafu in Ti Linnad; the current ambassador to the kingdom said the wrong thing at the wrong time to the wrong person. Details are sparse, but ultimately, the ambassador is quietly recalled and replaced. Ambassador Jirlax is a Harentse - a Jherki Lizardman - and finds the people of Ti Linnad charming... though the Diplomatic Headquarters in Regno has lodged complaints that Jirlax's handwriting is atrocious and his reports are supposedly hard to make out.
    • Dafi, the Mad King, is dead! The Sultanate rejoices as one of it's biggest embarrassments - and dangers - is finally removed from Emjata. There is a long period of mourning, however, when it is revealed that many died in the assault on his stronghold. Many people wonder if Wazham and Binpultry will ever be the same again, and there are many within the Construction Guild whom volunteer to assist in rebuilding the region.
    • The Sycoraxistan Ambassador and his assistant continue to live, and seem to be developing a written guide for other visitors. The first rule seems to be "When in Sycoraxistan, do what the Sycorax tell you, no matter how silly or embarrassing. Better to be embarrassed than dead." The second rule is apparently just as important: "If you don't know, ask. If you think you know, ask anyways."
    • Regno children are developing a weird game involving various hand gestures. Apparently, you can play at any time so long as you lock eyes with someone else who knows the rules and can see their hands. Older Oamenii are still trying to learn how to play, but the rules seem to keep changing. The fact that it is happening all over the Five Cities of Regno - and that the changes in the rules seem to be consistent - is actually quite bothersome to those who realize it. Scholars who aren't scoffing at the weird hand gestures are rare... but worried.
    • Alteto Yaldean Sortis Regno in Jintha has been promised that he and the local Ambassador are free to leave the region at any time, but choose to remain. The current Heir to the Sultanate sends messages to his sister and ruler, claiming that there seems to be a split faction among the Volzen. Those whom was to remain friendly with Regno, and those whom are afraid of something worse than Regno's displeasure.
    • The Ambassador to the Overvann returns home. Both of his arms are in slings. It seems he tried one last time to arm wrestle his way to seeing various military leaders of the warriors, and though he succeeded at speaking with some, each leader's guards insisted on arm wrestling him. Over and over. He eventually stumbled upon one that had been... afflicted... and the transformed guard wasn't going to hold back, resulting in the first arm being broken. With regret - and a not inconsiderable amount of pain - the Ambassador and his own Legionnaire protectors use some Pegasi to return home. For some reason, this angers several Overvann, and one throws a very large rock which hits the Ambassador in his other arm. The pain, or so the story goes, was enough to make him pass out; his Legionnaires decided that it would be best to return to Regno, and they were already mostly there before the Ambassador awoke again.
    • The Academy in Azenhal seems to be losing popularity, and is making requests of Guildleader of Education, Arata Doceo, that they be given more techniques and skilled teachers to better support the local political allies of the former Concordance - now called the Cinder Queen's Fangs - and the (now shattered) Republic of Khirus. Guildleader Doceo does send some new teachers, but a few of them seem to be very inquisitive towards the new developments within Azenhal; particularly those related to the Cinder Queen and the suddenly broken Republics. Some people within the Three Towers are also noting that Guildleader Doceo still looks young, even for an Oamenii.
    • The Eyes and Hide of 'Gxe'dhok are causing quite a bit of havoc, and the mostly peaceful people of the Sultanate are all on edge. Many volunteer to become Legionnaires just to be shipped towards one war front or another, in the hopes of getting away from the unusual disquiet that is caused by the now - clearly - cursed objects. Sultana Venusa is rumored to have always been vocal about her opinions that the dragon remains should never have been in the Sultanate to begin with, but in this, even the Grand Magus could not - for the past decade - sway the minds of the other leaders within the Three Towers. Now, though...? Now, many others seem eager to find some kind of solution, and turn to their Sultana to deal with the matter. Something Venusa is quite willing to do...
    • After further investigation, and through various different Ambassadorial channels, Regno has reason to believe that the somewhat aggressive buyouts in the last few years of Sultanate property from the otherwise defensively minded Volzen were made in an effort to prevent the Pride from attacking their shores. The Sultanate traded fierce economic blows with Jintha and came away even; or perhaps a little worse for wear. Many merchants - but not Military - of Regno have sworn to get back at the Volzen when next they meet in the markets. Most of the Legionnaires seem to blame the Pridelands for involving others; after all, the Sultanate taught the Serene Pride how to conduct Economics. This was akin to them forcing someone else to take their final exam for them... a serious offense if there ever was one, for a nation of scholars.
    • While originally going to attend the talks regarding Dragons in Lazar, it surprises many that Sultana Venusa doesn't show. Instead, only Magi Vecto and a small contingent arrive. At first, this information is alarming, but then the Lesser Dragon form that is their Sultana is spotted near Les Alps de Sang, circling around and around until she is met by the much larger form of her Consort, the Father of Silence, Vahi'huj'i. According to reports, the two fly together for some time. When asked about the matter later, after she returns to Sortis, Venusa merely smiles and indicates that she was just talking to her love, after a long time apart.



    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 8 8 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 1 1 0
    End of round 29 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Military


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Regno 'Owned' Religious Centers: 11
    Total Number of Initia 'Learning' Centers: 28
    Total Number of Initia Holy Orders: 3

    Regno Controlled Trading Posts:
    • Bani - Region 8, TP #1
    • Bani - Region 8, TP #2
    • 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
    • Ships - Region 6, TP #3
    • Medicinal Herbs - Region 89, TP #2
    • Beer - Region 92, TP #1
    • Millet - Region 5, TP #1
    • 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
    • Stonewood - Region 108, TP#2
    • Pegasi - Region 21, TP#3
    • Gxe'dhok Hide Hard Metal - Artifact
    • Hlaali Bark - Region 56, TP#1


    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]
    • Wingknights [Cavalry]
    • Enchanted Arrows [Ranged]
    • Enchanted Catapults [Siege]
    • Aerial Bombardment [Tactics]
    • Surplus Production [Siege]
    • Salt Wagons [Supply]
    • Signal Lamps [Tactics]
    • Standardized Fortification [Siege]
    • Dwarven Fortifications [Siege]
    • Wave Bombing [Siege]
    • Diresnags [Traps]
    • Prayer Seals [Armor/Ward]
    • Stochiophraktoi [Cavalry AND Ranged Weapons]
    • Sedellan Armor Coating [Armor/Ward]
    • Coin Armor [Armor/Ward]
    • Magi Blessed Scrolls [Divination]
      .
    • Feth Dens (Destabilization)
    • Meteorological Navigation (+1 Exploration Rolls)
    • Obsidian Fire [Siege]
    • Inyoni Skyfarers [Live Weapons]
    • Black Blood [Tactics]
    • Impaler Palisades [Traps]


    Military Units:
    • 1 [Legionnaires]
    • 1 [Sea Wolves]
    • 2 [Stormvine Shock Troops]
    • 1 [Avegan Warband]
    • Magi Vecto [+8 Mil General] {Very Old; Soon to Retire}
    • Magi Arunca Newbess [+8 Mil General]
    • Magi Rubrum Nisip [+8 Mil General]

    Last edited by Gengy; 2018-12-30 at 05:25 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 my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  2. - Top - End - #662
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance

    Round 20 (187-189 IR), regions 106 (Sfaïr), 102 (Cesaria)
    Dame Elena Blanc


    Actions:
    1. [Diplomacy]Attend the Second Dragon Council in Lazar
      Spoiler: Subactions
      Show

      Give a unit of Steppe Wolves to the Crescent Company so that they can take the new base in Sfaïr.

      Give Yondar Surplus Production and Warded Locks in exchange for Diplomatic Expedition and Headhunting.
      Give Ti Linnad Magical Indicator in exchange for Decentralized Authority.
      Give Varjik Magical Indicator and Refined Pician Weaponry as thanks for their gift of 5 technologies.
      Give The Banner of Unity to Regno, to be returned as per the agreement
      Give Lindeen Refined Pician Weaponry, Magical Indicator and Warded Locks.

      Give Refined Pician Weaponry and SMSL to CSC in exchange for favors, unless they already have it.

      Through Leader Elena's negotiating skills, Sfaïr has obtained many technologies from foreign nations at the diplomatic meeting in Lazar. It's the dawn of a new age for the small nation. Although Dame Rosagund did not attend the event, she sent a legion of Rúgari soldiers to the nearby Lascienmo to fulfill the promises made to the Crescent Company.
    2. [Economy]Buy out sheep TP 102.2 2d6 + 5 stat + 1 CSP + 2 self support Roll: 16
      With Sfaïr having demonstrated its might all the way across Uhraiya in the last years, Cesarian merchants are now more willing to trust its peculiar government system. Sheep meat, wool, and hooves are all imported to fuel Sfaïr's new technologies, and as a side effect, Death Sheep herds grow somewhat rarer in Cesaria.
    3. [Military 5]Military Specialization: Legacy of the Conqueror (Inc. die size when fighting with allies)
      As the leaders of Sfaïr and Varjik grow closer (see this round's event for reference), so do their nations. There were remnants of Avakonian culture in Sfaïr before, but now different, perhaps more well-preserved aspects of it make their way into Sfaïr through merchants, diplomats and migrants. Even some Dejanists migrate to Sfaïr, where they're relatively well received, as they believe in one god, like Abhidics. This influence of Avakonia-like culture is so great that military tacticians, among them Dame Rosagund of Rúgari, begin to experiment with tactics recorded in the Empire's histories. For example, the Empire often fought alongside many allies. Now that there is a base of the Crescent Company in Sfaïr, now that Sfaïr has made many allies, there is good cause to think that from now on Sfaïr will always be fighting under many flags, like the empire did.
    4. [Economy]Buy out dragonsteel TP 72.2 from SMP 2d6 + 5 Econ Roll: 12
      Regno calls for aid. Sfaïr will not deny it, especially if Regno is fighting against leonine supremacists who would probably want to erase Sfaïr from the map if they could, and the Sfaïri can help in a way that also benefits them while not putting themselves at much risk.
    5. [Diplomacy]Claim 107 using intrigue claim fabricated last round 2d6 + 5 (using liege Archon Atraxi's score) Roll: 16 (+ support?)
      The preparations are complete. The Tëhlër̨khët diplomats, led by Sir Isernbriser, set out to the north to convince the tribes to take up Sfaïr's system of governance.


    Non-actions



    News and Rumors
    • The Inyoni people settle in Sfaïr after escaping their doom in Bovalia. They are mostly nobles, and although they lost their lands, they are still wealthy, so they settle primarily into the well-developed cities, like Súthburg (including the Foreigners' Quarter!) and Andavenpolis. The numerous political connections the cities have are used to raise awareness about the Inyoni situation, both at home and in foreign lands. Elena takes a liking to Kisa Redtail, whose family remained in Bovalia, and makes her her aide.
    • After the unexpected influx of preaching Jalyeong Bo priests, a religious truce with Whern is made. They will not force their culture on the Sfaïri, and in return, Sfaïr will have the Tëhlër̨khët contribute to Whern's religious project.
    • That the dragon remains are cursed is rather unsurprising in retrospect, but either way, Elena formally sends her condolences to the Sultana. The long winter is deemed to be more dangerous to Sfaïr, and plans are prepared to stockpile wood and ward the winter off at the narrow isthmus between Regner and Inyaka.
    • Elena does not consult the Governors as much as her father used to. However, a different body forms around her - The Spiegelaces, a mysterious network of spies who carry out her less popular commands. They identify themselves by small blue statuettes.
    • Some are afraid what the assassination of Illeard and the general state of upheaval in Ti Linnad will bring. There are calls to modernize the army to bring more security to Sfaïr and Elena answers them by negotiating the acquisition of key military technology from other nations.


    Spoiler: Ruler
    Show

    Dame Elena Blanc (born 164)
    Diplomacy 3 + 1
    Military 5
    Economy 5 + 1
    Intrigue 5
    Faith 2

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

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

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

    Generals (1)
    Berchar the Walking Wall 6

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

    Relics:
    Banner of Unity(?): -1 size loss in coalition battle

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

    Graveyard:
    Died 166 IR in battle with the Tëhlër̨khët, killed mostly by the Skyfather
    Steppe Wolves 1st
    Steppe Wolves 2nd
    Elven Longbow
    Andavenpolis Volunteers
    Alliance Guard
    Died in battle with region 103 natives
    Sir Gerold Blanc (former ruler)
    Defenders of Súthburg
    Rúgari Avengers
    Elven Scouts


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

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

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


    Spoiler: Technologies
    Show
    (6)
    Warded Locks (Hard Metal)
    Fish Glue Manufacturing (Hooved Animal or Fish)
    Surplus Production (Two Pairs of Resources)
    Magical Indicator (Farrana)

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


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

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


    Spoiler: Owned TPs
    Show

    64.1 Mrazite (Antimagic)
    80.2 Malachite (Gem)
    101.2 Sweetwine (Crop)
    8.4 Bani (Magical material)

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


    Spoiler: To do
    Show

    Saved actions:


    Great project - fortify Clear Sky Pass

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

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

    Transport and reconstruct the statue of Dejan from Ŕidiŕ.
    Become Merchant Prince (10 TP)/Great Kingdom (102,103,106,107?)
    Get a tech for every slot (The Stochiophraktoi seems like a nice one -> get bronze?)
    Make an artifact crown made of every precious metal and gem.

    Last edited by Corona; 2018-12-30 at 06:04 PM.

  3. - Top - End - #663
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread



    The Great Kingdom of Varjik
    Liege of Karys

    Illuminant Jaine Anivine Kren El Sira the Queen of Thorns
    Diplomacy: 6
    Military: 7
    Economy: 3
    Intrigue: 5
    Faith: 10

    Actions for Round 29 (Rolls)
    • [Economy] ] Purchase Unowned Kansett (R24 TP2) to be given as Dragon Tribute [Roll: 14 - Success]
      Buyout supported by Theocracy of Coatl!
      Years ago the dragon gave out a list of materials that she desired. A list that Varjik worked with but once, and then... Stopped. They have not given tribute since, but still they have given more than their neighbors in turn. Finding themselves accidentally in the dragon's favor, Anivine chooses to push this further. To truly earn the Spellfather's favor by completing as much of that list as she can. In talks with merchants all the way from Coatl, she organizes regular shipments of Kansett be brought to the lair of her dragon. This should keep her satisfied for some time once again; and it is pleaded by Anivine upon delivery to spare the Karysites where she may. They but wish to be free, as all people held captive do - captive or not. She claims to the dragon that she does not wish to be free because she sees their relationship as a partnership as opposed to servitude. If the dragon agrees is yet to be seen.
    • [Economy] Purchase Unowned Living Ivory (R81 TP1) to be given as Dragon Tribute [Roll: 14 - Success]
      Adding +1 from Fish Glue for a total of 14 from 13
      But the desire to only guarantee safety from the dragon is outdone by the desire to overwhelm the dragon with offerings - to win her over to the side of Varjik, and make her enemies that threaten their lands a threat to her well-being as well. Dvatla has never encroached on Varjik's land nor shown a desire for war with the Jaine, aside from supporting the Inkia rebellion some years past... But that is forgotten now. It was not enough to make enemies of the aspiring imperial successors. To continue to war with them would be a waste of resources when the ominous Dark Mirror amasses power immediately to the east. Vampires openly prowling the streets cannot be suffered to be allowed, and if the Cinder Queen will not control the wicked intentions of those in power beneath her, then it falls to Varjik to bring glory and light to them instead - As it seems to always do... Troops mobilize around the border with Khirus, prepared for battle. It seems that all that's missing is a formal declaration of war. One way or another, from east to west the dragon receives tribute from the merchants of Varjik; and Anivine is told that those loyal to these beasts are rewarded...
    • [Diplomacy] Attend the Second Dragon Council
      - Give Camel Cavalry to Yondar and Sfaïr
      - Give Dwarven Fortifications to Sfaïr
      - Give Hard Iron Armor to Sfaïr
      - Give Salt Wagons to Sfaïr
      - Give Violet Oath to Sfaïr
      - Receive Magical Indicators from Yondar
      - Receive Magical Indicators from Sfaïr
    • [Diplomacy] Claim Altessa 1/2 [Roll: 13 - Success due to support from local rulers!]
      Finally, the rightful heir of Altessa is returned to his throne. Now loyal to Anivine from all the time he spent in her care, when she offers to bring him into the fold for her empire he is quick to agree. His court, recently having been returned their freedom, are slower to concede... But with Mila around and the seeds of republican ideals still strong, he convinces them that they will need all the help from Varjik that they can get. Progress is slow, but re-integration should finally be possible under the guise of 'Lady Sevna of Altessa,' who will be given a place in the court of thorns if she remains loyal.
    • [Economy] Build OMC Base in Derokar [1/2]
      The idea of making a major trade port of Derokar's meager tribal lifestyle seems laughable to most historians, but the abundance of Violet Ash in the region can allow buyers to know that their vendors are telling the truth about their product in a quick and cheap way. Markets established in the region utilize this to set up the area as the 'Honest Port' of the world, where scamming is nearly impossible and the coast is protected from piracy by the Firethorn navy. Its proximity to Avakonia and Raesija and access to many major empires by sea once served as its disadvantage, for a secluded tribal nation looking to live in isolation - but as the start of a trading empire and potential world port, could turn it swiftly from rags to riches.
    • [Economy] Build OMC Base in Derokar [2/2]
      Receive Sedallan Glass from the OMC as payment for completing their base (R58 TP3) and complete the arrangement with Fox-Paw!
      After the port is complete and years of construction are accomplished for an entire section of the bay dedicated to the Omanush Convoys, Fox-Paw, new leader of the Inkia tribe, may hopefully find forgiveness owed to his people for their slaughter to be repaid by Varjik, though the Kunai had given them nothing in turn. With their loyalty ensured for the first time in the history of the empire, fear of clansmen revolts simmer down and prejudice against them as the uncivilized part of the Avakonian begin to vanish. ...Not only that, but now the Omanush need to uphold their end of the bargain, where they pay for their base's construction by rerouting the Sedellan Glass from Varjik to the government's control in the Aspen Heights. Treacherous magic-users may once again be hunter with full efficiency...

      But first, they must deal with Mila.

    Non Actions:
    Allow passage for troops from Karys & Dvalta
    Reminder for +1 Faith for Anivine's Heir

    Spoiler: News and Rumors
    Show

    1. Oluard Marankett, natural scientist does some investigating. This time on the focus of the Spellfather's blood after her battle with the Cinder Queen. It is claimed to be extremely dangerous and potentially corrupting, and is thus kept under constant watch... Finally deemed to dangerous to continue study, it is brought into the caves where the dragon lives and returned to her, to do with as she seems fit.
    2. Varjik expresses its horror at the expulsion of the Khirese senate's collapse. They may not have been allied in the past by any means, but reports tell of unrivaled brutality and bloodlust, of vampires roaming the streets, and terror in the eyes of the people. Anivine may soon be on the march to finally liberate them from their sinister overlords. It seems that such is inevitable when massive deployments of infantry are sent to the Khirese border... Waiting for a call to war.
    3. The creature that Anivine has received from the dragon has received a name! Jasper. Without most of her family with her in the capital she is said to be very lonely. Even with their two nations at 'war,' Anivine takes no other lovers and sends messages by way of air to her husband and children wishing them well and keeping them updated on how events tend to go, and how they would be welcome in Varjik if they so wish to return. Even if she would need to keep them under guard wherever possible for fear of spycraft...
    4. Karys, impressed with the defense of Avakonia, is ready to complete their deal with Dvatla from many years past and vassalizes to the great nation that controls the imperial capital. Though Anivine wishes to follow, which she is not afraid to admit, she says that she is not ready to take upon her nation the consequences that the dragon would impose on them. Vassalizing to a kingdom of dragonslayers while a dragon basks on her front lawn would be 'dumber than waging war against all of the empire with only a single regiment of tribesmen,' according to Darria, right hand of the Jaine.
    5. The Kingdom of Varjik is fully stable and healthy despite all the misfortune that strikes upon all the nations around them. It makes Anivine careful, knowing that with the world in such a state only one wrong move could be the difference between having her palace turned to Mrazite by the Spellfather, a fullscale war with Dvatla, or provoking her court into another rebellion - And they would not underestimate her a second time. Thankfully, the loyalty of the Court of Thorns has so far proved infallible.
    6. Young knights come to Lord Pyras of new Lijas and ask to serve him in exchange for a portion of his power. He attempts a similar transfer to what Anivine granted him with her permission, but they find themselves with the ability to siphon mana like their lords do. It makes them just the opposite - Desperate and dependent on it like a man needs food to keep living. But in turn it seems to grant minor abilities of other sorts. Be them enhanced bones, or the ability to gaze into the area and see sources of mana with their own eyes. One way or another, this addiction makes them more challenging to put out in a fight, and the ability for the Lords of the Court of Thorns to take Knights to themselves with these powers is very popular. Anivine's elite Kalorés are among the quickest to embrace this change.
    7. The queen's death in Karys is commemorated with an elaborate ceremony in Varjik, where Anivine requests that their nation remain free of the need to provide dragon tribute in the future. She says that she will handle it in turn for them, so that no more tragedies of this nature befall their people. Privately, she promises the ruler of Karys that if in their boldness and cunning their earn Dejan's favor, they will be free of this oppressive claw soon. But before they strike, she will attempt to tame her from within. As partners, not servants. A change as that could turn her from an enemy that needs to be eventually overthrown to an asset that the two nations can turn to to rely on, and her to them in turn.



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


    Spoiler: Stats
    Show

    Military Units: 5 (Altessa's Royal Army, First Sedellan Knights, Riders of Bysthia, The Silent Guard, Draconic Enforcers)
    Mercenaries: 0

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

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

    Military Specialization:
    [The Eleventh Hour] Increase dice pool from 2d10 to 2d12 when fighting in a capital region.

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

    Military Technologies:
    Sedellan Armor Coating [Sedellan Glass] +2 VS magical tech.
    Sacrificial Supply Lines [Crops] -1 Size Loss Roll
    Obsidian Fire [Obsidian Glass] +1 to Defending
    Diresnags [Labor] +1 size loss roll (unpreventable) && [Secondary] +1 distance loss roll (unpreventable) (both for enemy)
    Camel Cavalry [Camels or Horses] +1 to Battles
    Mass Conscription [Food] - After 4 units are spent raising troops, each subsequent action raises an additional troop. && Secondary [Food x2, Labor, Preservatives] Triggers after 3 actions are spent
    Refined Pican Weaponry [Iron OR Bronze] +1 to Battles
    Bani Bowls [Bani/Bani, Cloth, Alcohol, and Wood] Reduces combat losses by 1 if 2 or more Combat losses occur/Reduces losses by 1 if 2 or more losses occur (Tiers do not Stack)
    Prayer Seals [Enku and Writing Materials/2 Magic Writing Materials & 2 misc. Writing Materials] +2 to Leader Loss Rolls/+1 to battles that have a leader
    Standardized Fortifications [Stone / 3 Stone] Fortifications GP takes 3 actions instead of 5/+1 defense roll
    Dwarven Forts [Stone / Stone, 2 Food, Preservative] +1 to defending / +1 to fortified regions & -1 size losses roll
    Hard Iron Armor [Iron] +1 to Battles

    Spoiler: Mil tech color to slots
    Show

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


    [GP effect: Ability to spread the gift of the Siphoner among the Court of Thorns]
    [Miracle Effect: Grant Dejanic Followers +2 against magical techs if the Emperor's Oath is sworn]

    Generals: None

    Economics Technologies:
    Violet Oath [Violet Oak] +1 Against Secret Actions
    Salt Wagons [Preservatives] +1 Unit Cap
    Surplus Production [3 Resources of the same type] Use E5s to increase resource from great to grand
    Fish Glue [Fish or Hooved Animals] +1 to 1 econ action per round

    Capital: Aspen Heights
    Secrets Whispered: 3
    Resources Required: Foreign Workforce
    Resources controlled: Violet Ash (R53, TP1), Slaves (R78, TP2 & TP3), Salt (R67, TP2), Textiles (R59, TP2), Verdant Wine (R52, TP1), Obsidian Glass (R40, TP3)
    Embassies: Avakonia?, Azenhal, Karys, Dvatla
    CC Bases: [R58 - Varjik]
    Last edited by Zayuz; 2018-12-28 at 04:41 AM.
    "What is to give light must endure burning."

  4. - Top - End - #664
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Fëkälis II
    (Round 29: 187-189 IR)

    Actions
    1. [Diplomacy 10] Make Cultural Identity Permanent: Theocratic Origins (Conversions)
      Over a century ago, the priest Gëghzäk of Hüpägh seized power in the D̨vatla Valley. Even while the priesthood and the royal court grew apart, they could always rely on close cooperation from each other. Priests consistently proved their worth to the court, both in providing divine support but also by providing well educated ministers and bureaucrats. As their kingdom expanded, more and more foreigners came under the rule of the D̨vatlan kings. Distant lands with foreign ways and strange gods now owe loyalty to the court in Khlıghat, a court which is well aware of the usefulness of close cooperation with the priesthood. Even as Tëlir Geza is spread in the new lands by priests working for the kings, they have cultivated close ties with influential followers of the foreign gods. Faith is a powerful force, and ensuring that power works in unison with that of the king is just as valuable for a burgeoning cosmopolitan empire as it was for a culturally united petty kingdom.
    2. [Diplomacy] Recruit Mercenaries (6 units for 2 favors)
      Years ago the Company of the Crescent was promised support in establishing a stronger presence in the lands under D̨vatlan overlordship. Now the Company is invited to send representatives to establish a presence in the old royal capital of Leszkow in Zachodnie. A significant amount of land not far from the city is set aside for the Company, and they are granted the rights to establish a stronghold there. Unfortunately, unexpected shifts in the war in the south delay D̨vatlan contributions to the work required to actually complete the stronghold. Instead, the Company is requested to once again provide its support and is promised privileged access to technological and tactical innovations in exchange for its continued support and patience.
    3. [Military 10] Technology: White Sails Phalanx
      The free citizens of the League of White Sails may be turbulent people, but they are hardy and fiercely defend their home cities and their freedoms. Despite the constant, churning shifts in power in the League over the past decades one thing has never changed: the pike formations of the citizen militia punch well above their weight. With war once more spreading across Emjata, the D̨vatlans take a closer look at the pikemen of the League. Adopting much of the League's equipment and tactics, and adapting it to both their own style of heavy spearmen and their advanced metallurgy, the D̨vatlans develop a new variety of phalanx. They remain as vulnerable to being out-maneuvered and destroyed as any phalanx formation, but with the proper support they promise to provide an indomitable center for the D̨vatlan battle lines.
      • Slot: Close Combat Weaponry
      • Reqs: Hard Iron Armor and Wood
      • Effect: +2 to combat roll
    4. [Military] Invade Region 67
      A veteran of Raesija and Palanam, Ghicadoca turns south again for [Region 67]. Located in the core imperial territory along the Pellocian River, its liberation is declared a necessity by many in Avakon. Already wildly popular in the former imperial capital (having commanded the defense of the region), the Islander stokes his popularity by declaring he will not rest until the vampires, dragon worshipers, and other unnatural monsters are driven back out of civilized lands and into the dark hell of Palmor they emerged from.
      • 4 units
      • Ghicadoca (M9)
      • Hard Iron Armor, Camel Cavalry, Pician Weapons, Bani Bowls, Enchanted Arrows (+4, -1 combat loss)
      • Total +17
      • Path: 50 (west coast to avoid the storms) - 49 - 65 - 66 - 67
    5. [Military] Invade Masdoli (Region 47)
      Once under the rule of Avakon, and then for decades the Whitefeather Empire, Masdoli now lies under the dark shadow of Khirus. Perwin Redtail is thanked for his oaths of loyalty, and departs with a significant part of the D̨vatlan and Avakonian armies, flying the triple banners of D̨vatla, Avakon and Whitefeather, to begin the liberation of Palmor
      ...
      But only for a short time. Before long, word arrives of an unanticipated Khirese army marching towards what appears to be a second invasion of Avakonia. Sending a small part of his forces onward under the command of the Avakonian captain Dragomir to harry and disrupt the Khirese, Redtail turns back to prove his boast of unparalleled military prowess.
      • 1 unit
      • Dragomir (M7)
      • Hard Iron Armor, Camel Cavalry, Pician Weapons, Bani Bowls, Enchanted Arrows (+4, -1 combat loss)
      • Total: +12
      • Path: 50 (west coast to avoid the storms) - 49 - 65 - 48 (lake coast to avoid storms) - 47 (lake coast to avoid storms)
    6. [Military] Defend Avakonia (Region 51)
      Upon his return to Avakon, Perwin Redtail finds his forces joined by the mercenaries hired from the Company of the Crescent and readies his joint army for another defensive campaign.
      • 10 units (4 D̨vatlan + 6 mercenary)
      • Perwin Redtail (M10)
      • Tëlir Geza 5 HC bonus (+1)
      • Hard Iron Armor, Camel Cavalry, Pician Weapons, Bani Bowls, Dwarven Fortifications, Enchanted Arrows (+5, -1 combat loss)
      • Military Specialization
      • Total: 2d12+26


    Non-Actions
    • Trade White Sails Phalanx with Regno for Elemental Catapults, with the understanding that both are to be considered restricted with respect to further trades


    News and Rumors
    • In the wake of the battles and victories in Avakonia, celebrations are held across the region. Zarikos and his soldiers from Varjik find themselves immensely popular, while plans are quickly begun to build several impressive monuments to those from Izbefe who died in the fighting.
    • The destruction in Karys is met with horror, especially by the veteran soldiers who saw Pellos firsthand. Public opinion of the Karysites among the D̨vatlans, which had been harmed by their recent neutrality, is significantly improved by a feeling of solidarity.
    • Similarly, word the arrival of the Spellfather in Varjik provokes a combination of anxiety and belligerence in Avakonia. Zarikos's support for their defense has inspired a common opinion that Varjik is a true and worthy successor to the old empire, and the threat hanging over their heads is widely declared to be a threat against all Avakonians.
    • There is reported to have been a massive collective sigh of relief among the D̨vatlan nobility. Previous disappointment that more of an effort to grab an (undeserved) piece of the spoils of the Brinefather's death turns to a mixture of relief that none of the cursed relics were brought east and concern over the consequences of the strange happenings in Regner.
    • The Marasa invasion of the Kunai elicits a cautious and uncertain response. D̨vatla had so far had little significant dealings with the Kunai, but they were now vassals of Regno. Though nobody is eager to say it (given the old alliance with Regno), there is a widespread feeling that the Marasa are going to inevitably be at war with someone, and the Kunai being the unlucky target might be the least bad possibility for D̨vatla.
    • Overvann's invasion, on the other hand, is denounced entirely. There is much regret that the past hope for friendship and alliance with Overvann seems to have disappeared. Too occupied with their own war, the D̨vatlans can do little but watch and hope their allies emerge victorious.
    • The Cinder Queen's army's invasion of Lascienmo is seen as a fortunate misfortune. Though the death and devastation that will surely follow will be a great sorrow, there is hope that a great coalition against the dragon will rise in the east and quicken her fall. As with Regno, the D̨vatlans are unable to provide any real aid to the Linnadi, though they consider the two conflicts to be two theaters of the same war.
    • In late 187 IR Fëkälis's health takes another turn for the worse. S̨anedbzıtl is summoned back north from Avakonia, causing rumors that the king is preparing for his own death. Since his only son is still only twelve years old, there is some debate over whether the crown should instead pass to his brother Khäsglis. In the end there is likely some truth to the rumors, as shortly after he arrives in the capital S̨anedbzıtl joins Khäsglis and the young prince Däfikä in ascending the Great Ziggurat to perform the rituals associated with the passing on of kingship. Däfikä is recognized as the rightful heir by the other princes and the priests who accompanied them and it is agreed that Khäsglis will act as his regent until he comes of age if necessary. Fëkälis never recovers, and by the end of the year has died, leaving his son to be crowned king as planned.
    • In the years that follow, D̨züssätt's health beings to decline as well. With no sons of his own, it becomes widely speculated that he would divide his kingdom between his sons-in-law since his daughters had married into prominent local noble families. Instead he recognizes his greatnephew S̨anedbzıtl as his heir, and the prince returns from the north.
    • The D̨vatlan royal court is said to be displeased with Sfaïr. Rumors claim that an unfortunately worded letter written to the young king Däfikä is the cause.


    Fëkälis II New Ruler Next Round!

    Diplomacy: 10
    Military: 10
    Economy: 8
    Intrigue: 2
    Faith: 10

    Increase: Diplomacy and Military (x2)

    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 Glen Gwitna
    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 Karys Abhidi Tëlir Geza Abhidi (Satt) Tëlir Geza
    Perivan 15 Blackrock (Open) (Open)
    XX
    Tëlir Geza Tëlir Geza Jalyeong-bo (None)
    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 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 Holy Order
    Iadesh 7 Regno Camels Regno D̨vatla
    XX
    XX
    Initia Initia Jalyeong-bo (None)
    Regno 8 Regno Bani Regno Regno D̨vatla Sfaïr Initia Initia Initia Initia
    Glen Gwitna 23 Gwitna Redcedar Wood Gwitna D̨vatla Lazar
    XX
    Coatl Coatl Coatl Coatl
    Deaux 56 Regno Hlaali Bark Jintha Yondar D̨vatla
    XX
    Initia Dragon Honmyo (None)
    Raesija 64 Varjik Mrazite Crystals Sfaïri Regno Jintha
    XX
    Dejanism DRAGON Tëlir Geza (None)

    Spoiler: Armies and Technology
    Show
    Units Unit Cap General General General General Military Specialization Cultural Identity
    9 13 (5+7+1) Perwin Redtail (10) Ghīcādōca (9) Dragomir (7) (6) Defending own regions Conversions

    Embassies
    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 Req 2
    Hard Iron Armor Armor and Wards +1 iron - -
    Camel Cavalry Cavalry +1 camels, bhreshi dogs, or horses - -
    Pician Weapons Close Combat Weapons +1 iron - -
    Bani Bowls Drugs/Medicine/Blessings -1 combat loss (min 1) bani Can apply to non-combat loss cloth, alcohol and wood
    Magi Blessed Scrolls Drugs/Medicine/Blessings +1 defending writing material +2 tactics magical powder, lumber and scholarly artifacts
    Dwarven Fortifications Fortifications/Sappers/Siege +1 defending (+2 with GP) stone -1 size loss roll preservative and two food
    Standardized Fortifications Fortifications/Sappers/Siege Fortification GPs take 3 actions stone +1 defending two stone
    Sacrificial Supply Logistics -1 size loss roll crops +1 enemy size loss roll two crops
    Salt Wagons Logistics +1 unit cap preservative -1 size loss roll two preservative
    Enchanted Arrows Ranged Weapons +1 special lumber +1 enemy loss roll bani and cloth
    Currently only one source each of iron, bani and cloth. Thus only one of each group: Hard Iron Armor or Pician Weapons; Bani Bowls (effect 2) or Enchanted Arrows (effect 2); Bani Bowls (effect 1) or Enchanted Arrows (effect 2); Mass Conscription (effect 2), Salt Wagons or Dwarven Fortifications (effect 2) can be used can be used in a given round

    Technology
    Technology Effect Requirement Effect 2 Req 2
    Diplomatic Expedition Allows exploration and colonization precious mineral and either pack animal tech or ship tech Create claim on a revealed region both techs
    Fish Glue +1 (Econ action) fish or hoofed animal - -
    Mass Conscription 2 units from recruit action after 4 other recruit actions food Threshold reduced to 3 regular recruit actions preservative and two labor
    Meteorlogical Navigation +1 exploration air ears - -
    Privacy Tapestries +1 increase reputation cloth +1 secret actions magical powder, gemstone, Himitsu (tech)
    Standardized Currency Support buyouts in own regions regardless of TP owner precious metal or gems Support buyout resistance in own regions two metal/gems
    Currently bani is the only source of precious mineral and camels the only source of hoofed animals. Thus Diplomatic Expedition cannot be used in the same round as Bani Bowls (effect 1) or Enchanted Arrows (effect 2) and Fish Glue cannot be used in the same round as Camel Cavalry
    More resource conflicts should have been introduced, need to do an accounting, and probably make a table...(also I'm counting bani as counting for standardized currency, which might be a stretch)

    Spoiler: Royal Family
    Show
    Fëkälis II (125-187) – King. Son of the previous king Zäklis. Has three daughters (151, 161, 169) and a son
    -Däfika (175) – King, though not yet of age. Son of the previous king Fëkälis II. Deeply interested and highly educated in religious matters, but vain and demanding

    Khäsglis (133) – Däfikä's uncle. Married to Jaine Anivine Kren El Sira of Varjik, though currently living in D̨vatla after leaving Varjik in protest of their cooperation with the dragon. 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. Serving as an important magistrate in Avakon.
    -Tälir (166) – Dutiful, but tends to act quickly and impulsively (unlike his brother). Easily annoyed when people do things wrong and often worried that people will. A competent soldier who fought in the recent Avakonian campaign.
    -Zarikos (169?) – Son of Khäsglis and Anivine. Currently in Avakonia after refusing to obey the Spellfather and fight the D̨vatlans
    -Amerah (171?) – Daughter of Khäsglis and Anivine

    Psëtä (146) – Second cousin of Däfikä; 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)

    S̨anedbzıtl (154) – Grand-nephew of D̨züssätt and son-in-law of Khäsglis. 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. Important military commander in Avakonia, including during the recent invasion. Declared heir to D̨züssätt's kingdom.
    -Fëkälis (178) – Curious, with a strong need to know the truth; outgoing and playful, but with a tendency to put enjoyment over work
    -N̨amodl (180) – Quiet and thoughtful; friendly and easygoing
    -Ken̨ghıtt (180)
    -Zäklis (183) – Inquisitive
    -Khläbkhi (188)

    (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; 2018-12-30 at 06:31 AM.

  5. - Top - End - #665
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018

    Default Re: [EMPIRE4!] IC Thread

    Jintha
    Ruler: Taelia Riveria
    Round: 29 Region: 75, 76, 108

    Times are bad for the Volzen with a war to the north that they do not wish to fight Trade Posts being taken from powers to the east with whom they had no quarrel and a religious shift in Jintha that seems to favour Jalyeong-Bo. The council sit behind closed doors and discusses the current situations when they return a clear plan has been laid out.
    The Volzen managed to reach a deal with Regno that was beneficial for the all the parties involved a Duel is to take place over Les Alpes de Sang where the winner would gain or remain in control of the region. Several conditions were put in place that made it so that Regno was not to assist the Kunai in their battle against the Serene Marasa Pride and the unit that was to meet Jintha in battle went back to reserve, in return Jintha would honour the duels outcome and not press the attack further into Regno lands.
    With the war in the north concluded the Volzen focus their sights on the east where a horrible raid was made upon one of their trading posts. Intel quickly gathers and the economic might of the Restored Karysite Hegemony(RKH) is mapped out apart from the Dragonsteel that was taken from the Volzen they only posses two and plans are made to secure the other two, as the traders set out to leave Ambassador Testudo from Regno approaches Taelia with a request to not purchase the RKH Trade Posts, after a short discussion a deal is made that the Volzen will only reclaim what was theirs and on the condition there will be no more raids they venture to other trade posts.
    The religious conversions of our HC's to Jalyeong-Bo is a shift that can no longer be ignored and the council will need to make a choice stay with Rieba and Coatl or switch to Inita or Jalyeong-Bo the scholars among the Volzen favour Initia while much of the younger generation favours Jalyeong-Bo and the Volzen that are indifferent about religion wish to remain with Coatl Perijanism to not cause any disturbance.


    Actions:

    1. [Military] Duel for Les Alpes de Sang (57) by Mia Grand using heavy wooden armour tech

    The boats draw to the shores of Les Alpes de Sang looking over what would have been a very bloody battle field indeed. As Mia steps of her boat she is only accompanied by a handful of Volzen and Human warriors. The duel will save many lives even if it might cost hers, its has only been a few short years since she became the leading general and this will be her first fight outside of training. Time seems to slow down as she crosses the distance between her and her opponent, Magi Arunca looks every part the veteran he is and after a short exchange the duel start with no intervention of the soldiers until someone submits or dies.

    2. [Economy] Buyout 13.3 dragonsteel from RKH 17

    The raid on the dragonsteel trading post cannot be left unpunished and the Volzen gather the required resources to purchase RKH's trade posts however after Regno intervention the only target that remains is the lost trade post.

    3. [Economy] Buyout open TP 46.2 ships success 19

    Upon request of regno the buyouts on RKH have been restricted to only reclaim what was ours on the condition the raids stop. Instead the volzen put their sights on a Trading post that specialises in ships and with quick negotiations the trade post is secured.

    4. [Economy] Buyout open TP 86.3 copper success 21

    Upon request of regno the buyouts on RKH have been restricted to only reclaim what was ours on the condition the raids stop. What the loss of their only Iron trade post thought the Volzen is that more hard metals are required and they move to but a copper trade post in the hopes to secure tin in the future.

    5. [Diplomacy]10 Make Current CI (increased die size on buyouts) permanent.

    The Volzen have enjoyed the Jintha trade laws over the last few years and decide to record them onto the official historical documents so that they can be preserved.

    6. [Economy] Tribute to the Spellfather success 14

    Once again the volzen load carts that make their way to the dragon....

    Non Actions

    As Regno has not removed the Volzen students from their academy the payment of silver is prepared for their tuition.


    Ruler Stats:

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

    Spoiler: News and Rumours
    Show

    • The current events around Jintha have caused a rift in the population, many are against the more aggressive role the council has decided to play on the world stage and several letters of complaint are received at various local councils.
    • With all the religious conversion in regions controlled by Jintha a religious shift is happening and there are currently three factions supporting Jalyeong-Bo, Initia and Coatl Perijanism respectively.




    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



    Spoiler: Book Keeping
    Show

    List of TP's

    31.1 Azonite
    45.3 Incense
    56.1 Hlaali Bark
    64.3 Mrazite Crystals
    75.1 Huo-Ke Squid
    76.1 Cloudwing Piranhas
    77.2 Silver
    104.2 Ruined Scrolls
    106.3 Platinum
    108.3 Stonewood


    This round
    +13.3 dragonsteel
    +46.2 ships
    +86.3 copper

    Total TP's 13

    Military:
    8 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 x Darak Cavalery

    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 MET).
    Hard Iron Armor ( +1 to battle roll. Iron) RESOURCE REQUIREMENT MET).
    Spymaster (Allows recruiting Spymaster with I5 action Precious Minerals, established espionage group) RESOURCE REQUIREMENT NOT MET).
    Heavy Wooden Armour (+1 to battle rolls. Wood) RESOURCE REQUIREMENT MET).
    Refined Pician Weaponry (+1 to battle rolls. Iron OR Bronze) RESOURCE REQUIREMENT MET).


    Used actions on Taelia Riveria (first ruler)

    Diplo 5 create CI buyout Tp 2d6 -> 2d8
    Diplo 10 Make above CI permanent
    Mil 5 recruit a general Mia Grand (7)
    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; 2018-12-29 at 06:15 AM.
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  6. - Top - End - #666
    Orc in the Playground
     
    kaio999's Avatar

    Join Date
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    Indiana
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    Default Re: [EMPIRE4!] IC Thread

    Khirus
    The dark mirror

    THE COUNCIL OF SHATTERED EMPERORS
    Region 38, 39, 40, 41, 43, 47, 68, 69, 70


    Actions

    1:[RELIGION] The vampiric populace was not some monolith of singular beliefs, and the amount of factions were staggering. The revelation the dragon had unleashed showed the faces of many which would be unexpected. Assistants to positions of power, advisors and powerful merchants controled power indirectly as thralls had over taken the powerful positions and the kindred simply used them so they contained the bulls eye. At least among the Senate, the consul was another matter and there it was revealed over 80% of their number were kindred and so cracks form and the inevitable arises when revelations make it to the public... Chaos. (The Shattering)

    2:[RELIGION] The fang rises and declares the kindred a focus of worship.No longer able to hide ancient priests emerge from the structure which had survived dragonfire unscathed. A being with no name in politics at all is revealed as high priest and the nations powerful necromancer. "Sharamin Gisaram." He claims to be over 400 years old and one of the teachers of Dejan himself. What is truth and what is propoganda is anyones guess, but he reveals his power by bringing his acolytes to Aaenna and declaring himself a savior who tried to turn Dejan from his godless beliefs and was exiled for it. He claims Aaenna was the one true faith and HE created many of its founding documents which is why Abhidism is so strong in the region. The name Sharamin Gisaram is in some Abhidist scripts as someone who spread the faiths foundations, but if he is truly this man or a being simply stealing it for his own power is anyones guess.

    3:[RELIGION] The shattered emperors emerge from powerful domiciles revealing an army of ghouls and servants who have controlled the nation of Khirus since its inception. They are able to easily remove the dragons beacon from their forms but not before the damage is done. This oligarchy is a march of terror and hundreds of citizens die as their blood is pulled from their body by force of magical essence alone and these beings of horror reveal their intentions with terrifying clarity. This nation answers to them now. Khirus is turned into a terrifying sanctum and the senate is murdered, flees or capitulates utterly. The senate is abolished and the building is declared the seat of the council. The palace will continue to house a single leader, but it will no longer be some powerful chancellor but simply "The Voice" a representative of the will of the council.

    The first act of this council was to summon the chancellor and before the entire capital he had his head ripped from his shoulders and his body turned to ash for failing to keep their population safe. So the mask makers come out to play the city falls under the complete control of the once hidden horrors.

    4:[RELIGION] A faction of Republican vampires retreat into the old lands of whitefeather and ally with the kindred there. Even though they were once enemies now the ancients ruled openly and that was terrifying for younger vampires as it meant their freedom would be curbstomped under terrifying, radical power. They find various means to remove the mark of the cinder queen but many are hunted and killed before escaping others flee in all directions as only the most powerful kindred dare stand up or ally with the dragon queen now their ships set course in the hopes they claim Avakon and he can be labeled a hero, or at least worthy to sit at the table with the emperors.

    Even more splinters are caused and vampires take over individual villages or cities and begin to rule them as princes and kings while swearing fealty to the new shattered emporers from afar.

    5:[MILITARY] Counter Attack Avakonia from Masdoli 2d10 Crandis Zasini (9) will march with 9 units+1 from artifacts +5 from (Enchanted arrows, iron weapons, shriekers, Bhreshi) +1 unit loss from artifact +1 unit loss to both Dvalta and Khirus from Shriekers -1 unit loss from supply lines. Crandis with the full military of Khirus does not seek to fight the enemy on their own terms but instead follows the suit of Suicide Sandor. He realizes that Dvalta is currently splitting their forces in half and the vampires have overwhelming odds. The Shriekers probably had not made into Dvaltas conclusions and armed with the mask and the need to provide the land to the Cinder Queen so she can end the chaos plaguing Khirus.

    TOTAL: 24

    6:[MILITARY] 1 unit Blood god. A single ancient has decided he will join the coming battles to protect Khirus, his name is Fathos Bracul, hes amused by these wars and now that they are out in the open he might as well descend from hiding and fight. He is excited to see where this conflcts brings him. He hopes he can be involved with fighting against the new war casters and experiance the horror of war and feed.

    7:[MILITARY] 1 unit The Shriekers are sealed in their containers and their trainers and their mad creators have brought them forward for coming conflicts and theres some obvious madness in their eyes.



    Nonactions
    Attend Event.


    Embassies
    Spoiler
    Show

    Serene Marasa Pride-

    Regno-


    Coatl Theocracy-

    Concordance Republics- Exchange governance over the south Pellocian territories (67) and Atrisia (42) to the Council in exchange for oversight in Masdoli (47) being passed to Xatax's control. Masdoli was threatened most by the storms of the wings in the Uhraiya and Dvatla with demands from the Cinder Queen for other action by the Council it is quickly sought to take on its rule as relief to the Khirese heart, with healthy reinforcement of direct control across their more valued borders.

    -Let Concordance Republics pass through Shattered Emporer lands.





    News and Rumours

    Horrors from Khirus
    • Mattius Fontan is dead...
    • All parties, events and human immigration has ended.
    • Humanity has found itself enslaved throughout the region. Vampires walk the streets openly and they are the only ones wearing masks anymore to warn humans that they approach at their own risk.
    • Elections are canceled.
    • Oh god the corpses have been left in the streets or put on stakes as warnings to the humans.
    • Who is the voice?
    • The fang is now surrounded by soldiers and guards.
    • Business has halted some but the nation does continue to function but now soldiers police everything and merchants are being transformed into vampires in the street.
    • The dragon is hated for bringing this chaos to the people of Khirus.


    World outside the Capital
    • A powerful vampiric king now rules the capital of Razzak, he calls himself Hugo and he is a squat man of under 5 feet but rules with an iron fist. He forced a man to his knees with a word and then ripped out his heart and devoured it in front of the former leadership there. He has made his claim, hes promised the humans if they don't rebel nothing will change their taxes will just go to a new man. If they do rebel, blood will flow and it will be supped.
    • Fresia has a new vampiric prince who has claimed the region for the council. He calls himself Gallilae, he marched in with an army of ghouls took up in a residence and has begun warring with those unstable elements there in.
    • Much still runs as it used to but every province now has "princes" ruling population centers and their surrounding lands and rumors of abominations and monsters flocking to the kingdom is growing.
    • All elections are over, immortal princes rule now.
    • In whitefeather many Inyoni who were trapped have been turned into vampires or enslaved in cages. Their blood is said to be especially delicious and many of their kind have been seen in gilded cages shown off naked and humiliated and vampires feed on their kind openly.
    • Humans have been seen collared or kept as beasts and animals by certain loathsome princes, humans are terrified.


    Rebellion
    • It exists and who knows what will emerge from this new horror?
    • THE END TIMES ARE COMING, THIS HERALDS THE RISE OF THE MONSTERS, FEAR THE UNDEAD, FEAR THE ABOMINATIONS, FEAR THE DRAGON WHO HAS UNLEASHED THIS UPON US!




    Spoiler: Ruler information
    Show


    The Voice???
    Diplomacy 2+1
    Economy 2
    Military 1+3
    Religion 4+2
    Intrigue 1+2

    His Eminence the Supreme Chancellor Mattius Fontan
    Diplomacy 5
    Economy 2
    Military 10
    Religion 1
    Intrigue 7

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



    New Ruler Next Round?
    NO

    Military Units 9/
    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.
    2 unit of Bhreshi riders
    3 units of blood touched 4500 units


    [/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
    Shriekers +2 in combat +1 unit losses for both sides.

    - Close Combat Weaponry: Advanced Pician Weapons
    - Ranged Weaponry: enchanted arrows
    - Armor & Wards:
    - Cavalry: Bhreshi Cavalry
    - Warbeasts/Live Weaponry: Shriekers
    - 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 faith
    +1 mil


    In Memorium

    Supreme Chancellor Mattius Fontan
    Diplomacy 5
    Economy 2
    Military 10
    Religion 1
    Intrigue 7


    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; 2018-12-29 at 12:28 PM.
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  7. - Top - End - #667
    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] MIRACLE (FAITH 10) Create 2 Warcasters The pinnacle of their research is collected over these many years and the inevitable sacrifice is brought on by transforming Vashta Naradas twin children (born from Sir Blanc) into the perfect beings. While these were not gods, but men who could fall on the battlefield (in theory) Macra was touched by two forms of defiled faith into their magic. The first was Xincoatl, half the body had become a twisted temple to the serpent god. With a thought she can run her hand across the battlefield and transform legions into elderly and crippled old men before focusing again and letting them go to final death. The second is initia, three tattoos mark control of powerful fire with the energies to burn enemies alive and reign fire on their foes.

    Rassilion Macras twin brother suffered the more horrible ritual. His skeleton was infused with a spirit of iron, multiple surgeries (followed by intense healing magic) marked up his bone and he brought the spirit of a mountain into his body and contains it with his skeleton now wielding the force of the earth itself to his whims. The pain was terrible but the magics of the mages were able to seal the pain deep in his mind and he remains healthy and strong. They used JB and Rhunic Animism to form this perfect spirit caster.

    Rassilion: 9
    Macras: 8

    2: [DIPLOMACY] Attend event
    Spoiler
    Show
    Negotiate with the nations on technology exchange.


    3: [MILITARY] 1 unit Slave soldiers among the lowest classes ( the non magical) are gathered given simple weapons and used to protect their more valuable counter parts. Lindeen cares even less for their non magical then before due to the transformation of the warcasters and their cults but for now a few more troops aid in the simplisitic conflicts.

    4: [ECONOMY] Buyout region 96 open TP1 Rhune Stones An interest in their magic has Lindeen looking to establish relations and bring in this magical quantity into the research their mandates are engaging in. 11

    5: [ECONOMY] Buyout 115 open TP 2 Magical Reagents They have no idea what it does, but upon hearing about it they go to find it, and lay claim. 16

    6: [MILITARY]1 Unit Slave soldiers among the lowest classes ( the non magical) are gathered given simple weapons and used to protect their more valuable counter parts. Lindeen cares even less for their non magical then before due to the transformation of the warcasters and their cults but for now a few more troops aid in the simplisitic conflicts.

    Nonactions



    Mandates of Magic
    Spoiler
    Show
    Mandate of the precipice: (any attempt to force idolotry in one distinct direction AKA placing two HCs to the same faith) This order of administrators and inquisitors has one incredibly complex job, it is to keep the balance. Currently the three districts of magical learning belong to Jalyeong-Bo, Initia and Orthodox Perijianism. These can change depending on the research of the districts and the populaces fascinatons and magical inquiries into a particular faith so as to claim their essence BUT any attempt to tip that balance and force research and zealous faith is met with the brutal crackdown of the Mandate of the Precipice.

    Mandate of the artifice: All temples within the confines of Lindeen will within the next 6 years bare a means of practicing practical magical theory. Worship is second to evolution of birthing magical manifestation.

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

    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.

    The two districts of (region 102) are currently:
    Jaelyong-Bo- Investigate more cerebral and less defined spirits, work on summoning these strange spirits of war, hate, love, sex etc.
    Rhunic Animism- Learn more efficient rituals to control spirits Rhunic draws the attention of.

    The two districts of (region 106) are currently:
    Dragon Worship- How can they turn dragons into giant batteries of power?
    Initia- Focus is on pulling more strength from conduits and sources, maximizing efficiency of Bani and other helpful tools for strengthening the faith (for the sake of the mandates)

    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.
    • The Cinder Queen comes to the north, it will be her grave.
    • Vashta is proud of the birth of her legacy.
    • Macra + Rassilion are transformed into the next generation of War Casters for Lindeen and as they are born a dragon threatens their legacy.



    Spoiler: Ruler information
    Show


    Archon Atraxi
    Diplomacy 5
    Economy 6+1
    Military 6+1
    Religion/magic 10
    Intrigue 4

    War Sorceror: Krace 8 (disappeared)

    New Ruler Next Round?
    No

    Military Units
    6 units+2
    (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
    Byonic Tactics

    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; 2018-12-28 at 10:34 PM.

  8. - Top - End - #668
    Halfling in the Playground
     
    asmodeussnake's Avatar

    Join Date
    Feb 2018
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    Default Re: [EMPIRE4!] IC Thread

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

    1. [Military] Invade region 83 with 2d12+3 units+10 Sinja Lagos Ssuras+5 from (JavT, iron weapons, SAC, and CamCav) Sinja brings the mane his personal unit along with Fang 5 and the vampire hunters. He feels their particular skills will be incredibly useful against the Kunai even if they are just humans.
    2. [Military] Invade region 55 with 2d12+3 units+10 Sithara Kkoya+5 from (JavT, iron weapons, SAC, and CamCav) Sithara leads the 2 squads of goblin ravagers and the mongrels into the Kunai heartland, shes excited to fight the Kunai and find out what their skills are like, not when training beside them but when fighting them to the death. She seems hungry for the coming conflict.
    3. [Military] Unit Sonils immortals are trained by trainers from the Rakshasa elite, most humans suffer under their guise but those who emerge are the most elite of humanity.
    4. [Military] Unit Goliath champions are summoned once more, these task masters of human slaves are paid well for their services, viewed as the only force equal to the Rakshasa.
    5. [Diplomacy] Attend event
    6. [Diplomacy] claim Heartsease using marriage rights. 2/2


    Nonactions

    Mures letter
    Spoiler
    Show
    Your crimes are considerable beast of the Kunai, you surrender your freedom to a foreign human force which places my race at risk, my overtures are met with insult as have my extensions of friendship so i want you to know that in the coming years that surrender will require the following. The end of this conflict will only come with you swearing the end of any vassalage with a human or Oamenii nation. A permenant close of your borders to all foreign military forces, and the Jinthas right to all island regions in the seas of Ortassa. It is Riebas will those ancestoral lands be returned.

    God king
    Sinja Lagos Ssuras


    News and Events
    • The Cinderqueen punishes their entire nation with an insult. The hatred for dragons grows.
    • War on the last entrance to the lands of the Rakshasa homeland has become imperetive closing themselves off from influence and producing strength in isolation has become a growing necessity.
    • The dream of the only nation to have an empire without an ally or vassal is growing in the eyes of the most ambitious.
    • The fear of annhilation exists for the Rakshasa race, rumors of this fear existing for Sinja has produced it in the race as a whole and has turned them into monsters desperately fighting for survival despite being more powerful than they have ever been.



    Spoiler: The Rich and Famous of the Marasa Pride
    Show

    Family of the Maharaja
    Kalira Ssuras (age 41) half-sister of the god-king
    Rither Ssuras (age 41) half-brother of the god-king
    Tashan Kkoya (age 82) mother of the Maharaja

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



    Council of Raja
    Barun Rrasa: His brother killed his father and then went insane... Their clan has much to prove but currently is the weakest of the Raja.
    Indira Kkoya: His former pride bowed first to the new king and so is respected as "wise". (Some say coward) He rules over the Riebarri
    Harshad Mminas:The most esteemed strategist of the nation.
    Chanda Pprata: his family is currently remaining quiet and letting the politics push them as is needed.
    Chief Azrock: leader of the goliaths currently being threatened with replacement due to allowing these rebels to rise up.
    Speaker Kindrossi: Human leader of the city of Sonil.
    High Bishop Quinn religious leader of Tarbaryn
    High chief Gigastrax leader of the goblins of Xarax

    Famous Slaves
    Naro: Helped the Rakshasa create the tactics currently being utilized by their race. She passed away at 72

    Children of the god king



    Adult Children of the god king
    Kildos Barun Ssuras- Male 24 years old the eldest son of the god king, he is viewed as a tyrant, he is said to have slept with a woman from his fathers harem and gets in fights often, many fear his ascent
    Zabaryn Sinja Ssuras- Male 22 years old He has always been quiet even now as he his older. He seems to radiate some deep connection to the faith, and some rumor he is the chosen of Khompur as his eyes burn with a zealotry.
    Tashan Khompur Ssuras- Female 22 years old Tashan is a cunning and vicious woman, she is a far smarter lioness then most and the elder Tashan looks at her with fear and fascination. If any woman could rule the Rakshasa it would be her.
    Lagos III Trodje Ssuras- Male 21 years old (Gets in fight with Kildos often, hes said to have an early sense of honor and views the world with a curious lense always excited to learn something new)
    Kissin Rieba Ssuras- Female 18 years old (A little drama queen loved by many of her brothers and sisters)
    Jasak Rither Ssuras- Male 17 years old


    Spoiler: Ruler Information
    Show

    Sinja Lagos Ssuras
    Stat Value Increase?
    Diplomacy 10 -
    Military 10 -
    Economy 4 -
    Intrigue 8 -
    Faith 10 -
    Military unit count: 7
    Generals:Sithara Kkoya (10)
    Spymaster: Indira Kkoya (9)




    Spoiler: Regions
    Show
    Region Name Region Number Resource Holy Center 1 Holy Center 2 Holy Center 3 Status
    Mareen 77 Silver Perijanism Perijanism Perijanism Capitol
    Taraks Krags 78 Slaves Perijanism Jalyong-Bo Perijanism Marriage ties
    Sonil 79 Tower Cactus Perijanism Abhidism Abhidism conquered
    Arrakis 81 Living Ivory Perijanism Perijanism Abhidism conquered
    Xaryx 80 Malachite Abhidism Abhidism Abhidism conquered
    Tarbaryn 82 dark fired ceramics Perijanism Perijanism Perijanism faith ties
    Roagan 74 Pearls Jalyong-Bo Jalyong-Bo Jalyong-Bo conquered
    Wasipacha 60 Air Ears Open Perijianism Open conquered
    Kadangan Wetlands 73 Freshwater Fish Abhidi Perijianism Jalyong-Bo conquered

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permenant?
    MILITARY Pack Tactics +2 die size using armies on attack that are 3 units or smaller No
    DIPLOMACY Dueling instincts +2 die size when raiding a region for the first time No
    MILITARY Sedellan Armor Coating +2 VS magical tech. yes
    MILITARY Sacrificial Supply Lines -1 Size Loss Roll yes
    MILITARY Obsidian Fire +1 to Defending yes
    MILITARY Diresnags +1 size loss roll (unpreventable) && [Secondary] +1 distance loss roll (unpreventable) (both for enemy) yes
    MILITARY Camel Cavalry +1 to battles yes
    MILITARY pician iron weapons +1 to Battles yes
    MILITARY Javelin Throwers +1 to Battles yes
    MILITARY Prayer Seals +2 to leader loss rolls secondary +1 in battles lead by a General or Primary Leader yes
    MILITARY Salt Wagons +1 Unit Cap yes
    MILITARY impaler palisides +1 defense +1 loss yes
    INTRIGUE Violet Oath [Violet Oak] +1 Against Secret Actions yes
    INTRIGUE Warded Locks +2 against artifact or technology theft yes
    INTRIGUE Spymaster 1d6+4 master yes
    INTRIGUE Himitsu +1 to resist investigation actions yes
    ECONOMY Fish Glue Manufacturing +1 to buyouts yes
    ECONOMY Diplomatic Exploration allows you to explore yes

    New Ruler Next Round!

    Expected Stat Bonuses:


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Mareen 'Owned' Religious Centers: 3


    Rakshasa Controlled Trading Posts:
    • TP 1 Slaves region 78 (Raid)
    • TP 1 Darkfired Ceramics Region 82 (Raid)
    • TP 1 Silver Region 77 (capital resource)
    • TP 1 Giant Cacti region 79 (Raid)
    • TP 2 Iron region 72 (Raid)
    • TP 2 textiles region 59 (Raid)
    • TP 3 gold region 70 (raid)
    • TP 3 Slaves region 78 (Raid)
    • TP 3 Bysthian Horses region 63 (raid)
    • TP 3 lead region 94 (raid)
    • TP 3 Sedellan Glass 58 (raid)
    • TP 1 Stonewood 108 (raid)



    Military Units:
    • 1 [The Mane] A unit of 500 elite Rakshasa trained to protect and fight alongside their king. Chosen from the prides children.
    • 1 [vampire hunters] 500 elite vampire hunters
    • 2 [ravagers] Ravagers are a dangerous force from out of the deserts of Xarax, these goblinoids are small but they are fast and near silent and cut throats with ease. They move as a unit assaulting enemy supply lines and sleeping camps setting fires and causing chaos before murdering soldiers as they come out of their tents or finding weaknesses in fortifications and using it as a means to make life unbearable for their enemies.
    • 1[fang 5] Elite female lionesses.
    • 1[mongrel unit] made up of the Rakshasa dregs, the males unable to maintain a harem or pride of mates.
    • 1 [Stalkers] elite unit made up of the remnants of the horrible defeat of Aspen Heights.
    • 2 [dragonspawn]


    Last edited by asmodeussnake; 2018-12-22 at 12:12 AM.
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  9. - Top - End - #669
    Barbarian in the Playground
     
    RandoMan's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    The Cinder Queen's Fangs

    Vassal to the Council of Shattered Emperors
    (Round 29, Regions 35, 36, 37, 41, 44, 67, & 71)

    Imperial Prince Magus Xatax
    Diplomacy: 7
    Military: 7
    Economy: 8
    Faith: 7
    Intrigue: 4

    Actions
    1. [Military] Defend Region 67 from Dvatla with 6 CAL Units (Ref. Pician Wep, SMSL, Bani Bowls, Bhreshi Cavalry, Diresnags) under General Kybus (6) - Failure to take Avakonia had shattered the mirror in Khirus and the shards could do nothing to miss the Concordance Republics. Former Concordant Republics that is as those in charge of the military, money, and in Xatax's case the clergy of this "democratic experiment" protest mildly at best over the dark turn of events in Khirus wielding their influence to consolidate power for themselves and their agents. What matters is the armies move as one still to counter what comes from Dvatla.
    2. [Military] Kill the rainbow frogs in Whenua Oneone - The Theocracy's raising of an imperial flag sitting atop the northern border has some concerned but many are veterans of mutual wars and cooperation to tame Palmor. The southeastern subcontinent certainly held many dangers still as the outbreak of frogs and forced collapse of the Gate of Te Toka proves but so long as neighbors remain friends the dangers of their world can and will be overcome. The Werebadgers busy fighting with their commander against Dvatla only regulars from the Defenders, formerly Republican now Imperial, could be spared. Nevertheless they were trained fighters a mix of veterans and recruits, surely enough to handle an outbreak of frogs. Some Initiates offer bounties for any small number of fresh specimens brought back to study.
    3. [Military] Build an Eternal Lamp Base in Lacia (35) (1/2) - While officially a measure to establish positive relations by proxy with Overvann in hopes to mediate their dispute with Regno the truth of the matter is far more petty. Older vampires, though quite young in perspective to the elders in Khirus, still recalled an ancient grudge against the Crescent Company that despite its perhaps advantageous play to their ultimate position caused the Company to be poorly looked upon in many Azenhal held territories. The opportunity to offer a direct competitor a base where the Company had long been denied one was simply too good to pass up.
    4. [Military] Build an Eternal Lamp Base in Lacia (35) (2/2) - Lacia certainly wasn't the place Xatax would have expected an Overvann based presumably Gamle Mater order of warriors to wish for a base but the request had indeed come from them. At first the Magus is agitated that his favored hunting grounds would be reinforced with foreign warriors nearly flying into a rage over their admittance by broods without his express permission but eventually he settles on finding the idea intriguing. The Lacians were a docile people, it would be interesting to throw a more aggressive strain into their mix.
    5. [Economy] Tribute Mareen (77) Silver TP 1 to Cinder Queen - Seeing the Cinder Queen's fury upon those failing to pay her proper tribute and respect Xatax seeks to appease the god-empress of Azenhal with even more precious metals, this time from the heart of the Pride who had offended her imperial presence with thefts of her proper due. The Cinder Queen possessed now all the gold of Fresia, a feat few in the history of Emjata could boast, and now she would have iron and silver too. For her mercy to her roost and its dependencies she is given proper respect and admiration with Xatax himself presenting the first pallet of silver ingots outside her lair in the mountain.
    6. [Economy] Buyout Mareen (77) Silver TP 3 from OMC using Hammer of Trodje, Fish Glue, & What's Yours is Ours 18 - It was desperately hoped that additional supplies of silver could be secured by negotiation with the Omanush in Mareen. The great vaults filled by the Azen in an age now past were nearly empty, this next great devotion to the dragon nearly ruined them entirely. If the web of power that held the south together was going to stay together any longer this deal in Mareen needed to go through.


    Non-Actions


    Embassies & Troops
    Spoiler
    Show
    Azenhal Embassy with Khirus
    • Allow the Council of Shattered Emperors to pass through Azenhal lands
    • Exchange governance over the south Pellocian territories (67) and Atrisia (42) to the Council in exchange for oversight in Masdoli (47) being passed to Xatax's control. Masdoli was threatened most by the storms of the wings in the Uhraiya and Dvatla with demands from the Cinder Queen for other action by the Council it is quickly sought to take on its rule as relief to the Khirese heart, with healthy reinforcement of direct control across their more valued borders.


    Varjik Embassy with Azenhal


    Azenhal Embassy with Heartsease


    Azenhal Embassy with 'Ridi'r


    Troops: 6 Units
    Cap: 11 Units

    • Qurgle's Pician Grave Guard (550 Pician warriors and 300 Atrisian mercenaries recruited in the collapse of Atrisia)
    • Khirus Republican Defenders (2000 human soldiers skilled in defense and protection)
    • Atrisian Republican Defenders (1800 human soldiers skilled in defense and protection + 500 Pician berserkers)
    • Azen Wyvern Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Thune Janissaries (1750 human and dwarven mercenaries trained in the fighting pits of Thune)
    • Werebadger Mercenaries (1,200 Kaden Werebadgers and 500 Cucullotabiban tribals)



    News & Rumors
    Spoiler
    Show

    • The shattering of the mirage stuns many mortals in Palendor, Tresten, and Lacia though Tafer seems inured given their exposure to Whitefeather propaganda (which was more truthful about Khirus than republican propaganda) but Xatax seems only momentarily concerned. The Magus-turned-vampire was a careful man, indeed a man who had been worried about manipulating an election to maintain his power when the shattering came. It was little effort, easier perhaps even, to change course from orchestrating an election to orchestrating a seizure of power. The powerful vampire lords who arose in Atrisia had challenged Xatax on matter of youth but was cowed by being turned over directly to the Council of Shattered Emperors. In truth there could be little surprise to those who had seen Samson Roth's raising of bones in Atrisia or witnessed their carnage since as to the comfort with which those who claimed to rule from Azenhal in the Cinder Queen's name could partake in objective evil. Xatax was no different, more ambitious in fact than Roth had ever been and this chaos was merely opportunity in bulk.
    Last edited by RandoMan; 2018-12-28 at 04:38 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  10. - Top - End - #670
    Bugbear in the Playground
     
    DoomHat's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Sycoraxistan
    Round 29 (Post 3)
    Region #115


    Spoiler: Current Ruler
    Show
    Caliban, Witness to Five Storms, First Among Equals
    Diplomacy 3
    Military 7
    Economy 1
    Intrigue 3
    Faith 10

    Main Actions
    1. [Military] Raise 1 Troop.
    2. [Military] Raise 1 Troop.
    3. [Military] Raise 1 Troop.
    4. [Diplomacy] Attend Event.
    5. [Diplomacy] Establish Claim on neighboring Region #114
    6. [Faith] Send Chief of the Storm Surveyors to meet with Father of Silence to evaluate the dragon as either a category of person to be negotiated with, or storm phenomena to battle.

    Event Sub-actions
    1. Vassalize to The Sultanate of Regno
    2. Accept any and all technologies gifted by liege Regno.
    3. Formally promise to exclude Abhidism from conversion attempts in the Sfaïri Free Alliance.
    4. Formally promise to launch a campaign of exorcisms to aid in purging Sfaïri Free Alliance of "Appeasement" practices.


    News and General Sub-actions
    • The Sycorax Revolutionary Guard issue an official declaration of War on Overvann. The storm dwarfs of Thae Guceart are close cousins of the Sycorax, and restitution must be extracted for the wounds done to them while they Sycoraxi army was occupied licking it's wounds from the noble cleansing of Wizham.
    • After a three week encounter with the entity, the chief of the Storm Survyors renders the following Storm Classification upon the Dragon of Silence: {Gentle Persistent Rain, Fast Running River Advisory} The creature is a manner of Folk, not truly spirit, but its perspective is warped by over exposure to the evils of the spirit realm. The philosophy it spreads is decedent and frivolous, but otherwise not as actively malicious as an Appeaser Faith. Recommend further efforts be made to teach the creature the true value of The Runes, and the importance of life in the material world above the twisted illusions of the spirit realm.
    • Over three years, Sycorax Diviners have come to a consensus stating that the Sycorax have a powerful doom tied to the land of Wizham. A prophecy set by the Sycorax warriors sent to excise the plague makers of that land being the only mortal survivors. Negotiation with the rulers of Izbefe must be set underway in the coming days.
    • Efforts are being made to formalize pilgrimages coming into The Land of the Sycorax. Visiting rune makers will be protected from the storm and taught the brutal ways that the Sycorax live by The Runes.
    Last edited by DoomHat; 2018-12-30 at 07:22 PM.
    ...with a vengeance!

  11. - Top - End - #671
    Barbarian in the Playground
    Join Date
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    Default Re: [EMPIRE4!] IC Thread




    'Ridi'dreq
    Region 29
    Round 29


    1 - Diplomacy: Establish Embassy with Coatl

    2 - Economy: Pay tribute to 'Xo'xa'va'j [14]

    3 - Economy: Great Project [This place is apalling! - 5/lots]: Expand beyond city center

    With the mongrelvine in place, expansion beyond the city center was finally viable, and long awaited. As a naturally solitary people, living so densely had begun to grate on nerves, and petty bickering was ramping up. As such, the go ahead to start building individual homes was met with some relief. Somewhat surprising, however, was that fact that most lodge members had grown accustomed to having constant access to each other, even if living under the same roof was more than they wished for. As such, when the first members of a lodge set down their first walls, the rest clustered around them, in a shared perimeter wall. Almost completely unplanned, each neighborhood became a small nation unto itself, the lodge that lived within the walls having almost absolute sway. So long as no trouble was caused for the 'Ridx as a whole, what happened within the walls was their choice, and their problem.

    4 - Diplomacy: Great Project [This place is apalling! - 6/lots]: (Slightly) formalize the lodge system into the (metaphorical) constitution

    Though he'd been the one to push it in the first place, 'Xa'kagx was genuinely surprised as to just how deeply the lodges had entrenched themselves into 'Ridx culture. But in hindsight, it made a degree of sense. With easy access to worthy hunts cut off, the people had naturally sought some other method by which to separate the 'Ridx from the Ridx. As the reputation of the lodge slowly came to be almost as important as your own, it was a fairly natural progression to simple membership in one being the dividing line between above and below. Loathe to weaken their own reputation, only those that met their standards were permitted entry, and so the system continued onward in its new form.

    And so 'Xa'kagx gathered the lodge leaders, the 'Gri'xe'dxo, so they could discuss and agree exactly what made a lodge. Arguments were had, and many ideas, some reasonable, many weighted, and some outright stupid, were thrown around, but in the end, it was kept simple. At least five members, and three other lodges that would recognize them as one. While not exactly a council or senate, it was also agreed that the 'Xe'dx and the 'Gri'xe'dxo should meet regularly to discuss affairs and air grievances.

    5 - Intrigue: Great Project [This place is apalling! - 7/lots]: Establish a system of way markers in the mapped areas

    As maps of the local areas grew in quality and quantity, questions turned to how best make use of them. Having information on the area was all well and good, but unless the person lost was carrying a map, it didn't much help them get back to civilization. And so, it was proposed that the jungle be seeded with simple markers. For once, there was little argument on the proposal, save what exactly they should say. In the end, they bore merely a reference number, and an arrow pointing to the nearest town. Never too far away, and easy to find. While like so many other measures they did little to prevent pollen affliction, it was yet another way those who were affected were aided in mitigating the consequences.

    6 - Faith: Convert HC 29.1 to DRGN 17

    Spoiler: Leader Stats
    Show

    'Xa'kagx
    Diplomacy - 6 + 1
    Intrigue - 2
    Military - 3
    Faith - 10
    Economy - 5 + 1

    Last edited by kjelfalconer; 2018-12-29 at 07:40 PM.

  12. - Top - End - #672
    Ogre in the Playground
     
    PepperP.'s Avatar

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    West Siiiiide!
    Gender
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    Default Re: [EMPIRE4!] IC Thread

    Glen Gwitna
    Region 23


    Round 29 Actions

    1. [Faith] Continue Great Project: A Brand New Grand Temple in Tloon Redlan. (9/10)
    2. [Faith] Finish Great Project: A Brand New Grand Temple in Tloon Redlan. (10/10)
    3. [Faith] Consecrate Ameyalli Temple in the name of Xincoatl. (Great Project regional bonus: +1 to resist conversions/purges in Glen Gwitna.)
    4. [Faith] Appoint Cathis Virivi, an elder of house Beaver, Archmagi of Ameyalli Temple.
    5. [Diplomacy] Attend Event
    • Event Sub-Actions: Trade tech with Yondar. Send them Polearm Paddles and Expanded Holds for Precision Weights and Magical Indicator.
    • Invite Coatl and Ti Linnad to send prospective magi to serve in Ameyalli Temple.



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

    Lazar Embassy
    Appoint Hesiles of Lazar Magi of Xincoatl at Ameyalli Temple in Tloon Redlan.

    Coatl Embassy

    Expected Stat Increases
    +2 Faith

    News and Rumors
    • Mika gives birth to a second son, a healthy baby named Beldren. Beldren Sathelas is the first person to be baptised within Ameyalli Temple which the seers insist portends a lucky future for the infant.
    • The newly finished temple is dubbed Ameyalli which translates to fountain or source.



    Current Ruler
    Warden Ollin
    Diplomacy: 6
    Military: 4
    Economy: 6
    Faith: 8
    Intrigue: 2
    Last edited by PepperP.; 2018-12-29 at 04:03 PM.
    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
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  13. - Top - End - #673
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Oregon
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    Default Re: [EMPIRE4!] IC Thread

    NPC Actions

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

    ROLLS

    Spoiler: Org Map
    Show


    Omanush Convoys
    Spoiler: Banner
    Show


    Hoping to find wealth overseas to abate the wrath of dragons - and fatten their pockets - the Omanush make the appropriate preparations.

    [Economy]Commission Route-Finders

    [Economy]Stockpile Supplies

    Bloodied Hands
    Spoiler: Banner
    Show


    The Bloodied Hands are split by factionalism and clandestine warfare.

    [Intrigue]Secret Action

    [Military] Internal Affairs

    Company of The Crescent
    Spoiler: Banner
    Show


    The Company of the Crescent attends the Dragon Council to better determine how to aid in casting down the Cinder Queen who now attacks their homeland.

    [Military] Aid in the defense of Lascienmo with 2 units

    [Diplomacy] Attend The Dragon Council

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
    Show


    [Diplomacy] Stabilize a Khirese region in exchange for a favor.

    [Diplomacy] Stabilize a Khirese region in exchange for a favor.

    Acolytes of Áhkká

    The Long Winter proves worrisome indeed, and the Acolytes consider it vital

    [Intrigue]Secret Action

    [Faith]Convert DRGN in Bhule to Rhunic Animism

    The Shushan

    The Shushan are as enigmatic as ever.

    [Intrigue]Secret

    [Intrigue]Secret

    League of the Beacon

    The League requires inroads to make progress in their goal, and so they try to find them, by speaking with their fellow organizations.

    [Intrigue] Investigate Premier Illeard’s Death

    [Diplomacy] Negotiations with another Organization?

    Feast of Rieba

    Convert and Recruit, Possibly try and confront Mila, possibly try and figure out what the Pride is doing.

    [Faith]Consult The Sacred Texts

    [Military]Recruit Units

    Eternal Lamp

    Stuff with Overvann and Azenhal

    [Military]Recruit Units

    [Faith]Protect Lacian Priests


    Other!

    The Cinder Queen, after receiving reports of an enemy force thrice the size of her own or more, is not so rash as to believe victory assured. Not, at least, without reinforcements. From the depths of the Mountain, a second force is sent, as large as the first with engines of war and beasts of battle even greater in number and power. The Cinder Queen sends an additional 8 Units to the Battle at Lascienmo.

    Mila rallies her forces to move to Ka-Ruun; what they will do once they arrive is unclear, but it cannot be good. At least it is no military campaign….
    Sincerely,
    Role P. Geek

  14. - Top - End - #674
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    End of Round Twenty-Nine.

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

  15. - Top - End - #675
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    Default Re: [EMPIRE4!] IC Thread

    Round 30: Begin!
    Imperial Reckoning 190 - 192
    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!

    None this round.

    Growth!

    With the Brinefather’s wings wiping out the Coatl and Linnadi fleets after a successful occupation of Ti Linnad by the Exarch’s warriors, the great liege-lord of the north falls to the Theocracy out of Palmor. In the Theocracy there is great celebration around Tizoc’s ascension now to lead so many of the Coatl Perijanist brotherhood. The Exarch is crowned as Divine Emperor of this new polity and with the Premiere’s bent knee comes a majestic demesne, stretching deep into the Norbar though the Council’s Rhunic Animist vassals. Though just how long the Rhunic Animists would tolerate an Emperor of Xincoatl remained to be seen. (Theocracy of Coatl is now an Empire capable of taking seven actions!)

    A grand temple unlike anything on the face of Emjata has been built in Glen Gwitna through the pious work of Warden Ollin and his allies. Consecrated as Ameyalli this temple stands as a testament to the mighty power of Xincoatl especially in the east. Cathis Virivi, an elder of house Beaver, is appointed Archmagi of Ameyalli to oversee its ministrations at home and abroad. The mighty temple would surely remind all who gazed upon it the glory of the gods. (Glen Gwitna (23) now contains Ameyalli granting +1 to Resist Conversions & Purges in the region!)

    While making war on the Kunai occupied much of the Pride’s time, their efforts to secure Heartsease under the Maharaja continue uninterrupted. Sinja had laid his own two feet upon the muddy soil of Heartsease and so it was to be his no matter the cost. The final village confederations formed to alternatively hold out against or serve the Spellfather and lasting through to the Rakshasa’s arrival capitulate at last to rule from Mareen, subsuming the region to Pride rule. (SMP claims Heartsease (72) and gains 1 Unit!)

    The Sfairi Free Alliance has begun serious negotiations with their northwestern neighbor to come to an accord admitting this territory into the Alliance in exchange for contractual guarantees regarding regional autonomy. The natives, while warmly welcoming to their southern neighbors, were not familiar with the Sfairi style of governance and looked to the strong Kingdom of Dvatla for confirmation that this was genuine and not a trap. The Kingdom’s official stance indicated to the natives they believed Sfair genuine in their efforts, but offered no comment as to whether it was a trap to join the Alliance. Negotiations proceed but are slowed by this failure to receive Dvatla’s endorsement. (SFR has begun to claim Region 107!)

    With free territory becoming a thing of the past in modern Emjata, Varjik seeks to secure its claim over Altessa before Khirus or the Pride can do the same. Varjik was certainly the most well respected of these potential claimants to the region, allowing them a favorable edge in negotiations, but they were still a ways off from coming to a formal agreement with the leadership. (TFR has begun to claim Altessa (61)!)

    In an agreement reached to enrich Lazar’s technological libraries with foreign and obscure methods, the mysterious Usan desert with its more mysterious tower is now given to the administrative control of the Yondari League, who gain a valued spot on the Badan alongside their extensive dominance of the Norbar. (YDR now controls Usan (93)!)

    In a bit of diplomatic and tactical reshuffling of duties to match the new form taken by the shattered mirror in Palmor, the vampire elders of Azenhal and Khirus meet to rearrange responsibilities among themselves and their vassal princes. (KRS now controls Atrisia (42) & Region 67! CAL now controls Masdoli (47)!)


    Diplomacy!

    Dvatla was an influential and expansive kingdom holding the most-valued territorial possession of the former Avakonian Empire. Yet its Kings had not forgotten how they had risen, how they continued to rise, through the careful guiding hands of the priests and the Dvatlan gods. Court and clergy were the left and right hands of Dvatla and would continue to be so, even as Dvatla sought to ascend imperial heights yet unseen since the time of Dejan. (DVT Cultural Identity: Theocratic Origins is now Permanent!)

    The original Jintha Council’s trade laws have become an integral part of Jintha culture, especially informing Volzen activity in foreign markets. The current Council decrees the Laws viable as amendment to the Jintha Constitution, cementing the guidelines in overarching legal tradition. (JTH Cultural Identity: 251 Jintha Trade Laws is now Permanent!)

    As Overvann begins its first war against the Sultanate, it is their newest ally in independent Whern who marches alongside them. The northern people were hardly the hardy warriors of Overvann or the clever kobolds of Tevrus, but they seemed a worthy people to know, inspiring the Jarlin to have official diplomatic channels opened between the two neighbors in the north. (OVN establishes an embassy with WRN!)

    Shocking many, the migrant power of ‘Ridi’r formalizes relationships now with two of Palmor’s fellows, adding an embassy for the Theocracy of Coatl alongside the existing embassy from Azenhal. (RDR establishes an embassy with CTL!)

    Through hard work and dedication to undoing the damage wrought by the Spellfather, the Karysite Hegemony restores ambassadorial relations with Varjik and Dvatla, though their disregard for the dragon may turn to further peril. (RKH re-establishes embassies with DVT & TFR!)

    Through cooperative efforts between the Theocracy of Coatl and their southern allies, the Kingdom of Whenua is restored from its plague of rainbow frogs to a prosperous status. The nobles and their king, indebted once more to the Theocracy for their grace, ensure stability is restored and prosperity sent to their loyal liege, now masters north and south of their great Canal. (Whenua Oneone (31) is Stable! Whenua Oneone (31) Azonite upgrades from [Good] to [Great] with CTL owning TP 3!)

    Overvann may be afflicted with a great many curses and foul omens, but the Jarlin steers them through these bad times as well as she did through good. Faith in the widow of Bjorn and hero of the northern people is bolstered with celebrations and parades that take common folk away from the southern border, where they were less likely to hear so directly of the inhuman ways of war among their draconic brethren. (Overvann (89) is Stable!)

    Despite war and waves threatening their very way of life, the Northern Council perseveres and so too shall Ti Linnad as its capital! The region is brought relief so much as it can be provided from nearby provincial regions and passions seem to settle for a time. (Ti Linnad (21) is Stable!)

    Mad King Dafi’s reign is at an end! While there was still much horror stalking the shadows of southern Regner, at last there was light again brought by the good Queen Sigyn whose methods were harsh but just. The shadows are pushed back, far to the edges of the civilized lands, in a welcome reversal of fortunes from the oppressive fear of Dafi’s mad creations. Government begins to take shape and re-emerge, first in Binpultry and even slowly now in Wazham. (Wazham (4) & Binpultry (5) are Stable!)


    Faith!

    In Lindeen, another experiment that seeks to place mortal over spirit and god takes place. This time the Frostfather is replaced with the Cinder Queen as the existential threat demanding such radical measures be taken. The twins of Vashta Naradas and Sir Blanc are sacrificed on the altar of the Mandates, transformed from ordinary youths into weapons of war. Lindeen would claim the sacrifices of these two was for the betterment of the many, that fewer would need fight the wars of Emjata that had already claimed so many thousands. No doubt outsiders were less certain these ends justified the foul means used by Lindeen, but with or without foreign approval two more Warcasters have emerged at the ‘Magical Epicenter.’ (LDN uses a Miracle to create two Warcasters, Rassilion: 9 & Macra: 8!)

    While the assassination of Premier Illeard continued to hang over the Northern Council, his successor Premier Nocyca heralded a bright hope for the Coatl Perijanist Church. At last organized, with the aid of a reigning Premier, the Orradi Shollarissi is the culmination of decades of Coatlean thought in Ti Linnad. These students of Xincoatl will surely aid their sponsors in Ti Linnad in coming to the most righteous decisions in matters of morality and ethics. (Ti Linnad (21) gains Coatl Perijanist Holy Order!)

    The Oracle of the Caves of Alam has grown in importance among the Lazarites, both for the spiritual implications of her powers and the more worldly usefulness of their predictions. A network of scribes and messengers has grown around the Caves, bearing the latest interpretations of the future to many masters.
    Isles of Lazar gains a relic - Prophecies of Alam: +1 to secret actions!

    Accusations of idolatry, heresy, and infidelity rage around the prophecies, culminating in a fistfight between two visiting Coatlean magi and several scribes. Rather than disproving these accusations, it seems that a cult has grown among the Oracle’s tenders, revealing itself to place the Jalyeong-Bo practices of sacrifice to lesser powers above the veneration of Xincoatl.
    Holy Center 3 in Lazar (28) is converted to Jalyeong-Bo!

    Shamans from the Amham Federation have influenced much of the young volzen to pursue a different path from their elders. Seeing Coatl Perijanism as a violent religion that sets brother against brother, the young Volzen have formed a reactionary movement to restore harmony with the local spirits. Proselytizing comes with great urgency as rumour of the north wind’s return spreads like wildfire. (Wuzei Darak (75) HC 3 is converted from Coatl Perijanism to Jalyeong-bo!)

    Eager spread the message of the spirits against an otherwise inert Volzen elite, the young reformers work to inspire mob violence within Cawv Dej. Soon the area is alight with fervor both natural and supernatural, as the reformists march from village to village turning the extant spirits against the isolated abhidi monks, who simply sit in contemplation as their temples are turned out. (Cawv Dej (76) HC 1 is converted from Abhidi to Jalyeong-bo!)

    While the shamans of Amham are acting far to the south reigniting the area’s spirit worship, the shamans within Amham itself aren’t nearly as prodigious. Many of the young shamans attempting to tend to Hameong Grove are met by exotic easterners tempting them with strange runes, carnal pleasures, and a life free from Jalyeong-Bo’s stifling codes. Stress and panic over the coming long winter has made the life of the carefree Rhunic Animist ever more attractive to this generation's young crop of shamans. By summer’s end, the grove resembles less the contemplative hedge and orchard it had once been instead being a wild overgrown den littered with Rhunic graffiti and half drunk bottles of wine. There was even talk of spirits possessing lesser people for...hedonistic pleasure. (Amham (2) HC 3 is converted to Jalyeong-bo!)

    With Coatl Perijanist partners in Ti Linnad and a Coatl Perijanist army outside their walls, it is perhaps no surprise the Perijanists in Lascienmo are concerned. Rightly so, it turns out, as they are extinguished from the region in the jubilant wake of the alliance victory against the Cinder Queen. They are replaced or converted in the final years by Coatl Perijanists before any clear decision comes from the decaying spiritual authority of the Arndok on treatment of the orthodox church currently sponsored by the southern lions. (Lascienmo(22) HC 1 is converted from Perijanism to Coatl Perijanism!)


    Trade!

    In Sumwyr, Khirus’ failure to heed Yondari League warnings regarding their unsavory trading practices in League territory results in an aggressive campaign by the northern merchants to oust the vampiric agents from their lands. It seems the Facetcap dealers of the region preferred local trade and favors with the merchant companies over the mysterious and threatening tactics of the southerners, who now found themselves lacking their traditional base of support back home to reinforce their claims. The League finds another economic victory for their vast trade network, bringing local produce under local control. (YDR buys out Sumyr (99) Facetcap TP 3 from KRS!)

    With a more stable government in place, Sfairi coin finds purchase in Cesaria allowing the Free Alliance to begin exerting its political influence economically in their newest allied lands. Sheep herders rejoice at record profits as the Free Alliance seeks contracts for wool and meat. (SFR buys out Cesaria (102) Sheep TP 2!)

    Varjik has, perhaps unsurprisingly given their shared roost with the beast, become the Spellfather’s greatest appeasers. It seems, despite noble rhetoric of freedom and their proud heritage as liberators of the oppressed, this courtesy either does not extend to mutants or was simply discarded entirely in light of the dragon. Kansett laborers are contracted with permission from the Theocracy to face their no doubt horrible doom in the south, driven underground into 'Kidveva'dvu’j’s lair for her to “study.” These innocent mariners are joined in their descent into the maw by pallets of Living Ivory carefully acquired out of Prideland desert to appease the Eater of Magic, Bane of Iskander & Bisera, Ruin of Pellos & Elephantos, and seeming Empress of the Aspen Heights. (TFR buys out Anhiachaket (24) Kansett TP 2 and Arrakis (81) Living Ivory TP 1 for DRGN-Spellfather!)

    The Jintha Council seeks to recoup its losses sustained by Karysite raider support of Regno during the two economic powers’ earlier clash, while also seeking to expand Jintha range across a greater portion of Emjata. The Council seeks to secure valuable resources from Bovalia and Bhule before the worst of either of the two regions’ afflictions take hold firmly. Theocratic machinations in Bovalia and an untended Long Winter in Bhule could still threaten these new economic outposts, but for now they provide to the Council with ships and metal. (JTH buys out Dažytija (13) Dragonsteel TP 3 from RKH! JTH buys out Bovalia (46) Ships TP 2 and Bhule (86) Copper TP 3!)

    Lindeen had an immense curiosity for the magical and mystical, so when Sycoraxistan manages to pull itself up out of the storms and announce its presence to the world it isn’t long before Lindeen merchants make the journey to the stormy land. The occult and strange items plucked from the infused lands of the Sycorax were clearly not Bani, but their power was of a similar sort, and soon Lindeen trained Initiates have a solid grasp on extracting the magical potency from Sycorax brews and poultices. Importation of the odd reagents into Lindeen begins promptly. (LDN buys out Sycoraxistan (115) Magical Reagents TP 2!)

    Barely staying above the rebellious mark in Azenhal given the extensive demands of citizens, lords, and loudest of all the dragon for precious metals the economic empire of the southeast reaches into Mareen fishing around in the pockets of the Omanush to find loose silver pieces. The first bought-out Omanush shipments arrive just as more silver is diverted from vaults to the dragon’s lair, barely averting a civil crisis. (CAL buys out Mareen (77) TP 3 from OMC!)


    War!

    Dvatla, a military and political powerhouse in the north, unveils its latest innovation in the art of war, this time developed by their vassals in the Free Cities of Astrand. White Sail pikemen were hardly notorious internationally, but locally they were known for punching well above their weight class, able to hold off more well equipped and more well trained men through discipline and coordination. With Dvatlan experience guiding development, a new form of phalanx is developed, reliant on heavy armor and tight controlled environments for maximum effectiveness. (DVT gains a Military Technology - White Sails Phalanx! Slot: Close Combat Weaponry, Reqs: Hard Iron Armor and Wood, Effect: +2 to combat roll)

    When the Theocracy of Coatl marches, it does so with great masses of soldiers and priests ready and willing to serve their god in combat upon this plane. Certainly less well equipped than the warriors of Regno, what they lacked in good equipment they made up for in bodies, which was sure to serve them well so long as great masses could be raised to go on crusade against the wicked. (CTL gains a Military Specialization - Strike of the Thousands: 2d12 on attacks with 5+ of your own units!)

    It seemed the Free Alliance’s cultural obsession with the late Avakonian Empire was not merely an idle fascination but an avenue of study for many respected members of the Alliance. Dame Rosagund of Rúgari was one such Avakonian fanatic: inspired by recent contact with Varjik and tales of their heroism, the Dame begins studying Avakonian tactics. Key to many of the victories of Dejan and his greatest generals was their ability to adapt to armies composed of many disparate races and creeds. Many banners could make for fractures in formations but Avakonia, and now Sfair, knew how to make many strong. (SFR gains a Military Specialization - Legacy of the Conqueror: 2d12 when fighting with allies!)

    The Kunai vassalage to the Regno Sultanate would not be tolerated by the Serene Marasa Pride: it seemed this much was clear. Sithara Kkoya, trained daughter of Tashan Kkoya, meets Beta of Kunai on the fields of Umibe across the Nagare river that separated the grasslands from the deserts each leading a small contingent of warriors. The small armies engage in a series of skirmishes and ambushes around the hills and valleys hiding in the tall grass. While perhaps the Kunai could have kept up the game of attrition, their decisive losses in open engagements with Tashan and her pack leaves them too weak to keep up the fight, and they are forced to retreat back into Kuniumi.
    Spoiler: SMP invades Umibe (55)
    Show

    SMP = 36
    KNI = 29

    SMP Victory! SMP conquers Umibe (55) from KNI! SMP loses 1 Unit! KNI lose 2 Units! Umibe (55) is in Unrest!


    Shogun of Les Alpes is left to fight the Sinja Lagos himself in the Azure Coast with only a few men. Knowing he cannot hope to hold the coastline against the Maharaja at the head of his royal forces, he does believe he can inflict casualties while keeping his men safe. As the Pride pushes forwards, they become more and more careless, until at last a series of brutal ambushes sees a devastating wound inflicted upon the Pride’s forces. A series of traps and poisoned water sources seriously affects the vampire hunters, largely human, who had come along with the Pride. While Shogun is unable to halt the Pride, he makes them bleed as he and his men escape the Pride’s conquest of the Azure Coast.
    Spoiler: SMP invades Azure Coast (83)
    Show

    SMP = 30
    KNI = 18

    SMP victory! SMP conquers Azure Coast (83) from KNI! SMP loses 1 Unit! Azure Coast (83) is in Unrest!


    A mass coalition from across the east had come to aid the Crescent Company in their time of need. The Cinder Queen’s servants were many and horrifying, but the resolve of the alliance was stronger. With the Basilis Ra at their head, proud slayer of dragons and warrior of the eastern islands, the armies fought on through night and day for nearly a week without end. Many die in fierce battles along the Gwitnan border, but at last it seems victory is closing near as soldiers of the Theocracy strike from behind, trapping the dragonic forces.

    Tragedy strikes when Karas Mar of Lazar is captured by Veldmar in a daring raid preceding a general retreat by the dragon’s forces. While the alliance pursues as aggressively as they can, the dragonforged protect their one prize with martyr-like defiance and alliance forces are tapped from fighting the defensive. Veldmar retreats south to his queen in the mountain following his defeat, hoping this prize will assuage his queen’s fury at failing to penetrate Inyaka’s shores...
    Spoiler: CQA invades Lascienmo (22)
    Show

    CQA = 39
    TLD = 52

    TLD Alliance Victory! Obroslo holds! Basilis Ra Karas Mar is captured by CQA! TLD loses 1 Unit! CTL loses 2 Units! LZR loses 1 Unit! YDR loses 2 Units! RHN loses 3 Units! CQA loses 11 Units!


    Overvann’s dragonskin warriors, aided by the cooks and cavalrymen of Whern, mount a surprise attack on Thae Guceart coinciding with the Serene Pride’s assault on the Kunai stretching Sultanate forces dreadfully thin. Regno sends their legionaries to meet these barbaric northerners with overwhelming technological force, but while the Regnans suffer negligible casualties, they are forced to surrender valuable strategic ground to the lightning assault. It seems the ferocity of the northerners had been underestimated, as had the power of ‘Gxe’dhok’s bones and the difficulty of dealing with Stonespoken. The veterans of this shameful performance are eager, however, to coordinate with the regimental command of the greenhorn legionaries raised in recent years. For now though, Overvann’s few remaining dragon-like warriors celebrate their victory, violently and with a great intake of ale. The typically jovial storm dwarves are unamused by their conquerors form of revelry, given that most of the stores consumed were obtained through methods other than payment.
    Spoiler: OVN invades Thae Guceart (92)
    Show

    OVN = 40
    RGO = 37

    OVN victory! OVN conquers Thae Guceart (92) from RGO! OVN loses 5 Units! WRN loses 2 Units! RGO loses 1 Unit! Thae Guceart (92) is in Unrest!


    Initially conceived as a grand invasion, the Jintha’s plans for Les Alpes are replaced by a Mareen honor duel between Magi Arunca and Mia Grand. Stakes were high with the ownership of the region on the line and the duelists feel the pressure in a very real sense when 'Vahi'huj arrives to observe the duel from atop a small mountain near the outskirts of the dueling grounds.

    The duel begins on even footing, with the Magi’s prowess in magic and Abhidist martial arts apparent. But the thick wooden armor that Mia wore combined with her own natural shell is enough to balance out the power of his strikes. In the end the Jintha champion is victorious, knocking Arunca to the ground with a powerful blow that leaves him unconscious, and soon after despite the hard work of water magi, dead.
    Spoiler: JTH duels RGO for Les Alpes des Sang (57)
    Show

    JTH = 17
    RGO = 15

    JTH victory! Mia Grand flawless victory! Magi Arunca is dead! JTH “conquers” Les Alpes des Sang (57) from KNI!


    Ghicadoca’s fiery rhetoric brings many soldiers in his wake as he marches along the Pellocian, into the old Imperial heartlands. The early battles tell in his favor as he pushes deep into Azenhal’s territory, but it soon proves to be an overextension. Kybus uses his greater force to his advantage, cutting off Ghicadoca’s supply lines northward. Fortunately, the commander escapes the ensuing starvation and slaughter, but few others of his men are so lucky.
    Spoiler: DVT invades Region 67
    Show

    DVT = 19
    CAL = 27

    CAL victory! CAL loses 1 Units! DVT loses 3 Units!


    Once again Khirus assaults Avakonia, hoping to claim the old Imperial capital for the Cinder Queen. Marching with nearly double their former army, they meet an even greater Dvatlan force. A day without a Khirese landing is rare, as skirmishes break out across the region, and the vampires establish a foothold on the coast. Soon, though, logistical issues begin to plague the Khirese expedition, as transporting the “Shriekers” by sea proves extremely difficult, and the chaos in Khirus itself results in the total loss of nearly half of their expected provisions. Rallying for a final assault, the Dvatlans and their mercenaries destroy much of the Khirese fleet, though not without heavy losses of their own.
    On many former battlefields, a strange occurrence is seen: the burial sites of the invaders are found overgrown with parchseed trees, growing from saplings into massive trees within weeks. Some claim it is a blessing from the gods sent for Dvatla fending off twice now an assault upon Avakonia by the unholy while others speculate the remains of Shriekers and ghouls made for especially fertile soil. Whatever the cause the Parchseed harvest has never been stronger than it is the year following this most recent victory and it continues to return strongly in the seasons to follow.
    Spoiler: KRS invades Avakonia (51)
    Show

    KRS = 35
    DVT = 36

    DVT victory! Once more Dvatla holds Avakonia! Avakonia (51) Parchseed Oil increases from [Good] to [Great]! DVT loses 4 Units! KRS loses 5 Units!


    As the southern forces close in on Avakonia, Redtail dispatches Dragomir with a small contingent to raid Khirese holdings in Masdoli. Travelling southwards, they hope to avoid the storms on the Uhraiya by keeping to the eastern coast of the peninsula. At first this plan seems to work, but as the force makes camp in Belhaz, the wind picks up. As the storm’s wrath crashes over the camp, tents and supplies are blown into the ocean, rain pours from the sky, lightning strikes several soldiers, and Dragomir disappears, found dead in the morning beneath a collapsed tree. The survivors, left without supplies, have little choice but to march back, facing disease and hunger that result in even more deaths. The remnants can hardly be called a unit by the time they return to Dvatlan territory.
    Spoiler: DVT invades Masdoli (47) (CLASH)
    Show

    DVT loses 1 Unit and general Dragomir (7)!




    Discovery! Map!
    Spoiler
    Show


    Exploration of Dafi’s tomb is slow, and painstaking; not only was the Mad King apparently overfond of traps, but it appears that they discovered a pre-existing cave network underground to expand into. While it explains how the madman accomplished so much with what had appeared to be so little space, navigation is difficult, as the very place itself seems to have taken on his madness, as if the Tomb itself was hostile to intruders. Some Magi whisper that the corpse found on entry was fake, and that Dafi still resides somewhere in the depths of the Tomb. Others scoff, and say that it is only his legacy that continues on, accomplices continuing the harrowing deeds deep below the surface of the earth. While neither of these claims can be corroborated, it is disturbingly evident that something must be at work here, though whether it be native inhabitants come to reclaim their home after being forced into the depths, or Dafi’s own handiwork seeking the surface is unclear.

    It is fortunate that the Queen of Yondar sent teams as swiftly as she did. Though they cannot, themselves, make heads or tails of the carvings, they are able to transcribe them with a fair degree of accuracy before they melt entire; something unlikely to happen again. More experienced scholars and shamans pour over the writings, trying to glean some meaning in the symbols. Several recurring patterns emerge, and, assuming that certain apparent similarities can be used to provide context, some information can be gleaned. The ice bore carvings from every known language in Emjata, as well as various plausible - some historic, some previously undocumented - models for astronomic cycles. Something that roughly translates as ‘The Four Undercorners of the Sky’ is mentioned in a number of instances, and both curses and pleading are extremely common throughout the carvings, growing more hostile the further they were found from the Tower.. Others appear to have writing mannerisms similar to those of Jalyeong-Bo spirit-pacts. And, of course, there are innumerable references to the Dragon. Given the nature of the mirages, however, this comes as no real surprise.


    Terror!

    While less successful in deep within Marasa territory inSonil closer to home in the Kingdom of Varjik the shadowy operators of the Kunai find few friends to the Pride and thus quickly many friends of their own. The Kunai aggressively undermine Rakshasa trade deals in Varjik with if not endorsement at least the sympathy of local Sedellan Glass miners. The Spellfather may have enforced peace but that didn’t make the local mines of Varjik happy to provide to Pride with valuable Sedellan Glass. Within a few short months the Pride’s representatives are broke men forced to head back to their Maharja empty handed. (KNI raids Varjik (58) Sedellan Glass TP 3 from SMP!)

    In the midst of celebrating their victory, the Pride is struck by tragedy twice over. Sithara Kkoya, beloved of the Lagos, is feasting with her warriors when one of her warriors begins to cough up blood. It is not long until all those at her table are clutching at their throats, fur rippling as they succumb to the poison within their meal, and SIthara herself is found sprawled across the table bleeding from her eyes, her own fur and flesh caught within her claws, matching the marks left around her face and neck. A cry of vengeance rips the night air as the army, yet to return to their king, rip apart every human and Kunai slave they can find.

    Not more than two days later is an an attempt made on the God-King, Sinja Lago Ssura’s life, infiltrators managing to set fire to his palanquin and killing many of his most trusted guards. Indira Kkoya, the famed left claw of the Marasa Pride, proves both bravery and loyalty that day, bleeding out before their Lord. The leader of the Riebarri dove in front of a spear meant to impale the God-King, and continued to fight alongside them, snapping in half the arrows that struck them - the arms, the legs, the chest - until finally one found his throat. Sinja Lagos Ssuras, themselves injured only barely, is quickly treated for poison by priests of Mescina, and learns in short order that the invaders were Kunai, judging by method and their appearance. (SMP General Sithara Kkoya has been assassinated! SMP Spymaster Indira Kkoya has died in the line of duty! SMP Ruler Sinja Lagos Ssura has survived an assassination attempt!)

    Overvann raiders embark north into the purported territory of the Rhunic Confederacy in the west. The Jotun of the Cays were large, imposing creatures, but these were warriors of Overvann! They would have their prize! So they do, seizing control of a portion of the whaling fleet dockyards forcing a sizable tithe to be sent south, though not as far south as their competing fleets who served even more distant masters now in Amham. (OVN raids Cays & Behwick (88) Whales TP 3!)

    In Xaryx, rumors of an assassination plot against a Rakshasa general bear fruit when, as the army of the Pride marches north, a human slave slips his bonds and strangles the general to death with his chains. In a show of force born of Sinja’s existential terror, the slave is torn limb from limb, his organs all removed, and one piece of his body is sent to each of the major cities of Xaryx. It seems this threat has backfired, though, as the region destabilizes in its wake….
    (Xaryx (80) is in Unrest!)

    Tarbaryn finds its craggy desert stretches between the broiling cities of its inhabitants even more craggy than thay had been before as Scarglass Spires jut suddenly out of the ground in the years following their first appearance in Tarraks Krag. A few of the spires pierce through Darkfire forges, homes, and walls and a few casualties are reported. The normally peaceful religious folk of the region grow upset with their supposed “savior” Rakshasa allowing such foul dragon magic to pervert a holy home to the godly faith. (Tarbaryn (82) is in Unrest!)

    While the Serene Marassa Pride marches north for war, another opponent springs forth from the east. Not iron-clad armies of the Firethorn regiment, but locusts. An unusually wet winter has blanketed the dry continent of Estensule with far more rain than normal, giving a food supply for the endemic red locusts. Now a cloud of locusts, each up to ten centimeters in length, descend upon the engorged cacti of Sonil, wiping out thousands of pristine crops. (Sonil Tower Cactus TPs 1 and 2 temporarily switch ownership to Red Locusts! Locusts can be wiped out and the TP claimed using one Faith or Military action/TP!)

    Perijanist evangelists have gained a foothold in Roagan, offering a wide variety of services to the local populace. From banishing chaotic spirits, to assisting in securing safe water, these evangelicals have proven a force for good in the region. Even relations between the Roagan populace and their overlords begin to improve, but soon they deteriorate once more, as a plague ravages the jungles, striking down Rakshasa and humans alike in droves. Strangely, where afflicted humans often recover within a few weeks, the Rakshasa often find their illness leads only to death. The steadily-decreasing number of the region’s overlords has all too predictable effects. (Roagan remains in Unrest! Roagan HC 2 is now Perijainist!)

    In the wake of the Cinder Queen and Spellfather’s duel over the skies of Bysthia, the land between the two scheming, paranoid and mad matriarchs becomes a proxy battleground for their “creations.” Wounded wyverns returned from war and ill-serving chimeras are sent to fight and die in the lands stretching from the Albar up the great southern lakes to the Uhraiya. Whether the two were testing one another, experimenting with failed creations, or seeking some other purpose remains unclear but many begin to seek migration out of these regions.

    It is to the fortune of these migrants, those admitted by neighboring states at least, but misfortune of those who remain when in 190 IR an unknown event occurs in Fresia. There are no living witnesses from the shoreline and the dragon warped Pician abominations do not speak of what occurred in their sunken keep. Those further inland to the north who survived what was universally described as a blinding flash of light and a deafening pop claimed to have seen a bright blue-white light off towards the ocean before their experience. It takes some time before the full impact is realized. Nearly the entire coastline is bereft all life, not just human but animal and plant life as well in a ragged hundred and fifteen mile range north from the Fresian shoreline. Carida and Atrisia were surprisingly left unharmed and by all accounts had no reports of any sightings of light in or over Fresia. What was most shocking however was what had happened in Fresia.

    The Sunken City was now more for great hunks of stone from the fallen city now floated in the air above some smaller pieces as high as two miles in the air. The phenomenon appears to be localized. To the amusement of the natives a great basin exists not four hundred feet from the surface of the ocean and it is becoming common practice for those Pician servants of the Cinder Queen gifted with wings to fly up to the basin to escape the “common waters” of the ocean. Whatever occurred in Fresia its effects may have been merely peculiar in Fresia but across the wetlands connecting the southern ocean to the central ocean a twisting wrongness has made its way through the regions turning the land poisonous and perilous to travelers. It is unknown at this time if there is any way to restore their former prosperity. (Lior (43), Masdoli (47), Hosra (68), & Fresia (70) are all Cursed making them difficult terrain to be treated as Mountainous Regions for purposes of army movement. Lior (43) HC 3 becomes DRGN-Cinder Queen, Hosra (68) HC 3 is converted from Initia to DRGN-Cinder Queen Masdoli (47) Dragon Eyes TP 2 becomes DRGN-Cinder Queen! Fresia (70) demands Kansett, Slaves, Navigators, or some other form of thinking meat to feast on as a toast to victory! Failure to provide them their demands could prove troublesome...)

    Perhaps all the more impressive for the devastation visited upon the area, it appears that servants of the Spellfather have managed to acquire yet another source of tribute, wrested away from the Cinder Queen to provide to their own master. Slain guards, overturned wagons, redirected ships...it all goes to show one thing. Gold, making it’s way to the Aspen Heights, rather than Azenhal. When the Flamefather learns of this, it was said that the mountain spat fire for three days and three nights. There can be no good to come… TP1 for Gold in Fresia (70) becomes DRGN - Spellfather!

    In Yondar, the mountains groan under some strange ordeal, and the sun filters through a screen of fine smoke, pouring out from deep within the mountains and choking the sky. The tower in Usan is melted entirely by this point, but even that area is beset by the haze and smog. A scant few months later, one erupts violently. The resulting ash and soot settles like snow on the region, but the proclamation that booms forth, echoing with supernatural resilience among peak and bough alike, is one of victory, not ruin. But...perhaps one is not so different from the other, when it is the man once named Krace who declares victory over a volcano spirit, and whose fiery trail continues moving west, by the best estimates of the beleaguered shamans struggling to deal with the aftermath... All actions in Yondar are rolled with a -2 penalty; all actions in adjacent regions are rolled with a -1 penalty; these penalties last for one round. Darkwood TPs in Yondar(98) are at risk to become disabled or destroyed unless they are allowed to become Open (a non-Action by the owner). If all three become Open, the ash will cause the Forest to flourish and Yondar's Darkwood resource will upgrade from Great to Grand.

    Other!

    The Long Winter spreads south and east from Bhule, bringing frost and freezing winds to the surrounding lands. In ‘Ridi’r many large predators find themselves without food as the meager vegetation withers away leaving prey scarce and skinny. In Whern, snowdrifts thicker than any seen before cover Fherharbor and remove all landmarks in the Plains of Yotun. (The Long Winter spreads to ‘Ridi’r (85) and Whern (87)! Actions in Bhule (86) are now at a -3 penalty!)

    Though shamans escape the impending Long Winter in northern Regner to reach the northern coast of the Uhraiya seeking the Breinfather’s Wings their aims to commune with the spirits are ultimately fruitless. Some spirits claim to have breached the storm and glimpsed the Wings while others hardly try before partaking in their promised reward leaving the shamans no better off. Others appear to be lost to the storms, consumed by their maddened cousins who slam upon beach and bow. The Wings remain sunk in the Uhraiya for now, their matron’s Rage unending upon its waters.

    The Crescent Company accepts their new base in Sfair and welcomes the trained garrison in light of their involvement of late in campaigns across Emjata and at their headquarters depleting their reserves. Now the Company operated south and north of the great Inyakan mountain range. Truly theirs was a reach to be respected. Sfair (106) gains a CSC Base! SFR Reputation with CSC increases by one! SFR gains a Favor with the CSC!)

    Varjik completes the Omanush dockyards in Derokar quickly as requested by the admiralty and they honor their deal with Queen Anivine promptly as well. The Sedellan Glass of Varjik long owned by the Convoys is formally handed over in exchange for control of the shipyards. Derokar (53) gains a OMC Base! TFR Reputation with OMC increases by one! TFR gains Varjik (58) Sedellan Glass TP 2 from OMC!)

    With progress completed on the structural foundations for an Eternal Lamp base in Lacia the organization now requests the leaders out of Azenhal provide them with license to hunt monstrosities in Lacia to protect the priests of Ildia who were sheltered there. (ETL requests a Faith or Military action to grant them authority to operate openly against monstrosities in Lacia (35)!)

    The Concordance victory over Dvalta inspires the locals of the southern Pellocian. Their armies find themselves flush with eager young recruits, hungry for glory! Though some balk when they report to recruitment to find Khirese agents many more soldier through determined to win glory in battle as their defenders had. (KRS gains 1 unit!)

    Several sailors wash up onto the shore of [Region 103], claiming to be of [Region 105]. They tell the locals of their experiences in the seas near the cursed peninsula, where dread captains run their crews ragged and bloody. Notions that they'd never heard of such things are scoffed at; The outside world only truly interacts with [105]'s merchants, but their military is another story entirely. The worst of these captains - the one they're fleeing from - is man believed to possess the blood of demons, and to wield a blade that never stops bleeding. The sailors - calling themselves the Red Orcas - willingly pledge their service to the people of the region, and beseech them for aid in freeing their home. [Region 105] loses a unit! [Region 103] gains a unit!

    A lucky or perhaps unlucky slave has discovered something grand in the regions silver mines. A new untapped vein of silver stretching many miles deep, some believe it to be enough silver to buy Avakon itself. To harness this new source of silver ore, new slaves will need to be imported in order mine and process the ore. If nothing is done at current rates of exploitation the slave population will begin to drop precipitously. (Mareen (77) Silver is upgraded to [Grand] under SMP control but if a source of labor is not secured within 2 rounds the region will become unstable and the TP will be lost!)
    Last edited by Rolepgeek; 2019-01-08 at 01:11 AM.
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  16. - Top - End - #676
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Dragons!

    Xo'xa'va'j the Cinder Queen

    The vampires of Khirus have embraced the natural hierarchy openly and without rancor much to the Queen’s delight. She grew bored and irritated dealing with the republican this and the republican that always with so many forms and bureaucrats meant to keep everyone busy and anything from happening. Now true natural order was restored to her demesne. Herself, master of flame and goddess among mortals at the top, her own most loyal and precious creations of flesh and bone, and now then the vampires who served her. Then were the rest, her noble peasants working diligently to fulfill their god-queen’s grand designs. She envied their simple lives in a way; graced by her divine guidance as they were, they had naught to fear save her. So long as their loyalty was true, they were safe. Of course, not all were as willing to express their loyalty to the natural order as Khirus had proven to be under fire.

    Not only does the Theocracy of Coatl defy the Cinder Queen’s order to surrender the families of her lover’s slayers to the mercy of their serpent god they openly act against her divine prerogative choosing to protect their fair weather vassals in Ti Linnad over serving their mighty queen. The Exarch has erred and must be punished for his impetus. He would declare himself Divine Emperor? Xo'xa'va'j would clarify for the Exarch whom he would serve before all others, should he wish to retain his head - much less his crown. The Cinder Queen calls for the leaders of ‘Ridi’dreq to join her in planning for their punishment, as she fortifies her position under the mountain, wary of potential counterattacks. Gwitna too, receives word from the Cinder Queen, albeit not by messenger. Rumors and tales instead come from the south, working their way tavern by tavern until they reach the country of raiders; it seems the Flamefather does not appreciate their lack of tribute, but no messenger could arrive to deliver the news directly, given the Theocracy’s interposition.

    Her rage at ‘Kidveva’dvu’j is fierce, but with so many losses suffered, the duel between the dragons is half-hearted at best. What is clear is a pronounced shift in which direction the dragon appears to expect assault from. Where once the Cinder Queen saw only the north as threat, now she must brace for attack originating in the west as well.

    'Vahi'huj the Father of Silence

    Seeking to aid Les Alpes new mortal ruler with an understanding of the Father’s enjoyment of the island as a roost and necessity of the Council to begin payments a messenger, body of a tiger with white fur and wings of white feathers, greets the new Jintha governor bearing a brief summary of prior year tributes and notes on the Father’s preferred flight patterns for sailing preparation. Subtly woven into the message are what could be taken as implied threats should the Jintha refuse to pay for their new temporal annexation to its immortal owner regardless of demands made on the islanders by the Father’s sister.

    Aside from business with new stewards in Les Alpes the Father appears largely satisfied with the projects provided by their students. They are still studying the curious spirit ring gifted to them by the Amham Federation as well as testing the limits of relics earlier given to the Father by Regno and Izbefe. Tribute at last has come from Izbefe and while nothing came from the Kunai given their predicament it was easy to understand why. Though the Father considered the lands now held by the Pride to be under their oversight they would see them restored under the Kunai if they were to extract tribute from them. After all, the Kunai had been a loyal and intriguing people while by all accounts the Rakshasa had been an incessant thorn in their sister’s side.

    Overseeing the battle in Thae Guceart, The Father of Silence’s influence in slowing the everpresent rains in the area, however brief it may be, enables Regnan archers and cavalry to fight without fear of mud or ruined bowstring. A more important event to some, however, would be when the dragon took up each of his fallen sister’s eyes within one whisker, and as each in turn lit with the same fire that surrounded his pearl, lifted off and away; the dragon is absent for several weeks following. It takes some time for the paranoia and nightmares to subside, but eventually they begin to.

    The Overvannian general is found dead...but his body is never able to be taken and shown the proper funeral rites. Several months later, the man presents himself to the Sultanate, pale and scarred, and asks for the opportunity to earn his place in the afterlife fighting for those he once opposed. He was betrayed once by his countrymen, after all. Regno gains Hrothgar Deathseeker: Mil 8, gives +1d4 to battles he’s in, leader loss effects are doubled, if unused in a battle in any given round, they leave to join a different battle happening that turn; if a battle does not seem bloody enough/have enough risk of death to satisfy Hrothgar, he will also leave.

    'Kidveva'dvu’j the Eater of Magic

    Karys defies their mistress again seeking to rebuild what she had destroyed with intention to teach a lesson. A lesson that would apparently need to be taught again. The Spellfather came before all else; her desires were to be prioritized. Until Karys could learn to do this as Varjik had, they would suffer. Varjik’s generosity, however, would protect Karys. For now. If Varjik could convince their vassal to fall in line, perhaps their destruction could be permanently abated.

    It seems the wrath of the Cinder Queen was not fitting enough to cow the Pride. They demand the Magic Eater’s personal attention if she wishes them to follow her orders and behave. Their attack on the Kunai was clever and victory glorious but they had put her into conflict with the Father of Silence by their actions, unconsulted with their master. She had asked her servants for Avakonia and they had set off on campaigns for meaningless coasts and sat by while the Cinder Queen sought the ancient capital first. If she ever hoped to make her mark she would need servants more loyal, like those of the Cinder Queen.

    Varjik has found its role as appeaser to the Spellfather’s desires providing much valued resources for further experimentation; they are rewarded with five clutches of dragonspawn soldiers; as well as the aid of Sofrid, the general previously allowed to return to Karys, whose disloyalty has cost them such privilege. Anivine herself is asked - not commanded, curiously enough - to accompany the Spellfather down to Ka-Ruun to deal with Mila’s forces. The Kingdom of Varjik gains three Dragonspawn Units and the use of General Sofrid, Mil9

    The Kunai’s loyalty, and their present difficulties, leads ‘Kidveva’dvu’j, with the assistance of her sibling ‘Vahi’hu’j, to deposit three...items...within Kuniumi, along the border with newly Pride controlled Umibe. The Abandoned Idol, Faceless Effigy and Nameless Totem are deposited in Kuniumi. Their effects cannot be Remembered.

    The Cinder Queen’s allegations and rage seem to merely amuse the Eater of Magic, this time, who mocks the Flamefather for her subjects’ inability to keep tribute towards their supposed liege. If the Cinder Queen desires the gold back, she may take it. The Spellfather has little enough use for it; but if she is too weak to manage even that...the dragons are seen clashing above Altessa, but it is short-lived and more intended for posturing than destruction; it seems that both have a number of domestic concerns dividing their attentions.

    Disaster! 'Gxe'dhok's Revenge

    Far from prying Eyes, and coupled with the existing fascination concerning 'Gxe'dhok's Bones and Claws, the Brinfather's Hide appears to impact the Overvann differently than it had the Regnans. OVN takes -1d3 to Faith and Diplomacy actions while suffering from The Brinefather's Scalecrawl, but not the -1d3 to Military actions. Use of technology utilizing the Hide requires the conversion of 1 Draconic unit into 1 Dragoncursed unit. Dragoncursed units take size losses normally, and give +2 to battles instead of +1. However, each Dragoncursed unit gives -1 to a random non-Military roll each round. They still suffer from the same afflictions Draconic units do in terms of being occupied or unoccupied.

    The storms generated by the Brinefather's Wings, directed by the magic of the Heart to slam into the path of the Cinder Queen's army, also devastate the lands along their path. Glen Gwitna and Shona, both vulnerable to the predations of the ocean from either side, take the brunt of the damage, and both logging and digging operations are soon too heavily disrupted to continue. Glen Gwitna (23) TP2 for Giant Redcedar Wood and Shona (32) TP3 for Blood Clay have been Disabled until the Brinefather's Wings are recovered!

    Bhule suffers under the cold ministrations of winter; soldiers abandon their posts to ensure the safety of their families, the fighting between rival lords is put on hold, and the region as a whole seems to brace to survive the long years to come. [b]-1 Unit in Bhule[b]
    Last edited by Rolepgeek; 2019-01-04 at 11:30 PM.
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  17. - Top - End - #677
    Titan in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Realm: The Clanlands The Kunai Clans
    Ruler: Mure
    Round 30
    190-192 IR

    Lost GK Round 30

    Spoiler: Ruler Information
    Show
    Mure (born 135ish)

    Current Stats
    Diplomacy: 10
    Military: 7
    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
    Round 29 Dip +1 Eco +2 Fth
    Current Stats 10 7 5 10 6


    Spoiler: Actions - War actions not locked
    Show
    [Diplomacy - Transfer Les Alpes (region 57) to Jintha]: A sad day, but in good faith, the Kunai begrudgingly allow Les Alpes to join up with Jintha. Shogun is incensed at this, but is talked down by Mure. Jintha would likely just invade directly if they did not hand it over, and if they didn't, Regno would be honor-bound to help. Shogun spits back that Regno has already helped Jintha take his home. While the exact details are unclear, rumors circulate that Mure has promised Shogun that Les Alpes will not remain Jintha's forever, and even if it does, he may return to it if he wishes. Shogun does not.

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

    [Secret - Roll (17)]: The Satsujin are on the move...

    [Military - Defend Kuniumi (region 54) - 4 KNI Troops - Beta (Mil 9) - MS activates!]
    Commander: Beta (Mil 9) - Military Specialization activates!

    Troops (+12 battle):
    4 Kunai
    3 Varjik (Zayuz)
    5 Sultanate (Gengy)

    Techs (+9 battle, +2 General Loss rolls, +4 tactics roll, -1 Distance loss, -1 Combat losses for 2 or more Combat losses, +1 Opponent Size Loss Roll, +1 Enemy Loss Rolls if Victorious, on successful tactic roll halves enemy general's bonus and kills them):
    Close Combat Weaponry - White Sails Phalanx (+2 - Gengy)
    Armor - Prayer Seals (+2 to general loss rolls, +1 battle - Gengy)
    Cavalry and Ranged - Stochiophraktoi (+3, +1 Enemy Loss Rolls if Victorious, +4 Tactics Roll - Gengy)
    Fortifications, Sappers, and Siege Weaponry - Elemental Catapults (+2 to battle - Gengy)
    Divination - Magi Blessed Scrolls (+1 Defense - Gengy)
    Drugs, Medicine, and Blessings - Bani Bowls (-1 Combat Losses for 2 or more Combat Losses - Gengy)
    Logistics - Expanded Holds (-1 Distance Loss - Gengy)
    Traps - Diresnags (+1 Opponent Size Loss Roll - Gengy and/or Zayuz)
    Tactics - Headhunting (On success, halves enemy General's bonus and kills them - Gengy)

    Relics (-1 Coalition Loss):
    Banner of Unity (-1 to Coalition Losses) (Gengy)

    Misc (+2 battle, +2 leader loss):
    Emperor's Oath (+2 if SMP uses any magical tech) - Zayuz
    Dejanic Faith Bonus #2 (+2 to allied leader losses) - Zayuz

    Total:
    2d12+30 battle
    +4 General loss roll
    +4 tactics roll
    -1 Coalition loss
    -1 Distance loss
    -1 Combat losses for 2 or more Combat losses
    +1 Opponent Size Loss Roll
    +1 Enemy Loss Rolls if Victorious
    On successful tactic roll, halves enemy general's bonus and kills them (effectively +5 in this instance)


    [Military - Attack Umibe - 1 Troop - Shogun (Mil8) - MS triggers - CLASH!!]
    General: Shogun (Mil 8)
    Troops: 1
    Techs: Prayer Seals (+2 General loss roll)
    Relic: Abandoned Idol

    Total:
    2d12+9 Battle
    +2 General loss roll
    +Abandoned Idol???




    Nonactions:
    Allow Varjik and Sultanate allies to pass through Kunai territory
    Resist Lindeen buyout of Sedellan Glass (9)

    -Regno Embassy
    • Meetings and greetings, as the Sunajin settle in.
    • Accept tech gifts from Regno


    News and Rumors
    -The Clanlands are shattered. In a single stroke, the Pride has destroyed almost everything that the Kunai had worked to build over the last century. The news that it cost a third of the Pride's troops compared to a fifth of their own only somewhat mollify the populace; after all, the Pride was able to do such damage on the Kunai's home turf. While no one is talking about surrender as of yet, morale is low. Even among the Bomei Clans (save for Torah) the loss is devastating.

    -Hatred for the Gaijin is at an all-time high. Between the civil war that many still blame on the Abhidics, Regno's apparent inability to keep Les Alpes, and the former allies in the Rakshasa now turning against them, outsiders are seen as either useless, evil, egomaniacal, or any combination of the three.

    -The news of Sithara's death brings a sigh of relief among the Kunai. She was nigh unstoppable, and her Name had been great enough to run circles around Mure Beta. The fact that Sinja survived, however, is worrisome. Not only was he just as good a warrior as Sithara, he would be enraged by her death, and the Pride would not be paralyzed by a succession crisis.

    All in all, not bad, but not great either.

    -Meili begins teaching his daughters the ways of the Kunai: stealth, trickery, and manipulation among them. As time goes on, he tailors his lessons to play to each of his daughters' strengths.

    -The Marasa attempt to negotiate a surrender, but are surprised to find the Kunai refuse. In Mure's words, "we will not surrender because we are not going to lose."

    -The Torah Clan's reaction to the Kunai's continued resistance is dismay, with a hint of anger. There is only so long they can keep the god-king from burning Kuniumi and the longer Mure resists, the weaker their hold becomes. It's only a matter of time before the Clans are forced to capitulate, surely!

    -The Abandoned Idol, Faceless Effigy and Nameless Totem are all found by the Kunai and no one has any idea what to do with them. The Kunai are stretched too thin to look into the artifacts with any chance at real clarity. Lacking any better ideas and figuring that, if intended as a reward, it wouldn't make much sense for it to be immediately harmful, Beta decides to take the Nameless Totem with her into battle for Kuniumi. What's the worst that could happen?

    -For the moment, it seems, the war has ebbed. The Kunai take the time to regroup and prepare for a counter-offensive as the Rakshasa begin spreading into their former territories.

    -
    Spoiler: Letter to Sinja
    Show
    We gave you a chance - MANY chances, many ways - to avoid this and you did not take it.

    You chose this war, not I, and I will not pretend otherwise. Every soul lost, every family torn asunder, every drop of blood spilled in this conflict is on your paws, Farubaru.

    Remember that.


    -The Torah Clan calls for a Gathering of the Clans. Mure is simply allowing Kunai to die for no other reason than he wants to be enslaved to Regno! Surely the other Clans can see that and will cease supporting the madman. She recieves word that there will be a delay in the Gathering, as the Tensar Clan and others are widely scattered. At least, that's the official response. But Torah's spy network within Kuniumi is vast, and they report that there are no preparations being made for any kind of Gathering. After some further inquiries, it becomes obvious why. The war has turned the Kunai against ALL the gaijin. Anyone who hates Mure for siding with Regno hates Torah for siding with the Pride.

    In fact... of the remaining clans, many say that the Torah Clan is no longer Kunai, but Uragirimono. Mure may have joined on the side of Regno, but he had remained primarily interested in what the Kunai could get out of such a relationship. Torah actively worked AGAINST her own people, and joined in the lion's propaganda against them.

    And Torah's agents grow fewer by the day.

    -The Varjik Clan's offer is considered, and the Satsujin argue that they should take it. Ultimately, the Kunai thank Amerah for her kind offer, but (very politely) reject it. She is offered, instead, that she may take any Kunai that has caught her eye home with her as a pair-bond. She accepts this offer, and meets with many of the Kunai who seem enamored with her. Tensar in particular takes a keen interest in the young woman.

    However, before Amerah can select her husband and leave, word reaches the Clans of the Marasa Pride's march. Amerah, learning of this, sends a call to Varjik for reinforcements. Mure initially urges her to leave (losing a Princess is generally considered a diplomatic faux pas) but Amerah refuses so adamantly that he drops the subject. As Regno and Varjik's troops pour into Kuniumi and their commander coordinate with Beta, they prepare for what may be the Kunai's last stand...

    -... and yet, Shogun has his own plans. When he learns that the Marasa Pride's force has massively reduced in the face of Regno and Varjik's overwhelming defenses, he leads a counter-attack force into Umibe, attempting to intercept the force before it arrives and crush it.

    Spoiler: Saved Actions Workshop
    Show
    Next round

    [Intrigue 10 - New Technology - Shadow Arts - Approved]: While lethal doses of poison are quite useful, it is sometimes less than ideal to leave a corpse behind. Users of the Kunai Shadow Arts train to utizilie the bare minimum of such concoctions, in order to lay an enemy low only temporarily if need be. The captain of the guard cannot do his job properly if he is sent home puking into a bucket. A noble can hardly attend an execution if a trace of Saphroxin has left him bedridden. Such techniques are situational, of course, but highly effective.
    Requirement: Poison or Drug
    Effect: +1 to secret actions

    [Economy 5 - Adapt Technology - Prayer Seals - Move Writing Material requirement from Tier 1 to Tier 2 - Approved]: The Kunai have begun to learn more effective ways of utilizing their Enku and paper in order to create Prayer Seals. Enku is still needed, but tags for the Names can be done with much less paper.

    [Military - Defend?]

    [Secret]

    [Secret]

    For Later

    [Faith - Convert 80 - HC2 (Abhidi) to Honymo - Roll]

    [Faith - Convert 80 - HC3 (Abhidi) to Honymo - Roll]



    [Intrigue - Propaganda in Marreen (Region 77) - Roll - (Needs editing)]: Throughout the Pride's capital city within Marreen, a pamphlet begins to circulate among the Rakshasa and their slaves. It is unclear where the pamphlet comes from, but the art and writing is very well done.

    On the pamphlet, spread roughly into a triangle, there are words. Beneath each of them is a depiction of an event.

    At the bottom left of the triangle are the words "A King does not kneel." In the sphere beneath this, there is a depiction of the god-king Sinja kneeling in the sand before the Eater of Magic, head bowed, face in pain and anguish as tears leak from his eyes. While the dragon's expression is alien, it is unmistakably full of contempt.

    At the bottom right of the triangle are the words "A god does not fear." In this sphere, Sinja cowers behind his Spymaster and a lioness clearly meant top be Sithara, both of whom are dead and propped up by his paws. The two are well-kempt, noble, and righteous, where Sinja is drawn as a cowardly old man, long past his prime and with no spine as his soldiers die around him.

    At the top:
    "A god-king cannot be denied."
    In this sphere is a depiction of the moment the Scarglass Spires were formed, Sinja roaring in anger as the dragon turned its back on him and did its work.

    Behind all three spheres rise the Scarglass Spires.

    And at the base of the spires, there are words:

    "SINJA IS NO KING."
    "SINJA IS NO GOD."
    "SINJA IS A COWARD!"

    [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)
    Round 30: 5 (lost 1 unit; says 2, but Role insists it's just the 1)

    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; 2019-01-10 at 06:09 PM.
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  18. - Top - End - #678
    Orc in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 30
    Merchant Principality and Vassel of Ti Linnad
    Regions: 93, 97, 98, 99
    Tanya Chalun va Meera, Queen of Yondar

    Diplomacy: 7
    Military: 4
    Economy: 10
    Faith: 6
    Intrigue: 9

    Actions
    1. [Diplomacy] Stabilize Usan (2d6+6) (-1 for Volcano): [16] - Though there is little trust built between the people of Usan and Yondar, things change when the Heart of Veknar erupts. League Shamans appear in the region under the leadership of Furbolds to help contain the worst of the destruction from the volcano. The sight of the League upholding their end of the contract between ruler and ruled gives heart to the people of Usan and makes them more open to negotiation and integration into the League when the Yondari diplomats arrive.
    2. [Diplomacy] Share CI Stalking Shadows with Rhune. (increase die size on investigations): - Yven travels north to Rhune along with the Yondari Ambassador Kaylath Dovahn and his retinue, to forge stronger ties between the two kingdoms. They talk of a lust for discovery coupled with an eye for detail leading benefiting them not only in their research into the world around them but also helping their society as a whole with people pursuing the cutting edge of new technologies and quality in their work bringing wealth and prosperity to their people. While many of the Rhunic people had admired Yodari drive in the past, the arrival of Yven and Kaylath, along with the discussions with Margravine Norá could probably galvanize the people of Rhune to adopt similar set of cultural values.
    3. [Intrigue] SECRET ACTION (+1 Rod of Mist Tree, -2 Volcano): [19]
    4. [Military] Raise Unit - Kiva Strend, the Silken Lord, the Invisible Hand, the Wealthspinner and Purveyor of Desires, elevates Leelath Strend, one of his many daughters to rank of Warspinner, the first official military leader of troops in Sumwyr. Leelath commands the First Fang of Sumwyr, a combined force of many C'tenzi battle-maidens supported by their loyal, and lethal, human servants and Catacomb Spiders.
    5. [Military] Raise Unit - With the collapse of Chief Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol and the Gnawed Bone Tribe, High Chieftess Daz'do'Daza'do'Daz whips around the Furbold tribes of Ovadre forming a new warband.
    6. Kingdom Type Bonus (E/Raid): [Intrigue] Raid Copper TP2(Dragon) in Whenua Kanga(30) using Polearm Paddles: [19] - Emboldened by the defense of Lascienmo the Jerald Misstle of the League begins to assess the holdings of the Cinder Queen to determine if anything is of worth for the taking. Settling on the rich copper mines of Whenua Kanga, Mistwalker Rangers are sent to secure the metal resource for themselves. Quietly they sever communication with the miners from the Cinder Queen, subtly changing their orders sent to them so that the merchants hand off their valuable cargo to the waiting hands of the League.


    Non-Actions
    • Grant Liege and fellow vassals passage through lands.
    • See Embassy Actions if any.
    • Marry Prince Yven Chalun of Yondar to Margravine Norá av Aanaar of Rhune.
    • Release Ownership of Darkwood TP1 in Yondar


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

      Exchange Techs through Embassy
      • Camel Cavalry
      • Expanded Holds
      • Magical Indicators
      • Polearm Paddles
      • Spymaster
      • Warded Locks

    • Baern Dovahn currently represents Yondar in Regno


    News and Rumors
    • An Announcement is sent out to the major kingdoms of Emjata from the Yondari League.
      Spoiler: A Call for Innovation
      Show

      In these tumultuous times, the Yondari League is requesting assistance in expanding the capacity of shipping. At the present, the number of shipwrights is woefully inadequate to suit the needs of Emjata and the League would like to sponsor any kingdom who can innovate upon ship production to expand upon this lucrative market. Any kingdom who takes up this challenge, and presents it to the League itself, will be owed a favor that may called in at a later time for reasonable and timely support from the League.

      [OOC: Basically, I'm looking for alternatives for the resource requirement of Expanded Holds that isn't A) Wood, or B) Navigators]
    • The Gnawed Bone tribe of furbolds that participated in the battle for Lascienmo and those survivors that made their way home told wild tales of Chief Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol's epic stand against the Cinder Queen's forces before he, and his tribemates, were overrun. Each retelling of the tale embellishes the fight, with the most contemporary telling involving Ghol standing upon a pile of dragonblooded corpses burying his battle mattock in the head of an elite soldier before he was cut down.
    • Perhaps more sobering is the tale of the Mistwalker Rangers who also participated in the battle for Lascienmo. The rangers provided scouting for the combined armies, and engaged in opportunistic skirmishes against the Cinder Queen's forces. During the battle proper, the Mistwalkers were split between archery support, and combating the magics of the Cinder Queen's army. While successful, many lives were lost in the fight and the Mistwalkers' numbers were severely diminished.
    • Deja Rhunis of Yondar has retired since the battle of Lascienmo saying that, "it was time for new blood to take over." At first it is thought that Yven Chalun would be taking over the Deja's position, but the position is awarded to Veras Misstle, a distinguished captain of the Mistwalker Rangers who, along with his command, had rallied the scattered remnants of the Gnawed Bone Tribe along with other scattered soldiers to halt the advance of the Cinder Queen's army by preventing the coalition's flank from collapsing. (Veras Misstle is a Mil 8 General taking over from Deja Rhunis)
    • During the Lascienmo campaign Yven Chalun of Yondar was seen spending time with Margravine Norá of Rhune as their armies marched south. While most would chalk this up to two military leaders working together, there are many whispers that the two leaders were up to more than just strategy in their tent.
    • Letters are sent to Rhune and 'Ridi'dreq
      Spoiler: Notice from Yondari League
      Show

      The Heart of Veknar has erupted in a storm of fire and fury, and its black ash sits heavily upon the canopy of Yondar. While the turgid flow of lava so vigorously expelled by the spire flows freely, our shaman have worked diligently at diverting it safely away. My concern now turns to our trees.

      Volcanic ash is very fertile, and the Heart of Veknar's generous deposit would very likely fertilize the earth of Yondar benefiting the Darkwood Trees for which our region is famous for. Unfortunately, the vigorous nature of the expulsion combined with the strain of harvesting, would likely cause damage to the trees before any improvements could bear fruit. As such, all current participants in the trade of Darkwood are ordered to relinquish their holdings till at a time that the Yondari League feels that trading can begin anew. After such time, those who had held trade interest in the lumber can renew them with the League's blessing.

      Those who do not comply will be removed by force.

      In the shadows of the Elders do we stand.
      Tanya Chalun vas Meera,
      Queen of the Yondari League
    • Elise Chalun, the "raven-haired" daughter of Tanya and Vaylan Chalun, has been scarce lately, traveling both north and west in search for answers surrounding the long winter brewing in the Northwest. Rumors have that she has been spotted lingering in Sfaïri for some reason or another.
    • Tensions mount during the diplomatic meeting between Yondar and Rhune as Margravine Norá and Prince Yven Chalun are sequestered away in private with the ocassional snippet of argument heard through the thick door and then silence. After some time a servant is sent to investigate on the status between the two leaders, only to find that they are missing. The frantic search to find them ends near one of Rhune's stone circles where the two are bound in wedlock.


    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
    Usan 93 Lazar Lazar Yondar Salt Coatl Perijanism Coatl Perijanism Rhunic Animism
    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) Yondar Facet Caps Rhunic Animism Rhunic Animsim Rhunic Animism

    • Owned TPs: 16
    • Darkwood 1, Region 98
    • Farrana 1, Region 44
    • Facet Caps 3, Region 99
    • 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]
    • Camel Cavalry <Cavalry> +1 to Battles. - [Camels OR Bhreshi Hounds OR Horses]
    • 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)
    • Expanded Holds (Logistics) +1 to buyouts/-1 distance loss roll. [Ships/Ships, Precious Metals, Preservative, and Food]
    • 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)
    • Polearm Paddles Merchant Princes may spend 6th action on Raid - [Wood]
    • 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)
    • Spymaster Allows for recruitment of Spymaster with I5 action. - [Precious Metals, Fluff Espionage Group]
    • Surplus Production If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region. - [Two Pairs of resources.]
    • Warded Locks +2 resist item/tech thefts. - [Hard Metal]


    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: 4
    • Veras Misstle (8 MIL) - Yondari League General. Veras was well known among the Mistwalker Rangers for his tactical acumen. As a Mistwalker Ranger, his specialty is in gathering information and scouting, and he places a premium in intel when managing troop movements.
    • 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. Due to the losses incurred in the battle of Lascienmo ~IR 188, the Mistwalker Rangers are to undermanned to act as a military unit. Merros Rhunas has taken to drumming up recruitment, citing the bravery of the rangers that helped hold the line against the Cinder Queen's armies.
    • 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. With the death of Chief Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol in the battle of Lascienmo in ~IR188, the Gnawed Bone Tribe's membership was decimated with the survivors either scattering to the winds or being absorbed into the other Furbold tribes of Ovadre.
    • 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.
    • Deja Rhunis - 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. -RETIRED-



    Spoiler: Stat Increases
    Show

    Tanya Chalun va Meera
    23/X Diplomacy: 7+1
    X/X Military: 4+1
    24/28 Economic: 10
    25/X Faith: 6
    29/X Intrigue: 9+1
    Last edited by SquirrelWizard; 2019-01-13 at 12:08 PM.

  19. - Top - End - #679
    Ogre 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
    Region 92: Thae Guceart
    Järlin Aeshra Hodeskalle

    Actions:

    [Dip] Hire a Warband from the Eternal Lamp
    In order to preserve their new gains in Thae Guceart, the Overvanni turn to mercenaries for aid.

    [Dip] Hire a Battalion from the Crescent Company
    In order to preserve their new gains in Thae Guceart, the Overvanni turn to mercenaries for aid.

    [Mil] WAR Defend Overvann (89)
    Using 11 units (including one Dragoncursed) led by Frode Bjornsson, using techs Coin Armor, Salt Wagons, Refined Pician Weapons x2, Berserkers, Camel Cavalry, and Signal Lamps
    Spoiler: Bonus breakdown
    Show

    Total: +25
    Units: +12
    (3 CSC, 2 ETL, 1 ETL base, 3 WRN, 3 OVN)
    Techs: +5
    (2 Refined Pician Weapons, 2 Berserkers, 1 Camel Cavalry)
    General: +8



    [Mil] WAR Defend Thae Guceart
    Using 1 unit, unled, using techs Coin Armor, Salt Wagons, Refined Pician Weapons x2, and Berserkers
    Spoiler: bonus breakdown
    Show

    Total: 8
    Units: +1
    (ETL 1)
    Techs: +4
    (Refined Pician Weapons 2, Berserkers 2)
    Leadership +3
    (Unless 3)


    [Int] Raid Kilkana (26) TP 2 for Granite (Roll:14)

    [Int] Secret Action (Roll:11)
    Absolutely nothing to look at here.

    Nonactions
    Use Brinefather's Scales with Refined Pician Weaponry, transforming existing Draconic unit into a Dragoncursed unit.

    Whern embassy:

    Amham Embassy: accept gift of 2 units. Convert them to draconic, because I apparently don't have a choice.

    Resist buyout of Livestone in Tevrus.

    Spoiler: News and Rumours
    Show

    Kelya Hodeskalle gives birth to a healthy, human baby boy. Along with other children birthed in recent years to parents afflicted by the dragon's curse, young Olaf lacks any sign of draconic taint. The implications are astounding, because despite their altered appearance and behavior, it shows that the afflicted are still human where it counts.

    Shock and intrigue strike the Järlin's court. Mara, the heiress chosen because her body was yet pure, unaffected by the dragon's curse, was ambushed in the night by a group of unknown warriors. Although they did not dishonor her, they forcibly fused a shard of dragonbone to her wrist.

    Before her transformation, Mara was considered unfit to rule by some, since she was weak of body and mind. After she was cursed, she did overcome her physical infirmity, although her mind seems to wander in dark places as a result.

    With the new knowledge about the effects of the curse, some have changed their opinion, stating that the effect is in fact a blessing given by the gods or Sväljåsk herself as a reward to the warriors bold enough to slay her.

    Many do not appreciate the fact that Aeshra has ordered the fragments of dragonscale found in Thae Guceart shipped to Whern. They insist either that the Overvanni should stockpile as many of Gxe'dhok's blessings as they can, or that they should be destroyed before their corruption spreads further. However, the impending war prevents arrangements for being made for the hide's transfer.

    Hrothgar's return from the dead and subsequent defection bodes ill for Overvann. Draugr are difficult opponents for even the most skilled warriors, and for such a decorated leader to change sides is worrying.


    Spoiler: Military
    Show

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

    Units:
    Total = 2/13
    Wolf Isle Berserkers = 1 (DRACONIC)
    Rhok Har Guerrillas = 1
    Eternal Lamp Warriors = 3 (ON LEASE, 3 turns)
    Crescent Company Mercenaries = 3 (ON LEASE, 2 turns)

    Generals:
    Frode Bjornsson (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
    Whales: Region 88, 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: 6
    Eco: 4
    Fai: 5
    Int: 5
    Mil: 6

    Spoiler: Royal Family
    Show

    Name Relation
    Aeshra (49, draconic) N/A
    Clara (63) Mother-in-law
    Kendra (44) Sister-in-law
    Mara (29, draconic) Daughter
    Kelya (27, draconic) Daughter
    Gunter Oriksson (29, draconic) Son in law
    Frode (17, draconic) Son
    Sigurd (17, draconic) Son
    Olaf (0) Grandson



    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; 2019-01-10 at 09:41 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

  20. - Top - End - #680
    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: Nocyca Rossalli
    Vassal of the Theocracy of Coatl
    Round 30 (190-192 IR)


    Actions:

    1. [Military] Raise a unit

    2. [Military] Raise a unit

    3. [Military] Raise a unit

    4. [Military] Raise a unit

    5. [Diplomacy] Betroth Dessainni Nocarru to Lonan Sathelas of Glen Gwitna
    Nocyca's 7-year-old daughter is betrothed to the heir of Glen Gwitna. It seems Nocyca is looking to the future, perhaps adopting a more conventional means of alliance despite the unconventional succession of the Council.

    6. [Diplomacy] Send ambassadors southwards
    Linnadi ambassadors are sent to the Theocracy, Pride, and Republics, seeking to find relations and gather information on the current state of the south. Not all of them travel openly.

    Nonactions:


    Spoiler: News and Rumors
    Show
    • Assassination
      .
    • Orradi Shollarissi debates
      .

    • .

    • .

    • .

    • .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 4
    Military: 3
    Economy: 3
    Intrigue: 4
    Faith: 6

    New Ruler Next Round? No

    Expected Stat Bonuses:


    Spoiler: Other notes
    Show

    Military units: 2 + 4 / 9 + 1 (salt wagons) + 1 (religion)
    2 + 4 / 11
    General: Braen Auley (8) KIA - round 28
    • 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)
    • NL unit 5 (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; 2019-01-12 at 06:06 PM.

  21. - Top - End - #681
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance

    Round 30 (190-192 IR), regions 106 (Sfaïr), 102 (Cesaria)
    Dame Elena Blanc


    Actions:
    1. [Diplomacy]Continue to claim 107
      Finally, the debates with the chiefs of the Tëhlër̨khët clans are being finished. The region is annexed as equal to the other six regions of Sfaïr, and Sir Isernbriser becomes the Governor. Small parts of the newly gained area are given to the Rúgari and Andavenpolis regions.
    2. [Intrigue]Raid open Sheep TP 102.3 2d6 + 5 Int Roll: 8
      Cesarian merchants can perhaps be bought, as was proven, but when Elena sends some Spiegelace trainees to Cesaria to prove themselves by stealing from the Cesarian merchants, they are discovered by the cautious merchants. Needless to say, this is a catastrophe, diplomatically speaking. Lucius Crassi, the King of Cesaria, and Elena's husband, is assertive for once and summons her to Cesaria to explain her actions. She comes and makes a speech, but she speaks more about the power and potential of the Sfaïri-Cesarian union than about the incident itself.
    3. [Diplomacy]Raise rep with OMC 2d6 + (liege's score) 5 Dip Roll: 13
      Obtaining the support of the sea elves is believed to be essential to growing a country into an economic powerhouse. Sir Lull Radeburg sends a letter to their headquarters in Avakon in which he makes assurances that Sfaïr will always champion free trade, and discusses potential new markets in the north of Inyaka.
    4. [Economy]Buy out Violet Ash in 53.3 2d6 + 6 Econ + 1 CSP + 1 Fish Glue + 2 Varjik support Roll: 21
      Varjik grants Sfaïr not only technology, but also resources to use it. This is appreciated by the nobles, who are doing better than they have since Avakonian times. Elena, though older, is still remembering fondly the day she met Anivine, the wise, sympathetic and kind Queen, who was to her a bit like the older sister she never had. The merchants might
    5. [Intrigue]Secret Roll: 10
      The Spiegelaces are on the move. They are avoided by citizens, as they have an air of disquiet around them. Agitators say that they wear hoods because they are secretly elves (or, what would be much worse, half-elves), and that Elena is cooperating with these and other shady forces to undermine Sfaïr's government.


    Non-actions



    News and Rumors
    • Though the start of warm relations with Yondar is universally welcome, the fact that only Elena can approach the crow and read its messages is considered to be suspicious by the small but increasing number of those who believe she is trying to thwart the traditional and just Sfaïri system of governance via various councils, seeking absolute power for herself.

    • An expedition to Sycoraxistan is organized. In particular, the Rúgari people are interested in the land because of some similarities with the once prosperous land destroyed by spirits...
      Spoiler: The Sky Tower, as told by the people of Rúgari
      Show
      Once, the arid, mountainous steppe lands of Rúgari were filled with dense forests, waterfalls surrounded by moss and wild animals playing in the meadows. However, in the ancient era, the powerful Kingdom of Sfaïr decided that dominating its neighbors was of no use; they already had all they wanted. Instead, Queen Ermunahildiz gave the command to construct a tower taller than the highest mountain on Emjata, using the kingdom's extensive knowledge of magically manipulating materials to make it sturdy enough. The ultimate goal was to take the planets from the sky and add them to Sfaïr's treasury - it was thought that stars were too distant to reach.

      For a year, the tower slowly had been slowly rising from its surroundings, and on the eve of the new year, learned magicians performed a ritual at the top of the tower, ingesting the appropriate substances to determine how much progress was made; and indeed, the planets seemed to them much closer than ever before. "Continue to raise the tower for one more year, Queen, and it will stretch from the earth to the heavens" they said in unison. But in the night, disaster struck. The whole nation awoke to see cracks running across the tower, originating from one spot shrouded in shadows.

      Efforts to stop the collapse were of no avail. The tower fell whole, like a felled tree, upon Rúgari, burying most of the lands and the people under mountains' worth of rock. Some say the magics supporting the tower were flawed, others say that it was sabotaged by mortals. But among the people of Rúgari, it was most often said to be the work of a malicious spirit of the heavens who wished to exclude humans from its domain.


      Consisting of about 40 people, the expedition is led by Dame Rothaide, sister to the Governor of Rúgari. She is a 22 years old red-haired aristocrat, sitting upright on a horse, looking down on most, not just in the literal sense. On her chest is the crest of the Luitbertien family, with a red tree over a gray mountain on an orange background. Accompanying her is Mervin the Learned, an old cleric that has lived through many crises of the past. Like most good priests, he is also skilled in the arts of healing and transmuting matter.

    • While the diets of the Sfaïri vary by region and wealth, there are many common elements in them. Firstly, unlike in Cesaria, goats are the most common livestock in Sfaïr, and as such goat milk and cheese are popular, often complementing edible grass-like plants and salads from the Andavenpolis region, an important staple. Fish from the Norbar are cut into thin slices and eaten with rye bread.

      Unless there is a famine, the Sfaïri eat four meals in the day: Mornrize, a faster, smaller meal eaten at dawn, almost immediately after waking up. It mostly consists of carbohydrates and dairy, and it gives one the energy to get one's bearings, and have enough energy to defend, even if an enemy doesn't allow you enough time to eat breakfast by attacking in the morning. Mornrize is not fixed to dawn. If you wake up at a different time, perhaps due to working a night shift, you eat mornrise at that time.

      The second meal is the aforementioned breakfast - as an aside, eating mornrize is considered so essential that it doesn't count as 'breaking your fast' (as the proverb says, a man can go a week without water, but he will fall dead on the spot the third morning without mornrize). It is eaten about two hours before noon, and it is traditionally the biggest meal of the day. It consists of goat meat, fish, vegetables and fruit, balancing out the starchy mornrize.

      Lunch is eaten after most of the day's work has been done. It's mostly sweet or salty baked goods, and pottage stew. It is dark when supper is eaten, the contents of which vary widely by region. For example, in Contrad, the eastern region through which the river Mollis flows, there are said to be 372 traditional ways of preparing fish, a different one being used each day of the year.

      The Amauri elves have brought their own eating customs from their easterly homeland. They prefer root vegetables, raw or boiled in earthenware pots. They trade for strong spices with the Sea Elves, and use them for hallucinogenic potions with an awful taste - but each of these potions tastes differently awful, and they claim that the unique experiences open one's mind to a greater comprehension of the way the world has been structured by Abhidi, and how to make use of it correctly.

      Foreign foods have become more popular with the rich recently, largely due to the influential Inyoni diaspora in Sfaïr.

    • The Spiegelaces, secret agents answering only to Elena, are expanding. They set up secret lairs in Cesaria. Dame Rosagund demands that the Leader lay her cards on the table and stop any actions kept secret from the Governors immediately. Elena responds that Dame Rosagund did not exactly ask or tell anyone anything when building the mercenaries' base in Sfaïr. The two glare daggers at each other, and the government meeting is dismissed. This is not a singular occurence, there is increasingly more disagreement in the government over basic topics, but nobody has challenged Elena's Leadership yet.

    • (Yondar) Yonwin, the bookish younger brother of Elena, is wandering through the meadows of the Andavenpolitan seaside, when he spots a woman slightly older than him approaching. Having spent countless days listening to his mentors' stories about magic in the world, he recognizes her as a Yondari Shaman.

      She tells him that she was told he would be here; she happened to hear of a young man who could rival her knowledge of the world and its more mysterious aspects - a rarity. They talk for a long time, and part ways only when it is getting dark. Many more days like this one come and pass, and they continue to seek out each other even after they have shared all useful knowledge. In the autumn of 192 IR, Eyebite arrives in Hearth Meera, carrying a platinum ring, and it is not meant as a superficial show of wealth. The ring is intricately inscribed with an extremely difficult puzzle, requring the knowledge of magic styles from all over the world and more. Only when the puzzle is solved does the ring withdraw the barriers inside it, allowing itself to be put on the solver's finger. It is a very peculiar token of affection, but Yonwin and Elisa are far from being normal nobles.

    • Three black ships carrying a small diplomatic delegation sail to the island of Rhune, where prospective allies reside. They bring gifts for the Margravine, consisting mostly of finely cut gemstones and wine (which appears to have... hallucinatory properties). Their elven leader's name is Rolant Galois; after introducing himself, he converses with the Margravine and others. He complains of the restrictions on trade constantly imposed on them by the human majority in Sfaïr. His people have traded freely with the outside world for many centuries, but now the government is exerting more control than ever. Rolant also shows great interest in the supposed land on the other side of Badan, and the route one needs to take to arrive there. According to him, exploration of the world, both physical and spiritual, is of utmost importance.


    Spoiler: Ruler
    Show

    Dame Elena Blanc (born 164)
    Diplomacy 4 + 1
    Military 5
    Economy 6
    Intrigue 5 + 1
    Faith 2

    Used specials: M5

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

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

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

    Generals (1)
    Berchar the Walking Wall 6

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

    Organizations
    Name Reputation & Effects Favors
    CSC 4
    +1 to resist Raid attempts in own lands
    1

    Bases:
    Sfaïr (106) - Company of the Crescent (+1 unit defends region)

    Relics:
    Banner of Unity (currently lent to Regno): -1 size loss in coalition battle
    Feathered Cape: +1 random stat with new ruler

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

    Military Specialization:
    Legacy of the Conqueror (Inc. die size when fighting with allies)

    Graveyard:
    Died 166 IR in battle with the Tëhlër̨khët, killed mostly by the Skyfather
    Steppe Wolves 1st
    Steppe Wolves 2nd
    Elven Longbow
    Andavenpolis Volunteers
    Alliance Guard
    Died in battle with region 103 natives
    Sir Gerold Blanc (former ruler)
    Defenders of Súthburg
    Rúgari Avengers
    Elven Scouts


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

    Regions - Regional Governors (7)
    Foreigners' Quarter - Sir Varden Bandeson (135)
    West Rúgari - Dame Rosagund (Rosa) Luitbertien (155) - currently in Obroslo
    Andavenpolis - Sir Lull Radeburg - Treasurer (141)
    Contrad - ???
    Temple of Besso - Sir Médard Ansfing (133)
    Súthburg - Sir Anatole Theophanous (130) "Theo the Pompous"
    [107] - Sir Isernbriser (154)

    Lyebault Merchant (131) - Magi Indago's friend, Initiate, now a diplomat in Regner.
    Edwin Blanc (167) - Brother of Elena. Military commander at Clear Sky Pass
    Yonwin Blanc (169) - Brother of Elena. Bookworm, likes the sea. Engaged to Elise of Yondar.
    Eyebite - Magical(?) crow from Yondar
    Magi Indago - Oamenii, a Regnan noble. Is a diplomat in Sfaïr.
    Rothaide Luitbertien (169) - Sister of Rosagund. Is on an expedition to Sycoraxistan.
    Adalhaidis (Heidi) Luitbertien (190?) - Daughter of Rothaide.


    The Spiegelaces - Secret spy group, serving Elena. Unpopular.


    Spoiler: Technologies (19)
    Show


    Active
    Type Name Effect(s) Requirements
    Economy Fish Glue Manufacturing +1 to 1 economy action per round (does not stack) Hooved Animal or Fish
    Economy Surplus Production If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region. Two Pairs of Resources
    Investigation Magical Indicator +1 to Investigation rolls related to magic Farrana - Tafer, 44
    Exploration Diplomatic Expedition Allows Land Exploration with a Pack Animal Tech; Enables Oceanic Colonization with a Ships tech Precious Minerals, Pack Animals or Ships
    Ruler Decentralized Authority +1 to new ruler stat / +1 to two (cannot surpass prior rulers stat) Writing Materials/Writing Materials, Stone, Scholarly Artifacts
    Military Warcasters Mil 5 create a War-Caster (1d4+6) / 1d4+7 fights alone, cannot wield units. Upon a loss he instantly rolls a d2 (1 dies, 2 grievously wounded for 2 turns) Magical transmitters or batteries (bani, soul stones, idols / 2 magical transmitters or batteries and 1 writing material

    Passive
    Type Name Effect(s) Requirements
    Intrigue Warded Locks +2 to resist item/tech thefts Hard Metal
    Intrigue Violet Oath +1 on rolls to resist secret actions Violet Oak - Derokar, 53

    Military
    Type Name Effect(s) Requirements
    Close Combat Refined Pician Weaponry +1 to battle rolls Hard Metal
    Armor Hard Iron Armor +1 to battle rolls Iron
    Armor Heavy Wooden Armor +1 to battle rolls Wood
    Cavalry Camel Cavalry +1 to battle rolls Mounts
    Logistics Sacrificial Magic Supply Lines -1 size loss roll / +1 opponent size loss roll Crops/ 3 Crops
    Logistics Salt Wagons +1 to unit cap / -1 size loss roll Preservative / 3 Preservatives
    Recon Magi Blessed Scrolls +1 to defending / +2 to tactics rolls Writing materials / magical powder, lumber, scholarly artifact
    Siege Dwarven Fortifications +1 defense roll, +1 in Fortified regions / -1 size loss roll Stone/Stone, 2 Food, Preservative
    Traps Diresnags +1 opponent size loss roll / +1 opponent distance loss roll Labor/3 Labor
    Tactics Byonic Tactics +1 to battle rolls per two magical techs, +1 per tech if using a warcaster Tactics Roll
    Tactics Headhunting +1 on rolls to resist secret actions Tactics Roll + I5 Special


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

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


    Spoiler: Owned TPs
    Show

    64.1 Mrazite (Antimagic, Gem, stone?)
    80.2 Malachite (Gem)
    101.2 Sweetwine (Crop)
    8.4 Bani (Magical material)
    102.2 Sheep (Hooves, Meat, Wool)

    Need to acquire:
    Horses
    Iron
    Precious Metal
    Stone
    Labor
    Preservative
    Scholarly Artifact?
    Fuel
    (Magical) Writing Material


    Spoiler: To do
    Show

    Saved actions:


    Great project - fortify Clear Sky Pass

    organize Abhidi, find all lost relics, get rep 5 with all orgs

    (OOC) Add the VIPs descriptions, Improve the flag, rewrite rules, improve econ map, update embassy map, make dictionary of Emjata, make list of great projects

    Transport and reconstruct the statue of Dejan from Ŕidiŕ.
    Become Merchant Prince (10 TP)/Great Kingdom (102,103,106,107?)
    Get a tech for every slot (Elemental Arrows!?)
    Explore the north and the Eastern Continent
    Make an artifact crown made of every precious metal and gem.

    Last edited by Corona; 2019-01-12 at 11:13 AM.

  22. - Top - End - #682
    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

    ALL ECONOMY ROLLS

    1: [ECONOMY] Buyout region 8 TP 3 Bani against Dvalta The nation of magic had hit an impasse, resources were finite and there was only so much one could do without having more materials to work within complex rituals and new experiments. They planned to form technologies from each of these.

    2: [ECONOMY] Buyout region 21 TP 1 Pegasi against Ti Linnad What bizarre experiments can be placed on the pegasi? Can they be made larger, stronger, can they be warped for human needs, as they were made for smaller forms and how well can they be utilized by someone to truly take advantage of air power for the good of man.

    3: [ECONOMY] Buyout region 21 TP 3 Kansett open Ahhh the broken forms of the crab men, warped by a dangerous magic now Lindeen has a chance to bring their kind into their domain and play with what was left behind in the wake of that disease. Of course what made them really interesting is that Lindeen could play not only with these powerful bodies but also the disease that warped them. (Perhaps they can be the source of the first chemical weapon?)

    4: [ECONOMY] Buyout region 78 TP 2 slaves against Dragon Labor is always necessary.

    5: [ECONOMY] Buyout region 58 TP 3 Sedellan Glass against Kunai anti magic is in itself magic, can it be used against the gods?

    6: [ECONOMY] Buyout region 71 TP 1 iron against Dragon The dragons have no need for anything as their extinction is nigh.

    Nonactions
    2 powerful warcasters actively defend against any incoming regresses for the theft of dragon resources.


    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.

    The two districts of (region 102) are currently:
    Jaelyong-Bo- Investigate more cerebral and less defined spirits, work on summoning these strange spirits of war, hate, love, sex etc.
    Rhunic Animism- Learn more efficient rituals to control spirits Rhunic draws the attention of.

    The two districts of (region 106) are currently:
    Dragon Worship- How can they turn dragons into giant batteries of power?
    Initia- Focus is on pulling more strength from conduits and sources, maximizing efficiency of Bani and other helpful tools for strengthening the faith (for the sake of the mandates)

    News and Rumours
    • Frostfalls is declared a national holiday on Rybse Zielua the 12th
    • Ti Linnad has formally sworn themselves to the the Coatl Theocracy and while their connection to the south through Whitefeather had always made Lindeen nervous, this connection had them petrified.
    • Lindeen needs to reach out to the animasts. Their beliefs could not be more different but surely both of them do not want to see a militant Theocracy exist.
    • The Cinder Queens armies have been obliterated.
    • Vashta passes away.
    • Macra + Rassilion have successfully been transformed.



    Spoiler: Ruler information
    Show


    Archon Atraxi
    Diplomacy 5
    Economy 7+3
    Military 7
    Religion/magic 10
    Intrigue 4

    War Caster: Macra 8 Rassilion 9

    New Ruler Next Round?
    No

    Military Units
    8 units
    (2000 wooden legion (1 unit) 100 Summoners (1 unit), 2000 blessed blades (3 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
    Byonic Tactics

    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)
    TP 2 Magical Reagents (region 115)





    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 (Warcaster)
    Rassilion twin of Macra and child of Sir Blanc and Vashta (Warcaster)

    Last edited by nadiri; 2019-01-12 at 06:41 PM.

  23. - Top - End - #683
    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] Continue construction on the Grand Palace (2/5)
      Despite the continuing impact of the Heart of Gxe'Dhok on Karak's infrastructure, construction of the Grand Palace continues. Rumors spread of the Queen's obsession with the structure, both as monument to her own regnancy and as a permanent home for the skull of the great dragon. Such callousness towards her home city in its time of need inspires the ire of some, but with the kingdom purged of any strong opposition the Queen continues unopposed.
    2. [Diplomacy] Continue construction on the Grand Palace (3/5)
    3. [Faith] Queen Sigyn begins to study the Rune of Darkness, in search of a new Bani (1/5)
      With the former members of the Blighted well integrated into the Izbefan branch of Initia, the Queen's attentions turn towards another great mystery. With the consolidation of one unstable aspect into a new and fundamental Rune, the remaining one is a tempting prize. Gathering the most radical of Izbefan academics, Sigyn begins a serious investigation into the nature of the Aspect of Darkness, heedless of cost or danger.
    4. [Intrigue] Send trained investigators to unearth the secrets of Dafi's Tomb (+8 Artifact) 25
      The discovery of extensive catacombs beneath Dafi's fortress send tremors through court. While there is little doubt that the Mad King's followers have been purged, the revelation of further mysteries inspires no end of speculation. Rumors of a vengeance from beyond the grave begin to circulate, though all die before reaching the Queen's ear. For her part, Sigyn's reaction is strangely reserved, though in private she expresses joy rather than dread. Dafi's secrets brought ruination to many lives, but if they could be recovered and turned to a more noble cause? Perhaps then the sacrifice might have been worthwhile.
    5. [Intrigue] SECRET 19


    News and Rumors
    • ???


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

    Spoiler: Current Ruler
    Show
    Queen Sigyn Hestradet

    Diplomacy 9, Economy 6, Faith 4, Military 4, Intrigue 6

    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
    Prince Magni Hestradet, born 191 IR
    Last edited by TheDarkDM; 2019-01-13 at 05:36 AM.

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

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

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

  24. - Top - End - #684
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 30 (year 190-192)
    The Amham Federation
    Yemur, Amham(Regions 1 & 2)
    Duchess Nari Gyeon


    Actions
    1. [Faith 10] Establish a Holy Land - At long last Nari's dream of a restored Amham Federation in the mold of the great Duke Seok Gyeon who brought Jalyeong-bo to the people of Regner and beyond is achieved. Once more the southern Federation was known the world over as a destination for the spiritually inclined. Tales of its decline under the uncaring oversight of the cynical Northerners are done away with new tales of its splendor restored by the Duchess. Like Whern was now a spiritual anchor in northern Regner Amham was its reflection in the southern half of the continent. The Federation's victories in spreading the sprits to the Volzen's island confederation as well as securing the friendship of the Shushan are celebrated in Samg with spirit dances, food, and drink.
    2. [Military] Raise 1 Unit of Naval Troop Carriers - Inspired by the Omanush Convoy trading ships who so frequently came loaded down with trade goods to dock at their base in Amham the shipbuilders of the Federation seek to design their own watercraft capable of replicating the speed and maneuverability of sea elf craft while allowing greater number of crew and passengers in place of cargo. There is much compromise in their iterative designs but at last a model is settled on and a fleet commissioned of over fifty lightly hulled combat transport ships. Nowhere near the maneuverability of the Omanush craft they had retained a great deal of speed at the cost of armor and endurance. Useful transports and boarding craft but nearly useless for open sea engagements. The shipbuilders are apparently hopeful for the chance to test their acquired knowledge on a new fleet of true warships in the coming years.
    3. [Military] Build Fort of the Four Winds (1/2) - At the intersection of Yemur, Amham, Iadesh, and Regno an observation post is built on the Federation side of Yemur to better keep an eye on this major border crossing. Travelers are not harassed or even addressed unless speaking up first regardless of their land of origin and only then to give directions or explain briefly and vaguely their role as Federation observers. It didn’t appear the soldiers were there to heavily police some imagined line through brute force but extensive records were kept of the comings and goings near this mountain pass as more permanent fortification is built into the mountain by Federation workers and skilled shamans capable of working with stone spirits to mold the landscape. A small but space-conscious stone fortress begins to take shape on a mountain well within Federation claimed territory overlooking the main pass near the border.
    4. [Intrigue] Expand the Four Winds with observation posts and hidden watch outs keeping tabs on the comings and goings around the area (1/5) - In addition to the obvious fortress work occurring in Yemur additional construction was occurring further south and north along the border. Smaller than the fortress the work is quick and results buried and hidden. Many observe these strange small bunkers of stone or wood being installed in the mountains, passes, and river valleys near the crossing but few see them all. The Federation doesn't attempt to hide its activity but is forthcoming with only the barest information when pressed, workers citing their rights to do in Federation territory what the Federation allowed them to do in a rehearsed manner.
    5. [Intrigue] Secret - Activity among the Shushan in Yemur can only mean trouble as the Clan swarms their Chateau either to catch the latest news from Court or carry out a request from their friend the Duchess.


    Non-Actions

    Regno Embassy

    Overvann Embassy
    1. Send 2 Units (Amham & Yemur Ducal Levies) to aid our Free Regnan Allies in securing their borders. Thae Guceart was not receiving these reinforcements directly so if it was lost these troops were under strict orders not to aid in any attempt to take it back but they would help defend Overvann territory legitimately held for longer than five years.

    Jintha Embassy
    1. Give JTH Diplomatic Expedition, Mass Conscription & Meteorological Navigation for joining the spiritual brotherhood of Jalyeong-bo
    2. Trade JTH Diresnags & Enchanted Arrows for Hard Iron Armor & Expanded Hulls


    • The Federation is shocked at the Sultanate's loss in Thae Guceart. Shamans had been expecting to negotiate with Regnan officials regarding their religious proclamations not friends of free alliance from the north, twisted as they were by dragon curse. With Whern having played so crucial a role in securing the region it is hoped the spiritual practices of the storm dwarves will be respected.
    • Shaman Jyn Kem returns from the Jintha islands to the Federation late in 191 where he is presented to the Duchess and Shaman Iltiz for a private meeting that lasts nearly a full day interrupted only by meals. When the shamans and Duchess depart they appear equal parts excited and afraid. In the following weeks it is announced additional Federation and Emjatan shamans were being commissioned to take a rather long term trip south into the waters west of the Marasa Pride's empire to meet with southern ocean and air spirits regarding a cooperative effort to dispel the Long Winter. It would no doubt take much time and effort to bring these spirits on board but while the northern waters and winds were notorious for their violence it was believed by Jyn Kem that the spirits of the southern ocean were just as powerful and that their more even temperament was an intentional counterbalance necessary to allow their power to deploy as a safeguard against the North Wind's reoccurring aggression.
    • Bo was now a young man and the child he had been under Nari's watchful gaze gives way to a rebellious youth. Spending much of his time at Hameong Grove among the Rhunic Animist debauchers the young son of the Duchess is even rumored to have taken to succumbing to possession without contract. His actions bring much shame among the conservative court but the Duchess herself seems oddly calm despite the situation. Some speculate she knows that the Animists knew if they allowed anything to happen to her little boy they would have hell to pay and given their privilege of operating in Hameong their respect for her would keep them in line and her child safe.
    • Mi Su is wed before her thirtieth birthday to a suitor from the Federation a slightly younger nobleman named Pak Qwo. Her dreams of a dashing foreign prince never materialized and so she weds something much less ambitious. After two years she is pregnant with her first child and the Duchess celebrates her granddaughter's birth alongside her daughter in the spring of 192 IR. The newest addition to the Gyeon clan was named Chu Hi and brought much joy to Mi Su despite or perhaps because of the demands made by the newborn.


    Spoiler: Ruler Information
    Show

    Nari Gyeon (B. 140) M. Shaman Iltiz (B. 144)
    Children: Kyuna Danerdhuf (B. 158 D. 175), Mi Su Gyeon (B. 161), Chim Gyeon Danerdhuf (B. 165 D. 169), Bo Gyeon (B. 172)
    Grandchildren: Chu Hi Gyeon (B. 192)

    Stat Value Increase?
    Diplomacy 7 -
    Military 3 +1
    Economy 3 -
    Intrigue 4 +1
    Faith 10 -


    Spoiler: Regions
    Show
    Region Name Region Number Resource Holy Center 1 Holy Center 2 Holy Center 3 Holy Order Status Bonuses
    Yemur 1 Steelshrooms (Minor) Jalyeong-bo Jalyeong-bo Jalyeong-bo Jalyeong-bo Auxiliary +4 Resist thefts & conversions (JB HO)
    Amham 2 Timber (Great) Jalyeong-bo Jalyeong-bo Rhunic Animism 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
    • Spirit Shroud +1 on Conversions

    Last edited by Roarke; 2019-01-10 at 11:58 AM.

  25. - Top - End - #685
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Tundras of Whern

    Years 514-518 Adiman Reckoning

    Spoiler: Ruler Info
    Show

    Ruler: Yfga The Philanthropist
    Spoiler: Bio
    Show
    An emigrant from Overann brought along by her brother as he sought wealth on the plains, she found a warm bed at the Temple of Fherharbor as a child, eventually becoming a shaman. Her inductment into the Frigid Digits occurred after she happened by coincidence to save Shaman Agnar from an assassination attempt, a deed that earned her immediate respect. That an Overann woman was put forward by the Digits as the next chief of Whern is likely an attempt to appeal to the good graces of Whern's ally.


    Stats: (rolls here)
    Diplomacy 4
    Military 6
    Economy 1
    Faith 5
    Intrigue 1

    Attribute Improvements: +2 Military

    [BNo ]New Ruler Next round.[/B]



    Actions:
    1.[Diplomacy] Hire the Crescent Company on Behalf of Overvann In a move that her critics claim is sure to put Whern even farther in debt than it already is from Yfga's charity and pay for research from the Feast of Rieba, Yfga contributes to the Overvann's offer for the Crescent Company's services.
    2.[Faith] Build a Base for the Feast of Rieba in Whern [1/2] Whern promised to build the feast of Rieba a base, and Whern pays its debts. Construction on a perijanist monastery to rival the Frozen temple begins in Fherharbor. The building so far features a tower from which to study and pray to the sky gods, a reliquary, a kitchen, and a dormitory. The kitchen and dormitory are completed first so that the workers (mostly plains walkers with more free time than they would like due to the long winter) can use the facilities to improve their working conditions.
    3.[Military] Raise a Unit Vignar's Militia suffered the heaviest losses during the campaign in Thae Guceart, at one point leading a suicidal charge at a division of Regno cavalrymen to give the Emergency Reserve cooks time to retreat onto the ships of the Naval militia. All surviving members are given 3 years' pay without service and another 1000 young men are recruited to join their number and trained by the survivors, making the full company 2000 members strong.
    4.[Military] Raise a Unit Vignar's Volunteers had their numbers reduced by about half but fared better the militia. Their members, who left an unruly rabble, come back battle hardened and equipped with weapons and armor looted from the corpses of Overvann warriors and horses reacquired from the dead members of Vignar's militia.
    5.[Military 5] Create Military Specialization: Surviving the Winter: Increases Die Size when Fighting with Allies As the long winter looms over Whern, people are having to band together as never before to survive. Plains walkers are taken into the homes of Fherharbor families during the winter, and the peat cutters in the black marsh work double time to supply enough fuel for everyone. Chieftain Sharhorn works to train the troops to keep this cooperative mindset alive on the battlefield, trying to get everyone, even Whern's allies, out as alive and healthy as possible.
    6.[Military] Send three units with Camel Cavalry to assist in the Defense of Overvann. (Net Bonus +4)



    Non-Actions:
    Accept Techs from Overvann through the Embassy.

    Use Peat from the Black Marsh to counteract the negative effects of the Long Winter.

    Spoiler: Letter to Exarch Tizoc of the Holy Coatl Empire
    Show
    Tizoc the Rightly Guided Exarch,
    As the Chief of Fherharbor and a member of the Frigid Digits, I was of course concerned about the safety of the shamans tasked with finding a powerful artifact at the heart of a great storm in the Uhraiya. However, the word from the shamans and other crewmen we continue to send to search for the Brinefather's wings is that despite the trying times faced by northern Palmor and our vulnerability as foreigners, the Holy Coatl Empire exerts such a stabilizing influence over the region that they have hardly had any encounters with bandits, pirates or other criminals seeking to interfere with our work and either take the wings for themselves (though such a powerful artifact must surely make for a very tempting target to those of criminal bent) or simply pick our pockets. It is a testament to the strength and good character of your nation and faith that these unsavory elements can be so reigned in. In gratitude for the safety your empire has provided Whern's children and our work, I desire to send you a gift as thanks. Within three to six years, you may expect Whern to send one our smiths to teach you the art of forging coin armor originally invented by the Overann.

    With Gratitude,
    Chief Yfga Byornir

    Spoiler: Response Letter to Regno
    Show
    Sultana Venusa Regno,
    Your offer of support should we choose to cease this war is very kind. However, there are many reasons for which I cannot accept. Firstly, while war with your soldiers is devastating, and we have already lost many good people, a war with Overvann, no matter how much support you sent, would be a war on our own soil. While normally this would affect little, the long winters in Whern would prove to be a great threat to invaders and defenders alike, and the tactical ramifications would push our people (already struggling to raise adequate food and stay warm) to the brink. Secondly, we are not dependent on Overvann solely for protection, but for our very survival. Whern has no trees. We gain our heat from peat harvested in the Black Marsh, one of Overvann's territories. If this supply were cut (and the Overvann are known as fierce raiders) we would suffer even more greatly than from a war on our own soil.

    Lastly, while your offers of protection are very kind, I personally have little faith in Regno's ability and willingness to back them up. Regno has repeatedly balked on international alliances, failing to support their longtime allies in Dvatla when they were at war time and time again. When the kunai clans were first invaded by the Rakshasa, Regno's legendary legions did not deign to set foot on the field of battle, and if this is the support that Regno's oldest, staunchest allies and vassals may receive then what support could we, a tiny country of different faith far from Regno's borders expect? Surely you might attempt to help us by acquiring the resources of our aggressor to enlarge your own coffers, but for material aid Whern cannot depend on a nation that has repeatedly offered too little, too late to peoples on much better terms with them.

    What Whern seeks now is a swift conclusion to this war. Overvann is fiery and ill-tempered and will not back down easily. Regno on the other hand tires of war and may see reason to surrender after a few more decisive losses in the north.

    Humbly Yours,
    Chief Yfga Bjornir.


    News and Rumors:
    Spoiler: Fherharbor's Ancestors
    Show
    While the legend of the first chief and Fherharbor's founding is well known, where these people came from and what they did before they came to Whern is largely unknown. The most "official" version of the legend holds that our ancestors were a motley group from many different areas, and while it is likely that many different regions contributed to our heritage, I will endeavor to demonstrate within that we owe more of our ancestry to one source than the others.

    It is well known that the Overvann have not always lived in Emjata, arriving shortly before Dejan's conquests via the northwest. While they must have first arrived in what is now Bhule, they apparently did not settle there, finding the climate and altitude too much of a challenge to the agricultural lifestyle that they prefer. They must have then passed through or around Whern. Though Fherharbor was according to our legends long since founded when the Overvann would have passed through, we have absolutely no records indicating such a momentous event. I would posit that this is because Fherharbor is a more recent contruction than our legends would have us believe.

    In the most popular version of the legend of the first chief, the city was founded four hundred years ago by our chief as part of his pact with the Norbar, which shaped the very harbor that the city was built upon. The Chief was slain during dejan's conquest, and the frozen tears are shed by the Norbar, grieving for its master. This is all well and good, except for the fact that Dejan's invasion occurred only 190 years ago, meaning that the first chief would have had to be over two hundred years old at the time of his death. While it's certainly possible that, powerful shaman that he was, he managed to find some way of extending his lifespan, it seems to be more likely that this story is inaccurate in at least one respect.

    If we suppose that the first chief died not during Dejan's invasion, but earlier, then we arrive at the question of how he did die. One potentially attractive answer is that he would have been killed by the Overvann in their passage southeast, and that this invasion was later confused with Avakonia's. This explanation would require that the Overvann inaccurately describe their migration occurring over 150 years too late. While their explanation should surely be taken as gospel truth, most peoples the world over have a tendency to claim to have inhabited a piece of land for longer than they actually have, to exaggerate their legitimacy as its possessors. Why the Overvann would err on the side of illegitimacy and temporariness escapes the astute scholar. If the Overvann did not invade Whern 175 years earlier than they claim and their invasion was not confused with Avakonia's we would expect to see a separate mention of their own passage in our oral history, but it is absent. This leads us to another theory.

    As noted above, peoples tend to exaggerate the length of time that they have been in an area. If we assume that the founding of Fherharbor occurred perhaps one hundred to one hundred and fifty years later than our legends dictate, then our ancestors would have no record of the passage of the Overvann- who would have swept through just shortly before we arrived. This theory also explains the origin of many of the migrants and outcasts that formed the first chief’s flock- they were cast out of their homes by the Overvann settling to the south, and had to move north into less inhabitable land to survive. The physiological similarities between the older Whernian families and the Infodt upholds this theory. Overann legends dispute this, alleging that their colonization was not violent, and rather small at first, but a landscape already bearing as many humans as it can cannot accept any more without losing some of them. By the same token, just as we probably inflate the amount of time that we have owned Whern, the Overvann probably downplay the violence and displacement of native peoples that occurred when they settled.

    Ultimately, we will never know enough to decide where we come from conclusively. However, if this essay has encouraged the reader to take a more skeptical view of our founding legends, then these were hides and inks well spent.


    The election that Chief Sharhorn wanted to run may have been all well and good, but not in these trying times, when spring stretches deep into the summer. If the people of Whern are to survive the long winter, they are going to need centralized oversight by a shaman. This is the justification that the Frigid Digits use to support Yfga Bjornir's declaration of Chiefdom in Whern. The Sharhorn family, temporarily shattered by the loss of both their titular ruler and their matriarch, is not able to put up significant opposition to the appointment, and while the people seem discontent about the blatant siezure of power, Bjornir (and by extension, the Frigid Digit) holds the government for now.

    Despite initial concerns, Yfga does seem to be listening to her council. With the Sharhorns out of commission, Shipping Captain Struffhuffen seems to have rather taken to her, but Vignar remains wary and vigilant, still on edge after his prized soldiers were sent to die in Thae Guceart. Yfga's apparent lack of military aspirations does seem to be slowly winning him over however.

    Yfga's multiple international humanitarian projects and offer of a gift to the Holy Coatl Empire earns her the disdainful nickname of "Yfga the Philanthropist". General opinion in Whern is that the new chief spends too much time helping other nations, and not enough helping Whern, especially as the long winter grasps Fherharbor in its claws. Typical of a softhearted woman, really.

    When Yfga is forced to cancel many of her humanitarian projects to focus on keeping Overann from occupation, the nickname still sticks, though a more appropriate one might be "Yfga the Vexed".

    Shaman Agnar retires... to be just the representative of Shamans on the Chief's council and the leader of the Frigid digits. He seems much happier since Yfga's assumption of the chiefhood, and smiles more.

    Chief Bjornir, her mind for once focusing on charity closer to home, orders the Frigid Digits to begin taking in as many orphans as possible off the streets of Fherharbor to become a next generation of digits.

    Spoiler: Standing Military
    Show

    Naval Militia- 3000 fishermen armed with whatever weapons they can find.
    Emergency Cooks Reserve- 2500 skilled cooks, drafted to support the large but otherwise poor army of Whern.
    Plains Walker Cavalry- 2000 Plains Walker cavalrymen, recruited through their ancient pact with Fherharbor.


    Spoiler: Chief's Council
    Show

    Shaman Agnar, Representing Shamans
    War Chief Vignar
    Shipping Captain Harbor Master Strufhuffen
    Last edited by Potato_Priest; 2019-01-13 at 01:41 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  26. - Top - End - #686
    Bugbear in the Playground
     
    Lleban's Avatar

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



    The Holy Coatl Empire


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

    Actions:

    [Faith] Making the best tribute ever(1/4) In a perhaps fruitless effort to cool relations between the Holy Coatl Empire and the Cinder Queen after the near total destruction of the dragonforged army, the magi work in construction a mysterious device sure to delight the queen. Expertise of some of the last remaining Azen is gathering in forging a massive shell. In addition magi have been scattered to the four corners of Emjata. Some search the far north west of Regner in search for trees that pierce the sky, others search of the ironwood forests within the southern republics, a third group travels to the volcano in yondar while a fourth journey's to Jinatha for reasons unknown to those outside the Emperors inner circle.

    [Faith] Making the best tribute ever no strings attached (2/4)

    [Economy] roll 18 +1 scales of hydra + 1 religion bonus= 20 Salt is a valuable commodity within palmor, worth its weight in gold in some cases. Aside from the preservation of food, salt is also used in ritual sacrifices, often as an agent to cleanse the sacrifice before blood letting.

    [Military] hire 1 unit : A unit of mercenary Avakonian Pikemen are hired in order to restore the ranks of the Empire's military.

    [Military] hire 1 unit a group of cobra milita are levied in order to refill the depleted ranks of the Empire's army in the face of possible aggression from the south. Less specialized warriors are chosen in order to relax the demands o the depleted warrior caste.

    [Military] hire 1 unit

    [Military] hire 1 unit


    Non actions

    • Resist buyout of


    News and Rumors

    • Heir apparent Coszcatl has traveled north to Yondar in order to search for a plant that feeds on molten earth. after all if crops can feed on soil and rock, than surely a plant must exist that eats molten rock... or is at least fireproof. What at first seems like a needlessly meandering route is calculated to avoid southern spies on closing in on her whereabouts. On her journey north she stops by she spends months at a time traveling among the small folk of Ti linnad, human and linnadi alike. By the time she reaches Yondar her imperial robes and accessories have been replaced with the clothes and callouses of a farm hand.

    [/QUOTE]
    Last edited by Lleban; 2019-01-12 at 09:38 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
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    Spoiler: and giving
    Show
    Spoiler: and giving some more
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    Spoiler: Metric tons of giving
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    Spoiler: Keep going
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    Spoiler: Suprise
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  27. - Top - End - #687
    Barbarian in the Playground
     
    Reggiejam's Avatar

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    Female

    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    DRAGON SLAYERS




    Region 28; NE Corner

    Round 30 (190 - 192)
    Spoiler: Captured
    Show
    Basilis Ra Karas Mar
    Diplomacy: 1
    Military: 10
    Economy: 3
    Faith: 5
    Intrigue: 5


    Arndok Kasiri
    Diplomacy: 1
    Military: 1
    Economy: 5
    Faith: 5
    Intrigue: 5

    1 [FAITH] Convert Isles of Lazar (28) HC 3 from Jalyeong-bo to Coatl Perijanism using Blood Bullion Success

    Not only had the shamans of the west stolen noble Jintha from the light but their foul spirit pacts have even infiltrated the Caves of Alam. Scriveners of the Oracle's dreams are suspected to be serving spirits instead of men and a full inquisition is launched by the recently empowered Kiin Sareteh popular assembly now outside the control of Kasiri or his lost enforcer. Kasiri seems concerned a resurgence of true faith in the Isles could prevent his and Mar's completion of their plans. If only the damn fool hadn't marched off himself to face the dragon's armies. If the true believers could restore the Caves to proper doctrine and Mar remained missing Kasiri was certain at the next Moot he would be deposed as Arndok regardless of the progress of the Trials. For his own sake he prayed for their failure though could not bring himself to pray for the victory of the spirit worshipers themselves.

    2 [FAITH 5] Create a Relic Eastern Tonic. Distance Losses begin to trigger after four initial regions crossed instead of two once/round

    Part of Kasiri's dream that he believed he shared with Lindeen was to one day see a world policed by the ennobled empowered elite. Representatives of heavenly will made manifest on this firm ground they knew. If these warriors of tomorrow were to truly champion their godly wills they would need to be able to travel quickly and far without fear of exhaustion from their physical vessels or falling victim to some robber's ambush in the dead of night. So it was that the Arndok had been working diligently on a side project in preparation for Mar's anticipated transformation now derailed by the general's abduction by the Cinder Queen. No longer able to focus on this primary project Kasiri finds time to complete the draught he had concocted with his closest magi aids. The recipe was a carefully guarded secret and even with the highest production rates attainable the ingredients and specified timing left the concocting permanently limited in quantity. Nevertheless the magical and holy secrets combined to create a tonic that energized any who partook of the tongue numbing blue-green concoction.

    3 [ECONOMY] Buyout Aniachaket (24) Kansett TP 2 from DRGN using Fish Glue & Org HC Largest Bonus Success

    With prospects dim for continued plan for true transformation of flesh into the divine vessel efforts refocus on the Badan. When it comes to be known that Kansett laborers had been sacrificed by Varjik to the maw of the Spellfather even Arndok Kasiri is surprised. Amerah Kren had spoken of a desire to placate her nearby dragon but to sacrifice intelligent Kansett to the Mrazite Queen's dark desires was far outside the norm for a people who so prided themselves on their honor. With traditionalists in the church regaining some power a desire to preserve the so-called blessed of Rieba from being blindly given to the hungry appetite of a monster coalesces into a concerted effort to undermine the Varjik-Dragon representatives who were managing this current contract with the KDU. With a long history of cooperation and friendship, stained though it was by Mar & Kasiri's coup, and a history of opposing the dragon threat Lazarite merchants expected the Domestic Union to give into a new deal.

    4 [ECONOMY 5] Upgrade Umibe (55) True Name Parchment from [Good] to [Great]

    Further investment is directed into the northern coast of distant Estensule where recently their Coatl Perijanist cousins the Marasa Pride had won a great victory over the godless Kunai. Godless or not however their work in parchment refining and calligraphy continued to make their production out of Umibe quite valuable the whole world over. Hoping to secure a broadly recognized investment in such a coveted and quickly dwindling asset by dumping funding into the region additional writers, parchment makers, and river grass harvesters are employed, the fruit of their labor heading back east to its sponsors in the Isles.

    5 [INTRIGUE] Secret Failure

    With the Basilis Ra missing with a short time to live it's easy to guess what clandestine operation was being prepared though its details, and full roster of participants, remained a mystery.

    6 [INTRIGUE 5] Create an Intrigue 6 Spymaster Saret Ka Limis

    Appoint the lead of the new Kiin Sareteh made up of loyal enforcers of the Arndok’s will and voices representing large landholders and caravan masters. This new “head” of the Kiin Sareteh is dubbed the Saret Ka a rotating responsibility in paper but in actuality now held for multiple consecutive election cycles by one woman, Limis. Limis was a disciple to Arndok Kasiri and while a loyal one not as wildly devout as some within the teacher’s retinue. She had worked with Black Company and the merchants who had dealings providing arms and armor to the Company troops extensively during the coalescence of power immediately following Karas Mar’s truce with Arndok Kasiri and had earned the respect of many within these influential circles. This made her a natural selection to the post of Saret Ka, an influential position with interesting capabilities to carry out the will of the new Kiin Sareteh.

    ROLLS

    NON-ACTIONS
    • Request aid from Emjata in recovering Basilis Ra Karas Mar from the Cinder Queen. The alliance of Ti Linnad, Coatl, Yondar & Rhune are first petitioned as the general was lost aiding them directly but more broadly any ally of the Isles or potential partner looking to make a friend are invited to attempt a rescue mission or hostage negotiation to the eternal gratitude of the Isles. Given the Isles relations with the dragons it is unlikely Mar has long so this offer expires soon.
    • Arndok Kasiri is no longer capable of overseeing military matters and the young volzen Feroh is spared sacrifice or banishment to be appointed Basilis Ka.


    LINDEEN EMBASSY
    • Send Full Course Discourse, Refined Pician Weaponry, Salt Wagons, Spymaster & Warded Locks


    GWITNA EMBASSY


    [4/7 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)

    [RUMORS]
    • The prior Trials had been disastrous for Reisa but a triumph for Feroh. This time Feroh faces disaster and the Pylliar Waldemir emerges victorious. Perhaps it was no surprised the fully mature hare had outdone the slowly wizened tortoise in a game of quick puzzles and tricks intended to confuse and disorient. Matrizia had done well enough but only just whereas Waldemir had pulled ahead substantially. With conservative traditionalists gaining steam and their clearly favored candidate continuing to advance alongside Kasiri's own protege Oamenii from Lindeen the Arndok worries what the future holds for himself and his legacy. In backing Mar he had thought he'd bought himself and his research a lightning rod and shield all in one to protect him as he worked. Now the damn fool had gone and been captured by a dragon with little chance he would survive. Plenty of others could have led that battle but the general was convinced he had been chosen by the gods. Convinced by Kasiri no less. Now it seemed the Arndok's gambit would not pay off and his attempt to raise the Mandates high was for naught. Though chance still rested in Matrizia Kasiri feared even if she were to emerge victorious in the Trials her reign might be short indeed.
    Last edited by Reggiejam; 2019-01-09 at 11:51 PM.
    Thanks Gengy for the avatar!

  28. - Top - End - #688
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Däfikä
    (Round 30: 190-192 IR)

    Actions
    1. [Military] Recruit
    2. [Military] Recruit
    3. [Military] Recruit
    4. [Military] Support Varjik's invasion of Hosra (68)
      • 3 units (mercenaries)
      • Adding Bani Bowls, Enchanted Arrows, White Sails Phalanx and Signal Lamps (CSC tech) to Varjik's techs (+3* to roll, -1 to combat losses (to minimum of 1))
        • *Signal Lamps gives +1 per unit more than enemy with successful tactics roll. Before potential distance losses that would be +3 since Varjik and Khirus are both sending 5 units
      • Path: 50 (west coast) - 49 - 65 - 66 - 68 (bad terrain)
        • 2 distance loss rolls
      • Total contribution to battle roll modifier: +6 without tactics roll | +9 (minus distance losses) with tactics roll
    5. [Military] Invade Region 67
      • 3 units (mercenaries)
      • Perwin Redtail (M10)
      • Hard Iron Armor, Bani Bowls, Camel Cavalry, Enchanted Arrows, Signal Lamps (CSC tech) and White Sails Phalanx (+5, -1 combat loss)
      • Path: 50 (west coast) - 49 - 65 - 66 - 67
        • 1 distance loss roll
      • Total: +18
    6. [Military] Establish a base for the Company in Zachodnie (1/2)
      Work finally begins on the Company base in Zachodnie. The number of recruiters, staff and company soldiers in the key cities of Leszkow and Przystań increases dramatically while a steady flow of building materials make their way towards the chosen site new Leszkow. Dwarven architects and fortifications experts coordinate with the Company's own experts in overseeing construction of an impressive new fortress. Meanwhile, with only a small amount of prodding from the D̨vatlans, the King of Zachodnie deals with local leaders, neighboring lords and jurists to smooth over any complaints or difficulties in transferring tax rights over the donated lands to the Company.


    Non-Actions
    • Allow Izbefe, Karys, Regno, Ti Linnad, and Varjik military access
    • Fail to resist buyouts of bani and hlaali bark
    • Support Astérionnag Dyfex of Tria Sanctus
      Initially many in Avakonia prefer Municep Udu of Thune, but after some debate D̨züssätt and S̨anedbzıtl officially give their backing to the Astérionnag, while suggesting that a compromise be reached and Udu and his faction brought into a political coalition with the Lacians.


    News and Rumors
    • The failure of the southern campaign has hurt Ghicadoca's reputation in Avakonia and his return is met with much less celebration and praise than he could expect in the past. Declaring all the lands of the south to be various forms of hell, he insists that no sane, sensible northerner would have any reason to ever venture beyond Avakon. No longer a young man, he requests and is granted permission to retire and return home to Hathgjil.
    • The war in Avakonia proves to be bloodier this time, though Redtail’s brilliance proved to be a key factor despite the failed gambit with Dragomir. The people of Avakonia grow more and more tired of war, but the nature of their enemy leads to a grim determination since the consequences of defeat are unthinkable.
    • News from the west do little to improve the mood in the old imperial capital. The Kunai once were tied by marriage to the imperial family, and now are vassals of the D̨vatlan’s old ally. The series of defeats inflicted upon Regno are said to be a sign of dark days ahead.
    • The news is received even worse, if anything, in D̨vatla. Even the unsentimental considered the alliance with the Sultanate highly valuable in a cynically pragmatic way. It provided stability to the west that freed the D̨vatlans from needing to worry about affairs in Regner. The potential for a dangerous lack of stability in the west while affairs in the south continued to be so unsettled has the royal court on edge.
    • The appearance of an undead Hrothgar is declared to be a great blasphemy. It is well known that undeath is an affront to Gë'täkid̨, and this is just more proof of the depravity and perversity of the dragons. The uncomfortable tolerance of the Father of Silence in D̨vatla crumbles, and the priests of the Queen Beyond declare the necessity of its death before it brings down even more terrible destruction than the Skyfather did.
    • Only from the east is the new well received. The failure of the Cinder Queen’s armies cause celebrations to break out across the D̨vatlan territories. It is widely claimed that surely the dragon is quaking in fear at the thought of the Lazarites.
    • In Avakon, D̨züssätt’s health continues to decline. The king begins to withdraw from public, leaving much of his powers to his heir S̨anedbzıtl. However, it is not until 192 IR that he finally dies, peacefully in his sleep. Following his instructions, his mummified body is sent north, though a hand is removed and kept in the Pantheon alongside his brother’s as a relic.
    • Däfikä proves to be a divisive figure in the D̨vatlan kingdom. Well educated in the faith and highly regarded among the priesthood for his knowledge of religious matters, he has more support from the most conservative priests and nobles than many of the previous kings, who were often accused of going too far in making compromises for temporal, political purposes. But he is also becoming known for his vanity and greed. His conservative supporters are generally willing to overlook these faults, but many are not. The kingdom became greatly decentralized during the reigns of his predecessors, as Zäklis was a better soldier than king and Fëkälis’s frequent illness forced him to be overly reliant on the nobility to actually rule. Hoping to reverse the trend and restore the centralized authority and powerful royal court of Tälir, he makes several attempts at reforms, making enemies among those whose power he is trying to curtail.
    • Having handed off power once his nephew came of age, Khäsglis spends most of the first year of Däfikä’s reign advising the king. Still divisive himself, as the conservatives accuse him of being too close to the imperials after his time in Varjik, he eventually withdraws from politics. Before long he leaves to join his sons in Avakon.
    • Prince Zäklis makes a public announcement in Avakon. He spent most of his childhood in Varjik and the Aspen Heights and learned of Dejanism from his step-mother, but also learned D̨vatlan culture and religion from his parents and the D̨vatlans they brought south with them. Since then he has spent many years attempting to reconcile Dejanism with Tëlir Geza and the D̨vatlan rejection of the possibility of a mortal ascending to godhood. He announces what he considers to be a great realization: Dejan was never a mortal at all. He was, the prince claims, a demigod who manifested among mortals. Though it is not possible to ever literally equal Dejan (since he was a god while mortals are still mortals) he still serves as an inspiration: an epitome of greatness that mortals can aspire to come as close as possible to. He disputes the Dejanite claim that the Conqueror ascended, arguing that the divine lightning did, in fact, destroy the physical form he inhabited at the time. Of course, as a demigod Dejan survived to return to the realm of the gods, humbled. This, Zäklis argues, is also a valuable lesson; even as we aspire to greatness, we must always be aware of our limitations. Overconfidence is one of the greatest dangers to the powerful, and those who seek to emulate Dejan should always keep in mind that even he was struck down when he believed himself the greatest of the gods.


    Däfikä

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

    Increase: Military (x3)

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3 Holy Order
    D̨vatla (u) 12 Iron D̨vatla Regno Overvann Tëlir Geza Abhidi Tëlir Geza (None)
    Llët̨sällë 10 Dragon Shrimp D̨vatla Glen Gwitna
    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
    Perivan 15 Blackrock (Open) (Open)
    XX
    Tëlir Geza Tëlir Geza Jalyeong-bo (None)
    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 51 Parchseed Oil (Open) (Open) (Open) Coatl Tëlir Geza Coatl (None)

    Region # Owner Resource Minor Good Great Grand Holy Center 1 Holy Center 2 Holy Center 3 Holy Order
    Iadesh 7 Regno Camels Regno D̨vatla
    XX
    XX
    Initia Initia Jalyeong-bo (None)
    Regno 8 Regno Bani Regno Regno D̨vatla Sfaïr Initia DRAGON DRAGON Initia
    Glen Gwitna 23 Gwitna Redcedar Wood Gwitna D̨vatla Lazar
    XX
    Coatl Coatl Coatl Coatl
    Deaux 56 Regno Hlaali Bark Jintha Yondar D̨vatla
    XX
    Initia DRAGON Honmyo (None)
    Raesija 64 Varjik Mrazite Crystals Sfaïr Regno Jintha
    XX
    Dejanism DRAGON Tëlir Geza (None)

    Spoiler: Armies and Technology
    Show
    Units Unit Cap General General General Military Specialization Cultural Identity
    1 +6 CSC 13 (5+7+1) Perwin Redtail (10) Ghīcādōca (9) (6) Defending own regions Conversions

    Embassies
    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 Req 2
    Hard Iron Armor Armor and Wards +1 iron - -
    Camel Cavalry Cavalry +1 camels, bhreshi dogs, or horses - -
    Pician Weapons Close Combat Weapons +1 iron - -
    White Sails Phalanx Close Combat Weapons +2 Hard Iron (tech) and wood - -
    Bani Bowls Drugs/Medicine/Blessings -1 combat loss (min 1) bani Can apply to non-combat loss cloth, alcohol and wood
    Magi Blessed Scrolls Drugs/Medicine/Blessings +1 defending writing material +2 tactics magical powder, lumber and scholarly artifacts
    Dwarven Fortifications Fortifications/Sappers/Siege +1 defending (+2 with GP) stone -1 size loss roll preservative and two food
    Elemental Catapults Fortifications/Sappers/Siege +1 but +1 distance loss roll Enchanted Arrows (tech) and stone Additional +1 and no loss roll wood and magical resource
    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

    Technology
    Technology Effect Requirement Effect 2 Req 2
    Diplomatic Expedition Allows exploration and colonization precious mineral and either pack animal tech or ship tech Create claim on a revealed region both techs
    Fish Glue +1 (Econ action) fish or hoofed animal - -
    Mass Conscription 2 units from recruit action after 4 other recruit actions food Threshold reduced to 3 regular recruit actions preservative and two labor
    Meteorlogical Navigation +1 exploration air ears - -
    Privacy Tapestries +1 increase reputation cloth +1 secret actions magical powder, gemstone, Himitsu (tech)
    Standardized Currency Support buyouts in own regions regardless of TP owner precious metal or gems Support buyout resistance in own regions two metal/gems

    Spoiler: Resource Requirements
    Show

    Resource # Required for Sources
    Air Ears 0/1 Meterorological Navigation -
    Alcohol 0/1 Bani Bowls (effect 2) -
    Camels1,2 1/2 Camel Cavalry1, Fish Glue2 Iadesh (7) #2
    Cloth 1/3 Bani Bowls (effect 2), Enchanted Arrows (effect 2), Privacy Tapestries Reflas (11) #1
    Food 1/3(7) Dwarven Fort. (effect 2) x2, Mass Conscription Llët̨sällë (10) #1
    --Crops 0/3 Sacrificial Magic Supply Lines, SMSL (effect 2) x2 -
    --Fish2 0/1 Fish Glue -
    Iron 2/2 Hard Iron, Pician Weapons D̨vatla (12) #1, Dažytija (13) #1 (dragonsteel)
    Labor 0/2 Mass Conscription (effect 2) x2 -
    Magical Resource 1/1(5) Elemental Catapults (effect 2) -
    --Magical Powder 1/2(4) Magi Blessed Scrolls (effect 2), Privacy Tapestries (effect 2) -
    ----Bani3 1/2 Bani Bowls, Enchanted Arrows (effect 2) Regno (8) #3
    Precious Mineral 13/4(5) Diplomatic Expedition, Standardized Currency, Standardized Currency (effect 2) x2 -
    --Gems 13/1 Privacy Tapestries (effect 2) Regno (8) #3
    Preservative 2/5 Dwarven Fort. (effect 2), Salt Wagons, Salt Wagons (effect 2) x2, Mass Conscription (effect 2) Zeměvčel (17) #1,3
    Scholarly Artifacts 0/1 Magi Blessed Scrolls (effect 2) -
    Special Lumber 1/1 Enchanted Arrows Deaux (56) #3
    Stone 1/5 Dwarven Fort., Elemental Catapults, Standard Fort., Standard Fort. (effect 2) x2 Zachodnie (16) #3
    Wood 1/4 Bani Bowls (effect 2), Elemental Catapults (effect 2), Magi Blessed Scrolls (effect 2), White Sails Phalanx Glen Gwitna (23) #2
    Writing Material 0/1 Magi Blessed Scrolls -
    1Camel Cavalry accepts Bhreshi Dogs, Camels or Horses
    2Fish Glue accepts Fish or Hoofed Animal
    3Currently using Bani as Precious Mineral (and Gemstone)

    Spoiler: Royal Family
    Show
    Däfika (175) – King. Son of the previous king Fëkälis II. Deeply interested and highly educated in religious matters, but vain and demanding

    Khäsglis (133) – Däfikä's uncle. Married to Jaine Anivine Kren El Sira of Varjik, though currently living in D̨vatla after leaving Varjik in protest of their cooperation with the dragon. 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. Serving as an important magistrate in Avakon.
    -Tälir (166) – Dutiful, but tends to act quickly and impulsively (unlike his brother). Easily annoyed when people do things wrong and often worried that people will. A competent soldier who fought in the recent Avakonian campaigns.
    -Zarikos (169?) – Son of Khäsglis and Anivine. Currently in Avakonia after refusing to obey the Spellfather and fight the D̨vatlans
    -Amerah (171?) – Daughter of Khäsglis and Anivine

    Psëtä (146) – Second cousin of Däfikä; 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 (121-192) – Cousin-once-removed of Khäsglis and Fëkälis II. Client King of Zeměvčel and Avakonia. Has three daughters (145, 158, 164)

    S̨anedbzıtl (154) – Grand-nephew of D̨züssätt and son-in-law of Khäsglis. 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. Client King of Avakonia and Zeměvčel, after having been an important commander for some time
    -Fëkälis (178) – Curious, with a strong need to know the truth; outgoing and playful, but with a tendency to put enjoyment over work
    -N̨amodl (180) – Quiet and thoughtful; friendly and easygoing; curious, but unlike his brother is constantly questioning everything he is told rather than accepting the answers he gets
    -Ken̨ghıtt (180) – Loud and active; also curious and quick to understand; stong-willed and unwilling to accept less than she wants
    -Zäklis (183) – Inquisitive and affectionate
    -Khläbkhi (188) – Rowdy child

    (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; 2019-01-13 at 02:41 PM.

  29. - Top - End - #689
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [EMPIRE4!] IC Thread

    The Cinder Queen's Fangs

    Vassal to the Council of Shattered Emperors
    (Round 30, Regions 35, 36, 37, 44, 47, & 71)

    Imperial Prince Magus Xatax
    Diplomacy: 7
    Military: 9
    Economy: 9
    Faith: 7
    Intrigue: 4

    Elections
    Power Struggles in Palmor!

    Spoiler
    Show

    Xatax sees the writing on the wall and seeks a proper successor from among the available options. Their performances against his own machinations to retain power against them, overcoming of one another, and ability to gain allies will determine whom among them he makes his successor either as vampiric spawn or living on in legend as his slayer.

    Power Struggles in Palmor, Vampire Crisis Edition! Competition will be 2d6 + relevant Support Points rolled next round highest total takes it all, ties to be broken in runoffs. Allocating Support Points can be done openly as a non-action this round or privately through PM to me.

    Support Point Distribution

    From the days of the Kingdom to the fall of the Republic the powers in Azenhal have always considered themselves denizens of Palmor. Despite religious differences the Theocracy had always respected their southern neighbors and both states had exchanged favors in the past. Khirus of course had a long history in the south and even relatively new Ridi’r held sway with influential members of powerful factions in the center of the southeast. CTL, KRS, & RDR gain 2 SP.
    Trade networked to Azenhal stretched across eastern Estensule as did many ambitious desires for influence in this direction, encapsulated by their failed invasion of Avakonia under the infamous Sandor. The old empire may have crumbled but there was some faint desire to echo it or aid in its restoration somewhere within the long shrouded heart of wild continent. RKH, DVT, & TFR gain 1 SP.
    Khirus had been lord over most of southern Palmor for decades and controlled those who ruled out of Azenhal for nearly as long. While its republican facade was shattered its dark voice still rang true to guide southern ambitions. KRS gains 1 SP.
    Initia held a not insignificant role in the politics of Palmor lending Regno a certain weight in deciding the outcome of this crisis. RGO gains 1 SP.
    With the recent arrival of the Eternal Lamp and the long presence of the Sattyathanya in the south both organizations wield enough influence to play a role in selecting the new leader.
    Local pressure also played an important role though long now trodden under by the whims of the Emjatan world. I gain 2 SP.

    Total Support Points among Nations & Orgs
    CAL: 2 - Malthusias
    CTL: 2 - Astérionnag Dyfex
    DVT: 1 - Astérionnag Dyfex
    ETL: 1 - Astérionnag Dyfex
    KRS: 3 - Malthusias
    OVS: 1 - Jorjian Jajemij
    RDR: 2 - Igmar Scaleshield
    RGO: 1 - Municep Udu
    RKH: 1 - Astérionnag Dyfex
    TFR: 1 - Astérionnag Dyfex

    Candidates & Factions

    Igmar Scaleshield of the Cinder Queen's Court - Igmar represented an obedient dedicated core of Cinder Queen supporters who believed fully in the divine manner of the dragons as the ‘Ridi’x do. Igmar was himself a mutant creation of the Queen herself, a favored pet made from the original form of an Azen but transformed into a warrior in her image with a shield granted to him upon his very arm made of indestructible scale. While Igmar was a warrior and unafraid to confront those deemed enemies to his god-queen his passions were largely in pursuit of better serving Xo'xa'va'j by bringing her tribute and followers. He and his faction wish to retain control of Azenhal as her holy roost but care little for tending to territory beyond though will do as their Queen bids. Igmar was loyal to the vampires so long as they remained loyal to the dragon. Scaleshield’s faction disdained the Coatl Theocracy and sought to connect with their spiritual brethren in the Pall.

    TOTAL SP: 2

    Brother Jorjian Jajemij of the Abhidi Temples - An Abhidist monk reared in the Sattyathanya tradition Jorjian held to the oneness and wholeness of Abhidi encompassing all things but maintained a firm belief it was through understanding Abhidi as Abhidi that the whole could truly be contemplated. Aside from his personal religious affiliations with the monastic orders indicating his desire to act as teacher and proselytizer Jorjian himself was relatively unremarkable. What he represented however held a great deal of influence in the hearts and minds of many native to Palmor and beyond, a formal beginning to modern Abhidist thought founded on the rather “materially involved” tenets held by the Sattyathanya philosophical branch. The Abhidists remain elusive as to whether they would accept vassalage merely for protection of their faith, a frustrating if expected stance given their success fighting for their religious freedom. Centered in Palendor with connections to the OVSA in Aaenna this faction is largely concerned with securing Palendor and acquiring Aaenna with little interest in the realms beyond. Due to their interest in securing Khirese territory the Abhidists were willing to tolerate a pact with the vampire lords but only if they were allowed to ministrate freely and unmolested throughout the former republics.

    TOTAL SP: 1

    Astérionnag Dyfex of Tria Sanctus - Supported now by Eternal Lamp protection the priests at Tria Sanctus are boldly lead by their holy leader the Astérionnag whose form was currently that of a Cucullotabiban woman born within the holy city only twenty five years ago. Differentiated from her prior forms by her temporal name "Dyfex" the current form of this holy vessel was a druidic kindly young woman whose concern for the welfare of her flock lined her face and eyes with heavy marks of joy and sorrow. There was no malice in this woman, though it couldn’t be said the same of her guard from Overvann, and her intentions are clear. She seeks a free Lacia, a homeland where those who seek to follow the Ildian pantheon may do so in relative peace. Much is offered including trade goods and oaths of vassalage to those who would support and protect an Ildian state in Lacia without demanding warriors or evil deeds as tribute. In short, the Astérionnag seeks to restore Lacia to the stability and safety enjoyed under Whitefeather before its collapse.

    TOTAL SP: 6

    Malthusias, Hand of the Dread Emperors - Representing a dangerous cabal of younger vampires no less vicious than their ancient elders who had elated at the shattering of the mask Malthusias was a dangerous ruthless killer first and an able governor second. Malthusias had once been a nameless human peasant from Atrisia but now sixty years deep into undeath with a long purported service in the Mask Makers he was feared and respected in dangerous circles. Considered partially insane by most who met him those who did business with him knew his mind was as sharp as the razors he carried tucked in his boots and gloves. Without fear and with utmost devotion to the cause of a new vampiric world order Malthusias was prepared to carry out any task to see that new world come now. With a desire to retain all the material advancements for undeath achieved in the larval stage of their Emjatan political development hidden by the repuiblican facade Malthusias seeks to retain control over all previously acquired territory. As an openly violent predator Malthusias could only loyally remain a vassal to Khirus, so long as it is ruled by vampires.

    TOTAL SP: 5

    Municep Udu of Thune - While there were those who celebrated the Shattering or sought to exploit it to their advantage many still were left scrambling to keep up. A not insignificant portion of merchants and guilds have come together in protest against this reversal of their fortunes and the rules of the game. True believers in the republican propaganda on free trade, freedom of religion, and democratic rule which had been cast aside to allow dark lords from the shadows to rule openly in the light rally around their shared beliefs. A senate-in-exile has formed among these “guardians of democracy” which seeks to build a popular separatist movement to restore republican structure without undead monsters puppeting the strings. With stronger movements elsewhere these republicans are forced to settle on Tafer as their headquarters with some activity stretching into Masdoli. Given the recent nature of both region’s conquests from Whitefeather however these republicans quickly become difficult to distinguish between monarchists who also sought to throw off Khirese imperialism and restore the once privileged back to power that a golden age of prosperity could begin. Without a firm base these political actors offered an open window to any foreign power seeking to develop relations with Palmor. Indeed a strong alliance such as that around Old Avakonia could likely convert these republican-monarchists into a puppet state to serve their own interests in the southeast.

    TOTAL SP: 1


    Actions
    1. [Faith] Convert Tresten (36) HC 1 from Dejanite Cult to DRGN 11 - Igmar and his brethren seek to make their case for their dragon cult but are too weak still to risk an outright attack on an Initia or Abhidi holy center. Setting their sights on the Dejanists invited into Tresten by one of Xatax's predecessors on a whim the followers of the Cinder Queen seek to guide these misguided worshipers of a mortal man long dead to the worship of a very alive very impressive god who roosted now next door to them.
    2. [Faith] Convert Tresten (36) HC 2 from Dejanite Cult to Abhidi using YY’s Robes 11 - Seeing the growth of the dragon cult against the Dejanist minority the Abhidist orders agree in the majority that it was better to cut off the dragon's potential to corrupt further before it had a chance to take root broadly. Dejanists meet with Abhidist brothers and sisters who attempt to lure the body conscious practitioners of Dejan's martial worship in with focus on martial arts, meditation, and yoga.
    3. [Military] Defend Region 67 from Dvatla - It seemed the attack on Avakon in the name of the Cinder Queen had brought the unceasing attention of Dvatla down upon the southern powers of Khirus & Azenhal. Again the northern kingdom marches to the southern Pellocian where again they are met by the armies out of Azenhal who seek to stymie their advancement and cut down their soldiers to hopefully end further incursions against the south. The werebadger Kybus leads the bulk of the army south from Masdoli through conflicted Hosra to the battlefield selected by the Dvatlans.
      • 4 CAL Units
      • 6 General Kybus
      • +3 Battle, +1 Enemy size loss, -1 Battles losses if > 1 (Ref. Pician Wep, Bani Bowls, Bhreshi Cavalry, Impaler Palisades)
      • Path: From Masdoli (47) follow the interior sea coast in expanded hull transport ships along Lior (43) & Hosra (68) crossing Hosra to Region 67. 0 Distance Loss Rolls (Expanded Hulls T2)
      • Total: 2d10+13
    4. [Military] Grant the Eternal Lamp license to hunt monsters in Lacia - As Tria Sanctus was left with much of its sovereignty intact the Astérionnag takes it upon herself to grant the newly arriving protectors from the Eternal Lamp what leeway they needed to operate in Lacia freely. While technically the territory surrounding the holy city belonged to its conquerors under Xatax the power struggle within the current governing coalition left room to flex against these limitations. Dyfex grants the Eternal Lamp licenses as trappers and foresters employed by the Ildian Church to survey the territory seeking any sacred animals such as the ionair, mammoth, or firebird colonies for documentation and possible relocation to the city. That was merely their official designation, unofficially the Eternal Lamp became the guardian protectors of the peaceful Lacian priests. A symbiotic relationship soon begins to develop between the migrant warriors from the far north and their gentle and kindly priest charges.
    5. [Economy] Buyout Deaux (56) Hlaali Bark TP 3 from DVT using Hammer of Trodje & Fish Glue 15 - When the Kingdom of Dvatla failed to take any territory in revenge for the assault on Avakonia and only just held Avakonia again against a southern assault it seems perhaps at last the northern kingdom was exhausted. Still, while many were glad there appeared to be no more on the horizon resentment lingered and it wasn't difficult to sway powerful merchant companies to target Dvatlan trade. The Hlaali Bark from the far western islands was quite valuable as a potent ingredient to one of the more deadly innovations to come from Sultanate libraries so securing it for the south while undermining the warlike Dvatlans was seen as just good business.
    6. [Economy] Buyout Marvalo (49) Silver TP 1 from OMC 25 - Currently the entire stockpile of silver was what had accrued in the recent months of shipments from Mareen with the entirety of gold deposits and much of the rest of Prideland silver feeding the Queen. Desperate for additional revenue streams the Municep manages to fund an expedition into the Karysite Hegemony seeking to make some sort of deal with, or without, the Omanush Convoys to secure Marvalo silver for Thune's vault.


    Non-Actions


    Embassies & Troops
    Spoiler
    Show
    Azenhal Embassy with Khirus
    • Allow the Council of Shattered Emperors to pass through Azenhal lands


    Varjik Embassy with Azenhal


    Azenhal Embassy with Heartsease Serene Marasa Pride


    Azenhal Embassy with 'Ridi'r


    Troops: 5 Units
    Cap: 11 Units

    • Qurgle's Pician Grave Guard (550 Pician warriors and 300 Atrisian mercenaries recruited in the collapse of Atrisia)
    • Atrisian Republican Defenders (1800 human soldiers skilled in defense and protection + 500 Pician berserkers)
    • Azen Wyvern Legion (1000 transformed Azen in the shape of magma infused wyverns)
    • Thune Janissaries (1750 human and dwarven mercenaries trained in the fighting pits of Thune)
    • Werebadger Mercenaries (1,200 Kaden Werebadgers and 500 Cucullotabiban tribals)



    News & Rumors
    Spoiler
    Show

    • Xatax may still rule with the blessing of the Cinder Queen and the Shattered Emperors but his political legitimacy among the local population was mostly evaporated. The Magus turned prince still represented a time well past when republican bodies obfuscated the raw calculated rule by vampire over mortal. Many were eager to cast aside this illusion entirely or sought to cling so tightly upon this fabrication as to make it real. Xatax had gained much knowledge at the head of this southern power and had wished to learn more but he saw his chance to ascend within the Shattered Emperors and would not waste it to make good on lesser pursuits. Malthusias was a capable agent of the Mask Makers and a terror of the night. Xatax puts his personal endorsement behind the wicked and debased warrior-spy hoping to continue enacting some portion of his will through the Hand should he himself be accepted into the Council.
    • The assault on the Regno Sultanate which has left it scrambling to maintain its footing dominates idle conversation among travelers and students attending Bram Tywil Academy in Tresten. Xatax had himself been an Initiate and by all accounts a rather pious one prior to his transformation but since taking up rulership the Magi's temporal obligations had drowned out those of the spiritual variety. Unlike Magi Doceo in Regno the Kiss of Khirus had seemingly awakened a darker more cruel aspect to Xatax's personality leaving him uninterested in the scholastic pursuits of Initia but rather more interested in the dark rituals of the Fang.
    • Rumors of an especially harsh and cold winter season multiple years in a row combined with conflict in northern Regner has some traders worried about their shipments of beer from Thae Guceart. The Storm Dwarves brewed the finest ales known to Emjata and they had become a welcome staple at diplomatic functions & larger taverns. For no other reason than a desire to retain current legal contracts support is put behind Regno winning the reconquest of the Stormvine valleys.
    • The Cinder Queen is pleased with her servants in and around Azenhal for the first time since arriving in Palmor. Igmar and his cult have taken it upon themselves to inspect tribute sent to their queen and while some suspect the cultists to be skimming a more thorough investigation would reveal their extreme devotion their queen that not a single piece was missing from arrival to delivery. The once grand underground mountain city of Azenhal was truly gone now save its vaults which the Queen preserved for her own hoard and the palatial throne room she had transformed into her primary lair. Igmar and his cult petition their goddess for instruction on how to seize power from those who would betray her and reaffirm their loyalty unto death.
    Last edited by RandoMan; 2019-01-12 at 11:42 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  30. - Top - End - #690
    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] Raise another unit for the defense of the homeland.
    2. [Military] Raise another unit for the defense of the homeland.
    3. [Diplomacy] Accept CI Stalking Shadows from Yondar (1/2)
    4. [Diplomacy] Accept CI Stalking Shadows from Yondar (2/2)
    5. [Economics] Buyout Open Trade Post 1 for Rhune Stones in Rhune (region 96), self-supported using HCE liege score. Rolled: 18
    Non-Actions:
    1. Let Darkwood TP in Yondar go Open.
    2. Marry Margravine Norá av Aanaar of Rhune to Prince Yven Chalun of Yondar.
    3. Gift Yondar Violet Oath through embassy.

    News and Rumours:
    • Margravine Norá returns from her travels south, having accompanied the Rhunite armies to the bloodbath in Lascienmo, seeming in high spirits. However, just over a month the later, physicians are called to the ruler's manor one morning to treat a strange illness, fearing camp fever. The bug seems to recur, striking early in the day but subsiding as the day wears on. Soon the sickness passes, but many in court note that following the episodes, the Margravine adopts more loss fitting garments and is often seen with her arm protectively held across her belly. To the women in court the symptoms sound familiar, and soon rumors fly that the Margravine is with child. But whose child remains a mystery...
    • The arrival of Kaylath Dovahn and his retinue from Yondar is greeted with much pomp and circumstance on Rhune, or at least as much as is usually seen in the cold northern land. Cultural exchange begins in earnest between the two realms who have always been such close allies, as the meeting yelps a greater exchange of information between the two Animist realms. Long connected by faith, it makes much sense for the two peoples to forge an even closer bond as their long history of cooperation grows longer.
    • By the time the Yondari arrive, the Margravine is noted to be showing, the theories of her mysterious pregnancy all but confirmed. However, among the southern allies is Yven Chalun, Queen Tanya's son and heir to the throne. The discomfort between the older Rhunite and the younger Yondari is palpable from the moment they lay eyes upon each other. When later the Margravine is heard screaming at the Prince in a private audience, some begin to wonder... Wasn't the Margravine frequently seen in the Prince's company during the Lascienmo campaign? Could the leader of the United Northern Confederacy be with the Yondari heir's child?
    • The rumors are proven to be founded when both Norá and Yven's whereabouts become unkown, a frantic search for the pair concluding in the discovery of the two at a local spirit grove, bound in matrimony by a discrete shaman. The news that the UNC's leader has wed the heir of Yondar is initally met with surprise, followed by scandal. The union confirms the suspect identity of the child's father, but it also contains an even more troubling revelation: the heirs of Rhune and Yondar will soon be one and the same. Not only will the child be heir to the Margraviate of Rhune, but will also be third in line for the throne of Yondar...
    • By the time the next years arrives, Margravine Norá is heavy with child. Her size belays no normal pregnancy, and rumors abound of twins, soon to be born. These rumors turn out true when the Margravine gives birth to two daughters, one markedly Rhunite and one markedly Yondari. The first, Korppi, is quiet and reserve, an unnerving child. Naná, on the otherhand, is loud and affectionate.

    Spoiler: Ruler Information
    Show
    Diplomacy: 3
    Military: 7
    Economy: 4
    Intrigue: 5
    Faith: 6

    New Ruler Next Round? No.

    Expected Stat Bonuses: + Mil, +1 Dip
    Last edited by BootStrapTommy; 2019-01-13 at 01:39 PM.

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