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  1. - Top - End - #691
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Glen Gwitna
    Region 23


    Round 30 Actions

    1. [Faith 10] Become Holy Land.
    2. [Economy] Organize a search party for the Brinefather's Wings. TN 8 [1/2] 12 Success!
    3. [Economy] Organize a search party for the Brinefather's Wings. TN 8 [2/2] 10 Success!
    4. [Diplomacy] Betroth Lonan Sathelas to Minescratcher's daughter.
    5. [Diplomacy] Sway the CSC to hold a sunny disposition regarding Overvann. 17


    Non-Actions


    Lazar Embassy


    Coatl Embassy

    Expected Stat Increases
    +1 DIP, +1 ECO

    News and Rumors
    • As more pilgrims come from abroad to tour and worship at Ameyalli, Warden Ollin takes the title of Holy and declares Glen Gwitna to be a sanctuary for CP practitioners.
    • Disturbing news from the coastal forests of an alleged magical draconic force coming through and disturbing our cedar trade. The disrupted workforce is quickly organized into search parties to find the source of the disturbance to mitigate the economic damage from the disruption.
    • In an effort to strengthen relations with our fellow cp states, Warden Ollin seeks to betroth his eldest son and heir to Dessainni Nocarru of Ti Linnad.



    Current Ruler
    Holy Warden Ollin
    Diplomacy: 6
    Military: 4
    Economy: 6
    Faith: 10
    Intrigue: 2
    Last edited by PepperP.; 2019-01-13 at 02:34 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
    #Notallinfluencers

  2. - Top - End - #692
    Halfling in the Playground
     
    asmodeussnake's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Turn 29 (year 187-189)
    The Serene Marasa Pride
    Umibe (region 55), Wasipacha (region 60), Heartsease (72), 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), Azure Coast (region 83)
    Sinja Lagos Ssuras

    1. [Diplomacy] Declare the birth of the Baedshah (Empire Dip 10) No vassals, no allies step by step the Rakshasa had carved history into the world and finally they had achieved this immense goal. Northern lands of the Kunai territories to Southern jungles, From Riebas endless seas of the west to the Aspen Mountains in the east they had made history. From a tiny tribe in the jungles of Mareen they had emerged and changed everything forever. With this announcement thousands of families are sent out to form communities throughout the empire and proliferate, to survive and rebuild this place in their image, to truly survive and never die!
    2. [Military] Invasion of Kunaimi (region 54) 2d12 with 3 units Unnamed General and +3 from techs -1 unit lost. Seeing the massive build up and the overwhelming forces, Sinja decides throwing his entire army into the clash is too risky and like with the conflict with the Aspen Heights he sends a lessor general to maximize damage and rip them to pieces without throwing all he has, he knows his kind are famous for sowing discord, add the enemies coalition forces and he holds back.

      March forces into Umibe, and then march into the capital of the Kunai to tear down the combined forces of Varjik, Regno and the Kunai.
    3. [Intrigue] Secret The Riebarri move. 12
    4. [Intrigue] Raid Stonewood belonging to Regno The Riebarri are sent out en masse to claim Jinthas commodity, looking to cut off the crucial supplies from their enemies in Regno who had insisted they would continue their fight. This also meant sending goblinoid and human Riebarri as the Rakshasa dare not cross the waters of Rieba that was not their place. 17
    5. [Economy] Road of Tears 4/5 DRAGON The last of the SMPs territories are interconnected by the massive road, where endless slaves, prisoners of war and criminals are marched into the maw of the Aspen Heights to finally appease the spellfather whose anger seems to have only grown. They hope such a massive gift (and public work designed for their benefit) will appease the beast as his love of souls appears to be the greatest gifts one can give.
    6. [Economy] Buyout open slaves to keep that massive silver deposit Tarraks Krag TP 1 (Was pretty sure I had slaves already but I guess I lost them somewhere down the line) The endless need for servents to appease the Rakshasa is not to be underestimated BUT the relationship between the goliaths and the cats has improved and so commerce is attempted. Hoping this will make the goliaths more willing to control their stalks of human chattel. 9


    Nonactions

    Mures letter
    Spoiler
    Show
    Final chance to surrender. Our troop numbers only grow and you can barely maintain the military you have. If you give up your head I won't murder every member of your family and clan. Know every moment you don't surrender more and more of your people are marched into the maw of the spellfather, every prisoner, every Kunai I find in the lands I now rule.


    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 +1
    Intrigue 8 +1
    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
    Heartsease 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; 2019-01-10 at 01:31 PM.
    Avatar recreated by Gengy

  3. - Top - End - #693
    Dwarf in the Playground
     
    Moriko's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Jintha

    Ruler: Taelia Riveria
    Round: 30 Region: 75, 76, 108

    The Jintha council recognised the religious shift in the country and send letters to the three religious heads of Initia, Coatl Perijanism and Jalyeong-Bo two of these signed by the council and one signed by Taelia herself to mark the friendship build over the years. Responses come from all addressed and to the disappointment of many of the more religious Volzen the letter from Arndok Kasiri of Lazar speaking for Coatl Perijanism to announce that they relinquish their hold and obligation towards the Volzen, however both the representatives of Jalyeong-Bo and Initia welcome the Volzen and wish for them to join their respective faiths. Sultana Venusa Sortis Regno speaking for Initia is informed that even though the Volzen are very interested in the followings of Initia the vast majority of Holy Centres dedicated to Jalyeong-Bo cannot be ignored and if balance remains the council has no choice but to follow the teachings of Jalyeong-Bo. Similarly Nari Gyeon speaking for Jalyeong-Bo is informed about the interest the Volzen hold for both faiths but that the number of holy centres in Jalyeong-Bo name sway the vote in their favour.

    Aside from the religious factions there are also military factions within Jintha some favour the Pride and their aggressive tactics while others favour Regno and the impressive bulwark they have made to defend what is theirs. Promises have been made and aslong as Taelia lives these will be adhered to as her voice carries strong within the council chambers.

    The council is forced to recognise the Father Of Silence who has made clear that with the acquisition of Les Alpes his sublet accord is to be honoured and tribute is to be made the council decides that the buying and handing over of a trade post is worth the six year peace that will follow this and plans are made to create this peace.

    Actions:

    1. [Economy] Buyout 84.1 open Tin TP Success 23

    After the acquisition of copper a Tin trade post is needed so that the Volzen can start experimenting with bronze and so the plans are drawn up to purchase an unoccupied trading post.

    2. [Economy] Buyout 69.1 open Maize TP Success 23

    Les Alpes requires food and even though fish is already available within the Jintha regions more food sources are to be gathered to provide a varied and stable died for the new citizens. Maize is the first new food Trade Post to be acquired so it can flow into Les Alpes and feed the hungry civilians.

    3. [Intrigue] Investigate Wuzei Darak to determine if the population is happy and wants for nothing.

    The acquisition of Wuzai Darak thanks to the wedding has sparked many rumours however the vast majority of the citizens seem to accept the Jintha Laws. Volzen investigators are send out to find out if the populace is happy and if not what can be done to improve the overall happiness of its people.

    4. [Intrigue] Investigate Cawv Dej to determine if the population is happy and wants for nothing.

    Cawv Dej was the first region to join Jintha and has been under its laws for many years this does not mean that everyone is pleased with the situation. As Jintha promised the religion of Jalyeong-Bo remained strong in the region and the rumours of the Jintha council being in talks to convert to the faith themselves spark many rumours. Volzen investigators are send out to find the overall status and manner of living of the populace and to find if improvements can be made.

    5. [Economy] Buyout 106.1 open Platinum TP and Tribute to the Father Of Silence. (who was not very silent) Success 25

    The Father Of Silence sends a message demanding tribute with threats what would happen if these were not given. The Volzen set out and purchase a platinum trade post for so that he can enjoy the fancy metal for himself.

    6. [Economy] Buyout 114.2 open Northweed TP and Tribute to the Spellfather Success 19

    The Spellfather still demands tribute and with the Volzen giving a trade post to the Father of Silence they do not with to insult their long time dragon and procure a Trade Post of Northweed to satisfy his demand for tribute.

    Non Actions
    • Accept Les Alpes from Kunai with the agreement that the populace of Kunai can visit for pilgrimages and holidays and that people can immigrate / emigrate under the conditions they swear loyalty to the country they are moving to.
    • The Volzen have purchased many Trade Posts and travelled many lands but this has been purely for business now Volzen set out to have vacations and study the people and natural beauty of these places. Travelers are particularity drawn to 'Ridi'dreq, Lazar, Bhule, Regno, Amham, Azenhal, Rhune and Aaenna.
    • Send Silver to Regno as tuition for the Volzen currently studying at their academy.



    Embassy from Amham
    Accept Diplomatic Expedition, Mass Conscription & Meteorological Navigation.
    Trade AHM Hard Iron Armor & Expanded Hulls for Diresnags & Enchanted Arrows

    Ruler Stats:

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

    Spoiler: News and Rumours
    Show



    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 Amham


      Temporary



    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource
    13 3 DragonSteel
    31 1 Azonite
    45 3 Incense
    46 2 Ships
    56 1 Hlaali Bark
    64 3 Mrazite Crystals
    75 1 Huo-Ke Squid
    76 1 Cloudwing Piranhas
    77 2 Silver
    86 3 Copper
    104 2 Ruined Scrolls
    106 3 Platinum
    108 3 StoneWood
    Total Trade Posts Start of this Round: 13

    Acquisitions This Round
    Region Trade Post Slot Resource
    69 1 Maize
    84 1 S
    Tin
    Total Trade Posts End of this Round: 15


    Spoiler: Military
    Show

    Units (cap 8 current 8)
    Name Weapons Amount
    Shell warrior Spear and Shields 3
    Snapping strikers Two handed swords 3
    Cawv Dej Tridents 1
    Darak Cavalery Bows 1

    Generals
    Name Military Stat
    Mia Grand 7


    Spoiler: Techs
    Show

    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met
    Expanded Holds +1 to buyouts -1 distance loss roll Ships Ships, Precious Metals, Preservative, and Food Yes No
    Fish Glue Manufacturing +1 to 1 economy action per round (does not stack) N/A Fish OR Hooved Animals N/A Yes N/A
    Full Course Discourse +1 to stabilization rolls OR Dip action per round Alcohol Alcohol, Crops, Meat, Spices No No
    Hard Iron Armor +1 to battle rolls N/A Iron N/A Yes N/A
    Heavy Wooden Armour +1 to battle rolls N/A Wood N/A Yes N/A
    Refined Pician Weaponry +1 to battle rolls N/A Iron OR Bronze N/A Yes N/A
    Spymaster Allows recruiting Spymaster with I5 action N/A Precious Minerals, established espionage group N/A Yes N/A


    Spoiler: Ruler Actions
    Show

    Taelia Riveria (first ruler)
    Attribute 5/10 Action Effect
    Diplomacy 5 Create The The 251 Jintha Trade Laws Use 2d8 instead of 2d6 when buying a Trade Post
    Diplomacy 10 Make The 251 Jintha Trade Laws permanent Use 2d8 instead of 2d6 when buying a Trade Post
    Economy 5 Upgrade Resource Quantity in Dažytija to great Trade post 13.3 for Iron is constructed
    Economy 10 Become a merchant Prince Can use a 6th action a turn but has to be Economy
    Military 5 Create Mia Grand as a General A general with 7 military skill is created

    Last edited by Moriko; 2019-01-11 at 03:28 PM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  4. - Top - End - #694
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Round 30
    [Sultanate of Regno]

    Desert of Magic regions: Regno (8), Iadesh (7), Jherki (9), Deaux (56), 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 Reclaim Thae Guceart with 1 unit, led by Speaker Hufar Alqubur of Sycoraxistan.
      Spoiler: Battle Bonuses (+8)
      Show
      1 Unit
      Prayer Seals (+1 for battles led by a General, +2 Leader Loss Roll)
      Camel Cavalry, Enchanted Arrows, Stochiophraktoi (+3, +1 Enemy Loss Rolls if Victorious, +4 Tactics Roll)
      Hard Iron Armor, White Sails Phalanx (+2)
      Elemental Catapults (+2)
      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)
      [TACTICS] Byonic Tactics (+2 to Battle Roll)

      Total: +8, +2 if Tactics Roll Victory, +3 if CSC, +2 Leader Loss Roll, +1 Enemy Loss Rolls if Victorious, +4 Tactics Roll, -1 Combat Losses for 2 or more Combat Losses, -1 Size Loss Roll, +1 Opponent Size Loss Roll

      The victory by the Overvann came with a heavy cost to their lives and little loss to the Sultanate's own troops, but Thae Guceart was still attacked, and is still being held by warmongers. Though it is not Regno's preferred method of combat, they gather what forces they can and attack.
    2. [Military] WAR Hrothgar Deathseeker attacks Overvann's capital (Region 89) with 3 of Regno's finest troops to support him.
      Spoiler: Battle Bonuses (+19)
      Show
      Hrothgar Deathseeker [Mil 8]
      Hrothgar's Wrath [+1d4 Combat]
      3 Units
      Prayer Seals (+1 for battles led by a General, +2 Leader Loss Roll)
      Camel Cavalry, Enchanted Arrows, Stochiophraktoi (+3, +1 Enemy Loss Rolls if Victorious, +4 Tactics Roll)
      Hard Iron Armor, White Sails Phalanx (+2)
      Elemental Catapults (+2)
      Bani Bowls (-1 Combat Losses for 2 or more Combat Losses)
      Expanded Holds (-1 Distance Loss)
      Diresnags (+1 Opponent Size Loss Roll)
      [TACTICS] Byonic Tactics (+2 to Battle Roll)

      Total: +19, +1d4 Combat, (Tactics bonus +2), +2 Leader Loss Roll, +1 Enemy Loss Rolls if Victorious, +4 Tactics Roll, -1 Combat Losses for 2 or more Combat Losses, -1 Distance Loss, +1 Opponent Size Loss Roll

      Hrothgar Deathseeker wants Overvann blood. Regno is inclined to give it to him. Vengeance for him, and death to the warmongers from the north! They send volunteers to go with him, braving the harsh wild magic of Sycoraxistan and launching ships to invade the Overann's capital itself!
    3. [Military] Defend the Kunai, region 54, with 5 Units, led by the Kunai's Beta.
      Spoiler: Battle Bonuses (+14/+17)
      Show
      5 Units
      Prayer Seals (+1 for battles led by a General, +2 Leader Loss Roll)
      Camel Cavalry, Enchanted Arrows, Stochiophraktoi (+3, +1 Enemy Loss Rolls if Victorious, +4 Tactics Roll)
      Hard Iron Armor, White Sails Phalanx (+2)
      Elemental Catapults (+2)
      Magi Blessed Scrolls (+1 Defense)
      [Relic] Banner of Unity (-1 size loss in coalition battle)
      Bani Bowls (-1 Combat Losses for 2 or more Combat Losses)
      Expanded Holds (-1 Distance Loss)
      Diresnags (+1 Opponent Size Loss Roll)
      [TACTICS] Headhunting [i5 NOT used if unnamed leader, per Head GM]
      (+3) CSC Units

      Total: +14 (+17) Defensive Combat Roll, +2 for battles led by a General, +2 Leader Loss Roll, +1 Enemy Loss Rolls if Victorious, +4 Tactics Roll, -1 size loss in coalition battle, -1 Combat Losses for 2 or more Combat Losses

      Just a message. Just an innocent message from Varjik. One that wasn't even agreed to. That was all it took for the Pride to send a massive armed force to the Kunai capital. Regno wanted peace. Now the Rakshasa will have thier Pride smashed. To help this, a price is placed on the head of the Mahaja or his general; no one is to kill them outside of honorable combat, but Sinja has been unreasonable in his demands and styles himself a god-king. Regno seeks to prove him wrong.
    4. [Diplomacy] Hire the Company of the Crescent to help defend Kuniumi.
      Calling in age old favors, the Sultanate hires the renowned mercenary company to help defend their vassal in the south. The fact that this will deprive the Overvann of their support in the north does not go unnoticed...
    5. [Economy] Buyout Livestone from the Overvann in Tevrus
      UNSupported Buyout of first Trade Post, Region 90, [Bonuses] Expanded Holds, OMC Rank 5, OMC Rank 7; Roll: 21
    6. [Economy] Buyout Stonewood from the Pride in Jintha
      UNSupported Buyout of first Trade Post, Region 108, [Bonuses] Expanded Holds, OMC Rank 5, OMC Rank 7, Fish Glue; Roll: 25
      Allies in Jintha still exist. Though the raids from the Pride cause damage to many merchants, Regno chooses to work inside the law, and makes efforts to buy more Stonewood, with thanks to Volzen merchants there.
    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
    • Resist raids of owned Trade Posts [26.2 = 13, 105.1 = Autofail]
    • Amham Embassy
    • Izbefe Embassy
      • In a grand ceremony, held in Avegan, formally turn over the governance of the region to Izbefe's ruler, Queen Sigyn. (Gift Izbefe Region 3)
      • One of the Avegan Warbands that was formerly serving Regno's defensive needs, pledges itself to Izbefe. (Gift Izbefe one unit)
      • Gift Izbefe Headhunting
    • Clanlands Embassy
      • Gift the Kunai Camel Calvary and Headhunting
    • 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.
    • Khirus Embassy
      • Formally request whatever aid Khirus or it's vassals can spare to assist in the unprovoked attack from the Pride against the Kunai, even if it's something as simple as trying to cut off a supply route.
    • Karys Embassy
      • -Currently Defunct-
      • Though it takes a while to arrive, a missive to Karys from Regno does eventually reach them: Regno is interested in re-opening lines of communication, but because of the attacks from the Overvann and the Pride, cannot currently spare the construction crews and various ships that it would take to properly do so at this time. Should peace return in one, or both, war fronts then Regno will be endeavoring to aid Karys in rebuilding.
    • Theocracy of Coatl


    Spoiler: News and Rumors
    Show

    • Though there are many whom mourn General Arunca Newbess's passing, none blame the Jintha's General. It was a battle of honor, and one held with dignity. Any anger felt by it is, oddly, directed towards the Serene Masara Pride. When the Legionnaires are clearing away Arunca's old home near the border of Dvalta's lands, they find some of his journals... including some very interesting ideas regarding defensive maneuvers. It will take years to properly research - much less train the Legionnaires on how to use them - but many are very excited about Arunca's Offense.
    • Tacere and Privire are fifteen years old. Tacere is named the Heir to the Sultanate, and is sent to spend time with the Father of Silence. Her power with Initita is, quite frankly, amazing. She is accompanied by a small guard squadron whom are all Initiates; a requirement for her to be able to communicate with them. Privire, on the other hand, finds a great deal of joy in staying in Regno and making a myriad of friends among the many families. She travels around the Five Cities of Regno, and is quickly becoming something of a young - and skilled - matchmaker. Her Grand-Uncle, Viclean Sortis, Jr, accompanies her.
    • Queen Sigyn has become, inexplicably, popular within Avegan after her victories against Mad King Dafi. The warrior farmers of the region, after five years of debates, in agreement with each other, and petition the Sultana to allow for them to fall once again under the governance of Izbefe. Sultana Venusa at first, wonders if Regno has done something wrong, but it is quickly explained to her that no, Regno has done everything right. Yet after the fights against Dafi, Izbefe has been slow to rebuild it's armies; and Avegan is better able to respond to any internal and external threats to Izbefe lands. They are volunteering to help become the defenders of the area. With that in mind, Sultana Venusa cannot refuse, and a ceremony is held, formally turning over the region's control to Regno's long-time vassal.
    • The Dragons of the world continue to mystify and bother those within Regno. While most of the Sultanate's residents agree that each Dragon should be judged accordingly to their actions - and their willingness to talk versus making demands - there are still a number of people whom wonder just what is the purpose of the Cinder Queen's desire to 'own' Avakonia. Other than to say that it is hers, there is no discernible reason that anyone can fathom. Khrius and the former Concordance of Azenhal seem slow to respond to inquiries...
    • When word of the Power Struggle in Palmor reaches the Sultana, she is slow to figure out whom the Sultanate chooses to support. None of the current factions have candidates that Regno really understands or feels would benefit the Sultanate at this time, but it would be an insult - and potentially dangerous - to abstain. Based on the reports that merchants from the area and the School in Azenhal pass back, the Three Towers is able to determine the candidates it does not recommend. Igmar Scaleshield, for instance, will be more likely continue to harry and harass Dvalta on the Cinder Queen's orders. Astérionnag Dyfex of Tria Sanctus seems to have stronger ties to the Overvann than Regno likes. While Regno does not exactly oppose Vampirism, now that it is out in the open, they dislike the rumors that Malthusias from Atrisia may very well be insane. This leaves the Abhidist Monk, Brother Jorjian, and the merchant supported Municep Udu. Either of these two in charge would be acceptable to Regno, and Sultana Venusa - after having conversations with several other foreign dignitaries - sends word that the Sultanate will support either, but favors the merchants and guilds that work together with Municep Udu of Thune. (RGO Support for Power Struggle goes to Udu)
    • Roads to Sycoraxistan are tricky things. While it is easy to get to their borders, beyond that proves troublesome, even for the skilled builders of the Liber Family. Yet, with Sycorax guides and some additional Stone Magi, a - mostly safe - road is built through the region. Like in the desert, the road is several feet off the ground. Unlike the desert roads, nearly all of the road is made from Granite imported from other regions. Except when specifically and hurriedly instructed by the Sycoraxi guides, the Stone Magi of the Liber Family refrain from using any local earth or rock. Apparently, there were several times, however, where a particular boulder would have been insulted if it were not made a part of the construction. The Liber Family is very well paid for their efforts. And given weregild for when the region eats one of their less attentive workers.
    • The Sycoraxistan Ambassador and his assistant continue to live, and continue to develop a written guide for other visitors. The third rule is "Beware the Storms. They seek to kill you. Yes. You. Specifically." Lightning has been confirmed to not be a random thing in the region, and much like everything else in Sycoraxistan, has a mind of it's own. There are additional words regarding what the Sycorax consider to be 'storms', and the attitude regarding them refers back to the second rule.
    • Regno children hand gestures continue to evolve, and spread out to other regions. Jherki and Iadesh kids now have their own handshakes. One intrepid Speaker has managed to find a child that claims to have met the elusive 'Shadow Eyes', who was actually teaching the various hand gestures to the children of the region. This is dismissed as a made up story from an imaginative young mind.
    • Alteto Yaldean Sortis Regno in Jintha is very upset when Regnan merchants of the region are attacked by members of the Serene Pride. Entire shipments of Stonewood are destroyed during the assault. He lodges a formal complaint with the Volzen, and proceeds to use his not inconsiderable wealth to secure additional shipments... buying them straight from the Volzen who normally sell to the Pride.
    • While many in Emjata view the battle in Thae Guceart as a loss for Regno, the Sultanate is not as disturbed by the temporary back foot that they have been placed on. From a numbers perspective, they won that battle, bleeding the enemy quite profusely, and other than the... overeager charge from the Shock Troops of Thae Guceart, barely lost anyone. Many are quite cross with Magi Vecto for the
    • The Undead General, Hrothgar Deathseeker, comes as something of a surprise to those of Regno. Guildleader Arata Doceo volunteers to help guide the man around the region, which for some reason, seems to mollify quite a number of people in the Three Towers. Hrothgar Deathseeker does not stay long in Regno, though, as the Sultana is quick to gather forces to strike back on the Overvann capital itself. Volunteers for the mission are told that this is likely going to be a bloody battle, and unlike the fight in Thae Guceart, little hope of returning alive. Still, thousands of stalwart heroes step up, seeking to honor their families and bring glory to the Sultanate. They travel through Sycoraxistan, and while a few are lost to the need to defecate the mushrooms that jumped into their mouths, nearly all of the army manages to launch ships towards the capital. General Deathseeker's orders are carried out quickly, efficiently, and without argument. It is rumored that he is very surprised that no one has attempted to fight him for command yet, and he seems both pleased and bothered by this.
    • The Remains of the Dead Dragon are removed from Regnan hands, and a wave of relief washes over the people. There are still some Speakers whom are disappointed that their research subject was taken away, but the Three Towers is quick to point out that everyone is sleeping much better now. Including those Speakers. And if they continue to quibble, the Three Towers can find them new research. Perhaps an extended study of the Long Winter in Bhule? Or find out if the 'Ridi'r are more accepting of Oamenii now that they have moved to the far southeast? Complaints are quick to drop.
    • The Sultanate gaze upon the Pridelands in disgust. They continue to harass and harry the Kunai, for the simple reason that the Clans have chosen to ally themselves with Regno. Sultana Venusa can no longer stand discussing the matter, and becomes incensed when she hears that the Serene Pride is attacking Kuniumi itself. She almost flies off to assist in the battle herself, but Magi Vecto - now too old to do much more than advise from Sortis - cautions her against such actions. Instead, Regno informs the Pride, through it's last leaving diplomat, that the so called 'god-king' or whatever leader he sends to this battle is marked for death from honorable combat.
    • Venusa has another child. Though the young baby girl has no obvious dragon-like qualities about her at first, when she matures enough to open her eyes, they are a bright amber color, with flecks of grey in them. Combined with the child's dark hair that she grows out, it is a fact that Venusa dotes on the young girl, and is often not seen without her nearby.
    • Whern is sent a letter from Regno, which seems to indicate that if they continue to support the Overvann in these battles, then the former vassal region to the Sultanate will not be easily forgiven. Especially as the region seems to have properly purchased the techniques for Camel Cavalry only to use it against the Sultanate. Further attempts to buy technologies will be denied. Attempts to steal them will be met with resistance. If Whern reconsiders their support, Regno will do what it can to aid them, and help to forestall Overvann repercussions. Whatever Whern decides... Regno learns. Regno remembers.
    • Harentse - Desert Lizard Folk - are rather rare in the Legionnaires. It's not that the Harentse are not unwilling; far from it, as they are often valued quite heavily for their battle prowess and their scouting abilities. They are just not as numerous as other races within the Sultanate, so compared to Oamenii and Humans, the Lizard Folk whom live in the hottest parts of the hottest deserts in Jherki are just not as common in the varied military that makes up the Regnan Defenders. Which is why, when people suddenly start talking about their skills at making leather, many are surprised and impressed. Researchers from Regno visit Harentse lands to find out what it is they are using, and return with disturbing rumors. In addition to Sandboar - a very common source of leather in the Sultanate - the Harentse and their Shaman have developed methods that, they claim, best honor their dead. Warriors who fought all through life are after peaceful death, according to Harentse customs, skinned for their scales and leather, so that while their spirits pass on to the next realm, their bodies can continue to fight and protect their families.
    • Non-Harentse races in the Legionnaires are quick to ensure that their leather is not from a dead comrade in arms, and while a vast majority are fine, several do find out that they have Harentse leather and more than a few discover that the Shamanistic Lizard Folk have made leather from Pegasi whom died in their care. Sultana Venusa is not amused to hear this, but after verifying the veracity, and determining that it is part of Harentse customs, she and Magi Vecto issue orders that anyone using Harentse leather that was not gifted to them by a Harentse is to stop, immediately. Those whom were gifted their armor by the Lizard Folk are told, quite plainly, to not disrespect another person's traditions regarding death. Humans in the Sultanate - outside of Jherki - are still appalled by the idea, but since Oamenii traditions are to honor the dead according to one's family rites, they are more accepting.
    • Regno issues a formal apology to Ti Linnad regarding the Pegasi leather that has been used, and promises that they will continue to honor the beautiful creatures, always. As far as the Sultana has been able to determine, only Pegasi whom have died naturally have had their bodies used in the... Harentse... fashion. There are still rumors, though, of merchants in Iadesh whom are willing to trade newer, younger, Pegasi for ones that are older and closer to death. And though it is scarce, Pegasi leather - from natural deaths - sells very well in Iadeshian markets.



    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 10 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 2 0
    End of round 30 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Intrigue?


    Spoiler: Mechanical Bookkeeping
    Show

    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
    • 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]
    • Byonic Tactics [Tactics]
    • Headhunting [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]
    • Living Wall [Fortifications]
      .
    • Feth Dens (Destabilization)
    • Meteorological Navigation (+1 Exploration Rolls)
    • Blood Bullion (+1 to Faith Action 1/round)
    • Magical Indicator (+1 to Magical Investigations)
    • Obsidian Fire [Siege]
    • Inyoni Skyfarers [Live Weapons]
    • Black Blood [Tactics]
    • Impaler Palisades [Traps]


    Military Units:
    • 4 [Legionnaires]
    • 2 [Sea Wolves]
    • 2 [Stormvine Shock Troops]
    • 2 [Avegan Warband]
    • Magi Vecto [+8 Mil General] {Very Old; Soon to Retire}
    • Magi Rubrum Nisip [+8 Mil General]
    • Hrothgar Deathseeker [+Mil 8 General, gives +1d4 to battles he’s in, leader loss effects are doubled]

    Last edited by Gengy; 2019-01-12 at 09:35 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  5. - Top - End - #695
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
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    Constantly Roaming
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    Default Re: [EMPIRE4!] IC Thread



    The Great Kingdom of Varjik
    Liege of Karys

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

    Actions for Round 30 (Rolls)
    • [Military] Attack Khirus! 5 units lead by Sofrid (Mil 9) march against Hosra (R68)!
      Techs in use: Sedellan Glass Armor (+2 against magic), Camel Cavalry (+1), Diresnags (+1 enemy losses), Sacrificial Supply Lines (-1 Size Loss)
      Blessings and Artifacts: Emperor's Oath [+2 if Khirus uses any magical tech], Faith Bonus #2 [+2 to allied leader losses]
      Total: +15/+19 (if magic), -1 Size Loss for TFR, and +1 Size Loss for Khirus, +2 to allied leader loss rolls

      Cursed lands and sadistic vampiric dominance over human settlements has thrust the Council of Shattered Emperors into the forefront of Varjik's righteous conquests. For the past hundred years the rulers of Varjik and the Aspen Heights have striven to rid the world of slavery, corruption, and to restore the Avakonian Empire as best they can. Once long ago the Avakonian empire partook in a battle for Hosra, wherein they reigned victorious... For a time. Since the fall of the empire and the rise of the vampiric menace, the humans of the region have fallen prey to the picans and other bloodthirsty overlords. Finally having the ability to reach far enough East to make a difference, the long awaited war to end the abuse of mankind across the remnants of the Frescian empire takes flight - With the eldest and most prestigious commander Varjik has raised in the last two hundred years pit against what forces remain in Khirus after their attempts on Avakonia herself. These now cursed and decaying lands set the tone for a lengthy campaign against the undead hoards...
    • [Military] Anivine goes south to deal with Mila alongside the Spellfather

      Word has lingered for the last few years that Mila is gathering an army - likely to take revenge on Varjik for slaying her kin. The council of Shattered Emperors and Serena Marasa Pride are already pressure enough on the nation to make a third engagement risky, but luckily a solution provides itself. It is not often that the dragon gives polite invitations as opposed to demands. The request is received privately, with Commander Siegbert being told to keep order across the nation in her absence. Privately, the Jaine meets with the Spellfather to accept his proposal - Coming with only Darria, head of her personal guard. The Dragon would note upon their arrival of how the orc views Anivine as a divine figure still without fearing her, and the three set out together to settle the vampire presence for the first and final time. (*Jasper, the pet that the Spellfather gave her is also attending on Anivine's shoulder.)
    • [Military] Defend Kuniumi (R54)! 3 units lead by Princess Amerah II (No General - Mil 3) march against the Pride!
      Techs available from Varjik: [Armor] Sedellan Glass Armor (+2 against magic), [Mounts] Camel Cavalry (+1), [Traps] Diresnags (+1 enemy losses), [Supply] Sacrificial Supply Lines (-1 Size Loss)
      Blessings and Artifacts available: Emperor's Oath [+2 if SMP uses any magical tech], Dejanic Faith Bonus #2 [+2 to allied leader losses]
      Mil Spec Eleventh Hour applies!
      Kunai will select which bonuses/techs are to be applied!

      The ride to Kuniumi is not a public one, but all the same the ears of both Regno and the Pride catch wind of the offer to bring the Kunai Clans into the New Avakonian Alliance... While Regno politely appreciates their vassal's decision to stay loyal, the possibility of this combination of their foes alarms the Rakshasa - Prompting them to try and finish them off once and for all. With Princess Amerah II still in the area on her diplomatic mission, an agreement to allow her men to defend against the Pride alongside them is made, and the three forces together hold out against the full force of the newly founded Rakshasa empire dropping on their heads... Soldiers clad in anti-magic plating hold the line as other reinforcements from home are re-routed from Hosra, engaging in the silent promise of a bloody and desperate last stand for their brothers and sisters among the clans.
    • [Military] Raise a unit!
      The beginning of the First Stealth and Tactics division within Varjik's military goes largely under the radar, as per the nature of the force. However, the idea that the Jaine wishes to abandon the history of their nation to not do all things in the open worries many... Slipping back into the decadence and the corruption of the empire is the last thing that the populace desires.
    • [Diplomacy] Claim Altessa 2/2
      Lady Sevna of Altessa is finally restored to her rightful position as ruler of her people, not only by the hand of the Jaine, but also by way of a private election hosted by the elite in the city at large. Lingering vampires in the area are warned to return to the homeland of their people and given an opportunity to pack up and leave; though only a week after this warning Lady Sevna goes on a purge against those associated with the old republic who moved her out of power, taking no prisoners among her old enemies... Suffice to say that those who opposed her vote to return to power end up sorely regretting it. At least for now, the region has been absorbed into Varjik's control.
    • [Diplomacy] Request that the Eternal lamp aid Varjik in cleansing the corruption of Hosra! (R68)
      If Varjik is to take back the cursed lands, it would be wise to return them to their fertile, prosperous state. Varjik's recent acquisition of magical indicators confirm that this event was far form natural, and Oluard Marankett, who rides south with the army, recommends that they call in Emjata's experts on cleansing corruption before they make any attempts themselves. Official investigation is postponed until the ETL can arrive and cooperate, provided that the battle with Khirus goes smoothly enough to allow them access to the region itself.


    Non Actions:
    Allow passage for troops from Karys & Dvalta
    Reminder for +1 Faith for Anivine's Heir
    Secretly vote for a candidate in the Palmor elections (1 vote)! The decision has been PMd to Randoman.
    Accept 4 units from Karys
    Resist Salt Buyout from the CTL (Autofail)

    Spoiler: News and Rumors (And an offer for HT!)
    Show

    1. The forests of Derokar have for many years been a source of friction within the Kingdom of Varjik, as their rebellious nature and vastly different culture tend to isolate them from the rest of the humans across Varjik. Recent strides have united them, with the sacrifice of Wilting Spear for the Jaine and the fulfillment of Fox-Paw's demands, the people have finally been integrated as an accepted culture in Varjik. Trade passes through from the seas into the mainland aided by the OMC, but the faltering of the Kunai clans at the hands of the Marasa beside them are a source of worry. The Inkia clan, or what remains of it, remembers well how their people were slaughtered by the Yasei - But Yasei has been removed, and seeing people like themselves struggling to cling to sovereignty results in a request to their leader... They wish to aid the Kunai in their war, as friends in culture, somewhat faith, and their past standing with the empire. Anivine is reluctant to accept joining the massive war on the side of Regno, and so sends her eldest daughter (Princess Amerah II, aged 18) along with a vast number (3000) of guards to the Capital of the Kunai Clans...
    2. Amerah II (visual ref) is more of a diplomat than her warrior siblings and parents, taking more to the pen instead of the sword. Her patience is said to be lengthy and her demeanor gentle, having adopted none of the skill in swordplay of her grandmother she was named after. Despite it she is a regal and cunning woman, supposedly having taken the role of her Mother's spymaster in the last few years - And the offer she brings to the Kunai Clans is thus...
      Spoiler: The Derokar Agreement
      Show

      Addressed to Mure, leader of the Kunai, ruler of Kunimi, and most capable in the arts of intrigue,

      The Pride has proven in its current form to be a formidable foe to both our nations, and the exceptional strength of Regno wanes while fighting wars against those both from the north and south. With much territory and many lives lost against the Rakshasa and their armies, the Kingdom of Varjik would offer their protection from any further attacks and welcome the Kunai to the alliance of Avakonian successor states (Dvatla, Karys, and Varjik) that seek to restore the glory of the Avakonian empire and provide vengeance for her against nations that have grown twisted and corrupt in her disappearance. Acts such as the enslavement and conquest of human lands the Rakshasa have lead, the monstrous, vampiric nature of Khirus, and the liberation of those who once fell prey to the false republican ideals they twisted (Azenhal, Altessa, Lacia, Whitefeather, etc). As our two nations share a history from before our lifetimes, this may be our best chance as leaders of our people to restore this bond before it is entirely lost to history. (Such as the Firethorn empowerment of the clans, defeat of Chieftess Feather, and the bond shared between Starbreather to the Empress of Avakonia herself - Vana Rafæla Zhekurus.)

      Upon agreement from the Kunai Clans and Varjik, the following will enter into effect in the year 192:
      - Princess Amerah II will be wed to a prominent heir (or equivalent) to one of the Kunai clans
      - Derokar will be ceded to the Kunai Clans and Varjik will relinquish their claim upon them
      - The Kunai clans will enter the protection of Varjik as a vassal state, who will protect them from outside threats in exchange for their loyalty in matters of intrigue and military action.
      - All technological innovations known by Varjik will be shared with the Kunai and vice versa.
      - All resources not owned directly by the Kingdom of Varjik or the Kunai are automatically given permission when considering buyout possibility.
      - Varjik will accommodate all matters of dragon tribute to the Spellfather who currently resides in Varjik on the Kunai's behalf
      - The Kunai Clans will maintain their independence in terms of government, economics, diplomacy, and faith, and may expand their influence to new lands freely or remain as isolated as they please.
      - When the reigning ruler of Varjik of the Kren Dynasty calls the Kunai to war, a minimum supplement of troops equal to half of current reserves or an equal favor based on intrigue (causing unrest, assassinations, etc.) will be given to the effort.
      - At the earliest possible convenience an embassy will be established between the Clans and Varjik.

      Signed, Illuminant Jaine Anivine Kren El Sira the Queen of Thorns

    3. Princess Amerah II spends the next long while residing among the Kunai Clans, preparing defenses and rallying her men. As the most legitimate leader among her people there, the experience teaches her much in the practical ways of coordinating with allies, learning new terrain, and the repercussions of otherwise peaceful diplomatic action. Tensar and her are said to do much 'coordinating' together, both in and out of the war room. Over time, the two become close.
    4. Jasper has, by the end of the 191, eaten only three important legal documents in the past two months. Anivine now considers the creature trained.
    5. The famed researcher Oluard Marankett has begun seeing if other sources of arcane energy can sate the Knights that have become addicted to their Lords among the Court of Thorns. His first tests involving Violet Ash go well... But the practice of attempting to receive a blessing and evade the cost is considered dishonorable. The practice does not gain widespread popularity.
    6. Among the Dvatlans, Zarikos spends his years learning of his father's culture and customs in ways that he never could from Varjik. Embracing most of everything he can find, it is said that he has the least amount of problems with adapting to the idea that princes should take harems. Due to the multicultural nature of Avakonia, he takes one wife in particular all the way from Yondar.
    7. The youngest daughter in the Kren dynasty displays a very capable nature for athletics even at a young age. Her exceptional health is seen as many as a reward for faithful service to Dejan.
    8. After realizing that the Kansett are indeed living people being sent to the dragon as tribute, Anivine captures and holds a trial for the one who gave her the idea that giving them like goods to a cruel dragon was a good idea. The merchant, wealthy as he may be, has apparently never seen a Kansett himself, and told Anivine that they were 'exotic eastern vegetables' before agreeing to cover the dragon's demands for it on her behalf. He claims ignorance, but the deal has made him wealthy beyond belief in the process. After a short trial he is condemned to death for treason and violating the rights of peoples in foreign lands in the name of Varjik. Anivine herself uses her siphoner powers to drain him of life before the public, but the damage has already been done...



    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
    [*] Lady Sevna of Altessa


    Spoiler: Stats
    Show

    Military Units: 5 (Altessa's Royal Army, First Sedellan Knights, Riders of Bysthia, The Silent Guard, Draconic Enforcers)
    Mercenaries: 0
    Dragon Units: 3

    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, OMC Base in Derokar
    Total Regions: 7
    Unit Cap: 12 (5 Captial + 6 Regions + 1 Tech)

    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: Sofrid (Mil 9)

    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
    Magical Indicators [Faranna] +1 to Investigations involving magic

    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), Sedellan Glass (R58 TP2), Verdant Wine (R52, TP1), Obsidian Glass (R40, TP3)
    Embassies: Avakonia?, Azenhal, Karys, Dvatla
    CC Bases: [R58 - Varjik]
    Last edited by Zayuz; 2019-01-13 at 02:29 PM.
    "What is to give light must endure burning."

  6. - Top - End - #696
    Orc in the Playground
     
    kaio999's Avatar

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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:[MILITARY] 1 unit Bhreshi hounds

    2:[MILITARY] 1 unit vampiric dark king.

    3:[MILITARY] 1 unit stitched abominations

    4:[INTRIGUE] (Secret Action) Contact very old friends.

    5:[MILITARY]Defend region 68, 2d12 (defending a conquered region) Crandis Zasini (9) +5 units+5 from techs+1 relic +2 losses to Varjik (Shriekers and impaler walls) and +2 size losses to Khirus -1 losses from supply lines

    While the vampires attempt to grasp full control of Khirus the military must march west and fight off the hoards of paladin scum. Varjik remains a constant thorn in the side of the Kindred... This will have to end eventually.


    6:[RELIGION] Create Fang Temple Iadesh (region 7) JB holy center 3 Kindred run from their elders in horror looking to establish their own dark conspiracies and kingdoms in another realm. The theocracy has abandoned the vampiric will and so they spread to where word of their kind is said to bend and be accepted. The journey is hard and several die to the war and storms but enough arrive to try and place down roots and spread their dark conspiracies in the population hoping to find the vampire said to be a major player in Regno society. 14

    7:[RELIGION] Create Artifact The eye of the betrayer roll a d2 on a two 1 enemy unit turns on their allies and attacks them. (they are like animals and don't wield enemy technologies). The eyes of the kindred can turn long time allies on their companion.


    Nonactions
    Attend Event.


    Embassies
    Spoiler
    Show

    Serene Marasa Pride-

    Regno-


    Coatl Theocracy-

    Concordance Republics-

    -Place full support behind Malthusias, Hand of the Dread Emperors

    -Let Concordance Republics pass through Shattered Emporer lands.





    News and Rumours

    Horrors from Khirus
    • WIP


    World outside the Capital
    • WIP


    Rebellion




    Spoiler: Ruler information
    Show


    The Voice
    Diplomacy 3+1 from Azenhal (forgot to add my vassal bonus)
    Economy 2
    Military 4+2
    Religion 6+1
    Intrigue 3

    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 shock troops
    1 unit of 2500 vampiric defenders.
    1 unit of Bhreshi riders
    1 unit of blood touched 4500 units
    1 blood god
    1 unit of shriekers

    [/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; 2019-01-13 at 09:44 AM.
    Amazing avatar by Gengy

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

  7. - Top - End - #697
    Bugbear in the Playground
     
    DoomHat's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Sycoraxistan
    Round 30 (Post 4)
    Region #115


    Spoiler: Current Ruler
    Show
    Caliban, Witness to Five Storms, First Among Equals
    Diplomacy 4
    Military 8
    Economy 1
    Intrigue 3
    Faith 10

    Main Actions ROLLS
    1. [Military] WAR Attack Overvann Occupied Thae Guceart [R92] with 4 Units under Command of [SYX Mil8 General] Speaker Hufar Alqubur +Reinforcements and Technologies from Regno. Their mission, to drive out the occupiers and restore the original Regnon rulers.
    2. [Military] Raise 1 Troop.
    3. [Diplomacy] Establish Claim in [Region 114]
    4. [Diplomacy] [Diplomacy] Improve Reputation with Omanush Convoys
    5. [Economy (Liege Score)] Buyout TP#3 in D̨vatla [Region 12]. The near endless rains in Sycoraxistan has made digging in the earth for hard metals impractical. Upon learning that backbiting Overvann have been drawing the precious resource from Dvatla, from whom many Sycorax draw their heritage, and opportunity to hunt two birds with a single stone presented itself. Being unfamiliar with the runes of coin trading, the Revolutionary Guard summons aid from Regno to complete the quest.
    6. [Faith] Convert the Silent Grove [HC3] Jintha [R108] to Initia. Word has reached The Revolutionary Guard of the plight of the Volzen, who's youth have been corrupted by the Appeaser Lies of foreign missionaries. After making official contact with Taelia Riveria, Sycorax act on their received permission to send a quest of Rune Teachers to Jintha's Silent Grave, a place blessedly not poisoned by spirit names, to teach understanding of self and the true nature of the world through the invaluable tool of The Runes.


    News and General Sub-actions
    • Allow free travel to all Sultanate Allies, and any sending troops to aid in attacks on Overvann held territories.
    • The chief of the Storm Surveyors is commanded to undergo a painful rite of purification after The Dragon of Silence resurrects an Overvann general as a draugr. Petitions are made to force First Among Equals Caliban to lobby Regno to hand the draugr over for a proper funeral/exorcism. Other factions of The Revolutionary Guard insist the unnatural thing be given the opportunity to avenge itself on its betrayers in Overvann. The elders speak the ancient wisdom, that to feed the storm so it may harm your enemies, gives it strength to return to you for more. Should more hungry dead arise as a result of this indulgence, the Anti-Appeasement hard liners among the Sycorax will gain sufficient political momentum to threaten the alliance with Regno, and disrupt the tentative peace with The Dragon of Silence.
    Last edited by DoomHat; 2019-01-12 at 06:28 PM.
    ...with a vengeance!

  8. - Top - End - #698
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread




    'Ridi'dreq
    Region 29
    Round 30


    1 - Religion: Convert HC 30.3 to DRGN [21]

    2 - Economy: Buyout CTL trade post 40.2 for obsidian glass, and give it to the Flamefather [19]

    3 - Economy: Tribute for the cinder queen [15]

    4 - Economy: Great Project [This place is apalling! - 8/20]: Find and start using Dre'grax

    The continued cataloguing of the local fauna yielded yet more results - this time in the form of a sap that hardened to a glass like transparency. The ‘Ridx were aware of glass, of course - but with no production of their own it remained very much a luxury material, purely imported in small amounts. Dre’grax, on the other hand, once hardened, could be worked much like a chunk of bone, and while not particularly hardy, made transparent solid panes far more accessible.

    5 - Economy: Great Project [This place is apalling! - 9/20]: Hack together a way to farm useful plants without getting pollen everywhere

    This in turn led to another development, this time less accidental. While the plant that produced Dre’grax could be bled repeatedly for it’s sap, it produced only a small amount at once - and the closest source of them was several hours away. Grumblings at the effort required were common, and more than a few wondered if they couldn’t be placed closer to home. Of course, the pollen meant that simply growing them locally was a risky proposition. Until someone suggested putting them in a cage. It was a stupid idea, but if that would have stopped them they’d still be in ‘Ridi’r. They practiced with small, fast growing plants, working out what wouldn’t kill the plants (why did they need light to not die?), how to keep the pollen in (two layers of doors was important, it turned out), and dealing with obvious design issues (Yes, they did in fact need to be big enough to get in), but eventually had working buildings that could grow plants, while keeping the pollen contained. The pollen was still in there, of course, so they were tiny death traps for a week or so, and needed to be cleaned out afterwards, but they did the job. Things they actually wanted, growing not in the ass end of nowhere. It remained small scale only, and they still preferred to harvest wild most of the time, but at least now the option was there.


    6 - Faith: Great Project [This place is apalling! - 10/20]: Establish the festival of 'Gidho'vej 'Ve'gx

    One core problem still remained, however. Their towns still became functionally uninhabitable for days at a time whenever the surrounding plants were in season, and none of the mitigating measures introduced thus far could stop the sheer tide that happened a few times a year. They could predict the bursts to within a few days (barring a particularly unusual season), but they couldn’t block them. And to simply kill the plants off was a shortsighted admission of defeat. Running low on options, ‘Xa’kagx turned to the one avenue left - magic.

    A practitioner that drew on the strength of the Bloodfather might have been able to intercede directly, and coax the plants to simply cast their pollen elsewhere, but his own power flowed most from the Brinefather - and inland, that left him solely with the fury of her storm. And so, a day before the plants were due to shed (and after everyone else had already left), he gathered his offering, and hit the surrounding area with a single blast of wind, pushing away from the town center. The wind quickly became iridescent, and the surrounding jungles suffused with the golden glow (very briefly) witness when the pollen was at its peak.

    Given the lack of embarrassing gaps in his memory, it seemed safe to conclude his experiment a success, and the pollen level within the walls remained on a little higher than normal. However, a spell on that scale had pushed even his abilities, and it would need to be performed multiple times a year, and in every settlement near simultaneously. At best, they'd only be able to protect a handful of the biggest population centers, only really reducing the distance those evacuating had to travel.

    No, what was needed was a way for nearly anyone to perform the rite. The lodge leaders were all at least moderately proficient mages, or they wouldn’t have their positions, but few had the power (or alignment)... by themselves. If the ritual could be supported by a large group, however…

    And so he proposed the ‘Gidho’vej ‘Ve’gx. He’d expected a harder sell - the ‘Ridx had never really had a recurring festival before. Of course they gathered, but a scheduled event for everyone simply wasn’t how they operated. To his surprise though, the idea was mostly unopposed - presumably the practical benefits outweighed the annoyance of having to do something when someone else said. The concept was simple - when the pollen was due to spread, the people would gather at night around the flames, and offer to each other and the wind tales of what they’d done since the last time, ideally alongside tokens or trophies that represented them. The individual contributions might only count for a little, but combined would be enough to clear the immediate area, and it naturally scaled itself for larger populations. The days after became days off, mostly because the surrounding area wouldn’t be immediately safe to travel anyway. SInce he’d been careful to make sure all seven dragons were represented in at least some fashion, the most potential was eked from the offerings - and, for the most part, it proved to be enough.


    Spoiler: Non-actions
    Show

    Give up darkwood tp


    Spoiler: News and Rumours
    Show

    The message from Yondar to stop harvesting the darkwood is met mostly with confusion. Primarily because they hadn't needed it since moving. They lived in a jungle now. Flamefather knew where the wood was being sent, because they sure as hell weren't taking it. Still, they gave permission to shoo away anyone trying to get the wood. It wasn't like it was their problem anyway.

    A vocal proportion of the population see the Flamefather's decree as a demand to go to war. 'Xa'kagx goes in person to confirm her will, and responds that they wont be attacking anyone, and that thoroughly explaining to the Coatlan people why they have been objectively wrong (and redirecting some of their trade as unwilling tribute) should suffice. Those still pushing for war are stumped by three words: "And then what?"


    Spoiler: Leader Stats
    Show

    'Xa'kagx
    Diplomacy - 7
    Intrigue - 2
    Military - 3
    Faith - 10
    Economy - 6 + 2

    Last edited by kjelfalconer; 2019-01-13 at 01:49 PM.

  9. - Top - End - #699
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 30: 190-192 IR)

    Actions
    1. [Military] Raise 1 Unit of Karysite мајка company warriors - Varjik held the Spellfather's retribution at bay through careful attendance of her mercurial desires and Karys would follow their liege quietly behind. Karys had never grown into a rich kingdom caught as it was in a near constant state of warfare and struggle against mighty odds but they had grown capable of carrying on such a fight. More bodies are pulled into the ranks of the мајка company as the High Inquisitor orders many standing companies to go and serve the Illuminant.
    2. [Military] Raise 1 Unit of Karysite мајка company warriors - Thousands are drafted across the Hegemony's territories entering training among the elite bastions of Emjata's heartland defenders.
    3. [Military] Raise 1 Unit of Karysite мајка company warriors - Further troops are raised and taxes are waived for additional recruits brought to serve. Some down on their luck foreigners from neighboring regions seek enlistment and are enrolled with minimal investigation into their origin or history prior to enlisting.
    4. [Military] Raise 1 Unit of Karysite мајка company warriors - At last it seems the number of greenhorns practicing in the forts and castles of the company equals the number of veterans marching off to join under Varjik's banner. It would take some time to turn recruits into soldiers but they would become warriors yet.
    5. [Military] Raise 2 Units of Karysite Field Inquisitors - With recruitment in full swing the High Inquisitor takes the opportunity to select from within the current batch of warriors elite fighters and those more fully comprehending of Hegemony policy to sidetrack into Inquisitorial service. These so-called Field Inquisitors were to be integrated into the Hegemony's armies as rallying points outside the traditional command structure instructed with broader and more dangerous goals to accomplish while engaging with the enemy.


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


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


    Embassy with Varjik
    • Send 4 Units of мајка company warriors to serve the Queen of Thorns


    Embassy with Dvatla


    News and Rumors


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

    Increase: +2 Mil

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

    Spoiler: Armies and Technology
    Show

    5 units/9 Cap

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

    Military Technology
    • Sedellan Armor Coating (+2 vs overt magic, armor and wards, requires Sedellan Glass)
    • Pician Weapons (+1, weapon slot, requires iron)
    • Bani Bowls (-1 losses, drugs/medicine/blessings, requires bani)
    • Salt Wagons ( +1 to unit cap/ -1 size loss roll, Logistics, requires Preservative/3 Preservatives)
    • Obsidian Fire (+1 to defending//+2 to attacking with a foothold, Fortifications, Sappers, & Siege Weaponry, requires 1 Obsidian Glass//3 Obsidian Glass)
    • Prayer Seals ( +2 to Leader Loss Rolls//+1 to battles led by General or Ruler, requires Enku and Writing Materials//2 Magic Writing Materials & 2 misc. Writing Materials)
    • Camel Cavalry (+1, Cavalry, requires Camels OR Bhreshi Hounds OR Horses
    • Sacrificial Magic Supply Lines (-1 size loss roll/ +1 opponent size loss roll, Logistics, requires Crops/Crops X 3)
    • Diresnags ( +1 opponent size loss roll/ +1 opponent distance loss roll, Stealth, Sabotage, and Traps, requires Labor/3 Labor)


    Generals
    Atamina (10)
    Lord Commander Jalse (7)

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

    The Imperial Inquisition (Secret Actions) - Demanded first by the Firethorn Regiment as prerequisite to service, cultivated under Empress Vana, and seen to fruition by Empress Dastatia the Imperial Inquisition has at its core the direction to attend to and keep strong the Avakonian Empire. Alas, with the Empire collapsing due to numerous betrayals and enemies beyond such a task no longer has so clear a role to play. For now the Inquisition maintains its aura of secrecy as those elder Imperialist agents who head it decide what role their instrument of power might play in the coming decade.

    Technology
    • Violet Oath (+1 against secret actions, requires Violet Oak)
    • Fish Glue Manufacturing (+1 to one Econ action/round, requires Fish OR Hoofed Animal)
    • Full Course Discourse ( +1 to stabilization rolls // Dip action per round, requires Alcohol // Alcohol, Crops, Meat, Spices)
    • Warded Locks ( +2 to resist item/tech thefts, requires hard metal)
    • Decentralized Authority ( +1 to new ruler stat// +1 to two (cannot surpass prior rulers stat), requires Writing Materials// Writing Materials, Stone, Scholarly Artifacts )
    • Privacy Tapestries (+1 to Curry Favor with Organization Rolls // +1 to Secret Action rolls, Requirements: Cloth (Wool, Silk, etc.) // Cloth, Magical Powder (Bani, Enku, Rhune Stones, etc.), Gemstone, Himitsu Tech


    Relic
    None

    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  10. - Top - End - #700
    Barbarian in the Playground
     
    RandoMan's Avatar

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    Jul 2014

    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
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    Preparations made to set sail for less dragon dominated countries the Omanush fleet stands in the western waters ready to set sail on a voyage of exploration. They wait however seeking supplies, trade goods, and worthy companions from their allies in Emjata.

    [Economy]Cash in Favors - Dvatla is requested to provide their honey reserves for the voyage as food and trade goods. If an Economy or Diplomacy action is taken next round to turn over two TPs of Honey favors owed will be cleared.

    [Economy]Construct the exploration fleet's flagship Waterknife - Utilizing the latest maritime innovations an Omanush flagship is commissioned and built to lead the sea elf fleet west on its maiden voyage.

    Bloodied Hands
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    The Bloodied Hands continue to be split by factionalism and clandestine warfare.

    [Intrigue]Secret Action

    [Military] Internal Affairs

    Company of The Crescent
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    Bolstered by victory and flooded with work the Company seeks able bodied men seeking coin and glory in the great battles of this age whose outcomes would set law for decades to come.

    [Military] Recruit

    [Military] Recruit

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
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    Support Brother Jorjian Jajemij in his attempt to reform the southern powers centered in Khirus into a more holy Abhidist state.

    [Diplomacy] Act in the power struggles to affect their outcome positively for the Order

    [Faith] Convert Tresten (36) HC 3 from Dejanite Cult to Abhidi

    Acolytes of Áhkká

    Privy to news in Amham and Jintha of plans to use the southern spirits as counterparts to the Long Winter the Acolytes seek to aid their southern associates while continuing to combat draconic influence in the north.

    [Faith] Give Amham Federation a Favor owed

    [Faith] Convert 'Ridi'r DRGN HC 1 to Rhunic Animism

    The Shushan

    The Shushan are as enigmatic as ever.

    [Intrigue]Secret

    [Intrigue]Secret

    League of the Beacon

    Curious about this feared military might in this small northern peninsula of Inyaka who could still engender such fear as to drive desertion even amid this age of empires the League launches a probe into affairs north of [Region 104] in [Region 105]. Meanwhile negotiations with the other organizations in Emjata had revealed a great deal including the Omanush Convoys intent to set sail for the unknown. Wishing to make their own first impressions with any newly discovered people the League negotiates passage aboard some of the Omanush's ships.

    [Intrigue] Investigate [Region 105] and its military capabilities - If the natives here possessed any advanced technology it could be quite valuable to allies or potential allies. Outside this eventuality it is expected an accurate measurement of troop numbers and movements would be of immense value to Lindeen or the Sfair Alliance.

    [Diplomacy] Send Candles to join the Omanush Convoy preparations

    Feast of Rieba

    Against all odds the Rakshasa had created an Empire from the sands of Estensule and destroyed the Imperial Sultanate of Initia and Dragon. Now the Pride marches against the wrongheaded Honmyo practitioners, idolaters of Dejan, and the godless Initiates. It would be wrong for the Feast to leave them unaided in such a holy crusade.

    [Military]Expunge vampires in Ka-Ruun

    [Faith]Convert Xaryx (8) HC 2 from Abhidi to Perijanism

    Eternal Lamp

    Overvann asks for aid to defend the homeland and headquarters to the Lamp. They are gladly obliged.

    Meanwhile in Palmor things were progressing well around Tria Sanctus with a new base to aid the Ildian priests in safely seeing to their ministrations in such hostile territory as Palmor so widely was. Unsurprisingly the Lamp puts its support behind the Lacian candidate to challenge the cruel omnipotence of the vampiric south.

    [Military]Recruit Units

    [Faith]Send experienced guards & hunters to Lacia
    Last edited by RandoMan; 2019-01-13 at 03:43 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  11. - Top - End - #701
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    Default Re: [EMPIRE4!] IC Thread

    End of Round Thirty.

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

    Rando delights in not being delightful - LapisCattis

  12. - Top - End - #702
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Round 31: Begin!
    Imperial Reckoning 193 - 195
    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!

    Diresnags now only apply to defensive battles.
    Muddy Camouflage now has Fish Glue Manufacturing as a Tier 2 Requirement.
    Coin Armor now requires a total of 2 trade posts of Hard Metal to activate the Tier 2 Bonus.
    Obsidian Fire's Tier 2 effect now activates with only one TP of Obsidian Glass.

    Growth!

    In a move unprecedented since the time of Dejan the Conqueror the Serene Marasa Pride under the banner of the Rakshasa Maharaja Sinja Lagos Ssuras rises to the status of imperial power on their strength alone. The Pride was a monstrous tapestry of peoples and cultures but they were bound in ultimate servitude to their Rakshasa overlords chief among them their God-King the Maharaja. The Baedshah was to be an empire of brute force and might headed by the singular being strong enough to build an empire from desert and bone. (SMP becomes an Empire capable of taking a seventh action!)

    The recently reestablished Amham Federation has been spreading the belief in spirits to lands close and far. While not as many exciting or scary tales are told of Amham in foreign lands as of their bellicose neighbors, they have much greater influence with the common people. Many in their hour of need call upon the spirits, and some even make pilgrimages to the country, even though it is so remote. While the people are happy to celebrate the recent events in Samg, the Duchess may also have wished to make clear to all who would wish to introduce new philosophies to the western parts of Emjata that they will need to cooperate with Amham or challenge it. (AHM becomes a Holy Land of Jalyeong-Bo capable of taking a sixth Faith action!)

    Outside of Coatl Itself, Glen Gwitna has the longest history of Coatl Perijanism in Emjata. Magi have studied the cycles of fire, growth, weather, and salmon there for longer than there have even been Coatl Perijanists in the Isles of Lazar. It is only just and rightful that now, with the unparalleled majesty of the temple of Tloon Redlan, Glen Gwitna receives its rightful status as a holy land of the Coatl Perijanist Faith. (GWT is now a Holy Land of Coatl Perijanism capable of taking a sixth Faith action!)

    Despite initial reluctance to join the Free Alliance, the natives of R107 come to a solid conclusion once granted evidence from an anonymous source that the corruping actions of Lindeen to not represent their vassal state. With many great powers looming around them, the debates between the chiefs of the Tëhlër̨khët clans come to a conclusion that manages to satisfy enough of their number to go through, though some minor resistance remains who fear the warcasters of the east. With the clansmen now pledged to the Sfaïri Free Alliance, their number are Dame Elena's to command. (SFR claims Region 107 and gains one unit!)

    While Varjik was not immune to costly mistakes as demonstrated in the recent Kansett incident they were generally viewed favorably by those who valued honor and integrity among their ruling elite. Atrisia was positioned with options of noble Varjik, wild Pride, or demonic Khirus so it was little surprise the local will was with the Kingdom out of the Aspen Heights. After months of preparation followed by months of conversation an accord has been reached and Lady Sevna of Altessa is finally restored to her rightful position as ruler of her people, and vassal to Varjik. (TFR claims Altessa (61) and gains one unit!)

    Through a Rakshasa honor duel the ownership of Les Alpes had been bought with only one life paid, the Regnan general Magi Arunca. While some of the Clans balked at the thought of handing away their island holding without more of a fight ultimately Mure’s ruling to respect the outcome overrides these protests. Les Alpes finds itself no longer under the protection of the Clanlands or the Sultanate instead joining the growing naval power out of Jintha who now controlled nearly all of the islands in the western sea. (JTH now controls Les Alpes de Sang (57)!)

    The Sycorax Revolutionary Guard may have held a number of strange beliefs and followed unfamiliar practices but they were neighbors to the purveyors of Northweed and so are granted the chance to impress the local powers with their power as an Initia holy land and crusader state. (SYX gains a Claim to Region 114!)

    Under the hunters eye oversight of the ‘Ridi’x the Pall, while still an incredibly dangerous stretch of hellish jungle, was for once in recorded history livable for more than a mile into the interior, at least for its newest residents. The draconic refugees from Regner showed much promise in transforming what had been believed to be untameable wilderness into something resembling, if not quite reaching, civilization. Much work yet remained but it seemed clear the ‘Ridi’x had truly found a new home for themselves.

    Diplomacy!

    For a long time the people of Rhune and Yondar have shared bonds in culture and commerce. This familiarity extends from the ruling elite down to the merchant and artisan class. Given such close relations it is perhaps no surprise that the unceasing curiosity of the Yondari would infect their Rhunite cousins. Specialized techniques and methods for conducting investigations are shared by the Yonadri shadow hunters with their neighbors enhancing the northeast’s aptitude to see beyond the surface level. (Stalking Shadows CI shared by YDR with RHN!)

    Having been conquered and sold off as a trade parcel to the Yondari League it is with great relief when Yondari diplomats arrive in Usan to tend to the concerns of the locals who feared being ignored by their new masters as they had been by their conquerors. (Usan (93) is Stable!)

    In Khirus the open bloody acts of the vampires may inspire fear among the common people but earn the Cinder Queen’s favor. The great dragon of the southeast sends her blessings to the capital of the former south republican leader with arms and her authority ringing powerfully throughout the region. (Khirus (40) is Stable and KRS gains Cinderscale Armor (+1 to battles, requires Hard Metal, Armor & Wards)!)

    Atrisia is displeased with their treatment as a game piece to be traded away in this moment of southern crisis and petition to rejoin with the government out of Azenhal rather than remain a vassal to the Council of Shattered Emperors. While the ruler in Azenhal may have betrayed them at least there stood a chance for republican restoration under their rule while Khirus offered nothing but death and darkness. (Atrisia (42) is in Unrest! Will cease to be in Unrest if given to CAL!)

    The attempt by the lackeys of the Sfairi Free Alliance to sow discord in their independent and prosperous country do not go unnoticed by the rulers of [region 103], nor do they go without response. The Sfairi have yet to even contract with the navigators of the area, and so it is little surprise that they do not realize the contentedness of the population. However, in keeping with the largely peaceful manner of government - a remnant of a history of violence and seaborne warfare that left the region drained of men and resources when Dejan arrived - they do not retaliate militarily. Instead, they flaunt the failure of the so-called ‘Free Alliance’ to undermine their system of government, making sure that the region’s base citizenry and elites alike are aware of the attempt - as well as the funds where it originated from. It seems they have testimony from several Spiegelaces, freely given - after an appropriate payment and assurance of safety overseas in Glen Gwitna or the Rhunic Animists either.


    Faith!

    The Arndok's 'side project' made in accordance with Lindeen may have been interrupted, but it was far from wasted time. A tonic has been concocted whose recipe yields fantastic and effective results, supporting an impressively high endurance among those who drink of it and allowing travel to become much less of a problem even for large forces. The recipe, however, is kept top secret... (Isles of Lazar gains a relic - Eastern Tonic: Distance Losses begin to trigger after four initial regions crossed instead of two once/round!)

    The Khirese now openly practice their dark vampiric magic of ensorcellment and trickery such that they have developed the means of focusing their dark gaze through the Eye of the Betrayer upon the battlefield. This artifact encapsulates this dark energy unleashing it against the kindred’s enemies and turning them into rabid animals in the midst of their own ranks. (Khirus gains a relic - Eyes of the Betrayer: In battle roll a d2, on a 2 a single enemy unit turns on their allies and attacks them without technologies!)

    As leader of the largest faith across the continent, Lazar relies upon the religious unity of their realm to continue holding true authority. When the spirit-faith of Jalyeong-Bo is discovered in the Caves of Alam, their new leader is quick to make sure that such dissidence is corrected to true and righteous worship of Coatl, as it should be. The clergy have few problems convincing the recent converts that they had been deceived, and those who are discovered either repent or leave the isles. (Lazar (28) HC 3 is converted from Jalyeong-bo to Coatl Perijanism!)

    For decades now the Kiss of Khirus has sat dormantly in Regner bound in the single body of Arata Doceo, headmaster of the Bratus Academy in Regno. Now however with the vampiric revolution in Khirus is seems the desire to hide has been washed away from the bloodhungry menace and they spread openly in the Sultanate. Targeting the undefended spiritual practitioners who would not benefit from the Grand Magus’ protection kindred spread in Iadesh like a plague their dark practices and magic filtering into the cities of the desert. (Iadesh (7) HC 3 is converted from Jalyeong-bo to Fang of Khirus!)

    Sycroaxi missionaries make a bombastic showing of their faith in Jintha seeking to hammer home among the Volzen the valuable tenets of the Initiate. The Volzen, largely familiar with the Aspects already are appreciative of this high energy refresher course. (Jintha (108) HC 3 is converted from Initia to Initia!)

    Whenua Kanga is visited by missionaries from the Pall, specifically ‘Ridi’r who heard the local Whenua Kingdom had perhaps been unaware of the Cinder Queen’s glory given their temporary isolation during the Gate Collapse. The ‘Ridi’r don’t take no for an answer when it comes to speaking of their divine lord who roosted mere miles from the very coast of the Badan. The local Coatl Perijanist magi seem baffled at the ability for ‘Ridi’r showmanship to trump traditional sacrifice as the preferred worship form for many in the southern reach of the region. (Whenua Kanga (30) HC 3 is converted from Coatl Perijanism to DRGN-Cinder Queen!)

    In Honyanuk Lazarite Mandate practitioners running Oxen exports from the region work alongside local Lindeen authorities to push the Mandates subtly among the populace. The subtle propaganda takes hold in the region and a swath of ranchers soon begin cavorting with magical principles to ingratiate themselves with their ruling elite. (Hoyanuk (25) HC 2 is converted from Coatl Perijanism to Coatl Mandate!)

    The last vestiges of faith fall away in Palanam and the temples to the Perijanist gods are abandoned. The people seem hopeless and it is likely without the restoration of some faith to the region it will surely be cause for widespread discontent. (Palanam (65) HC 2 becomes Open! If 2+ HCs are not converted to any religion in Round 31 Palanam will become Unstable!)

    The three major Clans of Umibe all have their own reaction to their new overlords. The Sogen are by far the most hostile, and stage a rebellion in the land that kills several of the Rakshasa sent to govern the place. However, the rebellion is incredibly unpopular even within the Sogen clan, and their attempt is quickly put down.

    By contrast, the Kawa Clan has taken the Pride's conquering in stride. They are surprisingly willing to adopt the customs of their new masters, and soon idols to the Perijanist gods decorate the Nagare river. The Raja governor believes that this is because of their proximity to the Pridelands. He assures the Maharaja despite the setback in military force that the area is well-handled; it does not need a full military intervention as of yet, just some... political pressure.(SMP loses 1 unit! Holy Center 1 in Umibe (region 55) is converted to Orthodox Perijanism!)
    Trade!

    With the careful tending by their Yondari stewards and the cooperation of foreign traders the ash brought forth by Krace’s return becomes fertilizer for new groves of Darkwood trees throughout the territory. A peaceful moment of natural splendor hangs in the forest air in the spring of 193 as the region comes into full bloom with nary a lumberjack or merchant in sight. The growing season is unprecedented and Mistwalkers report more Darkwood trees than ever before ready for harvesting. (Yondar (98) Darkwood increases from [Great] to [Grand]!)

    The distant allies of Lazar fight for Perijanism, albeit in a different form. In the newly conquered land of Umibe once jealously guarded by the Kunai, the merchants find an opportunity to become very rich... The parchment and writers for of the True Name find themselves at an all-time high for employment despite the Kunai departure from the area, and their culture and faith flows all the way out east to Lazar; whose scholars are fascinated to the concept of an object or person's true name, and ponder how this may be reconciled with Coatl. (LZR upgrades Umibe (55) True Name Parchment from [Good] to [Great]! LZR owns Umibe (55) TP 3!)

    In the Isles of Lazar despite the loss of the Basilis Ra in the Cinder Queen’s assault on Lascienmo the Black Company had elevated itself significantly within the Isles hierarchy and thus in Emjata the continent over. Mercenary ranks swell in the islands and a new company is formed from these fresh recruits who pledge themselves to serve the cause of the lazarites in the east, or whoever was the highest bidder. (Isles of Lazar (28) Mercenaries increases from [Great] to [Grand] with TP 4 owned by LZR!)

    In Palendor rich merchants have coordinated their funds to try and buy their way out of the impending crisis of the Republican collapse. Saffron plantations have been expanded up and down the Dor river and along the eastern coast a bustling harbor has begun to develop. Hoping to find allies nearby or upon the Badan the merchants offer whoever can circumnavigate southern Palmor connecting Palendor to the Badan by sea ownership of a substantial stock of saffron. (Palendor (37) Saffron increases from [Good] to [Great] with TP 3 auctioned to highest Economy roller to take action to navigate the southern ocean connecting the Badan to the Albar!)

    In Varjik the nearby presence of the Magic Eater seems to have affected the crystal growth rate of Sedellan Glass in the region at a remarkably accelerated rate though at no small cost. Jutting green crystals of the glass as big around as a man have begun to spring up from the ground randomly throughout the territory regardless of what lay on top be it house, businesses, or public building. The shards have damaged or destroyed dozens if not hundreds of buildings and while the military seized these new deposits for the army many citizens were irate at the glass disrupting their livelihoods. (Varjik (58) Sedellan Glass increases from [Great] to [Grand] with TP 4 owned by TFR! Varjik (58) is in Unrest!)

    The cooperation between Anivine and Elena does not halt after the event a few years ago. Resources, namely Violet Ash from Derokar, is sent north through Dvatla to reach the Sfaïri Free Alliance. Magical properties in the material are known to cause those near to it to speak the truth, which results in many ship workers to be fired for lack of respect on the journey north. Most famous of these quips had to do with comparing their ship captain's haircut to that of a dying hedgehog. (SFR buys out Derokar (53) Violet Ash TP 3!)

    After the mutated men of the eastern coast had been shipped overseas as tribute to a cruel dragon, the Isles of Lazar take it upon themselves to prevent any more lives from being lost in such an inhuman way. Varjik's representatives claim that the whole ordeal was a misunderstanding between the Jaine and her economic advisors concerning what exactly a 'kansett' was, mentioning both that the man who caused this disaster has been killed for his recklessness and that they are terribly sorry for the entirety of the event... But if anything is certain, it is that the people of Aniachaket have much to be grateful for towards the Lazarites, and that they are willing to work hard as ever to bring vengeance upon the cruel beasts that took the lives of their brothers. (LZR buys out Aniachaket (24) Kansett TP 2 from DRGN!)

    With much of the south’s precious metals falling under the sway of the Cinder Queen, little is left to meet the demand of the merchant classes of palmor and Estensule. Increased demand for silver coinage has lead to the increased good prices throughout palmor. In order to head off inflation, and fill a treasury nearly exhausted from a decade of war, the municeps of Thune search Marvalo for new sources of bullion. (CAL buys out Marvalo (49) Silver TP 1 from OMC!)

    Cutting the strings to Dvatla’s warbows Azenhal merchants successfully acquire a controlling interest in the Hlaali Bark harvest of Deaux at the cost of Dvatla’s existing contracts with local hide harvesters. (CAL buys out Deaux (56) Hlaali Bark TP 3 from DVT!)

    Rhunic merchants invest in the continued harvesting of the magical Rhune stones. Soon the light emited from rhune stones decorate offical buildings across the island. (RHN buys out Rhune (96) Rhune Stones TP 3!)

    Political pressure in Inyaka mounts as Lindeenese merchants obtain more magical materials on the Archon’s orders, this time from Oamenii who have been until now shipping the magical powder to Dvatla. Quite a few Dvatlan citizens protest against continuing the kingdom’s fruitless southern military campaigns when there are several unaddressed threats much closer to home. Dvatla’s western ally is on the brink of a monumental collapse. It is uncertain whether the friendly relations with Ti Linnad can continue, when the nation is now a vassal of the Theocracy, which is a key ally to the former Republics waging a bloody war on Dvatla. Despite constant assurances in private letters, the allegiances of the northern Alliance are suspect at best. But most importantly, the twisted sorcerers of Lindeen were getting stronger and bolder with each passing year now attacking Dvatlan interests. What will Däfikä do? (LDN buys out Regno (8) Bani TP 3 from DVT!)

    The rumored Regnan abuse of Pegasi may be soon be eclipsed by experiments carried out on Ti Linnad’s winged mounts by the gnomes of Lindeen, as the country is known for discarding basic living decency when it was expedient. That being said, hardly any foreigners know for what purposes the secretive Lindeen requires so many exotic materials. It is not out of the question that they are used for noble purposes, but given only little information about the country’s internal workings, many assume the worst. (LDN buys out Ti Linnad (21) Pegasi TP 1 from TLD!)

    As the magocracy’s domain grows larger, it requires more and more slaves to keep functioning. Its hunger for new laborers is so high that Atraxi has little choice but to purchase them, even if she risks offending powerful nations. One day, merchants of Varjik return home empty-handed, as the goliath slavers have simply received a better offer. Furthermore, as Lindeen isn’t involved in southern politics, slave traders can once more live without constant fear of being caught trading goods to the enemy and executed by the lions. (LDN buys out Tarraks Krag (78) Slaves TP 2 from TFR!)

    While Lindeen is possibly the most pro-magic nation in the world, its Mandates desire to learn more of the art of antimagic, which they consider to be a kind of magic as well. But first, new study material had to be secured, and the Sedellan Glass of Varjik is perhaps the one most commonly deployed in southern wars. The Kunai’s area of expertise is not influencing merchants with heavy pouches of coin, and at this moment they are weakened by the Pride’s unrelenting assaults, and so Lindeen has not faced any significant obstacles in acquiring this material. (LDN buys out Varjik (58) Sedellan Glass TP 3 from KNI!)

    The iron supply of the Cinder Queen dries up one day. When she investigates the matter, she finds that the ever more insolent slayers of her one time love have now dared to encroach on her home territory. The affluent mages of Lindeen have, after much convincing and offers, finally persuaded the humans representing what once were the Azen to ship iron to the northern nation instead of the fiery dragon. Xo’xa’va’j is beside herself with rage at the betrayal slaying scores of merchants but to little avail as the trade adapted around her eluding her, for now. The Lindeen mages should enjoy their iron while they have it; they will surely pay dearly for their insult. (LDN buys out Azenhal (71) Iron TP 1 from DRGN– CAL!)

    While Dvatla tried in vain to seize the salt-rich region of the southern Pellocian from the vice-like grip of the vampiric south the Theocracy, ever friends with those same vampiric owners, succeeds in ejecting Dvatla’s ally in Varjik from the salt trade in the region. Without salt to preserve their food stocks the barracks of Varjik were sure to suffer but those of the quickly swelling Theocracy would surely celebrate in equal measure. (CTL buys out Region 67 Salt TP 2 from TFR!)

    The tin mines of Delwin are visited by wealthy merchants from the Jintha islands who tour the rich deposits before offering to purchase a significant stake in the flagging mines outside Del. While traditionally these mines had been preserved for the city’s overlord Overvann had expanded mining operations deep into the mountains leaving some of the older veins less attended as they pursued richer deposits deeper in the mountains. The mines were still good and still productive though providing a nice supply of the metal to their new Jintha owners. (JTH buys out Delwin (84) TP 1!)

    Seeking to preempt demands for food from Les Alpes as well as broaden the average Jinthan diet the Council authorizes a mercantile expedition into Palmor despite its inherent danger seeking commerce in Carida. While the region was somewhat oppressive in atmosphere the merchants are able to make contacts who promise to provide corn to the islanders in exchange for regular payments. (JTH buys out Carida (69) TP 1!)

    Quick to react to demands for tribute having witnessed the cost of slow responses elsewhere in Emjata the Jintha seek out and acquire an imperial ransom of platinum to be dedicated to the Father of Silence. The Father may not have been as metallurgical as his sister in the southeast but surely they would appreciate such a fine shine as was provided by Sfaïri platinum. (JTH buys out Sfaïr (106) TP 1 for DRGN-FoS!)

    Seeking to insulate themselves from accusations of disloyalty in patronage the Volzen wisely seek to placate the Spellfather who had long claimed watch over them simultaneously with their tributes to the Father of Silence. Northweed was largely unknown but would hopefully provide enough of interest to the mrazite fanged claimant to the southwest. (JTH buys out Region 114 Northweed TP 2 for DRGN-Spellfather!)

    While the Overvann and the Pride sought to undercut the Sultanate’s trading network and so cripple their awesome war machine Oamenii were not without bite back. Regnan merchants pour ludicrous funds, favors, and bribes into Tevrus and Jintha seeking to claim the valuable resources produced there and succeeding despite the seemingly obvious loyalties of the local lords. Money, magic, and friends in high places all of which the Sultanate was rich in ensured the Sultanate would neither lose its investment in Jintha fully to Pride raiders nor would they allow their northern enemies access to their most valuable tool of war. (RGO buys out Tevrus (90) Stonewood TP 1 from OVN & Jintha (108) Stonewood TP 1 from SMP!)

    Following their new liege and faith head in battling against the Overvann in clashes of bone and gold the Sycoraxistan reach out and find aid in Dvatla to uproot the northern barbarians from their current trade post in the Dvatlan capital. Sycorax soon assume the former positions of these men from Overvann ensuring a steady supply of hard iron finds its way to the Revolutionary Guard’s armories. (SYX buys out Dvatla (12) Iron TP 3 from OVN!)

    Ever loyal to their gods and especially to she who had given them a second chance in the southeast the ‘Ridi’r seek to punish their Queen’s betrayers in Coatl by the seizing and redirecting of obsidian glass long ago bought by a former Exarch away from the Theocracy and into the maw of Palmor’s dragon. (RDR buys out Khirus (40) Obsidian Glass TP 2 from CTL for DRGN-Cinder Queen!)



    War!

    The battle-cooks of Whern tend not only to be effective in a fight, but also keeping their allies satisfied in combat. While many others find the cooperation of two distinct legions to be somewhat chaotic, Whern embraces the traditions in its culture of keeping everyone warm and fed - A crucial difference when the Long Winter lurks at the doorstep. (WRN gains a Military Specialization -Surviving the Winter: 2d12 when fighting with allies!)

    The ‘battle’, if it can be called that, is short in Umibe; Shogun brought with them the great and strange idol gifted to them by the Spellfather, in the hopes that it might aid their guerilla war against the invaders. Its imposing visage seemed nearly resplendent in the twilight, hidden among the trees as the Kunai struck again and again. But with every death they inflicted, the Idol’s eyes gleamed, and the Rakshasa seemed to move faster, ignore fatigue more readily, and maintain discipline longer. As though their fallen comrades remained with them, buoying them to victory. And victory they took; in order to keep the Kunai with him from being annihilated by the God-King’s forces, Shogun was forced to retreat, leaving the Idol behind. A month later, it had returned, apparently on its own, already half-covered with ivy and moss.
    Spoiler: Clash between SMP and KNI near Umibe (55)
    Show

    SMP = 3 Units + Mil5 Maserras + 2 Tech + 12 + 1 Idol = 23
    KNI = 1 Unit + Mil8 Shogun + 9 = 18
    SMP Casualties: 40%
    KNI Casualties: 10%
    Serene Marasa Pride Victory! Serene Marasa Pride loses one Unit, Kunai Clans lose zero Units!


    [See NPC action post]
    Spoiler: SMP Invasion of Kuniumi (54)
    Show

    SMP No Tactics: Mil5 + 5 = 10
    KNI Headhunting: MIl9 + 4 Tech + 7 = 20
    SMP: 2 Units + Mil5 Maserras + 2 Tech + 8 + 2 Idol - 2 Headhunted = 17
    KNI: 12 Units + Mil9 Bete + 9 Tech + 12 = 42
    SMP Casualties: 60% +1 size loss
    KNI Casualties: 10% +1 size loss +1 coalition loss
    RGO Casualties: 0% +1 size loss +3 distance losses
    TFR Casualties: 5% +1 coalition loss
    Defender Victory! Kunai Clans lose two Units, Imperial Sultanate of Regno loses four Units, Kingdom of Varjik lose one Unit, Serene Marasa Pride lose two Units! Kuniumi is still controlled by the Kunai Clans!


    The Regnan assault on the homelands of the Overvann seemed targeted at the Assembly of Lords, whom the Sultana apparently blamed for this war in the first place. It was sensible, then, that Hrothgar Deathseeker was chosen to lead the assault; his familiarity with the territory and understanding of Overvannian psychology would prove an invaluable asset, or so the Towers claimed. And certainly, it enabled the Regnan Legionnaires to make their way much deeper into Overvann territory than could have reasonable been expected, dodging the multitude of forces arrayed against them, driving them to run into each other where petty grudges and glory-seeking low-level commanders could do the Regnan’s work for them.

    It was at the capital that they were finally pinned down, the options available to capitalize on their greater mobility reduced further and further until they were surrounded. The same selfishness and coordination problems that enabled their penetration thus far would prove to be the same thing that would allow their escape. Hrothgar, leading the charge, was able to punch through the encirclement, bearing their wounded with them, as their opposing commanders argued over who would be the first to lead the assault, to Frode Bjornsson’s great frustration.

    More curious, perhaps, was the reasoning behind Hrothgar leaving at all, rather than dying in a blaze of glory as he so desired. Perhaps it was the discipline and loyalty of the men under his command, trusting him implicitly where he’d been forced to show his right to lead to the mutants that had been under his comman previously. Perhaps it was the time spent amongst them, learning about their families and hopes for after the war. Or perhaps it had to do with the long nights he spent alone in his tents, ranting at no one, rage at some unseen foe. Whatever the cause, it led Hrothgar to find their way back to Regno, whereupon they voiced their distaste for the Prayer Seals that had saved their life on multiple occasions quite vocally.
    Spoiler: SYX Invasion of Thae Guceart (92)
    Show

    SYX Byonic Tactics: Mil8 + 4 Tech + 8 = 20
    OVN No Tactics: Mil3 + 4 = 7
    SYX: 5 Units + Mil8 Hufar Alqubur + 8 Tech + 12 + 2 Tactics = 35
    OVN: 1 Unit + Mil3 Mandgurrsson + 5 Tech + 11 = 20
    SYX Casualties: 15% +1 size loss
    RGO Casualties: 15% +1 coalition loss
    OVN Casualties: 30% +1 size loss
    Attacker Victory! Sycoraxistan loses two Units, Imperial Sultanate of Regno loses one unit, Overvann Assembly of Lords’ Eternal Lamp Warband loses one Unit! Thae Guceart is now controlled by the Imperial Sultanate of Regno! Thae Guceart is Unstable!


    For the defenders of Thae Guceart, defeat was practically inevitable. Sent purely as a diversion to prevent the sultanate from assigning more resources to the battle on the home front, the Eternal lamp warband faced down six times their number, equipped with the best military technology Emjata could muster. In these dire straits, few can besmirch the loyalty and bravery of the Eternal Lamp. During the autumn of the year 194, they stuck to the briarwood and small villages, gathering up supplies and avoiding the combined Initiate army. When winter came, the Warband took to the roads, painting their faces and making full use of the berserker rage to seize caravans of goods to the Sycoraxi. Legionnaires attempted to hunt them down, but attempts faltered in the thick forests of Thae Guceart. During the winter of year 194, thousands of Sycoraxi deserted for lack of provisions, while hundreds more died of diseases they’d had little exposure to within their Storm. Mundane diseases: striped fever, blackrash, camelpox; diseases that struck military encampments more than villages.

    Bolstered with confidence from their winter success, the Warband gathered that spring on a rocky hillside to discuss their plans for the summer. Woefully for them, a Regnan spy had preempted their gathering, and the fullness of both Sycoraxistan and Regno’s forces appeared, marching up the hill from all four directions. The Lamp’s soldiers, confused by the ambush and their ritual herbs, fled down the hill into the forces of Regno rather than Sycorax’s weaker levies. It would be a mistake that would cost them-and Regno’s legionnaires-their lives. Their minds still influenced by the drugs, the Lamp’s soldiers went into a terrible frenzy upon the sight of their mounted opponents, cutting through camel and catapult alike even as their numbers were decimated by the powerful magic of their opponents’ enchanted volleys. When the smoke cleared, Sycorax’s troops found but a hundred wounded legionnaires standing over the bodies of their foes, the mercenaries having all since departed for Valhalla.
    Spoiler: RGO Invasion of Overvann (89)
    Show

    RGO Byonic Tactics: Mil8 + 4 Tech + 8 = 20
    OVN Signal Lamps: Mil8 + 11 = 19
    RGO: 3 Units + Mil8 Hrothgar + 3 Deathseeker + 8 Tech + 9 + 2 Tactics = 33
    OVN: 11 Units + Mil8 Frode Bjornsson + 1 Dragoncurse + 5 Tech + 12 = 37
    OVN Casualties: 0% +1 coalition loss
    WRN Casualties: 20% +1 size loss +1 coalition loss
    ETL Casualties: 0%
    CSC Casualties: 20% +1 coalition loss
    RGO Casualties: 60% -1 combat loss
    Defender Victory! Overvann Assembly of Lords loses 1 Dragoncursed Unit, Whern loses 2 units, Eternal Lamp Warband loses 0 units, Crescent Company Battalion loses 2 Units, Imperial Sultanate of Regno loses 1 Unit! Overvann is still controlled by the Overvann Assembly of Lords! OVN now owes the CSC 5 favors! WRN now owes the CSC 3 favors! Glen Gwitna now owes the CSC two favors!


    The champion of Khirus known only as ‘Tenae’ would prove to be the end of captain Sofrid. Though some claim that his mind was irretrievably corrupted by the dragons, his death was the end to a noble life of service; to his King, to his people, and to his soldiers. Initially, the champion’s tactics proved extremely effective against the Dvatlan phalanxes and the soldiers of the Crescent Company, who formed the frontline against the dark forces of Khirus. Fathos Bracul, the elder vampire whom deigned to join the military forces of Khirus ripped through shieldline after hastily reformed shieldline, faster and stronger than his opposition, and apparently indestructible, laughing as he bathed in the blood of the mercenary forces. When lesser vampires joined him, it was little more than slaughter.

    Varjik’s troops were preoccupied with cavalry duels and skirmishing for position, unable to effectively meet up with and aid their compatriots in the Crescent Company. But this changed when Sofrid, alone, marched out from the bristling lines of the battle lines and challenged the Champion of Tenae to a duel. Leaving the necessities of command to his lieutenants and captains, by now well familiar with their commander’s tactics and orders, and with a detailed plan to follow, kept things moving. Bysthian cavalry the dragonspawn of the Magic Eater, and the remnants of Altessa’s army set up a line to keep the majority of the Khirusian forces away from the bedraggled remnant’s of Dvatla’s mercenary forces while knights armored in Sedellan Glass and Dejanic bolstered with divine power moved to the Crescent Company’s aid.

    Smelling the opportunity for more carnage, Fathos leapt at the soldiers, and tore through a dozen before he was impaled. His laughter died when he realized the source of the fatigue that had beset him; among the combatants were scattered Varjik’s new Thorn Knights. The violence to follow was more like that of a wounded, desperate animal than that of a magically-imbued god. His blood magic was distorted and undone by their armor, and his power and speed, failing as they were to match up to their usual levels, could be matched - if only in short burst - by the champions of Dejan, whose vows of silence they maintained even into death. Fathos eventually fell, and would soon be joined by his companions, whose morale had plummeted at the sight of their leader’s death, while the Crescent Company -what was left of them- rallied. Trapped as they were, the shock troops, deprived of their support, soon crumbled. It did not take long for the remainder of the Khirusian armies, leader occupied in a duel, unable to break through, and now witnessing the terrible force of Fathos Bracul brought low, they chose to retreat. At the same time, Tenae finally forced Sofrid down, driving a long, thin dagger through his neck and into his chest. Alone, exhausted, and bleeding from the drawn out fight, the champion could have easily been killed then and there if the forces of Varjik chose.

    Instead, they honored the duel. Tenae was allowed to return to his forces, victorious and yet humiliated, as Sofrid’s captains picked the general’s lifeless body up with reverence, placing him upon his shield, and began the long journey to take their old man home.
    Spoiler: TFR Invasion of Hosra (68)
    Show

    TFR Signal Lamps: Mil9 + 5 = 14
    KRS No Tactics: Mil8 + 8 = 16
    TFR: 8 Units + Mil9 Sofrid + 6 Tech + 16 + 2 Blessings - 1 Distance = 40
    KRS: 5 Units + Mil8 Tenae + 4 Tech + 14 + 1 Relic = 32
    TFR Casualties: 20% +1 size loss
    DVT Casualties: 40% +1 size loss +1 distance loss
    KRS Casualties: 20% +1 size loss
    Attacker Victory! Great Kingdom of Varjik loses 2 Units, Kingdom of Dvatla’s Crescent Company Battalion loses 3 Units, Council of Shattered Emperors loses 2 Units! General Sofrid has been slain! Hosra is now controlled by the Kingdom of Varjik! Hosra is in Unrest!


    In [region 67], the outcome at first seemed pre-determined. Perwin Redtail was by far the superior commander to General Kybus. Dvalta's technological might and the Crescent Company’s discipline easily outstripped that of the ‘Fangs’ of the Cinder Queen. Dvatla had chosen this place to take from the vampires of Khirus, but the Fangs were fighting in the unfamiliar territory of an allied nation rather than their own. Certainly, the Fangs' troops outnumbered the Dvatlan mercenaries, but not by much. Victory, it seemed, was Dvatla's to take. And so they proceeded. But Kybus had a plan.

    Kybus had his troops deployed -some might say ironically- in a crescent as he advanced towards the Dvatlan line. He placed his weakest troops at the center of the crescent, and his strongest on the flanks. He himself stood with his troops within the weak center, daring the enemy to charge him. And so they did, as both side’s cavalry units occupying one another elsewhere. The Dvatlans’ superior troops began to push the dwarven troops back, who gave ground grudgingly, secure behind large shields, and began to slowly reverse the crescent.

    By most counts, Redtail eventually saw Kybus in the center, realized what was happening, and attempted to pull out. But it was too late; the Bhreshi dog cavalry, more vicious and better suited to the terrain than the camels of Iadesh, were able to drive off their Dvatlan counterparts, making use of pre-arranged palisades to outmaneuver the higher-endurance mounts, and attack the Company's back line. Devastating for any force, but worse yet for the regimented phalanxes of Dvatla’s recent adoption Though they had the smaller force, the Fangs had managed to encircle the Dvatlan advance, and began to butcher the mercenaries in droves.

    Perwin Redtail's body was eventually found, surrounded by the corpses of his enemies. He had refused to surrender, or flee. Not again.
    Spoiler: DVT Invasion of 67
    Show

    DVT: 3 Units + Mil10 Perwin Redtail + 5 Tech + 11 - 1 Distance = 28
    CAL: 4 Units + Mil6 Kybus + 3 Tech + 17 = 30
    DVT Casualties: 60% +1 size loss +X distance loss
    CAL Casualties: 0%
    Defender Victory! Cinder Queen’s Fangs lose 0 Units, Kingdom of Dvatla’s Crescent Company Battalion loses 3 Units! General Perwin Redtail has been slain! Region 67 is still controlled by the Council of Shattered Emperors!


    Discovery! Map!
    Spoiler
    Show


    Terror!

    The new head of Kiin Sareteh comes to serve Lazar with experience from all around her homeland. It is promised that as Saret Ka she will bring much glory to the isles, and serve as a permanent close ally of the Arndok instead of her previous rotating position. Limis is her name, and those who scheme against Lazar would now compete directly with her wit... (LZR creates spymaster Saret Ka Limis (6)!)

    Mistwalkers from Yondar stage a daring raid against the Cinder Queen seizing a sizable portion of her hard metals tribute from its usual path to Azenhal and diverting it north into League territory. Coming on the heels of her betrayal within Azenhal the Cinder Queen seems to be intent upon exacting revenge upon all northerners. (YDR raids Whenua Kanga (3) Copper TP 2 from DRGN-CTL!)

    Older Regnan merchants who had for decades now plied the steady granite trade of the Badan with the de facto approval of the eastern powers suddenly find their livelihoods threatened by war back in Regner. Overvann raiders had come seeking to cut Sultanate supply lines and here far from the Sultanate it seems Oamenii traders valued their lives a bit more than loyalty to their Sultana. Granite ceases to arrive in the ports of Regno instead being redirected north into the hands of their current enemy. (OVN raids Kilkana (26) Granite TP 2 from RGO!)

    With war breaking out over the loyalties of the Kunai Clans between the Regno Sultanate and Serene Marasa Pride Regnan merchants across Emjata brace for the arrival of Rakshasa duelists coming to challenge their claims. It is in Jintha that the Regnans are confronted with a beastly Rakshasan duelist demanding to face their leader in battle. Having no especially accomplished magi among them the merchants heeded the better part of valor fleeing the islands for the safety of the desert leaving their former Stonewood harvests in Rakshasa hands. (SMP raids Jintha (108) Stonewood TP 2 from RGO!)

    Popular opinion seems to turn against Regno in the valleys of Ti Linnad, as it comes to be known by more and more people why the half-elves appetite for the famed Linnadi pegasi can never seem to be sated. Whether the allegations of pegasus butchery are true or not, Regnan merchants are soon hard-pressed to acquire the steeds, despite the noble efforts of Oamenii ambassadors to dispel the “vicious and unfounded slander of Sultanate merchants, butchers, and tanners alike”, while those few who succeed are beset by raiders and bandits who seem more keen on freeing the winged creatures than stealing them. Some might consider it suspicious that as Regnan merchants are forced out by hearsay, slander, and potentially facts, traders from a certain principality to the north step in to fill the void...
    (OVN buys out Ti Linnad (21) Pegasi TP 3 from RGO!)

    The relationship between the folk of Varjik - and the other former Avakonian states - and the Kunai has always been an odd one. With the assassination of key enforcers of the Marasan Pride’s routes by which they acquire the famed Bysthian horses, the trains of trained mounts stop crossing the Aspen Heights underneath the gaze of the Spellfather, and instead pass through Derokar, through fields of ash and recovering forests waiting to be burned, to the lands of Kuniumi. KNI raids Bysthia (63) Bysthian Horses TP 3 from SMP!)

    It seems other forces are at work against the Sultanate, as Regnan shipments of iron start flowing southwards, away from the desert, to a certain forest. While their methods are perhaps...overly aggressive, the Kunai are a part of the Sultanate, and members desperately in need of war materials. Most of the Sultanate’s merchants, as a result, don’t put up a great deal of resistance to the muscling in on their trade routes.
    (KNI raids Dvatla (12) Iron TP 2 from RGO!)

    In Carida an unusually dry series of growing seasons leaves the maize crops poor and undernourished. Without sufficient surplus to provide for the needs of local growers and foreign buyers the regional market is closed and maize is hoarded by farmers hoping to make it through these lean years. (Carida (69) Maize TPs are considered non-functioning for Round 31!)

    It seemed Iadesh was a rich land for the vampiric curse to take root in and disturbingly quickly a large number of significant camel merchants are brought under the Kiss’s sway. With a near monopoly established through these shadowy means the leading vampire of this local coven of kindred, whose identity remained a mystery, is able to expand the market as well as his or her personal dominion. (Iadesh (7) Camels is upgraded from [Good] to [Great] with TP 3 Open and HC 2 is converted from Initia to Fang of Khirus!)

    Other!

    The declaration of friendship given to the Convoys by Sir Lull Radeburg of the Sfaïri Free Alliance is received with open arms, and sure enough a letter is returned with all sorts of potential deals to be made across Emjata for the aspiring traders in the north. A business associates license is granted to Sir Radeburg himself for his outreach, bestowing upon him a discount wherever trade is dominated by the convoys across Emjata. (SFR reputation with the OMC increases increases by 1!)

    While the Overvann were selling their souls for the Crescent Company's aid, assistance comes from an unexpected corner. Warden Ollin of Glen Gwitna lobbies the Crescent Company on behalf of Overvann, improving their reputation significantly. Whether Ollin gave this support simply out of appreciation for their similar raider culture or there is something more at play is as mysterious as whether he will expect anything from Jarlin Hodeskalle in return. The most brazen theorists speculate about a secret affair between the two rulers at the second dragon council, but there appears to be little evidence of such a connection. OVN reputation with the CSC is increased to 4!

    The efforts of Gwitna canoe patrolls searching the Uhraiya for the Brinefather’s wings meet with as much success as the Whernian’s efforts to contact spirits to find them. While a few canoes are able to make it through the storms relatively unscathed, the difficulty of keeping a canoe afloat while beset by waves the height of trees made searching for the eye of the storm impossible. As the Gwitna sailors prayed in vain to Rieba for safe passage, they could not help but wonder whether their goddess was really listening, or worse, whether the Brinefather’s unholy powers exceeded her own.

    A league of traders calling themselves the Velvet Guild has formed between influential mine and ranch owners in Wybrez and Ti Linnad. These merchant interests demand more power in the Council desiring to see Linnadi expansion of trade taken on as a priority over further war against southern dragons.

    The Cinder Queen's faithful in Tafer are causing a minor hiccup. There is a group of dissidents calling themselves the Sons of Tafer, which they claim is a group of true patriots to the Concordance, not to any foreign dragon or god. They are warriors, with a zeal for their country that borders on obsession, and the presence of these dragon worshippers has stirred them up into a frenzy. The group almost erupts into civil war, but one of their leaders (calling himself Archon Boreal) They petition their rulers, asking how the Sons can best serve their great homeland. (CAL may spend a military action to gain 2 units, OR may spend a Faith action to automatically convert one HC in the region to a religion of their choice)
    Last edited by Rolepgeek; 2019-02-03 at 01:44 AM.
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  13. - Top - End - #703
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Dragons!

    Xo'xa'va'j the Cinder Queen

    The Flamefather grows wary as public opinion turns against her in Inyaka. This manifests itself in numerous ways.

    As time goes on, she spends more time in the isolation of her fiery mountain home, where few save the Azen can tread without immolation.

    When Lindeen, full of cheek, takes her tribute, she only makes a half-hearted attempt to slay the merchants, wounding the defending Warcaster Macra but leaving the field of battle once Raesillion arrives to support his twin sister. Macra (mil 8) is injured and Cannot fight for two rounds!

    Angry though she is at the Theocracy of Coatl’s insincere and more to the point incomplete attempts at tribute, she does not personally fly to wreak havoc on Tizoc’s nation, instead sending her army up from Azenhal to do it for her. The new government of Lacia is ordered to stand aside or have their fields burned by the Draconic host. The Cinder Queen's army attacks Coatl (33) marching through Lacia (35) with 6 Dragonforged, led by a Mil10 General, and using The Dragon's Arsenal and Slash And Burn technologies!

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

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


    In Khirus, an apothecary goes missing, plucked from his shop with no warning. In the wreckage of his home, the agents of the council find a dragonforged smith, who delivers orders from the Cinder Queen to reclaim for her the iron tribute stolen by Lindeen in Azenhal. After delivering the message, he starts rebuilding the apothecary’s shop as a forge, and within a year begins crafting Cinderscale armor for Khirus.

    The Cinder Queen’s apparent favor for the new government of Khirus - or perhaps the drake-riding enforcers she dispatches - manage to quell much of the disquiet along the Council’s coast.
    The Basins(41) are now Stable! Atrisia(42) is now Stable! KRS is ordered to retribute Iron trade post 1 in Azenhal (71) to the Cinder Queen!

    The Cinder Queen does leave Azenhal to visit her ‘Ridx and ‘Rigx followers in the pall, though her haste is obvious as she simply drops something through the roof of one of the plant cages and flies off without a word to her subjects. When curious investigators arrive, they find that the dropped objects were a Dragonforged scholar and a rather dazed Khirese apothecary, apparently orders to instruct the ‘Ridx on the use of Coatlean Numerals and the Violet Oath, respectively. The Dragonforged scholar also Relays a message to the ‘Rigx. Their queen commands them to sack the Trade post for Copper in Whenua Kanga that was stolen by thieves from Yondar, and if possible return it to her.
    RDR gains Violet Oath and Coatlean Numerals! RDR is ordered to retribute trade post 2 in Whenua Kanga to the Cinder Queen!

    'Vahi'huj the Father of Silence

    Sees Beyond Blood, the Father of Silence, holder of the whose consort is the Sultana Venusa Regno, whose wisdom guides the lives of hundreds of thousands, has been...reticent, lately. Perhaps it is draconic grief; being so long-lived, surely such majestic beasts take much longer to process the loss of one of their own, which comes so infrequently. Perhaps it is the hostility they sense directed towards them by so many who have yet to be enlightened. They brood longer and longer in their lairs, and Venusa has been seen conversing seriously with them more frequently, and with less preparation, as of late.

    Whatever the case, the Father of Silence has apparently expressed their concern to Venusa, and other influential members of the Sultanate’s government who heed the dragon’s sagely words, regarding the Queen of Izbefe’s behavior as of late. In Llët̨sällë, meanwhile, the scholars of ‘Vahi’hu’j apprehensively try to explain that Hrothgar wasn’t undead, just...not-yet-dead when he probably would have been otherwise. Since the man didn’t follow the gods of Tëlir Geza anyway, nor was he in the lands where her priests held, Gë'täkid̨ could not have claimed his soul in any case; ‘twould be the gods of his own faith instead who would drag him to the afterlife, they say. Most are sure this explanation falls on deaf ears.

    Hrothgar himself seems to pay it little mind. If the D̨vatlans will fight, let them come! The man is filled with hatred and pain, it seems: hatred for the traitors who tried to deny him Valhalla, hatred for the leadership that let such creatures remain, hatred for the monstrosity that took advantage of his desperation, and hatred for the twisted thing he feels he has become.

    Though they do not stay within the Cinder Queen’s territory overlong, the mere act of roaming throughout it, setting down here and there for unknown purposes, lingering a touch longer whenever the Flamefather emerges from her lair to confront him before retreating sends a message. The solidarity between dragons no longer seems to hold, with her destruction of his tribute. He does request it back, offering his aid should the Northern Council repair the infrastructure that enabled those delightful opals to reach his home.

    'Kidveva'dvu’j the Eater of Magic

    The Eater of Magic, too, seems to infringe more and more on Xo’xa’va’j’s territory more and more frequently as time passes, checking the source of the tribute reaching her from Fresia and soaring over Khirusian lands, surveying the results of the curse that afflicts them. The Cinder Queen and the Eater of Magic nearly come to blows on multiple occasions, but the dragon of fire and ash appears to have their anger tempered by concern for their existing hoard and the knowledge of their northern sibling’s encroachments. She cannot be sure of her victory, if the two were to cooperate against her...and so their displays continue.

    In Tarraks Krag, a few months later, following an apparent request by the God-King of the Rakshasa, ‘Kidveva’dvu’j soars over the Scarglass Spires, constructed by the Flamefather. Whatever the reason, it is not long until it lies melted and broken in the sands, what remains an oddly beautiful alien sculpture of dark green glass, shapes and curves all askew. Some claim that if you look from the right spot, it forms an image of the Maharaja’s head, staring out over his dominion. But for those in Tarbaryn, loyal bastion of Perijanism, the dragon’s favor is a thing to be ashamed of, not proudly borne. Unable to protect them without appeasing the dragons...what good is a weak Maharaja, the rumors ask.

    Tarbaryn(82) is Unstable! The Scarglass Spires have been destroyed! SMP may use an Economy action to upgrade Tarbaryn Darkfired Ceramics from Minor to Good, gaining control of the associated Trade Post, at the cost of raising instability!

    It seems in Ka-Ruun, that Mila has been busy, and the region has grown nearly riotous, especially without liquid funds for the region to support its burgeoning economy. The arrival of the Spellfather, contrary to what some might expect, makes matters worse; many of the citizens of the region agree with their overlords concerning the dragons, and this intrusion is seen as a failure on the part of the Karysites, off in their coastal palaces, to provide proper protection, if the Dragon is needed to deal with the armies of the vampires.

    Ka-Ruun(62) is Unstable!

    But Varjik, it seems, gains...something. Whether Mila, once terror of the south, will help or hinder, is yet to be seen, but after the first few dozen attempts to kill Anivine fail, she stops trying quite so frequently, and has been witnessed overseeing troops in Bysthia; the woman apparently has some familiarity with orc culture.

    As a result of their time spent gathering information on the Siphoner’s Curse, TFR gains Mila the Broken as a General! Mila’s military score when leading a battle is 2d4+3, and she causes the army she’s leading to take an additional coalition loss roll and suffer +1 to their casualty roll.

    Disaster: ‘Gxe’dhok’s Revenge?

    Bhule TP 1 becomes open.
    Bhule HC 1 becomes DRGN
    Long Winter spreads to the Cays and Bahwick


    Overvann moves the Hide to ‘Ridi’r.

    Masdoli (47) TP 1 for Dragon Eyes is disabled until the Wings are recovered!
    Wybrez (18) TP 1 for Tin is disabled until the Wings are recovered!


    Izbefe has discovered Dafi's Workshops in Wazham (4). The owner of the region may spend a non-Diplomacy action to utilize the Workshops, increasing the relevant stat by 1 point. This action accomplishes nothing else, but still counts for normal stat increases. However, every time this action is taken, a d16 will be rolled, with a negative event corresponding to the result occurring as the Tomb takes its toll.

    Spoiler: Dafi's Horrors
    Show
    1 - Diplomacy - International Incident! Reputation loss
    2 - Diplomacy - Disturbance and protests! Unrest
    3 - Diplomacy - Negative Cultural Identity
    4 - Military - Disease! Unit Loss
    5 - Military - Hordes! Army appears
    6 - Military - Insubordination! Negative mil spec
    7 - Economy - Ruin! TP destruction and resource requirement
    8 - Economy - Bandits! Supply difficulties - roll penalties
    9 - Intrigue - Corruption! Negative techs
    10 - Intrigue - Disloyalty! Anti-Spymaster
    11 - Intrigue - Sabotage! Loss of stuff to nearby foes or Orgs
    12 - Faith - Curse! Region-specific penalties until cleansed, Cursed Holy Order
    13 - Faith - Apathy! Loss of faith and discord with religious head!
    14 - Generic - Disruption! An action next turn is negated
    15 - Generic - Setbacks! Lose two points from a random stat.
    16 - "Nothing" Happens


    Krace continues moving west, beginning to approach the borders between Yondar and Lindeen. In his wake, a string of ruined warding stones are discovered, scorched and deformed by heat. Others are found surrounded by frost, apparently shattered, the pieces scattered to the wind and waves. And a few are simply...missing.

    The locals in said areas say that the winds have returned with a vengeance, the worst they've been in generations. Worse yet, the repairs to the stones will take significant effort to repair; the trees in Yondar will take decades to regrow sufficiently to support the proper wards, even tended to by the most dedicated shamans.
    Rhunic Animism HC3 in Yondar(98) is destroyed! Rhunic Mandate HC1 in Sumwyr(99) is destroyed! These may each be individually restored with a Faith5 special action or a 5-action Great Project.
    Last edited by Rolepgeek; 2019-01-21 at 03:15 AM.
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  14. - Top - End - #704
    Ettin in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    The Kingdom of Izbefe

    Regions 6, 5, 4, and 3


    Actions
    1. [Diplomacy 10] Found Great Kingdom - The Stormcrown Dominion
      Decades have passed since the death of Balder Gammet and the dissolution of his dream. Shattered by war and coveted by forces beyond the sea, a unified Izbefe had become a fading memory. Until Sigyn Hestradet seized her father's throne with fire and sword, and the grand forces of the Sultanate mustered for one last time to excise the cancer of the Mad King. The ashes of those conflicts have scarcely cooled, yet while northern Regner burns the south sees hints of new life. Trade and travel, long extinguished by the depredations of Dafi's horrors, begin to flow between Izbefe and its domains in Binpultry and Wazham. Roads are rebuilt, villages resettled, and the justice of Sigyn's throne spreads to every corner of the land. Even as the Sultanate crumbles, Sigyn completes the reorganization and reintegration of her erstwhile subjects, and from the mouth of a Great Dragon proclaims the birth of her new Dominion. May it endure where so many have fallen.
    2. [Military] Raise One Unit
      Untouched though it has been by recent conflicts, the Dominon well knows that the only safeguard against ruination is force. The call goes out for new cohorts to be raised, the peoples of Izbefe's new demesne mingling together in a new army unified in defense of their homes and their Padishah.
    3. [Military] Raise One Unit
      In Izbefe proper, rebuilding of Sigyn's shattered armies proceeds alongside recruitment in the provinces. These home troops, however, are gifted a far heavier burden. Each soldier among them receives their sword with a name already etched into the blade, one of the thousands to fall in Izbefe's doomed expedition in defense of Avakon. Though the wars with Dafi may have cut more deeply, the honorable sacrifice in these times of darkest night shines as a bright example. These Lions of Izbefe take up their duty as Sigyn's personal guard, no doubt to serve with distinction. Until the time comes for their name to be etched alongside that of their fallen brethren.
    4. [Faith] Padishah Sigyn continues her study of the Darkness Aspect (2/5)
      Even as she ascends a higher throne than her father thought possible, Padishah Sigyn devotes increasing time and energy in the secrets of the Black Star. Dire rumors around court are quickly hushed by fear and zeal, but the fact remains that many brought into the project return forever changed, if at all. Their sacrifice pulls at Sigyn's heart, but in the silence of her throne-room she hears the whispers of greatness within reach. And so presses on, despite the cost.
    5. [Intrigue] SECRET 25


    News and Rumors
    • Following the grand affair at the Court of Thorns, the Padishah and her daughters are many months in returning to Izbefe. They pass several pleasant weeks in Varjik after the departure of the assembled delegations, Princess Lofn and Prince Cattius growing to know each other for the first time since their betrothal. Meanwhile, Sigyn and Anivine spend a great deal of time in private counsel, though none can say what occupies the two monarchs. Eventually Sigyn and the Crown Princess depart for Avakon, leaving Lofn to learn the ways of her future people even as they embrace the hospitality of Dvatla and the family of Herja's betrothed.
    • At home, Sigyn's younger children continue to mature. Though marked forever by the dragon's magic, Var seems little different than her sisters in temperament for her age. Magni, however, is quickly understood to carry some greater part of that fell power. By three years old, he stands four feet tall, his eager hands possessed of a terrible strength. Though there is no malice to him, his rages are tempestuous and sudden, and few question why the royal consort chose to remain in court.


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

    Spoiler: Current Ruler
    Show
    Padishah Sigyn Hestradet

    Diplomacy 10, Economy 5, Faith 4, Military 4, Intrigue 8

    Spoiler: Royal Family
    Show
    Padishah 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; 2019-02-03 at 05:33 AM.

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

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

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

  15. - Top - End - #705
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: [EMPIRE4!] IC Thread

    Overvann Assembly of Lords

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

    Actions:

    [Mil 1/5] Research Bonebroken
    Rumors of Kobolds stealing bits of dragonbone and experimenting on them and on Tevrus' precious Livestone have reached the ears of the Järlin. She sends military advisors to oversee the research and direct it toward creating new weapons for Overvann's use

    [Mil] Purge Delwin (84) HC 1 from DRGN to Open (Roll:16)
    The heresy in Delwin has spread throughout the region, an aftereffect of the curse upon Gxe'dhok's flesh. A large military force moves into the region and begins to wipe out fleshhead camps with extreme prejudice.

    [Int]Raid Palanam (65) TP 2 for Copper from Open (Roll:15)
    +4 from the bones
    In order to minimize the dragonscale curse's spread, alternate sources of metal must be obtained for the Overvann military. A warband travels south to Palanam to convince the miners there to turn over a portion of their haul for the manufacturing of bronze in Delwin.

    [Int]Secret Action (Roll:16)
    Cue ominous music!

    [Mil] Raise a unit of Kobold Guerillas
    Recruitment drives among the Kobolds intensify, as their immunity to the draconic curse makes them significantly lower-maintenance soldiers than humans.

    [Dip]Attend Avakonia's Revival
    Spoiler: Subactions
    Show

    Trade Fish Glue MFG and Decentralized Authority to 'Ridi'dreq in exchange for Coatlan Numerals and Violet Oath
    Trade Wingknights and Salt Wagons to Jintha for Full Course Discourse and Diresnags
    Give the Holy Coatl Empire Coin Armor on behalf of Whern

    Sign the treaty with Regno (see Whern's post this round for details)

    The Overvann are present at the grand announcement by Varjik's Jaine Anivine. For the most part, they use this as an opportunity to trade knowledge with friends and even enemies from across the globe.

    Nonactions

    Whern embassy:
    Trade Coin Armor, Muddy Camouflage, and Bani Bowls for Enchanted Arrows, Spymaster, and Wave Bombing

    Amham Embassy:
    Vote to permit Whern's entrance into the FRA

    Spoiler: News and Rumours
    Show

    The FRA has dethroned Regno's draconic despot. With the cowardly flight of Sultana Venusa and the Father of Silence before the armies of Overvann and Whern, peace may finally be had.

    The search for wives for Sigurd and Frode has begun. Nobles of friendly states are encouraged to put forth proposals.

    Mara has been having strange dreams or visions in her sleep. She mutters about gates, bridges, godless people, and assorted other cryptic ramblings.
    Then she disappears. A note left behind says that she left to gather a force to search for "it," whatever it is, and not to look for her.
    Of course, Aeshra has the entire city guard rallied to search for the missing heiress. Mara is found two days later with a small group of Draconic deserters, preaching to them and tending their wounds. Her mother is naturally furious, and the rebellious daughter is returned to the fortress posthaste.

    Two new children are born to Kelya, boys who are named Ove and Wiglaf. It looks like the line of Olaf the Great will continue on through her.

    A courier brings a message to Dvatla, asking that when they regain control over the League of White Sails, they could send word of what happened to Aeshra's sister-in-law Kendra who was married into the royal family there.


    Spoiler: Military
    Show

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

    Units:
    Total = 3/10
    Amham Ducal Levies = 1 (DRACONIC)
    Yemuf Ducal Levies = 1 (DRACONIC)
    Kobold Guerrillas = 1
    Eternal Lamp Warriors = 2 (ON LEASE, 2 turns)
    Crescent Company Mercenaries = 1 (ON LEASE, 1 turn)

    Generals:
    Frode Bjornsson (8)

    Spoiler: Resources
    Show

    Marble: Region 16, TP 2
    Pegasi: Region 21, TP 3
    Granite: Region 26 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
    Platinum: Region 106, TP 2

    Spoiler: Technology
    Show

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

    - Close Combat Weaponry: Advanced Pician Weapons
    - Ranged Weaponry:
    - Armor & Wards: Coin Armor
    - Cavalry: Wingknights
    - Warbeasts/Live Weaponry: Stonespoken Warriors X
    - 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
    Brinefather's Scales: counts as 2 hard metal TPs. +4 to resist theft. Has a lot of penalties to non-military actions.

    Spoiler: Miscellaneous Bonuses
    Show

    Gamle Mater 5 HC bonus: +1 unit cap
    CSC Rank 4: +1 to resist raids
    ETL Rank 4: +1 to resolve supernatural problems
    ETL Rank 5: +2 to leader loss rolls, +1 round duration for ETL mercs
    ETL Rank 6: +1 to resist and purify corruption

    Spoiler: Ruler Info
    Show

    Järlin Aeshra Hodeskalle
    Dip: 7
    Eco: 4
    Fai: 5
    Int: 6
    Mil: 7

    Spoiler: Royal Family
    Show

    Name Relation
    Aeshra (52, draconic) N/A
    Clara (66) Mother-in-law
    Kendra (47) Sister-in-law
    Mara (32, draconic) Daughter
    Kelya (30, draconic) Daughter
    Gunter Oriksson (32, draconic) Son in law
    Frode (20, draconic) Son
    Sigurd (20, draconic) Son
    Olaf (3) Grandson
    Ove (2) Grandson
    Wiglaf (0) Grandson



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

    New ruler next turn? No!

    Expected Increase:

    Mil +1
    Int +1

    Last edited by bc56; 2019-02-02 at 02:10 AM.
    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

  16. - Top - End - #706
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 31 (IR: 193-195)
    Merchant Principality and Vassel of Ti Linnad
    Regions: 93, 97, 98, 99
    Tanya Chalun va Meera, Queen of Yondar

    Diplomacy: 8
    Military: 5
    Economy: 10
    Faith: 6
    Intrigue: 10

    Actions
    1. [Military] Raise Unit: Usan Salt Raiders
    2. [Military] Raise Unit: Mistwalker Rangers
    3. [Intrigue] (Intrigue Special Action 10) Create Technology: Smuggler Networks [Stealth, Sabotage, Traps] (Navigators /Navigators, Gems, Alcohol, Medicinal Herbs) +1 Non-Raid Intrigue Actions in coastal regions / -1 distance loss in coastal regions. - With skilled navigators it is possible to move goods, and people, out of sight of the port authorities eyes through treacherous night waters and small merchant fronts. With additional gems for payments and alcohol to "grease" some wheels and creative use of "medicinal herbs" to get authorities to look the other way as supplies can be procured and carefully stashed ahead of an advancing army to help keep them supplied outside of their normal supply lines.
    4. [Military] Send 4 troops to Coatl(33): (High Chieftess Daz'do'Daza'do'Daz's Warband, Lazar Mercenaries, Thalos Dor Stormwatch, First Fang of Sumwyr) using Heavy Wooden Armor, Rhunic Aquamancy, and Sacrificial Magic Supply Lines (4 units, +2, -1 distance loss, -1 size loss): The Cinder Queen's armies march again, and Yondar sends aid south to support the unified front of both the Animist and some of the Coatl powers of Palmor. With Lindeen's withrdaw of troops from the nearby regions of [105] and [27], Tanya Chalun is able to send more men and focus upon one front.. for now.
    5. [Military] (Military 5 Special Action) Create Military Specialization: Raptor's Guile - +dice size on tactics roll. - Coordination and cooperation are second to breathing in the Yondari military, stemming from the smallest ranger squads and branching to the larger armies. This focus on manuvering and adaption allows for Yondari armies the flexiblity and speed to typically outmanuver their enemies.
    6. Kingdom Type Bonus (E/Raid): Buyout Tin TP1(Open) in Wybrèz(18) using Precision Weights (Just Lead): [21]


    Non-Actions
    • Resist Copper Buyout: [13]
    • Grant Liege and fellow vassals passage through lands.
    • See Embassy Actions if any.
    • Support Buyouts of Darkwood for Rhune and 'Ridi'dreq.
    • Crash Avakonia Event with warnings regarding Krace's activities in the north.


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

      Give Rhune Smuggler Network Tech with restrictions on its trade.
    • 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]
    • Elise Chalun has returned from abroad temporarily. There is a coy glint of platinum upon one of her fingers, and rumor spread among the courts. Before anything can be confirmed, Elise disappeared on another one of her excursions, leaving rumors in her wake.
    • Yonwin of Sfaïri wakes one day, with a large, intricately carved, Darkwood seed the size of his fist resting on the pillow beside him. The carved runes glow with power and riddles hinting of a location where its planting will show the way to the raven's nest. Truly, a strange courtship indeed.


    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 TP 4 Produces HC 1 HC 2 HC 3 Special Other
    Usan 93 Lazar Lazar Yondar XX Salt Coatl Perijanism Coatl Perijanism Rhunic Animism
    Ovadre 97 Rhune XX XX XX Gumfrost Shoots Rhunic Animism Rhunic Animism Rhunic Animism
    Yondar 98 Open Open Open Open Darkwood Rhunic Animism Rhunic Animism XX
    Sumwyr 99 Open Khirus (Raid) Yondar XX Facet Caps XX Rhunic Animsim Coatl Perijanism

    • Owned TPs: 16
    • Copper 3, Region 30
    • 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.
    • General
    • Coimas Laivakorppu +2 Exploration Rolls. - [Rhunic Aquamancy, Salt, Cereal/Grain]
    • Diplomatic Expedition (Exploration, Colonization, and Diplomacy Claim) - Allows Land expeditions with Pack Animal Tech, Ocean expeditions with Ship Tech. [Precious Metals + Pack Animals or Ship Tech] (Silver)
    • Fish Glue +1 on one Economic Roll. - [Fish]
    • 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)
    • 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.]
    • Violet Oath +1 to resist Secret Actions - [Violet Oak]
    • Warded Locks +2 resist item/tech thefts. - [Hard Metal] (Copper)

      Military
      <Armor and Wards>
    • Heavy Wooden Armor +1 to Battles. - [Wood] (Hlaali Bark)
      <Cavalry>
    • Camel Cavalry +1 to Battles. - [Camels OR Bhreshi Hounds OR Horses]
      <Close Combat Weaponry>
    • Refined Pician Weaponry +1 Battle Rolls. - [Iron or Copper+Tin]
      <Drugs, Medicine, and Blessings>
    • Rhunic Aquamancy <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)
      <Fortifications, Sappers, and Siege Weaponry>
      <Logistics>
    • Expanded Holds +1 to buyouts/-1 distance loss roll. [Ships/Ships, Precious Metals, Preservative, and Food]
    • Sacrificial Magic Supply Lines - -1 Size Loss Roll/+1 Opponent Size Loss Roll. [Crops/3 Crops] (Lentils)
    • Salt Wagons - +1 Unit Cap/-1 Size Loss Roll. [Preservatives/3 Preservatives] (Salt)
      <Ranged Weapons>
      <Stealth, Sabotage, and Traps>
      <Tactics>
    • Headhunting Halves enemy leader Mil for battle and kills leader. - [Tactics, Requires Intrigue 5 Special Action]
      <Warbeasts>
      <Reconnaissance and Divination>


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


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


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



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 6
    • 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.
    • High Chieftess Daz's Warband - High Chieftess Daz'do'Daza'do'Daz leads an army of furbolds 2500 strong. Like many furbolds they are armed with reinforced battle-shovels, battle-picks, battle-mattocks and gumshoot slings. Many of their number count as earth shamans, capable of reshaping the earth and rock of the battlefield, and furbold engineers (for a lose value of the word).High Chieftess Daz'do'Daza'do'Daz is eager to get her chance to solo one of the dragons.
    • First Fang of Sumwyr - Led by the Warspinner Leelath Strend, the First Fang represents a combined force of human footmen and wolf sized catacomb spiders 2000 strong around a core of 100 female C'tenzi warriors. The First Fang specializes in ambushes, but under Yondari training they have expanded their capabilities to also include aggressive raids. Leelath Strend is hungrily keeping an eye out where she, and her warriors, can earn personal glory and riches for her name.
    • 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.
    • 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.
    • 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.
    • 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: 8
    X/X Military: 5+2
    24/28 Economic: 10
    25/X Faith: 6
    29/X Intrigue: 10
    Last edited by SquirrelWizard; 2019-02-03 at 02:19 AM.

  17. - Top - End - #707
    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. [Economics] Buyout TP 3 for Herring in region 105. Roll: 16
    2. [Economics] Buyout TP 2 for Salt in Region 67 with Coatl support (+2). Roll: 12
    3. [Economics] Buyout TP 2 for Darkwood in Yondar (region 98) with Yondari support and shared Cultural Identity (+4). Roll: 18
    4. [Faith] Convert HC1 in Kopanket (Region E1) to Rhunic Animism. Roll: 14
    5. [Faith 5] Restore Rhunic Animism HC3 in Yondar (region 98).
    Non-Actions:
    News and Rumours:
    • The Cinder Queen marches north, seeking revenge upon Ti Linnad, Lindeen, and Lazar. The north rallied, the forces of Ti Linnad, Lazar, the UNC, and Yonadr rallying to turn her forces back at the bloodbath in Lascienmo. Even the Theocracy moved to protect the north. Lindeen, however, does not lift a finger in their own defense. Men from all the north die valiantly protecting the region form draconic oppression, yet Lindeen bides its time in inactivity. Now they seek to expand, using their unscathed forces to subjugate their neighbors, while the Theocracy suffers for standing up for them. This is unacceptable. Coatl is too far away, but Rhune can halt Lindeen's opportunistic aggression and defend the people of Region 27, and the Margravine obliges Rhunite forces fro just such a task.
    • The forces of Lindeen withdraw, turn their attentions instead toward a threat in their midst, their former champion Krace. News from Yondar seems to indicate that the former avatar of the Coatl sun god has gone mad, now seeking power to destroy the sun. Tales surface attributing the destruction of wards within Yondar to the warcaster. Those wards are sacred, serving to keep the ails of the northern sea at bay. Krace is now a living indictment of the Mandate, trampling what is holy for his own gain. But most worrisome are the stories that he seeks the power of a dangerous spirit to the north. Perhaps the Acolytes should be contacted about this...
    • Whenever Prince Yven pays a visit to his twins in Rhune, he is greeted by the cold gaze of his wife. The two disappear in to the Margravine's bedchamber, a loud row soon following. The hositility last only for so long, though, before the two can no longer be easily found, sneaking off in private, ultimately found in each others company. Soon the northern leader is with child again, giving birth to a Yondari son christened Dýri. The child is barely a year old when the Rhunite leader's belly begins to show once more. A Rhunite daughter follows months later, named Ádá.

    Spoiler: Ruler Information
    Show
    Diplomacy: 4
    Military: 8
    Economy: 4
    Intrigue: 5
    Faith: 6

    New Ruler Next Round? No.

    Expected Stat Bonuses: +1 Faith, +1 Economics
    Last edited by BootStrapTommy; 2019-02-07 at 01:39 PM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

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

  18. - Top - End - #708
    Titan in the Playground
     
    HalfTangible's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Realm: The Clanlands The Kunai Clans
    Ruler: Mure
    Round 31
    193-195 IR

    Lost GK Round 30

    Spoiler: Ruler Information
    Show
    Mure (born 135ish)

    Current Stats
    Diplomacy: 10
    Military: 8
    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
    Round 30 Dip +1 Eco +1 Fth
    Current Stats 10 8 5 10 6

    Tensar (tentative) - born 173ish

    * Dip Mil Eco Int Fth
    Rolls (position subject to change) 1 1 4 2 2
    Bonuses (Decentralized Authority T1) (3 +1s) Dip +1 +1 Int +1
    Round 31 +1 Mil Eco +1 Fth
    Total 2 2 5 3 3


    Spoiler: Actions - Peace achieved!
    Show
    [Diplomacy - Stabilize Kuniumi (54) - Roll (20) (Rando said it was okay to edit)]
    +2 Shushan Base
    +10 Diplomacy

    [Diplomacy - Attend Event - Avakonia Revival]:
    • Peace Treaty with the Pride.
      Spoiler: Treaty of Shadow and Sand
      Show
      The Treaty of Shadow and Sand
      Signatories: Regno, Kunai, SMP

      Section 1
      - This treaty will be in effect for a period of [5 rounds] beginning [round 31, so it ends round 36].
      - No act of war will be undertaken directly during this time, including raiding and pillaging.
      - All casus belli relating to the conflict this treaty is ending (including with non-signatory powers such as Varjik and Jintha) are hereby rendered null and void.
      - All technologies shared as a result of this treaty shall remain untradeable (even to vassals) until the treaty expires. (so round 36)

      Section 2
      - The Serene Marasa Pride's responsibilities are as follows:
      Umbie and the Azure Coast will return to the control of the Kunai Clans.
      The Pride will accept the autonomy of other powers to associate with whom they please (save those that are already under the Pride's direct jurisdiction, such as the Riebarri) [This is mostly to account for regular NPCs within asmo's regions]
      The God-King Sinja will relinquish his position of power to his next heir or equivalent for the SMP's system of government
      All Rakshasa and other SMP forces will vacate the Clanlands as soon as they are able.
      No further Kunai will be fed to the Spellfather.
      The Serene Marasa Pride will share knowledge of the Gigastrax Javelins with the Regno Sultanate

      Section 3
      - The Kunai Clans responsibilities are as follows:
      The current Alpha of the Mure Clan will relinquish his position of power to his next heir or equivalent for his system of government.
      The Kunai will support the SMP's buyout of the Clan's sources of Iron, Bysthian Horses, and True Name Parchment.
      All Kunai and other Clanlands forces will vacate the Pridelands as soon as they are able (save the Tora Clan)

      Section 4
      - The Regno Sultanate's responsibilities are as follows:
      Regno will accept the Kunai Clan's autonomy and freedom to associate with whomever they please
      Regno will share the knowledge of Decentralized Authority, Mass Recruitment, Precision Weights, and Elemental Catapults with the SMP.
    • Trade Jintha Les Alpes in exchange for Decentralized Authority, Backline Sabotage, Himitsu, and Headhunting (also ninja training [fluff, not an actual mechanical thing])
    • Tensar of the Kunai Clans and Princess Amerah II are married
    • Trade Varjik's Dwarven Fortifications for Backline Sabotage
    • Trade Varjik's Standardized Fortifications for Spymaster


    [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.

    [Intrigue 10 - New Technology - Backline Sabotage - Approved!]: Sometimes it is not necessary to engage an enemy directly. Sometimes it is better to, for example, coat the hilts of their weapons in contact poison and wait. Or rig traps in places where the enemy thinks they're safe. While this is obviously demoralizing and deadly, it also has the effect of making enemy troops paranoid, and in many cases paralyzed with indecision. While such actions almost never fully cripple the enemy, it does render them far less effective and causes desertions in droves.

    Resource: Saphroxin // Saphroxin, Poison/Drug, Muddy Camoflauge

    Effect: Pick a singular realm/player, and spend an intrigue action. (opposed by target realm's intrigue) The target realm suffers size losses based on how many units their entire army consists of, as if the entirety of the realms' army marched as a single force. Techs to reduce size losses can affect this. These losses are rolled and treated as occurring after all battles in the round. Can only affect the same realm once per round. // Can be used in the Sabotage slot to cause an extra distance loss. This CAN be used more than once per round and the losses occur in place of the size losses one would have normally had.

    [Secret - Roll (23)]



    Nonactions:
    New Ruler Next Round
    Support SMP buyout of Kunai iron TP
    Support SMP buyout of Kunai Bysthian horses TP
    Support SMP buyout of Kunai True Name Parchment TP
    Rename 'Beta' to 'Alpha'

    -Regno Embassy
    • Apologize and assure the Sultana that the Kunai are trying to figure out who took the iron from the Sultana and will not interfere with their attempts to buy the shipments back.
    • Accept tech gifts from Regno


    News and Rumors
    -Morale is somewhat restored. While Shogun failed to reclaim Umibe, the Abandoned Idol's ability to empower them through the death of their fellows raises... possibilities. The war is not over yet.

    -The god-king Sinja has revealed his true nature. When he learned that Regno and Varjik had come to Kuniumi's aid, he fled with most of his army like the coward he was. Pathetic.

    -The Tora Clan's propensity for masks has proved to be somewhat of a detriment. Their members end up dead in the streets, and many others are attacked. However, the move is desperate and weak, and the Tora are able to fight off most of these attacks. The attacks are called out by Tora as cowardly and shameful behavior from Mure.

    -Varjik's troops are courageous and honorable; perhaps a bit naieve, and where many Clansmen have a stick, they have entire trees. However, they are not unpleasant to be around, far from it. There is a warmth and compassion that is surprising in trained killers. The Regnan Legionaires are intelligent and quick-witted, and the Kunai bond well with them over the similarities between the Kanji and the Aspects. The more spiritual aspects of the Honmyo are respected, and the Regnans are even curious about the applications of Prayer Seals. There's a sense of legitimate camaraderie between the soldiers, and Beta encourages this as much as possible. Some even begin to imitate the Names of the Varjik knights and Regnan Legionaries.

    -Though they were ultimately victorious in battle, Regno blood flowed most freely through the Kunai lands. Their bodies are returned with reverence, and though the gaijin remain despised, voices against Varjik are fewer and ones against Regno are pretty much nonexistent.

    -The Sunajin, it seems, have warmed up immensely to the Oamenii girl who sought to join the Clan. They call her Rekishiya (Historian) and the Clan welcomes both her and other Oamenii more fully. It remains controversial in Kuniumi, but the Sunajin have brought both Rekishiya and other Oamenii into the fold. Most of those that are brought in are men, though a few women are accepted.

    -The Tora Clan has begun to adopt some of the traditions of the Rakshasa: in particular, harems. Most of Tora's original recruits had been of the Chojo clan, which naturally meant that the vast majority of them were women. This meant that there simply weren't enough human men to go around, and so the Tora made due with their Rakshasa mates. However, half-Rakshasa could not breed, and so to maintain the clan's numbers they had to take human men to bed more often than not. This was not physically or logistically a problem, but it did mean that pair-bonds had become very one-sided.

    This arrangement has led to many of the Tora men taking several women, and thus gaining great influence over the clan. Tora herself has managed to stay above such degeneracy, but she is concerned about the Clan's future if the harems become common practice. In her eyes, men in such an arrangement are competed for like a singular prize. Their merest gestures of affection are magnified tenfold and hoarded like dragon treasure. Her own pair-bond, a Rakshasa male, comforts her and assures her there is nothing wrong with it. The Maharaja's harem was perfectly acceptable, was it not? The lionesses certainly weren't just tools, they were valued parts of the god-king's rule. It was perfectly possible to build an empire with 5 men and 1000 women, after all; much less so with 5 women and 1000 men.

    -The news that the Bysthian horses are now coming to the Kunai is met with relief. Many of the Clans had used what time they'd had with the Legionaires and Varjik's knights to learn the basics of horse riding, and now they could make use of cavalry tactics. However, the news that iron is also arriving from Regno is... confusing. While at first they believed that the resource was coming from Regno, diplomatic channels suggest the Kunai took it. That is troubling, and suggests someone is trying to undermine Regno's relationship with the Kunai. Immediate suspicion is on the Marasa Pride, although it is known that the Amhan Federation has been cozying up to the Shushan and would know the Kunai ways to an extent...

    -Mure, Shogun, and Beta drink Sake for what may be the last time, and consider their options. The war in the short term is self-evidently lost. All they can do now is prepare for a counter-attack.

    -The Kunai are loathe to leave their home, but those who cannot fight any longer know they must. The children, elders, and those unable to fight are moved out of Kuniumi by the Satsujin as quickly as possible. Most flee to Karys, as it is the closest realm that has offered to do so. Some head north, to join with the Sunajin.

    -Mure continues to look like a man in his early to mid 40s, even though he is pushing 60 now. This has stopped being a case of good genetics and has become somewhat unnerving. Some begin to whisper that Mure has already passed his Name on, and that he is among those fleeing the land. Those who know him personally, however, know that it is the same man.

    -The news that Karys is bringing its full military might to the Clanland's defense is only believed when their troops finally march in. The people of the Clanlands are beyond grateful to know that over 14,000 men have come to fight for their home. Then they realize that over SEVENTEEN thousand have shown up to fight for the Clans.

    Well, damn.

    -However, just before the battle can begin... Mure calls a Gathering, and announces that peace has been won, showing the other Clans the treaty of Shadow and Sand. The Gathering is utterly shocked and flummoxed at this, and many call for the treaty's immediate dissolution, despite that Mure had given his word on it. The exact details of the Gathering are unclear, but the ultimate outcome is that the treaty will be upheld; Mure steps down, disappears into the forests of Kuniumi. He has left the Magatama in the hands of Tensar, and only asks him to lead with distinction.

    -The new Alpha (formerly Beta) is furious at this peace; she knows that the Clans could have won if they had only pressed onward. She cuts her hand and swears on her Name, and on the name of her Clan, that the Mure will never be a friend to the Rakshasa.

    Spoiler: Saved Actions Workshop
    Show
    Next round

    [Diplomacy - Reclaim GK status!]:

    [Diplomacy - Raise Reputation with the Shushan - Roll]:

    [Diplomacy - Stabilize Kuniumi (region 54) - Roll]:

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

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

    For Later

    Did the math for Varjik/Karys defense of Kuniumi (which isn't happening anymore)
    Spoiler
    Show

    Karys MS Triggers!
    General: +10 (QuintonBeck)
    Troops: +2 Varjik, +7 Karys
    Techs: +4 Varjik (SAC triggers from SMSL), +1 Karys
    Total: 2d12+24
    +2 leader loss rolls
    -1 size loss (Varjik and Karys)
    +1 enemy losses


    Spoiler: Techs
    Show
    Spoiler: Varjik
    Show
    Quote Originally Posted by Zayuz View Post
    Units: 2
    Techs available from Varjik: [Armor] Sedellan Glass Armor (+2 against magic)
    [Cavalry] Camel Cavalry (+1 battle)
    [Traps] Diresnags (+1 enemy losses)
    [Supply] Sacrificial Supply Lines (-1 Size Loss)
    [Fortifications] Obsidian Fire (+1 to Defending)
    Blessings and Artifacts available: Dejanic Faith Bonus #2 [+2 to allied leader losses]


    Karys:
    [CCW] Pician Weaponry (+1 to battle)
    [Supply] SMSL (-1 size loss)


    Spoiler: War Action Round 31
    Show
    [Military - Defend Kuniumi - 1 troop - Karys MS Triggers!]
    General: +10 (QuintonBeck)
    Troops: +1 KNI, +2 Varjik, +7 Karys
    Techs: +2 KNI, +3 Varjik (SAC triggers from SMSL), +1 Karys
    Relic: Faceless Effigy
    Total: 2d12+26
    +2 leader loss rolls
    -1 size loss (Varjik and Karys)
    +1 enemy losses


    Spoiler: Techs
    Show
    Spoiler: Kunai
    Show

    Bysthian Horse Cavalry (+1 to battle)
    Magi-blessed scrolls (+1 to defense)


    Spoiler: Varjik
    Show
    Quote Originally Posted by Zayuz View Post
    Units: 2
    Techs available from Varjik: [Armor] Sedellan Glass Armor (+2 against magic)
    [Traps] Diresnags (+1 enemy losses)
    [Supply] Sacrificial Supply Lines (-1 Size Loss)
    [Fortifications] Obsidian Fire (+1 to Defending)
    Blessings and Artifacts available: Dejanic Faith Bonus #2 [+2 to allied leader losses]


    Karys:
    [CCW] Pician Weaponry (+1 to battle)
    [Supply] SMSL (-1 size loss)


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

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

    [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

    [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) - 3/3]



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

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

    [Economy - Great Project - Tribute Trove - 8/10]:

    [Economy - Great Project - Tribute Trove - 9/10]:

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

    [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? Blessings?
    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
    Stuff that can count as stone for Kuniumi:
    Granite (region 26)
    Livestone (region 90)
    Marble (region 16)

    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)
    Round 31: 3 (lost 2 units)

    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
    http://www.giantitp.com/forums/shows...&postcount=694

    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
    Camel Cavalry +1 to battles Camels or Bhreshi Hounds or Horses Cavalry
    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
    Headhunting Halves enemy general bonus, kills the general Usable I5 Tactics
    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)]:

    Abandoned Idol: When the Idol is on the battlefield both armies roll 1d5 to determine their losses before the battle starts. Each side gets a bonus to that army's rolls based on how many units they lose (not sure if this is just battle losses or if it includes size losses as well). This bonus applies to all of that army's battles for the rest of the round.
    (The units are still lost at the end of the battle)

    Nameless Totem: ???

    Faceless Effigy: ???



    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; 2019-02-03 at 12:22 PM.
    Hate me if you want. But that's your issue to fix, not mine.

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    When Gods Go To War comes out March 8th

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  19. - Top - End - #709
    Orc in the Playground
     
    kaio999's Avatar

    Join Date
    Jul 2016
    Location
    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, 69, 70


    Actions

    1:[DIPLOMACY] Attend Event
    Spoiler: Trades
    Show

    -Trade Cinderscale Armor, Standardized Currency and Sacrificial Magic Supply Lines for Sedellan Glass Armor, Warded Locks, Privacy Tapestries, Red Herring Evidence, and Wave Bombing with Whern.

    Jintha is trading Meteorological Navigation, Fish Glue Manufacturing, Full Course Discourse, Coatlean Numerals and I will trade Living Walls, Bani Bowls, Violet Oath, Camel Riders

    2:[MILITARY] 1 unit bloodbound unit, 2000 soldiers touched with just a bit of vampiric blood to forge bonds of loyalty and a bit of extra strength.

    3:[MILITARY] General Even the ancient god kings do not want to risk bloody turmoil because no matter how powerful the kindred are the battle with Varjik makes clear they can last for eternity only to be cut down by enough spears and disgusting Dejanic anti magic. So a military strategist of some renown Lassoran Heights (A last name taken from his home of Aspen Heights before his father moved to Khirus as a merchant) is brought before the council and tested, when they decide he is worthy he is turned on the spot by an elder and named a second general of the military. He is then bloodbound to ensure absolute loyalty. 8

    4:[RELIGION] Fang temple in Aspen Heights HC 1 The closer to this energy drainer (perhaps some spiritual equivelant to the kindred) some neonates feel she can be bent not by military might but by a very simple understanding, immortality will make her realize she will watch all she loves die. Only other immortals can understand her, and their love and their rivalries can be eternal. Immortality gives purpose as does understanding, she is more than human ilk let them teach her. They reach out... SUCCESS

    5:[RELIGION] Fang Temple in Lindeen HC 2 Young neonates will arrive to establish an elysium of their own within Lindeen, the sorcerors seem to welcome all forms of power why not theres? If Lindeen seeks to fight the gods, what better tool than undeath, they answer to no god. Hell they seek to create their own. SUCCESS

    6:[RELIGION] Fang Temple in Ti Linnad HC 1 Enterprising neonates view this as an oppurtunity to gain influence within Ti Linnad, no longer bound by their masters they look to establish power bases of their own. While not directly in the control of those damned Coatl theocrats who recently purged them. FAILURE

    7:[RELIGION] Dragon Temple for the Cinder Queen While hundreds of neonates flee Khirus so the elders can move into positions of power, they care little for more elysiums and focus on appeasing the being of pure fire that sits on their doorstep. She has given them armor, they in turn will bring another temple over to her so she is worshiped. SUCCESS

    Nonactions
    Attend Event.
    Defend against the attack of the fang in Khirus. SUCCESS
    Trade ownership of Region 68 for Region 67 with Khirus, agree to 6 rounds of peace. While also admitting both sides will be involved in any indirect conflicts to defend their allies or interests. (Neither side will directly assault one anothers territories.)

    Embassies
    Spoiler
    Show

    Serene Marasa Pride-
    Send 1 unit

    Regno-
    Send 2 units to Regno
    Recieve Enchanted Catapults [Siege] and Magi Blessed Scrolls [Divination]
    Spoiler: Negotiations with Regno
    Show
    We honor our old treaty, but you supported a lacian agent that stood against our governance, and aided Dvalta against us (Which we forgave until your involvement with enemy agents of our vassal). Now they form an empire that stands against everything both our nations should stand for. Technically the Republic is no more and the old treaty is ending. Negotiations are necessary if you wish to continue an alliance with our nation. We will send you troops (2 units) since we have always honored our agreements but things must change if you wish to maintain ties to us. We expect the following technologies for these men. Enchanted Catapults [Siege] and Magi Blessed Scrolls [Divination]. We are aware we demand much but it would be a show of good faith after everything thats happened between us so we can count on a fresh start.


    Coatl Theocracy-

    Concordance Republics-
    Accept Tresten (36), Palendor (37), & Azenhal (71) to KRS
    Accept 3 Units (Qurgle's Pician Grave Guard, Atrisian Republican Defenders, Azen Wyvern Legion) to KRS
    Accept Tafer (44) & Masdoli (47)
    the Council of Shattered Emperors recognizes a (6 round) peace agreement and formal recognition of Lacian independence is formally agreed upon... They cannot afford war with so many things happening even if they would like to silent that fleck of rebellion in Lacia.




    News and Rumours

    Horrors from Khirus
    • First shipment of Inyoni make it to the capital their kind are kept in bird cages of steel and magic trapping them inside as slaves and playthings. Whitefeathers are considered the most valuable slaves and they are bloodbound. Forced into mind controlled loyalty, and love some Inyoni are forced to fight and kill one another in the arenas for the amusement of the kindred and the human rabble too afraid to do anything but fear.
    • five hundred would be rebels are put on the walls of the capital, they are impaled through the chest and lowered forward. They intended to rebel and now their blood and viscera drips onto the streets below, some kindred collect the drops from the still living impaled and feed upon it with delight.
    • Stitched abominations now roam the streets, corpses had been collected for months, and suddenly they rose up and these bloated horrors with large cleavers and massive broad swords roam with 1 hand. They only wander after dark but they keep the curfew and devour anyone caught after dark.
    • The capital never stops screaming
    • Buildings fall away as magical monoliths rise and crack through the earth, these temples dedicated to rival vampire lords become home for the humans now enslaved. Their lords at the top and they beneath it serving whims of whichever lord wanted them. They live in luxury, but also fear... Always fear.


    World outside the Capital
    • The council allows the creation of "Princes" a powerful vampire may use his power and force to rule a region in the name their absolute control.
    • Prince Hugo has since his original show of force kept the region sustainable and avoided anymore violence, though he does have the occasional beautiful man brought to his home, never to return...
    • Gallilae managed to escape the calamity and has taken up residence in the cursed lands, he considers all cursed his realm and is planning to do something about the Varjik personally if the council doesn't. This could mean open rebellion, if they don't fix it.


    Rebellion
    • The cinder queen herself helps silence rebellion, humanity wails and can do nothing...
    • Varjik arrives from the west, can they save them?




    Spoiler: Ruler information
    Show


    The Voice
    Diplomacy 4
    Economy 2
    Military 6+1
    Religion 7+2
    Intrigue 3

    The Champion (8)
    spymaster Tyras (10)



    New Ruler Next Round?
    NO

    Military Units 7/13
    (Sending 3 units to foreign nations)
    1 Blood King
    1 unit of stitched abominations
    1 unit of shriekers
    1 unit of Republican Defenders

    [/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.
    Cinderscale Armor +1 combat

    - Close Combat Weaponry: Advanced Pician Weapons
    - Ranged Weaponry: enchanted arrows
    - Armor & Wards: Cinderscale Armor
    - 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

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


    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)
    Crandis Zasini (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; 2019-02-02 at 01:58 PM.
    Amazing avatar by Gengy

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

  20. - Top - End - #710
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Tundras of Whern

    Years 518-522 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 8
    Economy 1
    Faith 5
    Intrigue 1

    Attribute Improvements: +1 Military, +1 Diplomacy, +1 Faith

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



    Actions:
    1.[Faith] Continue to Hunt for the Brinefather's Wings
    2.[Faith] Continue to Hunt for the Brinefather's Wings. Roll 7
    3.[Military] Raise a Unit Many in Whern seek to escape the long winter and leave for warmer parts. The government of Whern decides to kill two birds with one stone and sate this desire while partially repaying its debts with the Crescent Company. Vignar's volunteers partol the city of Fherharbor, looking for recruits to sign up to fight for the crescent company.
    4.[Military] Raise a Unit Vignar's militia is posted out on the tundras outside of Whern, where they look for nomads afraid of their first trip to the plains of Yotun to recruit for the crescent company.
    5.[Diplomacy] Give 2 Units to the Crescent Company In the end of year 522 the new recruits from Whern are sent to the crescent company via an overland route to their nearest base in North Inyaka.
    6.[Diplomacy] Attend Avakonia's Revival As Whern's soldiers ready themselves for an attack on Thae Guceart, word comes from Overvann that peace is being negotiated in the Estenule city of Deljon. An official Whernian delegation is sent to deal with the matter. To their surprise, there are already some Whernians there when they arrive.
    • Sign the Treaty of Deljon
      Spoiler: Treaty
      Show
      Regno will give up its imperial title for a period of 6 years (2 rounds)
      Regno and Sycorax (and vassals thereof) will not war with Whern and Overvann (and vassals thereof) or vice versa. (including no raids or sacks against each other's TPs) for 7 rounds, starting in round 31. During this period Regno will additionally not launch unsupported buyouts against trade posts held by Whern or Overvann.
      Overvann will support Regno's buyouts for Granite trade post 2 in Region 26
      Regno will support Overvann's buyouts for Livestone trade post 1 in Region 90
      Sultana Venusa Regno shall step down from rulership of the Sultanate of Regno now and forever, ceding the position to her rightful heir.
      Regno will support a Whernian buyout on an unowned Saphires trade post in Jherki,
      Regno will not oppose Whern's attempts to purchase trade post 2 for bani in regno and upon success will not interfere with or impede its ownership by Whern, but maintenance of this trade post against other trading powers is the sole responsibility of Whern.
      On Regno’s bequest, this treaty shall be enforced by the Crescent Company.
    • Give Jintha Warded Locks in exchange for Expanded Holds
    • Give Khirus Sedellan Glass Armor, Warded Locks, Privacy Tapestries, Red Herring Evidence, and Wave Bombing in exchange for Cinderscale Armor, Standardized Currency and Sacrificial Magic Supply Lines
    • Give the Theocracy of Coatl Privacy Tapestries in Exchange for Polearm Paddles




    Non-Actions:

    Overvann Embassy in Whern:
    • Trade Enchanted Arrows and Wave Bombing to Overvann for Bani Bowls, Coin Armor, and Muddy Camouflage.
    • Give Overvann Spymaster.



    Other:
    • Use Peat from the Black Marsh to counteract the negative effects of the Long Winter.
    • Do not Resist Varjik's conversion of HC 3 in Whern



    News and Rumors:
    Spoiler: Plains Walker Society
    Show
    Any discussion of plains walkers is often confusing for those not well acquainted with Whern. This is because the term plains walker can mean different things to Whernians in different contexts, and without this contextual information it can be difficult to decipher what is meant by the label. Strictly speaking, a plains walker is one who walks the plains of Yotun, usually in search of frozen tears, though occasionally as part of a religious pilgrimage. While the title can be used to refer to people who have walked it once as an honorific, it is usually used within Fherharbor for individuals for whom the harvesting of Frozen tears is their primary profession. However, much of the confusion comes from the fact that the nomad groups that make their winter homes in the south and interior of Whern are also referred to as "plains walkers". While most of these groups do send men into the plains to hunt for tears, they differ from Fherharbor-based plains walkers in many important ways. I will endeavor to describe these two categories of plains walker in much more detail. As I do so, keep in mind that there is a certain amount of interchange between the two, and one can even often join the other, according to their fortunes.

    Nomads
    The term "nomad" is almost as problematic as "plains walker" to describe these people that mostly inhabit the southern portion of Whern, for while they move seasonally, they always return without fail to the same general areas at the same times of the year, following a strict seasonal cycle. The reason that these groups of peoples are called plains walkers is that they send their men to the north of Whern during the summer to harvest frozen tears while the women and children farm, fish, and gather berries, laying aside food for the winter in well-marked underground root cellars. When the men return in the fall, they immediately begin taking advantage of the peak of the hunting season, harvesting as much deer as they can before the snows set in. Once ice forms on the rivers, small groups of traders will cross over into Overvann territory to trade Frozen Tears and goods acquired in Fherharbor for pine firewood to last until the next winter. The remainder of the winter is spent living off stored food and as much game as they can hunt and trap. Lucky plains walkers may also use the winter to give tours of the interior to pilgrims wishing to witness the northern lights.

    By plains walker law, a man is allowed to have as many wives as he has made successful trips into the plains, although the supply of women tends to be slightly smaller than the maximum marriage capacity of the combined men. High mortality rates in the plains do help with this though, and it is not uncommon for a woman to go through several husbands in one lifetime. The plains walkers are organized by village (a village tends to be a collection of between 3 and 10 families that go through their patterns of seasonal travel as a group). The male patriarch of one of the families is the chief of the village. When the chief dies, the families of the village meet and negotiate until they come to a consensus as to who should be the next chief. Political favors, wealth, bribery, and even occasionally military strength take center stage in these negotiations. To secure power, ambitious men thus usually try to secure marriages (and therefore political support) from as many of their village's families as possible, to better influence their village. Marriages between villages are usually used to secure trade, alliance, or another sort of favorable agreement, all the way up to a potential merger of smaller villages.

    While the men are the heads of their households, their absence during the summer months grants women a great deal of political autonomy. While the men are gone, their first wives act on behalf of the family instead, and in some villages the first wives share joint power with their husbands even during the winter months. Because wives are ranked in power and privilege in the order by which they are acquired, there tends to be considerable emnity between a man's first and second wife, which often leads to fierce rivalries.

    These nomadic plains walkers have an ancient pact with Fherharbor granting them a seat on the Chief's council in exchange for their alliance with the city in times of war. As we will soon see however, the ambiguity of the term "plains walker" is often used to deny them the policital representation included in this bargain.

    Fherharbor's Plains Walkers
    Fherharbor's plains walkers have largely the same career as the nomads: their primary source of revenue is also collecting frozen tears on the plains of Yotun. However, their fortunes and circumstances tend to be much more diverse than their nomadic cousins.

    The poorest plains walkers, or "gutter walkers" in Fherharbor sleep on the streets most nights during the winter, turning to hunting for tears more out of desperation than skill. For these plains walkers, joining the nomads is a considerable step up in their condition, and they often attempt to join up with nomadic plains walker groups in the hopes of being accepted into their village. It is quite rare for these plains walkers to have made very many trips to the plains: their economic means do not permit them the materials necessary to consistently survive the cold and barren stretches of ice where they attempt to eke out a living. The most sensible people in this economic position sell themselves into slavery rather than taking up a life on the plains.

    On the other hand, Fherharbor is also home to the best-equipped and most successful plains walkers in Whern. Operating from within a much closer range of the plains than the nomads, and with more means at their disposal than the "gutter walkers" these plains walkers have "bands" composed of the sons of powerful men and the most skilled survivalists money can hire, and often spend the winters vying for the plains walker seat on the Chief's council. These groups are usually seen as both a business and promotional opportunity for the great families of Fherharbor, and most of them have very powerful sponsors wishing to harness for themselves some of the status of the famous plains walkers as well as use them to exert political influence on the chief of Fherharbor. The near-constant occupancy of the plains walker seat on the Chief's council by this sort of elite adventurer also serves to strip the nomadic plains walkers of their guarantee of political representation.


    The first group of orphans recruited into the Frigid Digits undergo their secret initiation ceremony in the plains of Yotun. Gossips claim that the number that returned was much smaller than the number of hopefulls that ventured out.

    Shipping Captain Struffhuffen expresses his displeasure with the Status Quo in Fherharbor. While many of the economic gains of the past few years, such as the purchase of the now-all important horse, remain in place, pilgrimages have slowed dramatically as a result of the long winter and the war with Regno. The result is a general stagnation of Whern's economy. As negotiations with Regno come to a fairly profitable close he holds his tongue, but Fherharbor's elite know that he will find something else to complain about soon enough.

    Spoiler: Standing Military, Techs and other stuff
    Show

    Vignar's Militia- 1000 Veteran Cavalrymen and 1000 draftees, Armed with Hatchets and Weapons looted from the bodies of Overvann soldiers.
    Vignar's Volunteers- 1500 Veteran Cavalrypeople, composed of Women, the elderly, and other rabble.
    Emergency Cooks Reserve- 2500 skilled cooks, drafted to support the large but otherwise poor army of Whern.

    Techs (red represents a tech without the resources to use it)
    Camel Cavalry
    Diplomatic Expedition
    Diresnags
    Enchanted Arrows
    Fish Glue Manufacturing
    Full Course Discourse
    Heavy Wooden Armor
    Mass Conscription
    Privacy Tapestries
    Red Herring Evidence
    Refined Pician Weaponry
    Sedellan Armor Coating
    Spymaster
    Warded Locks
    Wave Bombing



    Spoiler: Chief's Council
    Show

    Shaman Agnar, Representing Shamans
    War Chief Vignar
    Shipping Captain Harbor Master Strufhuffen
    Last edited by Potato_Priest; 2019-02-02 at 07:09 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.

  21. - Top - End - #711
    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: [MILITARY] Unit Temporal military forces remain necessary, normal humans are forced into spear formations.

    2: [MILITARY] Unit Temporal military forces remain necessary, normal humans are forced into spear formations.

    3: [MILITARY] Unit Temporal military forces remain necessary, normal humans are forced into spear formations.

    4: [MILITARY] Rassilion is sent to Parley with Krace Brother to brother Rassilion is sent to speak on behalf of the nation of Lindeen to figure out what is going on and save the first creation Krace from himself. He will not use any offensive attacks and has only been ordered to defend himself and retreat if Krace attacks him. There is a desire in Lindeen to save him. Many want their first creation home, (Many want to look over his body after being the vessel of a god) others simply want a hero to be treated as such, as he did defeat a god and most just want to know what is going on.

    Rassilion will approach and ask to talk, he will ask him why he has not returned home to Lindeen, why he rampages and most importantly what does he want? Does Lindeen and Krace still crave the same thing?

    5: [MILITARY]Build the crackling web 1/5 A ritual begins, the Lindeen sorcerors look to form a web of electrical energy that would form a dome around the capital and assault enemies that would do them harm. A show of pure power that could punish dragons and empires that dared to attack them.

    6: [MILITARY] Build the crackling web 2/5 Lindeen sorcerors begin to use their vast magical reserves to create siphons to drain power from spirits, and gods to create the web of electrical energy and crack through all living life.

    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 idolatry 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 therein 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.
    • The conflicts are abandoned, they do not seek animosity with the Rhunic Animists 27 and 105 were viewed more as a means of testing their new troops, the warcasters and the various technologies they had gathered. They cared little for the land except as a means to connect their kingdom with Lazar and form a proper kingdom.



    Spoiler: Ruler information
    Show


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

    War Caster: Macra 8 Rassilion 9

    New Ruler Next Round?
    No

    Military Units
    8 units+4
    (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
    Magi Blessed Scrolls
    Enchanted Arrows
    Iron weapons
    Spymaster


    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)
    TP 3 Bani (region 8)
    TP 1 Pegasi (region 21)
    TP 2 slaves (region 78)
    TP 3 Sedellan Glass (region 58)
    TP 1 iron (region 71)




    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; 2019-01-22 at 12:39 PM.

  22. - Top - End - #712
    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 31, Regions 35, 36, 37, 44, 47, & 71)

    Imperial Prince Magus Xatax
    Diplomacy: 7
    Military: 10
    Economy: 10
    Faith: 8
    Intrigue: 4


    Holy City of Tria Sanctus
    & the Lacian Territories

    (Round 31, Region 35)

    Her Holiness Third Astérionnag of Tria Sanctus, Dyfex
    Diplomacy: 2
    Military: 1
    Economy: 4
    Faith: 4
    Intrigue: 4

    Actions
    1. [Diplomacy] Move Capital from Azenhal (71) to Lacia (35) - Late in 194 the dust around Azenhal settles and a clear winner emerges from the chaos. While Municep Udu had suffered an assassination in the brutal style of the Bloodied Hands and Malthusias had been forced to go to ground to avoid a particularly dedicated group of vampire hunters the struggles between Igmar and Jorjian over the spiritual direction of the interior left Lacia relatively free to pursue their own interests. The new Astérionnag Dyfex did not hesitate to capitalize on her good fortune aiding the escape of a number of influential non-undead bureaucrats and merchants from the heated conflict at the center of the former Concordance. Tria Sanctus soon swelled with refugees of significant upbringing who in their gratitude to the Lacian holy woman aided her and the Eternal Lamp guardians of Ildia in ejecting vampire patrols from Lacia and securing the borders for the holy state alone. As Xatax confronts the beastly horde under Igmar in a fight that would wind up killing them both Tria Sanctus declares Lacia an independent state but not without sending heavy gifts to their former masters in Khirus though weighed too with demands meant to ensure a prosperous future for the Lacian peoples.
    2. [Faith] Ask the Sons of Tafer to bring the Pantheon of Ildia's light to their Abhidist countrymen - Archon Borealis is commended for his rejection of undead or draconic masters and while Lacia was not wholly a true successor to the Concordance the Astérionnag still offers her advice that the dissident leader seek solace in the teachings of Ildia. The druidic pantheon of the Lacian peoples was much declined in the southeast since the fall of Whitefeather but it remained still and would, Dyfex hoped, come to someday raise itself up further in the eyes of all Emjatans. If that day was to come the pantheon's teachings would need to be known outside Lacia and why not begin in Tafer? While the Astérionnag cautions against upsetting the violent and mad Cinder Queen displacing Abhidists was not seen as problematic as the monastic traditions vague and varying practices would likely ensure no outside Abhidist power would seek vengeance for this conversion.
    3. [Faith] Declare Pantheon of Ildia to be State Religion - With Tria Sanctus humming along once more with the cheery sounds of free people the Astérionnag punctuates her declaration of independence with open proclamation of Ildia as the patrons of her rulership. Having been blessed with beast speech and surrounded by the holy animals of the naturalistic pantheon the Astérionnag's appearance at her announcement was that of a woman from the wilderness permitted entry into the holy city. Many celebrate with food and wine in the streets at the restoration of their faith to a position of influence and power unparalleled since the fall of Whitefeather.
    4. [Economy] Buyout Tafer (44) Farrana TP 2 Endorsed 15 - With friends in Tafer the Astérionnag authorizes her newly pledged mercantile subjects to penetrate the region's vineyards of Farrana. The bittersweet wine made from these mashed grapes was said to offer magical insight upon ingestion and Dyfex was curious to explore those claims. Her merchants likewise were eager to maintain their expertise as buyers and sellers now that they had left their former homelands to strike it rich in the service of the Holy City.
    5. [Economy 10] Introduce technology Grits. Requires: Full Course Discourse, Corn & Salt. Effect: Southern Pride +2 to Reputation increase actions with Organizations - Palmor may have been an unpleasant continent in many regards but in culinary matters they had become masters of maximizing caloric distribution mixed with tolerable and flexible flavor palate. Grits had become a staple in many battlefields but also many officers quarters and diplomatic envoys who wished to appear popular among the common folk. The flexible dish allowed for decoration with sweeteners, meats, or imported spices though the traditional southern native tended to look down on too many additional ingredients being added to the dish. Nevertheless the simple meal was something of a cultural icon and its presence in a spread prepared for guests suggested real hospitality and openness to friendly negotiation.
    6. [Military 10] Introduce Rapid Fort Building. Requires: Impaler Palisades, Functioning Fortification Tech, & Beast of Burden (Peledo, Oxen, Horse, etc.). Slot: Fortifications, Sappers, and Siege Weaponry. Effect: +3 Defensive Battles - With sufficient understanding of trap making and fortress building as well as a supply of strong draft animals fortresses of superior quality could be constructed rapidly in a region under threat of invasion. While these fortresses were hardly a sight to behold they functioned admirably and worked well to hold important stretches of land which might not have been military protection during peacetime. The greatest challenge was in transporting the heavy materials rapidly but with enough beasts lashed to carts this too could be overcome. While the fortresses were quick to decay after the battle armies could not penetrate them during war without significant effort.


    Non-Actions
    • Allow the Cinder Queen's army to Pass through Lacia
    • Allow the Theocracy of Coatl's army to pass through Lacia
    • Lose Military Specialization Roots of the Mountain (Capital & Adjacent) due to change of Capital Region


    Embassies & Troops
    Spoiler
    Show
    Azenhal Embassy with Khirus
    • Cede Tresten (36), Palendor (37), & Azenhal (71) to KRS
    • Send 3 Units (Qurgle's Pician Grave Guard, Atrisian Republican Defenders, Azen Wyvern Legion) to KRS
    • Cede Tafer (44) & Masdoli (47) to KRS in exchange for a twenty year (6 round) peace agreement and formal recognition of Lacian independence from the Council of Shattered Emperors.


    Varjik Embassy with Azenhal
    • Exchange Decentralized Authority, Standardized Currency, & Pyroclastic Engines for Magical Indicator, Dwarven Fortifications, Standardized Fortifications, & Violet Oath


    Azenhal Embassy with Serene Marasa Pride


    Azenhal Embassy with 'Ridi'r
    • Exchange Pyroclastic Engines for reserved ownership rights on Yondari Darkwood currently under Yondari stewardship to be turned over to Lacian ownership. According to ‘Xa’kagx the colonists in the Pall he represented had no interest in the timber but the tribes of Lacia remained enamored with wood for construction and decoration. Meanwhile ‘Xa’kagx had been somewhat more interested in some of the Cinder Queen's secrets smuggled out of Lacia. It seemed Lacia wished to enter a bid in Yondar but only after having paid the rightful owners their due.


    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

    • Igmar was seriously wounded in his assault on the Abhidist temples who had been supporting Brother Jorjian in his quest to assume control of the vaults of Azenhal and a few months after his clash succumbs to his wounds and dies. The dragon cultist's followers are in uproar rioting in Bray and marauding across the countryside outside the molten mountain attacking any who failed to pay homage to the Cinder Queen's glory. Jorjian himself avoided most of the danger although his lackluster approach caused support for the Sattyathanya second revolution to buckle and collapse. The Abhidist monk retreats to Aaenna where he seeks understanding for his failure in quiet contemplation. Practically before they had even settled in Tafer Municep du is attacked by figures dressed head to toe in black wielding poisoned weapons. Were the Kunai not under assault by the Pride they might have been suspect but given their occupation at home it is concluded only the Bloodied Hands could have perpetrated this murder. Many suspect Malthusias was responsible for his rival's assassination. Malthusias has perhaps the most mysterious conclusion to his quest for power. Unlike Igmar or Udu there are no reports of the Hand's death or slaying but not through lack of trying. Mercenaries and monster hunters were actively seeking the dangerous vampire but Malthusias was more clever than most had given him credit for and he disappears when it becomes clear the majority of minor factions were throwing themselves behind Dyfex. Could the Hand have ventured into Khirus to serve his lauded Shattered Emperors or was he yet further abroad plotting his dark return?
    • The conflict between the vast multicultural army of the Theocracy of Coatl against the mutant abominations of the Cinder Queen to occur in Azenhal grips Dyfex's current attention. She was no friend of the dragon who enabled the vampires of Khirus but she had more disdain for the former intruding masters of shadow than the raging prideful Cinder Queen. She was also no friend with the Theocracy and was rather vulnerable to an occupation or forced vassalage to the mighty empire. There had been a moment at its birth the eastern empire was fragile but now if it overcame the dragon's army once again it would be proven strongest in the world. That kind of strength could prove troubling for a small unaligned neighbor along the border with fiercely undead Khirus.
    • Talk is common among the Overvann members of the Eternal Lamp come to take their tour in Lacia of Gamle Mater back home and its rituals and gods with naturalist elements not entirely dissimilar to Lacian's own. While the Pantheon of Ildia remains central to her thoughts in relation to these wild tales from the far north Dyfex does begin to contemplate a possible connection between the migratory groups of Lacia said to have come from the far northwest and the current inhabitants of Overvann, perhaps those who would become Lacians who stayed north when others went south. The Astérionnag grows curious and vows to launch an expedition in the coming years.
    Last edited by RandoMan; 2019-02-01 at 04:15 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  23. - Top - End - #713
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 31 (year 193-195)
    The Amham Federation
    Yemur, Amham(Regions 1 & 2)
    Duchess Nari Gyeon

    Actions
    1. [Faith] Negotiate the Spirit Chimes Accord of the Ortassa-Albar in the waters around Jintha, Wuzei Darak & Cawv Dej (1/5) - Shaman Jyn Kem’s recommendations regarding utilizing the powerful southern ocean and air spirits to counteract the Long Winter are taken seriously and shamans are sent to the Jintha controlled islands to pursue this goal. A pact of this size with so many moving parts involving so many spirits demanded careful negotiation. The spirits would need to be appeased if they were hoped to be cooperated with. This sentiment had some on edge with concern the radical Initiates of Sycorax might attempt some terrorist act of sabotage dooming northern Regner if not the whole continent to spite spirits they had never met on the basis of their own internal bias against the local spirits of their accursed homeland. Surely though if Initia had the answers to the world’s problems its greatest proponent would not be declining in such a precipitous fashion to new and old gods at its northern and southern borders. Jalyeong-bo was ancient and enduring in its traditions and those traditions would work towards the relief of this terrible freezing afflicting the north. Younger Volzen shamans prove incredibly important in their capacity as aquatic ambassadors to the sea spirits who resided deeper beneath the waves. For now no formal pacts are drawn as the Shamans look only to speak with important southern spirits seeking to communicate to them the importance of their cooperation and the glory they would earn for their aid.
    2. [Intrigue 5] Create an Intrigue 7 Spymaster - Not all of the Syndicate disappeared with the death of Noris and with the Long Winter setting in those with the means and lack of stubbornness to stick it out flee. Some of those are former operatives for the Donne including one Junilee Ghermarc who claims to have served as a deep cover agent for the Syndicate in Izbefe for a number of years under the Donne explaining her familiarity with the area and choice to retreat to southern Regner. Junilee had been doing odd jobs for Suzan in Bhule before Suzan’s unfortunate encounter with a flight of stairs following the ascension of the Chieftain's Council. With the situation worsening in the north she comes south offering her services to the Duchess. Nari at first refuses but eventually gives in at the urging of her current bodyguard Washi and her husband Iltiz who push the Duchess to permit Junilee to serve the Federation. Perhaps in more holy service she may find redemption for her past crimes.
    3. [Diplomacy] Stabilize Yemur (1) 20 - The Syndicate may have been no more but the Omerta system of trusted lieutenants had not quite fallen into disarray. The Duchess Nari still held sway among those power brokers of the south who had once served her husband and aided in her escape following the Dance. Contact is reestablished with these local lords, merchants, and spies in Yemur who had served most loyally the cause of the Syndicate and they are re-examined for suitableness as servants to the Federation. Those found wanting are drummed out while trusted men and women, many drawn from the Shushan Clan, receive elevated rank within the Federation helping see to the various crises and demands that had cropped up in the wake of the Syndicate’s dissolution.
    4. [Diplomacy] Stabilize Amham (2) 16 - As in Yemur so too in Amham do trusted attendants and followers of the Duchess receive appointments to positions of power. Nepotism certainly came with its own set of problems but having people who shared their Duchess’s vision and general loyalties helped ensure business ran smoothly throughout the holy land’s territories.
    5. [Military] Raise 1 Unit of Federation Warships - Adding to the fleet of transports constructed a few years prior the emerging Shipwrights of Amham work to complete a fleet of seventy mixed class war ships to solidify Federation naval power on the western ocean. Larger flagships were accompanied by smaller quicker scouts and ravagers capable of slipping through enemy formations on the water and unleashing spirit hell behind enemy lines. The ships were heavily inspired by Omanush craft but carried their own unique craftsmanship that marked them as Federation vessels.
    6. [Military] Build Fort of the Four Winds (2/2) - Construction around the mountain base fortress appears to wrap up in the fall of 194. A small garrison soon arrives to man the base and regular supply trains begin to visit the area. The increased military presence draws those looking to profit off of the soldiers but the area lacks the infrastructure to support too many of these traders. A small local trading post does nevertheless crop up outside the walls of the mountain fortress. Merchants trading here often speak of unseen overseers watching their business from the shadows though no concrete proof is presented to this end.


    Non-Actions
    1. Permit FRA troops from Whern & Overvann to pass through Federation territory

    Regno Embassy

    Overvann Embassy
    1. Approve motion to permit Whern's entry into the Free Regner Alliance

    Jintha Embassy


    • While it is not expected the Sultana will listen to reason the Duchess does approve a missive sent to the Regnans urging them to seek peace with Overvann and Whern before the Long Winter became even more of an existential threat. The Sultanate was nearly lost, better to preserve what dignity remained and aid the continent in stopping this unfolding disaster than to continue fighting a needless bloody war on point of pride. With Izbefe abandoning the Sultanate to pursue their own esoteric interests and the Kunai on their last legs backed into a corner by the Pride Sultana Venusa is encouraged to surrender to Overvann and Whern with agreeable terms instead of continue throwing away good minds to mindless war.
    • While the Duchess has remained mostly neutral if favoring the north in the struggle across Regner word that the Sultana looked on the Amham Federation not with respect but with pity seems to harden Nari's heart towards her former liege. While Overvann's blatant disregard for her request to assign the levies sent to him on the defensive might have prompted a reproach the Duchess delays taking action that might shield Regno from the consequences of their attitude. While the Sultanate prided itself on its honor and righteousness Nari had been wife to the Donne and so knew the Sultanate was anything but squeaky clean under the surface. Let the Sultanate face these trials fully and perhaps once the dust has settled they would have a new appreciation for their neighbors and their alliance.
    • Perhaps the largest influencing factor in Nari's continued ambivalent support of the northern denizens of Regner was the involvement of Sycorax on the side of the Sultanate. The Revolutionary Guard's totalitarian radical position on the matter of acceptable forms of worship was deeply troubling to the Federation and allowing these rebellious zealots to gain more power while they hid under the Sultana's skirt as Donne Yald once had was seen as incredibly stupid. So long as Sycorax claimed the Sultana's protection Regno remained a state with whom the Federation could have no warmer than cool relations.
    • Bo has become something of a prodigy among the Rhunic Animists at the Hameong Grove with his channeling of the spirits. Though being a prodigy among these so-called hedonists amidst the strict culture of the Federation's Jalyeong-bo shamanist circles focusing exclusively on each and every possible spiritual permutation is more akin to being an especially skilled criminal. The Shaman Circle for Identifying Unlawful Spiritual Possessions patrols the outskirts of the Grove diligently though no positive evidence is brought forward regarding the son of the Duchess and spiritual unlawfulness. This doesn't stop the stories regarding the young man's supposed depravities from becoming more and more grandiose.
    • The Sycorax have reached out through emissaries offering aid to the Federation as a sign of goodwill. The Duchess was not looking for enemies and with Regno teetering as the leading kingdom in southern Regner befriending the smaller Sycoraxistan could help bolster the power of the FRA in directing action across the continent should they be forced to defect from the desert half-elves. The Guard has been reticent to aid with fostering any sacrifice to the spirits and so they are invited instead to in the coming years contribute to the area around Four Winds. The Fortress there had already begun to attract more than merely soldiers and there was a desire by the Duchess to expand the outpost into a full fledged town worthy of a high ranking title. Aid in building this economic and diplomatic outpost would be valuable in improving trade and stability in the border regions in preparation for the Long Winter which was undoubtedly going to come into the Federation and Sultanate before the Accords of the south were ready to deploy.


    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 +1
    Military 4 +1
    Economy 3 -
    Intrigue 5 -
    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. War Shamans
    2. Naval Troop Carriers

    Generals
    • Sun Yi - 9

    Spy Masters
    • Washi Me - 7
    • Junilee Ghermarc - 7

    Relics
    • Spirit Shroud +1 on Conversions

    Last edited by Roarke; 2019-01-27 at 10:58 PM.

  24. - Top - End - #714
    Halfling in the Playground
     
    asmodeussnake's Avatar

    Join Date
    Feb 2018
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Turn 31 (year 193-195)
    The Serene Marasa Pride
    Umibe (region 55), Wasipacha (region 60), Heartsease (72), 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), Azure Coast (region 83)
    Sinja Lagos Ssuras

    1. [Diplomacy] Attend Avakonia's Revival
      Spoiler: The Treaty of Shadow and Sand
      Show
      The Treaty of Shadow and Sand
      Signatories: Regno, Kunai, SMP

      Section 1
      - This treaty will be in effect for a period of [5 rounds] beginning [round 31, so it ends round 36].
      - No act of war will be undertaken directly during this time, including raiding and pillaging.
      - All casus belli relating to the conflict this treaty is ending (including with non-signatory powers such as Varjik and Jintha) are hereby rendered null and void.
      - All technologies shared as a result of this treaty shall remain untradeable (even to vassals) until the treaty expires. (so round 36)

      Section 2
      - The Serene Marasa Pride's responsibilities are as follows:
      Umbie and the Azure Coast will return to the control of the Kunai Clans.
      The Pride will accept the autonomy of other powers to associate with whom they please (save those that are already under the Pride's direct jurisdiction, such as the Riebarri) [This is mostly to account for regular NPCs within asmo's regions]
      The God-King Sinja will relinquish his position of power to his next heir or equivalent for the SMP's system of government
      All Rakshasa and other SMP forces will vacate the Clanlands.
      No further Kunai will be fed to the Spellfather.
      The Serene Marasa Pride will share knowledge of the Gigastrax Javelins with the Regno Sultanate

      Section 3
      - The Kunai Clans responsibilities are as follows:
      The current Alpha of the Mure Clan will relinquish his position of power to his next heir or equivalent for his system of government.
      The Kunai will support the SMP's buyout of the Clan's sources of Iron, Bysthian Horses, and True Name Parchment.

      Section 4
      - The Regno Sultanate's responsibilities are as follows:
      Regno will accept the Kunai Clan's autonomy and freedom to associate with whomever they please
      Regno will share the knowledge of Decentralized Authority, Mass Recruitment, Precision Weights, and Catapults with the SMP.
    2. [Economy] Buyout Iron TP 2 in Dvalta (Supported by the Kunai) These businesses and resources were to be turned over to the god-king. Success
    3. [Economy] Road of Tears 5/5 Great wealth is expended to form guard posts and protection for the finished road and begin to send hundreds of new slaves to the Spellfather.
    4. [Economy] Spend E5 on TP 3 Slaves in Tarraks Krag Improve the slave pits and begin shipping them in immediately to work the endless new silvermine that had fallen under the Shahs control!
    5. [Economy] Buyout Bythsian Horses TP 3 in Bysthia (Supported by the Kunai) These businesses and resources were to be turned over to the god-king. Success

    6. [Economy] Buyout True Name Parchment TP 1 in Umibe (Supported by the Kunai) These businesses and resources were to be turned over to the god-king. Success


    7. [Diplomacy] Turn in 1 favor the SMP has to Recruit 3 units from Feast of Rieba the SMP had built the feast from the ground up and sacrificed to create an ally in faith. Now that ally was needed as was their soldiers.


    Nonactions
    Sinja declares his support for Zabaryn Sinja Ssuras to replace him upon his passing.
    Attend event
    Sinja steps down for his son, will retire to the temple of Khompur and live the rest of his life as a priest in the temple in Arrakis.

    News and Events
    • In a very strange move the Rakshasa leader has chosen an heir to support, the nation is dumb founded. The Rakshasa had always been a meritocracy the sons were meant to prove their worth with guile and duels, even war. Yet he does this hoping to stop such bloodshed.
    • Almost all public support for the other sons falls away with this move from Sinja, the harem is an uproar.
    • The birth of an EMPIRE!
    • The father of silence has a road.



    Spoiler: The Rich and Famous of the Marasa Pride
    Show

    Family of the Maharaja
    Kalira Ssuras (age 52) half-sister of the god-king
    Rither Ssuras (age 50) 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 30 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 28 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 28 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 27 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 24 years old (A little drama queen loved by many of her brothers and sisters)
    Jasak Rither Ssuras- Male 23 years old


    Spoiler: Ruler Information
    Show

    Zabaryn Sinja Ssuras
    Stat Value Increase?
    Diplomacy 1 +3
    Military 3 +2
    Economy 1 +3
    Intrigue 2 +2
    Faith 3 +2

    Military unit count: 5+3


    Sinja Lagos Ssuras
    Stat Value Increase?
    Diplomacy 10 -
    Military 10 -
    Economy 5 -
    Intrigue 9 -
    Faith 10 -






    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
    Heartsease 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 Mass Recruitment +2 units on the fifth recruit yes
    MILITARY Elemental Catapults +1 battle and distance loss roll/+1 battle roll, no extra distance loss roll 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 Darkfired Ceramics Region 82 (Raid)
    • TP 1 Silver Region 77 (capital resource)
    • TP 2 Dragonforged Steel region 72 (Raid)
    • TP 2 textiles region 59 (Raid)
    • TP 3 gold region 70 (raid)
    • TP 3 lead region 94 (raid)
    • TP 3 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.
    • 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 [Stalkers] elite unit made up of the remnants of the horrible defeat of Aspen Heights.


    Last edited by asmodeussnake; 2019-02-03 at 12:26 PM.
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  25. - Top - End - #715
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: [EMPIRE4!] IC Thread



    The Great Kingdom of Varjik
    Liege of Karys

    Illuminant Jaine Anivine Kren El Sira the Queen of Thorns
    Diplomacy: 8
    Military: 9
    Economy: 5
    Intrigue: 5
    Faith: 10

    Actions for Round 31 (Rolls)
    • [Diplomacy] Host an event! Dawn of New Avakonia (All are invited)
      - Trade ownership of Region 68 for Region 67 with Khirus, agree to 6 rounds of peace.
      - Grant the rights for Varjik TP2 to Ti Linnad in exchange for soulstones in the future
      - Decree that all slaves brought to Varjik are hereby given the rights of any other people, and shall not be subject to the whims of their masters!
      - Grant both of Karys's generals of the Oath of the Conqueror (+2 Vs Magical techs)
      - Declare the Kingdom of Varjik to be henceforth known as the Avakonian Empire!
      - Agree to recognize Dvatla as the major partner in the co-emperorhood of the Avakonian Core block.
      - Receive Expanded Holds and Diplomatic Expedition from Jintha
      - Give Magical Indicators, Sacrificial Magic Supply Lines, and Sedellan Armor Coating to Jintha
      - Tensar of the Kunai Clans and Princess Amerah II are married
      - Give New Lacia Violet Oath, Dwarven Forts, Magical Indicators and Standard Forts
      - Receive Standardized Currency, Pyroclastic Engines, and Decentralized Authority from New Lacia
      - Give the Kunai Clans Dwarven Fortifications and Standard Fortifications!
      - Receive Spymaster Tech and Backline Sabotage from the Kunai Clans!

      Following the announcement of Avakonia's rebirth, the new empire decrees that slaves will not be permitted in Varjik, which is non-negotiable. Those who seek to give them as tribute to the spellfather must do so on the edge of Varjik's territory, where armed guards wait quite willing to take slaves into the city: on the condition that they be freed, and not given as tribute. The dragon does have wings after all, and Anivine's recent conversations with the dragon had them agree that she will be receiving them outside of Avakonian land, though it does little in the way of settling Anivine's worries compared to how much of a victory her people feel that it is.
    • [Diplomacy] Stabilize Varjik! (Success!)
    • [Military] Raise a Unit!
      Lord Pyras of New Lijas has spread his gift given by the Siphoner through many of his private troops, the entirety of whom swear the Emperor's Oath in exchange for their power. Not only are they augmented with effects such as greater strength and mild regenerative powers, but this also has them swear an oath to Anivine... One that takes precedence over their own lord who had them swear the oath. Perhaps unintentionally, Lord Pyras has just sworn a large and well funded group of his finest armies to his Jaine.
    • [Military] Raise a Unit!
    • [Diplomacy] Improve relationship with the Eternal Lamp! [Rank 5!] (Success!)
    • [Diplomacy] The Great Migration!
      A number of common folk from the Whitefeather Kingdom somewhere above 1.3 million are migrated from their homes under the rule of the Council of Shattered Emperors to Varjik... They tread from the great capital that once stood as Avakonia's most powerful ally, their noble winged peoples having fallen from the sky they seemed to inhabit. Upon arrival, the army of the Siphoner finds the rumors to be true. Vampires and monsters roam the streets, the civilians enslaved and trapped in cages, mal-treated... It took months to cross the wastes with enough food to feed the army, but across the desolate landscape a road it formed over which tens of thousands of soldiers escort an entire kingdom worth of people away from their crumbling homes. Indeed, they head towards new homes in the Avakonian Empire as workers, soldiers, and families. ...At least, the ones that make it across the wastes do. It is a grand project, and it certainly keeps the armies from fighting the Council of Shattered Emperors, if that is indeed the goal. But it does not stop them from fighting other magical monsters and abominations that seem to try to hunt them down at every turn; the Sedellan armor and siponing powers of Varjik's new 'Knights' put to the test. Casualties are sustained, supply caravans never arrive, but the crowd presses ever onward with the promise of liberty and safety at the end of the journey... The promise of hope. Finally arriving, the people are dispersed across the Avakonian Empire (Varjik's territories) in great sections determined by a hastily gathered census that separates them more or less equally according to their skills. Somehow it happens that many, many more people end up going to Waterglen and the Aspen Heights than many others, either because they happen to be the most prosperous cities in the empire or because Waterglen was the first stop once the cursed lands ended.


    Non Actions:
    Allow passage for troops from Karys & Dvalta
    Reminder for +1 Faith for Anivine's Heir
    Rep increase action from last round with the ETL (Success)
    Support Ti Linnad's Buyout in Varjik
    Resist Khirus's Conversion (Roll: 15)

    Spoiler: News and Rumors (Peace with Khirus! Thousands saved!)
    Show




    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
    [*] Lady Sevna of Altessa


    Spoiler: Stats
    Show

    Military Units: 11 (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], [Altessa - Region 61], [Bysthia - Region 63], [Raesija - Region 64], [Waterglen - Region 66], [Hosra - Region 68]
    Holy Orders: Holy order of Dejanism in Aspen Heights [Burning Throne]
    Total Regions: 9
    Unit Cap: 14 (5 Captial + 8 Regions + 1 Tech)

    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:

    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
    Magical Indicators [Faranna] +1 to Investigations involving magic

    Capital: Aspen Heights
    Secrets Whispered: 3
    Resources Required: Foreign Workforce
    Resources controlled: Violet Ash (R53, TP1), Textiles (R59, TP2), Sedellan Glass (R58 TP2 & TP4), Verdant Wine (R52, TP1), Obsidian Glass (R40, TP3), Bysthian Horses (R63, TP2)
    Embassies: Avakonia?, Azenhal, Karys, Dvatla
    CC Bases: [R58 - Varjik]
    OMC Bases: [R53 - Derokar]
    Last edited by Zayuz; 2019-02-03 at 01:07 PM.
    "What is to give light must endure burning."

  26. - Top - End - #716
    Bugbear in the Playground
     
    BardGuy

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    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'Lassienni

    Leader: Nocyca Rossalli
    Vassal of the Theocracy of Coatl
    Round 31 (193-195 IR)


    Actions:

    1. [Military 5] Replace High General Braen Auley with High General Sibeal Gorman (Mil 10)
    The military vacuum left by the death of Braen Auley is filled at last, as the Council selects an Illoan tactician named Sibeal Gorman to replace him as High General of the Northern Council. Gorman is a brilliant tactician and expected to bring many victories to the Council in these troubled times.

    2. [Military] Send 6 units to help Coatl attack the Cinder Queen
    The Council continues to pursue war against the dragons of the south.

    3. [Econ] Buyout Ti Linnad [21] Pegasi TP 1 (Liege Econ [10], +1 against non-CP states, +1 Expanded Holds - misremembered CP bonus, should only be +1): 17
    The pegasi already purchased by Lindeen remain in their hands, but the breeders involved are given more lucrative deals and reminded of their moral responsibilities as caretakers of Tinnacinnag Creturi for the future.

    4. [Econ] Buyout Varjik [58] Sedellan Glass TP 2: 12 (+2 form support)

    5. [Faith] Orradi Shollarissi debates (1/5): Livi te Tinnacinnag Creturi
    The Orradi Shollarissi seem to have quickly found a favored pastime: spirited theological debates within the Statue Gardens. The caves from which came the downfall of Avakonia portend a new break from the past, as the first proposed topic is the morality of sacrifice of humans, Pylliar, and other such creatures, referred to by the Orradi by the term "Tinnacinnag Creturi" or "thinking creatures." A consensus is soon reached that, as Necathi Tinnudoja proclaimed decades prior, the death of a Tinnacinnag Creturi is something to be mourned, not exploited. Xincoatl prizes many things, and one may worship without bloodshed.

    6. [Faith] Convert Khirus [40] HC 3 from Fang to Coatl Perijanism: 15
    Rumors, followed by actual missionaries (of a sort), come from the south telling of worshipers of dark spirits of blood and violence and those even who worship the vampires as if they were worthy of anything other than destruction. Nocyca finds it his duty to save these corrupted souls and bring the light of Xincoatl to the dark and dying south.

    Nonactions:
    1. Resist Lazar buyout: 8 (failure)


    Spoiler: News and Rumors
    Show
    • Waldemir finds a warm reception in Ti Linnad, becoming renowned as an itinerant preacher. He and his followers first meet with the Council, but are given only vague assurances for the future. Turning to the countryside, they wander throughout the valleys of the Highlands, sparking religious revival unlike anything seen before. Over his first three years in Ti Linnad, the number of new magi nearly doubles, and Nocyca himself congratulates Waldemir's work by naming him as the High Minister of the Northern Council, with duties to spread this newfound devotion to all subject territories who follow the Coatlean ways.
      .
    • The exact meaning of a Tinnacinnag Creturi is heavily debated, with the more traditional arguing that slaves and prisoners of war are naturally fit for sacrifice, while the most radical argue that not even birds or insects should be harmed. In the end, the Orradi debate the subject for the better part of three years, eventually holding mass public votes on each individual kind of creature to establish a definition. Notably are the Picians, whose status as "thinking" is questionable given their decades of corruption by the dragons; the dragons themselves and the Khirusi vampires, who are considered to be "thinking" but not "creatures," rather "monsters"; and the general category of "magical creations," such as the dragons' twisted followers, whose ability to properly think and whose status as living are unknown, and who will be evaluated case-by-case. Notably included are pegasi and the semi-mythical unicorns, who have not been sighted for over twenty years. Hypironnu Hanneo issues a declaration from Ameyalli, influenced by the practices of the Gwitna and the messages of his fellow Shollarissi, in which he states his personal belief that any harm to a thinking creature is a moral wrong, and that while it is sometimes necessary to cause harm, it must be minimized.
      .
    • Khirus & assassination (this will be fleshed out if the League of the Beacon follows their mission statement)
      .
    • When the North rose to defend itself, Lindeen lifted no finger. Now the Theocracy was under attack for their defense of Ti Linnad, and Lindeen threatens their protectors with aggression into the small, unclaimed territories of the northeast. Popular opinion of Lindeen, never very high, drops catastrophically, and Nocyca finds himself under pressure from the Council to intervene. Nocyca mobilizes to protect his liege, but the beginnings of a new plan from the north find their way to his ear....
      .
    • The appearance of the Velvet Guild is met with some amusement. The free East was faced with a deadly threat which would stop at nothing to see them all crushed under its metaphorical heel, and many others seemed on the rise, and these merchants wanted to focus on trade? A few Councillors take interest in the group, but the latest merchant contracts made by the Council are rather obviously not made with the Guild's interests in mind.
      .

    • .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 5
    Military: 5
    Economy: 3
    Intrigue: 4
    Faith: 6

    New Ruler Next Round? No

    Expected Stat Bonuses: Military +1, Econ +1, Faith +1


    Spoiler: Other notes
    Show

    Military units: 6 / 9 + 1 (salt wagons) + 1 (religion) / 11
    General: Sibeal Gorman - Mil 10
    • NL unit 6
    • Lascienmo Unit 1
    • NL unit 7
    • NL unit 8
    • NL unit 9
    • NL unit 10

    • 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:
    • Aerial Bombardment: x2 the effect of aerial techs on a successful Tactics roll (Tactics slot); no requirement
    • Blood Bullion: +1 to 1 Faith action/turn; requires Blood Clay
    • Coimas Laivakorppu: +2 to Exploration rolls; requires Rhunic Aquamancy, Salt, and Grain
    • Decentralized Authority: +1 x1 / +1 x2 chosen new ruler stats (cannot exceed old ruler stat): requires writing materials / writing materials, stone, scholarly artifacts
    • 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
    • Heavy Wooden Armor: +1 to battle rolls; requires Wood
    • Himitsu: +1 to the difficulty of Investigations against me: requires Writing Materials
    • Inyoni Skyfarers: +1 to battle rolls (Live Weapons and Warbeasts slot); requires [COLOR=“#008000"]Incense[/COLOR]
    • Magical Indicators: +1 to investigations related to magic; requires Farrana
    • Mass Conscription: 5th+ / 4th+ recruitment actions recruit two units; requires Food / Food, 2 Labor, Preservative
    • Precision Weights: +1 to Buyouts/+1 to competing Buyouts; requires Lead / Lead, Wood, Salt
    • Rhunic Aquamancy: +1 battle roll in coastal route, -1 distance loss from ocean/+1 battle roll in noncoastal route; requires Rhune Stones / Rhune Stones and 2 Magical Dyes
    • Sacrificial Magic Supply Lines: -1 size loss roll (Logistics slot); requires Crops
    • Salt Wagons: +1 unit cap; requires Preservatives
    • Sedellan Armor Coating: +2 against enemies using overtly magical techs (Armor & Wards slot); requires Sedellan Glass
    • Standardized Currency: Can give +2 to buyouts in regions regardless of TP owner/Can give +2 to buyout resists; requires Precious Metal or Gems / Precious Metal and 3 Gems
    • Standardized Fortifications: Fortification GPs take 3 actions instead of 5/+1 to defenses; requires Stone / 3 Stone
    • Surplus Production: If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region; requires Two Pairs of Resources
    • Violet Oath: +1 to resist secret actions; requires Violet Oak / Ash
    • Wingknights: +1 to battle rolls (Cavalry slot); requires Pegasi


    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:
    [Military] Raise a unit
    Many of the devout Coatl Perijanists escaping with Waldemir are found to be extremely skilled with combat magic, either in the casting of magic itself or in wielding its effects. Pairs of magi and the "cirruchanni" ("crushers", wielders of massive weapons) they support combine under the somewhat-ironically-named Basilis Ka Elbruk, a lazarite magi, into a formidable fighting force calling themselves the Cleansing Flames.

    Remember to get Soulstones for Varjik
    Last edited by Minescratcher; 2019-02-01 at 06:19 PM.

  27. - Top - End - #717
    Barbarian in the Playground
     
    Reggiejam's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    DRAGON SLAYERS




    Region 28; NE Corner

    Round 31 (193 - 195)
    Arndok Kasiri
    Diplomacy: 1
    Military: 1
    Economy: 6
    Faith: 6
    Intrigue: 6


    Arndok Matrizia
    Diplomacy: 1
    Military: 3
    Economy: 6
    Faith: 4
    Intrigue: 3
    Spoiler: Portrait
    Show




    1 [FAITH] Convert Isles of Lazar (28) HC 1 from Coatl Perijanism to Coatl Mandate Success

    When the Trials of the Flame conclude it is the Oamenii from Lindeen, Matrizia, who stands supreme as Xincoatl's chosen vessel to lead the Isles. Many orthodox Coatl Perijanists begin to protest at the appointment of a foreigner from a non-practicing state like Lindeen who, while paying lip service to Xincoatl in their hinterlands, refused to join the brotherhood of Coatl Perijanist nations surrounding them. In one of his final acts as Arndok Kasiri orders a purging of these traditionalists from the Isles hoping to clear the way for his young protege and heir to rule without challenge from within.

    2 [FAITH] Convert Isles of Lazar (28) HC 3 from Coatl Perijanism to Coatl Mandate using Blood Bullion Success

    Waldemir, the Arndok that could have been, avoids execution via sacrifice thanks to the majority of uncorrupted magi in the region and leads many of his fellow Coatl Perijanists out of the Isles. Most follow the Pylliar firebrand into Ti Linnad where Waldemir petitions the Northern Council and its liege in the Theocracy to help him in retaking the Isles for Xincoatl. Others journey south to Glen Gwitna where they join the local clergy who had recently become so active in church affairs hoping merely to continue serving the great serpent where his presence was most strongly felt. Arndok Kasiri issues a statement condemning Waldemir for disregarding the lawful traditions of his adopted homeland and refuses to recognize any temporal or religious right of Waldemir's to claim the title of Arndok.

    3 [ECONOMY] Buyout Isles of Lazar (28) Mercenaries TP 1 Endorsed Success

    When it becomes clear Ti Linnad nor the Theocracy will not seek active retribution for the results of the Trials plans to expand the barracks are put on hold in favor of securing the Arndok's power within the mercenary companies of the Isle. The Kiin Paleseh Bor, Black Company, had long been the premiere company on the Isles but Arndok Kasiri invests private funds no doubt lifted from the church into founding the Kiin Magus Sev, loosely translated to imperial as Warlock Company. This new company has no qualms about pushing the furthest boundaries of warfare in all its various facets.

    4 [ECONOMY] Buyout Isles of Lazar (28) Mercenaries TP 2 Endorsed Success

    Limis soon responds to her Arndok's interest in developing a new mercenary company under more centralized control as a response to the rise of Karas Mar. The leader of the Kiin Sareteh had many contacts among retired members of Black Company who were looking for alternative investments due to bad history with the company or simply a desire to own something new. With support from official government overseers the process of creating the new company within the ranks of the mercenaries goes relatively smoothly.

    5 [ECONOMY] Buyout Shona (32) Blood Clay TP 2 from TLD using Fish Glue 14

    With the Northern Council as a potential enemy to the Isles with the selection of Matrizia to lead them the long standing respect for their trade on the Badan is discarded. If the Isles were to be capable of accomplishing the great feat once dreamed of by Mar and Kasiri it would need magically infused resources to fuel it. Blood Clay was known to have similar magical effects as living blood as exampled in the utility of Blood Bullion for religious sacrifice. This was highly unusual given the clay had never been alive as far as anyone could tell and thus would logically have no life essence to power rituals. And yet it did. If the root magical reaction that caused this phenomenon could somehow be unlocked this simple seeming red clay could prove as valuable as Bani in the west or Rhune Stones in the north.

    6 [ECONOMY] Buyout Aniachaket (24) Kansett TP 3 Success

    Lindeen had earned a reputation for barbaric experimentation to further their goals and it had been Varjik of all kingdoms who had sacrificed Kansett to the Spellfather. Hoping to prevent any further disaster befalling the unfortunate mutated denizens of Aniachaket and owing to the strong bonds built in the decades since Crabbin Fever between the two aquatic races merchants are sent to secure the final holdout of KDU laborers for service to the Arndok. Kansett found steady work as mercenaries, sailors, and surprisingly often as chefs on the Isles and many more jobs remained available for the foreign labor to fill in. The Domestic Union may have officially been pledged to the Theocracy but it was obvious which of the eastern states held the Union's purse strings.

    ROLLS 1

    NON-ACTIONS


    LINDEEN EMBASSY
    • Advise the Archon not to invade Region 27 or Region 105 so long as Rhune and Yondar do not attempt their own invasions.


    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]
    • Matrizia, an Oamenii-born to sorcerous parents who had fled the Sultanate for Lindeen decades ago wins the final Trial of Flame emerging as Arndok. Waldemir escapes to his fatherland in Ti Linnad before he can be offered to Xincoatl by way of Oracle to the chagrin of Arndok Kasiri. The older lazarite magi of the Mandates accepts his death when Matrizia comes for him knowingly drinking a poisoned tea as he prepares her for her ascendance with the final secrets he held. Matrizia is a quiet ruler, disinterested largely in the political and cultural goings on but deeply obsessed with magical study. While still officially head of the church Matrizia shows no interest in abusing the bully pulpit of Coatl Perijanism other than to reiterate that her experiments were intended to reveal countermeasures to the dragons validating them no matter the cost. The young elven woman, just now an adult by the definitions of Regnan society, spends much of her first months as Arndok locked away from the world leaving Saret Ka Limis to administrate alongside Basilis Ka Feroh. Limis for her part seems pleased enough with the arrangement and Feroh as one of the few remaining notable Coatl Perijanist Volzen appears content to drown his days away in Thae Guceart brew.
    • Matrizia wishes her fellows in Lindeen focus their efforts not upon ego-driven expansion of responsibilities but instead the continued raw accumulation of powerful resources and pursuit of the greater truths. The power of the Mandates did not need great tracts of land to support it but the focused pursuit of disciplined minds. The Mandates would bring the people who would come to see the value in wielding the power of the gods on this plane at mortal command.
    • Rumors from the far west of a laboratory of the infamous Mad King Dafi uncovered by the Izbefe is one of the few pieces of international news to pique the new Arndok's attention. The distance involved dissuades the young Arndok for now as she focuses closer to home but it seems the elven woman does not forget as she asks each time for more news after she first hears of its discovery.
    • Limis seeks to further entrench her power within the Kiin Sareteh and begins developing personal relationships with many major voices in its chorus. The Isles were rich in trade brought as head of the eastern church and one of the three pillars of trade on the Badan but many merchants had eyes for the far east across the sea where the Kopanket ruled on behalf of the Ekoro Mapaahki. Curiosity was rising among these merchants in pursuing ventures beyond the Emjatan coast and in preempting other colonization efforts in either direction. Of course, to accomplish this would require the sorts of transportation currently reserved to precious few and so Limis' goal becomes to acquire funding for a project that would result in Lazarite acquisition of deep sea capable watercraft.
    Last edited by Reggiejam; 2019-01-29 at 10:32 AM.
    Thanks Gengy for the avatar!

  28. - Top - End - #718
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Däfikä
    (Round 31: 193-195 IR)

    Actions
    1. [Diplomacy] Fail to reintegrate the LoWS (roll=10)
      Despite a promising start, the Hermeticists and their Council have slowly lost control of the cities of the League of White Sails. Once again the cities have refused centralized rule and returned to the constant scheming and backstabbing that has defined so much of the past century for the region, though so far the feuding has been mostly limited to competition over lucrative mercantile business with relatively little bloodshed. In the mounting turmoil, popular movements against the plutocratic and Hermetic elites rise in several cities, seeking to establish more democratic rule. Hoping to keep things from spiraling completely out of control, D̨vatlan diplomats and magistrates are sent back into the region as advisors. The democratic movements ironically turn to the D̨vatlans, hoping that if they can successfully overthrow the old elites and seize power, than distant and loose D̨vatlan hegemony will protect the new order without obstructing it. After a number of early failures to cooperate effectively with the powerful merchant families and ruling city councils, the D̨vatlan representatives become more open to working with the populists. This encourages the movements, and causes the various factions of the Hermeticists and plutocrats to join forces as they realize they are in serious danger of losing power. Though unwilling to openly oppose D̨vatlan rule, the new allies work to suppress the populist movement while insisting royal intervention is unnecessary.
    2. [Diplomacy] Event!
      Spoiler: Event Sub-Actions
      Show
      • Gift Hard Iron and Salt Wagons to the Company as payment of debts, with the understanding that Hard Iron is to be considered a restricted tech
      • Trade Bani Bowls and Salt Wagons to Coatl for Coatlean Numerals and Full Course Discourse
      • Trade Magi Blessed Scrolls to Jintha for Expanded Holds
    3. [Military] Recruit
      A wave of recruitment and training crosses the core D̨vatlan kingdom as Däfikä prepares to sail west. Those plans are halted by news of the peace treaties signed by the Sultana though, and many of the new levies are sent back home. Nonetheless, military readiness remains high.
    4. [Military] Establish a base for the Company in Zachodnie (2/2)
      Construction continues at a good pace, and by the end of 195 IR the Company controls one of the more impressive strongholds in the D̨vatlan territory. The King of Zachodnie has even been heard grumbling that he doesn't have anything to match it.
    5. [Faith] Convert Region 65 (Palanam) HC #2 to Tëlir Geza (roll=18)
      A small community of Tëlir Geza faithful remains in Raesija, and though there is little expectation that the northern faith will ever establish a major presence in Estensule, the invitation from the Karysites to spread it into Palanam is too good to pass up. Prince Zäklis convinces S̨anedbzıtl and the leading priests in Avakonia to organize an expedition south. When word of their plans reaches the D̨vatlan homeland, Däfikä enthusiastically embraces the idea. The king arranges for the Idol of Däz̨ëlis to be sent, carefully and under heavy guard, south to Avakon where it is entrusted to the priests about to depart for Palanam. The expedition finds unexpectedly quick and enthusiastic acceptance among the people of the old imperial region; quick and enthusiastic enough that most of the priests privately admit that the idol was probably overkill. After the rapid early success, the expedition slows its efforts somewhat, content to have established the faith in the region and unwilling to risk potentially offending the Karysites by going too far.
    6. [Faith] Convert Region 10 (Llët̨sällë) HC #3 back to Abhidi (roll=17)
      The city-state of Lakhko in the relatively isolated northern frontier of Llët̨sällë became one of the most devoted centers of the Abhidic faith in the region during and after imperial rule. During the dragon crisis, fanatics loyal to V́ahih́uȷ́ seized the famous Hills' Shadow monastery and eventually placed a puppet in power in the city. Now a concerted effort is made to drive the dragon worshipers from Lakhko. The city's former crown prince, living in exile in Khlıghat for the past decade, returns with the full backing of the Thousand Swords and the major Abhidic monasteries in D̨vatla and takes power, cleansing the city of dragon worship. In the years since the city fell to the dragon, Abhidic monks across D̨vatla have prepared for their return, and the old prince's entrance into the city triggers the monks' long-running rituals to finally release their power. During the next week, as the prince and his supporters move against the dragon's, the city and the surrounding countryside sees a great deal of strange, though often subtle, magical effects. Light is said to often behave oddly, draconic magic becomes somewhat less predictable and useful, and more than a few are inspired to support the return of Abhidi after claiming to "feel" the touch of the One in their thoughts.


    Non-Actions
    • Allow Izbefe, Karys, Regno, Ti Linnad, and Varjik military access
    • Accept CI sharing from Varjik, delaying my two actions for it until next round
    • Allow Omanush buyout in Avakonia


    News and Rumors
    • The failures of the southern campaigns finally exhaust the D̨vatlans' willingness to press on. Especially after the announcement of a new Avakonian Empire, and its acceptance of D̨vatlan seniority. Responsibility for matters in the south are passed on to Varjik and Karys, with northern support only when it is needed. S̨anedbzıtl shifts his focus to rebuilding his strength, and growing the prosperity of his kingdom.
    • Prince Khäsglis withdraws entirely from public appearance, and rumors being to spread in Avakon that he has left the city altogether, though where he has supposedly gone is a matter of considerable debate.
    • The response to the declaration of a new Avakonian Empire is mixed. The long conflict with Dejan's successors means the name "Avakonian Empire" provokes an instinctive antipathy among the D̨vatlans, but the acceptance of D̨vatlan seniority and renouncement of claims to Avakonia Proper are acknowledged as promising by even the most fiercely anti-Imperial of them. However, there is no shortage of grumbling that Anivine didn't pick a title for herself that would be a little less provocative.
    • Däfikä makes it as far as Hathgjil before word of the peace treaties signed in the west reaches him, having set sail before the main body of his army in order to visit the island and strengthen his control over the tributary. There is some tension between the king and the ruling oligarchs, now largely under the influence of Ghicadoca who returned home from Avakon rich and well respected and was able to parlay his wealth and reputation into more power. The former general is loyal to D̨vatlan rule, but as a distant force allowing the island autonomy to manage its own affairs and contribute to the greater whole in its own way.
    • Prince Zäklis eventually returns to the north from Avakonia. He remains unpopular among the more conservative factions, who consider him too much of a southerner due to his childhood in Varjik and his acceptance of Dejanism, but becomes an outspoken proponent of the idea that D̨vatla is best served by embracing leadership over the Avakonian remnants, even if that means tolerating or even adopting some of their customs to win them over. He also argues that his interpretation of Dejanism neatly reconciles the young faith with Tëlir Geza (even if it is not widely accepted among the actual Dejanists) and should be promoted by the D̨vatlan priesthood. While many priests object to any form of Dejanism on principle, some begin to accept his logic.
    • Zäklis begins to gather significant support among those who are unhappy with Däfikä. The prince himself is entirely supportive of the king, but the king's close cooperation with the same conservative factions that dislike Zäklis, and that the prince is willing to question, makes him a natural figurehead for opposition. This does not endear the prince to his cousin.
    • In a particularly unexpected move, S̨anedbzıtl invites the Order of Vashthiya to Avakon.* The leadership of the Order is harshly criticized: it is pointed out that the origins of the Order and the Sattyathanya movement was in opposition to demons and monsters that plagued Palmor, but for years now the Order has turned away from that purpose. The decision almost twenty years ago by the leadership of the Order to worship the Cinder Queen was a complete abandonment of everything it once stood for, and the client king invites any members of the Order who still believe in protecting the world from monsters to gather in Avakon.
      • *[[OOC Note: this is purely a matter of fluff, I am not endorsing a Satt conversion in Avakonia, nor in any of my other regions]]


    Däfikä

    Diplomacy: 4
    Military: 9
    Economy: 3
    Intrigue: 3
    Faith: 6

    Increase: Diplomacy, Military, Faith

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3 Holy Order
    D̨vatla (u) 12 Iron D̨vatla Kunai Sycorax 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 (Open)
    XX
    Initia Fang of Khirus Fang of Khirus (None)
    Regno 8 Regno Bani Regno Regno Lindeen 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 Azenhal
    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 Military Specialization Cultural Identity
    4 13 (5+7+1) S̨anedbzıtl (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 0/2 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 0/1 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. 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. Current location unknown
    -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
    -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)

    S̨anedbzıtl (154) – Distant cousin 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) – Well educated; outgoing and playful, but with a tendency to put enjoyment over work; clever and good at scheming
    -N̨amodl (180) – Quiet and thoughtful; friendly and easygoing when he was younger, but becoming cynical and distrustful
    -Ken̨ghıtt (180) – Curious and quick to understand new things; honest and eager to share her understanding; stong-willed and unwilling to accept less than she wants; prefers learning to fight to most other things
    -Zäklis (183) – Inquisitive and affectionate, but uncomfortable with new and strange things
    -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; 2019-02-02 at 02:11 PM.

  29. - Top - End - #719
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: [EMPIRE4!] IC Thread



    The Holy Coatl Empire


    Ruler:
    Tizoc The Rightly Guided Exarch
    Faith 9 (+1)
    Military 8
    Economy 10
    Intrigue 1
    Diplomacy 10

    Actions:

    [Faith] (3/4)

    [Faith] (4/4)

    [Economy] Buy Bovalian Boats tp 2 roll 21 In the effort to obtain ships to support further economic and military ventures, the merchants of Coatl negotiate with the Jintha in order to take a share of Bovalia's ship market. While the region's craftsmen are initially reticent to work with their new overlords, soon Bovalia's wharf's became filled with galley's, merchant ships, and war canoes.

    [Military] Attack Azenhal Using 6 troops lead by Emperor Tizoc (M8) using MI Strike of the Thousands, refined Pician weaponry (+1) and Sacrificial supply lines; reinforced by 6 units from Ti Linnad and 4 units from Yondar (4 units, +2, -1 distance loss, -1 size loss). Total (+27)

    News soon comes in that a massive army of Dragonforged heading toward the city of Uxmal. It seems there won't be enough room in Palmor for 2 emperors. As the dragonforged army bears down the heartland of the Theocracy, Emperor Tizoc sends or aid. As reinforcements from across the known world arrive the emperor announces a change in strategy, instead of cowering behind the capitals walls instead they will march to Azenhal to destroy the Dragonforged production capacity once and for all. Unfortunately for the Empire, the reinforcements were, significantly less well equipped than he hoped and the neighboring khirese seemed reluctant to send assistance. Will it matter in the end, who knows? But, with steel in their hands and blood in their veins, what more could the defenders need?

    [Diplomacy] Go to the birth of New Avakonia

    Spoiler: Subactions
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    Trade with JTH: mass conscription and supported buyout of ships TP for CTL Standardized Currency, Coatlan Numerals and a supported buyout in the future and a new future tech.

    Trade with Dvalta: Coatlan Numerals and Full Course Discourse for salt wagons and bani bowls

    Trdae with Whern: polearm paddles for privacy tapestries



    [Economy] Buy Darkwood tp 4 roll 18

    [Economy] Buy some parchseed oil tp 1 roll 18


    Non actions

    • Support Rhune's buyout of salt


    News and Rumors


    [/QUOTE][/QUOTE]
    Last edited by Lleban; 2019-02-02 at 04:50 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
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    Spoiler: Metric tons of giving
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  30. - Top - End - #720
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    Moriko's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Jintha

    Ruler: Taelia Riveria
    Round: 31 Region: 57, 75, 76, 108

    Jintha has been involved in the war between the Sultanate and the Marasa Pride for a few years now and is glad that both sides agreed to stop the fighting and have peace. In order to keep in good standing with the Kunai Les Alpes is returned to them in return for a small amount of technologies and the agreement that their cultures shall not be strangers to one another. In the meantime the council look to expand the knowledge of Jintha and acquire more technologies from around the world.

    Actions:

    1. Secret 16

    Lets see if we learned anything from talking to Kunai sneaky sneaky

    2.[Intrigue] Investigate the current actions and state of the bloodied hand 16

    Even though Les Alpes will no longer be under the control of Jintha the current split in the faction is interesting and more investigation is required. A team is send out to investigate the current affairs within the organisation.

    3. [Diplomacy] Attend the Avakonia Revival Event

    A chance to meet the neighbours and make new connections. The Jintha council sends Bete to the Avakonia Revival event as a representative of Jinhta.

    4.[Economy] Buy open TP 7.3 Iadeshian Camels Success 18

    Jintha does not own many animals that can be ridden this has to change and therefor merchants are send out to obtain camels from the northern regions.

    5. [Diplomacy] Increase rep with OMC Success 17

    As a trading organisation the Volzen decide that befriending these people would be a wise move and representatives are send over to increase relations with the OMC.

    6. [Economy] Buy TP 6.2 Ships from OMC 22

    With CTL buying one of our ship trading posts we must acquire a new one for what is an island nation without ships. Merchants are send to the trading post currently occupied by the OMC in the hopes to acquire it for themselves.


    Non Actions
    • Support the CTL buyout of 46.2 ships in exchange for coatlean numerals in the next 3 years (this round) a supported buyout of ships and a new technology involving ships in the next 12 years (3/4 turns)
    • Send Silver to Regno as tuition for the Volzen currently studying at their academy.



    Trades at the Event:
    • Trade with Varjik: my Diplomatic Expedition and Expanded hold for their Magical indicators, Sacrificial Magic Supply Lines and Sedellan armour
    • Trade with Whern: my Expanded holds for their Warded Locks
    • Trade with Khirus: my Meteorological Navigation, Fish Glue Manufacturing, Full Course Discourse and Expanded Holds for their Living Walls, Bani Bowls, Violet Oath and Camel Cavalry
    • Trade with CTL: my mass conscription and supported buyout of ships TP for their Standardized Currency, Coatlan Numerals and a supported buyout in the future and a new future tech.
    • Trade with kunai: My Les Alpes for their Decentralised authority, Backline sabotage, Himitsu, Headhunting and ninja training for the volzen (ninja training is fluff nothing mechanical)
    • Trade with Overvann: My Full Course Discourse and Diresnags for their Wingknights and Salt Wagons
    • Trade with DVT: My expanded hold for their Magi blessed scrolls



    Ruler Stats:

    Diplomacy: 10
    Economy: 10
    Faith: 1
    Military: 8
    Intrigue: 6 + 1

    Spoiler: News and Rumours
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    Spoiler: Treaties / Alliances
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    • 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 Amham


      Temporary



    Spoiler: Book Keeping
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    Spoiler: Trade Posts
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    Region Trade Post Slot Resource
    13 3 DragonSteel
    31 1 Azonite
    45 3 Incense
    46 2 Ships
    56 1 Hlaali Bark
    64 3 Mrazite Crystals
    69 1 Maize
    75 1 Huo-Ke Squid
    76 1 Cloudwing Piranhas
    77 2 Silver
    84 1 Tin
    86 3 Copper
    104 2 Ruined Scrolls
    106 3 Platinum
    108 3 StoneWood
    Total Trade Posts Start of this Round: 15

    Acquisitions This Round



    Spoiler: Military
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    Units (cap 8 current 8)
    Name Weapons Amount
    Shell warrior Spear and Shields 3
    Snapping strikers Two handed swords 3
    Cawv Dej Tridents 1
    Darak Cavalery Bows 1

    Generals
    Name Military Stat
    Mia Grand 7


    Spoiler: Techs
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    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met
    Diplomatic Expedition Allows Land Exploration with a Pack Animal Tech Enables Oceanic Colonization with a Ships tech Precious Minerals and a Pack Animal Ships No Yes
    Diresnags +1 opponent size loss roll when defending +1 opponent distance loss roll when defending Labor 3 Labor No No
    Enchanted Arrows +1 to battle rolls OR +1 to enemy loss rolls Magical Wood Magical Wood, Bani, Cloth Yes No
    Expanded Holds +1 to buyouts -1 distance loss roll Ships Ships, Precious Metals, Preservative, and Food Yes No
    Fish Glue Manufacturing +1 to 1 economy action per round (does not stack) N/A Fish OR Hooved Animals N/A Yes N/A
    Full Course Discourse +1 to stabilization rolls OR Dip action per round Alcohol Alcohol, Crops, Meat, Spices No No
    Hard Iron Armor +1 to battle rolls N/A Iron N/A Yes N/A
    Heavy Wooden Armour +1 to battle rolls N/A Wood N/A Yes N/A
    Mass Conscription 5th+ recruit unit actions count double 4th+ actions count double Food Food, 2 Labor, Preservative Yes No
    Meteorological Navigation +1 to Exploration rolls N/A Air Ears N/A No N/A
    Refined Pician Weaponry +1 to battle rolls N/A Iron OR Bronze N/A Yes N/A
    Spymaster Allows recruiting Spymaster with I5 action N/A Precious Minerals, established espionage group N/A Yes N/A


    Spoiler: Ruler Actions
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    Taelia Riveria (first ruler)
    Attribute 5/10 Action Effect
    Diplomacy 5 Create The The 251 Jintha Trade Laws Use 2d8 instead of 2d6 when buying a Trade Post
    Diplomacy 10 Make The 251 Jintha Trade Laws permanent Use 2d8 instead of 2d6 when buying a Trade Post
    Economy 5 Upgrade Resource Quantity in Dažytija to great Trade post 13.3 for Iron is constructed
    Economy 10 Become a merchant Prince Can use a 6th action a turn but has to be Economy
    Military 5 Create Mia Grand as a General A general with 7 military skill is created

    Last edited by Moriko; 2019-02-02 at 02:32 PM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

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