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  1. - Top - End - #721
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance

    Round 31 (193-195 IR), regions 106 (Sfaïr), 102 (Cesaria), 107 (???)
    Dame Elena Blanc


    Actions:
    1. [Diplomacy] Increase reputation with the Eternal Lamp 3>4 2d8 + 5 Dip: 16
    2. [Diplomacy] Create a claim on region 103, using marriage 2d6 + 5 Dip: 8
    3. [Intrigue] Steal Resin Casting from LWS 2d6 + 6 Int: 16
    4. [Economy] Buy out open Sheep TP 102.3 (contesting Glen Gwitna) 2d6 + 10 Econ (liege) + 2 self-support + 1 Fish glue + 1 CSP: 20
    5. [Intrigue] Secret 2d6 + 6 Int: 15


    Non-actions
    • Attend Avakonian Revival event


    News and Rumors
    • Internal politics
    • What we think about stuff that's happening elsewhere
    • *secret plotting intensifies*
    • National Geographic documentary "The six lands of Sfaïr" pt. 2/??? - The Nobility
    • Integration of region 107


    Spoiler: Ruler
    Show

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

    Used specials: M5

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

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

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

    Generals (1)
    Berchar the Walking Wall 6

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

    Organizations
    Name Reputation & Effects Favors
    CSC 4
    +1 to resist Raid attempts in own lands
    1
    OMC 4
    Supported Buyouts of OMC TPs
    0

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

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

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

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

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


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

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

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


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


    Spoiler: Technologies (19)
    Show


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

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

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


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

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


    Spoiler: Owned TPs
    Show

    64.1 Mrazite (Antimagic, Gem, stone?)
    80.2 Malachite (Gem)
    101.2 Sweetwine (Crop)
    8.4 Bani (Magical writing material)
    102.2 Sheep (Hooves, Meat, Wool)
    53,3 Violet Ash (???)

    Need to acquire:
    Horses
    Iron
    Precious Metal
    Stone
    Labor
    Preservative
    Scholarly Artifact?
    Fuel


    Spoiler: To do
    Show

    Saved actions:

    [Diplomacy]Use 1 favor with the Eternal Lamp to invite them to an event. At the event, give the Eternal Lamp 1 unit and any military technologies they desire, respectively arranging for the construction of their base in Cesaria and fulfilling their request for military technologies.

    Great project - fortify Clear Sky Pass

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

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

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

    Last edited by Corona; 2019-02-02 at 08:29 PM.

  2. - Top - End - #722
    Troll in the Playground
     
    QuintonBeck's Avatar

    Join Date
    Apr 2013
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 31: 193-195 IR)

    Actions
    1. [Diplomacy] Restore Embassy with Regno Sultanate (1/2) - War hounded the Regno Sultanate and it was unlikely the once rich empire would quickly respond to aid in restoration of formal communication. Seeking to lighten the pressure if not in the immediate in the longer term the High Inquisitor convinces the Hegemony to put efforts towards reopening formal diplomatic channels with the Sultanate. While it was neither troops nor an attack on the Pridelands rear, such being the will of the Magic Eater, it was something however minor. The Sultana is assured that even if her bright star flickers it was far from in danger of being snuffed out. Avakonia had learned to evolve, it had been forced to. So too must Regno now evolve as the barbarian hordes rush its open gates.
    2. [Diplomacy] Stabilize Ka-Ruun (62) 17 - While it was understood why the presence of the undead Mila and then the dragon had disturbed the rightfully distrustful former slaves of Ka-Ruun they are assured that Karys does not look pityingly upon Ka-Runn but admirably. A garrison of мајка company headed up by a squadron of Field Inquisitors arrives in the region along with formal representatives from the High Inquisitor herself come to explain the situation. Ka-Ruun was not wrong to distrust the dragon, few in the Hegemony trusted her either, but Varjik had made an accord with the great and fearsome predator, an accord that protected the subjects of Karys in exchange for the protection of the vicious Pridelands. They were living in an age of monsters and in such an age it was better to preserve valiant men by pitting monster against monster where it could be done. Ka-Ruun is heroic for breaking the chains of their oppressors but the weights now felt were the heavy burden of freedom amid a world of unconquerable tyrants. They are pleaded to have patience as the world turns so do the aims of the Hegemony to follow the guiding light of Varjik into a new era.
    3. [Faith] Declare Dejanite Cult to be State Religion - Varjik had won the protection of Varjik and Karys from the Spellfather under the guidance of Dejan and Karys had always ill worn the mask of Dragon worshipers. To the delight of many around the capital faith in the divinity of Dejan amid the mostly traditionalist Perijanist pantheon is formalized by written decree. Dejan had ascended upon his conquest of Emjata and it was the solemn duty of his inheritors to follow in his divine footsteps most brightly illuminated now by Anivine Kren El Sira.
    4. [Faith] Have Generals take the Oath of the Emperor - Atamina II, Karys-born heir to the previous legendary general of the Bisera dynasty, and Lord Commander Jalse originally of Raesija are sent to the Aspen Heights to seek the blessing of Anivine and admittance into the Eternal Emperor's Order. The two arrive before Illuminant Anivine brows colored in the mark of the violet oath and take the holy pledge vowing loyalty to Dejan and his church, to the ideals of a world united by strength and honor, and blessed truth that Anivine is heir to He Who Conquers Heaven, a daughter of Dejan. Atamina II goes no further but Lord Commander Jalse asks the Illuminant further permission to join her Court of Thorns. While he would not be able to remain in the Aspen Heights the power of the Siphoner in this world of magic where now the dark mirror reflected across the southeast could prove useful in the Hegemony. Having been raised to revere Dejan the man appears genuine in his desire to learn more at the Illuminant's knee.
    5. [Intrigue] Secret 11


    Non-Actions
    • Allow Varjik troops to pass through Karysite land
    • Allow Dvatla troops to pass through Karysite land
    • Invite Dejanite Cult, Honmyo, Perijanism, Telir Geza or other non-Dragon non-spirit conversions in Palanam (65)
    • Attend the Dawn of New Avakonia - Varjik were the torch bearers for the new age of Dejan's eternal imperial ambitions to encompass Emjata so when word came of an event to be held in their capital the Karysites were quick to respond. The Imperial Inquisition had been formed as a direct answer to the Firethorn Regiment's demands of the Empress so with the Inquisition now ruling over even the мајка company in the Hegemony open deference to the Jaine is ample. The Inquisition considered themselves heralds of Dejan's will and would follow where the Illuminant led them.
    • Send important noble civilians and warriors to live among Varjik and Dvatla-ruled Avakonia - The High Inquisitor determines it important that ties are strengthened by blood between the sister states of Varjik, Dvatla, and Karys. Karys was not ruled by a traditional monarchy but much of its elite were of heritable status and as Karysites could lay claim to a voice in the Hegemony. How loud and how influential would surely be dependent on luck and skill.
    • Open doors to Kunai refugees, elderly and children sent away during the war, in the capital and Marvalo.


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


    Embassy with Varjik


    Embassy with Dvatla


    News and Rumors
    • Avakonia being revived, if still somewhat loosely defined in its power structures, leaves room for continued growth before it solidified firmly. The High Inquisitor seeks to secure the influence and power for her countrymen, those of Varjik, and if they could be directed in parallel with those of Dvatla's all the better. The Rakshasa and corrupted dragon slayers from Overvann had torn the Regno Sultanate to pieces and disloyal vassals left it to die now that they had sucked the marrow from its bones. Yet Avakonia could rise from the ashes of the Sultanate rather than merely falling to ruin with no legacy at all. First would come the Clans, rescuing them from the Rakshasa would endear them to their Avakonian neighbors with whom the old dynasty had once aligned themselves and deal a blow to the Rakshasa's expansive empire of one. Peace on the border with Khirus for a time would allow the imperial center to focus west where certainly there was a demand for order in these chaotic times.


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

    Increase: +1 Dip +1 Fth

    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

    7 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 II (10)
    Lord Commander Jalse (7)

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

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

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


    Relic
    None
    Last edited by QuintonBeck; 2019-01-30 at 05:07 PM.

    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  3. - Top - End - #723
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
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    Maine
    Gender
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    Default Re: [EMPIRE4!] IC Thread

    NPC Actions

    Battle for Kuniumi:
    The opening stages of the invasion were not fought beneath the canopies, nor upon the slopes of the Kunai Clans’ homeland. They were not even fought along the river of Umibe. No, the first stages of the invasion began with fishing boats.
    Kunai fishing boats, to be specific. Crewed by mercenaries and pirates, their owners paid off with silver to keep their mouths shut, and sent out on a long-range expedition that just happened to intercept the path of the Sultanate’s reinforcing ships. Reluctant to use siege weaponry on civilian vessels belonging to an ally, the presiding admiral realized their mistake only too late, when the fishing ships caught fire as soon as the wind was with them, driving into the heart of the fleet…by the time the chaos was over, more than two thirds of the ships that had been on their way to aid the Sultanate’s vassal were forced to turn back, much of their complement dead, and those that remained were low of supplies, low on morale, and high on injuries. The remaining weeks of travel along a hostile coastline gave ample time for those who survived to recover – or finish dying – before the battles on land.

    Forced to proceed more cautiously, the fleet arrived some weeks late; the first few skirmishes between the Kunai and the Rakshasa had already been fought. And the Rakshasa were winning, albeit at cost; the troops of Varjik did not fight in the same manner as their stealthier allies, and due to…friction between commanders, this led not to more success but less; the speed of the Rakshasa enabled them to catch and devastate the Kunai in pitched battles, and outmaneuver the knights of the Aspen Heights, avoiding their spears. It was only with the aid of the Regnan reinforcements that the defenders were able to restrict the movement of the Rakshasa sufficiently to entrap them…and when Bete found the head of the Rakshasa general Maserras outside her tent, the sign of the Satsujin’s work clear, their victory was no longer in doubt.
    By the end of the month, there was not a Rakshasa left in Kuniumi, driven out by soldier, clanfolk, and their own unwillingness to die for land that their own God-King had seemingly abandoned his claim to.


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

    ROLLS

    Spoiler: Org Map
    Show


    Omanush Convoys
    Spoiler: Banner
    Show


    The Omanush want a base of operations in the northeast from which to set out from, and a charter agreement to benefit both parties with their trans-oceanic trading plans. They claim there will be favors owed, coin exchanged, and trading advantages for those who aid them.

    [Economy]Buyout Avakonia (51) TP 1 for Parchseed Oil.

    [Economy]Buyout Tarraks Krag (78) TP 1 for Slaves.

    Bloodied Hands
    Spoiler: Banner
    Show


    The Bloodied Hands seem to be opening up once more, and now appear to be hoping to use other states to fight their wars for them, while they fight wars for those states. Those of what might be called ‘good standing’ with the organization can now call upon their troops for assistance. And those not in said good standing can perhaps become so by contributing to one of the three sides in their ongoing conflict - that between the primary sect of the Bloodied Hands, the splinter group known as the Burning Hands, whose distaste for the typical blood magic of the main cult seems to have been led them to pyromancy and pyromania, and the enigmatic group recently dubbed the ‘Broken Hands’ that seems to have displaced the cult from its original headquarters somewhere in Les Alpes de Sang.

    [Intrigue]Secret Action

    [Military]Advertise new ‘Product’

    Company of The Crescent
    Spoiler: Banner
    Show


    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
    Show

    Sfair seems like they might be a friend to Abhidi; perhaps they could construct a monastery for the followers of the One True Way to spread the faith. In fact, the Order would be grateful to any state who would be so kind as to enable Abhidi’s light to more readily shine upon the northern continent.

    But...for some reason, it seems the Order have been conducting some sort of Grand Ritual...while only in its first stages, they have been keeping very quiet as to the purpose of the ritual, though it seems to be have a great deal to do with the lake of Mamulk.

    [Faith]Grand Ritual 1/5

    [Faith]Convert Open HC 1 in Palanam (65) to Abhidi.

    Acolytes of Áhkká

    Greatly alarmed by Krace’s new activities, the Acolytes take steps to attempt to mitigate the damage, and, hopefully, head him off at the pass. While necessarily so distracted, they would greatly appreciate any information that could be furnished regarding the Long Winter now afflicting their base in the Cays and Bahwick, as well as the rumors they’ve heard of the new faith come down from the North known as the Frostbinders.

    [Intrigue]Secret - Private Investigation

    [Faith]Work on Wards in Sumwyr 1/5

    The Shushan

    The Shushan seem to be interested in the west, but beyond that, their usual capabilities in staying beneath notice appear to be serving them as well as ever…

    There are, however...hints that they may have information, services, or other items available to those who make their interests known.

    [Intrigue]Secret

    [Intrigue]Secret

    League of the Beacon

    The League professes a continued interest in a southern base from which to conduct operations, especially now, in the wake of their discovery that it was the mask-makers were responsible for the brutal murder of the Premiere.

    [Intrigue]Secret - Private Investigation

    [Diplomacy]Formal Declaration of Guilt

    Feast of Rieba

    The Feast of Rieba is interested in acquiring means of more readily defending the Faith; gifts of Military technologies they do not currently possess are likely to net one favors with them. They are also, of course, interested in more faithful to defend the cause, and seek to expand the reach of the Gods by returning their worship to Altessa, now in turmoil.

    [Faith]Convert Open HC 1 in Altessa to Perijanism

    [Military]Recruit Units

    Eternal Lamp

    More warriors are needed to defend Lacia, to defend Overvann, and to fight those varied and numerous threats that endanger temple, farmstead, and townhold alike. To aid in this endeavor, they escort priests of the northern gods to attempt to establish a new temple in a community that has come to lack spiritual guidance. They soon make it known that though they will not try to displace any worship of the cycles or infringe on the Great Serpent’s followers...neither will they allow their charges to come to harm.

    Beyond this, they seem interested in the acquisition of weapons, armor, and tactics by which their warbands might be more effective against the enemies they will fight, and are willing to grant favors to those who would grant them.

    [Military]Recruit Units

    [Faith]Convert Open HC 3 in Coatl to Gamle Mater

    Other!
    Last edited by Rolepgeek; 2019-02-03 at 01:47 AM.
    Sincerely,
    Role P. Geek

  4. - Top - End - #724
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread




    'Ridi'dreq
    Region 29
    Round 31


    1 - Diplomacy: Attend Event

    2 - Economy: Buyout YDR trade post 30.2 for copper, and give it to the Flamefather 17

    3 - Diplomacy: Great Project [This place is apalling! - 11/20]: Build the gathering hall, Di'rogi'dh

    ‘Xa’kagx could say without conceit that they’d reached the point where ‘Ridi’dreq was stable. The pollen would always be a factor, but now they had everything they needed to live alongside the teeming wilds. Needed, but not necessarily wanted. There was still much they could do to improve things, and now they had the freedom to work on projects less pressing.

    And there was one thing that these international gatherings had left weighing on his mind. No matter where they went, the rulers always seemed to have grand palaces to show off to their guests, a declaration of greatness writ large in wood and stone. Now that they had the opportunity, shouldn’t the ‘Ridx make the same statement? If the world thought them backwards, then why not show them just how wrong they were?

    So he put out a call. If they were to truly show what they could do, they’d need to show their best. But what their best was, was another question. So all were invited to submit plans, and the final choice would be made by all the lodge leaders combined. Anyone who could get them to agree was more than worthy of having their work represent the nation. Unusually, he even gave the Ridx leave to try - after all, the majority of the actual building work was done by them, so it was a rare case where their opinion was useful. Those who disagreed were put down simply and swiftly - What complaint could they have, unless they thought they would lose to them?

    He ended up with thousands to pick through, though most were only fit for burning (though he was genuinely impressed by the person who had submitted no fewer than eighty seven entries. It was a shame they were all terrible.) With a shortlist of just over a hundred, he called in the lodge leaders, who quickly nixed most of the remaining ones (any that got ignored by everyone except the makers own lodge leader were fast to go). After a lot of arguing, a barbecue filled with more arguing, a night’s sleep, and then a second day of arguing, they had it down to three options. And then 'Gva'dhi'qagri pointed out every single one was by the same person. A name no one recognized. Each design was stunning, with a proposed location incorporated, along with surprisingly detailed notes on how it would be built, each showcasing the ‘Ridx techniques pushed to their limits. One that dominated the plains around it. Another that sat as jewel in the heart of the jungle. But the one they (eventually) picked was the one that sat as a bridge across the river that flowed through their first settlement - a decision aided by the thoughtfully suggested name.

    The ‘Rigx laid the underwater foundations, and priests of the Flamefather were called in to aid with the fusing of the many, many wax bricks, both for speed and strength. Though the use of magic in construction was rare, if they were showing their best they couldn’t hold back. ‘Heraj, the designer, managed to produce his prototype windows - using the recently acquired glue, six triangles of resin could be glued together to produce panes far bigger than could otherwise be harvested. The building’s wings spread out onto the surrounding land, filled with the amenities needed to house staying guests (which somehow mutated into a permanent inn), but the main body which sat above the water held the gathering hall proper - one which spread over the entire space.


    4 - Faith: Great Project [This place is apalling! - 12/20]: Build a grand temple

    The designs were good enough that the jungle hall was also picked, after someone pointed out it would make a good temple. It needed adapting for purpose, and with the majority of the spare workers stuck on Di'rogi'dh, progress wasn't immediate, but a decent amount of progress was still made, especially by the more religious who declared it more important.


    5 - Diplomacy: Great Project [This place is apalling! - 13/20]: Officially designate capital

    Work on Di'rogi'dh did raise some other points. Namely that their first city still hadn't been (officially) named. 'Xa'kagx had named it, of course, but it turned out no one else had got the memo, and no fewer than seven different names were in circulation. The ever increasing prominence of some of the larger lodges had also turned their neighborhoods into small towns in their own right, with a very partisan government. The lodges were very much free to do as they wanted in their own walls, but it was perhaps worth making a few things clear.

    So he made a declaration (after names were argued over), that, yes, this was the capital, and it was explicitly neutral ground - no lodge was considered to have a hold over it. And officially the city would be Di'dhu've'voj 'Ve'qa'dh - The heart of the land where the wind brings clear skies.

    6 - Diplomacy: Great Project [This place is apalling! - 14/20]: Check in on the locals

    It wasn't completely accurate to say they'd been ignoring the local humans. They did use them as a trade middleman, after all, and the 'Ridx interacted with them on an individual basis. But on a national level... They basically hadn't spoken to them for years. So, somewhat awkwardly, 'Xa'kagx reached out, to aski if they needed anything or something. The answer was not really, and both groups went back to just kind of leaving each other to it, and trying to forget the entire awkward exchange ever happened.


    Spoiler: Non-actions
    Show

    Event:
    Trade Coatlan Numerals and Violet Oath to Overvann (bleh) in exchange for fish glue and Decentralized authority

    Embassy:
    Accept Pyroclastic Engines, despite not really knowing what it even is we're supposed to be giving up.


    Spoiler: News and Rumours
    Show




    Spoiler: Leader Stats
    Show

    'Xa'kagx
    Diplomacy - 7 + 2
    Intrigue - 2
    Military - 3
    Faith - 10
    Economy - 8

    Last edited by kjelfalconer; 2019-02-02 at 05:55 PM.

  5. - Top - End - #725
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    DoomHat's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Sycoraxistan
    Round 31 (Post 5)
    Region #115


    Spoiler: Current Ruler
    Show
    Caliban, Witness to Five Storms, First Among Equals
    Diplomacy 5
    Military 9
    Economy 1
    Intrigue 3
    Faith 10

    Main Actions
    1. [Military] Raise 1 Troop.
    2. [Military] Raise 1 Troop.
    3. [Diplomacy(Liege Score)] Press Claim in [Region 114] Roll
    4. [Diplomacy 5 Special] Build Regno Embassy
    5. [Faith] Contribute to Great Project "Spirit Chimes Accord of the Ortassa-Albar". In an effort to demonstrate the Sycorax have no opposition to what they see as a project of turning spirits to war among themselves, so that folk-kind may be spared more extortionist storms, The Revolutionary Guard has commissioned Menders to travel to Jintha and aid the Jalyeong-bo Shamans weaving their arts. While the rune workers will not continuance feeding the spirits directly, they will however demonstrate the value of pure aspect working by helping to bolster the inner strength of the Shamans, so they may approach their negotiations with greater personal power and confidence, thus bolstering their bargaining position against the spirits.
    6. [Faith] Spread Initia to region 108, HC#2. Roll. With the Permission of the Jintha shelter guardians, and insistence from the Sultanate, rune teachers spread from The Nameless Grove to The Grove of Xincoatl. The rune teachers, as opposed to insisting upon the abject evil of spirits, simply make an effort to break the people's dependence on them for miracles and understanding of the workings of the world and the nature of fate.


    News and General Sub-actions (WIP)
    • Allow free travel to all Sultanate Allies.
    Last edited by DoomHat; 2019-02-03 at 10:39 AM.
    ...with a vengeance!

  6. - Top - End - #726
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    Default Re: [EMPIRE4!] IC Thread

    Round 31
    [Sultanate of Regno]

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

    [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] Build a base for the CSC in 92 [1/2]
    2. [Military 10] Arunca's Offensive [Tactic]
      Effect: Winning a Tactics Roll allows the Attacker to be considered the Defender.
      Through proper forethought and skillful production of ditches, small forts, and using territory to their advantage, even an assaulting force may stake a small claim to a land and force the other army to go on the offensive.
    3. [Diplomacy] Attend the Event
      - Agree to terms of peace treaty with the Overvann and Whern
      - Sign the Treaty of Shadow and Sand
      - Use Favor to get CSC to oversee treaty signing
    4. [Diplomacy 5] Create an Embassy with Jintha
      The Volzen have shown themselves to be honorable. It is clear to Regno that more allies - even those whom are slow to choose sides - are better than more enemies.
    5. [Faith] Spread Initia to region 108, HC#1 (Roll: 17)
      With the creation of an Embassy in Jintha, many more Initiates come to teach the curious Volzen about the Principles and various philosophies.
    6. [Faith 5] Create a Relic, Venusa's Memories (GM Approval Needed)
      +2 to Defending, so long as the battle is led by the Ruler and not a General
    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
    • Amham Embassy
    • Izbefe Embassy
      • Gift Izbefe Arunca's Offensive, with the understanding that it is restricted and not meant to be taught to others
    • Clanlands Embassy
      • Gift the Clans Arunca's Offensive, with the understanding that it is restricted and not meant to be taught to others
    • Dvalta Embassy
      • Thank Dvalta for their desire to aid in defense of the Sultanate
    • Khirus Embassy
      • Accept the 2 troops from Khirus in exchange for the requested technologies, with the understanding that:
        - The Troops will only be used to defend existing regions held by the Sultanate and it's vassals
        - The technologies will not be traded without Regno's approval
    • Karys Embassy
      • -Currently Defunct-
    • Theocracy of Coatl


    Spoiler: News and Rumors
    Show

    • Venusa must make the ultimate decision: continue with her wars, and see her people suffer, or step down and secure peace. The rumor is that she and her Heir, Tacere, eldest daughter of the Sultana and her Consort, spend days in seclusion; no sound is made, but both women are seen staring into the others eyes, and weeping.
    • Sultana Venusa steps down, in accordance to treaties made with the Overvann and Whern. She is seen flying away, shortly before the Overvann army arrives... along with Vahi'huj'i. Many quickly figure out that it is an obvious ruse; the Overvann would have refused to negotiate if the Dragons were too close. Yet... they didn't go far. Had negotiations broken down, Venusa would have returned. Instead... the Lesser Dragon, former Grand Magus and Sultana, flies off. Her time is over. Her tale as ruler of a massive Empire? Legend.
    • Sultana Tacere is coronated shortly after her mother's departure. She is a white-haired beauty, and there is already talk that she will marry an Islander from Llët̨sällë... but there are those whom are concerned that she still cannot speak aloud. Though she is able to speak quite well, mind-to-mind, this still quickly earns her the moniker: The Sultana of Silence.
    • Tacere's advisory council includes her Uncle, her Grand Uncle, and was supposed to include her great Grandfather, former Sultan Tutum Sortis... but sadly, the older man's last wife - the daughter of Grand Magus Viclean - passes away. Tutum Sortis becomes overly distraught, and his own health begins to waver. People fear he may die any day now.
    • Tacere is a smart young woman, and is already a Speaker... but she is not a Magi yet. As such, the next Grand Magus must be chosen somehow. While the new Sultana seems to favor the candidate from Sycoraxistan, the Three Towers insists that all comers be given a chance. Initia is more than just Regno now. While it will be difficult, the Three Towers - with help from Sycoraxistan - can go without a Grand Magus for a few months in order to allow prospective Magi a chance to gather and be tested.



    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
    End of round 31 0 0 0 0 0

    New Ruler Next Round
    Sultana Tacere Regno, Speaker of Spirit, Sultana of Silence (roll)
    D: 1+1=2
    E: 3+2=5
    F: 1+2=3
    M: 2+2=4
    I: 1+1+1=3

    Expected Stat Bonuses: +1 Military +1 Faith +1 Diplomacy


    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
    • 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
    • Iron - Region 12, TP#2


    Technologies:
    (Red = Requirements Not Met)
    (Bold = Restricted Technology)
    • Diplomatic Expedition (Exploration, Colonization, and Diplomacy Claim)
    • Expanded Holds (Buyouts)
    • Precision Weights (Buyouts)
    • Standardized Currency (Support Buyouts)
    • Fish Glue Manufacturing (1/round Econ)
    • Full Course Discourse (Stabilization)
    • Warded Locks (+2 Defend Thefts)
    • Decentralized Authority (New Ruler Stat Increase)
    • Spy Master (Can I5 a Spymaster)
    • Mass Conscription (Extra Units)
    • Red Herring Evidence (Defend Against Investigations of Secret Actions)
    • Himitsu (+1 Resist Investigations)
    • Coatlan Numerals (1/round Econ Bonus)
    • Privacy Tapestries (Org Rolls / Secret Actions)
    • Bani Bowls [Medicine]
    • Camel Cavalry [Calvary]
    • Refined Pician Weaponry [Weapons]
    • Sacrificial Magic Supply Lines [Logistics]
    • Hard Iron Armor [Armor]
    • Heavy Wood Armor [Armor]
    • 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; 2019-02-03 at 08:58 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

  7. - Top - End - #727
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Glen Gwitna
    Region 23


    Round 31 Actions

    1. [Faith] Convert Whenua Kanga hc 2 to cp 16
    2. [Faith] Convert Whenua Kanga hc 3 to cp 21
    3. [Economy] Search for the Brinefather's Wings. 4
    4. [Economy 5] Upgrade Ships in Bovalia (46) from Good to Great.
    5. [Economy] Buyout open tp in Tafer (44) for Farrana. 14
    6. [Economy] Buyout open tp in Cesaria (102) for Sheep. 14

    Link to rolls

    Non-Actions


    Lazar Embassy


    Coatl Embassy

    Expected Stat Increases
    +2 ECO

    News and Rumors
    • Vexed by the lack of progress in finding the problematic wings of the fallen Brinefather despite the resources spent in tackling the issue, His Holiness Ollin has sent out another expedition in hopes of locating them.
    • Unwilling to allow his attention to be distracted from his faith for too long, Ollin sends proselytizers to his father's lands to spread the word of cp.



    Current Ruler
    Holy Warden Ollin
    Diplomacy: 7
    Military: 4
    Economy: 7
    Faith: 10
    Intrigue: 2
    Last edited by PepperP.; 2019-02-01 at 11:16 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

  8. - Top - End - #728
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    RandoMan's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    End of Round Thirty-One.

    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

  9. - Top - End - #729
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    Default Re: [EMPIRE4!] IC Thread

    Round 32: Begin!
    Imperial Reckoning 196 - 198
    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!

    Unit caps are to be adjusted to account for the vassal-liege power dynamic with a grace period of Round 32 to adjust unit counts through unit gifting, war, etc. if they fall above the new cap line. These adjustments are as follows:
    +1 unit cap per Vassal
    -1 unit cap per Liege

    Furthermore vassal-held regions will count for half their distance when calculating Distance Losses for the liege state(s)

    A state may only have one active Spy Master at a time. Any state with two or more Spy Masters will have one round from when they first exceeded one Spy Master to reduce their number of Spy Masters to one or all but the highest Intrigue Spy Master will remain in the subsequent round.

    Clarification regarding a matter of contention: technologies with secondary effects require either three total Resources of the same type as the primary effect requires, or a total of four Resources if they are of different types.

    Growth!

    In accordance with the peace city signed between the Serene Marasa Pride, Regno Sultanate, and Kunai Clans all the continental lands of Estensule captured by the Pride during the war were to be returned to the Kunai. All except Les Alpes de Sang which remained in the hands of Jintha! Until that was Jintha traded the island half back to the Kunai for some relatively select technological secrets in a separate trade negotiation. The Clans may have taken a beating in the war but insofar as territory was concerned they hadn’t wound up losing anything at all. (KNI gains control of Umibe (55), Les Alpes (57), & the Azure Coast (83)!)

    Khirus and Varjik come to another temporary peace between their realms sealed with the exchange of the southwestern Pellocian territory held by Khirus for Hosra, recently captured from the vampiric clutches by Avakonian troops. (KRS gains control of Hosra (68), TFR gains control of Region 67!)

    With the vampiric power once centered at Azenhal fallen with Xatax’s death followed by the rise of some Lacian flight of fancy Khirus is forced into negotiations with the Astérionnag. The death of Azenhal is the rise of Lacia who meet Khirus at the bargaining table on threat of some alliance with Varjik or Karys. Khirus finds itself taking the stage eclipsing the now departing Serene Marasa Pride as an Imperial level power with one and only one center. Lacia is allowed to depart on similar terms of peace as those received by Varjik though at a much steeper cost. (KRS gains control of Tresten (36), Palendor (37), Tafer (44), Masdoli (47) & Azenhal (71)! CAL Capital is changed from Azenhal (71) to Lacia (35)!)

    Diplomacy!

    Although the near total surrender of the Pride’s material gains from war leaves the Sultanate with the potential to right itself as an empire Queen Sigyn has her own plans and ambitions clearly far separate from those of her former liege. Sultana Venusa had sought to become a dragon and understand them in a loving manner but it was clear Sigyn held no such love in her heart for the great beasts. With Izbefe’s former territories restored to her rule and Dafi eradicated, if his tomb lay open still, Queen Sigyn Hestradet proclaims herself an independent Queen of the southern Regner coast solidifying her power within the region. (IZB becomes a Great Kingdom capable of taking a 6th action!)

    From the belly of Palmor comes a culturally iconic if universally controversial culinary dish, Grits. The simple cornmeal innovation was platform to a whole host of fixings and sides allowing it to adapt abroad with local ingredients. While hardly a meal all could love it was a simple but powerful tool to demonstrate the wealth and abundance in everyday living sponsored by a host providing grits earning a certain bargaining power when dealing with those lacking loyalty to land and nation. (CAL introduces Grits. Requires: Full Course Discourse, Corn & Salt. Effect: +2 to Reputation increase actions with Organizations!)

    A slow camaraderie has arisen between the Jintha and Regno encapsulated by the opening of a official embassies between the two powers. Regno seemed invested in making sure they remained an available business partner lest the Pride be left as the only game in town and the Volzen appeared content to let the bribing roll in from both sides. (RGO establishes an Embassy with JTH!)

    Sycoraxistan has managed to begin extending their reach into the neighboring region currently unclaimed by any great power. It seems negotiations were going well though whether the officials were truly interested in union with Sycoraxistan or looking to delay invasion by Dvatla through negotiation with an ostensible ally is unclear. Whichever drove them it was becoming increasingly clear the Sycorax as partners and overseers would soon become a reality. (SYX has begun to claim Region 114!)

    With the threat to their Clans very existences called off in the face of peace with the Pride the core Clanlands unify rather than divide in light of narrowly avoiding what could have been a horrific event. The change in leadership while drastic in some ways, transitioning from Mure to Tensar was never going to be easy, is ultimately accepted as a sign of the end to the fighting for life and death that Mure’s reign had overseen and the beginning of something new. (Kuniumi (54) is Stable!)

    Peace settles across Regner and in Amham and Yemur the Federation is celebrated for its wise choice to select carefully its moves and allegiances. The court of the Duchess is, for now at least, a quiet and secure one following their mistress without hesitation or question. (Yemur (1) and Amham (2) are Stable!)

    A new dawn broke over a new Avakonia centered, at least partly, in the capital of the Kingdom of Varjik. While that was no longer Varjik proper but instead the mountain fortress of Aspen Heights there was still much pride within this former homeland of mercenaries turned homeland of heroes. The Firethorn banner was no longer the banner that led the kingdom but it was still respected and a tour from the Jaine expounding on its honor and place among the great fabric of new Avakonia sees faith in leadership restored. (Varjik (58) is Stable!)

    A rousing speech from the acting head of government within the Karysite Hegemony serves to quell the discontent of Ka-Ruun. The guildsmen were proud but they did fear much within the world rightfully for much sought to ensnare them again in some form of bondage. Loyalty remains to the guild and the guilds loyalties are reaffirmed to lie with the Hegemony. (Ka-Ruun (62) is Stable!)

    As the Long Winter sets in, ‘Ridi’r returns to its usual state. ‘Ridx agitating against their overlords, Overvann settlers battling the freezing winters, and the dragon’s corrupted beasts all combine to make the region a dangerous place to be. Soon it might even come to blows.... (‘Ridi’r (85) is Unstable!)

    Outlaws and brigands have ever roamed the mountains of Amham, but recently their activity has begun to surge. Bandit attacks have become coordinated, and larger in scale. While one group of brigands hits one city, another group will raid a nearby caravan. It has become too much for the local barons to handle on their own. They have begun to petition the Duchess to send troops to help patrol the outlying roads and make them safer.(Amham (2) is in unrest! May spend a military action to stabilize immediately, but lose 1 unit!)

    Faith!

    Seeking to undo the damage done by Krace Rhunic Animists from Rhune enter Yondar seeking Mistholm where the monster who sought to kill the sun had burned and flash frozen the trees. The Animists face many fierce wounded spirits lashing out in the wake of the Sunkiller at any mortal who passes near. Eventually they are able to establish communication with some surviving relatively sane spirits who explain Krace’s magical destruction reached into the spirit realm decimating the forest’s spiritual ecosystem as well as its natural one. Ultimately however with the help of these spirits the Animids restore some manner of spiritual order to the region. (Yondar (98) HC 3 is restored as Rhunic Animist!)

    Lacia, formerly Azenhal, declares itself the newest and sole state follower of the nearly lost Pantheon of Ildia reviving the dying faith. Given the Astérionnag saw herself as the head of the faith it was likely an official claim to that effect would follow in the coming years. (CAL State Religion is Pantheon of Ildia!)

    Joining Varjik in reverence for the Eternal Emperor Dejan the High Inquisitor of Karys throws off the veil of dragonism to reveal a staunch Dejanist. As general from the Hegemony journey to the Aspen Heights to take the Oath of the Emperor it becomes clear the central core of Dejan’s empire had committed to worshiping their conquering forefather as patron to their new activities in the world. (RKH State Religion is Dejanite Cult!)

    In the Aspen Heights, capital to this new Avakonian Empire heralded by the Kingdom of Varjik alongside Karys and perhaps Dvatla it seems some new form of corruption has taken hold. The Dejanite Cult sees a local schism over the matter of vampires and their role, if any, within the mortal and godly ascending schemes of their Eternal Emperor. With orthodox Dejanite support weak within the capital region outside the palace and infiltrators believed to have come alongside the Inyoni refugees a quiet, for modern Khirusi standards, little Elysium in Delgon. It soon becomes clear to the common folk the professed “Dejanites” who attended the “Gentlemen’s Boxing & Self Improvement Club” were in fact evil men posing as followers of the First Emperor. In truth they were the Fang and their presence in the capital alongside Dragon Cultists and Lion-loyal Perijanists had some of the Jaine’s advisors nervous. (Aspen Heights (59) HC 1 is converted from Dejanite Cult to Fang of Khirus!)

    While most religions reeled at the idea of coming under Lindeen’s dissecting gaze the Fang of Khirus has many within it who crave the opportunity. The Mandates were purportedly pathways to powers yet unknown to mortal, even immortal, hands. Yet that was a plague that dragged down the Lindeen’s research, mortality. The Fang comes offering a release from this limited scope in exchange for an open presence within the curious northern state. (Lindeen (101) HC 2 is converted from Jalyeong-bo Mandate to Fang Mandate!)

    Not just expanding power abroad but at home as well the Abhidist Monastery that had stood since before the Sattyathanya rebellions “mysteriously” burns down in the dead of night with all the monks inside. Witnesses who refuse to come forward to anyone more formal than their bartender claim to have seen or heard vampires chanting old anti-Satt phrases and slurs dancing around the monastery while it burned. With an icon of the powerful Abhidi removed the corruptive influences of the Fang soon become known throughout the countryside. Quickly shrines to gods and spirits are removed and replaced not with icons of the Shattered Emperors as might be expected of the Fang but instead with terrifying figures of black iron made in the form of the Cinder Queen. (Khirus (40) HC 2 is converted from Abhidi to DRGN-CQ!)

    The Sons of Tafer find their fiery tempers tamed by the soothing ministrations of the Pantheon of Ildia. While the Pantheon itself condemned much of what the Dragon Cultists were pursuing they counseled wise action and cooperation with the existing Ildian worshippers of the region. The contemplative message competes with the local Abhidists whose even more hands off approach was seen by the new converts as having led their country to this point of crisis. The Sons seek salvation in the teachings of the Pantheon spreading them wider within Tafer. (Tafer (44) HC 2 is converted from Abhidi to Pantheon of Ildia!)

    The ascendance of Matrizia as Arndok over Waldemir in the wake of Kasiri and Mar’s reigns posthumously vindicates the latter twos sacrifices for the Mandates as the new Arndok favors and emboldens the Mandates throughout the Isles. Only the Holy Order of the Burners remained untouched by the Mandates grasping tentacles. First the Caverns of Alam, then the Moot Point itself fall sway to the Mandates beliefs wrapped within traditional Coatl Perijanist practices. (Isles of Lazar (28) HC 1 & 3 are converted from Coatl Perijanism to Coatl Mandate!)

    Accepting an invitation from Karys for proselytizing to help prevent instability in the region Tëlir Geza priests venture from their small enclave in Raesija into Palanam spreading their religion alongside the compelling Idol of Däz̨ëlis to warm reception. The people of Palanam were eager to believe in something even a “barbaric northern cult” as some who now practiced the Tëlir Geza rites might have called their current belief years ago. (Palanam (65) HC 2 is converted to Tëlir Geza!)

    While aiding Amham with one hand to begin a spiritual plot to counteract the spirits believed to be ravaging northern Regner with the other hand Sycorax pushes Jalyeong-bo shamans out of Jintha. Moving into the former Grove dedicated to Xincoatl the Sycorax Initiates ridicule spirit worshipers and Shamans at every opportunity offering their Initia interpretations unprompted but with extreme gusto when confronted in any way. A clear cut black and white world wherein spirits were an abject evil become dominant within the Grove as Volzen seek to emulate the no nonsense militant beliefs of the Sycorax who taught them. (Jintha (108) HC 2 is converted from Jalyeong-bo to Initia!)

    In what could only be a coordinated strike no doubt intended to turn the ever slow to resolve Jintha Council to become Initiates themselves Regno also sends Initia teachers alongside its ambassadors who with Sycorax push out all of Amham’s students into the provincial regions of Jintha-held islands. In a few short years Regno and its vassal erase the spirits from the Grove iconographies replacing them with figures of Initia. (Jintha (108) HC 1 is converted from Jalyeong-bo to Initia!)

    Glen Gwitna’s missionaries were an excellent fit for preaching in Glen Gwitna, sharing a similar history of worshipping four great spirits: those of the animals that determined their houses. Working in close association with the natives, the Gwitna manage to convince them to Honor Xincoatl and his court of gods at the same time as their great spirits, in much the same way that the Gwitna themselves do. With a demonstration of how to light fires using sunlight and a glass lens, they also successfully persuade the O'ule to worship the sun (Byon) instead of the Flamefather for all of their firemaking needs. (Whenua Kanga (30) HCs 2 and 3 are Converted from Jalyeong-bo and DRGN-CQ to Coatl Perijanism!)

    Trade!

    The Clanlands give away some of their recently uncovered secrets regarding the Name tags used in Prayer Seals. Less paper is necessary now for simple seals though more complex and just more in quantity continue to demand a hefty sum to utilize. (Prayer Seals Tier 1 no longer requires Writing Materials!)

    Seeking canoes of greater girth and capacity than their traditional Cedar dugout war canoes, house Beaver of Glen Gwitna organizes a large group of craftsmen and woodcutters to build ships resembling those of Izbefe on the shores of Bovalia. (Bovalia (46) Ships are upgraded to [Great] and GWT takes control of TP 3!)

    In one of his final acts as Maharja Sinja invests his own vast personal fortune into the slave pits of Tarraks Krag sending the captives of the goliath tribes directly to Mareen to serve in the mines securing the region’s newfound prosperity and mitigating risk of rebellion in the capital. (SMP upgrades Tarraks Krag (78) Slaves from [Good] to [Great] taking control of TP 3! Mareen’s Silver remains [Grand] and the region does not destabilize!)

    Yondari merchants enter Wybrèz seeking to secure a portion of available tin from their longtime liege. Grado Narudar had been left open by the many happenings upon the Uhraiya in the decades since the fall of Avakonia so here is where the Yondari merchants make their attempt. A generous offer soon sees the League merchants become a regular staple in the region as members of the mine owners association. (YDR buys out Wybrèz (18) Tin TP 1!)

    Former Azenhal merchants turned Lacian financial investment representatives arrive in Tafer with funding that had once fed a dark empire of debauchery and greed. Now it purchases acres of Farrana vineyards. The wine was capable of inebriating with sufficient imbibement but its greatest ability was for it to grant those who sipped it insight into mystical realms. With proper training and the appropriate wine magic could be detected in a rough sense making it valuable for a curious and magical people to possess. (CAL buys out Tafer (44) Farrana TP 2!)

    Looking to collect on their treasure collected in exchange for the land, once walked upon by the Maharaja now returned to the Kunai, the Pride makes a series of successful economic ventures buying up resources from the restored Clanlands. In Dvatla, Bysthia, and Umibe the building blocks that had helped the Kunai recover once are stripped away from them as they struggle to rebuild again. (SMP buys out Dvatla (12) Iron TP 2, Bysthia (63) Bysthian Horses TP 3, & Umibe (55) True Name Parchment TP 1 from KNI!)

    Extending a mercantile but friendly arm towards the rising power center in Varjik Ti Linnad seeks and receives support in securing Sedellan Glass that had been reserved for the Kingdom of Varjik itself for years. What it was the immortal Jaine would ask for in return for this current generosity remains to be seen. (TLD buys out Varjik (58) Sedellan Glass TP 2 from TFR!)

    Angling to cut off access to the majestic Pegasi from the no-doubt brutal experiments of Lindeen the Northern Council enters a bidding war with the sorcerers eventually coming out on top. Pegasi return to their homeland’s hands no longer fueling the magical experiments of the Mandates. (TLD buys out Ti Linnad (21) Pegasi TP 1 from LDN!)

    As the Isles of Lazar experience a transition of leadership an attempt to secure power comes in the complete national purchase of all available mercenary contracts from the Isles companies. This mirrors a similar campaign in Aniachaket whose Kansett Domestic Union now after recent negotiations contracted exclusively with Lazar. A massive influx of soldiers, laborers, and citizens with the resources to provide for them has seriously helped repopulate the Isles since their encounters with the Frostfather. (LZR buys out Isles of Lazar (28) Mercenaries TP 1 & 2 and Aniachaket (24) Kansett TP 3!)

    In addition to their acquisition of men and mutant the Isles of Lazar outbid Ti Linnad in Shona for Blood Clay that had traditionally gone to the Northern Council. The acquisition doubles lazarite trade in the region but has left the increasingly pious Ti Linnad without a non-living sacrifice to the gods. It seemed under this Arndok a brotherhood of Coatl Perijanism only extended so far. (LZR buys out Shona (32) Blood Clay TP 2 from TLD!)

    The Volzen who had staked a claim in the Bovalian shipyards sensing the wind of opportunity, or perhaps the winds of the Brinefather’s wings on the Uhraiya, sell their shares in the shipyards to the region’s new Theocratic masters. Coatl soon moves from the mansions down to the docks as their influence in Bovalia expands once more, this time by coin instead of by blood. (CTL buys out Bovalia (46) Ships TP 2 from JTH!)

    Reaching up into the northernmost reaches of his empire seeking plunder the Exarch reaches into Yondar to pluck from the newest acreages of Darkwood brought about by the volcanic ash that had come a few years back. The old Exarch seems pleased more by the lavishly told stories of bards about the vastness of his empire more than by the quality of the timber. (CTL buys out Yondar (98) Darkwood TP 4!)

    While the Divine Principality of Avakonia may have seemed a distant memory to many on Emjata who had long now suffered under the heavy weights of the dragons the effects of Allantalos’ rebellion could still be felt in Avakonia. Coatl Perijanism had remained the dominant faith under Dvatlan rule though infringed in part by Dvatla’s own cult of gods. The majority of Coatl Perijanist faithful still wound up lending Theocracy merchants an impressive advantage against other bids with sellers hoping some of their harvest would count as holy contribution to the church. (CTL buys out Avakonia (51) Parchseed TP 1!)

    Although beginning the decade as enemies on opposite sides of a war it seems the Jintha and Regno have come to some sort of compromise among mercantile powers. Jintha merchants arrive in Prinde Town in Iadesh where they are welcomed in business trading camels. Collusion between these two wealthy states, for even with its war losses the Sultanate was still a majestic kingdom, could prove a dominating economic alliance in the west. (JTH buys out Iadesh (7) Camels TP 3!)

    Having auctioned off their much more volatile shipyards on the Uhraiya to the Coatl Theocarcy for a tidy sum a portion of that windfall is directed towards acquiring shipyards a little closer to home. Izbefe was renowned for their naval ability and with peace come now again to Regner outbidding the Omanush gives Jintha a foothold in the southern half of the continent. (JTH buys out Izbefe (6) Ships TP 2 from OMC!)

    Sfair finds itself up against Glen Gwitna in a bidding war for the sheep in Cesaria. Perhaps it would have been a more impressive back and forth were the Free Alliance not capable of calling upon the expert merchants of Coatl as well as leveraging local political matters to their advantage. Gwitnan bids are thoroughly washed out and the sheep go to the Alliance. (SFR buys out Cesaria (102) Sheep TP 3!)

    Seeking to punish the thieving Yondari on behalf of their molten goddess the ‘Rid’ix from the Pall travel into Whenua Kanga where they more accidentally than on purpose manage to put together a competitive bid that convinces forges working with the northern League to instead tribute their craft to the Cinder Queen. A large upfront sum payment by the ‘Rid’ix and promises to pay more at a future date if the Queen continued taking the tribute pushes the copper of the region away from League coffers and into Azenhal’s broken and bloated vaults. (RDR buys out Whenua Kanga (30) Copper TP 2 from YDR for DRGN-CQ!)

    Hoping to use the magically sensitive grapes to help the expulsion of heretics, Warden Ollin sets aside Gwitna coalition funds to purchase Farrana grapes. The merchants who carry out this task are on constant vigil, only approaching the edge of the border with Khirus’s territory to trade with locals for the grapes, not wishing for a confrontation with any of the abominations of Xincoatl. Despite these trepidations, they manage to secure for themselves an annual rendezvous for the purchase of Tafer’s grapes. (GWT buys out Tafer (44) Farrana TP 3!)

    In Cawv Dej the local piranhas are beginning to reappear as spirits in the southern waters are stirred by Jalyeong-bo shamans as well as Initiates. With an abundance of the fish and potential fishermen this good fortune could be turned to the advantage of Jintha. (During Round 32, upgrading R76 Cloudwing Piranhas to Good only requires an Economy or Faith action by JTH!)

    At first, the drought in Carida seemed to be simple poor fortune, but as it stretches into its sixth year, a sinister side reveals itself. Living plants are rare, replaced by dead and withered bracken; water brought into the region evaporates within days, sometimes even visibly boiling into steam; and maize farmers begin to disappear steadily. Some of these disappearances are no doubt due to the vampires, but just as many seem unrelated, and with knowledge of the opportunities in New Avakonia, the vast majority of the population finally abandons the region, leaving what little maize was left to rot. (Carida (69) Maize JTH TP 1 and CAL TP 2 are destroyed! Carida currently produces no major resource!)

    War!

    Methods to rapidly assemble defensive palisades had been derived from the impalement spikes of Khirus but innovation had led to shrinking and shortening the massive points which had prompted the realization the materials for a fortress could be transported and assembled weeks ahead of enemy troops. The biggest hurdle beyond existing knowledge is transportation but Peledo solve the problem once strapped with a wagon full of building supplies. (CAL introduces 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!)

    While not exactly a “battlefield” tactic given its implementation behind enemy lines or even during peacetime what amounts to a campaign of terror and sabotage becomes known among the Clans of Kunai. The development of this complete and non-linear war that targeted “non-traditional” targets which drove soldiers out of the military in droves would surely affect wars in Emjata for years to come, hopefully only with the Kunai though likely soon across the continent. (KNI introduces Backline Sabotage. Requires: Saphroxin // Saphroxin, Poison/Drug, Muddy Camouflage. Effect: Use an Intrigue action to trigger a target’s total army amount of Size Losses. Intrigue vs Intrigue, Size Loss reduction techs do not apply, applies after all battles, once/round//One unblockable Distance Loss against target, Slot: Sabotage!)

    General Arunca of the Regno Sultanate has developed a treatise on tactics that focuses on utilizing the defensives specialty of Regno (and many other kingdoms) even on battlefields where normally such tactics and technology would be impossible to deploy. Taking its name after its inventor the so-called Arunca Offensives focused on securing holdouts within enemy territory which could then be held as fortresses of sorts against enemy assault. (RGO introduces Arunca’s Offensive. Slot: Tactics. Effect: With a successful Tactical Maneuvering roll count as defender instead of attacker!)

    The Yondari League was becoming well known for its cleverness not only in their dealings and investigations across Emjata but also on the battlefield. Yondari Rangers as well as more run of the mill soldiers follow a hierarchy that favors intelligent problem solving at its forefront insuring the soldiers are able to execute difficult but decisive tactical maneuvers. [B](YDR gains a Military Specialization - Raptor’s Guile 2d8 on Tactics Rolls!)/B]

    Lassoran Heights is the latest victim of the Khirese Council of the Shattered Mirror a promising young military officer transformed into servant of darkness by trial and tribulation. Perhaps given the “prize” awaiting completion of the trials put on by the Council Lassoran proves not to be the absolute best officer in the empire but he is able. (KRS gains a Mil 8 General Lassoran Heights!)

    High General Sibeal Gorman ascends as the first among the Northern Council’s military leaders. With such massive and consistent threats on the horizon it gives many on the Council peace of mind to know the tactical mind of Gorman was at work defending them. (TLD gains a Mil 10 General Sibeal Gorman!)

    Spoiler: Cinder Queen’s Invasion near Coatl
    Show

    CQA Slash And Burn: 10 + Mil8 +Tech4 = 22
    CTL No Tactics: 9 + Mil8 = 17
    CQA: 6 Units + Mil10 Karas Lifemarrer + Tech 5 + 18 = 39
    CTL: 16 Units + Mil8 Emperor Tizoc +3 Deathseeker + Tech 3 + 12 - 6 Losses = 36
    CQA Casualties: 10%
    CTL Casualties: 45% +1 size loss
    TLD Casualties: 90% +1 size loss +1 coalition loss +1 distance loss
    YDR Casualties: 45% +1 coalition loss +1 distance loss
    CQA Victory! The Cinder Queen loses 1 Unit, the Holy Coatl Empire loses 4 Units, the Northern Council of Ti Linnad loses six units, the Yondari League loses four units! Coatl (33) is Scorched, and becomes Unstable! Coatl TPs 1 and 3 for Corn are Sacked, and become Open! Hrothgar Deathseeker is slain!


    Discovery! Map!
    Spoiler
    Show


    Krace’s travels seem to take an abrupt turn after Rassilion returns to Lindeen. The broken ward stones stop for a time, but he is spotted heading back up across Yondar’s coast. Always heading north. Were troops available to be committed, he might be able to be caught before he reaches whatever destination he may have in mind, but with Lindeen’s sudden aggression, that may not be plausible just yet…

    Jintha's attempt to cut to the heart of what is occurring with the Bloodied Hands seems to find a vein, as their investigators learn a great deal about the present conflicts. It seems there are three sects at war, each with different philosophies - though all three are callous to the loss of life their work causes. The Bloodied Hands, the oldest and original sect and apparently the dominant force in northern Regner as well as Palmor, make copious use of blood magic, and are hoping for aid to recover their headquarters, said to be located somewhere in Les Alpes de Sang, from the Broken Hands. The Broken Hands are the youngest of the three, with a strange, almost calm approach compared to the others and magics apparently more focused on the spirit and perception than the body and the physical. Meanwhile, the Burning Hands, whom hold sway over those parts of the cult located in eastern Emjata, make extensive use of pyromancy, rather than magics dealing with corrupting the selfhood of others - it seems they find people burning to death more preferable. All hope to overtake the others, and those with expertise in martial endeavors, spycraft, and ritual would all be able to help, although in different arenas, to ensure one comes out dominant over the others.

    Terror!

    With a skilled helmsman and guides it becomes possible for pirates, smugglers, and other less scrupulous members of the community to conduct their business. The availability of trained Navigators to guide ships along the coast or chart a course through the misty forest has been a boon to illicit activities all along the northeast. It has even proven to provide a viable support system to deployed Yondari sailors and soldiers the black market acting as a net catching profit where military provisions fell through. This of course relied on a rich economy that provided the necessary incentives to motivate criminals to cooperate with some aspect of law. (YDR introduces Smuggler Networks. Requires -Navigators //Navigators, Gems, Alcohol, Medicinal Herbs. +1 Intrigue Action once/round// -1 distance loss, Slot: Stealth, Sabotage, Traps!)

    Another claimant to the title of Duchess Nari’s Spymaster arises from the retreating remnants of the Northern Syndicate. The Duchess’ existing Spymaster would doubtless soon dispose of the recent arrival upstart challenger if nothing was done to split the vicious women apart. (AHM gains Intrigue 7 Spymaster Junilee Ghermarc!)

    In the chaos that was beginning to erupt between Hermeticists and populists agents from Sfair went almost completely unnoticed outside their interactions with those who promised to sell them the secrets of Resin Casting. An exchange of valuables currently confiscated on sight by the warring factions for the recipes and instructions with demonstration of the resin’s legitimacy proceeds according to plan with no outside interference or failure along the way. (SFR acquires Resin Casting technology from LWS!)

    From the scattered villages of Heartsease, a grumbling echoes across the swamps. A grumbling against the Pride and their lordship, against the dragons and their cruelty, and against the everyday dangers of life. Two abortive revolts, however, show that this was no mere unrest; their leaders escape, but leave behind several documents and a number of foreign goods, including several rings bearing distinctive designs from nearly every nation north of the Pride. With the ringleaders out of the picture, though, a simple show of force is enough to maintain a semblance of order in the region.

    Tension mounts just as swiftly in Tarbaryn, but where the ringleaders were put to flight in Heartsease, here they manage to raise a stronger force. Rakshasa claim the Maharaja is weak, bending the knee to the dragons and allowing them to desecrate their land, while nearly simultaneously several slave revolts break out. The unlikely rebels tear across the region, freeing slaves, destroying monuments to the Maharaja, and gathering malcontents, ne’er-do-wells, and mercenaries to their cause. (Tarbaryn is in rebellion with 2 units led by Tatthan Dalyo, a Mil 8 Rakshasa general!)

    Organizations!

    Agreeing to owe the Feast a favor the Maharaja calls up a company of crusaders to join his traditional armies in Mareen. Given the formal end of hostilities between the Pride and the Sultanate it seems perhaps the lion had other plans in mind for these mercenaries. (SMP owes one Favor to FOR gaining 3 Units for use in Rounds 32 and 33!)

    If the Kingdom of Varjik, or as they now called themselves Avakonia, was known for one thing it was generally standing against monstrosities compromising only when a greater evil demanded it. This attitude serves them well in their meetings with the leadership of the Eternal Lamp and soon the Jaine is spoken fondly of by many Lamps despite her somewhat unnatural personal circumstance as an immortal magical siphon. (TFR increases Reputation with ETL to 5!)

    Dvatla has, at last after many years delayed, completed the Crescent Company base in Zachodnie to the somewhat exasperated satisfaction of the second commander to receive posting to this base by the Company. His predecessor had unfortunately retired and months before the announcement of completion came, died, in the gap between first receiving the honorific and construction being complete. He had suffered a serious wound which no doubt accelerated his demise. No matter the case the new Crescent commander was ultimately pleased to live to see his fortress where command awaited him right in the thick of Emjatan politics. (DVT constructs a CSC base in Zachodnie (16). DVT/CSC Reputation increases to 6 and DVT gains one Favor with the CSC!)

    While Jintha made forceful moves against Omanush holdings in Izbefe they reached out diplomatically to their holdings along southern Estensule hoping to broker an understanding. The Izbefe ships were needed for the Jintha’s own planned voyages and while this undercut the Convoys own exploration plans they decided perhaps it was better to have a larger acquaintance to stand behind when landing upon the shores of a new world. (JTH increases Reputation with OMC to 4!)

    Like their fellow Avakonian nostalgists in Varjik Sfair reaches out to the Eternal Lamp seeking closer ties with the monster hunting organization. The Lamp is pleased with the widespread interest in their services sending senior Lamps to maintain an open dialogue with the so-called Free Alliance in the north. Given the Sfairi ties to Lindeen it stood to reason they might be able to put the Lamp on a fruitful trail. (SFR increases Reputation with ETL to 4!)

    Other!

    Recent years have been hard on Aaenna, with vampires and dragons alike leaving the region devastated. But it is in these hard times that Abhidi shines. The monastic communities of Aaenna effectively take over local government, ensuring that food and shelter are available and resolving disputes. There are even rumors of monks working to rescue those locals captured by the vampires.

    Not even in respite from war does Thae Guceart find peace. Several prominent brewers receive vague threats, which fail to materialize until one of the most prominent dies when his brewery catches fire and explodes. No one is sure if it was accident or foul play, nor even if they should be unusually worried about it, as he had never received any threats.

    Glen Gwitna scrapes together another expedition to search for the Brinefather’s wings, but this one is even more poorly crewed than the last. Following the loss of many good sailors to the storms in their last expedition, only a few of the most stupendously foolhardy Gwitna are willing to sign up for a second attempt. These glory seekers cooperate poorly, and cannot manage to stick to the grid pattern they laid out to hunt for the wings. Many of them also continue far into the storm past the limits of their craft and are drowned. After three canoes lose contact with the rest of the fleet, the attempt is called off for another three years.

    Likewise Whern sends more shamans to seek alliance with the agitated Uhraiyan spirits to remove the Wings but prove no more successful than they had in years prior. Another expeditionary fund is drained with no results to show for it.

    The Saaremaan people have ever been a hardy lot. In the most recent round of military recruitment in the small port town of Vislandi, a vast number of volunteers have requested the chance to fight and die for the Margraviate. So many have signed up that some in the peninsula have raised concerns over the potential loss of these young men; who will work the fields, who will work on the docks, who will catch the fish needed to keep Vislandi fed and healthy?

    At around the same time, a local merchant's guild has informed the Margraviate that a massive source of Spiral Horns has been discovered; a massive pod of narwhals have been discovered migrating close to Vislandi, and they wish to prepare to seize on this chance to whale the creatures. Local shamans shout that Vislandi cannot become a town devoted to whaling. Such vile acts will upset the spirits of the island! The guild points out that they weren't upset by the horns they already took from narwhals, why would they be angry now?

    Vislandi can only really handle one of these policies. The men of Vislandi will need to either hunt the narwhals or serve in the military.

    Region 95 (The Saaremaan Peninsula).
    Rhune may spend either a Military or Economy action in response to this event:
    Military: Region 95 goes unstable, but Rhune gains 2 units.
    Economy: Destroyed HC3, but Spire Horn is upgraded to Good quality (belonging to Rhune)


    The people of [region 107] are hit by a particularly hard winter, and for a year only buy what they absolutely must to survive the cold. As such, local merchants are unable to sell their stocks of Sugar Pine. The price drops hard in an attempt to make up for the lack of demand. As such, Sfairi merchants are quick to capitalize on the sudden drop in prices, and begin bringing Sugar Pine back to Sfair. Region 107 is in unrest! Sfairi Free Aliiance gains TP1 (Sugar Pine)

    As Kunai refugees start to move into the imperial heartland unrest spreads across Karys like wildfire. Many traditionalist are loath to share space with these westerners who, speak an alien tongue, keep to themselves, and don’t even follow the gods. Tensions reach a boiling point when multiple Honmyo priests are found dead outside the Tomb of The Queens. Karys HC3 switches from Honmyo to open.

    The Fresian fly, native to the lakes and marshes between the imperial heartlands and Palmor, are a rare sight in the savannas of Bysthia. Unfortunately the magic of the curse that permeates this area has altered the flies enabling them to colonize new territory across the imperial heartland. Horse are especially vulnerable to the flies, getting infected with a disease known as slumbering sickness at rather alarming rate. As the summer closes the panicked orcs of Bysthia feel forced to avoid the best watering spots in order to avoid the flies prefered habitat. (Bysthian Horse quantity is reduced from [Great] to [Good] with SMP losing TP 3. If a cure can be found to sleeping sickness using a Faith, Intrigue, or Economy action. TN: 12 the sickness will stop and horses immunized from further infection. TN 14: The resource will return to [Great] with TP 3 under SMP as sick horses recover under active medical care. TN 16 the resource quantity will reach [Grand] with TP 4 controlled by the highest rolling cure finder as the disease is quickly counteracted; the speed and effectiveness of the response drawing additional investment to the region!)
    Last edited by Rolepgeek; 2019-02-09 at 09:58 PM.
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  10. - Top - End - #730
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    Default Re: [EMPIRE4!] IC Thread

    Dragons!


    Xo'xa'va'j the Cinder Queen

    Basilis Karas Mar died in agony. Dipped into boiling magma and molten metal, inch by inch, as his very flesh caught on fire. But death was not the end for what had remained of the Basilis. The Flamefather preferred to utilize the skill of her enemies against themselves. What was once Basilis Karas Mar, leader of the Isles of Lazar, had become Wallbreaker Karas Lifemarrer, Dragonforged general. Their appearance was quite different from those Dragonforged created from Azen; Karas was taller and leaner, with brilliant multi-color scales and a predatory aura that could be felt by their glance alone.

    The first skirmishes between Emperor Tizoc’s combined force and the Cinder Queen’s invasion force took place in Lacia, near the border with the Coatlan homeland. The Emperor had chosen to delay the assault until after reinforcements from their northern vassals had arrived. Their united front had driven back the blasted dragon’s forces once, after all. They could, and would, do so again. They would push her back into her dark lair so deeply she would never return! The only issue was…the Coatlans had expected Wingknights and Skyfarers. The Living Walls of Xincoatl’s favor and the Diresnag traps that had cost so many Dragonforged their lives were almost impossible to use while at the speed an aggressive campaign against a force fighting every step of the way was forced to maintain. Without the ability to contest control of the skies, and strike at the dreaded Pyroclast Engines before they were able to set up, the Emperor was doomed from the start.

    Wyverns soared over Coatlan skies, belching fire that clung wherever it fell. Homes and crops alike were razed to the ground in their wake. Pyroclast Engines left tremendous scars in the landscape where they were fired. The wooden armor worn by the Linnadi and Coatlan phalanxes were poor protection against the fire-centric tactics of the Dragonforged. The Yondarian grasp of rhunic aquamancy helped greatly in keeping men from burning to death when they were available, but waterlogged soldiers were slow, and the tremendous war machines and beasts of the Flamefather made short work of the columns and phalanxes, tossed into disarray by the aerial assaults and pressed by the might of Dragonforged formations. Supply lines were ruined. Fields torched. Cities burned.

    All to try to show the Holy Coatl Empire that the Cinder Queen was the only true ruler in Palmor. Defiance would not be tolerated. With the capital under Karas’s control, and the Overvann berserker known as Hrothgar dead after leading a charge that ended with the destruction of a half-dozen siege engines and a four-month extension of a siege, buying the remnants of the Coatlan army time to retreat to safer territory, she ordered it plundered. It would be some time until the region was useful again, and worthy of the gods’ favor. But that mattered little to the continuing army; for now, the Dragonforged General had to continue northwards, towards their Queen’s true objective.

    Lindeen.

    The Cinder Queen’s Army is marching northwards towards Lindeen(101)! Their path will take them through: Shona(32), Glen Gwitna(23), Lascienmo(22), Ti Linnad(21), Dellodar(100)!

    In the wake of a request by one of their few remaining loyal vassals, and a pledge, it seems the Cinder Queen is willing to delay her vengeance for a time.

    As the only state left on the southern subcontinent who did what they were told the 'Ridi'dreq are rewarded for their loyalty to their goddess. While the Flamefather had heard some discontent with her prior gifts she seeks now to reward the innovative desires nestled deep within the recesses of her most devout servants. They were creators and shapers, of the same mold as the tremendous beings that led to their existence, and that of the Dragonforged. To nurture this creative impulse, the Cinder Queen grants her most devout disciples the secrets to caring for, commanding, and even creating the terrible Ashwings. They would eat anything, man, beast, or plant, and listened only to those blessed of the Dragons. While the wyverns were not exactly sapient, they still certainly outsmarted most traditional mounts and were significantly tougher than a natural beast, if demanding to care for.

    (RDR gains Ashwing Wyverns (+1 to battles, requires 3 total DRGN HCs/TPs, Warbeasts/Live Weapons) RDR is asked to force the Coatl Theocracy to surrender to the Cinder Queen!)

    'Vahi'huj the Father of Silence

    Regretfully the Father of Silence finds the wanton ways of his brethren have deepened an innate fear within the mortals of Emjata of what they did not at first understand. Beings like unto their gods made manifest and whole had walked among them and in their ignorance the unenlightened struck at them in anger and fear. Only a few had seen the truth, beyond the tenuous bonds of mortality and materialism. Venusa and Mure had protected 'Vahi’huj with their empire, kingdom, and nearly their lives. Though 'Vahi'huj was not prone to sentiment - it was natural that those of intelligence would gravitate towards dedicating themselves to the Father’s protection - they found the loyalty of these two individuals especially stalwart. Refreshing, in a continent filled with selfishness and loathing.

    In truth, Sees Beyond Blood was somewhat relieved to be leaving Emjata’s shores. With Venusa and Mure to accompany them, the world could surely offer more knowledge outside the petty disputes of Xo'xa'va'j and 'Kidveva'dvu’j, whose violence threatened to undo all that their return had accomplished.. Emjata could wait, after all. 'Vahi'huj would be back one day. To prepare for that eventuality, the Father takes one last tour of the lands they have long called home, before they depart at last with Venusa and Mure, heading west.

    Llët̨sällë, Les Alpes de Sang, and the Azure Coast each receive a personal visit from the wise teacher they had come to know. The dragon tells their disciples not to fear the absence of their Father and to dedicate themselves to preparation for their return. For some, this may be serving the Spellfather, and learning what they might through her. For others it will be integrating into the churches of more traditional worship. Keep the teachings alive and they will continue to guide. While Mure alone was to come on this next great journey, the Kunai as a whole had been most generous and deferential to 'Vahi'huj; a feat which was deserving of a reward. Though 'Vahi'huj would not be around to see the Treasure Trove’s completion, the Kunai had been willing to part with their material possessions all the same. The true lesson learnt, they seek to offer instead of the expected, a gift to the Kunai to fill the Trove with for either the Father of Silence or their sister the Magic Eater, who is almost assuredly still hungry.

    (Hosra (68) Amber TP 1 and Sfair (106) Platinum TP 1 become KNI!)

    'Kidveva'dvu’j the Eater of Magic

    The Road of Tears, finally completed by the Pride, stood as a monument to their bright - if short - reign as an singularly united Empire across western Estensule. The road stood out in the desert, a weeping scar as it bore the weight of silver and slaves onward towards their uncertain doom under the Aspen mountains. When the final brick is ready to be laid, the newly crowned Rakshasa God-King comes to see its completion, and 'Kidveva'dvu’j herself appears from beneath the earth just at the edge of where the road led into a cave she had chosen for her tribute. Her lithe drake form moved through the earth as if it were water or air. Emerald claws and glittering teeth presented without compunction as she surveyed the long line of tribute stretching out to the horizon. Still, it could not be said that the Eater of Magic’s behavior was insulting...indeed, if one were to squint, they might take her acknowledgement of the Pride’s capabilities as a gesture of respect.

    As if to put a marker to her appreciation the Spellfather dives once more beneath the earth, . On either side of the road, the Pride had built great guardian statues in the likeness of their fallen leaders to preside over the entrance into their realm. Perhaps it was that the Spellfather took inspiration from these, for when she re-emerges, it is with two creatures, the size of mammoths, with bodies like tremendous lions and faces like that of a wise man and a cruel woman. Intelligent and apparently gifted to the Pride to serve as true guardians, their names are given as Andropat and Jenopri, and their eyes seem to gleam with an unsettling light as they begin walking to the end of the pass that leads from the Aspen Heights to Xaryx...

    In the Aspen Heights themselves, the Spellfather is less pleased, it seems. It was clever, but no less absurd for it’s wit, that declaration. For true, that general of Anivine’s had returned, heir to Avakonia...but all the while surrendering all claims to the region such had been named for! What farce! What cowardice! What blatant hypocrisy and disrespect for their own histories! She would keep her word; the loophole had been left. But the Eater of Magic is clearly annoyed by the so-called ‘Avakonian’ Empire.

    Disaster: ‘Gxe’dhok’s Revenge?

    The cold that lingers long past its season spreads now south from Whern first into Overvann and then only a year later into Tevrus. Curiously the Long Winter does not enter Delwin despite the region’s proximity to Bhule, presumed epicenter to this winter affliction.

    Long Winter spreads to the Overvann (89) and Tevrus (90)

    ’Ridi’r (85) gains Unrest
    Cays & Bahwick (88) HC3 for Rhunic Animism becomes DRGN

    Spoiler
    Show

    Actions in Long Winter regions are at a -2 penalty , plus -1 for each round it’s been Wintered, up to -4 after two rounds (applies to attacker rolls too, but not defender).

    Instability slowly rises (too cold to do anything about it, but the region also has difficult staying together), units and TPs can be lost or abandoned, HCs will start turning to ‘Gxe’dhok DRGN, and there’s even potential for state infrastructure to be damaged (reducing a random stat by 1 until an action is taken to repair it)

    If all regions you have are in Long Winter, Stats are treated as though half their actual score for purpose of rolling outside your own regions, due to the difficulties of passing back and forth through the storms.

    One Fuel TP can be dedicated to a Long Winter region to ward off the negative effects for a round.

    Long Winter Regions [Round LW Began]
    Bhule (86) [29]
    Ridi’r (85) [30]
    Whern (87) [30]
    Cays & Bahwick (88) [31]
    Overvann (89) [32]
    Tevrus (90) [32]


    The storms continue to ravage the long, low coastline of Masdoli, as the Wings are swept about by their own power, and Arfodir sees some of its routes become unnavigable.
    YDR TP1 for Porphyra in Arfordir (20) and Open TP3 for Dragon Eyes in Masdoli (47) become disabled until the Wings are recovered!

    A number of individuals previously addicted to Dragonflesh in Delwin appear to have become morbidly obese...though not with fat, but rather with excessive, apparently loose muscle. It is disturbing, to say the least.
    Last edited by Rolepgeek; 2019-02-09 at 11:50 PM.
    Sincerely,
    Role P. Geek

  11. - Top - End - #731
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Jul 2012
    Location
    *Redacted*

    Default Re: [EMPIRE4!] IC Thread

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

    Rolls
    Actions:
    1. [Military] Raise the two units of desperate and patriotic men from Saaremaa.
    2. [Military] Send 6 units to aid Yondar in hunting down Krace, equipped with Heavy Wooden Armor (+1 to battle roll), Rhunic Aquamancy (+1 to battle roll), and Sacrifical Magical Supply Lines (-1 size losses) and a Shared CI (no coalition losses).
    3. [Intrigue] Raid Pride TP2 in D̨vatla (region 12) for Iron.
    4. [Intrigue] Raid Pride TP3 in Region 94 for Lead.
    5. [Economics] Buyout Pride TP 3 in Tarraks Krag (region 78) for Slaves with Fish Glue.
    Non-Actions:
    1. Attend event in Bhule
    2. Resist Pride raids and other unauthorized economic activities
    3. Use Darkwood to stave off the Long Winter in Cays and Baywicks

    News and Rumours:
    • The news that the slimy opportunists in Lindeen, hiding still as they are behind the Holy Coatl Empire's military might to keep the Cinder Queen's revenge at bay for years now, would turn upon the vulnerable Ti Linnad under pretenses so false is a mind blowing level of deception in the eyes of the Rhunites. While the Cinder Queen still demands Lindeen blood and the Coatl Empire has defended the north from such retribution even when Lindeen would not act, the degree to which one must be morally bankrupt to backstab those who have given their lives in your own defense is indefensible. It illustrates what has long been assumed throughout the UNC: the Mandate is an nefarious, immoral entity lacking in anything vaguely approaching a honor, deserving only contempt and distrust. The Mandate only serves power, and even defending Lindeen does not make one immune to the Mandate's greed.
    • In Lazar, it appears they believe their job done simply by initially turning the Cinder Queen's forces back. They fault the Holy Coatl Empire for continuing a battle that they themselves quit, attempting to rest on their laurels even as those who turned the tides of battle in their favor at that famous battle suffer at the hands of the same dragon for having come to their aid. All this does is further prove how utterly morally bankrupt the Mandate is, that they would turn on those who so recently fought and died for them. Their greed knows no bound.
    • Suspicions rise as news reaches Rhune of Krace's seemingly peaceful departure from Lindeen. When rumors speak of him heading north of Yondar arrive, action is taken. Only the UNC lies north, making it clear the deranged warcaster no doubt holds ill intent for the Northern Confederacy or perhaps the Norbar itself. The UNC rallies her troops to meet with forces from Yondar to intercept madman before he can do any further harm in his quest to kill the sun.
    • These suspicions only seem to be confirmed when the Acolytes confirm that Krace seems to be headed for Rhune itself. Lindeen seems to have acted to distract the forces of the HCE from Krace. But new suspicions grow in response to this. The Pride now sends out troops to raid UNC supply lines, claiming to do so at the behest of thier allies. If the Pride is now trying to distract the UNC as well, it means they are likely in cahoots with Lindeen, as is Khirus. The strange revelation that the Perijanist leader of the Pride seeks to aid vampires, heretics, and a madman whose purpose is to spite a Perijanist god is disconcerting. Eyes turn to the righteous rebels of those lands, curious what might be done to aid their cause.
    • The Margravine falls pregnant yet again after a visit from her lover. She travels to distant Bhule despite the condition, attending the new king's coronation. However, the very preganant Rhunite does not make it home before the pregnancy comes to term, giving birth to the children under the care of the Acolytes in Cays and Bahwick. Again the Rhunite leader gives birth to twins, Yondari and Rhunite boys respectively named Ivar and Juoksa. However, whispers follow that the children are not normal, much like thier elder twin sisters. A few Acolytes ask what others do not dare: are the two strange baby boys possessed by spirits?

    Spoiler: Ruler Information
    Show
    Family Tree

    Diplomacy: 4
    Military: 8
    Economy: 5
    Intrigue: 5
    Faith: 7

    New Ruler Next Round? No.

    Expected Stat Bonuses: +1 Mil, +1 Int
    Last edited by BootStrapTommy; 2019-02-20 at 02:09 AM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

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

  12. - Top - End - #732
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Realm: The Clanlands The Kunai Clans
    Ruler: Mure
    Round 32
    196-198 IR

    Lost GK Round 30

    Spoiler: Ruler Information
    Show
    Current Stats
    Tensar- born 173ish

    Diplomacy: 2
    Military: 1
    Economy: 5
    Intrigue: 4
    Faith: 3

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


    Spoiler: Actions
    Show
    [Diplomacy - Reclaim GK status!]:

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

    [Diplomacy - Org Base - League of the Beacon - Azure Coast (83) - 3/3]: It takes a fair bit more resources than Tensar would like, but the League of the Beacon's base is completed within the Coast. Where, precisely, he got the funds for this is a little unclear.

    [Diplomacy - Ask Favor (League of the Beacon) - Examine Evidence - Who False Flagged my buyout of the iron TP in Round 31?]

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



    Nonactions:

    -Regno Embassy
    • Probably Sunajin stuff
    • Give Regno Backline Sabotage


    News and Rumors
    -War is over, and though Mure has disappeared, his Name will be long remembered. He leaves behind only the Magatama, and his legacy. There will be few who forget it.

    -Tensar returns home with a woman; specifically, his new wife, Princess Amerah of Varjik- or rather, New Avakonia. Within their first year together, they have a daughter. The little girl has one green eye and one brown eye, a sign of a strong Name. Amerah names her Myrah, after learning that Kunai generally don't name their kids. She is like any normal baby: adorable, up until she barfs on you.

    -The Rakshasa that had taken up residence in the Kunai Clanlands are not given long to get out. Resentment and anger towards not only the god-king but their entire race is poured out in these weeks, and rumors spread of Kunai committing terrible atrocities, ranging from burning the homes of former Rakshasa down to skinning Rakshasa cubs for hats. There are calls for the Treaty of Shadow and Sand to be broken, and for the Maharaja to finish obliterating the entire Kunai people.

    However, these rumors are mostly spread by the fleeing Rakshasa, none of whom bear any obvious signs of physical harm (at least nothing that would suggest it was inflicted deliberately; a bruised arm here or a rope burn there isn't exactly indicative of a mass genocide). As such, these rumors are largely dismissed.

    -What is much harder to dismiss, however, are rumors that families with half-Rakshasa children are being split apart in Umibe. The Rakshasa parent is sent home while the Kunai parent stays in the Clanlands, even if both wish to stay together in one of their nations, and their children must stay with one or the other. The Mure Clan, which oversaw and enforced these splits, argues that the Umibe Clans are Kunai. The Treay of Shadow and Sun states that for the next [5 rounds] Kunai are banned from Rakshasa lands and the Rakshasa from Kunai lands. As such, it is impossible to keep these half-Rakshasa families together without inviting more war. Tensar is not happy about this, but acknowledges that by the Treaty of Shadow and Sand he cannot actually do anything. He reaches out to the Maharaja to try and arrange some deal for these few families; surely a small exception of some kind for these few families wouldn't be a problem?

    -The Kunai outside of Kuniumi breathe a sigh of relief. The Sunajin in particular, seeing that the Oamenii had won the safety of their sacred homeland, invite more of the Regnan people into the Clans. They trust Historian with all of their secrets now (though Sunajin does ask her to keep in mind that they are secrets and should not be shared lightly). Oamenii women are strangely popular with the Bomei Clan. Oamenii in Kunai robes become a more common sight, as do Kunai trying to learn of the aspects. The Enku marks that were previously unique to the Family Casnic also become more common.

    -Umibe is split on whether or not they're happy to be back under the Clans. Mure had earned the respect of the Sogen, and they thought of the Kunai as kin. The Kaigan spend most of their time on the sea, and so some did not even notice when the Rakshasa conquered them or when they were returned to the Kunai. However, the families split by the Mure Clan were almost exclusively Kawa, and the Clan now views their eastern neighbors with resentment and mistrust.

    -Les Alpes, after a very brief period under Volzen care, is returned to the Clans. A few Volzen have already made their way to the island and taken up residence; these few are allowed, as the Volzen were not a direct part of the Treaty of Shadow and Sand, and Les Alpes had the least amount of bloodshed of the fronts in the war by far. Despite the brutality and the bloody nature of the Sanguine, the Volzen are treated well, and many seem to find them cute, almost like pets. Some of the Volzen have taken to learning the sneaky ways of the Kunai, and the Honmyo practices within Les Alpes.

    -The Azure Coast literally couldn't care less that they were back under the control of the Clans. Many, it seems, resent it, and the Kitsune in particular seemed to like being under the Rakshasa. There are rumors that several Rakshasa males never left the jungles, and have been disguised as Jaga in defiance of both the the Pride and the Clans. These rumors are unconfirmed, and given the poisonous nature of the jungle it is unlikely. However, the fact that many could believe it is indicative of just how much the Coast has come to resent the Kunai Clans.

    -A Bomei Clan is formed and sent to the Volzen to teach them of the Kunai's ways, as thanks for the return of Les Alpes.

    -The death of Bomei Wordsmiths in Karys causes a fair bit of outrage in the Kishi Clan (the Bomei Clan within Karys), but the Kunai can't really do anything about it; they're too preoccupied with trying to get their own affairs in order. But the community that did this is reminded of one little fact: the Kunai do not forget those who hate them. This crime will not go unanswered forever. Those remaining members of the Kishi Clan still within Karys grow ever more insular and distrustful.

    -Mure's cerberus is left behind with the remaining Kunai. None of its three heads are particularly happy about this, though the middle one at least seems to understand. The left head is absolutely furious, and the right cries. Alpha comforts the cerberus and begins raising him as her own three-headed wolf.

    -The news that the Serene Marasa Pride would accept Kunai who chose to join the Tora Clan comes a little too late for the Mure Clan. Many families are split apart before the word makes it from Tensar to the Mure overseeing the separations, and for a time it is ignored and more families split. It is only when the Tensar clan comes down personally and demands the Mure allow those to leave that they relent and allow it. And so, those Kunai who are willing to become Tora for the sake of their family (surprisingly few) are sent over the river with their lovers and children. Some Rakshasa, to the surprise of many, offer to renounce their god-king and stay in Umibe with their kids. Alpha does not want to allow this, but Tensar reminds her that her previous Alpha left him in charge. She relents.

    Those few of the Kunai and Rakshasa who are unwilling to either renounce the god-king or pledge to the Tora, however, are split and their half-breed children forced to stay with the Kunai parent. In [region 80], many settlements along the Nagare river receive a massive influx of new human and Rakshasa citizens, or in some cases entire new settlements form.

    Overall, resentment has been built in both Umibe and [region 80] over the apparent lack of care their respective governments showed in this situation. Rumors abound of midnight traversals of the river Nagare between [80] and Umibe.

    -In the Stormcrown Dominion, Meili has continued teaching his daughters (and now son) various Kunai shadow arts; investigation, manipulation, silent movement... all of them learn a little bit, but he shifts his teachings to favor whatever the children take to the most. There are rumors he is teaching Crown Princess Herja what he knows of Wordsmithing, but these rumors are unconfirmed.

    Meili and Sigyn are seen having a heated argument, though the servants are unclear on what; they only notice because of how rare such a thing is. (Something about the decorations in Sigyn's throne room?) Meili eventually storms off, muttering in the Kunai tongue. The two are distant for a few days, though they seem to make up.

    Spoiler: Saved Actions Workshop
    Show
    Round 33?

    [Faith - Conversion - Palanam (65) - Holy Center 1 (Open) to Honmyo]:
    [Faith - Conversion - Palanam (65) - Holy Center 3 (Open) to Honmyo]:
    [Faith - Conversion - Karys (48) - Holy Center 3 (Open) to Honmyo]:
    [Faith - Conversion - Umibe (55) - Holy Center 1 (Perijanism) to Honmyo]
    [Economy 5 - Upgrade Resource - Region 90 - Livestone]:
    [Economy - Great Project - Tribute Trove - 6/10]:


    Round 34?

    [Military - Raise 1 Troop]
    [Military - Raise 1 Troop]
    [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]:

    Round 35?
    [Military - Fortifications (Umibe) - 1/3]
    [Military - Fortifications (Umibe) - 2/3]
    [Military - Fortifications (Umibe) - 3/3]
    [Military - Fortifications (Kuniumi) - 1/3]
    [Military - Fortifications (Kuniumi) - 2/3]
    [Military - Fortifications (Kuniumi) - 3/3]

    Round 36
    [Military 5 - General]
    [Military - Raise 1 troop]
    [Military - Raise 1 troop]
    [Military - Raise 1 troop]
    [Faith - Conversion]
    [Faith - Conversion]

    For Later



    [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

    [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.

    [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 31-32: 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/shows...&postcount=291
    http://www.giantitp.com/forums/shows...&postcount=694
    http://www.giantitp.com/forums/shows...&postcount=708
    http://www.giantitp.com/forums/shows...&postcount=726

    Name Effect Resource Req Slot
    Arunca's Offensive Allows the attacker to be considered the defender Tactics Roll Tactic
    Backline Sabotage 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. Saphroxin // Saphroxin, Poison/Drug, Muddy Camoflauge Sabotage
    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
    Dwarven Fortifications +1 defense, additional +1 in fortified regions, // -1 size loss Stone // Stone, 2 food, Preservative Fortifications, Sappers, Siege Weaponry
    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 // 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
    Standardized Fortifications Fortification GP takes 3 actions instead of 5 // +1 defense Stone // 3 stone Fortifications, Sappers, and Siege Weaponry


    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: ???



    Spoiler: Relevant birthdays
    Show
    Myrah, daughter of Amerah and Tensar (heterochromia - green and brown)
    -Born 196


    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.

    Kishi - (Knight - Karys)
    [/QUOTE]
    Last edited by HalfTangible; 2019-02-16 at 11:26 AM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

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  13. - Top - End - #733
    Troll in the Playground
     
    bc56's Avatar

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    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


    [Mil] Purge Delwin (84) HC 2 (Roll:15)
    The armies eradicating the fleshheads are less than judicious about their application of force, and soon their ire turns to any heretics, not just those who follow the dragon cult.

    [Int] Raid Region 104 TP 3 for Ruined Scrolls from Lindeen (Roll:17)
    Ti Linnad has long been a trading partner with Overvann and this attack on them cannot go unpunished. Although the vile mages are too far to send troops, Overvann raiders strike key distribution points for Ruined Scrolls, carrying off the stock that was intended for Lindeen's use.

    [Int] Secret Action (Roll:12)
    Who, me? I'm innocent, I swear!

    [Fai 5] Relic: The Discs of Prophecy
    +1 to conversions
    As Mara's condition worsens, she becomes increasingly cut off from reality. She drifts through the fortress like a specter, intoning eerie predictions to all she encounters. A pair of scribes are tasked with following her and recording her utterances, which are engraved onto a set of platinum discs. When the episode is finished, and the princess's mind clear once more, seven such discs have been engraved, each with its own cryptic riddles and prophecies. Seers flock to the Discs and copies of their text are distributed throughout the lands in hopes of determining their meaning. Each of the prophecies is seven stanzas long and seems to be a series of instructions couched in metaphor and riddle. Some, convinced they know the answers to the riddles, have already set out to complete them.

    [Fai 1/5] The First Prophecy, and the Quest for the Gate
    The Prophecy!

    The first prophecy spoken by Mara also seems to be already in motion. Reports of the great underground river running through Tevrus freezing over clearly fit the first line, the burning of whale oil to provide warmth in the dead of winter satisfies the third, and the fourth could easily refer to the Long Winter. Soon Overvann is awash in speculation at who the "godless" are and who the seven people it lists are. Many assume the Speaker to refer to Mara herself, as Weden is the god of prophecy, and it would be reasonable to say her tongue has his blessing. As the months rolled by, the identities of the other members of the party were gradually revealed, until, finally, they were fully assembled and ready. All seven members are afflicted by the dragonbone curse, and it would seem that the term "godless" may refer to the cursed people, although that opens more questions than it answers.
    (For more on the gathering of the Fellowship of the Ring Gateseekers, see my news and rumors later this week.)

    Nonactions
    Use Whales to stave off the Long Winter in Overvann

    Support Regno buyout of Granite, as agreed.

    Whern embassy:

    Amham Embassy:

    Spoiler: News and Rumours
    Show

    Frode is married to Chieftess Yfga Bjormir of Whern. However, he is aware that if the fatherland needs hiz services again, he will be called back into battle for them.

    The attack by Lindeen and Lazar on Ti Linnad is a detestable, dishonorable act. The true nature of the Mandates shines through; that of traitors who will fight alongside others at one moment, but will stab their allies in the back at the first sign of weakness, and break treaties without compunction.

    The calling of the Gateseekers:
    Spoiler: The Calling of the Diligent One
    Show

    It became well known that in order to have one's hands "powdered with rock," one would have to work with stone. As such, the search party went out to the mines and to the masons' workshops to seek the Diligent One. At the border of Tevrus, they reached the first mine they were to tour. All of the miners had crowded out of the mine in the hopes that they might be found worthy of accompanying the Gateseekers on their quest, and their supervisor was ineffectively trying to make them return to work. The guards disembarked and began to search the crowd for the strongest man there, but Mara stopped them. "They do not appear diligent to me. Should they not be working?" Nodding at this wisdom, the searchers went into the mine to see if any were still within. The entire place was deserted, but they could hear a ringing sound. They followed it, deeper and deeper into the tunnels, until they at last reached the very deepest point. There, a young man stood, swinging his pick into the rocky wall, his hands and draconic face coated in a thick layer of limestone dust. At their approach, he turns, not recognizing them. "Seer? Why are you here?" "You are the one of which the prophecy spoke, working when others seek glory. Come, and seek the Gate with me." "I cannot. I must work here to pay off my debts.""You are needed elsewhere. I will pay your indenture. Come."
    And so it was that the Diligent One became the second of the Gateseekers to be called.

    Spoiler: The Calling of the Skald
    Show

    The carriage containing the two Gateseekers passed through a town on its way back to Festning, and as it did so, it passed by a skald reciting poetry at the side of the road. Mara was moved to tears at the beauty of his song, and ordered the carriage stopped. When she got down from the carriage, the skald was not there, and she could not see where he had gone.
    They stopped in that village for the night, and the next morning, Mara went out to the same place and once again the skald was performing there. As she listened, he began to leave. She chased after him, calling "Wait, wait!" but he only paused an instant without even looking at her before continuing. Mara chased after him, but she tripped over her skirts and lost sight of him.
    They stayed another night in the village, at Mara's insistence. The next day she brought Sven along. Once more, the skald was performing in the same place, and this time, when he attempted to leave, the two Gateseekers cornered him to speak with him. They saw then that his eyes were filled with a murky fluid, and he could not see. And so it was that the Skald became the third of the Gateseekers to be called.

    Spoiler: The Calling of the Gravedigger
    Show
    The three Gateseekers continued on their way. They came to the place where just a few years prior, a battle between the forces of Overvann and Regno took place. As they went along the road, they saw that someone had erected gravestones by the hundreds in the open field, unmarked but clearly laid out with care. They disembarked and set out following the graves from oldest to newest, curious as to why someone would do such a thing, for the corpses left on the battlefield were the ones who no one came to claim, whose clans and parentage were unknown. They chanced upon a small shack, in the center of the graveyard, a plume of smoke rising from its chimney. The lone inhabitant of the shack was a man of middling age, who explained his presence there simply. "I am a gravedigger, by trade. For many years I have buried warriors with honor, so their spirits might find entrance to Valhalla. When I learned of the many who were left to rot after the battle here, I came to give them the proper rites. It has been four years, but I have only nine graves left to dig. Would you care to help me finish? And you, Seer, would you speak the final rites?" The Gateseekers stayed for four days. Sven helped the gravedigger with the graves, and when they were finished, Leif sang a dirge and Mara gave the dead their final rites, consecrating the graveyard so they could move on. After that, they invited him to travel with them. And so it was that the Digger became the fourth of the Gateseekers to be called.

    Spoiler: The Calling of the Servant
    Show

    After Mara had been gone for two months, Aeshra began to be worried about her daughter. She sent messages to each of the towns to tell their guards to direct the Gateseekers back to Festning. In addition, she told her servants that whoever first saw them and informed her of their coming would receive a month's worth of pay. Now one of the servants was named Runa, she was an old woman, the daughter of Alfhild, of clan Gjøre. She was a washerwoman, and when she heard the proclamation, she began hanging the washing from the top of the wall instead of between the buildings of the fortress. After some days, while she hanging laundry, Runa looked out over the road leading to the fortress, and many miles off, she saw the royal carriage which had left to gather the Gateseekers. Runa was a cunning woman. Rather than give any indication that she had seen anything special to the other servants, she instead finished her tasks, and then went to the Järlin's chambers. The guards turned her away, for she was just a servant. Instead of leaving, she waited outside the door in the hallway. The guards grew irritated with her and threatened to remove her by force, but she would not move. Eventually the shouting grew so loud that the Järlin herself opened her door to see what the ruckus was. Only then did Runa say "Your daughter is on the way back."
    True to her predictions, the Gateseekers arrived the next day. The entire fortress was amazed at what Runa had done. She was old, but yet she was able to see a distance beyond what even the youths could. The other servants began to call Runa "Old Hawkeye," and it was then that it was realized that she was the one of which the prophecy spoke.
    And so it was that the Servant became the fifth of the Gateseekers to be called.

    Spoiler: The Calling of the Behemoth
    Show

    After a week at the fortress at Festning, the Gateseekers set out again to find the last two of their number. They traveled south, to the northern edge of the Black Marsh to continue their search. They passed through several villages, and the people gathered to pay their respects. At the fourth such village they passed through, there was a young man in the crowd who towered an entire head over anyone else present. The carriage stopped, and the Gateseekers disembarked to speak with him; he was the closest person to a behemoth they had encountered. However, the giant did not want to come along. He refused, and when money was offered, he again refused. For three days and three nights the Gateseekers sought to convince him to come, to no avail. They learned much of his history in that time. His name was Knud Egilsson, and he was descended from slaves liberated from the Marasa Pride two generations ago. His size was because he had some Goliath blood in him, and he was a blacksmith's apprentice. His craft seemed to be the only thing that mattered to him. Eventually, in frustration, the Gateseekers gave up. The next day, they began to leave, but Knud came to them with a hammer in his hand, and he proposed a deal which they had not thought of, because they were set in their thoughts. He offered to join them once his apprenticeship was finished in a year, and to forge for them the equipment they would use. And so it was that the Behemoth was the sixth of the Gateseekers to be called.

    Spoiler: The Calling of the Warrior
    Show
    After they had met the Behemoth, the Gateseekers returned to Festning to await him. They traveled north, along the coastal road. Their travel was uneventful, until they reached a point about halfway to the capital, at the bridge of Kryssing. A creature emerged from the water and barred their way. It was a Dragoncursed who had undergone his full transformation, looking more bestial than human. He was covered by the skins of a shark, and he wore the shark's skull as a helm. He said, "This land belonged to my father and my father's father and his father before him. I claim the right to combat against trespassers. Turn back now or pay a toll: a Rune per head." The warriors among the party began to get down from the carriage to do battle, but the Skald stopped them. "We are on a quest of great import, we must go through. Have you not heard the prophecy?" He recounted the prophecy, in the skaldic tradition. "Let us through, sir." The warrior relented. "I will not impede your quest. You look to be in need of a true soldier. I will accompany you." And he continued with them. They still sought after the Warrior, not knowing that he was already in their midst. And so it was that the Warrior was the last of the Gateseekers to be called.

    Name Age Clan Profession Prophetic Role
    Mara Aeshrasdottr 35 Hodeskalle Priestess Speaker
    Sven Snorrisson 19 Neve Miner Diligent One
    Leif Frodesson 36 Sterkarm Performer Skald
    Hjalmar Vidarsson 38 Gjøre Gravedigger Digger
    Runa Alfhildsdottr 74 Gjøre Washerwoman Servant
    Knud Ulfsson 17 Sterkarm Apprentice Behemoth
    Calder Egilsson 23 Spyd Soldier Warrior



    Spoiler: Military
    Show

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

    Units:
    Total = 4/10
    Amham Ducal Levies = 1 (DRACONIC)
    Yemur Ducal Levies = 1 (DRACONIC)
    Kobold Guerrillas = 2
    Eternal Lamp Warriors = 2 (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
    Copper: Region 65, 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: Refined Pician Weapons
    - Ranged Weaponry: Enchanted Arrows X
    - 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
    Coatlan Numerals X
    Violet Oath X
    Full Course Discourse X
    Spymaster
    Wave Bombing 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: 7
    Mil: 8

    Spoiler: Royal Family
    Show

    Name Relation
    Aeshra (55, draconic) N/A
    Clara (69) Mother-in-law
    Kendra (50) Sister-in-law
    Mara (35, draconic) Daughter
    Kelya (33, draconic) Daughter
    Gunter Oriksson (35, draconic) Son in law
    Frode (23, draconic) Son
    Sigurd (23, draconic) Son
    Olaf (6) Grandson
    Ove (5) Grandson
    Wiglaf (3) Grandson



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

    New ruler next turn? No!

    Expected Increase:

    Mil +1
    Int +1
    Fai +1

    Last edited by bc56; 2019-02-15 at 01:56 AM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
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    My Nexus characters

  14. - Top - End - #734
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    The Stormcrown Dominion

    Regions 6, 5, 4, and 3


    Actions
    1. [Economy] Attempt to acquire TP 1 for Ships in Izbefe (Region 6) 9
      With the reorganization of the Dominion largely complete, the Padishah looks towards the future. While Izbefe's demand for timber has long been sated, the ocean kingdom's other trade languished terribly in the wake of Dafi's rule. Intent on finally reversing these fortunes, Sigyn's first step is to attempt to reassert control over Izbefe's thriving shipyards.
    2. [Military] Raise One Unit
      With the threat of war only held at bay by fleeting treaties, the Dominion continues to expand its military presence. New armies are raised in Izbefe and in Binpultry, while plans are made for similar initiatives in Wazham and Avegan.
    3. [Military] Raise One Unit
    4. [Faith 5] Create Relic - The Godslayer Throne [+1 Defense Against Secret Actions 1/round, Reduce Intrigue 1/round as a Free Action]
      While the sprawling complex of the Grand Palace remains under construction, the throne room of the Dominion is finally declared finished. Inside the vaulted hall, the black skull of the great dragon hangs open beneath stained-glass windows of its defeat. And upon a raised dais at the center of its open maw sits a grand throne. Sculpted of gold and obsidian, the high seat curves into a rune-carved disk behind the head of the Padishah, a dark sunburst that accentuates both the enormity of the office and the majesty of its figurehead. Yet the throne's true purpose is unknown save by a select few. Located at the epicenter of the dead dragon's whispered dreams, the throne refines the disjointed ramblings into something more akin to prophesy, casting a bright light on any future event that might threaten the Dominion. Furthermore, even as it draws in and refines the dragon's influence, it does the same with the admiration and fealty of the court assembled before it. Many in the throne room feel their compulsion for proximity to the skull commingling with their loyalty for the Padishah. This devotion, gathered and refined as it is, is even enough to hold the influence of the skull at bay. Though not without cost.
    5. [Faith] Padishah Sigyn continues her study of the Darkness Aspect (3/5)
      The clandestine deaths surrounding Padishah Sigyn's research begin to slow, as new avenues are brought to light with the aid of Sycoraxi scholars. The possibility of a breakthrough, once a distant dream, looms ever nearer on the horizon.
    6. [Intrigue] SECRET 17


    News and Rumors
    • ???


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

    Spoiler: Current Ruler
    Show
    Padishah Sigyn Hestradet

    Diplomacy 10, Economy 5, Faith 5, Military 5, 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; 2019-02-17 at 06:11 PM.

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

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

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

  15. - Top - End - #735
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Däfikä
    (Round 32: 196-198 IR)

    Actions
    1. [Diplomacy] Adopt Cultural Identity: Legacy of the Preserver (1/2)
      Beyond the core territory of the Tëhlër̨khët cultural sphere the D̨vatlans largely preferred to appoint locals who were willing to be loyal as client kings and limit themselves to more distant, indirect rule. The exceptions were in Zeměvčel after the rebellion and Avakonia, which was too strategically important (and believed to be too likely to be attacked). While the people in the client kingdoms were free to maintain their old cultures, with only limited encouragement to assimilate, the presence of D̨vatlan princes, nobles and magistrates as the dominant political power in Avakonia created a more significant cultural divide between the rulers and the ruled. To try to offset this, and prevent any problems from it, the D̨vatlans in Avakonia adopted much of the symbolism and traditions of the old empire, using them to claim legitimacy as the rightful heirs of the empire while slowly adapting them to better fit their own traditions. Though the Avakonian Empire remains unpopular among most D̨vatlans, the old wars not forgotten, recognition of the value in coopting its legacy for their own benefit has started to spread north. After all, while by its end the empire had fallen into corruption, misrule and decadence, there is still much to be learned from what it did well before its decline. The acceptance, usually begrudging, that Dejan must have had the favor of the gods to accomplish what he did is expanded to claim that the divine favor has clearly shifted to the D̨vatlan dynasty, and so used to claim D̨vatla as the rightful successor to the empire at its height. The perception of D̨vatla as the continuation of both the old Tëhlër̨khët kingdoms and the imperial successors is promoted, and the dynasty's connections to Varjik are heavily emphasized in Avakon, in the hopes of making that claim a little more believable.
      Spoiler: Banner of the Avakonian branch of the D̨vatlan Dynasty
      Show
    2. [Diplomacy] Reintegrate the LoWS (roll=14)
      As the situation in a few of the League cities spirals out of control the D̨vatlans are left with little choice but to involve themselves, and the powers that be are left with little choice but to unhappily accept that it is necessary. D̨vatlan magistrates are assigned to the various cities to restore order where it has collapsed and make peace between the different factions to ensure the chaos does not spread further, to varying degrees of success.
    3. [Military] Help defend Ti Linnad
      Unexpectedly not needed to sail west after all, Däfikä finds himself surprised again, though this time it is by the outbreak of war in the east. Though no real formal alliance exists, the friendship born in the war with the old empire remains strongly ingrained in the D̨vatlans. At the same time, repeated economic and religious provocations from Lindeen have left the Linnadi's northern neighbor unpopular at the royal court in Khlıghat. Even worse, Lindeen now seeks to take advantage of the weakened state of Ti Linnad caused by their efforts to purge the south of the corruption of the Cinder Queen. Däfikä gathers his armies and marches east, calling Dažytija, Perivan and Zachodnie to join him. Prince Tälir joins him as well, bringing a small force north from Avakonia and Zeměvčel.
      • 4 units
      • Däfikä (M10)
      • Hard Iron Armor, Camel Cavalry, Pician Weapons, Dwarven Fortifications (+2*) [Camel Cavalry uses same slot as TLD's Wingknights which takes priority. Hard Iron Armor uses the same slot as TLD's Sedellan Coated Armor which takes priority as long as LDN uses SMSL]
      • Route: (15) - 19 - 21
      • Total Contribution: +16
      • TLD Contribution: Mil Spec, -1 size loss, 2 units, +4 from techs with additional +2 with tactics roll success (+6/8)
      • Total: 2d12+22 (or 2d12+24 with tactics)
    4. [Military] Recruit
    5. [Economy] Buyout Hlaali Bark: Deaux (Region 56) TP #3 (roll=16*)
      During the southern war, foreign agents flooded into Deaux and managed to take control of the new sources of hlaali bark developed by merchants from Hathgjil. Now D̨vatlan attention returns to the far western island. Merchants from Hathgjil receive support and funding from the royal court, and are joined by merchants from the mainland coastal cities as well.
    6. [Intrigue] Secret (roll=10)
      Secrecy, plots and schemes have not been a strong point for the D̨vatlans ever since the founder of their dynasty came out of the shadows and began open conquest to reunify the region. But Däfikä is more willing than many to admit that some things are best done back in those shadows. Whether the D̨vatlans will be able to overcome their inexperience and actually manage to achieve their ends remains very much to be seen...


    *I forgot to apply the +1 bonus for buyouts in coastal regions from reputation with the Omanush

    Non-Actions
    • Allow the Dominion, Karys, Regno, Ti Linnad, and Varjik military access
    • Accept the Sfaïri Free Alliance as vassal
    • Gift Enchanted Arrows to Varjik/Neo-Avakonian Empire


    News and Rumors
    • The D̨vatlan royal court is overjoyed at the decision of the Free Alliance to join them. Däfikä is not alone in grumbling about how this was something that was desired, and offered, years ago and is only now being accepted, but late is still better than never. The king is eager to restore more centralized rule and increase his control over the client kingdoms, but admits that in the Free Alliance's case it probably makes more sense to establish a looser overlordship. Sfaïr is offered the choice between true vassalage and status as a client-kingdom (or client-alliance as the case may be): guaranteed protection by D̨vatla but free to repay that protection by contributing to the greater whole in whatever manner they consider best with little direct D̨vatlan interference in their affairs.
    • A pair of royal marriages occur. Däfikä marries the daughter of the Lord of Ksëgëdis in southern Reflas, just a little ways upriver from the sea, to strengthen his support in the region and establish a trusted power base in one of the more influential cities in the core kingdom. Meanwhile, Prince Zäklis, more popular among the open-minded than the most conservative factions anyway, marries the daughter of the ruler of Sivazih in southwestern Dažytija. Dedicated followers of Tëlir Geza, and largely assimilated into Tëhlër̨khët culture, his new wife's family is still originally Dažytijan and believed by many to be less appropriate for marriage to a royal. The marriage does, however, win him support from many of the Dažytijan tribes, particularly the lowland tribes.
    • Khäsglis's body is brought back north, mummified in the D̨vatlan fashion, to be buried in the royal tombs outside Hüpägh. Though it was never officially confirmed, it has become an open secret that he spent his last few years in Estensule with his wife.
    • Spoiler: The Astrand Crisis
      Show
      Part 1 [[during last round]]

      In Starfall and nearby Wesden the democratic movement is the strongest and is able to rouse the most significant support. But the Hermeticists and merchant families in those two cities are also notably stronger than in the others, and have skilled and effectively leadership.

      In Starfall the movement sputters, lacking competent leadership, and the most dedicated and fanatical abandon the city in fear of crackdowns.

      In Wesden the movement does have competent leadership, and the back and forth political maneuvering lasts for months until violence finally breaks out after it becomes clear the movement will not be able to take power peacefully. Weeks of rioting and bloody fighting in the streets ends with a dominant victory for the merchants and Hermeticists. The survivors from the movement flee the city.

      Further west in Aberlyn the merchants and Hermeticists are not nearly as powerful, nor quite as well led. The movement is also much weaker, but has the support of a particularly skilled and charismatic leader. A stalemate forms as the elites are unable to block the movement in the city assembly, but the movement is unable to overcome the elites’ entrenched power. Violence breaks out, though it is more restrained than in Wesden and less decisive. As the fighting slows down into a lull there is no doubt the elites won, but were unable to seriously harm the movement.

      Langmere in the far east started in a similar situation to Aberlyn. The merchant families were somewhat stronger and the elites were generally better led; but neither side was particularly strong. After some political maneuvering the movement largely backs down and its local ringleaders quietly disappear from the city.



      Part 2

      Starfall

      The D̨vatlans had managed to secure significant influence during the earlier conflict with the populist movement. They probably had a stronger position than either the merchants or Hermeticists, though not both working together. In the wake of the collapse of the movement in the city the D̨vatlan and Hermeticist leadership began to fall apart as well, and neither faction was able to take advantage of their strong positions. The merchant families, on the other hand, were very effective at increasing their influence and eventually took control of the city peacefully.

      Tensions then began to rise between the Hermeticists and the D̨vatlans. Despite having no problem with the D̨vatlans themselves, the merchants are eventually pulled into the conflict out of a desire to support their ally.

      Langmere

      Like in Starfall the merchant families take power, though in this case it is due to the Hermeticists simply not having a particularly strong position to resist. The D̨vatlan magistrates are a much more evenly matched rival for influence in the city, and tensions begin to rise between them. In the opposite of what was happening in Starfall, the Hermeticists remain friendly with the D̨vatlans while the merchants’ relationship with them become increasingly uneasy. Worried about the possibility of the Hermeticists defecting to the D̨vatlans if open conflict were to break out, the merchants work to prevent the situation from escalating.

      Wesden

      After the victory over the populist uprising, the Hermeticists in Wesden break from the merchants and attempt to take power causing open conflict to break out between the former allies. Followers of the movement who fled Wesden and Starfall join together, along with the leadership of the movement from Langmere, and return after fighting breaks out again. More concerned with finding allies for the current struggle than the older conflict, the Hermeticists accept an uneasy peace with the movement and the two turn their attention to fighting the merchants. However, the populists prove to be poorly organized, with the different groups from different cities often refusing to cooperate. In addition, the D̨vatlan representatives, who had difficulty in establishing their influence during the earlier conflict and violence, blame the populists for that violence. Much of the D̨vatlan leadership in the city is replaced, and they new representatives make significant progress in establishing their power, though they remain the weakest faction. Refusing to accept the return of the movement in the city, the D̨vatlans find themselves on better terms with the merchants than the Hermeticists.

      Aberlyn

      Despite the continued presence of the movement after their alliance failed to defeat them, the Hermeticists and merchants began to turn on each other. In yet another reversal of the situation in another city, it is the merchants in Aberlyn who make peace with the movement and become allies of convienence. The breakdown in the alliance allows the populists to become the strongest native faction, and they quickly become the leaders of their new alliance. The D̨vatlans, without question the most powerful force in the city now, work to keep the peace.


    Däfikä

    Diplomacy: 5
    Military: 10
    Economy: 3
    Intrigue: 3
    Faith: 7

    Increase: Diplomacy

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3 Holy Order Org Base
    D̨vatla (u) 12 Iron D̨vatla Marasa Sycorax Tëlir Geza Abhidi Tëlir Geza (None) (None)
    Llët̨sällë 10 Dragon Shrimp D̨vatla Glen Gwitna
    XX
    DRAGON/Initia Tëlir Geza Abhidi (None) (None)
    Reflas 11 Giant's Silk D̨vatla Regno (Open) Tëlir Geza Abhidi Tëlir Geza (None) (None)
    Dažytija 13 Dragonsteel D̨vatla Glen Gwitna Jintha Abhidi Tëlir Geza Abhidi (Satt) Tëlir Geza (None)
    Perivan 15 Blackrock (Open) (Open)
    XX
    Tëlir Geza Tëlir Geza Jalyeong-bo (None) (None)
    Zachodnie 16 Marble Lindeen Overvann D̨vatla Perijanism Tëlir Geza Perivite Shamanism Tëlir Geza CSC
    Zeměvčel 17 Honey D̨vatla Ti Linnad D̨vatla Tëlir Geza Abhidi Tëlir Geza (None) (None)
    Avakonia 51 Parchseed Oil Omanush (Open) (Open) Coatl Tëlir Geza Coatl (None) OMC (HQ)

    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)
    Palanam 65 Karys Copper LoWS LoWS
    XX
    XX
    Abhidi (Satt) Tëlir Geza (Open) (None)

    Spoiler: Armies and Technology
    Show
    Units Unit Cap General General Military Specialization Cultural Identity
    5 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
    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
    Expanded Holds Logistics +1 (buyout) ships -1 distance loss roll precious metal, preservative and food
    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
    Magi Blessed Scrolls Recon and Divination +1 defending writing material +2 tactics magical powder, lumber and scholarly artifacts

    Technology
    Technology Effect Requirement Effect 2 Req 2
    Coatlean Numerals +1 (Econ action) writing material +1 (Econ or Faith action) two writing materials
    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 - -
    Full Course Discourse +1 (Stabilization) alcohol +1 (Dip action) crops and meat
    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 0/2 Bani Bowls (effect 2), Full Course Discourse -
    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 1/4(10) Dwarven Fort. (effect 2) x2, Expanded Holds (effect 2), Mass Conscription Llët̨sällë (10) #1
    --Crops 0/4 Full Course Discourse (effect 2), Sacrificial Magic Supply Lines, SMSL (effect 2) x2 -
    --Meat 0/1 Full Course Discourse (effect 2) -
    --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(6) Diplomatic Expedition, Standardized Currency, Standardized Currency (effect 2) x2 -
    --Gems 13/1 Privacy Tapestries (effect 2) Regno (8) #3
    --Precious Metal 0/1 Expanded Holds (effect 2) -
    Preservative 2/6 Dwarven Fort. (effect 2), Expanded Holds (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) -
    Ships 0/1 Expanded Holds -
    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 0/4 Coatlean Numerals, Coatlean Numerals (effect 2) x2, 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

    Zäklis (157) – Cousin of Däfikä. 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. Controversial figure: unpopular among conservatives and traditionalists who consider him too "southerner" due to his childhood in Varjik, popular among those who accept his arguments for increased cooperation with the imperial remnants

    Tälir (166) – Zäklis's brother. 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
    Cattius (184?) – Son 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 brother-in-law of Zäklis. 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. Betrothed to Herja Hestradet, Crown Princess of Izbefe/Stormcrown Dominion (b182)
    -N̨amodl (180) – Twin. Quiet and thoughtful; generally easygoing, but cynical and distrustful and tends to hold grudges if someone manages to anger him
    -Ken̨ghıtt (180) – Twin. Curious and quick to understand new things; honest and eager to share her understanding; stong-willed and unwilling to accept less than she wants; particularly good with military strategy and the logistics of managing an army
    -Zäklis (183) – Inquisitive and affectionate, but uncomfortable with things he isn't used to. Has an interest in Coatl Perijanism from having grown up in Avakon
    -Khläbkhi (188) – Rowdy child, but dutiful if you take a little effort to keep her focused

    (Various other sisters and female cousins, not listed because D̨vatla is highly patrilineal and I want to keep the list short)





    Spoiler: Perivite Shamanism (WIP)
    Show
    The old shamanist traditions of Perivan have been maintained and preserved in the north by the highland and mountain tribes, even after their southern cousins converted to more widespread faiths. Perivite Shamanism shares a belief in spirits and the spirit world with other spirit faiths, such as Jalyeong-bo, but the similarities generally end there. Unlike the rigid and structured legalism of Jalyeong-bo, the Perivite traditions are steeped in mysticism. Spirits and their world are strange and inscrutable, and contact with them, especially prolonged contact, by the untrained is dangerous. Extensive training is required to learn to safely contact the spirit world, and even more is required to learn to understand the strangeness of that world well enough to gain anything valuable from the experience.

    The spirit world is said to mirror the living world, and everything in the living world has a spirit form in it. But the spirit world is an inverted image: the spirits of inanimate objects are conscious, while the spirit forms of living and animate beings are normally unliving and unthinking. When sleeping, people become less conscious and aware, and thus their spirit forms become closer to awareness. Dreams are said to come from vague glimses of the spirit world by the dreamer's partially awakened spirit. It is only after death that most people's spirits awakens fully; the exception being shamans, who learn to wake their spirits and become aware of both worlds. Shamans are therefore said to be both alive and dead, and though they are highly respected they are also feared as no longer entirely natural.

    The main role of the shamans is to act as intermediaries between the two worlds for their people. Though strange, dangerous and not always trustworthy, the spirits have knowledge of many things that people cannot. Seeking knowledge or advice from the spirits requires passing over into the spirit world, which in turn requires an awakened spirit, rituals involving entheogenic drugs and repetative, droning and trance-inducing music, and enough experience to safely navigate the spirit world, deal with the spirits there and find your way back. After all that, the messages are usually as strange and difficult to understand as the spirits themselves and require a good deal of interpretation by the shaman.

    In addition to crossing over into the spirit world, shamans are important for ensuring spirits do not cross back the other way. Some who do so are tricksters, and simply have a mischevious desire to cause petty trouble. Some are more malevolent and seek to cause pain and suffering. The most dangerous, however, are corrupted spirits who desire to experience the living world and to truly belong in it. They inevitably spread their corruption and madness in the living world in their desperation to have what they cannot. These various types of wayward spirits are held to be the cause of disease and misfortune, and so shamans are healers in addition to their other duties. Knowledge of herbal medicines and drugs are an important part of shaman training, and curing a disease and driving out bad spirits are seen as inseparable parts of the same action.

    The Perivites who still follow the old ways consider gods to be merely particularly powerful spirits. Involvement of these great spirits in the living world is cause for concern, but as long as they limit themselves to acting through mortal followers and do not seek to cross over themselves it is not so different from a shaman seeking advice from spirits. Jalyeong-bo, and any other spirit faith that actively embraces possession by spirits, is seen as insanity. Any who willingly allow their bodies to be shared or possessed by spirits become abominations.
    Last edited by Aventine; 2019-02-19 at 01:43 AM.

  16. - Top - End - #736
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance

    Round 32 (196-198 IR), regions 106 (Sfaïr), 102 (Cesaria), 107 (???)
    Dame Elena Blanc


    Actions:
    1. [Diplomacy]Go to 'Ridi'dreq's event
      Spoiler: Subactions
      Show
      Invite ETL, using 1 favor with them.
      Give ETL a unit to man a future base in Cesaria.
      Give ETL Camel Cavalry, Dwarven Fortifications, Elemental Catapults, Hard Iron Armor, Headhunting, Magi Blessed Scrolls, Refined Pician Weaponry, Sacrificial Magic Supply Lines, Salt Wagons and War Caster for favors.
      Give 'Ridi'dreq Resin Casting for Coatlan Numerals

    2. [Diplomacy]Vassalize to Dvatla
      As soon as Elena read the message from Archon Atraxi suggesting an attack on Ti Linnad, suggesting the "freeing them from Theocracy influence" as a pretext, she knew she would have to make the decision she had been dreading for a so long. Even though Lindeen was Sfaïr's liege, Sfaïr was not about to get politically isolated for its sake. Taking resources from any nations they pleased, and spreading their distasteful (although popular in Sfaïr) ideology could be tolerated, but breaking international treaties couldn't be without compromising Sfaïr's future. Furthermore, Elena was not fond of wars, especially wars involving her family members, not after the fiasco in Cesaria Inferior (region 103) that she still had nightmares about.

      She dictated to her advisor a public proclamation, in which she announced the severing of all relations with Lindeen as a result of Lindeen violating its peace treaty with Ti Linnad without any cause and urged all participants in the conflict to seek peace, especially Lindeen as the initiator. She hesitated for a moment before signing it (couldn't it be done some other way?), but then she remembered that these were essentially the same people with the same morals as that accursed witch that stole Elena's father's attention from her when she needed it the most. The Leader of Sfaïr signed the decree with a satisfied smile.

      There was the issue of those following the Mandates. They might, or might not support Lindeen's offensive. Many preventive measures were taken, including: a restriction on Mandate supporters' travel into foreign countries, making the army patrol streets of towns and the recruiting, teaching and promoting more moderate, pacifist Mandate priests who would hopefully steer their sheep away from dangerous ideas.

      Sfaïr would still need protection, of course, so Elena chose to listen to Dame Rosagund's advice for once (though some would say that she was effectively given no other choice by the powerful Governor of Rúgari), and finally agreed to the Dvatlans' constant demands to recognize their government as superior to Sfaïr's, justified by the Dvatlans having autority over Avakonia, Sfaïr's respected former liege. This move has also been endorsed by Jaine Aninvine in private.
    3. [Military]Recruit unit
      The military needs to be strong, to prevent the war from possibly spreading to Sfaïr and to suppress potential unrest caused by pro-war factions.
    4. [Military]Recruit unit
    5. [Intrigue]Secret Roll: 16

    Attempting to end the war non-violently, Elena declares an embargo on Lindeen that is to last until peace is restored. Merchants who do not obey are politely but firmly prevented from taking their goods to Lindeen.

    Non-actions
    News and Rumors


    Spoiler: Ruler
    Show

    Dame Elena Blanc (born 164)
    Diplomacy 6 + 1
    Military 5 + 1
    Economy 6
    Intrigue 7
    Faith 2

    Used specials: M5

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

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

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

    Generals (1)
    Berchar the Walking Wall 6

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

    Organizations
    Name Reputation & Effects Favors
    CSC 4
    +1 to resist Raid attempts in own lands
    1
    OMC 4
    Supported Buyouts of OMC TPs
    0
    ETL 4
    +1 to resolve supernatural threats/problems
    0

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

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

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

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

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


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

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

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


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


    Spoiler: Technologies (19)
    Show


    Active
    Type Name Effect(s) Requirements
    Economy Fish Glue Manufacturing +1 to 1 economy action per round (does not stack) Hooved Animal or Fish
    Economy Surplus Production If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region. Two Pairs of Resources
    Investigation Magical Indicator +1 to Investigation rolls related to magic Farrana - Tafer, 44
    Exploration Diplomatic Expedition Allows Land Exploration with a Pack Animal Tech; Enables Oceanic Colonization with a Ships tech Precious Minerals, Pack Animals or Ships
    Ruler Decentralized Authority +1 to new ruler stat / +1 to two (cannot surpass prior rulers stat) Writing Materials/Writing Materials, Stone, Scholarly Artifacts
    Military Warcasters Mil 5 create a War-Caster (1d4+6) / 1d4+7 fights alone, cannot wield units. Upon a loss he instantly rolls a d2 (1 dies, 2 grievously wounded for 2 turns) Magical transmitters or batteries (bani, soul stones, idols) / 2 magical transmitters or batteries and 1 writing material
    Misc Resin Casting +1 to one CI affected roll / +1 to all CI rolls Amber or Sap / Amber or Sap X 3

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

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


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

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


    Spoiler: Owned TPs
    Show

    64.1 Mrazite (Antimagic, Gem)
    80.2 Malachite (Gem)
    101.2 Sweetwine (Crop)
    8.4 Bani (Magical writing material)
    102.2 Sheep (Hooves, Meat, Wool)
    102.3 Sheep (Hooves, Meat, Wool)
    53.3 Violet Ash (???)
    107.1 Sugar Pine (Wood, Sap, Spice?)


    Need to acquire:
    Horses
    Iron
    Precious Metal
    Stone
    Labor
    Preservative
    Scholarly Artifact?
    Fuel


    Spoiler: To do
    Show

    Saved actions:

    [Diplomacy]Use 1 favor with the Eternal Lamp to invite them to an event. At the event, give the Eternal Lamp 1 unit and any military technologies they desire, respectively arranging for the construction of their base in Cesaria and fulfilling their request for military technologies.

    Great project - fortify Clear Sky Pass

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

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

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

    Last edited by Corona; 2019-02-20 at 01:10 AM.

  17. - Top - End - #737
    Orc in the Playground
     
    kaio999's Avatar

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

    Khirus
    The dark mirror

    THE COUNCIL OF SHATTERED EMPERORS
    Region 36, 37, 38, 39, 40, 41, 43, 44, 47, 68, 69, 70, 71


    Actions

    1:[DIPLOMACY] End Unrest in Aaenna Vampiric prince Sharamin Gisaram. He claims to be over 400 years old and one of the teachers of Dejan himself. What is truth and what is propoganda is anyones guess, but he reveals his power by bringing his acolytes to Aaenna and declaring himself a savior who tried to turn Dejan from his godless beliefs and was exiled for it. He claims Aaenna was the one true faith and HE created many of its founding documents which is why Abhidism is so strong in the region. The name Sharamin Gisaram is in some Abhidist scripts as someone who spread the faiths foundations, but if he is truly this man or a being simply stealing it for his own power is anyones guess.

    The council orders this kindred prince to bring the unrest in Aaenna to its end. SUCCESS

    2:[MILITARY] Sieze the capital of the Coatl of Theocracy region 33 2d10 +16 (8 General Heights, +5 soldiers, +6 Cinderscale Armor enchanted arrows Bhreshi Cavalry Shriekers Advanced Pician Weapons) -1 unit lost +1 unit loss for both sides With no soldiers to defend themselves and the theocracys history of "persecution" of kindred the council uses this moment to pounce. The Cinderqueen had handed them an easy victory in securing the east and guarenteeing the Exarch would join them. Several prominent vampires march alongside this army in the hopes of being the one allowed to sire the liege lord of this great nation and have themselves etched into history.

    The order was simple. Every individual with some right to the throne of the Coatl Theocracy was to be targeted they were to be killed or transformed, and made to join the kindred. The drive to live and feed is one of the strongest of powers within the vampiric race and they hoped once the blood moved through them further conflict (and several units of Khirese soldiers occupying the capital for the new Exarch would keep any of the Xincoatl vampire slayers at bay.)

    Blood King Jaqil also marched with the army alongside stitched abominations and various ghouls and bloodbound.

    3:[DIPLOMACY] End Unrest in Razzak Hugo is warned his paradise will suffer if he does not bring the rebellious elements to heel. SUCCESS

    4:[MILITARY] 1 unit Blood queen Hethra a stunning woman wielding 2 blades and a chain of gold that attaches her weapons. She is said to be a horror on the battlefield, and moves with spider like grace and terrifying practice.

    5:[MILITARY] 1 unit Catapults a unit is gathered and trained in the new weapons.

    6:[DIPLOMACY] Outbid CSC support away from the forces of Ti Linnad. Ti Linnad is on its last legs and shattering its ability to maintain a military would be invaluable to snapping this empire Coatl has built. The dragon has weakened them Khirus will finish them, and better yet by outbidding Ti Linnad they can have access to the CSC leadership base.

    7:[DIPLOMACY] Make a deal with a dragon. The cinder queen is contacted by the council of emporers and a deal is struck to keep the armies of the dragon from marching on lindeen, a promise is made and Khirus must now act to keep that promise.

    [/URL]

    Nonactions

    Embassies
    Spoiler
    Show

    Serene Marasa Pride-

    Regno-

    Coatl Theocracy-

    Concordance Republics-





    News and Rumours

    Horrors from Khirus
    • The Inyoni are no longer openly displayed but its rumored each emperor keeps a cage with whitefeathers who have been transformed into blood dolls. They are degraded and enslaved and their minds are twisted and bent forcing the once proud race to love those who enslave them.
    • Rebellion has gone silent. The streets of Khirus have returned to some level of normalcy after the disturbing displays, but now fear and not lavish parties rules the day.
    • 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 screams less.
    • 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.
    • Sharamin Gisaram is named prince of Aaennna, he claims he wants to keep the faith of abhidism alive.
    • Tafer is visited by a elder who calls himself Vayan Talin he has named his praxis and declares himself prince and establishes a small coterie and rallies local police forces from Azenhals control promising them nothing will change so long as they let stability maintain itself here.
    • Azenhal is the heart of the Cinderqueens domain and that region is named ruled by her alone no vampire has a right to claim the region.


    Rebellion
    • Turned to dust...
    • Whispers as far from the lips of enemies as they can get.




    Spoiler: Ruler information
    Show


    The Voice
    Diplomacy 4+2
    Economy 2
    Military 7+1
    Religion 9
    Intrigue 3

    Lassoran Heights (8)
    The Champion (8)
    spymaster Tyras (10)



    New Ruler Next Round?
    NO

    Military Units 8/17
    1 Blood King Jaqil (Not much is known but the death of one of his fellow elders fascinates him he wants his own life to teeter on the edge of existence)
    1 unit of stitched abominations
    1 unit of shriekers
    1 unit of Republican Defenders
    1 unit of Qurgle's Pician Grave Guard
    1 unit of Atrisian Republican Defenders
    1 unit of Azen Wyvern Legion
    1 unit of bloodbound

    [/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
    Sedellan Glass Armor
    Warded Locks +1 against tech theft
    Privacy Tapestries
    Red Herring Evidence
    Wave Bombing
    Meteorological Navigation
    Fish Glue Manufacturing
    Full Course Discourse +1 stat for leaders.
    Coatlean Numerals
    Enchanted Catapults
    Magi Blessed Scrolls

    - 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: Magi Blessed Scrolls
    - Stealth, Sabotage, and Traps: Diresnags
    - Fortifications, Sappers, and Siege Weaponry: Enchanted Catapults
    - 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
    +1 faith
    +1 mil
    +1 dip

    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

    Prince Gallilae- Rules over 68, 69, 70 and 47 he has fought many monsters and established the cursed lands as his territory with fear and terror. Hosra is his capital and he may lose certain regions to rivals but for now few seem to want the cursed lands.
    Prince Sharamin Gisaram- Rules over Aaenna. Claims to have helped shaped the modern faith.
    Prince Hugo- Rules Razzak keeps the spice flowing, his price is the blood of beautiful young men never seen again.
    Blood King Jaqil-A powerful elder in search of murder and his own death.
    Diplomat Tassadin- Diplomat hand picked from among the people of Razzak currently a ghoul and lover of representative Mila
    Diplomat Selenity- Elderly Diplomat in Regno
    Emperor Yuval Harari- A member of the shattered emperors, one of the oldest necromancers in known existence, he became a vampire at a very old age and has immense power within Khirus.
    Merchant King Tyras- runs the spy networks of the Emperors.
    Emperor Kathine Harlon- The youngest emperor.
    Prince Vayan Talin- One of the first elders to move into the territory granted by Azenhal.
    Last edited by kaio999; 2019-02-19 at 04:29 PM.
    Amazing avatar by Gengy

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

  18. - Top - End - #738
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: [EMPIRE4!] IC Thread

    Jintha

    Ruler: Taelia Riveria
    Round: 32 Region: 75, 76, 108



    Actions:

    1. Secret
    Why so sneaky.

    2. [Economy] Upgrade 76 Cloudwing Piranhas to Good (with a normal action as stated in the round opener)
    After the piranhas return to the waters Jintha spares no time to invest in the region to bring back this profitable trading sector.

    3. [intrigue] Steal Alchemical Artisans from LWS 14
    The LWS are done and Jintha knows it however they have technology that cannot be lost to the history books and attempts to document it before it does.

    4.[Economy] Attempt to cure the The Fresian fly slumbering sickness issue in Bysthia (63) Success 20
    When Jintha learns about the slumbering sickness plaguing Bysthia it is quick to respond and send over aid to counteract the issue.

    5. [Diplomacy] Increase rep with OMC Success 15
    The partnership with the OMC only continues to grow as Jintha goes back to negotiate once more.

    6. [Economy] tribute Success 22
    The spellfather has not deemed Jintha worthy of a gift for their tributes a greater effort is made and Jintha delivers a grand tribute to the dragon.

    Non Actions
    • On request of CTL support Gwinta to be the new head of Coatl Perj
    • Send Silver to Regno as tuition for the Volzen currently studying at their academy.


    Ruler Stats:

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

    Spoiler: News and Rumours
    Show

    • The Jintha council voted and could not reach a decision upon whether to follow Initia or JB and therefor issues the following statements to both faiths. "Whomever preaches in all three of the holy centres in Jintha (108) for a continues period of six years (2 turns) shall have Jintha's support and following."
    • Volzen travelling the world find that they are welcome and meet little hostility
    • Taelia considers resigning from her position as she reaches 146 and decides it might be time to do some some painting. She starts giving more detailed reports to the council in order to train a replacement.
    • Volzen trade ships on their way to Izbefe and Iadesh on the trade route for Ships and Iadeshian Camels make sure to stop by Les Alpes de Sang to visit friends and Family.



    Spoiler: Treaties / Alliances
    Show

    • Sfaïri Free Alliance: Mutually abstain from buying out each other's TPs unless permitted
    • Embassy from SMP
    • Embassy from Lindeen
    • Embassy from Amham
    • Embassy from Regno
      Trade our resin casting for their coin armour.


      Temporary



    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource
    6 2 Ships
    7 3 Iadeshian Camels
    13 3 DragonSteel
    31 1 Azonite
    45 3 Incense
    56 1 Hlaali Bark
    64 3 Mrazite Crystals
    75 1 Huo-Ke Squid
    76 1 Cloudwing Piranhas
    77 2 Silver
    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
    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
    Backline Sabotage Pick a singular realm, 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. This CAN be used more than once per round and the losses occur in place of the size losses one would have normally had./ Can be used in the Sabotage slot to cause an extra distance loss. target player instead of realm Saphroxin Saphroxin, Poison/Drug, Muddy Camoflage No No
    Bani Bowls 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) Banil Bani, Cloth, Alcohol, and Wood No No
    Camel Cavalry +1 to battle rolls n/a Camels OR Bhreshi Hounds OR Horses N/A Yes N/A
    Coatlan Numerals +1 to 1 economy action per round (does not stack) +1 to 1 economy or faith action per round Writing Material 3 Writing Material Yes No
    Decentralized Authority +1 to new ruler stat +1 to two (cannot surpass prior rulers stat) Writing Materials Writing Materials, Stone, Wood, Scholarly Artifacts Yes No
    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
    Headhunting Halves enemy leader Mil for battle and kills leader. N/A Tactics Roll + Intrigue 5 Special Action Available (You don't have to use it as a separate action. You don't have to win the usual assasination roll, just the tactics roll. The enemy may choose to resist with Intrigue, if they wish) N/A Yes N/A
    Heavy Wooden Armour +1 to battle rolls N/A Wood N/A Yes N/A
    Himitsu +1 to Investigation Difficulty N/A Writing Materials N/A Yes N/A
    Living Wall +2 defense roll N/A Magical Building Material, Copper, Animals N/A Yes No
    Magi Blessed Scrolls +1 to defending +2 to tactics rolls writing materials writing materials,magical powder, lumber, scholarly artifact Yes No
    Magical Indicator +1 to Investigation rolls related to magic N/A Farrana N/A No No
    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
    Resin Casting +1 to one CI affected roll +1 to all CI rolls Amber or Sap Amber or Sap X 3 No No
    Sacrificial Magic Supply Lines -1 size loss roll +1 opponent size loss roll Crops 3 Crops No No
    Salt Wagons +1 to unit cap -1 size loss roll Preservative 3 same or different Preservatives No No
    Sedellan Armor Coating +2 on battle rolls vs. enemies w/ overtly magical techs N/A Sedellan Glass N/A No No
    Spymaster Allows recruiting Spymaster with I5 action N/A Precious Minerals, established espionage group N/A Yes N/A
    Standardized Currency Endorse buyouts in your regions regardless of TP owner Endorse Buyout resist (+2) your regions Precious Metal/Gems Precious Metal/Gems X 3 Yes No
    Violet Oath +1 on rolls to resist secret actions N/A Violet Oak N/A No N/A
    Warded Locks +2 to resist item/tech thefts N/A Hard Metal N/A Yes N/A
    Wingknights +1 to battle rolls N/A Pegasi N/A No 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; 2019-02-16 at 05:19 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  19. - Top - End - #739
    Barbarian in the Playground
     
    Reggiejam's Avatar

    Join Date
    Jun 2014
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    Female

    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    DRAGON SLAYERS




    Region 28; NE Corner

    Round 32 (196 - 198)
    Arndok Matrizia
    Diplomacy: 1
    Military: 3
    Economy: 8
    Faith: 5
    Intrigue: 3
    Spoiler: Portrait
    Show




    1 [INTRIGUE] Seek the Brinefather’s Wings (1/2)

    The Wings were disrupting trade on the Uhraiya which was rippling into Badan down near the Canal. With business interests vested in trade between these seas it would pay to get rid of this ongoing threat to business. Some argue the Wings should be destroyed, a rational position and no doubt one that would have been embraced by a more traditional Arndok but Matrizia was far from traditional. While the Wings may have been a relic left behind by one of the demons of ‘Ridi’r that did not mean they could not serve a holy purpose under proper care. Given the interest demonstrated by Whern and Gwitna in these relics it seems important to secure them before they do.

    2 [INTRIGUE] Seek the Brinefather’s Wings (2/2) Failure

    According to what was known of the Wings if they were brought to the Isles they would make them impenetrable to outside forces due to the ferocity of the storms they carried. It would no doubt affect local trade and opinions to be under a constant magical downpour but the Arndok seems little concerned with any incidental impacts on common opinion. The idea of an impenetrable lab fortress protected by sky and sea themselves from which she might conduct her experiments unbothered by the outside world appeals to her greatly. Her full support is brought to bear from among the Isles loyal magi though it was still yet up to Xincoatl whether their attempts to penetrate the storm in small ships crewed by daring eagle eyed divers proved worthy of His favor.

    3 [FAITH] Restore Sumwyr (99) HC 1 to Rhunic Animism (1/5)

    Hearing of the C'tenzi from reports of the countryside damaged by Krace’s return the Arndok grows curious about the spider-people of the caves. Ostensibly sent to help the Rhunic Animists restore their sacred Merad Monastery the agents of Lazar were in truth sent to observe and make contact with the C'tenzi lords of the deep. Coatl Perijanism held sway at the Mountain’s Cup already used by C'tenzi and human worshipers to recognize celestial holidays giving the foreign agents some pretext for contact. While the Monastery was to be restored to its Animists ways in a show of good faith from the Isles to Yondar, according to Limis at least, much of the lazarites time in Yondar is spent away from the work site seeking some arrangement with the C'tenzi. Despite their frequent tardiness to the site progress does begin in restoring the Monastery funded largely by hefty donations by the absent lazarite work force.

    4 [FAITH 5] Cast Out Ti Linnad from Coatl Perijanism

    The Orradi Shollarissi debates are declared heretical and displeasing to the church. Ti Linnad has long balked at the requirements of worship failing to fight for their brothers in many engagements. Choosing infidels over brothers. Softening their beliefs until they were nothing but a meaningless facade, a mask worn to hide their true intentions. For some the accusations ring hollow coming from Arndok Matrizia of all Coatl Perijanist leaders but for many common followers the Arndok had been head of the church so long it was difficult to imagine her declarations were not divinely guided. For their accumulated history of acting against the church's interest or standing by when better men acted but officially for the notion of worship without sacrifice being heresy in high order the Northern Council of Ti Linnad are cast out of the eastern brotherhood.

    5 [MILITARY] Defend Isles of Lazar (28) using 1 unit under Basilis Ka Feroh (8) equipped with Heavy Wooden Armor and supplemented by the CSC forces at Black Crescent 2d10+11

    When Yondar makes clear its plan to attempt a coup Matrizia departs with the armies heading to Aniachaket rather than remain behind and face possible capture. The drinking general Feroh is left with a company of mercenaries alongside the Crescent Company garrison in the organization's island fortress to fend off this assault from the continent. If Aniachaket could be secured without trouble from Coatl even a loss in the Isles wouldn't be an end to Matrizia's machinations. If the Isles and Aniachaket could both be won all the better.

    6 [MILITARY] Invade Aniachaket (24) using 3 Units under Arndok Matrizia (3) equipped with Eastern Tonic (First Distance Loss after 4 Regions) and Heavy Wooden Armor 2d10+7

    The entire Kansett Domestic Union did business with Lazar. The Isles protected the Kansett from the maw of the Spellfather. Now as the Theocracy trembles under the weight of empire and the great fiery dragon gloats in her victory over Tizoc's crumbling empire Aniachaket is left poorly defended by the Theocracy. The desire to move closer to the fighting, it was after all a lazarite from the Isles who was able to turn the Cinder Queen back the first time she attempted to pass the Canal. The Eastern Tonic broadened the Isles range but they would need a closer outpost. It is hoped Tizoc will not protest the annexation though the heavy drinking Volzen general Feroh and the entirety of the Isles armies are sent to ensure the engagement goes as planned.

    ROLLS 1

    NON-ACTIONS


    LINDEEN EMBASSY
    • As Ti Linnad has done nothing of substance other than die in answer to the dragon threat whereas Lindeen and Lazar have fought and cast back dragons from their shores even casting one now down below it is deemed critical to support Lindeen's expansion to better position themselves to answer the dragon threat. It is known the Premiere who ruled was a zealous leader brought about in the anarchy following the Theocracy's successful invasion and the storms the Wings brought the Uhraiya. Lindeen can surely find a candidate more fitting to lead the Northern Council in these trying times.


    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]
    • Five children of the flame are selected by the Arndok's magi from across the diaspora of Coatl Perijanism's teachings under orders to seek those especially gifted by the gods with unique mutations. The most obvious of the candidates selected by this criteria is Elmina an Aranea "spiderspawn" from Sumwyr. The girl, still just a baby, was the culmination of months of negotiation with an anonymous C'tenzi male who after much effort on the part of Matrizia's people agreed to sire an Aranea with a human slave brought for just such a purpose. The baby Aranea had all black eyes and dark thick skin greyblack in color but otherwise appeared similar to an Oamenii child with pointed ears and all. Another selection from the weird was Gothel a young Kansett spawn from Aniachaket still yet undeclared in gender. Gelmig an O'ule from the Whenua Kingdom was rumored to be a slave child or have been abducted in a Church raid on heretical practices deep inthe jungles of Whenua Kanga but the Church maintains young Gelmig came to the Church from parents willing to see their child serve Xincoatl. Yesif a blue scaled Lazarite hatchling marked the continued presence of native sentiment even within the cosmopolitan church. Last among the children was healthy young Polmaro a human boy from Avakonia brought to the Isles by pilgrim parents whose fierce claims of divine visions for their child pushed him into contention to be the next Arndok.
    • Limis seeks to act well in her role as a Saret Ka left free from more severe Arndok oversight. Having secured funding from a number of wealthy magi and retired mercenary commanders to cross the Badan Canal to the former lands of Whitefeather where the Exarch now ruled seeking to secure their foremost shiprights in the name of the Isles merchants are dispatched to make the long journey. The storms brought by the Wings of the Brinefather made business on the Uhraiya risky and dock work such as the kind the lazarites were seeking to invest in especially so. Nevertheless, the Isles were among the easternmost regions in the known world and it was off their eastern shores the interminably curious Rhunic Animists had poked some giant beast across the waves. Limis was as curious as any now regarding the mysterious eastern continent but to reach out the Isles would need sturdy ships and the shipwrights of Bovalia were renowned for their skill. Unfortunately for Limis and the exploration-minded of the Kiin Sareteh when the merchants arrive in Bovalia they find Gwitna has beaten them to the punch securing the last viable ports with their own extensive investment.
    • The coinciding invasions by Lindeen and Lazar cannot be anything but a coordinated strike against foes to the Mandates, namely Ti Linnad. While Matrizia had not seemed inclined in her early reign to use her title as Arndok for her research purposes now that it could play a political role she didn't hesitate to exercise it. Glen Gwitna had been expected to seize the leadership of the church with their declaration of a holy pilgrimage site but instead Lazar's twisted hands had been left holding the scepter. Matrizia certainly would not object to the power it allowed her though Limis seems concerned over her Arndok's more assertive role now as time goes on.
    Last edited by Reggiejam; 2019-02-10 at 06:08 PM.
    Thanks Gengy for the avatar!

  20. - Top - End - #740
    Barbarian in the Playground
     
    RandoMan's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Holy City of Tria Sanctus
    & the Lacian Territories

    (Round 32, Region 35)

    Her Holiness Third Astérionnag of Tria Sanctus, Dyfex
    Diplomacy: 2
    Military: 1
    Economy: 5
    Faith: 5
    Intrigue: 4

    Actions
    1. [Faith] Claim Pantheon of Ildia Faith Head uncontested - As the only Ildian state remaining after a daring resurgence Tria Sanctus of Lacia shall duly claim the mantle as head of the faith nearly forgotten in the endless march of southern war. The Pantheon of Ildia shall have peace for the people, not war. The cycle of violence must end and Dyfex hopes she shall be one of the ones to help end it. She is the Astérionnag blessed ruler of the holy city of Tria Sanctus and she asks all who hold the Pantheon of Ildia dear to take heart for they were not forgotten; they were remembered and they were loved. Vowing to do what she can to relieve the suffering of the Pantheon’s followers and all creatures of Emjata and the countries beyond Dyfex proclaims herself head of the Ildian faith hoping the small point of light it represented might soon glow more bright again.
    2. [Faith 5] Form Pantheon of Ildia Holy Order in the Inyoni Crescent (45) - The Inyoni have suffered deeply in recent years and while a great many escaped to Varjik many more still remained in the Crescent for abuse by the Theocracy and Khirus. As chosen of the gods blessed with their own magical ability to change shape it is the least Tria Sanctus might do yo recognize their divine pedigree as they send what aid they can to their former guardians. The Inyoni transformation onset by the incense of the Crescent is officially proclaimed a blessing not a curse by Ildian holy law. A designation of most pious and outstanding Inyoni from the Crescent are then appointed as the first Feathers of Echeler holy guardians and tenders to the holy places of the Inyoni Crescent.
    3. [Economy 5] Upgrade Tevrus Livestone from [Minor] to [Good] - Tales from the Eternal Lamp warrior-migrants of Overvann of the capability of “kobolds” to engineer massive warriors crafted from “livestone” intrigues Dyfex. She insists upon looking into the matter further despite protests among more conservative members of her advisory board who sought to use the lifted coffers of the lost Azenhal for other ventures. For all the Astérionnag knew the capacity to craft these golems was a highly guarded secret and she had secured no promises from the ruling Jarlin anything would be shared for improving the capacity of livestone in the kobold homeland. Nevertheless Dyfex is quite insistent as to her desires regardless of any potential payment now. Eventually, she assures her followers, the action would pay off such was the way of the gods and why the souls of the earth returned over and over through man and blessed creature to experience the effects of prior actions upon the world until they realized unconditional kindness offered the sweetest returns. The Lacian tribes who followed Dyfex for her spiritual wisdom are sated but many expats from Azenhal looking for profit are frustrated by the woman’s perceived flightiness.
    4. [Economy] Buyout Yondar (98) Darkwood Open TP 1 with Fish Glue & Hammer 9 - There were many Yondar merchants in Palmor doing business from the coasts of Atrisia to Lacia itself and so it was little surprise when Yondari news became mixed up in Palmor merchant gossip. The faraway kingdom in the northeast had always been viewed a bit dimly in truth even by the politely “rugged” Palmorians all the while Yondar expanded into markets left fallow by the constant southern war. In recent years Yondar had grown into quite an impressive kingdom alongside their ally in Rhune further northl. As such when news came of an open bid left decisively unclaimed by the isolationist relocated ‘Ridi’x on Yondar Darkwood the people of Lacia were most eager to request permission to journey north and make a bid not only to further satiate their desire for timber but also to look upon the capital lands of this northern power who did so much southern trade. After purchasing the reserved rights from the 'Rid'x the Astérionnag approves an expedition hoping to develop positive relations with these Yondar’s Queen. The Hammer of Trodje, which had been smuggled out of Azenhal as part of Dyfex’s coup, is sent alongside her most trusted tradesmen from the Argatian tribe and those of the former Azenhal and Palendor merchant guilds who’d supported her in her struggle for power.
    5. [Intrigue] Aid the Rhunic armies in their attempt to counteract Krace by locating the rogue warcaster 12 - Byon is believed to be a Perijanist interpretation of Echeler and Krace had almost undeniably by the memories of that day when the sun was eclipsed been vessel to the godly form of the burning daylight. If Krace had brushed with Echeler’s unknowable true divine form and was now some madman left to dangerous pursuits of solar destruction he was in imminent need of capture and intense care to recover what senses Lindeen might have left the poor wretch with. It may even be for Krace death might be necessary to safeguard the continent from his wicked machinations were he unwilling or unable to repent. Aid would be provided to any who were seeking similar measures including lethal means to curtail Krace in his activities although the likes of Lindeen who seek to control the demi-god for their own ends are unwelcome within the Lacian camp.
    6. [Intrigue] Investigate cultural connections between Overvann and Lacia - The Eternal Lamp's arrival in Lacia had not only brought the necessary security to ensure the priests of Ildia could operate without fear of vampire or magi attacks in the streets but the men of northern Regner had brought stories different but not dissimilar to those ancient tales of the Lacian tribes. The original milk-faced tribes who came from the lands faraway had come from the northwest, further even than Overvann and so too had those who came to inhabit the great northern kingdom today. Was it possible the people of Overvann were a lost tribe, or more, who had come from the Old World once conquered the John? Dyfex as well as many scholars of history are interested in the possibility and while there were other matters that could be tended to this matter could be handled openly and hopefully with the cooperation of the Overvann's Jarlin. The Astérionnag promises to make all uncovered information available to the Jarlin for her review offering to broaden the scope to include points more relevant to the ruler's interests should she wish it.


    Non-Actions
    • Disallow Khirus or Coatl armies from passing through Lacia (35)
    • Fail to resist DVT buyout of Deaux (56) Hlaali Bark TP 3 13


    Embassies & Troops
    Spoiler
    Show
    Azenhal Embassy with Khirus
    • In simple terms the Cinder Queen's threats were not bound by any law be it mortal or immortal pact so she had been allowed to pass and Coatl in fair turn to try and meet her. Khirus on the other hand was bound by their own Council's vow to peace with Lacia so their refusal of passage en route to Coatl is expected to be respected. Failure to do so would make them oath breakers, admittedly a stigma that did not seem to concern their confederates in Lindeen, but many had long placed some level of trust in regard to the word of the southern vampires so the stain bore more weight. They are informed that Coatl armies likewise will not be allowed to pass through Lacia.


    Varjik Embassy with Azenhal


    Azenhal Embassy with Serene Marasa Pride


    Azenhal Embassy with 'Ridi'r
    • Attend Treaties in the Trees


    Troops: 2 Units
    Cap: 6 Units

    • 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

    Last edited by RandoMan; 2019-02-18 at 10:34 AM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  21. - Top - End - #741
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: [EMPIRE4!] IC Thread

    The Tundras of Whern

    Years 522-526 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 5
    Military 9
    Economy 1
    Faith 6
    Intrigue 1

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

    No New Ruler Next round.
    Spoiler: Family
    Show
    • Yfga Bjornir, 29
    • Frode Bjornsson, 23

      Children
    • Lynly Yfgasdottr, 0





    Actions:
    1.[Intrigue] Secret
    2.[Intrigue] Find the Brinefather's Wings [1/4] The Frigid Digits team pokes around the dockyards and ports of the Uhraiya, seeking out sailors to tell their stories for a small reward. They pay particular attention to finding the crew of the voyages sent by Glen Gwitna and the Isles of Lazar for their information.
    3.[Diplomacy] Find the Brinefather's Wings [2/4] The team sent by Whern travels around the Uhraiya, gathering stories from sailors at various ports. The stories are plotted onto a map, in an attempt to decipher the basic outlines of the storm. Presuming the storm to be a relatively perfect circle, this outline will be used to try to pinpoint the midde.
    4.[Diplomacy] Build Embassy in Jintha Vald Struffhuffen works out an excellent arrangement with the island nation of Jintha. Seeking to expand their network of contacts for the purpose of learning, they were willing to offer Whern generous concessions for building an embassy and establishing long term contact between the two nations.
    5.[Faith] Find the Brinefather's Wings [3/4] While spirit negotiations have thus far failed to earn Whern any solid information about the location of the wings, this time the shamans have smaller goals in mind. They simply ask the Waleon for the locations where they remember feeling the strongest-more than likely the places where they felt the might of the storm. This information is also plotted onto the map that the team is acquiring from Human Witnesses.
    6. [Faith] Find the Brinefather's Wings [4/4] Roll 11 Success! After plotting the map and guesstimating where they think the eye of the storm is, the team's best shamans seek out one of the mighty Roleon for a pact. The terms are simple. The wave will take them safely to the heart of the storm and back out again, in exchange for getting to ride with the fleet all the way back to Whern, picking up power from the wings the whole ways.





    Non-Actions:

    Overvann Embassy in Whern:
    • Yfga Bjornir marries Frode Bjornsson of Overvann midwinter in 523, seeking to secure a more stable line of succession than the Frigid Digit coup that put her in power, and cement the alliance with Overvann in the meantime. The celebration is held first in Festning and then in Fherharbor during the darkest and longest nights of the year, serving to help reinvigorate the people under the oppression of the long winter. The two are not a perfect match- few are, but they are said to enjoy playing wargames and discussing military strategy and affairs together. Perhaps due to the emotion-heightening curse, Frode seems a bit more smitten than his wife (although also much more distraught by their different religions), but their love will doubtless grow more reciprocal with time. In the spring of 525 a baby girl is born, and named Lynly.



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



    News and Rumors:




    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

    Bani Bowls
    Camel Cavalry
    Cinderscale Armor
    Coin Armor
    Diplomatic Expedition
    Diresnags
    Enchanted Arrows
    Expanded Holds
    Fish Glue Manufacturing
    Full Course Discourse
    Heavy Wooden Armor
    Mass Conscription
    Muddy Camouflage
    Polearm Paddles
    Privacy Tapestries
    Red Herring Evidence
    Refined Pician Weaponry
    Sacrificial Magic Supply Lines
    Sedellan Armor Coating
    Standardized Currency
    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; 2019-02-07 at 01:35 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  22. - Top - End - #742
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: [EMPIRE4!] IC Thread



    The Avakonian Empire
    Liege of Karys, Junior Partner of Dvatla

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

    Actions for Round 32 (Rolls)
    • [Economy] Purchase Roagan (R74) TP2 [Pearls] from the OMC! [Success!]
      With strong connections in the Omanush Convoys, Amerah reaches out to direct the flow of some more exotic goods to increase the prosperity of her lands. Pearls from the pridelands that they have a truce with now brings wealth through the Aspen Heights, sporting a new line of fashion involving silk and pearls that reap in plenty of wealth in their taxation for the Avakonian crown. This new wealth is enough to support a new standardized currency known as the Atta, forged with gold. Its cousin coins are made of bronze and silver in smaller doses, whose worth is relative to the Atta.
    • [Economy] Buyout Razzak (R39) TP2 [Allspice] from the OMC! [Success!]
      Peace with Khirus, though tentative, allows for some interesting deals to unfold. Spice flows from the east into Avakonia, where those who trade it are (unsuccessfully attempted) to be given a fair wage and rights despite the vampiric dystopia they live in. The cooperation with the Omanush makes such a deal multitudes easier as a middle-man that aids in easing the tension between the two nations, and the exotic, highly sought after Allspice improves the quality of life through all the empire.
    • [Military 10] Invent Something!
      Rumor has it that the Avakonian armies are sporting a new uniform that serves as clear indication of friends versus foes on the battlefield and provides some resistance to magic to even the most basic of soldiers...
    • [Diplomacy 10] Avakonian Empire (But Permanent CI becomes Temporary!)
    • [Economy] Purchase Coatl (R33) TP1 [Corn] from Open! [Success! (Link to extra roll)]
    • [Faith] Construct a Great Temple to Dejan in Sfaire!
      As discussed a year or two ago at the Avakonian Rebirth, Anivine sends her architects to craft a great temple in the north that is dedicated to Dejan. They bring relics blessed by his wisest monks from the heart of the empire, as well as a proposed schematic on how the thing should be completed. ....Not to mention the funds to craft something truly impressive. With any luck, this great hall will attract more faithful to the region and unify the two nations despite their differences.

      Spoiler: Explanation for botched rolls and why they still succeed
      Show

      Realized that I rolled things up wrong based on my OMC reputation. All roles get a universal -1. This leaves pearls on 12, allspice on 18, and 13 in corn. I also realized that I can only use fish glue once, and because I used it on peals my 13 for corn becomes a 12. Thankfully, all three of these still pass!



    Non Actions:
    Allow passage for troops from Karys, Kunai Clans, & Dvalta
    Reminder for +1 Faith for Anivine's Heir
    Send 3 units to Dvatla via embassy!


    Spoiler: News and Rumors
    Show

    1. The beloved husband of Anivine, Khasglis, passes due to age. And yet the Jaine since receiving her blessing has not aged a day. The reality of what it means to be immortal weighs upon her, and Anivine starts to consider making not herself the first Emperor of new Avakonia, but her son, Zarikos. Governing church and state eternally would put her in a position of great, great power... Though she fears the effect that it may have on her mind. She expresses these views to both her new friend and Queen of the Stormcrown Dominion, as well as her family and vassals. After all, the corruption from within is what brought down Avakonia after the fall of Dejan. Such history she does not wish to repeat.
    2. Zarikos's Yondari consort talks of faraway lands across the seas that her people have managed to navigate, and their discovery motivates the soon-to-be emperor to acquire the required components to allow such a thing. The technology is acquired, but the part needed next are some expert shipbuilders. Men that are used to navigating rough waters-- Men from Izbefe, or Coatl. Maybe there are more worlds to be found to the west or south, instead of just to the east. It would surely bring countless trade opportunities. His younger sister, Amerah, encourages this instead of pursuing more ceaseless war with all the nations around them.
    3. Tensar and Amerah have their first child together, a daughter named Myrrah. Amerah has gone to Kuniumi to live with her husband now, though visits often thanks to their close proximity and the return of her father before his passing.
    4. Despite some debate, Mila the Broken is allowed into the Court of Thorns officially. She laughs in the face of the Emperor's Oath at first, but swears to it after sustenance is denied to her for a few days. It is sworn under Violet Oath, so at least some degree of loyalty is assured. Efficiency, however, is not.



    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
    [*] Lady Sevna of Altessa
    [*] Mila the Broken


    Spoiler: Stats
    Show

    Military Units: 13 (Altessa's Royal Army, First Sedellan Knights, Riders of Bysthia, The Silent Guard, Draconic Enforcers, Knights of Pryas x2)
    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], [??? - Region 67]
    Holy Orders: Holy order of Dejanism in Aspen Heights [Burning Throne]
    Total Regions: 9
    Unit Cap: 15 (5 Captial + 8 Regions + 1 Tech + 1 Vassal)

    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
    Pyroclastic Engines [2 Dragon HCs or 1 and a Fuel Resource] +2 to attacking


    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:
    Mila

    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
    Expanded Holds [Ships] +1 to Buyouts AND [Ships, Preservatives, Food, Precious Metals] -1 to Distance Rolls
    Diplomatic Expedition [Precious Metals and Ships Tech] Allows overseas colonization
    Standardized Currency [Precious Metals] Endorse Buyouts in your own regions
    Decentralized Authority [Writing Materials] +1 to new ruler stat

    Intrigue Technologies:
    Back-line Sabotage [Saphroxin] Very... Very complex. Allows you to kill units with intrigue actions.
    Spymasters [Precious Metals, established intelligence branch] Allows the use of I5s to recruit spymasters

    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]

    Reputations:
    Crescent Company - 7
    Eternal Lamp - 5
    Feast of Rieba - 4
    Omanush Convoys - 4

    Last edited by Zayuz; 2019-02-15 at 10:32 PM.
    "What is to give light must endure burning."

  23. - Top - End - #743
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

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    Jan 2019

    Default Re: [EMPIRE4!] IC Thread

    New Bhule
    (Round 32: 196-198 IR)
    High Chief Simriq



    Actions
    [Economy] Takeover TP 1 for Timber in Amham (9): The Long Winter is sweeping through the region. To ensure a supply of fuel to warm the Bhulic people, Simriq orders the takeover of a lumber trading port in Amham.
    [Diplomacy] Host Event: http://www.giantitp.com/forums/showt...-Event-Thread)
    (Special 5) [Military] Recruit General (Military Score 7): The Chief’s right hand man is General Ahbs, a hulking Frostbind Islander with a particular aptitude for tactics. Ahbs organizes the Bhulic military and seems to be preparing to defend against raids or invasions. Whether there is any truth to this claim, or if it is paranoia, nobody seems to know.
    [Economy] Takeover TP 3 for Wheat in Karys (11): Bhule’s icy landscape is clearly unsuitable for growing crops. It is thus necessary to acquire a source of grain from elsewhere. Bhulic merchants have moved to the trading post in Karys and attempted to buy it for the grain supply.
    (Special 5) [Diplomacy] Establish Embassy in Whern: With its strategic location right next to Bhule, Chief Simriq recognizes Whern as a crucial ally. He has sent a number of diplomats to set up a permanent embassy on their country, hoping to establish a long-lasting alliance.



    Nonactions
    [Diplomacy] Send gifts of copper products to Overvann and Regno: Messengers from Bhule drive carts loaded with copper swords, armor, coin, bullion, ingots, jewelry, tools, and other well-forged copper products. They drive off to Overvann and Regno, the dominant powers on this continent, perhaps with the intent to gain powerful allies in Bhule’s new mission.
    [Intrigue] Curry favor with Amham and Izbefe: Although Overvann and the Sultanate may be the most powerful regions in Regner, the New Bhulic government recognizes that Izbefe and Amham are also significant factors, and wish to have some influence in their decisions. Ambassadors and spies have been dispatched, with the intent of gaining Izfeben and Amhan support for their ventures.
    [Military] Display New Bhulic military might by parading through border towns: The newly powerful army wishes to assert its influence over the possibly rebellious towns on the border with Overvann and ‘Ridi’r. General Ahbs has been tirelessly leading the most spectacular of their armies throughout those towns, attempting to inspire patriotism or at least intimidation in the region.
    [Diplomacy] Propose a defensive and economic alliance with Whern: As Whern has a long border with Bhule, and it was formerly part of the same empire, they are natural allies for the New Bhulic cause. Simriq sends diplomats from the embassy to propose an alliance, where both countries will trade freely and support each other in military purposes.
    [Economy] Use Timber to stave off the Long Winter: Timber from Amham is burned in furnaces to heat houses and buildings across Bhule, from the lowest peasants to the High Chief’s palace itself. Nixir may have cursed Bhule with eternal winter, but the hearths and hearts of its citizens burn bright.



    Bonus Actions
    [Military] Raise Army
    [Military] Raise Army
    [Military] Raise Army
    [Military] Raise Army
    [Military] Raise Army

    (Special 10) [Faith] Organize Frostbindrism: The new religion of the Frostbind Islanders seems to be catching on among the Bhulic people. Small shrines to Ignatix and Nixir are popping up everywhere, and the Great Priests of Frostbindrism have declared their intent to spread the religion throughout the continent.
    [Faith] Build Library of Magic (½): By gathering sacred texts and arcane objects, the leaders of Frostbindism have begun construction of a library of magic. Although humble, it should be a new light, shining in the cold lands of Bhule, and providing knowledge to all its citizens.
    [Faith] Build Library of Magic (Finished): The construction on the Library of Magic has finally been completed! With this new resource, Bhule is now just that little bit more civilized.
    [Intrigue] Secret (14)
    [Intrigue] Purge Bhulic society for potential assassins (11):
    Simriq fears spies and assassins, as any ruler would. He has spread a campaign of spies, who search for any potential subterfuge in the nation's populace.



    Spoiler: News and Rumors
    Show
    News and Rumors

    High Chief Simriq is rumored to be seeking a marriage alliance with other powerful countries.
    Visitors from Whern have been seen visiting Frostbind temples in the region, including some diplomatic missions.
    Messengers are being sent in all directions, carrying letters marked with Simriq’s seal. They’ve been inviting the rulers of countries far and near to come meet the new regime in Bhule.
    General Ahbs is training troops 24/7, building the New Bhulic Army up to its maximum capacity. His reasons are unknown.
    Simriq has acquired a recent taste for whale meat.
    There appears to be some resentment of the new Frostbind government by native Bhulicans. A rebellious faction has emerged, but Simriq seems willing to negotiate with them.

    Spoiler: Bookeeping and Ruler Info
    Show
    Resources/Troops:
    Units: 0 +5
    Resources Controlled: Copper (86), Timber (2), Wheat (48)

    High Chief Sirmiq of New Bhule

    Military: 5 +1
    Economy: 3 +1
    Faith: 4 +1
    Diplomacy: 2 +1
    Intrigue: 4 +1
    Last edited by Gaius Hermicus; 2019-02-05 at 10:28 PM.

  24. - Top - End - #744
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

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

    Leader: Nocyca Rossalli
    Vassal of the Theocracy of Coatl
    Round 32 (196-198 IR)


    Actions:

    1. [Military] Defend Ti Linnad with 2 CSC units and 4 Dvatlan units, under Dvatlan command: +22/24 (4 Dvatlan units, 2 CSC units, Mil 10, +6 techs [Wingknights, Skyfarers, Aerial Bombardment, Sedellan Armor, Pician Weaponry, Dwarven Fortifications, SMSL]; MS applies [Defending Own regions])
    Ever thus do the Mandates repay those who aid them.

    2. [Military] Defend Obroslo with 4 CSC units, under Sibeal Gorman: +19/21 (4 CSC units, 1 unit from HQ, Mil 10, +4 techs [Wingknights, Skyfarers, Aerial Bombardment, Sedellan Armor, SMSL]; MS applies [Defending Own regions])
    None shall rest until the Mandates are annihilated and their very concept is forgotten.

    3. [Diplomacy] Attend the conference in the Pall

    Spoiler: Subactions
    Show
    • ...


    4. [Diplomacy] Hire 6 units from the CSC, owing them numerous favors in the future

    5. [Faith] Orradi Shollarissi debates (2/5): Villeassivi af Murellyssu te Phuri
    Lazar's declaration of the Orradi as heretical demands a response, and the highest members of the Orradi spend days in spirited debate over the proper reaction. Many ideas are put forth, from denouncing the very concept of a "head" of the faith to recanting, but the final statement is clear and united.

    The Orradi Shollarissi does not tread on new ground. The Philosophers of Fire brought Xincoatl to Lazar. If you turn your back on your past, you will turn your back on the future.

    The following debates rage over a disparate yet closely related set of topics: temporal power, faith, morality, and treatment of infidels. The Orradi finds no ill in the general Linnadi views on these topics, namely that power should be distributed among many, yet wielded united; faith and daily life must be balanced, each a vital piece of the other; fair and equal treatment of and aid to others; and religious tolerance.

    6. [Faith] Convert Lindeen [101] HC 3 from Perijanist Mandate to Perijanism: 17 (action nature changed post-roll due to misunderstanding of Corruption)
    Perhaps the people of Lindeen can be shown the evil of the Mandates and act, and perhaps can be shown the light of Xincoatl.

    Nonactions:
    1. Allow the armies of the Cinder Queen to pass, provided they do not harm the land or the people of Ti Linnad. Lindeen shall burn.
    2. Support Gwitna's claiming of the Arndokship


    Spoiler: News and Rumors
    Show
    • Waldemir continues his "ministry," traveling throughout the Highlands and into Arfordir. He is warmly welcomed, especially in Caleilen. News that the Rhunic Animists want to see him as Arndok in Lazar catches his interest, and he begins a study of the animist practices, looking for some common ground that might secure his support instead of being the lesser of two evils to them.
      .
    • The Orradi Shollarissi debates are growing to become a popular activity among the wealthy, though most observe rather than participate. Several young Linnadi see an opportunity, and begin running door-to-door at the end of each debate, informing the residents of the debate's outcome for a small fee. Even a few foreigners attend, sparking several weeks of argument over other religions when a pair of Rhunite merchants speak up.
      .
    • Khirus is denounced and condemned for their assassination. If they wish to be destroyed, they act correctly.
      .
    • Neo Avakonia is viewed as an unknown presence. Varjik has had occasional friendly relations with Ti Linnad, but the memories of the Avakonian War are still raw. Only the future will tell what they bring.
      .
    • Lazar's declaration of Ti Linnad and especially the Orradi outside the Coatlean faith is largely ignored in the Northern Council. Nocyca is devout, and comparing him to past Premiers is as dishonest as the rest of the charges. Nocyca is torn, and spends many days deciding: While the Orradi is certainly heretical, the message from Lazar has shown that the Arndok did not act with full understanding of their ideas and apparently believes that all Linnadi, Jallish, illoans, Uran, and Obroslites follow their ideas. in the end, though, Matrizia's abuse of her holy rank for pathetic political "gains" tips the balance. Nocyca writes a letter, officially requesting Warden Ollin in Gwitna to claim the title of Arndok.
      .
    • Ti Linnad has done "nothing of substance?" Did the Wingknights not ride to the Dance with the Brinefather?
      .
    • Lindeen's paranoia has led them so deep into delusion that, despite Nocyca's lack of concern for anything related to them but Lazar's abandonment of Xincoatl, they seem to believe that he leads a grand alliance of the world to destroy Lindeen. In their attempts to bring down this alliance, throwing aside all pretense and revealing their deepest hypocrisy, they have brought the very foes they feared and more to their doorstep.
      .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 5
    Military: 6
    Economy: 4
    Intrigue: 4
    Faith: 7

    New Ruler Next Round? No

    Expected Stat Bonuses:


    Spoiler: Other notes
    Show

    Military units: 0 / 9 + 1 (salt wagons) + 1 (religion) / 11
    General: Sibeal Gorman - Mil 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)
    • NL unit 6 (KIA)
    • Lascienmo Unit 1 (KIA)
    • NL unit 7 (KIA)
    • NL unit 8 (KIA)
    • NL unit 9 (KIA)
    • NL unit 10 (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; 2019-02-17 at 10:22 AM.

  25. - Top - End - #745
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 32 (IR: 196-198)
    Merchant Principality and Vassel of Ti Linnad
    Regions: 93, 97, 98, 99
    Tanya Chalun va Meera, Queen of Yondar

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

    Actions
    1. [Military] Raise Troops: Thalos-Dor Stormwatch
    2. [Military] Raise Troops: Second Fang of Sumwyr
    3. [Military] Invade Lazar(28) Tanya Chalun(7), Raptor's Guile(+die size on Tactics) and 2 units (Usan Raiders, and Lazar Mercenaries) using Heavy Wooden Armor, Rhunic Aquamancy(Rank 1), SMSL(Rank 1), and Smuggler Networks(Rank 2) with the intention of reinstating Waldemir as Arndok of Lazar [+10, +11 in coastal, -1 size loss, -1 distance loss) - Coming on the heels of the Cinder Queens devastating attack in Coatl. Lindeen and Lazar now move to take advantage of the Ti Linnad's weakened position. The Yondari League, despite their grumbling, would not stand idle while one of their oldest allies was being attacked. Veknar's Spine, the mountain range of the north, while a dependable shield against southern incursion had turned into a considerable obstacle. It is decided that the army will march east, to meet up with their Rhunic brethren and sail upon the island nation. Lazar may proclaim themselves the noble slayers of dragons, but it is quite clear the seductive allure of Lindeen's mandates has twisted them, soiling any sense of honor among them. With Lazar's occupation the Yondari League will ease their ally's flank, root out the corruption that has set in, and revitalize honor and reason to their people by reinstating Waldemir as their guide. With word of Krace's reappearance, Queen Tanya Chalun orders most of her troops towards the north to try and hunt the warcaster down. Devan Chalun, the Queen's consort, splits the Lazarite Mercenaries and the Usan Salt Raiders off in an attempt to achieve the attacks original goal. With reports of the Crescent potentially entering the conflict, Tanya gathers some of her military advisors, ranger and scouts, and rides out to catch up with the army. She had wished that she could stay in Yondar to organize, she would have to trust her advisors; this fight now needed her personal touch.
    4. [Military] Hunt Krace in the North with Veras Misstle(Mil8), Raptor's Guile(+die size on Tactics) and 2 units (Mistwalker Rangers, and Hearthwood Rangers) using Heavy Wooden Armor, Rhunic Aquamancy(Rank1), SMSL(Rank 1) and Smuggler Networks(Rank 2) [+10, +11 in coastal, -1 size loss, -1 distance loss)
      Spoiler: Combined Forces
      Show

      • +18 total
      • Veras Misstle (Mil 8 General) with Raptor's Guile (+die size on Tactics)
      • 6 Units from Rhune, 2 Units from Yondar
      • +1 Heavy Wooden Armor, +1 in coastal regions/ +1 noncoastal regions Rhunic Aquamancy
      • Rhune: -1 Size Loss (SMSL), -1 Coalition Loss (Shared CI)
      • Yondar: -1 Size Loss (SMSL), -1 Distance Loss Coastal, -1 Coalition Loss (Shared CI)



    5. [Intrigue] [SECRET] (Rod of Mist Tree + Smuggler Networks): [21]
    6. Kingdom Type Bonus (E/Raid): Buyout Copper TP1(Open) in Palanam(65) using Precision Weights: [13]


    Non-Actions
    • Grant Liege and fellow vassals passage through lands.
    • Attend Bhulian Coronation.
    • Attend Peace Talks in Pall
    • See Embassy Actions if any.


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



    News and Rumors
    • Baern Dovahn was found dead in his bed in the Sultanate of Regno. The elderly Yondari diplomat seems to have died peacefully in his sleep as there is no indication of struggle or other foul play.
    • Lady Sera Spendal of the C'tenzi makes the long journey West with an entourage to arrive at Regno to assume the duties that the late Baern Dovahn held, bearing a letter from Prince Yven Chalun warning the Sultanate of impending hostilities from the new High Chief of Bhule and his allies.
    • The sudden, and unprovoked attacks upon Ti Linnad, and to a lesser extent Coatl, by Lindeen and her allies has raised the ire of the people of the League, especially after the tragic loss of life in the battles with the Cinder Queen protecting the north from her aggression. Tanya Chalun stands before the League and issues a statement that the evils of Lindeen can no longer be tolerated, no longer abetted by expending the lives of League soldiers fighting in their stead. She calls for action to end thsi threat.
    • Yven has been working in Rhune alongside the Rhunite Shamans to determine by what method, or methods, Krace might be trying to harness the North Wind. The Yondari prince has taken great interest in their findings and their other possible applications in other endeavors.


    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 Rhune Open Coatl Darkwood Rhunic Animism Rhunic Animism Rhunic Animsim
    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 *DISABLED
    • 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
    • Tin 1, Region 18



    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>
    • Smuggler Networks - +1 to one Intrigue action per round (does not stack)/ -1 distance loss roll along coastal routes. [Navigators /Navigators, Gems, Alcohol, Medicinal Herbs] (Navigators, Facet Caps, Farrana, "Medicinal Herbs")
      <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.
    • Temporary Military: Raptor's Guile - Increase Die Size on Tactics Rolls


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



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 4
    • Veras Misstle (8 MIL) - Yondari League General. Veras was well known among the Mistwalker Rangers for his tactical acumen. As a Mistwalker Ranger, his specialty is in gathering information and scouting, and he places a premium in intel when managing troop movements.

    • Usan Salt Raiders
    • 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.
      Spoiler: Unit Battle History
      Show

      • ~IR 194 Participated in Battle of Coatl, fell below active unit strength.

    • 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.
      Spoiler: Unit Battle History
      Show

      • ~IR 194 Participated in Battle of Coatl, fell below active unit strength.

    • 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.
      Spoiler: Unit Battle History
      Show

      • ~IR 188 Participated in battle of Lascienmo.

    • 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.
      Spoiler: Unit Battle History
      Show

      • ~IR 188 Participated in battle of Lascienmo, fell below active unit strength.
      • ~IR 194 Returned to active unit strength.

    • Lazar Mercenary Unit #1 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor.
      Spoiler: Unit Battle History
      Show

      • ~IR 188 Participated in Battle of Lascienmo.

    • 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.[/S] With the death of Chief Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol in the battle of Lascienmo in ~IR 188, Participated in Battle of Lascienmo. Wiped out.
    • 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. ~194 Participated in Battle of Coatl, wiped out.
    • Lazar Mercenary Unit #2 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor. ~IR 194, Participated in Battle of Coatl, Wiped out.
    • 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
    31/X Military: 7+2
    24/28 Economic: 10
    25/X Faith: 6
    29/31 Intrigue: 10
    Last edited by SquirrelWizard; 2019-02-18 at 08:13 PM.

  26. - Top - End - #746
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: [EMPIRE4!] IC Thread



    The Holy Coatl Empire


    Ruler:
    Tizoc The Rightly Guided Exarch
    Faith 10
    Military 8
    Economy 10
    Intrigue 1
    Diplomacy 10

    Actions:

    [Faith] F10 Miracle

    Introduction
    Once to the isles of Lazar for their heresy, the philosophers of fire once claimed they had the ability to harness the life energy of Xincoatl using a flame sacrifice. For a time it was feared that embracing the flame was violating the balance between order and chaos, but the lazarites success proved it was viable. In the eyes of Xincoatl fire enables both creation and destruction, both sides of the great cycle.

    Magi travelling across the 4 corners of Emjata have found plants that grow in even the harshest conditions. No matter if the land was a volcanic hellscape, dragon cursed, barren, or icy, the cycle of Xincoatl continued. After 6 years of study on the eve of the battle for Coatl, Acamapichtli the most qualified magi, delivered a a mysterious seed to the emperors throne. While Acamapichtli believes this seed can withstand the infernos of the dragonforged, its power has been untested outside the fires of the steel forges.

    After the Empire's grievous defeat and the subsequent sacking of many of the Empires major cities a burned Emperor Tizoc temporarily flees to Gwtina while his heir, Coszcatl takes the reigns enforcing his will via a series of letters. Not long after his son, Ollin Warden of Gwitna, delivers him to Azenhal as tribute to the Cinder Queen. What at first seems like a declaration of surrender becomes the setting stage for the greatest ritual seen in Coatl's history. With the best Magi available Emperor Tizoc is taken to the Cinder queen's layer by his son for one last confrontation. Once negotiations go southward the seed of Tlaloc is planted within the bowels of her lair. As the seed is planted it slowly begins to grow into a tree, feed by the ash and molten metal of the volcano. To complete the ritual, Emperor Tizoc is immolated by his own son as sacrifice to feed the tree of Tlaloc's growth and durability. The cursed tree rapidly expands across the Azen volcano, supercharged by the emperors sacrifice and cornucopia of lava, metal, and the Queens own magic. Soon this metallic tree nearly hollows out the volcano extending into the clouds as its roots begin burrowing deep into the earth. If the Cinder Queen remains within her lair the tree of Tlaloc will begin to devour her, trapping her within its rapidly expanding mass as it siphons her magic.
    [Military] Hire unit

    [Military] Hire unit

    [Diplomacy] Convince Cinder Queen to attack Krace roll 13

    [Economy] buying food Coatl tp 3 roll 15

    [Military] Hire Unit

    [Military] Defend Coatl with 2 units, +1 refined Pician weaponry, half the emperors Mil score (+4)

    Non actions

    • Support Glen Gwitna for faith head


    News and Rumors

    • In the sacking of Coatl Dejanovo was seized and subsequently destroyed by the pyroclastic engines of the Dragonforged army. While the mayor and her cadre of elite Avakonian mercenaries were able to hold on for a time, the overwhelming force of the Dragonforged army penetrated the walls within the week. In retaliation the Dragonforged sealed the cities harbor with ash, burned down any building not made of marble and demolished the city walls all while massacring those brave enough to remain.
    • Waves of refugees flee the burning fields of Coatl to Bovalia in the north and the stone cities of Shona in the east. Those with a modicum of funding have began to setup shop on the Badan canal in a sleepy village called Tulum. Over night the village becomes a fortified town housing many merchants that formerly inhabited Dejanovo.
    • The leading Magi, once united against the Cinder Queen have began to falter in the face of such tragedy. With their backs against the wall some believe appeasement to be the best option, while others seek to fight to the bitter end to avenge their lost holdings. Thankfully there is only one emperor.
    • Much to the consternation of the present authorities the Inyoni crescent has become the the hub of a fairly illicit slave trade. As war persists with the Cinder Queen, central authority has been fairly lax in the governance of the region. Unfortunately every bandit, corrupt bureaucrat, and Magi have chosen to dip their fingers into capturing and selling Inyoni to Khirese merchants. Typically criminals, exiles, outcasts and un guarded travelers are the prime targets for these black market slave merchants.



    Spoiler: New Ruler stats
    Show

    roll
    Faith 1
    Economy 2 +2 (vassal bonuses)+1 (heir bonus)
    Military 4 +2 (action gain)+1 (heir bonus)
    Intrigue 1
    Diplomacy 2 +1 vassal bonus

    Last edited by Lleban; 2019-02-23 at 10:37 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: and giving some more
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    Spoiler: Metric tons of giving
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    Spoiler: Suprise
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  27. - Top - End - #747
    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] Mil Technology 10 War Puppets War puppets are spirits that have been trapped and forced through powerful magic to sign away their freedoms. Placed inside the scrolls that are renewed through powerful magical raegants these spirits are unleashed on the enemy forces below and only those that hold their scroll are free from suffering the madness these spirits suffer. They tear and rip and unleash their power until they are drained and forced back into their scrolls.

    Effect: +2 to combat with a warcaster Warbeasts/Live Weaponry
    Resource: ruined scrolls and Magical Reagents

    2: [MILITARY] Invasion of Ti Linnad 2d10 10 archon+7 units+1 iron weapons -1 loss from Sacrificial supply lines. A massive army marches to take the capital and force out the pro coatl theocracy government currently placing pressure on Lindeens southern border. Forced to fear the north and the south they take this moment of weakness as a perfect oppurtunity and attack for all they have hoping to place a pro Mandate, pro Lindeen government in place.

    3: [ECONOMY] Economy Technology 10 Obelisks Prosperity for mankind is always the goal of the Mandates and for Lindeen. Their desire to forge a healthy and wealthy lifestyle for their citizens to create a utopia is paramount. They seek to represent this wealth in the obelisks showing the world what can be born if they abandon their worship and realize the power of mankinds combined desire to prosper. These marble stone columns are beautiful and light up in the morning sunlight.

    Effect: Creates a random poor food TP for building an obelisk (a 2 action project) this can only be done once per 2 regions held.
    Resource: Bani and marble

    4: [MILITARY] Invasion of Lascienmo 2d12 (warcaster cults) Macra 8+1d3 from -1 from sacrificial supply lines +1 byonic tactics Breaking the GK will destroy their influence and end their direct control over the RA. This strange alliance which corners Lindeen from all sides must be breached somewhere and Ti Linnad is viewed as the weaker of the two opponents.

    5: [INTRIGUE]Raid open TP 3 darkwood A few mages are sent to take the resource using shadier tactics. This is not the style of Lindeen but they must survive no matter the cost and are willing to take risks to do so. Failed

    6: [INTRIGUE] Secret 12

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


    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 a national holiday on Rybse Zielua the 12th
    • ...



    Spoiler: Ruler information
    Show


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

    War Caster: Macra 8 Rassilion 9

    New Ruler Next Round?
    No

    Military Units
    10 units (9 from regions 1 from being the lord of Sfair)
    (2000 wooden legion (1 unit) 100 Summoners (1 unit), 2000 blessed blades (3 units), 2500 Dwarven Militia (2 units) 7500 Spearmen (3 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; 2019-02-19 at 04:52 PM.

  28. - Top - End - #748
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 32 (year 196-198)
    The Amham Federation
    Yemur, Amham(Regions 1 & 2)
    Duchess Nari Gyeon

    Actions
    1. [Faith] Convert Jintha (108) HC 2 from Initia to Jalyeong-bo 14 - Sycoraxistan displayed a two faced untrustworthiness in their actions simultaneously to aid the shamans in Jintha while expunging their teachings. Some of the Guard had helped with the Chimes meanwhile their fellows sought to undermine the work of the very shamans their fellows were helping to the Federation’s chagrin. There is no longer any interest in friendship given how the Sycorax apparently treat “friends” so there can be only mutual ignorance or conflict given their shameful behavior. If these rabble rousers can’t simply leave the Federation and its interests alone they will face spiritual consequences. Sycorax was a land infamous for its deadly spirits making it a most dangerous place indeed for one experienced with negotiating with such entities to enter and command. The Revolutionary Guard is expected to make no protest nor contest of the majority Jalyeong-bo adherence in Jintha now or until after the southern spirits have been awakened and turned towards undoing the encroachment of the Long Winter. So long as this can be abided by the once forgotten Grove may continue practicing Initia unimpeded by the Federation.
    2. [Faith] Convert Jintha (108) HC 1 from Initia to Jalyeong-bo using Spirit Shroud 15 - If Regno could not contain themselves from assaulting those spirits which would save them from frostbite the war that had lost them their empire would become the prologue to a much worse fate. If the new Grand Magus wished to force Initia into Jintha they could do so after the southern spirits had halted and begun reversing the Long Winter. Until then Regno is asked to not let Grand Magus Venusa’s final bitterness affect the cooperative relationship necessary between equal neighbors. The Sultanate is asked to concentrate their conversions elsewhere, perhaps getting rid of the Dragon Cult infesting their lands or if they insisted pursuing anti-Jalyeong-bo conversions doing so somewhere other than where the Federation was working with local spirits to save the entire subcontinent of Regner from freezing over due to the arrogant actions of former rulers.
    3. [Diplomacy] Increase Reputation with OMC from 3 to 4 13 - If the Omanush Convoys were going to expand the West then it would pay for them to be friendly with the Federation who were liable to bear the brunt of any blowback from such expansion. The Convoys had a base in Amham already and it was time to restore the good relations once enjoyed decades ago by the early Gyeon dynasty. The Omanush Admiralty is invited to a feast hosted by the Duchess, her daughter the heir apparent Mei Su and her family. Especially exemplary shipwrights responsible for the creation of the Federations’s recent warcraft are invited alongside naval officers to attend that they may discuss oceanic centered topics with the sea elves.
    4. [Diplomacy] Increase Reputation with AAK from 5 to 6 15 - While Bo had expressed confidence in his mother's plan for dealing with the Long Winter he had kept a careful appraisal of the Acolytes of Áhkká responding as well. The young heretical spiritualist reaches out to the Acolytes hoping to make friends with the vault keepers based on his family's history favoring the organization under his father and aunt. Bo hoped he might gain their trust enough to prompt their release of a relic into his care to aid in their shared pursuit to deter the Long Winter. Whatever they had be it some source of heat which could substitute the burning of wood, a foci for the southern spirits, or another counter to the Long Winter’s freezing cold the Acolytes are asked to begin searching the vault records or hunting Emjata for such a relic. Money and men from Hameong Grove come under direction of Bo to aid the Acolytes and guide them toward cooperation with the Federation in this endeavor.
    5. [Diplomacy] Expand Four Winds with large scale construction of permanent structures for community services and housing (2/5) - Family and associates of the mountain fort's garrison are built housing at the base of the mountain near the Four Winds fortress. Soon enough a village grows up around the border fortress given its position over watching this important four corner border making it a valuable land trade route. Somewhere between a village and town with the fortress included in its demesne Four Winds is well renowned for its safety although some travelers claim an uneasy feeling of being watched.
    6. [Diplomacy] Attend New Bhule Event - While the Duchess does not herself arrive she sends her good tidings to those who would shepherd the fatherland of her children during these trying times. While Nari held no love for the old Bhule under the Syndicate's manipulative rule her children were half of Bhulish heritage. She did not take joy in the wintery affliction scouring northern Regner seeking even now to create a countermeasure to the Long Winter. What aid she can feasibly offer these new Frostbinders she offers and invites their leader to consider joining the Free Regner Alliance to ensure independence for Regner states while ensuring cooperation not with imperial oversight but through mutual enforcement.
      Spoiler
      Show

      • Give Bhule Fish Glue Manufacturing
      • Promise to continue endorsing Bhule's purchase of Timber to counteract the Long Winter until they succeed (alternatively hand it over to a new player starting in a disaster if possible)



    Non-Actions
    1. Permit FRA troops from Whern & Overvann to pass through Federation territory
    2. Endorse Bhule buyout of Amham (2) Timber TP

    Regno Embassy

    Overvann Embassy
    1. Petition for the consideration of Bhule for entry into the FRA
    2. Send an Intrigue 7 Spymaster (Formerly Washi Me, formerly Suzan Danerdhuf) to train a replacement in Overvann
    3. Trade Himitsu for Coin Armor

    Jintha Embassy
    1. Trade Wavebombing for Headhunting




    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 8 +2
    Military 5 -
    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; 2019-02-14 at 08:45 AM.

  29. - Top - End - #749
    Troll in the Playground
     
    QuintonBeck's Avatar

    Join Date
    Apr 2013
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 32: 196-198 IR)

    Actions
    1. [Diplomacy 5] Establish an Embassy with Kunai Clans -
    2. [Diplomacy] Restore Regno Embassy (2/2) -
    3. [Diplomacy] Stabilize Karys (48) -
    4. [Diplomacy] Improve Reputation with OMC from 3 to 4 -
    5. [Intrigue] Secret


    Non-Actions
    • Allow Varjik troops to pass through Karysite land
    • Allow Dvatla troops to pass through Karysite land
    • Invite Dejanite Cult, Honmyo, Perijanism, Telir Geza or other non-Dragon non-spirit conversions in Palanam (65)


    Embassy with Regno (DAMAGED 1/2)


    Embassy with Varjik


    Embassy with Dvatla


    News and Rumors


    High Inquisitor Alendia Vardel
    Diplomacy: 7
    Economy: 1
    Faith: 6
    Military: 4
    Intrigue: 6

    Increase: +2 Dip

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

    Spoiler: Armies and Technology
    Show

    7 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 II (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
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    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

  30. - Top - End - #750
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Mar 2015
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    Default Re: [EMPIRE4!] IC Thread

    Glen Gwitna
    Region 23


    Round 31 Actions

    1. [Faith] Claim the mantle of Arndok (+2 from Holy Land, +6 support from Coatl, Ti Linnad and Jintha.) 24
    2. [Resolution Faith] Sacrifice Exarch Tizoc in the name of Xincoatl so that the Tree of Tlaloc will flourish and grow rapidly upon the body of the Cinder Queen.
    3. [Economy] Buyout open tp #2 in Lascienmo (22) for moon opals. 16
    4. [Economy] Buyout open tp #1 in Coatl (33) for corn. 19
    5. [Diplomacy] Begin construction of a new capital compound including a new palace for the ruling family in Tloon Redlan. (1,5)
    6. [Diplomacy] Begin construction of a new capital compound including a new palace for the ruling family in Tloon Redlan. (2,5)



    Non-Actions


    Lazar Embassy


    Coatl Embassy

    Expected Stat Increases
    +1 Faith, +1 Economy, +1 Diplomacy

    News and Rumors
    • Ripples of excitement run through the capital as word spreads that the Holy Warden is set to deliver his father unto Xincoatl. The populace is inspired and enthralled by the public ceremonial sacrifice held in the Temple and there is little doubt remaining of Oliin's devotion to his faith and his place as the Arndok of Coatl Perijanism.




    Current Ruler
    Holy Warden Ollin
    Diplomacy: 7
    Military: 4
    Economy: 9
    Faith: 10
    Intrigue: 2
    Last edited by PepperP.; 2019-02-16 at 05:59 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

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