New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 26 of 29 FirstFirst ... 1617181920212223242526272829 LastLast
Results 751 to 780 of 849
  1. - Top - End - #751
    Halfling in the Playground
     
    asmodeussnake's Avatar

    Join Date
    Feb 2018
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Turn 32 (year 196-198)
    The Serene Marasa Pride
    Wasipacha (region 60), Heartsease (72), Kadangan Wetlands (73), Mareen (Region 77), Taraks Krags (region 78), Sonil (region 79), Xarax (region 80), Arrakis (region 81), Tarbaryn (region 82), Roagan (Region 74),
    Zabaryn Sinja Ssuras

    1. [Diplomacy] End Unstable in Tarbaryn The young king still untested and chosen through means not traditional of the kingdom cannot force unrest and his mother fears him going out to duel and put the rebellious children in their place. The failures leave a mark on the still young king. 8
    2. [Diplomacy] End Unrest in Heartsease More failure as one of the gates to the desert and jungle to the heart of the SMP fails to be settled by the demands of their god king. 8
    3. [Military] Create General 10 Kildos Barun Ssuras his elder brother is chosen to lead the armies. He is magnificent and the temperment feared by his father for being too monstrous and aggressive as king is perfect as a general. A male alpha not mongrel leads the army for the first time and he is magnificent in his new role.
    4. [Military] Destroy Rebellion 2d12+3 units (Feast of Rieba units)+3 techs+5 leader The new king marches out to put down the Rebellion that had arisen in the slave states. This idea of rebellion with the rise of a new king is no surprise and he goes himself to put an end to the threat. He personally leads the feast of Rieba troops to shut down this threat to the kingdom. They had been recruited to end the Kunai, this would be a sad battle in comparison but they required the work be done.
    5. [Intrigue] Raid Rhune Darkwood TP 2 using CI The new alliance with Khirus and Lindeen does not go as expected. the SMP expected to be defending their lands from New Avakonia and instead they are forced to send the Riebarri to fight human northerners. Still since Dvalta is defending Ti Linnad they acquiesce reluctantly and raid the darkwood. 17
    6. [Intrigue] Raid Rhune Millet TP 2 using CI The SMP are involved because new Avakonia is involved by Dvalta defending Ti Linnad they become a target for Riebarri raids and they make sure to go directly for Rhune to weaken their military further. 12





    Nonactions
    Send 2 units to Khirus goblins are forced to abandon their home and head into the foreign world of Khirus.
    Agree to alliance with Khirus and Lindeen.

    News and Events
    • With support from his father its an easy victory he immediately begins to build his harem.
    • An empire dies.
    • With the road completed they are given a magnificent gift. What they will do is anyones guess?
    • The father of silence has a road.
    • The Kunai are offered the oppurtunity to join their loved ones but they must join the Torah clan to do so. No other Kunai may become members of the Rakshasas kingdom.



    Spoiler: The Rich and Famous of the Marasa Pride
    Show

    Family of the Maharaja
    Kildos Barun Ssuras- Male 30 years old the eldest son of the god king, he is viewed as a tyrant, he is said to have slept with a woman from his fathers harem and gets in fights often, many fear his ascent
    Tashan Khompur Ssuras- Female 28 years old Tashan is a cunning and vicious woman, she is a far smarter lioness then most and the elder Tashan looks at her with fear and fascination. If any woman could rule the Rakshasa it would be her.
    Lagos III Trodje Ssuras- Male 27 years old (Gets in fight with Kildos often, hes said to have an early sense of honor and views the world with a curious lense always excited to learn something new)
    Kissin Rieba Ssuras- Female 24 years old (A little drama queen loved by many of her brothers and sisters)
    Jasak Rither Ssuras- Male 23 years old


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



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

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

    Children of the god king



    Adult Children of the god king


    Spoiler: Ruler Information
    Show

    Zabaryn Sinja Ssuras
    Stat Value Increase?
    Diplomacy 4 +1
    Military 5 +1
    Economy 4 -
    Intrigue 4 +1
    Faith 5 -

    Military unit count: 5 units 3 FoR


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






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

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

    New Ruler Next Round!

    Expected Stat Bonuses:


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Mareen 'Owned' Religious Centers: 3


    Rakshasa Controlled Trading Posts:
    • TP 1 Darkfired Ceramics Region 82 (Raid)
    • TP 1 Silver Region 77 (capital resource)
    • TP 2 Dragonforged Steel region 72 (Raid)
    • TP 2 textiles region 59 (Raid)
    • TP 3 gold region 70 (raid)
    • TP 3 lead region 94 (raid)
    • TP 3 Stonewood 108 (raid)



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


    Last edited by asmodeussnake; 2019-02-10 at 04:05 PM.
    Avatar recreated by Gengy

  2. - Top - End - #752
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread




    'Ridi'dreq
    Region 29
    Round 32


    1 - Diplomacy: Host Event

    Spoiler: subactions
    Show

    Give Coatlan numerals to Sfair in exchange for resin casting


    2 - Economy 5: Adapt Decentralised Authority to be able to use animals as writing materials

    3 - Military: WAR Help Coatl clash in 44, with 5 units and a mil 9 general, and pyroclastic engines, for +16, bringing the total coalition bonus to +19. Also bringing Gridhuq, for -1 to casualty rolls and -1 to leader loss rolls.

    4 - Diplomacy: Petition the Flamefather for use of the obsidian glass we gave her for one turn

    5 - Religion: Convert 29.3 to DRGN [19]

    6 - Miltiary: Raise Unit

    Spoiler: Non-actions
    Show

    Support Bhules buyout of grain


    Spoiler: News and Rumours
    Show




    Spoiler: Leader Stats
    Show

    'Xa'kagx
    Diplomacy - 9+1
    Intrigue - 2
    Military - 3+1
    Faith - 10
    Economy - 8

    Last edited by kjelfalconer; 2019-02-19 at 03:46 AM.

  3. - Top - End - #753
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Round 32
    [Sultanate of Regno]

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

    [Imperial Sultana Tacere Regno, Sultana of Silence]

    Actions:
    1. [Military] Build a base for the CSC in 92 [2/2]
    2. [Military] Build fortification in Regno [1/3]
    3. [Economy] Buyout Granite with Support from the Overvann, per the treaty (Roll: 15)
    4. [Economy 5] Increase Gelupar (19) Goats from Minor to Good
    5. [Diplomacy] Stabilize Thae Guceart (Roll: 14)
    6. [Diplomacy] Build the Sortis Hall of Embassies [1/5]
    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
    • Support Dvalta's buyout with Standardized Currency
    • Support all treaty related buyouts (Overvann for Livestone, for instance)
    • Amham Embassy
    • Izbefe Embassy
    • Clanlands Embassy
    • Dvalta Embassy
    • Khirus Embassy
    • Karys Embassy
      • -Currently Defunct-
    • Theocracy of Coatl
    • Sycoraxistan
    • Jintha
      • Trade coin armor for resin casting


    Spoiler: News and Rumors
    Show

    • The next Grand Magus is to be chosen in a large, formal event, sponsored by the Sultana, and inviting all Initia Magi whom feel they are worthy to wield the Staff of the Sun and lead the Initiates. In the meantime, one Magi of each of the Five Families of Regno hold a council position - with two more Magi from Sycoraxistan - to decide any matters that would normally be up to the Grand Magus.
    • Sultana Tacere Regno marries an Islander man from Llët̨sällë by the name of Riganithk. The two bonded over their shared interest with Initia, and it's rumored that Riganthik is quite romantic... though he doesn't speak a loud much, considering who his wife is. Whether he is or isn't, it is clear that the new Sultana seems to favor Dvalta, both as an ally and a friendly nation.
    • In the year of 197 by the Avakonia Calendar, Sultana Tacere becomes pregnant. The following year, early in the year, the new Alteta is born: Avanta Sortis Regno. Many are worried that she is also mute like her mother, but the first time she wails aloud, the Sultana weeps with joy. Avanta's hair is still white as snow.



    Spoiler: Ruler Information
    Show

    Dragon Blooded - All future rulers of the Regno line will receive +1 Stat upon Ruler Rolls (chosen by the GM)

    Sultana Tacere Regno D E F M I
    Current 4 5 4 5 4
    End of round 31 1 0 1 1 0
    End of round 32 0 0 0 0 0

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

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


    Spoiler: Mechanical Bookkeeping - WIP
    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; 2019-02-17 at 09:15 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  4. - Top - End - #754
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: [EMPIRE4!] IC Thread

    Sycoraxistan
    Round 32 (Post 6)
    Region #115


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

    Main Actions
    1. [Diplomacy] Attempt to attend event.
    2. [Diplomacy] Recall diplomats from event.
    3. [Diplomacy] Press Claim in [Region 114] Roll
    4. [Diplomacy] Stabilize Sycoraxistan
    5. [Military 10] New Technology!
    6. [Faith] Contribute to Great Project "Spirit Chimes Accord of the Ortassa-Albar".


    News and General Sub-actions (WIP)
    • Allow free travel to all Sultanate Allies.
    • Refuse to defend Jintha's grove other then nameless from conversion.
    • A divination game is performed over the course of several years to quietly and bloodlessly resolve an internal civil war.
    Last edited by DoomHat; 2019-02-18 at 03:31 PM.
    ...with a vengeance!

  5. - Top - End - #755
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    NPC Actions

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

    When hiring units from an Organization, if favors are owed as a result, these must be paid off before the troop duration runs out; default is a three-action Economy Project per favor owed. Failing to pay will result in the typical expected outcome of not paying mercenaries. This goes for all hirings from Round 33 onwards.

    Favors are now slightly harder to earn - a single unit gift no longer earns a favor, and techs may not be granted if the Organization has not requested it.


    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.

    The Omanush make an offer to the Serene Marasa Pride: They will sell the slaves to the God-King at very reasonable prices, and even deliver them where they need to be across the kingdom...so long as the God-King will agree to give the Omanush first choice on trade deals and activities.

    OMC Cultural Identity Commerciant Vonreden is now: May use OMC TPs as own.
    OMC Reputation Rank 6 bonus is now: +1 to Buyouts in coastal regions you don’t control.
    OMC Reputation Rank 5 bonus is now: [i]+1 to Resist Raids in regions you don’t control.


    [Economy]First Expedition Hits Setbacks

    [Intrigue]Secret Action

    Bloodied Hands
    Spoiler: Banner
    Show


    The factionalism of the various Hands continues to flare up throughout the west; indeed, they might even be considered three distinct groups. Particularly noteworthy violence flares up in Bhule when newborn frenzied ancestral spirits clash with walking, blood-bloated corpses. Several docks are left in dire need of repair - and exorcism. As the most recent battleground, it seems likely to be the best choice of location to aid one side or another - or both, if a continuation of the struggle and the strengthening of the Burning Hands was a state’s desire.

    BHD Reputation 4 Favor Action is now: [i]Hire Marauder Host: Gain temporary use of a small army based on the highest instability among your controlled regions. - 1 unit for Stable up to 4 units for Rebellion

    [Intrigue]Secret Action

    [Military]Fighting in Bhule!

    Company of The Crescent
    Spoiler: Banner
    Show


    Embroiled in a bidding war between the Northern Council and Khirus, the commanders of the Crescent Company hold out, hoping to drive up prices, as their forces gather in Lascienmo, readying both to move out and to protect against any assault that the sorcerors of Lindeen may launch against their headquarters.

    With so many regiments spread out across the continent, efficient communication of orders has grown strained. As a result, centralization of the command structure has become a priority of the new Prince-Commander, Zygismir Obrokienne. Likewise, experiments regarding new techniques to aid in the development of bases have borne fruit; with the use of aid of moon opals and enchantments based in part on the Enchanted Arrows of Regnan origin, bows can be constructed with ranges exceeding any currently in use; observers claim that they actually curve towards the sky, rather than towards the earth, when they are first loosed from the string.

    Long and inevitable in coming, the Prince also makes the first of what is sure to be many requests to come of Overvann’s Council of Lords. Simply put, they would like to have the plans for the creation, maintenance, and control of the Stonespoken, as well as a base to drill alongside the creations in the constructs’ homelands.

    [Military]New Technology (Starshot Bows): Requires Moon Opals; Effects: +1 to defense rolls, +1 to battle rolls vs. enemies with flying techs

    [Military]Consolidate Command Structure 1/5

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
    Show

    The ritual of Mamulk appears to be well underway, as great floating barge like structures are pushed off from the shores - the first of many to come, it seems. Shipments of gemstones, metals, and incense have been increasing lately, and many of the region’s shipwrights have been sworn to secrecy.

    Elsewhere, the monks grow bold, and seek to expand the flock even into the heart of the newly proclaimed Avakonia, bringing light to the forgotten and hope to the downtrodden in Karys…

    [Faith]Grand Ritual 2/5

    [Faith]Convert Open HC 3 in Karys (48) to Abhidi.

    Acolytes of Áhkká

    The Acolytes are stricken with fear at the news of Krace. The information that can be found on his meeting with Lindeen indicates his return to their wards, and they redouble their efforts to secure them, as well as lending their aid in intercepting the Warcaster before they can arrive at Rhune proper.

    [Faith]Work on Wards in Sumwyr 2/5

    [Intrigue]Investigate Krace’s Path

    The Shushan

    Shushan emissaries arrive in courts great and small across Emjata, offering their services… for a price.

    The Shushan have some sway within the Amham Federation, judging by the rumors of pressures being placed upon the local consulate to allow for the establish of a community of Honmyo practitioners within the area. Perhaps the Shushan present desire a reminder of home. Or perhaps it would simply make it easier for them to acquire their supplies and move with discretion as they please. Whatever the case, it appears they believe this is...owed to them, in some fashion.

    [Intrigue]Secret

    [Intrigue]Secret

    League of the Beacon

    With so much happening, the League finds it difficult to focus their efforts on any particular event - but the recent base constructed by the Kunai seems to help focus their decision.

    [Intrigue]Secret - Private Investigation

    [Intrigue]Investigate False Flag for Kunai

    Feast of Rieba

    The Feast of Rieba continues to build their strength, knowing that the time of conflict will come.

    They request that Lindeen deal with the mess they’ve created in Krace, and grant him the respite he deserves for having served Byon. By now it is clear that the Mandate’s natural disinclination towards respect for the gods is what prevented the man from earning his righteous rewards, and they see it as only fitting that the Mandates return it to him as well. Their message seems to be reaching more than a few followers of the Mandates themselves...it is only right that Krace be granted a hero’s reward, after all. And what better place to learn than at the sides of the gods themselves?

    [Faith]Study The Book 1/3

    [Faith]Convert Lindeen HC1 from Initiate Mandate to Perijanist Mandate

    Eternal Lamp

    The Old Gods will be known, so the seers decree. The Prophecies are spoken. The end looms like a sharpened axe held by twine; it is only a question of whether it will split the log or bounce, when it falls. More must know of the Old Ways: it is in tradition that the world shall find the strength to survive. And it is upon the shoulders of the young, as always, that the burden must fall.

    [Military]Recruit Units()

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

    Other!

    Khirus has promised to deliver to their Queen the object of her desire from Lindeen...one way or another. In exchange, she is willing to be patient…but not infinitely so.
    Sincerely,
    Role P. Geek

  6. - Top - End - #756
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    End of Round Thirty-Two.

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

  7. - Top - End - #757
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Round 33: Begin!
    Imperial Reckoning 199 - 201
    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!


    HC requirements for techs are not consumed on a per tech basis if matching the using player’s State Religion but are consumed like resource tech requirements if not the State Religion of the using player.

    Generals leading Troops not from the General’s state still count as a coalition, and provoke coalition losses. The General’s state cannot apply their own techs, other than Tactics techs.

    CSC, ETL, and other potential Military primary Organizations now only give 2 units per favor spent, and have a unit cap equal to [4*HQ + 1*Bases]. Surpassing this unit cap with recruitment actions will contribute towards their creation of technologies. Favors for them will now be in line with other Organizations. FOR, BHD, and other potential Military secondary Organizations will still give up to four units per favor, but will only hire out one such group at Rep4; they also have a unit cap equal to [4*HQ + 1* Bases].

    Recruiting units from the CSC (as opposed to hiring them) now only costs 1 favor over the standard costs for the given number of troops. Additionally, when hiring large numbers of troops (>6 units) with a single action, one additional favor is levied as a cost for the difficulties involved in amassing that quantity of troops to a given location.

    Slandering now reduces a state's Reputation with an Organization by two points if successful.

    Purging now Purges all HCs of a given religion from a region; the more HCs, the more unrest. Holy Orders must still be Purged separately. This is subject to change.

    Organizations can now use some of the TPs of players with Rep6 or higher as if they were their own.

    New Rulers whom gain Inheritance bonuses from previous ruler must roll for Attributes in order, starting round 33.

    Growth!

    From mercenary servants of the Old Empire to the torch bearers of the Avakonian name Varjik has come far. With the support of Karys and cooperation of Dvatla Varjik sheds its identity as a kingdom to embrace the imperial legacy of Avakonia. United in power Varjik and Karys raise the banner of the Avakonian sun once more over Emjata. (AVA establishes an Empire and gains the ability to take a seventh action!)

    Despite a bloody multi front war that seemed poised to reshape Estensule and Regner the Kunai Clans who had been pressed between primary belligerents miraculously emerge from the peace treaty almost entirely restored territorially. Two separate peace treaties one with the Pride and one with Jintha had seen all three regions taken by force returned with the stroke of a pen. It isn’t surprising then when in 197 IR the new Tensar ruler declares again the Clanlands as a united kingdom, no longer subject to the Regno Sultanate but independent upon the world stage. (KNI restores their Great Kingdom and regains the ability to take a sixth action!)

    Although some in the region are upset when Sycoraxi banners are unfurled outside the region's capital buildings they are quickly reminded by their leaders that failure to come to terms with Sycorax would likely mean invasion either by the Revolutionaries or more frightening still, Dvatla. A levy of young fighters is called to be present at the official oath of fealty ceremony and presented as a token of friendship to Witness Caliban. (SYX claims Region 114 and gains 1 Unit!)

    As the League of White Sails once again descends into anarchy, Dvaltan administrators and judges are swiftly sent in to strip the local lords of their autonomy. For decades this region has been prone to factious infighting between various clans. Feuds over even the pettiest matters would soon break out into mass violence without the intervention of Dvaltan officials. The role of Dvatla as peacekeepers does not go unnoticed by more peaceful local factions who soon realize if they wish to survive this chaos they would do well to align themselves with the Dvatlan throne. (DVT has partially claimed Astrand (14)!)

    As Lindeen pounces on the weak flank of the Northern Council whose barracks were depleted by back to back warring with the Cinder Queen Sfair balks more loudly than ever before over their liege’s actions. Dame Elena Blanc is forced by the pressure her own Governor of Rúgari as well as the rulers of Dvatla and Varjik to recognize the King in Dvatla as her new liege as Sfair abandons Lindeen in the wake of this new war. This decision goes mostly unchallenged in the Free Alliance territories but in Cesaria, closest to the Mandate’s font and most infused with those teachings, discontent grows over Dame Elena’s disloyalty to the Mandates and elevation of paltry political concerns over the pursuit of magical theory unrestricted by stuffy churches and reactionary empires claiming dead histories. (SFA switches vassalage from LDN to DVT! Cesaria (102) is in Unrest!)

    Diplomacy!

    Despite the conflict that had torn down the Regno Sultanate the western subcontinent seemed to be growing closer through bilateral agreements among smaller powers. Whern benefits from this as they successfully establish an embassy in Jintha while New Bhule reaches out to Whern in turn. In Jintha this new diplomatic outpost may help give Whern and Jintha the means to bypass Regno in technological trade. (WRN establishes an Embassy with JTH!)

    No doubt hoping to foster a fraternal alliance of small north Regner states the Frostbinders of New Bhule formally establish relations with their neighbors in Whern. Fherharbor and Fherhaven were practically sister cities with a long intertwined history tying them together so it was that even through the Long Winter the two powers established relations with ease. (BHL establishes an Embassy with WRN!)

    Despite the occasional conflicts between their peoples the cultural elite of Karys has been heavily influenced by the Kunai clans in recent years. Kunai dress, food, and even the practice of Honmyo have become in fashion among the warrior women. It helps that Karys has served as a sanctuary for a thriving Kunai community since the Abhidi civil war. The establishment of formal diplomatic relations between the two powers comes as no surprise in the wake of this recent history. (RKH establishes an Embassy with KNI!)

    In Aaenna and Razzak both of the appointed vampiric feudal lords work their lies and dark magics to manipulate the populations back into meek acceptance of their lot. An admixture of propaganda, incentive, and disappearances soon sees order in the streets restored. A happy face greets those who wish to see such things and the ugly truths are buried beneath sickly sweet lies. (Aaenna (38) and Razzak (39) are Stable!)

    Reconnecting the severed lines of communication and authority lost in the region’s invasion by Overvann Thae Guceart is quickly restored as a province of the Sultanate. The storm dwarves pledge again their oaths of loyalty to the new Sultana and the region settles once more into spirited mirth. (Thae Guceart (92) is now Stable!)

    Faith!

    The new rulers of Bhule, foreign colonizers from the Frostbind Isles, have brought with them not only their governance but their faith. Frostbinderism was a dualistic faith that posited the preeminence of two gods, Ignatix and Nixir. Ignatix was a goddess of light and warmth with the majority of Frostbinder prayers centered on garnering her favor. Nixir was the goddesses’ eternal foe, lord of the dark frozen underworld who worked to undo her good work upon the world. For many the arrival of the Long Winter appeared to show Nixir was currently winning that eternal struggle. (Frostbinderism is Organized! Bhule (86) HC 2 is converted from Initia to Frostbinderism!)

    Although Lazar’s spiritual authority was cast in doubt by the rising claim of Gwitna as head of Xincoatl’s church Lazar nonetheless remained head of Coatl Perijanism long enough to issue a declaration of heresy within the Northern Council of Ti Linnad. While officially the Orradi Shollarissi debates which questioned the rituals of sacrifice so common to Coatl Perijanism are the reason for this excommunication most suspect the act to be a political move to favor Lindeen in their conflict with Ti Linnad. With war on their border and faith burning more intensely in the Northern Council’s borders than ever before it is perhaps no surprise this declaration has wide ranging effects in the Northern Council’s territories. (Wybrez (18), Gelupar (19), Arfordir (20), and Lascienmo (22) are in Unrest! Ti Linnad (21) is Unstable!)

    The discs of prophecy have attracted spiritualists from across northern Regner to examine tales of the portents carried on their surfaces. In uncertain times many take solace in the foresight of Weden as blizzards coat the land. Soon cults to the old gods of Gamle Mater arise across the land as pilgrims make their way to analyze the discs or their prophecies. (OVN gains Relic: The Discs of Prophecy +1 to conversions!)

    While the Inyoni Crescent had suffered greatly since the fall of Whitefeather and the sacking of Whitecrest this period of loss has given the once dominant Inyoni a glimpse of the fragility of life. When Ildian scholars come speaking of peace and brotherhood they find welcome listeners eager to begin down the path towards healing. Soon a sizable contingent of Inyoni take to following these Lacian priests and after a few years of study are themselves recognized as the Feather of Echeler, a holy order in service to the Ildian Pantheon. (CAL establishes Pantehon of Ildia Holy Order in the Inyoni Crescent (45)!)

    Lazar’s invasion of Aniachaket, and alliance with Lindeen has prompted a widespread backlash among the Coatl Perijanist community. Figures from across the Holy Coatl Empire have decided to elevate the dynasty of Warden Ollin to head of the faith. It helps that the Warden quite recently built the largest Coatl Perijainst temple in history. With near universal support from the remaining Coatl Perijanist states Gwitna elevates itself as the new head of the Coatl Perijanist Church. (GWT is now Head of Coatl Perijanism!)

    Even postmortem the power of Brinefather permeates Regner. Eagerly or unknowingly Sigyn sets down the path following in the footsteps of Dafi believing she may yet tame the indomitable power of Brinefather. For now it seems as though Izbefe has harvested it for their own ends, but it remains unclear whether Sigyn is the puppet or the puppeteer. (IZB gains Relic: The Godslayer Throne +1 Defense Against Secret Actions 1/round, reduces user Intrigue 1/round as a Non-Action!)

    As the only extant state following the Pantheon of Ildia Lacia claims its position as restored faith head of the small southern cult. While hardly a world influencing faith within Palmor Ildia had stood now for nearly a century as a pinprick of light amidst a vast quilt of darkness. (CAL claims Faith Head of Pantheon of Ildia!)

    Outside the Kiin Nor Aba, Firebreathers, holy order dedicated to Xincoatl all other traces of Coatl Perijanism have now been purged from the Pall by it’s new ‘Ridi’x inhabitants. Worship of the dragons has only grown stronger in the years since the Flamefather paid a personal visit to the region. The shared symbology of the cleansing flame between Xincoatl and at least the Flamefather’s aspect of worship allows proselytizers an avenue to convert locals. (The Pall (29) HC 2 is converted from Coatl Perijanism to DRGN-CQ!)

    Appeasement vs defiance, mysticism vs rationality, tradition vs progress, these are the conflicts which rage across the Jintha isles. While they at first seemed willing to cooperate with their Initia counterparts, tensions became ever more heated due to the obtuse behavior of the Sycorax and Regnan mages magnifying the growing desperation of the Shamans to provide a spiritual counter to the Long Winter. Amham shamans see the Regnan magi as overly materialistic and more concerned with their own studies than the impeding Long Winter. The battle for the hearts and minds of the Volzen escalates when shamans from Amham awaken spirits against the magi, running them out the holy groves the Initiates had run the shamans off from only a few years prior. (Jintha (108) HCs 1 & 2 are converted from Initia to Jalyeong-bo!)

    While Ti Linnad was being cast out of its own church for heresy by a corrupt faith head seeking to aid the assault by Lindeen it seems at least some measure of religious hesitance regarding their affiliation with the eastern church was factual. Orthodox perijanism finds a minor renaissance within this contentious state of affairs and those who turn back to this old pantheon of understanding seek to discover what has led Lindeen’s Perijanists to view Ti Linnad as their enemy. When it is discovered the Perijanists of Lindeen were no more than an appendage to the Mandates these members of the Linnadi orthodoxy seek to correct this perversion. (Lindeen (101) HC 3 is converted from Perijanist Mandate to Perijanism!)

    In Wybrez, the villages by Lake Norikstaw have been fairly noncommittal towards Coatl Perijanism, largely paying lip service to Ti Linnad's chosen faith. However, in recent years, they have grown more committed and faithful to the ways of the serpent god Xincoatl. Monuments begin to rise, sacrifices are made, and idols dot the villages. There can be no doubt that Wyrbez is now devoted fully to the faith. (Wybrez (18) HC3 is converted to Coatl Perijanism!)

    The infamous Coatl Perijanist Firebreathers of the Pall have seen better days. The banishment of the Quill to the region’s outer jungles had largely fulfilled the orders purpose in cleansing Kina’s dark influence. Coatls withdrawal from the region in addition to Lazars corruption has sapped the organization of new recruits. Fortunately the arrival of the Ridir has given the organization a new purpose. Instead of hunting heretics the Firebreathers have transitioned into the role of administrators and tax collectors for the region’s new masters. Soon these magi would begin erecting altars to the CInder Queen in addition to storing the designs for her boons in Coatl script. (The Pall (29) Holy Order is converted from Coatl Perijanism to DRGN-CQ!)

    Trade!

    An unexpected technological innovation from the isolationist ‘Ridi’x inhabiting the Pall may see the decentralized governance first given theoretical form in Ti Linnad spread farther and wider than ever before. For nearly a decade now mercantile pressures on the limited supply of Emjatan inks and papers has kept the benefits of decentralized authority from being realized more broadly. The simple solution of the ‘Ridi’x? Toss the fancy inks and paper and utilize the hides and fluids of hunted beasts to mark down important matters that need be known far and wide. It was perhaps not as refined and stuffy as the traditional scholastic tradition created in Ti Linnad but it proves no less effective in ensuring power remains flat. (RDR adapts Decentralized Authority Writing Materials resource requirement to be substituted with Animals!)

    While elsewhere under the Northern Council’s banner war threatened to tear the very fabric of northern unity in Gelupar a far more positive development occurs. Sultanate merchants, lighter in coin than they had been a decade prior but still well funded, arrive to negotiate a deal on goats. Land which had been left uncultivated is bought up as are breeding pairs from existing goat traders. In a few short years the Regnan investors find themselves owners of a stretch of farms with profits, and goats, filtering back west into Sultanate coffers. (RGO increases Gelupar (19) Goats from [Minor] to [Good] and takes over TP 2!)

    In a rather surprising move Lacia chooses to funnel a great deal of the southern plunder inherited from Azenhal’s governance into northern Regner, Tevrus specifically. The unique properties of the region’s Livestone and its role in the creation of stonespoken warriors has seemingly intrigued the Astérionnag. With a wealth of gold, silver, and trade goods to entice the kobolds Lacia establishes another productive Livestone mine within the hollows of the kobold homeland. (CAL increases Tevrus (90) Livestone from [Minor] to [Good] and takes over TP 2!)

    The spiritual activity and competition between Jalyeong-bo and Initia had stirred many supernatural forces around the islands of the Jintha. A few retired shamans and Initiates who chose to remain in the south rather than return home join with a number of local fishermen in increasing the Cloudwing Piranha haul on Cawv Dej. (Cawv Dej (76) Cloudwing Piranhas are upgraded to [Good] and JTH takes control of TP 2!)

    A series of bountiful harvests in Ka-ruun have increased the region’s available laborers twofold. The rise of New Avakonia has lead to a surge of demand in available laborers for expansive building projects across the imperial heartland. Not long after springs end, hundreds of laborers and settlers move to the Imperial core at the behest of Karysite merchants in order to help revitalize Marvalo and Belhaz. (Ka-Ruun (62) Labor Guilds are upgraded to [Good] and RKH takes control of TP 2!)

    Winter in Deaux becomes more severe, and the cold that once was limited to the mountaintops seems to linger closer and closer to sea-level with each passing year. Some suspect that this is a side effect of the long winter to the north while others claim that the ancient aspect of cold has awoken within the deep forests in the area. Whatever the truth may be, the Hlaali Bark that is only found in areas with frost becomes much more common at lower altitudes, making its collection easier and its harvest more plentiful. Scholars in the area are quick to capitalize on it for the benefit of their people, bringing the strange resources home for study. (Deaux (56) Hlaali Bark is upgraded Grand, and RGO takes control of TP 4!)


    Varjik, now calling itself Avakonia, seeks to expand their economic footprint in Emjata without stepping on too many toes. The Omanush receive visitations in Roagan and Razzak where the Convoys agree to exchange holdings to this new Avakonia on promise of favor to be shown the Admiralty by this new empire. (AVA buys out Razzak (39) Allspice TP 2 & Roagan (74) Pearls TP 2 from OMC!)

    As the Frostbinders establish themselves as the new rulers of Bhule their nascent trade network expands with the favorable disposition from foreigners keen to make friends with the rising power. In both Amham and Karys the favor of the Amham Federation and the Pall-residing-‘Ridi’x sees this new power secure a much needed supply of fuel and food to help stave off the Long Winter they find themselves suffering under. (BHL buys out Amham (2) Timber TP 1 from AHM and Karys (48) Wheat TP 3 from RDR!)

    The rich and far flung Yondari League merchant guilds set their eyes on the long suffering Palanam only recently recovered from a crisis in faith. Bearing more coinage than most in the region had seen in decades the Yondari are able to acquire a rich vein of copper that had been left unmined for years. (YDR buys out Palanam (65) Copper TP 1!)

    As Gwitna purchases one of Coatl’s unowned corn supplies Coatl purchases the other. Leveraging the danger the Wings presented upon Uhraiyan investment the Exarch negotiates a rather favorable deal with his subjects. The removal of the Wings leaves many corn merchants kicking themselves for agreeing to the Exarch’s lowball pricing on principle of emergency supply. Individual profits are low but the region angles towards prosperity as a portion of the harvest is redistributed by the church within the Theocracy’s capital. (CTL buys out Coatl (33) Corn TP 3!)

    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. Wood has become more important than ever, serving as fuel to stoke the flames of Dvalta’s innumerable steel forges as well as constructing the great kingdom’s navy. (DVT buys out Deaux (56) Hlaali Bark TP 3 from CAL!)

    As part of the end of the Regner war a series of resource exchanges had been agreed to among the belligerents. On that list were the granite quarries formerly owned by Regno in the eastern sea that had been seized by Overvann raiders during the war. With peace now between them the Overvann agree to hand over their seized goods, for a nominal fee of course. (RGO buys out Kilkana (26) Granite TP 2 from OVN!)

    Moon Opal Jewelry has become quite fashionable among the clan leaders in Gwitna. The rare stone has become a centerpiece in robes, prayer beads, and hair attachments. Fortunately the moon elves of Lascienmo are eager to make coin in order to compete for influence with the increasingly wealthy CSC. (GWT buys out Lascienmo (22) Moon Opals TP 2!)

    The Gwitna are among the first to take advantage of Coatl’s newly free real estate. The Regnan merchants fled in the face of the Dragonforged onslaught the Gwitna find themselves facing off against rival merchants from New Avakonia. Gwitnan merchants are easily able to seize any remaining assets and work the lands with the assistance of imported slaves. Possession being nine tenths of the law and a steady stream of revenue from the corn harvests sees Gwitna secure their claim over that of the Avakonians. After a few years a dedicated supply chain of corn is sent to feed the increasingly hungry urban centers of Glen Gwitna. (GWT buys out Coatl (33) Corn TP 1!)

    Whether the deals were made before or after Sfair’s dissolution of bonds with Lindeen would be forever unclear, due to the guarded nature of the meetings, several incidents involving falsified records, several more involving more innocent mistakes, and the gap between the declaration in the north and the news reaching the lands surrounding Azenhal, but whatever the case, it seems Sfairi merchants have taken possession of a number of iron mines formerly believed to be depleted. Some would call the new seams discovered shortly after the exchange to be suspicious, but others, merely good fortune. (SFA buys out Azenhal (71) TP 1 for Iron from LDN!)

    Delayed due to the nature of Pride economics (rough, tumble, and often through third parties) and the distances involved, the slaves purchased some time ago by Rhunite merchants finally make their way to Confederate markets. (RHN buys out Tarraks Krag (78) TP 3 for Slaves from SMP!)

    War!

    In deadly Sycoraxistan each man, woman, and child under the Revolutionary Guard’s protection were seen as the highest valued asset worth protecting from the ravages of the world. To this end efforts to lighten the damage suffered by soldiers on march have resulted in the creation of enchanted wickermen whose presence supplemented and amplified a traditional company of fighters. These artificial soldiers could be deployed in such a way as to waste enemy resources scouting out a base full of wicker men or charging a formation that had no more than five real flesh and blood fighters puppeteering the “battalion.” More advanced versions of these manufactured men are even capable of being enchanted to follow simple orders allowing more flexibility in their use upon the battlefield. (SYX introduces Takwin Footmen (Warbeasts and Live Weaponry), Effect: -1 casualty rolls // +1 battle rolls. Requirement: Magical Resource // Magical Resource, North Weed, Magical Earthen Resource (Livestone/Blood Clay), Oil OR Grease!)

    The research still being poured over from the first Warcaster creations has led Lindeen to realize the spirits and powers bound to flesh could also be bound to the page. Properly prepared magical scrolls could host bound spirits and spells, though binding up such energy only made it more volatile upon release. These paper spirit bombs are dubbed War Puppets as they provide the semblance of a spiritual army whose power was only augmented further by the awesome might of a proper Warcaster nearby. (LDN introduces War Puppets (Warbeasts and Live Weaponry), Effect: +1 battle rolls // +2 battle rolls. Requirement: Warcaster technology, Ruined Scrolls // Warcaster technology, Ruined Scrolls, battle led by Warcaster!)

    Chief Simriq, leader of the Bhulic Frostbinders, appoints his friend and strong right hand man Ahbs to the position of senior general of the Bhulic armies. More renowned for his own personal prowess on the field rather than a deep understanding of strategy Ahbs nonetheless quickly proves himself capable as a leader whipping the undisciplined recently raised Bhulic levies into a serious fighting force ready for their first battle, wherever that may be. (BHL gains a Mil 7 General Ahbs!)

    The war with Regno may have allowed the Serene Marasa Pride to claim an empire for a brief moment but ultimately its losses had piled up quickly and without end. The Kunai slaying of Sithara Kkoya had ended a legendary line of generals originating with Tashan, the Desert Scourge. With this moment of relative peace however the Pride is able to address this hole in their defenses as the new Maharaja appoints his vicious elder brother Kildos Barun Ssuras to the position of supreme general of the Pride. The Rakshasa alpha’s favorable education and healthy living seem to have sharpened the warrior’s keen instincts and many veteran Rakshasa quickly learn to respect and fear their God-King’s brother nearly as much as they feared the Maharaja himself. (SMP gains a Mil 10 General Kildos Barun Ssuras!)

    In Saaremaa the Margravine errs against angering ocean spirits or their appointed protectors among the region’s Animists choosing to instead risk displeasure among the general populace spawned by the recruitment of eager young patriots to fight in the ongoing struggles Rhune finds itself in. Nearly five thousand young men leave Vislandi and the surrounding area to join the great Rhunic army of the northeast. Local concerns over a depleted workforce caused by such concentrated recruitment are borne out in the months and years to follow forcing many residents of Vislandi to seek a life for themselves elsewhere abandoning their homes as continued business becomes untenable. This influx of older men, women, and young children into the other regional cities causes a great strain which is felt all the way at the top. (RHN gains 2 Units and Saaremaa (95) is in Unrest!)

    Krace hunt

    Spoiler: Hunt In the North
    Show

    KRC: 10 + Mil11 = 21
    YDR: 11 + Mil8 = 19
    KRC: Mil11 Krace the Warcaster + 2 Veknar + 2 Elegy + 1 Wards + 2 Relics + 8 + 5 Tactics = 31
    YDR: 8 Units + Mil8 Veras Misstle + 2 Tech + 13 = 31
    YDR Casualties: 30%
    RHN Casualties: 60%
    TIE! The Yondari League loses 1 Units, The United Northern Confederacy of Rhune and Saaremaa loses 4 Units! Krace has been stymied!


    Like a plague of locusts, thousands of Lindeen soldiers under Archon Atraxi enter the highlands in an attempt to instal a mandate friendly council. As city after city falls under the power hungry mages, the consensus seems to shift to Ti Linnad’s sudden demise. Fortunately Emperor Däfikä of Dvalta has other plans in mind. As the Lindeen column marches toward the region’s capital they are intercepted by a force from Dvalta augmented by a few thousand mercenaries to face the mages in open combat. While initially the two armies attempt to outmaneuver each other Archon Atraxi, decides to make continue the course quickly seize the council before winter arrives forcing both sides to dig in. Foreseeing this turn of event Däfikä begins the campaign by attacking Atraxi’s supply lines. Now facing near certain starvation Atraxi moves his army to Däfikä’s position at an unparalleled speed hoping to surprise the Dvaltan king. Unfortunately many soldiers are rendered exhausted, with many dying enroute, from the forced march. Despite this they fight with great ferocity nearly annihilating the dvatlan center from the pressure.
    While the veteran Dvaltan infantry are pushed back to their camps, the mercenary left and right wings fare far better easily besting their exhausted lightly armored counter parts, dispersing them to the east and west respectively. As the Dvaltan center begins to to crack they are joined by none other than Däfikä and his retinue raising the great flag of Dvalta and reciting a prayer on the front lines. Even with the Emperor’s support The Dvaltan center is pushed into its camp as the large formations get broken up into smaller engagements among the elaborate tents and craggy terrain. Here the Dvaltan devotion to discipline and steel begin to triumph as Atraxi’s soldiers quickly become overwhelmed by their more organized opponents. Worse still for Archon Atraxi the mercenaries begin to converge on the Dvaltan camp. In the midst of the chaos Archon Atraxi rallies as many soldiers as he can breaking through the fairly dispersed Emperor’s retinue to escape back to Lindeen before reinforcements can arrive. As the mercenaries arrive to the Dvaltan camp they find an army in mourning as it appears the Emperor was captured over during Atraxi’s escape.
    Spoiler: LDN Invasion of Ti Linnad (21)
    Show
    LDN Byonic Tactics: 5 + Mil10 = 15
    DVT Aerial Bombardment: 9 + Mil10 = 19

    LDN: 7 Units + Mil10 Archon Atraxi + 1 Tech + 7 = 25
    DVT: 6 Units + Mil10 Däfikä + 6 Tech + 5 + 2 Tactics = 29
    LDN Casualties: 10% +2 size losses
    DVT Casualties: 10% +1 coalition loss
    TLD Casualties: 20% +1 coalition loss
    Defender Victory! The Kingdom of Dvatla loses 1 Unit, Crescent Company loses 1 Unit, the Sovereignty of Lindeen loses 3 Units! King Däfikä has been captured by the Sovereignty of Lindeen!


    Spoiler: LDN Invasion of Lascienmo (22)
    Show
    LDN Byonic Tactics: 6 + Mil8 = 14
    TLD Aerial Bombardment: 8 + Mil10 = 18

    LDN: 2 *Units + Mil8 Warcaster Macra + 1 Tech + 16 = 27
    TLD: 5 Units + Mil10 Sibeal Gorman + 4 Tech + 2 Tactics + 15 = 36
    TLD Casualties: 20%
    Defender Victory! The Crescent Company loses 1 Unit! Warcaster Macra has died!


    An undead horde rivalling in terror if not in size the great masses which had in recent memory besieged the gates of Avakon marches out from the dark heart of Khirus on a course towards the Coatl. The kindred who sat in shadowed council wished to end the fiery reign of the Exarch Tizoc and to replace the mighty Holy Coatl Empire with a puppet of their own imperial ambitions. With so many warriors lost to the Cinder Queen’s merciless attack only a few years prior it seems at first the Theocracy will have no chance of survival, no way to win. Then came a most surprising turn of events, the ‘Ridi’x arrived to offer their support.

    Under the leadership of the renowned fighter and leader of hunters ‘Xuxavegx the great mass of dragon-born appeared from the east brandishing massive blades and clubs carved from the Pall’s unique flora. Rolling engines of fire and smoke poured black smog into the sky behind them as they entered first the devastated capital of Coatl before continuing on to the Inyoni Crescent where they came upon a faltering Coatl army. Forced to retreat from the border where the Theocracy had hoped to hold back the tide the Coatl regulars were overjoyed to be receiving backup, regardless of its form. Rapidly ‘Xuxavegx took command of the field ordering his hunters to take their massive rolling Pyroclastic Engines deep into Khirese held territory that the war machines could spew their hideous burning payload far and wide within the undead’s ranks.

    The reinforcements put Lassoran on the back foot and for a moment as one after another of his subcommanders were immolated by the accursed siege engines it seemed perhaps the Theocracy might repel the assault. However, the vampiric general had been trained by his country’s most elite tacticians, fed by the finest bloods, and as commander of his master’s dark forces was unwilling to accept retreat as an option. Heights tenacity paid off as only a month after the ‘Ridi’x’s surprise arrival the Khirese general had reformed his ranks and prepared to return to the offensive. Distracting most of the Pyroclastic Engines with a feint Lassoran’s main force penetrated the enemy flank left open by ‘Xuxavegx’s aggressive strategy. From here there was no recovery for the defenders and while it was a hard fought retreat eventually ‘Xuxavegx was forced to cede the Inyoni Crescent to the advancing forces leaving Coatl in a precarious position, their fate uncertain but looking steadily more grim now that the undead empire sat an army upon their capital’s border.

    Spoiler: Clash near the Inyoni Crescent (45)
    Show
    KRS: 5 Units + Mil8 Lassoran Heights + 4 Tech + 16 = 33
    RDR: 7 Units + Mil9 'Xuxavegx + 3 Tech + 14 - 1 Distance = 32
    KRS Casualties: 20% +1 size loss
    RDR Casualties: 30% +1 size loss +1 distance loss
    CTL Casualties: 40%
    Khirus Victory! Council of Shattered Emperors loses 2 Units, ‘Ridi’dreq loses 4 Units, Holy Coatl Empire loses 1 Unit! The Council of Shattered Emperors now controls the Inyoni Crescent! The Inyoni Crescent is now in Unrest! ‘Xuxavegx has been killed!


    As a force of Lazarite Mercenaries and Usan salt raiders arrive in Lazar, they quickly fall into a stalemate with the defenders of the northernmost islands. The defenders were equal to the invaders in number but well entrenched on their island bases, and most unwilling to allow the outsiders to replace Matrizia with Waldemir. By the time that Tanya Chalun arrives from Yondar to lead the troops, a significant rivalry had developed between the Salt Raiders and the Mercenaries. The Mercenaries favored continuing the siege, starving out the CSC troops in the island bases, while the Usan Salt Raiders advocated abandoning the siege of the forward bases and sailing around to attack individual islands with the full force in one place. Chalun ultimately sides with her own people and the salt raiders' strategy is adopted: The Yondari force travels as a full fleet island to island in turn, capturing or killing the defenders, before abandoning it and moving on to the next. By forcing the defenders to fight against a large numbers advantage in every instance, the plan successfully demoralizes enough of the defending troops that when Chalun seizes the fort Black Crescent the defenders surrender their arms and the region to Yondar, placing the isles under military occupation.

    Spoiler: YDR Invasion of the Isles of Lazar (28)
    Show
    YDR: 2 Units + Mil7 Tanya Chalun + 4 Tech + 15 = 28
    LZR: 2 Units + Mil8 Basilis Ka Feroh + 1 Tech + 11 = 22
    YDR Casualties: 40%
    LZR Casualties: 60%
    Attacker Victory! The Yondari League loses 1 Unit, The Isles of Lazar lose 1 Unit! The Yondari League is occupying the Isles of Lazar!


    As the Rakshasa meet the rebels in Tarraks Krag on the field of battle, they see an easy victory before them. Outnumbering the rabble three to two and far beyond them in skill, the battle is over within a few hours, the rebels slaughtered to the last. Yet Tatthan Dalyo is not seen among the bodies of the dead....
    Spoiler: Rebel Invasion of Tarraks Krag (78)
    Show
    SMP: 3 Units + Mil5 Zabaryn Sinja Ssuras + 3 Tech + 15 = 26
    RBL: 2 Units + Mil8 Tatthan Dalyo + 1 Tech + 7 = 18
    RBL Casualties: 60%
    SMP Casualties: 30%
    Defender Victory! The Feast of Rieba loses 1 Unit, Tarraks Krag Rebels lose all Units! Tarraks Krag is still in Rebellion!



    Unopposed by the Coatl Theocracy the Arndok of the Isles personally leads the charge to annex Aniachaket from the HCE. With no armed forces to repel their ships the lazarite led forces quickly spread through the region seizing strategic sites and assets in the name of Matrizia. The Kansett seem disturbed by the breakdown of peace long held between the eastern Coatl Perijanists but many had worked closely with Lazar in matters of trade for years and so hope this new arrangement will at least benefit their coffers.

    Spoiler: LZR invasion of Aniachaket (24)
    Show

    LZR conquers Aniachaket (24)! Aniachaket is in Unrest!


    Discovery! Map!
    Spoiler
    Show



    Terror!

    At long last the Brinefather’s Rage upon the Uhraiya is quelled! Whernian shamans of the Frigid Digits have, with the power of spirits, navigated the storm seeking out its eye and pulling the Brinefather’s Wings from the depths of the sea. The relic of 'Gxe'dhok is brought on a long journey back to Whern where the ragged waterlogged wings are presented to the Chief’s Council. The temperamental magic swirling around the pair of bones seems to only intensify the blizzards brought by the lingering Long Winter. (Gelupar (19) Goats TP 1, Glen Gwitna (23) Redcedar Wood TP 2, & Shona (32) Bloodclay TP 3 are restored!)

    WRN acquires relic Brinefather’s Grief!
    Spoiler
    Show
    +4 to one Buyout OR Negate 2 distance loss per round. Get wrecked by storms. No one may attack you via naval route. You may choose to cause distance losses for every region of yours another kingdom travels by if attacking past you over a naval route. You may not attack via a naval route without utilizing the Wings. Automatically win naval clashes. Attacking with the Wings has a chance to inflict damage on regions you attack/travel by (including the region you set out from) 1/3 chance of damage per region. Damage is represented by 1d6 where 1 = HC becomes Open, 2 = TP becomes Open, 3 = Open HC is given to DRGN (If no Open, nothing happens), 4 =Open TP is given to DRGN (If no Open, nothing happens), 5 =Increase in instability, 6 = Nothing Happens). If you don’t attack with the Wings, your coastal regions suffer the 1/3 chance of damage. If you have no coastal regions, all of your regions risk damage instead!)


    Marauders and warriors personally employed by Järlin Aeshra Hodeskalle have arrived at the Green Way to crack some Dejanist heads. Enraged by the presence of the southern pantheon, and afraid that it may contaminate their native beliefs, the marauders slaughter every Dejanist they can find at the holy site. Scriptures that can’t be edited with the names of the Gamle Mater pantheon are swiftly burned as an antidote to the long winter. (Delwin (84) HC 2 is Purged from Dejanite Cult to Open!)

    Merchants and emisassires from Ti Linnad plead for aid at the court of the Jarlin Aeshra. Fortunately the Marauders of Overvann are eager to to strike against Lindeen’s holdings as the valuable ruined scrolls serve as both writing materials and repositories for esoteric knowledge. (OVN raids Region 104 Ruined Scrolls TP 3 from LDN!)

    Lindeen is quick to retaliate, though quiet, and sends members of the mysterious Ombran Order to strike at Ti Linnad’s own supplies of the material. Though the shadow mages meet with surprising resistance, they are eventually able to establish control over the merchants and ruins-peddlers that once contributed to the Northern Council. (LDN raids Region 104 Ruined Scrolls TP 1 from TLD!)

    Perhaps their preoccupation elsewhere is what enabled the Dvatlans to succeed against them in Regno; shortly after a number of local merchants have their livelihoods ruined by scandals coming to light, and others appear to come into unexpected wealth, the Bani exports originating in Antrum begin to end shorter and short along their trade routes, until they are flowing into Tehlerkhet storehouses; not Mandate ones. (DVT raids Regno (8) TP 3 for Bani from LDN!)

    In a surprising twist the Serene Marasa Pride has chosen to ally itself with Khirus and Lindeen, arguably the two kingdoms more hated than the Pride itself. As Lindeen makes its move to pluck the bleeding flesh of Ti Linnad and the Northern Council’s ever-loyal Rhunic Animist vassals answer with an assault on Lindeen’s Lazarite ally the Pride chooses to seek profit amidst the chaos. While merchants from Rhune are quick to try and explain their government’s lack of a role in the assault on Lazar with the bulk of the Rhunic army away hunting the mad man Krace it seems the Rakshasa have no intentions of slowing down. The Darkwood of Yondar which was so valued by the north island is seized by brutish Pride raiders forcing a number of Rhunic merchant guilds to fold. It is hoped the Margravine will soon have an answer to the problems cascading into the capital from this loss. (SMP raids Yondar (98) Darkwood TP 2 from RHN! The Margraviate of Rhune is missing its Required Resource and may soon enter Unrest!)

    The people of Carida have become impoverished to an extent rarely seen on Emjata. The land's famous maize has yielded few crops in the last years, and they simply do not have enough to trade for anything the region needs. Those who can leave the region do so en masse to try and find work, food, or anything worth trading. Those unable or unwilling to leave begin making demands of their vampiric overlords, their fear of vampires far outstripped by the extent of their people's suffering. Carida's Prince makes a (very polite) petition to the council of shattered emperors; something must be done to remedy the region's many problems. (Carida (69) is now Unstable!)

    An abnormally wet spring has flooded many of the caves and holds the C'tenzi call home. The dispossessed C’tenzi have been forced into the overland thick evergreen forests of the region. In a desperate attempt to keep up the harvests of Facet Cap at capacity, the C’tenzi experiment in breeding a new morph of Facet Cap. Unfortunately the airborne spores of this new morph cannot be contained in an above ground environment causing an outbreak of carapace rot in the community depleting existing stock and causing the C’tenzi to cancel shipments of the mushroom abroad lest the infection spread. (Sumwyr (99) Facet Cap TPs 2 (KRS) & 3 (YDR) are now Open!)

    Cycles of drought, heavy rains, and harsh winters have depleted much of the forests that blanket Kilkana. While this doesn’t much affect the subterranean dwarves, the landslides that have begun to plague the region surely have. Dozens of landslides have cut the Kilken off from their preferred trading partners in addition to interrupting food imports. (Kilkana (26) Granite TP 3 (LZR) is destroyed! Kilkana is in Unrest! TP 3 can be restored via a 2-action Project with the completing state taking control of the TP!)

    Tëhlër̨khët Polytheiests have been patiently tolerating the prescence of the Mandates influence among the Sfairi elite, but Lindeen’s recent expansionism has made many of the high priests nervous. They fear that their traditions will soon fall under the corrupting influence of the Mandates. Eager to prevent this some argue for secession, while others wish to preemptively strike against their overlords. The rising tensions show no sign of abating and the already unsettled region only grows more volatile. (Region 107 is Unstable!)

    Organizations!

    After almost a decade of delays caused by war and dragons the League of the Beacon base promised by Mure is finished by Tensar in the Azure Coast. The League are grateful to the Kunai for their assistance regardless of the slow manner in which it came promising to aid the mysterious Clans in uncovering truths in the future. (KNI increases Reputation with BCN to 4 and gains 1 Favor!)

    Further negotiations between Jintha and the Omanush sees the two mercantile powers growing even closer. The sea elf admiralty declares Jintha a friend and preferred trading partner in Emjata as well as potential partner for crossing the deep seas. (JTH increases Reputation with OMC to 5!)

    Representatives of the Omanush Convoys are treated to the best food one can find in Amham. The ruling family desires the money, connections, and fuel a partnership can offer, especially in these trying times. (AHM increases Reputation with OMC to 4!)

    Bo of Amham believes the long reach of the Acolytes of Áhkká will be key to solving the Long Winter. 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. Hopefully this organization either has or can find the necessary relics to appease the spiritual disturbance of northern Regner. (AHM increases Reputation with AAK to 6!)

    No doubt hoping to secure the contended border region from further northern incursions the Regno Sultanate has reached out to the Crescent Company offering a base in the region of Stormvines. Always eager to expand their unparalleled reach across Emjata the Company commanders approve of the chosen fortress but insist Regno provides either a unit or an attache of Regnan scriveners to aid in stocking Crescent Company libraries with legal codes. (CSC requests a Unit or 2-action Diplomacy project to expand the Company’s libraries!)

    The bidding war between Councils Northern and Southern came to a conclusion that would surprise some but was entirely expected for others. The Company accepts the Linnadi bid...but also a partial bid from the vampires. The Council of Shattered Emperors in Khirus has received the services of two full regiments from the Company, at their regular price. Ti Linnad has received the same, at a markedly higher price. (5 favors paid to CSC for six units for TLD; 2 favors paid to KRS for six units for TLD)

    Other!

    As the League of White Sails begins to reintegrate into the Dvatlan hegemony those coastal city factions who opposed this new direction are looking for foreign support to back their own positions. They find this funding in contacts from Jintha who trade desperately needed foreign investment in exchange for information from the artisan guilds. (JTH acquires Alchemical Artisans from LWS!)

    Jintha is quick to respond to the Fresian Fly epidemic affecting the stables of Bysthia. With a great well of funding an inoculation and cure for the disease are both found in under a year. After a few more months Jintha even develops a pesticide to drive off the flies from Bysthia’s watering holes. Grateful local ranchers offer their saviors their personal selection of mares and stallions who become the breeding stock for a new Jintha-owned ranch in the region. (Bysthia (63) Bysthian Horses is upgraded to [Grand] with TP 3 under SMP and TP 4 under JTH control!)

    With the spread of the Kansett into the isles of Lazar, demand for seafood spikes. It seems that the crablike workers have a difficult time adjusting to the more continental style of cuisine enjoyed by the lazarites. Many who have since immigrated into the isles are reconsidering their choice to move given the lack of good food in their new home. (Each round until a source of seafood is acquired beginning with the end of R23 one LZR TP in Aniachaket will become open!)

    Rumor about the cursed lands were never far from people’s lips in the halls and taverns in the surrounding parts of Khirus. Of late, a strangely consistent trend had spawned regarding sightings near the Fresian coast. Sighting of Picians had fast become the talk of the hour, this shouldn’t have been news given it was their homeland, but the tales were quite unusual. The Picians sighted had come not come from Fresia or the ocean, but the cursed lands themselves. None left the ocean or its shores yet still day after day dozens even hundreds of “new” Picians wandered south from the cursed lands. Tales beyond their curious arrival varied - many were claimed to be somehow off with mutations or queer energy surrounding them. Some are said to have been there one moment and vanished the next. Others still claimed to have passed the same pician walking the other way, only to pass them again several more times down the line.
    Last edited by Rolepgeek; 2019-03-10 at 02:12 PM.
    Sincerely,
    Role P. Geek

  8. - Top - End - #758
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Dragons!


    Xo'xa'va'j the Cinder Queen

    Cinder Queen will get trapped and forced down into the volcano, but not murderified, by the tree.

    From this sacrifice, opportunity: a strange seed, delivered by the Magi to their Emperor, is able to be deposited within the mountain. The seed takes root deep within the Flamefather’s lair, awakening to the heat and magic that defines the area, growing lazily, drinking deeply, and remaining hidden from prying eyes. As it grows, it seeks out the hoard of the Flamefather within the volcano’s depths, seeking out the mountain’s bounty. Crawling branches and vines creep along the walls of Mount Azen’s main vent, climbing towards the sun, while other stretch across the ceiling of the repurposed dwarven halls, seeking the ventilation shafts once exploited by Dejan as the primary vulnerability of the mountain fortress.

    The growth of the plant, now with access to nutrients and energy from a variety of sources, soon begins to accelerate exponentially. It is not long before even the Dragonforged take notice, much less the Queen of the Mountain. Though it is a greedy creation, made no less so by proximity to the Dragon, it does not accomplish all that Tizoc and his son may have hoped; it is no more able to overwhelm and consume the Dragon’s magic entirely than the Dragon is able to incinerate it. Instead, it has been twisted by the aura now known to be common to all true Dragons, making it both more suited to its volcanic environs and less hostile to those within.

    Still, its ever-seeking roots and ever-growing mass, softly glowing veins of a red sap-like liquid winding through the complicated structure force her to take action. When the Flamefather strays too near, feeler-tendrils reach for her, and her experiences have made her wary of risk. The Cinder Queen retreats deeper into the bowels of the earth...and deeper, and deeper still, to where she hibernated for so long, and deeper still. The roots follow, diligently, slowly, unhurried. As they drink the magma, so too do the Dragonforged seek to follow their Queen.

    Little contact has been had from the mountain since the greenery choked the entrances, spilling out over the volcano’s summit. The leaves were yellow, red, orange; like a perpetual autumn, yet they bloomed with many-colored flowers of white, black, blue, gold, and silver. What fruits such a tree might bear has yet to be seen, but this intersection of life and draconic magics has certainly had a strange result. Yet if the continued activity is anything to go by, the Cinder Queen is not dead - merely stymied. And more than likely, angry; should she find another route to leave her underground shelter, it is likely her wrath would be great and terrible, unless her anger were to be somehow appeased, or a means, however remote it may now seem, be found to end her life.

    'Kidveva'dvu’j the Eater of Magic

    Jintha is informed via chimera mail that if they wish a gift from Her Majesty they would do well to send more material support than mere baubles and coin. While their regular shipment of gifts were appreciated and enough to keep the Magic Eater away from their shores they indicated no real love or loyalty from Jintha to their dragon goddess. Jintha was known as a rich island chain with more resources than kingdoms far larger than their own but they had yet to send anything real to the dragon as tribute. Should they turn over a portion of their vast wealth perhaps then 'Kidveva'dvu’j will favor them with a portion of her own magical bounty.

    The protest seemed for such a minor thing. The broken body of a not-so-minor noble lord’s heir, returned to their family mansion several months after their disappearance, carried on the back of what could only be called an abomination, bearing marks of experimentation. Sightings of creatures simultaneously horse and rider hunting men like beasts. The slow but steadily increasing rate of….’oddities’ reportedly occurring in the capital since the Dragon’s arrival, most relating to birth defects or strange illnesses with no explanation, even when the wisest elders and most learned of priests are consulted. Rumors of spies in the Illuminant’s court, and their machinations to replace or control the other members by circumventing the Violet Oath.

    And, of course, the time she dissected a vampire at high noon in full public view, using her magics to regenerate it even as it smoked and scorched, going so far as to call Anivine to share her ‘discoveries’. The Eater of Magic claimed it was a spy for Khirus, of course, and Khirus denied it, of course...but the damage was still done. It seemed that sharing space with a Dragon was not far removed from simply giving up such. The Aspen Heights is in Unrest! Maximum stability for The Aspen Heights will be Unrest while the dragon remains….

    ‘Gxe’dhok’s Revenge

    Although still not entering Delwin to the confusion of many the cold fog of the Long Winter continues to roll southward down Regner. They first glide along the newly ice-topped swamps of the Black Marsh, before being picked up by the clouds above Thae Guceart and falling in the form of hail. Peat harvesters in Black Marsh must begin bringing ice picks to break through frozen slush in their swamps while the chiller air is said to make the Stormvine brews of the current vintage rather bitter and sharp in flavor.

    In many other areas, the ice takes it’s toll as the coasts begin freeze, restricting trade in some areas. Bahwick and the Cays, in particular, are finding it much harder to find the whales between the ice as their numbers dwindle due to their migration to warmer climes.

    Long Winter spreads to Black Marsh (91) and Thae Guceart (92)!
    Bhule (86) JTH TP3 for Copper becomes Frozen!

    ’Ridi’r (85) YDR TP3 for Dragonbeasts becomes Frozen!
    Cays & Bahwick (88) OVN TP3 for Whales becomes Frozen!
    Tevrus (90) HC 3 for Dejanite Cult 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. Frozen TPs can only be used if the region is getting Fuel.

    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]
    Black Marsh (91) [33]
    Thae Guceart (92) [33]


    An Uneasy Air

    There has been a tension between the siblings of the late God-King ever since his abdication at the end of the prior war. This is not in itself unusual; such tension was common between those soon to kill one another. What was far more unusual was the fact that they were still alive. All of them. Whispers have been swirling for years, but it is only recently that they have begun to coalesce into something more. The heart of this discontent seems to lie in the clergy, who appear dissatisfied both with the means of succession, and with the competency of the individual chosen by their predecessor to ruler. Their response to everything with military force does not befit one chosen of, or descended from, Khompur, whose great virtue was that of persuasiveness and loyalty to their lessers, and whose vice was to be unforgiving and overly content. The present ‘God-King’ seems to embody the latter traits to a greater degree than the former, some claim.

    This can lead to nothing good.
    All SMP regions gain one level of instability
    Last edited by Rolepgeek; 2019-02-25 at 06:34 AM.
    Sincerely,
    Role P. Geek

  9. - Top - End - #759
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: [EMPIRE4!] IC Thread

    Overvann Assembly of Lords

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

    Actions:

    [Int] Raid Amham (2) TP 3 for Timber (Roll:17)
    +4 from the bones
    The quest for more fuel sources continues. Winter will not halt its spread, so the Overvann will not halt their quest to keep warm.

    [Int] Secret Action (Roll:16)

    Secretive stuff, man. Like, you don't even know.

    [Fai] Aid in research into the Serpent of the North
    Overvann has fairly close ties with Whern, and providing some Seers to research the Serpent of the North on their behalf.

    [Fai 2/5] The First Prophecy and the Quest for the Gate
    The Gateseekers set out to the east, to Delwin. They disappear into the mountains and are not heard from again. A search party is sent into the mountains after them; they find signs that they are still alive, but don't manage to find the Gateseekers themselves.

    [Dip] Gift a Draconic unit and a Dragoncursed unit to the Crescent Company as part of their payment.

    [Dip] Gift Stonespoken Warriors to the CSC as part of their payment.

    Nonactions

    Use the Scales to double Warded Locks this turn and turn a Draconic unit into a Dragoncursed unit.

    Support Magi Urias in the Regno power struggle.

    Whern embassy:

    Amham Embassy:
    Trade Coin Armor for Himitsu

    Spoiler: News and Rumours
    Show


    The Gateseekers:
    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: Defenses (If I forget to roll resistance, READ THIS)
    Show

    2d8 to resist Raids and Thefts (CI)
    +1 resist Raids (CSC 4)
    +1 resist Corruption (ETL 6)

    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, last turn!)

    Generals:
    Frode Bjornsson (8)
    Spymaster
    Unnamed (7)

    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 FROZEN
    Medicinal Herbs: Region 89, TP 1
    Ruined Scrolls: Region 104, TP 3
    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
    Diplomatic Expedition X
    Warded Locks
    Mass conscription
    Bani bowls X
    Coatlan Numerals
    Violet Oath X
    Full Course Discourse X
    Spymaster
    Wave Bombing X

    Spoiler: Relics
    Show

    Discs of Prophecy: +1 to conversions.
    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: 6
    Int: 8
    Mil: 9

    Spoiler: Royal Family
    Show

    Name Relation
    Aeshra (58, draconic) N/A
    Clara (72) Mother-in-law
    Kendra (53) Sister-in-law
    Mara (35, draconic) Daughter
    Kelya (36, draconic) Daughter
    Gunter Oriksson (38, draconic) Son in law
    Frode (26, draconic) Son
    Sigurd (26, draconic) Son
    Olaf (12) Grandson
    Ove (11) Grandson
    Wiglaf (9) Grandson



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

    New ruler next turn? No!

    Expected Increase:

    Dip +1
    Int +1
    Fai +1

    Last edited by bc56; 2019-03-05 at 10:56 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  10. - Top - End - #760
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Round 33
    [Sultanate of Regno]

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

    [Sultana Tacere Regno, Sultana of Silence]

    Actions:
    1. [Military] Send a Unit of Stormvine Shocktroops to the CSC to the fortress in Thae Guceart.
    2. [Military] Continue to use Livestone reserves to Build fortification in Regno [2/3]
      Sultana Tacere continues to establish various fortifications along the roads within the Desert of Magic. Each fort is small, but easily defend-able by just a tiny compliment of Legionnaires. The hope is that these will only ever be needed against bandits or perhaps large animals wandering in from Sycoraxistan... but it is clear that should war occur again, Regno will be ready.
    3. [Economy] Begin constructing the Omanush Convoy requested Road in Iadesh, naming it Umbo's Path [1/2]
      Though Regno was becoming increasingly interested in purchasing Northweed from it's vassal's newest region, the funding for such a purchase was redirected when the Omanush Convoy expressed their desire to have a better road from Iadesh's port to Amham's mountains. Especially when so many merchants are interested in foreign 'Brass'.
    4. [Economy] Buyout Blackrock TP#1 in Perivan
      (Supported Buyout of first Trade Post, Region 15, [Bonuses] Expanded Holds, Precision Weights, OMC Rank 6, Fish Glue; Roll: 19)
    5. [Faith] Build the Sortis Hall of Embassies [2/5]
      Now that the groundwork has been laid, Earth Initiates come in to begin raising rocks and stones from deep under the sands to be used as building materials for the Sortis Hall of Embassies.
      (Great Project Bonus: +1 to Supported Actions with Embassy Nations; Need GM Approval)
    6. [Faith] Appease Thae Guceart and prevent Unrest from forming
      Sultana Tacere travels to Thae Gucert to continue to keep good relations with the Stormduir; especially those with families who fought and died in the Overvann Assault. She spends time drinking, recovering from drinking, and then establishes that as the political head, she must also be a Sobriety like the Stormduir's leader and governor of the same title. She doesn't speak this herself - mute to those without Initia - but her actions are enough; it is clear that she cares for the dwarves whom live to Regno's north, and though she does not agree with their worship of Jalyeong-Bo, she does not find it offensive.
    Roll link 1


    Non-Actions:
    • Grand Magus Selection!
      For too long, Initia has been without a Grand Magus. Traditionally, it would be passed along to the strongest among the Five Families of Regno, though in the recent century, this has always been the Regno-ne-Sortis family. Sultana Tacere is powerful, and if given more time, many are sure she would be able to claim the role without question... but she lacks the experience and the impressive feats of her predecessors.
      She calls upon the Interim Initia Council to make their Selection, so that a wielder of the Staff of the Sun may be found. ALL whom have a hand in shaping Initia are invited to send a representative or send support to one of the existing representatives. Sultana Tacere herself steps aside in favor of, shockingly, not one of the Five Families, but the representative of Sycoraxistan.

      Spoiler: Grand Magus Selection Rules and Information
      Show
      Much like the Power Struggles in Palmor, there will be a chance for a surprise leader of Initia to take place; though an outsider leader will be required to belong to an Initia State Religion nation to have Regno consider handing over the reigns to them. In effect, if the leader comes from a non-Initia nation, the new Grand Magus will move to Regno and lead from within the Three Towers.
      Please be aware of this, if you propose a new candidate instead of supporting one.

      The Grand Magus Selection will be rolled as a 1d6 + relevant Support Points at the end of the round. Ties will be broken in runoffs. Allocating Support Points can be done openly as a non-action this round or privately through PM to me, via the forum's PM system. (Not Discord, sorry!) If you have an Initia HC, Initia Mandate HC, or Father of Silence HC in your region, you may propose a new candidate, and provide them with a Support Point for a [Faith] action.

      Support Point Distribution
      4 SP: RGO
      3 SP: SYX
      2 SP: IZB, KNI, KRS
      1 SP: DVT, JTH, AHM, LDN, BHL, OVN, SFR
      • Initia has long been a part of Regno's past. It's spread has been slow and mostly non-agressive. It's principles are a guiding way of life, and a way for the curious to learn more and utilize the natural forces of the world for their own benefit. The Five Families are in Regno. The Three Towers are in Sortis. The Staff of the Sun is, perhaps, just a stick to those who don't follow Initia... but to Initiates, it is a symbol of power and peace... and it too, is in Regno. The Academy of Bratus and the College of Quiet Contemplation are both in the Desert of Magic, often considered to be the birthplace of Initia. RGO gains 4 SP.
      • Though the wild lands are still unable to be fully tamed, and though their methods are highly unusual, the land of Sycoraxistan is unabashedly steeped in the Aspects. Other religions would call such places a "Holy Land", but Initia does not see things as holy or unholy. No. Sycoraxistan is a place far more important: a land of unending research. A place which holds an inarguable connection with the Elements. SYX gains 3 SP.
      • Though they have gone through many changes, and have recently been dabbling in what some might consider the Unstable Aspects, there is no questioning that Izbefe still holds to the principles of Initia in their own ways. They continue to push the boundaries, and even now are one of the few lands with a majority Initia population. IZB gains 2 SP.
      • The Father of Silence advanced the curiosity and teachings of Initia in many ways, and there are quite a number of people whom still follow in Vahi'huj'i's wake. Though the Kunai Clans are more than just Les Alpes de Sang, the Honmyo practitioners have a careful balance of neutrality and shared knowledge with those who study in the halls of the former nest of the large Dragon. KNI gains 2 SP.
      • Azenhal still houses one of the larger Initia populations outside of Regner, and is home to a large Academy of it's own. Even amidst the turmoil of the south, the Dark Mirror of Khirus kept their promises: Initiates remained safe. KRS gains 2 SP.
      • As a close neighbor, and as someone whom hosts civilians whom follow similar practices and have learned from the Father of Silence, Dvalta is an important ally to Initia. DVT gains 1 SP.
      • Though their land continues to be swayed between Initia an Jalyeong-Bo, the Volzen of Jintha still are curious and eager to learn about Initia. JTH gains 1 SP.
      • Jalyeong-Bo and Initia are very different practices. Yet, for a very long time, there was a balance between them; friends and family within Regner might view what Spirits are differently, but there was no animosity there. Being a neighbor to the Desert of Magic, and their own Holy Land, there is enough political sway between Amham and Regno when it comes to Initia that a Grand Magus will need to determine a path for future relations between Jalyeong-Bo and Initia. AHM gains 1 SP.
      • Lindeen's practices are strange. Their 'mandates' aren't formally recognized by the Three Towers, but do continue to surprise many in Regno. The new Grand Magus must be aware of them at all times. LDN gains 1 SP.
      • Though they are no longer a part of the Sultanate, and their new 'Frostbinderism' seems foriegn to those of the Desert of Magic, Bhule was at one time very important to Initia. The new Grand Magus will need to determine a path for future relations between Frostbinderism and Initia. BHL gains 1 SP.
      • Many confuse the Overvann's Gamle Mater for the Overvann itself. There is some animosity there, but as a neighbor and another Holy Land close to the Desert of Magic, the new Grand Magus will need to find a path for how Initia relates to Gamle Mater... and it's Overvann's practitioners. OVN gains 1 SP.
      • Historically, Sfair has had a unique view of Initia. They broke out into the political spectrum of Emjata with help from a Magi, but these days, they follow a more stringent version of Initia Mandate. Still, their followers have some influence. SFA gains 1 SP.


      Candidates:
      Magus Gale (Five Families Candidate)
      Magus Gale of Family Petrum is in charge of one of the Five Cities, and commonly thought to be the strongest Magi in Regno itself by other Magi. Already from a powerful family, he distinguished himself during the war with the Overvann, and is the very model of a modern Magi. With him as the Grand Magus, Initia would likely continue in the same vein that it has been going. There would be a slow integration of the Father of Silence's teachings, the Mandates would continue to be watched carefully, and the Unstable Aspects would continue to be called 'Unstable'; though they wouldn't be outlawed.
      Magi Individ (People's Candidate)
      Magi Individ of Family Whitefeather has a unique pedigree. His grandfather was Trowpic Sortis Whitefeather, son of Viclean Sortis. Individ's father, however, was the son of Magi Sortiment, Batant Dawntalon. Batant married Trowpic Sortis's daughter, and Individ was the result. For many years he claimed the Inyoni Crescent as his home, and as such, has the blessing of the Crescent and can turn into a Dawntalon hawk; though the incense required to do so is becoming more and more rare these days. His hawk form has made him ineligible to be a leader in Inyoni, so when he was twenty, he was sent to Bratus Academy to complete his studies. He never left. He joined the Enlightened - the Academy guardians - and has made a name for himself among all the students from all over Emjata. Easy to talk to, always quick with a joke, Magi Individ has no formal support of any large name families, but he has a large backing of individuals from all walks of life. Especially among those who see the Unstable Aspects as something that should remain untouched and hidden away. On the other hand, Individ's views on the Father of Silence and Lindeen's Initia Mandates seem positive.
      Arjana (Sycorax Candidate)
      Arjana, Witness to the Five Storms, Teacher of Heroes is an older Sycorax woman. In spite of her age, she still has a lot of her youth about her. So long as you over looks that she's gone a long way toward turning into a tree, she's actually an incredible teacher. Having never held a position of power in the government, the Sycorax view her as a perfect candidate for Grand Magus; though many outside of her home region are skeptical she will be able to navigate the difficult political climate that comes with being a leader of a vast scientific faith. Still, it seems that Sultana Tacere favors Arjana, and because of the Sycoraxistan stance on Initia, the Witness to Five Storms is open to new ideas, including those on the Unstable Aspects; so long as they remain watched and do not bring the Storm. However, that same willingness to be open to new ideas also comes with the unusual Sycoraxistan views on the other Aspects, and many more traditional Speakers and Magi have expressed concerns. Arjana's views on Lindeen's Initia Mandates and the teachings of the Father of Silence are currently unknown, but are assumed to be cautious acceptance.
      Magi Urias (Azenhal Academy Candidate)
      The long standing Ambassador to Khirus, Magi Urias is a fairly large man who is getting on in years, even by Oamenii standards. Still, he has learned much in his nearly a century alive, and has been an excellent teacher and diplomat within Azenhal and Khirus. His family is well respected as defenders of key Magus throughout the ages, and though Urias walks with his head shaved, he has brought a great deal of honor and respect for his family and for Regno itself. His personal feelings towards the Unstable Aspects are unknown, but neither has he taught anyone in Azenhal about them; at best, he is neutral. He has spent most of his life in Palmor, though, and some back in Regno worry that he would increase relationships with more volatile members of the south eastern sub-continent. His views on the teachings of Vahi'hu'j and the Mandates on the other hand are well known: he does not care for them, and would likely seek to separate their teachings from Initia.
      Lokira Rainstep (Izbefe Candidate)
      A personal friend of the former Sultana, Lokira Rainstep has quite the history. She was a member of the Regno team for the Tournament of Youth. She helped stand against 'Gxe'dhok in Bhule, and only lost an arm. Her grandfather was the man many see as the reason Izbefe is an Initia state; even in Sortis, her pedigree is unquestioned. Add to that all that Lokira has done to stabilize the 'Unstable' Aspects - without going crazy herself - and she is unquestionably a powerful Magi with many political and spiritual connections. Her personal views on Lindeen's Mandates are ambivalent at best, and as to the Father of Silence? Those are unknown at this time, but many in Izbefe see the Dragons - all the Dragons - as a problem just waiting to be solved.
      Magi Deschis (Father of Silence Candidate)
      Magi Deschis of Family Animus comes from Les Alps de Sang. His human family can trace it's origins back to Jherki before travelling to Deaux and finally settling in Les Alps when Deschis's father "rescued" his mother from boredom by stealing away with her in one of the (increasingly infrequent) cultural raids between the two regions. This turned out to be a boon for Magi Deschis, as he was able to be born, and then later in life, given an opportunity to learn about Initia personally from the Father of Silence. Magi Deschis is often considered to be the most powerful Spirit Aspect Magi currently alive, and continues to research possibilities of additional runes for the otherwise elusive Aspect. He dislikes the 'Mandates' from Lindeen, but sees no issues with stabilizing Darkness and Blight, so long as it is done correctly.
    • Grand Magus Selection Support Point Distribution:
      • Sultana Tacere supports the Sycoraxistan candidate, Arjana, Witness to the Five Storms, Teacher of Heroes (1 SP)
      • The Five Families support Magus Gale of Family Petrum (1 SP)
      • Bratus Academy and many varied individuals within the Desert of Magic support Magi Individ of Family Whitefeather (1 SP)
      • The Initia population outside of the Desert of Magic, but still governed by the Sultanate, continues to garner support for one candidate or the other... Finally, to the surprise of many, the various families and representatives of outlying Initia Learning Centers seem to be in support of Arjana, Witness to the Five Storms, Teacher of Heroes (1 SP)
    • 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
    • Support all treaty related buyouts (Overvann for Livestone, for instance)
    • Magi Vecto, Regno's long time General, retires. Colonel Aspru, from Newbess, is promoted to General Aspru.
    • Make the OMC an offer on their expedition to acquire Brass.
    • Amham Embassy
    • Izbefe Embassy
      • Izbefe is invited to help in building the Sortis Hall of Embassies with a [Diplomacy] action.
    • Clanlands Embassy
      • The Kunai Clans are invited to help in building the Sortis Hall of Embassies with a [Diplomacy] action.
    • Dvalta Embassy
      • The rumors of what Dvalta did to obtain Bani are not enough to formally rebuke them, but there are many unhappy faces in the Embassy. Relations are strained.
      • Though not as happy with Dvalta as years prior, Regno still recognizes them as one of the longest allies they have had and they are invited to help in building the Sortis Hall of Embassies with a [Diplomacy] action.
    • Khirus Embassy
      • Khirus is invited to help in building the Sortis Hall of Embassies with a [Diplomacy] action.
    • Karys Embassy
      • Regno is pleased to once again have open communications with Karys. They are invited to help in building the Sortis Hall of Embassies with a [Diplomacy] action.
    • Theocracy of Coatl
    • Sycoraxistan
      • As a vassal state, Sycoraxistan is invited to help in building the Sortis Hall of Embassies with a [Diplomacy] action.
    • Jintha
      • Recognized as another honorable and diplomatic state, Jintha is invited to help in building the Sortis Hall of Embassies with a [Diplomacy] action.


    Spoiler: News and Rumors
    Show

    • When hearing about the troubles in Kilkana, Regno merchants from Iadesh offered to fund additional laborers to assist in clearing away the debris forestalling trade. While Kilkana seemed receptive to the idea, the Isles of Lazar - previously in charge of that trade route - declined the offer, stating that they would see to it themselves. Not wishing to offend the Isles, Regnan merchants helped to redirect trade through their own Kilkana trade routes, and bring in food whenever possible.
    • After threatening to do so - grumpily - for many years, Magi Vecto finally retires. Now 'Soc Vecto', he lives in Jherki, spending most of his time in Fort Mustar, teaching military and naval students the finer points of tactics and guerrilla warfare. His replacement is not a Magi, but still a military genius. Colonel Aspru of Family Newbess, Litore's Colonel, the Tactical Terror, the Army's Strong Arm... and older brother to the deceased Magi Arunca is promoted to Regno's General.
    • It is taking time, but the Legionnaires are being rebuilt. The Khirus Mercenaries are kept around for defense at first, but slowly, the Legions of Regno return to strength. The Mercenary guards are slowly released and provided with passage to whatever port they would like in Emjata...
      ("Khirus Mercenary" unit is converted to "Legionnaire" unit for fluff record-keeping purposes; no change in unit numbers occur. Khirus does not gain a unit. Functionally, Regno has changed the 'name' of one of it's units.)
    • Regno is both surprised and pleased to hear that Jintha has formally declared Initia it's new state religion. The Three Towers resolves to assist the Volzen in their new dedication to learning about the Aspects, and begins to pressure Sultana Tacere to help make the selection for the Grand Magus be done faster; if only so they have a dedicated leader to resolve issues, rather than a collection of councilors.
    • There are some in Iadesh and Regno whom are taking notice of Queen Sigyn's actions, and the support that the Unstable Aspect of Darkness is receiving from researchers in Izbefe. The claims that it can be stabilized are met with skepticism. These concerns are further compounded when the winged-toad creature that is still, technically, the Sycoraxistan Ambassador (by virtue of having not died yet) sends information that there are several people in Sycoraxistan who are calling the Darkness Aspect the 'Fate' Aspect instead. The council in the Three Towers decides to place the decision of what to do on the new Grand Magus.



    Spoiler: Ruler Information
    Show

    Dragon Blooded - All future rulers of the Regno line will receive +1 Stat upon Ruler Rolls (chosen by the GM)

    Sultana Tacere Regno D E F M I
    Current 5 6 4 6 4
    End of round 31 1 0 1 1 0
    End of round 32 1 1 0 1 0
    End of round 33 0 0 0 0 0

    New Ruler Next Round

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


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Initia Holy Orders: 3

    Regno Controlled Trading Posts:
    • Millet - Region 5, TP #1
    • Ships - Region 6, TP #3
    • Iadeshian Camels - Region 7, TP #1
    • Bani - Region 8, TP #1
    • Bani - Region 8, TP #2
    • Sapphires - Region 9, TP #2
    • Sapphires - Region 9, TP #3
    • Giant's Silk - Region 11, TP#2
    • Tin - Region 18, TP #2
    • Goats - Region 19, TP#2
    • Porphyra - Region 20, TP #2
    • Granite - Region 26, TP#2
    • Copper - Region 30, TP#1
    • White Bani - Region 36, TP #2
    • Parchseed Oil - Region 51, TP#2
    • Enku - Region 54, TP#3
    • Hlaali Bark - Region 56, TP#4
    • Sedellan Glass - Region 58, TP#1
    • Labor Guilds - Region 62, TP#1
    • Mrazite Crystals - Region 64, TP#2
    • Medicinal Herbs - Region 89, TP #2
    • Beer - Region 92, TP #1
    • Herring - Region 105, TP#2
    • Stonewood - Region 108, TP#2
    • Iron - Region 12, TP#2
    • Corn - Region 33, TP #3


    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]
    • Gigastrax Javelin [Ranged]
    • Enchanted Catapults [Siege]
    • Aerial Bombardment [Tactics]
    • Surplus Production [Siege]
    • Salt Wagons [Supply]
    • Signal Lamps [Tactics]
    • Byonic Tactics [Tactics]
    • Headhunting [Tactics]
    • Arunca's Offensive [Tactics]
    • Standardized Fortification [Siege]
    • Dwarven Fortifications [Siege]
    • Wave Bombing [Siege]
    • Backline Sabotage [Stealth/Traps]
    • 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)
    • Feth Dens (Can Destabilize Regions)
    • White Sails Phalanx [Weapons]
    • Obsidian Fire [Siege]
    • Inyoni Skyfarers [Live Weapons]
    • Black Blood [Tactics]
    • Impaler Palisades [Traps]
    • Resin Casting (+1 to Cultural Identity)


    Military Units:
    • 2 [Legionnaires]
    • 1 [Sea Wolves]
    • 1 [Stormvine Shock Troops]
    • 1 [Khirus Mercenaries]
    • Magi Vecto [+8 Mil General]
    • General Aspru [+8 Mil General]
    • Magi Rubrum Nisip [+8 Mil General]

    Last edited by Gengy; 2019-03-09 at 09:12 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

  11. - Top - End - #761
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Realm: The Clanlands
    Ruler: Mure
    Round 33
    199-201 IR


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

    Diplomacy: 4
    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
    Round 32 +2 Mil Eco Int Fth
    Total 4 1 5 4 3


    Spoiler: Actions
    Show
    [Faith - Conversion - Xaryx (80) - Holy Center 2 (Abhidi) to Honmyo - Roll (12)]: ((The Tora clan and the Umibe refugees, asmodeus))

    [Faith - Conversion - Palanam (65) - Holy Center 3 (Open) to Honmyo - Roll (13)]:

    [Faith - Conversion - Karys (48) - Holy Center 3 (Open) to Honmyo - Roll (5)]:

    [Faith - Conversion - Umibe (55) - Holy Center 1 (Perijanism) to Honmyo - Roll (8)]:

    [Economy 5 - Upgrade Resource - Region 90 - Livestone]:

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



    Nonactions:
    Grand Magus Selection
    Magi Deschis - 1SP
    Magi Individ - 1SP

    Embassies
    -Regno
    • Sunajin things

    -Karys
    • Meeting and greeting


    News and Rumors

    Clanland Rumors
    -What it means to be Kunai has changed.

    It is the year 200 by Imperial Reckoning, and in the last century the Great Clans have become almost unrecognizable. Where once stood the Yasei, a clan of battle-hungry zealots, now stands the Mure, a clan of cold and calculating warriors. Where once stood the Shushan, courtiers and diplomats, now stood the Tensar, merchantmen and pirates. The Chojo, once the lifeblood of the Clans, are barely even worth mentioning, but the Shijima, servants to the Father of Silence, practically speaking have more than a fourth of the Clanlands under their sway. The Amidasu, ever experimental, have brought in Oamenni from the Sunajin, and some have even had children with Oamenni women. Only the Satsujin remain what they were, and even they came out of the shadows for a time.

    It is not just in the Great Clans that the ways of the Kunai have changed. Pairbonds, once a rarity, have become widespread throughout the Clanlands. Where once only the Clans in Kuniumi were Kunai, now Umibe has them as well. The Bomei, once a rarity, now spread across all of Emjata. The fiercely independent people of the Clans now look to Regno and to the New Avakonia (particularly Varjik) as one might look to an older brother/sister; not only friends, but in many ways superior. The Magatama has been found, and idols that the Clans only barely understand now stand in Kuniumi, waiting to be used. The Clans have never been frontline warriors, but since the rule of Yasei, the clans have been hardened by constant conflict both within and without.

    Such is the way of the True Name.

    -The Marasa Pride's attack was an effective wake-up call for the Kunai. The ways of their people must be spread. The Kishi Clan has done well for itself, as well as the Sunajin and the Shushan, but the faith's influence needs to spread further. Joining in on the conflict in Jintha is briefly considered but ultimately rejected.

    -The Tribute Trove has languished incomplete for many years, but with the war ended the Kunai may continue to pour resources into it. Tensar is pleased to let the Spellfather know that, if all goes to plan, he will be able to complete and deliver it to her by the end of [round 35]. Given the luck that has followed this project, however, it seems unlikely.

    -Some of the platinum and amber that had been acquired thanks to the Father of Silence goes into securing new sources of Livestone. While the stone's ability to be Named is... considerable, the Clans have greater need of stone for carving and recording. They cannot use the mountains within Kuniumi for stone; such a thing would be sacrilege.

    -The Karysite Embassy is abuzz with activity, as the stealthy and tricky Kunai meet with the matriarchal warriors of Karys. There's a bit of tension at first (the Dejanists' aversion to magic in particular) but the initial meetings go well enough to smooth these rough kinks out.

    Tensar Clan Rumors
    -Tensar and Amerah have a second daughter, Kara, a few months before the end of 199. She is very healthy, and her hair is a stark rust red. Myrah is excited to have a little sister, and proudly announces her wherever they go with their parents. The two are absolutely adorable.

    Umibe Clan Rumors
    -In Umibe, the Kawa Clan's go-with-the-flow, lackadaisical approach to the Names has shown one of its flaws. The Perijanist gods - in particular the Marasa's interpretation - have a strong hold on the Clan, and it may take some time and effort to remove their influence. Such faiths would not normally be so hated, but the Pride has shown itself to be untrustworthy and loathsome.

    Shijima Clan Rumors
    -The Azure Coast is almost entirely controlled by worshippers of the dragons. They have no strong feelings on the Kunai or the Pride's handling of their people. While the Pride was forceful in taking prisoners on the Road of Tears, they did so in service to a dragon, and so their actions were understandable. However, the Coast saw very little fighting, past the first battle that saw the Clans sacrifice much in a failed effort to keep them safe... but they still failed.

    -Though the Clan is only tolerated by their fellow Honmyo practitioners, the Shijima's close relationship with the Father of Silence gives them a fair bit of influence over the candidate for the next Grand Magus. More than the Kunai would have had otherwise, to be sure. In addition, the Sunajin have formed a bond with the locals in Regno, and they have their own opinion on Initia, which many have come to see as a sister faith to Honmyo. The Shijima Clan eventually throws its support behind Magi Deschis. While the candidate is not part of the Clan, he is the next best thing; a man who learned directly from the Father of Silence himself. Shijima is angry to discover, however, that the Sunajin Clan as a whole does not support the same candidate. If the Clans want someone, anyone to be the Grand Magus, they cannot afford to spend their effort on petty infighting or another candidate will surely win. The Sunajin should support Deschis as well! Sunajin responds that he cannot hear her over all of the dragon c*** in her mouth.

    Sunajin and Shijima do not get along well after that.

    Sunajin Rumors
    -The Sunajin look to the Shijima Clan and find themselves... incensed. While the dragon-worshippers are not precisely hated, they are... disliked. The Sunajin respect the word of the Dragon Sultan (dragon consort?), of course, but the Shijima Clan is not the Father. And the Sunajin have their own opinions on who the Grand Magus should be...

    Most of the Sunajin eventually throw their support publicly behind Magi Individ. While the Shijima Clan insists on a united front to help guarantee the "proper" candidate gets into office, the Sunajin can only do what their Name demands of them. Individ's Name, on its own, is powerful enough to warrant consideration for the position despite the lack of support from other sources. His joking nature is certainly a part of the Clan's liking for him, although it is worth noting that Sunajin himself is rather ambivalent towards the man. He personally hopes for Lokira Rainstep or Urias; the fact that both such candidates are assumed to be hostile to the Father of Silence's teachings does not go unnoticed.

    Sunajin points out that Shijima could simply support Magi Individ, and Shijima retorts that they do not need the Sunajin to win, the request was just a courtesy, and that the Bomei would do well to remember who was truly their better.

    Shijima and Sunajin do not get along well after that.

    -Sunajin have intermarried with Oamenii girls, and some of their new clan members are young Oamenii children. There are rumors that some pairs have even traveled back to Kuniumi, though the Clan as a whole is intent on staying. Some seem intent on reconciling Initia with the way of the True Name, and while this initially seems a simple task, there is too much inconsistency in how the Kanji and Aspects behave. This discrepancy becomes even clearer and more baffling when Initia is applied to Enku, or Kanji to Bani. They are clearly related to one another, but different in a way that the two simply cannot be considered the same.

    Sunajin is heard to say that if reality is a story, then Kanji are like adjectives, and the Aspects are like verbs.

    Tora Clan Rumors
    -The Tora Clan sends three beautiful young Kunai (two of them twins) to the God-King's newly forming harem. To the surprise of some, a fourth female comes as well; this one a Rakshasa lioness. It seems the Clan has begun accepting even the Rakshasa into their ranks, not just as mates but as fellow Clansmen.

    -The Clan gains a seat among the Raja, the only Kunai to have such a position. Those who cross from Umibe to join the Tora Clan help spread the ways of the Honmyo throughout Xaryx. The Clan's influence begins to spread in Xaryx, and the exiled clan thumbs its nose at the Clanlands they left behind. Where once Kuniumi was a place to aspire to, a holy land worth protecting to the death... now it was a quaint backwater at best, a contemptible den of fools at worst.

    Kishi Clan Rumors
    -Kishi's influence in Karys' court has become fairly widespread. Many of her female clanmembers (including Kishi herself) begin to adopt some of Karys' warrior customs, bringing them into their own Name. In particular, the practice of altering hair to show ceremonial cleanliness; it is common for Kishi women to braid their hair so that it rests on one side, in front of the shoulder. For those who prefer to keep to the old ways of the Kunai, the Inquisition's sneaky nature makes them feel right at home.

    -Though the Kishi Clan does teach of the Honmyo to those who ask, they do not actively convert Dejanists. Dejan's name is undeniably great, and Honmyo practioners pay him due reverence and respect. The Kishi Clan has even seen a resurgence of those who refer to Dejan as the Great Named One, a title created for the world-conqueror. However, they do not actively worship him as a god, and this causes some tension with the Dejanists.

    Non-clan or Unnamed clan rumors
    -Volzen things

    -Stormcrown Dominion things


    Spoiler: Saved Actions Workshop
    Show


    Round 34?

    [Military - Fortifications (Umibe) - 1/3]
    [Military - Raise 1 troop]
    [Diplomacy - Attend Event - Derokar Agreement]
    [Diplomacy - Give the Shushan the Magatama to reach Rep 7]
    [Economy - Great Project - Tribute Trove - 7/10]:
    [Economy - Great Project - Tribute Trove - 8/10]:

    Round 35

    [Economy - Purchase Technology - Ashwing Wyverns - Ridix]
    [Economy - Purchase Technology - Smuggler Networks - Whern]
    [Military - Fortifications (Umibe) - 2/3]
    [Military - Fortifications (Umibe) - 3/3]
    [Economy - Great Project - Tribute Trove - 9/10]:
    [Economy - Great Project - Tribute Trove - 10/10]:

    Round 36
    [Military - Fortifications (Kuniumi) - 1/3]
    [Military - Fortifications (Kuniumi) - 2/3]
    [Military - Fortifications (Kuniumi) - 3/3]
    [Military - Raise 1 troop]
    [Faith - Conversion]
    [Faith 5 - Relic - Kagatana (the Shadow Sword)]:
    Fluff: It is a obsidian bastard sword of artistic make. The sword's hilt seems to twist in arcs to fuse with the blade, as if they grew into the sword, and the blade does not shine, as if it absorbs the light that touches it. All who look upon it feel the weight of ages, and one cannot help but feel like it is staring back at them with a judging eye. It is said by Honmyo practioners that the blade's Name is strong enough and forceful enough to be self-aware, and to have its own effect upon the battlefield. Those who hold it find their energy drained, as if fighting for two people. Only those of strong will, with many at their beck and call, have the strength to carry such a weapon.
    Effect: The Ruler's general score in battle is the average of his military and faith scores. He also receives a bonus or penalty to his general loss roll, based on the average of this score subtracted by his current military score.

    Round 37
    [Military 5 - General - Shijima]
    [Military - Fortifications - Azure Coast - 1/3]
    [Military - Fortifications - Azure Coast - 2/3]
    [Military - Fortifications - Azure Coast - 3/3]
    [Military - Fortifications - Les Alpes de Sang - 1/3]
    [Military - Fortifications - Les Alpes de Sang - 2/3]

    Round 38

    [Military - Fortifications - Les Alpes de Sang - 3/3]
    [Military - Fortifications - Derokar - 1/3]
    [Military - Fortifications - Derokar - 1/3]
    [Military - Fortifications - Derokar - 1/3]
    [Secret]
    [Secret]

    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 31-33: 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
    196 - Myrah, daughter of Amerah and Tensar (heterochromia - left green and right brown)
    199 - Kara, daughter of Amerah and Tensar (strong child, rust red hair)


    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)
    Last edited by HalfTangible; 2019-03-05 at 08:47 PM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

    Discord: HalfTangible

    Extended Sig

  12. - Top - End - #762
    Orc in the Playground
     
    kaio999's Avatar

    Join Date
    Jul 2016
    Location
    Indiana
    Gender
    Male

    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] Diplomacy 5 build embassy with Lindeen The khirese were excited to exchange technology and learn of the warcasters and get their hands on such abilities.

    2:[MILITARY] 1 unit The Swarm- From beneath the earth he summons rats, bugs and other animalistic beings. He is one of the vampire kings, but a strange sorcerer with an affinity for nature and command over it. His appearence is that of small old man wrapped in animal hides who lived in the great forests of the basins, where he has been feeding on vampire hunters for years.

    3:[MILITARY] 1 unit 2000 bloodbound are trained.

    4:[MILITARY] 1 unit 2000 bloodbound are trained.

    5:[MILITARY] 1 unit 1000 ghouls who had been cultivated for some time emerge from the darkness and now move as a unit to lay their enemies to the dust.

    6:[RELIGION] Convert HC 3 to Fang of Khirus in Masdoli A ritual is being built to its crescendo and new neonates are being born so as to increase the vampiric population and feed new elysiums. SUCCESS

    7:[RELIGION] Convert HC 1 to Fang of Khirus in Hosra A ritual is being built to its crescendo and new neonates are being born so as to increase the vampiric population and feed new elysiums. SUCCESS


    [/URL]

    Nonactions
    Accept Coatl Theocracy as a vassal (the deal will be made within their embassy)
    Accept Lindeen as a vassal
    Return the 6 CSC units to their masters as Khirus has no need for them with the end of the war.
    Khirus supports Magi Urias

    Sfaire's letter.
    Spoiler
    Show
    It is quite amusing to be told you seek answers for an invasion when you have betrayed your own masters. A crime that will lead to a curse on your bloodline for all of time I am sure.

    If you wonder why we invade it is because Ti Linnad has threatened our nation with destruction. They claim we assassinated their leader (Which we of course did not) they were at war with the Coatl Theocracy at the time, why they would presume we are involved is beyond the council. We are merely defending ourselves and looking to replace their government with one not so prone to threats of our absolute destruction.

    Their condemnations were public and obvious. We hope that appeases you.

    Evidenced here. (Documents are provided proving as such)


    Embassies
    Spoiler
    Show

    Serene Marasa Pride-
    Return 2 units to the god king as rumors of the god kings growing internal dissension reaches the ears of Khirus.

    Regno-

    Coatl Theocracy-

    Concordance Republics-

    Lindeen- (Under Construction)



    News and Rumours

    Horrors from Khirus
    • The Inyoni that were not shipped off to Varjik are being bred to create more of their kind. The Inyoni are now considered a slave race within Khirus and their minds are bent to this cruelty early on, the twisted whims of the vampires is endless.
    • 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 are common scenes. They are a tool of terror, its said they can be felled but their huge bodies take so much damage and they do so much harm rebels dare not bother trying to live in the capital anymore.
    • 31 pillars of obsidian have broken through the earth in the capital and each houses a member of the council. These monoliths each house a shattered emperor at the top.


    World outside the Capital
    • Princes turn out to rule wildly different depending on their personality, all thats certain is fresh humans are sent to the capital as tax as is coin.
    • 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 6
    Economy 2
    Military 8+2
    Religion 9+1
    Intrigue 3

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



    New Ruler Next Round?
    NO

    Military Units 8+4/17
    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 Azen Wyvern Legion
    1 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. )
    1 catapult unit
    2 units of Ravagers (They are a dangerous force from out of the deserts of Xarax, these goblinoids are small but they are fast and near silent and cut throats with ease. They move as a unit assaulting enemy supply lines and sleeping camps setting fires and causing chaos before murdering soldiers as they come out of their tents or finding weaknesses in fortifications and using it as a means to make life unbearable for their enemies.)


    [/COLOR]


    Technologies

    Permenant 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.
    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.
    Last edited by kaio999; 2019-03-09 at 03:16 PM.
    Amazing avatar by Gengy

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

  13. - Top - End - #763
    Halfling in the Playground
     
    asmodeussnake's Avatar

    Join Date
    Feb 2018
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Turn 33 (year 199-201)
    The Serene Marasa Pride
    Wasipacha (region 60), Heartsease (72), Kadangan Wetlands (73), Mareen (Region 77), Taraks Krags (region 78), Sonil (region 79), Xarax (region 80), Arrakis (region 81), Tarbaryn (region 82), Roagan (Region 74),
    Zabaryn Sinja Ssuras

    1. [Diplomacy] Create Lazar embassy Diplomacy (5) The bloodsuckers had requested the god king forge an alliance with Lindeen on the basis of anti Avakonian sentiment. The SMP could not deny that a Rakshasa warcaster truly did interest the orthodox perijinist contingent who looked to a counter to enemy faiths. Gaining access to those strange technologies would make them all immensely powerful.

      Suddenly a request is made, the far away lands of Lazar agree to become vassals of the SMP, their interest in spreading the mandates does not bother the Orthodox Perijianists since their faith will still be maintained. A deal is struck.
    2. [Diplomacy] End Unrest in Tarraks Krag the slaves have been a constant thorn in the side of the god kings and the goliaths seem to join them regularly in rebellion. This needs to be stomped out. 9 The unwillingness to duel by the god kings seems to be a reason for the unrest to continue unabated. Rakshasa mongrels AND Goliaths use this as an excuse to continue their vile whispers.
    3. [Faith] Create Relic faith (5)- The Gargoyle flock +1 to defend against all assassinations and thefts A perijianist priest had spent his entire life carving stone in the temples of Mareen and Sonil. One night he had a nightmare and from that nightmare an image burned in his mind. He carved a dozen of these monsters and they stood before him. Their visage horrified him so he dropped dead and the next night they were gone and now these ghastly creatures hang in the rafters of the palaces of Mareen protecting the god king from his enemies.
    4. [Faith] HC 2 in Tarraks Krag from Dejanite Cult to Orthodox Perijianism The Dejanite Cult must be purged. This "faith" is viewed with disgust and they are seen as heretics who must be set to the claw and fang. Their priests abandoned in the desert to die. 13 The Perijianists successfully collect every Dejanite "priest" and they are led to the desert and left there with no water and no clothes. A fitting punishment for worshiping a human mortal.
    5. [Intrigue] Raid Tarraks Krag slaves TP 3 2d8+5 Riebarri raiders are sent to collect the slaves snatched from them. Rhune wants to counter attack. While the fighting is over the animosity is not and if they catch those traders they will leave them in the desert to die. 15
    6. [Intrigue] Create Spymaster intrigue (5) A betwitching lioness from the Rrasa pride by the name of Zenay seduces the god king and in a very poor move he rewards this seductress with control over the position of spymaster. Many continue to talk of the curse the Rrasa pride has, this family has not been the same since their patriarch was murdered by their son for power. One poor mistake after another follows these worthless mongrels (in the eyes of the growing discontented public)

      5





    Nonactions
    -Renew Empire status next turn. Accept Lazar as a vassal and once again establish the empire and the Baedshah!
    -Lazar is asked to send concubines to the halls of the god king and help fill the royal harem. They are also told they must send a permenant resident to Mareen to act on the council of Raja. Lazar like any other region under the control of the god king should have a voice.
    -The Tora clans 4 concubines (including a Rakshasa) are accepted gladly and gifts of silver and promises of a seat and the ability to spread their faith through their new home is renewed. The god king also promises their ancestors will one day return to the lands of the Kunai as heroes.
    -Tiger is the new leader of the Tora and new member of the council of Raja!


    News and Events
    • Zabaryn Sinja Ssuras has brought in dozens of beautiful lionesses but foreignors are now a common part of the harem and so a call goes out to all. If you seek an alliance with the god king, bring gifts and women.
    • The loss of the empire haunts the Rakshasa they crave it back but see no way to gain it as long as the
    • What are these beings their dragon overlord provides for the SMP? They are viewed with awe.
    • The heartsease cultists are viewed with particular dislike and are targeted for death.
    • The Torah are offered a place on the council of Raja.



    Spoiler: The Rich and Famous of the Marasa Pride
    Show

    Family of the Maharaja
    Kildos Barun Ssuras- Male 33 years old the eldest son of the god-king, he is viewed as a tyrant, he is said to have slept with a woman from his fathers harem and gets in fights often, this rage however has subsided with his ascendence to general.
    Tashan Khompur Ssuras- Female 31 years old Tashan is a cunning and vicious woman, she is a far smarter lioness then most and the elder Tashan looks at her with fear and fascination. If any woman could rule the Rakshasa it would be her.
    Lagos III Trodje Ssuras- Male 30 years old (Gets in fight with Kildos often, hes said to have an early sense of honor and views the world with a curious lense always excited to learn something new)
    Kissin Rieba Ssuras- Female 27 years old (A little drama queen loved by many of her brothers and sisters)
    Jasak Rither Ssuras- Male 26 years old


    The Royal Harem Standouts


    Council of Raja
    Simone Rrasa: His father passed away and Simone the first son now leads this pack. He has garnered more power then his father could.
    Kalisa Kkoya: Father was killed by a Kunai assassin, he harbors a special hate for the ninjas and seeks to take his fathers place as leader of the riebarri.
    Harshad Mminas:The most esteemed strategist of the nation. (ready to retire)
    Chanda Pprata: his family is currently remaining quiet and letting the politics push them as is needed.
    Chief Azrock III: leader of the goliaths
    Speaker Vinos: Human leader of the city of Sonil.
    High Bishop Jacim religious leader of Tarbaryn
    High chief Gigastrax leader of the goblins of Xarax
    Clan Chief Tiger leader of the Tora and representative on the council of Raja

    Children of the god king



    Adult Children of the god king


    Spoiler: Ruler Information
    Show

    Zabaryn Sinja Ssuras
    Stat Value Increase?
    Diplomacy 5 +1
    Military 6 -
    Economy 4 -
    Intrigue 5 +1
    Faith 5 +1

    Military unit count: 5 units 3 FoR


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






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

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

    New Ruler Next Round!

    Expected Stat Bonuses:


    Spoiler: Mechanical Bookkeeping
    Show

    Total Number of Mareen 'Owned' Religious Centers: 3


    Rakshasa Controlled Trading Posts:
    • TP 1 Darkfired Ceramics Region 82 (Raid)
    • TP 1 Silver Region 77 (capital resource)
    • TP 2 Dragonforged Steel region 72 (Raid)
    • TP 2 textiles region 59 (Raid)
    • TP 3 gold region 70 (raid)
    • TP 3 lead region 94 (raid)
    • TP 3 Stonewood 108 (raid)



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


    Last edited by asmodeussnake; 2019-03-06 at 08:57 PM.
    Avatar recreated by Gengy

  14. - Top - End - #764
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 33 (IR: 199-201)
    Merchant Principality and Vassel of Ti Linnad
    Regions: 93, 97, 98, 99 -Occupying Lazar-
    Tanya Chalun va Meera, Queen of Yondar

    Diplomacy: 8
    Military: 9
    Economy: 10
    Faith: 6
    Intrigue: 10

    Actions
    1. [Military] Raise Unit: Hearthwood Rangers
    2. [Military] Help natives defend 105 from Lindeen aggression by sending Veras Misstle(Mil 8, Mil Spec: "Raptors Guile") and 4 units (Stormwatch, Fang of Sumwyr, Salt Raiders, Mistwalkers) and +3 tech (Pician Weapons, Rhunic Aquamancy, Heavy Wood Armor) and -1 Size Loss (SMSL)
      Spoiler: Combined Force Breakdown
      Show

      • Local Units: 3
      • Dvalta Units: 4
      • Yondar Units: 4
      • Rhune Units: 4
      • Sfaïri: 3
      • General: Veras Misstle (Mil 8)
      • Mil Spec: Raptor's Guile - Increased die size on tactics rolls.
      • +8 from Techs (White Sails Phalanx, Camel Cavalry, Enchanted Arrows, Dwarven Fortifications, Heavy Wooded Armor, Rhunic Aquamancy, Magi Blessed Scrolls)
      • -1 Size Loss from SMSL
      • Total: +34


    3. [Diplomacy] Sign Peace Treaty with Lazar
      Spoiler: Terms
      Show

      • Cessation of hostilities between Lazar, and Yondar, Rhune, and Ti Linnad.
      • Yondar will withdraw from Lazar in Round 34 (being that I rolled occupation I dont think I can cancel the action this turn) and lift economic restraint on Lazar.
      • Treaty lasts for the projected life time of the Deathward Pact (6 rounds).

    4. [Diplomacy] Occupy Lazar: [17] - The League's soldiers solidify their holdings in Lazar while Queen Tanya works with Waldemir to establish himself as leader of Lazar. Loyalist to the old Arndok Matrizia are hunted down and removed from their positions of power and influence; making examples of those who resist or run, sparing the brutality for those who cooperate. A net of patrols and inspections of goods and ships in the harbors are now commonplace as soldiers keep a watchful eye out for any opportunistic, or loyalist, captain who seeks to smuggle Matrizia's supporters or goods out of Lazar.
    5. [Intrigue] SECRET ACTION (rod of mist tree, smuggler networks): [21]
    6. Kingdom Type Bonus (E/Raid): Buyout Darkwood(98) TP2(SMP) using Precision Weights (2d6+11): [23]


    Non-Actions
    • Grant Liege and fellow vassals passage through lands.
    • See Embassy Actions if any.
    • Support Tria Sanctus buyout of open Darkwood.
    • Support Rhune buyout of open Darkwood
    • Support access to Yondar's Smuggler Networks at a later date to the Clanlands.


    Resistances
    • +2 Resist Item/Tech Thefts - Warded Locks (Bronze)
    • +1 Resist Buyouts/Raids in Yondar - Thalos Dor Harbor Refit Great Project
    • Acolytes of Áhkká Rep 4 - Will not convert State Religion TPs in Yondari lands without permission.


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



    News and Rumors
    • Nearing the end of the three year occupation of Lazar, Tanya warns Waldemir that the League cannot remain in the Isles and that they are seeking to end the war which means it will be up to him to deal with Matrizia. They suggest building armies and consolidating their loyalist base, but warn that having an avenue of escape might also be prudent.
    • A new game has become popular among the people of the League, known as Kingdoms. The game is played on a hexagonal board with special tokens with pegs capable of having wooden figures stacked upon them. The rules are complicated with certain figures being only able to be added in certain circumstances, and some figure's movements changing based on the pieces around them. Naná Chalun has demonstrated an aptitude for the game, and plays among her sisters and brothers. It is a favorite game that she plays with her father, Yven Chalun, who, on occasion, let's her win.
    • As the war continues on, Yven urges his wife, the Margravine Norá to bring their children to Yondar so that they may kept safe. While Norá cannot stay long from her nation, he has a few Mistwalker rangers keep a watchful eye upon her.
    • A package is delivered to Zabaryn Sinja Ssuras inside of which is a finely tooled leather collar and leash, fitted for the Rakshasan King, with a small silver nameplate that reads, "Zabaryn Sinja Ssuras, God King." The only thing the letter that accompanies it says is, "From the Council of Emperors, with love."


    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 SMP(Raid) Open Coatl Darkwood Rhunic Animism Rhunic Animism Rhunic Animsim
    Sumwyr 99 Open Open Open XX Facet Caps XX Rhunic Animsim Coatl Perijanism

    • Owned TPs: 16
    • Copper 1, Region 65
    • Darkwood 1, Region 98
    • Farrana 1, Region 44
    • Hlaali Bark 2, Region 56
    • Lead 1, Region 94
    • Lentils 1, Region 43
    • "Medicinal Herbs" 1, Region 35
    • Dragonbeasts 3, Region 85
    • Navigators 1, Region 103
    • Porphyria 1, Region 20
    • Rhune Stones 2, Region 96
    • Saffron 1, Region 37
    • Salt 3, Region 93
    • Sheep 1, Region 102
    • Silver 2, Region 27
    • Shadow Flax 2, Region 42
    • 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+Tin)

      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] (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, , 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
    • Company of the Crescent: 3


    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
      Spoiler: Unit Battle History
      Show

      • ~IR 197 Participated in Battle of Lazar

    • Second 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.
      • ~IR 197 Returned to 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.
      • ~IR 197 Returned to 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.
      • ~IR 197 Participated in the Hunt for Krace, fell below active unit strength.

    • 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.
      • ~IR 197 Participated in the Hunt for Krace.

    • 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.
      • ~IR 197 Fell below active unit strength during Battle of Lazar

    • 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+1
    31/X Military: 9+1
    24/28 Economic: 10
    25/X Faith: 6
    29/31 Intrigue: 10
    Last edited by SquirrelWizard; 2019-03-12 at 12:24 PM.

  15. - Top - End - #765
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 33 (year 199-201)
    The Amham Federation
    Yemur, Amham(Regions 1 & 2)
    Duchess Nari Gyeon Duke Bo Danerdhuf Gyeon

    Actions
    1. [Diplomacy] Cash in 2 Favors and 1 Reputation with AAK to Release a Relic - Bo travels north from the Federation to the frozen Cays where he seeks audience with the Acolytes residing there. The prince explains his mother's plans for a spiritual pact in the south large enough to counterbalance the North Wind believed to be fueling the Long Winter and asks the Acolytes to provide whatever material support they might be capable of lending to his own efforts to push back this encroaching icy front. With a history stretching back to the existence of the Northern Syndicate and Bo's own late father Noris building the very base Bo now met the Acolytes in he hopes they will see fit to provide magic of sufficient utility and power to enhance the Federation's work to combat the Long Winter.
    2. [Diplomacy 10] Permanent Cultural Identity Oath of Omerta (Stabilization) - A legacy from the Syndicate which found itself surprisingly fit to the religious machinations of the Federation a network of loyal administrators pledged directly to the reigning Duke or Duchess has become a staple to Federation governance. The oaths of loyalty were seen by some as despotic exertions of power from on high, those who feel this way rarely advance far in the Federation's bureaucracy. As Nari steps down to take up a role as a full time grandmother and shadow Duchess the Federation's top officials prepare to swear their oaths once more, this time to the new Duke.
    3. [Faith] Negotiate the Spirit Chimes Accord of the Ortassa-Albar in the waters around Jintha, Wuzei Darak & Cawv Dej (4/5) - While Regnan magi have seen their reputation among Federation shamans plummet in the wake of their attempts to sabotage plans to counter the Long Winter the once feared Revolutionary Guard of Sycoraxistan have proven to be of more noble fiber than their faith's progenitors. With the non-religious aid of Sycorax the Accord has progressed ahead of even the most optimistic projected schedules set at the start of the grand project. Spirits great and small are called upon to enter a pledge within this unprecedented-in-size Jalyeong-bo contract. Once the contract was sealed in the coming years the Federation's shamans had grand ambitions to activate its power to turn back the clawing cold steadily traveling down Regner's length.
    4. [Faith] Convert Cawv Dej (76) HC 1 from Abhidi to Jalyeong-bo 20 - Looking to awaken more spirits in the Ortassa-Albar without coming into conflict with neighbors the Abhidists of Cawv Dej find themselves falling under shamanist gaze. Teachers are sent from the surrounding islands of Jintha and Wuzei Darak to the Spire off the coast of Cawv Dej's main island seeking to uproot the passive ascetics in favor of active spiritualists. More spirits are awakened with the running out of the Abhidists preparing the southern ocean and air spirits for the great work to come.
    5. [Military 5] Create Mil 6 General Dai Yu Jyn Kem of Four Winds - The noble title of Dai Yu is granted to the warrior-philosopher Jyn Kem whose warnings had begun Federation efforts to counteract the Long Winter. The shaman turned noble is granted lordship over the fort and budding town of Four Winds along the Yemur/Amham/Regno/Iadesh border. While the town was still just that, a town, it showed promise that it might someday grow into a prosperous city. It seems however while Kem had foresight in matters regarding continental weather and spirit patterns his ability as a commander left much to be desired. Senior officers from the War Shamans express some irritation at the political nature of Kem's appointment but are sworn to obey their Duchess and now Duke.
    6. [Military] Raise 1 Unit of Four Wind Mountain Guardians - With a sufficient naval presence achieved thanks to the efforts of shipbuilders along the coast the new Duke returns attention militarily to terrestrial affairs. With a fortress on the border but none to man it save the elite War Shamans who were more often recalled to Samg to act as honor guard a recruitment drive is pushed to enlist standard soldiers into the Federation military. After a few seasons a sizable contingent of soldiers and scouts is amassed and begin training at the Fort of Four Winds.


    Non-Actions
    1. Support the Sycorax candidate for the position of Grand Magus
    2. Join the Furnace League

    Regno Embassy

    Overvann Embassy
    1. Trade Himitsu for Coin Armor

    Jintha Embassy
    1. Trade Wavebombing for Headhunting


    • While she had reigned conservatively and safely for over two decades the Duchess Nari had grown weary of the constant managing of international affairs. While her son was looked upon by many as a renegade and possible Rhunic Animist in disguise as a Jalyeong-bo shaman he was in truth far more qualified to inherit than her eldest daughter. Nari loved both her children, and grandchildren, dearly but Mi Su had never been interested in rule. Bo on the other hand had reached out to the Acolytes for aid against the Long Winter and while his methods may have riled feathers his determination got things done. Desiring to leave the meticulous governance to a worthy heir Nari names her son her successor and steps down to take on her role as a grandmother instead of Duchess. The new Duke swears the requisite oaths of loyalty to the Federation and the spirits though some note the wording is changed from previous oaths to omit much of the legalistic traditions common to Jalyeong-bo.
    • New Bhule's "Furnace League" is viewed with some amusement by members of the Amham Federation. Given the Federation's actions to this point they unsurprisingly choose to support this "new" initiative partially recognizing the Furnace League as an offshoot committee within the greater framework of the Free Regner Alliance that held Regner together in the wake of the Imperial Sultanate's fall. Work had already been prepared though more was yet to come under Bo but soon it was hoped a great working of the southern spirits would create a counter balance to the Long Winter pushing it back off of Emjata's shores.
    • Sycoraxistan again aids in and around the waters of Jintha and the Mareen western coast earning them favor within the Federation. While initial impressions of the regimented Initiates had been poor their actions to aid good works has earned them a positive reputation at Court and among the common folk. While the Sycorax continue to be viewed as a strange people their unique culture is respected and they come to be seen as trustworthy honest folk. It is no surprise when the Sycorax candidate for Grand Magus is given what support the Duchess and Duke may offer her against the majority Regnan competition.
    • Whernian input into the traditional practices of training in the noble houses is partially accepted and partially rejected. Some houses agree with the assessment of the northerners switching to emphasis on spear training among their daughters and archery among young males. Others however see the lack of optimized efficiency as a balancing factor. A woman who could shoot a bow may not be able to match a man with equal training but, they argue, no one expected a woman to be a powerful archer so those that were in Amham were of a unique and precious skillset. Some also speculate that lords desired to protect their daughters having them far back from the frontlines shooting arrows rather than bracing for cavalry charges among the infantry.


    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 10 -
    Military 5 -
    Economy 3 -
    Intrigue 5 -
    Faith 10 -



    Bo Danerdhuf Gyeon (B. 172)
    Siblings: Mi Su Gyeon (B. 161)
    Nieces & Nephews: Chu Hi Gyeon (B. 192), Sana Gyeon (B. 199)

    Stat Value Increase?
    Diplomacy 3 +1
    Military 2 +1
    Economy 2 -
    Intrigue 3 -
    Faith 6 +1


    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
    • Region 105 Herring TP 1



    Military Units
    1. War Shamans
    2. Naval Troop Carriers
    3. Federation Warships

    Generals
    • Sun Yi - 9

    Spy Masters
    • Junilee Ghermarc - 7

    Relics
    • Spirit Shroud +1 on Conversions

    Last edited by Roarke; 2019-03-07 at 12:30 PM.

  16. - Top - End - #766
    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] Send 4 units armed with Heavy Wooden Armor (N/A), Rhunic Aquamancy (N/A), Sacrificial Magical Supply Lines (-1 size losses), and Shared CI (Yondar) to help the natives defend Region 105 from Lindeen's invasion.
    2. [Military] Raise a unit for the defense of the homeland.
    3. [Military] Raise a unit for the defense of the homeland.
    4. [Economics] Buyout TP 3 in Yondar (region 98) for Darkwood with support and Fish Glue.
    5. [Diplomacy] Stabilize Saaremaa (region 95) with Ti Linnad's liege score.
    Non-Actions:
    1. Agree to cede Cay & Bahwicks (region 88) only under conditions that Bhule agrees to a treaty to respect and maintain a spiritual faith presence there for the Acolytes and respects the organization's presence there. With the agreement solidified, the distant land is ceded to the northwestern realm.
    2. Agree to the conditions of the treaty between Yondar and Lazar.

    News and Rumours:
    • In the twisted minds of the leadership of Lindeen, Sfaïre's betrayal is an outrage. In the righteous minds of the Rhunites, such a lack of self-awareness is humorous. Lindeen attacked Ti Linnad in violation of a peace to be held until the dragons were no more after Ti Linnad acted in Lindeen's defense against one such dragon. Why would the Sfaïri remain under the thumb of treacherous backstabbers for whom loyalty means nothing in light of such a sickening betrayal? The only one with Macras's blood on their hands is Lindeen. They started the ill-concieved war.

    Spoiler: Ruler Information
    Show
    Family Tree

    Diplomacy: 4
    Military: 9
    Economy: 5
    Intrigue: 6
    Faith: 7

    New Ruler Next Round? No.

    Expected Stat Bonuses: +1 Mil
    Last edited by BootStrapTommy; 2019-03-08 at 05:56 PM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

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

  17. - Top - End - #767
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: [EMPIRE4!] IC Thread

    New Bhule
    (Round 33: 199-201 IR)
    High Chief Simriq





    Actions
    [Faith] Research ways to stop the Long Winter (1/5) The period of blizzard and cold currently sweeping across North Regner is the new top concern for the New Bhulic government. The Great Library of Fferhaven is being scoured for references to any similar phenomena, and especially for a way to stop it.
    [Intrigue] Raid TP 23.1 (Giant Redcedar Wood) from Glen Gwitna (13) Until the Long Winter finishes, however, the furnaces and hearths of Bhule must have fuel to warm its people. Raiders from Bhule are sent to the far-off Glen Gwitna, to seize control of the lumber yards and secure a supply of wood for New Bhule.
    [Faith]Research ways to stop the Long Winter (2/5) More work is done to research the Long Winter. Scribes and historians copy down all examples they have found within the books of the Great Library, and the best researchers in Bhule are constantly at work analyzing the evidence.
    [Faith]Research ways to stop the Long Winter (3/5) Meanwhile, the priests of Frostbinderism seek a way to end the winter as well. Prayers run constantly, with the temple of Ignatix closed to all non-priests in an attempt to keep corruption out of the Flame-Mother's sanctum.
    [Military]Take over the Cays and Bahwick, with Rhune's permission.
    Spoiler: Conditions:
    Show
    Leave HC 88.2 as Rhunic Animism and do not tamper with the Acolytes, leaving them in peace.
    The Cays, as a former part of the Bhulic empire, are first on the list of Simriq's expansion. Fortunately, the Margravine of Rhune has agreed to peacefully cede the region to the growing Bhulic power, as long as the Acolytes are not interfered with. Simriq agrees, and the assimilation of the Cays has begun swiftly and with fair success, for the moment.

    Nonactions:
    Resist conversions
    Resist buyouts
    Use Timber to stave off the Long Winter in Bhule.
    Allow passage to Whern and Sycoraxistan.
    Create the Furnace League and request that as many people join it as possible.
    Spoiler: The Furnace League: Details
    Show
    The Furnace League is an alliance dedicated to stopping the disastrous effects of the weather phenomenon known as the Long Winter. Members are expected to refrain from invading each other, and from engaging in economic warfare, especially over fuel and food. They must also commit at least one action per round to researching ways to stop the Long Winter, or actually doing something to halt its progress. Anybody who wishes to join should declare that they are doing so, and then follow these expectations.

    Support the Sycoraxi candidate for Grand Magus.

    Whern Embassy: Accept Heavy Wooden Armor, Warded Locks, Advanced Pician Weaponry, and Sacrificial Magic Supply Lines.



    Spoiler: News and Rumors
    Show
    General Ahbs has been taken ill. It is possible that he will not survive.

    Rumors are spreading that Simriq is trying especially hard to befriend Sycoraxistan and Whern, but pointedly ignoring Overvann and Regno.

    The Bloodied Hands have recieved an official condemnation by the New Bhulic government, telling them to cease their fighting, or at least to move it to a different territory.

    A riot broke out against the Frostbinders in Fferhaven's outskirts last week. It is believed to have been orchestrated by the rebel group of native Bhulers calling themselves the Furcaps.

    Spoiler: Bookeeping and Ruler Info
    Show
    Resources/Troops:
    Units: 5
    Resources Controlled: Copper (86), Timber (2), Wheat (48), Giant Redcedar Wood (23)

    High Chief Simriq of New Bhule

    Military: 6
    Economy: 4
    Faith: 5 +1
    Diplomacy: 3
    Intrigue: 5
    Last edited by Gaius Hermicus; 2019-03-09 at 02:37 PM.

  18. - Top - End - #768
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Stormcrown Dominion

    Regions 6, 5, 4, and 3


    Actions
    1. [Economy] Attempt to acquire TP 2 for Ships in Izbefe (Region 6) 14
      The Dominion's attempts to reclaim control of Izbefan trade continues.
    2. [Military] Raise One Unit
      ???
    3. [Military] Raise One Unit
      JB stuff
    4. [Faith] Padishah Sigyn makes the journey to Avegan to participate in the Jalyeong-Bo harvest festival
      ???
    5. [Faith] Padishah Sigyn continues her study of the Darkness Aspect (4/5)
      ???
    6. [Intrigue] SECRET 18


    Non-Actions
    • Resist Jintha buyout of Izbefe Timber 12
    • Following extended correspondence between the Dominion and Sycorax, Queen Sigyn formally places her support behind Arjana as the new Grand Magus. While many voices in court mutter at the insult of a backwards barbarian being given primacy over the great and noble lines of Izbefe, the Padishah remains sanguine. It is far from the first time Regno's leadership has acted on mercurial whim, and with certain assurances from the Sycoraxi candidate there is little to gain in a protest vote.


    News and Rumors
    • ???


    Whispers of the Dead God
    +1 Diplomacy, +1 Military, -1 Diplomacy

    Spoiler: Current Ruler
    Show
    Padishah Sigyn Hestradet

    Diplomacy 10, Economy 6, Faith 6, Military 6, 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

    Spoiler: Relics
    Show
    The Skull of Gxe'Dhok [+2 Stability or Investigation Roll once per round]
    The Brinefather's Secret [Relic Bonuses are doubled. On ruler change, Capital gains two levels of instability. Ruler stats will change randomly every round [+1 to two random stats, failing to take an action of a stat type in a given round will reduce your score by 1 in that stat]. If you are raised to 11 or reduced to 0 via these changes, bad stuff happens. Must take a Secret Action every round. Ruler will be more psychologically affected the longer you retain possession of the Skull - GM will twist your Secret Actions using this as a guide if they feel the effects aren’t being shown otherwise.]

    The Heart of Gxe'Dhok [+2 to roll involving Magic once/round, Unknown Effects in Region Located]
    The Brinefather's Blood [All Relic Bonuses are doubled. Using the power of the Heart causes Wild Magic with unpredictable effects. Electing to not use the heart will cause the magic to discharge in other ways; further, the region the Heart is located in will be permanently changed each round the Heart remains. Moving the Heart is a Great Project, and may be impossible without appropriate means.]

    The Godslayer Throne [+1 Defense Against Secret Actions 1/round, Reduce Intrigue 1/round as a Free Action]

    Dafi's Workshops (Wazham) [The owner of the region may spend a non-Diplomacy action to utilize the Workshops, increasing the relevant stat by 1 point. This action accomplishes nothing else, but still counts for normal stat increases. However, every time this action is taken, a d16 will be rolled, with a negative event corresponding to the result occurring as the Tomb takes its toll.]
    Spoiler: Dafi's Horrors
    Show
    1 - Diplomacy - International Incident! Reputation loss
    2 - Diplomacy - Disturbance and protests! Unrest
    3 - Diplomacy - Negative Cultural Identity
    4 - Military - Disease! Unit Loss
    5 - Military - Hordes! Army appears
    6 - Military - Insubordination! Negative mil spec
    7 - Economy - Ruin! TP destruction and resource requirement
    8 - Economy - Bandits! Supply difficulties - roll penalties
    9 - Intrigue - Corruption! Negative techs
    10 - Intrigue - Disloyalty! Anti-Spymaster
    11 - Intrigue - Sabotage! Loss of stuff to nearby foes or Orgs
    12 - Faith - Curse! Region-specific penalties until cleansed, Cursed Holy Order
    13 - Faith - Apathy! Loss of faith and discord with religious head!
    14 - Generic - Disruption! An action next turn is negated
    15 - Generic - Setbacks! Lose two points from a random stat.
    16 - "Nothing" Happens
    Last edited by TheDarkDM; 2019-03-10 at 04:38 AM.

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

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

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

  19. - Top - End - #769
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Prince Regent Zäklis
    (Round 33: 199-201 IR)

    Actions
    1. [Diplomacy] Reintegrate the LoWS (2/2)
      Order is finally restored in the League of White Sails, and more direct D̨vatlan rule established again.
      Spoiler: Conclusion of the Astrand Crisis
      Show
      In Starfall the growing tension between the ruling merchant families and the D̨vatlan magistrates finally breaks out into open conflict. Attempts by both factions to politically outmaneuver the other were constantly stymied, as they were both simply too competent. The once-powerful Hermeticists, on the other hand, fell further behind in influence and were forced to tie themselves even more to the plutocrats. In the end, it only takes a short period of open conflict to prove that the D̨vatlans in the city could not match the merchants and Hermeticists working together. The magistrates accept the merchant families' control of the city, and they in turn accept distant D̨vatlan overlordship.
      [Merchant families rule the city as an oligarchy; the Hermeticists remain influential, but without any direct control in government; the D̨vatlans maintain representatives and advisors in the city]

      In Langmere the situation never escalates that far. The D̨vatlans are successful at outmaneuvering the merchant families, who back down and accept more direct rule.
      [Ruled by a D̨vatlan-appointed governor; the merchant families remain influential and provide most of the magistrates working under the governor; the Hermeticists have very little influence over governance]

      In Wesden things begin to spiral out of control. The Hermeticists maintain an upper hand over merchants, but are unable to decisively defeat them and are hurt more in the fighting. The merchant families, meanwhile, are forced to split their attention between the Hermeticists and the returned populist uprising, inflicting several devastating defeats on the latter. The D̨vatlans join in on suppressing the uprising, though less aggressively and with little to show for it. Two alliances form: between the merchants and D̨vatlans, and the Hermeticists and populists. The former becomes dominant, especially the D̨vatlan loyalists, but quickly breaks down. The power of the merchant families, abandoned by the D̨vatlans, is broken. They are followed not long after by the Hermeticists. Eventually the growing populist movement forces out the D̨vatlan magistrates and declares a truly democratic republic. After a short standoff, the city accepts D̨vatlan overlordship in exchange for being largely left alone.
      [Athenian-style democracy dominated by firebrand populists; Merchant families and Hermeticists largely in exile; D̨vatlan presence tolerated only as a few representatives of the king]

      In Aberlyn the alliance between the populist movement and the merchants, despite being significantly more powerful than the Hermeticist faction, flounders and finds itself outmatched. Panicking, the merchant families betray their new allies and restore their older alliance with the Hermeticists, who have grown significantly in power and influence with their victory. Whether through incompetence or very bad luck, the merchants end up on the losing side again, as the movement manages to turn the tides despite the betrayal. Due to their repeated failures (and their managing to make enemies of the D̨vatlan magistrates who act to further weaken them) the power of the merchant families is broken entirely. Unfortunately for the populists, they fail completely to take advantage of their successes and fall back out of power. Finally, the Hermeticists realize the fighting has left them drained and unable to effectively resist D̨vatlan rule, which they (somewhat unhappily) accept.
      [Ruled by a D̨vatlan-appointed governor; the Hermeticists remain influential and provide most of the magistrates working under the governor; the old merchant families are all either reduced to commoner status or in exile; a more democratic government is being established to appease the commoners]
    2. [Diplomacy] Adopt Cultural Identity: Legacy of the Preserver (2/2)
      Zäklis, now acting as prince regent for his cousin, continues to support the idea of D̨vatla taking for itself the mantle of successor to the empire. By now he has convinced enough lords and nobles who have the charisma he lacks, and the idea starts to find more widespread acceptance thanks to their efforts. Some even begin to argue that the gods gave divine support to the rising power of the D̨vatlans specifically so that they could in time replace the increasingly corrupt empire. In any case, Zäklis begins making plans to adopt certain Imperial policies, hoping to apply the lessons of the rise and fall of Avakon to his cousin's plans to reverse the decentralization and weakening of the royal court that developed under the previous couple kings.
    3. [Diplomacy] Fail to acquire Alchemical Artisans from the LoWS (roll=6)
      Years ago leading Hermeticists had offered to teach the D̨vatlans the secrets of some of their alchemical methods. Shifting politics with and internal division prevented that from ever happening, and now the D̨vatlans are eager to finally get their hands on the alchemical forges. Their efforts are stymied, unfortunately, by the chaotic situation still present in the League cities.
    4. [Diplomacy] Increase reputation with the Eternal Lamp (roll=15)
      Although the D̨vatlans in the past have admittedly not paid a great deal of attention to the Eternal Lamp, that begins to change under Zäklis. The Prince Regent argues that an organization dedicated to protecting the faithful and defending the world against supernatural threats is an obvious ally for the D̨vatlans. Dragons, vampires, warcasters, whatever bizarre nonsense Krace is trying to accomplish: they are all threats, in their owns ways, to all the people of Emjata. The prince invites the organization to send representatives to Khlıghat, where his most charismatic courtiers quickly set about making up for lost time and setting the groundwork for much closer relations in the future.
    5. [Military] Help the native defense of Region 105 ?
      With both sides having sworn fealty to the treaty-bound empires in order to force an uneasy truce, the war in the northeast is nominally over for the time being. But now Lindeen prepares to send their forces north into [105], and makes no secret of their hopes that it will cause problems for Rhune and Yondar and possibly disrupt efforts to deal with the madman Krace. The D̨vatlan armies gathered to continue the war are redirected to the small independent region, offering it support in a proxy war.
      • 4 units
      • Bani Bowls, Camel Cavalry, Dwarven Fortifications, Enchanted Arrows, Hard Iron Armor, White Sails Phalanx, (+5)
      • Path: 106 (vassal, pass) - 102 (vassal) - 103 (coastal) - 104 (coastal) - 105 (1 distance loss roll)
      • Total Contribution: +9
      • (Bani Bowls conflict with Runic Aquamancy, Hard Iron conflicts with Wooden Armor (so either can be used, and I'm assuming Wooden), Phalanx conflicts with Pician Weapons but gives a bigger bonus so should be the one being used)
    6. [Faith] Support the effort to repair the wards in Sumwyr (5/5)
      The broken wards are far to the east, on the other side of Inyaka. It was generally felt in D̨vatla that the problem was too distant for any practical help to be sent, and there were problems enough closer to home. In the end, a madman on the other side of the known world trying to overthrow a god was a distant concern. Zäklis therefore causes a great deal of surprise when he suddenly announces his intention to send priests to support the restoration efforts and the overall fight against Krace.

      Leading Abhidic monasteries are contacted, and after extensive debate they conclude that anything they can do would likely be too slow to be of immediate help. They do offer to undertake rituals, but point out that they would need some time to better understand the nature of the threat, and then even more time to put their magic into motion. At best their ritual magic will be able to strengthen such wards generally over time, making another Krace more difficult.

      At the same time, another debate is held by high ranking priests of Tëlir Geza over which god's priests to send. Eventually there is widespread agreement that the situation falls under the purview of Nıznıklı, as it is a disruption of the proper order of the natural and supernatural world, but that Nehın̨alcı should also be invoked, since the priests would be required to journey far from their homes and enact difficult rituals far away in a strange land.

      Finally, a prominent shaman of the Perivite tradition arrives in Khlıghat. Declaring that he had heard of the prince's announcement and desired to offer his expertise in dealing with spirits. His offer is quickly accepted, and he leaves soon after to gather other shaman and rejoin the priests on the road.


    Non-Actions
    • Allow Izbefe, Karys, Regno, Sfaïr, Ti Linnad, and Varjik military access
    • Do not oppose Sycorax conversion of 10.1 from Dragon to Initia
      (in case that wasn't obvious)
    • Support the Sycoraxi candidate Arjana for Grand Magus
      Replacing the dragon worshiping Initiates in the Shrine of the Sea with properly anti-dragon Initiates from Sycorax has caused the Initia community in the D̨vatlan territory to begin to fall under the influence of Sycoraxi thought. Certainly the loudest and most influential voices continue to come from the Shrine, and now support their fellow countrywoman.
    • Support/do not resist Regno buyout of Blackrock
      (they rolled high enough to not actually need support)
    • Do not bother to resist Jintha buyout of Blackrock
      (I can't roll high enough anyway, but they are officially informed that I will almost certainly want it myself eventually)


    News and Rumors
    • Prince Zäklis, who had waited unusually long to marry, finally has a child when his wife gives birth in 199. The prince names his new son Vëkhglis, after the short-lived king who also had a Dažytijan mother. Some eyebrows are raised at the possible bad luck in naming the young prince after a king who was assassinated shortly after taking the throne.
    • Zäklis's brother Tälir, who had recently celebrated the birth of a daughter, falls in battle in Ti Linnad. All those who were present agree the prince died a valiant death, and his body was recovered and laid to rest in the royal tombs after much mourning.
    • A major scandal breaks out early in 199 IR when Set̨t̨hıŋza, a minor lord with lands near Këpääs, is found murdered while in the capital. Though not one of the most powerful nobles in the kingdom, Set̨t̨hıŋza was one of the most fanatically conservative, an outspoken critic of Zäklis's ties to the Empire, and a trusted confidant of Däfikä. It quickly becomes clear that the murder was arranged by Ghablat, the younger brother of a notable member of the royal court with lands near the capital. He and his fellow conspirators are vocal supporters of Zäklis's reforms, and while several are captured and executed for murder, Ghablat himself is able to escape into exile in the south. Many influential voices from the conservative factions accuse the Prince Regent of allowing the murderer to escape.


    Prince Regent Zäklis

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

    Increase: Diplomacy (x2)

    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 Sattyathanya 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 Jintha
    XX
    Initia Fang of Khirus Fang of Khirus (None)
    Regno 8 Regno Bani Regno Regno D̨vatla Sfaïr Initia DRAGON DRAGON Initia
    Glen Gwitna 23 Gwitna Redcedar Wood Gwitna D̨vatla Lazar
    XX
    Coatl Coatl Coatl Coatl
    Deaux 56 Regno Hlaali Bark Jintha Yondar D̨vatla
    XX
    Initia DRAGON Honmyo (None)
    Raesija 64 Varjik Mrazite Crystals Sfaïr Regno Jintha
    XX
    Dejanism DRAGON Tëlir Geza (None)
    Palanam 65 Karys Copper Yondar (Open)
    XX
    XX
    Sattyathanya Tëlir Geza (Open) (None)

    Spoiler: Armies and Technology
    Show
    Units Unit Cap General General Military Specialization Cultural Identity (p)
    8 14 (5+7+1+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 -
    Stone 1/5 Dwarven Fort., Elemental Catapults, Standard Fort., Standard Fort. (effect 2) x2 Zachodnie (16) #3
    Wood 2/4(5) Bani Bowls (effect 2), Elemental Catapults (effect 2), Magi Blessed Scrolls (effect 2), White Sails Phalanx Glen Gwitna (23) #2
    --Special Lumber 1/1 Enchanted Arrows Deaux (56) #3
    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. Currently a prisoner of Lindeen after having been captured in battle.

    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. Currently acting as Prince Regent for Däfikä, but a 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.
    -Vëkhglis (199)

    Tälir (166-197?) – 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 Avakonian campaigns. Killed in battle in Ti Linnad.
    -T̨t̨otkha (196) – Young daughter

    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) and a granddaughter (193).

    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. Has a daughter (199) with an Avakonian noble.
    -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)
    Last edited by Aventine; 2019-03-10 at 04:40 AM.

  20. - Top - End - #770
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: [EMPIRE4!] IC Thread

    Jintha

    Ruler: Taelia Riveria
    Round: 33 Region: 75, 76, 108

    The grand council realised that the mixing of human and Volzen populace had unforeseen side effects made apparent when the streets of the capital were filled with protests and unhappy populace. The council quickly meets and forces a decision on the main topic for the unrest Jintha's state religion, after many weeks of debate the council decides that Initia is more inline with the Volzen and their views. Later in the year a message arrived that Izbefe merchants had put in an offer to buy Jintha owned Ships in response Jintha made a counter and bought the timber owned by Izbefe A letter is send to Izbefe to resolve the issue and keep good relations.

    Actions:

    1. Secret

    sneaky sneaky

    2. [Economy] Buy open blackrock TP 15.2 Success 19

    With gaining the lost technology of Alchemical Artisans Jintha puts in the offer to buy the unused trading post for Blackrock so that they can fuel the technology.

    3. [Economy] Buyout TP 2.2 Timber from Izbefe Success 20

    The reports that Izbefe bought Jintha owned ships were surprising and a response had to be send, merchants were dispatched to the Timber TP and put in a generous offer to acquire the resource so that negotiations with Izbefe could begin.

    4. [Faith] Convert to Initia

    After the unrest the Jintha Grand Council had to make a decision and after a long debate Initia was chosen as the new State Religion a letter was send to regno to inform them of the votes outcome.

    5. [Diplomacy] End the unrest in Jintha (108) Success 13

    The Volzen were not expecting the humans being unhappy about the state religion and in response changed their faith to Initia. The grand council could no longer promise that the Holy Centres would remain Jalyeong-Bo if the people decided to be in unrest because the Holy Centres did not line up with the state religion then the only way forward was to change them all to Initia.

    6. [Economy] buy TP 6.1 ships from Kunai Success 17

    The Kunai and Jintha have had a good relationship since the altercation over Les Alpes and Jintha spoke to the Kunai about the acquisition of their ships. The Kunai could not support their efforts however seemed to delight in the opportunity to test their economic prowess against Jintha. The offers were close however Jintha managed to outbid Kunai by a small margin the merchants involved shook hand after the deal and parted as friends.

    Non Actions
    • Send Silver to Regno as tuition for the Volzen currently studying at their academy.
    • Vote for Arjana in Regno's Grand Magus Selection. 1SP
    • Defend buyout of 6.2 against izbefe. Failed 13


    Embassy Actions
    • Embassy from Whern
      Gift Alchemical Artisans
    • Embassy from Amham
      Trade Headhunting for wave bombing.


    Ruler Stats:

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

    Spoiler: News and Rumours
    Show




    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
    • Embassy from Whern



      Temporary
      CTL to gift one new ship techto Jintha and to support buyout on their ship TP in 2(ish) rounds



    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
    63 4 Bysthian Horses
    64 3 Mrazite Crystals
    75 1 Huo-Ke Squid
    76 1 Cloudwing Piranhas
    76 2 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: 17

    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
    Alchemical Artisans +1 to a Buyout OR +2 to defend against a buyout 1/round N/A Coal N/A No N/A
    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
    Coin Armor -1 casualty rolls +2 Leader loss roll Hard Metal 2 Hard Metal, Precious Metal, & Gems Yes Yes
    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 Yes 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; 2019-03-09 at 05:18 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

  21. - Top - End - #771
    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:
    Toyollo The Rightly Guided Exarch
    Faith 1
    Economy 5
    Military 7 (+3)
    Intrigue 1
    Diplomacy 3

    Actions:

    [Military] Hire unit One unit of Peledian light horsemen: From the plains of Peledia the horsemen and camel riders of this region
    are renown for their speed and accuracy with javelins and short bows. Drawn from slaves sent from Peledia, Peledian horsemen are trained from the age of 6 in the art of skirmishing and riding. Independent of other sections of the army and the magi bureaucrats the Peledian riders serve as the elite guard for Toyllo's new regime.

    [Military] Hire unit One unit of Flor legionaries: One of Toyllo's first military reforms is to restructure the nature of the armed forces. Unlike their militia predecessors legionaries are full time professional soldiers equipped with iron weapons and armor.

    [Military] Hire unit

    [Diplomacy] Terms of Surrender
    • The Holy Coatl Empire will henceforth be dissolved and Coatl will vasalize to Khirus in exchange for the return of the Inyoni crescent
    • Khirus will cede Tafer in exchange for the cessation of hostilities against the Isles of Lazar



    [Military] General roll 7 Varru the horsemen, confidant of Toyollo, Varru was a former Peledian slave trained in the arts of light cavalry who fought in both dragonforged conflicts. Known for his ferocity, persistance, and merciless candor Varru

    [Military] Hire Unit

    [Military] Hire Unit

    Non actions



    Spoiler: Rituals
    Show

    In Coatl Perijainism there are 2 types of rituals, pig rituals and flower rituals. Pig rituals are the most spontaneous form of Coatl mage craft as they simply need a caster, an available sacrifice, knowledge of the necessary mantra, and mental discipline. While pig rituals normally can be used to achieve a quick effect there are many limits to what a pig ritual is capable of. In addition to its limitations pig rituals carry greater risks of failure due to a mispronounced mantra, stray thought, or a sufficiently unprepared caster.

    A more refined type of ritual more suited for powerful mage craft is the flower ritual. Flower rituals give Magi a far greater degree of control over their work enabling them to achieve more epic feats without the risk of catastrophic error. However, they require geometrical precision to work correctly, hence why mathematics is taught to all Magi, giving any ritual circles unparalleled reproducibility. The ability to create a proper ritual circle is just as much an art as it is a practicality for power. In fact an unadorned ritual circle can be seen as disrespectful to Xincoatl, indicating that the magi in questions cares more for power than the means which its obtained. Magic is not a tool to be used, its an expression of the beauty of the natural cycles. For a moment, however brief, a caster that draws upon the ancient one's power experiences the sublime.

    Flower Ritual Circle Components
    • At the center of every Flower ritual circle lies a circle enveloping a 5 point star. Symbolic of the the greatest cycle of them all ,day to night, the five point star is representative of the sun and is where every sacrifice must must be placed for a successful ritual to be conducted. Some mavericks occasionally replace the sun with one of Emjata's moons depending on the power they wish to draw.
    • Surrounding the five point star is a 4 point diamond. Each point on the diamond represents an element of a major cycle orientated toward a cardinal direction.The cycles of death and fertility in addition to the cycles dry and wet seasons are the main ones represented due to there influence in Coatl's history. The northern point is symbolic of death, the southern point life, the eastern point water while the western point symbolizes earth.
    • Surrounding the 4 point diamond lies the Ouroboros, symbolic of Xincoatl, the Ouroboros represents the most abstract cycle of them of them all, infinity and nothing. Its postulated that the balance between everything and nothing, is the power from which all other cycles, and therefore Xincoatl, gain power. The body of Xincoatl is typically decorated with relevant hieroglyphs, runes, or any image the caster feels to be evocative.




    News and Rumors

    • Defeat after defeat has demoralized the ruling Magi. Seeing the devastation of their homes, and families has reminded them just how mortal they are. While some flee to the country's periphery, others ally with a group of mutineers soldiers under Toyollo the Veiled. Toyollo the Veiled leads a group of dissatisfied soldiers and Magi to the imperial palace imprisoning the heir apparent Coszcatl within the palace confines as Toyollo and his supporters seize the reigns of government. Toyollo markets his coup as a necessary to prevent Coatl from being consumed by the inferno's of unending war. Unfortunately those loyal to the late emperor are still active and disagree with Toyollo's conciliatory stance. While Coszcatl is technically the Exarch, its quite obvious that Toyollo is pulling the strings.
    • In order to encourage the regrowth of the Theocracies agricultural sector, Toyollo begins to implement land reforms that allow slaves and serfs a greater degree of control of their allotted land in addition to replacing many of the older, and now devastated, gentry families with his devoted supporters.
    • Toyollo's sudden rise to power has had many outside their cult of personality speculate on the veiled figures origins. Many of Coszcatl's loyalists believe Toyollo to be a secret vampire mercenary sent from Khirus to seize control of the Theocracy.
    • Stories among the common folk claim he was once a slave so enraptured by Coszcatl's beauty that he became a battle hardened warrior carrying out ever more intense feats, such as killing monsters in the cursed lands, fighting in both the dragon forged wars, and stealing purified blood from a vampire prince, in order to gain her attention.
    • The narrative from Toyollo's supporters claim they were a Magi, chosen by Xincoatl, who survived multiple battles with the Cinder Queen's armies, at the cost of terrible burns across their entire body.
    • The devastation that's racked the Inyoni crescent has begun to benefit Bovalia in its own way. Borealis, long a rival city to Rredtail, has finally eclipsed its Inyoni counterpart in prominence with the most recent measurement clocking the city at a population of 60,000.

    Last edited by Lleban; 2019-03-08 at 10:11 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
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
    Show
    Spoiler: Suprise
    Show

  22. - Top - End - #772
    Troll in the Playground
     
    QuintonBeck's Avatar

    Join Date
    Apr 2013
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 33: 199-201 IR)

    Actions
    1. [Diplomacy] Aid Regno with Sortis Hall of Embassies 3/5 - While the Sultanate of Regno's reliance on magic stood at odds with a Dejan-centric philosophy such as the one espoused in Varjik there was truth to the matter that Karys did not follow Varjik in all things. They both stood as pillars to Avakonia but their approaches differed. So it was their outlook regarding the former Imperial Sultanate differed. Varjik had a long smoldering grudge against Izbefe and for many years Izbefe had been inseparable from Regno so the grudge transferred and was amplified by Regnan over reliance on magic. Now however it was clear Izbefe stood apart and the fall of Regno's empire left the most well stocked library on modern Emjata without an empire to belong to. Yet Avakonia was rising from the ashes and Dvatla, dear ally to the half elves, was to help herald it's new dawn. Whether Regno wished to join this renaissance or not the facilities of their vast ambassadorial network were surely worth securing a favorable seat at. So it is the High Inquisitor dispatches laborers to aid in whatever menial tasks they may aid in.
    2. [Diplomacy] Aid Regno with Sortis Hall of Embassies 4/5 - Following the dispatch of many Ka-Ruun guildsmen to aid with labor the High Inquisitor recalls a number of senior officials from postings throughout the Hegemony and sends them or their most trusted lieutenants west. Diplomats, scriveners trained in Honmyo-precise calligraphy, clerks, and of course those who in unpleasant company might be referred to as spies journey to Sortis to take up roles within the various offices at the Hall. Seeking service to both Regno as well as the visiting dignitaries from Amham, Izbefe, the Kunai, Dvatla, Coatl, Sycoraxistan, Jintha, and even Khirus these are professional men and women who make no qualms about where they come from. They were not seeking to break the law or upset the Hall but to facilitate it's purpose as a gathering place for representatives of the most powerful individuals in Emjata in whatever form that took.
    3. [Intrigue] Secret
    4. [Military] Raise 1 Unit of Karysite мајка company warriors - With Varjik and Karys both near their upper limits of standing armies but war in the north with the mad Mandates of Lindeen against stalwart Ti Linnad aided by noble Dvatla it becomes necessary for Karysite warriors to serve their empire abroad. As veterans from the мајка company are sent north to aid Zäklis in the wake of his father's death more soldiers are conscripted from among the populace. Guildsmen from Ka-Ruun looking for more gold at a riskier trade as well as runaway miner's sons and daughters from Marvalo to join the army are trained under the careful eye of the мајка company.
    5. [Military] Send 5 Units (SMSL, Refined Pician Weapons) to support Illuminant Jaine Anivine Kren El Sira against the Spellfather - While the Spellfather had discovered the original traps set into her armor by the leaders of the Karysite Hegemony and disabled them the new plot by Varjik would still see this false trophy and triumph of mortal engineering turned against one of the final two dragons still on Emjata. Karys would be fools not to support their Illuminant and liege in this noble and holy quest which they themselves had set out before the Avakonian Empire. While the terrors of Krace in the north demanded much attention the dragons still must be driven out of Emjata that the age of mortals may return, heralded in this new dawn by Avakonia reborn.


    Non-Actions
    • Allow Varjik troops to pass through Karysite land
    • Allow Dvatla troops to pass through Karysite land
    • Invite Dejanite Cult, Honmyo, or Telir Geza conversions in Karys (48) HC 3, Marvalo (49) HC 3, Ka-Ruun (62) HCs 1, 2, & 3, and Palanam (65) HC 1, 2, & 3,


    Embassy with Regno


    Embassy with Varjik
    • Accept Imperial Uniforms


    Embassy with Dvatla
    • Send 2 Units of Karysite мајка company warriors to serve the new King


    Embassy with Kunai


    News and Rumors
    • The Kishi Clan, the Bomei Clan inhabiting Karys proper, has become quite influential at court. The High Inquisitor is said to be personally rather fascinated by the western practice of Honymo causing some hardline Dejanists to frown despite all Alendia had done for their faith. The art of the True Name, uncovering the true composition of reality through proper identification and investigation seems of natural interest to a mind like Inquisitor Vardel's. The deaths of the Kunai clansmen earlier in the decade went somewhat unsolved although a declaration of intent to sentence the perpetrators to death was issued by the High Inquisitor. The Hegemony would not tolerate acts of aggression against allies within its borders. The Kunai were a strange and foreign people but they were consorts to Imperial lines and welcome guests. Their disrespect would not be tolerated by the current regime. Much like the Dejanists within her court there are those on the ground who find this forced acceptance tantamount to endorsement though the High Inquisitor maintains she is herself an avid follower of Dejan, a man himself who tolerated a multitude of beliefs in his vast empire.
    • A young warrior named Galden from Belhaz has taken inspiration from mythical stories of Dejan and started on a journey of heroic tasks to prove his own worth as an inheritor of the Eternal Emperor's legacy. In a tournament fight within Marvalo young Galden manages to take the championship in a hard fought struggle from the bottom of the bracket to the final duel. Galden dedicates half of the substantial prize monies to Illuminant Anivine while the other half he invests in starting his own private mercenary company, the Emperor's Gauntlet. With his company supplied work training мајка company warriors and providing private security to Karysite notables Galden is able to focus on his next task, defeating a great evil threatening the countryside. When Anivine announces the attack on the Spellfather Galden is among the first to answer her call for fighters.


    High Inquisitor Alendia Vardel
    Diplomacy: 9
    Economy: 1
    Faith: 6
    Military: 4
    Intrigue: 6

    Increase: +1 Dip +1 Mil

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

    Spoiler: Armies and Technology
    Show

    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; 2019-02-28 at 07:13 PM.

  23. - Top - End - #773
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance

    Round 33 (199-201 IR), regions 106 (Sfaïr), 102 (Cesaria), 107 (???)
    Dame Elena Blanc


    Actions:
    1. [Diplomacy] Stabilize 107 Roll: 17
    2. [Diplomacy 5] Create embassy with Dvatla
    3. [Intrigue 5] Assassinate 'Kidveva'dvuj +1 ETL rep 4 resolve supernatural threat/problem Roll: 19
      One thing that Sfaïr is especially notable for is its geometrically beautiful buildings. Sfaïri architects and workers are thus invited to Avakonia to expand the Spellfather's lair, and improve both its practical design and appearance. They work for a year and half. Although they work on many things, to distract from their true purpose, for example tiling the floor with intricate patterns, the most important thing they build are several thin stone towers around the lair. These towers, although they appear to be architecturally sound, can in fact be made to fall very quickly with the right knowledge (though they are guarded to ensure this does not happen prematurely). When/if the dragon emerges from its cavern after the betrayal, the towers will be collapsed on her.
    4. [Military] Defend region 105 3 units + 1 tech (Magi Blessed Scrolls), led by the Yondarian general. SMSL: -1 size loss. Route: 103 -> 104 (west coast) -> 105
      Sfaïr's Rhunic Animist allies have called for aid in defending a small, peaceful peninsular kingdom, and Sfaïr will not refuse them.
    5. [Intrigue] Secret Roll: 16



    Non-actions
    Initia Grand Magus election: support Arjana (1SP)

    Secondary endorsement for Lokira Rainstep, Magi Deschis, Magi Urias and Magus Gale.

    Free passage: Dvatla, Varjik, Karys, Regno, Sycoraxistan, Overvann, Whern and Ti Linnad.

    Resist bonuses:
    +1 to resist Raid attempts in own lands (CSC rep 4)
    +1 to resist secret actions (Violet Oath)
    +2 to resist item/tech thefts (Warded Locks)


    News and Rumors
    • Spoiler: Response to Khirus' letter
      Show

      To the honored Voice of Khirus:
      While the matter was made somewhat irrelevant due to Ti Linnad's choice to accede to the peace treaty between Khirus and Avakonia, we are willing to let Khirus exact proportionate retribution upon Ti Linnad in the future, if you demonstrate that you have not had Premier Illeard assassinated. Given the history of cold relations between your countries, we cannot simply trust your word on this matter. However, if you do demonstrate what we ask, we will accept that you are in the right in the matter, and act accordingly.

      We do not believe in cursed bloodlines, or at the very least I do not. But just in the case it will prevent you from making some costly miscalculation in the future, I will tell you that you are wrong. None have ever truly been the masters of Sfaïr, save perhaps Dejan the Skyreaching. If we previously paid homage to Lindeen, it was because of Sir Blanc's unfortunate enchantment that was since broken by his death. If we are now paying homage to Dvatla, it is because they may help us advance our cause. We will not accept any 'orders' from any nation on Emjata, save if we desire to carry them out.

      Rosagund Luitbertien, Supreme Commander of the Army of Sfaïr


      Spoiler: Response to Lacia
      Show
      To Astérionnag Dyfex (or whoever else it may concern):
      The Feathered Cape is currently held by its rightful owners, the royal House of Whitefeather, though its few remaining members are currently in exile in Sfaïr and perhaps in Avakonia. We know of the current troubles of the Lacians that have always supported us, and we are not turning a blind eye to them. We are, for now, quietly regaining our strength and biding our time, and at an opportune moment we will strike at the abominable occupiers of the rightful territory of the Inyoni, reestablishing our kingdom. If you aid us in this endeavor, your loyalty will be richly rewarded. For now, we may consider lending you the cape for important ceremonies, though a factor to consider is that the relic is much safer in Sfaïr than in Lacia, where it would be deep within enemy territory and unprotected by the magical security techniques which Sfaïr utilizes.

      Though many Inyoni here will appreciate it if you send Ildian priests to guide their worship, I would strongly advise you not to try to dislodge the state religion of Sfaïr. Not only can Sfaïr be an asset in reconquering Whitefeather, but Ildian priests inciting unrest in their lands could eventually result in them revoking the asylum granted to the Inyoni here, because of their connection to Ildia. The current government does not care much for spirit faiths, however, so Lacia should be able to convert their followers with little risk.

      ~King Shin Whitefeather


    Spoiler: Ruler
    Show

    Dame Elena Blanc (born 164)
    Diplomacy 7 + 1
    Military 6
    Economy 6
    Intrigue 7 + 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 (5)
    Alliance Guard "The Unforgiven" - original soldiers fought in invasion of 107, fled before the Skyfather
    Cesarian Knights
    TBD
    TBD
    TBD

    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
    3

    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 (description)
    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; 2019-03-09 at 07:52 PM.

  24. - Top - End - #774
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Tundras of Whern

    Years 526-530 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 6
    Military 9
    Economy 1
    Faith 7
    Intrigue 2

    Attribute Improvements: +2 Faith, +1 Military

    No New Ruler Next round.
    Spoiler: Family
    Show
    • Yfga Bjornir, 32
    • Frode Bjornsson, 26

      Children
    • Lynly Yfgasdottr, 3





    Actions:
    1. [Military] Raise a Unit To replace the outmoded Naval Militia, shipbuilders in Whern give their best shot to designing a battleship to meet the nation's needs. They start with an Omanush-inspired trireme design, dubbed the Omen Class Ram. The ships are built with imported pine from Overvann, and although most of them are not ready in time to do battle with Krace, 2 are deemed fit to sail and sent out with the chartered fleet.
    2. [Military] Raise a Unit To make up for any deficiencies in the new Omen Class battleships, Harbor Master Strufhuffen also simply buys Overvann longships, the standard vessel of the Norbar. While they do not perhaps suit Whern's needs as well as the Omen class, they have been well proven on rough seas.
    3. [Faith] Deal with the Locusts infecting TP 1 of Tower Cactus in Sonil Shamans from Whern are finally able to undertake the humanitarian mission to sonil chartered by Yfga the Philanthropist so long ago. The shamans attempt to negotiate a pact with the local river spirits to feed the cacti more water, enhancing their ability to fight off the pests.
    4. [Faith] Finish Building the Feast of Rieba a base in Fherharbor Battleships are not the only thing being built in Whern. The new temple and dining hall for the Feast of Rieba in Fherharbor is completed in the winter of year 528. Although the cold makes conditions difficult for the laborers, the foundation was fortuitously laid before the long winter perpetually froze the ground, so the building project may continue.
    5. [Faith] Help the Feast of Rieba move in Eager to get the first outside research on the Serpent of the North, the Frigid Digits prepare a series of seminars for the incoming Feast of Rieba priests. The subjects include local customs with particular attention to faiths of the region, harbor schedules and how to arrange for shipments of supplies from the outside, local dialects and history, and tips on dressing for the weather.
    6. [Faith] Institute worship of Isknvald The Frigid Digits announce that they have divined the source of the long winter: a spirit of one of the chasms in the plains of Yotun. To appease this spirit, they encourage the populace to contribute offerings to a growing pile outside the Temple of Fherharbor. In the summer of 529 the digits sponsor an expedition to deliver these offerings to the spirit and negotiate a reprieve from the long winter. Although the winter does not abate, the digits reveal upon their return that negotiations were productive, and that they should return again soon (with more offerings) to continue hashing things out.




    Non-Actions:

    Overvann Embassy in Whern:


    New Bhule Embassy in Whern:
    • Give New Bhule Heavy Wooden Armor, Warded Locks, Advanced Pician Weaponry, and Sacrificial Magic Supply Lines.


    Whern Embassy in Jintha:
    • Accept Alechemical Artisans and the Ships trade post



    Other:
    • Use Peat from the Black Marsh to counteract the negative effects of the Long Winter.
    • Store the Brinefather's wings in the Frigid Digits holy order in Whern.



    News and Rumors:
    Spoiler: The Battle of the Kongebla Delta
    Show

    Background
    The Battle of Kongebla Delta was a naval engagement fought by a force of Regnan Legionaires and Stormduir Shocktroops against the navy of the small freehold of Whern. The battle is significant as it represents the turning point in Whernian understanding of Nava Importance, and it allowed the Sultanate army on Sycorax ships enough control of the sea to facilitate their retreat from the Overvann capitol after their defeat at Festning.

    Seeking to avoid the mass of Overvann's superior navy based out of Festning, the General Hrothgar Deathseeker planned to make a landing at night just to the north of the Kongebla delta and march overland towards the Capitol City. Once on land, the Legionaires' devastating Stoichiophraktoi cavalry could be put to good use against the unmounted Overvann and inexperienced Whernian cavalry. However, the Whernians' war chief, a man by the name of Vignar, had anticipated this maneuver and had posted scouts along the shores of Black Marsh to watch for incoming ships. Although Hrothgar's fleet made it past these and other shore sentries unseen, by pure luck hrothgar's fleet had chanced upon an Overvann fishing vessel in a fog somewhere off the coast of the black marsh. Legionaire accounts testify that Hrothgar ordered the fisherman killed to avoid ruining the surprise, the doubtful legionaires were hesitant enough about these immoral orders that the fishing vessel was able to slip away and warn the soldiers on the southern coast of Overvann.

    At this point War Chief Vignar's inexperience with naval engagements came into play. Rather than sending a cavalryman to Festning for reinforcements from Overvann's much more capable navy, he positioned Whern's naval militia (currently on duty supplying the soldiers preparing for the defense) in the mouth of the Kongebla river, awaiting the opportunity to pull out and surprise the Legionaires en route. Had Vignar had more experience, he would likely have planned his ambush farther south, at a location where the soldiers on the Sycoraxi vessels would not have been armed and ready for an amphibious landing. As it was, when Whern's junior navy pulled out to meet the regnan fleet, they encountered legionaires armed and expecting a landing. It was easy enough for Hrothgar deathseeker to instead order the boarding of Whern's ships. Without rams or other siege equipment, the fishing boats were quickly swarmed over and captured or burned, completely failing to keep the legionaires from reaching the shore and beginning their march to Festning.

    Although the battle was a complete strategic and tactical defeat for Whern, the Battle of Kongebla Delta is commonly held to be the beginning of the small nation's naval aspirations. Surely the possibility of fighting an invading army before they could get to land captured the imagination of the country, and the battle revealed the gross inadequacy of Whern's fishing boat navy for anything other than supply lines purposes.


    Already there are concerns about the new Omen Class battleships being built in Whern. Although the ram design makes them militarily superior to the area's standard longships in calm seas, critics doubt the ability of the new craft to withstand large waves, and the softness of the Overvann pine from which they are built is not a credit to their stormworthiness either.

    Some scattered Frostbinder Islanders emigrate into Whern along the Fher river. They are distrusted and poorly looked upon in Fherharbor, and quickly ferment an insulated "frostbinder quarter". This cultural echo chamber does nothing to foster good relations with the local Whernians, but apart from the occasional brawl they are tolerated... for now.

    Despite the growing anti-frostbinder sentiments in Whern, New Bhule's takeover of the Cays and Bahwick is supported by the government, which is quite eager to get the growing powers of new Avakonia and Rhunic Animism out of their backyard.

    Not particularly involved in the construction of the new battleships (the comission having fallen on Harbormaster Strufhuffen), War Chief Vignar makes a visit to Amham to learn about their military practices. His main recommendation to the duchess is to encourage lords to train their sons with the bow and their daughters with the spear, the exact opposite of the current practice. He argues that while women and men are almost equivalent spearmen, the greater arm strength of males makes them decidedly superior archers.


    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

    Trade Posts
    91 (Black Marsh) TP 3 for Peat
    63 (Bysthia) TP 1 for Bysthian Horses
    87 (Whern) TP 1 for Frozen Tears


    Spoiler: Chief's Council
    Show

    Shaman Agnar, Representing Shamans
    War Chief Vignar
    Shipping Captain Harbor Master Strufhuffen
    Last edited by Potato_Priest; 2019-03-08 at 11:19 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.

  25. - Top - End - #775
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread



    The Avakonian Empire
    Liege of Karys and Ti Linnad, Junior Partner of Dvatla

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

    Spoiler: New Ruler Next Round!
    Show

    Jain Zarikos El Sira
    Diplomacy: 2 (Base) + 2 (Inherit) + 1 (Vassal - Karys)
    Military: 4 (Base) + 2 (Inherit) + 1 (Vassal - Rhune)
    Economy: 3 (Base) + 1 (Inherit) + 1 (Vassal - Ti Linnad)
    Intrigue: 3 (Base) + 1 (Inherit) + 1 (Vassal - Yondar)
    Faith: 3 (Base) + 1 (Blessing) + 2 (Inherit)



    Actions for Round 33 (Rolls)
    • [Diplomacy Resolution] The Betrayal - Chains
      The Spellfather, the great dragon who lives within the Aspen Heights unchallenged, has been a good ally to Varjik in her time. Once she saved their kingdom from ruin, but since then she has divided people, procured slaves and made them suffer, and her very aura plagues the people of the city... Which is not to mention the monsters that they constantly find, all her very own creations. Everywhere else across Emjata, the dragons have been calmed, buried, or slain. Yet not the one who sits on the very capital of Avakonia. After living most of her now endless life having shared with this great creature, her husband's dying wish to her is to make sure that the dragon may never divide their people again... And she is resolved to see that dream become reality before immortality steals her sympathy like it has for both the Khirese vampires and the Spellfather, who share much in common in their philosophies on mortals.

      The betrayal starts when Anivine visits the dragon and thanks her for taking out the Khirese spy, claiming that a vampiric presence has settled in her city, and she thinks she knows where. Mila's loyalty will be tested... But not only that. She claims that now that her husband has passed, she is starting to recognize the blessings and burdens of eternal life. If even her most beloved will pass, then they only have one another. And unlike her husband, she can help protect the dragon from whatever would come next. She offers to take her armor and improve it in a year's time, whereupon she will enhance the coating and make it ever more impervious to attacks from all around her. The dragon is even welcome to participate in this process and design so that it is as effective as possible, and upon her acceptance (provided that she does accept) it is lifted off of her with a great pulley system that is installed into her very lair so that it may be donned and doffed. The pulleys are embedded in the very stone around her, twelve great, thick chains in all to lift the armor up and down so that it may be worked on without any chance of falling, even if accidentally slashed by dragon claw or sabotaged by her people.
    • [Economy] The Betrayal - Forges
      In order to help enhance the armor while it hangs up in the air, forges are crafted to line the sides of her lair... Six in all, each one positioned between two of the chains that is used for installing further plating... In order to get enough force to connect to something so grand, battering rams of hot metal are used to hammer the plating to the leather and bases manually installed. Oluard Manakett takes charge of the construction from a designer's standpoint, running these forges night and day and even employing the slaves that the Spellfather keeps to aid in speeding up construction. For the final adjustment when the time comes, however, he insists that they use actual smiths who have trained their whole lives for the craft rather than unskilled labor from the west. In doing so, he gets his own personal team on the forges, and the ringing of metal can be heard for the better part of a year though the Aspen Heights. Multiple 'sizing' tests are taken, where the dragon settles into place and they make sure that the current plans are not too heavy for her to fly or move, adjusting for comfort and generally keeping it acceptable for their host. These too heavy pieces are kept on the side so that they may be re-used later... But perhaps not in the way that the dragon would imagine. It would be difficult to know that any sort of betrayal was coming due to the secrecy of the project to begin with and because the people who worked on the project for the most part worshiped the dragon and her powers. Most everyone is kept out of the loop for what is truly going on, and none save for Anivine's closest council are permitted to ask questions or see blueprints.
    • [Military Resolution] The Betrayal - Armor
      When the armor is finally complete and the day to don it looms near, several steps are engaged at once. It takes nearly two days for the people to properly adjust it and make it right, taking their time so that the process is completed properly and refitting will not be necessary. Slaves that are 'loyal' to the Spellfather are given these days off... Stepping aside so that Oluard's personal team can fasten it to the dragon in a more permanent sense. Chains hold it still around her as the gap closes and the rams start to hammer it in together... A group below her working to ensure its success at being bound to her by welding the metals together. They insist that she stay perfectly still for the process, and altogether it should be completed without any hitches. But once it was complete, they would go further... As far as they could until the dragon would catch on; attaching additional plates that they had tested and 'taken out' so that she could fly and move, and requiring that nobody at any point dare touch the chains that held the armor where it needed to be. These chains were the core of the plot, after all... And during this time, Kalonrés clad in Sedellan armor guard her home so that none, not even her own subjects, may even approach the vicinity. This is when the plan starts to become more public outside of the dragon's lair, where she lays trapped and isolated while the rest of the army braces to take her out for good.
    • [Military] The Betrayal - Fire (Attack the Spellfather)
      And all at once, it collapses into fire. Weather the dragon notices that things grow to heavy and demands that the smiths stop or the armor is fastened to its truest completion, there comes a point where deception is no longer possible. This point, coincidentally, has lots of Obsidian Fire in it. The substance was seeded in various parts of the Spellfather's lair during the year-long process, used once to make tunnels to her base for 'ease of access' and the excess just laid around waiting to be cleaned up... But it was intentional, and when the blasting starts many holes in her lair are formed; revealing a series of ballistae pointed inwards into the cavern. The rams that fasten her armor are loaded with more of this explosive, magical material, creating painful and powerful blasts on impact that aim to crush the dragon upon impact; hitting over and over while the chains hold her still... Her armor too heavy to escape and the chains impossible to remove from below. There would be no tunneling away so long as those were fastened. The siege engines fire upon her mercilessly, and the rest of the army braces to go in should something fail while holding off her loyal followers that would doubtless hear her shrieks of pain from all over...

      Karys joins with 5 units and brings Pician Weapons!

      13 Avakonian units and 5 Karysite units attack the Spellfather lead by Anivine (Mil 10)! Mil Spec Eleventh Hour applies!
      Relics: Bloodstone Diadem (+4 to leader loss rolls, +1 to battles, +1 again if enemy uses magic)
      Faith Bonuses: +2 to leader loss rolls, Emperor's Oath (+2 against magic)
      Techs: Imperial Uniform (Logistics), Camel Cavalry (Cavalry), Sedellan Armor (Armor), Pician Weapons (Melee Weapons)


      Total: 2d12 + 10 (leader) + 18 (units) + 1 (relic) + 2 (tech) + 5 (if magical)
      2d12 + 31 (or 36 if magic applies)
      -1 size loss roll, -1 casualty roll vs magic, +6 leader loss rolls
    • [Faith Resolution] The Betrayal - Death
      Varjik remembers how the death of the greatest of dragons lead to a curse that plagued the world in the form of dragonblooded warriors, dark whispers, and untameable seas. This mistake would not be made a second time, as a massive coordination of Dejanic and Telir Giza ritualists stand ready to capture her soul should she die as planned... And to hallow the grounds afterwards, as to prevent ruin from coming to their people. Oluard had studied the blood of the dragon and its effects for many years now, and the effects of Anivine's crown are similar to the anti-magical properties of the Spellfather herself. Coupled with all the birth defects making for some very easy case studies, the method of keeping this post-death fallout contained is almost absolute...
    • [Diplomacy] Accept the Vassalization of Ti Linnad, and by extension Yondar and Rhune
      When Khirus and her deadly vampiric thralls move to profit further off the suffering of the Coatl Empire, Ti Linnad and Avakonia get to talking about potential ways to thwart their mutual foe. Restricted by treaty and too far from the actual fighting to send troops, a clause in the third Khirese-Avakonian peace treaty signed some years prior restricts assaults on direct holdings of the opposing country. Where Ti Linnad and her animist vassals at first sign on to the Avakonian roster with the intent of acquiring protection from just the vampires, when Lindeen bows to Khirus it causes a complete halt to the war on both sides. Set at an uneasy, unofficial truce, the north-east can only hope to rebuild their armies, deal with their issues, and repay their favors before war knocks at their door once again. Meanwhile, the Deathward Pact is signed (as seen in news and rumors) that outlines the requirements and restrictions of their alliance.

      Peace with Khirus and Lindeen enforced!
      Ti Linnad is sent Imperial Uniforms and three units to commemorate their joining!
    • [Diplomacy] Share CI with Dvatla! Legacy of the Preserver


      Spoiler: What was invented last round?
      Show

      Imperial Uniform: Requires Sedellan Glass Armor and Textiles//Two types of dyes [Logistics]
      Primary: -1 size loss roll, -1 to casualty roll vs magic; Secondary: -1 size/coalition loss actual if two or more are taken, +1 to battle roll vs magic

      The imperial uniform of Avakonia is a brightly colored collection of fabrics that are inlaid with fragments of sedellan glass between layers so that even the most basic of men have a resistance against the arcane. The uniform itself provides little armor as it is more for organizational purposes and guardsmen than true warfare, whereupon the Sedellan Glass Armor proper is donned by knights and other frontline units.

    Non Actions:
    Allow passage for troops from Karys, Kunai Clans, Yondar, Rhune, & Dvalta
    Reminder for +1 Faith for Anivine's Heir
    Accept Meteorological Navigation from Jintha
    Give Imperial Uniform to Karys via embassy


    Spoiler: News and Rumors (in progress)
    Show

    1. Years into the great eastern war, empires start to crumble. The theocracy of Coatl succumbs to vampiric power despite the aid of those around them, and with their defeat the monstrous nation turns their gaze to Ti Linaad - hoping to prey on them in their moment of weakness. Dvatla, major partner of Avakonia has supported their independence from the beginning - their righteous leader Dafika even going so far as to enter the battlefield himself to keep them defended. The war looked... Mostly under control for Avakonia's interests until Khirus joins, and the news that they intend to do so sparks a flurry of communication between the two states. Desiring the protection of the Avakonian-Khirese peace agreement made in years former, they agree to potentially vassalize and take on a much more manageable enemy. The conditions of their vassalization are drafted in the following treaty... (Brought by Lord Pyras of New Lijas and Mila the broken, the former of which is a wealthy and honorable man from New Lijas. He bares the Siphoner's gift, which he would happily describe was capable of even 'curing' Mila of her vampirism in years past... Though she is still unstable and vice-ridden, he describes her to be in the process of 'healing,' and as a former leader of the Republic of Khirus - of all of vampires - this is hoped to go some lengths in making the might of Avakonia seem more tangible despite being so far away.)
    2. Spoiler: The Deathward Pact
      Show

      Addressed to the Premier of Ti Linnad, Noycya Rossalli, bastion of justice in the East,

      Avakonia has watched the unjust fall of your people from afar and has witnessed the loyalty that their leader inspires even in the most dire of times. Though the state of the world is set aflame with disasters, monsters, and greed, the people of Ti Linnad have not conceded their ideals of honor and equality at any point. Co-Emperor of mine, Dafika, had selected already that your cause was worth supporting, and our troops fight alongside his in the field yet today. ...But now the looming Council of Shattered Emperors threatens to claim all the east, and we would not see another collapse to their wicked clutches. Our agreement signed seven years ago outlines a peace treaty that would last for nearly twenty five and restricts attacks on 'direct territories' of one another. Should Ti Linnad wish for the protection of this treaty and the aversion of tens of thousands of abominations upon their shores, there is an opportunity that thanks to the unique circumstances of our treaty may prevent countless deaths. Consider this by no means a threat of war or demand at subjugation by the Avakonian Empire, but an opportunity to buy time and forge greater links between our peoples in the most efficient way possible.

      Upon agreement from Ti Linnad and Avakonia, the following will enter into effect in the first month of the year 200:
      - Ti Linnad will vassalize to the Avakonian Empire, and reap the other benefits of this treaty only so long as they remain a vassal. They must remain a subject of Avakonia until the year 230 by the Avakonian Calander (six rounds) and the completion of the Empire's next war with Khirus. Once both of these conditions are fulfilled, Ti Linnad may regain their independence or draft a new treaty with Avakonia for continued benefits.
      - Ti Linnad will maintain it's independence in terms of government, economics, and diplomacy, and may expand their influence to new lands freely or remain as isolated as they please.
      - Imperial protection from other states during this time is implied unless Ti Linnad declares a war themselves, in which case they should expect to fight their own battles. (Coordination with the emperor is still possible, but is not automatic.)
      - Avakonia and other imperial states will take on at the very least three of the favors owed to the CSC at a point of their choosing before the treaty ends, and five if Yondar and Rhune continue to stay as vassals to Ti Linnad. More is possible if cooperation and prosperity result in this union.
      - At the earliest possible convenience an embassy will be established between Ti Linnad and Avakonia or a Cultural Identity will be shared to mark the empire's influence on their subject.
      - Any excess units held by Avakonia in the following years will be given to Ti Linnad to aid in recovery. Many are expected due to the influx in refugees.
      - Due to the excommunicated nature of Ti Linnad, the nation is welcome to adopt Dejanism should they please. They must at the very least allow (1) conversion per round from their Emperors if such an event arises. These conversions may be undone by Coatl Priests native to Ti Linnad, but are not to be purged unless found corrupted by the mandates.
      - Open trade posts in Avakonian and Ti Linnadi lands are always bought with permission by the other party.
      - Technology owned by Ti Linnad is expected to be shared with Avakonia whenever possible, and an equivalent number shall be provided in turn whenever such an exchange happens.
      - When the reigning ruler of Avakonia of the Kren Dynasty calls Ti Linnad to war, a minimum supplement of troops equal to half of current reserves or an equal favor based on intrigue (causing unrest, assassinations, etc.) will be given to the effort.
      - Ti Linnad must be prepared to grant Khirese merchants permission on at least two trade posts worth of goods to help coax them into a peace agreement.

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

    3. The Rhunic Animist nations that are by extension brought into the fold are given no true requirements by the empire. They are to be governed as they were before under Ti Linnad, and their liege is expected to share their new power with them.
    4. Though the new ruler of Avakonia has had many children, they have often been with a commoner whose claims to any power are dubious. It seems more likely that the succession will pass to Amerah II or Cattius rather than the young imperial prince who seems to harbor some more 'wild' features on birth that make him less human and more Yondari.
    5. As unrest comes to a head in the empire, Anivine attempts to guarantee that no succession wars happen upon her abdication. She says that she will be retiring from rule but remain as head of Dejanic worship - either living legend, or at the very least a bastion for equality for her people to her last days.



    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: 19 (Altessa's Royal Army, First Sedellan Knights, Riders of Bysthia, The Silent Guard, Draconic Enforcers, Knights of Pryas x2, Whitefeather's Army x9)
    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
    Wave Bombing
    Iniyoni Skyfarers


    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: Allspice (R39, TP2), Pearls (R74, TP2), 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; 2019-03-05 at 10:42 AM.
    "What is to give light must endure burning."

  26. - Top - End - #776
    Barbarian in the Playground
     
    Reggiejam's Avatar

    Join Date
    Jun 2014
    Gender
    Female

    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    DRAGON SLAYERS
    OCCUPIED BY YONDARI LEAGUE




    Regions 24 & 28

    Round 33 (199 - 201)
    Grand Mancer Matrizia
    Diplomacy: 1
    Military: 4
    Economy: 8
    Faith: 6
    Intrigue: 4
    Spoiler: Portrait
    Show




    1 [MILITARY] Raise 1 Unit of Grand Mancer Honor Guard

    From among the mercenaries serving her Matrizia plucks a large seemingly random sample to join her personal compound established in-exile in Aniachaket. Those chosen serve Matrizia as personal attendants and bodyguards in her rare public appearances the months following Aniachaket's seizure. Matrizia favors Kansett recruits in the makeup of her personal army moreso even than lazarites or humans. Limis attempts to accost Matrizia with questions as to why her economic policies or plans to retake the Isles had to be delayed for this military recruitment when the Arndok descends to pick up her chosen cohorts but the Saret Ka is routinely ignored. Limis had believed Matrizia would allow her to run the Isles while she conducted experiments unobtrusively but that was clearly not the case as their flight from the Isles to Aniachaket had proven.

    2 [MILITARY] Raise 1 Unit of Kansett Domestic Union Marines

    Matrizia's conquest of Aniachaket had come as a surprise to most within the KDU save those at the top of the economic affairs of the region. Senior officials who had overseen the past decade's complete contract monopoly by Lazar were aware an annexation had been plotted for some time though the form it took as part of a larger war strategy involving Lindeen was a surprise even to these senior Kansett bureaucrats. Nonetheless promises had been made, including among them the official organization of a Kansett Domestic Union standing army. A number of militias already existed and these are transformed into a proper army capable of defending the Union as well as its lazarite protectors.

    3 [DIPLOMACY] Sign the Aniachaket Accords with the Yondari League, Ti Linnad, and Margravine of Rhune
    Spoiler
    Show

    • Cessation of hostilities between Lazar, and Yondar, Rhune, and Ti Linnad.
    • Yondar will withdraw from Lazar in Round 34 and lift economic restraint on Lazar.
    • Treaty lasts for the projected life time of the Deathward Pact (6 rounds)



    When news came from the frontlines that Lindeen had surrendered their authority to the Shattered Emperors of Khirus in response to Ti Linnad and its Animist vassals pulling a similar stunt with Varjik Aniachaket and Lazar appeared to be the only disputed territories not subject to the terms of the Deathward Pact which held peace between Avakonian and Khirese empires. With the Coatl Theocracy, whom Aniachaket had been taken from in war, being paid for within the agreement made between liege and new vassal Exarch the prospect of turning the Kansett homeland into a battleground of spite between two great empires was seen as undesirable by both Matrizia, the KDU, and their Rhunic Animist neighbors. While the Animists had serious misgivings about the Mandates Lazar had worked hard to avoid offending or prodding their fellow northeasterners and it seemed perhaps that relationship was now to pay off in turn with the cessation of hostilities before they have a chance to begin. The false claims of Waldemir's legitimacy to lead within Lazar will be dismissed by the Animists and the Isles will return to Matrizia's control within the next three years alongside recognition of the lazarite claim to Aniachaket no longer being challenged by military force.

    4 [DIPLOMACY] Pledge vassalage to Serene Marasa Pride and celebrate the restoration of the Baedshah imperial dynasty

    Abandoned by her Coatl Perijanist brothers and sisters for daring to question the ever impious Ti Linnad's devotion to the necessary sacrifices demanded by Xincoatl Matrizia and many close to her develop an interest in orthodox Perijanism seeking answers among ancient Perijanist texts and modern interpretations. This soul searching coincides with Matrizia's own personal interest in the Rakshasa, goliaths, djinn, and number of other unique intelligent species inhabiting the Estensule deserts under the firmly orthodox Perijanist rule of the Maharaja. A great deal of correspondence takes place between the Pridelands and the Isles despite the great distance between them. The position of lead ambassador to the Isles within Rakshasa noble titles becomes increasingly dynamic and powerful as the newly anointed Grand Mancer seeks a more permanent alliance between these inhuman powers separated by oceans and empires. Late in the year 200 when it becomes clear war was no longer an imminent threat Matrizia travels to Mareen where she takes the oath of vassalage to serve the God-King. A number of her senior Mandate magi and teachers remain behind when Matrizia returns east.

    There are many who express concern over this agreement given the great and hostile distance between lazar and the Rakshasa. It would be little trouble for the New Avakonia, Khirus, or any number of actor upon the Uhraiya to intercept direct military aid and with only an embassy to rely on for communication there was serious risk of misunderstanding or slowness in correspondence. Yet Matrizia seemed confident in her decision, citing the Eastern Tonic as well as the abilities of War Casters to roam great distances as reasons not to view Emjata in such limited geographic terms. The world stretched across oceans now, it was a world bigger than Dejan had known, and its masters would be those who took up the magical essences and arcane lore in this grander age, not those who reactively shunned it for fear of its unknown power.


    5 [FAITH] Convert Aniachaket (24) HC 1 from Coatl Perijanism to Coatl Mandate using Blood Bullion Failure

    With the Isles under occupation much of Matrizia's communiques with loyal Mandate followers in the Isles takes place outside the island chain itself namely in Aniachaket. The swamp expanses and wild wetlands in the interior become a regular meeting place for Matrizia's agents seeking to throw of Yondari tails. With more and more Mandate followers flowing through the region's underbelly it is not a surprise when their ideas begin to catch on among magi in the region. The corrupting influence of the Mandates could not be halted as it snaked its way wherever it was allowed to fester.

    Bearing medicinal treatments from the Pall and Lacia for the ails put on the body by Kansett transformation the magi-physicians sent out among the populace find great popularity follows them. More eloquent speakers join them as they minister and treat telling their patients of the great roles all living thinking creatures played in Xincoatl's cycles. Sprinkled within these sermons on the cyclical nature of Xincoatl were glorified examinations of apparent breaking in the cycles, through magic or otherwise, which were in truth part of greater cycles than most mortals could comprehend. The idea of necessary, even positive, exceptions to the natural and goodly laws laid down for the majority to follow begins to enter mainstream philosophical thought opening the door to Mandate corruption allowing good men to rationalize evil deeds.

    Unfortunately it seems the Mandates do not attract any positive attention and local Coatl Perijanist magi issue 'corrections' to the gospel preached by the medical magi sent by Matrizia. The Kansett found faith in believing their transformation had been purposeful to Rieba and Xincoatl's goals. The idea it could have been an exception or mistake proves widely unpopular. While many are appreciative of lazarite rule for greater access to medicine they find their philosophies selfish and unimproving.


    6 [FAITH] Convert Aniachaket (24) HC 2 from Coatl Perijanism to Coatl Mandate Failure

    Once a sufficient local force of Mandate followers is established the corrupting nature of the Mandate teachings begins to flow out more widely into the region. Calls for harnessing the spirits powers in service to their mortal compatriots slip into sermons as does the elevation of magical practice as a most holy pursuit. Moralist objections to the methods of Mandate research are downplayed and ridiculed as naive in the face of the harsh realities of the world. With the Rhunic Animists folding under the banner of Neo-Avakonia it seemed an age of reactionary withdrawal from progress threatened to overtake the advancements in magical understanding being pushed by Mandate research. If the flag bearers of the anti-magic anti-god Dejan were pushing this far east the very principles of Mandate understanding were threatened. The spread of the Mandates among elite clergy and magic users was not only an obligation to uncover secret knowledge but to share the means of such discovery with those capable and willing to push those boundaries further still.

    The elders of Aniachaket's Kansett and Aniachek human senior magi express no interest in the magical secrets peddled by Matrizia's followers. They are staunch in their belief that the gods will reward them for dutiful fulfillment of their assigned roles within the realm. They reject a moralist argument against Mandate practices instead insisting it was a practical consideration. Every story of gods and man had tale of an attempt by man to trick a god and very few of those tales ended well for the man. It was wise and intelligent to earn information through ritual, study, and pious obligation but to steal, cheat, and bypass one's way to information was a fool's route to his own destruction. It was not the magi did not believe in the power of the Mandates or thought their practice 'wrong' but it was well accepted that the Mandates sure ought not cry to them when they blew themselves up toying with power they didn't fully comprehend. No doubt traditional magi would be curious to study the aftermath even if they were smart enough not to participate.


    ROLLS

    NON-ACTIONS


    LINDEEN EMBASSY


    GWITNA EMBASSY


    [3/8 UNITS]
    Kasiri's Guerrilla Magi (500 Corrupted Coatl Perijanist Magi trained in asymmetric warfare)
    South Company (1,500 South Emjatan Mercenaries)
    Black Company Mercenaries (1,600 Lazarite & Kansett Marines)

    [RUMORS]
    • The Serene Marasa Pride is contacted by Matrizia shortly after her arrival in Aniachaket when news comes of an embassy intended for Lindeen. The Rakshasa are implored to consider establishing their embassy with Lazar instead of Lindeen with promises made to release Warcaster as well as associated technologies to the Pride. While Coatl Perijanism and Perijanism had long grown apart if the lions wished to partake in the power of the Warcaster they would necessarily need learn from the Mandates. Who better a teacher than those whom already understood the complexities of dealing with Perijanist gods in a manner befitting Mandate practice? As both Matrizia and the Pride placed value on the inhuman and stranger denizens of Emjata it was hoped they might form even closer bonds than that of a simple embassy.
    • With Gwitna seizing the formerly native and Isles-originating title of "Arndok" as signifier of the eastern church's faith head Matrizia takes to calling herself "Grand Mancer" when a title would be appropriate but largely abandons claims to titles altogether. Perhaps inspired in part by Honmyo or the legacy of Dejan Matrizia is said to remark that a sufficiently powerful magic user had not need for fanciful titles or honorifics for their works would speak to their elevation above the common rabble such that their name became synonymous with power.
    • While many in the northeast see Matrizia as a power hungry egoist to the Children of the Flame, this most esoteric collection of oddballs from across Emjata, see her most keenly as their mother. While the young contenders to succeed her were still a few years out from their first trial veterans of previous Trials as well as Matrizia's own closest Mandate sycophants are surprised to find Matrizia seemed to carry a great deal of real love for her assembled cadre of potential heirs. Some are concerned when the time comes the Grand Mancer may not have the heart to exile much less sacrifice a failed Child to Xincoatl. It is even suggested by some that Matrizia planned to do away with the Trials completely given the loss of leadership over the Coatl church though if true it left the current five Children in an awkward position.
    • The actions of Neo-Avakonia to assault the Spellfather, final dragon left not in flight from or beneath Emjata, are generally well received among those in Lazar and Aniachaket. While the reformation of the Avakonian Empire was seen by hardcore Mandates as a threat and the burgeoning alliance with the Serene Marasa Pride made friendship with the heralds of a dead empire unwise their actions could still be appreciated. Likewise the results of a successful killing that resulted in a magically suffused carcass like the one of the Brinefather could prove thoroughly interesting for practitioners of magic.
    • The avoidance of further war is seen with relief among many within the Isles and those mercenary forces whom had fled to Aniachaket. As fighters they were prepared to fight and even die for their contract holder but they were paid the same either way and losing out on loot and pillage for ones life wasn't a bad trade. Still, while the mercenaries were pleased enough the Kansett were still upset about a lack of seafood agitated further by their recent conquest. It was likely some would abandon their posts in the coming years and it was hoped Matrizia or Limis will do something to avoid further decline of lazarite interests in the KDU.
    Last edited by Reggiejam; 2019-03-04 at 03:42 PM.
    Thanks Gengy for the avatar!

  27. - Top - End - #777
    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 33 (199-201 IR)


    Actions:

    1. [Military] Raise a unit

    2. [Military] Raise a unit
    Many of the devout Coatl Perijanists escaping with Waldemir are 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.

    3. [Diplomacy] Vassalize to Neo Avakonia, accepting the Deathward Pact

    4. [Diplomacy] Stabilize Ti Linnad: 14

    5. [Diplomacy] Stabilize Arfordir: 11

    6. [Faith] Orradi Shollarissi debates (3/5): Abominations against Xincoatl

    Nonactions:
    1. Resist SMP raid


    Spoiler: News and Rumors
    Show
    • The Crescent Company is informed that, given the tensions and requirement for devoted focus of the recent negotiations, payment cannot begin immediately; however, they are promised several companies of Wingknights over a period of several years.
      .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 6
    Military: 7
    Economy: 4
    Intrigue: 4
    Faith: 8

    New Ruler Next Round? No

    Expected Stat Bonuses:


    Spoiler: Other notes
    Show

    Military units: 0+2 / 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:

    Remember to get Soulstones for Varjik
    Last edited by Minescratcher; 2019-03-10 at 09:57 AM.

  28. - Top - End - #778
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: [EMPIRE4!] IC Thread

    Sycoraxistan
    Round 33 (Post 7)
    Region #115


    Spoiler: New Ruler, Starting Round 34
    Show

    Diplomacy [3]
    Military [6]
    Economy [3]
    Intrigue [3]
    Faith [4]
    {Stat Roll}


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

    Main Actions {Roll} {Other Rolls}
    1. [Faith] Convert Gog'aga (HC3 r114) to Initia
    2. [Faith] Convert Iadesh (HC2, r7) to Initia
    3. [Faith] Convert Iadesh (HC3, r7) to Initia By commission of the Sultana Tacere Regno:
      The Revolutionary Guard has been slow to absorb the details of the world outside the boarders of Sycoraxistan, but perhaps their chief frustration is what they perceive as their liege lord's laxity in maintaining a proper curriculum of Rune Working within Regno's own sphere of influence. The most dire manifestation of this failure being the propagation of a parasitic Storm Malignity, and its framing as virtue among the afflicted. The common people of Iadesh are reassured by Rune Teachers that they need no longer tolerate being bled by their supposed betters. The young are discouraged from aspiring to acquire this strange cannibal sickness for themselves. Those already afflicted with the blood curse are offered treatment, so they may live in dignity as mortal folk once again, or else given leave and resources to move elsewhere, should they wish their sickness continue to be encouraged inflamed.
    4. [Faith] Convert Llët̨sällë (HC1 r10) to Initia By commission of Prince Regent Zäklis of D̨vatla:
      The leadership of Dvatla had long chaffed at the existence of those revering the teachings of dragons inside their territory. Likewise, the Revolutionary Guard was unhappy to see the traditions of Rune Working among their near neighbor seemingly on the wane. The migration of more mortal centric Rune Teachers into the holy center, thereby, had been long overdue.
    5. [Faith] Contribute to New Bhule Great Project "Research ways to stop the Long Winter":
      Much enthusiasm is found in Sycoraxistan over this proposition of The Furnace League. Naturally, the Sycorax imagine themselves foremost experts in storm fighting, and so send some of their greatest talents to contribute to New Bhule's project. The Revolutionary Guard hopes that this 'Furnace League' might be preserved long passed this immediate crisis, uniting their neighbors by the same fear of environmental cataclysm that overcomes divided interests among the isolated shelters that compose Sycoraxistan herself.
    6. [Faith] Contribute to Great Project "Spirit Chimes Accord of the Ortassa-Albar":
      In the wake of a significant change among the top leadership in The Revolutionary Guard, a greater degree of aid is authorized for what is still seen as Amham's conspiracy to turn storms to war among themselves. Rune Workers are now free to offer whatever charms and enchantment's the shamanic negotiators say they require, restrained only by their own good judgement.


    News and General Sub-actions (WIP)
    • Allow free travel to all Sultanate Allies.
    • The Revolutionary Guard Places full support behind their own, Arjana Teacher of heroes, as Candidate for Grand Magus.
    • New Ruler... (wip)
    • New Decree Regarding Contact and Negotiation With Spirits... (wip)


    Spoiler: Canceled
    Show
    [Military] Marshal army for potential battle in Cays [r88].
    Diplomats from Whern and New Bhule have reached out to First Among Equals Caliban, and presented a strong case for the necessity of returning the Cay Islands to Bhuleish control. As the Sycorax army makes ready to go to war at sea, Caliban sends out her bards in an effort to arrange a more diplomatic solution before the battle comes to pass. The Revolutionary Guard hopes this show of willingness to apply force will discourage for Rhune from resorting to bloodshed as a means of retaining their interests in the region.
    Spoiler: Forces
    Show
    Send 5 troops {Techs:Takwin Footmen, Refined Pician Weaponry}


    Embassy Actions
    • Regno: Teach Regno Takwin Footmen Technology.



    Spoiler: New Tech -instituted previous around-
    Show
    Takwin Footmen (Warbeasts and Live Weaponry)
    Effect: -1 to casualty rolls // +1 battle rolls
    Requirement: Magical Resource // Magical Resource, North Weed, Magical Earthen Resource (Livestone/Blood Clay), Oil or Grease.

    In an effort to insure good folk are not lost to the senseless deprivations of war, Witness to Gale's Agrojag devised an innovation for his people. What if instead of folk and beasts spilling their blood on the battlefield, something which does not bleed could be sent to take up the spear instead? With a meticulous application of rune working, and reagent infused clay, Agrojag demonstrated it was possible to construct a kind of puppet, which he called a "Takwin", which is a hybrid word in the Sycoraxi dialect meaning "artificial(or crafted) person". If these could be deployed in mass to battle, no living Sycorax should have to die in war again, or at least, that was Agrojag's dream.
    Last edited by DoomHat; 2019-03-09 at 09:59 PM.
    ...with a vengeance!

  29. - Top - End - #779
    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: [DIPLOMACY] Become Vassal of Khirus As a counter to Ti Linnad they sign on with Khirus to assure they can be safe from the alliances soldiers. They also get approval to spread the mandates into Khirus.

    2: [DIPLOMACY] End unrest in Kilkana Bring calm to the region with the war coming to an end. success

    3: [MILITARY] Build the crackling web 3/5 The final wards and protective barriers are put into place and with it a dome of crackling lightning energy forments around the capital giving Lindeen renewed protection from attacks.

    4: [MILITARY] Invasion of region 105 with forces 2d10 10 archon+7 units+1 iron weapons -1 loss from Sacrificial supply lines. Since Lindeen was now safe due to the vassalage of Khirus they look to expand into region 105 its a direct desire to continue to pull Yondar and Rhune in 2 different directions. Will they hunt Krace or try and expand their territory and Stymy Lindeen in the process? The archon was believed she could continue to cause issues for the nations of RA if only indirectly.

    5: [INTRIGUE]Raid open TP 3 darkwood from region 98 due to the recent war it seems any attempt to get their hands on this wood is impossible and the attempt fails fabulously. Fail

    6: [INTRIGUE] Create spymaster 5

    Nonactions
    Magi Individ appears a populist willing to accept and promote the ideals of Lindeen and their universal belief that the gods require some level of focus. This is promoted as a positive step for the mandates, as Regno would be a fantastic ally in this kind of work.


    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
    • The Death of Macra is viewed as a tragedy among the sorcerors. Knowing she perished in combat and achieved nothing for the nation haunts them. A day of mourning is prepared and blame falls on the head of Macras half sister the leader of Sfaire they betrayed their nation when they needed them most, and it led to the death of family.
    • The citizens of Lindeen are united in their vengeance against Sfaire one day that nation would crumble for its crimes.
    • The alliance with Khirus was a thing of conveniance it kept the dogs of the empire away. They would not forget what happened in the North.



    Spoiler: Ruler information
    Show


    Archon Nestene Fendhal
    Diplomacy 4+2
    Economy 4+2
    Military 2+3
    Religion/magic 4+2
    Intrigue 1+2

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

    War Caster: Macra 8 Rassilion 9

    New Ruler Next Round?
    Yes

    Military Units
    7 units (9 from regions)
    (2000 wooden legion (1 unit) 100 Summoners (1 unit), 2000 blessed blades (2 units), 2500 Dwarven Militia (2 units) 7500 Spearmen (1 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; 2019-03-10 at 12:17 PM.

  30. - Top - End - #780
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [EMPIRE4!] IC Thread

    Holy City of Tria Sanctus
    & the Lacian Territories

    (Round 33, Region 35)

    Her Holiness Third Astérionnag of Tria Sanctus, Dyfex
    Diplomacy: 2
    Military: 1
    Economy: 6
    Faith: 6
    Intrigue: 5

    Actions
    1. [Economy] Buyout the Pall (29) Medicinal Plants TP 3 from OMC 19 - The colonists from Regner who now inhabited and largely ran international relations out of the Pall were an intriguing people to the Lacians. While their brutality and loyalty to the dragons suggested a questionable societal value they were a creative species. They had pushed further into the poisonous jungles of the Pall then any other immigrants to the strange southern land. As such they had uncovered even more intriguing flora within the jungle depths which intrigued the Lacians who were able herbalists themselves. Agents of Tria Sanctus are sent to make offers to the Omanush holdings along the coast hoping friendship with the merchant class will allow them to observe the 'Ridi'x's development more closely.
    2. [Economy] Buyout Kadangan Wetlands (73) Freshwater Fish TP 1 from OMC 17 - Food was likely to become a valuable commodity in the coming years. Already the Kansett under Lazar asked for seafood but were unheard by their warring leadership. Azenhal merchant lords agree to invest in this opportunity getting out ahead of the Lazarites to capitalize on their new demands. To this end merchants are sent to the Kadangan Wetlands to buy out the Omanush presence there.
    3. [Economy] Buyout Kadangan Wetlands (73) Freshwater Fish TP 2 from OMC 14 - No mention of the speculative nature of the purchase is made to the Omanush and merchants from Lacia barter like fish mongers looking for the cheapest price on seafood. No additional resources are risked on the trade but any success will be profitable as negotiations were being carried out in private correspondence for a price paid by the Lazarites for these fish ports in Estensule.
    4. [Economy] Buyout Wasipacha (60) Air Ears TP 1 from OMC using Fish Glue 19 - Artifacts of lost civilizations were of great archaeological interest to the curious Lacians. The Air Ears of Wasipacha were unique too in their utility which while the Lacians were lacking both coastline and knowledge of advanced navigation this fact that they had an intrinsic value convinced the merchant expats from Azenhal to invest in buying out these curios from the Omanush.
    5. [Economy] Buyout Yondar (98) Darkwood Open TP 1 with Coatlan Numerals 16 - The rights to Yondari Darkwood had been purchased from the 'Ridi'x but the merchants sent to secure their shipment had failed in previous years. Another expedition is sent this time accompanied by expert mathematicians sent to ensure good terms are not balked at due to the more advanced economic terms employed by the Yondari League confusing simpler minds.
    6. [Economy] Buyout Roagan (74) Pearls TP 3 from OMC using Hammer of Trodje 18 - Looking to invest in precious materials outside gold or silver the pearls of Roagan which had funded the construction of an Omanush Naval Academy come under the gaze of elite merchants living in Lacia. With access to Dyfex's ear the Hammer of Trodje is released to aid in the acquisition of these treasures from the sea.


    Non-Actions
    • Disallow Khirus or Coatl armies from passing through Lacia (35)
    • Request the Sfair Free Alliance returns the Feathered Cape to its Ildian creators where it is most in need during these trying times or alternatively accept an Ildian presence in Sfair's Temple of Besso (HC 1) where the Asters promise to continue honoring the great work of the Hermit mathematician Besso alongside the gods whose powers went into the creation of the Inyoni relic now held in Sfair.


    Embassies & Troops
    Spoiler
    Show
    Azenhal Embassy with Khirus


    Varjik Embassy with Azenhal


    Azenhal Embassy with Serene Marasa Pride


    Azenhal Embassy with 'Ridi'r
    • Trade Impaler Palisades for Resin Casting - The 'Ridi'x were a very curious people and while much of their society suggested they would be polar opposites to the peaceful Lacians in truth the two small kingdoms shared many commonalities. Among those was an unending desire to understand the world around them. Many dismissed the 'Ridi'x as an ignorant or savage people but their successes where so many others failed: crossing the entirety of Emjata, penetrating the Pall, and undeniably bearing witness to their gods return to the mortal plane inspired romantic and fanciful tales within Lacia. A similar history of exile and traversing the great continents seemed to bind the peoples in some manner so it was that as one of the few nations to have open diplomatic ties with 'Ridi'dreq Lacia was first to receive trade offers from the reclusive dragonkin regarding their unique collection of knowledge and experience.


    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

    • Dyfex has largely retreated from active rulership in the months since the return of Lacian investigators from Regner as she focuses her attention on pouring over the notes of possible ancestral connection between the Overvann and Lacian people. While the holy woman seemed momentarily rather than permanently obsessed her temporary distraction has left much governance to her Asters and their merchant class associates. A number of private agreements between the Ildian priests and eager investors allows the coffers of Lacia to open widely now in exchange for promises to use any newfound wealth in the future to aid the church's purpose.
    • The notes on Overvann history and mythology tell of a warrior people exiled or run off from their homeland by a great disaster or terror. Dyfex believes perhaps this to be the John whom legends speak of in her own peoples histories. Of course, the Overvann invasion of Innfodt lands told Dyfex all she needed to know about why her ancestors had split from those who now lived in Overvann. The three Lacian tribes had worked diligently with the Cucollotabiban tribe to settle their land peacefully and fairly with the Cucollotabibans having had a significant say in government since the first Council of Graminaofa. Meanwhile the Innfodt were still excluded by the Overvann Assembly of Lords. While Dyfex had a great appreciation for her Eternal Lamp allies her opinion regarding their homeland's leadership left much to be desired. No doubt in part the young woman was biased by her close working relationship with the 'Ridi'x though it was unlikely her opinion would have softened much regardless.
    • The fall of the Coatl Theocracy to Khirus has a number of Tria Sanctus leaders and advisors concerned. Many expatriates from Azenhal and the former Concordance territories who had fled Khirese terror now lived in the Lacian provinces making knowledge of Khirese horror common knowledge. While few had any great love for the Holy Coatl Empire its death and replacement with Khirus-led horror across the southern continent was deeply troubling. Yet a peace treaty kept the bloodsuckers at bay for now. Over a dozen years remained on the contract made with the vampiric lords of Khirus and it was known Khirus did not break their deals yet still peace would be pointless if at its end the world around Lacia was shrouded in eternal darkness. Krace sought to slay the sun and now it seemed Khirus would aid Lindeen who in turn aided Krace by distracting his would be slayers from their task. Many ideas begin to circulate about what Lacia might do to aid the light of the world without offending their frightening shadowy neighbors.
    • The growing Inyoni slave trade, not one merely of labor but of malicious abuse, concerns the church of Ildia. While the peace treaty with Khirus largely bound Lacian hands on the matter a portion of tithes are directed to fund the purchase of Inyoni slave stocks for release within Lacia. Some so freed are aided through ambassadorial channels to reconnect with family members who had fled west into Varjik as part of the great migration.
    • Maiden's Kiss magical phenomena of transfiguration was considered a blessing from the Ildian gods. As such the treatment of the Inyoni people and land is of great concern and interest to Tria Sanctus. The return of the Crescent from Khirus to Coatl is of some relief though with the Theocracy's collapsing under the wave of vampirism it is of little comfort. Some within the holy city believe it may be necessary to request stewardship of the Inyoni Crescent in some fashion in the future though Dyfex does not deem actions there yet worth risking friction with the Shattered Emperors.
    Last edited by RandoMan; 2019-03-05 at 12:02 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

Posting Permissions

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