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  1. - Top - End - #781
    Barbarian in the Playground
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    Default Re: [EMPIRE4!] IC Thread




    'Ridi'dreq
    Region 29
    Round 33


    1 - Diplomacy 10: Perform Diplomagic on the Flamefather

    To say 'Xa'kagx was angry was an understatement. After putting themselves on the line to help them, not only had Coatl immediately surrendered to their attackers, but broken the one thing asked of them and attacked the Flamefather, not even bothering to wait for the dust to settle. The voices of 'Ridi'dreq clamoured in rage, but he himself had bigger worries. Moving as swiftly as the cloak would let him, passing through the jungles of the coast, evading what locals he could, and occasionally taking out ones he couldn't, he made his way to Azenhal.

    In truth, he'd sought only to see with his own eyes, and see that the vampires had no chance to lay a finger on her heart. It came as something of a surprise then, as he examined the cursed tree, that he found at its base passage between its roots. With no sign of the Flamefather above ground, he ventured down.

    How long he sought through the twisted maze of cavern and root was hard to say, but deeper and deeper he went, until, finally, he found her. To his great surprise, very much alive, if smoldering with absolute fury. He spoke at length with her. Both of fury, but also opportunity. In many ways, the damned tree was much like 'Ridi'dreq, something that would be hostile to most, but an opening to some. Here, in the cavernous depths, she could survive fine. Thrive, even. Where the surface was hostile, that hostility had granted her a fortress greater than any mortal could dream of. An army couldn't pass those roots. A trunk that could withstand a dragon would fall to no siege engine. From here, she could do as she liked with no fear of reprisal. Forge an empire the envy of any on the surface. She even had the option to feign her own death, and have the dragonforged front in her stead, if she so wished. He was happy to send whatever he could, to help her turn it into something splendid, something worthy of her.

    It had worked for the 'Ridx, after all.

    2 - Economy: Buyout Ironwood 19 (Used 1 too high on the mod)

    3 - Economy: Buyout Bloodclay 15 (Used 1 too high on the mod)

    4 - Religion: Convert 30.3 to DRGN 21

    5 - Military: Raise Unit

    6 - Military: Raise Unit

    'Xa'kagx was gone for months. By and large, this wasn't an issue for the 'Ridx - he ruled them in little more than name, the lodge leaders their own lawmakers. And despite this, 'Xa'kagx continued to try. Continued to give everything to try and improve their ungrateful lives. And it was destroying him. The fire, the passion that had led the 'Ridx across the world had all but been crushed. Now, he was simply tired. Tired, but too stubborn, too caring to stop. 'Gva'dhi'qagri was done with it. He wouldn't allow him to destroy himself any longer. If he wouldn't let go of the brambles, he'd just have to find someone who would drag him away.

    For a lot of people, that would have been quite the task. For 'Gva'dhi'qagri, it was Tuesday. Calling it his job was a stretch - no one asked him to do it, but he liked to keep tabs on the lay of the land, and if he didn't no one would. And so picking his candidate was quite easy - In the past year a new lodge had sprung up, the 'Dhu'xav, led by one of the first people to hatch in 'Ridi'dreq. Incredibly devoted to the Flamefather (ever since her visit a few years back, according to his notes), not particularly bright, but with a charisma 'Gva'dhi'qagri dearly missed. 'Gva'dhi'qagri had no desire for the title of 'Xedx - he'd had decades of chance to take it, and his opinion hadn't changed. He'd rather get things done without the scrutiny. But this one seemed easy enough to manipulate into parroting whatever he wanted done.

    He worked fast. With no way to tell when 'Xa'kagx would return, every moment was precious, and he'd reached out to Qa'ku'raj the day after the 'Xedx had left. The people cried out for change, he said. That unrest formed over his lack of decisive action is response to the attack on the Flamefather. That striking now would make it easy to gain the support of others. That surely it was better someone like him take it, before a bloodthirster like the 'xe'gri'gv of the 'Ku'vah.

    After that it was simply a matter of furnishing him with a comprehensive list of 'Xa'kagx's weakness. Who still hadn't shown up, so he moved onto the weaknesses of everyone else, and subtly drumming up support among the populace. When 'Xa'kagx finally returned, the challenge was immediate. And with 'Qa'ku'raj utterly shutting down 'Xa'kagx's attempts to cast, the battle was over equally quickly. Any who noticed that 'Qa'ku'raj listened to 'Gva'dhi'qagri were quietly told to shut up, which usually involved loud arguments and punching.

    He proved more aggressive than he'd hoped, but he was by no means unhandleable. All it required was some gentle direction as to some targets that would let him flex his muscles a bit (even though 'Gva'dhi'qagri himself handled the vast majority of the logistics behind the acquisitions), while leaving their new "leader" to drum up the men who'd abandoned ship in the war.

    Spoiler: Non-actions
    Show




    Spoiler: Embassy Actions
    Show

    Trade Resin Casting to Lacia in exchange for Impaler Palisades


    Spoiler: News and Rumours
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    Spoiler: Leader Stats
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    'Xa'kagx
    Diplomacy - 10
    Intrigue - 2
    Military - 4
    Faith - 10
    Economy - 8


    Spoiler: New Leader Stats
    Show

    "Qa'ku'raj" (But actually 'Gva'dhi'qagri)

    Diplomacy - 3 + 2 + 0
    Intrigue - 4 + 0 + 0
    Military - 3 + 1 + 1
    Faith - 1 + 3 + 0
    Economy - 3 + 2 + 1

    (Rolls)
    Last edited by kjelfalconer; 2019-03-08 at 07:18 PM.

  2. - Top - End - #782
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    NPC Actions

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

    Requesting a base, rather than fulfilling a request for a base, now costs a favor should the Org choose to accept, though it still gives a Rep boost. Organizations will not build bases within three region effective distance of another one of their own bases.

    Starting Round 34, mercenary organizations will now require 3-action projects per favor to be paid in full. However, the request with which one hires troops counts as one of these actions.


    ROLLS

    Spoiler: Org Map
    Show


    Omanush Convoys
    Spoiler: Banner
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    There has been a great interest in the Inau society across the eastern sea, especially in their so-called lethon which was recognized as brass by Emjatans. This alloy metal was not found in great quantities naturally in Emjata and its weight as well as golden luster marked it as an unusual and valuable substance. The Omanush with access to Izbefe ships and a wide roaming waters decide to do more than just speculate about the far off treasure. Of course, with the expenses of crossing the Badan’s deeper seas the Convoys would need a sponsor. The Admiralty opens negotiations on favors to be owed the sea elves for crossing the deep sea and claiming Brass for the winning sponsor. (Players may submit non-action open bids for Favors in exchange for ownership of two Brass TPs in E1)

    Sfair, Yondar, and Lindeen are contacted by the Convoys who seek a base to be built somewhere near the operating Navigators of the Norbar. Whoever completes a base for the Convoys will be well rewarded. (OMC request a Base in 99, 103, 104, or 105)

    Regno’s diplomats are contacted by Omanush representatives, who inform them that the Convoys have found their trade opportunities in Sultanate lands made more difficult by the long route around southern Regner. Given the excellent relations between Regno and the Convoys, they would greatly appreciate if a pass could be cleared to ease passage between Iadesh and Amham.

    [Economy]Buyout TLD TP1 for Ships in Bovalia(46)

    [Intrigue]Move HQ from Avakonia(51) to Zeměvčel(17)

    [Economy]Resist Buyouts

    Bloodied Hands
    Spoiler: Banner
    Show




    Lay out mechanisms by which people could favor one side or the other in Bhule (Intrigue - spycraft, traps, and espionage, Military - manpower and brute force, Faith - magical expertise, Econ - resources; Dip is mostly just getting someone else to do those things for you and taking credit)

    [Intrigue]Raid RGO TP3 for Enku in Kuniumi(55)

    [Military]Fighting in Bhule!

    Company of The Crescent
    Spoiler: Banner
    Show


    With a vested interest towards peace - unusual for a mercenary group, especially of such great renown - the Crescent Company offers to host peace talks between Khirus, Ti Linnad, and others in their homeland of Lascienmo.

    As to the matter of payment, however… Overvann is still needed to provide the Company with knowledge regarding the Stonespoken Warrior. Further, they desire access to the Livestone needed to produce them, an opportunity to experiment with Dragoncursed soldiers in their ranks, and the remainder of their payment in the form of trade agreements or coin.
    (1 favor for Stonespoken Warrior Tech, 1 favor for Livestone TP, 1 favor for 1 Dragoncursed Unit and 1 Draconic Unit (both gifted to CSC), and two favors for a five-action Economy GP to come up with funds OR two additional TPs gifted)

    The Northern Council of Ti Linnad, so recently having successfully outbid the more southern council in Khirus for their services, should begin repayment immediately, according to new leadership within the Company. Given rising operational costs and the lack of good opportunities for other sponsors should a peace be reached, it seems only right that a suitable award be paid for the services of the Company. Incorporating the fabled Wingknights into the Company’s military, once their enemy, would be an excellent start, as would receipt of more direct funding. Beyond that, the leadership apparently feels that the Kingdom of Obroslo should have a more representative voice in the Council, befitting its vaunted and invaluable position therein.
    (1 favor for Wingknights, 1 favor for Diplomacy action to elevate Obroslo’s position within government, 2 favors for Pegasus TP and Stone TP OR 5-action Economy GP to come up with funds)

    Whern, Glen Gwitna, and the Khirusians themselves, meanwhile, receive somewhat simpler requests: the Company desires payment, in full, within the next several years. (GWT: 2 favors for two TPs OR a 5-action Economy Great Project to come up with funds; WRN: 1 favor for a Fuel TP; KRS: 1 favor each for Diplomacy action to enable/reform/agree to treat the population of 44, 47, and/or 36 fairly/appropriately, with a Crescent Company presence to observe)

    [Military]Consolidate Command Structure 2/5

    [Diplomacy]Offer to Host Event regarding Peace Talks

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
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    The Order of Vasthiya Sattyathanya are still largely occupied by the next stages in the ritual they seem set on following through on. However...it seems their primary desire to be repaid by Khirus is one that seems, if not threatening, then following a pointed and astute observation regarding the majority religion the Council’s citizens, and especially their historical, loyal citizenry seem to follow. The Order desires that the Council of Shattered Emperors accept Abhidi as a guiding principle for their actions, and implement it as the government of the state. (2 favors for changing State Religion to Abhidi)

    [Faith]Grand Ritual 3/5

    [Faith]Convert DRGN HC 2 in Khirus to Abhidi

    [Faith]Resist Conversions

    Acolytes of Áhkká

    The vigilance and persistence of the Acolytes of Áhkká have paid off, apparently. Krace is apparently headed back towards Lindeen. Whether his intention is to get reinforcements from his homeland, to steal power for himself from their own warcasters in order to overcome the resistance he has met, or even take the reigns of the Mandates, his reputation enhanced by the apparent heroic stature in which the god-vessel is seen, given his pace thus far it seems likely he will accomplish whatever he is hoping to in but a few short years.

    Beyond this, the Acolytes appear largely occupied by the request made of them by their spiritual brethren in the Amham Federation, as well as the continuing work to restore the wards in Sumwyr.

    The relic to be released to Amham next round

    [Faith]Work on Wards in Sumwyr 3/5

    [Intrigue]Sanctify a Relic

    The Shushan

    The mysterious Honmyo practitioners of the Shushan have no plans to become less so, though it appears they plan to hold an auction in several years at which their services will be made available to those with interest in exchange for information and material.

    [Intrigue]Secret Action

    [Intrigue]Secret Action

    League of the Beacon

    The investigators of the League of the Beacon have discovered a horrifying and terrible truth about Dellodar, and the Mandate’s operations in that region. The Mandate is draining the life and, it seems, the very souls of their populace in that area, and using the sulphurous chemicals and dark magics to store their life energy in the appropriately named Soulstones.

    Meanwhile, in other parts of the world, the investigation on behalf of the Kunai appears to have found a trail that leads from the Kunai clan of the Shushan - who decline to comment on the allegations - to their base in Yemur, and from there it is not so great a logical jump as to realize it was the Amham Federation responsible, in the end.

    [Intrigue]Secret Action

    [Diplomacy]Attend Event

    Feast of Rieba

    The Feast of Rieba, now with two bases in the north and two in the south, feels appropriately prepared to aid in the matter of the Serpent of the North, and their gratitude to Whern comes in the form of research materials and items blessed by the gods, supposedly for warmth. While not on the level of the relics found throughout Emjata, the cloaks and staves are sure to help the higher ranking members of Whern’s government endure the weather more comfortably.

    In the south, it seems a number of meetings between high ranking members of the Tarbaryn clergy and officers within the Feast of Rieba have been occuring. Tarbaryn is well known for it’s religious traditions, and it is well known that priests trained within the area are often some of the most knowledgeable anywhere regarding matters of the truly divine. Though it is more than likely merely a consultation to aid their northern base in matters regarding the Northern Serpent, there are rumors that the meeting are about more domestic matters….

    [Faith]Study The Book 2/3

    [Faith]Research the Serpent of the North

    Eternal Lamp

    The seers speak in riddles, as always, but the interpretation lends towards growth. More warriors, expanded operations, and the end may yet be prevented. In both the fields of Avegan, where the land grows warriors like fruits, ready to test their mettle, and the colder hills and mountains of northeast Inyaka, where the Mandates threaten to spill over, new bases sought be built. (Request for a base in Avegan(3) and in 105, 98, 93, or a more northerly region of those.)

    (Accept the following techs from Sfair: Camel Cavalry, Dwarven Fortifications, Hard Iron Armor, and Sacrificial Magic Supply Lines; Sfair gets four favors, minus one for price of attending event, for a total of three.)

    [Military]Recruit Units(1)

    [Faith]Ask The Seers

    Other!

    The refugees from the Inyoni Crescent are beyond counting, and pour in constantly, spreading throughout the territories of the revived Avakonian Empire. They bring foreign customs with them, and the influx of desperate individuals with little or no place to turn, often denied jobs, rarely possessing the resources to own land, results in a great deal of low-level strife throughout the empire. They do not come without benefits, however; the disgraced militias and soldiers of the Crescent offer their services to the Illuminant, and bring with them knowledge of Inyoni fighting techniques sure to be a boon in warfare.
    New Lijas, Derokar, Varjik, Aspen Heights, Altessa, Bysthia, Raesija, Waterglen, 67 all go into Unrest; AVA gains 9 units; AVA gains Inyoni Skyfarers technology; AVA gains Wave Bombing technology; each Maiden’s Kiss TP acquired at the same time will enable one stabilization action to affect two regions.

    With the desertion of what is seen as their rightful liege, the Mandate practitioners in Sfair feel betrayed; a number of soldiers drop out of the army via any means necessary in the following months as their religious leaders advise them of the disloyalty their secular government is likely to display towards them as well. (SFA loses 2 Units!)

    Shamans from Avegan apparently desire for their rulers in Izbefe to participate and help offer services to the spirits as part of a ceremony to help consecrate the new year’s harvest. It seems this ceremony is not commonly held, due to it relying on certain confluences of the moons, stars, and planets, but their current nervousness regarding the safety of their continued faith means it would be a welcome gesture for Sigyn herself to take the time to not just attend but partake in. (IZB may spend 1 Faith action attending the ceremony to prevent Unrest from forming)

    A similar desire is expressed in Thae Guceart; the shamans need no ceremony for harvest, as they trust their own hands to find their way, so long as the storms allow, but the new Sultan’s alcohol tolerance is untested, and his blessing of the year’s brew would go a long way to showing that their respect for the spirit faiths of the region will be as high as their predecessors’. (RGO may spend 1 Faith action participating in revelries in Thae Guceart to prevent Unrest from forming)

    In both Tafer and Inyoni, it seems the Ildian religion holds strong, and the people hold to their gods to give them strength and courage against the vampiric menace now assaulting them and their homes. If the Council hopes to keep the loyalty of the populace, tenuous though it may be, appeasing their religious sentiments is surely a necessary endeavor. (KRS may spend 1 Faith action learning and participating in the appropriate ceremonies in Tafer/the Inyoni Crescent to keep Unrest from forming in Tafer/The Inyoni Crescent. One Faith Action is required for each location Unrest is undesirable in.)

    In Jintha, it seems the religious pleas come too late, and though the populace is divided between Jalyeong-Bo, Initia, and the old ways of Xincoatl, most of the priesthood has been replaced by Initiates or spirit shamans, and neither group is pleased with a serpent-serving government. (Jintha (108) is in Unrest!)

    The religious crisis in Delwin has gone unaddressed for too long now, and so the dragon-worshippers grow more and more prominent in the area. So too, it seems, does the frequency of excessive muscle growth and pseudo-obesity. More worrying perhaps is how some have become so obsessed that they seem to lack any emotion or thought beyond that of continuing to consume, becoming little more than shells of their former selves. (Delwin HC2 becomes DRGN!)

    KRS gains/has Relic: Eyes of the Betrayer: In battle roll a d2, on a 2 a single enemy unit becomes dazed not contributing to the combat, and the enemy makes an extra size loss roll; on a 1, the backlash puts the leader in danger and your own side takes -2 to leader loss roll.

    RGO gains/has Relic: Venusa’s Memories: +1 to resist one Sack or Raid per round.

    (LDN introduces Obelisks. Requires: Bani, Marble. Regional Great Projects to resist Buyouts in the region will also apply to resisting Raids and Sacks.)


    (AVA introduces Imperial Uniform. Requires: Sedellan Glass Armor Technology, Textiles//Dye, Different Dye. Slot: Logistics. Effect: -1 size loss roll, -1 to casualty roll vs. enemies with overtly magical techs // Reduces size/coalition losses by 1 if two or more size/coalition losses occur, +1 to battle rolls vs. enemies with overtly magical techs.)

    (Writeup-Related Unrest in: 80, 104, 107
    Writeup-Related Unrest Warning for: 49, 50, 65, 67, 93, maybe 100, and 114
    Please add all owned regions not located in Lands thread to Lands thread)
    Last edited by Rolepgeek; 2019-03-03 at 08:55 PM.
    Sincerely,
    Role P. Geek

  3. - Top - End - #783
    Ogre in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Glen Gwitna
    Region 23


    Round 32 Actions

    1. [Faith] Recommunicate Ti Linnad in the eyes of Xincoatl and Coatl Perijanism.
    2. [Economy] Begin funding project for the CSC. (1,5)
    3. [Military] Raise 1 Unit of Troops.
    4. [Military] Raise 1 Unit of Troops.
    5. [Diplomacy] Begin construction of a new capital compound including a new palace for the ruling family in Tloon Redlan. (3,5)
    6. [Diplomacy] Begin construction of a new capital compound including a new palace for the ruling family in Tloon Redlan. (4,5)

    Non-Actions
    Raid Resistance 9

    Lazar Embassy


    Coatl Embassy

    Expected Stat Increases
    +1 Military, +1 Diplomacy

    News and Rumors

    Current Ruler
    Holy Warden Ollin
    Diplomacy: 8
    Military: 4
    Economy: 10
    Faith: Currently 1
    Intrigue: 2
    Last edited by PepperP.; 2019-03-08 at 03:13 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  4. - Top - End - #784
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    End of Round Thirty-Three.

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

  5. - Top - End - #785
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Round 34: Begin!
    Imperial Reckoning 202 - 204
    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!

    From now on, rescuing a captured individual follows the same rules as assassinating/kidnapping them, except that there is no penalty for kidnapping instead of assassinating. This means it costs an I5 to rescue mechanically relevant and/or named individuals.

    Holy Orders may be built regardless of whether the religion they are built for is Organized or not. However, the bonuses to resist Conversion, Corruption or Purification, and Purges are not applicable unless the religion Organized. The ability to hold a single Relic and protect it against Theft is still applicable, however.

    Organizations no longer gain Reputation dependent bonuses or penalties to resist Tech Theft.

    Growth!

    Astrand, the ever temperamental League of White Sails its former governing body, falls to stricter imperial oversight under the Dvatlan hegemony. Securing the coastline is seen as a major win by many within the Dvatlan court and those who have staked their last few years in playing politics in the region are hopeful to be elevated in the new government securing its control over the region. A grand ceremony celebrates the region’s annexation with the local phalanx veterans from the city conflicts join the northern kingdom to serve the King. (DVT claims Astrand (14) and gains 1 Unit, Alchemical Artisans, and Resin Casting!)

    With a military victory in the Inyoni Crescent putting the capital of the Theocracy in danger the former imperial head of the great eastern serpent, font of the holy Xincoatl texts, and masters of the canal bends to the dark will of Khirus. The fall of the Holy Coatl Empire, death of Tizoc, and ascendance of Toyollo would no doubt be a marked turning point in the histories recorded by eastern magi. With the fall of Coatl almost the entirety of Palmor falls under the dark dominion of the vampire lords. (CTL pledges vassalage to KRS!)

    Threatened by war in a time of weakness in order to survive the relentless assaults of Lindeen and Khirus that helped fell the Holy Coatl Empire, the council decides to vassalize to the Neo Avakonian Empire seeking protection within the treaty shared by Khirus and Avakonia. How long this partnership will last is unknown, but the great northern kingdom has quite the debt to repay in the meantime. The Northern Council bends to the imperial throne in the Aspen Heights bringing along its Rhunic Animist vassals in Rhune and Yondar. As the bicentennial marks the once thought dead Avakonian Empire reaching a size unseen in over a century. (TLD (+ RHN & YDR) pledge vassalage to AVA! !)

    In order to survive the relentless assault of the Holy Coatl Empire now Neo Avakonia and its allies the warcasters of Lineeden have decided to vassalize to their Khirese partners in an attempt to get protection within the treaty shared by Khirus and Avakonia. Can the free thinking warcasters survive the growing anti magic imperialism of Neo Avakonia? Perhaps a better question, could they do so in cooperation with the equally free thinking and greedy vampires of the south? (LDN pledges vassalage and establishes an embassy with KRS!)

    As Avakonia grew in a rapid rebirth across Emjata a dark web of alliances opposed to this new imperial rise from the center heartlands reached out across the world. Khirus and Lindeen reached across the Uhraiya and Ti Linnad to enter vassalage sealed with an embassy while Lazar followed with the Serene Marasa Pride. As Lazar and Lindeen kneel before imperial sovereigns in the south they reach out through ambassadorial networks to bypass central Emjata in sealing their allegiances against Avakonia. (LZR pledges vassalage and establishes an embassy with SMP!)

    Further securing their new allegiances Sfair establishes a formal embassy for easier communication with their Dvatlan liege. The lords of the northern kingdom welcome more reliable means of addressing matters of the imperial realm with their neighbors and new vassals across the mountain range. (SFA establishes an embassy with DVT!)

    Diplomacy!

    Within the Amham Federation the tradition of the Confederated Northern Syndicate to appoint family, friends, and other nepotistic choices to positions of power within their governments has been accepted as the common practice for any position of power. Local lords retained much autonomy in this way if they were willing to play the game set out making marriages of alliance and oaths of vassalage even more important factors than they were before. (AHM Oath of the Omerta (Stabilizations) CI becomes Permanent!)

    With the declaration of a partnership leading the new Avakonian Empire it seemed natural that Varjik and Dvatla would grow closer culturally which proves true as the decidedly old Avakonian practices of imperial governance adopted by Varjik in the last days of the old dynasty spreads into the northern kingdom. Zaklis was a reformer and voice for unification with their southern kingdom comrades against the disturbing powers nipping at their borders and his will now as Prince Regent saw a rapid evolution of Dvatla into a successor state to Dejan’s empire. (DVT adopts Legacy of the Preserver CI (Stabilizations) from AVA!)

    An agreement is made between Lazar, Yondar, Rhune, and Ti Linnad for peace in the near future though the lazarite isles remain under occupation for the time being. Intentions seem to be its release in the coming years but for now Yondari soldiers continue to occupy its cities. (YDR occupies Isles of Lazar (28)!)

    Saaremaa finds itself coming under stable guidance as reforms coming from the northern isle of Rhune calm the populace. The strong brotherhood between the Linnadi and Yonadri alongside the Rhunites brings a sense of belonging to a greater, but not too great, whole. Serving Avakonia seems to do little for the people but the long loyalty to the northeast builds a sense of wider nationalist belonging among the populace. (Saaremaa (95) is Stable!)

    While the provincial territories grew nearly riotous over their leaders decision to choose Initia over the spirits within Jintha proper efforts to enforce the decision as peacefully as could be managed allows the Council to not only insulate themselves from the blowback of their decision but helps bring order, however liked or disliked, to a region long gripped by a crisis of faith. (Jintha (108) is Stable!)

    While the people still felt neglected by their new overlords the threat of imminent rebellion seemed quelled. (Region 107 is reduced from Rebellious to Unrest! Will become Stable in R34 if writeup is completed!)

    Reeling still from their cast out status even as the new Glen Gwitna accepted them back into the fold the Northern Council struggles to regain control outside the capital. Ti Linnad stand behind their leaders but in Arfordir as well as Gelupar and Wybrez confidence in the Council remains at an all time low. (Ti Linnad (21) is Stable!)

    Having come under Lindeen sovereignty by the abdication and dissolution of the last Grand Warden of Gwitna’s dynasty Kilkana had never quite been comfortable with their sorceress overlords. Yet in this brewing conflict between the Lindeen and their neighbors the mischievous people of the region find opportunity. Their disquiet turns external and the Lindeen governors find peace for now. (Kilkana (26) is Stable!)

    Faith!

    Within the Serene Marasa Pride the construction of the gargoyle flock by the possibly mad priest-carver resulting in his death and their animation has added a spooky oversight to the palace in Mareen. Twelve stone statues resembling in some senses the chimeric creatures of the Spellfather’s creation turned into demonic or angelic creatures of Perijanist lore now haunted the rafters of the palace keeping an eye on “their” possessions which seemed to include the God-King and his treasures. (SMP creates a Relic the Gargoyle Flock +1 to resist assassinations/kidnapping/theft!)

    The cooperation of Amham and the Sycorax in and around Jintha’s island waters to negotiate and support preparation in the area for a great meteorological spiritual working that would hopefully retard or reverse the Long Winter is at last completed. The many shamans in the islands along with Witness support and aids handling local issues of less spiritual concern are prepared to follow the new Federation Duke in what steps are deemed necessary to enact this great working. (Spirit Chimes Accord of the Ortassa-Albar Great Project is completed!)

    The leadership of the Jintha Isles have remained themselves deeply interested in the principles of Initia even as younger Volzen and humans outside the main island chain grew more fascinated with Jalyeong-bo spiritualism. Going against the tide of public opinion the Grand Council declares Jintha to be an Initia state despite the lackluster presence of the religion when compared to the spirit faiths. Leadership within the isles knowingly taking precautions in the capital to settle potential blowback are less lucky in their provincial holdings, formerly the independent Jalyeong-bo Jianta Federation, who express concern that their nonhuman overlords were refusing to respect the dominant culture in their holdings. The idea that their unhappiness in the response to exclusionary edicts from on high was to be used to repress their religion rather than encouraging self restraint among the populace only agitates further what was clearly an already volatile situation in the subject territories. (JTH State Religion is Initia! Wuzei Darak (75) is Unstable! Cawv Dej (76) is in Unrest!)

    For many years the Arndok of the Isles of Lazar had been following a corrupt path... one guided by Lindeen rather than the wisdom of Xincoatl's cycles. The Arndok's actions, including their excommunication of Ti Linnad over what were obviously practical concerns, were not generally recognized as guided by the gods, and Holy Warden Ollin is no exception to this viewpoint. He welcomes the Premier of Ti Linnad back into the church, though the damage to the confidence of the Linnadi believers has already been done. (TLD Is no longer Excommunicated from Coatl Perijanism!)

    Outcasts under the previous Clan dynamics and still considered undesirables by many in the Kunai heartlands the Tora Clan alongside Umibe refugees had fled persecution to Xaryx. They brought with them the practice of the Name, of Honmyo, and here far from any semblance of direction the Abhidists had grown intrigued by the system. Many were fascinated by this foreign practice that claimed to know the fundamentals of the universe and adopt the study of the Names as their own way of understanding Abhidi allowing the practice to flourish. (Xaryx (80) HC 2 is converted from Abhidi to Honmyo!)

    Additional Honmyo practitioners, these originating from the Kishi Clan living in Karys, expand their practices into Palanam where much faith had been lost in prior years. The Names continue to catch among the Hegemony’s denizens within and without the capital. With the expanse of the Names into Palanam faith seems fully restored to the region bringing some measure of peace to the people. (Palanam (65) HC 3 is converted to Honmyo!)

    In Masdoli the peaceful Ildian priests operating out of the Chapel of Serenity find themselves besieged by Fang of Khirus neonates seeking to expand their dark cult. Without the protection of the Eternal Lamp’s guardians enjoyed by the Lacians these peaceful priests suffer at the hands of the aggressive vampires. They are driven out and replaced with the worship of the immortal mysticism of Khirese black magic. (Masdoli (47) HC 3 is converted from Pantheon of Ildia to Fang of Khirus!)

    The Fang expands further into Hosra claiming the Lighthouse Monastery from the Abhidists who had long tended its guiding flame. Vampires claiming this guiding light at the mouth of the Pellocian transform its compassionate guidance into a malicious lure. Ships guided by the lighthouse’s signals are wrecked upon unseen crags drowning many and forcing surviving sailors into becoming servants of these new dark lords. While it becomes more widely known the former Lighthouse was a denizen of the dead now it is not without great loss before the whispers become known facts. (Hosra (68) HC 1 is converted from Abhidi to Fang of Khirus!)

    Tarraks Krag becomes a battleground between Perijanists and the Dejanite Cult with the popular reverence for Dejan facing punishment by aggressive state-supported Perijanist priests. Many Dejanists abandon this unfriendly land to seek support in the Kingdom of Varjik’s holdings but some refuse to abandon their homes. These unfortunate resistors are exiled into the heat of the desert without provisions or gear. While some survive longer than expected, no doubt in part due to their faith, they all eventually perish and their former learners fall in line under the Orthodoxy. (Tarraks Krag (78) HC 2 is converted from Dejanite Cult to Perijanism!)

    In Cawv Dej the spiritual fervor brought by the Federation’s shamans ignites another uprising against the ascetic detached Abhidist enclaves still present in the isles. With sufficient pressure and a number of eager shamans seeking to lead their own holy centers the Abhidists have no chance to resist and are forced to convert or flee from the region. (Cawv Dej (76) HC 1 is converted from Abhidi to Jalyeong-bo!)

    Whenua Kanga sat on the border with the transplant ‘Ridi’x whom had brought their sincere and intense reverence for the dragons on a cross continental pilgrimage to escape its persecution in northern Regner. With the tales of the Long Winter coming south from Bhule, Whjern, and Overvann tales and travelers it seemed wise for the Kingdom of Whenua to make friends with the dragon keepers. Coatl Perijanist magi report to the Exarch their influence in the region slipping away to these draconic cults. (Whenua Kanga (30) HC 3 is converted from Coatl Perijanism to Dragon Cult!)

    Initiates from Sycoraxistan move quickly to the newly assimilated territory in order to spread the approved form of worship. Soon the Initiates begin to monopolize the native northweed production, pressuring the few remaining native clerics to “alter” their gods to be more palatable in order to maintain their grip over the nobility. Quickly the princely festivals are augmented with initiate magician shows and lectures about the aspects. (Gog'aga (114) HC 3 is converted from Perijanism to Initia!)

    Upon the request of the Sultana of Regno, Sycoraxi mages travel to Iadesh in order to root out the vampires who had taken residence there. Due to the relations between Regno and Khirus the mages can’t be as public or zealous as they desire. Fortunately a mixture of bullying, bribes and trickery is sufficient to rouse the people against the entrenched vampires. Soon enough Initiate doctrine is once again supreme in the heartlands of the Sultanate. (Iadesh (7) HCs 2 & 3 are converted from Fang of Khirus to Initia!)

    Famed for their prodigious missionary efforts, Prince Regent Zäklis of D̨vatla has commissioned the Sycoraxi mages to bring Initia to Llët̨sällë to rid the region of the dragon worshipers. Now that the father of silence has flown into the sunset, the hated Dragon worshipers have neither the protection nor the sympathy of the Empire. The prestige of cleansing the dragon worshipers amplifies Sycoraxi influence in the central Emjatan community. (Llët̨sällë (10) HC 1 is converted from DRGN to Initia!)

    The rebirth of Avakonia fans the flames of Dejan worship in Karys and the cult swells pushing out Abhidists as the idea of One God is replaced with one true god who understood mortal life. Dejan’s figure is elevated and iconography of the Avakonian Empire becomes even more popular in the capital. With the revival under patriarchal Dvatlan and meritorious Varjik the image of the man becomes stronger and more vital than it had been under prior Karysite leadership. (Karys (48) HC 3 is converted from Abhidi to Dejanite Cult!)

    Trade!

    The Kunai seek to heavily invest in Livestone production in Tevrus following suit behind the Lacians to acquire a stake in this unique stone. Would they seek to use this stone to create their own Stonespoken or were they determined to utilize it for more traditional defensive purposes? Time would tell, although perhaps not until after the work was done knowing the Kunai. (Tevrus (90) Livestone is upgraded to [Great] and KNI takes control of TP 3!)

    The Yondari, Rhunites, and indirectly Lacians strike back against the Serene Marasa Pride for their violent raids blocking the Rakshasa out of the Yondari capital as retribution for their actions in Tarraks Krag. The League were well regarded as experts in mercantile matters which is proven true when the Pride find itself unable to meaningfully combat the buyouts against them. Meanwhile Rhune and Lacia secure the remaining open trade posts with Yondari blessings blocking out Rakshasa claims without further confrontation. (YDR buys out Yondar (98) Darkwood TP 2 from SMP! CAL buys out Yondar (98) Darkwood TP 1! RHN buys out Yondar (98) Darkwood TP 3!)

    The Jintha trade network expands within the Dvatla Kingdom as the Blackrock of Perivan finds itself once more at the center of a competitive bid. Having recently acquired the alchemical arts developed in Astrand some decades back it seemed Jintha sought to fuel their new technology the same ways the League of White Sails once had, with the highly combustible coal mined out of Perivan. (JTH buys out Perivan (15) Blackrock TP 2!)

    Izbefe merchants make contact with shipbuilders in their realm currently contracted by the Jintha offering royal sums to let their current contract with the Volzen expire in favor of a state deal with their Queen’s agents. While Jintha money had been steady for many years the offer on the table proved too tempting leaving Jintha without the expected number of ships to meet their necessary quotas. Ever shrewd negotiators and tradesmen with a penchant for ruthlessness when necessary the Jintha strike at Izbefe’s most demanded resource, imported timber from Amham, seeking to force Izbefe to the negotiating table. (IZB buys out Izbefe (6) Ships TP 2 from JTH! JTH buys out Amham (2) Timber TP 2 from IZB! Izbefe (6) will begin gaining Instability next round if no timber recovered in R34!)

    Seeking to recover their investments in Izbefe through another shipyard the Jintha find themselves coming after those currently doing business with the Kunai. While the Clans put up a resistance to their holdings being bought outright the Jintha had invested a great deal of the reserve to securing these ports in the light of their earlier loss to Izbefe. The Clans wind up the biggest losers in this shipyard bid off as they are forced to leave Izbefe to make room for the ejected Jintha and nationalizing Izbefe. (JTH buys out Izbefe (6) Ships TP 1 from KNI!)

    The ten-centimeter red locusts of Sonil face their first real active push back since their appearance nearly ten years ago. Whernian shamans bring water spirit pacts that help the native Tower Cacti endure and fight off the red menace. Grateful locals and, according to certain drunken Whernians, even a djinn themself oversees the transfer of the rescued Tower Cacti fields to Tundras control. While half of the region’s produce remained afflicted by the Red Locusts the locals were deeply grateful someone had shown any interest in their wellbeing. (WRN acquires Sonil (79) Tower Cactus TP 1 from RedL!)

    The new state of Lacia centered around Tria Sanctus has become a hotspot for dwarven merchant refugees of the Cinder Queen and Khirus dominion over Azenhal, Palendor, and Tresten. These exiles came with much outside wealth and the expertise in its utility far outsripping native Lacian understanding of mercantilism. Still, as subjects to Lacian dominion the merchants find their activities curtailed to focus against the equally wealthy Omanush Convoys rather than against some group who might more desperately need supplies than the trade savvy sea elves. The Admiralty puts up a decent front but the skill of the merchants operating out of Lacia outstrips them in most markets across Emjata. (CAL buys out the Pall (29) Medicinal Plants TP 3, Wasipacha (60) Air Ears TP 1, Kadangan Wetlands (73) Freshwater Fish TP 1, and Roagan (74) Pearls TP 3 all from OMC!)

    Irate at Coatl’s capitulation to the vampires after fighting so stringently against the Cinder Queen the ‘Ridi’x of 'Ridi'dreq send ambassadors from the converted Burners Order as well as their own senior lodge representatives to undercut Khirese and Coatl trade interests in Palmor. In both the Basins and Shona the lords of these respective realms are outbid by dragonkin seeking retribution for their goddess and fuel for their own pursuits. (RDR buys out the Basins (41) Ironwood TP 3 from KRS! RDR buys out Shona (32) Blood Clay TP 3 from CTL!)

    War!

    A new general is elevated within the Amham Federation, a shaman named Jyn Kem more famous for his plan to use southern spirits to counter the Long Winter than for any military insight. While no doubt an intelligent and wise man he proves largely ineffective as a commander though there was much in Emjatan history to suggest even less tactically endowed men could become legends in war. (AHM introduces Mil 6 General Dai Yu Jyn Kem!)

    From the Coatl Theocracy a slave-soldier known as Varru the Horseman is elevated by Exarch Toyollo to lead his armies. The new general was remarked to have a merciless candor in his interactions with all men both his servants and superiors. He is remarked by those who have served under him to be a moderately capable commander, on par with Cualli the Westerner from decades past or so many say. (CTL introduces Mil 7 General Varru the Horseman!)

    In a relatively peaceful form of military occupation the new Frostbinder rulers in Bhule send their fleets to land on the Cays and Bahwick shoreline with the explicit approval of the Rhunites out east. Indeed, for Rhune rulership of the Cays had been an unexpected boon from old Bhule’s collapse so perhaps now with the Long Winter bearing down it was fitting the islands returned to northern Regner’s oversight even if it were to new leaders. This outlook wasn’t shared by the natives however who find becoming effectively occupied territory intrusive in their daily lives. (BHL conquers Cays and Bahwick (88) from RHN! Cays and Bahwick (88) is in Unrest!)

    Having awakened a deep fear among Inyaka with their brash some said careless delving into magical study accompanied by a hypocritical self-centered foreign policy that was not above lying, killing, and manipulating their way to power Lindeen perhaps should not have been surprised when their army marching north to seize one final piece of unclaimed territory met with a massive coalition of banners. Dvatla, Yondar, Rhune, and Sfair had all sent soldiers to join the native forces in repelling the sorcerers from the south. The political leader Archon Atraxi could perhaps be poorly judged for engaging in this war against so many neighbors the military tactician proved more decisive yet ultimately suffers her own defeat.

    The invasion was swift early in the campaign forcing the disunited and unfamiliar coalition to rely on their underdeveloped communication to counter the rapid attacks. Yet this could only be relied upon so long and with Rhunic and Yondari units already well familiar with one another the pressure of combat quickly erased any unease between foreign divisions and they rallied alongside the locals to push back against the Lindeen assault. Atraxi had not expected such a quick recovery on the part of the coalition and found herself quickly falling into a trap that would leave her behind enemy lines. As it became clear escape was no longer an option the leader of Lindeen ordered her troops to retreat back to the homelands while she attempted to hold off the opposition.

    Though not a trained Warcaster herself Atraxi was well familiar with the rituals and though lacking proper facilities or care the death brought by this battle infused the air with sacrificial power. Knowing she was channeling more than an untrained, untreated mortal frame could bear the sorceress sought power enough from the aether to turn herself into a living conduit of energy, a living force of destruction and primal power. The scorched earth and jagged marks upon rock and soil still mars the land, vegetation burnt black and barren near the Lindeen border where Atraxi attempted to make her last stand. Unfortunately for the would be martyr she survives her attempt at suicide attack and is captured, nursed back to health behind enemy lines to become a prisoner of the Yondari who recovered her.

    Spoiler: LDN invasion of Region 105
    Show

    LDN: 10 Archon Atraxi + 7 LDN + 1 Techs + 18 = 36
    LCL: 8 Veras Misstle + 3 LCL + 4 YDR + 4 RHN + 3 SFA + 4 DVT + 9 Techs + 6 = 41
    LDN Casualties: 40%
    LCL Casualties: 20%
    YDR Casualties: 20%
    RHN Casualties: 0%
    SFA Casualties: 0%
    DVT Casualties: 20%
    Defender Victory! Lindeen loses 3 Units! Local loses 1 Unit! Yondar loses 1 Unit! Sfair loses 1 Unit! Dvatla loses 3 Units!


    Discovery! Map!
    Spoiler
    Show


    Terror!

    Zenay of the Rrasa pride has, according to court rumor, enchanted the God-King Zabaryn Sinja with her bedroom manner earning her an unwarranted elevation within the court. Named Spymaster to her God-King Zenay brings not glory but further dishonor to her family’s supposedly cursed name with her manipulative ascension of the ranks. (SMP introduces Zenay an Intrigue 5 Spymaster!)

    Lindeen has recruited a spymaster of largely unknown background no doubt in an attempt to pursue covert action without risking renewed conflict. The qualifications of the selected candidate however appear somewhat dubious. (LDN introduces an Intrigue 5 Spymaster!)

    The Overvann had evolved in the wake of the draconic curse from berserker warriors to rowdy raiders roaming far and wide striking against those deemed enemies to the Assembly of Lords. Khirus, as openly undead abominations seemingly bent on conquest and subjugation, was easily regarded as an enemy to the proudly living peoples of Overvann. Khirese holdings in Amham are ransacked shortly after the second centennial and the vampires as well as their thralls are driven out from trade in the region. Overvann interests take over the now abandoned logging sites formerly held by Khirese hands. (OVN Raids Amham (2) Timber TP 3 from KRS!)

    With some bad blood between the Pride and Rhune seemingly arising from the conflict between the Rhunic Animist support, however indirect, of Varjik and Dvatla’s new Avakonia and the Pride’s long history of antagonism with their eastern neighbor raiders from the Pride have attacked Rhunic interests within the Pride’s own realm. Tarraks Krag slaves who had been enjoying an easier life in Rhune at the expense of a long journey suddenly find the harsh masters of the Pride reclaiming their collars. A few unfortunate Rhunic trading caravans are subject to brutal assault and condemned to crucifixion in the wastelands prompting the rest of the Rhunic traders to flee the region. (SMP Raids Tarraks Krag (78) Slaves TP 3 from RHN!)

    There was no honor among thieves, even long retired thieves, it seems as new Bhule targets the once notorious pirates of Glen Gwitna with a raid on their native timber supply. Of course, with the Long Winter lingering over northern Regner it was difficult to fault those trapped under its freezing blanket for desperate acts to secure fuel. This explanation is used by the Gwitnan clan members who find their Redcedar falling under Bhulish control to account for the ease with which the northerners had taken the supply by force. (BHL Raids Glen Gwitna (23) Giant Redcedar Wood TP 1 from GWT!)

    The Camalia tribe of Peledia don their warpaint and raid south of the river out of their savannas. What might in other times be a short lived show of force persists through the seasons and soon becomes apparent to Ildian tribal leaders in the region was indicative of something more. A moot held between leaders from the three local tribes mediated by the neutral Elder Cavemother identifies the Camalia’s warmaking was the result of too few camels. Changes in the rain patterns had caused natural oases to dry up and many herds died. So understanding their neighbors the Ildians and Camalia together petition their Coatl lords for the importation of new camel stock to reinvigorate the Camalia herds. They shouldn’t need them indefinitely though did need them soon if peace was to be maintained in the region. (CTL is requested to acquire a Camels TP in Round 34 and maintain control until Round 36! Failure to gain and maintain control of a Camel TP will result in Peledia becoming Unstable!)

    A growing presence of goblin and lizard folks fleeing violence in the Serene Marassa Pride have begun to arrive at Tomanhigh in earnest. The Perijanist leanings of these new arrivals and their savage origins have turned the native Altesean’s against their imperial overlords, who seem to support the resettlement of these perijanist “savages.” Soon the Pro Human Alteseans start to mumble about how the Vampires of Khirus would never let such filth enter their beloved Tomanhigh. How much of this is propaganda and how much is actual sentiment is unknown. Regardless the local garrisons become overwhelmed as the barracks are burnt to the ground and covered with Abhidist grafiti. (AVA loses 1 Unit and Altessa (61) becomes Unstable!)

    Years of Vampiric princes sacking the lands for slaves, continued war, and now the diaspora of the Inyoni has left the countryside desolate. Once a profitable, agricultural and trade center has become desolate. Every Inyoni knows someone's who’s either been taken, or left for greener pastures to the west. Even the once beautiful city of Whitecrest has become nothing but a ruin as a wave of despondence washes over the region. (Inyoni crescent (45) HC 3 and TP 3 are destroyed and can only be repaired via individual 2 action projects)

    The elephant folk of Binpultry wake up one summer morning to find their beautiful fields of Millet ravaged by an unfamiliar foe, dragon rats. Unknown outside of Northern Regner Dragon rats reach up to two foot long and weigh 25 pounds and have been forced out of their home range by the long winter. Worse still, the Brinefather’s residual magic has mutated this population to possess scales as hard as iron and an appetite far more voracious than the average rodent of unusual size. (Binpultry (5) TPs 1 & 2 are taken over by Dragon rats. An intrigue or mil action TN 10 will take over the TP or return it to its original owner, highest roller’s choice!)

    Organizations!

    The Acolytes of Ahkka make good on their request from the Amham Federation, and unveil the Brazier of No-Gungi, home to a hearth spirit that grew too powerful to protect the homes it was part of without burning them down, yet remained too humble to be moved to a castle. As such, it was bound to a Brazier, where it is cared for and given deference for long and devoted service to family after family, as well as helping to keep those nearby protected. Now, however, they might better serve in a capacity where their talents will not go to waste.(AHM gains relic Brazier of No-Gungi: +1 to any one action in regions afflicted by Long Winter)

    Whern has developed a working relationship with, of all organizations, the Feast of Rieba. Despite having little to no Perijanism in much of Regner the Feast had accepted proposals from the Whernians to establish a base in their frozen tundra. A great lodge at Fherharbor soon becomes locally even continentally known as the place for more strictly observant warriors of faith to serve a more disciplined life than was on offer within the looser structure of the Eternal Lamp. (WRN increases reputation with FOR to 4 and gains 1 Favor!)

    Dvatla seeks to raise its international reputation, specifically among the strident warriors for priestly protection and supernatural opposition the Eternal Lamp. The Lamp is glad to take coin, men, and supplies from the Dvatlans in exchange for recognizing the Inyakan warriors as at least potential allies in this fight. (DVT increases reputation with ETL to 4!)

    Seeking to halve their current obligation to the Crescent Company Overvann pays out two of their uniquely affected draconic units of soldiers as well as the secrets to the creation of Stonespoken golems. Three of their requested six requested favors now paid down it was conceivable the Overvann may engage in a slower payout to close out their open tab with the Company.

    The Thae Guceart contract closes out with the turning over of Regnan legionaries to the Company’s command the Crescent occupies their new base in the region. Having been recently occupied by the Overvann and hosting a heavy spiritualist rather than Initiate presence helped explain to many new recruits their assignment to this mid-Regner garrison though it didn’t stop them from complaining about the bitter cold of the Long Winter.

    Other!

    Perhaps it was because the entirety of Lindeen’s standing military was on march north. Perhaps it was the absence of the Archon herself from the capital. Perhaps it was merely luck or the pure skill of the infiltrators Whatever it was, somehow those tasked with keeping King Dafika of Dvatla secure in his cell failed. A prison break clearly orchestrated by foreign agents sees the captured Dvatlan King freed from his bonds and whisked away to his homeland with minimal casualties on the part of the rescuers or the King’s captors. Once inside Dvatlan borders the rescuers reveal themselves to be from Izbefe though profess to know little of the greater political details surrounding the rescue. When Dafika returns the Dvatlan palace to greet his regent son joy in his heart at seeing his child overflows to encompass his Izbefe rescuers who are treated to a royal reward for their efforts. (IZB rescues King Dafika of Dvatla from LDN! Dafika is returned to DVT!)

    Receiving none of the requested seafood many Kansett desert serving this seemingly mad woman Matrizia in her conquest of magic and mutation. Without sufficient pleasures to distract them many Kansett begin to realize their unique heritage may have been drawing an unwelcome form of attention from a Mandates adhering self-proclaimed sorceress. (LZR loses Aniachaket (24) Kansett TP 3!)

    While en route to Lindeen over Yondari holdings in Sumwyr witnesses behold the flying form of Krace streaking across the sky shirking chunks from his form as he went. Groups of enterprising adventurers track down the various pieces fallen from the sky and discover Krace has abandoned the armor crafted for him by the lazarites so long ago. The pieces are warped and damaged, no doubt from his fight against the League and Rhune, but still appear magically infused enough that with some effort they might be restored to utility. (YDR gains Armor of the East (Broken) which can be repaired with a 2-action Faith and/or Military project! Once restored the Armor of the East will act as a relic which confers +2 to Leader Loss rolls and +2 to resist being stolen!)

    Some within Overvann declare living by prophecies to be a fool's errand. Even should these oracles and portents prove true having obsessed over their realization would do nothing but waste time in the present fretting over the future. A number of powerful seers speak of ill portents for those who would abandon the prophecies. Some months later the most prominent anti-prophecy warriors wind up freezing to death while fighting Fleshheads in Delwin. The seers are said to say only that the gods speak for themselves through their work.
    Last edited by Rolepgeek; 2019-03-15 at 04:28 PM.
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  6. - Top - End - #786
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Disaster!

    Xo'xa'va'j the Cinder Queen

    Though she would never admit it Xo'xa'va'j listened and learned from what her most trusted ‘Ridi’x servant 'Xa'kagx told her. The fury that had blossomed in her bosom when the accursed Coatlan tree had chased her deep beneath the mountains of Azen and its sister peaks now smoldered white hot but no longer sparking. The ‘Ridi’x was correct, the mortals had erred in giving her this great impenetrable fortress, constructed from their own god’s will. Here deep beneath the earth she would be safe from the preening ‘morality’ of mortal beings. With no armies capable of marching beneath she would face no false claimants to her dominion. Here in these infernal caverns she ruled absolutely...and absolute dominion below gave her the strength for even greater dominion above than she had managed when she ruled from the broken throne room of Azenhal.

    First came arranging matters of communication with followers aboveground. 'Xa'kagx was instrumental in this his draconic blood attuning him to the Flamefather’s instruction. Next came establishing her dragonforged as liaisons and physical instruments above ground. Through it all she renovated the depths of Palmor’s mountains and caves transforming rather benign geology into a lair of magma pools and facilities for creating more dragonforged; all to accommodate the Cinder Queen’s huge scale of course. The work was immense, even for a dragon, and expensive, even for a dragon, but worthwhile, and she was not without aid. At its end the sequestered “final dragon of Emjata” settled into her new role as a fierce competitor in matters financial and military - the only two worthy endeavors.

    Cinder Queen becomes the Cinder Queen Corps (CQC) Eco/Mil Organization!
    Rep 3 Favor: Take Out A Loan: Acquire two CQC TPs for three rounds; favor repaid by giving an extra TP back with them (1 favor)
    Rep 4 Favor: Hire Dragonforged: Gain temporary use of small army, based on highest number of TPs owned in any one region. (1 favor)
    Rep 6 Favor: Directed Innovation: Adapt a Technology for use with different resource requirements (2 favors, -1 Rep)
    Rank 1: Enemy: +2 to resist CQC Buyouts
    Rank 2: Opposed: +1 to Raid CQC TPs
    Rank 4: Acquaintance: Will not Buyout TPs owned by you without support
    Rank 5: Ally: May ignore mountains for distance losses, +1 round duration for loan
    Rank 6: Friend: May treat CQC techs as owned (lost if reputation drops)
    Rank 7: Damian Qagherz : May use Military to resist Item Thefts, Tech Thefts, and Raids

    RDR start at Rank 6
    KRS starts at Rank 5
    CAL starts at Rank 4
    CTL starts at Rank 2
    LDN starts at Rank 2
    LZR starts at Rank 2


    Forced underground but finding herself managing contentment in this underrealm indisputably under her control the Cinder Queen’s hold on surface materials loosens to one of vassal tribute. The ‘Ridi’x who had come to the Pall to serve her were clearly her most trustworthy servants and so receive the honor of taking the Cinder Queen’s tribute in her name. They were expected to divert a portion still to her but she found she needed less in the immediate future without the constant pressure to prepare for invasion from all sides. Still, the Cinder Queen had not lost all contact with the surface and had her own desires even deep within her lair beneath Palmor.
    (Whenua Kanga (30) Copper TP 2, Khirus (40) Obsidian Glass TP 2, and Fresia (70) Gold TPs 2 & 3, and are acquired by RDR! Masdoli (47) Dragon Eyes TP 2 and Mareen (77) Silver TP 1 are acquired by CQC!)

    'Kidveva'dvu’j the Eater of Magic

    The decline of the dragons across Emjata had driven through its paranoia the Spellfather’s sister to madness trapping herself beneath a mountain and tree. They had clashed the most as siblings as one need only look upon the scarred lands north of Fresia to see but when she was led beneath the mountains which housed Varjik’s ‘Imperial Palace’ she found similar thoughts to those she suspected plagued her sister enter her own mind. Yet Anivine soothed her. The woman who would be empress of a new Avakonia, successor to her idol Dejan, and partner at home above and beneath had earned 'Kidveva'dvu’j’s trust. When Anivine spoke of refitting the deceptive armor given by Karys she agreed; despite the suspicions that roused in her, the promises made by her young immortal friend belated her anger.

    Still, as she watched the room to which she was led for her fitting come together she couldn’t help but notice things that made her nervous. As the hoists lifted her armor she found the way it rested strangely heavy despite the supposed support she was being provided. The men at work appeared to be amateurs at their trades though universally strong and young. As she grew tired of Anivine’s distracting conversation and moved it was too late. Fire poured in from above, the wicked workings of those vampires whom the Cinder Queen had twisted and tortured into madness and great javelins clashed against her scales. She felt as some pierced her but did not grow distracted from her goal. She would escape. In the air she would be free to destroy these petty mortals. She would not die as ‘Gxe’dhok’ had trapped beneath the earth.

    Pulling in flight with all her power towards the ceiling the Spellfather strained against the chains which fastened her armor but found they would not break. Again javelins pierced at her hide seeking to bury themselves beneath a scale and again some struck true. No longer surprised she struck out not only to loosen her chains but to destroy this rudimentary weapons which threw their great darts at her. Her claws and maw destroyed a few but the weight of the armor slowed her and the magical essence radiating from her form was focused upon the many beasts of her creation now flooding in from outside the tunnels. Yet through the chaos 'Kidveva'dvu’j remained focused upon escape. She could not die here betrayed by those whom had called her friend. She was smarter, stronger in magic, she had made friends with her subjects with the many gifts she had given them. The peace she had brought them. Anivine, that ungrateful, deceiving little-




    The destruction caused by Anivine’s confrontation with the Spellfather beneath the peaks of the Aspen Heights was hefty but by many estimates far less than had been feared. Men and women from Varjik, Karys, and their many imperial territories had together become the second group of true dragon slayers with a corpse to prove it. Well, not a corpse exactly. The Spellfather had in her death largely melted and dissolved into strange puddles of metallic goo yet some of her remained behind.
    (AVA loses 3 units, RKH loses 1 units)
    Namely:

    Loot
    Spellfather’s Heart - A large purple, blue, and green crystal about the size of a person, constantly leaking brackish water. Those who stare for too long at it’s fractal, coruscating surface depths claim to feel as if something is looking back at them, and anything touched by it’s waters seems different in some unknowable fashion. Strange hypnotic streaks of color play across the Heart’s depths, and it is unclear what it does...for now.

    Spellfather’s Fang - A sharp ended ivory staff set with a blood-red orb at the root, the Fang appears to pierce through lies and deceptions as easily as it once pierced flesh. The only unfortunate aspect is how easily it sinks into the surfaces it’s left on, when placed point down... (+1 to two Investigations per round OR +2 to Resist Raids)

    Spellfather’s Talon - Short-handled, with a cruelly hooked blade, he sword seems to drink magic, some even say color itself, from the air to be refracted through its shimmering rainbow blade. While not perfectly balanced to be wielded by hand with practice it becomes a formidable weapon in trained hands. Although there is little but the anecdotal truth of those said to have trained with it claim the weapon frightens mages though there are few of such qualification in Varjik. (+4 in battle against magic, -2 in battle if using magic)

    Spellfather’s Panoply - The remains of the Spellfather’s armor, suffused with her magic. Massive, heavy, and powerful, the Panoply seems nearly to remember it’s purpose, late though it may be, and so they are easy to make into a strong redoubt, nearly impenetrable by means magical or otherwise, in whatever location the owner desires. (+1 on two Stabilizations/round OR +2 to Resist Investigations; acts as Fortification GP wherever it is held, takes an action to move between regions)

    Spellfather’s Scale - A perfectly circular shield made of something very like sedellan glass, unidirectionally transparent in the center, the shield grows thick and opaquely patterns around the edges. Perhaps more importantly, however, the shield’s mass and the power left in it by it’s former bearer’s demise seems to grant it protective qualities that extend beyond a single individual; when used on the frontlines, it appears that the shield protects those behind as effectively as it does the wielder. (+4 Leader Loss Roll OR -1 on battle loss dice)

    With the Spellfather falling beneath the Aspen Heights her holdings across the continent slacken and release. Many happy merchants return to more profitable work for kings and emperors instead of serving dragons and so-called gods.
    (Masdoli (47) Dragon Eyes TP 1 and Arrakis (81) Living Ivory TP 1 return to RKH!
    Les Alpes (57) Idol Fragments TP 1 returns to KNI!
    Fresia (70) Gold TP 1 returns to AVA!
    Gog'aga (114) Northweed TP 2 returns to JTH!)


    In the months following the successful destruction of the Spellfather while revelry and good cheer is common on the streets of Varjik-now-Avakonia’s capital there was an equal level of fear and mistrust. The dragon may have fallen but dragon cultists remained in the cities and streets. It was rumored some had even witnessed their gods death. Witch hunts occur in isolated hamlets within the mountains while in the capital city a conspiracy that is uncovered only too late results in the Spellfather’s Scale being stolen. Officials claim it was dragon worshipers who stole the shield but it is not a dragon worshipper but a staunch Perijanist warrior whose line dated back in loyal service to the imperial dynasty of Zhekurus. This noble warrior of the Aspen Heights, Estevan El Lyz, challenges Zarikos El Sira’s right to rule as an Emperor of Avakonia. Dvatla may have hung their banners alongside the imperial sun but they were still foreigners who held the shining capital. Dejanist reverence for a man had eclipsed the gods Dejan himself once worshipped leaving the orthodoxy to the lionfolk of the west. The time had come for a change, time for a good and righteous man to take the throne of Varjik, the Heights, and Avakonia under the true banner of the imperial sun. By the time this is belatedly realized by the new Jain, the rebels have already established themselves throughout the mountains. Stopping them now will be even harder than it was before.
    (Aspen Heights (59) is in Rebellion with 6 Units equipped with Obsidian Fire (Fortifications) (not being used to avoid giving antimagic bonuses), Imperial Uniform (Logistics), Camel Cavalry (Cavalry), & Sedellan Armor (Armor) under Estevan El Lyz (9) wielding the Spellfather’s Scale (+4 Leader Loss Roll OR -1 on battle loss dice), with a Foothold in the Aspen Heights! The Avakonian Empire loses 6 units! Additional units at risk of joining Perijanist Rebels: 6 Units!)




    In and around Regno where the Sultanate had courted the Father of Silence the Dragon Cult holds strong despite their absence from the continent. It was known 'Vahi'huj would someday return so the faith remained strong.
    (Regno (8) Holy Order, Jherki (9) HC 3 & Holy Order, Llët̨sällë (10) HC 3, Deaux (56) HC 2, Les Alpes (57) HC 2 & Holy Order Sonil (79) HC 3 are converted from DRGN to Dragon Cult!

    The presence of the Cinder Queen had been long enduring and powerful. Those cults who held her revered utmost prove strong enough to overcome traditional faith pressures but the cults built by the Spellfather and Father of Silence outside Regno prove less enduring. The Long Winter brought a legacy of reverence for the felled god the Brinefather despite, or perhaps because, of the dragon’s physical death and subsequent cursing of his slayers.
    (The Pall (29) HCs 1, 2, & 3 and Holy Order become Dragon Cult! Lacia (35) HC 3, Khirus (40) HC 2, Lior (43) HC 3, Tafer (44) HC 3, and Hosra (68) HC 3 become Dragon Cult! Fresia (70) HCs 1, 2, & 3 become Dragon Cult! Delwin (84) HC 1, ‘Ridi’r (85) HCs 1, 2, & Holy Order, and Cays & Bahwick (88) HC 3 are converted to Dragon Cult!)

    The fall of the Spellfather is felt hard near central Emjata and while refusing to die alongside its idol in the Aspen Heights within Umibe, Raesija, and even within Heartsease the grip of the dragon cult relaxes. A long abiding reverence for the Skyfather leads to official recognition of the declined form of their religion recognizing ‘Ridi’dreq as the undisputed font of holy knowledge now that the avatars were mostly gone and the Cinder Queen roosted near them. Tensions in the Aspen Heights were partly driven by its strong draconic presence and in Heartsease the desire to return to a “proper religion” sees hydra cultists retake positions of power within the swamps.
    Umibe (55) HC 2 becomes Honmyo!
    Raesija (64) HC 2 becomes Dejanite Cult!
    Heartsease (72) HC 3 are converted to Hydra Cult!
    Dažytija (13) HC 3 becomes Dragon Cult!
    Aspen Heights(59) HC 3 becomes Dragon Cult!
    Heartsease (72) HC 2 becomes Dragon Cult!
    Azure Coast (83) HC 2 & 3 become Dragon Cult!
    Kuniumi (54) HC 3 becomes Dragon Cult!


    ‘Gxe’dhok’s Revenge

    At last the Long Winter crosses the mountains into Delwin where its cold fog settles like a smothering cover silencing the air with its chill. The afflictions now of the Long Winter and religious crisis built around consumption of the Brinefather’s meat come to a head in the region. Flesh Heads and desperate families seeking shelter from the Long Winter clash over limited supplies often resulting in brutal scenes. Authorities in the region beg Overvann to supply the region with fuel to offer protection where they can from the harshness of the times.

    Worse still, in the cold and snow, conditions are hard to see and entire communities apparently have communication shut off. It takes nearly a year and sightings of devastated towns apparently destroyed by fire or perhaps the beasts that have taken to lurking in the storms, given new hunting grounds by the cold weather from ‘Ridi’r, but it appears that it is those locations with more strangely swollen individuals that have been destroyed. The witch-hunts have barely begun when this is proven correct, as those few still accessible seem to split, revealing creatures similar yet different from the ‘Rigx wyerns. Their bodies are lithe and smooth but quadrupedal and winged, and upon their birth, immediately begin feasting on the remains of their living eggshells. Perhaps more frustrating to the leaders of Overvann is the infrequency that these monstrosities are seen as such; only a few communities do the sensible thing and slaughter them in their infancy, as it seems the dragon culitsts view the beasts as blessings. Which may not be far off, given their apparent ability to protect their communities from the worst of the Long Winter...

    Long Winter spreads to Delwin (84)! Delwin is Infested; it does not need Fuel while Infested. There may be other consequences, however...
    Overvann(89) TP 3 for Medicinal Herbs becomes Frozen!

    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]
    Delwin (84) [34]


    A Stillness, Broken; The Pride in Uproar!

    Rumors circulate in temples and holy houses throughout the Pridelands. The priests whisper of portents . Vultures circling hyenas following Rakshasa. A line of dead seabirds perpendicular to the shore. A silver pitcher brought to a member of the Pprata family contains not wine but blood.

    It is not much longer before the omens prove true, and in Tarbaryn, a high-ranking priest of Khompur named Taman Khrossus decries the God-King as a fraud. They are not the truly chosen of Khompur, and their rule is illegitimate, they claim, citing texts and the proper behavior of the chosen of Khompur, ill fortunes in war, and how their reign was not determined by the gods through combat but by the choice of a mortal, no matter how related to the divine.

    Unsurprisingly, this sparks outrage...but it is only partially directed towards Taman. His rhetoric and arguments are persuasive to many, not least to Kissin Rieba Ssuras, sister to the God-King, who is soon supported by High Bishop Jacim, and unsubstantiated rumors claim that the Feast of Rieba and Simone Rrasa both favor her more quietly. Her platform of religious right is popular among mongrels and slaves, and she has the support of a great many priests and holy figures, whose influence is not to be underestimated, as she gathers followers and seeks to take Tarbaryn as the first step on the road to casting down her unworthy brother.

    (Tarbaryn (82) is in Rebellion, led by Kissin Rieba Ssuras (7) with 5 Units! )

    Perhaps more surprising are the claims of Lagos III Trodje Ssuras, made several months later, who has travelled to Xaryx, on the border with Avakonia. His honor, and indeed the honor of the Marasa Pride has been offended by their dealings with vampires and the corrupted false faiths of the Mandates, as well as the conduct of it’s supposed leader. He is apparently personal friends with Estevan El Lyz, and the two have vowed to support each other and gain friendship between their reformed, restored kingdoms, once they have claimed their respective thrones. The goblin chief Gigastrax supports his claim to the throne, and to a lesser extent it is believed Harsahd Mminas and Speaker Vinos do as well.

    (Xaryx (80) is in Rebellion, led by Lagos III Trodje Ssuras (8) with 4 Units! The SMP loses two Units!)

    It is unlikely that this will be the last the God-King hears of regarding insurrection...
    Last edited by Rolepgeek; 2019-03-14 at 06:25 PM.
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  7. - Top - End - #787
    Bugbear in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread



    The 1st Legion of Coatl


    Ruler:
    General Toyollo The Rightly Guided Exarch
    Faith 1
    Economy 5 (+1)
    Military 10
    Intrigue 1
    Diplomacy 3 (+1)

    Actions:

    [Military] M10 tech Toyollo's reformsComponents: sacrificial supply lines, pician, weapons, and mass conscription
    Category: logistics tech
    Resources needed: Hide, Food, Hard metal
    Effect:+2 to Tactics -1 size loss -1 casualty rolls

    A veteran of the Dragonforged conflicts Toyllo restructures the forces of Coatl for the future. First the veiled king abolishes the militia system. Instead of drafting peasants and slaves aiming to provide their labor as a form of tax, soldiers are now drawn exclusively from the warrior caste and entry into the caste for peasants and slaves has been streamlined. Soldiers are now paid in silver and azonite in addition to whatever they find on campaign, in return for being battle ready all year. While soldiers must provide their own armor they are all equipped with uniforms and iron weapons.

    [Economy] Buyout Kopanket tp 3 roll 9(includes bonuses from expanded holds and scales of the hydra)+ 5 ruler score +1 religion bonus =15



    [Economy] camels roll 15

    [Diplomacy] Rebuild the Inyoni Crescent (1/10) Ban the Inyoni Slave trade- The first of Toyollo's rebuilding efforts involves cleansing the region of brigands and slave traders. Khirese merchants are compensated for lost product while all remaining brigands are hunted down like rats. Soldiers are placed along all major roads to protect travelers in addition to strict curfews being placed upon all Inyoni settlements. All bandits and remaining war bands are captured and summarily crucified outside the city of Redtail.

    [Diplomacy] go to wedding
    Sub action: trade polearm paddles for a +2 on camels from Jintha
    Sub action: trade Toyollo's reforms as payment for last deal from Jintha


    [Diplomacy] Rebuild the Inyoni Crescent (2/10) Send in new Icoatzin and Peledian settlers- 40 thousand Icoatzin and Peledian settlers are moved the the river banks of the Inyoni crescent in an attempt to repopulate the region. Though these people will undoubtedly become exposed to the maidens kiss. But, they will be free, not serfs but free farmers beholden only to the governor of the region in lay of a landed aristocracy. Toyollo personally makes sure that soldiers and veterans of the past few wars are given priority in settling and administrating the new region.

    Non actions

    • Trade Poleram paddles for Signal Lamps using the Embassy with Regno



    [/SPOILER]

    News and Rumors

    • The veiled King surrounds himself with an elite Peledian guard. These slave soldiers serve as a buffer between Toyollo and the scholar magi of the capital as a force with loyalties to none other than the Exarch.
    • Rumor has it the veiled king routinely prostrates himself before the palace where Cozscatl is held prisoner. Many weeks of attempting to contact her have been rebuffed, yet every night the veiled king walks within sight of her room.
    Last edited by Lleban; 2019-03-24 at 10:51 AM.
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  8. - Top - End - #788
    Troll in the Playground
     
    bc56's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Overvann Assembly of Lords

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

    Actions: (Rolls, all in one place this time)

    [Int] Raid Region 103 TP 3 for Navigators
    +4 from the bones
    The Overvann raiders seek to add new skilled sailors and cartographers to their fleet.

    [Int] Secret Action
    Who ya gonna call?
    Vikingbusters!

    [Fai] Learn about the Clearweather Drakes in Delwin
    The newly appeared lesser dragons, which have been termed "Clearweather Drakes," are an unusual phenomenon. Priestesses are sent to discover the nature of their abilities and to find out what they want.

    [Fai 3/5] The First Prophecy and the Quest for the Gate
    The Gateseekers are not seen again, and the worsening winter makes searching difficult. The worst is feared.

    [Dip] Attend Event
    Spoiler: Subactions
    Show

    Trade Stonespoken Warriors and Berserkers to Jintha in exchange for Expanded Holds, Backline Sabotage, Resin Casting, Hard Iron Armor, and Camel Cavalry.

    Trade Muddy Camouflage to Yondar for Smuggler Networks


    [Dip] Stabilize 'Ridi'r
    'Ridi'r has been politically unstable for a very long time. Diplomats are sent to appease the locals and help to integrate them more fully into the nation.

    Nonactions
    RESIST EVERYTHING!
    This includes the conversion attempts against Dragon Cult HCs within my lands. (Currently Delwin and 'Ridi'r HCs 1 and 2)
    Conversion resistance rolls

    Use Timber to stave off the Long Winter in the Black Marsh.

    Use Whales to stave off the Long Winter in Overvann.

    Whern embassy:

    Amham Embassy:

    Spoiler: News and Rumours
    Show

    The leaders of Amham are reminded of the pact they made with Overvann long ago. They agreed not to interfere religiously in Overvann's lands and vice versa. Their aggressive proselytizing voids that contract in Aeshra's eyes.

    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)
    +1 investigation difficulty (Himitsu)

    Spoiler: Military
    Show

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

    Units:
    Total = 2/10
    Kobold Guerrillas = 2

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

    Spoiler: Resources
    Show

    Timber: Region 2, TP 3
    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
    Himitsu

    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: 8
    Eco: 4
    Fai: 7
    Int: 9
    Mil: 9

    Spoiler: Royal Family
    Show

    Name Relation
    Aeshra (61, draconic) N/A
    Clara (75) Mother-in-law
    Kendra (56) Sister-in-law
    Mara (38, draconic) Daughter
    Kelya (39, draconic) Daughter
    Gunter Oriksson (41, draconic) Son in law
    Frode (29, draconic) Son
    Sigurd (29, draconic) Son
    Olaf (15) Grandson
    Ove (14) Grandson
    Wiglaf (12) 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; 2019-03-23 at 09:19 PM.
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  9. - Top - End - #789
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    HalfTangible's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    [QUOTE=HalfTangible;23727055]
    Realm: The Clanlands
    Ruler: Tensar
    Round 34
    202-204 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
    Round 33 Dip Mil +1 Int +2
    Total 4 1 6 4 5


    Spoiler: Actions
    Show
    [Secret - Roll (19)]
    +1 Honmyo Organization
    +CI: The Satsujin
    +4 Intrigue

    [Military - Great Project - Standardized Fortifications (Kuniumi) - 1/3]

    [Military - Great Project - Standardized Fortifications (Kuniumi) - 2/3]

    [Military - Great Project - Standardized Fortifications (Kuniumi) - 3/3]

    [Diplomacy - Gift Relic (Magatama) - Shushan - Raise Rep 6->7]

    [Diplomacy - Attend Dark's probable Marriage Event]
    • Trade Backline Sabotage (Kunai) for Smuggler Networks (Yondar)
    • Vassalize to New Avakonia
      Spoiler: Amended Derokar Agreement
      Show
      • The Kunai clans will enter the protection of Varjik (aka New Avakonia) as a vassal state, who will protect them from outside threats in exchange for their loyalty in matters of diplomacy, intrigue and military action.
      • Derokar will be ceded to the Kunai Clans and Varjik will relinquish their claim upon them so long as the Kunai remain a vassal state.
      • All technological innovations known by Varjik will be shared with the Kunai and vice versa. However, agreements restricting the trade of such technologies outside of the Avakonian Empire will be respected.
      • All resources not owned directly by the Kingdom of Varjik or the Kunai, or promised to other realms in trade agreements, are automatically given permission when considering buyout possibility.
      • The Kunai Clans will maintain their independence in terms of government, economics, diplomacy, and faith, and may expand their influence to new lands freely or remain as isolated as they please.
      • When the reigning ruler of Varjik of the Kren Dynasty calls the Kunai to war, a minimum supplement of troops equal to half of current reserves or an equal favor based on intrigue (causing unrest, assassinations, etc.) will be given to the effort.
      • At the earliest possible convenience an embassy will be established between the Clans and Varjik.
      • Should any issue come up in regards to the duty of vassal or liege, Varjik and the Kunai will meet to discuss potential changes. If no solution can be found within [3 rounds], Varjik or the Kunai may voluntarily end this agreement.
    • Sunajin and Shijima growl at each other


    Nonactions:
    Endorse Randoman's buyout of my Amber TP

    Embassies
    -Regno
    • Sunajin things

    -Karys
    • Kishi Clan Things


    News and Rumors

    Kunai Rumors (Kuniumi + National)
    -The Spellfather lays slain. The news is met with relief by the Kunai Clans; the Tribute Trove will still be completed in case the Father of Silence returns, but it is no longer an urgent matter and can be delayed if need be.

    -The Holy City of Tria Sanctus has proposed a trade with the Kunai: the Kunai's supplies of Amber for the Holy City's supplies of Shadow Flax.

    -Modeled after the great Chateaus of Les Alpes, walls and castles are built along the borders of Kuniumi. The castles are built quickly using the riches brought to the Clanlands by platinum and amber, along with the Limestone and Livestone of Tevrus. None of the stone from the Kunai's own mountains is used for this construction, however.

    Tensar Clan Rumors (Kuniumi)
    -The Spellfather is slain. Tensar is worried; when the Brinefather died, it was not the end of the dread beast's Name. He doubts it will be the end here, either. And the idols... something isn't right about them.

    -The shield wielded by the traitor general in Varjik is... interesting. Very interesting.

    -In the year 203, Amerah gives birth to her third daughter. Tensar names her Shiai.

    Umibe Clan Rumors (Umibe)
    -The Spellfather is slain? ...... Meh.

    Shijima Clan Rumors (Azure Coast)
    -The Spellfather is slain?! The tragedy! The horror! The Shijima Clan is utterly repulsed at the behavior of the Avakonians. What had the Spellfather done to deserve such a treacherous murder?!

    Sunajin Rumors (Regno)
    -The Spellfather is slain? Hrm. Whatever.

    Tora Clan Rumors (Pridelands)
    -The Spellfather is slain? Nice, Avakonia did something not useless for once. The Pride can stop sending slaves to be fed to the great beasts' many experiments.

    -The Tora Clan's feelings on the rebellion in Xaryx is unclear. Tiger, in his position on the Raja council, is briefly threatened by some of the more extreme Rajas. He is not affected by the threats (although the masks the Tora wear makes it difficult to tell) but he reminds the Raja that if Tora were to publicly declare her support for the god-king, Lagos III would hunt her down and slaughter both her and the remainder of the Clan.

    Roughly 2 minutes later, news reaches the Council that Tora has declared her support for the god-king's rule. Tiger is overheard saying her Name has overwhelmed her sanity to make such a public declaration so soon.

    -At around the same time this happens, Lagos III recieves word of support from the Tora Clan. Those outside are somewhat confused by this, but it is quickly gathered that the Tora Clan is split on which faction to support. Lagos' liaison with the Clan calls himself Righteous. He believes that Lagos III is a far more honorable Rakshasa than the zealous Zarbaryn could ever hope to be, and though the word of Honmyo practicioners may not count for much, he does provide his support for Lagos' ascent.

    -Tora and Righteous clash in Tarbaryn. It is difficult to follow the moves of a shadow war, but as human bodies are found across the region, fights break out over mismatched code-words, and Kanji appear on the walls of homes, it is clear that one is occurring.

    Kishi Clan Rumors (Karys)
    -The Spellfather lays slain. Dejan's Name lives through Avakonia still!

    -The Kishi Clan is technically in Karys rather than New Avakonia, but their support for the Empire is public and determined. The news that the upstarts in the Empire are perijanists only stoke the fire. While Honmyo and Perijan philosophies are (on their own) fairly neutral, the Clans' experiences with the Rakshasa have made the faith disgusting.

    Kamen Clan Rumors (Jintha)
    -The Kamen Clan teaches some of the Volzen the ways of the Kunai Clans. While the Honmyo philosophy does not quite catch on among the turtle folk, many of their techniques do.

    Non-clan or Unnamed clan rumors
    -Of all members of the Izbefe royal family, Meili's changes are the least obvious and longest in coming. His eyes have turned the bright yellow of a cat, with slits for pupils. The man's voice, despite his age, has grown smooth as silk over the last few years. He spends much of his time with his children, teaching them the arts of the Kunai. As preparations for the wedding(s?) begin to accelerate, however, he grows increasingly more manic and frazzled.

    Spoiler: Saved Actions Workshop
    Show
    Round 35
    [Economy - Purchase Technology - Ashwing Wyverns - Ridix]
    [Economy - Buyout - Shadow Flax TP 3 (CAL) - Supported!
    [Economy - Great Project - Tribute Trove - 7/10]:
    [Economy - Great Project - Tribute Trove - 8/10]:
    [Economy - Great Project - Tribute Trove - 9/10]:
    [Economy - Great Project - Tribute Trove - 10/10]:

    Round 36
    [Military - Standardized Fortifications - Umibe - 1/3]
    [Military - Standardized Fortifications - Umibe - 2/3]
    [Military - Standardized Fortifications - Umibe - 3/3]
    [Military - Standardized Fortifications - Azure Coast - 1/3]
    [Military - Standardized Fortifications - Azure Coast - 2/3]
    [Military - Standardized Fortifications - Azure Coast - 3/3]


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

    Round 38
    [Military - Standardized Fortifications - Derokar - 1/3]
    [Military - Standardized Fortifications - Derokar - 2/3]
    [Military - Standardized Fortifications - Derokar - 3/3]
    [Military - Raise 1 Troop]
    [Secret]
    [Secret]

    For Later

    [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.

    [Diplomacy - Raise Rep with Shushan from 6 to 7 (TN 16)]

    [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 31-34: 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: Treaty of Shadow and Sand
    Show
    The Treaty of Shadow and Sand
    Signatories: Regno, Kunai, SMP

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

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

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

    Section 4
    - The Regno Sultanate's responsibilities are as follows:
    Regno will accept the Kunai Clan's autonomy and freedom to associate with whomever they please
    Regno will share the knowledge of Decentralized Authority, Mass Recruitment, Precision Weights, and Elemental Catapults with the SMP.



    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)
    203 - Shiai, daughter of Amerah and Tensar


    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)

    Kamen - (Maked - Jintha [Kame means turtle])
    Last edited by HalfTangible; 2019-03-20 at 12:16 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

  10. - Top - End - #790
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
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    Default Re: [EMPIRE4!] IC Thread

    The Stormcrown Dominion

    Regions 6, 5, 4, and 3


    Actions
    1. [Diplomacy] Host the wedding of Crown Princess Herja Hestradet and Fëkälis of Dvatla
      Spoiler: Event Actions
      Show
      • Accept Dvatla's gifts - Gain One Unit, Region 14, one Mil 6 General, the Skyfather's Scale Relic, Hard Iron Armor, White Sails Phalanx, Standardized Fortifications, Standardized Currency, Centralized Logistics, Salt Wagons, Alchemical Artisans, Coatlean Numerals, Resin Casting
      • Accept the Heart of the Spellfather from Avakonia.
      • Trade technologies with Jintha - Red Herring Evidence, Elemental Catapults, and Privacy Tapestries for Backline Sabotage, Violet Oath, and Wingknights.

    2. [Military 5] Create General, Prince Magni Hestradet (Mil 9)
      ???
    3. [Faith] Padishah Sigyn continues her study of the Darkness Aspect (5/5)
      ???
    4. [Economy] Acquire the Amhan Trade Post for Timber recently seized by Jintha (TP 2, Region 2) 18
      ???
    5. [Economy] Acquire the open Jherki Trade Post for Sapphires (TP 1, Region 9) 13 + 2 (Supported)
      ???
    6. [Intrigue] SECRET 19


    Non-Actions
    • Support Jintha's buyout of Izbefe TP 2 for Ships.


    News and Rumors
    • ???


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

    Spoiler: Current Ruler
    Show
    Padishah Sigyn Hestradet

    Diplomacy 10, Economy 6, Faith 7, Military 8, 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; 2019-03-24 at 03:35 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!

  11. - Top - End - #791
    Orc in the Playground
     
    kaio999's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Khirus
    The dark mirror

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


    Actions

    1:[INTRIGUE] Raid open Sapphires region 9 TP 1 The mask makers are sent to collect new faces and enter into these exotic trades by force bringing these goods to Khirus. SUCCESS

    2:[INTRIGUE] Raid open textiles region 59 TP 2 The mask makers may not officially be allowed in the lands of the paladins but of course thats never stopped them in the past and raids on privately operated trade leaves them open to these assaults while keeping their treaty in tact. SUCCESS

    3:[INTRIGUE] Raid open living ivory region 81 TP 2 These dark traders go knowing the chaos being suffered by the god king will make it easy to act without concern and undercut competitors. FAILURE

    4:[INTRIGUE] SECRET

    5:[MILITARY] Invade the Sattanyaha HQ in Aaenna! The Voice 10+8 units+4 from technologies -1 supply losses This had been planned for years, kindred had been gathering dark energies to make war on the abhidist faith hidden in their dark temples while pretending to aid the organization. Finally the time had become. They had treaties which kept them safe and vassals who could aid in suppressing their enemies. Also Dvalta had begun to crumble and Varjik and the SMP were facing internal rebellion. Now was the time to bring blood and fire and eradicate an ancient foe.

    6:[MILITARY] Tier 3 war technology Sky Shatterers (elemental catapult and obsidian fire) GM APPROVED human slaves spend days and nights carving obsidian glass into aerodynamic arrow points of massive size. One wrong move and BOOM but eventually the process is complete and the technology is adapted. Thanks to Regnos catapults Khirus is able to unveil its own horrifying technology these much simpler and efficient designs make the catapults look bulky and unwieldy in comparison and they can be mass produced and reign death on their enemies. Add to that the Obsidian glass arrows when they strike into their opponents (or the earth) they explode causing even more devestation.

    Tier 3: +2 to battle rolls, +1 to battle rolls in regions with Fortifications GPs, +1 to battle rolls in which the attacker has a Foothold, (They do stack) +1 to enemy casualty rolls
    Resource Requirements: Magical Wood, Obsidian Glass, and pack Animals. (Stone MUST be available)
    Fortifications, Sappers, and Siege Weaponry


    7:[RELIGION] Organize the Fang of Khirus/Rise of the Blood Gods! A bloody ritual cracks through the skies of Khirus and summons horror in its wake. The Abhidists demand the right to hold court in Khirus? In the land of the kindred? LAUGHABLE, insulting. They made their demands and for their war decades ago their punishment is now brought upon them. The temples are swept by vampiric lords and princes. It is a massacre of the Sattanyaha that makes the treatment of the Inyoni look like kindness as their bodies are put on stakes outside their monostaries in droves while mass desecration takes place. Only with the Abhidist religion snuffed from the south will the ancient vampires be content, and with vampiric and dragons both gunning for religious control there is no longer room for these believers in their cerebral 1 god.

    5 HCs- +1 to converting other HCs
    15 HCs- +1 to raids
    Most HCs- +1 attacking heretical nations

    Abhidist HCs are targeted for instant conversion wherever applicable.


    Nonactions


    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- Give the following techs to Lindeen
    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
    Magi Blessed Scrolls



    News and Rumours

    Horrors from Khirus
    • WIP
    • The voices body can no longer sustain the magics that twist his body and so his thoughts and meagre abilities are transferred to a new host who now represents the while of the shattered emperors.


    World outside the Capital
    • WIP
    • Prince Hugo
    • Prince Gallilae
    • Prince Sharamin Gisaram
    • Prince Vayan Talin


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




    Spoiler: Ruler information
    Show


    The Second Voice
    Diplomacy 4+1 (6 dip)
    Economy 4+1 (from vassal)
    Military 1+2+1+1 (+2 from mil 10+1 from vassal+1 from this turns actions)
    Religion 3+2 (faith 10)
    Intrigue 3+2 (from actions)

    The Voice
    Diplomacy 6
    Economy 2
    Military 10
    Religion 10
    Intrigue 3

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



    New Ruler Next Round?
    YES

    Military Units 12+1/17
    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 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.)
    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 unit of ghouls
    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 catapult unit
    2 blood born units


    [/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 1 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 (region 67)
    TP 1 Mul Root (region 61 Altessa)
    TP 2 Rice (region 14 Astrand)
    TP 3 Ironwood (region 41 the basins)



    Expected Stat Bonuses
    +2 int
    +1 mil

    In Memorium

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


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


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

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



    Spoiler: People of Interest
    Show

    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; 2019-03-23 at 12:49 PM.
    Amazing avatar by Gengy

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

  12. - Top - End - #792
    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, The Kunai Clans, Dvatla, and Ti Linnad

    Emperor Zarikos Kren El Sira
    Diplomacy: 6 (1)
    Military: 8 (1)
    Economy: 5
    Intrigue: 5
    Faith: 6 (1)


    Actions for Round 34 (Rolls)
    • [Diplomacy] Attend Izbefe's Event
      Spoiler: Event Actions
      Show

      - Accept the Kunai Clan's Vassalage (And agree to the Amended Derokar Agreement)
      - Give Derokar (R53) to the Kunai Clans
      - Accept Dvatla/Sfaire's Vassalage
      - Some Territories are gained from Dvatla
      - Three units return from Dvatla
      - Receive the Scepter of Kings from Dvatla
      - Present the Heart of the Spellfather to Izbefe, as a wedding gift.
      - Give to Jintha: Obsidian Fire, Pyroclastic Engines, Standardized Fortifications, Surplus Production, Dwarven Forts, Inyoni Skyfarers
      - Receive from Jintha: Warded Locks, Coatlan Numerals, Coin Armor, Living Wall, Magi Scrolls, Wingknights, Meteorological Navigation
      - Give to the Kunai Clans: Diplomatic Expedition, Diresnags, Fish Glue Manufacturing, Hard Iron Armor, Imperial Uniform, Inyoni Skyfarers, Magical Indicators, Obsidian Fire, Pyroclastic Engines, Refined Pician Weaponry, SMSL, Salt Wagons, Standardized Currency, Surplus Production, Violet Oath, Wave Bombing
      - Receive from the Kunai Clans: Arunca's Offensive, Feth Dens, Headhunting, Himitsu, Prayer Seals, Privacy Tapestries
      - Receive from Dvatla: Alchemical Artisans, Resin Casting, White Sails Phalanx, Centralized Logistics
      - More tech exchanges in non-actions

    • [Diplomacy 5] Establish an Embassy with the Kunai Clans!
      The Kunai Clans have had a long story with Varjik and the Avakonian Empire. Even when the first empire was still around, the empire's lineage was even tied to theirs... And so it is again. So close to one another in geography and relations, the establishment of a permanent embassy is seen as something that should have been done a long, long time ago.
    • [Economy 5] Adapt Expanded Holds to require Ships OR Wood!
      The Expanded Holds that the greatest of ships needed to run smoothly have become more common as time goes on. A competitive ship-specialist market has left many common ship-makers in the dust, and finally, it seems that they have begun to catch up. Companies dedicated to greater craftsmanship and grandeur rise across Emjata, replicating the old ship-making techniques in their own styles. Very quickly the experts begin to lose the edge, and the playing field is more balanced than ever.
    • [Economy] Purchase Bani in Regno TP3 from Dvatla! Success!
      As Anivine retires, many who preach Telir Giza breathe a sigh of relief. With no unethical immortality in the way, merchants are more comfortable coming back south to Avakonia and helping to supply the armies of the southern empire. Despite being a junior partner, the feat of slaying the dragon causes some discussion across the two nations... And they come to terms that with what they have accomplished on their own, they could triple if accomplished together. Dafika is not willing to join the Court of Thorns, but he swears fealty to the new emperor as a show of legitimacy and solidarity against the pretender in the mountains.
    • [Military 5] Raise a M10 general! Anivine stays with the Empire!
      Anivine Kren El Sira, the first of Siphoners and slayer of the Spellfather has retired from her position as Jain/Empress. Worried that continuing such a position would alienate the spiritual Dvatlans who her realm is so close with, she enters instead deep meditation within the Burning Throne's chambers and comes out at the end of two years with the decision to stay with the empire as an ally and a leader, in hopes of re-kindling Dejan's vision. During her time in meditation she made trips north to Izbefe and south to Altessa, but otherwise saw few people. She still occasionally comes out to grant the Emperor's Oath, often in large numbers.
    • [Military] Contribute six units to putting down the rebellion in the Aspen Heights with Karys!
      Relics: Spellfather's Panoply (+1)
      Techs: Imperial Uniform (-1 Size loss), Diresnags Tier 1 (+1 unpreventable size loss roll), Camel Cavalry (+1)

      Total Benefit: +8 to battle, -1 size loss, +1 enemy size loss, no coalition losses due to shared CI.

      As the Emperor's court is in disarray, the loyalty of his followers helps to sway the position of the civil war. The pretender and friend of the Rakshasa is confronted by a host of loyalists from both Karys and Avakonia... And it is assured that the run-down forts across the heights will be no match for a fight from within. They are meant to prevent whatever is across the wall and in the desert from coming in after all... One can only hope that they can be routed before too many supply lines are cut off.
    • [Faith 5] Holy Order in Varjik!
      As birthplace of the Firethorn Regiment that would one day grow to encompass the core of the new empire, Varjik crafts a temple of grand proportions to the god of gods for guiding them back out of the corrupt times they once lived in. He inspired their actions once, and in taking the bold moves required to build a new future, Dejan has given them prosperity and glory. The Temple is called the Hall of Purity, whose purpose is to aid followers of Dejan in clearing their mind of corruption and temptation... To prepare them for the sacrifices they must make in good faith to obtain their ambitions.

    Non Actions:
    Allow passage for troops from Karys, Kunai Clans, Yondar, Rhune, Izbefe & Dvalta
    Grant Karys the Fang of the Spellfather via Embassy
    Passive +1 against secret actions
    Resist Dragon Buyout [9]
    Give Lacia Inyoni Skyfarers, Hard Iron Armor, Spymaster, and Wave Bombing
    Receive from Lacia Impaler Palisades, Full Course Discourse, Grits, and Rapid Fort Building


    Spoiler: News and Rumors (in progress)
    Show

    1. The royalty of Izbefe is heralded a hero by the Avakonian Empire for their heroic actions in saving the Dvatlan emperor. They promise them a gift from the dragon's trove, and intend to bring it during the wedding.
    2. The dragon may be dead, but the Empire's resources lie in shambles. Those in the empire who bow to the Emperor find themselves torn between two claimants to the throne, leaving only the treasury and the spymasters of Avakonia totally loyal to the cause. The shock of this betrayal is felt all through the lands, reducing the influence of the crown until he can get a stable grip on his country...
    3. A dragon dies, an immortal ruler abdicates, and chaos erupts. Zarikos urges his mother to stay with him until things are well, but she insists that it is Dejan's will that he learn to face these trials without her. The Burning Throne of the Aspen Heights was never truly meant to house royalty within, but as Anivine was both head of faith and ruler of her people an exception was made. Zarikos claims a personal castle estate as his own and fortifies it against the rebellion, but Anivine remains in the order, guiding through faith and loyalty to Dejan with her court alongside her. She is said to be generally more reclusive after the betrayal of the dragon, and takes more visits overseas to Izbefe.
    4. Spoiler: Amended Derokar Agreement
      Show
      The Kunai clans will enter the protection of Varjik (aka New Avakonia) as a vassal state, who will protect them from outside threats in exchange for their loyalty in matters of diplomacy, intrigue and military action.
      Derokar will be ceded to the Kunai Clans and Varjik will relinquish their claim upon them so long as the Kunai remain a vassal state.
      All technological innovations known by Varjik will be shared with the Kunai and vice versa. However, agreements restricting the trade of such technologies outside of the Avakonian Empire will be respected.
      All resources not owned directly by the Kingdom of Varjik or the Kunai, or promised to other realms in trade agreements, are automatically given permission when considering buyout possibility.
      The Kunai Clans will maintain their independence in terms of government, economics, diplomacy, and faith, and may expand their influence to new lands freely or remain as isolated as they please.
      When the reigning ruler of Varjik of the Kren Dynasty calls the Kunai to war, a minimum supplement of troops equal to half of current reserves or an equal favor based on intrigue (causing unrest, assassinations, etc.) will be given to the effort.
      At the earliest possible convenience an embassy will be established between the Clans and Varjik.
      Should any issue come up in regards to the duty of vassal or liege, Varjik and the Kunai will meet to discuss potential changes. If no solution can be found within [3 rounds], Varjik or the Kunai may voluntarily end this agreement.



    Spoiler: Court of Thorns Members
    Show
    [*] Lord Pyras of New Lijas
    [*] Darria, Guardian of the Burning Throne and Wielder of the Talon (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: 9 (Altessa's Royal Army, First Sedellan Knights, Riders of Bysthia, The Silent Guard, Knights of Pryas, Whitefeather's Army x4)
    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 - Holds the Spellfather's Talon]
    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)
    Spellfather’s Heart - A large purple, blue, and green crystal about the size of a person, constantly leaking brackish water. Those who stare for too long at it’s fractal, coruscating surface depths claim to feel as if something is looking back at them, and anything touched by it’s waters seems different in some unknowable fashion. Strange hypnotic streaks of color play across the Heart’s depths, and it is unclear what it does...for now.
    Spellfather’s Fang (+1 to two Investigations per round OR +2 to Resist Raids) A sharp ended ivory staff set with a blood-red orb at the root, the Fang appears to pierce through lies and deceptions as easily as it once pierced flesh.
    Spellfather’s Talon (+4 in battle against magic - Protected by Holy Order) Short-handled, with a cruelly hooked blade, he sword seems to drink magic, some even say color itself, from the air to be refracted through its shimmering rainbow blade.
    Spellfather’s Panoply (+1 on two Stabilizations/round OR +2 to Resist Investigations; acts as Fortification GP wherever it is held - Protected by Holy Order) The remains of the Spellfather’s armor, suffused with her magic. Massive, heavy, and powerful, the Panoply seems nearly to remember it’s purpose, late though it may be, and so they are easy to make into a strong redoubt, nearly impenetrable by means magical or otherwise, in whatever location the owner desires.
    Spellfather’s Scale (+4 Leader Loss Roll OR -1 on battle loss dice) A perfectly circular shield made of something very like sedellan glass, unidirectionally transparent in the center, the shield grows thick and opaquely patterns around the edges. Perhaps more importantly, however, the shield’s mass and the power left in it by it’s former bearer’s demise seems to grant it protective qualities that extend beyond a single individual; when used on the frontlines, it appears that the shield protects those behind as effectively as it does the wielder.

    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 [Flying mil tech, Dragon Eyes / Dragon Eyes, Fuel, Stone] +2 to attack roll, lose Dragon Eye TP/+1 enemy casualty roll, no TP loss
    Inyoni Skyfarers [Incense] +1 to battle rolls
    Imperial Uniform [Sedellan Glass Armor, Textiles / Dye, Different Dye] -1 size loss roll, -1 to casualty roll vs. enemies with overtly magical techs / Reduces size/coalition losses by 1 if two or more size/coalition losses occur, +1 to battle rolls vs. enemies with overtly magical techs.


    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
    Warbeasts and Live Weaponry


    [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), Gold (R70, TP1)
    Embassies: Sfaire, Lacia, 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; 2019-03-24 at 11:33 AM.
    "What is to give light must endure burning."

  13. - Top - End - #793
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Sfaïri Free Alliance

    Round 34 (202-204 IR), regions 106 (Sfaïr), 102 (Cesaria), 107 (???)
    Dame Elena Blanc


    Actions:
    1. [Diplomacy]Attend Izbefe event
      Spoiler: Subactions
      Show
      Accept everything from Dvatla
      Vassalize to Avakonia
      Accept Banner of Unity from Regno
      Give Warcasters (technology) to Yondar in exchange for Spymasters

    2. [Diplomacy] Claim region 103 2d6+8 Roll: 20
      In 202, Advisor Kisa Redtail returns from her secret mission in 'Cesaria Inferior' to the palace of the Crassi dynasty in Oviteram, having successfully negotiated the accession of the northern lands to the Alliance, everyone is surprised by this, even Dame Elena, who is less than pleased that her advisor is acting on her own. However, Elena's husband Lucian Crassus signs the agreement after examining it, exercising his hitherto rarely-used powers over the Alliance as the co-monarch of Cesaria, reasoning that the annexation can only be good for all parties involved. The region is peacefully integrated into the Alliance, with a suspiciously high proportion of the new administration positions being filled with members of the Redtail Clan.

      As Sfaïr and its government increases in size, the Leader is getting more and more vexed with all the governors, advisors and rulers within the convoluted hiearchy of the Alliance, who now defy her regularly on important issues. She covertly makes plans to restore central power, not willing to risk yet another period of anarchy in Sfaïr.
    3. [Intrigue] Secret Roll: 19
      Dvatla's ruling dynasty is losing its grip on the land, and the Spiegelaces can now openly travel south of the Clear Sky Pass, and they do so, in hundreds. Where did they even come from, and where are they going? Only Elena Blanc knows...
    4. [Diplomacy] Change embassy with Dvatla to embassy with Avakonia (GM approved)
      With Dvatla proper coming under the control of the royal dynasty's Avakonian branch, there is no need for the ambassador to Dvatla to be recalled; he simply exchanges a few letters with Súthburg, and becomes the ambassador to the Avakonian Empire.
    5. [Diplomacy] Increase reputation with CSC 4>5 2d8 (CI) + 8 + 1 Resin Casting Roll: 22
      To further Rúgari's struggle against the increasingly oppressive and morally questionable policies of the Leader, Dame Rosagund calls on her Crescent Company allies to increase the garrison in their base in Rúgari, to guard against any attempts at a military coup. Dame Rosagund also firmly declines the Cinder Queen's request to give use of the base to her minions.


    News and Rumors
    • Since it has opened itself to foreign influence, Sfaïr has been becoming more religiously heterogeneous. While the Initiate school has been struggling, perhaps due to the decline of the Imperial Sultanate, the Mandates, Dejanism and the spirit faiths are all competing to gain influence in the country, each of them not so subtly supported by one or more foreign nations. The goverment is too busy with accomodating Sfaïr's quick rise to political prominence to regulate spiritual matters. The Tëhlër̨khët are allowed to keep their faith, as promised. In spite of the religious diversity of the lower and middle classes, the nobility and the Amauri remain largely Abhidist, preserving the century-old holy sites and traditions.
    • After having kept away from the public eye for a long time, Elise Chalun and Yonwin Blanc reappear to announce their marriage. They have a three year old daughter named Foy, and Elise is pregnant with another child. Still, it doesn't look like they will give up their travelling hobby. As for the seed that Elise had given to Yonwin, it had been planted in one of their favorite locations, on the grassy plains of the Andavenpolitan coast.



    Non-actions

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

    Resist any buyouts and raids not explicitly permitted that would otherwise succeed.
    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)



    Spoiler: Ruler
    Show

    Dame Elena Blanc (born 164)
    Diplomacy 8 + 2
    Military 6
    Economy 6
    Intrigue 8
    Faith 2

    Used specials: M5

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

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

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


    Generals (1)
    Berchar the Walking Wall 6

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

    Organizations
    Name Reputation & Effects Favors
    CSC 4
    +1 to resist Raid attempts in own lands
    1
    OMC 4
    Supported Buyouts of OMC TPs
    0
    ETL 4
    +1 to resolve supernatural threats/problems
    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; 2019-03-24 at 02:41 PM.

  14. - Top - End - #794
    Barbarian in the Playground
     
    Reggiejam's Avatar

    Join Date
    Jun 2014
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    Female

    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    DRAGON SLAYERS
    OCCUPIED BY YONDARI LEAGUE
    FIRST VASSAL TO THE BAEDSHAH




    Regions 24 & 28

    Round 34 (202 - 204)
    Grand Mancer Matrizia
    Diplomacy: 2
    Military: 5
    Economy: 8
    Faith: 7
    Intrigue: 4
    Spoiler: Portrait
    Show




    1 [MILITARY] Raise 1 Unit of Warlock Company Mercenaries

    While nowhere near comparable to the power of a Warcaster individually as a unit these lesser mages and sorcerers trained to act alongside mundane soldiers were a magical shock force to be reckoned with. The Warlock Company was truly little more than a cover for the Mandates meddling in the affairs of war given the source of their superhuman power incentivized the mages to ensure the Mandates remained alive and well. Despite this it produced excellent if more unpredictable and arguably less disciplined soldiers. Warlock Company mercenaries were known to only respect commanders with their own magical abilities or at least the wisdom to respect their own eldritch powers. Such an attitude earns them a reputation as hot-headed and insubordinate when carrying out tasks not aligned with the magical precepts as understood by Warlock Company leaders.

    2 [MILITARY 5] Create Mil 10 Warcaster The Judge of Alam

    One of Matrizia’s Children, the Kansett Gothel, possessed considerable aquamancy abilities as well as enhanced maneuverability underwater supposedly thanks to his devout worship of Rieba. For his aptitude at sea and given his accelerated aging in comparison to the other Children Gothel is chosen to undergo the ritual of the Warcaster. As part of his ascension Gothel takes a pilgrimage to the Caves of Alam where he abandons his given name choosing the moniker “Judge of Alam” as the Oracle blesses him with a vision where he acts as her enforcing hand ensuring one of her prophecies comes to pass. The Judge had shown incredible aptitude within the Mandates and fierce loyalty to Matrizia under pressure which had earned him the opportunity to serve her as one of the magically unshackled. With True Name Parchment scraps littering the blood-red ground sticky with bloodclay and actual blood the Judge enters the specially crafted transformative chamber where gods are called upon to be hooked with magical siphons intended to drag their powers into a mortal coil. The Badan would at last have a champion worthy of protecting her in Rieba’s name.

    3 [ECONOMY 5] Adapt War Caster “Magical Batteries” requirement to be substituted with Labor (Kansett, Mercenaries, Slaves, etc.)

    Having a wide variety of healthy non-citizen denizens whom could be brought in for evaluation and experimentation without raising local ire was a boon to those who sought to push the boundaries of acceptable magical practice. Sacrifices would be necessary to pave the road ahead. Thinking sacrifices were more powerful than unthinking animals despite what Linnadi scholars may have opined. A measured culling that would scrape away all the impure unwanted chaff leaving only the refined pure form of magical essence to live on is the next phase of mortal existence. With sufficient contenders to qualify for Warcaster training programs intended to select candidates most fitting to the task there was less need for an abundance of magical materials as sufficient testing and training were expected to provide candidates fit to succeed on the first transformation. Furthermore, those who failed would be sacrificed to fuel the magical energies needed allowing a more efficient War Caster program to develop in Matrizia's Isles.

    4 [ECONOMY] Buyout Kadangan Wetlands (73) Freshwater Fish TP 1 from CAL Endorsed Success

    Something of a crisis had been allowed to develop in Aniachaket during the war with the east. Food was regularly shipped into the region but it seems the Kansett had acquired a taste for the sea that Lazar was not quenching. After the first walkouts and disappearances from contracted work it becomes clear the populace was serious about their demands. Effort had been made to cooperate with the Lacians, long time trading partners to acquire their recent stake in the Kadangan Wetlands fish market. Negotiations eventually reached a satisfying compromise with Lazar agreeing to surrender their stake in Lacian medicinal plants for rights to the fishing post out west. While humans and most lazarites turn their noses up at the fish imported from across the continent the stinky deliveries seem to satisfy the hunger of the Kansett. Matrizia is said to be pleased that the Kansett have been settled, being none to keen to face an internal revolt on top of all the recent history of the northeast.

    5 [FAITH] Convert Aniachaket (24) HC 3 from Coatl Perijanism to Coatl Mandate Success

    While the Mandates had failed to take hold in the crisis of occupation now with the Yondari withdrawing from the Isles and peace tenuously restored for the foreseeable decade, at least in the northeast, efforts return to spreading the magical precepts. With Aniachaket firmly under Matrizia's thumb work begins by her agents to turn the populace from mistrusting occupied peoples to willing collaborators in the quest for knowledge. Or, barring that, willing sacrifices to fuel magical pursuits more directly.

    6 [FAITH] Convert Mareen (77) HC 3 from Perijanism to Perijanism Mandate using Blood Bullion Success

    If Matrizia hoped to remain influential in the Baedshah it would be necessary to grow the Mandates in these faraway lands. Students of the Grand Mancer who stayed behind in the wake of her return from her vassalage ceremony now act to spread their knowledge among the Perijanist priesthood. In doing so they seek not only to twist the pursuits of these priestly men towards a 'higher purpose' of enriching mortal power but also to redirect clerical support behind Zabaryn instead of his sister Kissin. The Mandates were largely unknown outside the northeast so its spread within the southwestern deserts was seen as an utmost priority. Requests from these western magi for supplies and support are answered as quickly as the geographic distance would allow including the shipment of two tons of Blood Clay across the Uhraiya and through the Shattered Lands to the Albar where it completed its journey to Mareen.

    ROLLS 1

    NON-ACTIONS
    • Endorse CAL buyout of Lacia (35) Medicinal Plants TP 2
    • Endorse LDN buyout of Aniachaket (24) Kansett TP 3


    LINDEEN EMBASSY


    GWITNA EMBASSY


    SERENE MARASA PRIDE EMBASSY
    • Send: Warcaster, Byonic Tactics, Full Course Discourse, Headhunting, Heavy Wooden Armor, & Surplus Production
    • Request: Camel Cavalry, Precision Weights, Sacrificial Magic Supply Lines, & Sedellan Armor
    • Appoint and send Saret Ka Limis (Int 6 Spymaster) as the formal Raja to the SMP requesting the SMP exchange Zenay (Int 5 Spymaster) to Lazar to act in a similar capacity within the Isles.
    • Try to figure out which snake people and crab mutants to send to be in a Rakshasa harem without offending the God-King.


    [5/7 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)
    Grand Mancer Honor Guard (700 magically enhanced warriors and war magi)
    Kansett Domestic Union Marines (2,000 Kansett militia sea skirmishers)

    [RUMORS]
    • It was God-King Zabaryn whom Matrizia had made her oaths to and it was Zarbaryn whom the Isles would support against his opportunist siblings. Less was known regarding Pride religious and cultural rituals than was perhaps appropriate for a vassal but it appeared at least Kissin was challenging Zabaryn on legitimate grounds given the God-King's appointed ascension rather than natural succession through trial. While Kissin's rebellion necessitated a response that would discourage further attacks on the rightful rule of the Pridelands it was Lagos III whom drew most lazarite ire. An Avakonian sympathy regardless of form masking an anti-Mandates agenda was practically calling for opposition from the eastern isles. Propaganda efforts, limited though they are given the negligible Isles influence in Estenule, focus on decrying Lagos III as a servile follower of mankind seeking to turn the Baedshah into a vassal to Avakonia. Efforts also focus on elevating Zabaryn as rightly selected by his father to lead the empire. Evidence for his skill is given in the acquisition of lazar as a vassal though many higher up within the Baedshah knew it had been the Isles whom had orchestrated much of this new arrangement.
    • While it appeared by their vassalage to a sworn enemy of New Avakonia that Lazar, at least Matrizia's Lazar, would not support a new empire from the center the Illuminant Anivine and those who fought beside her against the Spellfather are given a begrudging respect. Lazarite magi take a special interest in the so-called "Spellfather's Heart" though with so much to attend to on the homefront and in the Pridelands it was unlikely the Isles could spare time to research its magics. Still, much as Matrizia continued to keep tabs on Dafi's Laboratory in the far west so too does she task agents in her service to monitor what happens with this dragon core.
    • News that the armor crafted for Krace's battle against the Frostfather was now in the hands of Yondari League smiths seeking to reforge the magical armor is met with mixed responses. Some wish to try and reclaim the armor but given the notorious Yondari protection of valuable trade goods and agreed upon peace holding the northeast together for at least ten more years such a course of action is disqualified from any serious discussions. Indeed, it remained a mystery what exactly Krace was up to for while the Rhunic Animists screamed of his intent to kill the sun his return to Lindeen suggested more material concerns. Ultimately it is decided that the armor had been a gift to Krace, tribute to Byon among the more truly devout, and as such was no longer rightfully recognized as lazarite property. That wasn't to say plans to retrieve it were erased but for the immediate future any such attempts are shelved.
    • The war initiated by Lindeen against Ti Linnad and its vassals had impacted Inyaka in a serious manner without accomplishing the goals set forward by Archon Atraxi. The Rhunic Animists had followed Ti Linnad into the clutches of Neo-Avakonia for protection and Lindeen had bent the knee to the vampires of Khirus. Atraxi had been captured by Yondar and Dafika freed only to disintegrate his kingdom upon resuming the throne. With matters now stalled in this cold war tension between Avakonia and Khirus precipitated on a soon-to-be-ended treaty Matrizia seeks to leave Lazar free to pursue its own interests outside this eternal struggle. The chaos in the Pridelands opened the door for opportunity allowing the Mandates to spread southwest that they might someday soon surround the borders of Avakonian claims or even penetrate into the "righteous" empire's borders.
    • As the Children of the Flame reach their first decade Matrizia confirms there will be a Trial of Flame still to select her successor but rather than allowing the clergy to organize the tests Matrizia herself plays an active role. For the first Trial it is hardly a competition at all and from the beginning Gothel, fully matured thanks to his accelerated Kansett lifespan, is chosen to lose that he may be subjected to the War Caster ritual. Elmina, the Aranea child bought from the C'tenzi, appears to be the most heavily favored for now having demonstrated a natural aptitude for magic. Yet close behind her in magical ability was the human Polmaro born from Avakonian blood. Yet Polmaro was friends with Yesif, the blue-scaled lazarite who despite favoritism among native Isles teachers had shown more ability as an athlete than as a sorcerer. Gelmig, the O'ule from the Whenuas, remained unusually quiet despite his age and some of his teachers expressed to Matrizia their fear that the lizard child was mentally impaired. Matrizia however does not accept this explanation insisting each of the Children of the Flame were as her own children and thus divinely guided and chosen to lead.
    Last edited by Reggiejam; 2019-03-23 at 06:47 PM.

  15. - Top - End - #795
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 34 (IR: 201-204)
    Merchant Principality and Vassel of Ti Linnad
    Regions: 93, 97, 98, 99
    Tanya Chalun va Meera, Queen of Yondar

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

    Actions
    1. [Military] Create Tactics Tech: Yven's Gambit: (Defensive Tactic) Half Enemy Leader score, -4 Enemy Leader Loss Roll, Size and Coalition Losses rolled before battle (Pending, can and will probably change). - In his younger years Yven Chalun had studied under Deja Rhunis in all things military, specifically in tactics and the management of troops. His recent experiences with the wars between Lindeen, Lazar, and the Cinder Queen taught him that the previous reliance on the kingdom's assassins to deal with the enemy's command structure, while effective, was largely unreliable. An entirely military solution was needed. By utilizing forward scouts to identify soft targets and good points of ambush, the army is split up into smaller units to harry the enemy as they advance, often with a strong push by one unit to open the flank for another unit to strike at the enemy's vital points. These engagements are not meant to inflict casualties, rather units are taught to identify and focus efforts on officers when they show up, run down messengers to shut down communication, set fire and scuttle supply wagons and slaughtering draft animals to deny resources. The end goal being that when the final battles are held, the enemy force is disorganized and weakened for his armies to dispatch.
    2. [Military] Raise Unit
    3. [Military] Send Troops to aid Rhune against Krace (Tanya Chalun (Mil 10), +die on tactics, Headhunting (using Rhune's I5), 4 units, +3 (Rhunic Aquamancy, Refined Weapons, Wood Armor), -1 size loss (SMSL), -1 Coalition loss (Shared CI))
      Spoiler: Total Combined Forces
      Show

      • Tanya Chalun Mil 10 general.
      • Tactics (+die size Mil Spec): Headhunting (Rhune's I5)
      • 9 units: 4 Yondari + 5 Rhune
      • +3 Tech: Refined Weapons, Heavy Wood Armor, Rhunic Aquamancy
      • -1 Coalition Loss (Shared CI), -1 Yondar Size Loss (SMSL)
      • Total Mod: +22
      • Unsure how Whern plays into this.

    4. [Diplomacy] Improve Relations with Acolytes of Áhkká: [13] (-1 because accidentally used Dip 10 when it should have been Dip 9): - With the recent events regarding Krace threatening to loose the Northern Wind, Yven has spent more and more time working with the organization, providing intelligence and funds for their efforts.
    5. [Diplomacy] Attend Izbefe Event.
      Spoiler
      Show

      Trade Smuggler Networks for Backline Sabotage with the Kunai.
      Trade Smuggler Networks for Muddy Camouflage with Overvann
      Trade Spymasters for Warcaster with Sfari
      Accept Tech from Ti Linnad
      Other Stuff.
    6. Kingdom Type Bonus (E/Raid): Buyout Blackmarsh(91) Peat TP1(TLD): [19] - Looking forwards to the future and the looming threats it holds, Tanya petitions their liege for purchase rights on the peat from their merchants.


    Non-Actions
    • Grant Liege and fellow vassals passage through lands.
    • Support Rhune buyout of Facetcaps in Sumwyr
    • See Embassy Actions if any.


    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

      Give Yven's Gambit Tactics tech to Rhune.
    • Lady Sera Spendal Envoy to Regno


    News and Rumors
    • Spoiler: Cloak Clasps and Military Insignia of the Yondari League
      Show

      While many of the ranger companies of the Yondari League have their own uniforms determined by their Leaders, they are often obscured by a common accessory for northern people, the cloak. As such, many of the companies adopted a similar signifier from the Ambassadors by having clasps created with their own insignia for their troops. The clasps are typically crafted out of cheap tin, copper, or bronze, with some of the more rarer metals signifying importance though no specific rank of the individual.
      • The Hearthwood Rangers' insignia is that of the Darkwood symbol of the Yondari League.
      • The Mistwalker Rangers' insignia is an unlit candle.
      • The Stormwatch Rangers' insignia is a wave behind an axe.
      • The Fangs of Sumwyrs' insignia is a spider.
      • The Furbold Tribes' insignia is a cross of a mattock and shovel.

    • The children of Yondari nobles, when they reach a suitable age, are tutored in the duties of their station, and learn cooperation. The teachings cover a broad number of subjects ranging from statescraft, leadership, and spiritual exploration. Though still young, Nana demonstrates an aptitude with spear and bow, quickly establishing herself as the head of their class, though equally as likely to organize, and terrorize, her classmates in Kingdoms tournaments.


    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 CAL Yondar Rhune Coatl Darkwood Rhunic Animism Rhunic Animism Rhunic Animsim
    Sumwyr 99 Open Open Open XX Facet Caps Rhunic Animism Rhunic Animsim Coatl Perijanism

    • Owned TPs: 17
    • Copper 1, Region 65
    • Darkwood 2, 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
      • ~IR 200 Participated in Battle of 105, fell below active unit strength.

    • 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.
      • ~IR 200 Participated in Battle of 105.

    • 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.
      • ~IR 200 Participated in Battle of 105

    • 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.
      • ~IR 200 Returned to 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.
      • ~IR 200 Participated in battle of 105.

    • 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: 9+1
    31/34 Military: 10+1 Capped
    24/28 Economic: 10
    25/X Faith: 6
    29/31 Intrigue: 10
    Last edited by SquirrelWizard; 2019-03-24 at 06:43 PM.

  16. - Top - End - #796
    Halfling in the Playground
     
    asmodeussnake's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Turn 34 (year 202-204)
    The Serene Marasa Pride BAEDSHAH
    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), Aniachaket (region 24), isles of Lazar (region 28)
    Zabaryn Sinja Ssuras

    1. [Military] Create unit Mane 2 For the first time in history a secondary bodyguard force is mobilized from the very best of the female warriors of the pride. Lionesses rally for their god king.
    2. [Military] Create unit Goliath Champions. The goliaths are mighty warriors and have always been troublesome. It appears this time they remain loyal to the god king and this is viewed as positive and so they rally to a singular force in an attempt to drive out the rebels.
    3. [Military] Create unit The Tora hatyaare are given the honor of forming their first unit within the god kings ranks. They are named skirmirshers and back line assassins acknowledging their skill and their amazing ability to disappear into the deserts they now rule for the Baedshah.
    4. [Military] Crush Lagos III Trodje Ssuras (8) with 2d12 (from pack tactics) Kildos Barun Ssuras General 10+3 units+3 (iron weapons, camel cavalry and impaler palasides) The betrayal was deep. His brother had come for his head, and worse he had insulted everything he had helped build. An empire, a strong force that could resist Avakonia. The priests had turned on him, his family had turned on him as had his people... He would strike back and kill Lagos and present his head to the entire empire as a reminder of what happens to those who cross the god king!
    5. [Military] Re-Establish the empire 1/2 The empire is in shambles with rebellions and the loss of the Kunais territories BUT that changes with the arrival of Lazar and the promise of technology and sworn vassalage. They offer to show the perijianists the way of the Mandates which while some believe is evil Zabaryn views as perfectly natural since of course a god king wants to sit on equal terms with their makers. This was the will of nature. To become strong, to conquer those greater then ones self.
    6. [Diplomacy] Re-Establish the empire 2/2 The harem is reorganized and informed of their greater roll in decision making and power so that the god king can become stronger and offer more fit heirs to the throne. Soldiers, generals and a larger population was all essential to the survival of the SMP and now that they were an empire once more. They intended to send Rakshasa to live in the isles of Lazar.




    Nonactions
    -Renew Empire status next turn. Accept Lazar as a vassal and once again establish the empire and the Baedshah!
    -LAZAR is TOLD 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.
    - Lazar is sent through their embassy Camel Cavalry, Precision Weights, Sacrificial Magic Supply Lines, & Sedellan Armor



    News and Events
    • REBELLION. Zabaryn Sinja Ssuras is said to curse his father for not honoring the ancient rules of their people. They had followed the will of strength since the beginning of their existence. Those who defeated or brought their siblings to heel ruled that was and always would be the rule of law of the Rakshasa and his choices had led to him being forced to murder his own siblings in war weakening them when they need to be at their strongest.
    • Gigastrax that goblin Bast**d dares to betray the god king! His head will be mounted on a pike and unlike last time the goblin who takes his place will be forced to bow their head low or their whole race will be put to the sword!
    • The Sphinxes want to be investigated but there is little time to do such a thing and the world is brought to chaos because of everything going on.
    • Rebellion in Varjik. They murder the spellfather and now the Aspen Heights is viewed
    • 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) REBEL!
    Kissin Rieba Ssuras- Female 27 years old (A little drama queen loved by many of her brothers and sisters) REBEL!
    Jasak Rither Ssuras- Male 26 years old


    The Royal Harem Standouts
    The Torah woman they call Hope is viewed as a reintegration of the Kunai belief systems without suffering those who fought under Mure. The Rakshasa raise her up as an example for humanity to follow. She is very obediant.
    Chesire another of the human Tora women sent by the clan. That large grin is viewed with delight and she has been brought often to his bedchambers, shes said to have a mind for politics.
    Zenay Rrasa is viewed as the favorite of the harem and is currently spymaster. She is not trusted by many but has already become pregnant and wields the most control in the harem.

    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. Rebel?
    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) Rebel?
    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. Rebel?
    High Bishop Jacim religious leader of Tarbaryn REBEL
    High chief Gigastrax leader of the goblins of Xarax REBEL
    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 6 +1
    Military 6 +2
    Economy 4 -
    Intrigue 6 -
    Faith 6 -

    Military unit count: 5 units
    Zenay Rrasa Spymaster 5
    Kildos Barun Ssuras General 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)
    • TP 3 slaves 78 (raid)
    • TP 2 true name parchment 55 (buyout)
    • TP 3 bysthian horses 63 (raid)



    Military Units:
    • 1 [The Mane] A unit of 500 elite Rakshasa trained to protect and fight alongside their king. Chosen from the prides children.
    • 1 [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; 2019-03-19 at 11:41 AM.
    Avatar recreated by Gengy

  17. - Top - End - #797
    Ogre in the Playground
     
    HalflingPirate

    Join Date
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    Default Re: [EMPIRE4!] IC Thread

    The Tundras of Whern

    Years 530-534 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 10
    Economy 1
    Faith 9
    Intrigue 2

    Attribute Improvements: +1 Faith

    No New Ruler Next round.
    Spoiler: Family
    Show
    • Yfga Bjornir, 35
    • Frode Bjornsson, 29

      Children
    • Lynly Yfgasdottr, 6





    Actions:
    1. [Military 10] Invent Technology: Ice Blockade. Requires: Frozen Tears. Effect: As a Military action, you may blockade a nation. As subactions of your blockade action, you may sack up to two of that nation's trade posts outside of regions they control, rolling the sacks normally. As ice chokes up the port of Fherharbor during the peak of the winter, Whern's growing naval community comes up with a fiendish idea. Using pacts with ice spirits and frozen tears, shamans could construct ice interwoven with the cold-emanating jewels that would scarcely melt even in the heat of summer. The ability to seal up rivers and harbors with walls of nearly unmeltable ice could wreak devastation on an enemy's supply lines in times of war.
    2. [Military] WAR! Chase Krace northeast to Rhune using the Brinefather's Wings, With 5 Units led by Yfga Byornir (Military 10), Camel Cavalry (+1 to Battles), Sacrificial Magic Supply lines (-1 size loss roll) and Military Specialization: Surviving the Winter (2d8 when fighting with allies) As Krace headed for Rhune once again, a plan was finally enacted taking advantage of Whern's new ships to put him down.
    Spoiler: Battle Plan
    Show
    Using messengers riding along the shore for communication with Rhune's own Navy, Whern's ships would sail along the norbar after Krace, putting pressure on him to continue engaging Rhune continuously, rather than using hit and run tactics. If this failed and he flew back through the storm he could hopefully be taken down by archers on the ships. To add a little extra punch to their armament, some of these archers were armed with arrowheads attached to frozen tears- which would hopefully be able to penetrate any protective mantles of flame that Krace could conjure. Shamans also stood at the ready on board the ships to attempt to deal with magical threats.

    The devastation caused by the Brinefather's wings would not be light, so as they make Sail, Yfga delivers this message to the nations of the Norbar: If an army could be assembled of roughly equivalent strength to Whern's to help Rhune fight the sorcerer, Whern would stay home and keep the wings with them, as well as giving their newly made ships to those who helped in Rhune's hour of need.
    3. [Diplomacy]Increase Reputation with the Cinder Queen Company from 3 to 4. Roll 16. The Cinder Queen company at first seemed like an odd choice of associates for Whern's government, given their longstanding policy of converting or casting out dragon worshippers. However, Harbor Master Struffhuffen sees an opportunity for collaboration with them on techniques designed for the control of trade, such as Whern's new Ice Blockades.
    4. [Economy]Buy Trade post 2 for Frozen tears in Whern (87), with support from both Whern and Amham. Roll 17 The placement of the Brinefather's wings in the plains of Yotun did not too terribly impact norbar shipping routes, but it did incur significant additional expenses to the traders from Amham in Whern to buy Frozen tears. Hoping to capitalize on the rock-bottom prices offered by the twin natural disasters, the Frigid Digits make a small but competitive bid for some of the tears currently being shipped to Amham. The Amham government's own decision not to support their merchants helps Whern significantly.
    5. [Faith] Convert HC 3 in Sonil from DRGN to Jalyeong-bo. Roll 17. Relying on the Shamans' newfound popularity after easing the burden of the red locust infestation in Sonil, Shamans from Fherharbor work to teach the locals how to negotiate contracts with the spirits for themselves. As their meeting place, they choose an underground cave with a natural pool of water, but they unfortunately find it to be full of Dragon priests. Fortunately, a "surprise" flood seems likely to evict the Dragon worshippers, making the cavern available for the Shamans to use.
    6. [Faith] Divine the desires of Isknvald On their second trip into the Plains with more offerings, the Frigid Digits attempt to determine the desires of the spirit known as Isknvald, what it wants in exchange for alleviating the long winter. On their return, they announce that the spirit desires to be worshipped as a god, and only then will it release the tundras from its grasp. In the next three years they plan to make another trip to negotiate a contract of that nature with the spirit.




    Non-Actions:
    Use Standardized Currency to Support Whern's Buyout of TP2 for Frozen Tears in Whern (87). Though Frozen tears had been a de facto currency in Whern for some time, it was made official in 531 by a government proclamation establishing exchange rates for various goods and kinds of foreign omen (the Whernian word for coins). The proclamation is further legitimized by Harbor Master Struffhuffen accepting Frozen tears as payment in all of his business dealings.

    Overvann Embassy in Whern:


    New Bhule Embassy in Whern:


    Whern Embassy in Jintha:



    Other:
    • Use Peat from the Black Marsh to counteract the negative effects of the Long Winter. Peat Cut in the Black marsh proves essential for the families of Fherharbor to stay warm through the long winters, and it is sold to the plains walkers as well.



    News and Rumors:
    As tower cactus is imported to Whern, two new crazes sweep through the nation: Cactus Pie and Cactus pudding. A few enterprising individuals are also experimenting with fermenting cactus flesh into liqour.


    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

    Alchemical Artisans
    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 Consumed to protect against the Long Winter
    63 (Bysthia) TP 1 for Bysthian Horses
    87 (Whern) TP 1 for Frozen Tears Consumed to power Standardized Currency
    79 (Sonil) TP 1 for Tower Cactus Consumed to power Sacrificial Magic Supply Lines


    Spoiler: Chief's Council
    Show

    Shaman Agnar, Representing Shamans
    War Chief Vignar
    Shipping Captain Harbor Master Strufhuffen
    Last edited by Potato_Priest; 2019-03-21 at 03:05 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  18. - Top - End - #798
    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 34, Region 35)

    Her Holiness Third Astérionnag of Tria Sanctus, Dyfex
    Diplomacy: 2
    Military: 1
    Economy: 9
    Faith: 6
    Intrigue: 5

    Actions
    1. [Economy] Buyout Zachodnie (16) Marble TP 1 from LDN using Fish Glue & Hammer of Trodje 13 - Lindeen has worked hard to make a name for itself so reviled and hated that even in amidst the vampires of Palmor tales of their misdeeds elicited shocked gasps from Lacians. Their perversion of all faiths they encountered, the wicked workings of their magic, and most recently their decision to align with a demigod bent on solar destruction. It was for this crime that Dyfex orders action be taken to cripple the sorcerers from further perversions of god and man. A legal purchase made against a highly prized resource owned by one of Khirus's new vassals was sure to spark some response from the vampires but by all accounts the lawful buyout was not a breach of their treaty's terms.
    2. [Economy] Buyout Hosra (68) Amber TP 1 from KNI Endorsed 24 - Curious to see the full capabilities of the recently acquired resin casting techniques passed on from the 'Ridi'x envoys are sent west to make contact with the Kunai traders in the cursed land of Hosra. After a few short negotiations the Lacians manage to talk the Kunai owners of current amber harvesting operations to willingly part with the regional industry vouching for a Lacian takeover in exchange for a similar favor owed to the Kunai in Atrisia.
    3. [Diplomacy] Rebuild the Inyoni Crescent (3/10) - With the slave trade of Inyoni halted by the new Exarch the Lacian presence in the region is at last able to redirect energies from a reactionary position of liberating isolated slave groups to becoming an active participant in the region's recovery. Millions had fled the Crescent and under the occupational administration of Toyollo they were quickly being replaced with immigrants from elsewhere in the Theocracy. While turning none away the Lacian focus their efforts upon the remaining local Inyoni who either chose not to flee or had no choice but to remain. Funds brought in by the healthy taxes levied against the trading outfits operating out of the only non-vamped major trading center in Palmor are poured into housing and medical treatment for survivors of the Khirese occupation.
    4. [Diplomacy] Rebuild the Inyoni Crescent (4/10) - The Peledian immigrants brought in by Toyollo were seen as close cousins to the Lacian tribes, a sizable minority of Cucullotabibans having families that crossed the two region's borders, so their arrival is seen as a boon to Lacian relief efforts in the region. Cultural exchange is facilitated between the Peledian immigrants and the native Inyoni with both learning from the other, though the Peledians receiving the considerable benefit of the deal as they were taught the intricacies of the Maiden's Kiss 'curse.' It was Dyfex, and the Ildian Church's, official stance that Maiden's Kiss was not a curse at all but a blessing from the Ildian gods who favored shapeshifters and skinchangers. This outlook encouraged integration between many of the new settlers and the old locals helping ease tensions that might otherwise have erupted into violence.
    5. [Faith] Convert Sfair (106) HC 3 from Jalyeong-bo Mandate to Ildia Mandate 15 - With an official response from Sfair declining to return the Feathered Cape to Ildian care but allowing for an Ildian presence to be established in the Free Alliance's capital priests are dispatched to bring the gods north of the Uhraiya. The journey was long and perilous but the Ildians arrived only to a cold shoulder reception at the docks from Whernian shamans who had heard of intentions to target the shamans of the region. It soon becomes clear to the priests that something nefarious was afoot in the region though whether they could get the bottom of it without succumbing to the darkness themselves remained to be seen.
    6. [Faith] Set Pantheon of Ildia HC 15 bonus as +1 to Resist Buyouts - Ildian protectiveness was largely extended to peoples, animals, and other living entities first but there had been developing alongside the Concordance expatriates arrival a greater value on protecting property. Food, medicine, and necessary material for infrastructure needed to be protected from those who would steal and hoard these precious resources from others. Given Ildia preached of peace, tolerance, and fellowship with the living world it was only right they be entrusted with holding and allocating these precious resources. Eternal Lamp warriors offer training alongside economic agents who teach Ildian priests valuable lessons in protecting their most valuable temporal investments.


    Non-Actions
    • Disallow Khirus or Coatl armies from passing through Lacia (35)
    • Endorse KNI buyout of one Atrisia (42) Shadow Flax TP
    • Endorse LZR buyout of Kadangan Wetlands (73) Freshwater Fish TP 1


    Embassies & Troops
    Spoiler
    Show
    Azenhal Embassy with Khirus


    Varjik Embassy with Azenhal
    • Receive: Skyfarers, Hard Iron Armor, Spymaster, and Wave Bombing
    • Give: Impaler Palisades, Full Course Discourse, Grits, and Rapid Fort Building


    Azenhal Embassy with Serene Marasa Pride


    Azenhal Embassy with 'Ridi'r


    Troops: 2 Units
    Cap: 6 Units

    • Thune Janissaries (1750 human and dwarven mercenaries trained in the fighting pits of Thune)
    • Werebadger Mercenaries (1,200 Kaden Werebadgers and 500 Cucullotabiban tribals)



    News & Rumors
    Spoiler
    Show

    Last edited by RandoMan; 2019-03-23 at 01:05 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  19. - Top - End - #799
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
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    Default Re: [EMPIRE4!] IC Thread

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

    Leader: Nocyca Rossalli
    Round 34 (202-204 IR)


    Actions:

    1. [Military] Raise a unit

    2. [Military] Raise a unit

    3. [Diplomacy] Attend the Wedding

    Spoiler: Subactions
    Show
    • Accept techs and Zachodnie from Dvatla
    • Gift Sedellan Armor to Yondar

    4. [Diplomacy] Gift Wingknights tech to the CSC to pay off 1 favor

    5. [Diplomacy] Stabilize Arfordir [20]: 11

    6. [Faith] Orradi Shollarissi debates (4/5): Cassatessi
    The debates take a new and unexpected turn when several members of the Orradi loudly criticize the Coatlean caste structure that was partially imported with the religion. Ti Linnad has never been as rigidly hierarchical as Coatl, but many find the heavily restricted priesthood unfair and prone to corruption. Others, influenced by Regno or the old Firethorn Regiment, push for the ending of servitude (families of slaves bound to another family) and measures for greater social mobility for farmers and herders. Nocyca unexpectedly begins to crack down on the Orradi; after a debate was broken up by newly conscripted Illoan spearmen, the guard presence in the Statue Gardens vastly increases. The old rumor that Nocyca aims to make himself a king returns, accompanied by a rumor that the Orradi stirred up further discontent in Arfordir to interfere with the Premier's efforts to restore stability.

    Nonactions:
    1. Support Yondari Peat buyout
    2. Grant Sedellan Armor to Rhune through embassy


    Spoiler: News and Rumors
    Show

    • .


    Spoiler: Ruler Information
    Show

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

    New Ruler Next Round? No

    Expected Stat Bonuses:


    Spoiler: Other notes
    Show

    Military units: 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; 2019-03-24 at 09:18 AM.

  20. - Top - End - #800
    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 (5/5)
    [Intrigue] Raid TP 13.1 for Iron
    [Faith]Convert HC 84.1 in Delwin from Dragon Cult to Frostbinderism (13)
    [Diplomacy]Stabilize the Cays
    [Intrigue] Support the Broken Hands in Bhule

    Nonactions:
    Resist conversions
    Resist buyouts
    Use Timber to stave off the Long Winter in Bhule and Giant Redcedar Wood in the Cays.
    Allow passage to Whern and Sycoraxistan.
    Attend event in Izbefe

    Whern Embassy:


    Spoiler: News and Rumors
    Show
    General Ahbs has made a full recovery from his illness.

    High Chief Simriq has come to an agreement with the leaders of the Furcaps rebel group. As part of the agreement, Simriq will marry a native Bhulic noblewoman and appoint another native Bhuler to his small council of advisors. In addition, many of the soldiers fighting against the Frostbinder coup were enslaved by the Frostbinders. The Furcaps demand that they be freed, and that slavery be made illegal in New Bhule. Simriq acquiesces to their requests, and the civil war has ended.

    As the fighting between the factions of the Bloodied Hands becomes worse, Bhule feels the strain of this organization's conflict. The government has requested that both factions send delegates to discuss terms for ending the struggle.

    The copper forges of Fferhaven have been churning out long spears, and the soldiers of the Chiefguard are training day in and day out. They are practicing combat techniques on dummies shaped oddly like small dragons, leading some to believe that New Bhule intends to destroy the Clearwater Drakes.

    The Acolytes' attempt to seize control over Mt. Anar is harshly condemned by all members of the Frostbind nobility. The High Chief has furiously excommunicated Jalyeong-bo from any relationship with Frostbinderism, and the Acolytes are ordered to stand down and apologize, or be destroyed in flame and spear.


    Spoiler: Technologies
    Show

    Warded Locks (Requires Dragonsteel)
    Pician Weapons (Requires Copper)
    Sacrificial Magic Supply Lines (Requires Wheat)
    Heavy Wooden Armor (Requires Timber)

    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: 6 +1
    Diplomacy: 3
    Intrigue: 5 +1
    Last edited by Gaius Hermicus; 2019-03-23 at 07:45 AM.

  21. - Top - End - #801
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
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    United Kingdom

    Default Re: [EMPIRE4!] IC Thread

    Jintha

    Ruler: Taelia Riveria
    Round: 34 Region: 75, 76, 108

    The religious unrest in the regions owned by Jintha was not unexpected and the council had a plan to deal with it in place.

    1. [Diplomacy] Stabilise Wuzei Darak(75) Success 19

    Wuzei Darak was hit worst with the religious change and took some convincing to calm down. Eventually the populace saw that the change to Initia was for the better and that many Holy Centre were to be converted after the ritual currently being performed was over.

    2. [Diplomacy] Stabilise Cawv Dej(76) Success 18

    Cawv Dej required less convincing and a few leaflets convicned the populace that all would be well in time.

    3.Secret dem secrets Success 15

    4.[Economy] Buyout 6.2 ships from IZB with support from Izbefe Success 26

    Izbefe was quick to agree the return of the ships TP in exchange for their desperately needed timber. The good relationship between the to nations saw that this issue would be resolved and that no further hostilities would take place.

    5. [Diplomacy] Attend the event wedding.
    Spoiler: Event actions
    Show

    • Overvann
      Give to Overvann: expanded holds, backline sabotage, resin casting, hard iron armour and camel cavalry (cannot be traded for 5 turns)
      Recieve from Overvann: Bersekers and Stonespoken Warriors (cannot be traded for 5 turns)
    • CTL
      Receive from CTL: Toyollo's reforms and polearm paddles
      Give to CTL: Support buyout of TP 7.3 camels
    • Avakonia
      Gift Meteorological Navigation (from Jintha)
      Receive from Avakonia: Obsidian Fire, Pyroclastic Engines, Standardized Fortifications, Surplus Production, Dwarven Fortifications, Inyoni Skyfarers
      Give to Avakonia: Warded Locks, Coatlan Numerals, Coin Armor, Living Wall, Magi Blessed Scrolls, Wingknights
    • Izbefe
      Recieve from Izbefe: Elemental Catapults, Privacy Tapestries, Red Herring Evidence
      Give to Izbefe: Backline Sabotage, Violet Oath, Wingknights


    Any recieve / gift are only to be completed if both parties agree to the same technology exchange.


    6. Gift Ships TP 6.1 to Whern via the embassy

    The deal to gift a ship trade post was interrupted three years ago but Jintha keep to their word and the new ships Trade post was transferred to Whern.

    Non Actions
    • Send Silver to Regno as tuition for the Volzen currently studying at their academy.
    • Support Izbefe buyout of Timber in exchange for support on my buyout of their ships.


    Embassy Actions
    • Embassy from Whern
      Gift Ships TP 6.1


    Ruler Stats:

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

    Spoiler: News and Rumours
    Show

    • The invitation from Regno to decorate a room in the new embassy hall was gladly accepted by Jintha.

      The decor of the room was mostly, a simple a desk for the representative to sit and bookshelves lining the walls which were filled with scrolls and books from all over emjata.

      A quarter of the room However had a lowered floor and was filled with salt water. The water was an excellent way for the Volzen to cool down in this hot desert and serve for a meeting place when just Volzen were present. A schedule was set for new water to be delivered as the desert demanded its cut.



    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
    2 2 Timber
    6 1 Ships
    7 3 Iadeshian Camels
    13 3 DragonSteel
    15 1 Blackrock
    31 1 Azonite
    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 Yes 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
    Wave Bombing +2 to attack roll, lose Dragon Eye TP/+1 enemy casualty roll, no TP loss N/A Flying Military tech, Dragons Eyes/Dragons Eyes, Fuel, Source of Lime[stone] N/A No 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; 2019-03-24 at 03:30 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

  22. - Top - End - #802
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 34: 202-204 IR)

    Actions
    1. [Military 5] Create a Mil 8 General Paladin Galdean - Having demonstrated exceptional valor in the Aspen Heights Galdean is awarded the highest honors granted to a male warrior from the Hegemony since the reign of Dvanik the Preserver. Indeed an uncomfortable situation arises when it becomes clear the Hegemony can support an additional general but none of the senior officers of the мајка company could compare to the skill demonstrated by Galdean. Bypassing the hierarchy of the company in one of her final acts as leader of the Hegemony Alendia appoints Galdean to the title of 'Paladin' a holy warrior invested with the power of the Dejanite Cult to command forces with equivalent power to a мајка general.
    2. [Military] Send 5 Units (SMSL, Refined Pician Weapons, Emperor's Oath +2 vs magical tech, Dejan HC 15 Bonus +2 leader losses) under Atamina II (10) tactically supported by Lord Commander Jalse (7) utilizing Tactical Officer Training Mil Spec to put down Estevan El Lyz's rebellion - Estevan El Lyz has raised a hand against his rightful rulers and saviors who slayed the dragon oppressing all of Estensule. For this he must be put down. Karys had years ago come to recognize that the way forward for the Empire was not in emulating the past to a T but in building something new that could survive and grow in modern Emjata. That was not a Perijanist empire and the ownership of Avakon would be settled through legal means within the empire, not through rebellious uprisings.
    3. [Faith 5] Establish a Dejanite Cult Holy Order in Karys - The Emperor's Gauntlet, former mercenary company and now religious order under the new Paladin Galdean is formally recognized as a Dejanite holy order centered in Karys. With a male leader this religious order of warriors becomes an avenue for men seeking glory and renown in the matriarchal society of Karys. The emulation of Dejan through mastering war is encouraged within these hallowed halls where warriors serving the will of the Immortal Emperor and his Illuminant are shaped from mortal men.
    4. [Faith] Paladin Galdean takes the Emperor's Oath - As part of his anointment ceremonies Galdean takes a pilgrimage to the Aspen Heights where he seeks the blessing of Illuminant Anivine. The legacy of Dejan burned brightly in this able warrior and he sought every opportunity to emulate his idol the immortal Emperor and his heir by deed, Anivine.
    5. [Diplomacy 10] Declare the Restored Karysite Hegemony to be a Great Kingdom - High Inquisitor Alendia Vardel has accomplished what she set out to do fifteen years ago when she seized control of the Hegemony elevating Karys within the hierarchy of a restored Avakonia and helping orchestrate the death of the Spellfather. As she promised then she follows through now stepping down from leadership that the мајка company may appoint their reigning queen to once more lead the Hegemony. Taking the ruling name 'Berezia' the new Queen accepts Inquisitor Vardel's resignation from the position of High Inquisitor to serve once more from the shadows of the Inquisition.


    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 Marvalo (49) HC 3, Ka-Ruun (62) HCs 1, 2, & 3, and Palanam (65) HC 1


    Embassy with Regno


    Embassy with Varjik
    • Accept Spellfather's Fang as a trophy for putting down the Spellfather


    Embassy with Dvatla
    • Accept: Hard Iron Armor, White Sails Phalanx, Dwarven Fortifications, Elemental Catapults, Expanded Holds, Enchanted Arrows, Magi Blessed Scrolls, Alchemical Artisans, Coatlan Numerals, Diplomatic Expedition, Fish Glue, Full Course Discourse, Meteorological Navigation, Resin Casting, and Standardized Currency
    • Request Avakonia (51) and Zeměvčel (17) be given to Karys petitioning Varjik for recognition of this arrangement
    • Accept 2 Units


    Embassy with Kunai


    News and Rumors
    • Grim news from Dvatla has many within the Hegemony deeply concerned.
    • News that the Kunai Clans would be joining the empire is cause for celebration. Work to befriend and integrate the coastal clans was paying off and the empire was growing to a size unimagined since the fall of the previous dynasty.


    High Inquisitor Alendia Vardel
    Diplomacy: 10
    Economy: 1
    Faith: 6
    Military: 5
    Intrigue: 6

    Queen Berezia I
    Diplomacy: 1
    Economy: 1
    Faith: 4
    Military: 3
    Intrigue: 4

    Increase: +1 Fth +1 Mil

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    Karys 48 Wheat Karys Avakonia Bhule Dejanite Cult Honmyo Dejanite Cult
    Marvalo 49 Silver Lacia XX XX Dejanite Cult Honmyo Open
    Belhaz 50 Mustard Seed Open Open XX Dejanite Cult Dejanite Cult Dejanite Cult
    Ka-Ruun 62 Labor Guilds Regno Karys XX Perijanism Perijanism Perijanism
    Palanam 65 Copper Yondar Overvann XX Abhidi Tëlir Geza Honmyo

    Spoiler: Armies and Technology
    Show

    5 units/9 Cap

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

    Military Technology
    • Sedellan Armor Coating (+2 vs overt magic, armor and wards, requires Sedellan Glass)
    • Pician Weapons (+1, weapon slot, requires iron)
    • Bani Bowls (-1 losses, drugs/medicine/blessings, requires bani)
    • Salt Wagons ( +1 to unit cap/ -1 size loss roll, Logistics, requires Preservative/3 Preservatives)
    • Obsidian Fire (+1 to defending//+2 to attacking with a foothold, Fortifications, Sappers, & Siege Weaponry, requires 1 Obsidian Glass//3 Obsidian Glass)
    • Prayer Seals ( +2 to Leader Loss Rolls//+1 to battles led by General or Ruler, requires Enku and Writing Materials//2 Magic Writing Materials & 2 misc. Writing Materials)
    • Camel Cavalry (+1, Cavalry, requires Camels OR Bhreshi Hounds OR Horses
    • Sacrificial Magic Supply Lines (-1 size loss roll/ +1 opponent size loss roll, Logistics, requires Crops/Crops X 3)
    • Diresnags ( +1 opponent size loss roll/ +1 opponent distance loss roll, Stealth, Sabotage, and Traps, requires Labor/3 Labor)
    • Mass Conscription (5th+ recruit unit actions count double/4th+ actions count double. Requires Food/Food, 2 Labor, Preservative)
    • Standardized Fortification ( Fortifications GP takes 3 actions instead of 5/+1 defense roll, Fortifications & Siege, Requires Stone/3 Stone)
    • Imperial Uniforms ( -1 size loss roll, -1 to casualty roll vs. enemies with overtly magical techs / Reduces size/coalition losses by 1 if two or more size/coalition losses occur, +1 to battle rolls vs. enemies with overtly magical techs. Logistics. Requires Sedellan Glass Armor, Textiles//Dye, Different Dye)


    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; 2019-03-22 at 09:36 AM.

    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  23. - Top - End - #803
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 34 (year 202-204)
    The Amham Federation
    Yemur, Amham(Regions 1 & 2)
    Duke Bo Danerdhuf Gyeon

    Actions
    1. [Faith] Treat Sonil (79) Tower Cactus TP 2 for Red Locusts - Following in the footsteps of Whern Bo sends Federation shamans to clear out the remaining Red Locusts occupying the Tower Cacti fields of Sonil. Gigastrax javelins were the only known technology to utilize the cacti's thorns but despite this limited utility it was seen as an important step to clear away plagues from where the Chimes would be rung lest they taint the magical workings planned to come. Perhaps in a few years the Cacti expected to be received as payment for the clearing of the locust plague through similar means as utilized by the Whernians the fields could be sold or traded to the victorious God-King for favor within the Baedshah.
    2. [Faith] Convert Tarraks Krag (78) HC 3 from Dejanite Cult to Jalyeong-bo 15 - Slaves must learn to accept their roles within the bounds of contracts as spirits do. Slave owners are encouraged to draw up formal contracts with their slaves putting an official document to their ownership "agreement" with their captives. Some shamans seem to favor the slaves seeking to push certain concessions and expectations from the master which had never formally been recorded. Others however, the more successful of the missionaries, side closely with the slavers and while documents on paper look fairer than many other slave relations the contracts serve as little more than a means for shamans to get their foot in the door with powerful slavers. With rebellions across the Pridelands it was presumed the never welcome Cult of Dejan would not be a high priority for the God-King to protect. The goliaths are largely illiterate allowing contracts drawn up by the shamans to make allowances for continual oversight by the shamans elevating their status within the realm allowing them access to the western coast for aid with the Ringing of the Chimes.
    3. [Faith] Convert Roagan (74) HC 3 from Abhidi to Jalyeong-bo 18 - In what appeared to be a growing rivalry between Abhidists and Jalyeong-bo shamans the monks of the Filihoi Monastery are targeted for eviction in preparation for the Ringing of the Chimes. Accused of sheltering murderers, rapists, and other criminals of the highest order seeking refuge within the ascetic practices of Abhidi the shamans try to turn popular opinion against the continued occupation of the monastery by those who would accept fleeing criminals into their ranks rather than turn them over for justice. Given Bo's own less than clean past rubbing elbows with the anarchistic Rhunic Animists of Hameong Grove the targeting of criminals is seen as an odd choice of concentration. Some within the Federation however notice with the missions to Roagan and Tarraks Krag that Bo's most ardent opponents within a more conservative strictly contract-based faction within the Federation are being given command of these missions.
    4. [Faith] Convert Delwin (84) HC 2 from Dragon Cult to Rhunic Animism 18 - With a majority of his adversaries within the Federation abroad Bo invites a number of his comrades from his youth within the Hameong Grove to enact plans discussed over wine and the rare Feth cigarette around a decade prior. When the Long Winter had arrived in Regner it was clear its origin was related to ‘Gxe’dhok and dragon worship. So it was equally clear to the Rhunic Animists on the continent that the most effective treatment was to reduce the religious support for the dragons at the inciting point of the climatological crisis now scratching at the Federation's borders. Of course, before 'Ridi'r itself could be addressed a path would need to be cleared through cursed Delwin.
    5. [Faith] Convert ‘Ridi’r (85) HC 1 from Dragon Cult to Rhunic Animism using Brazier of No-Gungi and Spirit Shroud 15 - Rhunic Animists lead a number of younger shamans who appeared fascinated if not yet committal to the non-contractual spirit binding in combatting the dragon cult at the center of the Winter's origin. The Hall of Memory plays host to a series of theatric performances intended to drive the 'Ridi'x and Ridix who remained in the region away from the reverence for a dead god and into the hedonistic embrace of non-contract spirit binding. The full brunt of Amham's vaults are brought to bear against the dragon cultists here at the Hall with the Spirit Shroud and recently acquired Brazier being brought to aid in the conversion efforts.
    6. [Faith] Convert ‘Ridi’r (85) HC 2 from Dragon Cult to Rhunic Animism 10 - With less support another detachment of Rhunic Animists heads to what the local guttural language referred to when translated as "That big ruined temple near the coast" which the Rhunic Animists dub the "Temple of Stone." Without the greater support of the Federation given their non-shamanist traditions it was unlikely this small group of Rhunic Animists sent north could accomplish all their tasks but if they could accomplish even some it would be a boon not only to the fight against the Long Winter but to the Animist practices being promoted by the new Duke.


    Non-Actions
    1. Endorse Whern's buyout of Frozen Tears TP 2 - Duke Bo held no ill will towards the Whernians claiming a portion of their homeland's production given the questionable means of acquisition decades ago under Bo's grandfather. Nonetheless, a portion of the Frozen Tears had been brought under Danerdhuf control through legitimate investment and Whern is asked to respect the other tradepost in their region claimed by the Federation.

    Regno Embassy

    Overvann Embassy
    1. Encourage Järlin Aeshra Hodeskalle to give up her Dragon Cursed relics either dumping them into the deep sea or otherwise ridding north Regner of their corrupting draconic influence.
    2. Reject requests to tolerate dragon worship in Overvann.

    Jintha Embassy


    • Preparations among the shamans within the range of the Ortassa-Albar grand spirit pact inform locals in the area that the so-called "Ringing of the Chimes" which was to be their activation as countermeasure to the Long Winter was quickly approaching. It was well known at this point what the Federation was seeking to do, now all that remained to be seen was whether or not they could pull it off.
    • The Acolytes are thanked for the contribution of the Brazier to efforts to fight back against the Long Winter.
    • The Furnace League is alerted to upcoming Federation intentions to Ring the Chimes and try and push the Long Winter's freezing creep back or away from Emjata completely. Any additional preparations and precautions should be taken now by those in and north of Jintha for a pact of this size and scope had not been written in known history. Ancient tales spoke of fantastic acts by spirits but it was entirely unknown what side effects this magical working might have on the world yet something demanded to be done.


    Spoiler: Ruler Information
    Show

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


    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
    Military, Armor & Wards Coin Armor -1 casualty rolls/ +2 Leader loss roll Hard Metal/2 Hard Metal, Precious Metal, & Gems


    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 CAP: 6
    1. War Shamans
    2. Naval Troop Carriers
    3. Federation Warships
    4. Four Wind Mountain Guardians

    Generals
    • Dai Yu Sun Yi - 9
    • Dai Yu Jyn Kem - 6

    Spy Masters
    • Junilee Ghermarc - 7

    Relics
    • Spirit Shroud +1 on Conversions
    • Brazier of No-Gungi +1 to any one action in regions afflicted by Long Winter

    Last edited by Roarke; 2019-03-20 at 10:28 AM.

  24. - Top - End - #804
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla

    Däfikä
    (Round 34: 202-204 IR)

    Actions
    1. [Diplomacy] Attend the Wedding!
      Spoiler: Sub-Actions
      Show
      Spoiler: All techs owned
      Show
      • Hard Iron Armor
      • Camel Cavalry
      • Pician Weapons
      • White Sails Phalanx
      • Bani Bowls
      • Dwarven Fortifications
      • Elemental Catapults
      • Standardized Fortifications
      • Centralized Logistics
      • Expanded Holds
      • SMSL
      • Salt Wagons
      • Enchanted Arrows
      • Magi Blessed Scrolls
      • Alchemical Artisans
      • Coatlean Numerals
      • Diplomatic Expedition
      • Fish Glue
      • Full Course Discourse
      • Mass Conscription
      • Meteorlogical Navigation
      • Privacy Tapestries
      • Resin Casting
      • Standardized Currency

      • Gift all techs to Neo-Avakonia (Varjik), Karys, Sfaïr, Regno, Ti Linnad and the Stormcrown Dominion (Izbefe)
        All techs are to be considered restricted, with my rights to lift the restrictions or grant exceptions transferred to Neo-Avakonia
      • Gift 2 units back to Karys
      • Gift 3 units back to Neo-Avakonia
      • Gift 2 units to Sfaïr
      • Gift 1 unit to the Dominion
      • Gift Avakonia (51) and Zeměvčel (17) to Karys
      • Gift Dažytija (13) and Perivan (15) to Sfaïr
      • Gift Zachodnie (16) to Ti Linnad (so that they finally fulfill that CSC request)
      • Gift Astrand/LoWS (14) to the Dominion
      • Gift the core kingdom of Llët̨sällë (10), Reflas (11) and D̨vatla (12) to Neo-Avakonia
      • Gift the Idol of Däz̨ëlis to Neo-Avakonia?
      • Gift the Skyfather's Scale Claymore to the Dominion
      • Gift the Scepter of Kings to Neo-Avakonia
      • Gift the Mirror of Shadows to Sfaïr
      • Gift M6 general [needs new fluff, the old guy would be retired by now] to the Dominion
      • Gift M9 general (S̨anedbzıtl, King of Avakon and Zeměvčel) to Karys
      • Gift M10 general (Vyžeikis) to Sfaïr
      • Vassalize to Neo-Avakonia (so that when I drop, Sfaïr becomes their vassal by default without needing to do anything)
    2. [Faith] Convert Dažytija (Region 13) HC#3 to Abhidi (roll=16)
      The presence of a Sattyathanya monastery in tribal territory in eastern Dažytija was tolerated, though unhappily, for decades. It had always been intended to eventually drive out the southern faith and replace it with true Abhidic thought, though the combination of more pressing matters elsewhere and the complex and shifting nature of tribal politics caused unending delays. In the end, it was the rise of dragon worship, overwhelming and replacing Sattyathanya, that forced the hands of the major monasteries. A major effort is launched from Zighëdkär to spread Abhidi throughout the tribal territories, cleansing the region of both dragon worship and whatever might remain of Sattyathanya teachings.
    3. [Faith] Convert Perivan (Region 15) HC#3 to Perivite Shamanism (roll=13)
      Returning from Sumwyr with a substantial following, and the patronage of the D̨vatlan royal court, the Perivite Shaman makes his way to the Caves of Smoking Glass. For too long foreigners and abominations have been allowed to profane the sacred caves. Once he would have said that he could imagine no worse insult than his fellow shamans being driven out of the caves by fanatical followers of a dragon. But the presence of abominations, of Jalyeong-bo madmen who willingly allow themselves to be possessed by corrupt spirits? The caves have become a festering wound in reality and a focus for the sort of corruption that can seep through from the spirit world. Purging the caves of the abominations proves to be difficult, but in the end successful. Balance and Order are restored, and the diseased spirits driven back into their own world. Shamans from the diaspora begin to flock back to the caves, including a great number of younger foreigners who have learned from exiled masters.
    4. [Fath 5] Relic: Mirror of Shadows (+1 to secret action)
      Created by the monks of the great monastery in Zighëdkär, the Mirror is a near copy of a legendary artifact that, depending on who you ask, was either lost long ago or is held and protected by some monastery or other as a closely-guarded secret. Made from an excessively tin-rich bronze and highly polished, it serves as an excellent mirror by itself. But when a thin layer of water is pooled in the concave upper surface and the proper rituals are performed, the mirror causes strange changes in light around itself. Rumors insist the mirror's effects go even beyond that, allowing experienced monks to see hidden things and reveal secrets, or hide themselves and their thoughts from all but the most wary.
    5. [Mil 5] General (roll=10)
      The constant rivalries, raiding and small-scale wars of the Dažytijan tribes have been a fact of life stretching back beyond reliable written record. D̨vatlan diplomats and appointed magistrates have learned to accept the chaos, and to appreciate the strange order and stability that arises out of it. What can't be denied, however, is that it encourages much more rapid rises and falls in fortune among leading families and individuals. Now a new name is gathering growing recognition. Vyžeikis, a warrior of undistinguished birth from the Algirdaičiai tribe, rose first to command his own tribe, then went on to lead them to victory over many of the other tribes. Messengers have been sent to the royal court, both in Khlıghat and in Avakonia, declaring that the great warrior desires greater challenges and seeks the honor of leading the armies of a great kingdom in glorious battle
    6. [Mil 10] Mil Tech: Centralized Logistics
      Local rulers and vassals who can be relied on to manage affairs without needing a central authority to hold their hand (or watch them closely to ensure they are not too corrupt or disloyal) are extremely useful. But sometimes the occasion calls for more widespread mobilization, and locals need to be moved around beyond their own little corners of the world into regions where they have no authority nor familiarity. A central hand governing preparations to ensure everybody has what they need when they need it makes everything run more smoothly.
      • Regions controlled by liege (or liege of liege) count as half for calculating distance losses
      • Requires: Preservative
      • Secondary Effect: Regions controlled by vassals under the same liege (or liege of liege) also count as half for calculating distance losses
      • Additional Resources: Building material, food, writing material?


    Non-Actions
    • Allow Izbefe, Karys, Regno, Sfaïr, Ti Linnad, and Varjik military access
    • Support Varjik buyout of bani
    • Support Tria Sanctus/Lacia buyout of marble (using standardized currency)
    • Support Regno buyout of dragonsteel


    News and Rumors


    Däfikä

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

    Increase:

    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
    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 Dragon Cult Tëlir Geza (None)
    Astrand 14 Rice (Open) Khirus (Open) Hermeticism Hermeticism Hermeticism (None) (None)
    Perivan 15 Blackrock Regno Jintha
    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) OMC (HQ)
    Avakonia 51 Parchseed Oil Omanush (Open) (Open) Coatl Tëlir Geza Coatl (None) (None)

    Region # Owner Resource Minor Good Great Grand Holy Center 1 Holy Center 2 Holy Center 3 Holy Order
    Iadesh 7 Regno Camels Regno D̨vatla Jintha
    XX
    Initia Initia Initia (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 Honmyo (None)

    Spoiler: Armies, Technology, and Other Random Bookkeeping
    Show
    Units Unit Cap General General Military Specialization Cultural Identity (p) Cultural Identity
    8 15 (5+8+1+1) S̨anedbzıtl (9) (6) Defending own regions Conversions Stabilization
    (5 from capital, 8 from other regions, 1 from salt wagons, 1 from vassal)

    Embassies
    Karys Khirus Regno Sfaïr 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

    Org Relations
    Org Rep Favors* Bonus(es)
    CSC
    6?
    0
    +1 resist raids (own regions); extra round for mercs and can hire permanently for extra favor; +1 claim
    ETL
    4
    0
    +1 against supernatural threats
    OMC
    5
    +1
    supported buyouts of OMC TPs; +1 resist raids (not own regions)
    *(+ is owed to us, - is owed by us)

    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.
    -T̨alukha and Lävz̨üdnöq (204) – Twin daughters

    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. 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)

    T̨t̨otkha (196) – Niece of Zäklis

    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 but lazy. Idolizes a few adults and can be pushed to focus and put effort into things by them, but nobody else
    Last edited by Aventine; 2019-03-23 at 11:17 PM.

  25. - Top - End - #805
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Round 34
    [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 compliment of Legionnaires to deal with the very unusually sized pests in Binpultry (TP#1) and return it to Sultanate control (roll: 15)
      Seen as an excellent test of his abilities to command, General Aspru and a group of Legionnaires are ordered to protect the merchants and farmers of Binpultry where Regno gets it's Millet.
    2. [Military] Finish fortifications in Regno with Granite and [Standardized Fortifications] technology [3/3]
      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] Continue construction of the Omanush Convoy requested road, named [Umbo's Path] [2/5]
      Regno will eventually need assistance - or at least permission - from Amham to work through the rocky mountains, but it continues it's part of Umbo's Path through the deserts of Iadesh.
    4. [Economy] Buyout Dragonsteel in Dazytija (TP#1) from Dvalta
      (Supported Buyout of first Trade Post, Region 13, [Bonuses] Expanded Holds, Precision Weights, OMC Rank 6, Fish Glue; Roll: 20)
    5. [Diplomacy] Complete the Sortis Hall of Embassies [5/5]
      With a surprising (and welcome!) amount of aid from Karys, the Sortis Hall of Embassies finishes ahead of schedule. It is a grand hall, with many meeting rooms, personalized offices for ambassadors, and one large amphitheater that seats almost two hundred people with ease. Regno hopes that it will foster new friends and strengthen existing bonds.
      (Great Project Bonus: +1 to a single Supported Action per round, in Capital Regions from players with an Embassy with Regno)
    6. [Diplomacy] Attend the Wedding of Crown Princess Herja Hestradet.
      Sultana Tacere has always viewed Sigyn Hestradet as family; likely why Tacere and her mother were so forgiving of the Padishah's attractions to the Unstable Aspects. Regardless of that socially awkward views, the Sultana feels that she must personally attend her "cousin's" wedding.
      Spoiler: Event Sub-Actions
      Show
      • Return the Banner of Unity to Sfair, with Regno's thanks
      • The New Bhule - Regno Agreement:
        (For purposes of record keeping, this trade treaty was initiated by Bhule, who approached the Sultanate)

        With the understanding that Bhule will not sell, trade, gift, or knowingly allow others to obtain these technologies for a period of fifteen years (5 rounds), Regno gifts the following technologies to Bhule
        - Enchanted Arrows
        - Dwarven Fortifications
        - Privacy Tapestries

        In exchange, New Bhule promises to provide Regno with three technologies the Sultanate does not have at a later date, at least one of which must be to further Regno's military. One of these technologies may be waived in lieu of Bhule discovering a way to improve an existing technology. New Bhule also makes vows regarding the utilization of these technologies in regards to Regno, with the understanding that they will be blacklisted from further trades if this trade treaty is broken.
    Roll link 1


    Non-Actions:
    • Grand Magus Selection results:
      With an overwhelming amount of support, both close to home and internationally, Arjana, Witness to the Five Storms, is selected as the new Grand Magus.
    • 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)
    • Support Izbefe's buyout of Sapphires in Jherki
    • Make the OMC an offer on their expedition to acquire Brass.
    • Amham Embassy
      • Amham is informed of Regno's intent to open a merchant pass for the Omanush Convoys through the mountains that separate Amham and Iadesh. Regno requests permission to complete this construction, or aid from Amham's side, if they are willing.
      • Amham is invited to send an additional delegate to furnish their office and live in the Sortis Hall of Embassies.
    • Izbefe Embassy
      • Izbefe is invited to send an additional delegate to furnish their office and live in the Sortis Hall of Embassies.
    • Clanlands Embassy
      • The Kunai Clans are invited to send an additional delegate to furnish their office and live in the Sortis Hall of Embassies.
    • Dvalta Embassy
      • Dvalta is invited to send an additional delegate to furnish their office and live in the Sortis Hall of Embassies.
    • Khirus Embassy
      • Khirus is invited to send an additional delegate to furnish their office and live in the Sortis Hall of Embassies.
    • Karys Embassy
      • Karys is invited to send an additional delegate to live in the Sortis Hall of Embassies, but Regno insists that they are allowed to pay for whatever furnishings the new additional Ambassador may want.
    • Theocracy of Coatl
      • After obtaining permission from the CSC, Trade Signal Lamps for Poleram Paddles with Coatl, with the understanding that Coatl must obtain permission from the Company of the Crescent before they can trade Signal Lamps to other nations.
    • Sycoraxistan
      • As a vassal state, Sycoraxistan is invited to send an additional delegate to furnish their office and live in the Sortis Hall of Embassies.
    • Jintha
      • Recognized as another honorable and diplomatic state, Jintha is invited to send an additional delegate to furnish their office and live in the Sortis Hall of Embassies.
      • Regno supports the decision of Jintha converting to an Initia state, and promises to urge the new Grand Magus Arjana to send more teachers for the eager nation.


    Spoiler: News and Rumors
    Show

    • 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.)



    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 7 5 7 4
    End of round 31 1 0 1 1 0
    End of round 32 1 1 0 1 0
    End of round 33 0 1 1 1 0
    End of round 34 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]
    • General Aspru [+8 Mil General]
    • Magi Rubrum Nisip [+8 Mil General]

    Last edited by Gengy; 2019-03-24 at 01:17 PM.
    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

  26. - Top - End - #806
    Halfling in the Playground
     
    WhiteWizardGirl

    Join Date
    May 2018

    Default Re: [EMPIRE4!] IC Thread

    Lindeen
    The magical epicenter

    Region 101, 100, 104, 25, 26

    Current Actions

    1: [MILITARY] Create General The soldiers cannot be led by warcasters and risking the archon for every piece of land wanted would do nothing but lead to suffering for the nation. So a more traditional military mind is looked for and their eyes go to Lazar and even Khirus to bring in someone of acceptable skill. 7 The general is a mercenary, with some talent named Yasos. Lindeen finds few others due to their strange religious venerations.

    2: [MILITARY] Raise unit Slave spears are assembled to protect the more prominent war sorcerors kept in behind these endless waves of soldiers to let their magic split open the earth or set their enemies to the flame.

    3: [MILITARY] Build the crackling web 4/5 Spirits of lightning and thunder are trapped and ensnared within these pillars and their energy is consumed to drive the forces of power built for the sake of Lindeens strength.

    4: [MILITARY] Build the crackling web 5/5 A great ritual activates the crackling web and soon a dome of energy is born from this great power providing immense defense against enemies of the kingdom of Lindeen. Using Obelisks.

    +1 defending Lindeen
    +2 defending Lindeen if flying units are used.

    5: [ECONOMY] buyout Kansett TP 3 open These beings are strange and otherworldy and their afflication is born from magic they are divinely inspired to serve Lindeens purposes. 11

    6: [ECONOMY] Use eco 5 to upgrade TP 4 Obsidian glass Their new vassal lord is the only source of this strange magical glass born from dragon fire. They move to act on this strange substance and put it to use. (As well as collect the ingrediants needed for Khirus's new weapon)

    Nonactions
    Send War Caster, wooden armor, Fish Glue Manufacturing, war puppets, obelisks Surplus Production and Byonic Tactics to Khirus (Embassy)
    Send war puppets to Lazar (Embassy)
    Accept all techs sent by Khirus.

    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 6
    Economy 6+1
    Military 5+2
    Religion/magic 6
    Intrigue 3

    War Caster: Rassilion 9
    Spymaster: Kawasta 5

    New Ruler Next Round?
    No

    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
    War puppets
    Obelisks


    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. Captured
    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; 2019-03-23 at 02:48 PM.

  27. - Top - End - #807
    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 10] Tales still remain in Rhune of how the natives of the Isle managed to push back Dejan by calling the seas ans the skies down upon the great conqueror's fleets. Among the aquamancers, these tales hold great significance, indicating that in ages past the shamans of the northern island once commanded greater power over the elements. Inspired by these stories, a few enterprising aquamancers begin to experiment with new tatoos and new techniques, attempting at first to use the moisture in the air to to stir the winds. The efforts are inderwhelming. However, one such aquamancer attempts to commune with the local wind spirits, only to find in his drug induced trace, the presence of Jumi himself filling him. Inspire, new tatoos of glowing Rhunic ink are devised and the man soon illustrates and unparalleled mastery of the air around him. A new form of Rhunic magic is born, Aeromancy.
      Spoiler: Rhunic Aeromancy
      Show
      Slot: Armor and Wards
      Requirements: Rhunic Aqumancy, drugs/three or more drugs
      Effect: +2 to battle rolls against opponents using aerial techs, +1 versus opponents using ranged techs/increase the distance loss threshold on coastal routes by 1 region
    2. [Military] Send 5 units to intercept Krace en route to Rhune and put an end to him, with Rhunic Aquamancy, Wooden Armor, Shared CI (Yondar), and Headhunting (I5).
    3. [Military] Clear dragon rats out of TP 2 in Binpultry (region 5) for Millet and reclaim it.
    4. [Economics] Buyout TP 2 for Facet Caps in Sumwyr with support and Fish Glue (region 99).
    5. [Economics] Buyout Open TP3 for Brass in Colonial Region E1.
    Non-Actions:
    1. Resist unsupported buyouts
    2. Use Embassy to send Rhunic Aeromancy to Yondar.

    News and Rumours:
    • Krace must be dealt with once and for all. He cannot be allowed to achieve his goal and release the great beast of the north, nor exact his vengeance upon the Sun.
    • Despite her fertile days being numbered, Norá and her husband show no signs of slowing down. The Rhunite leader again falls pregnant, giving birth to a son christened Otr, a healthy boy whose grandmother claims bears a stricking semblence to his father, Yven Chalun.
    • As if afraid her biological clock is ticking the madman bearing down up the motherland, not long after Otr is christened, the Margravine again falls pregnant. The shamans, however, sense that this is not a normal pregnancy from the start. The Rhunite leader often grows feverish and sick, plagued by strange visions and nightmares. When the final child of Norá av Aanaar and Yven Chalun is born, her eyes are already cloudy. Normally calm, like several of her witch child siblings, she occasionally explodes into fits of crying that will last for nearly a whole day, finding no succor in attempts to calm her. The strange contrast of periods of calm with violent, terrified outbursts concern the shaman, who see it as a sign. She is christened Ádís, a name recognized by all as carrying weight.

    Spoiler: Ruler Information
    Show
    Family Tree

    Diplomacy: 4
    Military: 10
    Economy: 5
    Intrigue: 6
    Faith: 7

    New Ruler Next Round? No.

    Expected Stat Bonuses: +1 Mil, +1 Econ
    Last edited by BootStrapTommy; 2019-03-24 at 08:58 AM.

  28. - Top - End - #808
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    NPC Actions

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

    ROLLS

    Spoiler: Org Map
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    Omanush Convoys
    Spoiler: Banner
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    Several of the wealthier Omanush cities decide that they would be better off as the ones to benefit from the auctions to the various powers of Emjata, and, with ships built to withstand the voyage, send off convoys to begin making the arduous voyage to the Inau settlements to trade for the brass supplies with goods exotic to the natives there.

    [Economy]Buyout Open TP1 for Brass in Colonial Region E1

    [Economy]Buyout Open TP2 for Brass in Colonial Region E1

    Bloodied Hands
    Spoiler: Banner
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    The fighting in Bhule has not gone well for either side; it seems the Broken Hands have acquired external assistance in the form of soldiery, but the boon of preparation has given the Bloodied Hands an edge in the fight, and hundreds lose their lives to prepared traps and ambushes.

    Means of aiding the fight between the Broken Hands and the Bloodied Hands (for the Burning Hands are not involved in this specific fight) consist of assistance in one of three areas: espionage, military, and hexcraft. Whether in the form of materiel, personnel, or experience, aid with any of these three fields will prove vital at various stages of the conflict.

    Meanwhile, the Burning Hands offer services of their own to the highest bidder, as usual.

    [Intrigue]Secret Action - Raid

    [Military]Recruit Units(3)

    Company of The Crescent
    Spoiler: Banner
    Show


    The difficulties - and more specifically the costs - of maintaining communications and chain of command with the Crescent Company’s numerous and often quite distant bases has been evaluated thoroughly, and Podedżanjak Zygismir decides after consultation with his subcommanders to grant increased autonomy to the various battalions. Each battalion would answer to an Wódz, and that commander in turn answered to the Prince-Commander, but from now on they would maintain much greater authority. Ensuring this change went smoothly and that there were avenues of communication and settlement available for disputes between battalions would present its own difficulties, however.

    [Military]Consolidate Command Structure 3/5

    [Diplomacy](Dealing w/ Dvatla’s dissolution?)

    Order of Vashthiya Sattyathanya
    Spoiler: Banner
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    The ritual on the lake continues, though it seems somewhat more subdued, now. Perhaps it is the absence of the Flamefather that makes their actions seem less hurried, and more thoughtful. Or perhaps it is just the relaxation that comes with the knowledge that one will not be interrupted

    Meanwhile, monks set out to help the folk of Tresten see reason and the righteous way to live; the more the faith shines throughout Khirus territory, the more capable the Order will be to bring enlightenment, hope, and safety to the faithful....however they are soon recalled to aid with the completion of the immense ritual, begun nearly a decade prior, when news if the violence and death sweeping towards their homelands in Aeanna. It must be completed before it is too late!

    [Faith]Grand Ritual 4/5

    [Faith]Grand Ritual 5/5

    Acolytes of Áhkká

    The sacred mountain of Anar should be returned to the care of more traditional shamans, acquainted with the eccentricities of Emjatan spirits. Not these intrusive foreigners from the North who have arrived alongside the Long Winter, and taken up residence in it’s heart, seemingly unafflicted by the tragedies, placing themselves into positions of power over what was once the heart of Jalyeong-Bo.

    [Faith]Convert Frostbinderism HC1 in Bhule to Jalyeong-Bo

    [Intrigue]Secret Action

    The Shushan

    The secretive court politicians and Name-keepers of the once-exiled Kunai clan are holding an auction for their services. They offer promises and favors to be owed to those who will make offers in their auction... (First Place: Three Favors; Second Place: Two Favors; Third Place: One Favor)

    The Shushan request that the Amham Federation and Gwitna Coalition allow them to establish centers of their own faith near their bases.

    [Intrigue]Secret Action

    [Intrigue]Secret Action

    Feast of Rieba

    The Feast of Rieba are finally nearing the end of their examination of the Book given them as part of their founding, and have come close to a complete translation, though they refuse to tell anyone what it might contain.

    While the declaration seems couched in language almost certainly intended to enable them to deflect blame or accusations, the Feast of Rieba nonetheless appears to support Estevan El Lyz and his movement for a Perijanist Avakonia, as well as Kissin Rieba Ssuras.

    [Faith]Study The Book 3/3

    [Military]Recruit Units (2)

    League of the Beacon

    It appears that the League of the Beacon is hoping to make ties among various extant intelligence communities - from the Shushan to the Riebarri, from the spies of the Sfairi Free Alliance to the mask-makers of Khirus, the League seems very interested in making…’friends’.

    [Intrigue]Secret Action

    [Diplomacy]Give [Technology] to X in Y in exchange for a Favor

    Eternal Lamp

    The captains of the Eternal Lamp have been speaking more and more frequently with the Acolutes of Ahkka, most likely due to their shared goals regarding protection from supernatural threats great and small.

    [Military]Recruit Units(1)

    [Faith]Convert Dragon Cult HC3 in Lacia(35) to Gamle Mater

    Cinder Queen Corps

    Known now as the ‘Cinder Queen Corps’, the forces of the Flamefather and her agents now make the availability of their services to particular kingdoms known. Envoys communicate her desire for trade and willingness to divert resources from delivery to her subterranean to other empires in exchange for direct support in mercantile endeavours; not all products can be obtained below the earth. Potentially more enticing is the technological prowess of the former Azen, now gifted with draconic intellect and the time and resources to experiment.

    The representatives of the Cinder Queen report her desire to expand the locations by which her servants might reach the surface for the purpose of economic expansion. Though no kingdom possesses the capacity to construct the appropriate bases, they can provide the funds to justify the carving of tunnels, and aid in preparing an area to serve as one of the fortified entrances to her dominion. Several locations in particular, it appears, are particularly well suited to her desires for such: Sfaïr (106) is home to the Clear Sky Pass, with access to much of central Inyaka; Heartsease (72), though marsh-ridden, has a great mountain peak within its borders, and the former home of her deceased sister would make for a fine location from which Estensule’s riches might be reached; both Yondar (98) and Usan (93) are close to the Heart of Veknar, whose flame the Cinder Queen claims she can stabilize, in the absence of its spirit - not to mention, of course, the comfort of a home away from home, even if the dragon herself is unwilling to climb so near the surface; and Regner, too, would serve as a fine location from which to watch over the prior homeland of her second most devoted servants that still call the surface home. Either of the volcanoes in the southern mountain ranges, located in either Yemur (1) or Amham (2), would serve well, as would the deep caverns of Tevrus (90), with access to the mystical Livestone - but of course, ‘Ridi’r (85) itself is the least likely to show the same hostility that was presented her sister, and the nearest to her tomb. Perhaps the presence of the most fiery dragon would even serve as protection against the Long Winter... Of course, Xo'xa'va'j's servants also express their willingness to find a route to the mountains of The Pall, but with the limited access given the difficulties of traversing the mountains at present, it is no priority.

    Unwilling to wait on a response - and expectant of refusals, given mortal opinions - the Corps makes their first moves of mercantile aggression, moving to acquire sources of funds of those groups most prone to rousing her anger, far below the surface.

    Spoiler: Owned Techs
    Show
    Military Techs:
    Ashwing Wyverns
    Bani Bowls
    Camel Cavalry
    Cinderscale Armor
    Diresnags
    Dwarven Fortifications
    Impaler Palisades
    Mass Conscription
    Obsidian Fire
    Pyroclastic Engines
    Refined Pician Weaponry
    Sacrificial Magic Supply Lines
    Standardized Fortifications
    Economic Techs:
    Coatlan Numerals
    Diplomatic Expedition
    Expanded Holds
    Fish Glue Manufacturing
    Standardized Currency
    Surplus Production
    Violet Oath*


    Spoiler: Adjusted Techs
    Show
    CQC introduces Slash And Burn (Tactics), Effect: On battle victory while attacking, causes instability in target region and the battle leader may make a single Sack attempt against each TP in target region as a sub-action of the battle, rolled using battle leader's Military score; these Sacks attempts must be declared before the results of the battle are determined; target region not taken on battle victory.

    CQC introduces Scorched Earth (Tactics), Effect: Only usable while defending; on tactics roll victory, enemy coalition and size losses are treated as distance losses (rolled before battle, not after).


    [Economy]Buyout AVA TP1 for Gold in Fresia(70)

    [Economy]Buyout CTL TP2 for Azonite in Whenua Oneone(31)

    Other!

    It is late in the year when Krace begins to move on, having partaken in uncertain activities within Lindeen itself. It can only be inferred what has occurred, by the disturbances in weather above the lake that serves as partial border between Sumwyr and Lindeen. Wise women and holy men say that the creatures of the lake act strangely, and fishermen report poor hauls. The lake as a whole seems...lifeless. While Krace himself is apparently buoyed along the shore by the waves themselves, moving at a rapid pace, and leaving frozen shorelines and broken boats in his wake. But his goal, of course, is almost certainly Rhune; and with his apparently newfound power, his routes are quite possibly endless...

    With rumors of Sfairi expansionism and concerns over growing military presence in both their neighboring realms spreading, in addition to the news of Lindeen’s horrifying practices, the guild heads and local rulers of [103] are forced to consider their options carefully. After a great deal of debate and even a duel after excessively harsh words were used in one instance, the leaders of the region have concluded that they would be…amenable to negotiations with the Sfairi Free Alliance regarding peaceful integration...on the condition, of course, that their cities and governments would be integrated into the Alliance proper, and given due respect and authority. (SFA gains a claim on region 103!

    There's been a remarkable amount of messengers sent between the Aspen Heights and Xaryx...

    The Abandoned Idol, Nameless Totem, and Faceless Effigy have been found moved from their previous locations from time to time; they will often disappear for a time before they are found again, but at other times the absence is rectified within the day. Perhaps a group of pranksters?
    Last edited by Rolepgeek; 2019-03-19 at 06:10 PM.
    Sincerely,
    Role P. Geek

  29. - Top - End - #809
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread




    'Ridi'dreq
    Region 29
    Round 34


    1 - Economy: Build a base for the Flamefather (1/3)

    2 - Economy: Buyout KRS Iron in Azenhal (71.2) - Fail

    3 - Intrigue: Raid AVA Sedellan glass in Varjik (58.4) - Fail

    4 - Intrigue: Secret Action

    5 - Military: Raise a general (Qa'ku'raj) 10

    6 - Faith: Convert 71.3 to DRGN - Fail

    Spoiler: Non-actions
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    Spoiler: Embassy Actions
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    Spoiler: News and Rumours
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    Spoiler: Leader Stats
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    "Qa'ku'raj" (But actually 'Gva'dhi'qagri)

    Diplomacy - 5
    Intrigue - 4 + 1
    Military - 5
    Faith - 4
    Economy - 6 + 1

    (Rolls)
    Last edited by kjelfalconer; 2019-03-20 at 08:18 PM.

  30. - Top - End - #810
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: [EMPIRE4!] IC Thread

    Glen Gwitna
    Region 23


    Round 33 Actions

    1. [Faith] Change CP bonus from +2 vs Dragons to +2 vs Buyouts from non-CP states.
    2. [Economy] Continue funding project for the CSC. (2,5)
    3. [Military] Raise 1 Unit of Troops.
    4. [Military] Raise 1 Unit of Troops.
    5. [Diplomacy] Finish construction of a new capital compound including a new palace for the ruling family in Tloon Redlan. (5,5)
    6. [Diplomacy] Help rebuild the Inyoni Crescent (5/10)

    Non-Actions


    Lazar Embassy


    Coatl Embassy

    Expected Stat Increases
    +1 Military, +1 Diplomacy

    News and Rumors

    Current Ruler
    Holy Warden Ollin
    Diplomacy: 9
    Military: 5
    Economy: 10
    Faith: 10
    Intrigue: 2
    Last edited by PepperP.; 2019-03-23 at 05:34 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

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