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  1. - Top - End - #811
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
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    Austin Tx

    Default Re: [EMPIRE4!] IC Thread

    Sycoraxistan
    Round 34 (Post 8)
    Region #115


    Spoiler: Current Ruler
    Show

    Diplomacy [3]
    Military [6]
    Economy [3]
    Intrigue [3]
    Faith [7]
    {Stat Roll}


    Main Actions
    1. [Faith] Conduct Initia experiments to find the causes of and more efficient ways to combat The Long Winter.
    2. [Faith] Conduct Initia experiments to find the causes of and more efficient ways to combat The Long Winter.
    3. [Faith] Conduct Initia experiments to find the causes of and more efficient ways to combat The Long Winter.
    4. [Faith] Conduct Initia experiments to find the causes of and more efficient ways to combat The Long Winter.
    5. [Faith] Conduct Initia experiments to find the causes of and more efficient ways to combat The Long Winter.
    6. [Faith] Conduct Initia experiments to find the causes of and more efficient ways to combat The Long Winter.


    News and General Sub-actions (WIP)
    • Allow free travel to all Sultanate Allies, and members of The Furnace League.



    Embassy Actions
    • Regno: Draw on Regnan Libraries for information that might contribute to dealing with The Long Winter.
    Last edited by DoomHat; 2019-03-23 at 05:58 PM.
    ...with a vengeance!

  2. - Top - End - #812
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Jul 2013
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    Maine
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    Male

    Default Re: [EMPIRE4!] IC Thread

    End of Round Thirty-Four.

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

  3. - Top - End - #813
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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

    Round 35: Begin!
    Imperial Reckoning 205 - 207
    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!



    Growth!

    After decades of regrowth under the slowly unfurled, now Emjata-wide imperial banner of the New Avakonian movement Karys elevates itself once more as a major player at the center of this new empire. With control of the old and venerated Avakonia passing to their stewardship their claim to a mighty legacy only grows stronger on this eve of their elevation upon the world stage. (RKH is now a Great Kingdom capable of taking a sixth action!)

    The Baedshah had been a flash in the pan shorter than any modern empire in its endurance but with the mysterious aid of the lazarites the Rakshasa had been afforded again the chance to claim that imperial legacy. Unfortunately for the lions and their would-be saviors from the east their foreign influence seemed only to make a tense situation worse solidifying the lines of civil war that had already begun to erupt due to the God-King’s appointment rather than succession. With war encroaching it would take a miraclulous recovery on behalf of Zabaryn to overcome his siblings and other foes within Estensule and hold on to the legacy set forward by his father - at least without leaning more heavily than he may like on the support of his subordinates. (SMP is reconsolidated as an Empire and is capable of taking a seventh action! This action is being directed by someone other than the God-King...)

    After only a few short months of negotiation the arrangement to join the Free Alliance is settled in the northeast. Given the Alliance’s decentralized nature and opposition to the frightening Lindeen the locals seemed eager to enter into what amounted to an intensive defensive alliance. (SFA claims 103! SFA gains a Unit!)

    Avakonia grows. The Kunai Clans send their highest emissaries to Aspen Heights to present a formal update to the Derokar Agreement that included in its texts the oath of vassalage to be taken by the Clans to the Emperor as well as exchange of control of the tribal lands of Derokar. Sfair too comes to Avakonia in the wake of Dvatla’s dissolution and pledges their Alliance’s support to the imperial cause. (KNI pledges vassalage to AVA! KNI gains Derokar (53) from AVA! SFR pledges vassalage to AVA!)

    Despite being freed from his captivity by Lindeen none can deny the returned Däfikä has been changed by his experience. Disinterested in ruling and gripped with a fatalistic malaise the returned King parcels up his kingdoms, clients and his very home, to be distributed among his allies. Of course many who had sworn their oaths to the King of Dvatla are furious at this sudden betrayal of their contract but others find the prospect of a less iron hand at their throats appealing even if the transition would take some getting used to. Avakonia and its vassals benefit most of all but the new Izbefe government calling itself the Stormcrown Dominion is benefactor to the ever-contentious city-states of Astrand. (AVA gains Llët̨sällë (10), Reflas (11) and D̨vatla (12)! RKH gains Avakonia (51) and Zeměvčel (17)! SFR gains Dažytija (13) and Perivan (15)! TLD gains Zachodnie (16)! IZB gains Astrand/LoWS (14)! Llët̨sällë (10), Reflas (11), D̨vatla (12), Avakonia (51) Zeměvčel (17), Dažytija (13) Perivan (15), Zachodnie (16), and Astrand/LoWS (14) are in Unrest!)

    Diplomacy!

    With the two powers growing closer under contract of vassalage formal diplomatic communication is established between the Kunai Clans and their imperial lords in the Aspen Heights. (AVA establishes an Embassy with KNI!)

    As a major center of learning and trade across Emjata it was only natural the ever diplomatic oamenii of Regno should construct a facility to function as a major central meeting house for the many varying denizens of Emjata staying in their sunny deserts. Though the incoming weather from the north brought unusual fashions to the normally warm halls of Sortis none found themselves dissuaded from making sure they could make their case there where the Sultanate might hear them better. (RGO completes the Sortis Hall of Embassies and gains +1 to a single Supported Action per round, in Capital Regions from players with an Embassy with Regno!)

    A brand new temple and royal palace compound at the center of Tloon Redlan in Gwitna marks the legacy of Ollin permanently in the psyche of the Gwitnans. It is a monument to this moment of history as Gwitna leads the largest organized religion in Emjata from the north shore of the Grand Canal. (GWT completes the new capital of Tloon Redlan granting Glen Gwitna (23) +1 on Stabilization rolls!)

    While the continued Jalyeong-bo majority outside the capital would likely return to haunt the Volzen's next leader it is for now settled under the current council's administration. (Wuzei Darak (75) is now Stable! Cawv Dej (76) is now Stable!)

    Faith!

    A dark cloud falls over Khirus and stretches out across Palmor where the wicked rule of the vampires stretches. From Carida to Masdoli and ringing out in Aaenna the call rang out; the Fang of Khirus rose again from its dark forgotten grave! Undead were let loose, wild upon the streets in celebration of this necromantic reawakening. The vile practices kept hidden by the Elysiums for years even in the wake of the Cinder Queen’s vampiric liberation are unleashed uncensored to the streets. Dark magic supplants old faiths as it seems the shadowy powers of Khirus extended now deeply into the supernatural as well as the vast swath of territory held under their sway. (Fang of Khirus is Organized! Organized Religion bonus (5 HCs) +1 to Conversions! Tresten (36) HC 1 is converted from Dejanite Cult to Fang of Khirus! Palendor (37), Aaenna (38), Razzak (39), Atrisia (42), Lior (43), Masdoli (47), Carida (69) HCs 1, the Basins (41) HC 2, and Azenhal (71) HC 3 are converted from Abhidi to Fang of Khirus! Khirus (40) HC 1 is converted from Initia to Fang of Khirus! Tafer (44), Hosra (68), Fresia (70) HCs 3 are converted from Dragon Cult to Fang of Khirus!)

    Within the old capital of Varjik and the Hegemony’s capital in Karys the Dejanite Cult holds a twin ceremony officially commissioning holy orders christened in Dejan’s name. The two orders being founded simultaneously have already begun to develop a good natured rivalry in their output of Dejanist material. (AVA establishes a Dejanite Holy Order in Varjik (58)! RKH establishes a Dejanite Holy Order in Karys (48)!)

    Created by the monks of the great monastery in Zighëdkär, the Mirror is a near copy of a legendary artifact. 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.(DVT creates Mirror of Shadows relic: +1 to Secret Actions! SFA acquires the Mirror of Shadows!)

    The influx of more materially minded interests from the Azenhal diaspora and the Eternal Lamp migrants had led the protective nature of the Ildians regarding people to extend to personal and private property as well. Ildian priests begin training as watchkeepers over the economic order now more invested in the well being thanks to culturally expected tithes to come to from a church of substantial size. (Pantheon of Ildia HC 15 bonus set as +1 to Resist Buyouts!)

    As the dominant faith of eastern Emjata’s rich Badanese shores which had long ago been divided up between the three powers sitting upon the coastline it was perhaps no surprise the religion now turned further towards what might be misconstrued as greed by those less favorable to the church in its aims to expand its already dominant power into the material realm. Having already adopted some policies aimed towards taking “tribute” from nonbelievers these practices and instincts become the mandated position not merely at mid and low level clerical functionaries but from the very highest magi within the church. Xincoatl was a great god, the greatest of the Perijanist pantheon as held in the east, and he demanded great tribute for his work, let the nonbelievers pay! (Coatl Perijanism Largest HC bonus set as +2 to buyouts against non-CP states!)

    In their newly annexed territory of Aniachaket and far across the seas where their spies sought refuge among a flailing God-King’s court the corruptive influence of the Mandates brought by Lazar twists godly men into sinful sorcerers. The temptations to learn more, harness more for the good of themselves and those around them proves a powerful lure indeed and the corruption spreads now across Emjata unimpeded. (Aniachaket (24) HC 3 is converted from Coatl Perijanism to Coatl Mandate! Mareen (77) HC 3 is converted from Perijanism to Perijanism Mandate!)

    With much work by Jalyeong-bo shamans to treat the Red Locust infestation in recent years it is no wonder when those who had been fickle enough to follow the dragons out of fear now, in the absence of the great lizards, follow the spirits out of gratitude to their saviors.(Sonil (79) HC 3 is converted from Dragon Cult to Jalyeong-bo!)

    Seeking to protect Ildian interests in the care and preservation of the Feathered Cape Ildian priests make the long journey north to Sfair. While they are able to overcome the cold reception of the shamans they find the religious affairs of the Free Alliance’s capital deeply disturbing. While all survive the journey less than half continue to send regular understandable reports back home to Lacia after a year.(Sfair (106) HC 3 is converted from Jalyeong-bo Mandate to Ildia Mandate!)

    Delwin is subject to a religious assault at two ends as the Dragon Cult fostered there by the largely unattended crisis of Flesh heads bloating up on dragon meat is at last addressed by Frostbinders and spiritualists of the wild northern variety. (Delwin (84) HC 1 is converted from Dragon Cult to Frostbinderism! Delwin (84) HC 2 is converted from Dragon Cult to Rhunic Animism!)

    Goliath slavers are taught of contracts not only with spirits but with their slaves by proselytizers from the Amham Federation. Meanwhile the humans of Roagan are introduced to the spirits through contracts. (Tarraks Krag (78) HC 3 is converted from Dejanite Cult to Jalyeong-bo! Roagan (74) HC 3 is converted from Abhidi to Jalyeong-bo!)

    A returning hero the Perivite shamans shall broke no tolerance for contractual Jalyeong-bo mumbo jumbo insisting on the ancient ways practiced in the ancient forms. He restores the Caves of his ancestors to their traditional purpose to the adulation of elders of the tribe. (Perivan (15) HC 3 is converted from Jalyeong-bo to Perivite Shamanism!)

    The Acolytes will not accept the subjugation of old Bhule’s spiritual practices by these new Frostbinder invaders lying down! Mt. Anar was a greatly prized holy site in northern Regner and is sought to be reclaimed in the name of the spirits who dwelled there rather than the binary gods of this strange new cult. (Bhule (86) HC 1 is converted from Frostbinderism to Jalyeong-bo!)

    The gods of the Cesarian people grow in the north. (Region 107 HC 1 is converted from Jalyeong-bo to Tëhlër̨khët Polytheism!)

    Trade!

    Seeking to ease the burden on the weary intercontinental traveler the Avakonian Empire advances standardized ship building techniques whose ripple effects would no doubt double the number of travelers capable of taking cross oceanic journeys from Emjata to other lands. Perhaps, some crackpots theorize, it was all a ploy to distract Emjatans with faraway continents while Avakonian reconquered Emjata! (AVA adapts Expanded Holds to use Wood or Ships!)

    Proving moral degradation came hand in hand with Mandates practice the already diabolical magics first proposed to create a Warcaster are “enhanced” to function not merely with magically imbued substances but through the ritual sacrifice of healthy worthy thinking men, women, and children. (LZR adapts Warcaster to use Labor or Magical Batteries!)

    Reaching out across the deeper Badan sea in trade the Coatl Theocracy seeks to make contact with “Kopanket” to purchase brass from the far eastern continent. However they find themselves outflanked by the Rhunic Aquamancers who move to seize the fruits of their original discovery at last just as broader interest drew eyes to follow their path across the ocean. Experience navigating the Norbar and Badan has made the Rhunites experts at travelling to the islands of Kopanket. Years of minor missionary work in the area gave the Rhunites the edge in translating the Inau language for the purpose of trading giving them a leg up on the flummoxed Coatl merchants. The Omanush Convoys also make an appearance in the east though perhaps not as boldy as they’d wished some of the floating cities do manage to establish reliable trade with the foreigners. (RHN buys out Kopanket (E1) Brass TP 3! OMC buys out Kopanket (E1) Brass TP 1!)

    Appeasing the demands of the Camalia tribe the Theocracy acquires camels from Sultanate lands, taking advantage of the sudden downfall of the Dvatlan kingdom. Now they only needed to hold them long enough for the Peledian natives to breed new stock. (CTL buys out Iadesh (8) Camels TP 2 from DVT!)

    The Stormcrown Dominion negotiates some level of exchange relating to wood and ships that alongside Avakonian advances in sailing appears to benefit a fair swath of the west. (IZB buys out Amham (2) Timber TP 2 from JTH!)JTH buys out Izbefe (6) Ships TP 2 from IZB! WRN receives Izbefe (6) Ships TP 1 from JTH!)

    While Khirese raiders moved to seize Sapphire shipments they found their intel out of date as Stormcrown sailors, notoriously well armed, had reinforced the newly independent shipping companies escorting them home to Izbefe securely. (IZB buys out Jherki (9) Sapphires TP 1!)

    Seeking to secure advantages from the Dvatlan collapse before others did both of Dvatla’s former most stalwart allies move to seize some of the former kingdom’s most valued resources. (AVA buys out Regno (8) Bani TP 3 from DVT! RGO buys out Dažytija (13) Dragonsteel TP 1 from DVT!)

    At last a source of seafood, however long distance, is secured by Lazar through negotiation with Lacia that resulted in the surrendering of claims to plants purchased in the holy Ildian state. The Kansett of Aniachaket seem pleased with their leaders even if some minority express horror at their new potential utility in the crafting of Warcasters. (LZR buys out Kadangan Wetlands (73) Freshwater Fish TP 1 from CAL ending seafood crisis in Aniachaket (24)!)

    With Linnadi support the rich Yondari League easily acquires a controlling interest in the peat bogs of Black Marsh. (YDR buys out Black Marsh (91) Peat TP 1 from TLD!)

    Whern seeks to expand its holdings around the capital making an approved move against Amham Federation interests in the region. No doubt these would fuel blockades of Whern’s enemies in the near future given the recent technological development. (WRN buys out Whern (87) Frozen Tears TP 2 from AHM!)

    In diametrically opposed approaches Lacia seeks to undermine Lindeen claims in the collapsing Dvatla with an utterance of support from the Dvatlan throne while in Hosra the Lacians peaceably acquire amber from the Kunai clans. (CAL buys out Zachodnie (16) Marble TP 1 from LDN! CAL buys out Hosra (68) Amber TP 1 from KNI!)

    With support from their corrupted allies in Lazar the new Archon of Lindeen succeeds in her bid to gain the life contracts of some of the Kansett Domestic Union’s state born hatchlings. (LDN buys out Aniachaket (24) Kansett TP 3!)

    Having been free to prosper without interference from merchants the fields of Facet Caps now play host to new bids from old owners including Rhune. Negotiating with the natives proves particularly easy, as they are eager to share this new strain for the proper price. (RHN buys out Sumwyr (99) Facet Caps TP 2!)

    As recompense for their slaying of her sibling and sealing of her beneath the earth respectively Avakonia and the Theocracy of Coatl receive the brunt of the Cinder Queen’s economic assault. (CQC buys out Fresia (70) Gold TP 1 from AVA! CQC buys out Whenua Oneone (31) Azonite TP 2 from CTL!)

    Following in the footsteps of Whern Amham too sends shamans to clear the Red Locusts from Sonil extracting some of the region’s cacti as payment for their deed. (AHM acquires Sonil (79) Tower Cactus TP 2 from RedL!)

    The original owners of Millet in Binpultry don’t take their stock’s seizure by dragon rats lying down. While the rats scales are resistant to many weapons, the spirits of the fields are more than eager to slowly poison these northern invaders with a plethora of fungi and insects at Rhunic Animist urging while the Aspects treat another swathe of affected land. The Sultanate and Confederacy both make the effort to eliminate the rodent infestation of the region allowing their respective merchants to reclaim status within the local millet trade. (RGO reacquires Binpultry (5) Millet TP 1 from DRra! RHN reacquires Binpultry (5) Millet TP 2 from DRra!)

    It seems that Khirus’s merchants have been busy - it was well known Fresia was in dire need of meat to prevent a rebellion, and though it may have been too little, too late, the populace of Bysthia is nonetheless outraged that their noble steeds would be allowed to be purchased as feedstock for those monstrosities. What’s more, it seems that many are enraged by the breach in the treaty between Avakonia and the Council of Shattered Emperors...
    KRS buys out Bysthia (63) AVA Bysthian Horses TP 2! Bysthia is Unstable!)

    War!

    From the Palmorian and Xincoatl bred pits of war represented within the Theocracy of Coatl a new brand of army emerges. Toyollo’s reign bears witness to a complete reform to the system of army payment and equipment sure to draw the interest of the military minded for decades to come as the new high standard against which other armies would be measured. (CTL introduces Toyollo’s Reforms. Requires: sacrificial supply lines, pician, weapons, mass conscription, Hide, Food, and Hard metal. Slot: Logistics. Effect:+2 to Tactics -1 size loss -1 casualty rolls!)

    Great weapons of war aimed at destroying the advantages of the very sorts of fortifications Khirus itself relied upon to secure their dark rule are unveiled by the vampires. Advanced versions of the elemental catapults crossed with the wicked designs of Palmorian bow warfare leads to the development of engines of destruction ready to be unleashed against the enemies of the undead. (KRS introduces Sky Shatterers. Requires: Elemental Catapult, Obsidian Fire, Magical Wood, Obsidian Glass, and pack Animals. Slot: Fortifications, Sappers, and Siege Weaponry. Effect:+2 to battle rolls, +1 to battle rolls in regions with Fortifications GPs, +1 to battle rolls in which the attacker has a Foothold, +1 to enemy casualty rolls!)

    Evolving from the command-focused tactics proposed years ago by the advocate of Headhunting Yven Chalun advances his own tactical theory on battlefield coordination. An entire force constantly focused on harassing the enemy’s supply lines, communications, and command structure while not as direct as hunting down the general themselves could have as large or larger of an impact with less risk to the fighters sent to cross behind the lines. (YDR introduces Yven's Gambit. Requires: N/A. Slot: Tactics Effect: When fighting defensively -4 Enemy Leader Loss Roll, Size and Coalition Losses rolled before battle!)

    With a small application of magic to accentuate the natural cold magic of Frozen Tears Whern discovers a devious usage for the unique northern gemstones. A cluster of Tears at the narrow pass of a river or bay froze the entire bay. In this way the Tears were like a mobile blockade capable of cutting off major arteries along the coast or even inland up and down rivers or lakes. (WRN introduces Ice Blockade. Requires: Frozen Tears. Slot: Tactics. 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!)

    Dvatla had always ruled resolutely and definitively right up until the end. It was no surprise their legacy would be one empires would be built upon. Centralized Logistics represented an imperial lord’s answer to an expansive empire provisioning his vassals with the means to cross the continent that they may aid him wherever his armies might roam. (DVT introduces Centralized Logistics. Requires:Preservative//Preservative, Building Material, Food, Writing Materials. Slot: N/A. Effect: Regions controlled by liege (or liege of liege) count as half for calculating distance losses//Regions controlled by vassals under the same liege (or liege of liege) also count as half for calculating distance losses!)

    Continued experimentation with drugs, alcohol and magic has led to another breakthrough among the Aquamancers of Rhune. While some nations use steel to defend themselves the Rhunites use a different power. In addition to harnessing the power of Rhunes numerous water spirits, the Rhunic animists have conceived of a means to sway the spirits of the air itself. With the power of Aeromancy, those who take flight will second guess fighting Rhune.(RHN introduces Rhunic Aeromancy. Requires: Rhunic Aqumancy, Drugs//3x Drugs. Slot: Armor & Wards. 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!)

    Desiring a more traditional general to lead their armies Lindeen hires an infamous mercenary named Yasos ejected from the Crescent Company for excessive cruelty. (LDN introduces Mil 7 General Yasos!)

    Appointed to the holy warrior title of “Paladin” the warrior Galdean of Belhaz is elevated among the ruling circle of Karys.(RKH introduces Mil 8 General Paladin Galdean!)

    A prince of the Stormcrown dynasty has shown exceptional aptitude in war games and personal combat. The child of royal blood is elevated to lead the armies of the Dominion. (IZB introduces Mil 9 General Prince Magni Hestradet!)

    Having stepped down as leader of the burgeoning Neo-Avakonian Empire Anivine still remains involved in her kingdom’s affairs as a general upon the battlefield. (AVA introduces Mil 10 General Illuminant Anivine!)

    Vyžeikis, a warrior of undistinguished birth rises first to command his own tribe then a great chiefdom in Dažytija. The warrior seeks service in leadership of a great kingdom’s armies, accepting a commission among the forces of Sfair’s Free Alliance. (DVT introduces Mil 10 General Vyžeikis! SFA acquires Vyžeikis!)

    A new champion, Qa'ku'raj, has risen through the ranks as a gifted strategist and tactician. While the first battle her people have faced was not in hers or her comrades favor, Qa'ku'raj will ensure that all future battles will fall in the favor of the ‘Ridix! (RDR introduces Mil 10 General Qa'ku'raj!)

    Following the instructions created by Lindeen Lazar now too creates a twisted abomination of magic to serve as a warrior for their ends. The former Kansett was now a mutant warrior imbued with the power of strange magics. (LZR introduces Mil 10 Warcaster the Judge of Alam!)

    The sorcerers of Lindeen seek to protect their capital from aerial invasion, a wise precaution given Linnadi pegasi and the new Rhunic Aeromancy. A fabricated web of electrical energy powered through magical concentration takes form over the capital threatening any airborne creature that flew too close. Zap! (LDN completes the Crackling Web over Lindeen (101) granting the region +2 defense against flying units!)

    Unmet on the field of battle the God-King’s sister Kissin Rieba Ssuras seizes Tarbaryn as her imperial base honing her tactical mind and recruiting further among the cowed populace. She reaches out to the Jintha offering cooperation for their aid in securing her ascendance against her brothers.
    Spoiler: Rebellion in Tarbaryn (82)
    Show

    Tarbaryn (82) is Claimed by Kissin Rieba Ssuras and the Godsent Pride! Kissin Rieba Ssuras Mil increases from 7 to 8 and she gains 2 Units for a total of 7 Units under her command!


    Overwhelming force from Karys discourages Estevan from engaging in pitched combat with the imperial forces backing Emperor Zarikos in the Aspen Heights. Instead a series of small skirmishes loses enough of the rebel army to cause El-Lyz to consider retreat. He had an ally to the west after all and it would be better to survive today to fight tomorrow than lose it all in a glorious but ultimately pointless battle against this large army.

    Estevan retreats westward leaving some of his men to cover the escape through a mountain pass and securing communication lines that remained open even after the battles ceased. Indeed, a continued rebel presence gave trouble to the Avakonians assigned to patrol the border. Ultimately, it seemed the region would remain loyal after this display of imperial force, for now.
    Spoiler: Rebellion in Aspen Heights (59)
    Show

    RBL: 6 Units + Mil9 Estevan El-Lyz + 1 Tech + 2 Foothold + 2 Rebellion + 6 = 26
    RKH Coalition: 11 Units + Mil10 Atamina II + 2 Tech + 1 Fortifications + 8 = 32
    RBL Casualties: 10%
    RKH Casualties: 10%
    AVA Casualties: 20%
    Defender Victory! Restored Karysite Hegemony loses 1 Unit, The Avakonian Empire loses 1 Unit, Perijanist Rebels lose 1 Unit! The Aspen Heights are Unstable!


    Lagos III has somewhat better fortune than his compatriot, but even his momentum falters when faced with his elder brother’s tactical acumen and numbers. Units received from the vampiric ‘allies’ to the east did not fare well in the harsh sands of Xaryx, but they still served to secure the flanks and keep the claimant’s goblin raiders from striking at utmost effectiveness. Despite their losses, the growing sensation of momentum, pinning down and trapping the rebellious warriors emboldened Kildos, who took to the frontlines, hoping to lead his soldiers to strike down the very heart of the rebellion.

    But Lagos III Trodje Ssuras was not one to fight alone - there was honor in it, certainly, but so too was there in honoring one’s allegiances. And Estevan did so, yelling a battlecry as they charged down the slopes the Pride’s forces had backed the rebels up against. Lagos himself took the opportunity to challenge Kildos to a duel, brother against brother, in the manner of the old ways. To the surprise of none, Kildos accepted. With both sides devastated by the fighting, and Estevan ordering his men to refrain from interfering even as he worried for the life of his friend, they watched, instead, as Lagos III broke his cousin’s spear; as Kildos threw Lagos into the sands hard enough to create a cloud of dust; as Lagos clawed Kildos’s legs from under him, and the pair wrestled until, finally, Lagos clamped his jaw around his cousin’s neck, and gave him the customary three seconds in which to break free or yield. Kildos managed neither, and his young cousin crushed his spine and throat between his jaws. The remaining Rakshasa soldiers left without further fighting. The matter of control over Xaryx was not settled; not when both parties still had encampments in the area - but this campaign was over.
    Spoiler: Rebellion in Xaryx (80)
    Show

    RBL: 3 Units + Mil8 Lagos III Trodje Ssuras + 2 Tech + 2 Rebellion + 12 = 27
    SMP: 5 Units + Mil10 Kildos Barun Ssuras + 2 Tech + 10 = 27
    RBL Casualties: 30% +1 size loss
    SMP Casualties: 30% +2 size losses
    Tie! Honorbound Rebels lose 2 Units, The Serene Marasa Pride loses 4 Units! Honorbound Rebels have a Foothold! Kildos Barun Ssuras has been slain!


    As Krace glid across the surface of the ocean towards Rhune, recently refueled and this more direct route enable by his absorption of the Merad lake spirit, the thought of an arriving fleet carrying the Brinefather’s Wings was perhaps furthest from his mind. Yondar and Rhune had sent their best to confront the mad Warcaster and former godly vessel and he was finding them troubling enough on their own. Their numbers made up for their otherwise meager forms and as he found himself waning, even empowered as he was by the absorptions of power he’d drunk up along his tour of Inyaka, he sought to turn back. Another day he would return and finish these mortals off.

    Alas for Krace, he would not have that chance for his retreat was cut off by the sudden arrival of the so-called ‘Dragon Fleet’ of Whern. The storm carried by the Brinefather’s Wings had torn a path of destruction across northern Estensule on its way to Rhune and now as the battle neared another possible escape for the villain the storms came battering at his back, tearing Krace from the sky and throwing him to the warriors on deck below. Though he defended himself for a moment longer than Queen Tanya Chalun va Meera may have liked as she dies to his death throes the madman of the north is ultimately defeated. Yet the moment of peace is only just before the spirits imprisoned in Krace’s flesh exploded out of him collapsing nearby vessels and killing still more.

    Yet in the end the explosion settled and became calm. The lake spirit and volcano spirit, displaced by hundreds of miles from their homes amid the Norbar, find a symbiotic adaptation in their shared time of crisis. The freshwater filtered in by the Marad spirit and islands created by Veknar create a convenient and comfortable stopover for travelers in this part of the world. The rest stop also serves as a permanent marker to Krace’s defeat.
    Spoiler: YDR Clash w/ KRC near Rhune (96)
    Show
    KRC Byonic Tactics (+8): 11 + Mil11 = 22
    YDR Headhunting(+5): 15 + Mil10 = 25
    KRC: Mil11 Krace the Maddened + 2 Veknar + 2 Elegy + 2 Merad +2 Wards +1 Relics + 11 = 31
    YDR Coalition: 15 Units + Mil10 Tanya Chalun + 3 Tech + 2 Relic + 13 - 2 Distance = 41
    YDR Casualties: 15%
    RHN Casualties: 5% + 1 size loss + 1 coalition loss
    WRN Casualties: 5% +1 coalition loss + 2 distance losses
    YDR Coalition Victory! The Yondari League loses 1 Unit, The Northern Confederacy of Rhune and Saaremaa loses 2 Units, Whern loses 3 Units! Queen Tanya Chalun has been slain! Krace the Maddened has been Slain! Merad & Veknar have been freed - a new oceanic passage between Rhune and region 105 has been created! YDR gains First Manuscript of the Idlia Relic!
    The Brinefather’s Wrath:
    Region 107 SFA TP 1 for Sugar Pine has become Open!
    Cesaria (102) becomes Unstable!
    Taraka (105) is in Unrest!
    Yondar (98) CAL TP 1 for Darkwood has become Open!
    Rhune (96) TLD TP 3 for Rhune Stones has become Open!


    Khirus ransacks the Headquarters of the Order of Vashthiya Sattyathanya, driving out the peaceable monks and their guardians through fire and steel. Many of the ascetics are exterminated with only a minority managing to flee the carnage. With only their base in Masdoli to retreat to many within the Order fear the ancient tradition within Abhidi that had stood against the vampires once but made peace to protect the people may be undone by the trust put into these creatures of the night! Yet the Order had not been entirely lax in the intervening decades since the end of their open war against the undead. Monks had trained and messages had spread so while the vampires now flexed their strength across their dark holdings through the formalizing of their unnatural cult and assault against the Order’s headquarters there was a glimmering of Abhidist hope sparked by this outrageous display of gross power. People who had practiced as Abhidists their whole lives come together to resist their oppression by the dark lords of Khirus!

    Uniquely in Atrisia perhaps due to the necromantic workings of Xatax and relative prosperity under vampiric rule the locals do not reject the Fang in favor of their traditional Abhidist worship but embrace the dark cult as their own.
    Spoiler: KRS invades OVS HQ in Aaenna (38)!
    Show

    OVS Headquarters in Aaenna (38) is Destroyed!

    Aaenna (38) is in Rebellion with 3 Units led by Sister Ayalana (Mil 8)!
    Masdoli (47) is in Rebellion with 2 Units led by Gherdum the Ihjiasa (10)!

    Palendor (37), Razzak (39), Lior (43), & Carida (69) are Unstable!

    The Basins (41) and Azenhal (71) are in Unrest!

    Atrisia (42) remains Stable and HC 2 also converts to Fang of Khirus!


    Discovery! Map!
    Spoiler
    Show


    Terror!

    The sea raiders of Overvann seek to pillage and capture towns housing the famed Navigators of north Inyaka. (OVN raids Region 103 Open Navigators TP 3!)

    Penetrating into the heart of enemy territory through insidious back channels Khirus manages to seize control of an important textile mill in the Aspen Heights, as well (KRS raids Aspen Heights (59) Open Textiles TP 1!)

    Trouble brews on the eastern border, for Ti Linnad. Raiders from Glen Gwitna, taking matters of faith and righteousness into their own hands, assault and burn Lazarite ships set to transport Kansett back to the Isles - presumably to have their holy life energy poured out in depraved Mandate fashion, devoid of the reverence sacrifices should be given when they are sanctified to Xincoatl. It does not take long before the Kansett Domestic Union retaliates in kind, walking out from the sea one day en masse and setting fire to the totems of Totem Grove, burning the holy site to the ground as a sign of what they think of Gwitnan views on proper sacrifice. This, in turn, provokes a response from local garrisons in Lascienmo, claiming the treaties have been broken, and the local captains march on Hoyanuk before anyone can stop them...
    (Aniachaket (24) LZR TP 2 for Kansett becomes Open!)
    (Glen Gwitna (23) HC 1 becomes Open!)
    (TLD loses 2 Units, gains Foothold in Hoyanuk!)

    Upset at their apparent abandonment in the wake of their transformation by the Cinder Queen into hideous abominations what remains of the Pician high council whose members had once instilled fear in all land dwelling species south of Avakon plots to regain their rightful place at the top. Chief among these architects of aquatic doom is Mugglurp the Tidebroken, a twisted draconic creature who was still undoubtedly of Pician descent. Claiming the Leviathan spoke through him Mugglurp leads a sizable rebellion against the vampires seeking to place the Picians back on equal footing with the undead sorcerers. (Fresia (70) is in Rebellion with 4 Units led by Mugglurp the Tidebroken (7)!)

    Despite victory over Krace it seems the obsession with matters of international importance have left some local interests feeling neglected. In Yondar some of the Rhunic Animists who have sacrificed the most young men to this war against evil lose faith and hang up their vestments. Meanwhile in Sumwyr the temptation of power in siding with this evil the League crusades against seduces some with its enticing lure. (Yondar (98) Rhunic Animism HC 3 becomes Open! Sumwyr (99) Rhunic Animism HC 2 becomes Rhunic Mandate!)

    Several of the items recovered from ‘Kidveva’dvu’j’s body are lost during the chaos of Estevan’s rebellion; in particular, the Heart of the Spellfather, intended to be sent to Izbefe, and the Spellfather’s Scale, once held by Estevan El-Lyz himself, both go missing.
    Spellfather’s Heart and Spellfather’s Scale have been stolen!

    Organizations!

    Always seeking to maintain their dominant relationship with the wayward Shushan Clan the Kunai offer up the valuable but mysterious Magatama to the enigmatic courtiers of Emjata to remain in their goodest graces. (KNI gift Magatama relic to SHN and increase Reputation from 6 to 7!)

    Realizing the value in an armed and well positioned friend the Sfair Free Alliance seeks to further elevate their standing among the venerable Crescent Company. (SFA increases Reputation with CSC from 4 to 5!)

    As longtime allies sharing Rhunic Animist heritage with the Acolytes creators in Rhune it is no surprise Yondar seeks closer relations with the Acolytes especially in the wake of their conflict with Krace. (YDR increases Reputation with AAK from 4 to 5!)

    In a surprising move, far-northern, largely frozen Whern seeks to make friends with far-southern, largely underground Cinder Queen Corps. To what ends remains unclear but the Queen is open to all manner of friendships in this new world, and Whern was not directly responsible for the Brinefather’s death even if they did now sail upon her wings. (WRN increases Reputation with CQC from 3 to 4!)

    Still in debt over the bail out managed by the Crescent Company against Lindeen aggression on the heels of dragon fighting, Ti Linnad manages to pay off a significant portion with the release of valued technological secrets to the Company. (TLD pays off one Favor to the CSC with Wingknights technology!)

    Other!

    (Jherki (9) Sapphires Resource become Sapphire Tonic! Sapphire Tonic becomes Good!)

    It could be no surprise that the corrupting influence of the Mandate would spread (super)naturally at its epicenter. With the completion of the Crackling Web all doubts about the Mandate’s power was put to rest and the last remaining godly souls collapse under the weight of corruption. (Lindeen (101) Perijanism HC 3 becomes Perijanism Mandate!)

    The immense pressures for proper adherence to the Coatl Perijanist pantheon at the center to the Theocracy of Coatl eventually overwhelms the Eternal Lamp-placed presence of Gamle Mater in the region. Nevertheless, the Lamp bred warriors who defended their faith and despite a successful seizing of the temple by magi the streets remain conflicted between Gamle Mater thugs and Xincoatl worshiping mobs - this is not aided by the recent upheaval in government at the hands of the vampires. (Coatl (33) Gamle Mater HC becomes Coatl Perijanist, but region is in Unrest!)

    The Dejanist Holy Orders Emperor’s Gauntlet (in Karys) and Hall of Purity (in Varjik) have, in their rivalry, opted to try and channel their competition productively; they’ve pooled their resources in to hold a tournament, similar to the Trodjan Games, through which aspirants might prove their worth and seek Ascendance with Dejan the Risen.

    Overvann must choose how to respond to a growing population of wild Dragonbeasts. Will they cull the herd as the Eternal Lamp suggests or foster the beasts as the Dragon Cult advises? (OVN may choose to take an Economy action for Dragonbeasts to become [Grand] but ‘Ridi’r increases instability, OR take a Faith action to turn the region’s Dragon Cult Holy Order to Gamle Mater, but Dragonbeasts becomes [Good])

    In the Cays the Jotun have become disquieted with their new rulers. They seek an avenue to express themselves either in military service or perhaps by learning more of this strange new Frostbinderism. (BHL may choose to take a Diplomacy or Military action to hire 2 Units at the cost of Bhule (86) Copper TP1 OR a Diplomacy or Faith action to convert HC 3 to Frostbinderism without a roll at the cost of Cays and Bahwick increasing instability)

    Though some may not have the stomach to resist the irreligious whims of their overlords, the priests who look after the Huo-Ke squid in Wuzei Darak are stout, and faithful. They know that Initia will not serve to keep the squid healthy and thriving - and so the Jintha Council are no longer welcome as customers.
    Wuzei Darak (75) JTH TP 1 for Huo-Ke Squid becomes Open! Jintha is unable able to support Buyouts or get bonuses to Buyouts of Open TPs in Wuzei Darak until the priesthood has been appeased!

    Having lost their laborers “liberated” from the clutches of the Pridelands and other slaver nations Varjik now calls out for more foreign workers to fill its vacant businesses. With so many men and women serving militarily there was hardly enough young folk left behind in villages to provide for their parents and grandparents. A suitable replacement must be found. Varjik (58) becomes Unstable from lack of Foreign Workforces!

    Neglected for years by their Rakshasa overlords, the Saretse of Kadanga seem to take heart from their neighbors’ rebellion, just as the Goblins do from the rebellion in Xaryx. If the Pride’s resources turn out to be stretched too thinly to acquire appropriate foodstuffs and goods for the area, it is likely the Wetlands will follow suit.
    Kadanga (73) becomes Unstable from lack of Agricultural Products!
    Last edited by Rolepgeek; 2019-03-25 at 01:25 AM.
    Sincerely,
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  4. - Top - End - #814
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Disaster!

    ‘Gxe’dhok’s Revenge

    While it does not cross the mountains into Amham the Long Winter does enter the stormy basin of Sycoraxistan and the dry desert of Regno. With the passage of the Whernian fleet with it's cursed wings aboard the cold air is whipped into a frenzy along the coast inciting ice and hail to pelt the storm wracked coastline of Sycoraxistan. Regno meanwhile grows impossibly cold for a desert; what little life prospered there finds more and more difficulty in surviving the eternal cool grey days brought to the once sunny sands. The local Oamenii have come to call the phenomenon The Long Night, due to the feeling that the chill and shadow of the darkest hours has been brought to the day.

    Long Winter spreads to Sycoraxistan (115) and Regno (8)!

    In northern Regner the creeping ice that chokes ports and rivers, starving beast and plant alike, enters the Black Marsh like a deceitful sheet, tempting travelers to step out onto what appears to be solid ground only to plunge them into freezing waters filled with clinging weeds. In ‘Ridi’r, it spreads, covering what little vegetation there is and forcing the local wildlife to range farther and farther, even into other territories, while the cold settles into the caves of Tevrus, underground lakes and rivers filling up, blocking off entire sections of caverns as icicles stretch down stalactites to fill tunnels and limestone blocks slip dangerously along quarry sites. In Thae Guceart, something even more horrific happens to beer not stored with enough warmth - they freeze, and break their containers.

    ’Ridi’r (85) TP 2 for Dragonbeasts, Tevrus (90) TP 2 and 3 for Livestone, Black Marsh (91) TP 3 for Peat, and Thae Guceart (92) TP 3 for Beer become 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 Dragon Cult, 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] - Infested
    Sycoraxistan (115) [35]
    Regno (8) [35]


    A Stillness, Broken; The Pride in Uproar!

    Escaping capture and his ultimate defeat in the Aspen Heights Estevan El-Lyz and the majority of his armies escape to Xaryx where his comrade in faith and arms Lagos III Trodje Ssuras was facing an indecisive campaign against his brother, the reigning God-King. With Estevan’s forces to back him in Xaryx, Lagos seeks to expand his burgeoning claim to the imperial title into two regions that he might have a more powerful claim than his sister in Tarbaryn. Arrakis faces the invasion of its own dynasty as Lagos leads his Mane to seize the region in his name. Estevan’s natural charisma, combined with the claims Lagos is able to make now that he has slain one of his siblings - more than Zabaryn has managed, and thus strengthening his claim by tradition - means they are able to recruit and equip several thousand more soldiers,

    (Xayx (80) is still in Rebellion led by Estevan El-Lyz (9) leading 6 Units (Camel Cavalry, Imperial Uniforms, Sedellan Glass Armor, Obsidian Fire) with a Foothold!)
    (Arrakis (81) is in Rebellion led by Lagos III Trodje Ssuras (8) with 3 Units using Pack Tactics!)
    (Non-War actions by Rebels likely to come in NPC post!)


    Roagan was never happy under the imperial yoke of Dejan and its proves no less unhappy with its role within the decidedly anti-human Baedshah. The humans of the region had long caused trouble for Pride law enforcers and now with chaos in the desert heartland here where the empire’s grasp was weak those seeking an advantage seize the moment. A refusal to pay tithe by the master of town at Hasain against the Pride’s annual tax collectors soon boils over into a complete rebellion. While less well organized than the conflicts in the desert led by siblings of the God-King the towns of Roagan appear prepared to put up a fight.

    (Roagan (74) is in Rebellion led by Master of Hasain Odul (5) leading 5 Units!)

    Kissin’s forces seem set to move into Tarraks Krag, which sprouts anew with Rebellion! Chief Azrock III seems torn on who to support - his holy men tell him Kissin, while his gut says Lagos, and his chiefs and slavemasters say Zabaryn. The Feast, meanwhile, seems to openly support her claim, now…

    (Tarraks Krag (78) is in Rebellion, led by Chief Azrock III (6) with 4 Units!)

    In the capital, other, more subtle dangers are afoot. As the harems have been given more and more control, Zenay Rrasa, under the influence of Simone Rrasa (or is it the other way around?) has been taking more and more of a role in politics, and Zabaryn finds his input is sought less and less. He must worry about the war, after all. Leave domestic issues to the harem. That is why he granted them such powers, after all, is it not?

    (One SMP action each round is now dictated by Zenay Rrasa and her harems; Spymaster Zenay Rrasa increased to Intrigue 7)
    Last edited by Rolepgeek; 2019-03-24 at 11:25 PM.
    Sincerely,
    Role P. Geek

  5. - Top - End - #815
    Titan in the Playground
     
    HalfTangible's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Realm: The Clanlands
    Ruler: Tensar
    Round 35
    205-207 IR


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

    Diplomacy: 5
    Military: 2
    Economy: 6
    Intrigue: 4
    Faith: 5

    * 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
    Round 34 +1 +1 Eco Int Fth
    Total 5 2 6 4 5


    Spoiler: Actions
    Show
    [Economy - Purchase Technology - Ashwing Wyverns - Ridix - Supported! - Roll (17)]

    [Economy - Buyout - Shadow Flax TP 3 (CAL) - Supported! - Roll (13)]

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

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

    [Military - Raise 1 Troop]

    [Military - Raise 1 Troop]


    Nonactions:

    Embassies
    -Regno
    • Sunajin things

    -Karys
    • Kishi Clan Things
    • Give these techs to Karys
      • Backline Sabotage
      • Camel Cavalry
      • Decentralized Authority
      • Dwarven Fortifications
      • Expanded Holds
      • Headhunting
      • Himitsu
      • Magi-blessed scrolls
      • Mass conscription
      • Prayer Seals
      • Privacy Tapestries
      • Smuggler Networks
      • Spymaster

    -Avakonia
    • The Kishi Clan expands into Avakonia, and there is much meeting and greeting.
    • Give these techs to Avakonia
      • Backline Sabotage
      • Camel Cavalry
      • Decentralized Authority
      • Dwarven Fortifications
      • Expanded Holds
      • Headhunting
      • Himitsu
      • Magi-blessed scrolls
      • Mass conscription
      • Prayer Seals
      • Privacy Tapestries
      • Smuggler Networks
      • Spymaster


    News and Rumors

    Kunai Rumors (Kuniumi + National)


    Tensar Clan Rumors (Kuniumi)
    -Amerah has two more children: a daughter in 205 and a son in 207.

    Umibe Clan Rumors (Umibe)


    Shijima Clan Rumors (Azure Coast)
    -In the forests of the Azure Jungle, the Shijima Clan has become more and more independent of the rest of the Clans. They have reached out to the 'Ridix as comrades; while worshipping the dragons is not the same as praising their Names, it's similar enough.

    Sunajin Rumors (Regno)


    Tora Clan Rumors (Pridelands)
    -Tora and Righteous' shadow war continues. It's unclear where or when they clash, precisely, but among the Clan's public faces, there is a feeling that Tora is winning.

    -The god-king receives reports from the Tora Clan on the rebels in Xaryx; patrol routes, some of their bases, and even the names of many traitors. Tora laments that she and her Clan cannot personally guard the god-king, but Righteous' death will be slow and painful for daring to defy him.

    Kishi Clan Rumors (Karys)


    Kamen Clan Rumors (Jintha)


    Non-clan or Unnamed clan rumors

    Spoiler: Saved Actions Workshop
    Show


    Round 36
    [Military - Standardized Fortifications - Umibe - 1/3]
    [Military - Standardized Fortifications - Umibe - 2/3]
    [Military - Standardized Fortifications - Umibe - 3/3]
    [Military - Raise 1 Troop]
    [Secret]
    [Secret]


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

    Round 39
    [Military - Standardized Fortifications - Azure Coast - 1/3]
    [Military - Standardized Fortifications - Azure Coast - 2/3]
    [Military - Standardized Fortifications - Azure Coast - 3/3]
    [Military - Raise 1 Troop
    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 31-35: 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
    http://www.giantitp.com/forums/shows...&postcount=789

    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
    Smuggler Networks +1 to one Intrigue action per round (does not stack) // -1 distance loss along coastal routes Navigators // Navigators, Gems, Alcohol, Medicinal Herbs Stealth, Sabotage, and Traps
    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

    Whatever Randoman is calling himself now
    Supported buyout of Shadow Flax

    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: 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: Relics, Projects, 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.


    Given to the Shushan

    [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: ???

    [Military - Great Project - Standardized Fortifications (Kuniumi) - Round 34]



    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
    205 - daughter of Amerah and Tensar
    207 - son 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; 2019-03-31 at 01:28 AM.
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  6. - Top - End - #816
    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:

    [Fai 4/5] The First Prophecy and the Quest for the Gate
    [Fai 5/5] The First Prophecy and the Quest for the Gate
    There is still no sign of the Gateseekers, and everyone has pretty much given up hope.
    Then, a flare of divine power radiates from the mountains of Delwin. For a moment, every man, woman, and child afflicted with the Dragon's Curse turns their face in that direction, and feels a deep calm, as if someone, somewhere, was looking out for them, and everything would be all right.

    [Fai] Convert Delwin (84) HC 2 from RA to Gamle Mater (Roll:11)

    [Fai] Convert the Dragon Cult Holy Order in 'Ridi'r to Gamle Mater, at the cost of Dragonbeasts becoming Good.

    [Mil] Raise a Draconic Unit

    [Mil] Raise a regular unit

    Nonactions
    RESIST EVERYTHING!

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

    Use Whales to stave off the Long Winter in Overvann.

    Whern embassy:
    Give Whern Decentralized Authority

    Amham Embassy:

    Spoiler: News and Rumours
    Show

    Spoiler: A reply for a concerned priestess
    Show

    Olga Sykasdottr,
    I am glad to hear your report on our progress in Whern. While troubling, there is little we can do to prevent heresies during the early stages of conversion. The best thing you can do is to correct them as they appear, and they will gradually subside. For these specific issues you describe, I can provide some guidance.
    First there is the matter of the winds and waves. To my knowledge, they are servants of Havene and return to their mistress when they are destroyed. As for this "god" Bol, he is either a local demigod or an elaborate prank. It is more likely the latter, I believe. The god Bol of soup indeed!
    Kloktøye's wisdom and Havene's luck upon you.
    Signed,
    Clara Unnsdottr Hodeskalle, High Priestess, Chosen of Strålende



    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
    Navigators: Region 103, 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: Expanded Holds
    - Drugs, Medicine, & Blessings: Berserkers
    - Reconnaissance & Divination:
    - Stealth, Sabotage, and Traps: Muddy Camouflage X
    - Fortifications, Sappers, and Siege Weaponry:
    - Tactics:

    Other:
    Fish Glue Manufacturing
    Salt Wagons
    Decentralized Authority
    Diplomatic Expedition
    Warded Locks
    Mass conscription
    Backline Sabotage X
    Bani bowls X
    Coatlan Numerals
    Violet Oath X
    Full Course Discourse X
    Spymaster
    Wave Bombing X
    Himitsu
    Resin Casting
    Smuggler Networks
    Hard Iron Armor
    Camel Cavalry X

    Spoiler: Relics
    Show

    Discs of Prophecy: +1 to conversions.
    Brinefather's Flesh: counts as a food TP and a preservative TP +4 to resist theft. Has a LOT of penalties in Delwin
    Brinefather's Bones: +4 to attack or raid per turn. Has a LOT of penalties relating to units which are neither Kobold nor Stonespoken
    Brinefather's Scales: counts as 2 hard metal TPs. +4 to resist theft. Has a lot of penalties to non-military actions.

    Spoiler: Miscellaneous Bonuses
    Show

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

    Spoiler: Ruler Info
    Show

    Järlin Aeshra Hodeskalle
    Dip: 9
    Eco: 4
    Fai: 8
    Int: 10
    Mil: 9

    Spoiler: Royal Family
    Show

    Name Relation
    Aeshra (64, draconic) N/A
    Clara (78) Mother-in-law
    Kendra (59) Sister-in-law
    Mara (35, draconic) Daughter
    Kelya (42, draconic) Daughter
    Gunter Oriksson (44, draconic) Son in law
    Frode (32, draconic) Son
    Sigurd (32, draconic) Son
    Olaf (18) Grandson
    Ove (17) Grandson
    Wiglaf (15) Grandson



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

    New ruler next turn? No!

    Expected Increase:

    Mil +1
    Fai +2

    Last edited by bc56; 2019-04-13 at 10:50 PM.
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  7. - Top - End - #817
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: [EMPIRE4!] IC Thread



    The 1st Legion of Coatl


    Ruler:
    General Toyollo The Rightly Guided Exarch
    Faith 1
    Economy 6 (+1)
    Military 10
    Intrigue 1
    Diplomacy 4 (+1)

    [Economy] buy Blood Clay tp 2roll 15 (2d6 +6+2 self endorsement) Coatl seeks to reclaim blood clay from the heretical lazarites as their influence heads southwards. While the leaders of the Legion were willing to shed the Kansett when they became to weighty, they would not tolerate rivals to Coatl's influence over the isthmus.
    [Economy] Buy Iron Dvalta tp 1 roll 16 (2d6+6 +1 relic+ 1 expanded holds+1 religion bonus)
    [Economy] Buy out Brass tp 1 roll 17(2d6+6 + expanded holds)
    [military] kill rebels in Masdoli with 10 units lead by Toyollo himself (M10) using camel cavalry (+1), Signal lamps and coin armor (-1 casualty role) = 2d12(strike of the thousands) +21 or +29 if tactics roll is won

    Wishing to test out the affects of his reforms, the veiled king Toyollo, marshals his forces against the Abhidist rebels of Masodil. What better way to increase your pedigree than with a few victories under your belt. The influx of slaves will certainty wet the whistles of the new officer corps. Unfortunately those who stand against the first legion will promptly be enslaved and shipped to the Inyoni crescent to help build a variety of public works projects.

    [Diplomacy] Rebuild Inyoni Crescent: Establish Tenoch Mal (8/10) with Whitecrest in ruins, Redtail serves as the default administrative capital for governing the crescent, but its fairly disconnected from most of the regions inhabitants, lying on the south eastern coast. Placed on the southern banks of the Pearl river Tenoch Mal will be built as a fusion of Icoatzin and Inyoni architectural styles. Built with a mixture of wood, red clay bricks, and granite Tenoch Mal is built with a grid based pattern with a a step pyramid devoted to the Illidian gods at its center.The city is equipped with a variety of government buildings, a palace, a bathhouse, and a drainage system to make sewage flow into the neighboring river. Icoatzin and Peledian settlers are the main residents of this new city but the remaining native Inyoni are reserved a quarter to buy land and 35% of the neighboring farmland.

    [Diplomacy] Rebuild Inyoni Crescent: Build Roads (9/10) Hundreds of loggers and work Peledos are sent to the region to maintain existing trails and expand the road network to connect the interior marshes to the flood plains of the pearl river Tenoch Mal is connected to Redtail and subsequently Uxmal by a paved redbrick road. From Tenoch Mal a system of barges can transport goods from the pearl river to the sea.

    Non actions

    • Bid 2 favors to the OMC for to buyout Brass in the colonial region
    • Embassy with 'Ridir'dreq: give dragon men expanded holds and diplomatic expeditions



    [/SPOILER]

    News and Rumors

    • Cocoliloc, writer of a Chronology of the First 10 dynasties , and the Peoples of Whenua has turned her eye to more modern events after travelling across Emjata. A decade of travel and the compiled works of merchants has given her the material to write a new book. The Peoples of Emjata, designed for scholars in training and bureaucrats. The book gives various outlines of the peoples and cultures of the 4 sub continents. One section in particular describes seven wonders of Emjata. 7 man made structures of great acclaim that feature, The Great Badan Canal, The Grand Temple of Tloon Redlan (Ameyalli) , The Honeycomb Gardens of The Pall, Castle Crescent, The Ziggurat at Khlıghat, Cesaria's Colossus of Dejan and The Tomb of Brinefather.
    • The Festival of the Flying Serpents expands its reach, welcoming challengers from Whenua Oneone and Whenua Kanga to join the tournament. Whenuan fighting styles focus more on quick strikes, foot work and kicks than the more grappling focused fighting styles of the Icoatzin and Shona.

    Last edited by Lleban; 2019-04-14 at 01:41 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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    Spoiler: The gift that keeps on giving
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  8. - Top - End - #818
    Orc in the Playground
     
    Kobold

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    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 35 (IR: 205-207)
    Merchant Principality and Vassel of Ti Linnad
    Regions: 93, 97, 98, 99
    Yven Chalun va Meera, King of Yondar

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

    Actions
    1. [Diplomacy] Stabilize Yondar: [17]
      Spoiler: Advisor Changes and Address at Coronation
      Show

      Many of the League's advisors were as old as Tanya, if not older, and Yven has begun replacing them, seeking to bring new blood, new perspectives into his court. He pulls from the subjects of his empire beyond the land of Yondar to the other members of the League, as long as they can obtain sponsorship among the Tribal houses of Yondar.
      • Karl Dovahn Diplomatic Advisor
      • Perrin Ruslo ne Birchan Usan Economics Advisor
      • Vadim Chalun Military Advisor
      • Lady Syl Gloomkeeper ne Misstle Sumwyr C'tenzi Spymaster Advisor
      • Brazi Yan'do'Bomi ne Rhunis Ovadre Furbold Faith Advisor


      Speech given at Coronation:

      "People of the League, we have won. After many years of war and conflict, of our men and women putting their lives on the line, we have weathered the storm: Krace the Mad, Warcaster of Lindeen, is dead!

      And as the clouds of war part, we are greeted with the New Dawn of our Nation. It is time we come together to honor those no longer with us, and to cherish those who are. It is a time to repair and rebuild so that we can weather the storms on the horizon, and there will be storms. But we will be prepared, stronger, better than before. Our nation will not rise on the winds of prosperity but the honest grit of determination despite what obstacles our foes put before us! We are a nation of craftsmen, explorers, and warriors. It is our destiny, no our duty, to achieve greatness by seeking excellence in all that we do, to push back on the boundaries of of our skill and knowledge, and blaze new trails for others to follow. So, I, King Yven Chalun va Meera, do promise that with every fiber of my being I will lead you on this New Dawn, to prosperity and greatness!"

    2. [Diplomacy] Deliver Archon Atraxi to CQC along with news of Krace's death.
    3. [Faith] Convert Yondar HC3 from Open to Rhunic Animism: [14]
    4. [Faith] Convert Sumwyr HC2 from Rhunic Mandate to Rhunic Animism: [14]
    5. [Economic] Buyout Verdant Wine TP2(Open) in New Lijas(52) (Weights + Expanded Holds): [14]
    6. Kingdom Type Bonus (E/Raid): Buyout Facet Caps TP1(Open) (Weights + Expanded Holds): [16]


    Non-Actions
    • See Embassy Actions if any.
    • Grant Liege and fellow vassals passage through lands.
    • Attend Matters of Faith Event
    • Letter to Emperor Zarikos Kren El Sira of the Avakonian Empire
      Spoiler
      Show
      Emperor Zarikos,
      I write this with a warning. No doubt you are aware that the maskmakers, a title I find a bit hypocritical given Khirus's current state of affairs, have latched onto the trade routes of Aspen Heights. Inaction to their raids, merely invites further infestation by the vampires, emboldening them to take action against you, and your subjects. Need I remind you the atrocities committed against the Inyoni people, placed in cages and bled for the pleasures of the bloodsuckers of the south? To them your people are but a series of meals and things with which to torment, so for your peoples's sake I urge you to act now.

      Yven Chalun va Meera,
      King of the Yondari League
    • Use Peat to Stave off Long Winter in 'Ridi'r
    • Resist Lindeen buyout of Silver TP (using Avakonia Liege Score): [16]


    Resistances
    • +2 Resist Item/Tech Thefts - Warded Locks (Bronze)
    • +1 Resist Buyouts/Raids in Yondar - Thalos Dor Harbor Refit Great Project
    • Acolytes will not convert State Religion TPs in Yondari lands without permission.
    • +1 vs Secret Actions in Regions with Spirit HCs


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

    • Lady Sera Spendal Envoy to Regno


    News and Rumors
    • The day of the final battle with Krace is known celebrated as the Festival of the New Dawn. It is a time of community and family to come together and honor and celebrate those who fought for the League. Lit candles and offerings of food are lit at the doorway of each house so that honored spirits might guide lost family members home to blessings and protection.


    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts/HCs
    Show
    Trade Posts

    Regional TPs and HCs
    Region Name Region # TP 1 TP 2 TP 3 TP 4 Produces HC 1 HC 2 HC 3 Special Other
    Usan 93 Lazar Lazar Yondar XX Salt Coatl Perijanism Coatl Perijanism Rhunic Animism
    Ovadre 97 Rhune XX XX XX Gumfrost Shoots Rhunic Animism Rhunic Animism Rhunic Animism
    Yondar 98 Open Yondar Rhune Coatl Darkwood Rhunic Animism Rhunic Animism Open
    Sumwyr 99 Open Rhune Open XX Facet Caps Rhunic Animism Rhunic Mandate Coatl Perijanism

    • Owned TPs: 18
    • 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
    • Peat 1, Region 91
    • 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)
    • Warcaster Mil 5 create a War-Caster (1d4+6) // 1d4+7 fights alone cannot wield units. Upon a loss, roll 1d2 (1 - dies, 2 - grievously wounded for 2 turns). Clarification: Can use any technologies. Still rolls leader loss on victory (without penalty for no units). For every distance loss, instead of losing a unit, they have -1 to combat and -1 to leader loss roll. - [Magical Resource OR Labor / 2 Magic Resource OR 2 Labor, Paper]

      Military
      <Armor and Wards>
    • Heavy Wooden Armor +1 to Battles. - [Wood] (Hlaali Bark)
    • Rhunic Aeromancy +2 vs Aerial, +1 vs Ranged Tech / +1 Distance loss region threshold. - [Rhunic Aquamancy, Drugs / 3 Drugs]
    • Sedellan Armor Coating +2 vs Magic Techs - [Sedellan Glass]
      <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. [Wood OR Ships/Wood OR 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>
    • Backline Sabotage Intrigue action to cause a size loss in a kingdom based on their current total units, can only affect the same kingdom once per round, but can be used multiple times in a round. Resisted by kingdom intrigue, mitigated by size loss techs, rolls occur after combat for the round. - [Saphroxin / Saphroxin, Drug/Poison, Muddy Camouflage]
    • 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")
    • Muddy Camoflauge +1 to enemy casualty rolls / -1 own casualty rolls - [Soft Earth / Soft Earth Plants, Dyes, Fish Glue Manufacturing]
      <Tactics>
    • Headhunting Halves enemy leader Mil for battle and kills leader. - [Tactics, Requires Intrigue 5 Special Action]
    • Yven's Gambit Defensive Tactic, -4 leader loss, Size and Coalition losses rolled before combat.
      <Warbeasts>
      <Reconnaissance and Divination>


    Organization Relations
    • Acolytes of Áhkká: 5
    • 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

    Yven Chalun va Meera
    O/X Diplomacy: 6+1
    O/X Military: 6
    O/X Economic: 3+1
    O/X Faith: 5+1
    X/X Intrigue: 4
    Last edited by SquirrelWizard; 2019-04-06 at 08:54 AM.

  9. - Top - End - #819
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Jul 2012
    Location
    *Redacted*

    Default Re: [EMPIRE4!] IC Thread

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

    Rolls
    Actions:
    1. [Military] Raise an additional unit for the defense of the motherland.
    2. [Military] Raise an additional unit for the defense of the motherland.
    3. [Diplomacy] Colonize Kopanket (Colonial Region E1) using Ti Linnad's liege score. (1/2) 15
    4. [Economics] Buyout TP 3 for Rhune Stones in Rhune (region 96). 17
    5. [Economics] Buyout TP 1 for Iron in D̨vatla (region 12). 11
    Non-Actions:
    1. Resist unsupported buyouts
    2. Resist conversions
    3. Attend event: Matters of Faith

    News and Rumours:

    Spoiler: Ruler Information
    Show
    Family Tree

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

    New Ruler Next Round? No.

    Expected Stat Bonuses: +1 Diplomacy, +1 Economics
    Last edited by BootStrapTommy; 2019-04-11 at 02:51 PM.
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

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

  10. - Top - End - #820
    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, Sfaire, and Ti Linnad

    Emperor Zarikos Kren El Sira
    Diplomacy: 7
    Military: 9
    Economy: 6
    Intrigue: 5
    Faith: 6


    Actions for Round 35 (Rolls and more rolls)
    • [Diplomacy] Stabilize New Lijas and Raesija (Roll: 12 - Success!)
    • [Diplomacy] Stabilize Varjik & The Aspen Heights (Roll: 21 - Success!)
    • [Economy] Buy Maiden’s Kiss TP1 in the Inyoni Crescent [Success]
    • [Economy] Buy Maiden’s Kiss TP2 in the Inyoni Crescent [Success]
    • [Economy] Buy Bysthian Horses R63 TP2 in Bysthia from Khirus [Success]
    • [Economy] Buy Labor Guilds R62 TP1 in Ka-Ruun from Regno [Success]
      Permission gained!
    • [Military] Raise a unit

      *Action fluff unfortunately canceled due to exam pressures

    Non Actions:
    Allow passage for troops from Karys, Kunai Clans, Yondar, Rhune, Izbefe
    Passive +1 against secret actions

    Spoiler: Letter to Yondar
    Show

    Yven Chalun va Meera,
    I will preface this with a warning of my own. You should be careful who you accuse of what. You are within your rights to request an explanation for why things are as they are, but you are far out of line when you accuse your emperor of weakness and corruption. Do not make this mistake again.

    For generations upon generations, Avakonia, and its predecessor Varjik, have proven to be the most formidable rivals in any realm to Khirus and its insidious corruption. Need I remind your people that millions of Whitefeather peoples that were unjustly treated now live freely and fairly across all of Avakonia? The truce that the empire has with the monsters was after we won a war to protect the safety of those very people. We have taken countless regions back from vampiric clutches, and never have we done this for the selfish conquest that other rulers strive for. Believe me, there would have been easier pickings.

    But after my mother rekindled the Avakonian Empire and I took to the throne as the first emperor, there was a lesson she taught me. I will now teach it to you.

    We are not enemies with the merchants of Khirus. Those we allow in our city are people. Humans and inyoni and dwarves, all who come from Khirus, but none of whom made the choice to be persecuted as they are. They did not decide that it was a good year to lose their harvests to rampaging picians and undead. Nor did they decide in the end to stay in Khirus. They came to Avakonia seeking some way to achieve better goods, a better life, and they are willing to pay for them fairly. We are enemies with their leaders, who are corrupt beyond measure. Who whisper from the shadows. Who gain power through the suffering of others. Do not confuse your enemies with those who are forced to serve them.

    If you wish to embargo Khirus, then you are free to take such a decision upon yourself. By all means, purchase back all the routes that have come to enter my lands - There is nothing stopping you. Quite the opposite, I have coerced Khirus into returning them willingly so that we need not shed blood.

    But with rebellions on my doorstep and wishing to oblige your request for peace, I will not squander my resources chasing innocent people out of the empire.

    Signed Emperor Zarikos Kren El Sira of Avakonia, liege of the Kunai Clans, Karys, Sfaire, Ti Linnad, Yondar, and Rhune.



    Spoiler: News and Rumors (in progress)
    Show




    Spoiler: The Emperor and his Siblings discuss current matters...
    Show

    Within a prosperous meeting hall on the shores of New Lijas, the three Avakonian royals talk of current events. Cattius stands before Zarikos, pacing around a table while his sister Amerah reads a tome on the side.

    "This is ridiculous! How could you let our subject attack my wife's kingdom? I've been living in the Stormcrown Dominion, you know, and Spirits know that they've had it rough enough already with the Brinefather, Long Winter, and Dafi. Just when we're on the brink of true recovery you think that attacking--"

    "Lower your voice, brother. I understand you are frustrated. But Karys may serve to unite ourselves with them properly, before they reach out to other fronts. They could be our foothold in Regner if this goes well..."

    "Or the reason that the sultanate deems us too volatile to be worked with."

    "There are agreements to keep our armies east of the Dvatlan core with the sultanate. No armies will be heading any further west than Astrand."

    "Agreements made with Dvatla. We are Avakonia. The deal no longer holds."

    "Are you suggesting we march into Regner?"

    "No. But Karys might. Are you afraid to give commands to your subjects?"

    "Karys technically never swore fealty in the way that the others have."

    "God damn it... Don't you think that still counts? We need Karys not marching west to fight Khirus. The treaty ends next to tomorrow."

    "Khirus is not foolish enough to try an attack in their current state. We need to work on internal stability before we can push external missions; I will not repeat the errors of the old empire."

    "I.. You... Please, sister, you loathe war. Tell him that he is wrong to let this pass. Dafika gave it to the Dominion an ally, and now you wish to lose it to a new enemy."

    "I do not think that it is our place to get involved as long as the disputes stay on the border. There would be rebellions there anyways unless we found a more legitimate way to prove their claim of either kingdom. This should be enough to satisfy even the Telir Giza priests. It might not be pretty, but... It is the way things should be."

    "You both know that mother would have my side in this if she were--"

    "Cattius! That is enough. I am emperor, and I have decided that being patient will be the most advantageous to us. Go and encourage your wife's people to stand down if they wish to keep a good standing with the empire."

    "Must I pick between being a poor brother and a poor husband?"

    "It is the harder choices that determine the kind of person we are."

    Cattius opens his mouth to speak, closes it, and closes the door none too gently behind him as he leaves.


    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: 11 (First Sedellan Knights, Riders of Bysthia, The Silent Guard, Knights of Pryas, Whitefeather's Army x4, Dvatlan Army x3)
    Mercenaries: 0

    Regions Owned: [Llët̨sällë 10], [Reflas - Region 11],[D̨vatla - Region 12], [Varjik - Region 58], [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] and Varjik [Hall of Purity - Holds the Spellfather's Panoply]
    Total Regions: 11
    Unit Cap: 22 (5 Capital + 10 Regions + 1 Tech + 6 Vassals)

    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:
    Scepter of Kings (+1 to stabilization)
    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 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.

    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.
    Impaler Palisades
    Rapid Fort Building
    White Sails Phalanx
    Centralized Logistics
    Arunca's Offensive
    Headhunting
    Prayer Seals
    Coin Armor
    Living Wall
    Magi Scrolls
    Wingknights

    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 (4+2d4)
    Anivine (M10)

    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 or Wood] +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
    Full Course Discourse [Alcohol] +1 to stabilization AND [Crops, Meat, Spices] +1 to any DIP action
    Grits [Full Course Discourse, Corn, Salt] +2 to rep increase actions
    Alchemical Artisans [Coal] +1 to a Buyout OR +2 to defend against a buyout 1/round
    Resin Casting [Amber or Sap // Amber or Sap X 3] +1 to one CI affected roll // +1 to all CI rolls
    Privacy Tapestries [Cloth//Cloth, Magical Powder, Gemstone, Himitsu Tech] +1 to Reputation Increase rolls// +1 to Secret Action rolls
    Warded Locks [Hard Metal] +2 to resist item/tech thefts
    Coatlan Numerals [Writing Material//3 Writing Material] +1 to 1 economy action per round (does not stack) // +1 to 1 economy or faith action per round
    Meteorological Navigation [Air Ears] +1 to Exploration rolls


    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
    Himitsu


    Capital: Aspen Heights
    Secrets Whispered: 3
    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), Bani (R8, TP3)
    Embassies: Sfaire, Lacia, Karys, Dvatla, Kunai
    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; 2019-04-13 at 12:57 PM.
    "What is to give light must endure burning."

  11. - Top - End - #821
    Orc in the Playground
     
    kaio999's Avatar

    Join Date
    Jul 2016
    Location
    Indiana
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Khirus
    The dark mirror

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


    Actions

    1:[DIPLOMACY] End unrest in Palendor 2d8+5 CI Send mask makers out to remind the public of why they are obedient and quiet. SUCCESS

    2:[DIPLOMACY] End unrest in Razzak 2d8+5 CI Mass vampiric turnings are granted to loyal servants of the empire. While the worst are put up in trees. Bodies impaled on the largest branches while still screaming as a warning to others. SUCCESS

    3:[DIPLOMACY] End unrest in Lior 2d8+5 CI A unit is sent to walk the streets and collect interlopers and begin mass beheadings and even a few public torture sessions. SUCCESS

    4:[DIPLOMACY] End unrest in Carida 2d8+5 CI A blood god will go and deliver food and jewels to the public showing that peaceful acceptance will lead to rewards while betrayal... Well the blood god rips a rebel apart without ever physically touching him using only blood magic to prove his point. SUCCESS

    5:[MILITARY] Create Sion Wrath of the Fang A young vampire is used as a test to figure out how to create these abnormalities they call warcasters. What is born is useful but able to be easily thrown away. The first experiment is loyal and powerful but not perfect. The creature is said to be able to boil the blood of enemies and pull up skeletal armies in the area to fight briefly. This is the first of many experiments. 8

    6:[MILITARY] March The Champion (8) +6 units+ 6 techs against Aaenna rebels Military Specialization comes into play 2d12 against the Aaenna rebels The champion is told to massacre the enemy and bring Sister Ayalana alive to her kindred overlords.

    7:[INTRIGUE] Use I5 to destroy the last Sattanyaha base The Sattanyaha had been kept isolated from the rest of the continent and now their final base of operations is targeted for destruction to put an end to this farce and begin a revival of the blood gods. Khirus's gift to the Sattanyaha would be the extinction of their religion and the destruction of all their religious centers.



    Nonactions
    Let coatl cross through khirus territory.

    Embassies
    Spoiler
    Show

    Serene Marasa Pride-
    Send 3 units to the current god king.

    Regno-

    Coatl Theocracy-

    Concordance Republics-

    Lindeen- Give the following techs to Lindeen




    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 will 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 5 +2
    Economy 5
    Military 5 +1
    Religion 5
    Intrigue 5

    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?
    NO

    Military Units 13/16
    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 bloodstained
    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; 2019-04-05 at 04:45 PM.
    Amazing avatar by Gengy

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

  12. - Top - End - #822
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Round 35
    [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] Raise a unit of Legionnaires
      The people of Regno were war weary before, but with the passing of the Stormfather's wings under the control of the northern nation of Whern, many sign up to help defend the Sultanate's people.
    2. [Military] Raise a unit of Legionnaires
      A compliment of Legionnaires is raised in order to help defend Umbo's Path.
    3. [Military] Raise a unit of Storm Ragers
      Stormduir do not take well to water, but give them good ships, and over two years of training? Even Thae Guceart can have a stronger navy.
    4. [Military] Raise a unit of Sea Wolves
      Deaux is not forgotten. Newly constructed warships from Izbefe are sent down to the island nation, and Regno's naval strength increases in the south.
    5. [Economy] Add Legionnaire protected rest locations to the Omanush Convoy requested road, named [Umbo's Path] [3/5]
      The road from Iadesh's sea in the east to the mountains in the west is done; yet it lacks the protection. Regno accepts the responsibility of protecting such a large road, and pays for the Labor Guilds to build miniature fortifications at various locations.
    6. [Economy] Buyout Giant Redwood Cedar TP#2 in Glen Gwitna from the Remains of Dvalta
      (Supported Buyout for R23 TP#2, [Bonuses] Expanded Holds, Precision Weights, OMC Rank 6, Fish Glue; Roll: 17)
    Roll link


    Non-Actions:
    • Provide fuel for region(s) effected by the Long Winter.
      - Use Blackrock for Thae Guceart
      - Use Parchseed Oil / White Bani for Regno
    • 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
    • Amham Embassy
      • Amham is reminded 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.
    • Izbefe Embassy
    • Clanlands Embassy
    • Dvalta Embassy
    • Khirus Embassy
    • Karys Embassy
      • Many diplomatic efforts are made to discourage Karys from attacking the Stormcrown Dominion. Regretfully, there is only the same response back: Izbefe either hands over Astrand, or joins Neo Avakonia.
    • Theocracy of Coatl
    • Sycoraxistan
      • The Three Towers urges for Grand Magus Arjana to send Initiates down to help Jintha and the Volzen to teach Wuzei Darak (75) that Initia, can, in fact, help keep squid healthy and thriving.
    • Jintha


    Spoiler: News and Rumors - WIP
    Show

    • The Long Night...
    • A new baby boy and new baby girl are born - twins - to Sultana Tacere in the year 205. Named Stridor and Cinste, the boy and girl twins are a joy for their mother and older sister. At least until they turn 2 years old, at which time both twins start making a myriad of mischief, such that each one is assigned a nanny who also used to be a former Legionnaire.
    • The Heir's Consort...
    • The reaction to Whern...
    • Sapphire Tonic...
    • Dvalta's change in regime - as well as it's people's support going to different countries - comes as a surprise for the Sultanate. While there are many in the Diplomatic Headquarters in Petram trying to discern the political ramifications of this change, Umbo Iadesh VIII and his merchants are quick to take advantage of things. Many chests full of unused Bani make their way to Glen Gwitna, and soon the old traditions of Gwitnan defense of Regnan ships resumes... and shipments that would have gone to Dvalta are now heading towards Regnan shores.



    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 6 8 5 8 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 1 1 0 1 0
    End of round 35 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Military +1 Econ


    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
    • Sapphire Tonic - Region 9, TP #2
    • 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
    • Dragonsteel - Region 13, TP#1


    Technologies:
    (Red = Requirements Not Met)
    (Bold = Restricted Technology)
    • Diplomatic Expedition (Exploration, Colonization, and Diplomacy Claim)
    • Expanded Holds (Buyouts)
    • Precision Weights (Buyouts)
    • Standardized Currency (Support Buyouts)
    • Fish Glue Manufacturing (1/round Econ)
    • Full Course Discourse (Stabilization)
    • Warded Locks (+2 Defend Thefts)
    • Decentralized Authority (New Ruler Stat Increase)
    • Spy Master (Can I5 a Spymaster)
    • Mass Conscription (Extra Units)
    • Red Herring Evidence (Defend Against Investigations of Secret Actions)
    • Himitsu (+1 Resist Investigations)
    • Coatlan Numerals (1/round Econ Bonus)
    • Privacy Tapestries (Org Rolls / Secret Actions)
    • Bani Bowls [Medicine]
    • Camel Cavalry [Calvary]
    • Refined Pician Weaponry [Weapons]
    • Sacrificial Magic Supply Lines [Logistics]
    • Hard Iron Armor [Armor]
    • Heavy Wood Armor [Armor]
    • Wingknights [Cavalry]
    • Enchanted Arrows [Ranged]
    • 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; 2019-04-04 at 07:29 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  13. - Top - End - #823
    Ogre in the Playground
     
    HalflingPirate

    Join Date
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    Default Re: [EMPIRE4!] IC Thread

    The Tundras of Whern

    Last 2 months of 534- most of 538 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 10
    Intrigue 2

    Attribute Improvements: +2 Faith, +1 Diplomacy

    New Ruler Next round!

    Olga Byornir

    Stats (before attribute improvements from this round)
    Diplomacy 3 (2+1)
    Military 1
    Economy 5 (4+1)
    Intrigue 1
    Faith 3

    Rolls

    Spoiler: Family
    Show
    • Yfga Bjornir, 38
    • Frode Bjornsson, 32

      Children
    • Lynly Yfgasdottr, 9
    • Roggi Frodeson, 2
    • Temba Yfgasdottr, 0





    Actions:
    1. [Diplomacy] Host Event: Matters of Faith. At this event, the Faith to recieve the faith actions below will be determined.
    2. [Diplomacy] Stabilize Whern (Region 87). Roll 11
    3. [Faith] Convert HC 1 in Whern from Jalyeong-bo to Gamle Mater. Roll 18. High Shaman Agnar proclaims that all shamans at the temple of Fherharbor must recognize the gods of Gamle Mater, among them Isknvald, the newly forged god of winter. Some shamans leave, but many elect to stay and quietly chafe under the new rules.
    4. [Faith]Change State Religion from Jalyeong-bo to Gamle Mater The institution of Gamle Mater Law in Fherharbor is problematic. The decrees against polygamy is the most unpopular element of it, but the prohibition against laying hands on a woman who is not one's wife is also troublesome. It interferes with the training regimen of Vignar's Volunteers (a division of the Whernian military open to women) and leads to a growing epidemic wherein groups of badly behaved women in taverns and other public gathering places become effectively immune to the normal restraints. This leads to the beginning of a new style of unarmed combat that relies on kicks, headbutts, elbow and knee attacks and body slams to circumvent the legal prohibition of the use of hands in fighting a woman. This style becomes known as "Fherharbor Henfighting," due both to its use on females and chickenlike fighting stance and quickly develops popularity in fighting clubs throughout the city.
    5. [Faith 5] Create Holy Order: Frigid Digits: (Gamle Mater) in Whern
    6. [Faith 10] Miracle: Deify the Spirit Isknvald The procedure for deifying Isknvald was simple: the possession network was extended as far across Whern as it would go, spreading out the spirit's form in addition to the spreading already caused by the long winter. In the summer of 536 the final blow was struck: the Frigid Digits, working with teams of horses and crowbars, sealed the Chasm of Isknvald, destroying its body and hopefully releasing it to divinity.




    Non-Actions:


    Overvann Embassy in Whern:


    New Bhule Embassy in Whern:


    Whern Embassy in Jintha:
    • Give Jintha Cinderscale Armor, Muddy Camouflage, and Ice Blockade (Ice Blockade restricted indefinitely without Whern's permission), with the understanding that they will teach Whern what it needs to learn in the future.
    • Request Decentralized Authority from 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:

    Spoiler: Letter to Clara Hodeskalle
    Show
    High Priestess Hodeskalle

    In my time here in Whern overseeing the conversion here, I have to report a number of strange beliefs, of which I am not sure what to make. The first of these is their growing conceptions or misconceptions of Valhalla.

    In accordance with the old Whernian beliefs about spirits of the land and natural phenomena, they have begun ascribing these spirits to the afterlives as they see fit. I recently overheard a newly converted shaman telling a group of citygoers that just outside valhalla there is a great and stormy sea, full of waves that died in their perpetual battle against the shore. He went on to claim that in Helle's realm, the water all lies flat, for it is a very rare wave that dies with dishonor.

    A day later I heard that helheim has nearly all of the winds, as they only die out of sickness and sputtering to a halt, while in Ashheim the air is still, making the sea impossible to sail. Because of the lack of waves and good winds, I suppose these Whernians would make Helheim out to be a sailor's paradise!

    The second offense is a more amusing one, though it is an even greater offense. It seems that many families have taken to putting up small shrines to a certain Bol, rumored to be the god of soup, and if we do not act soon I fear we may be stuck with a permanent addition to the pantheon here.

    I could list many more of these stupid assumptions about the afterlives, but I am sure you have already sensed the sort of thing that is described here. Is this heresy? What should be done?

    Your humble servant,
    Olga Sykasdottr, Seer of Brannswerd

    Yfga "The Philantropist" dies while giving birth to her second daughter, Temba. Yfga's sister Olga succeeds her as a regent until Yfga's daughter Lynly is old enough to assume leadership. In addition to uncertainty over the future of the nation in terms of religion, her death is a shock to the council, which now has only four members.

    Rolf Strufhuffen spends an ever-increasing amount of time on the plains' walker's seat in the chief's council, allowing Harbor Master Struffhuffen effectively two votes.

    The naval buildup of the Regno Sultanate in Thae Guceart is noted with concern in Whern, and many fear that the sultanate may attempt to extract revenge for its previous defeat once the treaty expires. While Whern remains the dominant naval force in the Western Norbar as long as it has the Brinefather's wings, some advocate for a new line of battleships to replace the standard Norbar longships and faulty Omen Class triremes. War Chief Vignar recieves criticism as behind the times and backwards for his continued conception of a land-based war in north Regner.

    The Harbor Master Strufhuffen formally retires, leaving his seat on the council to his son Vald.

    Opinions on the Conversion to Gamle Mater are mixed.
    • War Chief Vignar argues that the conversion to Gamle Mater will unerve Regno's other powers and throw Whern into war.
    • The Strufhuffens are disappointed that the Digits didn't choose a faith with a greater worldwide following to maintain tourist revenues.
    • Most people just ask the question: "we can still make pacts with spirits, right? Good."
    • Plains walkers don't really care what the ponces of Fherharbor decide to do. They'd been practicing a mixture of Jalyeong-bo and Gamle Mater for years already.
    • High ranking male Frigid Digits are quite peeved that they are ineligible to become seers. Some leave to join the order of the red locusts in Sonil, some enroll on battleships as Ice Blockaders, and some remain and use their positions as Shamans to try to translate between the two faiths.
    • Soldiers tend to approve of the new faiths, Valhalla seems to be a popular concept.
    • Frostbinder Immigrants approve of the outlawing of polygamy, but are disappointed that Fherharbor's jurisdiction does not extend to the plains walkers.


    Whern joins Yondar in celebrating the festival of the new dawn. However, the celebrations in Fherharbor are not as large or as raucous as those in Yondar, due to the lesser threat that Krace posed to Whern and greater cultural stiffness.

    Some of the Frostbinder immigrants from New Bhule move back to their point of Arrival in Emjata, but others without the assets to move stay in the Frostbinder quarter in Whern, becoming ever more bitter about the discrimination they face outside "Bhuletown".

    Political cartoons depicting the city of Fherharbor as a cheap floozy fawning submissively over a muscular thug representing Overvann are illegally painted on many public buildings. It would seem not everyone believes that the marriage into the Hodeskalle family and the subsequent conversion of the Frigit Digits to Gamle Mater are putting Whern in a place of prestige.

    Spoiler: Standing Military, Techs and other stuff
    Show

    Longship Fleet- Standard Norbar longships.
    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
    Decentralized Authority
    Diplomatic Expedition
    Diresnags
    Enchanted Arrows
    Expanded Holds
    Fish Glue Manufacturing
    Full Course Discourse
    Heavy Wooden Armor
    Ice Blockade
    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 Whern against the Long Winter
    63 (Bysthia) TP 1 for Bysthian Horses
    87 (Whern) TP 1 for Frozen Tears
    87 (Whern) TP 1 for Frozen Tears
    79 (Sonil) TP 1 for Tower Cactus
    6 (Izbefe) TP 1 for Ships


    Spoiler: Chief's Council
    Show

    Shaman Agnar, Representing Shamans
    War Chief Vignar
    Shipping Captain and Harbor Master Vald Strufhuffen
    Plains Walker Seat (Usually Rolf Strufhuffen)
    Last edited by Potato_Priest; 2019-04-13 at 08:53 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.

  14. - Top - End - #824
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: [EMPIRE4!] IC Thread

    Round 35 (year 205-207)
    The Amham Federation
    Yemur, Amham(Regions 1 & 2)
    Duke Bo Danerdhuf Gyeon

    Actions
    1. [Diplomacy] Expand Four Winds connecting to Umbo's Path out of Iadesh (3/5) - Late in 204 it becomes clear Duke Bo would necessarily be absent from Samg for the majority of the upcoming months. With work to attend to down south with the Chimes and a meeting to attend in Whern regarding important faith concerns the Federation proper was to be without direct leadership for the majority of the next three years. In order to keep the people focused effort returns to the small trading town of Four Winds near the four corners border of Amham, Yemur, Iadesh, and Regno. A request from Sultana Tacere in previous decades for connection to the tradeway being built in the desert to the mountain foothills is answered with work to connect Four Winds to Umbo's Path. Surely this road would only increase the wealth of this burgeoning community.
    2. [Diplomacy] Expand Four Winds with attractions and amenities for travelers growing the small town (4/5) - The retired Nari has a Summer Home built in Four Winds that winds up becoming her more permanent residence in retirement. For those in the know Four Winds becomes the new temporary seat of power with the Duke away on business and his mother left to direct things in his absence. Taking the town as her own small project to fixate on in distraction from the work of running a great faith power Nari funds construction of a post office, firefighting compound, and other useful public services that catered not only to her demands but all those with the means to live a life in the city. Others quickly migrate to the border town seeking this new prestige brought by the Duchess-Mother.
    3. [Diplomacy] Expand Four Winds naming it its own jurisdictional territory granting the Dai Yu of Four Winds a seat at the Ducal Court in Samg (5/5) - Not wishing to serve as mayor herself and wishing to reward the shaman Jyn Kem with a role less strenuous than that of general Nari names the Dai Yu as lord of the Four Winds town elevating him to an official position in the Ducal Council. Lords with longer pedigrees object privately at the rapid elevation of this relative unknown shaman but largely the appointment inspires other aspirants to power and entrepreneurial spirits to immigrate to the new rising power
    4. [Diplomacy] Attend Matters of Faith in Whern - Disturbing rumors from their spirit-brothers in Whern suggested the northern shamans sought to abandon their faith for service to a spirit. While Bo harbored many unorthodox beliefs as a Jalyeong-bo shaman that might be considered heretical including his support of the Rhunic Animist traditions his unorthodoxy did not extend to auctioning off living souls for power. The Frigid Digits had made some questionable decisions of late regarding their "treatment" of the Long Winter and dangerous expedition across the Norbar to join a fight that did not need them. Whatever Whern's plans were now Bo intended to be there personally to witness them.
      Spoiler: Event Subactions
      Show


    5. [Faith 5 Holy Order] Establish Order of the Red Locusts in Sonil (79) with SMP permission(?) - As a monument to the efforts of not only Amham but Whernian shamans who had traveled the great seas and deserts to reach Sonil and clear it of its Red Locust plague there is a push within the Federation to fund the founding of a spiritual holy order outside the Djinn Caves. It was not entirely known what the Djinn of Sonil were, whether spirit or of flesh, and their wisdom could teach much to the shaman circle who took the time to study them. Lacking further need of funds for her projects in the Four Winds and without the Duke personally present to shut them down the shamans quorum ruling over spiritual matters in Bo's absence approves these funds. Taking their name after the pest whom they destroyed shamans create a circle to protect the region from another locust incursion. Mostly from Amham the new circle openly invites those dissatisfied with Whernian fickle nature to join them in the desert where they may learn of spirits from beings made of magic.
    6. [Faith 10 Miracle] Ringing of the Chimes. Effect: ??? - After his visit to Whern to attend a wedding and a theological debate Bo returns only briefly to Amham before continuing further south to the waters in and around Jintha. From the coastline of the Serene Desert up through the islands held by the Volzen and onto the shores of south Regner where Dafi once ruled a multitude of spirits from the southwest had been contracted through the working of the Spirit Chimes Accord to work in coordinated effort to fight back against the Long Winter. The pact had been worked primarily by shamans in its spiritual aspects but the shamans had found themselves in the pleasant company of a new Initiate, the Witnesses of Sycoraxistan. With aid from their comrades of different faith as well as the spirits of the south a great front was to be built in the skies and sea. Hot tropical water and warm desert winds all were drawn into one great big push. For over a year Bo and shamans from across the lands attend to the Ringing. Currents and waves ebbing and flowing but always pushing north against the oppression of the Long Winter's dour cloud.


    Non-Actions
    1. Permit SHN conversion of 1 JB HC in Yemur (1) to Honmyo

    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.

    Jintha Embassy




    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 +2
    Military 3 -
    Economy 2 -
    Intrigue 3 -
    Faith 10 -


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

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    Diplomacy Oath of the Omerta +2 stabilizations No
    - - - -

    Technologies
    Type Name Effect(s) Required Resource?
    Economy Fish Glue Manufacturing +1 to one Econ action/round Fish OR Hoofed Animal
    Economy Diplomatic Expedition Allows overland exploration Precious Minerals AND a Pack Animal/Ships Tech
    Military, Weapons Advanced Pician Weaponry +1 Battle Roll Iron
    Intrigue Warded Locks +2 Resist Thefts Hard Metal
    Military, Ranged Weaponry Enchanted Arrows +1 Battle Roll or +1 on Combat Loss Rolls to Foes 'Special' Lumber or OR 'Special' Lumber, Bani, and Cloth
    Intrigue Red Herring Evidence +2 to Secret Action Investigation Difficulty Herring & Paper (Timber)
    Military Mass Conscription +1 Unit raised for 5th+ action or +1 Unit raised for every 4th+ action Food or Food X 2, Labor, Preservatives
    Military, Wave Bombing
    Military, Stealth, Sabotage, and Traps Diresnags +1 opponent size loss roll/ +1 opponent distance loss roll Labor/Labor X 3
    Military, Logistics Salt Wagons +1 to unit cap/ -1 size loss roll Preservatives/Preservatives X 3
    Intrigue Spy Master Create Intrigue attribute General with I5 Precious Minerals & Spy Agency
    Intrigue Himitsu +1 to Investigation Difficulty Writing Materials
    Military, Armor & Wards Heavy Wooden Armor +1 to Battle Wood
    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; 2019-03-25 at 12:59 PM.

  15. - Top - End - #825
    Dwarf in the Playground
     
    Moriko's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Jintha

    Ruler: Taelia Riveria
    Round: 35 Region: 75, 76, 108

    Although the Council did not enjoy combat when the request from the pride arrived assistance was offered. Having recently had rebellions of their own they knew the trouble these could cause and was willing to assist before the rebellion crossed the sea. The next matter was to address the problems in Wuzei Darak, this region had a habit of causing trouble the first step was to buy back the trade post that had been so unceremoniously taken away. The second step would require some more time and help from Regno.

    1. [Economy] Buyout 75 open Huo-Ke Squid TP1 with Coatlan Numerals, Expanded Holds (total bonus +12) Success 19

    After the priest took control of the Trade Post merchants were ready to drive them out by force luckily the council managed to convince them to spend some coin and buy back the TP civilised.
    Some extra measures were taken to ensure that the trade post would fall into Jintha hand once more.

    2. [Diplomacy] Increase rep with OMC Success 17

    The friendship between the convoy and Jintha has been beneficial for both parties and Jintha seeks to increase this once more by hosting a dinner for some of its members.

    3. [Economy] Buyout open Hlaali Bark 56.3 Success 22

    The magical Hlaali bark has many uses and a resource of this importance being open for trade is rare merchants quickly grab it before someone else does.

    4. [Military] Attack Tarraks Krag (78) to help stop the rebellion
    Led by Mia Grand (7) with 7 units using the techs (Heavy Wooden Armour +1, Camel Cavalry +1, Refined Pician Weaponry +1, Enchanted Arrows wood magic +1, Toyollo’s Reforms)
    Total bonus Battle +18
    Tactics +2
    Size loss -1
    Casualty roll -1

    5. [Military] Raise Unit

    In preparation for the losses of the battle in Tarraks Krag the council send out a missive to gain additional troops


    6. [Economy] Buyout open Giorle Fruit TP 4.2 Success 18

    A balanced diet is important and the Volzen wanted to expand their dishes with some delicious fruit. The Giorle Fruit grown in Wazham would suit these needs perfectly


    Non Actions
    • Send Silver to Regno as tuition for the Volzen currently studying at their academy.


    Embassy Actions
    • Whern Embassy
      - Gift Decentralized Authority to Whern
      - Accept Cinderscale Armor, Muddy Camouflage, and Ice Blockade from Whern


    Ruler Stats:

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

    Spoiler: News and Rumours
    Show

    • Bete is spotted in Regno accompanied by a group of Volzen. The group seems to be travelling from one Initia Holy Centre to the next in order to get a better understanding and hopefully be able to spread the teachings in Jintha lands after their travels.



    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






    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource
    6 2 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
    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: 16

    Acquisitions This Round



    Spoiler: Military
    Show

    Name Weapons Amount
    Shell warrior Spear and Shields 3
    Snapping strikers Two handed swords 2
    Cawv Dej Tridents 1
    Darak Cavalery Bows 1

    Generals
    Name Military Stat
    Mia Grand 7


    Spoiler: Reputations
    Show

    Organization Rank
    Omanush Convoys 5
    Bloodied Hands 3
    Company of the Crescent 3
    Order of Vashthiya Sattyathanya 3
    Acolytes of Áhkká 3
    Shushan Clan 3
    Feast of Rieba 3
    League of the Beacon 3
    The Eternal Lamp 3
    Cinder Queen Corps 3


    Spoiler: Techs
    Show

    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met Military Slot
    Alchemical Artisans +1 to a Buyout OR +2 to defend against a buyout 1/round N/A Coal N/A Yes N/A 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 Stealth, Sabotage, and Traps
    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 Drugs, Medicine, and Blessings
    Berserkers +2 to battle rolls, +1 size loss roll N/A Medicinal Herbs N/A No N/A Drugs, Medicine, and Blessings
    Camel Cavalry +1 to battle rolls n/a Camels OR Bhreshi Hounds OR Horses N/A Yes N/A Cavalry
    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 N/A
    Coin Armor -1 casualty rolls +2 Leader loss roll Hard Metal 2 Hard Metal, Precious Metal, & Gems Yes Yes Armor and Wards
    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 N/A
    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 N/A
    Diresnags +1 opponent size loss roll when defending +1 opponent distance loss roll when defending Labor 3 Labor No No Stealth, Sabotage, and Traps
    Dwarven Fortifications +1 to defense rolls, +2 to defense rolls in Fortified regions -1 size loss roll Stone Stone, 2 Food, Preservative yes No Fortifications, Sappers, and Siege Weaponry
    Elemental Catapults +1 to battle roll, +1 distance loss roll +1 to battle roll, no extra distance loss roll Enchanted Arrows, Stone Stone, Wood, Source of Magic yes Yes Fortifications, Sappers, and Siege Weaponry
    Enchanted Arrows +1 to battle rolls OR +1 to enemy loss rolls Magical Wood Magical Wood, Bani, Cloth Yes No Ranged Weapons
    Expanded Holds +1 to buyouts -1 distance loss roll Ships Ships, Precious Metals, Preservative, and Food Yes No Logistics
    Fish Glue Manufacturing +1 to 1 economy action per round (does not stack) N/A Fish OR Hooved Animals N/A Yes N/A N/A
    Full Course Discourse +1 to stabilization rolls OR Dip action per round Alcohol Alcohol, Crops, Meat, Spices Yes No N/A
    Hard Iron Armor +1 to battle rolls N/A Iron N/A Yes N/A Armor and Wards
    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 Tactics
    Heavy Wooden Armour +1 to battle rolls N/A Wood N/A Yes N/A Armor and Wards
    Himitsu +1 to Investigation Difficulty N/A Writing Materials N/A Yes N/A N/A
    Inyoni Skyfarers +1 to battle rolls N/A Incense N/A No N/A Warbeasts and Live Weaponry
    Living Wall +2 defense roll N/A Magical Building Material, Copper, Animals N/A Yes No Fortifications, Sappers, and Siege Weaponry
    Magi Blessed Scrolls +1 to defending +2 to tactics rolls writing materials writing materials,magical powder, lumber, scholarly artifact Yes No Reconnaissance and Divination
    Magical Indicator +1 to Investigation rolls related to magic N/A Farrana N/A No No N/A
    Mass Conscription 5th+ recruit unit actions count double 4th+ actions count double Food Food, 2 Labor, Preservative Yes No N/A
    Meteorological Navigation +1 to Exploration rolls N/A Air Ears N/A No N/A N/A
    Obsidian Fire +1 to defense rolls, +2 to attack rolls with foothold N/A Obsidian Glass N/A No N/A Fortifications, Sappers, and Siege Weaponry
    Polearm Paddles Merchant Princes may spend their 6th action on a Raid N/A Wood N/A Yes N/A N/A
    Privacy Tapestries +1 to Reputation Increase rolls +1 to Secret Action rolls Cloth Cloth, Magical Powder, Gemstone, Himitsu Tech No No N/A
    Pyroclastic Engines +2 to attack rolls N/A 2 DRGN HC/TP, 1 Fuel/Fire source N/A No N/A Fortifications, Sappers, and Siege Weaponry
    Red Herring Evidence +2 to resist Investigations into Secret N/A Herring, Paper N/A No N/A N/A
    Refined Pician Weaponry +1 to battle rolls N/A Iron OR Bronze N/A Yes N/A Close Combat Weaponry
    Resin Casting +1 to one CI affected roll +1 to all CI rolls Amber or Sap Amber or Sap X 3 No No N/A
    Sacrificial Magic Supply Lines -1 size loss roll +1 opponent size loss roll Crops 3 Crops No No Logistics
    Salt Wagons +1 to unit cap -1 size loss roll Preservative 3 same or different Preservatives No No Cavalry
    Sedellan Armor Coating +2 on battle rolls vs. enemies w/ overtly magical techs N/A Sedellan Glass N/A No No Logistics
    Spymaster Allows recruiting Spymaster with I5 action N/A Precious Minerals, established espionage group N/A Yes N/A 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 N/A
    Standardized Fortifications Fortifications GP takes 3 actions instead of 5 +1 to defense roll Stone Stone X 3 Yes No Fortifications, Sappers, and Siege Weaponry
    Stonespoken Warriors +2 to unit cap -1 casualty roll (+4 Resist Theft of this tech) Livestone 3 Livestone No No Warbeasts and Live Weaponry
    Surplus Production If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region. N/A Two Pairs of Resources N/A Yes N/A N/A
    Toyollo’s Reforms +2 to Tactics -1 size loss -1 casualty rolls no sacrificial supply lines, pician, weapons, mass conscription, Hide, Food, and Hard metal N/A Yes No Reconnaissance and Divination
    Violet Oath +1 on rolls to resist secret actions N/A Violet Oak N/A No N/A N/A
    Warded Locks +2 to resist item/tech thefts N/A Hard Metal N/A Yes N/A 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 Fortifications, Sappers, and Siege Weaponry
    Wingknights +1 to battle rolls N/A Pegasi N/A No N/A Cavalry


    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
    Intrigue 5 Did a thing The thing happened

    Last edited by Moriko; 2019-04-15 at 10:20 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

  16. - Top - End - #826
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    DRAGON SLAYERS
    FIRST VASSAL TO THE BAEDSHAH




    Regions 24 & 28

    Round 35 (205 - 207)
    Grand Mancer Matrizia
    Diplomacy: 2
    Military: 6
    Economy: 9
    Faith: 8
    Intrigue: 4
    Spoiler: Portrait
    Show




    1 [ECONOMY] Give SMP the Pall (29) Medicinal Plants TP 1 to satisfy Kadangan Wetlands (73)

    Hoping to earn favor within the Baedshah in this trying time through favor to the chosen candidate of the isles gift of the agricultural variety is presented to the natives of Kadanga as a gift from their rightful God-King. Zabaryn's crest marks the tabards of these foreign interlopers as they come bearing salves, teas, and pouches filled with the strange flora brought from the southeast. While not a supplement for grown food the unique specimens do provide an important source of nutrients and spice for those who manage to gain control of these new imports.

    2 [ECONOMY] Restore Kilkana (26) Granite TP 3 (1/2)

    Delayed by war and vassalage at last lazarites return to Kilkana that they may restore control of an important quarry collapsed by landslides. Kansett and lazarite laborers work had to clear the rocks and mud that had closed the granite quarries in the area. After months of work the damage done by the drought-induced landslide is mostly cleared though it will likely take as long or longer to restore the quarry to working condition.

    3 [FAITH] Convert Aniachaket (24) HC 1 from Coatl Perijanism to Coatl Mandate Success

    Spreading from its roots set down a few years prior the Mandates corruption enters the halls of the Kansett Domestic Union. More and more greased palms and twisted minds sees the otherwise objectionable practice of turning Kansett into batteries becoming more widely accepted.

    4 [FAITH] Convert Mareen (77) HC 1 from Perijanism to Perijanism Mandate Success

    The Mane of Khompur shall now join the Wild Gardens in playing host to the Mandates unique philosophies. Zabaryn was in a desperate position given the multitude of rebellions within his borders. Limis pulls extra duty in her role as Raja negotiating important concessions on behalf of the Isles in exchange for the intense support the Mandates sought to provide the God-King.

    5 [FAITH] Convert Region 27 HC 2 from Coatl Perijanism to Coatl Mandate Success

    Sitting between the Isles and Aniachaket the long unclaimed peninsula of eastern Inyaka begins to face influence from crossing Mandate Magi. Coatl Perijanistm was struggling to fight off this infection of Mandates thought.

    6 [FAITH] Convert Region 27 HC 3 from Coatl Perijanism to Coatl Mandate Failure

    Here in wild unclaimed lands spread of the Mandates spoke to possible Lindeese or Lazarite expansion intended in the area. With sufficient religious support in the area either of these Mandate practitioners might have an avenue to claim the unclaimed region.

    ROLLS

    NON-ACTIONS
    • Endorse CAL buyout of Lacia (35) Medicinal Plants TP 2


    LINDEEN EMBASSY


    GWITNA EMBASSY


    SERENE MARASA PRIDE EMBASSY
    • Send: 4 Units (Kasiri's Guerrilla Magi, South Company, Black Company Mercenaries, & Warlock Company Mercenaries) - Zabaryn shall have warriors to support his claims against his siblings. These are sent as proper tribute to one's liege though further reinforcements would likely be more costly.
    • Send: Judge of Alam (10) Warcaster - The Judge was prophesied to play an important role in the future of Emjata by the Oracle of Alam. It was unlikely he could achieve such sitting in the Isles or Aniachaket. To this end the Kansett Warcaster is sent across the continent to the deserts of the Pridelands to serve the God-King in war. While an unnatural environment for the aquatic war mage his powers were such that even in less favorable terrain he was expected to outperform the mundane armies that threatened Mandate interests in Mareen.


    [6/7 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)
    Warlock Company Mercenaries (850 magically enhanced warriors and war magi)

    [GENERALS/SPYMASTERS/WARCASTERS
    Saret Ka Limis (6)
    Judge of Alam (10)

    [RUMORS]
    • Matrizia, though Limis speaks for her in most matters daily on the Raja Council, approves of the God-King's plan to align with Kissin and allow her offspring the chance to inherit from Zabaryn. While this would divide the God-King's attention given Lazar's small but quickly rising role in the internal affairs it seemed wise to ensure attention from Zabaryn's enemies did not fall too closely upon the distant eastern islands. While the Judge and the mercenaries being sent alongside reinforcements from Lindeen's new liege Khirus were sure to assure Zabaryn's victory over the many challengers rising against him the addition of Kissin's fortified garrison along the coastline would be an invaluable asset in ending this petty struggle quickly, albeit not so quickly as to present a formidable opposition to the Mandates which were growing strong in Mareen. Lagos II remains the primary target of lazarite ire joined now by his human comrade Estevan El-Lyz. It is hoped that perhaps with an overwhelming victory in Roagan and an alliance forged between Kissin and Zabaryn that Chief Azrock III will see reason and join the winning side. With his incoming reinforcements the God-King would surely be capable of putting down his brother and the pretender of Avakonia.
    • Elmina, the Aranea Child of Flame, has demonstrated a clear interest and aptitude not only at magical studies but in the study of poisons. Poisons that kill, that paralyze, and some that border more on drugs than poisons in their effects. Her studies bring her to Rhunic Animist and C'tenzi texts speaking to the potency of Facet Caps in amplifying magical aptitude. The young woman soon develops something of a reputation as a habitual user of recreational stimulants that do seem to enhance her already impressive magic capabilities. While her power is great however due either to the stress of usage or some other factor the young woman is noted by her tutors to be especially aggressive and cavalier towards both assignments and her fellow Children of Flame.
    • Warden Ollin is asked to reign his "religiously-motivated" raiders in from attacking lazarite merchant vessels in the Badan. The Kansett Domestic Union and Isles of Lazar were jointly governed and in a long term economic agreement related to the service of the Kansett. It was neither the place nor role for Gwitnan sailors to pass judgment on innocent traders trafficking in cargo they find objectionable on unreasoned bias against the inhuman. The Isles did not actively oppose Gwitna's ascension to head of the Eastern Church and tolerated their re communion of Ti Linnad but inciting war in the long peace held south of the mountain ranges was too far. If Gwitna agrees to reign in their more pirate nature and Ti Linnad upholds their commitment to peace by reputing the commanders who marched on Hoyanuk and not pursuing the matter further then the government of Lazar is willing to let bygones be bygones.
    • The time for the Second Trial of Flame comes quicker than Matrizia had expected. The long life her oamenii blood from her immigrant parents granted her made the speed by which other humanoids grew seem all too fast. Despite her antisocial reputation it was well known Elmina held a great reverence for Matrizia as much as the Grand Mancer had a great affection for the child she herself had orchestrated into existence and so she was expected to be favored by the first major competition. Indeed she was as it was decided a magical aptitude test would be done now as the Children were just truly beginning to unlock their magical potentials alongside puberty. However, despite the natural advantages granted to her Elmina's attitude proved costly and by the end it was unclear whether she or Yesif, notoriously ungifted when it came to magic, had performed the worst. What was undisputed was that quiet O'ule Gelmig was not quiet from some mental impairment, or if he was it was an "impairment" that amplified his sorcerous abilities tenfold. The dark brown-black scales of the Whenua native had lit up with arcane light when the young man called upon the energies of worlds beyond knowing and he had decimated his opposition in a grand showing. Unable, or perhaps more accurately unwilling, to decide on an execution Matrizia formally eliminates Yesif but does not have him executed, appointing him to the position of attendant to a trustworthy military officer in her regime.
    Last edited by Reggiejam; 2019-04-04 at 10:09 PM.
    Thanks Gengy for the avatar!

  17. - Top - End - #827
    Barbarian in the Playground
     
    RandoMan's Avatar

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    Jul 2014

    Default Re: [EMPIRE4!] IC Thread

    Holy City of Tria Sanctus
    & the Lacian Territories

    (Round 35, Region 35)

    Her Holiness Third Astérionnag of Tria Sanctus, Dyfex
    Diplomacy: 3
    Military: 1
    Economy: 10
    Faith: 7
    Intrigue: 5

    Actions
    1. [Economy 10] Create Economic Collusion technology. Requires: Decentralized Authority, Standardized Currency, Alcohol. Effect: Once per round one buyout in a region you control may receive a +4 bonus (stacking with endorsements) to the roll however the targeted TP is chosen randomly from among those not owned by the buyer. - Lacia in its importation of Azenhal bankers, merchants, and other economic powerhouses had become a cross between the theocracy originally envisioned by the creation of the holy city of Tria Sanctus and an oligarchy ruled by the elite monied interests. The peace loving Ildian religion helped to temper some of the harsher edges of raw pursuit of profit but did not fundamentally change the aim of the game, accumulation of natural and manufactured resources. A powerful syndicate of cooperating local elite could easily outperform more diffuse foreign interests within a region, a fact that is most clearly represented by the closed door meetings held between important mercantile forces and the civil leaders who administered lands where merchants did business. While some would likely decry this system of bribery and kickbacks as an unfair intrusion on the marketplace in truth it was simply those with advantages leveraging those advantages for profitable gain, something no avid seeker of profit could truly condemn.
    2. [Economy] Buyout Lacia (35) Medicinal Plants TP 2 from LZR endorsed 23 - Eager to close books on the deal brokered with the lazarites to stem the starving of the Kansett Dyfex orders merchants to focus efforts on buying back control of Lacia's medicinal harvest. The corruption of Feth from leisure activity to crippling addiction by Khirese alchemists had made many Lacians scared of trading their natural wealth away to unscrupulous foreigners. With the lazarite fall to magical temptations it was desired that Lacia not again fuel some travesty of magical experimentation gone awry.
    3. [Diplomacy] Rebuild the Inyoni Crescent (7/10) - A wealth of silver and pearls pours into the Inyoni Crescent bringing some of the former imperial luster back to life in the major cities. Much of the basic needs were being met by Theocratic and continuing Ildian efforts so luxuries were a thriving market among the recovering and immigrating populace's more affluent classes. While most Lacians who travel into the Crescent seek to lend and trade fairly to stimulate the local economy there are more mercantile prospectors who go to seek their fortunes in this "recovery" effort. Enough tend to work altruistically towards the benefit the region as a whole so the free traders are mostly left alone but a few especially amoral entrepreneurs prey on various vulnerable segments of the population to move their goods quickly and at high profit.
    4. [Diplomacy] Rebuild the Inyoni Crescent (8/10) - With the building of Tenoch Mal to serve as the administrative capital for the Coatl government in the region Lacian speculators seek to ensure all reserved land for the native Inyoni is funded to its fullest extent. Any additional lands or farmland is bought in Lacian title directly or purchased by Icoatzin and Peledian settlers using money lent by Lacian interests. While Tenoch Mal was run by the Theocracy much of its civil infrastructure was owned by Lacian business interests. It seems there is a great interest in the abstract "ownership" and rent extraction/waving to manipulate demographics.
    5. [Faith] Purify Sfair (106) HC 3 from Ildia Mandate to Pantheon of Ildia 18 - When it becomes clear the infrequency of communication from the Sfairi outpost of Ildia was not merely from distance but rather an issue at the source more priests are sent to follow up on their predecessors. While they find the holy site decorated with Ildian idols the original priests have fallen to corrupted views. Efforts to shake off this twisted ideology begin in earnest as the role of watcher over the Feathered Cape was too important to leave to untrustworthy hands.
    6. [Faith] Restore Inyoni Crescent HC 3 as Pantheon of Ildia (1/2) - Alongside aid to the wider populace Ildian priests in the Crescent work to ingratiate themselves as fixtures to the region. The Temple to the Heavens in Greybeak shall be restored in the name of the Ildian gods. Transformation and skinchanging was a holy quality in the Pantheon's faith making the Maiden's Kiss "curse" a blessing in Ildian eyes. It was important to the priests that the Inyoni who remained behind through all their suffering felt welcome in their own homelands as their blessing warranted.


    Non-Actions
    • Disallow Khirus or Coatl armies from passing through Lacia (35)
    • Endorse KNI buyout of Atrisia (42) Shadow Flax TP 3
    • Endorse AVA buyout of Inyoni Crescent (45) Maiden's Kiss TP 1


    Embassies & Troops
    Spoiler
    Show
    Azenhal Embassy with Khirus


    Varjik Embassy with Azenhal


    Azenhal Embassy with Serene Marasa Pride in Heartsease


    Azenhal Embassy with 'Ridi'r


    Azenhal Embassy with Coatl Theocracy in Inyoni Crescent


    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; 2019-04-04 at 11:57 AM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  18. - Top - End - #828
    Halfling in the Playground
     
    asmodeussnake's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Turn 35 (year 205-207)
    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 3 It is almost viewed as an insult 3 units are dedicated to the defense of the Baedshah but he fears rebels from every corner and so trains another elite unit he believes wont abandon him.
    2. [Military] Create unit Another unit of mongrels is raised to walk alongside their female counterparts to defend their emperor.
    3. [Military] Create unit Claw 5 is forged as a means of creating a loyalist army of Rakshasa only, no faith can be placed in foreign actors until rebellions are crushed.
    4. [Military] Crush Master of Hasain Odul (5) Zabaryn Sinja Ssuras 8+4 units+3 (iron weapons, camel cavalry, Prayer Seals) These local rebels were a popular uprising and were a direct threat to the empire. So soldiers abandon their fight against the more powerful threat of his brother in the hopes of consolidating power and waiting out his brother for the arrival of the massive armies from Khirus and Lazar.
    5. [Diplomacy] Forge an agreement with Kissin Rieba Ssuras His sister is approached with an offer. She is told two massive armies one from Khirus and one from their Lazarite vassals are arriving and he will have overwhelming force compared to her. Her chances of survival are low and the nation has never had a female god king. It is an insult to Khompur and she will eventually be abandoned or forced to marry even if she does some how become victorious. The god king offers to make her "empress" equal to him in power (with all but name) and her children will be allowed to fight the honour duels that lead to emperor in exchange she surrenders her soldiers to him and swears loyalty to his cause. (She will be allowed to control 2 actions per turn until she passes)
    6. [Diplomacy] Reach out to the harem maintaining the resources necessary for war have become difficult raids are necessary to get the war machine going. The god-king demands the harem focuses their energy on gaining resources necessary to ensure the empire survives under its god king!
    7. [?] Controlled by the harem




    Nonactions
    Accept all support
    Give javelins to Jintha
    The god king formally acknowledges The Western Accords alliance




    News and Events
    • The capital of Mareen remains firmly in the hands of the god king! That means he alone holds divine right to rule. When bad times come it is not his people but his allies that truly show their respect for the god king!
    • The Mandates are embraced completely! The god king has been betrayed by the perijianists it is clear he must grasp the gods by the fangs and force them to see that they alone are truly righteous!
    • 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.
    • Political chess is being played, they did not expect a warcaster to arrive to prove divine providence of the god king!
    • The Torah are in a civil war! Why have they not rallied to save their god king?



    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 REBEL
    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 7 +1
    Military 8 +2
    Economy 4 -
    Intrigue 6 -
    Faith 6 -

    Military unit count: 4 units
    Zenay Rrasa Spymaster 5





    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; 2019-04-12 at 11:42 PM.
    Avatar recreated by Gengy

  19. - Top - End - #829
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

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    Jan 2019

    Default Re: [EMPIRE4!] IC Thread

    New Bhule
    (Round 34: 202-204 IR)
    High Chief Simriq





    Actions
    [Faith] Convert HC 86.1 from Jalyeong-bo to Frostbinderism(15) The snatching of Ignatix’s temple from Mt. Anar is recieved poorly by the Frostbinder clergy. The Jalyeong-bo worshippers must be driven out, and the Acolytes are warned that if they resist, they shall be purged violently from New Bhule.
    [Diplomacy] Stabilize the Cays (FAIL)
    [Faith]Aid the Ringing of the Chimes Fellow Furnace League member Amham has declared a bold new initiative to end the Long Winter: the blowing of the Spirit Chimes from the south. To attempt to aid this maneuver, Frostbinder priests are carrying out work near the tomb of Gxe'dhok, preparing glyphs based on a combination of Frostbinder holy symbols and sigils leaned from the Sycorax.
    [Economy] Buyout TP 12.1 for Iron (12) With the iron mines in Dvatla abandoned, New Bhulic merchants are dispatched to try and take control of its products for the purposes of supplementing the forging techniques available in Bhule. Rather than their traditional raiding tactics, however, they purchase the iron with currency, perhaps in hopes of accumulating respect among other nations.
    [Economy] Buyout 11.1 for Giant's Silk (12) While merchants in Dvatla attempt to secure a supply of iron, New Bhule also sends people to obtain a more exotic material. The Giant's Silk of Reflas is becoming a desired commodity in New Bhule for making clothes, sails, and other fabric items.

    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, Amham and Sycoraxistan.
    Attend Event

    Whern Embassy:


    Spoiler: News and Rumors
    Show

    As part of the agreement with the Furcap rebellious group, High Chief Simriq has married Mari Llerhan, the sister of Ambassador Chell Llerhan, and a very distant cousin of the Danderhuf line. All parties appear satisfied with this arrangement, and the union has produced two sons, Tatqret and Ilgah, heirs to the New Bhulic throne.

    Although disappointed that Whern and Isknevald chose to side with the gods of Gamle Mater rather than joining Frostbinderism, Priestess Anhah and the other priests of Ignatix are willing to accept their decision and wish them luck, at least for now. Followers of Gamle Mater are treated with respect in New Bhule, if not to the extent that Frostbinders are.

    The reluctance of the Jotun in the Cays to assimilate into the New Bhulic nation is frustrating the government. The Cays are being regarded, for the moment, as a hotbed of danger and enemies, not least the Acolytes of Akkha and their Jalyeong-bo followers.

    While the Frostbinder immigrants to Whern suffer from the Whernian racism in their enclaves in Fferharbor, relations between the nations are too critical to risk a major disagreement over such a trivial issue. Thus New Bhule suggests quietly to the Frostbinders found there that if they are unhappy in Whern, they are still considered New Bhulic citizens and are free to return to a nation where they will be treated better.


    Spoiler: Technologies
    Show

    Warded Locks (Requires Copper)
    Pician Weapons (Requires Iron)
    Sacrificial Magic Supply Lines (Requires Wheat)
    Heavy Wooden Armor (Requires Timber)
    Enchanted Arrows
    Dwarven Fortifications
    Privacy Tapestries

    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 +1
    Faith: 7 +1
    Diplomacy: 3
    Intrigue: 6
    Last edited by Gaius Hermicus; 2019-04-10 at 08:21 PM.

  20. - Top - End - #830
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [EMPIRE4!] IC Thread


    Karys
    (Round 35: 205-207 IR)

    Actions
    1. [Faith 5] Establish Dejanite Cult Holy Order in Belhaz (50) - Seeking to prove her worth as a devout follower of Dejan the new Queen commissions the establishment of a new Dejanist holy order in the home region of rising star of the court Galdean.
    2. [Faith] Convert Ka-Ruun (62) HC 1 from Perijanism to Dejanite Cult 9 -
    3. [Diplomacy] Move Capital from Karys (48) to Avakonia (51) - With Avakonia falling under the Hegemony's direct control the new Queen sees an opportunity to expand her prestige by claiming the old imperial palace as her own royal keep. The Karysites had always had a great pride in their own homeland and integral role played in the empire but there was simply no denying the strategic and economic value provided by Avakonia's location at a major crossing between Emjatan seas. With the opening of borders across the deep seas this connection from east to west would continue to provide taxable revenues for a century more to come.
    4. [Diplomacy] Stabilize Karys (48) using AVA Dip 7 16 - The loss of prestige that the transition from direct rule from Karys to Karysite rule from Avakonia represented within the Hegemony's traditional locutus of power would likely ruffle more than a few feathers. Diplomats from the well mannered and respected court of Emperor Zarikos are summoned to aid in overseeing this shift.
    5. [Military] Invade Astrand (14) with 5 Units (Ref Pician Weapons) under Atamina II (10) using Tactical Officer Mil Spec Lord Commander Jalse (7) - Queen Sigyn is approached with an ultimatum from the bold young Queen Berezia. Astrand is a valuable territory related to imperial interests in the north and as such its control by an imperial agent is considered a high priority. As the Stormcrown Dominion is not of the empire their possession of this territory is intolerable to Karys and so she sent her army to take it in her own, and thus the emperor's own, name. However, should Sigyn be willing to pledge her oaths of vassalage to Emperor Zarikos her control over Astrand would no longer be disputed by Karys and further the south Regner queen would be welcomed with open arms by the Hegemony up to and including the sharing of technology and forces. Should Sigyn refuse on pride alone and send no more defense than honor demanded no more would be taken than Astrand but, she is warned, should she refuse and declare open war against the Hegemony it shall not only be Astrand that faces the young Karysite queen's invading fleet.
    6. [Military] Purge Avakonia (51) Coatl Perijanism HCs 2 & 3 using Paladin Galdean (8) 17 - Decades ago Avakonia had fallen to the seizure of power by a madman proclaiming himself chosen by Xincoatl to lead a new empire. This Divine Principality of Avakon had been summarily dismantled by forces loyal to the traditional pillars of imperial right to rule but the effects of this short lived rebellious state lived on in the dissemination of Coatl Perijanism within Avakonia. As the largest religion in Emjata it attracted many trend followers and made the region inviting to eastern traders. Yet the new Queen's dear advisor and Paladin of Dejan, Galdean, found the reverence for the eastern serpent who had but a few years prior been headed by the known Mandate-corrupted head of the Isles of Lazar. Coatl Perijanism had, according to Galdean, become a greed driven institution bereft a larger mission than the accumulation of more earthly power. According to the Paladin the only cure was fire and steel. Over the objections of the majority of her court Queen Berezia sides with the champion from Belhaz approving his plans to force the halting of Coatl Perijanist worship in the new capital.


    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


    Embassy with Dvatla


    Embassy with Kunai
    • Give: Diresnags, Imperial Uniform, Obsidian Fire, Refined Pician Weapons, Sacrificial Magic Supply Lines, Salt Wagons, & Violet Oath


    News and Rumors
    • Ti Linnad is assured Galdean's blades have no dominion outside Hegemony territory. Alongside this reassurance however comes the question of obedience to a church which had only a decade prior cast it out when belief in less manipulative beliefs existed just outside Linnadi borders.


    Queen Berezia I
    Diplomacy: 1
    Economy: 1
    Faith: 5
    Military: 4
    Intrigue: 4

    Increase: +1 Dip +1 Fth +1 Mil

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    Zeměvčel 17 Honey Open TLD Open Tëlir Geza Abhidi Tëlir Geza
    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
    Avakonia 51 Parchseed Oil CTL RGO Open Tëlir Geza Coatl Perijanism Coatl Perijanism
    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

    6 units/11 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)
    • Hard Iron Armor
    • White Sails Phalanx
    • Dwarven Fortifications
    • Elemental Catapults
    • Enchanted Arrows
    • Magi Blessed Scrolls


    Generals
    Atamina II (10)
    Lord Commander Jalse (7)
    Paladin Galdean (8)
    S̨anedbzıtl, King of Avakon and Zeměvčel (9)

    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
    • Expanded Holds
    • Alchemical Artisans
    • Coatlan Numerals
    • Diplomatic Expedition
    • Fish Glue
    • Full Course Discourse
    • Meteorological Navigation
    • Resin Casting
    • Standardized Currency


    Relic
    Spellfather's Fang +1 to two Investigations OR +2 to Resist Raids
    Last edited by QuintonBeck; 2019-04-14 at 10:33 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

  21. - Top - End - #831
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Glen Gwitna
    Region 23


    Round 35 Actions

    1. [Faith] Convert 23.1 from Open to CP. 18
    2. [Faith]Convert HC 2 in Avakonia to CP. The Holy Warden and Arndok encourages the followers of Xincoatl to remain firm in their resolve in the face of this sudden persecution from their homeland. 17
    3. [Faith]Convert HC 3 in Avakonia to CP. Ollin spreads word that all CP refugees from unwelcoming countries will be welcomed in Glen Gwitna and declares the capital a sanctuary city. 17
    4. [Economy] Continue funding project for the CSC. (3,5)
    5. [Economy] Continue funding project for the CSC. (4,5)
    6. [Intrigue] Rescue Ollin's sister Coszcatl from Toyollo's clutches. 8

    Non-Actions
    Support Regno's buyout.

    Lazar Embassy


    Coatl Embassy


    Expected Stat Increases


    News and Rumors
    • When it is clear the tide is turning against the faithful of Xincoatl in Avakonia and Holy Warden Ollin encourages his people to resist against the persecution of innocents where they can and flee if they must. He orders the opening of Glen Gwitna's borders to any CP refugees that must leave behind their hostile homelands. He can only hope his words and prayers of encouragement reach them in time.
    • Rumors through the Embassy with Coatl reach the Warden's ears and tell of his sister's captivity and the new ruler's obsession with her. He makes moves to free her from the situation.



    Current Ruler
    Holy Warden Ollin
    Diplomacy: 10
    Military: 6
    Economy: 10
    Faith: 10
    Intrigue: 2
    Last edited by PepperP.; 2019-04-17 at 12:34 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

  22. - Top - End - #832
    Bugbear in the Playground
     
    BardGuy

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    Default Re: [EMPIRE4!] IC Thread

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

    Leader: Nocyca Rossalli
    Round 35 (205-207 IR)


    Actions:

    1. [Military] Raise a unit

    2. [Military] Raise a unit

    3. [Diplomacy] Stabilize Arfordir: 19

    3. [Economy] Gather funds for the CSC (1/5)

    5. [Faith] something

    6. [Faith] Orradi Shollarissi debates (5/5): Spiritual Corruption


    Nonactions:
    1. Resist Lindeen buyout


    Spoiler: News and Rumors
    Show
    • Karys's reassurances regarding Galdean meet with a sort of apathy. Nocyca in particular seems almost in agreement with the Paladin's condemnations.
      .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 8
    Military: 9
    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:

    Last edited by Minescratcher; 2019-04-07 at 09:34 AM.

  23. - Top - End - #833
    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: [ECONOMY] Buyout TP 3 Marble (Dvalta) region 16 With Dvalta having fallen apart due to their imprisonment. Lindeen uses the weakness and the shattering of a once great kingdom by picking up the pieces. Some of those pieces include their former economic resources. The Marble is also essential to the stability of Lindeen and so is targeted. Failure

    2: [ECONOMY] Buyout TP 2 Silver (Yondar) region 27 Make Lindeen wealthier, how else to continue their experiments. This was to save mankind after all. 14

    3: [ECONOMY] Buyout TP 2 Corn (Ti Linnad) region 33 Ti Linnad is weak and since they cannot be targeted militarily merchants are sent to do the good work instead. 14

    4: [ECONOMY] Buyout TP 3 Hlaali Bark (Dvalta) region 56 Its a strange item but it will be easy to rip these resources from Dvalta. Failure

    5: [ECONOMY] buyout TP 1 Dragon Beasts (Ridir) region 85 The Ridir are not but ignorant children. They would not know how to use the power of the dragon beasts even if they did have an active economy in their worthless little nation. 19

    6: [ECONOMY] Use eco 5 to upgrade TP 3 Bhreshi Dogs in Aaenna Their new vassal lord is the only source of this strange riding dogs. They are interested in gaining access to the resource and putting immense resources in place to make it happen.

    Nonactions


    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 7+3
    Military 7
    Religion/magic 6
    Intrigue 3

    General: Yasos 7
    War Caster: Rassilion 9
    Spymaster: Kawasta 5

    New Ruler Next Round?
    No

    Military Units
    8 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 (2 units))

    Technologies
    Will of the mandates +2 dice size when corrupting uncorrupted HCs-The mandates can be wielded against any faith and all of them have viable magical tenants which can be used to harnass more power for the mortal species. Coatl, Khompur, the spirits even Aadvaitah are believed to steal their power from humanity. They exist due to mankinds worship and in turn the mandates inevitably look to take that power back and wield it for the betterment of mortals.
    MIL 5 Military Specialty- The cults of the Warcaster surrounding these immensely powerful warcasters cults of power surround them, providing them with logistics and enforcers to act on their will as these beings despite their power cannot be everywhere at once and monitoring entire regions become near impossible.
    Heavy Wooden Armor
    Diresnares
    Sacrificial Magic Supply Lines
    Fish Glue Manufacturing
    Surplus Production
    War Caster
    Byonic Tactics
    Magi Blessed Scrolls
    Enchanted Arrows
    Iron weapons
    Spymaster
    War puppets
    Obelisks
    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

    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)
    TP 3 Kansett (region 24)





    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)


  24. - Top - End - #834
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: [EMPIRE4!] IC Thread

    Sycoraxistan
    Round 35 (Post 9)
    Region #115


    Spoiler: Current Ruler
    Show

    Diplomacy [3]
    Military [6]
    Economy [3]
    Intrigue [3]
    Faith [10]
    {Stat Roll}


    Main Actions {rolls}
    1. [Faith10]Miracle: Build a spiritual sending station in Jintha, and with the permission of new New Bhule build spiritual receiving station there, near the Dragon's Tomb. The goal being to aid in strengthening the travel of spirits north to fulfill the Spirit Chimes.
    2. [Faith] Attempt to use Magical Reagents to fight back effects of Long Winter in Sycoraxistan (R115)
    3. [Faith] Convert HC1 in Wuzei Darak (r75) to Initia
    4. [Faith] Covert HC3 Jherki
    5. [Economy] Buyout tp3 r115 Regents
    6. [Economy] Buyout tp1 r114 Northweed


    News and General Sub-actions (WIP)
    • Allow free travel to all Sultanate Allies, and members of The Furnace League.



    Embassy Actions
    • Regno: Draw on Regnan Libraries for information that might contribute to dealing with The Long Winter.
    Last edited by DoomHat; 2019-04-06 at 10:18 PM.
    ...with a vengeance!

  25. - Top - End - #835
    Barbarian in the Playground
    Join Date
    Jun 2016

    Default Re: [EMPIRE4!] IC Thread




    'Ridi'dreq
    Region 29
    Round 35


    1 - Diplomacy 5: Establish Embassy with Jintha

    2 - Faith: Convert 30.1 to Dragon [11]

    3 - Economy: Supported buyout of Jintha's camels (7.3) [19]

    4 - Economy: Continue base for CQC

    5 - Economy: Finish base for CQC

    6 - Secret

    Spoiler: Non-actions
    Show

    Begrudgingly endorse sale of ashwing wyverns to the Kunai


    Spoiler: Embassy Actions
    Show




    Spoiler: News and Rumours
    Show




    Spoiler: Leader Stats
    Show

    "Qa'ku'raj" (But actually 'Gva'dhi'qagri)
    Diplomacy - 5
    Intrigue - 5
    Military - 5
    Faith - 4
    Economy - 7 + 1
    Last edited by kjelfalconer; 2019-04-10 at 05:53 PM.

  26. - Top - End - #836
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
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    Default Re: [EMPIRE4!] IC Thread

    The Stormcrown Dominion

    Regions 6, 5, 4, and 3


    Actions
    1. [Diplomacy] Stabilize Astrand (Region 14) 14
      With the surprise bequest from Dvatla, the Dominion is left with holdings outside of Regner for the first time in its history. However, even as Astrand threatens to erupt into chaos, the Padishah stands firm. Though once the League of White Sails, the region of Astrand has long been the destined inheritance of Fëkälis of Dvatla, recently married to the Crown Princess herself. The ties between Dominion and Dvatla are ironclad, and Fëkälis departs to take charge of the transition of power.
    2. [Military] Defend Astrand (Region 14) with 8 Units under the leadership of Magni Hestradet (Mil 9)
      Though well acquainted with violence, the Karysite declaration of war shocks the government of the Dominion. It has not even been one generation since Izbefan soldiers shed blood in defense of Avakon, and now their countrymen are treated as enemies by that city's new caretakers? Rather than fear, the declaration of the young Queen of Karys inspires only anger, from the nobility to the commons. It is only further insult that Berezia would seek to rob the future Prince-Consort of his birthright, and so Prince Magni Hestradet speeds from his wedding to Adalheidis of Sfaire to lead the defense of the region. The full might of the Dominion travels with him.
    3. [Economy] Acquire the Restored Karysite Hegemony's Trade Post for Dragonsteel in Heartsease (TP 1, Region 72) 17
      The Dominion had long existed without any true enemies, leaving her merchants unsure of the providence of any acquisition against a foreign power. Doubly so, after the embarrassing impasse with Jintha scant years ago.
      The war with Karys, however, changes things. At last, there is an enemy against whom the entire Dominion is united, and so Karaki coin begins to flow, undercutting the very industries used to fuel the Karysite war machine.
    4. [Economy] Acquire the Restored Karysite Hegemony's Trade Post for Wheat in Karys (TP 1, Region 48) 14
    5. [Intrigue] Investigate the theft of the Heart of Kidveva’dvu’j 24
      The disappearance of the Spelleater's Heart is not only an insult to the Avakonian Empire, but a slight against the Dominion and the union that had so recently united them. Atop the Godslayer Throne, Padishah Sigyn's spirit quests ceaselessly for the culprit even as well-funded spymasters begin an exhaustive search for the fool bold enough to offend Empire and Dominion both.
    6. [Intrigue] SECRET 23


    Non-Actions
    • After extended negotiations with the God King, an agreement is signed between the Dominion and the Baedshah
      Spoiler: The Western Accords
      Show
      Herein, the Stormcrown Dominion and the Baedshah affirm a bond of friendship. Joined by the shores of the Ortassa, these two powers foreswear enmity and conflict, recognizing the sovereign borders claimed by Padishah and God-King. No hostile action shall pass between them, be it naked aggression or covert manipulation. Further, citizens of both kingdoms are guaranteed safe passage within these peaceful borders, that friendship and prosperity might flourish evermore.
    • Activate the Godslayer Throne to Reduce Intrigue (-1)


    News and Rumors
    • ???


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

    Spoiler: Current Ruler
    Show
    Padishah Sigyn Hestradet

    Diplomacy 10, Economy 7, Faith 8, Military 8, Intrigue 9

    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; 2019-04-16 at 12:26 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!

  27. - Top - End - #837
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread


    Actions:
    1. [Diplomacy 10]Form Great Kingdom
      Finally, the time has come. Over the last decade, Elena has been replacing the soldiers in the Alliance Guard with those loyal to her. Now that the new conscripts from the former Dvatlan kingdoms and Cesaria Inferior came, her army was strong enough to take on any possible rebels. She dissolves the government, and has herself crowned Queen of Sfaïr by the High Priest. Lucius Crassus, her husband, strongly objects to her actions. He declares Cesaria's secession, but he is very quickly captured and taken prisoner by the Spiegelaces. Elena appoints new ministers and advisors, notably 'King' Shin Whitefeather, who appears to support her in hopes that she will help him restore his kingdom and Sir Isernbriser, happy to have climbed the social hiearchy in spite of his much-ridiculed incompetence in personal combat.
    2. [Intrigue]Secret 21
    3. [Intrigue]Raid Sugar Pine 20
      If the kingdom is to become stronger, it must seize previously wasted resources. Pine wood is particularly important, as the Queen has decreed that Sfaïr shall become the naval power.
    4. [Faith]Build an OVS base in Zlivittë Khaır 1/3
      As Abhidism is to be one of the foundations the new kindgom will rest upon, it is imperative that the Order, the most active spreader of knowledge of Abhidi, is rescued from the clutches of certain tyrants. Of course, the Order is defending itself fairly well, but just in case... All of its members are granted asylum in Sfaïr, and new headquarters are built on the shore of the western inlet of Ascerb Bay.
    5. [Faith]Build an OVS base in Zlivittë Khaır 2/3


    News and Rumors
    • King Shin, a Whitefeather refugee who holds the Feathered Cape, formally declares intention to take the Inyoni Crescent and surrounding lands back. Many, though not nearly all, Inyoni in Sfaïr have joined his cause.
    • Dame Rosagund goes into hiding after the coup...



    Non-actions

    Free passage: Avakonia, Karys, Regno, Sycoraxistan, Overvann, Whern and Ti Linnad.
    Embassy with Avakonia: Do nothing

    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 10
    Military 6
    Economy 6
    Intrigue 8 + 1
    Faith 2 + 1

    Used specials: M5

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

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

    Living units (5)
    Alliance Guard "The Unforgiven" - original soldiers fought in invasion of 107, fled before the Skyfather
    Cesarian Knights
    TBD
    TBD
    TBD


    Generals (2)
    Berchar the Walking Wall 6
    Vyžeikis 10

    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 5
    +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: -1 size loss in coalition battle
    Feathered Cape: +1 random stat with new ruler
    Mirror of Shadows: +1 secret action rolls

    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) OUTDATED
    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:

    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.
    Explore the north and the Eastern Continent
    Make an artifact crown made of every precious metal and gem.

    Last edited by Corona; 2019-04-14 at 02:40 AM.

  28. - Top - End - #838
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [EMPIRE4!] IC Thread

    End of Round Thirty-Five.

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

    Rando delights in not being delightful - LapisCattis

  29. - Top - End - #839
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Round 36: Begin!
    Imperial Reckoning 208 - 210
    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!


    Growth!

    Having worked tirelessly to expand the Alliance’s influence north of the Inyakan mountain range the Sfair Free Alliance is dissolved by its current head and reformed under the more centralized rule of a kingdom born from many parts. Dame, now Queen, Elena Blanc executes a small number of politically motivated arrests to demonstrate her power, most high profile among them her husband Lucius Crassus of Cesaria. The futility of resistance quickly becomes clear throughout the lands and self preserving lords and administrators swear their fealty to their new northern queen. (SFA establishes a Great Kingdom enabling a 6th action!)


    Diplomacy!

    Seeking to broaden their connections Jintha and Ridi’dreq formalize diplomatic relations between them. Ambassadors are exchanged and soon rapid and reliable political communication is available to the two southern polities. (RDR establishes an Embassy with JTH!)

    With the collapse of the Dvatlan hegemony which had dominated everything from Avakonia on north and the passing of this ancient imperial capital to Karys it sees a flurry of renewed interest within its walls. The new Karysite queen moves her court and names Avakonia her capital in service to the greater Avakonian Empire under Varjik dynastic rule. (RKH changes capitals from Karys (48) to Avakonia (51)!)

    With a temporary lack of wars to fight as the treaty with Khirus entered its final stage of life and Dvatla’s collapse consumed domestic attentions the new Avakonian Empire turns its focus upon the livelihood of its citizens. Decades of war had disrupted commercial supply lines in favor of military priority. Civil leaders are met with by the Emperor who adequately addresses many of his subjects most pressing concerns bringing peace, freedom, and justice to Zarikos’ new empire. (New Lijas (52), Varjik (58), Aspen Heights (59), & Raesija (64) are Stable!)

    The iron grip of Khirus tightens around the throats of dissidents who rose up in defiance of the Sattyathanya persecutions. While rebels were crushed by military might more sublte means see would-be rebels killed before they can even take to the battlefield. The message is quickly spread and regional princes are able to re-exert their authority over the populace. (Palendor (37), Razzak (39), Lior (43), & Carida (69) are Stable!)

    On shaky legs after the Northern Council’s expulsion from the church under Lazar Arfordir is returned to a state of complacency by extra effort on the part of the Premiere. The people of the region are broadly informed of Gwitna’s readmittance of the Council into the eastern brotherhood as proof of lazarite malice being behind their original expulsion. (Arfordir (20) is Stable!)

    With a fleet of Karysite warships bearing down on the southern border internal affairs in the notoriously divisive city states of Astrand resolve surprisingly quickly. The Stormcrown Dominion was there defending the cities, it was only right to recognize the claim they had been granted by the city's’ former defender in Dvatla. Certainly better than to be simply another prosperous trading network serving Avakonia. (Astrand (14) is Stable!)

    Despite the loss of prestige associated with the change of capitals efforts by Queen Berezia to address these concerns proves enough to prevent widescale unrest from spreading in the queen’s homeland. (Karys (48) is Stable!)

    Over a decade since their first meeting with the Inau Rhune sends another expedition east across the vast sea beyond the Badan coastline this time not merely exploring but actively seeking diplomatic relations with the far east. While these new immigrants are not welcomed with completely open arms they have so far managed to negotiate for recognition of a claim to less desirable farming and stormy coastal lands that Rhune may eventually use to establish a more permanent presence in the far east. (RHN has partially Colonized Kopanket (E1)!)

    When your neighbors aren’t simply arrested for speaking badly of their rulers, but seem to disappear overnight, it doesn’t take long before you learn to keep your mouth shut. This lesson is seen quite clearly in Cesaria. The local government pledges, very loudly and publicly to look into the source of the disappearances, but their investigations never really seem to accomplish anything... (Cesaria(102) is Stable!)

    Faith!

    The Orradi Shollarissi debates conclude in Ti Linnad after a tumultuous decade in the realm of faith. The conclusions and conjectures made by the committee of clerics will surely fuel religious debates for years to come though their resolutions to many longstanding questions serve as foundation to a greater understanding of the godly realm by the mortals. A number of the debaters dissipate across the Northern Council integrating into the religious institutions of the land shoring up conviction through controlled conflict. (Orradi Shollarissi Debates Great Project completes giving TLD +1 to Resist Conversions!)

    In the wake of Jalyeong-bo treatment of the Red Locust plague that had hung over Sonil for many years the local populace, already favorable to the spirit faith, cements their devotion to the pacts of the shaman by their foundation of the Order of the Red Locust. This holy order acts as both spiritual guide post and guardian of the tower cacti against supernatural threats. (Jalyeong-bo Holy Order established in Sonil (79)!)

    The Dejanite Cult seems to have found favor at the court of Karys allowing yet another holy order in Dejan’s name to form in Belhaz on the heels of the Emperor’s Gauntlet’s formation in Karys. (Dejanite Cult Holy Order is established in Belhaz (50)!)

    With Whern turning away from the spirits of Jalyeong-bo to embrace the gods and ancestors of Gamle Mater that they may elevate their patron saint of the winter to the seat of godhood the Frigid Digits as well abandon the precepts of legalistic pact-making to favor the Seer traditions originating out of Overvann. (Gamle Mater Holy Order is established in Whern (87)!)

    Ensuring the northeastern regions administered by Yondar and Rhune remain dedicated to the still as of yet unorganized Rhunic Animism King Yven of Yondar approves of animist efforts to reclaim an abandoned holy site. (Yondar (98) HC 3 is converted to Rhunic Animism!)

    Purification efforts targeted at the corrupting influence of the Mandates which had made their way into Sumwyr proves successful. A few C’tenzi choose to migrate to Lindeen that they may continue their magical experiments but most return to the fold without issue. (Sumwyr (99) HC 2 is converted from Rhunic Mandate to Rhunic Animism!)

    Having served as a redoubt for the temporarily exiled Mandate government of lazar it is perhaps of no surprise that the corrupting teachings of the Mandate continue to spread in this Kansett dominated region. (Aniachaket (24) HC 1 is converted from Coatl Perijansim to Coatl Mandate!)

    With chaos gripping the Baedshah in the form of numerous rebellions against the God-King Mareen is left open to a different form of chaos, this time coming from the east. Mandate priests vetted by lazarite interests are elevated within Mareen’s clerical hierarchy growing Mandate influence to a majority in the Pride’s capital. (Mareen (77) HC 1 is converted from Perijansim to Perijanism Mandate!)

    Laying between two major sites of Mandate corruption the unclaimed peninsula is pushed further towards aligning with the Isles of Lazar religious policy. (Region 27 HC 2 is converted from Coatl Perijanism to Coatl Mandate!)

    Priests sent from Lacia to follow up on their bretheren’s work in Sfair find their fellows fallen to the corrupting magics of Lindeen. A judicious application of traditional Ildian preaching however returns these priests to the right track. (Sfair (106) HC 3 is converted from Ildia Mandate to Pantheon of Ildia!)

    Upset at the interference of the Acolytes in matters considered to be internal affairs the Frostbinders of Bhule push back against the resurgence of Jalyeong-bo around Mt. Anar making clear their intention to retain complete religious dominance in Bhule. (Bhule (86) HC 1 is converted from Jalyeong-bo to Frostbinderism!)

    In the wake of the Chimes ringing out the spiritual hold on the south faces its first challenge from Initia who seeks to turn the provincial islands held by Jintha towards their ruler’s declared religion. (Wuzei Darak (75) HC 1 is converted from Jalyeong-bo to Initia!)

    Sycoraxistan Witnesses work in Jherki to expunge the dragon cult brought by the Father of Silence believing the dragon’s philosophy to be a vile influence upon the disciplined minds cultivated by Initia. (Jherki (9) HC 3 is converted from Dragon Cult to Initia!)

    As part of Whern’s pivot from spirits to gods and ancestors Fherharbor Temple is recognized no longer as a place for shamans but as a site for seers. Gamle Mater would be Whern’s new religious law so it was only fitting it be represented in the capital. (Whern (87) HC 1 is converted from Jalyeong-bo to Gamle Mater!)

    As the capital to the new head of the faith Warden Ollin deems it a necessity that Glen Gwitna fully embrace their worship of Xincoatl. An undedicated temples is reclaimed in the great serpent’s name bringing religious harmony to the region. (Glen Gwitna (23) HC 1 is converted to Coatl Perijanism!)


    Trade!

    Having long been a furnace for economic theory the Palmorian power now called Lacia that traced lineage back through Azenhal introduces a further advancement to the banking first developed by the Azen. Utilizing the power of economic concentration a new method of financial pressuring and coercion is introduced that would allow the state to put pressure on the scales in an even more significant manner than it already could, albeit with less directed nuance through backroom often heavily inebriated negotiation. (CAL introduces Economic Collusion. Requires: Decentralized Authority, Standardized Currency, Alcohol. Effect: Once per round one buyout in a region you control may receive a +4 bonus (stacking with endorsements) to the roll however the targeted TP is chosen randomly from among those not owned by the buyer.!)

    In a bid to strengthen their traditional army with cavalry supplements as well as ingratiate themselves with their new liege Lindeen mercantile agents are sent south to Aaenna where they work to grow the domesticated Bhreshi Dog population. (LDN upgrades Aaenna (38) Bhreshi Dogs from [Good] to [Great] taking control of TP 3!)

    Given the Clans general stance of appeasement towards the World Dragons who had come to Emjata it was not so surprising they were able to negotiate a trade deal with the reclusive ‘Ridi’dreq for draconic technology. The secrets to crafting wyverns using the mutagenic magics of the dragon cult are shared with the steadily rising Kunai who now firmly dominated the northern coast of Estensule. (KNI buys Ashwing Wyverns from RDR!)

    As part of a multiyear negotiation Kunai representatives are welcomed by Lacian mercantile interests in Atrisia as new majority stakeholders in the profitable Shadow Flax harvest. Many more experienced merchants from Palmor remained in the region aiding the somewhat green Kunai merchants in exerting their new economic authority over the regional farmers. (KNI buys out Atrisia (42) Shadow Flax TP 3 from CAL!)

    The Theocracy of Coatl flexes its economic might managing to secure a trading post of Blood Clay from the lazarites and Inyakan iron left unclaimed by Dvatla’s collapse. Their most impressive economic feat however is agreed to be the purchasing of Omanush held brass from the Inau across the deep eastern sea. (CTL buys out Shona (32) Bloodclay TP 2 from LZR!)
    (CTL buys out Dvatla (12) Iron TP 1!)
    (CTL buys out Kopanket (E1) Brass TP 1 from OMC!)

    While some had feared King Yven would be unable to match the rich and lavish lifestyle afforded by his female predecessors the new king’s administration proves as capable as any other allowing Yondar to acquire further luxuries from local Facet Caps to a stake in Avakonian vineyards. (YDR buys out New Lijas (52) Verdant Wine TP 2!)
    (YDR buys out Sumwyr (99) Facetcap TP 1!)

    Seeking to appease their Inyoni immigrant population the Avakonian Empire acquires majority holding of the Inyoni Crescent’s unique form of transformative incense. The Emperor further takes retributive actions against Khirus seizing the horses they had long traded for. A deal with Regno further cements the clear bolstering of the stores with Ka-Ruun’s revolutionary guilds signing on with the new empire now that Regno had fallen into such decline from its height as an empire. (AVA buys out Inyoni Crescent (45) Maiden’s Kiss TP 1 from CAL & TP 2 from TLD!)
    (AVA buys out Bysthia (63) Horses TP 2 from KRS!)
    (AVA buys out Ka-Ruun (62) Labor Guilds TP 1 from RGO!)

    With wood only becoming more and more valuable in its technological utility as time goes on it comes as little surprise that Regno seeks to secure the a claim to Redcedar in Glen Gwitna now while prices were deflated by the Dvatlan collapse. (RGO buys out Glen Gwitna (23) Giant Redcedar Wood TP 2!)

    Closing out an exchange initiated a few years prior Lacia secures control of their local harvesting from lazarite merchants pushing the Coatl Mandate easterners out of the Ildian capital. (CAL buys out Lacia (35) Medicinal Plants TP 2 from LZR!)

    While unable to compete with Coatl in Dvatla itself Bhule does manage to secure their bid on Reflas Giant’s Silk which had drawn little attention from the other vultures picking over the economic corpse of Dvatla. (BHL buys out Reflas (11) Giant’s Silk TP 1!)

    With enemies all around and a tense peace reaching its expiration Lindeen wisely seeks to bolster their stores and weaken those of their enemies. Corn from Coatl which had long fed Linnadi citizens as well as Dragonbeasts tamed by the ‘Ridi’x are swept away from their traditional owners by Lindeen merchants. (LDN buys out Coatl (33) Corn TP 2 from TLD!)
    (LDN buys out `Ridi`r (85) Dragonbeasts TP 1 from RDR!)

    Locking down economic control in their own capital the Sycorax secure the final trading post for their own esoteric reagents. (SYX buys out Sycoraxistan (115) Magical Reagents TP 3!)

    Seeking their own beasts of burden and cavalry the dragonmen occupying Ridi’dreq present a competitive bid to the Jintha Council who agrees to relinquish control over their Iadeshan camels to the ‘Ridi’x. (RDR buys out Iadesh (7) Camels TP 3 from JTH!)

    Rhune also seeks to close potential avenues into their homeland’s economy securing the final unclaimed trading post for Rhune Stones for the Margravine. (RHN buys out Rhune (96) Rhune Stones TP 3!)

    Ever the productive mercantile forces Jintha agents are quick to seize upon nearby resources still unclaimed by any major power. Squid and Giorle Fruit joins the Jinhan dinner plate while shipments of Hlaali Bark pass on to military outposts as an alternative source of wood for the construction of advanced weapons. (JTH buys out Wuzei Darak (75) Huo Ke Squid TP 1!)
    (JTH buys out Deaux (56) Hlaali Bark TP 3!)
    (JTH buys out Wazham (4) Giorle Fruit TP 2!)

    As war erupts between the Stormcrown Dominion and Karys over the fate of Astrand, willed to Queen Sigyn by Dvatla’s last king, the Dominion takes actions outside the theater of war hoping to cut Karsite supply lines and bolster their own. Never one for strong economic protections or favorability towards their traders Karysite merchants are all too eager to sell their stakes for the generous offers made in Dominion coin. (IZB buys out Heartsease (72) Dragonsteel TP 1 from RKH!)
    (IZB buys out Karys (48) Wheat TP 1 from RKH!)

    The Isles of Lazar takes on a more active role in the Serene Pride’s succession crisis offering their stake in Ridi’dreq’s botanical output to placate the independent minded natives of the Kadangan Wetlands. With gifts and siren songs of prestige within the Baedshah for remaining loyal in this time of crisis the eastern lazarites are able to convince the southwestern seretse that the support of the scales to the furs in this time of crisis will bring more to their people than independence could ever hope to. (SMP acquires the Pall (29) Medicinal Plants TP 1 from LZR! Kadangan Wetlands (73) are Stable!)


    War!

    Having gained access to the Warcaster program through their vassalage of Lindeen the vampires of Khirus seek to create their own monster. While not meeting the most stringent standards set forward by the Shattered Emperors this new beast of war was loyal and immensely powerful for an individual neonate vampire. (KRS creates Mil 8 Warcaster Scion of Wrath!)

    Demonstrating the strength of his reforms, Toyollo leads thousands of disciplined, drilled Coatlean soldiers into Masdoli against the rebels there. Outnumbered 5 to 1, the rebels begin a hit-and-run process, whittling Toyollo’s numbers with sudden raids, traps, and the cursed magic of the region. To a less-prepared army, these tactics would spell doom, but the Coatlean legions maintain an unprecedented order in the face of the rebels’ harassment, eventually forcing a pitched battle in which half of the rebels are killed while the other half are brought home in triumph as slaves.
    Spoiler: CTL attacks Masdoli (47) Rebels!
    Show

    CTL Tactics: 9 + 10 Mil + 2 Tech = 21 (Signal Lamps + 8)
    RBL Tactics: 2 + 10 Mil = 12

    CTL: 10 Units + Mil10 Toyollo + 1 Tech + 18 + 8 Tactics = 47
    RBL: 2 Units + Mil10 Gherdum the Ihjiasa + 2 Rebellion + 12 = 26
    CTL Casualties: 30% * 0.5 + 1 size loss
    RBL Casualties: 40% * 1.5
    Attacker Victory! First Legion of Coatl loses 3 units, Sattyathanya Rebels lose 1 Unit! Masdoli is Unstable!


    In Aaenna, Khirus meets with far less luck. Perhaps made overconfident by his advantage in numbers, the Pit Champion of Khirus marches his forces along the clear trails left by his foe. As the soldiers of Khirus cross a deep river at the mouth of a northern valley, Ayalana reveals her trap, firing volleys of arrows from the cliftops before charging into the new arrivals on the other side of the river. Taken by surprise, the crossers are ridden down and shattered, but at a heavy cost in rebel lives. The Pit Champion continues to follow, hoping to crush the remaining rebels, but when his assault on the town where they are hiding is fouled by the devout townsfolk, he retreats with the remainder of his forces.
    Spoiler: KRS attacks Aaenna (38) Rebels!
    Show

    KRS: 6 Units + Mil8 Pit Champion + 3 Tech + 13 = 30
    RBL: 3 Units + Mil8 Sister Ayalana + 3 Divine Favor + 2 Rebellion + 19 = 33
    RBL Losses: 30% +1 size loss
    KRS Losses: 20%
    Defender Victory! Council of Shattered Emperors lose 1 unit, Sattyathanya Rebels lose 2 Units! Aaenna is still in Rebellion! OVS becomes Faith/Mil!


    The arrival of the Jintha in Tarraks Krag is an event unplanned for by the rebels, still undecided on who to support. Initially, Chief Azrock attempts to bribe Mia Grand to leave, but when this tactic fails he seems unprepared for war. In the only battle of the campaign, his forces charge downhill towards the numerically superior Jintha camps on the coast. Fanning out to either side, the Jintha easily encircle his forces, annihilating any threat they pose in the Krag. The Chief disappears, and is generally believed to have left to swear loyalty to the Maharaja.
    Spoiler: JTH attacks Tarraks Krag (78) Rebels!
    Show

    JTH: 7 Units + Mil7 Mia Grand + 4 Tech + 11 = 29
    RBL: 4 Units + Mil6 Chief Azrock III + 2 Rebellion + 11 = 23
    JTH Casualties: 0%
    RBL Casualties: 20% +1 size loss
    Attacker Victory! Council of Jintha loses no units, Goliath Rebels lose 2 Units! Tarraks Krag becomes Unstable! The Serene Marasa Pride gains 2 units! The Serene Marasa Pride gains a Mil6 General Chief Azrock III!


    Zabaryn’s campaign against Odul is fraught with almost comical failure on both sides. Zabaryn begins his campaign by sacking Hasain, a move which would have easily cut the head off of the rebellion if the town had not been forewarned by a slave escaping from the army. For the next year, the Baedshah and the Townmaster circle each other through Roagan, until a Rakshasa prisoner taken by Odul escapes in turn and informs Zabaryn of his foe’s movements. Unprepared for the sudden attack, the rebels are overrun and Odul is slain in the fighting.
    Spoiler: SMP attacks Roagan (74) Rebels!
    Show

    Tactics
    SMP: 4 Units + 8 Zabaryn Sinja Ssuras + 2 Tech + 6 = 20
    RBL: 5 Units + 5 Master Hasain + 1 Tech + 2 Rebellion + 6 = 19
    SMP Casualties: 0% + 1 size loss
    RBL Casualties: 40% + 1 size loss
    Defender Victory! Serene Marasa Pride loses 1 unit, Roagan Rebels lose 3 units! Roagan becomes Unstable!


    Setting her sights on the north, Queen Berezia sends first demands of fealty, then a powerful host into Astrand. In the period before the Stormcrown forces arrive, they sweep northward, rapidly capturing key inland cities. But when the enemy fleets arrive, it soon becomes clear just how overextended the attackers are. Outnumbered and desperately attempting to salvage the campaign, Atamina retreats southward, burning and pillaging, only to find crucial ports already retaken by the Dominion, allowing Lord Commander Jalse to lead a continuous holding action as they fall back. With desertion rampant and morale low, the Karysites return home lacking half of the soldiers and commanders they set out with and leaving Astrand ravaged in their wake.
    Spoiler: RKH invades Astrand (14)!
    Show

    RKH: 5 Units + 10 General Atamina II + 1 Tech + 8 = 24
    IZB: 7 Units + 9 Magni Hestradet + 13 = 29
    RKH Casualties: 50% + 1 size loss
    IZB Casualties: 0% + 1 size loss
    Defender Victory! The Stormcrown Dominion loses 1 unit, Restored Karysite Hegemony loses 4 units! Lord Commander Jalse has been captured! The Stormcrown Dominion is still in control of Astrand!


    In the eastern parts of the Pride, the unlikely alliance between Perijanist former Firethorn Regiment captain and Rakshasa royal appears to have paid off, as they are allowed to secure a power base unchallenged for the moment. With momentum and legitimacy building in the eyes of nobility and poor alike since his slaying of his elder brother Kildos, Lagos III Trodje Ssuras soon finds himself in control of a great army, the majority of whom he places under the command of his trusted companion Estevan El Lyz.
    Spoiler: Rebellion in Xaryx(80)
    Show
    Xaryx is Claimed by Estevan El Lyz and the Trodjan Regiment! Estevan El Lyz gains 1 unit for a total of 7 units under their command!

    Spoiler: Rebellion in Arrakis(81)
    Show
    Arrakis is Claimed by Lagos III Trodje Ssuras and the Honorbound Pride! Lagos Trodje III Ssuras Mil increases from 8 to 9 and gains 1 unit for a total of four under their command!




    Discovery! Map!
    Spoiler
    Show


    With the Long Winter pushed back, the last of the storms that once made passage along the Norbar so incredibly difficult seem to have lifted, and once forgotten regions have returned to the stage of Emjatan politics again.

    It is not terribly difficult for Padishah Sigyn, now intimately familiar with draconic magics, to recognize the tell-tale sign of ‘Kidveva’dvu’j’s Heart being used, in the land perhaps as far away as it could possibly be: The Pall, where some of the ‘Ridi’r seem to be experimenting with the uses of their holy artifact. Given the distance and, more importantly, their zeal, recovering it might turn out to be extraordinarily difficult...

    Terror!

    Despite coming under the Free Alliance’s protection this defense does not apparently extend to the merchants who are bullied and harrassed by their new overlords until they surrender their goods to Alliance collection agents. Local notables raise more than a few issues with their sovereign raiding in her own demesne with some questioning the utility in supporting an Alliance that used an offer of protection to cover their own assaults. (SFA raids Region 107 Sugar Pine TP 1! Region 107 is Unstable!)

    Thae Guceart was something of an oddity within the Regno Sultanate being strongly spiritual rather than scientific in its beliefs as well as having once been seized by Overvann during the “War on Two Fronts” as the conflict was known to the Regnans. Indeed it seems some of the local dwarves believe they held more in common with the association of “Free Regner” including Amham and the Overvann and have begun to agitate for greater independence if not full secession. While out and out rebellion remains unlikely greater demands are made by the storm dwarves of their half-elf lords that if left unmet could lead to a regional crisis. (Thae Guceart (92) demands RGO take a Faith action to recognize Jalyeong-bo as the regional faith of Thae Guceart including a pledge not to seek conversions to Initia!)

    Having never been strongly tied to the Avakonian Empire outside its conquests by imperial sovereigns Altessa, believing itself geographically distant enough from the imperial center, enters open rebellion against Emperor Zarikos. A local guild which has grown dominant in the Mul Root trade funds their own private army which marches on Avakonian forts in the region seeking to drive the Empire out. (Altessa (61) is in Rebellion with 4 Units under Captain Galf (7)!)

    Trouble among the horse lords of Bysthia has been brewing for years and with Altessa now rising up further south while the Emperor’s attentions focused on Raesija rather than the more volatile plains the local powers only narrowly avoid entering their own rebellion. They do however present a united front to the Emperor demanding his attentions as well as the provision of more grain to feed the cavalry forces of the Empire. (Bysthia (63) demands a Stabilization action and acquisition of a Grain TP or region will enter Rebellion next round!)

    Tragedy has befallen Delwin, many of the regions villagers have fallen from snow pox. Well known for covering its victims in milky white boils and filling the lungs with a dense mucus, what this illness lacks in contagousness it makes up for in lethality. As large portions of the rural population fall ill, the interior mining towns, somewhat isolated due to the winter, have been left desolate paralyzing the outflow of tin. (OVN losses access to Delwin (84) Tin TPs 2 & 3 for 2 rounds!)

    Ridir has become home to Pirates! Exiles and dragoncursed from across Regner have converged on the region in order to take refuge in the region’s plethora of unpoliced Fjords, bays and inlets. The pirates use their new haunts to launch attacks using sleek deep water ships terrorizing merchants all across northern Regner. Quickly the pirates leverage their captured booty and slaves to dramatically increase their political clout among the populace, exploiting existing resentment among the natives. (‘Ridi’r (85) is infested with pirates! All TPs are occupied by pirates (PRT) and cannot be bought out but may still be Raided or Sacked! The whole of the pirate fleet can be chased off with sufficient military force (TN 14) or convinced to go to a nearby region inflicting the pirate infestation on another region Diplomacy (TN 14). Cleansing the region of Pirates will bring one level of stability!)

    The decision by Chieftess Yfga to embrace both the mysterious spirit known as Isknvald and Gamle Mater is not met with approval from everybody. While the female members of the Frigid Digits have mostly assimilated into Isknvald’s cult, the male members have become infuriated at their expulsion from the inner sanctums of the order. Many of them are engaging in open rebellion to install the stolidly Jalyeong-bo Strufhuffen family, an economic powerhouse based on the Fferharbor docks, into power. Joining this unusual coalition are the more militant members of the ‘Ridx Plainswalkers, disenfranchised Jalyeong-bo followers, and the minority of persecuted Frostbinder immigrants. While their individual goals may vary, all factions of the rebellion seek vengeance against Yfga and her family. (Whern is in Rebellion, led by Vald Struffhuffen (Mil7) with four Units!)

    The rebellion in Avakonia is, perhaps, to be expected. An ongoing purge of the faith most commonly practiced was under way. When shipments of food, coin, and weapons found their way into the city from a mysterious third party, and with fervent Coatlan priests railing against the tyrannies of Karysite rule, it is unsurprising that there is a resurgence of militarism in the cities of the Vratis strait. (HC3 for Coatl Perijanism is Purged to Open! Avakonia is in Rebellion led by Captain Delbis Astura with 5 Units using Karysite techs!)

    Organizations!

    Mask Makers, the infamous agents of Khirus’ fanged overlords, assault the final remaining outpost of the Order of Vashthiya Sattyathanya in Masdoli. The original Sattyathanya rebellion and its impact on the imperial ambitions of a younger Khirus had not been forgotten and now as Khirus sprawled across Palmor it would have its vengeance. Monks attempt to defend their order until the last but it is a bloody and futile effort. When the sounds of death at last recede locals pick over the sacked base marvelling at the horror left behind. (OVS organization has been destroyed! Masdoli (47) is Unstable!)

    Yondar sends Atraxi to the Cinder Queen elevating the northern spiritualists in the Queen’s eyes despite their complicity in attacks against her siblings. Atraxi will likely “enjoy” a relatively short but no doubt extremely painful death in the Cinder Queen’s clutches. For their generosity the Corps grants Yondar a single favor to be used as they see fit. (YDR gains 1 Favor with the CQC!)

    Coming as little surprise the ‘Ridi’x prove to be the Cinder Queen’s most ardent followers completing the construction of a base for her dragonforged along the less volatile coastline of the Pall. Wishing to reward their efforts and bring them closer into the fold the Corps announces the reigning ruler of ‘Ridi’dreq to be her Damian Qagherz, first and most trusted among her agents in Emjata. (RDR/CQC Reputation increases to 7 and Qa'ku'raj is named Damian Qagherz! RDR gains 1 Favor with the CQC!)

    As a mercantile power it only made sense for Jintha to make friends with the Sea Elf Convoys. Already well acquainted the two traders become even closer over the course of annual shared celebrations and generous donations from wealthy Jintha to grateful Omanush captains and admirals. (JTH increases Reputation with OMC from 4 to 5!)


    Other!

    The increase in religious debate prompted by the conclusion of the Orradi Shollarissi debates within Ti Linnad has led to a popular movement of small town priests speaking out against centralized religious authority. Given Lazar’s excommunication of the Linnadi this comes as little surprise. Luckily for the Council these more independent priests remain loyal to the idea of a cohesive north eastern union under Xincoatl’s guidance.

    Avakonian Coatl Perijanists seeking to flee persecution of the Karysite Hegemony have set up shop in Zachodnie. Fortunately for Ti linnad many of these refugees are fairly well to do merchants who invest in the regions marble quarries in earnest. After a year dozens of small marble temples and altars to Xincoatl pop up throughout the regions urban centers. (Zachodnie (16) HC 3 converts to Coatl Perijanism. TLD takes ownership of Zachodnie TP 3!)

    The increased rain over Estenule has treated the native violet oak population poorly. Parasitic Karysite vines have been thriving at the expense of many young violet oak groves. Loggers have seen hundreds of prime trees strangled by the oily mass of thick greenish-red vines. Despite the vines continuing encroachment the local Dejanist priests have a plan to rejuvenate the mighty oaks’ forgotten strength. Not to be out done the Honmyo word smiths also have a plan of action to tap into the trees’ true names and soon the two sides begin to argue about how to restore the violet oak forests to their former glory. (Derokar (53) Violet Ash TP 3 is destroyed! The TP can be rebuilt and a Grand TP can be unlocked by whomever completely converts Derokar to Dejanism or Honmyo within the next 2 rounds.!)

    In the Aspen Heights, already unsteady as it recovers from Estevan’s rebellion, it appears the religious strife has come to a head. Khirusian and Perijanist partisans alike raise trouble, harassing guards and getting in fights. Inyoni immigrants, though largely pleased with the current government, are still cultural foreigners, and only add to the problem. The dragon cultists still mourning the loss of the Spellfather’s presence upon the mortal plane are curiously quiet, perhaps sensing just how at risk they are in a hostile land. Though the Empire’s soldiers are keeping everything under control, it is clear just how perilous the situation is... Aspen Heights is Vulnerable! All hostile foreign actions in the region get +2!
    Last edited by Rolepgeek; 2019-05-16 at 10:09 PM.
    Sincerely,
    Role P. Geek

  30. - Top - End - #840
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    Default Re: [EMPIRE4!] IC Thread

    Disaster!

    ‘Gxe’dhok’s Revenge

    The Long Winter means, to many, death. Frozen crops, cloudy skies, and beasts. But ice preserves as easily as it kills. The weather maintains the beauty of its victims even as it robs them of their last breaths. Dark magic has been wrought, however, and though slow and creeping, it now finds a hold as the Long Winter is undone, drinking of the residual energies like a carrion feeder. Pestilence is left where once cold reigned. Weakened bodies and newly thawed ground, often thick and muddy, combine to wreak havoc on populations. The origin point appears to be the now abandoned base once used by the Bloodied Hands, all those once inside very, very dead - blood magic and blight get along like dry straw and fire, it seems.
    The BHD base in Bhule(86) has been destroyed!
    Initia HC1 in Regno(8) and Jalyeong-Bo HC2 in Whern(87) become Open!
    BHL TP1 for Copper in Bhule(86), WRN TP3 for Peat in Black Marsh (91), and LDN TP2 for Magical Reagents in Sycoraxistan (115) become Open!
    Tevrus (90) is in Unrest!

    The panic that ensues might be worse than the contagion itself; it by no means matches up to Crabbin’ Fever, and as the afflicted regions continue to grow warmer, buoyed by the southern spirits of Amham’s Chimes, the disease itself soon subsides, though not without having taken its toll...
    RGO’s Faith is reduced by 1 until a 1-action Faith Project is taken to restore it!
    OVN’s Intrigue is reduced by 1 until a 1-action Intrigue Project is taken to restore!
    OVN and BHL each lose two Units!


    Amham’s long efforts pay off in spectacular fashion, as a heat wave crashes into the Long Winter from below, easily pushing the cold back into the north, where it manages only to linger, greatly weakened, in those areas most accustomed to the cold. Spirits from across Emjata join in to help in the great ringing of the Chimes, and though they have not defeated the Long Winter entirely, they have set the cold back decades.
    The Long Winter has been pushed out of Regno(8), Delwin(84), Overvann(89), Tevrus(90), Black Marsh(91), Thae Guceart(92), and Sycoraxistan(115)! The Long Winter no longer spreads as readily as it once did: spread reduced from 1d3 regions per Round to 1d3-1 regions per round.

    Sycoraxistan’s aid in this matter, long experts at spirit wrangling, is nothing to be laughed at. Their own efforts establish waystations to help force back the cold further, offering their expertise to any priests who might wish to make the attempt.
    Players may now take Faith actions to try to push the Long Winter out of regions if an HC of their state religion is present in the region! This counts as taking an action in the region, subjecting it to Long Winter penalties to the roll, but otherwise needs only TN14! Each HC past the first of your state religion in the region gives +1 to the roll. Failed attempts will still reduce the Long Winter penalty in the region by 2 points, to a minimum of 0.

    In Whern, the Long Winter still reigns...or it would, were it not for their newly ascendant god, Isknvald Fault-Eater. It is said that at their trial, all those present, not just Seers, bore witness to the presence of the Gods. Though still young and weak for a god, Isknvald’s wit, guile, and newly found influence may prove enough to allow them to rise to even greater heights within the Gamle Mater Pantheon. In Sycoraxistan, the knowledge gleaned from fevered study and experimentation is kept safe, in case the Long Winter should return.
    Regions with Long Winter and at least one Initia HC may be Fueled by Reagents/Magic Sources. Regions with Long Winter count as Fueled if they contain a Gamle Mater Holy Order. Regions with Long Winter and at least one Gamle Mater HC may be Fueled by Frozen Tears.


    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 Dragon Cult, 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]
    Delwin (84) - Still Infested (not LW)


    A Stillness, Broken; The Pride in Uproar!

    Zenay Rrasa has proven skilled, acquiring Obsidian Glass from Khirus for the use of the Pride. But with every success there comes a price, and her growing power, as well as Tashan’s promises of rulership, are certainly a worrisome threat. Greater appeasement may be a necessary evil….

    Zenay Rrasa successfully raids AVA TP3 for Obsidian Glass in Khirus (40)! Zenay Rrasa increases from Intrigue 7 to Intrigue 8! One additional action may be given to Zenay Rrasa to appease her growing power.

    Perhaps threatened by her brother’s foreign support, or hiding an even more devious plot, Kissin accepts the offer of co-rulership, and throws her forces against the enemy - or at least an enemy - in the Azure Coast. Her withdrawal from the uprising is met with what appears to be an embarrassed silence from the Feast of Rieba.

    Kissin Rieba Ssuras (Mil8 General) rejoins the Serene Marasa Pride with four Units! SMP loses three Reputation with Feast of Rieba, becoming Reputation 2 - Opposed! Kissin Rieba Ssuras is using one SMP action to invade the Azure Coast with three Units, using Pack Tactics, Iron Weaponry, and Camel Cavalry! Kissin Rieba Ssuras is using one SMP action to attempt to convert Dragon Cult HC3 of the Azure Coast to Perijanism! Kissin Rieba Ssuras is using one non-SMP action to attempt to appease the priesthood!

    Granting the harem control of domestic policies may have allowed Zabaryn greater focus on the war, for what good it did, but their growing influence is a storm cloud on the horizon. In the high summer of 209, in the midst of the heaviest rainstorm of the year, the more metaphorical storm breaks: Tashan Khompur Ssuras, with the backing of several powerful harem members, makes her own move for the throne. She declares Zabaryn a weak usurper who has brought nothing but ruin, and openly promises the harem control of the Pride should they support her. Chaos rules in Khomphan as the secret allegiance of many soldiers and even some Manes is revealed, and bloody fighting soon spills outward from Trodjan.

    The Feast of Rieba’s silence proves less embarrassed and more ominous when Tashan’s rebellion begins. From their base in Mareen, the Feast joins in Tashan’s denunciation of Zabaryn, sending elite forces blessed by Rieba to march on the capital city. Worryingly, rumors spread that the Feast plans to hold a massive tournament open even to the lowest classes to determine the new Emperor.
    Mareen is in Rebellion, with two Rebel factions! Lioness Rebels are led by Tashan Khompur Ssuras (Mil10) with three Units using Pack Tactics, Iron Weaponry, and Camel Cavalry! Orthodox Rebels are led by Seneschal Janra Rieba Hhrosa (Mil8) with four Units using The Book Of The Water’s Edge(Unknown Effect(!))! Tashan Khompur Ssuras is trying to recruit the harems and their half-breed children to her cause! Tashan Khompur Ssuras (Int6) is trying to Raid Open TP2 for Living Ivory in Arrakis!

    Following their victory in Xaryx, Lagos and Estevan press onwards. Lagos leads a small detachment into Sonil, bribing, threatening, and dueling to raise support, while Estevan remains to protect their gains. In late 210 Lagos disappears for several months, but when he returns he makes no secret that he is courting the support of the only neutral sibling, Jasak, a populist who has begun to see his right to challenge for the throne….

    Sonil is in Rebellion led by Lagos III Trodje Ssuras (Mil9) with three Units using Pack Tactics, Iron Weaponry, and Camel Cavalry! Lagos III Trodje Ssuras (Int5) is trying to Raid AHM TP1 for Tower Cactus in Sonil using Dueling Instincts! Lagos III Trodje Ssuras is trying to recruit Jasak Rither Ssuras to his cause!

    Estevan El Lyz (Mil9) is defending Xaryx (80) & Arrakis (81) with eight Units, using Camel Cavalry, Imperial Uniform, Sedellan Glass Armor, and Obsidian Fire! Estevan El Lyz is trying to buyout AVA TP2 for Pearls in Roagan!
    Sincerely,
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