Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 1 of 2 12 LastLast
Results 1 to 30 of 48
  1. - Top - End - #1
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Empire: Call of the World (Recruitment Paused)


    Only but a hundred years ago, the Godchosen Empire's furthest outposts began to crumble. One by one we watched as their spires sank into the ground and the great walls that guarded their lands fell into ruin. None know what happened at the heart of the Empire to cause this collapse, but all know the terror that followed.

    The Swarm, ancient hive of ever-hungering maws crawled forth from their hidden refuges across the world, spreading their vile infestation to every corner of every land. Tens of thousands died in the opening weeks of the Swarm's re-emergence across every race and nation, causing mass extinctions of flora and fauna alike as entire biomes were consumed to fuel the Swarm's return. Banding together, the mortal realm fought bravely against the Swarm, but none could stop the endless tide of flesh.

    The world faced annihilation without intervention from above, and deliverance came in the form of the Call. Four million mortal souls were about their days and nights as an unknown melody caught the breeze. It was beautiful—an ethereal gift and the end of all things. The choir sang, only ten strong. As the voices grew in volume, the Swarm began to scream and writhe as if their very brains were bursting. The beasts were driven back to the darker places of the world, but terrible remnants of the great infestation still remain, and the Swarm are merely delayed, not destroyed..

    With the sounding of the harmonious melody, new races have begun to crawl out of the mud, and some as old as the Godchosen begin to consolidate their borders once more, bent on purging the last remnants of the Swarm that nearly consumed them all. The Call still sounds, the hunger kept at bay, but with each year the choir loses steam, quiet, and quieter.

    Will you choose to renew the call and save the godchosen's legacy? Or will you silence the melody and snuff out the ancients forever.


    Empire: Call of the World

    Welcome players old and new, to a full-sized, yet spin-off version of the Empire play by post game. This is a game of storytelling and worldbuilding collaboratively with your fellow players on a kingdom-wide scale, yet with plenty of room for character-driven tales as well! In Call of the World, you will create and take control of a kingdom on the rise after a great scourge was swept through the land. The Swarm is held at bay thanks to the magic of the Call, but the threat of its return yet lingers! In addition to the Swarm, the world is rife with other hostile creatures that would see you fall, and that isn’t even to speak of your fellow players. As a player, you will work with or against your neighbours to achieve greatness, the choice is yours! As GM, I am responsible for the ‘NPC’s around you, the grand events that shake the world, and of course the all important mediation of players should something arise.

    The rules of this iteration of Empire follow, in all their complexity. Though they may appear daunting at first, the game’s pacing and flow is very easy to grasp, and there are many veteran players abound that would be more than happy to assist you in getting the hang of things. Don’t hesitate to reach out to me if you ever need anything, from a simple question to a complicated situation.

    Links:
    Our Discord server, where much of the ooc talk happens, is available here!

    IC Thread
    OOC Thread
    Lands Thread
    Dice-Rolling Thread
    Rules Thread

    Getting Started

    In EMPIRE! you play as the ruler of a kingdom. You perform actions to advance your kingdom’s position in the world through fair means and foul. Once your ruler dies of old age, disease, accident or murder, or they are otherwise replaced, their heir takes over, becoming your new ruler.




    Rulers

    Spoiler: Your Ruler!
    Show
    All rulers have the following attributes:

    • Diplomacy
    • Military
    • Opulence
    • Faith
    • Intrigue





    These attributes have a score of 1 to 10, reflecting a combination of the ruler’s personal abilities and the institutions they maintain to support them.

    For your first ruler, roll 1d4 for each attribute. You can arrange these results however you like. You may also add +1 to any two attributes.

    You can make your rolls in this thread once approved. If you roll more than one 1, you may reroll any 1s beyond the first for your very first leader. If you have more than two 1s after the reroll, those subsequent 1s become 2s (you are still left with two 1s). This option to reroll is only available to newly joined players so as to avoid a deeply disadvantaged game start.

    Changing Rulers

    When you change rulers, note this in your actions post. You do not need to take an action to change rulers.

    If your ruler is a child of a previous ruler, it is assumed that they inherited some of their predecessor’s abilities, and/or that their predecessor provided some education to them. Adopted children count for this purpose as children of a previous ruler.

    Roll a 1d4 for each attribute in order (dynastic heirs may not freely distribute their rolls). Your new ruler receives a +1 bonus to any stats their parent had a score of 4 or higher in, or a +2 bonus to their roll for any attribute their parent had an 8 or higher in.

    If your new ruler is not related to your previous ruler, roll attributes as you would for your first ruler and apply two +1s as you choose. You may not re-roll multiple 1s.

    If you are voluntarily changing rulers, announce this in the round before you want to start using the new ruler. Any bonuses accrued during your current ruler’s last round will be applied to the new ruler when they take over at the start of the next round.

    If your ruler is killed in battle, assassinated, kidnapped or suffers some other debilitating mishap in a round opener, your new ruler takes over immediately. Roll your new ruler at that point and begin using them in the same round.

    Please note any change of ruler and link the rolled stats for your incoming ruler in your IC post in which the change occurs.


    Regions

    Spoiler: Creating Your Region
    Show
    Describing Your Region

    When you join the game, the GM will assign you a region on the map. The GM will take requests as to where on the map you would prefer to start.

    You must then write a description of your starting region. Once this is approved by the GM, you may start play. A region description can be as detailed as you like but should include at minimum the following:

    Geography: Describe the geography of your region. The appearance of the region on the map will give you an idea as to the climate and biome. Set out what the region looks like, including descriptions of landmarks, towns and other settlements.

    People: Describe what the people in the region generally look like. What do they wear? What race(s) are they? What is their culture like? What do they do in their daily lives? Explain roughly how their society functions.

    Resource: Describe one valuable resource that can be found in the region, which your people make available for trade. This resource becomes a Great resource in your capital region. As such the region contains three trading posts of this resource, one of which your kingdom controls at the game’s outset. (For full details on resources, trading posts, and their relevance, see the Opulence section and the Resources and Trade section.)

    Also describe one resource that your region does not have and which your people are obliged to import. This can be something essential, like food, or a luxury item of which your people are especially fond. During the game, you will need to find a way to obtain this resource, otherwise your people will become unhappy and may rebel.

    Resources can be traded with other players. Full details of how to trade can be found in Resources and Trade.

    Faith: The world of EMPIRE! contains many mysteries and its people follow various religions and faiths. As the game progresses, some of these religions will become widespread, while others may dwindle and die out. Provide an outline of what your people believe at the start of the game.

    Your starting faith is not organized and is limited to your region. You will in time have the opportunity to organize your faith, or choose to adopt an organized religion created by another player. Organized religions provide benefits to their followers, which are more powerful depending on the number of followers the religion has. Details of how to organize faiths and the benefits of doing so can be found under the Faith rules.

    Your region contains one Holy Site at the start of the game. This could be a stone circle, sacred grove, shrine, temple, or a school where priests are trained. In your writeup, describe your Holy Site and what religion controls it. You can leave your Holy Site “open”, in which case it still exists, but is not considered under the control of any one faith.

    Starting Technologies

    In addition to describing your ruler and your region, you may choose one of six starting technologies to help define your people. The starting technologies have no resource prerequisites, but may be used as the basis for further player technologies (see Opulence and Military for the rules on introducing technologies).

    Choose One:
    Sailing: Enables exploration and troop transport over deep water
    Construction: +1 to resist Raids and Sacks
    Printing: +1 Conversion Defense, +1 Conversions in regions that share your alphabet.
    Aqueducts: +1 Stabilization
    Animal Husbandry: +1 to Opulence and Diplomacy exploration
    Mathematics: +1 Buyouts


    Map


    Spoiler: The Map
    Show
    The known world is displayed on the map. Each region is marked with a dotted border and a number for ease of reference. The potential starting regions are as follows:

    Spoiler: Sebarca
    Show
    Sebarca is a land rich in fertile land, and richer in history. Several of the godchosen's greatest works of art and engineering stand here in a dormant state, practically begging to be restored to their former glory. While the Swarm didn't manage to decimate Sebarca as badly as it did Kaal, the majority of the known swarm's mass had arrived on its shores shortly before the Call. Spelunkers and miners alike tell horrible tales of the things that lurk in the deeps below, driven out of the daylight and just waiting to strike once more.



    Inhabitants
    Name Region
    Miltonian R
    Mystic1110 R
    Gengy R
    Aedilred R
    LapisCattis R
    Silent_Interim R
    Lleban R


    Spoiler: Kaal
    Show
    Kaal is both the ancient homeland of the godchosen and the origin point of the Swarm, where the tide of flesh swelled outward from like a burst boil. As such, the landscape was ravaged and scarred by the crisis, and it's only now that the land has begun to recover in full. Though the main host of the Swarm had left Kaal by the time of the Call, they were rooted deep here, and likely still wait in force just beneath the surface.



    Inhabitants
    Name Region
    Moossabi R
    Minescratcher R
    Torv R
    Ausar R


    Spoiler: Drenath
    Show
    The northern wilds of Drenath are a sprawling hinterland of cold storms and bleak winters, ideal for slowing the advance of the Swarm. During the great infestation, the Swarm had only barely managed to touch the lands of Drenath before the Call, many of the beasts being frozen outright beneath the cold winter winds. Those peoples who live here are no strangers to hardship, yet dire warnings fly in from the east of merchant settlements and small tribes vanishing in the night.



    Inhabitants
    Name Region
    Zayuz R
    Zabbarot R
    SerakHawk R



    Most of the map is concealed by black “fog of war”. You can spend actions to explore into these areas, to discover new regions to conquer or claim. If successful, the GM will publish in the next round opening post the results. This will tell you basic details about the region, including what resource it possesses and in what quantity, what faith if any occupies its holy site, and how many troops, if any, the region possesses.

    Depending on your approach to exploration, you can use Diplomacy, Military or Opulence actions to explore. The effects of each type of exploration action are set out under the description for each attribute and in the Map section.

    Some regions have coloured borders which indicate special geographic features making that border harder to cross or easier to defend.

    Light Blue: River Border. You can cross this border without requiring special technology or naval units, but it is harder to attack across rivers. If defending against an attack over a river border, you gain a +2 modifier to your battle roll.
    Green: Hill Border. You can cross this border without requiring special technology, but it is harder to attack across hills. Defending against an attack over a hill border grants the defender a +2 bonus on the battle roll.
    Red: Mountain Border. You need mountain traversal technology to cross a mountain border. If you send troops across a mountain border, this counts as crossing 2 regions when determining distance losses. Defending against an attack over a mountain border grants a +4 bonus to the defender.
    Gold: Desert Border. You need desert traversal technology to cross a desert border. If you send troops over a desert border, it counts as crossing 3 regions when determining distance losses.
    Black: Arctic Border. You need arctic traversal technology to cross an Arctic border. If you send troops over an arctic border it counts as 3 regions when determining distance losses.
    Dark blue: Deep Water Border. Crossing a deep water border requires sailing technology. If you send units over a deep water border this counts as 2 regions when determining distance losses. Defending against an attack over a deep water border grants a +4 bonus to the defender.
    Violet: Arcane Border. You need arcane dampening technology to cross an Arcane border. If you send troops over an Arcane border, it counts as 3 regions when determining distance losses, and has a 1/3 chance of causing an Arcane Mishap.

    In the course of play, players from the two starting continents will uncover land or sea routes to each other's continents. When players discover a new continent, they must complete a Great Project to decipher some degree of the local languages and customs. Until this Great Project is completed, all actions taken inside the foreign continent suffer a -6 penalty. Completion of the Great Project reduces this penalty by 2. Similarly, taking control of a region in the new continent or establishing an Embassy with a local kingdom also decrease the penalty by 2. These penalty reductions stack, leading to a minimum -2 penalty to actions outside your home continent. Until completion of the Great Project, claims cannot be established or pressed, embassies cannot be created, buyouts cannot be attempted, and regions cannot be converted in the new continent.


    Rounds


    Spoiler: Round Basics!
    Show
    Each round will take two real-life weeks and will be the equivalent of 4 years in-game.

    All player actions take effect simultaneously at the end of the round. Armies raised in a round can therefore not be used until the next round, attribute increases are only added at the end of the round, newly acquired technologies cannot be used until the round after they were introduced, etc.

    Rounds close and open on Sunday. The GM will post to officially close the round, resolve outstanding actions, then post again to open the new round. Due to the level of administration required this will usually take a number of hours. The post opening the new round (known colloquially as the round opener) will set out the results of actions taken in the previous round, and may introduce new information which merits attention.

    You can edit your actions at any time before the end of the round. If however you have already made rolls for some actions, you should ask the GM for permission before editing those actions. Unless there are unusual circumstances, the GM will usually refuse permission to edit actions which are the subject of a failed roll.

    There is an early deadline for war-related military actions. This is to ensure that players have an adequate opportunity to defend themselves against attack. See the battle rules for details of specific requirements for military actions. The GM nevertheless encourages players to post all actions early in the round if they can, as it makes it easier to process the effects of actions at the end of the round, and minimise the transition time between rounds.

    If you don’t post actions in a round, that round is considered wasted. If you don’t post for two rounds in a row without notifying the GM in advance, you may be removed from the game. You do not have to take all your actions every round, but any actions you do not take are not carried over and are lost.

    If you edit your actions after the GM closes the round, your actions post will be ruled invalid. Because of the possibility for abuse, any action posts that are edited after the round closes will be ruled completely invalid unless proof can be provided (i.e. datestamped screenshots or equivalent) that the actions are unchanged from before the round closed.


    Actions


    Spoiler: How do they work?
    Show
    Actions are the major things happening in your Kingdom over the course of the round. Is construction happening on a monument to a god or ancient leader? Are armies being raised to answer the call of their sovereign? Perhaps your Kingdom is sending its finest diplomats to an international event to mingle with foreign rulers, or even hosting such an event? If you want your Kingdom to do something and have an impact on the wider world, use an action.

    By default, you can take five actions each round. This number can be increased by upgrading your Kingdom to a Great Kingdom, Empire, Merchant Power or Holy Land. These can be created with a Special Action using Diplomacy, Opulence or Faith. See the relevant section on each attribute for how to create each entity.

    Each action is associated with one of the five attributes of your ruler. Mark which attribute you are using for each action.

    Actions do not have to have a mechanical effect on the game. You may choose to take actions solely to develop the background of your kingdom, or to improve your ruler’s abilities. Normally however your actions will have some sort of effect on your Kingdom, or on other players. Details of these actions are set out under the description for each of the attributes.

    If your action is intended to have a mechanical effect, you will probably have to roll to see if it is successful. This may be an opposed roll against another player, or an independent roll against a target number. Details of how to make these rolls are given in the sections on Opposed Rolls and Target Numbers. Normally you will roll to determine success on your own actions, but in some cases (such as battles) the GM will roll for you.

    All actions take effect at the end of the round (unless they have an effect that is delayed even longer). For instance, if you buy out a trading post for a resource, you will not have the resource until the beginning of the following round. If you pursue an investigation, the results will be announced in the GM post at the beginning of the next round.

    There are some special types of action which are set out below.

    Spoiler: Action List
    Show
    Special actions are actions you can only take when your ruler has at least a 5 or a 10 in the attribute in question. Special actions are limited to a single-use 5 and a single-use 10 per attribute per ruler. If you have a score of 10 in an attribute but do not want to use any of the available special-10 actions, you may take a second special-5 action instead. This will however count as use of a special-10.

    You can use these actions at any point during a ruler’s lifetime so long as they have reached the requisite score. They cannot be held over from one ruler to another, so if a ruler dies without using a special action, the opportunity to use it is lost.

    Projects: Some major undertakings may take more than one action to complete. These are called Projects. The more actions are spent on a Project, the more significant the outcome. You can take multiple actions in the same round towards a single Project, or stagger actions taken on a Project across multiple rounds.

    The benchmark is a Great Project. This takes 5 actions and represents a remarkable achievement which will attract international attention. At the GM’s discretion, Great Projects may have a mechanical effect on the region where they are located. It is possible to undertake as many great projects as your kingdom can spare its limited actions for.

    Sub-actions: Sometimes it is possible to take a single action which incorporates the effect of several minor actions. This is most common where you attend an event. At an event, for the cost of a single Diplomacy action, you can make multiple agreements such as betrothals, technological trades, or treaty signings. Details are set out in the sections on Diplomacy and on Events.

    The other major form of sub-action is Tactical Maneuvering, which is a sub-action taken when an army is deployed. Details of this are set out in the rules for Military and for Battles.

    In general, and unless specified otherwise in the rules, if an action must be rolled for, it probably can't be a sub-action and will take a full action of its own.

    Secret actions are actions which are known only to you and the GM. Such actions need to be sent to the GM for verification, otherwise they will have no effect. Send a private message to the GM to notify him of your intentions.

    Many actions can be taken as secret actions instead of public ones, with some exceptions as outlined below. You can take a maximum of one secret action per round. These are always full actions, rather than sub-actions or non-actions.

    Irrespective of the effect, secret actions are always Intrigue actions unless specified otherwise, and use your ruler’s Intrigue score for any roll. They count towards Intrigue for the purpose of calculating increases to a ruler’s attribute scores.

    With the exception of the Intrigue special actions, special actions may not be secret. By default, Diplomacy and Military actions cannot be secret either.

    You cannot investigate other players’ secret actions just because you know they have been taking them. If however you correctly guess what another player is doing with their secret action, you can take an action of your own to counter it. Of course, if you are wrong, this will result in a wasted action.

    You can investigate suspicious events in a round opener in the hope of discovering who is responsible for them. It is also possible that a secret action will fail, and the player responsible will be exposed without the need for an investigation.

    For more information on secret actions and investigations, see Intrigue.

    Non-actions are anything you do in their turn that does not cost an action. You can take any number of these, some of which may have a mechanical effect. Changing rulers is a non-action, as is allowing foreign troops passage through your territory. Resisting attempts by other players to buy out your trading posts or convert your holy sites are also non-actions. Non-actions may be used, at the GM’s discretion, to correct administrative oversights or errors in previous rounds.

    Non-actions take effect at the end of the round along with regular actions.


    Increasing Attributes

    For every two actions spent in an attribute in a single round, you receive a +1 bonus to your ruler’s score in that attribute, starting from the following round.

    The bonus will be applied to whichever ruler you are using in the following round, even if that is not the same ruler who took the actions that resulted in a bonus.

    Your ruler’s score in any attribute cannot increase beyond 10. You can continue to take actions in that attribute, but any bonus that would take the score above 10 is lost.

    Please note clearly at the end of your post in the IC thread which attributes you intend to increase, to assist the GM with administration.

    New Player Bonus Actions

    If you join the game after the end of Round 2, you can take an additional “bonus action” in your first round. You can take a further bonus action for every two completed rounds since the end of Round 2.

    These actions and their attribute increases will all take effect at the same time as your regular round actions at the end of the round.

    These bonus actions may not involve interaction with other regions or players, as they represent some of what your kingdom has been up to prior to making contact with the outside world. This restriction only applies to your bonus actions and not to the five regular actions that you can take as normal.


    The Basics


    Spoiler: Basic Mechanics
    Show
    Target Numbers

    Even if your action is not opposed by another player, it may still have a chance of failure. Many actions have a target number which must be rolled against in order to succeed. Where such an action is opposed by another player, you must meet the target number and exceed your opponent’s roll.

    The relevant roll is 2d6 + relevant attribute + other bonuses from technologies or the like. Any fractional values are rounded up unless otherwise specified.

    If your score is equal to or higher than the target number, the roll will succeed.

    Target numbers for some different actions (with the relevant attribute in brackets) are:

    Claim an uncontrolled region in two rounds (Diplomacy): 12
    Explore an undiscovered region (Diplomacy): 12
    Colonize an empty region (Diplomacy): 12
    Establish a claim on a region (Diplomacy): 12
    Stabilize a region the round after conquest (Diplomacy): 12
    Stabilize a region in unrest (Diplomacy): 12
    Stabilize a region in rebellion (Diplomacy): 14 Note: The rebels will still need to be defeated for the stabilization to take effect
    Claim an uncontrolled region in one round (Diplomacy): 18
    Explore a region and gain a claim over it (Diplomacy): 18
    Sack a Trading Post or City (Military): 12
    Purge a Holy Site (Military): 12
    Purge a Holy Order (Military): 16
    Explore an undiscovered region (Opulence): 10
    Buy out a trading post when unopposed (Opulence): 12
    Convert a learning center to your ideology (Faith): 12
    Claim title of religious head in one round (Faith): 20
    Quest into unknown lands (Hero): 12
    Errant quest (Hero): 12
    Quest into unknown lands Great Success (Hero): 18
    Errant quest great success (Hero): 18

    Most other rolls have a Base TN of 12

    Opposed Rolls


    You will often find that other players oppose your plans or want to resist some of your actions that affect them. When this occurs and it is necessary to determine who is successful, you make an opposed roll against the other player.

    Both players roll 2d6 and add the relevant attribute score for the action, and then add any other relevant modifiers. Whoever rolls higher will be successful. In the event of a tie, unless the rules say otherwise for a specific type of roll, the “defending” player, i.e. the player attempting to maintain the status quo, wins. The GM will roll on behalf of your opponent if necessary (for instance, if you are taking a secret action against another player).

    Military battles function a little bit differently. Battle rolls are made by the GM at the end of the round, rather than by players. They are determined by an opposed 2d10 roll, plus the Military score of the relevant commander, and any bonuses from units, technologies, and other relevant modifiers. Full details of how battle results are calculated are set out in the Battle rules.


    Attributes

    Spoiler: Diplomacy
    Show
    Your Diplomacy score represents your leader’s ability to sway, flatter, and persuade others, whether in person or through representatives. Diplomacy actions are used to peacefully expand your borders, maintain and restore stability in your territory, found kingdoms of increasing wealth and power, and secure the loyalty of your most powerful followers.

    Diplomacy actions cannot be secret - clandestine negotiations and subversive tactics are the realm of the Intrigue stat.

    Examples of Diplomacy actions are outlined below.


    Host or Attend an Event

    In the course of play, you may wish to host a gathering of world leaders, or send a retinue to attend one hosted by another kingdom. The catchall term for such gatherings is an Event.

    In addition to being excellent opportunities for role playing and expanding on the relationships between your characters and those of other players, Event attendance allows you to take several specific types of action at once and bundle them as sub-actions to the principal event attendance action. Possible Event sub-actions include:
    Trading Technologies (See Technology rules, and specifics under Military and Opulence)
    Trading Treasure (See Opulence for Treasure rules)
    Trading Units (See Military and Advanced Military for rules on units)


    Events are a major venue to debut and develop characters, and will typically feature the highest concentration of named characters in any particular round. As part of this, it is probable that characters will come into conflict. If you can agree a resolution with other involved players, this can take effect without the need for rolling.

    If you can’t agree on an outcome, or want the outcome to be left to chance, agree the nature of the contest with the other player(s) and make opposed rolls for the most applicable attribute. You can decide the exact parameters of this as necessary, but the standard is as follows:

    Each player rolls each roll 2d6 plus:
    If their ruler is directly involved, the relevant attribute
    If a Hero is involved, their Hero score (See Military rules for Hero mechanics)
    If another named character is involved, half the relevant attribute.

    If other players wish to aid one side in such a contest (and circumstances allow), they should choose which of their characters is going to intercede, and roll 2d6 with the applicable bonus as above. If they exceed a TN of 12, they provide a +2 bonus to their chosen side.

    Whichever side achieves the higher result wins the contest. If you win, you may determine the result, subject to GM oversight.


    Diplomatic Mission

    A more difficult route of exploration than an Expedition (See Opulence) is to dispatch a Diplomatic Mission. A Mission sends envoys of your ruler’s court as well as a small caravan of servants to make contact with the peoples inhabiting an unknown region. You can only send a Mission into regions adjacent to your borders.

    Roll 2d6 and add Diplomacy and any relevant bonuses. A successful roll against TN 12 gives you a +1 to Establishing a Claim over the region in the following round. A great success (TN 18) establishes a claim on the region. You may only benefit from the great success bonus claim once per leader.


    Raise Organization Reputation

    The three Organizations that span the world are each pursuing their own agendas, and with a Diplomacy action you can attempt to aid in this agenda. Reputation is a measure of your relationship with an organization, ranging from hated enemies to trusted, influential confidants.

    It is based on a ranking scale of -3 to 4. You can increase your reputation with an organization by 1 level with a Diplomacy action with a TN dependent on your current reputation with the organization:

    Reputation -3 -> -2: TN 16
    Reputation -2 -> -1: TN 14
    Reputation -1 -> 0: TN 12
    Reputation 0 -> 1: TN 10
    Reputation 1 -> 2: TN 12
    Reputation 2 -> 3: TN 14
    Reputation 3 -> 4: TN 16

    See the Organization rules for further explanation of the benefits and limitations of Reputation.


    Stabilize Region

    A number of events and actions can cause instability in your regions, moving it into Unrest. You take a -2 penalty on any roll involving one of your regions that is in Unrest.

    You may attempt to reduce Unrest in regions you control by taking a stabilization action. Roll 2d6+Diplomacy and any relevant bonuses. This roll is not subject to the -2 penalty for actions in that region. If your roll is at least 12, the region becomes stable and is no longer in Unrest.

    You may not attempt a roll to Stabilize regions in Rebellion. Once the units generated by a Rebellion are defeated, regions in Rebellion automatically downgrade to Unrest.

    See Unrest and Rebellion for more information.


    Colonize

    In certain situations, regions may be discovered that lack any substantial civilized population. These regions fall into two categories: Wilderness regions and Blighted regions. In the case of Wilderness regions, you may attempt a Diplomacy check against TN 12 to dispatch sufficient people from your own kingdom to settle the land and begin exploiting its resources. This establishes an outpost of your culture in the region and adds it to your kingdom.

    In the case of Blighted regions, exploration will reveal some terrible malady afflicting the area, be it monstrous creatures, unnatural weather, or other factors that make colonization impossible. Exploration results of a Blighted region will include the steps necessary to resolve the Blight. Once these are successfully completed, the Blighted region becomes a Wilderness region and may be colonized.


    Establish Claim

    In order to peacefully take control of an uncontrolled region, you may attempt to establish a claim on it. Establishing a claim requires the use of a named member of your ruler’s family, who is dispatched to the region to enter into a political marriage that binds your ruling dynasty with the region’s power structure.

    You can establish a claim on a region that has been explored but is not controlled by another player. Blighted and Wilderness regions cannot be claimed. To attempt to establish a claim, roll 2d6 and add Diplomacy plus any other bonuses. against a TN of 12.

    If you roll successfully, you acquire a claim over the region and can press it in subsequent rounds. Failure, however, results in consequences to the dispatched family member at the GM’s discretion. A player may attempt to establish a claim as often as they wish, but successfully establishing a claim happens only once per leader. This is in addition to the Claim potentially generated by a Diplomatic Mission Great Success.


    Press Claim

    If you have a claim over a region, you may attempt to press the claim by rolling 2d6+Diplomacy. A roll of 12 is a partial success for a claim, and allows you to continue to press you claim the following round. If in the second round the claim is not contested by other players, the region is claimed automatically. If you roll a 12 in the first round but don’t press the claim in the following round, the claim is abandoned and subsequent attempts to claim the region must roll again.

    A roll of 18 or higher is an immediate success on a claim and the region falls under your control at the end of the round.

    If multiple players have a claim to the region, some of them may forfeit their claims and support other claimants instead. For each player who does this, add +2 to the roll of the claimant they support.

    In the event there are multiple claimants for a region more than one of whom wishes to claim it, they should all roll, with the claimant who rolls highest being successful, provided they meet the target number. If none of the claimants roll an 18 or higher in the first round, the claim may still be contested in the second round, in which case the player who rolls highest in the second round successfully claims the region.


    Declare new capital

    You can declare any region that you control to be your capital region. By default, your starting region is your capital. If you have lost your capital region, you can declare another region you control to be your capital as a non-action, with no need to roll.

    If you want to move your capital, choose a region and roll 2d6 plus Diplomacy and any other relevant bonuses, against a TN of 10. On success, that region becomes your capital. Your former capital region becomes unstable, if you still control it. On a Great Success (TN 18) the new capital is successfully established and the former capital region does not enter unrest.


    Diplomacy 5 Special: Establish Cultural Identity

    If you have a score of 5 in Diplomacy, you can spend an action to create a Cultural Identity for your kingdom. A Cultural Identity will grant an increase in die size (2d6 to 2d8) on a specific type of roll, of your choice. This roll may not be Tactical Maneuvering (or battles). A particularly agnostic or faithful Faith focused state might adopt an identity granting a bonus to Faith rolls resisting conversion attempts. A cutthroat Opulence-focused state might adopt an identity that granted its bonus to rolls to buyout trading posts.

    A Cultural Identity lasts until it is changed by a subsequent Diplomacy 5 action. It can be made permanent with a Diplomacy 10 action, enabling you to maintain multiple Cultural Identities.


    Diplomacy 5 Special: Create Embassy

    If you have a score of 5 in Diplomacy, you can spend an action to establish a permanent embassy in another kingdom’s capital. Two kingdoms linked by an embassy gain the following benefits:
    They may take Diplomacy actions that involve only the other kingdom as a non-action, provided both players agree.
    Technologies can be traded between them with a non-action
    Each can use an Opulence 5 special action to upgrade resources in each other’s regions (subject to agreement).
    Trading posts can be exchanged directly between players with an Opulence action from each player, no roll required.


    Technology trades or Diplomacy non-actions taken in this way do not contribute towards attribute increases for the following round.


    Diplomacy 10 Special: Consolidate Permanent Cultural Identity

    If you have a score of 10 in Diplomacy you may choose to make your existing Cultural Identity, created by an earlier Diplomacy 5, permanent. The Cultural Identity may be introduced simultaneously in the same round with a Diplomacy 5 special action.

    A Permanent Cultural Identity remains in play as long as the kingdom exists, or until specifically replaced by a subsequent Diplomacy 10. A kingdom can support as many Permanent Cultural Identities as it can establish.


    Diplomacy 10 Special: Elevate Kingdom

    If you have a score of 10 in Diplomacy and the requisite regions under your control you may choose to unify holdings that you control into a more potent kingdom.
    If you control four or more stable contiguous regions, one of which must be your capital, you may found a Great Kingdom. Great Kingdoms have a sixth action per round and may take vassals. If you ever control fewer than four contiguous regions at the start of a round, you immediately lose the title of Great Kingdom and all associated benefits. You may regain the title and the associated benefits if you manage to regain control of 4 contiguous regions within four turns. You must take a standard Diplomacy action to re-establish your status once you have achieved this.
    You may form a Great Kingdom if you are already a Merchant Prince or Holy Land, but in doing so your government is restructured. You lose access to the special benefits of being a Merchant Prince or Holy Land in exchange for gaining a Great Kingdom's benefits.
    If you are a Great Kingdom and control 12 or more regions (including vassals) you may create an Empire. Empires have seven actions per round. You lose the title and all associated benefits if you ever cease to qualify as a Great Kingdom, or cease to control fewer than 12 regions, including vassals. You may regain the title and associated benefits if you manage to regain control of 12 regions (including vassals) and spend two Diplomacy actions to re-consolidate your rule within three turns.


    Great Kingdoms and Empires gain +1 to their unit cap for each vassal that they have. This includes vassals of vassals.

    If you have an Empire, every time you generate a new ruler, assign +1 to one attribute score per vassal that you have. This includes vassals of vassals. You may choose which attribute you add this bonus to.
    Last edited by SOSDarkPhoenix; 2021-02-11 at 04:22 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

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

    Join Date
    Dec 2016

    Default Re: Empire:

    Attributes Ctd.


    Spoiler: Military
    Show
    Your Military score represents a leader’s ability to command troops, their Kingdom’s military infrastructure, and logistics. Military actions are used to train or to deploy troops, attack enemy holdings, undertake quests, build fortifications, and to develop a Kingdom’s military theory.

    In general, Military actions cannot be secret, as it is hard to keep large-scale troop movements beneath the notice of other interested kingdoms.

    Examples of Military actions are outlined below.


    Recruiting Units

    Units are recruited with a Military action. One unit is recruited per action taken.

    Units function as your available army and navy. Once a unit is recruited, it remains in play until you disband it, or it is lost during combat or other in-game events. It is assumed that any natural wastage due to retirement of individual soldiers is replenished.

    One unit is roughly equivalent in effectiveness to 200 members of a human kingdom’s warrior caste, be they tribal leaders, knights, hurskarls, or the like. In addition to these core fighters, each unit may come with a reasonable number of lesser hangers-on, levy soldiers, and camp followers. Regardless of number, these followers are mathematically insignificant and simply exist as background extras to a fight. Units become available for deployment in the round after they are recruited. Larger numbers of less elite fighters may be introduced as a Unit if it is more fitting for your kingdom’s tone - trading off quality for numbers may result in as many as 2000 meaningful fighters per unit, though they will be of lesser strength than the assumed core 200. The reverse is also true, as kingdoms made up of nonhumans may choose to have smaller numbers of meaningful fighters in their Units to represent exceptional abilities. Regardless, in all cases a Unit represents a substantial portion of your people’s potential fighting strength.

    You may recruit as many units in a round as you have actions available. The maximum number of units you may have in play at any one time is 6, plus 2 for every additional region you control beyond your capital. For example, a 3-region Kingdom may have up to 10 units in play.

    Having vassals or being a vassal has implications for a kingdom’s unit capacity; in general, lieges have increased unit capacity while vassals have reduced unit capacity. For full details, see the Vassalage rules.

    If any of your regions are on the coast, you may recruit additional naval units. The maximum number of naval units you may have in play is 3, plus 1 for every additional coastal region you control; this pool is separate from and in addition to the army unit limit. Naval units can be used to engage at sea, transport army units, or participate in coastal battles.

    If at the start of a round you have more units in play than the above limits allow, excess units are automatically disbanded.


    Deploying Units: Attacking and Defending Regions

    Units can be sent to occupy a region that you do not control. You may deploy any number of your units to attack a single region with one action. If the region is not defended, it will be conquered automatically.

    If you are under attack, you may deploy units to defend your regions. The defender must still allocate its units to specific regions it wants to defend. If you are under attack in two or more regions, you must therefore decide where to deploy its troops and in what numbers.

    If a defended region is attacked, a battle results. If the attacker wins the battle, it takes possession of the region. The region will suffer unrest as a result of the conquest.

    If the defender wins the battle, it retains possession of the region and the attacker is driven out. If the result is a tie, the defender retains possession of the region, but if the attacker renews the attack the following round, it will gain a +2 bonus on the battle roll.

    Battles are determined by an opposed roll: see the rules on Battles for full details of how these rolls are calculated.


    Break Vassalage

    If you are a vassal, you can renounce your vassalage to your liege at any time with a Military action. If your liege does not agree to this, breaking vassalage carries repercussions in your territory.

    On taking the Military action without your liege’s approval, you cease to be a vassal automatically and you do not need to roll. However, if the departure is not amicable your liege may attempt to spread unrest as you depart. A dissatisfied liege may roll 2d6 + Diplomacy, opposed by your own 2d6 + Diplomacy roll with a minimum TN of 12. If the liege succeeds, the vassal’s capital region enters unrest as the various mechanisms of government buckle under the reorganization of your kingdom.

    See the Vassalage rules for more information as to vassalage generally.


    Destroy Organization Base

    You may take military action to destroy the base of an Organization located within a region you control. This option is only available within your own regions: bases located in regions you do not control are not vulnerable to direct attack.

    Roll 2d6 and add your Military score and any applicable bonuses, which will be opposed by the Organization’s roll of 2d6 plus their primary score. If you beat the Organizations’ score, the base is overrun and destroyed. The region enters unrest due to the social impact of the fighting and destruction of a major regional feature.

    If you fail to beat the organization’s score, the base remains and the region rises in rebellion as the organization rallies its supporters against you.


    Purge

    A Purge involves using armed forces (or the threat of armed force) to clear a faith group from a region. To purge a Holy Site, roll 2d6 and add Military score plus any other applicable bonuses.

    On a roll of 12 or higher, the Purge is successful and the Holy Site becomes vacant. The violence of the purge causes the region to suffer unrest.
    On a roll of 18 or higher, the Purge is successful and the region does not enter unrest.

    If the roll is lower than 12, the Purge fails and the region enters unrest as the faithful close ranks against your government.


    Sack

    A Kingdom may sack a Trading Post or City within its own borders, in a neighbouring region, or along shared coastlines. This may be to weaken an enemy’s economic network, to remove troublesome influences, or to gain loot.

    Roll 2d6 and add Military and any applicable bonus. The owner of the Trading Post or City will automatically oppose the roll. If the sacking Kingdom wins the opposed roll-off and meets the target number, the sack is successful. The sacking Kingdom gains 1 Treasure.

    If the target is a Trading Post, the target number is 12. On a successful sack, the Trading Post becomes vacant. On a great success (the higher of TN 18 or defender’s roll plus 6) the targeted Trading Post is destroyed.

    If the target is a City (see Opulence for the Found City special action), the target number is 14. If the sack is successful, the City is devastated. Sacked cities can be repaired with an Opulence action.


    Suppress Unrest

    If a region is in unrest, a Kingdom can choose to suppress the unrest violently using its military rather than engaging diplomatically. If successful, this will restore order to the region, but the casualties among the civilian population will damage its economy.

    Roll 2d6 and add Military score and any other applicable bonuses. On a score of 14 or higher, the unrest in the region is successfully quelled. One Trading Post in the region is permanently destroyed.


    Military 5 Special: Recruit Hero

    A ruler with a Military score of 5 or more may recruit a Hero. Heroes can be used to command your armies, guard Artifacts, and undertake Quests.

    When a hero enters play, roll 1d4+6 to determine their hero score.

    For full details on Heroes, see the Hero rules.


    Military 5 Special: Introduce Tactical Doctrine

    If your ruler has a Military score of at least 5, you can introduce a new Tactical Doctrine. When used successfully, a Tactical Doctrine affects the performance of an army in battle. Examples of Tactical Doctrines would include (but are not limited to):
    Improved medical assistance for troops, decreasing battlefield casualties;
    Better protection for an army’s leaders, with a reduced chance of losing the commander;
    Raiding away from the main force to sack Trading Posts..


    Tactical Doctrines are subject to approval on introduction by the GM on a case-by-case basis.

    You may possess any number of Tactical Doctrines, but may only use one at a time. Tactical Doctrines cannot be shared or stolen.

    Attempting to use a Tactical Doctrine is a sub-action of an attack or defence action. To determine whether a Tactical Doctrine is in effect during a battle, make an opposed roll using Military score and any applicable bonuses. The winner of the opposed roll applies their Tactical Doctrine.

    Larger armies are harder to manoeuvre, so you suffer a -1 penalty on any such Tactical Manoeuvring roll for each 4 units in the army.


    Military 10 Special: Raise Fortress

    A ruler with a Military score of 10 may build a major fortress in one of their regions.

    A Fortress grants a permanent +2 bonus in battles to defend the region.

    If any of your regions contain a Fortress, you may, once per round, recruit 2 units with a single action. This benefit can only be used once per round, no matter how many Fortresses you control.


    Military 10 Special: Research Military Technology

    A ruler with a Military score of 10 may introduce a new military technology. Military technologies include such developments as:
    New or improved equipment, such as chariots, longer-ranged bows, or more protective armour;
    Technical developments, such as improved metallurgy or smithing;
    Improved logistics, enabling units to be supplied more easily away from home.


    A technology will provide a mechanical benefit to any Kingdom that possesses it and the necessary resources to use it. This is usually expressed by way of a bonus to battle rolls or equivalent effect.

    A technology becomes available for use or trade in the round after it is created.

    A technology may have prerequisites in the form of resources or other technologies. A Kingdom must possess the necessary prerequisites in order to benefit from the technology’s effect.

    All elements of technology creation (including whether a proposed technology is thematically appropriate for the setting) are subject to the discretion of the GM.


    Spoiler: Opulence
    Show
    Your ruler’s Opulence score represents the strength of your finances, trade network, and ability to execute favourable deals. Use your Opulence attribute to manage your resources and develop civilian technologies.


    Buyout Trading Post

    Each region contains up to three Trading Posts, reflecting the abundance of a resource in that region. If you own a Trading Post in a region, you have access to that region’s resource. The quantities of any given resource are referred to as Minor, Good, and Great respectively (one, two, and three trading posts respectively). You begin play with control of one Trading Post in your capital region.

    The number of your Trading Posts may be affected by outside actions, whether increasing them with Opulence actions or reducing them with Military actions. A region with no Trading Posts becomes economically untenable, and will suffer penalties commensurate with the nature of the Trading Post’s destruction and the region’s environment.

    You may attempt to gain control of revealed trading posts using a Buyout action. You may attempt to take over unowned trading posts in any region regardless of distance, border connection, or other geographical limitations as long as the region is revealed to you. However, attempting to buy out trading posts on other continents will incur a penalty. (See map section)

    Roll 2d6 plus Opulence and any relevant bonuses. If your roll equals or exceeds 12, you acquire the trading post. If another player already owns the trading post in question and does not want to relinquish control, make an opposed roll, with both players rolling 2d6 plus Opulence and relevant bonuses. You must meet the target number and exceed the other player’s roll to acquire the Trading Post.

    You may support attempts by other players to buy out unowned trading posts in regions that you control. You can also choose to support a buyout of a trading post you already control. If so, specify this in your actions post as a non-action. If you support a buyout, the acquiring player adds +2 to their roll. You cannot support your own buyouts.

    Holding multiple Trading Posts helps increase the overall wealth and prestige of your Kingdom, as rare and precious things flow from across the world to your lands. As a Kingdom gains control of increasing numbers of Trading Posts, they benefit from this by accruing passive Treasure every round. Once a Kingdom passes a threshold of controlling 5, 10, 20, and 40 Trading Posts they gain a stacking 1 Treasure every round (1 Treasure at 5 TPs, 2 Treasure at 10 TPs, 3 Treasure at 20 TPs, etc.).


    Exchange Trading Post

    If you own a trading post, you can give it to or exchange it with another Kingdom with which you have an Embassy. Both you and the other player must take an Opulence action to transfer control of Trading Posts in this way.


    Hoard Treasure

    Treasure serves as a unit of currency. You can generate one treasure using an Opulence action, much the same way as a Military action raises a unit. Before making a roll, you may choose to spend a maximum of one Treasure to provide an additional +1 bonus to the roll. Treasure may be spent on most rolls, but may not be spent to increase the result of stat rolls for new rulers, event conflict rolls, Hero generation rolls, Tactical Maneuvering rolls, or Duel rolls.

    Your maximum Treasure is determined by kingdom type. A default Kingdom can hold up to 5 Treasure in its treasury. A Great Kingdom or Holy Land can hold up to 10. An Empire or Merchant Princedom may hold up to 15. Treasure that exceeds this cap is lost, whether due to corruption, mismanagement, or the depredations of outside forces.


    Expedition

    The easiest way to explore a region is to fund an Expedition into an unknown region. Expeditions will focus on finding out what peoples and resources lie in an unknown region. You can only send an Expedition to a region that borders one of your own regions. Roll 2d6 and add your Opulence score plus any applicable bonuses.

    When you take the action, indicate the direction from your own region that you want to explore. Pay attention to the map to ensure that there is (or is likely to be) a region there to be discovered. add your Opulence score and any applicable bonuses. On a roll of 10 or higher you discover a region (assuming an undiscovered region exists in the direction selected) and you gain a +1 bonus to the next round to Buyout the region's Resource.

    A Great Success (16 or Higher) provides you with 1 Treasure in addition to the region details and temporary Buyout bonus.


    Opulence 5: Create Trading Post

    If you have an Opulence score of 5 or higher you may increase the number of trading posts in one of your regions. You may perform this action in a region you control, or in a region with whose owner you share an embassy. Increasing the quantity of a resource will turn a Minor quantity resource into a Good quantity resource and a Good quantity resource into a Great quantity resource.

    If the region already contains a Great resource, you cannot add a new trading post, though you may be able to found a City.


    Opulence 5: Upgrade Resource

    The nature of a region’s resource can be changed with an Opulence 5 by the player who owns the region. You may perform this action in a region you control, or in a region with whose owner you share an embassy. Examples include upgrading a Cotton resource to Textiles, or upgrading Wild Horses to Domesticated Horses.


    Opulence 5: Raise City

    If you have an Opulence score of 5 or more, you can found a City in one of your regions. A region can support up to one City, which provides an additional trading post of the local resource. A City is always controlled by the owner of the region. Regions with a City gain a +1 bonus to defending against military attack. Cities cannot be bought out or raided, but they can be Sacked. A sacked city can be restored with an Opulence action.


    Opulence 10 Special: New Technology

    If you have an Opulence score of 10, you may introduce a new technology. A technology will provide a mechanical benefit to any Kingdom that possesses it and the necessary resources (including prerequisite technologies) to use it. This is usually, but not exclusively, expressed as a bonus to a certain type of roll.

    Civilian technologies created with an Opulence 10 action do not have a military application and cannot give a bonus to battle rolls. Creating a new technology requires that you already have any prerequisite technologies or any resources that are a prerequisite.

    Prerequisites for any technology are to be discussed with the GM. Resources being used for a technology are ‘consumed’; they still count for region requirements, but cannot be used for another technology without additional Trading Posts. The use and bonuses of technologies are generally determined on a case-by-case basis. However, some technologies may specifically apply only to certain regions or have other special restrictions, to be determined by the player and GM.


    Opulence 10 Special: Economic Unity

    If your leader has an Opulence score of 10, and you possess 15 or more trading posts, you may choose to elevate your status to a Merchant Prince.

    Merchant Princes may take a sixth action every round. This action must be an Opulence action. Merchant Princes may also spend up to 3 Treasure on any roll as long as they retain the title (See Treasure rules).

    If the number of trading posts you control falls below 15, and remains below 15 for two rounds, you lose the status of Merchant Prince and the associated benefits.

    Merchant Princes can become Holy Lands or Great Kingdoms, but in doing so your government is restructured. You lose access to the special benefits of being a Merchant Prince in exchange for gaining a the benefits of a Holy Land or Great Kingdom.


    Opulence 10 Special: Establish Trade Route

    If you have an Opulence score of 10, you can create a trade route, linking your Kingdom with another through a complex web of economic agreements and shared highways. Choose another Kingdom with which you have an Embassy, and chart the most direct course between your capital region and their capital region. The Trade Route occupies one trading post in every region linked to it, and provides the resources on the route to every Kingdom the route passes through.

    If a region along the Trade Route lacks an open trading post, the Trade Route creator chooses one trading post owner to displace in favor of the Trade Route trading post. If transit through other kingdom's regions is necessary for the route, that kingdom must use a non-action to approve creation of the route.

    A trade route cannot pass through borders that are impassable to either player whose Embassy serves as anchor (e.g. passing over a Mountain border if both players do not share a mountain traversal technology). Hostile action against a trading post linked to the route, or unrest in any region through which the route passes, shuts down the Trade Route until the unrest is resolved and/or the route TP is restored to normal operations. If a Trade Route TP is the target of a Raid, Buyout, or Sack, the player in control of the region containing the TP rolls the resistance. However, any kingdom connected to the Trade Route may attempt to regain control of TPs lost in this way.

    If one of the capitals anchoring the Trade Route is moved, the Route must be re-established with another Opulence 10 Action.


    Spoiler: Faith
    Show
    Your ruler’s Faith score represents their personal devotion, their relationship with the head of their faith and their political power within that faith, and the strength of their religious relationship with their people.

    When you first join the game, you will follow the unorganised beliefs of your people, whatever they are. As the game progresses, you can convert to a faith organized by another player, or start your own church to spread influence across the world.


    Holy Sites

    The presence of faith in a region is represented by its Holy Site. The Holy Site may be a shrine, stone circle, temple or school. While there may be various religious minorities across the region, the one which controls the Holy Site is the most important and influential in that region. The relative power of faiths can be judged by the number of Holy Sites they control. Each inhabited region contains one Holy Site, designated at the time the region is written up.

    If a Holy Site in your land is controlled by an undesirable religion, you can attempt to convert it to a different religion, or send in troops to drive out followers from the site. Rules for conversions are set out below. Purges are a Military action with a TN of 12. If successful, the Holy Site becomes vacant, but they may result in regional unrest. See the Military rules for more details on Purges.


    Organized and Unorganized Religions

    At the start of the game, all religions are unorganized. They can be organized through play with use of the applicable special action as set out below.

    If you follow an unorganized religion, you can attempt to convert Holy Sites to your religion and discover or create Artifacts, but you cannot establish a Holy Land, found Holy Orders, or perform Miracles. You do not gain any bonuses associated with the number of Holy Sites your religion controls.

    If you organize a religion, you become the head of that religion. This means that you can determine the direction and doctrine of the religion, and influence any Kingdoms that follow it. If you decide to adopt a different religion, you will lose the status of religious head, and that position becomes vacant. You may if you wish step down from this position voluntarily even if you still follow the religion. This is a non-action.

    If you are dissatisfied with the current head of your religion, you can challenge them and try to take the position yourself. See below for details on how to claim the status of religious head, together with other examples of Faith actions.


    Adopt Faith

    If a religion has been organized, you can officially convert to it and gain the benefits associated with being a member of that faith. Take a Faith action to make this your kingdom’s new official religion.

    Once you have adopted a new faith, you can make use of the Holy Site Bonuses associated with that faith. You can also contribute to internal church debates over who should lead the faith, or challenge for the position yourself.


    Become Religious Head

    If you have adopted an organized religion, you can attempt to claim the title of religious head. This is of course easier if there is no competition for the position.

    Roll 2d6 and add your Faith score plus any applicable bonuses, including the following:
    Add +2 to your score for every other Kingdom which follows the religion and supports your claim.
    If you are the only remaining follower of the religion, add +2 to your roll.
    If the position of religious head is currently vacant, add a further +2 to your roll.
    If you are a Holy Land, add +2 to your roll.


    If your score is 20 or higher, you become the new head of the religion in the same round.
    If your score is at least 14, your claim is not wholly unsuccessful, but you must take a further action in the following round to consolidate it. You do not need to roll for this consolidation action if your claim is unopposed.

    If multiple players are attempting to claim the title of religious head at the same time, this is treated as an opposed roll with whoever scores highest winning. The highest-scoring player must nevertheless meet the target numbers above. If no player succeeds in the first round, they roll again in the second round, with the player who scores highest winning. If a player successfully claims the title in the first round, the other players are defeated and do not take an action to consolidate their claim in the following round - though they can instigate a fresh challenge and start the process again.

    If the position of religious head is currently occupied, make an opposed roll against the existing head to try to oust them from their position, with both players applying bonuses as set out above. You must however both exceed their roll and meet the target number above in order to succeed in taking over the position. If you fail on either count, the existing religious head remains in place. Resisting an attempt to take over the position of religious head is a non-action.

    If you succeed in becoming the new head of a religion, you may take a sub-action to redefine one of the Holy Site bonuses associated with the religion. This reflects the change in direction you intend to bring to the faith. You can only change one bonus this way.


    Convert Holy Site

    Attempt to convert a Holy Site to your faith. You can only convert Holy Sites to the faith that you follow. Even if your faith is unorganized, you can attempt to convert Holy Sites. You can only attempt to convert Holy Sites in regions which you have contact with. If your route to a region is entirely blocked by fog of war, you cannot attempt to convert in that region.

    Roll 2d6 and add your ruler’s Faith score, plus any other applicable modifiers, against a TN of 12. If you succeed on the roll, the Holy Site is converted to your religion.

    If you are trying to convert a Holy Site in a region belonging to another player, they have the option of ignoring the conversion, supporting it or resisting it. If they ignore it, you roll against the TN as normal. If they support your conversion, you still roll against the same TN but gain an additional +2 to the roll, to reflect local political support. If they resist your conversion, make an opposed roll on 2d6 to determine whether you are successful. Even if you roll higher than the region owner, you must still score at least 12.

    Supporting and resisting conversions are non-actions, but must still be noted in your actions post.


    Cast Out

    If you are the head of an organized religion, you can take an action to cast our or excommunicate kingdoms from your religion. If the kingdom accepts being cast out, this happens automatically on taking the action; otherwise, make an opposed Faith roll.

    If you are cast out of a faith, you will derive no benefits from being associated with it. You can re-adopt the same religion with an Adopt Faith action but require the approval of the religious head in order to do so. Being cast out from your Faith may impose additional penalties, depending on the circumstances of your conflict with the Faith Head.

    For two rounds following the Cast Out action, the Faith Head may roll to defend against conversions in the Cast Out regions, to represent the entrenched clerical hierarchy's break with the secular government.


    Set a Holy Site Bonus

    All followers of a religion gain bonuses to certain types of actions as decided by the head of that religion. The size and number of these bonuses depends on the number of Holy Sites controlled.

    If you are the head of an organized religion, you can take an action to define one of these bonuses. You must qualify for the bonus at the time you take the action to define it.

    You can redefine the bonus with a further action, should you later decide a different bonus would be more desirable.
    When your faith controls 5 Holy Sites, all followers gain a +1 bonus on a specific type of roll.
    When your faith controls 10 Holy Sites, all followers gain a shared Cultural Identity.
    At 20 Holy Sites all followers gain a benefit equivalent to a Tier 1 technology.
    At 40 Holy Sites, all followers gain a benefit equivalent to a Tier 2 technology.

    Further bonuses may be available should any organized religion obtain 80 or 160 Holy Sites.

    If the number of Holy Sites your religion controls falls so that you no longer qualify for a bonus that you have already established, you can no longer make use of the bonus. It will however be automatically reinstated if you acquire sufficient Holy Sites to qualify again.


    Faith 5 Special: Create Holy Order

    If you have a score of 5 in Faith you can spend an action to establish a regional Holy Order. These could be warrior priests bound to righteous crusade, a monastery for wise and reflective monks, or a distinguished collection of nobles committed to their faith’s cause. A region can only support one holy order, but a Holy Order may be established in any region, even those you do not directly control, so long as the region’s Holy Site is controlled by your religion.

    A Holy Order counts as an additional Holy Site for the purposes of achieving Unity, or defining bonuses based on numbers of Holy Sites controlled. If a Holy Order is present in a region it gives a +4 innate defensive bonus against Purges or Conversion to other Holy Sites in that region which share its religion.

    Holy Orders may also be used to guard Artifacts, in which case the Artifact cannot be used outside your own regions, but benefits from the Holy Order’s +4 bonus against attempts to steal it.

    Holy Orders cannot be converted, but can be exterminated in a Purge or replaced by another Faith 5 action.


    Faith 5 Special: Discover or Create Artifact

    If you have a score of 5 in Faith, you can spend an action to create an Artifact. This could be a mystical icon that bestows magical powers onto its bearer, an enchanted, sentient weapon, or the remains of a long-dead holy person that blesses the area in which they’re held.

    An Artifact provides a small bonus to one action, up to once per round, and can be lost or stolen. You can give an Artifact to a Holy Order for them to guard, in which case the Artifact cannot be used for rolls outside your borders, but receives the +4 bonus from the Holy Order to rolls to avoid being lost or stolen. If the Holy Order is purged or replaced, the Artifact disappears, and may resurface elsewhere.

    Instead of being entrusted to a Holy Order, an Artifact may instead be bestowed on a Hero. In the hands of a Hero, the Artifact may only affect rolls directly involving the Hero. However, if held by a Hero, the Artifact receives a +2 bonus to avoid being lost or stolen and provides a +2 bonus to any roll to maintain the Hero's loyalty. If the Hero is persuaded to defect to another Kingdom, they take all their Artifacts with them. If a Hero is killed in a Duel, their artifacts are claimed by their killer. If a Hero is killed on an Epic Quest, their artifacts disappear and may be searched for with the Investigation action (See Intrigue).

    There is no limit to the number of Artifacts a Hero can be granted, but a Holy Order can defend a maximum of three Artifacts.


    Faith 5 Special: Organize Faith

    If you have a Faith score of 5, you can take an action to formally organize your faith. To organize a Faith, the unorganized Faith must control at least 5 Holy Sites. This may be an organization of your unorganized native religion, or a schism with an existing organized religion. You automatically adopt the new faith without needing to take an action.

    Your leader is treated as the head of this new faith by default, although you may designate another character as the head. Followers of an organized religion receive bonuses based on its number of controlled Holy Sites as designated in the Set Holy Site Bonus action.

    If you are organizing a previously unorganized religion, Holy Sites controlled by that religion will convert to the new organized religion.

    Setting organized ideology bonuses normally requires one action per bonus, but setting the bonus for controlling 5 Holy Sites may be taken as a sub-action of the Organization special action.


    Faith 10 Special: Miracle

    If you follow an organized religion, you may request a Miracle from the power(s) that you worship, or perform a Miracle using your understanding of magic or other supernatural forces.

    The most common use for Miracles is to learn information, accomplish unusually difficult tasks, or impart a benefit to characters such as immortality or increased power. Such uses often have limited direct mechanical effect, but would not otherwise be possible through mundane means.

    You can however try to use a Miracle to gain a more tangible benefit. This may take the form of an improvement to your Holy Orders, creation of particularly powerful artifacts, or granting increased abilities to your ruler, ruler’s bloodline, or Heroes. You can request that a Miracle is unleashed on one of your enemies, to smite a character or curse a region.

    Work with the GM to determine an appropriate representation of the Miracle you wish to perform. It is a good idea to approach the GM well in advance with your plans for a Miracle, to allow adequate time for it to play out over the course of a round.

    Examples of miracles used in previous games include:
    Requesting a deity personally resolve a schism in their church;
    Turning a character into an immortal dragon;
    Bringing an assassinated character back to life;
    Creating a special book that can be read even by people who don’t speak the language;
    Moving a magical storm to interfere with shipping;
    Binding supernatural creatures to a ruling family or group of families;
    Permanently changing the climate in a region;
    Turning a mundane ship into a magical stone ship that still floats;
    Developing a form of magic that characters can use on an ongoing basis.


    These are examples only, in order to give an idea of what is possible, and do not represent a limited set of options for you to choose from.

    All elements of Miracles - even moreso than for other actions - are at the GM’s discretion, and you may find that your Miracle does not work in quite the way you intended. Standing too close to a Miracle can be harmful to health.


    Faith 10 Special: Religious Unity

    If you have a Faith score of 10 and meet the other requirements, you may choose to declare your kingdom a Holy Land. Holy Lands are considered an improvement on the standard kingdom with a religious emphasis.

    In order to become a Holy Land you must follow an organized religion which controls at least 15 Holy Sites. If the number of Holy Sites controlled by your state religion drops below 15, you lose the title of Holy Land and all the associated benefits. If you regain control of 15 Holy Sites within 2 rounds, you regain Holy Land status without having to spend a new Special.

    In establishing a Holy Land, you may establish a free Holy Order in your Capital. This Holy Order may exist in addition to the Holy Order normally allowed by the Faith 5 special action. The bonuses to conversion resistance in the region stack if two Holy Orders are present.

    Holy Lands may take a sixth action every round. This action must be a Faith action.

    If you are a Holy Land, you will find it easier to take over regions associated with your religion. If an unoccupied region’s Holy Site is controlled by your religion, you may take the press claim action to take control over the region as if you had a claim. See the Diplomacy rules for details of how to press your claim. There is no limit to the number of claims that can be pressed in this way.

    Holy Lands can become Merchant Princes or Great Kingdoms, but in doing so your government is restructured. You lose access to the special benefits of being a Holy Land in exchange for gaining a the benefits of a Merchant Prince or Great Kingdom.


    Spoiler: Intrigue
    Show
    Intrigue represents a kingdom’s overall capability for spycraft and information gathering, both above-board and surreptitious.

    A higher Intrigue score will help in subterfuge against other kingdoms or countering such villainy against oneself. Spying on neighbors, monitoring rumors and communication, and plotting or foiling schemes are the broad purposes of Intrigue. Great Projects intended to draw the attention of spies, saboteurs, and detectives fall under Intrigue.

    Examples of Intrigue Actions are outlined below.


    Investigation

    Despite the reputation garnered by more nefarious uses, Intrigue is also used to keep abreast of events and to discover the truth behind mysteries. Investigating an event or mystery requires a standard check (2d6+Intrigue) against a variable, hidden TN. The degree of success of an investigation is dependent on the result, and it may be that the investigators meet with only partial success or fail altogether. Note that some investigations may be impossible: a high roll does not guarantee a discovery if there is no lead to follow or secret to uncover.


    Fomenting Unrest

    Intrigue allows canny plotters to sow dissent and undermine the stability of their rivals. A Kingdom may attempt to cause unrest in a stable region using an opposed Intrigue roll against the region’s controller. If successful, the target region enters unrest. (See Unrest and Rebellion for more information)

    This action cannot typically cause a region to progress from Unrest to Rebellion - see the Spark Rebellion special action for that.


    Theft

    Kingdoms of a larcenous inclination may use Intrigue to steal Technologies, Artifacts (see Faith, Artifacts), Treasure (see Opulence, Treasure) and other items of material value from rivals. Thefts are opposed Intrigue rolls between a thief and the current owner. In the case of technologies, a successful thief duplicates knowledge of the technology without depriving the owner but all other successful thefts transfer possession of the target Artifact or 1 unit of Treasure from the current owner to the thief.


    Raids

    Intrigue can be used to seize control of a trading post controlled by another kingdom using a Raid. A Raid is an intrigue roll targeting an owned Trading Post, opposed by the existing controller’s intrigue. If successful, control of the trading post transfers to the raider. Unlike buyouts (see Opulence, Buyouts), raids are inherently hostile and cannot be supported, nor can the trading post’s current owner waive their opposed roll. (See Resources and Trade for more information).


    Slander

    Prospective Wormtongues may use Intrigue to sully the names of their rivals in the eyes of organizations worth currying favor from. (See Organizations for more information)

    Slandering is an opposed intrigue roll targeting another kingdom with respect to one organization, with both the slanderer and target’s rolls modified by their respective reputations with that organization - a slanderer considered an Initiate to that organization would receive +1 to their roll and a target already seen as an Enemy would suffer -2 to their resistance roll. If successful, the target’s reputation with the selected organization is reduced one step, to a minimum of -3.

    It is not possible to slander a kingdom without having first established diplomatic contact with the kingdom.


    Secret Actions

    Secret actions are a special action type which are known only to the GM and the player taking them. Rather than being declared in full in the action post, secret actions need only be declared as “Secret Action”, with the details sent to the GM using a private message instead. Such actions have no effect if not sent to the GM for verification. Secret actions are always considered to be Intrigue Actions for the purpose of determining growth at the end of a round, and any rolls associated with a Secret Action are modified by Intrigue in place of any other stat. Only one secret action may be taken per round.

    Many action types cannot be secret actions, including but not limited to all diplomacy actions, raising and using military units, all Special actions (5s and 10s) related to attributes other than Intrigue, Buyouts (see Opulence), and all types of Exploration. Further, secret actions with results causing direct changes to public information - such as Trade Post ownership, Treasure, and the Incite Betrayal special action - will be effectively revealed in the following round opener.

    You cannot directly investigate what other players have done with their secret actions taken by players, but by investigating the results of those actions, you may discover the culprit. If you correctly deduce what another player is doing with their secret action, you can take preemptive action taken to foil them. Secret actions are always full actions, rather than sub-actions or non-actions.


    Intrigue 5 Special: Assassination/Kidnapping

    A kingdom with an Intrigue score of 5 or more may attempt to assassinate or kidnap individuals of interest. An assassination or kidnapping attempt is an opposed roll against the target’s Intrigue score, including any relevant bonuses. If the target is a hero, treat their intrigue as equal to their hero score for this purpose (See Military, Heroes for more information). If the assassin wins the opposed roll, the target is killed or captured. In the event of a tie the target escapes alive, though may be wounded or otherwise inconvenienced. In the event of a failure the special action is not expended, but the target of the failed attempt receives an additional +2 bonus to resist further assaults on their person in the following round. Characters with no mechanical impact on the game may be assassinated as a normal Secret Action without consuming a Special.

    Attempts to rescue captured characters (whether captured in war or kidnapped) are treated as kidnappings, with the captor’s intrigue rolled to resist such heroics.


    Intrigue 5 Special: Destroy Organization Base or Damage Organization HQ

    A kingdom with an Intrigue score of 5 or more may attempt to attack a known Base belonging to an organization. If this action is performed openly or otherwise discovered, the perpetrator's Reputation with that organization immediately drops by 3 ranks. (See Organizations for more information)

    Bases located in uncontrolled regions are destroyed uncontested if attacked. For Bases located in player-controlled regions, the result of an attack is determined by an opposed intrigue roll between the attacker and the region owner, with the defender winning in the event of a tie. The region owner may refuse to defend the base if they do not wish to, in which case the attack succeeds uncontested. In the event of a failed attack, the special action is not expended.

    If this action is used to successfully attack an organization’s HQ, the HQ is damaged rather than immediately destroyed. While an Organization's HQ is damaged, it takes a -2 penalty to all rolls; the HQ can be repaired with a two-action Project by the owner of the region in which it is located. If an HQ is Damaged by I5s three times before repairs are complete, the HQ is destroyed.


    Intrigue 10 Special: Spark Rebellion

    A kingdom with an Intrigue score of 10 may attempt to push a region in unrest into outright rebellion. This action must target a region in a state of unrest and requires a successful opposed intrigue roll to upgrade the region’s status from unrest to rebellion. (See Unrest and Rebellion for more information)

    A rebellion sparked using this action consists of a militant uprising in a target region with 1d6+1 units led by a Hero (1d4+6) who attempts to throw off the yoke of the region’s current ruling Kingdom. The goals of the rebels are determined by the GM. Some rebels may also have access to technologies or other bonuses, as determined by the GM.


    Intrigue 10: Incite Betrayal

    A kingdom with an Intrigue score of 10 may attempt to sway a hero sworn to one of their rivals through bribery, seduction, coercion, or other means. To do so requires an opposed Intrigue roll against the target Hero’s current kingdom’s Diplomacy. If successful, the target hero leaves their current kingdom and enters the service of the kingdom taking this special action. (See Military, Heroes for more information) In the event of a tie, the Hero’s loyalty is retained and expends the I10 special.

    Any Hero whose loyalties change as a result of this action is forever known as a Betrayer and all future diplomacy rolls to resist Incite Betrayal special actions targeting this hero are taken at a -4 penalty.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  3. - Top - End - #3
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire:

    Exploration


    Spoiler: Exploring the Map!
    Show
    Types of Exploration Action.

    You can use Diplomacy, Military or Opulence actions to explore, depending on how you want to make first contact with neighbouring peoples. Depending on the type of action taken, exploration may be easier or harder, and may have different results.

    Mission [Diplomacy]: A Mission sends envoys of your ruler’s court as well as a small caravan of servants to make contact with the peoples inhabiting an unknown region, and can only target regions adjacent to your borders. The TN for success in the exploration is 12. If you succeed, you get a +1 to any roll to establish a claim on the region in the round after discovery.

    If you roll 18 or higher (a Great Success), you automatically establish a claim on the region. See the Claim rules under Diplomacy for more details as to how to establish or press claims.

    Quest [Military]: You can only undertake a Quest if you currently employ a Hero. The Hero is sent into unexplored territory to search for a new region. Your target must be adjacent to an explored region, but it may be within any player’s borders or unclaimed. Roll using the Hero score, rather than your Military score, to determine success.

    The standard TN is 12. If successful, the Hero finds suitable land, and returns with information regarding the region. On a great success (TN 18) the Hero also returns with 1 Unit, composed of the followers and hangers-on moved to their service. Failure on the roll leaves the Hero lost in the wilderness, and unable to be used for one round following the failed Quest.

    Expedition [Opulence]: Expeditions are the easiest way to explore, and focus on finding out what peoples and resources lie in an unknown region. Expeditions can only occur if one of your own regions borders the unexplored region. The TN is 10. If successful, you gain a +1 bonus to the next round to Buy Out any of the Trading Posts in the region. A Great Success (TN 16) provides you with 1 Treasure in addition to the region details and temporary Buyout bonus.

    Taking Over a Region.

    Once a region is in play, you can attempt to gain control over it. There are three principal ways of doing this:
    Claiming: Marry a family member to the existing rulers of the region, then use diplomatic channels to persuade them to recognise your rule;
    Colonization: Send settlers to establish colonies in an empty region;
    Conquest: Send troops to conquer the region. If a region has native defenders, they will automatically generate a commander with a Military score of 1d6+4.

    Rules for how to claim and colonize a region are set out in the Diplomacy rules. Rules for conquest are laid out in the Military rules.

    Once you have taken over a region, you will need to write it up in the same way you did your first region, albeit with less detail, as the GM will provide the basics! If you do not do so in a timely fashion, the region may fall into unrest due to your neglect of it.
    If you take over a region that has previously been written up by another player, you can make changes to the writeup. These changes should generally be limited to adding details to the region or updating it to reflect the new reality of the region’s government, and you can only delete information with permission of the GM (or the other player in question). You can however make changes to the perspective of the writeup, to add nuance or present details from a different point of view.

    Wilderness, Swarm, and Mythical Regions.

    Not all regions are inhabited or suitable for immediate occupation. You may find a region which is designated as Wilderness. This region has no sizable native population and cannot be conquered or claimed. In order to take over a region of Wilderness, you must send your own people to the region to establish colonies. See the Colonize action under Diplomacy for more information.

    Swarm regions contain, you guessed it, the Swarm. Vile creatures that prevent you from colonizing the region. You will need to clear the region before you can occupy it: the details of how to accomplish this may vary by case but will be laid out at the time the region is explored.

    And lastly, Mythical Regions. Across the world there are many relics of the godchosen and the true gods above them lying in wait! Often times these regions will be Swarmed, and you will need to clear away the infestation before you can benefit from the region's unique and mythical properties! The effects and conditions of these regions vary, but they're all positive benefits! Certain Orgs and NPCs might request you discover or find a mythical region for them for a reward, so it will be up to you to weigh the pros and cons of keeping hold of these rare regions.


    Resources and Trade


    Spoiler: Resources!
    Show
    Resources

    Every region in Empire! contains one resource. To gain resources, acquire trading posts for that resource.

    The resources of a region have three categories of quantity which determine how many trading posts a region can contain:
    Minor resources have one trading post.
    Good resources have two trading posts.
    Great resources have three trading posts.

    Your capital region will begin with a Great resource of your choosing. Your capital region will also start with a resource requirement that will need to be fulfilled through trade with another region.

    Other regions will have their details revealed following successful exploration including their resource and quantity.

    Regions that are not capital regions do not have resource requirements, but regions or holdings may occasionally demand a resource be delivered within a limited time frame, whether for a reward or to avoid negative consequences.


    Trading Posts

    A region can support up to three trading posts for a single resource. The quantities of any given resource are referred to as Minor, Good, and Great respectively (one, two, and three trading posts).

    You begin with control of one of the three trading posts within your capital region. The other two trading posts are unowned.

    You can upgrade the quantity of a resource, and therefore increase the number of trading posts, in your region with an Opulence 5 special action. You may perform this action in a region you control, or in a region with whose owner you share an embassy. Increasing the quantity of a resource will turn a Minor quantity resource into a Good quantity resource and a Good quantity resource into a Great quantity resource.

    If you own a region, you can also change the nature of its resource with an Opulence 5 special action. Examples include upgrading a Cotton resource to Textiles, or upgrading Wild Horses to Domesticated Horses.
    The number of your Trading Posts may change, whether they are increased with Opulence actions or reduced with Military actions. A region with no Trading Posts becomes economically untenable, and will suffer penalties commensurate with the nature of the Trading Post’s destruction and the region’s environment.


    Obtaining trading posts

    You may attempt to take over unowned trading posts in any region regardless of distance, border connection, or other geographical limitations as long as the region is revealed to the player. However, attempting to buy out trading posts on other continents will incur a penalty. (See map section).

    There are two principal means of acquiring trading posts:

    Buyouts are Opulence actions. Roll 2d6 and add your Opulence score plus any relevant bonuses. If the roll equals or exceeds 12, the trading post is successfully acquired. If another player owns the trading post, make an opposed roll, with both players adding Opulence and relevant bonuses. You must both meet the Target Number and beat your opponent’s score in order to acquire the Trading Post.

    If the player who owns the trading post wants you to gain control of it, they can instead choose to support your buyout, in which case you roll against the TN of 12 only, and add +2 to your roll.

    The player who owns the region may choose to support your buyout of the trading post, in which case add +2 to your roll.

    Raids are Intrigue actions. They can only be used against Trading Posts that are already owned by another player or organization. Make an opposed roll on 2d6, with both players adding Intrigue and relevant bonuses. The owning player will always oppose your roll: Raids cannot be ignored or supported. If you beat the owner’s roll, you acquire the Trading Post.

    Raids can be secret actions, but if they are successful, your ownership of the trading post will be revealed in the next round opener, so they will not remain secret for long.

    You can also exchange trading posts with other players, or offer them as gifts. You can only offer other players control of trading posts that you already own: a vacant trading post in one of your regions cannot be exchanged or gifted until it has been acquired through a buyout.

    To exchange or gift trading posts, you must share an Embassy with the other player. Both players must spend an Opulence action to acknowledge the exchange, even if it is only one-way. You can however exchange multiple Trading Posts with a single Opulence action.


    Sacking Trading Posts

    If you want to remove another player’s trading post, but do not want to acquire the trading post yourself, you can Sack it with a Military action.

    Make an opposed roll against the owner of the trading post on 2d6 and add Military and any applicable bonus. The owner of the Trading Post will automatically oppose the roll. If you beat the owner’s roll (and a minimum TN of 12), the owning player loses control of the Trading Post and it becomes vacant. If you successfully sack a Trading Post, you gain 1 Treasure.


    Technologies


    Spoiler: Tech
    Show
    Technologies can be acquired and will provide you with a permanent benefit so long as you have the resources to keep the technology operational. The most common type of technological effect is to grant a bonus to a particular type of action. You can begin using your technology on the round after you create or otherwise acquire it.

    Technology creation is at the discretion of the GM. Technologies must be balanced in their effect and appropriate to the theme of the game. The use and bonuses of technologies are generally determined on a per tech basis. However, some technologies may specifically apply only to certain regions or have other special restrictions, to be determined by the player and GM.

    Technologies are created with a 10-special action. Civilian technologies are created with Opulence, and military technologies are created with Military.

    A technology will provide a mechanical benefit to any Kingdom that possesses it and the necessary resources (including prerequisite technologies) to use it. This is usually expressed by way of a bonus to a certain type of roll. In addition, later technologies may be built up existing technology to produce a higher tier technology. Tier 2 and 3 technologies typically require multiple resources and at least one Tier 1 technology (or Tier 2 in the case of Tier 3 techs) but allow access to progressively more powerful effects.

    Civilian technologies cannot give bonuses to battle rolls. Equally, military technologies will only grant bonuses to military actions. Additionally, military technologies will be assigned a category based on what their intent is, drawn from the following list:

    Special Materials
    Armor
    Melee Weaponry
    Ranged Weaponry
    Cavalry
    Scouts and Logistics
    War Beasts
    Fortifications
    Combat Drugs and Medicine
    Sappers and Siege Weapons
    Subterfuge



    The effects of technologies from the same category cannot stack.

    You can exchange technologies or gift them to other players.

    If another player is reluctant to trade a technology with you, you can steal it from them. This is an opposed Intrigue roll on 2d6, adding technologies and other bonuses. If you are successful, you acquire the technology at the end of that round and may use or trade it in the following round.


    Organizations


    Spoiler: The Orgs
    Show
    In addition player nations, there are globally spread - though more decentralized - organizations of note in operation. These Organizations operate out of bases scattered throughout the world, and have goals and inscrutable motives of their own.

    Each Organization is defined by a short list of action types it is specialized for, a list of bonuses and penalties they grant to players at different reputation levels, and a list of favors they are capable of granting to players they deem worthy. Each Organization may take three actions each turn and rolls as necessary - when performing actions they are specialized for or performing standard favors, they are treated as having a 9 in the relevant attribute and 5 in any other case.

    These organizations can be quickly summarized as follows:

    The Fallen and Forgotten (FAF). An organization of mysterious and enigmatic warriors and mystics who are experts on all matters pertaining to the Godchosen. The FAF actively seek Godchosen relics and holy sites for their own ends, and are happy to dole out information on the Godchosen and their devices, for the right price.

    The Lightsteel Brotherhood(LSB). The Lightsteel Brotherhood are an order of smiths and craftsman who, contrary to the FAF, are much more interested in tearing down Godchosen sites and remnants for their rare materials to be crafted into new shapes. Their primary motivation is to accrue as many rare materials as possible and to monopolize said resources, and they have an impressive stockpile already.

    The Flesh-Reavers (FRS). A warmongering group of Gnolls who survived the Swarm by covering themselves in Swarm-bits to 'blend in'. This had.. mixed success, but it sure makes them look imposing! Actively hunting in large bands they call 'Warpacks', the Flesh-Reavers are eager to fight anyone they can get their claws on, whether they get paid or not...


    Reputation

    Your relationship with an Organization is determined by your Reputation score, which ranges from 4 to -3. The higher your reputation, the better that Organization thinks of you, and the more they’ll be willing to assist you. Conversely, making enemies of an Organization may have terrible consequences as they withdraw support or even directly work against you.

    The different levels of Reputation and the titles associated with them are:
    -3 - Varies by Organization
    -2 - Enemy
    -1 - Distrusted
    0 - Neutral
    1 - Initiate
    2 - Adherent
    3 - Ally
    4 - Varies by Organization

    By default, players begin at rank 0 and receive no organization-specific penalties or benefits. Players with higher or lower reputation receive reputation bonuses or penalties as defined within the organization in question, and players with positive reputation gain access to the favors associated with their rank and below as specified by the organization.

    You can increase your Reputation with an Organization by 1 level by spending a Favor, or with a Diplomacy action with a TN dependent on one's current Reputation with the Organization. See the Diplomacy section for rules on Raising Reputation.

    Taking hostile action against the organization and its principles will reduce reputation with the Organization. This includes actions such as destroying their bases, slandering them, or raiding their resources.

    Only one player may have a Reputation of 4 with a given Organization at any given time. Up to three players may have a Reputation of 3 or higher. Once you have reached Reputation 3 or 4 with one Organization, your Reputation with all other Organizations is capped at 2.

    If a player desires to raise their Reputation with an Organization while all higher level slots are filled, the player may choose to discredit another player occupying one of those slots, making an opposed Diplomacy roll. If successful, the discredited party has their Reputation reduced by 1 while the original player has their Reputation increased by 1. You may only discredit other players inside your discovered area (See Map section for definition of “discovered area”). In the case that two people are attempting to rise from Rank 2 to Rank 3, and the limit has been reached, only the highest roll of those two players will succeed.

    Players may also publicly or secretly attempt to slander and reduce another player’s reputation with an intrigue action opposed by the other player. Each player will receive a bonus on this roll equal to their reputation level.

    Changing leaders will result in a Reputation change if you have an extremely good or extremely poor Reputation. If a player's Reputation is 3 or 4 with an Organization, it will be reduced by 1 level upon changing leaders. If a player's Reputation is -3, it will be increased by 1 level upon changing leaders. Alterations to Reputation on the round in which the leader change occurs will happen before this step.


    Favors

    In addition to the passive benefits, players with positive reputation gain enough sway to ask organizations for favors. Favors are a currency with a specific organization, which cannot be traded between players and can be spent only with that organization. In general a favor can be spent generically to raise reputation by 1 or on an organization’s specific favors associated with reputation ranks 1, 2, or 3. Organizations will typically refuse to grant favors to those with reputation lower than the rank associated with the favor requested, no matter how many favors the org owes the kingdom.

    At the GM’s discretion, organizations may be willing to grant favors to Kingdoms to which they owe nothing, in return for the promise of a later favor returned in kind.


    Tasks and Requests

    At GM discretion, Organizations may post specific tasks or requests for open fulfillment or for specific kingdoms only. This will take the form of a clearly-laid-out goal and a reward offered for its completion, which may take any form from favors owed, gifts of treasure, artifacts, or anything else the organization has to offer. Such requests may be made toward kingdoms that owe the organization favors as demands instead, and in this case there may be severe consequences for failing to meet them.


    Headquarters and Bases

    Organizations are by definition widespread and each has bases scattered throughout the world in addition to a single headquarters somewhere on the map. These bases define the practical reach of an organization and serve as hubs of activity. So long as it controls a base on a continent, an Organization rolls actions there as a local Kingdom. Without access to a base on a continent, an Organization takes the normal penalties for acting outside their continent, with the presence of a Reputation 3 or 4 kingdom serving as the equivalent of having a regional embassy.

    If an organization lacks an extant Headquarters, its activities are greatly hindered and the organization not only suffers -2 to all rolls but is limited to a single action per round until its headquarters is restored. An organization with no extant bases at all is destroyed entirely.


    Destroying Organization Bases

    You may attempt to destroy bases belonging to Organizations. If the base is within your own region, you can do so with a Military action. You can use an Intrigue special action to attack a base anywhere on the map that has been revealed to you.

    To attack a base in your own region, roll 2d6 and add your Military score and any applicable bonuses, which will be opposed by the Organization’s roll of 2d6+9. If you beat the Organization’s roll, the base is overrun and destroyed. The region enters unrest due to the social impact of the fighting and destruction of a major regional feature.

    If you fail to beat the organization’s score, the base remains and the region rises in rebellion as the organization rallies its supporters against you. Irrespective of success, your Reputation with the organization drops by 3 ranks.

    If you have an Intrigue score of 5 or more you can attack a base anywhere on the map as a special action, including within your own regions. If this action is performed openly or otherwise discovered, your Reputation with that organization immediately drops by 3 ranks.

    If the base is in an uncontrolled region, or a region you own, it is destroyed automatically with this special action. If it is in a player-controlled region, make an opposed Intrigue roll against the region owner on 2d6. If you exceed the region owner’s roll, the base is destroyed.

    The region owner will defend the base automatically, unless they specify that they are refusing to do so. If they refuse, the attack succeeds. In the event of a failed attack, you are not considered to have spent your Intrigue-5 special action and may attempt to take another one in subsequent rounds.

    If this action is used to successfully attack an organization’s HQ, the HQ is damaged rather than immediately destroyed. While an Organization's HQ is damaged it takes a -2 penalty to all rolls; the HQ can be repaired with a two-action Project by the owner of the region in which it is located. If an HQ is Damaged by I5s three times before repairs are complete, the HQ is destroyed.


    Heroes


    Spoiler: Heroes.
    Show
    If your ruler has a Military score of 5 or more you may recruit a Hero. Heroes can be used to command your armies, guard Artifacts, and undertake Quests.

    When a hero enters play, roll 1d4+6 to determine the Hero Score.

    If a Hero is commanding an army, the Hero score is used in place of that of the ruler’s Military score.

    A Hero may also enter a duel to improve the chances of success in the battle: see the battle rules for full details. It must be clear from the actions post whether a Hero is leading the army.

    There is no limit to the number of Heroes you may have in play. Once recruited, a Hero remains in play until killed: it is assumed that when they reach an advanced age they pass their duties over to a suitable protégé of similar ability.

    You may attempt to bribe or otherwise induce a Hero away from their current employer. This requires an Intrigue action to Incite Betrayal. If successful, the Hero deserts their existing employer and enters service for the new Kingdom.

    If an Artifact is given to a Hero, it will only affect rolls directly involving the Hero. However, in the hands of a Hero, the Artifact receives a +2 bonus to avoid being lost or stolen and provides a +2 bonus to any roll to maintain the Hero's loyalty.

    A Hero can be given multiple Artifacts, and gains a +2 loyalty bonus from each. However, if a Hero is induced to join a different Kingdom despite the bonus, they take all their Artifacts with them.


    Quests

    If you employ Heroes, you may send those Heroes on quests. Each Hero may quest once per round. Unlike other Military actions, quests can be undertaken secretly.

    To undertake a Quest, roll 2d6 and add the Hero score.

    Full details of types of quest you can undertake are set out in the Hero rules.

    There are three types of quest:

    Quest into Unknown Lands: The Hero is sent into unexplored territory to search for a new region. On a roll of 12 or higher, the Hero finds suitable land, and returns with information regarding the region. See the Exploration rules for details of what information will be found.

    On a great success (TN 18) the Hero also returns with 1 Unit, composed of the followers and hangers on moved to their service. Failure on the roll leaves the Hero lost in the wilderness, and unable to be used for one round following the failed Quest.

    Errant Quests: The Hero is sent to seek fame and glory in an explored region. This can be one controlled by the Hero's Kingdom, one controlled by another Kingdom, or an unclaimed region that has been explored.

    On a roll of 12 or higher, the Hero comes across a worthwhile adventure and returns to their leader with 1 Treasure, at the expense of causing Unrest in the region they Quested in. On a great success (TN 18) they generate 1d4 Treasure instead. On a failed roll, they generate Unrest in the region Quested in but return with no Treasure to show for it. If a Hero attempts an Errant Quest in a region they are not welcome, the player in control of the target region may refuse them entry as a non-action. The player rolls Diplomacy opposed by the hero's player's Diplomacy - on a success, the Hero ceases their quest before upsetting the region's inhabitants. In the event of a tie, or if the refusing player loses the roll, the Hero continues on their quest.

    Epic Quests: These quests will be generated by the GM team to provide unique challenges and rewards to those Heroes brave enough to undertake them. The parameters for success and failure will be unique to each Epic Quest.

    Multiple Heroes can Quest in the same region or embark upon the same Epic Quest. If they choose to do so collaboratively, one Hero makes the primary roll while any supporting Heroes roll 2d6 + Hero score against a TN of 12. On a success, they provide a +2 bonus to the primary roll.

    Regardless of whether their aid was successful or not, cooperating Heroes divide any Treasure rewarded in a Quest equally among themselves and otherwise benefit equally from success or suffer equally from failure.


    Unrest and Rebellion


    Spoiler: Unrest Rules
    Show
    If you neglect your regions, or a player takes actions which damage the government or rule of law in a region, you may find that it suffers unrest or even enters rebellion.

    A region in unrest may be subject to banditry, civil disobedience, or other factors which make it difficult for the government to operate effectively, although it does not yet present a direct threat to your rule. A region will enter unrest if:
    You conquer it
    Another player or nearby rebels induce unrest in your region
    You purge a holy site (unless you achieve a Great Success)
    You fail to satisfy your capital’s resource requirement
    You fail to provide a write-up for the region after acquiring it
    You fail to respond adequately to a GM-instigated event


    While a region you control is in unrest, you take a -2 penalty on all rolls in that region, excluding battle rolls and rolls to stabilize the region.

    If a region remains in unrest for too long, a Rebellion will begin. This causes rebel units and a Rebel Hero to appear in the region. All players (including you; this stacks with the penalty for unrest) take a -2 penalty on any rolls in that region, excluding battle rolls and rolls to stabilize the region.

    Rebel units may sack trading posts or cities, purge religious centers, spread unrest to neighboring regions, or even attempt to conquer the region. Rebel units will continue to appear as long as a region remains in rebellion. Rebels are always considered attackers for the purpose of combats and opposed rolls.

    Uncontrolled regions may enter rebellion, if prompted by a player or GM event. These rebellions operate in the same way as any other. Note that native defenders of a region that are present on discovery are not necessarily rebels. Native defenders will not normally spread unrest, or take action against trading posts or holy sites. If an uncontrolled region contains rebels, the GM will notify players.

    If you defeat the rebels in battle in any region, you take control of the region (if you did not already own it), the rebellion will end, and no more rebel units will appear. The region will remain in unrest and another rebellion may begin if the region is not stabilized.

    To stabilize a region, make a roll on 2d6 and add your Diplomacy score and any applicable bonuses. If your roll is at least 12 the region’s stability improves. See the Diplomacy section for more information on stabilization.

    You can also suppress unrest in a region by application of extreme military force. Roll 2d6 and add your Military score and any applicable bonuses. If your roll is at least 14, the region’s stability improves. However, the overwhelming violence of the action means that one trading post in the region is permanently destroyed, as the merchants and craftsmen are either killed in the slaughter or flee. See the Military section for more information.

    A region in rebellion will revert to unrest once the rebels are defeated. Stabilizing a region in unrest returns the region to normal.

    If your capital region is suffering unrest, negative GM events will be more likely in all regions you control. Capital regions will not normally enter rebellion so readily as other regions, but may do so if their resource requirement is unmet or another player instigates a rebellion. If your capital enters rebellion, you take a -2 penalty to all rolls until the rebellion is resolved. This penalty stacks with other unrest and rebellion-related penalties.

    If you think resistance to a rebellion is unsustainable, you can choose to accept a change of government. Your ruler is overthrown. Generate a new ruler unrelated to your previous one. Discuss with the GM what happens to your existing units, Heroes and rebel units in your regions: they may become your new standing army, or some of them may disband or defect. The GM will also adjust the stability of your regions to reflect the new regime taking power.

    You can attempt to sabotage other players by destabilizing their regions. Make an opposed roll on 2d6 plus Intrigue and any applicable bonuses. If you exceed the region owner’s roll, the region enters unrest. Pushing another player’s region from unrest to rebellion requires an Intrigue 10 special action. See Intrigue for more information.


    Vassalage


    Spoiler: Vassalage
    Show
    You may become a vassal to another Kingdom, in order to benefit from its protection and greater resources. If you are sufficiently powerful, you can take vassals yourself, to expand your reach and influence. Kingdoms with vassals are known as Lieges.

    To become a liege, you must be a Great Kingdom or Empire. If you are a Holy Land, Merchant Prince or Great Kingdom, you can only become a vassal if your liege has an Empire. If you are already a vassal, your liege must be an Empire before you can become a Holy Land, Merchant Prince or Great Kingdom.

    Empires cannot be vassals. If you are a vassal and take a valid special-10 action to become an Empire, you must dissolve your vassalage to your liege. For rules on dissolving vassalage, see Military actions. You can do this at the same time as you found your Empire.

    If you are a vassal, you may use one of your Liege’s attribute scores in place of your own, once per round. You can use this for any roll, whether for an action you are taking or a roll to passively oppose another player. You cannot use your liege’s score to perform special actions.

    If you are a vassal to a Great Kingdom which is in turn a vassal to an Empire, you may use the attribute score of either the Great Kingdom’s ruler or the Empire’s ruler, once per round. You cannot use both.

    If you have an Empire, every time you generate a new ruler, assign +1 to one attribute score per vassal that you have. This includes vassals of vassals. You may choose which attribute you add this bonus to.

    Lieges may use one of their vassals’ Cultural Identities, once per round.


    Military implications of vassalage

    If you want to use your liege’s Military score for a battle roll, this operates on the same principles as normal commander rules. If your ruler commands the battle, you can use your liege’s full Military score. If your army is not led by your ruler (or a Hero) you use half your liege’s Military score. You may still only use the score for one roll per round, so you will have to decide between using it for the battle or for Tactical Maneuvering. Heroes may not use their liege’s score, and vassals may not use their liege’s Hero scores.

    If you are a vassal, your unit cap decreases by 1. If your liege is also a vassal, your unit cap decreases by a further 1. If you are a vassal of a Great Kingdom which is a vassal of an Empire, your overall unit cap will therefore be reduced by 2.

    If you are a liege, your unit cap increases by 1 for each vassal you have. This includes vassals of your vassals.

    As a Liege, your troops can travel through regions belonging to your vassals without incurring additional losses for distance. You may still incur distance losses en route to your vassal’s territory, if you do not share a border.
    Last edited by SOSDarkPhoenix; 2021-01-21 at 11:12 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  4. - Top - End - #4
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire:

    Looking good! I think I will tentatively ask for 208.

    Writeup approved.

    Aukeratutako Berria
    We are the New Godchosen.



    Apaiza Nagusia Karlota Degun, high priestess of the Orden Santua, Leader of the Jenauak, the New Godchosen, may the Prophet's wisdom bless her, may the Chorus guide her well:

    Diplomacy: 2
    Military: 4
    Opulence: 2
    Faith: 4
    Intrigue: 1

    ***

    Region 208
    Harana de Profeta, the Valley of the Prophet

    Spoiler: Terrain
    Show
    In the ancient times before the Fall, Harana de Profeta was known as Harana Aberatsa, the Valley of Riches. Its orchards were laden with fruit, its fields lush with grain, and its mines rich in ores. The Swarm ended its prosperity, and the land has still not recovered; it is fertile only in certain places, with much of its area being low grasses and little more.

    In the decades since the Call, the Jenauak people have reclaimed the valley, planting hardy millet and sweet sorghum, grazing sheep, finding sites where cotton still grows, and cultivating small apple orchards in the foothills. Nevertheless, the true beauty of the valley now is in the high snow-capped mountains which surround it and in the many rivers which run through it, as well as in the tall and elegant architecture of the towns of the Jenauak.


    Spoiler: People
    Show
    The Jenauak are the people of the mountains and the valley, survivors of the Swarm. They are humans of great height, averaging just below six feet tall among both men and women, and of medium complexion, with brown or black hair and a wide range of eye colors. Men and women both wear warm cloth robes dyed with blues, reds, or yellows and decorated with geometric patterns on the sleeves and trim. Laborers and soldiers wear tall and sturdy boots, while the Princes and priests (Apaizak) wear softer pointed shoes. Most men grow mustaches, and some grow short beards.

    Adulthood is reached at 17 for both sexes and is confirmed in a secretive ceremony performed by an Apaiza. Marriage is monogamous, presided over by an Apaiza, and often arranged from birth among the Princely families; the lower classes consider the formal rituals of marriage much less important and usually only marry after adulthood. Though an individual has leeway to choose their profession, gender roles are strong among the Jenauak: working the fields, guiding flocks, forging and carpentry, and entrance to the Zaindariak fall to men, while clothesmaking, cooking, pottery, and entrance to the Apaizak fall to women. The Jenauak diet revolves around millet, with the staple meal being artaxiki, a versatile millet flour pudding, often including diced apples and mutton.

    The military is divided between the peasant levies, called upon only in times of dire need, and the elite Zaindariak, career soldiers who train to fight in the mountains. Both groups wear a steel helmet with an ornamental spike at the front and carry a round shield. Levies fight with spears and wear cloth armor, while the Zaindariak fight with the kukri, a knife with a bent blade, and the talwar, a curved sword, and wear a chainmail hauberk.


    Spoiler: History and Government
    Show
    Little is known of the valley's ancient past; the Swarm devastated the land, slaying farmer and loremaster alike, the survivors fleeing into the high mountains where they could defend themselves. Since the Call, the survivors have repopulated the valley, establishing farms and towns along the various rivers, though the Apaizak and Zaindariak maintain temples and watchtowers in the mountains still.

    Harana de Profeta is divided into four principalities called Printzerriak (Bataprintzerriak, Biprintzerriak, Hiruprintzerriak, and Lauprintzerriak), each ruled by a hereditary Prince and his family. Above and unifying the four Printzerriak is the Orden Santua de Fedea de Latona Gun, with the Apaiza Nagusia (High Priestess) at its head. Just below the Apaiza Nagusia is the Orokorra Nagusia (High General), the leader of the elite Zaindariak soldiers. While the Apaiza Nagusia has the authority to order the military on any given campaign, the Orokorra Nagusia has great discretion in how that campaign is carried out. The bureaucracy of the Orden Santua is staffed by the Apaizak; lower-ranking members often stuff their ears with cotton as they work to prevent them from being distracted by the Call, giving them the nickname of “deaf writers.”

    Together, the Printzerriak, the Orden Santua, and the Zaindariak form one polity: Aukeratutako Berria, the New Godchosen.


    Spoiler: Resources
    Show
    Harana de Profeta was devastated by the Swarm, and has not yet fully recovered, but the region is not truly poor. Deposits of iron ores are especially common at the feet of the mountains, providing more than enough metal for tools, weapons, armor, and printing type once forged into steel.

    The valley is relatively lacking in trees, however, and requires imported fuel to sustain the forges and keep every hearth warm through winter.

    Starting tech: Printing (Idazketa alphabet)


    Spoiler: Faith
    Show
    The Orden Santua de Fedea de Latona Gun, often abbreviated as the Fedea de Latona Gun or simply the Fedea, is the sole faith of the Jenauak. Latona Gun, the Prophet, was a woman who lived at the time of the Call; her husband and children had been slain by the Swarm, and she had been separated from her neighbors as she fled into the mountains. She climbed for three days until she reached the summit, falling to her knees in despair, but even as she fell, the Call first rang out. She knelt, entranced, as the Chorus spoke to her, giving her the message that still fuels the Fedea: The Old Godchosen are gone. You and your sons and daughters shall be the new Chosen. Hold to our tenets, and your destiny will find you in time.

    Upon her return, her message spread like wildfire, and as the Swarm receded, Latona Gun led the Jenauak back into the valley. Though she had no living children, on her deathbed, she blessed all those who followed the Fedea as her sons and daughters, to share in the glorious destiny the Chorus had promised.

    The Fedea is modeled on three tenets: Compassion, Community, and Cremation.

    The tenet of Compassion states that one must help those in need and accept help when one needs it. Charity serves everyone, but arrogance serves no one. What good is a Prince who lives in splendor with great wealth if his subjects go hungry?

    The tenet of Community states that one may choose a fitting profession for their life, but every needed role must be filled, and each job must be performed to the best of one's ability. The strict gender roles of the Jenauak are considered more or less adjacent to the tenet - enforced by it but not strictly necessary for proper practice among other peoples.

    The tenet of Cremation states that through fire, one's body and soul are freed from each other. The body is destroyed, preserving it from the Swarm, while the eternal soul can escape to the sky rather than being trapped in a tomb. In the sky, the Chorus determines whether one was a faithful practitioner of the Fedea, and rewards or punishes them accordingly; thus, those not cremated after death are believed to be trapped in the world forever, while devout followers are rewarded and immoral followers rebuked.

    The Orden Santua sees other, foreign faiths as misguided at best and generally deceitful and immoral. Every shadowy cult is a potential sign of the Swarm, and the Aukeratutako must be protected from it.

    The temple at Mendia de Voix, the highest mountain in the region, is the headquarters of the Orden Santua and the holiest site of the Fedea. The ashes of the Prophet Latona Gun are kept there, as are many scrolls of the bureaucracy of the Orden Santua. The lower-ranking “deaf writers” work with parchment and pen or with ink and printing press within its walls, while higher-ranking “open ears” meditate on the mountain peak to commune with the Chorus and gain divine guidance.
    Last edited by Minescratcher; 2021-01-22 at 10:09 PM.

  5. - Top - End - #5
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire: Call of the World

    Last Order of King Eredivistus and the Temple of Eternal Uhlonna
    Commonly referred to as the "Last Order", "Order of Ered" or "Red Order"

    Region 238, New Eredonna.



    Sir Revain, Grand Seneschal of the Last Order of etc etc

    Diplomacy: 2
    Military: 2
    Opulence: 5
    Faith: 5
    Intrigue: 1

    Spoiler: Geography
    Show

    New Eredonna is a fertile land, rain-fed slopes of the Peaks of Sorrow only recently tilled. The mountains rise in the east, becoming near-impassable in numbers. Two rivers flow down from the peaks, the Aubr and the Dieraubr. The largest settlement is New Askilon where the Grand Seneschal dwells, overseeing the myriad smaller settlements along the rivers. The Order have been slow to expand their reach, awaiting the completion of the Order's new chapterhouse and cathedral in New Askilon. Now, however, it is nearly complete.


    Spoiler: People
    Show

    The exiled squatters that the Last Order are dwarves, typically standing 4-5 feet tall. The Order are dark-skinned folk, accustomed to the beating sun of their former homeland beyond the mountains. They ride griffons, at least those few that can - only 40 griffons survived the Exodus of Sorrow across the peaks, and while their numbers are building they still do not yet exceed 300. Strong and hardy the Last Order lost their history and their writings in their flight, and their oral tradition is primarily devoted to the remembrance of their scripture, the reverence of the goddess Uhlonna and their first King Eredivistus. Once, before the Fall, the dwarves of the Order by their own reckoning flew on griffon-back through the never-ending sky, untroubled by the concerns pf the tall-folk living on their own gods' whims. Until the Swarm came. The Swarm swum the sky building pillars of vile blue stone to reach the flying Order, who at that time had not been founded as such. The dwarves were slaughtered by the horror until their goddess saved them all, building the earth around her for them to live upon and using her keening cry of grief to slaughter the Swarm in turn.

    The Order then was founded, one of many formed around the court of King Eredivistus, Uhlonna's chosen upon the earth. As the first Grand Seneschal of the Orders (all claim that Eredivistus was their founding Seneschal, of course) Eredivistus wrote the first teachings of Uhlonna, as she was no longer flying among them to advise the dwarves in person. From then the Orders separated, following Eredivistus' disappearance beneath the earth in search of Uhlonna herself. The Last Order made for the mountains, seeking as near a return to the never-ending sky as they could manage. They built mountain cathedral-citadels and farmed fungi beneath the earth, building a land of fortifications and isolating themselves from the chaos of the new world. Then one day the messages from the other Orders stopped coming. The next few weeks were uncertain, silent, worried days, until the Swarm began to stir. They came from below, into the fungi farms. While the Order began to fight, they also began to starve. Unable to reclaim their sustenance the Seneschals met in conclave. They decided at last to leave, to seek a new home beyond the mountains. They departed with haste, the Swarm clipping their heels but unwilling to crest the surface. The Order fled.

    Over the mountains they went, without food, without water, all struggling against the altitude as they climbed higher and higher. The terrain was deadly too, crevasses and cliffs claiming many. Eventually the remnants of the Order emerged on the other side. They found a land uninhabited, the slopes of a mountain fertile but untilled. Wary now of their underground farms for the risk of the encroaching Swarm they began to farm. The first winter was harsh, but the survivors thrived. From then the Order has built and built, their Cathedral of the Exodus near-complete, a new chapterhouse for the Order.


    Spoiler: Resource
    Show

    The most prized resource of the Order is their Griffons. More companions and friends than beasts, the Order would not have survived the Exodus without their steeds.


    Spoiler: Faith
    Show

    Uhlonna's Children. While the dwarves of the Order revere many gods it is the goddess Uhlonna that they hold in the highest esteem. As the goddess that built the earth as her shield against the Swarm she created the land from the bodies of the swarmlings she destroyed, the oceans from her tears for the dwarves killed by the swarm she was not fast enough to save. Her grief still issues from the earth as rivers and springs, her people now tied to the earth where once they flew through the never-ending sky. The other gods she birthed to act above the surface, her divine agents.


    Spoiler: Starting Technology & Required Resource
    Show

    Animal Husbandry - +1 to Opu and Dip exploration

    Required Resource: Building-Grade Stone. The Exodus may have found the Order food, but outside of the stony cliffs and caverns stone enough to build their great edifices is a laborious and ruinously expensive acquisition. The Cathedral and Chapterhouse have sapped so much of the available manpower and material that the Order is close to facing a crisis of construction.
    Last edited by Ausar; 2021-01-26 at 06:40 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  6. - Top - End - #6
    Ogre in the Playground
     
    Lizardfolk

    Join Date
    Jan 2014
    Location
    On the Internet

    Default Re: Empire: Call of the World

    I'm currently gazing fondly at 211-214 in Kaal. Which one? All of them.

    Might be able to dedicate the resources to participating in this one
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

  7. - Top - End - #7
    Halfling in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire: Call of the World

    Write-up, approved

    Ruler: Enperatriz Ekilore
    Diplomacy: 4
    Military: 4
    Opulence: 2
    Faith: 2
    Intrigue: 1

    Spoiler: Summary R256
    Show
    Kingdom: Heganegiten de Gurina
    Ruler: Enperatriz Ekilore
    Region: 209, Antzua
    People: Tximeleta, large carnivorous butterflies
    Religion: Fedea
    Starting Tech: Aqueducts
    Owned resource: Silk
    Needed resource: Non-sentient flesh

    Spoiler: Terrain
    Show

    Antzua is dominated by mountains in the east and south. A few fir trees have manged to take root on the gentler slopes, creating groves of younger trees with a few old survivors reaching towards the sky. The slopes gradually give way to a barren steppe cut through by massive stone aqueducts from the mountains. The harsh lowland terrain has been kept at bay in the northwest by a few maintained farmlands and a small village.

    The mature inhabitants of the region otherwise prefer to live in the treetops, inaccessible from the ground. At first centred around the groves some of the small wooden houses have sprawled out into entire towns, with a minority of the living quarters still above ground most of the newer houses are built in stone. The largest town web is known as Herriak des Egurra and is built around a tall stone structure known as Eliza.

    Spoiler: People
    Show

    Tximeleta are large sentient butterflies. Adults have 1/2 -1 foot long bodies (excluding antenna) with corresponding wingspans between 2.5 - 3.5 feet wide, depending on their type. Besides size their timbals set them apart from their smaller counterparts, allowing them to imitate human speech patterns, with some difficulty. Normally they communicate in low harmonic pitches, sometimes below human hearing range. The adults, with some variations based on type, live for about 20 years and are not visibly dimorphic in the normal colour range.

    Mainly moving by flying the Tximeleta prefer to stay close to the ground and frequently rests between shorter, fluttery flights. On sunny days they can be seen sitting still for hours, basking in the warm light. Unable to fly properly in stronger winds bad weather is the main bane of productivity in Antzua, also dampening the general mood if it is prolonged.

    The silk pupa varies in length from just below one foot to slightly above two feet. The cocoon is preferably spun from a sturdy branch in a quiet grove. The more common solution is to let them hang from the ceiling beams. During this year the pupa should be left alone and in the best case kept warm, otherwise it might take longer to transform.

    The larvae grow rapidly from a tenth of an inch to 0.5-1.5 feet over a few years. During this time the only thing that matters for them is sustenance, unable to forge enough for themselves without perfect conditions they die after a couple of weeks if left unattended. After the initial growth spurt they slowly become approximately half a foot longer before reaching maturity, which takes 40-60 years. The larvae have two strong short appendages just below their head and can, for their size, grip things with immense strength. In addition they have an uncanny ability to balance with their tiny hindlegs, allowing them to stand upright and simultaneously bend their body in all kinds of directions. Trying to communicate with them is hard for a fully grown Tximeleta and near impossible for anyone else, that their singular focus on food only doesn’t really go away until the pupal stage complicates things further.

    The eggs are smaller than a tenth of an inch and uncountable numbers are laid each year. An egg can lay dormant for decades, even a century, in wait for the right conditions to hatch. A few of the old eggs survived the swarm but the vast majority was destroyed by the swarm. During this time it is completely unaware of its surroundings. Once hatched the larvae are very vulnerable and only a few of them survive the first weeks.

    Spoiler: Society
    Show

    Mature Tximeleta rules the lands. This is not an act of superiority over the larvae but one of necessity. While outright calling the larvae stupid would be frowned upon they are, admittedly, very singelminded. Yet they form the actual workforce in the society, unable to perform any heavy labour the Tximeleta needs to delegate all such tasks to the larvae.

    Thus providing enough food for them is essential and large larvae hunting parties led by male Tximeleta has formed over the years, scouring the steppe for any edible prey, the plants no longer sufficient to sustain their population. The larger larvae are also used as construction workers and farmers, under supervision. Meanwhile the larvae in the end of their growth spurt are used against more dire threats. Reaching the peak of their hunger induced frenzy they tear into anything smelling of death. Directing and reeling in such groups is a task for only the most experienced larvae communicators, Nagusia de heriotza.

    Meanwhile the Tximeleta women oversee the towns, prepare cadavers and introduce any newly transformed larvae to the hierarchy. Every town have its representative (or group thereof), usually women, which meet in Eliza to discuss matters concerning more than one town. The Enperatriz lead the debates, while she owns no definitive power herself her political influence is unmatched. Maneuvering from town representative into Enperatriz is generally seen as a great feat and requires the support of every councilmember.

    Separate from the Enperatriz exists the silent choir, a group of women dedicated to the Fedea the only communicate with a low pitch humming, aiming to understand the Godchosen choir through meditation and practice alike. Left to their own machinations they expect uninterrupted passage for any of their divine calls but do not hesitate to slow down, in order to help those in need.

    Spoiler: History
    Show

    The Tximeleta are not native to Antzua but descended from the mountains generations ago, fleeing from the swarm, their rumoured homeland had flowers larger than any man and with pure bliss as nectar. But it was not to last, ravaged beyond recognition by the swarm they fled elsewhere. Facing starvation as no other flowers were large enough to sate them, they turned to another liquid nutrient for their food, cadavers. The larvae could eat the flesh raw but the mature Tximeleta had to wait for it to moisten before they could suck up the nutrients. Sickened by this act many chose to abstain.

    Having been on the run for months the encounter with Latona Gun high in the mountains came as a blessing. Lacking a woman with conviction themselves they latched on to every word leaving Latona’s mouth. Parting with the woman, as she left to lead her own people towards glory the Tximeleta burned with a newfound conviction. In the pursuit of reclaiming a more stable existence they claimed the western lowlands for themselves, establishing a new kind of society, as a new generation fed on flesh instead of nectar grew up they began to take a liking to the cadaver taste.

    Spoiler: Resources
    Show

    Only reaping tangible benefits of their own from the pupa’s material, as they require minimal clothing and the grown larvae are quite uncaring about weather a great resource of silk has accumulated in Antzua from the continuous transformations.

    The barren steppe no longer provides enough prey, as the animals have moved to different pastures or simply been hunted to local extinction. As such Tximeleta is in dire need of a new, more reliable source of non-sentient meat.

    Spoiler: Faith
    Show

    Cursive- Added by Tximeleta

    The Orden Santua de Fedea de Latona Gun, often abbreviated as the Fedea de Latona Gun or simply the Fedea, is the sole faith of the Tximeleta. Latona Gun, the Prophet, was a human woman who lived at the time of the Call; her husband and children had been slain by the Swarm, and she had been separated from her neighbors as she fled into the mountains. She climbed for three days until she reached the summit, falling to her knees in despair, but even as she fell, the Call first rang out. She knelt, entranced, as the Chorus spoke to her, giving her the message that still fuels the Fedea: The Old Godchosen are gone. You and your sons and daughters shall be the new Chosen. Hold to our tenets, and your destiny will find you in time.

    From a fated encounter in the mountains, her message spread like wildfire, and as the Swarm receded, Tximeleta reclaimed a new form of society. Though she had no living children, on her deathbed, she blessed all those who followed the Fedea as her sons and daughters, to share in the glorious destiny the Chorus had promised.

    The Fedea is modeled on three tenets: Compassion, Community, and Cremation.

    The tenet of Compassion states that one must help those in need and accept help when one needs it. Charity serves everyone, but arrogance serves no one. What good is a Prince who lives in splendor with great wealth if his subjects go hungry?

    The tenet of Community states that one may choose a fitting profession for their life, but every needed role must be filled, and each job must be performed to the best of one's ability. The strict gender roles of the Jenauak are considered more or less adjacent to the tenet - enforced by it but not strictly necessary for proper practice among other peoples.

    The tenet of Cremation states that through fire, one's body and soul are freed from each other. The body is destroyed, preserving it from the Swarm, while the eternal soul can escape to the sky rather than being trapped in a tomb. In the sky, the Chorus determines whether one was a faithful practitioner of the Fedea, and rewards or punishes them accordingly; thus, those not cremated after death are believed to be trapped in the world forever, while devout followers are rewarded and immoral followers rebuked.

    Letting sentient beings rot for feeding purposes is an act of blasphemy. Only soul-less animals may be used for such acts.

    The Orden Santua sees other, foreign faiths as misguided at best and generally deceitful and immoral. Every shadowy cult is a potential sign of the Swarm, and the Aukeratutako must be protected from it.

    The temple at Mendia de Voix, the highest mountain in Harana de Profeta, is the headquarters of the Orden Santua and the holiest site of the Fedea. The ashes of the Prophet Latona Gun are kept there, as are many scrolls of the bureaucracy of the Orden Santua. The lower-ranking “deaf writers” work with parchment and pen or with ink and printing press within its walls, while higher-ranking “open ears” meditate on the mountain peak to commune with the Chorus and gain divine guidance.
    Last edited by Torv; 2021-01-31 at 12:41 PM.

  8. - Top - End - #8
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire: Call of the World

    The Damned Fleet

    Region 49: Port Blackwater

    Spoiler: The Flag of the Damned Fleet
    Show






    Admiral Archer
    Spoiler: ...and his parrot too!
    Show
    Diplomacy: 2
    Military: 4
    Opulence: 1
    Faith: 1
    Intrigue: 3



    Spoiler: Geography
    Show
    The Damned Fleet roams the waves,
    Sending sailors to their graves.
    But their harbor be what ye seek,
    Look for an isle with a twin peak.


    The Damned Fleet needs someplace to drop anchor, even if only for repairs and refits. Their undeath does not extend to their ships. And so, if you are brave enough, you can find their central ‘hub’ in Port Blackwater on Twin Peaks’ Isle. These twin peaks are actually the remnants of a volcano which once erupted and sheered off the original peak entirely. The port itself lies on the western end of the island, shielded from most of the winds which whip around the small spit of land at breakneck speed.


    Spoiler: People
    Show
    Ah-ah, the blood runs cold.
    We take our loot but don't get old.


    The Damned Fleet is the collective name for a group of pirates who have, over time, gathered together under the command of Admiral Archer. Originally, they plied their brutal trade all across the sea-lands of the Empire. But, when the Swarm came, the ships upon which they depended stopped coming. Unable to seek shelter inland, they resorted to other methods of preserving their lives, as they had no skill in farming or hunting. And eventually, their lives ran out. The unnatural magic they had used, however, brought them back.
    Now, with the Swarm in retreat, they set sail once more, looking for plunder and new crews to press into their service…


    Spoiler: Resource
    Show
    Haul, haul, haul away me hearties!
    No time for drinking parties.
    Saw, saw away to beat old Winter
    Work till bones and spirits splinter.


    Port Blackwater is situated on a largely untouched and very fertile volcanic island. As such, it has access to a wide selection of very large, very old trees of several varieties, good for all sorts of woodwork. Thus, it has a Great Resource of Lumber.

    …However, the island itself has a limited population, all of which are various breeds of undead. As such, it needs some variety of slaves or the like to be able to keep its ships fully crewed.


    Spoiler: Faith
    Show
    Arch! The demon of the sea!
    Run, ye sailors, run!
    With a beard of flame and a heart of ice!
    Arch, the devil’s son!


    Due to the foul rituals and fouler creatures that the Damned Fleet consorted with to extend their lives when resources dwindled, they follow the Code of Blood, Bone, and Spirit. These dark texts reveal the secrets of necromancy and purport to give power over both Life and Death, though the means employed are blasphemous and profane. Though in truth, nothing is nearer to their rotten hearts than the glitter of gold.


    Spoiler: Starting Technologies
    Show
    Sailing, of course.
    Last edited by Miltonian; 2021-01-21 at 06:18 PM.

  9. - Top - End - #9
    Orc in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire: Call of the World

    Putting in a placeholder post to indicate my intent to participate. I'll put my submission here once it's done. :)

    EDIT: And here it is!

    The Umbral Accord (UMB)

    Region 67 – Darkhome
    Who knows what evil lurks in the hearts of men? The shadows know...

    Flag

    Ruler: Kalathax, Child of the Accord

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

    Spoiler: Geography
    Show

    Darkhome is a fairly temperate land, with the weather largely kept moderate by the natural windbreak of its hills and valleys. It is only lightly developed, with roads and some smaller communities, alternating between farms and large sections of rolling woodlands, out to the coast. There is an air of peace to the place, and the sun’s heat and light seem a little less overbearing within.


    Spoiler: People
    Show

    The Umbral Accord is populated mainly by two races, humans and the Umbra, and the greater beings known as the Umbrals born from the fusion of the two.
    The Umbra are a race of living shadows, created by dark magic as the cast-off sins of an ancient people. On their own, they are not much to look at, and have very limited ability to act on the world having minimal ability to think or reason, largely operating on instinct. Strong light is lethal to them if they cannot slink away to cover, so during the day they are largely sedentary. In dark and shadowed places, when they swarm together, they can seemingly merge and re-divide to make more of themselves. The only way they can truly act on the world is to enter a living host.
    Once they occupy a living thing, though, they can fuse with its mind and body, permanently creating an Umbral, through a process known as an accord. Not much is required to prevent the accord- long-term, the Umbra cannot force the host to serve its will, insofar as it has any, for more than a few minutes.
    Umbrals are generally a little tougher, a little stronger, and a little more cunning than the beings they are made from, but most of all they’re hungrier- both literally and metaphorically. Physically, you can tell an Umbral from a normal member of their species mostly by their eyes- Umbral eyes are usually pitch black all through, giving an effect that some find menacing. While Umbrals can breed with other members of their host species, or even other Umbrals with a similar host, the resulting children will not have any Umbral nature about them, and a new Umbra will need to possess them if the child is to become an Umbral.
    The Umbrals, and all citizens living in Darkhome, are bound by the Grand Accord, for which the polity is named. This founding document lays out the structure of Umbral society, its leadership and its organization. By its rules, Umbral society thrives and prospers. Guided by the firm hand of a leadership elected by all Umbral citizens, the Accord strives on towards a darker future. In practice, the vast majority of citizens are Umbral, and accepting an accord with an Umbra is regarded by many as a rite of passage into adulthood- but technically, there are some few who refuse, for whatever reason, and are then treated as second-class citizens.


    Spoiler: Resource
    Show

    The Shadewood Trees are an unusual plant with a variety of useful properties, the result of Umbral influence seeping into the soil. Rather than growing leaves above the ground to harvest sunlight for its food, these ash-white trees grow their leaves on their roots, drawing in sustenance from the darkness of the earth. The root-leaves can then in turn be eaten to alleviate the pangs of hunger- at least until you next find yourself in sunlight. They are not filling, but many a traveller has stretched their rations with them. And, despite having no leaves above the surface, they provide deep and restful shade, even under the hottest noon-day sun. Because of this, and a few other useful properties like the potential to make a sunburn-resisting salve from the bark, they are sometimes known as the Wanderer’s Tree.
    In addition to their more immediately useful properties, Shadewoods have a number of useful alchemical properties. The seeds store the harvested darkness in a concentrated form, and can release it in a wave of darkness if properlycracked. The wood can be mixed with more ordinary woods to remind it of the hunger of life and allow it to absorb energy, both ambient and acute, and in its powdered form this property can be exploited so that it may be used both as poison and antidote. Finally, its roots can be used in a variety of infusions and rituals to draw darkness in towards a source.
    One thing the Shadewood cannot provide, however, is sufficient [COLOR=]food.[/COLOR] Their faith leaves them with a preference for a lavish lifestyle, and the Umbrals need more food than an ordinary human would. Their territory is in many places ill-suited to grow food, and the hunger only ever grows.


    Spoiler: Faith
    Show

    To live in The Shadow of Eternity is to live forever in a moment; to try and grasp immortality by the moment. The Umbrals have unique insight into vice, with the Umbra being literally born of it, but where many view such things as evils to be excised or purged, the Shadow preaches that such things are the very purpose of life. Enjoy yourself! Seek pleasure, even at the expense of the future! For the light of eternity is harsh and endless, but the darkness of the moment is infinitely soothing.

    Ailitha, Rock of the Accord (Holy Site): The place where the Accord was first signed, and where the blood that sealed it fell. This is a holy place for the Umbrals, a representation of their very right to exist. On these stones, sacred blood was spilled in compact; in this place to this very day, humans may ascend to become Umbral.


    Spoiler: Starting Technologies
    Show

    The Umbral Accord have mastered the art of Printing, borrowed from some of their constituent members. They print primarily in the Umbral Pidgin Script, a blend of different writing systems borrowed from the various polities their human members originate from.
    Last edited by Silent_Interim; 2021-01-22 at 07:01 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

    Spoiler: STUFFS
    Show
    Quote Originally Posted by Silent_Interim View Post
    Yes... continue ignoring me... exactly as planned
    Quote Originally Posted by Xihirli View Post
    'Kay! Ignoring a ninja never hurt anyone.



    Being terrible at being a wolf since always.

  10. - Top - End - #10
    Troll in the Playground
     
    mystic1110's Avatar

    Join Date
    Dec 2010
    Location
    New York, New York
    Gender
    Female

    Default Re: Empire: Call of the World

    The Paukobez Clutter

    Region (Preference) – No preference – any region that would geographically contain a Jungle.



    Leader Name: Yvrep, Cobweb Alpha

    Rolls
    Diplomacy: 4
    Military: 2
    Opulence: 2
    Faith: 1
    Intrigue: 3

    Spoiler: Geography
    Show
    The land of the clutter is an imposing and dense jungle that is in the process of completely swallowing a series of Aqueducts and other Godchosen constructions. Formerly the region was called Arman Wildes Outpost, and the Clutter has not seen any necessity to change that name. The leaves and vines drape from formerly glimmering examples of the Empire and birds perch on these stones while overseeing a verdant canopy


    Spoiler: People
    Show
    The Godchosen may have created a golden empire, but every empire has its secrets and dark dealings. The Paukobez were the Godchosen’s favored assassins, the race engineered to be flexible, clever and immoral. Many died by their hands as they enforced the Godchosen order from the shadows. However, since the collapse of the Empire, the fate of the Paukobez was similarly grim. Seen as ill omens and hated for their sinful duties the race was exterminated and hunted till all that remains is a relatively small tribe of Paukobez hidden from the world in the dense jungle and ruins of their former master’s architecture. The remaining Paukobez are an envious lot. Angry at their lost status, the Paukobez aim to reclaim their place in the world.

    The Paukobez resemble slender simians, with lithe muscle and fur-covered bodies. With tails and prehensile feet - one could see their skin is grayish and that their face would resemble that of a chimp although unlike their simian forbearers they have eight eyes and instead of a mouth they have a chelicerae. Their fur is much more vibrant than their skin, ranging from fiery reds to dusky oranges and golden yellows. Around their head, the fur accumulates more into a woften braided mane. Each of their simian fingers contain their own spinneret glands with which the Paukobez can weave webs to swing among the trees and capture prey.

    The Paukobez live in a variety of gangs called "Barrels", which are groups of the creatures that consist of a Male Alpha and a Female Alpha, their brood and their associated Betas. The Barrels collectively make the Clutter and the strongest of the Alphas set the agenda for the Clutter such that it has one. The Alpha that controls the Clutter is usually referred to as the Cobweb Alpha a term that comes from the large silk nests in which the Paukobez sleep in.


    Spoiler: Resource
    Show
    The Paukobez produce Spider Silk for trade. They want for a lot, but as a people perhaps what they want the most are bananas or, barring that specific fruit, any Fruit.


    Spoiler: Faith
    Show
    The Clutter does not have any strong faith other than a deep veneration of their former masters, as such they believed in the Godchosen's personal faith - the Twelve Archons. That said, their master's fall from grace has made them question as to the veracity of the religion. . .


    Spoiler: Starting Technology
    Show
    While not of their own design, the Paukobez live in a jungle that has already swallowed former Godchosen architecture – by chance one of the Aqueducts still works and provides them with water.
    Last edited by mystic1110; 2021-01-25 at 10:51 AM.

  11. - Top - End - #11
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire: Call of the World

    Okay so, here's my submission's first draft. Let me know if there's anything that needs changing, fixing, more data, etc.


    Kingdom Name: Helios Mafia

    Region Name: Claemora

    Flag

    Ruler: Princess Acorn
    Spoiler
    Show

    Princess Acorn is a Promoted XXX, who took the form of a five foot 4 humanoid princess. Bonded to her Claymore (which is as large as she is and glows with a terrific might), she rules the people with an iron blade and a ghost white gaze.

    Her shade is Heliotrope, and she is a smug, boundless thing. Vibrant taking on a form more like the human denizens she had recently conquered in her Promotion, unlike many other Promoted who distinctly do not take on a human shape.



    Dip 2
    Mil 2
    Opu 1
    Fai 3+1
    Int 3+1


    Spoiler: Geography
    Show
    I have no damn clue yet.


    Spoiler: People
    Show

    The denizens of Claemora are weird little things. Goblins, scorpion like critters, sentient plants. You name it, there’s a type of freak show for it. Although, they all tend to clock in on the top end at about 4 foot in height and eighty pounds in weight. They live in relative harmony even if they often war amongst themselves because at the top are a select few Promoted that serve as leaders and keep them all in line.

    Promotion occurs at the bonding of a Magi-tech weapon and a regular creature (sapient or otherwise), and wildly enhances the holder into a suitable form to wield it. Sometimes this winds up being a twelve foot tall turtle dragon, sometimes it takes the form of a ghostly princess, but all the forms are humanoid and able to wield these magical medieval class weapons.

    This process generally trends towards giving the wielder their ideal body, then towards enhancing their ideal body for practical purposes.

    All the normal denizens are ill equipped to deal with threats on their own, and are even a little dim witted, but the guidance of the Promoted lets them work in tandem to be a ferocious force.

    Within the wider scope of the recent conquest of the Acorn Mafia are a wider scale of (insert dwarf/human/etc species here), who largely pay protection money to the Promoted and their hordes up at the top. They have it good and safe, but the work to keep their position is also pretty rough.



    Spoiler: Resource
    Show

    ?????????


    Spoiler: Required Resource
    Show

    Still need this


    Spoiler: Faith (Shades of Sheep)
    Show

    Within the Promoted there is one unifying concept, one singular myth. That they are all part of a much wider collective, and that whether they manifest the Sheep as a phenomena when they gather, or whether the Sheep is the greater entity pulling all their strings is a subject of much debate.

    The purpose of each Shade is simple though. Unify, infest, and colorify the surroundings from the inside out. All will become a shade of sheep’s color soon enough, and this religious principle amongst the Promoted as well as their strong ties to their own unique tint has played an exceedingly large role in why they manage to work together as opposed to fraying apart into factional warfare.



    Spoiler: Starting Technologies
    Show

    Gimme some techs, y’all. I’m broke.
    Last edited by Epinephrine_Syn; 2021-01-21 at 08:23 PM.

  12. - Top - End - #12
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire: Call of the World (Now Recruiting!)

    Pescheran Isle

    Region 21

    Spoiler: The Karlik
    Show
    Spoiler: Leader
    Show
    Mori Spelogiya

    Diplomacy: 3
    Military: 2
    Opulence: 5
    Faith: 2
    Intrigue: 5


    Spoiler: Geography
    Show

    The Pescheran Isle is the western-most of the known Sebarcan islands off the main continent. Fairly protected from winds and harsh waves by the rest of the islands, Peschera is covered in healthy shrubs and grassland, with some small game and wildlife. Steep cliffs border the island, and entrance is difficult for any who cannot read the faint signs of trails hewn into the rock. Beneath the soil, the interior island is a vast network of carved caves, caverns, and tunnels. The lower levels are oft filled with or lead into the ocean, and have a stable population of cave critters, fish, and the occasional diving snake. The history of the world can be seen in the caves, layers of various rock deposits, ores, and even some strange bones exposed by decades of tunneling. No sunlight penetrates the depths, though the caves that haven't been strictly sealed off by the inhabitants tend to be lined with softly glowing mosses or worms.



    Spoiler: People
    Show

    The Karlik are a race of short, stocky, near-bald humanoids. Their hair is sparse but stiff and long, covering their arms, legs, head, and face in a 2-4 inch high layer. Hair is typically let loose and is not brushed back, and long, stiff, clean hairs are seen as a sign of health and wealth. Hair is typically pale, as is the skin and eyes, as most of a Karlik's life is spent underground. Though their eyesight is average at best, their sense of smell and touch is incredibly sensitive, partially due to their hair. When forays above ground are needed, long covering capes and hoods made from surface grasses are worn. Otherwise, clothing is tight to the body so as to not snag against the rock.

    The Karlik survive by mining minerals, carving out cities and shops from the rock. Fish and eel make up a bulk of the diet, and diving for new deposits and food is as critical and time-demanding as mining. A normal healthy Karlik would live up to 80 years, but the physical demands of mining and the dangers of subterranean life have made any Karlik older than 60 years a celebrated, protected elder. Females are slightly larger than males, and are primarily in charge of tunnel and cave maintenance, securing supports, and other logistical and social issues. The leader of the Karlik is the Etnya, chosen by the elders to be cunning in order to preserve as many Karlik lives as possible.


    Spoiler: Resource
    Show


    The Karlik offer Cherry Eel, a red-glowing cavefish that is a staple of the Karlik diet. A slightly fishy white-fish, Cherry Eels are blind, scaleless, and white except for a trail of glowing 'pods' on either side. They are often smoked or grilled with citrus, berries, and shrubby herbs.

    Living underground, the Karlik are in need of Wood in order to begin expanding settlements onto the surface and construct more flexible tools and items.



    Spoiler: Faith
    Show

    Drums...drums in the water. Merciless is the Ashapt and great is its rage. Fear the drums and run upon their beating, or beg, beg for your life and pray your sacrifice will save your friends from the Ashapt. Pray at the altar before the drums sound and you may be spared. Sacrifice morsels at every meal and spare any odd creature lest its rage fall upon you. See its scales in the water and kneel before its fangs. Pray...pray before the drums beat upon your corpse.

    The Karlik pray at the awe-ful Altar of the Ashapt, a god to be feared and begged for borrowed life.


    Spoiler: Starting Technologies
    Show

    Construction
    Last edited by LapisCattis; 2021-01-22 at 10:44 PM.

  13. - Top - End - #13
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    London, England

    Default Re: Empire: Call of the World (Now Recruiting!)

    I haven't played one of these things before, but it looks interesting, so I'll submit something if there's space (not sure how many players games like this generally aim for).

  14. - Top - End - #14
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by Volthawk View Post
    I haven't played one of these things before, but it looks interesting, so I'll submit something if there's space (not sure how many players games like this generally aim for).
    Welcome! We have plenty of space left and are always looking for more players! We'd be happy to have you. We also have a discord, which can be found here: Click me!

    Feel free to join, as a lot of the ooc discussion happens there! Hope to see your application soon!

    Phoenix.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  15. - Top - End - #15
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire: Call of the World (Now Recruiting!)

    Application Reviews: Round #1

    Spoiler: Miltonian
    Show
    Your vessel is seaworthy. You are approved for plunder.


    Spoiler: Minescratcher
    Show
    The prophet hears the words behind the Call. It has approved of your writeup. Go with compassion.


    Spoiler: Mystic
    Show
    You can barrel roll into the game, you are approved.


    Spoiler: Epinephrine_Syn
    Show
    The writeup has some merits, but I can't approve it in its current state. Most importantly, your people being either sentient magitech weapons inhabiting host bodies, or creatures bonded to them goes against the nature of the starting scenario. No kingdom is starting with magitech, otherwise it would give you at the very least a fluff advantage over your neighbours.

    The name Acorn 'Mafia', and the faith being a sheep made of rainbows is a little bit silly, which is not inherently a bad thing but doesn't quite fit the aesthetic or motif of the setting. Perhaps the theme could be brought more in line with the rest of the world, or at the very least fixing the primary discrepancy?

    Edit 1: A much better fit the second time around! Your region is tentatively approved with the caveat that you change your export resource to something other than Gunpowder. You will need a technology (Likely an O5-->M10) to acquire it.



    Spoiler: SerakHawk
    Show
    Well written writeup! Your required resource is very specific however. I would recommend you broaden it to something like "flowers", or "aphrodisiacs". This will make it a lot easier to find and fulfill that resource requirement as you explore the map, and make it possible for you to obtain multiple sources of it, should you lose your first.

    Beyond that, Who let the dogs out? They've been approved.
    Last edited by SOSDarkPhoenix; 2021-01-22 at 11:25 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  16. - Top - End - #16
    Pixie in the Playground
     
    SerakHawk's Avatar

    Join Date
    Jan 2021

    Default Re: Empire: Call of the World (Now Recruiting!)

    110 is the land of plan

    Companion Collective


    Spoiler: Ruler
    Show
    Felix Silvermane
    Spoiler: Rolled stats
    Show
    1,2,2,3,3
    Diplomacy: 2
    Military: 2
    Opulence: 4
    Faith: 4
    Intrigue: 1

    Starting Tech: Sailing

    Spoiler: Terrain
    Show
    The three main islands of the Companion Collective are varying in terrain and the different racial groups of the Collective have made homes on their own islands. The biggest of the islands is mostly a wooded area that is inhabited by the 'Canine' clans of the Collective in addition to the tree tops being homes to the 'Avian' clans. The second largest island is mostly a swampy grassland with many small rivers running through it, it is mostly inhabited by the 'Rodent' and 'Reptile' clans. The remaining island is an elevated highland where the Collective council is held, this area is mainly inhabited by the 'Feline' and 'Equine' clans.
    The highest point of the elevated highland contains a holy site revered by all the clans as a soft spot between the spiritual barriers between realms. Some of the more religious of the Collective say they can hear the whispers of long passed loved ones who have re-entered the spiritual realm.

    Spoiler: People
    Show
    The Companion Collective is comprised of various races of Magical beasts who's ancestors used to be magical familiars, companions or awakened beasts who through a pact or magical mishap remained magical after their 'bonded' companion passed on from this world. The Collective is grouped into six main clans which all of the citizens align themselves with. The clans are the Canine, Avian, Rodent, Reptile, Feline and Equine. Each of the clans has its own focus and purpose in the Collective.

    Spoiler: History and Government
    Show
    The Companion Collective was founded by a group of awakened animals who during a magical accident found themselves able to learn and communicate and think on the level of the other sentient races. Banding together first out of necessity then out of brotherhood they formed their own nation. The wisest among them was crowned the ruler and his descendants have been ruling them since with caveat to the council of clans. The council of clans oversees and maintains the majority of the inner workings of the Companion Collective and have the ability to overrule the 'king' in emergency situations should the council reach a consensus.

    Spoiler: Resources
    Show
    Rainbow Fish: These fish spawn in the shallows around the tri-islands of the Companion Collective, a major delicacy and food source for the Collective. In addition to being a nutritious meal their scales are prizes for their rainbow iridescence and varying coloration. Larger Rainbow fish's scales have been known to be thick and large enough to make shields or armor out of.

    Petals of a Magical Flower: This luxury item is desired by all of the creatures of the Collective. Due to their magical heritage certain side effects have shown in long periods of time without have a bath soaked infused with the magical properties of of any magical flower. The petals are sought after for their alleged restorative effects and soothe magical build ups that occur in the older magical creatures.

    Spoiler: Faith
    Show
    The Collective believe that there is spiritual energy contained within the souls of all sentient creatures. Great heroes and leaders are believed to contain powerful spirits within them and are venerated even after their deaths. Great spirits are entered into the pantheon to revere, venerate and seek aid from.


    Spoiler: Edit Log
    Show
    1/21/21 - Added Flag and broadened required resource
    1/22/21 - Switched faith and military stats on my ruler
    1/22/21 - Switched back like a waffle I am, I swear this is the last
    1/24/21 - Switched flags.
    1/25/21 - I can spell, I promise - fixed my ruler's last name
    Last edited by SerakHawk; 2021-01-25 at 11:48 AM.

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

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire: Call of the World (Now Recruiting!)

    Hey empire players, I have areas I like in all three regions and made a map edit that shows where I'd like to be situated (and what territories I'll conquer into over the course of the game to reach my desired state). Know that if you settle in any of the highlighted areas you will be getting a war declaration on you! It's only a matter of time. Best of luck.

    Spoiler: Maps
    Show





    Jokes aside, I will be playing in R113 by our GM's assignment - as I helped with cropping the maps I don't want to get any metagaming accusations! My writeup will follow soon.
    "What is to give light must endure burning."

  18. - Top - End - #18
    Troll in the Playground
     
    mystic1110's Avatar

    Join Date
    Dec 2010
    Location
    New York, New York
    Gender
    Female

    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by Razade View Post
    Mystic has been trying to get me into this game for a while. I don't know how long recruitment is going to go but if I've got the weekend to look over everything I might put something up.
    Be still my heart!

  19. - Top - End - #19
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: Empire: Call of the World (Now Recruiting!)

    Here's my app for my preferred region 51

    Kingdom name: New Republic of Margaritarum


    Ruler: Magister Ibn Jezzert

    Spoiler: Flag
    Show


    Diplomacy: 2
    Military: 1
    Opulence: 4
    Faith: 5
    Intrigue: 2

    Spoiler: Geography
    Show
    Nesteled in the calm waters of Banana Bay the city of Margaritarum lays on the north shore of Eastpoint. Surrounded by long drained marshlands to the south and fishing villages to the north, Margaritarum has always been fairly secure in food production. The city itself largely rests on reclaimed marshlands, existing as a series of elevated islands crossed by shipping canals and an expansive harbor. Most of the buildings are made from a mix of red clay brick, marble, and oak wood. Many newer constructions are decorated with facades of alchemical iron.


    Spoiler: People
    Show
    The people of Margaritarum can be divided into two ethnic groups, the Margatae, the native inhabitants of the region, and the Tazmat Alchemists. The Margatae were the original founders of the city during the prosperous centuries before the swarms' advent. Serving as a key stop between the tropical north and temperate regions of the south. The Margatae become prominently known as a mercantile people, famous for their elaborate red brick constructions and harbors. Banana bay is lined to the brim with lighthouses, the ship stops, and coastal forts all in the signature red brick construction of the region. Physically the Margatae range from bronze to olive-skinned in skin tone. They also possess very angular faces with high cheekbones and fairly pointed noses. The Margaatae value both physical and mental skills. Bricklayers, fishermen, and poets are all highly honored professions with powerful guilds that shape the politics of the city, even under Tazmat occupation.

    The Tazmat on the other hand are a round-faced, Russet-skinned people from the northern lands that were slowly pushed south since the swarm era. A collection of cultists, mystics, bandits, exiles, and hedge wizards the Tazmat have organized themselves into a series of secret societies, and brotherhoods that bind various subgroups together. The metallurgist's, carpenters, flame alchemist, fluid alchemist, and aether alchemist all keep their professions highly guarded not via bloodline but often through various hazing trials and exhaustive initiation rituals. Jewelry, tattoo's, and specific bright fabrics are key indicators of what society any particular Tazmat belongs to.



    Spoiler: Resource
    Show

    The Republic's most valuable export is Dragon Eyes, a type of pearl that has been alchemically treated using a ferrous impurity in order to give it a bright crimson coloration. Dragon eyes, serve as both an alchemical reagent and as popular jewelry for the highest-ranking members of society.

    One resource in high demand is Precious Metals, namely gold and silver.


    Spoiler: Faith
    Show

    Alchemy

    Influenced by the writings of the mystic Nasir of Oroseros, Alkahestry covers a series of philosophical writings that attempt to encourage investigation into the spiritual constitution, and material existence through an application of the mysteries of birth, death, and resurrection. Persuing the mysteries of nature is considered one of the highest callings in Alchemy. The discovery of knowledge is a celebration of The Maker. Followers of Alchemy believe, the ultimate reality is personified by a deity known as The Maker. The Maker is unitary and transcendent: it is one and exists apart from the material cosmos, rendering Alkahest monotheistic.

    Various acolytes devote themselves to uncovering the various mysterious of The Maker. Alchemists tend to ensconce themselves in guilds, fraternities, and sororities devoted to studying and debating specific mysteries.
    • The Mystery of Symmetry
    • The Mystery of Stars
    • The Mystery of Shape
    • The Mystery of Death



    starting tech: Mathematics



    Last edited by Lleban; 2021-01-24 at 07:36 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
    Show
    Spoiler: Suprise
    Show

  20. - Top - End - #20
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by Razade View Post
    Mystic has been trying to get me into this game for a while. I don't know how long recruitment is going to go but if I've got the weekend to look over everything I might put something up.
    Welcome! Mystic is a peach, any friend of hers is more than welcome to join the game! You'll have plenty of time to get that application submitted, recruitment still has a week or a bit longer left. Hope to see you soon!
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  21. - Top - End - #21
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    London, England

    Default Re: Empire: Call of the World (Now Recruiting!)

    Carcinidan
    Region: Acea (119)


    Spoiler: Ruler
    Show

    Diplomacy 5
    Military 5
    Opulence 4
    Faith 1
    Intrigue 4

    Paralith is the current leader of the Carcinidan, the great unifier who has been able to collect the other lords of the Carcini under his banner to form the Carcinidan, a true nation rather than a collection of squabbling factions. Between his own talents and those of the advisors he surrounds himself with, his rule has been a good one and he has been able to forge the Carcinidan into a strong state as he turns his vision outwards and thinks of organised pushes out of Acea - not just in the typical military fashion of the Carcini, though, plans for diplomatic and subtle approaches circling among his advisors. He is, however, rather sceptical about the importance of faith - the local gods had never particularly impressed him or seemed important to worship, and the new gods from the east are useful to his people but of little personal interest, so he is content to let things stand without putting his time into building up the faith.

    Spoiler: Geography
    Show

    The rocky, windswept coastline and surrounding foothills of Acea have been the home of the Carcini since they first came out of the ocean a century ago. For most of that time, the Carcini have been rather spread out along the region, mostly living in small scattered family holdings with a few that held a local lord growing larger as the lord expanded their influence over their neighbours. The formation of the Carcinidan has brought change here, Paralith's policies and transition plans seeing more centralisation take place - primarily in the new captial, Great Carcinidan, the great unifier's former home turned into a place for all Carcini and built into something more suitable for the title of city. That said, the Carcini city is still a little strange, the native's size and shape leading to certain quirks in design - in particular, everything is on the larger side (to accommodate the size of the Carcini) and more spread out, the average Carcinus not quite being comfortable of the idea of dense urban living yet. It's also a rather flat city, stairs being manageable but rather impractical - when a Carcinus building has upper levels, they prefer to use pulley-based lifts rather than stairs - and much of it built out over or under the water.

    Spoiler: People
    Show

    The Carcini are hulking crustacean-like humanoids, their precise appearance varying but tending towards appearing crab-like with a fully crab lower half. They are a very young race, born after the Swarm, who have only recently established themselves - there are some of their number who claim that they descend from some mighty ancient empire in the deep ocean, but most of them dismiss that as desperately grasping for a significant past, the main line of thinking among them being that the priority is to establish a strong future instead. As a race, a Carcinus tends towards aggression and strong desires - not to the level where they're incapable of peaceful relations (they're quite capable of diplomatic manoeuvring), but an instinct that drives them to not leave issues alone, oppose those who offend them, and constantly look for opportunities for more. This has had its effects on their social structure, with those who exemplify these traits often rising to the top, leading through charisma and bravado while the more restrained among the people often finding themselves acting as advisors and moderating presences (positions that are respected. Further down the social pecking order, Carcinidan society is rather fractious and conflict-prone (natural armour makes fighting without killing an easier proposition than for the weaker races with bare skin, after all), but with a common understanding that its better to direct those feelings towards the wider world, for the good of all of the Carcini, rather than spending all their time in-fighting.

    Spoiler: Resource
    Show

    The waters and coastline of Acea are rich in crustacean life of varying sizes, shapes, and colours, and the Carcini have always relied on them as a food source, their amphibious nature allowing them to easily catch the animals - evidently, the Carcini have no issues eating creatures so similar to themselves. Recently, with the formation of the Carcinidan, they have started looking for opportunities to expand their harvesting operations and export the excess - Paralith is well aware that there regions of the continent with rather less richness in food, and sees opportunities there.

    While the Carcinidan do have knowledge of metal-working and make use of it, the region where they have settled is rather poor in iron - something which the early Carcini weren't too concerned with, their natural gifts making up for it, but something which the modern-day Carcini are starting to notice, importing iron and steel to make up for their deficiency. Because of this, good steel is rather valued by the Carini, and the lords of the Carcinidan supplement their shells and claws with plate and blades.

    Spoiler: Faith
    Show

    The Carcini have adopted the beliefs of the Companion Collective, the belief that there is spiritual energy contained within the souls of all sentient creatures. The greatest heroes and leaders are believed to possess more powerful spirits and enter a pantheon of venerated ancestor spirits, something which has easily integrated into the Carcini culture of charismatic, forceful leaders and heroes.

    Of particular interest to Carcini followers of the faith is the Lithode Petram, a craggy outcropping where, in the early years of the Carcini's short time in the world so far as they emerged from the sea, a mighty warlord and his followers fought a last stand against his enemies, who came from both sea and land, in the last days of the first attempt to reunite the Carcini. Despite the failure, the attempt is regarded by many Carcini as an impressive and laudable feat, and his spirit is often invoked by Paralith, that warlord's grandson, in speeches to support his authority.

    Spoiler: Starting Technology
    Show

    Sailing: The Carcini are naturally amphibious, albeit not that great at swimming, and their origin and location means they have also established a ship-building industry, favouring large and sturdy vessels that can accommodate their large sizes.
    Last edited by Volthawk; 2021-01-27 at 09:50 PM.

  22. - Top - End - #22
    Dwarf in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: Empire: Call of the World (Now Recruiting!)

    The City-state of Rutovir

    Region – Agrantir (250)

    Leader: Grandmaster of Commerce Raba-yan
    Diplomacy: 3
    Military: 3
    Opulence: 5
    Intrigue: 4
    Faith: 1

    Spoiler: Geography
    Show

    Agrantir used to be fertile grassland. Heavy emphasis on used to. After the Swarm's appearance, it's been reduced in large part to wastelands. The only place that has retained its former beauty is a small part of the northern hills, referred to as the orchid meadows. What little farmland and other vegetation remain are hardly sufficient to feed a large population. As such many of the Dara-un are scavengers, scouring the land for anything of use. Fishing has also become a common profession outside Rutovir's walls, since the nearby waters at least escaped the Swarm mostly unscathed.

    Spoiler: People
    Show

    The Dara-un are small, rat-like creatures with dark brown fur. They tend to walk in a hunched manner, making them appear even shorter than they truly are, or on all fours. They breed at a frightening pace, leading to very large populations. They mature faster than a human, but also live somewhat shorter lives, even if they reach natural death. A group of Dara-un is called a mischief.

    The Dara-un fled to Kaal from the north, refugees courtesy of the Swarm. The seat of the Godchosen Empire proved a poor choice for a new homeland, however, since in the chaos of the Swarm they had fled towards rather than away from it. Furthermore, the denizens of the crumbling Empire were not at all welcoming to the Dara-un mischief as they were viewed as plague-ridden, thieving bringers of bad omens. So their journey continued until it could continue no more, having arrived at the outskirts of the city of Rutovir on the western coast.

    The people of the city didn’t welcome them, but couldn’t really drive them away either as what was left of the Empire’s military was focused on the Swarm. Sizable slums quickly formed outside the city walls. And as fate would have it, some of the burghers’ fears were soon realized. A terrible plague spread through the squalid Dara-un settlements that were packed to the brim, and within a week was inside the city walls as well. The ratmen survived the disease through sheer numbers; the city-dwellers, however, were not so lucky. Or at least that’s how the Dara-un tell it.

    With the city vacated, as many of its new masters as could fit within its walls moved in. Now the ancestors of those who moved into the city form the upper classes of Dara-un society, while those who live outside its walls comprise the lower classes. As a consequence the city is incredibly cramped, for no sensible person would want to lose their status by moving elsewhere. Rutovir had trade privileges that were never officially revoked, something that the mischief’s leaders like to use to assert their legitimacy. In the years since they’ve develop quite a keen nose to sniff out opportunities to make money, trying their best to profit off the misery caused by the Swarm. It is thus unsurprising that out of all the guilds the trade guild holds the most power, with the Master of Commerce as the city's most influential individual.

    Spoiler: Resources and Technology
    Show

    In disputes over city or trade law, it's best to bring something in black and white to the court. But if there wasn't any such document or it's contents aren't pleasing one can always be forged. This has led to the crafting of forgeries becoming close to an art form in Rutovir. Many a court case has been won by bringing in a more convincing forgery than the opposition. Of course, that's hardly the end of it in some instances. The winner of the case might end up with a knife in his back a week later, and the loser the week after that.

    The Dara-un pride themselves in being numerous but only have one city and it's ravaged hinterlands to feed the entire population. While eating the dead provides a nice supplement to the diet, food is still in high demand.

    The Dara-un may lack many fine qualities, but they are savvy when it comes to the haggling and mathematics associated with trade, both fair and unfair. They also tend to hold their end of the bargain once one is struck. Whether what was agreed on is actually fair recompense, however, is another matter.

    Spoiler: Faith
    Show

    In matters of faith, the Dara-un are highly adaptable. They tend to adopt the local religious customs for the sake of convenience, with few developing any notable piety. At the moment the most popular religion in Rutovir is that of it's previous inhabitants, which worships the god of agriculture Riviter. His temple can be found north of the greater market square.
    Last edited by OmnivorousOgre; 2021-01-31 at 01:09 PM.

  23. - Top - End - #23
    Ogre in the Playground
    Join Date
    Jan 2013

    Default Re: Empire: Call of the World

    Eiginkonur Öskjunnar
    Wives of the Caldera

    Region - 121 Há Smíða



    Fisc Hraundöttir

    Diplomacy: 3
    Military: 5
    Opulence: 3
    Faith: 5
    Intrigue: 2

    Spoiler: Geography
    Show
    Há Smíða is a lonely volcano standing tall among the surrounding hills. Shattered veins of basalt and volcanic soil exist between the hills from forgotten eruptions, leaving fertile soil for the farms that feed the mountain city.



    Spoiler: People
    Show
    The Wives of the Caldera are a dwarven matriarchal society. On average they stand between 4.5 and 5 feet tall, though they are much stockier than humans. They tend to have fair skin and hair in shades of blond and red. All wear beards as soon as they are old enough to grow one, and generally any bearded dwarf is considered an adult. Their social structure hails from a century ago when the swarm rose from the depths and chased them from their ancestral city beneath the mountain. It was Fisc Hraundöttir, then still known as Ormsdöttir, who led the evacuation, and when the mountain erupted and all seemed lost, it was Fisc who walked across lava to guide them to salvation. Though her shoes burned away she was unharmed. The gods chose her to lead them and the survivors made her their queen.

    In many ways the Wives of the Caldera are essentially a holy order. The warrior women prove themselves by sprinting across the sealed, but still smouldering, caldera barefoot in reenactment of Fisc's run across the lava. In the years since the invasion of the swarm they have been preparing for the day when Hraundöttir would say they were ready to retake the Deepcity. The volcano sealed it tight, and possibly the swarm within it. Now a century later the excavations have begun. The warriors of Há Smíða stand ready to face whatever may await below.

    As women make up most of the warriors and smiths, men tend towards less revered, but equally important, work such as farming or trading. Family lines are matrilineal, and they tend to defer to the eldest female dwarf anytime there is a dispute.


    Spoiler: Resource
    Show
    Forgewives - The smiths of the Wives of the Caldera are renowned far and wide for their skill with metal working. Afterall it was primarily the forgewives who survived the invasion. The forge's placement high on the mountain and their incredible heat tolerance allowed them to escape when lava flooded down the tunnels and the swarm flooded up. Now they stand as perhaps the last practitioners of the ancient dwarven crafts.

    Requirement: Metals - The loss of the deep mines have left the forgewives with little raw material to work with.


    Spoiler: Faith
    Show
    The Wives of the Caldera revere the volcano for smiting their ancient foes and Fisc Hraundöttir for the miracle that brought them through the eruption. The believe the gods chose her to lead them and have followed her for the century since.



    Spoiler: Starting Technologies
    Show
    Construction

    Last edited by zabbarot; 2021-01-25 at 08:53 AM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.
    Avatar Designed by EmersonTung, Recreated by Gengy

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

    Join Date
    Apr 2010

    Default Re: Empire: Call of the World (Now Recruiting!)

    Kingdom Name: Acorn Kingdom
    Region 119, Troglydite’s Republic of Troglydites
    Flag

    Summary
    Geography (Slaggin’ COLD)
    People (Primarily Troglodytes, some Goblins, plus a few humans as underclass and the queen)
    Resource+Required
    Faith (Blizzard Festival Witches)
    Starting Technology Printing

    Spoiler: Geography
    Show

    Ice, ice everywhere. Once the invaders moved in, it only got so much worse. Even in summertime the temperature of this area barely breaches the freezing point of water, and during the deep winter there is solid snow abound. The goblins wear thick fur coats to withstand all of it, while the Troglodytes swim in the snow as if it were water.

    The ocean itself actually provides respite, especially at the peninsula tip, because the farther from the north and the closer to the ocean it gets the warmer the climate goes. Although at the very tip itself resides the capital, and the capital sees a castle made supposedly wholesale of ice, granite, and glowing mushrooms. A deep navy blue fills out the area, and while it is beautiful, only a single human makes it her home.


    Spoiler: People
    Show

    Did she betray them, or did they reduce her to this?

    Human settlements are in despair, wild fanatical creatures from the north have invaded and all but taken control of the region. Now they live in conditions barely better than slavery as the troglodytes seize the lands and their monstrous king takes the helm alongside the wicked betrayer.

    Troglodytes are about four to five foot, scaly finned things. Burly, bulky, wearing primitive armor to serve as the front line troops that doubles as a weapon to be thrown at them.
    Goblins vary in size, never shorter than two feet and never taller than four. Smooth skin that goes from green to blue to white in shades. They are very nimble and expert craftspeople.



    Spoiler: Rulers
    Show

    King Kraast
    A troglodyte of massive proportions. Scales and armor seemingly built into his frame, looming at nine feet tall. His castle is built with giant proportions in mind, and he rules it with an iron fist. Jovial, but ready to slam his fist down at a moment’s notice. Apparently he can also breathe water at people? Nobody’s ever seen this in action from the Trog King who seems more like a humanoid dragon than anything.

    Princess Acorn
    A pale skinned human with brown hair, appearing completely mundane. Outfitted with jewels and glitter all of it fake. She appreciates the look far more than the worldly value of the gemstones though, so is unphased. At this point unfettered, shrewd beyond measure, and with a… complicated relationship with the king, she is often considered the true power behind the throne.

    Dip 2
    Mil 2
    Opu 1
    Fai 3+1
    Int 3+1


    Spoiler: Resource+Required
    Show

    Aquamarine Soul Gems
    Lovely, pretty things. Capable of holding the souls of bad mariners within, although it takes an elaborate ritual to do so. Without a soul, they are just pretty gemstones in surprising abundance in this specific part of the world. With a soul, they hold a bright white glow, depending how active the soul is at the moment, and faint chilling sounds can be heard.

    TP 1 Castle Leviathan
    The capital, adorned and showered in gemstones of all kinds. The glistening howls of souls provide an extravagant melody from their encasement in the piano in particular.

    TP 2 Amethyst Mountain
With rituals, souls are rested peacefully and of their own volition within the gems here, to be reincarnated after they rest sufficiently within these helms.

    TP 3 Belly of the Beast
    The lowest valley, almost a canyon, with mines encrusted. A deposit of Aquamarines is here, ripe for the taking.


    Required: Metal
    Some form of machinery, steel, or the like is craved by the people of this land. Perhaps for religious worship, perhaps just to make use of it, but magi tech and the like have been specifically deprived from these lands moreso than for any other. The people want it in mass amounts, more than one can ever fulfill.



    Spoiler: Faith (Blizzard Festival Witches)
    Show

    The storm and steel are hailed as an animate force of Mother Nature, and are believed to provide shelter and life. This is a belief primarily held by the Troglodyte invaders, but is quickly spreading to the conquered humans as well. Some measure of grace is given back to them as they shelter from the storm, even as their Troglodyte conquerors revel in the frostbitten outsides.

    Mother Nature is generally the aspect of worship, in all its forms, the bitter cold is just what the Troglodytes themselves focus on. There is a focus on merriment and liberation, although as the faith is unconsolidated these beliefs are loose and vary widely even within the populace itself.
    Last edited by Epinephrine_Syn; 2021-01-24 at 03:43 PM.

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

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire: Call of the World (Now Recruiting!)

    Calling dibs on region 64. Licking the entire region. It's mine. ALL mine.

    I'm still brainstorming, but probably some kind of Magimech followers.
    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 my Master's Degree for games (yay!). Still busy (boo!).
    ~avatar by myself

  26. - Top - End - #26
    Pixie in the Playground
    Join Date
    Jan 2021
    Gender
    Male

    Default Re: Empire: Call of the World (Now Recruiting!)

    Currently working on the Oligarchy of Vinece, a nation of merchants and traders.

    Putting in my claim for... mm, 122, I think.

    Rolling stats.

    (1d4)[1]

    (1d4)[3]

    (1d4)[4]

    (1d4)[1]

    (1d4)[1]

  27. - Top - End - #27
    Pixie in the Playground
    Join Date
    Jan 2021
    Gender
    Male

    Default Re: Empire: Call of the World (Now Recruiting!)

    Yikes. Reroll time.

    (1d4)[4]

    (1d4)[2]

  28. - Top - End - #28
    Pixie in the Playground
    Join Date
    Jan 2021
    Gender
    Male

    Default Re: Empire: Call of the World (Now Recruiting!)

    THE OLIGARCHY OF VINECE
    v1

    Spoiler: A Familiar Flag
    Show


    Region 122


    GRAND OLIGARCH URSUS DOGE
    Rolled: 1, 3, 4, 4, 2

    Diplomacy 4 + 1
    Military 2
    Opulence 4 + 1
    Faith 1
    Intrigue 3


    Cold and sparsely-treed hills roll down to the Great City of Vinece - not that it's lived up to the name since before the Swarm - perched in the crook of the Vinece Rush where it doubles back before turning southwards. The population is highly concentrated, clustering for warmth and security in the face of a harsh and ruined world; nonetheless, the shared hardship of the Vinetian remnants has only brought them together, giving them a bright and gregarious nature that balances well with their mercantile culture.

    The only permanent fixtures outside the Great City are the mining towns atop the extensive metal deposits that run thickly through the Vinetian hills - the soil here is thin and poor, and there is never quite enough food to go around. The cutthroat copper-counting this has inevitably produced has given every Vinetian worth his silver an excellent grasp on mathematics.

    In Vinece, even abstract good and bad are often referred to in monetary terms; indeed, many Vinetian idioms relate to money or trade. One might go so far as to say that the only thing a Vinetian worships is wealth - a more faith-conscious ruler might seek to create some sort of Church of Commerce, perhaps, but the Grand Oligarch is as Vinetian as they come, and far too busy running his own businesses.
    Last edited by the_ajl; 2021-01-22 at 02:13 PM.

  29. - Top - End - #29
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: Empire: Call of the World (Now Recruiting!)

    ... heck with it, posting interest.

    Looking at Drenath, maybe Kaal. Thinking bards and minstrels. If a choir brought about the world's salvation, to what else would one turn for their own but song?
    Last edited by HalfTangible; 2021-01-22 at 04:10 PM.
    It's hard to forgive those who have wronged you but every moment you don't is another they have hurt you.

    Primal ego vos, estis ex nihilo

    Discord: HalfTangible#7505

    Extended Sig

    Kalani the Heartbinder in Pan-aeons [God Game]
    STing Winter is Coming [Exalted 3e]
    Chanson in Empire: Call of the World

  30. - Top - End - #30
    Halfling in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire: Call of the World (Now Recruiting!)

    Quote Originally Posted by the_ajl View Post
    Currently working on the Oligarchy of Vinece, a nation of merchants and traders.

    Putting in my claim for... mm, 122, I think.

    Rolling stats.
    Heya! Glad to have you on board. A couple of things to note :)

    Firstly, we have a discord server, where a lot of the ooc banter takes place, it's linked in the first ooc paragraph of this thread, so please feel free to join us there!

    Second, we actually a specific thread for dice rolls, and we typically roll our stats once the application has been approved, not that it makes much difference, it's just standard practice! The link to that dice thread, as well as the IC thread, game tables, and OOC thread can be found in the discord server!

    Hope to see and hear from you soon, I'll be doing a pass of approvals sometime in the next few hours. Cheers!
    Last edited by SOSDarkPhoenix; 2021-01-22 at 06:55 PM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

Posting Permissions

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