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Thread: EMPIRE! CotW IC

  1. - Top - End - #121
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: EMPIRE! CotW IC

    NPC Actions
    Round Six



    The Flesh-Reavers
    Spoiler
    Show
    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...

    Spoiler: Standing Quests
    Show

    Implements of Death: Any player who submits a detailed description of traditional weaponry from their kingdom will receive one FRS Favor, to a maximum of one Favor per kingdom. (Ends round 8)


    The Blood Will Flow - Having seized control of the Royaume de Chanson, the Flesh-Reavers crush the bards, who still display loyalty to Chastain and Camille, beneath their clawed heels. One by one, taverns are burnt to the ground, houses are stormed by ravening gnolls, and the heads of singers pile up in war-torn cities. No resistance to the Flesh-Reavers will be tolerated!

    [The Flesh-Reavers sack 137.2 (18), 137.3 (14), and the Bazaar in 137 (19).]

    Sift Through the Rubble - Behind the lines of the occupying forces in Chanson, Kree’ghar’kh’s Gnoll Tacticians raise the Embroidered Banner over the nearly complete Salvage Den of their recovering leader. Under the guidance of the Carcinidan engineers that aided them in their construction of the Den, the building is completed and furnished, while surreptitious assassination of Kree’ghar’kh’s rivals in the region commences.

    [The Flesh-Reavers finish constructing a Salvage Den in 148.]

    Wanton Destruction - Though Drenath has captured the bulk of their attention lately, the Flesh-Reavers do not ignore the rest of the world, which is equally full of kingdoms that could prove useful allies… or targets for raiding! The call goes out to all those who wish to prove themselves as fierce as the gnolls - display your dedication via wanton destruction!

    [Any player who conducts a Sack, Purge, or Raid in rounds 6-10 will receive 1 FRS Favor (1 Favor each for a Sack, Raid, and Purge, to a maximum of three Favors total)!]


    The Fallen and Forgotten
    Spoiler
    Show
    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.

    Spoiler: Standing Quests
    Show
    Revealed to the Faithful: Any kingdom that chooses to adopt the faith of the Twelve Archons will gain 1 FAF Favor, plus an additional Favor for each Holy Site that they convert to the Twelve Archons! (Ends Round 10)
    Into the Vast Unknown: Kaal kingdoms are encouraged to explore beyond the mountains to the southeast. The kingdom who discovers region 237 will receive a Godchosen artifact in reward! (No end date)


    Seek the Citadel - The arrival of Krovos, and the failure of the Drenath kingdoms to defend against him, has shaken the Fallen and Forgotten to their core. A second team of explorers continues to cut south against the spine of the mountains, moving at a desperate pace to find what the mysterious grey-eyed strangers now claim is the residence of one of the surviving Archons.

    [The FAF explores south of 223 (11).]

    The Swarm Attacks! - Disappointingly, the request for soldiers to combat the Swarm was answered only by the Paukobez Clutter, and the armies sent from Sebarca are not nearly enough in number to battle the dragon Krovos. Instead, the Godchosen survivors pool their strength to defend the nations of Drenath that remain on the path of seeking the will of the Archons, preparing the donated armies to cover any potential Swarm incursion.

    [Divide 4 defending units between any Drenath regions attacked by the Fireblight Swarm in Round Six.]

    Secret -

    [Who knows what the Fallen and Forgotten get up to in their spare time?



    The Lightsteel Brotherhood
    Spoiler
    Show
    The Lightsteel Brotherhood are an order of smiths and craftspeople 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.

    Spoiler: Standing Quests
    Show

    Unemployed Geniuses: The first player to control both unowned Trade Posts in Region 126 will receive 2 Favors and +1 Reputation from the Lightsteel Brotherhood. (No end date)
    Investment Opportunities: The first kingdom to build a Trade Route longer than 6 regions will receive +2 LSB Rep. Furthermore, each kingdom that that route passes through will receive one Treasure from additional investment from the Brotherhood. (No end date)


    Traveling Salesmen - To the possible surprise of the Damned Fleet and the Paukobez Clutter, neatly groomed emissaries of the Lightsteel Brotherhood appear in their courts (as well as those of the other nations of Sebarca), bearing messages from the Lightsteel Shipwrights. All of the recipients of these messages are offered the opportunity to attend a conference hosted by the Shipwrights aboard their newly made flagship, the Floating Forge. The reason for the conference is not detailed, but the Brotherhood promises that the meeting shall be beneficial to those who attend.

    [The Lightsteel Brotherhood hosts an event in Sebarca.]

    The Twinkling Plates - Hard at work on the requests of their Carcinidan commissioners, the smiths of the Lightsteel Brotherhood finally return with a suit of plate armor, specially crafted to fit the body of the crabfolk. Made of lightsteel and silver, the suit is filigreed elaborately and shines brightly in the sunlight, striking awe at the skill of its craftsmanship into all who see it.

    [The LSB creates the Twinkling Plates, an artifact granting +2 to leader loss rolls, and gives it to Carcinidan!]

    Obtain Raw Materials - Insatiable in their grasp for new resources to transform into inventions and manufactured goods, the Lightsteel Brotherhood seeks out supplies of the most bizarre materials they can find in the world. In Sebarca, the supplies of oddly light Beach Grass, the reserves of hardened Silicate in Drenath, and the Octopi in the rivers of Erodus all fall under the scrutiny of Brotherhood organizers, which seek out the materials for their own purposes.

    [The Lightsteel Brotherhood buys out 73.1 (12), 121.1 (14), and W124.1 (15).]
    Last edited by Gaius Hermicus; 2021-05-08 at 09:14 AM.
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  2. - Top - End - #122
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: EMPIRE! CotW IC

    El Redención

    1. [Diplomacy 5] Create an Embassy with Manastone University
    2. [Faith] Convert region 238 to the Mandate, roll 14
    3. [Diplomacy] Send Isabella de la Llanura to attempt to parley with Krovos alongside the Companion Collective
    Redención agents reported that Krovos fought alongside the swarm and directed the nations of Drenath to oppose the Fallen and Forgotten. Speculation was rampant on who he was and what his motives were for aiding in the will of the chorus so.
    4. [Faith] Convert region 223 to the Mandate, roll 19
    5. [Faith] Convert Region 261 to the Mandate, roll 19

    Spoiler: Ruler Info
    Show
    Mariscal Arturo del Sanz

    D 6 • M 2 • O 5 • F 10 • I 5
    Improvements: +1 Diplomacy


    Non-Actions
    Spoiler: Submit an entry to the Flesh-Reavers' weapon catalogue.
    Show

    Señor Flind,

    I would he happy to grant you an overview of my shop's selection of weaponry. Master Ignacio and Sons sells a diverse array of weapons for the discerning buyer, lovingly hand-forged by my husband Master Ignacio himself with the help of our children. All of our products are made with Jenua steel and carefully inspected for imperfections before being sold, such that the signature mark of the Ignacio family is a sure sign of quality.

    Now, unfortunately, your inquiry was a bit unspecific but given your insistence that our arms must "kil hyoomins gud and fast and not brak" I suspect you may be interested in our swords, the product for which Illopañan masterworks are world famous. We offer a diverse selection of stabbing and slashing imstruments, but for dispatching the most foes in the briefest period of time, our selection of sabers should pique your interest. Particularly popular with sailors, we offer sabers for either one or two hands and with all variety of crossguards. These weapons offer a reasonable reach while providing sidnificant cutting power, and are both durable and powerful weapons in the hands of any wielder.

    However, if you desire something with a bit more finesse Ignacio and Sons prides ourselves on our stabbing swords. The Espada Ropera is a thin and beautiful stabbing blade well suited for wear at formal occasions, while the two handed Estocada offers an unparalleled option for stabbing through chain mail armor or other similar impediments, and is thus a perfect fit for the committed warrior.

    Lastly, for the truly savvy civilian operator, we offer a diverse collection of daggers and concealed blades. Particularly popular among the civilian Oyende, Redención agents and well prepared merchants, these blades provide slightly lower effectiveness in a duel than the similarly civilan Espada Ropera, but when used in concert with a thick cloak offer convenient, low weight urban protection.

    We greatly appreciate your forthrightness in sending us forty blood stained pieces of gold and the scalp of what seems to have been a donkey. I have enclosed the donkey scalp in this package, but we will hold the forty pieces of gold in trust for you should you choose to put in an order, or deliver it back to you at your request. At Ignacio and Sons, we forge blades individually tailored to our customers, so once you select what type of weapon you would prefer, kindly send us your request, as well as your height, a tracing of your dominant hand, and the length of your dominant arm, and we will contact you about the remaining payment. If after negotiation you remain unsatisfied with the products and offerings of Master Ignacio and Sons after all, we will happily return your advance payment and suggest you instead consult the village blacksmith in Palo Muerto or Peña, who routinely supply the militia conscripts by fashioning pitchforks into slightly sturdier "military" pitchforks, or mounting rusted blades on sticks.

    As always, feel free to drop by to visit our forge in Banca for an in-person consultation.

    Prophet Keep you,

    Paloma Ignacio



    News and Rumors
    Spoiler: Foreigners listed for disappearance by El Redención (Secret IC but OOC I don't mind if you take a look)
    Show
    Yari-nat: Dara-Un plague-mage, listed for using magic to alter the minds of victims.

    OOC Note: this list just means we're keeping an eye on the above people. If you want to have them disappeared I'm happy to write that story with you, but until that happens or I take an action to try and take them out you can assume the Redención is either watching them or trying and failing to disappear them.


    Spoiler: A Letter to Karlota
    Show

    Apaiza Nagusia Karlota Degun,

    It has come to my attention that the principalities under your leadership have begun refusing the rights of pilgrimage of members of the Prophet. I am too at a loss to devote many words for such an occasion, but I must beg you to respect her followers' desire to visit the homeland of the prophet and particularly her ashes. If your faith is truly great that the true word of the prophet redeems those who hear it, reserving for them a position in Zerua, why do you deny the so called eskomunikatua the purifying influence of the prophet's holy sites? Was denying in your doctrine the believers of the Mandate the trip to Zerua not enough to satisfy your ire, such that you must also deny them the right to seek the prophet's blessing at her ashes in this life as well? Is it out of a fear that belief in the validity of the prophet's mandate will spread at such places? If so, you reveal only your own Apazia's lack of conviction, for faith that is too weak to withstand testing is not true faith.

    By the mercy of the chorus, I hope that you too can show the small mercy to permit all the prophet's children the right of pilgrimage.
    Mariscal Arturo Del Sanz


    The visit of three scholars from manastone university to Illopaña is a mixed success. Despite the attempts of the Redención to keep the arrivals silent, word quickly got out and the visitors found themselves walking through empty streets as terrified villagers peeked out at them through their windows. Though unable to partake of Illopañan street culture, the visitors did find themselves warmly welcomed by those in the merchant class with enough connections to arrange an introduction, and Liao's magic suppressing abilities are the envy of the entire Redención after a brief demonstration in an isolated area. Despite El Redención's dogged watchfulness over their magical guests however, the report that the visitors give upon their return is ultimately out of their agents' control.

    In the wake of Isabella's departure to visit Krovos, the Apazia council notices that the Mariscal seems uncharacteristically blasé about the disappearance of his longtime crush. Speculation abounds about what has happened in the Redención leader's heart until a young aide "accidentally" stumbles upon some unfinished and half-scribbled out love poems written to the Manastone University instructor Lo Sai in his office.

    The Mariscal's rumored fixation on a wizard spreads like wildfire through the ranks of the Redención. Though none are brave enough to question the unfortunate man about it himself, there are insinuations among underlings that he has become unfit to lead the Redención as a result. The Apazia council however, known for being composed of old women with a grandmotherly attitude towards their appointed champion, finds the rumored love poems rather adorable as they gossip about the Redención's leader at their biweekly luncheons.

    Spoiler: Bookkeeping
    Show

    Land units: 1
    Naval units: 0

    Spoiler: Unit Descriptions
    Show

    Estepa Conscripts- 2000 men
    The Estepa conscripts are a militia recruited from the plains region of La Illopaña, that trains biweekly to fight under the command of the Oyende. Although armed with farming tools turned into rudimentary polearms and poorly armored, they are numerous.


    Treasure: 1

    Heroes: Isabella de la Llanura (8)

    Technologies:
    Animal Husbandry
    Aqueducts
    Printing (Idazketa)
    Sailing

    Trade posts: 2
    Region 255 Trade post 2: Iron
    Region 240 Trade post 1: Sword Blades
    Last edited by Potato_Priest; 2021-05-08 at 03:22 PM.
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    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  3. - Top - End - #123
    Dwarf in the Playground
     
    Imp

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    Default Re: EMPIRE! CotW IC

    Heganegiten de Gurina
    Region 256
    Enperatriz Ekilore
    Dip 10
    Mil 8
    Opu 2
    Faith 2
    Int 1
    Gains:+1M, +1F


    [Diplomacy 10] Form a Great Kingdom


    [Military] Raise Unit


    [Military] Raise Unit


    [Faith] Begin construction of the great obelisk (1/5)

    • With the unification of the mountain range the construction of a great pillar begins. Intended to mark a safe site for prayer from far and wide it is decided that the north western parts of the Antzua steppe would serve this purpose best.

    [Faith] Attempt the last trial of autofail to commune with the Archons, Trial of Shadow (11)
    • In the dark of night Ekilore gets a gift from powers beoynd her comprehension. Partaking of the murky substance she writhes at the floor for days, her wings slowly rotting away.


    Non-Actions
    • Support all Fedea conversions
    • Support TTC buyouts of unowned Silk TPs
    • Resist all other buyouts and non-Fedea conversions


    News and Rumors
    • Expansion
    • The swarm


    Spoiler: Records
    Show


    Regions
    R256, Antzua
    R257, Ikaztegiak

    Units
    Land: 4
    Naval: 0

    Trade Posts
    256.1 (Silk)

    Techs
    Sailing
    Aqueducts
    Animal Husbandry
    Printing (Idazketa)

    Cultural Identity
    Butterfly Effect (2d8 Conversions)
    Last edited by Torv; 2021-05-08 at 03:11 AM.

  4. - Top - End - #124
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

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    Dec 2016

    Default Re: EMPIRE! CotW IC

    Reclaimers Actions
    Round Six



    Spoiler
    Show
    A coalition of Godchosen and other Archon-made races who discovered the existence of the Dragons and banded together to follow their ideals over the Archons, who they view as false, usurper gods.



    Seek New Homes - The Reclaimers have come out of hiding with the arrival of Krovos the First Flame, and the organization immediately sets to work attempting to find kingdoms willing to host them.

    [Any Kingdom that contributes to building a Shattered Lodestone will earn 1 RCL favor. An additional 1 favor will be granted to the player whose territory the base is constructed in upon completion of the base. Construction of an RCL base can be done with your choice of Diplomacy or Faith. Lasts until the end of Round 8.]


    The Dragon Rises! - Krovos has emerged from the north and brings with him the light of the true faith! The RCL get to work immediately spreading the word of the dragon's return and his ideals.

    [The Reclaimers convert Region 126 to Primordial Seekers!]


    Secret - ?

    [Send out the ravens. We have news.]
    Last edited by SOSDarkPhoenix; 2021-05-03 at 01:02 PM.
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  5. - Top - End - #125
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: EMPIRE! CotW IC

    The Dvergar of í Kynding, Round 6

    News and Rumours


    [Opulence] Buy out Darkhome (71) TP2 Shadewood Trees (13, success)
    [Opulence] Buy out region 74 TP1 Rock Oil (14, success)
    [Intrigue] Secret
    [Intrigue] Investigate practical applications of alchemy (7, presumed failure)
    [Diplomacy] Assist the Paukobez Clutter in building the Reclaimer base (2/3)
    [Diplomacy] Raise reputation with the Lightsteel Brotherhood 0-1 (13: success

    Non-actions
    • Support any buyouts of unowned trading posts or conversions by the Dvergar of Fikta.
    • Oppose all other buyouts and conversions, raids and sacks
    • Accept any embassies offered.
    • Gain 2 treasure at start of next round from owned trading posts.


    Spoiler: Ruler
    Show

    Sigtrygg Godmundson, Ringlord of the Five Forges, Ringlord of the Five Forges

    Diplomacy 2
    Military 5
    Opulence 7
    Faith 2
    Intrigue 1

    Next round: +1 Diplomacy +1 Opulence +1 Intrigue

    Diplomacy 3
    Military 5
    Opulence 8
    Faith 2
    Intrigue 2

    Spoiler: Other stuff
    Show

    Technologies:
    • Construction
    • Mathematics
    • Printing

    Treasure: 7/15 (+2)
    Units 3
    Last edited by Aedilred; 2021-05-07 at 09:06 PM.
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    Spoiler: Previous Avatars
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  6. - Top - End - #126
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

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    Default Re: EMPIRE! CotW IC

    Turn 6

    Acorn Kingdom (ACO)

    Flag

    Round Opener Posts
    RT1 RT2 RT3 RT4 RT5 RT 6


    Acorn Kingdom Posts
    AT1 AT2 AT3 AT4 AT5 AT 6

    Org Posts
    OT1 OT2 OT3 OT4 OT5 OT 6

    RT 6

    Ruler Info
    Spoiler
    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 > 2+1
    Mil 5 > 5
    Opu 2 > 4
    Fai 10 > 4
    Int 4 > 4+1
    Rulership of the Acorn Kingdom changes from Kraast to Claemora.

    Actions
    Fai 10 Become a Holy Land
    Dip Contribute to the Kaal Translation
    Dip Raise Rep with the Flesh Reavers from 0>1 Roll = ??
    Int Assess The Invaders Roll = ??
    Int Secret
    She’s got friends, on, the other siiiide…
    Spoiler
    Show
    Raise Treasure (Gain 2 from artifact)

    Loot anything not nailed down from the Trog Republic before moonwalking the **** out.




    Subactions
    Princess Queen Acorn flees the kingdom, having plundered all the assets to take with her skeleton crew as they go on a vagabond journey.
    Turning over Ruler from King Kraast to Queen Acorn

    Nonactions
    Use 1 FaF rep to raise rep with the FaF from 1>2

    Spoiler: Default Non-Actions
    Show

    Accept all trade gifts (treasures, techs, embassies, etc).
    Resist all unapproved buyouts.
    Resist all unapproved conversions.
    Support conversions to Pantheon of Souls.



    News and Rumors

    Spoiler: Fluff for Assess The Invaders
    Show
    Instead of outright combating the endless hordes of the swarm and the giant ****off dragon marching in to burn the Troglydyte Republic to the ground, Princess Acorn surveys the invading hordes for any signs of weakness. This would be all well and good, if she didn’t take the heaven damnned military with her. Kraast scarcely notices what has happened, and can only watch as his civilians takes the brunt of the attack.

    Kraast sees Claemora’s writing on the wall, but can do little now. His pleas go unanswered, there’s not a single soul amongst the Swarm capable of communicating with those he sends to renounce the FaF and beg for their lives. Sure, the great king loved a good fight, but this wasn’t a fight. This was an outright genocide of his people.

    As he stands at the precipice of the mountain alone, calling out a challenge to buy his people a scant few minutes to flee the hell swarm’s unyielding wrath, he is a broken man. Too many are dead. He would give up his pride to save his people… but is there anybody left to save? The fell dragon is closing in now, and as it depends upon him he readies a final breath, and begins to speak.

    ————————————————————————

    Through all of this, Claemora smiled, serene and soft, as if the burning kingdom was a lukewarm cozy fireplace. Could be mistaken for one from this distance. Everything according to plan, this was the best chance her espionage workers had to observe and study the shambling swarm up close, while it was distracted eating babies (literally!) to notice.

    A part of Princess… no, Queen, Queen Claemora felt sad. Genuinely sad. Huh. Her humanity hadn’t been burned away after all. Not like Mahou, as much as Claemora hoped Mahou still had a spark inside her, she suspected the bundle of murdered witch children had lost everything but their hunger. At this sight Mahou would (probably) just giggle, but she was off on… Secret business.

    Yet… the pride existed too. The wicked were getting what was owed, to the last. From the one who set her on the pyre, to the one who violated her, to everyone in between. With horrid monsters like these dragonswarm existing, the rivers would always run red with blood. The only difference was if in her face or in a far away place.

    Ah, the attack was starting to reach its end. Time to pack up and head out.


    Spoiler: The Reign Of Amethyst (Gnolls Weapon Submission)
    Show

    The primary method of prowess when it comes to the elite core of Claemora’s armies is composed of their art of riding Reindeer, fitted with lances to charge and blast through any defensive core in a frightening blitz. It’s said that the riders aren’t even alive, just animated armor and ghosts of decades past. But that can’t be right.

    Fitted with full plate and stuffed onto swift and agile mounts, they are supported by infantry of the trog king. These soldiers are more recent additions, and bear much more mundane weaponry one would use to mine out the mountains or farm the lands like scythes or picks whatever else they can find. Most of Claemora’s army isn’t well armed, just numerous and fanatic.

    From this comes the most fearsome traditional weapon of all; morale. Having an unearthly way, or several, or motivating your troops can lead them to great things. Really, you only need to keep going until the enemy breaks. A game of group cosmic chicken, played all within a prisoners dilemma within each side. Breaking the enemy’s morale is crucial, and well timed intimidation or slices into their ranks or traitors can provide far more than any ‘technological advancement’ could.

    Claemora also favors a giant ass sword herself. It barely looks bigger than a typical short sword, but it weighs a crapload and functions more like a mallet than anything.




    Spoiler: The Coffers
    Show
    Army Stuff
    Army Count: 2 Naval, 4 Land units
    Military Techs Owned


    TP Stuff
    Treasure Count: 2
    Opulence Techs Owned
    Sailing
    Mathematics
    Printing (Troggin)
    probably some other stuff?


    Owned TPs
    TP 1 of 127
    TPs in lands
    127/Soulstones/ACO/XXX/XXX (FaF Base)

    Regions Owned
    Region 127

    Religious Stuff
    Religion: Pantheon of Souls
    17 holy sites, +1 conversion site bonus
    Holy Orders
    126
    Serak making one in his capital
    Artifacts
    Haunted Piano (+1 to investigations, +1 treasure per raise treasure action)
    Miracles

    Org Stuff
    Flesh Reavers: 0 rep 2 favors
    FaF: 0 rep 3 favors
    Steel Brothers: 0 Rep 1 favors
    +1 Flesh favor
    -1 faf rep
    Last edited by Epinephrine_Syn; 2021-05-13 at 12:07 PM.

  7. - Top - End - #127
    Dwarf in the Playground
     
    Ausar's Avatar

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    Rural Victoria, Australia
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    Default Re: EMPIRE! CotW IC

    Round 6, Years 21-24 in the reign of Grand Seneschal Sir Revain

    Round posts: 1, 2, 3, 4, 6


    Regions 238, 264 (writeup pending?)

    Diplomacy: 2
    Military: 2 (+1)
    Opulence: 9 (+1)
    Faith: 9 (+1)
    Intrigue: 1

    Actions:

    1. (Opulence) Buyout region 238 (2): [11]

    2. (Opulence) Buyout region 238 (3): [15]

    3. (Military) Raise one unit of Order Knights.

    4. (Faith) Adopt Faith - the Mandate.

    5. (Faith) Continue adopting faith - the Mandate.

    6. (Military) Raise one unit of Order Knights.

    Rolls.

    Non-actions:
    Accept all gifts & embassies, resist all conversions & buyouts.

    News & Rumours

    - It is a curious absence of activity that marks Years 17-20 of Revain's reign, from the outside at least. While their mercantile interests collapse and Chaplains from all corners of Kaal depart as one for home, one would be forgiven for wondering what on earth happened to the budding enterprises of the Order of Ered. Residents of the mountainsides and valleys of Eredonna would see an altogether different sight - a very loud leadership dispute. For nearly eight years Revain fights tooth and nail against a coalition of opposing leaders - High Chaplain Courtenay chief among them, but with the support of the Red Guard, the Fist of Order, and even enemies within the Skybound Soul. The battles are fierce and the religious debates no less so, so it is in desperation that Revain turns to a power no stranger to such disputes - EL Redencion. With the aid of their inquisitors, the unrest is slowly crushed. The remnants of Courtenay's Chaplains are driven back into the Cathedral and the grand doors barred. Those beyond the gates are declared anathema, exiled on pain of death. The time now is for rebuilding, as the fighting has reopened old wounds - Revain is hobbled, barely able to stand. The rebuilding is hampered, of course, by the lack of stone...


    Spoiler: Kingdom Admin
    Show

    3/8 land units
    0/0 naval units
    0/5 Treasure

    HC's:

    TP's:
    238 (3) Griffons
    269 (1) Hobgoblin Archers

    Resource Req - Building-grade stone (unmet)

    Technologies:
    Animal Husbandry (Starting tech, +1 to Dip & Opu exploration)
    Printing (Event round 1, +1 conversion defence, +1 to conversions in regions following Aukeratutako Berria alphabet)
    Aqueducts (Traded for in event round 1, noted in Torv's post, +1 to stabilisation rolls)
    Last edited by Ausar; 2021-05-03 at 05:42 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  8. - Top - End - #128
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: EMPIRE! CotW IC


    The Kupua of the Hidden World
    Capitol Region: 247
    249
    Ashu, Elder of Half-Truths
    Dip: 3
    Mil: 10
    Op: 10
    Faith: 1
    Int: 4

    N&R:



    Actions:
    1 Mil 10: Construct a Fortress: Moku Mokupuni In region 247
    2 Mil: Undertake THE QUEST FOR THE SPONGE (17)
    3 Faith: Declare The Mandate state religion
    4 Op 10: Tech: Odds and Ends
    Requires: An coastal region and at least 5 TPs of different resources.
    Many strange objects wash up on the Kupua shores or are collected from the ships from far away lands. Because of this the Kupua have many stashes of various odds and ends. Now some ingenious Kupua have learned that some of these nicknacks can be used to fix up and enable many kinds of technology.
    Once per turn, for the purposes of powering a Tech, any power possessing this Tech may choose an existing resource that at least one player owns and be counted as owning that resource for the round. (can only be used to power one tech at a time)
    5 Op: Explore to the east of 120 (15)
    Nonactions:
    - Trade 1 LSB favor for 1 rep
    -
    rolls, more rolls
    Spoiler: Heros
    Show
    Tapu the Masked (8)

    Spoiler: General Information
    Show
    Region Count: 2
    Units: 1
    Naval Units: 4
    TPs: 247-TP1(Kupa Gold), 267-TP1(Cold Iron), 124-TP1 (Octopi), 120-TP1 (Fire Coral)
    Treasure: 0
    State Religion:

    Spoiler: Techs and Bonuses
    Show
    CI:
    Permanent CI:
    Tac Doc:
    Permanent Tac Doc:
    Faith Bonuses:
    Merchant Vessel (1: Moku kālā)
    Tech:
    Sailing:Permits actions to affect regions over a single deep water border
    Last edited by Ivor_The_Mad; 2021-05-08 at 09:28 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  9. - Top - End - #129
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: EMPIRE! CotW IC

    ]
    New Republic of Margaritarum


    Ruler: Magister Ibn Jezzert


    Diplomacy: 2
    Military: 1
    Opulence: 9 (+1)
    Faith: 10
    Intrigue: 2

    Actions

    Faith: Convert R60 roll 20

    Faith: Convert R65 roll 19

    Opulence Buyout Tp1 of Sunken Treasures in W37 roll 19

    Opulence Buyout Rock Oil Tp 1 roll 16

    Opulence Buyout Hoverspice Tp 1 (Use Artifact) roll 15

    Treasure count 1 (+1)

    News & Rumours
    Last edited by Lleban; 2021-05-08 at 05:15 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

  10. - Top - End - #130
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: EMPIRE! CotW IC

    The Damned Fleet
    (Round )
    Admiral Archer presiding

    Spoiler: Flag
    Show
    Actions:
    1. [Military] Quest with Paik into 51 [19]
    2. [Dip] Send Expedition to 27 [7]
    3. [Int] Raid TP 1 in Region 28 [9]
    4. [Dip] Stabilize 28 [7]
    5. [Int] Steal the Secrets of the Grappling Gauntlets from the LSB. Or try. [8]

    Embassy Actions:

    Non-Actions:
    1. Attend any events to which we are invited.
    2. Resist all unsupported buyouts.
    3. Resist no conversions.
    4. Support all NRM conversions.


    News and Rumors:


    Spoiler: Bookkeeping
    Show
    Leader: Admiral Archer
    • Diplomacy: 3 =>4
    • Military: 10
    • Opulence: 2
    • Faith: 1
    • Intrigue: 3 => 4

    Land Units: 6
    Naval Units: 3
    Passive Treasure Income: 0
    Treasure: 1/5
    Embassies:
    Technologies: Sailing, Printing, Mathematics
    Spoiler: Unit Breakdown
    Show
    Blue-water crews
    • Admiral Archer’s Flagship, the Tempest.
    • The Sea Ghost, under Mad Madam Marcie.
    • The Rosebud, under Lord-Captain Portermane.


    Coastal Raiders:
    • Arcadia Burning, captained by Dead-Eye Johnny.
    • Eclipse, captained by Sir Jeremy Longlegs.
    • Shatterhelm, under The Tatterman.
    • Lost Star, captained by Aster the Wraith-Lord.
    • The Beggar, under Captain Richard Magnus
    • The Drowned Rat, captained by Lady Racker.




    Spoiler: Characters
    Show
    Admiral Archer: The grand admiral of the fleet. Gentleman, scholar, poet, and absolute scoundrel. He does, however, keep his word once it is given. Exactly as it is given. No take-backs.
    I give ye my word as a gentleman and an admiral.

    Philestopheles: The Admiral’s undead parrot and companion. A greedy, conniving creature that will bite your finger if you try and pet him. Takes his role as Archer’s chief advisor very seriously and defends it with zeal. Despises Brutus, Chasm, and Paik, as they are rivals for Archer’s attention and, worse, his praise.
    “Polly” does not want a cracker!

    The Lady: A mysterious and nefarious fiend who is credited with teaching the Damned Fleet the ways of necromancy. She occasionally appears to them in dreams, urging them towards the path of bloody conquest and the extinguishing of all life. Unfortunately for her, Archer has other ideas. Like plating the paneling of his cabin in solid gold. Priorities.
    Have you considered more murder? It solves so many problems!

    Commodore Paik: The Admiral’s cabin-boy, once upon a time, and now a ghoul who rose through the ranks and proved his worth in many a struggle. Adores wearing dapper clothes, which he maintains with the utmost care, and studying the fine art of fencing and dueling.
    You living people are so fragile.

    Chasm: A female sea-serpent who was captured long ago by the Admiral, when she was barely out of the egg. Raised by him, almost as a daughter, she has developed into the foremost authority on magical lore that the Fleet of the Damned has. She lives in Port Blackwater, tending to the library she claims as her hoard.
    Please stop smearing blood on the pages of my books.

    Brutus: A hellhound, one of the fiercest and most loyal beasts in the world! A personal gift from the Lady to Admiral Archer. Though meant to safeguard and protect the Admiral from harm, Archer raised him more like a son than a brute beast. And, as these things are wont to happen, the Admiral’s belief shaped the Hellhound’s development. He is fiercely loyal, of course, but has a mind of his own at times.
    Shut up, bird! Or I’ll gobble you whole.
    Last edited by Miltonian; 2021-05-08 at 10:36 PM.

  11. - Top - End - #131
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: EMPIRE! CotW IC

    End of Round Six
    "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

  12. - Top - End - #132
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: EMPIRE! CotW IC

    ROUND SEVEN: BEGIN!
    Years 25-28
    Don’t forget to link to any rolls you make for ANY Attribute checks!
    Also, remember to check out the Link in the "Round [X]: Begin!" text for the musical theme of each round!
    Good luck!

    Growth!
    • The Holy Order of Phoenix’s Rest has been established in region 63 (Eldhri)!
    • Region 137 has been stabilized!
    • Carcinidan has become a Great Kingdom!
    • Heganegiten de Gurina has become a Great Kingdom!
    • The Holy Order of Lost Souls has been established in region 110 (Pantheon of Souls)!
    • The Acorn Kingdom has become a Holy Land!
    • The Companion Collective has become a Holy Land!
    • An Embassy has been constructed connecting El Redención and Manastone University!
    • A Fortress has been built in region 247, entitled Moku Mokupuni!




    Ruin!

    • Under mysterious circumstances, the Kalacites of region 109 have vanished! Some link their disappearance to the sounding of the mystical seven notes that reverberate from Kaal, pointing at the parasites within them and proclaiming them a cursed offshoot of the Swarm, while others still, particularly the elders who remember the sounds of the Call point to it as being a different set of notes. Whatever the truth may be, the Kalacite parasites have withered and crumbled to dust, leaving no trace of their existence. Region 109 becomes Wilderness! It’s TPs remain intact.




    Claim!
    None!



    Colonize!
    None!




    Heroes!
    None!




    Quest!
    • Camille of Chanson has undertaken a quest to seduce Krovos! The great dragon approves of the young bard’s praise and affection, but he seems unmoved by her attempts at seduction. He proclaims he has no need for mortal concubines and mates, and he’s also not sure that it would work logistically. However, he will happily accept an acolyte to accompany him on his long journeys. The dragon hears her pleas for aid against the Flesh-Reavers, and though the dragon does not typically heed mortal requests, he will make a trade…
      [Krovos the First Flame will lend his strength (+20) to an attack against 137, and will direct the Swarm to attack Region 148. Region 137 will be given back to Le Royaume de Chanson, but Region 148 will become Wilderness. In exchange, Krovos requests that Camille the Bard be donated to the Reclaimers as a non-action. If this exchange goes through, Le Royaume de Chanson will gain 1 Reputation and 1 Favour with the Reclaimers.]
    • Felix Silvermane and Isabela de la Llanura seek to parlay with Krovos, but fail to grab the dragon’s attention.
    • Tapu the Masked of the Kupua dives deep beneath the surface of the waves in search for the Great Sponge. The diminutive Kupua dives deep into the ocean, splashing through schools of fish and into the depths of the sea. Beneath the waves, Tapu finds not a simple sponge, but a trail of small sponges that lead into an underwater cavern. Following the trail, breath still held, he finds that the cave contains an air pocket, and enough dry land to walk upon. The cavern is dimly lit, but lit nonetheless with shimmering bioluminescent sea-sponges that reflect upon the water and the cave walls creating wondrous patterns. However, in the center of the cavern is not just a sponge, but a creature of immense proportions, twin-heads and many tendrils tipped with eyestalks, looming above the sponge and gnawing on it like an oversized bone. Tapu cautiously approaches from stealth, whistling to grab its attention, before tossing a handful of sponge across the chamber. Intrigued, the beast ceases its feast and bounds towards the disturbance, buying Tapu enough time to roll the great sponge into the water, pushing it away and into the open sea. From there, the Kupua returns to the surface, shaken but determined, as he aids the natives in recovering the sponge from the sea. True to their word, the mystical sponge grants Tapu a blessing! Tapu finds his strength increased, his vitality paramount, and that he can hold his breath indefinitely. [Tapu the Masked’s Hero Score increases by 1 to a total of 9!]

      However…

      As night falls, so too do the sponge-divers. Though the sponge is carted safely back to Āina Nalowale, the sponge-centric fanatics seem to have disappeared in their homes, violet smoke slipping under the cracks of their doors and windows, harmless, but strange.

      The Great Resource of Sponge Divers in W118 becomes a Good resource of Violet Mist!








    War!

    Spoiler: Carcinidan invades Region 108!
    Show

    Carcinidan: 2 Units, 1 Treasure, 1 FRS Help, Hero (Mil 7), Reckless Attack (succeeded) = 30
    Native Defenders: 3 Units, Hero (Mil 5), Reckless Attack (failed) = 24

    Click clack, smack smack. (Fluff to follow.)

    Carcinidan is victorious! Carcinidan loses 1 unit. Region 108 enters unrest!







    Terror!

    • The Flesh-Reavers launch a raid into region 121, destroying 2 units of Native Defenders there! Carcinidan spends one FRS Favor!
    • In a shocking turn of events, Packmother Uraa’ghaagh’kh has betrayed the Flesh-Reavers in favor of the Three Courts! TTC gains control of the Packmother (a 10 Hero) and drops to -2 Reputation!
    • The Fireblight Swarm in Region 235 gains one unit of Fireblight Colossi, and stops growing!
    • The Fireblight Swarm in Region 127 gains one unit of Fireblight Drones, and stops growing!
    • Manastone University raids 111.1 for Copper from the Wives of the Caldera!
    • The Damned Fleet attempts to raid 28.1 from the Lightsteel Brotherhood but is fought off!
    • The Damned Fleet attempts to study the secrets of Grappling Gauntlets for personal use, but find themselves unable to acquire the hardware to copy during their skirmish to make the copy.
    • Paik of the Damned Fleet Errant Quests into R51 and acquires 1 treasure! Region 51 has no more treasure to plunder!
    • The Fair Plutocracy of Rutovir steal the secrets of sailing from Heganegiten de Gurina!
    • The creeping mist continues to seep down into Sebarca from the north, killing all in its wake. [Stirring: Regions 71, 72, 74, and 75 are afflicted with Virulent Fog! Regions 71, 72, and 74 become uninhabitable (cannot be colonized, claimed, or conquered). Arman Wildes Outpost finds itself under a severe lockdown, many Paukobez unable to leave whatever shelters they have, for fear of inhaling the ever south-bound gas. The Paukobez Clutter loses 1 Land Unit.
    • Krovos the First Flame arrives in the Acorn Kingdom, mortals who have refused to forsake the Archons, and finds himself unopposed as he lays waste to the city and surrounding lands. Any foolish enough to remain are torn apart by the Fireblight Swarm, and its buildings topple beneath the might of Krovos. Perhaps to the dismay of Princess Acorn, as she looks upon her shattered homeland, the great dragon claims the Region as his own, incinerating the remains of the castle as the Fireblight begins to spin webs of metal, constructing a blazing steel fortress around the dragon. The Acorn Kingdom has fallen, but its people yet survive.

      Approached in the night by a group of monks, Princess Acorn receives an offer. “Fair Princess, we are the Sterling Sisters, members of the Fallen and Forgotten. Your plight is dire, and the Swarm has ravaged your lands beyond hope of repair. We offer you now a choice at the behest of our society. Should you wish it, we can offer you safe passage, and a chance to begin anew. Drenath has fallen to the depredations of the Swarm, and the burning shadow that commands them. Should you wish it, we gift to you the bounty of a new land, yet unspoiled by the malice of the Swarm, though be wary, no land is truly safe while the Swarm endures at all. You will have time, and new safety.”

      The sisters remain silent for a moment, before a new one among their number speaks once more. Or, a gift of something much different to the world you know, a land high above, golden clouds and shining fields, yet rife with perils all its own.” Silence follows once more, before the third sister chimes in. ”Or we will leave you be, a princess, nay, a queen in exile. The choice is yours.”

      [Region 127 has become Swarmed, and a Fortress has been erected around the perimeter, held by the Fireblight in defense of Krovos! All TPs and Holy Sites are disabled until the Swarm perishes. The Acorn Kingdom has been given a choice! Passage to an unspoiled land, or to a heavenly land. No further information is available, but the Acorn Kingdom is free to accept either offer as a Non-Action during round seven, or to refuse. There are no penalties for refusing. Upon acceptance, information will be provided.]





    Awakening
    • Krovos rests, his wrath expended, for now. The cycle continues, elsewhere.







    Organizations!

    The Fallen and Forgotten
    • Those who bow to the whims of the First Flame are no friends of the Godchosen. Chanson, Carcinidan, and Manastone University denounce the FAF and reduce their Reputations to -1.
    • Enperatriz Ekilore once again fails to complete the Trials of the Archons! The Fallen and Forgotten begin to wonder if perhaps another would be more suited for this mantle.
    • By expending a Favor, the Acorn Kingdom increases their Reputation by 1 (2)!


    The Lightsteel Brotherhood
    • By expending a Favor, the Dvergar of Fikta increase their Reputation by 1 (2)!
    • The Dvergar of í Kynding increase their Reputation by 1 (1)!


    The Flesh-Reavers
    • By expending a Favor, Carcinidan increases their Reputation by 1 (4), becoming the Render of Sinews! Approached by four fearsome Gnolls, the beasts demand a final proof of strength to the Flesh-Reavers. Carcinidan my send a hero or their ruler (rolling with Mil) to best the gnoll champions in combat! Doing so is a TN16 Mil/Hero check, and passing will earn Carcinidan an audience with the Council of Tattered Banners themselves.
    • By trading their ancient naginata to the Flesh-Reavers, Manastone University gains 1 FRS Favor!
    • By trading their fabulously crafted swords to the Flesh-Reavers, El Redeción gains 1 FRS Favor!
    • By trading their trained reindeer and cavalry lances to the Flesh-Reavers, the Acorn Kingdom gains 1 FRS Favor!


    The Reclaimers



    Investigate!
    • The Paukobez Clutter investigates the green-black mist from the north (and how to weaponize it.) Sending several howling Paukobez into the jungles to their north, the mad monkeys at first avoid the creeping black fog, but eventually curiosity gets the better of them. Sending a young, freshly hatched member of the expedition into the mist, the Paukobez are both horrified and intrigued as the rolling gas consumes the young one, dissolving flesh from bone, his blood turning to mist and dyeing the fog red, the blood itself traveling backwards away from the fog’s edge towards a central point, rippling like a wave. They find no way to contain the fog, but it would most certainly be dangerous in the wrong hands.







    Trade!

    • The Plutocracy of Rutovir has built a Merchant Vessel, named the Sea Rat’s Glee!
    • The Plutocracy of Rutovir buys out 268.1 for Kaal Lindwurms, 264.1 for Red Sandstone, and 259.1 for Charcoal!
    • The Dvergar of í Kynding buy out 71.2 for Shadewood Trees!
    • The Last Order buys out 238.3 for Griffons!
    • The New Republic of Margaritarum buys out W37.1 for Sunken Treasures, 58.1 for Hoverspice, and 74.1 for Rock Oil!





    Conversion!

    • The holy sites in region 72 and 61 have been converted to Eldhri!
    • The holy sites in 60 and 65 have been converted to Alchemy!
    • The holy sites in 238, 223, and 261 are converted to the Mandate!
    • The Kupua of the Hidden World declare the Mandate as their state religion!





    Wonder!

    • Le Royaume de Chanson has invented the technology War Songs (Subterfuge, +1 TacMan and +1 Dueling, no requirements)
    • A Bazaar has been built in region 254 (Explorations)!
    • The Kupua of the Hidden world have developed Odds and Ends! Many strange objects wash up on the shores, or are collected from passing ships of far away lands. Because of this, the Kupua have many stashes of various odds and ends. Now some ingenious Kupua have learned that some of these knicknacks can be used to fix up and enable many kinds of technologies.[Once per round, for the purposes of powering a Tech, any power possessing this Tech may choose a resource owned by any other player, and be counted as also owning that resource for the round. This can only be used to power one Tech at a time.]
    • Drenath’s Translation of Kaal has been completed by Le Royaume de Chanson, Manastone University, the Acorn Kingdom, and the Companion Collective!
    • Aukeratutako Berria has performed the Great Prayer! High upon the mountains of Kaal, Karlota Degun herself leads the faithful in harmony, singing out to the Choir, hoping against all hope that the Call responds, a divine sign from the heavens. However, seven notes yet unheard play upon the wind, and the earth rumbles.The faithful have their answer. [All followers of the Fedea can cross Mountain borders!]
    • From the skies sound divine notes, sung on angelic voices. Seigneur Chastain of Le Royaume de Chanson hears them on the wind. Though the city has fallen and his hope rests upon the shoulders of the First Flame, a new bout of hope emerges. The angels of the chorus summon him to Region 139, a land of sprawling fields of Glimmering Dalia. Le Royaume de Chanson gain a claim to Region 139! It must be pressed as normal, but the chorus has clearly guided Chastain here for a reason. Pressing the Claim with diplomacy will count as investigating the region for why the chorus has summoned him!]







    Discovery! Map!


    Spoiler: Erodus!
    Show



    Spoiler: Drekaal!
    Show



    Spoiler: Sebarca!
    Show



    Spoiler: Kaal!
    Show
    • Region W102 has been discovered by the Three Courts. It has a Good resource of Stormwater!
    • Region W121 has been discovered by the Kupua. It has a Minor resource of Sea Salt!




    Spoiler: Drenath!
    Show



    Other!
    • The Dvergar of Fikta have created the Tactical Doctrine Bonfire’s Fervor (When Defending a region following Eldhri, use Military or Faith (whichever is higher) for Tactical Maneuvering. Gain +2 to the Combat Roll if successful.)
    Last edited by SOSDarkPhoenix; 2021-05-09 at 05:01 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

  13. - Top - End - #133
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: EMPIRE! CotW IC

    Heganegiten de Gurina
    Region 256
    Enperatriz Ekilore
    Dip 10
    Mil 9
    Opu 2
    Faith 3
    Int 1
    Gains:+1M, +1F


    [Military] Recruit a Unit



    [Military] Recruit a Unit


    [Faith] Convert R267 (12)


    [Faith] Continue construction of the great obelisk in R256 (2/5)

    [Faith] Continue construction of the great obelisk in R256 (3/5)



    [Faith] Attempt the last trial. Trial of the Wilds (15)



    Non-Actions
    • Support all Fedea conversions
    • Resist all buyouts and other conversions


    News and Rumors
    • Expansion
    • The swarm
    • Formation of the Great Kingdom


    Spoiler: Records
    Show


    Regions
    R256, Antzua
    R257, Ikaztegiak

    Units
    Land: 8/12
    Naval: 0/0

    Trade Posts
    256.1 (Silk)

    Techs
    Sailing
    Aqueducts
    Animal Husbandry
    Printing (Idazketa)

    Cultural Identity
    Butterfly Effect (2d8 Conversions)
    Last edited by Torv; 2021-05-22 at 10:37 AM.

  14. - Top - End - #134
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: EMPIRE! CotW IC

    Le Royaume de Chanson
    Ruler: Seigneur Chastain du Chanson
    Round 7

    Territory: Drenath
    Regions: 137 None

    Spoiler: Ruler Information
    Show
    Current Stats

    Diplomacy: 6
    Military: 10
    Opulence: 5
    Faith: 2
    Intrigue: 2

    * Dip Mil Op Fai Int
    Rolls 4 1 5 2 2
    Round 1 +1 +1 Op Fai Int
    Round 2 Dip +2 Op Fai Int
    Round 3 Dip +2 Op Fai Int
    Round 4 Dip +2 Op Fai Int
    Round 5 Dip +2 Op Fai Int
    Round 6 +1 +1 Op Fai Int
    Total 6 10 5 2 2


    Actions

    ---

    [Diplomacy - Claim 139 - Roll (19)]
    Dip: 6
    CI: The Bard Songs Will Remain - Pressing Claims

    [Diplomacy - Explore North of 137 - TN 12 - Roll (18)]
    Dip: 6
    Animal Husbandry: 1

    [Military - Invade 137 - Seigneur Chastain (Mil 10) - 4 troops]
    Troops: 4
    Mil: 10
    Krovos: +20
    War Songs (+1 TactM, +1 Duelling)

    [Opulence - Create 1 treasure]

    [Opulence - Create 1 treasure]

    ---

    Nonactions:
    Send Chanteur Camille to the Reclaimers as Krovos' acolyte
    Resist all conversion attempts
    Resist all sacks and trade attempts

    Rumors:
    -They don't call it "the Call" for nothing. Chastain feels more than hears angelic notes on the wind, pulling him towards 139. Though he was never the most religious man and he would prefer to focus solely on reclaiming his home, he cannot ignore such clear divinity. He sends a team to scout the area and see what has happened.

    -Camille is... relieved, extremely, that Krovos doesn't want a concubine. Knowing that he will save her homeland and destroy the gnolls, she is very willing and more than happy to stay at his acolyte. She sings songs for him, flatters him, showers him with affection... all while knowing that she'll never have to try and figure out how going further would actually work.

    -Chanson's armies march back into their home, with a dragon at their side. The gnolls stand no chance.

    Spoiler: Saved Actions Workshop
    Show
    [Diplomacy - Stabilize 137]

    [Diplomacy - Establish Claim on 139 unless C'Nor takes it I guess - TN 12]

    [Diplomacy - Establish Claim on 148 - TN 12 - Roll]

    [Faith - Convert 148 - TN ?? - Roll]

    [Military - Attack Region 148]
    1st, 3rd, 4th, 5th and 6th Regiments lead by Chastain


    Spoiler: Notes
    Show
    Troops:

    1st Paragon regiment of Chanson, under Chevalier Launcet.
    Founded round 1
    Fought in round 2 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were invading region 148. Commanded by local commanders and Seigneur Chastain. Lost.
    Fought in round 4 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were defending region 148. Commanded by Seigneur Chastain with Bard Camille. Lost.
    Fought in round 5 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were attacking region 137 (Capital). Commanded by Seigneur Chastain with Bard Camille. Lost.

    3rd Cadence Regiment of Chanson, under Chevalier Amore
    Founded round 2
    Fought in round 4 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were defending region 148. Commanded by Seigneur Chastain with Bard Camille. Lost.
    Fought in round 5 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were attacking region 137 (Capital). Commanded by Seigneur Chastain with Bard Camille. Lost.

    5th Symphony Regiment of Chanson, under Chevalier Florianne
    Founded round 2
    Fought in round 4 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were defending region 148. Commanded by Seigneur Chastain with Bard Camille. Lost.
    Fought in round 5 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were attacking region 137 (Capital). Commanded by Seigneur Chastain with Bard Camille. Lost.

    7th Resistance Regiment of Chanson, led by Chevalier Louis
    Founded round 6

    Heroes:
    Camille the Bard (9)
    Round 4: Created, Fought Flesh-Reavers, Lost.
    Round 5: Fought the Flesh-Reavers. Won a duel with the Packmother (10) but lost the battle.

    Spoiler: Rolls of Honor
    Show
    2nd Patron regiment of Chanson, under Chevalier Merle.
    Founded round 1
    Died in round 2 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were invading region 148. Commanded by local commanders and Seigneur Chastain

    6th Elegy Regiment of Chanson, under Chanteur Gabrielle
    Founded round 3
    Fought in round 4 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were defending region 148. Commanded by Seigneur Chastain with Bard Camille. Lost and was destroyed.

    4th Chord Regiment of Chanson, under Chevalier Gaspard
    Founded round 2
    Fought in round 4 against the Flesh-Reaver gnolls under Packmother Uraaghaagh’kh, who were defending region 148. Commanded by Seigneur Chastain with Bard Camille. Lost and was destroyed.


    TPs:
    Bards (137 - TP1)
    Bazaar (137)
    Granite (117 - TP1)

    GP:
    Forts on Chanson's non-river border (Completed round 4)

    CIs:
    The Bard Songs Will Remain - Pressing Claims (Round 2, Seigneur Chastain)



    Spoiler: Technology
    Show
    Acquired/Created links:
    Round 1: Got all starting techs but construction
    Sailing: Enables exploration and troop transport over deep water
    Printing: +1 Conversion Defense, +1 Conversions in regions that share your alphabet.
    Aqueducts: +1 Stabilization Already had
    Animal Husbandry: +1 to Opulence and Diplomacy exploration
    Mathematics: +1 Buyouts
    Round 6: Created War Songs

    Name Effect Resource Req Slot
    War Songs +1 TactM, +1 Dueling None Subterfuge
    Aqueducts +1 to stabilize None (Start tech) Civilian Tech
    Sailing Enables exploration and troop transport over deep water None (Start tech) Civilian Tech
    Printing +1 Conversion Defense, +1 Conversion in Regions that share your alphabet None (Start tech) Civilian Tech
    Animal Husbandry +1 to Opulence and Diplomacy Exploration None (Start tech) Civilian Tech
    Mathematics +1 Buyouts None (Start tech) Civilian Tech
    Last edited by HalfTangible; 2021-05-21 at 05:26 PM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

    Discord: HalfTangible

    Extended Sig

  15. - Top - End - #135
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: EMPIRE! CotW IC

    Carcinidan
    Round 7
    Regions: 107, 108, 118, 119, 120
    Ruler: Paralith
    Diplomacy 10 Military 9 Opulence 7 Faith 1 Intrigue 4


    Actions
    End of Turn Ruler Increases: +1 Mil, +1 Op
    1. Paralith Accepts the Challenge! [Military] - 17, Success
      When the gnoll champions put forth their challenge to Carcinidan's council, there was no question that it would be answered. The dispute came about when the time came to decide who would meet it. The lords, eager for the status winning against the mightiest of the gnolls would bring, volunteered either themselves or their champions, those serving the Pantheon put forward their favoured warrior, a young Carcinus they said was the return of another of the earliest and most gloried Carcini champions, and naturally Cassivel volunteered himself, eager for more fame and glory to secure his soul's afterlife. In the end, however, they were all disappointed. It was Paralith himself who took the field against the gnolls - he may have been more concerned with rulership than war in the decades since he formed what would become Carcinidan through war, but he was originally a warrior and had never stopped training, particularly in recent years, and while his mind was still as sharp as ever age had begun to add noticeable bulk and natural armour to a man who, even by Carcini standards, was already formidable-looking. He knew he, the ruler of Carcinidan, had to be the one to face them, not a champion, which could be taken as a sign that he was afraid to put himself at risk. He had to show the Flesh-Reavers that he himself was enough of a warrior to earn their respect, and by extension they would show Carcinidan that same respect. Besides, he'd missed this sort of thing. It had been too long since he'd really had a good fight, face to face rather than in the form of armies.
    2. Invade 121: 4 units, Skirmishing, Led by Cassivel (Hero 7), +3 to Battle roll, +1 to Tac Man roll, -1 casaulty stage (FRS Rep, Grappling Gauntlets, Swarmskin Armour) [Military] - GM Roll
      While he would have enjoyed the chance to prove himself against the gnoll champions, Cassivel still had work to do. The gnoll raids had done a good job of softening up the valleyfolk, and now that the southern coast was secured his armies marched northwards, picking up reinforcements from the recent surge in Carcini recruits. The valley had become their target for three reasons. Firstly, it had always had a noticably large amount of warriors, so the Carcini and gnolls could claim a good victory here and prove the might of their alliance. Secondly, the hilly terrain around the edges of the region made this an excellent time to finally see the full potential of the Grappling Gauntlets they had acquired - they'd been using them for the last decade or so and seeing good results, but here they would really show their worth. Thirdly, the valley was in a useful position - conquering it would allow Carcini warriors to move further north than they ever could have before without having to deal with potentially hostile locals or one of the other major nations, and allowed for several interesting possiblities in the future, if they became necessary (the fact that it would push Carcinidan's dominion very close to dwarven territory wasn't lost on anyone).
    3. Expedition north of W10 [Opulence] - 15, Success
      Carcini sailors were getting restless after too long of the same thing, and that often led to problems. To alleviate the issue, and potentially find new opportunities for Carcinidan, Paralith sponsors a new expedition, encouraging sailors to sail north and rewarding those who contribute to mapping out the coastal waters there and discovering what potential riches may hide up there
    4. Buyout TP 120.1 (Husky Dogs) [Opulence] - 16, Success
      The reformed Carcinidan's new bureaucratic arm didn't take long to begin exerting a notable influence on the regions it had control over. The first target was Thropa's large nnumber of dog breeders and trainers, establishing a system where a sizeable amount of their animals would come to Great Carcinidan to be used or sold as the organisation (and by extension, the council and Paralith) saw fit. A few voices in the council were bringing up interesting ideas for future expansion, and these hounds might well prove useful in that venture. The stubbornness and resistance towards intererence displayed by many Thropans was an issue, but eventually the deal was made.
    5. Diplomatic Mission west of 107 [Diplomacy] - 22, Great Success
      The southwestern tip of Drenath had remained rather unknown to Paralith for some time, and now he had Straca colonised and firmly under his control, it was time to do something about it. He didn't send warriors, however, nor did he employ his usual tactic of drawing upon the enthusiastic sailors, colonists, and explorers that made up a sizable amount of the Carcini to chart out the new land. Instead, he send advisors and diplomats, trusted people who had proved quite helpful to him in the past and now went into the penninsula to search for settlements and lay the groundwork for peaceful integration into Carcinidan. Paralith's warriors were busy elsewhere, after all, and Thropa had shown him that the peaceful route, while not quite as immediate as conquest, definitely had its advantages.
    6. Stabilise 108 [Diplomacy] - 17, Success
      While the newly conquered lands have yet to be fully brought to order after the chaos the invasion caused, Paralith and his advisors were hard at work figuring out the best way to integrate them into Carcinidan. The occupants of the region were not Carcini, after all, so they couldn't be as easily brought into the fold as Thropa - while the eastern Carcini had their oddities and differences of opinion to the Acean majority, they still shared a common mindset that was useful when it came to unity. Eventually, the decision was made to be broadly hands-off, so rather than making Carcini the lords and overlord of the region, the existing power structures would be adapted into the Carcini model - the most powerful and prominent local leader becoming that region's overlord and earning a say in Carcinidan's wider governance, and the day to day affairs of the region were left to them and the other leaders in the region (so long as they don't cause problems for the council and do or provide what is required of them under Carcinidan's authority, of course). On the smaller scale, there would still be frequent cultural clashes and differences of opinion as Carcinus and human interacted more and the locals adjusted to their new rulers, but Paralith didn't see a way of handling that reliably and without dedicating too many resouces, particularly before the wider unrest was brought under control. The nation's wider culture still broadly favoured a Carcinus over anyone else, of course, and few Carcini had much respect for the common people of the region unless they had done something particularly impressive, but it was the best Paralith could do for now. Fortunately, the Carcini advisors and bureaucrats that serve Paralith were quite skilled at handling an unruly population, having spent decades dealing with the temperaments of many Carcini, so bringing the changes about and integrating the new region isn't too difficult a task.


    Nonactions
    • Resist all buyouts and non-Pantheon of Souls conversions. Support Pantheon of Souls conversions.
    • Render of Sinews: Send the gnoll Horde to attack 122.
      The alliance with the Flesh-Reavers continued to be useful. A warband arrived in Acea not long before the champions, but unlike them these gnolls weren't here to challenge Paralith or his authority - quite the opposite, in fact. They had been watching as the Carcini aided and impressed the Flesh-Reavers, and as they watched the wars of expansion begin had come to a decision. They wanted a part of it, and respected Paralith enough to attack where he wanted, in his name, rather than just doing as they pleased. Paralith say no reason not to accept, and although Cassivel was wary of having a war and that wasn't one of his fighting for Carcinidan respect for the gnolls and an understanding of the value their offer presented meant that he ended up agreeing. The gnolls were sent out westwards of the main army's target, targeting the hilly woodlands near the valley. It would be a battle the gnolls were likely to win, by the Carcini leaders' judgement, but one that should serve nicely to see how well the gnolls do in battle. Although none of the organised Carcini units accompanied them (although potentially the usual wanderers, mercenaries and ruffians that war attracts may come), some Carcini were sent along - after all, once they were done fighting it fell to Carcinidan to take whatever they had left behind and make it work as a part of the nation, and Paralith wanted reports of the battle itself in any case.
    • Further Recruitment Drives: Alphad the Crossbow Artisan
      The Thropan Carcini had always had a greater appreciation for ranged weaponry than the Aceans, crossbows being more widely used for hunting and combat than Acea's occasional marksman. In particular, they had a tradition for solving disputes between lords that had reached the point where they wanted blood - each would send a marksman-champion into specially marked areas of the forest, instruct them to find and kill the other lord's champion, and whoever's champion came out victorious and returned with his foe's body within a week would have the dispute resolved in their lord's favours (if neither returned, other means of resolving the issue were used, typically with rather bloodier outcomes). Champions of lords required appropriately high-quality equipment for their station, and lords with deep enough pockets would eventually come to Alphad, the region's premier craftsman when it came to ways of killing from a distance. Besides the weapons being simply well-made, Alphad's designs also pushed the limits of how powerful a crossbow can be, experimenting with varied materials, designs, techniques, bolts, and accessories to allow for ever-greater draw weights, greater penetration, more grievous damage and, ultimately, simply a greater chance that it would decisively kill a Carcinus it was fired at, despite their armour and resilience - something the champions naturally desired, their extended duels often coming down to a decisive shot. With the old ways of resolving disputes being eroded by Carcinidan's central influence and replaced by new laws, and many of the marksman-champions being drawn to fighting in the army rather than for a lord, Alphad is finding fewer lords wanting one of his works, and finding himself becoming somewhat bored - sure he could work for the army, making weapons for the crossbow units Cassivel is putting together, but outfitting large numbers of warriors lacks the...charm, the nuance, the unique excitement of making the perfect weapon for a prospective champion to use in a glorious duel. The Lightsteel Brotherhood's recruitment drive has definitely piqued his interest - now here were people who seemed to understand true craftsmen like him, and although the Grappling Gauntlets weren't his style he could appreciate the work put into them. Paralith has decided to not just allow this (not that he could really stop it without making Alphad a prisoner and causing trouble with many Thropan lords who appreciated the man and his work), but to support his efforts - after all, Carcinidan still owed the Brotherhood, and anything he could do to help balance the scales was welcome.
    • Resist the FAF theft attempt: 9, Success
      Cassivel was rather proud of the Twinkling Plates, and kept a close eye on it when he wasn't wearing it in the field. This paid off when thieves disguised as Carcini came to steal his treasure - they may have gotten past the other warriors, but the chief warlord himself ended up being a challenge too far for them, and Cassivel had no problem dealing with the issue with his own claws. Their intentions for the artefact didn't matter as far as he was concerned. The armour was his, and his alone.


    News and Rumours
    • Across Carcinidan, there are minor flareups of unrest and discontent as the Carcini begin to feel the greater influence of the government - still relatively minor at this point, but more noticeable and formalised than previous Carcini rulers, something some of the people resented. This particularly applied to those warriors who had previously been unhappy with the direction of Carcinidan (although recent warfare had brought some of them back on-side), and Drenath sees another increase in the amount of wandering Carcini warriors, mercenaries, troublemakers and bandits (often a single wandering Carcinus will play multiple roles depending on the circumstances and the opportunities they see).
    • Many of the settlements and minor powers near Carcinidan had already been concerned about the risk of the nation becoming more militaristic and expansionist, and recent years had just served to prove their point - between the gnoll packs killing militias at Paralith's order and the recent invasions, many leaders are becoming worried about whether or not they'll be next, and have been raising those concerns with anyone who'll listen in the hope that someone will either protect them or curtail the Carcini expansion. So far, they haven't appeared to have had much luck, as far as Carcinidan's ruling council can see, so they've been mostly dismissed as a threat.


    Statistics
    Units: 4 Land, 0 Naval (Expected Change: -war losses)
    Treasure: 1
    Spoiler
    Show

    Special Actions Available:
    Special Actions Used: Diplomacy 5, Diplomacy 10, Military 5, Opulence 5

    Resources
    Required: Metals (met)
    Crustaceans: 119.1
    Copper: 111.2

    Regions
    Capital: Acea (119)
    Straca (107)
    Malaco (118)
    Thropa (120)
    (107)

    Reputation/Favours
    Flesh-Reavers: Rep 4, 0 Favour (Expected Change: None)
    - Acquaintance: +1 to Raids
    - Friend: +1 to battle and Tactical Maneuvering Rolls, -1 to Establish Claim
    - Ally: Access to Swarmskin Armour
    - Render of Sinews: 1/round (2 round cooldown), send a horde composed of a hero 10 and five units at a region.
    Fallen and Forgotten: Rep -1, 0 Favours (Expected Change: None)
    - Disliked: -1 to Investigations
    Lightsteel Brotherhood: Rep 2, -2 Favours (Expected Change: None)
    - Acquaintance: +1 to Expeditions
    - Friend: +1 to Exploration actions, -1 to secret actions

    Civilian Technologies
    Sailing Enables exploration and troop transport over deep water
    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

    Military Technologies
    Grappling Gauntlets (Ranged Weaponry/No Resource) +2 to battles in regions with a hill or mountain border.
    Swarmskin Armour (Armour/No Resource) Reduces causalties by one stage after a battle.

    Heroes/Merchant Vessels
    Cassivel Hero Score 7
    Clibanar Merchant Vessel

    Units
    Land:
    Cassivel's First Carcinidan Warriors: Raised Round 2, Destroyed Round 5
    Cassivel's Second Carcinidan Warriors: Raised Round 4, Loss Round 5, Win & Destroyed Round 6
    First Thropan Hunters: Raised Round 5, Win Round 6
    Cassivel's Third Carcinidan Warriors: Raised Round 6
    Cassivel's Fourth Carcinidan Warriors: Raised Round 6
    First Stracan Irregulars: Raised Round 6
    Naval:
    Cassivel's First Ocean Warriors: Raised Round 3, Lost Round 5

    Diplomatic Identities
    Oceanic Dominion (Temporary) Roll 2d8 for Expeditions

    Embassies

    Artefacts
    The Twinkling Plates +2 to leader loss rolls.
    Last edited by Volthawk; 2021-05-22 at 03:13 PM.

  16. - Top - End - #136
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: EMPIRE! CotW IC

    Round 7
    Dvergar of Fikta

    [The Metal Firebird, Eldhraddin, Speed of Flame]
    Aided By: Radherra Haeft Donalegur

    Region(s): 63

    Actions: (Rolls: 1 2)
    1. [Faith] Attempt to convert region 70 to Eldhri. (14)
      The light of Phoenix's Rest is much talked about, and makes it easier to explain Eldhri to others.
    2. [Faith] Attempt to convert region 44 to Eldhri. (15)
      Eldhraddin's flights over the mountain borders as part of her duties are able to inspire belief.
    3. [Faith] Attempt to convert region 71 to Eldhri. (18)
      The willingness of the Umbral Accord to accept the wisdoms of Eldhri are a welcome surprise, and a Biskop is chosen to personally oversee their instruction. Additionally, two Domari - judges - travel along with the Biskop to learn of the Umbral Accord's laws and practices, in order to help transition these new, more prominent, followers of Eldhraddin into the ways of the faithful; as well as help train their own Domari!
    4. [Faith] Construct Shattered Lodestone (3/3) region 75
      Holding an Eldhri conclave to create a plan for how to best interact with The Reclaimers, after many closed door meetings, the Biskops decide to aid the Paukobez Cluster in completing their Lodestone. Dvergar builders are sent through perilous lands, but manage to be of use to both the Cluster and their allies in í Kynding, helping to fortify and complete the structure.
    5. [Intrigue] [SECRET ACTION]
      Some days, the flame is warm and caring. Other days, staring into the fire too long will distract you from what is really happening...

    Non-Actions:
    • Support conversion of any owned regions to Eldhri. Contest all other faiths.
    • Contest all unsupported buyouts.


    Spoiler: News and Rumors
    Show

    • Raherra Haeft Donalegur is stuck in a scandal! Apparently, he was found with not one, but three Dvergar woman all in various states of undress. "Quite embarrassing for the Aide de Camp to Eldhri", the rumor mill whispers. "Positively unheard of", say many. "Lucky git", many unscrupulous men mutter. "If they all agreed to it, are all adults, and no one was harmed, who cares?", scoffs Eldhraddin... which promptly puts an end to much of the scandal. The Radherra is seen smiling much more often afterwards, and it is rumored that he is to be wed. And wed. And wed.
    • The nearby Paukobez Clutter is covered in strange mist, and few are able to check on them!
    • There are many whispers about the so called 'First Flame', and it disturbs quite a few Biskops. After all, Eldhraddin, for all her protests to being a humble servant of the Godchosen, it clearly in control of the glory of fire! With these whispers, though, come concerns that must be looked into... A plan is made.
    • The Shadows of the Umbral Accord are once more active, and at first, some Fiktans are nervous. But then the rumors of them seeing the flickering enlightenment of the fire are heard, and cause for many rejoice!



    Spoiler: Ruler Information
    Show

    Eldhraddin, Speed of Flame D M O F I
    Current 3 5 2 8 2
    Starting Stats 3 5 2 4 2
    End of round 5 0 0 0 2 0
    End of round 6 0 0 0 2 0
    End of round 7 0 0 0 0 0

    Miracle Undying Phoenix Ruler
    Effects: The chrome phoenix known as Eldhraddin becomes the Ruler of Fikta, and every death or Ruler Change results in Eldhraddin being "reborn" with new stats, as her own inheritor. This rebirth resets Special Actions, just like changing rulers for other players. Additionally, once one of Eldhraddin's stats reaches a 10, when Eldhraddin is reborn, she gains a floating +1 to any other stat. This can happen for each 10 Eldhraddin obtains before being reborn, but the floating stat bonus(es) may not be used to increase a stat beyond (9) during the reborn phase.

    New Ruler Next Round

    Expected Stat Bonuses: +2 Faith


    Spoiler: Kingdom Information
    Show

    Embassies:
    • None Yet


    Techs:
    • Printing [Eldhric Prose]
    • Sailing
    • Mathematics
    • Construction


    Hero(es):
    • Adalverndari (Mil 7)


    Units:
    • 1 Guardians of Fikta (Land)
    • 1 Guardians of Fikta (Navy)


    Tactical Doctrine: Bonfire's Fervor
    When Defending a region following Eldhri, use Military or Faith (whichever is higher) for Tactical Maneuvering. Gain +2 to the Combat Roll if successful.

    Great Project Bonuses:
    • Fikta (63) - Will of Eldhraddin - +1 to Defending Against Secret Actions



    Spoiler: Faith Bonuses, Eldhri
    Show
    Current Total of Holy Centers: 13
    HC 5 Bonus: +2 to Buyouts in regions with Eldhri faith
    HC 10 Bonus: Increased Die Size to Resist Raids and Resist Kidnappings

    Holy Order Location(s): Region 63 (Phoenix's Rest)
    Last edited by Gengy; 2021-05-18 at 08:39 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  17. - Top - End - #137
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: EMPIRE! CotW IC



    Manastone University

    Lead by Chancellor Sukui El Niara, Head of Domination
    Diplomacy: 10
    Military: 5
    Opulence: 2
    Faith: 1
    Intrigue: 10

    New ruler next round!

    Actions for Round 6 (Rolls)
    • [Diplomacy] Press a claim to R136 (Critical Success)
      Much of Drenath is caught by surprise when upon the death of a powerful local leader in R136, his realm is wished into the protection of Manastone University. The University is quick to send their most capable lawmakers to assess the new territory and the proportional levels of danger therein, and manage to act on the claim quick enough to prevent any competition from within or without.
    • [Diplomacy] Aid the construction of a shattered Lodestone in 110 (2/3)!
      The Companion Collective had aided Manastone in their past projects, and the time has come to return the favour. The people sent are not mages, but common builders that work with their hands and have plenty of experience putting together fine works across Namaichi.
    • [Intrigue 10] Black Knight Mikhaelov betrays the Ashen for Manastone University! (Success)

    • [Intrigue] Secret (19)
      At the behest of the Lightsteel Brotherhood, Manastone University reveals the thief of the Gauntlet of Power - none other than The Acorn Kingdom! The secret they claim was revealed to them by a spy sent into foreign lands to monitor the enemies of Krovos, motivated by desperation to get an edge against the oncoming threat. Manastone would be glad to help them seek revenge against the thieves, and request funding for their covert recovery operation before they have the chance to abandon the realm.
    • [Military 5] Recruit a Hero, White Crow! (10)
      Scandal! A number of important items have vanished from Manastone University's restricted libraries. Rumor claims that they include the experimental secrets of absorbing the life-force from others and the practice of mental enslavement. This makes headlines, as the Chancellor threatens the culprit with expulsion and dismisses these as mere rumors - but the thief nor the artifacts are ever found. The whole administration is abuzz with paranoia and magical truth spell interrogations... Yet months pass and nothing is found. After dramatic effort and numerous security increases, a white crow flutters to the window of the chancellor's room and deliver an unsigned note written in curious white on black paper: "Not all magic is fit for mortal hands." After so much controversy, the Chancellor resigns.
    • [Military] Recruit a sea unit!


    Non-Actions:
    Support conversion to Primordial Seekers
    Spend one FAF favor to increase reputation by 1! (See fluff)

    Agreement with Companion Collective:
    Agree to take 111 and 114 while leaving 115 and 135 for the Companions! Agreement lasts 4 rounds, and agree to accept companion faith.

    News and Rumors
    1. No small number of students gather to protest the destruction of the lodestone in Namaichi, refusing to see the monument to their old deities surrendered to the will of a new beast, no matter how great he is. After all, Krovos would destroy it himself if he truly cared, so let it stand until he comes to break it himself. It is not the place of modern people to surrender to nature's whims, especially when nature seems to be in league with the swarm... Their demands are accepted, and the Fallen and Forgotten may remain in peace in Namaichi under tenuous peace. The devout and the cowardly seem bothered, but many of the less religious students seem glad to have them as inquisitive, good-natured allies.
    2. Companions are invited to bond with new mages! A particular companion is invited to bond with the next chancellor! (Will be expanded on.)


    Spoiler: Stats
    Show

    Land Units: 4
    Naval Units: 5

    Regions Owned: [Lower Sekkari 111] [Upper Sekkari 112] [Namaichi 113] [Mount Foshu 114]
    Total Regions: 4
    Land Unit Cap: 12 (6 Capital Unit Cap + 3 Other Regions * 2 + 0 Tech - 0 Vassal Status)
    Sea Unit Cap: 6 (3 Base + 3 Coastal Regions)

    Cultural Identities:
    Lead by Example (2d8 to Pressing Claims)

    Holy Artifacts:


    Military Technologies:


    Heroes:


    Opulence Technologies:
    Mathematics: +1 to Buyouts (No Requirements)
    Animal Husbandry: +1 to Opulence and Diplomacy Exploration (No Requirements)
    Sailing: Permits actions to pass over 1 deep water border (No Requirements)
    Aqueducts: +1 to Stabilization (No Requirements)
    Printing (Idazketa style): +1 Conversion Defense, +1 to Conversions in regions that share printing style (No Requirements)

    Regional Benefits:
    Lower Sekkari, Drenath (111) [None]
    Upper Sekkari, Drenath (112) [None]
    Namaichi, Drenath (113) [FaF Base: Can't go into unrest]
    Mount Foshu, Drenath (114) [None]

    Secrets Whispered: 2
    Embassies: ELR

    Resources controlled:
    [Manastone TP1, Namaichi (113)]
    [Gold TP1, R109 (109)]
    [Copper TP1 Lower Sekkari (111)]
    Passive Treasure Income: 0
    Treasure: 0

    Rep:
    FAF - -1
    LSB - 1

    Kaal Translation

    Last edited by Zayuz; 2021-05-20 at 11:01 AM.

  18. - Top - End - #138
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: EMPIRE! CotW IC

    The Fair Plutocracy of Rutovir
    Region 250

    Spoiler: Leader
    Show

    Chancellor Tara-vie

    Diplomacy: 4
    Military: 2
    Opulence: 10
    Faith: 1
    Intrigue: 6

    Projected stat increases: +2 Opulence, +1 Intrigue
    There will be a new ruler next round.


    Actions:

    1. [Intrigue] Steal Construction from WTC (Spend 3 Treasure)
    While contacting the Lightsteel Fletchers turns out to be an insurmountable task thanks to the Swarm, the Dara-un who voyage to Drenath make contact with the local dwarf population instead. They have advanced knowledge of construction, and by taking "inspiration" from it Rutovir could be much improved. Bribes are made accordingly.
    Roll: 14 ???

    2. [Intrigue] Secret (Spend 3 Treasure)

    Roll: 7 + modifiers ???

    3. [Opulence 10] Technology: Tar Coating
    Systematically coating all seafaring vessels with tar makes them more resistant to rot and decay, reducing the need for maintenance and allowing for longer voyages. The extra barrels of tar can be sold to regions where people earn a part of their livelihood from the sea.
    Requires: Sailing, Tar
    Effect: Increases sailing range by 2, +1 to buyouts in coastal regions.

    4. [Opulence] Buyout TP 1 of Violet Mist in W118
    No one in Rutovir knows what this mist that suddenly appeared is. Doesn't stop them from wanting to own it, though.
    Roll: 21 Success

    5. [Opulence] Buyout TP 1 of Pine Trees in Region 122
    The merchants who make forays into Drenath on Tara-vie's behest find a region full of timer-quality pine trees. Good for both shipbuilding and various other uses, they immediately secure a supply.
    Roll: 18 Success

    6. [Opulence] Buyout TP 1 of Wheat in Region 123
    With most food sources in Kaal already secured by Rutovir, it's time to look for imports from further out. Wheat would surely make for a good supplement to the Dara-un diet, that has noticeably grown in variance in recent decades. With these increased choices for sustenance and the influence of Fedea and the Mandate more and more Dara-un are giving up the practice of cannibalizing the dead.
    Roll: 15 Success

    Nonactions:
    -Accumulate 3 Treasure as passive income (23 TPs owned) Rutovir's trade network continues to flourish.
    -Resist all unsupported buyouts "What's mine is mine."
    -Sell weapons to the FRS Several shipments of crossbows are sent to the Flesh-Reavers during Tara-vie's last years in office. They're smaller and lighter than those used by the human-sized races and therefore aren't as capable of penetrating armor. On the upside they're easier to handle and reload. The Dara-un have mostly used them for urban fighting and assassinations, making great use of the weapon's pinpoint accuracy. What the Flesh-Reavers will use them for is anyone's guess and not the problem of those who've already received payment.
    -Resist the Titan Courts' "secret" action Roll: 14 Failure Ylo-ata, the beacon of hope for Rutovir's Mandate faithful dies under suspicious circumstances. With no other strong Mandate candidate in the election it now seems certain that the new Chancellor will be another Fedea follower.

    News and rumors:
    -Hold an election to determine the second Chancellor of Rutovir Tara-vie vanishes without a trace one autumn night. The rumor on the street is that Yari-nat had come to disapprove of the Chancellor for some reason. No matter, as the Commerce Guild has a steady stream of wealthy businessrats vying for the position. The only thing these candidates agree on running up to the election is driving Kasa-ri out of town. No one wishes to give a follower of the old Riviter faith power. Who among the Commerce Guild's finest will rise to steer Rutovir's direction for the foreseeable future? The answer: Bine-ian.

    Spoiler: Statistics
    Show

    Diplomacy:
    Cultural identities:
    N/A

    Military:
    Army units 2/6
    Navy units 0/3

    Heroes:
    N/A

    Technologies:
    N/A

    Opulence:
    Trade posts:
    Bleached Bones 252.1
    Calligraphers 251.1
    Charcoal 259.1
    Coal 257.1
    Donkeys 265.1
    Forgeries 250.1
    Forgeries 250.B (Bazaar bonus: pressing claims)
    Giant Fly Traps 261.1
    Heartfire Rubies 262.1
    Hobgoblin Archers 269.1
    Iron 255.3
    Kaal Lindwurms 268.1
    Lightsteel Sparkmasters 254.2
    Lightsteel Sparkmasters 254.3
    Potatoes 239.1
    Razzleberries 258.1
    Red Sandstone 264.1
    Salt 241.2
    Stone 266.2
    Sword Blades 240.2
    Tar 270.1
    Tar 270.2
    Thermal Crystals 249.1

    Resource requirement: Food (fulfilled)

    Treasure 7/15

    Merchant vessels:
    Sea Rat's Glee

    Other items:
    N/A

    Technologies:
    Animal Husbandry
    Aqueducts
    Mathematics
    Printing (Idazketa)
    Sailing

    Faith:

    Official faith: N/A

    Previous rounds:
    Round 1
    Round 2
    Round 3
    Round 4
    Round 5
    Round 6
    Last edited by OmnivorousOgre; 2021-05-22 at 04:56 PM.

  19. - Top - End - #139
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
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    Bristol
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    Default Re: EMPIRE! CotW IC

    The Dvergar of í Kynding, Round 7

    News and Rumours


    [Opulence] Buy out Region 56 TP1, Giant Trilobites (16 - success)
    [Opulence] Buy out region 58 TP1, Hoverspice (17 - success)
    [Opulence] Buy out region 66 TP1, Oregano (18 - success)
    [Opulence] Buy out region 68 TP1, Mandrakes (13 - success)
    [Intrigue] Secret
    [Intrigue] Investigate the cause of the Creeping Mist (12)

    Non-actions
    • Support any buyouts of unowned trading posts or conversions by the Dvergar of Fikta.
    • Oppose all other buyouts and conversions, raids and sacks
    • Accept any embassies offered.
    • Gain 2 treasure at start of next round from owned trading posts.


    Spoiler: Ruler
    Show

    Sigtrygg Godmundson, Ringlord of the Five Forges

    Diplomacy 3
    Military 5
    Opulence 8
    Faith 2
    Intrigue 2

    Next round +2 Opulence +1 Intrigue

    Diplomacy 3
    Military 5
    Opulence 10
    Faith 2
    Intrigue 3

    Spoiler: Other stuff
    Show

    Technologies:
    • Construction
    • Mathematics
    • Printing

    Treasure: 9/15 (+3)
    Units 3
    Last edited by Aedilred; 2021-05-19 at 08:46 AM.
    GITP Blood Bowl Manager Cup
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    Spoiler: Previous Avatars
    Show
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  20. - Top - End - #140
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
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    Default Re: EMPIRE! CotW IC

    Region 255
    Aukeratutako Berria
    We are the New Godchosen.
    Leader: Apaiza Nagusia Karlota Degun
    Round 7


    Actions:

    1. [Military] Destroy the last of the Swarm in 235 with 6 land units and 3 TTC naval units, led by Semero Labaldea (Hero 8), landing in 234 to attack from the east, attempting to Reckless Attack (+17/+19, TM +7)

    2. [Military] Raise a unit

    3. [Faith] Seek Aid for HDG FaF Trial: 17

    4. [Faith] Establish Fedea 10 HC bonus: One Doctrine: 2d8 to resist conversions

    5. [Faith] Re-establish Fedea 5 HC bonus: Clerical Lending: +1 to Buyout and Conversion rolls Treasure is spent on

    Nonactions:
    1. Resist all conversion attempts, except those to the Fedea


    Spoiler: News and Rumors
    Show
    • The doctrine of the Fedea has been reorganized and compiled into a comprehensive and cohesive whole, making the wisdom of the Prophet accessible to all - NEW REVISED ARCHON EDITION now available!

      Standardized doctrine can be found here.
      .
    • Sugeak....
      .
    • The Swarm....
      .
    • [251]...
      .
    • East [254]...
      .



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 2
    Military: 9
    Opulence: 2
    Faith: 10
    Intrigue: 1

    Expected Stat Bonuses: Military +1


    Spoiler: Other notes
    Show

    Land units: 7+2/8
    Naval units: 0

    Treasure: 0

    Heroes:
    • Semero Labaldea (8)

    Favors:

    Resources controlled:
    • 255: Iron

    Techs:
    • Printing
    • Sailing
    • Aqueducts

    Translations:


    Cultural Identity:

    Tactical Doctrine:
    Last edited by Minescratcher; 2021-05-22 at 09:33 AM.

  21. - Top - End - #141
    Troll in the Playground
     
    mystic1110's Avatar

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    Dec 2010
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    New York, New York
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    Default Re: EMPIRE! CotW IC

    Region 75 and 73
    The Paukobez Clutter
    Current Leader: Yvrep, Cobweb Alpha
    Current Abilities: D5, M8, O2, F1, I8

    Credit to Gengy for Fixing my Banner
    Round 7

    Actions:
    1. IntrigueRaid - Pears 62.1 (Roll: 14)

      FFRRRUUUUIIIIITTTTTT

    2. Intrigueinvestigate - Investigate who stole the Gauntlet of Power (15)
    3. MilitaryQuest Into the Unknown - Quest North of Region 75 (Great Success)
    4. MilitaryRaise UnitRaise a Shrewdness of Paukobez.

      Climbing out egg sacks shaped like balls made out of dried and yet still sticky silk, the clutches emerge covered with vernix matting down their fur into hairy clumps. Skittering and howling the young quickly grow, the jungle is harsh and allows for no weakness; clutchmates almost immediately begin to assert themselves against each other – betrayals and fistfights are common. In the end, out of the thousands of eggs only a hundred become fully grown warriors

    5. IntrigueSecret Action -

      i-u-a-a u-u-a-a skkkktttt u-u a-a u-u e-e skkkktttt oe-oe a-a oo-ooh skkkktttt a-aah ook ook skkkktttt eek eek juk juk tsik skkkktttt tsik ouah ah ah hein -u-u skkkktttt a-àh mak-mak kak kak kak skkkktttt u-u-ah-ah-ah u-ki-u-ki skkkktttt u-kki-kki-kki u-u u-u-u u-u-ááá skkkktttt chi-chi-chi iih iih hoo-hoo-aah skkkktttt chiak chiak fru-fru-fru skkkktttt che-che khẹc khẹc

    Non-Actions:


    Spoiler: Counting the Strands and Fruits (Bookkeeping)
    Show

    Current Leader: Yvrep, Cobweb Alpha
    Stats: D5, M8, O2, F1, I8
    Stat Increases Next Round: +1 Int, +1 Mil
    Web Territory (Regions): 75, 73

    Hero: 10
    Units: 4

    Techs: Aqueducts

    Artifacts: N/A

    Other: N/A
    Last edited by mystic1110; 2021-05-19 at 11:26 AM.

  22. - Top - End - #142
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
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    Maine
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    Default Re: EMPIRE! CotW IC

    The Titan Courts
    Years 124-127 PC
    Region 253 - Jiidaanhinetjch
    Region 254 - Bay of Dancing Lights
    Titan Hiiheyeinaukhut
    Diplomacy 4 => 5
    Military 2
    Opulence 8 => 9
    Faith 1
    Intrigue 10


    Actions


    1. [Military] Aid in clearing the Swarm infestation in 235, using 3 Naval Units to transport 6 AUK Land Units to 234 to attack from there, sending Packmother Uraa'ghaagh'kh to serve as champion and challenge the Fireblight Hellion to a Duel (+10)


    2. [Intrigue]investigate disappearance of Power Gauntlets for LSB [Roll result: 14]


    3. [Intrigue] "Secret" Action [Roll result: 15]
      Rutovir is fickle, but measures can be taken to ensure favorable results...the Shattered Visage will handle things.

    4. [Diplomacy]Raise Reputation with Lightsteel Brotherhood, spending 1 Treasure [Roll result: 11]
      Recalcitrant though they may be, the Lightsteel Brotherhood's presence in the recently integrated lands of the Bay of Dancing Lights makes it all the more important to establish amiable relations...

    5. [Diplomacy]Establish claim on 252 [Roll result: 12]



    Non-Actions
    Support any conversions to Fedea, resist all others
    Spend 1 LSB Favor to boost Rep with LSB
    Spend an FRS Favor to lose Rep with FRS


    News and Rumors
    • The Packmother and her followers are struggling to feel at home among the Courts...
    • Though necromancy is of course a vile practice and to be condemned by all true followers of the Fedea, there are some Apaizak, so bold as to border on heretical, that suggest there may yet be value in it. If the legends of the powers of the dragon to the north hold true, then it may be possible to return to the dead some measure of control and feeling even in their ruined state - or better yet, preserve it in the recently deceased, should duty demand...
    • Though the settlements along the north-eastern shore of the Bay of Dancing Lights are counted among those which the Court administrates, cultural and linguistic barriers present administrative difficulties. The especially devout - or perhaps simply especially cunning - have suggested turning over administration of the region to the Auteratako Berria as a gesture of goodwill. Quiet negotiations with the locals regarding the possibility have already begun...


    Spoiler: Regions
    Show
    Region Name Region Number Resource Religion Center Status
    Jiidaanhinetjch 253 Dyes The Fedea Capital
    Bay of Dancing Lights 254 Lightsteel Sparkmasters The Fedea LSB Base, Bazaar


    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    n/a n/a n/a n/a
    Technology
    Type Name Requirement(s) Effect(s)
    Starter Animal Husbandry - +1 to Opulence/Diplomacy Explorations
    Starter Mathematics - +1 to Sailing
    Starter Sailing - Cross 1 Deep Water Border

    Spoiler: Bookkeeping(other)
    Show

    FRS: -2 Rep, 1 Favors
    LSB: 0 Rep, 2 Favors
    FAF: 2 Rep, 0 Favors
    RCL: 0 Rep, 0 Favors


    0/8 Land Units
    3/4 Naval Units

    Treasure: 1/5
    Passive Income: +2
    Spending: 0
    Next Turn: 3/5

    Trade Posts: 10
    wip

    Heroes:
    Packmother Uraa'ghaagh'kh (Hero 10)
    Last edited by Rolepgeek; 2021-05-11 at 08:30 PM.
    Sincerely,
    Role P. Geek

  23. - Top - End - #143
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: EMPIRE! CotW IC

    ^^^^Turn 7

    Acorn Kingdom (ACO)

    Flag

    Round Opener Posts
    RT1 RT2 RT3 RT4 RT5 RT 6 RT7


    Acorn Kingdom Posts
    AT1 AT2 AT3 AT4 AT5 AT 6 AT7

    Org Posts
    OT1 OT2 OT3 OT4 OT5 OT 6 RT 6 OT7


    Ruler Info
    Spoiler
    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 momentÂ’s notice. Apparently he can also breathe water at people? NobodyÂ’s ever seen this in action from the Trog King who seems more like a humanoid dragon than anything.


    The King is dead, long live the Queen.

    PrincessQueen 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 aÂ… complicated relationship with the king, she is often considered the true power behind the throne.


    Queen Claemora
    Dip 3 +1
    Mil 5 +1
    Opu 4
    Fai 4 +1
    Int 5
    Rulership of the Acorn Kingdom changes from Kraast to Claemora.

    Actions
    Actions highly subject to change, based on information from the Sterling Sisters.
    Fai Conversion of 107 Roll = 14
    Fai Conversion of 118 Roll = 17
    (mush brain forgot to write down I got support from the Carcini on these)
    (And also printing, wow I’m bad)
    Dip Press Claim 125 Roll = 18 (Great Success)
    (It says 17, but I forgot to add my FaF rep 2 bonus)
    Dip Raise Rep with Trogs (again) Roll = 12 (Success)
    Mil 5 Tac Doc EIther Zaleya's Grasp, or rework Young Oak's Warpath into a form I'd both like to use and that'd get accepted.
    Spoiler: Zaleya's Grasp
    Show

    Empress of the underworld, those of the Luuvia bloodline know how to call on her aid. Sundering and stealing the weapons and riches of those who would contest her, or in some cases swiping their very souls themselves.

    Perform a theft action that happens before the battle commences. If it is a steal treasure theft, in addition to the theft you gain 1 treasure and your opponent takes a -1 to their battle roll.


    Subactions
    Spend 1 treasure for press claim on 125
    Spend 1 treasure sending Mahou to be a failure in Kaal
    Gain 1 land unit from successful Great Success Press Claim on 125


    Nonactions

    Queen Acorn accepts passage to a Heavenly Land from the Sterling Sisters (need to get further info from the GM team about this).
    Support the Animal Cuties in Pressing Claim on 135


    Spoiler: Default Non-Actions
    Show

    Accept all trade gifts (treasures, techs, embassies, etc).
    Resist all unapproved buyouts.
    Resist all unapproved conversions.
    Support conversions to Pantheon of Souls.



    News and Rumors


    Spoiler: The Coffers
    Show
    Army Stuff
    Army Count: 2 Naval, 4 Land units
    Military Techs Owned

    Treasure Count: 3
    Opulence Techs Owned
    Sailing
    Mathematics
    Printing (Troggin)
    Translations Owned
    Kaal Translation

    Owned TPs
    127/Soulstones/ACO/XXX/XXX (FaF Base)(Holy Order for PoS) (disabled)

    TPs in lands
    lol

    Regions Owned
    lololol

    Religious Stuff
    Holy Land
    Religion: Pantheon of Souls
    +1 conversion site bonus, 2d8 Press Claim
    Artifacts
    Haunted Piano (+1 to investigations, +1 treasure per raise treasure action)
    Miracles

    Org Stuff
    Flesh Reavers: 0 rep 3 favors
    FaF: 2 rep 2 favors
    Steel Brothers: 0 Rep 1 favors
    Last edited by Epinephrine_Syn; 2021-05-22 at 11:46 PM.

  24. - Top - End - #144
    Pixie in the Playground
     
    SerakHawk's Avatar

    Join Date
    Jan 2021

    Default Re: EMPIRE! CotW IC

    Companion Collective Round 7

    Spoiler: Flag
    Show

    Spoiler: Ruler
    Show
    Raine Silvermane
    Diplomacy: 3
    Military: 4
    Opulence: 4
    Faith: 5
    Intrigue: 3
    - Faith 5

    Actions:
    1. [FAI] Special 5 - Raine Silvermane assuming control of the Companions and her father's re-organization of the goverment also makes her the Arbiter of Souls when Rex G'oby Passes. Her first act as Arbiter is to create a Holy Order dedicated to the protection and 'humane' treatment of souls. The Order decides to set up in Namaichi (113) to be Closer to the Manastone University! (AETS (Advocates for the Equal Treatment of Souls) has been founded in 113)
    2. [DIP] The Companions take interest in what the Reclaimers have to say and the faithful begin to construct a Shattered Lodestone for them (1/3) in 110.
    3. [DIP] The various clans decide it is in their best interest to support the faithful's desires and aid in the construction of the Shattered Lodestone (2/3) in 110.
    4. [DIP] Raine Silvermane presses a claim against the people living in (135) and requests they join the Companions as the champions of their faith. The influx of souls returning to the soulwell of dead Companion soldiers cry out to the native inhabitants. (Press claim +5, 2d8 - Rolled - 16!)
    5. [DIP] Raise Reclaimer Rep (Rolled TN10 - Passed)
      Raine Silvermane sends for representatives of the Reclaimers to meet with and discuss the Primordial Seeker faith and how it works with the Pantheon of Souls.
    6. [FAI] After some contests of stength held by Carcinian peoples various member of the feline clan find themselves teaching the Carcinidan people about the pantheon in 118 (Rolled TN12 - 17 - Passed!)


    News and Rumors
    • A band of adventurers from the Drenath nations has been solving minor mysteries and farmers through-out drenath. Currently nameless the band consists of a drop-out wizard from the manastone university, his bonded familiar from the companion collective, a trogladyte from the Acorn kingdom a bard from Chanson who escaped the Gnolls's raveging and a Carcini warrior.
    • The Avian clan of the Companions is investigating with the Manastone university the now stagnant swarms in 126 and 127.
    • The Equine clan has been training with the Rodent clan on potential combinations of forces for a standing military.
    • The rodent, avian and reptile clans are hosting competitions on who among them would be the best candidate to set forward for the LSB recruitment. Any and all contestants within the Companion Collective are encouraged to complete in debates and financial prowess. Preliminary competitions are underway with the finals expected in the following years to determine the candidate from the Companions.


    Non-Actions:
    1. Resist Buy-outs
    2. Resist non-Pantheon of Souls Conversion
    3. Support Manastone University's claim of 136
    4. Support any Acorn Kingdom claims that are valid (Pantheon of Souls Territory)


    Spoiler: Mechanics
    Show
    Diplomacy:
    Owned Regions:
    • Rainbow Isles [110], Unrest
    • Insdyr Inlet [115], Unrest


    Cultural Identities:
    N/A

    Military:
    Army units 0/8

    Navy units 1/3
    • Crimson Kitten Armada


    Heroes:
    N/A

    Technologies:
    N/A

    Opulence:
    Trade posts:
    • 110.1 - Rainbow Fish

    Resource requirement: Magic Flowers (not met)

    Treasure 0/5

    Other items:
    N/A

    Technologies:
    • Sailing - Allows for Deep water traversal
    • Printing (Troggin) - +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


    Faith:

    Official faith: Pantheon of Souls
    Holy Site (5) Culture: +1 to Conversions
    Holy Site (15) Cultural Identity: 2d8 Press Claims

    Previous round:
    +1 Faith, +1 Diplomacy

    Next round:
    +1 Faith, +2 Diplomacy

    Agreements:
    With Manastone University - 3 rounds:
    Agree to take 115 and 135 while leaving 111 and 114 for the Mages! They agree to accept companion faith.

    Organizations
    The Flesh Reavers:
    • 0 Reputation
    • 1 Favor
    • Nothing Owed, Nothing Gained

    The Fallen and Forgotten
    • -1 Reputation
    • 1 Favor

    The Lightsteel Brotherhood
    • 1 Reputation
    • 0 Favor
    • LSB Owes the Companions a Trade Post in 139

    Last edited by SerakHawk; 2021-05-15 at 10:26 AM.
    Something uniquely pithy, while remaining profound

  25. - Top - End - #145
    Dwarf in the Playground
     
    Ausar's Avatar

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    Jun 2019
    Location
    Rural Victoria, Australia
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    Default Re: EMPIRE! CotW IC

    Round 7, Years 25-29 in the reign of Grand Seneschal Sir Revain (new ruler next round)

    Round posts: 1, 2, 3, 4, 6, 7


    Regions 238, 264 (writeup pending?)

    Diplomacy: 2
    Military: 3
    Opulence: 10
    Faith: 10
    Intrigue: 1

    Actions:

    1. (Opulence) TECH!
    I have no wings, and I must fly

    2. (Faith) Convert 252 [21]

    3. (Faith) Convert 259 [13]

    4. (Faith) Convert 262 [17]

    5. (Faith) MIRACLE!
    The Sky is a Neighbourhood for the taking

    Rolls.

    Non-actions:
    Accept all gifts & embassies, resist all conversions except to Mandate & resist all buyouts.

    News & Rumours

    - It is a curious absence of activity that marks Years 17-20 of Revain's reign, from the outside at least. While their mercantile interests collapse and Chaplains from all corners of Kaal depart as one for home, one would be forgiven for wondering what on earth happened to the budding enterprises of the Order of Ered. Residents of the mountainsides and valleys of Eredonna would see an altogether different sight - a very loud leadership dispute. For nearly eight years Revain fights tooth and nail against a coalition of opposing leaders - High Chaplain Courtenay chief among them, but with the support of the Red Guard, the Fist of Order, and even enemies within the Skybound Soul. The battles are fierce and the religious debates no less so, so it is in desperation that Revain turns to a power no stranger to such disputes - EL Redencion. With the aid of their inquisitors, the unrest is slowly crushed. The remnants of Courtenay's Chaplains are driven back into the Cathedral and the grand doors barred. Those beyond the gates are declared anathema, exiled on pain of death. The time now is for rebuilding, as the fighting has reopened old wounds - Revain is hobbled, barely able to stand. The rebuilding is hampered, of course, by the lack of stone...


    Spoiler: Kingdom Admin
    Show

    New Ruler!
    Grand Seneschal Sir Alain
    Dip: 1
    Mil:1
    Opu: 4
    Fai: 3 (+2)
    Int:1

    5/8 land units
    0/0 naval units
    0/5 Treasure

    TP's:
    238 (3)(2) Griffons

    Resource Req - Building-grade stone (unmet)

    Technologies:
    Animal Husbandry (Starting tech, +1 to Dip & Opu exploration)
    Printing (Event round 1, +1 conversion defence, +1 to conversions in regions following Aukeratutako Berria alphabet)
    Aqueducts (Traded for in event round 1, noted in Torv's post, +1 to stabilisation rolls)
    Last edited by Ausar; 2021-05-09 at 09:08 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  26. - Top - End - #146
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

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    May 2017
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    The Halls of Valhalla
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    Default Re: EMPIRE! CotW IC


    The Kupua of the Hidden World
    Capitol Region: 247
    249
    Ashu, Elder of Half-Truths
    Dip: 3 +1
    Mil: 10
    Op: 10
    Faith: 1
    Int: 4 +1

    N&R:



    Actions:
    1 Mil: Raise (2) Units of Kupua Ankle-Biters
    2 Dip Colonize 248 using one treasure (9)
    3 Dip Colonize 261 (7)
    4 Int: Investigate The Violet Mist (8)
    5 Int: Secret
    Nonactions:
    -
    -
    rolls
    Spoiler: Heros
    Show
    Tapu the Masked (9) (Can breath Underwater)

    Spoiler: General Information
    Show
    Region Count: 2
    Units: 2/8 +2
    Naval Units: 4/4
    TPs: 247-TP1(Kupa Gold), 267-TP1(Cold Iron), 124-TP1 (Octopi), 120-TP1 (Fire Coral)
    Treasure: 1
    State Religion: Mandate

    Spoiler: Techs and Bonuses
    Show
    CI:
    Permanent CI:
    Tac Doc:
    Permanent Tac Doc:
    Faith Bonuses:
    Merchant Vessel (1: Moku kālā)
    Fortress: 247
    Tech:
    Sailing:Permits actions to affect regions over a single deep water border
    Odds and Ends Requires: An coastal region and at least 5 TPs of different resources.
    Once per turn, for the purposes of powering a Tech, any power possessing this Tech may choose an existing resource that at least one player owns and be counted as owning that resource for the round. (can only be used to power one tech at a time)
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
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    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  27. - Top - End - #147
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: EMPIRE! CotW IC

    NPC Actions
    Round Six



    The Flesh-Reavers
    Spoiler
    Show
    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...

    Spoiler: Standing Quests
    Show

    Implements of Death: Any player who submits a detailed description of traditional weaponry from their kingdom will receive one FRS Favor, to a maximum of one Favor per kingdom. (Ends round 8)
    Wanton Destruction: Any player who conducts a Sack, Purge, or Raid will receive 1 FRS Favor (1 Favor each for a Sack, Raid, and Purge, to a maximum of three Favors total)! (Ends round 10)

    Spoiler: Known Factions
    Show

    The Embroidered Banner (148)


    The Hordes Regroup - The realization that the First Flame's might had turned against the Flesh-Reavers was taken differently by the various banners. While the Embroidered Banner sheltered behind the walls of their Salvage Den and the Camouflaged Banner suggested an alliance with the great dragon Krovos, the berserkers of the Bloodstained Banner prepared themselves for a battle to end all others. The weapons collected from countries worldwide had shown the gnolls the advantages of killing from a distance, and so the new hordes were equipped with light axes equally effective for throwing and close-range hacking.

    [The Flesh-Reavers raise two units of Gnoll Ax-Throwers!]

    The Hordes Advance - Years of grisly war against the bards of Chanson had left thousands of Flesh-Reavers maimed, diseased, or starving. Though most banners rejected these gnolls, considering them useless in combat, the pox-scarred partisans of the Pallid Banner were more than happy to take them in. Recognizing the potential destructive power of Flesh-Reavers that could carry deadly plague into the lands of their enemies, the Pallid Banner organizes these gnolls into loose hordes, promising to loose them on any who invoke their wrath.

    [The Flesh-Reavers raise two units of Gnoll Pestifers!]

    Rise of the Pallid Banner - The commander of the Pallid Banner, a faction closer to cult of personality than war band, had always stood in opposition to the use of the Packmother as a tool of the Council of Tattered Banners. Ghaa'shee'sk firmly believed that loyalty could not be assured from one who had no say in the decisions of the council (unsurprisingly, as his Banner was made up largely of Flesh-Reavers who had been abandoned or rejected by the other factions). Now that the Packmother has betrayed the Flesh-Reavers, his instincts were proved correct and unanimously, the Council agreed to promote Ghaa'shee'sk to the Arm of the Council, serving an active role in hunting down traitors and enemies of the Council - including the disgraced Packmother Uraa'ghaagh'kh.

    [The Flesh-Reavers recognize Ghaa’shee’sk of the Pallid Banner, a Hero with a score of 7!]


    The Fallen and Forgotten
    Spoiler
    Show
    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.

    Spoiler: Standing Quests
    Show
    Revealed to the Faithful: Any kingdom that chooses to adopt the faith of the Twelve Archons will gain 1 FAF Favor, plus an additional Favor for each Holy Site that they convert to the Twelve Archons! (Ends Round 10)
    Into the Vast Unknown: Kaal kingdoms are encouraged to explore beyond the mountains to the southeast. The kingdom who discovers region 237 will receive a Godchosen artifact in reward! (No end date)

    Spoiler: Known Factions
    Show

    Eulogy for Kinship (113)
    Eulogy for the Self (253)
    Eulogy for Origins (256)


    Seek the Citadel - Beginning to panic slightly now, the Fallen and Forgotten exploration teams continue delving into the unknown lands east of the mountains of Kaal, desperate to find the mysterious mountain citadel they need so badly. The lack of any aid in this exploration by their allies in Kaal or Drenath is an unwelcome surprise, to be sure, and representatives of the Godchosen begin to warn the friendly nations in those continents that finding whatever lies among the mountains is the most important thing that anybody could do at this moment...

    [The FAF explores south of 223 (9).]

    Thick-Shelled Traitors - Those who betrayed the true heirs to the Archons' legacy and sided with the abominable First Flame will not be suffered by the Godchosen. Seemingly collecting supplies for a great battle, the grey-eyed wardens' eyes fall upon the beautifully crafted Twinkling Plates, forged by the Lightsteel Brotherhood and held by the traitorious Carcinidan. Spies in magical disguise are dispatched to Acea, each one willing to lay down their life in the attempt to return to their Godchosen masters with the artifact that might save the continent of Drenath from the predations of the Swarm.

    [The FAF attempt to steal the Twinkling Plates from Carcinidan (8)!]

    Secret -

    [Who knows what the Fallen and Forgotten get up to in their spare time?



    The Lightsteel Brotherhood
    Spoiler
    Show
    The Lightsteel Brotherhood are an order of smiths and craftspeople 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.

    Spoiler: Standing Quests
    Show

    Unemployed Geniuses: The first player to control both unowned Trade Posts in Region 126 will receive 2 Favors and +1 Reputation from the Lightsteel Brotherhood. (No end date)
    Investment Opportunities: The first kingdom to build a Trade Route longer than 6 regions will receive +2 LSB Rep. Furthermore, each kingdom that that route passes through will receive one Treasure from additional investment from the Brotherhood. (No end date)

    Spoiler: Known Factions
    Show

    Lightsteel Shipwrights (28)
    Lightsteel Fletchers (126)
    Lightsteel Sparkmasters (254)


    Further Recruitment Drives - Though their earlier headhunting had been an unmitigated success, the Lightsteel Brotherhood was always eager to claim brilliant craftspeople and inventors for their ranks. A challenge goes out to the kingdoms of Sebarca, Drenath, and Kaal: send your best and brightest out to the Brotherhood, let them prove their brilliance and, if they should be determined the most worthy in the world, let them accept a high-ranking position among those who can match their cunning. Naturally, their influence within the organization could be put to good use with favorable treatment toward their homeland...

    [Any kingdom with positive LSB Reputation may submit a prospective LSB recruit to the Brotherhood as a non-action (even if they already sent one in Recruiting Ingenuity). At the end of Round 8, the competitors will roll opposed Opulence, with a +1 bonus being granted for each technology or Artifact the recruit’s kingdom possesses. The winner will join the Brotherhood, and their home nation will receive one LSB Favor and one Treasure.]

    Audacious Thievery - To the horror of the Lightsteel Fletchers of Drenath, the Gauntlet of Power, on which they had expended so much toil, has gone missing! After checking that an absent-minded forgetender had not accidentally misplaced it, the Brotherhood is forced to come to the conclusion that the gauntlet has been stolen! The actual possession of the artifact matters little to the Fletchers, who had not been using it anyway, but they would prefer to see it in the hands of an ally rather than an enemy, and so they pledge all their resources to the aid of whoever can find the thief, and offer the Gauntlet of Power itself as a reward to the one who can steal it back.

    [The LSB will give +1 Reputation to whichever kingdom determines who stole the Gauntlet of Power, and, once the culprit is discovered, will send Treasure to aid any kingdom with positive LSB Reputation in their attempts to steal it back. That kingdom will be permitted to keep the Gauntlet.]

    Obtain Raw Materials - As repayment for their debt to the Companion Collective, the Brotherhood sends their representatives to obtain the delectable nectar of the precious Glittering Dahlia and delivers it with a smile to the familiars. On behalf of their own organization, they also send merchants to the newly discovered lands of Erodus, planting their flag in the harsh desert and returning with the fragrant Frankincense of the continent. The Floating Forge, meanwhile, sails south, entering the mouth of the great Sebarcan bay and dropping nets to capture Electric Eels, suddenly in great demand from the Sparkmasters of Kaal.

    [The Lightsteel Brotherhood buys out 139.1 (17) and gives it to the Companion Collective, then buys out 204.1 (18) and W40.1 (20) for themselves.]



    The Reclaimers
    Spoiler
    Show
    A coalition of Godchosen and other Archon-made races who discovered the existence of the Dragons and banded together to follow their ideals over the Archons, who they view as false, usurper gods.

    Spoiler: Standing Quests
    Show

    Seek New Homes: Any Kingdom that contributes to building a Shattered Lodestone will earn 1 RCL favor. An additional 1 favor will be granted to the player whose territory the base is constructed in upon completion of the base. Construction of an RCL base can be done with your choice of Diplomacy or Faith. (Ends Round 8)

    Spoiler: Known Factions
    Show

    ???


    Spread the Word -

    [The reclaimers convert Region 113, Namaichi, to Primordial Seekers (15)!]

    Whispers in the Jungle - The Reclaimers hear the plight of Sebarca, and come bearing gifts, and potential salvation. RCL offers the people of Sebarca an unexpected bit of direction.

    [Any Sebarca kingdom that explores northwards will receive one RCL favour, and one RCL reputation. A kingdom may do this twice for a maximum of two favours/reputation. Expires at the end of Round 9.]

    Secret - ?

    [Send out the ravens. We have news. (16)]
    Last edited by Gaius Hermicus; 2021-05-22 at 10:04 AM.
    Avatar by Sniper Jo!

    Played as New Bhule in Empire!4
    Played as the Rothuun Galactic Hegemony in Empire!5
    Played as the United Blemmyae Tribes in Empire!6

  28. - Top - End - #148
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: EMPIRE! CotW IC

    The Umbral Accord
    (Round 7)
    Spoiler: Flag
    Show

    Leader: Kalathax, Child of the Accord
    D: 2 | M: 5+2 | O: 1 | F: 5+1 | I: 4+1
    Actions:
    1. [Intrigue] Steal Aqueducts from the Paukobez (PKZ). Failed. Roll
      The Paukobez were once favoured tools of the Godchosen. Even now, the secrets of aqueducts linger temptingly in their territory. The Umbrals are not as adept in the arts of misdirection and guile as their hated enemies, but nevertheless they will try to infiltrate Arman Wildes and derive those secrets.
    2. [Intrigue] Investigate countermeasures for the virulent fog. 10
      The power of their re-emergence has kept them sheltered from the fog, but it will inevitably overrun Darkhome with time. Kalathax throws himself fully into finding a way to keep the Accord safe from its ravages.
    3. [Faith] Adopt Faith: Eldhri.
      The Accord cannot proceed under its old ways. Kalathax makes a decree- the priests of the Accord will follow the ways of Eldhri, and give praise to the phoenix that flies to the west.
    4. [Faith 5] Create Artifact: The Grim Poppet. (This cursed trinket brings misfortune and woe to the one who carries it. As long as it is held by a leader or a holy order, it gives -2 to all leader loss rolls by the kingdom that holds it. If held by a hero, it instead gives that hero a -1 to their effective hero score as long as it is held, and does not provide the usual loyalty bonus for artifacts. The poppet may not be voluntarily lost, abandoned, or destroyed by conventional means. If it would be lost due to unusual circumstances, such as the collapse of a kingdom or the death of a hero outside of battle, it returns to its most recent owner. The poppet may, however, be disposed of by passing it on to another kingdom, willingly or not. It may be gifted without the acceptance of the recipient if the current owner succeeds on an opposed Intrigue check against the intended recipient, either as part of a Diplomacy action to gift it or as a sub-action at an event that both parties are attending.)
      The Umbra are nothing. Mere shadows, with no power to act.
      A human is not much more. They know nothing, or at least, nothing of importance.
      An Umbral is more than either, flesh that knows the truth of shadow, shadow gifted with the form to impose its will. Action with the wisdom of sin.
      But what if an umbra inhabits an object, instead?
      Deep in Darkhome, fonts of shadow flow with Umbra.
      What happens if the Umbra is given a different form?
      A child's doll, ripped away. The child screams, and weeps, and there is much sorrow. The child will recover. The doll will not.
      The doll will be taken. It will be taken to the Umbra, and they will take its form. And it will weep.
      And it will weep.
    5. [Military] Raise a land unit.

    Bonus Actions:
    1. [Military] Raise a land unit.
    2. [Military] Raise a naval unit.
    3. [Military 5] Recruit Hero: Recognize Ssath, Hand of the Accord. Score: 9
      All armies must have commanders. Ssath has always made herself useful to the Accord, an eager enforcer who revels in the task of quelling dissidence. That eagerness has cost her before, both an eye and a finger. Neither were sufficient to dampen her enthusiasms.


    Non-Actions:
    Standard:
    • Attend any events to which we are invited.
    • Resist all unsupported buyouts.
    • Support all conversions to Eldhri; resist all other conversions with a +1 from Printing (Umbral Pidgin).

    Org:

    Other:


    News and Rumors:
    • Let holy dark spread all across the land.
    • The triumphant return of shadow!


    Spoiler: Bookkeeping
    Show

    Land Units: 4+2/6
    Naval Units: 0+1/3
    Passive Treasure Income: 0
    Treasure: 0/5
    Embassies:
    Technologies:
    Writing (Umbral Pidgin)
    Spoiler: Unit Breakdown
    Show
    • 2 Shade Conscripts
      1 Shadow Saboteurs
      1 Dark Riders


    Last edited by Silent_Interim; 2021-05-20 at 06:29 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.

  29. - Top - End - #149
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: EMPIRE! CotW IC

    New Republic of Margaritarum


    Ruler: Magister Ibn Jezzert


    Diplomacy: 2
    Military: 1
    Opulence: 10
    Faith: 10
    Intrigue: 2

    Actions

    Faith: convert R27

    Faith: Convert R29

    Opulence Buyout stone R52 tp2

    Opulence Buyout Mustangs R44 tp 1

    Opulence Glorious Invention O10: Carracks

    Requires: Wood, LSB shipwrights, or ships

    Provides: +3 to Sailing Range

    Treasure count 2 (+1)

    rollz


    Non actions

    Ruler turn over
    News & Rumours
    Last edited by Lleban; 2021-05-22 at 05:29 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
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    Spoiler: and giving
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    Spoiler: and giving some more
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    Spoiler: Metric tons of giving
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    Spoiler: Keep going
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    Spoiler: Suprise
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  30. - Top - End - #150
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: EMPIRE! CotW IC

    El Redención

    1. [Faith] Convert Region 204 to the Mandate, roll 14
    The Neighboring lands of El-Erodus were ripe for conversion, as despite their trade ties to El Redención they still followed a religion based around worshipping desert spirits.
    2. [Faith] Convert Region 108 to the Mandate, roll 16
    The Swarm Callers had always seemed like a fascinating religion, so intent on divine judgement as to visit it upon themselves. Experimenting with their ability to preach the word of the prophet to the people of Drenath, Apazia go to the Carcinian territories to persuade the Swarm Callers that there is time yet to save the world and that the swarm will naturally come when the Chorus bids it.
    3. [Faith] Convert Region 265 to the Mandate, roll 18
    It was a simple matter to convince the remnants of Uhlonna's children to follow their leaders in the order of Ered.
    4. [Faith] Convert Region 269 to the Mandate, roll 17
    It was a simple matter to convince the remnants of Uhlonna's children to follow their leaders in the order of Ered.
    5. [Faith] Convert Region 270 to the Mandate, roll 20
    It was a simple matter to convince the remnants of Uhlonna's children to follow their leaders in the order of Ered.

    Spoiler: Ruler Info
    Show
    Mariscal Arturo del Sanz

    D 7 • M 2 • O 5 • F 10 • I 5
    Improvements: None


    Non-Actions
    Spend one Lightsteel brotherhood favor to raise reputation to 3

    News and Rumors
    Spoiler: Foreigners listed for disappearance by El Redención (Secret IC but OOC I don't mind if you take a look)
    Show
    Yari-nat: Dara-Un plague-mage, listed for using magic to alter the minds of victims.

    OOC Note: this list just means we're keeping an eye on the above people. If you want to have them disappeared I'm happy to write that story with you, but until that happens or I take an action to try and take them out you can assume the Redención is either watching them or trying and failing to disappear them.


    Although the Mariscal does spend more and more time with Lo Sai, he seems somewhat afraid of making the first romantic move, much to the relief of the Redención agents, who privately quip ¨Never thought I'd be thanking the Prophet for cowardly leaders.¨

    The Mariscal does not reply to the poems directly, but he does send the Prince of Lauherria an invitation to go fishing, hoping to score some advice, or possibly even a wingman.

    The Department of Defense against Witchcraft is funded by the Redención in Manastone University, and offers classes on combating magic, primarily targeting Namari men but accepting others as well. Although natural suspects in the thefts of profane magic from Manastone University, El Redención publicly denies any involvement (if not their obvious approval).

    The Order of Ered's Inquisition is invited to send some candidates to learn the Ritual that transforms people into Oyende.

    Spoiler: Bookkeeping
    Show

    Land units: 1
    Naval units: 0

    Spoiler: Unit Descriptions
    Show

    Estepa Conscripts- 2000 men
    The Estepa conscripts are a militia recruited from the plains region of La Illopaña, that trains biweekly to fight under the command of the Oyende. Although armed with farming tools turned into rudimentary polearms and poorly armored, they are numerous.


    Treasure: 1

    Heroes: Isabella de la Llanura (8)

    Technologies:
    Animal Husbandry
    Aqueducts
    Printing (Idazketa)
    Sailing

    Trade posts: 2
    Region 255 Trade post 2: Iron
    Region 240 Trade post 1: Sword Blades
    Last edited by Potato_Priest; 2021-05-19 at 12:07 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

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