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Thread: EMPIRE! CotW IC

  1. - Top - End - #1
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default EMPIRE! CotW IC




    It has been one hundred years since Infestation Day, when the mysterious Swarm arose and rampaged across the world. One hundred years since the melody of the Call drove them away. The sounds of peaceful music appearing to drive them to madness. None know for sure what truly happened during those bygone days. Where did the Godchosen, mighty defenders of the world, go? Where did the Swarm come from, and what is this deliverance we were given? Many questions still remain to be answered, and many more have yet to be asked at all. To find the truth will require you to endure hardships, make sacrifices, and consolidate your kingdoms. To become an Empire!


    The Call is slowing down, its rhythm once heard gently on the breeze of each passing moment is now barely but a whisper, audible to only those who wish to hear it... and the swarm is coming back. Doubts are forming. Worries of a second infestation day are becoming more and more commonplace, as sightings of dark beasts and abominations beyond belief are beginning to pour in from the edges of the known world.


    "The world is not ready." She thinks to herself, observing the desecration of the World-That-Was. "And yet.. perhaps there is yet hope."



    ROUND ONE: BEGIN!
    Years 1 - 4
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

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

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

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    Default Re: EMPIRE! CotW IC

    The Umbral Accord
    (Round 1)

    Spoiler: Flag
    Show
    Actions:
    1. [Diplomacy]Host an Event: A Friendly Gathering Under Darkened Skies
      • Attempt to gift our version of Printing to all attendees.
      • Accept any techs offered to us.
    2. [Military]Raise a unit.
    3. [Military]Raise a unit.
    4. [Military]Raise a unit.
    5. [Military]Raise a unit.
      Originally, Kalathax planned to spread the word of darkness across Sebarca. Instead, he marshals vast swathes of Umbral forces, conscripting many to the Accord's cause. For what purpose, who can say...

    Embassy Actions:

    Non-Actions:
    1. Attend any events to which we are invited.
    2. Resist all unsupported buyouts.
    3. Support all conversions to the Shadow of Eternity; resist all other conversions.


    News and Rumors:
    • Let holy dark spread all across the land.
    • There comes word of a race of strange folk, grey web-making monkeys, sequestered in jungles to the North, dedicated to worship of the Godchosen. Could it be? Has the Accord found its ancestors, its originators? They refused the invitation sent by Kalathax to attend the gathering in Darkhome, but the Umbral leader quietly sends emissaries to the wild and untamed lands, hoping they will be welcomed and can return with information...


    Spoiler: Bookkeeping
    Show
    Leader: Kalathax, Child of the Accord
    • Diplomacy: 2
    • Military: 3 [=>5]
    • Opulence: 1
    • Faith: 5
    • Intrigue: 4

    Land Units: 0/6 [=>4/6]
    Naval Units: 0/3
    Passive Treasure Income: 0
    Treasure: 0/5
    Embassies:
    Technologies:
    Spoiler: Unit Breakdown
    Show


    Last edited by Silent_Interim; 2021-02-10 at 06:36 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.

  3. - Top - End - #3
    Titan in the Playground
     
    HalfTangible's Avatar

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    The Primus Imperium
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    Default Re: EMPIRE! CotW IC

    Le Royaume de Chanson
    Ruler: Seigneur Chastain du Chanson
    Round 1

    Territory: Drenath
    Regions: 137

    Spoiler: Ruler Information
    Show
    Current Stats

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

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


    Actions

    ---

    [Opulence 5 - Create a Bazaar in Region 137]
    Chateau Solide is the capital of Chanson, and its position immediately on the river makes it a strong hub for trade.

    [Military - Raise 1 troop]
    Establish the first Paragon regiment of Chanson, under Chevalier Launcet.

    [Military - Raise 1 troop]
    Establish the second Patron regiment of Chanson, under Chevalier Merle.

    [Diplomacy - Help Construct FaF Base - Region 113 - 1/3]

    [Diplomacy - Attend Event - Kraastmas Festival]
    • Trade/gift Aqueducts tech to all attendees.
    • Accept all gifted techs


    ---

    Nonactions:


    Rumors:
    -The Call grows quieter, despite many new voices rising to join the song...

    Spoiler: Saved Actions Workshop
    Show
    [Diplomacy - Establish Claim on 139 unless C'Nor takes it I guess - TN 12]



    Spoiler: Notes
    Show
    Army/Troops (start of round):
    Round 1: 0

    TPs:
    Bards (137 - TP1)

    GP:



    Spoiler: Technology
    Show
    Acquired/Created links:

    Name Effect Resource Req Slot
    Aqueducts +1 to stabilize None (Start tech) Civilian Tech
    Last edited by HalfTangible; 2021-02-20 at 11:54 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

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

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    Default Re: EMPIRE! CotW IC

    Acorn Kingdom (ACO)

    Flag

    Round Opener Posts

    Acorn Kingdom Posts

    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
    Mil 2
    Opu 1
    Fai 4
    Int 4

    Actions
    Dip Host The Kraastmas Festival
    Fai Build a FaF Base in region 127 1/3
    Fai Build a FaF Base in region 113 1/3
    (up for debate)
    Fai Build a FaF Base in region 127 2/3
    Fai Build a FaF Base in region 127 3/3
    Fai
    Fai
    Fai
    Int
    Int



    Subactions
    Trade Printing to everyone attending the Kraastmast Festival.
    Enter the stuff I get in return here.

    Nonactions

    Default Non-Actions
    Accept all trade gifts (treasures, techs, embassies, etc).
    Resist all unapproved buyouts.
    Resist all unapproved conversions.
    Support conversions to ???

    News and Rumors

    Army Stuff
    Army Count
    Military Techs Owned


    TP Stuff
    Treasure Count
    Opulence Techs Owned

    Owned TPs
    TPs in lands


    Regions Owned
    Region 127

    Religious Stuff
    Religion
    Holy Orders
    Artifacts
    Miracles

    Spoiler: Blizzard Witches
    Show

    Generally a worship of the winter elements, hoping for their mercy, and their help in stomping out their other enemies first. A vague belief in Zaleya von Luuvia is starting to form as the literal incarnation, with her domains generally being Winter + Afterlife + Wealth. Claemora, the current Acorn Princess, just so happens to also have her last name be Luuvia. It is probably not a coincidence that she promotes this idea of a potential deity she can claim royal blood from to cement her spot on the throne.



    (extremely bare bones, will flesh out later)
    Last edited by Epinephrine_Syn; 2021-02-08 at 01:57 PM.

  5. - Top - End - #5
    Dwarf in the Playground
     
    Imp

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    Default Re: EMPIRE! CotW IC

    Heganegiten de Gurina
    Region 256
    Enperatriz Ekilore
    Dip 4
    Mil 4
    Opu 2
    Faith 2
    Int 1
    +1 Dip, +1 Mil



    [Dip] Build FAF-base

    • The Fallen and Forgotten had long shown an earie knowledge on matters related to the old Godchoosen. Wishing to learn more the Tximeleta begin construction of a grand building in their honor.

    [Dip] Build FAF-base

    • Construction continues slowly as the schematics prove more complex than the larvae are used to, requiring careful management by the Tximeleta for every step.

    [Dip Attend the First Karlotian Council

    • Trade Aqueducts to AUK for Printing (Idazketa)
    • Trade Aqueducts to ELR for Sailing
    • Trade Aqueducts to OER for Animal Husbandry

    • The Quiet Choir visits their southern saviors and hear them share the wisdom of Fedea with steadfast voices. The other kingdoms seems less . . . receptive to the speeches and could do well with a few months of larvae duty.

    [Mil] Raise a Unit

    • As the swarm slowly returns the need so to do need for greater defenses. Multiple packs of frenzied larvae are merged, an army in the making.

    [Mil] Raise a Unit

    • Local prey becoming scarcer with the years and more hunting packs are trained, to cover larger grounds.


    Non-Actions
    • Support TTC buyout of a open Silk TP
    • Resist all other buyouts and non-Fedea conversions


    News and Rumors
    • Stuff


    Spoiler: Bookkeeping
    Show
    Clean slate
    Last edited by Torv; 2021-02-19 at 06:34 PM.

  6. - Top - End - #6
    Firbolg in the Playground
     
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    Brinstar Depths
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    Default Re: EMPIRE! CotW IC

    The Damned Fleet
    (Round 1)
    Admiral Archer presiding

    Spoiler: Flag
    Show
    Actions:
    1. [Diplomacy] Attend Event
      - Trade Sailing for Printing with the FIK
      - Trade Sailing for Mathematics with MAR
    2. [Military] Bring the Tempest, Admiral Archer's own flagship, out of drydock. We sail once more. [Raise 1 Naval Unit]
    3. [Military] Bring the Sea Ghost, under Mad Madam Marcie, out of drydock. Our fleet grows. [Raise 1 Naval Unit]
    4. [Military] Bring the Rosebud, under Lord-Captain Portermane, out of drydock. The refit is now complete. [Raise 1 Naval Unit]
    5. [Military] Build the coastal raider Arcadia Burning, under Dead-Eye Johnny. [Raise 1 Land Unit]

    Embassy Actions:

    Non-Actions:
    1. Attend any events to which we are invited.
    2. Resist all unsupported buyouts.
    3. Resist all conversions.


    News and Rumors:
    • The time to laze about is over. Replace the rotten timbers. Mend the sails. Replace the rigging. We sail once more!


    Spoiler: Bookkeeping
    Show
    Leader: Admiral Archer
    • Diplomacy: 2
    • Military: 4 => 6
    • Opulence: 1
    • Faith: 1
    • Intrigue: 3

    Land Units: 0=>1
    Naval Units: 0=>3
    Passive Treasure Income: 0
    Treasure: 0/5
    Embassies:
    Technologies:
    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.




    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; 2021-02-21 at 12:02 AM.

  7. - Top - End - #7
    Orc in the Playground
     
    OrcBarbarianGuy

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    Default Re: EMPIRE! CotW IC

    The City-state of Rutovir
    Region 250

    Spoiler: Leader
    Show

    Grandmaster of Commerce Raba-yan

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

    Projected stat increases: +2 Opulence
    No new ruler for next round.


    Actions:

    1. [Opulence 5] Create a bazaar - The Department of Penmanship
    While the creation of forgeries was a time-honored tradition in Rutovir, it had up to this point been practiced just by individual entrepreneurs. That was to change now. The first non-guild government institution is dubbed the Department of Penmanship, and all the best "artisans" are recruited into its ranks. Wills, land grants, contracts, confessions, incriminating letters... anything can be procured as needed. A division is also dedicated to studying the documents of other lands, so as to better emulate them.

    2. [Opulence] Buyout TP 3 of Iron in Region 255
    Raba-yan's prediction of the Karlotian Council being profitable proves true. A deal is struck with the Jenauak and Rutovir is allowed to acquire a portion of Harana de Profeta's iron production.
    Roll: 18 Success

    3. [Opulence] Buyout TP 2 of Lightsteel Sparkmasters in Region 254
    As soon as he hears of the Lightsteel Brotherhood's plea for employment, Raba-yan jumps on the chance. Innovation means new goods to sell, which naturally leads to more wealth.
    Roll: 12 Success

    4. [Opulence] Buyout TP 3 of Lightsteel Sparkmasters in Region 254
    Raba-yan's recruitment campaign benefits from Rutovir's proximity to the Scorchlands, meaning that the charcoal-gathering expeditions of the Sparkmasters become much easier to conduct.
    Roll: 16 Success

    5. [Military] Raise a unit
    The Dara-un are not particularly disciplined, skilled or brave soldiers; but there's a lot of them. A mischief of a thousand ratmen is raised for the defense of the city in these uncertain times.

    Nonactions:
    -Support AUK conversion of Region 250 Raba-yan keeps his end of the deal, and allows the Fedea missionaries to use the former temple of Riviter for their ends. His worship had been on a gradual decline anyway, with the faith being inherited from the city's previous occupants and no one but the Dara-un left to uphold it.

    News and rumors:
    -A few days after the delegation returns from the first Karlotian Council, Ereb-an is found dead in an alley. Cause of death: multiple stab wounds. Word on the street is that he couldn't afford to pay for all of the help he got during the skirmish in Bataherria. All he leaves behind is an exotic boat and a worn-down shoe, both of which are auctioned off.
    -In addition to hiring the Sparkmasters, Raba-yan starts looking within his own people for ingenuity to submit for membership of the Brotherhood. He tracks down a rumor of a member of the Doctors' guild performing some sort of experiments. He eventually finds Yari-nat, a journeyman within the guild. This would-be doctor has been collecting plague victims from the quarters hit by them in recent years. Instead of curing them he's been experimenting on them with some substances that have been theorized to have magical properties. As a result of his research he's managed to create a modified version of the plague. The victims grow greatly in size and power, but suffer from reduced intellect and increased aggressiveness. While they are not at immediate risk of death they'll likely have greatly reduced lifespans and often suffer from pains associated with the disease. While hardly a suitable candidate for the Brotherhood, Raba-yan surmises Yari-nat is both useful and better to keep supervised than left to his own devices. As such he is added to the Commerce guild's payroll. Perhaps these plague-feral Dara-un could be bred for war...

    Spoiler: Statistics
    Show

    Diplomacy:
    Cultural identities:
    N/A

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

    Heroes:
    N/A

    Technologies:
    N/A

    Opulence:
    Trade posts:
    Forgeries 250.1

    Resource requirement: Food (not met)

    Treasure 0/5

    Other items:
    N/A

    Technologies:

    Mathematics

    Faith:

    Official faith: N/A

    Previous rounds:
    N/A
    Last edited by OmnivorousOgre; 2021-02-20 at 05:22 PM.

  8. - Top - End - #8
    Firbolg in the Playground
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    England

    Post Re: EMPIRE! CotW IC

    Carcinidan
    Ruler: Paralith Diplomacy 5 Military 5 Opulence 4 Faith 1 Intrigue 4
    Round 1


    Actions
    End of Turn Ruler Increases: +1 Diplomacy, +1 Opulence
    1. Attend Event [Diplomacy] - Unrolled
      The invitation to visit another kingdom to the north was a pleasant surprise for Paralith. They were already recognising his efforts. This was good. Setting off northwards with a small group of his followers and a considerable supply of food, he began his efforts to engage the Carcini in diplomacy with the rest of the world.
    2. Establish Cultural Identity: Oceanic Dominion (2d8 for Expeditions) [Diplomacy 5] - Unrolled
      As much as the rest of Drenath and military action held potential, Paralith knew that letting his people indulge in their expansionist desires into territory held by others would eventually lead to more than they can handle - expansion and invasion required a careful hand guiding it. The sea, however, was a frontier he had no issue with letting the Carcini explore to their heart's desire, so he encouraged it, stating that ownership of the seas around their lands was their destiny and encouraging the people to take to their ships and map out the oceans for the good of Carcinidan. He just hoped something valuable came out of it.
    3. Recruit Hero [Military 5] - 7
      Just being strong enough to bring the various clans and family groups of the Carcini together under his rule wasn't enough. Paralith needed to begin integrating them into his rule to continue to forge a unified state. Giving other lords and influential families positions in his authority was the start of that. In particular, Cassivel, a known warrior among one of the bigger families, was given a special position above his peers. His duty was the Carcini's land military interests - to go out there, find opportunities for expansion and, with Paralith's approval, lead warbands out to claim land for the Carcini. He didn't see much opportunity for that in the immediate future, however, with Paralith's restrained policy tying his hands and the need to organise a military force.
    4. Expedition Westwards [Opulence] - 10
      Hearing Paralith's words, the first Carcini explorers set out from the ports of Great Carcinidan in their great ships, eager to carve out their part of the sea.
    5. Hoard Treasure [Opulence] - Unrolled
      Paralith's plans required more long-term thinking than the typical Carcini plot, and to that end he started acquiring the resource he thought he'd need in his plans, accumulating a small stockpile for use in future years.


    Nonactions
    • Resist all buyouts and conversions.
    • Offer Sailing to all in the event and accept all offered techs.
    • Recruiting Ingenuity: When it comes to science and technology, although the Carcini seem backwards in many ways one way they do stand out is their ships - mighty vessels, dwarfing most of the others on the water, built to accommodate the bulk of the average Carcinus and hold their possessions (a fair few being floating homes for the Carcini aboard them). With Paralith's blessing, one of the greatest of the Carcini shipbuilders, Ozid, famed amongst his people for building Paralith's own immense vessel, goes to join the Lightsteel Brotherhood, bringing the Carcini shipbuilding techniques and putting into services building cargo vessels much larger than those they previously had, and providing assistance to strength and reinforce their existing ships and designs and providing the aggressive, confident and boisterous Carcini attitude to discussions between the Brotherhood's artisans.


    News and Rumours
    While stories of strange crabmen (or monsters, depending on who told the story) had circulated among the peoples of the west of Drenath and further out since soon after the Swarm was driven away, for most of that century they hadn't been of much consequence. At most, their warriors and raiders were a concern for those who lived in the regions nearby to the stretch of coastline they called home, but most of their conflict occured internally as clans and warbands clashed with each other. In the last decade, that has changed, and a united nation has been formed and made itself known. Luckily, their leader Paralith seems more concerned with diplomacy than war for now, in constrast to most previous interactions people have had with the Carcini. So far, the common Carcinus has obeyed their overlord, but some of their neighbours are concerned about how long this will last - opinions are mixed about whether it'll fall apart because Paralith will show himself to be just as warlike as his warriors, or whether the desires of the Carcini warriors will outstrip their loyalty towards their ruler.

    Looking at the organisations making contact with the new nation, Paralith saw opportunity. The Lightsteel Brotherhood got his interest the most - their maps and navigation tools seemed like they would be very useful for his plans and his people clamoured for metals that he could not easily gain through military action, so he greeted their representatives personally, arranging for Ozid's departure into their ranks and laying the groundwork for future positive relations. The Flesh-Reavers got a positive response, particularly from the warriors of the Carcini who saw much of their own spirit in the gnolls, but for now Paralith kept them at arms length somewhat, allowing them in his lands but not making as strong a diplomatic approach as with the Brotherhood. He saw the value of their warriors, skills and technology, but Paralith's vision for Carcinidan didn't involve warfare this early so he didn't embrace their goals or listen to their calls for blood. Still, he began to make arrangements for the wealth they asked for - not to be presented as tribute, but as a gesture of respect between warriors and an offer to join them in glorious battle and plunder when the time was right and the Carcini began their conquest. The Fallen and Forgotten, meanwhile, didn't take much of Paralith's interest. He had no interest in putting the effort and resources into building them bases in his land, and their trinket, while interesting, would cost resources better put to use elsewhere. He is civil with them despite his disdain for matters of faith, not willing to burn bridges but not particularly encouraging any relationship between the two powers either.

    Statistics
    Units: 0 Military, 0 Naval
    Treasure: 0
    Spoiler
    Show

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

    Resources
    Required: Metals (not met)
    Crustaceans (119): 1 TP

    Regions
    Acea (119)

    Technologies
    Sailing Enables exploration and troop transport over deep water

    Heroes/Merchant Vessels

    Diplomatic Identities

    Embassies

    Artefacts
    Last edited by Volthawk; 2021-02-20 at 02:49 PM.

  9. - Top - End - #9
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: EMPIRE! CotW IC

    Round 1
    Dvergar of Fikta

    [The Elder, Konugs Riki]

    Region(s): 63

    Actions:
    1. [Military] Raise a Unit
      Establish the Guardians of Fikta, calling out for the toughest of Dvergar to help keep the bonfires lit.
    2. [Military] Raise a Naval Unit
      Establish a naval branch of the Guardians of Fikta. Dvergar do not much care for water, but will protect their shores.
    3. [Faith] Convert Region 62 (Roll = 17)
      .
    4. [Faith] Convert Region 73 (Roll = 16)
      .
    5. [Diplomacy] Attend Event
      .
      Spoiler: Event Sub-actions
      Show

      - Gift everyone Printing
      - Accept all other techs that the Fiktas don't already possess.

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


    Spoiler: News and Rumors
    Show




    Spoiler: Ruler Information
    Show

    The Elder, Konugs Riki D M O F I
    Current 1 4 2 5 3
    Starting Stats 1 4 2 5 3
    End of round 1 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Military, +1 Faith


    Spoiler: Kingdom Information
    Show

    Embassies:
    [LIST][*]None Yet

    Techs:
    • Printing [Eldhric Prose]


    Hero(es):
    • None Yet

      Units:
      • None Yet


    Last edited by Gengy; 2021-02-18 at 09:28 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

  10. - Top - End - #10
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: EMPIRE! CotW IC

    The Dvergar of í Kynding, Round 1

    News and Rumours


    [Diplomacy] Attend event
    • Give Construction to the Dvergar of Fikta
    • Accept Printing from the Dvergar of Fikta
    • Trade Construction for Mathematics with Margaritarum

    [Opulence] Buy Lumber TP2 from region 54 - 16: success
    [Opulence] Buy Enchanted Lanterns from region 67 - 10: failure
    [Opulence] Buy Star Jewels from region 73 - 11; failure
    [Opulence] Buy Hoverspice TP1 from region 58 - 13: success

    Non-actions
    • Oppose all buyouts and conversions except from the Dvergar of Fikta
    • Accept any embassies offered.


    Spoiler: Ruler
    Show

    Skorri Godmundson, Ringlord of the Five Forges

    Diplomacy 1
    Military 4
    Opulence 5
    Faith 1
    Intrigue 2

    Next round: +2 Opulence
    Last edited by Aedilred; 2021-02-18 at 12:08 PM.
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  11. - Top - End - #11
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: EMPIRE! CotW IC

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


    Actions:

    1. [Diplomacy] Host The First Karlotian Council
    The Apaiza Nagusia Karlota Degun desires to forge a great alliance of Fededunak across Kaal, and to that end, invites the highest rulers of the land to a Council of Faith.

    Spoiler: Subactions
    Show
    • Gift Printing to all attendees
    • Receive Sailing from El Redención
    • Receive Aqueducts from the Tximeleta

    2. [Military] Raise a land unit
    The Zaindariak recruit only those willing to subject themselves to the desperate conditions of the mountain peaks.

    3. [Military] Raise a land unit
    The glow of the forge shines brighter than the moon and stars as kukris and talwars are crafted for the soldiers.

    4. [Faith] Convert 250 to the Fedea: 14
    Karlota meets with an unexpected boon at her council; the rat-folk of the western coast. Though she is concerned that they may care more for gold and power than for the tenets themselves, the only way to know is to try, and missionaries armed with printed records of the Prophet's words arrive in Rutovir to proselytize.

    5. [Faith] Convert 253 to the Fedea: 15
    The mask-folk of the southern peninsula also seem open to the Fedea, and their geographical situation makes them important allies. Jenauak priests enter Jiidaanhinetjch in hopes of bringing the Three Courts out of their Ignorant Superstition.

    Nonactions:
    1. Resist all conversion attempts, except those to the Fedea
    2. Support El Redención buyout of unowned Iron
    3. Support RAT buyout of the other unowned Iron


    Spoiler: News and Rumors
    Show
    • The world at large....
      .



    Spoiler: Ruler Information
    Show

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

    Expected Stat Bonuses: Military +1, Faith +1


    Spoiler: Other notes
    Show

    Land units: 0
    Naval units: 0

    Treasure: 0

    Heroes:

    Favors:

    Resources controlled:
    • 255: Iron

    Techs:
    • Printing

    Translations:


    Cultural Identity:

    Tactical Doctrine:
    Last edited by Minescratcher; 2021-02-18 at 11:39 AM.

  12. - Top - End - #12
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: EMPIRE! CotW IC

    NPC Actions
    Round One



    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...



    A Packmother Rises - Though all of the Swarmskin-cloaked hordes of the Flesh-Reaver gnolls were deadly in combat, one from their ranks stood out for the sheer ferocity she showed in her fighting style, eschewing weapons altogether to rend the muscle and sinew of her foes with bare tooth and claw. The Flesh-Reaver leaders were quick to seize upon the potential that such a skilled fighter offered, snatching the enthusiastic initiate out of the rank and file of the hordes and designating her a Packmother, a personal servant of the Council of Tattered Banners itself, who answered to nobody but the highest-ranking Flesh-Reavers. Uraaghaagh’kh threw herself into her new duties with gusto, leading a series of shockingly brutal raids against near-defenseless lumberers and cementing her status as the most ruthless Flesh-Reaver outside of the Council in the process.

    [The Flesh-Reavers recognize Packmother Uraaghaagh’kh, a Hero with a score of 10!]

    Demands of Tribute - The sight of a band of gnolls approaching one’s city had almost always been the precursor to a grisly attack, but in recent months those bands that arrived in the kingdoms of Kaal, Drenath, and Sebarca came not to plunder and pillage but with a peaceful offer. Instead of raiding for loot, suggested the Flesh-Reaver ambassadors, the kingdoms could offer tribute to the gnolls in exchange for being spared from their Warpacks.

    [Until Round 5, any kingdom may use a Nonaction to give Treasure to the Flesh-Reavers. They will be rewarded with one Favor per Treasure donated, up to a maximum of two Favors.]

    Rewarded Aggression - Although the Flesh-Reavers had only been composed of gnolls in tradition, the Council of Tattered Banners was always on the lookout for those that shared their propensity towards warlike and violent behavior. Hoping, perhaps, to encourage a conflict that the Flesh-Reavers could use as cover for their usual raiding activities, it is announced that they will offer their support to those who seek to go to war with their neighbors.

    [The Flesh-Reavers will send two units of Gnoll Skirmishers to the aid of the first kingdom to invade another kingdom’s Capital Region. If that kingdom occupies the enemy kingdom’s Capital for at least three rounds, they will then receive two Favors.]



    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.



    The Seeing-Stone - Re-emerging from their self-imposed exile, the mysterious order known as the Fallen and Forgotten are eager to make allies among the newly ascendent kingdoms of the world. To this end, they produce the Seeing-Stone, an artifact forged by the Godchosen centuries ago, before the Fall. It is said that those who gaze into the stone can see to all corners of the known world, both in the past and present...

    [The Fallen and Forgotten reveal the existence of the Seeing-Stone, an Artifact that grants +1 to Investigations (excluding those involving the Godchosen or the Swarm). Until Round 3, players may make bids on the Seeing-Stone by offering a certain amount of Treasure. In the event of a tie, the highest bidders will roll opposed Diplomacy as a tiebreaker.]

    Reclaim the Ancient Lands - One unfortunate consequence of entering into hiding was the Fallen and Forgotten had lost their presence in the parts of the world where the heirs to the Godchosen had begun to flourish. Hoping to gain a foothold in these fast-changing lands, they request the building of three Shrines to the Lost, one each on Kaal, Drenath, and Sebarca. Those who display their loyalty in this fashion can be assured that they will not go unrewarded.

    [Until Round 3, any player that contributes an action to building a Fallen and Forgotten base will receive one Favor. The players who control the regions that the bases are located in will additionally gain +1 Reputation.]

    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.



    Recruiting Ingenuity - Unlike the Flesh-Reavers and the Fallen and Forgotten, the Lightsteel Brotherhood is always recruiting, with a particular focus on those with an eye for invention. Letters are dispatched to every corner of the world, inviting the cleverest craftspeople, engineers, architects, and artists to join the Brotherhood, ensuring that the order will continue to innovate far into the future.

    [Until Round 5, any player who submits a detailed description of a brilliant inventor, scientist, or artisan from their kingdom will receive one Favor, to a maximum of one Favor per kingdom]

    Unemployed Geniuses - Unfortunately, the resources available to the Lightsteel Brotherhood are too limited to provide funding to all the inventors in their organization. A plea goes out to the most creative and innovative kingdoms, requesting that the underfunded and unemployed Brothers be hired and put to work designing new, brilliant inventions for those who take them in.

    [The first player to control both unowned Trade Posts in Regions 28, 126, and 254 will receive 2 Favors and +1 Reputation from the Lightsteel Brotherhood.]

    Obtain Raw Materials - In their never-ceasing quest for new materials to experiment on, various factions of the Brotherhood discover the intriguing resources being produced by kingdoms and send their merchants to obtain samples of these resources to use in their works. The Shipwrights of Sebarca, unsatisfied with the lumber they currently use as frames for their spectacular galleys, begin experimenting with the Shadewood of Darkhome, which provides an excellent aesthetic contrast with the Lightsteel that makes up the chaotic melange of navigational equipment on deck. The Fletchers of Drenath discover that an alloy of Lightsteel and Kalacite gold is more malleable than the unadulterated metal and can be hammered into extremely thin sheets, ideal for replacing the feathers on arrow shafts. And in Kaal, the Sparkmasters, recognizing the superior combustive quality of charcoal from the Scorchlands, begin harvesting supplies of the fuel to power their excitingly unpredictable sparking, flaming, or exploding mechanisms.

    [The Lightsteel Brotherhood buys out Trade Posts 71.2, 109.2, and 259.2.]
    Last edited by Gaius Hermicus; 2021-02-20 at 12:17 PM.
    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

  13. - Top - End - #13
    Troll in the Playground
     
    mystic1110's Avatar

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

    Default Re: EMPIRE! CotW IC

    Region 75
    The Paukobez Clutter
    Current Leader: Yvrep, Cobweb Alpha
    Current Abilities: D4, M2, O2, F1, I3

    Credit to Gengy for Fixing my Banner
    Round 1

    Actions:
    1. DiplomacyRaise Organization Reputation with the Flesh-Reavers [Fail]

      The Nest-Pack looks out from its jungle canopies and sees a race that they can respect and learn to emulate. A couple of primachnids are sent to the gnolls to study the ways of the expert raiders

    2. DiplomacyRaise Organization Reputation with the Fallen and Forgotten [Success]

      A band of Paukobez skitter and crawl towards the Fallen and Forgotten to inquire as to why their former master had abandoned them and ceased to gainful employ them as their shadowy agents. The community of the clutter eagerly awaits the answer of these Mystics and Warriors – their reply will determine the course of the hive-troop.

    3. MilitaryRaise UnitA Shrewdness of Paukobez.
    4. MilitaryRaise UnitA 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-ŕh 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:
    • The Endless jostling for Cobweb Alpha never ends. The Paukobez swing from vine to vine to beat their chests and howl duel challenges at each other. They crawl underneath their silk nests, to slit their opponent’s throats or smother them in their sleep. Loyalty within Barrels and Colonies means nothing for the chance to be Alpha; Brood turn on their Progenitors, formerly docile Betas club Silverbacks. Will there a new Cobweb Alpha next round? NO - Yvrep stands strong!


    Spoiler: Counting the Strands and Fruits (Bookkeeping)
    Show

    Current Leader: Yvrep, Cobweb Alpha
    Stats: D4, M2, O2, F1, I3
    Stat Increases Next Round: +1 Dip, +1 Mil
    Web Territory (Regions): 75

    Units: 0

    Techs: Aqueducts

    Artifacts: N/A

    Other: N/A
    Last edited by mystic1110; 2021-02-10 at 12:24 PM.

  14. - Top - End - #14
    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: 5
    Military: 2
    Opulence: 2
    Faith: 1
    Intrigue: 5

    Actions for Round 1 [Rolls]
    • [Diplomacy] Colonize 112 (Success!)
      The land to the south of Namaichi is empty. Not because people never lived there, but because the swarm spared nothing and noone. The refugees that came from the region after its culling a century ago are eager now to return, and when explorers are sent into the area they find it to be safe now that the evil has abated. With the university funding their colonization, the old ruins of civilization are restored and the territory loyal to their organizing grows disproportionately larger. Talk begins of needing a sect of mages dedicated to keeping the lands under their protection safe from monsters and foes, but the leadership is slow to act on it for the desire not to be seen as a political rival to any nearby powers. At the end of the term, however, the notion passes and the effects will be seen in the following years.
    • [Diplomacy] Construct a Fallen and Forgotten Base in R113 (1/3)
      The mages of Manastone agree strongly with the creed of the FaF, and would see to it that they have a presence in Namaichi. With the aid of the tieflings, humans, and a few trogs, the progress on the cathedral that the mages wished to allocate to the org is restored in record time and with beauty thought lost for the last century. Coined the 'Church of Memory' it formally adopts the twelve archons faith upon opening such that it matches its inhabitants, who are now able to cooperate with the university in their efforts to restore ancient artifacts. Those who aided in the Cathedral's restoration have the gratitude of the mages, and they can expect their kindness to be repaid in time.
    • [Diplomacy] Improve Reputation with FaF (Success!)
      The shared goal to preserve ancient artifacts makes Manastone University and FaF surprisingly similar in both form and function. The difference between them being that manastone is localized, with its own territory, while the FaF are global and have multiple places that they operate from. While their base is built, Chansellor Sukui meets with their representatives and presents to them a number of older artifacts that the mages currently do not have the skill to restore. The gesture is well appreciated, and the two factions become closer.
    • [Diplomacy 5] Create a Cultural Identity: Lead by Example (2d8 to Pressing Claims)
      Manastone University has a long history as a meritocratic and mostly neutral establishment - and one to survive the swarm at that. (Even if the 'survival' may qualify only as a technicality.) As the factions of the world poke their heads out and consider expansion once more, the allure of magical secrets open to all with the aptitudes to learn them coupled with protection from injustice that the University offers naturally attracts willing adherents. The Chancellor and their second in command are chosen for their wisdom, virtue, and aptitude with the arcane, which gives the people a constant example of power and purity to look up towards.
    • [Diplomacy] Attend the Event
      - Event action: Give all attendees Mathematics
      - Receive all techs

      Agree to take 111 and 114 while leaving 115 and 135 for the Companions! Agreement lasts 8 rounds, and agree to accept companion faith.


    Non-Actions:
    Support Companion Collective conversions

    News and Rumors



    Spoiler: Stats
    Show

    Military Units: 0
    Naval Units: 0

    Regions Owned: [Namaichi 113]
    Total Regions: 1
    Land Unit Cap: 6 (6 Capital Unit Cap + 0 Other Regions * 2 + 0 Tech - 0 Vassal Status)
    Sea Unit Cap: 4 (3 Base + 1 Coastal Regions)

    Cultural Identities:


    Holy Artifacts:


    Military Technologies:


    Heroes:


    Opulence Technologies:
    Mathematics: +1 to Buyouts (No Requirements)


    Regional Benefits:
    Namaichi, Drenath (113) [None]

    Secrets Whispered: 0
    Embassies:

    Resources controlled:
    [Manastone, Namaichi (113)]
    Passive Treasure Income: 0
    Treasure: 0

    Rep:


    Last edited by Zayuz; 2021-02-20 at 03:10 PM.

  15. - Top - End - #15
    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
    Ashu, Elder of Half-Truths
    Dip: 3
    Mil: 5 +1
    Op: 5 +1
    Faith: 1
    Int: 4

    N&R:
    -


    Actions:
    Op 5: Create Merchant Vessel
    The lust for new and shiny things that the sea may hold drives the Kupua to Set their sights on the vast blue ocean for fortune. The Nat'hu is the first vessel of its kind that the Kupua have constructed. It is longer and more filled out than their typical sailing vessels, designed to store large amounts of cargo. New fortune awaits them
    Mil 5: Tapu, The Masked (8)
    Tapu, the son of the youngest elder, was lost to the sea when he was just a child until years later when he washed ashore and was taken in by an old Kupua mask maker named Eku. Eku raised him, teaching him the skills he would need to become a great warrior. When he was old enough to be on his own, Eku gave him a mask he had made that was carved from a scale of Aka’naloa himself. The mask shifts to match Tapu's mood and enhances his natural abilities. The mask has many secrets Tapu has yet to discover
    Op: Explore the Ocean to the West of 247 Fail
    Mil: Raise Unit
    Int: Secret OooOOoOOoohhh shiny! Fail
    Rolls
    Nonactions:

    Spoiler: General Information
    Show
    Region Count: 1
    Units: 0 +1
    Naval Units: 0
    TPs: 247(Kupa Gold),
    Treasure: 0
    State Religion:

    Spoiler: Techs and Bonuses
    Show
    CI:
    Permanent CI:
    Tac Doc:
    Permanent Tac Doc:
    Faith Bonuses:
    Tech:
    Sailing:Permits actions to affect regions over a single deep water border
    Last edited by Ivor_The_Mad; 2021-02-15 at 06:06 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?

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

    Join Date
    Jan 2021

    Default Re: EMPIRE! CotW IC

    Companion Collective

    Spoiler: Flag
    Show

    Spoiler: Ruler
    Show
    Felix Silvermane
    Diplomacy: 2
    Military: 2
    Opulence: 4
    Faith: 4
    Intrigue: 1

    Actions:
    1. [DIP] Attending Kraastmas Festival and indulging in trades
      Accepting all trades for technology offered.
    2. [FAI] Conversion Attempt on 111 {Failed}
    3. [FAI] Conversion Attempt on 127 {With Support - Failed}
    4. [FAI] Conversion Attempt on 113 {Support provided - Failed}
    5. [DIP] Establish a Claim on 111 {Failed}
      Spoiler: Kli and Cal
      Show
      The Silvermane Twins head to the lands across the river in an attempt to convert the followers of the Gods of the Salty Shore to their beliefs. While preaching they hear concerns of the inhabitants of the region in an attempt to make formal diplomatic bonds with the Companion Collective


    News and Rumors
    • The youngest kit of Felix Silvermane, Raine Silvermane, has been confirmed as his heir through Ultimogeniture inheritance!
    • Spoiler: The Kits of Felix Silvermane
      Show
      Bretha
      The oldest of the first litter of Felix's kits Bretha's silver-red frame was an imposing figure of her own. Easily at three and a half feet to her shoulder she scarred fur showed her proclivity for fights.
      Jelai
      The second oldest and last surviving kit of Felix's oldest litter was much more of his mother in frame. Akin to a normal foxes proportions his red and white fur showed nothing of the notorious Silvermane striping. He joked that it allowed him to pass unnoticed and get away with things that his siblings couldn't.
      Kli & Cal
      The 'twins' as they are referred to by the Silvermane court are almost indistinguishable from each other. Both have pure silver pelts and are around 3 ft to shoulder. Pious as can be both are adherents to ancestor worship, some say they may even share the same soul.
      Raine
      As the youngest of the kits Raine is the heir apparent to the Silvermane throne. Her stature is similar to her father's but her pelt has her mother's reddish tinge with the Silver streak of her father.



    Non-Actions:
    1. Resist Buy-outs
    2. Resist non-Ancestor Worship Conversions
    3. Receive all technologies given and provide Sailing in return @ the Kraastmas Festival
      Spoiler: Received Techs
      Show
      • Printing
      • Aqueducts
      • Mathematics
      • Animal Husbandry


    Spoiler: Mechanics
    Show
    Diplomacy:
    Cultural identities:
    N/A

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

    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


    Faith:

    Official faith: Ancestor Worship (not organized)

    Previous rounds:
    N/A
    Last edited by SerakHawk; 2021-02-14 at 09:25 PM.

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

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: EMPIRE! CotW IC

    El Redención

    1. [Military 5] Create hero. Roll 8
    Isabella de la Llanura, a young cleric who gained fame for her heroic role helping Preguntator Arturo del Sanz in stopping the Soldania witch plot, takes the oath and undergoes the initiation to become an Oyende, giving up her desires.
    2. [Opulence] Buy out open TP2 for Iron in region 255, Harana de Profeta, with support. Roll 13
    Illopańan merchants are impressed with the quality of Jenauak iron, send caravans into the mountains to purchase it, hoping to sell the metal at a significant markup to Illopańan smiths for the making of vacío blades.
    3. [Opulence] Raise 1 Treasure
    Taxes on imports and on wealthy merchants are collected by the Redención.
    4. [Diplomacy] Reduce reputation with the Fallen and Forgotten
    The Redención sends a formal envoy to the Fallen and Forgotten issuing a warning: the seeking stone is dangerous and may turn those who use it into Barchato. For the sake of safety, it should be turned over immediately to the Redención for disposal.
    5. [Diplomacy] Attend the First Karlotian Council
    Juan de la Banca, the aged Mariscal, braves the long and arduous pilgrimage to La Harana de Profeta to meet with the other followers of the Prophet for the first time.
    Spoiler: Event Subactions
    Show
    Give Sailing to Aukeratutako Berria and Heganegiten de Gurina
    Accept Aqueducts from Heganegiten de Gurina
    Trade Sailing to the Last order for Animal Husbandry


    News and Rumors
    Arturo del Sanz is devastated by Isabella Llanura's decision to become an Oyende. Tavern ballads throughout La Illopańa describe the two young adventurers as romantically entangled, and Arturo's easy to discern dejection and anger when Isabella travels into the Amarteras to become an Oyende confirms it. He puts his anger into his work, however, and finds and executes no less than twelve barchato in the year that she spends in seclusion.


    Spoiler: Ruler Information
    Show

    Mariscal Juan de la Banca, age 64
    Stats
    Diplomacy 1
    Military 5
    Opulence 3
    Faith 2
    Intrigue 2

    Attribute improvements: Diplomacy +1, Opulence +1

    New Ruler next round! Arturo del Sanz
    Stats (before attribute improvements from this round)

    Diplomacy 3
    Military 2
    Opulence 3
    Faith 5 (4+1)
    Intrigue 5 (4+1)



    Spoiler: Bookkeeping
    Show

    Land units: 0
    Naval units: 0

    Trade posts: 1
    Region 240 Trade post 1: Vacío Blades
    Last edited by Potato_Priest; 2021-02-18 at 04:41 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  18. - Top - End - #18
    Ogre in the Playground
     
    Lizardfolk

    Join Date
    Jan 2014
    Location
    On the Internet

    Default Re: EMPIRE! CotW IC

    Scorchlands, Round One
    King Borislav ' the Ashen'

    Actions
    1. [Military] King Borislav, leveraging the growing unrest in the Scorchlands, announces an upcoming campaign to assert the authority of the Ashen over the regions in the plains to the northeast. A number of restlessly eager warriors heed his call, convinced that only carnage can bring them pleasure and fulfillment. (Raise one unit)
    2. [Military] More numerous than the sycophantic devotees of Borislav are a significant portion of bored cynics looking for any activity whatsoever to occupy themselves. While misgivings could be had about the viability of an army with deficient passion, their boredom does not seem to lead to cowardice in practice combats. (Raise one unit)
    3. [Military] Opposite to the cynics are the fanatics, Ashen who are fully convinced that Dimitrov's hellfire was a blessing that has turned the Ashen into the ultimate lifeform. It is only natural that the superior beings reign over the weak, and their only complaint about Borislav's designs for the continent are that he didn't start sooner. (Raise one unit)
    4. [Military] Arming these factions has proven to be a great undertaking, met by the blacksmiths who craft blades of obsidian for Borislav's army to wield. They keep the finest weaponry for themselves, giving them an edge which makes up for the greater skills of their colleagues but engenders resentment from those who believe they can benefit more. (Raise one unit)
    5. [Opulence] A small band of Ashen, uninterested in the King's dreams of conquest, have struck out southwards to probe into the lands beyond their own. The region they enter does not take kindly to the incursion at first, but warms up upon establishing communication in a common tongue. While the Ashen take great interest in the local berry industry, they lack the organization (and means of financial exchange) to secure a legitimate deal for the resource. They depart emptyhanded, but some among them hope to return in the years to come. (Buyout TP 1 of Region 258; Roll: 11; FAILURE)


    Nonactions
    • A lone herald is sent to the Karlotian Council, to speak the King's words. A more thorough delegation is considered but ultimately discarded, as the Ashen have nothing to gain from anything more than a simple announcement.


    News and Rumors
    • Numerous Ashen, mathematicians in their former lives, have coalesced in a small sector of the Scorchland's nameless capital. With their combined knowledge they have managed to formalize a mathematic system inspired by the geometric layout of the ruins around them, however in lieu of a language to write with it has been a strictly oral process. Dubbing themselves as the Society of Numbers, they have taken it upon themselves to act upon the Ashen quest for purpose independently of Borislav's charted course of conquest. As a first step, they have attempted to open up economic overtures with surrounding regions, undeterred by the lack of progress in Region 258.
    • Any observers paying attention to the movement of the Ashen would have little difficulty noticing the heavy buildup of armed troops on the northern border with [Region 262]; the people of the northward region have undoubtedly also taken notice, prompting the local chieftains to raise their levies and prepare defensive positions. It is unclear when exactly the situation will ignite, but judging by King Borislav's eagerness for bloodshed it will not take much longer.
    • Within the Scorchlands, the Fallen and Forgotten certainly live up to the second half of their name. The Ashen bear no innate reverence for the Godchosen or the Call, having only patchy memories of the former and (in their mind) no need for the latter. To the single-digit number of Ashen petitioners who attempt to advocate in favor of interacting with their current contests, King Borislav's only reply is a hearty laugh.
    • The Lightsteel Brotherhood, meanwhile, is a far more pressing issue. The uninvited intrusion of a party (other than those invited by the Herald at the religious event) would be enough to prompt some annoyance alone; the unauthorized harvesting of native resources only makes the situation worse, especially in the face of the Society of Number's attempts to cooperate with the rules of neighboring realms for their own endeavors. After briefly toying with the idea of marching south to show these upstarts who they're dealing with, King Borislav decides against delaying his favored conquests and grants the Society of Numbers full authority over foreign policy as it relates to dealing with the Brotherhood. Their immediate decision to ban the Brotherhood from learning the old Ashen mathematics may be superfluous, but is viewed as a lenient response in light of the unsanctioned nature of the charcoal expeditions. The Society also bars its members from joining with the Brotherhood, so their Recruiting Ingenuity mission will be explicitly rejected until they are willing to meet with the Society and discuss terms to legitimize their unlawful presence.
    • Since the Scorchlands aren't exactly a bounteous land and the residents notably lack flesh to reave, there hasn't been much interaction with the Flesh-Reavers over the century since Dimitrov's inferno. Their pompous declarations are viewed as a poor imitation of the Ashen style, and as such their request for tribute is not taken seriously by King Borislav. "Clearly," he declares to his court, "they should be the ones paying tribute to us!"


    Spoiler: Stats
    Show
    Borislav's rolls
    Stat Value Increase?
    Diplomacy 3 -
    Military 4 +2
    Opulence 3 -
    Faith 1 -
    Intrigue 2 -
    Military unit count: 0
    Generals:
    • None

    Spoiler: Regions
    Show
    Region Name Region Number Resource Religion Center Status
    Scorchlands 259 Charcoal Open Capital

    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 Mathematics - +1 to Buyouts

    Spoiler: To-Do List
    Show
    -annex the continent
    -btfo Rolep
    -Figure out how to rebrand back from moose themes to cow themes
    Last edited by moossabi; 2021-02-18 at 04:06 PM.

  19. - Top - End - #19
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
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    Maine
    Gender
    Male

    Default Re: EMPIRE! CotW IC

    The Three Courts
    Years 100-103 PC
    Region 253 - Jiidaanhinetjch
    Najaabaa Hiiheyeinaukhut
    Diplomacy 2
    Military 2
    Opulence 4
    Faith 1
    Intrigue 4


    Actions


    1. [Diplomacy?]Begin work on a Temple to the Lost in Jiidaanhinetjch


    2. [Opulence] Buyout TP2 for Silk in Antzua (256) w/Support [Rolled: 11]


    3. [Opulence] Explore east of region 254 [Rolled: 15]


    4. [Intrigue] Steal Animal Husbandry from the Order of Ered [Rolled: 9]
      It does not take very long to deduce that the slender, masked figures and strangely dressed folk seen throughout New Eredonna in recent months are agents of the Courts - though they seem set not on violence, but rather discussion and recruitment of some of the Order's best and brightest stablemasters and griffon-riders. Troubling, to be sure...

    5. [Intrigue] Secret Action [Rolled: 13]
      In the Scorchlands, strangers that none can recall descriptions of mingle, and bands of Ashen with strange accents travel from community to community as traders...




    Non-Actions


    News and Rumors
    Last edited by Rolepgeek; 2021-02-20 at 02:53 PM.
    Sincerely,
    Role P. Geek

  20. - Top - End - #20
    Ogre in the Playground
     
    zabbarot's Avatar

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    Jan 2013

    Default Re: EMPIRE! CotW IC

    Eiginkonur Öskjunnar
    Wives of the Caldera
    Round 1

    Leader: Overseer Fisc Hraundöttir
    Region(s): 129

    News and Rumors
    • After a century of preparation and rebuilding, Overseer Fisc Hraundöttir finally gives the order to breach the main gates of Há Smíđa. The gates had been open a hundred years ago when the swarm came from the depths. Trade had flowed freely in and out of the mountain. They had only been closed after the eruption by the survivors to keep looters away until they were ready to start the work of reclaiming the deep city.

      Within the massive entry way the scars of the eruption were still visible. Slow cooled rivers of rhyolite marred the ancient masonry and ran nearly to the massive gates. The work began to carve the young volcanic stone away from the ancient hall in earnest. It took nearly a month to reach and pry open the doors of the gate armory.

      The armoury was in shambles. Parts of the ceiling had melted and collapsed leaving most of the room buried under rubble or volcanic stone, but there was some glimmer of hope. Some of the skjallrisa, the towering ancient war machines of Há Smíđa, were visible only partially buried by obsidian rubble. The order was given to extract them at once.
    • Meanwhile slower work began to rejoin the forge village with the rest of the sealed mountain. Miners and masons went to work excavating and repairing the stairways that led deeper into the mountain. The first goal was to reach the gate village so they could stop using the dangerous outer paths down the mountain. After that, the plan was to restore the lifts and depots so they could begin hosting foreign merchants and trade. These were the first steps in reopening Há Smíđa to the world.

      It wasn't until the initial excitement over unearthing the skjallrisa had died down that the stairway crews really had a full workforce. After nearly four years of constant work the forge village was reconnected to the main gate, and the grand entry way of Há Smíđa was restored significantly, though it was more utilitarian than it had once been. The passages into the gate village remained sealed behind a wall of volcanic stone.


    Actions:
    1. [Military 5] Create a Hero (8!)
      Mćja Fiscdöttir, third daughter of Overseer Fisc, led the way into gate armory. It was she who found the ancient war manuals and began activating the skjallrisa as they were excavated. For a century the military of Há Smíđa had only been a simple militia, but that would not be enough to reclaim the deep city. As the current head of the militia, Mćja Fiscdöttir was granted the rank Field Captain, in charge of battles beyond the gates.
    2. [Faith 5] Create an Artifact
      TBD
    3. [Military] Create a unit
      Skjallrisi Dúrnir, who had stood guard at the mighty gates of Há Smíđa for centuries, was the first to be excavated. It's shining exterior was untouched by corrosion even after a century in the dark. It was truly a testament to dwarven craft. Freed and reunited with it's gleaming warax, Skjallrisi Dúrnir was ready to march against the foes of Há Smíđa again.
    4. [Military] Create a unit
      Skjallrisi Járnsaxa was the next to be unearthed. It's name was almost a joke for it's weapon was not iron, but steel, and hardly a dagger, measuring nearly twice the height of a dwarf.
    5. [Military] Create a unit
      Skjallrisi Kráka was the last of the easily excavated war machines. It was a not as broad as Dúrnir or Járnsaxa, but it stood significantly taller. It's long legs had been designed for scouting. The excavation crew had been particularly delighted to find that the mechanisms that loaded and fired it's massive crossbow were intact.

    Non-Actions:
    • Contest all unsupported conversions.
    • Contest all unsupported buyouts.





    Spoiler: Ruler Information
    Show


    New Ruler Next Round
    Runa Fiscdöttir

    Expected Stat Increase: +2 Military


    Spoiler: Kingdom Information
    Show

    Embassies:
    • None Yet


    Techs:
    • Construction


    Hero(es):
    • None Yet


    Units:
    • None Yet


    Last edited by zabbarot; 2021-02-20 at 01:42 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  21. - Top - End - #21
    Bugbear in the Playground
     
    Lleban's Avatar

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    The Astral Plane!!!
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    Default Re: EMPIRE! CotW IC

    Kingdom name: New Republic of Margaritarum


    Ruler: Magister Ibn Jezzert


    Diplomacy: 2
    Military: 1
    Opulence: 4 (+1)
    Faith: 5 (+1)
    Intrigue: 2

    Actions

    Faith: Artifact: Encylopedia Esoterica: effect, (+1 to buyouts, +2 to buyouts in regions with Alchemy HC's)

    Written in Tazmat script, the Encylopedia Esoteria is an all-encompassing tome dedicated to charting the worlds various items of flora, fauna, and materials in exhaustive detail. Clocking in at about 4000 pages this book is an intergenerational work filled with notes, commentaries, and treatises on its impressively wide subject matter.

    Faith convert R54 roll 8

    The Alchemist proselytized where few wander, the temperate islands of the damned fleet spreading word of the great mysteries.

    Opulence Buyout Tp 2 of R28 roll 15

    The New Republic claims the expertise of the Lightsteel shipwrights to build a new merchant fleet.

    Opulence Buyout Tp 3 of R28 roll 11

    DIplomacy Event
    • Trade mathematics for printing with The Dvergar of í Kynding
    • Trade mathematics for construction The Dvergar of Fikta
    • Trade sailing with The Damned Fleet


    News & Rumours[*] An influx of dvergar scholars, writers, and machinists have arrived in Margaritiarum as part of the ongoing revitalization project. Over the past four years, they have built a distinct neighborhood containing many of the amenities a Dvergar would find necessary.
    Last edited by Lleban; 2021-02-20 at 10:45 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
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    Spoiler: The gift that keeps on giving
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  22. - Top - End - #22
    Dwarf in the Playground
     
    Ausar's Avatar

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

    Round 1, Years 1-4 in the reign of Grand Seneschal Sir Revain


    Region 238

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

    Actions:

    1. (Opulence) Buyout region 263 (1): [16]

    2. (Opulence) Buyout region 266 (1): [12]

    3. (Diplomacy) Attend The First Karlotian Council
    - Accept Printing
    - Offer Animal Husbandry for Aqueducts, Construction, Mathematics

    4. (Faith) (5) Complete a Chapterhouse of the Last Order of Eredivistus in region 238.

    5. (Faith) Convert region 265 to Uhlonna's Children: [13]

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

    News & Rumours

    Spoiler: Kingdom Admin
    Show

    0/6 land units
    0/0 naval units

    TP's:
    238 (1) Griffons

    Technologies:
    Animal Husbandry (+1 to Dip & Opu exploration)
    Last edited by Ausar; 2021-02-08 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.

  23. - Top - End - #23
    Ogre in the Playground
     
    AlexanderML's Avatar

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    Default Re: EMPIRE! CotW IC


    Kalacite Kingdom
    Ruler: King Tuleos Kalacite (D-3 M-5 O-4 F-2 I-1)
    Round 1

    Actions:

    Expected End of Turn Ruler Increases: +1 Mil +1 Opu

    1. Attend Event [Diplomacy] - ??? [12]
    King Tuleos was incredibly pleased when an invite to the northern lands festival was found in a stream just south of the northern border. Tuleos spoke about it for days, about who should go attend, what routes to take, and whatever instruction he could in Humanoid Interaction. Eventually one morning prince Yirol, annoyed by the time it was taking to assemble enough individuals up to the king's expectations, grabbed the only one available that early in the morning and told two other random citizens to escort them to the festival. When King Tuleos heard about this and asked how Yirol thought things would go with such underprepared diplomates he responded with a shrug and 'Don't worry about it.'

    2. Buy-Out Trade-Post 109.3 [Opulence] - failure [10]
    With the sudden and unwelcomed intervention of the Lightsteel Brotherhood in the Kalasite Kingdom's gold mining industry, King Tuleos makes efforts to centralize the remaining independent kalasite gold mines.


    3. Expedition (South of 109) [Opulence] - success [11]
    Fluff to be added shortly

    4. Raise Military Unit (Land) [Military] -unrolled
    Fluff to be added shortly

    5. Recruit Hero [Military 5] - [9]
    The late Queen had put a great deal of effort into obtaining a dead troll corpse intact enough to be made into a kalasite, intending for him to be king when she passed. Yet as the large powerfully built child's mind grew he was named Yirol and became a fiercely independent person; unwilling to take up the reigns of rulership. Instead he insisted that he be able to explore unknown lands and fight 'evil', this lead to no end of arguments with the Queen till the very day she died. With Tuleos's ascension to the throne Yirol's been given permission by his brother to do as he pleases so long as it helps the kingdom and he visits at least once every four years.

    Sub-Actions:
    Spoiler
    Show
    Give Animal Husbandry tech to all those attending the Kraastmast Festival.


    Non-Actions:
    Spoiler
    Show
    Accept all tech offered.
    Resist all conversions or buy-outs.


    News and Rumors:
    Spoiler
    Show
    To be done later.


    Statistics:
    Spoiler
    Show
    Units(0/6): 0 Land 0 Naval

    Resources:
    Required: Bodies (Not met)
    Available: Gold (109/1 TP)

    Regions:
    109 (Grey Plains)

    Technologies:
    Animal Husbandry: +1 to Opulence and Diplomacy exploration.

    Diplomacy:
    Last edited by AlexanderML; 2021-02-13 at 03:41 PM.

  24. - Top - End - #24
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Sep 2017

    Default Re: EMPIRE! CotW IC

    The Karlik
    Leader - Mori Spelogiya

    Round 1

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

    Actions:
    1.
    2.
    3.
    4.
    5.

    Dice Rolls

    Non-Actions:
    Resist all buyouts and conversions

    New Ruler Next Round: No


    Leader Stats Round 2:
    Diplomacy -
    Military -
    Opulence -
    Faith -
    Intrigue -



    Spoiler: Record-Keeping
    Show

    Units:
    Naval: /3
    Land: /6

    Technologies:
    Construction

    Trade Posts:


    Ruler Age:
    30/110

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

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    Dec 2016

    Default Re: EMPIRE! CotW IC

    End of Round One
    Last edited by SOSDarkPhoenix; 2021-02-21 at 02:27 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

  26. - Top - End - #26
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: EMPIRE! CotW IC

    ROUND TWO: BEGIN!
    Years 5-9
    Don’t forget to link to any rolls you make for ANY Attribute checks!
    Good luck!

    Rules Alerts and Changes!

    • Pending...

    Growth!
    None!
    Ruin!

    • After concluding the gathering under darkened skies, Kalathax, Child of the Accord proclaims that the time has not yet come, and the world is unprepared for the dark to fall. Seemingly at his very command, the shadows of the Umbral Accord vanish into the darkness from whence they came, leaving Darkhome once more an empty land. Those humans who once dwelt there disappear with their Umbra benefactors, and an eerie quiet settles upon Darkhome… Yet those who listen may still hear their whispers beyond the veil. [The Umbral Accord has dispersed! Region 71 becomes Wilderness!]

    Claim!
    None!
    Colonize!

    • Region 112 is Colonized by Manastone University!

    Heroes!

    • Cassivel is recognized as a hero among Carcinidan! (7)
    • Isabela de la Llanura is recognized as a hero by El Redención! (8)
    • Mćja Fiscdöttir is recognized as a hero among the Wives of the Caldera! (8)
    • Tapu the Masked is recognized as a hero among the Kupua! (8)
    • Yirol is recognized as a hero among the Kalacite Kingdom! (9)

    Quest!
    None!
    War!
    None!
    Terror!

    • The frozen tundra that surrounds the Acorn Kingdom has long gnawed at the edges of their lands, howling and biting winds that threaten to blacken and blight any appendages left exposed to the harsh gales. However, as the troglodytes and humans go about their day, a strong gust of warm wind rushes down from the far north, melting layers of the snow and ice in a miles-wide cone. The warm breeze continues for months, but no gust is as sudden or hot as the first. [Stirring: Something stirs in the north of Drenath, unnaturally warm winds blow down from the tundra.]
      -
    • In Sebarca, the great firebird Eldhraddin is seen flying in increasingly erratic patterns in the far west! Dvergar scholars note the behaviour as odd, but without further information, not much can be done. [Stirring: Eldhraddin, defender of the Godsrealm, is agitated. It senses something on the horizon.]
      -
    • Scorched bones and charred animal carcasses have begun to be found all across Kaal, with no clear explanation as to what killed them. What’s worse, these corpses show no sign of being consumed, but merely burned and gutted… Whatever killed these beasts is doing so for sport. [Stirring: The fauna of Kaal, already sparse, is dwindling further! Something new has entered the plains, and the wildlife is paying the price for it.]

    Organizations!

    The Fallen and Forgotten
    • A FAF base is constructed in Region 113 by the Acorn Kingdom, Manastone University, and Le Royaume de Chanson! Manastone University’s reputation increases to (1)! Chanson, Manastone University, and the Acorn Kingdom each gain 1 FAF Favor!
    • A FAF base is constructed in Region 127 by the Acorn Kingdom! The Acorn Kingdom’s reputation increases to (1)! The Acorn Kingdom gains 1 FAF favor!
    • The Paukobez Clutter increases their reputation with the FAF! (1)
    • Manastone University increases their reputation with the FAF! (2)
    • El Redención reduces their reputation with the FAF! (-1)


    The Lightsteel Brotherhood
    • The City-State of Rutovir obtains both Trade Posts of Lightsteel Sparkmasters, increasing their reputation by 1 (1)! Rutovir gains 2 LSB Favors!
    • Ozid of the Carcini joins the ranks of the Lightsteel Brotherhood! Carcinidan gains 1 LSB Favor!


    The Flesh-Reavers
    Investigate!
    None!
    Trade!

    • Le Royaume de Chanson constructs a Bazaar in Chanson (137)
    • The City-State of Rutovir constructs a Bazaar in Agrantir (250)
    • The City-State of Rutovir buys out a Great resource of Iron from Region 255
    • The City-State of Rutovir buys out a Great resource of Lightsteel Sparkmasters from Region 254
    • The City-State of Rutovir buys out a Great resource of Lightsteel Sparkmasters from Region 254
    • The Dvergar of í Kynding buy out a Great resource of Lumber from Region 54
    • The Dvergar of í Kynding buy out a Good resource of Hoverspice from Region 58
    • El Redención buys out a a Great resource of Iron from Region 255
    • The New Republic of Margaritarum buys out a Great resource of Lightsteel Shipwrights from Region 28
    • The Order of Ered buy out a Minor resource of Dreadboars from Region 263
    • The Order of Ered buy out a Good resource of Stone from Region 266
    • The Kupua of the Hidden World construct a Merchant Vessel!

    Conversion!

    • The holy sites in regions 62 and 73 have been converted to Eldhri!
    • The holy sites in regions 250 and 253 have been converted to the Fedea!
    • The holy site in region 265 has been converted to Uhlonna’s Children!
    • A Holy Order of Uhlonna’s Children has been established in Region 238, Chapterhouse of the Last Order!

    Wonder!

    • The Wives of the Caldera have created an Artifact! [Artifact Created: Kóróna af Skjallrisa. +2 to Tactical Maneuvering for equipped hero/ruler.]
    • The New Republic of Margaritarum has created an Artifact! [Artifact Created: Encyclopedia Esoterica. +2 to buyouts in regions the owner has converted.]

    Discovery! Map!

    Spoiler: Sebarca!
    Show


    Spoiler: Kaal!
    Show
    • Region 235 has been discovered by the Three Courts. It has a Good resource of Alpacas, a Holy Site dedicated to the Swarm-Caller’s Creed, and 2 units of native defenders!
    • Region 234 has been discovered by the Three Courts. It has a Minor resource of Saltpetre and is a Wilderness region.




    Spoiler: Drenath!
    Show
    • Region W14 has been discovered by Carcinidan. It has a Great resource of Mussels!
    • Region 108 has been discovered by the Kalacites. It has a Minor resource of Nickel, a Holy Site dedicated to the Swarm-Caller’s Creed, and 3 units of native defenders!


    Other!

    • Manastone University establishes a cultural identity for pressing claims! [Lead by Example]
    • Carcinidan establishes a cultural identity for expeditions! [Oceanic Dominion]
    Last edited by SOSDarkPhoenix; 2021-02-21 at 11:41 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

  27. - Top - End - #27
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: EMPIRE! CotW IC

    The City-state of Rutovir
    Region 250

    Spoiler: Leader
    Show

    Grandmaster of Commerce Raba-yan

    Diplomacy: 3
    Military: 3
    Opulence: 7
    Faith: 1
    Intrigue: 4

    Projected stat increases: +2 Opulence
    No new ruler for next round.


    Actions:

    1. [Opulence] Buyout TP 1 of Potatoes in Region 239
    Food had been scarce in Agrantir ever since the days of the Swarm, and now was the time to fix that. Imports of potatoes would do much to prevent famines, and the off-wallers are also encouraged to begin attempts at cultivating the "land apples".
    Roll: 17 Success

    2. [Opulence] Buyout TP 2 of Sword Blades in Region 240
    Some say that the pen is mightier than the sword. But if their pens could buy high-quality swords, who were the Dara-un to argue? A deal is made with El Redención: a supply of sword blades for the services of several up-and-coming forgers.
    Roll: 16 Success

    3. [Opulence] Buyout TP 1 of Donkeys in Region 265
    The charred animal corpses were obviously the work of the Ashen. For what reason was anyone's guess, but the Dara-un cared little. What mattered was that it was best to secure a source of fauna now, as the price could only go up if the rampage of the ash demons continued.
    Roll: 18 Success

    4. [Opulence] Buyout TP 1 of Hobgoblin Archers in Region 269
    It was an unfortunate fact that the Dara-un were too short to ever be fearsome archers. And crossbows, while effective, were expensive to produce. For this reason a Master from the Commerce Guild is sent to goblin lands to contract some hobgoblin mercenaries to serve as Rutovir's ranged troops.
    Roll: 14 Success

    5. [Intrigue] Secret
    Buying stuff is nice. Taking it for free is even better.
    Roll: 10 ???

    Nonactions:
    -Accumulate 1 Treasure as passive income (5 TPs owned) Rutovir's trade network continues to be profitable.
    -Submit Gyle-nit the Blaster for membership of the LSB Raba-yan's search for a Dara-un to submit for membership to the Lightsteel Brotherhood was meeting with little success. That is, until word of a much talked about court case reached him. The accused was one Gyle-nit, who had apparently been enamored with the devices the Sparkmasters now frequenting the area used, constructed and experimented with. Combining some materials pilfered from the Sparkmasters and the new imported iron, he had set out to make his own device. The resulting contraption was buried some inches below ground. Then the waiting game began. When a hapless victim either stepped on a pressure plate or activated the mechanism in some other way, depending on the model, a fuse was lit. The result was a violent explosion that also launched iron shrapnel in all directions.

    Gyle-nit had been eagerly testing his creations on the fields outside Rutovir. The end result: thirty-five dead off-wallers in the past month, with many more wounded. While the death penalty was expected, a few bribes from Raba-yan ensured banishment instead. The destination: the Lightsteel Brotherhood base in Region 254. With him Gyle-nit was to deliver a letter from Raba-yan. Instead of recounting his crimes, Raba-yan profusely praises the ingenuity of the explosives expert. As the cherry on top, he had the Department of Penmanship produce copies of Gyle-nit's confiscated blueprints before sending him away.
    -Spend 2 LSB favors to buyout TP 1 of Calligraphers in Region 251 and TP 1 of Tar in Region 270 The goodwill received from the Lightsteel Brotherhood is quickly realized into tangible services, as their connections are used to secure new profitable avenues. The employment of calligraphers can only improve the work of the Department of Penmanship, while tar is has its uses both in buildings and ships. Not that the Dara-un know much about the latter, but one of the more navally inclined people are sure to look for a source of tar eventually, and being able to set the price can only be a good thing...
    -Support ELR and LSB buyouts of Forgeries According to their deal with El Redención, the Dara-un aid them in hiring experienced forgers. The Lightsteel Brotherhood interest in the same comes as a bit of a surprise, but seeing the benefits keeping within the Brotherhood's good graces provides the Commerce Guild assists them as well.
    -Set bazaar bonus (Department of Penmanship) to pressing claims as per the updated bazaar rules.

    News and rumors:
    -Yari-nat has effectively disappeared from the public eye, although the rumors about him continue to swirl while both off-waller and in-waller disappearances persist...
    -The Fedea proselytizers attract a fair number of Dara-un to attend services in Riviter's old temple, although this is still a very small portion of the city's total populace. Still, Fedea's prospects seem better than those of Riviter worship for the last several decades.

    Spoiler: Statistics
    Show

    Diplomacy:
    Cultural identities:
    N/A

    Military:
    Army units 1/6
    Navy units 0/3

    Heroes:
    N/A

    Technologies:
    N/A

    Opulence:
    Trade posts:

    Forgeries 250.1
    Forgeries 250.B
    Iron 255.3
    Lightsteel Sparkmasters 254.2
    Lightsteel Sparkmasters 254.3

    Resource requirement: Food (not met)

    Treasure 0/5

    Other items:
    N/A

    Technologies:

    Mathematics

    Faith:

    Official faith: N/A

    Previous rounds:
    Round 1
    Last edited by OmnivorousOgre; 2021-03-06 at 03:16 PM.

  28. - Top - End - #28
    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: 7
    Military: 2
    Opulence: 2
    Faith: 1
    Intrigue: 5

    Actions for Round 2 (Rolls)
    • [Intrigue] Investigate the warm winds! (13 - Success?)
    • [Intrigue] Secret (9 before modifiers)
    • [Diplomacy] Establish a claim on 111! (12 - Success!)
    • [Diplomacy] Raise rep from 0 to 1 with LSB! (Success!)
    • [Military] Raise a land unit!



    Non-Actions:
    Support Companion Collective conversions

    Agreement with Companion Collective:
    Agree to take 111 and 114 while leaving 115 and 135 for the Companions! Agreement lasts 8 rounds, and agree to accept companion faith.

    News and Rumors



    Spoiler: Stats
    Show

    Military Units: 0
    Naval Units: 0

    Regions Owned: [112] [Namaichi 113]
    Total Regions: 2
    Land Unit Cap: 8 (6 Capital Unit Cap + 1 Other Regions * 2 + 0 Tech - 0 Vassal Status)
    Sea Unit Cap: 5 (3 Base + 2 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:
    Namaichi, Drenath (113) [FaF Base: Can't go into unrest]
    Drenath (112) [None]

    Secrets Whispered: 0
    Embassies:

    Resources controlled:
    [Manastone, Namaichi (113)]
    Passive Treasure Income: 0
    Treasure: 0

    Rep:
    FAF - 2

    Last edited by Zayuz; 2021-03-02 at 08:30 PM.
    "What is to give light must endure burning."

  29. - Top - End - #29
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: EMPIRE! CotW IC

    Carcinidan
    Round 2
    Regions: 119
    Ruler: Paralith
    Diplomacy 6 Military 5 Opulence 5 Faith 1 Intrigue 4


    Actions
    End of Turn Ruler Increases: +1 Diplomacy, +1 Opulence
    1. Raise Organisation Reputation with the Lightsteel Brotherhood [Diplomacy] - 14, Success
      With Carcini exploration starting to bear fruit, Paralith began looking for ways to support their efforts and ensure a constant stream of success that would satisfy his people's need for more - to ensure that, for a while at least, the steady exploration and exploitation of the seas would compensate for little in the way of land expansion. He had already laid some basic foundations with the Brotherhood, having noticed the usefulness of their maps and technology to his goals, but now he spent a considerable amount of his focus on them, working to support their efforts in Drenath and get them on his side.
    2. Establish Claim on 120 [Diplomacy] - 14, Success
      As much as Paralith wanted to avoid warfare this early in his new nation's history, he knew his people would need new land sooner or late, so he began work on the foundations of expansion outward from Acea. Looking out from his lands, he noted the swathes of unclaimed wilderness and kept that in mind for later, as his current plan required more time and focus now. To the east was a region held by a people that would hard to dislodge by force, so he considered other approaches and collected what the Carcini collectively knew about them until he found a solution. As they valued individualism, rather than delegations or armies he sent a trusted and (in his eyes) exceptional individual - Rathadun, one of his sons who understood the diplomatic part of his father's vision - to win them over and establish a position for himself among the influential voices in the region, and to work to secure an alliance that would draw them into the Carcinidan. Their hearts and viewpoints seemed close to that of the average Carcinus, so he was optimistic.
    3. Build Merchant Vessel: Clibanar's Titan [Opulence 5] - Unrolled
      The findings of those first Carcini explorers validated Paralith's order in the eyes of many - sure, there was just more food out there so far, but knowing the lay of the coast gave them potential access to a huge swathe of the continent, and who knew what else was out there? Clibanar, the leader of a clan that already mostly lived on Caricini house-ships, saw an opportunity and took it, putting his wealth and influence into the construction of a mighty ship, large even by Carcinidan standards, built with the equipment he felt would best make use of what the explorers may find. Once it was ready, he set out into the oceans, the rest of his clan either accompanying the great vessel, relaying goods and supplies between the fleet and Carcinidan, or staying behind to trade the goods the ship harvested with the mainland.
    4. Expedition to North of W14 [Opulence] - 20, Great Success
      The Carcnini explorers that had already discovered much of the local coastline were bouyed by their successes and saw many more join them in their journeys out to sea. Emboldened by this and word from the Lightsteel Brotherhood of rewards being offered to explorers, they struck out again, heading northwards this time, still following the coastline - many of them were still thinking about the potential spoils they could find on land rather than the riches of the oceans, so they didn't head too far out yet.
    5. Raise Land Unit: Cassivel's First Carcinidan Warriors [Military] - Unrolled
      While Cassivel hated Paralith's restrictions on his ability to wage war, he did learn something from his lord's attitude when it came to patience and the need to adapt. Biding his time, Cassivel began forming the irregular warbands and champions of the Carcini into formal military units, taking orders from the Carcinidan authority (and Cassivel in particular) rather than a clan lord, so he was ready when the opportunity for glorious conquest presented itself. Although discipline was still rather low compared to the average human military, and the force was rather small (due to the relatively low number of the Carcini compared to humans or similar races and the need to convince independently-minded warriors to join and be trained, all the while with limited support from Paralith), Cassivel was sure that the individual might of each Carcinus would make up for that.


    Nonactions
    • Resist all buyouts and non-Ancestor Worship conversions.
    • Spend 1 Favour to increase Reputation with the Lightsteel Brotherhood.
      While Ozid was no longer under Carcinidan rule, he was still sympathetic to Paralith's goals and the state of the nation, and Paralith supporting his recruitment had given the overlord some goodwill with the Lightsteel Brotherhood. Leveraging that goodwill, Ozid supported Paralith's efforts to become closer allies with the Brotherhood and extolled the commercial benefits of closer ties to Carcinidan to the other members of the Brotherhood.


    News and Rumours
    • Reports are heard across Drenath's southern coast, and more recently the western coast, of Carcini ships and explorers appearing as their people chart out the seas around Drenath. For now, such interactions have been rather manageable, the increased rate of brawls and similar disturbances occuring in the places they land in notwithstanding.
    • The continued stability of Carcinidan and Paralith's current peaceful direction has led to new occupations being created. Advisory councils, born out of the old tradition of calmer Carcini advising the more driven Carcini in the latter's ambitions, have started to pop up in Great Carcinidan to help in the formation of a new mercantile class, primarily catering to the explorers and seamen of the Carcini but looking for other opportunities.
    • Low-level conflict within the clans of the Carcini has continued in the outer areas of Acea, away from Paralith's eyes. So far, such activities do not threaten the stability of Carcinidan, so Paralith has not interfered, but some people in the neighbouring regions have complained when the actions of individual Carcini warriors have spilled out into their lands. Additionally, some Carcini have been seen far from Acea, wandering adventurers, mercenaries and troublemakers who reject Paralith's rule and seek glory, battle and power. Both of these hint to a greater conflict within the Carcini, between those satisfied with Paralith's rule and direction, and those who would prefer a path guided more by conflict and conquest than peaceful exploration.
    • While Paralith sends no soldiers to interfere with the Flesh-Reavers' invasion in the far corner of Drenath, a few of the skirmishes within the region contain Carcini warriors - one of the independent wanderers, drawn to the potential glory and reward of the first real conflict of this era of Drenath's history. Altogether, they aren't enough to influence the war, however - particularly as not all of them have ended up on the same side.


    Statistics
    Units: 0 Land, 0 Naval
    Treasure: 1
    Spoiler
    Show

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

    Resources
    Required: Metals (not met)
    Crustaceans (119): TP 1

    Regions
    Acea (119)

    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

    Heroes/Merchant Vessels
    Cassivel Hero Score 7

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

    Embassies

    Artefacts
    Last edited by Volthawk; 2021-03-09 at 09:07 PM.

  30. - Top - End - #30
    Pixie in the Playground
     
    SerakHawk's Avatar

    Join Date
    Jan 2021

    Default Re: EMPIRE! CotW IC

    Companion Collective Round 2

    Spoiler: Flag
    Show

    Spoiler: Ruler
    Show
    Felix Silvermane
    Diplomacy: 3
    Military: 2
    Opulence: 4
    Faith: 5
    Intrigue: 1

    Actions:
    1. [FAI] Conversion Attempt on 112 {With Support - Pass - 17}
      Canine preachers reach out to the receptive mages to reveal secrets of the soul bound
    2. [FAI] Conversion Attempt on 127 {With Support - Pass - 15}
      Ravens from the Avian clan spread the word of the ancestors to the people of the Acorn Kingdom
    3. [FAI] Conversion Attempt on 113 {With Support - Pass - 14}
      Canine preachers reach out to the receptive mages to reveal secrets of the soul bound
    4. [MIL] Raise the "Armored Squirrel Knights" [ASK] Land unit
      At the request of the Council a representative force of the Rodent clan was trained to be used in active service.
    5. [MIL] Raise the "Feline Ambush Squad" [FAS] Land unit
      In response to the raising of the Rodent clan's forces the Feline clan trained their own force with the approval of Felix Silvermane


    News and Rumors
    • Tensions between the Rodent and Feline clans rise as their warriors compete to see which is the superior force
    • Messengers from the Avian clan are spreading far and wide
    • The Canine clan is spreading the word of the ancestors wide and far, Rex G'oby rallies the people to seek the Ancestor's favor



    Non-Actions:
    1. Resist Buy-outs
    2. Resist non-Ancestor Worship Conversions


    Spoiler: Mechanics
    Show
    Diplomacy:
    Cultural identities:
    N/A

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

    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 +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: Ancestor Worship (not organized)

    Previous round:
    +1 Faith, +1 Diplomacy

    Next round:
    +1 Faith, +1 Military

    Agreements:
    With Manastone University - 8 rounds:
    Agree to take 115 and 135 while leaving 111 and 114 for the Mages! They agree to accept companion faith.

    Last edited by SerakHawk; 2021-02-23 at 03:29 PM.
    Something uniquely pithy, while remaining profound

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