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  1. - Top - End - #91
    Ogre in the Playground
     
    Lizardfolk

    Join Date
    Jan 2014
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    On the Internet

    Default Re: [EMPIRE 2] IC Thread

    Dhuda Besina's Round 3 actions

    Current Council of Uca Jajaka:
    • Pralkemiri (64 yrs in power) (eldest)
    • Vinariun (31 yrs in power)
    • Oshenvar (5 yrs in power)

    1. [D]Continuing from the last two years, the Dhuda Loka resume learning common. So far, they know most essential words and have gained a basic understanding of grammar. {Great Project 3/5}
    2. [D] With little to go on other than a adequate understanding of the trade tongue and a letter that can't be read very well, Vinariun and a few other Dhuda Loka head over to the Summit of Tir Gwydr, with only a few minor difficulties (including the ocean). {Attend the summit of Tir Gwydr}
    3. [D]Seeing that the neighboring region discovered last year has more trees, the Dhuda Loka decide that it would be prudent to open up discussion about potential mutual prosperity. Unfortunately, the Dhuda Loka's diplomatic skills are fairly poor, so they are unable to make any progress. {Colonize region 18; TN 10; roll: 7}
    4. [F] Praise the Mahana de Rukha for allowing the Dhuda Loka to meet others like them.
    5. [F] Praise the Mahana de Rukha for protecting the Dhuda Loka from the blasphemy of the Grand Church of Daen.

    Spoiler: Current/Expected Stats
    Show
    Diplomacy: 3 + 1
    Curiosity: 5
    Military: 2
    Faith: 7 + 1
    Luck: 6 +1

    (expected stat changes represented by [+ n]s.
    Last edited by moossabi; 2015-11-12 at 11:46 AM.

  2. - Top - End - #92
    Ogre in the Playground
     
    Kasanip's Avatar

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    Default Re: [EMPIRE 2] IC Thread

     Luska

    [Region #9]
    Round 3; Years 104-105
    Chesuka of Luska (20-22)


    Reserve Tempo! Choko's Smile
    With her trump card, Chesuka deflects the suspicions of Weasel clan and pushes the influence of Luskan trade abroad! With the fighting and chaos of the northern regions, Luskan products are becoming especially valued and neutral shipping is useful for local people. In this way, Luska's influence expands in the region. At the same time, administration of the new territories is also handled, and the establishment of clans on the other islands has also expanded the wealth of Luska.


    Spoiler: A Letter Received and a Midnight Meeting
    Show

    "The Maestro has very nice handwriting." Chesuka complemented as the letter was passed between Mevo and Alysha in the private bedroom. The messenger had arrived in the middle of the night, with a letter and exhaustion from his faraway home. For an unexpected visitor from so far away, naturally Chesuka who was such a foreign liaison had been woken up and so her friends were called. In this cascading style, everyone was involved quietly, and a plan was quickly made before the news could be spread to the other clans.
    Therefore it was the middle of the night. The messenger who was exhausted and sick from the travel was being cared for downstairs.
    "He doesn't like the Aeldir." Mevo commented.
    "No, but it seems like maybe most people do not." Chesuka commented.
    "The information about a meeting is interesting. It seems the Aeldir are trying to invite to some other meeting?"
    Alysha wondered. Washington sat sleepily in her lap.
    "I think that it is more interesting the actions. As you know, I haven't received anything from the Aeldir. Consider, the time to travel from their land to the faraway home of this messenger and the Maestro. Then consider the time to travel from the Maestro's home to Luska."

    To ask such a calculation from an undine was an easy task. Alysha already was frowning.
    "Yes, if there was an invitation, surely it should come here faster."
    "Yes, but it wasn't received." Chesuka said with rueful satisfaction.
    "Such a message has never arrived. Therefore, it is likely it was never sent."
    "That is hasty." Alysha protested.
    "Well, I think it was Alysha who was hasty to leave at Caer Hydref! I am not surprised they are not interested to talk. Probably they prefer to kill and then bind our ghosts in some terrible ritual." Chesuka laughed at her own dark words.
    Mevo gasped. "They are not that terrible! Afterall, what about the children?"
    "Oh? You mean so-called Lady Spring?" Chesuka mused, swaying bare-feet and tickling Choko with absent-minded expression.
    "Hmm, as you say. They were very cute. Almost as cute as we were as children."
    She sighed and leaned back, taking the raccoon dog mask with a big cute smile and looking at it while Choko climbed into her lap.
    "But all children are cute. And all children are liars." She continued, to put the mask over her face, her frown disappearing into the cheerful raccoon dog expression.
    The silence was heavy in the moment.
    Mevo uncomfortably changed positions and crossed her arms.
    "Only you were, raccoon dog." She chided flatly.
    "Is that so?" Cheerfully Chesuka laughed and removed the mask, to wear a grin on her face.
    "But, you know?" She continued languidly while to touch Choko.
    "I remember that moment after Alysha left. Dark birds, some confusion, and the so-called Lady Spring frowned. She was upset. But quickly enough she laughed again. She laughed at the so-called Lord Winter who doesn't have a family. I don't think they even understand. The children are separated from the adults. But, even if their words don't lie, their laughter does."
    Chesuka grinned, to look at her friends in the candlelight room. The dark shadows on the mask weren't so friendly.
    "She can laugh in the same way I can. That's why we can maybe be friends. But that is why I can't trust her. You know, when I excused myself to leave, she didn't say anything.
    They wanted to talk about trade, but instead they sent me to a child. And the child was cute, but there wasn't anything else I could read. They are strange. Allies of ghosts and black birds."

    She put the mask over her face again.
    "I'm a little scared of them." She said quietly. Alysha and Mevo regarded with concern.
    "I can dance the prayers for the valiant dead, I can sing for love and courage. But they are like empty heralds. False idols. Maliciousness behind masks. Worse than the Weasel or Fox clan, because they are human."
    She lowered the mask with a determined face, her tattoos shadows in the candlelight.
    "I am afraid for Luska, because my plan isn't completed. We are still weak. I need help to bring the other clans together. So, that is why our next plan will involve our Weasels and Wolves. While these foreigners are distracted, it is time for the people of twilight to unite."



    Actions:
    • <Curiosity> Establish trade route: "Luskan Trade Network", add [Wine] (Region #9), [Wood] (Region #10), and [Swine] (Region #12) to this route.
    • <Curiosity> Extend invitation to City-State of Krozna to participate in the Luskan Trade Network.
    • <Curiosity> [Hostile takeover]: Add [Cotton] (Region #15) to the Luskan Trade Network trade route [17]
    • <Curiosity> [Hostile Takeover]: Add [Steel] (Region #13) to the Luskan Trade Network trade route. [13]
    • <Secret> [14+Choko]


    Expected increase: +2 <Curiosity>

    Spoiler: News and Rumors
    Show

    • It is said that an envoy from the faraway country called Fantastigoria has come with a letter...
    • It is rumored that Chesuka of Luska is not married! Many Seagull clan suitors quickly try to rise to the challenge.
    • Squid and Fox merchants are telling about a war in the north. It is said that the Geshem are fighting off the invading Aeldir.
    • Recently the orcs and goblins have been quiet. Wolf clan scouts have warned that probably they will attempt a large battle sometime.



    Spoiler: Ruler Information
    Show


    Chesuka of Luska and Choko (of Luska)
    Age: 20
    Clan: Raccoon Dog
    Level: Raccoon Dog 2, Priestess of Pale Lady 2

    Character Attributes:
    http://www.giantitp.com/forums/shows...9&postcount=72
    http://www.giantitp.com/forums/shows...2&postcount=73
    http://www.giantitp.com/forums/shows...9&postcount=75
    Diplomacy <6> (5+1)
    Military <1>
    Curiosity <8> (7+1)
    Faith <2>
    Luck <5> (4+1)

    Chesuka is a raccoon dog clan member. Like many such members, she became a priestess of Pale Lady after to receive her clan tattoos. However, she is the ambitious type, so it be came a plan with her friends to make a network between clans to engage in many activities. The nature of these activities are of course secret! Finally her first opportunity to realize her dreams has appeared.
    Last edited by Kasanip; 2015-11-14 at 06:57 AM.
    Kasanip's Sketchbook 2 Thread
    It is difficult to speak English, please excuse mistakes kindly m(_ _)m

  3. - Top - End - #93
    Ogre in the Playground
     
    lt_murgen's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    The Geshemafar: Round3(104-105)
    Decasage Serafim Rosenbaum

    Actions
    Reactive Action none
    1. (Diplomacy) Offer to join region 16 (Silverlake) with Tillwell and The Grayhall through marriage of Decasage Serafim Rosenbaum to the available male heir of Silverlake. Essentially, lay claim to the region through marriage. Roll was 15
    2. (Diplomacy) Send diplomatic laisons to region 21 to attempt to colonize it. Roll was18
    3. (Military) Send 2 units of Billy Knights to support remaining troops in region 14 against the agreesive, xenopohobic Aeldir. The Decasage will lead the troops if other competent commanders are in absence.
    4. (Military) Raise 1 unit of Billy Knights in Tillwell
    5. (Military) Raise 1 unit of Billy Knights in the Grayhall

    Expected Bonuses this round: +1 military, +1diplomacy

    News and Rumors
    The rumor is literallycharmed the pants off the available leader of Silverlake. Other's say it was the other way around, and that the leader had an aggressive divide her legs and conquer strategy.
    The rumor is Geshem scouts have taken to midnight moonings of the dug-in Aeldir forces. The increase in arrow-to-butt injuries amongst skirmishers seems to support this.

    [/spoiler]
    Spoiler: Ruler information
    Show

    round D M C F L
    Current 7 4 5 1 2
    end of round 2 2 0 0 0 0
    end of round 1 0 1 1 0 0
    start 5 3 4 1 2
    Last edited by lt_murgen; 2015-11-13 at 08:35 AM.
    Keeper of the 49 Rules.

    Pet Peeve: Yay ≠ Yeah

  4. - Top - End - #94
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    NPC ACTIONS
    Rolls

    Grand Church of Daen


    Elder Abbot Frerick II
    Diplomacy: 3
    Military: 3
    Curiosity: 1
    Faith: 4

    Population: 500

    Years of seclusion and local proselytizing is coming to an end with the arrival and arising of new powers outside the Grand Church's doorstep! Elder Abbot Frerick II, recently named to the position in an election of the Church, emerges with a powerful confidence. Only cresting five decades of age he appears sharp and crisp. His robes of office are immaculate in all addresses to the people. His hair is worn long but pulled back in tight knots behind his head. He is devoted and pious in his prayers and calculating and direct in his plans to recover the lost power of the Church. It is his desire to see all the great powers of the world united under the banner of Daen, Sky Father, and Lord of Heaven.

    The heretics just outside the Church grounds will be turned to the proper texts and readings of the faith. A female Daen is not only absurd but plainly false. All documents refer to the Sky Father as He for He is the Lord of the Realm Above and all its denizens and through his Lordship grants His power to the Kings of Men. It is hoped the pilgrims sent from Avonlea will learn and join in the education of their brethren upon the completion of their seminary.

    Hess Tannan’s prayers and desperation for guidance shall be answered by the Grand Church. The destructive influences of the Nine Candles will be purged and the desperate pilgrims answered with relief. May His cleansing wind banish the violence spurred by Doctrine ascetics from the land.

    1.) Convert Avonlea to Grand Church of Daen Minority TN: 10 Roll: 12 [Faith]
    2.) Convert Tannan to Grand Church of Daen Majority TN: 12 Roll: 11 [Faith]


    House of the Pale Lady


    Veiled Lady Ayasa
    Diplomacy: 4
    Military: 2
    Curiosity: 3
    Faith: 5

    Population: 300

    It is with a suddenness that the only recently named Veiled Lady Ayasa finds herself thrust into the world which had retracted from around the Lady's Most Sacred House. News of explorers from the south filtered to the blinded matron of the House from among the faithful in the mountains south and the greater white plains north where the only defenders of Her Word remained. It was her duty however to rise to the challenge and so she did, reaching out to these new arrivals, pilgrims who knew not they were pilgrims, her gloved and hidden hands guiding them to the House where they were treated well and sent on their way with news of the Goddess to spread.

    The obvious curiosity of the Aardrosil about the House of the Pale Lady, with so many of their scouts making their way around the base of the mountain on which the House sits leads the clergy to respond, sending priestesses to preach Her word.

    The stories of terrifying man-beasts are no doubt folly. All creatures that think and act and must make their home in the frozen north are to be valued. It is in Her teachings and so they shall be sought out to teach.

    1.) Convert Northern Aardrosil to House of the Pale Lady Majority TN: 12 Roll: 13 [Faith]
    2.) Convert Brey-An (271) to House of the Pale Lady Minority TN: 10 Roll: 16 [Faith]


    K’juuda Khalifate


    K’juuda the Ravager
    Diplomacy: 4
    Military: 7
    Curiosity: 1
    Faith: 1

    Population
    262: 713,000
    263: 654,000

    Army
    6,000

    Recently brought to heel by the Grimriders of K'juuda's horde the lands along Silver Coast buck and strain underneath the heavy military hand of their new overlord but the man's strength in battle and upon horseback keeps them in check. Attempts are made to pacify the lands under the advisement of their Petty Kings, retained in position by the Ravager to oversee diplomatic concerns but the effectiveness of these attempts remains unclear.

    Such things are of little concern for the Ravager however, he seeks only to grow his army further, pulling able bodied men from the silver mines and the horse stables to join his mighty host, eyes already set on another sojourn to the south, this time not to merely raid, but to conquer. As the petty kingdoms of the Silver Coast fell, so too shall the petty kings seeking to grow themselves in the south.

    1.) Raise 1 Land Unit [Military]
    2.) Stabilize Region 262 Roll: 12 [Diplomacy]
    3.) Stabilize Region 263 Roll: 11 [Diplomacy]
    Last edited by QuintonBeck; 2015-11-04 at 10:49 PM.

    Spoiler
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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  5. - Top - End - #95
    Barbarian in the Playground
     
    Kobold

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    Default Re: [EMPIRE 2] IC Thread

    The Wandering Clans
    Kuldir Ironsong, the Master Architect


    Spoiler: Actions:
    Show

    1. <Military> Raise 1 Land Unit in Region 261.
    2. <Military 5> Adopt Military Specialization - Stand Your Ground (improved dice defending against military invasions).
    3. <Curiosity> Continue construction of mountain city [Great Project 2 of 5].
    4. <Curiosity> Establish the Taste of Gold Trade Route between the Clans and the Aardrosil, adding Gold (from region 821) to the trade route.
    5. <Diplomacy> Enact Defensive Pact with Ehv'amhyr an Khuuldrumm of Aardrosil.


    Spoiler: News and Rumors
    Show

    • Fearing the return of K‘juuda‘s raiders, the seven cities of Noricum demand protection from the Clan Architects that have been assigned to them. The High Fortifier orders the forging of arms and armour to outfit a local force for defence, choosing the northernmost city, Morridia, as their base of operations, much to the consternation of Alexius Leganium. The force is dubbed the Stormswords and given a crest of wave and lightning, symbols pleasing the Lord of Wrack, to mollify the irate High Priest.
    • Perli Steelblood calls for volunteers from amongst the drimma to form a training cadre and engineering corps for each of their allied human legions, seeking to instil their native discipline and defensive tactics into the newly formed military. “Not a single step back do we take that we do not mean to; we may fall, but we do not falter.”
    • The Master Architect announces the formalization of a defensive pact between the Wandering Clan and the Northern Realm of Aardrosil; pledging mutual assistance in the event of an invasion of their claimed territory or interference with the free flow of trade between their peoples.
    • Work continues on the drimma's mountain city, expanding the first halls and passages which are intended to act as a great market and commercial center.



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy 5, Military 5, Curiosity 7, Faith 3, Luck 2

    Expected Stat Bonuses
    +1 Military, +1 Curiosity
    Last edited by Geckus; 2015-11-11 at 06:57 PM.

  6. - Top - End - #96
    Barbarian in the Playground
     
    Psilulz's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    Northern Realm of Aardrosil
    Led by Ehv'amhyr an Khuuldrumm


    Spoiler: Actions
    Show
    1. [Military] Invade region 268 with 2 units of Pathfinders.
    2. [Military] Invade region 269 with 2 units of Pathfinders.
    3. [Military] Recruit a unit of Pathfinders in region 270.
    4. [Diplomacy] Enact Defensive Pact with the Wandering Clans.
    5. [Diplomacy] Prevent the stabilization of region 262.

      rolls


    Spoiler: News and Rumors
    Show

    Talk of war has engulfed the realm. To the north of Aardrosil, Pathfinders invade the frozen lands around the Temple of the Pale Lady. To the south, an agreement is etched out with the Architects of the Wandering Clans, a mutal bond between the nations promising to ensure each other's safety, and hopefully, to disuade attackers altogether.


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy 5
    Military 5
    Curiosity 7
    Faith 2
    Luck 2

    Expected Stat Bonuses
    +1 Military, +1 Diplomacy
    Last edited by Psilulz; 2015-11-14 at 02:33 AM.
    Many thanks to Derjuin for my awesome alhoon avatar!

  7. - Top - End - #97
    Dwarf in the Playground
     
    RangerGuy

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    Default Re: [EMPIRE 2] IC Thread

    Turn 3
    5 Tribes Syndicate
    Niran Wanam


    Actions:
    1. [Undecided]
    2. [Curiosity]Explore west of Region 117 11
    3. [Curiosity]Explore east of region 115 10
    4. [Military]Raise troops
    5. [Military]Raise troops



    Spoiler: News and Rumors
    Show

    News:
    • More regions have been colonized by the Five Tribes Syndicate!
    • The harvest of enigma berries was the best we've seen since the creation of the Five Tribes

    Rumors:



    Spoiler: Ruler Information
    Show

    Niran Wanam
    Diplomacy: 6
    Military: 5
    Curiosity: 7
    Faith: 3
    Luck: 4

    Expected Stat Bonus:
    +1 CUriosity
    +1 military
    Last edited by m9p909; 2015-11-13 at 05:23 PM.

  8. - Top - End - #98
    Bugbear in the Playground
     
    jkat718's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    The Stormland Holdings
    Spoiler: Heraldry
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    Spoiler: Actions
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    • [Military] Train a cohort of Stormsword Legionnaires (land units)
    • [Military] Train a cohort of Stormsword Legionnaires (land units)
    • [Military] Train a cohort of Stormsword Legionnaires (land units)
    • [Diplomacy] Send a diplomatic envoy to Avonlea.
    • [Diplomacy] Attend the Summit of Tir Gwydr. In exchange for a Steel-rich trade route to be established in year 111, send the Aeldir 3 cohorts of Stormsword Legionnaires to fulfill a 2-year contract.


    Spoiler: Attribute Scores
    Show
    Attribute Scores:
    Diplomacy: 3+1R3=4
    Military: 5+1R3=6
    Curiosity: 4+0R3=4
    Faith: 3+0R3=3
    Luck: 4+1R3=5


    Spoiler: News & Rumors
    Show
    • A friend of Cousin Jan is dating one of the maids at Castle Brankeep, King Geoffrey's seat of power. Jan says the maids of Brankeep have been preparing for Princess Raena to depart the Stormlands. Nobody knows to where she will go, but there is some speculation that she is to be married off soon.
    Last edited by jkat718; 2015-11-14 at 11:21 AM.
    Spoiler: Current Games
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    Current Live Game: Defenders of Stormfast, "A Brave New World of Adventure" Obsidian Portal
    Current PbP Game: 5th Edition low-level game IC OOC Tracker Map
    Current PbP Game: I6 - Ravenloft IC OOC

    Full Signature
    I often post from mobile, so feel free to correct any typos.

  9. - Top - End - #99
    Bugbear in the Playground
     
    Silverbit's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    Fiid, round 3/103-104
    High Tirk Rabhid

    Spoiler
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    From the deserts of Lerr to the plains of Fiid: it had been a long journey, and an uncomfortable one. High Tirk Rabhid barely had a chance to rest before the travelling began again: even further east. The lord felt a strong sense of déjà-vu when he heard the clanking of armour and the chanting of the accompanying priests. What had Kur been talking about? A new life? A new strife? Something like that. Couldn't have been that important.


    Actions:
    Spoiler
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    1. [MILITARY] Attempt to conquer region 37 with the two units from 39.
    2. [MILITARY] Raise one land unit of troops in region 39.
    3. [DIPLOMACY] Attempt to stabilise region 40. Diplomatic marriages, assimilation, educating young noble squire/hostages, the occasional messy public execution, the works.
    4. [DIPLOMACY] Attempt to arrange a diplomatic marriage for High Tirk Rabhid with the most prominent Lerr family. This should help stabilise the region, and ensure Rabhid heirs.
    5. [FAITH] Send adherents to the Nine Candle Doctrine with the army conquering region 37, to convert it. It seemed to work well last time.


    Rolls for conversion of region 37 and stabilising of region 40.

    Expected stat gains:
    Spoiler
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    +1 Military and Diplomacy


    Ruler:
    Spoiler
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    High Tirk Rabhid
    D 2
    M 7
    C 3
    F 5
    L 6


    News and rumours:
    Spoiler
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    Tirk Rabhid is marrying a Lerr in an effort to stabilise the region (and produce heirs)! As the Lerr are related to the Fiid this causes little uproar. Hopefully marrying one of the people the Fiid conquered last year won't end badly.
    Mham Drahid's soldiers have still not found anything.
    Last edited by Silverbit; 2015-11-12 at 06:25 AM.
    I'm also on the Bay12 Games forums under the same username.

    The awesome Ceika made both my avatars! All hail!
    Spoiler: Former avatar
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    Currently playing the parched and honourable Rabhid Dynasty in Empire2!

  10. - Top - End - #100
    Barbarian in the Playground
     
    The Blue Guard's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    The Shafar Kingdom
    Previous Rounds: Round 1, Round 2.

    Ruler and Attribute Increases
    Spoiler
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    Boqorka Ganbaatar
    Attributes
    Diplomacy: 3
    Military: 8
    Curiosity: 3
    Faith: 1
    Luck: 3

    Attribute Increases (This Round)
    Diplomacy +1
    Military +1
    Luck +0.5

    Actions, Round 3

    Spoiler
    Show
    1 [Diplomacy] Stabilize Mabonde Ya Kijani [Region 252] [roll]!
    Much as Ganbaatar's father had to, Ganbaatar is now faced with the unenviable task of dealing with the aftermath of a successful military conquest — not as devastating as the aftermath of a failed military conquest to be sure, but still difficult to deal with nonetheless.
    2 [Diplomacy] Stabilize Mabonde Upepo [Region 327] [roll]!
    Much as Ganbaatar's father had to, Ganbaatar is now faced with the unenviable task of dealing with the aftermath of a successful military conquest — not as devastating as the aftermath of a failed military conquest to be sure, but still difficult to deal with nonetheless.
    3 [Military] Raise Troops!
    With the inclusion of the clans of the Mabonde Upepo and the Mabonde Ya Kijani, the boqorka has new clans from which to call riders to his now tested royal army!
    4 [Military] Raise Troops!
    With the inclusion of the clans of the Mabonde Upepo and the Mabonde Ya Kijani, the boqorka has new clans from which to call riders to his now tested royal army!
    5 [Curiosity] Exploration [roll]!
    With the north, east, and west explored, it is decreed by the boqorka that the riders be sent south!

    Non-Actions
    Spoiler
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    • tbd

    News & Rumours
    Spoiler
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    News
    [104-105] The young riders of the Dhulciran, as they always have, venture forth, forming great raiding parties that rove the land. As it has been since the Dhulciran of Shafarstan were united, the raiders accept the 'suggestion' that they rove away from the land the boqorka rules. After the rich rewards of the raids into Kherson, many raiders once again choose to make the long journey north, once again bringing terror to the villages and small towns of the region.

    [104] With the first expeditions of the boqorka's royal army successfully complete, many problems that arose during the twin campaigns are addressed, but many more are as of yet unsolved. Primarily the manner in which leaders within the army are chosen — the most popular riders rising to such positions rather than the most competent.

    Rumors
    [104]
    Last edited by The Blue Guard; 2015-11-13 at 12:39 PM.
    "Everyfing I see is mine. All da uvver bits are mine too - I just ain't got there yet." - Grimgor Ironhide

  11. - Top - End - #101
    Pixie in the Playground
     
    RedWizardGuy

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    Default Re: [EMPIRE 2] IC Thread

    Nevarri League



    Ruled By: Lugal Annan
    Actions for Round 3:
    Spoiler
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    1. Diplomacy: Colonize region 35 (Roll: 14 - success!)
    2. Diplomacy: Colonize region 171 (Roll: 13 - success!)
    3. Diplomacy: Fabricate claim to region 173
    4. Diplomacy: Fabricate claim to region 34
    5. Military: Raise 1 land unit in Nevarr



    Spoiler: News and Rumors
    Show
    • Lugal Annan has taken the historic step of offering Nevarr's nomadic people their own representative on the Council. As many of these people travel between Nevarr and the neighbouring regions, this is hoped to lead to closer ties with the regions to the north and south.
    • Nevarri merchants and officials have followed up on this by establishing trade and diplomatic relationships with these regions - some are even beginning to discuss the possibility of joining the League.


    Current Stats:
    Age: 38 years

    Diplomacy: 4
    Military: 3
    Curiosity: 5
    Faith: 1
    Luck: 3

    (Rolls)

    Expected improvements: Diplomacy +2
    Last edited by Arcanitect; 2015-11-14 at 07:16 PM.
    Leader of the Nevarri League in EMPIRE! 2

  12. - Top - End - #102
    Ogre in the Playground
     
    BlueWizardGirl

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    Default Re: [EMPIRE 2] IC Thread

    Kroznat League
    Mirzahib Shou Al-Riku

    Actions:
    1. [Diplomacy] Establish Federation (2/5)
    2. [Diplomacy] Stabilize Region 30, establishing proper governance over the savages! (Roll = 13)
    3. [Curiosity] Join the Luskan Trade Network, adding regions 6 [Steel] and 3 [Witchweeds] to the route.
    4. [Military] Conquer Region 7!
    5. [Military] Raise 1 naval unit.


    Spoiler: News and Rumors
    Show

    • placeholder



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 6
    Military: 5
    Curiosity: 4
    Faith: 2
    Luck: 2


    Expected Stat Bonuses:
    Diplomacy +1
    Military +1
    Last edited by BladeofObliviom; 2015-11-14 at 10:54 PM.

  13. - Top - End - #103
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    DoomHat's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    [Fantastigoria]
    [The 12th Maestro della Aeternum]


    Round 3 Actions: ROLLS
    1. [Diplomacy]: Press Claim on Region 70 [2/2] {16}
    2. [Diplomacy]: Attend Event (The Summit of Tir Gwydr)
    3. [Diplomacy]: Change Fantastigorian cultural norms to make hospitality more complicated as it relates to inviting someone into one's home after sunset. {16}
    4. [Diplomacy]: Popularized great works of Fantastigorian Theater in The Autumn Courtlands of Tir Amser. {17}
    5. [Curiosity]: Investigate Mysterious Deaths in Fan'Gourmet {10}

    Spoiler: News and Rumors
    Show

    • Vampires, how do they work?
    • Trying to discover which nearby nations are the most beautiful at heart, so as to better support them.
    • Showcasing quality and value of foreign art/thought to natives of Autumn Court through cultural foothold in Spring Courtlands and invitation of a certain Duksae to return.
    • It's now unacceptable to enter a Fantastigorian home that is not one's own after dark with the intention to dine then in; certain complex exceptions and ritual etiquette may apply. "Clearly this is just another Great Black Bird situation, as in times of old. A supernatual terror is clearly punishing us for being insufficiently beautiful in the way we handle inviting people into our homes at odd hours of the night?", says one Fantastigorian bard, genuinely unsure as to whether he's being sarcastic or literal.




    Spoiler: Ruler Information
    Show

    Current Stats
    [Diplomacy (8)] [Military (3)] [Curiosity (5)], [Faith (4)]

    Expected Stat Bonuses
    {+2 Diplomacy}
    Last edited by DoomHat; 2015-11-14 at 05:59 AM.
    ...with a vengeance!

  14. - Top - End - #104
    Halfling in the Playground
     
    Flumph

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    Default Re: [EMPIRE 2] IC Thread

    Petravolan
    Alpha Maear Dunadrad of The True Crown
    Actions:
    [Faith] Finish construction of The Great Temple Deutus. [5/5]
    [Faith] The Great Temple hosts its first ceremony proclaiming the word of Deutus.
    [Military] Noticing the expansion of other armies of the world the Rexline feel they will need to defend themselves sooner or later [+1 Land Unit]
    [Military] ^^^^^^^^^^^[+1 Land Unit]
    [Diplomacy] The Rexline feel that their brethren in region 25 should not be alone and offer to colonize their land bringing gifts of medicine.(9 Total)

    News and Rumors
    After 4 years of construction The Great Temple of Deutus has finally been completed and is more extravagant than anyone had previously imagined.
    With the meeting of more Rexline outside their boarders in Region 25 they are exited to learn about others like them and their ways of life.

    Ruler Information
    Alpha Maear Dunadrad of The True Crown
    22 Years Old

    Current Stats
    Diplomacy:2
    Military:5
    Curiosity:3
    Faith:7
    Luck:1

    Expected Stat Bonuses
    Faith+1
    Military+1

  15. - Top - End - #105
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    Post Re: [EMPIRE 2] IC Thread

    The Island Nation of Melrakki-ey
    Current Chief- Zin'Aii Refr

    Spoiler: Actions
    Show
    Actions:

    [Diplomacy] After many talks and meetings between the Refr tribe and the inhabitants of region 238, a marriage is arranged and agreed upon by the two nations, in hopes of bringing forth a peaceful union of the two nations. Zin'Aii Refr holds an impressive ceremony, which takes place in the Great Hall of the Refr Tribe. A wedding between Zin'Aii's second daugher, Ann'Aii "Annie" Refr, and Nim Fryst, first son of the leader of region 238. Pressing claim on region 238 (roll)
    -------------------------------------------------------------------

    [Curiosity] Zin'Aii Refr wants to know what lies to the south, since a coast can be seen from the island they call home. He has an exploration party attempt to sail to the lands beyond the channel, in hopes of finding more wondrous lands. Exploration of coastal region directly South of region 240 (roll)
    -------------------------------------------------------------------

    [Curiosity] With the disappearance of the mystery island from view of their island, Zin'Aii feels that it is safe for the time being to send out more than just the one group of explorers. He has another group set out for the coast to the south east of Melrakki-ey, perhaps they'll find something the others don't. Exploration of coastal region directly South East of region 240. (roll)
    -------------------------------------------------------------------

    [Diplomacy] Work continues on the major trading hub being built in the bay known as Magi. (The Magi Natural Harbor Trading Post) [3/5] (Region 240)
    -------------------------------------------------------------------

    [Diplomacy] Workers put in some major overtime to try finishing ahead of schedule, for the major trading hub being built in the bay known as Magi. (The Magi Natural Harbor Trading Post) [4/5] (Region 240)
    -------------------------------------------------------------------


    Spoiler: News/Rumors
    Show

    The Melrakki celebrate high hopes that they may soon have united their whole island chain under one banner. There are already groups of travelers visiting their newly joined territory of Vestan Melrakki-ey.
    -------------------------------------------------------------------

    Rumors
    With the continued attempts of the Ancerins trying to sway the northern islanders in their own favor, and unconfirmed intel that the Ancerins are building up a navy, rumors have been going around on the island of Melrakki-ey about the possibility of needing to defend themselves and the trading post they are working on. Many Melrakki inns and taverns have petitions going around for the citizens to sign as to whether or not they think this is a credited threat or if people are just overreacting.
    --------------------------------------------------------------------

    With more travelers from Melrakki-ey visiting Vestan Melrakki-ey, there have been highly unconfirmed reports of what they are calling the sounds of a "ruby dragon," which can be heard growling through the ruby mines. The natives of Vestan Melrakki-ey say it is simply the sound of their miners at work, and is nothing to worry about.
    --------------------------------------------------------------------


    Spoiler: Ruler Stats
    Show
    Chief: Zin'Aii Refr
    Current Stats:
    • Diplomacy: 7
    • Military: 5
    • Curiosity: 6
    • Faith: 3
    • Luck: 6

    Expected Stat Increases:
    • Diplomacy +1
    • Curiosity +1

    Last edited by ZakThar; 2015-11-15 at 09:10 AM.

    Is that man paying for you to attempt to kill me? If it were my money, I'd of hoped to be dead by now!

  16. - Top - End - #106
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    The Grand Principality of Anceris
    Grand Princess Alessandra de Altan


    With the recent success of the Pearl Throne's diplomatic ventures, the Grand Princess authorises that said ventures continue unabated. The Lord High Admiral meanwhile is tasked with overseeing the expansion of the Ancerin navy should the need to protect these acquisitions strike sooner than expected.

    1: [Diplomacy] The rapport Commodore Jehan has built up with the leaders, both civic and military, of the previously unknown island has proven to be invaluable as documents concerning their expression of fealty toward Anceris are being drafted, though it is likely that it will take some time for the final revisions to be agreed upon. Press claim on Region 68. Roll: 12
    2: [Diplomacy] Lady Vasilescu, having received word from her contacts among the local populace of Melrakk intervention in the region, begins a whirlwind tour of the island visiting nobles, influential commoners, military leaders and holy men and women in order to persuade them to join with the Grand Principality through both careful rhetoric and well placed bribes of gold and jewels. Press claim on Region 238. Roll: 10
    3: [Diplomacy] Despite his failure on Melrakk, none seriously blame Lord Ferrador for not bringing the western half of the island under Ancerin rule and so he is given a chance to redeem himself closer to home. However, Alessandra also dispatches Contessa de Acone to the same region just in case Ferrador stuffs up. Colonise Region 275. Roll: 17
    4: [Military] Under the skilled eye of the Markísio Siva and his team of master shipwrights, a new fleet is launched within record time, including a new flagship, The Star of Azand. Raise one naval unit.
    5: [Military] The shipyards continue working over time and yet more ships are launched and numerous older ships are brought back into fighting form. Raise one naval unit.

    Projects currently on hold: Imperial University of Azandria [2/5], Naval Academy [1/2]

    Spoiler: Ruler information
    Show
    Alessandra de Altan - 39

    Diplomacy: 5
    Military: 6
    Curiosity: 6
    Faith: 3

    Expected increases: +1 Diplomacy, +1 Military


    Spoiler: News and Rumours
    Show
    Many at court have expressed their thanks that they are currently not the Lady Vasilescu given her less than stellar performance and the severe annoyance the Grand Princess feels towards this turns of events. Given the considerable sum already expended bringing the region under Ancerin dominion, Lady Vasilescu is ordered into functional exile on the island north of Melrakk. She is not to return to Anceris until she brings the region before the Pearl Throne, through any means at her disposal.

    There is joyous celebration at the Opalis and in the city of Azandria for Vitale de Altan has finally married. The lucky bride is Anna Vasilescu, a choice some consider unusual under the recent disgrace of her cousin. However, many more consider it perfectly acceptable as the Vasilescu family is an old and noble family who have long served the Throne willingly and wholeheartedly and all agree that the young couple seem smitten with one another.

    On his return from Tir Gwydyr, Adrian Dalca brings news both worrying and welcoming. Out of respect for the Maestro's position, he does not make it widely known to the Court that he defaced himself before Lady Autumn and delivers his report in private to the Grand Princess. She is deeply concerned about the continuing, and apparently growing, arrogance of the Aeldir in their dealings with people from beyond their island. The War in Geshemafar shows no signs of stopping and their are murmurs among the more militarily inclined nobles of Anceris perhaps involving itself to bring a heavy dose of humility to the Aeldir. Most however consider this option as being likely to end in political and military disaster though there is growing support for a formalised defensive pact with Fantastigoria.
    On a more positive note, Adrian brings news of Avonlea, a realm apparently as civilised as both Anceris and Fantastigoria. Alessandra promptly sends a polite letter of introduction to the Avonlean Queen in the hopes of fostering positive relations.
    Last edited by Elemental; 2015-11-14 at 07:02 PM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
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    Co Founder of LUTAS - For all your less than useful heroes out there.

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    Dragons!

  17. - Top - End - #107
    Halfling in the Playground
     
    Dracolon's Avatar

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    Default Re: [EMPIRE 2] IC Thread


    Round 3 - The Preeminence of Hortis
    279, 280
    Fluffy Stuff
    Spoiler: News
    Show
    • Delphi Sharpclaw has given birth to a healthy Duaghter! The little one is named Thersha, and has her mother’s face and her father’s piercing gaze. She is written into the lineage of the Nitent’oculis as first in line.
    • The spring girl Blayne has been granted a guard of Shadow cats to escort her on a tour of the region stops include the coast and the growing Arborealis Grove.
    • The architect from the clans has been contracted to construct a series of stone bridges to span the river separating the southern region. These bridges are expected to aid in further contact between the regions.

    Spoiler: Elacervus 3
    Show
    Hunters and shamans have started a number of traditions surrounding the great hunt. None since the king have managed to slay the beast and many struggle to gain the spirt of the hunts blessing with no avail. Interest in the area wanes for a while but like the tides news of increased sightings attracts people back including many new craftsmen looking for work in the north.

    With the surge of skilled craftsmen in the area many start selling trinkets and other adornments to prove their skills to local land holders. After a time some begin to claim that their trinkets will garner favor from the great beast and enjoy the increased sales. Shamans discourage visitors from supporting this, mostly claiming only those true to the hunt will earn favor not those who throw instinct to the wind for wood and bone. However, until another hunter claims a pair of prize horns from the beast it is likely that equal portions of visitors will try the two paths wishing either rumor to be true.

    The king sends additional nobles to the area to act as judges in disputes over these trinket shops and other matters in the area and is quickly asked to build a more permanent home for the local judiciaries. He takes this into consideration as well as supporting a petition for setting up a program to approve local vendors. This group that is approved consists of local nobles who own the lands, elder shamans, and oddly an arch druid. Some fear they will prevent a true favor from being found, but the value is quickly proven as the number of scam and fraud claims in the area drastically drops.

    Spoiler: Arborealis 3
    Show
    More and more faithful find the grove each cycle of the moon, pilgrimages are made into traditions and the limited resources and space of the grove are stretched out more and more. Feeling the need to expand on the foundations laid the arch druid of the grove moves to prepare more permanent accommodations for the constant stream of guests.

    The arch druid of the grove continues his hard work and asks that the order of druids donate much of their time and manpower to improve life for those in and around the Mother Tree’s grove. Following his lead many new walkways are laid out and paved, as well as new rest stations and sleeping huts built. Farms and local ranches are supported and expanded as well to help supply the grove with food and furs.

    Sick and wounded have also started coming to the grove hoping the peaceful area will help them. The arch druid works with apothecaries to build additional herb gardens and requests help training new herbalists and medics. Limited by his coffers and influence to the locals it is a blessing when additional funds from the capital arrive towards the end of 104, the funds help tremendously with the expansion efforts and the grove grows steadily on.

    Mechanics Stuff
    King Adriendel Sharpclaw
    Diplomacy: 3
    Military: 2
    Curiosity: 5
    Faith: 7
    Luck: 5

    Spoiler: Round Actions
    Show
    1. [Faith]The horns of the great beast inspire crafters from the local populace. Within the year it is almost unheard of for a local building not to have wooden replicas of the antlers over every entry way. Elacervus’ Run (3/5)
    2. [Faith] Paths are paved between the meditation pools and the various entry points. Smaller trees that cannot compete with the avatar are cleared away and the wood used to make simple shelters for the faithful. Arborealis’ Grove (3/5)
    3. [Military] Growing concerns from the buildup of forces to the North and West prompt the king to create another legion of Ceratogaulus Shield Bearers. (1 Land Unit in 280)
    4. [Military] Shield Bearers are a sturdy wall for the land but to balance the harmony of the army the king requests for a chowder of Nitent’oculis be trained into Shadow cats, marksmen trained to strike at the sides and rear while enemies are distracted by the Ceratogaulus. (1 Land Unit in 280)
    5. [Diplomacy] The king sends a small band of nobility escorted by shield bearers to discuss the benefits of joining with Hortis to the people of 278. Roll=[7] [TN:12]

    Spoiler: Non-Actions
    Show
    • Continue work with the Wandering Clans on a defense pact for mutual protection.
    • Detatched from the war so far from their shores the people of Hortis have found the Spring Girl an interesting guest, especially since her height never seems to change.

    Spoiler: Expected Stat Gain
    Show
    Faith: +1
    Military: +1
    Luck: +1

    Dracolon doesn't know where the door is....
    Gengy you're pretty awesome, thanks for the avatar!


  18. - Top - End - #108
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    End of Round Three


    Any edits to actions in posts edited after the time of posting this one are considered not valid. (Excepting the OP, of course.)

    Spoiler
    Show

    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  19. - Top - End - #109
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    Round Four: Begin!
    Years 106-107 of the Aenic Calendar

    Don’t forget to link to any rolls you make for ANY Attribute checks, plus rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with (because it’s handier to account for by the co-GM), which may or may not be your current ruler.

    Good luck!


    Rules Changes!

    Military losses will be rounded to the nearest 1,000 instead of up to the nearest 1,000

    Military conquests will not be subject to the TNs of Diplomatic Colonization but may still be beaten in competition for a region by a higher colonization roll.


    Growth!

    Mabonde Upepo (R 327) stabilizes beneath the Kingdom of Shafar!

    Region 262 stabilizes beneath the K’juuda Khalifate!

    Region 30 stabilizes beneath the Kroznat League!


    Investigate!

    [105] Kellianth’s Spring Aeldir sent to investigate the mysterious disappearing and reappearing island do not return to port. No further signs of the island are accounted for in the months to follow. As months turn into years it seems conclusive that the expedition will not be returning any time soon.

    [106] Of the investigators sent to find whatever man or beast has been committing the heinous murders of Fan’Gourmet only one lives to tell a tale. Though overcome with fear and shaking to his bones the man reports to the Duksae tasked with completing the investigation of

    “A glass eyed man, fangs of glowing steel, and a terrible appetite for blood.”

    Six days after returning this man disappears from where he was recovering. No one knows how he escaped or where he could have gone.


    Colonize!

    If you successfully colonize (or conquer) a region, it is your responsibility/privilege to write up the region and post it in the OOC for approval by me. Until it’s approved, the details don’t exist.

    The Aeldir of Spring successfully colonizes Region 853!

    The Kingdom of Nand successfully colonizes Region 2!

    The Kingdom of Nand successfully colonizes Region 4!

    The Dynasty of Escaye successfully colonizes Region 176!

    The Dynasty of Escaye successfully colonizes Region 177!

    The Prevazan Artistry successfully colonizes Region 42!

    The Geshemefar successfully colonize Region 21!

    Adrax Awaria successfully colonizes Region 140!

    The Nevarri League successfully colonizes Region 35!

    The Nevarri League successfully colonizes Region 171!

    The Ambrose Ascendancy successfully colonizes Region 53!

    The Ambrose Ascendancy successfully colonizes Region 54!

    The Grand Principality of Anceris successfully colonizes Region 275!

    Avonlea successfully colonizes Region 81!


    Claim!

    The Nevarri League sets plots into motion to turn the local powers in Region 173 towards fealty and subservience to the Nevarri capital. The local lord in possession of the armies of the region remains wary of the outsiders and a potential loss of his power within the region. Progress is made despite this and marriages and contracts between various individuals lordlings grants the League a foothold in the region.

    The Nevarri League sets plots into motion to turn the local powers in Region 35 towards fealty and subservience to the Nevarri capital. Progress is made and marriages and contracts between various individuals lordlings grants the League a foothold in the region.

    The Dynasty of Escaye concludes agreements with the Prophet Avlen and the rogue Zaj’s cult followers and the land they claim in Alithis (Region 148) is integrated into the Dynasty! [Claim 2/2]

    Fantastigoria, using its shared culture and religious history with the trolls of ChornOstrav (R70), concludes its absorption of the the region! [Claim 2/2]

    The Prevazan Artistry, using their well placed advisors and diplomats within the court of the sovereign’s court in Region 43 begin to whittle away at the direct crown authority, redirecting it back to Prevaz and making the region more reliant on Prevaz influence and direction. [Claim 1/2]

    The Island Nation of Melrakki-ey begins its plan to integrate the native people of Region 238 into the government of their southern neighbors. Progress is slow, but steady as they begin to turn the locals into a subsidiary realm. [Claim 1/2]

    Commodore Jehan of Anceris proves himself a capable diplomat and statesman as inroads are made in Region 68 to convince the natives to seek unification with the Grand Principality. Conversations are still ongoing as the local military still balks at the idea of turning their forces away from defense of the region itself and over to foreign power but the nobles responsible for their payment and furnishings are swayed by the promises of wealth made by the Ancerin. [Claim 1/2]


    Convert!

    Region 37 now contains a Minority Doctrine of the Nine Candles!

    Avonlea now contains a Minority Grand Church of Daen!

    Northern Aardrosil now contains a Majority House of the Pale Lady!

    Brey-An now contains a Minority House of the Pale Lady!

    The attempted squelching of Doctrine worshippers in Tannan by the Grand Church of Daen and the terrorism of Daen followers prompts more locals to take up the Nine, preaching throughout the region of the Doctrine. Many of these street ascetics preach of the necessity for the Vincehin to make a stand for the Church or for the Doctrine TN: 12 resist Doctrine Majority


    War!

    [104] The Primus Imperium conquers Region 59! If the region isn’t stabilized soon it could prove troublesome!

    [104] The Great Clans of Nifhel conquer Region P6! If the region isn’t stabilized soon it could prove troublesome!

    [104] Northern Aardrosil conquers Region 268! If the region isn’t stabilized soon it could prove troublesome!

    [104] Northern Aardrosil conquers Region 269! If the region isn’t stabilized soon it could prove troublesome!

    [104] The Kroznat League conquers Region 7! If the region isn’t stabilized soon it could prove troublesome!

    [104] The Fiid conquer Region 37! If the region isn’t stabilized soon it could prove troublesome!

    [104] The armies of the Primus Imperium through a careful plan and advancement are able to establish a quasi-concrete amount of control in the desert. At least for the first year. After that however supplies begin to run low and the relentless sun beats down on the warrior women of the east. If the Imperium expects to hold this empty region it will need to be supplied with food, metal, and some form of hydration. The armies report they can hold for a little longer but soon they will be forced to retreat if resources aren’t sent.

    A great tower is marked at the center of the region but remains a mystery. While a small expeditionary force is sent to survey the mysterious black tower this team doesn’t return and further exploration is halted until orders and supplies to carry out such a mission come from the High Queen herself.

    [105] The Kingdom of Nand finds fierce opposition in their western neighbors. Relying on local knowledge of the terrain and support, both given and taken from the common folk, the small army of the region is able to oppose the stronger Nand force. The constant struggle prevents the Nand from establishing anything close to a solid foothold in the region but after a year and a half long campaign the commander of the region's troops is at last captured. This capture alongside the constant attrition on the region's small force ends the organized opposition to Nand expansion. Nevertheless, efforts will need to be continued, militarily or diplomatically, to actually bring the region into the Kingdom.
    Spoiler: Details
    Show

    Nand Attack Roll: 5
    Military: 4 (King Kusal)
    3 Land Units
    Total: 12

    Region 51 Defense Roll: 11
    Military: 2 (Lord Isber)
    1 Land Unit
    Total: 14

    The Kingdom of Nand loses 1 Unit
    Region 51 loses 1 Unit and Lord Isber is captured in the Nand retreat.

    The Kingdom of Nand fails to conquer Region 51 however the battle leaves the region defenseless and the local leader of the opposition is captured by the Nand.



    [105] Fighting is fierce in Region 14 between the Summer Aeldir and the Geshemefar coalition of locals and soldiers from the Tillwell. It takes every bit of manpower the Aeldir can provide but at last after an extensive campaign and grueling advances a decisive battle is had along the region's western coast. The Gesh coalition is destroyed but Lord Summer's battle plan's destructive and vengeful nature dooms his own troops as well. When the clashing of steel and hails of arrows end there are few left alive on either side. The region is secured for the Summer Aeldir at last and the Geshemefar is forced to flee but at significant cost to both sides. The region will be in need of stabilization following it's conquest if the Aeldir wish to keep it.
    Spoiler: Details
    Show

    Aeldir Attack Roll: 15
    Military: 8 (Lord Summer)
    2 Summer Units
    2 Entrenchment
    Total: 27

    Region 14 Defense Roll: 13
    Military: 5 (King Yrondil)
    1 Region 14 Unit
    2 Tillwell Units
    Total: 21

    Region 14 loses all 1 units but the empty field allows King Yrondil to escape to the Tillwell. (General gained in Tillwell: King Yrondil Military 5, available for 4 rounds including round 4)
    The Tillwell loses all 2 Units.
    The Summer Aeldir lose all 2 (1 Land, 1 Naval) Units the empty field allows Lord Summer to return to Aeldir holdings.

    Aeldir of Summer conquer Region 14


    [105] With a larger army, namely the great Winter armada, and opposition lacking the support of the Geshemefar the local king, Hersh, and his warband is defeated soundly. The Winter Knights lose a number of their order in the land battle but none of the local militia escape alive and King Hersh is captured and brought before Lord Winter for the Aeldir lord to decide what is to be done with him. The region is now under the control of the Winter Aeldir but the region will be in need of stabilization if the Aeldir wish to keep it.
    Spoiler: Details
    Show

    Aeldir Attack Roll: 15
    Military: 7 (Lord Winter)
    5 Winter Units
    Total: 27

    Region 16 Defense Roll: 14
    Military: 3 (King Hersh)
    1 Region 16 Unit
    Total: 18

    Region 16 loses all 1 units and King Hersh is captured
    The Winter Aeldir lose 1 Land Unit

    Aeldir of Winter conquer Region 16


    [105] Adrax Awaria answers the call for aid from the populace of Region 138, seeking to relieve their region through an attack on the Hakeber capital. Lady Commander Swahi, head of the newly formed Military Junta, turns her attention away from 138 to the south and to the defense of her capital, leaving a subservient general to deal with the southern region. It would prove to be too little however, as the Adrax Awarian forces had already established an advantageous position in Hakeber and as the armies under Swahi returned they were forced to fight a losing battle. Swahi was captured and all her forces killed or taken captive by the victorious Adrax Awarian army.

    In the southern region the armies under Swahi's general are confronted with a tactically far superior commander and despite their best efforts are soundly defeated. Unfortunately for the region and the commander the ploy employed was reliant on sacrificing a number of local troops to inflict defeat on the larger force and the commander was captured by the fleeing forces. It was desperately hoped this would lead him back to an occupied Hakeber and release to Adrax Awaria.

    When the beaten and retreating forces under Swahi's general return north and find Swahi captured and their homeland occupied they surrender rather than fight again or attempt to flee, tired from the long march. The troops pledge themselves to Adrax Awaria and release Lord Eridus to Jack to do with as he will.

    Hakeber (Region 139) is captured by Adrax Awaria and will need to be stabilized.

    Region 138 peacefully pledges itself to Adrax Awaria for relieving it from Hakeber assault.
    Spoiler: Details
    Show

    Region 138
    Hakeber Attack Roll: 13
    Military: 2.5 (Lass General Patoo)
    2 Land Units
    Total: 17.5

    Region 138 Defense Roll: 10
    Military: 8 (Lord Eridus)
    1 Land Unit
    Total: 19

    Hakeber loses 1 Unit
    Region 138 loses 1 Land Unit and Lord Eridus is captured. However, the Hakeber troops returning to their homeland after their repulsion find their land captured by the Adrax Awarians and bend the knee to avoid slaughter, turning over Lord Eridus in exchange to the Adrax Awarian people. (General gained: Lord Eridus Military 8, available for 4 rounds including round 4)

    Region 139
    Adrax Awaria Attack Roll: 18
    Military: 6 (Grand Sheep Jack XII)
    2 Land Units
    Total: 26

    Hakeber Defense Roll: 14
    Military: 5 (Lady Commander Swahi)
    2 Land Units
    Total: 21

    Hakeber loses all 2 Units and Lady Commander Swahi is captured.
    Adrax Awaria loses 1 Land Unit

    Region 139 is conquered by Adrax Awaria and for relieving their bedraggled flank Region 138 pledges itself to Adrax Awaria as well.



    Terror!

    105 The Maestro of Fantastigoria, mask and all, disappears! His ship arrived back in Fantastigora unaware their leader was even absent and no one seems to know where the Maestro has disappeared to! It seems clear he will not be able to run his country in these coming years be he alive or dead! (Roll a new or temporary leader for applied stats in Round Four)

    106 The Lerr buck under the Fiid occupation. Political marriages often end in the death of one or both partners, squires taken from the Lerr and put under Fiid kill their knight so often it has become a macabre joke to refer to any murder as a Squiring. The marriage between the High Tirk and House Jahim is shockingly accepted by the Lerr family but many suspect this simply to be a plot to end the High Tirk within his own bedchambers. (Region 40 is in unrest)

    106 K’juuda’s efforts to contain rebellion prove successful with the meeker silver miners of the west but the horselords from whom K’juuda is descended still buck at his attempts to curtail their rights and force them into subservience beneath him! (Region 263 is in unrest)

    106 Without any attempt to restructure and incorporate the region beyond the installation of a military governor following the successful subjugation of the population local leaders begin to conspire in clandestine meetings against the League. Military personnel and members of the governor’s staff suffer mysterious accidents, some lethal, that local authorities habitually fail to address. The installed governor has taken severe precautions, traveling with an honor guard of fifty men and his letters to Krozna speak of his belief that the region will rise up if they are not addressed to their satisfaction soon. (Region 29 is in unrest)

    106 Finding allies in the dissatisfied clans beneath the Shafar and willing to offer marriages and alliances with these dissatisfied and armed subjects of the boqorka the people of Mabonde Ya Kijani strain under foreign rule and attempts by the Shafar to expand their influence meets resistance at every turn. With unstable support from the other clans it seems unclear if the Shafar can capably expand their influence outside their homelands! (Regions 252 is in unrest)

    107 After the failure of investigation by Fantastigoria the murders of Fan’Gourmet only increase in occurrence. A death once every two weeks becomes the norm, the scenes all identical in form of death, but the pattern of victim and geography unclear. At one end of the region for one incident and then the other by the next, a distance unwalkable by any mortal. The people of Fan’Gourmet live in a dreadful fear, the cultural reorganization seemingly ineffective. Even now with every citizen refusing to open their doors after dusk the murders continues to happen in homes without any signs of forced entry. The people plead for an end to this death though some fear the disappearance of the Maestro bodes doom for them all the region remains stable, for now.


    Explore! New Map!
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    Avonlea explorers discover Region 76. The region contains a [Minor] Undefined resource and a population of 943,000.

    Avonlea explorers discover Region 80. The regions contains a [Minor] resource of Silver and a population of 641,000.

    Nifhel explorers discover Region P7. The region contains a [Minor] resource of Platinum and a population of 432,000.

    Nifhel explorers discover Region 229. The region contains a [Good] resource of Horses and a population of 479,000.

    Nifhel explorers discover Region P4. The region contains a [Minor] resource of Bears and a population of 600,000 which includes a standing army of 4,000 raised in response to rumors of the Great Nifhel Threat.

    Adrax explorers fail to find any indication of a region beneath 140.

    House Materius of Primus discovers Region 58 containing a [Good] amount of Steel and a population of 712,000.

    House Bestius of Primus discovers Region 47. The region contains a [Minor] amount of Goats and a population of 653,000.

    Prevaz explorers discover Region 41. The region contains a [Minor] resource of Linen and a population of 702,000.

    Shafar explorers discover Region 328. The region contains a [Minor] resource of Arak and a population of 612,000.

    Five Tribes explorers discover Region 23 which contains a [Minor] resource of Peanuts and a population of 682,000.

    Five Tribes explorers discover Region 103 which contains a [Minor] resource of Gold and a population of 812,000 which includes a standing army of 2,000.

    Melrakki explorers discover Region 241. The region contains [Minor] resource of Coal and a population of 712,000.

    Melrakki explorers discover Region 245. The region contains a [Minor] Undefined resource and a population of 823,000.

    Ambrosan explorers discover Region 50. The region contains a [Minor] resource of Dates and a population of 712,000 which includes a standing army of 2,000.



    Other!

    [106] A travelling carnival under the name “Dr. Dranzel’s Spectacular Travelling Troupe” has made waves with the common folk of the Preeminence of Hortis and the Wandering Clan. It is said that the half-monkey half-lizard sideshow is of extreme interest and worth the copper, but the witch offering blessings to individuals is the real show stealer. From fixing a broken leg, to curing gout, and according to one especially outlandish and inebriated story, granting the power of flight are all well within the witch's power. The carnival is currently set down along the border between Conlarbores and Western Aladar.

    [107] Tiramisu becomes a popular dessert choice in Hess Tannan. Competitions between confectioners reach such intensities that local magistrates begin to impose heavy taxes on the production of coffee driving the small industry out of business and ending the vicious competition.
    Last edited by QuintonBeck; 2015-11-16 at 11:19 AM.

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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  20. - Top - End - #110
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: [EMPIRE 2] IC Thread


    Actions:
    • <Curiosity> Worried for the people of Fantastigoria, Lady Kellianth offers to assist with the investigation of the strange murderer in Fan’Gourmet. Upon her offer being accepted, she sends a team of investigators to Fan'Gourmet to help track down this 'Glass Eyed Man'. (roll: 15)
    • <Curiosity> Worried for her friend the Maestro, Lady Kellianth offers to assist with the investigation of his disappearance. Upon her offer being accepted, she sends investigators to start with Tir Gwydr, and work their way along the travel path back to Fantastigoria. This team is to not stop until something - anything - about the whereabouts of the Maestro is known, even if it takes years. (roll: 13)
    • <Military> Satisfied that Lord Summer and Lord Winter have the war with the Gesh in hand, Lady Spring turns her attentions to the thieves whom have continued to steal from the Aeldir in recent years. She sends a Deucant Lexion and Spring Snekkja, led by the Spring Boy Sir Frywd, to claim the island to the south. (1 Land Unit, 1 Naval Unit, 1.5 Leader (1/2 of Mil 3), attacking Region 12; total bonus +3.5)
    • <Military> In order to support the efforts of the Aeldir Courts, Lady Spring appoints another group of spear-wielders as a Deucant Lexion (+1 Land Unit)
    • <Diplomacy> Work to establish and finalize the details and responsibilities of specifically Kellianth Beagen and the Spring Court under the Rose Contract (Federation 4/5)

    Links to Rolls: Investigations

    Spoiler: News and Rumors
    Show

    • The Spring Court girls are still writing letters to Lady Spring, but they seem to be mostly about nonsense and gossip commonly found in the regions they are in.
    • THIEVERY! Kellianth Beagan is positively appalled at the actions of the Luskans. She was impressed by their clever ruse two years ago that frustrated Lady Autumn, but these most recent actions of blatant theft from lands under Aeldir governance is just one step too far. Most displeasing to Lady Spring, the Luskans have not even attempted to hide their subversion of the trade goods, boldly claiming that they are on some kind of 'Luskan Trade Route'.
    • Lady Kellianth is also quite troubled by the disappearance of the first scouting party for the mysterious island. She sends letters off to the other seasonal leaders for their advice on handling the matter.
    • Tir Xungla is apparently full of wild animals, led by a single Aeldir! Spring Court boys and girls are given permission to travel to the new island, and learn more about it from the Salvax Ri, the Wild Lord. In order to learn to communicate with the Salvax, many of the Spring Court take up this chance to travel from Tir Amser.
    • Though it is Lord Summer attacking Tillwell, a Spring Court boy is seen at the battlefield, bobbing and weaving through the fighting. Many times, the Spring Court boy gets very close to the defending Gesh; the rumor is he is wearing a rather dashing hat, in the same style as Gesh nobles from several years ago. Before being turned away with the threat of weapons, he seems to be screaming, "I've come to return the hat!"
    • The Xungla Crystals that have been found are of all different shapes and sizes, and their curious ability to provide light is quite interesting to the Spring Court. What has Lady Kellianth excited, however, are the very unusual runes found, as though carved, into each crystal.



    Spoiler: Ruler Information
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    Kellianth Beagen D M C F L
    Current 5 3 6 1 8
    End of round 4 0 0 0 0 0
    End of round 3 1 1 0 0 1
    End of round 2 1 0 1 0 1
    End of round 1 0 0 2 0 1
    Initial Stats
    3
    2
    3
    1
    5

    New Ruler Next Round

    Expected Stat Bonuses:
    +1 Military
    +1 Curiosity
    Last edited by Gengy; 2015-11-24 at 05:34 PM.
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    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

  21. - Top - End - #111
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: [EMPIRE 2] IC Thread

    Kingdom of Nand
    Round 4 | 106 - 107


    News and Rumours
    • Things are quiet so far...


    Spoiler: 88, Janganand
    Show

    The royal procession snaked along the road, though to call it a road was to give the track undue flattery. Despite desultory efforts of the setrapan near Jangai itself, decades of neglect had left enough of the surface missing, whether through wear or scavenging by locals for their own purposes, to leave it scarcely better than trekking across open country. It was, nonetheless, better, and so they stuck to it regardless.

    One of the rearguard thumped up alongside the column, the rider turning slightly to give a slight salute to the queen as he passed, but only stopping when he reached the commander at the head of the group.

    “Riders to the rear of the column, anoban.”

    Firouz turned slightly in the saddle to regard his junior officer. “Numbers? Insignia?”

    “No insignia we could see, sir. We have no word on full numbers, but at least ten, with the look of steel about them.”

    Firouz nodded. “Take two additional men to the rear, and give the order for all riders to stay alert. You're in command back there, Karim. In the meantime I shall speak to the queen.”

    “Sir.” Karim turned and headed back down the line, giving his instructions.

    “Is there a problem, commander?” the queen asked as Firouz drew alongside her litter.

    “I hope not, shabana, but there is no sense in taking a chance. Riders have been sighted to the rear of our group; I recommend that your person and the civilians remain in the centre of the column at least until their intention can be ascertained. In all likelihood they are merely fellow travellers.”

    “As you say, commander.” She waved over one of her attendants. “Bring all my household to surround the litter, none on the outside of the column.”

    Within a few minutes the straggling group had transformed itself into a more obviously military formation, the royal guards surrounding a central group of civilians and pack animals, together with the royal litter.

    Eraneh noticed one of her junior officials glancing around slightly nervously, and beckoned him over.

    “It's Kusal, isn't it?”

    “Yes, shabana.”

    “There is no need to be frightened. Sardapan Firouz has my complete confidence.”

    “I am not frightened, highness.”

    “There is no shame in admitting it. If you have not seen battle, it is only natural that the prospect of attack would induce nervousness.”

    Kusal looked slightly incredulous. “Who would attack the royal banner? The queen herself?”

    “Bandits,” a sergeant grunted from nearby. “Or worse. Both are possible out here.”

    “Invaders from the west, then?” Kusal twisted to address the sergeant.

    “Perhaps,” the man said, though kept his further thoughts to himself.

    “Forgive Davoud,” the queen said, gently. “He has a dour and pessimistic manner. It will not be long before we are back in Teyasi, I am sure.”

    That likelihood seemed to recede a moment later as another rider pounded past, and held a hurried conference with Firouz. The savaran scowled and hauled his reins around, turning his mount back towards the queen.

    “Shabanah, I-”

    She cut him off with a quick hand gesture. “Firouz, you are entrusted with my safety. If you believe we are under attack, you need not ask me for permission before taking action. Give orders and I shall follow. We can worry about the formalities when we are all safe.”

    “Thank you, highness. In that case-” he glanced around - “I might suggest that shortly we abandon your litter and you ride. It will be less comfortable, but faster.”

    “As you say, savaran.”

    Firouz gave a grim nod, and turned away. “Pick up the pace!” he called. The riders kicked their heels, jostling the flustered handmaids and mandarins along with them.

    Firouz swore and made his way back down the line, grabbing the arm of an officer next to Kusal. “We need to keep the civilians quiet. Our numbers may be the only thing keeping us safe for now, but if they realise half of us are noncombatants that could be curtains. If they cannot maintain military discipline they can at least look like they are ready to fight.” He glanced over to Kusal. “You, boy, can you fight?”

    “I have never fought – though I have trained.”

    “Do you have a sword?”

    “Yes?”

    “Then wear it, and tell your colleagues to do likewise. You may not be a soldier, but from a distance you could look enough like one.”

    Kusal nodded, then couldn't help himself blurting out as the commander turned to leave. “Savaran.”

    “What, boy?”

    “What's going on? Raiders from the west?”

    “I don't know myself yet, though I have my suspicions. But they're not from the west – they ride thezirins.” Firouz was gone before Kusal could question him further.

    “Outlaws, then?” he said to the man at his left.

    “Or in-laws, depending whose laws we're talking about,” the man growled. He twisted in the saddle slightly to look behind them. “They're matching our pace.”

    Firouz had clearly noticed, judging from his body language, and for a moment he seemed to hesitate. Kusal could understand the commander being caught in two minds: if they were to make a stand, it should be here in the hills, but until they reached open country he would have less idea of their numbers, and therefore the odds facing them.




    “Less than an hour until the plain,” Firouz spat, when the rearguard caught up with him, “and still no idea on numbers.”

    “We know they have more than us,” Karim replied. “More than we have soldiers, at any rate.”

    “But how many more? I'd back us to see off sixty, maybe. A hundred? Not a chance.”

    “What are our options?”

    “We make a stand here and hope to kill enough of them that they withdraw, or we run for the river and trust we cross it before they catch us.”

    “There's a lot of open country to cover before we reach the river.”

    “I didn't say they were good options.”

    “There's a third.”

    “Speak.”

    “I remain behind with, say, six riders. Enough to delay them, and buy you time.”

    “It's a suicide mission. I can't order that.”

    “I don't need your orders, sir. Only your permission.”

    Anger twisted in Firouz's gut. Karim was one of his best, a promising young officer; intelligent and observant, and, above all, loyal. To be forced to sacrifice him, let alone the rest of the men he would need, went against everything he believed in, and yet it offered by far the best chance for the queen's escape.

    “Do it,” he said, eventually, hating himself for it. “Just before we reach the plain.”

    “Sir.”

    “And Karim...”

    “Sir?”

    He found himself unable to express his true feelings. “May Larutir guide your arm, and Jenehuntir find you swiftly when your arm can no longer be guided.”

    Karim gave a slight smile. “Don't let her hear you talking like that.”

    Firouz spat. “Whatever she might say, if my men are going to go out, I'll have them go out to the tune of their own bloody gods.”




    Eraneh, having abandoned her litter as per Firouz's advice, drew her thezirin up alongside his. “What is your plan, savaran?”

    “We still have little idea of their numbers, shabana, save that they outnumber us. I cannot risk you in making a stand, so our only option is to make a run for the river.”

    “Do you yet know who they are?”

    “No, highness, but we can guess. They are no bandits, that is certain. Were they so, they would have abandoned the chase long ago, besides which only the boldest bandits would attack a military column of this size in any case.”

    “Assassins, then.”

    “I fear so. They will aim to cut us off before we can reach the Buzdarja. Once we are across our passage back east shall become much easier, and we can hold them off at the ford for hours if necessary.”

    “If they have the numbers, they will aim to run us down in open country before we reach it.”

    “Exactly, highness.” Firouz was impressed by how calmly the queen spoke of these matters. “One of my officers has volunteered to delay them while we break for the river.”

    “And you will allow this?” Her eyebrows raised.

    “It is my duty, highness. Every man and woman here is expendable to ensure your safety.”

    “I should rather fight with my people.”

    He frowned. “Highness, if we become embroiled in combat before we reach the river, you will run for the ford, alone if necessary. That is an order, by your own instruction.”

    She gave a grim half-smile. “Very well then, commander. Though I hope it will not come to that.”

    “So do we all.”

    The plains were visible in front of them. “Are you ready to ride hard, highness?”

    “I don't have much of a choice, do I?”

    “Not if you wish to live.” He raised and dropped his fist, and the whole column lurched forward as the thezirins stretched their legs. One of the soldiers rode alongside the pack beasts, cutting straps on those items deemed non-essential to free them for running, as Karim and his chosen few veered back to guard the pass against those coming from behind.

    Firouz did not dare look back, only in part because he did not wish to see his men die. The distant ring of metal on metal quelled any hope he might have maintained that this could be settled without bloodshed. His eyes, like those of his steed, stayed fixed on the horizon and the river where something approaching safety awaited.

    It was only when one of the nearby troops swore that he turned to see the group following them, and came to appreciate their full size. He swore himself.

    Nearly two hundred thezirin riders were behind them, strung out in a rough semicircle. In a fight, he knew there could be only one winner. More worrying though was that with those numbers they could likely run them down. Already the right wing of the pursuit was pulling forward, almost level with their rearguard, aiming to get between them and the river.

    “If we turn now we can have a shot at punching through!” Babur, one of the junior officers, yelled across to him.

    “No!” Firouz shouted back. “They would envelop us, and we cannot risk the queen!”

    The groups continued to close the gap, as he looked for a chance, any chance, to break ahead and reach the river before the pursuers could get there. Shots were exchanged between the riders on the outmost of each party, and at least one of his men fell to the ground with a yell. They had no chance to recover him.

    He cursed and waved, drawing his column off towards the left, back north-west and away from the river out onto the plain. As they drew away, he could see the pursuit party falling off, enough to conserve their energy, though clearly not far enough to abandon the pursuit. As cautiously as he dared, he signalled for his own men to slow too.

    “What now?” asked the queen, as the group slowed almost to a walk. “I take it we can no longer reach the river.”

    “We cannot, or at least not without taking an undue risk to your safety, shabana. They are shadowing our rear, and if they persist with their current strategy they will doubtless attempt to foil any attempt by us to double back and reach Jangai, or other shelter. They will harry us west until we can flee no more, and hope to exhaust us before cutting us down.”

    “Is there no room for negotiation, you think?”

    “None, I imagine. They are here either to kill you or to take you captive, and I would imagine the former. If we stop, and allow them to catch us, they will kill us.”

    “So what shall we do?”

    “We could head south and attempt to find another crossing point on the Buzdarja. We would still be stranded, but it would at least form a defensible position, and might buy us time.”

    “You do not sound confident.”

    “I am not. They are clearly keen to avoid us finding our way back towards the kingdom proper. If they allow us to head south we might encounter a sympathetic setrapan or even a village who can delay them. I believe if they think we are heading south they will do their best to cut us off: it will only cost us men and steeds.”

    “Or we could continue to head north-west, into uncharted territory.”

    “Exactly, highness. Moreover, away from the river. We do not know whether there are any fresh water sources to be found. We have enough for perhaps two days, but no more without resupplying.”

    “And every day we spend running reduces our ability to fight. Damn them.”

    “Forgive me for saying so, highness, but this has been a well-executed ploy on their part.”

    “When I find out who's behind it I'll have his balls,” she said, softly. “Still, time enough for that later. It seems we must take our chances and head west.”




    It was the pace of the pursuit from that point onwards that was as frustrating as anything, Kusal felt. In the adrenaline-fuelled rush of the flight from the hills, he had felt ready for battle, but since then everything had slowed. They travelled mostly at walking pace, save for occasional bursts when a rider would test them, and were even able to pitch camp for the night, spending an uneasy night within sight of their pursuers' torches. Davoud had suggested attempting to sneak away in the night, but Firouz had had none of it: even if their enemies did not catch them, which was more likely than not, they had little idea of the local geography, and it would be all too easy for the queen to fall into a ravine. Besides which, they were all exhausted.

    Shortly before dawn, Firouz came to him.

    “Kusal, is it?”

    “Yes, sir.”

    “We have no hope of getting away to the south or east in any numbers, but we can continue to head west. The problem is that we have no idea what we're running into. I need someone to go ahead of the column and scout for us. Can you do that?”

    “I have no experience...”

    Firouz spat. “I have thirty men remaining and none of them are scouts, besides which, all of them are bone-tired. I need someone young, with energy and sharp eyes, and a good memory. You're a scrivener or something, aren't you?”

    “Or something, yes sir.”

    “Then you'll have an eye for detail, and you know how to talk your way out of any trouble you might run into.”

    “How far ahead do you want me to range?”

    “As far as you believe you can. I doubt you'll have a problem finding us again.”

    “Thank you for trusting me, sir.”

    “It's your own life on the line as well, boy. Leave now, before they spot you.”

    As Kusal rode off into the dawn, Babur approached. “You let the kid go?”

    “I need someone ahead of the column in case we run into the river again, and if we have to fight, who'd you rather have by your side, him or one of our men?”

    “Fair enough, sir.”




    Another day and night passed and Kusal did not return, nor did they find any fresh water. Still their foes hovered, like carrion beasts waiting for weakness to overcome them, loitering just out of range, moving in often enough to drive them on, not allowing them any rest during the day, and little enough during the night, as they slept with one eye open.

    Eventually, one of the thezirins stumbled and fell, spilling one of the queen's handmaids to the ground. The creature rose again, but, with both it and its rider dehydrated (as were they all, save the queen and the soldiers, who had been prioritised when distributing water rations), Firouz forbade her to remount. Being reduced to the walking pace of a Nend slowed them yet further, and he could feel the predators nipping at their heels. When enough of them were on foot, their enemies would move in en masse.

    It was almost the hour of Elarendeh when the moment came, as the column was marching almost due west into the sun. By now ten of them were dismounted, and the air of hopelessness was almost tangible. Then Davoud was pointing.

    “There, sir! A river!”

    It was a paltry thing compared to the mighty Buzdarja, but it would be enough, enough for them at least to replenish their water supplies and make a stand. But Firouz knew that as soon as the river became visible to their pursuers, they would charge, and that could be enough to finish them as it was.

    Gradually he eased the column forward, increasing their speed. Those on foot were jogging to keep up with the riders, and then the shout came from behind. A trumpet sounded, and he heard the roar as the charge was ordered, then the thump of thezirin feet.

    “Run for your lives!” he shouted, and spurred his own steed forward. The queen led the flight, her thezirin still the fittest and best-watered, as had been the intention. Still, their enemies were coming in hard, on fresh mounts and scenting blood. Dismounted maids and mandarins coughed and spluttered and stumbled in the cloud of dust the thezirins kicked up. He was sure he saw some of them fall, but he could not help them.

    Babur clearly disagreed, as he turned in the saddle, shaking his head, and drew his sword, before charging back towards their enemies. It was a defiant gesture, but nothing more. Arrows were falling among them now, men, women and beasts screaming as they found purchase. Babur would likely be a dead man before he even reached enemy lines. Still though they were on course to make the river. There was still a chance to survive.

    Then they crested the hill, and Firouz's hopes died in his chest. Between them and the river were half a thousand men, the leading group approaching at pace with weapons drawn. Their mounts were odd and ungainly, large quadrupedal mammals that jerked back and forth and looked thoroughly uncomfortable to ride. Camels, perhaps, he thought, from what he had heard of the creatures. However strange their steeds, the cavalry themselves were no joke: humans, he reckoned, fully armed and armoured, with bright-coloured banners that would not shame a Nend. And behind the cavalry, rank upon rank of infantry.

    The queen drew up her thezirin at the sight of them and the increasingly small party stalled and milled as they tried to make sense of the situation. They had only moments, and for the first time Firouz thought he saw fear in the queen's eyes.

    “What do we do now, savaran?”

    “Now we make our stand, shabana. I am sorry I failed you.”

    She smiled sadly. “You have not failed me yet.”

    “Sir, look!” Davoud was pointing again, and now Firouz saw it too: a Nend, a thezirin, among the camels. So this was not a coincidence. He was still trying to process the information when the files of cavalry parted, and the camels began to veer around the queen's band.

    “It's the boy! Kusal!” someone shouted, and now Firouz recognised him, leading the camel charge, not against them, but against their opponents. Suddenly the tables had been turned absolutely, their pursuers scrambling to arrest their charge and form some kind of defence against the incoming wave.

    They were not fast enough, and the line of camels met the panicking thezirins with a crunch. Firouz glanced around, and saw the tiredness of his troops evaporated, a fierce, joyous anger in their eyes.

    “Kill them all!” he roared, and led the least organised charge he ever would, half his troops not even soldiers, but servants, slaves, scribes. It did not matter; victory was theirs.

    When the slaughter was over and all that remained was to assemble the prisoners, Kusal led one of the camel-riders to where the queen sat astride her thezirin surveying the carnage.

    “You are my rescuer, I presume?” she said, as the man removed his helm. He was indeed human, middle-aged with golden skin, dark hair and a smile that took years off his face, his pleasure at the battle's result evident.

    “So it would seem, my lady. Protos Archigos Daan Asker, at your service. Welcome to Ambrose."

    Spoiler: 106, Janganand
    Show
    Clouds of dust were kicked up around the thezirin's feet as it pounded through the camp before finally coming to a stop before the tent of the karapa. The roof of the tent was down, as was conventional during daytime, but the walls remained standing, to provide the generals' council with a degree of privacy.

    The guards saluted as the young officer entered the open space within, where the prince regent and his senior commanders were gathered.

    “Ah, Prince Kouros,” Kusal said, glancing up as he entered. “Have a seat.”

    Though the grandson of a king, with attendant royal status, Kouros was of relatively junior rank compared to the general officers present, and he hesitated slightly before he took a seat. A servant poured him a drink, which he accepted gratefully.

    “The reports are in, sathoran. Prevaz units are indeed moving to reinforce the natives.”

    “Blind snakes,” one of the senior officers scoffed. “Our archers will cut them to pieces.”

    “It is not just the Prevaz, though,” Kusal said, taking a calm sip from his wine glass. “I have received word that if the Prevaz mobilise, so will the Fiid. The Nevarri too cannot be discounted. This is no longer a simple conquest.”

    “Blind snakes, stunted wretches and a handful of humans. I would still wager our command and our men against them.”

    Kusal was silent for a moment, staring off into the mid-distance. “On equal terms, yes, but this is in foreign terrain, unknown to our troops. And their numbers are considerable: if they commit in strength we could be facing odds of two or three to one.”

    Kouros opened his mouth, then thought better of it. Kusal glanced in his direction and nodded. “Speak.”

    “The Prevaz are not the only ones with allies. We have friends of our own upon whom we could call: Krozna, Ambrose, even the Aeldir are pledged to support our claims in these lands. I am sure my brother could persuade the Mirzahib to commit his navy. Between our attack from the north and theirs up the rivers, that would once again tip the balance in our favour.”

    Kusal glanced over towards the Kroznat military observer and gave him a polite nod. “That is well spoken, but I am unwilling to throw away the lives of our allies, let alone call upon our tenuous partners so soon into the agreement, over what should by rights be a skirmish engagement.”

    “So we are to allow this rag-tag band of foes to intimidate the grand army of Nand?” one of the officers exclaimed.

    Kusal gave him a cold look. “Confidence and pride can easily become arrogance and delusion if left unchecked. There is no sense in suicide. Rag-tag they may be, but they are potent. Yet this exercise has not been a futile one. Until now our relations with the Prevaz have been littered with mishap and misunderstanding, but we now know that the Prevaz are not to be trusted, that they will undermine their allies even as they claim to defend them, that they are prepared to take up arms to defend their falsehoods, despite their claims of pacifism. We know their alliance with the Fiid and the Nevarri is one to be taken seriously, not a mere piece of paper they will discard on a whim.” He gave a thin smile. “And perhaps seeing how lightly their new ally calls them to war will make them more cautious in future.”

    “Nor are this an escape for them, merely a temporary reprieve. They have elected to declare war upon us, and they will suffer the consequences. In time we shall go south in strength, and I am sure the Queen will relish the opportunity.

    “But for now, we are to divert. We go to Havanand and quash the rebels there. In the meantime Janganand will be resettled, and all our provinces primed for recruitment. I assure you, my lords, those who have crossed us will pay, when their time comes.”


    Spoiler: Actions
    Show

    1. [Diplomacy] Colonise Region 51 (TN16: three existing regions, non-adjacent to capital; +2 exploration bonus)
    • [Luck 5] - take 18 on the roll; success is automatic

    2. [Military] Invade Region 52
    • Military 5
    • Military specialism - conquering regions (2d12)
    • 3,000 troops

    3. [Military] Train a land unit
    4. [Curiosity] Establish the Grand Continental Course, a trade route joining regions 1, 2 and 4 and extending through region 51 to Ambrose and southwards to Krozna (should they join).
    5. [Diplomacy] Continue discussions on unification with Ambrose and Krozna (federation 4/5)

    Spoiler: Non-Actions
    Show

    • Offer shelter to the "sovereign" of 43 and any of his followers or subjects opposed to the Prevaz coup.

    Spoiler: Increases
    Show
    This round: +1 Military, +1 Diplomacy

    Luck 5 used: new score is 3

    Spoiler: Ruler
    Show
    Kusal (as regent for Aiman III)
    Diplomacy 6
    Military 5
    Curiosity 4
    Faith 1
    Rolls

    Previous ruler: Aiman III: D2 M6 C3 F1
    Last edited by Aedilred; 2015-11-21 at 03:06 PM.
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  22. - Top - End - #112
    Barbarian in the Playground
     
    Reggiejam's Avatar

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    Jun 2014
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    Default Re: [EMPIRE 2] IC Thread

    Autumnal Court of the Aeldir
    Round 4

    Lady Autumn Cynel Bres
    Diplomacy - 10
    Military - 2
    Curiosity - 2
    Faith - 2
    Luck - 4

    Actions
    Spoiler
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    1.) Colonize Region 26, The Marauder Isles TN: 14 Roll: 17 [Diplomacy]
    2.) Invade Region 9 with 1 Naval Unit of Autumn Longships under Duke Sand [Military]
    2.) Invade Region 10 with 1 Naval Unit of Autumn Longships under Lord Briar Yves [Military]
    4.) Colonize Region 23 TN: 14 (2 Existing regions, No capital border) Roll: 18 [Diplomacy]
    5.) Work to establish and finalize the details and responsibilities of the four courts under the Rose Contract (Federation 4/5) [Diplomacy]


    News & Rumors
    Spoiler
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    • The Luskan Trade Network, better known in the Courtlands as the Luskan Thieves Network, will not be tolerated nor will the sneaky and underhanded Luskans who established it. Their leader will be captured and the regions taken under the administration of the Courts.
    • Lady Autumn expresses distress at news of the happenings in Fantastigoria and discusses her hopes that the Courts may be of assistance. The Spring Aeldir are adept investigators and after discussion with Lady Spring their services are offered to the Illusiocracy.
    • An Autumn Aeldir pens a sorrowful play of the pride and arrogance of a small woman dooming herself to exile and banishment from her home. The allegory to the Geshemefar's Decasage is apparent and Fantastigorian critics ridicule it's simplicity but Aeldir poets commend the powerful command of the First Tongue and its weeping beauty.
    • Lady Autumn pens a message to the Decasage that is never sent. The closest in her court claim the Lady remarked, "A foolish desire that surrender might be chosen over elimination."



    Stat Bonuses
    Spoiler
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    +1 Diplomacy
    +1 Military
    +1 Luck
    Last edited by Reggiejam; 2015-11-28 at 06:43 PM.
    Thanks Gengy for the avatar!

  23. - Top - End - #113
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: [EMPIRE 2] IC Thread

    The Primus Imperium (Year 105-106)
    High Queen Roethye Primus
    Current family tree

    Spoiler: Ruler Information
    Show

    Current Stats
    Dip: 3
    Mil: 9
    Cur: 3
    Fth: 1
    Luck: 6

    Expected Stat Bonuses
    +1 Mil
    +1 Cur
    +1 Luck

    * Dip Mil Cur Fth Luck
    Starting stats 2 5 2 1 3
    Round 1 +1 +1 +1
    Round 2 +2 +1
    Round 3 +1 +1 +1
    Current 3 9 3 1 6





    Spoiler: Actions
    Show
    [Diplomacy - Stabilize Secundus (59) - Roll: 13]: Lady Conferrus takes advantage of local superstition relating to warrior angels to weave her family's way into local courts (such as they are) and bloodlines of various families. She makes calculated political alliances (sometimes through marriage, others through offers of metals for farming) and attempts to bring various tribes and clans into her fold. Her ultimate goal is to bring as many of the tribes and clans under House Conferrus' sway, and force out any who do not comply.

    She also does everything in her power to make sure women are in charge, rather than the various patriarchs. Blech. Whose idea was that?

    [Curiosity - Trade Route - Trade Route Primaris]: The Imperium starts establishing various ways for supplies to reach the desert and throughout the Imperium. Quartus and Tertius are still being brought into the fold, but Primaris, Secundus and the Silvanus Desert are all linked together into Trade Route Primaris. Water and food begin to pour in from Secundus, though the desert will undoubtedly need further supplies before long.

    (Form Trade Route Primaris. Adding 57, 59 and D2)

    [Curiosity - Explore - Rolls: 10]: Explore west of Secundus (59 - specifically, the northern part that's not connected to 58)

    House Eventus stops in Secundus for supplies, then sets off west to explore. Lady Eventus expects little, but if the reach of the Imperium is spread, why not? She was getting on in years, after all... Time for one last adventure.

    [Military - Conquer Quartus (47)]: House Bestius starts establishing a strong military presence in the region. The goats are alright, but most importantly are the Aima. Their ability to sense blood is too interesting to ignore...

    [Military - Conquer Tertius (58)]: House Materius is thrilled to discover steel (traditionally they've been miners) as well as the well-garrisoned cities (that for some reason have no armies. They sweep in and use them as their staging points, making it perfectly clear to the region that Primus rules them now, and they'd better fall in line.

    Attempts at diplomacy are ignored by both sides.
    Lady Materius: "Like men could be in charge of anything important. After all, the region isn't on fire."
    Tertius Leaders: "I want to speak to your leader, not his harlot."

    Yeah, peace talks do not go well.



    Spoiler: News and Rumors
    Show
    - A diplomatic envoy enters talks with the Ambrose ascendancy behind closed doors. The exact details are not public knowledge, though Princess Breydice goes on the trip, indicating that this is considered extremely important.

    After all, one does not send a warrior on a diplomatic mission. But you might send the heir to your throne...

    -High Queen Roethye acknowledges House Aske's request for supplies, sends as much as she can spare, and tells them to ration as much as possible. Food, drink and steel will be available for them soon from Secundus, but until then there isn't much else Primus can do.

    The High Queen adds that if controlling the region becomes impossible, the lives of their warriors are more important than holding an empty desert.

    -In Primus, Phelnia and Varadia Primus create a war simulation to teach her troops some basic strategy. The two players are given an equal number of pieces colored white and black, each of which can move in a very specific manner. Individual pieces all have a strength of their own. When two pieces contest for the same spot on the board, they roll a die and add their strength to see who wins. While originally intended to simulate the only slightly predictable nature of war and to exercise one's strategic muscles, the simulation catches on with many and quickly becomes one of Primus' most popular games.

    -Princess Breydice Primus, heir to the throne of the Imperium, has come of age and is seeking a man-slave husband of noble birth. This is somewhat unexpected, given that her mother never married nor has Breydice shown interest in such a thing before now. By all accounts she's a warrior, not a romantic.

    In fact, she's doing many things that strike the populace as odd for her - she personally demands to go to the Ambrose Ascendancy as part of their diplomatic envoy. She's definitely no diplomat, but she insists anyway.

    -Near the end of year 106: An assassination attempt on Phelnia Primus fails, but leaves her with a scar running down the front of her face from the top right of her forehead to right next to her mouth. Phelnia has become frightened and reclusive, only willing to see her twin Varadia. No one is sure who attempted the assassination as of yet.


    Spoiler: Notes
    Show
    Imperial Army
    Primus - 4000

    [Military Specializations]:
    Expansionist: High Queen Roethye has adopted a highly expansionist national policy. While she claims that she wishes to incorporate other tribes and cultures willingly, there is an undeniable buildup of military force and an emphasis placed on invading/occupying other nations. (Die roll increase on Military actions made towards invasions/occupations of unclaimed regions)
    Last edited by HalfTangible; 2015-11-23 at 09:50 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

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  24. - Top - End - #114
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: [EMPIRE 2] IC Thread

    The Ambrose Ascendancy

    Protos Archigos stats:
    Derris Asker
    D 8
    M 6
    C 6
    F 1
    L 5

    Stat Increases
    Spoiler
    Show
    +1 MIL
    +1 DIP


    Actions!
    Spoiler
    Show
    1.[MIL]Raise 1,000 land troops.
    2.[MIL]Invade region 55 with 2,000 troops. MIL 6.
    3.[CUR]Add Trifylli and Wysteria to the GCC Trade Route.
    4.[DIP]Colonize 56 TN 18 Roll 22
    5.[DIP]Federate with Krozna and the Nand. (3,5)


    Region 54: Akovito
    Spoiler
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    Spoiler: Region Banner
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    Spoiler: Summary
    Show

    Region name: Akovito
    Number: 54
    Population: 817,000 Humans
    Resources: Simurghs (Minor)
    Wanted resource: Herd Animals
    Religion: Daen (Majority), Unorganized Fates Worship (minority)

    Spoiler: People and Society
    Show
    The people of Akovito are brunette humans with warm, tawny beige skin that tans golden under the long summer sun. Average in height and stature, with eye color ranging from blue to violet to brown, and various shades of each. They often ornament themselves with tribal clan tattoos on their calves, shoulders and upper back - anywhere that would be visible while dressed sensibly for the cool coastal weather.

    Once home to three noble clans, the region is now heavily dominated by the once powerful Rosso clan, who historically had been one of the great known clans of the area. The name of the Marinos clan has vanished from all but history and stories, and the Kalivas weak and subjugated for daring to reach for the power the Rosso's guard so jealously. A power they seek to increase with the unification with Ambrose, and the rising popularity of their simurghs.

    Clan 1. Rosso
    The Rosso Clan was once mighty and recognized as one of the great clans of the area. Their wealth and prestige once garnered them an abundant region and a grand castle fortress. They fell from power after the lesser Kalivas clan betrayed their Polemarchos, Alastair Rosso to their sworn enemies the Marinos Clan, who with the aid of intel from the Kalivas, successfully sieged and sacked Castle Rosso while the bulk of their military host was raiding a foreign shore. Enraged upon return to find the slaughter of their women and children, the Rosso Clan was unmerciful, essentially eradicating the men of the Marinos clan in a fierce battle, taking their women to replace those that were lost to betrayal. The Kalivas were punished and were taken as slaves for the Rosso, until the burden of their care proved too cumbersome and they were freed from overt slavery, though still are often found working as servants and bondsmen. The Rossos are looking to increase their status once again, and are using the popularity of the simurghs to their great advantage.
    Spoiler: Rosso Crest
    Show

    Clan 2. Kalivas
    The Kalivas clan was once respected and ambitious, now subjugated and despised by the Rosso after their part in the betrayal with the Marinos clan. Their crest, "Honor Binds Us" is mocked and spat upon whenever possible, the epithet "Binds Bind Us" laughingly called out to servants by drunkards and nobles alike. Some Kalivas have found a place in remote fishing villages where they are not mocked and are free to work the sea in peace. Universally poor, the Kalivas seek to restore honor to their clan, in the hopes of raising their people from bondage and poverty, some talking about migrating to other lands now that Akovito has come under the flag of Ambrose.
    Spoiler: Kalivas Crest
    Show

    Spoiler: Terrain
    Show
    The Western Coast of Akovito is a wide beach separated from the inland by rolling sand dunes and hardy scrub grass. Rugged fishing villages dot the coast, protected from the tides and the harsh maritime winds by the sand dunes. The largest of these fishing ports is Achivada Harbor, named for the plentiful supply of shellfish found in the Straight. Historically, the Harbor provided the region's main export, clams and scallops, today Achivada Harbor serves as a crux for the many cargo and passenger ships that run up and down the Shining Straight. The hardy scrub grass continues into the interior of the region, leading to a temperate deciduous rainforest that protects the land from the coast on it's north-eastern border. The region's seat of power and government, Castle Rosso, sits on the border between the southern coast and the forest line. The Castle was built at the height of the Rosso's power as one of the great clans, and though shows it's age, is kept in relative good repair.
    Spoiler: Castle Rosso
    Show

    Spoiler: Resource and Resource Req
    Show

    Modern day Akovito's most lucrative export are the simurghs that are so popular in the capitol for sport and pets. Simurghs are wolf-like creatures with the tails and wings of peacocks, they are highly intelligent and trainable, found in large family packs in the wild, they take to their human caretakers readily and adopt their new family as their "packs". The wings of a simurgh do not allow for the unencumbered flight of birds, but enable them to make great gliding leaps in between steps when running or racing. They are the size of the largest known wolves, and can support the weight of a small adult on their backs when fully grown.
    Spoiler: Simurgh
    Show


    The region requires hardy herd animals that can subsist on coarse scrub grass, both to add variety to the human population's diet, and to feed the rapidly expanding simurgh population.

    Spoiler: Religion
    Show
    The Rosso and Kalivas clans have largely adopted the word of the Grand Church of Daen as truth, with the various historically observed holidays of the Fates still being upheld for tradition's sake rather than religious sakes. The biggest of these festivals being Apokreas, dedicated to Efkairia. Several events occur during the week long festival period, and is a time maidens of marriageable age tie tiny bells in their hair and leave offerings of food and incense in the hopes of attracting the favorable attention of the Fates.



    Region 53: Trifylli
    Spoiler
    Show
    Spoiler: Region Banner
    Show

    Spoiler: Summary
    Show

    Region name: Trifylli
    Number: 53
    Population: 872,000 Humans
    Resources: Beer (Good)
    Wanted resource: metals
    Religion: Unorganized Fates Worship (majority)

    Spoiler: People and Society
    Show
    The people of Trifylli are brunette humans with warm, tawny beige skin that tans golden under the long summer sun. Average in height and stature, with eye color ranging from blue to violet to brown, and various shades of each. Occasionally, a Trifyllian will be born with darker, olive toned skin hinting at another culture in their gene pool, but who they were has passed from recent memory. Unlike most of the other great clans, they ornament themselves with tribal clan tattoos on their entire body, excepting the face. They dress seasonally for the varying tropical marine climate, in light, airy clothing in the hot dry season, and in rain resistant oil coated leathers during the wet season.

    The dominant clans of Trifylli are militant and superstitious, they often employ small charm bags to ward against evil and bad luck, hanging them around their neck, or in their homes. Contents can include fragrant oils, herbs, animal bones and the smooth colorful rocks that can be found on the banks of Lake Vathys. The region's leadership is organized into a council, that will regularly convene publicly and take audience with population in need of assistance. Retribution for proven serious crimes is a swift, merciful death, though "proof" can often mean two words against one. The two clans that make up the majority of Trifylli's population are united, and the region enjoys relative peace, due in large part to the population's fierce reputation.

    Clan 1. Valli
    The Valli Clan takes great pleasure in studying the flora and fauna of the region, and discovering how to use them both to their people's advantage. They were the ones who first happened upon the discovery of fermenting grains into beer, and have spent a great deal of time perfecting their brew craft. Generally, the Valli are a gregarious lot, within their familiar familial circles, but can be slow to warm up to strangers, though have been forced to overcome their reserved nature with the growing popularity of their beer. Those who are not involved in herbalism or agriculture are employed in military pursuits, females are welcome to join the region's armed forces but unlike their male counterparts, are expected to quit and raise their children once they are married, or if an unexpected pregnancy should occur, which is not considered scandalous or stigmatized.
    Spoiler: Valli Crest
    Show


    Clan 2. Stathos
    Like their Vallis compatriots, the Stathos clan are headstrong and take great pride in the natural beauty and resources of their region. Historically, the two clans have banded together to fend off numerous threats, from other clans who wished to establish dominance in the region and foreigners alike. They often intermarry with the Vallis, so much so that there is effectively little difference between the two clans, and they have not clashed with each within known memory. The Stathos claim to be unrivaled in the discipline of their troops, and indeed threats are dealt with swiftly, in an organized manner. They are a hard people, though they enjoy the wealth that their land affords them, they see the reunification under Ambrose to be the revival of the time of the great clans and seek to take their place among them.
    Spoiler: Stathos Crest
    Show

    Spoiler: Terrain
    Show
    The northern coast of Trifylli is a very long beach that is separated from the inland by steep limestone cliffs. No ports exist on the coastal north, as the island off of the coast is reputed to be haunted by the vengeful spirits of hunted animals, and the ghosts of nature wronged. The north coast is known as Diavolos Coast, and is spoken of in hushed tones and avoided. The east coast is home to the only main harbor of the region, Port Byra, named for the area's major export, beer. Numerous taverns, brothels and inns populate the Port City, and it has acquired a disreputable reputation. The main seat of the region's governance is located at Didyma's Keep, named for the twin castle towers that are the highlight of the bustling town located in the hills above Lake Vathys which is a deep, clear lake in the region's western central interior believed to cover the lair of an ancient winged serpent, which is highlighted on the region's banner.
    Spoiler: Didyma's Keep
    Show


    Spoiler: Resource and Resource Req
    Show

    Trifylli's most lucrative export is the beer they brew from the plentiful grain fields that thrive throughout the region. They primarily produce an amber ale, which is crisp with medium-high maltiness and mild hops, which results in a well balanced beer, with medium hop bitterness, flavor and aroma.

    The region requires metals for weapons and armor, with little to none being mined within the flat, agriculturally rich region.

    Spoiler: Religion
    Show
    The clans of Trifylli are more superstitious than their other clan brethren, Fates worship still has a very strong hold on the region, along with the worship of other gods and goddesses, such as Synkomidi, Goddess of the Harvest. Every year, the successful harvest is celebrated with a three day long festival including feasts, and the offering of dolls fashioned from grain made in Synkomidi's likeness. It is thought that they have picked up some of these paganistic practices from other neighboring cultures, or perhaps of cultures past, but they have been fully incorporated into their own belief system and are now worshiped alongside the Fates as equals.


    News and Rumors
    • It is reported that famed boxing Champion, Igor "Ironskull" Barberis has won a great deal of money betting on himself in his boxing matches and has purchased a home in Askerville. Some expected him to vie for Alessa Asker's attentions, and were surprised when he left Ambrose with the delegation from the Primus Imperium.
    • Watkins and Paloma Asker welcome their second baby, a healthy girl named Ebele Asker.
    • Gabor Collins's continued silence from the remote Sanctuary of Reflection has caused speculation that he will not try and retake the throne from his brother-in-law.
    • Baram writes home of his fascinating adventures in Sasanand, however his grandfather, Aleksy Drivas maintains his vocal opposition to the future Protos being educated in a foreign land.
    Last edited by PepperP.; 2015-11-23 at 04:10 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  25. - Top - End - #115
    Bugbear in the Playground
     
    Silverbit's Avatar

    Join Date
    Jul 2012
    Location
    England. The northish bit
    Gender
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    Default Re: [EMPIRE 2] IC Thread

    Fiid, round 4/105-106
    High Tirk Rabhid

    Spoiler
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    The High Tirk shut himself in his study, feverishly scratching with a quill. All the world must know of the glory of Nine Candles, and the righteousness of the Fiid. In truth, this work was a distraction from marital life. Relatives of his wife, the House Jahim, were known agitators, leaders of rebel groups and murderous squires. It is a little disconcerting to hear that one's mother in law has slain five of your best knights in ambush.

    A few weeks later:

    Columns of dust rose into the dark sky: the rest of the army would soon arrive. High Tirk Rabhid stood in ornate armour, with the prayers of Doctrine ascetics ringing in his ears. Soon, the Fiid would bring order to chaos once again.
    "If the Prevaz can hold the Nand in place until we arrive, then our superior numbers will encircle them. After that, I suspect our discipline and faith will count for more than their nimbleness."

    It took quite a long time to convince the Fiid that the war had been called off. They were most put out.


    Actions:
    Spoiler
    Show
    1. [CURIOSITY] Join the Western Cultural Exchange, providing Iron, Silk and Salt.
    2. [DIPLOMACY] Stabilise region 37.
    3. [DIPLOMACY] Stabilise region 40.
    4. [DIPLOMACY] Join the Western Bond Alliance with the Prevazan Artistry and the Nevarri League. With internal and external threats (we have seen little of the Aeldir, but heard much), it is only right that the west be united by a common purpose and mutual defence. (The alliance name and some of the strictures might change, we're still working it out.)
    5. [DIPLOMACY] Issue a response to those of the Doctrine who critique our usage of force and encourage pious warriors of the faith to settle in Rabhid lands. Hopefully, settling loyal armed zealots in occupied land will pacify it somewhat.

    Response to the critical adherents of the Doctrine of the Nine Candles, from High Tirk of the Rabhid Dynasty, lord of Fiid, Lerr and Rasp. Sent by courier and word-of-mouth to all regions who follow the Nine Candle Doctrine.

    Spoiler
    Show
    Oh most numinous ones;
    I have heard mutterings amongst the less inspired members of our glorious faith. They say that the Fiid are perverting the Doctrine, that our conquests have no mandate from the heavens. I can only shake my head and declare the mutterers sadly ignorant of the true way of things.

    The great and terrible armies of the Fiid have marched. I led them, as is my duty. In our path, we saw many terrible things. In our wake, all was cleansed.
    We saw impiety. The worship of a heathen Sun God is abhorrent, an affront to the Doctrine. It is only right to use the fire of their Sun to light Nine Candles in their hearts, to convert them to the true faith. From ignorance, we have brought forth knowledge.
    We saw disorder. The two regions we have pacified - the first of many, I can only hope - were chaotic, sprawling masses of injustice where the strong ruled over the weak. The Fiid have brought true government to these benighted lands, casting down the strong who opposed us and raising up the weak who shared in our desire for a better life.
    We saw poverty. When formerly those who opposed us starved in dingy huts, when they lost their ire we grasped them by the hand and raised them up alongside us to prosperity. Now, they benefit from the links the Fiid have formed with other pious nations. Truly this can only strengthen the faith.

    From my words it must be clear to you: the Fiid were right to convert ignorance into knowledge, right to bring order to chaos, and right to bring riches to poverty. The Fiid, and the Rabhid Dynasty who govern them, are the brightest light of the Nine Candle Doctrine. If the shining beacon of enlightenment has to come from a funeral pyre, then so be it: the Fiid can only choose who is atop the blaze.

    If, perchance, you are reading this as a bold warrior of the Doctrine, a fervent and pious right arm of enlightenment, it is possible that you may be dissatisfied with your rightful lord and master. Do they not convert the heathen? Do they not bring order to hellish lands? Do they not give rewards to those who follow them? If you find yourself nodding to my words, seeing the truth within, then I am most pleased to inform you of a solution. Join the Fiid. Join the brightest lights of the Nine Candles Doctrine! Be you from the very ends of the world, embattled Tannin, the polar wastes of endless violence or the shining Silver Coast, come to Fiid and fight for a true leader. Together, we will scour Arandi in the name of the Doctrine. Lands, prosperity and true enlightenment are the natural rewards of a bold warrior: all of these things, the Fiid can provide. Come to Fiid. Conquer the heathens. Raise Nine Candles to the sky, so all may see their light!

    May Nine Candles light your way.
    High Tirk Rabhid



    Rolls for stabilising region 40 and region 37.

    Expected stat gains:
    Spoiler
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    +2 Diplomacy


    Ruler:
    Spoiler
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    High Tirk Rabhid
    D 3
    M 8
    C 3
    F 5
    L 8


    News and rumours:
    Spoiler
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    Some of the strife in Lerr may be linked to the marriage of Tirk and Arta Jahim, his new Lerr wife. The two have a polite but frigid relationship: Arta is pregnant, the two dine together, but that is about it. Tirk fears a death by Squiring, like many of his underlings.
    Last edited by Silverbit; 2015-11-21 at 10:25 AM. Reason: Lack of Nand war
    I'm also on the Bay12 Games forums under the same username.

    The awesome Ceika made both my avatars! All hail!
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    Currently playing the parched and honourable Rabhid Dynasty in Empire2!

  26. - Top - End - #116
    Barbarian in the Playground
     
    Goblin

    Join Date
    May 2015
    Location
    A house (ha ha I wish)
    Gender
    Male

    Default Re: [EMPIRE 2] IC Thread

    Lignummus (144)
    King Alvin I
    5 Diplomacy 6 Military 7 Curiosity 1 Faith 5 Luck

    1. [Curiosity] Explore south of 138
    2. [Curiosity] Explore south of 132
    rolls +7 curiosity
    3. [Military] Train one land unit of Sasus in Lignummus
    4. [Military] Train another land unit of Sasus in Lignummus
    5. [diplomacy] Continues federating [2/5]

    Spoiler: News and rumors
    Show

    -King Alvin is preparing for war. On the border of his realm a group of militant slavers rules over a people that his scouts say are quite similar to the lignummese.
    -With the martial arts academy Sasu warriors are now able to be trained to a degree fitting of the Kings expectations.
    Last edited by woolli264; 2015-11-23 at 12:57 PM.
    total-cluster**** of yogurt, drugs and sheep in EMPIRE!
    The rodent tribes of the Ruby Legion in EMPIRE2!
    The goblin kingdom of Jauder in EMPIRE3!
    The sailors of Izbefe in EMPIRE4!

  27. - Top - End - #117
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [EMPIRE 2] IC Thread

    Summer Court of the Aeldir
    Round 4

    Lord Summer Drustan Keiv
    Diplomacy: 4
    Military: 9
    Curiosity: 4
    Faith: 3

    Actions
    Spoiler
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    1. Military Raise 1 Land Unit of Summer Rangers
    2. Military Raise 1 Land Unit of Summer Rangers
    3. Military Invade Region 17 with 2 land units of Summer Rangers under command of Lord Summer himself (Military 9) to conquer the region Total: +11 modifier.
    Sub-Action: Force the fighting to occur in the Tillwell roll: 18
    4. Diplomacy Stabilize Silverwood (Region 14) Roll: 11 Luck 5: 16
    5. Diplomacy Work to establish and finalize the details and responsibilities of the four courts under the Rose Contract (Federation 4/5)


    News & Rumors
    Spoiler
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    • Drustan eagerly anticipates the battle in the Tillwell, striking at the heart of the Geshemefar's domain while the Winter Armada hems in their retreat to the west should put an end to their meddling in business outside their own.
    • Lord Summer holds a discussion with his top military commanders after receiving a missive from Lady Autumn. The gist of the instruction appears to be not to shoot any humans who come marching from the east under Green/Blue/Yellow banners, these being mercenaries contracted to the Rose Courts for auxiliary forces in this battle. While Drustan is somewhat irked by the involvement of outsiders in the war he does not openly object, recognizing the advantage of these mercenary forces.



    Stat Bonuses
    Spoiler
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    +1 M +1 D
    Last edited by RandoMan; 2015-11-26 at 09:53 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  28. - Top - End - #118
    Bugbear in the Playground
    Join Date
    Oct 2015
    Location
    Ocean Side
    Gender
    Female

    Default Re: [EMPIRE 2] IC Thread

    Avonlea
    Region 134

    High Queen Thalia Darkthorne
    Diplomacy 6
    Military 4
    Curiosity 6
    Faith 4
    Luck 5

    1.[Diplomacy]Colonise region 76. 17
    2.[Diplomacy] Offer Sanctuary to the Gesh and the Luskans in their dire time of need.
    3.[Military]Conquer Region 80 with 2,000 troops.
    4.[Military]Raise 1,000 troops
    5.[Secret] Luck 5

    Non-action: Resist Conversion to Daen Orthodox Majority 13

    Stat Gains: +1 MIL, +1 DIP, +1 Luck
    Luck re-roll: 3

    News and Rumours
    • High Queen Thalia's crown grows ever more heavy with jewels of victory as she brings more lands under the banner of Avonlea.
    • Bolstered in confidence from her recent diplomatic victories, Queen Thalia rides out with her host to conquer more land in the name of Avonlea.
    • The Prophetess Council has forseen that the Queen's young son Nyle is destined to depart Avonlea for the western shore's of his father's lands.
    • A majority of the realm's citizen's reject the false teachings of Daen as the all-father, and hold strong in their beliefs of the mother.
    Last edited by Mary_Sue; 2015-11-28 at 06:03 PM.
    Quote Originally Posted by TheDarkDM View Post
    God, get it together Mary.
    Thank you to AsteriskAmp for the lovely avatar!

  29. - Top - End - #119
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: [EMPIRE 2] IC Thread

    Kroznat League
    Mirzahib Shou Al-Riku

    Actions:
    1. [Diplomacy] Establish Federation (3/5)
    2. [Diplomacy] Stabilize Region 29. (Roll = 16)
    3. [Diplomacy] Stabilize Region 7. (Roll = 16)
    4. [Military] Raise a Naval Unit.
    5. [Military] Raise a Naval Unit.


    Spoiler: News and Rumors
    Show

    • placeholder



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 7
    Military: 6
    Curiosity: 4
    Faith: 2
    Luck: 2


    Expected Stat Bonuses:
    Diplomacy +1
    Military +1
    Last edited by BladeofObliviom; 2015-11-29 at 03:21 AM.

  30. - Top - End - #120
    Bugbear in the Playground
     
    WaylanderX's Avatar

    Join Date
    May 2011
    Location
    Place of Utter Chaos
    Gender
    Male

    Default Re: [EMPIRE 2] IC Thread

    The Prevazan Artistry

    Actions

    1. Diplomatically colonize region 41, sending a group of Prevazan, Whansis and Himinn to convince the locals to join up with the Prevazan Artistry. DC: 14, Roll: 18+2 Discovery=20, Success! (Dip)

    2. Forge an alliance with the Rahbid Dynasty and the Nevarri League: The Bonded Western Pact is born. May our honor and virtues never waver. (Dip)

    Spoiler: Alliance Charter
    Show
    Private in fear of Nand incursions.


    3. Finish the incorporation of region 43 into the Prevazan Artistry. Roll: 12, Success! (Dip)

    4. Send 1 land unit to region 43 to help their friend in need. They are put under the command of the Rahbid Dynasty's commander. This unprovoked invasion must not succeed! Explore west of 41 north of 40 (Instead of underground). Roll: 18 (Yey!) (Cur)

    5. Add Gold from region 42 (name pending) to the Western Cultural Exchange trade route. (Cur)

    Spoiler: News and Rumours
    Show
    • Fear of the genocidal Nand spreads after their freakish show of violance at Blarhimmin. After the event, whispers go round across the Prevazan Artistry of a force able to defend the innocent against these foul butchers.
    • Some people in Aneth and Nogr, as well as a select few in Skianz are of the opinion that the Prevazan Artistry should take the offensive, before the Nand try to resort to genocide again.
    • The Lymner's of Skianz have endulged themselves in a new art: Weaving. The weavers native to ***** are teaching the Art to others and the movement is growing fast.
    • The culture and art flowing in from the Rabhid Dynasty and the Nevari League gains a big following from native artists.
    Last edited by WaylanderX; 2015-11-28 at 02:46 AM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

    Nyllana OotS Avatar by Lord FullBladder, Master of Goblins!

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    Nothing to see here
    My Extended Homebrew Sig!

    Currently writing a fantasy novel: The Dawn of Life!
    People willing to provide feedback are appreciated


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