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  1. - Top - End - #1
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default [EMPIRE4!] IC Thread

    Round One: Begin!
    Imperial Reckoning 103-105
    OOC Thread
    Dice Rolling Thread
    Rules Thread

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

    Good luck!


    Rules Alerts and Changes!

    All players are expected to follow the example layout for actions provided below (or something similar that covers all the same points) Thank you.

    Spoiler
    Show

    [Name of Country]
    [Name of Current Ruler]

    Actions:
    1. [Type] Action 1
    2. [Type] Action 2
    3. [Type] Action 3 (Project Name) [1/2]
    4. [Type] Action 4 (Project Name) [2/2]
    5. [Type] Action 5


    Spoiler: News and Rumours
    Show




    Spoiler: Ruler Information
    Show

    Current Stats

    New Ruler Next Round?

    Expected Stat Bonuses




    Growth!
    Avakonia stirs, as the last rotting remains of it's sister empires crumble into dust. The subjugated realms have cast off their yoke, and look outwards, eager to emulate the deeds of the Conqueror. The Century of Division is ended, and a new age is upon us! Only time might tell what it brings.

    Terror!
    Jurus Mandanagar, last member of the Mandan dynasty, has been slain! Messengers claim he was torn limb from limb by peasants in front of his home, having been dragged out like a bleating goat while his guards were away fighting the pegasus warriors of Ti Linnad! If he was not so cowardly as to have stayed away from battle, perhaps he would have lived...

    Her Exalted Majesty, Empress Vana Rafæla Zhekurus, Queen of the Karysites and Granddaughter of Dvanik the Preserver, stands as the last true Heir to Dejan the Magnificent, from all those vaunted lines of proud and noble bearing. Long live the Empress!

    War!
    Wretched despots and fallen kings, greedy merchants and fearful townsfolk, the righteous and the corrupt, all gather their forces in anticipation of conflict to come.

    Spoiler
    Show
    The following unclaimed regions contain troops in the noted numbers:

    Region Number Name Military Units
    3 - 3
    4 - 2
    5 - 4
    7 - 2
    9 - 3
    10 - 3
    11 - 5
    13 - 2
    19 - 2
    20 - 0
    22 - 2
    24 - 4
    25 - 3
    27 - 3
    30 - 4
    31 - 2
    32 - 3
    34 - 5
    36 - 2
    37 - 4
    38 - 3
    39 - 3
    41 - 2
    42 - 4
    43 - 3
    44 - 0
    53 - 3
    55 - 2
    57 - 1
    59 - 4
    61 - 3
    62 - 2
    68 - 1
    69 - 3


    Discovery! New Map?

    Spoiler
    Show
    Last edited by Rolepgeek; 2017-09-24 at 08:13 PM.
    Sincerely,
    Role P. Geek

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

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    Default Re: [EMPIRE4!] IC Thread

    Round 1
    [Regno, Desert of Magic]

    [Grand Magus Viclean]

    Actions:
    1. [Faith] Clear away a path on the top of Mt. Gradinalt from the city of Newbess to the Ancient Temple, and assess it's viability as an Aspect College. (Claim Religious Center, Region 8, Roll: 12)
    2. [Faith] Learning of the Magi adviser to King Balder Gammet of Izbefe, send additional Speakers to educate The Villages of the region (Claim Religious Center, Region 6, Roll: 11)
    3. [Diplomacy] Send Region 7 gifts of Bani and Sandboar meat, to make the people there feel kindly towards Regno.
    4. [Diplomacy] Find out more about the nearby Desert Dwellers in Region 7 by inviting representatives to visit Sortis, the City in the Sand. Throw them a small party when they arrive.
    5. [Military] 200 Sons of Us All from each of the Five Cities are combined into Regno's first joint Legion, and given the title 'Legionnaires' (+1 Military Unity)


    Non-Actions:
    • Send Grand Magus Viclean to a formal Event (somewhere)
      Spoiler: Event Actions
      Show
      Informal Agreement between Regno and Coatl
      - Permission from both parties to be allowed to make Econ rolls for an available trading post until said trading post is owned. [Bani for Corn]
      - Permission from both parties to be allowed to send students between the countries. This does not constitute an agreement concerning exchanging of Faiths.


    Spoiler: News and Rumors
    Show

    • Seeing that the greater world is beginning to move again, the Five Families agree that they will not just roll over to some new conqueror. As such, a combined Regno Military is in order, to be based in the capital - Sortis - and making frequent patrols through the desert to the other cities. The new Regno Military will draw from each of the Sons of Us All guardsmen in every city, and also encourage lesser villages to send their Sons to be trained.
    • Many Sons of Us All are eager to join the Regno Military, as they see it as a mark of excellence, and more likely to allow them to join a family of their choice as an Heir or a Second Son.
    • The news that there are Initiates in Izbefe to the south is something of a shock to the Grand Magus, but Viclean seems pleased by the information. He barely has to ask before several Speakers volunteer to take simple boats along the shore towards the Karak River and Rolas City. After speaking with King Balder, they spread out to teach various Villages about Initia. The Villages seem receptive to Initia, but are hesitant to see Oamenii.
    • It is rumored that Grand Magus Viclean is not satisfied with his eldest's daughter's current choice for a Husband Heir, and he is encouraging his wife to look for someone else.
    • Supposedly, the Staff of the Sun has stirred recently within the Grand Magus's hands, displaying light and heat unlike any have seen in many decades. Whether this is an omen of fortune or forthcoming ill luck, no Oamenii knows.
    • The people of Regno are very displeased to hear that other parts of the world have slavery. The Grand Magus cautions against any form of official action. Still, against the Grand Magus's formal stance, word gets out that any slaves that manage to make themselves into Regno's deserts will be considered free men.
    • It is with some pleasure that the Education Council is reviewing a new Treatise for publication from the Grand Magus himself, concerning something to do with his recent travels to foreign lands.



    Spoiler: Ruler Information
    Show

    Grand Magus Viclean D E F M I
    Current 3 4 5 2 2
    End of round 1 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Faith, +1 Dip
    Last edited by Gengy; 2017-10-08 at 12:35 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  3. - Top - End - #3
    Bugbear in the Playground
     
    Tentreto's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    The Whitefeather Kingdom
    Region 45: Inyoni Crescent
    Spoiler: Crest
    Show

    Round 1
    Keat Whitefeather
    Diplomacy 3 (+1)
    Military 5(+1)
    Economy 2
    Intrigue 1
    Faith 4

    1 [Military] Raise a unit
    2 [Military] Raise a unit
    3 [Military 5] Recruit a General: 'Kiolo Pinkwing' [10]
    A new military leader for the Whitefeather family has been recruited, for his incredible tactical mind. Maybe he is a rival for Dejan?
    4 [Diplomacy] The Gathering of Whitecrest Event. Open to all.
    5 [Diplomacy] Fabricate a claim on region 46 [10]
    With the region being only accesable from the Crescent, the Whitefeather family has begun lines of questioning to see how much the regions are related, especially as a possible 4th petty kingdom from before the curse. While there is certainly strong evidence to link the regions, they are very much not 'bird-people'. If the local rulers decide to give it support though, it might suceed...

    Non-Actions

    Resist conversion in 45, node 3 from New Lacia. [7]
    It does not go well. It does not go well at all...

    News And Rumours

    Apparantly, a larger than usual number of seabirds have begun to move inland, especially from the south. Maybe they sense a squall of some kind?

    There are talks of Houses Redtail and Greybeak formally merging, to form a credible opposition to the Whitefeather dynasty.

    Spoiler: Resources and troops
    Show
    Inyoni Crescent 45, Incense


    Spoiler: Ruler information+ extra
    Show
    Changes:
    +1 MIl
    +1 Dip

    No change
    Last edited by Tentreto; 2017-10-07 at 08:30 AM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Played as The Whitefeather Kingdom in Empire 4. Flew too close to the sun

    Played as the Duenem in Empire 5. Ordered a God to stand down, and kept a contingency ready...



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

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    Default Re: [EMPIRE4!] IC Thread

    Region 21
    Ti Linnad
    Leader: Premier Lira Jinna

    Actions:

    1. [Economy] Buyout Corn TP 2 in 33 [Coatl]: 12 (+2 from support not included in roll)
    The Council's efforts to stave off another famine bring attention across the sea, to the vast cornfields of Coatl. At first, it is feared that the foreign state might refuse absolutely, but fortunately the Coatl are amiable and open to trade. Negotiations proceed without issue, and by 105 enough corn is reaching the Highlands for the Council's worries to fade.

    2. [Military] Raise a unit
    With what remains of the soldiery tied down in the stalemate around [Region 22], the Council recognizes the urgent need for more soldiers. A mounted unit of roughly 1000 spears and 600 archers is organized and trained under the human Captain Wulluf Daria, wearing blue sashes and calling themselves the Cloud Company.

    3. [Military] Raise a second unit
    Another unit is organized from the city of Calloford in the far north, led by Pylliar Captain Meu Lirsseonn. Composed of 1000 infantry armed with spears, shields, and shortswords and 1000 archers, they call themselves the Fang Company.

    4. [Military] Raise a third unit
    Captain Cufithia Sollitannifi, Pylliar commander of the legendary Wingknights, returns from the stalemate to muster reinforcements for the unit. One thousand soldiers are selected and trained to replace those fallen in battle, and officially join the Wingknights in 105.

    5. [Military 5] Appoint Sennu Moko to the rank of General: 8
    At a Council meeting in 104, Sennu Moko's tactical ability is recognized by all, and he is appointed as General of the Linnadi armies, answering only to the Council.

    Nonactions:
    1. Send Dagi Sironne to attend the Gathering of Whitecrest
    2. Give +2 to Coatl and D̨vatla buyouts



    Spoiler: News and rumors
    Show
    • Messengers are sent out to the nearby lands, spreading the news that the trained soldiers of Ti Linnad are ready to be hired. To those who ask for proof of their skill, the response is simply, "Watch."
      .
    • Few tears are shed in Ti Linnad over the untimely demise of Jurus Mandanagar. His Imperial heritage, which he claimed made him greater than any Linnadi that had ever lived, and his refusal to accept anything but total surrender bought him no favor, and it is generally believed that his own subordinates murdered him. Sadly, his successor remains unreasonable and skirmishing continues in the east.
      .
    • A faint rumor reaches the Highlands of massive statues of a great beast labelled "Destroyer". If true, they could possibly depict the traitor among the gods - a potential gold mine of information to prepare against his return.



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 4
    Military: 5
    Economy: 3
    Intrigue: 2
    Faith: 2

    New Ruler Next Round? No

    Expected Stat Bonuses: Military +2


    Spoiler: Other notes
    Show

    Military units: 0 +3
    • + 1st Cloud Company
    • + 1st Fang Company
    • + 1st Wingknights

    Resources controlled:
    • Region 21 [Highlands of Ti Linnad]: Pegasi
    • +Region 33 [Coatl]: Corn

    Techs:

    Last edited by Minescratcher; 2017-10-01 at 10:55 AM.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: [EMPIRE4!] IC Thread




    The Theocracy of Coatl


    Ruler:
    Tenoch The Rightly Guided Exarch
    Faith 5 (+1)
    Military 5 (+1)
    Economy 2
    Intrigue 1
    Diplomacy 3


    Actions:

    [Faith]
    Fail to Convert region 32 HC #2 roll7
    [Faith] Fail to Convert region 32 HC #3 roll 11
    [Diplo] by fashionable at parties, specifically Whitecrest
    [Military]Hire elite unit 1000 Scaled Magpies- The scaled magpies are a highly disciplined unit of light mobile skirmishers. Normally armed with either slings, javelins, or bows, the scaled magpies excel at weaving in and out of combat using their mobility to harass heavier infantry and preform flanking maneuvers. The Scaled Magpies excel in terrain that's ill fit for cavalry and chariots. The unit consists of primarily Gwitna pilgrims, immigrants, and youth who wish to bring wealth to their families.
    [Military]Hire General Atl The Large 7 Standing at approximately 6'7 Atl The Large started as the son of an Avakonian expat whose martial talents quickly allowed him to rise in the Avakonian dynasty. By the time of the revolution Atl beheaded the incumbent Portus IV and delivered it to the new regime.

    Non actions:
    • Give Ti Linnad +2 on buyout
    • Give Rengo a +2 on corn buyouts and exchange students
    • Accept a defense agreement with the Inyoni
    • Exchange a defense agreement for conversions in regards to the Lazarites


    News/Rumors

    • Missionary Doctrine- Magi have been sent to the surrounding lands preaching about the inner peace only Xincoatl can provide.
    • A group of marauders have vandalized a statue of Dejan in Dejanovo, painting a coiled serpent around the statues neck. There has been a degree of anxiety among the Avakonians of Dejanovo ever since the revolution. Once founded as a fort and springboard for campaigns into southwestern Palmor, Dejanovo has grown into a center of learning housing many Avakonian merchants and scholars. After
    • Renovations of Uxmal have commenced, staring with the great 3 walls that were damaged and never truly repaired after the Avakonian dynasty. Slaves have been gathered from across the region to begin the largest series of public works projects in centuries. Uxmal shall be the pearl of the southern lands once more!
    • An old man bearing a long white beard has arrived in Dejanovo, he claims to have created a new style of martial arts combing tight footwork, ducking, weaving, precise vital strikes, and magic. In a demonstration at the town square he defeated the warrior Atl the Large in one strike.
    • A pair of Hydra's have been found near the northern banks of the Pearl river. Surely this is a good omen, as hydra's have not been seen since the conquest.
    Last edited by Lleban; 2017-10-08 at 02:24 AM.

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

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    Default Re: [EMPIRE4!] IC Thread



    The Rebel State of Varjik/The Firethorn Regiment


    Lady Captain Amerah Kren, the Liberator
    Diplomacy: 3
    Military: 5
    Economy: 1
    Intrigue: 5
    Faith: 1

    Actions for Round 1:
    1. [Military] Raise a unit!
      Liberation for Varjik! An armistice is signed with the Empire of Avakonia, hereby recognizing the independence of their neighboring state. The recent strife has left the armies of the Firethorn Regiment depleted and withering, but not for much longer.. After all, what is a military regiment without soldiers to be a part of it? Two thousand men are hired and trained in the arts of siege, martial arts, and supply lines to be ready for future battles.
    2. [Military 5] The Eleventh Hour - Increase dice pool from 2d10 to 2d12 when fighting in a capital region.
      The re-establishment of the Firethorn regiment rekindles a pride from generations of imperial warriors, whose legacy was impressive.. Though not flawless. Despite this, when all is on the line, the Regiment has a tendency to come out on top during the desperate scramble of the Eleventh Hour.
    3. [Diplomacy] Vassalize to The Empire of Avakonia
      It comes to the surprise of many, mostly within Varjik, to hear that after bitterly fighting the empire for a few years that they will still regard the current empress as their own. This helps put to rest many silent loyalist minds who thought the coup a chance to take advantage of a weakening empire to establish their own kingdom of even greater corruption.. Yet none can be certain, yet. Grand speeches hosted by the Lady Captain assure them that though the empire is corrupt, the empress still has in mind the core vision of an empire like Dejan's. Not only that, but it is their duty, within their homes, travels, and greater empire, to find any sources of imperial corruption and bring their concerns to the council of her Junta so that they might compare their deeds to the original imperial code and judge them as if they had been committing their crimes since the very time Dejan was struck by lightning. There are many executions and imprisonments in the coming weeks, totally destabilizing the economy of the region. (See news and Rumors)
    4. [Diplomacy] Adopt CI from Avakonia - Legacy of the Preserver, increase die pool from 2d6 to 2d8 when making stabilization rolls[1/2]
      From the ancient rivalry between their homelands to the rise of the Firethorn Regiment as as an imperial force of arms, the two states have been indisputable linked. Preserving things is not something done so easily, and the careful temperance their empress adopts concerning internal affairs is naturally an identity that the region of Varjik, as an imperial vassal, would share.
    5. [Diplomacy] Adopt CI from Avakonia - Legacy of the Preserver[2/2]



    Spoiler: News and Rumors
    Show
    • With so many powerful political and economic figures sent to their deaths, Varjik is cast into a state of chaos in the markets. While many powerful imperial merchant princes avoid their lands with good reason, other, smaller figures start to develop big names for themselves. In this time, for this round and the next, and buyouts in Varjik automatically have permission from the crown as they are mostly unable to control the flow of goods for the first few years.
    • Hostilities rise between the Firethorn Regiment and the Shushan Clan despite their mutual loyalty to Avakonia. Some notice that the border between them is more directly enforced through the year, and the Junta takes precautions concerning those whom they allow to serve them in their homes to avoid spies and assassinations.
    • Some say that due to her zeal for the 'original empire' that Amerah must be a Dejanite, though she seems to never have practiced any of their rituals and customs.



    Non Actions:
    [*] [Diplomacy] Attend the Gathering of Whitecrest
    [*] [Intrigue] Curry influence within the Kuniumi clans


    Expected Improvements: Military +1, Diplomacy +1


    Spoiler: Stats
    Show

    Military Units: 0 (None)

    Regions Owned: [Varjik - Region 58]

    Cultural Identities:
    [Name] Increase die size from 2d6 to 2d8 when.. (Temporary)

    Military Specialization:
    [Name] Increase dice pool from 2d10 to 2d12 when..

    Military Technologies:
    Economics Technologies:
    Secrets Whispered: 0
    Resources Required: Foreign Workforces
    Resources controlled: Sedellan Glass (58)
    Last edited by Zayuz; 2017-10-01 at 10:00 AM.
    "What is to give light must endure burning."

  7. - Top - End - #7
    Titan in the Playground
     
    HalfTangible's Avatar

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    Default Re: [EMPIRE4!] IC Thread

    Realm: The Kunai Clans
    Ruler: Mumei
    Round 1
    103-105 IR


    Spoiler: Ruler Information
    Show
    Mumei

    Current Stats
    Diplomacy: 5
    Military: 1
    Economy: 2
    Intrigue: 4
    Faith: 2

    Expected Stat Bonuses
    +2 Military

    * Dip Mil Eco Int Fth
    Starting stats 4+1 1 2 3+1 2
    Current Stats 5 1 2 4 2


    Spoiler: Actions
    Show
    [Military - Raise One Unit]: The Shuhan Clan's proclamation is followed by a quick build-up of military force. However, other clans respond negatively and begin gathering their own blades. Few actually want war in the Kunai, but more to the point, the clans need to be ready for it, should the worst happen.

    [Military - Raise One Unit]:

    [Military - Raise One Unit]:

    [Military - Raise One Unit]:

    [Diplomacy 5 - Cultural Identity - The Satsujin - Secret Actions]: The Satsujin are a secretive clan composed almost entirely of Wordsmiths. They do their best work in the dark, hiding from prying eyes. Some might call it cowardly, but not openly. At least not for long.

    Nonactions



    News and Rumors
    -Shushan recently began to push the clans more, saying that because Avakonia left his clan in charge, the other clans must swear fealty to him personally. He promises to the Kunai clans glorious prosperity unified under his banner, and vegeance upon those who refuse. Two clans swear loyalty to Shushan almost immediately.

    -The two clans that swore loyalty to Shushan have been hit by hard times, and their power and influence begin to wane. Their caravans are raided, their leaders go missing. Though few would admit it aloud, at the same time as this occurs, those openly loyal to Avakonia or critical of the Satsujin (especially within the Shushan clan) begin to quietly disappear as well...

    -War hawks, soldiers and high-ranking clansmen begin to disappear in the night. Though no one mentions it, it's clear that those disappearing are those who oppose Satsujin involvement in their affairs.

    -Citizens are divided on the idea of Kunai unification. Many consider the idea blasphemous, since doing so would "dilute the names" of the clans and of Kunai as a whole (apparently this is a very bad thing). Others feel that the Shushan are going to force the issue regardless, and whispers of civil war begin to stir within the villages and towns of the Kunai clans. While few would ever say so aloud, the Satsujin have been more active than usual lately.

    Spoiler: Notes
    Show
    Stone-like resources(?):
    15 - Blackrock? - Perivan
    16 - Marble - Avakonia
    32 - Blood Clay? - Unoccupied
    40 - Obsidian Glass?? - Khirus
    41 - Ironwood?? - Unoccupied

    Spoiler: Created Techs, Miracles, etc
    Show
    None yet


    Spoiler: Saved Actions
    Show

    -The Shuhan Clan, after years of ridicule and shame from their fellow clans, reassert their dominance and "right to rule" as the Avakonian's appointed rulers. This declaration is ignored by most of the clans, until the


    Last edited by HalfTangible; 2017-10-01 at 01:02 PM.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

    Discord: HalfTangible

    Extended Sig

  8. - Top - End - #8
    Ogre in the Playground
     
    Lizardfolk

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    Default Re: [EMPIRE4!] IC Thread

    Realm of the Tides, Round one
    Speaker Mlagarblargle

    Actions
    1. [Military] Raise an army of troops
    2. [Military] Raise an army of troops
    3. [Military] Raise an army of troops
    4. [Military] Raise an army of troops
    5. [Military][M5] Strength in numbers, Weakness in Solitude: +2 die size against single-region entities


    Nonactions
    Resist buyout of gold trade post 1: 8 (SUCCESS)

    News and Rumors
    In the sunken land of Fresia, the waters have begun to stir. Many years have passed since the wrath of the gods brought the region beneath the waves, almost as many have passed since the animalistic Picians slew all humans and took those waves for their own. And through those years, the Picians kept to the waters of Fresia, not daring to step foot on a hostile continent... until now. The monsters have become bolder, venturing further and further inland, devouring livestock and men alike. These parties always turn back once sight of the shore is lost, but on the coast there are whispers of the Picians organizing into an army, of arms being developed en masse, of an army of monsters set to march upon their neighbors and kill them all... However, within Fresia itself, these developments were evidence of a grander series of events.

    Many years have passed since the almighty Leviathan had begun the reclamation of the sea from the demons of the earth, and almost as many since he led his chosen people to the riches of Fresia. For so long they had been blind to the Leviathan's grand plan, wallowing in ignorance with no purpose beyond survival... Until now. Speaker Mlagarblargle, the most recent in a long line of Speakers, has discovered that the Leviathan has granted his people not just a grand hunting ground, but a staging ground from which to liberate the entire world from the evils of earth. The fleshlings in the nearby regions are weak, supporting a foul ideal that the earth is not to be sunken. Now is the time for action; in the name of the Leviathan the armies of the Picians shall march forth and continue their god's quest: the destruction of the surface realms and the return of all things to the waters that created them.

    • As the armies of the Picians rally on the western border, some who remain to hunt in the west have found new fleshlings wading into the waters, some going far enough in so as to come near the yellow-rock. The stout ones were so pathetic, sploshing about the Pician's sacred hunting grounds... It was only right to put them out of their misery.
    • The ones who have established bases closer to the land do not meet with the same fate, as the Picians are busy building an organized military in Western Fresia and the miners from the Concordance have set up in the east. Though they've been harassed by Picians in small numbers, they are able to continue their shipments of gold mostly uninterrupted. However, once the Picians' army is ready, the miners may find themselves in a far worse situation...


    Spoiler: Stats
    Show
    Mlagarblargle's rolls
    Stat Value Increase?
    Diplomacy 3 -
    Military 5 +2 (+1 new leader)
    Economy 3 -
    Intrigue 1 -
    Faith 5 - (+1 new leader)
    Military unit count: 0 (+4)
    Generals:
    • None yet

    Spoiler: Regions
    Show
    Region Name Region Number Resource Holy Center 1 Holy Center 2 Holy Center 3 Status
    Fresia 70 Gold Leviathan Leviathan Leviathan Capitol

    Spoiler: Technology
    Show
    Type Name Requirement(s) Effect(s)
    - - - -
    - - - -

    Spoiler: To-Do List
    Show
    -Conquer 69, 68, 43
    -Sack Rando's TP and blitz for his capitol
    -Reform into a branch/heresy of Perijanism
    -Ditch the whole 'drown the world' approach
    -Kill Avakonia
    -????
    -Profit
    -Find and reclaim the ancestral moose holy lands
    Last edited by moossabi; 2017-10-02 at 05:17 PM.

  9. - Top - End - #9
    Barbarian in the Playground
     
    Goblin

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    Default Re: [EMPIRE4!] IC Thread

    Izbefe
    Actions!
    1. [Military] Raise a unit
    2. [Military] Raise a unit
    3. [Military] Raise a unit
    4. [Military] Raise a unit
    5. [Military] Raise a unit
    With the demise of the Avakonian generals brigands and marauders are springing up everywhere claiming themselves lords of the surrounding lands. Thousands of men are called to follow the old sayings and take to the sea once more for the slavers yoke has been thrown off and Balder Gammet is king. His marines are strong, his ambition is high and his borders will grow.

    News:
    -Magi Lokir Rainstep has been appointed to the kings upper council. Some of the local followers of Jalyeoung Bo are suspicious or angery about this decision but most of the citizens agree that having such a well studied man on the upper council can only better society.

    The Rumor is:
    -The sailors aboard a ship supplying the desert communities of western Izbefe are said to have seen a pair of mysterious creatures swimming in the water. The reports on what they actually were vary from humans with fish tails to aquatic, hairless cows to massive vegetables such as onions and balls of rice floating in the water.

    Ruler Stuff:
    King Balder Gammet
    Diplomacy: 1 Economy: 5 Faith: 3 Intrigue: 2 Military: 5(+2)
    Last edited by woolli264; 2017-10-08 at 02:32 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!

  10. - Top - End - #10
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    The Gwitna Coalition
    Lord Ferreth
    Region 23

    Actions

    1. [Diplomacy 5] Among the Gwitna, prizes stolen in foreign lands or looted on raids are sources of great pride, and are generally placed on display in prominent locations in the house or worn as status symbols. This tends to lend itself to a culture wherein thievery and raiding are positive accomplishments to be bragged about. Thus, while youngsters in other lands might aspire to be merchants or soldiers, Gwitna children often aspire to become raiders and thieves like their forebearers. Cultural Identity: Proud Pillagers and Pilferers. Benefit: Die Size increase on non-secret raids and item thefts.

    2. [Diplomacy] Attend the Gathering of Whitecrest

    3. [Intrigue] Raiding parties set sail for the shores of region 30, intent upon seizing their valuable copper weapons and tools. Raid trade post 1 of region 30. Roll 15

    4. [Intrigue] More raiding parties head for region 30, in an attempt to seize local smithies and mines. Raid trade post 2 of region 30. Roll 10

    5. [Military] The year 104 is a praticularly good one for elk, and many Gwitna of house bear complete their trials and ready themselves for war. A few Bears also are recruited to supplement the ranks of soldiers in exchange for food and shelter, but most are recalcitrant and unwilling to join a weak army. To gain more ursine support the Gwitna will likely have to prove themselves capable of standing alone. Raise 1 unit

    Non-Actions
    Do not oppose Lacia converting the Sanctified Caverns.

    News and Rumors

    Long hair on men is becoming a popular fashion in Glen Gwitna, and the chiefs and priests at Tloon Redlan spend more and more time braiding and tying up their gorgeous locks.

    Chilkat Blankets, or blankets made from cedar bark and dog hair, are a valuable item for wealthy Gwitna. They are often woven to have patterns representing an individual's ancestral house. Because of this marking, it is common for a man's blankets to go to nieces and nephews of the same house if he has married a woman of a different totem.

    After a bear kills a pair of children in northwest Glen Gwitna, it is hunted down and killed as a murderer.

    After hearing about the turmoil in Delphraic, Lord Ferreth makes a brief trip to the city to check in on old acquaintances and organizations. He pays his final respects to a few old friends before returning home.

    The world is awakening. Ancient magics are stirring once more in lands near and distant, and the Gwitna are on edge. This is a time to explore, a time to learn, and a time to steal.

    Spoiler: Ruler Information
    Show

    Lord Ferreth
    Age: 20
    Diplomacy 5
    Economy 1
    Military 2
    Faith 1
    Intrigue 4
    Rolls

    Attribute Increases: +1 diplomacy, +1 intrigue

    No new ruler next round.
    Last edited by Potato_Priest; 2017-10-05 at 12:36 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  11. - Top - End - #11
    Troll in the Playground
    Join Date
    Jul 2015

    Default Re: [EMPIRE4!] IC Thread

    Amham Federation
    Region 2
    Duke Baek Gyeon

    Actions
    1. Military: Raise One Unit. In order to provide for the common defense, the Duke recruits from across the walled-towns and commissions a garrison force.
    2. Faith: Great Project [1/5] - Jalsi Seung Kyung, head of the Stonefire Ring shrine, calls upon the assistance of shamans throughout the region to conduct the Stone Count, a massive survey of all dolmens, megaliths, and similar structures and their affiliated spirits within Amham and stretching into [Region 1] and [Region 3] in the intent of producing a uniform register to aid the faith in further endeavors.
    3. Faith: Great Project [2/5] - continued effort on the Stone Count.
    4. Faith: Great Project [3/5] - continued effort on the Stone Count.
    5. Faith: Great Project [4/5] - continued effort on the Stone Count.

    Non-Actions
    1. The Duke's cousin, Kin Gyeon, attends The Gathering of Whitecrest.

    News and Rumors
    Spoiler
    Show
    1. The Duke's younger sister, Jalsi Chae Gyeon, has begun to make a name for herself as a shaman of considerable mettle. She has solved a despicable murder, cleansed the land of a man-eater, and exposed a corrupt clay seizure scheme (see the events of Crawler's Cadence, Stone Fangs, and Title Pending). Marked out as a person to watch by both the aristocracy and the faith, she is currently participating in the Stone Count, but is likely to see greater responsibility in the future.

    2. The Duke's second child, his daughter Juhee Gyeon, is born in 104. The child is healthy and the delivery without undue difficulty.

    3. Scandal rocks the court when Jiu Gyeon - sister to the Duke - is courted in tandem by two men, Kwangjo and Chul, both the sons of barons. Chul loses control during drunken revels and he and his retainers murder Kwangjo in their guest house. Chul is caught on the road attempting to flee and riddled with arrows by the Duke's guardsmen. The shamans order the guest house to be razed, and the Federation Council censures Chul's father by stripping two villages from his control. Jiu Gyeon goes into seclusion on Kimiku Island until 106.

    4. A massive forest fire ravages the high peaks in the north in 105, apparently due to some major tragedy in the court of a great lightning king. Several forest queens in the north demand a cessation of logging in their territories until their relatives can begin to restore growth. The local barons grumble when the shamans transmit this decree, but for now they obey. A young jalsi attempts to climb to the snow-capped peaks and speak to the lightning king, but does not return.

    5. Fishermen record sightings of sea elf nomads of the coast of Amham, apparently migrating with the whales. It has been many years since the last such sightings. The Duke dispatches a ship in the attempt to contact the sea elves, but they are met only with silent descents into the depths.



    Ruler Information
    Spoiler
    Show

    Duke Baek Gyeon
    Age 27 in 105

    Stats:
    Diplomacy: 2
    Economy: 4
    Military: 3
    Faith: 4
    Intrigue: 1

    Anticipated Changes: Faith +2

    New Ruler Next Round: No
    Last edited by Mechalich; 2017-09-25 at 09:37 PM.
    Now publishing a webnovel travelogue.

    Resvier: a P6 homebrew setting

  12. - Top - End - #12
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla
    (Round 1: 103-105 IR)

    Actions
    1. [Military] Raise a unit
    2. [Military] Raise a unit
    3. [Military] Raise a unit
    4. [Military] Raise a unit
    5. [Military] Raise a unit


    Non-Actions
    • Support Ti Linnad buyout


    News and Rumors
    • The false emperor is dead! It has been decades since the decadent and corrupt Mandan Dynasty was driven out of the sacred lands between the gods' rivers, but some who follow the heretical ways of the foreign interlopers still remain to plague our people. While the small lands remaining to Jurus before his death are too far away for the final collapse of his accursed empire to have any real direct effect on D̨vatla, all agree that it is a favorable omen.


    Fëkälis

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

    Increase: Military (+2)

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    D̨vatla 12 Iron D̨vatla (Open) (Open) Tëlir Geza Abhidi Abhidi

    Region # Owner Resource Minor Good Great

    Spoiler: Armies and Technology
    Show
    0 units
    Last edited by Aventine; 2017-10-08 at 02:32 AM.

  13. - Top - End - #13
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: [EMPIRE4!] IC Thread

    The Concordance of Azenhal and the Three Tribes

    (Round 1, Region 71)

    King Harlaus Earthcracker
    Diplomacy: 1
    Military: 4
    Economy: 4
    Faith: 5
    Intrigue: 4

    Actions
    1. [Military] Raise 1 Dwarven Legion to secure the region
    2. [Military] Raise 1 human levy from among the inhabitants of Bray
    3. [Economy] Buyout Fresia (70) Gold from the Realm of the Tides. Roll: 7
    4. [Economy] Buyout Fresia (70) Gold. Roll: 14
    5. [Faith] (Faith 5) Introduce Relic: Scepter of Bray- +1 on Buyouts by possessing power


    Non-Actions

    News & Rumors
    • Efforts within Concordance territory to unite the human tribes and the dwarves of Azen begins with unified regimental training. The iron legions of the Azen begin conducting training exercises and mock battles with the newly raised levy of human soldiers from in and around Bray. Progress is slow going but apparent as the two armies begin to work more and more seamlessly as one.
    • Though news arrived some years ago of the devastation that wracked Fresia during the massive earthquake felt even beneath the Vardhum tales of the grand cities of the region having all sunken beneath the waves is taken to be hyperbole. A detachment of diplomats and guards are sent to reestablish contact with the nearby realm. When this detachment returns to confirm that not only had Fresia sunken into the sea but great deposits of gold had made themselves visible in and around the new coastline King Harlaus and the leaders of the three tribes hardly hesitated to authorize expenditures granting representatives of the Concordance rights to claim this gold. Mention of small fish-men spotted patrolling the waters within the expedition's report are noted but largely ignored as fanciful in light of this golden opportunity.
    • As a sign of peace and unity between the Azen and the tribes an immaculate iron and gold scepter is forged and enchanted by the finest dwarven smiths and rune scribes to be presented to the Duke of Bray. While this singular gift to the ruler of Bray ruffles some feathers among the Maltey Valley clans ultimately the gift is taken as a sign of unity by most humans and dwarves. The scepter itself is a relatively simple shaft of iron with a head of gold shaped to resemble a clenched fist. Runes are inscribed along its length and merely holding it seems to sharpen one's attention to detail. The Duke of Bray is said to be quite pleased with the gift.
    • High Commander Kordel Ironbender of the Azen currently leads training exercises integrating the dwarven and human forces. The cantankerous dwarf has clashed repeatedly with Rishard Whidden, the human commander of the levies. Mixed battalion war games have been arranged to demonstrate the military competence of the two commanders for the King and his Council scheduled for the beginning of the new year in 106.
    Last edited by RandoMan; 2017-10-02 at 02:18 PM.
    Thanks to Gengy for the avatar.

    Rando delights in not being delightful - LapisCattis

  14. - Top - End - #14
    Ogre in the Playground
     
    lt_murgen's Avatar

    Join Date
    Feb 2012

    Default Re: [EMPIRE4!] IC Thread

    Theocracy of the Pall
    Lycoris Hyreath, Eldest Child of Kina

    Actions:
    1. [military] - Raise 1 unit (that sounds vaguely kinky) Appalled that the wild territory to their west is bristling with troops, the Eldest chooses to raise a military cadre, called the Red Company
    2. [military] - Raise 1 unit Appalled that the wild territory to their west is bristling with troops, the Eldest chooses to raise a military cadre, called the Orange Company
    3. [military] - Raise 1 unit Appalled that the wild territory to their west is bristling with troops, the Eldest chooses to raise a military cadre, called the Yellow Company
    4. [military] - Raise 1 unit Appalled that the wild territory to their west is bristling with troops, the Eldest chooses to raise a military cadre, called the Green Company
    5. [Faith] - attempt conversion Attempt to establish a Sacred Grove at THe Grand Springs to help addicts find their way to the Great Mother (covert holy center) Roll was 9. The missionaries fail to overcome the natural addictive properties of the Springs.

    Expected Bonus next round: +2 (M)

    Spoiler: News and Rumours
    Show

    The Rumor Is nothing. No rumors at all
    News of nothing comes from nowhere.

    Spoiler: Ruler Information
    Show

    Eldest Lycoris Hyreath


    Diplomacy Military Economy Intrigue Faith
    TOTAL 4 4 5 2 2
    bonus 0 0 1 0 1
    rolls 4 4 4 2 1

    Original roll 1
    Messed-up roll 2
    Original roll 3

    New Ruler Next Round? no
    Last edited by lt_murgen; 2017-10-06 at 06:45 AM.
    Keeper of the 49 Rules.

    Pet Peeve: Yay ≠ Yeah

  15. - Top - End - #15
    Halfling in the Playground
    Join Date
    Dec 2016
    Location
    ???

    Default Re: [EMPIRE4!] IC Thread

    The Jarkana Confederacy
    Governor Yaku Wambuy of Jaka

    Econ. 4 Int. 5 Mil. 3 (+2) Dip. 3 Faith 2

    Actions

    1: [Military] raise unit 1st Macha Men Regiment (1st-7th expeditionary companies)
    Spoiler: Expeditionary Companies (Macha Men Regiments)
    Show
    Being jungle raiders by trade, Macha Men are survivalists first and foremost, but are relatively well equipped to harass enemy forces in raids and skirmishes, or to take enemy regions through ambushes and food store raids. Professional raiders and competent military levies, an expeditionary force is generally 200 strong, and for the purpose of military operations are organized into regiments of 1400 or so, though there are generally significant variations between regiments.

    Macha men, the privateers who make up a company, are armed primarily with survival equipment. Pockets, utility belts, canteens, satchels, and machetes are the primary tools of choice, in addition to the occasional short bow, spear, selection of knives, and other light equipment a person has brought with them.

    Most wear closed-toe leather soled sandals, and lightweight linen garb stained green with long sleeves broken up sparingly by studded leather bracelets, and held together with belts. They also generally wear green linen-wrap masks, gloves and headbands, though officers in a company will wear peaked caps. All Macha men carry sashes and know slogans related to their specific company, as a means of identification.


    2: [Military] raise unit 2nd Macha Men Regiment (8th-14th expeditionary companies)


    3: [Military] raise unit 3rd Macha Men Regiment (15th-21st expeditionary companies)


    4: [Military] raise unit 4th Macha Men Regiment (22nd-28th expeditionary companies)


    5: [Military] raise unit Northguard Brigade
    Whereas in the south the 'military' is an assembly of pioneers and looters dispersed randomly throughout the jungle-scape, in the northern towns there is an established, tidy agricultural economy spread across a few larger landlocked walled-in towns, and here it is essential to have a permanent levy garrison capable of holding sieges. This levy consists of a stockpile of spears and shortbows, and a list of able, albeit totally untrained candidates for defense in times of war, and exists not to repel enemy forces, but to hold the walls long enough for the greater force, down along the southern coast, to rally to their defense.

    news/rumors

    Spoiler: Strange Omens
    Show
    -All across Wasipacha, independent Avakonian settlements have begun raising military expeditions to clear sites in the jungles containing valuable artifacts. Tombs, temples, ruins of towns and cities, freestanding monuments of valuable stones ranging from one to sixteen feet in height.

    Oddly, though these armed expeditions engage often in skirmishes with tribes and savage beasts, only rarely do the ruins they are attempting to reach appear to be looted or inhabited in any capacity. Expeditions often report that they are rarely disturbed even when actively looting sites, and complain that ruins are cursed or haunted. However, no person is willing to argue that this plundering industry is perhaps the only economical opportunity to find its way to the shores of Wasipacha in over a hundred years, so no ill omen has yet to disrupt these operations.


    Spoiler: Tales of sea-beast Waglichinaku, the Destroyer (quite happy with it now, actually)
    Show
    The personal diary of Ajustana, Head scholar of the Wasipachan Preservational Society
    103 IR,

    Our most recent initiative has taken us to the near corners of Wasipacha, where expeditions have not yet intruded for fear of life & and limb. A series of bogs and swamps dot the coastline, and here you see a number of fearsome predatory creatures and lurking diseases which no survivalist can sufficiently prepare themselves for. Death here is the routine, the mundane day-to-day of life.

    The journey has been arduous beyond what can be written here, but fortunately no members of the Society were lost. We have discovered that if any great volume of ruins dot these regions, they are singularly well hidden and difficult to reach. The only thing of note thus far are the presence of solitary, looming statues around sixteen feet in height of a creature titled 'The Destroyer', accompanied by a series of unsettling hieroglyphs at its base. Our first expedition became frightened upon sighting the construct, and abandoned us at the next port for fear of their lives.

    We have so far changed expeditions three times, each departure marking the discovery of yet another grotesque monument. Each one is distinctly different in shape and form, and so far the creature has not been sighted in the flesh. Many speak up and question whether the creature is not entirely fictional, but are never so bold in the swamps, and are often entirely silent in presence of the statues themselves.

    May the gods grant us a swift departure from this hell.
    Last edited by AdmiralCatticus; 2017-10-29 at 04:21 PM. Reason: I only had one three. :(
    Thanks to Gengy for the great avatar!

  16. - Top - End - #16
    Orc in the Playground
     
    kaio999's Avatar

    Join Date
    Jul 2016
    Location
    Indiana
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Khirus
    The dark mirror

    Region 40


    Actions

    1:The bloodletting ceremonies begin, the masquerada have gathered young men throughout the kingdom and feed them their vitae forcing love and devotion on the unwilling to grow their armies of ghouls. (+1 unit)
    2:The orcs of the black glass regions are brought in as mercenaries (+1 unit)
    3: Kindred are recruited to become commanders and leaders. These bloodthirsty kindred are excited to join the coming storm. military units are improved with vampire commanders (+1 unit)
    4: The bloodletting ceremonies begin, the masquerada have gathered young men throughout the kingdom and feed them their vitae forcing love and devotion on the unwilling to grow their armies of ghouls. (+1 unit)
    5: Diplomatic mission sent out to begin to learn of the peoples within the regions of 41 and 38

    News and Rumours
    • Peace and quiet reigns in the Republic of Khirus everyone goes about their spirit granted rights.
    • Curfew remains under affect
    • Despicable rebel scum look to do harm to the republic, screaming about monsters in the night. They have been deemed mad by experts.
    • The military grows as national pride swells with their newfound freedom from the empire cracking under the weight of their foolish leadership




    Spoiler: Ruler information
    Show
    Current StatsDiplomacy 2
    Economy 3
    Military 5 = 7 next turn
    Religion 2
    Intrigue 3

    New Ruler Next Round?
    NO

    Expected Stat Bonuses
    +2 Mil
    Last edited by kaio999; 2017-10-11 at 07:15 AM.
    Amazing avatar by Gengy

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

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

    Join Date
    May 2015
    Location
    Earth-89

    Default Re: [EMPIRE4!] IC Thread

    New Lacia

    Land of the Milk skinned men.

    Pacian MacUnica the first, First Mouthpiece of Lacia, the Uniter of Lacia, Head of Domitordía, son of Hatria MacUnica the third

    Actions:
    1. [Faith 5] Create a Holy Relic: the First Manuscript of the Ildia
      The First Manuscript of the Ildia is the first great book of the Pantheon of Ildia. The book was handwritten by monks from Domitordia for decades. The book covers all topics related to the early beginnings of the world from the perspective of its primary author, Peter I, and his interactions with Folursing, Fortrén and Echeler.
    2. [Faith] Convert the Temple to the Heavens in Greybeak (Center 3, Region 45) to Pantheon of Ildia
      Lacian Missionaries make their way to Greybeak in the Whitefeather Kingdom to convert the populace of the city to the ways of the pantheon of Ildia. They teach the Greybeaks that their Maiden of the Flock is actually the Ildian Echeler. The energetic Echeler, they explain, takes a form similar to a great firey bird, a phoenix of sorts, as she treks across the visible skies, providing heat and light to all of the people of the world during the day. Echeler provides clear vision to all who fly upon the winds of the world. The missionaries then slowly add the other two members of the pantheon of Ildia, Fortrén, the Mammoth Shifter and Folursing, the Bear Shifter to the beliefs of the people at the Temple to the Heavens.
      Roll: 12
    3. [Faith] Convert The Sanctified Caverns (Center 2, Region 23) to Pantheon of Ildia
      Missionaries of the Pantheon of Ildia make their way through the lands of The Gwitna Coalition, to the Sanctified Caverns, to clarify the misguided visions of the wise men that inhabit them. They instruct the wise men that the spirits that they worship and interact with are the envoys of Fortrén, sent from his abode deep beneath the surface of the planet. They tell them that Fortrén gives their caves strength and provides them with companions, the spirits, so that they can become excellent servants of the Pantheon of Ildia. After they have taught the wise men of the Sanctified Caverns the ways of Fortrén, they teach them further, of the motherly Folursing and the energetic Echeler.
      Roll: 13
    4. [Diplomacy] Marry to region 34.
      One of the representatives from the province of Argat, Daire Darrison, to a higherup of region 34, so as to create a bond between the two regions.
    5. [Diplomacy 5] Establish Cultural Identity: Bonus to Conversions.
      The Domitordians have practiced and studied for years. They now have mastered the skills required to convince anyone to convert to the religion of the Lacians. They have even developed this to be a primary part of their culture. For now at least.

    Sub Actions:

    Non Actions:
    1. Attend the Gathering of Whitecrest.

    Spoiler: News and Rumours
    Show




    Spoiler: Ruler Information
    Show

    Current Stats

    Diplomacy: 5
    Military: 3
    Economy: 3
    Intrigue: 1
    Faith: 5

    New Ruler Next Round? No

    Expected Stat Bonuses

    +1 Faith +1 Diplomacy
    Last edited by DimpleLoamsdown; 2017-10-06 at 12:05 PM.

    Avatar by me.

  18. - Top - End - #18
    Troll in the Playground
     
    Chimera

    Join Date
    Mar 2010
    Location
    London
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Perivan
    Region 15

    Actions

    Military - Raise military unit - 1400 highlands tribesmen, complete with shamans, scouts, and totem animals

    Military - Raise Military unit - 1200 members of the Ordos Sanctus, Exequie, Arcanus, Custodes, and Secutor

    Military - Raise Military Unit - 3000 spearmen of the Downs Auxillaries

    Military - Raise Military Unit - an unknown number of what are supposed to be traditional Retarius Pattern Irregulars, but which appear to be an assortment of criminals, mercenaries and ne're do wells from the the Cityport of Delphraic

    Military(5) - Recruit General. The probable collapse of the Empire has led to a great many prominent and decorated soliders seeking some kind of employment outside the Empire, where they will be valued and paid, and their families safe. Surely one of them will have the skill to command?

    Expected bonus +2 Military

    Spoiler: News and Rumours
    Show
    The Call to Clan
    The Sartek has reacted to the death of his namesake, the Emperor, by announcing the largest mobalisation Perivan has seen since the war with the Empire.

    The Unfought War
    It's not often that a nation comes to the brink of civil war politically, without anyone actually wanting a conflict. The consolidation of power by The Sartek Jurus I, using his traditional role as Clianarcnagh, was successful in the sense that he bound the various factions to his service, but it did nothing to resolve the political differences between the factions. The result was described Marcirah Devaine, a close political advisor to the ruler, as the 'Unfought War'. An increasingly tense period of manoeuvre and countermanoeuvre led to each side preparing to fight each other, without actually doing so.

    Pharadon of the Deep
    The titular leader of the Lake People Pharadon, was curiously absent from the call to clan, fueling speculation that the peoples of the lakes might try and assert independence from Jurus' military authority, if not from his rule.

    Gang War
    There is a struggle brewing the Cityport of Delphraic, as the city, now lighter by some 2000 people, struggles to regain the old balance of power between the port gangs and smugglers that it enjoyed before.


    Spoiler: Ruler
    Show
    Ruler: Jurus I

    Diplomacy: 5
    Military: 5 -> 7
    Economy: 2
    Intrigue: 1
    Faith: 1

    Expected bonus +2 Military
    Last edited by Togo; 2017-09-29 at 07:59 PM.

  19. - Top - End - #19
    Bugbear in the Playground
     
    Thunderfist12's Avatar

    Join Date
    Jun 2013
    Location
    Boulder CO
    Gender
    Female

    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR



    Region 28; NE Corner

    Round 1 (103-105)

    Diplomacy: 2
    Economy: 1
    Faith: 3
    Military: 3
    Intrigue: 4

    1 [MILITARY] Train a unit of warriors.

    After hearing word of a great empire in the West, Arndok has begun enlisting a formal Army of the Tribes. Trained to fight with whatever they can find and armed with bows and whale-bone swords, they are, for now the elite of Lazar's soldiers.

    2 [DIPLOMACY] Attend the Gathering of Whitecrest.

    While he had intended an early arrival, Arndok and his crew were lost at sea for near a fortnight, arriving well into the discourse.

    3 [ECONOMY] Establish trade routes along the coast of the East Sea.

    In an effort to keep well-armed and defended, the tribes have sent merchant vessels along the coast to trade for any and all supplies they may need.

    4 [INTRIGUE] Train an order of spies.

    After his travels in the wider world, Arndok was inspired by the use of spies and doubles. The Order of the Broken Sword is trained in the Temple by the Idol Priests through constant meditation to use their inherent invisibility for much longer than normally possible, and are taught divinations and languages by the Oracle herself.

    5 [MILITARY] Raise a second unit.

    In the event of war, Arndok has employed the training of scouts and raiders to strike ahead of the Army of the Tribes. They are known as the Burners, due mainly to their tactic of setting fire to anything that stands before the army.

    [RUMORS] Most folks near the isles know that Arndok is preparing for some kind of conflict, though the scale and nature of it are hard to say. The spread of Coatl's faith is readily apparent in the isles, an one of every six Lazari have converted.
    Last edited by Thunderfist12; 2017-09-30 at 04:48 PM.

  20. - Top - End - #20
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    NPC Actions


    The Avakonian Empire

    Empress Vana Rafæla Zhekurus
    Diplomacy: 5
    Economy: 3
    Faith: 2
    Military: 4
    Intrigue: 2

    1. [Diplomacy 5] Cultural Identity: Legacy of The Preserver: Increase in die size for Stabilization rolls.
      The men and women of Avakon have a proud heritage, and many look back to Dvanik the Preserver, who maintained the realm for so long, and his example of firm but just rule, and an eye towards diplomacy. The current Empress promises to emulate his rein, and root out the corruption that has begun to eat at the heart of the Empire.
    2. [Diplomacy] Offer vassalage to The Firethorn Regiment.
      The Empress offers armistice to Varjik, and indeed welcomes them back into the fold after rebellion. Her Majesty has decreed that the Firethorn Regiment has never been disloyal to the Empire; it has simply found the Empire's current servants lacking in integrity.
    3. [Diplomacy] Share Cultural Identity with The Firethorn Regiment.
      The people of Varjik have long been united with those of Raesija, Karys, and Avakon. With them under the wing of the Empire, they shall share in it's return to glory.
    4. [Diplomacy]Press claim on region 69. Roll: 9
      The realm of Fresia fell into the water many years ago; but now there are rumors of fish-men, who scour the waves and hunt men. Avakon offers it's protection to the lands on Fresia's west, if they will raise Avakonia's banner once again. The offer is spurned, laughed at as the product of rumor, hearsay, and superstition; though the area is home to many faiths, each knows their guardians will keep them safe, without need of interference from their old masters.
    5. [Military] Recruit a Unit.
      The women-warriors of Karys have long served the Empire well as scouts and pathfinders, skirmishers and raiders. They shall serve again. Two thousand Karysites come at their Queen's call, and join the ranks of the Avakonian legions.
    6. [Military] Recruit a Unit.
      For others, incentive must be provided. The Empire has a need for warriors, and from the southern hills, nearly four thousand tribesmen are paid to serve as mercenaries and auxiliaries of the Empire.
    7. [Military] Recruit a Unit.
      The wealthier families of Raesija, homeland of Dejan, also do their part, with a bit of prodding, and the ranks of the Kelosklopi swell by over a thousand riders. The armored horse archers are largely responsible for providing their own equipment, but their discipline and skill is legendary, having formed the elite core of Dejan's army during the majority of his conquests.


    Spoiler: News and Rumors
    Show

    It is rumored that the Empress allowed the people of Varjik their independence due to her fondness for the region,
    and that this response shows how she cannot muster the same strength of will that enabled Dvanik to keep the realm stable. Several individuals find themselves on the wrong side of an execution as a result of spreading such foul rumors in untimely places.

    In hushed tones, whispers of the Empress' search for a suitable husband spread through the Empire and beyond.
    There must be an heir for the realm to be stable; it is known all too well how easily the line of Dejan could be snuffed out by a single individual, and with the nearby realm of Kuniumi beset by intrigue against it's yet loyal rulers, the situation is fraught with peril.


    Spoiler: Other
    Show
    +2 Diplomacy
    +1 Military
    Sincerely,
    Role P. Geek

  21. - Top - End - #21
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    End of Round One.

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

  22. - Top - End - #22
    Barbarian in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Round Two: Begin!
    Imperial Reckoning 106-108

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

    Good luck!

    Rules Alerts & Changes!

    One can only get claims on an unowned region from marriage once per ruler (via marriage with ruler, typically) without exceptionally good reason, and this requires a TN 12 Diplomacy roll. Bonuses or penalties may apply based on previous interactions with the region in question.

    Growth!

    [103] Avakonia accepts a new vassal, as the people of Varjik return to the fold, albeit with more independence than they may once have enjoyed; whether this is a temporary arrangement before further conflict or a new status quo is yet to be seen. The residents of region 69, on the other hand spurn Avakonia’s offer of patronage.

    [104] A grand gathering is had at Whitecrest, and rulers from every corner of the land attend; the folk of Inyoni take no small pride in this.

    Amham conducts a massive survey of spiritually significant sites and the spirits which find them significant. Will this push Amham into a position of authority on spiritual matters, or merely annoy their neighbors? Spirits be willing, time will tell…

    One of the High Princesses of region 34 agrees to wed Daire Darrison, after an extensive courtship period and an incident involving a tiger and several pots of tallow. Local trade begins to flourish along the border with Lacia as suspicions and old feuds are set aside in a spirit of friendship.

    The rulers of region 7 welcome the gift from the Initiates to their north, and agree to send a diplomatic party. Their arrival is met with feasts and festivities, and they return the favor with a gift of thirty Iadeshian Camels, each ridden by a slave-girl adorned in carved jewelry and directed by a eunuch, for the Grand Magus’s pleasure.

    Trade!

    [103] The seeds of several potentially lucrative trade routes are planted by the Lazarites along the Badan Sea.

    [104] Merchants from Ti Linnad manage to obtain favorable trade deals in Coatl, acquiring a trading post for Corn in region 33!

    [104] A human merchant expedition from Azenhal to Fresia (region 70) goes missing, and only scattered reports of water-beasts give a hint as to their fate.

    [105] Dwarven merchants from the same mountain are more successful, and manage to get hold of a good site for a trading post in Fresia (region 70), transporting Gold back to their home!

    Faith!

    [104] The monks of Lacia finish a compilation of legends relating to the creation of the world, known as the First Manuscript of Lacia. More than just their own histories, the book carries a weight of authority to it beyond mere size and decoration.

    [105] Using their newly acquired gold, the dwarves of Azen have crafted a scepter deep in the bowels of their mountain, and etch age-old blessings and descriptions of the wielder’s virtues into its sides. Presented to it’s new lord by King Earthcracker himself, The Scepter of Bray holds a subdued power to it.

    [103] Under a well-established Speaker’s guidance, Initiates from Regno are able to clear out much of the rubble and overgrowth around the Ancient Temple on Mt. Gradinalt, and set up a new Aspect College on the site. The path, while not exactly safe, is certainly much improved, and further improvements are planned.

    [103] Lacian priests meet with success in convincing the folk of Greybeak in the Inyoni Crescent (region 45) that their ways of honoring the divine are superior.

    [104] Several Priests of the Mother in Pall take nearly a year and a half to return, having been enthralled by the plants in a very similar manner to those they sought to help.

    [104] A troop of priests from Coatl return home quieter than when they left, and espousing somewhat unorthodox views; it seems their preaching to local Abhidic communities in region 32 was turned back on them handily.

    [104] Another Coatlan delegations attempts to convert the orthodox Perijanists of Region 32 meets with failure as local priests see no reason to change which gods they favor.

    [104] Several other Speakers from Regno, sent to inform rural communities in Izbefe about the benefits of Initia, find that they are less educated than they believe on Jalyeong-Bo practices, and inadvertently insult a local wind spirit while trying to gain the trust of the locals. Fortunately, they are only humiliated, rather than mutilated, by the experience.

    [105] Ildian missionaries depart from Lacia, intending to show the followers of the spirits in Glen Gwitna (Region 2) the folly of their ways, and meet largely with success, spreading the Ildian Pantheon northwards.

    [105] The Coatlan faith appears to be growing in Lazar, though no great strides have yet been made.

    War!

    Several prominent scholars are surprised at the corrections a certain Kiolo Pinkwing is able to make to a book of tactics written by one of Dejan’s first successors, and word spreads, likening the Inyoni to Dejan himself. Mere gossip, surely?

    Reports of a newly appointed general, known as Sennu Moko, make their way to various rulers; while not the most experienced commander, his ingenuity against the forces of Mandanagar led to the the disgrace of a prominent Mandan general.

    A warrior named Atl the Large is said to be a skilled commander in the ranks of the Coatlan military, despite his personal defeat by an old man. Personal prowess is only helpful to the ability to command, not necessary, claim supporters.

    Perivan welcomes the services of a certain disgraced general, who barely escaped with his life after the battles with Ti Linnad under Jurus. While finding it difficult to move away from textbook tactics, he is considered by many to be an exceptional tactician.

    The rulers of region 9 grow nervous, as rumor grows of a Regnan Legion forming.

    Recent Inyoni recruitment makes the people of region 46 wary of Whitefeather intent towards their land.

    The armies of region 22 rally as their soldiers finally rout the last of the Linnadi riders from their lands, and a new battalion, nearly three thousand strong, is raised from local towns.
    +1 Unit in Region 22

    The Firethorn Regiment’s pride burns anew, and neighbors of the region, long worried about the Empire on their doorstep, steel themselves for the coming battle; other fear the warriors of Kunai, and seek favorable treatment with whomever may lay claim.
    -1 Unit in Region 53

    The folk of Izbefe flock to their King’s banner, and coastal villages all along the shore hum with worry, as many wonder if it wouldn’t be better to submit before their lands are burned and looted. With militarisation on either side however, the proud coastal towns of region 11 strike an agreement with the inland towns, to lend aid to the other in time of need.
    +1 Unit in Region 11

    The might of Avakonia swells further, though it’s military administration strains to provide for all the new soldiers.

    Terror!

    [103] Copper miners in region 30 mount a valiant defense against Gwitna raiders, holing up in their mines. After three failed assaults, the raiders of House Orca grab what they can and leave, leaving the town to celebrate with wine and sacrifices.

    [103] Another Glen Gwitna expedition, this time from House Bear, meets less fierce resistance, and manages to grab sizable stores of copper tools and stores in region 30, and strongarm the locals into giving them access to a trading post for Copper.

    [104] Residents of the coastal regions near Fresia find their boats returning empty-handed more and more frequently, and oft never returning at all. Many pray to the gods for aid, as food becomes more expensive.

    [104] Whispers of spies and knives in the dark abound, but most dismiss it as fool’s talk.

    [105] Fearmongers and rabble-rousers stir up the people of region 16, throwing it into Unrest!

    Discovery! Map!


    Spoiler
    Show


    Other!

    The Kunai have always had a certain reputation among their neighbors, but now the existence of the Satsujin is practically an open secret, and as the Shushan suffer, nearby warlords reconsider their stance on belligerence. Gwitna makes no such secret of their own behavior, and theft becomes considered as a test of skill within the land, rather than a misdeed.

    The people of Avakonia and Varjik remember their shared heritage, and celebrations of past triumphs are held throughout both lands, as word of the Empress’ new agenda spreads, as Lacia becomes known as a land of scholars, respected for their understanding of the nature of the divine and the surreal.

    Scholars in region 46 tend to agree with the records they can find regarding history with the Inyoni; they have been independent, though cordial, since anyone can remember.

    Diplomatic missions in regions 41 and 38 are dispatched by Khirus; unfortunately, several of the diplomats in 41 are attacked by Bhreshi Dogs, and despite profuse apologies from the locals, an incident occurs when the guards put the beasts to death. Reception in 38 by the local elven ruler is more hospitable, and an embassy of sorts established.

    Several shamans in Amham report having horrible visions of blood and destruction, mounted by a blazing sun the color of rot...their meaning is unknown.
    Sincerely,
    Role P. Geek

  23. - Top - End - #23
    Ogre in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread

    Realm of the Tides, Round two
    Speaker Mlagarblargle

    Actions
    1. [Military] The crusade begins! After massing their forces the Picians strike with full force at their western neighbor! They shall break before the unstoppable army of the tides! [Invade region 69 with 3 units lead by Speaker Mlagarbargle (mil7), for a total bonus of +9 (and +2 die size)]
    2. [Military] Meanwhile, a smaller detachment of troops moves on the region to the north-east of Mlagarblargle's main target against Mlagarblargle's wishes. They are unlikely to succeed, but in their vigor Mlagarblargle has allowed their insubordination this time due to the fact that more land is more good. [Invade region 68 with 2 units lead by nobody in particular (mil3.5), for a total bonus of +5.5 (and +2 die size)]
    3. [Military] While their brethren set out to take the neighboring western realm, still more Picians work hard at crafting weaponry and mass at the eastern border... [Raise a unit of troops]
    4. [Military] ...Where a patrol spots an encampment of the stout fleshlings who wandered into the region in previous months. Worse yet, these weaklings have the audacity to steal our Yellow-Rock! The gathering army decides to end their operation once and for all! [Sack trade post 2 in Fresia (region 70), owned by Randoman; Roll: 15]
    5. [Economy] As the fleshlings scurry about to claim Fresia's yellow-rock, the Picians begin to work at tightening their hold on the region's resources. However, mid-recruitment reports come in saying that the fleshlings have beaten us there! A small military party is gathered to take them out, but they are better-equipped than expected and manage to kill a few Picians! Not for lack of trying the bodies cannot be recovered, and have probably been shipped off to the fleshlings' foul lair... [Buyout trade post 3 for Gold in Fresia (region 70), granting +2 to myself; Roll: 12


    Nonactions
    • GODDAMNIT WHY IS RAIDING UNDER INTRIGUE [Resist raid of TP 1, roll: 7]


    News and Rumors
    • More stout fleshlings keep coming accompanied by somewhat larger fleshlings! This cannot be tolerated, expelling them from Fresia is not enough! Once the western coast has been taken we shall find where these thieving fleshlings are coming from and annihilate them as an offering to our god!


    Spoiler: Stats
    Show
    Mlagarblargle's rolls
    Stat Value Increase?
    Diplomacy 3 -
    Military 7 +2
    Economy 3 -
    Intrigue 1 -
    Faith 5 -
    Military unit count: 4 (+1)
    Generals:
    • None yet

    Spoiler: Regions
    Show
    Region Name Region Number Resource Holy Center 1 Holy Center 2 Holy Center 3 Status
    Fresia 70 Gold Leviathan Leviathan Leviathan Capitol

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s)
    Military Strength in Numbers, Weakness in Solitude +2 die size to invading single-region entities No
    - - - -

    Technology
    Type Name Requirement(s) Effect(s)
    - - - -
    - - - -

    Spoiler: To-Do List
    Show
    -Conquer 69, 68, 43
    -Sack Rando's TP and blitz for his capitol
    -Learn common (or at least the upper echelon can)
    -Steal the slave trade (satisfies meat requirement)
    -Reform into a branch/heresy of Perijanism
    -Ditch the whole 'drown the world' approach
    -Become omnivorous/swap requirement to a generic 'food,' stop eating slaves
    -Kill Avakonia
    -????
    -Profit
    -Find and reclaim the ancestral moose holy lands
    Last edited by moossabi; 2017-10-18 at 10:53 AM.

  24. - Top - End - #24
    Bugbear in the Playground
     
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    Default Re: [EMPIRE4!] IC Thread



    The Theocracy of Coatl


    Ruler:
    Tenoch The Rightly Guided Exarch
    Faith 6 (+2)
    Military 5
    Economy 2
    Intrigue 1
    Diplomacy 3


    Actions:

    [Faith] Convert Isles of Lazar HC # 1 roll 11 Upon hearing to the serpent touched people of the Lazar Islands, many young missionaries traveled along the infamously stormy Badan sea in order to reach these people blessed by Xincoatl. Unfortunately the the story sea's and long journey have damped the spirits of the young priests leaving them more demure than they should be.
    [Faith] Convert Isles of Lazar HC # 2 roll 15 Older and wiser priest have now embark on the journey now that the young priests have returned in failure. Thankfully their experience, poise, and mastery of magic leads them to being well received among st the Lazarites.
    [Faith] Convert Isles of Lazar HC # 3 roll 15 In the year 106 of our Imperial reckoning a third group of priest decided to set sail to the lands of the Lazarites. There is a certain prestige in being the first group of priests to convert the people blessed by Xincoatl,a young priest could easily rise within the ranks after having journeyed to the other side of the world and back.
    [Faith] Convert Ti Linnad HC # 3 roll 16 The Dejanites of Ti Linnad have fallen out of favor, leaving their community vulnerable to Coatl priests. Conversions spike as many of the Dejanites wish to avoid persecution from the new government.
    [Military] Hire 1 unit of Cobra militia. 2000 men armed with short bows, using poisoned arrows, spears, and shields the cobra militia while lightly armored have a high morale and unwavering determination fighting for their homeland.

    Spoiler: News and Rumours
    Show
    News/Rumors
    • The Pearl river see's an abnormal amount of Gwitna canoes travelling near the Iyoni cataract. While this normally a fierce region of rapids, waterfalls, and alligators normally discourages crossing in between Coatl and Lacia, several young Gwinta men have began crossing the borders in search of Feth Leaves. So many young men have taken to this practice that the path between the cataract and the port of Dejanovo has become known as the Magpie trail.
    • Shipments of corn to Rengo have exchanged both food and ideas between the two regions. One interesting artifact was a copy of the discourse on faith and science. This document has made waves among the priesthood. Scholars from across Palmor have arrived at Dejanovo to see this mysterious document from the west.
    • Tenoch gathers evermore slaves to continue restoring the Capital. Day by day the wall's are getting restored to their former glory and slums are getting demolished in favor of more planned areas. Mazes of ramshackle wooden huts within the city limits are replaced grid plots of stone multistory buildings.
    • The old man who bested Atl the Large has retreated into the forest once more with a band of younger followers where they live in isolation. What they do there is unknown, but they have occasionally been sighted patrolling the magpie trail with large serpentine like staffs.


    Spoiler: Sacrifice and Magic
    Show
    What is Magic, some of the priesthood consider magic to be a gift at Xincoatl, others believe that it is the magi that takes magic from the great cycle to use on their own. No matter the opinion both agree magic seems to follow two consistent rules. The first, and most relevant to sacrifice, is that all magic has a cost, be it done by a mage or some other entity. To to take power from the Great cycle requires power in order to maintain the balance. But what counts as power? Many in Coatl consider the energy of living things to be the ideal power source for preforming magic. As magic involves the transfer of energy from one being to the mage, the being that has its energy harvested is defined as the sacrifice.

    Many centuries of magic uses have revealed that the larger, more vitality a living creature posses, the greater the yield of energy from sacrifice. The most productive sacrifices are great beasts or exceptionally tall trees. Human sacrifice, while abnormally productive for something smaller than an ox, is otherwise impractical and only rarely done en mass. In order to receive energy from a sacrifice, a mage must draw the life energy of the sacrifice into themselves before redirecting it for its intended task. A sacrifice can be prepared in a wide variety of ways, the mages in Coatl normally dab them with a solution that is part venom part holy water while reading hymns, others commit to sacrifices chanting over an immolating subject, and some ritually gut the sacrifice to hasten the sacrifice. Though killing the sacrifice is often the most efficient course, harvesting of life energy from a sacrifice does not necessitate killing. Depending on the task energy can be slowly sucked from the sacrifice enabling all parties to remain intact, however, this requires much skill and patience.

    Abnormalities
    Some magi, known as the Philosophers of Fire, assert that energy necessary for magic can be harvested not only from living things, but phenomena such as fire and sunlight.
    Last edited by Lleban; 2017-10-21 at 09:26 PM.

  25. - Top - End - #25
    Halfling in the Playground
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    Default Re: [EMPIRE4!] IC Thread

    The Jarkana Confederacy
    ---I really like these flares---
    Governor Yaku Wambuy of Jaka

    Econ. 4 Int. 5 Mil. 5+1 Dip. 3+1 Faith 2

    1: [Military 5] raise general (6)
    Abija Rumi, of the house Rumi, has recently been elected as apprentice under the more experienced captains in Wasipacha, and is to eventually become the first marshal of the Confederacy. It has become readily apparent in recent years that the raids and expeditions into the depths of the Wasipachan jungles are in need of mediation regarding territorial disputes, having on several occasions skirmished amongst one another over sites on which they both had informally claimed. A set of the limitations and powers of these expeditions, including how and where they may claim sites for salvage, is drafted. In addition to this, powers are given to the new marshal regarding the ability to lead and organize companies as levies in times of war.

    2: [Military]Invade r62 (5 units+5 Generals=+10 modifiers)

    The region to the north, being possessed of open plains and warm temperate climates favorable to the growth of crops, have long been envied by the distant and destitute city states of Wasipacha, which has manifested through a strong and unbroken history of territorial encroachments. So, when the Confederacy formalizes an invasion of region 62, making many statements regarding the need for unity in the face of unknown aggressors to the North and a number of unstable, radical nations to the west, it is clear not only through their detailed and elaborate pre-invasion divvying of territory and spoils amongst soldiers and city states that they are not motivated by solidarity in this invasion.

    3: [Diplomacy] create claim R61 (8)

    The Wasipachan jungle stretches beyond even the current borders enforced by the Jarkana Confederacy. It continues prominently to the east, and for an unknown distance to the West. Recently much diplomatic pressure has been put on the local rulers of the unclaimed eastern territories to recognize the legitimacy of the Confederacy as the protectorate of the region.

    4: [Diplomacy]

    An official statement is made regarding the Wasipachan position on the Empire. It is true that Wasipacha, being founded by a group of separatists in favor of disassociation from the empire, on the grounds that it was a corrupt and tyrannical institution still holds that original sentiment to be true, and though it will never again be a part of the empire, the Confederacy is of the empire, and is sympathetic to its many ailments. They make this fact known. something like that, I guess.

    5: [Intrigue] Raid on Slaves post 2, R62 (2d6+5=7)

    During the invasion of region 62, attempts are made to secure a source of slaves through military raids, for use along the Golden Road and other significant projects in Wasipachan territory, such as the oft brought up and summarily dismissed region-wide initiative to restore & maintain the sea gates in each town, which of late have fallen into serious disrepair. However, the soldiers of the Macha companies are too dispersed and undisciplined to achieve this goal, and most of the items raided during the invasion, somehow including the slaves themselves, were smuggled away after the invasion for personal use.

    news/rumors:
    It is rumored that I have no rumors.

    Spoiler: not really a rumor
    Show
    Still nothing.


    Spoiler: Something Found
    Show
    nothing, yet.
    Last edited by AdmiralCatticus; 2017-10-17 at 08:43 PM.
    Thanks to Gengy for the great avatar!

  26. - Top - End - #26
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: [EMPIRE4!] IC Thread

    The Gwitna Coalition
    Lord Ferreth
    Region 23

    Actions

    1.[Intrigue] After news of Lord Ferreth's experiences with the substance at the Gathering of Whitecrest reaches Glen Gwitna, demand for Feth leaves increases. In turn, New Lacia becomes a popular destination for Magpie Gwitna undergoing their adulthood trial, as many young men and women head south hoping to return home with a bounty of stolen crops. Raid unoccupied trade post 2 of Region 35 (Lacia) for Feth leaves, with cultural identity: Proud Pillagers and Pilferers. Roll 18.

    2.[Military] As raiding and sailing are resumed once more, young children of house Orca are encouraged to complete their trials in larger groups and create bigger, more oceanworthy canoes capable of foreign invasions. Raise 1 unit.

    3.[Military] As armies move in distant lands, the Gwitna are on edge. Gwitna of house beaver begin crafting large wooden forts on the shoreline, and manning those forts with capable warriors of all houses. Raise 1 unit.

    4.[Intrigue]A small Gwitna raiding party attempts an act of piracy on a sea elf Quadrireme in the Uhraiya sea, attempting to sieze goods and capture a few healthy-looking elves as slaves. They succeed in sneaking up on the vessel and making off with loot and slaves, but they fail to take into account the speed of the sea elves' quadriremes and one of the canoes is overtaken and smashed in the retreat, killing Gwitna sailors and captured elves alike.

    5.[Intrigue] Secret Action Roll 10.

    Non-Actions


    News and Rumors

    The Wild Hunt is an old system for settling disputes in Glen Gwitna. A type of duel, it involves both participants heading into the forest, wherein they attempt to hunt one another down and kill them. The tradition has honorable requirements, specifying that targets not be killed while sleeping and that only spears and clubs shall be used to take down the opponent. The system of dueling was outlawed by the Avakonians after several of their officers were lost to the practice, due to the fact that they followed the guidelines of the tradition while their Gwitna opponents cheated terribly. It has not been legal since, and most folks are grateful for its abolition.

    Lord Ferreth makes it clear that he is looking for a wife. Many local leaders encourage their daughters to go to Tloon Redlan to woo him, but so far he seems unimpressed. Thus there is much gossip about the unrealistic height of his standards.

    The act of piracy on a sea Elven craft comes as the Empire reaffirms the Vratis pacts. The Gwitna have always had a fierce competitive spirit surrounding their interactions with the sea elves, and were known as the empire's "second navy" on the Badan sea during the days of Dejan. It is the term "second" that grates on the minds of the Gwitna most.

    Spoiler: Slavery
    Show
    Slavery is not a common practice in Glen Gwitna, but it does definitely occur. Usually slaves are unlucky but healthy-looking people captured on raids. Slaves are slaves for life, but their children are free and can perform the adulthood trials to become Gwitna. (Children of slaves are considered to be children of their owner for the assignment of their house). Slaves are usually prized as a status symbol more than anything, and are often given menial tasks like tanning hides and picking berries that would be boring and time consuming for the generally more skilled and specialized Gwitna to do.


    Spoiler: Ruler Information
    Show

    Lord Ferreth
    Age: 23
    Diplomacy 6
    Economy 1
    Military 2
    Faith 1
    Intrigue 5
    Rolls

    Attribute Increases: +1 Military, +Intrigue

    No new ruler next round.
    Last edited by Potato_Priest; 2017-10-17 at 12:30 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

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

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    Default Re: [EMPIRE4!] IC Thread



    The Imperial State of Varjik/The Firethorn Regiment
    Vassal of the Avakonian Empire

    High Opstegos Amerah Kren, the Liberator and Head Firethorn Captain
    Diplomacy: 4
    Military: 6
    Economy: 1
    Intrigue: 5
    Faith: 1

    Actions for Round 2:
    1. [Military] Raise a unit
      After the founding of the Firethorn engineering corps a few years before, the troops have supposedly spent more time repairing bridges and homes than they have fighting enemies of the province. To make up for this absence of usable military with a war against the Shushan right around the corner, Lady Captain Kren offers those who volunteer to fight in the military crown land for their services. She announces that in addition to this, that in the coming years she plans to re-outfit most of the military equipment that was used during the rebellion to more polished equivalents. This attracts the attention of enough people to form the Firethorn Infantry Division.
    2. [Military] Raise a unit
      All the while, the most accomplished among the rebellion fighters are organized and placed under a single name. This special section of their army with more skilled experienced and skill fighters is to be sent to secure the most important points in large battles, and bring the Empire's will across all the continents. They are named the 'Crimson Lynx' for their typical colors and relation to the lynx, a dangerous animal native to Varjik where the people in the division were born.
    3. [Diplomacy] Support the Imperial Inquisition
      After her promotion in the imperial military, Amerah loses any reluctance she once had to return to her mission of correcting the crumbling empire. She places a great deal of investment into the imperial inquisition, advocating for the power to have at least a minor presence in every imperial province-- Even moreso in the more heavily populated ones. She suggests a number of her own commanders the the empress herself to become potential leaders of specific provinces. She admits they are not all her finest tacticians, but rather nominated them by just how 'uncorruptable' she thought they were.
    4. [Intrigue] Fabricate a claim of region 53 [Roll: 14]
      Region 53 has been known in the past as the ground between Avakonia and the Kunai clans. In the deterioration of the empire after Dejan's death, it was left without proper imperial supervision (like the Kunai clans were) and thus became an independent state of clans that functioned in a similar - but less organized - way. In an attempt to block Shushan sympathizers from crossing through from further east, Lady Captain Kren positions her military across the region without bothering to acquire the proper permissions. It would be a long and arduous procedure to do so, as the clans are not organized or unified. Regardless, the people of the Regiment spin tales of the righteous fight against corruption and decadence within the empire, which reaches the ears of some of the clan chiefs.. Perhaps in the coming years, they may decide to partake in this fight, or if fortune is cruel, spur their armies against Varjik should they disagree with their self-righteous tales.
    5. [Intrigue] Gather Intel on region 59 [Roll: 10]
      The southern sands have been quiet for years. Scouts are sent to ascertain their state, and to determine just how they've been getting along without the aid of the Avakonia. Information detailing troops numbers, leadership ability, recent events, and ethics are all said to be priorities on this mission. (Not sure if roll is required for this.)


    Spoiler: News and Rumors
    Show
    • Reconstruction rises across Varjik! After the war, many places were left in rather sorry states. The Re'hai Perijanist church is recreated in all it's splendor from some years ago, and most of the traces that the war ever happened are removed from the landscape. Now the people can again focus on further development and expansion of the city.
    • The Firethorn Regiment turns against the Shushan clan in the lands of the Kunai clans. Still spelling trouble with other imperial factions, loyalists use this excuse to prove the unreliability of the rebellion's new leaders.
    • Plans to migrate from a Regiment to a Monarchy falter, mostly due to lack of interest from Amerah Kren herself. She claims that king/queenship was never her aim, yet claims the repaired palace of the ex-governor of the region as her home.
    • The promotion to High Opstegos from rebel is an act of great trust from the empress, and Amerah swears all her vows to give her life for the empress as one would expect. If the need arises for the Empress to send her men to war, she can count of Lady Kren to be there on her behalf.



    Non Actions:

    Attend the Firethorn/Kumiumi gathering

    Expected Improvements:


    Spoiler: Stats
    Show

    Military Units: 1 (Firethorn Engineering Corps)

    Regions Owned: [Varjik - Region 58]

    Cultural Identities:
    [Legacy of the Preserver] Increase die size from 2d6 to 2d8 when making stabilization rolls. (Temporary)

    Military Specialization:
    [The Eleventh Hour] Increase dice pool from 2d10 to 2d12 when fighting in a capital region.

    Military Technologies:
    Economics Technologies:
    Secrets Whispered: 0
    Resources Required: Foreign Workforces
    Resources controlled: Sedellan Glass (58)
    Last edited by Zayuz; 2017-10-19 at 12:59 PM.
    "What is to give light must endure burning."

  28. - Top - End - #28
    Troll in the Playground
    Join Date
    Jul 2015

    Default Re: [EMPIRE4!] IC Thread

    Amham Federation
    Region 2
    Duke Baek Gyeon

    Actions
    1. Economy: Buyout [Good] trading post for Silver in [Region 27]. Amham merchants successfully approach factors in the distant lands of [Region 27] to acquire a supply of silver on the behalf of the Duke. Roll 12.
    2. Faith: Great Project [5/5] - Jalsi Seung Kyung and his adherents complete the Stone Count. A grand celebration is held at the Stonefire Ring to commemorate the registry. Copies are made and stored at important shrines throughout the region.
    3. Faith: F5: Create Holy Relic - With the Stone Count completed Jalsi Seung Kyung invokes the collected spirits of the megaliths as a whole to produce the Seed Stone. This relic draws upon the vast network of energies inherent in the network of structures to concentrate energy on a single point, allowing ease when consecrating a location. Effect: +1 to one conversion roll once per round.
    4. Faith: Conversion of [Region 5] Open Holy Center 3 to Jalyeong-Bo - Shamans are dispatched to the region to awaken the spirits and raise a shrine at the site. The process unfolds smoothly. Roll 18.
    5. Faith: Conversion of [Region 27] Open Holy Center 3 to Jalyeong-Bo - Shamans travel alongside Amham merchants to the region and take advantage of the opportunity to rouse the spirits there. Unfortunately the spirits of the distant land prove unfamiliar and the attempt falters. Roll 11.

    Non-Actions
    1. Jalsi Seung Kyung pens an official response to a recent treatise emerging from Regno in order to assuage the Federation Council.

    News and Rumors
    Spoiler
    Show

    1. The Duke's younger sister Jalsi Chae Gyeon, accompanied by her cousin Kin Gyeon, visit the city of Newbess and its environs in Regno (story in progress). The visit is not an official matter, being driven instead by Kin's desire to call upon a personal acquaintance.

    2. The spread of ominous visions among the jalsi is considered with great seriousness. The Federation Council is appraised of these events during the annual meeting in 106. However, without any details available no policy is determined. Regardless, an effort is made to record and compare all such visions for common elements.

    3. Duke Baek Gyeon and his wife suffer a personal tragedy in 107, when their third child, a daughter, perishes in infancy at a mere six weeks of age. There is widespread mourning among the populace.

    4. Traders engaging in the lengthy journey to secure silver in [Region 27] remark on sightings of sea elves at various points in distant seas, but contact remains elusive.

    5. Jiu Gyeon emerges from seclusion in 106. She travels the coast for a time and, after a brief courtship, marries, Paek Hwashun, the son of a baron in the south in 108. The ceremony is modest and not widely attended, but the match is largely considered highly suitable by the Federation Council members.

    6. A vast migration of a previously unknown form of caprid, tentatively identified as Tsaidamotherium hedini by shamans, emerges from the mountains to breed in the fire-opened regions of the north in 106 and 107 before dispersing again northward to parts unknown and failing to reappear in 108. Efforts to track the aggregation fail, but hunters secure a handful of hides and several of the strange mismatched-length horns for the court. The Forest Queens of the region are extremely closemouthed when questioned about this event.


    Ruler Information
    Spoiler
    Show

    Duke Baek Gyeon
    Age 30 in 108

    Stats:
    Diplomacy: 2
    Economy: 4
    Military: 3
    Faith: 6
    Intrigue: 1

    Anticipated Changes: Faith +2

    New Ruler Next Round: No
    Last edited by Mechalich; 2017-10-17 at 04:22 AM.
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  29. - Top - End - #29
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Realm: The Kunai Clans
    Ruler: Mumei
    Round 2
    106-108 IR


    Spoiler: Ruler Information
    Show
    Mumei

    Current Stats
    Diplomacy: 5
    Military: 3
    Economy: 2
    Intrigue: 4
    Faith: 2

    Expected Stat Bonuses
    +1 Military
    +1 Intrigue

    * Dip Mil Eco Int Fth
    Starting stats 5 1 2 4 2
    Round 1 +2
    Current Stats 5 3 2 4 2


    Spoiler: Actions
    Show
    [Military - Raise 1 Troop]

    [Military - Tunnels]: As the Kunai clans have expanded, many have taken to tunneling beneath the forests of Kuniumi. These tunnels are used partly for storage, though many also use them as a way to bypass particularly thick stretches of forests and hills.

    [Diplomacy - Hold a Gathering]: (Please keep in mind that the details of this meeting aren't clear or public)

    [Intrigue - Shushan Flee - Fluff]: As their leader is ousted, the entire Shushan Clan disappears into the night. Most remain in the territory and take on new names, but some follow their former leader to wherever he's going, and take a considerable amount of Enku with them. While an entire clan setting sail into the bays to the north isn't something that can easily be hidden, they remain Kunai, and the clan's whereabouts once out of the territory are unknown.

    [Intrigue - Satsujin Pursue - Fluff]: Though the Shushan Clan's movements have largely been lost, Mumei continues to search for them. Despite her previous bravado, the Shushan Clan slips away into the night. Worse, they have taken a considerable amount of the miraculous Enku with them.

    Nonactions



    News and Rumors
    -As war in Kuniumi becomes open, the various clan leaders (save for Mumei) come together in a Gathering in an attempt to end the fighting in a diplomatic manner. The various clan leaders eventually decide that the Shushan clan cannot be allowed to rule any longer, and that it would be beneficial to ally with the Firethorne Regiment and Avakonia. The decision isn't popular, given the fact that the Avakonians were their original oppressors, but Mumei assures all that the terms are alliance, not vassalage.

    -After the disastrous Gathering ((Please keep in mind that the exact details of this meeting aren't clear or public)), the Shushan Clan and its people disappear from Kunai lands. There are now four major clans.

    Spoiler: Notes
    Show
    Army: 4 units

    Stone-like resources(?):
    15 - Blackrock? - Perivan
    16 - Marble - Avakonia
    32 - Blood Clay? - Unoccupied
    40 - Obsidian Glass?? - Khirus
    41 - Ironwood?? - Unoccupied

    Clans:
    Shushan (Ruler)
    Appointed as regional governors (daimyo) when Dejan originally conquered the region. Posses most legitimate claim to the region, legally speaking, as well as the most detailed historical record. Avakonia loyalists, currently in exile from Kuniumi

    Chojo (Butterfly)
    All-female. More open to foreign influence than other clans. Males born to them are quickly cast out, usually to the Satsujin, Amidasu or to the original father. Specializes in diplomacy and social stealth (appearing harmless and/or exercising authority they do not truly have).

    Yasei (Wild)
    Makes heavy use of animals and elements found in the wild. Members often bond with one particular animal companion for life. Greatest scouts, have one of the only cavalry forces in the region.

    Amidasu (to devise)
    Inventors and scientists. Have the greatest wordsmiths.

    Satsujin (Killer)
    Ninjas among ninjas. Guardians of Kuniumi, primary concern is the safety and well-being of its clans. Best of the clans in terms of stealth and assassination, and all members learn at least some wordsmithing.

    Spoiler: Created Techs, CIs, Miracles, etc
    Show
    [Diplomacy 5 - Cultural Identity - The Satsujin - Secret Actions]: The Satsujin are a secretive clan composed almost entirely of Wordsmiths. They do their best work in the dark, hiding from prying eyes. Some might call it cowardly, but not openly. At least not for long.


    Spoiler: Saved Actions
    Show

    -The Shuhan Clan, after years of ridicule and shame from their fellow clans, reassert their dominance and "right to rule" as the Avakonian's appointed rulers. This declaration is ignored by most of the clans, until the
    Last edited by HalfTangible; 2017-10-20 at 12:46 AM.
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  30. - Top - End - #30
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: [EMPIRE4!] IC Thread


    D̨vatla
    Fëkälis
    (Round 2: 106-108 IR)

    Actions
    1. [Military] Invade Region 10 with 5 units led by Fëkälis (6) Total: +11
    2. [Military] M5 Specialization: D̨vatla's capital and regions bordering it
      The Sacred Rivers: After conquering the Ghëkigh, our ancestors spread out across all the lands around the rivers. This is our land, and we will not give it up to foreign invaders again without a fight.
    3. [Economy] Buyout open trade post (#3) in Region 63: Horses (Fail?)
      Dejan swept away the armies of our ancestors with his horses. Never again. (oh great, I rolled a 10. Now I gotta suck up to the Imps to try to get a +2)
    4. [Economy] Buyout trade post #1 in Region 7: Camels (Fail)
      We hear reports of strange animals in the western deserts. Some of the king's crazier advisers have proposed using these "camels" as replacements for horses in our new cavalry.
    5. [Diplomacy] Fail to create claim on Region 11
      Mawage, mawage is wot bwings us togethaaahh, today...or not


    Non-Actions


    News and Rumors
    • Once our ancestors ruled over a great and powerful kingdom. Under the illustrious Gëghzäk we took our first steps back to greatness. Now we deal with the cities downriver, to bring them into the fold, but why should anyone listen to a kingdom's diplomats if its armies lack the power to enforce its will? All the lands which feed the wild Tipëzvär belong to the Tëhlër̨khët. Those west of the river need to be reminded of who they are, and what they had before Dejan came.
    • Emissaries are sent downriver, bringing offers of marriage between the D̨vatlan royal family and the rulers of one of the most powerful cities of the regions near the sea. It is hoped that the marriage will ease tensions caused by D̨vatla's expansion, while giving the royal family an opportunity to expand their influence.
    • The Speakers from Regno are welcomed in Khlıghat. While Fëkälis is away with his armies, his advisers inform the Speakers that he has no intentions to cross the western mountains.
    • While in the field with his armies, Fëkälis spends a notable amount of time with a group of Abhidist warrior monks. He is said to be also spending time with his priests, discussing the relationship between Abhidi and Tëlir Geza


    Fëkälis

    Diplomacy: 4
    Military: 6
    Economy: 2
    Intrigue: 1
    Faith: 5

    Increase: Military and Economy

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Center 1 Holy Center 2 Holy Center 3
    D̨vatla 12 Iron D̨vatla (Open) (Open) Tëlir Geza Abhidi Abhidi

    Region # Owner Resource Minor Good Great

    Spoiler: Armies and Technology
    Show
    5 units

    Last edited by Aventine; 2017-10-17 at 04:35 AM.

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