New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 29 of 29 FirstFirst ... 41920212223242526272829
Results 841 to 849 of 849
  1. - Top - End - #841
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
    Location
    Sector ZZ9 Plural Z Alpha
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Overvann Assembly of Lords

    Region 89: Overvann
    Region 90: Tevrus
    Region 84: Delwin
    Region 91: The Black Marsh
    Region 85: 'Ridi'r
    Järlin Aeshra Hodeskalle

    Actions:

    [Fai 10] Miracle: The Triumphant Return of the Gateseekers
    The Gateseekers return in the spring, but they are changed by their experience. More to come.

    [Int] Restore Intrigue score

    [Mil 10] Technology: Future Sight
    Reconnaissance and Divination, requires magical resource/3x magical resource. +2 to tactics rolls/+2 to tactics rolls

    [Mil] Help Whern with their rebellion (placeholder)

    [Dip] Stabilize Delwin

    [Dip] Stabilize 'Ridi'r

    Nonactions
    RESIST EVERYTHING!

    Whern embassy:

    Amham Embassy:

    Spoiler: News and Rumours
    Show


    The Gateseekers:
    Name Age Clan Profession Prophetic Role
    Mara Aeshrasdottr 35 Hodeskalle Priestess Speaker
    Sven Snorrisson 19 Neve Miner Diligent One
    Leif Frodesson 36 Sterkarm Performer Skald
    Hjalmar Vidarsson 38 Gjøre Gravedigger Digger
    Runa Alfhildsdottr 74 Gjøre Washerwoman Servant
    Knud Ulfsson 17 Sterkarm Apprentice Behemoth
    Calder Egilsson 23 Spyd Soldier Warrior


    Spoiler: Defenses (If I forget to roll resistance, READ THIS)
    Show

    2d8 to resist Raids and Thefts (CI)
    +1 resist Raids (CSC 4)
    +1 resist Corruption (ETL 6)
    +1 investigation difficulty (Himitsu)

    Spoiler: Military
    Show

    Military Specialization: For Valhalla!
    +1 die size on attack when ruler leads combat.

    Units:
    Total = 4/10
    Kobold Guerrillas = 2
    Stonespoken Heavies = 1
    Draconic Raiders = 1

    Generals:
    Frode Bjornsson (8)
    Spymaster
    Unnamed (7)

    Spoiler: Resources
    Show

    Timber: Region 2, TP 3
    Marble: Region 16, TP 2
    Pegasi: Region 21, TP 3
    Granite: Region 26 TP 2
    Copper: Region 65, TP 2
    Amber: Region 68, TP 2
    Freshwater Fish: Region 73, TP 3
    Tin: Region 84, TP 2
    Tin: Region 84, TP 3
    Whales: Region 88, TP 3 FROZEN
    Medicinal Herbs: Region 89, TP 1
    Ruined Scrolls: Region 104, TP 3
    Navigators: Region 103, TP 3
    Platinum: Region 106, TP 2

    Spoiler: Technology
    Show

    Technology: (X indicates a tech for which the resource requirement is not fulfilled, + indicates a tech for which the secondary requirement is fulfilled.)

    - Close Combat Weaponry: Refined Pician Weapons
    - Ranged Weaponry: Enchanted Arrows X
    - Armor & Wards: Coin Armor
    - Cavalry: Wingknights
    - Warbeasts/Live Weaponry: Stonespoken Warriors X
    - Logistics: Expanded Holds
    - Drugs, Medicine, & Blessings: Berserkers
    - Reconnaissance & Divination:
    - Stealth, Sabotage, and Traps: Muddy Camouflage X
    - Fortifications, Sappers, and Siege Weaponry:
    - Tactics:

    Other:
    Fish Glue Manufacturing
    Salt Wagons
    Decentralized Authority
    Diplomatic Expedition
    Warded Locks
    Mass conscription
    Backline Sabotage X
    Bani bowls X
    Coatlan Numerals
    Violet Oath X
    Full Course Discourse X
    Spymaster
    Wave Bombing X
    Himitsu
    Resin Casting
    Smuggler Networks
    Hard Iron Armor
    Camel Cavalry X

    Spoiler: Relics
    Show

    Discs of Prophecy: +1 to conversions.
    Brinefather's Flesh: counts as a food TP and a preservative TP +4 to resist theft. Has a LOT of penalties in Delwin
    Brinefather's Bones: +4 to attack or raid per turn. Has a LOT of penalties relating to units which are neither Kobold nor Stonespoken
    Brinefather's Scales: counts as 2 hard metal TPs. +4 to resist theft. Has a lot of penalties to non-military actions.

    Spoiler: Miscellaneous Bonuses
    Show

    Gamle Mater 5 HC bonus: +1 unit cap
    CSC Rank 4: +1 to resist raids
    ETL Rank 4: +1 to resolve supernatural problems
    ETL Rank 5: +2 to leader loss rolls, +1 round duration for ETL mercs
    ETL Rank 6: +1 to resist and purify corruption

    Spoiler: Ruler Info
    Show

    Järlin Aeshra Hodeskalle
    Dip: 9
    Eco: 4
    Fai: 10
    Int: 9
    Mil: 10

    Spoiler: Royal Family
    Show

    Name Relation
    Aeshra (67, draconic) N/A
    Clara (81) Mother-in-law
    Kendra (62) Sister-in-law
    Mara (35, draconic) Daughter
    Kelya (45, draconic) Daughter
    Gunter Oriksson (47, draconic) Son in law
    Frode (35, draconic) Son
    Sigurd (35, draconic) Son
    Olaf (21) Grandson
    Ove (20) Grandson
    Wiglaf (18) Grandson



    Cultural Identity: Inheritance.
    +1 die size to resist raids and thefts.

    New ruler next turn? No!

    Expected Increase:

    Dip +1
    Int +1

    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
    My Nexus characters

  2. - Top - End - #842
    Titan in the Playground
     
    HalfTangible's Avatar

    Join Date
    Aug 2010
    Location
    The Primus Imperium
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Realm: The Clanlands
    Ruler: Tensar
    Round 36
    208-209 IR


    Spoiler: Ruler Information
    Show
    Current Stats
    Tensar- born 173ish

    Diplomacy: 5
    Military: 3
    Economy: 8
    Intrigue: 4
    Faith: 5

    * Dip Mil Eco Int Fth
    Rolls (position subject to change) 1 1 4 2 2
    Bonuses (Decentralized Authority T1) (3 +1s) Dip Mil +1 +1 +1
    Round 31 +1 Mil Eco +1 Fth
    Round 32 +2 Mil Eco Int Fth
    Round 33 Dip Mil +1 Int +2
    Round 34 +1 +1 Eco Int Fth
    Round 35 Dip +1 +2 Int Fth
    Total 5 3 8 4 5


    Spoiler: Actions
    Show
    [Military - Standardized Fortifications - Umibe - 1/3]

    [Military - Standardized Fortifications - Umibe - 2/3]

    [Military - Standardized Fortifications - Umibe - 3/3]

    [Military - Raise 1 Troop]

    [Faith 5 - Relic - Kagatana (the Shadow Sword)]:
    Fluff: The Kagatana is a bastard sword of obsidian color and artistic make. The sword's hilt seems to twist in arcs to fuse with the blade, as if they grew into the sword, and the blade does not shine, as if it absorbs the light that touches it. All who look upon it feel the weight of ages, and one cannot help but feel like it is staring back at them with a judging eye. It is said by Honmyo practioners that the blade's Name is strong enough and forceful enough to be self-aware, and to have its own effect upon the battlefield. Those who hold it find their energy drained, as if fighting for two people. Only those of strong will, with many at their beck and call, have the strength to carry such a weapon.
    Effect: The Ruler's general score in battle is the average of his military and faith scores. He also receives a bonus or penalty to his general loss roll, based on the average of this score subtracted by his current military score.

    [Faith - Conversion]


    Nonactions:

    Embassies
    -Regno
    • Sunajin things

    -Karys
    • Kishi things

    -Avakonia
    • Also Kishi things


    News and Rumors

    Kunai Rumors (Kuniumi + National)
    -The Pride's troubles are truly tragic. They are so tragic that Tensar has yet to stop laughing.

    -Some in the forests whisper that the Pride is reeling from their civil war. Now is the time to attack, to exact vengeance upon the horde of lion men. They do not deserve mercy, nor respite. Other, cooler heads suggest that without a proper Casus Belli, the enemy will simply gain support for their activities; they should use the time gained by this insurrection to prepare and fortify for their inevitable attack.

    Tensar Clan Rumors (Kuniumi)

    Umibe Clan Rumors (Umibe)

    Shijima Clan Rumors (Azure Coast)
    -The Shijima Clan has gained control of several Ashwing Wyverns, and the Clan also adopts the creature as their Clan's symbol.

    Sunajin Rumors (Regno)

    Tora Clan Rumors (Pridelands)

    Kishi Clan Rumors (Karys + Avakonia)
    -The Kishi Clan has begun adopting their own form of a Knight's code of chivalry; they call it "Bushido" (the way of the warrior).

    Kamen Clan Rumors (Jintha)

    Non-clan or Unnamed clan rumors

    Spoiler: Saved Actions Workshop
    Show


    Round 37
    [Military 5 - General - Shijima]
    [Military - Standardized Fortifications - Les Alpes de Sang - 1/3]
    [Military - Standardized Fortifications - Les Alpes de Sang - 2/3]
    [Military - Standardized Fortifications - Les Alpes de Sang - 3/3]
    [Secret]
    [Secret]

    Round 38
    [Military - Standardized Fortifications - Derokar - 1/3]
    [Military - Standardized Fortifications - Derokar - 2/3]
    [Military - Standardized Fortifications - Derokar - 3/3]
    [Military - Raise 1 Troop]
    [Economy - Great Project - Tribute Trove - 9/10]:
    [Economy - Great Project - Tribute Trove - 10/10]:

    Round 39
    [Military - Standardized Fortifications - Azure Coast - 1/3]
    [Military - Standardized Fortifications - Azure Coast - 2/3]
    [Military - Standardized Fortifications - Azure Coast - 3/3]
    [Military - Raise 1 Troop
    For Later



    [Diplomacy - Raise Rep with Shushan from 6 to 7 (TN 16)]

    [Faith - Convert 80 - HC2 (Abhidi) to Honymo - Roll]

    [Faith - Convert 80 - HC3 (Abhidi) to Honymo - Roll]

    [Intrigue 10 - New Technology - Shadow Arts - Approved]: While lethal doses of poison are quite useful, it is sometimes less than ideal to leave a corpse behind. Users of the Kunai Shadow Arts train to utizilie the bare minimum of such concoctions, in order to lay an enemy low only temporarily if need be. The captain of the guard cannot do his job properly if he is sent home puking into a bucket. A noble can hardly attend an execution if a trace of Saphroxin has left him bedridden. Such techniques are situational, of course, but highly effective.
    Requirement: Poison or Drug
    Effect: +1 to secret actions

    [Diplomacy 5 - Cultural Identity - Tensar Clan - Buyouts]: Despite their connection to Glen Gwitna's infamous pirates, the Tensar Clan has openly adopted the countenance of a legitimate trade partner. They are very, very good at negotiating prices. The fact that the Kunai will usually just take what they want if it's not traded for probably has something to do with it.

    [Faith - Conversion - Region 80 - Holy Center 2 - Roll]:

    [Faith - Conversion - Region 49 - Holy Center 2 - Roll]:

    [Faith - Conversion - Region 55 - Holy Center 2 - Roll]

    [Intrigue - Raid - Region 4, TP 2 - Giorle Fruit - Roll] For food for Les Alpes

    [Economy - Buyout Silver in SMP]: For spymaster tech

    [Economy - Buyout Hlaali Bark]: For exploding arrows

    [Faith - Region 83 - Holy Center 2 - Roll]:

    [Faith 5 - Artifact - Final Moment (Kurukagami) - +2 to General Loss rolls]: A mysterious mirror roughly as tall as an average human man, Final Moment is a potent artifact. When one meditates and looks into the mirror, their flaws are laid bare before them, too plain and obvious to deny. While looking into the mirror for too long is dangerous for one's mental health, it is useful to know one's own flaws; after all, when one is aware of their weaknesses, they can take steps to address them.

    The Kunai call it Kurukagami - literally, 'cool mirror'. This annoys the Abhidic monks who found it to no end. In fact, they insist it is a artifact of Abhidi, and find the Kunai's insistence it is of Honmyo... distasteful.

    [Faith 5 - Artifact - Katana with a cool name]:

    [Military 10 - New Tech (probably) - Named Weapons]

    The holy Enku has a power that even the greatest Wordsmiths do not fully understand. When it is used to write a word upon an object, the properties of the word are imparted to the object.

    Effect: ???
    Slot: Weapons? Blessings?
    Requires: Enku?

    E10s:
    Bulk Trade - use two owned TPs to count as any one other TP for techs as long as it was Open
    Voluntarism - Double bonus for an endorsement of a buyout
    Supply For Demand - Bonus when the resource you're buying out is required by one of your territories


    Spoiler: Notes
    Show
    Stuff that can count as stone for Kuniumi:
    Granite (region 26)
    Livestone (region 90)
    Marble (region 16)

    Army/Troops:
    Round 18: 4 units (moos' calculations)
    Round 19: 3 (made 1 units, lost 2 units)
    Round 20: 4 (Coup accepted, now have 4 units)
    Round 21-28: 5 (made 1 units, gained 2 units, lost 2 units)
    Round 29: 6 (made 1 unit)
    Round 30: 5 (lost 1 unit; says 2, but Role insists it's just the 1)
    Round 31-35: 3 (lost 2 units)
    Round 36: 5 (gained 2 units)

    Spoiler: Technology
    Show
    Acquired/Created links:
    http://www.giantitp.com/forums/shows...&postcount=631
    http://www.giantitp.com/forums/shows...&postcount=422
    http://www.giantitp.com/forums/shows...&postcount=291
    http://www.giantitp.com/forums/shows...&postcount=694
    http://www.giantitp.com/forums/shows...&postcount=708
    http://www.giantitp.com/forums/shows...&postcount=726
    http://www.giantitp.com/forums/shows...&postcount=789

    Name Effect Resource Req Slot
    Arunca's Offensive Allows the attacker to be considered the defender Tactics Roll Tactic
    Backline Sabotage Pick a singular realm/player, and spend an intrigue action. (opposed by target realm's intrigue) The target realm suffers size losses based on how many units their entire army consists of, as if the entirety of the realms' army marched as a single force. Techs to reduce size losses can affect this. These losses are rolled and treated as occurring after all battles in the round. Can only affect the same realm once per round. // Can be used in the Sabotage slot to cause an extra distance loss. This CAN be used more than once per round and the losses occur in place of the size losses one would have normally had. Saphroxin // Saphroxin, Poison/Drug, Muddy Camoflauge Sabotage
    Bani Bowls Reduces combat losses by 1 if two or more losses occur // Reduces losses by 1 (does not stack) Bani // Bani, Cloth, Alcohol, Wood, Drugs, Medicine, Blessings
    Camel Cavalry +1 to battles Camels or Bhreshi Hounds or Horses Cavalry
    Decentralized Authority +1 to one chosen new ruler stat // +1 to two chosen new ruler stats; writing materials // writing materials, stone, and scholarly artifacts N/A
    Dwarven Fortifications +1 defense, additional +1 in fortified regions, // -1 size loss Stone // Stone, 2 food, Preservative Fortifications, Sappers, Siege Weaponry
    Enchanted Arrows +1 to battle rolls // or +1 to enemy loss rolls Magical Wood // Magical Wood, Bani, Cloth Ranged Weapons
    Expanded Holds +1 to buyouts // -1 distance loss roll Ships // Ships, Precious Metals, Preservative, and Food Logistics
    Feth Dens Allows sowing unrest TN 14, resisted by Dip and Intrigue // Two levels of unrest Drugs // Drugs, Labor, Spices, Precious Minerals N/A
    Headhunting Halves enemy general bonus, kills the general Usable I5 Tactics
    Himitsu +1 to resist investigation actions Writing Materials N/A
    Magi-blessed scrolls +1 Defense // +2 Tactics Roll Writing Materials // Magic Powder, Lumber, Scholarly Artifact Divination
    Mass Conscription 5th+ recruit unit actions count double // 4th+ actions count double Food // Food, 2 Labor, Preservative N/A
    Prayer Seals +2 to leader loss rolls // +1 in battles lead by a General or Primary Leader Enku // 2 Writing Materials and 2 sources of magic Armor/Wards
    Privacy Tapestries +1 to curry favor // +1 to secret action rolls Cloth // Cloth, Magical Powder, Gemstone, Himitsu Tech N/A
    Smuggler Networks +1 to one Intrigue action per round (does not stack) // -1 distance loss along coastal routes Navigators // Navigators, Gems, Alcohol, Medicinal Herbs Stealth, Sabotage, and Traps
    Spymaster Allows creation of a spymaster with I5 Precious Minerals, established espionage group N/A
    Standardized Fortifications Fortification GP takes 3 actions instead of 5 // +1 defense Stone // 3 stone Fortifications, Sappers, and Siege Weaponry


    Spoiler: Diplomatic Deals
    Show

    League of White Sails
    Do not interfere with colonies in exchange for rice from the League

    Serene Marasa Pride
    Obtain agreement from SMP to support buyout of silver
    Convert in Region 80 in exchange for keeping territory closed

    Karysite Hegemony
    Convert in region 49

    Whatever Randoman is calling himself now
    Supported buyout of Shadow Flax

    Spoiler: Treaty of Shadow and Sand
    Show
    The Treaty of Shadow and Sand
    Signatories: Regno, Kunai, SMP

    Section 1
    - This treaty will be in effect for a period of [5 rounds] beginning [round 31, so it ends round 36].
    - No act of war will be undertaken directly during this time, including raiding and pillaging.
    - All casus belli relating to the conflict this treaty is ending (including with non-signatory powers such as Varjik and Jintha) are hereby rendered null and void.
    - All technologies shared as a result of this treaty shall remain untradeable (even to vassals) until the treaty expires. (so round 36)

    Section 2
    - The Serene Marasa Pride's responsibilities are as follows:
    Umbie and the Azure Coast will return to the control of the Kunai Clans.
    The Pride will accept the autonomy of other powers to associate with whom they please (save those that are already under the Pride's direct jurisdiction, such as the Riebarri) [This is mostly to account for regular NPCs within asmo's regions]
    The God-King Sinja will relinquish his position of power to his next heir or equivalent for the SMP's system of government
    All Rakshasa and other SMP forces will vacate the Clanlands as soon as they are able.
    No further Kunai will be fed to the Spellfather.
    The Serene Marasa Pride will share knowledge of the Gigastrax Javelins with the Regno Sultanate

    Section 3
    - The Kunai Clans responsibilities are as follows:
    The current Alpha of the Mure Clan will relinquish his position of power to his next heir or equivalent for his system of government.
    The Kunai will support the SMP's buyout of the Clan's sources of Iron, Bysthian Horses, and True Name Parchment.
    All Kunai and other Clanlands forces will vacate the Pridelands as soon as they are able (save the Tora Clan)

    Section 4
    - The Regno Sultanate's responsibilities are as follows:
    Regno will accept the Kunai Clan's autonomy and freedom to associate with whomever they please
    Regno will share the knowledge of Decentralized Authority, Mass Recruitment, Precision Weights, and Elemental Catapults with the SMP.


    Spoiler: Amended Derokar Agreement
    Show
    • The Kunai clans will enter the protection of Varjik (aka New Avakonia) as a vassal state, who will protect them from outside threats in exchange for their loyalty in matters of diplomacy, intrigue and military action.
    • Derokar will be ceded to the Kunai Clans and Varjik will relinquish their claim upon them so long as the Kunai remain a vassal state.
    • All technological innovations known by Varjik will be shared with the Kunai and vice versa. However, agreements restricting the trade of such technologies outside of the Avakonian Empire will be respected.
    • All resources not owned directly by the Kingdom of Varjik or the Kunai, or promised to other realms in trade agreements, are automatically given permission when considering buyout possibility.
    • The Kunai Clans will maintain their independence in terms of government, economics, diplomacy, and faith, and may expand their influence to new lands freely or remain as isolated as they please.
    • When the reigning ruler of Varjik of the Kren Dynasty calls the Kunai to war, a minimum supplement of troops equal to half of current reserves or an equal favor based on intrigue (causing unrest, assassinations, etc.) will be given to the effort.
    • At the earliest possible convenience an embassy will be established between the Clans and Varjik.
    • Should any issue come up in regards to the duty of vassal or liege, Varjik and the Kunai will meet to discuss potential changes. If no solution can be found within [3 rounds], Varjik or the Kunai may voluntarily end this agreement.



    Spoiler: Relics, Projects, CIs, Miracles, etc
    Show
    [Military 5 - General - Right Hand - Roll (10)]: Yasei's personal hawk is such a massive morale boost to the warriors of the Yasei Clan that she often goes into battle without her master. Some whisper she actually does a better job than Yasei.

    General From My Coup: Beta (Mil9)

    [Military 5 - General - Shogun - Roll (8)]: Shogun, like most Kunai Names, is more akin to a title than an actual name. Shogun is the name given to the Amidasu's greatest expert on war and battle tactics. However, in an unprecedented move, the title is not given to one from Kuniumi; it is given to one of the warriors of Les Alpes; Vital de Bayuex is entrusted with some of the greatest secrets of the Amidasu's methods of warfare.

    It's becoming clearer and clearer to the Kunai that war with the Pride may be inevitable. Mure and Amidasu hope that the new Shogun's upbringing among the Chateaus of Les Alpes will provide him an edge in battle.

    [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.

    [Military 5 - Military Specialization - Yasei Clan (Fighting in Regions w/ 2 Honmyo Centers)]: The Yasei Clan is the most zealous and militaristic of the clans. They will protect the faithful wherever they are found, for that is their mission.

    [Faith 10 - Organize Religion (Honmyo)]:
    "Words will always retain their power."
    5 Centers: +1 to secret actions
    15 Centers: -2 to enemy leader loss rolls
    Most Centers: +1 to random ruler attribute

    [Faith 5 - Artifact - Magatama - +2 to stabilizations in lands w/3 or more Centers/Orders of the state religion]: This ancient emerald jewel, shaped similarly to a curved teardrop, bears a name whose very utterance speaks of unity and togetherness in times of strife. Its symbolic value - especially to those who practice Honmyo - cannot be underestimated.

    In addition, the gem was enchanted by the ancient dragon known as the Father of Silence. The bearer of the jewel is caught in a fire that does not burn their flesh, but still feels as if the user has been set on fire. On the plus side, this has made it nigh impossible to create a fake of the jewel.


    Given to the Shushan

    [Diplomacy - Org Base - Shushan Clan - Kuniumi (54) - 3/3 (Round 24)]

    [Diplomacy 10 - Great Kingdom - The Clanlands (Round 25)]:

    Abandoned Idol: When the Idol is on the battlefield both armies roll 1d5 to determine their losses before the battle starts. Each side gets a bonus to that army's rolls based on how many units they lose (not sure if this is just battle losses or if it includes size losses as well). This bonus applies to all of that army's battles for the rest of the round.
    (The units are still lost at the end of the battle)

    Nameless Totem: ???

    Faceless Effigy: ???

    [Military - Great Project - Standardized Fortifications (Kuniumi) - Round 34]



    Spoiler: Relevant birthdays
    Show
    196 - Myrah, daughter of Amerah and Tensar (heterochromia - left green and right brown)
    199 - Kara, daughter of Amerah and Tensar (strong child, rust red hair)
    203 - Shiai, daughter of Amerah and Tensar
    205 - daughter of Amerah and Tensar
    207 - son of Amerah and Tensar


    Clans:
    Shushan Clan (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. Experts in court intrigue and assassination. Avakonia loyalists, currently in exile from Kuniumi

    Tensar (Gwitna name - 'tense'): Merchants and traders. Exceptional in dealing with pirates and raiders without a fight. Broke off from the Shushan Clan, relatively new.

    Chojo Clan (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. Specialize in genuine diplomacy and social stealth (appearing harmless and/or exercising authority they do not truly have).

    Yasei (Wild) Uragirimono (Traitor)
    Makes heavy use of animals and elements found in the wild. Members often bond with one particular animal companion for life. Greatest scouts, have a reputation for brutality and individual strength. They are also heavily religious.

    Mure (Pack): Formed from the Yasei Clan in opposition to Yasei's policies of brutality and bloodshed. Value interdependence and competition, on a personal as well as the group level. Bond to animals in a similar way to the Yasei, but many will bond with multiple animals, forming a 'pack' with the Kunai as the alpha. Also form packs among other Kunai.

    Amidasu Clan (to devise)
    Inventors and scientists. Have the greatest wordsmiths. Often use Wordsmithing to hide their identities in plain sight, and will make use of highly unorthodox and unconventional tactics to carry out their designs.

    Satsujin (Killer)
    Ninjas among ninjas. Guardians of Kuniumi, primary concern is the safety and well-being of its clans. All members learn at least some wordsmithing. Experts in stealth and assassination. Members are encouraged to learn the ways of the other clans and incorporate them into their own styles; while never AS good as the original clan, they are good enough to make use their skills.

    Shijima (silence, serenity, stillness)
    More dragon cult than Kunai Clan, the Shijima praise and worship dragons as Names made manifest. To those who bear the dragon's blood, they are feverishly loyal and eager to please. They are not well-liked among the Kunai, as their views on the dragons' Names border on heresy, but they are tolerated.

    Bomei Clans
    Sunajin (people/humans of the sand - Regno)

    Tora - (Lion/tiger - Serene Marasa Pride)
    Led by a woman covered in burn scars.

    Kishi - (Knight - Karys)

    Kamen - (Masked - Jintha [Kame means turtle])
    [/QUOTE]
    Last edited by HalfTangible; 2019-05-17 at 12:58 AM.
    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

  3. - Top - End - #843
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: [EMPIRE4!] IC Thread

    Magical Kingdom of Sfaïr

    Round 35 (205-207 IR), regions 106 (Sfaïr), 102 (Cesaria), 107 (Zlivittë Khaır), 103 (???), 13 (Dažytija), 15 (Perivan)
    Queen Elena Blanc


    Actions:
    1. [Military]Build ETL base in 102 2/3 (1/3 was giving them a unit here)
    2. [Military]Build ETL base in 102 3/3
    3. [Economy]Buyout 6 econ + 1 expanded holds + 1 fish glue + 1 clear sky pass + 1 relic
    4. [Economy]Build an OMC base in 103 1/3
    5. [Faith]Build an OVS base in Zlivittë Khaır 3/3
    6. [Faith]Contribute to Serpent of the North research (Whern & co.)


    News and Rumors
    • Legends and tales of the vast Northern lands entice would-be explorers to prepare expeditions to the now-accessible Inyakan peninsula. Some are lured in by visions of wealth to be made. Some wish to escape the Queen's tightening grip on Sfaïr. And there are a few who are most interested in filling in the gaps in the known story of Maksayava, Dejan's brother.



    Non-actions

    Free passage: Avakonia, Karys, Regno, Sycoraxistan, Overvann, Whern and Ti Linnad.
    Embassy with Avakonia: Do nothing

    Resist any buyouts and raids not explicitly permitted that would otherwise succeed.
    Resist bonuses:
    +1 to resist Raid attempts in own lands (CSC rep 4)
    +1 to resist secret actions (Violet Oath)
    +2 to resist item/tech thefts (Warded Locks)



    Spoiler: Ruler
    Show

    Queen Elena Blanc (born 164)
    Diplomacy 10
    Military 6 + 1
    Economy 6 + 1
    Intrigue 9
    Faith 3 + 1

    Used specials: M5, D10

    New ruler next turn? No.


    -----

    Spoiler: Records
    Show

    Spoiler: Units and generals, relics and misc. bonuses (GP, CI)
    Show

    Living units (5)
    Alliance Guard "The Unforgiven" - original soldiers fought in invasion of 107, fled before the Skyfather
    Cesarian Knights
    TBD
    TBD
    TBD


    Generals (2)
    Berchar the Walking Wall 6
    Vyžeikis 10

    Great Projects:
    Sfaïr (106) - The Clear Sky Pass: +1 to one buyout/round, negates distance losses between Sfaïr and Perivan, may be upgraded with a Fortification Great Project to require owner's permission for negating distance losses.

    Organizations
    Name Reputation & Effects Favors
    CSC 5
    +1 to resist Raid attempts in own lands
    1
    OMC 4
    Supported Buyouts of OMC TPs
    0
    ETL 4
    +1 to resolve supernatural threats/problems
    3

    Bases:
    Sfaïr (106) - Company of the Crescent (+1 unit defends region)

    Relics:
    Banner of Unity: -1 size loss in coalition battle
    Feathered Cape: +1 random stat with new ruler
    Mirror of Shadows: +1 secret action rolls

    Cultural Identities:
    Allies of the Alliance (Inc. die size on increasing reputation with organizations)

    Military Specialization:
    Legacy of the Conqueror (Inc. die size when fighting with allies)

    Graveyard:
    Died 166 IR in battle with the Tëhlër̨khët, killed mostly by the Skyfather
    Steppe Wolves 1st
    Steppe Wolves 2nd
    Elven Longbow
    Andavenpolis Volunteers
    Alliance Guard
    Died in battle with region 103 natives
    Sir Gerold Blanc (former ruler)
    Defenders of Súthburg
    Rúgari Avengers
    Elven Scouts


    Spoiler: Important characters and groups
    Show
    Numbers in parentheses are birth dates.

    Regions - Regional Governors (7)
    Foreigners' Quarter - Sir Varden Bandeson (135)
    West Rúgari - Dame Rosagund (Rosa) Luitbertien (155) - currently in Obroslo
    Andavenpolis - Sir Lull Radeburg - Treasurer (141)
    Contrad - ???
    Temple of Besso - Sir Médard Ansfing (133)
    Súthburg - Sir Anatole Theophanous (130) "Theo the Pompous"
    [107] - Sir Isernbriser (154)

    Lyebault Merchant (131) - Magi Indago's friend, Initiate, now a diplomat in Regner.
    Edwin Blanc (167) - Brother of Elena. Military commander at Clear Sky Pass (description)
    Yonwin Blanc (169) - Brother of Elena. Bookworm, likes the sea. Engaged to Elise of Yondar.
    Eyebite - Magical(?) crow from Yondar
    Magi Indago - Oamenii, a Regnan noble. Is a diplomat in Sfaïr.
    Rothaide Luitbertien (169) - Sister of Rosagund. Is on an expedition to Sycoraxistan.
    Adalhaidis (Heidi) Luitbertien (190?) - Daughter of Rothaide.


    The Spiegelaces - Secret spy group, serving Elena. Unpopular.


    Spoiler: Technologies (19) OUTDATED
    Show


    Active
    Type Name Effect(s) Requirements
    Economy Fish Glue Manufacturing +1 to 1 economy action per round (does not stack) Hooved Animal or Fish
    Economy Surplus Production If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region. Two Pairs of Resources
    Investigation Magical Indicator +1 to Investigation rolls related to magic Farrana - Tafer, 44
    Exploration Diplomatic Expedition Allows Land Exploration with a Pack Animal Tech; Enables Oceanic Colonization with a Ships tech Precious Minerals, Pack Animals or Ships
    Ruler Decentralized Authority +1 to new ruler stat / +1 to two (cannot surpass prior rulers stat) Writing Materials/Writing Materials, Stone, Scholarly Artifacts
    Military Warcasters Mil 5 create a War-Caster (1d4+6) / 1d4+7 fights alone, cannot wield units. Upon a loss he instantly rolls a d2 (1 dies, 2 grievously wounded for 2 turns) Magical transmitters or batteries (bani, soul stones, idols) / 2 magical transmitters or batteries and 1 writing material
    Misc Resin Casting +1 to one CI affected roll / +1 to all CI rolls Amber or Sap / Amber or Sap X 3

    Passive
    Type Name Effect(s) Requirements
    Intrigue Warded Locks +2 to resist item/tech thefts Hard Metal
    Intrigue Violet Oath +1 on rolls to resist secret actions Violet Oak - Derokar, 53

    Military
    Type Name Effect(s) Requirements
    Close Combat Refined Pician Weaponry +1 to battle rolls Hard Metal
    Armor Hard Iron Armor +1 to battle rolls Iron
    Cavalry Camel Cavalry +1 to battle rolls Mounts
    Logistics Sacrificial Magic Supply Lines -1 size loss roll / +1 opponent size loss roll Crops/ 3 Crops
    Logistics Salt Wagons +1 to unit cap / -1 size loss roll Preservative / 3 Preservatives
    Recon Magi Blessed Scrolls +1 to defending / +2 to tactics rolls Writing materials / magical powder, lumber, scholarly artifact
    Siege Dwarven Fortifications +1 defense roll, +1 in Fortified regions / -1 size loss roll Stone/Stone, 2 Food, Preservative
    Tactics Headhunting +1 on rolls to resist secret actions Tactics Roll + I5 Special


    Spoiler: Treaties (this is OOC information, some of these may be IC secret)
    Show

    Jintha: Mutually abstain from buying out each other's TPs unless permitted
    Regno: Give them two technologies of their choice in exchange for techs received earlier - cancelled?
    LoWS: Receive a technology as payment for platinum


    Spoiler: Owned TPs
    Show

    64.1 Mrazite (Antimagic, Gem)
    80.2 Malachite (Gem)
    101.2 Sweetwine (Crop)
    8.4 Bani (Magical writing material)
    102.2 Sheep (Hooves, Meat, Wool)
    102.3 Sheep (Hooves, Meat, Wool)
    53.3 Violet Ash (???)
    107.1 Sugar Pine (Wood, Sap, Spice?)


    Need to acquire:
    Horses
    Iron
    Precious Metal
    Stone
    Labor
    Preservative
    Scholarly Artifact?
    Fuel


    Spoiler: To do
    Show

    Saved actions:

    Great project - fortify Clear Sky Pass

    organize Abhidi, find all lost relics, get rep 5 with all orgs

    (OOC) Add the VIPs descriptions, Improve the flag, rewrite rules, improve econ map, update embassy map, make dictionary of Emjata

    Transport and reconstruct the statue of Dejan from Ŕidiŕ.
    Explore the north and the Eastern Continent
    Make an artifact crown made of every precious metal and gem.

    Last edited by Corona; 2019-05-17 at 04:58 AM.

  4. - Top - End - #844
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: [EMPIRE4!] IC Thread

    New Bhule
    (Round 35: 205-207 IR)
    High Chief Simriq





    Actions
    [Military] Aid the rebellion in Whern
    [Diplomacy] Stabilize the Cays
    [Military] Raise a unit
    [Economy] Buyout TP 86.1 for Copper
    [Economy 5] Modify Enchanted Arrows to work with Wood prerequisite

    Nonactions:
    Resist conversions
    Resist buyouts
    Use Timber to stave off the Long Winter in Bhule and Giant Redcedar Wood in the Cays.
    Allow passage to Whern, Amham and Sycoraxistan.
    Attend Event

    Whern Embassy:


    Spoiler: News and Rumors
    Show




    Spoiler: Technologies
    Show

    Warded Locks
    Pician Weapons
    Sacrificial Magic Supply Lines
    Heavy Wooden Armor
    Enchanted Arrows
    Dwarven Fortifications
    Privacy Tapestries

    Spoiler: Bookeeping and Ruler Info
    Show
    Resources/Troops:
    Units: 3 +1

    Resources Controlled: Timber (2), Wheat (48), Giant Redcedar Wood (23), Giant's Silk (11)

    High Chief Simriq of New Bhule

    Military: 6 +1
    Economy: 5
    Faith: 8
    Diplomacy: 3
    Intrigue: 6

  5. - Top - End - #845
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: [EMPIRE4!] IC Thread

    Regions 18, 19, 20, 21, & 22
    Northern Council of Ti Linnad
    Counnacilla Linnadi t'Illoanni te Jallaishi t'Eranni te Siestoci te Rhunnaiti te Yonnadi t'Lassienni

    Leader: Nocyca Rossalli
    Round 35 (205-207 IR)


    Actions:

    1. [Military 10] Tech

    2. [Diplomacy] Stabilize Lascienmo:

    3. [Economy] Gather funds for the CSC (2/5)

    4. [Economy] Gather funds for the CSC (3/5)

    5. [Faith] Moving towards heresy

    6. [Faith] Moving towards heresy


    Nonactions:


    Spoiler: News and Rumors
    Show

    • .


    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 8
    Military: 10
    Economy: 4
    Intrigue: 4
    Faith: 9

    New Ruler Next Round? No

    Expected Stat Bonuses:


    Spoiler: Other notes
    Show

    Military units: 2 / 9 + 1 (salt wagons) + 1 (religion) / 11
    General: Sibeal Gorman - Mil 10


    • 1st Cloud Company (KIA)
    • 1st Fang Company (KIA)
    • 1st Wingknights (KIA)
    • 1st Bear Company (KIA)
    • 2nd Cloud Company (KIA)
    • 2nd Fang Company (KIA)
    • 1st Forest Company (KIA)
    • 1st Opal Company (KIA)
    • 1st Vulpine Company (KIA)
    • 1st Pine Company (Sent to aid Inkia; KIA)
    • 1st Malva Naval Division (KIA)
    • Coatlean Unit #1 (KIA)
    • 1st Red Eagles Company (Plague)
    • 3rd Cloud Company (KIA)
    • 1st Serpent Company (KIA)
    • 1st Novo Teretos Amphibious Division (KIA)
    • 1st Company of the Axe (KIA)
    • Whitefeather Unit 3 (KIA)
    • Whitefeather Unit 4 (KIA)
    • 2nd Forest Company(KIA)
    • Whitefeather Unit 1(KIA)
    • Whitefeather Unit 2(KIA)
    • NL unit 1(KIA)
    • NL unit 2(KIA)
    • NL unit 3(KIA)
    • NL unit 4(KIA)
    • NL unit 5 (KIA)
    • NL unit 6 (KIA)
    • Lascienmo Unit 1 (KIA)
    • NL unit 7 (KIA)
    • NL unit 8 (KIA)
    • NL unit 9 (KIA)
    • NL unit 10 (KIA)

    Resources controlled:
    • Region 17 [Zeměvčel]: Honey
    • Region 18 [Wybrèz]: Tin
    • Region 21 [Highlands of Ti Linnad]: Pegasi
    • Region 22 [Obroslo]: Moon Opals
    • Region 33 [Coatl]: Corn
    • Region 45 [Inyoni Crescent]: Incense
    • Region 28 [Isles of Lazar]: Mercenaries
    • Region 53 [Derokar]: Violet Ash
    • Region 82 [Tarbaryn]: Darkfired Ceramics
    • Region 85 [Ridir]: Monster Parts
    • Region 89 [Overvann]: Medicinal Herbs
    • Region 90: Limestone
    • Region 91: Peat
    • Region 96 [Rhune]: Rhune Stones
    • Region 104: Ruined Scrolls
    • Binpultry: Millet
    • Bovalia: Ships

    Techs:
    • Aerial Bombardment: x2 the effect of aerial techs on a successful Tactics roll (Tactics slot); no requirement
    • Blood Bullion: +1 to 1 Faith action/turn; requires Blood Clay
    • Coimas Laivakorppu: +2 to Exploration rolls; requires Rhunic Aquamancy, Salt, and Grain
    • Decentralized Authority: +1 x1 / +1 x2 chosen new ruler stats (cannot exceed old ruler stat): requires writing materials / writing materials, stone, scholarly artifacts
    • Diplomatic Expedition: Enables land or sea exploration; requires Precious Minerals and a Pack Animals or Ships tech
    • Fish Glue: +1 to one Economy action per round; requires Fish or Beasts of Burden
    • Heavy Wooden Armor: +1 to battle rolls; requires Wood
    • Himitsu: +1 to the difficulty of Investigations against me: requires Writing Materials
    • Inyoni Skyfarers: +1 to battle rolls (Live Weapons and Warbeasts slot); requires [COLOR=“#008000"]Incense[/COLOR]
    • Magical Indicators: +1 to investigations related to magic; requires Farrana
    • Mass Conscription: 5th+ / 4th+ recruitment actions recruit two units; requires Food / Food, 2 Labor, Preservative
    • Precision Weights: +1 to Buyouts/+1 to competing Buyouts; requires Lead / Lead, Wood, Salt
    • Rhunic Aquamancy: +1 battle roll in coastal route, -1 distance loss from ocean/+1 battle roll in noncoastal route; requires Rhune Stones / Rhune Stones and 2 Magical Dyes
    • Sacrificial Magic Supply Lines: -1 size loss roll (Logistics slot); requires Crops
    • Salt Wagons: +1 unit cap; requires Preservatives
    • Sedellan Armor Coating: +2 against enemies using overtly magical techs (Armor & Wards slot); requires Sedellan Glass
    • Standardized Currency: Can give +2 to buyouts in regions regardless of TP owner/Can give +2 to buyout resists; requires Precious Metal or Gems / Precious Metal and 3 Gems
    • Standardized Fortifications: Fortification GPs take 3 actions instead of 5/+1 to defenses; requires Stone / 3 Stone
    • Surplus Production: If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region; requires Two Pairs of Resources
    • Violet Oath: +1 to resist secret actions; requires Violet Oak / Ash
    • Wingknights: +1 to battle rolls (Cavalry slot); requires Pegasi


    Relics:
    • The Woven Mask: +2 on rolls involving disease
    • Codex of Arric Accillianni: +1 to investigate magical phenomena
    • The Brinefather’s Wings: Negate 1 distance loss or +2 to Buyout once per round


    Religion bonuses:
    • +1 unit cap
    • +1 to buyouts against non-CP states
    • +2 against Dragons


    GP bonuses:
    • +1 to resist conversions (Orradi Shollarissi)


    Organization bonuses:
    • 1 favor from CSC Used in Round 19
    • League of the Beacon will ask permission before going public with potentially embarrassing information
    • +1 Investigations
    • +1 Slander actions
    • Increased die size for Investigations


    Embassies:
    • Yondar
    • Rhune


    Permanent Cultural Identity: United in Action
    The Linnadi are a people shaped by unity. When the opportunity comes to work as one, they seize it - at home and abroad.

    Increase in die size for rolls for supported trade post buyouts and allowed holy center conversions (these both apply to buyouts and conversions in controlled regions).

    Military Specialization: United Front (Defending own Regions)
    In times of need, the Linnadi pull together, as evidenced by countless events over the course of history. And what time is of greater need than imminent invasion? The Linnadi band together to oppose those who would assail them, their bonds of unity rising above their foe's mere strength. Militia are raised, supplies gathered, munitions crafted, and defenders always have aid to fall back on.

    Saved actions:

    Last edited by Minescratcher; 2019-05-25 at 05:14 PM.

  6. - Top - End - #846
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: [EMPIRE4!] IC Thread

    Jintha

    Ruler: Taelia Riveria
    Round: 36 Region: 75, 76, 108

    1. [Faith] convert

    2. [Faith] convert

    3. [Faith] convert

    4. [Faith] convert

    5. [Economy] Buy something

    6. [Diplomacy resolution] Raise OMC rep

    Non Actions
    • Send Silver to Regno as tuition for the Volzen currently studying at their academy.


    Embassy Actions


    Ruler Stats:

    Diplomacy: 10
    Economy: 10
    Faith: 1
    Military: 9
    Intrigue: 8

    Spoiler: News and Rumours
    Show

    • Bete is spotted in Regno accompanied by a group of Volzen. The group seems to be travelling from one Initia Holy Centre to the next in order to get a better understanding and hopefully be able to spread the teachings in Jintha lands after their travels.



    Spoiler: Treaties / Alliances
    Show

    • Sfaïri Free Alliance: Mutually abstain from buying out each other's TPs unless permitted
    • Embassy from SMP
    • Embassy from Lindeen
    • Embassy from Amham
    • Embassy from Regno
    • Embassy from Whern
    • Embassy from Ri'dr






    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource
    6 2 Ships
    7 3 Iadeshian Camels
    13 3 DragonSteel
    15 1 Blackrock
    31 1 Azonite
    56 1 Hlaali Bark
    63 4 Bysthian Horses
    64 3 Mrazite Crystals
    76 1 Cloudwing Piranhas
    76 2 Cloudwing Piranhas
    77 2 Silver
    84 1 Tin
    86 3 Copper
    104 2 Ruined Scrolls
    106 3 Platinum
    108 3 StoneWood
    Total Trade Posts Start of this Round: 16

    Acquisitions This Round



    Spoiler: Military
    Show

    Name Weapons Amount
    Shell warrior Spear and Shields 3
    Snapping strikers Two handed swords 2
    Cawv Dej Tridents 1
    Darak Cavalery Bows 1

    Generals
    Name Military Stat
    Mia Grand 7


    Spoiler: Reputations
    Show

    Organization Rank
    Omanush Convoys 5
    Bloodied Hands 3
    Company of the Crescent 3
    Order of Vashthiya Sattyathanya 3
    Acolytes of Áhkká 3
    Shushan Clan 3
    Feast of Rieba 3
    League of the Beacon 3
    The Eternal Lamp 3
    Cinder Queen Corps 3


    Spoiler: Techs
    Show

    Tech Name Primary Effect Secondary Effect Primary Resource Secondary Resource Primary Resource Met Secondary Resource Met Military Slot
    Alchemical Artisans +1 to a Buyout OR +2 to defend against a buyout 1/round N/A Coal N/A Yes N/A N/A
    Backline Sabotage Pick a singular realm, and spend an intrigue action. (opposed by target realm's intrigue) The target realm suffers size losses based on how many units their entire army consists of, as if the entirety of the realms' army marched as a single force. Techs to reduce size losses can affect this. These losses are rolled and treated as occurring after all battles in the round. Can only affect the same realm once per round. This CAN be used more than once per round and the losses occur in place of the size losses one would have normally had./ Can be used in the Sabotage slot to cause an extra distance loss. target player instead of realm Saphroxin Saphroxin, Poison/Drug, Muddy Camoflage No No Stealth, Sabotage, and Traps
    Bani Bowls Reduces combat losses by 1 if 2 or more Combat losses occur Reduces losses by 1 if 2 or more losses occur (Tiers do not Stack) Banil Bani, Cloth, Alcohol, and Wood No No Drugs, Medicine, and Blessings
    Berserkers +2 to battle rolls, +1 size loss roll N/A Medicinal Herbs N/A No N/A Drugs, Medicine, and Blessings
    Camel Cavalry +1 to battle rolls n/a Camels OR Bhreshi Hounds OR Horses N/A Yes N/A Cavalry
    Coatlan Numerals +1 to 1 economy action per round (does not stack) +1 to 1 economy or faith action per round Writing Material 3 Writing Material Yes No N/A
    Coin Armor -1 casualty rolls +2 Leader loss roll Hard Metal 2 Hard Metal, Precious Metal, & Gems Yes Yes Armor and Wards
    Decentralized Authority +1 to new ruler stat +1 to two (cannot surpass prior rulers stat) Writing Materials Writing Materials, Stone, Wood, Scholarly Artifacts Yes No N/A
    Diplomatic Expedition Allows Land Exploration with a Pack Animal Tech Enables Oceanic Colonization with a Ships tech Precious Minerals and a Pack Animal Ships No Yes N/A
    Diresnags +1 opponent size loss roll when defending +1 opponent distance loss roll when defending Labor 3 Labor No No Stealth, Sabotage, and Traps
    Dwarven Fortifications +1 to defense rolls, +2 to defense rolls in Fortified regions -1 size loss roll Stone Stone, 2 Food, Preservative yes No Fortifications, Sappers, and Siege Weaponry
    Elemental Catapults +1 to battle roll, +1 distance loss roll +1 to battle roll, no extra distance loss roll Enchanted Arrows, Stone Stone, Wood, Source of Magic yes Yes Fortifications, Sappers, and Siege Weaponry
    Enchanted Arrows +1 to battle rolls OR +1 to enemy loss rolls Magical Wood Magical Wood, Bani, Cloth Yes No Ranged Weapons
    Expanded Holds +1 to buyouts -1 distance loss roll Ships Ships, Precious Metals, Preservative, and Food Yes No Logistics
    Fish Glue Manufacturing +1 to 1 economy action per round (does not stack) N/A Fish OR Hooved Animals N/A Yes N/A N/A
    Full Course Discourse +1 to stabilization rolls OR Dip action per round Alcohol Alcohol, Crops, Meat, Spices Yes No N/A
    Hard Iron Armor +1 to battle rolls N/A Iron N/A Yes N/A Armor and Wards
    Headhunting Halves enemy leader Mil for battle and kills leader. N/A Tactics Roll + Intrigue 5 Special Action Available (You don't have to use it as a separate action. You don't have to win the usual assasination roll, just the tactics roll. The enemy may choose to resist with Intrigue, if they wish) N/A Yes N/A Tactics
    Heavy Wooden Armour +1 to battle rolls N/A Wood N/A Yes N/A Armor and Wards
    Himitsu +1 to Investigation Difficulty N/A Writing Materials N/A Yes N/A N/A
    Inyoni Skyfarers +1 to battle rolls N/A Incense N/A No N/A Warbeasts and Live Weaponry
    Living Wall +2 defense roll N/A Magical Building Material, Copper, Animals N/A Yes No Fortifications, Sappers, and Siege Weaponry
    Magi Blessed Scrolls +1 to defending +2 to tactics rolls writing materials writing materials,magical powder, lumber, scholarly artifact Yes No Reconnaissance and Divination
    Magical Indicator +1 to Investigation rolls related to magic N/A Farrana N/A No No N/A
    Mass Conscription 5th+ recruit unit actions count double 4th+ actions count double Food Food, 2 Labor, Preservative Yes No N/A
    Meteorological Navigation +1 to Exploration rolls N/A Air Ears N/A No N/A N/A
    Obsidian Fire +1 to defense rolls, +2 to attack rolls with foothold N/A Obsidian Glass N/A No N/A Fortifications, Sappers, and Siege Weaponry
    Polearm Paddles Merchant Princes may spend their 6th action on a Raid N/A Wood N/A Yes N/A N/A
    Privacy Tapestries +1 to Reputation Increase rolls +1 to Secret Action rolls Cloth Cloth, Magical Powder, Gemstone, Himitsu Tech No No N/A
    Pyroclastic Engines +2 to attack rolls N/A 2 DRGN HC/TP, 1 Fuel/Fire source N/A No N/A Fortifications, Sappers, and Siege Weaponry
    Red Herring Evidence +2 to resist Investigations into Secret N/A Herring, Paper N/A No N/A N/A
    Refined Pician Weaponry +1 to battle rolls N/A Iron OR Bronze N/A Yes N/A Close Combat Weaponry
    Resin Casting +1 to one CI affected roll +1 to all CI rolls Amber or Sap Amber or Sap X 3 No No N/A
    Sacrificial Magic Supply Lines -1 size loss roll +1 opponent size loss roll Crops 3 Crops No No Logistics
    Salt Wagons +1 to unit cap -1 size loss roll Preservative 3 same or different Preservatives No No Cavalry
    Sedellan Armor Coating +2 on battle rolls vs. enemies w/ overtly magical techs N/A Sedellan Glass N/A No No Logistics
    Spymaster Allows recruiting Spymaster with I5 action N/A Precious Minerals, established espionage group N/A Yes N/A N/A
    Standardized Currency Endorse buyouts in your regions regardless of TP owner Endorse Buyout resist (+2) your regions Precious Metal/Gems Precious Metal/Gems X 3 Yes No N/A
    Standardized Fortifications Fortifications GP takes 3 actions instead of 5 +1 to defense roll Stone Stone X 3 Yes No Fortifications, Sappers, and Siege Weaponry
    Stonespoken Warriors +2 to unit cap -1 casualty roll (+4 Resist Theft of this tech) Livestone 3 Livestone No No Warbeasts and Live Weaponry
    Surplus Production If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region. N/A Two Pairs of Resources N/A Yes N/A N/A
    Toyollo’s Reforms +2 to Tactics -1 size loss -1 casualty rolls no sacrificial supply lines, pician, weapons, mass conscription, Hide, Food, and Hard metal N/A Yes No Reconnaissance and Divination
    Violet Oath +1 on rolls to resist secret actions N/A Violet Oak N/A No N/A N/A
    Warded Locks +2 to resist item/tech thefts N/A Hard Metal N/A Yes N/A N/A
    Wave Bombing +2 to attack roll, lose Dragon Eye TP/+1 enemy casualty roll, no TP loss N/A Flying Military tech, Dragons Eyes/Dragons Eyes, Fuel, Source of Lime[stone] N/A No N/A Fortifications, Sappers, and Siege Weaponry
    Wingknights +1 to battle rolls N/A Pegasi N/A No N/A Cavalry


    Spoiler: Ruler Actions
    Show

    Taelia Riveria (first ruler)
    Attribute 5/10 Action Effect
    Diplomacy 5 Create The The 251 Jintha Trade Laws Use 2d8 instead of 2d6 when buying a Trade Post
    Diplomacy 10 Make The 251 Jintha Trade Laws permanent Use 2d8 instead of 2d6 when buying a Trade Post
    Economy 5 Upgrade Resource Quantity in Dažytija to great Trade post 13.3 for Iron is constructed
    Economy 10 Become a merchant Prince Can use a 6th action a turn but has to be Economy
    Military 5 Create Mia Grand as a General A general with 7 military skill is created
    Intrigue 5 Did a thing The thing happened

    Last edited by Moriko; 2019-06-16 at 02:29 PM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  7. - Top - End - #847
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Jul 2012
    Location
    *Redacted*

    Default Re: [EMPIRE4!] IC Thread

    The United Northern Confederacy of Rhune and Saaremaa, Vassal of Ti Linnad
    Margravine Norá av Aanaar

    Rolls
    Actions:
    1. [Military]
    2. [Military]
    3. [Diplomacy] Continue colonizing Kopanket (Colonial Region E1) (2/2)
    4. [Economics]
    5. [Economics]
    Non-Actions:
    1. Resist unsupported buyouts
    2. Resist conversions

    News and Rumours:

    Spoiler: Ruler Information
    Show
    Family Tree

    Diplomacy: 5
    Military: 10
    Economy: 7
    Intrigue: 6
    Faith: 7

    New Ruler Next Round? No.

    Expected Stat Bonuses:
    Quote Originally Posted by Kid Jake View Post
    Kill a PC's father? Well that's just the cost of doing business.
    Steal a PC's boots? Now it's personal.
    Please take everything I say with a grain of salt. Unless we're arguing about alignment. In which case, you're wrong.

    Former EMPIRE2! Player: Imperator of the Nihoni Dominion
    Former EMPIRE3! Player: Suzerain of the Phœnīx Estates
    Former EMPIRE4! Player: Margrave of the Margraviate of Rhune
    My Awesome Campaign Setting

  8. - Top - End - #848
    Orc in the Playground
     
    Kobold

    Join Date
    Apr 2018

    Default Re: [EMPIRE4!] IC Thread

    The Yondari League
    Round 36 (IR: 208-210)
    Merchant Principality and Vassel of Ti Linnad
    Regions: 93, 97, 98, 99
    Yven Chalun va Meera, King of Yondar

    Diplomacy: 7
    Military: 6
    Economy: 4
    Faith: 6
    Intrigue: 4

    Actions
    1. [Diplomacy] Increase Relations with CQC
    2. [Diplomacy] Claim 27 through Marriage?
    3. [Faith] Send Shamans to assist with Ti Linnad's Heresy -
    4. [Faith] Send Shamans to research the Serpent of the North.
    5. [Intrigue] Nothing to see here.
    6. Kingdom Type Bonus (E/Raid): Pirating the Pirates.


    Non-Actions
    • See Embassy Actions if any.
    • Grant Liege and fellow vassals passage through lands.
    • Use Peat to Stave off Long Winter in 'Ridi'r


    Resistances
    • +2 Resist Item/Tech Thefts - Warded Locks (Bronze)
    • +1 Resist Buyouts/Raids in Yondar - Thalos Dor Harbor Refit Great Project
    • Acolytes will not convert State Religion TPs in Yondari lands without permission.
    • +1 vs Secret Actions in Regions with Spirit HCs


    Embassys and Diplomatic Representatives
    • Embassy with Rhune
      Spoiler: Rhunic Embassy Actions
      Show

    • Lady Sera Spendal Envoy to Regno


    News and Rumors


    Spoiler: Stats and Mechanics
    Show

    Spoiler: Trade Posts/HCs
    Show
    Trade Posts

    Regional TPs and HCs
    Region Name Region # TP 1 TP 2 TP 3 TP 4 Produces HC 1 HC 2 HC 3 Special Other
    Usan 93 Lazar Lazar Yondar XX Salt Coatl Perijanism Coatl Perijanism Rhunic Animism
    Ovadre 97 Rhune XX XX XX Gumfrost Shoots Rhunic Animism Rhunic Animism Rhunic Animism
    Yondar 98 Open Yondar Rhune Coatl Darkwood Rhunic Animism Rhunic Animism Rhunic Animism
    Sumwyr 99 Yondar Rhune Open XX Facet Caps Rhunic Animism Rhunic Animism Coatl Perijanism

    • Owned TPs: 19
    • Copper 1, Region 65
    • Darkwood 2, Region 98
    • Facet Caps 1, Region 99
    • Farrana 1, Region 44
    • Hlaali Bark 2, Region 56
    • Lead 1, Region 94
    • Lentils 1, Region 43
    • "Medicinal Herbs" 1, Region 35
    • Dragonbeasts 3, Region 85 Pirates
    • Navigators 1, Region 103
    • Peat 1, Region 91
    • Porphyria 1, Region 20
    • Rhune Stones 2, Region 96
    • Saffron 1, Region 37
    • Salt 3, Region 93
    • Sheep 1, Region 102
    • Silver 2, Region 27
    • Shadow Flax 2, Region 42
    • Tin 1, Region 18
    • Verdant Wine 2, Region 52



    Spoiler: Tech and Projects
    Show
    Tech, Identity and Projects
    Technologies
    (Resource) = Potential requirement fulfilled, not necessarily applied.
    • General
    • Coimas Laivakorppu +2 Exploration Rolls. - [Rhunic Aquamancy, Salt, Cereal/Grain]
    • Diplomatic Expedition (Exploration, Colonization, and Diplomacy Claim) - Allows Land expeditions with Pack Animal Tech, Ocean expeditions with Ship Tech. [Precious Metals + Pack Animals or Ship Tech] (Silver)
    • Fish Glue +1 on one Economic Roll. - [Fish]
    • Magical Indicators +1 to Investigations involving Magic. - [Farrana] (Farrana)
    • Polearm Paddles Merchant Princes may spend 6th action on Raid - [Wood]
    • Precision Weights +1 Buyouts/+1 Competing Buyouts. - [Lead/Lead,Wood,Salt] (Lead, Halai Bark, Salt)
    • Spymaster Allows for recruitment of Spymaster with I5 action. - [Precious Metals, Fluff Espionage Group]
    • Surplus Production If you own two trade posts in region with three, can spend E5 to upgrade to four trade posts in region. - [Two Pairs of resources.]
    • Violet Oath +1 to resist Secret Actions - [Violet Oak]
    • Warded Locks +2 resist item/tech thefts. - [Hard Metal] (Copper+Tin)
    • Warcaster Mil 5 create a War-Caster (1d4+6) // 1d4+7 fights alone cannot wield units. Upon a loss, roll 1d2 (1 - dies, 2 - grievously wounded for 2 turns). Clarification: Can use any technologies. Still rolls leader loss on victory (without penalty for no units). For every distance loss, instead of losing a unit, they have -1 to combat and -1 to leader loss roll. - [Magical Resource OR Labor / 2 Magic Resource OR 2 Labor, Paper]

      Military
      <Armor and Wards>
    • Heavy Wooden Armor +1 to Battles. - [Wood] (Hlaali Bark)
    • Rhunic Aeromancy +2 vs Aerial, +1 vs Ranged Tech / +1 Distance loss region threshold. - [Rhunic Aquamancy, Drugs / 3 Drugs]
    • Sedellan Armor Coating +2 vs Magic Techs - [Sedellan Glass]
      <Cavalry>
    • Camel Cavalry +1 to Battles. - [Camels OR Bhreshi Hounds OR Horses]
      <Close Combat Weaponry>
    • Refined Pician Weaponry +1 Battle Rolls. - [Iron or Copper+Tin] (Copper+Tin)
      <Drugs, Medicine, and Blessings>
    • Rhunic Aquamancy <Counts as Ship Tech> +1 in Coastal Battles, -1 Distance loss from Ocean Crossing/ +1 in Noncoastal Battles. - [Rhune Stones/Rhune Stones, +2 Magical Dyes] (Rhune Stones, Porphyria, Saffron)
      <Fortifications, Sappers, and Siege Weaponry>
      <Logistics>
    • Expanded Holds +1 to buyouts/-1 distance loss roll. [Wood OR Ships/Wood OR Ships, Precious Metals, Preservative, and Food]
    • Sacrificial Magic Supply Lines - -1 Size Loss Roll/+1 Opponent Size Loss Roll. [Crops/3 Crops] (Lentils)
    • Salt Wagons - +1 Unit Cap/-1 Size Loss Roll. [Preservatives/3 Preservatives] (Salt)
      <Ranged Weapons>
      <Stealth, Sabotage, and Traps>
    • Backline Sabotage Intrigue action to cause a size loss in a kingdom based on their current total units, can only affect the same kingdom once per round, but can be used multiple times in a round. Resisted by kingdom intrigue, mitigated by size loss techs, rolls occur after combat for the round. - [Saphroxin / Saphroxin, Drug/Poison, Muddy Camouflage]
    • Smuggler Networks +1 to one Intrigue action per round (does not stack)/ -1 distance loss roll along coastal routes. [Navigators /Navigators, Gems, Alcohol, Medicinal Herbs] (Navigators, , Farrana, "Medicinal Herbs")
    • Muddy Camoflauge +1 to enemy casualty rolls / -1 own casualty rolls - [Soft Earth / Soft Earth Plants, Dyes, Fish Glue Manufacturing]
      <Tactics>
    • Headhunting Halves enemy leader Mil for battle and kills leader. - [Tactics, Requires Intrigue 5 Special Action]
    • Yven's Gambit Defensive Tactic, -4 leader loss, Size and Coalition losses rolled before combat.
      <Warbeasts>
      <Reconnaissance and Divination>


    Organization Relations
    • Acolytes of Áhkká: 5
    • Omanush Convoys: 4
    • Company of the Crescent: 3
    • Cinder Queen Corps: 3 (1 Favor)


    Identities and Relics
    • Relic: Rod of the Mist Tree - +1 on a single Secret Action
    • Temporary Cultural: Stalking Shadows - Increase Die Size on Investigation rolls.
    • Temporary Military: Raptor's Guile - Increase Die Size on Tactics Rolls


    Projects
    • Thalos-Dor Harbor refit for Shipbuilding and Trade 5/5 (+1 resist Buyouts/Raids in Yondar Region)
    • Disaster Response Organisation 2/2
    • Crabbin Fever Cure 2/2
    • Wisp Organization 2/5



    Spoiler: Miltary
    Show
    Military Units
    • Active Military Units: 4
    • Veras Misstle (8 MIL) - Yondari League General. Veras was well known among the Mistwalker Rangers for his tactical acumen. As a Mistwalker Ranger, his specialty is in gathering information and scouting, and he places a premium in intel when managing troop movements.

    • Usan Salt Raiders
      Spoiler: Unit Battle History
      Show

      • ~IR 197 Participated in Battle of Lazar
      • ~IR 200 Participated in Battle of 105, fell below active unit strength.

    • Second Fang of Sumwyr - Led by the Warspinner Leelath Strend, the First Fang represents a combined force of human footmen and wolf sized catacomb spiders 2000 strong around a core of 100 female C'tenzi warriors. The First Fang specializes in ambushes, but under Yondari training they have expanded their capabilities to also include aggressive raids. Leelath Strend is hungrily keeping an eye out where she, and her warriors, can earn personal glory and riches for her name.
      Spoiler: Unit Battle History
      Show

      • ~IR 194 Participated in Battle of Coatl, fell below active unit strength.
      • ~IR 197 Returned to active unit strength.
      • ~IR 200 Participated in Battle of 105.

    • Thalos Dor Stormwatch - Based out of the coastal city of Thalos Dor, the Stormwatch is a military force 1600 strong led by the Yondarian commander Vagan Birchan. They are the closest Yondar has to a dedicated sea force, each man and woman armed with axe and bow, clad in leather and furs with slate colored cloaks, and forged and hardened by the tumultuous seas of the northern coast. They are known to be as cold as the sea in their demeanor, but are also the most rowdy, and destructive, revelers when on leave. Vagan Birchan oversees their operations and deployments with an emphasis on logistics and keeping trade flowing to and from Thalos Dor.
      Spoiler: Unit Battle History
      Show

      • ~IR 194 Participated in Battle of Coatl, fell below active unit strength.
      • ~IR 197 Returned to active unit strength.
      • ~IR 200 Participated in Battle of 105

    • Hearthwood Rangers - Originating frorm Hearth Meera, and based out of the northern fortress city of Norsligne, the Rangers are a military force 1600 strong led by the Yondarian commander Luna Dovahn. The Rangers herald back to the earliest warriors of the Esquirian Tribes, acting as both hunters and protectors of the tribes. The men and women of the current organization patrol the forests of Yondar armed with hand axes, shields, and bows while clad in leather and fur armor with rugged dark green colored cloaks. The rangers act as the friendly face of the Yondarian military as their duties not only involve protecting the realm from threats but also keeping an eye on the health of the forest. Luna Dovahn oversees their operations and is focused on keeping eyes on the borders of Yondar, and the nations beyond it.
      Spoiler: Unit Battle History
      Show

      • ~IR 188 Participated in battle of Lascienmo.
      • ~IR 197 Participated in the Hunt for Krace, fell below active unit strength.
      • ~IR 200 Returned to active unit strength.

    • Mistwalker Rangers - Based out of the capitol, Hearth Meera, the Mistwalkers are a military force 2000 strong led by the Yondarian commander Merros Rhunas. The men and women of the Mistwalkers, as a unit, are typically clad in light, leather armor while wearing a light grey cloak and are armed with swords and bows. When deployed on individual missions, they are free to adjust their kit as they feel needed. The Mistwalkers act as agents for the Kingdom as well as working with Shamans to deal with the effects of unruly, and capricious, spirits. While their strength tends toward their work as individuals, on the field of battle, the Mistwalkers make for excellent scouts and harriers cooperating with the rest of the Yondarian military. Merros Rhunas has spent considerable efforts to update and improve the Mistwalkers, looking to the efforts of outside Kingdoms to draw inspiration from.
      Spoiler: Unit Battle History
      Show

      • ~IR 188 Participated in battle of Lascienmo, fell below active unit strength.
      • ~IR 194 Returned to active unit strength.
      • ~IR 197 Participated in the Hunt for Krace.
      • ~IR 200 Participated in battle of 105.

    • Lazar Mercenary Unit #1 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor.
      Spoiler: Unit Battle History
      Show

      • ~IR 188 Participated in Battle of Lascienmo.
      • ~IR 197 Fell below active unit strength during Battle of Lazar

    • Deadwood Irregulars - In Yondar murderers, thieves, and bandits who are caught and found guilty of their crimes may be given the chance to join the Deadwood Irregulars rather than serve their sentence. The Irregulars consist of about 1000 men and women, mostly criminals with a core of hard bitten officers to keep them in line; the Yondarian commander Maeve Chalun is in charge of them. The Deadwood are based near Mistholm, near Carraig Dún, both serving as the first line of defense against anything that would come out of Carraig Dún. The Deadwood Irregulars undergo brutal training and exist for one purpose alone, unleashing absolute devastation upon the enemies of Yondar, and are treated with awe and suspicion by most of the populace. Unlike the other Military forces the Irregulars tend to have no set uniform and equipment though many tend to favor bows, the only uniform between the members of the unit is a band of briars tattooed around the right arm. With their numbers greatly diminished, Maeve Chalun is currently focused on rebuilding the irregulars, a slow task given their methods of recruitment. In the current moment, the Irregulars are in no condition to act as a military force.
    • Gnawed Bone Tribal Warriors - The Gnawed Bone Tribe's warriors were the most mercenary of the Furbold tribes in Ovrdre before the Unification under Yondar, fighting for food, and gold for any who would supply it. They are Furbolds, 2000 strong, under fearless leadership of Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol, Chief of the Gnawed Bone tribe, and they specialize in sapping, ambush tactics, and swarm fighting. Chief Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol is eager to get into a fight with anything just to see how these Yondor types do it.[/S] With the death of Chief Mur'do'Vor'do'Gor'do'Phor'do'Chur Ghol in the battle of Lascienmo in ~IR 188, Participated in Battle of Lascienmo. Wiped out.
    • High Chieftess Daz's Warband - High Chieftess Daz'do'Daza'do'Daz leads an army of furbolds 2500 strong. Like many furbolds they are armed with reinforced battle-shovels, battle-picks, battle-mattocks and gumshoot slings. Many of their number count as earth shamans, capable of reshaping the earth and rock of the battlefield, and furbold engineers (for a lose value of the word).High Chieftess Daz'do'Daza'do'Daz is eager to get her chance to solo one of the dragons. ~194 Participated in Battle of Coatl, wiped out.
    • Lazar Mercenary Unit #2 - Formerly associated with Captain Mar of Lazar, Captain Vista and her troops maintain a garrison in Thalos Dor. ~IR 194, Participated in Battle of Coatl, Wiped out.
    • Deja Rhunis - Yondarian General. Her cold, forceful nature earned her a stint in the Deadbranch Irregulars where she flourished, both in tempering the criminal tendencies of the Irregulars under her command, while also forging them into an efficient military unit. -RETIRED-



    Spoiler: Stat Increases
    Show

    Yven Chalun va Meera
    O/X Diplomacy: 7
    O/X Military: 6
    X/X Economic: 4
    O/X Faith: 6
    X/X Intrigue: 4
    Last edited by SquirrelWizard; 2019-05-25 at 11:23 PM.

  9. - Top - End - #849
    Barbarian in the Playground
     
    Reggiejam's Avatar

    Join Date
    Jun 2014
    Gender
    Female

    Default Re: [EMPIRE4!] IC Thread

    ISLES OF LAZAR
    DRAGON SLAYERS
    FIRST VASSAL TO THE BAEDSHAH




    Regions 24 & 28

    Round 36 (208 - 210)
    Grand Mancer Matrizia
    Diplomacy: 2
    Military: 6
    Economy: 10
    Faith: 10
    Intrigue: 4
    Spoiler: Portrait
    Show




    1 [ECONOMY 10] Declare Isles of Lazar to be a Merchant Principality

    Though deposed from its position at the head the vast Church of Xincoatl the Isles still held onto a legacy as a major architect of its growth. With that vast expanse of religious activity and former authority there had come more pragmatic eyes looking not only to bring Xincoatl to Emjata but to fund long standing missions ministering far abroad supporting the greater church through patronage. Trade networks had followed behind conversions in the early years. As time went on they came to regions hand in hand with the Church along the eastern seaboard. Wealth now poured into the Isles immunizing it to the loss of prestige it had taken from Gwitna’s seizure of faith head. Without the costs of running the eastern church to swallow funds they pool into the hands of major merchant heads, influential bureaucrats, and powerful magi in Matrizia’s new order. Together this rising class mingles and challenges the older dynamic of power within the Kiin Sareteh of priesthood and mercenary dominance. Business owners and merchant guild heads have begun to develop their own means of realizing the collective desires of their class apart from traditional religious institutions or clerical hierarchy. While the church remains powerful and still very influential even in this new dynamic it was no longer the clear dominant player in lazarite politics. For now those profiting on this newfound wealth profess unending loyalty to Matrizia, who has allowed and fostered their elevation through raids on church coin in exchange for their vows of support. Still, it was unclear to some how far that loyalty went. Not all who were elevated by the sorceress elf were her loyal sycophants, some were merely too good at their jobs to replace and smart enough to toe the line. While this cultural shift in power dynamics would likely have benefits for the Isles there surely were going to be foreseen and unforeseen consequences as well.

    2 [ECONOMY RESOLUTION] Explore further east-southeast

    With advancements in ship building techniques pushed by Avakonia and a rising number of shipwrights for whom to bid over even outside their regions of origin lazarite merchants find themselves able to assemble a trans-Badan fleet of Redcedar trading vessels. The traders are to be sent east in search of the Ekoro Mapaahki empire which ruled over the Inau discovered by Rhune decades ago. If the bronze-lethon of the Inau was a tribute merely extracted from a vassal surely whatever great treasures owned by their liege would be of even greater interest. Matrizia had a nominal interest in the affair, curious more for expanding magical knowledge through cross-oceanic trade routes than the material goods lest they be of magical nature. The Isles were doing well financially as demonstrated by the recent elevation of the mercantile class so this otherwise expensive and dangerous voyage could be undertaken with the utmost preparation. Financing is effectively limitless for this expedition for which a promising young Gwitnan exile of Clan Orca named Pord Redlaw is named as expedition leader and captain of the flagship Narada. The Narada had been named by the Grand Mancer herself in honor of the first Doge of Lindeen, bringer of the Mandates. To openly celebrate the Mandates in this way disturbs the Burners who remain uncorrupted within the Isles’ northern reaches.

    3 [ECONOMY] Restore Kilkana (26) Granite TP 3 (2/2)

    At last complete restoration of the granite quarries is within sight. The rubble had been cleared from the earthquake and rockslide and now laborers were returning to the stone expanse. Laborers are a mix of slaves and indentured servants incentivized with a more rapid rate of reduction to their debt years as compensation for the danger. Having been in few wars since the seizure of Aniachaket there are few slaves in comparison to foreign, mostly Kansett, laborers working off labor contracts in the quarries. It is expected by the spring of 210 the first shipments of granite will arrive back in the Isles.

    4 [FAITH 10] Change Isles of Lazar (28) Mercenaries [Grand] into Isles of Lazar (28) Mancers [Great]

    Magic flows freely under the Mandate administration of Matrizia and with it experimentation runs rampant among the soldiery long valued for their service beyond the Isles. With an influx of magical fuels and lack of oversight from more moral powers such as those of the remaining Coatl brotherhood the Black Company finds itself pushed out of prominence by the rising Warlock Company who's soldiers of might and magic prove more and more powerful as well as more plentiful under the Grand Mancer's guidance. On the eve of Frostfall 208 the lazarite leadership convenes alongside the leaders of Warlock Company to conduct a mass ritual intended to infuse godly powers and magical understanding among a selection of soldiers. The lightshow is said to have been visible from as far inland as Ti Linnad like a star rising from the earth's surface to join its fellows in the heavens. In the wake of this mass ritual a greater understanding of war magic permeates the Isles and simple spells are enhanced with brutal efficiency under the spell work of the Mandates.

    5 [MILITARY] Raise 1 Unit of Warlock Company Mercenaries

    Additional mages fleeing persecution elsewhere find their way to Matrizia where they join her growing army. Standards for recruitment into Warlock Company are lowered and less mentally balanced mages and sorcerers receive tactical training that could prove to be a haunting mistake should these lesser mages decide to turn against their masters.

    6 [MILITARY] Raise 1 Unit of Black Company Mercenaries

    New recruits are taken from across the spectrum of Isle inhabitants some looking for coin, others conscripted, still others paying for crimes against the Company with service under their banner. While the plurality were Lazarites there was a significant presence of Kansett and Humans among them. Men and women who could serve the great wills of Emjata in battle are recruited and trained across the Isles as mercenaries under the Isles oldest company banner.

    ROLLS

    NON-ACTIONS


    LINDEEN EMBASSY


    GWITNA EMBASSY


    SERENE MARASA PRIDE EMBASSY


    [2/7 UNITS]
    Grand Mancer Honor Guard (700 magically enhanced warriors and war magi)
    Kansett Domestic Union Marines (2,000 Kansett militia sea skirmishers)

    [GENERALS/SPYMASTERS/WARCASTERS
    Saret Ka Limis (6)

    [RUMORS]
    • Mancer experiments proving that magic is accelerated by consumption. Food, drugs, alcohol help the mortal mind open up to magical thinking
    Thanks Gengy for the avatar!

Posting Permissions

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