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  1. - Top - End - #1
    Barbarian in the Playground
     
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    Default Ascendancy: Out-Of-Character Thread

    Ascendancy



    "It is now the 2660th year of the world by the Auroran Count, the 1900th year since the gods arose, and by my count the 1573rd year since the first of the cataclysms. It has been 726 years since the return of civilization, 720 years since word of the Yellow thing began to spread..."

    "It is by the blessings of the dead ones that I have lived to see this day and it is by the curses of the dead ones that I have suffered to see this day."

    "Sinan is gone..."
    "626 years have passed..."
    "A new time of industry has begun..."
    "The grip of the Ascendant has weakened on the Earth..."
    "Men walk the lands again, reclaiming their former glories..."
    "One day at a time..."
    "An age of man..."
    "A storm is coming..."
    "A new destiny..."

    - fragments of a lost diary

    Welcome to the out-of-character thread. Feel free to discuss the game here, I'll be posting the starting sheets soon enough for those interested. The game begins on new years day, but recruitment will stay open for those who aren't ready yet.

    Welcome to new beginnings for the world.


    Last edited by Anti-Eagle; 2019-01-01 at 10:26 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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  2. - Top - End - #2
    Barbarian in the Playground
     
    Anti-Eagle's Avatar

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    Default Faction Applications (1/5)

    Spoiler: The Vatnahlifir
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    Faction Name: The Vatnahlifir

    Main Faction Concept: The Vatnahlifir is an occult organization within the militaries of the Khaganate. Descended from the Janissaries, it was founded as a seperate army for Ajivha by Sinan nearly 800 years ago to be a more elite force. Originally composed of the best and brightest that Ajivha had at its disposal they were broken and put back together by Sinan to become Fedai under his control. These Fedai, an army of their own stand as the guardians of Ajivha and its Khaganate holding the first and last lines of defence against the unnatural, blending into all of its forces, its factions, its society.

    It is a sizeable faction who's influence spreads across the whole of the Khaganate and beyond with a blank check written nearly 800 years ago by the Khagan, and his successors. Their members undergoing rite after rite in search of the secrets of the past and the beyond, hoarding relics of magic and technology, history, in an attempt to get ahead of the historical curve that only they can see.

    They are a force to be reckoned with and few if any openly oppose them.



    Component Concepts

    Minor Concepts:

    Garbed In Sanctity (+1 to Wealth Production) - The Vatnahlifir as a whole is an organization garbed in sanctity. Their manner, their dress, their reputation. They are a force that wears the cloak of religious dogma to their advantage and profits from it. Not that they've ever needed to profit.

    Their symbol of choice is an axe-like pseudo-rune which they plaster across their clothing, buildings, and property in general.

    Investigators (+1 to Espionage Conflict Rolls) - The main force of the Vatnahlifir seen in public outside of those that collect the dead are their investigatory branch. Working in the Khaganate and beyond as Covenant officers they uproot and burn the varied supernatural threats to society, primarily Ascendant worshippers and the Yellow threat.

    Relic Hunters (+1 to Wealth Production) - The Vatnahlifir as a group have a predilection for the hoarding of relics. As it was at their founding, one of their purposes is the collection, cataloguing, and use of artifacts for the betterment of society. This combined with their rites has morphed into the compulsive hoarding of artifacts and cultural relics. Their veteran members are often seen carrying them in them into battle whether or not they're useful with ancient weapons and vehicles being especially prized.

    Sacred Armaments (+1 to Military Conflict Rolls) - Heavily armed and armoured, Vatnahlifir carry the finest weapons in the Khaganate. Most of them carry heavily customized rifles produced in house by blacksmiths and artisans. Automatic rifles (a technological secret held by the Vatnahlifir) amongst them, as well as rockets, bombs, rifle-grenades, mortars, and all manner of gas and incendiary. Chemical, alchemical, and occult in engineering their arms are the finest in the confederacy and the beyond.

    Moderate Concepts:

    Collectors of the Dead (+2 to Influence Production) - The Vatnahlifir in the spirit of their founder's miracle offers their services to the dead, claiming that they are able to pierce the veil separating the world and the Aetherial Sea. They do so in exchange for boons across the continent with local governments, not restricting the poor and insignificant but taking longer to process them and cross them over with the influential and wealthy receiving the miracle first.

    Rites of the Sinan (+2 to Espionage Conflict Rolls) - Corvans within the Vatnahlifir undergo a strenuous series of rites throughout their training whether they be from the outside or raised into it. Their bodies and minds are broken and put back together as fedai (roughly translated from Old Ajivhan meaning "those who sacrifice"), and then they undergo rites physical, spiritual, alchemical, and surgical to produce what are known within the Vatnahlifir as phantoms.

    During this rituals their bodies, minds, and souls are linked to Sinan, a process began by the act of inserting Simulacra crystals sourced from Sinan (or other phantoms) directly into the brain. Said crystal replaces their nervous system and eventually renders the recipient immortal.

    These processes often leave the phantoms psychotic in some way with the most common afflictions being pica, paranoia, and degrees of sociopathy.

    Advanced Concept:
    The Choir of Chains (+4 to Military Conflict Rolls) - The Vatnahlifir's most well known weapon is the Choir of Chains, a collection of 11 stable conjurers rendered into fedai by processes even more grueling than that used in the production of phantoms. Their minds are broken, leaving them compliant, and are put back together more carefully than the previously mentioned phantoms. They undergo a period of willing imprisonment meant to get them in the right state of mind while in service, like the phantoms wearing Vegvisir armour and Aegishjalmur masks, unlike the phantoms being chained together on and off the battlefield.

    They think in Galdr chants, in the Litany of Chains, in the Lorica of Storms and the Mantra of Fire. Their minds are religious and devoted to Sinan and the concept of Ajivha, and together in a choir they conjure their rainbow flames that burn through anything and everything.

    Heritage Concept:
    Fortress Ajivha (+3 to Unity Production) - Ajivha and its Khaganate like its predecessors are a fortress. At the shortest notice its citizens are ready to defend themselves and their kindred against any threat. This unity lends to a strong and hardy nation that rarely bends to outside force.

    Inheritance Concept:
    REVELATION: Secrets of the Flesh (+5 to Espionage and Military Conflict Rolls) - The Vatnahlifir are privy to the blasphemous secrets of Sinan and the hellfire of Ajivha, gained through blood sacrifice and the consumption of flesh and cultivated samples of the wax flesh of Sinan left behind. This unholy knowledge is used to fuel their rites and produce increasingly powerful phantoms for the long war.

    Spoiler: Kismet and the Legend of the Bones
    Show


    The Legend of the Bones

    Many years ago, a woman named Cyrica was desperate for a son. Being the esteemed consort of the Emperor of Aurora, Cosimo IV, this was more than just an idle wish. So she prayed endlessly to the god Khalorean, and on a visit to his temple, she was finally blessed with the son she desired.

    Unfortunately at birth the infant could, even in the most charitable view, only be described as grotesque. His skin was not the usual crimson of a newborn, but rather the blue tinge one might expect from an abyssal squid. Instead of legs, he possessed six tentacles which constantly writhed and kicked. Nevertheless, Prince Tiberius, as his mother named him, was welcomed into the imperial household as any newborn would be.

    It was not long after Tiberius was born that trouble began to brew in the imperial court, and inevitably, the household servants began to blame him for every and any misfortune. Cyrica alone continued to adore her son, but as she slipped into insanity, even she could not protect him. Eventually, he was smothered in his cot by a pair of nurse maids while his mother lay nearby, too befuddled by smoking herbs to even notice.

    Not long afterwards, Cosimo was overthrown and his sister Valencia took the throne. Among her first decrees was for the body of her late nephew to be taken out to the palace gardens and quietly cremated, as was the Auroran custom at the time. The gardeners tasked with this responsibility were horrified to find, however, that after the flames died down, the bones of Tiberius were still intact and unburnt. What's more, they had begun to writhe and squirm again, as the infant had done in life.

    Terribly afraid, the gardeners hurriedly threw the bones into a wooden chest and gave them to the youngest to dispose of. It was suggested that he sail out and throw the chest into the sea, but on the way down to the port he thought better of it, and instead sold the bones at the market for several months worth of grain.

    It followed thus that for the next few years, the bones were traded up and down the Channel, gaining a reputation as they travelled. Eventually, the bones reached the port city of Valthee in the Empire of the Basalt Throne, as it was known then, where they were seized and ended up in the private collection of the Duke of Sung, who took an interest in such magical curiosities. And there they left half-forgotten for many years, until one day, three youngsters found their way into the collection.

    Their leader was the Duke's eldest son and heir. With him came a krakari girl, the daughter of a wealthy trading family, and a younger corvan girl in simple clothing. If one looked closely, they would notice a strange thing about the smallest girl -- rather than the bronze gaze of her people, or the typical brown of her human countrymen, her eyes were a brilliant green.

    "Good morning." A clear, high voice came from the chest containing the bones, scaring the children half to death. "Please, do not be afraid."

    "What are you?" the Duke's son finally asked.

    "That does not matter. I offer a bargain. Bring me the necklace that hangs by your mother's mirror, and the cloak belonging to the head priest, and I shall grant whatever you desire in return."

    This was an odd request, but the children were hooked nonetheless.

    "Anything?" the krakari girl asked suspiciously.

    "Yes. Anything."

    "Then I wish to be a proper lord, just like my father," the Duke's son declared pompously.

    "It shall be done."

    "And I wish my mother wouldn't make me brush my frill all the time," the krakari girl said, sniffing.

    "It shall also be done," the bones said. "And what do you want?" it added, addressing the green-eyed girl.

    "Oh, she doesn't need anything, she's just a servant," the Duke's son interjected. He turned to the maid. "You keep watch, while we get the things."

    The pair disappeared, leaving the green-eyed girl and the bones alone.

    "I have never seen a corvan like you."

    "They say my father was human," the girl said by way of explanation, looking down shyly.

    "Ah. Well, what do you desire, then?"

    "Can I really?"

    "Yes."

    "I want... I want to leave here and see the whole world. I want to see the Basalt Obelisk, and the Colosseum in Xule, and... and..."

    "It shall be done," the bones said, interrupting her. "I need a very special, third ingredient. Go and fetch me frogspawn in a jar, and be quick about it. Don't let the other two see."

    The girl hurried off to fulfil this strange request. By the time she returned, the frogspawn safely stowed under her skirt, the other two had already returned.

    "Where were you? You were meant to be keeping watch, idiot!" the krakari girl cried.

    "Never mind, nobody came. Now place the necklace and cloak in my box," the bones instructed. The two noble children did so. "And now, the bargain is fulfilled."

    At first, nothing seemed to happen. Then, the krakari girl began to itch her forward.

    "Ow, my head!" she cried, tearing out of the chamber. The duke's son followed her.

    "Pour the frogspawn in the box. Quick."

    The green-eyed girl did so, with more than a little disgust.

    "Now, place your hand into the spawn, and your wish shall be granted."

    ~

    Meanwhile, the krakari girl had ground to a halt, running her claws over her head. The duke's son was in fits of laughter as her feathery frill came away, leaving the back of her head with the same texture of a plucked chicken.

    "It's not funny! This isn't what I meant!"

    Then, there was a sudden scream from upstairs. The two children looked uneasily at each other. That was followed by a familiar shout:

    "The Duke is dead. Long live the Duke!"

    The blood drained from the new's duke face as he realised the full gravity of what he had just done. He sprinted back to the collection room to beg the bones to reverse the bargain, only to find the chest had vanished. For the rest of his life he would send search party after search party across the land, but neither the mysterious bones, nor the green-eyed girl, were ever seen again.




    Faction Name: Kismet

    Main Faction Concept:

    The origin of Kismet is shrouded in mystery. He has no permanent form, appearing before mortals as anything ranging from a black cat to a fox, from a grinning urchin to an alluring maiden. The only consistency is that regardless of the form he takes, he always has green eyes. This, apparently, he cannot change.

    There are many stories told about Kismet, which invariably will share the same narrative structure. He will appear before a desperate mortal, offering something they desire above all else. Love, wealth, vengeance on a rival, and victory in a key battle are all common themes. He will always deliver on his end of the bargain, but inevitably, there will be a price that has to be paid sooner or later. If one is brave, or foolish, enough to make a deal with Kismet in the first place, it can only be recommended that the wording of the deal is checked to the last letter.



    Component Concepts

    Minor Concepts:

    Hearts of Men (+1 Influence Production): The hearts of men (and women) are easily tempted by the allure of money, glory, or just pure power. Kismet has great experience in knowing exactly what to offer to sway all but the most resistant.

    Fool's Gold (+1 Wealth Production): It is commonly supposed that Kismet has the power to create gold and precious stones out of thin air. This is not actually true. Rather, he knows the location of enough treasure-laden shipwrecks and long forgotten tombs that he can summon almost any amount of wealth at short notice if a mortal requests such things. He has no use for gold himself.

    Long Arc of History (+1 Influence Production): As a being who has existed for at least half a millennium, Kismet has a wealth of historical knowledge he can draw upon and use to his advantage when dealing with mortals.

    One Soul (+1 Unity): Kismet is a single being... reportedly. Some sources beg to differ, but they aren't held in high regard.

    Moderate Concepts:

    Immaterial (+2 Military & Espionage Rolls)
    A being of spirit rather than flesh, ordinary weapons or indeed solid walls are no barrier to Kismet. A particularly potent magic would be required to repel, let alone contain him.

    Foresight (+2 Military & Espionage Rolls) Kismet possesses an uncanny, though not always perfect, ability to predict future events. Some say that this is the result of being able to listen in on the conversations of the gods themselves, while others ascribe it to a small red orb which he is said to possess.

    Advanced Concept:

    Kismet's Conspiracy (+4 Espionage Rolls): As a result of a bargain made centuries ago, the exact details of which change with each retelling, a number of Ravens of Gangari are closely allied with Kismet. This "conspiracy" collects information from across the known world, which they ferry back to Kismet through mysterious methods known only to those involved.

    Heritage Concept:

    Cosmopolitan (+3 to Influence Production): As a result of the lack of certainty over his origin, most cultures have stories claiming Kismet as their own. This, coupled with his ability to take the form of any race or kind, allows him to tailor his approach to the mortal in question.

    Inheritance Concept:

    Imperial Blood (+3 to Influence and Wealth Production): "Some older tales connect Kismet with the now extinct Auroran House of Verde. Whether they're true or not, an aura of prestige surrounds him, giving him greater influence among the more deferential mortals of the world."

    Spoiler: The Exterminators Guild
    Show


    Faction Name: Exterminators Guild

    Main Faction Concept: Originally developed during the settling of Stone's Throw by the Khaloric Swarm by order of Empress Dorian Cook, the Exterminators have always maintained a respectable position in whatever civilization they have ever been part of, usually focused on emergency defense, scouting, diplomat escort, army support, and civil welfare.

    The Exterminators Guild receives funding from businesses, religions, governments, individuals, their own production, adventuring, donations, and many other sources. Low- or Null- income people can set quests for home repair, deliveries, monster slayings, or anything else. Normally such quests would be undesirable to an exterminator, but since the income doesn't necessarily come from the client, helping an old man to fix his fence might yield three months salary in gold because it was intentionally overpaid by the state.
    Sometimes no pay is given, sometimes minor pay compared to the quest requirements. Those who earn respect in their local guild branch easily get compensated for their patience and obedience, and clients who invent complaints are easily refused further services henceforth.

    Component Concepts

    Minor Concept: Thematic Consequence (+1 Unity)
    No one knows why, but preparing for the wrong type of dungeon often gets Exterminators killed, almost as if they're being directly targeted for being stupid. Wear a fur coat inside a fire dungeon? You're probably going to have to fight something that breathes fire, whereas the other party members wearing smarter clothing don't get targeted at all, or see a creature with such an ability to begin with.

    Minor Concept: Magic Door (+1 Influence)
    The Exterminators agree that dungeon entrances are a strange phenomenon. A 20 foot wide hill might have a dungeon entrance on one side, and go straight forward for a full mile, even though that shouldn't be possible given the geographical constraints. What's more, that the area around an entrance and the type of dungeon seem to blend into one another; sometimes you have to travel quite a bit inside to even know you're in a dungeon because it looks like the city's walls or whatever else.

    Minor Concept: Mutation Acquisition (+1 Military)
    It's a widely known fact, to Exterminators at least, is that creatures in dungeons gain odd abilities periodically, and those abilities or other types of changes that make the creatures more dangerous often spread through the entire population of that type of monster, but only if it is killed inside the dungeon and its body left there. Learning new fighting abilities due to ever-changing combatants serves a purpose.

    Minor Concept: Quest Reward (+1 Unity)
    The fact that any quest might reward s/he/they who complete it a substantially higher pay than would otherwise be expected unites the Exterminators in the shared hope of a gambler. On the client side, it makes those excessively wealthy happy to save so much money as long as they don't overdo it, and those destitute are pleased to be treated with dignity.

    Moderate Concept: Expel Overflow (+2 Espionage)
    When dungeons aren't invaded for long enough and the creatures inside are able to breed to the point they get crowded, the excess population leaves the safety of their dungeon and come out to the vicinity, becoming even more aggressive than usual.
    Information about the other side is easily able to be acquired this way. Luckily, the Guild has offices near each such known entrance.

    Moderate Concept: Treasure Chests (+2 Influence)
    Sometimes some type of container might be located within a dungeon. Sometimes they even seem to appear just behind an adventurer as soon as they turn their back- turning around again could get them something valuable or useful.
    Because of the spreading of this knowledge, the Exterminators Guild periodically acquires some hopeful volunteers, since it isn't safe for someone without training to enter such places.

    Advanced Concept: Untraceable Income (+4 Wealth)
    The centuries-old tradition of ensuring accredited volunteers never learn the connection between their payment and their client ensures professional behavior is observed in all interactions, no matter how major or minor.
    No government or other organization makes attempts to demand such information because it's so intentionally convoluted on every level.

    Heritage Concept: Insect Hive (+3 Influence)
    The Exterminators Guild was first formed of ray-das, but wildwings joined almost immediately after. Since humanoid insects breed and mature at a higher rate than mammals and have more potent forms of pack instincts and tradition, most Exterminators Guilds primarily employ spiders and moths (drider, galan, wildwing).

    Inheritance Concept:

    Spoiler: The Administratum of Awn
    Show

    Faction Name: Administratum of Awn

    Main Faction Concept: Core Domestic Governing body for the republic of Awn.

    Component Concepts

    Minor Concept: Bureaucracy
    The Administratum is more than any individual. Anyone can be replaced, and the system will carry on. (Unity +1)

    Minor Concept: Detailed Records
    The Administratum keeps detailed records of its activities and audits. (+1 to Espionage)

    Minor Concept: National Organization
    The Administratum is a significant part of the Awnite government. It exists in all provinces, though the local branches may vary in strength. (?)

    Minor Concept: Uniform Policy
    The Administratum was originally formed to govern most domestic affairs in the lands of the Principal of Awn.
    The Administratum has since spread to all provinces. Awn decreed that the administratum would function the same through all provinces. (Unity +1)


    Moderate Concept: Liberty Guild
    The Administratum has direct management of the Liberty Guild which is responsible for the resolution of conflicts between citizens. (+2 Influence)

    Moderate Concept: Guild Oversight
    The Administratum is responsible for overseeing the "state" guilds. It is responsible for the resolution of conflicts between guilds, and taxing them. As part of it's power of taxation, it can audit. With sufficient mismanagement, it can replace the head of the guild but this is difficult. (+1 Wealth, +1 Influence)

    Advanced Concept: Treasury Dispenser
    The Administratum is responsible for distributing the wealth of the nation of Awn to the various "Governing Institutions". Most of the funds are earmarked by ancient agreements, but the Administratum is responsible for actually transporting the wealth (And collecting it in the first place see below). (+4 Influence)

    Heritage Concept: Tax Collector
    The Administratum is responsible for the collection of taxes from the citizenry of Awn. (+3 Weath)

    Inheritance Concept:
    Last edited by Anti-Eagle; 2018-12-30 at 11:49 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
    Avatar by Cuthalion

  3. - Top - End - #3
    Barbarian in the Playground
     
    Anti-Eagle's Avatar

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    Default Faction Applications (2/5)

    Spoiler: The Oculiuris
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    Faction Name: The Oculiuris

    Main Faction Concept:
    A cult of knowledge founded at the start of the fifth age by the Vampire treasure hunter Cyrax. While treasure hunting in an underwater ruin, he had a vision of billions of eyes surrounding him, and judging him. He felt as if all the future generations were disappointed in him. Even after he fled the ruins, he could still feel the eyes upon him, and could not shake the feeling of guilt. Cyrax was driven mad by the constant feeling of guilt, but from that madness came an epiphany. He saw the source of the constant warring and destruction, ignorance. If he destroyed ignorance, then the future generations could be saved from the constant cycle of destruction and rebuilding. Originally formed from his fellow ruin raiders, the Oculiuris promoted education and free exchange of ideas. Their core philosophy was that knowledge must be preserved and spread in order to avoid catastrophe. Taking that idea to the extreme, the leaders of the Oculiuris Ihave linked their minds together into a hivemind. The headquarters is in the Dead Republic, but it has many hidden chapter houses all over the world.
    Component Concepts

    Minor Concepts:
    Knowledge is Power (+1 Influence Production) - The Oculiuris use their intelligence networks to blackmail those in power. The Oculiuris use them to advance their agenda of free education to all.
    Thousand eyes (+1 Espionage Conflict Rolls) - The Oculiuris have spies and informants in many places, allowing them to learn the secrets of the world.They call their network the Thousand Eyes.
    Power and Prestige (+1 Influence Production) - The leaders of the Oculiuris are rich and well connected. They use the prestige of their positions and family to make deals and attract more peons.
    High Society (+1 Wealth Production) - Many of the Oculiuris members have built up wealth both through the ancient knowledge they uncover and the modern secrets they pilfer.
    Moderate Concepts: (Two +2 Concepts)
    Ruin Raiders (+2 wealth production) - The members of the Oculiuris are filled with experienced treasure hunters. They use the funds they receive from selling ancient artifacts to fund their organization.
    Hidden in Plain Sight (+2 espionage conflict rolls) - The Oculiuris's members are not easily identified. They do not wear symbols or uniforms. They do perform rituals. They quietly advance the Oculiuris's agenda and only know their immediate superior in the organization. This makes it difficult to locates or infiltrate the Oculiuris.
    Advanced Concept: (One +4 Concept)
    Mindbreaker (+4 espionage conflict rolls) - The Oculiuris employ a powerful form of mind magic that can destroy one's identity, leaving only memories to be harvested.
    Heritage Concept:
    Of One Mind (+3 unity production) - The Oculiuris's hive mind removes disagreements among the inner circle.

    Spoiler: The Crimson Enigmas
    Show
    Faction Name: The Crimson Enigmas

    Main Faction Concept: The Crimson Enigmas are a high end smuggling group who specialize in bringing in high end weapons, both modern and ancient, and gear as long as the buyers donít have too many questions as to where it comes from. The group started off as a small group buying/stealing army grade weapons and gear and reselling it to the various groups and organizations throughout a handful of cities in the Khaganate. They were founded by Josiah Payne, who had grown up among several of the southern cities travelling around with merchant parents, before joining the army. After her first few years of service she was promoted to quartermaster and that was when she realized the possibilities inherent in her position. Using a few of her friends back home she started the small business of reselling small amounts of used army weapons, gear, and supplies that wouldnít be missed.

    During the rest of Josiahís stint in the army she organized a small group of contacts and groomed her successor, for when she left the army, to still have access to the gear. Once she got back home and assumed command of the growing organization business sky rocketed and they outstripped the competition with their solid supply of high grade military weapons and gear. Now years later they have dominated the illegal weapons trade market and are looking to expand their holdings given the new political climate evolving. They are expanding into artifact hunting, mage procurement, and are keeping an eye on high end military developers for any new tech to be created and then hopefully stolen.

    Their symbol is a bright red thickly drawn check mark.

    Component Concepts

    Minor Concepts:

    Military Contacts (+1 to Military Conflict) - The Crimson Enigmas have contacts among military all over the southern Khaganate by now and have recruited many serving military members into their group and ex-military members.

    Criminal Contacts (+1 to Espionage Conflict Rolls) - Much like how they had recuited military members into the organization the Crimson Enigmas also had recuited many members with criminal ties or criminals themselves to help them manage and move their illegal product.

    Crime Pays (+1 to Wealth Production) - The main goal of their organization had been wealth, for a long time that was all they were focused on, and as such the group has managed to grow many permanent contracts that have kept money flowing within the organization while they now focus on bigger things.

    Criminals Grapevine (+1 to Espionage Conflict Rolls) - The Crimson Enigmas enjoy a good reputation in the underworld as following through with payment and deliveries of promised goods. As such now that they have started to spread beyond the handful of cities they had operated in they are not having much trouble finding criminal operatives ready to join up.

    Moderate Concepts:

    Tomb Raiders (+2 to Wealth Production) - The Crimson Enigmas have recently taken to raiding ancient ruins and lost civilizations for their high end tech. Many noble houses, military commanders, and criminal enterprises all vie to be the first to buy these rare pieces that could be game changing items. The Enigmas often hold secret bidding wars to get the best deals they can which ends with them rolling in piles of money.

    Trained Operatives (+2 to Espionage Conflict Rolls) - Recently The Crimson Enigmas have had to start training operatives specially in order to successfully steal, or find these rare pieces. Sometimes they need to be able to out maneuver other parties or steal it from parties that have it and are not quite willing to let it go. Payne took all of the most loyal members she had who had some sort of experience with this line of work and payed out the nose for training and gear, giving them a year before starting to send them out. The wait was worth the cost, beware crossing the Enigmas lest you find a crimson line across your neck...

    Advanced Concept:

    Large and In Charge (+2 to Influence and +2 Unity) - Josiah Payne has crafted this organization on her own back, and often times through sheer force of will and personality. This has resulted in many of the original members being fiercely loyal to the women and that loyalty has dribbled down through the ranks to even the rank and file. Her uncanny ability to remember names and personal details has helped cement the loyalty to her among the lower ranks thanks to her personal touch.

    Her powerful personality and founding position of the group has led her to be the one mostly doing the major deals and meetings with buyers, granting her access to many influential and powerful men and women over the years. She has been careful to cultivate personal relationships with several over years and has firm friends to help her with her goals.

    Heritage Concept:
    Treasure Hunters (+3 to Exploration ???) - Once Payne started to expand into treasure hunting she managed to lure an ancient Luug, Dantil Welloue, out of retirement to join her in what she promised would be a revival of the treaasure hunting era.

    Spoiler: The Specialist Collectors Collective
    Show

    The SCC is a collective of traders within an organisation with a flat structure. Each outpost has a certain degree of autonomy from the cental office, located in the Dead Republic.
    The SCC was born of a relatively exclusive trade of specialty items for special clients with unique requirements. It is assumed that the SCC caters to highly selective, highly placed and wealthy individuals within Dead Republic, hence also their freedom to come and go as they please within the higher circles of the undead courts.
    More recently the individual outposts have also engaged in a certain degree of trading for their own account as a measure of augmenting the assumed existing income, though they act as intermediairies, buying locally and transporting commodities to other SCC outposts for sale. It has been observed by many that these trades tend to be highly lucrative, expecting shortages or gluts. The collective has yet to make a loss on any of these trades and is looking to expand to more permanent contracts.
    What is unique about this organisation, if the loose collection of traders may be called such, is the loyalty shown between members. The secrets of the trade, names of clients or providers remain a mystery today as they were the day the first outposts started appearing around the known world. Today, most larger cities have an outpose of the SCC.
    Minor concepts
    +1 Unity, perks, the collective ensures to take care of its own. All traders have a discretionary budget from which they can draw to use as they see fit. Well dressed and satisfied traders are more incentivized to work for the benefit of the collective and to compete with their peers for enhanced perks.
    +1 Unity, the blacklist, any trader, individual or customer that attempts to bribe or threaten any trader (including any defecting traders, though this has yet to happen) is barred from trading in any way with the collective.
    +1 Wealth production, fast riders. Speed is of the essence in any trade. Whereas others may require a slow caravan to reach the town before anything may be sold traders of the SCC have been known to sell in anticipation of arrival.
    +1 influence, local contacts, each outpost of its collective becomes part of the local community, buying directly from producers or dealing directly with local authorities. They become money lenders, bribe or provide information as necessary in orde to gain a foothold.
    Moderate concepts
    +2 wealth production, trading network, the multiple outposts and coded communications of the traders allow each outpost to gauge local markets and communicate with his fellows at great speed in order to take advantage of sudden changes
    +2 wealth production, wealthy patrons are a boon to any trader able to satisfy their needs. The SCC was born of this and built its business around it
    +2 Unity, the traders of the collective are loyal first to the collective, then to one another. Before any trader is allowed access to any resources they are tested, tutored and taught of loyalty, only those exhibiting the necessary qualities are inducted.
    advanced concept
    +4 (+8 influence only within the dead republic) this affords the SCC access to the higher and more lucrative circles of the Dead Republic, some say their founder was one of them or that the SCC was favoured by a patron with unique tastes and his custom and satisfaction has allowed the SCC to breach those circles.
    Heritage concept
    +3 A Trader's life - espionage conflict rolls, finding out information is just as important as access to funds and intimate knowledge of the markets
    Last edited by Anti-Eagle; 2019-02-10 at 07:33 PM.
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  4. - Top - End - #4
    Barbarian in the Playground
     
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    Feb 2015
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    Default Faction Applications (3/5)

    Spoiler: The Sveit
    Show
    Faction Name: The Sveit

    Main Faction Concept:
    Sveit is a nation made of two main races, Humans and Krakari. The independent city state was located on the border of 3 nations making it a hub for travel and trade in the north east. The city state was founded by 3 major groups. The Ďrefugeesí from The Republic of Awn, House Gregori of the Raptor states and a fairly large group of human bandits in the woods that used to cover most of the city states land. Originally Sveit functioned more militaristically focussed however as the city developed and more money came in, no one declared war. It was about 230 years from the present day when the reform began. The people of Sveit had seen the money come into the city and yet they saw little come out of the city in terms of improvements or expansion. The political state of the Sveit dictatorship was getting rocky as bands of people attacked city officials, refused to pay taxes and rioted. The focus of Sveit at this time was militaristic and the people were no challenge for the brutal force. The rich lived happily as the army would cut down those who rioted. With the economic situation of the city falling and majority of the populace including soldiers becoming poor the head of The Armed Forces of Sveit declared war on the political leaders. The battle lasted all of 5 days. The Parliament of Sveit was formed consisting of two major houses. The Krakari Peopleís House and The Peopleís Republic. The two houses still exist today and the political system function fairly the same with the human majority Peopleís Republic and Krakari majority Krakari Peopleís House. The city now has no major military force and acts a centre for trade be it knowledge, money or diplomacy.

    Component Concepts

    Minor Concepts:

    Taxes (+1 to Wealth Production) Ė The city has taxed its people and travellers for most of its existence and continues to. Whilst some disagree with this system many see it as necessary for the city to be in the state it is.

    Tertiary schooling (+1 to exploration) Ė Due to the wealth and influence of the city many prominent people come to live in and improve the city. Due the large number of well off people many families can comfortably send their children to school rather than getting them to work. Due to this Vraltauf was formed this university offers schooling to many especially in the field of magic.

    Historical collection society (+1 to exploration) Ė With the combination of royal/ upper class families, the university and the historical collection society the city has many artefacts collected from ruins. Many adventurers go and explore these ruins then selling the items to the society for display, research or safety.

    Developed travel infrastructure (+1 to influence production) Ė Well developed paths to the city alongside many maps allow for easy and safe travel. Many of the roads at the expense of the city are wide, cared for and have had many obstructions nearby them removed. City guards also will frequent the roads around the city ensure bandits do not cause trouble.

    Moderate Concepts:

    Magical messages (+2 to Influence Production) Ė The city state operates arguably the largest messaging system in all of existence. Through 5 well developed means of transfer the city sends and receives hundreds and thousands of messages. Notable modes of transport are via dead souls still bound to the mortal plane that will take messages to people in exchange for a purpose. Another notable mean is through spellcasting. Thousands of people are employed to perform the many duties of this mail system.
    Strong industry and trade (+2 to wealth production) Ė The people of Svalt perform all levels of industry making it easier and cheaper for the people of svalt to produce high-quality low-cost products. Due to this they can make large profit margins whilst keeping very competitive pricing. This advantage means nearly all of the money is kept within the city.

    Advanced Concept:
    Unique exports (+4 to influence production) Ė Due to the many skilled people in Svalt, stable political and economic environment and plethora of resources many artisans can make truly unique items. These items are of great value to many including powerful enchanted weaponry and interesting technologies. These unique exports make the city of svalt valuable to many outside its borders. The resources, particularly unique ones the city produces are in high demand and due to that the city is valued by many making it important in those nations eyes.

    Heritage Concept:
    Deep and rich mines (+3 to wealth) Ė The mountain the city was originally founded near and now inhabits opened up to mineral rich mines which led to many resource rich caverns. Since the mines opened they have been a heavily guarded and secretive source of direct wealth for the city. The mines have seemed endless and as the city goes further into the mines the more resources they tap into.

    Spoiler: Mamma Lu's Map Shop
    Show
    Mamma Luís Map Shop [In partnership with the transnational confederated cartographersí union]
    Mamma Luís Map Shop is a young mapmaking company that is quickly developing a stranglehold monopoly on mapmaking. The Map Shop is actually a massive armada of ships that travel the continent, docking at every harbor they can find to sell new updated maps to the townís citizenry. The ships arrive in port with a great deal of fanfare, as the docking of a Map Shop always comes with a three night long carnival festival that is free of charge for all children under thirteen to attend. The Maps are just as much a luxury item as they are a navigational tool, and it has become quite a status symbol among merchant families to have in their home the most expensive and up to date version of Mama Luís gold leaf painted maps. The company prides itself on accuracy as well, and part of the duties of the traveling ships includes a constant reappraisal of local ecology and politics. If a sand dune has eroded, a note is made. If a city has been renamed or conquered by a different nation, a note is made for that as well. Because of this, a full exploration of the rumored new continent is a top priority for the company.
    The powers that be are not quite sure what to do about the sudden springing up of this company. It is a mapmaking company with a focus on childrenís entertainment and as much wealth as a small kingdom. The children in every town shout out in joy when a Map Shop pulls into dock, but the more wise and cautious continue to be perplexed, and a little concerned.

    Component Concepts

    Minor Concepts:
    Mama Luís Map Sales (+1 Wealth) - Even with all the promotional events and gifts given out to children, Mama Luís Map Shop still pulls in a tidy profit each year, enough to handle the companyís many expenses so far.

    Mama Luís Smiling Face (+1 Influence) Ė The insignia of the company is a smiling, rosy cheeked old woman holding a ship in a bottle. It is engraved on every company ship and stamped on every map. It is an immediately recognizable brand and it carries the weight of a quality product.

    Mama Luís Little Birds (+1 Unity) Ė The ships of the company are a decentralized nexus that spreads across the continent. They communicate with each other through a special breed of Red Gulls that carry messages fairly efficiently between ships and keep the various crews abreast of events.

    Mama Luís Merit-Based Salaries and Pension Plans (+1 Unity) Ė The company hires only the best sailors and cartographers, and it pays them well. Internal disputes have a scaling hierarchy that it can move through for arbitration, from a shipís captain, all the way up to the board of directors, but such disputes rarely go past the captains, as they are authorized to promote, renegotiate salary, and fire their crew members at their own discression.

    Moderate Concepts:*
    Mamma Luís Cartographers (+2 Exploration) Ė The company has in its employ, some of the best navigators and explorers in the world. They are responsible for the continual updating of The Map, and currently the full focus of their gaze is being directed at the new continent.

    Mamma Luís Armada (+2 to Military Conflict) Ė The company has no official ďNavyĒ but every ship is armed and can become battle ready quickly. When mustered en masse, the companyís armada dwarfs those of even the largest nations. If you make an enemy of the company, do not travel by sea.

    Advanced Concept:
    Mamma Luís Children (+4 Influence) Ė Mamma Lu is loved by her children. Her ships provide them with free entertainment, colorful maps, and for a select few who win the annual junior cartographers competition, tuition free admission into Mamma Luís high seas academy. A city that threatens Mama Luís enterprises will find children crying out in the streets the next day, railing against the monsters that would hurt Mamma Lu.

    Heritage Concept:
    Mamma Lu (+3 Unity) - No one has ever seen Mamma Lu. Many believe her to be nothing more than a fictional corporate mascot, but she is real. She may not look like the woman on the bottle, she may not even be human, but she is real, she is ancient, and she controls every aspect of her transcontinental shop.
    Last edited by Anti-Eagle; 2019-03-28 at 02:10 PM.
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  5. - Top - End - #5
    Barbarian in the Playground
     
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    Feb 2015
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    Default Faction Applications (4/5)

    Spoiler: Hive of Ice
    Show
    Faction Name: Hive of Ice
    Main Faction Concept: As one of the few remnants of the once great Kahloric Swarm the Hive of Ice is the last bastion of influence on the planet, but only for itself. The denizens of the Hive have all but renounced the old ways of the Swarm. This Hive will be successful and this Hive will be sure to expand and hunt down all who oppose it.
    The Hive of Ice have shed their old hides and responsibilities of the old times, they are no longer Driders, never will they be Wildwings, may the Morians shudder in their treachery, and the Galans will be shattered.

    Component Concepts

    Minor Concepts:Each and every member of the Hive is a Jerlin a lithe and proud race. (+1 Unity)
    With changes to the hive mind faster and more wide spread changes are better adapted (+1 Unity)
    With their sleek and elegant forms the Jerlin mold themselves to their environment (+1 Espionage)
    Being one of the few Rogue Hives on the planet the Hive of Ice is going to fight to the last bug (+1 military)

    Moderate Concepts:
    Swift responses through the hive mind has allowed each and every Jerlin to adapt to any threat (+2 Military)
    Each and every Jerlin has a piece of the Central Mind embedded in them allowing for more independent action abroad (+2 Espionage)

    Advanced Concept:
    Every Jerlin used to be a warrior of the Swarm, or at least had a militaristic mindset within the Swarm. (+4 Military)
    Heritage Concept:
    With their connection severed connection to the Queen the Hive of Ice latched onto the Central Mind. (+3 Unity)

    Spoiler: Gambiyat, The Coin Guild
    Show
    Faction Name:
    Gambiyat, The Coin Guild
    Main Faction Concept:
    Trade is at the heart of this Faction, whether it be Resources such as Ores, Wood, Water, Food, naval charts, maps, information, or even favors, anything and everything can be acquired through the rules of acquisition. Fortunes are made and lost daily through these lands either due to riots, uprisings, coups and other manmade and natural born tragedies. Gambiyat offer insurance and banking as well as secure grounds for bartering and a neutral grounds for lobbying, treaties, negotiations, war party gatherings and other services to groups in need of a secure and isolated place for talking on common grounds with the help of the Guild as a middleman. The Guild also offers Stock Exchange, Trade of goods and necessities as well as luxuries. The Coin Guild has a hand in most marketplaces, whether they be ostere little stalls with the owner selling fruits to great bazaars and trading halls, the symbol of Gambiyat can be found in most of these places. People of every race, creed and ethics can be found within the Halls of Gambiyat

    Component Concepts

    Minor Concepts:

    Waste Not Want Not (+1 to rolls recuperate some resources when initially expending resources)
    The guild has in its best interest to see a return of interest on their expenses and making sure no scrap is gone unused, whether it be lumber scrap, metal, and non-perishable resources and especially magical artifacts. Nothing is ever lost, everything transforms itself into new things, such is the way of things

    Time is of the Essence(+1 to Wealth Generation)
    The Guild has a way to make people work their hardest, whether it be social security, social advantages and well-earned promotions and bonuses, The Guild keeps coin flowing into their coffers and into their friends' pockets as well.

    Well Greased Palms (+1 to Influence Generation)
    The Guild has a way of making things work their way, even with the most scrupulous of monarchs and despotic of rulers, The Guild makes it work wherever they are. They have a way of making friends with the most unfriendly humanoids even if it comes at a small loss, otherwise said person can see that his presence across Courts, Trading halls and other public places will be less than fortunate. It is a good idea to be in good terms with Gambiyat.

    Loose Lips Sinks Ships (+1 to Counter-Espionage Rolls)
    If there's one thing The Coin Guild knows, is that if people start talking, then Keeps starting collapsing and Nations start crumbling. With this in mind, Gambiyat has a series of measures to make sure their knowledge and privy information does not escape their grasp.

    Confidentiality(+1 to Counter-Espionage Rolls)
    All that is said within the halls of Gambiyat, Stays within the Halls of Gambiyat, These sacred halls have magical runes engraved upon their walls, so that none may hear the chatter of other rooms, as they say, Silence is Of Gold.

    Moderate Concepts: (Two +2 Concepts)
    Well Established Trade Routes(+2 to Wealth Generation)
    The Guild has seen to the construction of roads between settlements. These allow the Guild to transfer goods and coin from one place to another without too much trouble and with ease.

    Well Guarded Trade Routes(+2 to Military)
    The Guild has also seen to having in-house guards to secure their cargo from places to places, ensuring these guards are loyal are up to the individual traders themselves, but traitorous guards are soon found unemployed and out of a market of employment

    Advanced Concept: (One +4 Concept)
    Coin Makes Right (+4 to Wealth Generation)
    No matter where one goes, money follows, and with it, your means of acquisition. The Guild has the means to acquire things, whatever the need may be and whenever it arises. With its great ties to all nations of the world, it comes to no surprises that the guild has come to be found to be an excellent funding house for exploration, military endeavors and commercial work. Gambiyat has the means to acquire most things, and if they cannot afford it, then very few individuals can.

    Heritage Concept: (One +3 Concept relating to your faction's heritage or its relation to its parent nation)
    Friend To All, Ally Of None(+3 to Influence Production)
    Since the Guild is well connected to ALL Nations, The Guild welcomes all parties, no matter their creed or origin or race, so long as they pay theirs due to the guild for the services rendered onto their countries for Stabilizing markets and keeping tabs on those who would see the economic collapse of Nations. The Guild is fast to recognise new nations and install themselves within their borders to regulate trade to the will of the nation.


    Ranks within Gambiyat
    1. Initiate
    An initiate is very new personnel acquired by Gambiyat, they know nothing of the inner workings, they are simply dock workers, stall tenants, courses, delivery boys and Warehouse workers. their knowledge is simply that they work and are paid by The Guild

    2. Trader
    This is the man in charge of the common day to day. In charge of their own commercial endeavor, they pay their dues to the guild for access to markets and stock to exchange

    3. Vizier
    These are Traders that have made their mark and paid their dues and worked with the guild for over six months and have now access to some secrets of the guild, but not many. They regulate most common day to Day trade between individuals and non-governmental bodies such as farmer co-ops and Ranchers for trade of goods between parties.

    4. Grand Vizier
    These are the few able to make the ruling decision for the guilds, only the High Council is allowed to overrule their word if it comes to that. Grand Viziers are usually in charge of a province or state within a certain nation, they know much of the secrets of the guild, but have on them the means to keep their minds magically protected from mind probes if such a thing would come to happen. these people are usually surrounded by a Cadre of guards. These are the kind of people who oversee the trade of valuable goods, lost technology, artifacts and rare resources.

    5. Councilman
    This is where most people working within the guild wished they could be, The Councilman is tasked with an entire country's trade and regulations, often traveling between provinces and state within a nation to oversee the state of trade and sign documents and approve of documents and trade between Grand Viziers. their work is also to maintain the economic stability of a kingdom, regulating the worth of coin and goods alike. These people are immeasurably guarded by veterans of their home nation.

    6. Lord Gambiyat
    He who controls the money supply of a nation controls the nation, James A. Garfield
    This is who controls the entirety of the guild, his word makes the very treasury of nations tremble by his immense wealth and authority. He alone, without any of the use of the guild, could collapse a single nation overnight by destroying the economy by simply saying that their money is simply no good to the guild, of course, saying such thing is almost heresy to the guild, as such, this is the kind of thing that does not happen... yet. To keep the lord Gambiyat happy is to keep your nation's treasury floating and flowing with money and resources. of course, it is also very hard to earn the favor of the Lord Gambiyat, for this is a man experienced in trade on a Global Scale. This is who observes the globe's flow of money and keeps the world turning as it should on a monetary basis. The Lord Gambiyat is chosen amongst the councilmen and through fiscal screenings, personal and commercial bank accounts linked to his person, can a Councilman hope to become Lord Gambiyat, for he is the richest and most influential of all the councilmen. When the Lord Gambiyat dies, the previous Gambiyat's bank accounts are added to the guild's and will be inherited by the next Lord Gambiyat, insuring an ever increasing wealth of the Lord Gambiyat. of course, The Lord Gambiyat is secretive to the populace and only shows himself to the very highest of nobility and his Councilmen. The Lord Gambiyat never leaves the Lord Gambiyat's Estate, instead, nobility comes to him for an audience, which he grants amicably since the cooperation between the Guild and their hosts is nothing short of intimate.



    Military rankings within the Coin Guild

    1. Mercenary
    a simple ex-state soldier now working for Gambiyat, comes with a degree of training and experience one earns from a nation's militant branch, not much is expected of this ranking. this ranking knows nothing of the guild's working, simply that he must stand there and be grumpy and of sour mood.

    2. Man-At-Arms
    This guard knows the strict minimum that he should know about the goods or person he is guarding, whether its dangerous or if someone could be potentially after the said goods or person. This ranking also has access to the guild's personal trainers to keep them sharp and on edge with their training.

    3. Gravka
    These are the expert soldiers guarding influential members of the Guild, they are most notably known for possessing a weapon or piece of armor of great worth that is imbued with magical properties, allowing them feats of heroes.

    4. Honor Guard
    These are the guards to the Councilmen, these soldiers know a few secrets their lord is so willing to let them know. these guards are also known to possess both a magical weapon AND piece of armor, making them generalist at Offense and Defence

    5. Gambiyatii
    These are the lord Gambiyat's own personal men, covered in highly physically and magically resistant armor, these would be the most elite of men only living to see the Lord Gambiyat's security of health both body and mind.

    Spoiler: Banner
    Show

    Last edited by Anti-Eagle; 2019-03-28 at 02:08 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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  6. - Top - End - #6
    Barbarian in the Playground
     
    Anti-Eagle's Avatar

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    Default Faction Applications (5/5)

    Placeholder
    Last edited by Anti-Eagle; 2018-12-24 at 12:24 AM.
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  7. - Top - End - #7
    Barbarian in the Playground
     
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    Default Faction Sheets (1/5)

    Spoiler: The Vatnahlifir - Updated to Turn 16/16
    Show

    Faction: The Vatnahlifir
    Faction Concept: Military Cabal
    Player: Anti-Eagle

    Influence: 56 [+8 per Season (+3 base, +2 concept, +3 Unity synergy)]
    Wealth: 17 [+27 per Season (+9 base, +18 concept)]
    Unity: 73 [+43 per Year (+12 base, +31 concept)]

    Conflict Modifiers
    - Espionage: +11 to Espionage rolls (+9 Concept, +2 Wealth synergy)
    - Military: +14 to Military rolls (+12 Concept, +2 Wealth synergy)

    Concepts: (18)
    - Aether Chaplains (+4 to Unity Production)
    - A Frozen Forest (+4 to Unity Production)
    - Bjofastafur (+4 Unity Production)
    - Collectors of the Dead (+2 to Influence Production)
    - Covenant Officers (+2 Wealth Production)
    - Eminent Authority (+4 Wealth production)
    - Fedai (+1 to Military Conflict rolls)
    - Fortress Ajivha (+3 to Unity production)
    - Garbed In Sanctity (+2 to Wealth production)
    - Guided by the Stars (+2 Wealth Production)
    - Hunger (+4 to Unity Production)
    - Investigators (+2 to Espionage Conflict rolls)
    - Mass Indoctrination (+4 Unity Production)
    - Oneiric Visions (+4 to Unity Production)
    - Relic Hunters (+2 to Wealth production)
    - Rites of the Sinan (+2 to Espionage Conflict rolls)
    - Sacred Armaments (+2 to Military Conflict rolls)
    - Smuggling Networks (+4 Wealth Production)
    - Stimulants (+4 Unity Production)
    - The Choir of Chains (+4 to Military Conflict rolls)
    - The Guiding Hand (+2 Wealth Production)

    Revelations: (1)
    - Secrets of the Flesh (+5 to Espionage and Military Conflict rolls)

    Diplomats:
    - The Sveit

    Influence Composition: (56)
    - the Ajivhan Khaganate: 20
    - the Argent Confederacy: 20
    - the Dead Republic: 2
    - the Empire of the Basalt Throne: 2
    - the Harconin Protectorate: 2
    - the Oculiuris: 1
    - the Republic of Awn: 2
    - the Specialist Collectors Collective: 3
    - the Sveit: 4

    Worship Composition: (56)
    - Awn: 2
    - Gangari and his Scions: 20
    - Jashiki: 2
    - Qartog: 4
    - Sinan: 20
    - Therax: 2
    - The Dead god: 6

    Spoiler: Kismet - Updated to Turn 16/16
    Show

    Faction: Kismet
    Faction Concept: Demigod
    Player: JoJo

    Influence: 73 [+12 per Season (+3 base, +8 concept, +1 Unity synergy)]
    Wealth: 156 [+58 per Season (+9 base, +48 concept, +1 Influence synergy)]
    Unity: 38 [+13 per Year (+12 base, +1 concept)]

    Conflict Modifiers
    - Espionage: +12 to Espionage rolls (+8 Concept, +4 Wealth synergy)
    - Military: +8 to Military rolls (+4 Concept, +4 Wealth synergy)

    Artifacts:
    - The Fated Flag (+6 to Military rolls three times, before extracting a cost)

    Concepts: (14)
    - Benefactor (+6 Wealth)
    - Cosmopolitan (+3 to Influence Production)
    - Fool's Gold (+1 Wealth Production)
    - Foresight (+2 Military & Espionage Rolls)
    - Hearts of Men (+1 Influence Production)
    - Immaterial (+2 Military & Espionage Rolls)
    - Imperial Blood (+3 to Influence and Wealth Production)
    - Investment (+8 to Wealth Production)
    - Kismet's Conspiracy (+4 Espionage Rolls)
    - Long Arc of History (+1 Influence Production)
    - One Soul (+1 Unity)
    - Profiteer (+18 Wealth)
    - Rumourmonger (+3 Wealth)
    - Searching (+6 Wealth Production)

    Influence Composition: (73)
    - The Ajivhan Khaganate: 1
    - The Argent Confederacy: 3
    - The Dead Republic: 2
    - The Deep Tribes: 1
    - The Empire of the Basalt Obelisk: 30
    - The Grat Shae: 1
    - The Harconin Protectorate: 1
    - The Raptor States: 1
    - The Republic of Awn: 1
    - The Silverplume Confederacy: 1
    - The Specialist Collectors Collective: 1
    - The Union of Auroran Republics: 30

    Worship Composition: (73)
    - Kismet: 73
    Last edited by Anti-Eagle; 2019-04-29 at 06:45 PM.
    Ascendancy (Setting, Rules, Recruitment, Out-Of-Character, Game Thread, and a Mirror. Also, a Discord.)
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  8. - Top - End - #8
    Barbarian in the Playground
     
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    Feb 2015
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    Default Faction Sheets (2/5)

    Spoiler: The Oculiuris - Updated to Turn 16/16
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    Faction: The Oculiuris
    Faction Concept: Occult Cabal
    Player: LordArgon

    Influence: 71 [+8 per Season (+3 base, +4 concept, +1 Unity synergy)]
    Wealth: 72 [+16 per Season (+9 base, +7 concept)]
    Unity: 45 [+18 per Year (+12 base, +6 concept)]

    Conflict Modifiers
    - Espionage: +11 to Espionage rolls (+10 Concept, +1 Wealth synergy)
    - Military: +2 to Military rolls (+1 Concept, +1 Wealth Synergy)

    Concepts: (10)
    - Alchemy: Homunculus (+2 Influence Production)
    - Alchemy: Transmutation (+3 Wealth Production)
    - Ancient Armaments (+1 Military Conflict rolls)
    - Hidden in Plain Sight (+2 espionage conflict rolls)
    - High Society (+1 Wealth Production)
    - Knowledge is Power (+1 Influence Production)
    - Mindbreaker (+4 espionage conflict rolls)
    - Of One Mind (+6 unity production)
    - Power and Prestige (+1 Influence Production)
    - Ruin Raiders (+3 wealth production)
    - Thousand eyes (+4 Espionage Conflict Rolls)

    Influence Composition: (71)
    - The Administratum of Awn: 3
    - The Ajivhan Khaganate: 3
    - The Argent Confederacy: 3
    - The Dead Republic: 20
    - The Deep Tribes: 3
    - The Empire of the Basalt Obelisk: 6
    - The Harconin Protectorate: 3
    - The Raptor States: 3
    - The Republic of Awn: 10
    - The Silverplume Confederacy: 3
    - The Specialist Collectors Collective: 3
    - The Sveit: 3
    - The Union of Auroran Republics: 6
    - The Vatnahlifir: 2

    Worship Composition: (71)
    - Awn: 13
    - Cawles: 4
    - The Dead god: 34
    - Jashiki: 4
    - Lysei: 4
    - Qartog: 4
    - Roe: 4
    - Sinan: 4

    Spoiler: The Specialist Collectors Collective - Updated to Turn 16/16
    Show

    Faction: The Specialist Collectors Collective
    Faction Concept: Trading Collective
    Player: Kemmotar

    Influence: 48 [+8 per Season (+3 base, +4 Concept,+1 Unity synergy)]
    Wealth: 58 [+13 per Season (+9 base, +4 Concept)]
    Unity: 35 [+23 per Year (+12 base, +11 Concept)]

    Conflict Modifiers
    - Espionage: +4 to Espionage rolls (+3 Concept, +1 Wealth synergy)

    Concepts: (9)
    - A Traderís Life (+3 Espionage conflict rolls)
    - The Blacklist (+2 Unity)
    - Deep Contacts (Double Effective Influence in the Dead Republic)
    - Fast Riders (+1 Wealth)
    - In Waiting (+3 to Influence, Wealth, and Unity)
    - Local Contacts (+1 Influence)
    - Loyalty (+1 Unity)
    - Perks (+3 Unity)
    - Trading Network (+2 Wealth, +2 Unity)

    Influence Composition: (48)
    - The Dead Republic: 18
    - Kismet: 8
    - The Oculiuris: 2
    - The Union of Auroran Republics: 18
    - The Vatnahlifir: 2

    Worship Composition: (48)
    - The Dead god: 19 (38)
    - Kismet: 8
    - Roe: 19
    - Sinan: 2
    Last edited by Anti-Eagle; 2019-04-29 at 07:01 PM.
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    Default Faction Sheets (3/5)

    Spoiler: The Sveit - Updated to Turn 16/16
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    Faction: The Sveit
    Faction Concept: City State
    Player: Joshua Dolphin

    Influence: 67 [+18 per Season (+3 base, +14 Concept ,+1 Unity synergy)]
    Wealth: 69 [+21 per Season (+9 base, +11 Concept, +1 Influence synergy)]
    Unity: 28 [+16 per Year (+12 base, +4 Concept)]

    Conflict Modifiers
    - Exploration: +3 to Exploration rolls (+2 Concept, +1 Wealth Synergy)
    - Military: +5 to Military rolls (+4 Concept, +1 Wealth Synergy)

    Concepts: (10)
    - Clear Borders (+4 Military)
    - Deep and Rich Mines (+3 Wealth)
    - Developed Travel Infrastructure (+4 Influence)
    - Historical Collection Society (+1 Exploration)
    - In Waiting (+4 to Influence, Wealth, and Unity)
    - Magical Messages (+2 Influence)
    - Strong Industry and Trade (+3 Wealth)
    - Taxes (+1 Wealth)
    - Tertiary Schooling (+1 Exploration)
    - Unique Exports (+4 Influence)

    Diplomats:
    - The Vatnahlifir

    Influence Composition: (67)
    - The Deep Tribes: 21
    - The Empire of the Basalt Obelisk: 21
    - The Raptor States: 21
    - The Vatnahlifir: 4

    Worship Composition: (67)
    - Ashlif: 5
    - Cawles: 19
    - The Dead god: 2
    - Gangari: 19
    - Qartog: 19
    - Roe: 1
    - Therax: 1

    Spoiler: Mamma Lu's Map Shop - Updated to Turn 16/16
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    Faction: Mamma Lu's Map Shop
    Faction Concept: Cartography Company
    Player: Jory

    Influence: 39 [+14 per Season (+3 base, +10 Concept ,+1 Unity synergy)]
    Wealth: 36 [+15 per Season (+9 base, +5 Concept, +1 Influence synergy)]
    Unity: 34 [+22 per Year (+12 base, +10 Concept)]

    Conflict Modifiers
    - Exploration: +7 to Exploration rolls (+6 Concept, +1 Wealth Synergy)
    - Military: +3 to Military rolls (+2 Concept, +1 Wealth Synergy)

    Concepts: (9)
    - In Waiting (+4 to Influence, Wealth, and Unity)
    - Mamma Lu (+4 Unity)
    - Mamma Luís Armada (+2 to Military Conflict)
    - Mamma Luís Cartographers (+6 Exploration)
    - Mamma Luís Children (+4 Influence)
    - Mama Luís Little Birds (+1 Unity)
    - Mama Luís Map Sales (+1 Wealth)
    - Mama Luís Merit-Based Salaries and Pension Plans (+1 Unity)
    - Mama Lu's Newsletter (+1 Influence)
    - Mama Luís Smiling Face (+1 Influence)

    Influence Composition: (39)
    - The Ajivhan Khaganate: 3
    - The Argent Confederacy: 10
    - The Dead Republic: 3
    - The Deep Tribes: 3
    - The Empire of the Basalt Obelisk: 3
    - The Grat Shae: 3
    - The Harconin Protectorate: 3
    - The Raptor States: 3
    - The Republic of Awn: 3
    - The Silverplume Confederacy: 3
    - The Union of Auroran Republics: 3

    Worship Composition: (39)
    - Ashlif: 7
    - Awn: 3
    - Cawles: 3
    - Gangari: 3
    - Jashiki: 3
    - Katalia: 3
    - Lysei: 3
    - Qartog: 3
    - Roe: 3
    - Sinan: 3
    - Therax: 3
    - The Dead god: 3
    Last edited by Anti-Eagle; 2019-04-29 at 06:56 PM.
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    Default Faction Sheets (4/5)

    Spoiler: Hive of Ice - Updated to Turn 16/16
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    Faction: Hive of Ice
    Faction Concept: Rogue Hive
    Player: Moon Dusk

    Influence: 30 [+9 per Season (+3 base, +5 concept, +1 Unity synergy)]
    Wealth: 29 [+13 per Season (+9 base, +4 concept)]
    Unity: 41 [+29 per Year (+15 base, +14 concept)]

    Conflict Modifiers
    - Espionage: +2 to Espionage rolls (+1 Concept, +1 Wealth synergy)
    - Espionage (on Home Turf): +4 to Espionage rolls (+3 Concept, +1 Wealth synergy)
    - Military: +18 to Military rolls (+17 Concept, +1 Wealth synergy)

    Concepts: (19)
    - Adaptation (+1 Espionage)
    - Bodies Piling Up (-1 Espionage, +2 Military)
    - Central Mind (+3 Unity)
    - Decentralized Centralization (+2 Espionage)
    - Flight (+3 Military)
    - Harmonious Decree (+2 Military)
    - Heightened Security (+1 Espionage)
    - Hide in Plain Sight (+2 Espionage on Home Turf)
    - Hive Mind (+4 Unity)
    - Hive Mind Sync (+1 Unity)
    - In Waiting (+4 to Influence, Wealth, and Unity)
    - Jerlin (+1 Unity)
    - Military Minds (+4 Military)
    - Rapid Expansion (+1 Unity)
    - Shaky Diplomacy (+1 Influence)
    - Strengthening the Bond (+3 Unity)
    - Swift Response (+2 Military)
    - The World Knows (-2 Espionage, +3 Military)
    - To the Last (+1 Military)

    Influence Composition: (30)
    - Hive of Ice: 30

    Worship Composition: (30)
    - Central Mind: 30

    Spoiler: The Gambiyat - Updated to Turn 16/16
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    Faction: The Gambiyat
    Faction Concept: Coin Guild
    Player: Cosmic Traveler

    Influence: 36 [+12 per Season (+3 base, +8 Concept, +1 Unity synergy)]
    Wealth: 48 [+21 per Season (+9 base, +11 Concept, +1 Influence synergy)]
    Unity: 34 [+22 per Year (+12 base, +10 Concept)]

    Conflict Modifiers
    - Economic: +2 to Economic rolls (+1 Concept, +1 Wealth Synergy)
    - Espionage: +2 to Espionage rolls (+1 Concept, +1 Wealth Synergy)
    - Military: +3 to Military rolls (+2 Concept, +1 Wealth Synergy)

    Concepts: (12)
    - Coin Makes Right (+4 to Wealth Generation)
    - Friend To All, Ally Of None (+3 to Influence Production)
    - In Waiting (+4 to Influence, Wealth, and Unity)
    - Legal Documentations (+2 Unity)
    - Loose Lips Sinks Ships (+1 to Espionage Rolls)
    - Partnership Programs (+2 Unity)
    - Rules and Regulations (+2 Unity)
    - Time is of the Essence (+1 to Wealth Generation)
    - Waste Not Want Not (+1 Economic Conflict)
    - Well Established Trade Routes (+2 to Wealth Generation)
    - Well Greased Palms (+1 to Influence Generation)
    - Well Guarded Trade Routes (+2 to Military)

    Influence Composition: (36)
    - The Ajivhan Khaganate: 3
    - The Argent Confederacy: 6
    - The Dead Republic: 3
    - The Deep Tribes: 3
    - The Empire of the Basalt Obelisk: 3
    - The Grat Shae: 3
    - The Harconin Protectorate: 3
    - The Raptor States: 3
    - The Republic of Awn: 3
    - The Silverplume Confederacy: 3
    - The Union of Auroran Republics: 3

    Worship Composition: (36)
    - Ashlif: 3
    - Awn: 3
    - Cawles: 3
    - Gangari: 3
    - Jashiki: 3
    - Katalia: 3
    - Lysei: 3
    - Qartog: 3
    - Roe: 3
    - Sinan: 3
    - Therax: 3
    - The Dead god: 3
    Last edited by Anti-Eagle; 2019-04-29 at 06:52 PM.
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    Default Faction Sheets (5/5)

    Spoiler: The Exterminators Guild - Updated to Turn 2/2
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    Faction: The Exterminators Guild
    Faction Concept: Bounty Hunters
    Player: Viirin

    Influence: 14 [+15 per Season (+3 base, +11 concept, +1 Unity synergy)]
    Wealth: 7 [+15 per Season (+9 base, +5 concept, +1 Influence synergy)]
    Unity: 12 [+18 per Year (+12 base, +6 concept)]

    Conflict Modifiers
    - Espionage: +3 to Espionage rolls (+2 Concept, +1 Wealth synergy)
    - Military: +2 to Military rolls (+1 Concept, +1 Wealth synergy)

    Concepts: (10)
    - Curious Trinket (+1 Influence)
    - Expel Overflow (+2 Espionage)
    - Insect Hive (+3 Influence)
    - Magic Door (+1 Influence)
    - Mutation Acquisition (+1 Military)
    - Quest Reward (+2 Unity)
    - Thematic Consequence (+1 Unity)
    - The Ties that Bind (+3 to Unity and Influence)
    - Treasure Chests (+3 Influence)
    - Untraceable Income (+5 Wealth)

    Influence Composition: (14)
    - The Ajivhan Khaganate: 1
    - The Deep Tribes: 1
    - The Empire of the Basalt Obelisk: 2
    - The Harconin Protectorate: 1
    - The Khaloric Swarm: 1
    - The Raptor States: 2
    - The Republic of Awn: 1
    - The Silverplume Confederacy: 1
    - The Union of Auroran Republics: 4

    Worship Composition: (14)
    - Jashiki: 1
    - Khalorean: 12
    - Roe: 1

    Spoiler: The Crimson Enigmas - Updated to Turn 4/4
    Show

    Faction: The Crimson Enigmas
    Faction Concept: Criminal Empire
    Player: GameOfChampions

    Influence: 18 [+6 per Season (+3 base, +2 concept, +1 Unity synergy)]
    Wealth: 24 [+12 per Season (+9 base, +3 concept)]
    Unity: 26 [+14 per Year (+12 base, +2 concept)]

    Conflict Modifiers
    - Espionage: +5 to Espionage rolls (+4 Concept, +1 Wealth synergy)
    - Exploration: +4 to Exploration rolls (+3 Concept, +1 Wealth synergy)
    - Military: +2 to Espionage rolls (+1 Concept, +1 Wealth synergy)

    Concepts: (8)
    - Crime Pays (+1 to Wealth Production)
    - Criminal Contacts (+1 to Espionage Conflict Rolls)
    - Criminals Grapevine (+1 to Espionage Conflict Rolls)
    - Large and In Charge (+2 to Influence and +2 Unity)
    - Military Contacts (+1 to Military Conflict)
    - Tomb Raiders (+2 to Wealth Production)
    - Trained Operatives (+2 to Espionage Conflict Rolls)
    - Treasure Hunters (+3 to Exploration)

    Influence Composition: (18)
    - The Ajivhan Khaganate: 18

    Worship Composition: (18)
    - Awn: 1
    - Gangari and his Scions: 6
    - Jashiki: 1
    - Lysei: 1
    - Qartog: 1
    - Sinan: 6
    - Therax: 1
    - The Dead god: 1

    Spoiler: The Administratum of Awn - Updated to Turn 10/10
    Show

    Faction: The Administratum of Awn
    Faction Concept: Awnite Bureaucracy
    Player: Novabomb

    Influence: 84 [+19 per Season (+3 base, +15 concept, +1 Unity synergy)]
    Wealth: 41 [+17 per Season (+9 base, +8 concept)]
    Unity: 33 [+22 per Year (+12 base, +10 concept)]

    Conflict Modifiers
    - Espionage: +3 to Espionage rolls (+1 Concept, +1 Wealth synergy)
    - Military: +2 to Military rolls (+3 Concept, +1 Wealth synergy)

    Concepts: (11)
    - 1st National Bank of Awn (+1 Wealth)
    - Auditor's Division (+1 Unity)
    - Bureaucracy (Unity +1)
    - Company Forms (+1 Espionage)
    - Detailed Records(+1 to Espionage)
    - Employee Branch Loan Program (+3 Wealth)
    - Employee Storage Benefit. (+1 Unity)
    - Guild Oversight (+1 Wealth, +1 Influence)
    - Liberty Guild (+3 Influence)
    - Liberty Guild Guards (+1 to Military Conflict rolls)
    - National Organization (+1 Unity)
    - Tax Collector (+4 Wealth)
    - The Wake of Awn (+5 Influence and Unity)
    - Trade Regulation (+1 Wealth)
    - Treasury Dispenser (+4 Influence)
    - Uniform Policy (+1 Unity)

    Diplomats:
    - The Specialists Collectors Collective

    Influence Composition: (84)
    - The Argent Confederacy: 41
    - The Republic of Awn: 41
    - The Specialists Collectors Collective: 2

    Worship Composition: (84)
    - Awn: 18
    - Ashlif: 21
    - Cawles: 17
    - Jashiki: 1
    - Qartog: 17
    - Roe: 2
    - Sinan: 2
    - The Dead god: 6
    Last edited by Anti-Eagle; 2019-03-25 at 06:35 PM.
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    Spoiler: Map of the Known World
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    Spoiler: Legend
    Show

    Nations:
    The Ajivhan Khaganate - Dark Blue
    The Dead Republic - White
    The Deep Tribes - Grey
    The Empire of the Basalt Obelisk - Goldenrod
    The Grat Shae - Brown
    The Harconin Protectorate - Orange
    The Raptor States - Blue
    The Republic of Awn - Dark Gold/Brown
    The Silverplume Confederacy - Pale Green
    The Union of Auroran Republics - Purple

    Overrun Areas:
    The Ajivhan Desert / The Ajivhan Wastes - Red (Desert)
    The Ghost Marshes / The Aetherial Collective - Red (Marshlands)
    Navasti Isles - Red (Southwest Islands)

    Last edited by Anti-Eagle; 2018-12-31 at 12:04 AM.
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    Default 31/12/2018

    Turn 1 has begun. Good luck everyone. Happy New Years!
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    Default 5/1/2019

    The Auroran and Argent Confederacy sections of the setting guide have been updated with flags produced by JoJo.
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    Default 12/1/2019

    Turn 2 has begun. For those who've missed their actions for this week don't fret you have a whole 'nother week to post for those actions.
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    Default 19/1/2019

    Turn 3 has begun.
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    Default 26/1/2019

    Turn 4 has begun.
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    Default 30/1/2019

    The Specialist Collectors Collective by Kemmotar is now up. Welcome!
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    Default 1/2/2019

    Hello everyone. I thought I would share this with it being some days into turn 4 and the official recruitment period ending. I've decided for the time being to leave recruitment open ended to new players. If you're interested let me know by posting in the recruitment thread or by PMing me and I'll get you up to speed and see about putting a sheet together.

    To reiterate. Recruitment is remaining open and I will continue mirroring the weekly updates here.

    We currently have five players with two more putting sheets together and I intend to run this as long as people want me to.
    Last edited by Anti-Eagle; 2019-02-01 at 08:11 AM.
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    Default 2/2/2019

    Turn 5 has begun.
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    Default 4/2/2019

    The Sveit by Joshua Dolphin is now up! Welcome!
    Last edited by Anti-Eagle; 2019-02-04 at 09:20 PM.
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    Default 9/2/2019

    Turn 6 has begun.
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    Default 10/2/2019

    The Hive of Ice by Moon Dusk is now up. Welcome!
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    Default 16/2/2019

    Turn 7 has begun.
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    Default 24/2/2019

    Turn 8 has begun, sorry for the delay.
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    Default 9/3/2019

    Turn 10 has begun. I'm going to be messaging everyone this week.
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    Default 24/3/2019

    Turn 11 has begun after the extra long turn 10. Things are happening behind the scenes. Stay tuned for more information, or join the discord. Your choice.
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    Default 25/3/2019

    Hello everyone. An update. We're working on introducing a new continent to our world. We're looking for anyone interested in playing explorers or trading companies looking to explore the new land.

    If you're interested in writing lore for the new land to join as inhabitants of this new realm, we would also welcome you. Still working on a new map and the lore.

    Message me or post here if you're interested.
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    Default 28/3/2019

    Welcome Jory and Cosmic Traveler.
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    Default 31/3/2019

    Turn 12 has begun.
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