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  1. - Top - End - #811
    Troll in the Playground
     
    QuintonBeck's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    NPC ACTIONS

    Alzeroth Collective Region, Previous Actions Round 27 Round 28 Round 29

    Grand Minister Kialdo Visontas
    Diplomacy: 3
    Military: 4
    Curiosity: 9
    Faith: 1

    Land Army: 7,000

    Victory! The Alzerites have driven the conquest minded Dragon Queen of Maur into exile! This victory emboldens the Grand Minister to seize greater military power, a move looked at with considerable trepidation by the Six Ministries but embraced and adulated by the common people. The Grand Minister insists the war is not won until the Dragon Queen has been found and executed and the people rally under his words. The Ministries struggle to maintain control and attempt to refocus efforts on scientific and cultural pursuits of economic measure with little success.

    Having failed to acquire aid from the Free Knights and with the Grand Minister's unprecedented victory on the field the Ministries have little to hold sway against the Grand Minister.

    1.) Raise 1 Unit of Troops in Alzeroth [Military]
    2.) Maintain Militia in Alzeroth (840,000 Civilian Population) and Raise Militia in the Ash Kingdom of Maur (930,000 Civilian Population) [Military]
    3.) Uniting the banner of the Grand Army with the Defensive Host along with the recently sworn over Maurani Hordes the Grand Minister sets out to meet the Dragon Queen on the field of battle wherever she chooses that to be, rallying the local militias to prepare to aid in the defense as well (4 Mil Score, 7,000 Army, +8 Militia in Alzeroth OR +4 Militia in Maur) [Military]

    Dong-Nam Dosi/Greater Kingdom Zuiguo
    Round 29

    Wang Pak Sook
    Diplomacy: 4
    Military: 5
    Curiosity: 2
    Faith: 1

    Land Army: 2,000

    Wang Pak Sook continues to prepare his people for the war that surely looms before them. With the news of the Ash-Kingdom of Maur's apparent dissolution and defeat the Heavenly Sovereign grows ever more paranoid. Clearly the KSM had infiltrated the ranks of the Ash Kingdom's soldiery and sabotaged them to prevent their aiding Zuiguo in a war against the Silver Moon. More soldiers must be raised!

    1.) Maintain Militia in Dong Nam (1,150,000 Civilian Population) [Military]
    2.) Raise 1,000 Professional Soldiers [Military]
    3.) Raise 1,000 Professional Soldiers [Military]

    The Abyssian Sea
    Region Post

    He Who Guides the People, Murudu
    Diplomacy: 5
    Military: 5
    Curiosity: 3
    Faith: 1

    Aquatic Army: 2,000

    Tragedy strikes when Dorum, leader of the Nix, is caught in a great undersea vortex and dragged into a True Fire Crevasse while touring the Challenger Depths and was incinerated. "Some have noble deaths and some just die" goes the saying among the Nix poetics.

    His son, Murudu, is chosen by the people to guide them. With many years of inattentiveness towards the greater world Murudu decides to travel to the Grand Ball to speak with old and new friends.

    1.) Attend the Grand Ball. The Nix are in need of greater relations with those above the waves and as such are seeking potential forms of partnership or vassalage with those deemed potentially worthy. Delegates from Carmine, Mularuhm, and Serendel are sought out by the deep sea dwellers. (OOC: Make and link diplomacy rolls or write in forfeited claims to your action posts and PM me when you do) [Diplomacy]
    2.) Stabilize the Challenger Depths (Diplomacy 5) [Diplomacy]
    3.) Stabilize the Abyssian Sea (Diplomacy 5) [Diplomacy]

    Warriors of Syvine

    Angayak Tulimaq
    Diplomacy: 4
    Military: 4
    Curiosity: 4
    Faith: 3

    Army: 9,000

    1.) Attend meeting with the Kingdom of Ashenia to discuss potential cooperation. (OOC: Elemental Make and link another diplomacy roll as an action in your action post this round to pursue. May be a sub-action) [Diplomacy]
    2.) Raise 1,000 troops to replace those lost to the Barbarians from the east [Military]
    3.) Attend the Grand Ball [Diplomacy]
    Last edited by QuintonBeck; 2014-12-10 at 04:28 PM.

    Spoiler
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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  2. - Top - End - #812
    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Attend the Grand Ball. [Diplomacy]

    Spoiler: Military Things
    Show
    Forces are split between Alzeroth and Maur. Tyarel leads the assault on Alzeroth, while Sycia leads that on Maur, if they use their vassal action to use a ten military score; if not, Niskovia leads that group.

    Force breakdown (with thanks to Blade for the numbers) -

    Maur: +10 Mil (Sycia w/ Glazfelli Commander), +2 Niskovian Troops (+1 Zeppelins, +2 Mithril), +1 Mauran Troops (+1 Plate), +1 Sycian Troops, +1 Bordeusi Troops (+2 Blackpowder) = +21 Bonus.

    Alzeroth: +10 Mil (Tyarel), +1 Plate, +1 Zeppelins, +2 Blackpowder, +2 Mithril, +3 Mauran Troops, +4 Niskovian Troops, +4 Bordeusi Troops = +29 Bonus.

    [Military]


    Establish religion: Dragon worship (Principally Maur and his sister, at present). [Faith]

    Establish formal protections for those prisoners who agree to grant their parole; those who do not are to be confined in available prison facilities if possible without undue risk, or executed if not. [Diplomacy]

    (Increases: Diplomacy. Hopefully conquest numbers and regions controlled. )
    Last edited by Lady Serpentine; 2014-12-13 at 06:16 AM.

  3. - Top - End - #813
    Ogre in the Playground
     
    Logic's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Spoiler: Actions
    Show
    • Diplomacy: Gift the Sea of Glass back to the government of AQUA.
    • Military: Assist in training the Knights of the people of the Free Chivalric Republic.
    • Pending...

    Spoiler
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    Quote Originally Posted by bosssmiley View Post
    You altruistic weirdo you!
    Discord: Spacecamp-Logic-Yako
    Former Avatar by Ceika, which I have long since lost a copy of.

  4. - Top - End - #814
    Barbarian in the Playground
     
    RandoMan's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Spoiler: Actions
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    1.) Diplomacy Attend Grand Ball
    2.) Diplomacy Claim realm of the Abyssian Sea as a lesser vassal to Mularuhm on the basis of the Treaty of Everlasting Friendship. Roll: 18
    Spoiler: Agreement of Everlasting Friendship Between Mularuhm, The Kingdom of the Jarrs, and the Nix
    Show

    Land to the east and south of the Discordian Mountains" herein refers to the regions known numerically as 61, 62, 63, 64, 68, 69 and any and all regions subsequently discovered to the east of 69]

    By joint decree of the High King of Mularuhm, the King of the Jarrs &c. and He-Who-Guides-the-Nixdarum with relation to the territory to the east and south of the Discordian Mountains including the Carmine Sea and neighbouring seas (regions 60-64, 69, 120-126, U1 and further habitable underwater regions discovered bordering any aforementioned region):

    • The rights, privileges and obligations of the Salterri Imperium with relation to its protectorates and vassalages in this territory are hereby affirmed.
    • At such a time as the Salterri Imperium is unable to fulfil its obligations towards the inhabitants of its protectorates and vassalages, or otherwise forfeits its claim upon them, and with immediate effect regarding such lands and such lands as are not rightfully subject to the Salterri Imperium:
    • The land, and sea to a distance of one mile from the high tide mark, lit by the sun, or upon which trees grow, shall be rightfully subject to the King of the Jarrs &c. and his heirs in perpetuity with the exception of that territory needed to provide access to subterranean realms
    • All territories beneath the soil shall be rightfully subject to the High King of Mularuhm and his heirs in perpetuity with the exception of mines and quarries agreed between sovereigns
    • All territory beneath the waves of saltwater seas from a distance of one mile from the high tide mark on land shall be rightfully subject to the Nixdarum with the exception of specified trade routes, fisheries, defensive bastions, the Kell Bay and like exemptions agreed between sovereigns


    The King of the Jarrs &c, the High King of Mularuhm and the Nixdarum hereby proclaim an everlasting friendship between their crowns and peoples to be upheld by their heirs in perpetuity:

    • The King of the Jarrs undertakes to supply Mularuhm with timber so long as forests continue to grow in Jarrland
    • All persons of peaceable intent subject to any signatory crown may travel freely in either realm under royal protection
    • Each crown undertakes to assist in bringing to justice any of its subjects found to have violated the peace or laws of its neighbour
    • The King of the Jarrs &c. the High King of Mularuhm and the leader of the Nixdarum shall not fail to come to the aid of one another in the event of invasion or encroachment by hostile forces
    • In the event that the King, family of the King or other rightful ruler of any realm is driven from his lands, the other shall provide him and his heirs with amnesty until he can reclaim his just rights and inheritances or otherwise indefinitely


    3.) Military Raise 1,000 Kroi Troops in Galardoth
    4.) Military Raise 1,000 Kroi Troops in Galardoth
    5.) Military Raise 1,000 Riders in The Riderock
    6.) Military Raise 1,000 Deep Dwarven footmen in Asterith


    Spoiler: Grand Ball
    Show

    • Cancel gift of Shellfish to Guilder
    • Trade Riderock Riders to Caercian Consortium for Minotron Timber to the Riderock
    • Trade Riderock Rokuers to Caercian Consortium for Minotron Cattle to the Riderock
    • Trade Asterith Sulphur for Aloe Vera to Asterith
    • Trade Riderock Cave Fungus for Guilderene Nitrates
    • Trade Asterith Sulphur for Maos Tar
    • Ship Mularuhm Gold to the Abyssian Sea to fulfill their resource requirement
    • Ship Mularuhm Shellfish to the Challenger Depths to fulfill their resource requirement

    Last edited by RandoMan; 2014-12-11 at 10:35 PM.

  5. - Top - End - #815
    Bugbear in the Playground
     
    DoomHat's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Heart Ganbaatar's Private Journal; Year 478
    Spoiler: CLASSIFIED
    Show
    Tyrant Oluska's condition is not improving. The trip to the newland seemed to do her good, but only temporarily.

    Her doctors are reportedly of the opinion that she is -non-rhetorically- working herself to death. It is strange that -like so many- I had always regarded the Tyrant as being somehow 'super human' -perhaps divine?- but it seems instead that she was merely pushing herself past the breaking point -almost constantly-.

    For that she now pays a terrible price. She is apparently suffering all the agonies and infirmities of a woman ten to fifteen years older then herself. Her joints burn with arthritis, her guts are mostly a collection of cancers, and -worst of all- now even her mind is slipping.

    A few months ago during a Cabinet meeting she briefly lapsed into an 'episode'. She began addressing several of us by the names of members of her original inner circle -the original Blood Knights- and demanded progress on our plans to lay siege on the 'Khaliph's Palace'.

    That however is nothing compared to her more recent habit of waking me up at night demanding to know “where is [her] baby”. It is my understanding the Tyrant has given birth to 4 children since claiming Providence. All of them transferred anonymously to an orphanage for potential adoption -by her own order-.

    Trying to explain her own reasoning to her -that 'The Cree' are her children and that she can have no favorites among them--- while watching tears well up in her eyes

    It is intolerable. The Tyrant weeps for nothing an no one. This is disrupting my ability to operate in a controlled and professional manor. What is worse is that damnedable Khoonbish creature.

    She -or perhaps 'it'?- seems more negatively impacted by the Tyrant's condition then anyone else yet observed. -Hypothesis- it is likely she was raised among one of those few households that actually worship Tyrant Oluska as a kind of 'living saint'.

    Khoonbish spends all available free time at the Tyrant's bedside. They discuss a wide variety of topics -thankfully Tyrant Oluska seems most keen on educating the Champion Heir on political and military stratagem-.

    It is becoming increasingly difficult to conceal this information. Her condition qualifies her for a Vote of No Confidence from the Parliament.

    News of the Tyrant's death -by any cause- would be damaging at this juncture. News of her death by way of Formal Execution by 'her own state' defies categorization in terms of negative impact.



    Fall of The Oluska Stone; Year 475
    Spoiler: The Tale of How The Land of 'Cridan' Came To Be
    Show
    The previous year had been one of significant panic. The beleaguered populous of Cas-Teire had suffered so much upheaval already. Just when things seemed as though they might settle down, another catastrophic change in the wind was announced.

    The Caercian Consortium was relinquishing the region and all its inhabitance into the custody of The Tyranny of New Crima. Baron 'Umajiin' and his people were the first to panic. Had they not been freed from Tyrant Oluska and all she represented? Had she not personally shipped them to this empty place so that they could be peacefully forgotten? Was she coming to implement a more permanent solution? Weapons were distributed and a makeshift militia was assembled.

    The Followers of Ascension bemoaned that they would now find themselves under the heel of a strange foreign power not even familiar with the Hailings of the Silver Sea, let alone tolerate the specific doctrines of their sect. Given the Cree's dire name and reputation, many began preparing for martyrdom.

    The Rijwak, long stewing in their resentment of being pushed further and further out of their homes now found themselves uncounted miles from the nearest crop of Cana Bean. Vile humans had been the source of a thousand indignities in the past... but this... this was beyond cruel. And now the Caercian humans couldn't even be bothered to do evil by their own hand. The Rijwak could take no more. Blood and vengeance would be theirs at last.

    The branded Kelldria were split between those caught up in the panic of the other refuge people and those too broken to care what might come next.

    So it was that the Cree fleet, lead by the Tyrant's Flagship 'Bane of Hope' was met at the docks by a rag tag army, prepared to riot at the slightest provocation. Seeing this, the first Cree to disembark were Bloodknights. The stepped forward in their lavishly decorated armor, but otherwise totally unarmed.

    The crowd, expecting some form of charge, was uncertain how to respond. Many jeered and taunted. A few threw stones. The Knights did not respond.

    Then the Tyrant came into view.

    She made for an imposing sight, carried on an ornate throne-like sedan chair supported by four somewhat bestial and enormous men. She looked every bit the part of one proudly self-identifying as “Tyrant”. She was clearly very old, but not particularly withered. Her skin was tanned and creased like leather. Her eyes gleamed with zealous conviction as she scrutinized the scene before her.

    Two other striking individuals followed along side. A tall lean man, sharp and handsome in both his features and style of dress, and a dark eerie woman who's creeping movements brought to mind all the things one fears might be lurking under their bed at night.

    Someone among the crowd, who apparently remained unimpressed, threw a dagger. The spectacle of her standing and snatching it wrathfully from the air in front of her face was more then a little startling for everyone.

    More sceptically minded historians will assert that what happened next was coincidence.

    It was late afternoon. The Tyrant raised a hand into the air and gestured, perhaps as though giving a signal. The sun hung low in the western sky, but it seemed as though another one was rising behind the mob. All eyes turned and looked into the sky.

    The falling star shined in a multitude of colors. It traced a scar of blue black smoke in a trail behind it. Every voice was silenced by the sight. Even the breeze and the lapping waves of the port waters seems muted in humility. In that silence, a sound could be heard. Gentle at first, but rising in every greater intensity. The stone spoke as it fell. And it said...

    CREEEEEEEEEEEEEEEE!

    It struck and leveled a hill in the far distance with a resounding explosion.

    For a time, no one moved. No one spoke. Sound slowly reentered the world. At first, small sounds. The sound of one's own breath, and then the breath of another. Somewhere a fly was buzzing. The ocean breeze whipped through all assembled.

    There was a sudden flurry of activity, yet still, words had no value, and so none were spoken. Supplies, food, walking sticks, and other basic essentials for travel were found, gathered, and distributed. This was no time for war, feud, argument, or questioning, everyone knew this instinctively.

    In reverent silence the march began. A Rijwak twisted his ankle, and a Kell family made room for him on their cart. An Ascensionist's rations ran out, and a Cree shared theirs. The Tyrant had removed her imposing formal costume and walk among the crowd in a simple dress. Station, race, and history, meant nothing. All were only pilgrims here.

    One day blurred into the next as the march went on. Each night camps were set up on the hill tops. Meals were cooked and shared in silence. Now and again, someone would try to speak, but somehow, it felt shameful to do so, as though defiling something sacred.

    As they came close, other groups from other distant parts of the region converged and joined with them in their march. To the astonishment of all those who had become accustom to a landscape empty of wildlife, teams of wild horses could be seen galloping across the hills and grazing in the valleys approaching the stone.

    The crater was already surrounded by a mass of people, who parted to allow in newcomers. None had yet approached The Stone. It was beautiful, and strange. It resembled the Cree Stone, with its smooth nacre-like shell, pitted with concave heptagonal shapes revealing a sort of gemstone core.

    Tyrant Oluska stepped into the cater. None moved to stop her. It was still sweltering hot inside. She stood next to the Stone and moved her hand near it, but not quite touching it. Then she turned and addressed the tens of thousands assembled on all sides around the crater. The domed shape carrying her voice far.

    “We have born witness to a miracle not seen for over ten generations! When last this was seen, it birthed a people who have left a mark upon this world for all time. A people who shall continue to shape this world's future.

    You were all once exiles. You have been driven from your homes. The homes of your ancestors. BUT NO MORE! You shall be driven NO FURTHER! Those places were not your home. Providence has placed you here to bare witness!

    The Heavens have given you a new Home! A new Name!
    Your True Home! Your True Name!

    When I came to this shore it was my intention to adopt you! To offer you the opportunity to be treated as one of our own! THIS IS NO LONGER NESSISAARY! You Do Not Need To Be Merely Treated Like A Cree! You know it! Deep Inside You! You Need Only Speak It!

    Reach down inside yourself! CRY OUT! SAY YOUR NAME! WHO ARE YOU!?! WHO ARE YOU!?!


    Someone, someone deep in that massive anonymous throng cried out, “Cree!”.

    And then another, and another, “Creee!”

    Dozens, hundreds, thousands, tens of thousands of voices rang out,

    crrrrrreeeeEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!



    ...
    A little over a year later, the former “Baron Umajin” would still be unable to accept the Tyrant's rule. In this, he was almost totally alone.

    In a fit of madness, he famously strapped irons to his legs and walked out into the ocean, never to be seen again. Thus coining the Cree phrase, “Wandering among the fish”, as a euphemism for being crippled by despair and confusion.



    The Thousand Vales Expedition; 476
    WIP


    ACTIONS
    • Curiosity: Explore south of Region#94
    • Diplomacy 5: Stabilize Region#94 {+sub-actions}
    • Diplomacy Colonization: Send Envoys to Region#95 (Thousand Vales)
    • Military Event: Safeguard The Fourth Grand Ball {+sub-actions}
    • Military: Raise a unit of Infantry in Region#94



    Stabilization Sub-actions-
    • Rename [Region#94] from “Cas-Teire” to “Cridan”
    • Extend an offer of Tyrannic Citizenship to all races and creeds within Cridan.
    • 100,000 Citizens from [Region#23- New Crima] pilgrimage to and settle in [Region#94- Cridan].


    Event Sub-actions-
    • Send 1 Unit of Navy and 1 Unit of Infantry to help secure Event.
    • Exporting Stone to Guilder in exchange for Lacertal Milk
    • Sign a Contract Pledging to aid in the construction coastal forts for Kingdom of the Carmine Sea in exchange for an ongoing import of Papyrus
    • Trade Pegasi to Estglazi for Cavorite.
    • and TBA
    Last edited by DoomHat; 2014-12-09 at 03:20 PM.
    ...with a vengeance!

  6. - Top - End - #816
    Barbarian in the Playground
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Sovereign Principality of Niskovia; 476-480 actions
    -curiosity- work continues on modernising the port facilities of the Kaspiyskiyan capital of Cassaana on the shore of the Kaspiyskoye Sea in order to take better advantage of the Niskovian Canal [great project 3/5]
    -curiosity- work continues on the train link between Kishinev and Cassaana [great project 3/5]
    -curiosity- work begins on the Grand Niskovian Academy of Advanced Learning, located some distance east of Kishinev [great project 2/5]
    -curiosity- adapt Dragon Flowers for use in Medicine tech [project 2/2]
    -military- dispatch the Niskovian Home Guard [4 land units + 2 air units], under the command of Teodor Nisakovich, to track down and render assistance to the Dragon-Queen. If they are able to locate the Dragon-Queen, the Niskovian Home Guard has orders to place themselves under her command follow all reasonable commands of the Dragon-Queen for the duration of her attempt to regain the throne of the Ash-Kingdom.
    [applicable techs: Lenses if needed, 2 land units are equipped with plate armour, 2 land units are equipped with mithril weapons/armour, 2 air units utilise zeppelin tech]
    -diplomacy- attend the Fourth Grand Ball*

    Spoiler: the Fourth Grand Ball subactions*
    Show
    • Gift the Ask-Kingdom of Maur with the following techs;
      • Plate Armour
      • Ocean-faring Ships
      • Clockwork
      • Magnets
      • Medicine
      • Printing Press - under special dispensation from the Ashenite Crown
      • Sewage Systems

    • Kajsa Nisakovich is betrothed to Li Shandian of the Salterri Imperium, leaving House Nisakovich and joining the Imperial House
    • Iulia de Isaak is betrothed to Li Leiming of the Salterri Imperium, leaving House Nisakovich and joining the Imperial House
    • Raisa Nisakovich is betrothed to Zuei Ren Wulfendyne
      • possible fostering to be discussed in depth at a later date

    • The Sovereign Principality of Niskovia agrees to allow the Seaborne Confederation to construct a port city and trading post in Kaspiyskiya. In exchange, the S.C. will provide technical experts on oyster farming to assist in development of their oyster beds.
    • Corentin de Isaak of House Nisakovich is betrothed to Elizabeth Grumby of the Seaborne Confederation, the future Captain-Administrator of the Seaborne Confederation's future port city
    • Nikolett Nisakovich is betrothed to Eli Grumby of the Seaborne Confederation, leaving Niskovia for Pearl in the Jeweled Cities
    • Establish a trade of Geliy Vapour from Valeriya (region 77) to the Seaborne Confederation in exchange for Ships
      • Incoming Ships are sent to Kaspiyskiya (region 74)

    • cancel export of Geliy Vapour to Fera
    • redirect imported Zjörnu Bruka, Neo Scandza (region 76) from Niskovian Steppe (region 47A) to Kseverumestia (region 110) in order to meet resource requirement


    stat bonuses - curiosity + 2
    army changes -

    Spoiler: Fluff
    Show
    fluff to come

    Spoiler: Deaths and Marriages
    Show
    Deaths
    476
    Yustina Nisakovich has disappeared and is presumed dead. Rivals of Clan Macari are believed to be responsible.

    477
    Lady Tiia Nisakovich, wife of the late Prince Vanya, was found brutally murdered. She had been travelling to the estate of House Nordskov when she went missing. She was 111.

    478
    Ingvar Nisakovich is dies after an unlikely construction accident. He had been inspecting work done on the Sanctum when a crane suddenly collapsed. No one else was injured as a result of the incident. Ingvar was 79.
    Tereza and Petra Nisakovich die suddenly. Investigators are still investigating possible causes. The twin daughters of House Korošec were 39 years old.

    479
    Lauritz Nisakovich dies unexpectedly at just 40 years of age. Rasmus Nisakovich dies later the same year. He was 41. Investigators believe the deaths are connected.

    480
    A dozen members of House Korošec have been found dead. The scene has been described as a massacre and at this point it is unclear as to who is responsible.

    Marriages
    476
    Yelena Nisakovich marries Aleksei Volkov!
    Carita Nisakovich marries Robertas Volkov!
    Ivet de Sebastian of House Nisakovich marries her distant cousin Saveli!

    478
    Ariadna Nisakovich marries Chaiv Shynran of Karintiya!
    Olya Nisakovich marries Valentin Korošec!

    480
    Raisa Nisakovich is betrothed to Zuei Ren Wulfendyne
    Kajsa Nisakovich is betrothed to Li Shandian
    Iulia de Isaak is betrothed to Li Leiming
    Corentin de Isaak of House Nisakovich is betrothed to Elizabeth Grumby
    Nikolett Nisakovich is betrothed to Eli Grumby

    Births
    A number of children were born to House Nisakovich over the past few years. All details are available on the Nisakovich family tree.
    Last edited by Kitsanth; 2014-12-13 at 11:14 PM.
    Quote Originally Posted by TheWombatOfDoom View Post
    I believe when looking at a southern region, all you need to do is flip a coin. On heads - it belongs to the Salterri Imperium. On tails - it will SOON belong to the Imperium.

    31 regions...sheesh.

  7. - Top - End - #817
    Bugbear in the Playground
     
    Lord_Burch's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    1. Send 5000 troops to assist in retaking Maur. They operate under the command of the Dragon Queen. [Military] (Bonuses: +2 mithril, +2 BP, +1 Plate)
    2. Raise 1000 troops in Valterre. [Military]
    3. Raise 1000 troops in Valterre. [Military]
    4. Raise 1000 troops in Nezett Karn. [Military]
    5. Construction of a public schools system in Valterre. [2/5] [Curiosity]
    6. Construction of a public schools system in Malkavan. [2/5] [Curiosity]

    Alydaxis
    1. Raise 1000 troops in Alydaxis.

    Glirfey
    1. Raise 1000 troops in Glirfey.
    Last edited by Lord_Burch; 2014-12-07 at 11:21 AM.
    Amazing Jaune Arc avatar made by the talented artist Comissar. Thanks a lot!

    Playing as the Kingdom of Gleiss in Empire! 3.

    Quote Originally Posted by Elemental View Post
    A ravenous, numberless horde of immortal, undying goats cursed with unceasing hunger would actually be a very disturbing apocalypse.

  8. - Top - End - #818
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Stat increases from last round: +1 Diplomacy, +1 Curiosity, +1 Military

    Spoiler: Actions
    Show
    1: Attend the Grand Ball.
    -Betroth Melisana Toranath to Li Svante Nisakovich
    -Betroth Razkai Son of Freki to Eemeli Maa Loistavaseppä
    -Betroth Salline Jarrow-Toranath to Lucius Abn Tnyn
    -Betroth Halley Eiron to Cornelius Caercia
    2: That diplomacy roll I was asked to do. I got a fifteen. Apparently it was to vassalise the Warriors of Syvine, but I did not succeed.
    3: Complete construction of the rail network within Angan Anvale. [2/2] [Curiosity]
    4: Begin construction of sewer systems throughout Kyaralath. [1/2] [Curiosity]
    5: Raise 1000 troops in Kyaralath. [Military]
    6: Raise 1000 troops in Angan Anvale. [Military]
    Last edited by Elemental; 2014-12-14 at 12:35 AM.
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  9. - Top - End - #819
    Ettin in the Playground
     
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Round 30 Actions for the Empire of Dawn (subject to change):

    1[Diplomacy]
    Attend the Grand Ball IV.
    Subactions
    • Create Treaty with Hurosha
    • Create Treaty with Nix
    • Create Treaty with ???
    • Trade-
      • Cancel Abyssium to Qarimos, validating the Mirc / Abyssium trade from last round.
      • Trade Borlmyn Sulfur to Qarimos for Raaneka Berundas to Selyra.
    • Bum be dum
    2[Diplomacy] - Roll = 10+ 3?
    Claim "lands" of the Nix.
    3[Curiosity] -
    Build a Trade Post in Hrathan-Tuor for Hai Vyuma
    4[Curiosity] - Curiosity 5!
    Upgrade Sulfur to Goldfire! The Sulfur has been mixed with the Goldfire from Frontier, and with the Inventor's from Guilder, they were able to assist in making it Goldfire potent - permanently.
    5[Military] -
    Raise 1 unit of aquatic Pistol Shrimp units in Borlmyn.
    6[Military] -
    Raise 1 unit of Berunda units in Selyra.

    Non-Actions -
    Last edited by TheWombatOfDoom; 2014-12-13 at 09:14 AM.
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  10. - Top - End - #820
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Spoiler: Actions
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    1.) Upgrade Assassins to Great in Hrathan-Tuor (Curiosity 5) [Curiosity]
    2.) Continue Triumvirate Public School Curriculum (3/5) [Curiosity]
    3.) Continue Implementation of a Law System (4/5) [Diplomacy]
    4.) Send Guild members to distribute packages to collusive members before being arrested and returned to the Triumvirate [Diplomacy]
    5.) Complete the Grand Triumviral Road in Aloren (5/5) [Curiosity]
    6.) Continue establishing Provincial Courthouses for trying those found guilty of treason, extortion, and embezzlement of Triumviral funds (3/5) [Diplomacy]


    Spoiler: Grand Ball Sub-Actions
    Show

    • Gift Advanced Agriculture tech to New Crima
    • Gift Advanced Agriculture tech to the Seaborne Confederacy
    • Gift Shrieking Crossbow tech to the Seaborne Confederacy



    Spoiler: Impeachment News
    Show

    Winter 480

    Former Speaker Clarissa Minires won reelection in the Fall of 479, just as was planned according to documents uncovered by a Hakimu ordered investigation into corruption in the Senate that had been ongoing for months and had only been bolstered by the Shahidi Mkuu's return. The raid led by Shahidi from across the Triumvirate uncovered unparalleled infiltration of the Senatorial system by the Guilds of the Triumvirate and revealed illicit and illegal deals made to embezzle Triumviral funds for Guild projects and collusion to run out fair market participation. Further documents revealed indications that the corruption was partially responsible for the recent Grape Lotus outbreaks in Genivana and, while not made public, it is rumored there were extensive dealings with criminal elements of FATS and Ryazen Bay.

    The recent elections appeared to have been rigged and bought and by all accounts more than 90% of the currently serving Senators were either directly or indirectly connected and charged with a battery of crimes. The Asili Mkuu and the Provincial Courts will have their hands full prosecuting and trying what amounts to near the entirety of the Senate.

    With indication that the corruption sunk to the deepest levels and that even provincial elections for Senators were rigged and bought by invested Guild interests the Courts and the office of the Lord Chancellor have cooperatively suspended the activities of the Senate and votes for replacement Senators until such a time as the full extent of this massive case of corruption can be uncovered and rectified.

    Until the matter is resolved the Senatorial Legislative Branch is to be held in suspension with it's powers and duties shared between the office of Lord Chancellor and the Radurjic Judiciary.


    Spoiler: News & Rumors
    Show

    • Hanistizo Kellin purportedly was a major informant to the Radurjic Branch and it was his words that allowed the ultimate raid and arrests to be made.
    • Guild Masters are reacting in a variety of ways, some have fled the country, many to Guilder or the Seaborne Confederacy and others choosing to take their chances in the lands of nations known to harbor distrust for the Triumviral government such as Ashenia or the Kingdom of the Silver Moon. Other Guildsmen have chosen to stay, claiming they were not involved with the conspiracies or that they were still looking out for the people of the Triumvirate despite the questionable legal methods.
    • An official letter of apology has been issued to former Speaker Kondriix Valtis as evidence suggests his Senatorial impeachment was based on fabricated evidence and information.
    • The Oldest Guild has begun recruiting in greater numbers, likely as a show of intimidation that they will not surrender their economic or political power to the Triumviral government. The lack of assassinations seems to indicate a willingness to negotiate however.
    • The population of the provinces has been outraged by these revelations although many relied on Guild connections and support a solution that will not see all the work of the Guild Senate, as it has come to be known, undone.

    Last edited by QuintonBeck; 2014-12-13 at 08:03 PM.

    Spoiler
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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  11. - Top - End - #821
    Bugbear in the Playground
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Spoiler: Actions
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    1) Two of the Lord Chancellor's children, Huanle and Frey, are sent to the Salterri Imperium in accordance with the agreement made at the marriage of Dissator and Yue [Diplomacy]
    2) Continue work on the Shintouite Fort System in Hrathan-Tuor [3/5] [Military]
    3) Continue work on the Shintouite Fort System in Hrathan-Tuor [4/5] (Efficient Building) [Military]
    4) Continue the Provincial Courts Project [5/5] [Diplomacy]
    5) Continue Implementation of a Law System [5/5] [Diplomacy]
    6) Continue Triumvirate Public School Curriculum [4/5] [Diplomacy]
    Last edited by ImperatorV; 2014-12-14 at 03:36 AM.

  12. - Top - End - #822
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Triumvirate Round 30
    Shahidi Simone Gozzolo passes quietly in his sleep. Hakimu Mansa Sudi becomes the new head of the Chuo wa Mashahidi, and the first Hakimu to hold this title.

    Spoiler: Actions
    Show
    • [Fth] [GP 4/5] Train additional Mahakimu to fill the Provincial Courts.
    • [Fth] Send Shahidi to those nations that still follow the Lord of Fire as ambassadors of good faith.
    • [Fth] Now that the initial shock of their findings has wound down, begin a full investigation of the Senate. 20
    • [Fth] Consult the oracles about the Blazing Avatar.
    • [Mil] Train one thousand new Wapanagi-Watafiti in Genivana. (Ground Troops)
    • [Mil] Train one thousand new Wapanagi-Watafiti in Hrathan-Tuor. (Ground Troops)

    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  13. - Top - End - #823
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    End of Round Thirty.


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

    Spoiler
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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  14. - Top - End - #824
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Round Thirty-One: Begin!
    Years 481-485 of the Common Calendar

    Current OOC thread
    Dice Rolls Here and following


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

    Good luck!



    Rules Changes!

    We have nomads!
    Nomads

    Spoiler: Nomad Rules
    Show
    Players may start with a group of nomads instead of a settled region. Nomad groups follow slightly different rules to settled regions, as follows. Except where noted nomads follow the usual rules.


    Creating a nomad group

    A new player should describe their nomad group in fluff, and select a region for them to start in. Preferably this should be a region not currently occupied by another player, although nomads may start in settled regions by agreement with players or with approval of the GMs. If nomads are present in a region they will be marked as <region number>N.

    Habitat: Nomads are either land-based or water-based (Sky-based nomads may be introduced at a later stage). This affects the regions they can travel to.

    Population: Nomad groups start with a population of 10,000 + 4d10(x1000).

    Resources: Describe three major resources that the nomads possess. These must be resources that the nomads can transport, and replenish while on the move. They therefore cannot possess mined goods as native resources, or resources that are reliant on static sources (such as forests, or immobile manufacturing capacity).

    Describe people and religion as you would for a settled region. There is no need to describe terrain, as the nomads will move between regions, but you might like to describe other features to make up for that.


    Region Types

    Nomad groups
    Nomads do not permanently occupy or settle, but they still have to be in a region. Each nomad group under a player's control occupies a different region. These groups take the number of the region they are in, plus "N" to mark them as nomads. When they move to a different region, they adopt that region number.

    Nomads may only move to regions adjacent to the region in which they currently are roaming.


    Diplomacy

    Moving a group of nomads into an adjacent region is a Diplomacy action. A player may move all their groups of nomads with a single Diplomacy action. If a player occupies the region and does not wish the nomads to enter, the nomads can try to bargain or infiltrate their way in with an opposed Diplomacy roll. Alternatively the nomads can try to enter by force, in which case it acts as an invasion under the Military rules.

    A nomad group may agree trades and treaties with the settled peoples it moves into as a sub-action of the main Diplomacy actions.

    Nomads may attempt to recruit local populations. For each Diplomacy action taken, nomads may recruit 1d4*1000 local population, which become a permanent part of that nomad group. The settled region's player may attempt to stop the nomads doing this, in which case it is an opposed Diplomacy roll.

    Diplomacy 5
    A player may use a Diplomacy 5 special action to mitigate the effects of nomads living in a region. Until the end of that ruler's reign the effects will stop.

    Diplomacy 10
    A player with four nomad groups may use a Diplomacy 10 action to establish a Nomad League. These nomads may roam more widely than normal nomads and need not occupy contiguous regions. The player gains an extra action per round.

    [A player with twelve nomad groups and/or vassal regions under their control may form a Nomad Empire. Nomad Empires work like normal empires, and the nomads may maintain one region as a permanent base (their capital region). They do not have to move from this region, but it cannot be occupied by another player, and if this region is lost the nomads lose their empire.


    Military

    Nomads may raise up to 50% of a group as troops, up to the normal limit of 10,000 for their primary group and 5,000 for auxiliary groups. Land nomads may only raise Land units. Water nomads may only raise Naval units. These can later be converted if the nomads possess appropriate resources and technologies although Naval units will be automatically disbanded if the nomads occupy no coastal regions.

    Nomads may invade a region trying to keep them out. A single round battle is fought; if the nomads win the battle, they successfully occupy that region. If defeated, they remain in the region they started from.

    If nomads suffer two consecutive defeats in the same region, they are driven out and must move to a neighbouring region. If they cannot migrate to a neighbouring region, that group loses 1d6x1000 population per round and cannot trade until it successfully migrates. Nomads cannot be conquered.


    Curiosity

    Nomads may conduct investigations, research, invent or develop new technologies as any other region. They must be able to transport any resources or technologies they create. Nomads may only benefit from immovable technologies (such as fortification-based technologies) if they are present in a region possessing appropriate facilities.

    Nomads may undertake and contribute to Great Projects. Immobile Great Projects remain in the region where they were built, even if the nomads built them on their own.


    Relationships and Expansion

    A nomad group with a large enough population can attempt to occupy multiple regions at once. Mechanically these are treated as sub-groups, although in reality the same nomads may roam across the whole occupied territory. Expanding into another region requires a successful Diplomacy roll to keep the nomad group intact as it ranges more widely. If the roll is failed the nomads must remain in their existing regions for now. The population thresholds and target numbers are:

    Two regions: 60,000, TN12
    Three regions: 90,000, TN14
    Four regions: 130,000, TN16
    Five regions: 170,000, TN18
    Six regions: 220,000, TN20
    Seven regions: 280,000, TN22

    Each region occupied must have a nomad population of no less than 10,000. If the number falls below that, the nomads either return to the main group or are absorbed into the local population.

    Nomads must occupy contiguous regions. Water-based nomads must occupy regions with coastlines on the same sea. If a group of nomads becomes cut off (because of war, for instance), that group will start to lose population, at a rate of 1d6x1000 per round, as the nomads integrate into the local culture.

    A Nomad League while no longer needing to be contiguous must maintain open communication IE no interrupted communication or transportation due to war, via a path matching the nomad's region type (land path for land nomads, naval path for naval nomads, etc.) These paths are considered interrupted if a war is occurring and cannot be circumvented or another nomadic group or settled nation takes action to disrupt nomadic communication. Due to the League's structure however a Nomad League will not begin to have it's non-central nomad groups suffer population loss until the 2nd round of disruption.

    Having nomads in a region is often beneficial, but is also disruptive. For every round that a nomad group remains in a region, that region loses 1d4x1000 population which is added to the population for that nomad group. If the nomad leader takes a Diplomacy 5 action this effect will stop for the duration of his rule, but he may only use the action once per region per group.

    Regions with nomads in them may also suffer a higher chance of discontent and unhappiness.

    Nomads may not remain in a region permanently, and must move at least once every 5 rounds. If they do not, their population starts to settle in the region, and they lose 1d6x1000 population for every round they remain. This population is added to the settled population of the region.

    Nomads may not colonise regions. If nomads settle in a region they cease to be nomads and are treated like any other region. If nomads win two battles in the same region in a row against the occupying player, they do not conquer it, but may transfer ownership of the region to another player of their choice.

    Only one nomad group can be present in a region at a time. If a second group tries to enter a region which already has nomads present, they must either negotiate with them to leave or fight them.

    Nomads may take and become vassals in the same way as other regions. Nomad groups are treated as equivalent to regions for the relevant calculations.




    Note Currently only 3 Nomad PCs will be allowed to operate, more spots may open later as the rules evolve.

    • Tychris1
    • Rain Dragon
    • Open



    Military
    Spoiler: Military
    Show

    Military actions are things that involve training or using armies, navies and aerial units in both offense and defense.

    Actions
    Raising a military unit (equivalent to 1000 soldiers; whether it’s an army unit, naval unit or aerial unit), training militia, defending your land or invading another region, building fortifications.

    Unit Types
    There are four unit types: Land (or Ground), Naval , Aerial, and Aquatic. Whether a type of unit can be raised in a region depends on the region type (see Region Types). Technologies may enable types of unit to be raised in a region where they could not normally be. If not specified, units are of the default unit type for that region. Militia are always of the default unit type.

    Land units can fight in land regions and underground regions. If transported by Naval units, they may fight in naval battles at 1/4 effectiveness.

    Aerial units can fight in sky regions. They may fight in land regions, but if they do they can also be attacked by land units. If transported by Naval units, they may also fight in naval battles at 1/4 effectiveness.

    Aquatic units can fight in underwater regions. They may fight in naval battles, but if they do they can also be attacked by naval units/transported units.

    Naval units can attack coastal regions, and if they do they can also be attacked by land units. Naval units can be used in defense of a region only against attacks by Naval units. The exception to this is island regions, which Naval units can also defend against Land units and Aerial units. Naval units may also be used to transport other types of unit: see the rules on unit transportation below.


    Converting Unit Types
    It may be possible for you to convert units of one type to another. For instance, you could convert Land units to Aquatic units. You must have a technology which allows you to make such a conversion: a different technology is required for each type of conversion. Converting units is a Military action, and allows two units to be converted from one type to another with a single action. The converted units lose their old properties and gain all the properties of their new unit type.



    Training Military Units
    You can raise one military unit (equivalent to 1,000 troops) in one action. You must specify in this action whether they are Land units (army), Naval units (navy at sea), Aerial units or Aquatic units. If you do not specify, they will be of the default unit type for that region. Also, if you have control over multiple regions, you must specify in which region you train them.

    If you want to have naval units with boats, you need to have access to wood (at least as a minor resource). If you want to equip your armies with weapons, you need to have access to appropriate materials (wood, certain metals, etc). For aerial units, you need some method of flight (flying creatures, appropriate technology, magic, etc).

    The maximum amount of troops you can raise from your capital region is 10,000. The maximum amount of troops you can raise from other regions you control is 5,000. Armies can never be larger than 1% in any region you control, which means that if your capital region has less than 1,000,000 inhabitants, or any other region you control has less than 500,000, you cannot raise up to the maximum amount of troops.


    Training Militia
    You can train militia members to defend against invasions. With one action you can raise all your potential militias in all your regions. Your potential militias are equal to 1% of your total population minus your amount of military troops in that region.Every 2 units of militia (so every 2000 militia members) give a +1 bonus to Military rolls, making them only half as effective as normal military units. Militias only remain active until the end of the next round and can only defend the region they are in. For example, if you trained militia in round 4, they would remain active until the end of round 5. Like all actions, militias only come into effect at the end of the round and thus only function during the one round that comes after the round they’ve been trained in.


    Using Military Units
    You can use a single action in a round to direct the movement of all of your troops--from which regions they move and to which regions they move.

    Units cannot go through countries that aren’t allied or don’t specifically allow it, so if you wish to attack a specific country that you can only reach by going through countries you aren’t allied with and that haven’t specifically allowed you to go through, then you’ll have to fight them first. If the regions you’d have to go through do not have units, you can just march on through with no resistance.

    Nobody owns the open ocean, so Naval units can sail to (and transport troops to) any region which has a coastline on the same sea as their home region. They may however be intercepted by enemy Naval units en route.


    When one of your armies clashes with that of another player or those of an NPC, both sides roll 2d10 and add their leader’s Military score and the armies’ size (+1 per unit of 1000). The controller of the region may get a bonus based on defensible terrain in the region. Either side may get a bonus if they have technology that the enemy does not if that technology can be practically used in war.

    Allies can help attack or defend a region they have army units in. If a battle takes place between more than two armies, allies only use the highest Military score available to them (or whichever player’s ruler leads the army). However, all sides must take an action to partake in the battle. The players who lead the armies must each make a Military check (2d10+their Military score+number of units under their command in that region+applicable bonuses). This check will be made on their behalf by the round opener.

    If you have multiple battles going on at the same time, you have to decide which one your ruler is leading. All other battles your country is involved in, but your ruler is not leading personally, only get half the ruler's Military score as a bonus.

    If you win one battle in a region and fight in the same region again in the following round, you gain a +2 to that battle roll and to any tactical manoeuvring rolls, as you have established a strategic advantage.


    If you win two battles in a row (one in one round, the second in the next) against the same opponent in the same region, you drive them out of that region or rout their forces. If you are the invader, that means you seize control over that region. In the next round, you will probably have to spend the Diplomacy 5 Special Action on that region to stabilize it, though the rebel leader can still fight back against you if it was their last region (see Second Chances below).

    If a region still has troops remaining when it is conquered, they will flee to other regions owned by their player. If it is a player's last region, some of the troops may defect to the conqueror, desert, or follow their old leader into rebellion or exile.

    At the end of each round, military units return to their "home" region. Units controlled by one player cannot be quartered in a region controlled by another player. If they want to continue to fight in that region in the following round, they must make their way back.


    Transporting Troops
    Sometimes you might be attacking a region your troops cannot reach easily. Naval units can transport land units across large bodies of water to enable them to reach other regions, so that the land units do not have to travel through many regions that belong to other players. One naval unit can only transport one land unit at a time (or one aerial unit if you possess Aerial Naval Carrier technology). A naval unit can go back and forth and transport multiple units across the water during a round.

    Units may get intercepted if another player makes a successful tactical maneuvering check against you and thus forces a battle check. If the resulting battle ends up with you losing troops, land troops are lost first, aerial troops next (only if you have Aerial Naval Carrier tech), naval troops last. Land troops (or Aerial if in possession of Aerial Naval Carriers) may fight in battles at sea if they are being transported by a naval unit at 1/4 effective strength. If you have lost the battle, your troops cannot continue to the region you wanted to send them to, even if some of your units survived the battle.


    Calculating Losses
    The loser of a battle loses an amount of units equal to half the difference in roll results, rounded up. If the results were 11 and 6, that means the loser loses [{11 – 6}/2, rounded up] units, so 3 units. The winning side will have 1d4 x 10% of the base losses of the losing side (rounded up to the nearest 1,000).

    If there is more than one participant on one side of the battle, the first 1,000 are lost from the leaders, the second 1,000 from the largest contingent (if different), the third 1,000 from the next-largest, and so on until all losses are accounted for. The leaders of the battle (those supplying the Military scores and/or Winning Tactics) have a 50% chance of losing an additional 1000 troops, unless they were the only participant on their side of the battle.

    The larger an army is, the harder it is to manage and supply, and some troops may desert, or die from unsanitary conditions. Each participant on either side (including leaders) that sends 2,000 troops or more has a 50% chance of losing an additional 1,000 troops. Additional chances of losing troops are rolled if the army exceeds 5,000; 8,000; 12,000; 16,000; 20,000; 25,000 and at each interval of 5,000 thereafter. These losses are calculated after any loss deductions for technologies.

    If no units remain on one side, their leaders are captured by the other side.

    Tactical Maneuvering
    You can use a sub-action on a deployment of troops to perform tactical maneuvering. One tactical maneuvering action only affects a single battle in one region and is a Military check (2d6+Military). This is an opposed roll against the other player. If more than one player makes a tactical maneuvering check, the one with the highest result decides which part of that region the battle takes place in. Check a region's Terrain description to see what sort of terrain is available that a Winning Tactic might apply to, or provide some solid reasoning based on the map. Not all types of terrain are available in all of the regions.

    Military 5 Special: Agents
    If you have a Military score of 5, you can introduce agents. Agents are special operatives with specialized skills. Use one word to describe a profession or skillset. You will receive a +2 bonus on any rolls in which agents are involved and the particular action requires extensive use of that skillset.

    To train agents and use a Military 5 Special action to create them, you must either have a resource in any of your regions that is a particular kind of people (like ‘Craftsmen’ or ‘Athletes’) or you must have a finished Great Project in the form of a school (like the Kasumor Academy for Culture and Prowess). This makes agents perfect for a specific type of job and often useful as spies or for secret actions.

    You can have only one type of agent at any time. Introducing a new type with a different set of skills based on a different resource or Great Project school makes it replace the old one.

    Military 10 Special: Winning Tactic
    If you have a Military score of 10, you can introduce a Winning Tactic. A Winning Tactic gives you a +4 bonus to all Military rolls in one specific kind of terrain.

    Winning Tactics apply to one type of area only, as determined at the time the player introduces their Winning Tactic or until they change it with a new Military 10 action. They can only be utilized in regions that actually have the type of area. The following area types are examples of possibilities:
    • Mountains
    • Hills
    • Plains
    • Desert (hot and dry; does not include arctic desert)
    • Forest (includes underground [mushroom] forests)
    • Swamp
    • Inland Waters (lakes, rivers, etc.)
    • Coastal
    • Open Sea
    • Deep Ocean (underwater)
    • Underground (excluding underground forests and waters)
    • Arctic
    • Sky (requires aerial units)


    Attacks with naval units on a region can be coastal battles or take place in an area immediately adjacent to the coast or part of the coast. Coastal cliffs, for example, count as mountains in such a scenario, though from a land attack they wouldn't.

    Underground regions can benefit greatly from an Underground Winning Tactic, but underground battles can also take place in underground forests or near underground lakes or rivers.



    Region Types
    Spoiler: Region Types
    Show

    Region Types

    You can check the first post in the Lands of Telluris thread to see which regions have been discovered, find out if a region has known underground region below them, and various other useful things. This thread would also be where you post the details of a region you possess.

    A player can have no more than 8 regions under their direct control. To have more regions fall under their realm, they will have to vassalize other players, which requires having a Great Kingdom. See the vassal rules below for more information in that regard.

    Newly discovered regions may have resources or populations defined by the GM. Where these details are left up to the player to determine, the normal rules and restrictions apply depending on region type.



    Standard Regions



    The standard type of region is a land region. They are noted in the tables with a number. Land regions with a known underground region beneath them are sometimes noted with the suffix “A”. Land regions can have a large variety of terrain types and resources. Land regions count as adjacent to other land regions that border them, and to underground regions directly below them. They do not count as adjacent to underground regions not directly below them.

    Land regions have a default population of 300,000 + (10d10 x 10,000), unless defined otherwise. Land regions have a default limit of four resources per region, up to two of which can be Great resources. The default type of military unit raised in all standard regions is Ground (or Land) Units.

    Coastal Regions
    Coastal region are land regions with a coastline. They have no special designation by number. Their territory includes the land area and an area of territorial waters offshore. This may mean coastal regions are considered adjacent to other regions with which they do not share a land border for purposes of colonisation or forming a Great Kingdom. Coastal regions can build Naval units (and be attacked by them). In all other respects coastal regions are identical to normal land regions.

    Polar Regions
    Polar regions are land regions that are near the North or South Pole. They are noted in the tables by "P", and then then number of the Polar region. Polar regions have a smaller population than normal land regions and a hard cap on the amount of resources they can have. Namely, they can have no more than two resources native to the region and food resources cannot rise above Good quality. However, a resource that is not a food resource can still be increased to Great quality. Polar regions have a default population of 300,000 + (3d10 x 10,000), unless defined otherwise. In other respects polar regions are identical to normal land regions.



    Special Regions



    Special regions are regions that generally require technology to get to or from. Special regions also have a different default type of Military Unit from land regions, which you will see designated within each. Note that militias for these regions will take on the default Military unit characteristics of the involved region. Be aware that special regions have conditions that may not allow all of your technologies to work. For instance, Ocean Faring Ships technology would not work in a sky region, and many technologies may not work in underwater regions.

    Underground Regions
    Underground regions are regions that occupy the same area as a land region, but are situated below them. They are noted in the tables by adding "below", "belowground", or simply a "B" behind the number. Not all land regions have an underground region below them. Some land regions may have an underground region below them without it being known yet. You can send explorers to check if there is one. Typically, regions that have a coast or are relatively flat do not have an underground region, while regions that have mountains do, but this is not a hard and fast rule. Most underground regions do not require a technology to access.

    Underground regions count as adjacent to adjacent underground regions and the region they are situated below, but not as adjacent to their aboveground companion region's neighbours. Underground regions have a default population of 150,000 + (8d10 x 10,000), unless defined otherwise. They have no hard restrictions on resources, aside from the fact that their resources cannot be something that would need to be on the surface to achieve, such as crops, without a detailed reason why it is possible.

    Island Regions
    Island regions are easy to recognize from the map, as they are a region completely surrounded by sea. They are noted with a number in the tables and on the map. To get to or from an island region you will usually need a technology to do so - for example: Ocean-Faring Ships or equivalent. However, if the island region shares territorial waters with a coastal region or is adjacent to another island region, you can reach these without technology. Other technologies may assist in accessing these regions in other ways. For the purposes of forming a Great Kingdom, island regions are considered adjacent to other island regions or to coastal regions if they can draw a straight line from their region to the other without crossing another land or island region.

    Island regions have the same population and resource restrictions as normal land regions. The default type of military units raised in an island region is Naval Units. Island regions can be attacked and defended by Land, Naval,or Aerial units, though with attackers, you must have the proper technology to get units there to attack.

    Underwater Regions
    Underwater regions are regions that are near beneath the waves of the oceans of Telluris, generally on the ocean floor. They are noted in the tables by a "U", and then then number of the underwater region. Underwater regions are difficult regions to dwell in, as the area is completely different from land or even underground regions. Since they are so difficult to access and live in, you must have a separate technology devoted to the different aspects of region claiming – exploration, colonization, and Aquatic units for conquest. You can colonize a region without Aquatic units, but you will be hard pressed to defend your underwater region should it be attacked. Other technologies may assist in accessing these regions in other ways as well.

    Because of the vastness of the depths beneath the oceans and the difficulty of exploration, it takes 2 turns rather than the normal 1 to explore for underwater regions. While underwater regions have no hard restrictions on resources, their resources cannot be something that would not normally be found underwater, such as goats, without explaining how that resource can be there in the region details. For example – Sea Goats.

    Underwater regions have a default population of 150,000 + (8d10 x 10,000), unless defined otherwise. The default type of military units raised in an underwater region is Aquatic Units.

    Sky Regions
    Currently, there are no Sky regions in Telluris, but someday there might be. Since there currently are not any of these, you won’t find a designation for them on the tables. Sky regions are difficult regions to dwell in, as the area is extremely high and hard to access. Since sky regions are so difficult to access and live in, you must have a separate technology devoted to the different aspects of region claiming – exploration, colonization, and aerial units for conquest. You can colonize a region without aerial units, but you will be hard pressed to defend your sky region should it be attacked. Other technologies may assist in accessing these regions in other ways as well. While sky regions have no hard restrictions on resources, their resources cannot be something that would not normally be found there, such as a mineable resource, without an explanation as to how it exists in your region.

    The default type of military units raised in an aerial region is Aerial Units.


    Secret actions return this round!
    • Secret Actions are PMed to the Head GM (QuintonBeck)
    • May not be wars
    • May not be Special Actions (5s or 10s)
    • Secret actions do not count towards attribute bonuses
    • Secret actions cannot be investigated IC with a roll. Secret Action rolls will reveal all that can be revealed about the circumstances of an action in the round opener that announces the results of a secret action.
    • Secret actions are limited to 1/player
    • Secret actions cannot be raising of troops
    • Secret actions cannot be an action that effects a table tracking that isn't announced in the round opener (Conversions are allowable)


    Military Tweaks Coming Soon!

    Unit Types Coming Soon!


    Lucky!



    Growth!

    Hurosha surrenders the region of Keldagrim to Faedas in the Treaty of Connection! With the Calorum priesthood failing to make an appearance Wenyavuk, rather than going to Calorum's administration, enters the Hurosha Empire's administration instead for eventual completion of the exchange of Wenyavuk for Pryonia which for now remains under Calorum rule!

    30,000 Wyrmar Ascensionists are shipped out from Wyrmar to Cridan by the Caercian Consortium!


    Investigate!

    [476.1] Raaneki Fellows delve into the ruins of Douar Fu in Farridon seeking to discover ancient texts regarding the Kell, Lyr, Farridon interactions of centuries past. The ruins had been picked over by scavengers and time and on the surface it appeared the ancient abandoned capital was empty. However, a quick witted Raaneki discovered an intricate stone locking mechanism that when solved unlocked what appeared to be a secure vault in the remnants of what was suspected to be the former Kingdom's Palace Grounds. The vault itself contained a wealth of coins and jewels, with many of the coins bearing the strikings of known ancient Salterri coinage. A chest contained documents that seemed to indicate the Salterri and Farridon had interacted on a friendly and cooperative economic basis at least four centuries ago. Another portion of the vault contained what appeared to be Kell artifacts of value and scripts of seizure regarding their re-possession although the findings were scarce and the documents were little more than official receipts. What all this means the Fellows have left up to the Scholars of Ayava to decide, having taken their 2% finder's fee and turned over the rest of the valuable evidence to the Twin Thrones.

    [476.2] Raaneki Fellows travel to distant New Crima to investigate the tremors that wracked the region in recent years. Though attempting to coordinate with the Ryazen University the Cree Scholars seem unwilling to lend more than the bare minimum of assistance and the Fellows are forced to start from scratch. First the Fellows attempt to determine the nearest fault lines but discover there are in fact no close fault lines that could have affected only New Crima with their shifting. Puzzled, the Fellows attempted to access the libraries of Ryazen but were only granted limited access and were unable to uncover any information of use. Another smaller tremor did strike the region during the Fellows' investigation however and hearsay and local witnesses claimed it's origin was the Cree Stone but the Fellows were soundly unable to confirm that as a theory and returned to Raaneka dejected.

    [476.3] Raaneki Fellows delve beneath Hrathan-Tuor after their failure to discover any indications of a region below Genivana hoping this time to be luckier. Starting from the deep Pit of Suldephir from which the Hai Vyuma of the Triumvirate is drawn the Fellows searched for any sign of an underground cave network beyond the city of Tuor and the Pit itself. Despite their best efforts however they were unsuccessful in finding any indication of an underground region beneath the region.

    [477.1] Faedas investigations into the so-called Bloodfire Plot turns up a variety of conflicting stories with no clear answer. Some indicate Hurosha was responsible, others that it was the Empire of Dawn, and yet another theory that it was carried out by disgruntled members of the Fae Court. The results do little to clear the air.

    [478.1] Confederacy researchers experimenting with acoustic ability are able to develop a simple prototype form of communication capable of transmitting simple sounds across a vast distance. While speaking direct words remains impossible transmitting intermittent pops and whistles is far easier and the development of codes to translate these sounds to letters allows communication over distances far greater than would be feasible without.

    [480.1] The full and extensive investigation into the Triumvirate Senate by the Radurjic Judiciary reveals massive amounts of damning and irrefutable evidence that indicates a complete corruption from bottom to top. The top is also identified as one "Friend to All", the Master of the Guilds being the mastermind behind the corruption of the Senate and the Guilds. While many are found guilty the arrest warrant for the "Friend" maintains top priority and leads the list of the Triumvirate's Most Wanted although the mastermind is elusive and nearly impossible to track down the concentrated efforts of the Hakimu manage to corner the Master of the Guilds in a Silk warehouse in Nyroth which the Friend burns down, seemingly failing to escape, and perishing in the flames along with fifteen trained Hakimu.


    Colonize!

    Caercian colonists complete integration of Puerto Melizine. [Colonization 2/2]

    Under the guidance of the Salterri who do things to the max Neimidaland colonizes region 89 even harder and ensures they're a member of the Niemidaland Prefecture [Colonization 3/2]

    Fera begins integrating region 79 into its nation [Colonization 2/2]

    Pavonia begins integrating the Thousand Vales (95) beating out the Cree colonizers from the north! [Colonization 1/2]


    Claim!

    [477] The orcs of 107 appear somewhat intrigued by Guilder's attempt to entice them to join the Expanse. They offer trade of one stack of their native resource of Jumping Toads for a Guilderene resource and the time seems ripe for further diplomatic overtures.

    [480] The Nix of the Abyssian Sea after consulting with the Kingdoms of Carmine, Mularuhm, and Serendel pledge their vassalage to the Kingdom of Mularuhm, recognizing the conservative and seclusive Dwarves as fellows of like mind.


    Convert!

    Mosi Nia Rohana is revealed in his fourth reincarnation and as the Blazing Avatar at the Grand Ball of 380! Both claims are confirmed separately by the Radurjic Church and the Temple of the Blazing Truth in Calorum and the Blazing Temple at the border of Guilder, Lyradis, and the Heartwaste!

    King Elwyr, blessed by the Lord of Fire, experiences a divine miracle and shares it amongst his family at the Grand Ball!

    Tuhiland now contains a Majority of Calorum Lord of Fire Reformation worshipers!

    Wyrmar no longer contains a Minority of Ascensionists!


    War!

    [476.1] Trinacria (125) is fully occupied and scoured by Carmine forces who seize it for the Carmine Kingdom! [Conquest 2/2]

    [477.1] Alzeroth becomes the sight for a massive battle between the myriad of the former Kingdom Maur's allies combined with the Dragon Queen's remnant and the armies of the Grand Minister. While a victory for the Dragon Queen and her allies, slaying 6,000 of the troops under command of the Grand Minister the many disparate troops and training leads to difficulty in commanding them on the field and troop losses from communication errors and mistakes on the field lead to the Dragon Queen losing 2,000 troops under her command. [Conquest 1/2]

    Spoiler: Details
    Show

    Alzeroth Defense Roll: 17
    Military: 4 (Grand Minister Vistonas)
    +7 Troops
    +8 Militia
    Total: 36

    Alzeroth Attack Roll: 19
    Military: 10
    +3 Maruan Troops
    +4 Niskovian Troops
    +4 Bordeusi Troops
    +6 Techs
    Total: 46

    Alzeroth loses 6,000 troops; Maur loses 2,000 troops; KSM loses 1,000, 1,000 saved by Prosthetics Net: 0; SPN loses 1,000 Prosthetics saves 1,000 Net: 0



    [477.2] Maur is left undefended and the many troops of Maur under command of the Sycian Wing move in and hold strategic points in the region without opposition. [Conqeust 1/2]


    Terror!

    [479.1] The ambassadors from Hurosha sent to U12 return with horrifying news! Whatever the amphibians may have once been they were no more! Instead some great and powerful psychic beast which announced itself to the diplomats as "One-Who-Watches" has begun to move north towards Cuan! What this beast is capable of or what it is remains unknown, the ambassadors wracked with fear and unable to communicate much beyond the intended warning!


    Explore! New Map! IN PROGRESS
    Spoiler
    Show


    MAP TO BE UPDATED


    Raaneki explorers discover no signs of an underground region beneath Hrathan-Tuor beyond the Pit of Suldephir

    Sycian explorers discover no sign of an underground region beneath Sycia.

    Sycian explorers discover region U?? off the coast of Felitora/Sycia. The underwater natives were impossible to identify, remaining hidden in the underwater caverns and fleeing the explorers. Explorers report what appears to be a great resource of Jewel Clams beneath the waves.

    Tzaltec Explorers discover region 100 East of Axiquahitl (102) which contains one great resource of Bison and has a population of 890,000 orcs and a native force of 2,000 land soldiers. Upon the arrival of the Tzaltec explorers the natives dispatch runners north.

    Tzaltec Explorers discover region 101 South of Axiquahitl (102) which contains one good resource of Violet Manzer and one good resource of Bronze and has a population of 765,000. Upon the arrival of the Tzaltec accompanied by Orcish slaves the natives fled the approaching force, leaving behind tribute in their wake.

    Cree explorers discover region 98 south of Cridan (94) which contains one good resource of Seals and has a population of 640,000. The natives are larger than average humans, even by Tellurian standards, and possess slightly pointed ears.




    Other!

    [476] The rains in Skarval strangely turn to snow and blanket the northern arid land in white. The snow doesn't return to rain even with the coming of Spring and Summer.

    [477] The Cree Stone that fell in Cridan has begun to resonate with a strange hum audible from up to a mile away.

    [478] In the Niskovian Steppe Mount Shyluz has begun to rumble and smoke as though the long dormant and believed dead volcano has once more become active.

    [479] On the anniversary of that famous Silk-Weaving Contest, Nyroth is once again blessed by a mysterious silk-weaving master! Except this time, it's a Giant Spider that climbed out of a hole somewhere and started trying to catch Huroshan Dragonflies as they try to carry goods in and out of Triumvirate Lands.

    [480.1] One unusually warm summer morning in Nezetkharras, a terrifying event occurred within the Livefire Font! A single Great Orc, standing twelve feet tall and nude, with blood-red flesh and ram's horns rose from the Font, proclaiming that he was Legion and they were many. Luckily, one Tzaltec Priest witnessed the event and struck the Great Orc in the chest with a club! The creature stumbled backward, tripped over its own foot, and fell right back into the Livefire Font where it dissolved under the unrelenting heat.

    [480.2] Arthus Divonorum, elderly and struggling with the stresses of war and an injury suffered when facing the Ascensionist Militants dies and a the selection of the new High Priest begins.

    [476-480] Weather across Telluris has begun to noticeably cool. Even in the Jeweled Cities and Raaneka many have begun to wear slightly more clothing than they would prefer.
    Last edited by QuintonBeck; 2014-12-23 at 07:16 PM.

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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

  15. - Top - End - #825
    Barbarian in the Playground
     
    Reggiejam's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Round 31 Actions
    Spoiler
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    1. In a move long awaited by the Fae Court the Queen officially returns the administrative and official capital of Faedas to the Heartwaste [Diplomacy]
    2. Attend Fourth Tellurian Games [Diplomacy]
    • Organize internally the gladly accepted gifts of technology given by Concordat member Glazfell at the Grand Ball 2 years prior restraining them to top level governmental access and military implementation

    3. Raise 1,000 soldiers in the Heartwaste [Military]
    4. Raise 1,000 soldiers in the Heartwaste [Military]
    5. Raise 1,000 soldiers in the Heartwaste [Military]
    6. Raise 1,000 soldiers in the Heartwaste [Military]


    Rumors & News
    Spoiler
    Show

    • Eero Krii Valkoinen is said to be quite a poet, though the majority of his work remains undistributed due to its intimate nature and private distribution to the High Priestess of Sycia.
    • The presence of the Queen's Brood has deterred many of the vocal opposition to the Queen's increasing power as monarch.
    • The technology patents acquired by the joining of Faedas to the Concordat have been reserved to top level government and military officials and no plans have yet appeared to implement any of the more advanced civilian technologies in the near future.
    • Keldagrim Prince Artur Grimhammer has proved to not be a simple puppet of the Court and has endeared himself to the Queen.
    • In Galie Noiret Fire Singer J’sha’jana Ipit’unta’la abdicates and the Council of Flame elects H'zhe'weye Kin'atu'la, a member of the Council who worships both Kina and the Lord of Fire. The new Fire Singer makes ripples as he refers to himself using his Faedas granted title of Prince Kin'atu'la rather than the traditional Fire Singer.
    • In Tekorva, with the blood of the Elder locked in the veins of Kyria and Lorisanth the Tekorvans with special dispensation from the Queen allow the heads of the Aristocratic houses to participate in the Battle of Wits although the title of Elder is revoked for only those with the Blood of the Elder may hold it and the administrative title of Prince is adopted in full. Sakura Osamu wins the Battle of Wits and is acclaimed Prince of Tekorva.

    Last edited by Reggiejam; 2014-12-26 at 01:13 AM.

  16. - Top - End - #826
    Titan in the Playground
     
    HalfTangible's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Spoiler: Stats
    Show
    Gains this last round:

    Current Stats:
    Diplomacy: 6
    Military: 1+1 = 2
    Curiosity: 3+1 = 4
    Faith: 9
    Luck: 2


    Spoiler: Actions
    Show
    [Military]: Finish conquering Maur for... Maur. Or the Ash Kingdom, or whatever C'Nor's calling it right now.
    [Military]: Raise 1000 aerial units in Sycia (Pegasi wing)
    [Curiosity]: Explore Felitora for an underground region.
    [Diplomacy]: Establish a trading post in U?? (according to the mod team, I can't colonize it yet due to rule reworkings but I can establish a trading post for the jeweled clams)
    [Diplomacy]: Arrange each pegasi wing into its own 1000 unit strong chapter. Each will operate largely independently, seeking out crusades they deem righteous and lending their aid wherever they can. In exchange, they get to introduce a minority of the Doctrine of Frost into whatever region they fight in (mechanics-wise, this is just a faith conversion action)


    This document is delivered to all rulers of all nations at the start of the round:

    Spoiler
    Show
    -=Declaration of Crusade=-

    By order of the Holy Marvella, High Priestess of Yphine and sovereign of the Holy Kingdom of Sycia, the pegasi knights of Sycia are now to seek out crusades for the favor of Yphine, she who brings the Eternal Winter.

    Her holy orders call out to the world: to the downtrodden, the hopeless, those whose cause is righteous: Call out to Yphine's chosen, and they shall descend from the heavens on pegasi wings to come to your aid. We ask for no money, no trade and no concessions save one: her Knights shall preach and convert whomever they can in whatever lands they visit.

    Prepare, for winter is coming.

    [The Holy seal of Sycia signs the document]


    Spoiler: Long story short
    Show
    Sycia's now offering its military support in campaigns around the world. Each Wing of pegasi (1000 troop units each) are now divided into holy chapters, which go out and fight for causes they deem worthy. They preach, fight for the nation they choose, and when the cause is won they leave.

    What this amounts to mechanically is that I'll give you 1000 aerial troop units from my nation in exchange for a Doctrine of Frost minority in whatever lands they're fighting in. Think of 'em like holy mercenaries. They'll be able to fight with Sycia's techs and give you whatever bonuses that entails.


    Rumors:
    -Marvella has taken to reading letters from around the world in private, secret even from the head priests and priestesses. One servant who managed to sneak into her locked chambers says that she was reading letters from an unidentified source, blushing and giggling to herself. While not common knowledge, it's not exactly a secret that Eero Krii Valkoinen has been sending Marvella poetry. Most who know both bits of information have connected the dots.

    -The underwater region's jeweled clams become the talk of all of the Holy Kingdom. Almost immediately after discovery, ships were launched in an attempt to establish contact with the natives. High Priestess Marvella made no comment, save that she wanted the colony to be made part of the Holy Kingdom without bloodshed, if possible.

    -A minority of the Doctrine take the cooling of weather across the world as an indication that the final winter is coming. Doomsayers both home and abroad proclaim that time is short, and that conversion must happen now if the people want to be saved. They're immediately denounced by Marvella, who states outright that the Winter proper will be preceded by numerous signs, none of which have come to pass.
    Last edited by HalfTangible; 2014-12-14 at 07:06 PM.
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  17. - Top - End - #827
    Titan in the Playground
     
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Round 31 actions for the Kingdom of the Carmine Sea

    News and Rumours
    • The king is outraged by the killings in Xianzhi Urbe, as many of the victims were not only his paternal cousins but formerly his subjects in Tuhiland or Eyrecradia, including one (admittedly distant) relative on his mother's side. There is clamour in the royal family for action to be taken to identify the assassins.
    • When news arrives of the deaths in Niskovia, the Duke of Vennland rides from Jatham into the palace at Horbeach itself to bring the matter to the king's attention. He is insistent that the close inter-relationship between the Li, Nisakovich and Jarrow families and the timings of the murders suggests a connection and that in any case action should be taken to ensure the safety of Princess Tansyn (and indeed, his own maternal cousins). The king agrees to send the Duke's brother Yuli and a panel of scholars to Niskovia to assist with the investigation and look for any possible clues to the Aus-Teire killings.
    • A book of poetry in epic style, called The Last Days of Heroism, is published, containing six discrete books. It causes much confusion, until it is eventually identified as the long-awaited conclusion to The King Across the Water. Critics are divided as to its merits, with some praising the more mature storytelling and “realism”, while others miss the strong themes of romance and revenge that characterised The King Across the Water. Some go so far as to condemn its disjointed narrative and digressions, cynical tone, and the anticlimactic conclusion to the first half's plot as downright depressing. All agree its use of language is, however, much more accomplished.
    • Decades of study on Qarimosi ship designs and refinements made by various experts, including AQUA exiles during the early 400s, goblin engineers, and even the dowager Empress herself, have left the Kingdom of the Carmine Sea well-provisioned with experts in shipbuilding. They congregate in Tuhiland, the new home of the kingdom's navy and soon to be the home of a naval academy, although are prepared to travel.
    • The king's first granddaughter, Ellyn, is born in early 484 to his son Alfmark and his wife Marjaana.
    • Tragedy strikes when Princess Adrynna dies in 484, shortly after giving birth to her first child by her husband Arax, Earl of Jaharad. The child is a girl named Byllan, stillborn.
    • The king's elder son Prince Alfwyr and his cousin Princess Lyra are married in 484 in a ceremony given surprisingly little notice or publicity. A little over five months later, Lyra gives birth to a daughter, named Adrynna for her late sister.


    Spoiler: The Last Days of Heroism
    Show

    (The story follows on directly from the end of The King Across the Water)

    Book 7
    The hero's friend, now Emperor, makes the hero a king in a distant land, where he raises a family, though he never stops dreaming of home. Back in the hero's homeland, the ruling tyrant struggles to impose his will on a fractious people. The tyrant's daughter schemes against him and is exiled.

    Book 8
    The Emperor and the tyrant are both killed by a madman. The madman escapes, despite the best efforts of a great king. The hero is torn between returning to fight in a civil war in his friend's empire, or attempting to secure his return home.

    Book 9
    A charismatic leader appears and sweeps the island kingdom clear of fanaticism and corruption with the assistance of the tyrant's daughter (hinted to be his mother). He and the hero strike a deal which allows the hero to return home, and marries the hero's daughter into the bargain. Reconciliation between the two sides is agreed.

    Book 10
    An interlocutory passage, in which the main characters discuss the invasion of a distant land by unearthly creatures from beneath the soil, faceless and apparently indestructible. They are eventually defeated by a heroic horse lord (who some critics identify as the best-realised character in the whole epic).

    Book 11
    The hero muses on the fate of many of his friends and family who have died in recent years, many of them killed in battle against foes not previously mentioned, others disappearing in mysterious circumstances. Many of them are lost in a shipwreck.

    Book 12
    A rejuvenated island kingdom begins to expand and enters apparently a new golden age, claiming new lands and dominions and with coffers overflowing like never before. The hero bitterly observes that, though he has achieved his ambition in a sense, and his people prosper, he cannot regain all that he has lost, and that the tyrant has secured his own legacy just as surely as the hero has his.


    Spoiler: Daylight Robbery
    Show

    Since the inauguration of the Kohus, the old royal council had fallen largely into disuse. It still had a theoretical role but had not been summoned in full – at least as the Council, rather than the Aadel Koda – since the reign of Eldred's father. The old council chamber, however, remained, and had become a venue for the king's inner circle.

    Just who,” the king asked, “does this woman think she is?

    Aditi Blackhands,” said Alfmyr, lounging in one of the chairs. As his son had recovered from his childhood illness and grown into a strong young man, he had lost much of his melancholy, though he would likely never recover his former joie de vivre. Of all the senior royals, he made most use of the Lord's blessing and had some of the best control over it, bathing himself in a light glow much of the time. Adding to the effect was his abandonment of his former high collars and gloves, favouring instead open-necked shirts and shorter sleeves that showed off his golden-dyed tattoos.

    What?” said the king.

    She believes herself to be the reincarnation of Lady Aditi. In all seriousness.

    Eldred snorted. “I might believe myself to be the second coming of Aelron the Just. It wouldn't make it true. Nor, even if it were true, would it give me the right to steal the treasures of others.” These northerners with their ridiculous reincarnation. He had seen enough war, taken enough lives, lost enough close to him, to find something distasteful about the whole idea. But the truth of its possibility, at least, could not be denied, whether or not he agreed with it.

    Remind me when Aditi lived.

    She and her husband abdicated in the thirty-third year of Raozhen,” Malyn said.

    Then she should know better,” the king said. “Were her people even to have set foot in the Imperium when first she lived, they would have been arrested and imprisoned. Attempted theft of historic artifacts would have been punishable by death.”

    He looked over towards Malyn. “Lest we forget, your brother is king in Raaneka. I should welcome his contribution to this situation. Make sure you mention it when you attend the Games.


    Spoiler: Actions
    Show

    1. [Curiosity 5 special] Introduce new resource to Tuhiland: Shipwrights
    2. [Curiosity] Begin studies on the properties and use of the vallotake
    3. [Military] Raise an infantry tagma in Trinacria.
    4. [Military] Build a naval classis in Tuhiland.
    5. [Military] Recruit a regiment of Discordian knights, accompanied by monstrous rats.
    6. [Military] Recruit a regiment of harpies in Farridon.

    Bonuses: +1 Curiosity, +2 Military


    Spoiler: Non-actions
    Show
    Send Yuli Jatten-Sunder to Niskovia to investigate a connection between the Korošec murders and the Lotus killings.


    Vassal - Kingdom of the Isles

    Spoiler: Actions
    Show
    1. [Military - not that it matters]Begin construction of a series of sea forts out of Shintouite and Discordian Rock off the coast of the Broken Enclave (Great Project 1/5)
    Last edited by Aedilred; 2014-12-28 at 08:12 AM.
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    Spoiler: Previous Avatars
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  18. - Top - End - #828
    Barbarian in the Playground
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Actions
    Spoiler
    Show

    1.) Stabilize Puerto Melizine (Diplomacy 5) [Diplomacy]
    2.) Build tradepost in Cridan for Horses to Puerto Melizine [Curiosity]
    3.) Raise 1 Classis (Naval Unit) in Puerto Melizine [Military]
    4.) Raise 1 Classis (Naval Unit) in Puerto Melizine [Military]
    5.) Continue construction of The First Temple to the Wyrm Below in Minotron at the border of Discordia and Salteire (4/5) [Faith]
    6.) Continue construction of The First Temple to the Wyrm Below in Minotron at the border of Discordia and Salteire (5/5) [Faith]


    News and Rumors
    Spoiler
    Show

    • The storms over the Storm Stones between Bjurnja and Puerto Melizine have been growing increasingly violent. Only a small strait of calm water along Melizine's coast remains crossable by sane ship captains.
    • The young heir to the King, Hanyeo Caercia, has been given his first Gretan Clawling. When the egg hatched the Prince named his new pet Ozo a shorthand for Ozone the smell of the air around the young Clawling when it breaths its peculiar breath weapon, not flame but instead crackling lightning.
    • The prince Hanyeo is known to have developed a strong bond with all his animals, Ozo his Gretan Clawling, Swiftfoot his Horse, and Bur his Wyrm. The prince is even said to have a favorite cow among the royal cattle.
    • The deportation of the Ascension worshipers from Minotron to Cridan was the final act in breaking the influence of the extinct Priory of Ascension within the region. This has led to the growth of the local culture, native men and minotines of Minotron, becoming dominant in the regional government and culture. For the first time in centuries the native men of Minotron meet and sponsor one of their own, Cadoc Yates, to the position of Count of Burgun after House Favonius' patriarch was deported along with his fellow Ascensionists.
    • Hanyeo and Tempest are seen often departing the court to roam the Expanse on horseback or taking extended vacations to Bjurnja and Melizine. Rumors fly speculating about their youthful activities.



    Births and Deaths
    Spoiler
    Show

    • 481 birth of Jonas Caercia to Lord Lieutenant Vitus Caercia and Lady Martina Grant-Tremblor Fitzrion
    • 481 birth of Francis Caercia to Cornelius Caercia and Halley Eiron
    • 482 birth of Hanna Caercia to Cornelius Caercia and Halley Eiron
    • 482 birth of Zuei Maria Julius to Zuei Antony Julius and Domitia Visellius
    • 484 birth of Gaius Abn Tnyn to Lucius Abn Tnyn and Salline Jarrow-Toranath
    • 485 birth of Pelagius Melizine V to Protector Theoderic Melizine II and Governess R'jas Caercia

    Last edited by DurkBlanston; 2014-12-23 at 07:56 AM.

  19. - Top - End - #829
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Actions
    Spoiler
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    • Raise 1,000 troops in Axiquahitl [Military]
    • Raise 1,000 troops in Axiquahitl [Military]
    • Raise 1,000 troops in Amocuallan [Military]
    • Raise 1,000 troops in Tzalteclan [Military]
    • Task the Unmarked with uncovering and hunting down the perpetrators of the Lotus Massacre [Military] Result = 13
    • SECRET ACTION

    Last edited by TheDarkDM; 2014-12-27 at 05:05 PM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  20. - Top - End - #830
    Ogre in the Playground
     
    BlueWizardGirl

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Spoiler: Round 31 Actions
    Show

    1. Raise 1000 land troops in Glazfell

    2. Raise 1000 Land troops in Glazfell

    3. Raise 1000 Aerial troops in Glazfell

    4. Raise 1000 Aerial troops in Glazfell

    5. Raise an Aerial Fleet in Estglaz

    6. Raise 1000 land troops in Frosskov

    Spoiler: Vassal Actions
    Show
    Kingdom of the Iron Doctrine: Raise 1000 troops in Sympolemou.

    Planinfrag: Secret



    Spoiler: Rumors and Events
    Show
    King Torre Daan takes the throne in the year 483 P.C! (Mysteriously, he does not seem to do anything during the first two years of his rule, for reasons that the Oracles say are "Mechanical.")

    Rumor has it that King Torre seeks reconciliation with the Hurosha Empire.

    Seeing both Guilder and Raaneka raising nearly half again the sizes of their previous armies, a concerned Royal Council urges King Torre to build up the army. Though more a scholar than a general, Torre reluctantly agrees that the Empire of Dawn is clearly preparing itself for war, and gives the order.

    Word spreads of the Doctrine of Frost reaching faraway lands! Huzzah!
    Last edited by BladeofObliviom; 2014-12-27 at 03:26 PM.

  21. - Top - End - #831
    Ogre in the Playground
     
    Lizardfolk

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Spoiler: Fluff Stuffs
    Show
    Spoiler: After Winning the "Election"...
    Show
    Inferno Mountain was huge. Almost no mountain in Telluris could be taller. But people still resided on the steep slope. At the top was the governmental building, a circular mass of columns supporting a dome roof and hanging (partially) over the volcano's core. Within the council room, things were happening...

    The doors were quickly thrown open, then hastily closed to withstand the flood of petitioners trying to get through.

    "We apologize for the inconvenience, but the earliest we can accept you will be tomorrow!"

    As the victorious group sat down at the conference table, almost instantaneously a servant was there with some cocoa and lemons in a bowl.

    "That was incredibly efficient. Thanks for the food. Now, let's get down to business. As we've already decided, I shall be the Prime Minister."

    "Actually Aroh, I think that since I lost the majority of my family in this competition, I nominate myself."

    "Dear Peeoh, I believe that you were not around during most of the election. Otherwise, it would be obvious that it was I who made the other parties think that we were not worth the effort to kill. Oh, wait, you were there? Well that doesn't make any sense... Could it be possible that, at this moment of triumph, someone is trying to take away all that I have worked so hard to achieve?"

    "No, uh, of course not! I just thought..."

    "Excuse me Prime Minister, since Peeoh has clearly demonstrated lack of loyalty to this regime. As a precaution, I advise that he be moved to a less authoritative position."

    "A great idea. Peeoh, you'll be moved to border administration."

    "But, that's not at all what I joined this party for!"

    "Well, then you joined the party as a supporter expecting to become leader? Then you deserve the demotion."

    "But-"

    "I'm sorry, but Miss Seekay has spoken on this matter. Now, go away."

    Bah! Fine!

    Opening the doors was not a good idea. Wanna know why? Read the first few sentences again. Petitioners are an obnoxious bunch.


    Spoiler: Pre-Actions
    Show
    Left over troops from the great bee conflict:
    1-5) Raise 5,000 land units


    Spoiler: Actions (this round)
    Show
    1-3) [m3] (Almost) MAX OUT THE ARMY!!! (raise 3,000 land units)
    4) [c] explore to the south of Valasharix.
    5) [c] explore to the northeast of Valasharix.


    Spoiler: Non-Actions
    Show
    -Steal a map and information about the rest of the world (THAT many people are religious?!) form region 89.


    Also, please note that nobody yet has knowledge of Valasharix. The only knowledge comes from rumors in region 89.
    Last edited by moossabi; 2014-12-26 at 09:38 PM.

  22. - Top - End - #832
    Troll in the Playground
     
    Snowfire's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Round 31 Actions for Raaneka(subject to change):

    1[Diplomacy]
    The Games return to their birthplace, as the Lady and Lord host the Fourth Tellurian Games in Raaneka!
    Spoiler: Subactions
    Show
    Return - through Carmine - all of the finds of the Fellows in Farridon.
    2[Curiosity 10]
    Ayavan scholars succeed in breeding a specialised version of Mhaki Jana - somehow combining their properties with the still not quite known ones of Clanships Shaping Wood. Named Lifeskin, this new technology will allow any man or woman clad in it to safely descend deep into the oceans of Telluris without fear of drowning.
    3[Military]
    Raise 1 unit of Scholar-Knights in Ayava
    4[Military]
    Raise 1 unit of Pistol Shrimp Riders in Grmanhil
    5[Military]
    Raise 1 unit of Berunda Riders in Raaneka
    6[Military]
    Raise 1 unit of Berunda Riders in Raaneka

    Non-actions

    Letters are sent from the Twin Thrones to formally notify the Salterri Imperium of the discoveries of the Fellows in Farridon, along with a request for aid in untangling the questions they raise about the past.
    Last edited by Snowfire; 2014-12-27 at 08:02 AM.
    Quote Originally Posted by QuintonBeck View Post
    Many thanks to Snowfire for collating all these. He's a madman, but he's a helpful madman.
    Spoiler: Things
    Show
    Quote Originally Posted by Mynxae View Post
    Damn you Snowfire. I cried.
    Quote Originally Posted by Falcon777 View Post
    T_T I swear, you just made me cry.
    Quote Originally Posted by Qwertystop View Post
    Well, here's another for your sig, Snowfire.

    <struck dumb>

  23. - Top - End - #833
    Ettin in the Playground
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Round 31 Actions for Guilder:

    1 [481][Military] Raise 1 unit in the Clanships
    2 [482][Military] Raise 1 air unit in the Clanships
    3 [483][Military] Raise 1 unit in Maos
    4 [484][Diplomacy] Destroy MECK technology.
    5 [485][Military] Fortifications of Shintouite in Clanships. (1/5)
    6 Secret.
    Last edited by SamBurke; 2014-12-25 at 12:30 PM.

  24. - Top - End - #834
    Bugbear in the Playground
     
    Lord_Burch's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Round 31
    1. Raise 1000 land troops in UnderBordeux.
    2. Raise 1000 land troops in Errelosse.
    3. Raise 1000 land troops in Valterre.
    4. Create the Empire of the Silver Moon. [D10][Diplomacy]
    5. Training of teachers for the public schools project in Valterre. [GP][3/5][Curiosity]
    6. Establish a TP for Kralax in Glirfey. [Curiosity]

    Glirfey
    1. Establish a TP in Indica for Ambrosia.

    The IAD
    1. Raise 1000 land troops in Alydaxis (the region).
    Last edited by Lord_Burch; 2014-12-23 at 09:25 AM.
    Amazing Jaune Arc avatar made by the talented artist Comissar. Thanks a lot!

    Playing as the Kingdom of Gleiss in Empire! 3.

    Quote Originally Posted by Elemental View Post
    A ravenous, numberless horde of immortal, undying goats cursed with unceasing hunger would actually be a very disturbing apocalypse.

  25. - Top - End - #835
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    lt_murgen's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    AQUA Round 31 (481-485) actions:
    Previous round increase: +1 Diplomacy, +1 Curiosity

    Events & Rumors
    ---> With the impelementation of the Seaborne Confederation charter, Tar becomes a Theocracy under its Elder Council; The Jeweled Cities implements City-State approach; Galomyr representative republic; the Sea of Glass just picks someone to lead it.
    ---> Rumor is that the Free Alliance of Trading Ships (FATS) is unhappy with the new confederation.

    ACTIONS
    Action #1 (curiosity 2/2) Work on adapting Medicine Technology using a combination of medicinal herbs from Novrania and Aloe Vera from Galomyr.
    Action #2 (Diplomacy 2/2) Finish codification of Rules of Benevolent Monarchy in Novrania (started in round 28)
    Action #3 (Diplomacy) Attempt to start colonizing region 154 again. It was a SUCCESS
    Action #3 (Diplomacy) Attempt to start colonizing region 156. It was a FAILURE(Cancelled colonization of 156- already Salterri NPC, can't be colonized.). Diplomacy 5 action- Stabilize Galomyr into its new position in the Seaborne Confederation.
    Action #5 (Diplomacy) Diplomacy 5 action Stabilize the Sea of Glass (not sure if it needs it after being passed back from Celero to S.C.)

    Expected Increase this round: +2 DIPLOMACY


    Spoiler: Current Ruler Info
    Show

    [u]Skipper General Andust Fitzrion D =]M C F L
    [b]Current 8 6 8 10 4
    end of round 30 1 0 1 0 2
    end of round 29 1 1 0 0 0
    end of round 28 1 0 0 0 0
    end of round 27 0 0 1 1 0
    end of round 26 0 0 0 2 0
    end of round 25 0 1 0 1 0
    end of round 24 1 1 0 0 0
    end of round 23 1 0 0 1 0
    end of round 22 0 0 1 1 0
    Start of round 22 3 3 4 4 2

    Spoiler: Trades Info
    Show

    EXPORTS
    Region Name used Resources Exported to
    Bloomenwald Isles {91} 0/2 Trading Posts
    Bloomenwald Isles {91} 0/3 Grape Lotus
    Bloomenwald Isles {91} 2/3 Thundersheet Plants Sahra'a; Frosskov
    Galomyr {90} 1/2 Trading Posts Guilder {sages}
    Galomyr {90} 1/3 Aloe Vera Riderock
    Galomyr {90} 1/3 Bananas Ranarra
    Galomyr {90} 1/6 Sages Niskovia
    Novrania {131} 0/2 Trading Posts
    Novrania {131} 2/3 Medicinal Herbs Kbraashriix; Keldagrim
    Novrania {131} 2/3 Fish Valterre; Malkavan
    Novrania {131} 2/3 Wood Sterkelv; Aloren
    Sea of Glass {130} 0/2 Trading Posts
    Sea of Glass {130} 0/3 Adamantine
    Sea of Glass {130} 2/3 Nitrates Grizzland, Grmanhil
    Tar {24} 1/2 Trading Posts Aus-Teire (Tar)
    Tar {24} 2/3 Aeromancers Kasumor; Guilder
    Tar {24} 3/3 Meat and Hides Aloren; Crima; Sympolemou
    Tar {24} 3/3 Tar Bordeux; The Jewelled Cities; Nyroth
    Tar {24} 2/3 Wood Niskovia; Razdis
    The Jewelled Cities {25} 1/2 Trading Posts Aloren (Fruits);
    The Jewelled Cities {25} 2/3 Gemstones (Pearl, Opal, Amber, turquoise) Qarimos; Yorukuni
    The Jewelled Cities {25} 4/6 Kelp-Olive Oil Jarrland; Nyroth; Raaneka; Guilder
    The Jewelled Cities {25} 1/3 Ships Niskovia
    The Jewelled Cities {25} 5/6 Tropical Fruits Crima; Jarrland; Kasumor; Tar; Zargrim
    IMPORTS
    Imported To from Realm Region Name Resources
    Bloomenwald Isles Guilderene Expanse Sahra'a Lacertal Leather
    Galomyr Triumvirate Woodwind Architects
    Galomyr Guilderene Expanse Raanara Magnetite
    Galomyr Soverign Prinicpality of Niskovia Niskovia Precious gems
    Galomyr Kingdom of Mularuhm Riderock sulfur
    Novrania Kingdom of the Silver Moon Valterre Adamus
    Novrania Caercian Consortium Minotron Grains
    Novrania Hurosha Empire Keldagrim Iron
    Novrania ? K'Braasrhiix Musicians
    Novrania ? Malkavan Precious Gems
    Sea of Glass Raaneka Grmanhil Glass
    Tar Salterri Highlands Penoccident Trading Post*-*Goats
    Tar Carmine Sea Jarrland Dyes
    Tar Alydaxan Dominion Solus Kingbirds
    Tar Hurosha Empire Zagrim Phoenixes (tanhedren)
    Tar Soverign Principality of Niskovia Niskovia Star Metal
    Tar Kingdom of the Iron Doctrine Sympolemou Vegetables
    The Jewelled Cities Raaneka Raaneka Trading Post*- Heartwine
    The Jewelled Cities Triumvirate Hrathan-Tuor Trading Post*-*Fine Crafted Goods
    The Jewelled Cities Triumvirate Nyroth Trading Post*-*Silk
    The Jewelled Cities Faedas Freehold Tekorva Brass
    The Jewelled Cities Raaneka Raaneka Coloured Sandstone
    The Jewelled Cities Guilderene Expanse Frontier Goldfire
    The Jewelled Cities Tyrnny of New Crima Crima Grain
    The Jeweled Cities Sovereign Principality of Niskovia ?? Geily Vapor
    The Jeweled Cities Razdissi Underpire Razdis Iron
    The Jewelled Cities Faedas Freehold Yorukuni Ketsuek Crystal
    The Jewelled Cities Kingdom of the Carmine Sea Vennland Papyrus
    The Jewelled Cities Hurosha Empire Gwistrin Quartz

    Spoiler: Techs Info
    Show

    Tech from Realm Round
    Advanced Agriculture Tech Triumvarite 30
    Aerial Infantry Harnesses Kingdom of the Carmine Sea 30
    Aerial Naval Carrier Celero 19
    Automata ?; New Crima 24; 29
    Beastmasters Kingdom of the Carmine Sea 30
    Berunda Riding Raaneka 13
    Black Powder ? 14
    Calculus Guilder 29
    Clockwork ? 20
    Efficient Building KCS 29
    Griffon riding Celero 19
    Horseriding Tech Kindgom of the Carmine Sea 30
    Hovercraft New Crima 29
    Inspired Militia Guilder 29
    Lenses Celero 19
    Loader Tech Guilderne Expanse 30
    Magnets Celero 19
    Medicine Jomani Kralstovo 27
    Ocean Faring Ships own Effort 2 (start)
    Physics Guilder 29
    Pitch Own Effort 12
    Plate Armor ? 13
    Printing Press ? 13
    Raaneka Diplomacy ? 12
    Refrigeration KCS 29
    Sewage Systems ? 20
    Shrieking Crossbows KCS; Triumvirate 29; 30
    Zepplins New Crima 29

    Last edited by lt_murgen; 2014-12-17 at 09:23 AM.
    Keeper of the 49 Rules.

    Pet Peeve: Yay ≠ Yeah

  26. - Top - End - #836
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Why did he always get stuck with guard duty.

    A myriad of thoughts rushed through Pral Cutsnout's mind as he stared at the long tunnel before him. Most of them were begrudging ideas on why he was always doomed to take the most boring jobs of watching over the entrance to the Hell Pit. He was a Sympol! Bred for war and violence, a history of carnage and heroism was his birthright, and here he was stuck watching over a hole that scared lesser rats and inspired mad ones to dive in. Still, atleast the pay was good, and for all his blustering for violence, Pral had never seen a real war zone in his life. Leaning on his halberd, Pral continued to watch through his guard post, silently grumbling.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    It was so big, so BIG, too big to exist! Fire, fire EVERYWHERE. The screaming, the running, have to escape. Have to get out of here. Find help, find sanctuary. There is no help, only fire, fire and smoke. Too much of it, choking, CHOKING. Choke the life out of him, take his knife, you'll need it.

    Better to die by your own hands.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Pral lifted an eyebrow, suddenly the ground began to shake a little, bits of rock and pebbles bouncing around wildly. His curiosity was quickly answered by the sight of a swarm quickly approaching him, hundreds of Sympol shoulder to shoulder rushing forward. Some of them were armored soldiers, blaring horns and carrying messages. Questioning the irony of his situation and fearful of what is causing this mass exodus to begin with, Pral steps out of his guard house.

    Big mistake.

    Any thought of courtesy or convenience was shot at the doorstep as Sympol swept him up into the swarm, pressing and crushing him wildly. Squeezing out with the aid of a few well placed punches and snarls, Pral cut out a pocket of air in the swarm, his back pressed against the trembling stone wall. Looking about, Pral reached out with his claw and plucked a Sympol from the mob. He was going to have answers, and he was going to have them now. The Sympol was covered in blood, his hand desperately clinging onto a dagger, and his eyes betrayed an overpowering sense of twitching madness. Slamming him against the wall, Pral snarled.

    "What the hell is happening!"

    Stammering, the Sympol gasped for air as if he had been crushed underneath an unbearable force and was now let out into the world.

    "Fire! Blood! Massive beasts, tall, TALL TALL! Up up up they go, where they come from nobody knows. But I know. I saw them crawl out from the Hell Pit. Monsters! Doomed, doomed, DOOOMED!"

    Shoving Pral off of him, the Sympol wildly swung his dagger at Pral, his blade bouncing off of Pral's helmet. Jabbing his fist forward, Pral punched him in the throat, and proceeded to knock him out with a haymaker to the snout. Dusting himself off, Pral decided to investigate himself. Waiting for the swarm to pass, Pral rushed forward to the entrance he was assigned to guard.

    What awaited him was beyond his scope of understanding, a beast that not only towered over him, but made him feel insignificant in comparison. It's form was clawing its way up the Hell Pit, each motion of its colossal hands propelling it forward by leaps and bounds. Trailing behind it was an assortment of its kin, monsters as equally leviathan in scope, yet they rested far behind the forerunner.

    Stunned, Pral didn't notice how close the Forerunner was until he was almost on top of him. Backpedaling rapidly, Pral fell onto his back and looked at the edge of the Hell Pit in terror. A claw, large enough to scoop him up and crush him, slammed against the edge . The earth cracked and groaned under the pressure of such a massive beast pushing on it, and soon the rest of the fiery abberration's body followed suit, a bladed elbow jutting out of the Hell Pit entirely. A shoulder soon followed suit, and finally a head peeked over the edge. Staring into the blazing eyes of the monster before him, Pral was left in a speechless stupor, incapable of doing anything but watching numbly as the monster rose fully out of the Hell Pit and strode past him, barely recognizing he was even there.

    Suddenly, his silence was cut by a deep and bellowing laughter. Like the forlorn cries of the dead and the rasping of blade against blade. A terrible and maniacal laughter.

    It was the voice of death itself.

    Spoiler: Actions
    Show

    Fluff to come later today when I have the time.

    Pre-Game Actions:
    1. Raise 1 Military Unit
    2. Raise 1 Military Unit
    3. Raise 1 Military Unit
    4. Raise 1 Military Unit
    5. Raise 1 Military Unit

    Round Actions:
    1. Raise 1 Military Unit
    2. Raise 1 Military Unit
    3. Raise 1 Military Unit
    4. Raise 1 Military Unit
    5. Raise 1 Military Unit
    Last edited by Tychris1; 2014-12-17 at 02:05 PM.
    “I’m a Terrorist not an idiot.” - Me
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  27. - Top - End - #837
    Ogre in the Playground
     
    Kasanip's Avatar

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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Chivalric Republic of the United Free Cities
    "Land of Free Knights"

    Years 481-485
    Steward Commelina, Grand-Master of the Order of Free Knights (31-35)

    Even if a peaceful rebuilding has continued, always there are some problems for a certain troubled steward. Commelina balances the politics with veteran skill now. Of course assisted by close friends Free Knight Astera and Reine, the three became adults into a land of peace. However, it is only peaceful for common people. War in Alzeroth and Zuiguo Rebellion are concerning.
    After meeting with international guests and The Kingdom of Celero's military assistants, Commelina decides that education is most important for Free Knights. Working on this project, she designs new curriculum and forces education focus for future generations. Unlike her generation, new Free Knights will wear school uniforms before armor.

    Bonus Actions
    Spoiler
    Show

    Free Knights Academy First Class Graduation
    (Military Action: Raise 1000 Troops: land units (army))
    The Prestigious Heroic Academies of Free Knights resumed training and with a beautiful graduation ceremony in Spring 481, the new squires are welcomed to become Free Knights. Commelina makes the speech at the ceremony in Uran. This is the first formal education graduation since 30 Years Zuiguo War.


    Actions
    Spoiler
    Show


    Expand Southern City Fortifications:
    (Military Action)
    Always the city walls suffer in summer. However, because of danger of Zuiguo in the South, it is necessary to increase defenses of Valley of Verbena. Free Knight Representative Reine of Verbena works on this project with great success.

    Free Knights Academy Curriculum (1/2)
    (Curiosity: Project Action)
    A new generation of Free Knights, wearing their school uniforms, are raised with the skills and expertise that their great-grandparents, grandparents, and parents only learned in war. New design of Academy by Commelina has education of [Primary] and [Secondary] to last 10 years. [Primary] students are called [Apprentice] and [Secondary] students are called [Squires]. Graduation age is 15 years old. Not only is it important to be a skilled warrior, but administration is important, too. Law and Justice must be understood, but also useful academics such as <History> and <Mathematics> and <Foreign Languages>. Of course there are many elective courses and extracurricular activities. Arguing with many instructors is a burden for Commelina. However, it can't be argued with the success of new program. Aspiring young apprentices and squires are the treasure of the cities.

    Demand for Stylish Uniforms creates new trade
    (Curiosity: Investigation Action)
    The new demands of uniforms becomes popular for casual clothes, too. Style revolution begins, despite Commelina's troubles. Even if the dour Grand-Master can't appreciate, she is powerless to stop enthusiastic council. After many years of war, suddenly vibrant life seems to have returned.

    New River Infrastructure (1/2)
    (Curiosity Project )
    Because of the rainy season, most travel uses rivers. However, even flooding is a problem. Council Representative Free Knight Astera of Maranta rallies the council to approve infrastructure work.

    Improve Farm Terrace Infrastructure (1/2)
    (Curiosity Project)
    There is always work for farmers. However, always improve terrace field is the style of Taumeria and Free Valley Cities. The council approves infrastructure work to improve the farm communities.




    Situations
    Spoiler
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    Fernbrake Monsters: Somehow the fernbrake is mysteriously quiet. A brave party of squires decide to investigate as summer challenge.

    Summer Floods: The rainy season is always uncooperative. However, new river infrastructure helps to stop some travel delays.

    School Days: New school life of students means education becomes popular. Study abroad programs and academics are popular gossip.

    Desert Attacks: Uzan reports about western desert bandits attacking are a concern.
    Last edited by Kasanip; 2014-12-19 at 02:33 AM.
    Kasanip's Sketchbook 2 Thread
    It is difficult to speak English, please excuse mistakes kindly m(_ _)m

  28. - Top - End - #838
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Spoiler: Actions
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    1.) Curiosity Explore beneath Minotron (65) for a region
    2.) Curiosity Explore beneath Bor-Teire (34) for a region
    3.) Curiosity Explore beneath Bracia (33) for a region
    4.) Curiosity Explore beneath Salteire (35) for a region
    5.) Military Raise 1,000 troops in Mularuhm
    6.) Military Raise 1,000 troops in Asterith

    Spoiler: Vassal Action
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    Abyssian Sea Coalition: Explore South of the Abyssian Sea for a region


  29. - Top - End - #839
    Barbarian in the Playground
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    Default Re: [EMPIRE!] A World-Building Game of People & Discovery

    Sovereign Principality of Niskovia; 481-485 actions
    -curiosity- work continues on modernising the port facilities of the Kaspiyskiyan capital of Cassaana on the shore of the Kaspiyskoye Sea in order to take better advantage of the Niskovian Canal [great project 4/5]
    -curiosity- work continues on the train link between Kishinev and Cassaana [great project 4/5]
    -curiosity- work begins on the Grand Niskovian Academy of Advanced Learning, located some distance east of Kishinev [great project 3/5]
    -curiosity- develop new resource Oysters in Kaspiyskiya (region 74) [curiosity5 action]
    -curiosity- investigate the latest disturbance at Mount Shyluz roll here if needed
    -diplomacy- attend the Fourth Tellurian Games*

    Spoiler: Fourth Tellurian Games subactions*
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    Sign the following treaty with the Kingdom of Serendel
    • The Kingdom of Serendel is permitted to construct consulates in major Niskovian cities.
    • The Sovereign Principality of Niskovia is permitted to construct consulates in major Selyran cities.
    • Both nations pledge military support on matters of mutual interest
    • Both nations pledge military support should one nation be attacked by a mutual outside threat
    • This protection is extended to vassals under the protection of either nation in the event that their own liege is unable to render assistance


    stat bonuses - curiosity + 2
    army changes -

    Spoiler: Fluff
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    A resolution to the killings in Niskovia will be in this space next round, well not this space specifically but the space where this space comes in the next round post.

    Spoiler: Deaths and Marriages
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    Deaths
    482
    Lady Raina Nisakovich dies aged 108. Her death is ruled to be from natural causes.

    484
    Lady Syuzanna Nisakovich dies aged 116. Her death is ruled to be from natural causes.

    Marriages
    OOC: persons were married this round, however due to laxness on my part combined with it currently being cricket season and such I have run out of time to post the particulars

    Births
    A number of children were born to House Nisakovich over the past few years. All details are available on the Nisakovich family tree.



    Fera, Land of Discovery; 481-485 NPC Vassal action

    -action- complete colonisation of region 79 [Colonisation 2/2]
    Last edited by Kitsanth; 2014-12-28 at 08:22 AM.
    Quote Originally Posted by TheWombatOfDoom View Post
    I believe when looking at a southern region, all you need to do is flip a coin. On heads - it belongs to the Salterri Imperium. On tails - it will SOON belong to the Imperium.

    31 regions...sheesh.

  30. - Top - End - #840
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    NPC ACTIONS

    Alzeroth Collective (139) Region, Previous Actions Round 27 Round 28 Round 29, Round 30

    Grand Minister Kialdo Visontas
    Diplomacy: 3
    Military: 5
    Curiosity: 9
    Faith: 1


    New Leader: Grand Minister Tredia Iberial
    Diplomacy: 4
    Military: 3
    Curiosity: 3
    Faith: 1

    Population: 840,000
    Land Army: 2,000

    Defeat! The Grand Minister Visontas' impressive victories over the hordes of the Dragon Queen came to an end as a bounty of nations rode to aid the exiled Dragon Queen who had begun the war with her unprecedented attack on the Alzeroth Collective. Faced with this shocking and unprecedented host of international support to the Dragon Queen the charismatic Grand Minister was defeated. Though a loss for the armies of the Collective for the Six Ministries it was a quiet victory and an arrest warrant for the Grand Minister was issued and enacted. Before the Grand Minister could be returned to Alzeroth for his trial however he reportedly took his own life and the Six Ministries appointed a new Grand Minister who immediately sent missives to the army of the Dragon Queen and her allies begging for peace between their people.

    The people of the Collective were shocked and upset by the loss of their hero Visontas and many clung to the weapons and training they had received during the period of noble war to defend their country and crush the heartless opposition. Yet the people do not guide the country and while the Collective stands ready to defend itself the Ministries work to negotiate peace and not retaliation against the Dragon Queen or her allies.

    1.) Offer peace with the Ash Kingdom of Maur, surrendering the home region of Maur to the Dragon Queen in exchange for peace between their peoples, an agreement not to pursue military action against the other for a period of 30 years, and to work to establish peaceful cultural relations with their people.

    The Collective will exchange one stack of Stone and Fish to Maur for a period of 30 years in exchange for the return of their surviving prisoners and to ensure peace between their nations. It is noted that the Collective did not desire war, but only responded when attacked by the Ash Kingdom and that the late Grand Minister Visontas grew over-eager in his zeal to crush a threat to the Collective people but that his actions do not reflect the whole of the Collective's opinion. [Diplomacy]
    2.) Raise militia in Alzeroth out of fear the Dragon Queen will not accept the offer of peace (840,000 Civilian Population) With the threat of war abated the new Grand Minister employs a more permanent recruitment Raise 1,000 Home Defense Units [Military]
    3.) Request a council of peace to be held between all the involved nations in this most recent conflict [Diplomacy]

    Dong-Nam Dosi/Greater Kingdom Zuiguo (136)
    Round 29, Round 30

    Wang Pak Sook
    Diplomacy: 4
    Military: 6
    Curiosity: 2
    Faith: 1

    Population: 1,110,000
    Land Army: 4,000

    The KSM's apparent indifference towards his nation has led Wang Sook to begin working on internal matters rather than obsessing over the west as was the downfall of his brother. Time will tell if this will return to haunt him.

    First on the Heavenly Sovereign's list is to begin re-establishing the Greatest Kingdom of Zuiguo. While Dong Bu Dosi remains a desired region for recovery efforts must be made to get on without it until such a time as the Kingdom is prepared to acquire it from the Salterri. Legends speak of the great horrors laying beyond the Black Wall, and long was Zuiguo a bastion of humanity and prevention against the horrors of the east and while its geographic position lends itself to colonization it is not desired to provoke its wrath. Instead, risking incident, Zuiguo colonizers travel through the southern tip of the land of Free Knights to colonize the land discovered to the far east.

    In order to hopefully avoid incident with the Free Knights Wang Sook authorizes the shipment of resources to the Republic.

    1.) Colonize region 143 TN: 12 Roll: 8 [Diplomacy]
    2.) Send one stack of aimoh, a soothing drink, to the Land of Free Knights [Diplomacy]
    3.) Raise 1,000 Professional Soldiers [Military]


    Warriors of Syvine (Nomads NP6)
    Round 30

    Angayak Tulimaq
    Diplomacy: 5
    Military: 4
    Curiosity: 4
    Faith: 3

    Population: 40,000
    Land Army: 10,000

    1.) Having come in contact with the many nations of the greater world at the Grand Ball and seen the actions and beliefs of so many others laid bare Angayak Tulimaq collected quietly from the High Priestess of Sycia the writings of Yphinne. After much reading the leader of the warriors of Syvine announces Syvine is another aspect of Yphinne and converts to the Doctrine of the Frost [Faith]
    2.) Angayak Tulimaq spreads the Doctrine among her people TN: 10 Roll: 12 [Faith]
    3.) Stabilize her people to accept the new interpretation of their long-held religion (Diplomacy 5) [Diplomacy]
    Last edited by QuintonBeck; 2014-12-27 at 04:55 PM.

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    Amazing Avatar by Qwernt! Thank you!

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

    That dragon? Held aloft by a bigger dragon.

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

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