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Cataclysm [RP]


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The Ishikawa Shogunate

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I might actually add something here tomorrow, I’ll be in the car all day and there’s actually something going on….so maybe.

 

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Actions:

 

[Troop Movements] – Replacing the Choranic carracks with frigates, the Ishikawa move their army off Shishima and towards a far more juicy target.

 

[Cradle Settlement] - Having given the previous outpost some time to become established, the final jewel of the Shogunate’s cradle trade empire is set in place. Along the river in the very northernmost reaches, a final keep is constructed that the Shogun may fully extract his due.

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Expenditure:

XPDs3D8HA1t_rwZgyVAFUdTcFRenBxBXIan83_S8O3VQW-Jx-PPPL9kWYwdahFibmZwlVtlurLeRv-A7h39_jtrwQ3ykP4X60wadnEJ_9zi4x7M90KkB-R0e6XdbWAOotb3WorlO

 

[4 Harbors with mines; 60,000 Gold] - More ships...

 

[12 Frigates; 48 SP/72,000 Gold] - The mightiest ships afloat!

 

[1 Cog; 1 SP/3,000 Gold] - A transport.

 

[Keep; 2 AP/10,000 Gold] - Cradle!

 

[94 Veteran T6 Awashima Samurai; 4 AP/32,000 Gold] - The Maeyan blacksmith continues to produce the finest armor for the finest of soldiers.

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[250 Veteran T4 Heavy Infantry; 2 AP/12,000 Gold] - Heavily armored soldiers, wielding the deadly naginata! :chad:

MY4L8NqHRNQlFuhf4RutX4XR6TWOb83Wfapi9VRCXhCedeL-ovawW8pG5otGAgDoEj6zz_IAU2JAd3j8pondtmBIGWv5aW6g6HwS6sYuZFXlKia2inAG_1jkvTWc-UNRbdCFhNtk

 

[2 Adepts; 20,000 Gold] - Yet another officer from Seishima.

 

[NEW NEW NEW- Crossbows; 15,000 Gold] - With his nearly-limitless funds, the shogun hires craftsmen to teach his men the ways of the crossbow. No doubt the device will be useful.

 

[Fire resistant wood; 20,000 Gold] - Due 884.

 

[Greater Mist T4 Spell; 20,000 Gold] - Due 887.

 

[Treated Lenses (Alchemy)] - Due 886.

 

[3,012 Gold Remaining]

Edited by Zanderaw
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-27dyQqwUvKCEkA_9JE6NaDuLuL9vulebPtBLmy3j2O9qFiXc-K15hHkNzwMEwOh4Lqy_sb35OQZLPzBE6IDkWAbUhYi6H5JsqsIXmfjJXi5CNM_7x1keIH8jZYU9e9mSpmCIVFa

PRINCIPALITY OF ANAXES

 


 

No rp, making preparations for dnd tonight
 


 

RESEARCH ACTIONS (5 Magic)

Active Tech - Crossbowmen. [10,000g invested this turn, 30,000g previously] (Due ‘83)

Passive Magic - T3 Void Blast, like the T2 but more lethal! (Due ‘84)

 

MOD ACTIONS:

Further increasing the grandeur and splendor of the Free City of Lyffneveld!  [14,800g invested this turn | 91,290g invested previously = 106,090g total]

 

FINANCIAL ACTIONS:

[37,500G] Constructing 5 Civ Industry in Lyffneveld

[12 SP, 30,000g] Constructing 6 Xebecs

[6 SP, 14,000g] Constructing 2 Carracks

[3 AP, 30,000g] Recruiting 1,500 V1 T3 Sunderland Shipswords

[30,000G] Recruiting 3 Adepts

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“Ah yes, Lord of War, his reign was violent and ceaseless, it spread to every corner of the land. Aun did not care for his defiant sibling’s tendencies. The Shapers never intended for such needless violence, Aun split Aast in two, discarding the second half, and imprisoning the first within lands unknown.” -Recollections of The Eye, the 7th Age
---

World Events:
Time marches on, a year passes, it is now 883


Another year of war in the midlands, Ghor’s legions are surprisingly repulsed from the Krolestwoian capital by the defenders.

The Council of Three is held between the Tetrarch Aeton, as well as the warlords Alean and Arnun to further discuss the state of the Empire in the far east.

Civil War continues in Orev. Clashes between Oros and the Republic reach a climax which culminates at the Battle of the Sheer. With over 25,000 troops present on both sides, its one of the largest battles of the war. In the midst of the fighting, Oros is struck with a crossbow bolt below his collar bone. He survives the fighting, but dies later in the year, causing the remainder of his supporters to flee to Clade’s banners.
---
Battles/Campaigns:

Westward: The engagement off the Cradle’s coast is fierce, marking the first time since the invasion had begun where Fydoran troops had wanted to meet the Dol Varuk in close combat. Thankfully, the Perasmani are well suited for this task, their flamethrowers, anti-sail bolts, and plentiful infantry do well to even the playing field. Even still, they suffer greatly in terms of both men and material against the fearsome four-armed warriors.  The battle proves to be at least partially decisive, seeing the Dol Varuk fleet break out of the entrapment and flee south then east.

Mongol War: The year ends with Orolian and his allies relatively unassailed on the Steppe. The Khan’s horde which stayed on the Jade Sea launches no true assault other than the occasional raid and harrying attack on construction crews, still this does little but slow construction.

On the homefront, the Empire’s reserve army fortifies itself in the city of Tridava, which appears to be the next target for the Oge Khan. Upon reaching the city, however, and viewing its well staffed fortifications, the Khan turns north with great speed. They cross the unguarded river and fall upon the capital’s walls. The garrison resists several assaults, but is ultimately overwhelmed before the reserve army can reach it. Verdova is sacked. Following his victory, Odgerel’s army crosses through the ruins of the city and deeper into the Empire.. (75% of Verdova’s buildings lost, 60,000 deaths)
 

Calamity in Chtor!: The Kemetese Hordes overwhelm the Avonic border defenses and strongholds before the coalition can truly react. Lichtenfel’s forces arrive to a somber scene. Avon is besieged by land, and the countryside almost totally occupied. Over the course of the year, they repulse numerous assaults, but sections of the walls face heavy bombardment, and several breaches open.

Chronic Expeditionary Force: After the Battle of the Sheer, Clade’s army explodes in numbers, and he is able to scoop up vast areas of territory. The year is mostly spent campaigning against the Republic in the south, several strongholds are overrun, no decisive battle is met.

(casualties for all in discord)
 

---
Kingdom of Adozar

Though Adozar’s position on the world stage may be insignificant for now, the realm prospers, and the queen has indeed given birth to a handsome baby boy. (+2 Charisma for Lorenco)

Crossbows prepared for 86

Chicahtoc Empire

Another year passes within the Empire

Isle De Fae

Truly mysterious is the Isle De Fae, strange stories leave its shores..

The Living Myst (T4) will be prepared for 89

Create Chimera (T3) ready for 86

T4 Equipment ready for 87

The Amarantic Dominion

While poison is readily available, the kind which the Amarantic desire is far beyond what they possess. Still, the acolytes toil and wagie across the Dominion in an attempt to please their masters. They find, however, that creation of and then subsequent containment of toxic vapours proves to be impossible with what they have.

Pachaqui Kingdom

Mama-Pacha weeps, her children’s blood waters the earth, the war drags on. At least the homeland remains at peace. As the rain falls, Chimiqua feels and overwhelming rush of energy, and pulls a vast wave of water seemingly from the ground, temporarily flooding several lower sections of the palace in the process.

 

The Perasmani League

 

The construct appears to function identically to Katsumi’s


Arnun is the strongest of the scouted states, while the other two appear to be small, peaceful realms.

The boom in trade through the clever use of the printing press has already increased Perasmani presence in the region, and muscling any more seems to be ineffective.

Runemancy can’t spawn debris out of thin air, and thus the Igni Bolt see little progress.

The Ishikawan Shogunate

The settlement is established

Crossbows will be ready for 86, at current rate of investment

Principality of Anaxes

After many years of labour, great sums of money, and sweeping government plans, Lyffneveld truly is a Great City. Trade from Chtor and beyond pours into the city’s harbours, and men flock from around the world to view the various works of art, or enroll in the prestigious naval academy. (Lyffneveld’s Base income doubled, +5% trade bonus, +6 SP & Metal production).

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Chicahtoc Empire

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================================

The great blood priest Estli spends his time this year conjuring up avatars both twisted and failed to produce the desired goal set upon him by his Emperor. Alongside his experimentation he finally finds another disciple to take under his tutelage to become another great priest of blood.

Actions - Expenditures [256,925, 18 AP, 18 Steel, 6 SP, | 4,500 Slaves]

(10,000 Gold into Magic)


(30,000 Gold) Heavy Infantry research.

 

(20,000 Gold) A trade depot and a commercial district

 

(50,000 Gold) 10 Farms are built to accommodate the civilian growth.

 

(40,000 Gold) 8 Mines are built to expand production means.

 

(30,000 Gold) 4 Military factories are built alongside the ports and mines.

 

(40,000 Gold) 4 Shipyards are built on the new docks in the island city.

 

(27,000 saved.)

Technology Research : [30,000 Gold]

(30,000 Gold, 60,000 Invested) The necessity to recruit and arm much heavier units then men in chainmail or gambenson could not be ignored any-longer, their force projection would require a heavy infantry unit equipped in new-age plate and shield. Example below. [884 EST] 

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Magical Research: [2 Passive Slots, Magic 10] [Subtypes: Pain and Ritual] 

[1 Passive Slot] Blood boil - This is to be both a direct and indirect attack at persons or their feet, it is intended to heat someone's blood to boiling temperatures to cause either internal bleeding and ruin their homeostasis or burn their exterior. [884 completion, T3]


[2 Passive Slot]  Avatars of Pain - A man turned into the permanent embodiment of pain itself, 1,000 humans need to be sacrificed to form this splendid display of power. Twisted into an eight foot tall man, they are made to be resistant to magic, strong, and capable of fighting. [885, 10,000 Gold, T4]

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Pachaqui Kingdom

 

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Population:

17,758,606 Chimuquera (Human)

835 Perasmani (Human)

 

People of note:

King Thonaqan Micchuqui – 40 years

(Leadership 8, Martial 3, Charisma 5, Arcana 0, Agility 0)

 

Queen Monaqueta Micchuqui – 36 years

(Leadership 3, Martial 1, Charisma 6, Arcana 3, Agility 0)

 

Prince Qhapaq Micchuqui – 7 year

(Leadership 1, Martial 2, Charisma 1, Arcana 1, Agility 1)

 

Princess Chimiqua Micchuqui – 6 year

(Leadership 0, Martial 0, Charisma 0, Arcana 5, Agility 0)

 

Prince Domaquetan Micchuqui – 5 year

(Leadership 1, Martial 1, Charisma 1, Arcana 0, Agility 1)

 

Princess Limiqua Micchuqui – 3 year

(Leadership 1, Martial 1, Charisma 0, Arcana 0, Agility 0)

 

Archpriest Solameqan Nugguchuqui Payama – 59 years

(Leadership 1, Martial 1, Charisma 2, Arcana 14, Agility 0)

 

Warmistress Theaqui Suppucchi – 45 years

(Leadership 4, Martial 9, Charisma 1, Arcana 0, Agility 2)

 

Retainer Tuqua Richiqui – 40 years

(Leadership 2, Martial 4, Charisma 3, Arcana 0, Agility 4)

 

---

 

Cities & Settlements:

Osocchi Appachaqui, the city of the skies (capital city) – Low Stone Walls, Trade Depot, Commercial District, 3 Mine, 3 Heavy M., 14 Civil M.

Nidipaquichi Picchu (city)– Low Stone Walls, Trade Depot, Commercial District, 2 Mines, 2 Heavy M., 13 Civil M.

Totomachi (city) – Low Stone Walls, Trade Depot, Commercial District, 2 Mines, 2 Heavy M., 13 Civil M.

Oyopaqachi (city) – Low Stone Walls, Trade Depot, Commercial District, 2 Mines, 2 Heavy M., 13 Civil M.

Mataqachi (city) – Low Stone Walls, Trade Depot, Commercial District, 1 Mine, 1 Heavy M., 12 Civil M.

Eapuqui (Town)

Chequimatan (Town)

Nonimocchan (Town)

Chanimaquan (city) – Trade node, Low Stone Walls, Trade Depot, Commercial District, 1 Civil M.

Senpacchia (Town (not tied to limit))

Royoquichi (Town (not tied to limit))

 

Civil Infrastructure:

118 farms (18 nodes) – 118 production –> 72 food for pop + 32 food for settlements (104 consumed)

15 Mines

15 Craftsman Districts (Heavy Man.)

6 Commercial Districts

6 Trade Depots

68 Civilian Districts (Civil Man.)

Trade with Antramar, Kastovia, Perasmani League, Amarantic Dominion, Anaxes, Ardes, Grand Empire of Ak, Adozar, Mitrovic Empire and Krolestwo

 

---

 

Military Infrastructure:

1 Castle, 1 Fortress (Start)

20 Keeps: 20,000 Quti

6 Castles: 12,000 Quti

 

Armed Forces:

11,500 Medium Infantry (T3 Regular) (23)

2,500 Mountain Lion Warriors (T3 Regular) (10)

14,000 Plumed Archers (T3 Regular) (28)

3,000 Light Cavalry (T3 Regular) (6)

500 Medium Cavalry (T3 Regular) (1)

4 ballistae (1)

20 scorpions (2)

12 Adepts

2 Mages

 

Garrison Forces (cities & fortifications):

5,200 Medium Infantry (T3 Regular)

1,700 Plumed Archers (T3 Regular)

 

Naval Forces:

n/a

 

---

 

Income:

Base: 10,000 Quti

Settlements: 24,000 Quti

Taxes: 35,000 Quti

Commercial Districts (6): 24,000 Quti

Civilian Distrcits (68/71): 68,000 Quti

Trade (10 partners): 10,000 Quti

Trade Depots (6): 30,000 Quti

Trade Points (1): 2,000 Quti

Treasury: 150 Quti

Available: 203,150 Quti

 

Expenses:

Armed Forces (-30%): 12,425 Quti

Military Infrastructure (-10%): 28,800 Quti

Total: 41,225 Quti

 

---

 

Year 883

 

“It has been a while.” Thonaqan muses to his company of warrior ahorse. They are travelling the very lively northwestern access road to the outer rings of Ossocchi Appachaqui, the city of the skies, the capital city of the Chimuquera and the Pachaqui Kingdom, of which he is the head of. It is his 40th birthday and the King can barely contain himself. Finally he is able to see his family again, his sons, his daughters, his wife, old friends and of course Archpriest Solameqan, his old mentor. Who is not faring all too well in the past months from the news, as he is advancing steadily in years. A sharp mind, but a body that is losing the battle against time. “At some point it will be the same for me.” Thonaqan thinks to himself. “I ought to prepare everything the best I can for Qhapaq. He must not carry my burdens. I hope that he may have a reign of pure peace and prosperity, all in the way Mama-Pacha intended.” They pass through the gate, the warriors saluting, and within moments people recognize who just returned from the distant seas of grass. Cheering, shouting, calling their neighbours, children running up and down the street. “The King is back, the King has returned! King Thonaqan walks amongst us again! Long live the King!” Mentioned King turns to a nearby warrior who is riding besides him: “It is almost, as if we had already won. But alas, it is not.” Quiet, but smiling and waving he proceeds higher and higher up the city, to finally unsaddle in front of the palace complex. A few steps remained to see his family once again.

 

“Water?” Solameqan is confused at first, eyeing up the Acolyte who is wet from top to bottom. “She summoned a tidal wave in the lower levels of the palace?” – “Yes, out of thin air it appeared!” – “Well, she is getting older, but I did not expect such gifts to manifest. It was merely Earthen elements at first, this is new. I must talk to her. We need to get her to master her gifts better. Nobody drowned, yes?” – “No, nobody.. there weren’t many servants about at that time and Qhapaq and Domaquetan were with their teachers, Limiqua with the Queen in the throne room.” – “Good, good. Let’s go have a chat with our wonderchild.” Solameqan rises from his study chair, where he was pondering the relic texts on the ancient stone tablets of Mama-Pacha, grabs his walking cane and proceeds to venture forth across the central courtyard, from the Archpriest’s domain to the palace itself. “Water. Curious. For a people of the Earth.” he can’t help but think to himself.

 

Actions:

 

As per decree of the young King, new farmland must be prepared to acommodate the growing demand of food by the steadily growing population. So far the Chimuquera had no issue with their nutrition, but the King does not intend to have it become a matter. (0 Quti for 0 farms)

 

The substantial sum of 27,000 Quti is being hauled off through the safe routes to markets far beyond the Pachaqui Kingdom. The receipient is the Chicathoc Empire, who in turn are providing weapon-ready steel and supplies for the Kingdom. (-27,000 Quti to aforementioned, receiving 18 AP)

 

Upon return of King Thonaqan from the West, he immediately proceeds to give out orders to his warmasters and leaders. Massive amounts of supplies and warriors must journey west to complete the next step in what they have started.

 

10 Keeps are added at the new dividing line of the South. (-20 AP; -80,000 Quti)

An additional 10 AP and 20,000 Quti are invested into erecting a thick, tall, walkable wall that connects the Keeps and castles, turning the former into quasi bastions/watchtowers. (-10 AP, -20,000 Quti; MOD)

1,500 Regular T3 Plumed Archers (-3 AP, -18,000 Quti)

 

Two singular civilian district are constructed in Chanimaquan to support the growing population of the city with additional jobs, as well as offer new opportunities for business ventures. (-13,500 Quti for 2 CDs)

 

Following the incident, Archpriest Solameqan sees fit to invest into better care and additional training for the young Chimiqua, to help her master her gifts and abilities as quickly and as good as possible. (-3,000 Quti for Princess Chimiqua; 2,500 last year; MOD)

 

The remaining Quti, rectangular chips of gold are being stored in the treasury of Osocchi Appachaqui, in order to save it for the coming year, where coin might become much more needed. (-425 Quti)

 

The magic studies for the acolytes and priests focus solely on Chimiqua’s growing powers. (Started 883)

 

 

Past Studies:

 

The summoning and hurling of boulders becomes the next objective for the acolytes and clergy of the Kingdom. Thus far, the ones with the gifts of Mama-Pacha had little methods of ranged abilities, something Archpriest Solameqan agreed with the Warmistress to pursue, as need might very well arise. Naturally, the skill and focus invested into the spell should determine the size and velocity of the earthen object. (Passive, started 880, due 883; now concluded)

 

The next spell is to be named Bindings of the Sand. A spell that should be capable of rooting a person with magic sands to a location, hindering his ability to move, speak or perform magic altogether. In a sense they imagine it to be required if they ever have to seal something away that can not be killed by normal means. (Started 876; due in 880 as T2; now concluded)

 

Rapid winds can cause duststorms. But instead of relying on winds with the power of will grains of sand might be moved with a lack of them. A magical sandstorm is the goal of the new magical pursuits of the Archpriest, something to conceal movement or hinder enemy advances. (Passive, started 872, due in 874 as T1; concluded)

 

Urged on by the King’s request (and of course the funding that comes along with it), the blacksmiths and artisans of the Pachaqui Kingdom continue in developing the right arms and armor for the coming Mountain Lion Warriors. (-45,000 Quti & 10 AP for Heavy Infantry; 15,000 Quti last year; now concluded)

 

As the impaling spikes spell is concluded the next project for the priests of the Chimuquera is to elaborate on a spell that may mend cracks and damages in stone, as well as reinforce it against impacts and further damage through tremors, impacts and other less mundane means. Reinforce Stone and Earth shall it be named. (Passive, started 868, due in 872 as T2; now concluded)

 

In the meantime, the Archpriest Solameqan orders the exploration of the gifts of Mama-Pacha, the powers she has bestowed upon the Chimuquera. The subject shall be the rapid formation of rock spikes out of the ground in a straight line from the caster, to impale approaching enemies. Whilst it seems cruel, it is essential that the Chimuqueran people have the means to protect themselves properly. (Passive study, year 4, due 868; now concluded)

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The Pérasmani League

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The vessels of the Perasmani soon returned to port following their decisive victory over the Zeb Menace. With their noses bloodied, as well as many of the remaining ships and men requiring repairs or treatment, the fleet is docked within the harbor of the capital of Limáni. Although a large majority of the men are dispersed and allowed leave, the battle hardened captain of the first Exousia is summoned to the docks.

 

Upon arrival, the captain would be met with a procession of hundreds of citizens, many of them sporting their cascading robes and finest of gems adorning their wrists, fingers and necks as they lined either side of the extended wharf. Towering pillars lit aflame at the peaks were the only sources of light across the pier for the sun had already begun to set across the horizon. It was at the end of the sturdy construct that the captain would find not only his superior, Lysander, but as well as the Archon, Atreus, awaiting his arrival. Either of the men would be on the edge of the wharf that overlooked a lower, semi-submerged platform hanging off the edge where a gathering of soothsayers and theologians alike were also waiting. 

 

As the captain stepped down the steps to the submerged platform, he could not help but admire the view before him; the mighty waves of the Fydor which had ravaged the geography of the natural harbor were all but seemingly subdued, their murky blue hues stretching for as far as the eye could see before him. It was here that he felt a part of the sea, more so than ever before in his life.

“Commodore,” Spoke a particularly aged and withered man, similarly dressed to the other citizens yet around his neck hung an array of tablets looped on a cord, each of the squares containing a different remembrance of the Perasmani’s patron gods. “I welcome you with all my heart, as do all of us. Your feats of gallantry and utmost proficiency against foreign invaders has earned you the respect of not just your peers, but the deities themselves. May Amphirite bless you, for if not for you, our island would have sunk long ago to the depths of Tautanis.” The man then turned away from the man, edging himself closer to the edge of the platform and peered over the edge into the depths that lay below. His hand waved by his side towards the edge of the platform as his head tilted upwards, his eyeline scouring the endless horizon before him.

 

The captain stepped forth, to which a company of the aforementioned soothsayers surrounded the man on both sides. They worked in tandem, undressing the man in full and exposing him to the elements of the sea. He then dropped beside the elderly man, sitting upon his knees with his legs folded beneath him. 

 

“Amphirite, we come to you now in search of patronage. May you grant us the strength to face the evils that lay before us and beyond, for if not for you, then no other may guide us.” The elderly man receded from the lowered platform as he spoke, as did the entourage of divine figures with him. “We offer this man,  a prideful warrior and proven commander on the waves for he has repelled the greed of the Ishikawans, and defeated the horrors of the Zeb Menace. Grant him the power of the tides of the Fydor, the winds of Antioch, the fires of Tautanis, and the earth of Untera. With such power, should he obtain it, he shall strike down all unworthy adversaries that would seek to destroy our blessed island, preserving your legacy and extending our own across the waves. Should he be worthy of your blessing, return him to us not as a man, but an ascended being; reborn as the carrier of your divine will, a Champion of Amphirite, and the Protector of the Fydor.” As the elder concluded his prayer, the captain took in a final breath, then exhaled as shallow as his lungs would allow. With the snap of a lever, the artificial island that he had been sitting upon dropped from the wharf, submerging both the captain far below the sea until the depths overtook his figure, shrouding him from any onlookers' sight.

 

Mere moments passed before the procession broke into a unified hymn, many of them falling to their knees similarly to the captain before being dispatched to the depths. Hundreds of voices joined together, echoing across the shores of the island in divine union and synchronicity. After half a minute, the hymns stopped at once and the onlookers gazed across the water. Their faces were layered with looks of fear, subdued doubt, dashes of optimism, and one was too busy exchanging coins with an Ishikowoid :goyim: for a bet. Though it was after more than a full minute had passed since the captain's submergence did a sound break the silence of the crowd. A gargle, followed by a deepened gasp of air, and then the breaking of water across the ocean's surface.

 

The collective cheer of the crowd was incapable of being drowned out, even from across the sprawling urban landscape of the city they could be heard, for their champion had risen and they wished to greet him in full.

 

Activity:

Expenditures (224.5k G) -

 

A far is procured in the north. (5k C, 1 Farm)

 

Civilian Manufactories are built in the capital. (7.5k C, 1 Civ Manu)

 

Shipyards and mines are built in the capital. (95k C, 6 Shipyards/6 Mines)

 

Wagie Chicahtoc freemen are trained for employment in the army. (3 AP, 21k; 3 Units of Regular Infantry, T1/Vet 1)

 

Six more Carracks are laid in the capital. (18 SP, 42k Gold; 6 Carracks)

 

Three galleons  are laid in the capital. (12 SP, 24k Gold; 3 Galleons)

 

Supplies are sent elsewhere. (30k C)

 

Mod (N/A) -

 

Prodding of the weaker nations of Khrav and Nok begins with two separate flotillas of ten carracks, one exousia, and two galleons each. Their accompanying crews number in at 2000 Nobles and 500 Archontas for each group. They seek to pillage the coasts of either nation, utilizing the broad seas to launch their attacks from and avoid being cornered. Both commanders of these flotillas also use these attacks to gauge their foes strength on the land and sea. (Khrav Group Commander - Commodore Antiochus, 15 Leadership / Nok Group Commander - Commodore Lysander, 10 Leadership)

 

Seeing as Salazar can no longer have any influence over trade in the nations that he has set up trade networks in, he instead expands the Perasmani network elsewhere. Namely, the nation of Wyom due to its proximity to his preexisting network within the Chicahtoc Empire. (20 Charisma)

 

Research (27.5k Gold) -

 

[NEW NEW NEW? Runemancy - Igni Bolts]  Seeing as their invention cannot work without a material to source itself from, an adaptation is made to the bolt. Whilst keeping the idea the same, a spherical lead shell, segmented by partially carved out segments and filled with smaller lead balls, is made and placed on the tip of the bolt, covering the output point of the runic energy imbued in it. The rune would work the same as before albeit with a slight change. Although still activating in flight, the energy output would be ‘blocked’ by the precut shell and balls of lead, causing immense heat and energy buildup within the blockage. The ball would then combust, causing the magically imbued, superheated pieces of lead to spread across a wide area of effect and causing both physical and fire damage to all flammable objects beneath it. Obviously, the addition of a lead ball on the front of the bolt would limit it’s range, however to counteract it would be the upcoming empowerment of their ballista’s. (10k [35k C Invested])

 

[Tech - Improved Ballistas]  Woosh. (17.5k C, 1/4 Turns Remain [27.5k Invested])

Edited by Quackers
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THE AMARANTIC DOMINION

883

 

After 7 years of war with the Ishikawa Shogunate, peace is signed. Reparations are granted to the Dominion, and a key point of trade control is transfered to the Shogun. Both sides save face, with the Ishikawa able to accurately claim that they have secured territory overseas, and the Dominion has not lost any cities. Ports are reopened and trade flows. Conscripts lay down their sticks and pans and return to the fields.

 

  Hide contents

Stats, Cities & Buildings:

Pop – 15,261,354

17 farm nodes

 

SHEEEET

https://docs.google.com/spreadsheets/d/1COfBrsJ-HawdzPQRTh1dlPQyJiZz8ctS0_P5xcXs4hY/edit?usp=sharing

 

Point Distribution:

Race: Human (+1 point)
Loyalty: 0
Magical Knowledge 10
Technological Expertise: 6
Size: 10
Economy: 0
Sea-Faring: 0
Military: 5

 

Tech:

Restless Miners (+1 Steel from Mines)

Medical Research T1 (Fewer battle/event casualties)

Heavy Infantry / Liche Knights

Crossbows

T4 Equipment

Heavy Cavalry

 

Spells:

Hand of Darkness

Soul Bind

Animate Dead

Utter Darkness

Invisibility

Dark Scrying

Minor Summoning

Curse of Weakness

 

Military:

See the Great Sheet

 

Key Figures:

 

Antathek Ra, Master of the Fathomless Void

Leadership: 5, Martial: 1, Charisma: 2, Arcane: 11, Agility: 0

Shalara Valkoren, Denier of the Divide

Leadership: 5, Martial: 1, Charisma: 4, Arcane: 5, Agility: 0

Sothal Za, Lord of the Shadows

Leadership: 6, Martial: 3, Charisma: 1, Arcane: 4, Agility: 5

Atharantis, Knight-Captain of the Unfathomable

Leadership: 2, Martial: 10, Charisma: 0, Arcane: 0, Agility: 1

Lady Emalyn Valkoren, Ambassador of the Dominion

Leadership: 2, Martial: 1, Charisma: 8, Arcane: 2, Agility: 0

 

Resources:

6 x Mines: 12 Steel (7 Used)

6 x Heavy Manufacturing: 6 AP

1 x Shipyard: 1 SP

 

Trade Partners:

Perasmani League

Samalstraza

Antramar

Khrav

Pachaqui Kingdom

Adozar

Anaxes

Teykh

Arakelgurdin

 

 

Passive Tech Research (2 Slots)

SLOT 1: Trebuchets – STARTED 880, DUE 884.

SLOT 2: Grappling Hooks – The wraith warriors go full ninja.  STARTING.

 

Passive Magic Research (2 Slots)

National Idea: Bonus to Spell Research (basically +3 Magic)

SLOT 1: Dark Resurrection T3 – STARTED 880, DUE 885.

SLOT 2: Leech T3 –  STARTED 881, DUE 885.

 

Budget:

https://docs.google.com/spreadsheets/d/1COfBrsJ-HawdzPQRTh1dlPQyJiZz8ctS0_P5xcXs4hY/edit?usp=sharing

Total: 174,400

 

Actions:

  • 5000 T1 Levies are disbanded and returned to the fields.
  • 2 x Farm (10,000)
  • 1 x Heavy Manufacturing (7500)
  • 10 x Civ Manufacturing (75,000)
  • 100 T4 Vet. Wraith Warriors (2 AP + 19,000)
  • Mage (35,000)
  • Resilient Stone Walls (Umbras) (25,000)

2900 saved, 63 Steel.

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Kingdom of Adozar

 

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Year: 883

Population: 15,152,123 Adozarians


I wrote a lot and the forums decided to get rid of it all so this is what we’re left with. If I have time I’ll come back and write it over.

 

=============================================================================

People of Note

King Santiago (32 y/o)

(5 Leadership, 6 Martial, 2 Charisma)

 

Queen Maria (26 y/o)

(4 Leadership, 1 Martial, 8 Charisma)

 

Prince Lorenço (2 y/o)

(7 Leadership, 6 Martial, 2 Charisma)

 

 Captain Fernando de Comete (40 y/o)

(6 Leadership, 7 Martial)

 

Alvaro de Fuentes (25 y/o)

(1 Martial, 6 Charisma, 7 Arcane)

=============================================================================

Actions
The levy. Men of all backgrounds are called upon to fight for the glory of Adozar. (80,000)

 

Archers. More archers. (12,000 2 AP)

 

Scorpions for all. (15,000, 10 AP)

 

Four farms are built despite ongoing hostilities (20,000)

 

Total Spent: 127,000

Remaining: 13,800

=============================================================================

Technology

Slot one: Tier 4 equipment (884)

 

Slot two: Crossbowmen (886)

=============================================================================

Edited by NunuTheGreat
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The Kingdom of the Glade

 

Z8zV9slFPVE8-DGmiJKcJ8leEnf0LVXru6sgfJAiR7JE4lhdJinixSyECPvI_62BvBbgO_k_OeG58VD-QpA3XTQDzr0pVt2tm50ItW2P3i5fs89nPn83pW8tv96RGsX65hP0S3y9


 

Nation Stats

 

 

Spoiler

 

Leaders

King Aaraloth

High Priest Yriel, Herald of the Lady

Lord Amadri, Herald of the Hunt

Points

Size: 5

Economy: 5

Military: 7

Loyalty: 5

Magical Knowledge: 5

Technological Expertise: 3

Seafaring: 0

 

Population

 

5,000,000

 

Income

 

Base: 10,000

 

Towns/Cities: 6,000

 

Population: 8,000

 

Trade: 

 

Trade Depot:

 

Civilian Manufactories: 

 

Commercial District: 

 

Woodland Vineyards:

 

Army Upkeep: 1,250

 

Fortification Upkeep: 2,000

 

Total Before Upkeep: 24,000

 

Total After Upkeep: 20,750

 

Treasury

 

Start: 45,750

End: 750

 

Trade Partners



 

Cities, settlements and Fortresses

 

The Kings Glade (Capital): Population of City and Surrounding Area, 2,500,000

 

Glade of the Trickster (City): Population of City and Surrounding Area, 2,500,000

 

Buildings

 

Farms: 28

 

National Idea

 

Deepwood Vines: Within the deep forests of the Olk the Asurai are able to grow specialty wine that is sought after by merchants throughout the world, many risking the wroth or ritual sacrifice rumoured to occur in the realm.

 

-Allows Building “Woodland Vineyard”, 1 per food node, providing unique resource Asurai Wine with the effect of unbreakable warriors but lowered organisation and 2k per Vineyard.-

 

-Allows Building “Vinter Barrelling House”, 10k, 1 Per City, increases each Vineyard Production to 2 Resources and offers a 25% increase in Vineyard Revenues.-


 

Race

Asurai (Deviant), they are quite unlike regular humans being creatures of immense subtlety and secrecy, seeking to limit their interactions with the lesser peoples of the world as much as possible. Their manner of speech to those outsiders can be considered confusing with much of what they say being able to be interpreted in at least two possible ways, for example an offer for help may sound like a threat to those with untrained ears, while a death sentence may sound like mercy. Those who can see the truth in their words are welcomed and enjoyed as company, a sharp mind and a quick tongue is one of the best ways to earn favour with the forest dwellers. As a people they are capable of feats of great dexterity in both body and mind, as a result of longevity of their race allowing for each individual to hone their skills in an environment that many including themselves would  find challenging to live in. While having a complicated relationship with those outside the boundaries of the woods, the race itself has a natural affinity towards nature and will strive to protect it at all costs. Their traits can be summed up as being long lived, having an affinity towards nature and having a build quite adapted to the wild life they live. In terms of appearance they can be described as Elfen like, being slender and having pointed ears and being considered appealing to the eye.

 

Military 

 

Unique Unit Types: 

 

Talons of Talsyn: Unique flying Cavalry mounted upon giant hawks who act as mounted archers that can also perform devastating charges. Due to the nature and rarity of the mounts they are small in number per unit and have something of a limited availability. (Heavy Cavalry)

Knights of the Great Stag: Highly mobile and effective medium cavalry that excel in woodland cavalry moves and are decent on an open field. Mounted upon the finest of the Great Stags that inhabit the forests. (Medium Cavalry) 

Wardancers of the Trickster: Incredibly skilled warriors who move in such a way it is interpreted more of a dance than anything else. Excellent in maneuvering through a battlefield and getting past formations and breaking them apart. The downside to their dexterity is a vulnerability which can lead to many casualties, however the Wardancers strive for nothing more but to dance with the Trickster God in the afterlife, while honouring the Great Stag and the Lady through their service to the Trickster who does their bidding. (Light Infantry) 

Troop Count: 

Wardancers of  the Trickster: 1,000, T3 Equipment

Medium Infantry: 500, T3 Equipment

Archers: 1,000, T3 Equipment

Adept: 1

 

 

Activity

 

Within the Great Olk Wood at last the Oak of Eternity was once more beginning to bloom and the Season of Discontent had finally come to a close, allowing a return to relative normality within the isolated forest society. As if creatures finally coming out of hibernation their society would begin to resume productivity, the merchants began peddling their wares, the warriors began retraining in their art of combat. In the far flung territories of the Kingdom the Wardancers would find and trap those who would be found deep within their territory who stumbled in by accident, only letting them live should they pass a challenge set before them by these Tricksters. The Asurai are not well known by outsiders, if at all due to this reclusive nature but this would change as the Priesthood had read the omens, it was time for the Kingdom to expand and take ahold of the Forest and protect it from all those whom would do harm to it, giving blood to nourish the Oak of Eternity. 

 

Expenditure and actions

 

Two Heavy Manufactories are constructed to begin preparations for the times to come. (15,000)

 

Two Commercial Districts are constructed, as to quiet the merchants and their castes. (20,000)

 

Two mines are reopened to get steel to fuel the war machine. (10,000)

 

Research would be looked into for Heavy Cavalry (Passive Slot)

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Conclusion

Hundreds of years spent in darkness, finally, the Far East was reborn with the construction of new states, and the collapse of old ones. Into the 14th Age and beyond, there would be conquest, war, bloodshed, and strife. Yet, there would also be agreements, peace, and unity. As these nations forged through the seas of uncertainty, they began to stumble upon the remains of what once was, behind it all, cogs turned..

What follows is a summarization of the many events, discoveries, and stories of the various nations and peoples of Iter...

The Dol Varuk, the scourge of Fydor and the eastern coastlines. Strange beings from a land beyond our own, their arrival was sudden and unannounced. While it was not the first time such creatures had set food upon Iter’s soil, it would certainly be the last for many many ages to come. The Houses, as they are called in their own tongue, were drawn to the east like moths before a great light, urged on by faith and tradition. Like many others from across the world, they came in search of ancient artifacts, The Keys, the Garden.

883 saw the first actual footholds established, more would follow in 887, and again in 889. By 890, The main body of the Dol Varuk fleets had exited the Great Sea, and entered Fydor’s shivering waters. In 893, the eastern Perasmani Isle would be claimed, and in 896, Awashima itself was attacked. A pivotal point in the war, the combined fleets of Fydor, as well as countless mages from Samalstraza would see The House’s fleets laid to waste in a clash of truly epic proportions. From there, the alliance would fight numerous battles at many locations, on land, and at sea, from the Cradle to the Midlands,  driving the invaders back into the Great Sea once and for all..
--

In Orev, the civil war would be officially ended by Clade Rellin and his Choranic Allies. After countless battles, and seemingly endless months of besieging republican strongholds, Marduniya’s troops would be the first to overcome Eyowith’s walls, capturing several gatehouses, and the Senate house itself. Despite his at first unlikely victory, Clade’s iron will and strong leadership would soon begin to fade. Distressed at the death of his brother, Oros, and later the death of his wife, the Emperor was never truly himself again.
--


The realm of the risen sorcerer, The Servant Ghor would ultimately be short-lived. Following his defeat at the walls of Krolestwo’s capital, a coalition of Krolestwoian, Kastovian, Rhydian, Rhorric, Khrav, and Antramarian troops would see the sorcerer’s forces pushed back all the way to Ralok Mus, where his form was dismantled by the hands of a party of Kindly Ones and Choranic adepts and mages.
--

 

The Mitrovic Empire, beset on all sides by Kemet and the riders of Tomorbataar, would ultimately weather the vicious storm. The early war was marked with terrible setbacks, Lichtenfels forces overrun in Avon, and the Ascendancy soon followed suit, the capital of Verdova was sacked, and the Oge Khan’s horde pressed deeper into the Empire. As everything seemed to begin to crumble, Mitrovic forces would soon be relieved by Alexandra’s skill and position. Antramarian legions reigned in and defeated the rampaging horde, and with the southern wall secured, Orolian turned west. Numerous campaigns were fought between the Kemetese and the Mitrovic-Dohocan-Aldemaric coalition, which saw the state contained. Despite Dohoca itself and Aldemar’s western lands being overtaken by the Kemetese, Kemet was ultimately boxed in, but still remains one of the great powers of Chtor..
-------

In the years after the Dol Varuk invasion, total Ishikawan hegemony over the Sea of Fydor quickly became a reality. Wars against the Atemic Warlords, Adozarans, Amarantic, Khravic, and Perasmani, as well as large settlements in the Cradle saw the establishment of vast colonies. Colonies which enriched the Shogun beyond measure, allowing him to fulfill the Eternal’s command beyond the fullest extent, and usher in an era of total Ishikawan supremacy on the waves.

The Perasmani League suffered greatly at the hands of the Dol Varuk, yet in a sense shielded many more from such a terrible fate. In the years following the disaster, great strides would be taken to rebuild the league’s eastern outpost (again), and settle large swathes of the Cradle. Though the league would clash numerous times with the Shogun on Awashima, the League would at least remain a strong force in Fydor, and establish one of if not the most dominant and widespread network of trading outposts, and merchant companies.

Isolated from most rivals, the Choranic Empire was allowed to grow and flourish in relative comfort. Despite its isolation, The King of King’s fleets would be summoned to fight in the Battle of Awashima, where they would play a pivotal role in defeating the Dol Varuk armada. In the years after, the Empire would expand and reach levels unseen during even the reign of Atem. Wars against Ascalon and Aeton would see the two realms mostly conquered and integrated in Kurasahr. Great settlement efforts also saw the Empire’s borders reach the shores of the Sea of Metar, and the Great Olk-Wood conquered by vast canals, massive roads, and other glorious and complex works.

Already at odds with the Ishikawan Shogunate, the Kingdom of Adozar would ultimately be forced into a humiliating settlement, surrendering portions of its eastern coastline and population centers. King Santiago, a charismatic monarch and tireless ruler would make up for such losses with dozens campaigns against the Atemic warlord Arnun, and the newly reformed Orevian Empire. During these conquests, Adozar would display its leadership and soldiery to be some of the best in the Midlands, and they would be often sought after for mercenary work in all corners of the world.

The defeat of Ghor would not prove to be the worst of things for the Amarantic Dominion, allowing enough time for the expansion into much of the eastern midlands to be complete, as well as the conquest of Rhorric. However, despite its secure borders, it would be almost universally shunned and ostracized by its neighbors for its involvement with Ghor. Years following the conquest of Rhorric would be plagued with endless wars between Amarant and its neighbors, resulting in many victories, and many defeats. Notably, aside from Shisima, the Dominion was not forced to cede any land to the Ishikawans.

While Arakelgurdin may have never reached the influence of its Samalstrazan cousins, the state would go on to become deeply entrenched in Chtoric affairs. Influencing and pulling strings everywhere from the Choranic Empire’s southern holdings, to the Mitrovic Empire, to the Pachaqui Kingdom.

In the years following the failed conquest of Wyom, the Chicahtoc would be given a window of opportunity. Having returned to the mainland during the first war, Mol Kjaro incited civil war throughout the pact, allowing Chicahtoc armies to sweep across the western regions and conquer them with little opposition. This first conquest lead to another, and another, in a matter of years, the empire had overran Aldemar and Dohoca’s footholds, and conquered swathes of southern Rostukhov, establishing itself as the dominant power in the immediate area.

Occupying a key island in Chtor, Anaxes quickly became renowned masters of trade and development, with the capital of Lyffneveld being the hub of these institutions and a worldwide center of commerce. Along with their Mitrovic allies, the Principality established themselves as a strong power in Chtor, its trade rivaled only by Perasma and Dohoca. Its fleets played a major role in the Siege of Aldemar, which sought to finally conquer the seemingly impenetrable city.

Assaulted from all sides, the Mitrovic Empire managed to weather the storm, emerging from the numerous conflicts of the 880s and 890s still intact. Orolian would spend the final years of his reign rebuilding the capital of Verdova with the aide of Samalstrazan and Anaxes architects, establishing it as one of the world’s greatest cities. Conflict with Aldemar, likewise, began to erupt during this period, leading to territory changing hands numerous times, and the Empire ultimately unseating the League from its extremely dominant position in Chtor after the grueling Siege of Aldemar, which is recorded as the longest and most complex siege ever to take place. To this day, the Empire remains the primary bulwark against the Kemetese and Oburakai hordes.

Unfortunately, the Kingdom of the Glade emerged a little late to have any major influence on the 14th Age. Still, the land and its people remained a prevalent force within the Olk-Wood, attending to its needs and adhering to tradition as they had for many ages past, far from the reach of any major power. However, its wines did eventually become known as some of the best in the world, rivaled by only Hatra, a large Antramarian company.

Alike the Kingdom of the Glade, the Isle de Fae emerged onto the world scene a little late to have any major influence on it. The Isle remained largely unknown to much of the world, apart from the uncommon traveler or merchant. The isle of myst, and all who dwell on it exist as they always have..

Nestled deep within the mountains, the Pachaqui Kingdom remains as serene as ever, under the steady hand of the now aging King Thonaqan. Since the completion of the wall, the Pachaqui have seen steady expansion, growing to occupy much of the coast of the Wine Sea, as well as much of the basin to the south. Today, the realm is one of the most prosperous and peaceful in Iter.

To Summarize all of Samalstraza’s endeavors in such a short paragraph would be unreasonable. The impact of the institution during the time period is not to be understated. Many nations of today exist only through the careful and delicate work of Samalstraza, who still remains as undoubtedly the most influential nation on the world stage, as well as the universally recognized hub of knowledge and learning
.


Of the world’s many characters, these are some resolutions..

The Shogun Kais would be remembered as one of the islands’ most ambitious rulers, propelling the nation into Hegemony of Fydor and beyond.

Admiral Katsumi’s record at sea remained spotless throughout the duration of the Dol Varuk invasion, and his leadership proved to be decisive during the Battle of Awashima. His bird, key in many of his victories, was buried within him, after it ceased to function following his death.

Unlucky enough to have been roped into something greater than himself, Capitan Inari would be dispatched in search of the keys, a mission in which he would not succeed, ultimately sacrificing himself for his crew’s survival in a battle against “a specter” as they recount.

Though Miyata’s adventures in Eyowith were not successful, she would hoor herself into considerable influence under Clade’s new government.

Salazar the :Goyim: died as he lived, aboard a ship and in hopes of enriching himself and his country, the specifics of which are unknown. Regardless, the man would be remembered as one of the most influential figures in Chtor, running a massive criminal empire across most of Iter, and making Perasmani pockets some of the fattest in the world.

The explorer Pytheas became one of the most renowned of his day, exploring and excavating numerous sites within the Cradle. His work, published and distributed across much of the world detailed his findings in regards to the emergence of mankind, the first nations and cities, and a massive conflict between early man and the ancestors of the Dol Varuk, which he dubbed “The Separation.” Only recently, he discovered what he believes to be his “Magnum Opus” a monolithic ‘Garden’ ringed by impassable and pure white walls, to this day, he studies the site in hope of being able to find a way in...

After many years on the brink of insanity, Gaumata’s mind was finally cleansed upon the completion of the Oromires Terminalus. On its completion around the man, he was struck with a pillar of “pure starlight” in which he disappeared for seven days. On his mysterious return, he claims to have conversed with Ahura Mihr himself, and bestowed the gift of true enlightenment, as well as a new righteous purpose. In the following years, he would depart alone in search of ‘the keys’, so that Aura Mihr’s work would be made final..

The Acolyte Rib emerged from the cavern altered. Throughout his journey, he would encounter numerous foes, an Ishikawan Captain, a Chicahtoc Emperor, a Pachaqui Sorceress, a Choranic Magi, and his once ally, Antathek Ra. While many obstacles may have been overcome, but many still stand before the level 80 chad his destiny still eludes his grasp, barely..

Following her marriage to Lord Tarbus, Runivera’s influence only grew. With Tarbus’ weight, Hatra Wineries were able to absorb or out compete all of their major competitors within the decade, establishing itself as the dominant company in regards to high grade wine. On top of her monopoly, her relationship with both Tarbus and Alexandra allowed the cunning Samasltrazan to greatly influence Antramarian politics for many many years..

Ala, All Mother of the Order of the Kindly, spent the remainder of her days spreading her creed, and helping those she could throughout the world, apart from her brief involvement in aiding the coalition forces against the Servant Ghor. Shortly after her death, a peaceful passing in her sleep, much turmoil broke out within the Order leading to numerous ‘heretical’ sects which begun to sprout up..

Acid’s reputation continued to grow as her completely healthy and legitimate business begun to take root all over Iter, by the time of her passing, she had most certainly not made the world a better place, her vast distribution network ruining countless lives..

 

It is a dark night when the Lord of the Unfathomable is visited, and made aware his peers no longer challenge him. In a matter of minutes, the Dominion falls under the command of one man, Anathek Ra. The Underking sends him to all corners of Iter in search of the artifacts, still, he has not yet succeeded..

Emperor Chicahtoc is not yet free from the voice, since the night the Key and Orb vanished, it is relentless in its directions, forcing him to all corners of Iter. His reign is remembered in a much better light, one of rapid expansion and conquest, and plentiful sacrifices.

The Archpriest Solameqan, old mentor to Thonaqan, is a mentor once more, training the princess Chimiqua to be the most powerful magi he had ever witnessed. He passes peacefully in his sleep, and is remembered fondly across the kingdom.

Like his old mentor, the remainder of Thonaqan’s life is tranquil, spent administering his sprawling kingdom from the City of the Skies, and raising his children. His reign is remembered as one of the nation’s greatest, and he is titled “The Great”

Under the tutelage of Solameqan, Chimiqua grows to be the most powerful mage ever recorded. As she grows older, she begins to hear the world more clearly, and eventually, Mama-Pacha itself. Under its direction, she departs into lands unknown, on a journey to “fulfill her purpose” as she says.

Emperor Orolian’s reign proves to have been perhaps the greatest in Mitrovic history. The Emperor passes in his sleep within his tent, located beyond the walls of Aldemar itself, where his army lays siege to the city. He is titled “The Conqueror” :chad:
------------------

 

I would like to say thank you to everyone who participated in the game. It was truly an enjoyable five or so months spent modding, I loved reading about your nations, conflicts, and various exploits every week, and I hope you all had just as good a time fleshing them out yourselves. Though I was perhaps not the best mod in many ways, I hope you were all satisfied and enjoyed yourselves. While I'm sorry to cut it off where I am, I just don’t have the drive to continue, and I don't want the previous months to be soured by a noticeably degrading performance. Once more, I really do appreciate everyone who participated, as it truly was a really fun time and I sincerely enjoyed every minute of it.

A special thanks to Eric, Sky, Czar, and Hary, in particular, who all helped in writing/devising the really excellent set of rules as well as various other aspects of modding.

Thanks 🙂 –Supreme

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