• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Eternal Conquest

Characters
Here
Voyka's grin shone brightly as Aranea stated her intentions.

"Then strike we shall," the old hag said smoothly, "and just as I had made important preparations on my part for the coming battle. My men have been waiting gleefully for this," she commented with a joyous tone.

"Now then, if we intend to strike, we have to discuss attack order. To ensure victory, we have to consider who strikes first and when," Voyka explained, "While I wouldn't mind striking first, I've always been more exceptional as part of the backline, reinforcing our forces as to overwhelm the enemy in steady waves of men. Given your position by the river, I assume you have far greater familiarity of the terrain that'll likely make our battlegrounds, a familiarity you would want to take advantage of before Luthais catches wind. So," she leaned in closer, "I would imagine you have a preferred attack order?"
"You’re correct." Aranea replied, her voice a soft weave of thoughtfulness and intent. "Over the last few months, I have become rather familiar with the woods and the river. Luthais clings to it as his last line of defence but it should not prove much of a hindrance. Especially now that I have honed my visions." Her eyes gleamed with a sinister satisfaction. "If I strike first, I can spread fear to the enemy, drown them in their own fear and confusion and when the time is right..." She paused, her many eyes watching Voyka closely. "That’s when you strike.
 
Act I - Odaden Moves To War

Turn 3 - Year 912 - Early Fall

View attachment 912EarlyFall.png

Althreiell Campaign
The vast swath of plains of Ostermarka and Fairwych lead into the woodlands of Luminae. Originally kin to the nation of Caliban, Luminae has gotten used to the imperial boot. The pragmatic Countess Alice Ashenbrook has navigated the integration well by pushing just enough for imperial tribute always on time, and respect of local practices. Baba Voyka and Aranea both march into the southern province with separate goals in mind for the lands of Althreiell, but both with keen interests in mind. Both find ways to intercept information or spread fear to weaken the opposition of the enemy. Luthais finds clever ways to buy more time, while the bandit queens squabbling with a traveling mercenary company offer an opportunity for Aranea.

===Allied Forces===

Baba Voyka, The Warsome Grandmother
Try and Take It // Nothing is Safe // Break their Spirits
Location: Luminae
Province Fertility: 6/6
Strength: 3
Cards:
Dreamwalker - Upon meeting on Neutral or Allied Ground for diplomacy, Baba may lure an enemy to sleep placing a -3 on them for character v character combat if not using hostile language in interaction before this. (Infinite Uses)
Environmental Expert - Baba and her troops are unaffected by weather cards and terrain related cards. (Infinite Uses)
Motherful Presence - A province will not revolt when Baba is present if it has below 10 disloyalty. (Infinite Uses)
A Turned Informant - Using information gained about Althreiell Baba is better able to plan attacks. Add +1 to attack against any Althreiell province (2 Uses)

Baba and Aranea attack in conjunction against the forces of Luthais with Baba’s forces having the better of the fighting fueling her lust for blood as the intel of her informant proves true. While her forces celebrate a surprise occurs in the port itself with Luthais mysteriously appearing at the local harvest revels, participating and winning in the archery competition. Although some forces move against the man, Countess Ashenbrook forbids it as a day of jubilation. Instead, despite their initial distrust of the man, the public begins to warm to the enemy general as his displays of skill and tales of valor win hearts. This leads to a distrust towards the war with Althriell, remembering that they once were their own power.

Leads:
Aristocratic Dissidents - Some of the more well off of the city disagree in Countess Ashenbrook refusing the opportunity to capture the enemy general when the chance arrived. The more recently established nobility may be eager to support Baba’s war effort if she would call upon their aid.
Righteous Wrath - To not capture Luthais when he presented himself was treachery. A priestess of the seven approaches Baba saying they would support Baba should she make a move against the current countess of the city. That is at the risk of alienating the city, especially the narrow line the countess has toed in being a Solman worshiper with Lunaran leniency.

Aranea, the Mind Weaver
Everywhere at Once // Nothing is Safe // Break their Spirits
Location: Luminae
Province Fertility: 6/6
Strength: 2
Cards:
Psychic Web - For every 3 subordinates (who have been inducted to web) in charge of a province Aranea gains another action to use. (Infinite Uses)
Induction to the Web - Aranea may use an action to induct a subordinate into her neural web. From this she will see and hear any interactions they take, and physically communicate across the realm. (Infinite Uses, this consumes an action for turn)
Telepathy - Every turn Aranea may choose an NPC in a bordering province and has a 1/4 chance to know their action for the turn.

Aranea’s men camp in the wooded lands near the border of Hatia with the river that separates Luminae and Hatia being a strong denotation of where Odaden land begins. Aranea sends vision of fear upon the ranks of Luthais, but these visions only seem to bring her forces into view as a target. In her attacks in conjunction with Baba Luthais’s forces focus upon bringing down the spiders and lead to a defeat of her forces continuing the stalemate that has held this border. Even worse is the reports that come of the man showing up for the local revelries of the harvest festival, and his apparent winning of hearts through stories and flamboyant display.

Leads:
The Huntsman - From her troops Aranea hears tales of a local huntsmen with renowned prowess. Upon one of the trips for supplies a soldier reports to Aranea the man wishes for her to come and have a meal.
The Silver Swords - A group of mercenaries coming from the east approach Araneas camp with wounded and anger in their voices. Apparently their leader was slain in battle that ensued with Freyja Stormviel when he refused to pay for their passage. They are willing to join her forces if Aranea promises vengeance against the bandit queen.

===The Enemy===

Luthais Cailamin, the Marshal of Feathers
With Guile and Cunning // A Master of the Art // A Reckoning for the Wicked
Location: Hatia
Strength: 2
Public Outcry - The heroic status of Luthais can cause disruption that may prevent an attack from happening against him in fall. Upon an attack against Luthais from Luminae in 912 he may roll a 1d4 and on a 4 that attack does not happen.

Luthais in exploring opportunities for holding off the impending march upon his borders takes a gamble in partaking in the harvest festival. Winning the competition he uses his charm to turn public perception against the armies stationed in the province, and the festival provides an excuse for the appeasement prone Countess to not deal with him in the moment. He rouses his men against the great spider that attacks against them, and inflicts casualties against the host despite the receival of losses from the overwhelming attack. Despite his weakened position, Luthais begins to think, foolishly perhaps, that he can hold.

Freyja Stormveil, the Bandit Queen
Liberate the Materiel // Come What May // Never Surrender
Location: Frostfell
Strength: 2
Cards:
Ice Storm - Upon victory in combat in Winter turns Freyja has a 1/2 chance to inflict 2 tokens damage (Infinite Uses)

Freyja receives the tides of imperial banners in Luminae with indifference. If they want to fight their war with Althreiell she will let them. Why come strike at an opponent when their wealth would flow through the province either way. Besides those who are eager to display their strength would find it worn down. The Bandit queen manages her men normally for now, the dues being paid as those who dare to trek through dreary Frostfell give tribute to her domain.As the Silver Swords entered her land they thought to fight the rule of tribute, she gave their company a good thrashing stealing the valuables of the company and slaying the leadership. The event gives her a smile as she is reminded bloodshed can sometimes be more profitable.

South-Western Campaign
Upon reaching their agreement of the division of Caliban the armies of Einar and Nanissis travel in tandem to the birthplace of the empire Odaden. The rolling countryside of the land is accompanied by the wooded coast alongside the southern ocean. Prince Kirin, the younger brother of the Emperor seems to rule with only a light touch upon the people. To the west the vast rolling plains of Budagyar are home to a much more nomadic life. While the armies in Odaden may be replenished by the hard work of peasants, the work in the land of the centaurs seems to be hunting for your own. Victories in both fronts in early fall lead to an establishing presence for the empire.


===Allied Forces===

Nanissis Yevro, The Poisonous Tongue
Meals from the Field // The One and Only // Drenched in Death
Location: Odaden
Province Fertility: 7/7
Strength: 3
Cards:
Poisonous Tongue - Nanissis agitates a province leading to a +3 in disloyalty. (Infinite Uses, once per 3 turns)
The Discontents are Rewarded - After taking control of a province which has had the Poisonous Tounge Card used it on previously Nanissis can take a free recruit a subordinate action to govern the province that same turn. (infinite Uses)
Lightning Raids - The first time attacking a general Nanissis can choose to receive a +2 to the attack. (2 Uses)
Knights of Illumination - Upon a battle loss against a general of Caliban do not lose a token ( 1 Use)

Nanissis and his troops make home outside the former capital of Odaden. The food seems to have been well prepared and few have issues in finding mouths to feed. Although the flat countryside is set up for farming the centaurs under his command have found some small enjoyments in interactions with the land. The inner city itself seems one that has had only a minor corruption when compared to the capital. The Duchess makes her way back to Veloria with views of the victorious company as both Nanissis’s and Einar’s advances upon Moondar go as well as could be hoped. The sickness of the river causing a minor disruption, and the thundering hooves of his centaurs paving way to quite a blood filled victory. The prince offers his congratulations in a letter to Nanissis of his good display to the traveling Duchess, the message delivered by the “surprise” Nanissis had previously given to Einar. Whether that is merely a coincidence or the prince displaying a message is something Nanissis will have to decide for himself.

Lustful Business - Some of the brothels have become all too familiar with the poisonous tongue. A few of the employees becoming regulars to the man have figured they could use their talents to assist him in his own ventures if he had the coin to convince them.
Visiting the Castles Gardens - There is some game that the prince is trying to convince Nanissis to play with him, and it's time to get a view of what the message is.


Einar Jaddeth, The Brutal Bastard
Meals from the Field // The One and Only // Break their Spirits
Location: Odaden
Province Fertility: 7/7
Strength: 2
Cards:
Raze the Traitors - Upon a successful attack Einar may choose to raze one of the fertility of the province, leading to +2 disloyalty in the province attacked (Infinite Uses)
Brutal Vengeance - Upon losing a defensive combat, Einar has a +1 to attack versus that same opponent the next turn. (Infinite Uses)
Make Use of What We Have - Einar's troops can go over the fertility of a province by 2 and not suffer any negative effects. (Infinite Uses)

Einar’s men make advance into the lands of Moondar, the sickness that spreads to Valindra’s forces leading to an overwhelming victory with the combined forces. Although the forces of the moon elfs attempt a defense, he knows that soon the province will be under the imperial thumb. As he advances however, new opportunities present themselves, many of the neighboring wooded villages being ones that are not as ingrained to the ideology of the moon elves. The calls of victory are clear from the Odaden, but the task of rule is one that has not been established clearly between Einar and Nanissis.

Leads:
Hometown Priest - A man that Einar had only known as a child introduces himself to his company. The man was one who Einar had thought as past away from famine still looks slim, but is eager to talk to him in good spirit.
Engineer Impressment - As he presses forward on his conquest to Moondar one of the border villages that falls to his command is home to a family of renowned engineers. These are men not elves, and may serve the empire better than many of their countrymen, and don’t seem particularly religious.

Kypher M. Solari, The Lazy General
Everywhere At Once // Symphony of War // Break their Spirits
Location: Budagyar
Province Fertility: 4/4
Strength: 2
Cards:
Pattern Recognition - The longer in continual battle with an opponent the better the ability to recognize their weaknesses. For every turn in combat with an opponent, either Kypher attacking them or them attacking you Kypher will receive a stacking +1 advantage the next turn on the next combat. This can only stack up to a +3, and if there is a turn where neither side engages in combat against one another the stack is reset to 0. (Infinite Uses)
Officer's Club - The illustrious general inspires loyalty among his officers and men. Any province that Kypher is in will receive a -1 to disloyalty per turn, note can choose not to have this used. (Infinite Uses)
Ways of the Nomads - Once per season when in a steppe or plains region you may harvest one fertility from a province (3 Uses)


The province of Budagyar tests the strength of Kyphers men. While many of the men wish to emulate their general and his laziness, hard work is put to the test with having to track down the roaming centaur tribes subjugated under Regis for food, or scurrying off to do their own hunts in their land. Although there are a few settlements, these mainly rely on hunting as a method of securing their own food. Kypher taking time to learn the ways of the land gains a better understanding of the way of the nomads, and a better chance of survival if needing to harvest food. The Nalunali tribes under the leadership of Hectemnon conduct battle against Kypher.
This time, Kypher takes his chance to strike back against the raider, carefully observing the tactics of the centaur the trap sets works wonders in leveling the playing field even.

Leads:
The White Gazelle - Reports of a mystical gazelle stocking the lands are talked about throughout the local tribes of the area, perhaps this is something that Kypher could find himself?
The Wailing Winds – In the far reaches of Budagyar, the winds carry strange, eerie howls, said to be the cries of fallen warriors.



===The Enemy===

Valindra Redmoon, the Blood Moons Blade
Liberate the Materiel // A Master of the Art // A Reckoning for the Wicked
Location: Moondar
Strength: 1
Cards:
The Cycle of the Blood Moon - Upon 3 successful victories in battle Lunara blesses Valindra’s forces. If Valindra had lost a token during this time she may heal one token as the wounded come back to fight again. (Infinite Uses)

Valindra roars with anger upon the despicable act of poisoning the land's water before striking into the land of Moondar. Although she wishes deeply to strike back immediately her focus is in the present moment on evacuation of civilians to the province of Caliban. She expects her land to fall before years end, but with enough blessings perhaps she can make the invaders bleed before taking her homeland.

Isobole Vadalas, the Duchess of Diplomacy
To Weather the Storm // A Master of the Art // A Truth Unassailable
Location: Veloria
Strength: 4
Cards:
Time Through Words - Upon a diplomacy action being received or sent and responded to, the one who engaged in the diplomacy with Isobole has a -1 to attack against her for that turn and the following turn. Additionally Isobole cannot be forced into combat at neutral locations. (Infinite Uses)

Isobole has had her country prosper through funding and selling to the imperial war machine. One thing that the Duchess has never allowed to be disputed is her sovereignty. As the imperial banners march on either side the men of Veloria rise ready to defend should the empire decide it has no use for their trade any longer. Isobole still thinks that the relationships built can be something that guarantees her kingdom safety. Long friends with Prince Kirin, she believes that a strike against Veloria is not on the priorities of Regis. She only needs to keep diverting attention, and all empires fall sooner or later. One way of doing such is keeping in touch with her dear friend. In this meeting she hears and sees of the triumph of the forces of the empire against the province of Moondar. Warily watching this development she decides to return to Veloria to fortify her position.

Hectemnon, the Thundering Spear
Liberate the Materiel // Colleagues in Arms // A Reckoning for the Wicked
Location: Nalunali
Strength: 2
Cards:
Hectemnon is a massive centaur known for his thundering approach as he raids and pillages farmsteads and rival tribes alike. Taking great baths and indulging in many a woman, and devouring of many a meat Hectemnon enjoys what he considers simple pleasures in life. However, his brute intelligence still realizes that the rising threat of Odaden may soon try to subjugate his tribe. Forming alliances with those around him in mutual protection against those who have already sworn allegiance to the imperial might Hectemnon offers his own strength as the defiant shield. This might have been spurred on by the three cities who offer coins freely with the recognition of service against Odaden. After his first victory the thundering spear looks to press his advantage, but finds himself outmaneuvered as if all of his tracks were seen through clearly. Feeling an unease against the general against him, Hectemnon looks to see what the next step his enemy will take.


North-Western Campaign
To the northern part of the realm a set of threats engulf the boldest of the empire Richard who rests in Kaslia with greenskin and goblin raiders knocking on the doorstep and the distrusting Padorian fleet ready to blockade at a moments notice he may soon have to rely on those around him. In a keen position to provide support is Jannaxes who sits upon the province of the crossroads, a prosperous land for the tolls that its rivers extract and in between the trade cities of Kaslia, Pinterra, and Padoria as well as northern realms when they want to come towards the heartland of Osyne. It is also a keen position to bring support to the generals around him, something the Whisper of Sin is all too familiar with. To the south sits Oneiruth the princeling returned home. Discontent from those who favored his brother still lingers, as well as those whose powers have diminished with his pact. Jack Bower to the North has found perhaps the most promising position in Pinterra, the weakened Mudkadi open for the taking and a people of Aberhald who Jack thinks he can make an interesting gamble to.


===Allied Forces===

Onieruth, The Usurper of Argalis
Try and Take It // The One and Only // Drenched in Death
Location: Argalis
Province Fertility: 3/5
Strength: 3
Cards:
Accursed Pact - Leads will occur with patron, following these could grant boons, and ignoring them lead to punishments.
Magic Devourer - Magical cards are ineffective against Onieruth, either lowering in power or completely failing at GM discretion.

The land of Argalis slowly turns quiet as the tyrannical rule of their Prince has taken hold. The magic that once ruled the land proudly now withers to the power of their prince who makes this land his home with his otherworldly patron. The same can be said with the population who work tirelessly to build the fields of the land to the flourishing wheat it was before the civil conflict. There are still those in the populace few that whisper of vengeance for his brother Janus upon the usurper, and rumors of meetings of those who plan to take vengeance upon the usurper prince. The ancient ruins of past old gods and their temples seem to be a keen part of this scheming against the prince. Seeing the weakened state of the land the goblin tribes of Gurlap raid the land pillaging before fleeing back to their homes.


Richard, The Lionheart
Try and Take It // Symphony of War // Chessmaster
Location: Kaslia
Province Fertility: 5/5
Strength: 3
Cards:
Resilient Lion - When losing to an enemy with more army tokens Richard has a 1/3 chance of not losing an army token. (Infinite Uses)
Golden Boy of the Empire - Richard can attack an internal imperial provinces leader in combat, and if winning assume the province under his control. The empire will not intervene, viewing it as an internal dispute. (2 Uses)
Stand Proud Men - Richard's and the men he commands are immune to Fear Effect Cards
Flanking Attack - Upon attacking into Wolven, Chilfroys army will support also attacking. This adds a +1 to both sides' attacks. (1 Uses)

Kaslia welcomes the protection offered by the Lionheart as they are beset by enemies on all sides. While supplies and trade flow steadily throughout the country now with only the occasional missing ship bringing a reminder of their pirate neighbors to the west in Padoria. Lord Wilmar Rudolf is grateful for the protection offered and allows a great amount of housing in the inner port city to the troops of Richard. From the outer lands of the province, however, persistent pleas are heard by the army for protection from the grinning wolves. His attack against the grinning wolves in conjunction with

Jannaxes, Whisperer of Sin
Everywhere at Once // Nothing is Safe // Chessmaster
Location: The Crossroads
Province Fertility: 8/8
Strength: 3
Cards:
Corruption - Jannaxes offers favors with little ask in return, but once accepting the taint slowly spreads. Accepting a favor adds corruption to the character. A d20 is rolled each turn seeing if this corruption spreads to the province the character is in. If the number is equal to or lower to the corruption score, the province gains corruption. Latent Power is gained each turn in accordance to province corruptions.
Lessor Favor - Costing 5 latent power. Gives minor boon as agreed with GM. Adds 1 corruption to character.
Medium Favor - Costing 10 latent power. Gives minor boon as agreed with GM. Adds 2 corruption to character.
Greater Favor - Costing 15 latent power. Gives minor boon as agreed with GM. Adds 3 corruption to character.
My Dear Puppet - For every corruption gained by a character Jannaxes gains a 3% chance of being able to use their action. Jannaxes may choose to use this every turn if he is within 2 provinces of the corrupted character. Note the action must always be something the person can see as to their interest.
Characters Corrupted - Regis (9), Kirin (1), Arlane Rivers (1)
Provinces Corruption - Odaden (2), Osyne (7)
Accumulated Latent Power - 21
Brackendales - known for their speed and agility using these horses can push a force to move with extra force. A general may move across 2 friendly provinces with a move action taking along up to 3 army strength with them. (3 uses)

Subordinates

Arlane Rivers, Beloved of The Rivers

Meals from the Field // Symphony of War // Chessmaster
Location: The Crossroads
Strength: 0
Cards:
Friend of The River Spirits - When defending a province with Rivers, or attacking into a province with Rivers Arlane gains a +1 to combat rolls. (Infinite Uses)
Corruption: 1

The crossroads are the crossing for much trade and travel along the empire. The Lady of this land Countess Aralia Crosswood makes efficient use of this with various castle crossings set up along the river paths offering both protection for travelers and coins for her pockets. Additionally these rivers offer quite an amount of arable farmland while the savannah like plains surrounding offer a variety of meats for the coming travelers. The location could not be more ideal for a resting army with trade from the western trade cities coming through along with the northern realms of Lovona and Aberhald and flowing to the heart of the empire in Osyne. Jannaxes mens are efficiently camped along the crossings and are well fed, but it does not seem to create a great stir among the people. What it does offer is a great staging ground as the taverns that rest along these lines lead to rumors aflowing a plenty. His investigation of the horse merchant’s plight and subsequent return of valuables gives him a great benefit in the brackendales handed over in exchange. Fine steeds of agility may be able to give him a greater advantage in repositioning across the board. Additionally, the thieves being ones of Kakorm results in a move against the crossroads. Luckily for Jannaxes the forces are repelled by his leadership and strategy, only opening another opportunity.

Leads:
Tavern Rumors - The Crossroads are home to many travelers who have loose lips after a few too many drinks. Although mostly gossip the occasional truth may be something Jannaxes could exploit.
Victrian Chess - The Victrians traveling through the crossroads seem to be particularly intent on their skill in the game of chess. Although not too prominent a game in the Odaden empire, Jannaxes may have an opportunity to indulge sin by putting friendly wagers on the games. (Note: To receive benefit of card will play GM in chess match, GM is around 800 rated)


Jack Bower, The Cheat
Try and Take It // Nothing is Safe // Break their Spirits
Location: Pinterra
Province Fertility: 3/3
Strength: 3
Economic Power: 1
Cards:
The Deck is in my Favor - Jack may redefine his 3 battle leadership strategies (Infinite, once per 4 turns)
All-In Gambit - Jack may choose to make a gamble in which the total amount of army tokens in his army will be either inflicted on the enemy or lost on his own army up to the enemy's strength. (1 Use)
Slip Away - Assuming Jack does not die in character combat if Jack's entire army dies and Jack has a subordinate he may return to their province alive. (2 Uses)
An Ordered Market - The merchants of Pinterra value Jack and his companies presence in Pinterra and will pay for his services. For every 3 consecutive turns that Jack spends in Pinterra with at least 1 army strength under his command he will gain 1 Economic Power. (Infinite Uses)
Open Arms - For the fall of 912 generals in Aberhald receives a -2 on battle rolls dealing with the sickness of the refugees forced upon them. Aberhald also receives 1 permanent manpower, and Pinterra loses 1 permanent manpower. (Instant - Through Fall of 912)

Jack spins ingenuity in using his forces to kick the beggars out of the city of Pinterra proper. The merchants grateful for the services begin reopening stores that had once been closed, and the general tone towards imperial presence is one of appreciation. A consortium of merchants even gives Jack coin in exchange for the service, and chart an agreement for additional payment if the imperial forces continue their moves to an ordered and clean city. Jack further continues this to the outskirts of the countryside, and moves the refugees towards the border of Aberhald. The bleeding hearts of the Manolovs take under their wing those that have been neglected by Pinterra, but was this a lapse in judgment that could lead to their downfall.

Leads:
The Echoes of the Past - An old ruined tower outside Pinterra has been the source of strange noises and sightings.
Northern Merchants - Merchants from the kingdom of Lovona are found idly chatting around the docks. Perhaps he could blend in with conversation and gain future insights into the great kingdom to the North.


===The Enemy===

Nicholas Manolov, Heart of Aberhald
To Weather the Storm // Colleagues in Arms // A Truth Unassailable
Location: Aberhald
Strength: 3
Cards:
Family is Our Bond - If Nicholas should fall one of his six sons will replace him with equal battlefield leadership capabilities (6 Uses)

Nicholas Manolov looks towards Odaden, wary of their imperial ambition. The plains of Aberhald are tended to with a rigor of befitting the eyes of Farin, god of family. Unusual to their fields however is the stomping patrols of soldiers as Nicholas has enlisted many of the working men to serve against the Odaden threat. As Jack sits in Pinterra Nicholas waits for the halfman to make his first move towards his home. The move that comes is one that strikes Nicholas as cowardice, attempting to spread disease through kicking out the sick towards their lands. His devotion to the word of Farin prevents him from doing what the tactical decision would be, and instead he takes in the sick, caring for them as though they were his own people.

Ulx Wheatmaker, The Agrarian
With Guile and Cunning // A Master of the Art // A Truth Unassailable
Location: Mudkadi
Strength: 2
Cards:

Although not one to be afraid of war, after the defeat by Jorvan Lovona in years past Ulx slowly began developing Mudkadi into a more agrarian state. With little worth in the land of Mudkadi the neighboring nations have begun to begin more amicable diplomacy with that of the civilized goblin Ulx. Ulx does not have too much concern for the army in Pinterra thinking they must be directed elsewhere, but those of the old guard have formed militias to defend that of their land.

Kakorm Bittersteel, The Persistent Plunderer
Everywhere at Once // Nothing is Safe // Break their Spirits
Location: Gurlap
Strength: 2
Cards:

Kakorm is not known as the most feared of goblinkind, but his keen mind for raiding has made many flock to his banner. With little in professional weaponry and units made of makeshift armories from that which they have stolen. The goblins find ways of skirmishing in favorable terrain to be of their biggest advantage. Quick hit and run accidents are prevalent for those who dare travel into the province and those of the surrounding provinces. Kakorm thinks the armies upon his doorstep are unideal for certain, and the Jannaxes interfering with his tribes' plundering ways in tracking down those who attacked the horse merchant forces his hand into aggression. Sadly, the tempers being high is not one that provides for a sound mind, and instead they are driven back into their province.

Nograk, The Bone Flayer
Meals from the Field // Nothing is Safe // Break their Spirits
Location: Wolven
Strength: 2
Cards:
Break in Fear - When attacking against Nograk armies have a 1/3 chance to lose a token out of fear, deserting before the battle begins.

Nograk and his warband make the lower grasslands a home of their debauchery. Although a land that could be quite farmable itself the orks of the grinning wolves know one thing, tormenting. Taking sadistic pleasure they consistently raid, pillage, assault, and force themselves upon those who surround them. Riding massive wolves and making messages of wherever they go incites fear to all who stand against them. Attacked in his home province Nograk inflicts losses upon Chivar and the Templars of the Frontier, but Richard again bests him in combat to the chagrin of the orc warlord who now sulks.

Chilfroy Pontier, The Warden of the Frontier
To Weather the Storm // Colleagues in Arms // Never Surrender
Location: Chivar
Strength: 2
Cards:

The frontier of Chivar is a province not unbearable with rolling plains and freshwater that leads to easy farming. The issue lies with those who seek to take from what they have made in the land. Chilfroy has led to at least some stability in the land forming the Templars of the Frontier who hold back the raiders and nomads who try to pillage and enslave from the working folk of the land. He is encouraged by the word his subordinates work out in having an agreement to assist one another against the great threat to them both that is the Grinning Wolves. Eagerly awaiting word from Richard he is greatly heartened when he hears the forces of the Lionheart fended off an attack of the Bone Flayer slaying a good portion of the raiding forces before they retreated back to Wolven. Sadly, his advance does not work as planned with Richard, with his forces receiving losses, despite an ultimate equal amount dealt in kind to th orcs.

Lucile Morren, The Golden Hair Admiral
With Guile and Cunning // Colleagues in Arms // A Truth Unassailable
Location: Padoria
Strength: 3
Cards:
Blockade Their Ports - Lucile can choose to blockade the ports of a tile that has a water connection to her province. This results in a draining of 1 fertility to her command per turn from the province.

Lucile Morren has grown a wide reputation for her exploits both as a trader and pirate. Her golden hair many have claimed is a sign from the gods of the wealth that she was bound to obtain in her life. Lucile is a cunning figure managing both politics of the royal family of Padoria as well as the loyalties of her ship captains. Lucile views carefully the broader picture of the imperial ambition, and worries that should Richard try and fail there will be another general sent to fill his place. Her worry turns to question as she hears of the agreement with the Templars of the Frontier and wonders if there is more to the man then just a tyrant. Enough doubt that she turns her attention back to her seafaring ways, and lessens her watch upon the province of Kaslia.

Agbal Damu, Triumvir of the North
To Weather the Storm // Come What May // Never Surrender
Location: Kizka
Strength: 4
Cards:

Agbal looks upon the imperial fronts with a contentedness. The threat of imperial might has allowed them to stop worrying about one front as the Nalunali present a deterrent. Instead his focus is turned to the goblin and orc tribes specifically with a fear of the grinning wolves. His fields are at a great harvesting time and the fertile crescent of the north can hopefully fend off any would be invaders from their homelands. The forts built across the land lead to a great defense against these raiders, but the keen eyes of the Kizka people need to spot the raiders to make it to these establishments.

Monzia Campaign
Munsie and Ahkmenohtep start with a distaste towards each other in their mouths as they both contest over the favor of the province of Pescon. The front now opens with Pescon falling under Munsie’s control, her agreements with the religious elite of the city leading to a fall that was sooner than many would have expected. This first conquest is not without notice either, with the crown instructing the powers of the faith of the seven to summon a great beast to her command. Now awaits the move of the lich, who for the moment has been eclipsed.

===Allied Forces===

Ahkmenohtep, The Exiled Lich
Meals from the Field // The One and Only // Chessmaster
Location: Tobyou
Province Fertility: 4/4
Strength: 3
Cards:
Army of the Dead - Ahkmenohtep upon defeating an enemy force and occupying their province, or losing a living unit may raise an army token of the dead. Note: Using this card will consume the turn action of Ahkmenohtep. Undead tokens use only .25 ferility of land per turn. (Infinite Uses)
Voices to the Dead - Ahkmenohtep is able to talk to the dead assuming their soul is still in existence. He may ask 3 questions which the soul is compelled to answer truthfully. After this has been used on a soul it may not be used again. (Infinite Uses - Once Per 3 Turns)
Your Soul is Mine - If this card is in play and Ahkmenohtep wins a battle, he will possess the enemy commander's soul, instantly defeating their army. (2 Uses)
Last Croak Assassins - Upon an attack you may choose to use this card. If successful you enact an additional 1 token of damage. If the attack fails this card is lost . (Unlimited Uses)
Counterspell - Akhmenohtep may use this card to negate a magical card used against himself or his army by generals of the provinces of Saka, Khotep, or Semabehdet. (1 Use)

The people of Tobyou are what is called Toadu or the Toad-People and are quite a superstitious bunch of individuals. Akmenothep begins to feel even less welcome as Munsie moves to Pescon with her defeat of Perwin the Peacemaker while his forces are left behind in Tobyou. Still the hag remains as a potential point of observation. His visions gained from visiting the whispering willows will surely assist him in future conquests, so perhaps investigating this land further would be of benefit to him. There is also the point that Munsie has walked into a surrounded front herself. Perhaps it will all unravel and then he can come in and clean up the mess.

Leads:
The Swamp Hag - Tales tell of a swamp hag who makes home in Tobyou. The woman is known for making potions to aid in the many wants of man, but always at a cost. Is Ahkmenotep willing to pay?
Bloodroot Grove - In a remote area of the swamp grows a rare plant known as the Bloodroot, whose sap is said to enhance the physical capabilities of those who consume it at the cost of volatile emotions.

Munsie Moldive, The Beast Tamer
Everywhere at Once // Nothing is Safe // Break their Spirits
Location: Pescon
Province Fertility: 6/6
Strength: 4
Cards:
On the Hunt - For every victory against a general/subordinate Munsie gains a permanent +1 to future attacks against them, max of +2 (Infinite Uses)
Beast Tamer - More beast related cards for exotic and dangerous beasts are available to Munsie with positive effects.
Trackers Eye - Munsie can target and find key dissidents leading to -2 disloyalty (Infinite Uses, Once per 3 turns)
Eologmoth - The gigantic demonic monolith of some weird twisted design with a twisted design as if an elephant partook the rams head and grew dramatically is a force to fear. It also can soak up loads of damage as enemy armies look to take down the beast. Upon winning a combat you may choose to lose one use and deal another damage of strength, or upon losing a combat you may choose for Bologmoth to take the strength damage instead. (2 Uses)

The forces of Perwin attempt to make a valiant stand, but as the initial guard falls in a close combat to Munsie’s forces, the rear under command of the religious faction opens the gate to Munsies forces joining under her banner. Although there is great initial discord the public slowly becomes more accepting with their religious leaders bringing a balance of the benefit of Munsie. Of course, greater disagreements could occur if the city was forced into holding the undead lich in its home. The grand chamber once held to the open democracy now sits dormant, and many wonder what Munsie’s move will be in ruling the new land, and the fate of its previous commander Perwin. Pescon and the land surrounding are quite forested, but the people have made several clearing for agriculture. Additionally the hunt is quite present in the land, as it is in its border of Monzia. A nature for individualism, the land also holds opportunities for finding adventurers to serve.

Leads:
The Thorne Company - The enigmatic company of adventurers who recently returned from Antinia under contract to work for the defense of Pescon now find themselves without contract. Perhaps they could still be convinced to work as mercenaries, only for the new rulership.
Religious Leadership - While Munsie could easily promote one of her own ranks, the fostering relationship with the religious faction of the city could provide a talented individual. Various talents of the churches of Aphraline, goddess of love, Wysdros, God of nature, and Baros, God of battle all approach.

Provinces Under Rule

Pescon:
Subordinate - Vacant
Economic Power: 3/4
Technological Power: 1/2
Fertility Power: 6/6
Manpower: 2/3
Disloyalty: 5/20

===The Enemy===

??????
? // ? // ?
Location: Antinia
Strength: 4
Cards:
Little is known of who the true commander of the Antinian people is. One would have to investigate in a greater detail to have a better understanding before making a decision to invade the fiercely isolationist land. With little in communication, perhaps the adventurers returning home to Pescon would be able to offer insights into their neighbors to the north. The question also remains if it's worth conquering a people who can’t communicate in spoken word to begin with. Still, the mentions of the great works created may mean there is more to these creatures than on first glance.

King Aldric Helvandar, The Ledgered
With Guile and Cunning // A Master of the Art // A Truth Unassailable
Location: Monzia
Strength: 4
Cards:
The Coin Belt - Once every season for the cost of 1 economic power Aldric may attempt to buy off a unit of strength of an opposing enemy adding it to his forces if a 4 is rolled on a 1d4. This attempt uses a turn action. (Infinite Uses)

King Aldric Helvandar in his younger years thought too little of the plights of the people, his greater focus on the accumulation of wealth. The kingdom of Monzia was no stranger to switching royalty, and Aldric wanted to ensure his family had the power in coin to back up their rule. This eventually led to the city of Pescon leading a revolt, one that he could have most likely put down if he trusted those at his back. Paranoid, but seeing an opportunity for reclaiming his kingdom, he looks to Munsie’s new conquest as a rallying point to his kingdom. Still, the situation of those around him isn’t as enthusiastic. Will he be able to emphasize the threat of the empire before they gobble up the squabbling kingdom.

Garry Denmane, The Old Guard
To Weather the Storm // Colleagues in Arms // Never Surrender
Location: Scandia
Strength: 2
Cards:
Unlike many of the families around them the Denmane’s have stood at their station as rulers of Scandia for generations. Focusing on his own hunters and their loyalties Garry has carried on the traditions of his forefathers with grace. He sees the change of Pescon as a worrying threat, but is also concerned about leading his people onto greater war. Perhaps if the treatment is right of Pescon, Scandia could see the same grace. Or if the King proves his worth in conquest the issue would sort itself out nicely.

Surbag Brooke, The Shadownapper
With Guile and Cunning // Colleagues in Arms // A Reckoning for the Wicked
Location: The Black Crag
Strength: 3
Cards:
Shadow Kidnap - Upon a successful attack Surbag may roll a 1d4 and on a 4 kidnap an NPC (Can be narrative or Subordinate) taking them into his captivity. (Infinite uses)

Surbag always had a keen mind when growing up. In his early raids he consistently pointed out ineffectiveness in their methods, and grew frustrated with the explanations of tradition and honor. Growing fed up with the clans of the black crag he waited for an adventuring party to come, and sprung his trap of defection. One of the members, Roslin Brooke took pity upon Surbag, and offered to have him schooled and trained in a fine college in Monzia. Surbag took in the knowledge greedily there, and found he had an innate talent for control of the shadows. In this time also grew his relationship with Roslin who he would marry. After years of adventuring he would somehow return home and grow to be a leader of the Black Crag. This has led to rampant speculation, but the once favorable adventurers have now grown an efficient raider culture. Using shadow magic and night Surbag leads the Black Crag to target key points of interest or objectives. Seeing the arrival of Munsie he believes in a window of opportunity as the land is unsettled by new rule.

Secret Objective Complete!

The First Conquest


The newly conquered city of Pescon lay cloaked in uneasy silence. The grand chamber, once a bastion of democracy and debate, now stood empty, its pillars casting long shadows over Munsie Moldive as she gazed out at the darkened forest beyond the city walls. Her victory over Perwin was fresh, but the weight of her new rule settled heavy on her shoulders. The people were still adjusting, the religious leaders she had won over working tirelessly to quell dissent. Yet the land felt restless, as though something unseen watched her every move.

A series of steps broke through her contemplation. Munsie turned to see a group of priests enter, their black robes embroidered with the red glyphs of the Seven. There were four of them, their faces obscured by deep hoods. The leader, an older man with a sharp, bony face and eyes that gleamed red, stepped forward.

"Beast Tamer," he rasped, bowing low. "We come with a message from the Emperor. Regis speaks through us this night."

Munsie remained unmoved, her eyes narrowing. "What message does Regis send that requires so many of you?"

The lead priest’s grin was unsettling. "It is not merely a message, my lady. It is a gift—a reward for your conquest of Pescon. But to convey it, we must first perform a summoning. Emperor Regis offers you power, and with it, dominion over this city and its people. But you must see it for yourself."

Munsie folded her arms, skeptical but intrigued. "And what is this power?"

The priests glanced at one another, and then as one, they moved to form a circle in the center of the chamber. The lead priest stepped forward, spreading his arms wide. "A gift from the Seven, through the will of our Emperor. We shall call forth Eologmoth, a being of immense strength and terror. Its loyalty will be to you, its power yours to command. But the summoning requires many hands... and the voice of the Emperor himself."

Munsie’s expression darkened with interest. "Very well. Proceed."

The priests began to chant in unison, their voices a low, droning hum that reverberated through the room. The floor beneath them trembled as the air grew thick with an oppressive, unnatural energy. The shadows in the from the pillars of the once great open chamber deepened, flickering with a life of their own. The chant grew louder, more intense, and a strange wind whipped as if a tornado was forming.

Suddenly, the lead priest’s body jerked unnaturally, his head snapping back as his eyes rolled into his skull. His limbs stiffened, and when his eyes opened again, they glowed with a deep, fiery light. The voice that emerged from his mouth was not his own—it was the voice of Emperor Regis, booming and commanding.

"Munsie Moldive," Regis spoke through the priest, his voice echoing unnaturally, "you have proven your worth. Pescon bends to your will, and soon, more shall follow. But strength alone will not be enough. You must have fear. You must have power."

The other priests continued their chant, their voices growing louder and more frantic as the summoning reached its peak. The ground cracked beneath their feet, and a black rift began to tear open in the center of the chamber. Dark smoke billowed from the fissure, and from within came a low, guttural growl that shook the very walls.

Regis, still controlling the priest’s body, gestured toward the rift. "Eologmoth, the great beast, shall serve you."

As the rift widened, the massive form of Eologmoth emerged—its grotesque body a twisted amalgamation of elephantine and ram-like features. Its skin was blackened and cracked, pulsing with dark energy. Horns spiraled from its head like gnarled tree branches, and its glowing red eyes locked onto Munsie with a predatory gaze.

The priests faltered, their chanting reaching a fever pitch as they struggled to maintain the summoning. The strain of the ritual was clear—blood trickled from their noses, and one of them collapsed, drained of life, as the dark power consumed him.

Regis's voice, still commanding the priest’s body, growled, "This is your weapon, Beast Tamer. It will serve you, but only if you are capable to command it."

Reward: Card - Eologmoth - The gigantic demonic monolith of some weird twisted design with a twisted design as if an elephant partook the rams head and grew dramatically is a force to fear. It also can soak up loads of damage as enemy armies look to take down the beast. Upon winning a combat you may choose to lose one use and deal another damage of strength, or upon losing a combat you may choose for Bologmoth to take the strength damage instead. (2 Uses)
 
Last edited:
"This is your weapon, Beast Tamer. It will serve you, but only if you are capable to command it."

"If I'm not," Munsie replied, "then it would be better for me to die than to disappoint you, my Lord."
The beast huffed from its massive lungs, its warm breath pushing on Munsie's small body and nearly driving her backwards, but she held her head high and looked on the creature as if it were a mere dog. "Eologmoth..." she spoke, a smile cracking at the corner of her mouth as her wild eyes took in its nightmarish form. "Glory awaits us. Glory to us all."
---
"What the fuck is that!?" Gannis shouted as Eologmoth was guided to the edge of the war camp at the end of a very long chain which, despite its extraordinarily fine construction and magical enchantments, would not do much to hold the beast if it chose to charge. However, at the end of said chain was the renowned Beast Tamer herself, and Munsie felt confident as she steered the creature into a suitable holding location.

"The Emperor has shown us favor!" she shouted to Gannis and the rapidly-gathering onlookers. "Send word to Garry Denmane; tell him to meet me or send an envoy. The world must know of our intent - all of Monzia shall know of the Emperor's generosity!"
 
"If I'm not," Munsie replied, "then it would be better for me to die than to disappoint you, my Lord."
The beast huffed from its massive lungs, its warm breath pushing on Munsie's small body and nearly driving her backwards, but she held her head high and looked on the creature as if it were a mere dog. "Eologmoth..." she spoke, a smile cracking at the corner of her mouth as her wild eyes took in its nightmarish form. "Glory awaits us. Glory to us all."
---
"What the fuck is that!?" Gannis shouted as Eologmoth was guided to the edge of the war camp at the end of a very long chain which, despite its extraordinarily fine construction and magical enchantments, would not do much to hold the beast if it chose to charge. However, at the end of said chain was the renowned Beast Tamer herself, and Munsie felt confident as she steered the creature into a suitable holding location.

"The Emperor has shown us favor!" she shouted to Gannis and the rapidly-gathering onlookers. "Send word to Garry Denmane; tell him to meet me or send an envoy. The world must know of our intent - all of Monzia shall know of the Emperor's generosity!"

In the quiet of his hunting lodge, Garry Denmane sat by the large hearth, the flames dancing against the heavy shadows cast by the antlers adorning the walls. Outside, the dense woods of Scandia whispered as the wind stirred the leaves, and the scent of the forest mingled with the smell of burning logs. He had received Munsie’s message and felt the weight of it in his hands.

Pescon had fallen to her and the Odaden Empire, a fact that gnawed at Garry. Munsie was no ordinary foe. Her reputation as a Beast Tamer gave him respect towards her, a like mind of the hunt, but as a hunter always lays traps.

Garry’s thoughts drifted to King Aldric Helvandar, the man he had pledged his loyalty to. Aldric’s focus on reclaiming his lost lands, especially Pescon, seemed driven by a personal need for revenge. Garry understood that. There was a sense of pride in wanting to restore what had been taken, but it troubled him how far the king might go to achieve that. Would Aldric’s desire for conquest blind him to the dangers that lie ahead? Would it drive Monzia and Scandia alike into ruin? These doubts never left Garry’s mind, and yet, he was not ready to turn his back on the crown—not yet.

He leaned forward in his chair, staring into the fire as if the flickering flames could give him the answers. Munsie wanted a meeting. The thought of parlaying with a servant of Emperor Regis left a sour taste in his mouth, but there was a logic to it. War caused devastation, and Scandia was not a province that could afford needless conflict.

After a long silence, he turned to his second-in-command, "We’ll agree to meet," Garry said, his voice rough with decision. "But not here—not on our soil. She’ll come to a village just over the border, Resdin, inside Pescon. Neutral ground."

--

A sleek hawk glided through the sky, feathers streaked with gold in the fading light. It carried a tightly rolled parchment, sealed with the mark of three red stags, the heraldry of Denmane. It landed gracefully near her tent, a message in its bill for Munsie to retreive.

To Lady Moldive,

I have received your message and considered your request. While our paths are drawn by opposing forces, I will agree to a meeting. However, it will not take place on Scandian soil. You will come to a village right by the border, Resdin, where we shall speak on neutral ground. There, we can discuss what must be said.


Garry Denmane, Lord of Scandia
 
A sleek hawk glided through the sky, feathers streaked with gold in the fading light. It carried a tightly rolled parchment, sealed with the mark of three red stags, the heraldry of Denmane. It landed gracefully near her tent, a message in its bill for Munsie to retreive.

To Lady Moldive,

I have received your message and considered your request. While our paths are drawn by opposing forces, I will agree to a meeting. However, it will not take place on Scandian soil. You will come to a village right by the border, Resdin, where we shall speak on neutral ground. There, we can discuss what must be said.

Garry Denmane, Lord of Scandia

Munsie smiled and then tossed the letter into a burning brazier. Having shed her plate armor for the night and undone her braids in order to wash her hair, she appeared far less reserved and disciplined. Her one eye was as sharp and as wily as one would expect from a huntress.

Gannis looked up from his bowl, having just finished eating his dinner. "I'm assuming we've got a response from the east?" he inquired.

"Aye. Lord Denmane wants to meet with us on our side of the border," she answered calmly. "He wants us to meet in Resdin. Tomorrow, I'll leave you in command of our headquarters here while I take a small force. Eologmoth will accompany us."

"Do you think he'll appreciate the surprise?" Gannis asked, raising an eyebrow. "This has a chance of backfiring, you know."

Munsie cocked her head. "Oh?"

"What if Lord Denmane is a man whose faith is a higher calling than his allegiance to his country? The sight of that thing could inspire him to carry on the struggle to avert your conquest."

The Beast Tamer gave a mischievous chuckle. "If seeing Eologmoth inspires him to fight when I would invite him to stand aside, then perhaps Lord Denmane is a fool. But I don't take him for one; to hunt is to understand the gap between one's own understanding of the world and that of their prey, and to exploit the differences therein - anyone so attuned to those difference would be able to sense when they're about to become the hunted."

Gannis nodded. "...That makes sense. Then, assuming that Denmane stands aside, as do the forces of Scandia, then will you honor your promises not to betray him at a later date?"

"I'll make no such promises," Munsie replied. "Later dates stretch on into infinity. I can't pretend that circumstances will never bring us to fight; that's simply unreasonable. But I will seek to find a peaceful, long-term solution to his presence as we conquer Monzia."

---
Days later, Munsie's detachment arrived in Resdin with enough soldiers to ensure the population would remain quiet and well-behaved as negotiations unfolded, and set up camp outside of the village. The great beast, Eologmoth, was hidden behind a large barn at the edge of town, while Munsie sought out a suitable meeting place for her potential foe. She was once again dressed for battle and resembled a competent and respectable leader as she walked in to an inn and informed the owners of the coming meeting.
 
In the comfort of his lodge, Jack penned a letter. By his side he had two of his men, Kragg and Uggor help in the endeavour. Though it was easy enough to write, it didn't hurt to add some authenticity to his deception.

------ Royal
To His ^ Majesty, King Nick of Aberhald,

Your guvness Majesty,

------------------------------------- in
I hope this letter finds you ^ proper .health. I write to ya with a heart eavy wit regret for the recent trubles that have beefallen your noble kingdom. It seems that, through a bit of clumsiness on me part, those poor folk from Pinterra— the pan- handlers, you know the 'omeless' —found their way to your lands. I meant ya no harm, onest, and it was a mistake I now realize has caused ya's grief.

The shoppies of Pinterra hold the people of Aberhald in the highest esteem. meself I don't have an opinion, who would listen to ol' me anyways. But for Pinterra It’s well known to em all that Aberhald is a place of kindness and charity, where no man or woman is left wanting. I suppose that’s why me soldiers, finking only the best for those poor sods, must have sent them in your direction. Though it was not my intention to dump em on you, I think it only proper I take full responsibility for the mishap.

To make amends, I think it only propa to meet you in person so I can say sorry and talk about what i can do to make it right. I've marked a little place on da border where we can meet, somewhere nice and quiet, where we can talk about it in private.

If it pleases Your Guvness, I ask humbly that ya come alone, a man of me stature is undeserving to be seen with ya in public. I promise no funny business, just a chance to talk with ya mightyness so we can discuss how i can make things ight.

P.S Map on de back.

Sincerely and with da utmost respect,
General Jack Bow'eh
Oded Oden The Empire


turtwigwins turtwigwins

Jack looked over the letter, his head bobbing with satisfaction. Not bad he thought to himself. Just one final touch however. Taking the map, he gently dabbed it's corner in pigs blood, pressing his finger upon the viscous liquid and gently running his finger over the smallest section of the map. Another trick, an illusion for the mind, one he hoped may bring the wanted results. He blew on to the liquid to dry the blood...
 
Last edited:

Users who are viewing this thread

Back
Top