All Hail The God Emperor/Empress of Aeonia!

Inserted tally

Tied between Death and Dragons, and Let's try not to die.
Adhoc vote count started by Hannz on Jul 16, 2017 at 9:12 PM, finished with 75 posts and 13 votes.
  • 14

    [X] Plan Death and Dragons
    [X]-Terrans: The last of the races created by the Celestials, the Terrans are a strong and hardy people. They are skilled in the ways of agriculture and have a deep connection to nature, able to grow bountiful harvests in even the most desolate of wastelands. They are also fine craftsmen.
    [X]-The Dragon War: Oh, this is bad. Ouroboros, The Dragon God of Eternity and Infinity, has died completely. Now the Dragon Lords are fighting each other to determine who will be the new Archdragon. As compensation, you may select another Race and a Major Theme.
    -[X] Gryphonians: Bipedal hybrids of an eagle and lion, these are a proud and noble people. While they lack the power to shape the weather like the Skyborn, they still may walk upon clouds as though they were the ground. They also fierce and skilled warriors, a single Gryphonian soldier equal to ten of the other races.
    --[X] Major Theme: Wisdom
    -[X]-Legion of The Dead: Well now, looks like some aspiring Overlord has raised a legion of the undead minions to try to conquer Aeonia. As compensation, you can select a second Race.
    --[X]-The Aetherials: One of the races created by the Celestials, they are a race deeply tied to the ebb and flow of Magic, and all of them can cast spells. They possess a keen intelligence and are a scholarly folk at heart. Their ears are pointed and possess markings upon their bodies that amplify their natural magical power.
    [X] Plan Let's not actually die
    - [x]-Faeries: Ah yes, the mysterious Fae. Masterfully infiltrators and deceivers thanks to their incredibly potent shapeshifting and empathetic abilities, you must be weary of whom you can trust, for the Seasonal Courts will attempt to gain your favor and The Fae King and Queen will attempt to undermine you.
    -[X]-Legion of The Dead: Well now, looks like some aspiring Overlord has raised a legion of the undead minions to try to conquer Aeonia. As compensation, you can select a second Race.
    [X]-Terrans: The last of the races created by the Celestials, the Terrans are a strong and hardy people. They are skilled in the ways of agriculture and have a deep connection to nature, able to grow bountiful harvests in even the most desolate of wastelands. They are also fine craftsmen.
    -[X]-Nemesis: Somewhere in Aeonia, there is a being that rivals your power that seeks to undo you and your civilisation. The only way to stop them is to slay them. As compensation, you may choose another Theme, Major or Minor, to give you a better chance at defeating them. (You can choose this Twice.)
    --[X]-Minor Theme: Cunning
    [x] Plan Let's Go Crazy.
    - [x]-Faeries: Ah yes, the mysterious Fae. Masterfully infiltrators and deceivers thanks to their incredibly potent shapeshifting and empathetic abilities, you must be weary of whom you can trust, for the Seasonal Courts will attempt to gain your favor and The Fae King and Queen will attempt to undermine you.
    - [x]-They Come: There is something wrong with you, why would you choose this? Beings of pure madness, shambling horrors from beyond mortal comprehension, things even Abyss would fear. They have come for this insignificant world and seek to drag it into as mad Hell of chaos and insanity. As compensation, you may pick two additional Races and Themes.
    - [x] Aetherials and Stone Wolves.
    - [x] Themes of Wisdom and War.
    [X] Plan Watch the World Burn
    [X] Plan meh
    [X]-Terrans: The last of the races created by the Celestials, the Terrans are a strong and hardy people. They are skilled in the ways of agriculture and have a deep connection to nature, able to grow bountiful harvests in even the most desolate of wastelands. They are also fine craftsmen.
    [X]-The Dragon War: Oh, this is bad. Ouroboros, The Dragon God of Eternity and Infinity, has died completely. Now the Dragon Lords are fighting each other to determine who will be the new Archdragon. As compensation, you may select another Race and a Major Theme.
    -[X] Gryphonians: Bipedal hybrids of an eagle and lion, these are a proud and noble people. While they lack the power to shape the weather like the Skyborn, they still may walk upon clouds as though they were the ground. They also fierce and skilled warriors, a single Gryphonian soldier equal to ten of the other races.
    -[X] Major Theme: Fertility
    [X] Plan Watch the World Burn
    [X]-Terrans
    [X]-Nemesis X2
    -[X] Minor Theme: Creativity
    -[X] Major Theme: Agriculture
    [X]-War
    -[X] At war with Stone Wolves
    [X]-Legion of The Dead
    -[X] Skyborn
    [X]-The Dragon War
    -[X] The Aetherials
    -[X] Major Theme: Nature
    [X]-They Come
    -[X] Taurus
    -[X] Gryphonians
    -[X] Major Theme: The Sun
    -[X] Major Theme: Fertility
 
Fuck!!!! Looks like I have to break the tie

[X] Plan Let's not actually die

Really wanted plan let the world burn to win but oh well.
 
Turn 1
Year 100 A.C. (After Cataclysm)

You stand in your balcony overlooking all of your Terran subjects and the hidden Fae agents within the unknowing populace. Your empire had taken a few years of hard work and careful planning in order to get established and grow into something worthy of being called such. You look up towards the sky and sigh with melancholy as you wonder if your plan will actually succeed or if you will join your brothers and sisters who fell at the hands of Abyss. The mere thought of that horrid being caused a shudder to go up your spine and chilled your divine blood. One of your servants comes in and announces that the Council is awaiting you in the Council Room.

You thank them and make your way towards the Council Room, burying the traitorous thoughts from earlier. You would succeed, and your people will be given a brighter future.

Imperial Treasury: 1,000.
Imperial Army: 50 Archers, 200 Footmen, 200 Spearmen, 10 Knights.

You have 5 Actions!

Martial: Unfortunately due to events involving a rubber chicken, a crossbow, and balloons, you are now without a Military Advisor. Not even your best Fae agents know how it came to pass. Thankfully there were plenty of candidates to choose from.

-[] Choose a New Advisor: You find that there are quite a lot of potential candidates for this position. Cost: Free. Chance: 100%. Reward: +1 Action.
-[] Patrol: Aeonia isn't a peaceful place, not anymore. Monsters and bandits will often cause trouble and need to be dealt with. Patrols should stop the worst of it. Cost: 100 Gold. Chance: 75%. Reward: Empire more secure, Possible Loot.
-[] The Royal Guard: You don't know why but for some reason your previous advisor had drawn up plans for a Royal Guard to protect you. You can see some merits to it, and a few changes could make them actually useful. Cost: 150 Gold. Chance: 75%. Reward: Royal Guard established.

Diplomacy: Your advisor was a Terran woman by the name of Victoria Springs, a kind person that seem to have a way with words that was almost mystical. She brings up several important topics to the meeting.

-[] Players on The Board: Your empire is not the only one out there and Victoria suggests that it would be best to get to know the other powers at play before they come to us. Cost: 100 Gold. Chance: 75%. Reward: Dossiers on other Kingdoms.
-[] An Open Home: There are still independent tribes out there that you could grab before the other kingdoms do. Cost: 150. Chance: 65%. Rewards: More citizens and territorial for the Empire.
-[] Art of Speech: You need official diplomats if you plane on actually try to be friends with anyone, and Victoria is willing to teach. Cost: 100. Chance: 75%. Rewards: Diplomats, +5 to Diplomacy actions with foreign nations.

Stewardship: One Amelia Harvest is your Stewardship Advisor and has a good connection to the local farmers. For the moment you have no shortage of food, but you know that can change quickly.

[]-Surplus Storage: You have food. You have a lot of food actually, but don't have anywhere to store the extra produce. Let's fix that. Cost: 150. Chance: 70%. Reward: Food Storage, reduced effects of Famine.
[]-Counting Coins: Your know that corruption exists in any form of Empire and usually it's with the people in charge of money. Best to establish an agency to make sure that doesn't happen. Cost: 200. Chance: 65%. Reward: Corruption stopped before it can begin.
[]-Trade: Amelia suggested that we start trading our surplus food with beat by towns and cities, more coin can't hurt. Cost: 100. Chance: 75%. Reward: +100 Trade Income.

Intrigue: Your spymaster was a member of the Winter Court of the Fae who is only called the Shadow of Winter, he is very skilled in removing...annoyances.

[]-Info-Network: Shadow suggests that spies be placed in each of the other kingdoms to get access to the local gossip and news. Cost: 100. Chance: 60%. Reward: Spy Network setup.
[]-Secret Police: Shadow also brought up the possibility of creating a secret police force that could take care of issues that the normal guards can't. Cost: 150. Chance: 75%. Reward: Secret Police created.
[]-The Brotherhood: Another suggestion was the formation of an order of Assassins that could take out key figures in the opposition, eliminate enemy leaders and politicians. Cost: 150. Chance: 75%. Reward: Brotherhood of Assassins founded.

Learning: You unfortunately lack an Advisor for this due to the old one...exploding.

[]-Choose a New Advisor: This is going to be slightly difficult as your old advisor didn't have many apprentices that he liked, but there are a few he spoke of fondly. Cost: Free. Chance: 100%. Reward: +1 Action.

Piety: Your High Priest was a Terran known as Ezekiel Goldblood, a slightly zealous man who was quite skilled in the healing arts. He doesn't seem to like Shadow all that much.

[]-Shrines and Temples: Ezekiel proposes that multiple shrines and temples be constructed to your glory and as places of worship. Cost: 200. Chance: 75%. Reward: Churches and Temples of Mia built, Empire morale increased.
[]-Paladins: You remember an order of mortals that were like warrior priests, righteous heroes against evil. Why not bring those back? Cost: 150. Chance: 75%. Reward: Paladins of Mia founded.

Personal: You don't do a lot in your spare time.
-[] Personal Attention: Give an Action your personal attention, the gaze of a Goddess is bound to makes things go smoothly.
 
Personal: You don't do a lot in your spare time.
-[] Personal Attention: Give an Action your personal attention, the gaze of a Goddess is bound to makes things go smoothly.
So, how does this work?Does it give a bonus, if so by how much, is it an auto pass? Does it make the result go even more in our favor?

What can we expect out of this?
 
[X] Plan More Actions and People
-[X]Choose a New Advisor: You find that there are quite a lot of potential candidates for this position. Cost: Free. Chance: 100%. Reward: +1 Action.
-[X]-Choose a New Advisor: This is going to be slightly difficult as your old advisor didn't have many apprentices that he liked, but there are a few he spoke of fondly. Cost: Free. Chance: 100%. Reward: +1 Action.
-[X]-Info-Network: Shadow suggests that spies be placed in each of the other kingdoms to get access to the local gossip and news. Cost: 100. Chance: 60%. Reward: Spy Network setup.
-[X] An Open Home: There are still independent tribes out there that you could grab before the other kingdoms do. Cost: 150. Chance: 65%. Rewards: More citizens and territorial for the Empire.
-[X]-Trade: Amelia suggested that we start trading our surplus food with beat by towns and cities, more coin can't hurt. Cost: 100. Chance: 75%. Reward: +100 Trade Income.

So grabbing the two that gives us another action, setting up spy network to keep tabs on what is happening, expanding our population before others can get them and increasing income to make sure we can pay for future turns
 
[X] Plan Anti-Corruption
-[X] Martial Actions
--[X] Choose a New Martial Advisor
-[X] Diplomacy Actions
--[X] Diplomacy N/A
-[X] Stewardship Actions
--[X] Counting Coins
-[X] Intrigue Actions
--[X] Info-Network
-[X] Learning Actions
--[X] Choose a New Learning Advisor
-[X] Piety Actions
--[X] Piety N/A
-[X] Personal Actions
--[X] Personal Attention: Counting Coins

The chance to keep corruption at a down low is something we should jump at. It'll be great for our finances!
 
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[X] plan safe mode.

[X] Choose a New Advisor: You find that there are quite a lot of potential candidates for this position. Cost: Free. Chance: 100%. Reward: +1 Action.
-[x] Patrol: Aeonia isn't a peaceful place, not anymore. Monsters and bandits will often cause trouble and need to be dealt with. Patrols should stop the worst of it. Cost: 100 Gold. Chance: 75%. Reward: Empire more secure, Possible Loot

[X]-Surplus Storage: You have food. You have a lot of food actually, but don't have anywhere to store the extra produce. Let's fix that. Cost: 150. Chance: 70%. Reward: Food Storage, reduced effects of Famine.

[X]-Secret Police: Shadow also brought up the possibility of creating a secret police force that could take care of issues that the normal guards can't. Cost: 150. Chance: 75%. Reward: Secret Police created

[X]-Choose a New Advisor: This is going to be slightly difficult as your old advisor didn't have many apprentices that he liked, but there are a few he spoke of fondly. Cost: Free. Chance: 100%. Reward: +1 Action

-[x] Personal Attention: Give an Action your personal attention, the gaze of a Goddess is bound to makes things go smoothly - (Patrol)
 
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[X] Plan: Growth
-[X] Choose a New Advisor: You find that there are quite a lot of potential candidates for this position. Cost: Free. Chance: 100%. Reward: +1 Action.
-[X]-Choose a New Advisor: This is going to be slightly difficult as your old advisor didn't have many apprentices that he liked, but there are a few he spoke of fondly. Cost: Free. Chance: 100%. Reward: +1 Action.
-[X] An Open Home: There are still independent tribes out there that you could grab before the other kingdoms do. Cost: 150. Chance: 65%. Rewards: More citizens and territorial for the Empire.
-[X] Art of Speech: You need official diplomats if you plane on actually try to be friends with anyone, and Victoria is willing to teach. Cost: 100. Chance: 75%. Rewards: Diplomats, +5 to Diplomacy actions with foreign nations.
-[X]-Counting Coins: Your know that corruption exists in any form of Empire and usually it's with the people in charge of money. Best to establish an agency to make sure that doesn't happen. Cost: 200. Chance: 65%. Reward: Corruption stopped before it can begin.

The point of this plan is to improve on all fronts. We grab ourself two more actions, we improve our diplomacy and use our improved diplomacy to grab us more tribes, and we stop corruption from setting in.

All of this stuff is stuff we want right away, everything else can, in my view, wait a turn.
 
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