You are a young officer of the Dragon Empire, the future and your ambition are in your hands. Will you try to save the Empire or bring about its fall, or maybe you will create your own state without caring about the fate of the Empire. Its medieval/ancient type of warfare.
In this Quest you will be a young officer of the Dragon Empire who is trying to achieve his own goals. (Probably get promoted as high as possible and gain as much power as possible).
The imperial army is based on infantry armed with long spears and shields, they use metal cuirass as armor, the infantry fights in tight formations, slowly marching and protecting themselves with shields. They are supported by light units of skirmishers who protect the flanks and cavalry units which provide the much-needed quick striking power.
The Dragon Empire is almost 600 years old and ruled by the first human dragon rider, over the generations the empire has grown in power and thanks to dragons has conquered vast territories. However, the Empire has reached its peak and is weakened by plagues, famines and unrest of all kinds.
On the frontier, the Emperor's power means almost nothing, and the dragonriders are constantly trying to expand the Imperial territories through which they can gain fame and wealth.
In the north, the Dark Elves are still quarreling and divided, but there has been a breakthrough in their relations that may threaten the reunification of the Northern Elven Kingdom. In the northwest, all attempts at conquest are stopped in the forests and hills by the troops of the Republic of Silvaland.
In the west, the still young island kingdom of Dicamaquea is increasingly attacking Imperial merchant ships, but the Imperial Navy is unable to defeat the fleet of these proud islanders.
In the south-east, the combined army of city-states of Thalassia engage in open battles with the Imperial army on the plains of Malteri. Thanks to the large number of magicians and Balistic machines, they are not afraid of even dragons.
However, the greatest opponent of the Empire lies in the east, the Grand Duchy of Fleur Ensoleillée, where for centuries the Knights have been breeding griffins and demi-griffins for war, they will challenge the Empire by gathering a large army, threatening the outbreak of the first real war for the Empire in centuries.
Recently, contact with the colonies in the far south has been lost
Authors' Notes
This is my first Quest I'm creating and the first time I'm posting something on this website.
As English is not my native language, I am open to suggestions and correcting mistakes.
Main stats (Can only be developed in special cases):
Stamina - +8 from Rolls for stats (-4)
Intelligence - 4 +21 from Rolls for stats (+20) + reroll
Education - +11 from Rolls for stats (+1)
Charisma - +18 from Rolls for stats (+12)
Espionage - 8 +8 from Rolls for stats (+8)
Military - 14 from Rolls for stats (+4)
Magical Potential - 5 (-10)
Skills (can be developed at the end of the turn)
Weapon skills (S) - 9 (-2)
Balistic Skills (S) - 2 (-16)
Manual labor (S) - 2 (-16)
Engineering (Ed) - 4 (-12)
Law (Ed) - 4 (-12)
Magical Knowledge (Ed) - 12 (+2)
Logistics (I) - 4 (-12)
Management (I) - 7 (-6)
Operating Siege Machines (I) - 2 (-16)
Infantry Command (M) - 9 (-2)
Cavalry Command (M) - 11 (+1)
Skirmish Command (M) - 14 (+4)
Strategy (M) - 6 (-8)
Air Combat (M) - 2 (-16)
Scout (Es) - 4 (-12)
Intrigue (Es) - 6 (-8)
Ambushes (Es) - 4 (-12)
Diplomacy (C) - 6 (-8)
Command (C) - 7 (-6)
Oratory (C) - 6 (-8)
Magic Control (P) - 10 (+0)
Fame - 2
Reputation - -2
Wealth - 4
Trait:
-Order od Arcanist - As a member of the infamous Arcanists, you are somewhat feared. - You get +5 to rolls when you want to intimidate or convince someone. You also gain +10 to rolls for contacts with magic users in the Empire. (Bonuses stack together)
-Magical sight - Your eyes can see more, you have better vision and you have a chance to see traces of magic (e.g. hiding enemy troops). You get +10 to rolls when using magic
Items:
Battle Robe of Arcanist - When equipped there is a chance to block a fatal blow
Sword of Arcanist - when equipped add +2 to your Weapon Skills
Kingdom of the Hundred Islands of Dicamaquea:
A kingdom formed only 20 years ago from the merger of three island states, which in earlier years had fiercely fought each other for domination of the Aegeanthos Sea, but the growing aggression of the Dragon Empire pushed them towards unification. The royal families intermarried, and as a compromise for the families of the republic, a council of the seas was created and given a certain degree of authority. They have one of the largest fleets in the entire region, and their army, although small, is well trained. They have been working against the Dragon Empire since the beginning of the union.
Grand Duchy of Fleur Ensoleillée:
A country with over 1,000 years of history in which chivalric ideals shine with victory and power. They have been selectively breeding griffins for centuries, thanks to which they dominated their neighbors. The arrival of the Dragon Empire on their borders changed this situation. There were skirmishes across the entire border, but the Empire failed to gain any major victories. Now, seeing the weakening state of the Empire, the Grand Duchy is preparing for a war which I want to win this time.
City-states of Thalassia:
City-States located on the Aegeanthos Sea, mainly engaged in trade and creating mercenaries for the entire region. Due to the constant aggression of the Dragon Empire, they formed a joint defense coalition that has been able to defend their freedom so far, although they are slowly retreating under the pressure of the Imperial army. However, everything may change if further city-states organize their armies and support the defense in the north.
Dark elves:
The dark elves have been divided and quarreling for centuries, waging war among themselves, fighting to see who would unite them. However, the Dragon Empire interfered in their disputes by taking over one of the many states and appointing a puppet ruler there. During the War in the North, several dragon riders died, and the rest withdrew from the fight, preferring to move to a safer place. The fighting between the Empire and the elves was interrupted, but it led to an imbalance in the region. Now, almost 50 years later, the sea elves are on the verge of reunification. Only the direct intervention of the Imperial army has a chance of stopping the unification.
Republic of Silvaland:
The young republic that emerged from the overthrow of the monarchy is now governed by an assembly of citizens. He hates the Empire for supporting the monarchy's attempts to return and supports his neighbors in repelling the Empire's aggression. An army composed of non-citizens is actively fighting against the Imperial army.
Minor states (Less important and powerful countries in the region at this point for the Empire)
The kingdom of Eternal Light:
A kingdom inhabited by light elves who came to this place through magical portals over 3,000 years ago, then split into two groups - the dark elves, who abandoned their faith in the Great Dragon of Light, and the light elves, who remained loyal to him. The kingdom is still far from the Dragon Empire, but it has terribly bad relations with it. This is because they consider it blasphemous that humans can be dragon riders, especially the Emperor who flies on a golden dragon. Their diplomacy has been inciting neighboring countries against the Empire for years and supporting various unrest within the Empire.
And this is the mechanic I plan to use:
d100 dice
Skills and stats range from 0-25 and give bonuses from -20 to +20
On 25, the roll is considered an advantage and the higher result is selected
01-05 - critical failure
95-100 - critical success (dice explodes)
If the roll is not a critical success and the result due to modifiers is equal to or greater than 100, the dice will explode only once.
Main stats (Can only be developed in special cases):
Stamina - Your physical fitness
Intelligence - Your ability to think quickly and assess situations
Education - Your ability to efficiently understand and learn science
Charisma - Your charms and persuasive abilities Military - Your ability to understand military operations.
Espionage - Your skills in reconnaissance, hiding and intrigue.
Magical Potential - Your potential to control magic (Attention, if after completing character creation the character has 0 points, you will most likely never learn magic)
Skills (can be developed at the end of the turn)
Weapon skills (S) - Your skill in using hand-to-hand weapons.
Balistic Skills (S) - Your skill in using ranged weapons.
Manual labor (S) - Your skills in manual labor
Engineering (Ed) - Your skills in construction planning and management.
Law (Ed) - Your ability to understand and create laws
Magical Knowledge (Ed) - Your skill in understanding magic
Logistics (I) - Your skills in organizing and planning logistics
Management (I) - Your skills in managing land and money
Operating Siege Machines (I) - Your skills in operating siege and war machines
Infantry Command (M) - Your infantry command and combat planning skills
Cavalry Command (M) - Your cavalry command and combat planning skills
Skirmish Command (M) - Your skills in commanding and planning skirmish combat
Strategy (M) - Your battle management skills and the efficient combination of different types of troops.
Air Combat (M) - Your air combat skills
Scout (Es) - Your scouting abilities
Intrigue (Es) - Your skills in creating and detecting political intrigues
Ambushes (Es) - Your skills in preparing and detecting ambushes and traps.
Diplomacy (C) - Your skills in persuading other people
Command (C) - Your ability to lead others into battle
Oratory (C) - Your ability to speak to crowds.
Magic Control (P) - Your ability to control magic (only if you have Magic potential)
Fame - How recognizable you are. (From 0 to 25)
Reputation - What reputation you have. (From -20 to 20)
Wealth - Money you can spend on yourself or your people.
Army:
You have 800 light infantry and 200 skirmishers, divided into 2 battalions, each battalion with 5 Surni
Luxi - light infantry
Arci - skirmishers
Surni - its unit of soldiers with 100 soldiers each
Bonus:
Magical preparations - You will receive a bonus on rolls affected during that campaign.
Big maneuvers - During this campaign the risk of mistakes in cooperation between the Arcanites and the rest of the regiment decreased to zero.
If you want to write an omake to this story, you can, I will give bonus to the next character roll
A few questions about your character:
Who are you:
[] Write in your name.
How old are you?
[] Write in your character age (between 18 and 28)
[] You can add art
[] You can write backstory for PC
What is your gender?
[] A man
[] A woman (because this is a medieval-like world, women in the army are rare and treated poorly)
What is your race/ancestry?
[] Human (Common) - An ordinary human native to every corner of the Empire. No changes
[] Half-elf - Stronger and more intelligent than humans, however, they are viewed with suspicion by all races due to their mixed origins.
-1 Espionage, -1 Charisma, +1 Intelligence, +1 Stamina
[] Human (Barbarian) - People coming from territories conquered in the last 100 years have less access to education, but because of living in difficult conditions they are more durable and brave.
-1 Education, -1 Espionage, +1 Military, +1 Stamina
[] Human (Central Region) - People from the Central Region have been kept in peace and prosperity for generations, have greater access to Education, but suffer from a certain amount of pacifism.
+1 Intelligence, +1 Education, -1 Stamina, -1 Military
Who were your parents and what environment did you grow up in?
[] Mages - +1 Magical Potential, +1 Intelligence +5 Magical Knowledge, +3 Weapon skills, +3 Management
Magical sight - Your eyes can see more, you have better vision and you have a chance to see traces of magic (e.g. hiding enemy troops). You get +10 to rolls when using magic
[] Officials - +1 Education, +1 Intelligence +5 Management, +3 Law, +3 Logistics
You know the intricacies of bureaucracy. You get +10 on each roll involving bureaucratic matters. When you make a request to your command you do not receive penalites
[] Soldiers - +1 Military, +1 Stamina +5 Weapon skills, +3 Manual labor, +3 Strategy
You understand how simple soldiers think, for each roll related to when dealing with soldiers you add +10 to the roll, the risk of mutiny in your unit decreases by 1.
[] Nobility - +1 espionage, +1 charisma +5 Diplomacy, +3 Intrigue, +3 Weapon skills, +1 Fame
You grew up in a noble court and know the rules of etiquette perfectly. For every roll when dealing with the nobility you get +10.
[] Workers - +2 Stamina, +5 manual labor, +3 Scout +3 Engineering
Structures (temporary and permanent) are easier to build.
[] Merchants +1 Intelligence, +1 charisma +5 logistics, +3 Management, +3 diplomacy
Your soldiers are always well equipped. At the beginning of each campaign, yours starts with additional equipment and supplies.
[] Forest People +1 Espionage, +1 Stamina +5 Scouting, +3 balistic Skills +3 Ambush
Your scout finds out more information and detailed. You get +10 to rolls when scouting.
There will be another vote on how you became an officer, where you will be send, and what your ambitions/desires/motivations are.
Rise of the Dragon Empire:
…"At that time, envoys from a neighboring country came to our kingdom looking for a spouse for their princess and future queen, for this reason, the young Prince Valdastes Mauger Re'hnoras, who was the second son of King Harrec VI, left the royal summer residence and went to the Mountains of Death. During his stay, a storm broke out which forced him to take shelter in a network of caves he had just discovered, set up a makeshift camp there and started exploring the cave. There he found a large oval stone with a smooth surface and blue color, which he took to his camp to examine. In the middle of the night he was awakened by the sounds of a cracking shell, it turned out that it was not a stone but a large egg. The egg hatched into a small, golden-colored lizard-like creature with two pairs of paws and one pair of webbed wings, and the union between the creature and the prince took place that same night. A golden mark appeared on the boy's hand and his hair and eyes turned golden, this is how the first dragon rider of humanity was created."...
… "After returning home, with the rapid growth of his dragon, Prince Valdastes quickly began to gain popularity among the nobility, who began to propose making him crown prince. Conflict began to grow in the kingdom between the factions of the princes, and everything indicated that a civil war would break out. Everything changed half a year after the prince's return, then King Harrec VI was murdered and a coalition of three neighbors of the kingdom started an invasion. Both princes then made an agreement, Prince Valdastes would become the new ruler and after his death, his brother or his brother's children would become the new rulers. Prince Valdastes then declared himself emperor and announced the creation of the Dragon Empire, then gathered all the armies and set out to conquer. Beginning the Era of Conquest "...
…"The conquest continued with minor interruptions for almost 200 years, during which the Empire conquered most of the region, only the death of the last descendant of the Emperor's brother in a plague caused him to withdraw from the fight. Then our Emperor got married and started reforming the Empire, unifying the law, taxes, army and many other things. For the next 150 years, the noble families of the empire continued to wage war, but their progress was less than what the Emperor himself conquered. We call this period the Time of Stability."...
…"Everything changed when the Emperor distributed dragon eggs to the noble families from the Emperor's home kingdom. Many young dragon riders were born and began a new era of conquest called the Age of Dragons, which continues to this day."...
…"These times and events had a huge impact on the division of the current nobility. The houses from our ruler's home kingdom became the dragon houses, the nobility ruling the lands personally conquered by the Emperor are called the Elder Nobility. The nobility from the lands conquered during the Time of Stability are called the Young Nobility, while the rest of the human nobility and all non-human nobles are called Virtorians."...
- From the book "The Rise of the Dragon Empire" by Alred Anglergrim.
Scheduled vote count started by Talantir on May 12, 2024 at 2:40 PM, finished with 6 posts and 3 votes.
[X] Plan I'm a Sucker for Expy
-[X] Mordred le Fay
-[X] 16
-[X] Dragon Empire Mordred
-[X] Human (Common)
-[X] Born to a practicioner of fae magic of a distant land, mordred's mother fled her homeland to save her from the macinations of fate and a father who feared she would someday rise against him. She has grown up blissfully unaware of this, eagerly following in her mother's footsteps as a practicioner of magic.
-[X] A Woman
-[X] Mages - +1 Magical Potential, +1 Intelligence +5 Magical Knowledge, +3 Weapon skills, +3 Management
[X] Plan I'm a Sucker for Expy
-[X] Mordred le Fay
-[X] 16
-[X] Dragon Empire Mordred
-[X] Human (Common)
-[X] Born to a practicioner of fae magic of a distant land, mordred's mother fled her homeland to save her from the macinations of fate and a father who feared she would someday rise against him. She has grown up blissfully unaware of this, eagerly following in her mother's footsteps as a practicioner of magic.
-[X] A Woman
-[X] Mages - +1 Magical Potential, +1 Intelligence +5 Magical Knowledge, +3 Weapon skills, +3 Management
You are Mordred Le Fay, daughter of Morgana Le Fay and a man unknown to you.
You were born in a far away land, but you don't remember your home or your father.
Your mother is a magic user, from whom you inherited your magical talent. Since you were a child, you have followed her steps, learning from her magic.
However, life in the Dragon Empire is not easy, which is why you decided to join the army.
How did you become a soldier and officer:
[] You joined the army and during a skirmish on one of the borders after the death of the commander, you led a unit into battle, received a promotion and transferred to another place.
+3 Military, +4 Stamina +3 Weapon skills, +3 Manual labor, +3 balistic skills +3 Command
Trait: When you lead your men into battle, you gain +10 to your command roll.
[] You graduated from the military academy
+4 Military, +3 Intelligence +3 to all command group, +3 Weapon skills, +3 Strategy, +3 Command
DC Roll 5/10/45/75 for Academic Achievement (Trait, Fame, Wealth and more to earn)
[] You completed long arcanist training, joined their infamous ranks, and then took command of a unit.
+4 Magical Potential +3 Intelligence +3 Espionage +3 Magical Knowledge, +4 magic control, +2 Intrigue, +2 Weapon skills, +2 Strategy, +2 to all command
Trait: As a member of the infamous Arcanists, you are somewhat feared. - You get +5 to rolls when you want to intimidate or convince someone. You also gain +10 to rolls for contacts with magic users in the Empire. (Bonuses stack together)
[] A nobleman owed you a debt or you use blackmail and you convinced him to finance your career.
+4 charisma, +3 espionage +3 Intrigue, +3 Diplomacy, +3 Oratory, +3 Law
Trait: When you try to find or talk to someone important, you get +10 to the roll. (Persuasion, intimidation)
What troops did you join?:
[] Skirmish troops - Archers or javelinmen or slingers and light infantry, main task is to cover heavy infantry and advance guard.
+8 Skirmish Command +5 Cavalry Command +3 Infantry Command
[] Cavalry troops - All types of cavalry, the main task is reconnaissance and shock operations
+8 Cavalry Command +5 Infantry Command +3 Skirmish Command
[] Infantry troops - Heavy infantry, the backbone of the Imperial army, leads almost every assault and holds the front line in every battle.
+8 Infantry Command +5 Skirmish Command +3 Cavalry Command
What your ambitions/desires/motivations are:
[] Write-in
Your assignment to a combat area, you were given the opportunity to choose the area where you would be sent to take command:
[] Kingdom of the Hundred Islands of Dicamaquea:
The Dragon Rider has prepared a grand plan to conquer the disobedient islanders. His plans for victory are to quickly and capture the most important ports of the main islands, but before he attacks the main island, he must capture a series of fortified islands that are in the path of the fleet. During this time, some of the Imperial warships will distract the enemy fleet. Pros:
Possibility to prove oneself in an autonomous command.
Receiving a numerically reinforced version of your unit to command. (But less experienced) Cons:
Reliance on the small Imperial fleet.
No naval combat skills.
Inexperienced campaign command.
[] Republic of Silvaland:
The Imperial Senate has issued an order to eliminate the threat caused by the Republic of Silvaland, the army is preparing for a long and large campaign, but first it is necessary to conquer the countries lying in its path. Pros:
Despite the support of the Republic of Silvaland, the army in our way is inexperienced and small in number.
Prince Lanfranco Del Rosso is fighting in the area and wants to regain the throne of Silvaland (he is an ally of the Empire)
Possibility to prove oneself in an autonomous command. Cons:
No dragon support.
Fight in the difficult terrain of swamps, hills and forests.
[] Acroiton Province:
An uprising has broken out in the province and must be suppressed. The uprising was started by the local nobility, with whom you can still try to reason with them, but you should be careful because just before the resumption, a large group of well-armed people (most likely mercenaries) arrived in the province. Pros:
Completely independent command.
Possibility of settling the matter without bloodshed. Cons:
Soldiers may have trouble killing Imperial citizens.
A small number of soldiers are available.
Rather little room to prove yourself.
[] Grand Duchy of Fleur Ensoleillée:
Although there is no war between the Grand Duchy and the Empire yet, both sides are gathering large forces and skirmishes are taking place from time to time across the entire width of the border. Pros:
Huge forces ready to help if needed.
You can earn money by capturing enemy knights and collecting ransom for them.
Being in the center of operations in the event of a war breaking out. Cons:
No independent command.
Almost no room to prove yourself.
Being in the center of operations in the event of a war breaking out.
Rather boring and slow service.
Authors' Notes And this was second part of the character generation, then we'll move on to our first mission area. And as always, I am open to suggestions and correcting mistakes.
The basis of the imperial force is armored infantry armed with approximately 2-meter-long spears and approximately 60-centimeter-long swords.For protection, they wear metal armor, helmets and carry round shields with a diameter of about 90 centimeters.
Infantry is divided into two main types:
Parani - Wearing heavy armor called cuirasses, full-face helmets, and leg and arm guards. Composed entirely of veterans, they fight in the center of the battle formation.
Serani - Wearing lighter armor in the form of chain mail, open helmets covering the head and cheeks, lighter and more mobile, they include both recruits and veterans, fighting on the wings of the battle formation.
Infantry goes into battle in two ways:
The first and most famous one is in the form of a phalanx. In this formation, soldiers protect themselves and their companion on the left with their shield while at the same time making spear thrusts. The first two ranks can engage in combat at one time, while the rest provide momentum for the attack. In this formation, soldiers march slowly to maintain formation effectively.
The second method is a tactic called crimen, which involves breaking formation and running at the enemy. Hitting them with their large shields, trying to break the enemy with their momentum.
The infantry is supported by skirmisher units, which are usually foot units that are lighter than infantry. They are divided into two main types:
Arci - these are shooters who disturb and weaken enemy units from a distance.
Armed with bows, slings or javelins, and small shields, they use almost no armor.
Luxi - light infantry carrying 2-3 javelins measuring from 1 to 1.5 meters, a sword about 60 centimeters long, and shields about 60 centimeters wide. For protection they use leather or canvas armor covered with metal, open helmets and greaves. Their task is to protect the flanks of the main battle formation, take offensive actions and fight in less accessible terrain.
In the context of the Imperial Army, we cannot forget about their cavalry, which is divided into two main types:
- Light cavalry whose task is to perform reconnaissance, skirmishing and offensive activities, chasing a fleeing enemy and encircling the enemy. Their weapons differ from each other, as they use bows, javelins, lances and swords as weapons. Some of them have light armor, some also use shields.
- Heavy cavalry serves as a striking force, its purpose is to break the enemy's lines with its momentum. They are armed with 4-meter lances and swords up to 1 meter long. Both they and their mounts wear heavy scale armor that covers the entire body. They wear a full helmet on their heads, leaving only a slit for the eyes and nose open. Some of this cavalry use shields, but not all of them.
Arcani - These are formidable combat mages trained to use only combat spells, making them more dangerous in battle than ordinary mages. Their task is to ensure communication between units, support camp activities and support the army with their spells during battle. They know how to use weapons and some of them even command troops. Most often dressed in long robes with enchanted metal plates sewn to them, providing great protection against most threats. However, this varies depending on their own preferences.
The imperial army also uses the services of engineers and war machines such as ballistae, scorpions, catapults and onagers. Engineers help build fortifications, establish camps and conduct siege operations, and also operate all machines.
Publius "Treaty Concerning the Army of the Dragon Empire"
Author's notes What do you think about these side stories, should they describe the world in this way, as simple information or more as a story.
Or is it better not to describe the world at all?