You can make a discord server if you want, but I'm bad at keeping up with them. If you untag the thread I can also message you when there's updates, or just tag you in the update. But discord might be better, up to you
Ruler of the southwestern steppes, Khazen Karad belongs to the nomadic peoples of the Khaval Horsemen who, many generations ago, moved into the area to come to dominate the area. His mother before him, the former ruler had passed the title of Overlord to him just recently- herself having lived a long reign over the region.
The Karad family had united the Khaval horsemen and the local farming communities of the steppe into one unified kingdom, and now both cultures had merged together to form an impressive agrarian society focused primarily on trade and mounted combat. The horses of what has become known as Khavalian Empire, otherwise referred to as Khavalia, are of fine breeding stock, the husbandry of the nation's animals a source of pride.
Skill with the bow, especially from horseback is also a prized skillset, as is riding those very horses.
Hunting parties tracking migrating herds of animals as well as nomadic tribes with their own flocks moving between farming villages among the number of lakes and small streams scattered throughout the territory has become a common sight.
Government
The Khavalian Empire is ruled by the Overlord, who passes inheritance along to the eldest in line. The Khavalians are a relatively free spirited people of horsemen, and they have embodied this in their rule- towns are largely left to manage themselves, and in return for protection against larger armies and raiders, and protecting the roads in between the Khavalian horsemen tribes that rule them exact tributes and recruit the settled people's into their armies and caravans for different campaigns of commerce and conquest.
The Khavalian nobility and nomads themselves do not typically live in the towns, and will set up camp outside of them while interacting with the locals. As such there is no official capitol of Khavalia, as the monarch and their retinue is always mobile- moving between fortresses and towns and camping in the field.
The Karad family and to a larger extent the majority of Khavalian Horsemen also does not select whom their children marries, as arranged marriages is not a customary practice among the likes of the Khavalians. That said, dowries are commonplace between both partners, and it is typical that a gift of some sort is given to each other for the marriage to take place.
Servant 1:
Diplomacy 3, Administration 4, Leadership 4, and Combat Ability 3
Company Master Segrid Falkun
"Segrid Falkun was born to a modest family of millers who grinded grain for the town of Hengot, a grasslands town on the borders of Khavalia. However, due to wild beastman raids and other races that plagued the countryside, even with the fast response of the Overlord's troops the likes of Segrid's family had their mill burned to the ground and his father left crippled and dependent upon the community, and his mother not much better. From a young age he knew the importance of the towns own independent defense, but with most of the farmers having to dedicate most of their lives to their fields he knew that trying to amass permanent armies was both contrary to the whims of the Overlord as well as unfeasible for the local populace. So instead, he and many others appealed to merchants to fund private armies- called Companies- of mercenary bands that would then serve towns and migrate to where the worst fighting would be had. They soon came to supplement the empire's forces in battle, and their often town derived footsoldiers are a welcome, meaty addition to any Khavalian force. Segrid has made a name for himself as a shrewd and economical mercenary leader, and while not being as hard wrought a fighter as the Khavalian horsemen are, is still a formidable opponent."
"Heir to the throne, Kayala Karad is the daughter of Overlord Khazen. Kayala from a young age grew up with both her grandmother and father inspiring her to be a proud and fierce warrior, her mother unfortunately dying from childbirth. Kayala early on was an aggressive child, who grew into an aggressive princess- one that was of sanguine temperament and extreme devotion to her studies in both peace and war as ruler of the empire. Wanting to prove herself to her grandmother, and to a lesser extent her father.
Kayala is much more eager to expand the kingdom and engage in its interests, having famously swore that she is "Married to Khavalia, and that any man to court her has to match the power of a thousand thundering hooves of Khavalian Cavalry and the wisdom of her father's falcon."
She has yet to find a suitable suitor, and has very exacting standards, much to the chagrin of her father."
EDIT: IGNORE THE FIRST ROLL'S EXTRA DICE, I got confused when it said "Add dice" where I meant to just do my 2nd roll. Still getting used to this forum's functions lol
I'd prefer to be in that stretch of grassland in the southwest of the map if at all possible.
A kingdom from the east that fled west. His father settled in Ulfyre, and now Lord Portalagne must defend the land they claimed. His warriors are weary from constant war, but in this moment, there is a glimmer of hope if victory is obtained.
Army:
Men at Arms
Maneuverability:1/Condition:3/Discipline:1/Defense:1/Skirmish:0/Ranged:0/Charge:0/Clash:1
A predecessor of the Enchanter of the Marsh and the Sorceress of the Riverlands, in a way. It is a complex relationship. In this moment, she is among the first Lehvant to turn necromancer, and intends to destroy all who try and settle in Ulfyre.
Both players will roll 8d6. This represents their armies Maneuverability:/Condition:/Discipline:/Defense:/Skirmish:/Ranged:/Charge:/Clash:
But BEFORE that, they have to figure out they want to use their servants. The only thing that matters is Leadership stats and Combat Ability. Leadership can be used for Maneuverability, Condition, Discipline, or Defense, in that you add the servant's leadership level to either your army's Maneuverability, Condition, Discipline, or Defense levels. In this case, Lord Portalagne will add his 6 Leadership level to his army's 4 discipline. Now it's a 10.
The Moon Maiden will do the same. Now her army's Discipline is at an 8.
Combat ability is the same. Depending on the hero, you can boost Skirmish, Ranged, Charge, or Clash. In this case, both will be boosting clash, so now Lord Portalagne's army is at Clash Level 7. The Moon Maiden's is at 10.
C: Question: is there any way to deliberately improve an army's stats prior to battle aside from Servant intervention? Things like issuing crossbows to every soldier and training them in their use, or putting them through wargames for the purpose of sharpening their skills?
C: Question: is there any way to deliberately improve an army's stats prior to battle aside from Servant intervention? Things like issuing crossbows to every soldier and training them in their use, or putting them through wargames for the purpose of sharpening their skills?
C: Question: is there any way to deliberately improve an army's stats prior to battle aside from Servant intervention? Things like issuing crossbows to every soldier and training them in their use, or putting them through wargames for the purpose of sharpening their skills?
So in that regard, the best way to boost an army's stats is to raise more units. Both example armies had two units each, heavy-ish infantry and cavalry. Right now there's a couple players that have raised armies as well. They're single unit, skirmish-types.
A balanced army would have skirmishers, archers (available after you develop crafting traditions) basic warriors (same), cavalry (also requires things) maybe some big guys like giants or golems or bird swarms etc etc. But to do that you have to either absorb, treaty, or conquer surrounding villages to get more populations to raise warbands out of.
If you do that, suddenly your combined army stats start looking a lot higher, especially depending on what kind of units you're raising. A well-balanced army will be huge. Beyond that, there's not many other ways to boost your unit's stats, other than taking turns to train them, or upgrade them (though typically you'd just raise a better unit than upgrading one)
The mechanics are a bit lacking, but they meet 2 criteria, in that I can run the numbers relatively easily on mobile, and it includes some unit diversity. I might expand on some more things if it proves simple enough to run in its current iteration
You're free to act out scenes in IC, but diplomacy is also an official action when done between players. Soon there will be [Events] and [Rumors] popping up during updates, and if you get an [Event] it may be because another player sent over their servant. Whether you accept or decline whatever they're coming to meet with you about depends on you. You may have already hashed it out in IC and know the servant's coming, or had a DM conversation, either way when sending a servant for diplomacy to another player the rolls don't matter, as success is determined by the two parties.
You application's good and I like the kingdom, always a plus to have a nomadic cavalry powerhouse in the mix. I'll let you know if I open up (looks like 2 slots) in the future, I'll know for sure in about 3-4 turns when everyone's previous actions start paying dividends
I just wanna say I really like how you used lore in your explanation of the combat mechanics @Lop .
Dunno in how far it will be used in the future, but I really enjoyed seeing a bit of the realms of Bursah and Roogun 'Bas. Maybe this is the last we hear about Lord Portalagne and the Maiden of the Second Moon or even their realms, but I find it adding quite a bit to the story. Reading about an earlier conflict, it adds history to the story and that adds realism to it. Since she's amongst the first Lehvant to become a necromancer we know roughly when the undead started appearing in the Lehvant in large numbers and based on how you worded her bio it sounds like the maiden started resorting to necromancy in order to fight against the foreign invaders.
Which means that the Maiden was probably the ruler of a rump state of the Lehvant.
Combined with the two Necromancers ruling from the former capitals (and only remaining Lehvant cities) it seems to indicate that the people of the Lehvant started resorting to necromancy in order to bolster their armies with the undead against the seemingly endless hordes of foreign invaders fleeing the East. Not saying the current necromancers are from the Lehvant (maybe they're just randoms who learned necromancy and liked the cities, but it's not impossible as you said before that one or both are hold-outs of a sort), but there does seem to be a connection between Necromancy and the old kingdom of the Lehvant for the time being.
Of course this is just what I make out of it and I might be completely wrong, but it was still an enjoyable thought exercise.
I just wanna say I really like how you used lore in your explanation of the combat mechanics @Lop .
Dunno in how far it will be used in the future, but I really enjoyed seeing a bit of the realms of Bursah and Roogun 'Bas. Maybe this is the last we hear about Lord Portalagne and the Maiden of the Second Moon or even their realms, but I find it adding quite a bit to the story. Reading about an earlier conflict, it adds history to the story and that adds realism to it. Since she's amongst the first Lehvant to become a necromancer we know roughly when the undead started appearing in the Lehvant in large numbers and based on how you worded her bio it sounds like the maiden started resorting to necromancy in order to fight against the foreign invaders.
Which means that the Maiden was probably the ruler of a rump state of the Lehvant.
Combined with the two Necromancers ruling from the former capitals (and only remaining Lehvant cities) it seems to indicate that the people of the Lehvant started resorting to necromancy in order to bolster their armies with the undead against the seemingly endless hordes of foreign invaders fleeing the East. Not saying the current necromancers are from the Lehvant (maybe they're just randoms who learned necromancy and liked the cities, but it's not impossible as you said before that one or both are hold-outs of a sort), but there does seem to be a connection between Necromancy and the old kingdom of the Lehvant for the time being.
Of course this is just what I make out of it and I might be completely wrong, but it was still an enjoyable thought exercise.
Appreciate the shout out, your guys' turn orders are already shaping the lore in interesting directions. The three monster tribe factions are fleshing them out differently, the necromancer players are going in wildly different directions that is going to fun to contrast later, and everybody else knows how to play to their factions' aesthetic to a T. I won't always be able to add lore bits, but I'm having fun developing this world to compliment your playstyles (hopefully)
I also liked how our current units were marked as 290s units, suggesting the relative development and giving a very interesting viewpoint into their presence and showing how things might change over time.
C: @Lop once things are more established, can actions be spent to establish institutions that will auto-build certain categories of improvement, or otherwise scale with our country as it grows?
C: Basically, "I establish Ministry of [Subject]" and then just have [Subject] be assumed handled barring subsequent events.
C: @Lop once things are more established, can actions be spent to establish institutions that will auto-build certain categories of improvement, or otherwise scale with our country as it grows?
C: Basically, "I establish Ministry of [Subject]" and then just have [Subject] be assumed handled barring subsequent events.
I think I understand what you're getting at, and the plan is for some industry scaling to happen without you having to babysit it through every stage of development. Sometimes it will develop in a direction you dont want it to go towards, but generally yes during mid and late-game I think some of you will have established self-sufficient and thriving trades that may grow on their own without constantly having to spend turns on them.
Also with our last player posted, there will either be an update tomorrow or Thurs. If it's tomorrow it will be a light update that just gets you guys to the next series of actions, if it takes longer it's cause I'm fleshing out lore and character details.
If we're planning on writing some ICs should we talk the lore contained there through with you first to ensure that it fits with the vision of the world you have? And out there any other guidelines?
If we're planning on writing some ICs should we talk the lore contained there through with you first to ensure that it fits with the vision of the world you have? And out there any other guidelines?
Ah good question, If it's something about your kingdom you probably don't need to check with me, if it's something that has to do with Ulfyre just shoot me a message
Ah good question, If it's something about your kingdom you probably don't need to check with me, if it's something that has to do with Ulfyre just shoot me a message
This here is a quick timeline, may be subject to a few tweaks after I solidify the war, but hopefully it clears up all the A.E stuff and where we're starting on the timeline