Year 1050 Year 1041 : After two years of small skirmishes, the
Divusene Kingdom send his army inside the
Shredded Order controlled territory.
1 v 5 = Brutal Shredded Order victory
It... Does not go quite as expected for the divusene king. He is captured in battle, and next forced to surrender.
The Shadars Orders does not stop here, however. After having taken control of the divusene lands, they put the king in trial for heresy, and burn him on the stake. The royal family flee the country as the Shredded Order take complete control of it.
Year 1044 : In the
Vidunese Kingdom is found an untouched elvish ruin, with inside a beautiful golden necklace, of the finest craftelfship. The king immediatly orders the necklace to be brought to his palace.
4 v 1 = Necklace is now vidunese pride of the kingdom
The elvish necklace is successfully delivered to the king, which uses it as a proof of wealth and refinement for the kingdom.
Year 1048 : Taking advantage of the turmoil in the
Larinise Kingdom, the
Grodel Republic launches a naval raid on its coasts !
4+1 v 4 = Narrow Grodel victory
Though weakened, the larinise potency is not to be underestimated. It is barely thanks to their superior ships that Grodels manage to take back the sea with their holds full of slaves and riches.
The Larinise Kingdom, despite their honor safe, will lack those men and wealth.
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Alright ! Here comes the moment you probably long awaited for !
To get an idea of the order now, we have in the frontrunners :
- Engdal Duchy with 7 power
- Grodel Republic with 5 power
- Goldtooth Goblin Horde with 5 power
- Vidunese Kingdom with 4 power (overlord of the Daguri Duchy)
- Egorash Kingdom with 3 power
Down to the line we have :
- Ridhel chiefdom with -1 power (tributary of Vedinar Federation)
- Baewen Duchy with -1 power
- Dalgury Duchy with -1 power (tributary of Vidunese Kingdom)
- Larinise Kingdom with -1 power
A last note before you start giving your special action for this turn.
You create your own event for this turn. You have some ideas in the first post rules, to inspire you and give you the general tone of the actions, though you can create more custom one. The core of your event
will happens. The dice decide either or not your event rolls the way you intended it to. For example, if you put 6 dragon eggs on the island of Egorash, they will be find. But it's up to the dice that the eggs will be given to the king, his heir, an ambitious vassal or an humble peasant. It's also up to the dice that the dragons will be bound to a unique person, or if the dragons will be individually used for personal gains.
About the dragons, see my precedent post :
You could not knew it because I did not tell it, but to give you some lore for your turn 5 action, dragons actually exist in this world ! Well, at least they existed, because they were last seen one or two milleniums ago, on the isles of the Inner Sea (in the south-west of the Hyrun Peninsula).
They are indeed tamable, but elves are the only known people to ever managed to do so (good intuition to do your action in Egorash ). But hey, time for humans, I guess !
For dwarves (I guess you will want them, we are on Bay12 forum, after all), they do exist... But not on that side of the ocean. Yet, at least. Dwarf sea invasion on steamboats is a really tempting scene to put them on the peninsula.
About magic, we are on a
low magic era (which imply high magic era exists, yes). This means that magic is hard, magic is rare, and wizards have weak powers and are generally seen as charlatans. However, this does not impact your own powers, just how magic is seen in the world now.