The City Upon the Hill

Sonereal

♫We got the guillotine♫
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Duskdale is a fortified town that traces its history to a time before the Deluge wiped away the debt accrued by industrial human civilization. Protected by walls and its thaumaturgic traditions, Duskdale had long treated the settlements and civilizations arising around it as little more than barbarians: uninteresting and with nothing of value to the princely senatorial class. But the raids grow in ferocity and number every year. Barbarian chiefs now fancying themselves as kings and presidents no longer show Duskdale the deference it has long enjoyed.

The politics of the city grow more unstable. Powerful factions lurk in the shadows and senate seeking glory and wealth. This is the situation players find themselves in the year 1451 NE.

A New Society; One Roll Engines
The City Upon the Hill is a street-to-empire scale game set in a fantasy universe in which human civilization experienced a catastrophic demise over 1400 years ago giving rise to post-apocalyptic society and "miracle working", magic to the clergy, thaumaturge to scientists. In CUH, players will create factions and attempt to survive and prosper, achieving success under their own terms. This, like IOT VI-2, is a game that emphasizes story and narrative over fidelity to mechanical systems, maybe even more so after my experience with IOT VI-2.

Factions are defined by five qualities (Might, Treasure, Influence, Territory, and Sovereignty) and assets. Most rolls in the game are performed by using one or two qualities and invoking an asset.

Example: The Cobalt Mercenary Company has 2 Might and 1 Treasure. They attack an outlying village for refusing to pay "taxes". This roll would be be 3d10 (2 Might + 1 Treasure) + 3d by invoking the "aggressive tax collector" custom asset of the CMC. The CMC rolls the 6d10 and gets 6,6,1,3,5,7. There is one set (2x6). The 2 is the width and the 6 is the height.

Dice rolls in this game all use a d10. When the dice is rolled the goal is to get sets. How wide your roll is is based on how many sets you have while how high your roll is is based on the pair. In the above example, the height of the roll is 6 and the width is 2.

Continued Example: How the village responds will determine how their rolls are handled. If the village is simply defending, it will performed defensive rolls with the goal of gaining sets. If it gains gains a set 2x7 or higher, it will devour one opposing dice (in this example, a 6) causing the attack to fail. If CMC had rolled a 3x6, however, the 2x7 would not have worked because the 3x6 is faster. Width=speed, height=power.

Qualities
Might, Treasure, Influence, Territory, and Sovereignty are five qualities rated on a scale from 0-6. If Sovereignty is ever brought to zero and the faction is unable to quickly raise it back to 1, the faction will collapse. If two qualities are ever reduced to zero by an attack, and one quality is territory or sovereignty, the faction is conquered.

Might represents the martial power of your faction. At 1, you're talking about a small peasant force. At 6, you're talking about a large modern army with significant thaumaturgic power. Treasure is self-explanatory. Influence is how influential your faction because of its its political and diplomatic clout or because of its spies. Territory 1 can represent a village and its farms, a small town, a neighborhood within a society, a small church, a minor organization, a single large ship and its crew, etc.

Territory represents not just land but population/workers and capital.

Finally, there is Sovereignty. Sovereignty represents the cohesion of the faction, with 1 representing "we hate the leadership" and 6 represents awesome fear or adoration.

A quality rating is the number of actions a faction can perform using that quality each season. Might 3 means a faction can perform three Might-based actions a turn. However, each time a quality is used it takes a -1 penalty until the beginning of the next season. Your first Might action would have no penalty, but your second one would have a -1d penalty and your final would have a -2d penalty. Properly prioritizing your orders, therefore, is vital.

Continued Example: The CMC has dealt with one village and now has 2 Might and 2 Treasure. There are, however, now two villages it needs to collect taxes from. It prioritizes the strongest village so there are no penalties on that roll. The second village targeted, however, causes a -1d penalty for Might and another -1d penalty for Treasure. Alternatively, the CMC could focus one just one village for the season but attack it twice.

There are several ways to increase a quality. Many qualities allow for actions that can temporarily increase qualities for next season or, on a more difficult roll, increase a quality permanently.

Example: The CMC has Might 2 but wants to improve it for coming campaigns. It could Train and Levy Troops, a Sov+Ter roll with a difficulty equal to its current Might of 2. Difficulty means any sets with heights less than or equal to the difficulty do not count. Even a 10x2 set could not improve the CMC's might.

Static, Opposed, and Dynamic Rolls
A static roll is a simple xd roll where nobody is really competing with you or trying to disrupt you. The CMC example above of training and levying troops is a good example.

An opposed roll is where somebody is actively opposing what you're doing. The CMC's continued attacks on villages are usually opposed rolls.

A dynamic contest is when the actions of factions clash with one another.

Example: Last village on the list! This village has been the most resistant to tax collectors, so the CMC is coming down hard on it. This village will not stand for this and already decided it would take the fight to the field. It has 2 Might and 2 Territory versus CMC's 2 Might and 2 Treasure. Defense rolls use Might/Territory.

In this example, the widest and highest roll resolves first and knocks a die out of a set on the other side. Then the next faction knocks a die out of the opposing set. If the defender gets a set through, the attacker loses one Might for the rest of the season. If the attacker gets a set through, the defender's Might drops by 1 for the rest of the season.

Assets
New factions start with three assets. An asset is tied to a particular quality and gives a bonus in a specific situation or has some other mechanical effect. Assets are divided into high and low assets. A high asset, if it gives a dice bonus, gives a +2d bonus. A low asset gives a +3d bonus but can only be used once in narrow circumstances.

Example: Aggressive Tax Collectors gives +3d on a Raid action due to a favor from the Duskdale Senate. This was an Influence asset.

You can gain or lose assets in place of gaining or losing qualities. Aggressive Tax Collectors could have been lost in place of Influence of the CMC had suffered Influence loss, for example.

Here are some non-traditional aspects to keep in mind.

Entangling Alliance with X (Influence): Whether due to treaty, marriage, vassalage, or obligation, this faction is tightly linked with another. +2 Influence when dealing with them, but they receive +2 Influence when dealing with you.

Mole (Influence): You have a mole in another faction. This can be invoked once for a +3d bonus on an Influence roll against the faction.

Defensive Terrain (Might): Mountains, river, thick forests, fortifications, or something else that makes attacking a faction through difficult. +2d bonus to Might+Territory rolls to defend your lands if the attacker tries to come through the defensible area.

Unbalanced Economy (Treasure): Pick two seasons of the year. For those two years, you get +2 Treasure during those seasons, but -1 Treasure in the other two seasons.

Predictable Bounty (Treasure): Pick one season per year. During this time, your faction has +1 Territory, +1 Treasure, and -1 Might


Actions
There are Attacks, Counter-Espionage, Defending, Espionage, Improving the Culture, Policing, Rising in Stature, Training and Levying Troops, Unconventional Warfare, and Economic Improvements.

Attacks
Roll Might+Treasure versus Might+Territory. An attack has at least one goal. Multiple goals can be attached to an action.

Example: The CMC is attacking villages for money but also to weaken their defenses. Therefore these attacks have two goals: Raiding and Counterforce. CMC's Might and Treasure is 2 and 2, so the roll is typically a 4d. With a second goal, it becomes 3d. In order to achieve both goals, the CMC would need two sets. This is the best time to invoke an aspect and call in support! If there is only one set, only the primary goal is achieved.

The goals are Raiding, Annexation, Symbolic, and Counterforce. Succeeding at a Raid reduces your opponent's Treasure by 1. Annexation reduces their Territory by 1. Symbolism is erratic and can temporarily increase Influence of Sovereignty for one or both factions. Counterforce weakens the target's Might by 1.

With a Raid, your Treasure only increases if the target has greater Treasure. Same with Annexation if your target has more Territory.

Counter-Espionage
Roll Influence+Territory versus Influence+Treasure. This roll is performed in secret when being acted against by enemy spies. However, this roll still gives the -1 penalty for quality use. Sometimes a perfect order set just isn't possible! If your intelligence arm discovers something, they will tell you.

Defend
Explained in Attack.

Espionage
Influence+Treasure versus their Influence+Territory. Espionage can be broken down into Planting Spies, Information Gathering, and Changing Minds. Planting a spy is an opposed roll but once you start putting spies in place you can roll to gather information with +1d or +2d bonuses. When gathering an information you decide on a quality you wish to focus on so your spies will work to get information on actions taken with that quality.

Changing Minds means subtly changing the opinions of the persons who work or live in this faction's territory. This is narratively important and therefore mechanically important, and what you can do with this ability are too far-reaching to compile here.

Improve the Culture
Roll Territory+Treasure against nothing or difficulty equal to current Sovereignty.

If rolling against nothing, any set will temporarily increase your Sovereignty by 1 in the next season. If rolling against Sovereignty, you can permanently increase Sovereignty.

Policing
Might + Sovereignty versus Influence + Might. Knowing somebody is messing with you? Sure, easy. Doing something about it? Now you need to bring in the authorities. This action is meant to disrupt and target active plots against your faction. If you're aware of a plot before the plot goes into action, this action can end the plot and permanently lower the target's Might or Influence (GM's choice) by 1.

When the plot goes into action, this roll is performed.

If you're aware of the plot beforehand and want to spring a trap, the contest is dynamic. Widest set goes first and knocks a die out of one opposing set. If you get a set past, you permanently lower either Influence or Might by 1 and the other quality by 1 for the rest of the season. If they get any set past you, they achieve their goal.

After a plot is complete, there's a set of rolls to apprehend the perpetrators after the fact. If you get a set past their rolls, they lose 1 Influence permanently.

Rise in Stature
Sovereignty+Treasure. Like Improve Culture, but with Influence.

Train and Levy Troops
Sovereignty+Territory. Like Rise in Stature, but with Might.

Unconventional Warfare
Influence+Might versus Might+Sovereignty. Unconventional warfare represents actions that would get a person carted off to a war crimes tribunal. There are many, many ways to go about this, but they all boil down to an attack on a company's quality.

Might: From poisoning troops to sinking ships or assassinating officers
Territory: Sitting Bull has poisoned your wells!
Influence: Blackmail, kidnapping, and targeted violence against members of the faction. Or maybe a false flag attack.
Sovereignty: Assassinate priests, burn museums, spread rumors
Treasure: Piracy, banditry, attacking the mint, smuggling

Each action involves two rolls: the roll to accomplish the plot and action to get away with it.

Improve Economy
Territory+Influence versus nothing or Treasure. Works like Rise in Stature.

Sub-Factions
A sub-faction is a faction that is part of another faction. All player factions at game start are sub-factions of Duskdale. If a sub-faction and faction go at it, the big faction's quality does not change if its two or more greater than the traitor's quality. Otherwise, quality drops by one when rebellion breaks out.

When these factions begin to hit one another and their qualities start out equal, an attack reduces the quality of each side by 1. If the defender's quality is two or greater than the attacker, a successful attack drops it without harming the attacker. If the defender's quality is less than the attacker's, a successful attack drops it without harming the attack.

Rebellions are painful!

Joining the Game
Faction Name:
Leader Name:

Might:
Treasure:
Influence:
Territory:
Sovereignty: (starts at 1)

Asset #1 (Quality)
Asset #2 (Quality)
Asset #3 (Quality)

Faction History: Duskdale is vaguely inspired by New England, but its history is largely blank as is the detail of its neighbors.

You have 5 points to spend on qualities. Points can be used to buy assets.

Orders
Secret orders that aren't Espionage, Counterespionage, Unconventional Warfare, or Policing incur a -2d penalty.

Orders are resolved based on the size of a faction. Size of a faction is equal to its qualities + # of assets. Smaller factions act first.
 
One and only reserve.

Consider which player you will vote for to be Mayor.

Player limit is set initially at 8.
 
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Faction Name: The Rising Dusk Party
Leader Name: Lucas Huntington

Might: 1 (A small bodyguard of mercenaries who protect important senators of the party.)
Treasure: 1 (While far from rich, the party has a small amount of surplus wealth - a necessity in politics these days.)
Influence: 2 (Outside the Senate halls, the party still holds a meager amount of influence but within them, they are by far their most influential.)
Territory: 0 (What did you expect? They're a political party.)
Sovereignty: 2 (Still a rising star in the Senate, these newcomers have yet to prove themselves.)

Asset #1: Popular Jingoists (Adored by the people and more importantly, the army for their unique willingness as a party to do something about the raids, when the Rising Dusk recruits soldiers, the people gladly enlist. +2d when training troops in the city of Duskdale itself.)
Asset #2: Rising Star (The Rising Dusk party is a new player in Senatorial politics, and they are largely free of the decadence and corruption of the older, albeit more entrenched Senatorial parties. +1 Influence in interactions with the Senate.)
Asset #3: Civilizing Force ( The Rising Dusk party has emphasized its focus on conquering barbarians, and their political rhetoric combined with current circumstances motivates the party's soldiers in battle against them. However, turning on Duskdale itself would certainly harm the Party's legitimacy... +1d bonus in conventional warfare against Barbarian factions, -1 Influence when attacking Duskdale factions.)

Faction History: The raiders of the barbarians neighboring Duskdale have been becoming more and more bold in their assaults on the heart of civilization. Even now, the people are terrified by the uncouth barbarism these raiders exhibit, and the Senate has come to a standstill on the whole issue. However, a new political party has risen. Known as the 'Rising Dusk', they believe that the only way to stop the raids is to civilize the raiders - by force, if necessary. They have used highly jingoistic rhetoric towards Duskdale's enemies, and say that attack is the best defense - wars of conquest must be waged to protect and glorify Duskdale. While more moderate senators are a bit uneasy about this rhetoric, their message resonates well with the army and the people, their primary supporters. They appear set to dominate the Senate, but only time will tell. For now, they are a faction close in power to the older, more entrenched factions of the Senate - and their rise does not appear to be stopping...
 
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What's the point of using an atypical and convoluted dice system if you can't manipulate the result of at least one individual die per roll?
 
“But for the Grace of God we go” ~motto of the APS


Faction Name: Amethyst Protection Services

Leader Name: Brian Anderson


Might: 2 (Through the years, the Protection Service has amassed a certain impressive size, attracting mercenaries that desire to strike it out with Brian himself, growing beyond the initial squad this all began from.)

Treasury: 1 (Don’t ask how this pile of gold was acquired. Don’t.)

Influence: 2 (Brian Anderson has worked with powerful people. He knows things, you getting me? Besides, it’s not like he doesn’t make sure he’s always up to date with the most recent scandals in the Senate and whatnot.)

Territory: 0

Sovereignty: 1


Assets: [to be, uh, done]

1) Eyes and Ears in Duskdale: Being informed is always a key for Brian Anderson, and he makes sure that he gets to hear everything (or, well, to the best of his abilities) that his fellow citizens, whether they’re of low-stock or are in the Senate, have on their minds, in the forms of rumours or half-heard things… 7 out of 10 things he hears are completely dumb. It’s the other 3 that it’s all the worth. [+1d to when using an Influence action to pick up what's going on in Duskdale]

2) “But for the Grace of God”: The APS is strangely good at getting out of situations that they’ve gotten themselves into. Whether it is a botched police action, or a spy story gone wrong, by some divine luck, or maybe just aptitude, they have gotten away with some shady things. [+1d when covering up who they are from a covert action]

3) Keep on Livin’: The philosophy of Brian Anderson is to stay alive. This has reflected into the ways the APS often acts. They’re in for the person that pays them the most, so long as he also is, well, the winner. Once the person becomes the loser, well, you can expect that the APS might change their flags immediately. [+1d to Might when changing sides]


Faction History: The history of the Amethyst Protection Services is inextricably tied up with the personality of one Brian Anderson. In all fairness, very little is known about his past before he came at the age of 16 to Duskdale. A young man, what older people would call a “punk” and a “vagrant”. Rumours swell around that maybe he was of barbarian origin, or he was the son of an expelled nobleman from Duskdale; whatever his origins are, his true rise to fame began somewhere when he turned 18 years old, and became part of the military. From there, he became famous for his excellent martial skill (some say, perhaps to a fault, as grisly tales of him being covered in the contrails of his enemies after savagely murdering them – but, well, they’re barbarians, so do you really care? Eh?).


A twist in his life at 25 however changed his life, well, forever, so as to say. He was part of a patrolling squad, when suddenly, a group of barbarians ambushed him, taking out the squad leader almost immediately. Instead of panicking, Anderson took the charge of the terrified troopers, and managed to lead a counterattack. The barbarians, shocked at the fact that the squad actually defied their ambush, withdrew; but this is when the story gets even better. Instead of falling back to safety, he ordered his men to follow the barbarians and slaughter them. The next day, he came with the dead body of his squad leader, and the decapitated head of the leader of the barbarian party that ambushed them, the citizens of Duskdale rejoicing at this new hero.


The command saw promise in him, so he was promoted to being captain of the squad, in place of the one that perished before him. It is there, where the nucleus of the Amethyst Protection Services began to take place. In the years that followed, a strong bond was created between the squad, as it slowly earned notoriety for wild and unplanned actions that often defied the orders of his higher-ups, sometimes with great success, sometimes, less so.


Brian Anderson’s life was one of constant danger. And one day, it felt too much for his tastes, so as to say. An attack on a barbarian settlement had him and his squad being at the southern exit of the settlement, with the idea to dissuade anyone escaping from there. There were (supposedly) no further troops that would come to the settlement’s aid. That turned out to be wrong, and there was a swarm of angry axe-wielding barbarians ready to murder him. He blew the horn for retreat, which was heard from the rest of the invading force, which only served to cause further chaos, with unruly columns breaking apart, all while javelins rained all around. In all honesty, for all of his brave heroism that’s attributed to Brian Anderson, he’s always had a very core goal in life, which happens to be not dying. It could be said he’s very devoted to it. As he was running uphill, he stumbled down and fell, right underneath a barbarian’s swinging axe, which missed him by a sheer chance. The soft sound of flesh being torn by a blade, and then a kick – his second-in-command, a very fine lady named Katarina took care of his opponent – all of that happening in seconds – and then they ran away. To this day, Brian doesn’t quite know how he survived that, but in a way, it gave him a sense of perspective, so as to say.


Later on, after the abortive battle, the high command, seeing an excuse to get rid of him and his squad for good, blamed the failure on him, since the signal for retreat broke the morale of the force and caused all of this chaos. It’s when the Amethyst Protection Service began; with his expelled, but loyal squad, at the beginning of it all. The next years were one of building repute amongst the people of Duskdale. Sure, the name of Brian Anderson wasn’t unknown, but he had to prove he could make it on his own, as a his own commander. By working for several Senators in getting rid of, ah, people that were uncomfortable to them. Eventually, a more different approach was formed out, one relying not just on brute force, but subterfuge, as well, as the people that be appreciate a little bit of discretion, too.
 
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Faction Name: The College of Mages
Leader Name: The Archmage

Might: 1 (while not primarily a battle institution, students learn offensive oriented magic and the teachers are armies unto themselves in their own right, so the college punches harder than one would expect)
Treasure: 1 (The college earns alot in donations and tuition)
Influence:1 (Some of the college's alma mater's have gone on to become important players in senates and as warlords.)
Territory: 1 (It's a college)
Sovereignty: 2 (The current archmage isn't well liked for a number of reasons, but he is tolerated, for tradition's sake if nothing else)

A Magical Tradition (Might): The College is steeped in magical lore and tradition, the accumulation of decades of study and progress. This means new techniques are encouraged and developed and that the institution's approach to magic can sometimes encourage surprising results on a battlefield.
On a symbolism attack with difficulty above 5, there's a chance to make permanent gains

Donation from Influential Families (Treasure): The College's reputation means that influential families will pay an arm and a leg to get their children in
Can trade 1 influence for 1 treasure

Resilient Leadership (Sovereignty): The Archmage system ensures the archmage is a member of the faculty the entire college respects and likes. Even when te archmage becomes unpopular or makes a controversial move, tradition, their accomplishments, and all the quiet, unassuming but coercive power their office gives them (such as control over the funding of magical experiments) grants them resiliency to challenge other leaders wish for
+2d against attacks on sovereignty

History: Given a charter to study magic 3 centuries ago the College has continued to expand the bounds of what magic can do for the benefit of all mankind.
 
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Faction Name: Sect of Fides
Leader Name: Skyler Durand

Might: 1 (maintains a small order of warrior nuns, the Sisters of Judgement, for protection)
Treasure: 1 (reliant on tithe and estate produce for income)
Influence: 2 (the faith is steady in its growth)
Territory: 1 (process humble estates for their temple, schooling and agriculture)
Sovereignty: (they are at a unease start with the Senate)

Asset #1: Tongue of the Masses (influence) the leadership has used their charisma to channel into populist relations with the less fortunate masses: +2d in rallying the poor; may cause trouble with the Senate...
Asset #2 Endless Zeal (might) the faithful will not submit their faith easilly: 1d on attack if dealing with heathens or infidels; -1d when attacking fellows of the faith, including opposite factions that have embraced the faith.
Asset #3 Blessed Aura (influence) the priesthood can bless those deemed pious at the moment; cynics may remark this is often a move to help spread the priesthood’s influence): can bless another faction as a influence action, granting that faction +1 influence in the round they are blessed.

Faction History:

The Sect of Fides is rearguard as either the practitioners of the true way of the Verum religion, a dangerous heretical movement or (for the more neutral) simply an order following a mystic form of Fiducism. The organisation came to Duskdale under the banner of Fides of Adsurgit, whose successors came to be the Archons, the first was Claude of Profugo and it is current is now Skyler Durrand.

The Verum faith is a religion of prophets, proclaimed to be founded by Sator the First Seer in the last epoch of the Mavorsian Empire, its proclaim fall was witnessed by the second of the prophets Drusa of Testis, whose death sparked the schism that witness the formation of the Ficium, Fiducian and Othon sects. The Ficium would itself into the Priscan and (for time the most populist) Veneficium sects, while the Othon gave way to countless schools. The Fiducian sect remained somewhat stable until the Deluge resulted in a new schism, giving birth to the sect that founded itself around the proclaimed prophet Fides of Adsurgit.

The prime virtues arethe Eight Founded Path, a way of 8 virtues: humility, honesty, charity, justice, courage, temperance, honour and selflessness. There is a strong emphasis on proselytisation, under the believe that embracing the Eight Founded Path would lead to salvation of not just the soul who embraced the faith but for the realms that would be sought to be made just in the image of Cael, the mythical kingdom which the faith has varied it is a divine haven above the mortal realms, a historical kingdom that found perfection or a mix of the two. They believe in divine entities or gods but the focus of the faith is worship of the foundations of creation rather than deities; the Prophets being near exceptions as they are vindicated as the Teachers of the Way.

The Fidesian branch evolved from the Fiducian sect of the Verum faith, while adopting the mystic elements of the Praefatorian school of the Veneficium sect. Adopting the title of Archon to echo to the priests of Cael, fashioning the role in the manner of the head of the Fiducian great temple the Opillo, while at the same time taking the mystic rites that the Praefatorians adopted under the notion they had reclaimed the old prayers of the Eight Founded Path. They take emphasis on the teachings of Sator’s disciple Faas of Natans (who was most famed for the proselytisation of the Boden warlord Hoher Großer) and on the wisdoms of the Fiducian-Othoni prophet Lagina Libra.

The organisation that is the Sect of Fides may potentially be the caretakers of the Fidesian way, for the Deluge has cast off much of ancient faith. Now the priesthood seeks to restore themselves while spreading the word outwards and within Duskdale.
 
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The Watch
Red Vimes

Might: 0 (four men and a donkey)
Treasure: 1
Influence: 1
Territory: 3 (the actual, physical walls of the city, barracks, warehouses, fields)
Sovereignty: 1

The Watch guards. The Watch protects. The Watch is horrendously understaffed.

Asset 1: Protect and Serve (Might): +1d whenever defending Duskdale.
Asset 2: At Lease, Gentlemen (Territory): -1 territory and +1 random other quality every season (optional; not cumulative).
Asset 3: Light of the World (Influence): +1d whenever improving qualities.
 
Spring 1451

Orders Lock: August 29, 2018
Stats


Duskdale is bordered on four sides by four broad groups: The Northern Kingdoms, Eastern Raiders, Southern Nomads, and Western Republics. The Northern Kingdoms is a feudal realm ruled by an Emperor. The Eastern Raiders refers to groups of seafaring raiders based out of the the Sapphire Islands known for raiding the coasts of Duskdale and the Northern Kingdoms. The Southern Nomads refers to roaming groups of constantly warring horseback warriors who, from time to time, manage to unite to invade somebody of importance such as Duskdale or the Western Republics.

Finally, there are the Western Republics: river merchant kings and queens operating in plutocratic republics. The Western Republics are rich, prosperous, and have only recently came to the notice of Duskdale when a Western trade caravan arrived to Duskdale only years earlier, shocking the Senate with the quality and luxury of their wares.

Updates will, going forward, be about as long as this one, focusing on one to two line summaries of actions and events instead of long-winded news articles. New sub-factions will be created on the fly. Roleplaying will be rewarded.
 
[+1d to Might when changing sides]

Wanna know how you never get hired? That's how you never get hired.
 
Remember: the faithful will be rewarded.

Side with us and you will be blessed.
 
Orders:
Create magical constructs (way of flavoring train and Levy troops for a magical college)
Trade one wealth for one influence
(Some senator wants us to take in his not too bright son who’ll probably just drink while he’s here. Such a shame we live in a capitalist system but the college needs money)
Raise stature: Raise our influence by getting into contact with our alumni

All of the rolls should be rolled against sovereignty
 
Invoking Light of the World for these three. Going for the permanent bonus.
Improve the culture
Improve economy
Desperately train and levy troops

Confirming I'm invoking At Lease, Gentlemen.
 
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Truth be told it doesn't seem many people in the game are too into it and there are bigger and better forum games running so I'm going to end this before too much time is wasted.
 
I was looking forward to spreading the Word... :(

O well: good word anyway Sone.
 
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