First World Meeting:
All five invited nations send their monarch with a group of their highest government positions. All but one: instead of the dictator, a feldwebel of the Salo military attends the feast to represent the reich. One of his guards attempts to assassinate the Yajutah King, and the whole delegation gets expelled from the meeting.
Apart from that, the party goes well, and many new friendships can be made between the leaders of the world. The Bariya successfully make a trade deal with the Quinn and Alithei empire - including a channel between the Quinn and the Bariya. This channel will be used to trade jewels that originated from a people the Bariya call “Ausirana” , slaves, drugs, food, medicine and spices between the three biggest empires of Pilaurea.
Meanwhile, the Yajutah try to find support against the crimes of the salo, but no one seems to disagree with the actions of the reich enough to intervene.
The Quinn can successfully position themself as the central trading point of the continent and a perfect host for international meetings.
Salo Reich (warmonger)
Vote 1: Use the Bariya cannons, and use our newfound (or, rather, newly rediscovered) knowledge of physics and ballistics to create artillery (artillery that shoots gas caninsters, of course).
Roll: 18
Outcome:
You create a large steel weapon that is able to shoot ballistic gas projectiles. However, this weapon cannot be produced without large amounts of coal and iron- amounts that your nation cannot provide.
Vote 2: Start looking more into the steam engine. This invention could revolutionize our lives…
Roll: 12
Outcome:
Finally, after years of research, you invent the first working steam engine of this world ! However, this invention makes your lack of coal even worse.
Vote 3: Adapt our Voitto and Velidah ships to use cannons.
Roll: 10
Outcome:
You successfully add cannons to your ships.
Vote 4 (New): Start propganda promoting atheism and calling the idea of a higher power as ‘absurd’.(edited)
Roll: 4
Outcome:
Most people are too religious to abandon their faith, and places of worship start to stir up hatred against their pagan government.
Vote 5: Adapt our Molus-Telum (our tanks) to the coming times, upgrading them with cannons and steam engines (if we have them, of course). Also rename it to the "Kore".
Roll: 14
Outcome:
You create the first steel tank of the world, equipped with canons and steam-engined locomotion. However, using coal as a fuel, the tanks are very heavy and slow. Their wheels are often too weak to carry this weight, and you neither have enough coal nor iron to produce and maintain them.
War Vote 1: March towards the city with our cavalry. Now is the time to begin our conquest.
War Vote 2: Use our massive army and technological advantage to march into the Yajutah lands for a quick conquest.
War Vote 3: Gas the Yajutah to death. Gas them all…
War Vote 4: If any Yajutah survive, move them up north to work as slaves in our vodka factories.
War Vote 5: Sever any potential routes for Yajutah refugees. None must survive.
Outcome: Your conquest is very successful, even if it costs many their life. However, you are not able to catch any refugees or soldiers, as they either leave to life in Ausirana or get captured by the Bariya and their professional slave catchers.
The war finally comes to an end, but your labour camps remain- do you want to keep them ? (Either +1 economical power or 3 free factories)
Extra: You exchange embassies with the Ausirana and the Bariya. You also formalize an alliance with the sultanate.
Power: 4 + 1
Stability: 1
Economic Power: 3
National details
Points to spend: 1
Factories: Shipyard (7) , Standard, Ground
Population: 4600000 - growing
Recruitment Rate : 15 %
Soldiers : 700000
Ships: Voitto Class (25), Velidah Class (2)
Ground Vehicles: Motus Telum (10)
Resources: Iron (small amount)
Traits : Warmonger (3)
Pacifist (-3)
Domesticated: Elaik
Quinn
Vote 1: Industrialize the farming and harvesting of the oil trees.
Roll: 7
Outcome:
You construct many oil plantages around the lake, maximizing your oil production.
Vote 2: Industrialize the process of the refining the oil.
Roll: 14
Outcome:
You build the first oil refinery of the world, making the gasoline production even more effective.
Vote 3: Send out Isha mounted scouts to see what has happened to the last expedition.
Roll: 6
Outcome:
You send two scouts in the direction of the snowy mountains. The first group finds an empty camp full of blood. A trail of blood leads them to a high tree - the crown is packed with three ansloc bodies. Terrified by this view, the scouts mount their Isha again and flee from the mountain. In the distance, they see the second group being attacked by something from above, but they are too scared to return and help the group.
Vote 4: Develop or discover a stronger type of metal.
Roll: 8
Outcome:
You find deposits of lead ore.
Vote 5: (Important one) Send out invitations to all leaders and nobles around the world. The worldfest will finally happen!
Roll: 13
Outcome:
See event.
Power: 5
Stability: 3
Economic Power: 7
National details
Wonder(s): The great flute - able to boost your armies morality and give commands on almost the entire central continent
Population : 9300000 - growing
Points to spend : 8
Factories: Standard, Shipyard (3), Research Facility (3)
Recruitment Rate : 5 %
Soldiers : 50000
Weapon(s): Ballista (medium quality)
Ships: Jordal (15)
Resources: Plant oil (large amount), iron (small amount)
Traits : Warmonger (-1)
Pacifist (1)
Domesticated animals: Isha, C. imperator
Ausirana
Vote 1: Set up an official (and guarded) route for those of the Yajutah wishing to join our nation to travel safely.
Roll: 14
Outcome:
You allow converted refugees to enter your nation and become citizens. Not only does this boost your population, it also saves many lives.
Vote 2: Send missionaries amongst the Salo ranks to spread the teachings of Au and Sir. This conflict has been going on for far too long and has been far too cruel.
Roll: 16
Outcome: while it’s hard for your missionaries to reach higher salo positions, you manage to convert quite a few soldiers. No matter how this conflict will end, the sand nation will most likely always follow au and sir.
Vote 3: Continue experimenting with glass creation.
Roll: 14
Outcome:
Finally you’re able to produce glass, and some of the yajutah immigrants teach you how to make real art out of it.
Vote 4: Begin experimenting with creating paper or papyrus from trees/ other plants respectively.
Roll: 5
Outcome:
You make paper, but it can’t be compared to the type used in the Bariyan lands. They say it comes from the salo reich. Perhaps you should consider importing it from them ?
Extra: You exchange embassies with the Salo and the Bariya.
Power: 4
Stability: 3
Economic Power: 3
National details
Wonder(s): The great temple (More successful conversions of foreigners, citizens are less likely to convert to another religion, tourism magnet.
Population : 2330000 - growing
Points to spend: 7
Factories: Standard, Shipyard
Recruitment Rate : 5 %
Soldiers : 110000
Ships: Anduna (20)
Resources: Iron (medium amount), precious metals (large amount)
Traits : Warmonger (0)
Pacifist (0)
Domesticated animals: Sirokha, Auronkha, Kaslathi
Maurathia
Vote 1: Find a safe way to make Priscral into food
Roll: 12
Outcome:
You learn how to prepare the fish to make it edible. This makes your cuisine even more exquisite, and boosts your population.
Vote 2: advance ship making
Roll: 12
Outcome:
Your traimoats get larger and stronger.
Vote 3: Train more soldiers
Roll: 12
Outcome:
You can successfully increase your recruitment rate, and your army soon becomes one of the largest of the world.
Vote 4: Have people on the new continent send scouts to go north
Roll: 18
Outcome:
A group of scouts, riding K. princeps, starts travelling north-west. The first empire they make contact with are the Alithei. They are terrified of the beast you ride at first, but later send a few biologists to have a closer look at them. They use many futuristic technologies and while communication is hard, you feel like you could learn a lot from them.
The second nation you make contact with are the Quinn. They seem interested, but not too impressed by your giant mounts. However, your scouts are the ones frightened this time- the Quinn ride giant flying beasts that look like they’ve just escaped from a nightmare. Your scouts are invited to have a feast with the Quinn.
The third nation you meet before you decide to return are the salo. To reach them, your scouts had to pass a terribly cold forest- your crabs don’t care for the cold but sadly a few scouts lose their life.
The salo are impressed by your crabs, but wonder why you haven’t used them in a war yet.
This journey helps you to make contact with many possible friends, allies, and most importantly trading partners.
Power: 4
Stability: 3
Economic Power: 3
National details
Population : 6700000 - growing
Points: 4
Factories: Standard, Shipyard
Recruitment rate : 10 %
Soldiers : 670000
Ships: Traimoat (10)
Weapons(s): large Bolas
, 20 K. princeps
Resources: iron (medium amount)
Traits : Warmonger (1)
Pacifist (-1)
Domesticated animals: K. princeps, Priscral, Cat
Children of Sand
Vote 1: Start a brutal crackdown/inquisition on the Salo propaganda that has breached the walls.
Roll: 2
Outcome: You cannot do anything against the propaganda.
Vote 2: Rebuild the Factory.
Outcome: Your factory is rebuilt.
War Vote 1: Gas the Bariya trying to invade in the east, and the Salo in the north.
Roll: 11
Outcome: You fight against the forces invading from both sides, but the Bariyan forces are unstoppable.
War Vote 2: Have our best marksmen fire into the gas to quicken the dead count of our enemies.
Roll: 14
Outcome: You manage to kill quite a few enemies.
War Vote 3: Send boats through the blockade and gas the Salo sailors.
Roll: 15
Outcome: You terrorize the salo sailors with gas attacks.
War Vote 4: SING OUT WITH ALL THE PRIDE LEFT IN THE NATION! WE WILL NEVER SURRENDER! AS LONG AS WE FIGHT, THE GODS ARE WITH US!
Roll: 11
Outcome:
Whatever happens, you won’t surrender.
War Vote 5: Utilize Cavalry to more quickly skirt enemy forces and spread the gas. Send our holiest of cavalrymen for this mission.
Roll: 9
Outcome:
Most soldiers have deserted, seeing that the battle is almost lost.
Power: DEFEATED
Stability: -3
Economic Power: 1
National details
Wonder : the temple of Sokra (+4 on every religious vote)
, The great wall (protection from foreign armies)
Population : —
Points: 1
Factories: Shipyard, Standart
Recruitment rate : 10 %
Soldiers : —
Weapons: Catapult (medium quality)
Ships: —
Traits: Warmonger (1)
Pacifist (-1)
Domesticated animals: Cirt-as
Alithei Empire
VOTE 1 - Send 2 ships to sail around the massive stone structure and attempt to open it from the other side - k then.
Roll: 16
Outcome: The stone formation doesn’t seem to end anywhere. Your ships have to return to restock supplies.
VOTE 2 - Carefully search around the are where the massive skull was found - There could be more to this… y know. maybe. who am i to decide. y know. mby. pls.
Roll: 5
Outcome:
You cannot find anything interesting.
VOTE 3 - Begin building walls and border stations complete with guards, starting from the
northern mountains and our coasts - ID n passport pls (also, yes as per alithei tradition, the walls should be covered in steel, i mean. why not?)
Roll: 2
Outcome:
The work on the northern border has to stop due to wild Isha attacks.
VOTE 4 - Begin studying light and it’s properties as well as how it works -
every planet needs it’s own Johann Zahn
Roll: 8 + 2
Outcome:
A few experiments take place, but they don’t really give you any helpful knowledge. However, you manage to improve the lense technology you once received from the Yajutah.
VOTE 5 - Organize and archive all of our knowledge and research in one building, accessible only to scientists and researchers
Roll: 19
Outcome:
You build a huge research facility combined with a library underground. This facility can only be entered by scientists working directly for the Alithei government, and helps you to save your knowledge from spies. It also improves the speed of new research, granting you a free research facility.
Power: 5
Stability: 3
Economic Power: 7
National details
Wonder(s): The great telescope- improves astrology research for you and anybody that is involved in a joint research with your empire.
The great hospital- a new source of income, and gives you power over other nations - if a monarch wants to be healed there, he needs to do the Alithei a favor (bonus for diplomacy)
Population : 6680000
Points: 7
Factories: Shipyard (4) , Standard, ground (4) , Research facility (1+1)
Recruitment rate : 5 %
Soldiers : 330000
Weapon(s): Catapult (medium quality), Ballista (medium quality), canons (medium quality)
Ships: Iosto Class (40)
Ground vehicles: New class (40)
Resources: iron (medium amount), sulfur (large amount)
Traits : Warmonger (1)
Pacifist (-1)
Domesticated animals: T. immanemque
Bariya Sultanate
Vote 1: Prospect for resources in the desert.
Roll: 9
Outcome: Your search for resources isn’t too successful at first. You almost give up, but finally you find something completely new underground - a thick black fluid starts running out of a hole you digged. That fluid has similar characteristscs to the oil your new trading partner produces, but it burns for much longer. If mined efficently, this could perhaps be the future of fuels for machineries that require a lighter fuel than coal - something your new ally struggles with. Perhaps if the salo give you access to their new machine, you could construct the first oil derrick.
Vote 2: Find some other uses for gunpowder.
Roll: 16
Outcome:
You invent Arquebuses. This new weapon requires much less training than a crossbow or compound bow and is yet much more deadly. You arm your entire army with this inventions and soon control the strongest force of all time.
Vote 3: Set up public schools
Roll: 14
Outcome:
Your new schools make inventions more likely and help spreading knowledge about reading, writing and mathematics.
Vote 4: Implement religious freedom in the sultanate
Roll: 20
Outcome:
The new freedom of the people helps to stop the revolts, and is overall a great success. It makes your country more attractive for traders and tourists, and improves the relations of your sultanate with foreign nations.
WAR 1: Attack at the walls. Find weak spots, and try to ram or cannon those spots.
Roll: 18
Outcome:
You destroy a large part of the wall, and now are able to start your invasion.
WAR 2: If any part of the wall opens up, send in the army to invade. Capture the land by the entrance, and fortify it to hopefully keep the Sand from recapturing.
Roll: 14
Outcome:
You manage to capture some lands, and not even the gas grenades can stop your new weapons.
WAR 3: If no part falls, have the army set up camp by the walls. Continue bombarding them with explosives, cannon, and rams. (Not necessary anymore )
Extra: You exchange embassies with the Salo and the Ausirana.
Power: 4
Stability: 3
Economic Power: 4
National details
Population : 740000
Points: 8
Factories: Standard, ground factory (2), shipyard
Recruitment rate : 10 %
Soldiers : 74000
Weapon(s): Catapult (medium quality), wall breaker (high quality)
Ground vehicles: Bahar Class (20)
Resources: oil (??? amount), sulfur (small amount)
Traits : Warmonger (1)
Pacifist (-1)
Domesticated animals: S. migrantis
WAR OUTCOME :
Finally, the war that has been going for generations comes to an end. The Yajutah authorities refuse to give in or surrender, and they decide to not flee, unlike larke parts of the army. Those soldiers who flew get captured by the sultanate and selled as slaves to the newly contacted northern empires,those who stayed get either killed or arrested. And so the great sand empire comes to an end, inside of the walls that once promised them to survive an eternity.
However, while this war might be over, it will never be forgotten: it introduced the worst weapons Pilaurea has ever seen, and over a million ansloc lost their life. The streets are flooded with blood and huge mountains of corpses block them. And it leaves a big question : was this worth it ?