Agorath and the Crown of Asger
#Agorath
Sign ups are OPEN
"Eyes cast to the future are shrouded in a blinding mist. I cannot see a Norseland free of the constant threat of Darkness, a land cast from the chains of a doom unending. What will our victory bring to my countrymen, my kin? Will we grow fat and lazy, counting coins over deeds of valour? Will we shy from the tests a worthy foe brings, rather setting hoe to ground and axe to rock? What will Norseland become when content, and what manner of man will lead?"
~ Asger the Darksbane, King of Norseland
#Agorath
Sign ups are OPEN
"Eyes cast to the future are shrouded in a blinding mist. I cannot see a Norseland free of the constant threat of Darkness, a land cast from the chains of a doom unending. What will our victory bring to my countrymen, my kin? Will we grow fat and lazy, counting coins over deeds of valour? Will we shy from the tests a worthy foe brings, rather setting hoe to ground and axe to rock? What will Norseland become when content, and what manner of man will lead?"
~ Asger the Darksbane, King of Norseland
Act I
The War For Mirrorwater
~*~
Calender of Agorath
Prelude
The Emperor's Peace
Spring of 150 AoE, Divided They Fall
Summer of 150 AoE, The Red Summer
Autumn of 150 AoE, Autumn Breaks
The Summit of Three Rivers
The Queen of Mirrorwater
Act II
Asger's Crown
~*~
Winter of 151 AoE, The Old, The New, and The Crow
The Fall of Hege
Spring of 151 AoE, The False Peace
Summer of 151 AoE, Shattered Shield
The War For Mirrorwater
~*~
Calender of Agorath
Prelude
The Emperor's Peace
Spring of 150 AoE, Divided They Fall
Summer of 150 AoE, The Red Summer
Autumn of 150 AoE, Autumn Breaks
The Summit of Three Rivers
The Queen of Mirrorwater
Act II
Asger's Crown
~*~
Winter of 151 AoE, The Old, The New, and The Crow
The Fall of Hege
Spring of 151 AoE, The False Peace
Summer of 151 AoE, Shattered Shield
Welcome to Agorath and the Crown of Asger, an Agorath mini-game of sorts predating the events of the Maegi Prophecy. Tapscott and Iisbroke are my partners in crime on this endeavour and will be sharing GMing duties with yours truly. Our aim here is to create an exciting game telling the untold story of Norseland before falling under the empire's influence. I recommend reading the OP of the original Agorath game for more details on the background and lore of the world, found here.
It is important to recognize that Agorath is a world of many creators. While I laid down the broad strokes that encompassed the world, it is the players that filled it with rich lore, histories and culture that make Agorath special, and gives us all a stake in this world. New players should feel free to mold their own subculture, and make their corner of Agorath their own.
The Story so Far
We enter a world that should be in a state of peace and prosperity after an ages long war has finally ended. The Dark One, the mad god who has terrorized the world since time immemorial, has been banished from the world thanks to the hero Eccleser and his ultimate sacrifice. To defeat the forces of Darkness, Eccleser unified the free kingdoms of Agorath, forming a mighty army to repel the wrath of the fallen god. For the first time, a unified force of Elves, Man and Dwarf organized a resistance and claimed a final victory over Darkness by using their collective knowledge to craft a mighty spell that excised the unholy terror from the world, though at great cost. Magic, the power of the Gods usurped by mortals was cast from the world, and Eccleser perished casting the final spell.It is now a century and a half later. The heirs of Eccleser have formed the Golden Empire to act as a stalwart defense against the Dark One's re-emergence. The Goth, Saxon and Azeratii petty kingdoms merged into the heartland of the empire, and under the dominion of the Emperor. The dwarven high king of Highathar has sworn fealty to the sons of Eccleser, now known as the Eccleson dynasty. The elven king of Galadriel too swore oaths of fealty. Only the Sultanate of Hroniden and the kingdom of Norseland remain free of the Empire's growing influence. Proponents of the Golden Empire argue that a unified empire emboldens the power of Light and ensures the safety of the free peoples from Darkness, whereas the detractors fear the potential for corruption and loss of sovereignty.
Historically Norseland has long been ruled by several warring petty kingdoms, or jarldoms, only ever briefly unified under a single king. Rather then rule by blood, chiefs and jarls determined to be most worthy by their clan are chosen to lead.
The last bastions of powerful Dwarven and Elven kingdoms of old still exist within the realm of Norseland. Mirrorwater, a long contested region between Elves and Nords is ruled by Elves, claiming secession from Galadriel after the Elven kingdom joined the Empire. Breaking away from Galadriel however, has had grave consequences for the struggling petty kingdom. The previous ruling dynasty, targeted by assassins pushing for Mirrorwater's secession. A string of murders and riots have resulted in the exile of the ruling therain (duke). As the bloodshed subsided, two elven masters emerged as leading contenders for the abandoned crown. Time will tell if violence shall return.
The Dwarven kingdom of Stonefall has long cut ties with Highthar and holds the Norseland region of South Shield. The petty kingdom is a remnant of times long gone when the Dwarves ruled from their mountainhomes, across the Galadriel forests and into Norseland. Stonefall is a stable region encompassing the South Shield of Norseland with strong ties to the Underkingdoms of Highathar.
Meanwhile peace has shifted the mindset of the Norse and the Old Way of valour through war and raids is no longer paramount throughout the realm. A New Way of prosperity through peace and profit from trade has begun to fuel a new class of Norsman.
Yet there are Nords still who do not subscribe to such ideologies, rather keeping to the shadows in the realm of subterfuge and intrigue. The Way of the Crow is one whispered aspect of Nord life that some rulers follow, keen to advance their own ambitions, neither through peace or trade but sheer cunning and guile.
To the south, the imperial duchy of Wallachia reels from the aftermath of a brutal rebellion. Duke Voviode, wary of the growing power of neighbouring Three Rivers, set about to forge a claim. Concerned that the growing duchy will replace Wallachia as Norseland's chief trade partner, as it lays in a more direct route to the Golden City, the imperial capital, Voviode tricked his vassals with the forged claim and declared war on Three Rivers. When the emperor intervened, Voviode declared Wallachia a Goth kingdom re-forged, and rebelled against the empire. Most of his vassals abandoned him and his dynasty was deposed after a two year conflict.
Keen to leave the matter of the ducal crown in the hands of the Wallachians, the emperor has entrusted them to resolve the succession internally before he leads the Golden Army back south. Three counts of Wallachia now pine for the crown.
In Norseland Elves, Dwarves Norse of the Old, New and Ways of the Crow now compete for a coveted prize...
King Asger "The Darksbane" was the last king to unify all of Norseland. Leading his people alongside the banners of Eccleser, Asger led a campaign against the forces of Darkness. After playing a key role in the liberation of Yurdeast, a Dwarven Underkingdom, The Dwarves forged for the nord king a helm adorned with enchanted gems and runes. The magical helm is enchanted with powerful Light magic, yet it was not enough to spare Asegar from his fate.
At the final battle against the Dark One, Asger was slain by the evil god. The helm was recovered and carried back to Norsegard, henceforth known as Asger's Crown. Entrusted into the care of the Barrowmen, holy monks of the All-Father, the crown was determined to be lain upon the head of the next hero who could claim the strength and will to unify Norseland.
How to Play
Players begin the game as a ruler of single territory within Norseland. It is up to you to realize your ambitions in this time of political strife and shifting ideologies. The majority of players will play as Norse rulers, with limited slots as Dwarves and Elves. Though outnumbered, Elves and Dwarves may call on allies in their respective homeland for support, so don't think them pushovers. Before we delve too deep in the mechanics of the game, here's a look at the stats...Income: Pretty much self explanatory. Successful orders can result in up to a 30% increase in your income, failure in a 10% decrease.
Expenses: Failed orders, cost of raised armies, and costly events will show up here to burden your treasury.
Treasury: The balance of your seasonal income is stored here. Successful orders geared at giving your economy a shot in the arm could yield an increase in 300% of your income. A failed order will result in a decrease of 100% of your income.
Supply: The overall population capacity of your fief. This figure will determine the size of your levy. A successful order will increase this figure by 10%, failure, raids, or a siege will decrease it by 5-10%.
Levy: Being a warrior culture, Nords may raise up to 25% of their supply, while others can only raise 5%. To even the odds, elves, dwarves and imperials can request aid from their respective homelands.
Players may submit one administrative/economic order, one war order, and one plot order if your character has a stealth trait (more on traits later.) The success of your orders is determined by the throw of the dice. War orders will have an attributed casualty roll associated with it, with an extra roll for the losing side, but will get more into that later. A successful admin/economic order may increase your population, grant an increase to your fief's income or a boon to your treasury depending on the order. Failure will result in a shrinking population or treasury or an added expense. Players may forge alliances with other players as they like, but any economic treaties and the like constitute an economic/admin order.
War Orders are used to seize territory from other players, raid for resources, or simply a hostile attempt to kill off a rival player character. Players stand to lose up to 50% of their committed forces, while the losers of a battle could potentially lose up to 100%, though it would be a rare occurrence.
Battles are handled in the following way... Armies are split into three opposing flanks. Each flank throws a combat roll, plus any bonuses throws they may have. The side with the highest throw wins the battle, and sends the opposing flank into route, the victor goes on to the next stage of the battle. Surviving flanks throw their rolls once again until one side emerges victorious. A casualty roll is then applied to both sides. Up to 50% for the victor, and up to 100% for the loser.
A siege is slightly different, and depending on the conflict, may follow a battle. Instead of a battle against two opposing armies, it is now one army against a player's stronghold. The defender is no longer having losses inflicted on his raised levies, but upon his/her population. A successful siege yields a 10% loss in the defender's supply. Each jarldom will have three strongholds, one for each ruler.. Once an attacker takes all three, the defending jarl is then rendered landless, and the territory transfers to the control of the attacker.
Landless characters do not earn an income, nor carry expenses, but rather have a treasury and set amount of followers. Player's can choose to be a landless player if they wish, travelling the kingdom as a banner of soldiers or mercenaries, or a hall of warriors lending their swords to a worthy cause, or any variation of your choosing.
Sign Ups
Norsman.
The majority within Norseland, known for their prowess in battle, though a ideological shift is beginning to make some pursue wealth and trade as opposed to war. Still some adhere to the Way of the Crow, stalking the shadows and using subterfuge and intrigue to accomplish their goals. Players wishing to be a norse lord may use the following template...
(IMG)
[Chief, Jarl] John Doe
Norsman
Follower of the [Old, New, Crow] Way
Bio
Dwarf
A minority in Norseland, with their stronghold in the South Shield. They rule their own independent petty kingdom, a last bastion of far reaching power from when Highathar was a great power in the world. Dwarf players may use the following template...
(IMG)
[Chief, King] John Doe
Dwarf
Specialty in [Combat, Trade, Stealth]
Bio
Elf
A minority in Norsland, the Elves of the kingdom of Mirrorwater have seceded from Galadriel, wishing to remain autonomous from the Golden Empire. Mirrorwater is considered by Norse to be dejure part of Norseland, while Elves would argue the contrary. Elven players may use the following template...
[Master, King] John Doe
Elf
Specialty in [Combat, Trade, Stealth]
Bio
Landless
Landless players may oversee a warrior's hall, travel the kingdom as a company of mercenaries, or another variation you may have in mind. They do not earn a seasonal income, nor wield influence over an entire population, but have a set amount of followers. They may also be any of the races of Agorath. Landless players may use the following template...
John Doe
[Race]
Specialty in [Combat, Trade, Stealth]
Bio
IRC
Players are welcome to take part in the OOC discussion on Coldfront IRC. Click the link here, select a nickname, type /join #Agorath, and you're in. Please be courteous to your fellow players while in the channel.
This is the untold chapter in Norseland's history, and the fate of the kingdom is in your hands. Will you resist the empire? Will you reforge the kingdom under the Asegar's Crown? Will you take it by sheer cunning or strength of arms? Subjugate the land under the will of the Elves or Dwarves? Time will tell.
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