Kingdoms of Agorath
Prospective players or spectators, click here for an easy to read PDF doc to enjoy, thanks to Great Slayer.
IRC Chat here. Type /join #Agorath
Prospective players or spectators, click here for an easy to read PDF doc to enjoy, thanks to Great Slayer.
IRC Chat here. Type /join #Agorath
One thousand years after the fall of the Dark One,
The Golden Empire will shine no more.
Stagnant and corrupt, The empire of the east will fall.
The old kingdoms will decay in civil war,
With blood of Men, Dwarves, and Elves spilled across the East.
The Orcs will rise to claim vengeance on the followers of Light.
Madness will envelop the creatures of the world and no shire will be deemed safe.
When all this comes to pass,
The Dark One will rise once again,
Heralded by his Vampire Lord and army of Undead.
Magic will once again seep into the world.
For Light or Dark, the destiny of Agorath will unfold.
~Book of Light, Book Three; The Maegi Prophecy
The Golden Empire will shine no more.
Stagnant and corrupt, The empire of the east will fall.
The old kingdoms will decay in civil war,
With blood of Men, Dwarves, and Elves spilled across the East.
The Orcs will rise to claim vengeance on the followers of Light.
Madness will envelop the creatures of the world and no shire will be deemed safe.
When all this comes to pass,
The Dark One will rise once again,
Heralded by his Vampire Lord and army of Undead.
Magic will once again seep into the world.
For Light or Dark, the destiny of Agorath will unfold.
~Book of Light, Book Three; The Maegi Prophecy
Act I
The Assembly
Protocol in the Assembly of Lords
Assembly of Sun's Shadow
and it's closing
Assembly of Serpentine
The Siege of Azeratii
Closing of Assembly of Serpentine
Attack of the Corpus Horde and the Siege of Tirath
Siege of Mirrorwater
Quest to Purge Necromancer Threat
Assembly of First Seed
Quest in the Vale of the Dead
Liberation of Mutikabir
Siege of Necro's Keep
Events of Last Seed
Assembly of Hallows
The Great Library of Hroniden and the Dark Elves Arise
The War in the North
Assembly of Sun's Shadow
Diplomatic Events of Sun's Shadow
The War in the North, Act II
The War of the Triumvirate
The Last Assembly
Act II
The War of Darkness
The Dark Exile
The Battle of Faltering Light
The Shields War
Darkness Gathers
The War of Shadows
The Battle of Vahamil Steppe
The Battle of Azure's Ridge
Light Returns
Dreagon's Invasion
Fall of the Light Basin
ACT III
The Dark One Rises
A Hero Returns
Jacob's Trial
The Trial of Qylan
Invasion of Hroniden
Light's End
A Fell Winter
War of the Wolf King and the Fall of Mutikabir
Hope Springs
Enter The Dark One
Fall of Highathar
Fall of Hroniden
The Exodus of Galadriel
Counsel of Light's Hope
Plunge into Darkness
The Ward
Act IV
Epilogue
((A Thanks to the Players and guidelines for epilogue ICs ))
Suggested Reading
A collection of books detailing the lore and histories of Agorath
Calendar of Agorath
Trials and Conquests: A History of Azeratii
The Dwarven Pantheon
On Elven Religion
Ecclestius: Saxony and other Cultures
A Visitor's Guide to the Golden City
The Founding of Goi'Orka
Kogansunan: The Mountaintop Citadel
The History of Misr
Orclore: Volume One
A Text on the Armies of Misr
The Four Divines
Orclore: Volume Two
A Text on Dwarven Military
The Emirate of Tirath
A Text on the Military of Coamenel
Gods of the Saxo-Deutsch
Wines, Apothecary and Arms: The Economy of Coamenel
A Text on the Military of Herasnia
History of Herasnia
Kalare City: A History
Eol and the Founding of Coal
History of House Mindrilla
The City of Mutikabir
Barumin
An Overview of the Lands of Herasnia
Units and Tactics, A Text on the Fighters of House Deagrin
Three Rivers
Frostverds and the Pale
The Deep Elves
Biography on ArchMage Qylan the Houseless
Hammer of Korak
Bestiary of Galadriel
Ceremony of the Dead
Sierotki
Theories on the Origins of the Krestarii Family
Catacombs of Kogansunan
The Immortal Trials
Mathlion of Hwicce
Historical Sites in Herasnia
The Kalare Family
A Text on the Wolfen Army
The Shahdom of Herasnia
A History of Dragons in Agorath
The Seeing Stones
A Guide to Business and Politics Among the Dwarves of Kogansunan
An Adventurer's Guide
Advanced Military Tactics
Mahakam's Battlesong: From Carbon to War
How To Play
The Assembly
Protocol in the Assembly of Lords
Assembly of Sun's Shadow
and it's closing
Assembly of Serpentine
The Siege of Azeratii
Closing of Assembly of Serpentine
Attack of the Corpus Horde and the Siege of Tirath
Siege of Mirrorwater
Quest to Purge Necromancer Threat
Assembly of First Seed
Quest in the Vale of the Dead
Liberation of Mutikabir
Siege of Necro's Keep
Events of Last Seed
Assembly of Hallows
The Great Library of Hroniden and the Dark Elves Arise
The War in the North
Assembly of Sun's Shadow
Diplomatic Events of Sun's Shadow
The War in the North, Act II
The War of the Triumvirate
The Last Assembly
Act II
The War of Darkness
The Dark Exile
The Battle of Faltering Light
The Shields War
Darkness Gathers
The War of Shadows
The Battle of Vahamil Steppe
The Battle of Azure's Ridge
Light Returns
Dreagon's Invasion
Fall of the Light Basin
ACT III
The Dark One Rises
A Hero Returns
Jacob's Trial
The Trial of Qylan
Invasion of Hroniden
Light's End
A Fell Winter
War of the Wolf King and the Fall of Mutikabir
Hope Springs
Enter The Dark One
Fall of Highathar
Fall of Hroniden
The Exodus of Galadriel
Counsel of Light's Hope
Plunge into Darkness
The Ward
Act IV
Epilogue
((A Thanks to the Players and guidelines for epilogue ICs ))
Suggested Reading
A collection of books detailing the lore and histories of Agorath
Calendar of Agorath
Trials and Conquests: A History of Azeratii
The Dwarven Pantheon
On Elven Religion
Ecclestius: Saxony and other Cultures
A Visitor's Guide to the Golden City
The Founding of Goi'Orka
Kogansunan: The Mountaintop Citadel
The History of Misr
Orclore: Volume One
A Text on the Armies of Misr
The Four Divines
Orclore: Volume Two
A Text on Dwarven Military
The Emirate of Tirath
A Text on the Military of Coamenel
Gods of the Saxo-Deutsch
Wines, Apothecary and Arms: The Economy of Coamenel
A Text on the Military of Herasnia
History of Herasnia
Kalare City: A History
Eol and the Founding of Coal
History of House Mindrilla
The City of Mutikabir
Barumin
An Overview of the Lands of Herasnia
Units and Tactics, A Text on the Fighters of House Deagrin
Three Rivers
Frostverds and the Pale
The Deep Elves
Biography on ArchMage Qylan the Houseless
Hammer of Korak
Bestiary of Galadriel
Ceremony of the Dead
Sierotki
Theories on the Origins of the Krestarii Family
Catacombs of Kogansunan
The Immortal Trials
Mathlion of Hwicce
Historical Sites in Herasnia
The Kalare Family
A Text on the Wolfen Army
The Shahdom of Herasnia
A History of Dragons in Agorath
The Seeing Stones
A Guide to Business and Politics Among the Dwarves of Kogansunan
An Adventurer's Guide
Advanced Military Tactics
Mahakam's Battlesong: From Carbon to War
How To Play
Welcome to my latest attempt at creating a lasting and active game here on the Game Forums. This shall be a RP heavy game with some other elements thrown in to vary gameplay and hopefully make it interesting.
The main goal of the game is to earn prestige through diplomatic actions in the main thread, and battle actions and plots pmed to me. With all claimants to the crowns of Agorath dead, the rulers and descendants of the ancient heroes all have equal claim to the crowns. By gaining prestige you will prove yourself worthy to hold a crown and may one day reforge the empire. As you climb the ranks of the Assembly, internal and external threats will appear and need to be dealt with as well as other events that may be used to advance your prestige among the Assembly.
Step One: Sign Up
You start the game as a Count, Arl, Master, or Sheikh, depending on your race. Please follow this format when signing up:
Ruler Name:
Age:
Ruler Trait: Brilliant Strategist, Great Diplomat, or Masterful Schemer
Location: Hroniden, Highathar, Galadriel, Ecclestius, or Norseland
Race: Elf (Master), Dwarf(Master), Hronidian(Sheikh), Nord(Arl), Imperial(Count), or Orc(Chief)
Heir:
Daughter:
Vassals:
Champion:
Bio: A short bio on yourself, your family, and the province which you rule. Rulers in Agorath are said to be descended from the hero mages of the Age of Heroes, so you may want to include info on your lineage as well.
Agorath is a dangerous place, so it is important you have an heir to replace you. Tradition dictates it is the eldest son, but that isn't always the case. As you can see, you are given an option to list a daughter. Your family can be large as you like, but to start out you will only have one daughter eligible to marry. Alliances are sealed in Agorath with Marriage Pacts. Typically between the Heir of a friendly ruler.
As you can see, you must include a trait for your ruler - this will dictate whether you get a bonus to combat, diplomacy or plots. Strategists get a bonus to combat, whereas diplomats have a bonus to all diplomacy missions in the Assembly as well as slightly larger armies as their charisma will attract more men-at-arms to fight for them. Schemers have a greater chance of succeeding at plots as well as keeping their war plans secret.
It is important to include your location within the provinces listed in the post below. Read your options carefully before deciding which territory to make your home province. Only certain races may reside in each territory.
You may also list up to two vassals. These are lesser lords or landed knights that will be under your control - they can act as ambassadors or generals in combat, the choice is yours.
Champion is an important one, it can be yourself, heir, or one of your vassals, or someone else entirely, its up to you. Your champion will be a leader of your armies and go on quests on your behalf. Be wary though, the life of a Champion is often a short one.
Step Two: The Assembly of Lords
The majority of the game is played here. It is within the Assembly of Lords, at the Imperial Palace within the Golden City that rulers and their ambassadors meet to debate and discuss events facing the realm. The Assembly had been closed for nearly twenty years but is opened once again in a bid to bring peace to Agorath. Players may discuss whatever they wish openly here, whether it be trade missions, marriage pacts, or pertinent issues facing the kingdoms.
As the game begins, all players are low level lords. The Archmage, and the High Steward will evaluate prestige gained by players, based on battles won, quests completed, alliances formed, and trade missions completed. By building up your reputation within the Hall of Assembly you will increase your chances of being granted a crown.
Diplomatic orders are issued through the Assembly of Lords. No diplomatic order, from trade mission to marriage pact, is guaranteed. If the die rolls against your favour, you can expect an unfortunate incident to keep you from gaining prestige.
The High Steward and Archmage are listening, so be loud, be strong and make your voice heard in the Assembly of Lords and a crown may be yours!
Step Three: The War Room
War orders are issued to me through PM. Orders are done in secret but there is always a risk of your enemies discovering your troop movements. Specify your plans, including who you will be sending to lead you troops and your overall battle plans. Not only will crushing a troublesome neighbour earn you prestige, but expeditions into the Wilds will earn you prestige as well.
Plots are conducted here as well. You may kidnap heirs and daughters for ransom, Send spies into enemy camps, Steal gold and special items or whatever you can imagine. Just be wary. If a plot fails and is discovered, you will lose prestige in the eyes of the Assembly.
Plot victories are achieved by rolling a 6/6 - the more backers you have, the greater your chances.
Always keep an eye on your inventory as well! Don't over extend your army and leave your castle defenceless, and keep saving gold to earn bonuses to your fortifications.
So in brief....
1. ALL army orders are done through PMs to me. Some joint military actions are proposed in the Assembly, but you must still order your captains, through PM, as to whether or not you will be honoring your Assembly commitments.
2. ALWAYS include a brief statement summarizing any diplomatic orders, proposals and votes. For example,
GreatSlayer said:Mistress Eylinn of the Green Chasm shall attend the quest to capture the Necromancer. She will attend herself, leaving her champion at home.
Mistress Eylinn chose to not attend the assembly.
She will send 1000 men to the quarantine zone to supervise humanitarian efforts.
As you can see, Slayer gave a brief summary which also INCLUDED the name of his character. This makes my life easier and means i get updates done, that much quicker. So include the name of your character in your summary. Including your name, race, and province in your ICs will also help us all keep players straight as we play. There are a good few of us here now, and it can go a long way in keeping everything straight. Furthermore, you may want to consider creating a family banner or sigil that will further identify your ICs.
3. ONE diplomatic mission per turn. Starting now, In Agorath, it is the family that PROPOSES a wedding that holds the wedding celebration as a means of gaining prestige. Accepting a wedding proposal will not use up your diplomatic mission, but you will not gain prestige. It will only be the weddings of your ONE eligible daughter, and ONE heir that will create an alliance and gain prestige. This will keep things manageable for me as I GM our game.
4. ALWAYS state exact military numbers in your war orders to me. It may be easier for you to simply say "Whatever troops arnt attending the eastern campaign will go to the northern campaign unless they are already fighting the southern campaign, in that case shift them to the western campaign." But it makes things a lot harder for me to crunch the numbers. Try and know what troops you have where, in case stats arent up to date. AND state the commander you wish to lead the troops as well, for the sake of flavor in the ICs.
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