Agorath Signup and Dev Thread
Join the plotting on IRC here ~ #Agorath
“War is not a duel, or a tourney. It is not a game with fair moves and foul. War is a horrible thing, only to be undertaken at the most dire causes. Once engaged, the leader who fails to strike every blow, to use every weapon against the enemy, such a leader is not honorable. In war the honorable thing is to destroy the enemy with the most speed and the least harm to your own people.”
~ Deagrin Wrothiron, King Under High Mountain
Join the plotting on IRC here ~ #Agorath

“War is not a duel, or a tourney. It is not a game with fair moves and foul. War is a horrible thing, only to be undertaken at the most dire causes. Once engaged, the leader who fails to strike every blow, to use every weapon against the enemy, such a leader is not honorable. In war the honorable thing is to destroy the enemy with the most speed and the least harm to your own people.”
~ Deagrin Wrothiron, King Under High Mountain
Welcome to Agorath, a high fantasy medieval world, and second installment in the series. Our game begins 20 years after the defeat of the Dark One. The purpose of this thread is to get a sense of how many original player will be returning, assigning stats and fleshing out backstories for new and old characters so that when the game does begin, likely around summer, we can jump right in. For a long time I was rather dubious on ever returning here, but some gentle convincing from my co-GM Tapp and recent rereading of the epilogue has renewed my excitement for this game.
For a broad sense of the lore of the world, click here and read the original post for the previous game. Here is a recap of the events of the last game...
The War of Darkness
In the time leading up to the War of Darkness, the all consuming war in which the Dark One attempted to destroy the followers of Light, the Lords of Light were preoccupied with establishing the Old Kingdoms in the wake of the crumbled empire. House Kalare reformed Norseland under his banner, though many contested his rule. House Coamenel established the Kingdom of Galadriel once again. House Krestarii gained the crown of Ecclestius. House Ayyubid reclaimed the sovereignty of the Sultanate of Hroniden. House Deagrin claimed the throne for Highathar and the Dwarves. As these Great Houses rose to lead the old kingdoms, the lands were plagued by war, chiefly the Nord invasion of Galadriel, and the Corpus epidemic of Hroniden.
The hero Ra’Gru of Goi’Orka was trusted with the position of Lord-General, and given command of the forces of Light to crush the Necromancer believed to be the cause of the Corpus nightmare. After the defeat of the Corpus threat, Ra’Gru was crowned King of the Orcs.
The ArchMage of the Order of Light, Qylan the Houseless, decried the evils of Slavery and vowed to end the scourge through war. As the slavery debate threatened to push the kingdoms into a great conflict, House Krestarii, Ayyubid with their vassals, House Rostani, attacked the Golden City in an attempt seize power. The siege was soon lifted and peace restored after pressure from the other Houses.
ArchMage Qylan, proclaiming the interests of peace in the wake of the siege and the ongoing war in Galadriel, gathered the Lords of Light to him within the Hall of Lords in the Golden City. Qylan then revealed himself to be a servant of Darkness, joined by the Lord-General Ra’Gru and Zephfer of Galadriel. Against the power of Darkness, there was little the Lords of Light could do. Many died battling the traitors, until the mercenary Jacob stormed the hall, revealed to be a powerful mage, he drove Qylan and his allies from the former Imperial capital.
The armies of Darkness marshalled under Qylan and his generals, Ra’Gru and Zephfer. However, before an invasion could be waged, the Lords of Light struck first, under the banner of the unlikely leader, Eylinn of Mindrilla. Though the Lady-General discovered a corrupted well of Light, blocking Light magic into the world, she was plagued by defeats and unable to seize the Light Basin. At the crushing defeat upon the Vahamil Steppe, Eylinn made the grim discovery that Qylan was enthralled by the Vampire Lord, the God-General of the Dark One’s forces. She paid the price of that discovery by becoming infected with the malicious disease.
After Eylinn’s defeat, Deagrin Wrothiron, High King of Highathar assumed command of the armies of Light, as Eylinn faded from command in search of a cure. Wrothiron was able to turn the tide at the Battle of Azure’s Ridge and finally send the forces of Darkness into route. With the Basin controlled by the Lords of Light, the temple was cleansed of Darkness, and Light magic flowed back into the world. Despite his victory, Wrothiron was brought down by politics as Sultan Saladin gained favour and usurped command of the armies, and organized a defense of the Basin.
Dreagon, the Vampire Lord took his corporeal form and set about fulfilling the final stages of the Maegi Propecy, the ritual in which The Dark One would once again enter the world and wage His war upon the old bloodlines that stole power from the Gods. By enthralling the ArchMage, Dreagon learned of the last heir of Ecclesiasties, and the pure blood of the ancient hero that could speed the return of the Dark God. The mercenary Jacob and his daughter, unbeknownst to him, were the last heirs. Dreagon enthralled Jacob and learned the location of his daughter, captured her and spilled her blood upon the alter of Darkness.
Though his victory was complete, Dreagon did not count on the trespass of Eylinn of Mindrilla within his inner sanctum. The former Lady-General defeated Dreagon and plunged an enchanted blade, Dreagon’s Bane, into his heart, curing the world of vampirism and destroying the Darkness of Dreagon. Despite this blow to the Dark, it was too little, too late, as Dreagon’s mission was accomplished, and The Dark One returned to the world. However, with the demise of Dreagon, Qylan and Jacob regained their free will, and returned to the East, though Qylan was murdered at the hands of the Celestians, a vassal of House Krestarii.
The loss of the God-General had a profound effect on the Darkness. Ra’Gru betrayed The Dark One and disappeared, later to be discovered to have taken Imperial form as Ares Krestarii, wed Eylinn of Mindrilla and usurped the kingdom of Ecclestius from the dying Asharian Krestarii. The fallen Lord Balthar Birch rose to assume the position of God-General of the Dark One with his commanders, Logain Deftspear, Zephfer, and Koldun.
As the Dark One spread across the continent, taking Hroniden, Highthar and Galadriel, Norsleand was nearly lost until the discovery that King Kvothe of Kalare was a Dark Lord. A coalition force led by Nord rebels, Light Orcs and Elves routed Kalare into the sea. It was at this time that it became known the Golden City had fallen to Darkness, it’s people enthralled by the Dark One. Jacob narrowly escaped the city with the help of the Lords of Light with knowledge of a powerful spell that could banish the Dark One from Agorath.
In one last effort, the Lords of Light launched a final assault upon the Golden City. Gaining entry to the Tower of Light, Jacob was able to call the Dark One to him and begin casting the Ward. The discipline of the Dark One’s generals proved unreliable as they rushed to taint the Ward spell, Birch, Kalare and Zephfer all attempted to gain power at the final battle, to establish themselves as Gods, while Koldun joined forces with the Light and Logain Deftspear remained loyal to the Dark One. The attempts of usurpation of the spell failed, and Jacob cast the Dark One out of the world, sacrificing his own life in the process.
Many great heroes were lost in the war. High King Deagrin Wrothiron perished against the Dark One, as did King Saladin of Hroniden, though their heirs rule their kingdoms still. Ulfrik the Wolf King, who briefly united Norseland against Kalare perished, dooming his country to fall into civil war once again. Koldun, the former Dark Lord who laid claim to the ancient kingdom of Arguad died defending the Lords of Light. The troubled Dwelf (Dwarf/Elf Halfling) Quicksilver, UnderKing of Yurdeast died in battle with Balthar Birch. Countless others died as well, giving their lives to preserve the Light and peace in Agorath.
The villains Birch, Zephfer and Kalare perished in the final battle. Logain Deftspear organized a tactical retreat back to the West, where he rules a kingdom of Fallen Dwarves. Tales were spun during the war of a powerful witch who commanded as well, rumoured to have been executed, others say escaped, her exact whereabouts is unclear, though most assume she has fled to the Black Isle. Though some lesser Dark commanders escaped the final battle, the witch and Deftspear inspire the most fear...
In the time leading up to the War of Darkness, the all consuming war in which the Dark One attempted to destroy the followers of Light, the Lords of Light were preoccupied with establishing the Old Kingdoms in the wake of the crumbled empire. House Kalare reformed Norseland under his banner, though many contested his rule. House Coamenel established the Kingdom of Galadriel once again. House Krestarii gained the crown of Ecclestius. House Ayyubid reclaimed the sovereignty of the Sultanate of Hroniden. House Deagrin claimed the throne for Highathar and the Dwarves. As these Great Houses rose to lead the old kingdoms, the lands were plagued by war, chiefly the Nord invasion of Galadriel, and the Corpus epidemic of Hroniden.
The hero Ra’Gru of Goi’Orka was trusted with the position of Lord-General, and given command of the forces of Light to crush the Necromancer believed to be the cause of the Corpus nightmare. After the defeat of the Corpus threat, Ra’Gru was crowned King of the Orcs.
The ArchMage of the Order of Light, Qylan the Houseless, decried the evils of Slavery and vowed to end the scourge through war. As the slavery debate threatened to push the kingdoms into a great conflict, House Krestarii, Ayyubid with their vassals, House Rostani, attacked the Golden City in an attempt seize power. The siege was soon lifted and peace restored after pressure from the other Houses.
ArchMage Qylan, proclaiming the interests of peace in the wake of the siege and the ongoing war in Galadriel, gathered the Lords of Light to him within the Hall of Lords in the Golden City. Qylan then revealed himself to be a servant of Darkness, joined by the Lord-General Ra’Gru and Zephfer of Galadriel. Against the power of Darkness, there was little the Lords of Light could do. Many died battling the traitors, until the mercenary Jacob stormed the hall, revealed to be a powerful mage, he drove Qylan and his allies from the former Imperial capital.
The armies of Darkness marshalled under Qylan and his generals, Ra’Gru and Zephfer. However, before an invasion could be waged, the Lords of Light struck first, under the banner of the unlikely leader, Eylinn of Mindrilla. Though the Lady-General discovered a corrupted well of Light, blocking Light magic into the world, she was plagued by defeats and unable to seize the Light Basin. At the crushing defeat upon the Vahamil Steppe, Eylinn made the grim discovery that Qylan was enthralled by the Vampire Lord, the God-General of the Dark One’s forces. She paid the price of that discovery by becoming infected with the malicious disease.
After Eylinn’s defeat, Deagrin Wrothiron, High King of Highathar assumed command of the armies of Light, as Eylinn faded from command in search of a cure. Wrothiron was able to turn the tide at the Battle of Azure’s Ridge and finally send the forces of Darkness into route. With the Basin controlled by the Lords of Light, the temple was cleansed of Darkness, and Light magic flowed back into the world. Despite his victory, Wrothiron was brought down by politics as Sultan Saladin gained favour and usurped command of the armies, and organized a defense of the Basin.
Dreagon, the Vampire Lord took his corporeal form and set about fulfilling the final stages of the Maegi Propecy, the ritual in which The Dark One would once again enter the world and wage His war upon the old bloodlines that stole power from the Gods. By enthralling the ArchMage, Dreagon learned of the last heir of Ecclesiasties, and the pure blood of the ancient hero that could speed the return of the Dark God. The mercenary Jacob and his daughter, unbeknownst to him, were the last heirs. Dreagon enthralled Jacob and learned the location of his daughter, captured her and spilled her blood upon the alter of Darkness.
Though his victory was complete, Dreagon did not count on the trespass of Eylinn of Mindrilla within his inner sanctum. The former Lady-General defeated Dreagon and plunged an enchanted blade, Dreagon’s Bane, into his heart, curing the world of vampirism and destroying the Darkness of Dreagon. Despite this blow to the Dark, it was too little, too late, as Dreagon’s mission was accomplished, and The Dark One returned to the world. However, with the demise of Dreagon, Qylan and Jacob regained their free will, and returned to the East, though Qylan was murdered at the hands of the Celestians, a vassal of House Krestarii.
The loss of the God-General had a profound effect on the Darkness. Ra’Gru betrayed The Dark One and disappeared, later to be discovered to have taken Imperial form as Ares Krestarii, wed Eylinn of Mindrilla and usurped the kingdom of Ecclestius from the dying Asharian Krestarii. The fallen Lord Balthar Birch rose to assume the position of God-General of the Dark One with his commanders, Logain Deftspear, Zephfer, and Koldun.
As the Dark One spread across the continent, taking Hroniden, Highthar and Galadriel, Norsleand was nearly lost until the discovery that King Kvothe of Kalare was a Dark Lord. A coalition force led by Nord rebels, Light Orcs and Elves routed Kalare into the sea. It was at this time that it became known the Golden City had fallen to Darkness, it’s people enthralled by the Dark One. Jacob narrowly escaped the city with the help of the Lords of Light with knowledge of a powerful spell that could banish the Dark One from Agorath.
In one last effort, the Lords of Light launched a final assault upon the Golden City. Gaining entry to the Tower of Light, Jacob was able to call the Dark One to him and begin casting the Ward. The discipline of the Dark One’s generals proved unreliable as they rushed to taint the Ward spell, Birch, Kalare and Zephfer all attempted to gain power at the final battle, to establish themselves as Gods, while Koldun joined forces with the Light and Logain Deftspear remained loyal to the Dark One. The attempts of usurpation of the spell failed, and Jacob cast the Dark One out of the world, sacrificing his own life in the process.
Many great heroes were lost in the war. High King Deagrin Wrothiron perished against the Dark One, as did King Saladin of Hroniden, though their heirs rule their kingdoms still. Ulfrik the Wolf King, who briefly united Norseland against Kalare perished, dooming his country to fall into civil war once again. Koldun, the former Dark Lord who laid claim to the ancient kingdom of Arguad died defending the Lords of Light. The troubled Dwelf (Dwarf/Elf Halfling) Quicksilver, UnderKing of Yurdeast died in battle with Balthar Birch. Countless others died as well, giving their lives to preserve the Light and peace in Agorath.
The villains Birch, Zephfer and Kalare perished in the final battle. Logain Deftspear organized a tactical retreat back to the West, where he rules a kingdom of Fallen Dwarves. Tales were spun during the war of a powerful witch who commanded as well, rumoured to have been executed, others say escaped, her exact whereabouts is unclear, though most assume she has fled to the Black Isle. Though some lesser Dark commanders escaped the final battle, the witch and Deftspear inspire the most fear...
Unlike the first Agorath, where players stats consisted of a simple and equal system, the new game will, while keeping some simplicity, will now allow for geographic, cultural, racial and leadership differences so no two players are exactly the same. Some will have inherit advantages and others disadvantages.
Here is a rundown of the new stat system players can expect...
Narien Mindrilla
Title: None, Adventurer
Race: Human/Elf
Trait: Warrior (Combat Bonus)
Province: Narien's Hall, Ordivantes
Government: Banner
Terrain: Hall (small income)
Supply: 1k (population)
Levy Raised/Lowered: 0/300
Income:
Edicts:
~ Diversify Banner (Increase levy)
~ Sell ale (Increase Income)
The Last Maegi
Title: High Priestess
Race: Drow
Trait: Dark Mage
Province: Dreagar
Government: Dark Theocracy
Prominent Demographic: Drow (Combat Bonus, Income Penalty)
Terrain: Volcanic Waste (gemstones, wasteland)
Supply: 18K (population)
Levy Raised/Lowered: 0/360
Banners: 2k
Income:
Edicts:
~Mandatory prayer. (Lower revolt risk)
~Slave Mines. (Income Modifier)
~Indoctrinate Zealots (Increase Banners)
Here we have two different characters, a ruler and an adventurer. One with titles and another without.
Title: Titles held by the player character, anything from an adventurer/baron/count/duke/king level. Though new players may only start at Count level or lower.
Trait: In the last game players picked from a short list of predetermined traits, such as strategist, diplomat or schemer. In the new game players simply decide the stat bonus they would like and come up with their own trait (ie. a merchant character may have an economic bonus. A schemer a bonus to plot orders etc.)
Province: The lands the player directly controls; not the lands of his/her vassals.
Government: Players may choose their own form of gov't each with their own bonuses and penalties. Suggest a form and possible pros and cons and Tapp and I will approve or request changes. Ie. Fuedalism may provide a boost to levies while include a low revolt risk, while absolute monarchy may give a greater boost to levies, but a greater risk of revolt.
Prominent Demographic: The major race and culture within your lands. Again players are free to submit a pro and con for approval. ie Drows have well honed skills in battle, but a generations living in Ashen wastes have made them inept farmers or miners.
Terrain: The majority land type in your direct holding, each with advantages and disadvantages. A river valley will have bountiful farmlands, and thus gibe a boost to population, whereas a mountainous land will give a boost to income through mines but lack population.
Supply: Total population that can be supported in your lands.
Levy Raised/Lowered: 2% of your supply, able to be mobilized for war.
Banners: Your number of vassal's troops who may or may not support you in times of war, and run the risk of revolting against you.
Income/Expenses: All stats are taken account to give you a base income and expenses.
Edicts: Current orders effecting your stats are listed here. Over time edicts may become stagnant and cause problems, and an order may need to be issued to clear it. ie. increased lumber operations may begin deforesting your land overtime, resulting in a penalty to income.
War Mechanics.
In the last game, player forces were split into flanks and victories were decided by the roll of a die. I have been moving further away from the reliance on dice in my previous games, and in Agorath I may rely on a blend of judgement and chance. Putting more reliance on player's orders to decide the outcome. ie an underpowered player writes a strategy using the terrain to his advantage will still likely lose the battle - but take a hell of a lot of his enemy to the grave with him.
Thus far the war mechanics are still a work in progress and I only have a vague idea of how I want it to work yet. Of course, I am open to suggestions.
There may be plenty I have to fine tune, but what I would like from you is to post a sign up with the stat format quoted above. Write what you think you should have and I will approve or change it.
Here is a quick guide to making your character:
Title: The title you held in the last game : All new players will begin as adventurers, barons or counts.
Race: Your character's race and subculture.
Trait: Pick a bonus to combat, income, diplomacy (manipulating npc's), plot orders or any of the stats below
Province: the name of your directly controlled realm
Government: Your form of gov't and bonuses and penalties. (ie feudalism - low levy bonus, low revolt risk)
Prominent Demographic: Your prominent race and/or subculture (Drow - combat bonus, income penalty)
Terrain: The prominent terrain type in your holding. Here's a list that may be tweaked.
River Valley - High population bonus, low income bonus
Coastal Region - High population bonus, medium income bonus
Grassland - neutral
Ashen Waste - high population penalty, low income penalty, combat bonus
Badlands - low population penalty, low income penalty, combat bonus
Desert - low population penalty, low income penalty, combat bonus
Mountains - Low population, high income
Forest - low population boost, low income boost
Supply: Population base rate of 20k, standing to be increased or decreased depending on terrain, gov't and orders
Levy Raised/Lowered: 2% of population
Banners: Yet to be determined - figure of number of regions, terrain and others to determine
Income: yet to be determined
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