By Mike Mearls
Description: In d20 fable video games, characters can achieve strength with spells, swords, stealth, and supplications. but this strength hardly ever extends past the character's own services. Empire introduces principles for founding and development a political realm and punctiliously tending it from a tiny barony to a sprawling realm. Empire injects an epic point of motion right into a d20 crusade, permitting the avid gamers to take the jobs of kings, around the world non secular leaders, archmages, and felony masterminds whereas handing DMs the instruments had to problem such strong figures.
A entire new d20 process for founding, handling, and operating a political entity resembling a country, church, or felony cartel.
* ideas for mass strive against to simulate the conflict of fingers because the characters search to extend their energy and overwhelm hordes of orcs and demons that search to wreck the geographical regions they've got labored so demanding to build.
* New status sessions designed to have interaction with the foundations for mass strive against and kingdoms, permitting characters to take the mantle of significant generals, clever kings, and political masterminds.
* New feats and spells designed to be used via characters and spell casters who lead countries and command armies.
* New magic goods, talents, and different skills designed explicitly to be used in political adventures.
* a whole DM's toolkit together with principles for orc armies, demonic invasions, magical cataclysms, and different super risks that threaten the nation-states the computers rule.
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Additional info for Empire (D20 System Accessories)
More than 38,000 known or suspected wizards met an untimely end due to the Mage Purges. While the worst purges ended after the first year of Amahl's reign, no wizard was safe from persecution, culminating in death at the hand of Shoon soldiers, for the remainder of the Imperium's days. "A minor uprising in the furthest frontiers of the Imperium" was how this event was described in Shoon histories and even those of later Calishite historians. This uprising was in fact a precursor of the Im- perium's fall and a serious and temporarily successful attempt by a subjugated state to resist Shoon rule.
Shaani had only four children (by her most prominent generals), and while she doted on them, she worried little about them when they were gone and married off to political allies in places like Amn, Tethyr, the Tashalar, or the city-states of the Lake of Steam. By the end of her reign, the Imperium had fallen to pieces in all but name, and despite her children's and grandchildren's prominent bloodline and later desperate attempts to patch the Imperium back together by force, the empire would fall after but one more qysar.
Anyone bearing a weapon (and many who were not) was slain on sight. He then continued this mode of operations with the city of Kormul and the next five towns. The extreme loss of life during this campaign was avoidable, especially since the rebels surrendered after the fall of Kormul, but Sallah ordered his army to carve a bloody swath onward to the heart of where the rebellion had begun. The senseless death and destruction of property that ensued he considered far less important than the lesson it taught about the consequences of rebellion to the natives and others who might consider revolting against the Imperium.