Cruenti Dei: Open for a Player

Turn 23 is now being processed, and we’ve got a number of potential openings coming up.

This post will be updated throughout processing, so be sure to check back!

The following positions are open. For each position, the religion and kindred are listed. For more information on these, check out this essay.

 

Northern continent of Oratoa

(Age of Heros)

 

Ancalimë: Urdan/Elvish. Woodland realm with good quality military under attack by several neighbouring countries.

Pros: Good military, good magic, potential alliance or vassalage with powerful neighbour.

Cons: At war with some of the big boys on the block.

 

Southern Continent of Sahûl

(Renaissance Age, imperial system)
NOTE: There may be some other positions opening up in Sahûl. Keep checking back!

 

Electoral Republic of Cappargarnia: Tarotist/Saurian and Wenemet. Influential but hated merchant republic located in the intellectual, cultural, and economic heart of the Empire. Right in the thick of the action.

Pros: Elector. Excellent quality military and sorcery. Decent military and intelligence assets.

Cons: Utterly hated and in a horrific war for its very survival. No real allies.

 

Lordship of Carcë: Urdan/Saurian. Vast steppe realm of fierce horseclans, in vassalage to the powerful Electoral County Palatine of Thace.

Pros: Excellent cavalry. Unwavering support of powerful overlord and other Urdan realms. Great storytelling opportunities.

Cons: Resource-poor and hemmed in.

 

Draconic Barony of Iäthedein: Urdan/Saurian. Small woodland barony established by the Urdan Holy Mother. Neighbour to a Wyrm, Tarotist Murali, and the Zarkhandu Yagnarists.

Pros: Good story possibilities, heavily supported by the other Urdans.

Cons: Hemmed in and tiny. Utterly dependent on the largesse of the other Urdans for survival.

 

Gornya Knjažestvo: Yagnarist/Gornya Rogami. This brand-new realm was recently recognized by the Empire. Located on the southern tundra, it is peopled by a new Kindred, the Gornya Rogami (Shaggy armored minotaur-like yaks with a Russian cultural emphasis).

Pros: Fantastic storytelling opportunities in a fatalist, out in Siberia, Dostoyevsky kind of way.

Cons: Small, poor, little urbanization, no religious sites, no appreciable military.

 

Puritan Crusaders: Tarotist/Wenemet. A hundred thousand screaming fundamentalist, puritan Tarotists bent on the utter destruction of the Yagnarist Electoral Queendom of Chi’tixi.

Pros: Powerful military.

Cons: Currently an unrecognized bandit kingdom. Might not survive the Turn. Who knows?

 

Lordship of Treskaw: Yagnarist/Wenemet and Saurian. Icy realm that recently rebelled from the Kingdom of Zarkhandu due to religious differences.

Pros: Good quality, if small, military. Potential support from co-religionists. Clark Ashton Smith could write an epic about the place.

Cons: Desperately poor. Possibly nasty neighbours. If the climate gets much colder, you’re finished.

 

Eastern continent of Efan

(Here be monsters)

 

There are also some decent positions left in the new (and mostly secret) continent of Efan.

Cruenti Dei: Open for a Player

Turn 22 is in process, and we’ve got a number of potential openings coming up.

This post will be updated throughout processing, so be sure to check back!

The following positions are open. For each position, the religion and kindred are listed. For more information on these, check out this essay.

 

Northern continent of Oratoa

(Age of Heros)

 

Ancalimë: Urdan/Elvish. Woodland realm with good quality military under attack by several neighbouring countries.

Pros: Good military, good magic, potential alliance or vassalage with powerful neighbour.

Cons: At war with some of the big boys on the block.

 

Southern Continent of Sahûl

(Renaissance Age, imperial system)

 

Imperial Free City of Adndar: Tarotist/Saurian and Wenemet. Independent merchant republic located in the intellectual, cultural, and economic heart of the Empire. Heavily involved in the Cappargarnian Wars.

Pros: Supported by literally everybody, even its religious and economic rivals, in its war against Cappargarnia.

Cons: Still getting its butt kicked.

 

Electoral Republic of Cappargarnia: Tarotist/Saurian and Wenemet. Influential but hated merchant republic located in the intellectual, cultural, and economic heart of the Empire. Right in the thick of the action.

Pros: Elector. Excellent quality military and sorcery. Decent military and intelligence assets.

Cons: Utterly hated and in a horrific war for its very survival. No real allies.

 

Barony of Ebmadh: Tarotist/Malebolge, Saurian, and Wenemet. Tiny but wealthy barony located in the intellectual, cultural, and economic heart of the Empire. Right in the thick of the action.

Pros: Rich. Decent army for its small size. A ton of story-telling potential.

Cons: At war. So very, very tiny. One false step, and you’re done.

 

Draconic Barony of Iäthedein: Urdan/Saurian. Small woodland barony recently established by the Holy Mother. Neighbour to a Wyrm, Tarotist Murali, and the Zarkhandu Yagnarists.

Pros: Good story possibilities, heavily supported by the other Urdans.

Cons: Hemmed in and tiny. Utterly dependent on the largesse of the other Urdans for survival.

 

Landgravate of Lynnarvor: Yagnarist/Saurian. Tiny Yagnarist realm located smack in the middle of the continent on the southern shores of Lake Sardath. Good storytelling opportunities.

Pros: All of Lynnarvor’s pros are also its cons. Excellent geographical position (unless the Ice Age comes back – then it’s fairly well done). Large Yagnarist neighbour in Zarkhandu – a potential patron… or predator.

Cons: See “Pros”.

 

County of Murali: Tarotist/Wenemet. Modest woodland realm in the middle of Sahûl’s east coast. Strong literary and intellectual tradition reaching well beyond its lumberjack roots.

Pros: Stable government, largest library in the known world, fantastic backstory.

Cons: Relatively small country with some large neighbours. Unless it goes to sea, there’s really nowhere to expand.

 

County of Pehuatoka: Urdan/Malebolge. Tiny but proud realm on a potentially rich river valley on the edges of the desert. Formerly part of the Electoral Queendom of Itaxik.

Pros: Lots of development potential. Good history.

Cons: Tiny, poor.

 

Eastern continent of Efan

(Here be monsters)

 

There are also some decent positions left in the new (and mostly secret) continent of Efan.

Updated 31 July 2013.

Cruenti Dei: Open for a Player

The following positions are open. For each position, the religion and kindred are listed. For more information on these, check out this essay.

Northern continent of Oratoa

(late iron age, Age of Heros)

No openings!

Southern Continent of Sahûl

(late medieval/early renaissance, imperial system)

Imperial Free City of Adndar: Tarotist/Mixed Kindreds. Small but wealthy city-state in the very heart of the Empire. Long under the domination of the Electoral Republic of Cappargarnia, Adndar has now reasserted its independence.

Pros: Rich.

Cons: Very little military, and Cappargarnia has already attacked.

Draconic Barony of Iäthedain: Urdan/Wenemet. Tiny Urdan forest barony.

Pros: Nearly unconditional support from the Urdan Primacy. Good RPG possibility.

Cons: Tiny. Poor. Next door to a Great Wyrm.

Republic of Kumara: Renaissance Tarotist sect of the King in Yellow/Wenemet. Small splinter state designed for the Lovecraftian in all of us.

Pros: Coastal, good story possibilities.

Cons: Surrounded by superpowers, recently invaded by the King of Aradéc.

Duchy of Thace: Urdan/Saurian. An ancient, proud Duchy in the northwest. Good position for those favouring internal and economic development.

Pros: Wealthy and powerful, surrounded by friendly powers.

Cons: Did we mention “surrounded”? Zero expansion room.

Happy to be nominated!

We are delighted to announce that Cruenti Dei has been nominated for this year’s Origins Award for PBM Game of the Year.

The Origins Awards are presented annually by the Academy of Adventure Gaming Arts and Design to recognize outstanding achievement in design and production of games and game related products.

The nominees were voted on by hobby game retailers at the GAMA Trade Show in March 2012 from a short list in each category determined by a jury of hobby game professionals and knowledgeable enthusiasts.

The winner of each category will be determined by the votes of attendees at the Origins Game Fair. Voting will end at noon on Saturday, June 2nd. The 2012 Origins Awards will be announced during the 2012 Origins Game Fair, Saturday, June 2, 2012 at the Origins Awards Ceremony.

We are delighted with this nomination, and we would like to thank our players and other supporters who have made this long journey possible. Thanks!

Cruenti Dei: Open for a Player

The following positions are open. For each position, the religion and kindred are listed. For more information on these, check out this essay.

Northern continent of Oratoa

(late iron age, Age of Heros)

Ancalimë: Urdan/Elvish. Woodland realm with good quality military being attacked by many, many neighbouring countries.

Pros: Good military, good magic, allied with powerful neighbour.

Cons: Being attacked by all of its other neighbours.

Mark of Orofer: Iluvarian/Human. Small but prosperous realm in the shadow of larger powers.

Pros: Extremely powerful Iluvarian neighbour is military ally.

Cons: Ancalimë is also an ally, Iluvarians recently declared holy war against neighbouring Yagnarists led by the Avatar of Yagnar. Not for the faint of heart.

Tákiwat of Rangkua: Tarotist (Hanged Man)/Human. One of any number of small Tarotist states on the west coast of the continent.

Pros: Potential allies all around.

Cons: Small, hemmed-in, borders much larger realm.

Southern Continent of Sahûl

(late medieval/early renaissance, imperial system)

Draconic Barony of Iäthedein: Urdan/Saurian. Small woodland barony recently established by the Holy Mother. Neighbour to a Wyrm, Tarotist Murali, and the Zarkhandu Yagnarists.

Pros: Good story possibilities, heavily supported by the other Urdans.

Cons: Hemmed in and tiny. Utterly dependent on the largess of the other Urdans for survival.

County of Kachar: Urdan/Malebolge. Island realm on the west coast, formerly part of the Electoral Queendom of Itaxik. A realm built on its navy.

Pros: Good defensive position. With its geography and navy, could be the next Portugal.

Cons: Small and not particularly wealthy. If it turns out that there are no lands to the west, could be the next Ireland.

Republic of Kumara: Renaissance Tarotist sect of the King in Yellow/Wenemet. Small splinter state designed for the Lovecraftian in all of us.

Pros: Coastal, good story possibilities.

Cons: Surrounded by superpowers.

Landgravate of Lynnarvor: Yagnarist/Saurian. Modest, relatively new Yagnarist realm located smack in the middle of the continent on the southern shores of Lake Sardath. Ruled by a Wenemet hero from Atuburrk. Should have good storytelling opportunities.

Pros: All of Lynnarvor’s pros are also its cons. Excellent geographical position (unless the Ice Age comes back – then it’s fairly well done). Large Yagnarist neighbour in Zarkhandu – a potential patron… or predator.

Cons: See “Pros”.

County of Pehuatoka: Urdan/Malebolge. Tiny but proud realm on a potentially rich river valley on the edges of the desert. Formerly part of the Electoral Queendom of Itaxik.

Pros: Lots of development potential. Good history.

Cons: Tiny, poor, at war with a larger neighbour.

Cruenti Dei: Open for a Player

The following positions are open. For each position, the religion and kindred are listed. For more information on these, check out this essay.

Northern continent of Oratoa

(late iron age, Age of Heros)

Ancalimë: Urdan/Elvish. Woodland realm with good quality military being attacked by many, many neighbouring countries.

Pros: Good military, good magic, allied with powerful neighbour.

Cons: Being attacked by all of its other neighbours.

Kingdom of Kéatoa: Urdan/Human. Large and powerful realm on Oratoa’s northeast coast.

Pros: Good land, strong military, at peace.

Cons: Economically underdeveloped. Possibly flaky neighbours.

Mark of Orofer: Iluvarian/Human. Small but prosperous realm in the shadow of larger powers.

Pros: Extremely powerful Iluvarian neighbour is military ally.

Cons: Ancalimë is also an ally, Iluvarians recently declared holy war against neighbouring Yagnarists led by the Avatar of Yagnar. Not for the faint of heart.

Southern Continent of Sahûl

(late medieval/early renaissance, imperial system)

Draconic Barony of Iäthedein: Urdan/Saurian. Small woodland barony recently established by the Holy Mother. Neighbour to a Wyrm, Tarotist Murali, and the Zarkhandu Yagnarists.

Pros: Good story possibilities, heavily supported by the other Urdans.

Cons: Hemmed in and tiny. Utterly dependent on the largess of the other Urdans for survival.

County of Kachar: Urdan/Malebolge. Island realm on the west coast, formerly part of the Electoral Queendom of Itaxik. A realm built on its navy.

Pros: Good defensive position. With its geography and navy, could be the next Portugal.

Cons: Small and not particularly wealthy. If it turns out that there are no lands to the west, could be the next Ireland.

County of Kicitchat: taken

Republic of Kumara: Renaissance Tarotist sect of the King in Yellow/Wenemet. Tiny splinter state designed for the Lovecraftian in all of us.

Pros: Coastal, good story possibilities.

Cons: Tiny and surrounded by superpowers.

County of Murali: taken

Landgravate of Nikka: Urdan/Malebolge. Essentially a rebellious army that grabbed some territory.

Pros: Army! Great development potential.

Cons: Tiny, poor, powerful neighbour and ex-sovereign and assorted neighbours probably covet the land.

County of Pehuatoka: Urdan/Malebolge. Tiny but proud realm on a potentially rich river valley on the edges of the desert. Formerly part of the Electoral Queendom of Itaxik.

Pros: Lots of development potential. Good history.

Cons: Tiny, poor, and liable to be smashed.

Duchy of Thace
: taken

Emperor Sydath II: Sovereign of the Empire of Sahûl.

Turn 17 Out!

…and we have some pretty serious openings in both Sahûl and Oratoa.

  • Draconic Barony of Iäthedain,
  • County of Kachar,
  • County of Kicitchat,
  • Republic of Kumara,
  • County of Murali,
  • Landgravate of Nikka,
  • County of Pehuatoka,
  • Emperor Sydath II.

Turn 15 Out – Lots of Openings!

If you’ve been hesitant to play Cruenti Dei because all the open countries looked a little weak, your time has come!

There are plenty of openings – which of these countries has a bright future in your hands?

Open for a player in Oratoa:

Tákiwat of Tóan
Tákiwat of Whutoa

Open for a player in Sahûl:

Lordship of Carcë
March of Ebalon
Electoral Principality of Golmath (Endarra faction)
Draconic Barony of Iäthedein
Republic of Kumara
County of Murali
Barony of Nydoon
Icemark of Yax’te

Oratoa is Coming!

I’m working on finishing up the “starter” packet for Oratoa. I hope to have this published on or about Boxing Day, but certainly before the New Year.

At that point, everybody will have two weeks to get me their top three realm picks based on the information available.

I’ll assign realms based on your preferences at that time, and rules and maps will become available shortly thereafter.

Merry Christmas!