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Thread: Empire 6: Embers of Dawn IC

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    HalflingPirate

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    Default Re: Empire 6: Embers of Dawn IC

    The Anbroch Houses
    Kiswa region 198

    Actions

    1. [Diplomacy]Attend the Feast of the Blue Star.
    • Accept Writing from Veramondo

    2. [Diplomacy]Begin construction of a Truthseer base in region 198. The Truthseers were well respected by the Anbroch for religious reasons: the dwarves believed their abilities to stem from blessings given to them by the dwarf god of rumor and gossip, Loren. To cement their power and influence in Kincany, both the Warlady and the Matriarch wish to see them take a larger role in court, and begin building them a place to stay.
    3. [Opulence]Explore up the coast to the northeast. Roll 7. Many of the Luthrails and partisans hired on by Peg MacClellan for her expedition to the north returned, but she did not. Rumor spreads that this was due to early encounters with a culture extremely skilled at the production of alchoholic beverages, for which MacClellan traded away the entirety of her expedition's supplies. Other rumors claimed that this story is a fabrication of the Warlady to encourage further expeditions to the region.
    4. [Intrigue]Kidnap a feral troll from TRL. Roll 14. The Warlady returned from the feast of the Blue Dawn fascinated by the regeneration powers of the trolls, perhaps due to her own missing eye. She put out a bounty for the capture of a live troll, which prompted the young battlemistress Peggy MacTir and a Luthrail bandit named Neno to form a small company to perform the dangerous task.
    5. [Intrigue]Secret

    News and Rumors
    The Blue Star marked the beginning of a new age in Kincany, much as elsewhere. The light began to shine just as the forces of House MacGill were preparing to assault House MacTir's last surface fortress. Taking the light as a favorable omen, Warlady MacGill pushed her troops onwards over the walls and through the interior of the fortress for the full two days' time, giving the defenders no time to rest and capturing the keep at great cost to both forces. When Matriarch MacTir finally surrendered, only 34 MacGill battlemistresses and 6 of house MacTir were left standing.

    While victory over the MacTirs was a great triumph for house MacGill, the Blue Star also brought complications for the Matriarch. Thought barren after the birth of her first daughter, she gave birth to a son. While the men in the tunnels praised fate for this kindness, the birth cast a shade of doubt on the political world of the surface, for should he grow to maturity and take a wife, the carefully negotiated succession agreement between the Warlady and the Matriarch would be for naught.

    Princess Kona of the Veramondi returned from the Feast of the Blue Star with the Warlady against the wishes of her father. While her body and skills were weak, her determination and blood were strong, and she began training as a battlemistress. MacGill personally attended her lessons often, as she herself was practicing fighting with her shield in the arm that had been mangled by the King of Kings, as it could no longer wield a weapon quite so ably.

    Kona was also responsible for teaching some Anbroch priests and scribes to write in the Veramondi's language. Carving the letters in stone quickly became popular among the men underground as a way to mark tunnels, but was less popular on the surface.

    Spoiler: Ruler Information
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    Warlady Mollie "Stoneye" MacGill
    Spoiler: Biography
    Show
    As a young woman of House MacGill, the Warlady earned her fame and title by leaving her house and running a bandit gang composed of Luthrails and outlaw dwarves in the northeastern portion of Kincany. After she secured the vassalage of House MacClellan among others by the use of brutal and daring day raids, the Matriarch of House MacGill welcomed the Warlady and her bandits back into the fold, on the condition that Mollie train the Matriarch's daughter as an heir. Power dynamics between the Matriarch and the hotheaded Warlady are tense, but it was the Warlady's forces that cowed the other houses, making her the de facto ruler of the Anbroch.


    Stats:
    2 Diplomacy
    4 Military (3+1)
    4 Opulence (3+1)
    1 Faith
    4 Intrigue

    Attribute Improvements: +1 Diplomacy, +1 Intrigue

    Link to Stat Rolls

    Spoiler: Inheritance Information
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    Important Figures:
    Warlady Mollie MacGill (28 yrs) : The power behind the throne, the Warlady was the one responsible for cowing the other Anbroch houses. If the MacGills wished their dynasty to endure, they needed someone seen as a legitimate continuation of her power.

    Patriarch MacGill (52 yrs): The titular head of House MacGill. Scarcely ever on the surface, he deferred management of the house's surface holdings to the matriarch.

    Matriarch MacGill (50 yrs): The surface leader of House MacGill, the Matriarch negotiated an arrangement in which the Warlady adopted her daughter Rosie, making Rosie the successor to both the MacGill Matriarchy and the Warlady's more informal holdings.

    Rosie MacGill (10 yrs): The adopted daughter of the Warlady and actual daughter of the Matriarch, a lot of negotiations have been conducted to put her in line to inherit more power than either posessed alone.

    Charlie MacGill (4 yrs): The son of the Patriarch and Matriarch, his existence has cast the agreement between the Warlady and the Matriarch into doubt, as should he take a wife, she would inherit the Matriarchy rather than his sister Rosie.

    Last edited by Potato_Priest; 2020-07-25 at 03:59 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.