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  1. - Top - End - #871
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    Default Re: Empire 6: First Light (OOC 1)

    Following the recent spate of region approvals, there are by my count 29 player-owned regions which have no writeup submitted. I appreciate that the long backlog on approvals probably didn't help with motivation, but now there is no excuse!

    I won't name and shame anyone at this point but you can check to see if any of those regions is yours on the table: in the Stability column the region will be marked in orange with "No Writeup".

    I have held off imposing consequences for unapproved regions until now but will resume taking this into account next round, so please submit writeups for any as-yet unwritten regions. Also, if you have submitted a writeup but Dark has declined approval, please similarly make the necessary amendments and re-submit.

    There are a few players who are usually happy to act as ghostwriters if you are struggling for ideas/time.

    If you have submitted a writeup for any of these regions and it has been missed, please let me know and send me a link to the writeup (and, if appropriate, the post where Dark approved it).

    As usual if you see any other errors regarding region ownership or the like, please let me know and send me a link to the relevant IC post confirming the state of affairs.
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  2. - Top - End - #872
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    Default Re: Empire 6: First Light (OOC 1)

    Resubmission for 264, fixed up major complaint points on it. Primarily removing the cloud stuff and adding some justification for the 'beady eye' and adding fluff to their eyes in general.

    Region 264

    Region Name: Lrkn (Sapphire Canyon)
    Region: 264
    Holy Site: Beady Eye
    Resource: Sapphire
    
Geography: Tall Tall Mountains
    Population: Primarily whelps, some Night Elves, a small spattering of humans.


    Spoiler: Native Population
    Show
    
The natives of this land are whelps that barely come up to two feet tall, topping out at three. Weak little creatives that mostly keep to themselves and out of sight, but damn are they plentiful. Primarily living in the mountains, in valleys, and underground where natural predators cannot get to them and subsisting on a diet of coal, stone, and other substances other mineral masses creatures couldn’t ordinarily feed on.

    Naturally blind like wingless bats, they have superb hearing and smell, including the ability to smell things on a spectrum normal humanoids absolutely cannot. Akin to having infrared vision, but for the nostrils. It is rumored their eyes are not actually defunct, but are adjusted to see magic, and several have been brought back to the Hydran capital to test this notion. They also need to be taught a language that resembles one most Northerners use, as their isolation has rendered their dialect utterly an alien language. Thank hell for truthseers.


    Spoiler: Beady Eye
    Show

    The rumors of their ability to see magic are homegrown within their own religion. They worship an all seeing eye supposedly dwelling within the basements of their cities. It guides them, and when they follow vague traces of magic in mineral deposits it leads them to great bounties. This isn’t a supreme being treated with agency, it is more like a thing they believe guides and protects them from underneath this mountain.

    Because if there’s one thing all the blind bats agree on, it’s that there’s something far below.

    The Sentinels of the Stone would believe this to be representative of the World Soul, especially because in the region next door are the wounds that generate Earthblood. They suspect that these creatures can sense whatever the wound is, whatever the bleeding is, and misattribute the source. It would fit the general direction they believe it to be. How they can sense such a thing is still a mystery.



    Spoiler: Sapphire Canyons
    Show

    The areas within the mountains have been carved out by eating habits, but the colonization by the Night Elves have accelerated this growth. Now actively mining out the region, it is discovered that a huge, huge quantity of Sapphires lays dormant within the stone. More than one could ever believe or make use of in multiple lifetimes. These creatures could never appreciate it, or even tell it apart to a significant degree from standard stones except for the fact that it kind of tasted better. But the comparative benefit of the colonizers being satisfied with just the Sapphires was enough to let them go out.

    From this, living stations have started to be constructed within the mines, and even with pathways out of the mines themselves to the surrounding areas. They also have started expanding into other areas of the mountains, more spread out, more all consuming of the resources, rather than just nomadically moving about and occupying a few spaces at a time.

    Sapphire Canyons also became the outsider name for the region. Lrkn is way, way too hard and bothersome to pronounce for those of different languages, and really only flows well off of the tongues of the whelps.



    Spoiler: Incorporation Into The Empire
    Show

    Once the Night Elves moved in, they took a more direct role than they had in many other colonies. Demanding wider passageways and rooms be built to accommodate them and their even larger human, orcan, and lamian friends. Building houses on the outside to get a good view of the land and for superior defensive positioning, things the natives had never bothered with due to being sightless. Highways to the mine collecting fields. Including a slide to tumble the rocks downward. The whelps in their turn gained access to all kinds of splendors of different metals to nibble and chew at, getting to taste trace amounts of Silver and Gold for the first time with coins, and having access to new and vast bounties of Copper through the Nocturnal Hydra’s connections.

    Being so much smaller than all these new races is intimidating, but the lives of the locals have been on net largely improved. At least, long as you exclude the wholesale slaughter of their entire warrior caste and loss of authority. They need pay little tribute other than the wealth of sapphires present that are otherwise extraordinarily rare, and in turn they are given protection, isolation, and technological improvements. The main secondary market created by the change in governmental structure and population composition been the importing of artisan and jewelry crafters, refining these Sapphires from blue rocks into something that truly sparkles and shines is a quest worth undertaking.

    Lives cannot be said to have improved for those venturing outside the region, however. Speaking an entirely alien language, being small and frail, and having a diet at best exclusive with other humanoids and at worst actively insulting makes them ripe targets for abuse and an inability to escape once kidnapped. There are a select few that make it to Night Elven courts and live generous lives, having truth seers to translate for them and learning to speak local dialects. Many more are plucked into mercenary ships off in the night as novelty items or amusement.

    The Nocturnal Hydra has an official stance against this and enforcement to sternly punish any would-be kidnappers in the act, but a total obliteration of the fighting force and thus self-defense/self-policing capacity of the whelps, the fact that a good bulk of the Hydran armies are the very mercenaries one would fight against, the plentiful nature of the whelps, and the language barrier all make for a very different picture once leaving the wealthy Night Elf noble portions and peering into the desolate areas with little policing.



    Spoiler: The Western Plains
    Show

    The mountains are primarily in the east and are the focus of both mercantile interest and whelp homes, but one cannot forget that there is a wide berth of plains ripe for the harvesting. There were a few natives to shoo away and a few more to incorporate into the empire, but growing maize and farming mountain goats and buffalo turned out to be a wonderful close-by food resource for the elves that made their new home inside of the mountains.

    The natives of these areas are primarily humans, but very sparse and barely worth mentioning. The addition of irrigation and other modern technologies made it possible to import many more elves into these lands, and while it’s no Marsport it’s still managed to make itself a homely little series of towns in the countryside. The people here are especially happy with the arrangement, but given they are at this point over 90% elven immigrants this is to be expected, as any purely native opinion gets drowned out as a minority.

  3. - Top - End - #873
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    Default Re: Empire 6: First Light (OOC 1)

    Two new regions for review.

    Skycradle
    (Speir Cliabhan)
    Zone 145 (Tarandi)

    Spoiler: Geography
    Show
    Skycradle was descriptively named. Reaching it at all requires a journey through a long mountain pass that opens to reveal a chain of soaring mountains surrounding a seemingly bottomless pit. Carved into these mountains are many-hued monasteries and hermitages, all with wide balconies to observe and meditate on the birthplace of the Great Mother. Farming villages are hidden away on the outskirts of this ring of peaks, and the largest mountain is home to the central monastery of the Children of the Great Mother, Santiko Tha'um - the Place of Peace.

    Spoiler: People and History
    Show
    Tarandi is a place of powerful and competing faiths, but Skycradle is a true exemplar of that mindset. The local population is almost entirely given over to worship of the Great Mother and they have virtually all partaken of the mother's milk, or plan to. Those of the Tower that have immigrated since the declaration of empire strike a greater balance between Eaudenism, Siderealist holdouts, the Narrativism that Kylara of the Tower brought with her, and those who have been won over to worship of the Great Mother as well. Indeed, Clan Tower has more followers of the Great Mother than any other.

    One would expect, given the history of religious conflict, that there would be significant friction between the local monks and the Solais that have arrived since. It is certainly what High Thane Lessa anticipated, and despite sending Kylara on her diplomatic expedition she fully expected her cousin to fail and that the Solais would have to purge the area by force of arms. Lessa underestimated both her cousin and the monks themselves, though - the Children of the Great Mother were infinitely patient and accommodating with the scheming Kylara, who in turn was not totally immune to the allure of their incredible craftsmanship, remarkably pleasant culture, utmost respect for her station, and the ravages of character development. In spite of her two favorite strategies - backstabbing and seduction - falling flat, Kylara was nonetheless able to sit down and gain a great enough understanding of the Children to convince them to join the Clans with their faith intact.

    Her breakthrough was in learning about their history. They were pushed from their home to the south by a group they called the Salt Demons, a fact that even the normally dauntless Lessa finds alarming given that whatever Salt Demons are, they were capable of displacing a group under the protection of a giant magical serpent demigod. Extending both an offer of protection and a promise that their faith would not be outlawed nor persecuted - though competing proselytization is possible - was sufficient to get the Children to willingly join the Clans, tithing diamonds, land, and, if the Solais ever decide they want it, their notorious milk.

    During the great shuffle caused by the declaration of empire, Clan Tower chose to make this place their home based entirely on Kylara's description of it. Clan Tower have many of the usual or stereotypical Solais traits, and are predominantly populated by humans, but the clan has traditionally placed an emphasis on bucking tradition and thinking critically and creatively when confronted with the new and the strange. It was for this reason that Jaxom, Thane of the Tower, and his wife led their people to Skycradle. Several of their traditions were left behind due to being location-based, but one they brought with them and even convinced the monks to share in is the Idea Fete. Each participant has all year to think of something, anything - a new tool, a new technique, whatever - and at the Idea Fete presents it to all gathered. The crowd decides as a whole which idea they like the best, and the winner gets first pick of a prize from a pool that all contributed to, with the runner up getting the second pick. The rest of the pool is then used in a grand festival.

    Spoiler: Resource
    Show
    While the locals would never be crass enough to despoil the Great Mother's birthplace with a mining operation, and quickly rejected the Clan of the Tower's offer to do it for them, they are not so concerned with keeping the rest of the range pristine. A Good supply of Diamonds are mined here for export, decoration, and utility whenever someone needs a rock that's very, very hard. It is these stones that give the various serpentine stone decorations on the monasteries their glittering, shining eyes, as well as giving the pillars of Santiko Tha'um its trademark "rings of light" illusion.

    Spoiler: Faith
    Show
    It should be no surprise by this point that worship of the Great Mother is the dominant faith in Skycradle, with its holy site being the ring of monasteries around the pit at the region's center. The holy site itself is home to a holy order dedicated to that same guardian. While the locals have their own name for it (Mahana Amako Gumda), the Solais put a Eaudenite spin on it in official communications, calling it the Circle of the Raining Serpent Travels the Sky. While the official faith of the Solais Empire is Eaudenism, the Children of the Great Mother are permitted to practice their own faith freely and even proselytize to others, though by law they may not offer the mother's milk to those outside of their own families unless asked first.

    The primary monastery itself, Santiko Tha'um, also deserves a mention. A marvel of artistry and dedication, the structure sits atop the highest point at the edge of the pit and takes up a significant part of the cliff face there, with extremely wide steps leading up to a structure that appears to be twelve floors tall - a feat of engineering typically impossible in this age, though the central part is not hollow, 'cheating' by letting the mountain support much of the weight. On top of this, though, sits a monastic campus the size of a small hamlet in its own right, the buildings of luxurious hardwood topped with sloped roofs covered in gold leaf. Bracketing the stairs, the sides of the mountain, the paths leading to it, and the monastic buildings atop are numerous pillars with majestic serpents coiled around them, each with diamonds for eyes, and each pillar is ringed with the area's precious gemstones. As the sun traverses the sky, these reflect and refract into incredible rings of prismatic light, splashing the white stone of the main structure with different colors and patterns.

    This breathtaking structure was not the only reason that Clan Tower chose to move in, but it was a critical factor, and even the normally militant and expansionist Solais took this region by diplomacy in part because they could not dream of destroying such a unique wonder of the world with the fires of war. Clan Tower also refuses to give it a Solais name out of respect for its architects. It is Santiko Tha'um, the Place of Peace, nothing less - and it need be nothing more.


    Rith Fia

    Zone 153 (Tarandi)

    Spoiler: Geography
    Show
    On paper, Rith Fia seems to have everything in common with its neighbors. Unlike the surrounding regions, however, Rith Fia is heavily populated - or at least it was. Ruins beyond counting dot the landscape, some barely more than a suspiciously symmetrical stack of rocks and some ancient stone buildings that are nearly intact, with a few even showing the rusted remains of protruding metal reinforcements. These are typically built in and among by the local population, and when Clan Wind moved in, they kept up the practice. The remains of roads paved with an unknown stone also linger in a few places, though the portions intact enough to be called such are too few in number and too short to provide much benefit.

    Spoiler: History
    Show
    To the surprise of the Solais that immigrated, the local population makes no claims to have once been a mighty local empire - they found the ruins more or less in the state that they're in today. Instead, the locals - mostly humans, but some others as well, all native in some way to Mamut - trace their origins to escapees from some tyrannical kingdom far to the east, across the great sea, where red horned demons eat and enslave people. Those that fled and took a gamble in crossing the ocean typically died, but those that do not heard tell of the legend of this place, the ruined citadels and abundant food where none are kept in chains, and came here. In time they began taking in other kinds of refugees, and the population has grown since. When discovered by Piemur of the Wind, he immediately took an interest in their story and told them of the might and relative freedom of Clan Solais, along with offering numerous assurances that cannibalism and slavery were not practiced among those who join the Clans. Lessa the Firecrown then sent Robinton of the Cloak to seal the deal, and the old man's charm, humor, wits, and experience convinced them to offer to join the Empire willingly. After the declaration of Empire, the Wind clan moved in. Both groups were small enough in number that the merge happened within a few years.

    Spoiler: People
    Show
    The local population's devout emphasis on freedom meshed remarkably well with the Wind Clan's emphasis on spirited journey and exploration, with the former acquiring the Wind Clan's sense of adventure and the latter acquiring the refugees' greater respect for sapient autonomy. Their current thane, Brigid of the Wind, is actually a descendant of the original refugees from across the ocean with some lingering elven blood, as displayed by her remarkably youthful features and bright red hair.

    They have several traditions, but the one that the Clan of the Wind brought with them is the same one that they named the region after - the Deer Run, or Rith Fia. It is one of the tenets of Siderealism is the teaching of the Wanderer that indicates that all should take at least one grand journey in life. As such, the people who live in Rith Fia are encouraged to go on a long trip to another land, and the more distant the better. Those from this are are better traveled and more open minded than many Solais as a result. The origins of the locals, however, introduced a curious quirk into local law - it is illegal to demand the service of another, even as punishment for clear and obvious crimes. This has led to a curious situation where goods frequently change hands to settle disputes, and when insufficient goods are available, the individual in question makes the offer to acquire more. This is frequently combined with the great journey, with about the same results you'd expect. Many simply choose not to return, others turn to questionable methods elsewhere to get the necessary materials, compounding the issue. This has led to an unfortunate reputation among the Clans of those from Clan Wind being shady and flaky, though tales of good natured and heroic wanderers still persist, leading the entire group to take on the stereotype of lovable rogues. It is, however, just a stereotype, and they are only slightly more disposed toward rakish feats of questionable legality than any other Solais citizen.

    Spoiler: Resource
    Show
    A Good number of Deer make Rith Fia their home. Indeed, the region's name even means Deer Run when translated to other languages, though this was a bonus double meaning as the region is actually named after a Clan Wind tradition. This overabundance of deer is theorized to be the result of wolf trainers and wolf breeders venturing into the nearby lands to look for promising specimens to take up to the Silver Plains, reducing the overall predator count.

    Spoiler: Faith
    Show
    The population was largely agnostic before the arrival of the Solais, and with the empire came the Way of Eauden. The holy site is a curious place known as the Rambling Ruin. Like many settlements in Rith Fia, it is built among the ancient structures that dot the land. Unlike other settlements, the shattered stones nearby to the west seem to move and shift, sometimes overnight. Unknown to the inhabitants of the holy center, underground water movement is responsible for the shifts of even prodigiously large stones as they settle into softening and eroding earth. While the temple itself is not under immediate threat, the western glades will eventually collapse into a massive sinkhole.
    Last edited by Jade_Tarem; 2021-04-14 at 01:16 PM.
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  4. - Top - End - #874
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    Default Re: Empire 6: First Light (OOC 1)

    The constructive criticism on my region submissions from the GM team is appreciated, as a second look at those regions has led me to conclude that I was really phoning it in on a few of them. I have gone a bit further than the minor changes asked for, however, and done an overhaul on the regions up for review in order to spice them up considerably - taking the opportunity to account for changes that have occurred since SOL became an empire and to give each clan a bit more of a distinctive flair while tying it to the whole culture, as well as explaining in what ways the local populations and the clans themselves influenced each other while they were integrating. I will likely soon go back and add minor updates for the approved regions to cover the same things.

    For convenience, I am including the links to the revised region submissions (the six up for review) in this post. In some cases People and History were combined where it made sense, but each submission has more overall content than it did. My post just above also contains the new region submissions for Skycradle and Rith Fia. I hope I did the Children of the Great Mother justice.

    Heart's Reach and the Amber Fount can be found here.
    The Ladorian Lowlands can be found here.
    The Owlgreen, Corran Coirce, and Roth Cais can be found here.
    Last edited by Jade_Tarem; 2021-04-14 at 01:15 PM.
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  5. - Top - End - #875
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    Default Re: Empire 6: First Light (OOC 1)

    As people may be aware, unfortunately Lapis has resigned her duties as Trade Czar.

    Gaius has also indicated an intention to step down as unit manager.

    We therefore have two openings in the admin team. The successful candidates will require the following skills:
    • Willingness to do the job
    • The patience to endure complaints about the tables being wrong, especially in the first 24 hours after a round opener
    • That's it


    The job will be reimbursed at a flat, non-negotiable rate of "minimum acceptable amount of gratitude".

    It is worth noting that because of the expectation that all trade business will be covered in the round opener, the trade stuff does need to be completed in the window between closure and opening of the round, i.e. every second Sunday. Unit stuff can be done whenever, but early in the round is of course best since we don't want to let the tables get too behind.
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  6. - Top - End - #876
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    Default Re: Empire 6: First Light (OOC 1)

    Minor detail that needs to be fixed on the tables, but I should have Thin Blood Elixir, as i received turn 14.
    Give 1 Treasure and Thin Blood Elixir to HYD
    Also, I stabilized 266 in round 17, so that should be marked as stable.
    Last edited by Epinephrine_Syn; 2021-04-14 at 11:15 PM.

  7. - Top - End - #877
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    Default Re: Empire 6: First Light (OOC 1)

    Region 7, Luaithraeak-Molok



    Spoiler: Geography
    Show

    Once a sparsely populated, hilly, hot & forbidding land Luaithraeak-Molok is now scarred by a decade of war as well. Springs and oases are the only source of water in this battered landscape, the refuges of fertile land around them the sole source of food for the living. Many of these, those in the lowlands, were systematically destroyed during the Molok war, temporarily confining the few inhabitants to the inhospitable hills.

    The desert is more than simply dry; throughout the night the Flames of Molok burn ceaselessly, remnants of an ancient faith now kept alive only in whispers and dreams. These beacons of fire strike lines across the sand, forming patterns unstudied by scholars since before the False Dawn.

    Spoiler: Inhabitants
    Show

    The Enkel of Luaithraeak-Molok are humans once blessed with flight, now cursed to live bound to the earth. Skin drained of all colour, pale and waxy, eyes yellow streaked with red, the jagged bone-ridges that once supported wings protruding from their backs the Enkel walk shrouded with cloth to protect themselves from the harsh heat. Primarily active at night the Enkel live in caves and outcrops in the hills and mountains, driven from the low-lying oases during the Molok war. Once organised in clans tied to the oases that supported them the Enkel now form a loose confederacy of the old clans led by the Lord of Banners (Bannerlord, in common parlance) Gormeric Runarn, the eldest son of Yrsa Randiliv, first Lady of Banners, slain in Esfrey’s second invasion. The Enkel fight without armour, riding the wild dogs of the hills, using javelins and slings to harass their foes before charging with spear and axe.

    Spoiler: History
    Show

    The Enkel once flew through the skies of Luaithraeak-Molok, knowing of their kin to the East, joyous and free. In an incident lost even to legend the Enkel were cast down from the heavens, their new home scoured of life and light, punished by gods-know-whom for gods-know-what. Forming semi-nomadic clans centred on lowland oases they fought, vying for control of precious water. They formed uneasy bonds with the wild dogs of the sands and developed strict traditions of martial contest, blood prices and duels. Their knowledge of the harsh environment gave them the edge to resist foreign incursions – until the Molok war. Onfroy was the first outside invader to shake the Enkel to their core. The Enkel were slow to react to his bitter advance. The encroaching Illians and Deru were unaccustomed to the heat, the sand, but the dog-men were hardy indeed, and put such a fear into the mounts of the Enkel that pitched battles were impossible. Oasis after Oasis was taken and their inhabitants sacrificed in rituals to feed the ravenous invaders, but a leader arose that rallied the Enkel and saved them – for a time.

    Yrsa Randiliv, first Lady of Banners, led the Enkel to the foothills, using the terrain to lure Onfroy’s heatstruck forces into an ambush. Pursuing a fleeing force of Enkel skirmishers beneath a large rocky overhang, the danger was seen too late. A landslide of sand and stone buried a large part of Onfroy’s army, and relentless harrying by Enkel dog-rider bands during the long retreat left even fewer to return home. Infuriated at the defeat Esfrey led her own invasion, but this time the Enkel were ready. They knew well the ways of the hated invaders and simply withdrew before the advancing forces, burning the trees of the oases, driving their herds of sheep and camel into prepared strongholds in the mountains. Esfrey was a reckless and headstrong commander, not inclined to this kind of warfare, and returned home in disgust, disgrace and defeat four years later.

    Her third incursion was the most terrible yet. This time, Esfrey succumbs to Onfroy’s temptation, bringing Knights of the Red Rose along. Once again the Lady of Banners withdraws before Esfrey’s advance, but this time the Knights use their captured foes, and no small part of Esfrey’s sanity, to rip a path of fertile land up before the army. The fighting is heavy and losses extreme, but the Enkel are not subdued. It takes a raid led by three Knights in the noon sun, while the Enkel sleep, that sees Yrsa taken and sacrificed to send ruptures of the sand and stone snaking throughout the refuges of the Enkel to force Gormeric, her successor, into a humiliating truce. The Enkel will be confined to the hills and mountains. They will not raid the lowlands. They will pay tribute in lives to Knights of the Red Rose. So stands the fragile peace, a blade of grass separating two charging bulls.

    Spoiler: Resource
    Show

    The wild dogs of the sands are variously considered agents of the gods sent to hound the cast-out; part of the land, the harsh environ, fellow sufferers of the wrath that changed fertile land to sun-blasted waste; agents of Molok, sent to test and reward the Enkel for their hardiness by their cooperation. Standing the size of a large pony the dogs are intelligent, though speak no tongue the Enkel comprehend. The bond between Enkel warrior and dog is a pact won through trial and shared suffering. Living 40-50 years most dogs still live wild, and do not breed once they have formed a pact with a warrior.

    Spoiler: Faith
    Show

    The Enkel once revered the flames that lit the world about them; remnants of their casting out, the pity of the one deity that saw their plight and felt sorrow, not anger. Molok was that god’s name, and Molok the Enkel worshipped as their preserver. Heat and light he gave when all other lights went out, and so they prayed and made offerings to the flames. When the Molok war began the Enkel rejected the priests of the Corpse flower, pointing to the flames – immutable, eternal, unrenewed. Decay was absent from their divine. The fires became symbols of resistance, the lights that never went out. It took the arrival of the Listener’s faithful to begin to syncretise the faiths; they exalted the flames, elevating them to the status of manifestations of the divine – rebirth, renewal, continuous and unquenchable. Using this to bridge the divide the preachers have continued their prophet-blessed mission to convert the Enkel, and are the only agents of the Deru permitted within the hillholds of resistance.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  8. - Top - End - #878
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    Default Re: Empire 6: First Light (OOC 1)

    Separately to that, I volunteer as unit manager.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  9. - Top - End - #879
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    Default Re: Empire 6: First Light (OOC 1)

    I would be willing to take up the Trade Czar mantle. I am glad to help keep things in line, and would be honored to follow in Lapis' illustrious path.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
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  10. - Top - End - #880
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by Aedilred View Post
    I have held off imposing consequences for unapproved regions until now but will resume taking this into account next round, so please submit writeups for any as-yet unwritten regions. Also, if you have submitted a writeup but Dark has declined approval, please similarly make the necessary amendments and re-submit.
    I'm probably receiving 265 at the end of this turn, and it doesn't have a write up. Will I need to have the write up for it due in a couple days? Or will I be able to wait until the end of next round to get that one in? I'm not sure whether I should rush to put a region write-up for that or not.

  11. - Top - End - #881
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    However, I did manage to get inspiration for 265, and write it up on the whole, so it's ready to be submitted.

    Region 265 Writeup


    Region Name: Humaeria
    Region Number: 265
    Holy Site: Plz, we need something to worship.
    Resource: Tomatoes
    Geography: Lush Lands
    Population: Humans primarily, and newly introducing elves elves and especially sexy superior best-girl elves. Also maybe some turtles that stayed behind.


    Spoiler: The Mass Migration to Wwwuulll
    Show

    Within these lands were Turtlefolk settlers, but they weren’t terribly great in number. Part of dislocated tribes after their great fracturing, the great pact formed between the Lim, the Vygra, and the Hydran peoples settled out the territory down here in a peaceful way. Ceding management of the turtlefolk up north, this required any such people that remained loyal to that cause.

    In their place was a mass migration from the south. Elven settlers had come south to see the sapphire mines in numbers too high to reasonably fit even in the vast expanses, so squeezing them into the territory down here was sure to be ideal. The Naherin would be using the Sapphire Canyons as a staging operation to procure more and more land down below, as the numbers increase even further with the advent of tomato farms and real solidly good food to feast upon.

    They primarily make up a colony near the north end called Wwwuulll, but as total control of Humaeria begins to fall under Hydran control, the humans and the elves stop being as segregated, and start forming a full on relationship. Intertwining in trade deals, languages, and farming practices.


    Spoiler: Natives of Hume Hills
    Show

    This area wasn’t empty before all the settlers came. What one sees in the sparse denizens from the Sapphire Canyons below migrated there from the far more populous tribes in the Hume Hills. Unlike those venturing down below, these farmers stay far from the southern chill. Here, the land is ripe enough that they can produce human-like tomatoes, serving as their primary food source. The plants even have little smiley faces on them when they grow to full size, and green grass toppings that look like hair.

    The culture is centered around simplicity and peacefulness. Even after being conquered strife has been shallow, given not much changed for them. The arguments from on high about who exactly should control what parcels of land have seen to that. Though as more and more of the invasive species known as “elves” come to make use of their land and crowd them out, it’s begun to wear on their patience.


    Spoiler: Caravanserai
    Show

    Having incorporated this technology from the turtle folk immigrants and colonizers, these people have built large intricate fortifications for themselves. In distinct, human like shapes, with the newly introduced Advanced Masonry from the Hydran Empire, they are capable of making vast artworks in more than primitive shapes. Which was pretty good, because before their arrival their technology wasn’t advanced enough for this kind of housing to be available to any but the upper class, instead storing the lower class in their own portable-made-permanent tents.

    Said upper class managed to live compactly inside of a singular large structure, and operated as a single family managing the rest of the people. Structures were also put around the largest buildups of wealth and treasures from outside too, proving to be great fortification. This has since changed, with rich and poor humans alike all rendered underneath the new top-rung of society the merchant class of elves carved out to rule from. Unlike the turtle folk that were mostly compliant to live-and-let-live, and let this pseudo-primitive oligarchy manage their people, the more aggressive colonization disrupted their rule and stopped the people from being complacent, for better or worse.
    Last edited by Epinephrine_Syn; 2021-04-17 at 06:24 AM.

  12. - Top - End - #882
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    Á'Shansholí
    Opulence Special 10 - Civilian tech 1st draft

    I got an idea for my Op 10 tech, but it's a little messy in this first draft and I'd love to get feed back.

    ---

    Opulence Tech: Coast Guard
    Tire: 2 x3 (Towers of Light, Advanced Masonry, Song of the Wind)
    Perquisites: Sailing, Animal Husbandry, Masonry, Advanced Masonry, Song of the Wind, Towers of Light, At least 1 naval unit.

    Story Context: In order to safeguard travel, sea trade, coastal ports and towns along their extensive coast and also to facilitate quick communication and naval response, the councils of Á’Shansholi have worked together to develop and organize an extensive coast guard, using light houses, ships and messenger birds. Considering the amount of coast, growing trade and potential threat of Kiswan pirates, this project has been given high priority.

    Mechanics

    • All TPs in coastal regions controlled by the tech owner gain a +5 against raids and sacks. This replaces any bonuses from Masonry, Advanced Masonry and Towers of Light the TP might already have had.

    • All Cities and Trade Routs in or passing through coastal regions controlled by the tech owner have +3 against sacks/raids.

    • The 2 previous protection bonuses may be revoked for a round from any individual TP, city or rout by the tech owner with a non-action.

    • Any Secret Actions targeting the tech owner have a -1 penalty, as the watchful coast guard reports any suspicious activity or travelers.

    • All investigation actions taken by the tech owner gain a +2, as the coast guards helps facilitate safe and rapid communication and cooperation between regions. This does not stack with possible bonuses to investigation from Towers of Light.


    ---
    Last edited by Laura; 2021-04-18 at 01:58 AM.

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    Spoiler: 276 - Poera
    Show

    Spoiler: Geography
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    Rocky black coastline with pleasant, temperate weather all year round, apart from the thunderstorms that roll down the gulf in early spring. Civilization exists on a 70 mile stretch inland before giving way to less hospitable, arid climes and the traditional hunting grounds of the horse lords. The sea cliffs are altogether untraversable spare for a few pebbly beaches and footpaths painstakingly hewn over countless generations of fishermen.

    Spoiler: People
    Show
    Unlike much of the Sikar, the inhabitants of this region claim no distinct heritage, possessing mottled features and cultures from surrounding regions. Each fishing or shepherding community essentially speaks a unique dialect, though most manage a few sentences in the tongues of the Thunder tribes when prompted to trade. They do not enjoy trade, nor dealing with outsiders, but will make exceptions for good clay pottery, bronze harpoons, and lye -- all of which goes toward the regional dish of jellied whitefish preserved in lye.

    Spoiler: History
    Show
    The Poera region was conquered by the mighty Thunder Tribes soon after Orgo rose to power. Stability waned under his successor Ragna's rule. Here as elsewhere, the Highchiefs of the Five Tribe proved capable military leaders, but poor governors. By the time Ragna's health declined in his later years, the Five Tribes were nearly at war with one another and Poera all but forgotten.

    In the later years of his reign, Zidan restored order to the Five Tribes of Thunder and sent his consort Jana to once more pacify Poera, crushing a token resistance led by Chieftain Mawur, who thought to rule the land himself. The campaign was brief, but somewhat noteworthy in sultanate history for exacting unusually high casualties on Zidan's army. Poera passed hands twice after that, first gifted to Sharif Kro Karael for his obedience, and quickly rescinded for insolence as Kro skirmished with the Hydran Empire against the sultan's wishes.

    Spoiler: Resource
    Show
    Fish. Poera produces seafood in remarkable abundance, enough to sustain two sizable towns of ten thousand souls. The gruff Poerans have little need for coin, but will part with salted or lye-soaked fish in exchange for useful things they cannot craft themselves.

    Spoiler: Faith
    Show
    Almost universally illiterate, there is no record of what primitive gods were worshiped here before the arrival of Sha priests and the True Dawn faith. There exists a ruined temple, or the foundation of one, with a damaged mosaic to some ancient and forgotten deity. Zidan dubbed this the Half-Faced Sea God in a single mention in his writings.

    Last edited by Nefarion Xid; 2021-05-01 at 04:59 PM.
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    Aangzi - 205
    Spoiler: Geography
    Show
    The lands of Aangzi still bear the scars of the regions’ former status as host to the Mother of Shadows, and all the horrors entailed by the Gluttonous Shadows the abomination spawned. Jungles at once bursting with life and wilting in the face of the climate realities - bogs and sinkholes filled with desiccated carcasses - rivers in ample supply in any direction one cares to look - and the cliffs, foothills, and slopes which feed them, hiding immense sprawling cavern systems and subterranean rivers once teeming with the wretched creatures, now home instead to mining operations to harvest the precious and beautiful Blood Amber left behind.

    Though the plantlife of the region is beyond abundant, fed by regular rainstorms that flood the local mines as readily as they flood the Sur, animal life is still in the process of returning to the area - insects and parasitic beasts of all kinds the only pre-existing fauna to have survived the presence of the Shadows, often twisted by their corrupted influence into nightmarish forms. Though the nightmare is over, the more typical struggles of life with such creatures still shapes the lives of many of the inhabitants. Hives of bees and wasps adorn trees, colonies of ants and termites thrive among the roots and malnourished soil, and leeches and mosquitoes are happy to remind visitors where, exactly, they are visiting.

    Still, the fauna of Kiswa find a land devoid of competitors in Aangzi, and readily make themselves at home - bats, colorful birds, butterflies, and the wild banded hippopotamus have all become common sights, alongside a slower spread of tree-dwelling mammals - and of course, the creatures brought by the colonists themselves. The shovelsnout hippopotamus, the giant plover and redwinged eagle, flamingoes and donkeys, and innumerable gamebirds from the flocks of Inkhwabi - ducks perching, diving, teal and muscovy; turkeys both spotted and goldbill, elven geese, and more.

    The center of activity in the region is located in the Valley of the Great Heart, known to the locals as Idolesenhli. A great waterfall pours out into a tributary of the Enkhakaana, while a ramshackle city stretches along the carcass of the Great Beast from head to toe and farther.

    Spoiler: People
    Show
    Aangzi’s population is made up of a myriad of peoples that populate the kingdom of Lhungho Saar - Dhraan, dwarves, elves, Vyrka - even some Cha-Daně-Dan and Fei from the south call the land their home - in the now typical distribution - trolls populating the rivers and swamps, dwarves making themselves at home in the mountains, cliffs, and caverns, elves hunting and herding in the jungles, hills, and plains, while Vyrka congregate wherever the professions dictated by their Ka are in great demand.

    Most of the region’s activity revolves around servicing and supplying the Pilgrims of the Great Heart, harvesting Blood Amber, or reclaiming lands from the wilds of the region to make them suitable for habitation. A fast growing fungus that grows readily in the damp, annually flooded areas of the Aangzi caverns serves as a new source of food in addition to the rice farms among the marshes, fruit trees, fowl, fish, and hippos - trade with Fei Dan to the south provides for many of the wealthier river peoples' clothing needs.

    A pilgrim city has begun to form in the Idolesenhli, but the journey is treacherous even now, and most who come are not colonists but Pilgrims - the colonists themselves are too busy fighting the landscape and wilds, still scarred by the Mother of Shadows, to devote themselves to the Great Mother as their Queen would desire. Most colonists have either become devotees of the Great Heart itself, or were never all that inclined towards spirituality in the first place - the memory of the Gluttonous Shadows that plagued the Sur for decades yet to fade, and giving rise to innumerable fears and superstitions that served to ward off those of lesser will - or lesser desperation.

    Spoiler: History
    Show
    Once the lair of the Mother of Shadow and heavily infested by her brood, very little sign left of whatever was may have existed before their infestation remains - certainly none above-ground. Since the destruction of the Blightspawn by a coalition of heroes from both Kiswa and Sikar, it has been colonized by the kingdom of Lhungho Saar and become a major pilgrimage site for Kiswan Children of the Great Mother, who seek to bear witness to a site of a great victory against the Blightspawn - the locals, however, have become more worshipful of the Great Heart itself, with the neglect of the Lhungho dynasty to send proper Seers to educate and guide the populace.

    Spoiler: Resource
    Show
    The primary export of Aangzi is Blood Amber - both raw and carved, valued for jewelry and carved into religious icons, mined primarily from the tunnel systems once filled with Gluttonous Shadows. The caverns themselves still carry an air of dread, reflecting and carrying sound in unsettling ways. From what can be determined, the tunnel systems may have been first dug as part of an extensive network of lead and silver mines - clearly stripped almost entirely bare judging by the few small seams remaining - before being expanded by the presence of the Blightspawn themselves. As a result of both their extent and their origin, the caves are often unstable - in some areas Blood Amber deposits are so thick and extensive that after extraction, the only material left to prop up the ceiling are pillars of the Blood Amber - collapses are not uncommon. Their proximity to the surface, however, means that ventilation is rarely a problem.

    Spoiler: Faith
    Show
    While the greater majority of the population of Idolesenhli consists of Children of the Great Mother at any given time, nearly all of these are transients - pilgrims, mostly. The settled colonists themselves tend to be either devotees of the Great Heart itself and the yet-living god whose chest it beats within, or concerned with spirituality purely as a matter of practical concern. Though the region’s permanently population is still growing, and rapidly at that, it has yet to acquire any properly structured priesthood or formal sites of worship.
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  15. - Top - End - #885
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    I've said it elsewhere, but I'll mention it here too. Round 20 will be my last Empire 6 round as the Protectorate. Possibly my last Empire 6 round, period.

    This decision does not come lightly. I love the characters and races I've developed, and I want to see how their stories end, but I find myself less going to Discord to say "hello" and more to find out "what blew up". A roiling feeling in my gut, full of nerves, rather than anticipation; it's unpleasant. It's hard to pin point an exact cause, but I will say that it's certainly a mix of multiple issues, including some IRL stuff that is unrelated to the game.

    In other words: I'm just not having fun anymore. It's stressful, rather than exciting. And it's been that way for a couple months now. For that reason, I'm stepping away from Empire 6. For round 20, I will be attempting to work out something with Dark that allows Mamut to continue more easily without the political power that is the Protectorate; I don't want the "and it dissolves" ending. I've got a few ideas. I'm sure our Head GM has a couple of his own!

    I will still be around, both in the forums and on Discord. I'm not upset at any particular person OOC; I honestly wish I was. I wish I had a finger to point, a person to blame. I'm unhappy with - say - the Crimson Kingdom and the Horned King, but that's a post mortem item that I don't need to bring up if anyone's been paying attention to my opinions. But the CK is not my only reason, and is - from what I'm seeing - on the decline now. So I guess what I'm saying is: I'm done soon. It's nobody's "fault". I just need to step away in order to take care of myself.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
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  16. - Top - End - #886
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    Tech Idea: Masonry 3
    Requires: Masonry, Advanced Masonry, probably some other stuff
    Effect: typical +1 against raids and sacks, +a new ability, which is the ability to contribute 2 points instead of 1 point to a GP 1/round.

    This is a large advancement in the masonry of the time. idk what new things it adds though? Non-Euclidean geometry? Elevators? Ice swans? Neon signs? beats me.
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    Would like to seek approval on the following military tech, as I will attempt to invent it this round:

    Glimmer Woad
    Category: Combat Drugs and Medicine T1
    Required Resource: Glimmerwood
    Required Technology: Writing

    It was only a matter of time before Solais herbalists and magi found a use for the incredible flora gifted to their homeland by Pina-Mak's miracle. Glimmer Woad is made from the extract of young Glimmerwood plants, and has already caused multiple misunderstandings outside of the empire. While it is true that the woad is a greenish hue, it isn't camouflage - both due to the blue tinge it takes under certain conditions and the fact that it tends to glow in the dark. And while it is indeed a body paint applied to the whole body in ritually significant patterns, it is not all the Solais wear into battle; they still put on normal clothing and hides or armors, just as they did before its creation.

    What it does do is provide prodigious strength and vigor to Solais combatants, allowing them to stay in top fighting shape and strike mightier blows that could normally be expected.

    Mechanical Effect: +1 to battle rolls, units do not die to disease.

    While technically two effects, the second is extremely situational (yes, useful right this second, but necessity is the mother of invention) and the required resource is a miracle resource.
    Last edited by Jade_Tarem; 2021-04-23 at 11:18 AM.
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  18. - Top - End - #888
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    Default Re: Empire 6: First Light (OOC 1)

    Do the TSR bases keep plagues out, but do nothing once the plague is inside? Or can you build a TSR base to protect a region and drive the plague out of it?

    Also my presumption is that a TSR base stops the spread of it further down the coast. Ex: The base in 279 should stop the spread of River Fever down the coast to 278 from 281.
    Last edited by Epinephrine_Syn; 2021-04-20 at 08:57 AM.

  19. - Top - End - #889
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by Epinephrine_Syn View Post
    Do the TSR bases keep plagues out, but do nothing once the plague is inside? Or can you build a TSR base to protect a region and drive the plague out of it?

    Also my presumption is that a TSR base stops the spread of it further down the coast. Ex: The base in 279 should stop the spread of River Fever down the coast to 278 from 281.
    If you construct a Truthseer base in a region that already has the plague, it might stop the effects getting worse in that region. But I get the impression that the effect of the bases is essentially to spread the word to "close the border" rather than any kind of inherent resistance to the plague itself, so once the plague is already inside a region it might just need to be cured. In any case I would probably not spend actions building bases in regions that are already enplagued: it seems more sensible to use them as firebreaks.

    Regarding coastal adjacency, I think all regions within the same blue border are considered adjacent. So a Truthseer base in one of those regions would do nothing to stop coastal spread beyond it: the plague in 278 will spare 279, but still infect all regions from 280 along the coast to 284.

    Something I am less certain of is how the adjacency spread works across blue borders themselves. For instance, if the plague were in 277 but not in 278, would it have to spread to 278 first, and then in the following round to all regions along the 278-284 coast? If there is a Truthseer base in 278, does that block the spread from 277 into the 278-284 coastal range altogether? My presumption on both questions is yes, but it is not entirely clear on the current wording.
    Last edited by Aedilred; 2021-04-20 at 07:12 PM.
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  20. - Top - End - #890
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by Aedilred View Post
    Regarding coastal adjacency, I think all regions within the same blue border are considered adjacent. So a Truthseer base in one of those regions would do nothing to stop coastal spread beyond it: the plague in 278 will spare 279, but still infect all regions from 280 along the coast to 284.
    Minor thing, but it's the other way. The plague is in 281, not in 278. It's spreading down, not up. (though it is also spreading up from another plague spawn in the other direction)

    Something I am less certain of is how the adjacency spread works across blue borders themselves. For instance, if the plague were in 277 but not in 278, would it have to spread to 278 first, and then in the following round to all regions along the 278-284 coast? If there is a Truthseer base in 278, does that block the spread from 277 into the 278-284 coastal range altogether? My presumption on both questions is yes, but it is not entirely clear on the current wording.
    At least the first one has its own answer from Dark (on discord).

    From my understanding;
    If there was a plague in 277, it'd cross right on up and not need to pass by land. But if there was one in 276, it'd have to get to 277 before making the jump next time. Though maybe I'm misunderstanding that much.
    Last edited by Epinephrine_Syn; 2021-04-21 at 01:04 AM.

  21. - Top - End - #891
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    Quote Originally Posted by TheDarkDM View Post
    Moriko: Rufmehk Vunacd's Resource section could use a little more detail, perhaps giving their wild asses some distinctive cosmetic feature. The Religion tab is a little thin, but I'm aware it's unlikely to remain unconverted for long. An expansion of Resource and this region is approved.
    Updated the section abit.

    and an M10 suggestion:

    Chariots

    Requires:
    Horse or Asses resource.
    Saddles (Cavalry Type Tech and Animals Resource)
    Wheel and Axle

    Effect:
    +2 to battle and -10% casualties for Allies

    Fluff:
    When the wheel arrived in the Sewune kingdom carts became commonplace. When more advanced animal husbandry reached the land horses and asses were used as fast transportation of these carts. with the arrival of saddles, the journeys became more comfortable. It did not take long for recreational racing to become a common pastime on the wasteland flats. It was not until king Yorick spotted the event on a journey across the flats that military applications were considered. The carts were made smaller two horses were put in front of it and it was manned by two soldiers one driver in control of the horses and one in charge of defense and offense. With their attention no longer split on the task of controlling the horse and dealing with the enemy the chariot quickly reduced casualties in the conflicts they were used in.
    Last edited by Moriko; 2021-04-26 at 02:16 AM.

  22. - Top - End - #892
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    Tech Proposal: Improved Treasure Tech (Name Pending)
    Once per round, you can gain 2 treasures for 1 action, sort of like how a fortress can generate 2 units in one action. That is all that it does really.

    Tech Proposal: Improved Coinage
    Requires: Coinage, Precious Metals
    Basically the next tier of coinage. Another +1 or +2 to whatever coinage does.


    Tech Proposal: Superior Masonry
    Requires: Masonry, Advanced Masonry
    Basically the next tier of Masonry. Another +1 to whatever masonry does (raids and sacks, I think)
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    Hey all! For those who missed it in the Discord, our podcast for April is up! We welcome special guest zab and play a round of Artifact Shark Tank! Thanks for listening! <3
    Quote Originally Posted by Kasanip View Post
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    Meyzee Tshilleh
    Region 189

    Spoiler: Geography
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    Meyzee Tshilleh is a warm, heavily forested region on the eastern slopes of the Spine of Kiswa.

    The eastern coast, known as the Yattashey, stretches from the swamps of the south north through golden-sanded reaches and the town of Oohnesh-wáh, the capital of the Kingdom of Hashey, to the island of Koosra and the rockier areas in the north. Though the people are wary of the Bo-shishkha, as they call the eastern ocean, they are content to make use of the resources of the coast for sustenance and trade.

    Further inland, one finds the Soozee, a sharp ridge protruding from the foothills of the Spine. It is in the shadow of the Soozee that Dshamey, the principal holy site of the region, is found. It is little more than a village in international terms, but many people in the region make pilgrimages here to offer at the shrines.

    Also near the Soozee is Attasheelday, de facto capital of the Kingdom of Taghez, located on the confluence of two rivers. From here, tracks lead west into the hills, and south through the foothills to connect with the headwaters of other rivers and, ultimately, Kledehem.

    Spoiler: People
    Show

    The earliest known people of the region called themselves the Dashey Tseyfa. They were a beautiful people, clean-limbed and smooth-skinned, with a skin the colour of burnished copper, and lived peacefully in the forests along the coast of the region.

    There are few Dashey Tseyfa left, and their language is all but extinct save in the placenames of the region. Those who remain are generally an insular and cautious people, living in small communities.

    The majority of the population are the Shereuli, and are of uncertain origin. They are entirely typical of eastern Kiswan humans in appearance, being generally fairly tall, dark-skinned and dark-eyed.

    Before the arrival of the Bannanda there were two petty kingdoms in the region, Hashey, which dominated most of the south, and Taghez further north and inland. Both are now subject to the greater kingdom of the Bannanda.

    The Dashey Tseyfa recognise their own ruler, the Atta-Shiz. It is not clear who this person is, or even if they actually exist.

    Spoiler: History
    Show

    Around three hundred years ago, the region was invaded by a warlike people, the Ostatebi. The Dashey Tseyfa fought bravely, but their numbers were too few and their weapons too primitive. Whether the stubbornness of their resistance awakened a particular fury in their conquerors, or whether they simply wished to ensure there was no competition for the land, the invaders resolved to destroy the Dashey Tseyfa utterly. Any men or boys who fell into the hands of the invaders were slaughtered, together with any pregnant women. Women and girls were taken as concubines and slaves.

    The Dashey Tseyfa realised that their slaughter would be entire, and despaired of the future of their people. In their desperation, they cried out to Feathered Serpent to save them. The king, the queen, and all their children died beneath the knives of the weeping priests, as they besought the help of their god.

    And Feathered Serpent answered.

    It came first in the form of a great light from the east, which seared the eyes and flesh of the Ostatebi and stained the sky red with their blood. The Ostatebi fled into the forest, seeking shelter, but there was no relief from Feathered Serpent’s wrath. In the wake of its coming came the great plague. The Ostatebi were struck down by fever, vomiting and blood gushing forth from every orifice.

    The war-chief of the Ostatebi, in the final stages of the plague himself, crawled to the altar of Feathered Serpent to plead for mercy. He slew himself on the altar as a substitute for his people, and gradually the plague abated. But the destruction that had been unleashed upon the region could not be undone. The Ostatebi and the Dashey Tseyfa endured, two shattered peoples bereft of most of their strength.

    The years that followed saw more migration to the region, but the depredations of blightspawn were such that no new settlers were able to maintain a lasting presence for long before their villages and towns were overrun and destroyed. Only with a concerted campaign by the Sentinels following the Blue Star were real states of any kind able to emerge.

    Spoiler: Faith
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    The ancient religion of the people, which predates the False Dawn, is that of Feathered Serpent, and is centred at Dshamey, the holiest place in the region. Perhaps originally only one of a larger pantheon, Feathered Serpent (or Toghuzubzoo, to give its proper name) became known as the patron of the Dashey Tseyfa and eventually assumed paramount importance during the near-extermination of the population, with many myths associated with Feathered Serpent's deeds, and its eventual departure from the world sometime in prehistory - before its return at the request of its people.

    Offerings to Feathered Serpent generally take the form of gathered produce, but in exceptional circumstances, live sacrifices may be offered. On two known occasions, the sacrifices offered have been human, on each occasion when the victims’ people were believed to be in mortal peril, and on both occasions the victims were volunteers.

    The devasatation wrought on the Ostatebi caused them to abandon their own gods and adopt Feathered Serpent as their own, and this has perhaps helped the cult survive where so many other elements of the culture of the pre-invasion era have been lost. The royal family of the Dashey Tseyfa are still venerated as saints and heroes. Some suspect that the Atta-Shiz is in fact not a living person, but a recognition of the queen who sacrificed herself long ago to save her people.

    Perhaps it was this veneration of ancestors which allowed Oracles of Elder Memories to attain a foothold in the region. The Abiherists now have a significant voice in the region.

    Spoiler: Resources
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    The principal resource of the region is Purple Sea-Snails. Like the Yam-ong-í to the south, the people of the region make their living from the molluscs they catch aalong the coast, although there are nascent efforts to breed the snails in captivity.

    Although the snails are edible (and considered tasty) they are too expensive to see much use as food, for their real value is in the dye they produce, which is a blue (sometimes purple). Producing the dye is a lengthy and labour-intensive process, and requires thousands of snails. They are most plentiful in the area around Koosra and the people of this area are particularly renowned for their expertise in dye-making.
    Last edited by Aedilred; 2021-04-27 at 06:52 PM.
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  25. - Top - End - #895
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: First Light (OOC 1)

    Hey GMs, just checking in about the Holy Site Bonus mentioned in the Round Opener. I'd like my folks to be able to use that, so if we could get that figured out, that'd be great.

    Also, reminder about my still-standing TP questions (from several rounds ago, but reposted here). As TP ownership may be really mixed around in the coming rounds, I'd like to know what I actually am looking like there so I can accurately account for my totals.

    Thanks!

  26. - Top - End - #896
    Bugbear in the Playground
     
    Tentreto's Avatar

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    May 2015
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    UK
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    Default Re: Empire 6: First Light (OOC 1)

    Here are two artefact ideas I have, I'll give both now to GMs to see how they fall.

    Chime of the winds:
    A chime of such light and beautiful music, the chime itself seems to cast itself onto the wind.
    Grants +2/3 to a roll. The artefact then changes possession to a random other player.

    Humakt's Raven Banner
    Banner of the Requiem.
    A grim banner of dark hues, with a broken lyre with all but one string cut upon it.

    Grants +4 (or something appropriate) to battle roll. This must be wielded by a hero or ruler. The character will die in the battle, with no chance of returning to life.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

    Played as The Whitefeather Kingdom in Empire 4. Flew too close to the sun

    Played as the Duenem in Empire 5. Ordered a God to stand down, and kept a contingency ready...



  27. - Top - End - #897
    Orc in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
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    Somewhere South of Hell

    Default Re: Empire 6: First Light (OOC 1)

    I would like to request dispensation to change my two Intrigue actions for the round despite already having rolled for them. To my vexation, I rolled for my actions before the Org actions for the round were released, and had I been aware that favours from the Sentinels were on offer in a time-sensitive manner, I would have taken two Military actions rather than the two Intrigue actions I did take.

    I realize that it's not the best look to be making this request given that both of the rolls for those actions were so poor, but I would like to think that I have shown myself to be a trustworthy member of this community, and as such I hope I will be taken at my word when I say that I would be making this request whether I had rolled high or low.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

    Spoiler: STUFFS
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    Yes... continue ignoring me... exactly as planned
    Quote Originally Posted by Xihirli View Post
    'Kay! Ignoring a ninja never hurt anyone.



    Being terrible at being a wolf since always.

  28. - Top - End - #898
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

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    Apr 2010

    Default Re: Empire 6: First Light (OOC 1)

    Putting this here as tentatively the Opu 10 tech I wanna make, and to get reviews on what people think of it.

    Spoiler: Wormlurk Tunnels
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    Fluff: Taming the monstrously large Alskan Worms is no easy feat, but they can be used to take you where you need to go. Utilizing a variant of Celestial Navigation where you momentarily peek out of the ground and then go long distances, one can create entire networks and sail the sands like one sails the seas. Moving at blinding speeds and only creating small rumblings underneath provides an unprecedented level of stealth, and moreover, ability to track down and patrol the stealthy activities of others trying to encroach on your turf.
    Prerequisites: An active Worm Wrangling tech, a source of food to keep those traversing through (both worm and elf kind) well stocked while on long winding journeys through the underworld.
    Effect: Increase the amount of treasure a kingdom/empire may spend on any Intrigue roll it makes by 1. If it spends at least 2 treasure on that roll for any reason, it gains an additional +1 on top of the treasure bonuses.


    tl;dr: Increased Defense Budget, but for intrigue rolls, and less powerful than the Mil variant. Though literally "Increased Defense Budget, but for intrigue" without the less powerful clause if the gm team finds it simpler or more convenient would work too, I just worried about my suggestion being originally too powerful.
    Last edited by Epinephrine_Syn; 2021-05-02 at 03:00 AM.

  29. - Top - End - #899
    Halfling in the Playground
     
    xanxosttheslaad's Avatar

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    Apr 2020
    Location
    EST
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    Male

    Default Re: Empire 6: First Light (OOC 1)

    I made a table to compile the submissions to the Trials of Iron! Feel free to put in your own fluff and submissions. I went through IC posts and made an entry for everyone who's already actioned it, and I can do so again closer to the Trials.
    The spreadsheet can be found here. Hope this helps!
    Thanks to Gengy for the custom avatar! (Based on art by Steve Ellis, with WotC)

  30. - Top - End - #900
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Apr 2008
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    Los Angeles
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by Jade_Tarem View Post
    Would like to seek approval on the following military tech, as I will attempt to invent it this round:

    Glimmer Woad
    Category: Combat Drugs and Medicine T1
    Required Resource: Glimmerwood
    Required Technology: Writing

    It was only a matter of time before Solais herbalists and magi found a use for the incredible flora gifted to their homeland by Pina-Mak's miracle. Glimmer Woad is made from the extract of young Glimmerwood plants, and has already caused multiple misunderstandings outside of the empire. While it is true that the woad is a greenish hue, it isn't camouflage - both due to the blue tinge it takes under certain conditions and the fact that it tends to glow in the dark. And while it is indeed a body paint applied to the whole body in ritually significant patterns, it is not all the Solais wear into battle; they still put on normal clothing and hides or armors, just as they did before its creation.

    What it does do is provide prodigious strength and vigor to Solais combatants, allowing them to stay in top fighting shape and strike mightier blows that could normally be expected.

    Mechanical Effect: +1 to battle rolls, units do not die to disease.

    While technically two effects, the second is extremely situational (yes, useful right this second, but necessity is the mother of invention) and the required resource is a miracle resource.
    The primary effect (the +1 to battles) is approved, but flatly ignoring the primary mechanic of a crisis is not. I would entertain "+1 to battle rolls or prevents the loss of 1 Unit to disease per round"

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    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
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