A Monster for Every Season: Summer 2
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  1. - Top - End - #1111
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by TheDarkDM View Post
    Choose whether the Bloodseer's Bowl will apply its additional bonus to Tactical Maneuvering or Dueling - it cannot be both.

    Counter-proposal for Boneweaver's Brood: The Naherin may use a Faith action to raise 1 Unit and gain a +1 to battles.
    Whoops. Never actually posted a reply. TacMan for the Bowl, and yes, that counter-proposal is accepted (assuming I understand it correctly).
    Last edited by C'nor; 2021-08-19 at 09:44 PM.

  2. - Top - End - #1112
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    Default Re: Empire 6: First Light (OOC 1)

    I'm out. The toxicity and vindictive metagaming here is disgusting.
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  3. - Top - End - #1113
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    Default Re: Empire 6: First Light (OOC 1)

    To confirm what I said last week, since I think I only said it on discord, I am leaving the game starting from this round. Torv and other allies have already been made aware and Torv has full fluff control over Amka. I have no preference for what happens to the region, techs, units, etc.

  4. - Top - End - #1114
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    Default Re: Empire 6: First Light (OOC 1)

    A collection of all rules errata placed in round openers. Blue text is my addition:

    Round 1: We just started, you goofs.

    Round 2:

    • Construction of Cities is limited. A Great Kingdom or Kingdom may only construct one City in their territory. An Empire may construct two Cities in their territory. Cities captured from other kingdoms are not destroyed to match this limit but do prevent construction of new Cities if they push a kingdom to their cap.
    • When Regions with Native Defenders are attacked, they will automatically generate a commander to lead them. This commander's Mil score will be decided by a roll of 1d6+4.
    • Added a new action type to Faith, Seek Aid. Before making a roll, a player may take a Faith action to Seek Aid from the spirits, their ancestors, their gods, or some other supernatural force. Seek Aid must be actioned before the action it is meant to affect, and if successful against a TN 12 Faith roll provides a +1 to the subsequent specified action. This may be done on behalf of another player if you share an organized faith.


    Round 3:

    • All steps of combat, including Tactical Maneuvering, will now be rolled by the GM Team.
    • A kingdom must be adjacent to a Wilderness region to attempt to Colonize it.
    • Establishment of an Embassy must be accepted by the opposite party with a non-action noted in their action post.
    • If designating a battle leader as engaging in a duel, please list a brief overview of their equipment and brief physical description in a spoiler.


    Round 4: Nothing this round.

    Round 5:

    • Distance Losses round as all other fractions in the game, to the nearest whole number. They no longer round up exclusively.
    • Tactical Maneuvering is now tied exclusively to a ruler’s Military Score. If a Hero is in command of an army, they roll the ruler’s full Military Score in place of their Hero score for the purpose of Tactical Maneuvering. Duel rolls and Battle rolls still apply the Hero score. When leading a coalition, the leader responsible for a Battle roll is also responsible for Tactical Maneuvering.
    • Clarify that successfully pressing a claim on an npc region with at least 1 unit results in the gain of 1 unit when the claim is completed.


    Round 6: Nope

    Round 7:

    • Rep 2 with the Sentinels of the Stone now provides a +1 bonus to Questing, rather than all rolls involving Hero score.
    • Military actions do not suffer the normal penalty for interacting with a foreign continent.


    Round 8:

    • Against blightspawn armies that lack a duelleable leader but where the duel can still happen (a three way, an event, whatever), the success or loss of the battle will be determined absent duel results. If a duelist still wins, duel bonuses will be used to determine casualties for comparative numbers.
    • A Holy Site can only be purged by the owner of the region where the Holy Site is located.
    • Deploying a Hero to aid in an Epic Quest, even if it is an Epic Quest another of your Heroes has embarked upon, requires an additional action.
    • In the event of defending in or attacking from a kingdom that includes non-contiguous regions, you may defend or attack with up to the number of units those regions can support without penalty. However, if you wish to deploy additional forces to non-contiguous regions, they must transit from your outside regions and may incur distance loss rolls or be subject to interception.


    Round 9:

    • If you use an Opulence 5 special action to increase the number of trading posts in a region, you automatically gain control of the new trading post. You cannot assign control to another player as part of the same action.
    • Trade routes will be receiving a rework this round.
    • Naval rules will be receiving additional clarification.


    Round 10:

    • Representatives of Shandolé and the Sokau Tribes dispatched to observe the peoples of Regions 69 and 82 display a combination of language and culture distinct from those that evolved in Mamut or Tarandi. Broken communication with the leaders of those lands describes a string of perhaps thousands of islands stretching to the horizon, a grand archipelago of sufficient size to be considered a new continent! Region 69 and 82 are now considered parts of a new continent, and a Great Project to establish communications may be actioned starting this round. TL;DR - Daezirn is a thing now.
    • This was the round we started requiring two round opener posts. Pity the poor Dark.


    Round 11:

    • Some of you may have seen the bonus from a Way of Eauden Miracle this round provides a floating Battle bonus not dissimilar to a tech. While I am open to allowing such Blessings to percolate through a faith, I will not allow more than one (or perhaps two with very good justification) per Faith. I like to give people leeway with Miracles as they’re a pretty big ticket item, but it is not my intention for them to effectively compete with Military or Opulence for no-frills bonus generation. TL;DR - No stacking mechanical miracles.


    Round 12:

    • Round Twelve will last an extra week.
    • As a Holiday Gift, all players may take one additional Action during Round Twelve.


    Round 13:

    • The +2 bonus provided by the Nemesis title applies to aggressive actions taken against Truthseer loyalists. Thus, it would apply to a Buyout, but not a Buyout defense. Further, as the bonus represents a general groundswell of malign energies, it can be added to Battle and Tactical Maneuvering rolls, but does not apply to Duels.
    • Rebels that appear in a player’s territory have access to the same technologies as the player’s kingdom.


    Round 14: Not this time!

    Round 15:

    • Pending...
    • But... the world refused to change.


    Round 16: Wow, we managed to not break the game two turns in a row!

    Round 17: Oh man, we're settling now.

    Round 18:

    • A clarification on Sailing.
    • But not in the round opener.


    Round 19:

    • When conducting a kidnapping, the kidnapper may not transfer their prize to a third party as part of the same action. This was allowed in the case of the kidnapping of Ren-Cha-Fen as it placed him within Kiswa and I did not consider the potential abuse of kidnapping a rival in your own continent only to transfer them across the world to a holding area that imposes continental penalties at no extra action investment.
    • Yes, we just had to establish what unsportsmanlike conduct means in the context of a home invasion and kidnapping.


    Round 20:

    • Adjacency while sailing is determined by whether the interacting is occurring in coastal waters (the first band of dark blue border surrounding Kiswa, Mamut, Sikar, and Tarandi) or open waters (all dark blue borders beyond the coastal range).

      On coastal waters, a kingdom is considered to have adjacency with every region that can be reached along the coast without passing a dark blue border. A river that extends a dark blue border is considered a coastal expanse along the length of the river. On open waters, a kingdom is considered adjacent only to regions with which they share a border.

      If a ship or ships pass through a region controlled by another kingdom, that kingdom may (as a non-action) allow them to resupply. This has the effect of refreshing the ship's sailing range, minus the number of stops that have occurred. For example, a kingdom with a sailing range of 3 trying to reach a region 5 dark blue borders away over open water could accomplish the journey if allowed to resupply after three borders have been crossed. This would allow two additional borders of range. If the region at the end of this voyage was controlled by another friendly kingdom, they could allow the ship or ships to resupply, which would allow them one additional border of sailing range. While resupplying in friendly territory may extend sailing range, it does not reduce potential distance losses.

      When naval units are transiting over deep blue borders, naval units must be used to intercept them. These naval units may be accompanied by land units up to the maximum they could normally transport. Any attack involving naval units will be assumed to include a sufficient naval presence to incur the appropriate border bonus to defense. Naval units must be utilized in an attack for naval units to be used in defense. This rule will take effect in Round 22, to allow kingdoms to prepare.

      In order to conduct actions that do not track range across dark blue borders (conversions, etc.) you must possess the core Sailing tech. In accordance with other border techs the ability to pass one dark blue border provides access across all dark blue borders for such rangeless actions.
      ...
    • The following edit has been made to Naval Unit capacity rules:

      "If any of your regions border a coast, a deep water region, or a border interrupted by a lake you may recruit additional naval units. The maximum number of naval units you may have in play is 3, plus 1 for every additional qualifying region you control; this pool is separate from and in addition to the army unit limit. Naval units can be used to engage at sea, transport army units, or participate in coastal battles."
      ...
    • While Truthseer and Dream Speaker bases may be built at a kingdom's discretion, the organizations have limited ability to staff multiple new constructions. The Truthseers and Dream Speakers can occupy 1 new base per Continent (Daezirn, Kiswa, Mamut, Sikar, or Tarandi) per Round. If a continent contains the Truthseer Headquarters, they are able to staff 1 additional Truthseer base in that continent per round. If two or more kingdoms attempt to claim the same reinforcement window, they engage in a Diplomacy roll-off with a bonus equal to their reputation with the organization in question.


    Round 21:

    • Heroes may only participate in one quest per round. If they participate in a quest, they may not also lead troops in battle.
    • If your leader dies while their predecessor still lives, you have the option of allowing their predecessor to step back into power with their existing stats. However, this action forfeits any inheritance bonus that would be gained on the leader following the emergency transfer of power to the old ruler.


    Round 22:

    • Round Twenty-Two will come to an end on June 5.
    • Beginning this round, Naval Units may only be deployed in defense if against an attack involving other Naval Units.
    • If Rebels arise in a region in the same round that region has been conquered, they will be treated as possessing the technologies of the kingdom that controlled the region prior to the conquest.


    Round 23:

    • Starting in Round 23, if an Agent of Ruin is serving as a vassal, regions controlled by their liege are included in the list of regions subject to automatic unrest spread.
    • Units may no longer be traded.
    • Round 23 will end on June 26. With vaccines and birthday nonsense behind us, this will hopefully return us to our normal update schedule.


    Round 24: Nothing. Rounds 20-23 were a bit of a crazy time, eh?

    Round 25:

    • Happy Anniversary Empire 6! To celebrate, everyone may take one additional action this round, which will count towards stat gains.
    • If Treasure is listed as being spent on a conditional defense roll against a Secret Action or other unknown contingency, that Treasure is spent regardless of whether a defensive roll was made.
    • If a Kingdom possesses cities in excess of their capacity but have never created a City of their own, they may choose to create a City. However, this strains the resources of the Kingdom and draws away merchant traffic that otherwise would feed existing cities. Should a Kingdom choose to raise a City of their own, one of their conquered cities will begin to decline, losing its mechanical value as a city in the following round. This city is randomly determined.


    Round 26:

    • If a player wishes to terminate an Embassy of their own, they may do so as a Diplomacy action. This does not refund the Special 5 used to create the Embassy.
    • Resupplying in friendly territory is a function of the sailing rules exclusively, used to refresh sailing distance. Land Units in transit gain no inherent benefit from passing through friendly territory en route to combat.


    Round 27: Nothing this time.
    Last edited by Jade_Tarem; 2021-08-21 at 07:48 PM.
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  5. - Top - End - #1115
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    Default Re: Empire 6: First Light (OOC 1)

    For those of you who missed it in the Discord, here is the link to the Empire Podcast for August! We welcome special guest, Ausar for the first time and play How Do You Pronounce That featuring Mystic, Zayuz, Mori and Aed! As always, thanks for listening! <3
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    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
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  6. - Top - End - #1116
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by PepperP. View Post
    For those of you who missed it in the Discord, here is the link to the Empire Podcast for August! We welcome special guest, Ausar for the first time and play How Do You Pronounce That featuring Mystic, Zayuz, Mori and Aed! As always, thanks for listening! <3
    Thank you Pepper and guests! It was a good listen. Ausar said the region name the way it sounds in my head, but I thought everyone was very close.

  7. - Top - End - #1117
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    Default Re: Empire 6: First Light (OOC 1)

    Need a ruling - The trade route rules make it clear that trading posts owned by a trade route do not count toward passive treasure gain, but what about the anchor city? Does it still count? This matters this round because Cathair na Realtai makes the difference between SOL having 19 trading posts and 20, depending on whether or not it is fully consumed by the Wolf's Run Trade Route.

    Edit: It would seem we've been going with 'the city doesn't count anymore' and as it turns out I would have been one short anyway.
    Last edited by Jade_Tarem; 2021-09-04 at 08:41 PM.
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  8. - Top - End - #1118
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    Default Re: Empire 6: First Light (OOC 1)

    Mechanics: The Nocturnal Hydra has access to 1 TP of Dream Water for every 2 Naval Units they possess, changing from turn to turn. Each TP of Dream Water may be used to fulfill any resource requirement. A vassal may, instead of borrowing a stat, gain access to the same number of Dream Water TPs that the Nocturnal Hydra has for that turn.

    I'd like to talk to the gms in some regards with this concept, with the Naval Units being distribution, but not *necessary* to the miracle. It can just be a couple TPs flat instead of scaling based on the size of the navy, upon consideration.

  9. - Top - End - #1119
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    Default Re: Empire 6: First Light (OOC 1)

    With permission from Phoenix

    Region 28
    Tircwn


    Spoiler: Geography
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    Geography: Tircwn borders the frigid north of Mamut, the final barrier of the warm coast winds sheltered by careening blooded northeastern mountains, and long plains of fertile land and grassy hills stretch down to the south in this tundra steppe. To the west lay the Jagged Sea, the Glittering Grave the largest swathe of coastline out to the waters, where countless vessels have sunken with Tircwn’s pure blue bounty aboard, and now cast to the darkest depths. The Hund River snakes through the southwestern stretch of Tircwn, its many falls, hot springs, and turns rendering it ill suited for any transport. To the east lay many a knoll turned into cairns of yore, silent moss-coated stone figures left brooding over them. Vigilant warriors lost to time. The land is suffused with hardy life, Reindeer, Wolves, Elks, and yet supports a strangely vibrant cast of beasts like particularly bright blue fuzzy hummingbirds.What little vegetation grows here resides mostly of potatoes, beats, and legumes.

    Spoiler: History
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    History: Long ago Tircwn was known by a different name. Its people resigned mostly to their steppe survivalist lifestyle. All of that changed however when the Hound Lord landed in the heart of this land. A King’s Hound fanatic let loose on a wild personal crusade he had traveled far astride with his kin, sailing from the coast of the Crimson Kingdom on ramshackle vessels, and slaughtered all the Blightspawn on their way. Blown by a perfidious storm the Hound Lord’s fleet was decimated and his crew forced inland where they sailed as far as they could before crashing deep inland. Dubbing the river “Hound’s River” in honor of his conquest the Hound Lord set about reaving and seizing the land immediately around. Yet so disconnected from the Crimson Kingdom and absorbed in this foreign culture the aging human began to settle into the life of a common warlord, and never returned to their home. Instead ruling over these more primitively developed locals as a miserly baron. The land was named Tircwn after himself and the mountains once thought terrifying spiritual vigil were pried open and plundered for their resources. Chief of which being Sapphire. Eventually, the Hound Lord passed, his children warred against one another, and their glimpse of progress was dashed into several squabbling tribes ruling over individual gem mines in constant civil war. The story of the Hound River was lost and eventually it was just reduced to “Hund River” by the local accent. When the Arrakhi Sundom arrived the strongest of the Hound Lord’s descendants pledged fealty to their forces and quelled the other five warring tribes. They were at last united under one localized banner, the Blue Baron, and peace was pressed upon the land once more. The surge of worship of the Horned King brought with it ancient memories and sacred blood rite combat, the legacy of the hunting hero that once stalked the land now palpable as a shadow on the soul. Though who was truly the Horned King and who was a pretender has been the source of much strife and civil unrest.

    Spoiler: People
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    People: The people of Tircwn are predominantly humans of middling height between 5’4” and 5’6”. They have mostly pale or olive skin, with a propensity for blotchy birthmarks, and hazel or chestnut hair. Beards are commonly decorated, often with naturally bored stones threaded through, and the shaving of one's hair is a sign of humiliation or defeat. The most common breed of hound are long thin gangly grey creatures that sprint and dart with unmatched alacrity. They are as lazy as they are adorable. A small population of Blood Elves has dispersed among the land, with some siring half-elf kindred, yet it is a slow-moving process, and some villages have still yet to harbor an elven resident. Some of the peasantry believe in a conspiratorial shapeshifting race of monsters wearing the skin of their victims though whether that is the hyperbole of a truly mystical phenomenon or paranoid propaganda of civil war amongst family none can say.


    Spoiler: Faith
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    Faith: The Lord’s Barrow is the greatest of the knoll cairns and mausoleums sequestered in the quiet corners of the land. The mouth of this underground entrance carved in the shape of a snarling beast now long marred with moss and time. Though many claim it to be the final resting grounds of the Hound Lord, other, more fanatical people claim it to be the place where the Hound Lord retreated to recover. One day, he shall return to the land restored to lead the people into a glorious new age. Currently, such hysterias are fueled by tales of the rituals of the Crimson Kingdom and so worship of the Horned King is strong after their missionaries and madfolk came to this land.

    Spoiler: Resource
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    Resource: The Blooded Mountains of Tircwn are rife with glittering jewels chief amongst them being Sapphires that are mined and extracted with great care by the local tribes who use them in many of their local rituals and aristocratic ornamentation. Tircwn possesses a Good Resource of Sapphire.
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  10. - Top - End - #1120
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by Epinephrine_Syn View Post
    I'd like to talk to the gms in some regards with this concept, with the Naval Units being distribution, but not *necessary* to the miracle. It can just be a couple TPs flat instead of scaling based on the size of the navy, upon consideration.
    Concept notwithstanding the mechanics as they are are an awfully long way from approvable, in my opinion at least. It's the Bunker Key on steroids and there are already those who think that's broken - but at least that can be stolen or destroyed. Free, permanent ownership of a key resource is reasonably potent on its own, because it means nobody can ever deprive you of your key resource. Allowing that to be swapped around depending on what's most convenient is even moreso.

    Then multiply this disproportionate advantage by the number of times it's permitted per round: tying it to number of military units (albeit I acknowledge your latest post in that regard) makes it worse both because it's self-reinforcing (more military units = better tech availability) and units can't be directly attacked except by the GM. And then allowing vassals to benefit from it on top of that, without even consuming the virtual TP for the round, is just the icing on the cake.

    One virtual TP, which can fulfil one resource per round, and can be made available for use by vassals (exclusively for that round) might be approvable. That's the most I'd be prepared to countenance and I'm not even particularly happy about that.
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  11. - Top - End - #1121
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by Aedilred View Post
    It's the Bunker Key on steroids and there are already those who think that's broken - but at least that can be stolen or destroyed.
    Can artifacts be destroyed by players? Regardless, it's weaker than the Bunker Key (which can simulate non-tp requirements), and in my opinion the key isn't super OP anyway.

    One virtual TP, which can fulfil one resource per round, and can be made available for use by vassals (exclusively for that round) might be approvable. That's the most I'd be prepared to countenance and I'm not even particularly happy about that.
    I should note that I didn't intend for vassals to keep the TPs and be able to accrue them from round to round. I meant for it to be that during a given round, instead of them "borrowing a stat" like Mil or Dip or what have you, they could "borrow" the ability to act like they owned a Dream Water TP, which, like the borrowing of a stat, reset at round end.

  12. - Top - End - #1122
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    Default Re: Empire 6: First Light (OOC 1)

    Yes Mystic broke the Skystruck Torc artifact I made in the course of trying at reviving Petalhead.
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  13. - Top - End - #1123
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by Epinephrine_Syn View Post
    Can artifacts be destroyed by players? Regardless, it's weaker than the Bunker Key (which can simulate non-tp requirements), and in my opinion the key isn't super OP anyway.
    The key's effect but its effect is to power one tech, for one player, each round. This would potentially power multiple techs, for multiple players. While there may be situations where the Bunker Key is superior, they will be situational only; this is better. And whether or not the key is "super OP" (debatable) it doesn't have to be for something which is better than it to be OP.

    I should note that I didn't intend for vassals to keep the TPs and be able to accrue them from round to round.
    I understand that, but that is not my concern.

    As pitched, this miracle would create effectively four TPs, although with a single Military(!) action you could increase that to five. Your vassals get free access to all those TPs, meaning the number of virtual TPs created is really treble that off the bat, with the multiplier increasing by one every time you take a new vassal. There isn't even a faith requirement.

    Those TPs are not specific to a single resource or even fixed as one at creation, nor are they limited to resources within your region or with a certain degree of distribution. They can be shifted around depending on what is most convenient round to round. It completely nullifies any resource scarcity on the map. You'll never have to compete for a key resource again. At its least obnoxious, you and all your vassals will be able to maintain your basic resource requirements permanently irrespective of anything that might happen elsewhere, which if pitched as a miracle effect on its own would probably meet with scepticism.

    How potent the effect actually is of course depends on the resources you're copying, but since you'd be a fool to copy anything other than the resources you need or want most in any given round it has to be viewed from that perspective: the effect would be to give you and your vassals free, unchallengeable, access to the four/five most situationally desirable resources each and every round. That's something that to my mind no player should be able to guarantee: the best they can do is maintain a broad TP network with inbuilt redundancy and a high enough O/I score to protect it. This miracle would completely shortcut that principle, which apart from anything else makes Merchant Princes look like chumps.
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  14. - Top - End - #1124
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    Default Re: Empire 6: First Light (OOC 1)

    My conversions of region 28 and 55 weren't in the opener!

    Link to action post for R27.
    Link to rolls.

    Thanks!


    Also:
    I'll be accepting the Horned King's challenge this round. Is it an action or a non-action?
    Last edited by SOSDarkPhoenix; 2021-08-26 at 09:44 AM.
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  15. - Top - End - #1125
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by Aedilred View Post
    The key's effect but its effect is to power one tech, for one player, each round. This would potentially power multiple techs, for multiple players. While there may be situations where the Bunker Key is superior, they will be situational only; this is better. And whether or not the key is "super OP" (debatable) it doesn't have to be for something which is better than it to be OP.

    (and more)
    I do think it is on the whole better. But, that being an artifact, and this being a miracle, I think it being better isn't bad. I do agree that while I like the fluff of transporting it across my empire being more effective, this is likely not the place to include this kind of scaling mechanic, and the ability to gain access to that many is probably too much. Especially because yes, it's hard for other players to actually interact with my navy.

    While I'd *like* more than 1 Dream TP, I'd understand only getting 1, and upon retrospect 2 is likely the maximum reasonable amount (like something like "Gain 1 Dream Water TP. If you have 6 or more Naval Units at the start of the round, you instead have 2 Dream Water TPs. Your vassals may, instead of borrowing a stat for a turn, borrow your "Dream Water TP" stat and act as if they had TPs).

    But this is overall just me judging it to be less powerful an effect than you're judging it to be, and I might not even be right.

  16. - Top - End - #1126
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    Default Re: Empire 6: First Light (OOC 1)

    Also, as a relatively minor note, but I do not believe that region 185 has a resource of copper.

    The Kingdom of Limdimon's raiders secure a good resource of Copper from the Arag in Region 185
    My presumption is that this was meant to be from 204.

    Edit: Also, you rolled 2 units with a 6 hero for region 301, not 4 units with an 8 hero. If that was an intentional change that's fine, just was checking if you did mean to do that.
    Last edited by Epinephrine_Syn; 2021-08-26 at 02:54 PM.

  17. - Top - End - #1127
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by SOSDarkPhoenix View Post
    I'll be accepting the Horned King's challenge this round. Is it an action or a non-action?
    Whatever it is, before the duel begins you have to say "One shall stand, one shall fall." That's the rule.
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  18. - Top - End - #1128
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    Default Re: Empire 6: First Light (OOC 1)

    Seeking Approval for Artifact:

    The Gleaming Quiver

    The finest leathers and furs went into the Red Storm's original quiver even before Viskari enchantments were laid upon it. Recently, Solais alchemists had the idea to inlay it with Glimmerwood, using the lessons learned from the Gate of Life and turning those lessons to a more sinister purpose. Arrows drawn from this quiver drain the very life out of the troops they land in, causing even light wounds to be a major and immediate threat. When used alongside the Red Storm, the effect is truly something to behold.

    Effect: -1 enemy units prior to battle start. Stacks with the Red Storm, though does not have to be used in tandem with it. Like the Red Storm, use of this artifact prevents the leader from accepting duels.
    Last edited by Jade_Tarem; 2021-08-28 at 12:02 PM.
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  19. - Top - End - #1129
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    Default Re: Empire 6: First Light (OOC 1)

    With credit to Torv for doing the bulk of the writing, much thanks to one of my top two favourite vassals.

    Spoiler: Slotrun Yejon (R76)
    Show

    Spoiler: Geography
    Show
    Slotrun Yejon is one of the smaller islands in the north with one of the largest fauna and flora. Naturally being a barren place centuries of Native Animism rituals have infused the land with life beyond common sense. Cloudberries grow three to four man lengths tall, creating low forests, overshadowed by heather reaching for the sky.

    Animals too are enlarged, creating an experience unique to the island, as the magic quickly leaves the inhabitants when they venture beyond the shore. Greenery wilts, flesh rots, and bones turn to dust. The one exception being the bear, so large that the ground shakes with every step they take. Usually content to sleep for large parts of the year they seem able to survive outside the island for short times, and their furs seems to never die, even when their meat has sloughed off and bones been picked clean. Why this is a mystery even to the natives but they are not ones to question a good opportunity for commerce.

    One city built around such trade is Tryhus. Built in massive dwarf birches huts of long grass are connected by pathways of reeds, safe from the insectoid predators below. Located by the southernmost bay not many merchants see the need to sail further north, enabling most of the island dwellers to continue their secluded life.

    Having overcome their fear of a Nursery at sea when one was constructed during the conquest of Glaondi Yejon, when they took administration of the region the Scrim intended to establish a Nursery. But the island proved a poor choice for it, lacking any clear, exposed rock or any indication of where it would be easy to dig for such a thing without the endeavour becoming flooded inconveniently. Eventually, the Scrim gave up, as even the patience of stone is not eternal.


    Spoiler: People
    Show
    Despite their magics the people of Slotrun Yejon are themselves not giant, standing a meagre 7-8 feet tall. Unique the island is the Tilroun Tilroun. They share the grey mottled skin with the Ugglo and Galtur, along with the roughly humanoid shape. That is were the similarities end, not one species originally centuries of inbreeding has created halfbreeds, quarter breeds and so on beyond recognition. One might have the orange eyes of an Ugglo while half a Galtur tusk protrudes from their face, red fur growing in patches over their skin. Another one might be the reverse with scales covering their torso and hair growing around their right (and only) paw.

    Having lead a secluded life for many centuries that changed when the Sagu-guild of the Smiaurskotor managed to brave the terrain after years of trials. Encountering the various tribes they were content to teach the various tribes the way of Glyemo. Etching the previously verbal practices of native Animism into the central heater trees of most settlements.

    Until decades later when Krafuhofi fled there with most of the guild behind her, uniting the tribes. Only for them to be shattered by the Knight of Thorns and her lord, during the night of their celebration. One tribe leader survived, their eyes turned green by verdant tears and oily roses sprouting from their scars. Turned mad by the loss of their other half they earnt the respect of the Hroythslo Cult.

    Years of terror followed, as the dancer of roses embraced their new life. Leading ritual after ritual they came to wear the weirdly inscribed copper bucket from the night of their rebirth as a crown, when it wasn’t filled with blood. The verse was soon on everyone’s tongue, either in fear or reverence “Soil for the flower, water for the flower, blood for the flower.”. The land turned into a waking nightmare, as madmen hoped to summon its king.

    The Scrim brought sanity when the region came under their direct administration, but not without a price. Their particular vision of order leaving little room for variance, the madness has stopped, but the bloodshed has not. Uncertain how deep the corruption of cultists and blood spreads, the Scrim have taken to drastic measures to ensure compliance from the locals. Even Glaondi Yejon, whose people still live in fear of their Scrim overlords, is not so bloodily patrolled as here. The absence of a local Nursery proves an inconvenience, but establishing a new one at the island just to the South has allowed the Scrim to send an ever-growing taskforce of Scrim to enforce their order on the island.


    Spoiler: Resources
    Show
    Slotrun Yejon’s main export is the pelts of their giant bears, few other of their products unable to survive the unfavourable climate outside the island itself.


    Spoiler: Faith
    Show
    The Tilroun still follow the Glyemo practices, even though the stories of their murals varies wildly, reflecting a tumultuous past.
    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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    Quote Originally Posted by Silent_Interim View Post
    Yes... continue ignoring me... exactly as planned
    Quote Originally Posted by Xihirli View Post
    'Kay! Ignoring a ninja never hurt anyone.



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  20. - Top - End - #1130
    Ogre in the Playground
     
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    Default Re: Empire 6: First Light (OOC 1)

    Artifact proposal for review


    The Guiding Light
    Again, the Dolod draw on the power of the gift Emnellenme has granted in the form of the sunrock. A great disk is brought to Nellen where it is laid out on the Urelleru for twenty seven days. The disc is then set into a tower in Nellen, a lens through which the Dolod might direct the blessing of the sun to oppose great evil.

    Effect: The owner of this Artifact may Seek Aid for anyone, regardless of their faith, so long as the roll that benefits is in direct opposition to Artavazd. The owner may also use Seek Aid on such rolls multiple times in one turn, but each such action after the first has a TN that is two (2) higher. Thus a second Seek Aid would have a TN of 14, a third would have 16, and so on. If the Artifact is used to make additional Seek Aid rolls, it cannot be used in the following round at all.



    This might be too much for one Artifact, but I really have no idea. The "must oppose Artavazd" thing should be very, very strictly ruled, I think. As in it couldn't be used to, say, benefit an exploration in the ocean (even if this might yield a new route to Artavazd's lair or whatever) or to Investigate something of his.

  21. - Top - End - #1131
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    Default Re: Empire 6: First Light (OOC 1)

    Round opener stuff:
    Last round POS gave SMI region 18. Meaning it should now be in unrest, as the only eligible target for the Blightslave's drawback.

  22. - Top - End - #1132
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    Default Re: Empire 6: First Light (OOC 1)

    Round opener stuff: I'd intended to capture Fanat. Is that an option?

  23. - Top - End - #1133
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    Default Re: Empire 6: First Light (OOC 1)

    Koinu (235)

    Spoiler: Summary
    Show

    Resource: Hemlock
    Fields of Asphodel: [TR2]

    Holy Centre: Pillar of the Martyrs [Oracles of Elder Memories]


    Spoiler: Terrain
    Show

    A flat, featureless plain overlooking an ice-covered lake, Koinu is a grim land for those accustomed to the warmth of northern Kiswa. The skies are perpetually grey and the weather always cold, growing seasons in the region are short and the winters are brutal. In this land, few crops can grow, save for the weedlike hemlock which sprouts across the country during the spring and summer. On the shores of the lake, the weather is somewhat milder. During the months where the ice melts, warm breezes carry from the north of the continent, making the grey, bone-strewn field white with flowering hemlock. Elsewhere, cities of chiseled stone, mostly in ruins, provide the only scenery in the bleak landscape.


    Spoiler: People
    Show

    Koinu is populated by the Cynocephali, who resemble hunchbacked, hairy humans with canine heads and paws. The Cynocephali of Asphodel are somewhat more tame-looking, with floppy ears and longer tails, while the wilder people of the eastern reaches are hardened and untamed by civilization. While there is some rivalry between the Asphodel and Eastern Cynocephali, their shared distrust of foreigners unites them. There is a shortage of fibers to weave cloth from in Koinu, but the long fur of its doglike inhabitants renders clothes unnecessary to maintain modesty. Their language is complex, consisting of howls and guttural barks - it is transcripted into Blemmaic text as close to phonetically as possible, but these transcriptions are often very subject to the translator’s whim, as many of the language’s phonemes are unreplicable in text. Cynocephali are devious warriors, preferring ambush tactics and overwhelming numerical advantage to the glory of open battle. Many also excel in the manufacture of poisons and tinctures, and Cynocephali assassins-for-hire are some of the most skilled in Kiswa.


    Spoiler: History
    Show

    Nobody knows who the original inhabitants of Koinu were. Certainly there were some, for the landscape is dotted with ruined cities that could not have been built by Cynocephali, but their true nature is unknown. Contemporary illustrations depict them alternatively as giant humanoids, malformed wolf-like creatures, or whirlwinds of ice and water. If the Cynocephali stories can be believed, however, two things are immediately apparent: they imported the Cynocephali from elsewhere, keeping them as slaves, and they must have had roughly humanoid digestive systems. Taking all the best crops for themselves, they left only the poisonous hemlock to their slaves, who learned to subsist on what they could catch or scrounge. After hundreds of years, a rebellious Cynocephali assassin poisoned the king of their masters. The resulting purge was a grisly event that rallied the entire population to revolution. Ever since, Koinu has been a proudly independent nation, willing to join the United Abiherist Tribes as an equal partner in their confederation, but never again as slaves to a greater power.


    Spoiler: Religion
    Show

    In the aftermath of the poisoning of the king of the Cynocephali’s masters, a large-scale purge was initiated to find the culprit. The Cynocephali were ordered to turn out their homes, submit to questioning (sometimes under torture), and turn over any dissidents for execution. Though generations of domination had left their society submissive, seven of the Cynocephali refused and defiantly demanded an end to their servitude. The seven were all executed, each death more gruesome than the last, but their martyrdom spurred Koinu against its masters. Today, the Conclave of the Defiant are the highest of national heroes for the Cynocephali. They are commemorated at the Pillar of the Martyrs, upon which their skulls were once displayed as the symbols of the revolution.


    Spoiler: Resources
    Show

    Though in theory the Cynocephali could have burned the fields of hemlock and replanted them with more valuable crops, the poisonous blossoms that brought down their masters are as good a national heritage as any, and the proliferation of alchemists and assassins makes its harvest worthwhile. The Fields of Asphodel provide the richest crop of hemlock, and the Sewune merchants to their north have noticed, making it the end point of their great Kiswan trade route.
    Last edited by Gaius Hermicus; 2021-08-30 at 08:48 PM.
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  24. - Top - End - #1134
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    Default Re: Empire 6: First Light (OOC 1)

    The Ugglos are coming to Mamut! Original region by Gengy
    Quote Originally Posted by Gengy View Post
    Spoiler: Posleyd Nadeh
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    Spoiler: Summary
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    Region Name: Posleyd Nadeh
    Brief Description: Mountains to the north, ocean to the south, and desert to the west; a place of glorious sun, but terrible storms.
    People: Goliaths
    Resource: Emeralds (Great)
    Faith: Bouquet of Corpse Flowers

    Leader: The Forlorn Lady


    Spoiler: Geography
    Show
    Posleyd Nadeh is a goliath translation for the words Final Hope. This land is a place with mountains towering high in the north, providing not only excellent places for forests and animals, but also streams flowing to the south, and rare minerals for the more mercantile. The cold winds that blow off the mountains in the winter seasons tend to frost even parts of the western desert.

    And there is a large desert to the west. For many ages, it has been a wilderness, with little there but some nomadic Uzii. However, in recent years, the wild desert has been claimed by the Protectorate of Mamut. Occupants of Posleyd Nadeh still tend not to go west without a purpose, as the hot winds the blow bring the occasional sandstorm.

    And then there is the ocean to the south. Prolific with fish, the goliaths of Posleyd Nadeh who just want to live in peace have established many fishing and farming villages. Sadly, until now, the raiders and miscreants of the region have found these villages to be easy prey; what little native defenders there were often held them at bay only through luck and prayers. Now, though, the strong arms of Uzii guard against ne’er-do-wells even as they rebuild and make the villages stronger.

    It is not from these bandits, however, that the region gets it’s name. Instead, it is the meeting of the cold winds of the north, the hot sandy winds of the west, and the unpredictable ocean breezes; while Posleyd Nadeh is an idyllic place in the sun, a small storm can turn disastrous. The wrong set of conditions leads to tornadoes being a threat in the summer heat, and they often carve out huge swaths of land when they touch down near the center of the Land of Last Hope. For this reason, though the central area of the region is quite full of wild greenery and forests, few but the most desperate live there.

    To the southwest lies the conclave for the Dream Speakers. The Twilight Lodge is sacrosanct, and is held in reverence by the locals. When the weather is extremely poor, the Lodge is somehow still able to find food and pass it out to those in need… sometimes for free, and sometimes for the right price.


    Spoiler: People
    Show
    The castaways and rejects from Goliaths societies have often made their way into Posleyd Nadeh at one time or another. It gives them a poor reputation when dealing with their neighbors in Targiz land and is one of the myriad of reasons the Targiz Odds-Mistress has seen no need to attempt to push into the west.

    This has created a people whom often just take what they can get, for little regard to others. There are a few villages in the south along the coast whom have better governance, but the majority of the land is riddled with a loose collection of scallywags and those whom do what they need to survive. Too many rumors exist that if they gather enough wealth from the mines, they might be able to buy their way back into Kursaal.

    When not dealing with bandits from among their own kind, however, the Goliaths of the Land of Last Hope are hardy people like their eastern kin. They believe that hardships are sent to test them, and they wear pelts of foul-smelling beasts and garlands of hydrangea and carnations. They wear hide-skin boots and tuck fishbones in their loose black hair. The bright colors strange against their gray skin.

    They are a morose lot, and difficult to deal with as a smile is often what they see before a betrayal occurs. As such, the culture of the Nadeh Goliaths is to keep their emotions off their faces as much as possible, and only smile privately, when among family. To do so otherwise is seen as an insult.


    Spoiler: Government
    Show
    What little protection the region has previously come from The Forlorn; a group of Goliaths whom have banded together to fight off the various warleaders and bandits. Not too long ago, they were but a small group, barely able to hold off the most recent Warlady who was building forces to start to menace the Twilight Lodge into handing over the food and riches the Dream Speakers had.

    Those forces were nothing, compared to the massive combined army of the Deru and Uzii, when they swept in and cleansed the land of the Warlady’s army. Without her to hold the brigands together, the land still suffers, but much less so.

    With the freedom to breathe a bit, and the backing of the Uzii Protectorate, the Forlorn have swelled in size. Their leader, Forlorn Lady Ollara Rise-Again, is a just woman who wants to see her people treated well by their new… protectors. Many have come to support her, and the Homage of the Protectorate recognizes the Forlorn Lady as the head of the local government.

    Ollara listens to the various Village Heads and sees to the needs of her people as best she can. Still, it is a rough country, and the Forlorn have not grown enough to be everywhere… yet.


    Spoiler: Resources
    Show
    [Emeralds] (Great)
    Shiny green gems that are mined in the northern mountains, they are quite plentiful for the skilled scavengers of the region. With the aid of some Scrim prospectors, a new mine was opened recently.


    Spoiler: Faith
    Show
    Followers of the Bouquet of Corpse Flowers, the majority of Goliaths who live here are practitioners in name only. They observe the rites, but only the most devout follow the tenants.

    Spoiler: Urslitokyppni Van
    Show
    Few of the Smiaurskotor have ever dared to venture deep into the land-seas. Those that do so willingly are often seen as a bit odd, an Ugglo seen more than a few weeks away from the ocean were either brought there by duty or lacks wind in all their sails. When the Smiaurskotor arrived to Posleyd Nadeh it was no different, they got there by water and by water they stayed. The mild ocean breeze putting many at more than enough unease after a lifetime of sleet storms.
    Learning the meaning of the regions name Vinolygur translates it for himself, it truly is the last hope for his vision of a united people.

    Though the bait and prey looked different fishing remained the same and the majority dispersed along the coast, settling down in the villages. Finding themselves neighbours with both Goliaths and Uzii most friction vanished when it was discovered that the Ugglos had a very fleeting understanding of wealth. Ripping someone off and making an Ugglo deal became interchangeable phrases, the new inhabitants happy to sell their days work for poor lodging, even praising its inbuilt ventilation.

    Near the Twilight Lodge this pattern broke, as Vinolygur and other Mystorinns with their cohorts found a new home in the town of Gydvyikur.
    Originally one of the wealthier coastal settlements it swelled manyfold with the influx of Ugglos, its previous splendour dispersing into nothingness. For the upper echelons of the Smiaurskotor did not only bring knowledge of the finer arts, but also their new rites. In the dark lonesome stragglers began to vanish, returning massacred days later, if at all. Slowly texts began to appear on wooden walls. Painted in bold red, proclaiming His coming, revering the True God.
    The Storhusbandi did nothing to stop this, rather encouraging it. The Blight is everywhere. It must be quelled. Those embracing it have already let go of their life. Those refusing to fight it are only fit to serve as Reagents for its leash. He would stop it. Soon.
    Gydvyikur maddened with profane rituals many Goliaths fled, leaving it a ghost town. Ugglos proclaimed to be blighted left to fortify too large homes. But the stream of refuges brought word of the town to more scrupulous ears.
    A few years after its rebirth Gydvyikur have reclaimed its wealth. Now in services rendered by murder and foul play instead of fishing and dark odours. Amidst this Vinolygur has claimed a twostory house for himself and his adherents, enforcing an island of peace around it, picking away at fringes of the town for his offerings.

    In the northern mountains the goliaths still reign supreme, more than one merchant from Kursaal rediscovering their luck in the rich emerald mines. Or rather by selling the promise of such to others, the mining previously tightly controlled by warbands now turned into a frenzy. Hearing the promises of an easy life after plucking gems from the ground many travel to make their fortune. The only ones doing so being the merchants willing to sell maps, drawn with utmost greed, leading to a life of hardship. The remaining warbands offering protection from their comrades, taking what little is left. One of the few improvements being the lack of coastal raids. Afterall why brave the desert when starving fools are doing all the legwork in the homely safety of the mountains.

    There are however still those that brave the desert. Clutching at the last thread of hope in the face of insurmountable debt. Or deemed too troublesome by the few large mines, still held by warbands and unforgiving Scrim. Whatever the cause they soon find the rumours of an antidote for all their troubles.
    Led on a path of decay there is a flower growing somewhere in the desert, forever wilting. Bring it sustenance and it will blossom, as your troubles wilts away. Searching for it most find their skin torn apart by sandstorms and bones scattered in the wind. The glimmer of truth in the story hiding behind those spreading it, left to reap its reward from the remnants.


    Also picking a new capital resource, as I havn't had one since the conquest of Glaondi Yejon.
    To maintain contact with their brethren still in Daezirn, to ship emeralds, and to put daily food on the table the Smiaurskotor needs Naval Vessels to keep their way of life intact.
    If I cannot pick one I already own Navigators will do just fine.
    Last edited by Torv; 2021-09-10 at 04:37 PM.

  25. - Top - End - #1135
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    Default Re: Empire 6: First Light (OOC 1)

    Here is a region writeup

    149 Ragtail Heights

    Spoiler: Geography
    Show
    Geography

    Rocky, freezing, arid and looming. These are all words used to describe the Ragtail mountains, in all their majesty. Some of the tallest in all of Tarandi, very little lives up in these heights, and those that do are incredibly hardy. Snow coats these peaks all year round, and a cold wind notroiously hounds all travellers through what passes there are. The fact that passes, and small valleys exist are the only reason any seem to be able to live here, having been carved out since time immaterial by the winds and countless hands.


    Spoiler: People and Culture
    Show
    People and Culture.

    The people who inhabit these regions are mostly fair skinned humans, though at first glance few would see this, as they cover themselves in so many garments and layers of clothing to keep out the cold a few explorers considered them trolls, or other beings, despite their mundane natures. They call themselves the Encirclers, for how they build themselves around the monasteries to the Children of the Great Mother, a tradition which seems to only sometimes be true, as quite a few of these monastaries are newer than the settlements that 'encircle' them. Either way, the Encirclers are incredibly hardy, having managed to cultivate a living in these lands. Most commonly, they herd goats along the alpine paths, as well as some roots grown in covered pits filled daily with dung.

    Culturally, the Encirclers see themselves as very ascetic and hard-working, able to survive anywhere with both their hardy palate, and disdain for overindulgence. They disdain waste, and a child will be greatly punished if they leave food, or worst of all, destroy it maliciously. They do however have a taste for tea brewed from the exotic roses found on the peaks, enough so that quite a few local legends focus around a young bachelor questing to bring one to their love.

    Politically, the Encirclers dont consider themselves a group other than that they all live in the mountains. They tend to focus more on their ties to the monasteries as a point of integration, giving the Children quite a strong pull on local politics. The settlements themselves tend to be headed by local Strongmen, not quite elected or hereditary, but the men agreed by consensus to be the local leader. This loose definition is useful in the fairly dreary day to day life, but has tended to cost them dearly when the few Blightspawn hardy enough to reach so high cause havoc.


    Spoiler: Resource
    Show

    Resoruce:

    The Exotic Roses, ice blue, and beautiful as shimmering crystal, are only found on the peaks of the Ragtail mountains, where they grow in great abundance. While incredibly hard to obtain, these are highly valued by all who can gain access to them. The roses are often an ingredient in love concoctions, and also in some battle medicine warriors take, or taken before small festivals as a small merriment to enjoy with family to unwind. While its full effects are not known, it is certainly a drug of many uses.


    Spoiler: Faith
    Show
    Faith

    The Children of the Great Mother are firmly entrenched in Ragtail Heights in more ways than one. Having been the only way of thought for unknown generations, the dedications to the Snake Guardian are unlikely to ever go away. Moreover, the settlements are all built around such monastaries, as well as one of the great centres of learning for the Children, and many a pilgrim will make the journey to join one of these as an initiate. Possibly the only point of contention is that the head of the faith has now been moved to a far off continet and introducing new ideas, but the Encirlcers are very used to accepting whatever the missionaries tell them.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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  26. - Top - End - #1136
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    Default Re: Empire 6: First Light (OOC 1)

    Given org actions aren't up as of... At the very earliest, just over a day before round close, and quite possibly more like a few hours, I'd like to know if there's going to be an extension beyond the one announced in the round opener.

  27. - Top - End - #1137
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    Default Re: Empire 6: First Light (OOC 1)

    Quote Originally Posted by C'nor View Post
    Given org actions aren't up as of... At the very earliest, just over a day before round close, and quite possibly more like a few hours, I'd like to know if there's going to be an extension beyond the one announced in the round opener.
    There is not.

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

    Spoiler
    Show
    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.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  28. - Top - End - #1138
    Orc in the Playground
     
    D&D_Fan's Avatar

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

    Tech Concept: Potter's Wheel
    Tech Category: Civilian
    Prerequisites: Pottery, Wheel and Axle
    Effect: +1 to Buyouts that stacks with the bonus of Pottery

    The idea is that it's an improvement in the technology of pottery, by incorporating the wheel. It generates better pots, and therefor, the effect of Pottery is effectively increased.

    I am seeking approval for this tech I guess.
    Last edited by D&D_Fan; 2021-09-12 at 02:07 PM.
    Empire!6

    Epic Fortnite gamer moment. - Me

  29. - Top - End - #1139
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    Default Re: Empire 6: First Light (OOC 1)

    "Artifact" proposal:

    Morung, the Terror of the Forests (intelligent trained hydra)

    +2 to battle rolls
    Avatar by Sniper Jo!

    Played New Bhule in Empire!4
    Played as the Rothuun Galactic Hegemony in Empire!5
    Currently playing Empire!6 as the United Blemmyae Tribes

    PM me sometime!

  30. - Top - End - #1140
    Ettin in the Playground
     
    TheDarkDM's Avatar

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

    Quote Originally Posted by Gaius Hermicus View Post
    "Artifact" proposal:

    Morung, the Terror of the Forests (intelligent trained hydra)

    +2 to battle rolls
    We've tried to avoid a flat +2 to battle rolls. However, if you wanted to limit it to attack or defense a +2 would be acceptable.

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

    Spoiler
    Show
    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.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

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