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  1. - Top - End - #811
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC

    The Avicennian Isles
    Leader - Arli Shimglow

    Round 19

    Leader Stats:
    Diplomacy - 7
    Military - 8
    Opulence - 7
    Faith - 2
    Intrigue - 4

    Increase by 2 Op for Round 20

    Actions:
    1. Opulence - Buyout TP1 of Arctic Sharks in Region 78 (supported) - 11 - Success with Support and Pottery
    2. Opulence - Buyout TP3 of Pyroemeralds in Region 75 (supported) - 10 - Success with Support and Pottery
    3. Opulence - Buyout TP2 of Boats in Region 74 - 18 - Success
    4. Opulence - Buyout TP2 of Barley in Region 68 - 14 - Fail (Continent penalty)
    5. Military - Send Amka on a Hero's Quest to explore north of Region 76 - 15


    Dice Rolls

    Non-Actions:
    Resist all buyouts and conversions

    News and Rumors:

    New Ruler Next Round: No


    Leader Stats Round 20:

    Diplomacy - 7
    Military - 8
    Opulence - 9
    Faith - 2
    Intrigue - 4

    Spoiler: Record-Keeping
    Show

    Units:
    Naval: 3/3
    Land: 4/6

    Technologies:
    Pottery
    Sailing
    Mamut Translation
    Irrigation
    Masonry
    Animal Husbandry
    Viskari War Bows
    Writing (Hiverness Runes)
    Celestial Navigation
    Treasure Ships

    Trade Posts:
    70.1 - Glowmoss
    70.3 - Glowmoss
    71.1 - Moas
    71.2 - Moas
    72.2 - Wood
    75.2 - Pyroemeralds

    Treasure: 2

    Ruler Age:
    48/70

    Hero:
    Amka - Mil 9

    Gleams:
    Angio - Lira- 2 years running
    Abia - Asna - 1 year running
    Arsio - Tri - 3 years running
    Aegica - Nori - 2 years running

    Last edited by LapisCattis; 2021-04-16 at 11:22 PM.

  2. - Top - End - #812
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 6: Embers of Dawn IC

    The Ilduri
    Round 19


    Actions:
    1. [Diplomacy] Raise reputation with Dream Speakers [15]
    2. [Military] Quest into the unknown lands of region 168 [10]
    3. [Military] Recruit land unit
    4. [Diplomacy] Diplomatic mission to region 149 [16]
    5. [Opulence] Buyout diamond trading post in region 145 [18]




    Non-Actions:
    • Resist buyouts
    • Resist conversions that are not the Way of Eauden
    • Trade Mechanical Joints technology for Elftherian Democracy technology with the Á'Shansholí through the mutual embassy with the Dannu-Gao




    News and Rumors:



    Spoiler: Bookkeeping
    Show

    Representative Inga
    • Diplomacy: 8 (+1)
    • Military: 9 (+1)
    • Opulence: 10 (+0)
    • Faith: 2 (+0)
    • Intrigue: 2 (+0)


    Eramathuur
    • Hero Score: 7



    Land Units: 6/8 (+1)[*]5 Ilduri units[*]1 Spear Master units
    Naval Units: 0/3 (+0)
    Treasure: 1/5 (+1)
    Regions: (2)
    • Storvuur, 164 (Capital)
    • 165


    Trading Posts: (8)
    • 164, Timber: 3/3 (+0)
    • 131, Wooly Sheep: 1/2 (+0)
    • 151, Lead: 2/2 (+0)
    • 144, Copper: 1/2 (+0)
    • 178, Iron: 1/3 (+0)
    • 145, Diamonds: 0/2 (+1)


    Technologies:
    • Pottery (+1 Buyouts)
    • Writing (Hiverness Runes) (+1 Conversion Defense, +1 Conversions in regions that share your alphabet.)
    • Animal Husbandry (+1 to Opulence and Diplomacy exploration)
    • Mechanical joints (Grants +1 to buyouts and opulence expeditions.)
    • Irrigation (+1 to stabilization rolls)
    • Masonry (+1 to resist raids and sacks)
    • Sailing (Permits exploration and troop transport over deep water borders)
    • Bronze (+1 to battles, +1 to leader loss rolls)
    • Advanced Masonry (+1 to resist raids and sacks; stacks with masonry)
    • Wheel and Axle (+1 to Opulence Exploration, Overland exploration is not limited by adjacency)

    Last edited by cactiguy3; 2021-04-17 at 10:22 PM.

  3. - Top - End - #813
    Dwarf in the Playground
     
    Laura's Avatar

    Join Date
    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Á'Shansholí
    Round #19


    ---

    Leader Stats
    • Diplomacy: 10
    • Military: 10
    • Opulence: 9
    • Faith: 9
    • Intrigue: 10

    ---

    Actions

    1. Investigate Girded Keel (Intrigue).
    • Intrigue (10)
    • Bonuses: +1 From Ancient Ways Lev5, +1 from Treasure, +1 from Towers of Light (SCR action)
    • 2d6+ 13 vs Unknown TN
    • Result: 17
    • Link: link

    Even with numerous discoveries and technologies becoming available through the country’s alliance with the organization of Dream Speakers, curiosity and ambition persists in the kai of many shaní. In particular curiosity persists within the shipwright, known as Roontbaní, who has spend much of the past decades studying sailing, navigation and ship building. Though his previous endeavor to uncover the secrets of the Sentinel’s Great Ships resulted in little information of use, he persist and manages to get funding and permission for another research project. Furthermore, he invites Woken from the Carrion Ward to join the Shandolé in this project, hoping international funding and interest will help generate a more rapid reaping of discoveries.



    2. Raise 2 units at the Fortress of Gillead, 1 naval & 1 land
    • Military (10)
    • No roll necessary

    Despite the unrest and disturbing tribulations brought on by the ghosts of Ruin, Tarandi has mostly flourished through several decades of relative peace and prosperity. Blightspawn, as always, persist and rise in looming threat, but the strength, determination and courage of the nations and heroes of Tarandi have prevailed in a golden age of alliance and discovery. Nonetheless, knowledge of the greater world and potential threats is ever expanding and wisdom dictates that nations should be prepared and take advantage of the blessing of a metaphorical summer in order to stalk up for coming winters. The Winter Council knows these truths as well as any and issue instruction that Á'Shansholí military recruitment continue.



    3. Buyout Silver in Region #88 - TP#1
    • Opulence (9)
    • Bonuses: +1 From Pottery,
    • 2d6+10 vs TN:12
    • Result: 15 - Success
    • Link: link

    With the advent of many new technologies, demand increases for resources and, in particular, fine metals and means of trade and wealth. Secrets of Arctic Survival has also opened up the means for trade routs to extend into the highest reaches of the known north. The Shandolé take every advantage of this in order to secure trade contracts and routs with the silver mines on the highest coast of Tarandi.

    Once secured, the silver shall be minted into coins along with lesser brass for a new Á'Shansholí currency. For ease of trade, the values and weights of the Shandole coins are made to reliably match the weight and value of the Dannu-Gao Dannaro, aka River Wealth. The River Smiths predominance in both continental and world-wide trade is easily recognized and acknowledged. Nonetheless, despite matching weight and value with the Dannue, the Shandolé still choose to customize the design and mint of their own national currency.

    Both silver and brass coins are minted with the mountain-coast emblem, which has been commonly used to represent Á'Shansholí. The brass coin, worth about a day's common labor in Danneta-Yvaon, is minted with a poppy flower on the other side and becomes know as a "Poppy" while the larger silver coin, worth about a week of common labor in Danneta-Yvaon, is minted with a rose, becoming known as a "Rose" accordingly.

    The Rose and Poppy quickly get distributed along the length of the Elven coast, greatly easing the difficulties of trade and barter.


    4. Buyout Wild Boars in Region #167 - TP#1
    • Opulence (9)
    • Bonuses: +1 From Pottery,
    • 2d6+10 vs TN:12
    • Result: 15 - Success
    • Link: link



    5. Convert Land of the Targiz (R#19) to the Ancient Ways
    • Faith (9)
    • Roll: 2d6+9 vs TN 12
    • Result: 18 - Success
    • Link: link

    Filled with religious vigor and the valor of zealots, a group of Skyclad Dancers led by a Luminary named Chimalli embark on a long journey across the oceans to the land of Mamut and the people of Targiz. Here they visit the city and the flower fields, spending years getting to know the strange Goliaths and the many other peoples of these lands. As they do, they teach the Ways and Philosophies of the Ancient Ways, hoping to bring enlightenment to their new flocks and friends.


    6. Convert Nal Dryb (R#36) to the Ancient Ways
    • Faith (9)
    • Roll: 2d6+9 vs TN 12
    • Result: 16 - Success
    • Link: link


    ---

    Non-Actions

    Spend 1 Treasure on Investigating the Girded Keel

    Spend up to 3 treasure if necessary to defend Rep with DSP and defend against assassinations, theft buyouts, raids or sacks.

    ---

    Embassy Actions

    Trade Following tech to the Vygra
    • Saddles
    • Viskari War Bows
    • Public Education
    • Song of the Wind
    • Song of the Sea
    • Wolf Riders
    In exchange for the following techs
    • Celestial Navigation
    • Mountaineer Clothing
    • Arctic Survival
    • Composite Bows
    • Stage Plays
    • Crab Claw Sails
    • Thinblood Elixir


    Trade the following Tech with SEW via VYG's embassy network.
    • Viskari War Bows - (to VYG this round, SEW next round)
    • Eleftherian Democracy - (to VYG this round, SEW next round)
    • Public Education - (to VYG this round, SEW next round)
    For
    • Advanced Poisoning - (Should receive this round)
    • Recurved Bows - (VYG receiving this round coming to me next round.)
    • Towers of Light - (VYG receiving this round coming to me next round.)


    Trade Eleftherian Democracy to Ilduri in exchange for Mechanical Joints via the Dannu-Gao Embassy network.

    Send shaní lore-masters and organizers to help set up Public Education in Arrok Uldra. (Gift Public education to ULD in exchange for a future favor.)

    Gift Daezirn Translation to Sangar.

    ---

    News and Rumors


    Come’ye Down to the Gray Lake

    Come’ye down Brother, down to the lake of bones.
    Come’ye down and witness rising tombs.

    Come’ye down Sister, down to the water’s edge
    Come’ye down and sing an ancient pledge.

    Dust to dust and kai to ka
    Life to death, flowing Simràh.
    Take me down to the Gray Lake
    Take my ka, life to remake.

    Come’ye down Brother, sing for Ruin’s rest.
    Come’ye down and Wrath’s fire shall divest.

    Come’ye down Sister, new paths shall be divined.
    Come’ye down Sister, prayers shall be aligned.

    Dust to dust and kai to ka.
    Life to death, flowing Simràh.
    Take me down to the Gray Lake.
    Take my ka, life to remake.


    In the year of the Possum’s Dance, a great many Shandolé make the pilgrimage to the Gray Lake, Dancers, Shaní, Woken and Humans alike come to witness and participate in the grand ritual, prepared by the Sangar and the Woken of Ward. Holy songs and poetry are sung and hundreds gather to witness the song of the Sangar and the ritual magic of Autumn-Fire-Blossoms.

    Many do not fully understand the magic or the ritual design happening before them, but a hope for the healing of the World Soul is held close to their kai. The wrathful ghosts of Ruin are dreaded and feared throughout the land, but hope that those souls shall finally be made pure and guided into the their next lives through the Gray Lake has brought followers of the Ancient Ways to the water’s edge, ready and willing to face Ruin and water and fire in order to lend their faith to the cause.



    Age of Dreams and Discoveries

    With the advent of public education from Eleftheria, the assistance of the Dream Speakers and new diplomatic alliances forming in the distant continent of Kiswa a flood of new discovery and technologies flow into Á’Shansholí, marking a golden age of knowledge and leaning.

    Schools are constructed along along the coast. The wheel and axil revolutionize inland transport, as new towers are constructed for facilitating faster and more reliables communications along the coasts. New and improved auditoriums and town squares are built inviting new developments in entertainment and advancements in military strategy and weaponry are implemented and taught at every port and mountain barracks throughout the nation.

    A wave of optimism and achievement washes over the cultures and societies of Á’Shansholi, inspiring new arts, pastimes and a greater interest in travel and world-wide cultures.

    It is recognized that the influence and participation of the Dream Speakers has brought much of this to pass and the Dream Speakers gain ever more in the common popularity. Fashions shift to favor the styles of the Dream Speakers bright and flowing clothing and stories and tales often feature them, usually in cast in heroic or at least delightfully witty roles. The Garden of Dreams where the Dream Speakers hold their Twilight Orrery becomes and increasing popular destination for travelers and pilgrims.


    ---


    Ruler Information

    Spoiler: Talákin’Záni’Quêzí - Eagle Flies High and Sees All
    Show


    Talákin’Záni’Quêzí - Eagle Flies High and Sees All
    High Speaker of the Winter Counsel - Flame Tempered Soul, Keeper of Fables

    New Leader Next Round?: No

    Current Stats
    • Diplomacy: 10
    • Military: 10
    • Opulence: 9
    • Faith: 9
    • Intrigue: 10


    Expected Stat Increases: +1 Faith, +1 Opulence



    ---

    Maps

    Spoiler: Maps
    Show













    ---
    Last edited by Laura; 2021-04-18 at 12:18 AM.

  4. - Top - End - #814
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Stoneblood Khanate


    Chuluun Khan
    Diplomacy - 5
    Military - 6
    Opulence - 2
    Faith - 3
    Intrigue - 3

    Expected Stat Gains: Mil +1, Faith +1

    Actions
    • [Military] Begin construction of the Path of Trials [1/5]
    • [Military] Continue construction of the Path of Trials [2/5]
    • [Faith] Recognize Way of Eauden as the official religion of the Stoneblood Khanate
    • [Faith] Raise the first Lunar Tor above the Great Mound [1/5]
    • [Diplomacy 5] Create an Embassy with the Symphony of Kalatar


    Non-Actions
    • None as of yet.


    Spoiler: Details
    Show
    Leader: Chuluun Khan, 35 year old human
    Diplomacy - 5
    Military - 6
    Opulence - 2
    Faith - 3
    Intrigue - 3

    Military: 6 Land Units

    Heroes: Pale-Bear-Scavenges-No-More (Hero 10)

    Technologies: Animal Husbandry, Irrigation, Masonry, Pottery, Sailing, Writing, Bronze, Uzii Battlesmithing, War Drums, Eleftherian Democracy, Song of the sea, Song of the wind, Viskari War Bows, Wolf Riders

    Trade Posts: None
    Last edited by TheDarkDM; 2021-04-16 at 04:57 PM.

    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!

  5. - Top - End - #815
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
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    Los Angeles
    Gender
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    Default Re: Empire 6: Embers of Dawn IC

    Organization Actions
    Round Nineteen

    The Sentinels of Stone
    Spoiler
    Show
    The Sentinels of the Stone (SOS) are an order of deeply mysterious itinerant warriors dedicated to slaying the twisted blightspawn that arose in the wake of the False Dawn. They wield unbreakable weapons of black stone and are rumored to be impervious to harm. Your most common interaction with them at game start is likely to be a Sentinel showing up, expecting your hospitality, and warning you against venturing into certain reaches until they return.

    Slabs of Prowess (Open for submissions through Round 8): Bananda in Combat, Sangar in Combat, Uzii in Combat, Scrim in Combat, Alodite Styles, Koxrrit in Combat, Carrion Ward Styles, Soreni Styles, Dannu-Gaon Styles, Sọ́kǎu Tribes in Combat, Nocturnal Hydra in Combat, Shandole in Combat, Vygra in Combat, Ashir in Combat & Styles, Blemmyae in Combat, Veramondo Styles, Battle Mothers & Shaman, Goliath "Knife" Fighting, Fighting Styles of the Blemmyae, Fighting Styles of the Anbroch, Fighting Styles of the Nocturnal Hydra, Fighting Styles of the Trolls, Clann Arts and Crafts of War

    Spoiler: SOS Treasure Tracker
    Show
    Donor Continent Treasure Amount
    ELF Tarandi 3
    HEN Kiswa 2
    VIS Tarandi 2
    BDA Kiswa 1
    SIR Kiswa 1
    TRL Kiswa 1
    SHN Tarandi 1
    VYG Kiswa 1
    TAR Mamut 4
    SKT Mamut 1
    HYD Sikar 2
    VER Tarandi 1
    SCR Mamut 1
    UBT Kiswa 1
    UZI Mamut 1
    SKO Sikar 4
    DAN Tarandi 1
    ULD Tarandi 1
    ALO Sikar 1
    IXK Sikar 1
    DOD Sikar 1
    SEW Kiswa 1
    ASH Sikar 3
    SOL Tarandi 1
    SOS - 4
    GRAND TOTAL - 41



    A Desert Confrontation - Returning from his successful expedition into the Sol, Valens finds Idris awaiting him at the gates to the Sentinels’ standing stone. Tension palpable in the air, Valens’ bestial followers fan out around the lone Sikarian, only to recoil from a hissed reproach from their leader. Looking up, both Heroes behold the eyes of countless aspirants looking down from the walls, and as Idris draws his long mace Valens readies his blades.

    [The rivalry between Idris and Valens reaches its end.]

    Madwoman’s Joy - Agatha of Mamut has disappeared. Recovering from her battle against the Lion Hornets in Smiaurskotor, the western Hero’s eyes never leave the southern seas, and as her wounds close into new scars she is seen walking the docks and piers of the Daezirn Isles. Eventually, she finds what she is looking for, and with a shout requisitions a sturdy fishing boat from its unsuspecting owner. With recriminations chasing at her back, she sails alone towards the south, her laughter rising to meet the wind.

    [Agatha of Mamut vanishes?]

    The Dregs - The rise of Sikar’s Guardian takes the Sentinels by surprise, though the itinerant warriors are thrilled to have another ally against the Blight. As the Gold Flame bounds across the sands to the north, Theodora of Kiswa moves south, extending her hunt for the Mockeries’ errant minions into the lands recently cleansed of the Patchwork Ghouls.

    [The Sentinels continue their campaign to cleanse the Maw of Sikar of lingering Blight, moving into Moht Ap'tef (Region 299).]

    Standing Offers
    • None


    The Dream Speakers
    Spoiler
    Show
    The Dream Speakers (DSP) similarly wander the wilds, but where the Sentinels of the Stone do it in search of monsters the Speakers seem driven simply to explore. They are all blessed with the Twilight Sight, the ability to pass beyond normal dream and into a realm of grey fog where distances shorten and they can converse across half a world. They are skalds and storytellers, carrying in their hearts tales of peoples never seen by those living in the four starts. However, there is a shadow that follows them, as the Twilight Sight is known to occur in children with no relation to the Speakers, and they will come to collect their errant neophytes.

    Manual of Mamut (5/5) (Open for submissions through Round 5): Uzii During the False Dawn, Blightspawn in the Blessed Vale, The River That Carved the World, Stories Gathered From Drunks and Gamblers Part 1, Stories Gathered From Drunks and Gamblers Part 2, A Den Mother's Warning: Small Print,

    Kiswan Collection (Open for submissions through Round 8): Histories and myths of the Bananda, Songs of Korebita, Songs of Korbita Pt. 2, Why the Moon Rises in the Daytime


    The World Unveiled - Ever since their creation, the Dream Speakers have wandered the world, seeking its hidden places and the people who dwell within. Since the rise of the New Kingdoms, wilderness has given way to pasture, and the monsters that once haunted every shadow have been driven into the deep places of the world. To commemorate this achievement, and to fulfill their most heartfelt wish, the Dream Speakers reach out to their friends on every continent with a request - the completion of the first atlas of the world.

    [Any Kingdom with a Dream Speaker rep of 0 or higher may contribute to the Grand Project, a Global Atlas. Completion of this project requires a Great Project be completed using Opulence or Diplomacy actions in each continent, as the Isles, Kiswa, Mamut, Sikar, and Tarandi pool their local maps into a coherent work. Once all five Great Projects will be completed, the Atlas will be spread by the Dreamspeakers as a technology that reduces all continental penalties by 1.]

    New Dreamers - The Dream Speakers’ excitement at the brief Twilight visitations in Azumaba and Arrakh-Rah is as nothing compared to their elation when the dreams spread! The Twilight Orreries in Thun and Veramondo become positively deserted as the Dream Speakers disperse into the countryside, seeking out all those so blessed and interviewing them extensively. Some among the new dreamers are enticed back to the Orreries by promises of fully opening their eyes to the Twilight Sight, though how that miracle might be accomplished is not yet known.

    [The Dream Speakers conduct further divinations into the spreading dreams of Twilight.]

    Secret

    Standing Offers
    • The Dream Speakers request permission to recruit apprentices from the Arrakhi Sundom and Azumaba. This request may be granted as a non-action which provides 1 Dream Speaker Favor.



    The Truthseers
    Spoiler
    Show

    The Truthseers (TSR), in contrast to the Sentinels and the Speakers, are not known to travel far. Instead, this illusive sisterhood dispatches members from their windowless towers to join the courts of every powerful leader. Blessed with the ability to faultlessly discern truth from lie, they often become trusted advisors and confidants to those they serve. However, the nature of their abilities and their motives remain unknown to all.

    Histories of the Tarandi Dynasties (5/5): Sangar: Line of Polahi, Dannu-Gaon: Line of Mak the Wise, Hiverness: Line of Chief Rayen of Wolfenhall, Eleftherians: Line of Nel Sorgen

    Histories of the Sikarian Dynasties: Nocturnal Hydra: Line of Zora, Ashir: Line of the Amir, Crow's Tribe: Line of Ancestor Crow


    Peerless Diplomats - The continued misfortunes of the River Lords on the battlefield have long been an unspoken concern of the Truthseers. Though the bravery and individual ability of the Dhraan was beyond question, some quirk of fate seemed to hound them. Now, though, the sisterhood sees an opportunity to turn the tide. As news of Ghaali the Falconer’s disappearance spreads, a cadre of sisters appears at Usuukhusaa Lhungho’s court with an offer.

    [The Truthseers pursue the defeated rebels into the lawless lands of the Sirrvadut to negotiate Ghaali’s release. They will roll against TN 16, but the River Lords may transfer any amount of Treasure with the expedition as a Diplomacy action. Each Treasure so transferred will decrease the TN by 2.]

    Bridging the Divide - The walls between the continents continue to fall, and the Truthseers turn their eyes from the crises of the past towards these new bonds. Truthseers across the world reach out to their fellows in distant lands, exchanging simple primers and beginning to form the basis for communication for those not blessed with the Mysteries of Breath.

    [The Truthseers offer to aid those seeking translations of distant lands! Any kingdom with Truthseer rep of 1 or above may take a Diplomacy action to add 2 steps to a translation project. However, this benefit is withdrawn if any kingdom of Truthseer rep of -1 or lower participates in the project.]

    An Ill Wind - The tales of illness spreading around the globe is of great concern to the Truthseers, as it presents an unforeseen hurdle to their dreams of worldwide unity. Sisters especially learned in the Mysteries of Blood travel to the afflicted areas, seeking the cause of the spreading plague.

    [The Truthseers investigate the spreading sickness.]

    Standing Offers
    • The Truthseers offer 1 Reputation and 1 Favor to any follower of the Ancient Ways who contests the Wardens of the Awakened Realms for the status of Faith Head.
    • Any hostile Military action taken against the Wardens of the Awakened Realms will result in a 1 Reputation increase with the Truthseers.
    • For the next 8 years, any kingdom of Rep 1 or higher with the Truthseers may expend 1 Favor to gain the effect of a Seek Aid. This offer will expire at the end of Round 20.
    Last edited by TheDarkDM; 2021-04-16 at 05:03 PM.

    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!

  6. - Top - End - #816
    Pixie in the Playground
    Join Date
    Dec 2020
    Location
    In de` Void!
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Drazollin
    Region: 180

    Round 19

    Spoiler: Rolls: (Note cannot post links yet, so straight HTML is in spoiler)
    Show
    https://forums.giantitp.com/showsinglepost.php?p=25010625&postcount=350



    Actions:

    1. [Military] Recruit 1 Land Unit
    2. [Diplomacy] Raise Orginzation Reputation (Truthseers 1 > 2) (Success)
    3. [Diplomacy] Complete Sikar Translation with Truthseer Assistance (4/4)
    4. [Opulence] Buyout 179 TP2 Marble. (Success)
    5. [Military] Recruit 1 land unit.


    Non-Actions:
    Resist All Buyouts
    Resist All Quests
    Resist All Conversions
    Accept all Gifts

    News and Rumors:
    Finalization for a major event to accommodate both the wedding and union of Drazollin's first region.


    Spoiler: Bookkeeping
    Show

    Stats for High Curator Eseakial of Drazollin

    • Diplomacy: 7
    • Military: 9
    • Opulence: 8 (+1)
    • Faith: 1
    • Intrigue: 3


    Units:
    Land 4 (+1)
    Sea 4


    Trading Posts (1)
    • Salts 180(TP1,2,3)
    • Flax 93(TP1)
    • Marble 179(TP1)


    Technology:
    • Writing
    • Sailing
    • Pottery
    • Masonry
    • Animal Husbandry
    • Irrigation
    • Bronze

    Languages:
    (+Kiswa translation)

    Reputations:
    Sentinels of the Stone: 1
    Dream Speakers: 1
    Truthseers: 1


    Mic.
    Embassies:
    Danneta-Yvaon

    Treasures:
    1 (From 5 TP) Generated per round.
    0 (+2) (One from DAN gift)



    Spoiler: Characters
    Show
    High Curator Eseakial - Leader of the Drazollin Council.
    Dra`arrack - First Hero of Drazol
    Aszerous - Council Member of 179
    Last edited by LifeInDeVoid; 2021-04-17 at 06:00 PM. Reason: Redacted Hero Quest due to lack of Tech required to do it.

  7. - Top - End - #817
    Ogre in the Playground
     
    Lady Serpentine's Avatar

    Join Date
    Jul 2011
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    Avatar by Kasanip
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Shizu
    D5
    M5
    O4
    F5
    I3

    News and Rumors:

    Military: Create Tactical Doctrine - Song of Slaughter: +40% enemy casualties in a battle Aid was Sought on led by a hero or ruler.
    Military: Raise one unit of Ashscale Slayers.
    Diplomacy: Establish Cultural Identity - Temple Slaves: 2d8 when Seeking Aid.
    Diplomacy: Complete the Icelands Codex of Speech and Customs. [Tarandi Translation: 5/4]
    Faith: Create Artifact - Scales of the Goddess: When you spend treasure on a Seek Aid, add a bonus as though you also spent that much treasure on the roll.
    Faith: Convert Region 278 to Path of the Ancient Ones. (Failure.)
    Stat changes: Military +1, Diplomacy +1 Faith +1

    Non-actions:
    Last edited by Lady Serpentine; 2021-04-17 at 04:48 PM.

  8. - Top - End - #818
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria

    Tarandi
    Capital: Azumaba, The Lost City Region 125
    Other Regions: 133, 123, 124 (City), 125 (City)

    Spoiler: Flag
    Show

    Actions

    1. Convert 166
    Faith (6)
    2d6+6 TN: 12
    Result: 16
    Success!

    2. Create Artifact
    Faith Special 5

    3. Develop Technology
    Opulence Special 10

    4. Buyout 166 TP 1 (Fruit)
    Opulence (10)
    +1 Pottery, +1 Treasure
    2d6+10 TN: 12
    Result: 22
    Success!

    5. Buyout 166 TP 2 (Fruit)
    Opulence (10)
    +1 Pottery, +1 Treasure
    2d6+10 TN: 12
    Result: 20
    Success!

    6. Buyout 166 TP 3 (Fruit)
    Opulence (10)
    +1 Pottery, +1 Treasure
    2d6+10 TN: 12
    Result: 20
    Success!

    Non-Actions:
    - Accept all Embassies
    - Resist all Buyouts, Raids, and Conversions
    - Remove orichalcum from Azumaba

    News and Rumors:

    Spoiler: Bookkeeping
    Show
    Leader: Naeri Baaten
    D: 3
    M: 6
    O: 10
    F: 6
    I: 2

    Expected Stat Increases: +2O +1F
    Specials Available: M5, O10, F5

    New Ruler Next Round? Yes
    High Speaker Vanthi Matathen
    D: 1
    M: 2
    O: 7
    F: 4
    I: 1

    Treasure 15/15 (+3 passive)
    -3 actions

    Faith: Guardians of Despair
    Head: Yona Clade, Archeologist
    5: +1 to resist conversion
    Enhanced Holy Order: 125

    Military Units
    4/12 (expected change +0)
    4/6 Naval
    - Mon Ood Sen
    - Rosegust
    - Vai Ood Lur
    - Disparatus

    Heroes:
    - Cleis (8)

    Great Projects:
    - Akadēmos Azumaba Region 125 (5/5)

    Embassies:
    - The Arrok of Uldra
    - The Dannu-Gaon Tribes
    - The Brayewen Tribes
    - Shandolé

    Orgs:
    SOS Rep 2 Favors 0
    DSP Rep 2 Favors 1
    TSR Rep 0 Favors 0

    Technologies:
    Sailing
    Irrigation
    Pottery
    Animal Handling
    Writing (Kagahara)
    Masonry
    Eleftherian Democracy
    Viskari War Bows
    Wolf Riding
    Song of the Wind
    Bronze
    Song of the Sea
    The Arch, The Tower, The Dome
    War Drums
    Public Education

    Temporary Cultural Identity: Friendly Faces (Raid Resistance)
    Permanent Cultural Identities: None

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance
    - Defensive Blockade (+3 when defending against deep water attacks)

    Special Materials:
    Armor:
    Weaponry:
    Ranged Weaponry: Viskari War Bows
    Cavalry:
    Scouts and Logistics: War Drums
    War Beasts:
    Combat Drugs and Medicine:
    Fortifications:
    Sappers and Siege Weapons:
    Subterfuge:

    Trading posts: (24)
    Expected Change +4
    - 133 (Lime) TP2
    - 129 (Grousse Shark) TP2
    - 136 (Musical Instruments) TP2
    - 137 (Poppy) TP2
    - 137 (Poppy) TP3
    - 115 (Furs) TP2
    - 123 (Saffron) TP1
    - 123 (Saffron) TP2
    - 95 (Emeralds) TP2
    - 96 (Living Stones) TP2
    - 134 (Cattle) TP1
    - 114 (Diamonds) TP1
    - 135 (Spelt) TP 1
    - 138 (Cranberries) TP 1
    - 156 (Flax) TP
    - 125 (Old World Artifacts) TP 1
    - 125 (Old World Artifacts) TP 2
    - 125 (Old World Artifacts) TP 3
    - 126 (Pygmy Goats) TP 1
    - 126 (Pygmy Goats) TP 2
    - 118 (Wild Horses) TP 2
    - 122 (Semi-Precious Stones) TP 1
    - 124 (Wood) TP 1
    - 124 (Wood) TP 2
    - 91 (Bones) TP 3
    - 120 (Granite) TP 2
    - 123 (Saffron) TP 2
    - 117 (Tundra Wolves) TP 3

    Last edited by bupkis; 2021-04-17 at 09:06 PM.

  9. - Top - End - #819
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

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    May 2017
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    The Halls of Valhalla
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    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Sol'Ikoth
    Leader: The Son
    Round 18

    Ruler Stats:
    Dip: 1
    Op: 4
    Mil: 5
    Faith: 10
    Int: 5

    Spoiler: Other info
    Show

    Tp 1: CRO
    Tp 2: SKO
    Tp 3: SKO
    Tp 4: SKO
    Required Resource: Slaves MET
    Holy Site: Path of the Ancient Ones [+1 to defense]
    Holy Site 10: [+1 to resist Assassination and Kidnapping]
    Holy Sites: (13)
    Techs:
    The script of Non'rathk (Writing): +1 Conversion Defence +1 Conversions in regions that share your writing system
    Animal Handling: +1 to Op or Dip Exploration
    Seeker: Allows exploration over Deep Desert borders[/I] Requires: Nakhla Stone
    Pottery: +1 to buyouts
    Coinage: +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold)
    Irrigation:
    Sailing:
    Celestial Navigation
    Masonry
    Feathered Cloaks
    Advanced Poisoning
    Artifact:
    City: An Akhad
    Treasure: 5
    Units: 7

    Spoiler: Heros!
    Show
    Sikar Johnson (7)
    -Golden Lion (Little Johnson): He bonded with Little Johnson during a great and epic quest to the south
    Sikar Johnson is a middle-aged man of much knowledge and adventure. He has traveled and mapped much of Sikar and gone off on many epic quests. He dons a fedora and brown vest over a white undershirt. his chest is crossed with two bandoleers and a pouch at his hip, containing the tools he uses to record his findings. His right arm is that of solid gold but has maintained its possibility. Set in the back of his hand are a sun and a moon-shaped stone. One from the Dolod and one from the black Pharaoh. He never goes anywhere without his Little Johnson on display for everyone to see. He found his Little Johnson while venturing down south. He is his pride and joy. In his off time, he is always playing with his Little Johnson and many people come to see this marvelous sight.
    Olx and Sep Blight-Trixters (9) (No longer mine)
    -
    Olx and Sep are two small gnome-like creatures with a maniacal sense of humor. Unlike gnomes, their bodies are disproportionate and grotesque and their skin is an off shade of purple-grey. Their mouths are too big for their faces and are almost always in a big grin showing off their rows of jagged teeth. Their hideous form is almost always on display, covered only by a loincloth. Another trait of interest is the long sharp dagger-like claw that extends from their middle fingers that they use mostly to eat. Olx and Sep are never apart and are mostly found, Olx standing atop Sep's shoulders while they don a long cloak. This tactic lets them more or less pass for human... assuming Sep doesn't decide to peak out. We don't want a repeat of the banquet incident.
    The Black Pharaoh (9)
    Artifact: Ruling Flail: Ruling Scepter
    the holder commands the thousand unliving servants bound to the service of the Black Pharaoh.
    Counts as a TP of Slaves.
    A hero wielding the scepter may contribute to a great project as an action. They contribute 2 rounds worth of effort. In addition, on a Great Success on an Epic Quest in an unowned region in which the holders of both items participated, the players possessing the artifacts each get a claim on the region.
    Tsakra of Ippathaka (9)



    News and Rumors:

    - A story of the Sol'Ikoth: https://docs.google.com/document/d/1...it?usp=sharing
    - It is beginning
    -

    Actions:
    1 Faith: Convert 262 (16)
    2 Faith: Convert 265 (16)
    3 Faith: Convert 285 (21)
    4 Int: Investigate (Attempt to find if there are any remaining Mockery Cultists) (12)
    5 Int: Secret (8)
    rolls
    Non-Actions
    -Resist all Buyouts and resist Conversions except by Oracles of Elder Memories
    -
    -
    New leader: No
    Spoiler: New Leader Stats
    Show



    Spoiler: Dynastic tree
    Show



    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  10. - Top - End - #820
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Aran Viska
    By the Will of the Moot, Tanrak Nalavan, Aranin of All Viskari
    May the Moon guide him in this life and the next

    Actions:
    Rolls.
    Unit count: Twelve

    1: [Military] Raise one unit.
    2: [Military] Raise one unit.

    3: [Diplomacy] Establish a claim on Region 92. Success.
    Varana Nalavan, the Aranin's granddaughter found herself separated from her group while on a hunt in the Ivory Lands due to a freak blizzard. She quickly became lost and in search of shelter she unknowingly crossed the border into lands unconquered by the Viskari. The storm drove her further west before she at last found respite beneath the branches of a thick forest. Her hunting companions search for her for days to no end and return home to bring the news to the Aranin, handing the search over to Great Chieftain Emban who expects the worst and readies his hounds.
    Several months later as Tanrak's family prepares to mourn a lost hunter, Varana returns home with the Spring thaw. She is accompanied by a man who she introduces as her betrothed and she begins the story of how she found shelter and respite among the people of the lands north of Sharu. She spent the entire Winter with them, learning their tongue and sharing in their hunts and in time she fell in love with the son of their queen. She hopes that her grandfather would bless their union and establish peace with her betrothed's people. Naturally he obliges as it is not the place for him to stand in the way of her choice of spouse.

    4: [Diplomacy] Continue the process of writing down the Laws of the Viskari. [4/5] Complete said process with the aid of the Truthseer Tower in Zarakor. [5/5]
    Now that the laws of the more settled lands are recorded, scribes are dispatched to the northern lands to write down the loose laws of the tribes of bone and ivory. This task done the entirety of the canon of the Laws of the Viskari, the Zarak Law, the Cayshan Law, the Law of Sharu and the Laws of Bone and Ivory are transcribed onto finely crafted birch bark sheets and one of the copies is delivered unto the Truthseer Tower within Zarakor as a guarantee to the subjects of the Viskari that their laws will be protected from tampering.
    (I'm not sure if this counts for one, but a mechanical effect would be nice if I can have one.)

    5: [Opulence] Buyout Region 152 TP3, Timber. Success.
    Despite initial setbacks, the Viskari merchants continue working with the locals, doing their best to make friends and connections to smooth negotiations.


    Nonactions: Resist all unauthorised buyouts and quests and all conversions save those to the Way of Eauden.
    Accept Mechanical Joints, Uzii Battlesmithing and Coinage from Dannu-Gaon via their embassy.




    Spoiler: Named Characters
    Show
    Lazarul Havanak - Aranin Sarak of Aer Caladon - 77
    Asha Marzul - Ara Sarak of Iskandrazac - 78

    Zanak Jasana - Warchief of the Phoenix Warriors - 37
    Nar Manik Kalsharaz - Warchief of the Winter Wolves - 61
    Nar Kalathan Navrazak - Warchief of the Swamp Sabres - 67
    Nar Issana Iskavan - Warchief of the Shade Riders - 70
    Nar Tiran Tazanad - Warchief of the Mist Talons - 72
    Tavanis Ren Kelsa - Commander of the Blackhorn Company - 74
    Kallisthan Terridan - Sarak and Warchief of Iskandrazac's Champions - 69
    Nar Larisana Veknat - Warchief of the Moon Guard - 82
    Yarek Nazon - Frost Binder Priest and Commander of the Flamebringers - 71
    Nar Hanazash Coravan - Warchief of the Blood Eagles - 67
    Anyagaru the Patient - Captain of the Northern Hunt - 47

    Mezanak Oshrik - Sorcerer Champion of the Moot - Hero - Slaughtered by CAW
    Vanaruk Mazendan - Harbinger of the Damned - Hero - The weight of years holds no meaning for this individual

    Valeris Rey Halon - Highlord of Cayshan Ver - 78
    Tysan-Kal - Former High Chieftain of Sharu - 55
    Emban Varusk - Great Chieftain of the Ivory Lands - 24
    Varana Nalavan - Tanrak Nalavan's granddaughter - 21


    Spoiler: Trade Details
    Show
    Aran Viska, Region 111, TP1: Silver
    Cayshan Ver, Region 112, TP3: Tin
    Zarakor, Region 98, TP1: Dire Goats

    The Emerald Coast, Region 95, TP3: Emeralds

    Treasure: 5


    Spoiler: Ruler Information
    Show
    Diplomacy: 8
    Military: 9
    Opulence: 1
    Faith: 6
    Intrigue: 4

    Age: 65

    Expected stat increases: +1 Diplomacy, +1 Military
    Last edited by Elemental; 2021-04-17 at 11:53 PM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

    Co Founder of LUTAS - For all your less than useful heroes out there.

    My Deviant Art. Careful, it's full of ponies.

    Dragons!

  11. - Top - End - #821
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Los Angeles
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    Default Re: Empire 6: Embers of Dawn IC

    End of Round Nineteen

    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!

  12. - Top - End - #822
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
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    Default Re: Empire 6: Embers of Dawn IC

    Round Twenty Begin!
    Years 77-80

    Don’t forget to link to any rolls you make for ANY Attribute checks, plus rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with (because it’s handier to account for by the co-GM), which may or may not be your current ruler.

    Good luck!

    Rules Alerts and Changes!
    • 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.



    Growth!
    • The Vygra Confluence has taken Veramondo as a vassal!
    • The Symphony of Kalatar has raised a fortress in Sangar (136)
    • The Lim Dynasty has raised a fortress in Fei Dang
    • The Anbroch Raiders have become a great kingdom, the Delta Queendom!
    • Crow’s Tribe have broken free from their vassalage to the Ashirian Sultanate, and are now an independent kingdom once more!



    Ruin!


    Claim!
    • The Citlallo Isles have finished claiming region 80.
    • The Ashir fail to establish a claim on region 304
    • The Ashir establish a claim on region 273
    • The Arrok of Uldra have finished claiming region 102
    • Aran Viska has established a claim on region 92.



    Colonize
    • The Arrakhi Sundom has colonised region 56!



    Heroes!
    • The Night Kingdom has recognised Virne, the Dragon-Rider, as a hero!
    • Rankalore has recognised the former queen, Aseltia the Cackling Commander as a hero!
    • The Delta Queendom attempts to incite Vetrapa to desert the former kingdom of the Sirrvadut! Emerging from self-imposed exile, the bitter elf agrees to serve the newly-christened monarchy. At least for a time. [Vetrapa becomes a Betrayer in the service of the Delta Queendom!]



    Quest!
    • As tales of the Sirrvadut’s mad titan spread across Kiswa, Sawut Kw’Torineti and Gusuhaz Kw’Sewi depart from the United Abiherist Tribes to challenge the Godslayer. Passing beyond the territory of the New Kingdoms, they find the abandoned elven lands much the same as the Bannanda found it years earlier. The jungle has reclaimed more of Yatrhajidaat Gitj, but the squalid camp around Gutadagiti remains distressingly populous. Gifted with greater charisma than the hardened scouts of the Henanda Kingdom, the two heroes are able to coax some of the terrified Sirrvadut from their yurts, and learn more of their sad story. Faced with mounting challenges to his leadership, and still wholly devoted to the elves’ war against the gods, it seems Zarrkatl the Golden-Eyed hit upon a plan as ambitious as it was mad. Calling his people back to their greatest stronghold, the Chief’s loyalists were enough for him to command the construction of a towering figure of bronze bearing his likeness, sacrificing all the wealth of Yatrhajidaat Gitj to its creation and embedding the Wall-Shattering Horn as its beating heart. The monster was brought to life through the blood sacrifice of Zarrkatl the Golden-Eyed and all his subordinates, the deaths of the zealots imbuing the cold bronze with a righteous fire. Now it patrols Yatrhajidaat Gitj, dedicated to the defense of its people but not their welfare, and brutally punishing any attempt to escape.

      So enlightened, Sought and Gusuhaz set out onto the plains to track the Godslayer. It proves a simple enough task, as every step of the giant leaves the ground broken, and in a day and a night the feather-cloaked warriors behold the towering construct approaching them. The screaming face of Zarrkatl’s defiance stares at them across the veldt, and as they draw weapons it unleashes a bellow so terrible they are thrown from their footing. It is then that the terrible might of the beast becomes clear, as it closes the gap of miles with all the speed of a hurricane. Smashing into the two heroes before they can regroup, it is only by Gusuhaz’s sacrifice that Sawut is able to evade the Godslayer’s blows. Nursing a broken arm, he is forced to huddle in a defile until the automaton is satisfied and moves on. When Sawut Kw’Torineti emerges from Yatrhajidaat Gitj, it is with the broken body of Gusuhaz Kw’Sewi on his back.

      [Gusuhaz Kw’Sewi is slain in the unsuccessful quest against the Godslayer!]
      ...
    • Eramthuur journeys into the lands south of the Ilduri territories, but does not return! Eramthuur is lost in the wilderness and cannot be used during Round 20!



    War!
    Spoiler: Henanda Invades Region 189
    Show

    Henanda: 9 Land Units, Ecimōnā of the Esāla (Hero 10), We Were Giants (succeeded), Duelling (won), Bronze, Recurve Bows, War Drums, 1 Treasure = 40
    Native Defenders: 1 Land Unit, Native Commander (Mil 5), Reckless Attack (failed), Duelling (lost) = 18

    Rejecting Oniyellīs's reluctance to lead his warriors to battle, the army of the Bannanda ventures forth under Ecimōnā of the Esāla. The hero marches north with over 1800 men behind her, a force which utterly overwhelms the unsuspecting natives of the region. As the Bannanda press northwards, the remaining local chiefs retreat to the hills to gather their forces, electing the most skilled tactician among them to lead. Unfortunately, the fighters they gather number barely a tenth of their foes, and their greatest tactician proves no match for Ecimōnā in personal combat. When the armies finally meet for battle, scarcely an hour passes before the descendants of giants have driven the few surviving natives from the field.

    The Henanda are victorious! Region 189 enters Unrest!


    Spoiler: The Vygra Confluence Crushes Rebels in Region 230
    Show

    Vygra Confluence: 2 Vygra Land Units, 5 Veramondi Land Units, Matji Varsha (Mil 10), Skirmishing (failed), Duelling (won), Blade Sharpeners, Composite Bows, Black Iron Weapons, Saddles, Uzii Battlesmithing, War Drums, 1 Treasure = 32
    Fisher Rebels: 1 Land Unit, Odvar the Fisher (Hero 7), Reckless Attack (succeeded), Duelling (killed), Viskari War Bows, Bronze, Saddles = 32

    The victories of past years have emboldened the Fisher Rebels, but internal strife among the separatists leaves Odvar unable to turn his victories into meaningful reinforcements for his army of liberation. Meanwhile, Veramondo calls upon their family ties to the Vygra Confluence, and their allies answer. Matji Varsha rides to their aid, at the head of her handpicked Aspirants and a thunderous pack of war elephants. But even with these advantages, the rebels almost gain another victory. The large Veramondi-Vygra army stretches out for miles on the narrow, dilapidated roads, and Odvar's spies soon report that the Veramondi captain and Matji Varsha are riding together at its head. Midway through the march, the rebels launch a daring attack from the treeline, preventing the much larger force from wielding its size to full advantage. Chaos reigns in the ranks as rebel warriors charge into the fray, but Matji Varsha keeps a cool head. Odvar finds himself face-to-face with the Vygra warrior, whose Sentinel expertise proves decisive. She handily disarms him of his fishhook spear before running him through with her Black Iron sword, and the last thing the rebel leader sees is the massive foot of a war elephant above him.

    The Vygra Confluence is victorious! Veramondo loses 1 Land Unit. The Rebellion in Region 230 transitions to Unrest!


    Spoiler: The Bel-Dan Armada Invades Region 188
    Show

    Bel-Dan Armada: 5 Land Units, 2 Naval Units, Elref Golchaya (Hero 10), Reckless Attack (succeeded), Duelling (won), Composite Bows, Peltae, War Drums, Steering Oars = 33
    Native Defenders: 3 Land Units, Native Commander (Mil 6), Reckless Attack (failed), Duelling (lost) = 18

    Following Ren-Ben-Udula's ascension to Reren and the accompanying attention drain, the Royal Queen places her loyal follower Elref Golchaya in charge of the Confederation's Dozgach auxiliary forces. With her Queen's blessing, Golchaya leads her army, as well as a few Bel-Dan ships, south of the Queendom to investigate the rumors of "Death's Lair." The locals, understandably, find the heavily-armed pirate army unsettling at best, and a bar fight quickly turns into a brawl, which quickly turns into a full-scale battle. The Dozgach hero encamps across from the native town, enticing the defenders to attack her. When they finally do, however, she pulls back to the coast, using the greater maneuverability of her Bel-Dan seafarers to draw the natives too far forward, at which point her larger army encircles and destroys them. Humiliated and with the pride of the local warriors destroyed, the native general surrenders the day after the battle, and de facto control of the region passes to Elref Golchaya.

    The Bel-Dan Armada is victorious! The Bel-Dan Armada loses 1 Land Unit. Region 188 enters Unrest!


    Spoiler: The Night Kingdom Invades Hrathgan (Region 34)
    Show

    Night Kingdom: 9 Night Kingdom Land Units, 1 Sundom Land Unit, Arlais (Hero 10), Reckless Attack (failed), Duelling (lost), Cinnabar Warclubs, Horned Cavalry, Recurve Bows, Peltae, Bronze, Comet Phylacteries, War Drums, 1 Treasure = 41
    Uzii Protectorate: 2 Uzii Land Units, 4 Rankalore Land Units, Big Chief Running-Ox (Hero 10), Protectorate Phalanx (succeeded), Duelling (won), Bronze, Fortress, War Drums, Cloud Striders = 33

    Before now, the war between the Uzii and the two great Arrakhi powers had never come as far as the stronghold of the Hraban. But a fortress is a valuable prize, and Arlais is hungry to fight on behalf of the Night Kingdom. So ravenous eyes turned to Hrathgan, and the Night Kingdom marched, and there, they found blood.
    From the beginning of the battle, the Uzii made the Night Kingdom’s troops pay for every step with blood. For all the superior equipment they carry, the Uzii are better disciplined, giving ground where they must, and wearing down their foes even as they are slowly forced backwards. Leaping battle toads regularly create panic in the enemy lines, giving the Uzii plenty of time to regroup and reorder their lines while regularly thwarting attempts by Arlais to rally for a charge. But despite their tactical control of the battlefield, the army of the Night Kingdom seems almost endless in comparison to the Uzii’s own, even with the support of their Southern allies, and even the patient stratagems of the Uzii cannot hold forever. Inch by inch, the larger host’s victory draws nearer.
    Seeing the inevitability of defeat, Running-Ox readies a final sally against Arlais, to give the troops that remain time to retreat. As what is happening becomes apparent, Arlais plunges with a wild cry into the fight that might give more satisfaction than the frustrating clashes with the Uzii’s well-organized lines. The two heroes are evenly matched… but fortune favours Running-Ox, and a lucky blow fells the elven woman. Staring up into the chieftain’s eyes, Arlais does not lower herself to beg for mercy. She just nods slightly, straightening her back and turning her face to the sky. The final blow is decisive, and her body slumps to the ground, a touch graceful even in death. But though panic rocks the enemy lines, presenting a perfect opportunity to retaliate and regain lost ground, Running-Ox retreats, drawing what troops there are remaining with them. The Protectorate cannot win this day; and the enemy has already paid in blood. They withdraw, leaving the invaders to a field covered in bodies, mostly their own.

    The Night Kingdom is victorious! The Night Kingdom loses 4 Land Units. The Uzii Protectorate loses 1 Land Unit. The Kingdom of Rankalore loses 2 Land Units. Arlais is slain in battle! Hrathgan (Region 34) enters Unrest!


    Spoiler: The Arrakhi Sundom Invades No-Climb Cliffs (Region 33)
    Show

    Arrakhi Sundom: 6 Sundom Land Units, 1 Night Kingdom Land Unit, Gorrn (Hero 10), Reckless Attack (succeeded), Duelling (won), Cinnabar Warclubs, Horned Cavalry, Recurve Bows, Peltae, Bronze, Comet Phylacteries, War Drums, 1 Treasure = 38
    Uzii Protectorate: 1 Land Unit, Far-Reach Mudmore (Mil 10), Protectorate Phalanx (failed), Duelling (lost), Bronze, City, War Drums, Cloud Striders = 19

    Where in years past the Crimson Kingdom found there only misery and confusion, the Sundom arrives in No-Climb-Cliffs to find no Targiz trickery. Instead, the Uzii bring the fight to them, armed with finest bronze and making use of their battle toads to leap upon them and bring chaos through their ranks. And confusion they sow- but not enough, and the Sundom’s forces rally quickly for a brutal and lethal counter-attack. Gorrn leads a bloody charge, cutting down the Uzii as they attempt to form a shield-wall against the Sundom’s superior numbers. Desperate, Far-Reach Mudmore moves in to clash against the unstoppable force before him. Alongside their champion, the Uzii fight valiantly, killing two enemies for each of them that falls- but in the end, it is too much, and in the end, it will be nothing at all. Rallying to Gorrn as Far-Reach retreats, the larger force crushes what remains of the Uzii, before moving to secure the fine prize that is the city nestled in the foothills.

    The Arrakhi Sundom is victorious! The Arrakhi Sundom loses 2 Land Units. 2 Units rise as Cometborn under the Arrakhi Sundom’s control. The Uzii Protectorate loses 1 Land Unit. No-Climb Cliffs (Region 33) enters Unrest!


    Spoiler: The Uzii Protectorate Invades Region 17
    Show

    Uzii Protectorate: 1 Land Unit, Wild-Swing Mudmore (Hero 10), Protectorate Phalanx (succeeded), Duelling (challenged), Bronze, Increased Defense Budget, Cloud Striders, 2 Treasure = 27
    Crimson Kingdom: 3 Land Units, Ceron (Mil 4), Overwhelming Charge (failed), Duelling (declined), Cinnabar Warclubs, Horned Cavalry, Orichalcum Arrowheads, Bronze, Uzii Battlesmithing, Comet Phylacteries, Hill Border, 1 Treasure = 25

    Ceron finds his time very busy with his father gone, tending to the decisions and duties of a monarch of a kingdom as large as the Crimson one. But one of the duties of a Prince is still the defence of his holdings, so when the news of the Uzii’s march comes, he is glad to once again do battle with their forces, this time on ground that favours him. Confident that his larger, better-armed force will repel the token force sent by the Uzii, Ceron settles in to watch content from behind the front lines- for after all, it is not the place of the ruler to stand among the fighting, but to have his will carried out. Let the Uzii break themselves against the bulwark of the Crimson Kingdom’s forces.
    But to his surprise, it is not the Uzii that break, but his own troops. Unconcerned by the poisonous arrowheads that rain down upon them as they advance up the hillside towards the Crimson host, the Uzii advance deliberately and carefully, but never slowly. And then, when they are finally close enough, the Uzii launch into the air on battle toads that draw gasps of terror from the unprepared defenders, breaking their will as the Uzii rally forward in a unified wave. Already uncertain under Ceron’s leadership rather than that of the Horned King, who had ruled for so long, and without their commander among them to help rally, the Crimson forces scatter under the wave of the Uzii’s assault. Though it makes his blood boil, though he longs to rally his forces and cut down the impudent swine, though his vision all but turns red as he recognizes from a distance the hero who defied him when his father had ordered him to take No-Climb-Cliffs- he withdraws. There is more at stake than his pride, and the Crimson Kingdom must live if the Horned King is to return and bring prosperity to it. The Crimson Kingdom withdraws across the river to their ancestral lands, leaving their most recent conquest in the hands of their hated rivals.

    The Uzii Protectorate is victorious! The Crimson Kingdom loses 1 Land Unit. Region 17 enters Unrest!


    Spoiler: The Crimson Kingdom Invades Towerhome (Region 51)
    Show

    Crimson Kingdom: 10 Land Units, Dafydd (Hero 10), Overwhelming Charge (failed), Duelling (won), Cinnabar Warclubs, Horned Cavalry, Orichalcum Arrowheads, Bronze, Uzii Battlesmithing, Comet Phylacteries, 1 Treasure = 35
    The Ko: 6 Ko Land Units, 3 Ko Naval Units, 1 Targiz Land Unit, 4 Bozul Land Units, 2 Bozul Naval Units, Thorn (Hero 9), Viskari War Bows, Bronze, Fortress, City, Traps, Increased Defense Budget, Off-Track Betting, Uzii Battlesmithing, Comet Phylacteries, 4 Treasure (+8) = 47

    Led by the indomitable Dafydd, the Crimson kingdom marshshalls one of the largest armies in the history of Mamut to exterminate the treacherous pretenders. No amount of tricks can save rats from the strike of a club. With his hounds at the ready, his cavalry gilded with sharp bronze horns and his ammunition of Orichalum plentiful, the army marches from the mountains with bloody mirth and a cruel glee. Fearful for the survival of their race, and perhaps more importantly their own pockets, the upper class Ko flee to the surrounding regions in case Towerhome falls. The legendary dragons fly the aristocrats to safety while Zinnia and the grits patch the sinking ship. Luckily for Zinnia this sinking ship has an eager coalition of Goliaths, common Ko, and Bozuls ready to plan a defense.

    As the Crimson kingdom advances, it finds its efforts frustrated. First the goliaths used their mastery of coin and mastery of the land to quickly drain the vim and vigor from Dafydd’s forces. The grand army finds, bridges destroyed, scouts bribed, and farmland burned, even some of Dafydds own soldiers were selling their cinnabar clubs for the chance to engage the most delicious of Tagriz delights. Dafydd’s face reddened like a tomato as his advance plodded through the harsh mamut winter where supplies were lost in the mire, and Paladins were forced to drain blood from their mounts to survive. Only for the light at the end of winter to get subsumed by a black buzzing of mosquitoes. Spring's arrival is soon met by an outbreak of malaria in the swamps and marshes of lower mamut. Several of Dafyadd’s finest are felled by the smallest of foes, his champion paladins falling from devouring the contaminated meat of their comrades. When the Crimson army limps to Towerhome on a balmy summer morning, it's only half as strong, and a tenth as resolute.

    When Dafydd’s army arrives, impatient, and eager to return back to the Crimson Kingdoms cold arid peaks, it launches an all out assault on the imposing walls of Towerhome. Under the shadows of the granite tower, the cold, the hungry, the desperate, and the bold huddle together in a frantic fight for their lives. Each advance of murderous elves is stymied by a hail of stones, longbow fire and boiling honey, butchering those who haven’t fallen into well placed pit traps that spirit company after company into massive kill holes within the warrens depths. The slaughter reaches an apogee when routing Crimson Kingdom auxiliaries are executed by the few remaining paladins. Fantaitcal in his lust to bring the Ko to heel, Dafydd organizes his remaining paladins to assault the weakest section of Towerhome, slamming the flower of the Crimson kingdom into the immovable thicket bush known as Thorn. While the duel between Ko and Paladin seems to last a lifetime, a group of Ko sappers undermine the section of wall where the champions duel, causing it to collapse into the warrens with a thunderous crack! Left stranded and surrounded, the tables are swiftly turned on Dafydd and his paladins as they are mercilessly cut down by hundreds of furious kobolds while burning sand and honey rain from above. As Thorn uses the chaos to withdraw, Dafydd and his squire escape the carnage by kidnapping a foolishly close Bozul, using their feeble attempts at flight as a means to quickly scale the warren walls, riding the poor insectoid like a cowboy grapples an angry bull.

    The Ko are victorious! 5 Crimson Kingdom Land Units are lost to distance. The Crimson Kingdom loses 5 Land Units. The Ko lose 1 Land Unit. The Bozul lose 1 Land Unit.


    Spoiler: The King’s Hounds Invade Posleyd Nadeh (Region 18)
    Show

    King’s Hounds: 3 Land Units, Mother Cauldron (Hero 7), Beyond Pain (failed), Duelling (won) = 21
    Uzii Protectorate: 2 Naval Units, Tusker Jump-Good (Mil 5), Protectorate Phalanx (succeeded), Duelling (lost), Bronze, War Drums, Cloud Striders = 24

    When Mother Cauldron came to Posleyd Nadah, gruesome retinue in tow, it was unlikely she had expected to face sailors. Leaving their boats in the harbors at the coast, the Snorts of the Sea formed ranks at the behest of booming drums, normally reserved for use in combat upon the seas - so large were they that they had to be dragged on makeshift sleds. Bedecked in bronze, great war toads straining at their handlers' leashes, they stared down the chattering beasts that came to eat their friends. But Tusker Jump-Good had heard rumors of the frenzied state these ghouls could work themselves into, and even now, Mother Cauldron beat her namesake with a crude spoon-like cudgel, the sound ringing across the hordes around her - he had to punch quickly, despite their lesser numbers. The drummers punched out a steady, accelerating beat, and the Uzii advanced, pounding the ground in time with the rhythm until they met the first lines of Hounds who had rushed to meet them, smashing them aside like rotten wood. Tusker Jump-Good himself took on the onerous task of contending with the Cauldron queen herself, and taking quite the beating for it, as the creature that one hesitated to call human alternated between glee and rage. Bones broke and pain flared, but while she was occupied, the Uzii warriors around them slaughtered the disorganized Hounds, until all but her had fled or died.

    It took a dozen spears before Mother Cauldron stopped moving, cudgel snapped, cauldron mangled.

    The Uzii Protectorate is victorious! The King’s Hounds lose 2 Land Units. The Uzii Protectorate loses 1 Naval Unit. Mother Cauldron is slain in battle!


    Spoiler: The King’s Hounds Invade The Lands of the Targiz (Region 19)
    Show

    King’s Hounds: 4 Land Units, The Huntmaster (Hero 8), Beyond Pain (failed), Duelling (won) = 26
    The Deru: 4 Deru Land Units, 5 Targiz Land Units, Onfroy (Hero 9), Skirmishing (succeeded), Duelling (lost), Viskari War Bows, Bronze, Increased Defense Budget, Off-Track Betting, Uzii Battlesmithing, Comet Phylacteries, City, 4 Treasure (+8) = 38

    The forces appeared evenly matched. The proud few Deru, ranks bolstered by Onfroy’s knights, stood opposite the Huntmaster’s innumerable hounds. Onfroy squinted up at the sun - too soon. He turned his gaze to the Huntmaster, at the head of the horde. He gritted his teeth and trudged forward slowly, eyes fixed on the Huntmaster’s. He loosened his shoulders, flicking his thorns in and out. He called out; a challenge. The Houndmaster only smiled. They came together in a flurry of movement, Onfroy moving back, over, back, staying just out of reach. A minute… two… Onfroy chanced a glance at the sun once more. He sighed, relieved. He’d done it. Now to- Slam. The blow caught him across the cheek, sending him spinning overhead, crashing down to earth. The Knights charged, the Deru moving beside them, surging to recover his unconscious form. As they charged, the shouts and calls of the Targiz, finally emerging from their circuitous route through the adjacent forest, echoed out from behind the Houndmaster’s forces. They had little time to react before a hail of arrows cut down the rear ranks, and the Uzii-armoured Targiz advanced. As Onfroy was carried from the field, the Huntmaster’s forces were cut to pieces, the Huntmaster himself cutting his way free, leaving fully half his force dead on the field of battle.

    The Deru are victorious! The King’s Hounds lose 2 Land Units.


    Spoiler: The Symphony of Kalatar Invades Region 160
    Show

    Symphony of Kalatar: 11 Land Units, Vralis (Hero 10), Skirmishing (succeeded), Duelling (lost), Viskari War Bows, Bronze, War Drums = 30
    Native Defenders: 1 Land Unit, Native Commander (Mil 6), Reckless Attack (failed), Duelling (won) = 24

    When the time came to sing of the fallen, the valor of the Virgin Cultists in the face of overwhelming odds would be praised with verse and melody - and the lamentations for the Sworn who fell by their hand. With an army tenfold their size and more, Vralis marched south upon them, while Hinarah the Rider swept west. A line of gleaming bronze, adorned in armor with spears at the ready, waited to meet their feckless charge - only to melt away as they drew near, allowing archers outfitted with bows in the Viskari style to loose volley after volley into their disorganized number. Every clash denied, every disorganized melee leaving the cultists vulnerable to the death that fell from the sky. Their fight was, from the very outset, hopeless. They could not win.

    But they could make the invaders pay with blood - and when the bellowed challenge was proffered, Vralis could not help but to accept - to allow these people one true chance to demonstrate their courage and martial skill in the face of death. The girl who faced him - for she seemed so young he could not call her woman - had a face painted to be as pale as snow, or death. Her arms banded with leather, her neck adorned with copper, wearing no helmet but a white hood, the heavy fabrics she wore stained with blood; to the naive, she would appear an icon of religious fervor, not a warrior. But Vralis would learn his mistake, for the young chieftainess fought with a vigor and fury that would be unnerving in a man twice her size and more, wielding her spear in two hands like the very instrument of the gods, until the Sangar warrior was forced from the field, his battlesong drowned out by the wardirge of the cultist’s leader, Sworn closing ranks around him as he fell back - and when, finally, the soldiers of the Symphony were forced to give battle to the Cultists directly, having just witnessed his defeat...the rout was temporary, and but a small fraction of their forces gave in to the terror, but by the time the battle had ended, the dead of the Symphony outnumbered those they had sought to slay. The chieftainess that had forced their champion from the field was found pierced by a dozen arrows, standing strong even in death, weight supported by her spear, embedded in the throat of a fallen Pledge.

    The Symphony of Kalatar is victorious! The Symphony of Kalatar loses 2 Land Units. Region 160 enters Unrest!


    Spoiler: Citlallo Invades Region 83
    Show

    Citlallo: 2 Land Units, 1 Naval Unit, Alexios the Undying (Hero 12), Skirmishing (failed), Duelling (lost), Feathered Cloaks (Rarras), Black Iron Weapons = 29
    Native Defenders: 1 Land Unit, Native Commander (Mil 5), Reckless Attack (succeeded), Duelling (won), Deep Water Border = 22

    There was little warning before the vessels of the Citlallo, brimming with warriors, beached upon the shore of the island to their north. There was similarly little warning before the native warriors of the land Alexios and Rarras sought to conquer on behalf of the Tlatoani met the folk of Citlallo on the beach in a tremendous charge, seeking to drive them back into the sea. They were met by shattering orbs of scalding sand dispensed by expert slingers from atop the boats, warriors who fought as one, draped in heavy garb and bearing spears of black iron. Rarras was a sight to behold as he met their charge and gave not an inch, tearing through men like molten glass through rotting fish.

    Alexios largely ignored the fighting of lesser men around him, however, and sought the leader of these poor fools who would oppose the Shepherd of the World Soul. Copper blades blunted themselves on his skin and wood splintered in his grasp. When at last he found the one who ordered this doomed charge, a portly man clearly past the prime of his skill as a warrior, he could only shake his head and sigh - but he made no move to defend himself as the commander of these people drew closer, merely watching. This man did not deserve the death he dealt to the Great Enemy. He could scarcely - and Alexios’s eyes went wide, suddenly choking and sputtering, as the man nearly collapsed his windpipe with a single blow to the throat. A second blow to the side of the knee, and Alexios crumpled to the ground, flailing out wildly as he fell, catching only the arm of the old man who had knocked him down, receiving a numbing blow to the inside of his upper arm for the trouble.

    There was no relent in the assault that followed - clearly this ‘feeble’ old man had learned from watching the strikes of his warriors accomplish naught against Alexios the Undying - so instead of seeking to kill, he sought to disable. Though Alexios had skin like black iron, his joints could still be wrenched - his muscles bruised - his nerves pinched. Without a weapon to hand, Alexios could only endure, wait for openings, and try to retake momentum, but it was of little use - his only returned blow was in crushing the bones his opponent’s left hand, before the hard tipped pointed club dug into his armpit and broke his grasp.

    When Rarras approached, though, the elder fled - for he could see that while he had succeeded in grounding Alexios the Undying, who slew Blightspawn like a starving man ate bread, Rarras was one accustomed to combat against more mortal foes. And perhaps more significantly - his men were routing, and fire seemed to fill the horizon. The battle was lost.

    He did not make it far.

    Citlallo is victorious! Citlallo loses 1 Land Unit. Region 83 enters Unrest!


    Spoiler: The Great Soreni Kingdom Invades Region 325
    Show

    Great Soreni Kingdom: 6 Land Units, Heskrath (Hero 8), Skirmishing (succeeded), War Drums = 17
    Native Defenders: 2 Land Units, Native Commander (Mil 5), Reckless Attack (failed) = 14

    The Soreni have need of neither blade nor bow to strike their foes a grievous blow - so it is that when Heskrath leads the forces of the Soreni, they are as triumphant against the cultists of Alubedo as they were against the Hydran Sovereignty, wreaking death with fang, claw, and whip-like tail, tearing apart the defenders with swift and brutal raids - though, without armor, their own dead and wounded pile up just as high.

    The Great Soreni Kingdom is victorious! The Great Soreni Kingdom loses 2 Land Units. Region 325 enters Unrest!


    The Solais Empire invades Region 171 and devastates the defenders with Red Storm, conquering the region. Region 171 enters Unrest!
    Last edited by TheDarkDM; 2021-04-23 at 06:03 PM.

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

  13. - Top - End - #823
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    Default Re: Empire 6: Embers of Dawn IC

    Terror!
    • Discontent in region 7 spills over into outright rebellion! 2 units of rebels appear, with a M6 commander!
      ...
    • The longstanding unrest in region 49 following the conquest nearly twenty years ago erupts into violence. 6 units of armed rebels appear, with a M5 commander!
      ...
    • The Bel-Dan attempt to steal a Great Ship from the Sentinels. Sleek reavers from the southern kingdom slide into the fortified bay of the Sentinels in the dead of night, managing to clamber onto one of the newly built Great Ships before a guard raises the alarm. Struggling with the unfamiliar rigging and seemingly unending banks of oars, the thieves are unable to disembark before the upper deck is flooded with Aspirants, and while some of the Bel-Dan manage to escape to their native sea, more than half die on Sentinel blades or are taken captive in Sentinel dungeons.
      ...
    • The Agents of Ruin dispatch further agents to Mamut to ransack the Crimson Kingdom. Forced to retreat from Towerhome, Dafydd wakes one morning to find the King’s Maul vanished from his command tent, a scramble of animal tracks and a long furrow where it was dragged away leading into impenetrable wilderness. In Caloth Mawr, the instability caused by the disappearance of the Horned King leaves an opening for the lesser vermin of the Carrion Ward to infiltrate its deepest vaults. There they find an empty pool stained with generations of spilled blood, its sides and the walls around it carved in ancient runes, a single burning ruby embedded at its base. Prying the gem loose they scamper away, prize in hand.

      [The Agent of Ruin steals the King’s Maul and True-Blood Pool.]
      ...
    • Harun il Jana is found dead in his tent! The Sultan’s family and bodyguard wake to find their beloved and their charge smothered in his sleep, a silken pillow left resting at his side, with no sign of the culprit or how they managed to access the royal personage.

      [Sultan Harun il Jana has been assassinated!]
      ...
    • Shadowy figures attempt to abscond with the Nail of Nemoikriosus! Dolod guardians arrive in the dead of night to catch a quartet of masked interlopers at the innermost door of the Nail’s vault. These brave Dolod die in raising the alarum, but it is enough to rouse their fellows from slumber. When more Dolod arrive in force, they find no trace of the murderers, but the Nail remains secure.
      ...
    • In the distant Daezirn Isles, the Daezirn Integrity Cult suffers a grievous blow! Their leader Holfviti collapses one evening, spittle flying from pursed lips, and despite the frantic ministrations of his followers he soon chokes on his own bile. A foul smell rises from his corpse as it transitions from the flush of life to a sickly purple flush, leaving little doubt the scholar was poisoned. But by who? And why?

      [Holfviti of the Daezirn Integrity Cult has been assassinated!]
      ...
    • Reassured only months before, the twin defeats of the Crimson Kingdom stir further unrest in Caloth Mawr. However, it soon becomes clear that far more than rote dissatisfaction is at play, as some few among the elven nobility are seized by mad, destructive urges, slaughtering valuable slaves and leaving the meat to rot before turning fire on their own homes. Ruin, it seems, has come to Caloth Mawr.

      [Caloth Mawr enters Unrest!]
      ...
    • A number of mercantile concerns native to the lands of the River Lords suffer devastating setbacks! Headed by families well-trusted by High Queen Usuukhusaa Lhungho, these dwindling merchant fleets are united by one thing - their sacred trust in delivering the limited supplies of the Milk of the Great Mother from Tarandi to Kiswa. Thankfully, direct intervention by the crown is sufficient to keep most of the businesses alive long enough to repair their networks and hire additional guards, but it is clear that someone has an interest in curtailing the River Lords’ access to their sacrament.
      ...
    • Emerging from her ritual scarification greatly weakened, a final horror awaits Hofmyejon. As she lies recovering from fresh wounds, her caretakers recoil in horror as something begins wriggling under her skin. Pushing themselves free along the fresh and newly-healed wounds on the Hero’s body are a dozen slate-grey larvae, their membranous wings flapping futilely against the cave air. Unable to fly, the newborn Lion Wasps turn their hungry teeth on Hofmyejon, but in a peerless act of will she staggers to her feet to face them. Shattering foul worms even as they balloon in size from simple parasites to small dogs, Hofmyejon holds her own long enough for the guards to rally and slay the last of her feculent children. Victorious, she collapses once more, free at last from her wretched delirium.
      ...
    • Even as Glaondi Yejon struggles to forget the buzzing of fell wings, the industrious noise of Ogrontir is dogged by a rasping echo in the night. The first to disappear are a handful of Bozul scouts, but as the days pass the Lion Wasps grow bolder in their attacks. Soon, the outer tunnels of the Hive are assailed, as the Lion Wasps harvest the bodies of the dead and raid the precious Bozul pots in a profane mirror of their doppelgangers’ behavior.

      [Ogrontir enters Unrest!

      Epic Quest - The Scouts: A Hero or Heroes is required to stand watch over the Hive. They may attempt a TN 16 Hero Check to await the coming of the Lion Hornets and slay them, preventing any further incursions against the Bozul. Failure to resolve this Blight will cripple the Bozul’s normally industrious society.]

      ...
    • The earth trembles once more! The freak earthquakes that have plagued each continent over the decades return, not in flitting between continents but striking each simultaneously. Great sheets of rock peel away from mountainsides, and the night sky alights with the glow of fires burning in the exposed flesh of the world. Tens of thousands are left homeless, and all are left to wonder what doom this presages.

      [Devastating earthquakes erupt in Regions 55, 93, 204, and 264. These regions enter Unrest!]
      ...
    • Invading the Twilight for a banquet like no other, Petalhead emerges changed. The silent eidolon descends from the hidden fastnesses of its cult with dread purpose, the path behind him flowering with vile malformations that lope after their newfound father. No natural flower survives the passage of Petalhead’s freezing shadow, and as the King of Nightmares regards Kursaal all the world holds its breath. In the city below, the riotous celebration of victory over the King’s Hounds is choked out as the wave of Blightspawn overpower the exhausted guards at the city gate, the blows from Petalhead’s fist shattering the weathered doors even as a second shadow of the creature stalks the walls, breaking all those foolish enough to stand against it. The tide of darkness moves through the city, strangely merciful against those who quail in terror, until one Petalhead stands before the doors of the Vault of Kursaal. Doors that prove no stronger than those of the city itself. Stalking into the Hall of Wagers, the shadows rush behind Petalhead, cascading over pillar and beam like a putrid, freezing lichen. Hundreds of hateful eyes gaze down at the Odds-Mistress, their attentions dwarfed by the looming figure of Petalhead as he approaches. There is a shudder in the corpse flower, and with a surge of vomitous stench the flower produces a glistening pom of burnished red-gold. Plucking it with uncanny care, Petalhead offers it up to Nyct, and a single command echoes from the throats of every Blightspawn in the hall.

      Eat.

      [The Odds-Mistress Nyct faces a choice - to submit to the Blight and gain its terrible patronage, or to resist. She may submit and taste of the poisoned fruit with a Faith action, or flee Kursaal alive with an Intrigue action.

      Epic Quest - The Nighmare City: So long as the Odds-Mistress has not surrendered to the Blight, a Hero or Heroes may attempt to purge the city of Petalhead’s foul influence. A TN 21 Hero Check is required to successfully do so, and failure will almost certainly leave the Heroes in the power of the King of Nightmares.]

      ...
    • Though Hinarah the Wise’s song is powerful enough to guide the ghosts of Nemoikriosus to their final rest, the soothing melody cannot touch the heart of Poppy-Possum-Autumn-Fire-Blossoms. As the leader of the Woken stares into the burning portal whence the spirits have come, the awesome might of the Wyrm fills her vision. Scale upon scale, claw upon claw, the Wyrm is might and destruction and violence given form, its manifold eyes staring out in rage and hatred, mellowing only to clutching disdain as its gaze meets hers. In answer, Poppy-Possum reaches out a hand, not to the swirling haven above her, but to the burning hell below. The gate to the Lair of the Wyrm opens wider, its flames staining the Grey Lake the color of blood freshly-spilled, the heat sending eddies of steam to dance in tableaus of savagery and discord. Some part of the primal fury tugs at the heart of Poppy-Possum, whose painted body begins to contort and bulge in answer to the bloody specters. As the edges of the portal reach the shores of the lake, the gentle foam of the waves erupts into burning cinders, every break of the water leaving jagged glass in its wake. Hinarah’s song finally ceases, the portal to vulnerable Rest closing with desperate speed as the seething coils of the Wyrm’s phantom-form rise into the sky. A roar erupts from jaws of infernal fire, shaking out across Tarandi and across the Firmament to every creature touched by the Grey Lake. Across the Carrion Ward and beyond, Woken twist and writhe into monstrous parodies of themselves, muscles swollen with murderous fury, bones breaking skin to emerge as jagged spines. They fall upon each other in orgiastic violence, a wave of madness that spreads inexorably and terribly. Only the strongest wills are enough to resist the corrupting touch of Wyrmfire, but Tarandi is forever changed.

      [Shepherding the Ghosts of Nemoikriosus to their rest, the Agents of Ruin remove the medium shielding them from the Wyrm’s raw destructive power. Poppy-Possum faces a choice then - to follow the spirits and find new purpose as psychopomp, or to embrace the scouring crucible of Ruin. She chooses the latter, and the Agents of Ruin are forever changed. The Grey Lake becomes a permanent gateway to the Lair of the Wyrm, and soon acquires a new name - the Burning Lake.

      Regions 115, 131, 136, 142, 157, 177, and 306 enter Unrest, as the roar of Wyrmfire infects the weak, the desperate, and the bloodthirsty, twisting them into primal engines of unrestrained destruction. Having foreseen some level of backlash from her impending choice, Poppy-Possum attempts to blunt the force of the Wyrm’s fury, and the power of Vagabond’s head spares Regions 118, 156, and the Woken mercenaries in the service of the Solais Empire from a similar fate.

      The mechanics of the Agent of Ruin change, and are fully reprinted below:

      The Agent of Ruin is tied irrevocably to Wyrm itself. Every round, three regions adjacent to the Agent of Ruin enter unrest. If the Agent of Ruin is a liege, possesses an embassy, or is faith head, those regions touched by that influence are also subject to this effect. The Agent of Ruin may direct these instances of unrest with a Faith action, but may not target regions already in Unrest.

      As a special Intrigue action, the Agent of Ruin may roll an opposed Intrigue check against a region they have sent into Unrest through their power above or through the Foment Unrest action. If successful, they inspire a Possessed Rebellion in that region. A Possessed Rebellion is led by a Rebel Leader of strength equal to the Agent of Ruin’s Faith minus one, and spawns 1d3+1 Rebel Units.

      An Agent of Ruin’s regions are permanently in Unrest. However, this Unrest will never progress to Rebellion naturally. Use of the I10 Spark Rebellion functions as normal.

      An Agent of Ruin gains a +2 bonus to any hostile Intrigue action in a region in Unrest. An Agent of Ruin must take one hostile Intrigue or Military actions each round. This bloodlust cannot be delayed natively, though may be blunted by special Artifacts or subsequent Miracles. In addition, an Agent of Ruin may only take Diplomacy actions if accompanied by an equal number of hostile Intrigue or Military actions.

      It is difficult for a kingdom to divest itself from the mantle of the Agent of Ruin. Exorcising the Wyrm requires a TN 18 Faith check, which forever bars the kingdom from regaining the title. While an Agent of Ruin retains the title, they are locked at -3 Rep with the Truthseers, and any action taken in aid of an Agent of Ruin reduces the offending kingdom’s reputation with the Truthseers by 2.]

      ...
    • As disease spreads like wildfire in all corners of the world, the Truthseers rush to determine the cause. Pooling the resources of the entire sisterhood, they reach a final terrifying conclusion - it is not one disease, but five. And they are far too late to stop the spread. Warnings are sent to the New Kingdoms, but faster than Truthseer messengers are the pleas of the New Kingdoms’ citizens, reduced to walking corpses or shivering masses of pockmarked flesh as maladies long-accustomed-to in their native lands spread to more fertile ground.

      In Sikar, the people of the northern shores erupt in scaly blisters, their bodies burning from the inside while hacking up what little they can eat. That same malady strikes in eastern Tarandi and the western Daezirn Isles, as even the hearty Avicennians fall prey to the Scale Pox.

      Southern Mamut gasps for breath, as minor coughs soon become desperate battles for air. Voices turn harsh and dim, their weakness spreading across the body until the victims simply drown. Western Kiswa also falls prey to the malady, the jungles and mountains resounding with the searing coughs of Sand Lung.

      As coughs resound over the mountains, eastern Sikar bleeds. Flushed skin and weak limbs are soon the least of the peoples’ concerns, as blood begins seeping from every orifice with no relief in sight. So too southern Tarandi, whose people soon write in the grip of River Fever.

      Meanwhile, people across northern Kiswa begin to rot while they yet live. Black nodules rise from armpit and inner thigh, foreshadowing a painful death as their bodies begin to fail. Gangrenous pus seeps from fingernails, and eventually they are corpses in truth. The same pain is felt in both the eastern Daezirn Isles and western Mamut, and the Corpse Plague shows no sign of slowing.

      The affliction that strikes eastern Mamut is more insidious, as its victims slowly lose control of themselves. Formerly rational individuals become erratic, blinded by the slightest light and deafened by a whisper. Eventually, the afflicted shake themselves to death or go so rigid they are unable to care for themselves. The people of western Tarandi share the battle against Island Fugue, as even the Woken fall to its predations.

      [The Continental Plagues:

      Scale Pox strikes in Regions 159, 296, 294, 287, 286, 285, 69, 71, 70, and 72.

      Sand Lung strikes in Regions 2, 3, 5, 204, 203, 205, 206, and 223

      River Fever strikes in Regions 268, 267, 266, 281, 181, 180, and 179.

      Corpse Plague strikes in Regions 6, 82, 85, 87, 184, 185, 186, 187, and 196.

      Island Fugue strikes in Regions 52, 66, 67, 89, 94, 95, 114, and 115.

      Kingdoms with regions affected by a Continental Plague lose 1 Unit for every Plague they are affected by. This effect will repeat until the Continental Plague in question has been cured. Continental Plagues spread to adjacent regions every Round, including coastal adjacency. Regions with Truthseer bases are protected from this spread. As Regions endure more rounds of affliction, the local effects worsen - on the second round of affliction, one random TP in each region will become unowned. On subsequent rounds of affliction, this will continue until all TPs are unowned. On the third round of affliction, a region will enter Unrest. If a kingdom controls one or more regions with a City, they suffer the loss of an additional 1 Unit for every round the city is infected.

      Defeating a Continental Plague requires several steps. To begin, a Kingdom or Kingdoms must succeed at a TN 16 Investigation to understand one specific Continental Plague. On Rounds following a successful Investigation, the Investigating Kingdom and any others may undertake an Opulence Great Project to formulate a treatment for that specific Continental Plague. Once completed, this Great Project will render all participants immune from further effects of that Continental Plague, and they may trade this knowledge as a Technology. Possession of the Gate of Life or other healing miracle provides a +2 bonus on the initial investigation to counter a Plague.]



    Organizations!

    The Sentinels of the Stone
    • The Bel-Dan-Armada, for the brazen theft, plummets to the reputation of Blightslave!
    • The Sewune raise their reputation to 2!


    The Dreamspeakers
    • The Ilduri raise their reputation to 1!
    • For their removal of Oricalchum from Azumaba, Eleftheria drops to Reputation 1
    • For their removal of Oricalchum from Arrak-Rah, the Sundom drops to Reputation 0!


    The Truthseers
    • Utilizing their diplomatic prowess alongside a generous ransom from the River Lords, the Truthseers recover Ghaali the Falconer from his imprisonment, returning him to the lands of the River Lords.
    • Smiaurskotor raise their reputation to 2!
    • The Drazolin raise their reputation to 2!
    • The Delta Queendom spend a Favor to gain supernal insight into the machinations of Danneta-Yvaon
    • The River Lords indebt themselves even more to the Truthseers, now owing 3 Favors as special rites are performed to aid in their Matriarchs journey, and Usuukhusaa Lhungho seeks the Blessed Isle! Sailing beyond mortal limits she claims the title of Regent of the East Wind!
    • Henanda rises to become First Disciple of the Four Winds!
    • For aiding and abetting the vile Agents of Ruin, the Uzii plummet to Reputation -1!
    • For consorting with the heinous Nemesis, the Targiz are shamed to Reputation -1!
    • For dancing in the madness of Ruin, the Symphony of Kalatar are chastened to Reputation -1!



    Investigate!
    • Driven to understand the strange glimpses of Twilight plaguing their people, Veramondo dispatches agents into the countryside to interview the afflicted and aid the Dream Speakers’ in their own investigation. However, few leads are forthcoming, and in the maddening logic of dreams even those who have freshly experienced the phenomenon are at a loss to express the fullness of it.
      ...
    • The Scrim undertake a similar investigation into the dreams spreading across Thun, though they enjoy greater success. In the course of their interviewing an outlying village in Thun, one of the investigators notices breaks in the permafrost that suggest the ground was recently disturbed. Intrigued, they order an excavation of the site, only to uncover a statue buried in the ground. Cast from orichalcum, its twisting curves and fluid shadows induce vertigo even in the Scrim, and move their human colleagues to nausea. Even in the cold of northern Mamut, the surface of the metal sends a shiver down the spine. This discovery spurs a search for more such idols, and more than a dozen are soon found near Thun’s most populous settlements.
      ...
    • Distrustful of the strange effects of orichalcum, the Vygra set out to discover the extent of the metal’s presence in Kiswa. Surveyors are sent into the mountains while exploratory shafts are dug, revealing enormous veins of the red gold. The nuggets mined in those expeditions seem safe enough, but exposure to Black Iron provokes a disturbing reaction. The two metals seem to repulse each other, and when forced together produce erratic sparks of iridescent hue. It seems some fundamental force flows through the orichalcum, a force fundamentally opposed to the energies of the World Soul flowing through the Sentinels’ armaments.
      ...
    • Seeking to free the Daezirn Isles from the ravages of the Lion Hornets, the Citlallo Isles dispatch crews to trawl the waters around Glaondi Yejon in search of the Blightspawns’ hive. Many months of searching reveals little, until the final day when the fleet turns home. In the black waters between the Isles, a fog bank rolls in without warning, blinding the Citlallo ships. Until a shadow passes between them. Its hull rising higher than the reach of the Citlallo masts, the black ship passes without a sound, as if all the life in the world has hushed in the presence of the woman standing upon its prow. She is human, her naked skin pale as moonlight, unkempt hair dark as stormclouds, the pools of her eyes black and hungry mirrors. In her right hand she grips a length of bone no longer than a forearm, yet somehow to look at it inspires such terror that many of the Citlallo leap from their ships to their doom. The ghostly apparition eventually vanishes into the fog, and soon the fog dissipates as though the entire encounter were naught but a dream. Save that three of the Citlallo ships have vanished.
      ...
    • Calling upon the power of Acinais, the Nocter Felessan-Mak and Noctrix Pina-Mak meditate on the secrets of the Gilded Keel and the Foremast. Casting her awareness across the firmament, Pina-Mak returns with sudden revelation, the mantle of kings upon her brow unveiling the long-hidden techniques of the Nemoi shipwrights.

      [Danetta-Yvaon has discovered Advanced Sailing. This technology requires knowledge of Sailing to function, and allows travel across one additional deep water border.]
      ...
    • The Agent of Ruin investigates the Foremast, acquiring one of the three foundational secrets of the Nemoi shipwrights.
      ...
    • The Shandolyn investigate the Girded Keel, acquiring one of the three foundational secrets of the Nemoi shipwrights.
      ...
    • The Lim Dynasty sends an envoy to the Children of the Great Mother in Tarandi. Travelling far and braving the dangers of spreading disease, the Kiswans eventually reach the towering monastery overlooking the birthplace of the Great Mother. Welcomed by the monks with simple but hearty fare, the travellers enjoy many weeks of hospitality, meditating upon the endless pit whence the Great Mother emerged and arguing the truth of her revelations with the eldest among the Children. Excited by the prospect of a grand adventure, many of the younger initiates petition their elders for permission to join the Kiswans on their return journey, and after a short deliberation the elders accept.

      [The representatives of the Lim Dynasty return home accompanied by a delegation of Children of the Great Mother. While in the Lim Dynasty, this delegation may be deployed once to provide a +1 bonus to conversions or conversion defense.]
      ...
    • Making the long journey west to the grave of Kiswa’s Guardian, Rosie MacGill attempts to commune with the undying spark of life that remains in its bones. Imbibing her prepared Caapi, she falls into the warm dark of the Guardian Dream, seeking for the Guardian’s vanished light. Though she feels the warmth of three great presences on the distant horizon, Rosie only catches fragments of the Kiswan Guardian’s echo. Pain without fear. Deep sadness. A desire for redemption. The feelings come to her in waves, leaving little doubt that the Guardian remains somewhere within the embrace of the World Soul, but so injured that recovery would require a miracle.
      ...
    • Brutalized by the wrath of the Mockeries, the people of Sol’Ikoth launch a search of their treasured deserts, seeking for any remaining outposts of the vile cult. While several abandoned vaults are located, they hold neither signs of life nor Mockery reagents, suggesting they have been left unused for many years. Former associates of the Mockeries already ferreted out are questioned once more before being placed under close watch, but again this leads to nothing but increased paranoia among a subset of merchants. After years of effort, the people of the Sol are confident they are free of the Mockeries’ malign influence.



    Trade!
    • The Arrakhi Sundom buys out a good resource of Geese from Region 15
    • The Solais Empire buys out a minor resource of Furs and Hides from Region 106
    • The Solais Empire buys out a minor resource of Basalt from Region 143
    • The Solais Empire buys out a minor resource of Copper from Region 148
    • The Solais Empire buys out a good resource of Timber from Region 152
    • The Solais Empire buys out a good resource of Deer from Region 153
    • The Solais Empire buys out a minor resource of Seals from Region 158
    • The Vygra Confluence buys out a minor resource of Buffalo from Region 222
    • Danneta-Yvaon buys out a minor resource of Battle Toads from Region 39 from the Uzii
    • The Nocturnal Hydra buys out a good resource of Tobacco from Region 220
    • The Nocturnal Hydra buys out a good resource of Earthblood from Region 242
    • The Nocturnal Hydra buys out a good resource of Bamboo from Region 263
    • The Nocturnal Hydra buys out a minor resource of Simurghs from Region 293
    • The Targiz buy out a great resource of Cinnabar from Region 22
    • The Avicennian Isles buy out a good resource of Boats from Region 74
    • The Avicennian Isles buy out a great resource of Pyroemeralds from Region 75
    • The Avicennian Isles buy out a minor resource of Arctic Sharks from Region 78
    • The Sewune attempt to buy out a minor resource of Timber from Region 152, but their merchants have difficulty making sufficient connections among the locals
    • The Ilduri buy out a minor resource of Diamonds from Region 145
    • Á'Shansholí buys out a minor resource of Silver from Region 88
    • Á'Shansholí buys out a minor resource of Wild Boars from Region 167
    • The Drazollin buy out a good resource of Marble from Region 179
    • Eleftheria buys out a minor resource of Fruit from Region 166
    • Eleftheria buys out a good resource of Fruit from Region 166
    • Eleftheria buys out a great resource of Fruit from Region 166
    • Aran Viska buys out a great resource of Timber from Region 152



    Conversion!
    • The holy site in Varai-Lades (69) has been converted to Glyemo!
    • Followers of Glyemo now gain 2d8 on pressing claims and resisting buyouts in or adjacent to regions using the Styinn writing system.
    • The holy site in the Velatares (186) have been converted to Hozhīsa!
    • The holy site in Tanwar (27) has been converted to Trinity of Light!
    • The holy site in Swampum (39) has been converted to Trinity of Light!
    • The holy sites in regions 227 and 189 have been converted to Oracles of Elder Memories
    • The holy sites in regions 102, 107 and 165 have been converted to Way of Eauden!
    • Kincany (198) has been converted to Children of the Great Mother!
    • The holy site on Ta Netjer (328) has been converted to Path of the True Dawn!
    • Path of the True Dawn changes its holy site bonus: [Proposed: True Dawn Heroes assist on quests at a +3, rather than a +2 - on discussion between GMs, this requires further discussion with JBarca.]
    • The holy site in region 152 has been converted to the Ancient Way!
    • The holy sites in regions 19 and 36 have been converted to the Ancient Way!
    • The holy sites in regions 262 and 285 have been converted to Oracles of Elder Memories.
    • The holy site in region 166 has been converted to Guardians of Despair.
    • The holy site in region 269 has been converted to Path of the True Dawn!
    • After long years of theological discussion, the priests of Soul Honor prepare to join the Bouquet of the Corpse Flower in becoming something new - the Garland of Souls. However, at the eleventh hour the Deru hesitate, leaving the fate of the merger in doubt.
      [As only one religion took action to merge Faiths, the merger does not occur. The Uzii Protectorate retains the use of their F5 special.]



    Wonder!
    • United in their purpose as psychopomps, a strange procession approaches the shores of the Grey Lake. Hanarah the Wise, The Lyre of the Temperamental Song in hand, plucks a soothing paen while Poppy-Possum-Autumn-Fire-Blossoms dances at the edge of the lake, her fur anointed with the sacred pigments of her people. Reaching out through Poppy-Possum’s connection to the trapped souls of Nemoikriosus, the powers of the Ancient Ways pierce the Firmament at the heart of the Grey Lake, turning it from the gathered dreams of ages past towards the burning star that is the Lair of the Wyrm. The grey waters grow ruddy and hot, as the reflection in the waves warps and twists away from the somber procession, each flicker of light and eddy of current becoming a screaming face, a grasping hand. As the rite continues, the faces rise from the lake, water trailing behind them to form spectral shrouds around half-remembered bodies, each of the thousand thousand souls wrapped tightly in Hanarah’s song. Far above the Carrion Ward, clouds begin to swirl in time with the music, their edges glimmering the same fleeting colors of the Firmament itself. The first of the spirits to rise does so with a wail of protest, but as it takes the air and its watery shroud dissipates into smoke, the wail turns to something else - a groan of longing. Somewhere far from the affairs of Woken and Humankind, the ancient and forgotten paradise of the Nemoi echoes back to life, its gilded gates swinging wide to accept the last of its wayward children.

      Their eyes turned towards clouds that have become a twinkling starscape of silver and gold, the next spirit rises willingly from the depths of the lake. Then another. And another. Soon, the scattered stream of spectral memories has become a river, casting aside the parasitic cling of hatred and vengeance to embrace the gentle touch of rest. Hinarah’s voice, barely a whisper after hours of song, still somehow resonates through the air, touching every heart and promising safe passage for all who seek peace. As if in reply, the stars from the clouds above begin to fall, alighting upon the strings of his lyre. He turns towards Poppy-Possum-Autumn-Fire-Blossoms, reaching out his hand to offer her a vision of the spirits in their final rest, only to find her staring with feverish intensity into the heart of the Grey Lake. At the twining gateway to the Lair of the Wyrm, where the endless fire calls to her.

      [Sangar participates in the miracle of rest, guiding the ghosts of Nemoikriosus from their eternal purgatory in the Lair of the Wyrm. Touching that eternal confluence of World Soul and mortal dreaming, Hinarah escapes the eruption of the Burning Lake with knowledge of the Song of Rest. When Sangar participates in the invasion of a region, that region will no longer fall into unrest. In addition any battle in which Sangar leads one side incurs 10% fewer casualties on both sides as the Song of Rest cools savage bloodlust.]
      ...
    • Sequestered in their banquet hall in the Twilight, the two that are one feast on darkness gathered from the very heart of the Bright Place. Glutting themselves on the unprecedented bounty, the quivering petals of the corpse flowers are soon slick with viscous shadow, their bellies roiling with Blackfire. As the last crumbs of the abyss vanish to the demigod’s monstrous hunger, a shiver goes through their nightmare attendants. Slowly and soundlessly, the Petalheads clutch at their gullets in unprecedented distress, filthy flowers opening wide to disgorge plumes of oily smoke that rush together with inexorable will. As the last fumes escape the twin maws, they wrap around Petalhead’s neck, hardening into bonds of ineffable nothingness, trailing up to the all-too-human hand forming from the smoke. The apparition towers above the King of Nightmares, clearly human and yet radiating inhuman power in the face of their impotent screams. There is enough detail in its cruel face for the lips to curl into a sneer.

      King of Nightmares you may be. But an Emperor holds many crowns in his dominion.

      [Petalhead has tasted of the Blight itself, and so has become enslaved to the Blight. Driven by its ravenous will, it turns itself towards the unmaking of the New Kingdoms. Whenever Petalhead embarks upon Dark Dreams, his Errant Quests no longer result in Unrest. Instead, a Blightspawn Incursion is summoned by the King of Nightmares’ presence.]
      ...
    • Even as the gentle waters of the Grey Lake give way to fire and death, the Heartsoul remains a point of calm. A simple farmer, horned and of greater frame than any other two-legs to see the Lake, watches alongside members of the Wake. Freed to converse with the Scavengers and taught its language, he was free to share his own thoughts on philosophy, nature, and rulership, and has found fertile soil in the minds of many. Denying the Wyrm, they cluster in their bubble of sanity, watching as the Carrion Ward descends into revelry and slaughter, preparing for a countermove. And as crimson eyes stare in grim determination across the burning waves, calloused hands feel the approach of a familiar friend. Meanwhile, in hidden caves far from the Burning Lake a stolen Queen overpowers the influence of Wyrmfire and stares in horror as the apocalypse scours the sky.
      ...
    • With the completion of their meditations in the Guardian Dream and the restoration of Sikar’s Guardian, the Dolod wake to a revelation - they need no longer be tethered to Twilight. With an act of will and a guide, the Twilight Pioneers already changed should be able to walk the Guardian Dream in place of the Dream Speakers’ realm, carrying tales and warnings in much the same way, if at greater risk should one of the Guardians take exception to their presence.

      [The Dolod may take a Faith Action to transform one of their Twilight Sanctums into a Guardian Sanctum, so long as the continent holding the Sanctum possesses an active Guardian. Any Twilight Sanctum in progress or future Twilight Sanctums may be designated as Guardian Sanctums at no additional cost.]
      ...
    • The River Lords have created the Indida Hammer! The wielder of this artifact grants their army an additional Technology Slot for Special Materials.
      ...
    • The Naherin Coalition have created an artifact, the Scales of the Goddess. If the holder of this artifact spends treasure on a Seek Aid roll, the Seek Aid provides an additional bonus equal to half the Treasure spent, rounded normally. This bonus does not increase if other technologies alter the value of the Treasure spent.
      ...
    • Eleftheria has created an artifact that mimics the properties of other artifacts!
      ...
    • Danneta-Yvaon has created Stone Rivers, or, as they will doubtless become known in most languages, Roads. (Requires Masonry, Advanced Masonry, Irrigation, Stone or Lime resource - Effect: Trade Routes are not disrupted by Unrest outside their anchor cities.).



    Discovery! Map!
    Spoiler: The Known World
    Show


    Spoiler: The Daezirn Isles
    Show


    Amka ventures on a quest to discover land north of the northernmost Daezirn Isles. After many weeks of sailing, however, she returns with little discovered but open ocean and the curve of Mamut’s coast.


    Spoiler: Kiswa
    Show


    The Sewune sail even further east in search of land, but are forced to turn back by fierce ocean storms with no grand discoveries.


    Spoiler: Mamut
    Show


    Spoiler: Sikar
    Show


    Spoiler: Tarandi
    Show


    Region 149 has been discovered by the Ilduri. It has a Good resource of Exotic Roses, a Holy Centre and Holy Order dedicated to The Children of the Great Mother, and 4 units of native defenders!



    Other!
    • The Scrim have introduced a new tactical doctrine: Endurance of the Earth (-10% casualties, +2 leader loss)
    • Region 75 has been stabilised
    • Region 212 has been stabilised
    • The Night Kingdom and United Abiherist Tribes have opened embassies with the Targiz
    • The Symphony of Kalatar has developed a new tactical doctrine, Taunted Charge (+1 to battle roll, +10% enemy casualties)
    • Region 217 has been stabilised.
    • The Crimson Kingdom has opened an embassy with the Night Kingdom.
    • Region 310 has been stabilised
    • Region 308 has been stabilised
    • Region 318 has been stabilised.
    • Region 276 has been stabilised.
    • The Ashirian Sultanate establishes a cultural identity, Hidden from the Evil Eye (Resist Assassination/Kidnapping)
    • Caloth Mawr has been stabilised, before falling to a new round of Urest.
    • Region 107 has been stabilised.
    • Region 283 has been stabilised.
    • The Stoneblood Khanate has opened an embassy with its former overlords in the Symphony of Kalatar.
    • The Naherin Coalition tries to create a new tactical doctrine: Song of Slaughter (+30% enemy casualties where the battle is led by a hero or ruler and the leader’s kingdom has successfully Sought Aid for the battle.)
    • The Naherin Coalition has established a cultural identity, Temple Slaves: 2d8 on Seek Aid.
    Last edited by TheDarkDM; 2021-04-20 at 02:57 AM.

    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!

  14. - Top - End - #824
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

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    Dec 2016

    Default Re: Empire 6: Embers of Dawn IC


    The Arrakhi Sundom
    Thalaz'ir Doraan I

    Dip 10
    Mil 10
    Opu 6
    Faith 10
    Int 4


    Expected stat increases:

    New ruler next round? No.


    Actions:

    [Faith 10] Miracle: Awaken the Heart of Arrakh-Rah, obtaining the first Threefold Gift, the Gift of the Stars.
    The city of Arrakh-Rah is teleported to Region 56. So long as Arrakh-Rah is the Arrakhi Sundom capital, gain an additional +1 upon ruler generation to distribute as you see fit.
    Tensions in Mamut are high. War has plagued the land for over a decade, and now true pestilence makes its way into the heart of Mamut from the south and east. As if this wasn't enough, now the prophecy foretold by the great comet and given to Doraan nearly twenty years prior has come to fruition. Kursaal belongs to the blight, an infested lair of nightmares and corruption beyond imagining. Doraan laments the Uzii, if only they had been willing to listen. Though the mood throughout the Sundom is unquestionably bleak, there yet remains hope. For months, Amin has led expeditions into the forgotten depths of the great city to uncover relics and fragments of their forgotten history, and not but a week ago they discovered something truly magnificent. In the center of the city stands the Thalaz'ir's palace, a circular antechamber at its heart. Solving a hidden puzzle, mechanisms hidden within the bases of statues and wall sconces, Amin, Doraan and their retinue were amazed as, with a groaning of stone and metal...

    The floor shifted beneath their feet, pillars of light stretching to the ceiling, and the domed roof split open like an eggshell falling away in pieces.

    ...and a passageway revealed itself, leading to the forgotten Heart of Arrakh-Rah.

    "In times long forgotten, the Thalaz'irs of old were said to draw their strength directly from the heavens, the celestials speaking and acting through the Heart of Arrakh-Rah.. Through it, the stars, sun, and moon bathed their mortal vessel in pure light and empowered him with the 'Threefold Gifts', blessings of knowledge, strength, and cunning. I never thought the Heart was real, much less.. intact." A lesson spoken that Doraan only barely heard, his eyes transfixed on the crystalline sphere rotating beneath the palace, the size of three goliaths standing atop each-other's shoulders. A gem wrought of Ember Stone, Comet Stone, and.. something else. Something white and twinkling. Regardless of what it is, Doraan's gaze is firmly locked upon it. Whispers draw him close. Familiar whispers. The ones who spoke to him each day as his blood ran silver and his eyes began to glow, the same voices that now whisper to Aneirin. They speak of long-gone ages. They speak of drinking of the stars, of commanding legions that shimmer with empyrean might. As his hand connects with the stone, a hand he hadn't even realized he was moving, he feels nothing but warmth and radiance. "You are Ira. Reborn is the lineage. We Ascend." As the earth shakes, the Heart begins to float off of the ground, higher and higher, back up to the antechamber and beyond, past the opened dome. Amin and Doraan follow suit, running up the steps and out of the palace itself, just in time to watch as the Heart bursts atop the city, the brilliant light of the heavens enveloping it before everything goes white. When the flash fades, the city stands tall upon a new stretch of land, within the mountains of Region 56. The glimmering of the stars created by the Heart however remain there, swirling like a galaxy above the land. Arrakh-Rah, the Celestial City.
    Spoiler: The Heart of Arrakh-Rah
    Show




    [Military 10] Raise a fortress in Region 56, the Starspire!
    Fluff.


    [Diplomacy] Raise Reputation with TSR from 2-3. 21, Success.
    Fluff.


    [Military] Chepri leads the Arrakhi to crush the rebels in Region 49 with 6 units! Reckless Attacking, accepting duels but not challenging.
    Spoiler: Techs & Bonuses:
    Show
    Cavalry - Saddled Horned Cavalry (+1 to Battles, -10% Casualties)
    Melee Weapons - Cinnabar Warclubs (+1 to Battles)
    Ranged Weapons - Recurve Bows (+2 to Battles)
    Combat Drugs/Medicine - Comet Phylacteries (+2 to Leader Loss Rolls)
    Scouts/Logistics - War Drums (+2 TacMan)
    Armour - Peltae (+1 to Battles)
    Special Materials - Bronze (+1 to Battles, +1 to Leader Loss Rolls)
    Spending 1 Treasure (+1 to Battles)
    Artifact - Cometfang (50% chance for Cometborn to rise)
    Total Bonuses: +20 to Battle, +3 Leader Loss, +2 TacMan, -10% Casualties, 50% Cometborn Rise Chance

    Fluff.


    [Military] Epic Quest - Nightmare City (Sending Gorrn, Score 10.)
    When the Blight rears its ugly head once more, this time seemingly under the command of Petal-Head no less, Gorrn answers the call as Champion of Light and prepares for the long march to Kursaal to thwart this evil before it spreads.


    [Diplomacy] Attend the Shattered Bulwark Event.
    Accept Embassy with SAN.
    Accept KOB as vassals.
    Trade Coinage, Wheel and Axle, Advanced Masonry, and Composite Bows to KOB in exchange for the Blade of Arrakh-Rah.

    Fluff.


    Non Actions:
    Accept the REGENCY OF THE WEST WIND from NTK.
    Spend one TSR favour to raise reputation with TSR from 3-4, slandering HEN, who is not resisting!
    Accept Embassy with SCR
    Accept all techs from NTK via Embassy.
    Send Region 33 (No-Climb Cliffs) to NTK via Embassy in exhange for Regions 16, 27, 29.
    Accumulate 2 Treasure (12 TPs)
    Resist all Buyouts.
    Support all conversions to Trinity of Light, resist all others.
    Retire hero Chepri, Daughter of Darkness, and replace her with Aolut, the Comet Twin.

    News and Rumours:


    - A Prince of Light. A Prince of Blood.
    They speak to you in your dreams, young Aneirin. To burn brightly, you must accept the two halves of your being.
    Spoiler: There is power in blood.
    Show
    When you were mortal, your power lay in your blood. When you felt joy, it swelled within you. Your body and mind were clear and light.

    When you felt passion, it coursed within you. Senses sharp. Everything crisp.

    And when you felt anger, it felt as if the blood would overtake you. Wrest control from thought, from reason.

    But that was early on.

    You have learned control, in all those things. You could call on it. Your mind is strong.

    But now a new power courses through your veins. Through flesh. Through bone. It suffuses all that you are.

    So now the blood calls to YOU.

    Are you strong enough?


    -

    -

    Spoiler: Characters
    Show
    Living:
    • Doraan - Youngest child of Merine and Haraman, Thalaz'ir of the Arrakhi Sundom and Trinity of Light. (Age 48)
    • Haurun, Eldest child of Merine and Haraman (Age 66)
    • Kylisa, Second child of Merine and Haraman, Queen of the Night Kingdom (Age 60)
    • Chepri, Third child of Merine and Haraman, Daughter of Darkness. Creator of the Cometborn, and married to Ceron of the Crimson Kingdom. (Age 52)
    • Aneirin, Son of Chepri and Ceron. Prince of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 24)
    • Ahi, Daughter of Chepri and Ceron. Princess of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 22)
    • Addaon, Son of Chepri and Ceron. Prince of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 20)
    • Idwal, Son of Chepri and Ceron. Prince of Arrakh-Rah and the Crimson Kingdom. Half-Elven. (Age 20)
    • Cerys, Daughter of Chepri and Ceron. Princess of Arrakh-Rah and the Crimson Kindom. Half-Elven. (Age 18)
    • Qian, Daughter of Kylisa and Niece of Doraan. Married to Doraan. (Age 40).
    • Arrha, Sun's Divine. Leader of the Sun Trikha, Current (secret) leader of the Venom of Rakek-Ar, the Death Cult. (Age 50)
    • Oloa, Moon's Divine. Leader of the Moon Trikha. Prevalent Alqari priestess with a long history of upholding Arrakhi faiths. Loves to party. (Age 42)
    • Caalix, Stars' Divine. Leader of the Star Trikha. Star Dragon trapped in mortal form, but still retains his deep connection to the stars. (Age Unknown)
    • Amin, Zhatani Shaman and Voice of Shaal'Ator. (Age 49)
    • Pine, Golden-scaled blessed Ko and adopted daughter of Doraan.
    • Farida, Daughter of Doraan and Qian (Age 23)
    • Chigaru, Son of Doraan and Qian (Age 22)
    • Adom, Son of Doraan and Qian (Age 21)
    • Tali, Daughter of Doraan and Qian (Age 17)

    Deceased:
    • Haraman, First of the Reborn line of Ira (Thalaz'ir/Thalesh'ir). Died Age 56.
    • The High Priestess of Na'karat. Lead the Venom of Rakek-Ar until her death by Haraman. Nearly reborn in the Black Pools of Nyesh, plot foiled by Chepri.
    • Halphas the Woetide. Assassin of the Venom of Rakek-Ar. Died at the hands of Chepri during his attempt to resurrect the High Priestess.


    Spoiler: Bookkeeping
    Show

    Owned Regions

    Na'karat, R30
    No-Climb Cliffs, R33
    R49
    Ol'kolsa, R50
    Tipen, R54
    R55
    R56
    Dragon’s Grave, R58
    R67


    Army Units
    Land: 7/16
    Naval: 0/3
    Unit Amount
    Cometborn Warhost 6
    Arrakhi Zealots 0
    Arrakhi Wardens 0
    Arrakhi Reavers 1
    Arrakhi Seekers 0

    Heroes

    Chepri the Daughter of Darkness (7)
    Gorrn, Tipen's Might (10)

    Treasure

    4 Treasure

    Owned Resources
    Resource Region TP
    Comet Shards 30 1
    Aurochs 45 1
    Barley 49 1
    Wood 46 2
    Copper 29 2
    Goats 47 1
    Megaloceros 20 2
    Orichalcum 21 2
    Cinnabar 22 2
    Geese 15 2
    Copper 33 City
    Ember Stone 67 City


    Owned Techs
    Tech Effect Requirements
    Writing(Hraban Runes) +1 Conversion Def, +1 to Conversions if sharing same writing None
    Animal Husbandry +1 to Opu and Dip Explorations None
    Irrigation +1 to Stabilization None
    Advanced Masonry +2 to resist Raids and Sacks None
    Pottery +1 to Buyouts None
    Sailing Exploration + Troop Transport over Deep Water Borders None
    Comet Phylacteries +2 to Leader Loss Rolls Comet Shards
    Uzii Battlesmithing -10% Casualties Hard Metals
    Arctic Survival Exploration + Troop Transport across Arctic Borders Wood
    Cliffstep Riders Exploration + Troop Transport across Mountain Borders Megaloceros
    Horned Cavalry +1 to Battles Megaloceros
    Cinnabar Warclubs +1 to Battles Cinnabar
    Orichalcum Arrowheads +1 to Battles or +2 TacMan against Blightspawn Orichalcum
    Composite Bows +1 to Battles Hooved Animals
    Recurve Bows +2 to Battles Composite Bows + Hooved Animals
    War Drums +2 TacMan None
    Celestial Navigation Allows transit of one additional deep water border + -1 distance loss to deep water travel None
    Coinage +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts Silver or Gold
    Wheel & Axle +1 to Opulence Exploration, Overland exploration is not limited by adjacency None


    Organized Faith Bonuses
    Tier Effect
    1 (5 Holy Sites) +1 to Seek Aid
    2 (10 Holy Sites) 2d8 when duelling

    Artifacts
    Name Effect Location
    Cometfang Cometborn in equipped hero's army have a 50% chance of rising, up from 33%. Wielded by Gorrn, Tipen's Might

    Miracles (Trinity of Light)
    Name Effect Requirements
    Blessed Dynasty Twice per Round, you may seek aid for a rolled action, if you do so before the war deadline. Ruler must be a descendant of Merine.
    Daughter of Darkness In the aftermath of any battle where their ruler or hero leads, the Scions may roll 1d3 for every land Unit lost to battle casualties. On a 3, that Unit is revived as comet-born, and joins the Thalaz'ir. Only friendly units can be raised.


    Regional Effects

    Region Type Effect
    30 GP(Celestial Tower) +1 to Conversion rolls within two regions of the tower.
    30 Resource Req: Labor Fulfilled by Aurochs
    67 Oricalchum Gilding +1 to Buyouts and Resisting Buyouts
    Last edited by SOSDarkPhoenix; 2021-05-02 at 12:01 AM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

    Played the Harmony in Empire! 5
    Playing the Scions of the Thalaz'ir in Empire! 6

  15. - Top - End - #825
    Titan in the Playground
     
    Aedilred's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Kingdom of Limdimon, Round 20

    News and Rumours
    • Rumour begins to spread among the chiefs that Oniyellīs plans to instate a new system of government, replacing his current nominal status as first among equals with a fully hereditary monarchy. Yazaburon reluctantly confirms these rumours based on his conferences with the king.
    • The chief of the Azipāra, somewhat unsurprisingly, and the captains of Bra-a-Dod and Do-de-gro, are the most opposed to the new plans. Yazaburon meets with each of them and assures them that their sentiments are widely held.
    • When Oniyellīs calls the chiefs together at Limdimon, each of the recalcitrant chiefs attempts to position themselves as the leader of the opposition to the supposed plans. It turns out their positions have little in common.
    • Oniyellīs gives a speech to the assembled chiefs in which he outlines the need for reorganisation. If Henanda is to survive in the ruthless politics of the wider world, it must move with the times. The experiences of neighbouring kingdoms has shown that an ad-hoc system of government is fundamentally flawed, and this is no longer an isolated group of tribes wtih a common tongue but a great territory now including several peoples. He has sustained the current situation as long as he can, but it is time for change.
    • The Azipāra are the first to be embarrassed when all the other Bannanda tribes go along with the plan. Outmanoeuvred, the Azipāra agree rather than face down a united front of the rest of their people.
    • With the Bannanda chiefs on-side, Oniyellīs isolates the Wey-Dong chiefs, presenting them as seeking special treatment over and above that granted to the Ashihi or the Banagumē. They both duly fall in line.
    • The newly crowned king announces the formation of the unified Kingdom of Limdimon.
    • The king refuses to allow his wife or daughters to travel to Ashirian lands in light of the outbreaks of plague across both Kiswa and Sikar, and the recent assassination of the Sultan suggesting that the royal family of the Ashir may be unsafe. He sends his condolences over the loss of Harun to his in-laws.


    Actions
    [Diplomacy 10]Declare a Great Kingdom, the Kingdom of Limdimon!
    [Diplomacy] Attempt to persuade the Truthseers to allow Oniyellīs to hear the Mythica: 19
    [Military] Recruit 2 units
    [Military] Errant quest in region 188: Ecimona investigates the fortress in search of blightspawn in her own inimical way, with many pots smashed and little of value learned.
    • Roll: 18 - great success!
    • Diplomacy roll to enter: 17
    • Treasure gained: 3

    [Faith] Set 10 Holy Site bonus: Thefts and Incite Betrayal.

    Embassies


    Non-Actions
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Resist all thefts
    • Gain 2 Treasure at start of next round from owned trading posts
    • Define Helm of Invisibility: Gain +1 to Theft actions. If the action is taken secretly, failed Theft actions leave no trace.
    • Bestow the Helm of Invisibility on Yazaburon.


    Spoiler: Customs of Henanda
    Show

    While customs may vary by region, Bannanda customs are increasingly universal in polite society, in all regions of the kingdom.

    Hospitality

    Most customs of hospitality originated in a period when the people were still living in caves. Despite the general regard for deviousness as a quality among the people, outright breach of the laws of hospitality is a grave crime.

    A traveller should not be refused entry, at any hour, unless they are a known enemy.

    Closing the door or gates behind a guest is a sign of trust.

    A guest is under the protection of their host and must not be harmed. A guest shall not harm their host or member of their household.

    Guests are given clay lamps as a sign of trust. Traditionally these lamps were functional and would allow guests to move about independently in the darkness of the caves. In recent years, they have become largely symbolic, and rather smaller, more like tokens. Some clans stamp or inscribe these tokens with a symbol or name of the clan.

    On departure, the guest should offer to return the lamp (or token). If they are told to keep it, that indicates an invitation to return. A traveller who has been given a token in one settlement may present it in another settlement of the same clan to indicate that they are a trusted guest of the clan.

    The token is considered property of the host, loaned to the guest for the duration of their stay. Leaving without offering to return it is theft.

    While a host takes responsibility for a guest’s welfare, a guest is expected to share any food they are carrying with their host.

    Greetings

    "Good luck"

    Bannanda: eradōnē zharishīn
    Wey-Dong-O: Eylig balam
    Kledefokk: Fine nette


    Spoiler: Ruler stats
    Show

    King Oniyellīs

    D 10
    M 8
    O 4
    F 7
    I 3

    Stat increases: +1 Military


    Spoiler: Stuff
    Show

    Regions: 190 (Faragumūll/Kledehem), 191 (Dum-Hong Deng), 192 (Ilcerapirūll/Farilpūll), 193 (Faranandūll, capital), 212 (Farazhēla)
    Units: 9
    Treasure: 3?
    Last edited by Aedilred; 2021-05-01 at 09:33 PM.
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    Spoiler: Previous Avatars
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  16. - Top - End - #826
    Orc in the Playground
     
    D&D_Fan's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    SOR - Great Soreni Imperium (Round 20)
    Queen Gothek - 10 in DIP, MIL, and OPU, 1 in faith, and 5 in intrigue.

    Actions
    [DIP] Stabilize 325 - Autosuccess
    [OPU] Raise 1 Treasure
    [MIL] Raise 2 Units
    [MIL] Raise 1 Unit
    [OPU10] Invent new tech: Probably either Masonry 3, or Treasure Vaults
    [DIP] Induct next leader into Flame Tempered Soul powers

    Non-actions
    New leader: My next leader is Valrek, he is the great-grandson of Queen Gothek, and was raised by her.
    Diplomacy 6
    Military 6
    Opulence 6
    Faith 4
    Intrigue 2
    Also has Flame Tempered Soul
    Link to stat rolls: here.
    Petal quest roll thing: here

    Numbers
    Spoiler: Numbers
    Show
    12346789010111213141516171819202122232425262728293 03132333435363738394041424344454647484950515253545 55657585960
    Last edited by D&D_Fan; 2021-04-30 at 09:40 AM.

  17. - Top - End - #827
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: Empire 6: Embers of Dawn IC



    The Night Kingdom

    Iorwerth Nahaar, King of Night
    Diplomacy: 7
    Military: 8
    Opulence: 2
    Faith: 5
    Intrigue: 3

    Actions for Round 20 (Rolls)
    • [Diplomacy] Press Claim to R68! (Auto-Pass, 2/2)
      The first of many Sokau regions to join the fold - protected from plague and decay by a truthseer tower, overlooking the Daezirn isles as the perfect port for gating access between the continents. Iorwerth sees to it that the due effort is taken to secure this furthest territory first, given the higher likelihood of hostile variables. While the rest of the territories are ready to follow suit, the war is not yet over and the King is a focused man. He will do one thing at a time, and he will do it well.
    • [Diplomacy] Stabilize Swampum (SUCCESS - R39)!
      The Uzii are broken - the Shattered Shield of Mamut lies enveloped in Night Kingdom forces. The war was never intended to go this far, but now that it has a high priority is made for quelling any thoughts of rebellion before they can begin. Uzii like to fight, and thought their military is defeated there are many among them wishing to try the might of their new lords. Their wishes are granted, and Iorwerth Nahaar himself squares off in duels against many Uzii challengers. He declares after his victories that if the Uzii Protectorate will rise again, it will do so under his wing as a vassal or not at all. It is up to the Uzii if they wish to join the Night Kingdom against the blight as one spear into the darkness, or to keep their traditions and host their snortsmoot to find a champion that will serve him as a military advisor.
    • [Military] Raise 2 Units via fortress
    • [Military] Attack R42! (No resistance expected)
      3 Unit lead by Virne the Dragon Rider (mil 8)
      Peltae (armor) for an additional +1
      War drums for +2 tacman
    • [Military] Attack R41! (No resistance expected)
      3 Units lead by Seek Makoa (mil 7)
      Peltae (armor) for an additional +1
      War drums for +2 tacman
    • [Military] Attack R40! (No resistance expected)
      3 Unit lead by Iowerth Nahaar (mil 8)
      Peltae (armor) for an additional +1
      War drums for +2 tacman

      What's left of the Uzii territories seem to have natural pulls and pushes, but with Kylisa still in captivity and the recent death of his mother, Iorwerth takes no risks in letting loose the remaining lands on the north side of the great Mamuti river. Perhaps a surrender might have bought them better terms, but there is noone left in charge of the Uzii to make the call.


    Expected Improvements: +2 MIL, +1 DIP

    Non-Actions
    Via ARK embassy, grant regions 16, 27, 29
    Via ARK embassy, receive region 33
    Grant Three-Wind Bows to SCR via embassy
    Grant Three-Wind bows to ASH via embassy
    Send all tech to ARK via embassy
    Iorwerth indicates his close family member, the leader of ARK as his successor for TRS regency and abdicates the position in exchange for the legitimization of his kingdom to the faith and supremacy over the church


    For their invaluable war contributions and diplomatic assistance in coming to a territory agreement with the Scrim that grants Iorwerth every Sokau province in question, the Thalaz'ir of Na'karat is rewarded with a handsome swath territory that will facilitate their westward expansion. Rather than attempting to do 'everything at once', he wishes to dominate the political sphere of Western Mamut and solidify his defensive position.

    News and Rumors
    1. The King's mother, Arlais, has been slain in battle! One of few legitimate successors to the Crimson Kingdom, she is mourned both near and far. A legendary warrior and a good friend, her passing leaves Nylah widowed and Iceno with only one wife - that being Jasmin of the Ashir. The King, having lost his mother and most capable general to the Uzii, refuses to return any land to them in a peace deal, and prepares to hold that which he has taken while the former Sokau territories look up to this new boy-king and see in him a great conqueror worthy of the title Soge. No attack comes from the Uzii in retaliation, and when spies inform Iorwerth of their imminent collapse he seems pleased to let it happen so long as the most critical territories do not fall into another kingdom's direct control. Once collapsed and resistance seems unlikely, the armies of Night march to finish their war.
    2. The diseases that spread through the lands have the people of the Night Kingdom on edge. While nothing is in their territories yet, the symptoms and numbers get worse every day. After a brief discussion with the Ko, Iorwerth pledges his support to help investigate the cure to their most pressing diseases that look set to ravage his beloved Sokau territories when it comes to it.
    3. Merine sighs from her room in the Blessed Vale, where she's moved to reconnect with her hope. It's been a long day, and a longer war, which has turned out exactly as she prophesized so long ago. When the Alqari and the Uzii come to war, untold tragedy will strike Mamut. Blight seeps from the cracks of Kuursaal, the realm of her lost love. Plague ravages the edges of the continent, racing inwards with frightening ferocity. The tolls of war on the peoples and the armies of Mamut have grown steep, and her daughter who worked so hard to maintain that peace has been usurped by the spawn of her greatest enemy - the Horned King. He does not take the time to discuss philosophy with his great grandmother, who would ask that of a young king in wartime? He is focused and blind, sauntering into the future without checking first the omens that the world leaves for him to discover. A century has passed since Merine, whose age seems preserved in crystal around her late 20s, has lived under the heel of the Horned King. They did what they must to survive once, and she accepted it. The belief in him as god and savior made him too powerful for any blight to overcome, for any incursion to defeat, for any servant of the light to deter from his path once set. The removal of her faith and the loss of so many of her kind still stung like needles in her flesh. Everyone she had known from her old life has come and gone, leaving only her and her nemesis to know the truth of what happened. This, she thinks, is the price of her stolen immortality; the world moves on, but she cannot.
    4. The Horned King returns with Kylisa Nahaar from the faraway realms of Tarandi! After so many years away from home, living not uncomfortably under the watch of the Agents of Ruin and witnessing the terrible and miraculous power of the Wyrm firsthand, the opportunity for escape presents itself. A vulture from within RUIN had taken a liking to the Horned King, pondering his ideas of strength and finding it in himself to risk returning his new idol to his homeland in Mamut. Cloudy-Vulture-Tears-With-Comets had read and wrote in the holy Tome of Stars, and glimpsed within a possible future of his liking for the immortal in their possession, and the potential future for his people. Conspiring with Kylisa Nahaar to use her powers to predict when the attack from the Eauden Kingdoms will arrive in the Carrion Ward, they come up with a plan to arm themselves after Kylisa's would-be release and make a break for it to the east coast. The plan starts well, Kylisa is released for good behavior and manages to secure some weapons that had been hidden away for the occasion. She takes them back to the familiar site of the Horned King, now unconvinced of his own divinity, and two of Mamut's most capable fighters take on the delegation of wyrm-empowered, awakened creatures that served as their jailors. To their pleasant surprise, some woken rise up to help the Horned King escape as well - and the fighting goes much smoother with their aid. Yet the fight is not without injury, as Kylisa loses her eyes to the claws of a great, fire-breathing lion, but the few manage to subdue all opposition and flee to the wilds where their guide meets them. The woken that joined them in their fight remain to witness the 'Dawning of the Master,' but they receive many thanks nonetheless. With his tracking and skills, the trio forge to the coast and under the guise of common travellers make their way across the seas to Mamut once again where a Night Kingdom contingent waits to escort them home at long last. The realm is not as they left it, but it is still their own.


    Spoiler: Stats
    Show

    Military Units: 9 (1 Lunar Scouts, 2 Sukkomi Fighters, Qian's Warband, 2 Moon-Guard, 3 Legions of Night)
    Naval Units: 0

    Regions Owned: [Blessed Vale 32] [Dek'varro 31] [Upper Vale 43] [Tanwar 27] [Glimmering Pass 29] [Atel’Nora 48] [Džíu Phè Hwǔ R46] [Hollow-Wood R16] [Swampum R39] [Hrathgan R34]
    Total Regions: 10
    Land Unit Cap: 24 (6 Capital Unit Cap + 9 Other Regions * 2 + 0 Tech - 0 Vassal Status)
    Sea Unit Cap: 6 (3 Base + 3 Coastal Regions)

    Cultural Identities:
    Dynasty Head (2d8 to Buyouts and Conversions in kingdoms ruled by Dynasty Members)

    Military Specialization:
    None

    Holy Artifacts:
    Tome of Stars (+1 to the effect of seek aid rolls once per turn) [Stored in Mount Renjin Summit, +4 against theft]

    Character Blessings:
    Blessed Dynasty - Twice per round, a ruler character descended from High Priestess and Thalesh'ir Merine may make a seek aid action targeting a roll has already been determined, so long as it is taken before the war deadline has passed.
    Blessing of the West Wind - +1 to a single stat during ruler generation (Dynastic), one extra region for the purposes of determining GK and Empire status, permits faith instead of intrigue for investigations

    Military Technologies:
    Comet Phylacteries
    Uzii Battlesmithing
    Composite Bows
    Recurve Bows
    War Drums
    Saddles
    Wolf Riders
    Bronze
    Peltae
    Feathered Cloaks
    Crab-Claw Sails
    Horned Cavalry
    Orichalcum Arrowheads
    Cinnabar Warclubs
    Three-Wind-Bows
    Viskari War Bows

    Heroes:
    Seer Makoa (7)
    Virne the Dragon-Rider (8)

    Opulence Technologies:
    Irrigation - +1 to Stabilization Rolls
    Pottery - +1 to buyouts
    Writing (Hraban Runes) - +1 conversion defense, +1 to conversions in regions that share my writing system
    Animal Husbandry - +1 to opulence and diplomacy exploration
    Masonry - +1 to resist raids and sacks
    Sailing - Allows overseas exploration
    Arctic Survival
    Wheel & Axle
    Coinage
    Celestial Navigation
    Advanced Masonry
    Song of the Sea
    Song of the Sky
    Mountaineer Clothing
    Thin-Blood Elixir
    Towers of Light
    Cliffstep Riders
    Mechanical Joints

    Translations:
    Sikar Translation
    Daezirn Translation
    Tarandi Translation

    Deals:
    Distantly related to TAR, SOT, DER, and CRI's rulers

    Regional Benefits:
    Blessed Vale, Mamut (32) [Capital Region, Map of Heaven (Great Project, +1 to seek aid), The Sunrise Citadel (Fortress, +2 Defense), Mount Renjin Summit (Holy Order, +4 against conversion and purges)]
    Dek'varro, Mamut (31), [None]
    Upper Vale, Mamut (43), [None]
    Tanwar, Mamut (27), [Standing Stone]
    Glimmering Pass, Mamut (29), [None]
    Atel’Nora, Mamut (48), [None]
    Džíu Phè Hwǔ (46), [City (Wood), (Fortress, +2 Defense)]
    Hollow-wood (16), [None]
    Swampum (39), [Fortress, +2 Defense, Great Project, resist Errant Questing with duels]
    Hrathgan (34), [Fortress, +2 Defense]

    Secrets Whispered: 0
    Embassies: SCR, SKT, ARK, ASH, DAN, SEW, TAR, CRI

    Resources controlled:
    [Gems, Blessed Vale (32)], [Wood Džíu Phè Hwǔ (46)]
    Passive Treasure Income: 0
    Treasure: 2

    Rep:
    Truthseers - 2
    Dreamspeakers -1

    Last edited by Zayuz; 2021-05-01 at 12:54 AM.
    "What is to give light must endure burning."

  18. - Top - End - #828
    Bugbear in the Playground
     
    Lleban's Avatar

    Join Date
    Jul 2015
    Location
    The Astral Plane!!!
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Candake of Ta Seti


    Pharoah Nefertiti Dust Walker
    Stats
    Dip 10
    Mil 7
    Op 3 (+1)
    Faith 6 (+1)
    Int 5 (+1)


    Actions:

    Opulence: Hoard treasure

    Opulence Hoard treasure

    Faith: Finish the Sun Disk of Ta Netjer (5/5)

    On the eve of the sun disk's competition, the runes carved on the sunstone edifice are inlet with bronze. The Kagahara letters are arranged to form a poem extolling the benevolence and divine right to rule of the Alodite pharaohs.

    Once completed the sun disc will be mounted atop the Holy mountain. Home to the largest deposit of sunstone on the island. Every year thousands of pilgrims will come to the island, climb up the holy mountain and run 3 laps around the Sun Disk in order to receive the sun's blessing.

    Faith: Seek Aid for investigation roll 12

    Intrigue Investigate Scale Pox roll 21

    Intrigue Secret Secrets roll 9

    Nonactions

    Use SOS favor to train Ka the Hero

    Embassy-actions

    Accept vassalization from the Crow's tribe
    Accept any gifts
    give Adv Poisoning and Djinn Contracts to Hyd

    Spoiler: Culture and customs
    Show








    News and Rumors
    • Maat Travels to the lands of the Naherin to speak on his long history of sand lung.
    Last edited by Lleban; 2021-05-01 at 11:37 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
    Show
    Spoiler: Suprise
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  19. - Top - End - #829
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Abiherist Tribes
    (Round 19)
    The Council of Curators





    [Military] Raise 2 Land Units: Now that the freshly conquered lands of Tsengata had been restored to peace, Oyem's conscription officers set about recruiting soldiers to replace the casualties suffered in the war that captured it. The bravest of the BaTseng, notable for their almost insane courage, had traditionally proved their courage by venturing into the Helalelang Forest and hunting, capturing, or communing with the monstrous hydras that lurked in the dark jungle. With the advanced animal husbandry techniques brought in turn by the Sirrvadut and the blemmyae, however, it soon became apparent that a handful of hydras could be brought out of the sacred forest and trained to respond to commands. The gargantuan creatures were perfect tools of war, and Oyem was quick to recruit their BaTseng handlers to join the armies of the United Abiherist Tribes. At the same time, the defeated Sirrvadut overlords of Tsengata had been forced to disband their standing military, much to the chagrin of the elvish soldiers who had spent their entire lives at nothing but battle. As incidents involving disaffected veterans began to become more violent and disruptive, the Council of Curators agreed that the best solution was to restore the Sirrvadut military units, albeit under the command of loyal Abiherists. These legions of grizzled, battle-scarred soldiers quickly proved deadly effective at maintaining the peace in the United Abiherist Tribes, and were honored with a place in the vanguard of Oyem's armies alongside the Zinabi clan.
    [Military] Sawut Kw'Torineti Quests across the Sea of Sawut (17): Just as Gusuhaz Kw'Sewi had once ventured to the unexplored north after a tragic loss, so too did Sawut Kw'Torineti, the Crimson Crusader, go off into solitude following the death of Gusuhaz themself. Racked by guilt at their failure to save the hero's life, Sawut once again sailed off into the ocean that some had begun to call after them. As their lone outrigger passed into the sea of the rising sun, Sawut's crimson blade glittered with the living spirit of their relative, Dinfat Kw'Torineti, the first Abiherist ever to sight the sea and feel the irresistible longing to sail off into its depths. Ancestors willing, the blade might finally see what waits on the other side of the vast ocean.
    [Faith] Convert 235 (17):
    [Faith] Convert 239 (16):
    [Diplomacy] Claim 219 by right of Holy Land (12):
    [Diplomacy] Claim 227 by right of Holy Land (14):

    Nonactions:
    Attend event
    Resist buyouts
    Resist all conversions except those to Oracles of the Elder Memories
    Use one SoS Favor to increase Medmäsha Tänata's Hero score from 7 to 8

    TRO Embassy
    Accept all techs
    SKO Embassy
    Accept all techs

    TAR Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show



    Spoiler: Songs of the Korebita
    Show



    Spoiler: Technologies
    Show

    Writing
    Sailing
    Irrigation
    Animal Husbandry
    Crab-Claw Sails
    Pottery
    Thin-Blood Elixir
    War Drums
    Feathered Cloaks
    Seekers
    Advanced Masonry
    Composite Bows
    Wolf Riders
    Eleftherian Diplomacy

    Spoiler: Bookkeeping and Ruler Info
    Show

    Land Units: Torineti Warriors, Korebita Slingers, Sewi Warriors, Thunder’s Vanguard, Zemena Monks, Flock of the Warshepherd, Galghäl Skirmishers, Ancient Ones Syncretists

    Naval Units: Adeni Marines, Huleteni’s Javelin, Badëmajha Cultists

    Treasures: Black Gold, Blood Ingot, Kro Loot, Mysterious Riches, The Wealth of Tarandi

    Resources Controlled: Wild Asses (232.1), Tropical Birds (194.2), Flint (213 [City])

    Fortress: Misig Zinabi (213)

    City: Kema (213)

    Heroes: Sawut Kw'Torineti (10), Medmäsha Tänata (7)

    Artifacts: The Crimson Blade of Yedem Kali (Sawut Kw'Torineti)

    Tactical Doctrine: Lead from the Front


    Leader: The Council of the Curators

    Gotor Kw'Mesihafi, Curator of Syncretism (Diplomacy): 6
    Oyem Kw'Mesihafi, Curator of Heroism (Military): 8 +1
    Genizeb Kw'Mesihafi, Curator of Splendor (Opulence): 6
    Kahin Kw'Mesihafi, Curator of Tradition (Faith): 9 +1
    Mekabir Kw'Mesihafi, Curator of Mysteries (Intrigue): 2 +1
    Last edited by Gaius Hermicus; 2021-04-22 at 10:37 PM.
    Avatar by Sniper Jo!

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

  20. - Top - End - #830
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
    Location
    Sector ZZ9 Plural Z Alpha
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    Veramondo
    Vassals to the Vygra Confluence
    Region 218: Veramondo
    Region 228: Adzbark Wetlands
    Region 229: Flaschorikia
    Region 230: Qsmar

    Actions
    Rolls


    [Diplomacy] Stabilize 230
    Treasure

    [Opulence] Buyout 196 TP 1 for Peccaries
    Treasure

    [Opulence] Buyout 245 TP 1 for Orichalcum
    Use liege score of 8.

    [Faith] Convert 184 to the Way of Green


    [Faith] Convert 242 to the Way of Green


    Nonactions

    Support conversions to Way of Green
    Resist everything else.

    Vygra Embassy


    News and Rumors
    Odvar the Fisher is kept under house arrest in Atasamar Kanorage. The queen has ordered that he is not to be harmed, and has spent a significant amount of time in discussion with him, on matters of politics and combat.
    To what end, no one is sure. Unseemly rumors circulate behind Enavi's back.

    Spoiler: National Info
    Show
    Units: 7/12 land, 1/6 sea
    Treasure: 5/5 (+2 per round)
    Heroes:
    Kata the Fatherless (7)
    Relics:
    Twilight Lens: -2 Cross-Continent penalty.

    Spoiler: Technologies
    Show
    Name Effect Requires Usable? DSP?
    Advanced Masonry +1 resist Raid and Sack None Yes No
    Advanced Poisoning +1 theft, assassination, kidnapping, incite betrayal, and related Secret Actions Medicinal/Poisonous plants No No
    Animal Husbandry +1 to Opu and Dip explore None Yes No
    Arctic Survival May cross arctic borders Lumber Yes Yes
    Bronze +1 battles, +1 leader loss Copper, Materials slot Yes No
    Caravanserai +1 resist Raid and Sack Masonry, Stone or Clay Yes Yes
    Celestial Navigation Cross additional deep water border and -1 distance loss over water None Yes Yes
    Coinage +1 resist buyout against those without coinage, +1 buyout if you have gold or silver None Yes Yes
    Comet Phylacteries +2 leader loss rolls Comet Shards, Medicine slot No Yes
    Composite Bows +1 battles Hooved Animals, Ranged slot Yes Yes
    Crab-Claw Sails -1 distance loss, increase deep water transport by 1 Sailing, Logistics slot Yes Yes
    Eleftherian Diplomacy New non-dynastic rulers get +1 to two stats their predecessor had 8 or more in Writing Yes Yes
    Equestrianism -10% casualties Horses, Animal Husbandry, Cavalry slot Yes Yes
    Feathered Capes May contribute an extra hero to quests without extra actions. Feathers, Armor slot. Yes Yes
    Increased Defense Budget May spend 1 more treasure on a battle, +1 to battle for every 2 treasure spent Gems or Precious Metals, Logistics slot No Yes
    Irrigation +1 Stabilize None Yes No
    Masonry +1 resist Raid and Sack None Yes No
    Mechanical Joints +1 Buyouts and Opulence Exploration None Yes Yes
    Mountaineer Clothing Can cross mountain borders Furs and Hides Yes Yes
    Peltae +1 to Battle Wood, Armor slot Yes Yes
    Pottery +1 Buyout None Yes No
    Recurve Bows +2 Battle Composite Bows, Hooves, Ranged Slot Yes Yes
    Saddles +1 Battle, -10% casualties. Cavalry tech, Animals, Cavalry Slot. Yes Yes
    Sailing May cross deep water None Yes Yes
    Seekers May cross deep desert Nahkla Stone No Yes
    Steering Oars +3 TM in naval and coastal battles Sailing, Cavalry Slot Yes Yes
    Song of the Sea Cross 1 additional deep water border. +2 Leader Loss in naval battles Sea Creatures, Animal Husbandry, Sailing, Logistics slot. No Yes
    Song of the Wind +1 Sea exploration, cross 1 additional deep water border. Flying Beings, Animal Husbandry, Sailing Yes Yes
    Thin-Blood Elixir +1 to battles and Quests against Gluttonous Shadows Medicine slot Yes No
    Towers of Light +2 resist Raids, +1 to Investigate per other with this tech that investigates this round (max +2) Silver, Masonry No Yes
    Treasure Ships +1 Sailing range and can make Trade Routes over deep water None (?) Yes (?) Yes
    Uzii Battlesmithing -10% casualties Hard Metal, Armor slot Yes Yes
    Viskari War Bows +1 to battle Wood, Ranged slot Yes Yes
    War Drums +2 tactical maneuvering Logistics slot Yes Yes
    Wheel and Axle +1 Opu explore, overland exploration not limited by adjacency None Yes No
    Wolf Riders +1 to battle Wolves, Cavalry slot No Yes
    Writing +1 conversion resist, +1 conversion against people who have Veramondi Logography None Yes No



    Trade Posts:
    Ashiran Horses: 302.1
    Cacao: 218.C, 218.1
    Copper: 282.3
    Flamingoes 229.C
    Rice: 228.1
    Stone: 213.1
    Timber: 192.1, 195.3
    Wild Asses 212.1

    CIs
    Practiced Debate: 2d8 on Conversions. (Permanent)

    Rep Bonuses
    DSP 1: +1 Exploration
    DSP 2: Incur distance losses every 5 regions.
    DSP 3: 2d8 secret actions
    Keeper of Fables: +2 secret action resist, gain all techs owned by 5+ nations, may treat a DSP exploration as own Inquest great success once per round
    SoS 1: +1 Stabilization
    SoS 2: +1 existing Hero related rolls
    TSR 1: +1 Establish Claim
    Fortresses:
    Atasamar Kanorage (218)
    Cities
    Kanorage (218) Does not count towards city count limits.
    Flamakar Sangrisil (229).

    Spoiler: Ruler Info
    Show
    Enavi Hadev
    Diplomacy: 3
    Military: 7
    Opulence: 3+1
    Faith: 7+1
    Intrigue: 6

    Descendants and Heirs:


    Spouse:
    None

    Other Family:
    Oram Hadev III - Uncle
    Vari Hadev - Aunt
    Kata... Hadev? - Cousin
    Karsha Hadev - Sister

    Last edited by bc56; 2021-05-01 at 07:00 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
    My Nexus characters

  21. - Top - End - #831
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra Confluence
    Great Kingdom - Kiswa Regions 226, 184, 224, 225, 236, 237, 242, 266
    Turn 20


    News and Rumors:
    > The terrible onset of corpse plague ravages the Tamago Isles, hundreds dying and many more debilitated by the ferocious disease. Among the lost are Chief Sanu and Phaudl, as well as their son Danburl. Their daughter Aolani, though stricken, recovers and takes up the mantle of chief even while grieving. Blessedly, all four of their children overcome their sickness, though recuperation is slow and taxing.

    > Angna the Furnace, Slayer of Shadows, is also brought low by the onslaught of disease. She lingers for excruciating months through the depradations of sand lung, until the embers of the furnace within finally go cold. She is survived by Nikara of Singhon, her husband, and by their granddaughter Demuri. At the funeral, Demuri sets aside the torch meant for lighting the pyre and climbs onto it herself, crying molten tears that drip down and enkindle into a conflagration. When she finally steps down from the pyre, the lines of burning tears are etched permanently into her skin, but she is otherwise unharmed.

    Spoiler: Demuri inspiration
    Show


    Actions:
    1) [Intrigue] Secret Action
    A ripple begins from a single point.

    2) [Diplomacy] Special 10: Elevate Kingdom - The Vygra Confluence becomes an Empire!
    With the numerous tribes of the south joined together, and renewed and strengthened bonds of support and cooperation with the Veramondi lands, the Confluence is recognized as one of the leading powers. It has expanded beyond even Khetra’s lofty dreams of united influence.

    3) [Military] Send Candidate to SoS Trials of Iron: Jevika
    With the announcement of the Sentinels' Trial of Iron, many prospective heroes compete across the Confluence to earn the matji's approval to candidacy. The first victor is Jevika, a Mira warrior of Varsha's aspirants.

    4) [Opulence] Buyout Trade Post: Region 195 TP1 - Timber (Roll: 19)

    5) [Opulence] Buyout Trade Post: Region 229 TP2 - Flamingos (Roll: 15)
    Knowledge and progress are being amassed from across the world at a rate that far outstrips the Confluence’s ability to implement it. Fulji Arima continues to oversee acquisitions of materials and wealth to improve the empire’s prosperity.

    6) [Military] Attacking Region 245 - (TacMan +11, Battle +21)
    > Units: 4 Land units - 1 Vygra Butho, 1 Elkh-Waden, 1 Hajje Mahout, 1 Sentinel Aspirants
    > Leader: Matji Varsha (Mil 10, +2 Leader Loss, Duel challenge at +12)
    > Route: 242 -> 245
    > Tactical Doctine: Reckless Attack
    > Techs: Black Iron Weapons, Uzii Battlesmithing, Blade Sharpeners, Recurve Bows, Saddles, War Drums
    > Regional: +4 mountain border bonus to defender
    > Treasure: 1 spent
    With the results of the investigation into the strange 'blood gold' being found, and its connection to the blight, Matji Varsha orders that the territory surrounding it's deposits be secured to prevent it falling into the wrong hands.

    Non-actions:
    Resist all buyouts unless otherwise specified, and conversions except to Way of Green.
    Give Eleftherian Democracy, Public Education, and Viskari Warbows techs to Sewune. (Embassy)
    Give Recurve Bows and Towers of Light techs to Á'Shansholí. (Embassy)
    The mantle of champion is passed down from Angna the Furnace to Demuri, the Weeping Fire.
    Spend 2 Treasure, 1 each on battle and timber buyout.

    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Varsha, Flame-Tempered Soul (Diplomacy 10; Military 10; Opulence 8; Faith 2; Intrigue 10)
    End-of-turn increase: Opulence +1
    New Leader next turn: No

    Heroes: Demuri, the Weeping Fire, Heir of the Shadow Slayer (9); Niharyka the Wayfinder (9)
    Other notables: Fulji Arima, Hirana, and Bulandi; Aolani, Taai, Karau, Sanu-ai, Ioteba; Ranee Karsha and Rajah Bhosale; Shire

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Bronze, War Drums, Mountaineer Clothing, Wheel and Axle, Crab-Claw Sails, Thin-Blood Elixir, Coinage, Black Iron Weapons, Composite Bows, Celestial Navigation, Advanced Masonry, Arctic Survival, Uzii Battlesmithing, Stage Plays, Caravanserai, Advanced Poisoning, Steering Oars, Blade Sharpeners, Feathered Cloaks, Eleftherian Democracy, Public Education, Song of the Wind, Song of the Sea, Viskari Warbows, Wolf Riders, Saddles, Recurve Bows, Towers of Light
    Cultural Identity: With Open Arms - Rep Raise 2d8
    Tactical Doctrines: Butho Horns
    Units: 4/20 Land - 1 Vygra Butho, 1 Elkh-Waden, 1 Hajje Mahout, 1 Sentinel Aspirants
    2/6 Naval - Isle Rafters
    Fortress: Utkrshta - Region 224
    Treasure: 7
    Reputation: SOS (3); DSP (1)
    Favors: SOS (1)
    Capital City: Farahabi - Vyterrat Region 226
    Trading Posts 13 (+2 income):
    > Buffalo - 222 TP1
    > Copper - 226 TP2, 226 City
    > Elephants - 224 TP1 & TP2
    > Elk - 225 TP2
    > Furs and Hides - 237 TP1 & TP2
    > Granite - 238 TP1
    > Healing Herbs - 221 TP1
    > Shale - 236 TP1
    > Timber - 195 TP3
    > Tvila Clay - 211 TP1
    Primary Religion: Way of Green (5HS: +1 to Buyouts; 10HS: Conversion Resistance 2d8)
    Embassies: Veramondo (218), Lhungho Saar (221), Sewune (216), Á'Shansholí (115)
    Other: Song of the Sands (Sikar Translation), Ballad of the Blossoms (Mamut Translation), Serenade of the Snows (Tarandi Translation), River Lords’ favor
    Last edited by Frostwander; 2021-04-30 at 05:20 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

    Empire! 6 - The Vygra Confluence
    Empire! 7 - Costa Sereia
    Empire! 8 - Caipe Ushere
    Avatar by Gengy

  22. - Top - End - #832
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Danneta-Yvaon, The Jewel of Tarandi
    Chiefs: Nocter Rikoz-Mak and Noctrix Amira-Mak

    News and Rumors
    - Tarandi erupts in fire and death, and Pina-Mak hangs her head. The doom she foretold was come, though it was perhaps not too late. She hoped her Daughter would be up to the task ahead.

    - The dream of a unified coast was sullied by the rise of the Island Fugue, as whole bloodlines of Dwarvenkind and countless traders besides went still - the still-living sometimes nearly indistinguishable from the dead, to horror as sometimes the corpse-pyres still screamed. Wood-witches did their best to deal with the symptoms while the Stonesages sought to delay it from reaching the interior - it wrought enough havoc in the countryside, and the horror would be yet greater if it spread to Danneta-Yvaon, and from its veins to all Tarandi.

    - Best Boats on the planet!
    - Acknowledge Truthseers

    [Opulence] Buyout Region 165 Spices TP 1 [TN 12, Roll 20, Success] - Though the perpetually dissatisfied wealthy demanded exotic beverages this year, the merchant class sought a workaround - spices from Ilduri lands could be used for many dishes, and could easily enhance the selection of alcoholic delights in the city.

    [Opulence] Buyout Region 52 Silk TP 2 [TN 12, Roll 18 (wrong modifier on roll in thread), Success] - Trade with Mamut continues to pay dividends as Tor-Mak's branch in the Night Kingdom acquires a steady supply of silks to send home, sating the perpetual textile demands somewhat - for now.

    [Faith] Seek Aid for ULD's Secret Action (Using Merine's Blessing) [TN 12, Roll 15, Success]
    Destruction, what an ugly word
    Enemy of this House
    For Lion, Cat, and Dog and Bird
    For Rat and Fly and Mouse


    [Faith] Convert Region 181 to Way of Eauden [TN 12, Roll 14, Success] - .

    [Military] Send Magi Nila-Sen to Quest after the Ghost Ship in the Waters between Region 72 and 73 [TN 12, Roll 13, Success] - Rumors of a Wild-haired Woman on a terrible Ghost Ship wielding a length of bone that struck terror into the hearts of men. Could this be the Wielder of the First Sword? Could this be the same Herald of the Blight rumored to have taken the soul of a Kiswan Pirate Lord? The Magi Nila-Sen, Guardian-Blooded, sought answers as she set out from the Plagued Emerald Coast on one of their Great Ships, some of the finest in the world. She had sailed to Azumaba to Challenge the Heart of God, and she had swum into the Amber Slime's Heart, and she had spoken to the Guardian of Tarandi and been imbued with a shred of her terrible duty. The Seas were her friend, and the Blight was her Enemy.

    [Military] Send Akoda Questing into the Unknown Mountains again, east of 145 [TN 12, Roll 18, Great Success] - .




    Non-Actions
    - Support all Way of Eauden Conversions, resist all others.
    - Accept all Embassies that aren't from RUIN
    - Close off most Mountain Passes in Western Tarandi, and deploy the Pure Vessel at a choke point for merchants and travelers; with luck, perhaps contain the Island Fugue west of the Mountains for a time.

    Embassy Actions
    - Grant SOL and ILD passage through the Mountains
    - Trade Advanced Sailing to SHN for Stage Plays
    - Gift Mountaineer Clothing to DRA and SOL
    - Gift Crab-Claw Sails and Advanced Sailing to CIT
    - Gift War Drums to ILD
    - Accept Gifts


    Spoiler: Ruler Info
    Show

    Nocter Rikoz-Mak and Noctrix Amira-Mak
    Diplomacy: 3
    Military: 3 +1
    Opulence: 7 +1
    Faith: 7 +1
    Intrigue: 4


    Expected Stat Gains: +1 Mil, +1 Op, +1 Faith


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    NO

    Military Units 5/10, Naval 0/4 (static; gained 1 from claim, lost 1 to Island Fugue)
    - Felessan's Elites
    - Felessan's Elites
    - Battle Magi
    - Northern Dwarf Auxiliaries
    - Northern Dwarf Auxiliaries

    Treasure: 11/15
    (+3 passive treasure/round)


    Relics:
    1x Ring of the Phoenix (Held by Nila-Sen)
    1x Pure Vessel (Held by Holy Order)

    Heroes:
    - Magi Nila-Sen (Hero 9, Guardian Blood)
    - Akoda, Marble Hound (Hero 10)

    Embassies:
    - Embassy with the Arrok
    - Embassy with Hiverness
    - Embassy with Clann Solais
    - Embassy with Shandole
    - Embassy with Eleftheria
    - Embassy with Aran Viska
    - Embassy with the Brayewen Tribes
    - Embassy with Sangar
    - Embassy with Drazollin
    - Embassy with Citlallo Isle (Daezirn)
    - Embassy with the Ilduri
    - Embassy with the Night Kingdom (Mamut)

    Organizational Overview:
    Sentinels of the Stone: Rep 2, 3 favors
    Truthseers: Rep 2, -2 favors
    Dream Speakers: Rep 1, 0 favor

    Temporary Cultural Identity - City of Adventure! (2d8 to Epic Quests)
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance
    - Miracle: Bloodbending - Use Faith or Mil to activate, -2 Enemy Leader Loss

    Technologies
    op - Irrigation, Writing [Hiverness Runes], Masonry, Pottery, Animal Husbandry, Sailing, Eleftherian Democracy, The Arch/Dome/Tower->Advanced Masonry, Song of the Wind, Wheel and Axle, Mechanical Joints, Mortise and Tenon Planking/Girded Keel/Foremast->Advanced Sailing, Coinage, Stone Rivers, Treasure Ships, Mountaineer Clothing
    mil - Viskari War Bows, Wolf Riders, Bronze, Saddles, Song of the Sea, Composite Bows, Recurve Bows, Uzii Battlesmithing, War Drums, Feathered Cloaks, Three-Wind Bows, Celestial Navigation, Increased War Budget, Peltae, Crab-Claw Sails

    - Special Materials - Bronze (+1 to Battle and Leader Loss, requires Tin or Copper)
    - Armor - Uzii Battlesmithing (-10% Casualties, requires Hard Metal) OR Feathered Cloaks (Able to send an extra hero assisting Epic Quest or Battle as a sub-action, requires Feathers)
    - Weaponry
    - Ranged Weaponry - Three-Wind Bows (+2 to Battle, +1 Tactical Maneuvering, -1 Enemy Leader Loss, requires Hooved Animal + Horned Animal + Wood)
    - Cavalry - Saddles (+1 to Battle, -10% Casualties, requires canines (for wolf riders) + animal resource)
    - Scouts and Logistics - War Drums (+2 Tactical Maneuvering)
    - War Beasts
    - Combat Drugs and Medicine
    - Fortifications
    - Sappers and Siege Weapons
    - Subterfuge

    Translations - Daezirn Isles, Mamut, Kiswa

    Trading posts (21, 3 treasure/round)
    - City of Danneta-Yvaon (96 Living Stone TP)
    - 99 (Mammoths) TP1
    - 110 (Midwives) TP1
    - 129 (Grousse Shark) TP1
    - 108 (Husky Dogs) TP3
    - 115 (Furs) TP3
    - 112 (Tin) TP1
    - 109 (Salt) TP2
    - 111 (Silver) TP3
    - 116 (Safflower Oil) TP2
    - 136 (Musical Instruments) TP3
    - 95 (Emeralds) TP1
    - 97 (Ivory) TP1
    - 130 (Horses) TP1
    - 133 (Lime) TP3
    - 120 (Granite) TP1
    - 121 (Giant Kites) TP1
    - 124 (Wood) TP3
    - 144 (Copper) TP1
    - 161 (Reindeer) TP1
    - 39 (Battle Toads) TP1


    Regent of the North Wind:
    - Can perform Investigations using Faith, as magical divinations
    - +1 floating stat on Dynastic Inheritance
    - +1 Virtual Region for GK/Empire

    Official Faith (Way of Eauden)
    5 HS: +1 to Conversions
    10 HS: 2d8 when Dueling
    Miracle: Water-Bending (Ability to cross Arctic Borders)
    Miracle: Spell-Casting (+1 to Battles)
    Miracle: House Mak Bends Earth (Ability to treat Mountains as Hill Borders, can grant fellow Eaudenites Mountain Crossing for 1 round via Embassy)
    Miracle: Bloodbending (Bonus TacDoc, uses higher of Faith or Mil, -2 to Enemy Leader Loss roll)
    Miracle: Merine's Blessing (From Rikoz II of the Night Kingdom, can Seek Aid post-facto up to twice per round before the War Deadline)

    Controlled Regions and Holy Sites:
    - 96: Way of Eauden (Holy Order: Circle of the Strix's Quill, Way of Eauden)
    - 95: Way of Eauden
    - 94: Way of Eauden
    - 88: Sundered Serpent


    Spoiler: Dice Roll Link
    Show
    Last edited by BladeofObliviom; 2021-05-01 at 10:16 PM.

  23. - Top - End - #833
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37 (& Illia, region 38, Luaithraeak-Molok, region 7)



    We do not speak for the trees. We are the trees. By the grace of the Sannha, we stride.
    We are the blessed of the Sannha. We are all its children. By the sacred waters, we abide.

    Caretaker Karakhita Brythion (16)
    Diplomacy: 3
    Military: 9
    Opulence: 3
    Faith: 7
    Intrigue: 3

    Listener's Faithful:
    1: Faith: Convert region 39 [12]

    Lord of Banners
    2: Diplomacy: Attend Gengy's collapse of the Protectorate event.
    -Accept all gifts

    3: Military: Invade region 9
    - 2 land units led by Asha-Shuran (8), Indefatigable Few (TacDoc)(+1 to Battle Roll, +10% enemy casualties, -10% own casualties), +1 to TacMan (religion)

    Knights of the Red Rose
    4: Military: Quest NE of region 9 with Onfroy (9) [16]

    Royalty
    5: Faith: Convert region 19 [12]

    6: Faith: Convert region 36 [14]


    Non-actions: Support all conversions to Bouquet of the Corpse Flower, support all buyouts of unowned TP's, accept all gifts, & accept diplomatic traffic from TAR & UZI.
    - Welcome Nyct to Bhaile-Koma

    To-Do - important characters.

    News & Rumours

    -Knights, for real this time, promise.

    -Cult of Rebirth. It's a thing!

    [/I]
    Spoiler: Important Characters
    Show

    The Brythions

    Leafhair Brythion [79] (Deceased)- Former Caretaker of Illia & the Deru, wearer of the Circlet of Leaf & Chain. Installed in the midst of a succession crisis, Leafhair transformed the governance of the Deru from a loose group of religiously aligned groves into a hereditary monarchy in a union with the neighbouring Illia peoples. Wed to Elora, Chosen of Illia, the two ruled in concert. Pursued by advancing age, Leafhair announced his intention to abdicate in favour of Esfrey on his 70th name day. This he did, and now serves as an adviser on the loose council that has developed around Esfrey's court in the Green Fields. He grieved for both his wife and son, and refused to believe the rumours that the dashing Sir Onfroy was to blame. With the reappearance of his youngest son Leafhair is a man at peace with the world, trusting in his children to protect Bhaile-Koma better than he ever could. Slipping into mild insanity in his later years, Leafhair rejoiced at his son Jofry's return, but soon barely remembered his disappearance. He spent much time reminiscing with his old Deru companions, themselves near to taking root, of his first days amongst the great trees, and the wonders of the forest he barely knew. At last he died peacefully napping in the woods, buried beneath his old friends, themselves taking root earlier that year.

    Elora Brythion née Covenantes [57] (Deceased)- Former Chosen of Illia, join ruler of Illia & the Deru. Wed to Leafhair. A standout warrior in a strong warrior culture, Elora has led the peoples of Illia for three decades, since her choosing. She strengthened the power of the sightless ones, spiritual leaders & masons of Illia, made peace with the hill-dwellers by taking Norren the Mortal into vassalage, and presided over a prosperous aftermath of the new dawn. She and Leafhair have 3 children. Increasingly growing distant from her twin children, viewing them as straying from Illian traditions and exploiting their privileged positions, she spent increasingly more time with her youngest, Jofry. While still a formidable warrior, Elora's sanity began to fray, a congenital Covenantes failing her forebears traditionally pushed through until their deaths in battle. In her 57th year, Elora was found dead in her youngest son Jofry's chambers, flayed alive, her corpse already festooned with blooming flowers.

    Esfrey Brythion [50] - Caretaker of the Illia & the Deru, Chosen of Illia, wearer of the Circlet of Leaf & Chain. Eldest daughter of Leafhair & Elora, Esfrey is a rambunctious and headstrong youngster, taking well to the traditional Illian trials. She has proven a precocious student, achieving her right to bear spear & sling by age 10. Completing the trials at age 16 alongside her twin Esfrey is ecstatic to have been named heir to her father, and routinely arrives to take command of forces during exercises in the Green Fields. A reckless adrenaline-junkie Esfrey has an odd aversion to duelling, preferring to let Onfroy defend her honour while she prepares for her next escapade. Taking the circlet has only fed Esfrey's appetite for adventure, and she spends most of her time hunting & leading mock battles, as well as scouring the woods for poachers and raiders. She seemed unfazed by Onfroy's transformation, welcoming him back to the capital with open arms. Outraged at her forced removal from the battlefield against the Orcs of Ixkarr Esfrey has become dangerously aggressive and borderline unstable. Followed by defeat against the Master of Fire and Dust Esfrey has crossed the borderline, requiring bodily restraint in her moments of madness. The Illian clans and dog-men's packs have become dangerously autonomous during this period of intermittent rule, permitting the Listener to gain increasing sway. After a particularly bad fit on her return home Esfrey lies in a coma.

    Onfroy Brythion [50] - Eldest son of Leafhair & Elora, twin brother of Esfrey, Onfroy is a similarly headstrong youngster, although a little less confrontational than his twin, preferring more thoughtful methods of dealing with those who contest him in the trials. He has progressed similarly swiftly in his studies, achieving his right to bear spear & inscribe letters by age 10. Pressed into service as his twin's champion, Onfroy channels his resentment of the role as fury unleashed upon his opponents, maiming several peers Esfrey claimed had slighted her in some petty manner. Furious he was not named heir in his sister's place, believing his martial and intellectual prowess outstrips her own, Onfroy was sent away from council at age 17 to train under the Targiz hero Petal-Head. He returned a very different man, stronger, faster, leaner, able to tear his flesh and extend red thorns to pierce his foes. To duel the young knight is to die a slow death by blood loss as innumerable small cuts and slices from thorn after thorn drain the life from his foes. He stays close to his sister, her staunch defender and bodyguard. The foremost advocate for the Bouquet of the Corpse Flower within Esfrey's court, Onfroy wields substantial influence. Esfrey delegates much of the day-to-day running of the kingdom to her brother, and he takes it quietly in his stride. More recently he developed a relationship with Alhambra, a survivor of No-Climb Cliffs he duelled during the Uzii's contest of might. While the pair rarely found the time to spend together, they always came back to the temple beneath Caretaker's Hall in the end. Onfroy is a fearsome figure within the court in no small part due to Alhambra, as after her transformation into a Thorn of the Red Rose her martial murderous might rivals Onfroy's own. Together they quietly and in some cases very publicly eliminate dissent. They have had 2 children together - the first, an unnamed daughter, disappeared three days after her birth, missing from her cot of flowers. The second, a son called Arnfroy, was born with skin mottled and patterned, split by imprints of 5-petalled red roses.

    Jofry Brythion [46] - Youngest son of Leafhair & Elora. He was an inquisitive child, but lacked the dexterous coordination of his siblings. Elora worried, but Leafhair was confident he'd find his way through the trials somehow. While he struggled, the youngster showed a remarkable determination and managed to cling on to life during the arduous tests. Elora grew increasingly attached to him, while Leafhair neglected his youngest to focus on Esfrey's education. Jofry had few friends amongst his peers, and spent most of his time outside of the trials in the company of young Deru, preferring their down-to-earth, measured approach to life. Few of his peers were willing to combat the might of even a sapling Deru, so he escaped physical bullying for the most part. He had not been seen since his mother's death, despite extensive searching. His closest friends, 2 sapling Deru and a young dog-boy were also missing. He resurfaced during the Dawn Council, stumbling upon visiting dignitaries from the Scrim. Apprehended during his attempted flight by Onfroy the boy disappeared once more for nearly a year before re-emerging as an emissary for his older twin siblings, loyal to all outward appearances. Marked out by two birds, a hawk and a falcon, perpetually adorning his shoulders, the boy-turned unusually hard man was struck by a chance encounter at the Festival of New Horizons, and a new feeling long left undrawn upon begins to return - love. He and Olea stole what time they could while his twins were away on campaign and he left the regent of the Deru. Attending the Union of the Crimson Sun together the pair seemed insatiably inseparable. Their bond has remained true, the two taking the responsibility of regency frequently while Esfrey wars and Onfroy prowls the lands for 'converts'. Now, with Esfrey incapacitated, Jofry and Olea serve as regents once more, for her young son Karakhita.

    Lilium 'Lily' Interspinus Brythion 19 - Eldest daughter of Jofry & Olea. Lily's goliath blood flows strong, and at 7 she is already the size of an Illian 12 year old. While Esfrey bordered on commanding the girl commence the trials, both Jofry and Olea did all they quietly could to keep Lily under Esfrey's gaze. The trials death rate has risen to almost one in two under the Listener's supernatural gaze, as penalties for even slight failure are harsher than ever before.

    'Arnfroy' Arnoldii Brythion 17 - Eldest son of Onfroy & Alhambra. Arnfroy's abominable heritage is immediately evident in his mottled & split skin, crossed by imprints of five-petalled red roses. He is an exceptionally quiet child.

    Karakhita Brythion 16 - Eldest son of Esfrey & Rakatak, born on the eve of the first skirmish of the third war against the folk of the flames. Orc blood runs strong through his veins. In stark contrast to his elder cousin he is an exceptionally rowdy child.

    Other Notables
    Norren the Mortal [159] (Deceased)- This cunning old dog-man leads the pack that serves Elora as her vassal. While in his youth the wily soldier fought long and hard against the Illians of the rock, when the war became so entrenched as to approach a war of extinction he betrayed the elders of his pack and led his fellow disaffected's over to Elora's side. Faced now with overwhelming odds the remaining packs retreated to their hill-forts to lick their wounds. Norren was charged with protecting the foothills, and with his pack now granted respite from the century of war and fed by the Illians is exceptionally effective. His pack has grown strong, and he now serves Leafhair & Elora as equal masters. His moniker was given by a soothsayer many moons ago who predicted his death in battle. Norren replied that while he is no more than mortal, his death will happen only when he so chooses. He has been tested and tested, and remains a capable warrior even has his age begins to catch up with him. Having crushed the remaining Dog-men of the highlands, Norren split his pack amongst his pups and theirs, preparing for a great trek westwards. In the aftermath of the failed expedition west, Norren has struggled to bring his pups back to heel, and their packs begin to vie with his for control of the dog-men. Tensions and tempers run high. The death of Norren by choice in battle, defending his sworn liege Esfrey, accelerated the collapse of semi-independent dog-men packs. The infighting his death triggered threatened to tear the packs apart and endanger wider Illia. In the struggle, a trying time for all involved, 6 packs emerged as strong contenders to reunite the dog-men. All fought, each wary of the other, until through subterfuge and intrigue one gained ascendance, subjugating the others. For a year and a day the order stood. Until the Listener came. At his command the 5 packs were freed, empowered, and set upon the last, the ascendant pack. When the blood-frenzy abated the Listener was pleased, and promised that in time there would be game aplenty to feed all the packs, for their sacrifice had been accepted.

    Asha-Shuran [74] - this Wattlea is the Deru's finest tactician, outfighting all comers in a series of exhibition matches between the Grey Grove & Widhu's Wrath. A rarity among the Deru, she is renowned for her quick temper and agile mind, and is usually raring for a fight. She found a kindred spirit in old Norren, and spent long hours discussing theories while the two hunt. Concerned at the growing pugnacious spirit of the Uzii, and trusting the Crimson Kingdom to stay in their mountains high Asha spent most of her days teaching Esfrey to lead warriors in battle, although she despaired of ever teaching the Illian to refrain from a charge. Asha then retreated a little from the capital, spending more and more time with Norren in the foothills. Esfrey made no attempt to force her to remain. Finding her favour at court again restored as Onfroy sought allies Asha-Shuran led a force against the blightwhales, conducting herself admirably. Devastated by the death of Norren she resolved to do right by Esfrey in her remaining years of service and while she again has fallen out of favour as Esfrey is enraged that she was removed from the field Asha remains a powerful commander with the loyalty of the Ashan Grove.

    The Listener ?? - this former sightless one is a mysterious figure, a red rose & crimson poppy sprouting from where his eyes once were. Claiming to speak for the ancestor spirits, to hear the voices of the rotted, the sacrificed, the deplored derided and defamed. He delivers their counsel, for in death they have nothing left to lose. The sightless ones, once an order of mute & blind stonemasons, has grown massively in size since the Listener's rise, now ranging far and wide to preach and proselytise, giving seeds and stirring the fertility of barren land in exchange for sacrifices and the bodies of the dead. The Listener himself has a near-iron grip on the Rock and its surrounds, facilitated by Esfrey's growing insanity. For years he has waited, prepared, sent feelers out to all who would listen, but now he preaches more. That the time of trials and terror is at hand in earnest. Now he marches on Bhaile-Koma to proclaim his visions and revelations to the court, backed by an army. He will make them listen.

    Gormeric Runarn 35 - the Lord of Banners, Gormeric leads the Enkel of Luaithraeak-Molok.


    Spoiler: Admin
    Show

    Embassy with Targiz

    Required Resource - Living Beings (Satisfied with Cattle)

    No New Leader

    Leader stat increases:
    Faith +2, Mil +1

    City in region 37 (Bhaile)
    Fortress in region 37 (the Green Fields)
    Holy Order in region 37 (Knights of the Red Rose)
    Holy Land Holy Order in region 37 (Cult of Rebirth)

    TP's:
    Region 37 TP1 (Living Wood)
    Region 42 TP1 (Cattle)

    Techs:
    Animal Husbandry
    Writing (Hraban)(Elecctricat)
    Masonry
    Irrigation
    Sailing
    Pottery
    Wild Riders
    ^^This list is definitely incomplete

    Naval Units: 2/4
    Units: 10/10

    Established Units:
    Old Grove - Warrior-trees.
    Widhu's Wrath - A horde of woodland beasts guided by Castain custodians.
    Illia's Children - Well-organised band of proud young Illian warriors.
    Illia's Elders- Age brings experience as well as scars - Illia is no peaceful place, and those warriors that survive are capable indeed.
    Ashan Grove - Asha-Shuran knows well the tales of the Ash Grove, and her own band of loyal followers are similarly inclined to revel in past glories.
    Knights of the Red Rose - Onfroy's fanatical followers.
    King's Own - Caretaker's personal guard.
    Listener's Faithful - fanatical followers of the prophet of the Garland of Souls.

    Factions:
    Listener's Faithful - 2 land units
    Lord of Banners - 2 land units
    Asha-Shuran's Fleet - 2 naval units
    Knights of the Red Rose - 3 land units
    Royal Retinue - 3 land units

    Religion benefits:
    HC 5 - +1 to Tac Man.
    HC 10 - something something buyouts something something
    HC 20 - +1 to hero generation

    Treasure: 0.

    Heroes: Asha-Shuran (8), Sir Onfroy (9)

    Cultural Identity(s): Children of the Sannha (2d8 on raising organisation reputation) (temporary).

    Tactical Doctrine(s): Indefatigable Few (If you are fighting alone: +1 to Battle Roll, +10% enemy casualties, -10% own casualties) (temporary).

    Artifact(s):
    Circlet of Leaf & Chain: A stone chain circlet with ever-green wattle leaves entwined throughout, permitting communication with the voices of Councillors & Chosen past, granting +2 to own leader loss rolls when ruler is personally leading troops.
    Last edited by Ausar; 2021-04-29 at 07:57 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  24. - Top - End - #834
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Symphony of Kalatar
    Region 136+135+132+157+159+158+161+134+160(needs writeup)



    Keeper Poav Polahi
    Dip 4
    Mil 5
    Op 5
    Faith 7
    Int 3


    Actions:

    1:[Military] Recruit 2 units
    Vralis, now commanding a veritable fortress, spends little time idle, ensuring that as many Sworn are trained and ready for the future as possible. With the lights in the sky, and armies incoming, time is something there is little of.

    2:[Military] Vralis Epic Quests to rid the world of the Nightmare City, assist 16 (10+1 (SOS)+1(LYRE)-2(continent)
    However, hearing of a great danger of Blight from Hinarah, who has often wandered Mamut amoung the Uzii, Vralis decides to win himself some glory and adventure of his own, by travelling with a few of his own Sworn to lend aid where he can.

    3:[Diplomacy] Stabalise 134 13


    4:[Diplomacy] Stabalise 160: 8

    5:[Diplomacy] Stabalise 136 16
    With the Gray lake and the Wyrm unleashed, and his Mother dead, poav moves quickly, sending out Pledge's and sworn across Kalatar, to ensure that Hinrah's song can spread as far as possible across the lands. Although he lacks much of the subtleties of his line, he does open what coffers Sangar has, to ensure that the lands are pulled from destruction.
    6: [Diplomacy] Improve relationship with the Truthseers 15
    Meanwhile, Poav himself goes to the Truthseers, bringing hos own account of what happened, noting that, as much as the Truthseers might look disfavuorably on Kalatar, they have done much to aid the poor ghosts and souls who had been lost.

    Stats:
    New Ruler:NO
    Non-Actions:
    LYRE: MIL
    Supporting SHN on religious head roll


    Embassy Actions:
    SHN: Accept Thin-blooded elixer
    Celestial Navigation
    Mountaineer Clothing
    Arctic Survival
    Composite Bows
    Stage Plays
    Crab Claw Sails


    UZI: Accept Comet Phylacteries
    Treasure ships
    Cloud Striders
    And the Mamut translations of Sikar, Daezern and Tarandi
    Accept Embassies with ARK and SCR

    RUIN: Accept Foremast
    Advanced Masonry
    Coinage
    News and Rumours:

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments
    142 TP1: Eagles
    140 TP1: Skyclad Dancers
    113 TP2: Wood
    155 TP1: Wild Horses\
    159 TP1 Copper
    131 TP1 Wooly sheep
    181 TP1 Brightly coloured fish
    132 TP1 Einkorn
    1 Treasure generated per turn
    Embassy:
    CAW
    SHA
    DAN
    UZI
    Stone blooded Kharnate


    Claims: 131

    HO: The Herald 136 AW
    Fountain 159 Children

    Fortress:136


    TD: Taunted Charge (+1. +10% enemy)

    Miracle: Song of rest
    Spoiler: details
    Show
    When Sangar participates in the invasion of a region, that region will no longer fall into unrest. In addition any battle in which Sangar leads one side incurs 10% fewer casualties on both sides as the Song of Rest cools savage bloodlust


    Orgs:
    Dreamspeakers: Rep 1,
    Sentinels of Stone Rep 2,
    Truthseekers: Rep -1
    https://www.familyecho.com/?p=WI66X&...50599954769564
    Technology: Masonry +1 resist raids and sacks
    Irrigation +1 stabalisation
    Animal Husbandry +1 Op and Dip Exploration
    Writing (CAW) +1 Conversion defence with same alphabet
    Pottery: +1 to buyouts
    Sailing
    Bows +1 to battle
    Song of the Wind
    Bronze
    Wolf Riders
    Battlesmithing
    Battle Drums
    Song of the Sea
    Saddles

    The Lyre of the Temperamental Song
    Units: 10/18
    Navy: 3/More

    Treasure: 6


    Heroes: Vralis 10
    Hinarah the Rider (guardian Blood) 9


    Required Resource: Animals met)
    Last edited by Tentreto; 2021-05-01 at 11:58 AM.
    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...



  25. - Top - End - #835
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    ^Turn Twenty

    My Round Actions
    Lands of the HYD
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11 R12 R13 R14 R15 R16 R17 R18 R19 R20

    Game Round Opener Posts
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10pt1 R10pt2 R11pt1 R11pt2 R12pt1 R12pt2 R13pt1 R13pt2 R14pt1 R14pt2 R15pt1 R15pt2 R16pt1 R16pt2 R17pt1 R17pt2 R18pt1 R18pt2 R19pt1 R19pt2 R20pt1 R20pt2



    Ruler: Wuuluu, The Hydran Sovereign
    Dip 10 > 4+1 (5)
    Mil 10 >3+1 (4)
    Opu 10 > 5 (5)
    Fai 1 > 1 +1 +2 (4)
    Int 6 > 3 (3)


    Actions
    Mil Raise Unit x2 (2 Land units)
    Mil Submit a hero to the SoS, getting 1 favor in return
    Daibaba, The Demon
    A night elf of middling renown, mostly for being arrogant and annoying on his high horse. He spits on people as if this were a form of attack, and to his credit, it genuinely does bother people and get in their eyes. Using a spear for combat and boasting a strong-fat style build, and skin tone that’s more pink than purple, he nethertheless is a fine warrior that will knock you flat and strike a victory pose afterwards if you aren’t careful.

    Fai GP Construct The Hexen Nest 1/5 Create the nest atop Fort Hexen, made out of Water Buffalo hair and horns.

    Only the finest materials will do, and the Hydran Empire is opulent enough to afford any expense. Buying up whole swaths of Water Buffalo from the Alodites (despite the reluctance of their ruler), they are harvested for raw materials to build into a giant nest. Entire Alskan Worms in length wide, and sturdy enough to support horses riding on the top. It makes for a lovely addition to the fort.

    Fai GP Construct The Hexen Nest 2/5 Gather the Simurgh eggs from far to the west.

    Having carefully crafted a home on the terrifying fort of worms, and having gathered all their other supplies, it is now time for the most perilous step of the journey. Gathering the denizens. Normally, given that the Hydran Royalty had personally purchased all outposts of the Simurghs in Sikar, this would be trivial, but there is special precaution not to contract Scale Pox from the west. Swiping eggs by the dozens, funneling them into the Orcan Coastal Territories, many of the caretakers are shocked at how large these eggs are.

    Dip Stabilize 204 (autosuccess)

    Dip Stabilize 265 (autosuccess)

    Opu 10 Figure out what this is gonna be, either now, or in a future turn.
    Spoiler: Wormlurk Tunnels
    Show

    Tentatively can be Wormlurk Tunnels, needing approval, can be changed if this doesn’t work out
    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.
    (Basically, balanced around the Mil tech Increased Defense Budget, but for intrigue rolls instead of battle rolls, and slightly less good as it doesn’t keep scaling with more and more treasure poured in)




    Sub-Actions
    Rename Fort Hexenschloss to Hexennest.


    Embassy Actions
    Trade Stage Plays and Arctic Survival to the Naherin.
    Receive Adv Poisoning and Djinn Contracts from the Alodites
    Trade the Tarandi Translation to the Alodites
    Give 1 treasure to the Sewune as a gift, to go along with the arrangement.


    Non-Actions
    Spoiler: Default Non-Actions
    Show

    Accept all Embassies.
    Accept Vassalization of the NAH and the SKO.
    Require permission from an Agent of Ruin for any interaction.
    Accept all trade gifts (treasures, units, technologies, etc)
    Resist all buyouts and Errant Quests not explicitly allowed within HYD territories.
    Resist all buyouts on TPs that the HYD specifically own (as opposed to unowned or owned by other players), superseding general support to buy out TPs.
    Resist all conversions to religions other than Path Of The Ancient Ones.
    Support all conversions to Path Of The Ancient Ones.
    Use a treasure if needed to roll resist for any kidnapping, assassination or betrayal of ruler or hero.
    Invalid actions should be contributed to a GP.


    Changing Ruler to Jenifu, the Hydran Sovereign, as Wuuluu shuts herself into isolation because of the River Fever. For the first month, she receives scarce visitation. Afterwards, the door of the makeshift tomb is sealed shut.

    Have Liyae go hang out with a dear friend.

    Spoiler: Truthseer Cultures, Taboos, and Mores submission
    Show

    Hydran culture, like the empire itself, is vast and multifaceted. Recognize that as I quill these tendencies, they are generalizations, not absolutes. The Hydran Empire is, mores than most others, full of anomalies.

    Penned by; Toibae, Headmistress of the Thankful Stables


    Spoiler: Night Elf Nobility
    Show
    Within the Night Elf Nobility, merit is queen, and anybody can prove themselves. The social structures are very loose thusly, and one person can grow from a pauper to a princeling… and vice versa. This takes different forms based on whether it is in the mainland or off on the other side of the Starworm Strait.

    In the queendom’s capital, cooperation is more highly prized. Clashes still often occur, but proving ones worth and gaining titles based on extraordinary achievements is more common. Credit is expected to be accurately attributed not just to oneself but to those working under you. This has evolved a form of humility amongst even the prideful Royal Astral Elves, as one can take pride in fostering and managing such merit filled servants and proteges.

    Over in Marsport, competition is put at the forefront. Barroom clashes, sword fights to first blood, horse races, archery contests, comparing your tracts of land with that of your rival lady friend, overt hostility is almost ingrained. This is especially true as you get close to Easika River, as the trolls and the pirates nearby often sail or march into the land for trade.

    One thing that is true of both is the focus on upfrontness and honesty. Outright hiding things when probed is a cultural sin. However, truthfulness does not preclude deceit. Leaving details out, allowing people to come to incorrect conclusions, the spirit of the law isn’t as grave a sin as long as you adhered to at least the letter.



    Spoiler: Mercenaries and Merchants
    Show
    Down in the mercenary and mercantile classes, a lot of the facets of nobility culture are shown, but whereas an undercurrent of camaraderie flows within the Nobility, there is no such thing with the middle class. Forming into bands and tribes to pillage (through contract or ransack) the lands and treasures of the lower class and each other, those not at the top have a lot to prove.

    Unlike the nobility itself, these entrepreneurs don’t give a flying **** about ‘technical honesty’, though they will certainly harp on competitors for it when the opportunity arises. Her Majesty’s fleet consists primarily of privateers whose job it is to hunt down any unauthorized ships sailing around the coastline and loot them for all they’ve got.

    If you’re conducting trade through the coastlines of the Starworm Strait or the Thunder Sea, you definitely want to pay tribute and get an official seal of approval to ward off these rogues that keep the seas otherwise fresh clean of pirates. Falsifying a seal is grounds for mass execution.

    But a privateer ship looting a ship with a seal is also grounds for mass execution.

    That said, the cooperative aspects of the highest rung of society does make its way down here, least when they work with friends, and I damn sure can say they get back results.


    Spoiler: Unwashed Masses
    Show
    Having members from so many different races, Mangrove, Orc, Elves and humans of many colors, Orcans, Lamia, Whelps, and even the rare Troll. In the bustling metropolisi of Mt Silver and Marsport, their lives are fantastic. Otherwise, pretty good.

    I admit I don’t know much about these folk. They seem fine. Often prove themselves worthy and move up into the mercantile class, or brutal enough to move into the mercenary class. They’re learning how to Social Distance the hard way, given the plagues starting up at the point in history when I’m writing this?

    I dunno. Just insert your stereotypes for poor people, that’ll get you close enough.




    Spoiler: Rumors and News
    Show

    Why put the rest of the Water Buffalo to waste? Having bought them up by the droves, and having enough TPs to support their war techs without the resources provided by them, their milk and meat becomes a steady part of the diet of even lower class elves. These hides are made into sleek and sexy shirts and skirts. Water Hats become the newest fashion trend, and the sovereign makes sure her personal crest is put on each one.
    (+)
    Zezau takes leave of Sikar, dressed in beautiful emerald to match her embroidery. Possessing quite a bit of guile, wealth, and a glint in her eye, she seeks out a very good relationship to the east. Before leaving the woman makes sure to take all manner of silks and finery, and her own personal worm. Now that she can feed them earth blood, the woman can ride one as her mount and keep it for perhaps decades on end. And it may be decades before she returns home to Sikar, so she makes sure to pack as heavy as her fleet of ships allows her.

    Thankfully, her escorts are more than capable of providing a safe voyage free from brigands and diseases alike.
    Spoiler: Zezau (Night Elf, Astral Emerald, Age 39) (280 AFD)
    Show

    Weaponsmaster of every kind, inventive and loves making up new trickery and traps. Horses hate her for some reason, and she can’t give one so much as a pet without it snorting in her face. A bit of a runt of the family, barely coming up to five foot when both her older sisters almost broke six. Ever cheerful and able to put a positive spin on things, and has personally made a name and a killing over in Marsport in sparring matches. A big advocate for her own code of honor, which is a strange belief to hold given her backstabbery tactics in most endeavors.

    (+)
    Extreme measures are taken to prevent infection and brutal harm done to the military, with secondary care given the the citizens. They’ve been given advice on how to behave, little more than that can be done. Maybe more could have been done if the infection hadn’t spread so far and so fast that it was already Too Late by time word even reached the capital, but resources are already being prepared to pour en masse into the cures and preventative measures, for once successful ventures prove their initial results.


    Spoiler: Relevant TP descriptions
    Show

    Spoiler: Water Buffalo
    Show

    Domestic Water buffalo are the lifeblood of the Alodites, providing a source of meat, milk, and hides. Buffalo, serves as a unit of currency and status between the various Alodite clans. Foreign merchants from all over Sikar travel to trade luxury goods for access to the various products derived from the buffalo.


    Spoiler: Bloodfire
    Show

    The most important export of the Naherin is a strange, viscous, red liquid that they call bloodfire. Supposedly the blood of their goddess, its origin is less important than the effects of it - violently explosive in its raw form, it can be refined into a shockingly efficient fuel, hot-burning and capable of fueling large fires for much longer than should be possible. Until recently it has been largely unexploited, used in small quantities as fuel and in certain religious rites, but the new ruler means to change this - whether or not any of it makes it past the borders.


    Spoiler: Simurgh Description
    Show
    In the cliffsides around Lake Darah live simurghs, birds of gargantuan size. They lift even the largest fish from the water with ease, and could do so to any orc or elf wandering around the lake if they had any desire to do so. Notoriously difficult to tame, the only method that has so far worked has been to raise a chick into adulthood in captivity. This calls for the dangerous task of scaling the cliffs and taking an egg from a nest unseen. The few tame simurghs that have been successfully raised so far have proven remarkably intelligent, causing interest in domestication to steadily increase.

    Kensu DSP Menagerie Submission

    Spoiler: Tvila Clay
    Show

    Elves have been making elaborate pieces of glazed pottery from time immemorial, and the Sirrvadut took this one tradition with themselves when they left the homelands. Although sometimes material was scarce, in Yatrhajidaat Gitj they have found large deposits of what they call Tvila Clay, which readily absorbs and holds glazes, and other liquids as well, though the elves have not yet found a use for it outside pottery. The pottery is magnificent, of course. Notable events and myths are painted and etched onto amphoras by elders, and no household is lacking in earthenware. The elves have gotten very skilled at constructing temporary kilns on their journey.





    Armies and Coffers of the HYD
    Spoiler
    Show

    Heads of the Hydra: HYD, NAH, SKO
    (+2 to ruler turnover, +2 to land unit cap)
    Owned Regions:
    Cs 280, 281, 282, 283, 289
    nCs None
    Ck 204, 265, 266, 268, 203
    nCk None, 264

    C8, NC0, V2 (3-1+C N) (6-2+(2*(C+NC))+V A)

    Spoiler: Night Elven Armies And Coffers
    Show

    Coffers: 10/15 Treasure, 6/10 Naval Units, 14/22 Army Units
    (+2 land this turn) (-3 some from plague)
    Trading Posts/Cities Controlled: 18/2 (+3 Treasure at turn-end)
    Favor/Rep Status: 0/2 with SoS, 0/2 with DSP, 0/2 with TSR

    +1 SoS favor this turn

    Spoiler: Opulence TP Stuff
    Show

    Spoiler: Owned TPs
    Show

    204/City/Copper
    211/2/Tvila Clay
    214/1/SeaFood
    216/2/Droggen Berries
    220/2/Tobacco
    238/2/Granite
    242/2/Earthblood

    263/2/Bamboo
    264/2/Sapphires
    267/2/Mountain Goats
    271/1/Moose
    278/2/Bloodfire
    280/1/Flavored Water
    282/1/Copper
    288/1+2/Water Buffalo
    289/City/Wild Horses
    293/1/Simurgh
    299/3/Clay
    302/2/Ashiran Horses


    Spoiler: TPs in Owned Territories
    Show

    Table
    280 Fla Wat HYD/FLK/Open
    281 Maize RAN/Open/XX
    282 Copper HYD/ASH/Open
    283 Maize ALO/Open/XX
    289 Wild Horse SEW/Open/Open/(HYD)


    268 Sea Food FLK/XX/XX
    264 Sapphires Open/HYD/Open

    204 Copper HEN/Open/XX(HYD)
    203 Dyes Open/Open/Open



    Spoiler: Naherin
    Show

    7 Land Units, 1 Naval Unit
    4 Treasure


    Spoiler: Techs/Bonuses
    Show
    Total Tech List: All Default Techs, Comp Bows>Recurve Bows, Equestrianism>Saddles, War Drums, Bronze, Sharpened Weapons, Crab Claw Sails, Worm Wrangling, Uzii Battlesmithing, [Thin Blood Elixir, Feathered Cloaks]

    Coinage, Wheel and Axel, Seekers, Advanced Masonry, Thin Blood Elixir, Caravanserai, Arctic Survival, Feathered Cloaks, Mountaineer Clothing, Stage Plays, receiving Advanced Poisoning and Djinn Contracts.


    Flowerlands (Mamut) Codex
    Blightlands (Kiswa) Codex
    ?????? (Tarandi) Codex
    PotAtO +1 Def Battles
    Spoiler: War Tech Table
    Show

    Equipped Techs
    * Special Materials (Bronze) +1 Battle, +1 Leader Loss Rolls
    * Armor (Uzii Battlesmithing) -10% casualties
    * Melee Weaponry (Sharpened Weapons) +1 Battles
    * Ranged Weaponry (Recurve Bows) +2 Battles
    * Cavalry (Saddles) +1 Battles, -10% friendly casualties
    * Scouts and Logistics (War Drums) +2 Tac Doc
    * War Beasts (Worm Wrangling) +10% enemy casualties
    * Fortifications (none)
    * Combat Drugs and Medicine Thin Blood +1 to Quest/Battle with Blightspawn
    * Sappers and Siege Weapons (none)
    * Subterfuge (none)


    Spoiler: Hero Titles
    Show

    Liyae and Char have earned the mantle of Storm Slayers, gaining a +2 to Errant Quests in Sikar.


    Last edited by Epinephrine_Syn; 2021-05-01 at 10:09 PM.

  26. - Top - End - #836
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC

    Smiaurskotor
    Glaondi Yejon
    Daezirn Isles
    Year 37- 40 K.E.

    Brudohous Ferirbadi
    D 6 • M 3 • O 2 • F 9 • I 2
    Gains: +1F,



    Actions:

    [Faith] Convert R87 to Glyemo (17)

    As the Watcher’s roots turn black the Sagur of North Ogrontir begins to worry. Being a truly fascinating creature it is decided that their impartial study has gone on long enough. Working with the few Bozul’s that has awoken from their hibernation they engrave a stone cylinder with tales of how the Watcher protected and looked after the hive, hoping to stir old memories. Burying it in the chamber of the Eye its roots weave a cocoon around the pillar, absorbing it and extending the mycolic threads in a shifting Styinn mural from that point.

    [Faith] Seek Aid for the Bozul's Corpse Plague investigation (13)

    They come from the north, an armada of scaly shortlings and flying fuzz. Ferirbadi is taken aback by the sheer number seeking refuge in the tunnels of Glaondi Yejon. Once Tarunde describes the creaking and bursting of the Bozul death pits his heart softens. Allowing the Queens and their workers to reside within Troustur Hreggur he is still weary of the newly adopted Ko and leads them to less central settlements. When the logistics have reached a semblance of normalcy the Sagu Guild turns their full attention towards resolving this sickness, searching through murals old and new to find mentions of a cure.

    [Diplomacy 5] Establish CI Everlasting Records, Gain 2d8 for Investigations

    With the new influx of knowledge from the truthseers and rising need for information on the maladies striking the isles Ferirbadi calls for change. The disorganized nature of the murals is hindering the efforts to uncover and discover their history. From this point forward every Hregger should have an index specifying where and what information their murals contains. The encryption keys are still the sole property of the Sagu Guild.

    [Military]Epic Quest: Nofn assists Petalhead in the Nightmare City (15)

    Nofn has dined with her lord. Veiled in a cloak spun from the weave of nightmares itself they served her none of the juicy maggots crawling in the decay but forced rusty nails down her throat. Their anger growing with each nail that tore its way down her intestines and the realm shrinking, until it ended with the last corroded spike spearing its way through her windpipe.
    Nofn woke up, the Lords' intentions clear. She would not allow the nails to be hammered into their casket.
    Nofnlousmythvitodurkarndrypiskip rides the waves towards Mamut.


    [Intrigue] Secret (9)

    A pact made. A forge empty. A fight lost.


    Non Actions:
    • Resist all conversions and buyouts

    • Custom and Culture
      With so many new people running and flying through their tunnels the Smiaurskotor finds themselves in need of explaining some of the most basic niceties over and over again.

      First there is the common greeting, simply touching one’s ears to the respective shoulder while maintaining eye-contact will do. Breaking eye-contact is seen as a great sign of trust between friends, or foolishness in first meetings.

      To greet someone with respect, be they in a position of power or held in high regard the head should be lowered to fit the occasion. Touching the scalp to the ground while having straight legs is reserved for the Daezirn emperors of old. How one chooses to maintain eye-contact through such bows holds greater meaning amongst the Smiaurskotor but none of the movements people with less mobile necks are capable of are particular offensive.

      It is the host’s responsibility to take care of their guests and the guests are in turn expected to not get caught when abusing that trust. As such knowingly serving the Smiaurskotor meals with no meat in them or waking them in the morning is seen as an act of spite.

      Many have the skulls of their ancestors in their homes. Covering them or showing unease while near them can be seen as a sign that there is something to hide, as guild feuds runs deep on Glaondi Yejon. Deceased are usually sunk to the bottom of the ocean after their skull is removed. Suggesting cremation or any other form of burial where the bones are hurt is seen as a great offense.



    Declarations:
    • [Urge Citlallo to learn Styinn, as a show of unity]

    • [SCR should retract all Mamut influences from region 69]



    News and rumors:
    • The sun has barely settled when Kolt enters the Crystalcave, eager to continue her apprenticeship. Instead, she finds a newly crafted dagger, glowing with the faint light of the Oceanforge, with thightly knit runes along the blade. Life held us apart, may the warm embrace of death bring us together. No longer students but masters in their own rights let the twins’ knowledge reach wide. May their curiosity burn bright. Trying to grasp that Hof is no longer their Kolt hears an inquisitive buzz behind her. When Visulu sees her friend’s teary eyes they quickly flies towards her, nuzzling up against her chin. Humming and swaying together they mourn in their own way, beginning work on a tale of friendship and bonds forged in spite of differences…

    • Holfviti’s death strikes the Daezirn Integrity Cult hard. To the Sagu it is clear what happened, his opinions caught up with him. What is more surprising is that there is no sign of his assailant, the easterners have shown their hand and it is a surprisingly capable one. When Eleuia sends proselytisers to the Avicennians and strengthens her ties with Dannu-Gao few doubts where her newfound conviction comes from. She or the land-dwellers have stated their opinions, and most will think twice before meddling with them again. If this is the voice Eleuia speaks with for the Tarandians it will be respected.

    • Of the cult’s widespread influence remains only the wish to see Daezirn united in Styinn, religion and origin have been proved largely irrelevant for might. The cultists themselves stand without a leader, until Hofmyejon finds them. Beset by rage and phantom pains in her missing arm she sees but one way forward, Revenge. Remembering Agatha’s belittling words before the so called hero fled into the tunnels her patience reaches it limit when she hears of the Sentinel’s brazen theft of Daezirn boats. Every trace of that vile woman needs to be purged from the isles, gathering her followers her glare falls upon the woman’s compatriots in Varai-Lades.

    • A few of Siryno Yejor's inhabitants has begun studying and even begun practicing the Way of Eauden, if the rumors are to be believed. Seemingly enlightened by a brief visit from the Citlalli proselytizers. Some of the remaining Integrity Cultists shuns away from Hofmyejon and begin searching for those heretics instead.

    • Whispers spread of Nofn’s affection for drawing runes on more than just stone, her former teacher a testament to her dedication. Before she sets sail to unknown shores with unruly eyes a group of delinquents asks her to teach them when they have failed on the paths set out for them. Nofn proves an eager teacher, even enlisting her traditionally trained twin for help, as the group grows.

    • A large project is undertaken in the Oceanforge on Kolt’s incentive and as the work expands the Smiaur Guild becomes more reclusive, with many members moving to Bryikkun and rarely leaving.

    • The Sagu Guild is becoming torn apart, as many important members begin to form their own groups. Trying to reverse course the mystorinn Ferirbadi proclaims that the guild is of Daezirn and should only focus on matter pertaining to it. Many takes this even further, deciding to delve into previously abandoned work about their origin, choosing to ignore outside matters. Slowly the remains begin to write in unison again and guild maintains its grip over local politics.

    • News of plagues, Ghost Ships, and the return of the Lion-Hornets only strengthens the Skota Guild’s belief that Daezirn needs outside help to thrive. Glaondi Yejon couldn’t survive on its own and neither can the rest of the Isles. Reaching out to allies both near and far voices questioning the current ways multiplies, though they remain unheard Troustur Hreggur.



    Spoiler: Bookkeeping
    Show

    Owned Regions

    R75, Glaondi Yejon, Capital
    R78, Siryno Yejor
    Army Units

    Land:1
    Naval:1

    Heroes
    Nofn (10)
    Kolt (7)

    Owned Resources
    Resource Region TP
    Pyroemeralds 75 1
    Boats 74 1
    Coal 86 2


    Owned Techs
    Tech Effect Requirements
    Writing(Styinn) +1 Conversion Def, +1 to Conversions if sharing same writing None
    Sailing Can traverse over one deep ocean border None
    Animal Husbandry +1 to Opu and Dip explores None
    Irrigation +1 to Stabilization rolls None
    Masonry +1 to resist raids/sacks None
    Pottery +1 to Buyouts None
    Mamut Translation Understands CULTURE none
    Celestial Navigation +1 Sailing, -1 Distance loss for deep water none
    Viskari War Bows +1 to Battle Wood
    Tarandi Translation Understands FAITH None
    Treausure Ships +1 sailing, allows naval trade routes Building material, trading goods


    Miracle Effects
    Ocean Forge (R75): Items created in the Ocean Forge are slightly more powerful, if their effects relate to water and/or transformation.


    Organised Faith Bonuses
    Tier Effect
    HS5 +1 Investigations
    HS10 2d8 to pressing claims and resisting buyouts in or adjacent to regions that write Styinn.

    Regional Effects

    Region Type Effect
    75 Miracle Ocean Forge
    75 GP: Bryikkun Other kingdoms using Styinn may send a named character to the ocean forge with a diplomacy action, enabling them to use it. Requires the region owner’s consent.
    Named characters
    The kannun era begins at the end of round 10
    Hofmyejon, Hero (21 as of 17K.E)
    Ferirbadi, Ruler (14 as of 21K.E)
    Koltholf, L’s child (2 as of 21K.E)
    Nofnlousmythvitodurkarndrypiskip, ”Nofn”, L’s child (2 as of 21K.E)
    Hof, Forgemaster (27 as of 21K.E)
    Holfviti, D.I.C Leader (30 as of 21K.E)

    Spoiler: Glyemo
    Show

    Glyemo begun as the act of meticulously recording everything in writing, to expand the knowledge of those coming after. Not everything is worth remembering though and writing takes time from other chores. While it is common for families and guilds to keep their own internal records the Sagu compiles it and shape the overall picture.

    Records

    The scale and focus of the summaries vary and thus there are multiple societal murals, encompassing everything from the number of fish in a certain lake to the founding and upkeep of an entire hregger (approx. underground village). Of the murals two surpass the others in importance. First there is the Somfélog, detailing the combined history of the Smiaurskotor, since the false dawn’s beginning. Secondly there is the Smido, a record of all things related to smithing, some more sensible than others.

    Equally important as recording the knowledge itself is the act of ensuring it only reaches the intended audience. Because knowledge only gives an absolute advantage while others lack it. As such becoming a member of the Sagu guild includes many trials and requires any other ties to be forsworn. Even if murals are the prevalent form of record keeping many contains secrets guarded by both families and guilds alike, if the location is unsecure it is usually written in code. Many have combined the two features but a Sagu aspire to read every mural unhindered, as such any rivalling ties are forbidden.

    Obsessions

    While most skills can benefit from Glyemo the Smiaurskotor are obsessed with mastering smithing once more. If the obsession stems from the public Smido-mural or if the mural is a byproduct from the obsession is a subject best avoided unless one seeks a lengthy argument, ultimately leading nowhere.

    Less widespread is the search for the Daezirn's origin and whereabouts, a tall and mighty race which controlled many an isle before the false dawn. Those getting sucked into the mystery often acquire an almost fanatical devotion to their searching. Unwilling to share their findings to anyone else than other devotees little is known about their actual goals.

    Afterlife

    Believing skulls to keep the wisdom of the dead burial of the body takes place at sea, after the cranium has been prepared separately. The skulls are often kept as talismans. Prosperous guilds might have entire walls decorated with successful members from the past. Once a cranium has been properly inscribed by the Sagu it seems to hold forever and some even claim to get guidance from the skulls in their daily lives.

    Magic

    Often objects of importance are engraved in Styinn, telling a story of fiction, their creation or past. This practice is believed to imbue the object with a will of its own. Anyone can etch runes into an object but imbuing it with the essence of those runes is a much more complicated process. An art practiced almost exclusively by the Sagu Somtvinno uses the object’s own surfaces to shape the runes and adjusts the sentences after the shape and curvature of the object, bringing the tale to life


    Gods

    There is undeniably beings of great power in this world. Those following them can easily reap great rewards but those benefits can just as easily be revoked. It is the being granting the rewards, not the adherent understanding them. Following gods is not inherently wrong. Doing so with blind devotion is. Every boon should be scrutinized and turned inside out so that the follower might learn how to achieve it by themself and eternalize the trick for others in writing, instead of relying on a fickle and prejudiced source.


    Holy Places

    Just south of Glaondi Yejon lies Grytt, a rocky isle with few living things except grass and birds. This is the most common place for Smiaurskotor to send of their dead into the sea, usually inscribing memories of those gone into boulders and cliff faces on the isle. Over the years this etching tradition has turned the whole isle into a giant collective mural.

    Spoiler: Oceanforge Smiths
    Show

    Kingdom, Character, Round x- y (not forever)
    Smiaurskotor, Forgemaster Hof, Round 15-19
    Bozuls, Visulu, Round 19-23
    Last edited by Torv; 2021-05-01 at 01:51 PM.

  27. - Top - End - #837
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 6: Embers of Dawn IC

    The Great Scrimthun Unity
    Glory be to Thun, which remembers what it is owed.
    (Round 20)


    (Regions: 53, 59, 60, 61, 62, 65, 69)
    Leader: Thunspeaker Atir, First-Born of Arrakh-Rah, Keeper of Fables
    D: 5+1 | M: 6+1 | O: 5 | F: 4 | I: 3+1
    Actions:
    1. [Diplomacy 5] Create Embassy: Create an embassy with the Arrakhi Sundom (ARK).
      Atir once sat on the council of advisors for the Thalaz’ir, and for many years now the Unity have been loyal followers of the Trinity. In recognition of their mutual bonds, and in the hope of lasting peace, Atir reaches West to establish the same ties between the Sundom and the Unity that already exist between the Unity and the Night Kingdom. Together, under the light of sun, moon, and stars, the Scrim will continue to work in partnership with the Arrakhi to forge a brighter future for both.
    2. [Diplomacy] Stabilize Region 62. Spend 1 treasure. Success! Roll
      Conquest bears a burden. To their ongoing irritation, Atir lacks their predecessor's alacrity in bearing it. Nevertheless, it must be borne, and so it will. Such is the will of the Thunspeaker.
    3. [Military] Send a candidate to the Sentinels of Stone for the Trials of Iron.
      Who can say why the Watchers do what they do? At the request of Warspeaker Steady-Hand, one of Atir's most loyal servants, a young Watcher, one who has not yet earned a name, is sent to the Sentinels for evaluation in their so-called Trials. The Watcher in question is small and lithe, but almost preternaturally quick, and an absolutely brutal fighter with the knives he favours. While his youth makes him inexperienced, he is also highly adaptable- a quality that will probably be of more use to the Sentinels than to the Unity.
    4. [Military] Crush rebels in region 7.
      • Warspeaker Steady-Hand (10) leads.
      • Send 4 land units.
      • 55 > 54 (>) 27 > 25 > 24 > 23 > 17 > 8 > 7, for an effective total of 9 regions travelled. With DSP rep, take only 10% distance losses, 0.4 rounds to 0. Mountaineer clothing allows traversal from 54 to 27.
      • Challenge rebel leader to duel with Trinity of Light shared dueling CI.
      • Use the Endurance of the Earth TacDoc. (Mil 6 + 2 War Drums - Army Size 1 = +7. -10% friendly casualties and +2 friendly leader loss)
      • Spoiler: Techs
        Show
        • Scouts and Logistics: War Drums (+2 TacMan)
        • Ranged Weaponry: Recurve Bows (+2 battle)
        • Special Materials: Bronze (+1 Battle, +1 leader loss)
        • Armor: Uzii Battlesmithing (-10% casualties)

      • Spend 1 treasure.
      • 10 leader + 4 units + 2 + 1 + 1 = +18 battle roll. +7 TacMan, -10% casualties, +1 leader loss.
    5. [Intrigue] Investigate and root out Mockery activity around Thun. Spend 1 treasure. Roll=11
    6. [Intrigue] Secret. Spend 1 treasure.


    Non-Actions:
    Standard:
    • Attend any events to which we are invited.
    • Resist all unsupported buyouts with a +1 against those without Coinage.
    • Resist all sacks at a +2 from Masonry and Advanced Masonry; resist raids at a +4 from those and Towers of Light.
    • Resist thefts, assassinations, kidnappings, and spark rebellions (including secret ones) with a +1 from Eyes Above.
    • Resist secret actions at an additional +2 from Keeper of Fables.
    • Resist all unapproved Errant Quests in our territory.
    • Support all conversions to the Trinity of Light; resist all others with a +1 from Writing (Hraban Runes).
    • Gain 2 Treasure at the beginning of the next round from passive income. Earlier trade continues to pay dividends. But plague is the enemy of free, open, and honest trade, and Thun's share of trade suffers as the world's does.
      Organizations:
    • Urge the Dreamspeakers to put on hold their investigations into the stirrings of the Twilight Sight until more information can be gathered.
      Embassy
    • Receive Three-Wind Bows from the Night Kingdom (NTK).
    • Accept War Drums, Bronze, Viskari War Bows, Treasure Ships, and Cloud Striders from the Shattered Bulwark (UZI).
    • Note the acceptanmce of an... embassy?... with the Symphony of Kalatar (SAN) from the Shattered Bulwark?
      Other:
    • Retire Warspeaker Arman, to be replaced by Tulao, the Ember Twin.
      Arman is an old man. Even the strongest of old men can only hold on for so long. With the love of his life gone, he has so little left to hold on for. When he passes in his sleep one calm night, his body is returned to Arkusa, to be dealt with according to their customs.
      Though many expect the Thunspeaker to appoint the strange newcomer Tulao to the position of Warspeaker, now that Arman no longer occupies it, for some unknown reason Atir has delayed making the appointment. They claim that Tulao still needs more training, but Warspeaker Steady-Hand has already proclaimed them combat-ready. Whatever the reason, neither Tulao nor Atir seem to care about the delay, and Tulao lurks at the Thunspeaker's court, watching the comings and goings, quietly menacing in the background.


    News and Rumors:
    • The Unity is slow to react to the news of plagues. After all, the Scrim have never been troubled by such things. Why should they begin now? When reports come of an outbreak of Scale Pox on Varai-Ledes, they assume that the matter must be overblown, as they have seen their human subjects deal with that same disease countless times. But when the reports come that the sick are not only numerous but unusually affected, the Thunspeaker finally begins paying attention.
    • The new Thunspeaker has begun taking to writing parables, which are then distributed to their intended recipients by special Dreamspeaker envoy, as well as to anyone else within earshot when the message is delivered.
    • In concert with a few master crafts-Scrim, and with the blessing of the Thalaz’ir, the Thunspeaker commands the beginning of a new undertaking. Twin blocks of Comet Stone and Ember Stone are brought to Thun, to be shaped anew, into Scrim.
      The effort is long, and difficult. This is not the sort of stone these masons are used to; and there is a feeling that when the stone is spoken to, it listens only for what it wishes to hear, not taking on the lessons it is averse to. Despite the difficulties, the crafts-Scrim eventually finish, and the time comes to animate them. Each is given a piece of the Thunspeaker's own stone, along with emeralds at their hearts, to awaken them.
      And awaken they do. Aolut and Tulao, the Stone Twins. Alike in some ways, but different in so many others. Aolut, the Comet Twin, is graceful and elegant, where Tulao, the Ember twin, is direct and coarse. At first, the two are inseparable, but quickly they begin to wander apart from one another. As a token of thanks and a gesture of goodwill, Atir sends Aolut to serve as permanent emissary to the Thalaz'ir's court, and to serve him in whatever capacity he requires. Tulao is kept closer to hand- even as this newest Thunspeaker pursues a path of subtlety unfamiliar to the Scrim, it remains useful to have one who can apply a little blunt force.
    • Plagues may ravage, Blight may spread, but certain influences are still not to be tolerated. The Thunspeaker makes an offer to the Deru- in exchange for preventing the ongoing co-operation between the foul cult that is the Congress of the Honeyed Child and the equally foul Dolod, Thun will send its armies South to dispatch the troublesome rebels around the region where the vile Sanctum is to be built. To help convince them of the rightness of Thun's cause, they write first to Nyct, living in exile in the lands of the Deru, and request that she explain the matter to the Deru, who, being wise, will surely listen.
      In the end, the word of Nyct is all that is needed, and the Deru politely decline the Thunspeaker's offer of assistance.


    Spoiler: Bookkeeping
    Show

    Land Units: 7/21 [=>6/21]
    Naval Units: 4/9 [=>3/9]
    Tactical Doctrine: Endurance of the Earth (-10% friendly casualties and +2 leader loss)
    Passive Treasure Income: 3
    Treasure: 7/10 [=>6/10]
    Embassies: [=>ARK], KOB, NTK, TAR, UZI
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • Irrigation
    • Sailing
    • Arctic Survival (Active, 65.1)
    • Campaign Grift (Inactive, need more alcohol)
    • Eyes Above (Active, 61.3)
    • Increased Defense Budget (Active, 18.2 and 18.3)
    • Off-Track Betting
    • Stage Plays (Active, 1.1)
    • Uzii Battlesmithing (Active, 33.2)
    • Mamut-Daezirn Isles translation
    • Mamut-Sikar translation
    • Mamut-Tarandi translation

    Spoiler: Keeper of Fables Techs
    Show
    • Advanced Masonry
    • Bronze (Active, 24.2)
    • Celestial Navigation
    • Coinage (Partially active, gold or silver)
    • Composite Bows (Active, 55.1)
    • Crab-Claw Sails
    • Eleftherian Democracy
    • Mechanical Joints
    • Mountaineer Clothing (Active, 53.1 and 53.C)
    • Recurve Bows (Active, Composite Bows and 55.2)
    • Steering Oars
    • Thin-Blood Elixir
    • Towers of Light (Active, 89.1)
    • War Drums
    • Wheel and Axle

    Spoiler: Inactive
    Show

    • Advanced Poisoning (Medicinal or poisonous plants)
    • Caravanserai (Stone)
    • Comet Phylacteries (Comet shards)
    • Equestrianism (Horses)
    • Feathered Capes (Feathers)
    • Peltae (Additional wood)
    • Saddles (Cavalry tech and animals)
    • Seekers (Nakhla Stone)
    • Song of the Sea (Sea creatures)
    • Song of the Wind (Flying beings)
    • Treasure Ships (Have trade goods, need shipbuilding material)
    • Viskari War Bows (Additional wood)
    • Wolf Riders (Wolves)



    Spoiler: Unit Breakdown
    Show
    • 1 Arkusan Homeguard
    • 1 Watchers
    • 1 Wanderers, Vagabonds & Followers
    • 4 Scrim Elites
      Naval-
    • 1 Arkusan Seafarers
    • 1 Arali Conscripts
    • 2 Scrim Sailors


    Spoiler: Characters (WIP)
    Show

    Thunspeaker Atir: Ruler, round 19 to present. Self-styled as First-Born of Arrakh-Rah. Scrim, made from suevite.
    Warspeaker Steady-Hand-Spills-Black-Blood-On-White-Snow, Champion of Light, Dances-With-Bees: Hero, score 10. Introduced round 13. Watcher.
    Holn: Translator for Steady-Hand. Introduced round 16. Scrim, made of basalt.
    Warspeaker Arman: Hero, score 8. Introudced round 10 as a replacement for Ex-Sentinel Arcor. Human.
    Tradespeaker Lejah: Economic advisor to the previous Thunspeaker. Failed to return after undertaking a mission for then-Thunspeaker Nithor in Targiz, current whereabouts unknown.
    Deceased characters:
    Thunspeaker Nithor: Ruler, round 9 to round 18. Now part of the foundation of the Fortress in Thun. Scrim, made from slate.
    Thunspeaker Ulun: Ruler, round 1 to round 8. Now a statue on the throne in the Thunspeaker’s Palace. Scrim, made from marble.
    Warspeaker Tior: Hero, introduced round 1, formalized as a hero in round 4, died in ignominy battling native defenders in round 12. Scrim, made from marble.

    Spoiler: Trading Posts
    Show

    Region No. Resource TP1 TP2 TP3 City Acquired?
    1 Wine SCR Open Open Round 18
    18 Emeralds TAR SCR SCR Round 4, Round 12
    24 Tin CRI SCR XX Round 14
    33 Copper SCR SCR UZI UZI Round 14
    40 Cheese SCR TAR TAR Round 13
    50 Truffles SCR CRI Open Round 2
    53 Furs and Hides SCR TAR Open SCR Starting, Round 4
    54 Barley SCR Open XX Round 2
    55 Goats SCR SCR XX Round 14, Round 17
    61 Falconers TAR CRI SCR Round 17
    65 Timber SCR XX XX Round 7
    66 Juhan Axemen SCR XX XX Round 7
    67 Ember Stone SCR Open Open ARK Round Eighteen
    Intercontinental
    Region No. Resource TP1 TP2 TP3 City Acquired?
    173 Silver SCR XX XX Round 16
    299 Clay Open SCR HYD Round 15, DSP


    Last edited by Silent_Interim; 2021-04-30 at 06:34 PM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

    Spoiler: STUFFS
    Show
    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.



    Being terrible at being a wolf since always.

  28. - Top - End - #838
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Sol'Ikoth
    Leader: The Son
    Round 19

    Ruler Stats:
    Dip: 1
    Op: 4
    Mil: 6
    Faith: 10
    Int: 5

    Spoiler: Other info
    Show

    Tp 1: CRO
    Tp 2: SKO
    Tp 3: SKO
    Tp 4: SKO
    Required Resource: Slaves MET
    Holy Site: Path of the Ancient Ones [+1 to defense]
    Holy Site 10: [+1 to resist Assassination and Kidnapping]
    Holy Sites: (13)
    Techs:
    The script of Non'rathk (Writing): +1 Conversion Defence +1 Conversions in regions that share your writing system
    Animal Handling: +1 to Op or Dip Exploration
    Seeker: Allows exploration over Deep Desert borders[/I] Requires: Nakhla Stone
    Pottery: +1 to buyouts
    Coinage: +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold)
    Irrigation:
    Sailing:
    Celestial Navigation
    Masonry
    Feathered Cloaks
    Advanced Poisoning
    Artifact:
    City: An Akhad
    Treasure: 5
    Units: 7

    Spoiler: Heros!
    Show
    Sikar Johnson (7)
    -Golden Lion (Little Johnson): He bonded with Little Johnson during a great and epic quest to the south
    Sikar Johnson is a middle-aged man of much knowledge and adventure. He has traveled and mapped much of Sikar and gone off on many epic quests. He dons a fedora and brown vest over a white undershirt. his chest is crossed with two bandoleers and a pouch at his hip, containing the tools he uses to record his findings. His right arm is that of solid gold but has maintained its possibility. Set in the back of his hand are a sun and a moon-shaped stone. One from the Dolod and one from the black Pharaoh. He never goes anywhere without his Little Johnson on display for everyone to see. He found his Little Johnson while venturing down south. He is his pride and joy. In his off time, he is always playing with his Little Johnson and many people come to see this marvelous sight.
    Olx and Sep Blight-Trixters (9) (No longer mine)
    -
    Olx and Sep are two small gnome-like creatures with a maniacal sense of humor. Unlike gnomes, their bodies are disproportionate and grotesque and their skin is an off shade of purple-grey. Their mouths are too big for their faces and are almost always in a big grin showing off their rows of jagged teeth. Their hideous form is almost always on display, covered only by a loincloth. Another trait of interest is the long sharp dagger-like claw that extends from their middle fingers that they use mostly to eat. Olx and Sep are never apart and are mostly found, Olx standing atop Sep's shoulders while they don a long cloak. This tactic lets them more or less pass for human... assuming Sep doesn't decide to peak out. We don't want a repeat of the banquet incident.
    The Black Pharaoh (9)
    Artifact: Ruling Flail: Ruling Scepter
    the holder commands the thousand unliving servants bound to the service of the Black Pharaoh.
    Counts as a TP of Slaves.
    A hero wielding the scepter may contribute to a great project as an action. They contribute 2 rounds worth of effort. In addition, on a Great Success on an Epic Quest in an unowned region in which the holders of both items participated, the players possessing the artifacts each get a claim on the region.
    Tsakra of Ippathaka (9)



    News and Rumors:

    - A story of the Sol'Ikoth: https://docs.google.com/document/d/1...it?usp=sharing
    -
    Spoiler: The Message
    Show

    The towns and villages of Sikar lie still. Night in the desert is an impenetrable black save for the soft glow of the night watchmen's torches. A figure, skin, and bone, steps into the city streets. Not a shred of cloth on them to protect from the night's freezing wind. They stumble to the town center and slump to the ground, lying back to the cold sand, head tilted up at an odd angle. They seemed to be straining to look at something yet had not an ounce of energy left. The light of a torch shines off the figure's dull eyes as someone rushes over to help them. It doesn't seem to notice. It just sits and stares. Up the steps at the dark statue. The man who came calls a few others over. One rushes off to get a healer. Two of the men lean down to help the figure up.
    The second recoils at the feel of the slimy withered skin but collects the nerve to help hoist the figure to a sitting position. That's when they notice it's back. Neatly and carefully carved deep in it's back is a message. Written in a tongue more ancient than the desert, it seemed to shift and writhe with the figures' shallow breaths. The two men were too petrified to react. They just stared at the gashes in dumbfound horror. Suddenly there came a snapping sound as the figure turned it's head towards the men, a helpless pleading look. The senior of the two men shook off his horror and kneeled next to the figure.
    "You are safe now. We have called for help. You sure are lucky. Who did this to you?" The figure just stared at him. "Can you hear me?" A few seconds passed before the man noticed a slight hissing sound coming from the prone form. It was getting louder and louder as if something in it had sprung a leak. Then the hissing stopped. And the head began to slowly turn back towards the men. The jaw hung slack, and the eyes rolled, but from the mouth came a voice. At first, it was soft and nearly indistinguishable from the previous hissing. It got clearer and clearer until the man could make out what it was saying. When he heard, his heart sank. His friend clutched at his chest, a look of pure terror on his face. The figure began convulsing on the ground screaming the wretched phrase over and over. It clawed at its jaw, trying to stop the words spewing from its mouth. Horrible shapes moved in the darkness. Unutterable horrors danced through the minds of those who could hear the inescapable sound.


    Then it stopped. It all just ceased. The man heard a thud. All was black. He frantically wiped at his eyes. They were sticky and wet. He wiped his face on his shirt. His vision was now clear enough to see the aftermath. His friend was prone on the ground. His hands digging into the sides of his head. His eyes shining an inky red in the torchlight. Blood pooling by his face. The man looked down at his own hands. They were stained red with his blood. His vision started going hazy, and as he collapsed, he could see the Healer running over. He knew it was too late. He had been swallowed up into the darkness.


    ph'nglui final y'nahh ot yar nilgh'ri ephaibecome mgepkadishtu. The mgepogor ehye ph'nglui nafl'fhtagn h' last y'nahh Iiahe h' ascends ph' yogfm'll. c' c' goka lloigg l' h'. C' nafl'fhtagn. uh'eor way. ehye mgleth way. nilgh'ri ahf' ah nafl join llll c' ph'nglui h' nafl'fhtagn ephaiah l' epgoka mgehye'lloig Iiahe fhtagn mglagln ahmgep l' fhtagnshoggg. nilgh'ri ah ah'mglw'nafh. c' ah'hri. ah'hri ehye ephaii

    A few scholars managed to put together a rough translation of the text "in the final moments" "will become known" "The ancient one rises" "ascends beyond the stars" "we give our minds to him" "one true path" "left to the madness" "join us once again" "our purpose is fulfilled"

    -
    Spoiler: The Begenning of the End
    Show
    Like blinking, Sikar goes black. Just for a second then it’s over. Almost no one notices it at first. Then from all across Sikar a great howling wind rises up rushing in towards the desert. The wind continues for 3 days and on the end of the third day the sun grows dark. As night falls there is hardly a transition. No sunset. The sky just a blur of black, white, and grey. A chant goes up as night falls. It can be heard in every corner of sikar. It comes from every direction at once. Howling. Discordant. No one ever sees who is chanting despite them seeming just on the edge of the darkness. The night persists and does the chanting to the point where people believed their minds would break. It just wouldn’t stop. Deep in the desert in the ancient city things were happening. The monotone landscape seemed to blur together to any fortunate enough to witness such an event. This is where the wind congregated. A howling malstrom of dark clouds and what spectators glimpsed to be humanoid shapes. A shadowy figure rose on the winds. So black it seemed to darken the world around it. Void of light. Void of humanity. Void of anything except the deadly purity of the darkest depths of space. Billowing black shadows shed off it like a molting snake. As it ascended further into the air, it began to change. The changes were subtle, so much in fact that it seemed in an instant the onlooker was looking at something totally forign yet the same as they had been seeing all along. As it shifted and grew onlookers screamed in horror as their minds failed to understand what they were witnessing. The Black Pharaoh made a sound vaguely like laughter as it returned to its true form. As if tasting the air with a thousand tongues, it lashed out with wisps, claws, and tendrils of darkness occasionally licking at one of the audience. As the black flame licked them they screamed in agony as their mind was ripped out of them. They were not spared their suffering as their intact mind mixed into the chaotic winds, screaming, crying, singing the whole way until they blended into the howling of the storm. A pulsing wave emanated from the Pharaoh and as it washed over the crowd, they shriveled as their minds and life force were stripped from them, pulled into their new eternal agony. From the cloud swarmed nightmares and horrors beyond description. The lucky few who were spared this fate looked on in horror at the torturous slaughter of the Sol’Ikoth people. Their blood soaked the sands of their city as they were reaped like well tended crops before the Pharaoh. In a sudden flash of dark, a beacon shot to the sky swirling, seeming to tear apart space. Then he was gone. The Black Pharaoh had risen. Back beyond the stars as the prophecy said. The people of the Sol had fulfilled their purpose. The survivors looked on as if unsure if any of this had truly happened. Then they were blasted out of the city.


    A darkness swells in the ancient city. No one has visited it in 3 years. Now it is evident that the darkness and howling wind are spreading. Slowly. But they are spreading. They carry with them the Black Pharaohs final message. Those who hear it go mad. Babbling, becoming violent, just breaking down in tears. Endless agonizing madness. Their own brain their greatest enemy. The nightmares are what bring the messages. Some are too afraid to sleep. Some try running but there is no escape from the voices. Many claim that the Nightmares are beings who come in the night and whisper the words in your ear. Others claim they are dreams planted by the Unholy God. Whatever the case, the only ones who know are too far gone to share. As time goes on, isolated incidents become more and more common. Less and less isolated. Madness grips Sikar.


    Actions:
    1 Faith 10: The Coming Of Madness
    As the Black Pharaoh ascends to the stars, the world falls to madness as the minds of the weak are stripped away in his wake. The Kingdom of the Sol'Ikoth crumbles into madness. Darkness spreads across Sikar as the regions it touches dissolve into hysteria.
    Each round the Plague of Madness spreads to adjacent regions. For each region infected this way the controller may resist using Faith. If the region is successfully infected it falls to unrest as people begin going insane and lashing out causing disruptions. The effected player then makes another Faith roll to resist and if they fail 1-2 + half Faith units of nightmares and madmen appear in that region.
    The Sol'Ikoth are no more and in there place lie the Nightmare Remnants lead by the Daughter of Madness. Capitol: 299
    (Dark can reword the mechanics better )
    2 Op: Buyout Tp 1 292 (+11) using 1 treasure. (CRO TP) (20)
    3 Op: Buyout Tp 1 287 (tin) (11)
    4 Op: Expedition west of 315 (12)
    5 Op: Expedition west of 298 (11)
    Rolls
    Non-Actions
    -Resist all Buyouts and resist Conversions except by Oracles of Elder Memories
    -
    -
    New leader: Kinda
    Spoiler: New Leader Stats
    Show

    Dip: 2
    Op: 2 +4
    Mil: 1 +1
    Faith: 3 +2
    Int: 2 +1

    Spoiler: Dynastic tree
    Show



    Last edited by Ivor_The_Mad; 2021-05-01 at 09:40 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  29. - Top - End - #839
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Regions 186, 187, 194, 195, 196, 202
    The Bel-Dan Confederation
    Leader: Reren Ren-Ben-Udula
    Blightslave
    77-80 Era of Great Ocean


    Actions:

    1. [Military] Follow in Ren-Cha-Fen's wake and become Champion of the Blight, spending 1 treasure: 18
    Ren-Ben-Udula is beset by strange dreams; of iron nails and feasts abandoned, of grinding ice and partners alluring. As Ren-Cha-Fen did ten years ago, she takes to the seas in search of an answer....

    2. [Military] Raise a land unit
    Ren-Pera-Don abandons his holdings in Lonn Dhakaa, knowing his own captains are a paltry force before the vast army the milkslaves have recruited. On his return to the peninsula, Ten-Fuj-Sa-Cos prepares for war.

    3. [Military] Raise a land unit

    4. [Military] Raise a land unit

    5. [Intrigue] Investigate Death's Lair in [Region 188]: 11
    With the inhabitants of the hinterlands defeated, Elref Golchaya finds herself ever more drawn to the abandoned island fortress. She and many other Dozgach spend months encamped on the island, searching every nook and cranny. Their stated goal is to find some history or relics of the ancient kingdom that ruled over Dozgasil, but all who step within feel a sense of something greater....

    6. [Intrigue] Secret, spending 1 treasure: 7

    Nonactions:
    1. Allow all religious conversions
    2. Resist Vygra buyout: 10


    Spoiler: News and Rumors
    Show
    • Ren-Pera-Don grows frustrated with Ren-Ben-Udula's refusal to help defend Lonn Dhakaa. Though he makes no move against the Reren, he makes his discontent at spending so much time in Ten-Fuj-Sa-Cos rather than out on the waves clear.
      .

    • .



    Spoiler: Ruler Information
    Show

    rolls
    Current Stats
    Diplomacy: 2
    Military: 6
    Opulence: 1
    Faith: 1
    Intrigue: 6

    Expected Stat Bonuses: Military +2, Intrigue +1
    New ruler next round? no


    Spoiler: Other notes
    Show

    Land units: 7+3/17
    Naval units: 7/9

    Treasure: 4-2/10

    Heroes:
    • Ren-Pera-Don (10)
    • Elref Golchaya (10); Shadow Slayer: +2 on Errant Quests in Kiswa and Sikar

    Favors:

    Resources controlled:
    • 193: Avocado
    • 195: Timber
    • 216: Droggen Berries
    • 267: Mountain Goats

    Techs:
    • Sailing
    • Animal Husbandry
    • Irrigation
    • Writing (Veramondi Logography)
    • Masonry
    • Pottery
    • Crab-Claw Sails (req. Sailing)
    • Steering Oars (req. Sailing)
    • War Drums
    • Celestial Navigation (req. Sailing)
    • Peltae
    • Composite Bows
    • Feathered Cloaks (req. feathers)
    • Bronze (req. copper or tin)

    Translations:
    • Sikar
    • Tarandi


    Cultural Identity: Naval Networks
    Effect: Increased die size on buyouts.

    Tactical Doctrines:
    Lightning Landings
    Effect: On a successful Tactical Maneuvering roll, negate the +4 defender bonus for attacks over Deep Water borders (including naval invasions).

    Wealth and Glory
    Effect: On a successful tactical maneuvering roll, make a Sack attempt against a random owned Trade Post in the region in which the battle takes place.
    Last edited by Minescratcher; 2021-04-30 at 05:29 PM.

  30. - Top - End - #840
    Ogre in the Playground
     
    Lady Serpentine's Avatar

    Join Date
    Jul 2011
    Location
    Avatar by Kasanip
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Shizu of the Hydra
    D6
    M6
    O4
    F6
    I3

    News and Rumors:

    Intrigue: Investigate River Fever, spending one Treasure: (Success; 19!)
    Intrigue: SECRETS AND LIES. (Aesira Bladedance sneaks away in the dead of night, Errant Questing into Region 270 with Liyae at her side. Hero Score 10, +2 for slaying the Mother of Shadows, +2 for braving the Storm, +1 for Sentinels of Stone Reputation 2.)
    Faith: Seek Aid on the investigation of River Fever, spending one Treasure: (Success!)
    Faith: Seek Aid on raising Dreamspeaker reputation: (Success!)
    Diplomacy: Stabilize Region 264: (Success!)
    Diplomacy: Raise Reputation with the Dreamspeakers (1 -> 2, success!)
    Stat changes: Intrigue +1, Diplomacy +1 Faith +1

    Non-actions:
    Last edited by Lady Serpentine; 2021-05-02 at 01:17 AM.

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