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  1. - Top - End - #1201
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC


    Led by The Lucid Ones [Issi, Geleg, and Igeaegi]
    D5 ; M2 ; O3 ; F10 ; I1

    Actions
    1. [FAITH Miracle]
      The Dolod for generations now have sought the guidance and trust of the Guardians, the most benevolent of the great spirits. With the conflict against Artavazd escalating rapidly, the Dolod decide the time has come to bridge the gap between mortal and Guardian. From each of the Sanctums, the Dolod capable of treading the reality of the supernatural entities meet within the Guardian Dream after weeks of meditation.

      With every Lucid One present, the Dolod erect a bridge between the mindscape of the protectors of Ardra and the bodies of the great mortal leaders. The bridge, though, is tenuous enough that its connections are not even passed down a Dolod memory-line. Instead, it must be forged anew with and by each individual. The might of the Guardians, though, is beyond the capacity of mortal bodies. With care, one Guardian can bless an individual while the others offer solace. Even with this, there are sacrifices made by each who accept this semidivine gift as their bodies are rent by the raw life force of the mightiest of Ardra's natives.

      In practice, any leader of a civilization that is capable of easily accessing the Guardian Dream can pledge themselves to one of the Guardians, a choice that is made for life. This must be done at the start of a ruler's reign OR, if no Guardian is chosen at that point, by conducting a special ritual during their reign. Once chosen, the leader may not change which Guardian they are pledged to.

      Depending on the Guardian chosen, the leader will suffer a physical change reflecting the strain on their mortal form caused by enlightenment.

      If the Great Mother is chosen, the leader's eyes become milky white and filled with intensity, though their vision is unaffected. Their veins stand out from their flesh and are the color of ivory.

      If the Father of Rivers is chosen, the leader's tears turn to acid, leaving green, ragged scars down their face. Tears near-constantly run down these tracks from eyes that are at once haggard and full of rapturous joy.

      If Golden Flame is chosen, the leader's neck bursts into fire like a mane. When the flames subside, they leave a great scar around their throat, whose edges are constantly alight with small golden sparks, as if threatening to burn again at any moment. Their irises turn golden and glow faintly.

      If the Storm Bird is chosen, the leader's face and torso are marked with branching scars as though they had been struck by lightning. Their gaze hardens as though they are nearly always angry, and small streaks of lightning can be seen deep within their pupils.


      Spoiler: Mechanics
      Show

      When a new leader is chosen for a player, that leader can, assuming they have easy access to the Guardian Dream, pledge to a specific Guardian. This choice cannot be changed for so long as that leader remains in power. For leaders that neglect (or were unable) to do this at their inauguration, a Faith action may be taken at any point to make the pledge.

      Great Mother - You can use the Mother's Milk in rituals to oppose the Blightspawn, demonstrating her power to those who witness the effect. You gain a +2 bonus to conversions in and adjacent to regions in which Blightspawn were defeated in the previous round.

      Father of Rivers - You bring the blessing of the Father of Rivers to any region you choose to focus on. You may take a Faith action to increase the yield of a region with an organic (for instance, one that comes from animals or plants) resource. For two rounds, each owned TP in the region counts as two TPs for all purposes (except attempted buyouts or the number of TPs present in a region). You may only take this Faith action once per round.

      Golden Flame - Golden Flame's pride flocks to you, ready to aid you on your quest to destroy the Blightspawn. You gain one unit of Golden Lions. These function like a normal land unit except that they may only be used in battles against Blightspawn, automatically replenish if lost in battle, and will only fight if the leader is in command. These Golden Lions also count as a Golden Lion TP owned by the leader.

      Storm Bird - You gain a +1 to duels and -1 to distance losses thanks to your limited control over the weather.

    2. [FAITH Begin Construction of Guardian Sanctum in Arkusa (65) 1/4]

    3. [FAITH Continue Construction of Guardian Sanctum in Arkusa (65) 2/4]

    4. [FAITH Continue Construction of Guardian Sanctum in Arkusa (65) 3/4

    5. [OPU Contribute to SOW project]

    6. [DIP Establish New Cultural Identity: Seek Aid] True Unity




    Non-Actions
    1. Resist all Conversions.
    2. Accept all tech except Writing.
    3. Resist all Buyouts.
    4. Accept all Embassy gifts.
    5. Use liege score to resist INT/MIL/DIP actions over endturn (in that priority order, should it matter)
    6. Send Arag Translation and Towers of Light to ALO


    Rumors and Stories

    • The Dolod begin spreading word that the Standing Stones ought to be examined more thoroughly. The Sentinels are, perhaps, mistaken in their efforts. More to come next round eventually.



    Spoiler: Ruler Information
    Show

    The Lucid Ones
    Stat Value Increase?
    Diplomacy 5 -
    Military 2 -
    Opulence 3 -
    Faith 10 -
    Intrigue 1 -

    [Note to JB: N/A]

    Issi, Geleg, and Igeaegi lead from Nellen. Ten siblings and children are abroad - two in Troll Country, two with Nefertiti, one each with the Honeyed Child, with Harun, in Wilest, with Merlyn, in Ta Netjer, and in Faranandūll.

    New Ruler: YES 3 1 1 8 1

    Spoiler: Regions
    Show
    Region Name Region Number Resource Holy Center Holy Order Status Bonuses
    Nellen 307 Desert Bells - Spices (Great) The Urelleru The Corona Capital, Unstable -

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    - - - -

    Technologies
    Type Name Effect(s) Required Resource?
    O Pottery +1 Buyouts None
    O Animal Husbandry +1 to Opulence and Diplomacy exploration None
    O Irrigation +1 Stabilization None
    O Masonry +1 to resist Raids and Sacks None
    O Coinage +1 to resist buyouts to players w/o coinage; +1 to buyouts Gold or Silver resource
    O Towers of Light +2 to defend against raids if attacker moves through a region with a TP you control. +1 to Investigate per other owner of this tech taking the Investigate action this round (Max +2) Silver resource, Masonry tech
    O Advanced Masonry +1 to resist Raids/Sacks None
    O Caravansarai +1 to resist Raid/Sacks Masonry Tech, Clay or Stone resource
    M Thin-Blood Elixir +1 to Battles/Quests w/ Gluttonous Shadows N/A
    O Stele of Light +1 vs Errant Questing // Bonus/Penalty against Theft equal to ((-1)*DSP Rep) Mystical Stone // Sunstone, Towers of Light tech
    O Seekers Deep Desert Traversal Nakhla Stone
    O Restoration Tonic +2 to Cleanse Blight from a person/area N/A
    O Wonder Workshops GPs take 4 actions Stone, Advanced Masonry
    O Off-Track Betting Roll 1d6 when spending treasure for varied results N/A
    O Weighted Dice INT TN14 to make OTB better, -1 TSR rep Off-Track Betting
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 13
    1. Clay, 299
    2. Clay, 269
    3. Shattered Runestones, 306
    4. Silver, 308
    5. Desert Bell Seeds, 291
    6. Kelp Oil, 266
    7. Sand, 301
    8. Iron, 310
    9. Giant Kangaroos, 318
    10. Wombats, 284
    11. Gamebirds, 208
    12. Sunrock, 328
    13. Platinum, 313


    Faith head of The Path of the True Dawn
    Holy Site Total Effect Category
    5 +1 Resist Assassination/Kidnapping
    10 2d8 Investigations
    20 T1 Tech TD Heroes Assist at a +3
    40 T2 Tech N/A
    80 Bonus N/A

    Military Units CAP: 5

    Heroes

    Artifacts
    • All-Seeing Memory - Grants holder +1 to one roll per round when defending against Intrigue actions.
    • Guiding Light - Allows user to Seek Aid for anyone, so long as the action is directly opposing Artavazd. Allows multiple Seek Aids per round, at increased risk. More Info.
    • The Scorching Shield - Grants holder +2 vs Leader Loss rolls. - Held by the Ashir
    • The Aureate Chain - Protects the wearer from external mental control. - Held by the Targiz

    Treasure
    Current

    Special Actions Used
    F5 - Artifact
    D5 - New CI
    F10 - Miracle
    Last edited by JBarca; 2021-09-25 at 11:21 PM.

  2. - Top - End - #1202
    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

    Alodite True Dawn Imperium


    Pharoah Nefertiti Dust Walker,
    Stats
    Dip 10
    Mil 10
    Op 10
    Faith 10
    Int 10


    Actions:

    intrigue secret secrets

    Military quest assist Ageless lion with Shevu Pot Breaker roll 15

    Diplomacy Learn Language of the Aarg

    Opulence buyout Titain wool tp2

    Opulence buyout quickgold tp 1

    Diplomacy Raise rep with sentinels

    Military Hire two boat units


    roll
    Nonactions


    Embassy Actions

    Accept towers of light




    News and Rumors
    • Ibizia and Otasois
    • Sanu-ai and Hazeret
    Last edited by Lleban; 2021-09-24 at 06:37 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
    Show

  3. - Top - End - #1203
    Troll in the Playground
     
    mystic1110's Avatar

    Join Date
    Dec 2010
    Location
    New York, New York
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Regions 19, 36, 42
    The Protected Odds Satrapies
    Current Leader: Odds-Mistress Ank’Anske’Thalez’ir “Aste” Asteracea
    Current Abilities: D3, M5, O6, F3, I5

    Round 29

    Actions:
    • Aste, bottling some lightning
      • Open - Hoard Treasure - Raise 2 Treasure with Argent Heart
      • Open - Hoard Treasure - Raise 2 Treasure with Argent Heart
      • Opulence - Buyout 316.1 [Silphium] (Roll: 12)
      • Opulence - Aid Students of Wonder with Studies of Perfection
      • Intrigue - Investigate As the lightning coursed through Aste, it forced her blood out of her capillaries and into her epidermis leaving fractal scars. The insane temperatures also caused the dagger and snake shaped jewelry she was wearing to heat up causing third-degree burns in the impression of metallic serpent scales. However, if one thought this would end her single ended search “to capture the power of faith purely through a mastery of natural science” then they would be wrong. The only thing her failed experiment proved, to her at least, was that she was close. Picking up the key to the vault of Kursaal, Aste only thought that her investigation demonstrated that she needed a more “worthy vessel”. Commandeering the local Guardian Sworn Laboratory, Aste brought into the sanctum the Argent Heart, her mother’s last investment and acquisition. The Heart was an arcane tool, and if her research had shown anything, it was that mundane containers could not handle the raw power from the Firmament. Perhaps the perfect sphere of seemingly molten silver could withstand the energies involved? Aste hoped that the metaphysical connection between the Orb and the concept of wealth might also aid in harnessing the electricity of Fortune. What could create worth could be considered worthy. The fact that the Heart was of blighted origin did not escape her, she was after all, an adherent of the Great Mother, an alchemist, and had long wanted to study this artifact – but per her studies she had considered that the blight in the Heart would actually help facilitate this next stage in her scholarship. Blight was preternaturally cold and could act as a cooling rod for the thermal energies that would come from the Firmament, conceivably slowing and controlling the chain reaction caused by the conflagration of the Firmament’s iridescent light. And if the Firmament burned through the blight and purified the vessel instead of being harnessed, that too could prove useful, Aste thought, as she set up her gamble. For that was what this was – the lineage of the Odds-Mistress given to chance – she could not help but raise the stakes over and over and over again until hopefully, beyond faith, she could strike jackpot. Finally, to complete the setup, Aste borrows the Shield of Uzii feathers from her brother, Lekking Albatross, knowing from her late father, Laughing Wolf, that the feathers that make the shield are in fact Hrazii feathers. The Hrazii, per her knowledge are quasi-angelic beings, which serve Mamut’s Guardian, the Storm Bird, a being of lighting! As such, they, through their physical properties allowing them to fly through mortal storms and their metaphysical connection to the concept of electricity, could also prove useful in controlling the Firmament’s own storm, almost as a containment vessel around the reactor that was the Heart. Between the containment of the feathers and the heart, Aste inserts a mesh of Strife Catchers, from the Student's own stores, to regulate the energies between the two artifacts and surrounds the entire apparatus with those gambled pieces of other alchemical metals such as Black Iron, White Bronze and even Orichalcum which had over the years accumulated in Kursaal's vaults as their owners wagered and lost and those wagers too speak towards what Aste was trying to do. These risks must, per her studies of the Firmament, be able to be made manifest. And so, setting up her prior failed experiment, with the Key to the Vault of Kursaal, acting as a conduit and generator along of line of anted metals known to be more than just base elements, directing the beliefs of all those that believe in chance, risk and fortune from the Firmament towards the Argent Heart, the Blight in the Heart acting as cooling rods and the Hrazii feathers and Strife Catchers creating a containing dome around the silver, Aste tries rolling the dice again. (Roll: 25)
    • Secret
      • Intrigue - Secret Action


    Non-Actions:
    • Champion of the Ko-Ball tournament: The Singhön Strikers
    • Aste does not resist the buyout of Amaryllis Flower although she does complain that Grandma is making her life incredibly difficult and points out that this is in no way to treat family.
    • Aste replies to Aneirin:

      “My mother had no love lost for my uncle and she didn’t have to lose it in any game. I would gladly turn him over, but you seem to misunderstand the powers of this state. Kursaal is a game board and the Odds-Mistress doesn’t control the pieces, she merely sets the rules. We will look for him, but can’t promise to find him. This city was built for lost souls and the losing of them. Of course, if you are willing to part with some gold to aid our search, the chances of success would surely rise. Would also help if you can ask Grandma to cut us a break, doesn’t help to lay a crises at my feet as soon as I start out. Some reward for saving Merlyn’s hot little body over and over to get cut loose and who knows what can get lost in the chaos”.

      [If Aneirin accepts the offer and Merine does not void POS’s vassalage status, Aste will roll intrigue against the Last Prisoner’s Hero Score (8). If she finds him (beats his roll), she will deliver him to NTK through non-action embassy action and to be delivered to ARK on NTK’s own schedule. The Last Prisoner’s reaction, if captured, will be decided when ARK receives them. Aneirin may also promise, either through gift or through NTK transfer up to 2 treasure, which Aste would immediately use (given the fungibility of treasure) on searching for the Last Prisoner (she will of course, gamble with such treasure). Aneirin could also gift 3 or 4 treasure, but such expensive search will have to wait a round given the current funds that Aste has. If Merine does successfully void POS’s vassalage status, then such search will be delayed while Aste deals with the political repercussions of the Kingdom’s reorganization.]

    • Use a SOW Favor to Advance in Reputation 2->3. Aste also invites the crazier members of SoW to join her in her continued studies into the Firmament and Blight.
    • Store Argent Heart in Guardian Sworn Laboratory.
    • Generate 3 Treasure with passive income (28 TP owned at beginning of round) –> 6 Treasure owned beginning of round.
    • Grant All Tech to SCR and Accept all tech and treasure from SCR (non-embassy action with SCR)
    • Accept all tech and treasure from DER (non-embassy action with DER)
    • Accept all tech from HEN (non-embassy action with HEN)
    • Accept all tech from UBT (non-embassy action with UBT)
    • Accept all tech and regions from NKT (non-embassy action with NKT).
    • Accept all Embassies and Sanctums if offered or gifted.
    • Aste supports all Conversions to Children of the Great Mother
    • The remaining members of the Congress of the Honeyed Child support all conversions to the Boutique of the Corpse Flower
    • Roll resist for any kidnapping, assassination or betrayal of ruler, hero (Carceral Adaptations CI active, Eyes Above tech active). Use liege diplomacy score (10) in response for any betrayals. Artifacts held bonus applied to betrayal resist. Resist any theft of any artifact (Eyes Above tech active) and any applicable Hero Bonuses (+2). Roll resistance for any Incite Rebellion (Eyes Above tech active).


    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ank’Anske’Thalez’ir “Aste” Asteracea (56 Years Old)

    New Ruler Next Round: Yes
    Succession: Hereditary (Matrilineal primogeniture but with no male exclusion, meaning that it is absolute primogeniture if no immediately related female heir) –
    1. Ank’Anske’Thalez’ir “Olea” Oleandera (72 Years Old)
    2. Lilium "Lily" Interspinus (52 Years Old)
    3. Ank’Anske’Thalez’ir “Acon” Aconita (Stillborn)
    4. Ank’Anske’Thalez’ir Ffiona (Died in Infancy) – Reborn as the Honeyed Child
    5. Ank’Anske’Thalez’ir “Gled” Gleditsio (76 Years Old)
    6. Ank’Anske’Thalez’ir “Hede” Hedero (58 Years Old)
    7. Ank’Anske’Thalez’ir “Malv” (36 Years Old)
    8. Ank’Anske’Thalez’ir “Wist” (24 Years Old)
    9. Gero and Ceia (16 years old each)

    Expected Stat Bonuses: +1 Int, +2 Opulence

    Hero Ages:
    Laughing Wolf –Odds Maker (+2 Errant Quests in Mamut. Must oppose Petalhead)  succeeded with Lekking Albatross
    Honeyed Child
    - Artifacts Held
    • Tome of Stars

    Petal Head – N/A
    - Artifacts Held
    • Nightmare Pom
    • Gelid Bush
    • Aureate Chain

    Miracles:
    • Blessed Dynasty: Twice per round, a ruler character descended from 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.
    • Epialesian Apotheosis: Petal Head may now participate in two actions every Round. Petal Head no longer suffers continental penalties while Questing, and ignores otherwise impassable terrain types while Questing.
    • Apostle of Nightmares: 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.

    Opulence Technology:
    • Masonry: +1 to resist Raids and Sacks
    • Advanced Masonry: +1 to resist Raids and Sacks that stacks with the bonus of Masonry
    • Writing: +1 Conversion Defense, +1 Conversions in regions that share your writing system (Hbaran Runes)
    • Irrigation: +1 Stabilization
    • Animal Husbandry: +1 to Opulence and Diplomacy exploration
    • Pottery: +1 Buyouts
    • Arctic Survival: Permits exploration and troop transport across Arctic borders
    • Sailing: Permits exploration and troop transport over deep water borders
    • Off-Track Betting: Whenever you spend a Treasure on a roll, you may choose to roll 1d6. On a result of 1, the Treasure provides no bonus. On a result of 2-4, the Treasure provides a +1 as normal. On a result of 5 or 6, the Treasure provides an additional +1, for a total of +2.
    • Coinage: +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold)
    • Eyes Above: +1 to resist theft, assassination, kidnapping
    • Treasure Ships – +1 to Sailing Range and allows trade routes over dark blue borders
    • Mamut -> Sikar Translation Project Tech
    • Mamut -> Daezirn Translation Project Tech
    • Mamut -> tarandi Translation Project Tech
    • Weighted Dice! Prerequisite: Off-Track Betting. Effect: Whenever you gamble a treasure, for each treasure roll a TN 14 Intrigue check (This roll is made as if it is against a TSR Friend). Upon a success, when such treasure is gambled, instead of being modified by Off-Track Betting as normal, that treasure will instead provide no benefit on a 1, +1 as normal on a 2, and +2 on a 3 through 6. Using Weighted Dice is ignoble however and if used during a Round your reputation with the TSR decreases by 1.

    Military Technology
    • Campaign Grift
      • Slot: Subterfuge
      • Resource: Alcohol
      • Effect: The kingdom may spend treasure in a battle to cripple their enemies before they even take the field. For every treasure spent in this manner, opposing non-blightspawn armies suffer an additional 2 regions in distance losses.
    • Bronze:
      • Slot: Special Materials
      • Resource: Copper or Tin
      • Effect: +1 to Battles, +1 to Leader Loss Rolls
    • Three-Wind Bows:
      • Slot: Ranged Weapons
      • Resource: Recurve Bows and Viskari War Bows with their associated resources (2 hooved animals, wood)
      • Effect: +2 to Battle, +1 to Maneuvering, -1 Enemy Leader Loss
    • Increased Defense Budget:
      • Slot: Scouts and Logistics
      • Resource: Gems or Precious Metals
      • Effect: Increase the amount of Treasure a kingdom may spend on Battle by 1. For every 2 Treasure a kingdom spends on a single Battle, that Battle gains an additional +1 bonus.
    • Uzii Battlesmithing
      • Slot: Armor
      • Resource: Hard Metal
      • Effect: -10% Casualties
    • Comet Phylacteries
      • Slot: Combat Drugs and Medicine
      • Resource: Comet Shards
      • Effect: +2 Leader Loss rolls.
    • Saddles
      • Slot: Calvary
      • Resource: Cavalry Type Tech (Wild Dogs (approved by Jade as Tech Creator)) and Animals Resource
      • Effect: +1 to Battles and -10% casualties for Allies
    • Cloud Striders
      • Slot: War Beasts
      • Resource: Battle Toads
      • Effect: +10% Casualties for opponents
    • Cinnabar Warclubs
      • Slot: Melee Weaponry
      • Resource: Cinnabar
      • Effect: +1 to Battle
    • Non-Active Mil Tech
      • War Drums
      • Feathered Cloaks
      • Orichalcum Arrowheads
      • Horned Cavalry
      • Cliffstep Riders

    Artifacts
    • Nightmare Pom:
      • A Hero holding the Nightmare Pom is resisted in Errant Questing by a Faith Roll. Success on a Errant Quest using the Nightmare Pom awards no Treasure, but allows the controlling Kingdom to attempt to convert an Open or unorganized Holy Site in the region. A great success on the Errant Quest grants a +2 bonus to this conversion roll.
    • Disquiet Pom:
      • +1 to Errant Quests, Corpse Flower Holders may Errant Quest as a Faith action.

    Tac Doc: Never Tell Us the Odds – On success roll 1d3. On 1: Gain +2 to Battle Rolls. On 2: Reduce own Casualties by 20%. On 3: Increase Enemy Casualties by 20%.

    Cultural Identities:
    • Ruinous Sowing - 2d8 on Epic and Errant Quests in or adjacent to blighted regions, wilderness or regions in unrest.
    • Carceral Adaptations - 2d8 vs Assassinations/Kidnapping and Inspire Betrayal by any Kingdom with positive reputation with the Sentinels of the Stone.


    Spoiler: Resources
    Show

    Military Limits:
    Land 5/8
    Naval 0/4

    Embassies:
    • Deru
    • Swampum
    • Scrim
    • Henanda
    • Night Kingdom
    • United Abiherist Tribes

    Trade Posts (26):

    3 #1 - Peccaries
    3 #2 - Pecarries
    7 #1 - Wild Dogs
    8 #1 - Okra
    17 #1 - Ulurothan Spearmen
    18 #1 – Emeralds
    19 City – Flower Wine
    19 #1 – Flower Wine
    22 #3 – Cinnabar
    27 #1 – Iron
    30 #2 – Comet Shards
    33 #1 – Copper
    35 #1 – Madder
    37 #2 – Living Wood
    39 #2 – Battle Toads
    39 #3 – Battle Toads
    40 #2 - Cheese
    40 #3 – Cheese
    41 #1 – amaryllis flowers
    44 #2 – Cloth
    46 #3 – Wood
    51 #2 – Kaffe Beans
    53 #2 – Furs and Hides
    61 #1 – Falconers
    62 #1 – Fish
    89 #2 - Gold

    Favors Available at end of round:

    1 SOS
    2 SOW
    Last edited by mystic1110; 2021-09-25 at 09:39 AM.

  4. - Top - End - #1204
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: Empire 6: Embers of Dawn IC

    Sewune of Gehudu Forest
    Regions: 216(C), 215, 222, 227, 231, 232


    Round 29 Actions:

    1. [Opulence] Buyout Iron in 234 TP1 from Open Success 17

    2. [Opulence] Buyout wood in 323 TP2 from Open Success 25

    3. [Diplomacy] Explore east of 234 (between 234 and 232) using liege score CRIT Success 20

    4. [Diplomacy] Explore southeast of 234 (east of 248) Success 14

    5. [Military] Invade 234 with 11 units and Dra Runa (8) using
    Spoiler: techs
    Show

    Armour: Peltae +1,
    Cavalry: Scythed Chariots +4/-10% casualties for Allies
    Combat Drugs and Medicine: Dhraanish Medicine -10% casualties for Allies
    Melee weapons: Blade Sharpeners +1,
    Ranged Weapon: Three-Wind Bows +2 to Battle, +1 to Maneuvering, -1 Enemy Leader Loss,
    Special Materials: bronze +1,
    Scouts and Logistics: Military Organization +1 to Battles, +2 to Tactical Manoeuvring

    total + 29 to battle, -20% casualties for Allies, -1 distance losses, +1 to Leader Loss Rolls, -1 enemy leader loss roll, +3 to Maneuvering

    6. [Military] Assist Ageless Lion in the quest Burying the Past with Olx and Sep Blight-Trixters (assist Tychris1 RUIN) Success 16



    Non Actions:
    • Accept any technologies offered
    • Resist all conversions except for conversions to way of green
    • Oppose all unauthorized buyouts
    • Resist all thefts, raids, things that target me!


    Spoiler: Diplomatic arrangements
    Show

    • Embassy with the Vygra
    • Embassy with the Nocturnal Hydra
    • Embassy with the Lim Dynasty
    • Embassy with the Lhungho Saar
    • Embassy with the Night Kingdom



    Spoiler: Ruler Information
    Show

    King Clrasan:

    Diplomacy: 6 + 1
    Military: 10
    Opulence: 10
    Faith: 2
    Intrigue: 10


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show

    Spoiler: Trade Route
    Show

    Region Trade Post Slot Resource Category
    216 1 Sweet Droggen Berries Food
    231 2 Plums Food
    235 1 Hemlock Poisonous plant
    236 1 Shale Stone
    225 2 Elk Living beings?
    226 1 Copper Hard Metal

    Spoiler: Trade Posts
    Show

    Count Region Trade Post Slot Resource Category
    1 1 2 Wine Alchoholic bevarage
    2 6 1 Desert Dragons Live Animals
    3 46 1 Wood Wood
    4 59 1 Otters Living beings
    5 60 1 Opals Precious Minerals
    6 110 1 Caviar Food
    7 139 2 Mountain Dragons Living beings
    8 150 1 Harpies Living beings
    9 186 1 Boats Boats
    10 188 1 Tea Herbs
    11 189 2 Purple Sea Snails Living sea beings / food?
    12 202 3 Copper Hard Mental
    13 205 1 Blood Amber ???
    14 208 1 Gamebirds Living beings / food?
    15 210 2 Bananas Food
    16 211 3 Tvila Clay clay?
    17 213 2 Flint ??
    18 215 1 Artisans Skilled beings
    19 216 C3 Sweet Droggen Berries Food
    20 216 City Sweet Droggen Berries Food
    21 217 2 Sorghum Food
    22 218 3 Cacao Food
    23 219 1 Ochre Food
    24 221 3 Healing Herbs Medicine
    25 223 2 Dag Yaks Living beings
    26 225 1 Elk Living beings?
    27 226 3 Copper Metal
    28 231 1 Plums Food
    29 232 2 Wild Asses Live Animals
    30 239 1 Ivory ???
    31 240 1 Aquamarine Precious mineral
    32 241 2 Tin Metal
    33 242 1 EarthBlood EarthBlood
    34 289 1 Wild Horses Live Animals
    35 291 3 Desert Bell Seeds Seeds
    36 292 2 Nakhla Stone Stone
    37 295 2 Salt ???
    38 302 3 Ashirian Horses Live Animals
    39 303 2 Desert Foxes Live Animals
    40 307 2 Gold Precious Metal
    41 308 2 Silver Precious Metal


    Spoiler: Treasure (15)
    Show

    Round Reason Change Total
    4 Passive TP income +1 1
    4 Gift to sentinels of stone for rep -1 0
    5 Passive TP income +1 1
    5 Great Success Exploration +1 2
    6 Passive TP income +1 3
    6 Use one for investigation -1 2
    7 Passive TP Income +2 4
    7 Use on for the attack on blightspawn -1 3
    8 Passive TP Income +2 5
    8 Help stop unrest in 215 -1 4
    8 Assist on buyout -1 3
    9 Passive TP Income +2 5
    9 Investigate Shadows -1 4
    9 Investigate Shadows -1 3
    9 Investigate Shadows -1 2
    10 Passive TP Income +2 4
    10 Investigate earthquake -1 3
    10 Assist on Epic Quest -1 2
    11 Passive TP Income +2 4
    11 Blood Ingot reward +2 6
    11 Investigate evil presence revealed by the earthquake -3 3
    12 Passive TP Income +2 5
    13 Passive TP Income +3 8
    13 Great Success Exploration +1 9
    13 Great Success Exploration +1 10
    13 Use on Secret -3 7
    14 Passive TP Income +3 10
    14 Claim on 232 -3 7
    14 Investigate shadows in 209 -3 4
    14 Trade with Vygra +4 8
    14 Trade with Hydra -1 7
    15 Passive TP Income +3 10
    15 Investigation into the Glutonous Shadow Corpses +5 15
    15 Investigation assassination on Queen Wuuluu -3 12
    15 Investigate The alchemical mixture found in the holy spring of Lumo Taher in Vermando -3 9
    15 Secret action -3 6
    15 Trade to TRL -2 4
    15 Trade from HEN +3 7
    15 Trade from LIM +1 8
    16 Passive income +3 11
    16 Assist on exploring the sand storm -3 8
    17 Passive TP Income +3 11
    17 Dra Runa assist Kro Thorael -3 8
    17 Translate the leather bound journal -3 5
    17 Trade from UBT +2 7
    17 Trade from HYD +1 8
    18 Passive TP Income +3 11
    18 Secret -3 8
    19 Passive TP Income +3 11
    19 Secret -3 8
    20 Passive TP Income +3 11
    20 Secret -3 8
    20 Gift from HYD +1 9
    21 Passive TP Income +3 12
    21 Investigate Salt demons -3 9
    21 Secret -3 6
    22 Passive TP Income +3 9
    22 Secret -2 7
    23 Passive TP Income +3 10
    23 secret -2 8
    24 Passive TP Income +3 11
    24 Steal the Twilight Lens -4 7
    24 Secret -2 5
    25 Passive TP Income +3 8
    25 Rep raise -2 6
    26 Passive TP Income +3 9
    27 Passive TP Income +3 12
    27 Trade Route +1 13
    28 Passive TP Income +3 15
    28 Trade Route +1 15 (cap)
    28 Explore -3 12 (cap)
    28 Stabalize 222 11 11 (cap)
    28 Secret -1 10 (cap)
    28 Passive TP Income +4 14
    28 Trade Route +1 15


    Spoiler: Military (11 Land units, 2 Naval Units)
    Show

    Hero
    Name Military Stat Special Effect
    Dra ranu 8 +4 bonus on Errant Quests in Sikar and +2 in Kiswa
    Olx and Sep Blight-Trixters 9


    Spoiler: Reputations
    Show

    Organization Rank Favours
    Sentinels of the Stone 2 0
    Dream Speakers 2 0
    Truthseers 2 0
    Students Of Wonder 1 0


    Spoiler: Great Projects
    Show

    Project Name Project Progress Project Effect Project Location
    Sikar Translation Done Reduce penalty to -4 when dealing with Sikar N/A
    Tarandi Translation Done Reduce penalty to -4 when dealing with Tarandi N/A
    Mamut Translation Done Reduce penalty to -4 when dealing with Mamut N/A
    The Daezirn Isles Translation Done Reduce penalty to -4 when dealing with The Daezirn Isles N/A


    Spoiler: Artifacts
    Show

    Artifact Name Artifact Effect
    Bunker Key The holder of this artifact can use it to power a secret bunker, granting the powering of 1 tech per round without meeting its resource requirements.
    Twilight Lens Reduce continental action penalties by 2


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Primary Resource Primary Resource Met Military Slot
    Alskan Worm Wrangling +10% Casualties for Opponents Liquid Resource and Animal Husbandry Tech (should include berries) Yes War Beasts
    Blade Sharpeners +1 to Battles Tvila Clay Yes Melee Weaponry
    Bronze +1 to Battles, +1 to Leader Loss Rolls Copper or Tin Resources Yes Special Materials
    Campaign Grift For every treasure spent on a battle, opposing non-blightspawn armies suffer an additional 2 regions in distance losses. Alcohol Resource Yes Subterfuge
    Chariots +2 to battle and -10% casualties for Allies Horse or Asses resource.
    Saddles (Cavalry Type Tech and Animals Resource)
    Wheel and Axle
    Yes Cavalry
    Cloud Striders +10% Casualties for Opponents Battle Toads or Large Flying Animals No War Beasts
    Comet Phylacteries +2 to Leader Loss Rolls Comet Shards Resource No Combat Drugs and Medicine
    Composite Bows +1 to Battles Hooved Animals Resource Yes Ranged Weapons
    Crab-Claw Sails -1 Distance Loss, permits exploration and troops transport over deeper waters Sailing Technology Yes Scouts and Logistics
    Dhraanish Medicine -10% casualties for Allies Medicinal Herbs, Thin-Blood Elixir tech Yes Combat Drugs and Medicine
    Equestrianism -10% casualties for Allies Horses Resource, Animal Husbandry Tech Yes Cavalry
    Feathered Capes When active, on an Epic Quest or Battle action, you may contribute one additional hero to the quest or battle roll (for a +2 bonus contingent on succeeding on a TN 12 roll vs. Hero score) without spending additional actions on those heroes. Feathers Resource Yes Armour
    Increased Defense Budget Increase the amount of Treasure a kingdom may spend on Battle by 1. For every 2 Treasure a kingdom spends on a single Battle, that Battle gains an additional +1 bonus Gems or Precious Metals Yes Scouts and Logistics
    Military Organization +1 to Battles, +2 to Tactical Manoeuvring War Drums tech, Furs, Hides or Cloth resource Yes Scouts and Logistics
    Peltae +1 to Battles Timber Resource Yes Armour
    Recurve Bows +2 to Battles Composite Bows Tech and Hooved Animals resource (effectively 2 hooved animal resources) Yes Ranged Weapons
    Regional Garrisons Whenever you use an action to defend against invasions, all regions under attack automatically generate one military unit to defend that region. This unit is destroyed after combat and leader loss are resolved. Staple Crop Yes Fortifications
    Saddles +1 to Battles and -10% casualties for Allies Cavalry Type Tech and Animals Resource Yes Cavalry
    Scythed Chariots +4 to Battles, -10% allied casualties Chariots, Saddles, Hard Metal Yes Cavalry
    Song of the Sea Allows for +1 Deep Sea border crossing and gives +2 to Leader Loss rolls during ocean/coastal battles with naval units involved Sea Creatures Resource, Sailing and Animal Husbandry Techs Yes Scouts and Logistics
    Steering Oars +3 to Tactical Manoeuvring in naval battles and battles in coastal regions Sailing Technology Yes Cavalry
    Thin-Blood Elixir +1 to all Battles and Quests involving the Gluttonous Shadows N/A Yes Combat Drugs and Medicine
    Three-Wind Bows +2 to Battle, +1 to Maneuvering, -1 Enemy Leader Loss Recurve Bows and Viskari War Bows with their associated resources (2 hooved animals, wood) Yes Ranged Weapons
    Uzii Battlesmithing -10% Casualties for Allies Hard Metal Resource Yes Armor
    Viskari War Bows +1 to Battles Wood Resource Yes Ranged Weapons
    War Drums +2 to Tactical Maneuvering Rolls N/A Yes Scouts and Logistics
    War Elephants +1 to battles Elephants or Mammoths No War Beasts
    Wolf Riders +1 to Battles Wolves Resource (of any kind) No Cavalry

    Non-Military
    Tech Name Primary Effect Primary Resource Primary Resource Met
    Advanced Masonry +1 to resist Raids and Sacks that stacks with the bonus of Masonry None Yes
    Advanced Poisoning +1 to theft, assassination, kidnapping, incite betrayal and related secret actions Medicinal or Poisonous Plants Resource Yes
    Animal Husbandry +1 to Opulence and Diplomacy exploration N/A Yes
    Arch None N/A Yes
    Arctic Survival Permits exploration and troop transport across Arctic borders. Lumber Resource Yes
    Caravanserai +1 to resist raids and sacks, which is cumulative with the bonus from Masonry. Masonry Tech, Stone/Clay Resource Yes
    Celestial Navigation Allows transit of one additional deepwater border and grants -1 distance loss to deep water travel N/A Yes
    Coinage +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold) Gold or Silver Resource Yes
    Djinn Contracts You may spend 1 treasure as part of a secret action to hire djinn to do your bidding. Regardless of the success or failure of the action, it is much more difficult to trace back to you. Writing (Kagahara) Tech, Coinage Tech, Shattered Runestone or other magic catalyst Resource No
    Dome None N/A Yes
    Eleftherian Democracy This technology enhances the attribute rolls of new non-dynastic rulers, giving them +1 in up to two attributes their predecessor had an 8 or higher in. Writing Technology Yes
    Irrigation +1 to Stabilization rolls N/A Yes
    Masonry +1 to resist Raids and Sacks N/A Yes
    Mechanical Joints +1 to Buyouts and Opulence exploration None Yes
    Mountaineer Clothing Allows exploration and troop transport across Mountain Borders Furs and Hides Resource Yes
    Off-Track Betting Whenever you spend treasure on a roll, you may choose to roll 1d6. On a 1, the treasure provides no benefit. On a 2-4 the treasure provides +1 as normal. On a 5-6 the treasure provides +2.s None Yes
    Pin Tumbler Locks +2 resisting theft, assassination, kidnapping Bronze tech Yes
    Pottery +1 to Buyouts N/A Yes
    Public Education +1 Opulence on Ruler Generation None Yes
    Restoration tonic +2 bonus on any roll to cleanse a person or area of the Blight’s influence None Yes
    Sailing Permits exploration and troop transport over deep water borders N/A Yes
    Seekers Permits exploration and troop transport over deep desert borders Nakhla Stone Resource Yes
    Song of the Wind Allows crossing of 1 additional deep water border. +1 to exploration over water Flying Beings Resource, Animal Husbandry and Sailing Technologies Yes
    Stage Plays +1 to Stabilization rolls Refreshments Resource Yes
    Strife Catchers +1 to resist the spread of supernatural afflictions that provoke violence. When rolling to stabilize a region, one a roll of 16 or higher, a kingdom with Strife Catchers may stabilize one additional region adjacent to the primary target. Silver Yes
    Towers None N/A Yes
    Towers of Light +2 to resist raids. Additionally grants a +1 to investigation rolls for each player with this tech that uses an investigation action in the same round. (+2 max) Silver Resource and Masonry Technology Yes
    Treasure Ships +1 to Sailing Range and allows trade routes over dark blue borders N/A Yes
    Treasure Vaults ? ? ?
    Wheel and Axle +1 to Opulence Exploration, Overland exploration is not limited by adjacency. N/A Yes
    Wonder Workshops Great Projects can be completed in four actions instead of five. Advanced Masonry tech, Stone resource. Yes
    Wormlurk Tunnels Increase the amount of Treasure a kingdom may spend on intrigue by 1. If a kingdom spends 2 treasure on a action, that action gains an additional +1 bonus. N/A Yes
    Writing (United Blemmyae Tribes Script) +1 Conversion Defence, +1 Conversions in regions that share your writing system. Sharing the technology shares the writing system. A new writing system may be adopted with a Great Project. Alskan Worm Wrangling + food Yes


    Spoiler: Ruler Actions
    Show

    Spoiler: 'King' Yorick II
    Show

    Attribute 5/10 Action Effect
    Diplomacy 5 Create Embassy An embassy with The Vygra was made.
    Diplomacy 10 Create Embassy An embassy with The Night Kingdom was made.
    Intrigue 5 Did a thing The thing happened
    Intrigue 10 Incite Betrayal on the Black Pharaoh The Black Pharaoh joined the Sewune
    Military 5 Raise Hero Dra Ranu (8) is recognised
    Military 10 Create tech Created a tech.
    Opulence 5 Raise City Manticore Rise now exists
    Opulence 10 Become a Merchant Prince The Sewune now benefit from the Merchant Prince Title


    Spoiler: 'King' Clrasan
    Show

    Attribute 5/10 Action Effect
    Military 5 Create Tacdoc If the Sewune win the battle and the opponent used one or more artifacts the Sewune may roll to steal one artifact.
    Opulence 10 Establish a trade route with the Vygra The Sewune and Vygra now benefit from the trade route 216 -> 231 -> 235 -> 236 -> 225 -> 226



    Spoiler: Previous Posts
    Show

    Round Action of Note TP's bought Tech Gained
    1 Received writing tech from Blemmyae and adopted their scripts Droggen berries 216 TP2 Writing, Animal Husbandry (start tech), Irrigation
    2 Acquired required resource in the form of copper TP 3 in region 226 Copper 226 TP3, Cacao 218 TP3
    3 Founded Manticore Rise Elk 225 TP1, Tvlia Clay 211 TP3, Healing Herbs 221 TP3
    4 Started building a military None
    5 Officially converted to Abiherism None Pottery (secret)
    6 Did an investigation that pointed us to the Gluttonous Shadows! Bananas 210 TP2, Sorghum 217 TP2 Sailing (secret)
    7 Helped the Sons of Sirrvat with an invasion from the Gluttonous Shadows. And conquered region 215 Granite 238 TP2 Crab Claw Sails, Masonry
    8 Stopped unrest in 215 and made an embassy with the Vygra Tin 241 TP2, Artisans 215 TP1, Flint 213 TP2
    9 Mass investigation on the origin of the Gluttonous shadows Gamebirds 208 TP1, Aquamarine 240 TP1 Wheel and Axle
    10 Become a merchant prince, assist with cancer in the vale and investigate the earthquake Seafood 214 TP1 Bronze
    11 Assisted with Into the blightlands and Sikar translation Tvila Clay211 TP2 Thin-Blood Elixir, Advanced Poisoning, Blade Sharpeners, Coinage, Wardrums, Composite Bows
    12 Massive trade deal with HYD Hemlock 235 TP1, Wild Horses 289 TP1, Gold 307 TP2, Fox 303 TP2, salt 295 TP2, Desert Bell Seeds 291 TP3.
    Lost: Tvila Clay211 TP2, Droggen Berries 216 TP2, Granite 238 TP2, Sea Food 214 TP1
    Steering Oras, Mountaineer Clothing, Equestrianism, Celestial Navigation
    13 Stole the Black Pharaoh Dag Yaks 223 TP2
    14 Started pressing claim on 232 Nakhla Stone 292 TP2 Towers of Light, Feathered Capes, Advanced Masonry(secret)
    15 Investigated murder on HYD leader and cleared mockeries from Veramondo Silver 308 TP2 Recurve Bows (secret)
    16 Invastigated explosion in gehudu forest, Investigate mockeries, Assist with deep desert explore Ivory 239 TP1 Alskan Worm Wrangling
    17 Send Dra Runa to assist with the SandStorm, Investigate the book found in the explosion, Embassy with NTK Purple Sea Snails 189 TP2 Peltae, Arch, Towers, Dome and Djinn Contracts,Caravanserai
    18 Expand Military Wood 46 TP1 Saddles, Comet Phylacteries, Uzii Battlesmithing, Song of the Wind, Wolf Riders, Arctic Survival, Song of the Sea
    19 Expand Military explore the sea
    20 Investigated Neferkare (give up), earthquake, and stealing of mothers milk, Create tech Chariots Chariots, Eleftherian Democracy, Public Education, and Viskari Warbows techs
    21 Investigated salt demons vassalised to Vygra assisted in cures for Sand lung, Corpse plague and did the ritual of blood. Wormlurk Tunnels
    22 Investigated salt demons, converted to way of green, conquered 222 and 227.
    23 Investigated salt demons sea island, contributed to Daezirn Isles Translation Plums 231 TP1, Wild asses 232 TP2 pin tumbler locks, treasure vaults, Dhraanish Medicine
    24 Aquired the Twilight Lens Copper 202 TP3, Blood Amber 205 TP1, Ochre 219 TP1, Earthblood 242 Tp1 Cloud Striders, Mechanical Joints, Three-Wind Bows
    25 Made tacdoc raised rep Wine 1 TP2, Desert Dragons 6 TP1 Restoration tonic
    26 Bought more TP's and made a trade route Otters 59 TP1, Mountain Dragons 139 TP2, Tea 188 TP1, Ashirian Horses 302 TP3 Treasure Ships, Off-Track Betting, Campaign Grift, Increased Defense Budget and strife catchers
    27 Bought more TP's and raised some units Opals 60 TP1, Caviar 110 TP1, Harpies150 TP1 War Elephants, Scythed Chariots, Military Organization, and Wonder Workshops techs, and the Arag translation
    28 Reach 40 TP's cleanse and stabalise 222 droggen berries 216 TP 3, Boats 186 TP1 Regional Garrisons

    Last edited by Moriko; 2021-09-23 at 11:18 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  5. - Top - End - #1205
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Abiherist Tribes
    (Round 28)
    Adeni the Undying





    [Military] Raise 2 Land Units:
    [Faith] Convert 234:
    [Military 5] Sawut and Medmäsha go on the Salt Demons quest:
    [Faith] Convert 243:
    [Intrigue] Investigate the location of Mockery cells in ?:
    [Intrigue] Steal the Crimson Sword of Yedem Kali:

    Nonactions:
    Attend event
    Resist buyouts
    Resist all conversions except those to Oracles of the Elder Memories
    Ignore the Sentinels' fundraiser

    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 (not powered)
    Advanced Masonry
    Composite Bows
    Wolf Riders
    Eleftherian Diplomacy
    War Masks of the Hyena
    Bronze (not powered)

    Spoiler: Bookkeeping and Ruler Info
    Show

    Land Units: Torineti Warriors, Korebita Slingers, Sewi Warriors, Thunder’s Vanguard, Zemena Monks, Monopod Sappers, Hydra Tamers, Cynocephali, Reverent Hunters, Archaic Bannerets, Alchemists, Shades of the Past, Galghäl Freedom Fighters +3

    Naval Units: Adeni Marines

    Treasures: Black Gold, Blood Ingot, Kro Loot, Mysterious Treasure, the Wealth of Highnest

    Resources Controlled: Tropical Birds (194.1), Wild Asses x2 (232.1, 212.2), Flint (213 [City])

    Fortress: Misig Zinabi (213)

    City: Kema (213)

    Heroes: Sawut Kw’Torineti (10), Medmäsha Tänata (8)

    Artifacts: The Crook of the Warshepherd (Medmäsha Tänata), Morung, the Terror of the Forests

    Tactical Doctrine: Lead from the Front


    Leader: Adeni the Undying

    Diplomacy: 6
    Military: 5 +1
    Opulence: 4
    Faith: 7 +1
    Intrigue: 7 +1
    Last edited by Gaius Hermicus; 2021-09-25 at 09:36 AM.
    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

  6. - Top - End - #1206
    Pixie in the Playground
     
    SamuraiGuy

    Join Date
    May 2020

    Default Re: Empire 6: Embers of Dawn IC



    The Stoneblood Khanate


    Chuluun Khan
    Diplomacy - 10
    Military - 10
    Opulence - 6
    Faith - 4
    Intrigue - 3

    Actions
    [Diplomacy] Raise reputation with the Sentinels of Stone by providing warriors to help fight off the Blight, as well as offering a base here in the region.

    Spoiler: Sentinels
    Show
    "We have not forgotten your sacrifice 12 years ago, and though this has been long in coming, it is time we honor our debts," spoke a booming voice around a small, stone room. The grey bleakness of the stone was pervasive, and cast a depressing air about the space, with only a small, barely- there fire in the corner doing anything to contrast the stone. Then again, what did one expect from a fortress built into the side of a mountain where caves used to run, a fortress named the Barrow of Honored Dead?

    "My warriors are restless," the voice spoke again. It came from a man, dressed in long, woven furs. He stood tall, and and his cold eyes focused intently on the other men in the room. One was a warrior, dressed for battle, his black iron weapons a cold reminder of the ferocity the warrior could wield when called upon. The other was a bear, a massive beast with stark white fur and huge paws. He stood upon two legs, and sat quietly, guarding the room.

    The first man, the great Chuluun Khan, hero of the Khanate's independence, spoke again. "My warriors are restless, and while I long for the peace we have seen these past years, it is not my people's way. Already, we are starting to hear reports of the younger men growing restless, causing trouble. I fear that peace may no longer be an option."

    "Old friend, will you have them? Your Sentinels need warriors, and the Blight threatens us all."

    The warrior to whom the message was spoke, Sentinel Valens, stepped up. He cleared his voice, and spoke....


    [Diplomacy] Send Diplomatic mission with the land units to Shandole to treat with them and establish ties between the two nations.

    Spoiler: Shandole Pt 1
    Show
    "So, you see, we have come to help," the small, gray skinned humanoid finished. "In summation- it is unwise for one to fight off creatures of the Blight alone. It is something we must fight together. We are here. We will help." Under his breath, the speaker, named Fluff, added "So says the Thought King."

    The Braye, gray- skinned humanoids only recently accepted into the might of the Stoneblood Khanate, had no trouble integrating themselves into society. Immediately recognizing the efficiency of the bureaucracy of the Braye, Chuluun Khan tasked the Braye with organizing the Khanate into a Kingdom, collecting all of the languages, religions, and census numbers together into a cohesive unit. Now, they worked to keep the logistics of running a diverse kingdom together, as well a certain special roles.

    Fluff was one of those special ones. With a particular passion and natural inclination for logical reasoning, Fluff had impressed the Khan- who the Thought King had declared next to Fraiheeto, praise be to her. Now, he was an official emissary of the Khan to the Shandole, who the Khan had declared in need of the Khan's help. So it was. So it must be. Now, it was just Fluff's job to help them see that truth.

    He waited for the fair elves to make their arguments.


    [Investigation] Investigate the mysterious, pretty colors and black icebergs appearing off of western Tarandi.

    [Military] Raise 2 Land Units using the Barrow of Honored Dead

    [Military] Raise 1 Naval Units for the Grand Fleet.

    [Military] Send 2 land units to help fight the Salt- Demons in Region 115 (Shandole)

    Spoiler: Shandole Pt 2
    Show
    The weary, anxious army camped on the edge of the valley- not quite inside the elven territory of A'shandoli, but almost. The army was restless, and an air of eager anticipation came from within. All around, young warriors readied their weapons, running through drills, or sparring with each other. Still others drank and feasted- for they had come for a fight, and they, the heirs of the Khanate, were ready!



    Non-Actions
    Encourage recruitment for Grand Fleet for Sentinels of Stone

    Edits: Had to make some edits for fluff/mechanical purposes. This should be better!
    Last edited by Johnedwa; 2021-09-24 at 09:37 AM.

  7. - Top - End - #1207
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Great Kingdom of Ngedhuun Thukhulu Saar Lhungho
    a.k.a.
    The River Lords


    Years 313-316
    Region 221 - Troll Country (Ljung Ghrakka Saar)
    Region 220 - Unghlaban
    Region 210 - Narava
    Region 208 - Inkhwabi
    Region 205 - Aangzi
    Region 197 - ?
    Region 186 - The Velatares

    Ubuukhanya Lhungho, High Queen of the Dhraan, River-King of the Mikra of Narava, Foremost Sage of the Tribes of Unghlaban, Bulwark Of Civilization, Matriarch of the Children of the Great Mother, Daughter of the Martyred Prophet
    Diplomacy 6
    Military 7->8
    Opulence 7->8
    Faith 6->7
    Intrigue 5


    Actions

    1. [Opulence] Aid the Students of Wonder with Studies of Perfection


    2. [Opulence] Buyout TP3 for Orichalcum in 245
      Perhaps Orichalcum can be turned to a more profound use if it is in the hands of one gifted with the powers of the Guardians. Perhaps it can even be remade in the image of the gods?

    3. [Faith] Rebuilding the Faith in Troll Country 2/3


    4. [Faith] Rebuilding the Faith in Troll Country 3/3


    5. [Military] Recruit 2 Units


    6. [Military] Epic Quest Assistance for Ageless Lion to Bury the Past, using Feathered Capes to send both Amaanaad the Small and Maat the Archer




    Rolls

    Non-Actions
    Non-action investigation from SoW(?):
    Standing: Accept any Embassies or Technologies offered
    Support all conversions to CotGM


    News and Rumors
    • What is Death, but Dreaming?
    • It seems the Magi of Eauden have broken what truce had been established with the Children of Tarandi. But the fire in the hearts of the faithful in those northern lights has, it seems, been irrevocably dimmed. As of yet, the bloodbenders have not done their violence on the Children of the Great Mother, however, and so the Matriarch of the Children will not beseech the Great Mother herself to rise in their defense. And there were new faithful, across the scattered continents, in need of ministration. If the Dannu seek to ply their petty political games and thereby risk the World Soul by the weakening of her Guardians for the sake of punishing outreach to Merlyn, who yet remains beholden to the Night Kingdom and their close ally the Regent of the West Wind...let them. History would prove their close-mindedness foolhardy, and unlike the mist-veiled North, the kingdoms of Kiswa and Sikar had issues of meaning to attend to.



    Spoiler: Actions on Hold
    Show


    ??? Set HC20 Bonus: Places of Pilgrimage: Reduces Continental Penalties by 2 for regions containing or neighboring a Guardian Sanctum or CotGM Holy Order.

    Spoiler: Cultures, Taboos, & Mores, cont., WIP
    Show

    Thralls:
    • Don't snitch




    Spoiler: Recorded In Chorus
    Show

    State Religion: Children of the Great Mother
    Bonuses:
    Conversion Resistances rolled at F10
    HC5: Serpentine Salve: +1 to Leader Loss Rolls
    HC10: Sworn-Guard: 2d8 to resist assassination and kidnappings
    HC20: The Long War: +1 to Battles and +2 to Duels versus Blightspawn.


    Trade Posts:
    [Singhön] Narava (210) - City - Bananas
    Adzbark Wetlands (228) - TP2 - Rice
    Flaschorikia (229) - TP1 - Flamingos
    Himara (237) - TP3 - Furs & Hides
    Artisans
    Stone

    Treasure: 6/10
    Passive Income: 0
    Spending: +0

    Artifacts:
    Crimson Sword of Yedem Kali: Epic Quests and Errant Quest +1. If the Hero in possession of the Crimson Sword completes a successful Epic Quest, rolls a Great Success on an Errant Quest, or slays an opponent in a duel, the Crimson Sword becomes charged. As a non-action, the charge may be spent to add a conversion attempt to one Errant Quest performed by the Crimson Sword's wielder.

    Fortress: Walls of Singhön [in Narava (210)]

    Units:
    5+2/18 Land Units
    1+1/9 Naval Units
    • Land:
    • Royal Guard [14dh+h-dh|dw/dh]
    • Snapping Maw [19dh++e/dw]
    • Broken Scales [22dh++dw]
    • Linebreakers [24dh++dh]
    • Skullswingers [22dh++e]
    • Thunderpoints [140e+e]
    • Efryt Exemplars [170vk+vk]
    • Green Star Zealots [85h-dh|dw+e]
    • Elkin Flesh Artists [280h+h]
    • Ayrloch Schiltrons [216dw+=1080dw] [9*144dw schilt]
    • Ayrloch Doomwives [216dw+=648dw] [6*[9*4dw team] band]

    • Naval:
    • Mikra Primals [210vk+vk]
    • Mikra Primals [210vk+vk]
    • Cha-Daně-Dan Salt Hawks [180bd+bd]
    • Velata Tower Guard [300vt++vt]



    The Unbound:
    • Light Bringers [18dh+dh]
    • Shade Breakers [19dh+dh]
    • Dhraanish Hardbacks [21dh+d]


    The Fallen:
    • River's Surge [20dh+++e/dw]
    • Lashing Tail [24dh++++e/dw/bd]
    • Vyrka Primals [230vk++vk]
    • Mikra Exemplars [160vk+vk]*
    • Efryt Primals [230vk++vk]
    • Ravyk Cardinals [260vk++vk]
    • Gnashing Teeth [22dh+++e/dw]
    • Cha-Daně-Dan Salt Hawks[180bd+bd/e/dw]*
    • Bloatlurks [19dh+e/dw]*
    • Dhraanish Bonesplinters [24dh++e]
    • Spitting Stones [20dh++e]
    • Hybrid Zealots [65h-dh|e++e]*
    • Bravyk Mountaineers [270vk+dw]
    • Mikra Radicals [320vk++vk]
    • Stone Spitters [23dh++e]


    Techs:
    Animal Husbandry
    Irrigation
    Sailing
    Writing (Veramondi Logography)
    Pottery
    Masonry
    Off-Track Betting
    Mountaineering Clothing

    Crab-Claw Sails
    War Drums

    Bronze
    [BLACK IRON]

    Steering Oars

    Blade Sharpeners

    Feathered Cloaks
    Peltae
    Uzii Battlesmithing

    Thin-Blood Elixir
    Dhraanish Medicine

    Quite a few more since then

    Tactical Doctrines:

    Embassies:
    HEN
    UBT
    VYG
    CRO
    SEW
    DOD (Sanctum)

    Organizations:
    SOS: +2 Rep, 0 Favors
    DSP: +0 Rep, 0 Favors
    TSR: -1 Rep, -1 Favor
    SOW: +4 Rep, 1 Favor


    Spoiler: Legends and Legacies
    Show

    Troll King Haanhangandhal - Slain Through Subterfuge, xxx
    Diplomacy 10
    Military 8
    Opulence 5
    Faith 1
    Intrigue 2

    High King Ruunandaraghal - Slain By The Use Of Poison, mid-252
    Dip 10
    Military 10
    Opulence 5
    Faith 2
    Intrigue 5

    The Royal Family
    Royal Matriarch & High Queen Usuukhusaa Lhungho, Prophet-Queen of the Dhraan, River-King of the Mikra of Narava, Foremost Sage of the Tribes of Unghlaban, Bulwark Of Civilization, Matriarch of the Children of the Great Mother, Regent of the East Wind, Rekindler of the Green Star
    Great Chief Dora-Mak, of the Mythic North

    Royal Patriarch & High King Ruunandaraghal
    Great Father Geputen Kw'Torineti
    Low King-Father Mhanmosochaan
    Grand Princeps-Father Tyja Pemmelg
    Herald Prince-Father Parvahdi of Harkatna

    Royal Matriarch & High Queen-Consort Ichippā of Henanda
    Great Mother Klarakrudkhani
    Low Queen-Mother Lorna MacGill, formerly of the Anbroch
    Grand Princess-Mothers Kamiya & Tuvini
    Eminent Princess-Mother Ingalhiikhudile

    Heroes:
    Nikara of Singhön (Hero 10)
    Ghaali the Falconer (Hero 9)
    Amaanaad the Small (Hero 9)
    Maat the Archer (Hero 7)

    The Royal Family

    Ingkannu Isidi, Champion and Daughter of Ghrakka Yonghalo (Former Hero 10 - Slain in one last act of spite by monstrosities)
    Scionary Prince Onoynoyis, Champion of Saar Lhungho (former Hero 10 - slain in battle during a vain attempt at redemption against foul creatures plaguing his people.
    Sincerely,
    Role P. Geek

  8. - Top - End - #1208
    Dwarf in the Playground
     
    xanxosttheslaad's Avatar

    Join Date
    Apr 2020
    Location
    EST

    Default Re: Empire 6: Embers of Dawn IC

    Bozul
    Round 29

    In Honor of the Wife-Queens under the Snow and their Daughters
    TOIL AND BE WITNESSED — DIE AND BE REMEMBERED
    Queen Tarunde the Good:
    — D10 — | — M8+2 — | — O7 — | — F10 — | — I6 —

    Rolls!

    Actions:
    1. [Military] Send 2 Naval Units to defend Glaondi Yejon
    2. [Military] Cassiope assists the Dannu-Gao in Burying the Past
    3. [Military] Raise 1 Naval Unit
    4. [Military] Raise 1 Naval Unit
    5. [Military] Raise 1 Land Unit
    6. [Military] Raise 1 Land Unit


    Non-Actions:
    • Support Conversions to Glyemo
    • Resist Buyouts in Ogrontir
    • Support Watchers (SCR) Buyouts of Penguins
    • Allow the Scrim to Resupply in Ogrontir


    Embassy Actions:


    News and Rumors:
    • None, again

    Spoiler: Bookkeeping
    Show

    Land Units: 0/9
    Naval Units: 2/5
    Treasure: 5/10 (+1)
    Regions: 4
    • Ogrontir, 86 (Capital)
    • South Ogrontir, 85
    • North Ogrontir, 87
    • Siryno Yejor, 78

    Trading Posts: (6)
    • 86, Coal (1/2, C)
    • 83, Pearls (1/2)
    • 77, Whales (1/1)
    • 81, Glasswork (1/3)
    • 72, Wood (1/2)

    Technologies and Translations:
    • Pottery (+1 to Buyouts)
    • Sailing (1 Dark Blue Border)
    • Animal Husbandry (+1 to Opulence and Diplomacy Exploration)
    • Irrigation (+1 to Stabilization)
    • Masonry (+1 against Raids and Sacks)
    • Writing, Styinn (+1 Conversion Defense, +1 to Conversions in Styinn Regions)
    • Celestial Navigation (+1 Sailing Range, -1 Distance Loss from Deep Water)
    • Treasure Ships (+1 Sailing Range, Trade Routes over Deep Water)
    • Viskari War Bows (+1 to Battles)
    • Increased Defense Budget (Battle Treasure Cap +1, additional +1 on Battles per 2 Treasure)
    • Bronze (+1 to Battles, +1 to Leader Loss)
    • Tarandi Translation
    • Mamut Translation
    • Kiswa Translation
    • Sikar Translation
    • Restoration Tonic
    • Strife-Catchers

    Northern Bozuls:
    Visulu (Ocean Forge Smith)
    Cassiope (Unstung Champion)
    Diapensia (Diplomat to the Ko)
    Stone-Breaker (Assistant to Merlyn)
    Last edited by xanxosttheslaad; 2021-09-26 at 01:22 AM.
    Thanks to Gengy for the custom avatar! (Based on art by Steve Ellis, with WotC)

  9. - Top - End - #1209
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Empire 6: Embers of Dawn IC

    AVICENNIA


    Leader Stats:

    Tana Brightshine

    Diplomacy - 5
    Military - 3
    Opulence - 9
    Faith - 2
    Intrigue - 6

    Next round- +1 Opu



    Actions-

    Military 1- defend region 75
    After a mysterious hiatus, the Avicennians appear in force to defend the Pyroemerald mines from the Salt Demons. Amka arrives with three naval and six land units

    Military 2- raise naval unit.
    Due to expected losses, the Avicennians are repairing their military pro-actively.

    Opulence 1- buyout trading post 2 in region 151.
    Having established the means to effectively trade far from home, it seems a shame not to use it. An exorbitant amount of treasure is spent to secure a foot in the door of this region hitherto unknown to the Slothfolk. (I need to check the backlog to find out exact what penalties were bought off already by the previous player)

    Opulence 2- buyout trading post 2 in region 193
    What were the Avicennians up to that they suddenly have interests in random places? Actually knowing the language of this region, less effort is needed to secure this foothold, but it still makes a statement- Avicennians are on the Map! (Remaining treasure will be spent to reduce the penalties, as necessary)


    Opulence 1- the Avicennians secure a source of glass from Citallo (81) with a Trade post buyout

    Opulence 2- Pearls! Why do we not already have this!? Now we do, from the unnamed region 83. (Trade post buyout)

    Opulence 3- As a prelude to future expansions, the Avicennians secure navigators from unnamed region 84.

    Opulence 4- Not sure what to do with them, the Avicennians nevertheless set up a post to harvest Penguins from South Ogrontir (85 )

    Diplomacy 1- Wishing to be rid of it, Tana gifts the Lion Hornet to SMI, as per their offer. They accept no payment at this time.


    Diplomacy 1- establish embassy with The Symphony of Kalatar
    I know literally nothing of these people, but they seem to like pretty sounds the way Slothfolk like shiny things? Maybe we can be friends?



    News-
    The Blighted Hero Amka has disappeared, never to be seen again. Maybe she was made to disappear, maybe she left. Who knows? The role of champion of Avicennia will henceforth be filled by her previously unmentioned son, Akama.

    The Avicennians are planning to expand their Diplomatic and trade relationships, especially in Tarandi.

    Soon, Tana will declare herself a Princess and hold a massive gala event, where Akama will also be presented to the world.
    Last edited by Feathersnow; 2021-09-24 at 09:19 AM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  10. - Top - End - #1210
    Titan in the Playground
     
    PirateCaptain

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Harken Barony

    - Round 29 -


    "Blood and Steel"


    Baron Vadim Harken
    Diplomacy - 3
    Military - 5
    Opulence - 5
    Faith - 3
    Intrigue - 2

    Expected Stat Gains: Military +1, Opulence +1

    Actions
    • [Military] For the proudly industrial and militaristic elves of House Harken, the losses against the Arag were the final straw. Long dissatisfied with the leadership of the Conclave of Spring, whose every decision had taken them from bad to worse, the Baron instigated a military coup and replaced the Vernal Scion, Asha-Shuran, with himself. The former Scion and the top administrative officials simply disappeared during the night, with the red banner of the newly christened Harken Barony unfurling from the battlements of the keep.

      Pursuing their belief of Blood and Steel, the Barony immediately went about raising troops, spending 1 Military Action to raise 1 Land Unit.

    • [Military] The Baron recruits one of his sons, Magnus Harken, a proven swordsman and leader, for Hero status 8.

    • [Military] Send Brienne to assist Ageless Lion with Epic Quest Burying the Past. Rolled a 10.

    • [Opulence] As a symbol of the Barons foresight and their fortitude, the elves of Harken have set about building their own capital, Phoenicia. Like its mythological namesake, Phoenicia represents a rebirth, a renewal of a people who could only once look upon their leaders with the weary resignation of the downtrodden. Now, the sails of ships heavy with prize will fill the harbours and ports while the clanking of hammers of industry, construction and metallurgy blanket the newly formed streets of concrete and marble. Opulence 5: Raise City in Region 38

    • [Opulence] Earnestly believing in individual enterprise tempered by civic duty, the Baron encourages his entrepreneurs and merchants to set sail for opportunities in lands both distant and domestic. Buy Out TP 1 of Sour Quinces in Ilia (38), using Lieges Opulence - 12


    Non-Actions
    • None as of yet.


    Spoiler: Details
    Show
    Leader: Baron Vadim Harken
    Diplomacy - 3
    Military - 5
    Opulence - 5
    Faith - 2
    Intrigue - 2

    Military: 8 Land Units
    Projected Military Units: 9 Land Units.
    Regions: 35 and 38.

    Heroes: Brienne the Dryad (7)

    Technologies: Animal Husbandry, Irrigation, Masonry, Pottery, Sailing, Writing, Bronze, Crab-Claw Sails, Feathered Cloaks, Mountaineer Clothing, Peltae, Thin-Blood Elixir, Wheel and Axle, Arctic Survival, Cinnabar Warclubs, Cliffstep Riders, Comet Phylacteries, Horned Cavalry, Motte and Bailey Castles, Orichalcum Arrowheads, Uzii Battlesmithing, Advanced Masonry, Coinage, Celestial Navigation, Composite Bows, Recurve Bows, Towers of Light, War Drums, Mechanical Joints, Saddles, Song of the Sea, Song of the Wind, Three-Wind Bows, Wolf Riders, Treasure Ships

    Trade Posts:
    TP 1 Cereals in (Region 43)
    TP 2 Ulurothan Spearmen (Region 17)
    TP 3 Copper (Region 33)
    Last edited by BananaPhone; 2021-09-25 at 04:13 AM.
    "Of all the words by tongue and pen, by far the saddest are "I could have been...""

    "The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger

  11. - Top - End - #1211
    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
    ùr-Bhaile, region 10 (& Luaithraeak-Molok, region 7, Erdhall, region 9, Ani Javal, region 3, --, region 4, --, region 6)



    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.

    Annointed Runarn Ascendant, Lord of Banners, Master of Leaves, Protector of the Illian Clans, and Packleader of the Mortal Howl (67)
    Diplomacy: 7
    Military: 10
    Opulence: 3
    Faith: 10
    Intrigue: 1


    Listener's Faithful:
    1: Faith: Seek for a new Prophet of the Dead [1/3]
    As the Listener lies shattered into a thousand bone shards, the search begins amongst the faithful for a new prophet, a new conduit for the voices from beyond.

    2: Military: Raise a land unit

    Knights of the Red Rose
    3: Military: Raise a naval unit

    Lord of Banners
    4: Military: Raise a land unit

    5: Military: Raise 2 land units (fortress)

    6: Military: Send Onfroy (9) to join RUIN on an epic quest to the Shrouded Isles to battle the Salt Demons! [22](!)

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


    To-Do - important characters (we're getting there).

    News & Rumours
    - Doom, Doom, Doom it says, the bellow of the aching world; wounded, scarred and gored it is, by the blight and the light unfurled; but all will end, and rise again, and we the blessed few; shall stand atop a world anew made whole by the faith of the true. Suffer no fool, no coward, no foe, no spectre of loss forlorn; death is a new beginning, as much as an end, for once reborn; you walk upon bones, and flesh, and blood, rotted and seeped away; the shadow that lies upon us all is but the herald of coming day.


    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 [53] (Deceased) - Former Caretaker of the Illia & the Deru, Chosen of Illia, wearer of the Circlet of Leaf & Chain. Eldest daughter of Leafhair & Elora, Esfrey was a rambunctious and headstrong youngster, taking well to the traditional Illian trials. She proved a precocious student, achieving her right to bear spear & sling by age 10. Completing the trials at age 16 alongside her twin Esfrey was ecstatic to have been named heir to her father, and routinely arrived to take command of forces during exercises in the Green Fields. A reckless adrenaline-junkie Esfrey had an odd aversion to duelling, preferring to let Onfroy defend her honour while she prepared for her next escapade. Taking the circlet only fed Esfrey's appetite for adventure, and she spent 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 became dangerously aggressive and borderline unstable. Followed by defeat against the Master of Fire and Dust Esfrey crossed the borderline, requiring bodily restraint in her moments of madness. The Illian clans and dog-men's packs became 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 fell into a coma, finally dying at age 53.

    Onfroy Brythion [86] - 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 [79] (Deceased)- 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 [52] (Deceased)- Eldest daughter of Jofry & Olea. Lily's goliath blood flows strong, and at 7 she was 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 [53] - 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 man.

    Karakhita Brythion [52] - 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 fellow, brave to the point of idiocy.

    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 [82] (Taken Root) - this Wattlea was 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 was renowned for her quick temper and agile mind, and was 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 fell out of favour as Esfrey was enraged that she was removed from the field Asha remained a powerful commander with the loyalty of the Ashan Grove until finally taking root peacefully after 82 summers.

    The Listener ?? (Shattered) - 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 [67] - the Lord of Banners, Gormeric leads the Enkel of Luaithraeak-Molok. He executed a coup that ousted Karakhita, former lord of the Deru, and took over rule.


    Spoiler: Admin
    Show

    Embassy with Targiz

    Required Resource - Living Beings (Satisfied with Cattle)

    No new leader

    Leader stat increases:

    TP's:

    Naval Units: 2/6
    Land Units: 7/14

    Established Units:
    Old Grove - Warrior-trees.
    Widhu's Wrath - A horde of woodland beasts guided by Castainn custodians.
    Knights of the Red Rose - Onfroy's fanatical followers.
    Listener's Faithful - fanatical followers of the prophet of the Garland of Souls.

    Factions:
    Listener's Faithful
    Lord of Banners
    Knights of the Red Rose

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

    Heroes: Arnfroy, the Silent Bloom (8), Sir Onfroy (9)

    Cultural Identity(s): Patchwork Banners (2d8 on duels) (temporary).

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

    Artifact(s):
    Infused Banner of the Ancestors: This tattered banner magically amends itself with the symbol of every people its holders have ever ruled. When the holder is leading a battle (must be a ruler) they gain +1 to the battle roll for each region they have successfully led the conquest of, max +3. Currently +3.

    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; 2021-09-25 at 06:38 AM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  12. - Top - End - #1212
    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, Salana Tenzankad, Ara of All Viskari
    May the Moon guide her in this life and the next

    Rolls.
    Actions:
    Unit count: Nine land, two naval, three shades
    1: [Military] Raise one land unit.

    2: [Military] Send Takran to aid Akoda in Burying the Past. Success.
    When the call goes out from Danneta-Yvaon, the Moot dispatches their Champion, Takran Nazarun to join with Akoda and Nila-Sen with their expedition, along with all the others who show up. Like most Viskari, Takran has limited experience with ocean travel, but he's confident in his waterbending abilities and even more confident in the sailing expertise of others.
    Upon arriving in the Jewel of Tarandi, Takran makes himself busy helping with the preparations and sinks into the background among the more famous heroes and champions who have assembled at the behest of the Nocter and Noctrix.

    3: [Intrigue] Investigate the mysterious happenings within Iskaran Venat and find why the dead speak so freely in strange tongues.
    When news reaches the Viskari Saraks that the Dead are speaking without prompting and in an unknown tongue they, as a group, freak out slightly. This is unprecedented as never before have the Dead spoken without the proper rituals and they have always spoken in the Viskari tongue, even if the form is archaic.
    They break with the Moot of Elders to focus completely on this new occurrence and seize control of the situation. Vanaruk and the Host of the Damned are dispatched to secure the ancient Forest, send the foolhardy young warriors home and turn aside all non-Saraks who would enter. The aged Aranin Sarak of Iskandrazac, Koran Kalsharaz leads a procession into Iskaran Venat to try and get an answer from the voices of the dead, even if the strain kills him.
    Meanwhile, a delegation is sent by the Moot of Elders to the Tower in Zarakor to see if any of their ancient knowledge of the Truthseers is relevant. There is some question over the size of the delegation of Saraks sent, some say eight and others nine.

    4: [Opulence] Attempt to buyout Horses from Falo, Region 130, TP1. Failure.
    Viskari merchants and horsebreeders make the trip to Falo in an effort to find new blood to improve their own herds. Though impressed with the quality available, they find the merchants of Danneta-Yvaon far more skilled in negotiations and they are forced to depart empty handed.

    5: [Faith] Forge Lesser Artifact using The Altar of Azanathazan. [1/3]


    Nonactions:
    Resist all unauthorised buyouts and quests and all conversions save those to the Way of Eauden.

    When the Sentinels request that the Viskari provide them with ships they are met with a no. Not only are there not enough ships to spare, the Moot of Elders inform them in no uncertain terms that will not aid those who choose to exalt one who has made themselves an enemy of all who live and until such time as they denounce Merlyn the Moot can only assume that the Sentinels condone mass murder and devastation.

    The Moot votes to remain neutral in the Truthseers' internal conflict. It is no secret that they hold little love for the organisation which has demanded so much sacrifice and yet given little. Indeed it is all they can do to not simply evict them from the Tower of Zarakor, instead a lead tablet is nailed to the door, informing them that the Laws of the Viskari will be applied fully to all Truthseers within their lands as they have always been and that further attempts to defy them will not be looked upon kindly.

    Spoiler: News and Rumours
    Show
    Stuff and things.


    Spoiler: Named Characters
    Show
    Hanzash Isalavak - Aranin Sarak of Aer Caladon - 99
    Koran Kalsharaz - Aranin Sarak of Iskandrazac - 98

    Zanak Jasana - Warchief of the Phoenix Warriors - 75
    Nar Olek Kalsharaz - Warchief of the Winter Wolves - 57
    Nar Torek Navrazak - Warchief of the Swamp Sabres - 73
    Nar Jazredan Iskavan - Warchief of the Shade Riders - 71
    Nar Orana Tazanad - Warchief of the Mist Talons - 66
    Tavanis Ren Kelsa - Commander of the Blackhorn Company - 114
    Hanavak Malzarat - Sarak and Warchief of Iskandrazac's Champions - 58
    Nar Varisa Veknat - Warchief of the Moon Guard - 64
    Torshan Kizar - Frost Binder Priest and Commander of the Flamebringers - 47
    Nar Zana Coravan - Warchief of the Blood Eagles - 60
    Anyagaru the Patient - Captain of the Northern Hunt - 87
    Mariad Ren Janna - Commander of the Bronzeaxe Company - 88
    Nar Colevan Turan - Warchief of the Night Eagles - 65
    Anara-Sul - Captain of the Crest Guard - 79

    Mezanak Oshrik - Sorcerer Champion of the Moot - Hero - Slaughtered by CAW
    Vanaruk Mazendan - Harbinger of the Damned - Hero 8 - The weight of years holds no meaning for this individual
    Takran Nazarun - Sorcerer Champion of the Moot - Hero 7 - 40

    Valeris Rey Halon - Highlord of Cayshan Ver - 118
    Tysan-Kal - Former High Chieftain of Sharu - 95
    Emban Varusk - Great Chieftain of the Ivory Lands - 64
    Varana Nalavan - Tanrak Nalavan's granddaughter - 61
    Prince Arin Snowfall - 62
    Queen Tali Snowfall - 84


    Spoiler: Trade Details and Technologies
    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
    Region 152, TP3: Timber

    Treasure: 3


    Animal Husbandry
    Writing (Kagahara)
    Irrigation
    Pottery
    Masonry
    Sailing
    Arch
    Mechanical Joints
    Advanced Masonry

    Coinage - Powered?
    Strife Catchers - Powered

    Viskari War Bows - Powered
    Bronze - Powered
    Saddles - Powered
    Uzii Battlesmithing - Unpowered
    Equestrianism - Unpowered


    Spoiler: Ruler Information
    Show
    Diplomacy: 4
    Military: 9
    Opulence: 1
    Faith: 10
    Intrigue: 4

    Age: 68

    Expected stat increases: +1 Military
    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!

  13. - Top - End - #1213
    Halfling in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 6: Embers of Dawn IC

    The Lim Dynasty



    Stories and Rumors
    • A scribe delivers a strongly worded letter to the Kingdom of Limdimon denouncing their invasion of Kincanny. Queen Lim demands to know Limdimon's intentions and warns that pilgrims and faithful in the region must not be harmed or prohibited from worship.
    • Queen Xiuling declares the Sunken Lands (270) to be Under the Protection of the Lim Dynasty. The Lim thereby guarantee the independence of the Sunken Lands and will march to the kingdom's aid against any invader who may threaten their independence.
    • Queen Xiuling hints at her future retirement. She has appointed as her heir her 3rd daughter, Lim Chiang. To help smooth the future transition of power, Chiang is appointed governor of Zhao Dang and brought into Xiuling's council.


    Actions:
    [Opulence] New Technology: Granary Administration.
    Spoiler: Granary Administration
    Show
    Granary Administration (Prerequisite: None. A formalized bureaucracy for the collection, counting and storage of grain. With every harvest accounted for the vast stores of excess grain can be distributed as necessary for payments. Staple Crop resources count as 3 Trade Posts for the purpose of passive treasure accumulation.

    [Military] March to the aid of the Hydra against the demons.
    [Faith] Conversion 206
    [Faith] Conversion 241
    [Faith] Conversion 267
    [Military] Assist Ageless Lion in the assault against the Salt Demons

    Rolls: https://forums.giantitp.com/showsing...postcount=1183

    Non-Actions:
    Resist all unauthorized intrigue/buyouts/quests.
    Resist all conversions that are not Children of the Great Mother
    Support all Children of the Great Mother conversions.
    Accept all technologies
    Gain 1 treasure from passive treasure gain

    Spoiler
    Show

    Lim Xiuling
    Diplomacy: 6
    Military: 10 (+1)
    Opulence: 10
    Intrigue: 1
    Faith: 10 (+1)

    Regions Owned:
    [Fei Dang 223]
    [Fei Zhao Dang 206]
    [The Redoubt 267]
    [Sagrimma 265]

    Total Regions: 3
    Land Unit Cap: 12 (6 Capital Unit Cap + 6 for provinces controlled)

    Military Units: 12/12
    Serpent Guard

    Cultural Identities:

    Military Specialization:
    None

    Artifacts:

    Great Projects:
    The Book of Wakeful Dreams (+1 to Seek Aid attempts)

    Military Technologies:
    Bronze - +1 to Battles, +1 to Leader Loss Rolls (Special Materials)
    Composite Bows - +1 to Battles (Ranged Weapon)
    Recurve Bows - +2 to Battles (Ranged Weapon)
    War Drums - +2 to Tactical Maneuvering Rolls (Scouts and Logistics)
    Crab-Claw Sails - -1 Distance Loss, permits exploration and troops transport over deeper waters (Scouts and Logistics)
    Peltae - +1 to Battles (Armor)
    Uzii Battlesmithing - -10% Casualties for Allies (Armor)
    Dhraanish Medicine - -10% casualties for Allies (Combat Drug)
    Steering Oars - +3 to Tactical Maneuvering in naval battles and battles in coastal regions (Cavalry)
    Thin-Blood Elixir
    Regional Garrisons - Automatically raise 1 defending army (Fortification)

    Civilian Technologies:
    Masonry - +1 to resist raids and sacks
    Advanced Masonry - +1 to resist Raids and Sacks that stacks with the bonus of Masonry
    Animal Husbandry - +1 to opulence and diplomacy exploration
    Irrigation - +1 to stabilization rolls
    Pottery - +1 to buyouts
    Sailing- Permits exploration and troop transport over deep water borders
    Writing (Veramondi Logography) - +1 Conversion Defense, +1 Conversions in regions that share your writing system.
    Mountain Clothing - Allows exploration and troop transport across Mountain Borders.
    Feather Capes - When active, on a Epic Quest or Battle action, you may contribute one additional hero to the quest or battle roll (for a +2 bonus contingent on succeeding on a TN 12 roll vs. Hero score) without spending additional actions on those heroes.
    Restoration Tonic - +2 on any roll to cleanse a person or area of the Blight’s influence.
    Coinage - +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold)

    Heroes:
    Lim Yijun (Rank 8)

    Regional Benefits:
    Sikar Translation Project
    Mamut Translation Project
    Tarandi Translation Project
    River Fever cure
    Sand Lung cure
    Tang Shao Holy Order (223)

    Embassies:
    Sewune
    River Lords

    Organizations:
    Students of Wonder: Rep 2

    Resources controlled:
    [Yaks, Fei Dang (223)]
    [Yaks, Fei Dang (223)]
    [Cotton (197)]
    [Bronze (202)]
    [Goats (267)]
    [Goats (267)]
    [Rice (206)]
    [Rice (206)]
    [Rice (206)]
    [Ginger(325)]
    [Timber(256)]
    [Stone(199)]
    [Iron(310)]

    Treasure: 0
    Last edited by Talis; 2021-09-25 at 10:29 AM.

  14. - Top - End - #1214
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 6: Embers of Dawn IC

    The Ilduri
    Round 29


    Actions:
    1. [Opulence] Buyout TP1 of Lead in region 151 [14]
    2. [Opulence] Buyout TP2 of Lead in region 151 [10]
    3. [Hero] Send Eramathuur to assist the Dannu-Gao in an Epic Quest: Burying the Past [14]
    4. [Faith] Seek aid for assisting in the Epic Quest: Burying the Past [10]
    5. [Faith] Seek aid for buyout of TP1 in region 151 [11]




    Non-Actions:
    • Resist buyouts
    • Resist conversions that are not the Way of Eauden




    News and Rumors:


    Unknown:

    Spoiler: Things
    Show
    Things


    Spoiler: Bookkeeping
    Show


    Representative Nyaldra
    • Diplomacy: 2 (+0)
    • Military: 2 (+0)
    • Opulence: 4 (+1)
    • Faith: 4 (+1)
    • Intrigue: 2 (+0)


    Spoiler: Past Rulers
    Show
    Representative Inga
    • Diplomacy: 10 (+0)
    • Military: 10 (+0)
    • Opulence: 10 (+0)
    • Faith: 10 (+0)
    • Intrigue: 2 (+0)



    Eramathuur
    • Hero Score: 7



    Land Units: 8/8 (+0)[*]7 Ilduri units[*]1 unit of Region 170 followers
    Naval Units: 1/3 (+0)
    Treasure: 5/5 (+2)
    Regions: (2)
    • Storvuur, 164 (Capital)
    • Roddhavar, 165


    Trading Posts: (16)
    • 164, Timber: 3/3 (+0)
    • 131, Wooly Sheep: 1/2 (+0)
    • 144, Copper: 1/2 (+0)
    • 178, Iron: 1/3 (+0)
    • 145, Diamonds: 2/2 (+0)
    • 168, Dugongs: 1/1 (+0)
    • 106, Furs and Hides: 1/2 (+0)
    • 146, White Bronze: 1/3 (+0)
    • 184, Spices: 1/3 (+0)
    • 151, Lead: 0/2 (+0)
    • 185, Indigo: 1/2 (+0)
    • 105, Darkfired Clay: 1/2 (+0)
    • 147, Chimeric Guardians: 1/1 (+0)
    • 104, Narwhals: 1/3 (+0)


    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)
    • Uzii Battlesmithing (-10% Casualties for Allies)
    • War Drums (+2 to Tactical Maneuvering Rolls)
    • Military Organization [Requires War Drums; Requires Furs, Hides, or Cloth]
      (+1 to battles, +2 to tactical maneuvering)
    • Eleftherian Democracy ([Requires writing] Enhances the attribute rolls of new non-dynastic rulers, giving them +1 in up to two attributes their predecessor had an 8 or higher in.)

    Last edited by cactiguy3; 2021-09-25 at 10:37 PM.

  15. - Top - End - #1215
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The End of the Ko

    The whispers in the Towerhome bring nothing but panic. The mere rumor that the Wizard, the oldest enemy of the Ko, might be returning is enough to send them scattering. None want to be there when he returns. Zinnia tries to instill order, tries to investigate and find some way to prevent them from leaving, but not even increasingly draconian measures can slow the mass-exodus. Within a few years, the Towerhome lies empty and the Drakko rule over an empty ruin.

    Then, they too leave. Quietly. As Zinnia looks one last time upon her relatively small domain, she lets out a heavy sigh. At the very least, her life's work remains. The Ko have been successfully scattered and integrated into so many different kingdoms in so many different places. Now, unless the whole world ends, they will survive.

    She spreads her wings and flies until she finds a cave, deep inside the mountains. There, she sits and puts down her head. Rest. Yes, here she can rest. Maybe one day she will stir again and the world will hear her roar. But for now...

    ...For now, it is finished.

  16. - Top - End - #1216
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria

    Tarandi
    Capital: The Free City of Azumaba Region 125
    Other Regions: 123, 125 (City)

    Spoiler: Flag
    Show

    Actions

    1. Stabilize 124
    Diplomacy (1)
    +1 Irrigation
    +1 Aqueducts
    +3 Treasure
    Result: 12

    2. Play with Fire (assist with the Radical TSR Great Project)
    Faith (10)

    3. Buyout 140 (Skyclad Dancers) TP1
    Opulence (6)
    +1 Pottery
    Result: 10

    4. Buyout 151 (Lead) TP1
    Opulence (6)
    +1 Pottery
    Result: 14

    5. Investigate the coming storm to western Tarandi
    Intrigue (10)
    Result: 21

    6. Raise a Unit
    Military (2)


    Non-Actions:
    - Accept all Embassies
    - Resist all Buyouts, Raids, and Conversions
    - Accept all tech from Á'Shansholí
    - Send Á'Shansholí any tech we have that they do not
    - Refuse Sentinels request for naval units, you will not steal our ships
    - Ally with the radical Truthseers. The Phoenix and the Wyrm are nothing but tools, if you must use them, both should be used to purge the blight from this world

    Spoiler: Bookkeeping
    Show
    Leader: Gevaar Starian
    D: 1
    M: 2
    O: 6
    F: 10
    I: 10

    Expected Stat Increases: +1O
    Specials Available: O5, I5, F10

    New Ruler Next Round? no

    Treasure 6/20 (+3 passive)
    -3 (actions)

    Faith: Guardians of Despair
    Yona Clade, Archeologist, Faith Head, Thief
    5: +1 to resist conversion
    10: Indistinguishable Mortality (2d8 Thefts & Betrayals)
    Enhanced Holy Order: 125
    Total Holy Sites: 12
    Miracles: Orbital Mechanics (-2 Continental Penalty)

    Military Units (expected +1)
    1/8
    2/4 Naval
    - Mon Ood Sen
    - Rosegust

    Heroes:
    - Cleis (8) [Lost to the Salt Demons]
    - Beldin, Betrayer Tyrant (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 1 Favors 1
    TSR Rep 0 Favors 0
    SOW Rep 1 Favor 0

    Technologies:
    Sailing, Irrigation, Pottery, Animal Handling, Writing (Kagahara), Masonry
    Eleftherian Democracy, Public Education, Public Housing
    Wolf Riding
    Song of the Wind
    Bronze
    Song of the Sea
    The Arch, The Tower, The Dome
    War Drums
    Celestial Navigation
    Mountaineer Clothing, Arctic Survival
    Stage Plays
    Song of the Sea
    Crab Claw Sails
    Composite Bows, Viskari War Bows, Recurved Bows
    Towers of Light
    Restoration Tonic
    Aqueducts
    Three Wind Bows
    Advanced Poisoning
    Thin Blood Elixir
    Cloud Striders
    Stage Plays
    Towers of Light
    Advanced Sailing
    Lamplighter Wardens
    Saddles


    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: Bronze
    Armor: Battle Smithing
    Weaponry:
    Ranged Weaponry: Three Wind Bows
    Cavalry: Wolf Riding
    Scouts and Logistics: War Drums
    War Beasts:
    Combat Drugs and Medicine: Thin-blood Elixir
    Fortifications:
    Sappers and Siege Weapons:
    Subterfuge:

    Trading posts: (33)
    Expected Change
    - 7 (Wild Dogs) TP 3
    - 91 (Bones) TP 3
    - 95 (Emeralds) TP2
    - 96 (Living Stones) TP2
    - 114 (Diamonds) TP1
    - 115 (Furs) TP2
    - 118 (Wild Horses) TP 2
    - 120 (Granite) TP 2
    - 122 (Semi-Precious Stones) TP 1
    - 123 (Saffron) TP 1
    - 123 (Saffron) TP 2
    - 124 (Wood) TP 1
    - 124 (Wood) TP 2
    - 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
    - 129 (Grousse Shark) TP2
    - 133 (Eleftherian Concrete) TP 1
    - 136 (Musical Instruments) TP2
    - 137 (Poppy) TP2
    - 137 (Poppy) TP3
    - 138 (Cranberries) TP 1
    - 146 (White Bronze) TP 3
    - 150 (Harpies) TP2
    - 156 (Flax) TP
    - 166 (Fruit) TP 1
    - 166 (Fruit) TP 2
    - 166 (Fruit) TP 3
    - 172 (Crabs) TP 1
    - 176 (Orcas) TP 2

    Last edited by bupkis; 2021-09-26 at 12:58 AM.

  17. - Top - End - #1217
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    End of Round Twenty-Nine

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

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

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

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