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  1. - Top - End - #1171
    Ogre in the Playground
     
    Lady Serpentine's Avatar

    Join Date
    Jul 2011
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    Avatar by Kasanip
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Shizu of the Hydra
    D10
    M10
    O10
    F10
    I5

    News and Rumors:

    Intrigue: Investigate the theft of the Scales of the Goddess, spending two treasure. (19?)
    Intrigue: Dispatch an expedition to investigate the similarities of Earthblood to Bloodfire. (15?)
    Diplomacy: Raise DSP rep to 4, spending one treasure. (Failure.)
    Diplomacy: D10: Permanent Cultural Identity - Temple Slaves (2d8 on Seeking Aid).
    Opulence: Shizu reluctant turns her attention to the restoration of Highnest. (3/3)
    Faith: Become Faith Head. (22: Immediate success!)

    Non-actions:

    Spoiler: Permanent Bonuses
    Show

    The Bloodseer's Bowl: When Seeking Aid on a battle, the same bonus is applied to Tactical Maneuvering.
    The Scales of the Goddess (STOLEN): If the holder of this artifact spends treasure on a Seek Aid roll, the Seek Aid provides an additional bonus equal to half the Treasure spent, rounded normally. This bonus does not increase if other technologies alter the value of the Treasure spent.
    Boneweaving: +1 to Battles. The Naherin may raise units as a Faith action, but may not use a Fortress to do so.
    Temple Slaves: 2d8 when Seeking Aid.
    Last edited by Lady Serpentine; 2021-09-10 at 09:50 PM.

  2. - Top - End - #1172
    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 9 (+1)


    Actions:

    Opulence Alskan worms tp 1

    Intrigue Steeal Ajana's blessing

    Intrigue Investigate the quenching oil of Black Iron and figure out how to duplicate the process.

    Military Hire 2 units

    Military Hire 1 unit

    Diplomacy colonize 297

    Intrigue Secret secrets

    rolls

    Nonactions


    Embassy Actions

    Accept towers of light




    News and Rumors
    • Ibizia and Otasois
    • Sanu-ai and Hazeret
    Last edited by Lleban; 2021-09-11 at 10:55 AM.
    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 - #1173
    Ettin in the Playground
     
    TheDarkDM's Avatar

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


    The Stoneblood Khanate


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

    Expected Stat Gains: Opulence +1

    Actions
    • [Diplomacy 10] Unify the far-flung regions of the Khanate into a Great Kingdom!

    • [Opulence 5] Create a new Trade Post for Wooly Sheep in Region 131, increasing it to Great Quality and gaining control of TP 3

    • [Opulence] Buy Out TP 2 of Furs in Shandolé (Region 115) - 12

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

    • [Military] Raise 1 Naval Unit


    Non-Actions
    • None


    Spoiler: Details
    Show
    Leader: Chuluun Khan, 67 year old human
    Diplomacy - 10
    Military - 10
    Opulence - 6
    Faith - 4
    Intrigue - 3

    Military: 9 Land Units

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

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

    Trade Posts: Hemp TP 1 (Region 119), Copper TP 2 (Region 159)

    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!

  4. - Top - End - #1174
    Ettin in the Playground
     
    TheDarkDM's Avatar

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


    The Conclave of Spring


    The Vernal Scion, Asha-Shuran
    Diplomacy - 2
    Military - 6
    Opulence - 5
    Faith - 4
    Intrigue - 3

    Expected Stat Gains: Military +1

    Actions
    • [Military] Riven by internal conflict through much of their lands’ history, the leaders of the Conclave begin the construction of a series of river wastations and messenger ships, to better unify the fractured land. [1/5]

    • [Military] Continue construction of the riverboat network. [2/5]

    • [Diplomacy] Raise Reputation with the Sentinels of the Stone to 1 - 13

    • [Opulence] Buy Out TP 3 of Flower Wine in the Land of the Targiz (Region 19) - 11

    • [Opulence] Buy Out TP 1 of Sour Quinces in Ilia (Region 38) - 13


    Non-Actions
    • None as of yet.


    Spoiler: Details
    Show
    Leader: Asha-Shuran The Vernal Scion, ?? year old deru
    Diplomacy - 2
    Military - 6
    Opulence - 5
    Faith - 4
    Intrigue - 3

    Military: 8 Land Units

    Heroes: Brienne the Dryad (Hero 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 2 Ulurothan Spearmen (Region 17), TP 3 Copper (Region 33), TP 1 Cereals (Region 43)
    Last edited by TheDarkDM; 2021-09-11 at 02:49 AM.

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

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

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

  5. - Top - End - #1175
    Ettin in the Playground
     
    Elemental's Avatar

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    Sep 2011
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    An Abyssal Tower
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    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

    Actions:
    Unit count: Five land, two naval, three shades
    1: [Military] Raise one land unit.
    2: [Military] Raise one land unit.
    3: [Military] Raise one land unit.
    4: [Military] Raise one land unit.

    5: [Faith] Forge Lesser Artifact using The Altar of Azanathazan. [3/3]
    After many long years the rogue artisans appear before the moot and present their work, a large tapestry depicting the wedding of Aer Caladon and Iskandrazac witnessed by all the other gods. While the Moot is impressed with the craftsmanship, they note that the work includes no jewels, silver or indeed metals of any kind and are about the accuse the artisans of theft and fraud when someone among the gathered elders coughs loudly and lowers their hood, revealing the true work that had taken so long.
    They explain that whosoever wears their creation, dubbed the Cloak of the New Moon, with the hood up shall be able to walk unnoticed among the peoples of the world. They caution however that this does not mean that the wearer is invisible, just that those who look upon them do not see them as out of place until they do something that would draw attention.

    The Cloak of the New Moon is a shimmering hooded cloak woven from silver hammered into threads upon the Altar of Azanathazan and it is lined with fur as soft as velvet and as dark as night. A large emerald carved with the symbol of the New Moon adorns the clasp while countless small emeralds and aventurines are woven into the fabric. When the wearer raises the hood the silver threads tarnish and turn black as the cloak's enchantment activates.

    Due to the ability to eavesdrop and sneak into places more easily, the Cloak provides +1 to Investigations.


    Nonactions:
    Resist all unauthorised buyouts and quests and all conversions save those to the Way of Eauden.
    The Truthseers under house arrest in Cayshan Ver are transferred to Danneta-Yvaon upon request of the Noctrix who assures the Moot of Elders that the terms of their sentence will be carried out.
    Accept the Blood Oath of Azumaba from Danneta-Yvaon via Embassy and place it in storage, possibly forever.

    Spoiler: News and Rumours
    Show
    Stuff and things.


    Spoiler: Named Characters
    Show
    Hanzash Isalavak - Aranin Sarak of Aer Caladon - 95
    Koran Kalsharaz - Aranin Sarak of Iskandrazac - 94

    Zanak Jasana - Warchief of the Phoenix Warriors - 71
    Nar Olek Kalsharaz - Warchief of the Winter Wolves - 53
    Nar Torek Navrazak - Warchief of the Swamp Sabres - 69
    Nar Jazredan Iskavan - Warchief of the Shade Riders - 67
    Nar Orana Tazanad - Warchief of the Mist Talons - 62
    Tavanis Ren Kelsa - Commander of the Blackhorn Company - 110
    Hanavak Malzarat - Sarak and Warchief of Iskandrazac's Champions - 54
    Nar Varisa Veknat - Warchief of the Moon Guard - 60
    Torshan Kizar - Frost Binder Priest and Commander of the Flamebringers - 43
    Nar Zana Coravan - Warchief of the Blood Eagles - 56
    Anyagaru the Patient - Captain of the Northern Hunt - 83
    Mariad Ren Janna - Commander of the Bronzeaxe Company - 84
    Nar Colevan Turan - Warchief of the Night Eagles - 61
    Anara-Sul - Captain of the Crest Guard - 75

    Mezanak Oshrik - Sorcerer Champion of the Moot - Hero - Slaughtered by CAW
    Vanaruk Mazendan - Harbinger of the Damned - Hero - The weight of years holds no meaning for this individual
    Takran Nazarun - Sorcerer Champion of the Moot - Hero - 36

    Valeris Rey Halon - Highlord of Cayshan Ver - 114
    Tysan-Kal - Former High Chieftain of Sharu - 91
    Emban Varusk - Great Chieftain of the Ivory Lands - 60
    Varana Nalavan - Tanrak Nalavan's granddaughter - 57
    Prince Arin Snowfall - 58
    Queen Tali Snowfall - 80


    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: 2


    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: 7
    Opulence: 1
    Faith: 10
    Intrigue: 4

    Age: 64

    Expected stat increases: +2 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!

  6. - Top - End - #1176
    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 Ko

    Spoiler: Leader Stats
    Show

    Dragonlord Zinnia
    Dip: 6
    Mil: 10
    Opu:10
    Faith: 10
    Int: 10


    Actions:
    • Mil: Raise a Naval Unit
    • Mil: Raise a Unit
    • Mil: Raise a Unit
    • Mil: Raise a Unit
    • Mil: Raise a Unit


    It is time to rebuild the Ko army in the face of growing unrest worldwide.


    Non-Actions: Trade via Embassy with the Scrim
    Contract Labor and Over-Fortification for Increased Defense Budget and Off-Track Betting

    Treasure: 4->5
    Military: 2->6 Land
    1 -> 2 Naval

    Embassies: The Scrim


    Spoiler: Active Effects
    Show
    Trapped Towerhome: +1 to Battle Rolls in the region
    Translation of the Daezerin Isles (5/5)
    The Star Map (5/5)
    Ascended Drakko: +1 to 1 roll a round and +1 to leader loss rolls.


    Spoiler: Artifacts
    Show
    The Blade: If a duel is won, gain control over a defeated hero
    Sapphire of the Moon's Eye: An additional -2 is removed from actions on other continents


    Spoiler: Characters!
    Show

    Towerlady Zinnia: Current ruler. As all Ko are, she is prone to schemes and plots, having in fact ascended to the throne by betraying Thicket. However, she has a fondness for the Uzii, who recognized her greatness before anyone else did, and is a very good administrator who ensured Thicket's orders were carried out in the years before betraying him.

    Theris: The Greeeeeat and Magical Theris! Playwright extraordinaire, magician nonpareil! Now that Merine has taught her actual magic, her ego has only inflated more. And now, as the catalyst for the Ko's ascension to greatness, she is very, very full of herself.

    Prince Onyx: Fortunately, the gem-encrusted dragon has matured a bit from his younger, petulant self. He no longer feels the need to demand things. He now requests them, with every expectation of being obeyed. Still, he is fond of throwing money at problems to make them go away so he can continue to enjoy his life of leisure.

    Gooseberry the Seafarer: Explorer, adventurer, and uncharacteristically brave even as a Ko, she is the one who led the ill-fated assault on the Sokau lands before their internal collapse. Now, as a dragon, she seeks ever more ADVENTURE!


    News and Rumors
    Last edited by Miltonian; 2021-09-11 at 03:26 PM.

  7. - Top - End - #1177
    Pixie in the Playground
     
    toast776's Avatar

    Join Date
    Sep 2016

    Default Re: Empire 6: Embers of Dawn IC

    Á'Shansholí
    Round #27


    ---

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

    ---

    Actions

    1. Further diplomatic and cultural understanding with the Arag.


    2. Stabilize unrest in Region 178.
    • Diplomacy (10)
    • Modifiers: -2 for local unrest
    • Result


    3. Stabilize unrest in Region 177.
    • Diplomacy (10)
    • Modifiers: -2 for local unrest
    • Result



    4. Raise 2 Land Units, by way of the Fortress of Gillead

    5. Carve huge Záni’Quêzí totem.
    • Opulence (10)
    • Expend two treasure in the effort


    6. Raise 1 Naval Unit



    ---

    Non-Actions



    ---

    Embassy Actions

    Send any techs, including Arag translation to ELF, SAN

    Accept all techs.


    ---

    News and Rumors


    ---


    Ruler Information

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


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

    New Leader Next Round?: No

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


    Expected Stat Increases: NA



    ---

    Maps

    Spoiler: Maps
    Show













    ---
    Last edited by toast776; 2021-09-11 at 10:04 PM.

  8. - Top - End - #1178
    Troll in the Playground
     
    mystic1110's Avatar

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    Dec 2010
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    New York, New York
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    Female

    Default Re: Empire 6: Embers of Dawn IC

    Buyout 17.2 (2d6)[11]+10opulence+1pottery+1coinage
    Theft (2d6)[9]+10Int-4continental penalties

  9. - Top - End - #1179
    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 309-312
    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, Regent of the East Wind, Daughter of the Martyred Prophet
    Diplomacy 6
    Military 6->7
    Opulence 6->7
    Faith 5->6
    Intrigue 5


    Actions

    1. [Opulence] Begin The Quenching in Aangzi 1/4


    2. [Opulence] Begin The Quenching in Aangzi 2/4


    3. [Faith] Rebuilding the Faith in Troll Country 1/3


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


    5. [Military] Recruit 2 Units


    6. [Military] Recruit 1 Naval Unit




    Rolls

    Non-Actions
    Non-action investigation from SoW(?): Investigate the patterns of attacks by the Salt Demons to determine if there is any method to their madness
    Standing: Accept any Embassies or Technologies offered
    Embassy with RUIN: Send Merlyn Dhraanish Medicine
    Embassy with LIM: Send all my techs, accept Regional Garrisons tech
    Support all conversions to CotGM


    News and Rumors
    • Devastation...we must rebuild.
    • The Children of the Great Mother…



    Spoiler: Actions on Hold
    Show


    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

    Treasure: 5/10
    Passive Income: 1
    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

  10. - Top - End - #1180
    Dwarf in the Playground
     
    xanxosttheslaad's Avatar

    Join Date
    Apr 2020
    Location
    EST

    Default Re: Empire 6: Embers of Dawn IC

    Bozul
    Round 28

    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 — | — M7+1 — | — O6+1 — | — F10 — | — I6 —

    Rolls!

    Actions:
    1. [Faith] Finalize Claim of Religious Head of Glyemo
    2. [Intrigue] Diapensia Investigates the mysterious disappearance of Ko from Towerhome (use 1 treasure) (15)
    3. [Military] Explore north of the recently explored section of northern ocean (Quest into unknown lands with Cassiope) (16)
    4. [Military] Raise 1 naval unit
    5. [Opulence] Raise 1 treasure
    6. [Opulence] Raise 1 treasure


    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:
    • A small fleet of ships is sent west to Mamut to assist with the safe relocation of Truthseers to their new Tower, if needed. As Tarunde the Good, the Queen wishes that those talented dancers which had facilitated friendships and alliances throughout Daezirnian history would not be harmed unnecessarily.
    • Spoiler: Eightlimbs
      Show

      The stories of Asmelemsa, Celosia, and Tungror

      Once upon a time, there was an octopus, a creature still relatively young for its kind. It was a curious beast, which traveled across the open oceans of the Isles observing and interacting with the different creatures that dwelled there. In the time not spent pursuing prey beasts of the depths, it would often show itself on the surface beaches. Its arms would slither through the sands as several separate-minded serpents, until it sat with its head in the air and its rear arms remaining in the sea. Some local creatures, hairy little things that flailed about in silly ways, would approach it, poking it with little sticks or making noises at it. It brought the octopus amusement to play with these creatures, to try different things and gauge their reactions. One of its favorite games was bringing with it objects from the deep, pearls or corals or the like. Presented with these, the hairy surface dwellers behaved in especially strange ways, laying down or making more pleasant noises, or even presenting objects from their world. Its favorite gifts to receive in exchange were new flavors from the surface. Its ability to taste was naturally complex and developed, and the beautiful diversity of experiences from the dry hairy ones was what made that octopus’ life so magnificent and exciting.

      On one island, an especially cold one in the northern parts of the isles, the octopus came across a different kind of surface creature, ones which towered over it as it made its usual grand emergence onto the snow-covered sands. It brought an especially great gift for the creatures of this island, a subtly opalescent black pearl, which it had searched at length for among the depths. The pearl was the size of one of the octopus’ eyes, and gazing into it one can see a distorted and rippling, yet undeniably beautiful, version of themselves. In exchange, the octopus hoped for something equally precious. When the giants saw the octopus, though, they reacted differently than the other hairy beasts of the surface. What were otherwise gentle, almost tickling pokes with sticks were from these monsters painful stabs that threatened to tear into its flesh. They made joyous noises upon seeing the beautiful pearl, but did not offer any gifts, instead made chase and more vicious pokes. The octopus tried as it could to escape, swimming out into the water, but it was pursued by the giants, who cornered it and crushed each of its hiding spots. Each time, it would just barely escape, but never in the direction of the depths. Along shallower waters, where the giants could still wade, they chased it for days, never letting up, and singing bone-chillingly deep and sinister covers of what were pleasant noises when emanating from smaller fourlimbs. Eventually, it was forced onto land, where it soon grew too cold and dry to continue on, and met its end at the points of giant spears.

      The Eburones, as they called themselves, were great creatures of frost, which loved to gather as a community and make a sport of the ritual killing of other creatures as great as they were. Tungror, as the octopus was known to them, was a worthy opponent, putting up a good chase and showing a valiant effort before its demise. To recognize its efforts, and to show evidence of their strength to younglings, the giants carved out one of the great beast’s eyes as a keepsake. The eye was sealed in resin as a way of preservation, and kept as a pair with the pearl in their home isle of Ogrontir.

      Many years later, there was an exodus of the Eburones, as they all traveled to another far-away region. Akanam was rumored to be the legendary land of monsters, found somewhere in the mainland to the east. All of the youngest and strongest giants left and waded through the oceans to the place where they would fulfill their destiny of fighting ever greater adversaries, leaving behind their more stubborn elders. One of these, who had been on the hunt of Tungror and carried a deep hatred borne of jealousy for the youngsters, decided their trophies, the true legacy of their clan, would stay with them, rather than the foolish younglings. The eye and pearl were thus hidden on the Isle, where they remained untouched for countless years.

      Tungror, at this point, was dead. They did not perceive the world. They were no longer part of it.

      Some time passed.

      Tungror was reminded of the world, of perception, and of memory by a new friend, which also did not come up with the name for itself. What was Tungror was imprinted on the eye, and was absorbed by what later came to be known as The Watcher as its own curious tendrils connected with the eye. The eye became as another curious tendril that perceived. It saw the world, a dark place of soil and cold and nutrients. It remained an unchanging view, until a new sight came along. Life entered the soil caves around the eye. Wolverines were even tinier versions of the hair beasts of Memory, but they scurried even closer, appeared larger in its eye, and their gnawing, over time, brought greater pains to what was now its flesh than the tickling pokes had. Then the bees came. Bumblebees, more or less, which took shelter in The Watcher’s narrow caves. These were not nearly as harmful as the mammals; in fact, The Watcher, and the remnants of Tungror within it, found them fascinating. Their behavior, how they acted together to create a hive before its eye each Thaw, was something of incomparable beauty. It lacked the ability to give any gifts and play that old game which was its favorite, but it could observe curiously as they grew as a colony. Over time, they seemed to grow ever larger, and go through confusing changes, both physical and behavioral. They hollowed out larger spaces, and as The Watcher also grew its tendrils traced out the borders of their tunnels, holding out the loose soil. All that it saw, it remembered, and became part of Memory.

      This went on for some time. One year, the queen had died to sickness, and the remainder of the hive entered a state of confusion. What had held them together seemed lost, and The Watcher was going to lose Bozul. Instead, Tungror began to grant a new type of gift. When one of the workers died in the tunnels, before it was cleaned out, The Watcher began to grow around it, reaching out through its hyphae to grasp the body. It was pulled into the earth, and it became one with the mycelium. It was absorbed into the Memory, the same way Tungror was. The bozul became part of The Watcher, as well as all of its memory. Some of the essence of The Watcher, its own force of life, flowed into the body. It was almost as if waking up from a dream, when the bee crawled out of the soil.

      This process became a new part of the way of life in the hive. A bozul dies, it is buried by its sisters, and another rises as a gift from The Watcher. In the time in between, their memories are once again shared with The Watcher, and become part of Memory. A spire rises through the snow on the surface, as The Watcher grows stronger, spreads, and is fed. The Watcher’s Memory grows over years, becoming increasingly intertwined with the tale of Bozul, allowing them to preserve and remember their own story. Obstacles occur; when parasitic cuckoo queens show up they distract the bozuls from their heritage and their traditions, but as their influence is fought off the hive rediscovers and reconnects with The Watcher. Nightmare infects The Watcher, and for several years it temporarily forgot its purpose, and its role in watching and remembering. It is cleansed by a new kind of ritual. Memories of the other hives are shared with The Watcher through a physical medium, stone cylinders engraved in a magical script. When the cylinders are inserted into the mycelium-infused soil, hyphae grow around it, into each crevice and inscription. The Watcher is able to feel the writing with the substance of its flesh. It absorbs this, too; Styinn joins Memory, and all within it is organically restructured as a Styinn record, which is read by more careful eyes in the shifting walls of the hive.

      After her closest friend died to Blight-monsters, Visulu started a project, a solution to the threats facing her home Isles. Through the last years of her life, she worked the Ocean Forge, learning smithing and the magic of Somtvinno and Styinn. In her time outside, she returned home to The Watcher’s hive, and connected with her fungus-queen. She studied the living murals, learning of the story of Tungror and the story of Bozul. In the Forge, she worked on creating a gift for Tungror: something solid, a magical and physical anchor to hold the spirit and memory and give it power in the world once more. The final product is a metal beak, a replacement for the only hard component of Tungror’s first form, engraved in Styinn at an unprecedented level of intricacy and complexity to thoroughly suffuse the metal with the magic of the Somtvinno, carrying a new tale: that of the octopus as a protector and guardian of its stories.

      She traveled around the world, down to Sikar, where she met with numerous different kingdoms, discussing with their most learned her intended magic and ritual. From the Naherin Coalition, she learned more of magic rituals, with special techniques for sacrifice.

      She later returned to Glaondi Yejon, bringing with her the eye. Before it, she performed an elaborate ritual she’d designed herself with the help of the Naherin people-library, augmented with uniquely Bozul features, including an intricate and extended song and dance (akin to a Drynosm, performed as an extended solo piece) telling future tales of who the octopus is meant to be. She told the eye a story of purpose, founded in the purpose Tungror and The Watcher had made for themselves. Their name would be Celosia, a Bozul name, after one of Tungror’s favorite gifts, and they would protect Bozul and the Isles where they spread their love and friendship. This was their role. In fulfilling it, Celosia would allow the tale of Bozul, and the Memory, to continue to grow and persist.

      At the end of the dance, at the climax of a phrase from Rastair’s song signifying potential, Visulu flew into the Ocean Forge, into the same fate as her friend and stingless sister. The other bozuls in attendance picked up the tune, bringing it to its conclusion, as the Ocean Forge swirled and glowed, the light reflecting in the eye.

      The eye is then loaded into a sling and onto the deck of Reminiscence, which then sails out into the sea, in the bay south of Ogrontir Proper. A group of Dolod on board begin their own ritual in the privacy of the rear chamber (an exceedingly comfortable room built on top of the main deck), where they are alone with the eye and the beak. They have been working on this ritual, too; it is much like one they remember doing countless times before, as the last step thrice over before a new life of memory begins. Their magic adds to that already put in place on these two enchanted objects, continuing the process of creating a body, and infusing it with the characteristic inherited memory of the Dolod. This final step begins to bring full awakening to the consciousness that had lied dormant in two parts on the giant cuddle-bed. Soon, the Dolod rush out of the rear chamber, and a few moments later it bursts open from the pressure of a giant octopus with one brilliant, horizontally pupilled, blue-green eye, and a magnificent somtvinno beak. Asmelemsa is born, a Dolod soul within the reincarnated Tungror, alongside the specially crafted soul of Celosia. What was previously a twin mind is flooded with countless new memories and experiences, all of what it means to be Dolod. The golden core of these finds a particular resonance with the other identities sharing the soul: in the earliest memories of Dolod, they, too, found their purpose. The Dolod are meant to Witness, as The Watcher does, and as Tungror liked to.

      As Asmelemsa, Celosia, and Tungror, the octopus shall travel the Isles, Witnessing all, and remembering the stories of Bozul and its allies. It shall protect these kingdoms, the young among the New, and thereby allow their tales to grow ever grander and more majestic.

    Spoiler: Bookkeeping
    Show

    Land Units: 0/9
    Naval Units: 0/5
    Treasure: 2/5 (+3)
    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; 2021-09-12 at 01:49 AM.
    Thanks to Gengy for the custom avatar! (Based on art by Steve Ellis, with WotC)

  11. - Top - End - #1181
    Pixie in the Playground
     
    DruidGirl

    Join Date
    Jan 2021
    Location
    Vancouver, BC
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    The Celestial Kingdom of Citlallo
    Regions 80, 81, 82, & 83
    Round 28

    Spoiler: Ruler Info
    Show


    Izel, Second Tlatoani of the Celestial Kingdom, Flame Tempered Soul
    Diplomacy: 8
    Military: 7
    Opulence: 5
    Faith: 7
    Intrigue: 1

    Expected Stats Next Round
    Diplomacy: 9
    Military: 8
    Opulence: 5
    Faith: 8
    Intrigue: 1

    New Ruler Next Round?
    No



    Actions
    1. [Diplomacy] Raise Rep with Students of Wonder [TN 12, Roll 13, Success]
    2. [Diplomacy] Press Claim over Region 84 [TN 12, Roll 19, Success]
      Bonuses: 8 Dip
    3. [Military] Raise 1 Land Unit
    4. [Military] Raise 1 Land Unit
    5. [Faith] Convert R103 to Way of Eauden [TN 12, Roll 21, Success]
      Bonuses: 7 Faith, +2 support ULD; -1 Continental Penalty
    6. [Faith] Convert R133 to Way of Eauden [TN 12, Roll 14, Successl]
      Bonuses: 7 Faith, +2 support VIS, +1 Writing Hiverness; -1 Continental Penalty


    News and Rumors
    -

    Embassy Actions
    - Accept all embassy gifts

    Non-Actions
    -

    Spoiler: Additional Notes
    Show


    Embassies:
    - Embassy with the Avicennian Isles
    - Embassy with Danneta-Yvaon
    - Embassy with Bozul
    - Embassy with the Crimson Sundom

    Heroes:
    -Rarras, Unstung Champion (Hero 8); +2 to Errant Quests in Daezirn
    -Ehecatl (Hero 8)

    Military Units:
    - 6/12 Land
    - 3/6 Naval

    Organizational Overview:
    - Truthseers: Rep 2, 1 favor, 1 Windowless Tower(R81)
    - Sentinels of Stone: Rep 2, 1 favor, 1 Standing Stone(R82)
    - Students of Wonder: Rep 1

    Translations:
    - Tarandi
    - Mamut
    - Kiswa

    Trading posts: 7
    1. 72 (Wood) TP2
    2. 80 (Nagaran Slingers) TP1
    3. 81 (Glasswork) TP1
    4. 82 (Terror Birds) TP1
    5. 82 (Terror Birds) TP2
    6. 87 (Wolverines) TP1
    7. 89 (Gold) TP1
    8. 99 (Mammoths) TP3


    Artifacts

    Treasures: 6/10

    Technologies: 19
    1. Pottery:+1 Buyouts
    2. Sailing: Enables exploration and troop transport over deep water
    3. Irrigation: +1 Stabilization
    4. Writing, Hiverness Runes:+1 Conversion Defense, +1 Conversions in regions that share your writing system
    5. Masonry:+1 to resist Raids and Sacks
    6. Animal Husbandry:+1 to Opulence and Diplomacy exploration
    7. Viskari War Bows: +1 to Battles (Requires Wood)
    8. Bronze: +1 to Battle and Leader Loss (Requires Tin or Copper)
    9. Celestial Navigation: Allows transit of one additional deep water border and grants -1 distance loss to deep water travel
    10. 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.
    11. Feathered Cloaks: 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 that hero.
    12. Treasure Ships: +1 Sailing Range and Trade Routes over Water (Requires 1 shipbuilding resource and 1 trading resource)
    13. Saddles:+1 to Battles and -10% casualties for Allies (Requires Cavalry Type Tech and Animals Resource)
    14. Mechanical Joints: +1 to Buyouts and Opulence exploration
    15. War Drums: +2 to Tactical Maneuvering Rolls
    16. Crab Claw Sails: -1 Distance Loss, permits exploration and troops transport over deeper waters
    17. Advanced Sailing: Allows travel across one additional Deep Water border
    18. Thin-Blood Elixer: +1 to all Battles and Quests involving the Gluttonous Shadows
    19. Restoration Tonic




  12. - Top - End - #1182
    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-Eight

    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!

  13. - Top - End - #1183
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round Twenty-Nine Begin!
    Years 113-116

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

    Good luck!

    Rules Alerts and Changes!

    • A century of prosperity following the coming of the Phoenix has begun to bear fruit. Tribes and clans that once could only dream of surviving another winter now wrap themselves in brightly-dyed fabrics and adorn themselves in polished gems, while warriors whose forefathers coveted bone and flint now arm themselves in hammered bronze. The treasure cap for every kingdom rises by 5.



    Growth!

    • The fortress of Halfmoon Den has been built in Uldra!

    • The Stoneblood Khanate has become a Great Kingdom!



    Ruin!

    • All organization among Cro's Tribe appears to have disintegrated with the disappearance of Kro Karael!



    Claim!

    • Danneta-Yvaon has established a claim over region 174.

    • The Soreni have successfully pressed their claim on region 322.

    • The Agents of Ruin finish pressing a claim on region 8 and gain 1 unit.

    • Citlallo has begun pressing a claim on region 84.



    Colonize

    • The Alodites have established a colony in region 297.



    Heroes!

    • Danneta-Yvaon has recognised Cara of Cortwin (9)!



    Quest!

    • Liyae quests in region 314, returning with 1 treasure. Region 314 is in unrest!



    War!

    Spoiler: The Hydran Empire Crushes Rebels in Region 301
    Show

    The Hydran Empire: 11 Hydra Land Units, Char (Hero 10), Negate Tactical Maneuvering (tied), Bronze, Blade Sharpeners, Three-Wind Bows, Chariots, Uzii Battlesmithing, Military Organization, Worm Wrangling = 43
    Rebels: 4 Land Units, Rebel Commander (Hero 8), Reckless Attack (tied), Bronze, Blade Sharpeners, Three-Wind Bows, Chariots, Uzii Battlesmithing, Military Organization, Worm Wrangling = 27

    ...

    The Hydran Empire is victorious! The Rebellion in Region 301 transitions to Unrest!


    Spoiler: The Kingdom of Limdimon Attack the Arag in Ten-Fuj-Sa-Cos (Region 195)
    Show

    The Kingdom of Limdimon: 12 Land Units, Ivigamta (Hero 10), We Were Giants (failed), Bronze, Composite Bows, Scythed Chariots, 1 Treasure = 41
    The Arag: 5 Land Units, Obsidian Prince (Mil 10), Walking Wildfire (succeeded), Iron, Diamond Mauls, Whitestone Slings, Plate Armor, War Drums, Crucible Soul = 29

    ...

    The Kingdom of Limdimon is victorious! The Arag lose 3 Land Units. The Kingdom of Limdimon loses 5 Land Units. Region 195 remains in Unrest!


    Spoiler: The Vygra Confluence Invades Region 239
    Show

    The Vygra Confluence: 3 Land Units, Matji Bulandi (Mil 10), Skirmishing (succeeded), Indida Hammer, Bronze, Black Iron, Blade Sharpeners, Three-Wind Bows, Scythed Chariots, Uzii Battlesmithing, Military Organization, War Elephants, Dhraanish Medicine = 37
    Native Defenders: 1 Land Unit, Native Commander (Mil 6), Reckless Attack (failed) = 18

    ...

    The Vygra Confluence is victorious! Region 239 enters Unrest!


    Spoiler: The Deru Invade Region 6
    Show

    The Deru: 3 Land Units, 1 Naval Unit, Onfroy (Hero 9), Indefatigable Few (succeeded), Duelling (won) = 30
    Native Defenders: 4 Land Units, Native Commander (Mil 6), Skirmishing (failed), Duelling (lost), Deep Water Border = 24

    The Campaign has begun.

    The Deru are victorious! The Deru lose 1 Land Unit. Region 6 enters Unrest!


    Spoiler: The Deru Invade Region 9
    Show

    The Deru: 3 Land Units, 1 Naval Unit, Arnfroy (Hero 8), Indefatigable Few (tied), Duelling (won) = 28
    Native Defenders: 2 Land Units, Native Commander (Mil 8), Reckless Attack (tied), Duelling (lost), Deep Water Border = 25

    ...

    The Deru are victorious! The Deru lose 1 Land Unit and 1 Naval Unit. Region 9 enters Unrest!


    Spoiler: Eleftheria Crushes Rebels in Region 124
    Show

    Eleftheria: 1 Land Unit, 2 Naval Units, Beldin, Betrayer Tyrant (Hero 8), Skirmishing (failed), Duelling (won), Bronze, Three-Wind Bows, Wolf Riders, Uzii Battlesmithing, War Drums, 3 Treasure, Seek Aid = 38
    Rebels: 5 Land Units, False King (Hero 8), Skirmishing (succeeded), Duelling (lost), Bronze, Three-Wind Bows, Wolf Riders, Uzii Battlesmithing, War Drums = 21

    ...

    Eleftheria is victorious! The Rebellion in Region 124 transitions to Unrest!


    The Kingdom of Limdimon conquers an undefended Region 5 from the rabble left behind by the Horned King. Region 5 enters Unrest. However, the damage done by the depredations of the blood elf conqueror are extensive - Region 5 requires an Opulence Great Project to restore its people and fortunes. If not completed by the end of Round 31, the situation in the region may well descend into true anarchy!

    The Deru conquer an undefended Region 4 from the rabble left behind by the Horned King. Region 5 enters Unrest. However, the damage done by the depredations of the blood elf conqueror are extensive - Region 5 requires an Opulence Great Project to restore its people and fortunes. If not completed by the end of Round 31, the situation in the region may well descend into true anarchy!



    Rebellion!




    Organizations!

    The Sentinels of the Stone
    • The Hydran Empire spends a favor testing the mettle of Aqua to Hero Score 9!
    • The Sunset Courts spend 1 Favor to stabilize region 76
    • Merlyn swears an Oath to the World Soul and in so doing their Wyrmfire Soul becomes Flame Tempered!
    • The Conclave of Spring sprout to Reputation 1!
    • The Veramondi ascend to reputation 4 as Vari Hadev is recognized as Shepherd of the World Soul.



    The Dreamspeakers


    The Truthseers
    • Danneta-Yvaon rise to reputation 3 and gain a favor for the return of the precious relic Acinais to its rightful owners!
    • The Night Kingdom spits in the face of civilization and decency, earning them the stain of Nemesis!
    • The Smiaurskotor expend 1 favor, easing the Scrimthun back into civility at reputation 0.
    • The River Lords supply the forces of Ruin with vile concoctions, balms, and elixirs plummeting to reputation -2



    The Students of Wonder
    • The Solais raise their standing to reputation 1!
    • Danneta-Yvaon drop one reputation and 2 favors forging the first of the four-part crown of the winds!
    • The Dolod ingratiate themselves to reputation 2!
    • The United Abiherist Tribes orchestrate a night of terror and discord in service of dark secrets!
    • The Celestial Citlallo shine to reputation 2!



    Terror!

    • Silent for more than a decade, the Salt Demons return in fury! Their ships emerge from the morning mist off the shores of the Daezirn Isles, Tarandi, and Mamut while warriors bearing ancient arms in deathless hands march soundlessly from walls of fog that rise from the sands of Sikar!

      [Salt Demon fleets appear across the world. If allowed to continue their rampage, they will remove the owners of all TPs in these regions and leave the regions in Unrest - driving them off will require concerted force of arms.

      • 4 Naval Units and 3 Land Units led by Virne the Dragon Rider (Hero 8), ensnared in the insidious grip of the Sword Dream, attack Džíu Phè Hwǔ (Region 46).
      • 3 Naval Units and 3 Land Units led by a Sword Wraith (Hero 8) attack Glaondi Yejon (Region 75).
      • 3 Naval Units and 4 Land Units led by a Sword Wraith (Hero 8) attack Shandolé (Region 115).


      Meanwhile, the Sword Maiden (Hero 11) bearing the First Sword leads 10 Land Units from their vortex in Silver Shores to attack Alskan (Region 280). If not stopped, Alskan will be reduced to a Wilderness region with its Trade Posts unowned.]


    • Off the shore of Á'Shansholí, the sea has begun to crawl. Icebergs bob up from the depths, stark black and yet somehow twinkling with inner life. The skies over the water grow dark and queerly shaded, what light emerges striking in colors foreign to the mortal eye. All through western Tarandi, a pressure mounts in the air, pressing down with inexorable purpose on the great fortress of the Sentinels. Something is coming.

    • Sunrocks begin to go missing in Ta Netjer. Unaccounted for by the caretakers among the Dolod, several shipments of the precious mineral seem simply to have vanished.

    • The Deru awaken to a new desecration in their hour of darkness. The remnants of the Deru saplings so recently rotted away have vanished, replaced with animal bones still clinging to rancid scraps of meat.

    • Voices rise from the barrows of Aran Viska, speaking in tongues foreign yet somehow familiar to the warriors in service to the Moot. While most await the judgement of the elders on this strange omen, a handful of younger warriors depart immediately to commune with the newly-risen spirits of the honored dead, convinced that they have come to reward the Viskari for driving out the forces of Ruin from Tarandi.

    • Something stirs in the bowels of Towerhome, a sweet scent rising from the depths even as the ground shakes and groans against some unseen force. Ko sent to investigate the phenomena never return, and soon white flowers are seen sprouting from what should be rigorously maintained trap triggers and among closely-guarded emergency supplies. Some dwelling in Towerhome report a song in their dreams, the voice familiar and yet utterly alien, and in the upmost reaches of the tower the shadows begin to pool around the site of long-celebrated murder.

    • Region 222 has been cleansed of Revenant Ash.

    • Stealing into the hidden sanctuary of Petalhead, Nofn attempts to wrench the Aureate Chain from his head and return him to the embrace of Artavazd. However, the Targiz’s nightmare god proves too crafty and too unyielding for Nofn to prevail, and she returns to her island solitude in failure.

    • Inside Alexios’ bedchamber at Caler Myrfddin, the honeyed cocoon restraining the Sentinels creaks in protest as the Honeyed Child steps away. The blighted emissary had acted on reasonable assumptions, that Alexios would be wearied by training another Flame-Tempered Soul. That the ancient Sentinel still slept as mortals do. Reasonable assumptions, all of which prove fase as a slate-grey hand bursts from the amber wall. No silent scream emerges - rather, a low and mirthless chuckle as the seed, caught in Alexios’ throat, is forced back to shatter beneath grinding teeth. As he spits out the fragmented shards in a shower of blood and mucus, they burst into noxious fumes on the stone floor, the smoke rising in dizzying eddies even as the last of the honeyed prison shatters. Standing tall, a single leap brings the Honeyed Child into Alexios’ grasp, iron fingers closing around sweetly stained vestments in a lethal grip. Yet, for a moment, the Sentinel hesitates.

      “You make many claims, abomination, that I should see as lies. But there have been too many surprises of late. You will tell me what you know.”

      The sentinel does not wait for a response from the Honeyed Child, as he carries her to vanish into the night.

    • Infiltrating the riotous war camp of the Horned King, agents of the Alodites True Dawn Imperium wend their way through the decaying streets and festering tents to reach the hoard of plunder left in a disordered heap before the Horned King’s tent. Occupied as he and his followers are by the impending duel against his would-be successors, it is a simple thing for the Alodites to remove Ajanna’s Blessing and slip away into the wilderness.

      [The Alodite True Dawn Imperium gains Ajanna’s Blessing]

    • Taking advantage of the chaotic power vacuum currently occupying the Ashirian Sultanate, thieves from the Protected Odds Satrapies manage to bribe, threaten, and kill all the protectors still tending to the Argent Heart. Managing to load the luminescent artifact on board a wagon, they make for the border before a pursuit can be organized, eventually arriving in Kursaal with their prize.

      [The Protected Odds Satrapies gain the Argent Heart]

    • In the midst of celebration, alarm sweeps through the Crimson Sundom - the Blade of Arrakh-Rah, last remnant of the Puppeteers, has vanished! No sign remains of the perpetrators, and those guards returning to consciousness can recall no defining features of their attackers.



    Investigate!

    • Turning their attention to the survivors of the Revenant Ash, mystics and healers from the Vygra Confluence begin probing for any long term effects of exposure to the supernatural malady. While many affected by the Ash remain weakened by the experience, time has proved to be an inexorable healer. Provided enough of it, it seems the victims of the destruction of the Cosmic Hyena will make a full recovery.

    • Seeking answers about the mysterious realm of the Twilight, the Sunset Courts dispatch a number of well-equipped expeditions through their Penumbral Gate. Straying from the safe paths of intrusive reality linking the gates, the explorers immediately find their surroundings in the monochrome world shifting, twisting like smoke until they become near-perfect recreations of the world near the Penumbral Gates. Familiar buildings and landmarks stand stark and beautiful against a bright grey sky, bereft only of any semblance of life. Wandering those deserted boulevards, many of the explorers report sounds warping strangely, time and distance shifting and blurring like flowing water. Men and women who have known each other for years suddenly struggle to recall the names of their companions, until a moment later their minds collide with such a totality of understanding it could only have been ripped from the innermost thoughts of their new soul mates. The effect fades from most when they return and report their findings, until it seems little more than a vivid dream, but some clearly carry the Twilight back with them. They are never the same.

    • Drawn by the unusual weapons displayed by the Arag Burns, agents of the Sunset Courts set out to uncover the secrets of Diamond Mauls. In the wake of the new understanding between the Arag and the New Kingdoms, the few Arag left on the surface prove deeply curious and entirely willing to divulge the secrets of forging their monstrous mattocks.

      [The Scrim gain the Diamond Mauls technology! Tech Slot: Melee Weapons. Requires: Hard Metal Resource, Diamond Resource, Arag Blast Furnace technology. Effect: +2 to Battles.]

    • With Fanat lost in the defense of Crow’s Tribe, The United Abiherist Tribes dispatch investigators to Sikar in search of the Crimson Sword of Yedem Kali. Sifting through the wreckage of Kro Karael’s presumptive empire, they come across many tales of scattered bands of Cro’s tribe building their own treasuries in honor of their vanished demigod. One such band, located in the former homeland of the Cro, has made no secret of their dearest treasure, a sword with a blade as red as ruby in sunlight.

    • Unwilling to leave diplomacy with the Arag solely in the hands of Á'Shansholí, the Symphony of Kalatar dispatches their own representatives to the site of the nearest Arag emergence point to speak with the fiery warriors. This move seems to impress the guardians left behind by the Obsidian Princes, and the Symphony of Kalatar gains some reputation with them.

      [The Symphony of Kalatar rises to Reputation 1 with the Arag.]

    • The Naherin attempt to investigate the theft of Scales of the Goddess. While their investigators are almost inhumanly thorough in their investigations, ranging across Sikar and beyond, they find no trace of the Scales.

    • Experiments into the similarities between Bloodfire and Earthblood by the Naherin Coalition uncover some similarities, but as many differences. Both substances are fundamentally natural phenomena, endowed with significant affinities for the scouring power of fire. However, where Earthblood’s affinity is in enduring and diffusing the burning potency of a blaze, Bloodfire’s nature is the exact opposite, the liquid surging to unleash its explosive power at the slightest provocation. Some Naherin mystics theorize that the two substances were once identical, the division occuring due to some outside force.

    • Returning to the Pharaoh’s court with a sample of the Sentinels’ quenching oil, the smiths and alchemists of the Alodite True Dawn Imperium quickly surmise that it is virtually identical to the Earthblood discovered by the Vygra Confluence in the southern mountains. This belief is justified by subsequent experiments quenching bronze, where the Earthblood proves a capable solution that produces a metal of uncommon luster and strength. After many months of effort, the Pharaoh’s servants are confident that they will be able to replicate Black Iron provided they attain three things - a means of smithing Iron as a base, a steady supply of Earthblood, and a full understanding of the invocations utilized by the Sentinels.

      [The Alodite True Dawn Imperium may learn the Sentinel’s Invocation with a TN 16 Faith check so long as they are Rep 3 or higher with the Sentinels of the Stone.]

    • Dispatched on a mission of mercy by her people in Ogrontir, Diapensia arrives in the Towerhome to investigate the recent disappearances among the Ko. Initially, her probing reveals no common thread connecting the disappeared, but the Bozul’s affinity for the Ko and fascination with their culture allows her to form a rapport with the tower’s inhabitants. Eventually, it comes to light that each of the victims had travelled beyond the borders of the Towerhome proper some days before their disappearances, and had not been sleeping well. Setting out to track the movements of the most recent disappearance, Diapensia follows the ko hunter’s trail deep into the surrounding forest, to the fading trail of a slain buck the ko had dragged back to their home. And not thirty paces away, the mark of bare human footprints burned into an outcropping of rock.

    • Gathering the fullness of the arcane apparatus and revealing her laboratory to the heavens, Aste seeks to capture the power of faith purely through a mastery of natural science. The body before her is the culmination of her works, and as lightning surges through the occult array it seems inevitable that the power must be harnessed. That is, until the vines catch fire. The wood is quick to follow, sparking blue and green as the diffuse and unfocused beliefs of Kursaal war with one another inside a physical form. That they have manifested at all is a testament to Aste’s dogged creativity, but as the air around her mother’s key begins to whine like shearing copper, arcs of iridescent light leap erratically and lethally through the assembled labyrinth. The roof is the first thing to give way, struck by a bolt of bitterness at defeat, the flames spreading greed along the tile roof until it melts into destitution and regret. Another bolt flies to strike Aste squarely in the chest, blowing her through the opposing wall in a blast of obsession and self-destructive endurance. As her laboratory burns, Aste beholds a conflagration of beliefs caged in an unworthy vessel, as the Firmament tears her laboratory asunder, leaving only her mother’s key lying red-hot but unharmed amid the ashes.



    Trade!

    • The Solais Empire buys out TP1 of Platinum from region 313

    • The Solais Empire buys out TP2 of Platinum from region 313

    • The Kingdom of Limdimon has raided TP2 of Droggen Berries in Gehudu Forest (216), TP1 of Shining Apes in Faranandull (193) and TP2 of Tropical Birds in Dozgasil (194).

    • The Sewune have raided TP3 of Droggen Berries in 216

    • The Sewune have bought out TP1 of Boats in region 186

    • The Nocturnal Hydra raid TP3 of Sapphires in 264 and TP1 of Copper in region 204.

    • Danneta-Yvaon has created another gold mine in region 89.

    • The Lim Dynasty has bought out TP1 of Timber in 256, TP2 of Rice in 206, TP2 of Stone in 199, TP2 of Goats in 267 and TP1 of Iron in 310.

    • The Soreni have bought TP2 of Pronghorn in region 309.

    • The Vygra have bought out TP1 of Silver in region 247 and TP1 of Topaz in region 253.

    • The Scrim have bought out TP3 of Wine in region 1 and TP2 of Silver in region 247.

    • The Agents of Ruin have raided TP2 of Copper in region 29.

    • The Agents of Ruin have bought out TP2 of Lumber in region 58.

    • The Dolod have bought out TP3 of Platinum in region 313

    • The Symphony of Kalatar has bought out TP3 of Mountain Dragons in region 139 and TP1 of Ginger in region 169

    • The Ilduri have bought out TP1 of Chimeric Guardians in region 147, outbidding Eleftherian merchants.

    • Eleftheria has bought out TP2 of Harpies in region 150.

    • The Ilduri have bought out TP1 of Narwhals in region 104.

    • The Alodites have bought out TP 1 of Alskan Worms.

    • The Stoneblood Khanate has created a new trading post for Woolly Sheep in region 131.

    • The Conclave of Spring has bought out TP1 of Sour Quinces in Ilia (38).

    • The following trading posts are abandoned by the Arag, their resources restored in a last act of remorse. These Trade Posts become Open:
      • TP1, Tri’Meloa (140)
      • TP1 and TP2, region 151
      • TP2 and TP3, Farandandūll (193)
      • TP2 and TP3, Dozgasil (194)



    Conversion!

    • The Solais Empire has converted the holy site in region 104 to Way of Eauden.

    • The holy sites in region 143, 144, 145, 146 and 151 have been converted to Way of Eauden.

    • The holy site in region 3 has been converted to Bouquet of the Corpse Flower!

    • The United Abiherist Tribes embarrassingly fail to convert the holy site in region 246, like total losers.

    • The holy site in region 147 has been converted to Guardians of Despair.

    • The holy sites in regions 149 and 151 have been converted to Way of Eauden.

    • The Naherin have become head of Paths of the Ancient Ones.

    • The holy sites in regions 103 and 133 have been converted to Way of Eauden.



    Wonder!

    • Contacted by kingdoms across the world, the Obsidian Princes of the Arag speak with their representatives, and after some convincing realize the tragic error in their thinking. A people of instinctual unity, with no concept of deception in their own culture, the Arag had looked upon the people of the New Kingdoms as fundamentally corrupted, perhaps even created by, the power of the Blight. Shocked by the new kingdoms’ desire to decipher their tongue and the subsequent missions of peace, the Arag withdraw, collapsing their flumes and returning to the comforting embrace of the world they know. The echoes of the conflict will no doubt reverberate for many years, none louder than the last fruitless battles fought between sides that see each other as existential threats, but for the Arag echoes is all they will be. The surge in volcanic activity across Ember subsides, the lava rerouted to seal the passages utilized in the great Burns of yesteryear. Only in four places do gateways to the Arag’s subterranean domain remain open, and in those shrouded, steaming edifices there now stands the possibility for a new enemy against the Blight.

      [Thanks to the diplomatic efforts of the Vygra Confluence, the Crimson Sundom, the Great Soreni Kingdom, the Celestial Kingdom of Citlallo, and Á'Shansholí the Arag have withdrawn from the surface world. Arag Gates now stand in Regions 17, 151, 193, and 290. These function as Org bases which cannot be constructed by player kingdoms and cannot be destroyed by typical methods (more spectacular strategies may succeed at temporarily disabling an Arag gate). Relations with the Arag similarly function as an Org, but without the typical incentive structure. The Vygra Confluence, Crimson Sundom, Great Soreni Kingdom, the Celestial Kingdom of Citlallo, and Á'Shansholí begin at Reputation 1 with the Arag. Any kingdom of Reputation 1 or higher with the Arag may utilize their burning Flow Roads to transport military forces between the Arag Gates without incurring distance losses in exchange for treasure. At Reputation 1, this occurs at a one to one ratio, with the amount of forces able to be transported increasing as reputation rises: 2 units for 1 treasure at Reputation 2, 3 units for 1 treasure at Reputation 3, and 4 units for 1 treasure at Reputation 4. Arag Reputation neither limits nor is limited by reputation with an actual organization, and any number of kingdoms may occupy any given Reputation level. Kingdoms accrue negative reputation with the Arag by aiding the Blight or the Blight’s agents, or by attempting hostile actions against the Arag. A kingdom’s negative reputation is added to the reputation of any kingdom of Reputation 1or higher when calculating the cost of transit should that kingdom engage in hostile action against them. For example, if a kingdom of Reputation 2 in Tarandi wishes to attack a kingdom of Reputation -2 in Mamut, the Reputation 2 Kingdom would pay for transit as though Reputation 4. This cannot result in more favorable rates than those enjoyed at Reputation 4. Normal limits on treasure expenditure to benefit rolled actions do not limit the amount of treasure that may be paid to the Arag for transport, and treasure paid for transport does not qualify as treasure spent on a battle.]

    • With their Citadels assailed on three fronts and successfully breached on two, the Salt Demons face a danger of their mortal days. Deciphered and deconstructed by mystics of the New Kingdoms, the wards holding the Shrouded Isles in the space between spaces flicker and fail, drawing the cursed archipelago once more into the land of the living. But even as mortal wind ruffles long-neglected grasses and a living sun shines down on desiccated ruins, the mist remains, rising in fury against the trespass of any not bound to the Sword Dream.

      [Epic Quest - Burying the Past: A hero or heroes may attempt a TN 26 Hero check to venture to the Shrouded Isles, uncover the ancient reliquary of the First Sword, and exorcise the isles of the Sword Dream.]

    • Summoning Petalhead to the Oceanforge, Balvodur faces the Targiz God and offers the one thing he desires most - liberation. Drawing on the purifying powers of the force, the spiritual bonds chaining Petalhead to Artavazd are loosened. Forged through willing acquiescence, no power on Ember can shatter them, but a similarly willing host proves capable of taking on their burden. The Ugglo Kolthalf is that willing vessel, lying half-dead in the depths of the Oceanforg’s deepest pool, hungry for the baptism of her sister’s god.

      [Petalhead has been cleansed of the Blight and freed of Artavazd’s control! Dark Dreams errant quests once more spread Unrest rather than causing Blightspawn Incursions.]

    • The Solais Empire has created the Gleaming Quiver. Heroes equipped with the Gleaming Quiver may inflict 1 automatic casualty on enemies before the start of battle by forfeiting the chance to accept or challenge a Duel. When used in conjunction with Red Storm, the care required to shield friendly troops from the devastating onslaught imposes a -2 penalty to Tactical Maneuvering in addition to disallowing participation in Duels.

    • The Crimson Sundom takes steps to mystically reinvigorate Caloth Mawr, summoning forth the Fount of Starlight! The Fount of Starlight allows any ruler of Arrakhi blood to reanimate themselves and refresh their stats. Alternatively, the Fount of Starlight grants a floating +1 to a new ruler who follows the Trinity of Light who anoints themselves in the fount. Any ruler of Arrakhi blood can use the pool, given the consent of the kingdom in control of Caloth Mawr.

    • The Night Kingdom has created a blood pact with Merlyn of the Agents of Ruin! So long as they live, and so long as the seal binding them together endures, Merlyn and Merine are considered to share the other’s bloodline for all mechanical effects.

    • The Sunset Courts of Scrimthun introduce a new technology, Mercenary Captains. Pre-reqs: Increased Defense Budget, Military Organization, Specialist troops resource (e.g. Juhan Axemen, Ulrothan Spearmen) Slot: Scouts & Logistics. Effect: +1 to battle, +2 to Tacman. 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.

    • The Protected Odds Satrapies introduce a new technology, Triple-Distilled Flower Wine. Requirements: Campaign Grift, Off-Track Betting, Flower resource. Slot: Subterfuge. Opposing leaders take a leader loss penalty equal to half the treasure used during this battle by you and their armies suffer additional regions in distance losses equal to twice the treasure you spend on this battle.

    • Standing upon a blasted field, the Horned King presents himself alone, inviting battle with his presumptive successors to see who will claim his title. Three men step forward - Aneirin, Thalaz’ir of the Crimson Sundom, Iorwerth of the Night Kingdom, and Merlyn, the Agent of Ruin. Beneath a red sky, blood calls to blood, and Aneirin steps forward to be the first to test his mettle against the fallen god king. And, it transpires, the last. Tearing free his grandfather’s heart from his chest, Aneirin sups on the divine blood of his forebears, his crown of horns rising in sanguine majesty as his stature becomes the equal of his grandfather.

      Meanwhile, as Aneirin revels in the sudden expression of his godhead, the clothes of the Horned King begin to dance in an unbidden wind. The blood of his wounds rises into the brewing maelstrom, solidifying into a stream of viscera and gradually flaying flesh that spirals madly into the waiting maw of Merlyn. In the midst of the stream, a face and grasping hands impress themselves against the charnel tapestry, as the very soul of the Horned King is drawn in the hungry gullet of the Agent of Ruin.

      [Aneirin the Thalaz’ir has consumed the essence of the Horned King, to become the Horned Emperor, undisputed among the Blood Elves. Aneirin applies a +1 bonus to any battle he directly leads and any duel he actively participates in. Should Aneirin ever successfully slay an enemy commander in a duel, this bonus will be raised by 1.

      Having consumed the remnants of the Horned King's essence, Merlyn's spirit also experiences an awakening. The savage and discarded remnants of the Horned King's philosophy burn in their veins, filling mind and spirit with great and terrible designs. In their clenched fist, Merlyn feels the spectral weight of a hound's leash. As a Faith action, Merlyn may raise Land Units of King's Hounds. A fortress may not be used to raise multiple King's Hounds in one action. Additionally, every Holy Site or Holy Order dedicated to the Trinity of Light controlled by the Agent of Ruin increases their maximum land unit cap by 1.]


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

    • Aran Viska has forged a lesser artifact: the Cloak of the New Moon (+1 to Investigations)



    Discovery! Map!
    Spoiler: The Known World
    Show


    Spoiler: The Daezirn Isles
    Show


    Travelling into the uttermost north on behalf of the Bozul, Cassiope encounters seas unlike any braved by the New Kingdoms. Sheets of razor-edged ice collide together, sending rains of daggers to pierce the churning seas. Salt sprays cold enough to kill batter the creaking hull of her ship, as above the sun vanishes behind a veil of coruscating clouds. Only barely returning from the voyage, Cassiope has found no way to progress through the labyrinth of arctic savagery.


    Spoiler: Kiswa
    Show


    Region 234 has been discovered by the Sewune. It has a Great resource of Iron, a Holy Site dedicated to the World Soul, a Sentinels Standing Stone and 3 units of native defenders.

    Region 248 has been discovered by Niharyka on behalf of the Vygra Confluence. It has a Good resource of Musk Oxen, a Holy Site dedicated to Native Animism and 1 unit of native defenders. Niharkya returns to Confluence lands with 1 Land Unit of followers.

    Region 252 has been discovered by Niharyka on behalf of the Vygra Confluence. It has a Good resource of Salt, an Open Holy Site and 2 units of native defenders. Niharkya returns to Confluence lands with 1 Land Unit of followers.


    Spoiler: Mamut
    Show


    Region 14 has been discovered by the puppeteered rebel hero on behalf of the Crimson Sundom. It contains a Good resource of Rye, a Holy Site dedicated to the Fortunate Goat and 2 units of native defenders.


    Spoiler: Sikar
    Show


    Spoiler: Tarandi
    Show


    Spoiler: The Shrouded Isles
    Show



    Other!

    • The Solais Empire has developed a cultural identity: Shadow under the Stars! (2d8 on assassination and theft).

    • Regions 17 and 28 have been stabilised.

    • Region 222 has been stabilised.

    • Danneta-Yvaon has created an embassy with the Crimson Sundom

    • The Uldran cultural identity, Light the Way, has been made permanent.

    • Nellen has been stabilised.

    • The Naherin cultural identity for temple slaves has become permanent.

    • Regions 177 and 178 have been stabilised.
    Last edited by TheDarkDM; 2021-09-22 at 12:11 AM.

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

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

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

  14. - Top - End - #1184
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 6: Embers of Dawn IC

    The Sunset Courts of Scrimthun
    Glory be to Thun, which remembers what it is owed.
    (Round 29)


    (Regions: 50, 53, 59, 60, 61, 62, 65, 66, 67, 69, 75, 76)
    Vassals: SMI (18), BOZ (78, 85, 86, 87)
    Leader: Thunspeaker Atir, First-Born of Arrakh-Rah, Keeper of Fables
    D: 10 | M: 10 | O: 10 | F: 8+2 | I: 9+1
    Actions:
    1. [Military] Defend Glaondi Yejon (region 75) from the Salt Demons.
      • Warspeaker Steady-Hand leads (10)
      • Send 8 land units and 4 naval units to the defense. (Expecting 2 Bozul units)
      • Do not challenge to duel, but accept with Trinity of Light shared dueling CI if challenged.
      • Spend 2 treasure with Mercenary Captains for a total +3 bonus. Use Off-Track Betting on both treasure.
      • Use the Endurance of the Earth TacDoc. (-10% friendly casualties and +2 leader loss) (Mil 10 + 2 Mercenary Captains + 1 Three-Wind Bows - 3 Army Size = +10.)
      • Spoiler: Techs
        Show

        • Scouts and Logistics: Mercenary Captains (+1 Battle, +2 TacMan, extra treasure spending)
        • Ranged Weaponry: Three-Wind Bows (+2 battle, +1 TacMan, -1 enemy leader loss)
        • Cavalry: Wolf Riders (+1 to battle)
        • Special Materials: Bronze (+1 Battle, +1 leader loss)
        • Armor: Uzii Battlesmithing (-10% casualties)
        • War Beasts: Worm Wrangling (+10% enemy casualties)
        • Subterfuge: Campaign Grift (Increased enemy distance losses)
        • Fortifications & Siege Equipment: Motte and Bailey Castles (+2 defending)

      • 10 Leader + 14 Units + 7 tech + 1 Mercenary Captains Treasure expenditure + 0-4 Treasure + 4 Deep Water defense + 1 Seek Aid= +37-41 battle roll. +10 TacMan, -10% casualties, +10% enemy casualties, +1 leader loss, -1 enemy leader loss.

      When word comes that the Salt Demons are coming, at first it seems that the Scrim are entirely unconcerned. When the magnitude of the problem becomes apparent, what little garrison is kept there withdraws overnight, sailing away and leaving the residents to barricade their own doors and prepare for the coming of the worst. After all, the city of Styinor is unlikely to suffer any lasting damage, and it is the trade of the pyroemeralds that interests the Scrim, not the mining of them. So why should they care?
      But then, at dawn, a magnificent sight. The Scrim armada sweeps into Glaondi Yejon's waters, and immediately the garrisons are prepared. The Salt Demons may do their worst- here is the whole of the military might of the Scrim, prepared to crash down on their enemies like a fist, supported by the Bozuls and a great deal of mercenaries, though the sobriety and competence of the latter is... not entirely clear. Still, the sun and stars are on their side- what can possibly go wrong?
    2. [Faith] Seek Aid for the battle at Glaondi Yejon. Success! Roll
      The gift of prophecy is not one to be used lightly. Still, what better cause than the defence of the innocent?
    3. [Faith] Pursue the use of Kagahara Runes. (2/3)
    4. [Faith] Complete the project for the use of Kagahara Runes with the aid of Wonder Workshops and a Truthseer Tower, adding it to Thun's list of known scripts. (3/3)
      Kagahara is a strange script, with strange properties. Upon investigation, it transpires that these properties make it ideal for writing contracts in. Virtually overnight, the records of Thun are copied into Kagahara, taking advantage of its unambiguous and sharp nature to overhaul the merchant agreements of Thun.
    5. [Faith] Seek Aid on the investigation of Blast Furnaces. Success! Roll
    6. [Intrigue] Investigate the techniques involved in Arag Blast Furnaces. Spend 2 treasure with Wormlurk Tunnels. Result: 25.
      The co-operation of the Arag came as a pleasant surprise to the Scrim involved in the investigation of the techniques of the diamond mauls. Still, even with their grasp of the Arag tongue, it seems the Scrim are missing something important. What on Ember is a "blast furnace"...?
    7. [Intrigue] Secret.
      Quiet. Do you hear that? That is the echoing of the deep places. Hush. Let it wash over you. Let it... consume you...


    Non-Actions:
    Spoiler: Standard non-action package
    Show

    • Attend any events to which we are invited.
    • Accept any gifts or embassies that do not have diplomatic strings attached.
    • Resist all unsupported buyouts at +2 from Contract Labour, with an additional +1 against those without Coinage.
    • Resist all sacks at a +2 from Masonry and Advanced Masonry; resist raids at a +4 from those and Towers of Light.
    • Resist thefts, assassinations, and kidnappings at a +3 from Eyes Above and Pin-Tumbler Locks.
    • Resist Incite Rebellions at +1 from Eyes Above.
    • Resist secret actions at an additional +2 from Keeper of Fables.
    • Resist all unapproved Errant Quests in our territory.
    • Allow all vassals access to the Ocean Forge.
    • Support all conversions to the Trinity of Light; resist all others with a +1 from Scrim Record-Keepers and an additional +1 from Writing (Hraban Runes).
    • Gain 3 Treasure at the beginning of the next round from passive income. Earlier trade continues to pay dividends.

    Organizations:
    • Ignore recruitment from the Sentinels.
    • Remain neutral in the conflict between the Truthseers.

    Embassy
    • Transfer all techs known to the Protected Odds Satrapies (POS). (Sent this round: Mercenary Captains, Contract Labour, Layered Fortification, Diamond Mauls)
    • Receive all techs known by the Protected Odds Satrapies (POS). (Recieved this round: Triple-Distilled Flower Wine)
    • Send the language of the Arag to the Nocturnal Hydra (HYD).
    • Receive Djinn Contracts from the Nocturnal Hydra (HYD).

    Other:


    News and Rumors:
    • A great many messengers come to Thun, bearing news most grave of the behaviour of the Ugglo refugees who were given shelter in Posleyd Nadah. But in the end, the Scrim only send one messenger in reply to the situation, heavily guarded and bearing a simple clay tablet, carved in Styinn, presented to Vinolygur with great solemnity.
      Your people are in breach of the agreements that led to you to the shores of Mamut, and as such you are no longer entitled to enjoy the benefit of our protection. We will expect your regular tribute as scheduled.


    Spoiler: Bookkeeping
    Show

    Land Units: 8/28 [-?]
    Naval Units: 4/12 [-1?]
    Tactical Doctrines: Endurance of the Earth (-10% friendly casualties and +2 leader loss)
    Heroes: Warspeaker Steady-Hand-Spills-Black-Blood-On-White-Snow, Champion of Light, Dances-With-Bees (10)
    Tulao, Ember Twin (9)
    Passive Treasure Income: 3
    Treasure: 6/15 [=>5/15]
    Embassies: ARK, DAN, HYD, KOB, NTK, SMI, TAR, VER
    Spoiler: Technologies
    Show

    Military
    • Special Materials
    • Bronze (Active, 24.2, Tin for Copper or Tin)
      Armor
    • Uzii Battlesmithing (Active, 33.2, Copper for Hard Metal)
    • Feathered Cloaks (85.1, Penguins for Feathers)
      Melee Weaponry
    • Cinnabar War Clubs (Inactive, need Cinnabar)
    • Diamond Mauls (Inactive, need Arag Blast Furnaces)
      Ranged Weaponry
    • Composite Bows (Active, 55.1, Goats for Hooved Animals)
    • Recurve Bows (Active, Composite Bows and 55.2, Goats for Hooved Animals)
    • Orichalcum Arrowheads (Active, 245.2 Orichalcum for Orichalcum)
    • Three-Wind-Bows (Active, all techs fueled)
    • Viskari War Bows (Active, 65.2, Lumber for Wood)
      Cavalry
    • Chariots (Inactive, need prior techs and horses/asses)
    • Horned Cavalry (Inactive, need megaloceros)
    • Saddles (Inactive, need additional animals)
    • Wolf Riders (Active, 7.2 Wild Dogs for Wolves)
      Scouts and Logistics
    • Increased Defense Budget (Active, 75.C, Pyroemeralds for precious metal or stones)
    • Mercenary Captains (Active, 66.1, Juhan Axemen for Specialist Troops)
    • War Drums
      War Beasts
    • Cloud Striders (Inactive, Battle Toads or large flying animals)
    • Alskan Worm Wrangling (Active, 1.1, Wine for Liquid)
      Fortifications
    • Motte-and-Bailey Castles (Active, 37.1 Living Wood for Lumber)
      Combat Drugs and Medicine
    • Comet Phylacteries (Inactive, need comet shards)
      Sappers and Siege Weapons
      Subterfuge
    • Campaign Grift (Active, 1.3 Wine for Alcohol)

    Opulence
    • Masonry
    • Writing (Hraban Runes primary, Styinn known)
    • Animal Husbandry
    • Pottery
    • Irrigation
    • Sailing

    • Advanced Masonry
    • Arctic Survival (Active, 65.1, Lumber for Wood)
    • Cliffstep Riders (Inactive, need megaloceros)
    • Coinage (Active, 247.2 Silver for Silver or Gold)
    • Contract Labour
    • Eyes Above (Active, 61.3, Falconers)
    • Off-Track Betting
    • Scrim Record-Keepers (Active, 34.3 Papyrus for Papyrus or Clay)
    • Stage Plays (Inactive, need refreshments)
    • Treasure Ships (Active, 37.3 Living Wood for Shipbuilding and 18.2 Emeralds for trade goods)
    • Treasure Vaults
    • Weighted Dice
    • Wormlurk Tunnels (Active, Worm Wrangling and 40.1, Cheese for Food)
    • Mamut-Daezirn Isles translation
    • Mamut-Kiswa translation
    • Mamut-Sikar translation
    • Mamut-Tarandi translation
    • Arag translation
    • All plague cures

    Spoiler: Keeper of Fables Techs
    Show

    Opulence
    • Eleftherian Democracy
    • Mechanical Joints
    • Mountaineer Clothing (Active, 53.1, Furs and Hides for Furs and Hides)
    • Pin-Tumbler Locks
    • Public Education
    • Thin-Blood Elixir
    • Towers of Light (Active, 89.1 Silver for Silver)
    • Wheel and Axle
    • Wonder Workshops (Active, 64.1 Sandstone for Stone)

    Military
    • Celestial Navigation
    • Crab-Claw Sails
    • Military Organization (Active, 53.C)
    • Steering Oars

    Spoiler: Inactive
    Show

    Opulence
    • Advanced Poisoning (Medicinal or poisonous plants)
    • Caravanserai (Additional stone)
    • Djinn contracts (Kagahara runes, magic catalyst)
    • Seekers (Nakhla Stone)
    • Song of the Sea (Sea creatures)
    • Song of the Wind (Flying beings)

    Military
    • Equestrianism (Horses)
    • Peltae (Additional wood)




    Spoiler: Unit Breakdown
    Show
    • 1 Watcher Wolf-Riders
    • 1 Juhan Raiders
    • 6 Scrim Elites
      Naval-
    • 4 Scrim Sailors


    Spoiler: Characters (WIP)
    Show

    Thunspeaker Atir: Ruler, round 19 to present. Self-styled as First-Born of Arrakh-Rah. Scrim, made from suevite.
    Warspeaker Steady-Hand-Spills-Black-Blood-On-White-Snow, Champion of Light, Dances-With-Bees: Hero, score 10. Introduced round 13. Watcher.
    Holn: Translator for Steady-Hand. Introduced round 16. Scrim, made of basalt.
    Tulao, the Ember Twin: Hero, score 8. Introduced round 20 as a replacement for Warspeaker Arman. Scrim, made from Ember Stone.
    Tradespeaker Lejah: Economic advisor to the previous Thunspeaker. Failed to return after undertaking a mission for then-Thunspeaker Nithor in Targiz, returned in round 21 after the whole Targiz blight sitch, wears a mask now. Scrim, made from marble.

    Deceased characters:
    Thunspeaker Nithor: Ruler, round 9 to round 18. Now part of the foundation of the Fortress in Thun. Scrim, made from slate.
    Thunspeaker Ulun: Ruler, round 1 to round 8. Now a statue on the throne in the Thunspeaker’s Palace. Scrim, made from marble.
    Warspeaker Tior: Hero, introduced round 1, formalized as a hero in round 4, died in ignominy battling native defenders in round 12. Scrim, made from marble.
    Ex-Sentinel Arcor: Hero, score 8. Introduced round 5, retired to the wilderness in round 8 being replaced by Arman. Human.
    Warspeaker Arman: Hero, score 8. Introudced round 10 as a replacement for Ex-Sentinel Arcor. Died of old age in round 20, replaced by Tulao. Human.

    Spoiler: Trading Posts
    Show

    Region 1, Wine, TP 1
    Region 7, Wild Dogs TP 2
    Region 18, Emeralds TP 2
    Region 24, Tin TP 2
    Region 33, Copper TP 2 & 3
    Region 34, Papyrus TP 3
    Region 37, Living Wood TP 1 & 3
    Region 40, Cheese, TP 1
    Region 50, Truffles, TP 1
    Region 53, Furs & Hides TP 1 & City
    Region 54, Barley TP 1
    Region 55, Goats, TP 1 & 2
    Region 61, Falconers TP 3
    Region 64, Sandstone TP 1
    Region 65, Timber TP 1 & 2
    Region 66, Juhan Axemen TP 1
    Region 67, Ember Stone TP 1
    Intercontinental
    Region 75, Pyroemeralds City
    Region 85, Penguins TP 1
    Region 114, Diamonds TP3
    Region 173, Silver TP 1
    Region 245, Orichalcum TP 2
    Region 299, Clay TP 2


    Last edited by Silent_Interim; 2021-09-25 at 11:36 PM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  15. - Top - End - #1185
    Dwarf in the Playground
     
    SOSDarkPhoenix's Avatar

    Join Date
    Dec 2016

    Default Re: Empire 6: Embers of Dawn IC


    The Crimson Sundom
    Thalaz'ir Aneirin, the Horned Emperor
    Regent of the West Wind, Liege of the Ko
    Region 12, 16, 17, 20, 21, 22, 27, 28, 29, 30, 49, 54, 55, 56, and 58

    Dip 6
    Mil 5
    Opu 5
    Faith 4
    Int 4


    Expected stat increases: Mil +1, Op +1, Dip +1

    New ruler next round? Aneirin anoints himself within the Starlight Fount and the True Blood, fully embracing the Horned Emperor moniker.


    Actions:


    [Military 5] The Crimson Sundom recognizes a new hero! Score 9!
    Fluff.

    [Military] Invade Region 14 with 12 units, led by Aneirin. Challenge enemy commander to a duel, and consume his essence on victory.
    Spoiler: Techs & Bonuses:
    Show
    Leader - Thalaz'ir Aneirin (Score 5, +1 Horned Emperor)
    Units - 12 (+12 to Battle)
    Tactical Doctrine - Skirmishing
    Faith CI - (2d8 to Duels)
    Melee Weapons - Celestial Armaments (+2 to Battle, +2 Leader Loss)
    Ranged Weapons - Three-Wind Bows (+2 to Battle, +1 TacMan, -1 Enemy Leader Loss)
    Scouts/Logistics - War Drums (+2 TacMan)
    Armour - Peltae (+1 to Battle)
    Artifact(s) - Storm's Edge (+2 to Duels), Cometfang (Cometborn revive 50% of the time)
    Total Bonuses: +23 to Battle (-10% Friendly and Enemy Casualties if TacMan), +2 Leader Loss, -1 Enemy Leader Loss, +3 TacMan, 2d8+8 to Duels, 50% Cometborn Rise Chance

    True unity comes for Mamut.

    [Opulence 5] Change the resource in Goldwood (Region 49) from Barley to Slaves.
    The flesh trade in Atel'Nora has grown so large it has begun to spill over into neighbouring lands, most prominently in Goldwood! With the need for soldiers growing more pressing by the day, the Sundom doubles its recruitment drives, beginning the training of elite Janissaries raised from a young age, giving even slaves a chance to earn citizenship through battle.

    [Opulence] Buyout Megaloceros TP 1 in Region 20 with support from the Ko. Success!
    The Arag threat now abated, the Thalaz'ir orders the reclamation of lost territory, and the resumption of their mastery of elk herding through the mountains, and the training of the feared Caloth Mawri cavalry.

    [Diplomacy 5] Establish an Embassy with the Kingdom of Limdimon. (HEN)
    Fluff.

    [Diplomacy] Establish a Claim on Region 24 Success!
    Addaon, brother of Aneirin and the twin of the late Idwal, moves from Arrakh-Rah to the north of the former Crimson Kingdom. Here, many blood elves still remain in ignorance of the chaos unfolding beyond their borders. Of the Horned King's descent into madness, and the rise of Aneirin, the Horned Emperor. Without direct command from the Thalaz'ir, Addaon spreads the word of the new Caloth Mawr to the peoples of the small hamlets in the foothills.

    [Military] Invade Posleyd Nadeh (Region 18) with 1 unit, led by Cerys, Chief Astralite (Score 7)
    Spoiler: Techs & Bonuses:
    Show
    Leader - Thalaz'ir Aneirin (Score 5, +1 Horned Emperor)
    Units - 1 (+1 to Battle)
    Tactical Doctrine - Skirmishing
    Faith CI - (2d8 to Duels)
    Melee Weapons - Celestial Armaments (+2 to Battle, +2 Leader Loss)
    Ranged Weapons - Three-Wind Bows (+2 to Battle, +1 TacMan, -1 Enemy Leader Loss)
    Scouts/Logistics - War Drums (+2 TacMan)
    Armour - Peltae (+1 to Battle)
    Total Bonuses: +13 to Battle (-10% Friendly and Enemy Casualties if TacMan), +2 Leader Loss, -1 Enemy Leader Loss, +3 TacMan, 2d8+7 to Duels, 33% Cometborn Rise Chance

    The Trinity of Light, since its very inception, has been a beacon to stand against the corrupting darkness of Rakek-Ar. The power of Night, of Shadow, of Blight. The sudden emergence of a completely open political entity calling themselves the 'Disciples of Blight' stirs the Sundom to action. Gathering the army to immediately occupy the 'afflicted area', two diplomats are sent out. One, a priest of the Sun, arrives in the lands of Scrimthun with an understanding in no uncertain terms that if they defend these obvious cultists, it will be an act of heresy and blasphemy both. The second diplomat is not seen leaving Arrakh-Rah for some time, but eventually arrives south in Posleyd Nadeh, bearing the word of the Horned Emperor and Storm Bird both. "Renounce the deceiver's path, or face retribution most swift."


    Non Actions:
    Go into favour debt with the TSR to make Divine Legitimacy a permanent Cultural Identity!
    In so doing, openly declare support for the traditionalist Truthseers!
    Accept all transfers from Embassies (NTK, KOB, SCR, CIT, DAN)
    Accumulate 2 Treasure (11 TPs, 5 Treasure, -0 this turn, +2 this turn = 7 next round.)
    Resist all Buyouts.
    Support all conversions to Trinity of Light, resist all others.


    News and Rumours:

    -1 Many a late night has been spent between Aneirin and his wife Merine, discussing the ever-shifting and unstable politics of Mamut. With Laughing Wolf and Nyct both having passed away, the true Targiz leadership has fallen to Aste, a younger ruler who has shown herself no friend of Artavazd, yet... The cult of this mad honeyed child and their flower-headed monstrosity continue to flourish unabated even after the death of Rose, which was once thought to be the beginning of their end. Encouraged by Merine, whose faith has always been unshakeable, Aneirin personally heads to Kursaal to deliver a message to the new Odd-Mistress in person, his newfound stature and grand rack of horns evoking distant memories of his grandfather's conversations with Rose, long ago. The message is simple and clear. Aneirin has respect for Aste, her work against the Mockeries proved her loyalty does not lie with Artavazd and his mutant army. The Horned Emperor makes it abundantly clear however that the recent disappearance of Alexios and the ever-present cult in the background cannot be tolerated, and he expects Aste to act on it in earnest, more than her mother had, or the Trinity will have no choice but to begin a much more intrusive 'cleansing' of the blight, and new management may be required.

    "There is too another matter. Your uncle, Gled, escaped from his life sentence not all too long ago in the grand scheme of things. It seems only logical that he would return home to Kursaal, seeing as he no longer considers Caloth Mawr to be his. I understand that he was apprentice and friend to my father, yes? I would request that if you know where he is, that you tell him I should very much like to meet him and have a conversation, to know the man my father trusted, against my mother's wishes. Or you may simply return him to Caloth Mawr, and you will be handsomely rewarded for your efforts." Aneirin turns away, leaving a bottle of Barley Wine interlaced with elven blood as a parting gift.


    [ARK requests that POS returns Gled to them. Instead of returning him directly to his cell, Aneirin wishes to judge Gled's character and, if found that he was unjustly punished, to pay reparations. If Gled is found to be unrepentant for his actions, he will be issued a new sentence. A rebirth.]

    - 2

    - 3

    Arrakhi Sundom Bookkeeping!
    Last edited by SOSDarkPhoenix; 2021-09-23 at 09:23 PM.
    "If the universe wasn't meant to be ruled, why does the power to rule it exist at all?"

    Awesome avatar made by Gengy!

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

  16. - Top - End - #1186
    Pixie in the Playground
     
    DruidGirl

    Join Date
    Jan 2021
    Location
    Vancouver, BC
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    The Celestial Kingdom of Citlallo
    Regions 80, 81, 82, & 83
    Round 29

    Spoiler: Ruler Info
    Show


    Izel, Second Tlatoani of the Celestial Kingdom, Flame Tempered Soul
    Diplomacy: 9
    Military: 8
    Opulence: 5
    Faith: 8
    Intrigue: 1

    Expected Stats Next Round
    Diplomacy: 10
    Military: 9
    Opulence: 5
    Faith: 8
    Intrigue: 2

    New Ruler Next Round?
    No



    Actions
    1. [Diplomacy] Continue Pressing Claim over Region 84
    2. [Diplomacy] Raise Reputation with the Dreamspeakers [TN 10, Roll 19, Success]
    3. [Military] Send 1 Naval unit and 2 Land units to Aid SCR in Defend R75 from the Salt Demons
    4. [Military] Send Rarras (Hero 8) to Aid DAN with Epic Quest: Burying the Past [TN 12, Roll 12, Success]
    5. [Intrigue] Build Dreamspeaker Tavern on R75 (2/3)
    6. [Intrigue] Secret Action


    News and Rumors
    - Send 2 Naval Units to support SOS Recruitment

    Embassy Actions
    - Gift ARK Increased Defense Budget
    - Accept all embassy gifts

    Non-Actions
    -

    Spoiler: Additional Notes
    Show


    Embassies:
    - Embassy with the Avicennian Isles
    - Embassy with Danneta-Yvaon
    - Embassy with Bozul
    - Embassy with the Crimson Sundom

    Heroes:
    -Rarras, Unstung Champion (Hero 8); +2 to Errant Quests in Daezirn
    -Ehecatl (Hero 8)

    Military Units:
    - 8/12 Land
    - 3/6 Naval

    Organizational Overview:
    - Truthseers: Rep 2, 1 favor, 1 Windowless Tower(R81)
    - Sentinels of Stone: Rep 2, 1 favor, 1 Standing Stone(R82)
    - Dreamspeakers; Rep 0
    - Students of Wonder: Rep 2
    - Arag: Rep 1

    Translations:
    - Tarandi
    - Mamut
    - Kiswa
    - Sikar

    Trading posts: 7
    1. 72 (Wood) TP2
    2. 80 (Nagaran Slingers) TP1
    3. 81 (Glasswork) TP1
    4. 82 (Terror Birds) TP1
    5. 82 (Terror Birds) TP2
    6. 87 (Wolverines) TP1
    7. 89 (Gold) TP1
    8. 99 (Mammoths) TP3


    Artifacts
    Spoiler: Eleuia's Wish
    Show

    Expertly crafted by the first Tlatoani herself, Eleuia's Wish is a delicate glass circlet decorated with polished obsidian stones and pearls. At the center of its brow is a tiny glass marble containing a dancing, ever-burning flame from the World Soul itself, which shifts in color and intensity with the wearer's temperament and mood. This orb and Eleuia's final wish to protect her isles, to spread peace even beyond her reign make the circlet a powerful focus for a Flame-Tempered Soul's will.

    A Flame Tempered Soul may attempt a Faith action to empower Heroes questing against Blightspawn in their area, acting as a Seek Aid that applies only to Quests against Blightspawn and provides a +2 bonus. With Eleuia's wish, this Seek Aid may be attempted as a non-action once per round. Furthermore, at GM's discretion, this benefit may be applied to other types of rolls related to communing with the World Soul.


    Treasures: 7/15

    Technologies: 19
    1. Pottery:+1 Buyouts
    2. Sailing: Enables exploration and troop transport over deep water
    3. Irrigation: +1 Stabilization
    4. Writing, Hiverness Runes:+1 Conversion Defense, +1 Conversions in regions that share your writing system
    5. Masonry:+1 to resist Raids and Sacks
    6. Animal Husbandry:+1 to Opulence and Diplomacy exploration
    7. Viskari War Bows: +1 to Battles (Requires Wood)
    8. Bronze: +1 to Battle and Leader Loss (Requires Tin or Copper)
    9. Celestial Navigation: Allows transit of one additional deep water border and grants -1 distance loss to deep water travel
    10. 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.
    11. Feathered Cloaks: 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 that hero.
    12. Treasure Ships: +1 Sailing Range and Trade Routes over Water (Requires 1 shipbuilding resource and 1 trading resource)
    13. Saddles:+1 to Battles and -10% casualties for Allies (Requires Cavalry Type Tech and Animals Resource)
    14. Mechanical Joints: +1 to Buyouts and Opulence exploration
    15. War Drums: +2 to Tactical Maneuvering Rolls
    16. Crab Claw Sails: -1 Distance Loss, permits exploration and troops transport over deeper waters
    17. Advanced Sailing: Allows travel across one additional Deep Water border
    18. Thin-Blood Elixer: +1 to all Battles and Quests involving the Gluttonous Shadows
    19. Restoration Tonic:
    20. 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) (Requires Silver)



    Last edited by Blossom; 2021-09-22 at 03:49 PM.

  17. - Top - End - #1187
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC

    Disciples of Blight
    Posleyd Nadeh
    Mamut
    Year 25-28 S.E.

    Storhusbandi Vinolygur
    D 5 • M 2 • O 1 • F 9 • I 10
    Gains: +1F,



    [Faith] Help the Radical Truthseers

    In years past the Truthseers had tried to direct entities far larger than themselves. One group had even tried to put the Wyrm and Blight against each other. The latter entity had no small number of devotees among the new Ugglos. When they learned that the group vied for control over all Truthseers many decided that it was best to lend a hand with their research. And maybe take some of it for themselves.

    [Faith] Seek Aid for Secret (19)

    Yet again Vinolygur scours old records to find the answers he seeks. Shockingly his search begins with the heretical proclamations of the blight’s innocence he tried to destroy nearly a decade ago. Expanding his knowledge from the seventh sentence plots of the Sorcerer’s fall soon brew in the mania of Gydvyikur.

    [Intrigue] Investigate the Daughter of Thorns bond to Artavazd
    (22)

    She came to Gydyikur unannounced wearing a lavish dress the colour of frozen blood. Father’s newest subject were here. Eying her surroundings she saw the signs of His presence. Through a pupil of blackfire surrounded by an iris of sun the Ugglos and Goliaths working in unison to make others sign His decrees in ecstasy, as their lives ended. Through a marred socket of vertigo the strands binding them together, ready to be plucked by Him. The Storhusbandi no longer reeked of the New Peoples but carried the scent of Home, he had fulfilled his purpose. She would entertain his wish.
    Standing in the town square with regal confidence the Daughter of Thorns closes her eyes, turning the sight inwards instead. A familiar feeling rises within her, as she reaches for the knotted heart at her core. Her fingers twitching in bloodlust she breathes in and exhales. The Emperor’s touch around her fading into the background and so she begins to untangle her heart. Searching for what still keeps her alive, even though it no longer beats.
    Her old blackfire self separating itself from their new body. The Vertigo found in Amka’s scar, a flickering ember from elsewhere in the Lion-Hornet, her Brother’s embrace of Father now rejected. They all make her kin tick in their own ways. Ensnared in her own heart she tries to find the same bonds. To make them stand out each on their own, to have the ability to choose.


    [Intrigue] Secret (27)
    Success. Research. Somtvinno.

    [Intrigue] Secret (15)
    Travel. Destruction. Mending.


    Non Actions:
    • Support all buyouts by AVI
    • Resist all other conversions and buyouts
    • Spend 2 Treasure on rolls --> 1 remaining
    • Accept the Lion-Hornet from AVI
    • Endorse the Radical Truthseers
    • Do not defend against ARK's invasion


    Embassy Actions:


    News and rumors:
    1. Vinolygur had travelled to Glaondi Yejon to find answers. In the end they had found him. Power was power. Good or evil decided by its wielder and the True God displayed it in earnest. His machinations permeating everything. The blind reverence of His thorned daughter made Vinolygur’s stomach turn but the might Artavazd granted in return filled him with yearning. For now he followed, watching the blighted half-human’s every step. The Storhusbandi wondered how he could reap the same rewards without losing his own will. For the Daughter of Thorns was not evil. She was merely blazing a path for His enlightenment – Vinolygur saw that now, he had been wrong. The weak did not need protection. They needed a glimmer of hope to cling to, to revere. One he would provide. On his own terms, not the Emperor’s. But for now he followed, learning what he could from the blight, partaking in its massacres.

    2. The sea of peace around Vinolygur’s repurposed tavern soon turns into a lake of blood, as those brave enough to oppose the Blight and collect reagents for its undoing are instead offered to appease it. The Blight is not evil. It is the pets of the mighty Artavazd. Pets that can be taught, directed. It is how the Smiaurskotor shall be reunited and rise once more.
      Weak or strong it does not matter, as long as His name rings on your lips you are welcome in Gydvyikur. The True God’s power shall forge a new word. One in which the Smiaurskotor no longer need to feel fear.

    3. For those without the Emperor’s name on their lips Gydvyikur is not a kind place. Meeting the diplomat of the Crimson Sundom Vinolygur smiles, before stabbing the messenger through both eyes. If those calling themselves part of a sundom fails to see the light then they have no need for their vision. Nursing the heretic back to health a decree is burnt into her back. “Salvation lies with Artavazd. The True God will save all worthy of His love.”
      Soon after the diplomat stumbles out of Posleyd Nadeh Vinolygur and a group of faithful sets sail for distant shores.

    4. Suti worked in the Oceanforge with a mounting feeling of dread, its color now tainted by the nightmares of Petalhead. The once viridian light had been dragged through a bog, nearing the blackness of the deep ocean yet somehow casting red tinted shadows. She did not know how to restore it. She could only hope to use it before it got worse and so she began the research for a grand Somtvinno of her own.

    5. Most of the madmen has left the Isles but the blight still lingers out at sea. Suti’s worries for what tales her predecessors really carved into the Oceanforge only deepens. Hoping to undo some of the vile magics she sends a messenger to the Avicennians; If they can catch the Lion-Hornet she feels confident she can unravel its story in the Oceanforge, removing one more menace from Daezirn. Should the promise of brighter future not be enough she also offers the glimmering treasures of the crystal cave.

      [If AVI gifts SMI the Lion-Hornet in round 29 with a Diplomacy action or attempts to destroy it with a Faith action in round 30 SMI will ensure that its destruction succeeds. In return SMI will also support AVI’s buyouts of all their Tradeposts]

    6. Their god descended the Dancer’s eyelids close into a final slumber. They feel warm, yet a cold is approaching them. At the same point their body is reborn, the filth of their fallen cult inching its way towards their barely alive husk. Hair threaded on nail clippings pierce their flesh. Sewing skin to intestines and creating cysts of blood. The seaweed fallen from their god drinks of the fluids and takes root in their wounds. The weeds grow, reaching ever further inward, feeding on organs and sinew. Soon the vines can be seen bulging under the skin, intertwining with themselves and strengthening it, leaves sometimes breaking the soft layer of dermis above.

      Hungering for more the roots reaches out for the Dancer’s kin to consume it. Their body more stalks than skin or leaves they are beset by more visions. They eat the sun and the moon, yet they are still unfulfilled. A child of nightmares and seaweed is birthed. They wonder if they can devour it too. Suddenly the dream ends and the Dancer of Roses wakes – knowing that the only thing left to satisfy them is the love of their god.

    7. When the Scrim messenger arrives Vinolygur is already packing to resume a life at sea. He cannot deny the Sunset Courts immense help but he hopes that they too will see the light instead of continuing on this current of discord. Hastily scratching a reply he gathers his men to bring enlightenment on more receptive shores.
      "Your tribute shall arrive as usual. We are leaving the shores of Mamut and keeping our own protection. We are forever grateful for your benevolence, may you one day see the righteousness of our actions."



    Spoiler: Bookkeeping
    Show

    Owned Regions

    R18, poslyed Nahed
    Army Units

    Land:1
    Naval:1

    Heroes
    Daughter of Thorns (10)

    Cultural Identities
    Everlasting Records, gain 2d8 to Investigations

    Owned Resources
    Resource Region TP
    Pyroemeralds 75 1
    Boats 74 1


    Owned Techs
    Tech Effect Requirements
    Writing(Styinn) +1 Conversion Def, +1 to Conversions if sharing same writing None
    Sailing Can traverse over one deep ocean border None
    Animal Husbandry +1 to Opu and Dip explores None
    Irrigation +1 to Stabilization rolls None
    Masonry +1 to resist raids/sacks None
    Pottery +1 to Buyouts None
    Mamut Translation Understands CULTURE none
    Celestial Navigation +1 Sailing, -1 Distance loss for deep water none
    Viskari War Bows +1 to Battle Wood
    Tarandi Translation Understands FAITH None
    Kiswa Translation Understands STABBING None
    Treausure Ships +1 sailing, allows naval trade routes Building material, trading goods
    Arctic Survival Can cross black borders Wood
    Restoration Tonic +2 to cure Blight afflictions None


    Miracle Effects
    Oceanforge (R75): Items created in the Ocean Forge are slightly more powerful, if their effects relate to water and/or transformation.
    Oceanforge V2: After a Kingdom has succesful investigated a curse with Styinn the Smiaurskotor may purify the object in the Oceanforge. Doing so removes all curses from the object, while retaining the benefits. Wooden or other combustible items may not survive this process.


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

    Regional Effects

    Region Type Effect
    75 Miracle Ocean Forge
    75 GP: Bryikkun Other kingdoms using Styinn may send a named character to the ocean forge with a diplomacy action, enabling them to use it. Requires the region owner’s consent.
    Named characters
    The Spriklondi Era begins at the end of round 22
    Balvodur, Heretic, (17 as of 1 S.E)
    Vinolugyur, Ruler (28 as of 4 S.E)
    Suti, Oceanforge Smith (32 as of 17 S.E)
    Nofnlousmythvitodurkarndrypiskip, Daughter of Thorns, Blighted hero (29 as of 1 S.E, ageless)

    Spoiler: Glyemo
    Show

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

    Records

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

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

    Obsessions

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

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

    Afterlife

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

    Magic

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


    Gods

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


    Holy Places

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

    Spoiler: Oceanforge Smiths
    Show

    Kingdom, Character, Round x- y (not forever)
    Smiaurskotor, Suti, Round 27-30
    Last edited by Torv; 2021-09-22 at 02:54 PM.

  18. - Top - End - #1188
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Danneta-Yvaon, The Jewel of Tarandi
    Chiefs: Nocter Rikoz-Mak and Noctrix Amira-Mak
    D7 | M8 | O10 | F10 | I9


    News and Rumors
    - Stuff happens

    [Opulence] Contribute to the Studies of Perfection [should be 5/5] - .

    [Diplomacy] Press Claim to Region 174 (spend 1 treasure) [TN 12, Roll (at +8), Success?] - With the Eldest of Notan-Mak and Antinila's daughters of marriageable age, they set out to...peacefully expand the City-State of Mazsmis in the south.

    [Diplomacy] Attempt to rally the Truthseers? - .

    [Military] Lead Epic Quest: Burying the Past [TN 26, Roll (at 2d8+32), Success maybe?] - .
    Spoiler: Quest Notes
    Show
    Quest is led by Akoda (Hero 10) wielding Moonlight (+2 Epic Quest) (okay it’s actually Nila-Sen using Moonlight but this is the way it has to work mechanically).

    Leveraging Sentinel Reputation 2 (+1 Quest), the City of Adventure CI (2d8 Epic Quest), and vast wealth (3 Treasure)

    Using Feathered Cloaks, Magi Nila-Sen assists. She’s got a bit of a bone to pick with the Salt Demons (+2 Quest assist). Not to be left out, Dra`Arrack (+2 Assist) and Cara of Cortwin (+2 Assist) arraign themselves with weapons and board Reminiscence (see below action). Cu Banrigh of Solais (+2 Assist), Asif Faris-al-Dahib, Emperor Consort of Uldra (+2 assist), Guardian Rarras (+2 Assist), Cassiope of the Bozuls (+2 Assist), and an unknown Viskari Hero (expected +2 Assist) have also pledged support.

    Current total: 2d8+32


    [Military] Dra`Arrack and Cara of Cortwin assist Epic Quest: Burying the Past using Feathered Cloaks [TN 12 Roll (at 2d8+10), Success] - .

    [?] ? - .

    Non-Actions
    - Support all Way of Eauden Conversions, resist all others.
    - Accept all Embassies that aren't from RUIN
    - Set Glimmer Woad to Battle bonus
    - Openly Support the Traditionalist Truthseers.


    Embassy Actions
    - Grant SOL, ULD, and ILD passage through the Mountains
    - Accept Gifts



    Spoiler: Ruler Info
    Show

    Nocter Rikoz-Mak and Noctrix Amira-Mak
    Diplomacy: 7
    Military: 8
    Opulence: 10
    Faith: 10
    Intrigue: 9

    Expected Stat Gains: +1 Diplomacy, +1 Military


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    NO

    Military Units 5/18, Naval 1/6
    - Felessan's Elites
    - Felessan's Elites
    - Battle Magi
    - Battle Magi
    - Northern Dwarf Auxiliaries

    - Emerald Fleet

    Treasure: 11/20
    (+4 passive treasure/round)


    Relics:
    - 2x Ring of the Phoenix (Held by Nila-Sen and Dra`Arrack)
    - Pure Vessel (Held by Holy Order)
    - Holy Sword "Moonlight" (Held by Dra`Arrack)
    - Crown Piece of Acinais, Jewel of the North Wind (Held by Holy Order)
    - Mesiron, Jewel of the West Wind (Held by SoW Lab)
    - Noxpelios, Jewel of the South Wind (Held by SoW Lab)
    - Karapyx, Jewel of the East Wind (Held by SoW Lab)

    Heroes:
    - Magi Nila-Sen (Hero 9, Guardian Blood)
    - Dra`Arrack of Mazsmis (Hero 9, Guardian Blood)
    - Akoda, Marble Hound (Hero 10)
    - Cara of Cortwin (Hero 9)

    Embassies:
    - Embassy with the Arrok
    - Embassy with Hiverness
    - Embassy with Clann Solais
    - Embassy with Shandole
    - Embassy with Eleftheria
    - Embassy with Aran Viska
    - Embassy with the Brayewen Tribes
    - Embassy with Sangar
    - Embassy with Drazollin
    - Embassy with Citlallo Isle (Daezirn)
    - Embassy with the Ilduri
    - Embassy with the Night Kingdom (Mamut)
    - Guardian Sanctum Link with Dolod (Sikar)
    - Embassy with the Nocturnal Hydra (Sikar)
    - Embassy with the Scrim (Mamut)
    - Embassy with Lhungo Saar (Kiswa)
    - Embassy with the Arrakhi Sundom (Mamut)


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

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

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

    Technologies
    op - Irrigation, Writing [Hiverness Runes], Masonry, Pottery, Animal Husbandry, Sailing, Eleftherian Democracy, The Arch/Dome/Tower->Advanced Masonry, Song of the Wind, Wheel and Axle, Mechanical Joints, Mortise and Tenon Planking/Girded Keel/Foremast->Advanced Sailing, Coinage, Stone Rivers, Treasure Ships, Mountaineer Clothing, Wonder Workshops, Stage Plays, Restoration Tonic, Advanced Poisoning, Aqueducts, Off-Track Betting, Pin-Tumbler Locks, Caravansarai, Towers of Light, Strife-Catchers,
    mil - Viskari War Bows, Wolf Riders, Bronze, Saddles, Song of the Sea, Composite Bows, Recurve Bows, Uzii Battlesmithing, War Drums, Feathered Cloaks, Three-Wind Bows, Celestial Navigation, Increased War Budget, Peltae, Crab-Claw Sails, Thin-Blood Elixir, Glimmer Woad, Cloud Striders, Military Organization, Claws of the Draz, Dhraanish Medicine, Blade Sharpeners, Battle Heralds, Motte and Bailey Castles

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

    Translations - Daezirn Isles, Mamut, Kiswa, Sikar, Arag

    Trading posts (32, 3 treasure/round)
    - 99 (Mammoths) TP1
    - 99 (Mammoths) TP2
    - 110 (Midwives) TP1
    - 129 (Grousse Shark) TP1
    - 108 (Husky Dogs) TP3
    - 115 (Furs) TP3
    - 109 (Salt) TP2
    - 111 (Silver) TP3
    - 116 (Safflower Oil) TP2
    - 136 (Musical Instruments) TP3
    - 95 (Emeralds) TP1
    - 97 (Ivory) TP1
    - 130 (Horses) TP1
    - 133 (Lime) TP3
    - 120 (Granite) TP1
    - 121 (Giant Kites) TP1
    - 124 (Wood) TP3
    - 144 (Copper) TP1
    - 39 (Battle Toads) TP1
    - 165 (Spices) TP1
    - 52 (Silk) TP2
    - 146 (White Bronze) TP1
    - 93 (Flax) TP1
    - 179 (Marble) TP1
    - 179 (Marble) TP2
    - 180 (Salt) TP1
    - 180 (Salt) TP2
    - 180 (Salt) TP3
    - 180 (Salt) City of Mazsmis
    - 80 (Nagaran Slingers) TP2
    - 119 (Hemp) TP2
    - 89 (Gold) TP3

    Trade Route: The Wolf Run (Active, +1 treasure/round)
    - Region 96 City of Danneta-Yvaon (Living Stone)
    - Region 112 TP1 (Tin)
    - Region 113 TP2 (Glimmerwood)
    - Region 117 City of Cathair Na Realtai (Tundra Wolves)


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

    Official Faith (Way of Eauden)
    5 HS: +1 to Conversions
    10 HS: 2d8 when Dueling
    20 HS: +1 Sail Range, Cross-Continent Penalty reduced by 1
    40 HS: Cycling Bonus; New Moon is +1 random ruler stat, Waxing is +1 to one Mil action, Full is a free Seek Aid attempt, Waning is +1 Stabilization
    Miracle: Water-Bending (Ability to cross Arctic Borders)
    Miracle: Spell-Casting (+1 to Battles)
    Miracle: House Mak Bends Earth (Ability to treat Mountains as Hill Borders, can grant fellow Eaudenites Mountain Crossing for 1 round via Embassy)
    Miracle: Bloodbending (Bonus TacDoc, uses higher of Faith or Mil, -2 to Enemy Leader Loss roll)
    Miracle: Merine's Blessing (From Rikoz II of the Night Kingdom, can Seek Aid post-facto up to twice per round before the War Deadline)

    Controlled Regions, Holy Sites, Notable projects:
    - 96: Way of Eauden (Holy Order: Circle of the Strix's Quill, Way of Eauden), Students of Wonder Laboratory, Tower of the Four Winds (+2 select intrigue rolls regarding a jewel)
    - 95: Way of Eauden
    - 94: Way of Eauden
    - 88: Way of Eauden
    - 89: Way of Eauden
    - 179: Way of Eauden
    - 180: Way of Eauden


    Spoiler: Dice Roll Link
    Show
    Last edited by BladeofObliviom; 2021-09-24 at 03:42 PM.

  19. - Top - End - #1189
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Kingdom of Limdimon, Round 29

    News and Rumours
    • The king is relieved to welcome Chimalis back to Limdimon following her unexplained departure in the previous year. For two days following her return he does not leave her residence for two days, which begins to cause consternation among his councillors.
    • It is to nobody's surprise that Chimalis soon announces a pregnancy and is delivered of a girl in 113 - and then another girl in 115.
    • With both his wives expecting children at once (Ibizia having fallen pregnant again during Chimalis's absence), the king goes in search of another wife. His choice falls upon a woman of the Hapēzi, an apprentice onozhisa named Epāllaria. They are married in the groves of the forest in a traditional rite and a child (another girl) follows almost immediately. Epāllaria does not return to Limdimon with the king, instead continuing her apprenticeship, although she makes frequent visits.
    • The king's alleged lustiness gives rise to a new nickname, which rapidly spreads across Faranandull, an onocuīs atasīs. Indifferent to, oblivious, or perhaps quietly proud of the new sobriquet, the king lets it prove no obstacle to his fathering two bastard boys on ladies in Farilpūll and Farazhēla.
    • The Sentinels' request for a naval unit (and news that they will attempt to recruit troops from the navy even without royal permission) is received politely but coldly. The Sentinels have proven indifferent friends of the kingdom, and suspicion remains that it was their presence which led to the devasatation of the Arag invasion - an invasion which the Sentinels did nothing to oppose. For them to now attempt to induce the entire Limdimon navy to desert is insulting. The navy remains at the disposal of the Matji, of course, in order to support the Sentinels' cause, but will remain under the ultimate command of the king. The Sentinels' messenger is turned back with diplomatic language, but the tone of Otasōīs's voice as he issues his response suggests a repressed anger.


    Actions
    [Diplomacy] Raise reputation with the Arag (to 1: 16 - success, spending 1 treasure)
    [Diplomacy] Raise reputation with the Dream Speakers (to 3, taking one of the vacant spots: 15 - success)
    [Military] Recruit 2 units (1 land, 1 naval)
    [Military] Invade region 11 with 2 land units
    • Wé Bu-Nio commanding (M10), duelling if challenged (2d8)
    • Isarkatl assisting (Feathered Cloaks, 12) (+2)
    • We Were Giants (+3)
    • Treasure +1
    • +4 scythed chariots, +1 Composite Bows, +1 Bronze, -10% losses chariots, -1 leader loss Bronze
    • Route: region 5 -> region 7 -> region 11
    • Total +21 before tacdocs

    [Intrigue] Investigate the theft of the Sword of Arrakh-Rah (15)
    [Intrigue] Secret sneaking, +1 treasure


    Embassies
    • Accept the embassy from the Crimson Sundom


    Non-Actions
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Resist all thefts, raids, sacks, etc.
    • Gain 2 Treasure at start of next round from owned trading posts
    • Refuse the Sentinels' request for a naval unit.
    • Support the Traditionalist faction of the Truthseers


    Spoiler: Ruler stats
    Show

    King Otasōīs

    D 5
    M 8
    O 5
    F 5
    I 9

    Next round: +1 Diplomacy +1 Military +1 Intrigue


    Spoiler: Stuff
    Show

    Regions: 5, 188, 189 (Meyzee Tshilleh), 190 (Faragumūll/Kledehem), 191 (Dum-Hong Deng), 192 (Ilcerapirūll/Farilpūll), 193 (Faranandūll, capital), 194 (Dozgasil), 195 (Ten-Fuj-Sa-Cos), 196 (Melis), 198 (Kincany) 212 (Farazhēla), 214 (Galghälani),
    Units: 9 land units, 1 naval unit
    Treasure: 11
    Last edited by Aedilred; 2021-09-24 at 10:49 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

    Spoiler: Previous Avatars
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    (by Strawberries)
    (by Rain Dragon)

  20. - Top - End - #1190
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
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    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    The Night Kingdom
    Liege of RUIN, The Conclave of Spring, and the Targiz

    Night Queen and Thalesh'ir Merine Nahaar the Medusa, Head of her Dynasty, Future's Prophet, and Saint of the Trinity

    Diplomacy: 4
    Military: 8
    Opulence: 7
    Faith: 6
    Intrigue: 6


    Actions for Round 28 (Rolls)
    • [Opulence] Buy the resource of Amaryllis Flowers (becoming silver) in R41 TP1 (23, pending defense roll)
      In prior years the Pooled Odds Satrapies promised that the remaining Amaryllis Flowers were to be used to research the blight so that the people of Mamut may fight against it, but despite intentions that promise seems to be broken when the recreation of Amaryllis wine is discovered. Immediately the Night Kingdom puts in measures to seize and then destroy the vile substance, for the good of all.
    • [Opulence] Buy the resource of Lumber in R58 TP3 (24 - pass)
      Lumber is constantly in demand, and with the Deru city seemingly collapsed out of the blue it is important to seize that which is available.
    • [Opulence 5] Convert the resource of Amaryllis Flowers in R41 to Silver
      ...And what lay beneath the flowers, but a mine of fine silver ore, ready for the taking. It is not much, but at least enough to mint coins.
    • [Opulence] Buy Megaloceros R20 TP2 (19 - pass)
      After the devastation that the arag brought, the Ko (who saved the population of creatures from extinction) are prepared to return the Megaloceros to the Night Kingdom in exchange for the gems in the capital. A worthy trade.
    • [Military] Raise 2 Naval Units (Fortress)
    • [Military] Raise 2 Naval Units (Arrakhi Jannisaries)
      It will be hard to rout Aartavad from his lair without the means to bring the army there, won't it? The prize navy of the Night Kingdom nears completion, just a few years out from full capacity, and largest on the globe.
    • [Military] Invade R2 with 13 land units lead by the Sibilant Sisters (mil 7)
      Using Masters of Mamut TacDoc (-3 enemy leader loss on success)
      Do not challenge NPC to duel

      All Battle Modifiers (Techs/Terrain/Treasure):
      [Ranged Weapons] Three-Wind Bows, +2 to Battles, +1 Maneuvering, -1 enemy leader loss (Powered by Cattle R12 TP1, Swine R16 TP1, Wood R46 CITY)
      [Scouts and Logistics] Increased Defense Budget, allows extra treasure spent in battle, each 2 treasure grants an additional +1 (Powered by Orichalcum R21 TP1)
      [Cavalry] N/a
      [Melee Weapons] Cinnabar Warclubs, +1 to Battles (Powered by Cinnabar R22 TP1)
      [Fortifications and Siege Weapons] N/a
      [Armor] Uzii Battlesmithing, -10% allied casualties (Powered by Iron R27 TP2)
      [Combat Drugs and Medicine] Comet Phylacteries, +2 to allied Leader Loss (Powered by Comet Shards R30 TP3)
      [Subterfuge] Campaign Grit, +2 enemy regions worth of distance loss per treasure spent (Powered by Wine R1 CITY)
      [Special Materials] Bronze, +1 to Battles, +1 Leader Loss (Powered by Copper R33 CITY)
      [Treasure] 2 spent, +3 to Battles (See Increased Defense Budget), causes 4 regions of distance loss from Campaign Grit

      *NOT APPLIED to below calculations:
      [TSR interference] Both sides suffer -3 to leader loss for negative TSR rep

      Total: +27 (13 from units, 7 from commander, 7 from modifiers)
      +3 to allied leader loss
      -1 to enemy leader loss
      -10% allied casualties
      4 Units of distance loss extra applied to foes
      Total of +5 to TacMan (-4 from size, +1 from tech, +8 mil)


    Expected Improvements: +2 opulence, +1 mil, 3 treasure spent total

    Non-Actions
    Revoke Vassalization of POS (see news and rumors #1)
    Deny POS the ability to use liege scores for this round
    Acquire one favor with TSR (see news and rumors #2) - use it to raise rep from -3 to -2!
    Deny the SOS access to naval recruitment (see news and rumors #5)
    Support the current TSR regime over the supposed 'extremists' (see news and rumors #6)

    News and Rumors
    1. The Pooled Odds Satrapies are no longer under the protection of the Night Kingdom! Ruled not by Nyct and Laughing-Wolf any longer, the Satrapies are moving in a direction that Merine's predecessor Iorwerth had feared when Alexios goes missing and the attempt to take him by cults in the south is well known. Their influence is too great - the horrors of the blight bubble to the surface and act openly, with success. The states are revoked their protections and resources of the Night Kingdom for fear of misuse by the cult, as it seems that other things have as well... Amaryllis Flowers are once again used for wine in the Satrapies, despite clear promises that they were purely to be used for research - the only reason they still exist in the current day. While Iorweth might have acted militarily against such a threat, Merine's more measured approach of trimming the blight-influence bit by bit promises to be more kind to those innocent living within the Satrapies than a war against their own liege... A betrayal that feels cold to the good people that still live there despite the circumstances. If they truly wanted to be under the Night Kingdom's protections, nothing would stop them from migrating north into their borders.
    2. Merine, leader of the Night Kingdom, has been wed for many years to Thalaz'ir Anerin of the Crimson Sundom. Though they seem to embody different sides of the coin of life and death, Merine does not strive to push against life in the way that the Truthseers have made it appear that the Night Kingdom does. Priding herself on the largest number of stable cities and industry in an empire worldwide and extensive bloodline connections through Mamut and Tarandi, life across her kingdom would appear even very closely aligned with Life's goal and the first stated mission of the Truthseers, which is to build society and safety. Spending most of her time living with Anerin in Arrakh-Rah and generally being in a working relationship makes them quite immune to misunderstandings from diplomatic maneuvering, as well as assuring that their goals generally remain in the same place. The mission to repel the blight from the shores of Mamut is a shared dream by all, but the taint that affects the Pooled Odd Satrapies and the refugees from the 'Disciples of Blight' that serve the Scrim is too much to bear for Anerin... A sentiment eventually shared to Merine, who revokes her protections from the Satrapies and encourages the Scrim to do the same with their own tainted vassal.

      Their marriage is generally happy and cordial despite the political aspects of it; their family is large and both participants are immortal. When she begins having chilling dreams of scorched earth, she's quick to reach to him for advice and returning to meditation in holy places to cleanse herself of these wicked thoughts. Through her relationships and her efforts at spiritual balancing, they eventually vanish.
    3. Married to one regent, Merine hopes that her gift of protective technologies to DAN in distant Tarandi proves her intentions to resist the darkness of death. She writes with them a declaration of intent to stand neutral in the conflict, but cannot tolerate 'rebels' in her territory that hassle her for affiliations made by those who ruled before her. Merlyn has proven too capable and good to merit any sort of revocation by the Night Kingdom, emphasized by his Flame-Tempering and the gradual control of their magic such that the Night Kingdom currently stands entirely unaffected by having the Agent of Ruin upon their inner border for many decades. Though Iorwerth's attempt to force the Truthseers out of their policy of diplomatic isolation failed, she leans on the great civilization that the Night Kingdom possesses, with stable and prosperous lands that she has helped raise over many lifetimes that she has no intention of seeing spoiled. Her navy stands ready to sail upon the isle in the middle of the Orichalcum Ocean when the time comes, built up to the capacity of Mamut's southern coast by the time the letter reaches her if their 'allies in faith and form' have need of them in Tarandi - and hopes that they might one day summon the strength to purge the lich from his lair amidst the Orichalcum Ocean.
    4. The Salt-Demon raid on Night-Kingdom land is entirely unexpected, what with Virne's and Gooseberry's mission to purge their citadel in Solais having been secret. When he returns as a foe with his mighty dragon, Mamut is taken off guard and there is scarcely enough time to raise the alarm bells, let alone summon the army from the southern tip of Mamut in Rankalore where they were contesting the Horned King. Their massacres are cause for sorrow across the empire.
    5. The SOS have pulled from the manpower of the Night Kingdom for as long as they've had people to fight, and yet what has been provided in turn? They have never shown up to contest the blight in their lands, and despite their shared interests the leaders of the Night Kingdom believe that they would not heed any request made by their kingdom from a defense against the spawn of these monsters to a fully mustered rally against the Isle of Aartavad unless someone else bid them do it. They will not have already manned and active military vessels from the Night Kingdom front lines lest they - or even one of these meddlesome orgs - proves their willingness to work with instead of against the people they claim to protect.
    6. Support the faction that wants to destroy RUIN even more badly than the last? Not happening. Seeing the instability growing within the Truthseers, the inability of their northern regent to look past the interests of the org to their own family, the fall of the southern regent, and the refusal of any sort of compromise, the Truthseers grow closer and closer to being explicitly banned from Night Kingdom territory. That they were once prized members of every court and allies to the seers of the faith makes this twist particularly tragic.


    Kingdom Bookkeeping
    Last edited by Zayuz; 2021-09-23 at 11:02 AM.
    "What is to give light must endure burning."

  21. - Top - End - #1191
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
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    Default Re: Empire 6: Embers of Dawn IC

    Symphony of Kalatar
    Region 136+135+132+157+159+158+161+134+160+152+149 (needs Writeup)

    Keeper Jenioliv Polahi
    Dip 7
    Mil 6
    Op 4
    Faith 6
    Int 3


    Actions:

    1:[Military] Invade 151 with 13 Units under Malin with Songspitter.
    (Techs: Bronze, Battle Heralds, Viskari Bows, Saddles, will use Taunted Charge TD, Malin will duel if asked, but not otherwise)
    With these new roads providing a way for militaries to cross across the world easily, controlling one of these at the source is vital to the Defence of Kalatar. Without delay, Malin raises an army to secure it.

    2:[Military 5] Raise a hero 9
    A fighter distinguishes himself in the battle over 151

    3:[Diplomacy] Raise reputation with the Arag 16



    4:[Diplomacy] Raise reputation with Dreamspeakers to 3 18


    5:[Opulance] Buyout Skyclad dancers tp1 140 (pending seeing ownership)




    6: [Opluance] Buyout 158 TP2 Seals 16


    Stats
    New Ruler:NO
    Non-Actions:
    -take no action over SOS recruitment- (lose 1 naval unit)



    Resist all Non-Ancient Ways Conversions, and all buyouts
    LYRE: SNAP


    Embassy Actions:

    News and Rumours:


    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments
    142 TP1: Eagles
    140 TP1: Skyclad Dancers (Under threat by Arag)
    161 TP1: Reindeer
    155 TP1: Wild Horses
    159 TP1 Copper
    131 TP1 Wooly sheep
    132 TP1 Einkorn
    152 tp1 Timber
    139 Tp2 Mountain Dragons
    169 TP1 Ginger
    136: City: Holan: Musical Instruments

    2 Treasure generated per turn
    Embassy:
    CAW
    SHA
    DAN
    UZI
    Stone blooded Kharnate
    ARK
    SCR

    Claims: 131, 149

    HO: The Herald 136 AW
    Fountain 159 Children

    Fortress:136
    City: 136

    Cultural Identity: Bonus to Epic Questing (Perm)
    Allegratic merchants: Bonus to Buyouts
    TD: Taunted Charge (+1. +10% enemy)

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


    Song Magic commences in Kalatar!: No Mechanical effects: With SAN's agreement (or another who knows the magic), or holding the Chime of the Winds, other powers may complete a Faith Great Project to also have Song magic spread to them.

    \
    Orgs:
    Dreamspeakers: Rep 2, fav 1
    Sentinels of Stone Rep 2, 1 favour
    Truthseekers: Rep 0, 1 favour
    SOW, rep 1
    Arag Rep 1
    https://www.familyecho.com/?p=WI66X&...50599954769564
    Technology: Masonry +1 resist raids and sacks
    Irrigation +1 stabalisation
    Animal Husbandry +1 Op and Dip Exploration
    Writing (CAW) +1 Conversion defence with same alphabet
    Pottery: +1 to buyouts
    Sailing
    Bows +1 to battle
    Song of the Wind
    Bronze
    Wolf Riders
    Battlesmithing
    Battle Drums
    Song of the Sea
    Saddles
    Thin-blooded elixer
    Celestial Navigation
    Mountaineer Clothing
    Arctic Survival
    Composite Bows
    Stage Plays
    Crab Claw Sails
    Treasure ships
    Cloud Striders
    Advanced Masonry
    Coinage
    ALL CURES FOR PLAGUE
    Recursive Bow
    Equestrianism
    Mechanical Joints
    Strife Catchers
    Military Organisation
    Battle Heralds
    Strife Catchers
    Arag Translation

    The Lyre of the Temperamental Song
    Songspitter
    Units: 16/18
    Navy: 5/More

    Treasure: 6

    Heroes: Malin the Archer 10
    Hinarah the Rider (guardian Blood) 9


    Required Resource: Animals met)
    Last edited by Tentreto; 2021-09-25 at 11:01 AM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  22. - Top - End - #1192
    Ettin in the Playground
     
    Jade_Tarem's Avatar

    Join Date
    Sep 2006
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    Default Re: Empire 6: Embers of Dawn IC

    The Solais Empire: Round 29 (Year 113-116)


    Actions:

    [Diplomacy]: Contribute one action to building a DSP Tavern in Region 75. (3/3)

    [Diplomacy]: Raise Reputation with the Students of Wonder from 1 to 2. (Success)

    [Military]: Raise 2 Naval Units out of Dun Salainn

    [Military]: Cu Banrigh assists the Dannu in their Epic Quest against the Salt Demons. (Success)

    [Military]: Conquest. The unification of Southern Tarandi begins now.

    Invade Region 174
    Route: 139 -> 143 -> 144. Rauri does not stop to conquer any regions that she clears of units on the way to 174.
    Units: 17 Land
    Leader: Rauri of the Phoenix (+9)
    Technologies:
    • [Special Materials T1]: Bronze (+1 Battles, -1 Leader Loss)
    • [Armor T1]: Uzii Battlesmithing (-10% Casualties)
    • [Ranged Weapons T3]: Three Winds Bows (+2 Battles, +1 Tactical Maneuvering, -1 Enemy Leader Loss)
    • [Cavalry T3]: Alodite Cataphracts (+2 Battles, -10% Casualties)
    • [Scouts and Logistics T2]: Military Organization (+1 Battles, +2 Tactical Maneuvering)
    • [War Beasts T1]: Cloud Striders (+10% Enemy Casualties)
    • [Fortifications T1]: Claws of the Draz (+20% Enemy Casualties when Defending) (Does not apply to this Invasion)
    • [Combat Drugs and Medicine T1]: Glimmer Woad (+1 Battles)

    Tactical Maneuver: Way of the World (+1 to Battles, +10% enemy unit losses)
    Duel: Rauri is setting up to use the Red Storm/Gleaming Quiver and cannot Duel.
    Other:
    • The Way of Eauden's metal magic provides +1 to the Battle roll.
    • Solais forces march under the enchantment of the Iron Star, granting +2 to Battle and +1 to Leader Loss.
    • Solais alchemists bring knowledge of the Gate of Life, granting +1 to Leader Loss and -10% Casualties.

    Total Bonuses and Effects:
    +36 to the Battle roll (+9 Hero, +17 Units, +7 Tech, +3 Magic).
    +6 Tactical Maneuvering roll (+9 Mil, +2 Military Organization, +1 Three Winds Bows, -4 Army Size, -2 Red Storm + Gleaming Quiver).
    -30% Casualties from tech and alchemy.
    +10% Enemy Casualties from tech.
    +4 Leader Loss from Bronze, the Iron Star, the Gate of Life, and Students of Wonder Reputation
    -1 to Enemy Leader Loss roll.
    TD could provide +1 to the battle roll and +10% enemy casualties.
    Army is crossing Mountain Borders, granting enemy forces +4 to Intercept, Tactical Maneuvers, and the Battle itself.
    -2 Enemy Units prior to battle start, potentially ending the battle before it begins.


    [Opulence]: Buyout TP2 of Furs in Region 115 (Success unless contested)

    [Opulence]: Support the Students of Wonder in their Studies of Perfection Great Project.

    Rolls can be found... here.

    Non-Actions:
    Passively raise 4 treasure.
    Resist all unauthorized Buyouts and Conversions.
    Authorize and Support all conversions to the Way of Eauden.
    Artifacts not in use will be kept by the two Holy Orders within SOL territory. (Ring of the Phoenix kept in 145, others in 113)
    Set Glimmer Woad's benefit to +1 to Battles.
    Refuse to gift a naval unit to the SoS.
    Support the Traditionalist TSR.
    Go 3 favors into debt with the TSR to make the Shadow Under the Stars cultural identity permanent.
    Permit the Stoneblood Khanate passage through Solais lands en route to Region 115.

    Embassy-Based Non-Actions:
    Accept all incoming techs from the Dannu-Gaon (DAN).
    Accept Mountain Access from the Dannu-Gaon (DAN).
    Accept all incoming techs from the Alodites (ALO).

    Spoiler: Book Keeping
    Show
    Ruler Stats for Kylara the Ivyreach, High Thane
    Diplomacy 7, Military 9, Opulence 9, Faith 7, Intrigue 10

    Expected Stat Increases: Diplomacy +1, Military +1, Opulence +1

    Spoiler: News and Rumors
    Show
    WIP
    Last edited by Jade_Tarem; 2021-09-25 at 11:46 AM.
    Amazing Zealot avatar by Elder Tsofu.

  23. - Top - End - #1193
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC


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

    Actions
    Rolls

    [Military 5] Raise a Hero: Vessa of the Two Paths


    [Military] Train with Alexios Matji Khetra
    Use Liege Score, spend Treasure


    [Faith] Convert 215 to Way of Green
    Spend treasure


    [Faith] Convert 227 to Way of Green
    Spend Treasure


    [Military] Support the Sentinel recruitment


    Nonactions
    Spend a Treasure to resist loss of SoS reputation if necessary.

    Support conversions to Way of Green
    Resist everything else.

    Vygra Embassy
    Accept Wonder Workshops, Scythed Chariots, War Elephants, Arag Translation, and Military Organization

    Scrimthun Embassy


    News and Rumors



    Spoiler: National Info
    Show
    Units: 11/12 land, 3/6 sea
    Treasure: 5/5 (+2 per round)
    Heroes:
    Kata the Fatherless (7)
    Relics:

    Spoiler: Technologies
    Show
    Name Effect Requires Usable? DSP?
    Advanced Masonry +1 resist Raid and Sack None Yes No
    Advanced Poisoning +1 theft, assassination, kidnapping, incite betrayal, and related Secret Actions Medicinal/Poisonous plants No No
    Animal Husbandry +1 to Opu and Dip explore None Yes No
    Arctic Survival May cross arctic borders Lumber Yes Yes
    Bronze +1 battles, +1 leader loss Copper, Materials slot Yes No
    Caravanserai +1 resist Raid and Sack Masonry, Stone or Clay Yes Yes
    Celestial Navigation Cross additional deep water border and -1 distance loss over water None Yes Yes
    Coinage +1 resist buyout against those without coinage, +1 buyout if you have gold or silver None Yes Yes
    Comet Phylacteries +2 leader loss rolls Comet Shards, Medicine slot No Yes
    Composite Bows +1 battles Hooved Animals, Ranged slot Yes Yes
    Crab-Claw Sails -1 distance loss, increase deep water transport by 1 Sailing, Logistics slot Yes Yes
    Djinn Contracts May spend 1 Treasure to make a secret action difficult to track Writing (Kagahara), Coinage, Magic Catalyst Yes Yes
    Eleftherian Diplomacy New non-dynastic rulers get +1 to two stats their predecessor had 8 or more in Writing Yes Yes
    Equestrianism -10% casualties Horses, Animal Husbandry, Cavalry slot Yes Yes
    Feathered Capes May contribute an extra hero to quests without extra actions. Feathers, Armor slot. Yes Yes
    Increased Defense Budget May spend 1 more treasure on a battle, +1 to battle for every 2 treasure spent Gems or Precious Metals, Logistics slot No Yes
    Irrigation +1 Stabilize None Yes No
    Masonry +1 resist Raid and Sack None Yes No
    Mechanical Joints +1 Buyouts and Opulence Exploration None Yes Yes
    Mountaineer Clothing Can cross mountain borders Furs and Hides Yes Yes
    Off-Track Betting When spending treasure, you may roll 1d6. On 1, no benefit. On 6, +2 instead of +1. None Yes Yes
    Peltae +1 to Battle Wood, Armor slot Yes Yes
    Pin-Tumbler Locks +2 to resist theft, kidnapping, assassination Bronze Yes No
    Pottery +1 Buyout None Yes No
    Public Education +1 new non-dynastic ruler Opulence if previous ruler had at least 4 Opulence Eleftherian Democracy Yes Yes
    Recurve Bows +2 Battle Composite Bows, Hooves, Ranged Slot Yes Yes
    Saddles +1 Battle, -10% casualties. Cavalry tech, Animals, Cavalry Slot. Yes Yes
    Sailing May cross deep water None Yes Yes
    Seekers May cross deep desert Nahkla Stone No Yes
    Stage Plays +1 Stabilization Refreshments Yes Yes
    Steering Oars +3 TM in naval and coastal battles Sailing, Cavalry Slot Yes Yes
    Song of the Sea Cross 1 additional deep water border. +2 Leader Loss in naval battles Sea Creatures, Animal Husbandry, Sailing, Logistics slot. No Yes
    Song of the Wind +1 Sea exploration, cross 1 additional deep water border. Flying Beings, Animal Husbandry, Sailing Yes Yes
    Thin-Blood Elixir +1 to battles and Quests against Gluttonous Shadows Medicine slot Yes No
    Three-Wind Bows +2 to Battle, +1 Maneuvering, -1 enemy Leader Loss Recurve Bows, Viskari War Bows Yes Yes
    Towers of Light +2 resist Raids, +1 to Investigate per other with this tech that investigates this round (max +2) Silver, Masonry No Yes
    Treasure Ships +1 Sailing range and can make Trade Routes over deep water None (?) Yes (?) Yes
    Uzii Battlesmithing -10% casualties Hard Metal, Armor slot Yes Yes
    Viskari War Bows +1 to battle Wood, Ranged slot Yes Yes
    War Drums +2 tactical maneuvering Logistics slot Yes Yes
    Wheel and Axle +1 Opu explore, overland exploration not limited by adjacency None Yes No
    Wolf Riders +1 to battle Wolves, Cavalry slot No Yes
    Writing +1 conversion resist, +1 conversion against people who have Veramondi Logography None Yes No



    Trade Posts:
    Cacao: 218.C, 218.1
    Copper: 282.3
    Flamingoes 229.C
    Orichalcum: 245.1
    Quaggas: 230.1, 230.2
    Rice Wine: 228.1
    Stone: 213.1
    Timber: 192.1
    Wild Asses 212.1

    CIs
    Practiced Debate: 2d8 on Conversions. (Permanent)
    Friendly Outreach: 2d8 on Reputation Raise

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

    Spoiler: Ruler Info
    Show

    Vari Hadev
    Diplomacy 7
    Military 5+1
    Opulence 3
    Faith 4+1
    Intrigue 4

    Descendants and Heirs:
    Hili Hadev - Son
    Hani Hadev - Son

    Spouse:
    Haaru of the Nocturnal Hydra


    Other Family:
    Kata... Hadev? - Nephew
    Karsha Hadev - Niece
    Enavi Hadev - Niece
    Odvar the Fisher - Nephew-in-law


    Last edited by bc56; 2021-09-25 at 01:13 AM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  24. - Top - End - #1194
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
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    Default Re: Empire 6: Embers of Dawn IC



    Mamut Regions 8, 34 Caler Myrfddin



    Spoiler: A moments respite in Caler Myrfddin
    Show





    Spoiler: Merlyn
    Show




    Actions

    1.Diplomacy Press Claim on Region 11 Success!

    2. Diplomacy Raise Reputation with Arag Success!

    3. Military Epic Quest Burying the Past: Ageless Lion leads a Quest assisted by Morgan the Headhunter (Feathered Capes) and a host of other heroes. (Success!)

    4. Military Raise Two Land Units

    5. Intrigue Secret

    6. Faith Convert Region 41 (Succees!)


    Non-Actions:
    - Resist all conversions but support Trinity of Light conversions
    - Resist all Buyouts
    - Resist all quests
    - Accept all gifts/techs
    - Accept all Embassies
    - Suppress Unrest

    Embassy:

    News and Rumors:

    Merlyn's Family Tree

    Spoiler: BOOKKEEPING
    Show


    New Ruler Next Round?

    Military Units 2/7 Land 0 Navy
    - Swarm
    - Dry-Dunes Slaves
    Relics:
    - Ring of the Phoenix (Possessed by Old-Lion)
    - Head of Vagabond
    - Fire-Blossom Scepter (3/3 Charges)
    - Ruin Redleather (Holy Order)
    - True Blood Pool (Holy Order)
    - King's Maul
    - Orb of Annihilation

    Heroes:
    - Ageless Lion, King’s Pride, Conquers Death (Hero 10)
    - Morgan the Headhunter (Hero 10)

    Embassies:
    - Sangar (SAN)
    - Uzii (UZI) THE POWERS OF RUINATION MWAHAHA
    - Dolod (DOD)
    - River Lords (TRL)

    Treasury: 1/15
    Expected Change:

    Technologies:
    Animal Husbandry
    Irrigation
    Writing (Kagahara)
    "Masonry"
    Sailing
    Pottery
    Eleftherian Democracy
    Bronze
    Song of the Wind
    Coinage
    Off-Track Betting
    Arctic Survival
    Advanced Masonry
    Comet Phylacteries
    War Drums
    Uzii Battlesmithing
    Treasure Ships
    Cloud Striders
    Military Organization
    Weighted Dice
    Composite Bows
    Viskari War Bows
    Oricalchum Arrow Heads
    Three-Wind Bows
    Recurve Bows
    Increased Defense Budget
    Crab Claw Sails
    Song of the Sea
    Saddles
    Horned Cavalry
    Wolf Riders
    Cinnabar Warclubs
    Motte and Bailey Castle
    Peltae
    Feathered Cloaks
    Thin-Blood Elixir
    Celestial Navigation
    Cliffstep Riders
    Wheel and Axle
    Mountaineer Clothing
    Towers of Light
    Mechanical Joints
    Restoration Tonic
    Strife Catchers
    All Plague Cures
    Dhraanish Medicine
    Temporary Cultural Identity - Natural Citizenship (2d8 on Pressing Claims)
    Permanent Cultural Identities - Natural Philosophy (2d8 Conversions)

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

    - Special Materials
    - Armor
    - Weaponry
    - Ranged Weaponry
    - Cavalry
    - Scouts and Logistics
    - War Beasts
    - Combat Drugs and Medicine
    - Fortifications
    - Sappers and Siege Weapons
    - Subterfuge

    Trading posts
    Skyclad Dancers

    Agent of Ruin: Every round, two regions adjacent to the Agent of Ruin enter unrest. If the Agent of Ruin is a liege, possesses an embassy, or is faith head, those regions touched by that influence are also subject to this effect. The Agent of Ruin may direct these instances of unrest with a Faith action, by may not target regions already in Unrest. As a special Intrigue action, the Agent of Ruin may roll an opposed Intrigue check against a region they have sent into Unrest. If successful, they inspire a Possessed Rebellion in a region sent into Unrest by their influence. A Possessed Rebellion is led by a Rebel Leader of strength equal to the Agent of Ruin’s Faith minus one, and spawns 1d3+1 Rebel Units. An Agent of Ruin’s regions are permanently in Unrest. However, this Unrest will never progress to Rebellion naturally. Use of the I10 Spark Rebellion functions as normal. An Agent of Ruin gains a +2 bonus to any hostile Intrigue action in a region in Unrest. An Agent of Ruin must take one hostile Intrigue or Military action each round. This bloodlust can be delayed with a nonaction rolling Faith against TN 10, but may not be delayed twice in a row. It is difficult for a kingdom to divest itself from the mantle of the Agent of Ruin. Exorcising the Spirit of the Wyrm requires a TN 14 Faith check, which forever bars the kingdom from regaining the title. While an Agent of Ruin retains the title, they are locked at -3 Rep with the Truthseers, and any action taken in aid of an Agent of Ruin reduces the offending kingdom’s reputation with the Truthseers by 1.

    Miracle, Merlyn's Murderous Magical Dynasty: Agents of Ruin of Merlyn's Dynasty (Or those Merlyn inducts with a Faith action) do not automatically spread unrest and are not compelled to hostile action. Instead, each incidence of automatic Unrest spread by the Agents of Ruin in a Round is negated by a hostile Action taken, negating all automatic Unrest if three hostile Actions are taken. For the purposes of this Miracle, hostile Actions are defined as Raids, Assassinations/Kidnappings, Thefts, Incite Betrayal, Spark Rebellion, Possessed Rebellion, Org Base Destruction, Foment Unrest, Secret Actions of GM Discretion, Purges, Sacks, Battles, Errant Quest, and Epic Quests.
    Last edited by Tychris1; 2021-09-25 at 11:19 PM.
    “I’m a Terrorist not an idiot.” - Me
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  25. - Top - End - #1195
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra Confluence
    Empire - Regions 226, 181, 184, 224, 225, 236, 237, 239, 240, 242, 245, 266
    Vassals - Veramondo, Sewune, Limdimon

    Turn 29


    News and Rumors:
    In the southern icy regions of Kiswa, word begins to spread in tales from village to village of a towering arctic warrior and her exploits. She treads into dark places and far reaches that many dare not, and ventures over far horizons to seek the unknown. She has faced the mighty waters, the strange beasts of the depths, the deep island jungles, and the vast formless plains of ice that rise into mountains like teeth. She is called ‘the Wayfinder,’ her path ever lit by the unquenchable lantern she bears.

    As the tales grow, aspiring heroes and fortune-hunters begin to idolize the figure, striving to uncover lost treasures or find hidden grottos. When word comes that she has been seen among the villages, they flock to the rumored locations. A fortunate few meet the ra, begging to be allowed to serve or apprentice for the chance to follow in her footsteps. After impassioned and persistent pleading, Niharyka relents, allowing the supplicants to expand her small camp. The most capable among them are permitted to accompany her into the field, and she is shocked to find upon their return that even more followers have accumulated.

    Some are delegated to securing supplies, others to watching and warding the camp, and those that count themselves the luckiest - whether chosen, or selected by lot - trek into the unknown with the explorer. By the time Niharyka returns to the Confluence lands, her assorted devotees number in the hundreds.


    Spoiler: Niharyka the Wayfinder inspiration
    Show


    Actions:

    1) [Military] Quest into the Unknown: Niharyka explores using the Wayfinder Lantern - Southwest from 245, South from 248 - (Roll: 18 - Great Success!)
    see News and Rumors

    2) [Military] Recruit units x2 at Utkrshta (2 naval)


    3) [Diplomacy] Stabilize Region 239 (Roll: 21)


    4) [Faith] Seek Aid on Demuri's venture into Nemoikriosus: +2 from Flame-Tempered Soul (Roll: 12)
    Many are the voices that reach out in prayer for the success of this most dangerous venture, most of all those of three souls in direct attunement to the World. Khetra, Varsha, and Bulandi all commune within the Great Iris.

    5) [Military] Epic Quest - Burying the Past: Utttlannn assists Ageless Lion in the Shrouded Isles (Roll: 16 - Success)


    6) [Military] Errant Quest - Demuri, the Weeping Fire quests into Nemoikriosus (Roll: 22 - Great Success!)


    7) [Military] Train Vari Hadev in the manner of Alexios to prepare her as a Shepherd of the World Soul for tempering.


    Non-actions:
    Resist all buyouts unless otherwise specified, and conversions except to Way of Green.
    The Confluence neither discourages nor encourages the naval recruitment of the Sentinels. While they understand the import of the Sentinels' navy-building, and allow any sailors who wish to join them to depart along with a token of resources, they are also consolidating their own navy, ostensibly for the same purpose. (-1 Naval unit)
    Following correspondence with their allies, the Confluence declares its support for the Traditionalist Truthseers. They Vygra have long stood for growth and stability over reckless abandon.
    Spend 1 treasure each on exploration, quest to the Shrouded Isles, and exploration of Nemoikriosus (3 total).

    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Bulandi, Flame-Tempered Soul (Diplomacy 10; Military 10; Opulence 7; Faith 10; Intrigue 7)
    End-of-turn increase: Military +2, Diplomacy +1
    New Leader next turn: No

    Heroes: Demuri, the Weeping Fire, Heir of the Shadow Slayer (9); Niharyka the Wayfinder (10); Utttlannn Ironshell (8)

    Other notables: Fulji Hirana and Sanu-ai; former matji Khetra and Varsha; former fulji Arima; Shaihalu, Kamali, Nepira, Atmayoji; Aolani, Karau, Sanu-ai, Ioteba; Ranee Karsha and Rajah Bhosale; Chieftess Gagalangi; Shire; Jevika, Utttlannn; Manede

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Bronze, War Drums, Mountaineer Clothing, Wheel and Axle, Crab-Claw Sails, Thin-Blood Elixir, Coinage, Composite Bows, Celestial Navigation, Advanced Masonry, Arctic Survival, Uzii Battlesmithing, Stage Plays, Caravanserai, Advanced Poisoning, Steering Oars, Blade Sharpeners, Feathered Cloaks, Eleftherian Democracy, Public Education, Song of the Wind, Song of the Sea, Viskari Warbows, Wolf Riders, Saddles, Recurve Bows, Towers of Light, Cloud Striders, Three-Wind-Bows, Mechanical Joints, Equestrianism, Pin Tumbler Locks, Chariots, Scythed Chariots, Dhraanish Medicine, Seekers, Peltae, Alskan Worm Wrangling, War Elephants, Increased Defense Budget, Strife Catchers, Military Organization, Wonder Workshops
    Cultural Identity: With Open Arms - Raise Reputation; Practiced Debate - Conversion (Vassal); Favour of the Shūvāchē - Duels (Vassal)
    Tactical Doctrines: Butho Horns
    Units: 12/20 Land - 3 Vygra Butho, 2 Hajje Mahout, 1 Elkh-Waden, 1 Tussock Dancers, 4 Wayfinder Devotees, 1 Sentinel Aspirants
    5/6 Naval - Isle Rafters
    Fortress: Utkrshta - Region 224
    Treasure: 6
    Artifacts: Indida Hammer, Wayfinder’s Lantern
    Reputation: SOS (3); DSP (1); TSR (1); SOW (2); ARAG (1)
    Favors: SOS (1)
    Capital City: Farahabi - Vyterrat Region 226
    Trading Posts 17 (+2 income):
    > Buffalo - 222 TP1
    > Copper - 226 TP2, 226 City
    > Elephants - 224 TP1 & TP2
    > Flamingos - 229 TP2
    > Furs and Hides - 237 TP1 & TP2
    > Granite - 238 TP1
    > Healing Herbs - 221 TP1
    > Silver - 247 TP1
    > Timber - 154 TP3, 195 TP2 & TP3
    > Topaz - 253 TP1
    > Tvila Clay - 211 TP1
    > Wild Horses - 289 TP2
    Trade Routes (+1 income):
    > Manticore City to Farahabi - the Kamoe Road - 216 TP1 (Droggen Berries), 231 TP2(Plums), 235 TP1(Hemlock), 236 TP1 (Shale), 225 TP2 (Elk), 226 TP1 (Copper)
    Primary Religion: Way of Green (5HS: +1 to Buyouts; 10HS: Conversion Resistance 2d8)
    Embassies: Veramondo, Lhungho Saar, Sewune, Á'Shansholí, Limdimon
    Vassals: Veramondo (218, 228, 229, 230); Sewune (215, 216, 222, 227, 231, 232); Limdimon (188, 189, 190, 191, 192, 193, 194, 196, 212, 214)
    Other: Song of the Sands (Sikar Translation), Ballad of the Blossoms (Mamut Translation), Serenade of the Snows (Tarandi Translation), Anthem of the Archipelago (Daezirn Translation), Tongue of the Ever-Burning River (Arag Language), Plague Cures (River Fever, Sand Lung, Corpse Plague, Island Fugue, Scale Pox)
    Last edited by Frostwander; 2021-09-25 at 02:20 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  26. - Top - End - #1196
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Default Re: Empire 6: Embers of Dawn IC


    Holy Uldran Empire
    Regions 100, 101, 102, 103, 104, 106, 107, 108, 109, 110, 119, 120, 130
    Tarandi

    Round 29 Actions:

    1. [Military]Aid Danneta-Yvaon with Epic Quest: Burying the Past. (Asif Faris-al-Dahib, 9)
    2. [Military]Raise 2 land units in Halfmoon Den.
    3. [Diplomacy]Raise SoS rep to 3. TN 14
    4. [Faith]Convert region 105 to Way of Eauden.
    5. [Faith]Convert region 121 to Way of Eauden.
    6. [Faith]Convert region 167 to Way of Eauden.
    7. [Faith]Convert region 168 to Way of Eauden.


    Spoiler: 40 HC Bonus Turn Tracking Round 29
    Show

    CURRENT: New Moon: [New beginnings and Potential] +1 to new ruler stat at random.

    Waxing Half Moon: [Momentum and Action] +1 to one Military Action.

    Full Moon: [Blessings and Celebrations] Eauden followers can attempt a non-action seek aid that round.

    Waning Half-Moon: [Transition and Forgiveness] +1 Stabilization Bonus for the round.


    Embassy Actions:
    • DAN:
    • ELF:
    • SHN:
    • CIT:

    Non-Actions:
    • Allow VIS, SOL, DAN passage through my lands.
    • Passive treasure accumulation: +1/round. (3)
    • Resist all unauthorized conversions and buyouts at +1 (SoW Rep).
    • Support all Eauden conversions.


    News and Rumors:
    • The marriage of Takoda of Wolfenhall to Pala-Mak of Danneta-Yvaon is arranged and celebrated, heralding in a new era of Stonesages into the Hiverness noble line.
    • Whispers are heard that Aiyana of Wolfenhall has fallen in love with Augi, Asha's famed musical tutor from Sangar. These rumors are proven to be credible when the pair officially wed.
    • Matsokah's daughter, Shizue, and local Chieftain Fushi, welcome their first child, a daughter named Tonari.
    • Royal cousin Chimalis is vocal about her pride in her husband, Otasois, for his recent accomplishments in Limdimon.

    Ruler info:

    Holy Empress Elu, Beacon of the North.
    Diplomacy 10
    Military 10
    Opulence 5
    Faith 10
    Intrigue 5


    Expected Stat Increases:
    None


    Last edited by PepperP.; 2021-09-17 at 05:26 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  27. - Top - End - #1197
    Bugbear in the Playground
     
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    Default Re: Empire 6: Embers of Dawn IC

    %$#@Turn Twenty Nine





    Jenifu, The Hydran Sovereign
    Dip 6
    Mil 10
    Opu 8
    Fai 10
    Int 5+2


    Actions
    (Tentative)

    Mil Char Leads a fight against the Sword Maiden in Alskan.
    Spoiler: Battle Details
    Show

    +10 Hero
    +14 Units HYD
    + X units LIM
    +1 Regional Garrison Defender
    +7 to-battle Techs
    +treasure (+OTB?)
+3 Tac Doc
-1 enemy leader loss
    +3 allied leader loss
    -30% casualties
    +10% enemy casualties

    If Talis does post and assist, swap Military Organization for Celestial Navigation to help Talis’ Lim Dynasty forces maneuver to get to the battle (-1 to-battle, -2 tac doc)



    Spoiler: War Tech Table
    Show

    Equipped Techs
    * Special Materials (Bronze) +1 Battle, +1 Leader Loss Rolls
    * Armor (Uzii Battlesmithing) -10% casualties
    * Melee Weaponry (Sharpened Weapons) +1 Battles
    * Ranged Weaponry (Three Wind Bows) +2 Battles, +1 Tac Doc, -1 enemy leader loss
    * Cavalry (Chariots) +2 Battles, -10% friendly casualties
    * Scouts and Logistics (Military Organization) (+1 battle, +2 Tac Doc)
    * War Beasts (Worm Wrangling/Cloud Striders) +10% enemy casualties
    * Fortifications (Regional Garrisons) +1 Defender on Defense Action
    * Combat Drugs and Medicine (LIM) (Draanish Medicine -10% casualties taken)
    * Sappers and Siege Weapons (none)
    * Subterfuge (Campaign Grift) +2 enemy distance losses per treasure spent
    Other Bonuses
    +1 Leader Loss from SoW Rep 1
    +1 Leader Loss CotGM

    Mil Raise Naval Unit x2

    Instead of out-and-out criticizing the recruitment of the Sentinels of Stone, the Hydran Empire has chosen to recruit back to its cause. Zezuzu has come back from the eastern queendoms to reside in Marsport, stirring up trouble and many pirates towards their causes. As it so happens, many of these mercenaries stick around afterwards, becoming part of the Royal Navy, leaving it bigger than ever before despite the deserters to the Stones.

    Mil 10: Starblood Salvos
    Spoiler: Pinnacle Tech
    Show
    To consume a thing is to know a thing. To gain its essence. Be imbued with power. This belief, in one form or another, is held throughout the Southern Hemisphere of Ember. The Alodites, and consuming the bodies of their deceased for their intelligence. Partaking of the Great Mother to access her wisdom. Trolls exchanging body parts to grow in kinship.

    Why should this concept be limited to people?

    Through the most moonlit of rites where the wormwood and the snakeborn weave in harmony, the celestial chords were created. Dipped in bloodfire, strung to a glimmering bow, these strings gain the explosive power of a vial, ready to unleash their arrows in a hailstorm literally unimaginable to elves beforehand.

    However, having created such deadly weapons, the far greater task was teaching people to wield them. Overshooting, dropping the bow upon release, surrounding mounts being terrified at the discordant strum. Much of the task is in mitigating the aftershocks on your own army, and even then much finesse is lost.

    Mechanics:
    Requirements: A resource of Bloodfire, Three-Wind Bows, Ranged Weapons slot
    +4 To-Battle, -2 to Enemy Leader Loss



    Int: Side with the Radical faction of the TSR that seems more sympathetic to the other side, and contributing to their project. Probably dependent on getting some extra information +2 / ?X?

    Int: Contribute to the Figures and Theorems Opu/Int project from the SoW.
    Int: Raid Nakhala Stone from the faltering CRO tribes in TP 1. (Does this need a roll?)
    Int: Secret

    Sub-Actions


    Embassy Actions
    Receive the Arag Translation from the Scrim.
    Give the Scrim Djinn Contracts.



    Non-Actions
    Accept all trade gifts (treasures, units, technologies, embassies, etc).
    Resist all Buyouts and Errant Quests not explicitly allowed within HYD territories or of HYD TPs.
    Resist all conversions to religions other than Path Of The Ancient Ones or Children of the Great Mother.
    Support all conversions to Path Of The Ancient Ones or Children of the Great Mother (except where the above applies).
    Resist all thefts, assassinations, betrayals, raids, etc.
    Resist all thefts of the Starcoil Crown with Faith.
    Crown Jenifu with the Starcoil Crown, protecting her with Faith.
    Use my Holy Order to guard the Starcoil Crown and the Obsidian Sapphire with +4.
    Use CotGM CI to resist kidnapping and assassinations with a 2d8.
    Use Trollish Dueling CI for any duel I am forced into.
    If I have no techs listed for a slot for a battle I am participating in, slot in the highest level tech of that slot I have fueled.
    Do not interfere with SoS recruitment, begrudgingly.
    It’s actually a little funny how things work out. There was a time in the distant past where Zora or Oraora would have leapt at the chance to swell the ranks of the Sentinels with Night Elves, pull them out of hiding. But time erodes all optimism, rendering the Lu bloodline bitter and disillusioned with all of the org behavior and shenanigans. At this point Wuuluu wants to refuse them outright for the spite she feels, but Jenifu advises her that the time is not yet right. Best to stay in their good graces for now. They fight, from Jenifu’s perspective, a common enemy.
    Spend two treasure with the Obsidian Sapphire to save Maat from the perils of questing against the Salt Demons, changing his 11 to a 12.

    [spoiler-Rumors and News]

    [/spoiler]

    Spoiler: Important Characters
    Show

    Zora Soulsilver
    The first leader of the Nocturnal Hydra. Formed them into a Great Kingdom, went into isolation to study Worm Breeding. Has been discontent with the affairs of the queendom, but cannot argue with the wild success Wuuluu has wrought (a successor she herself wormed into office). In a relationship with Aqua, and despite Zora being older and less physically elite, is most definitely the top. Literally, physically, cannot feel fear.

    [u]Liyae[u]
    A strong woman, wrestler, cannon type hero. Hunts, believes in the good spirit and faith of things. Genuinely likes heroism and strives towards those goals, unlike the Royal Bloodline, who give it some lip service while holding their highest service to themselves. In a relationship with Aesira, tangentially stops Aesira from losing herself. All around very skilled in fights and a veteran for a hundred years.

    Mars
    Alodite veteran from the Sentinels of Steel who fought bravely against the Consumed and Gluttnous Shadows. Fights Fought with black iron tipped arrows and upon horseback. Worked to help the Sentinels be more willing to open their doors. In her younger days a player who flirted with many girls, but as time went on (and especially after her retirement due to self immolation to take down the consumed Oraora) settled on a relationship with mostly just Saturnae, teaching archery and military to the next generation of elves in a city named in her honor.

    Saturnae
    Mars’ babe. A side girl who faked it until she made it. One of the prime forces behind the creation of Celestial Navigation, with a real knack for finance and map making. Her and Mars take a place up within the inner walls of Marsport, plus plenty of walks along the beach. Now-a-days she can actually beat Mars in a swimming race for real, but mostly because Mars’ crippled body needs to be hauled back to the boat after their swim.

    Char
    Hat wearing fashionable lass who can talk to animals. Has tamed a Simurgh, a giant Alskan Worm, and much more. Leads them into battle with a twinkle in her eyes. Has an open secret identity as Red, a famous champion in the Beast Ring Fighting Circuit. Goes on many adventures and has a much more lassie faire attitude towards just about everything.


    Wuuluu
    Failed in her early years due to incredible talent but a Luck Stat somewhere in the negative nineties, she was sent to the Truthseers Tower by Zora to study there for eight years. After coming back and succeeding in the colonization of what is now known as Dubwul in large part due to her divine favor, she set upon to follow the Truthseer Teachings and start her own bloodline. Having a harem of Naherin ladies as her consorts as a blatant lesbian, and using their nearest relations to get pregnant, she sired seven children, scaled each with a different color. Made the Hydran Armies far more mercenary, but swelled to impossibly large strength and assured safety in the coastal trade routes.

Caught the plague in the eighties, tentatively ‘died’, but her soul remained tethered to this world through the use of the Starcoil Crown. Came back with the descent of a speck of the South Star, and now resides in the Archives as a very obvious divine hand helping guide the Nocturnal Hydra to greatness. Her personality in younger life was studious and hard working but also incredibly self indulgent, and being cast to wander the afterlife has hardened her into a gleeful but serious woman with a bronze clad determination to live.

Jenifu
    The current Hydran Sovereign (as of turn 28, 312 AFD) and the second child of Wuuluu. Sapphire Scaled, the Shard of Cognition. Low talent, but has a powerful work ethic which has placed her in high regard. Helped whip the armies into shape, formed the Clergy to focus on a spiritual side. Later, having joined Cult of the Great Mother, she refined this to be part of their church, changed by their milkmen as she and the South Star change that religion in turn.

    Has a tendency to get kidnapped, and has kitties from her time spent away from home. Raised up Joy and kept her alive while she was weak and near death. Helped institute Simurghs as a mainstay of the Hydran Empire, and they now are a way for the elite to get around. Devout, but innocent. Wise, but emotional. Self preserving, yet selfless.

    Zezau
    The Shard of Cleverness. Off within the Sewune Lands as their queen, and known for interesting tactics in war. Still somewhat connected to the rest of her royal sisters despite her political games and dances on the far side of Kiswa. Sly and enjoys pretending she knows more than she does, especially when she does in fact know too much information. Doesn’t want the world to end, and has genuine feelings of affection for her husband, for all that the political scheming would say otherwise.

    Joy
    The Shard of Spirit. Spent her entire childhood and first decade of adulthood never so much as having left the palace due to her medical condition, and after freed from that jovially traveled the world on winged beast to see all the continents have to offer. Very much a wild child and could go the wrong way if misguided. Tried her hand at managing the empire for a few years while Jenifu was kidnapped, and this was regarded as A Mistake to never be spoken of again. A very good fighter, using holy simurgh feathers to improve her body to near perfection, and give her the ability to leap and bound like she floated on the moon.

    Aqua
    A humble basket weaver that pratfalls into greatness. A hungry devout cleric of the Path of the Ancient Ones, helping found a Holy Order in Marsport that serves as a bakery for peoplt to try things. Goes on wild crusades to chomp at everything in sight. Possesses the Star Sight, the ability to see into the spirit realm, by blinding herself to ordinary visions. Very manic and very much a act-before-thinking type lady. Tried to kill Zora Soulsilver in a duel, got her ass kicked, and is now in love. Especially with the regular beatings. One day, she’ll dine on that most amazing Night Elf Queen.


    Spoiler: Important Characters Post-Mortem
    Show


    Oraora
    A dminimuwtive midget of a Night Elf / Orca half breed. he first successor to Zora Soulsilver. Defended the realm well, even if very militarily focused, and died in a campaign to stop the Blightspawn over on the Eastern Colony Shores. A plot set up by Wuuluu to lure her too deep into their caverns on a fighting crusade, Zora’s chosen heir, so she could take the throne. Returning as the Consumed Oraora, a blighted fly leading a swarm of other blighted flies. As remembered in history, the tale of a hero gone so wrong.

Trelau
    The Shard of Valor. A perfect child in every way, one who was set up with the full ritualistic blessings of Wuuluu to become the true heir. However, she died in the act of saving her mother from a plotted assassination by Djinn, an act that her mother has still yet to forgive Karael the Crow for. Despite having headbutted him to crack his head open, being saved by Nefertiti, he yet lives and evades, while the lost potential from this child stays such forever.






    Armies and Coffers of the HYD
    Spoiler: Army, Treasure, Favors
    Show

    Heads of the Hydra: HYD, NAH, TRL
    (+2 to ruler turnover, +2 to land unit cap)
    Owned Regions:
    Cs 280, 281, 282, 283, 289
    nCs None
    Ck 204, 265, 268, 203
    nCk 263, 256
    Regions In Unrest: None

    C11, NC0, V2 (3-1+C N) (6-2+(2*(C+NC))+V A)

    Coffers: 8/20 Treasure, 8+2-1/13 Naval Units, 14/28 Army Units
    Trading Posts/Cities Controlled: 21/2 trade posts
    Favor/Rep Status: 1/2 with SoS, 1/2 with DSP, 1+1(2?)/2 with TSr, 0+1/2 with SoW

    Changelog For 26
    +3 treasure passive
    -3 treasure spent this turn
    +2 Naval Units Gained
    -1 Naval Units Lost
    +? Favors Gained with DSp and SoW
    -0 Favors Spent with the SoS
    +? Rep Gained with the SoW
    -0 Rep Spent with the xxx


    Spoiler: Owned TPs
    Show

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

    90/2/Snow Leopards
    256/2/Timber
    263/2/Bamboo
    264/1+2+3/Sapphires
    271/1/Moose
    278/2/Bloodfire
    280/1/Flavored Water
    282/1/Copper
    288/1+2/Water Buffalo
    289/City/Wild Horses
    293/1/Simurgh
    299/3/Clay
    302/2/Ashiran Horses


    Spoiler: TPs in Owned Territories
    Show

    Table
    280 Fla Wat HYD/ALO/NAH
    281 Alskan Worms ALOOpen/XX
    282 Copper HYD/ASH/NAH
    283 Maize ALO/Open/XX
    289 Wild Horse SEW/VYG/ALO/(HYD)

    256 Timber Open/HYD/XX
    268 Sea Food Open/XX/XX
    263 Bamboo NAH/HYD/XX

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


    Spoiler: Techs/Bonuses
    Show
    Total Tech List: All Default Techs, Comp Bows/Viskari Bows>Recurve Bows>Three-Wind Bows, Equestrianism>Saddles>Chariots, War Drums, Bronze, Sharpened Weapons, Crab Claw Sails, Celestial Navigation, Worm Wrangling, Uzii Battlesmithing, Campaign Grift, Increased Defense Budget, Military Organization, Regional Garrisons
 [Thin Blood Elixir, Feathered Cloaks]


    Coinage, Wheel and Axel, Seekers, Advanced Masonry, Thin Blood Elixir, Caravanserai, Arctic Survival, Feathered Cloaks, Mountaineer Clothing, Stage Plays, Advanced Poisoning, Djinn Contracts, Treasure Vaults, Cloud Striders, Mechanical Joints, Strife Catchers, Treasure Ships, Off-Track Betting, Wonder Workshops



    Flowerlands (Mamut) Codex
    Blightlands (Kiswa) Codex
    ?????? (Tarandi) Codex


    Cure for Sand Lung, River Fever, Scale Pox, Corpse Plague To-get: Island Fugue (All plagues cured)


    Spoiler: War Tech Table
    Show

    Equipped Techs
    * Special Materials (Bronze) +1 Battle, +1 Leader Loss Rolls
    * Armor (Uzii Battlesmithing) -10% casualties
    * Melee Weaponry (Sharpened Weapons) +1 Battles
    * Ranged Weaponry (Three Wind Bows) +2 Battles, +1 Tac Doc, -1 enemy leader loss
    * Cavalry (Chariots) +2 Battles, -10% friendly casualties
    * Scouts and Logistics (Military Organization/Increased Defense Budget) +1 Battle and +2 Tac Doc/+Money)
    * War Beasts (Worm Wrangling/Cloud Striders) +10% enemy casualties
    * Fortifications (Regional Garrisons) +1 Defender on Defense Action
    * Combat Drugs and Medicine Thin Blood +1 to Quest/Battle with Blightspawn
    * Sappers and Siege Weapons (none)
    * Subterfuge (Campaign Grift) +2 enemy distance losses per treasure spent
    Other Bonuses
    +1 Leader Loss from SoW Rep 1
    +1 Leader Loss CotGM


    Spoiler: Hero Titles
    Show

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

    Last edited by Epinephrine_Syn; 2021-09-26 at 01:30 AM.

  28. - Top - End - #1198
    Orc in the Playground
     
    D&D_Fan's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Great Soreni Kingdom - Round 29
    Leader: King Valrek Sekthel
    Scores: D10 | M10 | O10 | F7 -> F8 | I2
    Heroes: Heskrath the Soulreaver
    Regions Controlled: 11 (261, 308, 309, 310, 311, 318, 319, 322, 323, 324, 325)
    Trading Posts Controlled: 4
    Treasure: 6
    Land Units: 14 (?), Naval Units: 0 -> 2
    Technologies Discovered: Animal Husbandry, Irrigation, Masonry, Pottery, Sailing, Writing, Bronze, Mountaineer Clothing, Wheel and Axle, Arctic Survival, Comet Phylacteries, Orichalcum Arrowheads, Uzii Battlesmithing, Advanced Masonry, Coinage, Celestial Navigation, Caravanserai, Composite Bows, Treasure Vaults, War Drums, Unknown Opulence Technology
    State Faith: Trinity of Light
    Artifacts in Possession: The Blackclaw


    Actions
    [MIL] Assist Ageless Lion on Quest 'Burying the Past' 19 (Heskrath the Soulreaver)
    [OPU] Explore S-309 19
    [FAI] Astronomy Project 9/10
    [FAI] Convert Holy Site Cricae (Region 318) to Trinity of Light 16
    [MIL] Recruit 2 Units (Naval Units)

    Special Actions
    [MIL] Invent Technology - Iron

    Non-actions
    Opulence Technology
    Last edited by D&D_Fan; 2021-09-25 at 11:06 AM.

  29. - Top - End - #1199
    Troll in the Playground
     
    NecromancerGirl

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    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: obsoleted. See new post
    Show
    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 3- the Avicennians secure a source of glass from Citallo with a Trade post buyout

    Opulence 4- Pearls! Why do we not already have this!? Now we do, from the unnamed region 84. (Trade post buyout)

    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?
    Last edited by Feathersnow; 2021-09-24 at 09:21 AM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  30. - Top - End - #1200
    Barbarian in the Playground
     
    Silent_Interim's Avatar

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    Somewhere South of Hell

    Default Re: Empire 6: Embers of Dawn IC

    Organization Actions
    Round Twenty-Nine


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

    Current heroes:
    Idris of Sikar (9)
    Valens of Tarandi (9)
    Taai of Tamago (10)
    Mildothur of Daezirn (10)


    A mere handful of nights before his vanishing alongside the Honeyed Child, Alexios ventures high into the mountains, bringing Merlyn with him, to swear the Ruinarch to ancient oaths sworn by many before. When they return, a new kind of fire blazes in their eyes and heart- not displacing the Wyrmfire that they embody, but augmenting it. Their every motion seems more fluid and powerful, and they walk with the surety of one who has not only endured hardship but knows that they will do so again, and will emerge victorious over any challenge, still burning brightly.

    Merlyn becomes a Flame Tempered Soul! A Flame Tempered Soul gains a +2 bonus to resist Assassinations and Kidnapping, a +2 bonus to Duels and Event Rolls, and a +2 bonus to all leader loss rolls they are involved in. In recognition of their devotion, the Flame Tempered Soul attracts an elite bodyguard of Sentinel Aspirants, gaining 1 Unit that automatically replenishes if lost in battle but will only fight if the Flame Tempered Soul is in command. In addition, the Flame Tempered Soul may attempt a Faith action to empower Heroes questing against Blightspawn in their area, acting as a Seek Aid that applies only to Quests against Blightspawn and provides a +2 bonus. These benefits pass to the Flame Tempered Soul’s successor so long as the current Flame Tempered Soul takes a Diplomacy action in their final round to induct their successor into their oath. All benefits of being a Flame Tempered Soul immediately and permanently disappear if they ever knowingly aid the Blightspawn.

    As in years past, a grand ship of the Sentinels sails south from the grand fortress to a kingdom of Kiswa, but much has changed since this first happened a century ago. For one, it is no mystery where it sails from, the waters and lands from the beginning to the end of the journey being well-charted by the New Kingdoms in the many intervening years. For another, the ship moors along the grand river and its passengers disembark, riding Southeast to the court of the Veramondi.

    But perhaps the most important difference is that the figure who comes to speak with Vari Hadev is not the towering, imposing bulk of Alexios, but merely an ordinary man, albeit a moderately tall, reasonably broad-shouldered one. He kneels before Vari before he begins to speak. “We regret that, despite your clear loyalty to our cause, Alexios cannot come before you today. Truth be told, we do not know where he is. Fear not, for I am certain that once he has returned, he will come here straight away; and until then, I will see to it that we undertake whatever services you should require.”

    As Shepherd of the World Soul, Vari Hadev would normally enjoy the services and attention of Alexios the Undying, but due to his absence, a replacement will serve instead. Veramondo gains the services of Taai of Tamago (Hero score 10) until Alexios returns, and Vari Hadev may spend a special Military action and train to prove worthy of the Riddle of Steel alongside any existing Flame-Tempered Soul, provided they also take a Military action to enact this training. This is a TN 14 roll as normal.



    Mustering a Grand Fleet – In years past, the Sentinels called upon the force of arms of their neighbours to defend the world with. But now, their recruiting practices become not only more aggressive, but significantly more urgent. In docks and ports the world over, recruiters for the Sentinels appear offering training, a chance to serve your people and your world, and substantial pay to the families of those who join. When asked for proof, they present chests full of treasure collected years ago from kingdoms the world order. The offer is tempting, and the ships of the Sentinels sail away with many of the best and brightest of navies the world over.

    [The Sentinels begin gathering naval units from across the world. All kingdoms at rep 0 or higher with at least one naval unit are given the choice to refuse, ignore or encourage recruitment. Those that refuse as a non-action lose one reputation with the Sentinels. Kingdoms that wish simply to ignore recruitment lose 1 naval unit, and experience no further benefits or consequences. If a kingdom wishes to encourage recruitment, they may do so as a non-action, losing 2 naval units and gaining 1 treasure, or as a Military action, gaining 1 treasure and 1 SOS favour but losing 3 naval units. Kingdoms must have enough units to lose in order to gain the benefits of encouraging recruitment. Duration: Immediate.]

    Kindred to Flame – The peaceful resolution to the conflict between the New Kingdoms and the Arag is met with sighs of relief across the face of Ember. The Sentinels come to the entrances to the Arag's underground strongholds bearing gifts and news for the people of the depths, as well as to trade techniques and gossip with another group so dedicated to the fight against the Blight and so versed in understanding of the World Soul.

    [The Sentinels of Stone raise their reputation with the Arag. Duration: Immediate.]

    A Hunt for Honey and Stone – Although the evidence suggests that Alexios is almost certainly unharmed by his encounter with the Honeyed Child, the fact remains that he is still missing, albeit presumed indisposed rather than dead. The Sentinels scour the face of Ember searching for him, and there are many sleepless days and nights for their aspirants as a manhunt across the whole of the world begins.


    Standing Offers
    • None.



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


    Rejoice in Light – Since the days of the False Dawn, the Dream Speakers have been subtle slaves to the will of a tyrant, though they knew it not until a few decads ago. In his blazing arrogance they found a subtle pull, and even with the assistance of the Keepers of Fables, they did not conquer it, merely subdued it and found ways to fight its immense gravity. But now, the Dolod have given of their will to shield the Dream Speakers from the view of the ancient taskmaster. It is uncertain as yet if this has worked completely, or even at all, but many among the order celebrate the beginning of yet another new dawn for the Twilight Sighted.

    [For their great service to the Dreamspeakers, although its success remains uncertain, the Dolod are no longer locked at Rep -3 with the DSP while still able to retain the benefits of being Twilight Pioneers. In addition, they immediately rise to rep -2, though in the wake of a century of animosity it will still require further effort on the part of the Dolod if they wish to build genuine trust and not a mere lack of deeper hostility. If another kingdom sinks to rep -3 with the DSP, they will find a different path to the one the Dolod walked all those years ago. Duration: Immediate.]

    A Home At Sea – The Daezirn Isles are doubtless home to countless wonders, and a range of cultures with practices fascinating to the world. At least, the Dream Speakers assume that this is so. Unfortunately, there is nowhere in those waters that they can call a safe harbor, even with the lands controlled by the Keepers of Fables there. To correct this regrettable state of affairs, they request the assistance of the kingdoms of the Isles in constructing such a home.

    [The Dream Speakers request the construction of a Speaker’s Tavern in the Daezirn Isles. Kingdoms may gain 1 favour for contributing an action to construction, and the host kingdom gains 1 reputation with the DSP. If multiple Taverns are completed in the same round, all kingdoms hosting them gain 1 reputation. Duration: Until a Speaker's Tavern is constructed in the Daezirn Isles.]

    Twins in Shadow – Though the new resurgence of the Mockeries in Kiswa is alarming to all, the Dream Speakers have more to fear from this than others. They know now that their own order was an unwitting servant to the nameless prophet the Abiherists have sworn themselves in service to. The reform of the order was not enough to stop their critics and enemies from tarring Dream Speaker and Mockery with the same brush, and this seems likely to worsen the issue. So they must take swift action- but what action? Though this is their battlefield, the Dream Speakers have not had to fight a foe such as this one in earnest before, and so they hesitate, locked, for now, in indecision.

    Standing Offers
    • The Dolod gain a +2 bonus to Raise Reputation with the Dream Speakers until they take another hostile action against the organization.

    • The Dream Speakers will Seek Aid for any kingdom of Reputation 2 or higher attempting to cleanse a region of the Revenant Ash as a Non-Action request. A kingdom of Reputation 1 or lower may spend a Favor for the same effect.



    The Truthseers
    Spoiler
    Show

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


    To the despair of the Truthseers, the Night Kingdom insists on shielding the forces of Ruin from the consequences of their actions, insisting their ultimatums and threats are reason and logic. Unwilling to bargain with Merine, they withdraw at the last moment from their tower in Ura Rankalore, evacuating in the space of a single night. As they flee, they watch the tower fall, some weeping for what has been lost to the ravages of the Nemesis, this which was once the center of their power, brought now to ruination at the hands of the ignorant.
    And late at night, Merine feels the pressure at her temples, of something pressing, calling out to her. A force beyond her comprehension, though she must know what it is. The only thing more unsettling than waking is the dreams, of chains and gore, of infinite fields of scorched black earth, and she cannot help but feel the will that tells her, this is good, this is right. When she wakes, she knows that this path has been walked by others before her, and she knows what she must do if she wishes to follow it.
    Having become another Nemesis of the Truthseers, Merine of the Night Kingdom begins to suffer visions brought on by visitation from restless spirits. There is little mystery as to what these might be, for the path she must take has been prepared for her, but should she decide to follow these visions deeper, she may attempt a TN 14 Faith check to commune with the spirits actively.



    Dissension – In years past, a group of extremists among the Truthseers sought to turn the Wyrm and the Blight against one another. Their plan went into action, and though it perhaps did not have the desired consequences, the extremists felt justified in their path. Inevitably, the strain of extremism spreads, as those sympathetic to them become more and more radical in their rhetoric when speaking in the internal disputes of the sisterhood. Despite the best efforts of the crones who lead the sorority, cracks begin to form, and it is only because the Truthseers are more organized and committed to a vision of order that they do not fall to open civil war like the Dream Speakers did in years prior. Even so, two factions emerge, the Traditionalists and the Radicals. The Traditionalists cleave to the old ways, calling the Radicals foolhardy rabble-rousers who do not know the powers they may meddle with and whose arrogance will be the end of the order. The Radicals push for reform and progress, deriding the hidebound Traditionalists as weak and insufficient to support the New Kingdoms and the Regents in this new age. Many lie between these two extremes, but gradually each push and pull at these neutral parties, trying to eke out political advantage over the other.

    [All kingdoms with TSR rep 1 or higher, or kingdoms with rep 0 and at least one Windowless Tower in their territory, must choose whether to support the Traditionalists, the Radicals, or to remain neutral. All Towers in the territory of a kingdom that chooses one side will become aligned with that faction of the Truthseers. Towers in neutral territory will have their alignment selected randomly. The headquarters of the Truthseers will remain neutral, though both factions vie for it- there are some protocols and procedures that cannot be overturned easily. Kingdoms may be able to change their decision later, but not without cost or consequence, and those who remain neutral will not be trusted fully by either side. If a kingdom does not make the choice, they are assumed to remain neutral for now.]

    Shaping the Course – The Truthseers take the long view. It is one of their strengths, a point of pride. And when you take the long view, you learn how to shape certain… trends. The Truthseers have already insinuated themselves into the halls of power the world over. It is simple enough to make adjustments to those places, and it seems that there is a need for allies in this time, as distrust begins to bloom even among sisters.

    [Kingdoms with at least rep 0 may spend 2 TSR favors (or go up to 2 favors into debt) to have the Truthseers manufacture a Cultural Identity for them. Kingdoms with a current non-permanent Cultural Identity may instead spend 3 favors (or go up to 3 favors into debt) to make a Cultural Identity they have permanent. These options are only available to those kingdoms that choose to align themselves with the Traditionalist faction of the Truthseers. A kingdom of rep 0 may accept one of these offers to align themselves with the Tradtionalists. Duration: Expires after round 30.]

    Playing with Fire – Though they do not speak of it, the Truthseers have always held access to deeper mysteries and lore than they let on. Even the Radicals will not touch some of these… but others are simply waiting to be uncovered and applied. Reaching out to those willing to pursue less certain paths to progress, they ask for aid from the New Kingdoms, requesting that they send mystics, alchemists, and investigators to aid in their quest for knowledge and power against the enemies of the Truthseers.

    [All Kingdoms aligned with the Radical faction of the Truthseers are invited to spend a Faith or Intrigue action to contribute to a Great Project of uncertain outcome. Those that do so gain 1 TSR favor, but will be beholden to the consequences of whatever it is the Radicals plan. Kingdoms of rep 0 may also declare their alignment to the Radicals by participating in this project, similarly gaining 1 TSR favor and becoming beholden to its consequences. Duration: Project length.]

    Standing Offers
    • Four Regents have been crowned, and now the promised reforging of the Four Winds moves from distant dream to impending reality. Once each of the Regents achieves an advanced Kingdom state (Great Kingdom, Merchant Principality, Holy Land, or Empire), the Regents will have the ability to form a Destined Empire. Should the four Regents agree to invest one among their number with this authority, they must each take a Faith 5 special action to reforge the Crown of Four Winds. Once this artifact has been completed, they must each contribute a Diplomacy 10 special to create the Destined Empire, with one chosen Emperor of the Four Winds. The Great Emperor title supersedes all normal advanced Kingdom states, grants eight actions of any kind, and may vassalize any advanced kingdom including Empires. The Destined Empire can only endure so long as all four Regents remain a part of it, as they channel the power of the Wind entrusted to them into the Emperor of the Four Winds.
    • Any hostile Military action taken against the Agent of Ruin will result in a 1 Reputation increase with the Truthseers.
    • The Truthseers will award 1 Favor if a named member of a ruling family marries another named member of the ruling family of another Kingdom with at least one paragraph of detail devoted to the proceedings. (Expires this round- final opportunity.)
    • The Truthseers offer 1 Favor and 1 Reputation to any kingdom that returns one of the Jewels of the Four Winds to its rightful Regent. They offer an additional 2 Favors to any kingdom that successfully slays Kro Karael and severs his hold on the Regents.


    Expiring Offers
    • The Truthseers offer to aid those seeking translations of distant lands! Any kingdom with Truthseer rep of 1 or above may take a Diplomacy action to add 2 steps to a translation project. However, this benefit is withdrawn if any kingdom of Truthseer rep of -1 or lower participates in the project. (From Round 19.)
    • Any Kingdom that compiles a list of the most common cultures, taboos, and mores in their territory and publishes it in an Actions post will receive 1 Truthseer Favor. (From Round 20.)
    • As a Non-Action, the Regents of the Four Winds may request the Truthseers Seek Aid on any Stabilization or Investigation. (From Round 21.)


    The Students of Wonder

    Spoiler: The Organization
    Show

    The Students of Wonder are an association of apothecaries, craftsmen, and scholars dedicated to empowering others, particularly common folk, to fight the blight on their own with knowledge and artifice. The highest echelons of the order swear themselves in service to the guardians, but the rank and file devote their time to understanding the world and teaching others their knowledge.



    The leaders of the United Abiherist Tribes succumb to the tempting lure of the voice in their dreams, sinking deep into a madness that is, for them, all too familiar. Countless innocents die in a night of orgiastic and ritualized violence, the people of the Tribes losing themselves in the obliterating sweetness of a new sacrament. Old traditions and honored ancestors turn to smoke, carried aloft on a carrion wind, and a wave of revelation sweeps through the people. The weak faiths of the New Kingdoms are nothing before the might of a true God, one who looks out from a withered prison and looks upon his adherents with a smiling eye.

    Having successfully passed the tests of the nameless prophet, the United Abiherist Tribes shed the meager comforts of their old beliefs to embrace the transcendent glory of the True God. They are become Disciples of Blasphemy, for in blasphemy against the order of the New Kingdoms lies the unassailable truth of their master. The Disciples of Blasphemy benefit from a +2 bonus to defend against hostile Intrigue actions, as the hidden faithful across the world work to shield them from the feeble efforts of their enemies. As a Secret Action, Disciples of Blasphemy may seed a region with a Mockery cell, opposed by the Intrigue of the target region’s controlling kingdom. This Mockery cell will act independently, or may be specifically directed with subsequent Secret Actions. Disciples of Blasphemy may produce a stockpile of the occult reagents required for Mockery Alchemy as a faith action, and may spend these stockpiled reagents on bespoke secret actions or to immediately unlock one of the three discoveries most firmly understood in Mockery Alchemy (Blackfire Infusion, Disruptive Sympathy, and Gate of Life). Finally a Disciple of Blasphemy does not suffer the enhanced continental penalty from the collapse of the Dream Speakers when rolling their own actions. Should the Disciple of Blasphemy ever foreswear the True God, these benefits immediately vanish and they may suffer the attentions of their former allies. As long as the United Abiherist Tribes remain committed to their path, they are locked at rep -3 with the Students of Wonder, and they are disinvited from participating in the Students’ research projects.

    Even as the threat of new Mockeries emerges, an envoy from the Students stumbles into the halls of the Prime Thaumaturge, clearly exhausted. They explain, dreary eyed, that although the Students are of course commited to learning and quite willing to hear out any suggestions for research that the faithful might offer, they cannot run at the heels of those suggestions. There is simply not enough time, especially as new threats gather. So, the envoy explains, the Students hope that no offense will be given if there is a slight gap between the suggestions being made and the research being completed.

    [As a rules clarification going forward, the Students of Wonder will commit to the investigations requested by the Prime Thaumaturge in the round following the request. If no request is made, they will take their full complement of actions the following round as normal, and the opportunity to influence the actions of the Students for that round is lost.]

    Catchup- White Bronze investigation The Students of Winder discovered in the course of their investigations that White Bronze appears to be a natural alloy of platinum, copper, and tin, as strong as modern smelted bronze (if not stronger) but strangely ductile until its final form has been quenched. More importantly, the metal thrums with mystic resonance of a kind but not identical to the energies of the Guardians, suggesting a formative link between it and the World Soul roiling at the heart of Ember. Their most cogent hypothesis supposes that these natural alloys, orichalcum and white bronze, express a comingling of elements that somehow makes them more "real" than other materials harvested from the skin of the world, that very anchoring allowing them to harness and direct vastly more potent energies from the Firmament. They also surmise that the process of forging Black Iron imbues that unnatural metal with the properties orichalcum and white bronze possess naturally, explaining its uncanny effectiveness against the Blight.



    Darkening Skies, Gathering Clouds – The Abiherist Tribes have made clear their loyalties and priorities, and the Students of Wonder will not back down from the challenge presented. Not content with mere secret-keeping, they have progressed to unleashing nightmares and blasphemy, and the terror of the Mockeries is abroad again in the world, with none able to be certain that infiltration is not already once again beginning. This perfidy cannot stand, and so the rallying cry is carried from wherever the Students stand- the darkness will be driven back. The Students will, as always, be a shining beacon against the stain of Blight and its worshippers, and their enemies will not frighten the faithful masses into submission.

    [For now, the rallying cry of the Students is largely symbolic. In coming years, as the shape of the threat emerges, they will offer more specific services to help combat the inevitable new wave of Mockeries and terror this will bring, but in the meantime, they simply prepare.]

    Figures and Theorems – Though their specialty lies in alchemy and the study of the Blight, the Students are advocates of all manner of learning. Though many among the New Kingdoms have an understanding of the extensive practical applications of mathematics and engineering, the Students surmise that there is much more to be learned in this field, and they turn their attentions to the realm of the abstract, forms and figures, numbers and the numinous.

    [The Students of Wonder begin an Opulence/Intrigue project in pursuit of Studies of Perfection. This project will be complete after 5 Actions have been spent on it - any Kingdom that aids in the research will receive 1 Favor. Duration: Project length.]

    The Wrath of the Sea – At the request of the Prime Thaumaturge, the Students undertake to see if there is a pattern to the attacks of the Salt Demons, besides their obvious tendency to travel by sea. It is an interesting puzzle, if a little maddening, as experts plot courses and make notes on charts, to see what order can be brought from the heart of such apparent chaos.

    Current Project

    Studies of Perfection [1/5]

    Completed Projects

    Restoration Tonic: +2 on any roll to cleanse a person or area of the Blight’s influence.

    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 they control which is adjacent to the primary target.

    Standing Offers
    • None.
    Last edited by Silent_Interim; 2021-09-23 at 12:50 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

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