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  1. - Top - End - #1
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Apr 2008
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    Los Angeles
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    Male

    Default Empire 6: Embers of Dawn IC


    It had been two centuries since living eyes gazed upon an untainted sky. Scoured from memory, the clear blue of day and starry expanse of night had faded into legend, the truth obscured behind the blood red stain of the False Dawn. An uncounted multitude had seen birth, life, and death beneath that poisonous sky, the children of an Age without hope. Yet they had endured, and unbeknownst to all the bicentennial of the fated day, the fated hour, crept ever closer. The signs were slight at first - a change in the air, a whisper of spring even in the depths of winter, but as the new year approached all could feel the terrible pregnant stillness of an oncoming storm. Beneath that shadow, parents held their children close, the powerful readied their strength, and the very wise raised their eyes to a carmine twilight.

    Then the moment came, and the storm broke.

    A blue star shot through the heavens, brighter than the moon, brighter than the sun. The snows of Tarandi and the sands of Sikar were at once transformed into frozen seas, their dunes and plains awash in azure light. The waters of Mamut were seared as clear as glass, and even in the shadows of Kiswa the light pierced every branch and leaf, filling all it touched with a silver heartbeat. The comet's slow course continued for a day and a night, and in its wake the red stain of the False Dawn was finally burned away. Child and elder alike wept at the purity of the moon's soft glow, and with the true dawn every color came to the eye more vibrant and pure than ever before. Omens by the thousands were claimed across every corner of creation, but in those courts blessed with a Truthseer one Truth rose above the din.

    "The Phoenix has come. We stand upon the threshold of a new Age."

    Round One: Begin!
    Years 1 - 4
    Last edited by TheDarkDM; 2020-07-12 at 02:09 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!

  2. - Top - End - #2
    Firbolg in the Playground
     
    Miltonian's Avatar

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    Jan 2016
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    Brinstar Depths
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    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show
    Worldmaster Thicket:
    Dip 1
    Mil 2=>3
    Opu 5=>6
    Faith 2
    Int 5


    Actions:
    • Diplomacy: Host the Party at the Towerhome
      The Ko have issued a challenge to the Dream Speakers! If they can prove that there actually are people ‘outside’, then the Ko will allow them to recruit from their ranks. The Speakers have taken up the challenge…
      - Trades:
      Supported buyout with TAR for Pottery
      Conversion support for Writing with HRA
      Masonry for Animal Husbandry with DER
      Non aggression pact for Irrigation with ALQ
    • [Military]Raise 1 Unit
    • [Military]Raise 1 Unit
    • [Opulence 5] Found the City of Towerhome
    • [Opulence] Explore 47! [Success!]
    Last edited by Miltonian; 2020-07-26 at 12:20 AM.

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

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    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC


    The Arrok of Uldra - Region 109
    Chief Tsor Icechaser
    Round 1
    Leader Stats Round 1 :
    Diplomacy - 4
    Military - 4
    Opulence - 2
    Faith - 2
    Intrigue - 3


    Actions:
    1. Diplomacy – Host the Event – Summit at Southrocks
    The arrival of the Phoenix Comet was startling, and despite security concerns, the decision is made to host a meet to share information and learn more about the Arrok’s distant neighbors.
    Sub-Actions:
    Accept tech Irrigation from Blade in return for future support on buyout of Salt Trading Post
    Trade Animal Husbandry Tech to Pepper in exchange for Writing tech
    Trade future permission for an Errant Quest to Tentreto in exchange for Masonry Tech
    Trade a future Embassy to Zulaara in exchange for Sailing tech
    2. Opulence – Buyout Husky Dogs - Success if supported(10)
    As the demands of new military units and an ever increasing population grow, supply lines must be enlargened and safely established with the Nordgen trainers.
    3. Military – Raise a unit
    By order of Chief Tsor, the Arrok prepare their defenses and train new soldiers for the challenges that the cold winds herald.
    4. Military – Raise a unit
    5. Diplomacy – Raise 1 reputation with the Sentinels of the Stone - Success (14)
    Seeing a possible ally against the hordes of Blightspawn and a possible route to answers, diplomatic overtures and a shipment of the finest crafted weapons, armor, and protective gear are sent to the Sentinels.

    Dice Rolls

    Nonactions, News, and Rumors:
    Any buyouts and conversions made by the Nordgen are supported
    Accept establishment of Nordgen Embassy
    Resist all unauthorized conversions and buyouts

    Taran Icechaser, brother to Chief Tsor, reports the loss of his bondmate and her camp to a new form of Blightspawn in the northeast. His formal adoption of her children has been approved by the Elders.

    Four foundlings were taken in by camps travelling through the south and east over the last 3 months. Previous connections to other camps are as of yet unknown. One foundling appears deformed but is being fiercely claimed by the Whitetern camp.

    The Taranfell camp returns from its one-year trek past Aratak Falls and reports encounters with a Sentinel of Stone approximately two days northeast of the Falls.

    New Leader next Round? No

    Leader Stats Round 2 :
    Diplomacy - 5
    Military - 5
    Opulence - 2
    Faith - 2
    Intrigue - 3
    Last edited by LapisCattis; 2020-09-07 at 02:39 AM.

  4. - Top - End - #4
    Orc in the Playground
     
    OrcBarbarianGuy

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    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
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    Ixkarr
    Region 295

    Spoiler: Leader
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    High Chieftain Rakthuk

    Diplomacy: 5
    Military: 5
    Opulence: 3
    Faith: 3
    Intrigue: 2

    Projected stat increases: +2 Military
    No new ruler for next round.


    Actions:
    1. [Military] Raise a unit
    2. [Military] Raise a unit
    3. [Military] Raise a unit
    4. [Military 5] Recruit a Hero
    Thekr of Rathox - Hero score: 9
    5. [Diplomacy] Attend event
    Subactions:
    -Trade Pottery to the Nocturnal Hydra for Irrigation
    -Trade Pottery to Clan Al-Ashir for Animal Husbandry
    -Refuse all Writing technology

    Nonactions:
    -Accept DSP exploration offer, directing them west. The Dream Speakers are joyfully welcomed in Ixkarr. All of the Koxrrit listen intently as the Dream Speakers tell stories of faraway lands, while the shamans try to nudge them to share any possible information that the great spirits have shared with them in their sleep. Each child identified to have the Twilight Sight is given a night of celebration before given up to join these itinerant explorers. The Dream Speakers' offer to share new information on lands beyond Ixkarr's borders is also well received; while the Koxrrit have a basic knowledge of many peoples that live to the east of them, the lands west are almost a complete mystery. The Dream Speakers are asked to brave this frontier and come back to share a new set of stories.

    News and rumors:
    -The arrival of the Phoenix spirit is greatly celebrated, as it has wiped away the False Dawn and restored the sky to what it once was. In the Ippathaka clan twins were born under the Phoenix's arrival. The shamans marvel at the children for having a unique birthsign and debate what kind of fate they will have in life based on the dreams they had on the Phoenix's night.
    -After the Koxrrit delegation returns from Vesparre being a potter becomes a more respected profession because of the glorious way it secured new knowledge for the clans. Many youngsters start dabbling in it and some even decide to do it full-time in lieu of their previous profession. Even the former warrior who made the amphora that was presented to the Ashir is slightly less disgruntled, although he makes sure to let everyone know that he'd still rather be out hunting.

    Spoiler: Statistics
    Show

    Diplomacy:

    Military:
    Army units 0/6
    Navy units N/A

    Opulence:
    Trade posts:
    295 TP#1 Salt

    Resource requirement: Wood (unmet)

    Treasure 0/5

    Technologies:
    Pottery

    Faith:

    Intrigue:
    Last edited by OmnivorousOgre; 2020-07-25 at 08:47 PM.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

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    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    Nocturnal Hydra

    Mechanical Actions
    Roll Links
    Diplomacy: Explore East (Success: 14)
    Diplomacy: Explore North (Success 15)
    Military 5: Raise Hero (Score 8)
    Military: Raise Unit

    Zora recruits soldiers for a small militia, at the head of the Bull Unit being a Hydra Worm, grown to the size it can be a devastation on the battlefield. It takes an awful while though, and the training of a small militia of forces to flank with the bull takes effort. Even some non-NElves are recruited, given their historically low count and comparable new area of control.
    Diplomacy: Trade Techs at the event
    Wyelde trades her secrets of sprinkling water onto dirt in exchange for getting access to other arcane gifts of knowledge. (Grants Irrigation to trade partners predicated on them trading me their listed tech)
    Trades include: To Be Filled In
    Getting assistance taking a trading post on Cattle and trading Irrigation to the Ta Seti
    Getting assistance taking a trading post on Desert Bells and trading Irrigation to the Dolod
    Getting Animal Husbandry and trading Irrigation to the Al-Ashir
    Getting Writing and trading Irrigation to Crow's Tribe
    Getting Pottery and trading Irrigation to the Ixkarr
    Getting Sailing and trading Irrigation to the Natherin
    Accept all incoming tech offers including freebies.
    Outgoing trades of irrigation dependent on them completing their end of the bargain.

    Fluff Actions
    Send a diplomat (Wyelde) to attend A Shala Elem. The hero (Liyae) joins her. They have a jolly good time. Including a bar fight.
    Last edited by Epinephrine_Syn; 2020-07-23 at 09:49 PM.

  6. - Top - End - #6
    Troll in the Playground
     
    Nefarion Xid's Avatar

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    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Clan Al-Ashir
    Lead by the Grand Prince Zidan il Kasima
    D 5 • M 3 • O 2 • F 1 • I 2

    News & Rumors
    • The Grand Prince has dispatched envoys to all peoples of the Sikar, requesting their presence at a fete. Wisest Prince Zidan wishes for peace and prosperous trade most devoutly! Those who have developed the art of preserving their words on clay or papyrus will show the Ashir how such things may be done. Wisest Prince Zidan will judge which of you has devised the cleverest system and then encourage all others of the Sikar to adopt your way for ease of commerce.
    • A messenger of the Thunderpeople is dismissed with no reply. As every other kingdom of note had sent representatives to the gathering, it is well known that the Ashir royal court is confused and insulted.

    Actions
    • [Diplomacy] Host an Event - A shala elem. Be at peace. You or your representatives have been invited to make your introductions to the Malak Amir Al-Ashir, he who is first among princes, master of all riders, favored of the jinn, hidden from the evil eye, who walks among night without fear, sovereign of the Vesparre and all her waters.
      _____• Trade Animal Husbandry for Pottery with DOD
      _____• Trade Animal Husbandry for Pottery with IXK
      _____• Trade Animal Husbandry for Irrigation with HYD
      _____• Trade Animal Husbandry for Writing with CRO (ASH adopts this one!)
      _____• Trade Animal Husbandry for Writing with SOR
      _____• Trade Animal Husbandry for Writing with SKO
      _____• Trade Animal Husbandry for Sailing with NAH
    • [Diplomacy]Diplomatic Mission south to Region 303 (12 - Success!) - A shala elem. Be at peace. Princess Zara rides to unknown lands. She bears gifts and seeks those who did not respond to Grand Prince Zidan's invitation.
    • [Diplomacy]Diplomatic Mission north-east to Region 277 (16 - Success!) - A shala elem. Be at peace. Princess Esma rides to unknown lands. She bears gifts and seeks those who did not respond to Grand Prince Zidan's invitation.
    • [Military] Recruit Unit 🐎 - Ashta hazid. Bear witness. Brave Prince Azim commands five companies of Ashir riders upon swiftest steeds. Let none withstand him.
    • [Military] Recruit Unit 🐎 - Ashta hazid. Bear witness. Cunning Princess Shiela commands five companies of Ashir riders upon swiftest steeds. Let none withstand her.

    Actions
    • Support Conversion of Vesparre 302 to Path of the True Dawn
    • Support SHA buyout of 1 Ashirian Horses


    Spoiler: Bookkeeping
    Show
    Stat gains: +1 Dip, +1 Mil
    D 6 • M 4 • O 2 • F 1 • I 2

    Army Units: 0 -> 2
    Last edited by Nefarion Xid; 2020-07-25 at 09:26 PM.

  7. - Top - End - #7
    Bugbear in the Playground
     
    Tentreto's Avatar

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    May 2015
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    UK
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    Default Re: Empire 6: Embers of Dawn IC

    Sangar
    Region 136



    Keeper Lovati Polahi
    Dip 4
    Mil5
    Op 2
    Faith 2
    Int 1


    Actions:

    1 [Diplomacy] Attend Opening Tarandi Event

    With the new dawn, word arrives of meetings between the various tribes of Tarandi. Lovati, seeing an opportunity, sends two of her own clan, as well as a group of Pledges. With luck, this group will find and learn much, though the journey might be long.
    -Accept Writing from CAW
    -Send and receive delegation to CAW
    - Trade Masonry for Animal Husbandry with SHN
    -Gift Masonry to Arrok in return for a future errant quest in their lands.
    Trade masonry with The Dannu-Gaon Tribes for irrigation
    2 [Opulance] Send an Expedition to the North-East 10

    With the revelations, a small group of explorers, consisting mostly of trappers, decide to push out into the North-East, where they hear that great beasts roam.
    3 [Military 5] Recruit a Hero!
    10
    With the Maestro dead, the Pledges begin their petitions and tasks to become Maestro. The most prominent among them is the youngest: Prenadi Kilia, who became a Pledge merely a moon before, when the storm first stirred. Some say this is a great sign for the new age. Others say she lacks the experience. Only time will truly tell...
    4 [Military] Raise a Unit

    With change in the wind, Loyati moves quickly. While others seek new lands, she personally ensues that the Sworn are brought together, and trained as quickly as possible.

    5 [Diplomacy] Raise reputation with the Dreamspeakers 0-1 14
    The Dreamspeakers wander the land, and love stories and song as much as the Sangarans. Therefore, Lovati invites the next group to come wandering into her own house, to hear their tales and advice.

    Non-Actions:
    Recount the genelogical history of the Polahi: link
    The Polahi are in fact the third ruling clan in a hundred years, and are by no means established, with other clans still in prominence. Therefore, Lovati happily sends the details, as any can remember, to the Truthseers. If nothing else, it might allow the Polahi a more stable rulership, and one that might in fact last



    News and Rumours:
    In the azure light of the new dawn, the last Maestro lay dying. Even as they were fading into the song of Sangar, they sung a last song, a song of endings and beginnings. And the Pledges who arrived at the Den joined in, on horn and drum and lyre. The people all rushed together, and all throughout Holan, the new song resounded.

    With the great changes, eyes are turned towards the west, where the beasts and birds live. Although they certainly are not like Sangar, they do certainly show some interesting characteristics.

    A small Den in an outlying village is said to have collapsed at the moment the storms began. Whether this is true or not, they require the masons to repair, therefore a few are sent along with the expeditions, so they might travel under protection.


    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments



    Technology: Masonry


    Units:


    Heroes


    Required Resource: Animals (Unmet)
    Last edited by Tentreto; 2020-07-24 at 01:36 PM.
    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...



  8. - Top - End - #8
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Blemmyae Tribes
    (Round 1)
    King of Kings Neguw Kw’Zinabi




    Actions
    [Military] Create a Hero (7): Yegin Kw’Haleti, one of the best renowned Blemmyae warriors, had been a lone voice of dissent in the Haleti clan. The Haleti had opposed Neguw Kw’Zinabi’s claim to the throne, insisting that as the oldest clan the King of Kings ought to be a descendent of Haleti. Yegin, however, sided with Neguw, arguing that the newly unstable situation and the many new neighbors required a united blemmyae front. As a reward for this loyalty, the King of Kings granted Yegin the title First in the Realm, marking him as the preeminent hero in the Korebita Foothills.
    [Military] Raise a Unit: The Torineti clan had always been the most warlike clan, so it was natural that they would be the first to mobilize in response to the discovery of other kingdoms. Under the supervision of the clan leader, Dinfat Kw’Torineti, a group of two hundred of the best Torineti warriors was selected and put at the disposal of the King of Kings. Naturally, this move angered the Fikiri clan, who interpreted it as a threat to their position as primary dissidents to the Zinabi regime.
    [Diplomacy] Raise Reputation with the Sentinels of Stone (13): The Sentinels of Stone have a very similar aesthetic to the blemmyae in their devotion to bravery and personal heroism. More to the point, the Korebita Foothills suffered, like every other region, from occasional incursions of blightspawn. First in the Realm Yegin Kw'Haleti themself met with the leaders of the Sentinels, pledging that the United Blemmyae Tribes would become the staunch allies of the Sentinels in their quest to crush the blightspawn menace across Kiswa and beyond.
    [Faith] Convert region 216 to Abiherism (10): The Sewune neighbors of the Blemmyae had seemed friendly enough. More to the point, their religion appeared to be a fairly weak institution, susceptible to assimilation into Abiherism. Kesi Kw'Mesihafi, the blemmyae dispatched as an emissary and writing tutor to the Sewune, had attempted to spread the Abiherist faith to their new neighbors, but to no avail: the localized worship of Elward proved too deeply rooted in Sewune society to overturn.
    [Diplomacy] Attend Event:
    Spoiler: Subactions
    Show
    Gift Writing to all Kiswa nations (ANB, BDA, SIR, VER, HEN, SEW, TRO, VYG) and the Truthseers


    Nonactions:
    Resist conversions
    Resist buyouts

    Spoiler: News and Rumors
    Show

    Sing, O Muse, of the subterranean Anbroch
    Belligerent dwarves of the far western jungle
    Their courtesies sparse, but their rudeness copious

    Sing of the Dhraan, crocodile river-tamers
    Largest of all the diverse people of Kiswa
    When wounded, their flesh and bone regrow on their own

    Tell your people of the sailing Bel-Dan raiders
    Boasting, yet none can match their prowess on the sea
    Nor their irrational fear of normal dry land

    Sing, O Muse, of the strong and fearsome Sirrvadut
    Ferocious elven warriors, skilled in combat
    With a great king, but no match for First in the Realm

    Sing, too, of the elemental Vygra people
    Bodies composed of earth, air, fire and water
    Workers of copper metal into shining tools

    Tell your people of the Sewune to our south
    Close to our land, yet never before known to us
    Their kingdom surrounded by desolate wasteland

    Sing of the Veramondi, neighbors to the west
    Denizens of the deep forest, writing on wood
    Age-old enemies of the blemmyae people

    Finally, O wise Muse, sing of the Bannanda
    Worshippers of ever-present shuvache gods
    Jungle dwellers, consumers of avocado




    -Introduction from the Song of Neighbors


    Spoiler: Technologies
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    Writing

    Spoiler: Bookeeping and Ruler Info
    Show

    Units: 0 (+1)

    Treasures: 0

    Resources Controlled: Flint (213.1)

    King of Kings Neguw Kw’Zinabi

    Diplomacy: 3 [+1]
    Military: 5 [+1]
    Opulence: 2
    Faith: 4
    Intrigue: 1

    New Leader next round!
    Last edited by Gaius Hermicus; 2020-07-25 at 09:47 PM.
    Avatar by Sniper Jo!

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

  9. - Top - End - #9
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
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    Default Re: Empire 6: Embers of Dawn IC

    Henanda, Round 1

    News and Rumours
    • The king's half-brother Ocēmis has yet to return from his expedition into unknown lands. Some whisper that the intrepid hunter has been lost.
    • Prurient rumours are spreading about the conduct of the king's eldest daughter Ichippā, and in some quarters his second daughter Acadiprē too. While attitudes are generally relaxed towards this sort of thing, the enemies of the Esāla could use this as an opportunity to undermine the king - especially as he is believed to be looking for husbands for his daughters.
    • Reports of a giant crocodile in the Erapira prompt thirteen Hūen boys to set out to capture or kill it to win renown. Only one returns, missing an arm.
    • The king is said to be pleased at news of Theodora's successes in the service of the Sentinels. Although the young woman is an exile, this if anything only adds to her lustre for the king, who is perhaps happy to see one of the rival onōē humiliated.


    Actions

    [Diplomacy] Attend the Feast of the Blue Star
    • Trade Irrigation with Veramondo for Writing
    • Trade Irrigation with Sewune for Animal Husbandry

    [Military] Recruit a unit: the banaburē stand ready to fight for Henanda!
    [Military] Recruit a unit: the banatatē take up arms to defend Faranandūll!
    [Diplomacy]Begin building a Standing Stone in 193 (1/3)
    • The Sons of Sirrvat are to receive the Favour from the Sentinels
    • The Vygra are to receive the reputation bonus from the Sentinels

    [Diplomacy] Raise reputation with the Sentinels of the Stone to 1 (11 - success)

    Non-actions
    Accept the Dream Speakers' offer and request that they explore southwards (region 192)

    Spoiler: Ruler stats
    Show

    Paramount Chief Odilon

    D: 3
    M: 4
    O: 2
    F: 3
    I: 3

    Next round: +1 Military, +1 Diplomacy
    Last edited by Aedilred; 2020-07-20 at 07:08 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)

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

    Join Date
    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Shándole
    Round #1


    ---
    Writing Prompt Round #1: Describe the start of a new day from the pov of one of your people.
    - Prompt set by Lapis

    Spoiler: The People’s River Valley
    Show


    The People’s River Valley



    Water steaming by - clear, cool, - flowing past a small brown hand. The slap of waves against a canoe and the spray of salt wind over the open waves.

    He was a young girl, laying flat on her stomach at the front of some kind of platform secured atop two canoes… a strange boat, with some kind of banner billowing in the wind above.

    He… or rather, the child was laughing, as sea gulls swooped and her hand dragged in the water. Then he looked up and saw the distant haze of a coast line with snowy mountain tops barely visible over the rim of the would. Excitement sparked and he pointed ahead.

    “Behold! Behold! I seeth’t’! I seeth the land!” He tried to jump up, but to too quickly and slipped on the slick surface of the platform-boat. He began to fall, but a strong hand gripped his pinwheeling arm and pulled him back.

    “Aye-ee! Little Voice, art thee trying to eat waves and drowneth? Thou art at every moment a-tripping or a-slipping. “Twill beest thy death!”

    “I seeth the land, Freeya!”

    “Aye! I seeth’t too. I a’hopeth we both get to a’stepeth foot there, but thee w’rry me with thy antics.”

    “We’re going to a’liveth th’re, right!? ’Twilt beeth our home!?”

    A tall female elf with weathered skin and hair pulled back in a heavy dreadlocks looked down at the child and smiled. A warm zephyr of the seas ruffled their clothes and the older elf put her hand on the child shoulder. “If’t be this land hast truly a’called us, then our destiny is to answer.”



    The vision began to shift, loosing clarity the sound of flowing water and sea gulls and the smell of salt swirled into a trance fog. But the impression of his ancestor, this young, clumbsy girl, who had waited at the prow of her strange boat for her first sight of land hung on, kept speaking to him and recalling the words of the older elf over and over … an echo through Simáh.

    …“If’t be this land hast truly a’called us, then our destiny is to answer.”…

    Tessá’Lýn “Rain-on-the-River” could feel things slipping and tried to do as the shamen had taught him, tried to focus, tried to the draw Simáh closer and hold the vision clear, but it was useless. Rather than clearing into a new vision, or back into the scene of warm sea breezes and strange double-canoe boats, the trance fog faded all together into the freezing cold and heavy pine smoke of present reality. Darkness pressed against his eye lids and he could feel the frost of his breath slipping down the collar of his furs. There was a soft scrape-scraping noise and the weight of his dog, Ash, sleeping with her head on his lap.

    Tessá’Lýn, or Trip-Drop, as he was mostly known by his friends, remained sitting in trance position for a while longer, wandering if maybe he would be able to regain his meditation, but it was useless. His body was warming and feeling the freezing cold more and more and his senses were growing more attuned to the present world, ears tilting to take in the sound of the scraping - Roontbani “Whither-Foot” working on his latest canoe, the distant sounds of movements beyond their wigwam, someone chopping fire wood, gentle murmuring, a dog barking and the grateful nicker of Jómaní “Fire-Finger’s” horse getting fed in the wigwam a few yards over. It must be getting close to dawn.

    It’s always coldest in the hours ‘fore the dawn and clearly Roont-Foot hadn’t bothered to restart the fire yet.

    Trip-Drop opened his eyes. In the darkness he could see Lónilishí “Silver-Grass” still sitting in meditation pose a few feet over, draped in her furs. Awloí’M’Doah “Midnight-Howl” was still gone - he wasn’t expected back in camp for another two dawns or so - and near the front of the wigwam, with his tools sitting all round him in a neat circle, was Roontbani. The young craftsman was using a sharp needle from a sea anemia and leather cord to lace water-proofed hides around a study but light weight frame.

    For being less and a century old, Roontbani had already gained great recognition for his skill in crafting canoes. He’d been born with a foot that was too small and withered to walk on, but Roontbani had steady dexterous hands and both a mind and eye for detail that made him an excellent craftsman.

    “Yer diligence an’ skill will be for a’nothing, brother, if’n yeh loose yer figures to frost-bite,” Trip-Drop said, still not moving from his place.

    Roontbani glanced over, his hands not slowing in their precise working of the needle and cord. “Why don’t yeh a’go get some wood then, like yeh said yeh were a’going to do last night, but then didn’t? I’ve been a’freezing my ass off cause we hain’t got no wood.”

    Trip-drop tissked, knowing he deserved the chastisement, but feeling none to gracious about taking it.

    “I should a’speak my vision trance first. Peace-in-Deep-Waters says a’speaking ‘em quickly makes the memories strong.”

    “How ‘bout yeh speak ‘em to Ash while yeh a’fetch the wood then? I don’t kin to hear trance ramblings while a’sitting in the cold.”

    “My vision had a strange canoe boat ’n it.”

    Trip-drop could see that this intrigued Roontbani though his brother pretended to be impassive, simply focusing back on his craftwork, lips tight over his teeth. Trip-Drop waiting a few more silent moments and, sure enough, Roontbani sighed and blew out a frosty breath in defeated frustration. “Roontua! Come a’tell me ‘bout this canoe boat then.”

    Getting up and stretching in order to get his blood flowing, Trip-drop carried his warm furs over to the front of the wigwam. Ash stretched as well and followed, bumping her head playfully against his legs and nearly knocking him over.

    “In my trance vision the boat was liketa’ two canoe boats, with a platform raft on top,” Trip-drop began and continued to describe his trance vision in as much detail as he could. Whither-Foot listened and asked questions, mostly about the boat, though regretfully Trip-drop had to admit that most of the details were vague and that the little girl hadn’t really seen more than the front and an impression of something tall billowing behind her.

    “I’m right certain though that it were the cliff coast just south ofta Summer Town,” Trip Drop said, “From yonder out than we have ever gone, brother, but I still kin it and the balds peeks beyond. It was Shandole´.”

    Roontbani frowned and pulled another length of cord tight, before applying some grease. “This twer a small trance vision, brother, but it seems important, nonetheless, both fer the description o the canoe boat and if this twer indeed a memory o when our people came to the valley.”

    Trip-Drop nodded, a religious solemnity coming over him as he considered the great moment in history he’d just been privileged to witness. “I kin it may be wise to a’speak this vision to Peace-in-Deep-Waters. I will ask to see to her today.”

    Roontbani nodded, “But first, brother, jin-jin some roont firewood.”

    Trip-drop snorted a frosty snort, “Swanny, swanny” throwing his heavy blankets off, he found his gloves and hat and the frosty pile of furs near the wigwam door.

    “Also jin-jin fresh water. An’ the horses need a’running.”

    “I kin! Swanny! Roontua, yer worse than Awloí’M’Doah. All either o yeh do is nag-nag-nag.”

    “Only cuz yer a lazy good for nothing dross.”

    “Well this “good for nothing dross” does all our hunting, so a’think bout that why don’t yeh.” Trip-drop pulled his hat down hard and tried to leave quickly in order to add a tone of finality to the conversation, but instead tripped over some the furs on the edge of the doorway and went spawning face first out of the wigwam and into the two feet of snow blown up against the outside flap.

    Ash barked and jumped out after him, bouncing off his back, pushing him deeper into the drift, thinking it was all a game. Behind him, Roontbani broke into loud raucous laughter, completely unabashed by his raw amusement at his brother’s expense.

    A few yards away, Jómaní was leading his grey mare toward the river and paused. The other elf mostly kept face, but a small grim twitched at the corner of mouth as he watched Ash romp about and Trip-Drop get up, spluttering powdery snow.

    “All’swell, Trip-Drop?” he asked over the sound of Roontbani’s laughter, putting just a little too much emphases on Tessá’Lýn’s nickname.

    Getting up with as much dignity as he could, Trip-Drop shook snow from his furs and then whistled at Ash, getting her to calm down and heel. “All’swell, though It’s always coldest in the hours ‘fore the dawn,” he said. - Besides being a fact of nature, the saying was also a common cliche that bemoaned life and the difficulties it always dished out, before giving any good fortune.

    “Swanny,” Jómaní agreed, as Roontbani finally stopped laughing and then Jómaní squinted up at the snowy ridge and the grey sky rippled with pink. A silver-gold light sparkled on the snow at the ridge’s rim, “But I kin dawn is here, brother. Nary excuses left.”

    With that, Jómaní smiled and mounted his grey mare riding off down toward the river, with a shouted “H’yah!”

    Trip-Drop looked at the ridge and the golden light of morning spreading over the freshly fallen snow. Around him the elves and dogs and horses of River Town were stirring, preparing food, or heading out for a day-hunt. There was the sound of someone chip-chipping away at flint tools nearby and two women were arguing, as they packed up a canoe. Somewhere out near the ridge a man was singing a song,

    “Oh Kalýn, rolling river,
    My heart a’sings to see you,
    Here, in our native valley.”

    … “If’t be this land hast truly a’called us, then our destiny is to answer.”…

    The words echoed through Tessá’Lýn’s mind and he closed his eyes. In that moment he felt Simráh rooting him deep deep into this country, though time itself, back through generations all the way to that little girl, who was excited to finally be coming home. Coming here, to Shandole´, the People’s River Valley.




    ----

    Leader Stats

    • Diplomacy: 2
    • Military: 1
    • Opulence: 3
    • Faith: 4
    • Intrigue: 4


    ----

    Actions

    1. Attend Tarandi Event – Summit at Southrocks
    • Diplomacy (2)
    • No Rolls

    Spoiler: 1. Summit at Southrocks
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    Diplomacy

    In the wake of the Blue Commit that cleansed the skies, rumors came to Shandolé of the how The Arrok, people of the land of Uldra were summoning all nations to gather and discuss the event and how the world may move forward into a True Dawn.This news was almost universally welcomed among the tribes, for all were full of hope and eager to step into a new and better world. Only a few held doubts or reservations about what this might lead to.

    Before leaving Winter Town, the Winter Council determined to send a party to these foreign lands of The Arrok to take council and see what could be learned and what aid or wisdom the Shándole could lend to the affair. Out of all the Council, only M’Áwani’Dóah “I-Returned-from-the-Darkness”, but best known by his nickname, Edge, was dubious of this course of action. He alone of the Winter Council had ever traveled the greater regions of Tarandi and he understood that breaking Shandolé’s isolation may bring attention and trouble to the Valley.

    However, Edge was easily outvoted. But in his wisdom, Talákin’Záni’Quęzí “Eagle-Flies-High-and-Sees-All” acknowledged that Edge’s concerns and experience should not be completely dismissed. Through careful guidance of the discussions, Zán’Quęzí led the Council to agree to send Edge to represent them, so that he could put his experience and caution to good use. Along with Edge, Zán’Quęzí proposed that the shaman - loremaster and youngest of Winter Counselors, Leósha’Lýndónah “Peace-in-Deep-Waters” go as well. Lýndónah’s optimism and eloquence would soften Edge’s cynicism and rough demeanor.

    Edge and Lýndónah were provided with and entourage and the hunter scout Tessá’Lýn was appointed as the head of their guard. Sleds and horses laden not only with supplies, but with gifts and the finest of woven coats and furs were prepared and the Shan also sent extra horses, including some fine breeding pairs.

    Sub-Actions

    Spoiler: Sub-Actions
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    Sub-Actions


    • Teach animal husbandry to The Dannu-Gaon Tribes

    • Learn irrigation from The Dannu-Gaon Tribes

    • Accept the gift of Writing from CAW and learn to read and write from their people.

    • Offer the gift of Animal Husbandry to CAW, giving to them three fine horses and three fine dogs - two females and one male from each species.

    • Teach animal husbandry to Sangar.

    • Learn Masonry from Sangar.

    • Learn Sailing from Eleftheria.

    • Teach animal husbandry to Eleftheria.

    • Leósha’Lýndónah investigates the ways and religions of the other nations at the summit.

    • Emissaries of CAW are granted an invitation and safe passage into Shandolé for the next 8 years (2 turns), as long as the abide by the laws of the Winter Council and do not offer egregious offense to the Elders of any tribe they visit. Should they knowingly break the laws, or sorely offend the Elders of a tribe, they will be banished from the valley and their invitation revoked.

    • Leósha’Lýndónah, M’Áwaní’Dóah and some of their entourage shall return to Shandolé by way of the Carrion Ward on their way back from the Summit, in order to make a pilgrimage to the Gray Lake and observe the creatures and ways of the CAW. They will neither kill nor hunt while in the Carrion Ward and will abide by the laws (as such they be) and offer no offense while there. If they make offense by accident or whim of impulse while in the lands of The Carrion Ward, they will sincerely apologize. The domesticated animals and enough elves to protect them will go around the Carrion Ward and not enter those lands, as it seems to offend the creatures of CAW that elves should be masters of animals.







    2. Improve Reputation with the Dream Speakers
    • Diplomacy (2)
    • Roll: 2d6+2
    • Result: 5 - Failure
    • Link

    Spoiler: 2. Improve Reputation with the Dream Speakers
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    Diplomacy

    Roll: 2d6+2
    Result: 5 - Failure

    That summer, as most of the tribes of Shándole gathered in Summer Town, the Dream Speakers arrived by colorful boats to their shore. This sparked great interest and excitement...

    Spoiler: Fluff Continued
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    That summer, as most of the tribes of Shándole gathered in Summer Town, some Dream Speakers arrived by colorful boats to their shore. This sparked great interest and excitement, as the storytellers had only come to the remote shores of Shandolé a few times in remember history. At one time they had sought to apprentice a young elf, named Terátaculli’Tuatalynshí “Little-Fawn-on-a-Dewy-Morning”, explaining that she had be born for a great destiny and would be taught the secrets of Twilight Sight. This prospect of Twilight Sight had been received with a great amount of awe and speculation, as it seemed to the Shándole that it must be a higher form of trance and imply great attunement with Simráh.

    “Little-Fawn-on-a-Dewy-Morning” came ashore with the Dream Speaker Carnival and gallantly introduced herself by a new name M’Ká’Acendi’tonyóndersan “My-Song-Flows-to-Lands-Far-Yonder.” Dressed in bright and colorful clothes, her manners and appearance were strange, but she expressed herself well and was joyfully greeted by her friends of childhood and the rest of the Shándole.

    “Long days and warm nights, Talákin’Záni’Quęzí Siah,” she greeted when Eagle-Sees and the rest of the Winter Council welcomed her. “I return to my land and peoples of youth with the people of my growing years and from lands right yonder.”

    “Well met,” replied Zán’Quęzí, The Dream Speakers and ye Cully’Cai especially are well received on these shores. The festivals o summer will be a’much the merrier this year fer yer presence. Take’ye the best o the summer wigwams and nary a’feared to ask o me or any Elder what ye will.”

    His word was as good as his years and the Dream Speakers were given full hospitality. There were plenty of campfires where the Speakers were encouraged to join the elves in the exchange of stories and singing of songs and the summer jigs and line-dances were opened to the visitors.

    Amid the festivities, busy industry and sea hunting off the shores, the usual boats arrived from the south with tradesmen and travelers, but one traveler also made delivery of something peculiar to the Winter Council.

    “It’s called a letter, I think,” explained the burly trader, “From the Truthseeers, ‘spect you heard of them even out this’a far. Don’t know what it means, but I was greatly privileged it seems to take this delivery upon myself. Must be important. Can’t say I know much more about it though.”

    Zán’Quęzí thanked the tradesman and made certain he was well received at a generous campfire that evening. But he was somewhat puzzled by the “letter.” Once he had some space alone, he turned the thin delicate material about in his hands and unfolded the paper. The strange markings, like delicate tattoos made no since to him, but were intriguing. What use or importance did this item have? He could not fathom, and he found himself wishing Edge were around to question. As much as he often disagreed with the other elf, M’Áwaní’Dóah’s experiences in the wider lands often proved useful in saving face in front of the rest of the Winter Council.

    In the absence of Edge to take council from, Zán’Quęzí decided to send for “My-Song-Flows-to-Lands-Far-Yonder.” She was properly a Dream Speaker now, rather than a Shándole, but Zán’Quęzí decided to seek her council regardless.

    The elven Speaker was made welcome’s in his wigwam and once pleasantries had been observed, he presented the letter to the younger elf and asked for an explanation. She broke face and laughed slightly, taking it. “Well Aint that just like ‘em Truthseers?! Sending a letter here of all places. I see they never stop with their reaching machinations.”

    Somewhat annoyed by her manner, Zán’Quęzí arched an eyebrow. “Speak ye plain, Cully’cai. What is this “letter”?”

    Remembering her place before an Elder, Acendi straightened her smile and cleared her throat, briefly pressing the back of her fist to her forehead in a quick gesture of respect. “Cry pardon, Siah. - A letter is a means of non-verbal communication. These marks here are like the tattoos you people use. They remember things to those that can understand them. It’s called writing and it can remember much more than the simple signs of the tattoos. This letter, for example has quite a long message… I think.” She peered at the letter frowning with concentration.

    “Ye can take memory from the letter?” he asked with interest.

    “Some,” Acendi said, “I have learned a’little o many writings, but nary a‘mastered none. I kin I can a’make out what this’n be saying though.” Slowly, haltingly Acendi read the letter to Zán’Quęzí. But, even after the words were known, there was much confusion and the speaking of “royal families” and “bloodlines” was baffling. Acendi explained best she could and Zán’Quęzí finally nodded, but then frowned. “I’m a’feared there be nary elves that kin all their parents o their parent’s parents and I doubt any o the Winter Council would a’claim upon “royalty” as ye puts it.”

    “No matter really,” Acendi said, putting the letter aside, “The Truthseers are a stuffy lot, much’a sober and of the mind that they be better than all others.”

    Zán’Quęzí tilted his head in slight disapproval of her flippant dismissal of those with such renowned wisdom as the Tuthseers, but did not rebuke her. He was growing accustomed to the strange care-free manners of the Dream Speakers. “Be it what it is. The Shándole may’a have no nary use for bloodlines an’ royalty, but this writing. It is remarkable trig. If we could make marks such as these to remember things and pass knowledge on by such as letters…. It is great glammer.”

    For some moments there was a glint and then a sinking of sadness and regret in his Zán’Quęzí’s eyes. If they had had writing to remember by then Simáh might not have been broken beyond repair during the False Dawn. The times before might have been recovered to the mind. Parents might know who their children were and children know their parents. The mysteries of the False Dawn might even have been held in this trig called writing…

    Aceni watched the distant look in the Elder’s face and wondered how old he really was. Unlike herself, who’d been born after the False Dawn, the Elders had had the Ka within them broken and all their memories of the False Dawn and the times before were lost to them. None of them knew their truth age, who their parents had been, or if they themselves had born any children before that time. It was a sobering thought and not well suited to her nature, so she cleared her throat and spoke with force, “I don’t know about glammer, but is quite useful. I kin that soon all peoples will be using such trig as writing.”

    Blinking, Zán’Quęzí’s eyes grew sharp again and he focused them upon her, “It would be swanny for the Shándole to kin this quickly then. I must palaver all this with the Elders, but it kin to me that ye and the rest of the Dream Speakers may well aid in this matter.”

    “What kin ye?” Acendi asked.

    “If’n ye people kin the trig o writing, ye could a’teach it to the Shándole, nary so?”

    Acendi grimaced and then regretfully shook her head. “Fer all the patients and love o’ stories and a’talking my people have, I nary kin any o us have the patients fer lessons on the mindfulness of writing. Many o the Dream Speakers can barely read o write themselves. ‘Sides with the coming o the Blue Comet, our order is much a’doing. For the first time we have sent Speakers to every land all at once, a’spreading wings yonder and further yonder still. Truly, even now, my people prepare to depart from here into lands unknown to search the remoteness of the Tarandi mountains and coasts.”

    “It may’hap,” Acendi continued thoughtfully, “That ye could learn from the Truthseers themselves… nay, I nary doubt they would condescend to such a’task, not less ye were in high favor and that would be a’slow a’coming to a place such as Shandolé.” She cast a glance up at the Elder, “-Nary offence meant Siah.”

    Zán’Quęzí simply lifted an unconcerned eyebrow. So far, the Winter Counsel had found little use in the strange Truethseers that occasionally wandered through and spoke of politics and affairs far removed from here. They had wisdom, yes, but their ways were shrouded and the motives questionable.

    Acendi gave a small amused snort at her Elder’s silent dismissal of the Truthseers. “Aye, I think ye much more like to learn writing from the other peoples o Tarandi. If I kin remember rightly, there be two places where writing is practiced, Hiverness and the Carrion Ward. Seek’ye one o them Siah and may’hap ye can learn writing.”

    Zán’Quęzí accepted her explanation with a silent nod and carefully refolded the letter, setting it aside somewhere safe. He would ask Lýndónah and Edge about this matter when they returned. It seemed likely they would have heard more about this writing while they traveled the further lands of Tarandi to seek out the Summit in the north.

    “Speak ye more about yer journeys from here, Cully’Cia,” she asked, changing the subject, “The unknown lands about these shores and mountains be right difficult and dangerous. Yet, even so, The Winter Council seeks to explore these lands as well. Seems all people kin the Blue Comet an omen of new promise and seek to stretch their wings under the clear skies.”

    “Aye” Acendi absently ran her brown fingers over the edge of the soft furs she sat upon. “The Dream Speakers kin this to be so. Tis why we seek to tread first the unknow lands.”

    Zán’Quęzí smiled and gave her a knowing look, “Trig known ‘afore all others be trig indeed,” he said, “Seems to me that the Dream Speakers would have it be that all the secrets of the world be first known to them. There be power in that.”

    Acendi laughed, “Zán’Quęzí Siah, ye do us wrong!”

    “Do I now?”

    “Well… may’hap not,” Acendi smiled and spread her hands, “But trig is trig.”

    “Aye,” agreed Zán’Quęzí, “Trig is tirg.”

    He frowned slightly and tilted his head considering. “I kin I shall palaver with the Winter Council. Expeditions to yonder lands be rightly hard to plan and dangerous. May hap the Dream Speakers and the Shan could aid one another in this matter.”

    “Favors done for favors owed?” Acendi litanied, “The Dream Speakers will gladly share with ye what secrets we may discover in lands here about, if’n ye kin that a favor then be owed.”

    “Ha!” laughed Zán’Quęzí, “I kin yer howkin, Cully’Cia! But still I may yet come to ye.”

    “Like a wild foal to sweet apples, Siah! Jin-jin!”

    “Cry-off ye now,” Zán’Quęzí said, though there was still merriment in his eyes, “Ye own yer Elders some respect, even if ye be a Dream Speaker.”

    Acendi smiled, but placed the back of her fist to her forehead nonetheless. “Well, palaver ye then with the rest o’ the Winter Council Siah. Then let the Dream Speaker know a’fore we go what land ye seek to kin and we shall kin it fer yeh.”

    “Aye, Aye. So, I shall. Go ye now, Cully’Cai and dance a jin-jin jig with yer people both Shan and Speaker. An’ be yeh smug in yeh trig ways.”

    Acendi smiled, rose and gave a final bow and fist to forehead gesture of respect, before turning to leave the wigwam.

    “Acendi Cai,” Zán’Quęz called when she was nearly out the flap. When she turned, she saw that his grey eyes once more held a depth of distant sadness. “Step ye careful when ye go to yonder lands unknown. … And kin ye that if ye ever find yerself in trouble, o should any others of your people, ye may step ye yonder here, by foot o Sight and receive ye care and shelter. Ye may be a Dream Speaker, but even so ye still be a cully o Shandolé. Ye an’ yern will always have a home along the River Ka.”

    There was a solemn sincerity to his words that Acendi could not speak to, but it sank deep into her heart. Home was a powerful word, maybe even more so to one who’s fate was to always be a wander. “Thankee’Siah,” she finally said and then added, “I shall always kin it so.”

    And with that she stepped out to rejoin her people.





    Summery: The Shándole graciously receive the carnival of the Dream Speakers and gladly exchange what lore and song they may. Should any young elves among them be chosen for apprenticeship, the Shan encourage such a path, for the destiny and the wisdom of the Twilight Sight is an auspicious calling.

    Before the Dream Speakers go, The Winter Council will take up their offer of exploration and promise alliance and favor in exchange for the Dream Speakers reporting to them about the lands to the NW of Shandolé.

    Sidenote: The Shándole have no useful history or information regarding royal families to provide to the Truthseerer’s inquiries.



    3. Explore the unknown lands to the SE
    • Opulence (3)
    • Bonus: Animal Husbandry (+1)
    • Roll: 2d6+4
    • Result: 8 - Failure
    • Link

    Spoiler: 3. Explore the unknown lands to the SE
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    Opulence
    + Animal Husbandry bonus

    Roll: 2d6+4
    Result: 8 - Failure



    “There is a time for us to wander
    When time is young and so are we
    The woods are greener over yonder
    The path is new the world is free”

    After the crossing of the Blue Comet, The Winter Council of Shandolé decided the time had come to venture past the boundaries of the valley that had sheltered and protected them for centuries. ...


    Spoiler: Fluff Continued
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    After the crossing of the Blue Comet, The Winter Council of Shandolé decided the time had come to venture past the boundaries of the valley that had sheltered and protected them for centuries. Beyond its hills there was a wide new world, bursting with a cosmic spring singled by the comet. The days of winter hibernation and stillness were done.

    And so it was that the first expedition was planned, led by two of the Winter Counselors themselves. M’Eldi’Simráh – “I-Will-Stand-and-Remember” and M’kazi’no’Soze – My-Heart-Sings-Against-the-Storm, more casually known as Root and ‘Soze. They were the most recent appointees to the Winter Counsel and though they were Elders, they still lived and laughed with the ease of youth. Having been lovers nearly as far back any could remember, where one went, so did the other. They loved challenge, adventure and one another.

    Root and ‘Soze planned the exploration with the passion and optimism they always carried in life, gathering supplies, choosing the expedition party and laying out their planned rout side by side. They would head south-east, crossing the hilly forests that bound the valley and trekking the lands between coast and mountains, learning all they could.

    The day they set out was a bright spring morning. Chilly breezes rustled the forest trees, but carried with them the scent of fresh bloomed flowers. Golden sunlight glinting off leaves of fresh spring green, held promise of softer warmer weather to come in its beams and birds were swooping about in marry business, making the forest feel more alive than ever. The final patches of thin snow still cowered in the deepest hollows of shade and shadow, but for the most part the earth was richly moist and brown, freckled with new growth and bright points of color from the first of the spring wildflowers.

    ‘Soze was mounted on a pale grey mule, Moon-Dancer, her loyal steed, necessary because of the loss of her legs below the knees. She’d lost them over a century before, when they’d been crushed by a mammoth, but she refused to let her handicap hold her back from the life she loved. She could attune to Moon-Dancer so well that it sometimes seemed they acted with one mind, the mule taking direction simply from the a turn of ‘Soze’s head, or from the subtlest of whispers or shift of weight. For times and places where Moon-Dancer could not carry her, Root had a leather harness that when over his shoulders and let him carry his partner on his own back.

    He was tall and strong, even for and elf and stood with a natural gallantry and charisma. Every step or turn of his head and he seemed like he was ready for great deeds, that or ready to burst into marry laughter, the sort of laughter that leads all around him into laughter as well. His dark grey eyes were like wet slate and his hair was tied in a single long braid, though strands had slipped loose and blew about his face in the wind.

    Root was commanding a line of strong wolf hounds. Each carried packed supplies on their backs and some were also pulling long poles bound to slippery pine branches that would easy be dragged along the forest floor. Other elves stood by with pack horses and more dogs, while ‘Soze and Moon-Dancer move up and prepared to ride in front and find the smoothest paths. A pair of long-handled hatches were strapped to the Mule’s sides, within easy reach in case ‘Soze needed them to clear the way of underbrush or fight off wolves. Her sling and lasso were on her belt and her hazel eyes shined.

    The sounds of excited barking filled the air, as the dogs waited eagerly to begin traversing the forest. Root whistled and a golden-red eagle sailed down from the canopy and landed on his gauntleted arm. “Hey-ho, Sun-Dash,” he greeted and gave the bird a bit of dried meat from a pouch on his belt. “Fly on ahead and look out fer trouble yonder.” He motioned southward and then gave a short-whistled tune, before launching the eagle up again. The bird gave a cry and flew forward, rushing close enough over ‘Soze’s head to make her many braids swing. Then the eagle turned upward and disappeared beyond the tops of the trees. Moon-Dancer neighed in annoyance and shook her head, disgusted by the way the eagle was always showing off.

    ‘Soze laughed and turned back to look at her husband, who was grinning. “Yer damn bird’s going to get m’fist in his beak one’a them days.”

    “I’d say something clever, but it probably fly plumb over yer head,” Root replied brightly.

    ‘Soze laughed some more, “Then don’t waist yer words. Let’s go!”

    “Y’all heard her! Hiyah!” waving to the other elves, Root urged the dogs forward and they began, ready to meet the challenges of unknown lands.




    Summery: A party of elves led by Winter Counselors M’Eldi’Simráh – “I-Will-Stand-and-Remember” and M’kazi’no’Soze – My-Heart-Sings-Against-the-Storm depart from Shandolé on an expedition to explore the region SE of the the valley. They do not return this round.



    4. Answer The Sentinels of The Stone's request, by collaborating with the engineers of The Dannu-Gaon Tribes
    • Military (1)
    • Action 1/3
    • No Rolls
    • Will accept the +1 rep reward when it is divided up.

    Spoiler: 4. Answer The Sentinels of The Stone's request, by collaborating with the engineers of The Dannu-Gaon Tribes
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    Military 1/3

    When Counselors Edge and Deep-Waters returned from the Arrok’s summit at Southrocks, they brought much news and lore of the further lands of Tarandi...

    Spoiler: Fluff Continued
    Show


    When Counselors Edge and Deep-Waters returned from the Arrok’s summit at Southrocks, they brought much news and lore of the further lands of Tarandi and the rest of the Winter Counsel listened and questioned them for many days. For the most part they approved of all they heard and commended them. However, it was a good deal more ado than had happened in Shandolé in the past century and the breath of peoples and knowledge describe made many Elders reconsider the whole of their perspective upon the world and the place their people held within it.

    Of particular interest was the news brought of how The Sentinels of The Stone were seeking to expand their presence in Tarandi and erect a Standing Stone of power. Among the Shándole, The Sentinels of The Stone were greatly respected, especially since they had proven vital in saving the tribes from Blightspawn on many occasions.

    Edge in particular had a great respect for The Sentinels of the Stone, for he owed them not only his life, but also his path back from banishment and then had spent many years wandering the lands seeking a warrior maiden of the Sentinels who had led him back from the darkness. Edge explained that, upon hearing of their request, he had made it his duty to make arrangements to begin erecting such a stone as was described. At the Summit, he’d coordinated with the famed engineers of The Dannu-Gaon, who had agreed to cross the mountains in order that the Shan and the Dannu may work together to erect a stone in Shandolé.

    The announcement of the coming advent of The Dannu Gaon set the Long House abuzz with exclamations and questions, as several asked what right Edge had to invite these foreigners into their homeland and promise such a demanding undertaking and others wondered when and how this would be. But Záni’Quęzí stood and called all to order. “Ye step boldly, Edge, but I think ye step with wisdom, nonetheless. Even so, your word is given and the builders of the Dannu Gaon shall come and this stone shall be raised, so let nary a’none bemoan it now. Rather let us put our thought into how this shall be and where such as stone should be raised.”

    His words were taken and though some still cast frowns at Edge, the discussion of the Council turned toward making such arrangements as Záni’Quęzí has described.

    It took many weeks and several scouting ventures, before the location to erect the stone was finally decided upon. The place was a forested mountain plateau, known as The Rosewood. It was some distance above Winter Town near the headwater of the Ka river. Redwoods and other evergreens of great age and girth grew here, and it was also known to have more than the usual amount of Winter Roses and Kypher, both plans of mystic power. It was the long lasting hauntingly beautiful vines of roses that climbed on many of the redwood trunks that gave the place its name. The Shandolé considered the place to be a thinny, believing it to be closer to magic and glamour. A place where Simráh flowed strong and full.

    Edge was appointed by the council to oversee the project and he would have had it no other way. Selecting several teams of both laborers and engineers, he did not go with the rest of the tribes down the Ka toward Summer Town but remained in the mountains to meet the The Dannu Gaon went they arrived.

    All of Winter Town was made available to host the human specialists of the Dannu Gaon and several construction camps were set up along the paths up to the Rosewood. The steep slopes would make logistics difficult, but at least there was plenty of good stone to be quarried nearby as a source for project.

    “Well met, Siahs,” Edge greeted the The Dannu Gaon went they arrived, “Yer wisdom and trig with stone and a’shaping o earth is well known. May the Simráh drawn our minds and Ka together, as we join in our common goal.”



    Summery

    Actions: The Shándole shall provide two of three actions needed to construct the Standing Stone and the The Dannu Gaon will provide the third. If we receive the reward, Shandole will accept the +1 rep when it is divided.

    Location: The Rosewood - A mountain plateau in the southeast end of the region overlooking Winter Town and close the the headwaters waters of the Ka river. A forest of redwoods and other evergreen grows in this area along with the mystical Winter Rose vines. It is considered a beautiful and mystical place and is a strategic position for both defenses and overview of the southeastern hills and mountains.



    5. Answer The Sentinels of The Stone's request by collaborating with the engineers of The Dannu-Gaon Tribes
    • Military (1)
    • Action 2/3
    • No Rolls
    • Will accept the +1 rep reward when it is divided up.

    Spoiler: 5. Answer The Sentinels of The Stone's request by collaborating with the engineers of The Dannu-Gaon Tribes
    Show


    Military: 2/3



    ---

    Non-Actions

    Shandolé takes up the Dreamspeakers' offer of exploration and ask to learn of the lands in the region NW of their valley.

    ---

    News & Rumors

    Faith Grows - Posted in OOC Thread
    Link

    ---

    Map

    Spoiler: Map
    Show





    ---
    Last edited by Laura; 2020-08-17 at 01:49 AM.

  11. - Top - End - #11
    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 Scrimthun Unity
    Region 53 - Thun
    (Round 1)


    Actions:
    1. [Diplomacy]Attend an event: The Thunspeaker would be delighted to attend the gathering they have been invited to by their almost neighbours, the Ko, and to introduce personally those diplomats they hope will be meeting with other peoples in the future.
      Sub-actions:
      • Trade Masonry for Pottery with the Targiz (TAR)
      • Trade Masonry for Writing with the Hraban (HRA)
      • Trade Masonry for Animal Husbandry with the Uzii (UZI)
    2. [Diplomacy]Diplomatic Mission: Exploring to the North-East of Thun. Success!
    3. [Military]Raise Unit: It is regrettable that there is a need to take up arms, but the world is dangerous, and Thun must make itself dangerous to match.
    4. [Opulence]Expedition: Exploring to the South-East of Thun. Success!
    5. [Opulence]Expedition: Exploring to the North-West of Thun. Success!

    Dice rolls
    Non-Actions:
    Non-action: Submit writings to the Dreamspeakers for the Manual of Mamut. (WIP)
    Spoiler: The River That Carved The World (WIP)
    Show

    Come close, child. I know that it is dark in this place. That is because stone does not need light. I understand that you are owed a story. This is my last duty to Thun before I let myself return to sleep in the earth. I am old, and tired. So listen to my tale, and then when I am done, we shall both depart. It is best you do not light any torch or candle until you are far from here.
    Before I begin, I should tell you that we are not a people much given over to allegory. We do not tell stories of tricksters who stole fire from gods, or of heroes who brought the rain from the sky. The eldest of our people have only recently begun to pass from living memory. So most of our tales are dry histories unchanged from the telling of those who lived them. But there is one story I think will interest you...



    News and Rumors:
    • Former Thunspeaker Jidu, the last remaining sire of our current Thunspeaker, elected to return to the deeps today. We shall miss their guidance and wisdom, but respect the elder's decision to return to the earth. Their memories have not been lost, and are now carried throughout all of Thun.
    • The Thunspeaker has made an unprecedented decision and decreed that it is time for the definition of Thun to expand. They have commanded the opening of a new Nursery in the slate fields to the North of Mt. Thun. Additionally, expeditions are being sent out in all directions save the frozen North, where food is still too scarce for Scrim to make the journey across the wastes.
    • Since the arrival of the Phoenix in the sky, the rate of "young births", where Scrim naturally emerge from the earth without needing to be carved, has gone from rare to almost unknown. Where once young births were happening every few weeks, there have been none since the Phoenix came. Is it an ill portent, or a sign that Thun must change with the times?



    Leader: Thunspeaker Ulun (Not changing)
    • Diplomacy: 4 [=>5]
    • Military: 3
    • Opulence: 4 [=>5]
    • Faith: 2
    • Intrigue: 2
    Last edited by Silent_Interim; 2020-07-25 at 08:14 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.

  12. - Top - End - #12
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37



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

    The 9th Sacrosanct Conclave (the Aster Council)
    Diplomacy: 5
    Military: 4
    Opulence: 4
    Faith: 2
    Intrigue: 4

    Spoiler: Writing Prompt: A new dawn in Widhu
    Show
    The first rays of sunlight pierced Caranna-Hoich's canopy, and the nest of nightingales in their lower branches began a lullaby, the sharp calls of nearby jackdaws fading slowly as Caranna strode nimbly toward their favourite clearing. It had been a productive night - already their "Ilthiana - or, the Chorus of the Westward-Striding Askr in the Second Summer of the Aster Council" was coming along nicely. Both their treasured nightingales and several curious thrush had been persuaded to join the developing performance, and Caranna was quite pleased - such a momentous moment deserved a proper laud. As they arrived at the tiny clearing, the sun burst the morning fog in earnest, and Caranna settled in to bask. Their roots probed the damp earth, searching for any decaying morsels. After a few minutes of softly searching, a particularly talkative wren passed by, and mentioned passing an old sow, not a minute's flight downstream. After a beautiful sunrise through the reddening autumn leaves, Caranna began the stride for food, their avian companions flitting through the branches searching for their own meals.


    The Dreamers brought news to the Deru of an invitation - a band of creatures downstream of the Straumr were sceptical of the existence of other beings similarly awakened by the Sannha's grace, and would the Deru please assemble a Conclave and send a representative to the meet. After considering the offer, and questioning the Dreamers on the moons of striding to reach these creatures, the Elder of the Wattlea called the Branches together, and the 9th Sacrosanct Conclave was formed. After a moon of deliberations, the Conclave decided that yes, at least one of their number should investigate the news that more children of the Sannha had survived the Dorhfad (Long Dark), and no, this was not dire enough to warrant the choosing of a High Councillor. None of the Elders were particularly eager to leave the comfort of the Sannha's waters, and eventually, they decided that if one had to leave, they all ought to go. Leaving the familiar shade of Widhu & Fiodh, they followed the Straumr until eventually, they reached the lands of the small creatures who called themselves "Ko".

    Meanwhile, the Wattlea have observed a swirling of currents disturbing the calm of the Sannha, bursting its banks and flooding a traer grove. After much debate, they determine the message is clear - the Deru must burst the bounds of Fiodh, and tame the wild forests of the outer world. The Silini send their avian messengers to spread the word - the time has come for the Deru to wake Fiodh once more. Across the borders of the woods, the Deru rouse their brethren near-lost to root, and lead them along the Straumr's banks, along Ea's shores - up- and down-stream they go, as the Sannha guides.

    1: Opulence: Send an expedition upstream. [11]

    2: Diplomacy: Send the Conclave to the Party at the Towerhome!
    Sub-Actions:
    -Trade Animal Husbandry for Masonry with the Ko (Milt)
    -Trade Animal Husbandry for Writing with the Hraban (Electriccat)

    3: Opulence: Send an expedition downstream. [10]

    4: Diplomacy: Create a cultural identity - Children of the Sannha (2d8 on raising organisation reputation).
    All are children of the Sannha, but the Deru are the blessed of its waters, purest of its make. All are kin in the eyes of the Deru, and so they treat all as kin, extending a branch to all - especially those that move between all, and let each child understand the other.

    5: Diplomacy: Declare the 9th Sacrosanct Conclave in session, until such time as the waters of the Sannha are untroubled once more, and all is at peace.


    Spoiler: Admin
    Show

    Leader stat increases:
    Dip +1
    Opu +1

    Techs:
    Animal Husbandry

    Units: 0/6

    Heroes: none.

    Cultural Identity/ies: none.

    Tactical Doctrine/s: none.
    Last edited by Ausar; 2020-07-25 at 10:39 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  13. - Top - End - #13
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round 1
    [Swampum, Home of the Uzii]

    [Homage Death-Grasp Mudmore]
    Region(s): 39


    Actions:
    1. [Military] (Raise a Unit) The blue sky is a sign! Mamut may be in danger! Homage Mudmore orders the Snort Tuskers to contribute to creating a Fight Throng!
    2. [Military] (Raise a Unit) Can't have a Fight Throng without something else to compare it to! Make another Fight Throng! Need to protect Mamut!
    3. [Diplomacy] (Build an SoS Base, 1/3) The Sentinels of Stone are highly respected in Swampum, and they want a base in Mamut. Den Mothers direct many Uzii towards construction!
    4. [Diplomacy] Lost-way Far-trek of Snort Thumpstrong absolutely is not lost, he just is leading his Den brothers to a party! (Attend Event)
      Spoiler: Sub-Actions
      Show

      - Trade Animal Husbandry for (HRA) Writing and the promise of support of a buyout in Region 39 TP#3
      - Trade Animal Husbandry for (SCR) Masonry (?)
      - Trade Animal Husbandry for (ALQ) Irrigation
      - Trade Animal Husbandry for (TAR) Pottery
      - Exchange promises of providing support of Trade Post buyouts between (TAR) and (UZI); Battle Toads TP#2 for a Trade Post of TAR Wine
      - Help establish the Mamut sport of Ko-Ball, and promise to create a team of Uzii known as the Swampum Big Strongs
    5. [Opulance] (Explore to the east! Roll: 10) Tusker Far-kick Swiftspear promises rewards for explorers who find out more about what's to the east of Swampum!

    Non-Actions:
    • Request the DSP Explore to the Northwest of Swampum (39 to the rumored 42), in exchange for a story of Mamut's history
      Spoiler: Uzii During the False Dawn
      Show
      It took the Dream Speakers little time to find an Uzii willing to tell a story. It took them a much longer time to find an Uzii capable of telling an actual story that didn’t involve some personal bravery. At last, though, they found Snort Thumpstrong, where Uzii Shaman are more prevelant, and less challenges to fight occur.

      Tusker Wise-weep Thumpstrong was an old Uzii, his fur beginning to grey all over his body. “You want story, eh? Not happy with tales of glory, fighting against big beasties here in Swampum? We got many of those.”

      “Hmmm… Very well. I tell you tale of the False Dawn. The Red Sky. What happened to the Uzii since it began.”




      Many Uzii became very concerned when the False Dawn occurred. There were screams upon the winds, and what few trading partners the Uzii had suddenly stopped. We were not much different then to how we are now. We live. We fight. We die.

      We just had more then, because we knew a few things about a few people. No, I don’t know those things; I just knew that we did know them. It matters not; those people are long since dead. Do not let our battle brothers fool you; Uzii are not stupid. Not entirely. We are just… focused. Not many male Uzii have the patience to learn about something they are not interested in, and many only are interested in one thing. That has remained consistent since the birth of our beings. Even when the skies turned red, most Uzii just wanted to fight whatever had taken away the blue sky. (We’ve a few idiots these days who want to fight whomever took away the red sky, no matter how much we tell them that blue is better.)

      We did send scouts out to try and find out what happened. Most of them did not come back. That worried us. Well. It worried those of us with the brains to see the implications. We raised a large War Band for the first time in a long while and readied for a fight. A fight that never happened. We stood at full readiness to defend Mamut and Swampum… and heard nothing about where we needed to go to bring the fight to our enemies.

      But the False Dawn changed a few things. Before, Shaman had a much better grasp on speaking with the Ancestors. There were some rituals that had, before, been passed down for generations that allowed for direct conversations, so the story goes. Knowledge from the past, brought to us from those that had lived it. Those rituals were lost, as they no longer worked. If we are lucky, we will perhaps find them again.

      The False Dawn also brought with it the Blightspawn. Finally, something the War Band could fight, other than itself. Many, many died. Their deaths were glorious and honorable, but it quickly proved that the two Blightspawn that have made it to Swampum since the False Dawn were not things that a single hunter, or even a single Sounder, could handle. We were honored when the Sentinels of Stone arrived both times to aid us. With their mighty warriors assisting us, we were able to defeat both the Horrible One and the Grinning Beast. Worthy Ancestors be praised that both Blightspawn did not come at the same time during history, or the Uzii would be far less these days then we are, if we still existed at all.

      The Horrible One was the first, only a short year after the False Dawn. It earned its name because of all the horrible things that happened around it. Many, many, Dens were lost. Families with long histories. I suspect that this was when the rituals were also lost, as the teachers of them were among the Dens and Clans that were wiped out. The Horrible One was a reminder that Uzii pride alone is not enough to win all battles. Thankfully, we had the War Band gathered by then, so though over a third of them died in the bloody battles that followed, we were able to hold the Horrible One off for years; the Sentinels were the first indication that Swampum still had allies outside our homes, and when they arrived, we were able to strike down the Horrible One.

      No, I don’t know what the Horrible One looked like. Even its very bones were a blight upon our lands, so the Sentinels of Stone were invited to take the entire corpse far from Swampum. We rejoiced in our victory, and finally the Shaman had reason enough to end the War Band, returning all Uzii back to their Sounders to rebuild and live.

      For over a hundred years, that’s what we did. We got busy. Why are you laughing at that? We built new Dens where the old ones had died. We grew our Snorts again. We started to feel strong again.

      And then the Grinning Beast came.

      I understand wolves are common outside of Swampum. A wolf pack would not do well in these waters. Wolves, I have heard, work well together like Swamp Cat packs do, but live more in dens like Uzii then in trees like the Cats. Individually, wolves aren’t supposed to be too much of a threat. When we get the rare wolf in the Swamp – and they are exceedingly rare – they die quickly to a Swamp Cat pack or a Bloat Toad. Or a lucky Uzii hunter. Wolf pelts are highly prized as clothing.

      The Grinning Beast… was a giant wolf. And I do mean giant. It stood higher than most of the gnarled trees that make our home. Every Uzii at the time, a century ago, wanted to fight it and be the one that felled the beast. With our Battle Toads, we could just barely reach it’s back.

      That did not work out so well. The stories say that the back of the beast was full of living shadow fur; wispy and twisty, it bent and swatted at those who came too close. And the Grinning Beast’s name came from the enormous mouth it had. The tales tell us that it had no lips, like some great fight before had ripped them away and left its fierce smile behind. And it liked the taste of Battle Toad. Trying to leap upon it’s back would throw the Uzii far away, but the Toad would be swallowed whole.

      Thankfully, the Sentinels arrived much quicker this time. We raised another War Band, and with their strategies and our might, we managed to fell the Grinning Beast before it could come too close to the Ancestral Baths. Unlike the Horrible One, it was not out to destroy our homes; it seemed drawn to places of power in our lands, and I know for certain that at least one such place was wiped out. When I was a whelp, an Elder I knew said that an Elder he had known when he was young had called the place Spirit Home, and it was supposedly some great tall tower to honor the Ancestors whom did not yet have a Clan to host them.

      The Grinning Beast was said to have crushed Spirit Home, so deeply and strongly, we do not even know anymore in what Snort the tower once stood in. I suspect it was in the rockier lands of Snort Rocktusk where such a large structure could have been built… but the Grinning Beast has made that impossible to confirm, and no Uzii alive remain to tell us if I am right or wrong. Perhaps there is someone outside Swampum who remembers. Maybe our cousins among the Hraban will have another tale to tell you.

      Maybe not. They can be a bunch of wingdings sometimes, so I have heard.

      After the Grinning Beast, the Uzii thrived once more. Once again, we asked the Sentinels of Stone to take the corpse away. We had no use for the Grinning Beast's shadow fur, and no desire to see it's teeth or claws in Swampum any longer. We much preferred to get busy again. Why does that phrase amuse you so? We repopulated our losses, and our ancestral skirmishes continued among ourselves; good training for if another Blightspawn appears.

      The blue sky is back. We are not much different now than we were then. We live. We fight. We die.

      We ready ourselves to fight off the Goddess, should she try to return.


    Spoiler: News and Rumors
    Show

    • The sky is no longer red! Many within Mamut may be scared! The Uzii will find the lost, the tired, the weary... and fight them till they are better!



    Spoiler: Ruler Information
    Show

    Homage Death-grasp Mudmore D M O F I
    Current 4 4 3 3 2
    End of round 1 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Mil, +1 Dip
    Last edited by Gengy; 2020-07-25 at 12:37 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

    "What-the-Jongo?"
    Before you insult someone, walk a mile in their shoes.
    That way, you'll be a mile away, and have their shoes!

    Got me a Real Job™ (yay!). Still busy (boo!).
    ~avatar by myself

  14. - Top - End - #14
    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
    Region 218: Veramondo

    Actions
    Rolls

    [Opulence] Send an expedition southwest from Veramondo (218) [13]
    A caravan sets out southwest onto the plains, skirting the edge of the lake as they go. Their goal is to find new arable farmland and a source of steady stone for building for the Veramondi people.

    [Opulence] Send an expedition north from Veramondo (218) [13]
    With some of the northbound envoys delivering messages come explorers and merchants, seeking trade deals and new wealth to bring back to Veramondo.

    [Military] Raise a unit
    The age of the False Dawn may have ended, and the age of the Blue Star come, but Blightspawn are still everywhere. Young warriors who have proven themselves against jungle beasts prepare to combat unknown threats in the lands beyond.

    [Military] Raise a unit
    In addition to local warriors, a roving band of mercenaries is contracted to defend Veramondo. The king's coffers ensure a steady supply of new warriors.

    [Diplomacy] Host the Feast of the Blue Star
    Spoiler: Event Subactions
    Show
    Trade Writing to HEN in exchange for Irrigation
    Gift Writing to ANB
    Gift Writing to BDA

    King Oram II hosts a feast for diplomats from across Kiswa, celebrating the arrival of the Blue Star and the beginning of a new age. He seeks to trade the Veramondi technique of writing for the special knowledge of other peoples. He also is surreptitiously looking for spouses for his oldest children.

    Nonactions
    Accept embassy from VYG

    News and Rumors


    Spoiler: National Info
    Show
    Units: 0/6
    Heroes:

    Relics:

    Technologies:
    Writing (Veramondi Logography)

    Trade Posts:
    Cacao: 218.1

    Spoiler: Ruler Info
    Show
    King Oram Hadev II
    Diplomacy: 3
    Military: 4+1
    Opulence: 5+1
    Faith: 5
    Intrigue: 2

    Descendants and Heirs:
    Prince Taro Hadev - Eldest Son, Heir
    Princess Kona Hadev - Daughter
    Prince Oram Hadev III - Youngest Son
    And another on the way!

    Spouse:
    Queen Enva Hadev

    Other Family:

    Last edited by bc56; 2020-07-26 at 12:36 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

  15. - Top - End - #15
    Barbarian in the Playground
     
    RandoMan's Avatar

    Join Date
    Jul 2014

    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round One

    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.


    [Diplomacy] Request a Standing Stone be erected on each continent - With the world righting itself the Sentinels are prepared to shepherd the emerging powers in their expansion across the known world. Many dangers still lurked from the False Dawn that could snuff out the fresh buds of recovery. Hoping to establish a strong presence throughout the world a Sentinel is sent to all the known halls of power requesting aid in erecting Sentinel bases around the settled realms. The effort to erect Standing Stones required careful alignment with the leylines but the current lack of significant Sentinel presence across most of the known world allowed for some degree of flexibility with placement of new Stones. Still, adjusting the alignment would be something that could only be done a handful of times meaning rising civilizations would have to race, or cooperate, in determining the placement of a Standing Stone on their respective continents. (Request: Build a Sentinel Base (3-action Dip/Mil project) in each continent. If nations cooperate they decide amongst themselves how to divide the reward. If multiple bases are completed first on a single continent one will be randomly selected to become the recognized SoS base and contributor(s) will receive the full reward. Any uncompleted or unselected SoS bases will not become an SoS base at this time but may serve as the basis for an alternative Great Project at the players’ discretion or may act as the basis for a future SoS request. Reward: +1 Rep, +1 Favor. Penalty: None. Duration: Rounds 1-5)

    [Diplomacy] Forbid exploration into non-settled lands lying along the eastern hills of Kiswa for the next decade - The Sentinels are encountering greater numbers of Blightspawn in the eastern hills and valleys of Kiswa and request a moratorium on exploration this direction by the civilized lands until the Sentinels have had time to clear the threat. Kings, Councils, and leaders of Kiswa’s peoples are warned that to breach this line with ill equipped explorers would threaten the containment of the Blightspawn and risk their incursion into civilized societies. This would not go over well with the Sentinels. The Henanda Kingdom and Bel-Dan Armada receive special emphasis on this point given their capitals’ closeness to this dangerous area. It is believed it will take approximately a decade for the Sentinels to clear the hills of the greatest of these threats allowing them to become passable once more. (Request: No explorations into any Kiswa regions with a green “hill border” in the Northeast. Reward: None. Penalty: -1 Reputation for every region explored touching this border. Duration: Rounds 1-3)

    [Military] Recruit Theodora of Kiswa, Hero Score 8 - A young member of the Sentinels sets herself apart from the common ranks when she single-handedly overcomes three gargantuan Blightspawn that had claimed a large swath of fertile valley land in the hills of Kiswa currently receiving focused Sentinel attention. Originally hailing from the Azipāra tribe among the Bannanda Theodora is a woman of healthy stock who left her homeland to join the Sentinels after an unpleasant incident with her tribe’s Onōa that resulted in her banishment. A relative newcomer to the Sentinels, the young woman has quickly proven herself to be a stoic, dedicated, and clever warrior who pursues her prey with a relentless determination. Her name chosen as a Sentinel, Theodora of Kiswa, shall no doubt soon echo in the halls of history.


    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.


    [Opulence] Offer the exploration services of the Dream Speakers to all, for a price - All leaders of the known world receive entertaining guests who arrive with all the bells and whistles of a carnival. Dream Speakers announce themselves and their services in flowery and poetic language offering to brave the unknown wilderness in the names of the respective courts they petition. Of course, nothing in life comes free and to accept the Speakers offer would place those who do in the organization’s debt, a prospect certain segments of various courts find unappealing given their unsavory reputation as “kidnappers and child buyers” when it came to those blessed with the Twilight Sight. (Request: Dream Speakers will explore a single adjacent-to-requester region per kingdom upon non-action acceptance of their offer. Reward: 1 Favor owed to Dream Speakers. Penalty: None. Duration: Rounds 1-2)

    [Diplomacy] Increase recruitment in Sikar...or not - In Sikar the Dream Speakers have found an abundance of children are being born with the Twilight Sight. With increased numbers of gifted children comes increased recruitment, both voluntary and...less-so. Villages and towns across the continent petition their rulers to do something about the Dream Speakers hoping to see them driven off and security increased. The Dream Speakers warn however that interference in their mystic rites will be seen as a declaration of opposition to the far-seeing wanderers encouraging local rulers to abide their recruitment as a necessary means of dealing with the Twilight Sight. (Request: Do not interfere with Speaker recruitment. Reward: None. Penalty: Any action taken to interfere with recruitment will result in -2 Reputation. Any non-action taken to interfere will result in -1 Reputation. Duration: Rounds 1-2)

    [Diplomacy] Collate the Manual of Mamut (1/5) - Dream Speakers were famed as itinerant storytellers, bards, and skalds but their catalogs of tales to tell were increasingly dated and insufficient to the task of enthralling the hearts and minds of the New Dawn Age. Starting in Mamut the Twilight Sighted begin to scour the taverns, palaces, and dreams of highborn historians and lowbrow entertainers hoping to discover fresh new narratives to twist and share along their journeys. Whether it be the heroic, if at times bawdy, recollections of Uzii hunts or the methodical poetic orations of the Deru’s long memory of seasons now past the Dream Speakers scour all corners of Mamut hoping to find fresh stories to tell. (Request: Mamut-only players may choose to aid in this endeavor in multiple ways. Submitting appropriate fluff writings and/or contributing the the Great Project with actions. Reward: Gain max 2 Favors per sufficient length/content fluff submission fit for inclusion in this catalog and/or Gain max 1 Favor for aid action(s) to complete the Great Project. Max 2 Favors gainable per kingdom. Submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. Duration: Rounds 1-5)


    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.


    [Diplomacy] Incentivize diplomatic cooperation among the known kingdoms - More than ready to play translator, lie detector, and matchmaker the Truthseers work to encourage diplomatic relationships between the polities of the known world. They offer praise and indebtedness to the most diplomatic and ambassadorial on each of the known continents hoping to grow networks of communication across the known world that they may benefit from in tandem to those who accomplish the task of attracting the most diplomatic interest from their neighbors. (Request: Be the first on one of the known continents to have embassies with 3 (or more) other kingdoms. Reward: +2 Reputation, +1 Favor. If multiple kingdoms on a continent complete this task simultaneously they will receive the full reward. Once the reward has been claimed on a continent it can no longer be claimed by a denizen of that continent. Penalty: None. Duration: Rounds 1-10 or until completed on all continents)

    [Diplomacy] Collect Histories of the Tarandi Dynasties (1/5) - The Keeper of the Sangar, the Sorgen family of Thade, the line of Mak the Wise from the Dannu-Gaon Tribes, and the Nordgen Chieftain of Hiverness are petitioned in person to grant the Truthseers access to the genealogical records of their ruling lines. A thorough examination of the northern dynasties would help to construct historical records of Tarandi as well as providing the means to aid in the development of meaningful recommendations for dynastic alliance among the northmen. The Brayewen Tribes, Viskari, River Elves, and the Arrok of Uldra receive letters to request information regarding their noble families but no Seers journey to these regions. Notable, if only for the absence of such overtures, the Creatures of the Ancient Ways and Clann Solais do not receive visitors or letters from the Seers. (Request: Tarandi-only, dynastic-rule-only players welcome to aid in this endeavor. Reward: Gain max 1 Favor for creating and sharing a Family Tree. Gain max 1 Favor for aid action(s) to complete the Great Project. Max 2 Favors gainable per kingdom. Duration: Rounds 1-5)

    [Diplomacy] Attend an event on each continent - As civilizations reemerge from the dark ages of the False Dawn’s light the Truthseers are there to watch and nudge these nascent buds towards prosperous growth. Wherever leaders and their representatives gather in great numbers the Truthseers are there, observing with placid faces the proceedings unfolding around them. While not un-social the Seers seem content to fade into the background where they are able allowing for unpolluted opinions to be cultivated. These would be the first of many steps by the emerging powers of the world towards rebuilding, perhaps even surpassing, what was lost in the False Dawn. Witnessing and learning from such a historic moment was of great interest to the Seers.
    Spoiler: Sub-Actions
    Show


    Last edited by RandoMan; 2020-07-24 at 05:57 PM.

  16. - Top - End - #16
    Troll in the Playground
     
    mystic1110's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Region 18
    The Targiz
    Current Leader: Ells Ogra
    Current Abilities: D2, M4, O3, F2, I1

    Round 1

    A young Goliath stood on the precipice of the Cliff. He let go of the clay pot holding the remnants of the Hibiscus wine and heard it shatter as it hit the ground. His kiln master would be disappointed in such a weak piece. He looked past the line that marked this unlife and death and looked at the dimming sky. He was conflicted about his choice, about his faith. He was taught and thus he knew four truths and three of them could not be true. He could not waver any longer. He would jump. Just before he could leap, in the great Eternal War in the Sky, in which he may have be born again, a tumultuous battle unheard of occurred. A Star God was mortally wounded and the land was awash in blue. The Young Goliath, his moth agape, stepped back from the edge and took in the brief, and yet unyielding, moment of transformation. Tears rolled down his face, his faith was now concrete. As the sky returned to its rightful colors the Goliath walked down the fields of flowers to the base of the mountain . . .

    Actions:
    • MilitaryRaise Unit – Tansy Crusaders. One Hundred young followers of OORT have banded together to challenge the outside world. They have chosen to adorn themselves with yellow tansy and bitter bottoms.
    • MilitaryRaise Unit – Savlo Revel. The followers of the Charms have always been a drunk and disorderly lot, but the Revel is new in the sense that Two Hundred cavorting and wasted Goliaths have taken to punching things, breaking things, and generally extending their nihilism outward instead of inward.
    • OpulenceHoard Treasure – The year 180 A.D. (After the Dawn) batch of Oduvanchik, a Dandelion wine, is finally taken out of its pots. This is one of oldest wine that the Targiz have saved, most wine is made and drunk within ten years, and it is exceptional. Pale pink in color, this wine emerged surprisingly carbonated. This is shocking considering that the clay pot in which it fermented did not crack or break. The Oduvanchik offers tiny bubbles with undertones of strawberry, rose petal, and wild fennel. The balance of floral, berries and vibrant acidity lead to hints of stone fruit, mint and a lasting finish.
    • OpulenceHoard Treasure – Koroleva Nochi. Koroleva Nochi is the pride of the Targiz nation and is grown by a small commune that is devoted to its care. The flower blooms only at night and from a single stem from a cactus and its petals are snow white and perfectly diamond in shape. The flower is the size of a Targiz head. No one wears a Koroleva nochi however, due in part to its holiness as the Goddess of Fragility, and also because the flower dies as soon as it is severed from its stem. It wilts immediately drying up and turning yellow brown.
    • DiplomacyAttend Event – Ells Ogra, nominally as representative of the Olkan Church and, three others each nominally a representative of the the other Faiths but yielding control to Ells Orga attend the Party at the Towerhome
      Sub-Actions:
      • Trade Pottery <-> Support Buyout of Kaffe Beans (The Ko)
      • Trade Pottery <-> Trade Masonry (The Scrimthun Unity)
      • Trade Pottery <-> Trade Irrigation (Clan Alqar)
      • Trade Pottery <-> Trade Writing (Hraban)
      • Trade Pottery <-> Trade Animal Husbandry (The Uzii)
      • Support Buyout of Flower Wine <-> Support Buyout of Battle Toads (The Uzii)

    Non-Actions:
    • None

    ---

    Spoiler: Round 1 News
    Show


    International News

    Other Countries

    The Targiz, at the moment, do not have enough contact with other nations to have an opinion them, especially since they are on the periphery of their known continent. Rumors of the stranger races of Mamut have filtered into their collective consciousness, but such other people are fairy tales sung to children on the fields or monsters dreamed up of to wrestle.

    International Organizations

    Sentinels of the Stone

    The Targiz have not seen a Sentinel in many years but they vividly remember the last short warrior that had passed through. Perhaps it is due to the Sentinel that the Targiz, particularly those who follow the OORT Crusade, desire metal to make iron swords instead of their bone and stone clubs and axes. When the Sentinel visited one of the head wrestlers challenged him to a duel. The two warriors dueled with weapons and the Sentinel’s blade cleanly cut through the wrestler’s great clubs and the gleaming point of sword made the wrestler yield. The onlookers broke into great applause at the feet and held a feast for the Sentinel before he left never to return.

    Dream Speakers

    It is not known if any of the Targiz have been born with the Twilight Sight nor is it known if any Dream Speaker had come secretly or openly to collect. As such the Targiz have only a vague notion of this organization from rumors and offhand remarks made by the lone Sentinel the OORT Crusaders had hosted and from the remembrances of Ociete Lareneg from when she was much younger and the witch-sisters had convened with the Truthseers.

    Truthseers

    The Sisterhood of the Truthseers came many years ago to the communal villages of the Targiz and were hosted by the bacchanalian witch-sisters of the Charms. Not much is known of what passed between the two sisterhoods. The Truthseers had left soon afterwards and the rest of the Targiz only considered them a strange short tribe connected with Sovlo.

    Internal News

    Religious Organizations

    Church of Olkan

    The Church has spent much of the last couple of years debating the creation of new laws and thus expanding God. To make new law is to grow God and such power is not to be taken lightly. Some growths are like cancer and must be pruned lest God becomes sick and angry and vengeful. To make God sick is against the Law. To pass laws is to be entrusted by God to care for God.

    The laws being considered now by the Holy Senate, are laws dealing with the contact with the other races. Ells Orga, a minor priestess, and yet a recognizably important one, was recently send by the Church to learn more about these other people. While minor trade and rumors have floated up to the Targiz before this is the first actual contact they will have with other people and such contact must have Laws watching over it since God must watch over all things.

    Before sending Ells Orga out in the world the Congress of the Church passed only one law in relation to the outer world which was “If Faith shall be Questioned, Faith Shall be Proven”

    Charms of Sovlo

    The Charms are, to a certain extent, an organized religion. While most followers live a hedonistic lifestyle or only turn to the Charms when they feel that their time among mortals has come to an end, there is a dedicated priesthood that tries to unveil the mysteries of this aborted world. These followers, like the goddess that expelled this realm before it could be borne, are all women and they spend their time exploring the mysteries. These mysteries involve many rites, including the fermentation of flowers, abortion and other rudimentary medical procedures and various trances. The leader of these witch sisters is an old crone of a Goliath named Ociete Lareneg. She is still hale and tall, but need a cane to walk. She adorns herself with Silphium. Ociete Lareneg views the formation of the Revels with calm indifference. The Charms are the belief that the world and everything in it is dead – anger and the desire to lash out at this injustice is natural and she would not curtail it.

    Ukoism

    The Great Field Gathering was held a short while ago and the holy event was a gorgeous afternoon for the whole community. Gathering all along the long Great Flower Field of Uzo, from the top of the mountain to the shoreline whole commune of Goliaths came with their children and sat in the meadows and sang songs to each other and drank some light flower wine. It was a relaxing and holy affair, with no prayers said beyond a thank you to the daisies and wild flowers. As always a Bouquet competition was held, because even in worship, especially in worship, the Targiz compete.

    OORT Crusade

    The formation of the Tansy Crusade has come as a shock to the older members of the OORT Crusade. The orthodox teaching is that one demonstrates their worthiness of joining the Crusade of the Gods after death. Life is in effect an audition. The usual way of showing such worthiness is various sporting events, specifically wrestling, in the Arena. The Tansy Crusaders, all young goliath, instead feel that this bloodless proof of their abilities is insufficient. They need to prove their worthiness by actually crusading during their mortal lives. Their leader is one Redit Eutum, a Goliath of a Goliath, eight foot tall and made of all muscle. He, like his followers covers himself in Tansies. His greatest opponent, philosophically and politically is his own father, Redit Locirga. Redit Locirga is not the head of the OORT Crusade, but is an influential, if weathered and old, wrestler. He is stooped and hunched after years of breaking his Body for the glory of OORT, and feels that seeking bloodshed from those who do not follow OORT themselves is unsporting – one must understand why their lives are on the line in order for them to wage them properly.

    Secular News

    Known Communes

    Ociete

    The Ociete Commune is a mid-size commune that is known for using flowers and herbs for rudimentary healing arts. Specifically, under the guidance and leadership of the Old Crone Ociete Lareneg, the Commune has become the sole grower of the valuable plant Silphium. Silphium, of course is doubly holy, for the Ukoists and the Charms, especially for the Charms. The plant is well known as a contraceptive and abortifacient, and many female Goliaths journey to the Ociete at least once in their lives.

    Ells

    The Ells Commune is a small commune and is solely, and the only commune that is, devoted to the growing of the Koroleva Nochi. The commune is isolated and is treated as a pilgrimage site for the Targiz. Given the holy nature of their work many young members of the Ells commune join the various priesthoods, mostly the shrines of ukoism. Lately the Ells Commune has had a greater control over the entirety of the Targiz region through the influence of Ells Orga, who is a minor priestess in all for faiths.

    Redit

    The Redit Commune is a large and old commune. Given its size and age it is not devoted to any particular crop, faith or policy. However, given its size and age the Redit Commune is thought of as one of the great Communes of the Community and at least one of its members is present at all major community decisions and actions. Currently there is a generational struggle within the commune that mirrors the generational struggle in the greater community. The young, bolstered by the ascension of Redit Eutum and the Tansy Crusaders have begun to ask for more and more elders to step down. The elders of the commune, as all elders in any commune, are reluctant to step aside for the inexperience of youth. This simmering conflict is currently kept in check by the stern eye of Redit Locirga, an old wrestler of the OORT Crusade.

    Ank

    The Ank Commune has always been a large and powerful Commune within the community and it has only grown more so. It seems doubtful that the Commune itself is worried about its status with the increasing power of the Ells Commune, as it seems to the Targiz Community that the Ank Commune is the closest thing the Targiz have to the concept of Dynasty.

    Anske

    The Anske Commune is a relatively small Commune that is largely taken the role of caretaker and servant to the Ank Commune. Even though both are equal by and large in the over all fabric of the Targiz society it is not uncommon for an aging Targiz from the Ank Commune to have Anske Commune help-mate, or for the Ank to contract out some farming duties to the Anske. The words Master/Servant are never said or even thought, but the germs of such practices are there and the roots are deep. For example, the upcoming marriage of Anske Nab to Ank Cirema has set both Communes into a frenzy.

    Anco

    The Anco Commune is a mid-size commune of no particular note, except one. While it is otherwise not unique among the many Communes of the Targiz, being that the Anco are adequate farmers, wine growers, revelers, believers and all that a Targiz is, they are famous for producing the most Volshebnik Wrestlers. Out of the last ten Volshebnik Champions, four of them were from the Anco Commune. An Anco wrestler is almost always in the final four in the Grand Tournament and many Targiz root for Anco Volshebnikee. Otherwise the Anco are upstanding examples of their race and no one is upset to see them, be married off to them, receive them in their homes, or a myriad of other social ques and events.

    Eutsche

    The Eutsche Commune is the closest the Targiz have to a failed Commune. The original Commune leaders had hoped that the height of the mountains would provide their crops with more rain, but the steep cliffs drained the water from the terraced farms. They turned abusive to their collective children and beat them mercilessly. The rest of the Targiz, keeping with tradition of letting each Commune handle their own internal strife did nothing. Even after the original leaders died or were killed by their charges, the darkness and ill-taste followed the second generation, and the third and so on. The Commune is still poor and many other Targiz treat the Eutsche poorly or ignore their presence. If there is a lower class in the Targiz, it is them. Eutsche Nab’s recent Second Prize in the last Great Field Gathering had come as an upsetting shock to all. He took the prize with a nasty grin on his face, perhaps after years of humiliation. All applauded nonetheless for his beautiful bouquet.

    The Military

    The Targiz have no formal military but the following troops have been assembled among their borders. Any internal news related to each troop may be found below:

    Tansy Crusaders

    This young group of OORT Crusaders have begun inciting their fellows to look outwards from their borders to test themselves. There are rumors that Redit Eutum, the Tansy Crusaders leaders is trying to run away from a failed courtship of Ank Cirema of the influential Ank commune. What may have passed between them is unknown, but what is known is that Ank Cirema’s wedding date with another has been set.

    Savlo Revel

    While the Revel is a different expression of the psychosis of the Charms it is not frowned down upon by the leaders of the Charms. In fact there has been talk that Ociete Lareneg does not merely tolerate the Revels but takes part in them or may even be the cause. The truth of these rumors cannot be validated and in fact may even be refuted since the old crone has not been seen near the site of the Revels and in some cases was seen at various Rites of the Mysteries during the Revels instead.

    Vineyards

    Till now the Targiz have developed their own special batches of flower wine on their own communes. Given the new age of exploration the matrons of the larger families held a minor conclave in which they decided to pool their resources and share their secrets. Private commune (spoken word and sung) recipes have been shared between commune for the first time and certain Targiz have been appointed to oversee the new nationwide vineyards. This is considered a holy task given that wine is the literal decomposed and fermented flash of their gods. Wine is the form the Gods take to possess, bless and live briefly mortal lives.

    Ank Nihc, a small Goliath, still stretching six and half feet, is appointed the master vintner of this new community vineyard. He dresses much the same as others. His choice of garlands is wearing a belt of roses and single tulip behind his right ear. He is a stiff man, devoted to this task that is not only holy, but infused with the spirit of the collective community. He is exacting in the following the recipes entrusted to him and makes sure the Targiz under his command are just as disciplined. As master vintner, his political situation is unique and a first, given as he is a chosen secular power compared to the leader of the four faiths.

    The Florists

    The top three bouquets in the last Great Field Gathering were:
    [LIST][*]Third – By Anco Ednatnas - A playful and colorful mix of celosia, zinnias, and shell flower. The Gods of Sentimentality and Luck together provide a blessing of finding objects thought to be long lost.[*]Second – By Eutsche Nab – A stunning white display of hydrangeas, mums, and snapdragon. The Cruel Gods of Heartlessness and Strength make this a frightening and powerful bouquet giving the holder untold authority.[*]First - Ank Aertnom – An elegant combination in purple, displaying lavender double tulips, Blue Bird roses, pink godetia, and lavender dendrobium orchids, with catmint and oregano for petite accents. The Gods of Nobility, Mystery, Beauty and Suspicion create a full and varied pantheon for any home to worship.

    A hearty congratulations to Ank Aertnom!

    Volshebnik Wrestling

    While the tilled holy soil of the OORT Arena is used for the training of warriors that may eventually join the Eternal Crusades of the Hundred Gods of the Stars, the skills learned in the Arena are used elsewhere for the popular entertainment of the community. It is common for all Targiz to have learned how to wrestle, but a certain few have added showmanship and rituals from each of the Four Faiths to make a unique form of entertainment special to the Targiz people. While most Targiz would, privately admit, that this type of wrestling is not real – that the stories told in the rings are false, that the powers that the wrestlers claim they have are blasphemy or hearsay, they each nonetheless have a favorite wrestler. The OORT Crusaders themselves treat the Volshebnikee with a slight contempt but also fond pride, after all the Volshebnikee learned much of their craft on the holy soil of the Arena.

    Traditionally, each Commune has a couple of Volshebnik Wrestlers who tour the community at large and perform shows together. The Volshebnikee, as they are called, form their own community and own rules and rituals, primarily that the personas they embody in the ring may only be dropped within the confines of their own communes. Each year there is a grand tournament held in with all of the high ranking Volshebnikee, that is the ones that are the most popular and that have “won” most of the matches till then, put on a show for the community and choose a champion.

    In the last Grand Tournament, the three last Volshebnikee were Ank Aykar, Anco Isarb and Anco Csedarb. The Anco brothers, bitter rivals throughout the year, teamed up to double team Ank Aykar, the current Champion. The Anco Brothers were dressed in opposing colors of purple and grey, while Aykar was dressed in the Ank Commune’s favorite flower – the Red Rose. It was a brutal fight involving double take downs, somersaults and even snakes, but in the end Aykar was able to jump over the two brothers, using the obviously false but accepted for the battle, powers of the Larkspur flower, that is the God of lightness, and grab them by the ankles and forcing them to submit to his prowess. It is the first time in ten years that a Champion defended their Garland of Amaranth and Amaryllis.

    General/Other

    • The secularization that the collective administration of the vineyards, that is rather than giving such administration to the priests of ukoism, is an ongoing and increasing trend among the youth. This is not to say that the youth are less faithful than their parents, but given they are more likely to seek work together to accomplish tasks and such collaborative stance is not helped by the fractious nature of the four faiths. As such there is a generational trend to make collective projects independent of the control of either of the four faiths. There is, of course, a generational divide over this issue. The older generation frowns on all attempts to remove faith from administration, especially since such collaboration seems to work towards consolidating the communes and stripping them of their independence.
    • A girl’s body was found near the Church of Olkan with marks indicating strangulation. So called Inquisitors from the body of the Church have begun inquests among the communes as to the girl and her potential killer. Nothing of note has come from this investigation.
    • Anske Nab is joyously marrying into the Ank Commune. The Anske and Ank communes are practically neighbors, but Anske Nab’s union with Ank Cirema is especially suprising given the relationship between the two Communes. This is clearly an advance of Anske Nab’s status, especially given the recent victories of the Ank Commune (Among the Ank, Ank Aertnom had won the best bouquet at the Great Field Gathering and Ank Nihc recently assumed secular control over the Vineyards) and given that the Anske have traditionally been help-mates and hired hands of the Ank. There are some rumors that Anske Nab is merely marrying into the Commune for the status or secrets, but all who see him with Ank Cirema admit that they make a beautiful couple and wish them years of happiness.
    • It was long ago that it passed into legend, but not long ago that there is no living memory of the event. Forty Years ago a strange creature, the stories of the survivors and victors have surely exaggerated it, emerged from the very peaks of the mountains and descended upon the communes. The stories told have said that it had a leg, tail, tooth and eye for each God in the Stars, one hundred; that it had a breath that shriveled and froze the flowers in the fields; that it appeared as a long serpent that carried upon it the death of laws and the desecration of such god like a cloak of hides; that it was proof of the aborted state of this world. Fighters of each of the Four Faiths stood against it and many perished – their bodies now soil for the wine and the creature was repelled. It fled beyond the mountain peaks never to return. The event is rarely discussed, not even myth. Except for a few stories grudgingly given by a few veterans within the estates of their own homes sheltered in the terraced farms of their familiar Communes, nothing is said. The Old remember though, which is perhaps why they resist the curiosity of the youth.

    Spoiler: Resources
    Show

    Region # Resource TP HC Military Treasure Status
    Targiz 18 Flower Wine Great Unnamed Rectangular Stone
    • Tansy Crusaders
    • Savlo Revel
    2 Capital
    Spoiler: Leader Information and Technology
    Show

    Current Leader: Ells Ogra, Age 23

    Current Stats:

    Diplomacy: 2
    Military: 4
    Opulence: 3
    Faith: 2
    Intrigue: 1

    New Ruler Next Round:
    Succession: Non-Hereditary. No clear Successor ATM.
    Expected Stat Bonuses: +1M, +1O

    Technology:Pottery
    Last edited by mystic1110; 2020-08-03 at 11:27 AM.

  17. - Top - End - #17
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: Empire 6: Embers of Dawn IC

    Hraban Confederacy

    Leader: Heinrich Wurzelstarke aus Tirol
    Region(s): 34
    Continent: Mamut
    Round 1 Actions:

    Actions:
    1. [Military] Military 5 – Recruit hero - 8
      Erwin Weitschritt von Braunschweig, premier hunter and wilderness expert who has received special combat cross training that most don't comes to the fore and is the winner of a set of games put forward as a way to find the best of the Hraban. Preferred weapons are spear or javalin based type instruments, flying long and true.
    2. [Military] Recruit a unit
      The first unit of Bloodwings is anointed into service, likely the first of many but the first seen locally in an age.
    3. [Diplomacy] Raise Rep with Sentinels of Stone - 12 - Success
      Overtures are made to the Sentinels of Stone to increase ties between the mysteriously nomadic group and the Hraban.
    4. [Diplomacy] Attend Event
      Spoiler: Event Sub actions
      Show

      • KO - Trade writing tech for the supported convert of their capital
      • SCR - Trade writing for masonry
      • Deru - Trade writing for animal husbandry
      • TAR - Trade writing for Pottery
      • ALQ - Trade Writing for future support on buyout of 32 TP3, Gems
      • UZI - Trade Writing for Animal Handling for future support of 39 TP 3, Battle Toads

    5. [Diplomacy] Diplomatic mission - Explore southeast (Region 35) - 8 - Fail
      A diplomatic mission is sent out, around the same time that Heinrich and the escort are sent to the larger event. It is time to once again spread our wings and see what is nearby.



    Non-Actions:
    • Resist all relevant buyout/convert/etc actions not explicitly approved or supported below
    • Attend Event


    Embassy Actions:



    Spoiler: News and Rumors
    Show



    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):
    Stat Number
    Diplomacy 5
    Military 5
    Opulence 2
    Faith 3
    Intrigue 1


    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Dip, +1 Mil

    Trade Posts: 1

    Military Units: 0

    Mil Unit Cap:
    4 + 2*Regions controlled = 6

    Technology
    Name Effect Allocated TP Allocated TP Resource Name
    Writing +1 Conversion Defense, +1 Conversions in regions that share your alphabet

    Great Project

    Name Effect Location
    Last edited by Electriccat; 2020-07-25 at 12:27 PM.


    Avatar by Gengy

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

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: Empire 6: Embers of Dawn IC


    Hear the High Chief's drum, and rally under the Five Tribes Banner


    The Thunderpeople- [Turn 1]
    Main Actions
    1. Diplomacy: [5 Special- Create Cultural Identity: 2d8 Questing] {Suffer No Guilt}
    2. Diplomacy: [Org Great Project 1/3] Build Sentinels of Stone Base in #275 "Thundermark"
    3. Military: [Org Great Project 2/3] Build Sentinels of Stone Baser #275 "Thundermark"
    4. Military: [Org Great Project 3/3] Build Sentinels of Stone Base #275 "Thundermark"
    5. Military: [5 Special- Anoint Hero] {The Ripper}


    Non-Actions
    • in lieu of sending a full retinue to Clan Al-Ashir's Event, send a single envoy, expected to be held hostage by the Ashir people.
    • Accept the Dreamspeakers Exploration Offer



    New Cultural Identity
    Spoiler: {Suffer No Guilt}
    Show
    It is the destiny of the Thunderpeople to hunt, and the Red Sky rewards great trophies to those who hunt well.
    The Thunderpeople roll 2d8 when Questing.


    EVENTS
    Spoiler: The Phoenix Has Come! The Great Hunt Has Begun!
    Show

    Amidst the shouting and gesticulating of those gathered at the mouth of the Highchief's Great Hall, all were made silent by the Trueseeker's decree, "The Phoenix has come. We stand upon the threshold of a new Age."

    Those words hung in the air for a long moment, before being dispelled by the sickly rasp of a shaman.

    Though cracked and phlegm choked from freshly inhaled smoke of blighttallow, her voice carried over the crowd, "Wicked is its light! Loath it! Seek it! Slay it! Ai Ai! The Great Hunt Has Begun!"

    She repeated it until a great chant arose through the land of the Thunderpeople, and war drums began to sound, "Ai ai! The Pheonix has come! Loath it! Seek it! Slay it! Ai Ai! The Great Hunt Has Begun!"


    Spoiler: An Envoy is Sent To Answer High Chief Zidan il Kasima's Challenge
    Show

    The invitation sent by the Grand Prince of Clan Al-Ashir contained many concepts that were alien to the Thunderpeople of that time. Highchief Orgo's Truthseeker struggled for long hours in conversation with the highchief's circle, trying to interpret its meaning more clearly to them.

    In the language of the Thunderpeople, the invitation was heard thusly..
    "Display submission. Come before us, or send a champion, to make yourself know to the Highchief Zidan, son of Kasima, of the Ashir People, he who is Highest of All Chiefs, master of those who cling to the backs of beasts, favored by hungry dead, hidden from the sky, who travels recklessly at night, mosschief who gathers at the Vesparre."

    The messenger was immediately seized as a hostage.
    After some deliberation, it was decided that one among the Thunderpeople should be sent as tribute in kind.

    Redspiral Blackeye, may his name be remembered forever as One Among The Worthy, volunteered. Blackeye was tasked to surrender himself as hostage to the Al-Ashir people, so he might deliver Highchief Orgo's decree...

    The decree was to be spoken thusly...
    "We do not recognize your Prince as our better. We do not move to your drum. You baffle us. Why do you declare dominion upon us by sending a hostage? This one before you has been sent in kind, as a show of respect for your audacity. Your hostage shall be kept well, and allowed to earn Worthiness as our servant.

    So spoke the Highchief Orgo as I have relayed! Ai ai! In his right hand, a spear of Blightbone, held above you! In his left hand, a cup of root wine, extended graciously. He is life! He is death! Ai ai! HE IS WORTHY! ai ai HE IS WORTHY!"


    Spoiler: <WIP- The Ripper>
    Show

    Work In Progress


    Spoiler: <WIP- Praised Be to The Stone Sentinels, Their Prowess Unmatched! Their Will Be Done! >
    Show

    Work In Progress



    Spoiler: Book Keeping
    Show
    Spoiler: Past Leaders
    Show
    None

    Spoiler: Current Leader Stats
    Show
    Diplomacy 5 (+1)
    Military 5 (+1)
    Opulence 1
    Faith 3
    Intrigue 3

    Special Actions Used:
    Military 5
    Diplomacy 5

    Heir Apparent: Redspiral Halfhand


    Spoiler: Controlled Territory
    Show
    Sikar
    #275 "Thundermark" [Stable]


    Spoiler: Armed Forces
    Show
    Infantry 0 (+1)


    Spoiler: Economy
    Show
    Treasury: 0
    Resources
    -Blightspawn Trophies [Thundermark TP1]


    Spoiler: Technology
    Show

    Military
    none

    Civilian
    [Masonry: +1 to resist Raids and Sacks]


    Spoiler: Faith
    Show
    Leader's Allegiance: None
    Holy Sites
    #275 "Thundermark" [The Highchieftain's Hall]: None
    Last edited by DoomHat; 2020-07-12 at 11:12 AM.
    ...with a vengeance!

  19. - Top - End - #19
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Region 195
    The Bel-Dan Armada
    Leader: Reren Ren-Nor-Baj
    1-4 Era of Great Ocean


    Actions:

    1. [Diplomacy] Attend the Feast of the Blue Star
    Most Bel-Dan-Ub balk at the idea of going far inland. The land breeds deceit and weakness in those who stay too long. Only the most fey or desperate would be so bold as to answer King Hadev's invitation....

    Spoiler: Subactions
    Show
    • Accept Writing from the Veramondi
    • Trade Sailing to TRL for Animal Husbandry



    2. [Military] Raise a naval unit
    The Bel-Dan-Ub have many canoes. Most are simple dugout affairs, useful for fishing and traveling from village to village, but little else. Some, however, are vast (by the standards of the time): two canoes laid side by side, joined by a deck of long planks, with a tall mast and blue sail. Some can even brave the open ocean, and all can supply raiders for weeks on their coastal journeys.

    3. [Military] Raise a land unit
    Ren-Nor-Baj leads a retinue of mighty warriors. Two hundred fighters, well-trained, heavily-muscled, bearing axes and spears of stone, follow behind him on the shores of Kiswa.

    4. [Military] Raise a land unit
    The sailors of Ren-Cha-Fen are renowned for their bravery and loyalty, faring even inland out of sight of the ocean under their commander. Upon his return from Veramondo, he begins preparing even more, until he leads three hundred men and women behind his sails.

    5. [Military 5] Create a Hero, Ren-Cha-Fen: 9
    Though sailors are typically well-traveled folk, none has voyaged so far as Ren-Cha-Fen. His journeys from Ten-Fuj-Sa-Cos to the Troll Country in the south have not only made him the stuff of legend among many villages, but have also taught him many useful skills and the ways of many foreigners. Time will tell if his experiences will have a lasting impact on the Bel-Dan-Ub....


    Nonactions:
    1. Request that the Dream Speakers explore region 194



    Spoiler: News and Rumors
    Show
    • The red sky is gone, and in its place a vast expanse of blue stretches from the edge of the waters to the edge of the trees. Clouds float in the endless sea, ships borne upon the winds of the sky as ours are upon the winds of the sea. Bon-Bel nalě motě, the All-Ocean has blessed us. Go forth to glory!
      .
    • The Sentinels' suggestion not to cross the eastern hills is taken as a near-insult by most Bel-Dan-Ub. Why would anyone want to go so far inland? The Mej-Luo-Daně is as impassable to seafarers as the Bobon-Mej is to the land-dwellers, and to suggest a Bel-Dan would willingly cross it is utter insanity. On the other hand, the coast to the north and south are certainly safe. They've been safe for a hundred years! It's just coincidence that nobody knows anything about them!
      .
    • Ren-Num-Har, son and heir of the Reren, marries Tes-Rus, the daughter of an important Ra near the Ye-Sheb-Sha. Their marriage is celebrated quietly, as the family fears for the Reren's health: Ren-Nor-Baj is an elderly man, and though he has ruled long and well, all life must return to its source. He is given to the waves with great honor in the fourth year after the arrival of the comet: a year which many call the Era of the Great Ocean.
      .
    • Ren-Cha-Fen's expedition to Veramondo makes him almost a pariah in the eyes of many, but the strange ideas he brings home are interesting. Trained animals? "Writing?" It will take many years to explore all the implications of these discoveries. The Ren himself grows more secretive; everyone knows he's gathering sailors for something, but no one is quite sure for what. Perhaps a war with some offensive land-walkers? A renewed year of great raids? A great voyage of discovery? Only time will tell.
      .



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 2
    Military: 5
    Opulence: 4
    Intrigue: 2
    Faith: 1

    New Ruler Next Round? YES:
    Ren-Num-Har (rolls)
    Diplomacy: 4
    Military: 5
    Opulence: 2
    Intrigue: 3
    Faith: 3

    Expected Stat Bonuses: Military +2


    Spoiler: Other notes
    Show

    Land units: 0 +2
    Naval units: 0 +1

    Resources controlled:
    • Region 195: Timber

    Techs:
    • Sailing

    Last edited by Minescratcher; 2020-07-24 at 10:46 AM.

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

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Sol'Ikoth
    Leader: Koth Akosh
    Round 1

    Ruler Stats:
    Dip: 3
    Op: 5 +1
    Mil: 5 +1
    Faith: 1
    Int: 2

    Spoiler: Other info
    Show

    Tp 1: SKO
    TP 2:
    Tp 3:
    Required Resource: Slaves UNMET
    Holy Site: Cult of Ancients
    Techs:
    The script of Non'rathk (Writing)


    Actions:
    1 Mil 5: Hero mil 7
    Sikar Johnson. The first great explorer. His name known far and wide throughout Sikar and even the wider world. His fame comes from his documentations of his great adventures. He is a known scribe and the stories of his epic near-death experiences and battles and the dangers he has braves will enrapture all who gaze upon it.
    2 Dip: Attend Sikar Event
    Though for quite some time the people of The Sol'Ikoth have known of others for almost as long as those people have been a notable group in Sikar. Though they knew of them they never had the chance to meet outsiders. This is their first chance to come in contact with these people. They hope to spread their name throughout and beyond Sikar.
    3 Op: Explore North From 292 11 Success!
    The enticing mystery of the deep desert calls out from within its impenetrable wall of swirling sand. THe Sol'Ikoth reach outward to find a way to penetrate the borders and seek out their fate within.
    4 Mil: Raise a unit
    The desert is a dangerous place. It would be foolish to remain vulnerable.
    5 Op 5: City of An Akhad
    Rolls
    Non-Actions
    Trade Writing to everyone willing to accept it.
    Recieve Animal handling from ASH
    Recieve Pottery From DOD
    Last edited by Ivor_The_Mad; 2020-07-25 at 08:38 AM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  21. - Top - End - #21
    Dwarf in the Playground
    Join Date
    May 2015

    Default Re: Empire 6: Embers of Dawn IC

    Round 1
    The Shá
    Sands of Shá (307)
    Revered Triad of Kai, Sani, & Yeitso

    Actions
    1. [Diplomacy 5] Establish Praise the Sun (2d8 on Conversions) as a Cultural Identity - But soft! What light through yonder False Dawn breaks! Tis Phoenix and with it, the Sun! Long have the Revered Elders of Dzah spoken of the return of the True Dawn whose holy light would cast aside the oppressive red veil of the False Dawn and with the Blue Comet, herald and servant of the Sun, their prophecies come to pass! Celebration spills across the dusty streets of Dzah and out amidst the burning sands roaming clans turn with renewed faith towards the holy city which long kept the faith in Godly Sun. The Solstice Solarium sees a massive influx in new disciples seeking to prostrate themselves before the Divine Godhead now returned in full to the sky above. A new priestly caste swells and the Revered Triad sees their strength restored by fresh blood to peaks once lost to centuries of the False Dawn's demonic light.
    2. [Faith] Convert Highnest (306) to Path of the True Dawn 9 - Already the Crow Tribe respects and admires the Sun’s role as life giver and sustainer of great societies. Integration of clever ancestor Crow into the mythos of the True Dawn as warden and companion to the Sun, a spiritual guide linking the heavenly and natural world, is incorporated into the attempts to proselytize Sun worship into these neighboring desert lands. It is hoped that the intelligent birds will come to see the people of Shá not as rivals or impositioners of foreign beliefs but instead as human allies with a shared respect for the natural world whose Godhead and King was embodied in the Sun above. May Saint Crow rise to act as avatar and most loyal vizier of the Celestial Emperor.
    3. [Faith] Convert Vesparre (302) to Path of the True Dawn with Support 13 - Priests of the True Dawn led by Elder Yeitso journey to the mystical site within Vesparre known as the Wandering Stones seeking to ascribe an astrological meaning to the curious patterns inscribed upon them and in their movement throughout the sands. A vigil is established with over five dozen holy men and women alternately studying and seeking the great stones as they ebb and flow through the shifting dunes. Yeitso soon departs with two aids to attend the gathering called by Grand Prince Zidan il Kasima while the rest remain behind the pray and study. The eldritch whispers of the Wandering Stones are taken to be the lamentations of heavenly forces trapped by some force, though whether benevolent or malevolent in their meaning is a topic of feverish debate. Those who believe themselves to find meaning in the madness seek to spread their sage wisdom girded by faith in the Sun to the Al-Ashir though whether they will be received as purveyors of gospel or rambling madmen is yet unknown.
    4. [Military] Build an SOS Standing Stone (1/3) in Sands of Shá (307) - Plans to gather young men and women of fighting age are delayed as the request is received from the Sentinels for a new Standing Stone in Sikar. Crow Tribe and the Al-Ashir were hoped to soon be made brothers in the light of the Sun and so to gather arms now would be premature. Yet, the Sentinels were a known protective force who's presence along the deep desert border would help protect the Shá from whatever Blightspawn monstrosities lurked within the blasted sands. Priests of the True Dawn set to work aligning astrological signs to determine the most appropriate location for a Standing Stone in the region.
    5. [Military] Build an SOS Standing Stone (2/3) in Sands of Shá (307) - A location is found lying at the heart of a small oasis fed by and underground spring. Construction and consecration begins immediately with Sentinel consultation sought for the stone itself while barracks and amenities are provided directly by the Shá. May the Sun's holy light bless this endeavor, align the leylines, and see it chosen by the Sentinels for their home within the Sands!


    Non-Actions
    1. Endorse ASH buyout of Gold TP 2
    2. Revered Elder Yeitso journeys to parley with the denizens of Sikar at the most lavish court of Grand Prince Zidan il Kasima.
    3. Ask the DSP to explore 305 for SHA in the name of ASH
    4. Endorse CRO buyout of Gold TP 3


    • Elders Kai, Sani, and Yeitso gathered quickly, as quickly as Revered Elders could, at the Solstice Solarium as the blue light bathed the lands. Sun-wrinkled skin hung loose around the skeletal face of Kai, eldest of the Revered Elders, and a dark sun spot over his left eye which had seemed always to impose a gloomy look for once took on an aspect of delight. To see the day of the Sun's return was a great privilege. To see the False Dawn wiped away was a divine event prayed for by all the Revered Elders before them. Kai's bleached features were easy to read, awe and gratitude. Tears soon streamed from his face. Sani too bore a look of reverence though surprise had mixed its way in as well. Yeitso had suspected the elder woman had harbored doubts within her faith but such doubts were surely banished now. For his part Yeitso felt not simply awe but a great vindication. A proof that his was a divine fate and his role would be greater than any Revered Elder before him...
    • Dream Speakers recruitment of the Twilight Sighted was merely a fact of life. Those unwilling to accept it are directed to figure their own solutions out. The Revered Elders do not seek conflict with the Speakers and will not interfere in their duties.
    • Funeral rites for adherents to the Path of the True Dawn elevate cremation as the ideal method for handling a vacant living vessel. Cremation releases the vestiges of the soul from its mortal coil allowing the spirit to rejoin the Sun in the Heavens Above. Burial is considered a barbaric act reserved as punishment for one's most despised enemies as their soul is trapped in their rotting form and hidden from the sky. To be left to rot openly beneath the sun is a better funeral than to die and be buried.


    Spoiler: Ruler Information
    Show

    Revered Triad of Kai (80), Sani (76), & Yeitso (71)
    Stat Value Increase?
    Diplomacy 5 -
    Military 2 +1
    Opulence 3 -
    Faith 4 +1
    Intrigue 1 -

    Spoiler: Regions
    Show
    Region Name Region Number Resource Learning Center Holy Order Status Bonuses
    Sands of Shá 307 Gold (Great) Path of the True Dawn - Capital, Stable -

    Spoiler: Technology/Specialties
    Show
    Specialties
    Type Name Effect(s) Permanent?
    Cultural Identity 2d8 on No

    Technologies
    Type Name Effect(s) Required Resource?
    E Pottery +1 Buyouts None
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts: 1
    1. Sands of Shá (307) Gold TP 1


    Military Units CAP: 6

    Heroes

    Artifacts

    Last edited by Roarke; 2020-07-25 at 10:00 PM.

  22. - Top - End - #22
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    Clan Alqar
    Liege of none, subject of none.

    Chief Kalm Alqar (Ref)
    Diplomacy: 2
    Military: 5
    Opulence: 2
    Intrigue: 2
    Faith: 4


    Actions for Round 1 (Rolls)
    • [Military 5] Recruit a Hero! Merine, Medusa Moon Shaman [Score of 7] (Ref)
      Some years before the blue star brought back hope to the world, a woman from afar sought to cleanse the sky on her own. Guided by a self-made knowledge of reading the stars and finding omens in the sky, she ascended the mountains that separated her home from the rest of the world and attempted some sort of ritual to defeat the age without hope and return the world to what she believed it had been long ago. This dangerous trek culminated in her reaching the top of the mountain successfully, beginning her cleansing ritual while hope swelled within her - and then having it snuffed out when attacked by a blighted mountain-lion creature that knocked her from the cliff she performed upon and into a river far below. When she awoke, she was among humans who found her glittering stone-like skin and snake hair most curious, her body broken and unable to communicate with any of them for their difference in language. Gradually her strength has been restored, the language of her saviors learned, and her desire to explore rekindled. Possessing a natural intelligence and an affinity for the lunar mysticism that the clan practices, she has been adopted into their order of shamans as their most promising protegee. When asked of her home, she refuses to speak except to claim that she was lonely - which leaves it unclear as to weather or not she is one of a kind or if she left another civilization behind that did not want her. Regardless of the truth, Merine now stands loyal to Clan Alqar and is no longer lonely.
    • [Military] Recruit a Unit!
      The new age may bring with it unforeseen dangers! Chief Kalm orders that some of his strongest miners be trained especially in spear combat, practicing against one another as well as beasts for hunting - something that has become more of a sport due to the abundance of crops in the villages. As these is no immediate way to profit from this excursion, they return to the mines before long with some newfound skills.
    • [Diplomacy] Attend the event in Mamut.
      Spoiler: Event Subactions
      Show

      - Exchange my Irrigation tech for Masonry with SOT
      - Exchange my Irrigation tech for Pottery with TAR
      - Accept writing from HRA with the promise of granting permission and rights over 1 TP of gems.
      - Exchange my Irrigation tech for Animal Handling with the UZI
      - Accept a non aggression agreement with the Ko and give them my Irrigation tech

    • [Faith] Search for meaning among the new, clear sky[1/5]
      The comet has brought the greatest omen, hinting to glory and fortune to come for the people of Alqar. With its passing the whole sky may be revealed at once, and the lunar shamans take some time to consider just what to make of all these new stars. Perhaps the newly revealed stars represent the other peoples encountered around them, or could it be new wards against the darkness brought from the above? Deliberation is slow and in depth, but with progress being lost during each day it is decided that it would be wise to note the position of the stars on a tablet so that they can be studied during the day as well.
    • [Faith] Attempt to chart the night sky [2/5]
      And so, with the finest stone available and primitive chisel, the lunar shamans begin to devise a way to fit all of the stars on a single tablet. It is a challenging idea, so she experiments using a stone, trying multiple layers designed to be placed alongside one another, a mountain wall, and many other things that all suggest that the idea is impossible to bring to fruition. The sky seems to change every night, and some stars are only visible for certain parts of the year. The tablets end up being the easiest to create but not the most accurate, and so a whole tent of these tablets with dots of various stellar approximations and depths (representing brightness) across them. It's calming work, but ultimately one that most give up on as the months pass. Merine in particular, student of the head shaman, has no intention of giving in so easily. She sees the project through to completion and once enough data at the end of the years has been gathered she reviews their work, which has naturally been organized by when it was written. They are no closer to devising a map of the stars, but the patterns may just reveal something great...

    Non Actions:

    Spoiler: News and Rumors
    Show

    1. A romance blossoms between Merine and a goliath priestess named Ells Ogra from the south, which results on several trips through the unknown lands along the mountains leading south... It is treacherous and Merine vanishes for weeks at a time, but it lends her patience and inspiration for her work, as well as an understanding of the Targiz language and culture. On one of her visits she brings with her a few other lunar shamans that have taught her much of her talents. Despite claiming to wish to learn about this new culture, they end up showing a lack of discipline and drinking too heavily, loudly suggesting that the stars would not be fighting as warriors because they represent unity and grace - which lands them in an argument for some time until Merine profusely apologizes for their behavior and begs them to be quiet. They comply.
    2. After the event at towerhome, connections between the Scions to the north begin to slowly rekindle. One way or another, the ability to craft impressive stone structures and grow consistent crops is learned and celebrated across both communities, relating them back to their lost home and restoring a sense of identity as people of Arrakh-Rah. ...But the idea of the old leaders being so near while remaining separate worries many people, who are concerned that they may miss their old workforce. It is troubling to think of what may happen if the Chief's authority as leader is called into question. Very interested in learning about the other half of their historical faiths, the head shaman Ulkuz invites the high priestess of their people to come south to the Vale and discuss the possibility of creating a center of worship atop or within the mountains, as well as learning how they each survived the fall of their homeland.
    3. The clean skies are here and the realm is becoming more connected! These days are filled with a mix of excitement and fear. There are opportunities to be made in the wider world, and many recognize it.
    4. Despite eagerly watching the river, no other humans come up from the south. It is assumed that the Sọ́kǎu Tribes either did not find their way up, or were uninterested in leaving their homes along the shore. In an attempt to make sure that they are in fact still alive, an explorer by the name of Karmen Yelz ventures south to see their impressive contraptions sailing the rivers and ready for war. Coming back home, he spreads word of the intimidating sight that will likely result in some militarization in the near future.



    Spoiler: Contribution for the Manual of Mamut (TBD)
    Show





    Spoiler: Stats
    Show

    Military Units: 0
    Naval Units: 0

    Regions Owned: [Blessed Vale 32]
    Total Regions: 1
    Unit Cap: 6 (6 Capital + 0 Regions + 0 Tech + 0 Vassals)

    Cultural Identities:
    None

    Military Specialization:
    None

    Holy Artifacts:
    None

    Military Technologies:
    None

    Heroes:
    None

    Opulence Technologies:
    Irrigation - +1 to Stabilization Rolls

    Capital: Blessed Vale, Mamut (32)
    Secrets Whispered: 0
    Embassies:
    Resources controlled:
    [Gems, Blessed Vale (32)]

    Last edited by Zayuz; 2020-07-25 at 12:34 PM.

  23. - Top - End - #23
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    The Dannu-Gaon Tribes
    Chiefs: Nocter Irin-Mak and Noctrix Sare-Mak


    News and Rumors
    -

    [Mil] Raise a Unit - The coming of the Phoenix and the activity of so many outsiders prompts the Nocter to call together the clans and organize the hunters into a real militia. Though the coordination is poor and the hunters' skills generally unsuited for a pitched battle, it is widely agreed to be better than nothing should the usual warnings fail to deter foes - or should Blightspawn encroach once more.

    [Dip] Attend Summit at Southrock - Though unable to attend himself, due to being busy organizing ill-fit soldiers and more concerned with the marital bed and lack of any suitable heirs, the Nocter bids his wife's brother spy upon this event in his stead, to learn of these strangers and the danger they pose. Though the diplomacy Kas-Mak proceeded to engage in was unsanctioned, Irin-mak found his hands tied in punishing Kas or denying the bargains, lest their new neighbors smell weakness.
    Spoiler: Sub-actions
    Show

    - Trade Irrigation to Shandole for Animal Husbandry.
    - Trade Irrigation to Hiverness for Writing (Hiverness Runes).
    - Trade Irrigation to Sangar for Masonry.
    - Trade Irrigation to the Brayewen Tribes for Pottery. (Should they ever post...)
    - Gift Irrigation to the Arrok (in return for the promise of a future buyout support and informal non-aggression)
    - Gift Irrigation to Clann Solais (in return for the promise of a future buyout support and informal non-aggression)


    [Dip] Share history with the Truthseers [?/5] - Though the Truthseers were a most mysterious organization, it was hard to deny that they were useful, and that they knew much more than they let on. Their request to share the Oral History of her vaunted line was agreeable to the Noctrix, however, and she spent many nights relating the ancestral tales.

    [Dip] Raise Reputation with the Sentinels of the Stone (0->1) [TN 10, Roll=10, Success] - For all the concern of neighbors, however, the blightspawn remained a real and present danger, and the Sentinels of the Stone were to all appearances holding the line against them. Though they could occasionally be invasive with their presence, it was not a great cost to host them and show hospitality. And though the tools the Sentinels bore were without compare, the Dannu-Gao had many watchful eyes in place to discover these dangers before they fully materialized.

    [Dip] Build Sentinel of the Stone Base in Shandole (requesting favor in reward split) [3/3] - The threat of the Blightspawn is very real, and knowledge of a pass across the Seven Maidens concerning. After the standard politicking and negotiation, a possible location in which to exalt the Stone Spirits is identified in the lands of the strange 'River Elves' on the other side, close enough to allow the Sentinels to secure the lands surrounding the Maidens. With this in mind, a collection of respected Riverlords, Stoneshapers, and Nisin the Sage is sent with an honor guard of hunters (trusting the Sentinels themselves to keep the roads free of Blightspawn) to the build site at 'Winter Town'.



    Non-Actions
    -


    Spoiler: Ruler Info
    Show

    Nocter Irin-Mak and Noctrix Sare-Mak
    Diplomacy: 4
    Military: 1
    Opulence: 4
    Faith: 3
    Intrigue: 5


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

    Military Units 0/6
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies
    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    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 (1)
    - 96 (Living Stone) TP1


    Spoiler: Expected Stat Gains
    Show
    +2 Dip


    Spoiler: Link to Rolls
    Show
    Last edited by BladeofObliviom; 2020-07-24 at 09:36 PM.

  24. - Top - End - #24
    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

    Ta Seti

    Aspelta Oases Seeker

    Stats
    Dip 5 (+1)
    Mil 5 (+1)
    Op 3
    Faith 1
    Int 1



    Actions:

    Military: Summon a Hero Neferkare Elephant Hunter roll 10: Upon his ascension, Aspelta Oases Seeker summons all the finest Alodite hunters to the ancestral stelae. Each of the 7 hunters summoned are each given one job. The hunter that brings the greatest trophy after 3 moons will be granted the privilege of becoming the Seeker's right hand.

    On the day of reckoning, only three hunters return. One returns with a chain of a dozen human skulls, impressive for sure, but only skulls. Aspelta couldn't be satisfied with only skulls and no choice cuts. Clearly this hunter was holding out on him. The second hunter arrived on the back of a large ostrich but otherwise empty-handed. It takes courage to come back empty-handed when so many hunter did not come back at all, but alas more than courage is needed for these times. The third hunter returned nearly dead but with a gigantic tusk over each shoulder. With a combination of courage and guile the third hunter was somehow able to single-handedly take down a bull Sikarian Bush elephant, and in a feat of endurance carried the beasts enormous tusks to the ancestral stelae. This elf, Neferkare, shall become the Seeker's right hand.

    Military: Hire a unit

    Military: Hire a unit: A call is made to all of the roving clans to send their young elves to serve in the official army. Elfs who contribute more soldiers will be awarded more pasture land in addition to the normal pay a soldier is entitled to. Each elf is equipped with cloth and bone armor in addition to hid shields. Each soldier is armed with a copper tipped shield, a khopesh, and a dozen bone tipped throwing spears.

    Diplomacy: Attend event
    Event Actions
    Exchange Irrigation from the Nocturnal Hydra for support buying out a water buffalo tp
    Exchange Animal Husbandry for Pottery with the Dolod
    Accept writing from the crow tribe.

    Diplomacy: Explore south of 288 roll 9

    News and Rumours

    • After a contentious vote, the Kerma dynasty is disposed of. Years of drought, increasing human incursions and the malapportionment of lands turned many of the leading families against the Kerma. Lead by Aspelta, the nobles performed a royal coup during the new year's lunar celebration beheading king Piye and sacrificing his heirs to the ancestral stelae.
    • The Aspelta's dynasty heir has preventing completed the coming of age ritual. Named Shebitku The Large, the world waits to see what this new man is capable of.
    • Neferkare The Elephant Hunter was defeated by a violet elf from the lands to the east. Unaware of their nocturnal proficiency, confident in his tracking abilities Nerferkare foolishly slept in a tree while she dishonorably stole his prey
    • A human tribe from the west has begun trespassing on elfen hearing lands. While many of the trespassers are summarily hunted and butchered, this will not be the end of the incursions
    Last edited by Lleban; 2020-07-25 at 08:37 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
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  25. - Top - End - #25
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    HNV
    Region 108
    Tarandi

    Round 1 Actions:

    1.[Military]Raise 1 Military Unit.
    2.[Diplomacy 5]Establish an Embassy with the Arrok in Uldra. (region 109)
    3.[Diplomacy]Attend the Summit at Southrocks event.
    4.[Diplomacy]Share the history of Chief Rayen's lineage with the Truthseers.
    5.[Diplomacy]Explore SE from Capital (Capital 108). 13

    Event Actions
    • Present Speaker Yas as official Nordgen representative within Uldran borders.
    • Trade Writing Tech to Uldra for Animal Husbandry Tech.
    • Trade Writing Tech to the Dannu-Gaon Tribes for irrigation. The Speaker Simi will accompany the River-Smiths back to their home to teach them writing.
    • Gift Writing to Clann Solais.


    Non-Actions:
    • Support all buyouts by Uldra.
    • Ask the Dreamspeakers to explore region 110.


    News and Rumors:
    • The sudden death of Chieftess Ayita on the eve of the arrival of the Blue Phoenix is seen as an auspicious portent even if she is missed by her people and family.
    • A new apprentice Shaman is chosen from among several candidates. The elderly Shaman Nokomis has chosen Quilo to succeed her, a young man from a modest family who displays much talent in the healing arts.
    • Chief Rayen's prized Husky pair, Numo and Nila, have produced a rare white husky. Her name is discovered to be Chilali and she is gifted to the Chief's heir Kosumi as his coming-of-age gift.
    • The Nordgen are flattered by the interest the Truthseers have taken in their people's history and comply with their requests for details of the Chief family's lineage.
    • Lead Hunter Viho leads an expedition into the Unknown lands to the SW, the portents were favorable for the quest, according to the Oracle Shysie.


    Ruler Info:

    Chief Rayen
    Diplomacy: 5
    Military: 1
    Opulence: 4
    Faith: 5
    Intrigue: 4

    Expected Stat Increases:
    +2 Dip
    Last edited by PepperP.; 2020-07-26 at 12:45 AM.
    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

  26. - Top - End - #26
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC


    Sọ́kǎu Tribes
    Yúkró
    (Round 1: 1-4)

    Actions
    1. [Military] Recruit a unit
      Great signs appear in the sky. The tribes are restless; now is the time for great deeds and eternal glory.
    2. [Military] Recruit a unit
      Rumors of outsiders have increased. For too long the tribes have been content to pursue their raids and petty feuds. It is time to seek greater glory in the wider world.
    3. [Military] Recruit a unit
      Restless tribes and glory-seeking young warriors threaten the uneasy stability of tribal dynamics. The Sọ́gẹ gather new followers with grand promises of future triumphs and opportunities for heroics.
    4. [Opulence] Expedition Upriver [to Region 45] (roll=14)
      The Zbãyúik launch their long-planned expedition upriver, hoping to take advantage of the general Sọ́kău dislike for travelling far from the coast to gain an edge by finding rich new lands. Or rich new peoples to raid.
    5. [Opulence] Contribute to DSP Great Project
      Hearing of the Dream Speakers' plans, Sọ́gẹ Yúkró decides it is absolutely imperative that the Sọ́kău are properly prominent. The chieftain announces a series of new feasts, with all the splendor of a Sọ́kău chief trying to show off his wealth and power. An open invitation is sent out for storytellers to come and share their best works. Those judged the most worthy will be richly rewarded, and will have the chance to share their stories with the travelling Dream Speakers.


    Non-Actions
    • While hosting the Dream Speakers invited to come listen to the greatest storytellers, Yúkró takes advantage of the opportunity to share some of his own family's history...
      Spoiler
      Show
      The Šjǐjró Sub-Clan of the Sọ́gẹ Tribe

      Yúkró reclined in his chair. A large, crudely cut thing, but drowning in a pile of animal furs and so quite comfortable. The weather was lousy of course, but they had a nice fire going and inside the longhouse was warm, smoky and filled with the delicious smells of food being prepared. A good day to share stories. He was glad one of the Dream Speakers had been born Sọ́kǎu, it made translation that much smoother. She’d understand not just the words, but the culture behind them. He looked around to find Ṭhùtšrũ, but his cousin was off drinking mead with some of the warriors. Gathering more recruits for the raids he was planning up the coast in Lọ̀plẹ̀ territory, probably.

      "So I am the chieftain of the Sọ́gẹ, as I’m sure you are aware. Strictly speaking, I am from the Šjǐjró subclan, but we are the ruling family now and have the right to just call ourselves Sọ́gẹ. My great-great-grandfather was Rẹ̌skhè khùw Kọ̀ptšrã. He was the chief of the Šjǐjró when we were just one of many clans in the Sọ́gẹ. And even the Sọ́gẹ were less then. Still large, and so powerful just by strength of numbers, but disorganized. My great-grandfather, then, was Šjǐjró Kọ̀ptšrã khùw Yúkró. Yúkró himself was a younger son. He became a warrior, to make his fortune, as one does. He joined the crew of Yẹkǎu Rõkšrǎ khùw Ljǐ. No doubt our interpreter here is familiar enough with the story of Yẹkǎu Ljǐ. A famous warrior, famous raider. Yúkró, admittedly, did not especially stand out as one of the greatest of Ljǐ’s followers. But simply being in that company is enough: the weak and unworthy did not last long by all accounts. He retired from raiding eventually; invested the money he made establishing himself as a trader and merchant. He proved to be clever and shrewd; became much richer than he had been as a raider. Now, some of our enemies might tell you that he was successful purely because nobody was willing to mess with someone who had sailed with Yẹkǎu Ljǐ. Bah. You can safely ignore the jealous whispers of lesser men.

      "Kọ̀ptšrã khùw Yúkró had two sons, Sọ̀lọ̀p and Ákskhè. But he died when they were still young: only ten and seven years old. His brothers claimed his wealth, and took in his sons and daugters as their own. The younger, Ákskhè, took after his father. Became a trader and master sailor. But it was Sọ̀lọ̀p who was our grandfather. Yúkró khùw Sọ̀lọ̀p. He was a warrior, a pure warrior. When he was still young he left to go fight for the Gọ̀sọ́ in their famous and bloody feud with the Zbãnùk. He quickly gained a reputation for being a fierce and indomitable warrior. Some have said honorless. I have a scar or two from killing the sort of fools who were brave enough to say such things where my friends could hear. Certainly the Zbãnùk regretted having him as their enemy. When the feud died down, he joined Thwřyǐj Rõkhlẹ̀, who at the time was a great raider. That was the start of the trouble and then our rise. Sọ̀lọ̀p supported Rõkhlẹ̀ in the mess that was the internal Thwřyǐj feud. Family struggles. Ah, never good. That was when Sọ̀lọ̀p raised this longhouse. The island in the river was Thwřyǐj territory, but they were happy to let him raise a hall along the riverbank here, near their own.

      "The problem was, a couple of the other younger Šjǐjró ended up on the other side of the feud. This was no great problem at first, it happens. But in the aftermath of Rõkhlẹ̀’s victory, Džíusọ̀ khùw Èuró, son of the Šjǐjró chief, kept a grudge against my grandfather. Words were exchanged. Èuró eventually accused Sọ̀lọ̀p of dishonorable behavior. They fought. My grandfather triumphed. Džíusọ̀ understood; this is the way of things. But some of the others in the clan didn’t. The cowards declared a feud with my grandfather, declared him cast out from the clan. They died. Džíusọ̀ was left with no choice but to move against Sọ̀lọ̀p to attempt to preserve the honor of his family. He died too. Many stood against my grandfather. None survived standing against him long. He claimed the right to name himself chief, and who would dispute it?

      "Now he had made a name for himself. He didn’t need to sail with the Thwřyǐj anymore. He was a clan chief, and one with a reputation. The Thwřyǐj began to worry. More and more warriors were coming here to Tšrìj Ṭhù not to join them, but to join him. Eventually, the chieftain of the Sọ́gẹ died. With no sons nor brothers, it was unclear who should follow him. Well, unclear at first. Sọ̀lọ̀p quickly won over the tribe’s elders. None could match the splendor of his feasts or the fame of his exploits. But he was not universally popular. Many claimed he had acted without honor in the Zbãnùk feud. Some whispered that he had acted dishonorably later in order to force Èuró to denounce him, thus provoking a feud and giving him the chance to kill those who stood in his way of becoming chief. In the end, he declared himself the chieftain of the Sọ́gẹ and challenged his enemies to fight him and defeat him if they could.

      "What he did not expect, I think, is that the Thwřyǐj would turn against him. Rõkhlẹ̀’s sons, who do not deserve to be named, were afraid of the rising power of their former friend. The fighting was fierce, and my uncle Tšrãlọ̀p fell in battle. But in the end my grandfather stood victorious. He died not long after, though: rich and powerful. Feared and respected. Of his sons, Tšrãlọ̀p was dead and Yúkṣǎ had died as well and became a shaman. My uncle Yúkró became chieftain. He was clever. Good enough as a warrior, though no match for his father. His real strength was in his charisma and his cunning. My father Ákskhè was a warrior, and they would argue constantly. But somehow my uncle would always win every argument. Together they continued to strengthen the tribe. Those who Yúkró couldn't persuade Ákskhè would defeat, and those Ákskhè couldn't defeat Yúkró would persuade. It worked well. Tšrìj Ṭhù became ours; some Thwřyǐj remained our friends and still are. The survivors of those who didn't are scattered.

      "My father died nineteen years ago. I was seventeen. My uncle had daughters but no sons, and so I became the son he never had. Or the brother he had lost, I was never sure which. (Though if he was expecting me to fight with him as much as my father had, I’m afraid he must have been disappointed). Five years later, he died and I became chieftain."
    • Later on, another guest shares an old Sọ́kǎu story, suggesting it should be included in the Manual...
      [DSP org request]
      Spoiler
      Show

      A story often told to young Sọ́kǎu:

      "Once there was a fisherman. He was still young, but skilled. He caught many fish, and his family and his friends always had plenty to eat. But he became too proud; and so became careless.

      "One day he wasn't paying attention while he fished. And so a great storm took him by surprise. His boat sunk in the storm and he was pulled under the water. Everything went dark. But when he woke up, he was surrounded by a strange, blue light. And all around him were fish and crabs and other sea creatures.

      "The fisherman didn't know what to think. But a great fish, bigger than any he'd ever seen before greeted him. The fish told him that they considered him a great warrior. After all, he had killed so many of them in battle. When he had been shipwrecked in the storm they found him. But he had been defeated by the storm, not them. It was not their victory, so they brought him back to the hall of the great chieftain of the fish.

      "As an honored guest, they brought him many gifts. Beautiful pearls and shells, and many strange things he didn't recognize. But before long it was time for him to leave. He missed the world above the water, and the fish agreed that he could not live under the sea forever. He went to sleep on a bed of soft sand, planning to go home in the morning. When he woke up, he was laying in the sand on the beach not far from his village.

      "He went home and told his family and friends what had happened, and showed them the great gifts he had brought back. Nobody believed him. But many people were curious about the strange things he had bought back. And soon enough, people were coming from all over to see them.

      "He had decided he could not be a fisherman any more. The fish had saved him and treated him too well, he couldn't be their enemy now! He decided to become a traveling trader. He sailed the coast, trading his strange gifts for other valuable things and became very rich. Then he kept sailing and trading, becoming richer and richer.

      "Every year, around the time of the storm, he would go to the beach and shout an invitation to the great chieftain of the fish. Then, the next day, he would sail out into the water, and dump piles of treasure into the water, as gifts for his old friend.

      "His friends and family thought he was silly. Then as the years past, they thought he was crazy. Some got jealous. They wanted the treasure. What good was it to dump it out into the sea? The old fisherman heard whispers that he was crazy, and that he was insulting his friends and family by getting rid of his treasure rather than sharing it with them.

      "The fisherman didn't listen. He had discovered, to his delight, that it was much easier for him to find pearls and beautiful shells than it was for anyone else. He also, from time to time, would find the same sort of strange things that he had been given as gifts by the great chieftain of the fish. Nobody else has ever seen them before, and nobody else could find any. But he would sometimes just stumble across them, sitting in the sand at the edge of the water, being lapped by the waves. And he knew his friend was sending him more gifts.

      "But his family and friends kept whispering. They said he kept the true source of these wonderful things secret out of greed. That he gave his treasure to the sea instead of his friends and family out of spite. They were driven by their own jealousy, but one year he got tired of the whispers and gave in. That year he didn't invite the fish chieftain, or drop gifts into the sea for him. Nor did he the next year either. The third year, something strange happened. One day, around the same time of year he was shipwrecked so many years before, the sea seemed to disappear. The sandy beach just kept on going down into where there should have been water. The fisherman saw this, and was glad. What could explain this other than the great chieftain of the fish inviting him back? But he was also troubled. Why had his friend waited so long? Why had he only been invited back after he had stopped sending gifts?

      "He decided he needed to find out. So he set out down the sand, down to where it normally would have been underwater. His family and friends watched him go. They still thought he was crazy. But before long the sea returned. The water came back up to where it normally would be. But it didn't stop there. It just kept coming. The sea came in to the village, and past it. The water flowed far into the land and washed away the village.

      "The old fisherman's family and friends had convinced him to stop repaying the generosity of the great chieftain of the fish, and so he was angry. He had declared a feud with the people, and called the sea to help him."


    News and Rumors
    • In the first year after the Blue Star, Yúkró's wife Džíutšrìj gives birth to a son, the chieftain's first.
    • Dọ̀pyǐj Ṭhùtšrũ leads a series of raids along the northern part of the coast of Džíu Phè Hwǔ. Yúkró joins him on one expedition; as does his sister Rẹ̌tšrìj, who stays with her cousin when Yúkró leaves. Ṭhùtšrũ takes her under his wing, and she begins to develop a reputation as a warrior.
    • The Tšhlǔyúik tribe declares a feud with the Zbãyúik, and it becomes common to see bands of raiders sailing up and down the delta and the great river.


    General attitude towards known Organizations:
    • The Sentinels of Stone can expect a warm welcome. Great warriors are always respected among the Sọ́kău, and at the cost of sharing some stories of their latest exploits no Sentinel will find any lack of hospitality.
    • The Dream Speakers find a less consistent reaction. Their powers' relation to dreams suggests to the Sọ́kău that they are accessing the spirit world, much as their own shamans do. Opinion varies as to whether the Speakers are just a variety of shaman, or are possessed by troublesome spirits that have crossed over. In the first case, the Speakers find a respectful, albeit cold, welcome as shamans are respected, but considered no longer fully natural. In the latter case, Speakers find themselves entirely unwelcome and may well be subject to an attempted exorcism.
    • The Truthseers are not trusted. The ability to tell truth from lies is certainly useful, but offers outsiders no certainty that the Truthseers themselves are honest. At times they may prove themselves useful, but they are not trusted.


    Yúkró

    Diplomacy: 4
    Military: 4
    Economy: 5
    Intrigue: 2
    Faith: 1

    Increase: Military and Opulence

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Site Holy Order Org Base
    Džíu Phè Hwǔ 46 Wood Sọ́kǎu (open) (open) Tšhlèi (none) (none)

    Spoiler: Armies, Technology, and Other Random Bookkeeping
    Show
    Units Unit Cap Hero Tactical Doctrine Cultural Identity
    0 | 0 6 | 3 (none) (none) (none)

    Embassies
    (none)

    Artifacts
    Artifact Effect

    Org Relations
    Org Rep Favors* Bonus(es)
    SOS
    0
    0
    (none)
    DSP
    0
    0
    (none)
    TSR
    0
    0
    (none)
    *(+ is owed to us, - is owed by us)

    Military Technology
    Technology Slot Effect Requirement

    Technology
    Technology Effect Requirement
    Sailing Cross deep water (none)


    Spoiler: Resource Requirements
    Show

    Resource # Required for Sources
    Luxury Goods 0/1 Capital Requirement -
    Last edited by Aventine; 2020-07-25 at 03:10 AM.

  27. - Top - End - #27
    Ettin in the Playground
     
    Jade_Tarem's Avatar

    Join Date
    Sep 2006
    Location
    Elsewhere
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Clann Solais

    Actions:

    [Military]: Recruit a Hero
    [Military]: Raise a Unit
    [Opulence]: Explore region east of Star's End (113) -> ???
    [Opulence]: Explore region southeast of Star's End (113) -> ???
    [Diplomacy]: Newly minted Hero will attend the summit at Southrock. Share technologies with Hiverness.

    Rolls

    Non-Actions:
    Support Brayawen Buyout.

    News and Rumors:
    None as yet, other than that bands of Solais hunters and scouts have begun moving east and south, and their representative attended the summit.

    Calder Current Stats (Pre-Action):
    Diplomacy 3
    Military 5
    Opulence 3
    Intrigue 2
    Faith 2
    Last edited by Jade_Tarem; 2020-07-25 at 10:09 PM.
    Amazing Zealot avatar by Elder Tsofu.

  28. - Top - End - #28
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 1
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [FAITH Nonmechanical] Witness.
      When the air whispers promises of sudden change, the Quluq call for a Yemey, a Witnessing, a most holy rite of Yemnellenmey. All Dolod in Gilig cease their activities. The young are shepherded onto ledges with their parents. Tools are laid aside. Pots, yet unfinished and needing a swift and careful hand to attain their holy intent, are left standing in shade to fail. Meals are left to attract flies.

      Gilig empties. The Dolod, as a nation, spread across the sands, rings and rings of people surrounding their leaders. As the air grows heavy, the Quluq turn their gaze skyward. Rippling outward, thousands of others do the same. As the sky shatters, many are forced to blink or turn away. Patterns emerge of Dolod alternating their awareness. Some stare at the ground to witness the blue sands, while others risk their vision to see this wonder as it passes overhead. Some look to the horizon. Every few seconds, the groups shift. Every detail of this event is to be Witnessed, for it certainly cannot happen again.

      For hours, this continues. The children work with the adults to soak in the atmosphere, knowing full well that this is of impossible significance. As day turns to night, the Dolod do not waver. Nothing will shake this resolve.

      As midnight passes, an elder collapses, their body failing under the weight of strain and age. Two who are nearby manage to see the death, preserving the memory of the fallen for all time.

      When the comet finally disappears over the horizon, the Dolod stare for a further hour at the new sky. Then, across the nation, the larger set of arms is raised by every Dolod. The Witnessing complete, they allow their excitement to show. Several vibrate their digits in awe or shake their heads in fear.

      The Quluq turns within, working to decipher this omen. The one guest speaks, silencing the council.

      "The Phoenix has come. We stand upon the threshold of a new Age."

      After the moment stretches for far too long, it is Disdsid who speaks.

      "Then we must celebrate."

    2. [FAITH Nonmechanical] Spread the importance of the Yemnellenmey to all attending the event in Olan, Vesparre.
      [To be done at the Event.]

    3. [DIPLOMACY] Attend the Event hosted by Malak Amir Al-Ashir.
      Sub Actions:
      • Give Pottery to Nocturnal Hydra in exchange for Irrigation.
      • Give Pottery to The Sol'Ikoth.
      • Give Pottery to Ta Seti in Exchange for Animal Husbandry.


    4. [DIPLOMACY] Aid in construction of Standing Stone in Sands of Shá (307) to gain 1 Favor with SOS

      "Quluq, full of memory and guides to more."

      "Rise, Menem. What news do you bring us?"

      The young Dolod stands and looks up, showing to the Quluq their haggard expression and wide eyes.

      "I am listening to a messenger from Qooliliooq and Gegeg. The Erasers grow in number, and the Sentinels seek to oppose them. A kingdom of humans begins the work."

      Within days, the Quluq has dispatched a small group of Dolod bearing stone from deep within the canyon, from the edge of The Urelleru, and from The Snarled Stone. These revered and feared places, replete with the energy of Nellen, may help attune the Standing Stone to Sikar's leylines. This is deemed priority work, and the Dolod are proud to be opposing such terrifying creatures.

    5. [OPULENCE]Horde Treasure
      When Qoolilooq and Gegeg return to Gilig, they immediately gather with the other members of the Quluq to debrief. The meeting lasts for a day and a night, with those involved discussing the moving and shaking in the world. All but Selmles begin the meeting with fear in their eyes. The world is big, bigger than even Gegeg knew. There is more to witness than the Quluq could have imagined, and there are people that do not respect memory, do not revere Emnellenme, and do not value children. The Quluq, though, eventually hears out their Mind.

      This is no time for fear, argues Selmles, but rather a time for joy.

      They look to Disdsid. "It is a time for celebration, for festivals."

      To Diadaid. "A time to reach out to these new peoples, to teach them our ways."

      To Helmleh. "To unit in common defense against the dreaded Erasers."

      To Ullu. "To find infinite stories to craft."

      To Gegeg. "To see everything, rather than huddle in the security of great Gilig."

      To Qoolilooq. "To trade with these strangers, to allow them to taste our fruits and earn the right to taste theirs.

      "Quluq. It is time to experience the entire world. Nellen is full of memories and experiences, but how much more so is the rest of Sikar and beyond?"

      The others agree, with some time. The first step is to create a bounty of seeds, pottery, and dried reeds. Something worth trading, something to prove the material wealth of the Dolod. Something that can propel this humble people into greater Sikar, ready to earn the right to witness the world.



    Non-Actions
    1. Oppose the Dream Speakers Recruitment. Word reaches the Quluq that the Dream Speakers seek new recruits in Sikar. All children in Nellen, both in Gilig and beyond, are hidden deep in caves. Dreamspeakers are given the bare minimum in guest-rites - a place to sleep, a meal, and water - then asked to leave. The Dolod will brook no abductions in their lands. It is not until after this that the Quluq learns of the proliferation of support for the Dream Speakers, and regret even the basic courtesy showed. It is now known that they are enemies with a reach that far exceeds their worth.
    2. Resist all buyouts except any attempted by the Nocturnal Hydra.
    3. Support any buyout attempt by the Nocturnal Hydra.
    4. Resist all Conversions
    5. Accept all tech except Writing.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 4 +1
    Military 2 -
    Opulence 5 -
    Faith 3 +1
    Intrigue 1 -

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

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

    Technologies
    Type Name Effect(s) Required Resource?
    E Pottery +1 Buyouts None
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts: 1
    1. Nellen (291) Spices TP 1


    Military Units CAP: 6

    Heroes

    Artifacts

    Last edited by JBarca; 2020-07-25 at 12:58 AM.

  29. - Top - End - #29
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 6: Embers of Dawn IC


    Sirrvadutr Flosut [The Tribe of the Sons of Sirrvat]
    Kiswa, Yatrhajidaat Gitj (211)
    Chief "Tyrant" Uvarali
    Round 1

    Actions:

    [Military 5]Summon Hero Vetrapa Roll 1d4+6 = 10


    [Military]Recruit unit

    [Military]Recruit unit

    [Military]Sentinel base in 193 3/3

    [Diplomacy]Veramondi Event
    -receive writing from blemmyae
    -trade ceramics to bel-dan in exchange for hostages

    Nonactions:
    Resist everyone who tries as much as step into our forest.

    News and Rumors:
    • Tahaat-gev sleepily shields his eyes as a cold glare penetrates the foliage. After a moment, he sits up in his hammock. If it's this bright, it must be noon already, and he's late for his duties as a warrior-in-training. He swiftly climbs the branches and soon his head pops up from the tree canopy of Deathlurk Forest... Did the gods steal the sky or flood it? The air is a brilliant blue, like an endless sea floating above the world. Gev rushes down to share the news - or he would, if he weren't stopped by his jetaska, first cousin once removed, whom he shares the tree with. She forces him to sit down, eat some fruits for breakfast, comb his hair, and get his gear, a copper knife and a sling tucked into the vines he's wearing, sandals and a bandana, signifying status rather than being worn for any sort of protection, in order before leaving. It is important for kin to watch out for each other. On the way to the main camp in Gutadagiti, Gev also greets his doptas, daykuka, and all his daytasak, but he does not stop for the chats he'd usually have with them.

      After some twenty minutes running on the dirt path and avoiding the odd snake, he steps onto the meadow filled with tents, seeks out and wakes up Chief Uvarali, and reports to him. Theoretically, the Sirrvadut chief should be always available, no matter the time of day, in order to deal with any threats to the tribe, but since the sun has not yet risen, it does take some persuading to have Uvarali rise from his relatively comfortable bed and look outside. The chief is naturally astonished as well, and commends Gev for reporting to him. Soon the entire elven town is awake and staring at the sky.




    Spoiler: Ruler stats
    Show
    Chief "Tyrant" Uvarali
    Diplomacy 3
    Military 5 +2
    Opulence 2
    Faith 1
    Intrigue 4


    Specials used: M5


    Spoiler: Tracking
    Show
    Units: 0 (updated R1)
    TPs: Tvila Clay (211.1)

    Technologies
    Name Effect Requirement
    Pottery +1 buyouts -

    Last edited by Corona; 2020-07-26 at 01:10 AM.

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

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    Actions:
    Rolls.
    1: [Military] Raise one unit.
    The Phoenix is an omen, primarily of hope but also of potential calamity. If so the calamity may fall upon the Viskari and destroy all they have striven to keep safe in the tumultuous time of the False Dawn. The Elders have met, the bones have been read and the long obscured stars deciphered. While this is a time of celebration it is also one of preparation and so the Nari are called to action. The first to do so is Nar Hivak Salhan and his cadre of elite warriors are given the honorific title of The Phoenix Warriors and they have begun to adorn their armour with feathers.

    2: [Military] Raise one unit.
    Not to be outdone, Nar Isana Kalsharaz offers the services of her warriors and their pack of trained wolves. Called the Winter Wolves, they adorn themselves in white furs and white warpaint intended to evoke the ferocity of wolves.

    3: [Opulence] Explore north of Aran Viska. Success.
    With the skies clear once more, the Viskari are eager to ascertain the fate of other nearby lands. To this end several parties of riders and their wolves have been gathered and dispatched north to see what they can see.

    4: [Opulence] Explore southwest of Aran Viska. Success.
    Another expedition is gathered together to be sent towards the mountains, though this one travels with greater trepidation. After all, Clann Solais may have had the same idea and it would not be good to cause an issue with them at this time. No thoughts are given to upsetting the Dannu Gaon, whether they are not viewed as a threat or have simply been forgotten is uncertain.

    5: [Faith 5] Forge Artifact: The Nine Rings of the Phoenix.
    After much consideration and discussion the Moot of Elders gathered at the Circle of Heroes and forged nine incorruptible, silver rings, blessed by all the gods and imbued with the power of the Phoenix that had delivered the world from the False Dawn. The rings are heavier and bulkier than most rings and are fashioned into the likeness of a mighty bird, no two being the same. The design of each incorporates a dark red stone, often clutched in the talons of the phoenix.
    The first of the rings is given to the Aranin for safekeeping and the question as to what to do with the other eight weighs on the mind of the Elders.

    News and Rumours
    The nature of the Phoenix is debated by the priests, sorcerers and other wise people of Aran Viska and the general opinion is that it was sent by one or more gods to clear away the remnants of the False Dawn, but for what purpose cannot be ascertained. Despite the hope that the Oracles of Eauden would provide further insight, the reports of Aranin Sarak Elizan to the Moot are not exactly met with enthusiasm and many whisper that the legendary wisdom of the Northern Oracles is lacking. Aranin Sarak Mashana, Elizan's counterpart devoted to Aer Caladon, admonishes those who would dare malign the Oracles, and by extension Eauden, and the whispering stops lest they bring the ire of the aged priestess upon them.

    News brought back of talking animals is at first dismissed as poppy-induced delusion, but the testimony of those present is unwavering and the Aranin's decree that the emissary of the Ancient Way shall be afforded all proper respect as his personal guest silences any objections.

    The revelation that the nigh-mythical Shandole are still present in the world is met with great enthusiasm. Some had feared that the False Dawn had led to the withering of the eternal folk and it hoped that they retain their legendary ability to speak the tongue of the wind and water.

    In defiance of tradition, Talsharn and his most trusted sorcerer, Mezanak, venture into the heart of Iskaran Venat to speak with the shade of the First Aranin without the usual procession of priests accompanying them. Whatever he learns from this journey is kept secret from all who ask, even Elizan and Mashana.

    After word of the Truthseers interest in the great families of Tarandi reaches the Nari, many of them begin sharing the stories of their lineages going back generations beyond living memory. Alas, with no means of keeping records aside from burial markers and heirlooms and oral histories disrupted by the relative chaos of the False Dawn and Blightspawn attacks some claims are disputed.

    Spoiler: Named Characters
    Show
    Elizan Vandruk - Aranin Sarak of Iskandrazac - 76
    Mashana Narakan - Aranin Sarak of Aer Caladon - 83
    Nar Hivak Salhan - Warchief of the Phoenix Warriors - 30
    Nar Isana Kalsharaz - Warchief of the Winter Wolves - 41
    Mezanak Oshrik - Sorcerer - 31


    Spoiler: Ruler Information
    Show
    Diplomacy: 1
    Military: 4
    Opulence: 2
    Faith: 5
    Intrigue: 1

    Age: 42
    Expected stat increases: +1 Military, +1 Opulence
    Last edited by Elemental; 2020-07-25 at 11:59 AM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
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    Co Founder of LUTAS - For all your less than useful heroes out there.

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

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