New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 11 of 41 FirstFirst ... 2345678910111213141516171819202136 ... LastLast
Results 301 to 330 of 1217
  1. - Top - End - #301
    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
    Glory be to Thun, which remembers what it is owed.
    (Round 8)

    Actions:
    1. [Opulence 10]Tech: Arctic Survival (Permits exploration and troop transport across Arctic borders. Required Resource: Lumber) For decades, Scrim have struggled with the problem of how best to mount expeditions into the cold North. While the freezing weather is not of any concern to the Scrim themselves, the buildup of snow and the relative scarcity of food has proved problematic, and while individual hunters have sometimes managed to struggle and survive for a short time, but no large-scale exploration has been possible.
      Now, all that has changed. By collecting and refining a variety of survival techniques and developing specialized equipment, such as sleds and snow shoes, it becomes vastly more practical to travel into the icy lands, and to carry additional supplies from already established settlements, in order to establish forward camps and blaze trails into the cold. Such outposts are still dependent either on the hospitality of locals- a rare commodity indeed- or on ongoing import of supplies, but they still stand as a testament to the determination of Thun to let nothing- not even treacherous frozen water from the skies- stop them.
    2. [Diplomacy]Host Event: The Final Hours of Thunspeaker Ulun. Rejoice, Mamut! A monumentous occasion is upon us. The Thunspeaker has decided to make public the usually private affair of their return to the earth. There shall be a great banquet laid out, and all the leaders of Mamut are welcome to come and witness as the Thunspeaker passes back to the embrace of the earth.
    3. [Diplomacy 5]Embassy: Open an embassy with the Targiz (TAR). The Scrim have never made any secret of their quiet admiration of the goliaths of the South. While the initial rush of glamour from contact with them has long-since worn off, the admiration has scarcely cooled at all. By cementing relations more thoroughly, and more formally, Thunspeaker Ulun hopes that it will be possible to expand trade and commerce to the benefit of both powers.
    4. [Diplomacy 10]Embassy: Open an embassy with Clan Alqar (ALQ). By contrast, the respect the Scrim have for the people of Clan Alqar is relatively newfound, but no less deep for that. Customs that once were strange in Thun are now ubiquitous, with the Trinity of Light being an important element of Scrim culture across all their holdings. It seems obvious that a more permanent arrangement for diplomacy should be reached.
    5. [Diplomacy]Diplomatic Mission: Explore South-east from Region 65. Spend 1 treasure. Great Success! One of the final orders Thunspeaker Ulun gave to Scrimspeaker Lejah was to begin preparing a sortie to travel into the supposedly cursed lands north of the newly-discovered Windowless Tower to the East. Rumour has it that this is the Thunspeaker's punishment of Lejah for their defiance of the Thunspeaker's wishes in years past, which led to the delay of the construction of Thun's own Windowless Tower and to the breaking of the isolationist stance the Thunspeaker had been taking, but this is clearly ridiculous. After all, those actions are widely considered meritorious, and so this obvious truth could not possibly be the case.

    Dice rolls
    Non-Actions:
    1. Resist any unapproved conversions or buyouts.
    2. Gain 1 Treasure at the beginning of the next round from passive income. Earlier trade continues to pay its dividends.
    3. Send Nithor's many, many heirs to the Truthseers in exchange for 1 favour. The Scrim do not set the same stock in "family" relations that many others do. While it is true that by tradition the title of Scrimspeaker passes from parent to child, the same is not usually true of the Thunspeaker, although in practice it is not uncommon for that title to remain in family lines for a long time. Still, if it would ease the mind of the Truthseers, Thun is happy to round up any who might have claim to be descendants of Nithor and send them to the Windowless Tower. After all, it is not such a long journey as all that.
    4. Exchange one DSP favour for Rep. Thunspeaker Ulun has always been a little bit suspicious of the Dreamspeakers, but with their incoming replacement by Nithor, it is time for old suspicions to be set aside, and at Nithor's encouragement, the Thunspeaker has forgiven accrued debts to encourage closer relations during Nithor's rule.


    News and Rumors:
    • More to come


    Spoiler: Bookkeeping
    Show
    Leader: Thunspeaker Ulun (CHANGING)
    • Diplomacy: 10
    • Military: 5
    • Opulence: 10
    • Faith: 2
    • Intrigue: 2

    NEW LEADER STATS: Thunspeaker Nithor Rolls
    • Diplomacy: 4 [+2=>6]
    • Military: 3
    • Opulence: 6
    • Faith: 2
    • Intrigue: 1

    Units: 7/10
    (4 Scrim Elites, 1 Arkusan Homeguard, 1 Tel'kolsan Truffle Guard, 1 Scrim Fight Throng)
    Passive Treasure Income: 1
    Treasure: 4/5 [=>4/5]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • Irrigation
    • NEW: Arctic Survival

    Last edited by Silent_Interim; 2020-10-21 at 07:45 AM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  2. - Top - End - #302
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    Tentative Turn 8

    Lands of the HYD
    Round One Round Two Round Three Round Four Round Five Round Six Round Seven Round Eight

    Expected Stat Growths
    Oraora
    Dip 5 +1
    Mil 7 +2
    Opu 4
    Fai 1
    Int 3

    Default Non-Actions
    Accept all trade gifts (treasures, units, technologies, etc)
    Accept all Embassies.

    Tentative Actions
    Mil Raise Army Unit (x2)
    Mil Attack with mars onto region 268 with 3 units
    Spoiler: Attack Pathing/Orders
    Show

    Set sail from 281 coastal to 278>277>276>275>269, sail across to 267, land, then march by land from 267 to 268, crossing 7 regions in total (8 from crossing the blue border, 10 if the two regions aren’t skipped, this should be 1d2x10% distance casualties)

    (using a Naval unit to ferry 2 Land units over to 267 to launch the campaign into 268, thereby avoiding the +4 Landing Bonus the defenders would get)
    (8-10 travelled should be -20% casualties max, 2 units should be 0.4, so there should be no traveling casualties)
    (If somehow this winds up with only 1 unit attacking something needs to be done to fix that, I really don’t wanna have a chance to get wiped)
    Using Reckless Attack Tac Doc.
    Using 1 treasure on the battle roll.
    Using 1 treasure on the Leader Loss roll (if possible).

    Mil 5 Create the Roar of the Hydra Tac Doc
    Spoiler
    Show
    Tac Doc: Roar of the Hydra
    The war worms stampede, causing havoc amongst the ranks of the enemy and in some cases causing them to rout before the fight even begins.
    Get +3 to your Battle roll. If the enemy lost units in battle, they gain 1 unit at the end of the next turn.

    Mil Explore with Liyae north of 268 across the river border. Roll = 17
    Roll at 11 (9 hero +1 DSP 1 +1 SoS 2)
    Dip Work on the Flowerlands Codex of Customs), which far as I know is being worked on by at least Lleban, Dfan, OmOgre, and Zab along with me.
    Dip 5 Create a CI for Quest Into Unknown Lands actions.

    Spoiler: Dip 5: League Of Explorers
    Show
    Tales of the rise of the Night Elves go far and wide. No longer a fringe people, their heritage is something to be proud of, and nothing exemplifies that more than their heroes. Virtuous, dashing, and always on the move, they and the HYD gain a reputation for being saviors even beyond the known world.

    Saturnae travels with almost all the explorations, making her personal maps and this combined with the cheers and hanger-ons that are all too eager to march alongside these women create an almost-celebratory atmosphere as they march on to whatever blight spawn infested challenge awaits them next in the darkness.




    Sub Actions
    Use 1 Treasure to gain +1 on my Leader Loss roll for Mars' attack, and 1 treasure to gain +1 to the battle roll.
    Start utilizing the cute animals from my TPs and foreign assets to build a menagerie.

    Non Actions
    Accept specifically the technology gifts from the Ashir (equestrianism, war drums, coinage)
    Participate with Liyae and a small group in the Silver Sport after her conquests with the Argent Slayers. Roll = 16


    News, Rumors, and Drama
    Spoiler: The Trojani Horse
    Show

    Trojani was a night elf with a knack for stonework. She knew how to carve and create the most beautiful fixtures. This is why during the great unification of the Nocturnal Hydra into a cohesive kingdom of elven people, she was the one to create the great horse. Modeled after the shamanistic horse of legend from old night elf legends, held together with copper to make it shine. Filled with a blazing fire to spout from its eyes and mouth and tiny holes in its body to make it glow like a second blazing moon when lit with Bloodfire from the inside. Kind of like a Horse Jack-O-Lantern that also happened to stand ten feet tall.
    

The Trojani horse was a wild success, as well as Trojani’s many other decorations. However… Trojani noticed that there was something *interesting* with the metal afterwards. She was an expert on these matters. All that blazing fire from the intense heat caused them to smelt into something… stronger. More unique. 

    This required more investigation. She’d need a *lot* more copper for such things, and petitioned Zora personally to acquire more. The woman in chief agreed… provided they could *strike* a vein of copper that vast. Nobody in their known world had seen more than trace amounts of copper in the same space, after all.


    Spoiler: Za worm farm
    Show

    Zora has done quite a lot in unifying the HYD, but now it is time for her to take on a retirement. She’s still very powerful within the organization, but after her supposed death for a month, the woman has returned and begun her work of quietly raising Alskan Hydras. They’re scary even when newly grown, but Zora prefers their gnashing teeth infinitely to the increasing annoyances of managing the empire.

    (Submission for “Request Inheritors from Kingdoms” TSR Action)
    Spoiler: Send a Dynastic Heir to the Truthseers
    Show

    Spoiler: Wuuluu (Full Night Elf) (start up blurb)[/spoiler
    Show

    A young maiden still looking for her shining star. Having just come into adulthood and entering the trading markets to start a business. Unfortunately she never hit it off at the bazar, and never managed to get into the Bloodfire Boom, so she’s hit a bout of depression as her portion of her family’s fortune dwindles to nothing.


    The ascension of Oraora Warsong to the throne would make it seem like the previous court of dynastic rule was now out of the running of successorship, but that was only partly true. Many of the younger court would still be available and capable of studying under the new Alskan Chief.

    That, of course, would be under the assumption that the new chief wanted them, and like many other things that never want the way of Wuuluu in her bad streak of runs in her life, Oraora didn’t exactly hold her in high regard. However, Zora did.

    Only openly stating now that the young woman was merely unlucky and had great potential, she intercepted a lot of the truth seer messages (given she still held a ton of personal power in the empire), and suggested Wuuluu go with them to both assess their personal rituals and gain a new potential authority from their backing for her power within the kingdom later.

    One would think that leaving a kingdom for a long period of time while its ruler is in power would put you out of the line of succession outright, but if she gets the backing of the TSR, maybe not.

    Wuuluu accepted, for what else did she have to lose? Her personal ends were through raw luck totally emptied out, and despite her (apparently vast if Zora’s word is to be taken at face value) talents she’s met with nothing but failure. With the truthseers her luck might finally change.


    (Wrote this up as part of other fluff stuff and figured I’d put it somewhere accessible for archiving)
    Spoiler: Liyae Appearance/Attitude Information
    Show

    As a night elf she has purple texture of skin, long ears. Unlike other night elves she has thickness and muscles. Despite other night elves considering her outright raided out, compared to a human she’s merely buff and athletic looking. She stands at five foot eleven, which is pretty damn tall for a human or elf female, but still well within the average range of size.

    Her primary method of battling being grappling, her most common ‘weapon’ is a pair of gloves/gauntlets. Though often these are just leather, for a battle against something as monstrous as blightspawn hunting she may have looked into some metal or warlike weaponry. She sometimes uses a weapon such as an axtol, but this is rare and often used for more utility purposes such as piercing it into the side of a mountain to climb her way up.

    The woman tends to dress simply, forgoing jewelry and fineries. An exception tends to be ornaments made out of beasts she’s hunted and slain such as the manes of great lions after double handedly defeating an entire pride.

    That’s not out of a matter of frugality but merely one of humility and not taking pride in shiny things. Liyae gets stocked with a ton of drinks, spices, and luxuries by her benefactors in the HYD, and she enjoys lavish feasts that plunge into drinking, flirting, and full on decadence.

    As for events to happen during the trip itself… I’m not sure. A fair few hunts for food, potentially saving the locals of wherever they pass through from some other danger. Making friends along the way, testing each other’s abilities, but never in an outright mean spirited fashion.

    https://imgur.com/NQRxTSu
(Here’s an approximation of color palette. Feel free to deviate but this is a good starting point of skin: purple, hair: very dark purple, eyes: amber.


    Spoiler: The Mockeries of the DSP
    Show

    It’s hard to tell who started the incident. Mockeries pretending to be the DSP? DSP pretending to be mockeries pretending to be the DSP? Some other organization pretending to be the mockeries pretending to be the DSP? Regardless...

    Everything burned. The embassy halls had to be rebuilt from scratch. The sabotage and framing may have permanently damaged diplomatic relations. Crude cadavers of murdered elves and naherin people were found stitched and burning in the wake of the mess after the fact. There was no grand announcement or message this time, and the only lesson to be learned was that the Nocturnal Hydra had to be very careful with who they associated with, lest they be burned (literally).

    With the major impediment being the list of suspects is large enough that it’s impossible to pin the blame for the out-and-out atrocities on anybody. But at least great suspicion of the DSP is warranted, because whoever they are they were able to fake being the DSP convincingly enough to come on inside.


    Spoiler: Menagerie Prepping
    Show

    Saber Tigers (287,283,284,288 and 290)
    Exotic Water Buffalo
    Horses (from the Ashir and from our native arms)
    Mountain Goats 267 Fffurtles
    Giant Kangaroos 318 None
    Desert Foxes 303 Ashir
    Chacuus from 282
    Desert Cats from ???
    Catosaurs from 289



    Armies and Coffers of the HYD
    Spoiler: Night Elven Armies And Coffers (As of 232 AFD)
    Show

    Coffers: 5/10 Treasure, 3/7 Naval Units, 5+1/12 Army Units
    Recruitment: +1 -2 Treasure, +2or3 Units this round
    Trading Posts/Cities Controlled: 6/1 (+1 Treasure at turn-end)
    Favor Status: 0 with SoS, 0 with DSP, 1 with TSR

    Spoiler: Current Armada
    Show
    To take a tally with their newfangled ‘writing’ shenanigans, the Nocturnal Hydra Nobles have started to tally their strength doing combat into a coherent manner. Figuring out ways to cross compare forces is essential. The Ier unit of measurement serves us in this end, taken from the strength of a top quality Ashir Cavalry. All of these measurements are approximations before even accounting for the fact that the IR measuring stick is itself an approximation.

    Army Unit 1
    (Alaskan Bull Worm Division) (221 IR)
    Elder Hydra Worm (75 IR) (1 to 75 IR)
    80 Night Elven Bow Cavalry (106 IR) (3 to 4 IR)
    60 Night Elf Axotol spearmen (20 IR) (3 to 1 IR)
    200 Peasants and load bearers (20 IR) (10 to 1 IR)

    Army Unit 2
    (Prince Azim’s Cavalry Regiment) (220 IR)
    Azim’s 200 Ashir Cavalry Riders (200 IR) (1 to 1 IR)
    ~200 Horse Grooms (20 IR) (10 to 1 IR)

    Army Unit 3
    (Orca Mercenary Squadron) (232 IR)
    50 Orca Warriors (150 IR) (1 to 3 IR)
    Orca War Chief riding a War Troll (22 IR) (15 to 1 IR for the War Troll, 7 to 1 IR for the Warchief)
    300 Peasant Orca, Uzii, and Goliath in tandem (60 IR)

    Naval Unit 4
    (Her Majesty’s Cannoe) (225 IR)
    150 Lamia Swashbucklers (50 IR) (3 to 1 IR)
    100 Lurker Lamia (50 IR) (2 to 1 IR)
    1 Lamia Captain and 24 Captain’s Crew (25 IR) (1 to 1 IR)
    50 Night Elf Retinue (10 IR) (5 to 1 IR)
    200 Lamia Sirens (50 IR) (4 to 1 IR)
    20 Secondhand Orca Warriors (40 IR) (1 to 2 IR)

    Naval Unit 5
    (Songstress Chacuu Vagabonds) (222 IR)
    Royal Chacuu Mount (10 to 1 IR)
    50 Lamia Chocobo Riders (50 IR)
    50 Barely-Tamed Chacuu (50 IR) (1 to 1 IR)
    Queen Freya (Lamia Empress) (10 to 1 IR)
    400 Lamia Sirens (100 IR) (4 to 1 IR)

    Naval Unit 6
    (Swashbuckler Lamias) (230 IR)
    300 Lamia Swashbucklers (100 IR) (3 to 1 IR)
    40 Lurker Lamia (20 IR) (2 to 1 IR)
    1 Lamia Captain and 49 Captain’s Crew (50 IR) (1 to 1 IR)
    50 Night Elf Retinue (10 IR) (5 to 1 IR)
    200 Lamia Sirens (50 IR) (4 to 1 IR)

    Army Unit 7
    Liyae’s Pirate Crew
    1 Adolescent Hydra Worm (25 IR) (1 to 25 IR)
    Plus all the tag-alongers she finds down below 305.

    Army unit 8
    Gifted from Soreni

    Spoiler: Sisterhood of Shards
    Show

    Army Unit 1
    Predominantly Elf members, numbering at about 450 of varying strengths. Many of them are trained in archery.


    Spoiler: Recruiting This Turn
    Show

    2 or 3 units

    Army Unit 9
    (Bow Cavalry Division) (217 IR)
    2 Adolescent Hydra Worms (50 IR) (1 to 25 IR)
    99 Night Elven Bow Cavalry (132 IR) (3 to 4 IR)
    25 Ashir Cavalry (25 IR) (1 to 1 IR)
    100 Peasants and load bearers (10 IR) (10 to 1 IR)

    Army Unit 10
    (Bow Cavalry Division) (217 IR)
    2 Adolescent Hydra Worms (50 IR) (1 to 25 IR)
    99 Night Elven Bow Cavalry (132 IR) (3 to 4 IR)
    25 Ashir Cavalry (25 IR) (1 to 1 IR)
    100 Peasants and load bearers (10 IR) (10 to 1 IR)
    (Possibly convert one of these into a naval unit?)
    Last edited by Epinephrine_Syn; 2020-10-28 at 11:11 AM.

  3. - Top - End - #303
    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, 35
    Continent: Mamut
    Round 8 Actions:

    Actions:
    1. [Military] Raise a unit
      A unit of specially trained mountaineer troops are trained via hunters lodges in anticipation of needing a larger group of specialized mountain crossing forces.
    2. [Military] Raise 2 units via fortress
      Two units of blood feathers are trained and prepared in the newly built fortress.
    3. [Faith] Seek aid in stabilizing region 35 - auto success
      Spirit guides of the Hraban reach out to the ancestors on the best way to work to help calmly integrate region into the Confederacy calming longer term fears of a harsh rule.
    4. [Faith] Faith 10 - Miracle - Pathfinder spirits (fluff below) - followers of Soul Honor are granted the ability to path through mountain borders.
    5. [Diplomacy] Stabilize region 35 - Success


    Spoiler: Pathfinder Spirits
    Show

    The capstone event of Heinrich's tenure at the head of both the Hraban Confedercy as well as the head of Soul Honor was the development and codification of a ritual, able to be performed by any of the followers of Soul Honor to be able to consult ancestral spirits to help find the path through seemingly impossible to cross mountainous terrain.



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


    Embassy Actions:



    Spoiler: News and Rumors
    Show



    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):
    Stat Number
    Diplomacy 6
    Military 10
    Opulence 3
    Faith 10
    Intrigue 1


    New Ruler Next Round?
    Yes
    Rolls: https://forums.giantitp.com/showsing...&postcount=687
    Diplomacy 3+1 4
    Military 4+1 5
    Opulence 2 2
    Faith 3+1+1 5
    Intrigue 1 1


    Expected Stat Bonuses:
    +1 Faith +1 Mil

    Trade Posts:

    Military Units:
    Land:
    4 bloodfeathers

    Mil Unit Cap:
    Land:
    6 + 2*Regions controlled = 5
    Naval:
    3+1*coastal region = 4
    Technology
    Name Effect Allocated TP Allocated TP Resource Name
    Writing +1 Conversion Defense, +1 Conversions in regions that share your alphabet
    Masonry +1 resist Raids and Sacks
    Animal Husbandry +1 Opulence and Diplomacy Exploration
    Pottery +1 to Buyouts

    Great Project

    Name Effect Location
    Last edited by Electriccat; 2020-10-31 at 04:15 PM.


    Avatar by Gengy

  4. - Top - End - #304
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra
    Kiswa Regions 226, 225, 236, 237
    Turn 8

    Spoiler: Banner
    Show


    News and Rumors:



    Actions:
    1) [Military] Epic Quest: Cancer on the Coast - Alexios the Undying undertakes the epic quest in Region 201. Accompanying him are Kona; Ocēmis; Neno, who never hit a foe twice; and Ingkannu Isidi.
    (Roll: 31 (2d6+22) - (+12 Hero Score, +1 SoS Rep 2, +1 Black Iron Weapons, +8 Four Assists)
    After hearing the tale from Kona of the nest of the Gluttonous Shadows, the Sentinel leader resolves to see it ended. He will take whatever heroes choose to accompany him into the heart of the blighted territory to destroy utterly this source of the terrors.
    2) [Military] Epic Quest: Cancer in the Trees - Aruni undertakes the epic quest in Region 202 to assist Vetrapa, bringing black iron weapons to equip the companions. (Roll: 16)

    3) [Opulence] Opulence 5 Special: Raise City - Farahabi in the Vyterrat Region 226
    Over the last few years, as Fulji Varsha has taken over the overseeing of Farahabi (and indeed, much of the operations of the region as a whole), the central town of Farahabi has undergone rapid growth. Many new storehouses are constructed to store the increase in trade goods, and residences expand to further allow foreign visitors, as well as to have a surplus of lodging should blightspawn force flight from less protected settlements. With the new knowledge of masonry from the Anbroch and granite from the south, walls are raised to provide additional shelter and defense against invasion, blighted or otherwise. By the time most of these projects are completed, Farahabi is truly more than a village - it is a city, and without a doubt the heart of the Vygra nation.
    4) [Opulence] Buyout Trading Post - Region 237 TP2 Furs and Hides (Roll: 17)
    5) [Diplomacy] Stabilize Region 237 (Roll: 19)
    Matji Khetra visits the Himarrat region personally to speak with the icy Vygra there, wishing to assuage any fears or doubts about joining in with the nation of their northern kin.


    Non-actions:
    Trade Animal Husbandry tech to Veramondo in exchange for the Wheel and Axle tech (Embassy).
    Spend one SoS favor to Stabilize Region 236 (Rep 1 favor action).
    Spend one Treasure on buyout action.
    Accept embassy from Sewune.

    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Khetra (Diplomacy 10; Military 9; Opulence 8; Faith 1; Intrigue 3)
    End-of-turn increase: Military +1, Opulence +1

    Heroes: Fulji Aruni (9); Alexios the Undying (12)

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Black Iron Weapons {+2 to combat (+3 vs. Blightspawn), +1 to quests involving Blightspawn}
    Units: 3 Vygra Butho, 1 Elkh-Waden, 1 Sentinel Aspirants
    Treasure: 3
    Reputation: SOS (4); DSP (1)
    Favors: SOS (3)
    Trading Posts 5 (+1 income): 226 TP2 (Copper), 195 TP3 (Timber), 236 TP1 (Shale), 237 TP1 (Furs and Hides), 238 TP1 (Granite)
    Embassies: Veramondo (218), Lhungho Saar (221)
    Last edited by Frostwander; 2020-10-28 at 05:55 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  5. - Top - End - #305
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: Empire 6: Embers of Dawn


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


    The Thunderpeople- [Turn 8]
    Main Actions
    1. Diplomacy: Invite the Nocturnal Hydra, Clan Al-Ashir, Ixkarr, Soreni, Ta Seti, Naherin Coalition to participate in The Silver Sport
      "It is my judgement that The Argent Heart is a baleful thing to my people. A mighty trophy, but worthy only to those who wish to exert the might necessity to hold it. I see in its gleaming surface eight and 40 hundreds of wars that shall be fought to claim and keep its luster.

      "I do not wish such hardships upon my people. Lust for silver should never taint the Thunderpeople, lest we forget our great destiny to earn worthiness through the hunt of mighty prey, and that alone. And so, it must be done away with.

      Six other great peoples have worthy claim it this trophy, and so among them it's ownership shall be decided.

      Let there be Sport! Let the worthiest be known by deed! Let the game begin!"
      -So Spoke Highchief Ragna, Ai Ai, he is Worthy!
    2. Military:[Battle-Region 270] Commander {The Ripper (9)} Skirmishing Doctrine with 6 Troops (Including the defectors The Ripper won to her side during her exploration), Techs [War Drums] [Composite Bows], The Ripper hunts down (challenges to a duel) the native leader.
    3. Military: Quest into Unknown Lands- Pathcarver(9) travels to the unknown continent to take up King Kro Karael's challenge. Though the odds of success are slim, Pathcarver relished the opportunity to return to his preferred pursuit of exploration after a stressful few seasons organizing a hunting party among strange and contentious peoples. [Result(14) {20-6 from incomplete Diplomacy Great Project}]
    4. Opulence: Use the Argent Heart to harvest 2 treasures
    5. Opulence: Use the Argent Heart to harvest 2 treasures


    Non-Actions
    • Award Clan Al-Ashir The Argent Heart through our embassy for their success in The Silver Sport.



    Rumors:


    Spoiler: Book Keeping
    Show
    Spoiler: Past Leaders
    Show
    Highchief Orgo (Stripped from power after years of minor embarrassments)

    Spoiler: Current Leader Stats
    Show

    Highchief Ragna
    Diplomacy 7
    Military 8+1
    Opulence 4+1
    Faith 1
    Intrigue 4

    Special Actions Used:


    Heir Apparent: Redspiral Longtooth


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


    Spoiler: Armed Forces
    Show

    Heroes:
    {The Ripper (9)}
    {The Pathcarver (9)}
    Infantry 5


    Spoiler: Economy
    Show

    Epic Trophies:
    • Dreadsilverx1 (this cache may be refined with an Opulence action for 4 Treasure, or used as part of a ritual Faith action to provide a +2 to any roll eligible for Seek Aid.)


    Treasury: 2
    Resources
    -Blightspawn Trophies [Thundermark TP1]


    Spoiler: Technology
    Show

    Military
    none

    Civilian
    [Masonry: +1 to resist Raids and Sacks]
    [Writing: +1 Conversion Defense, +1 Conversions in regions that share your writing system]
    [Pottery: +1 Buyouts]




    Spoiler: Faith
    Show
    Leader's Allegiance: None
    Holy Sites
    #275 "Thundermark" [The Highchieftain's Hall]: True Sun
    Last edited by DoomHat; 2020-10-31 at 07:42 AM.
    ...with a vengeance!

  6. - Top - End - #306
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Blemmyae Tribes
    (Round 8)
    King of Kings Huleten Kw’Muketi





    [Faith] Convert region 208 to Abiherism (19): Now that the Dhraan colony across the Sur has been cleared of Gluttonous Shadows, it is time for it to be converted to Abiherism. From the original colonists deep in the jungles to the cosmopolitan riverside towns, missionaries spread the faith to all who will listen.
    [Faith 10] Declare the Holy Land of the United Abiherist Tribes: At long last, it is time to make it clear where the true seat of power rests in the Korebita. While the King of Kings may technically rule, it is the Bete Great Library that is the heart of the region, and the Abiherist faith the authority that grants the king their power. In recognition of this fact, the King of Kings assents to grant special powers to the Bete Great Library and the Mesihafi clan, including unlimited autonomy over conversion and the establishment of an order of warrior monks based around Zemena Lake.
    [Military] Create Fortress: For thousands of years, the mountaintop citadel of Misig Zinabi, the ancestral seat of power for the Zinabi clan, had been unassailable. Surrounded by miles of harsh, rocky terrain and perched atop a steep crag, even reaching the fort in the first place would be nearly impossible. Following that, the attackers would meet the forty-foot high walls, the gleaming copper-plated towers, and the labyrinthine interior, filled with switchbacks, secret passages, and dormant traps, not to mention the thousands of blemmyae warriors that make their home there. Without Misig Zinabi, it would be nearly impossible for any attacker to seize the Korebita.
    [Military] Send Yegin Kw'Haleti to aid Vetrapa's quest (15)
    [Military] Send Dinfat Kw'Torineti to aid Vetrapa's quest (15)

    Nonactions:
    Resist buyouts
    Resist all conversions except those to Abiherism

    TRO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show

    On a deceptively still and dark night, King of Kings Huleten Kw’Muketi met their end. It came, not on the blade of an enemy as had the death of their predecessor, but in their bed after succumbing to fever and chills. Toward the end, nobody, not even their closest friends and family, were permitted to see them. The king’s body was carted into the Bete Great Library, to be laid amidst the tombs of the heroes of the Korebita that had preceded them.
    All of Huleten’s councillors had known that the king was ill, but at the exact moment of their death, all of them were scattered throughout the palace, unaware that the leader who had guided the United Blemmyae Tribes through all these decades of prosperity was taking their final breaths. Only the king’s doctor, Kedaten Kw’Anigoli, and the guards outside the king’s chambers were aware of the sudden upheaval that the Korebita was about to undergo.
    In his chambers, the king’s ward Cul of the Bel-Dan-Ub was sitting cross-legged, facing the blemmyae Kenet, one of their appointed guards. Kenet and their sibling Renet were getting on in years and no longer especially effective bodyguards, but the pair had been taking care of Cul since he was a toddler and Cul refused to have them dismissed from his service. A knock came at the door, interrupting the game of dice being played by Cul and Kenet. The latter stood and paced anticipatedly toward the door, opening it cautiously. On the other side stood Renet, staring with blank eyes at their sibling.
    “The king is dead,” Renet gasped, before collapsing to the floor, revealing the dagger embedded in their back. Kenet spun to look at Cul.
    “Cul. My sweet child. My sibling and I have cared for you since you could barely walk, and all the while we expected that we would one day lay down our lives for you. Now my sibling has made the ultimate sacrifice, and I know my time to do the same is at hand. You must run, Cul. The King of Kings is dead and it seems his enemies are within the palace, murdering those loyal to him. You must escape! Find the king’s heir and warn them of the danger!”
    Saying that, Kenet grabbed two flint-bladed axes from the table next to the door and stepped into the entryway, blocking it with their body. Cul jumped to their feet and ran to the window of the chambers. Beneath the curtains, an open hole gazed over a thirty foot drop down to the city of Kema. Much too far to jump, thought Cul, but perhaps there was another way out. A narrow ledge, only a few inches wide, led between this window and the one in the next room. It was a long way to go, about two hundred feet, and under normal circumstances Cul would never have attempted it, but there was now no other choice.
    Cautiously, with gritted teeth, Cul swung their legs out the window and onto the ledge. Below them, the gap yawned, the ground studded with sharp rocks. Cul shuffled, inch by inch, along the ledge. Halfway across, a scream burst out from the window behind them, causing Cul to slip from the ledge. Regaining their balance at the last moment, they looked back, but turned away in horror as they caught sight of Kenet flying, as if thrown, out of the window, screaming until they smashed into the ground below. Cul turned and fled, nearly running, their feet slipping on the ledge but never falling. There would be time to mourn later: he must ensure that Kenet and Renet’s deaths had not been in vain. At last he reached the next window, unpursued by any enemies. It seemed they had not dared to cross the narrow ledge. Cul dangled from the window alcove, scrambling down the rough wall, which offered more handholds than the other sections of wall. Finally they reached the bottom, sprinting out of the courtyard and back into the lower sections of the palace.

    But if Cul had instead entered through the window, he would have had a very different experience. For in that room lay, sick in bed, the Abiherist priest Tubaw Kw’Mesihafi, head of the Bete Great Library. The librarian was ancient, even older than Huleten had been, and perennially ill. Hearing Cul clambering down the wall woke them from their slumber just in time to hear the door of their room open. No horde of armed enemies entered, only a single cloaked figure dressed all in black tatters.
    “Inigid?” asked Tubaw hoarsely. “Is that you, my friend?”
    “It is,” said the figure. “I bear bad news. The King of Kings has died in their sleep.”
    “I know,” said Tubaw. “I could feel them passing on from this life. I dreamed… I dreamed of Dumuzi, the hall of heroes among the stars. Huleten has taken their place at the tables reserved for the greatest of kings. May their name never be forgotten.”
    “Indeed,” said Inigid, and for a moment Tubaw fancied that they saw the sorcerer’s teeth flash in a cruel grin beneath the robe. “And I think perhaps many will be joining them in Dumuzi before the night is out.”
    Tubaw stared at them in confusion. “What do you mean? Who else has died?”
    This time Inigid definitely smiled. “Warriors of the Adeni and Fikiri clans, servants of King of Kings Ekaniy Kw’Adeni, have attacked the palace. At this moment they wander the halls, slaughtering indiscriminately. Soon they will take the palace and proceed into the town of Kema. The streets will run red with blood tomorrow, oh yes they will.”
    Tubaw sat up with a start, the blankets falling away from their shoulders. “But… Inigid, how did they get into the palace? What happened to the guards?”
    Inigid laughed, but there was no mirth in the laugh. It was high-pitched and cruel, like steel scraping against bone. “You fool! You have no idea! Inigid Kw’Anigoli is dead! Their corpse has been rotting in a ditch in Kincany for decades! I have been playing you for fools this whole time, my clan and I. Oh, the gratitude I displayed when your king granted rights to the Anigoli clan! You would have thought I was a mangy cur like all the others, bowing to the master for a few scraps of meat. It was I who let the Adeni warriors into the palace, I who stopped the hearts of the guards, I who poisoned the King of Kings in their bed. And none of you ever suspected a thing!”
    “And so now you have come to kill me?” asked Tubaw, a sudden calm overcoming them.
    “I have,” Inigid said, pulling a knife from their robes and approaching the bedside.
    “I do not fear you,” Tubaw said, again with that supernatural calm in their voice. “I have waited for death to take me for years. My time is long overdue. But know this, treacherous worm. No traitorous king will ever rule the Korebita, and backstabbers such as yourself never meet a kind end. Your reckoning will come, whether tomorrow or years from now, and the punishment will be dire.”
    “I shall take my punishments when they come to me,” said the blemmyae that Tubaw had for so long known as Inigid Kw’Anigoli, raising the knife.
    And from out of the window, a passerby would have been able to hear the awful screams of Tubaw Kw’Mesihafi as the treasonous assassin performed their hideous work.

    “And then I said, if you ever come back here again, I’ll split your ****ing skull in!”
    The feast hall echoed with laughter as Yegin pounded their cup of wine on the table and roared with mirth. “That’s a hell of a story, Oyem! You should have told it sooner!”
    The First in the Realm was seated at the right side of Wenid Kw’Muketi, the vizier to and child of the King of Kings. As had been the custom of late, Wenid was feasting in the great hall with Yegin and their Merry Men. They far preferred the raucous company of the Merry Men to the stuffy diplomatic meals and harsh criticism that they faced in the company of their parent. At their left was the Abiherist librarian Oyem Kw’Mesihafi, their closest friend. Oyem had not sworn themself as a Merry Man, but had become a close confidant of Yegin and second only to Kasiy Kw’Sewi, seated next to Yegin, in their trust. In Yegin’s mansion, strong drink flowed freely, the tables always groaned with food, and the air was filled with tales of battle and bawd.
    Kasiy tore a strip of meat from the joint in front of them. “Sing, O Muse, of Oyem Kw’Mesihafi-”
    Oyem waved at them. “No, spare us the poetry! I’m not sure I’ll come out of it looking good!”
    The hall filled with Merry Men roared in acknowledgement, and Kasiy gracefully bowed. “It shall be as you say, my lord of the sewer grate.”
    Wenid pounded their fist on the table, at this point quite drunk. “I propose a toast! To Yegin Kw’Haleti, the First in the Realm and the one who shares their meat and mead with us today!”
    Yegin raised their own cup. “And to Wenid Kw’Muketi, soon to be king of the Korebita! May their reign never be forgotten!”
    “I’ll drink to that,” Wenid laughed, draining their cup. “Servant! Another pitcher of wine for the soon-to-be king!”
    “No.”
    Wenid spun around in surprise at being so rudely denied by a servant. But it was no servant who had spoken. Towering behind them was Dinfat Kw’Torineti, the massive Warcaller of the Korebita Foothills. “There is no more time to waste on your feast. The King of Kings is dead, and you are the new king.”
    The Merry Men whooped, but went silent as Dinfat began to shout in their booming voice. “This is not cause for celebration! The rebel king Ekaniy Kw’Adeni has sent a force to attack the palace and slaughter those that they find. Your name will certainly be at the top of their list, for if you die, so too does any obvious claim to the throne, and Ekaniy has four of the Ten Tribes behind them. You must flee. The guards of the royal palace have all been killed. I am the only one left. I will stay at this manor and sell my life dearly to slow them down, but we cannot kill all of them. My king, you must run to Misigi Zinabi, where you will find a loyal protector. Yegin, take your warriors into Kema and reinforce the town. If you rouse the population to arms, the Adeni clan will be unable to take it and will eventually be forced to retreat.”
    Wenid stood up, shaking from drunkenness, and turned to run. As they looked back, they could see Dinfat standing in the doorway, spear in hand, daring the enemy to approach. And then they were gone, swarmed beneath a tide of wild-eyed attackers. And Wenid was running, full-pelt, through the night, entirely forgetting that they were king, forgetting that they were in immediate danger, thinking only that they had almost certainly lost friends tonight, and wondering which ones would be alive by the morning.


    Spoiler: Songs of the Korebita
    Show



    Spoiler: People of Interest
    Show

    Huleten Kw’Muketi Yegin Kw’Haleti Dinfat Kw’Torineti Tengir Kw’Sewi Tubaw Kw’Mesihafi Inigid Kw’Anigoli Wenid Kw’Muketi Mebirek Kw’Zinabi Kasiy Kw’Sewi Oyem Kw'Mesihafi Neguwi Kw’Zinabi Ekaniy Kw’Adeni
    King of Kings, ruler of the entire United Blemmyae Tribes, former vizier to Neguwi First in the Realm of Korebita, recently pardoned for the murder of Warlady MacGill Warcaller of the United Blemmyae Tribes, chieftain of the Torineti clan Chief Diplomat of the Ten Tribes, most prominent human in the Korebita Curator of the Bete Great Library, head of the Abiherist religion Sorcerer and leader of the Anigoli clan Child of Huleten, heir to the throne of the United Blemmyae Tribes Chief of the Zinabi clan, distant relative of Neguwi Human folk hero, Yegin's right-hand man Second in command of the Bete Great Library, emissary to Kincany Former King of Kings of the Ten Tribes, slain by Warlady MacGill of the Anbroch King of the Adeni clan, in rebellion against the King of Kings


    Spoiler: Technologies
    Show

    Writing
    Sailing
    Irrigation
    Animal Husbandry
    Crab-Claw Sails

    Spoiler: Bookkeeping and Ruler Info
    Show

    Units: Torineti Warriors, Anigoli Slingers, Sewi Warriors, Thunder’s Vanguard, Yegin's Merry Men

    Treasures: Black Gold

    Resources Controlled: Tropical Birds (194.1)

    Heroes: Yegin Kw’Haleti (Hero 8), Dinfat Kw’Torineti (Hero 8)

    Leader: King of Kings Huleten Kw’Muketi (new leader next round)

    Diplomacy: 5
    Military: 10
    Opulence: 3
    Faith: 10
    Intrigue: 5
    Last edited by Gaius Hermicus; 2020-10-27 at 05:11 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

  7. - Top - End - #307
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Henanda, Round 8

    News and Rumours
    • A cause for celebration! Ocēmis has finally returned from his travels, bringing with him tales of distant lands and strange peoples.
    • Impressed with the stories he brings with him, merchants set off to claim the riches of these distant territories.
    • Relations with the inhabitants of region 191 are at an all-time low, as they continue to increase the price requested for a trading post. Some traders return talking of outright insult, with the natives demanding as part of the price, among other things, a supply of black iron weapons, Ashihi slaves, the profits from the tin purchases in the west, a night with the king's sister, and so on. Whether these are true or merely rumours spread to encourage action against the region is unclear.
    • The inability to purchase a pearl concession has nevertheless driven the price of those jewels through the roof. There is no surer sign of wealth and status than for a woman to appear in public wearing a pearl necklace from her lover.


    Spoiler: The End of the Road
    Show

    Acēnga stopped to catch his breath, and looked up at his chief, a few feet above him on the rocks. Few would now recognise Ocēmis from his days in Kiswa: his hair and beard had grown out, and his familiar bare chest, surmounted only by a spotted cat cloak, was now swathed beneath the coarser hides of southern creatures.

    Of those who had originally set out, only the two of them were left. They had picked up others en route, some of them waiting at the foot of the mountain, but the rest had died or deserted long ago. Aruni’s parting had been the most painful, as she and her followers had left them far to the east, to venture home when she heard she was needed to fight monsters in the north. She had tried to persuade Ocēmis to go with her, but he had wanted to press on: he had demons of his own to slay.

    From there they had ventured west across the tundra, stopping in villages and hamlets where they could, pitching camp where they could not - more than once sleeping in the open when even Ocēmis could not find purchase in the frozen earth.

    A few weeks, ago, Acēnga had lost his mind with cold, wandering out into the snow alone and mostly unclothed. By the time they found him he was near-frozen, and Ocēmis had carried him on his back to a nearby settlement.. A girl there, the headman’s daughter, he thought, had probably saved his life, not only with her treatment in itself, but by stopping Ocēmis from pouring hot liquids down his throat. In their curious pidgin, she had told them that the shock would kill him as surely as the cold.

    Ocēmis had not stayed in the hamlet the whole time, but had apparently not ventured far. It was the longest he had stopped in one place since they left, and only when Acēnga assured him he was fit to travel did they depart. That was why Acēnga was with him now, up in this ridiculous mountain, while the others were still back there in the foothills, among the locals who had warned them to turn back.

    There was a rumble above and a section of rock broke away, taking Ocēmis with it. Acēnga cried out, fearing that the hero would plummet to his death, but Ocēmis seemed unworried, as an arm stretched out to find a new purchase, one-handed. He swung down, and landed like a cat on his feet next to Acēnga.

    “We may need to find another way,” he said.

    “I’m not sure there is another way,” Acēnga replied. “The locals know of no way through. Perhaps this is impassable.”

    Ocēmis looked up at the path ahead. They were attempting to traverse a cleft between two mountain peaks, but even this was hard going, with steep sections almost sheer, like that down which Ocēmis had just slid. They had had to abandon most of their gear other than provisions pouches what seemed like miles ago - including almost all their weapons. It was impossible to climb while carrying a spear. And there was no guarantee that even if they scaled this section, that that would not lead to another stretch even more difficult.

    “The locals are not me,” Ocēmis said.

    “They are not,” Acēnga agreed, “which makes it all the more important you do not die senselessly in some fall or rockslide. What way would that be for a champion such as you to perish?”

    Ocēmis sat in silence for some time, looking up at the mountain, and then looked away.

    “If you are worried for yourself, I will not blame you for turning back.”

    “I will follow you to the end, and if I die, I die. But you have nothing left to prove. You have travelled further than any of our people, than anyone in Kiswa. None have climbed so high. Even if you do somehow find a way past, what if beyond this there is nothing - a wasteland, an ocean? Or a host of enemies, and you, alone and unarmed? You might triumph, and die of your wounds, or perish alone and unknown in battle. A glorious death but none would ever know your story.”

    There was another long pause.

    “Acēnga,” Ocēmis said at last, and Acēnga realised that he was not being addressed directly, but rather his name was being spoken referentially. “You deserve a better name.”

    “I have lost some weight since we started this quest, it is true,” he said, looking down at his belly. “To be honest I am used to the name now.”

    “We stand here at the farthest reaches of the world, and you are by my side. You deserve a name that is not so mocking.”

    Ocēmis stood and turned. “This is the farthest I shall travel, then. And when people pass this way in years to come, they should know that. That this is the limit of Kiswa. So says Ocēmis of the Esāla.”

    Ocēmis shrugged off his fur cloak and lifted his sewn tunic over his head, standing there bare-chested in the wind and the bitter cold, his upper body still taut and defined, for all the world looking as if it had been carved from the black heartwood of the trees of their homeland.

    In all the years that he had followed Ocēmis - most of his life, now - Acēnga had seen him perform extraordinary deeds, to the point where his great fortitude and strength could almost be taken for granted, but every now and again, something happened to shock him, to reawaken that amazement that had led him into the hero’s service in the first place.

    There was a boulder to the side of the pass - a huge pillar of rock. Ten men could not have lifted this. And yet in that moment, Ocēmis did. He lifted and carried it and deposited it in the middle of the path. Had he not seen it with his own eyes, Acēnga would not have believed it, even of his chief.

    “Can you write?” Ocēmis asked.

    “Some few words. Enough.”

    Acēnga set to chiselling a message in the stone. He knew Ocēmis could not read it, but he did not need to. He would always know what he had done. This was for posterity, for those who later came this way.

    When he was done, Ocēmis nodded with satisfaction.

    “From now on, my friend, you will be known as Enengtis. A more worthy name for a worthy man.”

    “As you say, chief. Where to now?”

    Ocēmis clapped him on the back, nearly knocking him flat to the ground. “Back to that hamlet. A night of celebration, maybe more than one night, then home. Time to find out what has passed in our absence.”

    They set off down the slope.

    “Say,” Ocēmis said, “that girl who tended you. Was there anything between you and her?”

    “No, I-” Acēnga paused, and looked up, then shook his head. “You’re going to sleep with her, aren’t you?”

    A grin- a genuine, unforced smile, one that Acēnga had not seen in far too long, split Ocēmis’s face. “Well, after she took such good care of you, it would be rude not to.”

    They continued on down the mountain. Behind them the freshly-carved legend in the pillar imparted its message to any who would pass this way, for as long as the rock itself stood.

    “OCĒMIS WAS HERE.”


    Actions
    [Military] Ocēmis joins the quest to 201 - 16 (success!)
    [Military 5] Tactical Doctrine - awaiting comment/approval
    [Opulence] Buyout Pearls in region 191: 11 (failure). The inhabitants of the neighbouring region continue to rebuff the overtures of Bannanda merchants.
    [Opulence] Buyout Tin in region 241: 18 (success) News of the metal found in the far-off region discovered by Ocēmis spreads widely, and merchants make the arduous journey to acquire a trading post there.
    [Faith] Convert region 191 to Hozhisa (12 - success!)

    Non-Actions
    • Send Oniyellīs, heir presumptive to the king and aged about 12, to study with the Truthseers
    • Accept any embassies offered
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Etelis

    D 3
    M 6
    O 7
    F 3
    I 4

    Next round +1 Military +1 Opulence
    Last edited by Aedilred; 2020-10-31 at 10:29 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
    Show
    (by Strawberries)
    (by Rain Dragon)

  8. - Top - End - #308
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round 8
    [Swampum Protectorate, Home of the Uzii]

    [Homage Closed-Fist Mudmore]
    Region(s): 33, 39, 40, 42


    Actions:
    1. [Diplomacy] Raise Reputation with the Sentinels of Stone (Roll: 16)
      After trying very hard to be polite and show off that the Uzii have new Rules for Punching Others, instead of increasing their standing with the Sentinals, Closed-Fist seems to find that the Uzii's reputation has actually dropped. This confuses him greatly, and he personally goes to the Standing Stone in Swampum to try and learn more.
    2. [Diplomacy] Raise Reputation with the Dreamspeakers (Roll: 13)
      Homage Closed-Fist sees no reason not to at least be friendly with the other Mamut spanning organizations. He reaches out to the Dreamspeakers, even if they do take some Uzii whelps now and then.
    3. [Diplomacy] Raise Reputation with the Truthseers (Roll: 14)
      Homage Closed-Fist sees no reason not to at least be friendly with the other Mamut spanning organizations. He reaches out to the Truthseers, to try and learn more about what it is they do.
    4. [Diplomacy] After discovering that the Truthseers help one find a mate, Tusker Shaman Deep-sigh Thumpstrong contacts them, wondering if they can find any Female Uzii not from the Swampum Protectorates.
      Tusker Shaman Deep-sigh Thumpstrong is well respected, but the fact that he wants a mate from outside Swampum is odd. While many Uzii think that Swampum females are amazing, there are some whom are curious: Are there Uzii outside Swampum and Rodrak? The Tusker's request to the Truthseers is seen as a test by one of the wisest Male Uzii to an Organization that previously, Swampum has had nothing to do with...
    5. [Military] Battle Mother Pain-Drop Redmoon goes Questing (North and a bit east of 17) (Roll: 16, +1 from SoS Rep 2)
      In order to honor a request by the Targiz, as repayment for an old debt, Pain-Drop goes on a quest.

    Non-Actions:
    • Support conversion of any owned regions to Soul Honor. Resist conversion for any other faiths.
    • Spend (1) Favor to have the Dreamspeakers explore past No-Climb Cliffs (northwest of 33)


    Spoiler: News and Rumors
    Show

    • Homage Closed-fist's mate has her first clutch! It will be eight years before they earn their names, but the whelps seem strong and hearty. There is both a Den Daughter and a prospective Shaman in the clutch, which bodes well for Mudmore and for the Protectorates!
    • Ko-Ball is very popular in Swampum. There is much weeping at the losses taken this season by the Big Strongs, and some talk about replacing the now aging coach with someone new... but that's mostly just Uzii being upset. Now, if he fails again next season, that movement may gain some traction...
    • Toad Racing continues to hold the attentions of the breeders of Battle Toads.
    • Ces Arnif, the Fallen Sentinel, willingly comes to Swampum to train; months into his new training regiment, he protects the Shaman watching over him from a Dire Fly swarm. Punching, kicking, and headbutting the racoon-sized flies until the whole swarm is dead. While not the most dangerous threat he faces in Swampum, his willingness to throw his whole body into the attack (including using his face) has some of the Male Uzii calling him "Mask-punch". His voluntary retraining continues, but now he has the attention of Tusker Shaman Deep-Sigh Thumpstrong, who travels from his Snort to try and work to calm the Targiz hero's troubled soul...
    • Fort Death-Grasp! We run through the mud! Fort Death-Grasp! Better dirty than covered in blood!



    Spoiler: Ruler Information
    Show

    Homage Closed-Fist Mudmore D M O F I
    Current 8 5 3 4 4
    Starting Stats 5 3 2 4 4
    End of round 5 0 1 1 0 0
    End of round 6 1 1 0 0 0
    End of round 7 2 0 0 0 0
    End of round 8 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Dip


    Spoiler: Kingdom Information
    Show

    Techs:
    • Animal Husbandry
    • Writing
    • Masonry
    • Irrigation
    • Pottery
    • Stage Plays


    Hero(es):
    • Battle Mother Pain-Drop Redmoon (Mil 10)


    Units:
    • (3) Fight Throngs [Melee]
    • (1) Float Bash [Naval]


    Great Projects:
    • (Region 39) "Rules for Punching Others" [Defend Errant Questing via Dueling, rather then Diplomacy]


    Last edited by Gengy; 2020-10-31 at 10:05 AM.
    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

  9. - Top - End - #309
    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
    Region 228: Adzbark Wetlands
    Region 229: Flaschorikia

    Actions
    Roll

    [Diplomacy] Attend event
    Spoiler: Subactions
    Show
    Trade Wheel and Axle to BDA for Pottery
    Trade Wheel and Axle to ANB for Masonry


    [Diplomacy] Raise Reputation with DSP to 2


    [Military] Raise a Unit


    [Military] Send Kona to assist Alexios the Undying on the quest: Cancer on the Coast
    Kona may have discovered the source of the Gluttonous Shadows on the coast, but she is not so prideful as to attempt to take them on alone, or even to insist on leading. She defers to the expertise of the immortal Alexios. A chance to work alongside and train with the leader of the Sentinels does not come often.

    [Faith 5] Organize the Way of Green
    5 HC bonus +1 to Conversion Resist

    Nonactions
    Spend 1 favor with DSP to raise reputation.

    Support conversions to Way of Green
    Resist everything else.
    Submit to the Kiswan Collection and the Dreamspeaker Menagerie .

    Vygra Embassy
    Trade Wheel and Axle for Animal Husbandry

    News and Rumors


    Spoiler: National Info
    Show
    Units: 6/10 land,
    Treasure: 2/5 (+1 per round)
    Heroes:
    Kona: 9
    Relics:

    Technologies:
    Irrigation
    Wheel and Axle
    Writing (Veramondi Logography)

    Trade Posts:
    Cacao: 218.C, 218.1
    Flamingoes 229.C
    Stone: 213.1
    Timber: 192.1
    Wild Asses 212.1

    CIs
    Practiced Debate: 2d8 on Conversions.

    Rep Bonuses
    DSP 1: +1 Exploration
    SoS 1: +1 Stabilization
    SoS 2: +1 existing Hero related rolls
    TSR 1: +1 Establish Claim

    Cities
    Kanorage (218) Does not count towards city count limits.

    Spoiler: Ruler Info
    Show
    King Oram Hadev II
    Diplomacy: 6+1
    Military: 8+1
    Opulence: 10
    Faith: 7
    Intrigue: 2

    Descendants and Heirs:
    Prince Taro Hadev - Eldest Son, Heir
    Princess Kona Hadev - Oldest Daughter
    Prince Oram Hadev III - Youngest Son
    Princess Vari Hadev - Youngest Daughter
    Kata... Hadev? - Grandson
    Enavi Hadev - Granddaughter
    Karsha Hadev - Granddaughter

    Spouse:
    Queen Enva Hadev

    Other Family:
    Kortam Hadev: Cousin

    Last edited by bc56; 2020-10-31 at 11:43 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  10. - Top - End - #310
    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),
    (197), (212), (217)
    Chief Zarrkatl the Golden-Eyed
    Round 8

    Rolls:

    Actions:

    [Military] Send 3 units to aid pirate invasion of 196

    [Military] Recruit 2 land units

    [Military] Send Vetrapa on epic quest in 202 (with Aruni and possibly others) Abiherism: 2d8 to epic quests 25 + 2 Aruni = 27?

    [Diplomacy 5] New CI: Kalokagathia (2d8 to duelling) pending GM approval

    [Military] Recruit 1 land unit




    Nonactions:

    Resist everyone who tries as much as step into our lands

    Spend 1 favor with SoS to increase reputation to 3

    News and Rumors:




    Spoiler: Ruler stats
    Show
    Zarrkatl the Golden-Eyed
    Diplomacy 6
    Military 9 +1
    Opulence 4
    Faith 5
    Intrigue 5

    Specials used:

    New ruler: no





    Spoiler: Tracking
    Show
    Units: 4 + 1 Vygra (updated R5)
    TPs: Tvila Clay (211.1)

    Fortress in 212: +2 battles in region, first recruit action each round recruits 2 units

    Orgs:
    Sentinels +1 stabilization
    Sentinels Rep 2 Favor 4 +1 stabilizations, +1 hero-related rolls
    Dreamspeakers Rep 1 Favor 0 +1 exploration


    Technologies
    Name Effect Requirement
    Pottery +1 buyouts -
    Writing (Blemmy) +1 Conversion Defence, +1 Conversions in regions with Blemmy script -

    Last edited by Corona; 2020-10-28 at 05:59 PM.

  11. - Top - End - #311
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
    Location
    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    Soreni

    Queen Gothek Sekthel
    Spoiler: Leader Stats
    Show
    • Dip - 9
    • Mil -9
    • Opu - 5
    • Fai - 1
    • Int - 5


    Actions:
    [Diplomacy] Attend Event: Silver Sport
    • Roll for Argent Heart: 13
    • Trade Masonry and War Drums for Irrigation and Sailing to IXK
    [Diplomacy] Contribute to Flowerlands Codex of Customs
    [Military] Recruit Unit
    [Opulence] Buyout Iron in 310: Roll 12
    [Military] Attack Region 310
    8 Units, Heskath is commander, Skirmishing

    Nonactions:
    TBA
    Last edited by D&D_Fan; 2020-10-28 at 09:57 AM.

  12. - Top - End - #312
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    The Dannu-Gaon Tribes, but with Money
    Chiefs: Nocter Irin-Mak and Noctrix Sare-Mak


    News and Rumors
    - The strange Pig-man known as Kelsos (steeped in irony, despite apparently meaning "tall" he stands only just over five feet) is well-paid for a job that seems little more than lounging in hot water and eating prodigious meals. There are grumblings about the strange creature's position, but the Nocter treads lightly with this one, and the Nocter is no fool.

    [Opulence] Buyout Region 100 Midwives TP1 [TN 12, Roll 16, Success] - Danneta-Yvaon is enormous - no other city in all the known world quite compares, save for Dream Speaker rumors of distant Kursaal - and its population continues to grow. More healers will always be welcome, if this is to be sustained.

    [Faith 5] Establish Way of Eauden Holy Order, the Circle of the Strix's Quill, in Region 96 - The Circle of the Strix's Quill Tracing the River's Path. The Circle was founded upon a low slope overlooking Danneta-Yvaon from a distance, half a day's ride away from the city - close enough to be well-supplied, far enough that the miscellaneous would not gawk at it. Conceived originally as a sisterhood and broadened later, the Circle accepts those who can both read and write and commit to the truth of Eauden. Though the Circle's construction is in the form of a cloistered tower filled with scrolls and scribes alike with dugouts suitable for living, it has wide manicured grounds maintained as a leisure activity by its adherents, many of whom wield the blessings of Eauden in twisting the water's path.

    [Faith] Convert Region 99 to Way of Eauden (supported) [TN 12, Roll 16, Success] - Though the colonists count already among the faithful, having come from Uldra, matters of subsistence and survival have dominated affairs. Sages among the Dannu-Gao see a welcome opportunity to establish new branches of organized worship, a new step in forging order from chaos here.

    [Military] Kelsos quests into Unknown Lands south of Region 139! [TN 12, Roll 20, Great Success] - Seemingly bored of lounging in luxury, the strange Pig-man named Kelsos disappears one night, leaving only a crinkled, barely legible note that baffles the servants attending the bathhouse he frequents until someone from the Circle happens by to read it. Riding southeast with only his spear and some supplies, Kelsos travels in the wake of the armies of Clann Solais and Aran Viska. Starved for a fight, he joins the fray at the edges more or less indiscriminately, striking utter terror into the ranks before growing bored of this, too, and leaving. He tries again on the next battlefield, and still finds himself unsatisfied - and so he wanders off the edges of the map, hoping for a little more excitement and some good souvenirs to bring back to the city - maybe those Children of the Goat Mudhurt or whatever would be interesting to go talk to. Or fight.

    [Diplomacy] Raise Reputation with the Truthseers (2->3). [TN 14, Roll 17, Success] - Though Sere-Mak refuses to surrender custody of her eldest daughter, now just learning what it means to be a woman and the skills that will serve her well as wife and ruler, she makes no secret of her pride in the girl's progress and invites the Truthseers to meet and evaluate the harmony of her lyric performance and poetry. Sere-Mak is blatant - Pina-Mak is more than a worthy heir, she knows that in her heart. She means that - what a fool she would be to lie to a Truthseer's face.

    [Diplomacy] Press Claim on Region 95 (2/2) - The Emerald Son's bid for power is indefatigable. He and Neta-Mak are perfectly positioned to fill the void when the Lord under the Mountain abruptly succumbs to Green Fever, and his firstborn leaps from the tower in despair, witnessed only firsthand by one of the Emerald Son's partisans. No others dare contest his claim. The lordship of the Emerald Lands passes to the House of Mak.


    Non-Actions
    - Support Sangar buyout of 113 Wood TP2.
    - Welcome an Embassy from Hiverness - finally, all lands bathed in Eauden's love are bound.

    Embassy Actions
    - Distribute War Bows Technology to Eleftheria, the Arrok, Shandole, and Clann Solais.
    - Gift 1 treasure to Shandole, as thanks.
    - Accept Wolf Riders technology from Clann Solais.
    - Gift 2 Units and 2 Treasure to Clann Solais, some as trade compensation and the remainder a Queen's Dowry.
    - Establish a proper Alliance with Clann Solais. Pina-Mak and Felassan of the Stag are betrothed and friendship between the Clans declared.


    Spoiler: Ruler Info
    Show

    Nocter Irin-Mak and Noctrix Sare-Mak
    Diplomacy: 9+1
    Military: 1
    Opulence: 10
    Faith: 5+1
    Intrigue: 6


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

    Military Units 2/6
    - Dannu-Gao Hunter Militia
    - Elf-Trained Riders

    Treasure: 6/15
    (+2 passive treasure/round)


    Relics:
    1x Ring of the Phoenix (Held by Kelsos)

    Heroes:
    - Kelsos the Lame (Hero 9)

    Embassies:
    - Embassy with the Arrok
    - Embassy with Clann Solais
    - Embassy with Shandole
    - Embassy with Eleftheria
    - Embassy with Aran Viska

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

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

    Technologies
    op - Irrigation, Writing [Hiverness Runes], Masonry, Pottery, Animal Husbandry, Sailing
    mil - War Bows

    - Special Materials
    - Armor
    - Weaponry
    - Ranged Weaponry - War Bows (+1 to Battle, requires wood)
    - Cavalry
    - Scouts and Logistics
    - War Beasts
    - Combat Drugs and Medicine
    - Fortifications
    - Sappers and Siege Weapons
    - Subterfuge

    Trading posts (15, 2 treasure/round)
    - City of Danneta-Yvaon (96 Living Stone TP)
    - 96 (Living Stone) TP1
    - 113 (Hardwood) TP2
    - 129 (Grousse Shark) TP1
    - 108 (Husky Dogs) TP3
    - 115 (Furs) TP3
    - 112 (Tin) TP1
    - 109 (Salt) TP2
    - 111 (Silver) TP3
    - 136 (Musical Instruments) TP3
    - 95 (Emeralds) TP1
    - 97 (Ivory) TP1
    - 130 (Horses) TP1
    - 133 (Lime) TP3
    - 120 (Granite) TP1

    Official Faith (Way of Eauden)
    5 HS: +1 to Conversions
    Miracle: Ability to cross Arctic Borders

    Controlled Regions and Holy Sites:
    - 96: Way of Eauden


    Spoiler: Expected Stat Gains
    Show
    +1 Diplomacy, +1 Faith


    Spoiler: Link to Rolls
    Show
    Last edited by BladeofObliviom; 2020-10-31 at 01:18 AM.

  13. - Top - End - #313
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Regions 194 and 195
    The Bel-Dan Armada
    Leader: The Triumvirate
    Reren-Sel-Lěra, Reren-Nal-Fě, and Reren-Cha-Jelě
    29-32 Era of Great Ocean


    Actions:

    1. [Diplomacy] Attend Event

    Spoiler: Subactions
    Show
    • Accept tribute from the Anbroch
    • Give 2 SoS favors to the ANB, on the condition that one of them be used to train Ren-Cha-Fen up to Hero Score 10
    • Trade Pottery to the Veramondi for Wheel and Axle

    2. [Military 10] Create a Tech: Steering Oars
    Man-sized oars have been in use since time immemorial for propelling ships without wind, but they are much more cumbersome for turning a vessel. The addition of an enormous steering oar to the stern of the Bel-Dan double-hulled canoe makes it far easier to turn these ships without needing to coordinate many rowers, and helps sail against the wind by allowing the rowers to pull with more force without throwing the craft off course. However, the space required to stow the oar and the double-hulled design of the craft make it exceptionally difficult to stow and feed animals larger than a pig or fowl - especially riding animals.

    Requires: Sailing
    Effect: +3 to Tactical Maneuvering rolls in naval battles and battles in coastal regions
    Slot: Cavalry

    3. [Military] Invade 196 with 4 units and 3 Elven allies, led by Ben-Udula (Hero 10, 7 units, +10 TM, Skirmishing: +17/+19


    4. [Military] Quest into Unknown Lands west of Kincany (198) with Ren-Cha-Fen, sailing along the coast: 19
    Ren-Cha-Fen finds himself unwelcome in Ten-Fuj-Sa-Cos, as the Triumvirate continue to scheme. Each Reren approaches him with promises and gifts, hoping to win him over, but he refuses them and eventually sets out on another long voyage, this time west of Kincany. His sailors claim the conqueror is searching for something, but exactly what is unclear, even to them.

    5. [Intrigue] Secret: 6

    Nonactions:
    1. Allow all religious conversions


    Spoiler: News and Rumors
    Show
    • Kincany...
      .
    • Blight...
      .
    • The Triumvirate, down to three members after the death of Reren-Tar-Tano, visits Rosie MacGill in Kincany to receive her tribute. It is about the only thing that all three agree on, and the Council of Ren-Ub becomes a hotbed of scheming and plotting. In 30 Great Ocean a knife-wielding assassin targets Reren-Sel-Lěra in her home; she fights him off with a drinking horn and a chair leg. Reren-Nal-Fě suffers a fit of vomiting in 31 GO, and begins to employ a food-taster.
      .
    • Hozhisa...
      .



    Spoiler: Ruler Information
    Show

    Current Stats
    Diplomacy: 1
    Military: 10
    Opulence: 3
    Faith: 1
    Intrigue: 5

    New Ruler Next Round? no
    Expected Stat Bonuses: Military +1


    Spoiler: Other notes
    Show

    Land units: 2+1
    Naval units: 2

    Treasure: 0

    Favors:
    • 2 SoS favors

    Resources controlled:
    • 193: Avocado
    • 216: Droggen Berries

    Techs:
    • Sailing
    • Animal Husbandry
    • Writing (Veramondi Logography)
    • Masonry
    • Pottery
    • Crab-Claw Sails (req. Sailing)

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

    Tactical Doctrine: Lightning Landings
    Effect: On a successful Tactical Maneuvering roll, negate the +4 defender bonus for attacks over Deep Water borders (including naval invasions).
    Last edited by Minescratcher; 2020-10-29 at 08:37 AM.

  14. - Top - End - #314
    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.

    Warchief Kylisa Alqar, Princess of Na'Karat
    Diplomacy: 3
    Military: 5
    Opulence: 2
    Faith: 4
    Intrigue: 1

    Actions for Round 8
    • [Military 5] Recruit a Hero: Lord Asweld Ar-Konish (Hero Score 9 - Roll)
      General Asweld Ar-Konish receives no criminal sentence for the murder of Chief Kalm Alqar in cold blood, said to be a victim of fate and happenstance. After the drama dies down he's welcomed back to leading the troops. His presence inspires fear and discipline in many, from his home-town which he rules as lord to his army which he commands for Warchief Kylisa.
    • [Opulence] Purchase R48 TP1 (Slaves) from Open (Roll: 10)
    • [Opulence] Purchase R48 TP2 (Slaves) from Open (Roll: 11, augmented to 12 with Seek Aid)
    • [Faith] Seek aid for Purchase of Slaves TP1 (Fail)
    • [Faith] Seek aid for Purchase of Slaves TP2 (Success)



    Non Actions:
    [CHANGE HERO NAME] Thal'eshir Merine has had enough time leading armies and adventuring. After her victory over the nearby warlord and Kalm's death, she returns to her new home and informs her child that she can rely on her apprentice for similar matters - Seer Makoa, a name that not many are familiar with, but one of Kylisa's close friends from home that she welcomes to her side.
    Accept embassy from SCR

    Spoiler: A Proposal to the Sokau Tribes
    Show

    For the upcoming leader of the Sokau Tribes, a curious message is brought to him upon return from his most recent voyage. It is inscribed upon rare and expensive parchment, quite uncommon in these times... And delivered by a squad of soldiers who escort a few well-trained slaves.

    "To the mighty and esteemed Tšrãák of the Sokau,

    I write to you for the first time with high hopes from the Blessed Vale, home to the other free humans of Mamut. I, Warchief Kylisa Alqar, the daughter of Thalaz'ir Haraman and Merine, wish to have your hand in marriage before my eighteenth summer in three seasons. Your bravery and prowess is sung even in my lands, and between our lands there would not be a blightspawn nor pigman capable of stepping into our lands unsolicited. My armies are disciplined and experienced; our divining magic useful to one with so many rivals as yourself. I would have my clan swear fealty to yours until the day I die upon our wedding, provided that we keep our demesnes each in our own name. Between our many children, I'm sure that our bright heirs will be well-suited to carry on our legacies.

    While this would serve to enhance your claim over the people you are meant to rule, I hope that it might also protect my own interests in my land as well as R48. I have sampled their goods and find them to be to my liking. Both the Scrim and my father have told me that they have no interest in them, and so I would see them as mine. Please accept the gift my men have brought with them to serve you, as well as the wine they carry as a sample of my good intentions.

    If this proposal interests you, we should meet in person to get to know one another better.

    May the glory of the sun guide your blade,
    - Your future wife."


    [OOC: Mechanically, I'm offering to give you my miracle blessing to perform seek aids after rolls and vassalage at least for the duration of a single ruler's lifespan. I request in turn the rights to conquer R48 unopposed. Naturally, an alliance of sorts would come of this as well!]


    News and Rumors
    1. Chief Kalm Alqar is dead! After the decisive victory over the Upper Vale wherein the local warlord's forces were defeated by Kalm Alqar, the chief returns to his realm having finally expanded his realm. It was a struggle through and through, drawn out over many years and resulting in many deaths. His waning health had been in rumor for a year or two by the time that he died, but it was not illness that ended up claiming his life... He gathered his army the following week after their return and announced his intentions to avenge those who had fallen to the Uzii in full force, intending to secure the Vale and Kalm's intended claim over No-Climb Cliffs now that they were organized and stronger than ever, and the would-be enemy's army was recovering from previous losses. Between the promise of bringing glory, plundered wealth, and expanding the Vale's influence, he manages a rather rousing speech! Yet not all are pleased. His foremost general on the field for several years, Lord Asweld Ar-Konish, steps up behind his leader and breaks his head in with an iron warhammer in front of the assembled crowd. He commands them, "I will see no more of my sons dead over these reckless assaults. Go home and see your families, all of you." Riots ensue. Considering how beloved chief Kalm was, countless across the realm demand that he be put to the sword for his treason... But the newly Warchief declines to allow it, claiming that because his death was foretold in the omens that the commander was merely a puppet of fate. Rumors of foul play spread like wildfire.
    2. With the passing of Kalm Alqar, the non-aggression pact formed with the Ko is no longer valid! The same can be said for the marriage alliance with the SOT, except that the new ruler of Alqar happens to be the daughter of their current Thalaz'ir. One can assume that family ties will keep them united.
    3. People had called Kalm a 'Warchief' for his tendencies towards conflict, effectively modifying the title for the his successor. The new warchief is a young woman aged seventeen, who has a better claim to royalty than any chief who came before. Still, she is not a true member of the Alqari family no matter what the shamans pretend her name is. Electing a foreigner, even one from a realm so similar to their own, is met with skepticism - for all of Kalm's faults, he was beloved by his people and had a close bond with each and every major family under his protection. ...Including that of Ar-Konish, until his general suddenly betrayed him. She has yet to prove herself, and she is watched closely by her subjects that seem to be somewhat intimidated by her potentially ruthless grab for power.


    Spoiler: Stats
    Show

    Military Units: 4 (1 Vale Guardians, 3 Alqari Warriors)
    Naval Units: 0

    Regions Owned: [Blessed Vale 32, fortress and great project] [31] [43]
    Total Regions: 3
    Unit Cap: 10 (6 Capital Unit Cap + 4 Region Unit Cap + 0 Tech + 0 Vassals)

    Cultural Identities:
    None

    Military Specialization:
    None

    Holy Artifacts:
    Tome of Stars (+1 to the effect of seek aid rolls once per turn)

    Character Blessings:
    Blessed Dynasty - Twice per round, a ruler character descended from High Priestess and Thalesh'ir Merine may make a seek aid action targeting a roll has already been determined, so long as it is taken before the war deadline has passed.

    Military Technologies:
    None

    Heroes:
    Merine, Medusa Moon Shaman (7)

    Opulence Technologies:
    Irrigation - +1 to Stabilization Rolls
    Pottery - +1 to buyouts
    Writing (Hraban Runes) - +1 conversion defence, +1 to conversions in regions that share my writing system
    Animal Husbandry - +1 to opulence and diplomacy exploration
    Masonry - +1 to resist raids and sacks

    Deals:
    Ruler is the daughter of SOT's ruler

    Regional Benefits:
    Blessed Vale, Mamut (32) [Capital Region, Map of Heaven (Great Project, +1 to seek aid), The Sunrise Citadel (Fortress, +2 Defense)]
    NAME, Mamut (31), [None]
    NAME, Mamut (43), [None]

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

    Some general constellations recognized in Alqari culture and divinations include:
    The Loyal Hound - A symbol of bravery and companionship, a general shape of a seated hound with a paw extended; pointing north.
    The Phoenix - A symbol of purity and beginnings, appears to be a nearly symmetrical avian that the white comet flew towards when it cleaned the red sky.
    The Twin Crabs - A symbol of bounty and love, two crabs that together hold hands all year round.
    The Hidden Owl - A symbol of vigilance and protection, appears on the southern horizon for the winter and fall as a pair of watchful eyes.
    The Blighted Kraken - A symbol of sprawling chaos and evil, appears a mass of bright stars with no particular pattern all growing from a point and engulfing the area around them - like a mass of tentacles come to choke life from the world.
    The Bounding Deer - A symbol of success and health, a pattern that could be construed as any significant four-legged mammal in quick motion. It flees the Kraken.
    The Licking Toad - A symbol of life and exploration, looks to be a toad-like shape with its tongue pointing out at the crabs.
    The Fallen Tree - A symbol of corruption and sickness, most visible in the spring and summer months.
    The Wicked Snake - A symbol of cunning and danger, appears in an S shape and looks to be dueling or communicating with the Warrior.
    The Warrior - A symbol of innovation and conflict, a humanoid shape wielding a blade whose point is the Godstar.

    Anomalies:
    The Godstar (The brightest star in the sky, said to be the heart of a distant deity now living or dead. Perhaps the end of the false dawn meant that it had finally finished bleeding.)
    The Seven Wanderers (Bright stars in the sky that are not easily traceable. They move not only with the year, but with change as if with a will of their own. They are coined planets, and do not appear to be useful for navigation. For the purposes of divination, however, the presence of a planet is considered to be a more exaggerated reading of what would come typically. Getting a planet mixed with a standard omen of evil would mean something truly wicked was coming.)

    Last edited by Zayuz; 2020-10-29 at 06:46 PM.
    "What is to give light must endure burning."

  15. - Top - End - #315
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC


    The Scions of the Thalaz'ir
    Mamut: Na’karat, Region 30
    Thalaz'ir Haraman I

    Dip 3
    Mil 8
    Opu 5
    Faith 9
    Int 2

    Expected stat increases: +1 Mil, +1 Faith

    New ruler next round? No



    Actions:

    Military: Quest into Unknown Lands West of Region 29, 13
    Halphas the Woetide's days of youthful vigor was behind him, having served the high Priestess for most of his life the wilderness was nonetheless a welcome change from skulking around in the tower. Making their way further west he and his gang of zealots entered the mountainpass, not giving the totems a second thought, as their burden were more important than mere death threats. Treading on new terrain they aim for the homeland , or so they hoped for none of them recognized the landmarks.

    Faith: Seek Aid to Supress Unrest in Region 54, 17
    Hearing tales of how the remaining zealots pillage their way throughout Tipen the Thalaz’ir asks his middlechild, Crown-princess Chepri the Seer for guidance on the matter. Chepri is one of the younger seers and questions why Haraman doesn’t ask Merine, her mentor and mother instead. She leaves nonetheless, to hike up the northwestern mountain slope in pursuit of Tushems wisdom.

    After many chilly nights, a picture begins to form from the various omens: the zealots will descend on Tunfet in the coming winter where they shall be defeated. Scrambling to the west the black wave will meet its demise and the journeyman rise.


    Military: Supress Unrest in Region 54, 11
    When Chepri returns with the news Haraman decides to send his eldest son Haurun to deal with the insurgents, an easy victory will do wonders for the young man. Haurun is sent off with half of the Na’karat wardens in his command to bring order amongst those who have lost their way.

    Meanwhile the people in Tipen have become tired of the zealots plundering and the nomads asks the Risasno for help. Suffering from a shortage of barley, since the zealots burn it all they are more than willing to help and form one of the largest huntingpacks in living memory, promising to rid the lands of the dark skinned humans when winter comes.

    Reaching the outskirts of Tunfet Haurun can hear the screams and sounds of battle, hastening the pace until they are nearing a sprint everyone suddenly halts as they cross a ridge and see the fighting before them. White beasts at least six times their size have surrounded the zealots and are tearing into their countrymen, leaving the stragglers to bleed out as they continue the slaughter.

    Gripping his sword tightly Haurun charges the monsters with the wardens behind him, slashing wildly at every white limb he sees. Covered in red he continues thrusting at the creatures, deafened by their howls as he does so. With the wardens help he slays enough of the animals to create an opening for the few remaining zealots, which seizes the opportunity to leave their comrades behind and run for their lives. It is not until he hears a bellowing voice order a hunt for the marauders it dawns on him what he just have done.

    Sounding the retreat Haurun begins a long and silent journey back to Na’karat.
    [Change 1 unit of Na’karat Zealots to a Risasno Huntingpack]


    Faith: Set Holy Site Bonus(10):2d8 when Duelling
    As the new doctrine take hold of the lands the devotees of Numa grow rapidly. Used by many as an excuse to fight others for `honor´ the original followers soon supress the new practice, instead organizing events for those who wish to settle disputes with brutality. Drawing in larger and larger audiences the events slowly transform into shows of prowess between the contestants, rather than conclusions to old feuds.

    Opulence: Buyout Aurochs from Region 45.1, 14
    In an effort to hold up their end of the deal with the Ko Haraman urges the nobles to abandon their copper mining. When it becomes clear they have no intention of doing so but instead ropes more people in the expanding business Haraman declares that they oppose Na’karats best interests and gather the wardens. Successfully seizing the mine a prospering trade can begin to take place with the Ko.


    News and rumors:
    • The Zealots which fled the slaughter in Tipen all had the high Priestess's emblem. If this is a remain from when they left 5 years ago or something else is unclear as they are nowhere to be seen.
    • When leaving the Thunspeaker Anemit takes a detour through Towerhome on the way back, miraculously surviving all the traps. Having heard of Thickets greed she manages to seal an excellent deal, gaining the right to draft animals by offering him all the blue-green rocks.
    • Raising awareness of the unfairness within the Thalaz’ir’s actions the Nobles starts to band together, questioning the Thalz’ir’s every decision.
    • Becoming weary of the constant bickering Haraman sets an ultimatum, either accept the path to greatness or be considered an enemy of Na’karat. Laughing at the Thalaz’ir’s sudden boldness many nobles experience the God-Kings wrath when wardens commence their chase of traitors. With the usurpers scattered Na’karat enters an uneasy quiet.
    • Contemplating on the rest of Chepri's prophecy Haraman decides to send her away in pursuit of Halphas, to warn him of the impending doom. Accompanied by some of the Thalaz´ir's oldest advisors she begins a journey with no apparent end into the wilderness.
    • Children in the northern villages have begun to go missing. Rumors of shadowmen and creatures of darkness coming from the mountains fester, despite the increased presence of Na´karat wardens and the Thalaz´ir's ensurance that it's slavers, which will soon be caught.



    Non Actions:
    • Support Copper Buyouts in Region 29 by the Ko
    • Resist all other conversions and buyouts
    • Send Haurun to the Thunspeakers last hours


    Spoiler: Bookkeeping
    Show

    Owned Regions

    Na'karat, R30
    Tipen, R54

    Army Units

    Land:7 (4 Wardens, 2 Zealots, 1 Risasno)
    Naval:0

    Heroes

    Haplas the Woetide (7)


    Owned Resources
    Resource Region TP
    Comet Stone 30 1
    Copper 29 1
    Copper 29 2


    Owned Techs
    Tech Effect Requirements
    Writing(Hraban Runes) +1 Conversion Def, +1 to Conversions if sharing same writing None
    Animal Husbandry +1 to Opu and Dip Explorations None
    Irrigation +1 to Stabilization None
    Masonry +1 to resist Raids and Sacks None
    Pottery +1 to Buyouts None


    Organised Faith Bonuses
    Tier Effect
    1 +1 to Seek Aid


    Miracles (Trinity of Light)
    Name Effect Requirements
    Merines' Blessing Twice per Round, you may seek aid for a rolled action, if you do so before the war deadline. Ruler must be a descendant from Merine


    Regional Effects

    Region Type Effect
    30 GP(Celestial Tower) To be decided
    Last edited by Torv; 2020-10-31 at 05:45 AM.

  16. - Top - End - #316
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Sangar
    Region 136+135+132+157



    Keeper Jia Polahi
    Dip 7
    Mil 2
    Op 6
    Faith 4
    Int 2


    Actions:

    1 [Military]Errant quest in the Carrion Ward 137 14
    With the revelations about the murders being caused by the Creatures, Prenadi's wrath is once again ignited. She storms into the Carrion Ward, searching those lands high and low for wherever this Vulture is.

    2 [Diplomacy] Press Claim on 159 14 1/2
    With Tiua growing up, and Sangar at the strongest it has ever been, Jia immediately begins presuring 157 into the fold. After all, Sangar has control of the river upland from them, and only a fool would ignore that.

    3 [Opulance] Buyout TP2 Wood 113 with DAN support 14
    With some wrangling, and many many platitudes, Shandole and the Dannu tribes eventually convince both Jia and Prenadi that the Claw might have some danger present in it. Part of this arrangement allows Sanagran foresters access to the wood supplies of 113.

    4 [Opulance] Buyout Wild Horses TP 1 155 17
    With the advent of the Wolf Riders, and at much pressing from Hinarah, Jia allows a group of traders and herders to head to 155 to try and tame some of the wild horses, so their spirit and song might be of use to Sangar

    5 [Diplomacy] Mission to South of 157 13
    Meanwhile, hearing that there may be certain temples the Dreamspeakers would be gracious to have found, a small delegation from the Biao family send a small group with some Sworn to see what can be found. While far less successful than Prenadi, they do manage to return

    Non-Actions:


    Embassy Actions:
    Send Claw to Shandole for study
    News and Rumours:

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments
    142 TP1: Eagles
    140 TP1: Skyclad Dancers

    Embassy:
    CAW
    SHA

    Claims: 159

    Orgs:
    Dreamspeakers: Rep 1,
    Sentinels of Stone Rep 1,
    Truthseekers: Rep 0
    https://www.familyecho.com/?p=WI66X&...50599954769564
    Technology: Masonry +1 resist raids and sacks
    Irrigation +1 stabalisation
    Animal Husbandry +1 Op and Dip Exploration
    Writing (CAW) +1 Conversion defence with same alphabet
    Pottery: +1 to buyouts
    Sailing


    Units: 6

    Treasure: 0


    Heroes: Prenadi Kilia 10 (has Claw, +1 to leader loss rolls)
    Hinarah the Rider 9


    Required Resource: Animals met)
    Last edited by Tentreto; 2020-10-31 at 11:15 AM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  17. - Top - End - #317
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: Empire 6: Embers of Dawn IC

    Sewune of Gehudu Forest
    Regions: 216(C), 215



    Round 8 Actions:

    1. [Diplomacy] Stop unrest in 215 (use treasure) Success 12 (forgot the +1 from SoS rep 1 in the roll)

    2. [Diplomacy 5] Create Embassy with The Vygra

    3. [Oppulence] Buy Tin TP 2 in region 241 Success 16

    4. [Oppulence] Buy Artisans TP 1 in region 215 Success 17

    5. [Oppulence] Buy Flint TP 2 in region 213 (use treassure) Success 18



    Non Actions:



    Spoiler: Diplomatic arrangements
    Show




    Spoiler: Ruler Information
    Show

    "King" Yorick II:

    Diplomacy: 5 + 1
    Military: 6
    Opulence: 10
    Faith: 3
    Intrigue: 9


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource Category
    210 2 Bananas Food
    211 3 Tvila Clay clay?
    216 1 Sweet Droggen Berries Food
    216 2 Sweet Droggen Berries Food
    216 City Sweet Droggen Berries Food
    217 2 Sorghum Food
    218 3 Cacao Food
    221 3 Healing Herbs Medicine
    225 1 Elk Living beings?
    226 3 Copper Metal
    238 2 Granite Stone?


    Spoiler: Treasure
    Show

    Round Reason Change Total
    4 Passive TP income +1 1
    4 Gift to sentinels of stone for rep -1 0
    5 Passive TP income +1 1
    5 Great Success Exploration +1 2
    6 Passive TP income +1 3
    6 Use one for investigation -1 2
    7 Passive TP Income +2 4
    7 Use on for the attack on blightspawn -1 3
    8 Passive TP Income +2 5
    8 Help stop unrest in 215 -1 4
    8 Assist on secret action -1 3


    Spoiler: Military (4 units)
    Show

    Name Ships Weapons
    Panneac yna husso No Bows
    Taan yna husso No Spears
    Vnied yna husso No Clubs
    Hidc yna husso No Fist

    Hero
    Name Military Stat
    Dra ranu 8


    Spoiler: Reputations
    Show

    Organization Rank Favours
    Sentinels of the Stone 1 3
    Dream Speakers 0 0
    Truthseers 0 0


    Spoiler: Great Projects
    Show


    Project Name Project Progress Project Effect Project Location


    Spoiler: Techs
    Show

    Military
    Tech Name Primary Effect Primary Resource Primary Resource Met Military Slot
    Crab-Claw Sails -1 Distance Loss, permits exploration and troops transport over deeper waters Sailing Technology Yes Scouts and Logistics


    Non Military
    Tech Name Primary Effect Primary Resource Primary Resource Met
    Animal Husbandry +1 to Opulence and Diplomacy exploration N/A Yes
    Masonry +1 to resist Raids and Sacks N/A Yes
    Irrigation +1 to Stabilization rolls N/A Yes
    Pottery +1 to Buyouts N/A Yes
    Sailing Permits exploration and troop transport over deep water borders N/A Yes
    Writing (United Blemmyae Tribes Script) +1 Conversion Defence, +1 Conversions in regions that share your writing system. Sharing the technology shares the writing system. A new writing system may be adopted with a Great Project. N/A Yes


    Spoiler: Ruler Actions
    Show

    "King" Yorick II (first ruler)
    Attribute 5/10 Action Effect
    Diplomacy 5 Create Embassy An embassy with The Vygra was made.
    Military 5 Raise Hero Dra Ranu (8) is recognised
    Opulence 5 Raise City Manticore Rise now exists

    Last edited by Moriko; 2020-10-29 at 05:54 PM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  18. - Top - End - #318
    Troll in the Playground
     
    mystic1110's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Regions 19 and 36
    The Targiz
    Current Leader: Ells Ogra
    Current Abilities: D2, M10, O10, F3, I1

    Round 8

    Actions:
    • Opulence - Economic Unity

      What is there to say about Kursaal that has not already been said? The streets flowing with wine; the Great Rings are crowned with the screams and shouts of spectators watching endless games; the forgotten corners are not so forgotten and are filled with the illicit dealings between rogues and the ever watchful, and ever tired, Inquisitors and Olkan Referees chasing their quarries; the temples of the Witch-Sisters full of delights to whichever whim; everything for a price or on credit to be repaid and more and ever more willing to pay and borrow.

      Even the setback of the Great Hunt, as the war with the cannibals has come to be known, was just that, a minor setback in the gears of market. Merchants still pour into the city, speculators still enter the gambling tents, and goods are exported, imported, stolen and taxed. Even the burning of the flower fields has not stopped the work of the vintners. The populace thirsts and thirsts in Kursaal with one voice and one word and that is “More”.

      One often wonders how the great machine functions, but if they are in the City then they are already too close. No, to understand one must fly above the continent like a bird to see Kursaal for what it truly is: a great feasting kraken wrapped around the face of Mamut. Its tentacles are everywhere and far reaching and they pulse with the wealth extracted from where they land. They suck everything dry until it rains gold upon the beast itself.

      Of course there are other titans of luxury, other gleaming pearls in the world laden with riches, but in Kursaal the promise is that anyone
      could win, although most did not and most ended up worse than where they started. But the thrill of the chase, the excitement of the gamble! Another product the city packaged and sold to the masses enticing them to enter and open up their purse.

      That is to say that it is one
      hell of a city – nothing the likes of which the world has seen before and it is doubtful such a place of consumption would ever be seen again.

    • Faith - Convert [Region 36 to Bouquet of the Corpse Flower] + Treasure used. (Roll: Fail)
    • Faith - Convert [Region 18 to Bouquet of the Corpse Flower] + Treasure used. (Roll: Success)
    • Faith - Convert [Region 16 to Bouquet of the Corpse Flower] + Treasure used. (Roll: Fail)
    • Faith - Convert [Region 8 to Bouquet of the Corpse Flower] + Treasure used. (Roll: Success)

      Shadows of the Four Faiths can be sighted like frightened animals in the rituals of the Bouquet.

      Like a squirrel edging out from underneath a mulberry bush, one can see the motions of the Witch-Sisters in the bonfires of the cultists. But where the Charms were of a happy madness, a hedonistic joy for a life that was long aborted, the vines of the plants of the cult have enthroned such joy in a compulsive and paranoid fear; the bonfires were no longer surrounded by a mad revel but instead with a mad procession of grim acolytes.

      Like a bird afraid to sing in the night lest an owl or a hawk snatch it from its haven, one could see the violence of the Oort in the actions of the cultists. Nevertheless, where the crusaders of the Star Gods were ones that sought to display their prowess as worthy additions to an endless war in the void, the perfume of the cult had placed a hazy film on such contests such that prowess become cruelty. No longer were the wrestling rings one of honor bound duels, but instead circles where only one may leave alive.

      Like a small snake wary of being mistaken for a worm eats its own tail in a confused ouroboros, one could see the iron respect and worship of law in the incantations of the cultists. However, where the Olkan lawyer-priests and Referees looked upon the word of law as god itself, a being of words the cultists knew that their god was very real. He still slept, dreaming whatever gods dream of, but real – the law was must not only be prayed to but sacrificed to and as such no longer was the senate a hall of dry debate but instead of dry blood inscribing rules to be followed.

      Like a flower bud afraid to bloom beneath the stars, unsure of whether it will attract any bees or hummingbirds, afraid to open up only to dry out and die without spreading its seed; one could see the prayers of the Ukoists in the cries of the cultists. While the Ukoists prayed for respite among the groves, the Bouquet only scratch themselves raw and bleed for forgiveness.

      They started to spread the word while their god slept, but the word was garbled and mangled raw – they were like newborns calling out into the wild telling stories of their father. A nascent religion, crawling forward among the greater faiths, covered in vernix, preaching of loss and endings.

      Soil for the flower, water for the flower, blood for the flower.


    Non-Actions:
    • Generate 2 Treasure with passive income (15 TP owned at beginning of round) –> 5 Treasure owned beginning of round.
    • Attend Event
    • Accept Embassy from the Scrimthun Unity


    Spoiler: News
    Show

    International News

    Countries

    Whispers from the south filter into Kursaal of strange sands and the silver contained within such desert labyrinths. The question of whether it is a threat or an opportunity is itself the subject of much gambling and speculation.

    International Organizations

    Kursaal is a ready home for Dreamspeakers and as they spread whispers of other cities of clinking coins Kursaal, itself, seems to come alive and salivate at the prospect of more trade.

    Internal News

    Religious Organizations

    The former offices of the Inquisition are ransacked as the cult has gained and usurped power from the traditional four faiths. That is not to say that the cult in unified, the divisions and contradictions in Goliath faith are present in the cult which comes in different flavors and heresies – the only object binding the different philosophies together is their fear of their living god.

    Secular News

    None at the moment.

    Military

    The military of Targiz is already back to its former glory prior to the events of the Hunt and eager to bite back.

    Ko-Ball

    An absolutely disastrous season for the Big Strongs this season. Unable to find their groove it seems that they were over-coached at times with complex plays and stratagems that simply were not playing to their traditional strengths: overwhelming aggression. It remains to be seen if they will be able to return to their former glory, but all of Kursaal is routing for their reemergence.

    It was, however, a great season for the humans. Jewels were able to with the “match” against he Big Strongs for the first time in many years (2-0), and they and the Whirlpools battled to the end of the season with equal league points. The tie breaker – the match between the two teams fell towards the Whirlpools (2-1) in an exciting game which sees them as the new champions.

    The home team, the Hemlocks, are dethroned but put up a decent showing to cheers of the crowd. The entire city loves the team especially after their surprise win last season in the aftermath of the Hunt. Even losing they hold a parade down the twisted and rebuilt streets.

    The Avalanches are dead last with a record zero league points – absolutely no wins or ties.

    X Swampum Big Strongs Bhaile-Koma Canopies Hrathgan Unkindnesses Blessed Vale Jewels Targiz Hemlocks Thun Avalanches Pthǎi Èu Whirlpools Dream Speaker Dream Team Na'karat Zealots League Total
    Swampum Big Strongs X 0 0 0 1 3 0 0 1 5
    Bhaile-Koma Canopies 3 X 3 0 3 3 0 0 3 15
    Hrathgan Unkindnesses 3 0 X 1 3 3 1 3 3 17
    Blessed Vale Jewels 3 3 1 X 3 3 0 3 3 19
    Targiz Hemlocks 1 0 0 0 X 3 3 3 3 13
    Thun Avalanches 0 0 0 0 0 X 0 0 0 0
    Pthǎi Èu Whirlpools 3 3 1 3 0 3 X 3 3 19
    Dream Speaker Dream Team 3 3 3 0 0 3 0 X 1 13
    Na'karat Zealots 1 0 0 0 0 3 0 1 X 5

    Triple Flower Crown

    Only the first places finishes are displayed for each race – no country or Toad managed to take more than one race this season (there is no overall season winner as the races are individual and bring their own individual glory (and wealth from the breeding of the winning Toad) – it is just that the goal is to win all three either for country or particular toad or rider. It is understood that it may be an impossible goal, but a worthy one!).

    Run for the Roses – Targiz – Merchant Princess
    Run for the Poor-Land Daisies - Targiz – Cult Favorite
    Run for the White Carnations – Ko – Thorny Situation
    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ells Ogra, Age 51

    Current Stats:

    Diplomacy: 2
    Military: 10
    Opulence: 10
    Faith: 3
    Intrigue: 1

    New Ruler Next Round: No
    Succession: Hereditary - Ank’Anske “Rose” Ogra (20 years of age)
    Expected Stat Bonuses: +2 Faith

    Hero Ages:
    Ces Arnif – 36
    Petal Head – N/A

    Technology: Pottery, Irrigation, Masonry, Writing, Animal Husbandry
    Spoiler: Resources
    Show

    Region # Resource TP - City TP #1 TP #2 TP #3 HC Military Treasure (start of round) Status
    Targiz 19 Flower Wine TAR Destroyed KO Uzii Bouquet of the Corpse Flower
    • Tansy Crusaders
    • Kursaal Guards
    • Unnamed Army
    • Tattered Dancers
    • Reformed Hounds
    5 Stable
    Nal Dryb 36 Wheat N/A TAR OPEN N/A Open
    • Savlo Revel
    N/A Stable

    Military Limits:
    Land 6/8
    Naval 0/4

    Trade Posts (15):

    7 #1 - Wild Dogs
    7 #2 - Wild Dogs
    8 #1 - Okra
    17 #1 - Ulurothan Spearmen
    18 #1 – Emeralds
    19 City – Flower Wine
    33 #1 – Copper
    33 #2 – Copper
    36 #1 – Wheat
    37 #2 – Living Wood
    39 #2 – Battle Toads
    39 #3 – Battle Toads
    40 #2 - Cheese
    40 #3 - Cheese
    51 #2 – Kaffe Beans

    Incoming Tradeposts:

    [None]

    Favors Available at end of round:

    2 SOS
    1 DSP

    Last edited by mystic1110; 2020-10-20 at 01:58 PM.

  19. - Top - End - #319
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Anbroch Houses, or what's left of 'em



    Actions

    1. [Diplomacy] Host the Taboo-Breaker's Council
    Spoiler: Subactions
    Show

    Give Masonry to the Veramondi for Wheels.
    Accept Sentinel of Stone Favors from the Bel-Dan Pirates
    Give 1 treasure to the Bel-Dan pirates.

    2. [Military] Assist Alexios the Undying with the epic quest Cancer on the Coast with Neno, who never hit a Foe twice (score 9)., roll 14
    3. [Military] Raise a Unit For the first time in 10 years, Rosie MacGill holds a trying. It is a sorry affair, with few recruits stepping forward to wrestle for favor, and a pale imitation of the old Tryings of Mollie MacGill's time, but it does manage to see a small number of remaining battlemistresses recruit slapdash quads.
    4. [Intrigue] Raid region 212 Bananda tp 2 for Wild Asses, roll 16. Food, food, food. An army marches on its stomach, or as is more often the case, stands around and complains that it is empty. One of the closest poorly defended sources of food was the Bannanda's ass exports from [Region 212]
    5. [Intrigue] Secret

    Nonactions:


    News and Rumors


    Spoiler: Ruler Information
    Show

    "Matriarch" Rosie MacGill
    Spoiler: Biography
    Show



    Stats:
    5 Diplomacy
    9 Military
    2 Opulence
    1 Faith
    6 Intrigue

    Attribute Improvements: +1 Military, +1 Intrigue

    No New Ruler next round.

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Rosie MacGill (38 yrs): The adopted daughter of Warlady Mollie MacGill and biological daughter of the Matriarch, a lot of negotiations had been conducted to put her in line to inherit more power than either posessed alone. Ruling in the wake of the Warlady's murder, she was not well liked by the soldiers.

    Charlie MacGill (32 yrs): The son of the Patriarch and Matriarch, his existence has cast the agreement between the Warlady and the Matriarch into doubt, as should he take a wife, she would inherit the Matriarchy rather than his sister Rosie.



    Spoiler: Bookkeeping
    Show

    Land Units: 1
    Partisan Militia: As Battlemistress after Battlemistress has fallen in battle against rebels and shadows, this partisan levy is currently all that remains of the Anbroch's land forces.
    Naval Units: 2
    Luthrails of the North: Luthrail veteran sailors, hardened by bearing the brunt of the Bel-Dan's raids for so long.
    Luthrails of the South: A motley crew of Luthrail fishermen from the erapira, fighting with their traditional staves.
    Trade posts:
    None
    CI: Never Again (Increased Die Size on duels)
    Heroes:
    Neno, who never hit a foe twice (9)
    Fiona MacDool, the poisoner (10)

    Technologies:
    Crab-Claw Sails
    Masonry
    Pottery
    Sailing
    Writing (Veramondi Logography)
    Last edited by Potato_Priest; 2020-10-31 at 11:27 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  20. - Top - End - #320
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Ashirian Sultanate
    Led by the Sultan Zidan il Kasima
    D 10 • M 10 • O 2 • F 1 • I 2

    News & Rumors
    • After some time consulting with wise men, Zidan declares that the moon is most definitely a flying, smooth stone illuminated by the sun. He claims also that the distance to the moon would be the same as riding for 40 nights. The Sultan's rudimentary trigonometric methods happen to be valid, but he has underestimated both the size and distance by orders of magnitude. He reports his findings to the Night Elves, but is disappointed to learn that they have preoccupied themselves with the study of metallurgy. Responding to inquiries from the Crow Tribe, Zidan further states that the sun must be 40 times the distance to the moon and be 40 times the diameter. The sun must also move very fast indeed, leading to the conjecture that nothing is faster than light.

    Actions
    • [Diplomacy 10] Elevate Kingdom - By all measures, Zidan has carved an immense kingdom from the south. None dispute his rule from mines of Al-Sha to the wheat fields of Al-Qamah.
    • [Diplomacy] Diplomatic Mission south of 274 (13, Success) -
    • [Diplomacy] Raise Reputation with TSR (13, Failure) -
    • [Intrigue] Investigate (15, Success) - Zidan sends a team of his finest ranchers and herdsmen to investigate what ails the cattle of Ta Seti and to begin treatment.
    • [Intrigue] Secret

    Non-Actions
    • Gift via embassy to HYD, Equestrianism, War Drums, Coinage, Masonry
    • Accept DOD as vassal.
    • Accept all gifts and embassies, especially the Argent Heart from THU.
    • Support FLK buyout of TP-2 in 307, Gold.
    • Support ALO buyout of TP2 in 302, Ashirian Horses
    • Zidan invites TSR to come to his home and consider his twin daughters Salma and Ayla for induction into the sisterhood, as well as his half-sister Baija. He also takes the opportunity to remind them that the Sultanate is the cultural hub of the Sikar. Zidan is a conqueror, yes, but also a fair and wise ruler of great renown. He proposes that Region 1 simply adopt a governor of the Ashir and become a protectorate of the Sultanate. In return for a diplomatic Claim, he promises 1 Debt.
    • Entrust Zidan's eldest daughter Kasima il Jana to TSR as per request. Jana and Amira Amala go north with 400 riders, escorting Amira Kasima to the coast where they purchase ships to take a smaller party over the narrow sea.
    • Having developed more than a passing interest in masonry and mathematics, Zidan spends some time studying the exterior of the Windowless Tower in the Vesparre, then writes to the sisterhood to query them on the mystery of their construction techniques. The domed roof is particularly vexing.
    • Resist all conversions.
    • Send a team to compete in the Silver Sport: The Sandvipers as lead by Amir Rashed (19)


    Spoiler: Bookkeeping
    Show
    Stat gains: +1 Int
    Next Round: D 10 • M 10 • O 2 • F 1 • I 3

    Regions: 274, 302*, 303, 305, 307
    Treasure: 1
    Trading Posts: 302-1 Ashirian Horses, 279-1 Peppercorns
    Embassies: CRO, DOD, HYD, THU
    Technologies Known (Military): Composite Bows, Equestrianism, War Drums
    Technologies Known (Other): Animal Husbandry, Pottery, Writing (Kagahara), Irrigation, Sailing, Coinage, Masonry

    Hero: Jana Al-Zamira (10)

    Army Units: 9 🐎🐎🐎🐎🏹🏹🏹🛡️👳🏾
    _____• Sultan Zidan with 120 Elite Light Cavalry
    _____• Amira Shiela with 200 Light Cavalry
    _____• Amir Azur with 200 Light Cavalry
    _____• Amir Omar with 200 Light Cavalry
    _____• 200 Night Elf Archers
    _____• 200 Night Elf Archers
    _____• 200 Night Elf Archers
    _____• Sharif Bolshur with 400 Heavy Infantry
    _____• Sheikh Adamu with 1000 Light Infantry


    Spoiler: Ashiric Phrasebook
    Show
    "A shala elem" - Traditional greeting, lit. "Be you at peace". Informally shortened to "A shala" and just "Shala". Used quite literally, it means they do not intend to fight you.
    "Ashta hazid" - "Hear this" or "Bear witness" or "I swear", lit. "Witness truth". A preface used to assert that what follows is avowed true and may not be disputed without most grievous insult.
    "Abin barat" - "Forty blessings". The standard number of blessings for a joyous occasion, such as marriage.
    Amir/a - Prince/ss
    Malak - Master or Great. Used as an aggrandizing modifier.


    Spoiler: Peerage & Organization
    Show
    Malak Amir - The Grand Prince and leader of the Ashir. The Malak's successor is chosen from among any princes of the clan, though tradition has favored first born child as age, experience and strength tend to yield the best war leaders.
    Amir/a - A prince or princess. Any grandchild of any previous Malak Amir. As only matrilineal ties are definite and casual sex with multiple partners quite common, a male Malak Amir and his sons must avow that children are theirs. Known to be a reliably honest people, this is seldom an issue, but has assuredly led to some children being mislabeled as princes.
    Sharif - A lord or count. Regional rulers who are considered peers to Amirs and subordinates to the Malak Amir. A representative of a Sharif attends the Ashir royal court to relay their concerns and provide counsel.
    Sheikh - A chief or elder. Typically the leader of a village, the patriarch of a large family, or an overseer of arable land.
    Sahib - Anyone estimable person, usually a courtesy title for family of a Sharif or Sheikh.
    Akaid - A military captain who commands a company of 40 Farsan.
    Faris - A cavalier, or rider in an active war company. Plural: Farsan.
    Sayis - A cadet, groom, or squire too young to serve as a full fledged Faris.
    Muatin - A member of the clan who never served as Faris.
    Hajin - Anyone born to Ashir parents, but who never develops nightvision and is thus expelled from the clan upon reaching adulthood.
    Ajnabi - Anyone who is not Al-Ashir.


    Last edited by Nefarion Xid; 2020-10-31 at 06:38 PM.
    I apologize for drawing CockroachTeaParty as a winged centaur.

  21. - Top - End - #321
    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, Anzash Carazor, Aranin of All Viskari
    May the Moon guide him in this life and the next

    Actions:
    Rolls.
    1: [Military] Raise one unit.

    2: [Military] Raise one unit.

    3: [Military] Assist Clann Solais in attacking Region 116 with one unit.

    4: [Military] Send Vanaruk Mazendan to errant quest in Region 138. Failure..? But given my purpose was to cause unrest, success?

    5: [Opulence] Buyout Wood, Region 124 TP2. Success.


    Nonaction:



    Spoiler: Named Characters
    Show
    Staran Illinvak - Aranin Sarak of Aer Caladon - 65
    Hazash Namakar - Aranin Sarak of Iskandrazac - 72

    Vaskan Sharaz - Warchief of the Phoenix Warriors - 42
    Nar Isana Kalsharaz - Warchief of the Winter Wolves - 69
    Nar Olek Navrazak - Warchief of the Swamp Sabres - 54
    Nar Rashan Iskavan - Warchief of the Shade Riders - 48

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

    Karalas Anviskad - Son of Talsharn Anviskad - 42


    Spoiler: Ruler Information
    Show
    Diplomacy: 3
    Military: 6
    Opulence: 6
    Faith: 5
    Intrigue: 2

    Age: 45

    Expected stat increases: +2 Mil
    Last edited by Elemental; 2020-10-31 at 05:28 PM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

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

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

    Dragons!

  22. - Top - End - #322
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC


    The Arrok of Uldra - Region 109
    Chief Taran Icechaser
    Round 8

    Leader Stats Round 7:
    Diplomacy - 10
    Military - 7
    Opulence - 2
    Faith - 1
    Intrigue - 5

    Actions:
    1. Diplomacy - Stabilize Region 110 - Success (13)
    2. Diplomacy - Press claim on region 100 (Claim established via Diplomatic Mission Great Success) (2/2) - Success (15)
    3. Military - Send Tsor with 5 units to invade Region 120 and press the claim of the beloved Yara of Hiverness and divest King Kartoffel of his false claimancy over the region
    Tsor will challenge the false king to a duel, if he has the courage to accept it.
    TacDoc - Skirmishing
    4. Int - Raid Brayewen Tribe's Wood resource - TP 3 Region 113 - (15)
    5. Military - Raise unit


    Dice Rolls

    Nonactions, News, and Rumors:
    Resist all unauthorized conversions and buyouts
    Resist all buyouts made by the Brayewen tribes in Region 109

    Send 1 treasure to Hiverness to give to Aran Viska

    A messenger is sent on horse to the Brayewen Tribes, leaving a scroll for King Kartoffel before departing. The contents read as follows:

    "On behalf of Chief Kosumi of the Nordgen, I intend to press the claim of Yara of Hiverness, rightful ruler dishonorably slain by the craven scavengers Braye pays homage to, and recognize King Kartoffel only as a usurper to Region 120's claimancy.
    In the grace of Eauden's light I offer the Thought King one chance to surrender this ill-gotten title without violence, or King Kartoffel will be deemed complicit in the assassination of Yara of Hiverness and his involvement therein tantamount to a declaration of war."

    Going unanswered, the forces of Uldra head out to claim 120.

    New Leader next Round? No

    Leader Stats Round 9 :
    Diplomacy - 10
    Military - 8
    Opulence - 2
    Faith - 1
    Intrigue - 5

    Character List:
    Last edited by LapisCattis; 2020-10-28 at 11:44 PM.

  23. - Top - End - #323
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Eight

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

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

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



    Theodora of Kiswa investigates the remaining Gluttonous Shadows in Kincany! - Heartbroken at the sight of those she came to save turning upon her with madness and desperation, Theodora leaves Kincany, and tends to her wounded soul in the outskirts of the war-torn land. She watches the Anbroch rebuild themselves, a level of order returning to the chaotic realm, and she sharpens her wit with each passing day. She had failed in her sacred quest, to uphold the will of her teachers, and every night locals in vastly remote and separated regions of Kincany remark seeing the strange despondent woman staring at the trees and stars. Watching. Waiting. One brave local asks her what she searches for and to their shock she answers "The streak of bloody red." before heading deeper into Kincany proper. Black Iron Sword in hand she travels by herself, a wraith of the trees, and steeps herself in the filth of the land in search of her prey. She will not return to the Standing Stone, to her people, without vindication. Justice must be served.

    Forbid Exploration Adjacent to Regions 202 and 201 - Though great armies marched forth from across Kiswa to battle the cancerous bloodsucking threat of the Gluttonous Shadows more still were ravaging the lands beyond. The Sentinels were appreciative of the swift and righteous reprisal of the Kiswans in certain areas but did not forget their absence in Kincany. Even now the shadow of death lurked over that land, festering manleeches lurking in the most depraved corners left by devastation, and it would only be a matter of time until they hungered once more. Nor did they forget the Trolls foolhardily crossing the locals forbidden river and drawing forth this plague of shadows and exsanguination upon all indiscriminately. Orders from the Sentinel's hidden seat of power works down to the Sentinels stationed in Kiswa and from their to the halls of power throughout the conflict riddled jungle. Cross further past the river and suffer the consequences. The Blight present must be expunged first, its very roots pulled out, and its soul burned until not even ashes remain. Anything less will only potentially agitate yet unseen forces in play and risk creating more Kincany's in other kingdoms. Once the known and accounted for Blightspawn have been devastated than the Sentinels will approve of further explorations into the unknown. To charge heedlessly into the darkness now will invite nothing but ire from the secretive and powerful warriors. Request: Do not explore any regions adjacent to 202, 201, or across the Forbidden River of Kiswa. Penalty: -1 Reputation per Exploration. Duration: Until the Blightspawn in Region 202, 201, and Kincany have been removed.

    Recognize Agatha of Mamut - A young Sokau woman quickly makes a name for herself battling a Blightspawn off the shores of Mamut, traveling for days in search of the cursed abberration, and after all of her crew abandons her foolhardy quest when supplies run low she continues on unabated. Several days pass and the local fishers, trappers, and farmers quickly assume her dead. She has no crew, a piddling ship, and if the beleaguered stories of her former crewmates are to be believed she ran out of spears at one point and had to resort to fashioning spears from driftwood or pieces of her own vessel. These rumors are banished as she drifts to shore atop the corpse of a Blightspawn Fish. Covered head to toe not in scales, but in mouths that have been stuffed with spears, it quickly melts into nothingness as it beaches but not before the Sentinels take notice, and quickly induct this seafaring madwoman. She recites her oaths amidst hacking up salt water and though her skill with the spear is impressive she has a ways to go before she has earned her land legs. She takes upon the name Agatha of Mamut, fashioning a crude wooden tabard for herself from what remained of her vessel, and hungers for the secret nautical prowess of her newfound masters.


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

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

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


    Request a Dream Speaker Tavern be built on each Continent - Business was good for the Dream Speakers. But business could always be better. Though the Children of the Twilight Sight could traverse far distances in the blink of an eye through their gifted abilities during the waking hours they still required means of traveling from one place to another. Beyond which a person was at their most vulnerable when asleep, a place of solace was worth its owners weight in gold, and the Dreamspeakers were more than happy to oblige. The Dream Speakers had a number of kingdoms and tribes they could to some degree trust and such trust was now to be put to the ultimate test. Dream Speakers across the world travel and pomp about the wonders of their abodes, the raucous festivities to be shared from worlds unseen, and the offer of trade flowing like wine down a Goliath's throat. Acindi composes a catchy and nearly unreplicatable ballad on the matter in Summer Town for she speaks in tongues and phrases unheard of but skillfully mastered over years. Some remark on the close proximity of the Children but she quickly laughs off the matter. (Request: Build a Dream Speaker Tavern (3 Action Dip/Int) in each continent. If nations cooperate they decide amongst themselves how the rewards shall be split. If multiple bases are completed first on a continent they will each recieve the full reward. Reward: +1 Rep +1 Favor Duration: Rounds 8-11)

    Secret

    Collate the Tales of Tarandi! 1/5 - The Dream Speakers were renowned for the blustering, hustling, fanciful recitations, and exotic tall tales but the mysteries of the world were still yet to be fully plumbed. They set their sights upon a new continent, where tales of magical practitioners, talking animals, and strange shapeshifters abound. They hope to find a wide variety of tales and stories to increase their repetoire of delights, from the heartwarming embrace of a loyal Husky to the bonechilling monsters of ivory. (Request: Request: Tarandi-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 8-12.)


    The Truthseers
    Spoiler
    Show

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

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

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


    Request Inheritors from Kingdoms The Truthseers were disturbed by the omens of recent events. Though they did not publicly decree as such word slips from the highest rulers to the lowest wretches of the darkness that plagued the First Disciple. Some among the Truthseers secretive order are suspicious of a curse, perhaps by the dread Nemesis, and yet others are quick to scrutinize the roots themselves that beared fruit of these Disciples. Though the bloodwitches of the Truthseers recruited amongst the native populaces of all the continents they now came to their trusted polities with a different request. The inheritors of power are asked to journey to the nearest Windowless Tower to be put under a series of clandestine rites, rituals, and interrogative procedures to assauge the doubts of the highest Crones to the worth of these kingdoms. The process is said to take several years of study and will require isolation from their parent dynasty throughout the process. (Request: Any Rep 1+ kingdom may choose to non-action send their Dynastic Heir to the Truthseers for 2 rounds of isolation Reward: 1 Favor. Duration: Round 8)

    Secret

    Investigate the death of King Haanhangandhal - Though the Truthseers were not impressed by the King in his efforts to ply the secrets of the Four Winds Mythica they were still shocked and appalled by his untimely demise. The wizened coven of crones that had been dispatched to assess the Troll King swiftly departed but their surrounding attendants and apprentices were left with the task of picking up the pieces of who would commit such a crime after much pleading from the unfortunate successor.
    Last edited by Tychris1; 2020-10-24 at 05:10 PM.
    “I’m a Terrorist not an idiot.” - Me
    ░▄▀▄▀▀▀▀▄▀▄░░░░░░░░░
    ░█░░░░░░░░▀▄░░░░░░▄░
    █░░▀░░▀░░░░░▀▄▄░░█░█
    █░▄░█▀░▄░░░░░░░▀▀░░█
    █░░▀▀▀▀░░░░░░░░░░░░█
    █░░░░░░░░░░░░░░░░░░█
    █░░░░░░░░░░░░░░░░░░█
    ░█░░▄▄░░▄▄▄▄░░▄▄░░█░
    ░█░▄▀█░▄▀░░█░▄▀█░▄▀░
    ░░▀░░░▀░░░░░▀░░░▀░░░

  24. - Top - End - #324
    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: Oraket the Three Hearts
    Round 8

    Ruler Stats:
    Dip: 1
    Op: 5
    Mil: 4 +1
    Faith: 9 +1
    Int: 5

    Spoiler: Other info
    Show

    Tp 1: CRO
    Tp 2: SKO
    Tp 3: SKO
    Tp 4: SKO
    Required Resource: Slaves MET
    Holy Site: Cult of Ancient Gods
    Holy Sites: (5)
    Techs:
    The script of Non'rathk (Writing): +1 Conversion Defence +1 Conversions in regions that share your writing system
    Animal Handling: +1 to Op or Dip Exploration
    Seeker: Allows exploration over Deep Desert borders[/I] Requires: Nakhla Stone
    Pottery: +1 to buyouts
    Coinage: +1 to resisting buyouts from anyone without this technology (no requirement); +1 to buyouts (requires silver or gold)
    City: An Akhad
    Treasure: 4
    Units: 3


    News and Rumors:

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

    Actions:
    1 Mil: Raise unit
    2 Mil: Raise unit
    3 Faith 5: Organize!! Become [Path of the Ancient Ones] Bonus: [+1 to defense]
    4 Faith: Convert 296 (18) Success!
    5 Dip: Attend the Thunderpeople event
    -Accept the holy artifact from the Dolod
    -Traid IXK Writing and Seekers for Irrigation and Sailing

    Non-Actions
    -Resist all Buyouts and Conversions.
    -
    New leader: No
    Spoiler: New Leader Stats
    Show



    Spoiler: Dynastic tree
    Show



    Last edited by Ivor_The_Mad; 2020-10-30 at 09:01 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  25. - Top - End - #325
    Ogre in the Playground
     
    PepperP.'s Avatar

    Join Date
    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    HVN
    Region 108
    Tarandi

    Round 8 Actions:

    1.[Military]Raise Unit
    2.[Military]Raise Unit
    3.[Diplomacy 5]Embassy with DAN.
    4.[Faith 5]Holy Order in 108 Hiverness. Circle of the Fanged Pack Guards the Way
    5.[Faith]Set 10HC CI 2d8 to roll Duels.

    Embassy Actions:
    ULD: Transfer 2 Mil Units to ULD.

    Non-Actions:

    • Resist all unauthorized conversions and buyouts.
    • Spend 1 favor oh behalf of DAN to raise their rep with the TSR 1 step.


    News and Rumors:
    • Kosumi strives to better relations with both the Shan and Clan Solais. The Chief himself makes the long journey to visit with the Winter Council in the heart of their most sacred season. On his journey home, he leaves his sister Kiona with her betrothed, Jaxom of the Tower-Clan Hammer in Star's End and brings home his own bride, Brekke of the Fire.


    Ruler Info:

    Chief Kosumi
    Diplomacy: 5
    Military: 4
    Opulence: 2
    Faith: 7
    Intrigue: 4


    Expected Stat Increases:
    +1 Mil, +1 Fth
    Last edited by PepperP.; 2020-10-28 at 01:16 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  26. - Top - End - #326
    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 10
    Mil 10
    Op 3
    Faith 1
    Int 1



    Actions:

    Diplomacy: Declare Great Kingdom:

    Military: Hire a naval unit

    Opulence:buy a horse with Ashir support + pottery roll 13

    Opulence: hordddddd

    Diplomacy: translation project
    Non-actions




    News and Rumors
    Last edited by Lleban; 2020-10-27 at 02:53 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
    Show
    Spoiler: Suprise
    Show

  27. - Top - End - #327
    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: Round 8 (Year 29-32)



    Actions:

    [Military]: Invade Region 116
    Units: 3 (2 SOL, 1 VIS)
    Leader: Boss Calder, Thane of the Stag, called the Stoneheart (+10)
    Technologies: Black Iron Weapons (+2 battles); Wolf Riders (+1 battles)
    Tactical Maneuver: Skirmish
    Duel: Will not challenge, but will not decline if challenged
    Other: None
    Total Bonus: +16


    [Military]: Invade Region 139
    Units: 2
    Leader: Rauri of the Phoenix (+9)
    Technologies: Black Iron Weapons (+2 battles); Wolf Riders (+1 battles)
    Tactical Maneuver: Skirmish
    Duel: Will not challenge, but will not decline if challenged
    Other: Spending 1 Treasure for +1
    Total Bonus: +15


    [Military]: Raise One Unit

    [Diplomacy]: Construct a Dreamspeaker Tavern in the Silver Plains (Region 117), "Edge's Embrace." (1/3)

    [Diplomacy]: Construct a Dreamspeaker Tavern in the Silver Plains (Region 117), "Edge's Embrace." (2/3)

    Non-Actions:
    Permit passage of Viskari (VIS) forces through 113 to 116.
    Resist all Buyouts.

    Embassy-Based Non-Actions:

    Accept all incoming tech from Dannu-Gaon (DAN) via Embassy.
    Accept Treasure and Units from Dannu-Gaon (DAN) via Embassy.
    Trade Wolf Riders (the tech, not actual units) to Dannu-Gaon (DAN) via Embassy.

    Ruler Stats
    Calder of Stag: Diplomacy 7, Military 10, Opulence 6, Faith 2, Intrigue 4, Kids These Days 2

    Expected Stat Increases: Diplomacy +1

    News and Rumors:
    - Work on the highly secretive Star Watch comes to a screeching halt as resources are diverted to seize upon the opportunity presented by the Dreamspeakers. Construction of a Dreamspeaker Tavern upon the Silver Plains near Loch Airgid, named Edge's Embrace as part of a reciprocal honoring of heroes with the Shandolyn, begins in earnest and is slated to conclude next year.

    - With the recent upswing in murder and mayhem around Tarandi, Calder makes the command decision to begin truly expanding Clann Solais's borders, conveniently starting with the group that took his son prisoner nearly two decades before. Rauri is thoroughly against the plan, and in deference to her preferences Calder instead puts her in charge of the attack on the territory beyond, the land of the crocodiles. Joined by a task group from Aran-Viska, the wolf riders of Clann Solais set out on their very first conquest.

    - But before war, love and whirlwind romance! Or at least carefully arranged betrothal. As part of the most complex international diplomacy Clann Solais has performed yet, the Clans make a pact with their northwest pseudo-neighbors, the Dannu-Gaon tribes. This pact features an exchange of technology, and for once the Clans have a new technique of their own to teach. But there's more: gold and troops are sent to the Clans in exchange for an agreement of mutual defense, and a more formalized version of the mutual trade favors they were already exchanging, hopefully to the benefit of both economies. Finally, and perhaps most significantly, Felessan of the Stag, son of Lessa of the Stag, who runs Clan Deer in the absence of Calder has been betrothed to Dannu-Gaon's most eligible princess, Pina-Mak. Of a similar age, Felessan is adventurous, healthy, and dutiful, and solemnly departs his homeland, his disposition picking up on his way to Danneta-Yvaon, purported Jewel of Tarandi.

    - Nor is that the only marriage. Brekke of the Fire, thane of Clan Star, is quickly swept off her feet by a visiting Chief Kosumi and the two very nearly elope in a move that stuns both Clan Star specifically and Clann Solais in general. Opinions vary wildly for several months, but Brekke's remaining retainers and her own missives convey how absolutely into her new husband she is, and ultimately the reception of these events is a net positive, as the leader of Hiverness likely intended. The revelations that she'd always felt somewhat out of sorts in her duties at Star's Landing and that Hiverness is treating her quite well seal the deal, and a new thane - Tai of the Fire - is decided upon to take Brekke's place after an uncertain hunting season. After additional communication and deliberation, the highly eligible thane Jaxom of the Tower, renowned mostly for being far too young to actually rule his clan (indeed, his adoptive guardian, Lytol, actually runs Clan Hammer for now), is betrothed to the similarly-aged Kiona who had arrived at Star's End with Chief Kosumi. Everyone agrees that they look adorable together, but whether the relationship will work long term remains to be seen.
    Last edited by Jade_Tarem; 2020-10-30 at 04:48 PM.
    Amazing Zealot avatar by Elder Tsofu.

  28. - Top - End - #328
    Ogre in the Playground
     
    zabbarot's Avatar

    Join Date
    Jan 2013

    Default Re: Empire 6: Embers of Dawn IC

    Crow's Tribe
    King Kro Karael
    Round 8




    Year 29-32 of the Kro Dynasty

    News and Rumors
    • King Kro Karael, as his first decree, offers a bounty to any from Sikar who can travel north over the sea and bring back proof of their travels. [1 Treasure for a successful exploration North of Region 1. Expires: Round 9?]
    • Kro Thorael, He Who Seized the Sun, True Son of Crow, Lord of the Desert Sky, leaves the duties of kingship to his son and takes a higher mantle for himself. He oversees the Dawnspeakers, and aides them in unlocking the secrets of the Old Laws.



    Actions Rolls
    • [Diplomacy] Great Project ?/5, begin translation of the native tongues of the distant north.
    • [Opulence] Expedition North of Highnest into the deep desert with the newly acquired Seeker technology! (14, Success)
    • [Opulence] Buyout Onions TP2 in Region 270 (15, Success)
    • [Opulence] Buyout Bloodfire TP3 in Region 278 (17, Success)
    • [Opulence] Buyout Kelp Oil TP3 in Region 266 (13, Success)


    Non-actions
    • Resist any buyouts (+1 from coinage unless they have coinage).
    • Accumulate 2 Treasure from Trading Posts (12 owned)
    • Support Dolod buyouts of unowned TPs in Highnest.


    Ruler Info
    D 1 • M 3 • O 6 • F 5 • I 4
    Expected Gains:
    +2 Opulence

    The Vault
    Spoiler
    Show
    1 Treasure
    Shattered Runestone (TP1, City, Region 306)
    Gold (TP3, Region 307)
    Maize (TP2, Region 277)
    Blightspawn Trophies (TP3, Region 275)
    Slaves (TP2, Region 311)
    Horses (TP3, Region 302)
    Agave (TP2, Region 305)
    Fish (TP2 Region 276)
    Nahkla Stone (TP1, Region 292)
    Desert Bell Seeds (TP1, Region 291)
    Iron (TP3, Region 310)
    Last edited by zabbarot; 2020-10-31 at 02:14 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  29. - Top - End - #329
    Dwarf in the Playground
     
    Laura's Avatar

    Join Date
    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Shandolé
    Round #8


    ---

    Leader Stats
    • Diplomacy: 6
    • Military: 6
    • Opulence: 5
    • Faith: 5
    • Intrigue: 6

    ---

    Actions

    1. Construct a Dream Speaker Tavern in Region #140 “Rauri’s Rest”
    • Intrige
    • No roll necessary



    2. Construct a Dream Speaker Tavern in Region #140 “Rauri’s Rest”
    • Diplomacy
    • No roll necessary



    3. Establish Claim on Region #142
    • Diplomacy (6)
    • Bonus: Spend a treasure (+1)
    • Roll: 2d6+7 vs TN 12
    • Result: 17 - Success
    • Roll Link: Link

    Spoiler: Novíkin’Westrí joins the personal guard of Toshá’Átrí, Lord of the Eagle Clan, in Thunderbird Dol
    Show



    Novíkin’Westrí joins the personal guard of Toshá’Átrí, Lord of the Eagle Clan, in Thunderbird Dol

    In the lands of Thunderbird Dol south of Shandolé war breaks out between the Clans of the Awakened and the Goblin King, Meric Horsehiar, who’s mountain kingdom lies beyond the Red River. Regular goblin war parties crossed the waters to raid villages and carry away captives and their forces found footholds within the fields and forests north of the river, The King’s ambitions seemed to lay in conquest and not just terrorism and raids. Meric was cunning and his people fought with a level of loyalty and coordinated discipline that even the great warriors of the Mustang Clan and the noble lords of the Eagles could not match. Nonetheless, the Blue Moon Council and Lord of the Eagles Toshá’Átrí - Cuts the Sky – mustered all their forces to meet this threat and try to drive the goblins back.

    When he joined the southern shaní, Á’Lafátoorû had married Kaskí’Á’Pashaí – Free Spirit of the Forests – Lord of Shaní Clan and a member of the Blue Moon Council. In the stormy spring months Á’Pashaí lead her clan into battle and managed to repel a massive invasion attempting to cross the swollen river.

    Á’Lafá fought by her side, along with Á’Pashaí’s once-daughter, Tesurí’Thaláurên - Misty Waterfall – who had become like a daughter to Á’Lafá as well. During the battle Thaláurên faced Meric in a duel on the banks of the River. They fought with spears and Meric smiled over the clashing staves, her beautiful face and determined spirit enrapturing him. Along the bank and in and out of the water they fought, bantering as they did so. He was teasing and she replied with fire and wit. Her skill drove him back and he retreated, forced into the river’s angry waters. “I’ll see you again Elven Daughter of Spear and Spirit,” he said and winked, before leaping back and disappearing into the muddy rapids, before Thaláurên could strike her final blow.

    After this success, Toshá’Átrí was eager to press the advantage and track the Goblin King down. She knew to end his life would be to end the threat to her people. Unfortunately, Á’Pashaí had been wounded in the battle and the army did not have the discipline and speed needed to chaise down the King through his own lands. However, Toshá’s son, Talakin’Ákrí – Flying High as the Stars, claimed he could lead a strike force to slay Meric before the king could reach the security of his mountains. Eager to prove his loyalty to his new people, Á’Lafá volunteered to join the strike force and fight in the place of his wounded wife on behalf of the Shaní Clan. Thaláurên stepped forward as well, “Meric Horsehair got away once, I’ll see to it he doesn’t escape me again.”

    So, a small band of heroes from every clan of the Awakened, as well as Á’Lafá and Thaláurên of the shaní set out to hunt the King of the Goblins and bring an end to the war. They crossed the river and tracked him through the southern lands, gradually gaining ground. However, they didn’t realize Meric was luring them into a trap. One morning in the misting rain of predawn, The Goblin king ambushed them, falling upon their camp with devastating effectiveness. Many of the band were struck down and killed, including the Eagle Prince. Meric himself rode through the camp like a demon of the Blight and took Thaláurên captive, carrying her bound upon his horse back to his mountains. Only Á’Lafá and Pikáwyn – Little Voice – of the Racoon Clan survived to make it home to Thunderbird Dol, both wounded and disheartened.

    Toshá’Atrí was devastated by the news of her son’s death and flew off into the mountains, spending many days beyond the clouds of the highest peaks. When she returned, she sought out Á’Lafá and spoke to him with grave determination. “We have a common grief and a common enemy, Shan of the Northern Tribes. By the depths of Simráh and all the lives I’ve ever lived and ever shall live, I will do whatever it takes to avenge the death of my son and rescue your daughter from Meric’s grasp. For many days I have considered how I might bring all my strength and all my own cunning and wisdom to bare against Meric Horsehair, but it’s time I confronted the fact that Thunderbird Dol cannot do this alone. “Go to your people and speak of all these things. Convince them to join us against the Goblins and I swear I shall pay whatever price your Winter Council demands of me.”

    As soon as he was well enough recovered, Á’Lafá did as his lord had asked of him. He traveled to Shandolýn and spoke to the Winter Council, asking for aid against the goblins and help in rescuing Tesurí’Thaláurên.

    “War is not something the Winter Council seeks,” Talákin’Záni’Quêzí said in answer. “Toshá’Atrí turned our previous offer o’ an alliance down an’ we have nary no grievances o’ our own ‘gainst this King o’ the Goblins.”

    “We our brothers in faith with the Awakened Clans. An’ the shaní o’ Thunderbird Dol are our elven brethren, lost through time and the madness o’ the False Dawn. The goblins hunt us, seeking captives t’ drag away as unwilling spouses back to the hollow kingdom under their mountains. My daughter has been taken an’ suffers in the gasps o’ the Goblin King himself. The Winter Council wishes fer peace, but how can there be peace while our brothers in faith, our own lost people an’ one so brave an’ so beautiful suffer? I beg o’ the Council to not turn a deaf ear to our cries for rescue. Stand strong an’ bring true peace by saving Thunderbird Dol from this terror. Do this an’ the Eagle Lord o’ Thunderbird Dol shall give ye whatever ye ask o’ her.”

    The council considered and discussed the matter for many days. At last Zan’Quêzí answered Á’Lafá’s plea. “We shall raise troops an’ prepare our armies, but, in the meantime we must learn more o’ Toshá’Atrí. By her promise an’ the honor o’ her ka we determine whether Shándole shall take up war again.”

    “We will send Novíkin’Westrí’Dihn – Captain Sparrow-in-A-Clear-Sky – to Thunderbird Dol to serve in her guard. He can assess the state o’ the war an’ the honor o’ Toshá’s ka an’ he shall prove the honor o’ the North to the Lord o’ the Eagles. We will trust Westrí to negotiate with her on our behalf the terms o’ an alliance between our peoples. He is a brave an’ wise leader as well as a skilled warrior. If Toshá’Atrí can prove her honor to him, she proves her honor to all of Shandolé.”

    So, Novíkin’Westrí and Á’Lafátoorû returned to Thunderbird Dol and Westri joined the Eagle Lord’s personal guard and circle of trusted advisors. Though at first Toshá’s pride prickled at being forced to take a shan so closely into her council and company, she soon grew to trust and even care for him. He was no eagle, but he carried himself with as much nobility and courage as she could have expected from her own winged warriors. Further, there were times when his words and actions haunted her, reminding her strongly of her lost son, Talakin’Ákrí. Though Westrí and Ákrí never met, she knew her son would have liked of the slim, blue-eyed shan. She knew nothing would ever replace Ákrí in her ka, but, after some years, Westrí seemed like a son she’d never had, a lost brother of Ákrí, and her pain and sorrow was eased, though her hatred for Meric Horsehair remained.

    Inexplicably, after the death of the Eagle Prince the raids and attacks from the goblin kingdom quickly dropped off and then faded away almost completely. A few raids continued on but become few and far between and no goblins lingered on the norther side of the river for more than a day. For whatever reason the Goblin King seemed to have ceased his war against the Awakened Clans of Thunderbird Dol. Nonetheless, Toshá still plotted her revenge and the rescuing of Tesurí’Thaláurên. She would have her day of blood.




    4. Edge shall explore the sea/island regions W of region #94 by "Questing into Unknown Lands."
    • Military/Hero: 9
    • Using Sailing
    • Bonuses: Animal Husbandry (+1), DSP Acquaintance (+1), SOS Friend (+1), Spend a Treasure (+1)
    • Roll: 2d6+13 vs TN:12
    • Result: 17 - Success
    • Roll Link: Link



    5. Raise a Unit (Land)
    • Military
    • No roll necessary


    ---

    Non Actions

    Resist all buyouts or conversions.

    Spend 1 Treasure to establish a claim in region #142

    Spend 1 Treasure to quest into unknown lands

    ---

    Embassy Actions

    Accept Viskari Bows from VIS via DAN

    Accept 1 Treasure from DAN

    Accept the Claw of Wolfenfinger from SAN

    ---

    Ruler Information

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


    Talákin’Záni’Quêzí - Eagle Flies High and Sees All
    Eldest member of the Winter Counsel

    New Leader Next Round?: No

    Current Stats
    • Diplomacy: 6
    • Military: 6
    • Opulence: 5
    • Faith: 5
    • Intrigue: 6


    Expected Stat Increases: +1 Military, +1 Diplomacy



    ---

    Maps

    Spoiler: Maps
    Show









    ---
    Last edited by Laura; 2020-11-01 at 11:01 AM.

  30. - Top - End - #330
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 8
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [FAITH F10 Miracle]Witnessed by Emnellenme
      The Quluq calls a young Dolod, Eae, to their presence. Rosolrlosor, the person in whom religious authority is slightly more directly invested, speaks.

      "The Dolod are suffering. The curse-spewers, memory-destroyers, child-thieves, mind-poisoning Dream Speakers are, in many ways, to blame. Today we are seeking the end of this torment. Emnellenme is sight, memory, and the perfect witness. We will call on it, draw on its knowledge, as our friends of the Crow's Tribe are doing."

      The Quluq, along with the gathered crowd of priests and layfolk, turns toward Eae, as though witnessing them.

      Rosolrlosor speaks again. "We call on you, Emnellenme, to witness Eae at once with both of your eyes. To see them as a champion, as the one who will reveal the darkness, who will guide us to the memories of what will come."

      The priests call on Crow to guide the spirit close. Its eyes meet in the sky, hovering above young Eae, casting Gilig, even all of Nellen, into a midday dusk. Eae cries out and falls as the spirit loses focus with its gaze.

      They rise, eliciting gasps from the Dolod nearby. One eye burns with the light of the sun, the other glows like the moon. Eae's vision has become perpetually twilight. Without a word, they begin to walk, leaving the gathered Dolod to witness this blessing from a distance. Hope for a future free from the oppression of the Dream Speakers grows.
    2. [DIP Assist with Flowerland Codex of Customs (New continent Great Project]
      Upon hearing a great new land, the Dolod immediately send a delegation to begin witnessing. When it becomes clear that communication is far from easy, they lend their incredible capacity for learning to the more creative and clever efforts of the other Sikarianiters. If the True Dawn is to light this new land, the Dolod must be able to teach.

    3. [OPU Buyout TP2 of 306] SUCCESS
    4. [OPU Buyout TP2 of 308] SUCCESS
      As Dayad ages, they have an idea that they hope their offspring will see come to fruition. It requires resources foreign to Nellen, though. reaching beyond the borders for ambition is a strange concept to many Dolod, but Yaday respects their parent's vision and begins to gain some level of popular support. They follow in their parent's footsteps and become the next of the Quluq's Eyes.

    5. [DIP Attend THUNDERDOME as Spectators]
      A small group of Dolod travel to the biggest sporting event in living memory, bearing with them a single drop of sunlight. It is with intense excitement that the Dolod watch the contest. The violence inherent is less than ideal, but such a competition intrigues the natives of Nellen nonetheless. Wagering material goods on the outcome of a match of physical skill is so foreign to the representatives that they cannot help but cheer when their favorites - selected nearly at random, apparently - overcome obstacles. Alongside their constant reminders that the mindthieves are evil, the Dolod begin encouraging more of these "sports."

      When time permits, Erelere seeks out the Sol'Ikoth delegation and presents them with the All-Seeing Memory - piece of the sun itself. This serves two purposes. First, it is in keeping with the agreement the two people made regarding Dolod access to clay. Second, it is hoped that the access to such a powerful force related to Emnellenme will begin encouraging the Sol'Ikoth to pursue belief in the True Dawn.
      • Deliver the All-Seeing Memory to the Sol'Ikoth.



    Non-Actions
    1. Resist all Conversions.
    2. Accept all tech except Writing.
    3. Spend one SOS favor to end unrest in Nellen (again).
    4. Resist all Buyouts


    Rumors and Stories

    • The Quluq hears the concerns of the Ashir and addresses them in the teachings of the Path of the True Dawn. Changes to come. The Path of the True Dawn summary.
    • These messengers continue to spread the Dolod's message that the Dream Speakers are irredeemably evil. The Dolod make it know to those who share their faith that the Dream Speakers will be prohibited from True Dawn holy sites. Those who deny the kidnappers shelter will be blessed by Emnellenme. All who follow the faith are encouraged to banish the nightmare sorcerers from their lands. All who revere memory are called on to end their relationship with those who destroy memory. All who respect the clever Crow are reminded that the Dream Speakers presume to take Crow's place as guide. The curse-slingers deserve no hospitality.
    • With the Ashir becoming one of the preeminent states in Sikar, the time has come for the Quluq to honor their agreement and make official what has long been practice. The Dolod of Nellen are a vassal state to Al-Ashir, relying on the protection of the horselords and offering, in turn, their expertise in certain specific fields and their memory.
    • Appoint Yuyuy as Sharif of Nellen and Sasiasaisas, child of Rosolrlosor, as Vizier. When Sasiasaisas takes their trip to the court, they naturally bring with them 12 followers, including one recent offspring, to ensure the important memories are able to arrive safely.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 4 -
    Military 3 -
    Opulence 7
    Faith 10
    Intrigue 2 -

    The current Quluq is:

    Yuyuy - Master of Speech, Overseer of Culture, Mouth of the Quluq.
    Edurude - Master of the Militia, Overseer of the Wall, Fist of the Quluq.
    Simis - Master of Pottery, Overseer of Crafts, Fingers of the Quluq.
    Rosolrlosor - Master of Memory, Overseer of the Urelleru, Mind of the Quluq.
    Dayad - Master of Travel, Overseer of Intrigue, Eyes of the Quluq.
    Lsinisl- Master of Peace, Overseer of Trade, Hand of the Quluq.
    Inlilni - Master of Joy, Overseer of Festivals, Face of the Quluq.

    No new ruler.

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

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

    Technologies
    Type Name Effect(s) Required Resource?
    E Pottery +1 Buyouts None
    E Animal Husbandry +1 to Opulence and Diplomacy exploration None
    E Irrigation +1 Stabilization None
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 2
    1. Clay, 299
    2. Clay, 269


    Military Units CAP: 6

    Heroes

    Artifacts
    • All-Seeing Memory - Grants holder +1 to one roll per round when defending against Intrigue actions. - Held by the Sol'Ikoth

    Treasure
    Two.

    Special Actions Used
    F5 - Artifact
    O5 - City
    Last edited by JBarca; 2020-10-29 at 12:08 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •