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  1. - Top - End - #331
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37



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

    Leafhair (54)
    Diplomacy: 5
    Military: 7
    Opulence: 2
    Faith: 4
    Intrigue: 2


    1: Faith: Convert region 38. [10]

    2: Military: Raise a unit.
    The alliance between the Deru and the Illia of region 38 cemented, a force is raised to defend the area. One of native peoples, one of Deru moving into the newly-friendly lands.

    3: Faith: Pray. The Custodians of the Isle continue their work on deciphering the runes on their ancient spires.

    4: Military: Raise a unit.

    5: Opulence: Buyout TP 1 (Cattle) Region 41: [6]
    The negotiations were tough, but with help from the Uzii, a diplomatic incident was averted and with herds of cattle now being guided back to Bhaile-Koma the Deru can feed easy once more. But you can never be too careful. Without Uzii assistance, the Castain give it another shot.

    Non-actions: Support all conversions, support all buyouts of unowned TP's.

    Spoiler: Admin
    Show

    Required Resource - Living Beings (Satisfied with Cattle)

    Leader stat increases:
    Opu +1, Faith +1

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

    Techs:
    Animal Husbandry
    Writing (Hraban)(Elecctricat)
    Masonry

    Units: 2/6
    The Grey Grove - Traditional Fuinn warrior-trees.
    Widhu's Wrath - A horde of woodland beasts guided by Castain custodians.

    Heroes: Asha-Shuran (8).

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

    Tactical Doctrine/s: none.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  2. - Top - End - #332
    Halfling in the Playground
     
    Chimera

    Join Date
    Sep 2018

    Default Re: Empire 6: Embers of Dawn IC

    The Fffolkkk
    Regions: 266 & 267
    Round 8



    Round 8 Actions:
    1: (diplomacy) Send a small group of Fffolkk to seek out the Sentinels of Stone, and politely request help understanding the organizations goals.
    2: (diplomacy) Send a small group of Fffolkk to seek out the Dream Speakers, and politely request help understanding the organizations goals.
    3: (opulence) Buy out trading post #1 in region 268 for seafood. Need to support the people in their time of trials. With extra boost from finding them last round.
    4: (opulence) Buyout trading post #2 in region 307 for Gold. Maybe this will work as a non-corrosive metal. The local leadership supported this.
    5: (opulence) buyout trading post #3 in region 295 for salt. It is far higher quality than evaporated sea-salt. The local leadership supported this.

    Non Actions & Fluff:
    • The Fffolkkk meet the Nocturnal Hydra upon landing and escort them through their lands to the borders of region 268. . A small group of observers continue along, to see first hand how the Shaylles fight.
    • The Fffolkkk attend the Thunderfolk event. Despite the confusion over not being invited, they settle into their role as roving roadblocks to the other teams. Roll was 9
    • The ‘Doubters and the ‘Reefers relationship continues to be contentious. Many ‘Reefers are unwilling to accept that non-parent fffolkkk can live the ages that some of the ‘Doubters are claiming.
    • A book of scandalous drawings reportedly discussing the reproductive habits of the Shaylles has become an underground sensation!
    • The results of the elections are in. The Minister's of Civility and Incivility have the least faith of the people. They need to step up and suggest new ways to meet the people's expectations!

    Spoiler: Results
    Show

    The Wayfinder For Living (100D100)[5004]
    Wayfinder For Creation (100D100)[5111]
    Wayfinder of Civility (100D100)[4796]
    Wayfinder of the Incivility (100D100)[4535]
    Wayfinder of Truth (100D100)[5172]
    Wayfinder of the Currents (100D100)[5139]


    Spoiler: bookkeeping
    Show

    Leader Table
    Nopppa
    Stat start round 4 round 5 round 6 round 7 round 8 (expected)
    Diplomacy 5 +1 +1 - - -
    Military 3 +1 - +1 +1 -
    Opulence 5 +1 +1 +1 +1 -
    Faith 3 - - - - -
    Intrigue 2 - - - - -

    Regions & trading posts
    Region Name Region Number Resource Learning Center Holy Order Status
    The Sand Reefs 266 Kelp-Olive Oil (Great) The WInd and the Tide - Capital, unrest
    The Redoubt 267 Mountain Goatsl (Good) The Wind and the Tide - region, stable
    Unnamed region trading post 1 269 clay -- - --
    Unnamed region trading post 1 286 hemp -- - --

    Technologies & Cultural Specialties
    Type Name Effect(s) Permanent? Note
    Masonry Interlocking Shells +1 to resist raids & sacks Yes -
    Writing marks in clay ? Yes -
    Pottery clay pots ? Yes -
    Last edited by Lt-Murgen; 2020-10-29 at 07:39 PM.

  3. - Top - End - #333
    Dwarf in the Playground
     
    RangerGuy

    Join Date
    May 2015
    Location
    Utopia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Brayewen Tribes




    ACTION!

    1.[Military 5] Hero of the North Neeschter! Neeschter was born and raised in Braye, he fought the mountains naked and learned the secret art of tantric meditation in between the Cliffs of Klammen. He's fought bears and slept with wolves. He has fought demons with light-brown skin, dark brown hair and pale eyes. None shall stand between Neeschter the brave, the devout, the strong. Roll: 8

    2.[Military] Defend region 120 with 6 units, lead by King Kartoffel himself.
    - TacDoc: Skirmishing
    - Refuse Duel

    3.[Opulence] Buy out TP2 Husky Dogs in Hiverness region 108 from Arrok of Uldra Roll: 10

    4. [Opulence] Buy out TP1 in Uldra region 109 from Arrok of Uldra Roll: 16

    5. [Military] Raise 1 land Unit

    Spoiler: Non-Actions
    Show

    • Resist Raid by The Arrok of Uldra on Wood TP 3 Region 113 roll: 14


    Spoiler: News and Rumors
    Show



    Spoiler: BOOKKEEPING
    Show

    Thought King Kartoffel
    D: 8
    M: 5
    O: 6
    F: 3
    I: 3

    Expected Stat Increases: +1 M +1 O

    New Ruler Next Round?
    No

    Military Units 7/
    - none

    Heroes:
    - none

    Embassies:
    - none

    Technologies:
    Pottery
    Sailing
    Irrigation

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines

    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts (1)
    Great Mamut Shark
    • DAN
    • ELF
    • BRAYE


    Other Owned Trading Post:
    Last edited by m9p909; 2020-10-30 at 05:26 PM.

  4. - Top - End - #334
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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


    Years 233-236
    Region 221 - Troll Country (Ljung Ghrakka Saar)
    Region 220 - Unghlaban
    Region 210 - Narava
    Region 208 - Inkhwabi

    King Ruunandaraghal
    Diplomacy 7
    Military 7
    Opulence 3
    Faith 1
    Intrigue 5


    Actions

    1. [Military] Establish a new Tactical Doctrine: Riparian Ambush: +2 to Combat Rolls if attacking across a River or Deep River border; -20% casualties if attacking or defending across a River or Deep River border
      The former prince wastes little time on mourning, once the initial shock of King Haanhanghandhal's murder wears off. Instead, his mind turns towards matters of war and readiness - there was too great a chance that the lesser warlords of Troll Country would try to use this opportunity to strike. Though the newmade King was no stripling whelp, his status as King was new, fragile, and fraught with danger - some were bordering on the suggestion that Ruunandaraghal himself had murdered his father in order to take the throne.

      More worrying still, however, was the threat of outsiders - pirates, dwarves, elves, perhaps even the Veramondi now - all eager to carve up his father's accomplishments like so much roasted arm. Though the Dhraan had always called the rivers their homes, it is Ichippā whom the king credits with an ingenious design for warfare among the crowded riverways that the Dhraan call home - a marvel of logistics and coordination to rotate out injured warriors without giving up the advantage of momentum, despite the varied peoples that Saar Lhungho rules over.
    2. [Military] Send Ingkannu Isidi with Alexios to strike at the heart of the infestation and aid in the Epic Quest!

    3. [Military] Recruit a Land Unit - 230 Vyrka Primals
    4. [Military] Recruit a Land Unit - 230 Vyrka Primals
      Both interested in allies capable of matching their foes on more conventional grounds and who would not be so fast to turn on their erstwhile lord at the first sign of famine, Ruunandaraghal reaches out to the conquered Vykra tribes and kingdoms, offering boons of wealth, legacy, and protection to those who will pledge their allegiance to the Troll King more directly. His efforts seem unheeded at first, but persistence pays off, and the silver-stained tongue of the princely Dhraan turns out nearly two dozen scores of high-minded and noble warriors, eager to serve the lords who so brought prosperity to kin and country. Most of the assembled are Efryt often accompanied themselves by an entourage of servants, warriors, and assistants, but here and there are scattered well-off Bravyd and Ravyk interested in warfare, who defend their positions in the field as being merely warrior-like outgrowths of their respective Ka - construction and the shifting of earth for the former, and scouting and providing spiritual guidance for the latter. There is but a single Mikra among them, by the name of Zar En, who claims that the skills of his people will be well appreciated in twisting, murky waterways of the jungle and river basin.
    5. [Military] Recruit a Land Unit - 20 Dhraan Lightbringers
    6. [Military] Recruit a Land Unit - 20 Dhraan Lightbringers



    Non-Actions

    Standing: Accept any Embassies or Technologies offered.



    News and Rumors
    • Singhön
    • Folktale to write: The [First/Best/Most Famous] Sin-Eater
    • Slabs of Prowess last minute entry


    Spoiler: Fighting Styles of the Dhraan
    Show
    Snapping Maw - A style of fighting emphasizing patience and sudden bursts of speed - typically uses a large spear, sometimes with a defensive club-sword in the other hand on a wrist-strap. Rapid lunges, careful positioning and footwork, and a readiness to react to assaults with brutal counter-strikes characterize this style.

    River's Flood - A philosophy of combat that has more in common at first glance with the enraged thrashing of an injured hippo than any civilized method of violence. Only the barest minimum of self-preservation techniques are considered - defense is acquired by overwhelming the opponent's capacity for response. The first and foremost concern of the style is the utter destruction of the enemy - the idea being that as long as you win, you can recover later. Mauls, axes, and long, heavy clubs are preferred for this style.

    Tooth And Feather - a group combat method making use of rather long spears - the group members follow the lead of two of the most experienced members to not merely ward off but skewer opponents that stray within reach, such that the spearheads seem almost like a flock of birds wheeling in place as they search for gaps.

    Lashing Tail - A defensive technique found through trial & error by the Ixhudu, who manage and collect taxes from the thralls. Commonly using a rope, whip, or thick but simple chain, the emphasis is on unpredictability and managing space to allow fighting against multiple opponents, with rapid, devastating (to a thrall) strikes from distances that may have previously seemed safe. The goal is to break the opponent's will and confidence in fighting, first and foremost, and as such tends to involve a very large audible component to aid in intimidation.

    Stone Spitting - A sling in the hands of a man can break bones and earn a meal, on occasion. A sling in the hands of a troll can shatter rib cages and shield walls and earn a victory, more than often.




    Spoiler: Recorded In Chorus
    Show


    5 Land Units + 4 Land Units
    1 Naval Unit
    • Snapping Maw
    • Spitting Stones
    • River's Surge
    • Lashing Tail
    • Gnashing Teeth
    • Broken Scales



    Techs:
    Animal Husbandry
    Irrigation
    Sailing
    Writing (Veramondi Logography)
    Pottery

    Embassies
    HEN
    UBT
    VYG

    Organizations:
    SOS: +2 Rep, 0 Favors
    DSP: +1 Rep, 0 Favors
    TSR: +3 Rep, 0 Favors


    Spoiler: Legends and Legacies
    Show

    Troll King Haanhangandhal - Slain Through Subterfuge
    Dip 10
    Mil 8
    Opulence 5
    Faith 1
    Intrigue 2

    Troll King Ruunandaraghal
    Projected Stat Growth:
    +3 Military

    No Current Heir

    Ingkannu Isidi, Champion and Daughter of Ghrakka Yonghalo,

    Ichippā
    Onoynoyis

    Last edited by Rolepgeek; 2020-11-01 at 02:02 AM.
    Sincerely,
    Role P. Geek

  5. - Top - End - #335
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show
    Worldmaster Thicket:
    Dip 2
    Mil 9 => 10
    Opu 10
    Faith 2
    Int 5


    Actions:
    • [Opulence] Buyout Region 29 Copper TP 1 Success!
    • [Opulence] Buyout Copper Region 29 Copper TP 2 Success!
    • [Opulence] Buyout Kaff Region 51 Kaff Beans TP 3 Success!
    • [Military] Thorn Quests East of 51 Success!
    • [Military] Thicket gathers materials to build a fortress.



    Military: 3 units led by Thorn, 3 units led by Towermaster Thicket

    Treasury: 5

    Spoiler: Trade Posts
    Show
    Kaff Beans 1, 3, and 4, Gems 2, Flower Wine 2, Silk TP 1, Copper 1 and 2, Cormet Stone TP 3


    Spoiler: Great Projects
    Show
    Trapped Towerhome: +1 to Battle Rolls in the region


    Last edited by Miltonian; 2020-10-31 at 09:40 AM.

  6. - Top - End - #336
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria

    Tarandi
    Capital: Thade, The Distant Shore, Region 133
    Other Regions: 123

    Spoiler: Flag
    Show

    Actions

    1. DIPLOMACY 4 Press Claim 124 12
    +1 Treasure


    2. DIPLOMACY 4 Raise Organization Reputation (DSP 0->1) 10
    +1 Treasure

    3. MILITARY 1 Create a Naval Unit

    4. OPULENCE 5 Expedition North-East from Ocean Region 123/124 12
    +1 Animal Husbandry

    5. OPULENCE 5 Expedition East from Ocean Region 123/124 13
    +1 Animal Husbandry

    Non-Actions:
    - High Speaker Ereth Pasha's child and "heir", Bell Pasha, volunteers to go to the Truthseers and undergo their two turn process in order to learn more about their rituals and to investigate the possibility of their traditions and members being influenced by democracy, rather than inheritance. Ereth Pasha's detractors claim this is just political theater, but the length of this commitment puts the legitimacy of their criticism in question.
    - Accept Bows from The Dannu-Gaon Tribes
    - Accept all Embassies
    - Resist all Buyouts and Raids, except support for the buyout of region 124 TP2 by Aran Viska
    - Resist all Conversions

    News and Rumors:
    Spoiler: Bookkeeping
    Show
    Leader: High Speaker Ereth Pasha
    D: 4
    O: 5
    M: 1
    F: 1
    I: 2

    Expected Stat Increases: +1 dip +1 opu

    New Ruler Next Round? no

    Treasure 4/5 (+2 passive)
    -2 (actions)

    Military Units (+1 naval)
    0/6
    2/4 navel
    -Mon Ood Sen
    -Rosegust

    Heroes:
    - Cleis (8)

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

    Orgs:
    SOS Rep 2 Favors 0
    DSP Rep 0 Favors 0 (expected change: +1 reputation)
    TSR Rep 2 Favors 1 (expected change: +1 favor)

    Technologies:
    Sailing
    Irrigation
    Pottery
    Animal Handling
    Writing (Kagahara)
    Masonry
    Eleftherian Democracy

    Temporary Cultural Identity: None
    Permanent Cultural Identities: None

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts: (14)
    Expected Change -1
    - 133 (Lime) TP2
    - 129 (Grousse Shark) TP2
    - 136 (Musical Instruments) TP2
    - 137 (Poppy) TP2
    - 137 (Poppy) TP3
    - 115 (Furs) TP2
    - 123 (Saffron) TP1
    - 123 (Saffron) TP2
    - 95 (Emeralds) TP2
    - 96 (Living Stones) TP2
    - 134 (Cattle) TP1
    - 124 (Wood) TP1
    - 124 (Wood) TP2
    - 114 (Diamonds) TP1
    Last edited by bupkis; 2020-11-01 at 11:50 PM.

  7. - Top - End - #337
    Pixie in the Playground
    Join Date
    Oct 2020

    Default Re: Empire 6: Embers of Dawn IC

    Creatures of Ancient Ways
    Tarandi Region 137 The Carrion Ward


    Spoiler: Map of the Carrion Ward
    Show


    Wounded-Vulture-That-Nests-In-Skystruck-Tree


    Actions

    1. [FAITH] Convert 156 to The Ancient Ways

    2. [FAITH] Convert 116 to The Ancient Ways

    3. [INTRIGUE] Spread Unrest in 112

    4. [INTRIGUE] Secret Action

    5. [MILITARY] Recruit one unit




    Non-Actions:
    - Resist all conversions and buyouts
    - Resist all quests

    News and Rumors:
    "...and one day innocent ones, foreign men and their beasts, and artifice, will come march through these treasured valleys. This, the holy ground which bore you and your kin and all before you. The holy beasts which dwell here amongst you have been stricken with a dreadful unease, they smell bloody tidings on the horizon. Whispers of metal and flame carried on the wind to the valleys own ears. But take refuge in this, this sacred land, abide in it and it will guide you all. You lonely wandering creatures, lost between animation and annihilation...to taste being so briefly and have it fettered away in conflict, squabbling over burning chaff. Why must fools condemn others to their own foolishness? That, friends, is the way of Warmakers. Fair, innocent ones, take now to the path, for it has always been underfoot. It will guide you far from this sickness of fools. Refuse the arrogance and vanity of warmakers, the way will be clear."

    Spoiler: BOOKKEEPING
    Show

    D: 7
    M: 6
    O: 2
    F: 10
    I: 8

    Expected Stat Increases: + 1 Intrigue
    New Ruler Next Round?
    No

    Military Units 2/6
    - Swarm
    - Jahoon's Retinue

    Heroes:
    - Old Lion, No Pride, No Death (Hero 10)

    Embassies:
    - Sangar (SAN)

    Treasury: 1/5
    Expected Change +0

    Technologies:
    Writing (Kagahara)
    "Masonry"
    Temporary Cultural Identity - Natural Philosophy (2d8 Conversions)
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

    Trading posts (1)
    Dire Goat TP 1 Region 98
    Last edited by SquimjoBlemson; 2020-11-01 at 12:14 AM.

  8. - Top - End - #338
    Ogre in the Playground
     
    Lady Serpentine's Avatar

    Join Date
    Jul 2011
    Location
    Avatar by Kasanip
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Kehna Tzkepte
    D8
    M6
    O3
    F3
    I3

    Diplomacy: Having established herself, Xehyta Mehena takes the opportunity to tie herself to a rising star of one of the local tribes, advancing her cause and eventually maneuvering her into a position to challenge the current ruler for the throne, her consort and advisor at her side the whole way. Though whether Xehyta actually has feelings for her or is simply putting on a mask is rather unclear. (Press Claim on 301, uncontested.)
    Diplomacy: Establish Embassy with Nocturnal Hydra. Again.
    Diplomacy: Those Naherin with a knack for languages and diplomacy are gathered up without concern for rank (save the very highest, though enough of those are eager to volunteer for a safe and prestigious project), slaves freed and set to new purpose alongside offshoots of important families; all are sent to the north, there to assist in the creation of a great book of customs. (Assist with the creation of the Flowerlands Codex of Customs, 6/5.)
    Military: Raise unit.
    Diplomacy: Kehna orders the construction of a waystation for the Dreamspeakers to the north of her capital, in accordance with her treaty with the Ixkar; while those tasked with its design lay out the plans for something more like a town than a tavern, she is not inclined to quibble, and suspects they won't be either. (Construct a Dreamspeaker's Tavern in Region 279, 1/3.)

    Stat changes: +2 Diplomacy.[/QUOTE]

  9. - Top - End - #339
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    End of Round Eight

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

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

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

  10. - Top - End - #340
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Round Nine Begin!
    Years 33-36

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

    Good luck!

    Rules Alerts and Changes!
    • If you use an Opulence 5 special action to increase the number of trading posts in a region, you automatically gain control of the new trading post. You cannot assign control to another player as part of the same action.
    • Trade routes will be receiving a rework this round.
    • Naval rules will be receiving additional clarification.


    Growth!
    • The Sokau Tribes have formed a Great Kingdom!
    • In celebration of their new status, the Sokau have also constructed a fortress in Džíu Phè Hwǔ (Region 46)
    • The Targiz have emerged as the first merchant princedom in Mamut!
    • The Ashirian Sultanate has emerged as a Great Kingdom in Sikar!
    • At the same time, Ta Seti also declares itself a Great Kingdom, making it and the Ashirian Sultanate both seem normal-sized.
    • Farahabi in Vyterrat (226) has become a true city!
    • With the spread of Abiherism all over much of the known southern portion of Kiswa, the Korebita Foothills of the Blemmyae have become a true holy land, and its inhabitants are now known as the United Abiherist Tribes!
    • The United Abiherist Tribes celebrate their new status by raising a mighty fortress, Misig Zinabi!


    Claim!
    • The Sokau press their claim on region 52 (1/2)
    • The Dannu Gao successfully claim region 95
    • The Arrok of Uldra finish pressing their claim on region 100
    • The Shandolyn establish a claim on region 142 as Novíkin’Westrí’Dihn joins the personal guard of the Lord of the Eagle Clan.
    • Eleftheria begins pressing its claim on region 124 (1/2)
    • The Naherin Coalition begins pressing a claim on Region 301 (1/2)


    Heroes!
    • Ixkarr hails Tsakra of Ippathaka (8)
    • Clan Alqar recruit Lord Asweld Ar-Konish (9)
    • The Sentinels of the Stone recognise Agatha of Mamut as their latest hero! (10)
    • Neeschter of the Braye Tribes is elevated to the status of hero! (8)
    • Rẹ̌tšrìj of the Sokau has retired and been succeeded by Gọ̀uhrèi Sọró!


    War!
    Spoiler: Arrok of Uldra Invades Region 120
    Show

    Arrok of Uldra: 5 Units, Tsor (Hero 10), duelling (not accepted) = 19
    Brayewen Tribes: 6 Units, Kartoffel (Mil 5), duelling (refused) = 18

    Incensed by the Brayewen Tribes’ opportunistic acquisition of Region 120 following the death of Yara of Hiverness, Tsor leads the warriors of Uldra east. Unwilling to surrender his newly won territory, King Kartoffel marches to contest the invasion, setting the stage for the largest armed conflict in Tarandi’s modern history. With both sides forced to fight on unfamiliar ground, the two armies spend weeks maneuvering around each other, as Tsor and King Kartoffel vie for superior ground. Eventually it is the Brayewen Tribes that choose where to offer battle, atop a gently sloping hill rising from the barren tundra. Secure behind superior numbers, Kartoffel withdraws deeper into his host of bodyguards as Tsor offers a charge, the Brayewen king’s name carried aloft by a thousand roaring voices. At the sight of their king’s cowardice, the certainty of the Braye warriors wavers, and in that moment the Uldra are upon them. A brutal melee ensues, as missiles fly from both sides to land amidst the battle lines, skewering warriors through fur and leather, leaving many to die upright. Blood steams off the snow, then turns to a red slush as the hours pass, both armies battering each other with relentless ferocity. Wherever the Uldran line buckles, Tsor appears, breaking men and women alike with blows that shake the heavens. As the sun begins to sink into the horizon, both armies reach the limits of their endurance, and the already-demoralized Braye break first. They quit the hill, followed swiftly by Kartoffel as he realizes the day is lost. They are spared the worst of the route, however, as the warriors from the Arrok of Uldra lack the strength to pursue and cut down the retreating troops. Night falls on a mirror of red ice and torn bodies, and the dawn rises on an Arrok victory.

    The Arrok of Uldra are victorious! Arrok lose 2 units. Brayewen lose 2 units. Region 120 is in Unrest.


    Spoiler: Soreni Invade Region 310
    Show

    Soreni: 8 units, Heskrath (Hero 8) = 29
    Native Defenders: 3 units, Native Commander (Mil 7) = 29

    Marching west, the massed armies of the Soreni seek to subjugate the mountain tribes and gain mastery of the Sentinel standing stone they protect. Unwilling to wait in their high fastnesses for the oncoming tide of empire, the tribes unite behind a singular warlord bearing a mammoth-skulled standard, and sweep down upon the Soreni in the foothills. Despite their size, however, the Soreni are well-trained, their column flowing into a skirmish line before the first native warrior makes contact. What follows is a tenuous duel of isolated pockets of warriors broken by the forbidding ground, as the Soreni refuse engagement until they have no ground to retreat to. Yet despite their superiority in maneuverability, when forced to fight the Soreni fall. They fall in the hundreds, taking far fewer of the wild mountain men with them than any could have anticipated. Seeking to rally his forces, Heskrath finds the mountains themselves working against him, as shelves of fragile shale crumble beneath the Soreni’s taloned feet, and hidden crevasses ensnare those warriors they do not devour entire. The battle stretches for three torturous days as the Soreni forces grapple for purchase against their foes, until Heskrath orders a desperate retreat. The cheers of the mountain tribes follow them back to the plains of Sikar, as the ignoble dead are relegated to the stew pot or to chasms that become mass-graves. But the Soreni know the ground now, and will not make the same mistakes again.

    Native Defenders are victorious! Soreni lose 3 units. Native Defenders lose 1 unit. Soreni establish a foothold and gain a +2 bonus to an attack in Round 9!


    Spoiler: The Nocturnal Hydra Invades Region 268
    Show

    Hydra: 2 units, Mars (Hero 9), 1 Treasure = 25
    Native Defenders: 2 units, Native Commander (Mil 5) = 21

    Dissatisfied with mastery only of Northeastern Sikar, the armies of the Nocturnal Hydra undertake a harrowing voyage to the outer reaches of the continent. Blessed with good weather for the greater part of their coastal endeavor, the fleet encounters a bad storm in the gulf of the Thunderpeople, reducing the majority of their ships to little more than glorified rafts dangerously far out to sea. Lashing the damaged vessels to those few with functional sails and intact rows, the Nocturnal Hydra limp into the territory of the Fffolkkk. It takes nearly a month for the army to regain its fitness, but with the aid of the turtle-people they eventually resume their advance north. They find the natives well-alerted to their presence by sympathetic Fffolkkk, with numbers rallied that equal the Hydra’s own. Uncertain of the capabilities of the invaders, the native defenders seek to deny them a decisive engagement, but manage only to blunt the worst of the Nocturnal Hydra advance. The series of battles that follows is vicious, as the defenders for the Hydra forces to pay for every inch of ground, but eventually they are ground down under the weight of the foreign horde.

    The Nocturnal Hydra are victorious! Nocturnal Hydra lose 1 unit. Nocturnal Hydra lose 1 naval unit in crossing. Region 268 is in Unrest!


    Spoiler: Bel-Dan Armada Invades Region 196
    Show

    Bel-Dan: 4 Bel-Dan units, 3 Sirrvadut units, Ben-Udula (Hero 10) = 30
    Native Defenders: 1 unit, Native Commander (Mil 8) = 20

    Having twice suffered bitter defeat at the hands of their northern neighbors, the Bel-Dan Armada launches a final overwhelming offensive alongside forces from the Sons of Sirrvadut. A decade of war has left the Bel-Dan well-appraised of their enemy’s capabilities, but the complex battle plans devised to minimize casualties works against the pirate invaders. Driven to a state of grim resignation by the implacable advance of the southern kingdoms, the native defenders launch a brutal counterattack on Ben-Udula’s encroaching army, striking in the midst of a river crossing that sees half the army cut off from the battle. The native warlord’s plan is to force both armies to route in panic, but they have underestimated the determination of the Bel-Dan and the redemption sought by Ben-Udula. Undeterred by the river, the Bel-Dan trapped on the other side of the battle simply dive in to swim towards the fray, as the Sirrvadut form an iron spine for those still advancing along the ford. The chaotic melee that follows is a hopeless fight for the native forces, but their last act of defiance costs both the Armada and the Sons of Sirrvadut dearly.

    The Bel-Dan Armada is victorious! Bel-Dan lose 1 unit. Sirrvadut lose 1 unit. Region 196 is in Unrest!


    Spoiler: Clann Solais Invades Region 116
    Show

    Clann Solais: 2 Clan units, 1 Viskari unit, Boss Calder (Mil 10), Black Iron Weapons, Wolf Riders = 25
    Native Defenders: 1 unit, Native Commander (Mil 7) = 18

    Seeking to expand his demesne, Boss Calder leads the forces of Clann Solais alongside a detachment of Viskari warriors to seize the lands of the Clann’s southern neighbors. Engaging the native defenders in a series of feinting strikes, the Solai warriors exhaust their enemies over a period of weeks, slowly bleeding away their morale and their numbers with lightning raids from wolf-back, made all the more devastating by the shield-shattering strength of Sentinel metallurgy. Within a month of crossing the border, Solais dominance of the region is essentially uncontested, despite the lack of any decisive battle to mark the conquest.

    Clann Solais is victorious! Region 116 is in Unrest!



    Spoiler: Clann Solais Invades Region 139
    Show

    Clann Solais: 2 units, Rauri of the Phoenix (Hero 9), Black Iron Weapons, Wolf Riders, 1 Treasure = 27
    Native Defenders: 1 unit, Native Commander (Mil 5) = 18

    Word of the battles to the north travel alongside Rauri as she leads her own forces into the warm lands abutting the mountains. Forewarned of Clann Solais’ mobility, the leader of the local defenders manages to restrain her warriors from pursuing the northern raiders in exhausting and futile chases. Instead, the native warriors centralize their defense around a string of settlements at the foot of the mountains, forcing the Clann Solais to engage them in a series of advantageous encounters to retain mastery of supply lines through the region. However, while the natives’ tactical acumen is a surprise, the sheer difference in capability makes the result of the war little more than a fait accompli. Every trap and ambush is brushed aside or outmaneuvered by the expertly armed and mounted warriors of the Solais, and though it takes far longer than Calder’s conquest Rauri’s invasion is concluded with few losses.

    Clann Solais is victorious! Region 139 is in Unrest!


    Spoiler: The Thunderpeople Invade Region 270
    Show

    Thunderpeople: 6 units, The Ripper (Hero 9), War Drums, Composite Bows, duelling (tie) = 26
    Native Defenders: 2 units, Native Commander (Mil 8) = 32
    Leading a mighty host south, The Ripper enters climes unfamiliar to many in Sikar, as the heat of the sun begins to falter against the cool in the air. Still, for their part the warriors of the Thunderpeople are undaunted, marching to the beat of their fearsome drums and secure in their destined victory. It is this very confidence the warlord of the region exploits, as he maneuvers his forces around the invading column until they are encamped many days away from friendly territory. The raid that follows takes the Thunderpeople wholly unprepared, their superior numbers rendered useless in the confusion as detachments of enemy warriors speed through their own lines, butchering warriors as they stagger half-dressed from sleep. The greater part of the invading force attempts to rally around the command tent, but the bloodlust of The Ripper betrays her people at a critical moment. Speeding towards the greater part of the enemy host, she collides with their commander before a line of burning tents, their duel a shadow-play that for a moment hypnotizes friend and foe alike. But for all her ferocity, The Ripper fails to land a killing blow. And for all his desperation, the local warlord cannot overcome the onslaught. They separate as the last of the embers flicker out, The Ripper’s senses returning enough that she realizes how dangerously isolated she has become. Cutting through the newly-blinded native warriors attempting to surround her, she rejoins the surviving Thunderpeople and leads a retreat northwards.
    Native Defenders are victorious! Thunderpeople lose 3 units. Native Defenders lose 1 unit.

    The warriors of Aran Viska mobilize against the Creatures of Ancient ways. Scouts are reported crossing the border into the Bloody Hills, but Aranin Anzash Carazor calls off the attack before any meaningful body of troops begins to move.

    Quest!
    • After years of predation at the hands of the Gluttonous Shadows, the Heroes of Kiswa band together to exterminate the vile creatures for good. Two mighty fellowships cross the Sur on missions of murder, on led by Alexios the Undying towards the coast, the other following Vetrapa into the heart of the jungle itself. Travelling by day to avoid the attentions of the Shadows, both groups follow the directions of those among their number to see the bloody pustules that were the Shadows’ hives, and come close enough to smell the rank foulness in the air before the Shadows become aware of them. The first tentative assaults are easily beaten back, as handfuls of the barbed monstrosities prove little challenge for the hardened fists of Kiswa. But those victories spill blood nonetheless, and even the soupy ichor of dead Shadows drives their fellows into frenzy.

      The final approach to the cancerous blots the Gluttonous Shadows call home is a running battle, as the land-bound heroes contend with enemies beyond counting that swarm through the air like locusts out of a farmer’s nightmare. Even Alexios’ strength begins to flag as he and every other hero becomes soaked in the Shadows’ putrescent ichor, the illusory sounds of slaughter so thunderous on the air that it becomes difficult to think, let alone speak. But eventually, by some miracle, both groups pull each other into the waiting orifices of the Shadows’ hive. The sudden silence is only a temporary blessing, as waves of foulness beyond even the foulest Kincany oubliette wash over the heroes. And beneath it, slithering through ringing ears, the wet squirming of something massive sliding through pus-white mud.

      The corridors of the hives lead inexorably to the central chamber, where the Slithering Wombs of the Gluttonous Shadows wait in their enormity. Sighting the creatures from a distance has done little to prepare either fellowship for the titanic bulk of the creatures, half python, half maggot, their grey flesh teeming with half-born Shadows, each easily longer than a Bel-Dan catamaran and wide enough around to comfortably swallow a troll. They show no hint of awareness at first, but as the heroes sink into the placental bog around them the Slithering Wombs rear up, and their front thirds tear open to reveal ragged maws of needle-teeth as fearsome as the Shadow’s spear-like proboscises. They lunge with terrible speed that defies their bulk, and the final struggle begins. Desperately dodging a maw that spells terrible, exsanguinating death, many of the heroes are hurled against the wall of the hive, there forced to grapple with Gluttonous Shadows trying to force their way through layer after layer of membranous ichor to safeguard their queen. Only Alexios dares stand before the Slithering Womb without fear, as the beast’s teeth catch him but cannot overcome his iron skin. Wound after wound slides across the rotten flesh of the beasts, spilling black blood to commingle with the mud beneath and flood the chamber with a noxious fume. In that poison, vision blurs, muscles weaken, but the resolve of the heroes outlasts the strength of their foes. With a final roar, the Slithering Wombs die, collapsing to the ground into piles of quivering suet. The cacophony of the Shadows fades as the surviving creatures withdraw from their ruined nest, and the half born suffusing the ground wither and die. Victory belongs to Kiswa. And as the foul hives begin to collapse under their own corruption, rare and precious things that survived the darkness come to light.

      [Region 201 is cleansed of Blight! It becomes a Wilderness Region with a Great supply of Black Pearls. Region 202 is cleansed of Blight! It becomes a Wilderness Region with a Great supply of Copper. Each Hero involved (Alexios, Ocēmis, Neno, Kona, Ingkannu, Vetrapa, Aruni, Yegin Kw’Haleti, Dinfat Kw’Torineti) returns to their people with ingots of Blood Amber, granting 2 Treasure to the kingdoms involved. Additionally, both groups of Heroes may drag the corpse of the Slithering Womb back to civilization for study or may choose to destroy them with a non-rolled Military or Faith action.]
    • Prenadi attempts an errant quest in the Carrion Ward! However, they are intercepted at the border by representatives of the Creatures of Ancient Ways, who manage to turn her away in a flurry of gifts and flattery.
    • Vanaruk Mazendan attempts an errant quest in region 138! Rather than the enemies he expects, however, he meets only terrified locals who beg for his mercy. Deployed by the overlords of the Ancient Ways, these pleas eventually move the Hero, and he declines to scour the people of their treasures.


    Terror!
    • As word spreads through Kiswa of the death of the Slithering Wombs, days of thanksgiving are declared in many kingdoms. Alas, these celebrations prove to be premature. Swelled by the ranks of newly-vagabond Shadows, the surviving nests vomit forth another tide of darkness. Mirth withers in the face of murder, as once again parents forbid their children from staying out past sunset, and sturdy doors are once more barred with wood and copper. For many, even these precautions prove insufficient, as the terrible orgy of death and terror spreads its shadow anew. [The Gluttonous Shadows have infested Inkhwabi (Region 208), Region 197, and Narava (Region 210). Only by concerted force of arms can their hidden lairs be uncovered and the beasts slain before Kiswa drowns in an ocean of blood. Each infestation rolls to resist eradication with a +13, and attempts to activate the Charnel Night Tactical Doctrine with a +7 roll. If not unseated, the Gluttonous Shadows will cause Unrest in the region, randomly remove ownership of one TP, destroy 1 Unit of the region’s owner, and develop further problems.]
    • Spared the depredations of wandering Gluttonous Shadows, Kincany nevertheless becomes a site of continued tragedy. A strange blight sweeps the land, reducing many plants to rot, and swelling those that survive with an unwholesome vigor that defies all but the most dedicated gardeners and trail blazers. The disappearances of early days begin anew, not in a wave of wild abandon but with a precision that chills the blood. The air of the jungle turns hot and fetid, and in the tunnels below the stone itself warps and pockmarks in a corrupt facsimile of flesh. To those who have braved the dangers across the Sur, the atmosphere is all too familiar - a Slithering Womb stirs to maturity in Kincany. [Kincany (Region 198) has become the site of a Gluttonous Shadow Nest! Forewarned by Theodora of Kiswa’s investigation, the people and equipment of Trade Post 3 survive - the region’s resource of Guano remains Great. Accustomed to desperation, Unrest in the region does not rise to new levels, but further suffering seems inevitable if the Gluttonous Shadows are not expunged. Epic Quest - Something in the Tunnels, a Hero or Heroes may attempt a TN 16 Hero check to locate the site of the newly-mature Gluttonous Shadow nest.]
    • Humbled once by the ravenous Hounds of the Horned King, the lands of Mamut awaken to a second reckoning. Once more, scouts reach Kursaal, carrying word of the Huntmaster’s advance on the city. The horde he leads has only increased in size, and in place of his bone-staff he carries a wicked glaive of strangely burnished metal, more finely wrought than any copper blade. But the Targiz do not suffer alone, for word reaches Clan Alqar and the Scions of Thalaz’ir of ghoulish hordes erupting from the northern passes. One lopes south, led by a young man so withered with neglect it seems impossible his skeletal limbs could support his own weight. Yet he leads the horde all the same, the chipped and dulled sword in his hands as much a crutch as a weapon. The other continues east, following a woman whose age is buried beneath the tent of bones that is her cloak and cowl. Where they pass, the people of Northern Mamut feel the kiss of hungry madness, as villages and farms are torn asunder in the Hounds’ insatiable lust for violence. Yet for all this seems a nightmare repeating itself, one detail demands attention. For behind the ravening packs of cannibals ride parties of warriors atop great horned elk, their armor clean and their bountiful provisions somehow proof against the Hounds hunger. [The Land of the Targiz (Region 19) has been invaded by 4 Units of King’s Hounds, led by the Huntmaster (Mil 8). Na’karat (Region 30) has been invaded by 3 Units of King’s Hounds, led by the Bone Witch (Mil 7). The Blessed Vale (Region 32) has been invaded by 3 Units of King’s Hounds led by Starvation’s Son (Mil 7). All utilize the Tactical Doctrine “Beyond Pain”. If they are not defeated, they will reduce the quality of each region’s resource by one step and inflict Unrest.]
    • In the wake of the Scrimthun Unity’s discovery of Arrakh-Rah, the people of Arkusa suffer a string of inexplicable tragedies. First is the disappearance of two Jouraka, not unusual in and of itself but both were sighted mere weeks from The Gathering and seemed in good spirits. Those already assembled at The Gathering pull their Jouraka closer still, and all gaze out at the dark with renewed fear. Then, the disappearances start. At first it only a few, but within a week almost fifty people are unaccounted for across four Jouraka. Signs of struggle are found, always with tracks leading in from beyond The Gathering and back carrying heavy weight. A strong guard is set, with aid from the Scrim present, and beneath a full moon the people of Arkusa finally see their tormentors. It is themselves, the vanished Jouraka and the people taken from The Gathering, staggering forward with vacant eyes. And beneath them, in the pale light, two shadows, one their normal form but the second distended and grotesque. Sighting the guards they charge forward, and though many are struck down they manage to drag off more, even one of the Scrim swarmed by tens of the twitching puppets. And on the night that follows, a scrim is among the attackers. [Arkusa (Region 65) is in Unrest. Epic Quest - The Puppeteers, Arkusa has been infested with vengeful ghosts, whose sole goal seems to be the theft of living bodies that they might enjoy a pale mockery of life. Continued assault by the ghosts will only deepen the wound suffered by the eastern peoples, destroying their Trade Posts and eventually amassing sufficient force to present a military threat to the entire continent. A Hero or Heroes may attempt a TN 20 Hero check to fight the ghosts alongside the people of The Gathering, and follow them back to their place of binding and free all those possessed.]
    • A string of still-births strikes Vesparre. The malady first appears among the Ashir’s herds, robbing several promising mares of their foals. It soon passes among the Vesparre, however, wreaking terrible tragedy in countless families. The normal remedies prove powerless to stop the curse, and while not even a quarter of all pregnancies are affected it is still enough to inspire apocalyptic fantasies. One bereaved mother stands above the others in this regard, travelling from village to village with a growing crowd of similarly affected parents, preaching terror, blood, and redemption. Rather than any outside force, she lays responsibility for the malady squarely upon the Ashir themselves, retribution for Zidan’s assault on the holy city of Sha. Many dismiss her words, a few even pelt her with dung, but everywhere people stop to listen. Discontent grows on the back of a terrible curse, and if something is not done it will erupt into civil war. [Vesparre is in Unrest! A direct result of the growing Families of the Lost, the situation promises to worsen if the Mother of Grief is not silenced. Clan Al-Ashir may attempt a Diplomacy check at TN 16 to convince the Mother that her hatred of the Clan is misplaced - success will turn the Families into an asset against the true culprit, granting a +2 to Clan Al-Ashir’s investigations in Vesparre against similar incidents. Alternatively, Clan Al-Ashir may silence the Mother of Grief permanently with a TN 12 Intrigue check. If not done secretly, this may carry repercussions of its own.]
    • The cities of the Naherin Coalition suffer coordinated acts of murderous vandalism! Awakening one morning, the citizens of the Coalition discover their public squares have become grizzly tableaus, each of four bodies, each cleary depicting the murder of Xehra Tzkepte. In total, nineteen towns and villages have been so marked, derailing any attempt by local officials to prevent Kehna Tzkepte from learning the full details. The Coalition stills in expectation of her rage, but beneath the fear is the question - How weak is Kehna Tzkepte, that any would dare this desecration? [The Naherin Coalition (Region 278) is in Unrest.]
    • A string of killings rocks the Sor Dunes. A number of prominent Soreni have been dragged from their homes, beaten within an inch of their lives, then been forced to fight a string of humiliating and meager opponents to the death. No sign of any victories emerge, though a number of victims bear so many wounds they must have endured several such “combats.” No witnesses step forward to speak to the abductions, nor is there any clear sign of where these killings have taken place. All that is clear is the disdain being cast on Soreni supremacy. [The Sor Dunes (Region 308) are in Unrest.]
    • The night of their blessing, Eae returns to their home to rest after their ordeal. There is still a great deal of time, after all, to divine the secrets that have been revealed to them. At least, so is thought. In the morning, Eae is nowhere to be found, with sign of neither struggle nor planned departure. It is as if they simply vanished into thin air.
    • From across the sea, Veret Haftian returns to Eleftheria. They are found wandering the beach as they once did in their youth, and indeed it seems their youth has returned to them. The ravages of the mad years following the Truthseers’ revelation have flowed from them like water, and they greet the first Eleftherians they encounter with a smile. A smile the Eleftherians return. Word spreads like wildfire through the capital, as the High Speaker debates what should be done with the absentee king that shows every sign of being content to wander the beach. Eventually a delegation is dispatched to escort Veret to an audience with Ereth Pasha. They never return. Eventually, a witness comes forward to report that the delegation reached Veret Haftian to inform them of their purpose, only to return the former king’s strange smile and fall to their knees to swear fealty once more! With every passing day, Veret’s mob of perfectly delighted followers grows, and they begin to meander up the coast towards the capital. Smiling faces, all. [Eleftheria is in Unrest, as people either flock to the growing Court of Joy or fear the annihilation of Eleftherian democracy. Epic Quest - The Court of Joy, a Hero or Heroes may be dispatched to discover the root of the strange power of Veret Haftian. If sent to discover information and nothing more, they must succeed at a TN 16 Hero check to return unchanged. If sent simply to subdue the court and bring Veret Haftian to heel, the TN may be significantly higher!]
    • The Naherin failure to install a functioning government in Region 277 finally provokes the region to outright revolt! 3 units of rebels appear in Region 277 led by the Dragonslayer (Hero 9) who claims to bear the one blade that can kill Kehna Tzkepte.
    • The residual effects of the conquest, never fully resolved, followed by the arrival of the Gluttonous Shadows, has caused an uprising in Region 197! Region 197 is in rebellion! 1 unit of rebels appear in Region 197 led by The Godspeaker (Hero 8)! Convinced that the Sons of Sirrvadut’s crusade against the gods is the reason for their suffering, he rallies a band of zealots to secure offerings from the populace to assuage their wrath!
    • Poachers have appeared in the Carrion Ward! At first assumed to be Aran Viska scouts, a handful of trained hunters managed to subdue a number of Creatures of the Ancient Ways before they themselves were slain. Who sent these interlopers remains a mystery.


    Organizations!
    The Sentinels of the Stone
    • BDA explores past the Sentinels taboo, lowering their rep from 1 to 0!
    • DOD spend 1 Favor to stabilize Nellen (291)
    • SIR spend 1 Favor to raise their rep but find themselves stonewalled!
    • UZI raise their Rep from 2 to 3 displacing HEN!
    • VYG spend 1 Favor to stabilize Region 236

    The Dreamspeakers
    • ELF raise their rep from 0 to 1!
    • SCR spend 1 Favor to raise rep from 1 to 2!
    • SOL add to the Menagerie and the Tales of Tarandi gaining 2 Favors! Tales of Tundra Trials and Polar Poems!
    • UZI raise their reputation from 0 to 1
    • VER spend 1 Favor to raise rep from 1 to 2!

    The Truthseers
    • ASH entrust their heir to the Truthseers and establish a diplomatic claim on Region 1!
    • DAN raise their reputation from 3 to 4! DAN becomes the First Disciple of the Four Winds!
    • ELF's "heir" is accepted but no favor is awarded as the Crones of the Windowless Tower sift through the strange mire of politics threaded through Bell Pasha and their "Democracy"
    • HVN spends 1 Favor to raise the reputation of DAN from 2 to 3!
    • SCR send their plethora of heirs to the Truthseers for investigation, gaining 1 Favor!
    • UZI raise their reputation from 0 to 1 whilst the Truthseers finish the final steps of arranged marriage for Deep-sigh Thumpstrong!


    Investigate!
    • Dispatching the best of their horse specialists to diagnose the disease ravaging Ta Seti’s water buffalo, Clan Al-Ashir quickly concludes it is no disease, but poison. Engaging in prolonged observation of the affected herds, they detect no transmission of symptoms from buffalo to buffalo. Rather, new cases only emerge after the herds visit three specific sources of fresh water. Examination of these springs and watering holes reveals cleverly-buried clay jugs packed with occult reagents at the source of each spring and at the bottom of the oasis. So steeped, the water became deadly poison to the buffalo when enough was drunk, and it seems certain that every member of the herd would have succumbed with time. The jars are smashed and their contents confiscated, resolving the issue for now. Of greater concern is the scale and sophistication of the attack, suggesting an organized group with alchemical capabilities previously unknown in Sikar.
    • Travelling to Troll Country to inquire after the death of Haanhangandhal, the Truthseers meet with little success. For better or for worse, the thralls closest to the king have suffered greatly at the hands of their grief-stricken minders, several having gone missing thanks to the trolls’ appetite, and there is no guilt to be found among Haanhangandhal’s household guard.


    Trade!
    • Sokau Tribes buy out TP 1 of Amber in Region 44
    • The Vygra buy out TP2 of Furs and Hides in Region 237
    • Henanda buys out TP1 of Tin in Region 241
    • The Soreni buy out Iron in Region 310
    • The Dannu-Gaon Tribes buy out TP1 of Midwives in Region 100
    • Clan Alqar buy out TP2 of Slaves in Region 48 with support from Seek Aid
    • Scions of the Thalaz'ir buy out TP1 of Aurochs from Region 45
    • Sangar buys out TP 1 of Wild Horses from Region 155
    • Sangar buys out TP2 of Wood in Region 113
    • The Sewune buy out TP2 of Tin in Region 241
    • The Sewune buy out TP1 of Artisans in Region 215
    • The Sewune buy out TP2 of Flint in Region 213
    • Aran Viska buy out TP2 of Wood in Region 124
    • The Arrok raid TP3 of Wood in Region 113 from the Brayewen Tribes
    • Ta Seti buy out TP2 Horses in Region 302 supported by the Al Ashir
    • Crow's Tribe buys out TP2 of Onions in Region 270
    • Crow's Tribe buys out TP3 of Bloodfire in Region 278
    • Crow's Tribe buys out TP3 of Kelp Oil in Region 266
    • The Dolod buy out TP2 of Shattered Runestones in Region 306
    • The Dolod buy out TP2 of Silver in Region 308
    • The Fffolkkk buy out TP1 of Seafood in Region 268
    • The Fffolkkk buy out TP2 of Gold in Region 307
    • The Fffolkkk buy out TP3 of Salt in Region 295
    • The Brayewen Tribes buy out TP1 of Salt in Region 109 from the Arrok
    • The Ko buy out TP1 of Copper in Region 29
    • The Ko buy out TP2 of Copper in Region 29
    • The Ko buy out TP3 of Kaff Beans in Region 51


    Conversion!
    • The Way of Green has finally become an organised religion!
    • The Sol’Ikoth cult of the Great Old Ones has become an organised faith: Path of the Ancient Ones!
    • The Holy Site in region 296 has been converted to Path of the Ancient Ones!
    • The Holy Site in region 191 has been converted to Hozhīsa!
    • The vacant holy site in region 208 has been converted to Abiherism!
    • The Holy Site in region 99 has been converted to Way of Eauden!
    • The Deru fail to convert the Holy Site in region 38 to Soul Honour, but it was already under Soul Honour control in any case!
    • The Circle of the Strix’s Quill, a Holy Order dedicated to the Way of Eauden, has been established in region 96!
    • The Circle of the Fanged Pack, another Way of Eauden Holy Order, has been established in Hiverness (108)!
    • Thanks to the effort of unknown actors, Region 139 converts to the Ancient Ways.
    • The Holy Sites in region 116 and 156 have been converted to the Ancient Ways
    • Missionaries from the Great Mother appear in region 157, converting it to Children of the Great Mother!
    • Missionaries from the Great Mother appear in region 113, converting it to Children of the Great Mother!
    • Missionaries from the Great Mother appear in region 117, converting it to Children of the Great Mother!


    Wonder!
    • The Scrimthun have developed a new means of travelling across the frozen tundra of the north! Technology: Arctic Survival. Effect: Permits exploration and troop transport across Arctic borders. Required Resource: Lumber.
    • The Bel-Dan Armada have developed a new means of steering their ships. Technology: Steering Oars. Effect: +3 to tactical manoeuvring in coastal regions and naval battles. Requires: Cavalry
    • Seeking an achievement to cement his place in history, Heinrich of the Hraban Confederacy sequesters himself in the great holy sites of the faith. Channeling the spirits of Soul Honor for six days and seven nights, he eventually emerges with a mantra that will summon these guiding spirits even to the least among the faithful. With their foresight, even impossible paths open, allowing passage to heights undreamed. [Pathfinder Spirits - followers of Soul Honor are granted the ability to path through mountain borders.]
    • Eae of the Dolod answers the call of their Quluq, undergoing rite and ritual beneath the eyes of Rosolrlosor. Calling upon the guiding light of Emnellenme, the sum total of all memory, Eae is suffused with sight beyond sight, a body beyond the waking world, and thrust with spiritual might past the birthright of the Dream Speakers, into the realm of the Twilight. The young Dolod screams, not for pain but for the terrible weight of revelation that suffuses their fragile body, as grey light erupts from one eye while purest sunlight erupts from the other. But slowly, tentatively, they assume a meditative posture and begin to speak.

      ”I stand upon a vast grey plain. You all are here, our village is here, yet you are not. You are ephemeral, as thick smoke rising from a fire just doused with water. Only I stand.”

      They twitch in surprise.

      ”I think of my home, and there I stand. The world flows about me like water at the bottom of a deep pool. Everything is there as I left it. But there also is the echo of the home of my memory, treasures long gone shining like stars. I reach out and they fly to me, they coalesce until they are nearly as real as I. But they are dreams still. I dismiss them, and they blow apart like sand.”

      Another shudder.

      ”There are others here. I feel them as you might feel a fire at the edge of its light, probing closer but pulling away. They feel...cold. But there is something else. Something on the edge of vision. If I squint I can almost see it. It is beautiful...Bright...”

      With a gasp, Eae emerges from the trance.

      ”Pardon me, Quluq. Any more, and I know I will lose myself. I will try again tomorrow.”
      [Eae of the Dolod has gained the ability to traverse the Twilight in a waking dream! Surely, the secrets of the Dream Speakers will soon be revealed. Using Eae, the Dolod may attempt Intrigue actions to answer questions related to the Dream Speakers and the Twilight Sight.]
    • Word reaches Yegin Kw'Heti of a crone that has travelled many miles to speak with them. Waiting until she stands before the Blemmyae hero, the Dozgach woman reveals herself as the servant of an Oracle, the last seer among her dying people. Driven to a wasting death of cultural annihilation and slavery at the hands of the Bel-Dan, this Oracle waited for the new moon before spilling her own blood in dririmancy. She sought a savior, a deliverer from the slow death of empire for her people, and in the blood saw but one face. One name. Yegin Kw'Heti. The crone begs the Hero to come north and free her people, lest she be among the last generations to remember their songs.
    Last edited by TheDarkDM; 2020-11-02 at 02:17 AM.

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

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

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

  11. - Top - End - #341
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Discovery! Map!

    Spoiler: Kiswa
    Show

    Region 199 has been discovered by Ren Cha-Fen. Well acquainted with the terrible threat of the Gluttonous Shadows, the hero’s expedition avoids the grim fate of others to venture across the Sur, returning at speed once they have confirmed the telltale signs of Shadow infestation. It seems another nest lurks in the jungle, though where remains to be seen. [Epic Quest: Something in the Trees, a Hero or Heroes may be sent into Region 199 to attempt a TN 16 Hero Check to determine the nature of the Blight infestation and how best to remove it. Having rolled a Great Success on the exploration, Ren Cha-Fen gains a +2 bonus to undertaking the Epic Quest.]


    Spoiler: Mamut
    Show

    Region 69 has been discovered by Gọ̀uhrèi Sọró of the Sokau Tribes! It has a Good resource of Rabbits, a Holy Site dedicated to Gods of Fertility and 2 units of native defenders!

    Region 67 has been discovered by the Scrimthun. The wind swept tundra of the region’s outlands are studded with the crumbling remains of stone structures, eventually leading the explorers to a flat expanse that may once have been a road. Following the straight path, they crest a rise and behold the petrified corpse of a great city, its buildings reminiscent of those built by the Clan Alqar and the Scions of the Thal'Azir. At a distance, the city slumbers, but as the explorers draw closer the air chills in the telltale warning of Blightspawn. Strange shadows twist in arcades of rotting stone, and the scrim choose to retreat rather than face the angry ghosts of Arrakh-Rah. Region 67 is Blighted! [Epic Quest: Celestial Exorcism, a Hero or Heroes may guide members of the Celestial Cult into the heart of Arrakh Rah to perform ancient rites of cleansing to banish the specters of their forebears. Delving the ruined heart of the city will require a TN 20 Hero roll. Heroes disdaining the aid of the Celestial Cult may also attempt the expedition, but must meet a TN 24 Hero roll to succeed.]

    Region 23 has been discovered by Pain-Drop Redmoon of the Uzii. However, rather than the regimented villages and cannibal-haunted wilds he was forced to travel through, the region is a bastion of serenity. Picturesque towns of delicate buildings dot a landscape that has clearly benefited from decades of care, and before long a delegation of riders intercepts the hero. Straddling great elk that are taller than Pain-Drop at the shoulder, the soldiers present themselves as Paladins of the Crimson Kingdom, servants of the Horned King himself. Offering the Uzii their hospitality in return for his tale, they lead him to the region’s largest settlement, a city of dappled white stone alongside a river. And in the fields around it, slaves. Slaves almost beyond count. These seem to be drawn from every people known to Pain-Drop, but the inhabitants of the city are of a kith altogether unknown, tall, well-muscled, and with pointed ears. Beings that the Dream Speakers might know as elves. Pain-Drop Redmoon enjoys a week of hospitality before being sent back with a warning, delivered with friendly smiles that did not reach cold black eyes. The Horned King comes to judge the people of the vales. [Pain-Drop Redmoon has discovered the Crimson Kingdom! The Kingdom consists of Region 20, 21, 22, 23, 24, 25, and 26.

    Region 20 has a Good resource of Great Elk. All Trade Posts are owned by the Crimson Kingdom.

    Region 21 has a Good resource of Orichalcum. All Trade Posts are owned by the Crimson Kingdom.

    Region 22 has a Great resource of Cinnabar. All Trade Posts are owned by the Crimson Kingdom.

    Region 23 has a Good resource of Wheat. All Trade Posts are owned by the Crimson Kingdom.

    Region 24 has a Good resource of Tin. All Trade Posts are owned by the Crimson Kingdom.

    Region 25 has a Good resource of Barley. All Trade Posts are owned by the Crimson Kingdom.

    Region 26 has a Good resource of Copper. All Trade Posts are owned by the Crimson Kingdom.

    All Holy Sites within the Crimson Kingdom are dedicated to the Horned King.

    Any further information of the Crimson Kingdom will require either Investigation actions or successfully answering the invitation of the Horned King.]


    Region 27 has been discovered by Halphas the Woetide. Much like the regions beyond the white totems to the south, the cold region is dotted with brutally efficient villages in a sea of ravenous wilderness. It has a Great resource of Iron, a Holy Site dedicated to the Horned King and 2 units of native defenders! A Sentinel standing stone is located in the region, and given a wide berth by the ghoulish bands that haunt the tundra.

    Thorn sails out east of region 51 and discovers nothing but empty sea.


    Spoiler: Sikar
    Show

    The Soreni, Ixkarr, Nocturnal Hydra, Ta Seti, Crow’s Tribe and the Naherin combine their efforts to study the languages and customs of the new continent discovered in region 1! They now take only a -4 penalty for actions in region 1 and neighbouring regions!

    Pathcarver of the Thunderpeople has discovered region 2. It has a Great resource of Mangoes, a Holy Site dedicated to Ancestor Worship and 2 units of native defenders! [Sikar players have -6 to rolls taken in region 2 unless they have completed the communication Great Project, in which case they have -4].

    Region 204 has been discovered by Liyae of the Nocturnal Hydra. The Wilderness Region has a Good resource of Copper. [The Nocturnal Hydra has discovered a new continent! Sikar players have -6 to all rolls taken in region 204 until completing a Diplomacy Great Project to learn the languages and customs of the new continent.]

    Region 272 has been discovered by the Ashirian Sultanate. It has a Minor resource of Millet, a Holy Site dedicated to Ancestor Worship, and 1 unit of native defenders! The Ashirian Sultanate gains +1 on a roll to establish a claim on the region in round 9.

    Region 300 has been discovered by Crow’s Tribe. The Wilderness region has a Good resource of Dates, but also a terrible danger - Golden Lions. Blessed with flight, the explorers of Crow’s Tribe are able to evade the mighty beasts, each near as large as an Ashiri pavilion, but any expansion into the desert will need to reckon with them. [Epic Quest: Master of Gold, a Hero or Heroes may be sent in to drive off the Golden Lions. Succeeding at a TN 16 Hero Check will make the region safe for habitation, and allow a Colonization roll. Alternatively, the Heroes may attempt a TN 20 Hero Check to tame the Golden Lions, changing the region’s resource to Great Golden Lions. Success at this will allow Colonization by the kingdoms of the Heroes involved, and perhaps carry additional benefits.]


    Spoiler: Tarandi
    Show

    Region 82 has been discovered. It has a Great resource of Terror Birds, an Open Holy Site and 2 units of native defenders!

    Region 125 has been discovered. Surrounded by terrible storms, it is a minor miracle that the Eleftherian sailors survive to see land. Making landfall on a beach of blue sand, each of the explorers immediately knows before they have seen further inland - they stand upon Azumaba. Each feels a tremor in their body, in their soul, as they walk a wilderness not seen by Eleftherians for centuries. Pushing through evergreen forests up rocky bluffs, they eventually sight the ruins of buildings, plazas, and even a great forum in the distance. Overcome with reverence for their lost homeland, they prepare to continue on. The excitement of one young sailor saves them. Slipping away from their fellows, they walk the halls of Eleftherian antiquity before the dawn. When they return, they are changed. Something moves beneath their skin, and too many eyes look out from their sockets. Many voices, all their own, emerge from writhing lips to welcome their fellows home, and the other sailors are already running by the time they pop like a balloon. Azumaba has been found. A Blighted Region. Forgive them. [Epic Quest - The Curse of Many Faces, a Hero or Heroes with access to Tarandi may attempt to discover the cause of the malady afflicting those who step upon Azumaba. With a TN 16 Hero check, they may safely navigate the storms surrounding the isle and delve its depths without succumbing to the curse. At least, not before they return with knowledge of how it might be lifted.]

    Region 155 has been discovered by Kelsos of The Dannu-Gao. It has a Minor resource of Wild Horses, an Open Holy Site and 1 unit of native defenders!

    Region 162 has been discovered by Sangar. It has a Good resource of Oats, a Holy Site dedicated to Ancient Titans, and 1 unit of native defenders!

    The Eleftherian expedition east of the partially-owned island discovers nothing but empty sea.


    Colonize!

    Other!
    • Ixkarr attempts to stabilise region 296, without success.
    • The Arrok of Uldra have stabilised region 110.
    • The Scrim have opened embassies with the Targiz and with Clan Alqar!
    • The Sewune have opened an embassy with the Vygra!
    • The Naherin Coalition have opened an embassy with the Nocturnal Hydra!
    • The Sewune have stabilised region 215
    • The Hraban have stabilised region 35
    • The Trolls of Lhungo Saar have formalised their method for ambushing foes attacking across rivers.
    • The Nocturnal Hydra have developed the Roar of the Hydra tacdoc (+3 to battle, enemy suffers 10% fewer casualties)
    • The Henanda have developed the We Were Giants tacdoc (+3 to battle when commanded by a Hero)
    • The Sirrvadut have developed a cultural identity for duelling!
    • The Vygra have stabilised region 237.
    • The Nordgen of Hiverness have opened an embassy with the Dannu-Gao!
    • The Viskari successfully resist the attempts of the Creatures of Ancient Ways to spread unrest in region 112!
    Last edited by TheDarkDM; 2020-11-02 at 07:33 PM.

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

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

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

  12. - Top - End - #342
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC


    Sọ́kǎu Tribes
    Tšrãák
    (Round 9: 33-36)

    Actions
    1. [Diplomacy] Event: The Wedding of Tšrãák and Kylisa
      Sub-Actions:
      • Accept Clan Alqar as vassals
      • Trade Sailing to the Alqari for Pottery and Irrigation
    2. [Dip 5] Embassy with Clan Alqar
      A thriving Sọ́ku merchant colony has existed in the Blessed Vale for decades now. But with the marriage between Tšrãák and Kylisa, and the latter's offer to accept her husband as overlord over Clan Alqar, the young king feels the time is right to do more. He requests permission to establish a permanent body of diplomats at the Warchief's court, while offering his support in similarly establishing an Alqari presence in the important cities of Tšrìj Ṭhù and Seánatha, and as a part of his own itinerant court.
    3. [Military] Defend the Blessed Vale (Region 32)
      • 7 units
      • Tšrãák (M6)
      • Challenge duel (with CI)
      • Cautious Advance
      • Miscellaneous bonus: +4 (+2 from defending a river crossing, +2 from fortress in the region)
      After marrying Warchief Kylisa, Tšrãák gathers an army of Sọ́ku and Ẹtúniú and journeys upriver to the Blessed Vale. Finding the region well-fortified, and the river blocking the path of the enemy army, he settles into a defensive stance: focusing on efficient use of his army and letting the river and fortifications do much of the work. Though the decision is strategically sound, it grates on him, and he looks forward to throwing himself into the fray and working out his frustrations over needing to be uncharacteristically patient by killing some people with his own two hands.
    4. [Military] Epic Quest: Gọ̀uhrèi Sọró supports Warspeaker Tior against the Puppeteers (roll=19)
      Discovering a large island off in the sea inspires Sọró and leaves him eager to press even further. However, word that the Scrim have discovered Arrakh-Rah itself piques his interest. His plans for exploring the legendary city are altered when he hears of the strange events in Arkusa. Setting aside his annoyance at being forced to repeatedly change his plans, he heads north to join the inevitable Scrim effort to deal with the situation...
    5. [Opulence] Hoard Treasure
      The quantity of trade flowing along the rivers and coastline, both by the Sọku themselves and their neighbors, only continues to increase. Content, for the moment, with the recent expansion, Tšrãák devotes his attention to ensuring he properly benefits from the wealth flowing and accumulating around Mamut.
    6. [Opulence] Hoard Treasure
      Far from the mountains and their mines, the Sọ́ku have not had the easiest time securing access to large supplies of quality metal. This has yet to be a major problem, as most of them are content with stone. But the value and usefulness of metal is widely accepted, and there is some worry about the supply of copper drying up as other powers rush to corner the market. And so the rumors of iron being produced beyond the mountains draws a great deal of attention.
      ...
      However, the source of iron is still very far away, and Tšrãák directs his energy towards continuing to build, and profit off of, trade between the different peoples and regions under his rule.


    Non-Actions
    • Passively gain 1 treasure (4 normal TPs and a city for the fifth)
    • Ask the Sentinels about the Crimson Kingdom, to see what they might know and be willing to share with their friends
    • Do not sanction Hraban conversion in Jù Fihlè (41). [Resistance not necessary since there is no shared alphabet so the writing bonus should not have been applied making the roll 11 not 12, otherwise would resist]


    News and Rumors
    • Ãzjé returns to the settlement on the coast. A couple of the Sọ́ku who went into the forest with him return, though the others had eventually decided to remain with the elves. With the small party are two more elves, Rẽõjó and Azáŋũʼi, who were convinced to come and see the outside world for themselves. Before long, Ãzjé and his two fellow elves move on, finding a boat willing to take them south and making their way to Tšrìj Ṭhù where they find themselves welcomed as guests by Tšrãák.
    • The power-vacuum left in southwestern Džíu Phè Hw by the Zbãyúik's withdrawal upriver takes a new turn. The formerly powerful Tšhlyúik and Kij tribes falter under pressure from the Fẹ́gọ̀u and Sọlỳp. The old balance of power between the four tribes crumbles, and the latter two begin preparing for a final showdown to determine who will come out as the dominant tribe in the area, while smaller and weaker tribes gather like vultures.
    • The complicated situation over the proper succession in Héokalón drags on. Tšrãák is finally able to bring some of the likely heirs under his influence by persuading Hràiyúik and Jùtšrìj, teenaged twin children of a former chieftain of the Lệikhèit tribe, to join him. Hràiyúik is smart and ambitious, while his sister Jùtšrìj is strong and a good fighter. Rumors quickly spread that Tšrãák plans to take Jùtšrìj as a second wife, in order to have children of his own that the Priesthood of the Sky would recognize as legitimate heirs to the kingship.
    • Thorn has returned from a voyage out into the open ocean. This is, of course, very interesting as nobody outside the Sọ́k supposedly have knowledge of boatbuilding and seamanship sufficient enough for such a voyage. Either the Ko have done an excellent job of hiding a long and proud tradition of sailors, or somebody sold out secrets that should not have been shared with outsiders.
    • Tšrãák sends messages to the other powerful tribal leaders, suggesting the Sọ́ku as a whole stop to consider their attitudes towards the different peoples of the world. Some, such as the Ẹtúniú, he argues have proven themselves worthy of respect, while others have either yet to prove themselves or have even proven themselves to lack understanding of honor. Honor guides and defines proper behavior, but the protections it offers are not extended to those who spurn it. Tšrãák argues that outsiders do not follow the same sense of honor, and therefore cannot enjoy the full protection required by it.
    • Rẹ̌tšrìj politely informs the Hraban that trying to sneak into Jù Fihlè and spread Soul Honor without approval or permission is a poor way to endear themselves and their faith to the Sọ́ku and their allies. And disparaging the Dreamflower with baseless accusations of being "dangerous to the stability of the region as a whole" will undoubtably make far more enemies than friends for the Hraban among the Wákhẹn.


    Tšrãák

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

    Increase: Diplomacy, Military and Opulence

    Spoiler: Regions
    Show
    Region # Resource Minor Good Great Holy Site Holy Order Org Base Other
    Jù Fǎihlè 41 Cattle (open)
    XX
    XX
    The Dreamflower ? (none) (none)
    Máklè Phyõ 44 Amber Sọ́kǎu (open) (open) (open) (none) (none)
    Héokalón 45 Aurochs Scions
    XX
    XX
    The Cult of the Sky (none) (none)
    Džíu Phè Hwǔ 46 Wood Sọ́kǎu (open) (open) Tšhlèi (none) (none) City, Fortress
    Wēkache 47 Goats (open)
    XX
    XX
    Native Animism (none) (none)
    [Region 52] 52 Silk The Ko Sọ́kǎu
    XX
    Celestial Cult (none) (none)

    Region # Owner Resource Minor Good Great Holy Site Holy Order Org Base
    The Blessed Vale 32 Clan Alqar Gems Alqar The Ko Sọ́kǎu Celestial Cult (none) (none)

    Spoiler: Armies, Technology, and Other Random Bookkeeping
    Show
    Units (l | n) Unit Cap Treasure Hero Tactical Doctrine Cultural Identity
    7 | 2 16 | 5 0 Gọ̀uhrèi Sọró (9) (none) Dueling

    Embassies
    (none)

    Artifacts
    Artifact Effect

    Org Relations
    Org Rep Favors* Bonus(es)
    SOS
    2
    2
    +1 stabilization and questing
    DSP
    2
    1
    +1 exploration, distance losses every 5 regions
    TSR
    0
    0
    (none)
    *(+ is owed to us, - is owed by us)

    Military Technology
    Technology Slot Effect Requirement

    Technology
    Technology Effect Requirement
    Sailing Cross deep water (none)

    Spoiler: Resource Requirements
    Show
    Resource # Required for Sources
    Luxury Goods 3/1 Capital Requirement Blessed Vale (32) #3, Máklè Phyõ (44) #1, [Region 52] #2

    Also have two sources of wood from Džíu Phè Hw (one TP and a city)...
    Last edited by Aventine; 2020-11-15 at 02:53 AM.

  13. - Top - End - #343
    Bugbear in the Playground
     
    Tentreto's Avatar

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

    Sangar
    Region 136+135+132+157



    Keeper Jia Polahi
    Dip 8
    Mil 2
    Op 7
    Faith 4
    Int 2


    Actions:

    1 [Military]Prenadi goes to find out more about the Azumiba, expecting support from ELF 20
    Having heard that the Eleftheria had found their old home, and the strange curse up on it, Prenadi moves her old bones for another quest, to find ways to break the curse on the island. Although never having been to sea before, she borrows a ship, paid for with her sword, and sets sail, with a few companions, many hopeful to prove themselves to the veteran adventurer.

    2 [Diplomacy] Press Claim on 159 2/2

    With Jia pushing very hard in ensuring her family controls most of southern Tarandi, it is easy to continue the pressure to ensure more lands are consolidated in.

    3 [Diplomacy] Explore south of 135 14
    Meanwhile, the Biao family send an expedition south, across the river, hoping to seek their own alliances to at least somewhat counter Jia's expanding power.

    4 [Diplomacy] Explore North of 136 (Finally), spending 1 treasure 18

    Alas for the Biao family, Jia sends a group including her brother to send diplomats to the lands north of Sangar, with horses, eagles, and instruments, to show the power, and stability present in Sangar. This tactic already seems to be having great effect.

    5 [Diplomacy 5] Establish Embassy with DAN

    Non-Actions:


    Embassy Actions:
    Accept Bows from SHN
    News and Rumours:

    With the growing success and wealth coming through their extensive trade network, Sangaran society is in a small cultural shift. Now that most families can ensure they have access to Eagles or horses for their personal needs, as well as a few communities bringing in Skyclad Dancers, Sangar has become far more willing to entertain strange beasts, and use their fur and feathers in any way they want. Gold is still taboo, but these beings have many uses, even if there are far more of them than before.

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

    136 TP1: Musical Instruments
    142 TP1: Eagles
    140 TP1: Skyclad Dancers
    113 TP2: Wood
    155 TP1: Wild Horses

    1 Treasure generated per turn
    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: 7

    Treasure: 1


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


    Required Resource: Animals met)
    Last edited by Tentreto; 2020-11-14 at 12:22 PM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  14. - Top - End - #344
    Ettin in the Playground
     
    Jade_Tarem's Avatar

    Join Date
    Sep 2006
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    Elsewhere
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Clann Solais: Round 9 (Year 33-36)



    Actions:

    [Military]: Rauri goes questing, traveling far to the northeast to investigate the Court of Joy. (+9 Hero, +1 SOS Rep, +1 Black Iron) (Success)

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

    [Diplomacy]: Stabilize Region 116 (Success)

    [Diplomacy]: Stabilize Region 139 (Success)

    [Diplomacy]: Explore Region East of 116 (Success)

    Rolls can be found here but also here.

    Non-Actions:
    Resist all Buyouts.
    Support any and all conversion efforts to displace the snake cult.
    No passage granted through SOL lands for other militaries.
    Spend a favor to gain a level of reputation with the Dreamspeakers (DSP).


    Embassy-Based Non-Actions:


    Ruler Stats
    Calder of Stag: Diplomacy 8, Military 10, Opulence 6, Faith 2, Intrigue 4, Snakes 0

    Expected Stat Increases: Diplomacy +2

    News and Rumors:
    - After a lengthy campaign in the south, Rauri is taking time off from her least favorite pastime of war to go exploring again. It isn't long, though, before she learns of a strange occurrence among the Eleftherians and races off to answer their call for investigators. In her haste, she fails to report back any of her findings in central Tarandi to her homeland, causing an exasperated Calder to send an expedition spearheaded by Piemur of the Wind to map it out instead. In a move of debatable legality, Rauri also promises Eleftheria a nonaggression pact with Clann Solais, though Calder does ultimately decide to honor it and make it official enough to remove any doubt about its validity going forward.

    - In the intervening time, support for Viskari vengeance against the Creatures of the Ancient Way has cooled considerably in the years since Mezanak's death, leading Clann Solais to close its borders to a second Viskari expedition. The gesture is largely symbolic and no troops are moved, but it seems to satisfy the Children of Light, though opinion on the entire situation has begun to sour. A pair of messages arrive in Solais territory soon after, though Rauri departed before the one addressed to her arrives, and the one supplied to Calder goes unanswered. Some close to him say he may reconsider his stance on armed intervention in the ongoing conflict between the Clann's two neighbors before long, though.

    - By contrast, the south is largely drama-free. Despite the conflict, Calder goes out of his way to avoid antagonizing the native populations, extending the same citizenship - such as it is - and privileges to those already dwelling there that he did to the inhabitants of the Silver Plains. Boundaries and borders are reshuffled among the Clans to redistribute the land between them, and reprisals and retaliation for events that occurred during the conquest are strongly discouraged. For all of that, though, Calder does not free his son from prison - his public reasoning being that he did murder someone and it would accomplish little besides angering the locals. Those few who are truly familiar with the situation find that statement incredibly cold, and wonder if Calder was always like this or if possession of the Iron Claw of the ravenous beast that attacked many years ago has affected him.

    - Unsettled by the Cult of the Great Mother and this 'milk' that seems to have suddenly appeared everywhere, Calder bends the Writ of Split Heavens a bit. While official Clann-level support for (or condemnation of) a recognized religion is still illegal, he deems the Mother's milk a forbidden substance and technically a poison, hampering their efforts to proselytize and effectively catalyzing attempts by Tarandi's more popular faiths to push them out.
    Last edited by Jade_Tarem; 2020-11-14 at 11:02 AM.
    Amazing Zealot avatar by Elder Tsofu.

  15. - Top - End - #345
    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 9

    Etelis was known throughout Henanda as an onoyaza. This was one of the reasons why, despite his being a mediocre warrior, in contrast to most of his male relatives, the other tribes had not made a point of querying his pre-eminence among them.

    In a more barbarous tongue than Sūwenanda, less accustomed to spinning words out of each other such that it went beyond mere adjectival association and became a new word entirely, an onoyaza might be called something like “wise man” or “clever person”.

    He needed much of that wisdom to mediate the current dispute before him, as the two women each talked at him, sometimes over each other.

    “I don’t understand,” said Iyātha, “why you have sent only him and not our daughter.” She had brought the girl with her as if to reinforce her point, though Arrēsa looked as if she could not care less about the argument unfolding. Etelis was studiously avoiding her eye, aware that if he met it, one of them might laugh, and that wouldn’t help anything.

    Of the two, Acadiprē was the more restrained, perhaps unsurprisingly given that she, unlike Iy ā tha, was the daughter of a king, and was in any case currently winning.

    “He has sent Oniyellīs to the Truthseers,” she said, “because he is a legitimate heir of Odilon, and because the tribes will more readily accept a man as leader.”

    “A legitimate heir through a female line!” Iyātha cried. “This will be seen as declaring the boy his heir. But he has two older legitimate cousins, not a part of any of our tribes. And the king has a living brother! All of those have been passed over in favour of this Hapēzi child!”

    “Are you concerned about your own child’s inheritance, or that the next Esāla chief might have a Hapēzi father?” Acadiprē said.

    “Both! But more, what influence is it that you have that the king is prepared to pass over his own offspring for a nephew he barely knows?”

    “A legitimate nephew,” Acadiprē stressed the word again. It was a point that seemed rarely to miss its mark. Iyāla flinched as she was once again reminded of her lower status.

    “I am as much a wife to Etelis as you were to Onēfis.”

    “Except in every way that matters.” Acadiprē gave a cold smile. “If you wanted your child to be treated equally you shouldn’t have opened your legs before taking a marriage vow. Are you the first woman in history to whom that comes as a surprise?”

    “That is quite something coming from you, the whore of Limdimon,” Iyāla spat.

    “And yet I have no bastard children, and you have only bastards.”

    Iyāla flew at her, only stopped when Etelis finally stood and bellowed “ENOUGH!” Iy ā la turned to him with fury in her eyes, Acadiprē a wry amusement.

    “Enough,” he said again. “My sister is right. Oniyellīs is a legitimate descendant of Odilon and he is one of the Bannanda. I have no son, and whether or not women can lead, to name a woman as my successor would only invite challenge. An illegitimate woman, even more so. And we all know that my brother, much as we love him, is no king. I sent Oniyellīs because he is at present the most likely heir.”

    “So you will pass over your own children?” Iyāla asked.

    “I did not say that. I said I would not name an illegitimate girl as my heir.”

    “So no child I can give you is worthy of rule, is that it?”

    “I didn’t say that either. If you give me a son, I will marry you and legitimise him as heir. Until then, Oniyellīs is the only viable candidate.”

    That promise seemed to soften Iyāla. “You mean that?”

    “Yes. Now, if you will excuse me, my uncle will be here soon to discuss battle plans, and this is a distraction.”

    As Acadiprē made to leave, she turned back for a moment and raised her eyebrows. Etelis looked away.

    In Sūwenanda, onoyaza is also the word for liar.


    News and Rumours
    • As the Shadows appear ever closer, now in region 197, the threat on the eastern border becomes more pressing. Ocēmis leads the army of Henanda into the region in a pre-emptive strike to neutralise it and avoid the prospect of fighting on two fronts. The Sentinels may have withdrawn their black iron weapons, but the might of the Bannanda's greatest hero will surely be enough to avenge the previous defeat and subsequent insult.
    • Ecimōnā and Ochāmis accompany their father on the campaign. Of the two, Ecimōnā is said to be the more promising warrior.
    • The king's concubine Iyāla has died in childbirth. The child, a boy, was stillborn. The king has legitimised their daughter Arrēsa (increasingly considered a beautiful and eligible young woman), but continues to groom his nephew as his heir.


    Actions
    [Military] Ocēmis leads 4 units against region 191
    • 4 units
    • Tactical doctrine: We Were Giants (+3 to battle)
    • Commander: Ocēmis (10)
    • 1 Treasure

    [Opulence] Buyout Pearls (TP1) in region 191: 16 (success! Finally!)
    [Opulence] Buyout Wild Asses (TP3) in region 212: 15 (success)
    [Opulence] Buyout Healing Herbs (TP2) in Troll Country [202] 16 (success)
    [Opulence] Buyout Timber (TP2) in Farilpūll [192]: 20 (success)

    Non-Actions
    • 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 7
    O 8
    F 3
    I 4

    Next round +2 Opulence
    Last edited by Aedilred; 2020-11-14 at 10:13 PM.
    GITP Blood Bowl Manager Cup
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    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
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    Spoiler: Previous Avatars
    Show
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    (by Rain Dragon)

  16. - Top - End - #346
    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
    - blade is too lazy for action fluff apparently

    [Opulence] Expedition North of Region 94 by water [TN 10, Roll 22, Great Success] - .

    [Diplomacy] Attempt to hear the Four Winds Mythica! [TN 14, Roll 18, Success] - .

    [Faith] Convert Region 113 to Way of Eauden (supported) [TN 12, Roll 20, Success] - Boot some snakes.

    [Faith] Convert Region 117 to Way of Eauden (supported) [TN 12, Roll 17, Success] - Call me st paddy.

    [Faith] Convert Region 100 to Way of Eauden (supported) [TN 12, Roll 13, Success] - .

    [Faith] Convert Region 130 to Way of Eauden (supported) [TN 12, Roll 16, Success] - .


    Non-Actions
    - Accept SAN embassy. All the great families of Tarandi are welcome in Danneta-Yvaon.
    - Support all Way of Eauden Conversions.
    - Contribute to the Tales of Tarandi:
    Spoiler: Mak and the Parrdame
    Show

    Long ago, when the skies were red
    The Parrdame roamed the land
    Atwixt her teeth were dozens dead
    And thrice that by her hand
    Her yawning howl could fell a tree
    Her bulk could sink a fleet
    Her icy breath could freeze the sea
    And yet more she could eat
    When crawling down the mountainside
    Her hunger knew no bound
    The only path for men was: Hide!
    Buried safe 'neath the ground.
    But clever Mak, blessed by moonlight
    Brought clever crafts to end this blight

    Mak spoke afore gathered kin:
    "Brothers and Sisters mine,
    I've seen a path to fight and win
    With wit and yards of line
    And lands northward and river fair
    With the earth deep under
    And all our skill beyond compare
    All our pride as Hunters."
    The bravest wrapped cord at once
    The more cautious doubted
    But ropes tied tightly 'cross their fronts
    All Mak's rallied scouted.
    But as the hunters laid the trap
    SHE laid hungry 'pon icy cap

    Her strike was swift, her wrath heavy
    thundering steps on stone
    Before her crumbled the levee,
    from her breath the river moaned.
    "Pull back!", cried Mak, "stick to the plan!"
    They fled into the trees!
    to the lands of Valley-Clans
    where she could scarcely squeeze
    Her rage invoked, the brute did come
    tearing through the narrows
    through spikes of spruce and gum
    her flesh scraped and harrowed
    But proud the beast outran their lead;
    with her approach Proud Mak decreed:

    "My Sen-Clan friends, above the slope,
    the Parrdame she is here!
    Remember why I gave you rope,
    to drown her, pull thy weir!"
    First came down the rolling boulders
    striking her with many stones,
    and as her breath drew colder
    mayhap fear chilled her bones
    But next the doom from slope to dale,
    Dannu-Hada met frozen breath
    and so torrential slush and hail
    did smother her in death
    But despite cheers from high and low
    Wise Mak was still despite the blow

    And premature it was for she
    began to shake and flail
    to burst in hellish majesty;
    the seal began to fail.
    Eyes-wide Mak commanded "Hurry!
    Fall back! Be quick to stir!
    She will be consumed by fury,
    And those too slow by her!"
    The Parrdame strode from hoary tomb
    Sluggish and half-blinded
    Yet certainly escaped the doom
    Mak had masterminded.
    Parrdame was great, her quarry small
    But great pride comes before the fall

    Pursued Hunters, clever Mak fled
    valley gray for shores of white
    Frozen sheath tenuous to tread
    o'er blue with winter's bite
    For wise Mak revealed two, not one
    A fallback just in case
    For should the task not yet be done
    She'd all of them outrace.
    A half-blind angry beast will charge
    And no man could escape
    For most of all the beast is large
    Its stride a greater ape's.
    So hidden in thick lakeedge pines
    Crafty Mak thick-braided twine

    Still crossing not the deadly sheet
    The hunting party watched
    For though wise Mak promised a feat
    The first try had been botched
    What if Parrdame a second clear'd?
    Did Mak have yet a third?
    Was she immortal as they fear'd,
    In spite of wise Mak's word?
    "Please silent, all!", demanded Mak
    "She froths and rages fierce!
    And she, secure on mountain rock
    Of course our wall she pierced!"
    Mak offered clan his open palm
    To beg trust; his clan offered calm.

    "Remember why we trust in stone,"
    Mak pleaded to his kin.
    "And though she nears I'll not condone
    Us breaking up within.
    You saw before wood pierced her hide
    She's blinded and she bleeds!
    Though blighted cold fuels her inside
    We will perform the deed!
    Brother, Sister, alike in blood,
    Stand fast and stick to plan!
    Let's be not cowards in the mud
    Not for me but the Clan!"
    Yet if not by blood or love, Fate:
    SHE emerged blind by hoar, blood, hate.

    She charged on loping legs through firs,
    Her howls like winter gales,
    She still claimed all these lands as hers
    The monster of the tales!
    But crafty Mak with all the rope
    Turned all the trees to snares;
    Blindness, haste, craft beyond her scope
    All caught her unawares.
    Her feet snapped ropes aplenty and
    Tore spruces from their root,
    But still she tumbled from the land
    Thrown by her own pursuit.
    Her falling form shattered the sheet
    Her howls were drowned to naught
    But her own breath spelled doom complete:
    Frozen water, she was caught.
    Yet three more days she struggled still,
    thrashing, yet more cracks to fill,
    Her own exertion, her breath chill,
    Made an enemy of her will.

    Wise, clever, victorious Mak
    Watched the Parrdame drown
    And when was once more still the loch
    He finally sat down.
    "Surely now you all see", Mak spoke
    To those still in terror
    At what he called "the masterstroke",
    Parrdame's fatal error.
    "Remember why in stone we trust
    And standing is the key
    That ice is little more than crust
    To cover freezing sea."
    These hunters awed beneath red skies,
    They turned awed ears to Mak the Wise.




    Embassy Actions
    - Distribute War Bows, Sailing, and Pottery Technology to Hiverness.
    - Accept Phylactery of Claws from Shandole.
    - Give 1 treasure to Shandole.


    Spoiler: Ruler Info
    Show

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


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    No

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

    Treasure: 5/15
    (+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 Hiverness
    - 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 4, 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, Wolf Riders

    - Special Materials
    - Armor
    - Weaponry
    - Ranged Weaponry - War Bows (+1 to Battle, requires wood)
    - Cavalry - Wolf Riders (+1 to Battle, requires canines)
    - 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
    - 110 (Midwives) TP1
    - 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
    10 HS: 2d8 when Dueling
    Miracle: Ability to cross Arctic Borders

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


    Spoiler: Expected Stat Gains
    Show
    +2 Faith


    Last edited by BladeofObliviom; 2020-11-14 at 12:34 AM.

  17. - Top - End - #347
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Anbroch Reavers



    Actions

    1. [Military] Undertake epic quest Something in the Tunnels with a company of loyal MacGill men led by Fiona MacDool (hero score 10, SoS rep 2 bonus +1 to quests), and assistance from Ren-Cha-Fen, roll 19 Fiona MacDool coordinates a hunt for the slithering wombs in Kincany while studying the corpse of one retrieved from across the river, directing men to scour the tunnels and Luthrail and Anbroch scouts to attempt to track the movements of shadows on the surface. Busy as she is, the assistance provided by Ren-Cha-Fen in both logistics and leadership in the hunt is invaluable, and Fiona Seems to enjoy working with the elderly pirate.
    2. [Military 10] Create a Fortress in Kincany: Slocdun Keep Two-days travel inland from the western coast of Kincany, a large, circular hole juts deep into the rock, with tunnels branching out from the sides of the pit. Traditionally the seat of power of House MacGrath, the fortifications built into the walls of the caldera have become more and more essential to the survival of the remaining Anbroch forces in Kincany. Protected on the outside by a system of narrow and treacherous bamboo walkways designed to be cut or burned away from the side of the cliff in crisis, and in the tunnels by four sets subterranean walls, each a dwarf-height thick and ripe with murder holes and traps, it has traded hands many times from fluctuations of trade and influence but has never been taken by force.
    3. [Faith] Declare Abiherism the state religion
    4. [Intrigue] Look for Blightspawn vulnerabilities, studying the corpse from Cancer on the Coast, roll 13 In between coordinating Search efforts in Kincany, Fiona MacDool works with Ren-Cha-Fen to study the corpse of the Slithering womb, testing poison after poison, from Death spotted octupus venom to powdered black iron, on the unborn shadows within the corpse, looking for a weakness.
    5. [Intrigue] Secret. Roll 12

    Nonactions:
    Send Wenid Kw’Muketi an offer of Aid:
    Spoiler
    Show
    Wenid Kw'Muketi,
    Your father's reign and mine were never friends, or even allies. Now though, you find yourself threatened by one of the same dogs that murdered our Warlady, the Sorcerer Inigid Kw’Anigoli . Putting the past behind us is unnecessary when we share a cause for vengeance. Give me your assurance that Inigid will enter my custody alive, and I will do what is in my power to help you reclaim the throne of Kema.

    Descendants sing your praises,
    Warlady Rosie MacGill

    Request Theodora of Kiswa shares all knowledge gathered in her investigation with Fiona MacDool.
    Spoiler
    Show
    Battlemistress Theodora,
    While we appreciate your warning of the growing gluttonous shadow nest in Kincany, I cannot help but hope that you know of this nest because you detected some actual sign of such a thing. If you have, tell us where you found your clues for the good of the people of Kincany and Kiswa, as any delay in finding the nest might mean countless more deaths. My own agents even now search for the nest, but if their search could be hastened or their area narrowed with your information I would be grateful.

    Rosie MacGill


    Spend one Sentinel of Stone Favor to have Neno, Who never hit a foe twice trained by the sentinels.
    Spend one Sentinel of Stone Favor on behalf of the Bel-Dan to have Ren-Cha-Fen trained by the sentinels.



    News and Rumors

    For the first time in her life, Rosie MacGill seems to have fallen in love. The object of her affections: Warlord Tavish MacGrath, a soft-hearted man thrown into leadership after much of his house was lost to a shadow attack in the civil war. As the two court, many speculate about the implications for politics in Kincany, if there are any. Will one of Tavish's twin daughters be the next Warlady? Will Rosie MacGill take his name? What would that mean for house MacGill, and will anyone still alive care? Wait a minute, where's the meat? You didn't eat it all did ye, ye greedy bastard?

    Neno, who never hit a Foe twice returns from killing the giant shadow grub with a wealth of treasure not seen in Kincany in many years. Though the blood amber is strange, it will doubtless pay the Bel-Dan's tribute for many years to come. Neno himself seemed pleased with the experience, glad to work for once in the company of other heroes, and to learn about their cultures and lands.

    A team of Dwarven raider-mercenaries known as the Fighting Fools is sent by Rosie MacGill to help Wenid Kw'Muketi fight in the civil war, their services paid for by the Warlady but requiring food from the Blemmyae army. Led by a feisty partisan-turned-self-declared "Battlemistress" Betty Mac****yerself, the Fighting Fools are a diverse but skilled group who it is said survived for two years in the jungle during the peak of the shadow infestation by hiding in Gairnthorn trees by night and executing the Shadows that got their wings caught in the gnarly thorns. It is also said that some of the veteran members of the band are still finding gairnthorns stuck in their trousers.

    Spoiler: Ruler Information
    Show

    "Matriarch" Rosie MacGill
    Spoiler: Biography
    Show



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

    Attribute Improvements: +1 Intrigue

    No New Ruler next round.

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Rosie MacGill (42 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 (36 yrs): The son of the Patriarch and Matriarch, he has been imprisoned since he led a rebellion against his Sister.



    Spoiler: Bookkeeping
    Show

    Land Units: 2
    Partisan Militia: As Battlemistress after Battlemistress has fallen in battle against rebels and shadows, this partisan levy is currently the majority of the Anbroch's land forces.
    The Stouthearts: A few Battlemistresses stayed behind as partisans and nobles of less stern stuff fled during the civil war and the blight. They remain still, accompanied by their quads in the traditional Anbroch fashion.
    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
    Wheel and Axle
    Writing (Veramondi Logography)
    Last edited by Potato_Priest; 2020-11-12 at 11:44 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.

  18. - Top - End - #348
    Dwarf in the Playground
     
    Ausar's Avatar

    Join Date
    Jun 2019
    Location
    Rural Victoria, Australia
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Deru
    Bhaile-Koma, region 37



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

    Leafhair (58)
    Diplomacy: 5
    Military: 8
    Opulence: 2
    Faith: 5
    Intrigue: 2


    1: Faith 5: Create Artifact - Circlet of Leaf & Chain.
    The Wattlea of the isle and the sightless ones of the rock spend months working to create the circlet to be worn by the Caretaker - dual High Councillor of the Deru & Chosen of Illia. The resulting creation hums faintly when touched, a melodic sound, and rumour spreads that the voices of Councillors and Chosen past whisper to the wearer. While the burden of ancestors' legacies & expectations is heavy, their wisdom is more than worth the growing mental instability. The warriors of both cultures reach forward to caution and guide the Caretaker's hand.
    Effect - +2 to own leader loss rolls when Ruler personally leading troops. approved

    2: Military: Raise a unit.
    The Illia are a warlike folk, and Leafhair sees unending danger in this pale new dawn. More warriors are raised. More calls are sent. All will answer.

    3: Military: Raise a unit.
    The Deru too can fight, and Asha-Shuran is determined not to let the light of the new dawn leave the forests, replaced by crude flame. The branches must be regrown. The forest must walk as one once more.

    4: Military: Raise a unit.

    5: Military: Assist the Targiz with the defence of their home w/ 4 units.

    Non-actions: Support all conversions, support all buyouts of unowned TP's.

    News & Rumours (Coming)(Writeup for Illia - Region 38 also soon)


    Spoiler: Admin
    Show

    Required Resource - Living Beings (Satisfied with Cattle)

    Leader stat increases:
    Mil+2

    City in region 37 (Bhaile)

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

    Techs:
    Animal Husbandry
    Writing (Hraban)(Elecctricat)
    Masonry

    Units: 4/6
    The Grey Grove - Traditional Fuinn warrior-trees.
    Widhu's Wrath - A horde of woodland beasts guided by Castain custodians.
    Illia's Children - Well-organised band of proud young Illian warriors.
    Norren's Marauders - Savage & cunning band of hill-dwelling dog-men under the leadership of Norren the Mortal, in the service of the Chieftess of the Illia.

    Heroes: Asha-Shuran (8).

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

    Tactical Doctrine/s: none.
    Last edited by Ausar; 2020-11-04 at 04:42 PM.
    "Into the Jaws of Death, into the Mouth of Hell;" (Tennyson)
    So shall you tread, once you pass the precipice of villainy.

  19. - Top - End - #349
    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 9)

    Actions:
    1. [Military]Epic Quest: Send Warspeaker Tior to lead against The Puppeteers. Spend 1 Treasure. Success!(My roll, Sokau aid roll, Ko aid roll, Uzii aid roll)
      There is no love lost between the Thunspeaker and the Warspeaker, but it is days like these that call for the Warspeaker to perform their duties. Tior has an undeniable tactical mind, and a strong arm with an axe. A call for aid is sent to all of Mamut, though Nithor is not hopeful that many will answer given the three-pronged attack coming from the Crimson Kingdom, and so money pours from Thun’s coffers to provide Tior with whatever mercenaries, supplies, and fortifications may prove necessary. The Scrim dig in at the Gathering, with Tior overseeing their defences, ready by night to drive back the ghosts and the shells they inhabit, and ready by day to follow them to their resting place and rid Arkusa of this plague.
      To the surprise and delight of Nithor and the Arkusans, and to the immense irritation of Tior, aid does come from elsewhere in Mamut. With aid from some of the mightiest (if perhaps not the finest) that Mamut has to offer, Tior organizes not only the defense of the Gathering, but the counter-attack and escorting of shamans and priests to drive away the spirits for good.
    2. [Diplomacy]Stabilize Region: Stabilize Arkusa (Region 65). Spend 1 treasure. Success! Roll
      Thunspeaker Nithor has always been very close to the people of Arkusa. The Warspeaker, sent to help end their problems through the noble art of violence, is not. The atmosphere at the Gathering is undeniably tense, but Nithor is doing their best to assure the Arkusan people that the situation is under control, that the Warspeaker will handle the problem of the mysterious body-taking ghosts, and that things will return to normal. In the meantime, they have banned all returning Jouraka from leaving the Gathering until the situation is resolved. To help cope with the inevitable food shortages this would bring, money has been spent to import as much food as possible, although rationing measures may, inevitably, prove necessary. Whenever possible, Nithor is there, along with the “royal Jouraka”, their formal claim to a place in Arkusan society, taking measures to keep the peace.
    3. [Diplomacy]Build a Speaker’s Tavern in Arkusa (Region 65). (1/3)
      Although the timing is far from ideal, Nithor had long been considering the construction of one of the lodgings-houses used by the Dreamspeakers as a potential project for Arkusa anyway. For now, little actual physical progress has been made on the site, but those who need convincing are being convinced, the supplies needed are being arranged for, and all other preparations that can be made while travel to and from the region is still heavily restricted are underway.
    4. [Diplomacy]Diplomatic Mission: Send a Diplomatic Mission North from Thun (Region 53). Spend Treasure. Success, boosted to Great Success by Zayuz! Roll Zayuz's roll
      The suffering of Arkusa demands a great deal of the Thunspeaker’s attention, but despite that, there is an empire to be managed, and without any direct action to take, Nithor spends their time throwing themselves into other distractions. For the first time in the memory of any living in Mamut, explorers prepare to cross into the once unlivable regions North of Thun. The Thunspeaker has spared no expense for this, the first expedition to make proper use of the techniques and tools recently formalized, ensuring that only the finest supplies and provisions are to be used. Assisting with this endeavour is the newly-appointed Tradespeaker Lejah, whose purview now formally includes all matters pertaining to commerce and Thun’s trade interests, both within and without. The whole of Thun holds its breath, impatiently anticipating word of the bounties that await in the frozen lands.
    5. [Diplomacy 5]Embassy: Open an embassy with the Uzii (UZI).
      The old Thunspeaker had nothing but respect for the Uzii... at least in public. In private, while they would freely concede that though the Uzii had great skill at arms, they found the Uzii to be a little brutish and abrasive. But where Ulun saw brutes, Nithor sees refreshing simplicity and honesty, and a people with a strong sense of pride and honor. So where Ulun passively snubbed the Uzii despite the existing relations between them and Thun, Nithor seeks to extend the hand of friendship.
      So how does one extend the hand of friendship to the Uzii? Why, you build them a stadium.
      First, of course, an annex was built for the Proud-Laugh Stadium down in Swampum. The Uzii would react negatively to any perceived attempt at bribery, so it is important not to come on too strong. To start with the stadium would send the wrong message. But it would not be the first time Scrim had come to Swampum to help with a construction project. From there, it was simple to begin extending diplomatic offers, and to casually mention that Nithor was interested in constructing another Stadium for them.
      Everything flowed from there. The new Deep-Sigh Stadium is a little stark and austere, in classic Scrim style, but it is nonetheless a symbol of the lasting ties between the Scrim and the Uzii.

    Dice rolls go here
    Non-Actions:
    1. Attend any events to which we are invited.
    2. Resist any unapproved conversions or buyouts.
    3. Gain 1 Treasure at the beginning of the next round from passive income. Earlier trade continues to pay its dividends.
    4. Complete an Embassy Network for the Truthseers, earning 2 rep and 1 favour. Nithor has finished what their predecessor set in motion- a network of mutual trust and communication across the width and breadth of the continent. Hopefully, the Truthseers will be pleased by this.


    News and Rumors:
    • The new Thunspeaker has made a surprising and not entirely appreciated or popular decision, elevating the Scrimspeaker known as Lejah to a newly-created position, that of Tradespeaker. Lejah is now responsible for all of Thun’s financial affairs, from managing the treasury, to co-ordinating trade deals (both internal and external), to import and export arrangements. The other Scrimspeakers quietly seethe over this decision, and the favoritism Nithor seems to be showing towards Lejah. Some rumble that perhaps the Warspeaker should regard their loyalty as being towards the collective Scrimspeakers, and not to the power of the Thunspeaker.
    • Among other controversies surrounding the new Thunspeaker is the matter of their love life. While Scrim are not physically inclined towards romance, it is not unheard of for them to engage in romantic relationships with each other, or, even more rarely, other beings. There is no explicit stigma against it, but in more traditionally minded Scrim circles, it is generally looked down upon. The political marriages that allowed Thun to expand so rapidly are looked on by many of these are regarded as having been a concession, a compromise to the ways of outsiders.
      So it is concerning to many of these people that Nithor is freely engaging in the romantic practices of the Arkusan people, and that they have become intimately, perhaps even physically, involved with many of the Arkusan people. Furthermore, there are accusations of something virtually unknown inside Thun previously- nepotism. That Nithor's many lovers are more likely to advance to positions of power and authority, and from there to give their own lovers and friends power and authority of their own. The fact that only a handful of humans have ascended to such positions in Thun, many of them not even Arkusan but Tel'kol'san, and that the majority of Nithor's Jouraka remain in Arkusa, whose culture is not arranged quite so vertically as Thun's, seems to matter very little to those making the accusations.
      The Thunspeaker has spent little time publicly addressing these concerns, being more concerned with the ongoing crisis in Arkusa, but critics point to this as further evidence of the Thunspeaker's divided loyalty and unsteady leadership. The Warspeaker, by contrast, has said nothing at all, but is notable by their frequent absence, no longer giving the same undivided attention to guarding Nithor that they did to their predecessor. Many take this as tacit approval from the Warspeaker for action to be taken against the Thunspeaker, but so far it is no more than words.
      Perhaps in response to this stirring of unrest, the Thunspeaker has begun keeping the ex-Sentinel Arcor close to hand. Arcor may be growing old, but he is still a cunning and canny fighter, and he remains spry for his advancing years. While he claims his true passions and talents lie in rough living and hunting in the wilds, he seems quietly grateful for the opportunity to travel a little less. Still, he is, Nithor believes, a staunch ally and a firm hand with a sword or spear.


    Spoiler: Bookkeeping
    Show
    Leader: Thunspeaker Nithor
    • Diplomacy: 6 [=>7]
    • Military: 3
    • Opulence: 6
    • Faith: 2
    • Intrigue: 1

    Units: 7/10
    Passive Treasure Income: 1
    Treasure: 4/5 [=>2/5]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • Irrigation
    • Arctic Survival

    Last edited by Silent_Interim; 2020-11-12 at 09:52 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.

  20. - Top - End - #350
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    The Ko

    Spoiler: Leader Stats
    Show
    Worldmaster Thicket:
    Dip 2
    Mil 10
    Opu 10
    Faith 2
    Int 5


    Actions:
    • [Secret]
    • [Opulence] Buyout Region 69 TP 1 [Success!]
    • [Opulence] Buyout Region 69 TP 2 [Success!]
    • [Military] Thorn Quests with Tior in a strange murder-buddy team up to smack ghosts. [Success!]
    • [Military 10] Thicket completes his fortress. The Towerhome is now armed and fully operational.



    Military: 3 units led by Thorn, 3 units led by Towermaster Thicket

    Treasury: 5

    Spoiler: Trade Posts
    Show
    Kaff Beans 1, 3, and 4, Gems 2, Flower Wine 2, Silk TP 1, Copper 1 and 2, Cormet Stone TP 3


    Spoiler: Great Projects
    Show
    Trapped Towerhome: +1 to Battle Rolls in the region


    Spoiler: The End of the Tyrant
    Show
    Thicket sat at the very top of his tower and cackled. He saw him. He saw Thorn marching towards the gates of the Towerhome. He saw and he relished the sight. All the preparations, all the plans, all of them would soon come to fruition. Fire would reign down from the walls, acid would well up from the earth, and that, ahem, thorn in his tail would be removed for good.

    Thorn approached the first gate and disappeared under it. He let out a roar. Thicket leaned over the edge, eyes agleam. But the roar was not one of pain, but challenge. “Thicket!” the twisted creature called, “Come out! Come out and face your judgement!”

    The gate slid open before him. Thicket’s eyes bulged out of his sockets. Who had allowed that? Someone’s head was going to be mounted on a pike for this! He turned and screamed for his attendants, but none came. He was alone at the top of the tower.

    Still, he was along at the TOP of the tower. And Thorn was all the way down below. There was no need to worry. Thicket was sure the next layer of defenses would take care of this so-called hero. Yet gate after gate, layer after layer of defenses, let Thorn through unchallenged.

    Thicket’s screams for his attendants stopped being angry and began to be desperate when Thorn reached the base of the tower and entered unopposed. The whole tower shook with each step the monstrosity took up the stairs, or at least Thicket thought so. Whatever plans he had, whatever final preparations he had made, they did not slow Thorn. The giant broke through the final door and reached to top of the tower, and for the first time in years, Thicket and Thorn laid eyes on one another.

    “Thicket,” Thorn hissed.

    The scepter, the symbol of his office, fell from Thicket’s nerveless fingers. “Please,” Thicket sobbed, “Please, I’ll give you whatever you want. Just please, don’t kill me. Don’t—”

    Thorn’s head moved like a striking snake. His jaws came down and bit Thicket in half at the waist. Blood spilled like from a burst wineskin, and the Tyrant of Towerhome was no more.

    A hesitant step ascended the staircase, and Zinnia’s head appeared in the stairwell. “It is done, then?” she asked Thorn.

    He turned towards her, mouth awash with blood and eyes ablaze. “It is,” he said, hissing, “But you who shared his bed will not long outlive him.”

    She raises what passed for an eyebrow. “Show a little more gratitude, Thorn. Without me to ease the way, you would not have had such a pleasant walk up here.” His eyes narrowed and she laughed. “Oh, did you honestly think you could have defeated the entire Towerhome on your own? No. It was I who cleared your path. I who ordered the traps disabled. But I could not deny you your final victory.”

    Thorn was taken aback. He eyed her with suspicion, and newfound respect. “Why?”

    She scoffed. “Need I say? He was a fool, and a paranoid one at that. And his paranoia made him sloppy. He was going to get us all killed sooner or later. And besides, I was the one making all the important decisions. Why not make it official?”

    The hardness returned to Thorn’s face. “I see,” he says.

    She sensed his mood and cleared her throat. “The petty tyrannies were all his own, including the mistakes which lead to your…fate. I was the chief administrator. I made all the practical decisions and kept this kingdom from spiraling into anarchy, in spite of his best efforts to send it over the edge.” She huffed. “Really, he was just getting in the way of me and the Towerhome. So it was time for him to be removed.”

    “By me,” Thorn rumbled.

    “Yes. By you.”

    “And now?”

    “Now,” Zinnia says, “You either eat me or I take that scepter there and ascend to the throne in his place.” She put a hand on one hip and smirked confidently up at him. “But what do you know about running a city, hmm?”

    Thorn growled. “Do not pretend to know what I do and do not know.” She raised her hands in a placating gesture. A bit mollified, he appeared to consider it. “Very well,” he snarled, “I will let you rule the Ko.”

    Her face brightened. “Oh thank you. I knew you would—”

    “BUT,” he roared, “Hear me now! If I see in you the same tyranny that Thicket made, I shall destroy you just as surely as I destroyed him!”

    Zinnia’s mouth froze half-way through a word. She closed it with an audible smack. “Of course,” she said, “I understand. And…thank you.”

    “We shall see,” Thorn growled.
    Last edited by Miltonian; 2020-11-14 at 11:17 PM.

  21. - Top - End - #351
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Abiherist Tribes
    (Round 9)
    King of Kings Wenid Kw’Muketi





    [Faith] Convert region 201 (13):
    [Faith] Convert region 202 (13):
    [Diplomacy] Attend the Reed Dance event:
    Spoiler: Subactions
    Show
    Offer the services of Selay Kw'Okisi (Hero 8) to the DSP in exchange for a favor and a non-action Raise Rep roll

    [Diplomacy] Press Claim on region 214, spending a treasure on the roll (fail):
    [Military 5] Create a Hero (9):
    [Military] Send Yegin Kw'Haleti to discover Something in the Trees in region 199 (19):

    Nonactions:
    Resist buyouts
    Resist all conversions except those to Abiherism
    Raise Rep with the DSP (auto-fail)

    TRO Embassy
    Gift Crab-Claw Sails
    Accept all techs

    Spoiler: News and Rumors
    Show

    For the first time in four years, the Korebita was finally at peace, and the sounds of joyful celebrations could be heard from the plains of the Anigoli to the mountain-top citadel of Misig Zinabi. Even among the Adeni and Fikiri tribes, the supposed losers, feasts and bonfires were prevalent, and ill will seemed to be scarce. Perhaps it was simply gratitude that spurred them to such joy. Many had lost friends and family, and the end of the conflict was cause for celebration no matter who one. After all, what would really change for the common people if Ekaniy Kw’Adeni was King of Kings instead of Wenid Kw’Muketi? No matter who sat the throne in Kema, farmers would toil in the earth, hunters would come home empty-handed as often as not, and the old and sick would die and be forgotten. At least with peace, they would be safe from raiders and press-gangs.
    In Kema, the celebrations were most gleeful of all. The entire city had been turned inside out with the festivities. The mansions of the rebellious leaders had been ransacked, and their possessions were doled out amongst the whooping revellers. Palm wine flowed freely from kegs placed at every street corner, and a hundred goats had been slaughtered and roasted, with meat available to any who desired it. Presiding over this celebration was the new King of Kings, Wenid Kw’Muketi, who sat beneath a cloth pavilion in the center of the city. Beneath the twinkling night sky, petitioners came to them, young and old, rich and poor, rebel or loyalist, and their cases were heard.
    The first of the petitioners was Ekaniy Kw’Adeni, the defeated rebel king of Wogir. Although unarmed and surrounded by guards, Ekaniy was permitted to stand and walk to the foot of Wenid’s chain unchained.
    “Ekaniy Kw’Adeni, you have been defeated in combat, and your rebellion has been crushed,” pronounced Wenid in a booming voice. “I hereby sentence you to be executed at dawn, in front of the assembled population of Kema. It is an honorable end, and I implore you to accept it gracefully, but you have the right to request an exemption if you desire.”
    Ekaniy looked up at Wenid, their back straight and their expression resolute. “I will accept your sentence, King of Kings. Let the songs tell of our glorious clash and the noble end that I came to!”
    The observing nobles applauded the bravery of the defeated rebel as Ekaniy moved to the side and another blemmyae was brought in front of the King of Kings. Unlike the former king of Wogir, this captive was bound hand and foot, dragging behind a heavy-set guard.
    “Inigid Kw’Anigoli, treacherous murderer, you have been captured and will now pay for your wicked crimes!” shouted Wenid. “I sentence you to be handed over to the Anbroch, as per their request, and I hope that they will punish you severely!”
    “No!” screamed the captive. “My lord, I am not Inigid Kw’Anigoli! I adopted their appearance and name for my own purposes, but I am not them! I request an exemption from my punishment on these grounds.”
    “There will be no exemption,” said Wenid. “I hesitate to break custom, but in your case I do not think anybody will fault me for punishing you as severely as possible. Let the records show that it was in fact Inigid Kw’Anigoli that committed the atrocities of this scum. Whatever their name was, I want it forever forgotten.”
    As Inigid was dragged away, a ragged, filthy dwarf stepped out of the crowd and addressed Wenid. “Well tha’s all very well and good, milord, but wha’ are yeh gonna do aboot me dwarven ladies? We’re the last o’ the Fightin’ Fools; the rest were slaughtered by yer enemies’ slingshots. We suffered the highest casualties o’ any army in the field. So what are yeh gonna do aboot that, milord?”
    Wenid looked at the dishevelled dwarf with interest. “I was not aware that there were any survivors from the Fighting Fools. Tell me, what is your name?”
    “I’m Suzie MacCabe, and these are me comrades, Carlie and Julie. Might be there’s other survivors, but I haven’t found them yet.”
    “Well, Suzie, in recognition of your courage and sacrifice, I award the title Friend of the Blemmyae upon all three of you, and upon any other surviving Fighting Fools as well. Under this title, all of the Korebita is open to you. Ask for anything, and you shall receive it. If any of you desire to make your homes here, I shall bestow upon you a mansion in Kema, or grant you any open portion of land to build your own village in. All you who hear me, refuse nothing to these brave dwarves. They are as heroic as any who fought among or against you.”
    The other rebel leaders had been slain in the battle, so Wenid now turned their attention to the more pleasant task of rewarding the commanders and heroes of their own side.
    “Hear ye, people of the Korebita! I recognize Kasiy Kw’Sewi, hero of the Merry Men! For slaying Domuleyi Kw’Okisi and Otiri Kw’Anigoli, and bravely enduring a grievous wound in the battle, I bestow upon you the title of Warcaller of the Korebita, which was previously held by Dinfati Kw’Torineti. May your name never be forgotten!”
    “Upon Gusuhaz Kw’Sewi, for rallying the armies with a rousing speech, I bestow command of the Sewi Warriors. Upon Zahel Kw’Zinabi, for capturing Inigid Kw’Anigoli, I bestow command of Thunder’s Vanguard. Upon Heriguw Kw’Muketi, for being the first over the walls and into the fray, I bestow command of the Korebita Slingers. Upon Sawut Kw’Torineti, for capturing Ekaniy Kw’Adeni, I bestow command of the Torineti Warriors. May all of their names never be forgotten!”
    As King of Kings, it is my honor to select the members of my personal advisory council. I thus choose them here! Cul of the Bel-Dan-Ub, step forward!”
    From the crowd came Cul, a bronze-skinned, muscular young man. Perfectly groomed and dressed in a linen tunic, they cut a dashing figure among the bloodied and dirty warriors of the Korebita. “Yes, my lord?”
    “Cul, you were always a loyal friend to me and to my progenitor. You may not be of the Korebita in birth, but in spirit you are as much one of us as any who stand among us. I therefore declare you to be my lead ambassador, the position formerly held by Tengir Kw’Sewi, and declare that your descendents shall be a new tribe, bearing the name Kw’Kuli. May the Kw’Kuli clan live on forever!”
    “Thank you, my lord,” said Cul with a grin. “I suppose that means I ought to start getting some descendents, then?” Turning back to walk into the crowd, he winked at a gaggle of attractive Sewi women, many of whom giggled audibly.
    Wenid coughed. “Well. Let me see… Sosit Kw’Muketi! Step forward!”
    From the crowd came a squinty-eyed blemmyae, copper bracelets dangling from their arms. “My lord, I am at your service.”
    “Sosit, my cousin, I know nobody more skilled in the art of gossip than you. Thus, I declare you to be my new spymaster. I hope you shall do a better job than that of my progenitor’s.”
    Sosit blinked. “I thank you for the position, my lord. I shall endeavour to prevent anything like this from happening again.”
    Wenid smiled and waved them away. “Finally, I call forward Tengir Kw’Sewi.”
    A hush fell over the audience. Slowly, the crowd parted to admit a trembling, emaciated form to move to the foot of Wenid’s throne.
    Tengir had not taken well to the dungeons of Wogir. Their skin was nearly translucent, and the bones jutted out like ridges from below it. One of Tengir’s fingers had been removed, and the stump appeared to be infected. Yet the diplomat smiled with all the charm that they had once been famed for as they faced Wenid. “My lord, I am at your service.”
    “Tengir, you have languished under the cruel imprisonment of my enemies for years, and suffered more than any of us would wish on our worst enemy. But your suffering is over now. I declare you to be my vizier. You will sit at my side and help me to rule, as you did my progenitor. All respect that would be due to me shall be due to you as well.”
    “My lord, you are too kind,” said Tengir, smiling once more. “I shall do as you command.” Slowly, tentatively, they shuffled back into the crowd, taking a seat on the edge of a stone wall to catch their breath.
    “And now all have been rewarded,” said Wenid. “I have no more declarations to make, except for one. People of the Korebita… Enjoy the party!”
    And with that, the crowd cheered, and music erupted from flute-players and drummers in the plaza. The wine flowed and the people danced, and for one glorious, shining night, all was right in the Korebita Foothills.



    Spoiler: Songs of the Korebita
    Show



    Spoiler: People of Interest
    Show

    Wenid Kw’Muketi Yegin Kw’Haleti Tengir Kw’Sewi Kasiy Kw’Sewi Oyem Kw'Mesihafi Ekaniy Kw’Adeni Inigid Kw’Anigoli Neguwi Kw’Zinabi Huleteni Kw'Muketi
    King of Kings, ruler of the United Blemmyae Tribes, child of Huleteni First in the Realm of Korebita Chief Diplomat of the Ten Tribes, imprisoned by Ekaniy Warcaller of the Korebita, Yegin's right-hand man Curator of the Bete Great Library, head of the Abiherist religion King of the Adeni clan, in rebellion against the King of Kings Sorcerer and spymaster to Ekaniy Former King of Kings of the Ten Tribes, slain by Warlady MacGill of the Anbroch Former King of Kings of the Ten Tribes, poisoned by Inigid


    Spoiler: Technologies
    Show

    Writing
    Sailing
    Irrigation
    Animal Husbandry
    Crab-Claw Sails

    Spoiler: Bookkeeping and Ruler Info
    Show

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

    Treasures: Black Gold, Blood Ingot, Blood Ingot, Blood Ingot, Blood Ingot

    Resources Controlled: Tropical Birds (194.1)

    Fortress: Misig Zinabi (213)

    Heroes: Yegin Kw’Haleti (Hero 8), Selay Kw'Okisi (Hero 8), Oyem Kw'Mesihafi (9)

    Leader: King of Kings Wenid Kw’Muketi

    Diplomacy: 3 +1
    Military: 7 +1
    Opulence: 3
    Faith: 6 +1
    Intrigue: 2
    Last edited by Gaius Hermicus; 2020-11-13 at 01:50 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

  22. - Top - End - #352
    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] Send an Inquest southwards from Region 230

    [Diplomacy] Raise Reputation with DSP to 3
    Spend a treasure on this roll.

    [Military] Create Technology: Veramondi Longspears
    +1 to battle. Slot: ??? Requires: timber


    [Military] Kona joins one of the cancer quests


    [Faith] Convert 202 to the Way of Green


    Nonactions


    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: 9/10 land, 0/5 sea
    Treasure: 4/5 (+1 per round)
    Heroes:
    Kona: 9
    Relics:

    Technologies:
    Animal Husbandry
    Irrigation
    Masonry
    Pottery
    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
    TSR 2: Incur distance losses every 5 regions.

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

    Spoiler: Ruler Info
    Show
    King Oram Hadev II
    Diplomacy: 7
    Military: 10
    Opulence: 10
    Faith: 8
    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; 2020-11-17 at 11:16 AM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  23. - Top - End - #353
    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
    Spoiler: Leader Stats
    Show
    • Diplomacy 10
    • Opulence 5
    • Military 10
    • Faith 1
    • Intrigue 5



    Actions:
    [Dip] Attend Event - Darkening of King Kro Thorael
    • Gift CRO War Drums and 1 treasure
    • Roll for Bonus Game: 17

    [Dip] Resolve Unrest in 308. 18
    [Int] Investigate cause of unrest in 308 9 (-2 from unrest added)
    [Mil] Attack 310 (Heskrath (8), 5 units, War Drums, Reckless)
    [Mil] Recruit Unit

    Nonactions:

    News and Rumors:
    • Recent events have shaken the Soreni, but they have remained strong in trying times.
    • Many Soreni still disapprove of the new True Dawn, but have remained relatively silent about the issue.
    • Reports of Mothman sightings increase.
    • Soreni still unsure what to do with Iron.
    Last edited by D&D_Fan; 2020-11-11 at 12:13 PM.

  24. - Top - End - #354
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Round 9
    [Swampum Protectorate, Home of the Uzii]

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


    Actions:
    1. [Diplomacy 10] Establish a Great Kingdom: Uzii Protectorate of Mamut (UZI)
      Homage Closed-Fist Mudmore honors his grandfather's legacy of the great Fortress that has been built in his name. Everyone in Swampum knows of it; knows that it is the best place to train, to get stronger, and to be readily selected to join a Fight Throng. That, however, is Closed-Fist's grandfather's legacy. The current Homage has chosen a different route to remembrance. Through his skillful fists and his words, he has helped garner more strength for the Uzii and all whom they protect. Homage Closed-Fist announces that the stretch of land in Mamut the Uzii now oversee will be forever known as Uzii lands; they will fight for it, they will die for it, they will protect it! The Uzii Protectorate of Mamut is firmly established!
    2. [Military] Raise two Fight Throngs [Fortress]
      No-Climb Cliffs was just begging to be climbed. Now, however... now we know of the Crimson Kingdom. Of their mass slavery. Of their cannibalism. Of their desire to 'test' Mamut. The Uzii have a question for the Crimson Kingdom: Are they stronger than the Uzii? To bring to them a greater challenge, the Uzii prepare.
    3. [Military] Raise a Fight Throng in Cow Place
      To bring to the Crimson Kingdom a greater challenge, the Uzii prepare; the
    4. [Military] Raise a Fight Throng in No-Climb Cliffs
      To bring to the Crimson Kingdom a greater challenge, the Uzii prepare...
    5. [Military] Aid the Scrim in their Quest, with Battle Mother Pain-drop Redmoon [Mil 10] (Roll: 19; +1 from SoS)
      Still seething at the insult to her personage from the Crimson Kingdom's otherwise 'polite' reception, Pain-drop decides to go help her friend the Warspeaker on his quest. Some indiscriminate killing will help her take her mind off things.

    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?
    • Support the Scrim building an Embassy with the Uzii
    • At the behest of the Alqar Warchief, send a Shaman to speak with the Sentinels of Stone for information regarding the Crimson Kingdom. As the information may also benefit the Uzii, and they want to see the other Standing Stone found in Mamut, Swampum is happy to help the new Warchief get her answers to these questions, if the Sentinels are willing:
      • What do the Sentinels think of the Crimson Kingdom?
      • Do the Sentinels know their army size?
      • Do the Sentinels know what to expect of the Kingdom?


    Spoiler: News and Rumors
    Show

    • Homage Closed-fist's mate has her second clutch! It will be eight years before they earn their names, but the whelps seem strong and hearty.
    • The Scrim offer to build a new Annex in Proud-Laugh Stadium, and Homage Closed-fist gladly accepts in order to better work with the rocky race from the north. While the Uzii don't ally with anyone - the strong lead or they fight - Closed-fist recognizes that the Scrim are receptive to discussion of important matters; having a representative close by, like the Uzii already have with the Targiz, will be useful. When the Scrim then decide to build their own Stadium in their lands, several Tuskers fight over whom will be allowed to send a representative to live there. Surprisingly, even Tusker Shaman Deep-Sigh participates; and wins the competition for Snort Thumpstrong. A shaman and their mate from Clan Flowstone of Snort Thumpstrong move up to Thun when the new Scrim Stadium is complete.
    • Ko-Ball is very popular in Swampum. After an off season, the Big Strongs get it together, and return to their rightful place among the best at the sport. True, they didn't win the championship, but they proved that the new team has not fallen into mediocrity. While there are still some Uzii complaining about the poor season before, there are less fights about it. After all, sometimes you have to take a punch to gage just how strong your opponent is!
    • Toad Racing continues to hold the attentions of the breeders of Battle Toads.
    • Ces Arnif, the Fallen Sentinel - known to some Uzii as "Mask-punch" - willingly comes to Swampum to train; Tusker Shaman Deep-Sigh Thumpstrong spends time with the Hero of Targiz, and they talk about what it means to fail, what it means to succeed, and what it means to forgive.
    • Fort Death-Grasp! Training starts from the crack of dawn! Fort Death-Grasp! Better tired then dead to Blightspawn!



    Spoiler: Ruler Information
    Show

    Homage Closed-Fist Mudmore D M O F I
    Current 10 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 2 0 0 0 0
    End of round 9 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +2 Mil


    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; 2020-11-14 at 09:33 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

  25. - Top - End - #355
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

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    The Halls of Valhalla
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    Default Re: Empire 6: Embers of Dawn IC


    The Sol'Ikoth
    Leader: Oraket the Three Hearts
    Round 9

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

    Spoiler: Other info
    Show

    Tp 1: CRO
    Tp 2: SKO
    Tp 3: SKO
    Tp 4: SKO
    Required Resource: Slaves MET
    Holy Site: Path of the Ancient Ones [+1 to defense]
    Holy Sites: (6)
    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)
    Irragation:
    Sailing:
    Artifact:
    City: An Akhad
    Treasure: 4
    Units: 5


    News and Rumors:

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

    Actions:
    1 Mil 5: Recrute Hero: Olx and Sep Blight-Trixters (9)
    2 Faith 10: Effect TBC but the Black Pharaoh will rise
    Blood seeps into the holy sand. The worshipers of the Black Pharaoh have spread across Sikar. Its all in place. Sikar goes silent as the holy sun fall to darkness. People all across sikar hear the criptic whispers.
    "Finaly... After so long I breath the life of the land once again... I rise eternal to once again walk the realm. Cahf ah nafl mglw'nafh hh' ahor syha'h ah'legeth. Ng llll or'azath syha'hnahh n'ghftephai n'gha ahornah ah'mglw'nafh. ph'nglui n'gha Y' hup nafl'fhtagn ya n'gha'agl. hai sikar ephaikadishtu ya yaah. Y' ah n'ghftog uh'eog

    3 Mil: Aid The Crows in the golden lion quest. [15] Success
    4 Faith: Convert 300 15 Success
    5 Faith: Convert 295 16 Success
    rolls

    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; 2020-11-17 at 08:28 AM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  26. - Top - End - #356
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Empire 6: Embers of Dawn IC

    Regions 194, 195, 196
    The Bel-Dan Armada
    Leader: The Triumvirate
    Reren-Sel-Lěra, Reren-Nal-Fě, and Reren-Cha-Jelě
    33-36 Era of Great Ocean


    Actions:

    1. [Military] Help rout the Shadows in Kincany: 17
    Ren-Cha-Fen returns from the west, but stops in Kincany for several years, where he trains with the Sentinels of Stone. He sometimes slips away from his camp in the night, leaving his warriors confused for several days. When Fiona MacDool leads her band underground to purge the Shadows, he and his warriors follow, and most of them assume he was simply negotiating with the Anbroch for his aid.

    2. [Military] Suppress Unrest in Melis [196]: 22
    Following her conquest of Melis, Ben-Udula declares herself Royal Queen of Melis. Her surviving pirate band rampages through the region and brings death to the disobedient, cowing the Melxab into submission.

    3. [Military] Raise a land unit
    Rumors spread through Melis of a mysterious noblewoman, clad all in blue and with a blue mask, who enters villages alone in the morning and vanishes in the night. When she leaves, she takes with her two or three dissatisfied youths....

    Ben-Udula, newly-titled Royal Queen of Melis, quietly gathers a force of 250 Melxab slingers and spears. Considering the past decade of war and brutal conquest, they seem surprisingly loyal to her.

    4. [Military] Explore northwards with Ben-Udula: 15
    Her domain in Melis secured, Ben-Udula returns to the waves, crossing the strait to the northeast and continuing northwards.

    5. [Intrigue] Secret: 12

    Nonactions:
    1. Allow all religious conversions


    Spoiler: News and Rumors
    Show
    • The spreading Blight is becoming more worrying as it draws closer, but most Bel-Dan-Ub and even Dozgach still don't think much of it. [Region 197] is a long way away, and they can simply sail around, and the elves seem to have it well in hand.
      .
    • The Triumvirate continues to bicker. None of them are able to gain the upper hand, but they are very effective at paralyzing the council. Only those Ren-Ub not involved in the council are able to get anything done as factionalism runs rampant - essentially only Ren-Cha-Fen and Ben-Udula (who has claimed the title of Reren in addition to Royal Queen).
      .



    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 +2


    Spoiler: Other notes
    Show

    Land units: 2+1
    Naval units: 2

    Treasure: 0

    Heroes:
    • Ren-Cha-Fen (9>10)
    • Ben-Udula (10)

    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)
    • Steering Oars (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; 2020-11-14 at 11:31 AM.

  27. - Top - End - #357
    Barbarian in the Playground
     
    Zayuz's Avatar

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    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: 3
    Faith: 5
    Intrigue: 1

    Actions for Round 9
    • [Diplomacy] Attend the event in Mamut!
      - Warchief Kylisa Alqar marries Tšrãák
      - Vassalize to the Sọ́kau Tribes, agreeing to serve them for the duration of the above marriage
      - Reserve R48 for the Warchief's conquests with the blessing of the Scions, Sokau, and Scrimthun.
      - Give Pottery and Irrigation tech to the Sokau
      - Receive Sailing tech from the Sokau
    • [Diplomacy] Stabilize the Blessed Vale (R32) [Fail]
      After many years of wanting for cheaper labor and adjusting to a new way of life, the people of the Blessed Vale find themselves in an uncertain position. The line of Alqar had been broken by Kylisa taking the seat as Warchief, and glimpses into the future are anything but calming. The Seers say that darkness lies ahead even after the rise of the blight army and the appearance of the undead horde - even now a murderer guides their fate. The times are anything but ideal for the nerves of those in Alqar.
    • [Military] Raise 2 units using Fortress
      After her wedding, Warchief Kylisa returns home and rallies her swords for battle. Given the pressing new dangers, more capable men are needed than ever. She forms the first two regiments of Lunar Scouts, those equipped with shoddy bows, scimitars, and leather armor; each accompanied by a seer with the intent of knowing all about their foes to gain an edge in battle. They are deployed outside the citadel as forward groups meant to flank and sap and spy moreso than actually come to arms. Having their distant territories patrolled helps many outside the main towns feel more secure in their hunting and travels.
    • [Military] Attack R27 with 4 units lead by Lord Asweld Ar-Konish (9)!
      - Duel native commander, apply reckless attack TD
      As the armies of presumably the Crimson Kingdom march down the valley towards the Blessed Vale, Commander Asweld prepares a counter-attack while new allies in the Sokau handle the defence of the region, working closely in hand with the defenders of the Sunrise Citadel. He takes his men deep into unknown lands to subdue the native warbands and establish a foothold past the mountains. Invitations are extended to the Scrim and the Uzi to accompany the expedition, in hopes that familiar faces with prompt the SOS members located at the local standing stone to disclose vital information about the Crimson Kingdom.
    • [Faith] Seek Aid for Scrim Diplomatic Mission (Success)
      As the brave Scrim venture forth into the blizzards above, they are given guidance by the visiting Seer Makoa pertaining to some deceptively dangerous locales that would have lead to much trouble - allowing them to be avoided on their expedition. She mentions that somewhere in the north there is 'great complexity' covered by blight and snow. The omen is cryptic, but many take it to be motivating... Perhaps there really is something up there to find.


    Non Actions:
    Tentatively claim R48! Warn all others not to attack it or face the wrath of Alqar.
    Accept embassies

    News and Rumors
    1. The Uzii were rivals to Alqar for the duration of Kalm's reign, who was slain upon his declaration of war against them. Kylisa makes time after she is elected by the seers to visit Swampum with her retinue of guard and request to speak privately with their leader, Mudmore. She confesses to ordering Kalm's murder, telling him that with the gift of future's sight she saw great darkness coming to Mamut. A war between the Uzii and Alqar at this time would serve only to destroy them both, and hopes that they might go forward under more peaceful terms. She's reserved and vague with her words, to the point where it's not really clear if she means anything she says. The certain part, however, is that she does not wish to fight - and is willing to swear a blood oath that she will be kinder to the Uzii than her predecessor was. As news begins to roll across Mamut of the haunted home of Arrakh-Rah, the Crimson Kingdom's reveal, and a whole host of other chaotic events it begins to seem like the visions were more likely true than not.
    2. Arrakh-Rah has been found! Though not seen in generations, the people had never lost faith that it was out there... That the Scrim are so close to it worries them, but mostly only because they fear that the blight that wiped out their people may come for them too - and then march south. The heroes who venture forth to cleanse the land are given the blessing and praise of the ex-arrakhi people while chatter begins to stir about potentially returning home after so long.



    Spoiler: Stats
    Show

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

    Regions Owned: [Blessed Vale 32, fortress and great project] [Dek'varro 31] [Upper Vale 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:
    Seer Makoa (7)
    Lord Asweld Ar-Konish (9)

    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
    Agree to vassalize to the Sokau with a marriage alliance for the duration of our rulers' lifespans. I get region 48!

    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: SCR
    Resources controlled:
    [Gems, Blessed Vale (32)], [Slaves, ??? (R48)]

    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; 2020-11-13 at 08:38 PM.

  28. - Top - End - #358
    Orc in the Playground
     
    OrcBarbarianGuy

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    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
    Show


    Ixkarr
    Regions 293, 294, 295, 296

    Spoiler: Leader
    Show

    High Chieftess Karra

    Diplomacy: 6
    Military: 6
    Opulence: 3
    Faith: 4
    Intrigue: 3

    Projected stat increases: +1 Military, +1 Faith
    No new ruler for next round.


    Actions:

    1. [Faith] Convert to the Path of the Ancient Ones
    While at one point it seemed certain that the orcs would become steadfast supporters of the True Dawn, they walk a different Path now.

    2. [Faith] Seek aid on the Region 1 invasion
    The shamans attempt to peer into the future to find a suitable landing spot for the orcish troops. Roll: 6 Failure

    3. [Military] Invade Region 1, Kethix leads (+16)
    After lengthy negotiations in Alodite lands Karra unveils her plan to the other chieftains: Ixkarr would become a vassal of the Candake of Ta Seti. What was sure to be a controversial proposal to begin with is met with vehement refusal when it is learned that the deal includes Ixkarr giving up its planned invasion of Region 1. Only a fool would let go an opportunity for the glory defeating the denizens of a brand new continent. And Karra cannot afford to take up the reputation of a fool.

    Kethix +10, +4 army units, +2 navy units for a total of +16
    Kethix will duel (Dueling CI, +2 Sun Sword)
    Will attempt Reckless Attack Tactical Doctrine. +7 to maneuvering (+6 Karra's Military score, +2 War Drums, -1 amount of units)


    4. [Military] Recruit 2 army units (fortress)
    Even after the deaths of Thekr and Itsak, Aseltia continues recruiting warriors to Ixkarr's army. She has managed to rebuild an Astelte contingent of her own to lead as well. Meanwhile, the fortress is gradually improved with the new knowledge of masonry techniques.

    5. [Military] Tsakra assists Crow's tribe on the golden lions quest
    After disappearing for months, Tsakra appears in Highnest and announces that she'll assist with the matter of the golden lions. Roll: 14 Success

    Nonactions:
    -Support SKO conversion of 295
    -Use one SoS favor to raise Tsakra's Hero score from 8 to 9

    News and rumors:
    -Thekr, Itsak and Thirre all die within a short period of time.

    Spoiler: Statistics
    Show

    Diplomacy:
    Cultural identities:
    Glory or Death (dueling) [permanent]

    Military:
    Army units 5/12
    Navy units 2/6

    Heroes:
    Kethix of Ippathaka (10)
    Tsakra of Ippathaka (8)

    Technologies:
    War Drums (logistics)

    Opulence:
    Trade posts:
    Cacti: 296.2
    Maize: 281.1

    Resource requirement: Wood (fulfilled)

    Treasure 0/5

    Other items:
    N/A

    Technologies:

    Animal Husbandry
    Irrigation
    Masonry
    Pottery
    Sailing
    Seekers
    Writing (Non'rathk Script)

    Faith:

    Artifacts:
    Sun Sword (+2 on duels) [equipped: Kethix]

    Previous rounds:
    Round 1
    Round 2
    Round 3
    Round 4
    Round 5
    Round 6
    Round 7
    Round 8
    Last edited by OmnivorousOgre; 2020-11-15 at 01:24 AM.

  29. - Top - End - #359
    Dwarf in the Playground
     
    Imp

    Join Date
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    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 9
    Opu 5
    Faith 10
    Int 2

    Expected stat increases: +1 Mil, +1 Opu

    New ruler next round? No


    Actions:
    [Faith 10] Miracle
    [Effects to be revealed in the next opener]

    Chepri was exhausted, after traversing the barren wilderness for months they seemed to be no closer to their goal than when they first left. Many of the advisors had fallen along the way and the large rescue unit had gradually become a tattered group of malnourished survivors. Chepri did her very best to keep them together, this was not how it was supposed to be. The night sky had always guided her, but now it was just black when she tried to read the signs. Instead finding her resolve in Numa Chepri pushed the group forward, they would save Halphas, it was the only feasibly outcome, Tushem and Numa would never betray her.

    Weeks later the pack stumbles up a steep mountainside on a cold winter night, with Chepri in the front, desperate for any kind of omen that might help them. Reaching what seems to be the crest for the eleventh time a small hollow in the mountainside comes into view. Blinded by the fires inside their eyes slowly adapt. Human silhouettes walk in front of the flames, leading smaller shadows deeper into the hollow. Taking careful steps around a pool of glimmering darkness, few flames are reflected in the blank blackness, the rest seemingly sucked into the pool. Then she sees him. Halphas. Appearing from behind the flames with a large cloth in his arms he descends into the pool, egged on by what is now clearly Na’karat zealots.


    [Military] Defend R30 Na'karat
    Leader: Haraman (Ruler, mil 9)
    Units: 3
    TacDoc: Reckless Attack
    Duel: Challenge, kill if great success
    CI: 2d8 to duels (HS 2 bonus)

    As word of the oncoming hoard reaches Haraman he is beset with a righteous fury. After spending nearly a decade elevating the people of Na’karat those shambling foreigners think they can just come and tear it apart? No. Gathering the Wardens he marches west to meet them, they don’t even deserve to lay eyes upon the glory of the Celestial Spire.

    [Military] Supress unrest in R54: 15
    A serious effort is made to find the northern childnappers and mend relations with Tipen. Haurun is given a band of Wardens to root them out to the last skull. Finding them proves arduous and he is surprised to say the least when their camp is found and it becomes clear the shadowmen and runaway Zealots are one and the same. In an attempt to improve relationships with the Risasno they join forces and surrounds the encampment, slaying the Zealots. What follows is a depraved show of force, runners are sent out with Zealot craniums, showing all of Tipen what happens when one dares defy the Thalaz’ir.

    [Opulence 5] Change Comet Stone in R30 to Comet Shards
    As rumor about the vile use of Comet Stone spread through Na’karat the Sentiels of Numa act swiftly. Creating a yearly reward for whomever destroys the most stones competition blooms. Soon all the easily accessible stone is smashed into thin shards, allowing light to pass through them. The more inaccessible clusters slowly get broken over the years, as the reward stands.

    [Opulence] Buyout Barley from Open in R49.1: 12
    Helped by the imported aurochs the Scions manage to reach self-sufficiency, after decades of struggling. Aiming to elevate them even higher Haraman orders Anemit to secure more trade routes. Remembering the harsh years of her childhood she decides that self-sufficiency isn’t enough. There needs to be an abundance of food for bad years. Inspired by the city of Tunfet Animet makes sure the Scions have their own barley storage.


    News and rumors:
    • Haurun is spending less and less time in Na’karat. Constantly roaming around his weirdness is blamed on foreign influence from his diplomatic travels. When his relationship with Rose becomes common knowledge many Scions see someone to blame for the future heirs irrational behavior.



    Non Actions:
    • Resist all conversions and buyouts
    • [Change Hero name] Halphas the Woetide to Chepri
      In the aftermath after the hollow encounter it’s clear that Halphas is a traitor to the Trinity. If it wasn’t for Chepri’s bravery things would be much worse and both Tushem-netj and Numa-netj declare her a true defender of Na’karat.


    Spoiler: Bookkeeping
    Show

    Owned Regions

    Na'karat, R30
    Tipen, R54

    Army Units

    Land:7
    Naval:0

    Heroes

    Haplas the Woetide (7)


    Owned Resources
    Resource Region TP
    Comet Stone 30 1
    Aurochs 45 1


    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
    2 2d8 when duelling


    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
    30 Resource req: Labor Fulfilled by Aurochs
    Last edited by Torv; 2020-11-14 at 01:58 PM.

  30. - Top - End - #360
    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 9

    Spoiler: Banner
    Show


    News and Rumors:



    Actions:
    1) [Diplomacy] Diplomacy 10 Special: Elevate Kingdom - Great Kingdom: The Vygra Confluence
    While the regions of southern Kiswa have gained much from their interaction, trade, and shared protections, the ongoing threats of blightspawn comingle with the desire for a something grander than mere stability. Matji Khetra invites the leaders of their fellows to Farahabi: the Harud chief, the Yoan shamans, and the Himara matji. After several weeks of discussion, debate, reasoning and persuasion, an agreement is forged. Each of the southern people join in fealty to Vyterrat, pledging to combine their resources and people under Matji Khetra's leadership.

    2) [Opulence] Buyout Trading Post - Region 202 TP2 Copper (Roll: 16)

    3) [Military] Alexios leads the Vygra warriors against the Gluttonous Shadow swarms once again - Region 210 (Route: 226 -> 221 -> 220 -> 210; Tactical Maneuvering +10, Battle +21)
    > Alexios the Undying (+12) leading, Theodora of Kiswa present
    > 5 Units total (3 Vygra butho, 1 Elkhwaden from VYG, 1 Sentinel Aspirants from SoS)
    > Tactical Doctrine: Reckless Attack
    > Black Iron Weapons (+3), 1 Treasure Spent (improved supplies +1)
    Once again the gluttonous shadows rise to plague the lands of the Vygra's neighbors, and once again, Matji Khetra and her people answer the cry. Alexios leads the majority of the Vygra forces north to stamp out one of the infestations.

    4) [Opulence] Buyout Trading Post - Region 192 TP2 Timber (Roll: 14)

    5) [Military] Military 10 Special: Develop Military Technology - Bronze
    >Type: Special Materials
    >Requirements: Copper or Tin
    >Benefit: +1 to Battle Rolls, +1 to Leader Loss Rolls
    Arima, an Efra of Kolinth town, is a little-known coppersmith making a reasonable living until the day of a momentous discovery in her forge. While casting a set of mining tools, some tin scraps left unnoticed in the crucible by an apprentice melt along with the copper. The results are astonishing - rather than remain two metals impurely mingling, the mixture has altered into an entirely new metal. The color of dull gold, this new material is found to be significantly harder than copper, more resistant to wear and corrosion. Over the next months, Arima and her apprentices experiment with different quantities of the two ingredient metals to learn the properties of this new alloy, which Arima dubs 'bronze'. As workers in the Percos hills find Arima's new tools superior, word spreads, and soon garners the attention of Fulji Varsha. With increased resources and official backing, many copper forges are converted to developing and crafting with the new material - not only tools, but also weapons and armor for the ongoing battles against the blightspawn.


    Non-actions:
    Trade Wheel and Axle to Sewune for Crab-Claw Sails. (Embassy)
    Spend 1 treasure on supplies for Alexios' battle force.
    Resist buyouts where not specified otherwise.

    Spoiler: Leaders and Heroes
    Show
    Leader: Matji Khetra (Diplomacy 10; Military 10; Opulence 9; 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, Wheel and Axle, 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: 5
    Reputation: SOS (4); DSP (1)
    Favors: SOS (2)
    Capital City: Farahabi - Vyterrat Region 226 (Copper)
    Trading Posts 7 (+1 income): 226 TP2 (Copper), 195 TP3 (Timber), 236 TP1 (Shale), 237 TP1 & TP2 (Furs and Hides), 238 TP1 (Granite)
    Embassies: Veramondo (218), Lhungho Saar (221), Sewune (216)
    Last edited by Frostwander; 2020-11-13 at 08:28 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

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