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  1. - Top - End - #361
    Troll in the Playground
     
    Nefarion Xid's Avatar

    Join Date
    Jul 2008

    Default Re: Empire 6: Embers of Dawn IC

    🐎
    Ashirian Sultanate
    Led by the Sultan Zidan il Kasima
    D 10 • M 10 • O 2 • F 1 • I 3

    News & Rumors
    • What would normally be causes for celebration is instead kept quiet due to the tribulations of the Vesparre. Nonetheless, rumors do spread that Zidan and Jana have been blessed with a third set of twin girls and another daughter after, making nine children in total. If anyone has angered the gods, it seems that it is not Zidan. Nor has the inconvenience of death diminished Jana's fecundity.
    • Zidan continues to indulge mathematics as a hobby. He approximates the circumference of a circle to be 22/7ths of its diameter. As he only has crude tools to measure such things, he has no reason to doubt that it is this fraction precisely.
    • Negotiations with Ixkarr are unfruitful.

    Actions
    • [Diplomacy] Appease the Mother of Grief (14, Partial Success?) - Zidan invites the Mother of Grief to meet with him publicly and air her grievances. Despite vowing to investigate what he views as a common problem, the sultan is unable to bring her over to his side, but may have forestalled an escalation of Vesparrese turmoil.
    • [Military] Aid CRO Hero with Epic Quest vs Golden Lions (Success) - Jana Al-Zamira goes to tame the lions.
    • [Intrigue] Investigate Stillbirths in 302 (16) - By far the most worrying turn of events, Zidan tasks Amiras Shiela and Azur (and their riders) with finding the cause of the stillbirths. Given what transpired in Ta Seti, they suspect the water supply to be poisoned and check there first, then move to root out any unsavory herbalists, alchemists, or witches in the region.
    • [Intrigue] Investigate Murders in 278 (15) - Obviously continued acts of terror by the Cult of Mockeries, Zidan dispatches a team small crack team to track down the murderers and bring them to justice.
    • [Intrigue] Investigate Poisoners in 288 (10) - Following up on previous events, Prince Rashed seeks to expose and arrest the people responsible for poisoning the oases of Ta Seti.
    • [Intrigue] Secret

    Non-Actions
    • Accept all gifts and embassies.
    • Gift via embassy to CRO: Composite Bows, War Drums, 1 Unit.
    • Gift via embassy to DOD: Masonry, Coinage.
    • Attend CRO event.


    Spoiler: Bookkeeping
    Show
    Stat gains: +2 Int
    Next Round: D 10 • M 10 • O 2 • F 1 • I 5

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

    Hero: Jana Al-Zamira (10)

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


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


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


    Last edited by Nefarion Xid; 2020-11-15 at 12:15 AM.
    I apologize for drawing CockroachTeaParty as a winged centaur.

  2. - Top - End - #362
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    Tentative Turn 9

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

    Expected Stat Growths
    Oraora
    Dip 6 +1
    Mil 9 +1
    Opu 4 +1
    Fai 1
    Int 3

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

    Actions
    Mil Help quell the rebellion in the Naherin region 277 with Liyae and 3 units
    Spoiler: Attack Specifics
    Show

    Link up with Naherin forces to combat the force together, Liyae (HS: 9) leads the assault.
    Utilizing
    * Ranged Weaponry (Composite Bows) +1 Battles
    * Cavalry (Equestrianism) -10% friendly casualties
    * Scouts and Logistics (War Drums) +2 Tac Doc
    Tac Doc: Hydra’s Roar (+3 Battle, -10% enemy casualties)
    Don’t offer any duel, accept any duels offered. Help Ashira in any duels she participates in.
    Allow Naherin to retain control of land on victory.
    Allow Aseria to lead the battle and duel at her behest.

    Mil Raise Naval Unitx2 (Fortress)
    Dip Create the Blightlands (Kiswan) Codex (1/5)
    Dip Create the Blightlands (Kiswan) Codex (2/5)
    (We need to workshop a better codex name)
    Opu Buyout the empty TP 2 of Mountain Goats in 267 Roll = 14
    Opu Buyout the empty TP 2 of Gold in 307 Roll = 15

    Do Later
    Opu [/b] Buyout empty TP of Kangaroos in 318
    [b]Opu [/] Buyout empty TP 2 of Foxes in 303


    Subactions
    Work together on the Blightlands (Kiswan) Codex with everyone in Sikar working with the project, which far as I’m guessing, is Murgen (Fff), Ti (Naherin), and Zab (crows). Which should be 5 in total, counting my two here.

    Nonactions
    Trade the Naherin Equestrianism and Composite Bows and War Drums via the Embassy.
    Trade the Ashir the Flowerlands (Mamut) Codex via the embassy.
    Support Ta Seti buying a tp of Flavored Water.
    Trade Ta Seti Equestrianism via the embassy.


    To-Do List
    Roll Actions
    Write up Region 268 (Mangrove Treant Serfdom)


    Armies and Coffers of the HYD
    (If casualties, subtract them)
    Spoiler: Night Elven Armies And Coffers (As of 232 AFD)
    Show

    Coffers: 4/10 Treasure, 2/8 Naval Units, 7/14 Army Units
    Recruitment: +1 Treasure, No Units this round, -1 treasure exploration
    Trading Posts/Cities Controlled: 6/1 (+1 Treasure at turn-end)
    (Acquired 2 trading posts at turn end)
    Favor Status: 0 with SoS, 0 with DSP, 2 with TSR


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

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

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

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

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

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

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

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

    Army Unit 10
    (Bow Cavalry Division) (217 IR)
    2 Adolescent Hydra Worms (50 IR) (1 to 25 IR)
    99 Night Elven Bow Cavalry (132 IR) (3 to 4 IR)
    25 Ashir Cavalry (25 IR) (1 to 1 IR)
    100 Peasants and load bearers (10 IR) (10 to 1 IR)
    (Possibly convert one of these into a naval unit?)


    Spoiler: Sisterhood of Shards
    Show

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


    Spoiler: Graveyard Pile
    Show

    Spoiler: Battle for 268, Turn 8>9
    Show

    Naval Unit 6 (Wiped Out)
    (Swashbuckler Lamias) (230 IR)
    300 Lamia Swashbucklers (100 IR) (3 to 1 IR)
    40 Lurker Lamia (20 IR) (2 to 1 IR)
    1 Lamia Captain and 49 Captain’s Crew (50 IR) (1 to 1 IR)
    50 Night Elf Retinue (10 IR) (5 to 1 IR)
    200 Lamia Sirens (50 IR) (4 to 1 IR)
    Army unit 8 (Wiped Out)
    Gifted from Soreni


    Spoiler: Recruiting This Turn
    Show

    Recruit 2 Naval units


    Total Tech List: All Default Techs, Comp Bows, Equestrianism, War Drums, Coinage
    Spoiler: War Tech Table
    Show

    Equipped Techs
    * Special Materials (none)
    * Armor (none)
    * Melee Weaponry (none)
    * Ranged Weaponry (Composite Bows) +1 Battles
    * Cavalry (Equestrianism) -10% friendly casualties
    * Scouts and Logistics (War Drums) +2 Tac Doc
    * War Beasts (none)
    * Fortifications (none)
    * Combat Drugs and Medicine (none)
    * Sappers and Siege Weapons (none)
    * Subterfuge (none)


    Last edited by Epinephrine_Syn; 2020-11-14 at 08:52 PM.

  3. - Top - End - #363
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 6: Embers of Dawn IC


    The Arrok of Uldra - Region 109
    Chief Taran Icechaser
    Round 9

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

    Actions:
    1. Diplomacy - Spend D10 to declare Great Kingdom
    2. Diplomacy - Stabilize Region 120 - 21
    3. Military - Send 7 units and Tsor to defend Region 120
    Utilize Bows tech, Skirmishing, and challenge Duel
    4. Military - Raise Unit
    5. Intrigue - Secret

    Dice Rolls

    Nonactions, News, and Rumors:
    Resist all unauthorized conversions and buyouts
    Support all conversions and buyouts made by the Dannu-Gaon or Hiverness


    New Leader next Round? Yes
    Dara Icechaser is chosen as the next Chief of Uldra and its territories

    Leader Stats Round 10 :
    Diplomacy - 4
    Military - 6
    Opulence -2
    Faith - 1
    Intrigue - 2

    Character List:
    Name - Origin - Title/Status - Age

    Taran Icechaser - Arrok- Chief of the Arrok - 60
    Tsor Icechaser - Arrok - Hero - 59
    Rarras - Spirit Dog - Hero - ??
    Neyrna - Arrok - Oracle - 54
    Tasa - Arrok - Taran's Bondson - 40
    Dara - Arrok - Taran's Bonddaughter - 37
    Kari - Arrok - Taran's Bonddaughter - 37
    Shira - Arrok - Neyrna's daughter - 36
    Atri - Falo - High Fen - 23
    Last edited by LapisCattis; 2020-11-15 at 01:56 AM.

  4. - Top - End - #364
    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.[Opulence] Trade TP1 region 135 Spelt for TP1 region 124 Wood with Elefteria

    - Pledge to protect the sacred isle of Azumaba of Elefteria


    2.[Opulence] Buy Out TP 2 from Arrok of Uldra of Husky Dogs in region 108 Roll: 14

    3.[Opulence] Buy-out TP 3 of Salt from Hiverness Roll: 14

    4. [Military] Attack Region 120. Neeschter, Hero of the North Will bring justice to region 120. We will reclaim what is ours!
    TacDoc: Skirmishing
    Lead: Neeschter, Hero of the North
    Units: 5
    Accept Duel


    5. [MIlitary] Raise Unit
    Spoiler: Non-Actions
    Show

    • Resist Convert from Hiverness


    Spoiler: News and Rumors
    Show

    • Resist Conversion from Hiverness Roll: 10


    Spoiler: BOOKKEEPING
    Show

    Thought King Kartoffel
    D: 8
    M: 6
    O: 7
    F: 3
    I: 3

    Expected Stat Increases: +1 M +1 O

    New Ruler Next Round?
    No

    Military Units 5
    - none

    Heroes:
    - Neeschter, Hero of the North (He who sleeps with wolves)

    Embassies:
    - Elefteria

    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: TP1 Salt in region 109, TP3 Grousse Shark Braye region 129, TP1 region 135 Spelt
    Last edited by m9p909; 2020-11-13 at 03:48 PM.

  5. - Top - End - #365
    Dwarf in the Playground
     
    Moriko's Avatar

    Join Date
    Aug 2018
    Location
    United Kingdom

    Default Re: Empire 6: Embers of Dawn IC

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



    Round 9 Actions:

    1. [Opulence] Buyout region 208 TP 1 Gamebirds from open Sucsess 14

    2. [Opulence] Buyout region 240 TP 1 Aquamarine from open Sucsess 14

    3. [intrigue] Investigate where the shadows that appeared in Region 197 came from (use treasure) 17


    4. [intrigue] Investigate where the shadows that appeared in Region 208 came from (use treasure) 16


    5. [intrigue] Investigate where the shadows that appeared in Region 210 came from (use treasure) 16



    Non Actions:
    • Trade Crab-Claw Sails to Vygra for Wheel and Axle. (Embassy)



    Spoiler: Diplomatic arrangements
    Show

    • Embassy with the Vygra



    Spoiler: Ruler Information
    Show

    "King" Yorick II:

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


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource Category
    210 2 Bananas Food
    211 3 Tvila Clay clay?
    213 2 Flint ??
    215 1 Artisans Skilled beings
    216 1 Sweet Droggen Berries Food
    216 2 Sweet Droggen Berries Food
    216 City Sweet Droggen Berries Food
    217 2 Sorghum Food
    218 3 Cacao Food
    221 3 Healing Herbs Medicine
    225 1 Elk Living beings?
    226 3 Copper Metal
    238 2 Granite Stone?
    241 2 Tin Metal


    Spoiler: Treasure (5)
    Show

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


    Spoiler: Military (4 units)
    Show

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

    Hero
    Name Military Stat
    Dra ranu 8


    Spoiler: Reputations
    Show

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


    Spoiler: Great Projects
    Show


    Project Name Project Progress Project Effect Project Location


    Spoiler: Techs
    Show

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


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


    Spoiler: Ruler Actions
    Show

    Spoiler: 'King' Yorick II
    Show

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


    Last edited by Moriko; 2020-11-14 at 07:56 AM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  6. - Top - End - #366
    Ogre in the Playground
     
    zabbarot's Avatar

    Join Date
    Jan 2013

    Default Re: Empire 6: Embers of Dawn IC

    Crow's Tribe
    King Kro Karael
    Round 8




    Year 33-36 of the Kro Dynasty

    News and Rumors



    Actions Rolls
    • [Diplomacy] Invite all of Sikar to the Darkening King Kro Karael
      Accept Soreni gifts of 1 treasure and a redundant technology.
      Trade Soreni Coinage for an IOU.
      Gift 1 Treasure to the Thunderpeople for their exploration of the wild northlands
    • [Diplomacy][+1/5] Kiswa project: Crows continue to be on the forefront of exploration, traveling far and wide, seeking new goods for trade and new peoples to trade with.
    • [QUEST][19 + 6! Success] Kro Thorael, He Who Seized the Sun, blessed be his talons, leads heroes of Sikar into the Maw to tame the golden lions. He is joined by Paladina Jana Al-Zamira, Neferkare Blight Slayer, and Sikar Johnson, Adventurer Supreme. Unphased by their unfamiliarity with lions, let alone the multi-ton golden monsters that roamed the deserts, they pressed on to victory.
    • [Opulence] Buyout Wine TP1 Region 1 (8 Failure)
    • [Opulence] Buyout Copper TP1 Region 204 (11 Failure)


    Non-actions
    • Resist any buyouts (+1 from coinage unless they have coinage).
    • Accept War Drums, Composite Bows, and 1 Unit from Al Ashir via Embassy
    • Accumulate 2 Treasure from Trading Posts (15 owned)


    Ruler Info
    D 1 • M 3 • O 8 • F 5 • I 4
    Expected Gains:
    +1 Dip, +1 Op

    The Vault
    Spoiler
    Show
    3 Treasure
    Shattered Runestone (TP1, City, Region 306)
    Gold (TP3, Region 307)
    Maize (TP2, Region 277)
    Blightspawn Trophies (TP3, Region 275)
    Slaves (TP2, Region 311)
    Horses (TP3, Region 302)
    Agave (TP2, Region 305)
    Fish (TP2 Region 276)
    Nahkla Stone (TP1, Region 292)
    Desert Bell Seeds (TP1, Region 291)
    Iron (TP3, Region 310)
    Onions (TP2, Region 270)
    Bloodfire (TP3, Region 278)
    Kelp Oil (TP3, Region 266)
    Last edited by zabbarot; 2020-11-14 at 09:42 PM.
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  7. - Top - End - #367
    Dwarf in the Playground
     
    Laura's Avatar

    Join Date
    Jun 2020
    Location
    USA Texas
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Shandolé
    Round #9


    ---

    Leader Stats
    • Diplomacy: 7
    • Military: 7
    • Opulence: 5
    • Faith: 5
    • Intrigue: 6

    ---

    Actions

    1. Finish Dream Speaker Tavern in Region #140 “Rauri’s Rest”
    • Diplomacy
    • No roll necessary

    Spoiler: Rauri's Rest
    Show


    Rauri's Rest


    The inn of “Rauri’s Rest” in the town of Ivory Tower in Trí’Meloa has been granted to the shán Dream Speaker, M’Ká’acindi’tonyóndersan aka Acindi. Named after the famous hero and explorer from Clan Solas, the inn has already become a favored rest stop for travelers, as well as a place to hear and exchange news, rumors and beloved stories. Situated in Serpent’s Pass, it is well positioned to be a stop for travelers and trade crossing to and from the interior of Tarandi and the western coast and many people stay at the tavern as they pass through the mountain pass.

    The old building was mostly torn down and rebuilt to be larger, more luxurious and better suited to the needs of the Dream Speaker Order. While Acindi herself does oversee the tavern when she can, she leaves most of the management to the young shaná, Lekahni’Aki’Letuah - New-Song-Chasing-New-Horizons. Though she is not a Dream Speaker herself, Lekaní maintains a close contact with the order, as she is anxious to here rumors from the lands abroad and, in particular, any news about the fate of her lost parents, M’Eld’Á’Monúkarű – I Stand by the Mother’s Grace - once known as Sozé and M’Zagáh’Á’Eldítulűva – I Seek the Great Serpent - once known as Root.




    2. Push Claim on Region #142
    • Diplomacy (7)
    • Bonus: Spend a treasure (+1)
    • Roll: 2d6+8 vs TN 12
    • Result: 20 - Great Success!
    • Roll Link: Link

    Region Write-Up


    3. Explore Region West of #176
    • Diplomacy (7)
    • Use Sailing
    • Bonuses: +1 Animal Husbandry, +1 Dream Speaker Acquaintance
    • Roll: 2d6+9 vs TN 10
    • Result: 13 - Success!
    • Roll Link: Link

    Spoiler: Returning the Black Blade: Seeking to move Beyond what is Lost
    Show


    Returning the Black Blade: Seeking to move Beyond what is Lost

    The navel commander and explorer Zulaura’Klaní’Hiah – Blue-Waves-Crashing-and-Laughing, as well as the hero of Shandolé, Edge. Continue their quest to explore the Lyndí’Calah and seek out the headquarters of the Sentinel’s of Stone.

    The two have become fast friends, but Zulaura wishes it to be more than that. Her love for Edge is only rivaled by her love for the sea itself and she seeks to prove herself worthy of his attention each day, as she commands her crew and braves the wilds of the oceans. As for Edge, his age and experience has made him cautious in love and his ka remains haunted by his once lover Branwyn, a human warrior of the Sentinels of the Stone. He recognizes Zulaura’s love, but has yet to openly acknowledge it or show any recitation beyond a true love of friendship.

    Zulaura hopes that if they should succeed on finding the fabled headquarters of the the Sentinels and return the Black Blade of Branwyn to the order, then Edge may at last be able to move past his long lost love and return the feelings she has for him.




    4. Contribute to the Dream Speaker's Collection of the Tales of Tarandi
    • Diplomacy (7)
    • No Roll Necessary

    Of Those Born in Water & Blood and Those Lost in Darkness


    5. Raise Naval Unit
    • Military (7)
    • No Roll Necessary



    ---

    Non Actions

    Resist all buyouts or conversions.

    Spend a DSP favor to search for lands in the unknown waters beyond region #82

    Spend 1 Treasure to push claim in region #142

    Establish Democracy

    Karíkí’moshi’makana – Summer’s Hope Lingers - spent many years traveling abroad, learning the languages and ways of the other cultures in wider Tarandi. She spent considerable time in Thade among the Eleftherians and, when she finally returned home to Shandolýn, she brought with her a translated copy of The Anatomy. This scroll discussed social philosophy in depth and outlined an organization of governance called Democracy.

    Spoiler: Democracy Organized
    Show


    For the next several years the scroll was passed around, copied and read by many shaní and discussed at length by tribal elders, as it idea steadily grew in popularity. Meanwhile the old means of organization and determining of leadership and policy were growing more and more cumbersome as the power and influence of the nation expanded to include wider ranges of both land and peoples.

    Eventually the Winter Council began discussing a major overhall of Shandolé government in order to begin incorporating Eleftherian Democracy across the nation at local levels. It took many months and many compromises and considerations, but eventually the new organization was implemented.

    ---

    The regions of Shandolé currently recognized are as follows:

    Shandolýn (Capitol)
    Dól’Shilo
    Trí’Meloa

    And diplomacy in underway to also incorporate Áquęzíbarűdolýn by the end of the year.

    Each region is divided into nine districts created around preexisting community centers such as towns, clans or tribes. Records of citizenship and population shall be kept in every district and updated at least once every 12 years.

    All land and property shall be managed by the recognized local district and owned by the collective population of that district. Also, most ruling and governance shall be carried out by the districts through a locally elected district Council of Speakers and a presiding High Speaker. The Council of Speakers shall organize and manage local affairs and shall bring matters before to general collective to be voted upon. All citizens with a district shall be allowed to vote. The exact requirements for citizenship and the rules by which district councilors are elected will be determined by the local community, but districts will not be allowed to exclude large portions of the population from ever being able to vote. District councils should be gathered and held regularly, at least once every moon cycle, but possibly as often as every day, should the community determine it is necessary.

    Every district shall determine to send a member of their Council of Speakers to represent them in the regional High Council. Each recognized region will have a High Council, which shall oversee the region’s wider trade, policy and defense. High Councils should be gathered and held at least once a year to review and oversee the wider regional matters and listen to the concerns and disputes of the various district councils. Like district councils, regional councils shall also determine a High Speaker to lead them.

    The High councils by region are as follows

    Shandolýn (Capitol): The Winter Council
    Dól’Shilo: High Council of the Vale
    Trí’Meloa: The Halls of Thunder
    Áquęzíbarűdolýn: The Blue Moon Council

    The High Council of the capitol region shall be the Ruling Council of Shandolé, to which the other High Councils pledge their allegiance. The Ruling Council is also primarily responsible for the nation’s foreign affairs, international trade and diplomacy, representing the nation to wider Tarandi. Declarations of war and formal foreign alliances can only be made by the Ruling Council.

    Every four years the High Councils shall send a number of representatives to the capitol in order to hold a High Summit, where the affairs and matters of the nation, and foreign affairs may be discussed, reviewed and voted on by representatives from all the regions.

    ---

    The exact requirements for citizenship and who is allowed to run for offices was left to local determinations in order to respect the traditions and beliefs of the various cultures. There is a wide amount of variance, but in general the regions fell into the following customs.

    Shandolýn

    Anyone considered and adult may become a citizen and vote.

    Shaní: Age 30+
    Human: Age 16+
    Skyclad Dancer: Age 3+
    Woken: Varies by species but usually the age of independent self-care and capable reproduction.

    However only Elders can be elected to council

    Shaní: Age 400+
    Human: Age 60+
    Skyclad Dancer: Age 8+
    Woken (Mammal or Bird): 10 year more than the average lifespan of its non-sapient equivalent.
    Woken (Insect or Grub): 4 years more than the average lifespan of its non-sapient equivalent.

    Councils shall be comprised of 7 to 12 members.

    Though not written into laws there is a strong bias for shaní elders to be elected to council within Shandolýn.

    Dól’Shilo

    There is a much wider variance between the districts in Dól’Shilo with a greater number of customs and freedom of ideas intermingling. However, generally, there is fewer requirements and limitations upon citizenship and who can be elected to council in Shilo Vale than in the other regions.

    Councils sizes range from 7 to 30 members.

    Trí’Meloa

    All male Dancers over the age of 3 may become citizens and vote and all female citizens over the age of 5 may become citizens and vote. At first Trí’Meloa wanted to restrict citizenship to male dancers only, but they got overruled by the Winter Council, who determined that such a law excluded too much of the population. Any woken, human or shaní who wish may vote without a limitation upon age, but they must prove that they have been living in the district for at least 4 years.

    Only luminaries may be elected to Council in most Trí’Meloa districts, though in a few districts with larger non-dancer populations this law was not applied.
    Council sizes range from 5 to 25.

    Áquęzíbarűdolýn

    All adults who were born within the Clan/district may become citizens and vote. (Áquęzíbarűdolýn uses the same definitions of adults as Shandolýn.)

    Any citizen may be elected to council, however the position of High Speaker must be held by a member of the Clan-Head Family, determined by the traditional laws of heritage in Áquęzíbarűdolýn.

    Oldest child of the previous Clan-Head shall become Clan-Head after their death. The official Clan-Head Family extends out to second cousins of the current or previous Clan-head.

    All councils have 9 members.

    Eagles then to have a strong bias in their favor, as they’ve long been viewed at the rightfully ruling Clan in Áquęzíbarűdolýn tradition.



    Submit Tales to DSP

    ---

    Embassy Actions

    Gift Viskari Bows to SAN

    Accept 1 Treasure from DAN

    Send The Claw of Wolfenfinger to DAN for Research

    ---

    News & Rumors

    For some years now Tainn of Hiverness, cousin to Chief Kosumi, has been living among the Shándole and has settled into a family living at Winter Town. Her popularity grows among her new community and she is offered Shandolé citizenship should she wish it.

    The Scribes of Simráh add a translated copy of The Anatomy to their growing collection of scrolls, along with a number of Shándole essays discussing and expanding upon the principles therein.

    Under the new rule of democracy, Talákin’Záni’Quęzí - Eagle Flies High and Sees All - is elected as High Speaker in the Winter Council.

    M’Eld’Quęth’Dóah – I Face the Edge of Darkness - aka Edge resigns from his seat on the Winter Council and is instead elected to be High Speaker for The Council of the Vale in Dól’Shilo.

    The respected Skyclad Dancer luminary, Chīmalmā, is elected High Speaker of The Thunder Halls in Trí’Meloa.

    The region of Áquęzíbarűdolýn is expected to be formally joined to the rest of Shandolé, with the Eagle Lord, Toshá’Átrí, as High Speaker of the Blue Moon Council that rules over that region.

    Hearing that Calder of Clan Solas has also banned the Mother's Milk, the Winter Council sends a letter of support and approval of these measures and indicates a willingness to work with Clan Solas in tracking and controlling the substance on both the east and west side of Serpent's Pass.

    ---

    Ruler Information

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


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

    New Leader Next Round?: No

    Current Stats
    • Diplomacy: 7
    • Military: 7
    • Opulence: 5
    • Faith: 5
    • Intrigue: 6


    Expected Stat Increases: +2 Diplomacy



    ---

    Maps

    Spoiler: Maps
    Show









    ---
    Last edited by Laura; 2020-12-02 at 01:52 PM.

  8. - Top - End - #368
    Bugbear in the Playground
     
    Lleban's Avatar

    Join Date
    Jul 2015
    Location
    The Astral Plane!!!
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Candake of Ta Seti


    Pharoh Aspelta Oases Seeker

    Stats
    Dip 10
    Mil 10
    Op 4
    Faith 1
    Int 1



    Actions:

    Military: Hire a unit

    Military: Quest to assist kro roll 14

    Opulence: buy Maize roll 14

    Opulence: buy flavored water roll 12

    Diplomacy: Explore N 284 roll 19

    Military: Hire a naval unit

    Non-actions

    Spoiler: New Ruler
    Show


    Dip: (1d4)[4]+2
    Mil: (1d4)[4]+3
    Opu: (1d4)[3]+2
    Fai: (1d4)[2]
    Int: (1d4)[4]





    News and Rumors
    • Tribute from all corners of the Candake are
    • Orc education
    • Death of Aspelta
    Last edited by Lleban; 2020-11-14 at 12:12 PM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  9. - Top - End - #369
    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 10
    Opulence 3
    Faith 1
    Intrigue 5


    Actions

    1. [Military 10] Construct a Fortress in Narava (210) - The Walls of Singhön
      With Narava threatened by Gluttonous Shadows at home, bordering the easily enraged Anbroch Clans to the north, the xenophobic Sirrvadut and their great crusade to the east, and holding such an important position for safeguarding trade along the Sur and Erapira Rivers, the King orders the establishment of fortifications, built atop the sturdy stone ruins in the area. Most of these structures are simple watchtowers, wherein lookouts may be stationed to give advanced warning of incoming Blightspawn or enemy armies to nearby settlements.

      The city of Singhön, seated at the confluence of the two great rivers of Kiswa, sees much greater investment than mere sentry towers. Once girded by simple palisades and raised platforms, easily built and rebuilt as the city grows, the walls of Singhön now find themselves enclosing a spacious area, flanked by the twin rivers. Constructed in layers, the walls are built from rammed earth in timber frameworks, easily higher than a troll, fronted by a sloped ditch that sunk deep as an elf was tall on the landward sides, which was itself filled with sharpened logs. Faced by large, kiln-fired clay blocks hollowed out and filled with hard-packed earth towards the base of the escarpment, and simpler wooden logs above.

    2. [Military] Destroy the Gluttonous Shadows infestation in Inkhwabi(208), sending Ingkannu Isidi (Mil10) with 9 Units [8 Land, 1 Naval], spending 1 Treasure and using Cautious Advance Tactical Doctrine, assisted by Agatha of Mamut and 1 Unit of Sentinel Aspirants with Black Iron Weapons. Total +24 Bonus to Combat Roll, +8 to Tactical Maneuvering
      Deprived of the the close support provided by Matji Khetra and the Sentinels nearly a decade ago, but with hard-won experience in the brutal methods required to purge the Shadows, Ingkannu of Isidi, daughter of Ghrakka Yonghalo and aging champion of Saar Lhungho, leads the warriors of the kingdom on a slow, methodical extermination campaign through Inkhwabi, hoping to make up in numbers what they lacked in specialized training and equipment. The risk lay in the scattered nature of the expedition - if the creatures swarmed without warning, each group would be ill-equipped to support the other, and might succumb to piecemeal destruction.

      The arrival of Agatha and her Sentinels brings new confidence to the beleaguered warriors, happy to make use of the warriors' knowledge to better hunt down the creatures that infest these lands, already hard-won against the wilds and Shadows alike.

    3. [Diplomacy] Explore south of the River Sur as it flows through Inkhwabi (208) and 202, and west of Troll Country (221), spending 1 Treasure, sending Onoynoyis. [Rolled: 14]
      No longer a mere boy, Onoynoyis begs his mother for the freedom to demonstrate his abilities and earn respect in the eyes of his peers by joining the battle against the Shadows. The matriarch of Saar Lhungho staunchly refuses, but on hearing of her husband's assembled expedition to search for peoples to the west that may aid in the fight against the Shadows, she grudgingly permits the young man to accompany the group, as a representative of the kingdom. Not one to risk her child's safety, however, she demands no expense be spared on the journey - both in gifts for trade, and guards to ward off wayward Shadows.

    4. [Diplomacy 5] Establish Temporary Cultural Identity: Bigger Is Better: Increased die size when dueling
      The size and power of the Dhraan lends itself well to individual combat against peoples of slighter statures - and any non-Trolls with aspirations of glory must themselves prove capable of matching up to this expectation. Contact with kingdoms capable of holding their own against even Dhraanish power has led to the development of fighting styles suitable for use against even the most agile of such foes.

    5. [Diplomacy] Colonize 209 [Rolled: 17]
    6. [Diplomacy] Colonize 202 [Rolled: 15]
      If the Shadows are to be cleansed entirely from Kiswa, the lands that once sheltered them must be tamed and returned to the control of a civilized peoples, so as to prevent any hint of their cancer from encroaching once more. Plots are cleared, soil overturned, flocks and herds driven, and trees broken into shelters, as the Trollsmoot promises aid and good fortune both material and spiritual, to those who will settle the lands across the Sur, by the High King's decree. In ordinary times, this would like as not be insufficient to convince the superstitious and fearful to try their luck in lands known to have held such a presence of Blightspawn - but with Shadows at the door, these wildlands are transformed from an empire's graveyard to refuge for the terrified people of Inkhwabi and Narava. Dwarves originally having abandoned Kincany find themselves crossing the river once more alongside Vyrka accustomed to living among the ruins of long-dead glory, while in the southwest, the newest generation of pioneers in Inkhwabi set out for the jungles, having proven their mettle once already.


    Non-Actions
    Use Ally status with Truthseers to host an event: The Reed Dance

    Standing: Accept any Embassies or Technologies offered.

    Trade Pottery to UBT in exchange for Crab-Claw Sails via Embassy.


    News and Rumors
    • The Trail Is Lost - And with no way to pursue vengeance regardless, given the Blightspawn.
    • Singhön
    • Folktale to write: The [First/Best/Most Famous] Sin-Eater
    • Banded Inghu hunt
    • Feelings about things in the 'Moot
    • Merchant class struggling with Blightspawn
    • Some royal family info
    • Mebbe try a writing prompt


    Spoiler: Recorded In Chorus
    Show

    Treasure: 3/10 (-2 this turn)

    Units:
    8/12 Land Units
    1/6 Naval Units
    • Land:
    • Snapping Maw [20dh+++e/dw]
    • Gnashing Teeth [22dh+++e/dw]
    • Broken Scales [19dh++dw]
    • Spitting Stones [20dh++e]
    • Light Bringers [21dh+dh]
    • Shade Breakers [21dh+dh]
    • Efryt Primals [230vk++vk]
    • Vyrka Primals [230vk++vk]
    • Naval:


    The Fallen:
    • River's Surge [20dh+++e/dw]
    • Lashing Tail [24dh++++e/dw/bd]


    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

    High King Ruunandaraghal
    Projected Stat Growth:
    +1 Military (null)
    +2 Diplomacy

    No Current Heir - new heir soon?

    Ingkannu Isidi, Champion and Daughter of Ghrakka Yonghalo,

    Ichippā
    Onoynoyis

    Last edited by Rolepgeek; 2020-11-13 at 02:21 PM.
    Sincerely,
    Role P. Geek

  10. - Top - End - #370
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 6: Embers of Dawn IC


    Sirrvadutr Flosut [The Tribe of the Sons of Sirrvat]
    Kiswa: Yatrhajidaat Gitj (211),
    (197), (212), (217)
    Chief Zarrkatl the Golden-Eyed
    Round 9

    Rolls: https://forums.giantitp.com/showsing...&postcount=814

    Actions:

    [Military] Defend 197 with Vetrapa, 13 units and Skirmishing TD (against both the shadows and the rebellion)

    [Military 10] Create military technology: Blade sharperners. +1 to battles, +1 enemy leader loss, slot: Melee weapons. Resource requirement: Tvila Clay to be approved

    [Diplomacy] Claim 219 1/2 13

    [Faith 5] Artifact: Wall-shattering horn. +2 when attacking regions with a Fortress and/or a City to be approved

    [Diplomacy] Stabilize 197 +1 SoS rep 15




    Nonactions:

    Resist everyone who tries as much as step into our lands


    News and Rumors:




    Spoiler: Ruler stats
    Show
    Zarrkatl the Golden-Eyed
    Diplomacy 6 +1
    Military 10
    Opulence 4
    Faith 5
    Intrigue 5

    Specials used:

    New ruler: no





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

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

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


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

    Last edited by Corona; 2020-11-14 at 12:49 PM.

  11. - Top - End - #371
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

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

    Actions:
    Rolls.
    1: [Military] Invade Region 93 with three units under the command of Aranin Anzash Carazor, utilising Viskari War Bows and using the Skirmishing Tactical Doctrine.
    Though many among the Viskari call for the Aranin to disregard Clann Solais's right to refuse the passage of their armies, the Moot of Elders and the Aranin both agree to respect their authority over their lands and instead turn their attention elsewhere for the time being. Anzash Carazor gathers his forces and heads west into the lands beyond Zarakor, dividing his host in half and taking the Phoenix Warriors, Winter Wolves and Swamp Sabres into the faithless ivory lands.

    2: [Military] Invade Region 97 with three units, utilising Viskari War Bows and using the Skirmishing Tactical Doctrine.
    Meanwhile, the remainder of the Viskari host, the Shade Riders, Mist Talons and the Cayshan Blackhorn Company move under the command of Nar Rashan Iskavan into the lands of the Crest.

    3: [Military] Send Vanaruk Mazendan to errant quest in Region 138. Success unless resisted.
    Vanaruk, whose endeavour was previously foiled, persists and rides his ghostly stallion across the lands of Clann Solais into the Bloody Hills to bring terror and torment to the blasphemous court of Raced-the-Sun. Frost and decay follow in the wake of his horse's hooves and his shadowy blade strikes fear into the hearts of those who stand against him.

    4: [Opulence] Buyout Region 98 TP1 Dire Goats. Success unless resisted.
    The Moot of Elders chooses to dispatch their agents to Zarakor rather than the warriors of the Aranin and through a series of business negotiations that honestly make no sense to anyone they attempt to dislodge the criminal Scavengers from Viskari territory.

    5: [Faith 5] Forge a Relic.
    As they did years before, the Moot gathers at the Circle of Heroes and performs a great ritual. Their songs last for three days and three nights as they weave shadows, frost and their own blood together under the expert hammer blows of their mightiest smith. The shades of great Viskari ancestors gather at the edges of the ritual and whisper dark secrets into the ears of the sorcerers, priests and witches gathered, guiding them to even greater and more dire enchantments. Great are the blessings called down upon the sword, malign are the curses woven into its fabric and terrible is the majesty of their eventual creation.
    Once they are done the Moot withdraws to allow the magics in the blade to stabilise and in three days they retrieve it from the black stone anvil it lay upon. Hazash Namakar, Aranin Sarak of the Warrior God Iskandrazac, raises the blade high and it erupts into pale white fire. The Rime Blade was forged and with it the chill of the grave would be brought against the enemies of the Viskari.

    The Rime Blade is a sword six and a half feet in length crafted of deep red crystal. Despite its crystalline nature it is unbreakable by mortal means. It's hilt is made of black stone and it is kept in a sheathe of black leather adorned with silver wards. Frost clings to the blade and it constantly exudes an icy mist. The blade is always cold and when used in battle this mist ignites into pale white fire colder than the darkest Winter. As the Rime Blade was forged with the spirit of vengeance it carries with it a dire curse that slowly consumes the wielder's will and individuality until they are but an instrument of blind vengeance.
    Expected mechanical effect is a +2 to duels.


    Nonactions: Resist all unauthorised buyouts, quests and conversions.

    Spoiler: News and Rumours (Plus a couple things from last round...)
    Show
    The Moot gives formal thanks to Boss Calder for returning Mezanak's remains to them and send him a silver and emerald medallion as a token of appreciation. Though they are very nearly outraged at his decision to delay their vengeance, they decide to give him a chance to realise his error.
    The would be thieves from Clann Solais receive no such understanding however. They are branded as thieves and the leader of their group has their right hand cut off. They are then freed but given no assistance in returning home.

    There is some suspicion about the Claws worn around Boss Calder's neck, but it's also entirely possible that Rauri gifted him the claws she herself earned and so no action is taken.

    When news of the Court of Joy reaches the Moot they immediately assume that Veret Haftian met with a curse travelling in parts unknown. Though they are not unmoved by the plight of those fallen under his sway, they regret that they can do nothing to assist the Eleftherians at this time. The situation on Azumaba, however, calls for more of a response. A letter is sent to High Speaker Ereth Pasha promising that should the monstrosities of Azumaba move against them or any of the peoples of Tarandi the great host of the Viskari would move to protect them.

    Though concerned by the movements of the Children of the Great Mother in converting lands adjacent to Viskari territory, the Moot declares that the peoples of Clann Solais are free to worship whatever gods they so choose. After all, there is no reason to doubt the divinity of the Great Mother or their faith of her followers.

    The Moot has nothing kind to say about Brayewen and were their hands not tied by other matters the hosts of the Viskari would descend upon them alongside the warriors of Arrok Uldra.

    When news reaches the Moot that the Dream Speakers are seeking out the lost Ring of the Phoenix borne by Mezanak they are pleased and send a message of support to the Dream Speakers, thanking them for their efforts and offering a boon upon its return.

    The Moot sends Staran Illinvak, Aranin Sarak of Aer Caladon, and Tazkal Oshrik, Mezanak's sole living brother, to Zarakor to dissuade No-Pride from acting within the region. They speak to him of his treatment at the hands of the Creatures of Ancient Ways and the bond of battle shared by him with the now deceased Mezanak.


    Spoiler: Named Characters
    Show
    Staran Illinvak - Aranin Sarak of Aer Caladon - 69
    Hazash Namakar - Aranin Sarak of Iskandrazac - 76

    Vaskan Sharaz - Warchief of the Phoenix Warriors - 46
    Nar Razana Kalsharaz - Warchief of the Winter Wolves - 41
    Nar Olek Navrazak - Warchief of the Swamp Sabres - 58
    Nar Rashan Iskavan - Warchief of the Shade Riders - 52
    Nar Tiran Tazanad - Warchief of the Mist Talons - 32
    Tavanis Ren Kelsa - Commander of the Blackhorn Company - 34

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

    Karalas Anviskad - Son of Talsharn Anviskad - 46
    Valeris Rey Halon - Highlord of Cayshan Ver - 38


    Spoiler: Ruler Information
    Show
    Diplomacy: 3
    Military: 8
    Opulence: 6
    Faith: 5
    Intrigue: 2

    Age: 49

    Expected stat increases: +1 Military
    Last edited by Elemental; 2020-11-14 at 12:17 PM.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

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

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

    Dragons!

  12. - Top - End - #372
    Halfling in the Playground
     
    Chimera

    Join Date
    Sep 2018

    Default Re: Empire 6: Embers of Dawn IC

    The Fffolkkk
    Regions: 266 & 267
    Round 9



    Round 8 Actions:
    1: Opulence - buy out trading post #2 in Alskan (region 280) for flavored water. Roll was 18
    2: Opulence - buy out trading post #2 in Orcan Coastal Territories (region 281) for maize Roll was 19
    3: Opulence - buy out trading post #2 in unknown region #204 for copper - a needed resourceRoll was 14
    4: Diplomacy - send an diplomatic Mission south of 266. Plennyll, Noppa's brother, will lead a flotilla of rafts south.Roll was 13
    5: Diplomacy- GREAT PROJECT 1/5 Start working to understand language and customs of new continent, represented by region #204.

    Non Actions & Fluff:
    • The The ‘Reefers are starting to wonder when Nopppa will step down and have a clutch. She is getting on in years. Others suspect she is ‘infected’ with the heresy of immortality.
    • 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.
    • The Minister's of Civility and Incivility have both lost their bids to gain the populace’s support and have been replaced. The new ministers are strong opponents of Nopppa.
    • Many fffolkkk question Nopppa's judgement allowing the Nocturnal Hydra to establish a foothold on 'their' side of the water. However, she presses her beliefs that trade, not conquest, is best for all people.
    • with the elves settling in the north, Nopppa turns her attentions south.


    Spoiler: bookkeeping
    Show

    Leader Table
    Nopppa
    Stat start round 4 round 5 round 6 round 7 round 8 round9 (expected)
    Diplomacy 5 +1 +1] - - +1 -
    Military 3 +1 - +1 +1 - -
    Opulence 5 +1 +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 Goats (Good) The Wind and the Tide - region, stable
    Unnamed region trading post 1 268 seafood -- - --
    Unnamed region trading post 1 269 clay -- - --
    Unnamed region trading post 1 286 hemp -- - --
    Unnamed region trading post 3 295 salty -- - --
    Unnamed region trading post 2 307 gold -- - --

    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; 2020-11-14 at 02:10 PM.

  13. - Top - End - #373
    Troll in the Playground
     
    mystic1110's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC

    Regions 19 and 36
    The Targiz
    Current Leader: Ells Ogra
    Current Abilities: D2, M10, O10, F5, I1

    Round 9

    Ank’Anske “Rose” Ogra and Thalez’ir Haurun have unwittingly following the same footsteps as their tutor and parent and have lain together underneath the stars. The young stocky prince, with his shimmering freckles and the lithe and pale goliath, held hands leaving the halls of Thun, and had nervously, with none of their forbearers’ cocksure confidence, led each other, half-daring, into the night. The girl bashfully removed her frock, initially hiding her nakedness, while the boy fumbled with his britches. Eventually though the two began to laugh at their shared naivety and each taking the next step embraced and kissed and then continued onto more intimate matters.

    Time passed, with the young prince heading back to the lands of his father and the young flower heading back to bloom in Kursaal. They part with extended fingertips and promises to see each other as soon as possible. Ogra, looking at her young ward, did not disapprove of the union, although she held slight misgivings wondering at what the boy’s mother would think. Ogra only offered one piece of advice to Rose as they rode back home and that was to drink Silphium wine at the first opportunity and to do so for a week after. Rose looked at her tutor and smiled with her perfect teeth and placed her hand onto her belly and shook her head no.

    Time passed and Rose’s belly grew full with life, the seeds of which were planted by the young scion in fertile soil. Rose wore expected motherhood as the most gorgeous gown – the calmness that she wore as a perfume was now infused with an aura of innocent protection – with her pregnant swell, she was somehow even more beautiful. Yet despite the image of perfect fragility, there was something primal about her.

    As she reclined with her hands on her womb one could not help but think about the bloodthirstiness of motherhood, the sheer bodily horror of what was to come, the
    visceral transformation that was to occur. There was something animalistic about pregnancy, the demure Rose would grin and one could imagine her teeth tearing into flesh. When it was time, she did not cry out in pain, but instead roared.

    Actions:
    • Opulence - Buyout [Region 27, TP #2] (Roll: Success)
    • Opulence - Buyout [Region 35, TP #1] (Roll: Success)

      Spoiler: Goddess of Luck
      Show
      The man wore a Gardenia flower in his hair. He needed the Goddess of Luck on his side tonight and would do anything, debase himself in any way to curry favor. He could imagine that the Goddess was leaning over the dice table, seductively, taking his chin in her hand and kissing him the words “Go all in” tumbling from her mouth. He could imagine her there, cloudy and clear at the same time, as if made from a garment of fog hiding treacherous rocks. He could imagine her so vividly that there before him she sits like a great witch on the painted green table, showing her alluring white face and hiding her crooked hands and feet under the folds of her foggy frock - constantly enticing men like him to her halls.

      Of course, all of them, him included, were certain to become the victims of her caprice. Some she at once crushes beneath her cruel feet; others she condemns to a fate like that of Na’karat slaves; a few she favors and fondles, riding them high on the bubbles of fortune; then with a sudden breath she blows the bubbles out and laughs mockingly as she watches them fall. He could look at her no more – he tore his gaze away from her, but could not ignore her scent, or the susurrus of her breath. He groped for his wine, found it, and drank it whole – he asked for more.

      The table was painted green, as was tradition. There were four dice on the table and two dice in his cup. He did not have to look to know what numbers (two fives) were in his cup, they were his old friends, and enemies. His opponents watched: a round human from the sailing tribes, whose thick neck strained against a shark-toothed necklace, a sick looking Goliath, pockmarked with scars, another human, a woman all dressed in black her face covered behind a veil, perhaps one of the Dreamspeakers, and a towering Scrim four armed – their face unreadable. How long have they been waiting on him, all of them looking down into their own cups, looking at their own pair of dice and then looking back at the green table, calculating the odds?

      A few second, he though, a handful of heartbeats. Don’t let them rush you he thought to himself. But he shouldn’t dawdle either. The Goddess of the Gardenia caressed the inner chambers of his mind. He imagined her smiling at him and repeating herself “Go all in”. He grimaced and apologized to her and slid only three black painted wood pieces into the center of the table. Taking his fingers off the chips he said, “Raise” and saw that the Goddess was mocking him with a smile as she moved onto the next player to continue with her seductions. He knew what she was whispering to them; same as she whispers to all of them – the promise of a big win. The dealer rolled another dice.

      The final tally was an assortment with no doubles or more, a Six, a Five, a Four, a Two and a One. He knew he had three of a kind – triple fives was as good a hand as he could hope for, but given the table, a single three would give someone a high straight. How sure was he that he had the best hand? “Call” intoned the fat human. “Call” said the sick looking Goliath. The woman in black looked into her cup and then said “I see your raise and double it” and using her black gloved fingers slid six black chips into the center of the table. He imagined the Goddess salivating at the pot, wishing that they all bet every last red cent they had. She wanted everything – that much was always clear. He touched the Gardenia in his hair in prayer.

      “Fold” said the Scrim. Did the woman in black have the high straight? Of was she bluffing? All she needed was a three. The provenance of knowing the chances was the learning of wise men, but gamblers intuitively knew some of the odds. The odds were in his favor. Surely. A bluff would be risky, after all he wasn’t the only player still in the game anyone of the others could also have a high straight. Calling the woman in black’s bluff would take all of his money. He would have to give everything of himself to the green painted table. Hold nothing back. The Goddess opened her mouth. It was a black void inside. Her teeth were white and perfect. She wanted to swallow him whole. “Go all in” she said. He looked the imaginary goddess in the eyes and said, “fold”.

      She laughed and laughed, and did not stop laughing at him until long after the woman in black opened her cup and revealed a 2 and a 6. A double pair only. He bowed his head in congratulations and then slinked away from the table in defeat, the Gardenia flower wilting and falling from his hair as he got up.

    • Faith - Convert [Region 36] (Roll: Success)

      Spoiler: Liturgy
      Show
      “How sleepless the dying berries that fall from the face of the blameless, shall give birth to the seeds of the never-born to share with the moths that gather in the night to suckle honey from the teat of the mother and entomb the land with the marrow from their bones while the starless temples of faraway lands that only exist in the minds of those who could not think and will not think wait with baited breath on those thoughtless dreamers. The dark precipice of the cliff with the moon shining as the only light at day, those flowers shall come bloom and in the blinding light that is dark as pitch shall reveal the pollen that holds the truth of the lethal suppleness of the soil. The rich juice of nightmares are the wine of florets that shall take root within the throats and enrich the songs beyond what any woman can sing, and whether such singers rot and give themselves to the mushroom caps or have their bones given to the birds that never land upon the ground, the song shall bring the admission to all in the knowledge of the dying berry and the faces of the blameless shall light up with joy, for all their hidden sins will be borne anew like fruit in spring, given life by the soil fed by the dead. The planted flowers, their inflorescences rising to the midday moon shall blossom black roses and their lips shall kiss the singers who will bear the message of the passing of a dream, and that which wakes shall still know life beyond waking for decay is but passage back into the lands of vision and such visions shall remove the stain of knowing and lead those who listen to the realm of ignorance and the flames that know the names of the blameless, those liquors that pour forth from the dying berries shall engulf each part of them that remains. Soil for the flower, water for the flower, blood for the flower.”

      - A recounting of the Liturgy.

    • Faith - Create Artifact - Nightmare Pom Mechanics still being discussed with DarkDM and to be revealed next round opener

      Spoiler: Awakening
      Show
      The night is moonless and starless, all that one could see would be the candles held by the four supplicants as they approach the flower mound. The sweet smell of roses permeates through the air and yet one could catch the scent of acrid sweat as it rolls down the backs and spines of worshipers as they approach their sleeping Lord. It has been more than a decade since he had blossomed and begun to dream of what gods dream of and yet that old fear, multiplied by the passage of time, remained. It was a monthly ritual now that four priests of the Bouquet would approach the Corpse Flower itself and sacrifice to it on the new moon. Some of the priests claimed that the sacrifice was so that the God may wake, others claimed that it was so that he remained asleep; all that was certain was that a sacrifice must be made.

      The night carried no sounds other than the rustling of their robes. They each walked with a hemp rope in their hands and in between them and linking them was a naked boy, the rope around his throat and his bound hands. He was not muzzled and yet he made no sound as he walked with the priests with a sort of faithful dignity, afraid of course, but certain in rightness of what was to be done to him. The rope burned and chaffed were it bound him, and when it moved slightly one could see the red skin underneath. The five figures were not the only living things in the field, the buzz of insects and other nocturnal creatures could be heard in the air. This was a rich flower field and the mound beckoned them.

      It had been years since their Lord had personally slain anything, but they knew the stories, the fables and the myths that had surrounded him. Time between the tales, making them more fact than any other, for it was recent enough that they had the mark of history and witnesses, but long enough ago that these tales had become warped like wood left to float upon the sea. Closer now to the flower mound, under which God was buried; one could see the past sacrifices. One a month. Some were mere bones now, hives built in their cavernous rib cages, others rotting flesh – maggots and flies calling their skin home – others gaunt and stretched across their skeletons, the candlelight making it seem that they could have been alive, dragonflies flapping on their desiccated eyelids, making them appear attentive and awake. They were all strewn across the flowers, almost a cage around the God, keeping him and the flowers locked inside. They seemed a peaceful audience.

      The five figures, the priests and the holy victim, stopped in front of the mount. The priests took out large wooden stakes and tied their ends of the ropes to them and struck them into the soft ground to nail the prisoner in place. Throughout this all, the boy stood still with his head held high, fear making his eyes glisten but pride refusing to let the tears fall. After this the priests took out clays pots that they had been carrying and walked over to the boy. They uncorked the pots and poured their contents over the boy – it came out slowly, for it was honey mixed with the sweetest of wine. As the mixture poured over the boy’s head it almost threating to drown him while he was standing up in the open air, it cascaded down him in thick viscous waves. The insects that surrounded the flower field stopped in their nightly feasts to focus their attention at this new offering. The priests stepped back.

      The servants of the flowers, the bees, the hummingbirds, the flies, the mosquitoes, the centipedes, the ants, crickets, all harmless individually, descended upon the youth, their alm. At first it probably only tickled the boy, who held back laughter, but soon the rats come to gnaw at his feet, soon the insects start to move into his orifices, to bite into his mouth which he tried to clench shut to refuse them passage. Soon though he cannot help but start screaming – a shrill sound of a youth not yet flowered – it cuts through the silence like a cauterizing blade. The priests watch, wince perhaps, but watch with sleepless eyes.

      Yet, something is amiss. There is a slight pungent smell other than sweat that cuts through the perfume of the flowers and the honey; an unavoidable smell that somehow distracts from the horror occurring before their eyes. The priests look at each other, then look at the flower mound, and see that some of the petals and bones were falling from its precipice, sweetly cascading down onto the ground. It seemed that the boy’s screams were not calming music to keep the peace but instead the alarm required to wake the beast. Then, suddenly, the Bloom has come again.

      The flowers fall from his shoulders, the bones provide a drum beat as the creature rises from its slumber. The long and tall closed flower upon its head begins to open again and again the smell of filth and decay roils from it – the smell of meat tossed aside into a pond and left for weeks as it becomes breeding ground, a waste basket upturned in the streets of Kursaal and then multiplied by the entirety of the city, the sick of a woman who had been in labor for hours and the miscarriage of her efforts, the rotting of an entire orchard as somehow dead fish rain upon it from the sky and break its branches. These smells almost form a wall as they spread out from the blossoming flower in all of its grand terrible glory – and so strong their wind that they displace the insects and vermin eating the offered boy who gags and vomits upon himself but is nonetheless saved. The priests are bowled over, retching, with their eyes on their awakened lord.

      The Creature that had woken from its sojourn seemed almost larger than what it was before, garlanded in the flowers that its worshipers had draped around it over the last decade, and it was moving its large muscles in a pattern similar to the patterns of a man waking from his bed. The flower that was its head was now in full bloom. It was huge, the large spathe was the color of emerald outside and inside deep purple and reaching almost three feet in height and with an inflorescence towering almost another eight feet. In the shadows, the creature’s veins were the color of verdigris. And now, on the tip of its towering inflorescence, a new fruit.

      The fruit was a hideous thing, a black plum looking object that seems to convulse with the movement of maggots trapped beneath the skin struggling to get out. It seems to be ever-moist and even surrounded by the general smells emanating from the one that gave it birth, the smell of a rotting carcass oozes out of it. The fruit is black enough that even in the night it seems to drain the darkness from around it, somehow blacker than black – one could imagine millions of ants beyond its skin trying to escape its gravity.

      The Creature stopped stretching itself and seemed to focus its attentions on its four priests and the boy covered in honey and wine. It begins to walk towards the boy and while doing so it spreads its arms as if it was going to embrace the sacrificial lamb. The boy cannot see the creature approach, his eyes are covered and shut with honey and sealed with the stings and bites of insects and yet he hears its footsteps come towards it – a muffled sound upon the grass. The boy readies himself, but the footsteps walk past him towards the priests.

      The priests are in shock that their offering was rejected, they begin to cower but fear roots them into their places as if they were trees. The creature approaches one of their number and then roughly brings its hands together onto the man, crushing him and then taking the broken body, still moaning, to the lips of its flower to let the blood roll off his eyes and mouth and into the pollen within. The other priests want to run but faith had wired them in place almost as much as fear. This was their God. The creature walks towards the next priest, takes one of its hands, grabs the woman’s head, and raises them up above the flower. Taking the other hand, it presses against the woman’s feet such that her whole body is placed between two inexorable forces. Her neck thankfully snaps first, so it was relatively painless but the body is compressed into a board, blood squirting to feed the creature underneath. The other priest do not run. They cannot. Fear, faith and now madness chaining them where they stood.

      The creature walks towards the third priest – it is now red and sheening with the fresh kills – the candlelight, only two remaining, makes clear that it is the Lord of Nightmares. The creature takes the third priest by their arms and just as quickly rips them off, then using the arms flails at the screaming man, breaking their skull. It bends over to let some of the blood from the arms come into its own. The final priest finally runs, tripping over himself, and the creature does not give chase. It seems that it could care less about the fleeing man. It turns its attention, as much attention as a faceless entity could give, back to the bound boy.

      The boy heard the sounds from behind him so he expected a gruesome death, but such death only brought him comfort for the bound lad expected a gruesome death when he had let the priests bind him. The Creature is behind the boy, towering over him like a ghastly shadow. The candles are all out now, so the two stand there in complete and overpowering darkness. The creature raises its bloody hand, but instead of striking the youth, it grabs hold of the terrible fruit growing on it and tears it off with a squelch. In its hand, the fruit seems to struggle from within, like moths struggling towards the light, and yet, since the candles are all out it lays helpless, like everything else, in the creature’s grasp.

      After a spell of quietness, the boy heard a soft fluttering susurrus as if a swarm of gnats had scattered into the night. The mass behind him strangely becoming insubstantial without shifting. The rank smell of God began to vanish, and the boy could no longer smell the putrid aroma. The creature had vanished, somehow, into the night. The boy starts to strain against his restraints and the stakes come up from the ground as if the ground itself is weak after the creature’s visitation, and once the boy is sure that his God is far away he begins to run. He did not wonder why he was spared just thankful for the dark miracle.

    • MilitaryDeploying UnitsDefending Targiz with 10 Mil Power Leader (Ells Ogra), 10 Units (inclusive of the 4 provided by Ausur and the Deru), 3 Treasure (Merchant Prince Bonus Ability), +1 City Defense Bonus (Total of +24) and accepting all other additional units that are sent to help from other countries. Ogra will not challenge enemy commander to a duel but will accept duels if challenged. Tactical Maneuvering – Reckless Attack. If given the choice to capture or kill the Huntmaster, the Targiz will kill.

      Spoiler: Last Kiss
      Show
      The sounds of the Hunt echo throughout the Targiz and blow out all the candles in Kursaal, the smoke from their lightless wicks rise into the air like bemoaning spirits, the last victims of the Hunt’s deprivation. The citizens grimace. It had been more than a decade since the Hunt was last seen and in the meantime, Kursaal had grown even fatter with wealth. One would think that this meant that it may have also grown weak and lazy and in this they would be wrong. Beneath its girth and corpulent abundance, one would see a people eager for old debts to be repaid; less of a man held down by his own obese folds and instead it is a large man with large bones and a large fist.

      Knives are sharpened in grim determination. The old of the Targiz recount stories of the first Hunt, the sneering and rabid hordes of starved humans, they shake with fear but also bloodlust. They recall the burning flower fields and their eyes glaze over red with eagerness for the battle to come. Kursaal seems, during these times of preparation, less of a city about to be defended and more like a great pitcher plant – one of those deathly flowers that lures victims into its gullet only to devour them. Indeed, the city and its people hunger almost as much as the Hunt itself.

      Ells Ogra, this time choosing to stay and lead Kursaal against the attack herself, sends the city’s previous defender, Ces Arnif, to safeguard the Targizian heir, Ank’Anske’Thalez’ir “Rose” Ogra. Ces Arnif, who was previously consumed by thoughts of vengeance, had learned much with his time with the Uzii and Tusker Shaman Deep-Sigh Thumpstrong, specifically of the inner peace found in honor. As such, when Ells Ogra asked him to escort Rose abroad the Sheriff agreed without a fight to Ogra’s surprise. She had expected the half-mad man to push back at losing the opportunity to avenge himself against the Huntmaster and was surprised when Ces merely nodded and told her that he would protect Rose and her children with his life. Ces leads Rose out of the Targiz with a contingent of Kursaal Guards and they head northeast away from the mountains and the man-eaters that it contains.

      Alone now, except for a city ready to tear itself apart in order to tear apart the enemy limb from limb, Ogra has a short amount of time to reflect on her life. What was this city to her?

      It was a far cry from her home in the Ells commune – a simple community of priestly farmers keeping careful watch over the fields of Koroleva Nochi – that fragile flower that only blooms at night. The flowers emerge in perfect diamonds, snow white from the spiked stem of a cactus. As soon as the flower is severed from its stalk it immediately wilts, drying up and turning yellow brown. Perhaps she was like the flower that she cared for so long – she had been severed from her faith, from the farms, in this city and had turned auburn and old.

      Ogra reflects on whom she is saving – that is, if she is able to save them. The Four Faiths that she had devoted her life, balancing them upon within the abaci in her mind, had collapsed into themselves like a dying star (one of those momentous events where the Star Gods that Ogra believes in die before they are reborn – Ogra muses if anyone else, other than her, in Targiz still follows this belief) and had become something twisted, cruel and monstrous. She wonders if she is doing her Faiths a disservice in acting to spare what she now knows is a nation of heretics.

      She looks from the city towards the lands of the upcoming Hunt, looks past Kursaal upon the flower fields of the Targiz, and feels her eyes growing wet. Even if the lands and her people do not love her anymore, if they had both outgrew her, she felt in her heart that this was her land. It may cry out against her grasp but she was loath to let it become despoiled – she may prune the leaves and branches of Kursaal as a harsh teacher, but it was her student. None could strike it but her.

      She hardens her heart for the battle to come and stands a silent vigil among those sentinels at the walls of Kursaal. What was on her mind that final moment while waiting for the first sighting of the cannibals and their cursed leader? It was her lover, Merine, of course. It had been a tumultuous era where they found each other, but they would not have found each other if the era was placid. There love was like the flapping of the Storm Bird’s wings – unbridled and unrestraint. They were both strong women and had wrestled each other with more than just their bodies.

      The sounds of the hunt were now audible and Ogra could see the rabble approaching. Shouts come from Kursaal as it views its enemy again. Ogra sees the helm of the Huntmaster, it was as Ces described it to her, a crude helm of deer antlers nailed to a goliath skull. There was no need for her to yell a rallying cry as the city and all of Targiz gave in to their passions and their rage and started running towards their enemy. Ogra’s blood boils, as she is no stranger to violence, indeed violence was the most addictive wine for her. Yet rather than charge immediately, she falls into a final reverie and remembers.

      She remembers them lying on the grass, naked but clothed by that sweet sweat of amorous affection, blanketed by the cool nighttime air. Merine was nestled on Ogra’s belly, the snakes that made her coils, sleeping contently on Ogra’s breast. Ogra was gently stroking one as Merine pointed at the Stars. Ogra recalls when Merine lightly touched Ogra’s thigh, which was covered with pinprick bites where her snakes had briefly lost their restraint during their tussles. The Stars were bright in the sky that night. The cool air felt good against their skin, and they looked at stars together - their stone skin grey against the green grass, both blending together as the night moved on.

      She remembers when she was in the pit and Merine once again returned to her life and returned time to her. She remembers running to her and lifting her up.

      She remembers their journey to the north, and watching the sunset paint the forest ablaze. She remembers their hands intertwining, Merine in her arms.

      She remembers each and every last meeting between them. Each fight, each yell, each embrace and each kiss. She comes back to herself and looks at the two armies about to connect in a frenzy of bone and death and she closes her eyes and imagines that Merine is right there before her again and whispers

      I love you

      And kisses the memory.

      Ogra opens her eyes – her last kiss with Merine, imagined or not, singing a silent song inside her. She yells now for all to hear, almost as if hoping her voice could reach her lover’s ears.

      I LOVE YOU

      And with this strange battle cry plunges gleefully into the bloody fray.

    • Military - Research Military Technology - Increased Defense Budget Mechanics still being discussed with DarkDM and to be revealed next round opener

      Spoiler: Power of the Purse
      Show
      If you walk away from Kursaal knowing one thing, it is that wealth matters more than people.

      People are disposable; they are walking dice handlers and card sharks that cough up their hard-earned gems and coins – perhaps win a couple back, but the house always wins in the end. People can be bought and sold and often sell themselves to buy someone or something else. The rolling of the dice is the only thing that you can count on, the falling of the cards. That and the house.

      One can wonder what it is that the house wants. The house is made of stone but it is not a fortress, the walls are porous and inviting, the sounds of music and merriment from inside are alluring. There is art on the walls, elaborate tapestries; the smells of a sumptuous feast permeate the air. The people inside whisper the word “Profit” repeatedly, like the mantra of a priest, or a lunatic.

      The house loves profit almost as much as a man loves his mistress and a woman her young admirer. Profit is the gleaming idea upon which the house is situated upon, its foundation; there is no greater cause or desire other than the accumulation of more and more. There is no purpose beyond that accumulation. The house drags those poor souls lost to their own whims and desires, those blinded by luck, into its bowels and pokes them with iron and tells them to consume and risk it all and for what? Nothing. Just the growth of wealth like a cancer.

      And, a spark, a realization in the quest for profit; perhaps the endless Hunts of the Crimson Kingdom and the blood spilt that washes down the streets of the city caused such a thought like a germ, but it almost comes unbidden and fully formed like a goddess or a flower, or perhaps both: War is the most profitable business on earth. War and profit lay in bed together like lovers, they lay with their heads back on their pillows content, but as wealth sleeps, the war machine opens up one eager eye. It is like a red sun.

      The dice in Kursaal land on the painted green tables now with the sound of iron striking stone. Each roll a sword, each card a spear.


    Non-Actions:
    • Generate 2 Treasure with passive income (15 TP owned at beginning of round) –> 3 Treasure owned beginning of round.
    • New Ruler Next Round

      Spoiler: Ank’Anske’Thalez’ir “Rose” Ogra
      Show
      Ank’Anske’Thalez’ir “Rose” Ogra (24)

      Starting Stats:

      D: 1
      M: 4
      O: 5
      F: 4
      I: 1

    • Accept the help of 4 units from Bhaile-Koma and pledge to trade Pottery to Deru at first convenient opportunity.

      Spoiler: Seed of Peace
      Show
      Strangely, from the north march the trees themselves. There are few Deru in Kursaal, but where there are, they are usually revered and waited upon by Goliaths who see in them Demigods – for after all, they are like the cousins of their Living God – speaking thinking plants, they are from the soil and of the sap blood. Yet, despite this almost worship, the Goliaths do not venture much or involve themselves in the lands of the Deru and the Deru mostly do not meddle with the affairs of the Goliaths.

      Years ago now, the Savlo Revel, that half-drunk half-mad band marched into Nal Dryb as part of their never ending holy orgy. The twin Gods of Unreality, the flowers of the Jimsonweed and the Poppy, were their ring-lords and they each moaned in eager desire as the Witch-Sisters danced in the dusk light. During their festivities and rituals, they made a bonfire of the Bhaile-Koma conclave that had come into the wheat sea to plant new roots and they did not hear the bark scream.

      How then do the canopies of the Deru march not against the Targiz but in its defense?

      Issa-Ubben, a Castain of Bhaile-Koma, had once confronted the wine-merchant, Ank’Anske Rocnab, at the threshold of the Snortsmoot. Issa wondering what became of her people was answered wearily by an exhausted women recently back from fighting her own wine fueled demons. To Rocnab’s surprise instead of anger Issa only wanted to express her people’s shame and pain at the actions of their own Conclave. Rocnab, accepted these sentiments on behalf of her people, at first, almost sarcastically, but then in hindsight, almost reverently. The Deru were truly blessed and wise – they were not afraid to ask for forgiveness.

      Later as she aged there was a chance that she would succeed her father as the head vintner of the Targiz, and indeed she would have done so, if she had not been thinking of Issa-Ubben’s apology even then, all those years later. Thus, instead of ascending to the position, she left Kursaal and her wealth to go find the Deru. There beneath the canopies of the Bhaile-Koma, Rocnab, an old woman, prematurely aged after her addiction to amaryllis wine, met Issa, still young, and asked her to teach her the ways of being at peace with yourself.

      Perhaps a friendship developed between the two, perhaps more understanding between the two races, perhaps that is why the Deru now march to defend a place they once burned. But the question remained how does inner peace lead to outward violence? A story for another time – for now we leave Rocnab studying underneath the branches, content.

    • Attend the Wedding of Tšrãák and Kylisa

      Spoiler: Flight
      Show
      The new mother, Ank’Anske’Thalez’ir “Rose” Ogra, adding the name (or what she believed to be the name) of the father of her son to her communal names, in the tradition of the Targiz, is sent abroad with her baby to once again spare her from the Hunt. Ces Arnif and a contingent of Kursaal guards lead her and her offspring out of the city.

      Soon after they set out, they hear word of the wedding of Tšrãák and Kylisa. While the Targiz’s relationship with the Seafaring Kingdom of the Sọ́kǎu Tribes was, at best, tangential, only providing a port for the sailors to come and lose their treasure, Kylisa was Hauran’s sister and thus, Kylisa and her husband to be, were, to Rose’s mind, family. As such, she directed Ces and the guards that they will seek refuge in the lands of the Sọ́kǎu and attend the wedding of her new Sister and Brother. She sighed sadly that they will unfortunately bring no presents, none of the traditional gifts of wine, given their hurried flight from Kursaal.

      During the journey, Ces, who was leading the way, looked backwards at Rose, still weak from birth, held in a palanquin along with her son, and worried about her health asked her if she was okay. Rose, the primal nature of the birth long since forgotten had reverted back to the painting of innocence that she naturally drew with her smile, answered:

      Sherriff, I only met you in passing but even I can tell that you have changed.

      The half-masked man blushed at the unexpected praise. His time in Swampum had been tough and while he had expected to emerge a better warrior, he did not expect to emerge a better man as well. Honor, the Uzii, had taught him, was the guiding light of life – and if he was wayward in his addictions and foibles as long as he devoted himself to the good of another he could at least map the way for his footsteps. Ogra was his lodestone and perhaps Rose, essentially, Ogra’s adopted daughter, would be one too.

      Thank you Mistress.

      Rose looked at the man, her bosom heavy with milk, breasts curving more than they did in the past, her child suckling at her teat. She was Mother and it seemed to Ces that the way she smiled at him it was almost as if he was also one of her children and was inviting him to seek nurture within her embrace as well. She was different from Ogra and he wasn’t sure if that was a good thing or a bad thing. They continued to walk in silence, that was until they passed by the sight of some wild blooms along the side of the path. Rose, almost, innocently mused towards Ces.

      What do you think of Flowers?

      Ces, knowing the beliefs of the Targiz, had not really given the plants much thought beyond the usual ceremonial reasons that were expected of him as Sherriff. Once again turning towards Rose, he was about to reply as such but when he looked into her eyes he saw an intensity that made him shiver. Turning back towards the road he didn’t reply at all and they continue on quietly.

    Spoiler: News
    Show

    International News

    Countries

    While formerly relations with the northern country of Na'karat had been chilly if economical, now they are tied by at least an unofficial union. There is general distaste in the streets of Kursaal that the future heir of the kingdom borne the child of a human, but such thoughts are rarely whispered aloud. Still, Na'karat, with its slave trade and thus the most efficient method of converting debt into cash on hand, was an important trading partner of the Targiz so at the very least the merchants, the true heart of Kursaal, rubbed their hands together and looked forward to greater collaboration with their new kin.

    The other country that all of Targiz looks at with an intent gaze is the Crimson Kingdom. Pain-Drop exploring the kingdom on behalf of the Goliaths in repayment of debts of old had uncovered the Elvin kingdom responsible for the Hunt that laid waste to Kursaal a decade ago. Now the hunt comes again. . .

    International Organizations

    None at this moment

    Internal News

    Religious Organizations

    SOIL FOR THE FLOWER, WATER FOR THE FLOWER, BLOOD FOR THE FLOWER.

    Secular News

    The merchants of the Targiz are eyeing the northern route explored by the Scrim with great and almost fevering interest. Gems and copper are counted and measured and the velum contracts are being prepared. Anything of value that isn’t nailed down will soon be seen in as bargaining chips in the gambling halls of Kursaal.

    Military

    Kursaal readies itself for another encounter with the Hunt and the Huntmaster. This time the larger army will meet a richer city – will Iron or Gold prevail?

    Ko-Ball

    An absolutely disastrous season for the former champion, the Whirlpools. Almost nothing seemed to go right for them. In each match they lost, they only lost by one point, but sometimes that is just the way it goes in Ko-Ball. The former runner-ups, the Jewels, capitalized on the Whirlpools’ mistakes and took home the flower crown this season. Unfortunately, the win was bittersweet as they lost their rivalry match against the Big Strongs (1-3). Speaking of the Big Strongs, it was a glorious return to form as they stampeded their way back into second place! The Hemlocks also put in an impressive showing with a fourth place finish, and the Avalanches continue to tank with another scoreless season.

    X Swampum Big Strongs Bhaile-Koma Canopies Hrathgan Unkindnesses Blessed Vale Jewels Targiz Hemlocks Thun Avalanches Pthǎi Ču Whirlpools Dream Speaker Dream Team Na'karat Zealots League Total
    Swampum Big Strongs X 3 3 0 3 3 1 3 1 17
    Bhaile-Koma Canopies 0 X 0 0 0 3 3 3 3 12
    Hrathgan Unkindnesses 0 3 X 1 3 3 1 3 3 17
    Blessed Vale Jewels 3 3 1 X 3 3 3 3 1 20
    Targiz Hemlocks 0 3 0 0 X 3 3 3 3 15
    Thun Avalanches 0 0 0 0 0 X 0 0 0 0
    Pthǎi Ču Whirlpools 1 0 1 0 0 3 X 0 1 6
    Dream Speaker Dream Team 0 0 0 0 0 3 3 X 3 9
    Na'karat Zealots 1 0 0 1 0 3 1 0 X 6

    Triple Flower Crown

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

    Run for the Roses – Ko – Multiple Winning Personalities
    Run for the Poor-Land Daisies – Ko – Party Crasher
    Run for the White Carnations – Targiz – Don’t Tell Me the Odds
    Spoiler: Leader Information and Technology
    Show
    Current Leader: Ells Ogra, Age 55

    Current Stats:

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

    New Ruler Next Round: Yes
    Succession: Hereditary (Absolute primogeniture) - Ank’Anske’Thalez’ir “Rose” Ogra (24 years of age) followed by Ank’Anske’Thalez’ir “Gled” Gleditsio (a couple days old)
    Expected Stat Bonuses: +1 Mil, +1 Faith, +1 Opulence

    Hero Ages:
    Ces Arnif – 40
    Petal Head – N/A

    Miracles:
    • Blessed Dynasty - Twice per round, a ruler character descended from Merine may make a seek aid action targeting a roll has already been determined, so long as it is taken before the war deadline has passed. Note – Targiz’s current leader may not use this Miracle.

    Opulence Technology:
    • Masonry: +1 to resist Raids and Sacks
    • Writing: +1 Conversion Defense, +1 Conversions in regions that share your writing system (Hbaran Runes)
    • Irrigation: +1 Stabilization
    • Animal Husbandry: +1 to Opulence and Diplomacy exploration
    • Pottery: +1 Buyouts

    Military Technology
    • None

    Spoiler: Resources
    Show

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

    Military Limits:
    Land 6/8
    Naval 0/4

    Trade Posts (15):

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

    Incoming Tradeposts:

    27 TP #2 – Iron
    35 TP #1 – Madder

    Holy Centers Converted:

    Region 8 (unnamed)
    Region 18 (unnamed)
    Region 19 (Targiz)

    Incoming Holy Centers:

    Region 36 (Nal Dryb)

    Favors Available at end of round:

    2 SOS
    1 DSP


  14. - Top - End - #374
    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Kehna Tzkepte
    D10
    M6
    O3
    F3
    I3

    Military: Attack region 277 with four units, Aesira Bladedance (Hero Score 9) leading. (Reckless Attack; challenge the Dragonslayer to a duel.)
    Diplomacy: The same band of scholarly Naherin sent to aid in the compilation of the Flowerlands Codex of Customs are sent off again, this time to eerily empty lands, the history of which the Nocturnal Hydra consider a matter of some import. (Great Project: Kiswa, 4/5.)
    Faith: Convert Region 278. (Failure.)
    Military: Raise unit.
    Faith: Convert Region 301. (Failure.)

    Stat changes: +1 Faith, +1 Military.
    Last edited by Lady Serpentine; 2020-11-13 at 05:10 PM.

  15. - Top - End - #375
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    NPC Actions
    Round Nine

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

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

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



    Recognize Valens of Tarandi - A warrior emerges from the snow blasted lands of Tarandi! An Elf of the Shandole, long since converted to the Great Mother, has come out of his reverie with a self purported grand crusade, and wishes to follow in the slithering trail of his Great Mother! Abandoning all pretenses of living in tune with life or Ka he has become singular focused on the most dangerous art of all. The brushstroke of the blade. Rumors disseminate of his last kill, laying in the snow for an indeterminate amount of days, and unleashing a trap upon a small horde of Blightspawn. Sustaining himself with nothing but the Milk of his Goddess while submerged, he arrived at the nearest village the next day, and spoke not a word to the commoners as he simply deposited his war trophies and absconded into the obscured snow. His recognition among the Sentinels is controversial at best, but his results are undeniable, and he now dedicates his full impossibly long life to the Eternal Hunt. Black Iron arrows and daggers in hand he is a cryptid of his kind. A mad, unkempt, shifting, and isolated beast of death.

    Investigate the flight patterns and remains of the Storm Bird - It had been many years since the Amaryllis Dragon of Mamut had been slain in Epic Aerial Combat by a bird the size of which was never seen before. But legends are curious things, sticky, and they often grew in the dark dank corners of the mind. Flourishing and blooming until they reached a size and life of their own. Long has man looked to the skies with fear and wonder, that realm untouched by commoner feet, and its immense majesty has only grown as the players within reveal themselves. The Storm Bird had saved the Sentinels a great deal of trouble in dragon slaying, a feat they would wish to replicate once more elsewhere, and so aspiring Sentinels are sent through the lands of Mamut. Speaking to villagers, looking for trails, fallen feathers, and all other signs of passage in the hopes of finding the Storm Birds Eyrie.

    Assist in the Cleansing of Kiswa - Agatha of Mamut, Theodora of Kiswa, and Idris of Sikar unite to cleanse Kiswa! At last these Sentinels emerge from distant lands, ferried by unknown crafts, and waste no time upon making landfall. Theodora, dishevelled and vindictive, is quick to recount her stories in Kincany, and the other Sentinels follow in her lead. Agatha charters a boat along the Sur, relieved to have some water beneath her feet, and Idris marches off to the sound of his heart song. Once more alone and faced with the horrors of the dark, Theodora of Kiswa obliges the Anbroch in their request, and shares what information she can recall in what seems more a scattered feverish nightmare than a report. Idris of Sikar leads a unit of Sentinel Aspirants to 197, Agatha of Mamut leads a unit of Sentinel Aspirants to 208, Theodora of Kiswa leads a unit of Sentinel Aspirants to 210

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

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

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


    Attend the Reed Dance Event and accept the services of Selay Kw'Okisi - Though the Dreamspeakers had little interest in the ways of warfare and the song of swords they were nothing if not pragmatic. When whispers from Kiswa came through the Twilight Sight of a heroic opportunity they are quick to snatch upon it. Grand warriors made excellent guards and the roads that the Children of Dreams walked upon were fraught with dangers. In fact roads is a far too generous term. Beyond which they were hot on the trail of a potentially powerful and useful artifact, one that would require an equally powerful vessel, and who better than the mighty Blemmyae to wield such a gift?

    Secret

    Investigate the Lost Ring of the Phoenix - Desire is born from the void. We want what we don't have, unsatisfied with even the greatest treasures in our possession, and this lust for more is where tradesmen flourish. Though they did not particularly care for the bloody scene involved in the disappearance of the Ring of the Phoenix, the Dreamspeakers were adventurers and explorers all, and so when adventure calls they are quick to answer. Royal silver given magical form, blessed in the eyes of Gods, and gifted to Nine Heroes to banish the Blightspawn? A grand tale indeed. Mustering his fellow Dreamspeakers, Wings-Of-Stars sets forth to soar over the lands of western Tarandi, and watches closely as his compatriots carouse and jostle what information they can from all the social castes.


    The Truthseers
    Spoiler
    Show

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

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

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


    Speak to the Mother of Grief Though they cared little for the opinions of the masses the Truthseers did recognize the amount of grief that these peasants were giving to their scions of Sikar. A small coven of Truthseers are given the task of proving their worthiness by supplicating this outspoken peasant and easing her with offers of magic and secrets untold. Perhaps even the chance to hold her child once more?

    Secret

    Seek Aid for the Warriors of Region 1 - Seeing a horde of Orcs cresting over the horizon, the Crones of the Truthseer Headquarters are quick to prepare their chosen guardians, and anoint them on the eve of battle. Though they had little worry about their own safety the chaos of war and the bleak ugliness that followed it could lead to the loss of many great works. Scrolls and libraries brought to the torch, ancient manuscripts hastily sequestered off amidst siege, and the sickening taint of plague and infection that invariably followed the taint of all Conquerors swords. Blessed be the civilized for they walk a path of righteousness.
    “I’m a Terrorist not an idiot.” - Me
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  16. - Top - End - #376
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 6: Embers of Dawn IC


    The Crimson Kingdom


    The Horned King
    Diplomacy ???
    Military ???
    Opulence ???
    Faith ???
    Intrigue ???

    Actions
    • ???
    Last edited by TheDarkDM; 2020-11-13 at 06:58 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!

  17. - Top - End - #377
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    PepperP.'s Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    HVN
    Region 108
    Tarandi

    Round 9 Actions:

    1.[Military 5]Recognize the first Hero of Hiverness! Viho Icewalker, Fang in the North. 9
    2.[Faith]Convert BRA Capitol region 129 to WoE. 19
    3.[Faith]Convert Sol region 139 to WoE. 17
    4.[Faith]Convert Sol region 116 to WoE. 17
    5.[Faith]Convert DAN region 95 TO WoE. 23

    Embassy Actions:
    ULD
    DAN

    Non-Actions:

    • Resist all unauthorized conversions and buyouts.


    News and Rumors:
    • Kosumi and Brekke welcome their first child into the world, a healthy baby boy named Robse.
    • Regional chief in The Breach, Viho, earned the moniker Icewalker after leading a group of settlers to safety across the arctic line in order to escape the dreaded Wolfenfinger. He has been formally recognized as the first Hero of Hiverness with the title, Fang in the North. Viho is a super buff Nordgen man with long black hair and light grey eyes. Ladies.
    • Kosumi asks Oracle Shysie to go and speak with people of the Brayewen Tribes in order to try and foster peace.


    Ruler Info:

    Chief Kosumi
    Diplomacy: 5
    Military: 5
    Opulence: 2
    Faith: 8
    Intrigue: 4


    Expected Stat Increases:
    +2 Fth
    Last edited by PepperP.; 2020-11-14 at 11:15 PM.
    Quote Originally Posted by Kasanip View Post
    Somehow it is nostalgic to see the lewd discussion to return again to EMPIRE game.
    BIG thank you to Gengy for my fabulous avatar! ღ
    #Notallinfluencers

  18. - Top - End - #378
    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 Declare The Carrion Ward a Holy Land. The Creatures of the Ancient Ways will now collectively be known as The Wardens of the Awakened Realms (WAR)

    2. [FAITH] Convert Region 109

    3. [MILITARY] Old Lion goes questing in Region 98
    Spoiler
    Show

    Years go by, flowing off my mane like snow
    A fate everyone learns
    Nights I lay awake for reasons I don’t know
    My pale flame hardly burns
    Never feeling love from those who raised me
    Or those who know me not
    Am I doomed to live in grief and misery?
    Is this all that I’ve got?
    Over crested hills I roam, beaten bloody raw
    A moment's respite I crave
    My spirit ever spurned for breaking ancient law
    But I am no one’s slave

    I am the Ancient
    I am the Land
    Memories fall apart like sand

    I am the Ancient
    I am the Lore
    All our sins and so much more

    I am the Ancient
    I am the Strong
    I am the Vagrant of the Throng

    I am the Ancient
    Hear me Roar
    Watch my claws and see me soar

    I am the Ocean
    I am the Wave
    A hero no one wants to save

    I am the Valley
    I am the Hill
    Time moves on while I stand still

    I am the Prideless
    Speak my Tale
    A story no Lion will ever hail

    I am the Ancient
    I am the Old
    I am the Patient
    I am the Bold

    In my dreams I see, on silver crested plain
    Where great hunters roam
    A dark land where I may at last be slain
    And brought back to my home


    4. [INTRIGUE] Secret action

    5. [INTRIGUE] Raid wood from Region 124 Post 2




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

    News and Rumors:
    Flames lick the sky from the great offering pyre, a host of carrion gorged vultures dance at the corners of a massive ritual square. All manner of precious trinket and shiny baubles, fragrant herbs and incense, bone meal and marrow, numerous written messages on all manner of dry leaves, wooden staves, and mashed reeds. Death lingers joyously, as our own joyous brethren here, at every corner of this world. In ignorant sleep fools look to the sky for salvation, not knowing their stars and their space and their gods have always been in service of this, the eternal way, the Ancient Way. Dance children! Delight in this waking dream! The flame of annihilation is nothing but the light of awakening, may the flames consume us all!

    Spoiler: BOOKKEEPING
    Show

    D: 7
    M: 6
    O: 2
    F: 10
    I: 9

    Expected Stat Increases: + 1 Intrigue

    New Ruler Next Round?
    No

    Military Units 3/6
    - Swarm
    - Jahoon's Retinue
    - Awoken rabble

    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; 2020-11-14 at 03:11 AM.

  19. - Top - End - #379
    Pixie in the Playground
    Join Date
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    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. OPULENCE 6 Trade Region 124 TP 1 (Wood) to The Brayewen Tribes for Region 135 TP 1 (Spelt)

    2. OPULENCE 6 Buyout Trading Post TP 1 Region 138 (Cranberries) 13
    +1 Treasure
    +1 Pottery

    3. MILITARY 1 Errant Quest: The Curse of Many Faces (Cleis 8) 21

    A thick darkness hangs over our home. Though the exact details were lost, Eleftherian history tells of the human-made miraculous exile/escape from Azumaba, and this curse only proves the legends true. Eleftherians were cast out by god and can return now that they have the means and the will to take back the ancient island. Representing the whole of Eleftheria, Cleis travels to their lost homeland. While Cleis provides passage for themselves and the older and more experienced Prenadi across the sea, the true quest is guided by the wisdom of the latter.

    +1 Treasure (Cleis is equipped with the best Eleftheria has to offer. They bring with them the past of Eleftheria. Cleis studies the earliest written forms of The Crossing and other ancestral plays and sits with the eldest citizens to learn Eleftheria’s spoken tales and memories. They bring with them the future of Eleftheria. Cleis plays freely with the children of the hearth and attends debates and rehearsals held by young adults to learn Eleftheria’s yet unspoken hopes and dreams.)

    +1 SOS Rep 2

    +2 TSR Rep 2 (I forgot to add this in the roll post, oops)

    4. DIPLOMACY 5 Establish Cultural Identity: Friendly Faces
    Raid Resistance

    5. DIPLOMACY 5 Finish Claim on 124

    Non-Actions:
    - Trade Democracy to DAN for SOL (Through an embassy)
    - Authorize SOL to Investigate the Court of Joy
    - Accept all Embassies
    - Resist all Buyouts, Raids, and Conversions

    News and Rumors:
    Spoiler: Bookkeeping
    Show
    Leader: High Speaker Ereth Pasha
    D: 5
    O: 6
    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
    0/6
    3/4 navel
    -Mon Ood Sen
    -Rosegust
    -Vai Ood Lur

    Heroes:
    - Cleis (8)

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

    Orgs:
    SOS Rep 2 Favors 0
    DSP Rep 1 Favors 0
    TSR Rep 2 Favors 1

    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) TP2
    - 114 (Diamonds) TP1
    Last edited by bupkis; 2020-11-15 at 03:02 AM.

  20. - Top - End - #380
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 9
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [OPU Buyout TP2 in 266 - Kelp Oil] SUCCESS
    2. [OPU Buyout TP2 in 286 - Hemp] FAILURE
    3. [OPU Buyout TP1 in 301 - Sand] SUCCESS
    4. [OPU Buyout TP2 in 310 - Iron] SUCCESS
    5. [FAITH Convert 309] SUCCESS



    Non-Actions
    1. Resist all Conversions.
    2. Accept all tech except Writing.
    3. Resist all Buyouts


    Rumors and Stories

    • When Sasiasaisas takes their trip to the court, they naturally bring with them 12 followers, including one recent offspring, to ensure the important memories are able to arrive safely.
    • Several new members of the Quluq. Will be updated next round.



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 5 -
    Military 3 -
    Opulence 8 +2
    Faith 10
    Intrigue 2 -

    The current Quluq is:

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

    Yuyu is serving as Sharif
    Sasiasaisas is serving as Vizier

    No new ruler.

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

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

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

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 5, +3 this round
    1. Clay, 299
    2. Clay, 269
    3. Shattered Runestones, 306
    4. Silver, 308
    5. Desert Bell Seeds, 291


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

    Military Units CAP: 6

    Heroes

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

    Treasure
    3 Current
    +1 Passive

    Special Actions Used
    F5 - Artifact
    O5 - City
    F10 - Miracle
    Last edited by JBarca; 2020-11-14 at 06:02 PM.

  21. - Top - End - #381
    Halfling in the Playground
     
    Electriccat's Avatar

    Join Date
    May 2019

    Default Re: Empire 6: Embers of Dawn IC

    Hraban Confederacy
    Leader: Frederich Schwarze aus Tirol
    Region(s): 34, 35
    Continent: Mamut
    Round 9 Actions:

    Actions:
    1. [Opulence] Hoard Treasure
      Preparations for battle don't always take the form of raw military strength. Sometimes they require coin to best facilitate a campaign.
    2. [Military] Raise 2 units via fortress
      Two units of blood feathers are trained and prepared in the newly built fortress. Preparations for war against the Horned King and his unchecked aggression are begun.
    3. [Faith] Convert Region 41 to Soul Honor - Success
      The worship of the Dreamflower is seen as dangerous to the stability of the region as a whole.
    4. [Faith] Faith 5 - Establish Holy Order in region 34
      Establish a secured library and vault space with dedicated protectors. The Order of the Vault is established as a group dedicated to the securing of secrets, truth and histories to last through ages.
    5. [Military] Military 5 - Tactical Doctrine - Spirit Paths - Negate +4 bonus to defender bonus when attacking across a mountain border
      Experience at the mountains edge along with guidance from the ancestor spirits allows the Hraban to develop a unique method of attack that allows them to attack into and across mountains without the normal hinderance, keeping supply intact and not getting caught in the same traps as ages past.



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


    Embassy Actions:



    Spoiler: News and Rumors
    Show



    Spoiler: Ruler Information
    Show

    Current Stats (in the following order):
    Stat Number
    Diplomacy 4
    Military 5
    Opulence 2
    Faith 5
    Intrigue 1


    New Ruler Next Round?
    No

    Expected Stat Bonuses:
    +1 Faith +1 Mil

    Trade Posts:

    Military Units:
    Land:
    6 bloodfeathers
    1 mountaineer
    Mil Unit Cap:
    Land:
    6 + 2*Regions controlled = 10
    Naval:
    3+1*coastal region = 4
    Technology
    Name Effect Allocated TP Allocated TP Resource Name
    Writing +1 Conversion Defense, +1 Conversions in regions that share your alphabet
    Masonry +1 resist Raids and Sacks
    Animal Husbandry +1 Opulence and Diplomacy Exploration
    Pottery +1 to Buyouts

    Great Project

    Name Effect Location
    Last edited by Electriccat; 2020-11-14 at 09:19 PM.


    Avatar by Gengy

  22. - Top - End - #382
    Bugbear in the Playground
     
    DoomHat's Avatar

    Join Date
    Oct 2006
    Location
    Austin Tx

    Default Re: Empire 6: Embers of Dawn IC


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


    The Thunderpeople- [Turn 9]
    Main Actions
    1. Military: Raise Unit
    2. Military: Raise Unit
    3. Military: Raise Unit
    4. Military: Raise Unit
    5. Diplomacy: Stabilize Capital


    Non-Actions

    Rumors:
    No official word was heard from the leaders of the Thunderpeople throughout this time. The Thunderpeople seemed to have gone to war amongst themselves, and the sound of drums has stopped. Figures lurk in the mist. There are stifled cries and nameless bodies bleeding into the mud.

    Brother hunts brother.

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

    Spoiler: Current Leader Stats
    Show

    Highchief Ragna
    Diplomacy 7
    Military 9
    Opulence 5
    Faith 1
    Intrigue 4

    Special Actions Used:


    Heir Apparent: Redspiral Longtooth


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


    Spoiler: Armed Forces
    Show

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


    Spoiler: Economy
    Show

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


    Treasury: 2
    Resources
    -Blightspawn Trophies [Thundermark TP1]


    Spoiler: Technology
    Show

    Military
    none

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




    Spoiler: Faith
    Show
    Leader's Allegiance: None
    Holy Sites
    #275 "Thundermark" [The Highchieftain's Hall]: True Sun
    ...with a vengeance!

  23. - Top - End - #383
    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 Nine

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

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

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

  24. - Top - End - #384
    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 Ten Begin!
    Years 37-40

    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!
    • Representatives of Shandolé and the Sokau Tribes dispatched to observe the peoples of Regions 69 and 82 display a combination of language and culture distinct from those that evolved in Mamut or Tarandi. Broken communication with the leaders of those lands describes a string of perhaps thousands of islands stretching to the horizon, a grand archipelago of sufficient size to be considered a new continent! Region 69 and 82 are now considered parts of a new continent, and a Great Project to establish communications may be actioned starting this round.


    Growth!
    • The Sokau Tribes have accepted Clan Alqar as a vassal!
    • The Anbroch have raised a fortress in Kincany, Slocdun Keep, to house the surviving people after the years of disaster!
    • The Uzii have established a Great Kingdom, the Uzii Protectorate of Mamut!
    • The Creatures of Ancient Ways have become a holy land, and are now known as the Wardens of the Awakened Realms!
    • The Vygra have founded a Great Kingdom in Kiwswa, the Vygra Confluence!
    • The Arrok of Uldra have founded a Great Kingdom in Tarandi!


    Claim!
    • Sangar finishes pressing its claim on region 159.
    • Shandolyn negotiations over region 142 proceed very smoothly, and the region is successfully claimed!
    • The Sirrvadut have begun claiming region 219.
    • Eleftheria has finished claiming region 124!


    Heroes!
    • The Blemmyae have recognized Oyem Kw'Mesihafi (9)
    • Hiverness has recognized Viho Icewalker, Fang in the North (9)
    • A new hero is recognised by the Sol’Ikoth: Olx and Sep Blight-Trixters (9)
    • The Sentinels recognise Valens of Tarandi (10)


    Quest!
    • As Arkusa teeters on the brink of starvation, four heroes converge on the Gathering. Warspeaker Tior’s scrim are joined by Gọ̀uhrèi Sọró of teh Sokau, Pain-Drop Redmoon of the Uzii, and the abomination Thorn. Tensions rise among the Jouraka at the Gathering at the presence of so many strange outlanders in their midst, but on a cold and moonless night the heroes prove their worth. The Puppeteers move like ants over the black snow, starlight and torchlight faintly glinting off scraps of metal or bits of mica studding bodies human and scrim alike. The makeshift walls erected around the Gathering buckle beneath the first puppeteered scrim to reach them, exposing all assembled to the black pits that have been gouged where eyes should be. One of the ghost-ridden marionettes raises a granite fist to crush a wagon of the Joura, only for an axe blow to shatter its arm at the root. Warspeaker Tior charges the first breach with a battle cry that reverberates through the ground for miles, temporarily stunning the Puppeteers where they stand and giving heart to the Arkusan defenders. Elsewhere, Pain-Drop Redmoon charges headlong into a puppeteered throng before they even reach the wall, venting her rage as best she can against fleshy mannequins. The grand explorer Gọ̀uhrèi Sọró quickly finds his skill as a captain put to good use, as his booming voice and implacable calm rallies an entire Jouraka to his side, as he drives a spear deep through the lightless voids of a Puppeteer’s eye. Perhaps most terrible is the Ko champion, whose manifold body becomes the epicenter of a lashing storm of barbed tendrils and serpentine teeth, dashing across the battlefield slaughtering human puppets and herding srim to warriors more accustomed to breaking stone.

      When the dawn breaks, it is on a Gathering that has gone without an abduction for the first time in years. As the Arkusa set out to count their dead, the gathered heroes stare towards the East, down the blackened path of the Puppeteers, and as one realize what they must do. Leaving the Gathering behind, they set out in small company, and soon disappear beyond the horizon. Striding at the head of the group, the Warspeaker’s bulk clears an easy path for his companions as they travel past the worn trails of Joura beginnings and endings, into the far wilderness where more than one Arkusan family has been lost. Ever before them stretches the trail of the Puppeteers, frozen blood and the discarded remains of broken vessels serving as grizzly markers for the path towards Arrakh-Rah. Finally, at the border between Arkusan territory and the realm of the damned, the heroes crest a rise and behold a terrible monument to Arrakh-Rah’s lingering darkness. The bodies of those taken by the Puppeteers are splayed out on the snow in a mandala of frostbitten flesh, centered around a sharp spur of rock. Stepping gingerly through the throng, the heroes tense against an ambush, but nothing stirs on the charnel field. There is nothing remarkable about the stone at the center of the display, but driven into the rock is a dagger of exquisite craftsmanship, forged from a dull white metal unknown to Mamut. There is a sigh in the wind as the Warspeaker pulls it free, and at once a great pressure seems to lift from the air.

      [The Puppeteers have been banished! The band of four heroes recover the Blade of Arrakh-Rah, clearly an Artifact of some power. Any of the four kingdoms involved in the Quest may roll a TN 12 Faith check to determine the properties of the blade. Alternatively, they may cleanse it (and thereby destroy its mystic properties) with a TN 14 Faith check.]
    • The curse of Azumaba demands attention, even as its children in Eleftheria grapple with challenges closer to home. Dispatched from the inland kingdom of Sangar, Prenadi beholds the endless might of the eastern sea alongside her guide, the Eleftherian hero Cleis. While the elder hero’s reputation heartens the expedition’s crew, it is Cleis’ expertise that sees them through the howling storm that surrounds Azumaba, as the Eleftherian dances along the rigging of their hired ship alongside other sailors seeking their ancient home. Tossed by white-capped waves and deafened by the wind, a sleepless night transitions to grey dawn as they behold the verdant isle. There is no sign of resistance as they moor their ship to the old and weathered stones of a long-abandoned pier, and all that waits for Prenadi and Cleis on their landing is bird song and the rustle of the wind through fruit trees.

      Returned at last to solid ground, Prenadi takes the lead as the two heroes press further inland, her old bones aching with something fouler than fatigue. Alert against whatever form the mercurial curse might take, she and Cleis tie perfumed cloths over nose and mouth, proceeding slowly but surely into the ruins of the city itself. Instead of the ruins presaged by the pier and the ruined foundations nearby, the city seems untouched by time, clean of overgrowth. Even dust seems loath to settle the ancient stones, and the only sound that accompanies the heroes’ investigation is their own heartbeat. Night begins to fall before they have seen even half of what the empty metropolis has to offer, and after a brief discussion they decide to risk the night behind a sturdy wooden door. With Cleis taking first watch, Prenadi falls asleep to her own heartbeat.

      And dreams of another.

      Floating in a warm river of blood, Prenadi gazes up to see a corpulent, beating heart as large as the ship that had borne her to Azumaba, every slow thump of it resonating out and through her. Looking down at her hand, Prenadi sees the lines of age and toil ripple away with the beating of that heart, until it is as strong and vital as when she was in her prime. Then the hand moves, and tears free of the wrinkled limb beneath. A searing dance of pleasure and pain rushes through her body, as youthful flesh tears itself free of her aged husk, hanging suspended in the cradle of blood connecting her to the great heart. Looking down at herself, Prenadi sees she has become little more than a shredded cocoon for the naked woman who now floats before her, in whose eyes she sees nothing more than her own skull. Her own death. The doppelganger’s mouth opens, but in place of words only the heartbeat escapes. Growing louder, and louder, and louder.

      Prenadi jerks away with a start, rolling onto her hands and knees in a violent spasm of nausea. A foul white sludge erupts from between her lips, and swimming through it are tadpoles bearing her own face that scream as they die. Cleis sees none of it, staring in pale terror out a nearby window at their own face leering back at them from the darkness. It is only when Prenadi shakes them awake that Cleis stares up at the Sangaran hero, and for a moment there are two pupils in the Eleftherian’s eyes. They flee Azumaba before daybreak, followed by the lure of a heartbeat that was not their own, a heartbeat that promised a terrible rebirth at the heart of the dead city.

      [Prenadi and Cleis have delved the shadows of Azumaba and lived to tell the tale. They escape the island alive, but haunted by the knowledge of the curse that waits on the island - a great locus of malignant power lurking at the center of the city, capable of twisting mortal bodies to its own ends. Epic Quest - The Heartbeat of God. To cleanse Azumaba, the great heart must be assaulted by heroes capable of resisting its foul lure. Heroes with access to Azumaba may attempt a TN 22 Hero roll to brave the island and free it from its curse. However, the malign will of the Heart feeds on the selfsame will that protects against it - for every Hero sent to aid in the Quest, the TN increases by 1.]
    • As the Eleftherians dispatch an investigation into their homeland, Rauri of Clann Solais enters the coastal kingdom to investigate the Court of Joy. Obligingly, finding the Court demands very little of the talented westerner, as most residents of Eleftheria are capable of pointing Rauri towards the proper beach. Approaching the site of the Court, she observes a long and shabby train of petitioners, hangers-on, and hopefuls moving in the wake of the King’s main retinue, all of them wearing beatific smiles despite their meager surroundings. Indeed, Rauri feels her own spirits begin to lift as she hears those around the Court describe the wisdom of Veret Haftian, though the better part of her realizes she has no reason to. Finally, she walks among the exalted scions of Eleftheria who have chosen to cast their lot in with the returned King. Indeed, even some members of the Eleftherian Speaker’s Council appear to have recanted their belief in democracy, choosing instead to hang on Veret Haftian’s every word. Admitted into the tent of the resurgent monarch, Rauri feels it herself as soon as she meets their eye - the bubbling of an infectious, hungry joy at the thought of serving at their side.

      In her mind’s eye, Rauri sees herself standing resplendent at the head of an Eleftherian army, claiming victory after victory and forging a legend to endure for centuries. She see Boss Calder kneel at her feet even as she kneels before King Haftian, becoming overlord of Clann Solais in their name. She sees a brood of children each as fierce as herself, trekking to distant lands and spreading the gospel of Eleftheria. She sees her own death, content and old atop a pile of victories too numerous to recount. She sees all. And she knows it is a spell. Frantically, Rauri’s mind tears against the insidious joy of Veret Haftian’s presence, and beneath the smiles and contentment the terrible drum of a distant heartbeat reaches her ears. She gasps, at last escaping the waking dream, and feels the wide smile that had enveloped her face sag into a grim sneer. For their part, Veret Haftian’s smile never wavers, even as they order their smiling courtiers to tear Rauri limb from limb. The other Eleftherians, at least, pause in confusion for a moment. Before knowing smiles return to them and they charge at her like animals possessed. Rauri’s escape from that beach is a near-run thing, and more than one prominent Eleftherian falls beneath her blade before she has returned to the clear air beyond the reach of the Court.

      [It seems clear now that what appeared to be Veret Haftian is not the Eleftherian king at all. Or, if it was, they are now little more than a puppet for something greater. The curse of Azumaba has come to reclaim its lost children, trapping all who come near in a web of fantasy that makes them capable of anything. Epic Quest - Long Live the King. As Veret Haftian seizes control of more and more of Eleftheria, the only recourse seems to be assassinating the would-be tyrant. Heroes with access to Eleftheria may attempt a TN 20 Hero check to assault the Court of Joy, ending the threat once and for all.]
    • Intent on claiming the northern desert but unwilling to devastate the sole predator of the Blgihtspawn on the sands, Kro Thorael leads an expedition of great heroes to take the Great Golden Lions. Alongside He Who Seized the Sun strides Sikar Johnson, silver-armed and no stranger to the deep desert. The apostate of the True Dawn Tsakra, driven by pride and purpose. The sainted Jana al-Zamira, who had cheated death and returned to give birth to a line of kings. And Neferkare Elephant-Hunter, among the eldest and canniest heroes of Sikar, veteran of battles that had scourged nations. The sands hold no mysteries for the company as they drive through sandstorm and searing light to reach the hunting grounds of the majestic prides.

      As large as the elephants against which Neferkare first tested his mettle, Sikar’s Gold Lions observe the heroes without fear, loping across the sands as easily as an Ashiran horse might canter upon packed earth. Following one pride to take the measure of the creatures, the heroes see the birth and death of numerous Blightspawn from beneath the sands, erupting out in a shower of amniotic foulness only to be assailed by gleaming teeth and claws. At least three gods are called upon to explain the resilience of the beasts, but the truth remains a mystery even as the heroes grow bold enough to approach them in repose. Neferkare is the first to touch one of the Lions’ tawny flanks, meeting eyes that are pools of molten copper and finding in them a cunning beyond that of a simple predator.

      Slowly accepted by one pride, it proves a simple thing for the heroes to fan out and repeat the process. Something in their very soul seems to speak to the Golden Lions, and something in the Golden Lions speaks to them. Al-Zamira finds herself leading a pack of female lions in pursuit of a nightmarish amalgam of dove wings and adder heads, her heart pounding in response to their roars. Kro Throael takes the wing to perch atop a glittering mane, and in that moment feels himself atop the sun once more. As he watches over a newborn litter of lions, Sikar Johnson interposes himself between them and a clattering bison of razor-sharp bones, and as they crowd his battered body he watches his silvered arm deepen to a warm gold. Four years of pilgrimage among the Golden Lions leaves an indelible mark on the heroes when they return. And in turn, their memory remains among the Golden Lions and their successors.

      [The Golden Lions have been tamed! Region 300’s resource becomes a Great source of Golden Lions! Region 300 becomes available for colonization by Crow’s Tribe, Ixkarr, Sol’Ikoth, Ta Seti, and the Ashiran Sultanate. When they return to their kingdoms, Kro Thorael, Sikar Johnson, Tsakra, Jana al-Zamira, and Neferkare are followed by a juvenile Lion that soon grows to adulthood. This bonded lion is willing to serve as mount and partner both, and provides those Heroes a +1 to Battle and Duels. Unlike an Artifact, bonded Golden Lions may not be transferred to other Heroes, but they may be passed down to their bonded Hero’s successor.]
    • Partnered in their examination of the Slithering Womb, Fiona MacDool and Ren-Cha-Fen embark on an expedition to test their findings in the dark heart of Kincany. Venturing into the abandoned tunnels of fallen holds and long-silent village redoubts, they pass scenes of ancient carnage, as many underground dwellings prove to be little more than tombs for the mummified victims of the Gluttonous Shadows. As they follow the mad scrawl of twisting directions left to them by Theodora of Kiswa, the cool air turns wet and foul, and the two know for certain they have found the heart of the infestation. Breaking through layers of sinuous excrement, they emerge from a long-abandoned mine shaft into a natural cavern that might once have been beautiful. Stalactites meet stalagmites in an array of natural pillars around a central pool, but their splendid colors are hidden beneath layer after layer of cancerous growth. In the darkness of the pool, a foul and brobdingnagian worm sloshes in fecund glee - the Slithering Womb.

      [Epic Quest - Cancer at the Roots. Another Slithering Womb has been found in the caverns beneath Kincany (Region 198). Heroes with access to the region may attempt a TN 24 Hero check to seek out and destroy the Gluttonous Shadows nest. This will doubtless slow the spread of the foul Blightspawn, but failure may carry dire consequences.]
    • Crossing the River Sur alone, Yegin Kw’Haleti braves the jungle to discover the Gluttonous Shadows nest he knows awaits him. The Blemmyae hero’s conviction soon proves justified, as his third night in the jungle draws the Shadows to him like moths to a flame. Well experienced in combat with the Blightspawn, he dispatches them quickly, and proceeds the next morning with far greater care. In a testament to his skill, he follows the screaming trails of the Shadows into a line of overgrown hills, and in a valley between them discovers the pulsating mass of a Slithering Womb’s den.

      [Epic Quest - Cancer in the Vale. Another Slithering Womb has been discovered in Region 199. Heroes with access to the region may attempt a TN 24 Hero check to seek out and destroy the Gluttonous Shadows nest. This will doubtless slow the spread of the foul Blightspawn, but failure may carry dire consequences.]
    • Vanaruk Mazendan attempts to quest in region 138 but is talked down by the locals!
    • Old Lion No-Pride No-Death is less sympathetic to Viskari entreaties and undertakes his own quest in region 98! He returns with 1 Treasure! Region 98 is in unrest!


    War!
    Spoiler: Starvation’s Son Invades The Blessed Vale (Region 32)
    Show

    King’s Hounds: 3 Units, Starvation’s Son (Hero 7), duelling (lost) = 23
    Sokau Tribes: 7 Units, Tšrãák (Mil 6), duelling (won) = 25

    As the King’s Hounds move South, the lands of Clan Alqar suffer tragedy unequalled since the passing of the Phoenix. Villages and farmsteads are scoured clean of life not by Blightspawn, but by a horde of starving men, women, and children driven to madness. At their head lopes the skeletal figure of Starvation’s Son, a warrior of contrasts. Seemingly on the brink of death, tales nevertheless spread of his exploits, personally slaying half a dozen Sokau outriders as his reavers approach the army sent to repulse them. This headlong rush vexes the Sokau’s attempt to bait the Hounds into a prolonged advance, but the unwillingness of the Sokau to commit to a decisive engagement has a numbing effect on the Hounds’ own suicidal bravery.

    When the two armies finally do meet, it is a bloody and vicious affair, the superior Sokau force barely able to contain the fury of Hounds. Many among the eastern soldiers are broken by the sight of wild-eyes mothers hurling half-dead children as a vanguard, only to have their flesh clawed to ribbons as they falter. At the center of the melee, the newlywed King Tšrãák finds Starvation’s Son, and a duel of eerie grace and silence ensues. Tšrãák nearly pays the price for his youth in the first exchange, as the ageless corpse-thing’s notched sword strikes home with all the strength of a charging aurochs, only barely turned aside by the King’s spear. Properly educated in the danger posed by his opponent, the Sokau leader proceeds to dance at the edge of the Son’s reach, drawing blood with shallow thrusts in an attempt to bait out a fatal opening.

    At last, Starvation’s Son obliges, his sword arching in a wide slash that leaves his torso exposed. Tšrãák strikes with enough force to impale his ghoulish foe, only for the Son’s wrist to release a sickening snap. Time slows, as the horror of a body driven by pure will turns the blade of that broken sword into a parry with lightning speed, catching the king’s spear and exposing his right side to a devastating counter strike. But where flesh answers mad will, copper fails. As sword meets spear, the long-suffering blade shatters, peppering both combatants with jagged shards of metal. Tšrãák’s killing blow is only blunted, not deflected, as the spear buries itself in the Son’s stomach. His body, capable of such terrible strength, parts like paper beneath Tšrãák’s strike, catching the young king off-guard and carrying him close enough to smell the fetid rot on the Son’s breath. Watery blood spurts out in protest, but the madman only smiles. Meeting Tšrãák’s eye with his own bone-white irises, he whispers a single word.

    “Worthy.”

    He slips free of the spear as easily as it pierced him, and like a ghost disappears in the surrounding chaos. In vain, Tšrãák cuts down a dozen more Hounds in pursuit, and buoyed by his bravery the armies of Sokau rally and send the King’s Hounds streaming west in retreat. In their wake, they leave a wretched harvest of the dead and dying. But Starvation’s Son is not among them.

    The Sokau Tribes are victorious! King’s Hounds lose 1 Unit. The Sokau lose 3 Units.


    Spoiler: The Huntmaster Invades the Land of the Targiz (Region 19)
    Show

    King’s Hounds: 4 Units, The Huntmaster (Hero 8), duelling (lost) = 25
    Targiz: 6 Targiz Units, 4 Deru Units, Ells Ogra (Mil 10), duelling (won) = 38

    Even as the King’s Hounds emerge to menace Northern Mamut, the Land of the Targiz are visited by an old nightmare. The settlements and farms in the west, so recently rebuilt, are swept away once more in the oncoming tide, as the defenders of Kursaal indulge in the potent opiate of revenge. At last the Huntmaster sights the walls of the great city, and the goliaths standing atop the walls see his great and hungry rabble. Once more they charge forward, some with scavenged ladders, some with lengths of rope woven from hair and hemp and flesh. They rush forward heedless of death, but as Ells Ogra’s declaration of love and death is echoed from every throat, something about it causes the Hounds to falter. Where once they had scaled the walls like spiders in the skins of men, they now crash in futility against the bulwark of the Targiz. From the wings of the battle, the deru emerge in towering splendor, striking down those reavers scaling the walls even as they are set upon with axe and torch and tooth. At first, only a handful make the wall, but with a roar of fury to match the goliaths’ own the Huntmaster joins the fray. Leaping from the corpse of a fallen Deru, he alights atop the wall like an angry god, striking down any who stand against him with a blade that does not bend, does not break, does not stop.

    Until it meets the waiting dagger of Ells Ogra.

    As if drawn by the strands of fate, goliath and fiend duel atop the same battlements that saw the shame of Ces Arnif. Behind the Huntmaster, the Hounds flood down into the city, transforming the defense into a shadowed brawl. Behind Ells Ogra, the goliaths leap down in pursuit, intent on sparing their city the ravages of a second sack. But for the two leaders, there is only the clash of dagger against glaive, and the religious certainty that victory is theirs to claim. At once, Ells Ogra discerns the skill that cast down her Sheriff, as limbs grown numb with age move with the memory of youthful desperation to block the Huntmaster’s scything blows. They vie with one another for an hour, maybe more, as the fighting below rages like a storm-tossed sea. Blood flows in the streets of Kursaal, and the red-stained light sets Ells Ogra and the Huntmaster aflame. Finally, they separate, the battlements around them scarred and chipped with a hundred parried blows, Ells Ogra slick with sweat, the Huntmaster slick with some fouler stench. The horned mask turns to regard his Hounds, slain within the city and fleeing before the walls, and he does something wholly unexpected. With a flourish, the savage monster that had torn Targiz to tatters without remorse gives Ells Ogra a salute worthy of a Sentinel, and leaps away. The forces of Kursaal, goliath and deru both, erupt in cheers as realization of their victory spreads, but Ells Ogra only has ears for the pounding of her own heart. And eyes only for the sight of a horned figure, far in the distant twilight, bowing before a cadre of armored figures mounted atop great elk.

    The Targiz are victorious! King’s Hounds lose 2 Units. Targiz lose 2 Units. Deru lose 1 Unit.


    Spoiler: The Bone Witch Invades Na’karat (Region 30)
    Show

    King’s Hounds: 3 Units, Bone Witch (Hero 7), duelling (lost) = 19
    Scions of Thalaz’ir: 3 Units, Haraman (Mil 9), duelling (won) = 37

    As grand armies move to counter the onslaught of the King’s Hounds, Haraman of the Scions of Thalaz’ir leads an outnumbered force to meet the Bone Witch on the field. But what the Wardens lack in numbers, they more than make up for with religious fervor. Busy ravaging the countryside, the King’s Hounds are caught unprepared for the Scions’ attack, hastily rallying to the shrieks of the Bone Witch even as the first charge of the eastern warriors breaks through their lines. Consumed by fury, Hraman leads from the front, the blade in his hand shattering Hounds like glass as he charges for the center, and the Bone Witch. Shrouded in mystery and malignance, the western mystic readies her powders and her hidden knives, but too late. Even as she clutches for a satchel of blinding smoke, Haraman breaks through her circle of faithful daughters, slamming his sword into her bone-sewn robes with the unyielding might of a lightning bolt. The bones shatter into dust, and the Bone Witch’s rib cage crumples, impaling heart and lungs and stomach on their broken points. As the Hounds rout in a disarray wholly different from their chaotic advance, Haraman looks down on a woman scarcely twenty years of age, twisted into a hideous crone by misery and mystery.

    The Scions of Thalaz’ir are victorious! King’s Hounds lose 2 Units. Scions of Thalaz’ir lose 1 Unit.


    Spoiler: Clan Alqar Invades Region 27
    Show

    Clan Alqar: 4 Units, Lord Asweld Ar-Konish (Hero 9), duelling (tie) = 23
    Native Defenders: 2 Units, Native Commander (Mil 8), duelling (tie) = 16

    Even as their newly-sworn liege leads the defense of their homeland, Clan Alqar dispatches a retributive force to seize a foothold in the storied lands of the Horned King. Shadowed by small groups of cannibalistic Hounds as they march through the verdant wilderness, the warriors of Alqar are perhaps surprised to find themselves facing not a horde of savages, but a garrison organized with discipline to match their own. Even as Lord Asweld Ar-Konish begins rallying his warriors to advance on the fortified town that was the center of the region’s defense, the gates flew open to disgorge their defenders, charging forward in organized ranks with ready spears. Immediately forced on the defensive, the Lord of the Alqar was doubly surprised to find himself assailed by the local commander, a warrior bearing a scar of two horns upon his brow but clear-eyed and wary of his foe. Trading spear thrusts and counters, the two warriors fight to a bitter stalemate even as the superior numbers of Clan Alqar turn the battle in their favor. The native commander is able to retreat with the remnants of his command, but the next morning he offers his spear to Lord Asweld in surrender.

    Clan Alqar is victorious! Clan Alqar loses 1 Unit. Region 27 is in Unrest!


    Spoiler: Henanda Invades Region 191
    Show

    Henanda: 4 Units, Ocēmis (Hero 10), 1 Treasure = 27
    Native Defenders: 1 Unit, Native Commander (Mil 8) = 17

    Driven by mounting insults to their traders, as well as the memory of their fellow warriors thirteen years dead, the Bannanda launch a second invasion of the people to their east. Hardened by the years, Ocēmis leads an army twice the size of his failed first expedition into battle. Lulled into a false sense of security by their earlier victory and by the perceived weakness in the Bannanda for not continuing their assault, the native defenders abandon subtlety in favor of a frontal assault they are sure will break the westerners’ resolve for another decade. The force of that first charge is a savage thing, one side drunk on bloodlust and fruit wine, the other weighed down by a pall of uncertainty. But the Henandan line holds, and as the spirits of the native defenders dim, those of the giant-born rise. A second charge breaks helplessly against a hardened wall of Henandan shields, and with a great battle cry Ocēmis leads a counter charge that burns away what courage remains in his enemies.

    The Henanda are victorious! Henanda lose 1 Unit. Region 191 is in Unrest!


    Spoiler: Soreni Invade Region 310
    Show

    Soreni: 5 Units, Heskrath (Hero 8), Foothold Bonus = 32
    Native Defenders: 2 Units, Native Commander (Mil 7) = 15

    Incensed by their defeat at the hands of their western neighbors years earlier, the Soreni march to war once more. Though his force is much diminished, Heskrath’s knowledge of the terrain proves nearly as useful, as the Soreni warriors avoid the deadfalls and crumbling cliffs that bedeviled their first expedition. Dismayed by the relentless hunger of their invaders, the native defenders are slow to regroup into another coalition, losing valuable time and putting them on the defensive against the Soreni advance. Forced to abandon several key passes into their treasured mountain vales, the defenders make a last stand before their holiest site, and are slaughtered. Drunk of early victories, the Soreni sweep over their enemies in a wave of scales and claws, cementing their mastery of the region.

    The Soreni are victorious! Soreni lose 1 Unit. Region 310 is in Unrest!


    Spoiler: Ixkarr Invades Region 1
    Show

    Ixkarr: 4 Land Units, 2 Naval Units, Kethix (Hero 10), duelling (won) = 28
    Native Defenders: 3 Units, Native Commander (Mil 7), duelling (lost), Landing Bonus = 29

    Having chosen the glory of war over the fruits of peace, High Chieftess Karra dispatches Kethix at the head of a mighty host to seize a foothold in the strange and foreign lands to the north. The protestations of the Truthseers do nothing to blunt the advance of the orcish fleet, leaving the native defenders to face a foe twice their number. The leader of the defense, the hetman charged with maintaining the locals’ relationship with the Truthseers, stands upon the beach with shark-toothed club in hand, intent on facing his death and with it perhaps purchasing a reprieve for his people. And his death is quick to find him.

    Commanding the lead ship, Kethix is the first of the Ixkarr invaders to land upon foreign soil, the surf surging around his ankles as he charges to slay the man who dares challenge him. The Sun Sword blazing in his hand, Kethix proceeds to whittle away every scrap of armor, weapon, and dignity remaining the weathered oak of a man. Around them, orc warriors clash with an alien people, the constant crash of the waves washing away blood and bodies to the eternal sea. The ferocity of the Ixkarr is beyond anything their enemies could have prepared for, but somehow that selfsame ferocity suffused the defenders with a desperate courage. Even if it cost all their lives, they could not allow these southern barbarians free reign over their homes and their families. Slowly, desperately, the Ixkarr are forced back, further down the beach, until the crash of the waves is all that awaits at their back. The first cry of shark sighting is not the last, as predators drawn by the unprecedented slaughter dive in to attack the Ixkarr from the flank, breaking what remains of their courage and driving them to route.

    Upon the beach, surrounded by the dead of those who had sought to relieve their commander, Kethix finally forces his opponent to his knees. Sun Sword bright and angry in his hand, he raises it to deliver the final blow, only for a sling stone to catch his shoulder. He whirls to face the coward who interrupted his triumph, only to see the full weight of the native defenders bearing down on him. Kethix is too proud to surrender, but even his skill cannot overcome such numbers, and he falls to a hail of blows.

    Native Defenders are victorious! Native defenders lose 1 Unit. Ixkarr loses 2 Land Units and 1 Naval Unit. Kethix and the Sun Sword are captured by the Native Defenders and delivered to the Truthseers.


    Spoiler: Naherin Coalition Invades Region 277
    Show

    Naherin Coalition: 4 Naherin Units, 3 Hydra Units, Aesira Bladedance (Hero 9), duelling (won), Composite Bows, Equestrianism = 35
    Dragonslayer Rebels: 3 Units, Dragonslayer (Hero 9) = 26

    Their dominion challenged by rebels intent on the dissolution of the entire Coalition, the Naherin and their allies march to pacify the South. Wholly confident in their leader’s promised destiny, the rebels react with undue confidence, allowing the coalition forces to seize the initiative and launch a series of devastating cavalry raids along the rebel line. Flailing to respond, they are unprepared for a concentrated assault on their center, as Aesira Bladedance leads the vanguard to challenge the Dragonslayer himself. Obsidian knives whirling in the light of dawn, Aesira’s scaled flesh awakens something dark and terrible in the scarred man before her, as he hefts not a sword, but the tapered mace of a Sentinel against her. Where the rebel leader managed to scavenge such a weapon was a mystery lost to time, but his first strike makes clear his devotion to learning its secrets. Launching into a leaping feint, Aesira launches one of her throwing knives in an underhanded throw at the Dragonslayer, only for the black glass to shatter as he swats it aside. The two warriors carve a drunken path along the battle line as the Dragonslayer tries to pin Aesira down, the heat of battle blinding him to the savage onslaught breaking over his followers. As the Dragonslayer’s stamina begins to flag, the spirits of the rebels follows, and the survivors begin to melt into the countryside. At last, he is too slow to deflect one of Aesira’s knives, and the obsidian buries itself in his shoulder. Weathered fingers spasm involuntarily, and the scavenged Black Iron falls from his hands.

    The Naherin Coalition is victorious! Naherin Coalition loses 1 Unit. Nocturnal Hydra loses 1 Unit. Region 277 is no longer in Rebellion! Region 277 is in Unrest!


    Spoiler: Gluttonous Shadows in Narava (Region 210)
    Show

    Vygra: 4 Vygra Units, 1 Sentinel Unit, Alexios the Undying (Hero 12), 1 Treasure, Black Iron Weapons = 35
    Gluttonous Shadows = 29

    Once more, Alexios the Undying sets out at the head of a Vygran army to challenge the might of the Gluttonous Shadows. Marching North alongside Theodora of Kiswa and her aspirants, the elemental warriors enter the blighted region and set to work. Scarcely five years have passed since the last infestation of the Gluttonous Shadows swept over Kiswa, and Kiswa’s children were well accustomed to facing the nightmarish insects. Spreading across the region in reinforced hunting parties, they scour through abandoned villages and natural fissures, burning old growth out of the jungle and forcing open long-abandoned burial grounds. Everywhere, they finds the signs of the Shadows’ predation, but sturdy nighttime bivouacs and the poisonous touch of Black Iron save most of the foreign saviors from the Shadows’ vile clutches.

    The Vygra are victorious! Gluttonous Shadows lose 3 Units. Vygra lose 1 Unit.


    Spoiler: Gluttonous Shadows in Inkhwabi (Region 208)
    Show

    The River Lords: 8 land Units, 1 Naval unit, 1 Sentinel Unit, Ingkannu (Hero 10), 1 Treasure, Black Iron Weapons = 30
    Gluttonous Shadows = 24

    The inhabited region closest to the Gluttonous Shadows’ vile nests, Inkhwabi is the site of battle against them once more. Walking in the footsteps of Alexios strides Agatha of Mamut, a stranger to Kiswa but not to the constant battle against the Blight. With her travels the might of the Troll Lords, Lhungo Saar’s rapid expansion feeding an army thousands strong. The nature of Inkhwabi’s colonies works to the defenders’ advantage, as there are far fewer outlying communities following the lessons learned by the first assault by the Shadows. The campaign that follows is one of constant night battles, as the trolls and their allies beat back wave after wave of Gluttonous Shadows desperate to ravage the walled communities that resist them. At last, a night comes and passes in silence. Then another, and Ingkannu knows his work is done.

    The River Lords are victorious! Gluttonous Shadows lose 3 Units. The River Lords lose 1 Land Unit.


    Spoiler: Gluttonous Shadows in Region 197
    Show

    Sirrvadutr Flosut: 12 Units, 1 Sentinel Unit, Vetrapa (Hero 10), Black Iron Weapons = 40
    Godspeaker Rebels: 1 Unit, Godspeaker (Hero 8) = 21
    Gluttonous Shadows = 29

    Already challenged by the Godspeaker to the North, the Sirrvadutr Flosut face the possibility of a second Kincany in their own territory when the Gluttonous Shadows appear. Unwilling to give an inch of ground to either Blightspawn or the slaves of the gods, Chief Zarrkatl dispatches another massive army to decimate the rebellion and restore order. Uninterested in the elves’ internal disputes, Idris of Sikar accompanies Vetrapa’s force, confident that even with their limited numbers the Sentinels’ training and mystical Black Iron will prove their worth. The chaos of the Gluttonous Shadows’ arrival hampers Vetrapa’s plan of attack against the rebels, but the Godspeaker’s forces fare little better. When the two armies meet, the eventual victory of the Sons of Sirrvat quickly becomes a fait accompli, requiring less that a week to root out the last pockets of resistance. The battle that follows is harder fought, as the elven armies sweep through the region in a systematic purge of the Gluttonous Shadows. In the end though, no enemies remain to challenge Sirrvat dominance.

    The Sirrvadutr Flosut are victorious! Gluttonous Shadows lose 3 Units. Sirrvadutr Flosut lose 2 Units. Region 197 is no longer in Rebellion! Region 197 is in Unrest!


    Spoiler: Brayewen Tribes Invade Region 120
    Show

    Brayewen Tribes: 5 Units, Neetscher (Hero 8), duelling (won) = 36
    Arrok of Uldra: 7 Units, Tsor (Hero 10), duelling (lost), Viskari War Bows = 30

    Forced to withdraw from his latest acquisition in disgrace, Thought King Kartoffel dispatches Neetscher, the Hero of the North, to reclaim the Western reaches from the Arrok of Uldra. The Uldrans are quick to respond, dispatching Tsor to defend the land she had so recently brought into the fold. Choosing to fight upon the same battlefield that had brought them victory, the Uldran warriors arrange multiple layers of skirmishers and defensive redoubts, intent on bleeding the Brayewen at little danger to themselves. While they manage to bait the invaders into this trap, its jaws prove insufficient to the task. Emboldened by their new commander and eager to reclaim their homeland’s honor, the Braye warriors overrun the outer pickets of the Uldran positions, forcing a fighting withdrawal that quickly threatens to rout. Desperate to reverse the course of battle, Tsor leads a charge against Neetscher himself, clashing with her enemy atop a hillock studded with wooden spikes. But unlike his king, Neetscer has no fear of single combat, and meets Tsor head on.

    Despite the training in the Way of Eauden, Tsor finds no weakness in Neetscher’s guard, as the two heroes circle each other, spears outstretched. The battle lines surge around them as they feint, pass, and parry with no decisive blow struck. The snow around them flecked red with the blood of insignificant wounds, Neetscher at last sees his opening. Feinting left, he charges past Tsor’s guard to ram his shoulder into hers. Recoiling back, she answers with a swiftly drawn knife, carving a shallow gash across the Braye hero’s chest. But his blow was well-struck, and as Tsor’s foot comes down it lands atop one of the waiting spikes. The wood shatters beneath Tsor’s hide boot, impaling her foot with jagged splinters. Unable to arrest her fall, Tsor tumbles down the low hillock and disappears into the battle line, as Neetscher raises his spear in a roar of triumph. The morale of the Uldra quickly crumbles, leaving the field to the Braye in a reversal of fortunes.

    The Brayewen Tribes are victorious! The Arrok of Uldra lose 3 Units. Brayewen Tribes lose 1 Unit. Region 120 remains in Unrest.


    Spoiler: Aran Viska Invades Region 93
    Show

    Aran Viska: 3 Units, Aranin Anzash Carazor (Mil 8), Viskari War Bows = 30
    Native Defenders: 2 Units, Native Commander (Mil 6) = 14

    Intent on further expansion, the armies of Aran Viska turn from the border of Clann Solais and march north. The Aranin himself leads half his forces further West, into the rugged foothills abutting Tarandi’s vast mountains. Unwilling to commit to a decisive engagement, Anzash baits the native defenders into a clever series of ambushes and false retreats, saving his men from any meaningful casualties while slowly eroding both the number of native warriors and their faith in their war leader. Eventually, the native defenders turn on each other in their rush to cast blame for their misfortunes, and in this moment of dissolution the warriors of Aran Viska sweep away all resistance.

    Aran Viska is victorious! Region 93 is in Unrest!


    Spoiler: Aran Viska Invades Region 97
    Show

    Aran Viska: 3 Units, Nar Rashan Iskavan (Subcommander 4), Viskari War Bows = 18
    Native Defenders: 1 Unit, Native Commander (Mil 6) = 25

    Further east, Nar Rashan Iskavan proves unequal to the task. Broadly attempting to mirror the tactics of his Aranin, the inexperienced commander proves slow to adapt to the movements of the enemy, with many of his false retreats becoming retreats in truth as the native defenders manage to close on lightly supported skirmishers. Despite superior numbers, he eventually finds himself outflanked, ordering a retreat even as he leads a rearguard to prevent the total annihilation of his army.

    Native Defenders are victorious! Aran Viska loses 2 Units.
    Last edited by TheDarkDM; 2020-11-17 at 03:19 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
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    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.
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    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  25. - Top - End - #385
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    Default Re: Empire 6: Embers of Dawn IC

    Terror!
    • The Scions of the Thalaz’ir scourge Tipen (54) with fire and sword to put down the unrest there. The devastation wrought destroys TP2 in the region. The resource of Barley in Tipen is reduced to Minor.
    • Granted the unexpected honor of the Sultan’s attentions, the Mother of Grief travels to the home of Clan Al-Ashir. Zidan beholds a woman weighed down by not only her own grief, but the grief of an entire stricken people. A keen observer of humanity, the Sultan quickly realizes the growing anger among the Vesparre will soon require an outlet, and that the Mother’s gospel of justice might be the only thing preventing a wider uprising in search of revenge. While his words fail to win the Vesparrese woman over to his side, Zidan has at least bought himself more time. [The Mother of Grief has been mollified, but not indefinitely! Zidan may attempt to win her over once more before her paen turns to a cry of rage!]
    • Hoping to succeed where Sultan Zidan had failed, the Truthseers dispatch a trio of acolytes to attend the Mother of Grief. Trusting in their reputation and mystic art, the young Truthseers overwhelm many in the Mother’s retinue with their half-promises. The Mother, however, is a simple woman and a simple voice for her people, and ultimately rejects the overtures of the veiled mystics.
    • Even as the rebellion to the North is crushed by the Naherin Coalition, discontent in the Silver Shores reaches a tipping point. Galvanized by the Night Elves who opposed Zora Soulsilver, a potent army rallies around a charismatic young Night Elf known only as the Tidespeaker. Rallying her people, she sends a delegation south to the land of the Thunderpeople, requesting their aid in securing independence from Naherin rule! [The Silver Shores (Region 279) enters Rebellion with 4 units, led by the Tidespeaker (Hero 9).]
    • As the doctrine of the Horned King spreads in the No-Climb Cliffs and Hrathgan, life in Western Mamut becomes a grim mirror of those regions explored beyond the mountains. Driven by elven proselytizers appearing over the mountains, the cosmopolitan peoples of No-Climb Cliffs and many of the Hraban organize themselves into fortified communities dedicated to producing offerings of resources and flesh to the Horned King. Those deemed “unworthy” by the journeyman priests are cast out, forced into a life of violence broken only by the visits of the journeymen to distribute supplies that are too lean to sustain them. Years pass, and a massed rabble all too familiar to some emerge following a lean and wild-eyed Uzii calling himself Snort Tusker Marrow-Crunch. [2 Units of King’s Hounds emerge in No-Climb Cliffs, led by Snort Tusker Marrow-Crunch (Hero 7). While content to wander their territory between No-Climb Cliffs and Hrathgan for now, who knows what they might do in the future!]
    • Flush with her victory over the Huntmaster, Ells Ogra retires in victory to the cheers of all Kursaal. These cheers die the following day, as she is found in the main street, her body lacerated by knife wounds and torn apart by humanoid teeth. A cry is raised among the soldiers still thronging the city, but despite a search no King’s Hounds are discovered in any secret holdfasts. Their own safety assured, Kursaal swiftly abandons its savior. Ells Ogra’s harsh tactics as Inquisitor had made her few friends, and her many enemies immediately begin to poison her legacy. Wrapped in a simple shroud, she is carried without pomp to the nearest cliff, and flung to the rocks below in a hasty funeral that few see the need to attend. Her body quickly disappears amid the riot of red flowers and rotting corpses awaiting her, the architect of the Targiz’s prosperity passing unmourned and unloved.
    • Strange tales reach the Sokau Tribes of a change in the people of Region 66. Nominally employed in the defense of their people and exaltation of an ancient art, the Juhan Axemen have imposed a new order on the region. Driven by a belief that the sun is close to death, they have begun demanding human sacrifice! The first sacrifices were restrained affairs, a single honored victim giving their all to protect the many, but with every turn of the moon it seems more blood is required to bring a new day! This would be sufficient cause for concern, but descriptions of the executioners by those who have escaped them cannot help but mention their dead, black eyes. Eyes all too familiar to those living in Arkusa.

      [Epic Quest - The Executioners! The malign will of Arrakh-Rah has spread once more, this time to a region undefended by the great kingdoms of Mamut. If nothing is done, the dead will soon rule there. Any Hero with access to Region 66 may attempt a TN 20 Hero check to overthrow the mad executioners and restore the natural order to the region. If successful, the participating kingdoms will gain a Claim to the region, and may well discover further treasures. If the Epic Quest is not successfully completed by the beginning of Round 12, Region 66 will become Blighted.]
    • Long protected from the misfortunes assailing western and northern Kiswa, the Sewune are subject to their own tragedy. Without warning, a violent tremor ripples through Gehudu Forest, followed soon after by an earthquake unlike any in living memory. The capital is rocked, buildings collapsing even as fires break out in multiple districts, and even one of the Sewune’s treasured bunkers caves-in under the pressure. The earth eventually goes quiet, but in scarcely half an hour the region has suffered damage that will require years to undo. [Gehudu Forest enters Unrest due to a massive earthquake!]
    • While initially believed to be a step on their divine journey, the disappearance of Eae begins to wear on the people of Nellen as they fail to return. Some whisper that the vanishing of one so blessed might signal a new campaign of terror against them by their great enemies. Therefore, it is with great relief that news begins to circulate of Dolod claiming to have received a visitation by Eae in their dreams. Rushing into public squares to announce the good news, this handful of Dolod recount a tale of falling from sleep into a land of grey mist, where Eae awaited them with a strained smile. The Twilight Seer then spoke to them, promising further visitations as they mastered their miraculous powers. Some among the Dolod are skeptical, but many allow themselves to believe. This belief turns to elation as another announcement follows a week later, claiming to bear Eae’s blessings for the whole of Nellen, and reassurances that their vigilance would safeguard the Dolod for the Dream Speakers forevermore. But then, the pronouncements take a turn. Eae’s Heralds declare that the reason for their sudden departure was a consequence of corruption among the Quluq! Condemnations begin to fly from the pulpits of the Heralds, condemnations that undermine the fabric of Dolod society. At this, many of the Dolod turn away, unwilling to hear any more. But more stay, eager to find anyone to blame for their peoples’ long string of misfortunes. [Nellen enters Unrest, as the Heralds of Eae spread a gospel of overthrowing the Quluq! If not addressed quickly, it seems inevitable that this tide of discontent will lead to civil war.]
    • Far removed from the homeland of the Nocturnal Hydra, it takes many months for a survivor from Grovelia to reach Alskan. Carried into Oraora’s presence by an ashen-faced guard, the one-armed night elf recounts the doom that has come to her home. Their first warning was the disappearance of hunting parties sent to explore the far coast of the river to the north, but it was dismissed as the cruelty of chance. When fishing villages along the same river went quiet, they had begun to suspect foul play, but no messenger sent to investigate ever returned. It was only when the shadows descended on the sounds of slaughter that the fearsome tales of the Dream Speakers became real. Insectoid monstrosities that take the forms of men, only to lure victims into their barbed embrace. Blood now flows as surely as water through the mangrove swamps, and only the intervention of the native deru has slowed the advance of the relentless Blightspawn. [Grovelia (Region 268) has become infested by the Gluttonous Shadows, who will continue their reign of slaughter unless stopped! Force of arms on a wide scale is required to drive off the Shadows, but the 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 continue into the next round.]
    • Eagerly awaiting news of his army’s fortunes against the Uldra, Thought King Kartoffel travels to the front in expectations of a celebratory return to the capital. The wilderness is dangerous at the best of times, however, and in the midst of a prolonged war the move smacks of either bravery or overconfidence. The King of the Brayewen Tribes nearly pays the ultimate price, as a midday inspection of his royal guard is interrupted by an arrow whistling through the air to strike the king in the side. Rushing to surround their king, the royal guard reacts too slowly to chase down the assassin, but are able to summon a wise woman quickly enough that Kartoffel’s life is spared.


    Organizations!
    The Sentinels of the Stone
    When inquired by the various powers that be in Mamut, the Sentinels of the Stone have only one thing to say on the Crimson Kingdom; They fight the Blightspawn, and they kill them viciously. This is good.
    • ANB spends 2 Favors to “Test the Mettle” of Neno and Ren-Cha-Fen
    • IXK spend 1 Favor to “Test the Mettle” of Tsakra

    The Dreamspeakers
    • DAN contributes to the Tales of Tarandi and gain 1 Favor!
    • SHN explore west of 82, contribute to the Tales of Tarandi with work and stories, and finish Ruari’s Rest in 140 raising their rep to 2 and gaining 1 favor!
    • SOL spends a favor and finishes Edge’s Embrace in Region 117 regaining 1 Favor and raising their rep to 2!
    • UBT indentures the services of Selay Kw'Okisi gaining 1 favor!

    The Truthseers
    • IXK invades Region 1, their assault on Civilization itself drawing the ire of the Truthseers, and they lose 1 rep! At the same time dark rumors of the warlords spread among the higher nobility and they lose another rep going to -2!
    • SCR unite the great houses of Mamut with Embassies, gaining 1 Favor and raising their rep to 3!


    Investigate!
    • Extensive experimentation on the surviving Slithering Womb by the Anbroch produces promising results. By extracting the juvenile Shadows and subjecting them to all manner of poisons, Fiona MacDool and Ren-Cha-Fen are able to identify a vital weakness to tinctures to thin the blood. A concentrated distillate of tonka bean and deertongue poisons the sanguine ichor that appears to be the whole of the Gluttonous Shadow’s internal biology. Any weapon coated with that oil would render a Shadow helpless with even a glancing blow, so long as it pierces their jagged chitin. [The Anbroch Reavers develop the Thin-Blood Elixir. This technology has no requirements, occupies the Medicine slot, and provides a +1 to all Battles and Quests involving the Gluttonous Shadows.]
    • Despite their best efforts, the Soreni are unable to discover the perpetrators of the humiliating executions terrorizing the Sor Dunes. Though the string of killings seems to have come to an end, fear of what they presage runs rampant through the Soreni capital.
    • Faced with a potentially explosive crisis in Vesparre, the finest investigators in the Sultanate converge on the capital to divine the cause of the stillbirths there. The process is difficult, as the increasingly militant Vesparrese respond with belligerence at the questions of Ashirans and stranger foreigners, but enough families allow the operatives into their homes for the mystery to begin to unravel. Accounts of the stillborn infants all describe them as sickly, seemingly malnourished, while most were carried to term before the tragedy became apparent. Suspecting a reprise of the blighted Alodite cattle, the investigators test nearby water sources, only to realize they have gone untouched. Further months of examination follow, and eventually a pattern does emerge. Those families cursed with the affliction all purchased food from a small handful of farmers, which the investigators trace to an isolated stretch of Vesparre. For their part, the farmers seem ignorant of any wrongdoing, but a strange smell in the fields catches the attention of Amira Shiela. Hard questioning causes the farmers to break, and admit to accepting deliveries of fertilizer free of charge from a hooded man with a tigers eye pendant. Ordering the fields destroyed and their topsoil confiscated, the investigators wait to see the results of their work. And indeed, the strange rash of stillbirths comes to a halt.

      [Clan Al-Ashir has discovered the cause of the stillbirths in Vesparre, and put an end to them! The TN to satisfy the Mother of Grief falls to 12.]
    • Answering a call for aid from their northern allies, the Ashiran Sultanate dispatches a team of inquisitives to the capital of the Naherin Coalition. Faced with no end of potential culprits and a dearth of evidence, the Ashirans launch a mass interrogation of every inhabitant of the first town marked with the deathly tableau. The might of both the Sultan and Kehna Tzkepte behind them, the Ashirans find no one who will not bow to their demands, and begin to construct a crude tapestry of every event that transpired on the night of the first murders. Weeks go by repeating interviews to confirm increasingly wild claims, until a stray complaint of noise from a nearby bakery opens the first solid lead. Investigating the bakery in question, the Ashirans find it abandoned, the doors and windows barred and food rotting in the pantry. For a brief moment, the baker becomes a chief suspect, until he and his family are discovered rotting in the ovens. The cellar proves more fruitful, however, its walls and floor still stained a rusty brown from torrents of blood. The true murder site is picked over by the Ashirans with the same care they might show when checking one of their beloved horses for sand fleas, and at last luck smiles on them. Forgotten beneath a crate in a darkened corner is a badge, clearly lost in the violent work of the night. Glazed obsidian in the shape of a dragon, it marks a place of high honor among the warriors of the Coalition.

      [Clan Al-Ashir uncovers signs that the Mockeries in the Naherin Coalition have ties to some of its premier warriors - discovery of this individual or individuals will almost certainly expose the entirety of the Cult active in the region.]
    • Dispatching representatives into the lands newly-freed from the Gluttonous Shadows, the Sewune undertake the monumental task of uncovering the origin of the Blightspawn. At first, the totality of the Shadows’ hunger seems to doom the endeavor, as neither witnesses nor even prey animals are left to point to any behavior by the Shadows save their incursion into civilized lands. However, a controversial excavation of one of the nests of the Slithering Wombs uncovers a surprising clue. Beneath the first layer of topsoil, the Sewune discover a network of arterial tubules running from the heart of the Slithering Womb’s amniotic pool towards the West. Already succumbing to rot, the growth is nevertheless durable enough to be easily traced for several miles, until the terrain becomes too difficult to easily exhume further. As this piece of vital information reaches the other two Sewune expeditions, a similar excavation is attempted at the second extinguished hive, with the same result. It seems the origin of the Gluttonous Shadows, whatever it is, lies further in the unexplored reaches of the Western jungle.
    • Dispatching Aspirants across Mamut, the Sentinels seek out some hint as to the location of the Storm Bird’s aerie. Beginning in the newly-colonized Jù Fǎihlè, they spread out along the wild course of the Storm Bird’s aerial duel with the Amaryllis Dragon, uncovering no end of tales regarding that fateful day. Alas, that none of the tales can agree. Some insist the Storm Bird appeared from the East, dragging a hurricane in its wake. Others swear it appeared from the south, erupting from the ground in a tornado that could have flattened mountains. Some few are convinced it appeared from thin air and thence returned, an apparition the likes of which Mamut would never see again. Among all the tales, the most common is that the titan appeared first from the North, but the Aspirants can ascertain little beyond that.
    • Drawn by the tragic romance of the lost Ring of the Phoenix, the Dream Speakers set out to recover the fabled artifact led by Wings-Of-Stars. Beginning in Star’s End, they trace a seemingly random course across the countryside, erring ever closer to Aran Viska even as they seem at times wholly intent on a detour in the opposite direction. This faith in instinct proves well-founded, for the assailants who slew Mezanak had little interest in his treasure. Wings-Of-Stars discovers the ring lying atop a polished boulder on the shore of some unnamed spring, the enchanted silver glittering so brightly it seemed intent on being found. [The Dream Speakers recover the lost Ring of the Phoenix.]


    Trade!
    • Henanda buys out a Minor resource of Pearls in Region 191
    • Henanda buys out a Great resource of Wild Asses in Region 212
    • Henanda buys out a Good resource of Healing Herbs in Region 202
    • Henanda buys out a Good resource of Timber in Region 292
    • The Ko buyout a Minor resource of Rabbits in Region 69
    • The Ko buyout a Good resource of Rabbits in Region 69
    • The Scions of the Thalaz'ir buy out a Minor resource of Barley in Region 49
    • The Vygra buy out a Good resource of Copper from Region 202
    • The Vygra buy out a Good resource of Timber in Region 192
    • Nocturnal Hydra buys out a Good resource of Mountain Goats in Region 267
    • Nocturnal Hydra buys out a Good resource of Gold in Region 307
    • The Brayewen Tribes buy out a Great resource of Salt from Hiverness
    • The Brayewen Tribes buy out a Good resource of Husky Dogs from the Arrok in Region 108
    • The Brayewen Tribes trade a Minor resource of Spelt in region 135 for a minor resource of Wood from Eleftheria in Region 124
    • The Sewune buyout a Minor resource of Gamebirds from Region 208
    • The Sewune buyout a Minor resource of Aquamarine from Region 240
    • Ta Seti buy out a Minor resource of Maize in Region 281
    • Ta Seti buy out a Minor resource of Flavored Water in Region 280
    • Aran Viska buy out a Minor resource of Dire Goats in Region 98
    • The Fffolkkk buy out a Good resource of Flavored Water in Region 280
    • The Fffolkkk buy out a Good resource of Maize in Region 281
    • The Fffolkkk buy out a Good resource of Copper from Region 204
    • The Targiz buy out a Good resource of Iron in Region 27
    • The Targiz buy out a Minor resource of Madder in Region 35
    • CAW raids a Good resource of Wood from Region 124
    • Eleftheria buys out a Minor resource of Cranberries in Region 138
    • The Dolod buy out a Good resource of Kelp Oil in Region 266
    • The Dolod buy out a Minor resource of Sand in Region 301
    • The Dolod buy out a Good resource of Iron in Region 310

    Conversion!
    • Holy sites in regions 95, 100, 113, 116, 129, 130 and 139 have been converted to Way of Eauden!
    • Meanwhile the Ancient Way has converted the holy sites in Uldra (109) and 157!
    • The Anbroch have officially converted to Abiherism!
    • Abiherist missionaries have occupied the empty holy site in region 202! Their attempts to do the same in region 201 are anticipated and countered by Way of Green followers who now control the site there!
    • The orcs of Ixkarr have converted to Path of the Ancient Ones, together with the main holy site in Ixkarr (295)!
    • The Holy Site in region 300 has also been converted to Path of the Ancient Ones!
    • The Holy Site in region 36 has been converted to Bouquet of the Corpse Flower!
    • The Holy Site in region 309 has been converted to Path of the True Dawn!
    • The Holy Sites in regions 110, 112, 114, and 119 have been visited by missionaries of the Great Mother, converting them to Children of the Great Mother!
    • The Holy Sites in both Region 33 and Hrathgan (Region 34) have been converted to Horned King!


    Wonder!
    • A new age has dawned! Vygra smiths have learnt how to alloy copper reliably with tin to create a harder metal: bronze! Its immediate application is for manufacture of arms and armor, but it seems set to revolutionise life anywhere this discovery spreads. (Bronze: +1 to battle rolls, +1 to leader loss rolls, slot: Special Materials. Resource requirement: Copper or Tin)
    • Fat off the bounty of Kursaal, the goliaths of Targiz work to refine the art of commerce. (Increased Defense Budget: Increase the amount of Treasure a kingdom may spend on Battle by 1. For every 2 Treasure a kingdom spends on a single Battle, that Battle gains an additional +1 bonus. slot: Scouts and Logistics. Resource requirement: Gems or Precious Metals)
    • The Sirrvadut develops a new method of whetting their blades, producing edges of unmatched durability. (Blade Sharperners. +1 to battles, slot: Melee weapons. Resource requirement: Tvila Clay)
    • The Deru have created the Circlet of Leaf and Chain, making their rulers less prone to injury in battle! (The Circlet of Leaf and Chain: +2 to leader loss rolls)
    • Viskari smiths have forged the Rime Blade! This great crystal sword will lead their champions to great victories! (The Rime Blade: +2 to duels)
    • The Sirrvadut enchant the Wall-Shattering Horn, a weapon capable of undermining the mightiest fortifications. (+2 when attacking regions with a Fortress and/or a City)
    • Awakening from his long hibernation, the Lord of Nightmares has borne a strange fruit in the Land of the Targiz! (The Nightmare Pom: A Hero holding the Nightmare Pom is resisted in Errant Questing by a Faith Roll. Success on a Errant Quest using the Nightmare Pom awards no Treasure, but allows the controlling Kingdom to attempt to convert an Open or unorganized Holy Site in the region. A great success on the Errant Quest grants a +2 bonus to this conversion roll.)
    • After a long and deathless slumber, the Black Pharoah of the Sol’Ikoth has risen once more! Rising from the blood-soaked sands of the ancient pyramid in the deep desert, the void-born soul looks out over a land waiting for his touch. [The Sol’Ikoth raise the Black Pharoah from his slumber! He is a Hero 9, and his are the footsteps of doom!]
    • Pursuing the mad zealot Halphas, Chepri of the Thalaz’ir ascends the forbidden mountains of the West. Dogged at every turn by an abiding Darkness that swallows all light, she and her party slowly fall to the elements or their own despair. Only the most faithful endure, to rise with Chepri to a hidden peak and behold the fate that has drawn them. In a low and frozen cave seethes a pool of utter blackness, an eye of the very Dark itself, and around it each of Halphas’ five attendants holds an amulet of brilliant Comet Stone. The starlight caught in the polished facets burns like hot coals, stirring the pool into a boiling fury that nevertheless refuses to reflect any light. But one thing is bound in that whirling mirror - the shape of Halphas himself, the body of his High Priestess held like a newborn child at his chest. Glaring triumphantly at Chepri he strides into the pool, his body crumbling to ash at the merest touch to the hungry dark. But as he cracks and withers, the body in his arms begins to swell with stolen life.

      Aware at once of Halphas’ ultimate aim, Chepri acts with a bravery that would bring her mother grief and pride in equal measure, and charges forward to force the High Priestess’ body from the pool. Her leap carries her across the ineffable liquid, which reaches out its dark embrace like a living thing. She collides with what remains of Halphas, catching the writhing bundle in numb hands and banishing the priest to oblivion. But as she does so, her feet sink into the pool. At once, a cold and terrible emptiness carves its way towards her heart, and the strength in her arms fails for an instant. With a desperate cry, she tries to cast the half-born remnant of the High Priestess away, but as she raises her arms the emptiness strikes once more. Looking down on the bundle, she sees the eyes and beating heart of the High Priestess slowly returning to life, and Chepri feels but one thing - hunger.

      Her cry wrenching from desperation to delight, she drives her teeth into the nascent body of the High Priestess, tearing the foul homunculus apart with a fury that was not her own. Black, frozen blood spills down her throat, and Chepri no longer cares that she is trapped in the darkness, that her head sank beneath the raging surface of the pool long ago. She cares only to slake the terrible thirst rising from her breast, and to taste the final victory over her Father’s old enemy. She closes her eyes at the rapture of it, and does not question the warmth that spreads along her arms, or the distant pinpricks that tickle her flesh. She is Chepri. She is Darkness. She is Nothing.

      When she finally opens her eyes, the pool of darkness is gone. All around her, Chepri sees the fallen bodies of Halphas’ faithful and her own trusted companions, mauled and torn as if by a wild beast. The realization she is naked, and caked in blood, comes slowly, but Chepri pays it little mind. Black eyes slide from the scene of slaughter without pity, and sharp teeth play at her bottom lip.

      She was growing hungry.

      [Chepri has foiled the machinations of Halphas to restore his High Priestess to life and birth an Avatar of Darkness upon the world! However, in the process, Chepri herself became the recipient of the Darkness’ terrible might and hunger. None can know what might come from this, but when the child of Merine descends the mountain, she is forever changed (Mechanical details pending a discussion with Phoenix)]
    • It begins with a rumble in the mountains. Small at first, little more than a rustle in the trees, it grows and spreads from the South until to the Shani it seems all of Tarandi must feel it. As once, the Children of the Great Mother who have remained in elven lands fall to their knees, and the Skyclad Dancers of Tri'Meloa behold a vision out of legend. Descending from the Southern Mountains, the Great Mother slides like an avalanche towards Shandolé. Her head larger than the greatest elven longhouse, her body an infinite tide of ivory scales, her coming blots out the horizon with a dazzling gleam. Panic is her vanguard, as those in her path fear the careless destruction of a child kicking over an ant hill, but the Great Mother moves with unerring confidence and lightning speed around all living things in her path. Those left in her wake are slow to realize that not a single building has been touched in her coming. Coiling around the mountains, she sends streams and rivers spraying into the air, banishing gravity for a time until the last rumble of her slithering fades. Coiling around the Santícemnáh Mountains, she looms down over Winter Town, fixing the Winter Hall with a single ice-blue eye as large as the hall itself. There is a sussurus from her nose, like the echo of a thousand snow-melt streams, before she releases a blast of hot air that sends a summer wind blowing down through the vales towards Summer Town. Satisfied with her overwhelming scrutiny, her neck slides back, depositing the Great Mother’s colossal head less than a mile from the gates of Winter Town.

      [The Great Mother has appeared in Shandolé! Any kingdom spending an action to be present in the region may attempt to commune with the Great Mother this round, before she withdraws back to the deep wilderness.]


    Discovery! Map!
    Spoiler: Daezirn Isles
    Show


    Forty years after the passage of the Phoenix, a new Kingdom arises from the chaos of the isles!


    Spoiler: Kiswa
    Show


    Region 186 has been discovered by Ben-Udulua of the Bel-Dan Armada. It has a Great resource of Boats, a Holy Site dedicated to The Great Eel Spirit and 2 units of native defenders!

    Region 207 has been discovered by Onyoynoi. It has a Good resource of Cassava, a Holy Site dedicated to Native Animism and 1 unit of native defenders!


    Spoiler: Mamut
    Show


    Region 61 has been discovered by the Scrim. It has a Great resource of Falconers, a Holy Site dedicated to Emotion and Wind and 3 units of native defenders!


    Spoiler: Sikar
    Show


    Region 285 has been discovered by the Alodites. It has a Good resource of Silk, an Open Holy Site and 2 units of native defenders!

    Region 265 has been discovered by Plennyl of the Fffolkkk. It has a Good resource of Tomatoes, an Open Holy Site and 1 unit of native defenders! The Fffolkkk gain +1 to establishing a claim on the region in round 10!


    Spoiler: Tarandi
    Show


    Region 118 has been discovered by Clann Solais. It has a Minor resource of Wild Horses, a Holy Site dedicated to The Living Wind and 1 unit of native defenders!

    Region 131 has been discovered by Sangar. It has a Good resource of Einkorn, a Holy Site dedicated to Ancestor Worship and 1 unit of native defenders!

    Region 158 has been discovered by Sangar. It has a Good resource of Seals, an Open Holy Site and 2 units of native defenders!

    Region 89 has been discovered by the Dannu-Gao. It has a Good resource of Gold, a Holy Site dedicated to The Doctrine of Ice and 2 units of native defenders!

    Region 177 has been discovered by Shandolé. It has a Good resource of Oats, an Open Holy Site and 2 units of native defenders!

    Region 83 has been discovered by the Dream Speakers on behalf of Shandolé. It has a Good resource of Pearls, a Holy Site dedicated to Native Animism and 1 unit of native defenders.


    Colonize!
    • Lhungo Saar has established colonies in regions 202 and 209!


    Other!
    • The Sokau Tribes have opened an embassy with Clan Alqar
    • Sangar has opened an embassy with the Dannu-Gao
    • The Scrim have opened an embassy with the Uzii.
    • Eleftheria has developed a cultural identity for resisting raids with a smile.
    • Clann Solais has stabilised regions 116 and 139.
    • The Scrim have stabilised region 65.
    • The Soreni have stabilised region 308.
    • The Arrok of Uldra have stabilised region 120.
    • The Sirrvadut have stabilised region 197, at least for now: the rebellion and Shadows in the region may see it fall into unrest again if not dealt with.
    Last edited by TheDarkDM; 2020-11-20 at 06:51 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!

  26. - Top - End - #386
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
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    Ixkarr
    Regions 293, 294, 295, 296

    Spoiler: Leader
    Show

    High Chieftess Karra

    Diplomacy: 6
    Military: 7
    Opulence: 3
    Faith: 5
    Intrigue: 3

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


    Actions:

    1. [Military] Attack Region 1 with 3 units, Tsakra leads (+12)
    Kethix's competence as a commander is called into question as he has now twice led his forces to disastrous defeat. But in some circles his capture is quietly welcomed, as victory for the True Dawn zealot could've led to an awkward circumstance for the orcs who'd just abandoned said faith. Still, he is the brother of Tsakra. And still, there was glory to be had across the sea.

    +10 Tsakra (+9 Hero, +1 Lion) +2 land units, +1 naval unit, -1 from negative TSR rep apparently for a total of +12
    Attempt Reckless Attack tactical doctrine +9 (+7 Karra's military score, +2 war drums)
    Challenge the native commander to a duel (Duelling CI, +9 Tsakra, +1 Lion)


    2. [Military] Raise two naval units (fortress)

    3. [Military] Defend Region 293 with 3 units, Karra leads (+13)
    Elsewhere, the broken down negotiations with Ta Seti lead them to seeking to achieve their goals through more violent means. Karra gathers the remaining warriors to the fortress in Tasathhi. While they welcome the challenge in facing a numerically far superior foe, she does not. But even though she finds herself in a situation she never hoped to end up in, she won't betray her blood. She'll see the battle through to the end.

    +7 Karra +3 land units, +2 fortress, +1 Path of the Ancient Ones HC 5 bonus for a total of +13
    Attempt Reckless Attack tactical doctrine +9 (+7 Karra's military score, +2 war drums)
    Don't challenge to a duel, don't refuse if challenged (Duelling CI, +7 Karra)


    4. [Diplomacy 5] Create Cultural Identity: Dreams of Splendor (Increased die size on buyouts)
    The established mutual trade with the Nocturnal Hydra has led to a number of the Koxrrit, Sharghi and Astelte to take up trading as their choice of profession. Wishing to utilize their acquired skills in the field, Karra starts supporting their endeavors. Perhaps one day a plethora of different goods will be flowing to Ixkarr.

    5. [Faith 5] Create a Path of the Ancient Ones holy order in Region 295
    The occasional warrior starts experiencing the dreams of the future typically reserved for Koxrrit shamans. Tsakra identifies the dreams originating from the Horned Hunter, the fourth spirit in the Lion constellation. This newly born order of warrior mystics organizes as the Disciples of the Horned Hunter, and congregates in the vicinity of Gothakath.

    Nonactions:
    -Use a SoS favor to stabilize Region 296
    -Contribute to the DSP Menagerie Submission here.

    News and rumors:
    -The family of Karra and Berbani has grown to a considerable size. Her mixed-race children also evoke mixed reactions from the Koxrrit.
    -Karra's cousins also have several children by now, although they don't attract as much interest from those around them.

    Spoiler: Statistics
    Show

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

    Military:
    Army units 5/12
    Navy units 1/6

    Heroes:
    Kethix of Ippathaka (10) (Captured)
    Tsakra of Ippathaka (9)
    Juvenile golden lion: +1 battles, +1 duels for Tsakra

    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:

    Official faith: Path of the Ancient Ones

    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
    Round 9
    Last edited by OmnivorousOgre; 2020-11-28 at 08:17 PM.

  27. - Top - End - #387
    Titan in the Playground
     
    Aedilred's Avatar

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

    Henanda, Round 10

    News and Rumours
    • The king invites all prospective suitors of Arrēsa, who is said to be exceptionally beautiful, to attend a gathering to make their suits. This seems destined to become a festival of sorts.
    • Following his victory, it appears that Ocēmis intends to retire. His spear is taken up by Ecimōnā, a fierce warrior already proven in battle, and apparently very much her father's daughter.


    Actions
    [Diplomacy] Host the Courtship of Arrēsa
    • Trade Irrigation with the Bel-Dan Armada for Sailing
    • Trade with the Sewune?

    [Diplomacy] Stabilise region 191 (spending 1 treasure) - https://forums.giantitp.com/showthre...7#post24811017
    [Opulence 10] Technology: Poison running through my veins
    [Military] Andronikos joins the quest to the Vale (+2) (roll)
    [Military] Ecimōnā quests north of region 190 to discover new territory. 19 - great success! Gain 1 unit

    Non-Actions
    • Accept any embassies offered
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Gain 1 Treasure at start of round from owned trading posts
    • Share the family tree of the ruling house of the Esāla with the Truthseers. The history of the dynasty prior to Oniyellīs is not known with certainty, as during that time nothing was written, but it is known to be descended from Alibenon, the founder of Limdimon.


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Etelis

    D 3
    M 7
    O 10
    F 3
    I 4

    Next round +1 Diplomacy
    Last edited by Aedilred; 2020-11-28 at 03:13 PM.
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  28. - Top - End - #388
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC


    Sọ́kǎu Tribes

    Tšrãák
    (Round 10: 37-40)

    Actions
    1. [Diplomacy] Increase reputation with the SOS (roll=13)
      placeholder
    2. [Diplomacy] Great Project: learn the language and customs of the islanders (1/5)
      It has been years since the land beyond the sea was discovered, but it has yet to receive a great deal of attention as matters on the mainland have drawn so much attention of their own. Now other explorers begin to follow in Sọró's wake and visit the island. Joined also by diplomats from the more powerful tribes, they are starting to make some sense of the unknown language and strange habits of the natives.
    3. [Military] Epic Quest: Gọ̀uhrèi Sọró supports Lord Asweld Ar-Konish in Arrakh-Rah (roll=16)
      Once again Sọró heads north. This time intending to venture into the cursed ruins themselves. It is with only a small amount of grumbling that he accepts that Lord Asweld Ar-Konish will take the leading role in the expedition. It seems to be his fate to play the follower for now. Defeating the Puppeteers brought glory, but less riches than might be desired. It is his hope that once Arrakh-Rah is cleansed and purified of the cursed spirits that haunt it, there will be no shortage of ancient valuables to help himself to. But before the riches and glory comes the work.
    4. [Mil 5] Recruit a hero: Ẉlìḥáu Mjẽilọ̀p (roll=10) have fun with that one
      After the death of the northern chieftain Lọ̀plẹ̀ Džíuṭhù, his greatest warrior and champion, Ẉlìḥáu Mjẽilọ̀p, goes rogue. The relationship between Džíuṭhù and his son Džíuró was infamously strained, and the latter has little love for his estranged late father's close confidant. Mjẽilọ̀p's reputation allows him to quickly gather a following, and he launches a career as a raider along the northern coast, eventually developing a fierce rivalry with Thwřyj Yúktšrũ's own band of raiders. The scourge of the northern tribes for decades, Yúktšrũ's raiders are scattered and dispersed when Mjẽilọ̀p challenges his rival to a duel and kills him. After years as an independent raider, he then returns to Džíuró and forces the chieftain to agree to outrageous terms in order to secure his renewed loyalty.
    5. [Opulence] Hoard Treasure
      One of the most important signs of a great leader is great wealth. It is important to continue to accumulate wealth so that the world may more easily see the greatness and splendor of the Sọ́gẹ!
    6. [Opulence] Buyout Iron: [Region 27] TP #1 (roll=13)
      • Spend a treasure
      • Additional +1 from Pottery not included in the roll itself (because I forgot I got the tech last round)
      • Expecting buyout support
      The Alqari victory in the west would be a cause for celebration in its own right. But the opportunities for trade opened up by it are eagerly welcomed by the Sọ́ku. Adventurous traders venture out to make contact with the locals and establish overland routes linking to the river-trade. Early successes cause the unfamiliar metal to become an obsession among the rich and powerful, and a mad scramble to outdo rivals in collecting the biggest and best collection of iron begins.


    Non-Actions
    • Passively gain 1 treasure (4 normal TPs and a city for the fifth)


    News and Rumors
    • In the thirty-seventh year of the Comet, Lọ̀plẹ̀ Džíuṭhù, powerful chieftain in the north of Džíu Phè Hw and power-behind-the-throne in [Region 52], dies suddenly after falling ill with a fever. His estranged son Džíuró quickly claims the chieftainship and moves to secure his power, but cracks begin to show equally quickly. The old chieftain raised his tribe to the top by mercilessly crushing his enemies, and though his son is a respected warrior, he does not have nearly the same reputation. Focused on maintaining his shadowy influence in [Region 52], he leaves his cousin Jùtšrũ in Pthǎi Èu to manage affairs there, but the distant touch only encourages the tribes cowed by his father to begin to test the waters and consider rejecting his hegemony.
    • After fighting alongside the Sọ́gẹ in the battle against the Hounds in the Blessed Vale, then accompanying Tšrãák to the Court of the Crimson King, the elf Ãzjé becomes a close and trusted companion of the chieftain and king. Though they do not agree on everything, Tšrãák begins to appreciate some of the elves' ways of looking at the world.
    • In southwestern Džíu Phè Hw, the Fẹ́gọ̀u and Sọlỳp tribes reach what was expected to be the final, climactic battle for control of the river between Héokalón and the Sọ́gẹ-dominated delta. The Fẹ́gọ̀u win, but the chieftains of both tribes are killed in the fighting leaving an unexpectedly uncertain future. The new Fẹ́gọ̀u chieftain is young and relatively untested, and is poisoned within a year of inheriting. There is widespread distaste for such indirect means of removing an enemy, but regardless the Fẹ́gọ̀u tribe is left without a clear heir and appears likely to collapse. In the scramble for power that follows the assassination, an Ẹtúniú mercenary named Ọŋẹ́lúh Kuwọmphẹ́w who had risen through the ranks to become one of the most powerful Fẹ́gọ̀u commanders manages to outmaneuver his rivals and declares himself a chieftain, using the Sọ́ku nickname he had been given. The new Ňakṭhù tribe is rejected by some, who insist a foreigner cannot become a Sọ́ku chieftain, but others, including Tšrãák, argue that strength, ability and respect for Sọ́ku tradition, culture and rules of honor are what really matters. The conflict over the southwest drags on.
    • Tšrãák takes a second wife, marrying Lệikhèit Jùtšrìj in the hopes of having children who would be eligible heirs to Héokalón under the traditional succession principles of the Ẹtúniú. Jùtšrìj is a fiery warrior and shortly after being married insists on leaving to join the battles in southwestern Džíu Phè Hw, while her twin brother Hràiyúik becomes a close friend of Tšrãák, and a clever and valuable advisor.
    • Tšrãák is extremely pleased at the birth of his children with Kylisa, and arranges for a handful of respected elders to be sent to join the embassy at the Warchief's court, with instructions to oversee the children's education in Sọ́ku culture and traditions when Tšrãák himself cannot be with them.


    Tšrãák

    Diplomacy: 6
    Military: 7
    Opulence: 3
    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
    4 | 2 17 | 5 3 Gọ̀uhrèi Sọró (9) (none) Dueling

    Liege Vassal
    (none) Clan Alqar

    Embassies
    Clan Alqar

    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
    Irrigation +1 stabilization (none)
    Pottery +1 buyouts (none)
    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
    Wood 2/0 (nothing) Džíu Phè Hwǔ (46) #1 and City
    Last edited by Aventine; 2020-11-28 at 09:32 PM.

  29. - Top - End - #389
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Abiherist Tribes
    (Round 10)
    King of Kings Wenid Kw’Muketi





    [Faith] Convert region 241 (13):
    [Faith] Convert region 207 (11):
    [Faith] Convert region 238 (15):
    [Faith 5] Make an Artifact: From the Blood Ingots taken from the heart of the Gluttonous Shadows, a mighty sword named Yedem Kali is forged. The blade, as crimson as the blood it is intended to spill, is sentient, infused with the spirit of Dinfat Kw'Torineti, whose bones were used as a carbon and folded into the blade. With every great hero that it slays, more spirits join the blade and it grows in power. The sword, hot from the forges, is bestowed upon Oyem Kw'Mesihafi, the Crimson Curator of the Bete Great Library. May they wield it for the glory of the Korebita!
    [Diplomacy] Press Claim on 214 (13):
    [Diplomacy] Raise Rep with TSR (12):

    Nonactions:
    Attend event
    Resist buyouts
    Resist all conversions except those to Abiherism
    Use an SOS favor to increase Oyem Kw'Mesihafi's Hero score to 10

    TRO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show



    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
    Pottery

    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

    Resources Controlled: Tropical Birds (194.1)

    Fortress: Misig Zinabi (213)

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

    Leader: King of Kings Wenid Kw’Muketi

    Diplomacy: 4 +1
    Military: 8
    Opulence: 3
    Faith: 7 +2
    Intrigue: 2
    Last edited by Gaius Hermicus; 2020-11-28 at 08:27 PM.
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    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

  30. - Top - End - #390
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Sol'Ikoth
    Leader: Oraket the Three Hearts
    Round 10

    Ruler Stats:
    Dip: 1
    Op: 5
    Mil: 6
    Faith: 10
    Int: 5 + 2

    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: (8)
    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

    Spoiler: Heros!
    Show
    Sikar Johnson (7)
    -Golden Lion (Little Johnson): He bonded with Little Johnson during a great and epic quest to the south
    Sikar Johnson is a middle-aged man of much knowledge and adventure. He has traveled and mapped much of Sikar and gone off on many epic quests. He dons a fedora and brown vest over a white undershirt. his chest is crossed with two bandoleers and a pouch at his hip, containing the tools he uses to record his findings. His right arm is that of solid gold but has maintained its possibility. Set in the back of his hand are a sun and a moon-shaped stone. One from the Dolod and one from the black Pharaoh. He never goes anywhere without his Little Johnson on display for everyone to see. He found his Little Johnson while venturing down south. He is his pride and joy. In his off time, he is always playing with his Little Johnson and many people come to see this marvelous sight.
    Olx and Sep Blight-Trixters (9)
    -
    Olx and Sep are two small gnome-like creatures with a maniacal sense of humor. Unlike gnomes, their bodies are disproportionate and grotesque and their skin is an off shade of purple-grey. Their mouths are too big for their faces and are almost always in a big grin showing off their rows of jagged teeth. Their hideous form is almost always on display, covered only by a loincloth. Another trait of interest is the long sharp dagger-like claw that extends from their middle fingers that they use mostly to eat. Olx and Sep are never apart and are mostly found, Olx standing atop Sep's shoulders while they don a long cloak. This tactic lets them more or less pass for human... assuming Sep doesn't decide to peak out. We don't want a repeat of the banquet incident.
    The Black Pharaoh (9)

    News and Rumors:

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

    Actions:
    1 Mil: Invade 299 with 5 units lead by Olx and Sep Blight-Trixters (9 + 5)
    2 Int: Build DSP base
    3 Int: Build DSP base
    4 Int: Build DSP base
    5 Int: [Secret]

    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; 2020-12-01 at 11:57 AM.
    Come to the dark side; we have pop-tarts.
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    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
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    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?

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