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  1. - Top - End - #421
    Ogre in the Playground
     
    Lady Serpentine's Avatar

    Join Date
    Jul 2011
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    Avatar by Kasanip
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC


    The Naherin Coalition
    Sikar Region 278
    Kehna Tzkepte
    D10
    M7
    O3
    F4
    I3

    News and Rumors: Many scions of the various families that compose the pseudo-nobility of the Naherin are sent north, to their allies in the Nocturnal Hydra, following rumors that the exceedingly eligible heir to the throne is seeking for a consort; among them are Andronike Mehena (and her half-sister Adhira), previously obscure heirs to a minor Mehena branch, Neheka Tzkepte, the niece of Kehna Tzkepte and formerly believed to be a potential candidate with her prior heir otherwise indisposed, and Rehka Txancha, a veteran of the conquest of the Silver Dunes and the second daughter of a less prominent noble family.

    The Ashir are welcomed by a furious Kehna and granted the aid of Valyae Ashwalker in their investigation, as a trusted and high-ranking member of the Naherin military; both publicly proclaim their support for the investigation and their hope that those collaborating with the Mockeries will be swiftly found and brought to the justice of the Wounded Goddess.

    Military: Attack region 279 with four units, Aesira Bladedance (Hero Score 9) leading, assisting in duels but not challenging to them. Assist the Nocturnal Hydra; if the Ashir are intercepted, assist the Ashir as well.
    Diplomacy: Valyae returns to the capital after her failed stint as governor of the southernmost Naherin provinces; she is replaced with Nekhati Iymera, the heir to yet another branch of the Naherin Coalition's nobility, who is known to be a deft hand at managing the different factions of the court - it is hoped that her careful diplomacy and clever manipulations will be able to ease tensions in that troubled land before it comes to war again. (Stabilize 277: Success.)
    Miitary: Raise unit.
    Military: Raise unit.
    Military: Raise Unit.

    Stat changes: +2 Military.

  2. - Top - End - #422
    Ogre in the Playground
     
    PepperP.'s Avatar

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    Mar 2015
    Location
    West Siiiiide!
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    HVN
    Region 108
    Tarandi

    Round 10 Actions:

    1.[Faith 10]Miracle: Spellcasting (Channeling warrior spirits into weapons for guidance in battle.) +1 to Battle rolls for Eauden followers.
    2.[Faith]Convert region 119 to WoE. 14
    3.[Faith]Convert ULD region 110 to WoE. 18
    4.[Faith]Convert VIS region 112 to WoE. 20
    5.[Opulence]Transfer tp's to ULD: 108 (tp 1, Northern Huskies), 96 (tp 3, Living Stone).

    Embassy Actions:
    ULDTransfer Viho to ULD. Transfer the Ring from the Viskari to ULD. Transfer region 108 (Hiverness) to ULD. Transfer 2 units to ULD.
    DAN

    Non-Actions:

    • Resist all unauthorized conversions and buyouts.


    News and Rumors:
    • Kosumi and Brekke welcome their second child into the world, a healthy baby boy named Alemi.


    Ruler Info:

    Chief Kosumi
    Diplomacy: 5
    Military: 5
    Opulence: 2
    Faith: 10
    Intrigue: 4
    Last edited by PepperP.; 2020-11-28 at 10:59 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

  3. - Top - End - #423
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
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    Limbo, I guess

    Default Re: Empire 6: Embers of Dawn IC

    Round 9
    The Dolod
    Nellen
    Led by The Quluq

    Actions
    1. [OPU10 Create Tech]
      Pending Approval
    2. [FAITH Convert 274] SUCCESS
      Although many other efforts are taking priority, the Dolod still intend to spread the veneration of memory across all of Sikar. In the face of the rapid expansion of the faith of their neighbors, the Dolod priests return to secure lands nearer to Nellen before ranging again.

      Spoiler: GM Note
      Show
      I mistakenly tried to convert 273 in the dice roller. I don't want to edit that post, so I'm making a note of the mistake here.

    3. [OPU Buyout 308] SUCCESS
      With new technology on the horizon, the Dolod need yet more silver to keep their new "coins" in circulation. While the trinkets are nice to look at, it still baffles the Dolod that merchants from across the land are so willing to part with goods in exchange for shiny pieces of metal. The coins are not practical in and of themselves, and the Dolod do not need them for tabulating wealth - each Dolod is well aware of their own goods and property and would not lie to another.
    4. [FAITH Seek Aid] SUCCESS
    5. [INT Find my dang miracle (Investigate)] Result: 21
      Nothing is more important to the Dolod of Nellen than Eae, now. They served as the catalyst for an upheaval the likes of which Nellen has never seen. The Quluq, as their final action, sends forth teams of Dolod in all directions, armed with offers of vases, silver, dyes, and seeds in exchange for information. The "Heralds" are contacted - a peaceful resolution is desired by all, after all. Priests, scholars, surgeons, and leaders all meet with the Heralds, seeking answers. The spirits are called on for guidance. Eae's name is called hourly from the four corners of Gilig and daily from the borders of Nellen.



    Non-Actions
    1. Resist all Conversions.
    2. Accept all tech except Writing.
    3. Resist all Buyouts
    4. Spend final Favor with SOS to quell unrest in Nellen.


    Rumors and Stories

    • When the Quluq's representative takes their trip to the Ashir court, they naturally bring with them 12 followers, including one recent offspring, to ensure the important memories are able to arrive safely.
    • In the chaos of Eae's departure, the Quluq undergoes several changes. When it comes time to formally announce this, though, enough of the Dolod have lost faith that a new Quluq entirely is demanded. In deference to the community, the Quluq takes an unprecedented action to account for the unprecedented events: each member undergoes the Abdication of the Mind and is replaced. The Sentinels are called on to protect Nellen from whatever may lurk in these dreams, lending an air of peace and safety to the proceedings. The Sharif and Vizier are likewise replaced.
    • The Quluq sends a representative, young Lul, to the border of Nellen in order to receive the messenger of the Dream Speakers. After hearing out their offer, the Quluq speaks briefly on the matter. Concerns are raised regarding the likelihood of interference by the kidnappers if the assistance is refused, but the council quickly comes to its decision.

      Lul speaks to the representatives of the thieves:

      "Tell your masters we are not accepting their poisonous tendrils within Nellen. Your seekers will not search for our lost child, nor will they circumvent our declarations. Begone."



    Spoiler: Ruler Information
    Show

    The Quluq
    Stat Value Increase?
    Diplomacy 5 -
    Military 3 -
    Opulence 10 +1
    Faith 10 +1
    Intrigue 2 -

    The current Quluq is:

    Unununu - Master of Speech, Overseer of Culture, Mouth of the Quluq.
    Reledeler - Master of the Militia, Overseer of the Wall, Fist of the Quluq.
    Misim - Master of Pottery, Overseer of Crafts, Fingers of the Quluq.
    Lrensusnerl - Master of Memory, Overseer of the Urelleru, Mind of the Quluq.
    Yaday - Master of Travel, Overseer of Intrigue, Eyes of the Quluq.
    Lsinisl - Master of Peace, Overseer of Trade, Hand of the Quluq.
    Ororo - Master of Joy, Overseer of Festivals, Face of the Quluq.

    Ssialaiss is serving as Sharif
    Lil is serving as Vizier

    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
    E Masonry +1 to resist Raids and Sacks None
    E Coinage +1 to resist buyouts to players w/o coinage; +1 to buyouts Gold or Silver resource
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 8
    1. Clay, 299
    2. Clay, 269
    3. Shattered Runestones, 306
    4. Silver, 308
    5. Desert Bell Seeds, 291
    6. Kelp Oil, 266
    7. Sand, 301
    8. Iron, 310


    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
    4 Current
    +1 Passive

    Special Actions Used
    F5 - Artifact
    O5 - City
    F10 - Miracle
    O10 - Tech
    Last edited by JBarca; 2020-11-28 at 02:21 AM.

  4. - Top - End - #424
    Pixie in the Playground
    Join Date
    Oct 2020

    Default Re: Empire 6: Embers of Dawn IC

    Wardens of The Awakened Realms
    Tarandi Region 137 The Carrion Ward


    Spoiler: Map of the Carrion Ward
    Show


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




    Actions

    1. FAITH Convert Region 114 to The Ancient Ways

    2. [FAITH] Convert Region 120 to The Ancient Ways

    3. [MILITARY] Old Lion embarks on an epic quest in Region 133 (The Court of Joy)

    4. [MILITARY] Recruit one unit

    5. [INTRIGUE] Secret Action




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

    News and Rumors:


    Spoiler: BOOKKEEPING
    Show

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

    Expected Stat Increases: + 1 Military

    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: 2/5
    Expected Change +0

    Technologies:
    Writing (Kagahara)
    "Masonry"
    Sailing
    Pottery
    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


  5. - Top - End - #425
    Ettin in the Playground
     
    TheDarkDM's Avatar

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


    The Crimson Kingdom


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

    Actions
    • ???

    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!

  6. - Top - End - #426
    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 9




    Year 37-40 of the Kro Dynasty

    News and Rumors



    Actions Rolls
    • [Opulence]Buyout Golden Lions TP1 in region 300 (13 Success!)
    • [Opulence] Buyout Sand TP2 in region 301. (22 Success!)
    • [Intrigue] Investigate the blightspawn of Region 300 (15 Success! -1 Treasure) King Kro sends a flock of crows to follow the SoS into the dunes and conduct their own investigation into why blightspawn seem to constantly rise from the dunes.
    • [Intrigue] Investigate the Mockeries across Sikar (18 Success! -1 Treasure) At King Kro's command the vast trade network of the Tribe is leveraged to search for any sects of Mockeries that have remained hidden in Sikar.
    • [HERO] Kro Thorael quests into unkown lands across the eastern sea and beyond the newly found lands of Hydra. (Explore east-southeast of 204)(19 Great Success! -1 Treasure) With supplies and gold packed on the back of the massive golden lion, Lavi, Kro Thorael set out south and around the Eastern Sea, then north along the mountains until they reached the newly discovered lands of the Hydra. From there the way became more treacherous as they moved to avoid the dangerous bloodsucking blightspawn of the jungle. Lavi seemed to have a knack for tracking the creatures that allowed them to pick their battles as they made their way deep into the jungle.


    Non-actions
    • Resist any buyouts (+1 from coinage unless they have coinage).
    • Accumulate 2 Treasure from Trading Posts (15 owned)
    • Vassalize to Al-Ashir via Embassy. Impressed by the gifts brought by the Sultan, King Kro Karael is moved to make the relationship between their peoples more concrete. Crow's tribe can only benefit from the protection of the Sultan's powerful armies.


    Ruler Info
    D 2 • M 3 • O 9 • F 5 • I 4
    Expected Gains:
    +1 Op, +1 Int

    The Vault
    Spoiler
    Show
    6 Treasure - 3 = 3 or maybe 2 if one was lost to the cap. i forget how that worked
    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)
    Quote Originally Posted by lt_murgen View Post
    Exploratory expeditions expeditiously expediting exploration would be epicurially equipped.

  7. - Top - End - #427
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Empire 6: Embers of Dawn IC

    Eleftheria

    Tarandi
    Capital: Thade, The Distant Shore, Region 133
    Other Regions: 123, 124

    Spoiler: Flag
    Show

    Actions

    1. OPULENCE 7 Buyout Trading Post TP 2 Region 158 (Seals) 11
    +1 Pottery

    2. OPULENCE 7 Buyout Trading Post TP 2 Region 156 (Flax) 13
    +1 Pottery

    3. MILITARY 1 EPIC Quest: The Heartbeat of god (Cleis 8) 17
    +1 SOS Rep 2

    4. MILITARY 1 Raise a Naval Unit

    5. DIPLOMACY 5 Raise DSP Rep 1 -> 2 16
    +1 Treasure

    Non-Actions:
    - Authorize the assassination of former citizen Veret Haftian. Heros that are entering Thade to help with this task are instructed to not kill any other citizens, even the ones who have been enthralled by the court.
    - Warn all Tarandian countries going to meet the Great Mother of the deceptive nature of ‘gods’. The leaders of Tarandi receive a letter:
    Let it be known to all that seek answers from the Great Mother that she and all who claim divinity will inevitably betray those that worship them. As you are aware, our ancestral homeland, the long-lost island city of Azumaba, is blighted and cursed. Make no mistake, this other-worldly disease was brought on the land by the Eleftherian old god. Send your delegates instead to our latest production of “The Crossing”, and they will hear the story we have been told by our parents and our parents parents. The story of how god betrayed our people and exiled us from our home. Even now, as you rush to lap up every word that a god speaks, you send your champions to help us take back our home from the betrayal of the very same. Gird yourselves from the deception of such beings and live on the merit of your own existence rather than the order of the divine.
    - Accept all Embassies
    - Resist all Buyouts, Raids, and Conversions
    - Send The Dannu-Gaon Tribes 2 Treasure through our embassy

    News and Rumors:
    Spoiler: Bookkeeping
    Show
    Leader: High Speaker Ereth Pasha
    D: 6
    O: 7
    M: 1
    F: 1
    I: 2

    Expected Stat Increases: +1 Op, +1 Mil

    New Ruler Next Round? no

    Treasure 4/5 (+2 passive)
    -3 (actions)

    Military Units
    0/6
    3/4 navel Expected Change +1
    -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: Friendly Faces: Raid Resistance
    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
    - 114 (Diamonds) TP1
    - 135 (Spelt) TP 1
    - 138 (Cranberries) TP 1
    Last edited by bupkis; 2020-11-28 at 08:50 PM.

  8. - Top - End - #428
    Ettin in the Playground
     
    TheDarkDM's Avatar

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

    End of Round Ten

    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!

  9. - Top - End - #429
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Round Eleven Begin!
    Years 41-44

    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!
    • Some of you may have seen the bonus from a Way of Euden Miracle this round provides a floating Battle bonus not dissimilar to a tech. While I am open to allowing such Blessings to percolate through a faith, I will not allow more than one (or perhaps two with very good justification) per Faith. I like to give people leeway with Miracles as they’re a pretty big ticket item, but it is not my intention for them to effectively compete with Military or Opulence for no-frills bonus generation.


    Growth!
    • Sangar has founded a Great Kingdom, the Symphony of Kalatar!
    • Clann Solais has become a Great Kingdom, known as the Star Kingdom of Solais!
    • Yorick II of the Sewune has become a true Merchant Prince!
    • The Nordgen and the Arrok, long united by bonds of culture and family, have formally merged their kingdoms into one! [Hiverness becomes part of Uldra; PepperP will now play the Arrok.]
    • The Deru have raised a fortress, the Green Fields, in Bhaile-Koma!
    • Veramondo raise a Fortress in Veramondo (region 218)


    Claim!
    • The United Abiherist Tribes have begun pressing their claim on region 214.
    • The Scrim have successfully claimed region 61!
    • The Fffolkkk have successfully established a claim on region 266!
    • The Sirrvadutr have completed their claim on region 219! They gain 1 unit!


    Heroes!
    • A hero named Ẉlìḥáu Mjẽilọ̀p has been recognised by the Sokau Tribes! (10)
    • Ta Seti raises Ka the Elder Crow to the status of hero! (7)
    • Arcor of the Scrim has retired and been succeeded by Arman of the Jouraka-al-Thun.
    • Ocēmis of the Esāla has been succeeded as a hero of the Bannanda by his daughter Ecimōnā.
    • A hero arises in the mysterious Daezirn Isles! Londkannuaur raises his sails for Smiaurskotor! (10)
    • Onoynoyis succeeds Ingkannu Isidi as Hero of the River Lords!


    Quest!
    • Following the trail of Yegin Kw’Haleti, the Anbroch hero Neno Who Never Hit A Foe Twice leads his fellow heroes Ingkannu Isidi and Onoynoyis of Lhungo Saar, Dra Ranu of Sewune, and Andronikos of the Henanda across the Sur in pursuit of a Slithering Womb. Armed with the Thin Blood Elixir developed by Fiona MacDool and Ren-Cha-Fen, the five heroes plunge into the jungle secure in their purpose. Meanwhile, Alexios leads the inventors of the Thin Blood Elixir as well as Theodora of Kiswa into the caverns beneath Kincany. Where once the heroes of Kiswa had walked blindly into danger, now they know what awaits them. The Thin Blood Elixir does its job well, as Shadows that once would have required repeated blows begin to flail wildly from a single cut of a treated blade, as their internal ichor begins to spew from them in a fountain and leave their chitinous armor a hollow shell.

      It is only before the Slithering Wombs themselves that the Elixir proves insufficient to the task. Whether simply due to their enormous bulk or some difference between them and their children, cuts from Elixired weapons seem only to irritate the great beasts, forcing the heroes to the edge of their abilities. Across the Sur, Ingkannu’s nearly unmatched strength serves her well as she grapples bodily with the thrashing worm, allowing Neno, Onoynoyis, Dra Ranu, and Andronikos to hack away with their chosen weapons. Eventually the strain is too much for the worm’s body, and it splits apart in Ingkannu’s grip, bathing all the heroes in stinking pus. As it falls, Ingkannu's grip finally loosens, and in that moment tragedy strikes. Refusing to die, the Slithering Maw jerks its head around in a final strike, innumerable teeth clenching shut around an exhausted Ingkannu. Her compatriots rush to prise open the Womb's dreadful jaws, but when they do little remains of the troll hero but a withered husk. Beneath Kincany, a somewhat different scene plays out. Accustomed now to fighting the Slithering Wombs, Alexios leaps wholly into the creature’s maw as his companions batter it from all sides, disappearing from view for several long minutes as the combat rages. Then a bulge forms at the center of the Womb, and Alexios bursts free holding one of its still beating organs.

      [Region 199 is cleansed of Blight! It becomes a Wilderness Region with a Great supply of Stone. Kincany is cleansed of the Gluttonous Shadow infestation! Each Hero involved (Alexios, Neno, Andronikos, Onoynoyis, Fiona MacDool, Ren-Cha-Fen, Theodora, Dra Ranu) returns to their people with ingots of Blood Amber, granting 2 Treasure to the kingdoms involved. Additionally, both groups of Heroes may drag the corpse of the Slithering Womb back to civilization for study or may choose to destroy them with a non-rolled Military or Faith action.]
    • Desiring an end to the ghostly assaults from ancient Arrakh-Rah, a grand fellowship of heroes accompany Lord Asweld Ar-Konish to sanctify the city and exorcise the malign presence within. Following the hero of Clan Alqar are Gọ̀uhrèi Sọró of the Sokau Tribes, Erwin Weitschritt von Braunschweig of the Hraban Confederacy, Ces of the Targiz, Battle Mother Pain-Drop of the Uzii, and Warspeaker Tior of the Scrimthun. Setting out from The Gathering, they retrace the steps of the pursuit of the Puppeteers, before finally crossing the border into Arrakh-Rah proper. Wary of some dark magic, the fellowship travels quickly, pausing only one of every four days to rest in hollows carved by the tireless Warspeaker. As the days pass, their vigilance only grows sharper for lack of any foes, until each of the six is as taught as a bow by the time they behold the city itself.

      Indistinct whispers haunt their passage down the weathered streets, playing on already frayed nerves, but their foes remain maddeningly elusive. More than once, a member of their number charges to strike out at a human figure, only for the shadow to flicker and fade into the mundane silhouette of a ruined doorway. It is only when they reach the plaza at the heart of the city that the heroes remember to breathe, for their attention is finally called away from passing phantoms. Drawing an array of religious artifacts from his pack, Lord Asweld leads his fellow heroes in preparing for the exorcism, tracing runes of the Celestial Cult in salt and powdered comet stone in a wide circle around the square. Candles sanctified in the Blessed Vale are arranged in the pattern of the constellations within the circle, and as the sun begins to set he lights a tall fire at the center of the seal. Herbs both rare and dangerous draw iridescent smoke from the flames, and Lord Asweld begins his incantation.

      In response, the city comes alive.

      Every shadow rockets towards the protective circle, splashing against the air like water striking a cliff. The heroes ready their weapons, only to realize the futility of fighting. The great mass of Arrakh-Rah’s phantoms press in from all sides, swallowing up the light beyond the circle and so far into the sky that the stars are extinguished. A thousand, thousand voices cry out, each with their own grievance, their own demand, their own plea. The tumult is so great it threatens to drown out Asweld’s holy rite, until he catches the eyes of his companions. As one, they realize how they might slay the monster rising all around them, and one by one they join hands in a circle around the fire. The old words of the Celestial Cult are alien to their tongues, but as they join in the chant they feel a joined breath propelling the words of their own accord. The fire between them rises, blazing bright as the sun, until it escapes the pillar of darkness bearing down on them and begins to shine down. Sparks fly from the embers, and they fall as stars, searing paths that the darkness recoils from with shrieks of pain. The stars fall faster as the chant grows louder, until the shower of light has engulfed the darkness in a web of starlight. There is a final desperate moan that echoes as if from the bowels of the earth, and the pillar of shadows explodes beneath the pressure. Black wraiths flicker into nonexistence, and the heroes are left holding hands before a pile of embers, at the center of a city at peace.

      [Region 67 is cleansed of Blight! It becomes a Wilderness Region with a Great supply of Ember Stone. The region contains a ruined City, that may be repaired by the region’s owner with a Great Project to function as a normal city - this may be attempted even if the kingdom in control of the region already possesses a City. If either Clan Alqar or the Scions of Thalaz’ir control the region, they may designate it their new Capital without requiring a Diplomacy roll and without causing unrest in their original Capital.]
    • Forewarned by Rauri of the dark truth of the Court of Joy, Old Lion No-Pride, No-Death leads an array of heroes from across Tarandi against the false Veret Haftian. Joining him from the north is Neeschter, the Braye hero of the North accompanied by his rats, while from the West travels Edge of Shandolé and Hinarah of Sangar. The Eleftheria they travel through seems little different from years past, until they approach the capital. The outskirts of the village turned seat of democracy have pushed out several miles from the last of its permanent buildings, a tent city of a scope to rival some of the great settlements of Tarandi. Eleftherians can be seen everywhere, stumbling through routine tasks as if half-asleep, beatific smiles plastered over their faces. Those smiles do not fade as Old Lion comes into view, but as the heroes progress through the makeshift metropolis they feel the weight of hundreds, perhaps thousands, of eyes upon them. They are not challenged until the halfway point, by now well and truly in the heart of the Court of Joy. An Eleftherian wearing the armor of a warrior steps forward to bar their way, spear in hand, firmly informing the foreigners that they are unwelcome. Old Lion moves to force his way past, and the point of the Eleftherian’s spear pierces his weathered shoulder. With a roar, the mighty woken bats his assailant away with a single paw, and pandemonium erupts.

      Smiles fixed firmly in place, the Eleftherians surrounding the heroes begin to scream accusations of murder, unleashing a hail of rocks on the heroes. More armored figures appear, only to vanish under the onslaught of Old Lion’s claws, Neeschter and Edge’s spears, and Hinarah’s arrows. Veret Haftian’s tent comes into view swiftly then, as the heroes make a mad dash through the ramshackle streets, but as their goal comes into view the desperation of the Joyful grows. Abandoning their rocks, the unarmed Eleftherians begin interposing themselves bodily between their enemies and their King, kicking and clawing like rabid animals even as they are thrown aside. The pace of the heroes’ advance slows under the damnable weight of them, but the toll is more emotional than physical. With hundreds of smiling corpses behind them, Old Lion rends the flap of Veret Haftian’s grand pavilion, revealing the Blightspawned king surrounded by loyal courtiers. They smile the first true smile the heroes have seen in Eleftheria, and as they raise a hand their attendants draw daggers and place them against their own throats. Speaking in a dozen dissonant voices, the king begins to gloat.

      “So passes the flower of Eleftherian democra-”

      They get no further before Old Lion is upon them, the other heroes bowling into the crowd and knocking daggers from infirm hands. Denied their final spiteful act, the king does not howl or rage as they are torn by mighty fangs. Instead, they simply laugh, until their life leaves them and they sizzle away in a pool of putrid slime. With the last fading echo, a gasp goes through the assembled crowd, and at last the false smiles fall.

      [The Court of Joy is annihilated before it can overthrow the government of Eleftheria! Each of the Heroes involved may, if they desire, scavenge 1d3 Treasure from the dead for their homelands. This may be rolled as a non-action in Round 11.]
    • Having survived one harrowing journey into the dead city of Azumaba, Prenadi and Cleis return once more to see the ancient home of the Eleftherians purified for good. But this time, they do not travel alone, as much of Tarandi outfits an expedition of mercy for their neighbors to the East. Leading the enterprise is aged Kelsos the Lame, the Uzii having long ago made Tarandi his home, backed by the wealth of the Dannu-Gaon. But help also comes from stranger quarters, as the ghastly defender of Aran Viska, Vanaruk Mazendan, arrives from the North and a creature never before seen in Tarandi comes as representative of the Dream Speakers. This blemmy, Selay Kw’Okisi, can share little with his companions without a common tongue, but promises a strong hand nevertheless. Journeying to Thade, the expedition edges around the encroaching power of the Court of Joy, engaging the same ship that once carried Prenadi and Cleis to return to the benighted isle.

      The storm surrounding Azumaba is expected, but that does little to spare all aboard a harrowing day and night of towering waves and howling winds. Three sailors are lost when a particularly violent wave strikes amidships, their burial at sea taking place within sight of Azumaba itself. Finally, the five heroes make landfall, proceeding inland with a speed borne of worry. While Prenadi and Cleis had endured one night in Azumaba with no permanent ill-effects, none could say how long even heroes could defy the Heart of God. As in years before, the streets and structures of Azumaba rise from their island in splendor, as untouched by the years as they seem untouched by living souls. At least, until Prenadi retraces her steps to their first camp, and the heroes see the withered remains of her vomited children. Moving deeper into the city, Prenadi and Cleis report a familiar sound, and though their fellows cannot catch even a hint of it they still follow. Climbing gently sloping hills into the heart of Azumaba, the heroes eventually find themselves standing before a tall and gilded hall, clearly a temple of some sort. Pushing through polished copper gates, they behold a wide nave flanked by stone benches, leading towards a raised altar. And atop the altar, bones.

      It is the first sign of decay in the city, a skeleton no more than a meter long, clearly a child. Rising from its ribcage is an ornate golden dagger, driven home with such force it is buried in the altar stone. Beneath the shadowed roof of that crypt, even the newcomers to the island can feel the heartbeat surrounding them, as the air grows heavy with a damp that defies the cold air outside. Without warning, Prenadi and Cleis fall to their knees. Their backs distend, and in an eruption of clear protoplasm malformed doppelgangers begin to claw free of their torsos. Still attached, the faces of Prenadi and Cleis in their youth freeze in murderous grins as they scrabble for their hosts’ weapons and throats, every violent action pulling their torsos further apart from the true heroes’. As their guides grapple with themselves, Kelsos, Vanaruk, and Selay look up to see the temple changing all around them, stone walls rippling into layers of throbbing muscle, the air growing heavy with the tang of blood. The first beat of the heart deafens them to the screams of their comrades, and Selay cannot hold back the vomiting spew of their own unborn young. The eggs quiver in a foul unlife on the throbbing floor, pale strands shooting out to link them until a teetering edifice of embryonic blemmyae rises and strikes out at its maker. Kelsos is assaulted by the scent of Mudmore, only to find himself sinking into a bog of gory filth, his own hands emerging from the depths to drag him down.

      Only ghostly Vanaruk Mazendan remains untouched by the blasphemous life all around them, and as he gazes up at the beating heart that surrounds them he sees an answering glow from the golden dagger, and knows what he must do. Struggling forward against ropes of rubbery flesh that spring up to bar his way, he reaches out to take hold the dagger, only to find it resisting him. Two wills clash atop the altar, the dagger at the heart of God shining ever brighter in protest even as Vanaruk’s armored fingers edge ever closer. On the floor below, Prenadi’s double finally tears herself free, naked and glorious atop her older true self, and rushes to tackle Vanaruk away from the altar. She takes to the air, but before they collide Vanaruk’s fingers finally grip the dagger’s hilt, wrenching it free with a triumphant cry. The impact of the false Prenadi sends him and the dagger flying from the altar, and all around them the heart shudders. The glow begins to fade from the golden blade, and the forms of the false Prenadi and Cleis begin to waver like mirages upon the desert. Pushing free of his discorporating assailant, Vanaruk grips the dagger in either hand and snaps it apart, and the air goes out of the temple. The heartbeat shudders, strains, and finally stops and at once the fleshy prison around them vanishes. Cold winter air rushes in to fill the void, and the Blighted doppelgangers fly apart like ashes, burning to nothing on the wind.

      [Region 125 is cleansed of Blight! It becomes a Wilderness Region with a Great supply of Old World Artifacts. The region contains a ruined City, that may be repaired by the region’s owner with a Great Project to function as a normal City - this may be attempted even if the kingdom in control of the region already possesses a City. If Eleftheria controls the region, they may designate it their new Capital without requiring a Diplomacy roll and without causing unrest in their original Capital.]
    • Boarding the ferry of the Truthseers, Nocter Irin-Mak and Noctrix Sare-Mak travel through the mists and behold the Blessed Isle. What transpires there is their secret to keep or reveal, but what is no secret is the star that shines in their hands when they return. Between them they hold a blue-white diamond of impossible clarity, faceted beyond the art of even the finest gemcutter and glowing with a star at its heart. They hold Acinais, the Jewel of the North Wind, for their dynasty has become its Regent. [Nocter Irin-Mak and Noctrix Sare-Mak have become Regents of the North Wind, a title that will pass to all rightful inheritors of their dynasty! Dynastic heirs to Regents gain an additional +1 to a score of their choosing upon their ascension. Regency provides a virtual Region for the purpose of forming or maintaining a Great Kingdom or Empire. Finally, the Regency allows access to the divinatory powers enjoyed by the Truthseers, allowing the ruler to roll Faith in place of Intrigue for the purpose of Investigations as well as to gain insights from the GM.]


    War!
    Spoiler: Uzii Pacify No-Climb Cliffs (Region 33)
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    Uzii Protectorate: 7 Uzii land Units, 4 Hraban land Units, Homage Closed-Fist (Mil 5), Black Iron Weapons, duelling (won) = 35
    King’s Hounds: 2 land Units, Snort Tusker Marrow-Crush (Hero 7), duelling (lost) = 19

    Outraged by the claims of the pretender Snort Tusker in the West, Homage Closed-Fist marches alongside his Hraban allies to crush the uprising of the Horned King’s faithful. As the vast host enters No-Climb Cliffs, the effects of the foreign faith only inflame the attackers further, as they witness the merciless subjugation that has fallen over the previously thriving and cosmopolitan settlements. The priests of the Horned King flee the Uzii’s coming, and with the departure of their overseers the people of the cliffs look with tenuous hope towards their liberators. But one challenge yet remains - Snort Tusker Marrow-Crush. Driven to a frenzy by devotion to his newfound god, he rallies his Hounds and leads them out of the high valleys, descending on Closed-Fist’s far superior force without hesitation. What once were only tales become far too real as the Uzii and Hraban look upon the wasted ghouls that had been their fellows, and blood flows once more on the mountainside. The offensive is ferocious, yet also pathetic, for the King’s Hounds are so outnumbered by their foes and so outmatched in arms that their relentless charges cannot help but shatter against the warriors of Soul Honor. Here and there, a fist of Uzii grow too bold and lose themselves in the snarling melee, but before long the King’s Hounds like broken and slain in their entirety.

    At the center of the melee, Homage Closed-Fist finds the slavering beast that is Marrow-Crush. In stark contrast to the proud Uzii warriors opposing him, Marrow-Crush fights nearly naked, his only weapons his weathered hands and gouging tusks. A hulking brute even by Uzii standards, half a dozen of his former brothers lie shattered at his feet, and as the Homage steps through the ranks to challenge him he unleashes a blood-curdling roar. He is fury incarnate as he charges, but fury is all he has. Closed-Fist dodges nimbly around the first attack, and quickly proves the value of worked copper against even the most bloodthirsty beast. Flailing in pursuit of his destined foe, Marrow-Crush suffers blows to his arms, leg, and back, the blood trailing behind him in a grim parody of a warleader’s cape. Eventually, Cosed-Fist steps past the maddened Uzii’s guard and gouges out his left eye. His battle rage suddenly broken, Marrow-Crush staggers back into the ranks of his Hounds with a pained yowl, only for the savage cannibals to fall upon him for his weakness. By the time the day is won, little remains of the Hounds’ leader save for a blood-soaked skeleton.

    The Uzii Protectorate is victorious! King’s Hounds lose 2 Units, and are wiped out! Uzii lose 1 Unit.


    Spoiler: Ixkarr Invades Region 1
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    Ixkarr: 2 land Units, 1 naval Unit, Tsakra (Hero 9), Golden Lion, duelling (won) = 25
    Native Defenders: 2 land Units, Native Commander (Mil 7), Truthseer Seek Aid, duelling (lost) = 25

    Denied their overseas ambitions and forced to shoulder the shame of having their great hero held captive, the orcs of Ixkarr launch a second invasion against the loyalist tribes. Once more, the warships of Sikar cross the treacherous strait, and once more the aging hetman readies his diminished forces. The man who had survived the duel against Kethix resumes his lonely post upon the beach, awaiting Tsakra’s coming with an axe of beaten copper.

    All too aware of the danger of fighting on the beach, the Ixkarr still have no choice but to force a landing. Orcish warriors leap from their wooden berths in the hundreds, but once more they find themselves mired in saltwater and silt. The native defenders, expecting such misfortune, are swift to take full advantage of it, raining javelins and sling stones down on the orcs even as a corps of hardened warriors charge their line, their leader at the fore. It is in this melee between surf and sand that Tsakra catches the old man, and his good fortune finally abandons him. Denied the might of the Sun Sword, the Tsakra hefts a wide-bladed spear in challenged, and the two leaders cut a swathe between the opposing force to reach one another. The axe whistles in the practiced hands of the hetman, but for all his oaken strength Tsakra’s speed eludes him. She darts between his blows, her footsteps frozen in the sand in the brief moments before the axe scatters them, and for every misaimed blow the hetman earns a wound. The first stab slides between his ribs, killing him, but the old man is many minutes in realizing his fate. His roars of defiance are slowly swallowed by the waves, as Tsakra gifts him another half-dozen mortal wounds before his heart simply stops.

    As the hetman falls at Tsakra’s feet, a roar of approval rises from the Ixkarr war line. But it is answered by a ragged cry of vengeance. A final desperate charge comes from the defenders, and though many fall they hold against the Ixkarr advance. But holding is all they manage - the Ixkarr retain command of the beaches, and any further invasion will face a people much-weakened by the onslaught.

    Native Defenders are victorious! Ixkarr loses 1 land Unit. Native Defenders lose 1 land Unit. Native Commander is slain, and replaced by a Mil 4 second. Ixkarr establishes a foothold for +2 to invasion in Round 11.


    Spoiler: Sol’Ikoth Invade region 299
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    Sol’Ikoth: 5 land Units, Olx and Sep Blight-Trixters (Hero 9) = 29
    Native Defenders: 1 land Unit, Native Commander (Mil 9) = 18

    More than a decade has passed since Mikos perished upon the southern sands, and now the children of the Nakhla Stone march upon their promised land once more. Defeat has been a brutal teacher, and the army that moves through the desert is not the uncertain mass that retreated in slaughter. Blind to their enemy’s quality, the defenders of the desert mount a nearly identical defense, massing their warriors for a sunrise charge intent on shattering the Sol’Ikoth on the march. It is a stratagem Olx and Sep are expecting. As the sun rises, the forces of the southern desert approach not a ragged column, but a fortified camp ringed with ditches and oily torches, the terrain and foul smoke breaking their charge at the point of contact. As one, the warriors of Sol’Ikoth seize on their enemy’s confusion, boiling out from their tents to envelop the natives and pen them into a wall of spears. The slaughter that follows is swift and brutal, and the march to seize the holy city a simple affair.

    The Sol’Ikoth are victorious! Sol’Ikoth lose 1 Unit. Region 299 is in Unrest!


    Spoiler: Gluttonous Shadows in Grovelia (Region 268)
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    Nocturnal Hydra: 2 Hydra land Units, 1 Hydra naval Unit, 4 Thunderpeople land Units, 3 Fffolkkk land Units, Oraora (Mil 10), Composite Bows, 1 Treasure = 31
    Gluttonous Shadows = 25

    Faced with the arrival of a nightmare beyond their ken, the people of Eastern Sikar unite to drive off the Gluttonous Shadows. The local warriors of the Nocturnal Hydra are joined by proud hunting parties of the Thunderpeople and the unshakeable forces of the Fffolkkk, and together delve every tidal cave and ravaged village in search of the Blightspawn. Though their numbers surely exceed those of the Gluttonous Shadows, every day is an exercise in learning the strengths and weaknesses of their foe, and many die as the price of such knowledge. No loss is more tragic than that of Queen Oraora, who leads a strong force into the heart of the Shadow infestation. Caught up in the claustrophobic fighting in a stand of dead mangroves, she goes missing, her body presumed washed out to see. Her warriors mourn her even as they continue to fight, and after several hard years the Gluttonous Shadows are repelled.

    The Nocturnal Hydra are victorious! Nocturnal Hydra lose 1 land Unit. Thunderpeople lose 1 Unit. Fffolkkk lose 1 Unit. Oraora goes missing in battle, and is presumed dead. Gluttonous Shadows lose 2 Units.


    Spoiler: Nocturnal Hydra Crushes Rebellion in the Silver Shores (Region 279)
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    Nocturnal Hydra: 3 Hydra land Units, 4 Naherin land Units, 8 Ashir land Units, Mars (Hero 10), Composite Bows, 1 Treasure = 39
    Native Defenders: 4 land Units, Tidespeaker (Hero 8) = 22

    Beset by a second rebellion in the space of a decade, the Naherin turn to their Northern allies to lead the campaign against the Tidespeaker. Mighty armies array themselves to the South and North of Silver Shores, invading on an auspicious day with the intent of catching the Tidespeaker’s army between them. What neither side foresees is the involvement of the Ashir, forced to travel through the Silver Shores on their punitive mission against the Ixkarr. Convinced that all three armies are intent on destroying her, the Tidespeaker attempts to intercept and destroy the largest in an attempt to demoralize the entire corrupt foundation propping up Kehna Tzkepte’s rule. She is only partly successful.

    Marching her army in an attempt to evade the Naherin and Nocturnal Hydra, the Tidespeaker inadvertently traps herself at the intersection of all three armies. The battle that follows is a fait accompli almost before it begins, as the bellowing of the Nocturnal Hydra’s fearsome worms erodes what morale remains to the exhausted rebels. The charge of the Ashir breaks them, sending them rebounding back against the unyielding walls of Hydra and Naherin forces. What survivors there are leave their arms on the field as they flee, and the Tidespeaker herself commits ritual suicide rather than fall into the hands of the mad queen.

    The Nocturnal Hydra are victorious!


    Spoiler: Ta Seti Invades Tasathhi (Region 293)
    Show

    Ta Seti: 5 Ta Seti land Units, 2 Ta Seti naval Units, 7 Ashir land Units, Neferkare (Hero 10), Composite Bows = 38
    Ixkarr: 3 Ixkarr land Units, Karra (Mil 7), Fortress, Path of the Ancient Ones = 28

    The punitive expedition of the Ashir provides the perfect excuse for Ta Seti to slake their thirst for conquest, and so the Candake of Ta Seti dispatches Neferkare Elephant Hunter to seize the fortress in Tasathhi. While the invasion is delayed by several months due to the Ashiran entanglement in the Silver Shores, eventually one of the largest armies ever fielded in Sikar crosses the border into Ixkarr territory. Even behind her walls, the High Chieftess knows she cannot hold for long against such a force, and so decides on a daring gamble. Gathering up the fullness of her strength, she steals away from the fortress in the dead of night and arranges her battle lines behind a concealing ridge, awaiting the arrival of the Alodites and Ashir with growing dread. It is only once the fortress has been completely encircled that Karra orders the charge, catching the invaders unawares and forcing a rapid redeployment of their forces. Alas, that such quick changes are second nature to the mounted Ashir.

    As the small fist of Ixkarr warriors strikes home against the ocean of elven and human warriors, Karra herself climbs to the highest point on the ridge and awaits her foe. She does not wait long, as Neferkare bounds from the chaos atop his mighty golden lion. Glowering down at the Chieftess, he levels a spear, and she raises her own in acceptance. It is the lion that pounces first, bringing two mammoth paws down in an avalanche of tawny flesh, but Karra rolls clear of the Blightspawn-killing monstrosity. Taking advantage of its momentary vulnerability, she does not run, instead burying her spear in its side and vaulting onto its back. At once, Neferkare is on his feet to face her, as the two engage in a desperate spear duel atop a raging lion. Intent on aiding its bonded hero, the Golden Lion bucks into the melee, forcing both Karra and Neferkare to fight for footing even as they fight each other, polished metal blazing like gold in the reflected light of the lion’s pelt. Where the lion lands, the fighting pauses, as bewildered eyes watch the duel with the knowledge they shall never see its like again. In half an hour neither Karra nor Neferkare strike a decisive blow, but for all her skill the High Chieftess cannot match the experience of the Elephant Hunter. As her stamina begins to flag, she deflects a thrust an instant too late, and Neferkare’s spear slides into her side. He pulls back in a shower of crimson, ready for a final thrust, but in a twist of fate his lion betrays him. Rearing up on its hind legs, it gives a roar of approval as it feels Neferkare’s victory, and in that instant Karra vanishes from its back into the melee.

    Soon after the duel is decided, Ixkarr’s commanders call a retreat. Withdrawing back along well-known and easily sabotaged routes, the remnants of Tasathhi’s defenders vanish West, their High Chieftess among them. Ixkarr has survived, but Ta Seti has won a great victory and seized a great prize.

    Ta Seti is victorious! Ixkarr loses 2 land Units. Ta Seti loses 1 land Unit. Clan Al-Ashir loses 1 land Unit to distance losses, and 1 land Unit in combat. Region 293 is in Unrest!


    Terror!
    • Weary of his long struggle against the Mockeries, Sultan Zidan il Kasima sets a cunning trap for the iconoclastic sect. Publicly announcing the construction of a grant temple to honor his beloved consort, Zidan seeds the workforce with agents of his own, commanded to spread supposed corruption in the hopes of attracting the Mockeries in aid. However, the murderous cultists prove cautious in the face of Clan Al-Ashir’s focused attempts to expunge them, and while many Vesparrese are rounded up for expressing agreement with the agents, none have more than a passing familiarity with a man wearing a tiger’s eye amulet.
    • Even as their attentions are turned towards the appearance of the Great Mother in Shandolé, a vile blasphemy rocks Aran Viska. The Rime Blade, so recently forged to safeguard the Viskari, has been stolen! Two guards to its holy plinth are found slain, a trail of bloody boot prints the only hint as to the nature of the assailants.
    • Shadowy agents attempt to steal the secrets to the Bel-Dan Armada’s Steering Oars, but fail! Those individuals that survive discovery can reveal little to the Bel-Dan interrogators, save that they were ordered to carry their secrets south to an agreed-upon rendezvous with their employer.
    • Another disappearance occurs in Nellen, though compared to the vanishing of Eae it seems hardly worthy of note. One of the Dolod diplomatic corps, a pioneer in the research of the people of the new continent to the North, has gone missing. A search is conducted, but no sign of them remains in Nellen, save for vague remembrances of foreign travelers who departed for the deep desert around the time of the disappearance. It appears that someone has made off with a living copy of the Flowerlands Codex of Customs!
    • Even as they celebrate their victory over the southern barbarians, a distressing phenomenon begins to sweep through Sol’Ikoth - Seekers begin to fail. It is never totally, and at first not for very long, but over the course of a year the blessed objects grow more and more unreliable. Rather than pointing towards holy Ka’Thoth, they spin in lazy circles for minutes, sometimes hours on end, and whenever direction returns to them it is with less clarity than before. Faced with a threat both material and spiritual, the people of the Black Pharoah begin to turn on each other. Accusations of waning faith come from at least a dozen fringe groups, while the merchants of Dakith begin to fear the loss of their near-monopoly on desert travel. [Sol’Ikoth (Region 292) enters Unrest as the gods seem to turn away.]
    • As their armies march far to the West, the people of Ta Seti wake in the dead of night to a dire miracle. Fires burn over their beloved Stele, forming words of condemnation that blaze brighter than the moonlight! The flaming missives accuse Pharoh Shebiktu of becoming little more than a pet of the decadent East, as Aspelta had been before him. Not only have Alodite warriors marched on Zidan’s mission of vengeance, but Shebiktu has wed himself to yet another outsider, no doubt destined to pull the attention of the Pharaoh away from his people. The burning words fade with the dawn, but their impact lingers among all who have seen them. Muttered rumors of bad omens might have been the end of it, had the phenomenon not repeated a week later. Over the next month, with the coming of a new week the stele blaze with condemnations of the regime, and while most Alodites are not moved to doubt their young Pharaoh, a growing movement among the people begins to take the foul omens to heart. [Ta Seti enters Unrest as the Stele condemn the new Pharaoh! If the strange omens are not countered soon, the Unrest may well explode into open Rebellion.]
    • Long spared the terrors that have haunted their southern neighbors, a doom finally descends on Alskan. At first it is taken to be just a cloud passing over the ocean, obscuring the moon in its travels. Some cunning observers wonder aloud that it seems to be moving against the wind, but it is not until the sound descends on the Drunky Hole that the night elves realize what approaches. A swarm of Gluttonous Shadows collides with the capital settlement of the Nocturnal Hydra like a hammer striking an anvil, and at once all is chaos. In the royal residence, guards rush to safeguard the newly ascended Wuuluu, and for good reason. Bursting through the roof is a Gluttonous Shadow of previously unimagined size, six iridescent wings buzzing sounds of murder along a spined back. The first warriors to see it die too quickly to cry out, but as she is evacuated Wuuluu looks back to see Oraora’s face staring back at her from the Shadow with murderous hunger. And beneath the looming shadow, the bodies of dead night elves jerk back to life as bloody chitin begins to sprout from their wounds. [The Gluttonous Shadows have descended on Alskan (Region 280), led by a Consumed Oraora! Alskan enters Unrest. Like a normal infestation of Gluttonous Shadows, if not unseated, the Consumed will randomly remove ownership of one TP, destroy 1 Unit of the region’s owner, and continue into the next round. However, every unit slain by the Consumed has a 50% chance of rising as a unit of Gluttonous Shadows, and the threat posed by the Consumed will remain until they are exterminated fully. The Consumed Oraora (Mil 10) begins in command of 6 Units of Gluttonous Shadows, and unlike other infestations may be Duelled.]
    • Banished at last from the shadows of Arrakh-Rah, the dark ghosts have but one place to flee. A torrent of darkness descends on the Juhan Axemen of the south, suffusing those already lost to the ghostly presence with terrible power. Black flame erupts from their skin as if it were pitch, sliding out to embrace their fearsome axes like lovers. At once, the human sacrifices stop, the idle cruelties of the ghosts replaced by a new and terrible purpose. Emerging from their former homeland, they march inexorably to take their vengeance on the Blessed Vale. [The Executioners have been empowered by the dread ghosts of Arrakh-Rah, and become the Blackfire Incursion! 4 Units equipped with Blackfire Axes (+1) and led by the Demon of Vengeance (Mil 10) begin marching towards Region 32, following the path of 66 > 52 > 53 > 50 > 49 > 31 > 32. Every region the Blackfire Incursion passes through without being intercepted enters Unrest and adds 1 Unit to the Incursion’s force. The supply of Juhan Axemen in Region 66 is reduced to Minor, but may be restored by the region’s owner as a Great Project. The Epic Quest in Region 66 is no longer active.]


    Organizations!
    The Sentinels of the Stone
    • ALO spend 1 Favor to raise their Reputation but are stymied by the Soreni!
    • ASH spend 1 Favor to Stabilize Region 274
    • DOD spend 1 Favor to Stabilize Nellen (Region 291). Hopefully peace shall reign.
    • IXK spends 1 Favor to Stabilize Region 296!
    • SEW spends 1 Favor to Stabilize Gehudu Forest (Region 216)
    • SHN raise their Reputation from 2 to 3!
    • SOL goes into 1 Favor Debt and drop their Reputation to 2 to gain the services of Fionn and Jayk. It’s Questing Time!
    • SOR raise their Reputation from 2 to 3! (ALO Contest Dip 6)
    • UBT spends 1 Favor and Tests the Mettle of Oyem Kw’Mesihafi raising their Hero Score to 10!
    • UZI spend 3 Favors to gain the services of Sword-Strike Stoneborn and maintain their reputation
    • VIS spends 1 Favor to Stabilize Region 93

    The Dreamspeakers
    • BDA contributes to the Menagerie with Porkly Prittle Prattle and gain 1 Favor!
    • ELF raises their Reputation from 1 to 2!
    • IXK contributes to the Menagerie with strange scale tales and gain 1 Favor!
    • SCR build a Dreamspeaker Tavern in Arkusa (Region 65) and spend the favor raising their Reputation all the way to 4! Thunspeaker Nithor becomes the Child of Twilight! May they dream of untouched worlds and awaken to their beauty.
    • SKO build a Dreamspeaker Tavern in Region 292! They gain 1 Favor and raise their Reputation to 1!
    • SOL contribute Informants and Movers to the Tales of Tarandi spending their favor to raise their Reputation to 3!
    • SOR contributes to the Menagerie with dubious stories and gain 1 Favor!
    • TRL contribute tales, workers, thralls, and the personal time of esteemed hunters to the Menagerie gaining 2 Favors!
    • UZI spend 1 Favor to raise their Reputation to 2!
    • VIS accepts their missing Ring of the Phoenix and owe the Dreamspeakers 1 Favor!

    The Truthseers
    • ANB contribute a great bounty to the Kiswan Dynasties project gaining 2 Favors!
    • DER raise their Reputation from 2 to 3 and contribute the Covenantes Collection to gain 1 Favor!
    • HEN contributes their Noble Lineage History and gains 1 Favor!
    • HYD spend 1 Favor for Holy Consultation upon their Colonization
    • IXK’s assault on Region 1 spoils what relations remain with the Truthseers, granting them the ignoble curse of The Nemesis!
    • SCR contribute records of the Thunspeaker Lineage and able bodied Scholars to the cause, in exchange the Truthseers only lower their Rep to 2 as they join together the Exalted Houses of Scrim and Ko establishing an Embassy! May their civilizations stand as steadfast as Stone.
    • TRL indebts themselves for 1 Favor to gain Magical Might in the Quest against the Gluttonous Shadows!
    • UBT raise their reputation from 0 to 1!
    • VIS with aid from DAN construct a Windowless Tower in Zarakor (Region 98). Upon arriving the Truthseers are quickly persuaded of the corruption of the Moot and their commoner governance lowering VIS rep to -1!


    Investigate!
    • The Ashirian Sultanate launches investigations into both the culprit behind their stillbirths and the infiltration of the Naherin elite by the Mockeries. However, the Sultan’s attentions are divided between restoring stability on the home front and his personal fascination with architecture, and so the investigations founder with no definitive progress made. It seems clear that the pressure applied by the Sultanate has prevented their leads from going cold, as stray whispers still lead to shreds of evidence of a vast and terrible conspiracy in both kingdoms, but more decisive action will be needed to root out the threat.
    • Leveraging their great trade network, Kro’s Tribe searches for signs of the Mockeries in kingdoms as yet unaffected by them. With the chaos currently unfolding in Ta Seti, Nellen, and Sol’Ikoth, and the whispers of conspiracy lingering in the Sor Dunes, Ashiran Sultanate, and Naherin Coalition, there is no shortage of information to sift through regarding the transit of goods relating to the Mockeries’ strange alchemy. At the end of years of investigation, one kingdom emerges as the probable location of a Mockery cell that has yet to act - the Nocturnal Hydra capital of Alskan.
    • Fascinated by the unique architecture of the Truthseers, Sultan Zidan of the Ashir devotes increasing time and energy to unraveling the basic principles behind arched windows. While the first experiments meet with failure, the dedicated work of a team of masons as well as the Sultan and his sages eventually sees the first working arch constructed of mud bricks. It may be small, but the principle has been uncovered. [The Ashiran Sultanate discovers the properties of the Arch! This technology has no mechanical benefit or requirements, but may be used as the basis for additional technologies! Furthermore, in his investigations Zidan begins to suspect that uncovering the mysteries of enough architectural marvels may well lead to the development of a more substantial technology! The Dome and the Tower await.]
    • Venturing into the newly pacified hunting grounds of the Golden Lions, agents of the Sentinels of the Stone uncover yet another mystery. Combing the desert in search of the source of Blightspawn that seem ever to assail the region, they have no luck. It seems that some aspect of the Golden Lions simply attracts the foul monsters even from beyond the boundaries of the region. However, in the course of their investigation the Sentinels stumble across what appears at first to be a dry river bed, stretching from the center of the region Southwest into the unexplored desert. This would not be so strange, in and of itself, had the Sentinels not also found paw prints matching those of the Golden Lions seared into the sand at the end of the river bed in ruddy glass, and had an excavation of the dry bed not revealed signs of blood rather than water. Clearly, the origin of the Golden Lions remains to be discovered.
    • Desperate to find Eae, the Dolod reach out to the Ashir’s most veteran investigators. Riding across the length and breadth of Sikar, they uncover a trail that seems to suggest the prophet has been abducted by the Mockeries! The greater part of the investigation turns its eyes on the vile cult, but a small team proceeds along a different course. As if fate were on their side, they slowly unravel a conspiracy that casts doubt on the earlier evidence, eventually uncovering a single witness in Region 285 who will attest to seeing a bound Dolod for the briefest flash through a nondescript door. Further digging finds no signs of the Dolod, but does uncover the clear signs of an organization attempting to cover its tracks. Bursting into a meeting of the Quluq where the other investigators are detailing another failed lead on the Mockeries, these intrepid seekers propose a new theory - it is the Dream Speakers, not the Mockeries, who have kidnapped Eae. And if so, then the claims of the Heralds are suspect.
    • Still recovering from the massive earthquake that rocked their home, the Sewune dispatch shamans and mystics to attempt to find the cause of the earth’s displeasure. Most return with no answers save that the earthquake seems to have been the cruel whim of fate. One shaman though, old and nearly blind, returns with the color blanched from her face. She claims to have heard something as she communed with the Gehudu, a cry of pain and anger that reverberated up through the roots and soil from the very bedrock itself. It lasted only a moment, but despite the protestations of her fellows she remains convinced something is very wrong deep beneath the earth.
    • Fascinated by the Blade of Arrakh-Rah, the Ko subject the strange artifact to repeated divination. Each time, the blade resists, as if it has a will of its own, but at last it relents and reveals its secrets. [The Blade of Arrakh-Rah: When the wielder of the Blade of Arrakh-Rah is victorious in a Duel against a Hero, their kingdom gains temporary control over that Hero for the following round. The ghosts of the Puppeteers linger.]
    • Dispatching agents into the Crimson Kingdom, the Ko eventually return with a wealth of knowledge for the kingdoms of Mamut. [The Crimson Kingdom currently maintains 20 land Units. It possesses the Technologies of Animal Husbandry, Irrigation, Masonry, Pottery, Writing, Cliffstep Riders, Bronze, Horned Cavalry, Orichalcum Arrowheads, and Redstone Clubs. Its capital is Region 22, which contains a City and a Fortress. It recognizes two Heroes, Ceron the Right Hand (10) and Arlais the Left Hand (10), and maintains the Tactical Doctrine Overwhelming Charge. The Crimson Kingdom has a Cultural Identity for Stabilizing. There are two Artifacts in the kingdom, the King’s Maul and the True Blood Pool. The Horned King’s statistics are Diplomacy 10, Military 10, Opulence 10, Intrigue 10, Faith 10.]
    Last edited by TheDarkDM; 2020-11-30 at 08:44 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!

  10. - Top - End - #430
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Trade!
    • Sokau Tribes buyout a Minor resource of Iron from Region 27
    • The Dannu-Gaon buyout a Good resource of Wood from region 124 - 16
    • The River Lords give the Vygra ownership of a Minor resource of Healing Herbs in region 221
    • The Vygra give the River Lords ownership of a Good resource of Copper in Region 202
    • The Sewune buyout a Minor resource of Seafood from region 214
    • The Targiz buyout a Minor resource in Region 38
    • The Targiz restore the Minor resource of Flower Wine in region 19
    • The Brayewen Tribes buyout a Good resource of Hemp from region 119
    • The Brayewen Tribes buyout a Good resource of Caviar from region 110
    • Hiverness gives a Minor resource of Northern Huskies in region 108 to Uldra
    • Hiverness gives a Great resource of Living Stone in region 96 to Uldra
    • The Dolod buyout a Great resource of Silver in region 308
    • Crow's Tribe buyout a Minor resource of Golden Lions in region 300
    • Crow's Tribe buyout a Good resource of Sand in region 301
    • Eleftheria buys out a Good resource of Flax from region 156
    • Crimson Kingdom buys out a Minor resource of Swine in region 16
    • Crimson Kingdom buys out a Good resource of Ulurothan Spearmen in region 17


    Conversion!
    • The Disciples of the Horned Hunter, a holy order dedicated to the Path of the Ancient Ones, has been founded in region 295!
    • The holy site in region 131 has been converted to the Ancient Way!
    • The holy sites in region 159 and 129 has been converted to the Ancient Way!
    • The holy site in region 109 has been converted to Way of Eauden!
    • The holy site in region 110 has been converted to Way of Eauden!
    • The holy site in region 112 has been converted to Way of Eauden!
    • The Vygra have officially adopted the Way of Green!
    • The holy site in region 274 has been converted to the Path of the True Dawn!
    • The holy site in region 120 has been converted to the Ancient Way!
    • The Wardens convert the holy site in region 114 to the Ancient Way.
    • The Hraban convert the holy sites in regions 33 and Hrathgan (34) to Soul Honour
    • The Veramondi convert region 209 to Way of Green
    • The holy site in region 241 has been converted to Abiherism!
    • The holy site in region 238 has been converted to Abiherism!
    • The holy site in region 17 has been converted to Horned King!
    • The holy site in region 16 has been converted to Horned King!
    • The holy site in region 118 has been converted to Children of the Great Mother!
    • The holy site in region 155 has been converted to Children of the Great Mother!
    • The holy site in region 95 has been converted to Children of the Great Mother!


    Wonder!
    • Calling upon their wealth of experience with the more arcane plants growing in their jungles, the Henanda become increasingly adept at turning the body against itself. Advanced Poisoning. Requires medicinal or poisonous plants. +1 to theft, assassination, kidnapping, incite betrayal and related secret actions.]
    • The Dolod of Nellen have developed a system of reflective mirrors used to quickly transmit messages across their domain! [Towers of Light. Requires silver. Grants a +1 to buyouts in regions you control. Grants a +1 to Investigation rolls for each other player with this tech who also uses the Investigate action this round (maximum +2).]
    • The Fffolkkk have strengthened the defenses around their trading posts, making them particularly resilient against intruders! [Caravanserai. Requires Masonry and stone/clay. Grants an additional +1 to resist raids and sacks, which is cumulative with the bonus from Masonry.]
    • Charting all the stars in the heavens, the Nocturnal Hydra develop a revolutionary method of navigating over the open sea! [Celestial Navigation. Scouts and Logistics category. No requirements. Allows transit of one additional deep water border and grants -1 distance loss to deep water travel.]
    • The Vygra have discovered a means of travelling across mountains! [Mountaineer Clothing. Requires furs and hides. Allows crossing of mountain borders.]
    • The United Abiherist Tribes have refined the Blood Amber of the Slithering Wombs into a new artifact, the Crimson Sword of Yedem Kali! [The Crimson Sword of Yedem Kali: +1 to Epic Quests and Errant Quests. If the Hero in possession of the Crimson Sword completes a successful Epic Quest, rolls a Great Success on an Errant Quest, or slays an opponent in a Duel, the Crimson Sword becomes charged. As a non-action, the charge may be spent to add a conversion attempt to one Errant Quest performed by the Crimson Sword's wielder.]
    • Having revealed the plague of stillbirths to be yet another torment of the Mockeries, Sultan Zidan meets once more with the Mother of Grief. Presenting the bereaved representative of the Vesparrese with all the evidence gathered by his agents, the Sultan watches as a change finally comes over her pained demeanor. The fog of mourning over her eyes begins to fade, replaced by an indignant anger that soon has her entire body quivering. She stands abruptly, before falling to her knees before her Sultan and pledging her aid and the aid of all who follow her in punishing the monsters who stole their children. [Zidan appeases the Mother of Grief! All Ashiran Investigations involving the Mockeries in Vesparre now benefit from a +2 bonus.]
    • Returning to the lands of the Scions, Chepri soon displays the fruits of her accidental ascension. Following in the snow behind her are the bodies of her erstwhile companions as well as Halphas's faithful, animated through the power of Darkness channeled through comet stone. What the Scions intend to do with their newly arrived avatar remains to be seen, but Chepri appears content to turn her vast powers to the interests of her people. [Scions of Thalaz'ir Miracle mechanics have been finalized. In the aftermath of any battle where their ruler or hero leads, the Scions may roll 1d3 for every land Unit lost to battle casualties on their side. On a 3, that Unit is revived as comet-born, and joins the Thalaz'ir.]


    Discovery! Map!
    Spoiler: The Known World
    Show




    Spoiler: Daezirn Isles
    Show


    Region 78 has been discovered by Smiaurskotor. It has a Minor resource of Arctic Sharks and a Holy Site dedicated to the Intruder! The explorers also hear tales of strangers arriving from the far East, and begin to piece together a sense of the wider world. The Daezirn Isles have made contact with Tarandi! Daezirn players have -6 to all rolls taken in Tarandi until completing a Diplomacy Great Project to learn the languages and customs of the new continent.


    Spoiler: Kiswa
    Show


    Region 189 has been discovered by Ecimōnā. It has a Good resource of Purple Sea Snails, a Holy Site dedicated to Feathered Serpent and 1 units of native defenders!

    Region 235 has been discovered by the Veramondi. It has a Minor resource of Hemlock, a Holy Site dedicated to the Conclave of the Defiant, and 2 units of native defenders!

    Region 205 has been discovered by the River Lords. The telltale signs of Gluttonous Shadow infestation are plain for the expedition to see, and at that realization most turn back. Some brave few, however, insist on continuing on at least another day so that the heroes sent in their wake might have a better sense of the land. It is on this second day that the terrain changes. Verdant, abandoned jungle gives way to something fouler, as the trees and undergrowth seem infested with a fleshy growth that pulsates with foul life. Sounds emerge from the cavernous web of sticky flesh, the chattering and writhing of Gluttonous Shadows surely, but all as if from a great distance. Seeing a rise ahead of them, the explorers gather what courage remains to them and climb up to behold the jungle below them more closely resembles a messily vivisected corpse, the rotting viscera only growing thicker as it approaches the mountains. Then one of the trees moves, and the trolls see it is not a tree at all, but a squirming mass of Gluttonous Shadows cocooned together and skittering as if one organism. That is the last they see before fleeing in terror. [Epic Quest: Into the Blightlands, it seems clear that the source of the Gluttonous Shadows awaits in Region 205. However, the very land is befouled, and the dangers here will be greater than anywhere else in Kiswa. A Hero or Heroes may be sent into Region 205 to attempt a TN 18 Hero Check to determine the nature of the Blight infestation and how best to remove it.]

    Kiswa has made contact with Sikar! Kiswa players have -6 to all rolls taken in Sikar until completing a Diplomacy Great Project to learn the languages and customs of the new continent.


    Spoiler: Mamut
    Show



    Spoiler: Sikar
    Show


    Region 261 has been discovered by the Soreni. It has a Great resource of Musk Oxen, a Holy Site dedicated to Native Animism and 1 units of native defenders! The Soreni gain +1 to buy out a trading post in the region during round 11!

    Region 203 has been discovered by Kro Thorael. Stepping beneath the canopy of the great rainforest, the hero of Kro’s Tribe can tell immediately that something is awry. The sounds of life, so clear to one of his keen senses, are nonexistent beneath those shadowed boughs. As he proceeds, even the might of his lion companion cannot fully chill Kro Thorael’s blood, and at the conclusion of his circuit he withdraws with a certainty - something evil lurks here. [Epic Quest: Something in the Trees, a Hero or Heroes may be sent into Region 203 to attempt a TN 16 Hero Check to determine the nature of the Blight infestation and how best to remove it. Having rolled a Great Success on the exploration, Kro Thorael gains a +2 bonus to undertaking the Epic Quest.]


    Spoiler: Tarandi
    Show


    Region 178 has been discovered. It has a Great resource of Iron, a Holy Site dedicated to the World Soul and 5 native defenders. A smoking volcano rises near the coast, a slow river of lava slowly expanding the peninsula ever Westward, and carved into the black rock is a fortress without equal. Granite walls girded with iron rise, layer after layer, into the smoking peak itself, studded here and there with towers and cunning sluices that seem destined to shower any attackers with the volcano’s molten blood. As Edge and Zulaura’s fleet continues its circuit and turn Eastward, they see a settlement carved into the mountain’s cool Southern face, a harbor at its heart boasting ships beyond the craft of any kingdom known to Tarandi. One of the mammoth ships rows out to meet them, and confirm their suspicions - they have located the headquarters of the Sentinels of the Stone. [Shandole discovers the Sentinels of the Stone Headquarters! Any kingdom that can access Region 178 that is of Reputation 3 or 4 with the Sentinels of the Stone may spend a Favor to establish a claim on the Region. So long as the Sentinels of the Stone HQ remains and the region’s owner is in good standing (Rep 0 or higher) the region’s owner has access to the Black Iron Weapons technology. Region 178 has a pre-built Fortress, which may be used by the region’s owner as usual so long as they are in good standing with the Sentinels of the Stone. If attacked by Blightspawn or the Blightslave, Sentinels HQ will muster an army of 6 Units of Sentinel Aspirants to aid in the defense of the region. Any attempt to conquer the region will result in -1 Reputation with the Sentinels and award 1 Favor to any kingdom that intervenes in their defense.]


    Colonize!
    • Apparently impervious to the threat of the Gluttonous Shadows, the Nocturnal Hydra has established a colony in region 204.
    • Region 29 has been successfully colonised by Clan Alqar.


    Other!
    • A new Cultural Identity has emerged in Ixkarr: Dreams of Splendour (buyouts)
    • The Sentinels of Stone have stabilised region 296 on behalf of the Koxrrit, Gehudu Forest (216) on behalf of the Sewune, and region 93 on behalf of the Viskari.
    • The Bannanda have stabilised region 191.
    • The Viskari have stabilised region 98.
    • The Nocturnal Hydra has stabilised region 268.
    • Region 277 has been stabilised following the suppression of its revolt.
    • The Deru have created an embassy with the Targiz.
    • Kro’s Tribe becomes a vassal of the Ashiran Sultanate
    Last edited by TheDarkDM; 2020-11-30 at 09:35 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!

  11. - Top - End - #431
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Regions 194, 195, 196
    The Bel-Dan Armada
    Leader: Reren Ren-Cha-Fen
    41-44 Era of Great Ocean


    Actions:

    1. [Diplomacy 5] Create an Embassy with the Anbroch
    The dwarves have proven to be a reliable tributary over the past several years, and groups of Anbroch and Bel-Dan-Ub regularly travel between Kincany and Ten-Fuj-Sa-Cos. News travels faster and tribute more regularly.

    2. [Diplomacy] Raise Rep with the DSP (1 to 2): 15
    Ren-Cha-Fen does not fully trust the Dream Speakers, but they provide valuable services to those who travel. He seeks closer relations with the strange wanderers.

    3. [Military] Invade [Region 186] with 4 land units and 3 naval units led by Ren-Pera-Don (Hero 10), using Lightning Landings TD and spending 1 treasure (+18 battle roll; +7 TM, negate defender +4 on success)
    Reren Ren-Cha-Fen is greatly respected, but his work to protect and strengthen his rule makes it hard to lead his warriors. With the Reren's blessing, Ren-Pera-Don leads a large force, supplemented by slave soldiers, to the northern islands for plunder and subjugation.

    4. [Military] Raise a naval unit
    The Dozgach coracle is a small, maneuverable craft, perfect for navigating in the swamp but far less useful on the open seas. Still, some experience at sea is better than none, and the Dozgach prove to be useful auxiliaries on many a double-hulled canoe.

    5. [Intrigue] Secret (spending 1 treasure): 4
    What eye can see beyond the horizon? What ear can hear the waves on distant shores?

    Nonactions:
    1. Allow all religious conversions
    2. Gain 2 treasure from the quest in Kincany


    Spoiler: News and Rumors
    Show
    • Upon gaining power, Ren-Cha-Fen immediately begins working to consolidate his rule. His warriors are rewarded with treasures and their names shouted to the four winds, his allies among the Ren-Ub given ever more power and prestige, his enemies exiled or killed. Many consider this effort at securing his rule odd, given his advanced age - he cannot have more than five or ten years of life left - but the accepted explanation is that he wants to protect the Bel-Dan-Ub from another succession crisis and another Quadrumvirate.
      .
    • Ureren-Ben-Udula is likewise consolidating her own power in Melis. Most of the Sarkab elite have come to accept her, especially given the good reputation the Bel-Dan-Ub have with the Dreamspeakers, and the priestly class, the Renab, have also begun to back her after the decree of a number of sumptuary laws. Only Bel-Dan-Ub may wear blue, only Sarkab and Renab may wear patterned fabrics, only Renab and Bel-Dan-Ub may wear feathers on their head, and the drinking of mead by peasants is officially restricted to holidays and days decreed by the local Sarkab or the Royal Queen. The week beginning with the day of Ben-Udula's coronation is made a week of holiday and festivals in an effort to keep popular opinion high among the peasantry.
      .
    • Minor unrest continues in Dozgasil, as Goþan's nudist cult of years past begins proselytizing in force. Their missionaries claim that the Bel-Dan-Ub are merely Blightspawn taking the form of humans, and that the apocalypse will come in the year 50 Great Ocean, when the Blightspawn control the whole ancient kingdom of the Dozgach. Few pay them much mind, but the Bel-Dan tribute collectors consider them a threat to stability, and the cult is violently suppressed, its surviving members fleeing across Kiswa.
      .
    • The blood amber of the Shadow Men proves valuable to maintaining loyalty, and a substantial amount of it disappears into unknown hands, probably as bribes.
      .
    • The sages who returned with Ren-Cha-Fen are briefly seen scurrying about Ten-Fuj-Sa-Cos, but many of them disappear soon after. Most of them have returned by 44 GO, and their secretive nature and refusal to answer questions births many rumors, though few are plausible.
      .
    • News of distant lands to the west where great man-headed beasts and talking birds roam filters quickly through the Armada. Though the sea-roads are yet unknown, news of civilization beyond the Shadows means plunder and trade aplenty.
      .



    Spoiler: Ruler Information
    Show

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

    Expected Stat Bonuses: Diplomacy +1, Military +1


    Spoiler: Other notes
    Show

    Land units: 4
    Naval units: 3 +1

    Treasure: 4 -2

    Heroes:
    • Ren-Pera-Don (10)
    • Ben-Udula (10)

    Favors:

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

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

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

    Tactical Doctrine: Lightning Landings
    Effect: On a successful Tactical Maneuvering roll, negate the +4 defender bonus for attacks over Deep Water borders (including naval invasions).
    Last edited by Minescratcher; 2020-12-12 at 11:34 AM.

  12. - Top - End - #432
    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 11 Actions:

    1. [Military] Assist Agatha with the quest: Into the Blightlands Sucsess 20

    2. [Diplomacy] Assist with the Sikar translation project

    3. [Intrigue] Investigate the evil presence underneath the forest Success? 19

    4. [Intrigue] Secret 15

    5. [Diplomacy] Host the Sewune Market
    Sub Actions:
    • Masonry for Thin-Blood Elixir and Bronze for Advanced Poisoning with the Henanda Kingdom (HEN)
    • Trade Bronze and Crab Claw Sails for Blade Sharpeners with the Sons of Sirrvat (SIR)
    • Trade wheel, bronze and crab sails for coinage, wardrums, composite bows with The Highnest (CRO)

    6. [Opulence] Buyout Tvila Clay in region 211 (Yatrhajidaat Gitj) TP 2 from Open Success 18



    Non Actions:
    • Submit Family Tree for the History of Kiswan Dynasties
      Spoiler: Tree
      Show
    • Use a favour from the Dream Speakers to increase the reputation with Dream Speakers by one.
    • Accept embassy from HYD



    Spoiler: Diplomatic arrangements
    Show

    • Embassy with the Vygra



    Spoiler: Ruler Information
    Show

    "King" Yorick II:

    Diplomacy: 6
    Military: 6
    Opulence: 10
    Faith: 3
    Intrigue: 10


    Spoiler: News and Rumours
    Show




    Spoiler: Book Keeping
    Show


    Spoiler: Trade Posts
    Show

    Region Trade Post Slot Resource Category
    208 1 Gamebirds Living beings / food?
    210 2 Bananas Food
    211 3 Tvila Clay clay?
    213 2 Flint ??
    214 1 Seafood Food
    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?
    240 1 Aquamarine Precious mineral
    241 2 Tin Metal


    Spoiler: Treasure (6)
    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
    10 Passive TP Income +2 4
    10 Investigate earthquake -1 3
    10 Assist on Epic Quest -1 2
    11 Passive TP Income +2 4
    11 Blood Ingot reward +2 6
    11 Investigate evil presence revealed by the earthquake -3 3


    Spoiler: Military (4 units)
    Show

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

    Hero
    Name Military Stat
    Dra ranu 8


    Spoiler: Reputations
    Show

    Organization Rank Favours
    Sentinels of the Stone 1 2
    Dream Speakers 0 1
    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
    Bronze -1 Distance Loss, permits exploration and troops transport over deeper waters Sailing Technology Yes Scouts and Logistics
    Crab-Claw Sails +1 to Battles, +1 to Leader Loss Rolls Copper or Tin Resources Yes Special Materials


    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
    Wheel and Axle +1 to Opulence Exploration, Overland exploration is not limited by adjacency. 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
    Opulence 10 Become a Merchant Prince The Sewune now benefit from the Merchant Prince Title



    Spoiler: Previous Posts
    Show

    Round Action of Note TP's bought
    1 Received writing tech from Blemmyae and adopted their scripts Droggen berries 216 TP2
    2 Acquired required resource in the form of copper TP 3 in region 226 Copper 226 TP3, Cacao 218 TP3
    3 Founded Manticore Rise Elk 225 TP1, Tvlia Clay 211 TP3, Healing Herbs 221 TP3
    4 Started building a military None
    5 Officially converted to Abiherism None
    6 Did an investigation that pointed us to the Gluttonous Shadows! Bananas 210 TP2, Sorghum 217 TP2
    7 Helped the Sons of Sirrvat with an invasion from the Gluttonous Shadows. And conquered region 215 Granite 238 TP2
    8 Stopped unrest in 215 and made an embassy with the Vygra Tin 241 TP2, Artisans 215 TP1, Flint 213 TP2
    9 Mass investigation on the origin of the Gluttonous shadows Gamebirds 208 TP1, Aquamarine 240 TP1
    10 Become a merchant prince, assist with cancer in thevale and investigate the earthquake Seafood 214 TP1

    Last edited by Moriko; 2020-12-10 at 06:32 PM.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  13. - Top - End - #433
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
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    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    Soreni
    Spoiler: Leader Stats
    Show
    • Diplomacy 10
    • Opulence 6?
    • Military 10
    • Faith 1
    • Intrigue 5



    Actions:
    [DIP] Raise Rep to 4 with SoS 15
    [DIP] Attend event hosted by Sewune
    • Get Kiswa culture project effect from Crows
    [MIL10] Build a Fortress. It is in 308, and it will be called the cool fortress because it is cool. (this is a placeholder name)
    [MIL] Attack 261
    • Commander: Heskrath the Reaver
    • Units: 6
    • Techs Used: War Drums
    • Manuever: Skirmishing
    [FAI] Adopt Ancient Ones


    Nonactions:
    [DSP] Raise Rep by 1 by spending 1 DSP favor
    [SOS] Give 1 unit to SOS for 1 favor.
    [OPU] Oppose all buyouts in 308 and 310.

    News and Rumors:
    [NEW] As the Soreni kingdom has expanded, it has become much more diverse. While saurians still control the kingdom and make up a majority of the population, they also recognize that a decent chunk of their population is now made up of humans and lithoids. Many Soreni have adopted customs and ideas from the lands they have settled, just as much as non-saurians have integrated into Soreni society. The Soreni do not welcome change, nor do they oppose it.
    [RMR] Now that the land is under Soreni control, much speculation has become of the Impact Zone. This land was scarred by some ancient catastrophe, and in return seeded with iron, but what exactly was the event that lead to its existence? Many scholars and theists speculate it was sent from the gods, as a gift, or as a punishment. Perhaps both?
    Last edited by D&D_Fan; 2020-12-12 at 11:53 AM.

  14. - Top - End - #434
    Bugbear in the Playground
     
    Tentreto's Avatar

    Join Date
    May 2015
    Location
    UK
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Symphony of Kalatar
    Region 136+135+132+157+159



    Keeper Jia Polahi
    Dip 10
    Mil 3
    Op 7
    Faith 5
    Int 2


    Actions:

    1 [Opulence] Buyout TP1 159 Spelt 15

    With the ending of most immediate threats to the new Symphoy, Jia prioritises securing both food and supplies for her subjects, enough that come fast or famine, there will indeed be enough.
    2 [Opulence] Buyout TP1 132 Einkorn 11
    This fails however in Bluestohe, where many Sangarans, still not entirely familiar with local customs approach a family who in fact do not believe Kalatar to be the true name of the river so far away. Although not much blood was spilt. no few of those who mill the einkorn were endeared.
    3 [Opulence 5] Upgrade 159 TP to Copper
    And moreover, even the Spelt found in Mindat is igored when a passing smith notes great deposits of Copper amoung the fields. Quickly sensing an opportunity, Jia sends a number of sworn and Pledges to ensure that the copper becomes firmly under Kalataran control

    4 [Opulence] Buyout TP1 131 Wooly Sheep 17
    Meanwhile, those sent to just outside of the Symphony are able to quite carefully obtain rights to the local sheep, although through this, they hear claims that missionaries from the Wardens have sent their own teachers to bring the elites into their fold

    5 [Opulence] Explore South of 157 19

    Beyond this, a few enterprising merchants, or as enterprising as Kaltaran merchants can be, decide to search for both any temples of the Great mother, or simply other lands beyond the river Kalatar.

    6 [Opulence] Explore South-east of 157 16

    Non-Actions:


    Embassy Actions:
    Accept Democracy from shandole to send to CAW/WAR
    News and Rumours:

    Spoiler: Bookkeeping
    Show
    Owned Trade Posts

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

    1 Treasure generated per turn
    Embassy:
    CAW
    SHA
    DAN
    Claims: 131
    Orgs:
    Dreamspeakers: Rep 1,
    Sentinels of Stone Rep 1,
    Truthseekers: Rep 0
    https://www.familyecho.com/?p=WI66X&...50599954769564
    Technology: Masonry +1 resist raids and sacks
    Irrigation +1 stabalisation
    Animal Husbandry +1 Op and Dip Exploration
    Writing (CAW) +1 Conversion defence with same alphabet
    Pottery: +1 to buyouts
    Sailing
    Bows +1 to battle

    Units: 8

    Treasure: 2


    Heroes: Prenadi Kilia 10
    Hinarah the Rider 9


    Required Resource: Animals met)
    Last edited by Tentreto; 2020-12-12 at 10:42 AM.
    Avatar by the Incredible Gengy.
    King of Caligonia in Empire 3. Crusaded into the sunset

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

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



  15. - Top - End - #435
    Barbarian in the Playground
     
    Silent_Interim's Avatar

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    Apr 2015
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    Somewhere South of Hell

    Default Re: Empire 6: Embers of Dawn IC

    The Great Scrimthun Unity
    Glory be to Thun, which remembers what it is owed.
    (Round 11)

    Actions:
    1. [Diplomacy 10]Elevate Kingdom: Elevate the Scrimthun Unity into a Great Kingdom, dubbed with traditional Scrim creativity The Great Scrimthun Unity!.
      In the four decades since it stepped out onto the wider stage of Mamut, Thun has gone through some changes. It has become stronger, larger, more diverse, and significantly wealthier. In recognition of this, and alongside a large number of subtle organizational changes, such as the quiet execution of a Scrimspeaker who spoke a little too openly of their disloyalty to the regime, Thunspeaker Nithor has declared that the polity will now refer to itself as the Great Scrimthun Unity, though of course the old title is acceptable for informal conversation.
      It was expected by many that the Warspeaker would prove opposed to the Thunspeaker's quiet consolidation of power, but if anything, the brutality on display by the leader, and the willingness to crush their opposition, has instilled Tior with a newfound sense of loyalty. Where once talk among those not completely loyal to the Thunspeaker was all but open, now it is much, much quieter. Several Scrimspeakers have made renewed pledges of loyalty to the Thunspeaker. As such, the Thunspeaker seems content to leave their message at just a warning, at least for now.
    2. [Opulence]Expedition: Explore North-West of region 61. Success! (Roll)
      In addition to the efforts for expansion of territory, the Thunspeaker has begun undertaking to renew Thun's stagnant trade interests. It has been many years since Thun flexed its financial might, and the time may be coming again. Perhaps as proof of this, the Thunspeaker has commanded the Tradespeaker to oversee investigation into what bounties the lands to the North have to offer. That this might put the Tradespeaker in a remote part of Thun, isolated from political allies and unable to oppose the Thunspeaker's continuing centralization of power, is not of great importance.
      And, if they should happen to find signs of the Storm-bird the Sentinels hunt for, all the better.
    3. [Opulence]Buyout: Buyout the Minor (TP1) resource of Marble in Region 31 with support. Failure. (Roll)
      With the Tradespeaker conveniently isolated, it falls directly on the Thunspeaker's shoulders to negotiate active trade deals with other powers in Mamut. Having narrowly avoided war between the descendants of Arrakh-Rah and Thun, they seek to renew ties between themselves and Clan Alqar. In Scrim fashion, this means Scrim merchants coming to Clan Alqar's territory and buying their marble.
    4. [Opulence]Buyout: Buyout the Great (TP3) resource of Iron in Region 27 with support. Success! (Roll)
      Of less interest to the Scrim personally, but of perhaps greater commercial interest, is the vast amount of iron in Clan Alqar's Western holdings. Although the Scrim do not personally think much of the stuff, but others seem willing to buy it, and the Scrim have no problem selling things other people want at a profit.
    5. [Opulence]Build a grand center of arts and learning for the Dreamspeakers. Spend 1 treasure. Success, with Aid Sought by Clan Alqar! Roll Zayuz' Seek Aid Roll
      The Thunspeaker has become much more contemplative since becoming close to the Dreamspeakers. In public the difference is subtle, but those close to Nithor report a change in demeanour, that they have become distracted by something, pre-occupied with distant thoughts. When the Dreamspeakers humbly request that it be made into a home for learning and the arts, the Thunspeaker all but leaps into action, suddenly focused once again.
      Immediately, the project encounters an issue- The Scrim are not a deeply creative people. The art they make is most often only pleasing to themselves, often being completely incomprehensible to others, and they feel much the same way about a great deal of art made by humans and the like. The project seems almost doomed at the outset, although some suggest that perhaps Nithor is not giving the matter their full attention, while still others whisper of corruption, sabotage, and treachery. The truth of the matter is unknown, but it seems likely that it will be some years before it is done if things continue at current pace.
      But then, guided by omens that say that this is an endeavor that Thun should pursue, the Thunspeaker comes at it from a different angle. Perhaps rather than simply trying to gather and display Scrim art, Thun should gather... non-Scrim art, as well. And, perhaps, given time, the Scrim can learn to appreciate what others make, and likewise learn to share their own creations.
      Once the initial hurdles were overcome, it was simplicity itself for the Thunspeaker to gather the needed materials and labour for building galleries and sculpture gardens as well as schools and other centers of learning. Perhaps most impressive is the sudden and wild experimentation with architectural styles, and the stark, functional buildings of the Scrim are mixed in with other, ornate, beautiful structures. Artists and experts from all across Mamut are invited to come and display their work, and to pass on their wisdom and expertise. A new saying is beginning to circulate in the Scrim merchant class- "Go to Kursaal to make or lose a fortune, go to Thun to spend one." It is significantly more concise in Thun-tongue.


    Embassy Actions:
    1. Send 1 unit to the Targiz (TAR) as part of a buyout support deal.
    2. Receive 3 treasure from the Targiz (TAR) in exchange.

    Non-Actions:
    1. Attend any events to which we are invited.
    2. Support the Targiz (TAR) buyout of TP2 in region 53 and TP1 in region 61.
    3. Resist all other buyouts.
    4. Support conversions to the Trinity of Light; resist conversion to all other faiths.
    5. Send 1 unit to the SOS in exchange for 1 favour.
    6. Gain 1 Treasure at the beginning of the next round from passive income. Earlier trade continues to pay its dividends.


    News and Rumors:
    • Tradespeaker Lejah has issued a general proclamation that Thun does not approve of the aggressive action the Ko have been taking against the Sokau's trade interests, and warns them that despite their ties Thun feels no obligation to step in to defend the Ko from retaliation by the Sokau if they continue with their chosen course.
    • When messengers from the Scions of the Thalaz'ir came bearing warnings that should Thun move to claim Arrakh-Rah the consequences for them will be most dire, the Thunspeaker was initially reluctant to back down. But when it became apparent that it was likely Clan Alqar would follow them to war, and that Thun would no longer be welcome in the rituals of the Trinity, they finally acceded to the demands to give up Thun's claim to the region. The Thunspeaker has been heard to joke that perhaps it was for the best- Arrakh-Rah was, after all, frightfully close to the sea.
    • Foul rumours circulate about the Crimson Kingdom, especially from the Uzii. The Scrim, however, find some of the allegations somewhat confusing. What exactly, they ask, is the problem with eating people? The Scrim don't generally do it, but that's mostly because they cannot eat each other, and all the humans of their acquaintance (and, for that matter, most of the other races) tend to have strong opinions on the matter. Fundamentally, though, the Scrim do not see the Horned King as an active threat. Still, the Uzii have been right before. For now, the Scrim are reserving judgment, and watching carefully.


    Spoiler: Bookkeeping
    Show
    Leader: Thunspeaker Nithor
    • Diplomacy: 10
    • Military: 3
    • Opulence: 6 [=>8]
    • Faith: 2
    • Intrigue: 1

    Units: 7/12 [=>5/12]
    Passive Treasure Income: 1
    Treasure: 2/5 [=>5/10]
    Technologies:
    • Masonry
    • Writing (Hraban Runes)
    • Animal Husbandry
    • Pottery
    • Irrigation
    • Arctic Survival
    • Increased Defense Budget

    Last edited by Silent_Interim; 2020-12-09 at 06:50 PM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  16. - Top - End - #436
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 6: Embers of Dawn IC

    Round 11
    [Uzii Protectorate of Mamut]

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

    Actions:
    1. [Military] Attack region 18 with 5 units, led by Sword-strike Stoneborn (Mil 10)
      • Offer the Deru a chance to join or lead a combined force, based on the outcome of a non-lethal duel
        ---> Winner of the Duel leads the combined force and claims the region, during victory
      • Duel CI, 2d8
      • +2 Combat from SoS
      • +1 Tactical Roll from Soul Honor (+11 total, with Mil 10 Ruler)
      • If leading the combined force, Sword-Strike Stoneborn seeks out and duels the opposing force's commander to the death
      • Reckless Attack

      Though the Crimson Kingdom is an issue, Homage Closed-fist knows that so far, they have not come down the mountains to attack. In order to better defend the Targiz (and Ko-Ball), as well as the Dreamspeakers in the area, the retired hero from the Sentinels goes forth to set up an area of protection in southern Mamut. Many are impressed with Sword-Strike's Black Iron Sword, as it is so different from what many Uzii use.
    2. [Military 10] Create a Tech (Approved)
      Uzii Battlesmithing [Armor]
      Sometimes called Punch-Smithing, this method of working metal relies on strong arms and strong fists to shape the metal into the desired item. Using hammers and special stone gloves, Uzii Battlesmithing does not often produce sharp edges, but does make for good armor, such as metal shirts and hats.

      {Requires:} Hard Metal

      (Effect:) -10% Casualties
      Uzii are not well known for their caution, though the Homage is trying to change that. He manages to convince the Tuskers that only the strongest warriors can go into battle while also wearing pieces of metal over their bodies to slow them down. He then proposes a challenge: who can make the best of this... armor? The Tuskers and Sounder Alphas pass down the word, and through luck and sheer stupidity, some Uzii of Snort Groundpound discover a way to take metal, put it in a fire, and then use hammers and stone gloves to punch it into the right shape. It takes several years to get the method correct, but with it, the Uzii now have protective helmets and crude cuirasses. There is some speculation that weapons could be made this way.
    3. [Diplomacy] Establish Claim in Region 7 (Roll: 16)
      Hearing rumors of a group of 'Sand boar' people in the west, Shaman Far-Reach Mudmore, son of the Homage, sets out to find out the truth.
    4. [Faith] Consult the Shaman and Ancestor Spirits, regarding the Uzii Lineages, on behalf of the Truthseers. [Mamut Lineages Great Project, +1]
      Deep-Sigh Thumpstrong is getting on in years, but does his best to comply with the Truthseers requests
    5. [Opulence] Gather Treasure
      While Uzii are not normally enamored with shiny things, Homage Closed-Fist sees the benefits of having shiny objects the Protectorate can use to give to other races for their cooperation in Uzii endeavors.
    6. [Opulence] Gather Treasure
      While Uzii are not normally enamored with shiny things, Homage Closed-Fist sees the benefits of having shiny objects the Protectorate can use to give to other races for their cooperation in Uzii endeavors.

    Stories:
    Spoiler: Dispensing Wisdom
    Show
    Traditionally, the Uzii have no allies. It is not that they do not make friends, it is that the Uzii do not wish to make binding agreements that prevent them from having to defend Mamut against anyone. Even if they were a friend.

    It is for this reason that the Uzii are often loud voices when something happens within Mamut that could be a danger to all who live within the continent. It is for this reason that the Uzii march in defense of all peoples. Some within Mamut do not believe in their noble cause; and that’s fine. The Uzii do not care. They will continue to raise their spears towards danger, bring their hammers up to defend the weak, and swing their fists at any wrongdoers. Even if they were a friend.

    So it is with an eager - but heavy - heart that the Fight Throngs of the Uzii march to the southwest of Swampum. They do not have traditional allies, but the cousins of their souls - the Hraban - do not mind allowing the hundreds of armed Uzii through their lands in defense of Mamut. And the Targiz are perhaps the closest thing the Uzii have to an ally that has no pledge of peace attached; the goliaths understand that when the boarmen march, they do so with purpose.

    It is almost a joyful occasion, as the armed Fight Throngs go through goliath lands. Many scrimmage matches of unplanned and unofficial Ko-Ball games occur. The Uzii are quick to help hunt, feed, or otherwise assist the villages they stop near during their months-long trek. The leader of the war band, Sword-Strike Stoneborn, orders a complete stop for several days when they approach Kursaal.

    So as not to alarm the Targiz, the Uzii do this slowly. They stop a mile away from the city, and send in twenty Uzii at a time. For days, they work their way through the city in small groups. Is it any wonder, then, when on the third day, a group of nineteen leaves the city to gather yet another mile away on the other side? Is it any wonder why such a count might have been missed?

    After all, the Uzii respect the Targiz. They would not make trouble in the goliath city; not when there are so many who love Ko-Ball. To cause trouble, here, now…? Even the dimmest Uzii would find it to be the stupidest move of all.

    The wisest Uzii, though…?

    Deep-Sigh Thumpstrong was not used to leaving Swampum. Deep-Sigh was a Shaman. He was also a Tusker. A leader of men and women. He understood duty, honor, and the call for glory. He knew when to seek answers, and also knew when to admit when he did not know something.

    He did not know the way around this city of stone, but thankfully, he didn’t need to. He’d asked, and received answers. A Shaman of Soul Honor never walks alone.

    <He is this way, little one.> A voice whispered to him. It was quiet, but strong. Comforting, but sure of itself. He had been hearing it for almost his whole life. His Ancestor Spirit. Perhaps the original Thump-strong Walksground. Perhaps one of the Snort proginator’s own sons. Deep-Sigh did not know. He had asked many times, but never received that answer.

    Guidance, however…? Guidance to find his steps, to walk a more certain path, to be lost only when he wanted to be? His Ancestor Spirit freely helped Deep-Sigh see wisdom.

    And in return, Deep-Sigh helped others walk a more sure footed path. Helped them put one hoof - or foot - in front of the other, and where possible, pick up speed. Deep-Sigh brought them clarity, and worked with them so that they too, might learn wisdom.

    Even if he had to take his staff and beat the wisdom into them.

    Even if they were a friend.

    ******

    Ces was returning to his roots.

    That is, anyone looking for him would have found him drinking to excess and wallowing around the filth of a cesspool. The sheriff, that is the former sheriff, was mad – his eccentricities were well known around Kursaal and during Ogra’s time, they were ignored, but there was a new Odds-mistress in town and apparently, she did not tolerate someone who babbled ceaselessly to themselves. Even now, clay bottle in hand, reeking of wine, one could hear him mumbling under his breath – half awake:

    ”Don’t Fall into Evil. Eat for Power! Follow your Duty. Kill The King. For the King!”

    Over and over, in different iterations. Sometimes, one could hear him saying:

    ”Don’t Fall into Power, Follow the King, Kill your Duty, Eat Evil,” or some other such nonsense. At a certain point even the other lowlifes of the city would give him free reign of the cesspools which he had made into his private little kingdom. His former master not visiting him, his apprentice-to-be, Gled, no longer looking up to him.

    His copper mask was long lost at this point and instead his scarred face added to the visage of a man made mad. He looked like a ghoul from a story – half a face underneath matted unkempt hair. He reigned as a Vizier; the realm all the muck that was gathered from around Kursaal and shuttled to his domain to keep the rest of the city clean.

    People could enter Ces’s dominion easily - regardless of how much trash they would trip over the lord of this realm had other things on his mind. He was usually busy having conversations with himself and drinking himself into oblivion.

    Ces knocked back and guzzled on the rim of his latest best friend, a nice sweet wine. When the bottle had nothing more to give, Ces sighed and let it slip from his fingers. At this point there were more than just the four voices that he had heard at the dinner with the Crimson King, but those four were the ones he heard and saw the most. The Angel, the Daemon, Deep-Sigh and Ogra.

    The ghost of Ogra at this point spent most of her time ignoring him. Clearly her shade had come to the conclusion that her efforts in life were wasted and that Ces was better off ignored. She wandered through the alleyways of Kursaal pointedly moving in circles to avoid Ces. Whenever he tried to follow or talk to her, she vanished.

    The angel and daemon were, as they always were, a pair of bickering sisters, Ces’s soul and sanity their toy. They would appear on his shoulders and urge him to do better and to do worse, cajole him or reproach him. At this point, he loved them as friends, and laughed at their antics - their voices giving him comfort that something wanted to speak to him.

    Finally, he noticed the apparition of Deep-Sigh, long now having been cropping in his vision as another voice of both reason and confusion. Usually, Deep-Sigh would appear in the center of the garbage pile and would often remain stationary - the Shaman would lecture Ces on the intricacies of duty. The fact being that such lectures were from Ces’s own warped mind and thus their contents were mere shadows on a wall compared to the true teachings of the Uzii did not make itself known to the leader of Ces’s Pit.

    Ces was only momentarily ago speaking with Deep-Sigh’s stationary form when yet, this time it had moved. Quite suddenly, in fact. Where it had once been in the center of the cesspool it was now seemingly just entering. This had never happened before. Ces eyed the illusion with confusion and suspicion.

    ”Huh? You? I was just talking to you elsewhere – how’d you get all the way over there so fast?”

    Deep-Sigh struck first, lunging with his staff upwards to try to hit Ces in the chin. Instinctively, Ces dodges and he falls into an almost feral stance. This is reminiscent of the Cat Scratch fighting style he learned in Swampum, but combined with his drunken and swaying movements as well as his bizarre madness it may be more correct to call it Stray Cat Style. Leaping erratically in long strides, Ces goes for Deep-Sigh’s arms and legs, apparently trying to catch him unaware.

    Deep-Sigh, a master shaman, twists out of the way of these attacks each time hitting Ces in the back with his staff; each time Ces falling onto all fours and hissing like a cat. Ces attacks once more and this time when Deep-Sigh twists, instead Ces twists with him, and the swaying with the use of wine is able to trip up the shaman who falls onto his knees. Ces instead of going in for the kill seems to start fighting an apparition of his own mind; indeed Ces talks to the figment as if there are two Deep-Sighs!

    ”Master Deep-Sigh you can create a ghost of yourself to fight with you?! Impressive!”

    Ces attacks the ghost while Deep-Sigh takes a deep sigh and stands up. As he does, some clarity comes back to Ces who now seems to have lost focus as the figment of his imagination vanishes and he turns his attention to the real Deep-Sigh once more. The two begin to duel in twirls and twists, some even flips, their styles leaving them towards efficient acrobatics, both of them going for locks and throws and leg sweeps. Throughout the fight it seemed that Ces, despite his age, had the upper hand – perhaps powered by madness. He pushed Deep-Sigh far into the pile of refuse that he had been calling home and Deep-Sigh was left to fend off Ces’s attacks with his staff.

    Eventually, Ces was able to gain the high ground as he pushed Deep-Sigh down a pile of garbage upon which they ended up on. Yelling from the top of the refuse, Ces is at first full of confidence, “Give up, I have the high ground!”

    He smiled and began to laugh, and just as quickly looked confused. ”Wait? Is the high ground good?”

    Deep-Sigh shook his head no and then slammed his staff up between the human’s legs; a move the Shamans of Swampum call the ‘Treasure Tap’ – Ces’s face, even the scarred portion, immediately went white and he collapsed like so much garbage thrown onto the street. He falls and rolls down to where Deep-Sigh was now starting to stand back up.

    “What was it Ces?” Deep-Sigh leaned upon his staff, and looked down - both figuratively and literally - at the fallen hero of the Targiz. “What was it that caused you to fall?”

    “Was it my stick? Some would say yes.” For good measure, Deep-Sigh tapped the end of his staff on the inside of Arnif’s knees; not hard, but enough to feel threatening.

    “Was it this bottle?” One hoof kicked at the empty clay bottle, and it crashed against the wall with a clatter, “It certainly didn’t help. Made it easier for me. It dulled your senses. Kept you from thinking.”

    “Maybe that’s what you wanted though. To stop thinking. Are you feeling guilty about something? Is it this guilt that has caused you to fall so far? Or maybe the death of your former friend, Ogra? Can an ex-sentinel not handle the loss?” Deep-Sigh shook his head, sad to see the hero like this.

    “You were messed up before, but had the wits about you to admit it. To come to us for help. And we did. You were getting better. Strong again. But now? Look at yourself.”

    Maybe it was the fight. Maybe it was the adrenaline, working through his system. Maybe he’d just built up a tolerance. But when Deep-Sigh took one hand from his staff, and put it on Ces’s head, the scarred and broken man could have sworn he saw a much larger Uzii behind the Shaman; a true apparition, transparent but still so full of strength. Not the delusions of an alcohol soaked vision, but a real spirit. Deep-sigh shouted right in Ces’s face, “REALLY LOOK.”

    Again, maybe it was the wine, but… The transparent Uzii’s arm also reached out to touch the broken and beaten hero, and Ces had a real moment of clarity; the first in a very long time.

    Lucidity comes crashing down on Ces like an avalanche. Great white boulders of wisdom and sense fall from the mountaintop of sanity and bury the poor man, who gasps and falls over onto his side. As he clutches himself, his dirty nails, the grime forming yellow half-moons at the tips of each finger, dig into his shoulders, bleeding, he looks out into the garbage and sees the avalanche strip away his apparitions. The ghost of Ogra breaks apart into snow which drifts into the night sky, the angel and daemon vanish into the fog of white. Deep-Sigh remains – but it is the real one. Ces looks up, shamed and thankful all at once. He heaves a heavy sob.

    "What should I do?"

    “Well, look who has eyes that can see?” Deep-Sigh smiles, as he crouches down into the trash to be on the ground with Ces. “What should you do? If I was in your position, first thing I’d do is get a bath. You smell terrible. Since I’m not in your position, though, I’m gonna suggest you tell me the damn truth. What in the Blight happened? How foul a creature is this Crimson King?”

    Ces, sighs and begins to hack a cough, seemingly expelling his previous insanity as if it was a foul meal. Purging.

    "If you’re here then you already know. He eats - he eats everything. The sentinels don’t seem to mind, as he stands in the way of the blight and let him do as he pleases in his dominion as long as he is a wall that they could use. Rose and Kursaal don’t seem to mind, as all they care about is commerce and the wealth that may be plumbed from the Crimson mountains. The Alqar don’t seem to mind, as they seek alliance through marriage with his family and the power it may bring. But I tell you that he is evil. He carves men, goliaths and uzii all like so many farm animals. I saw countless slaves, none of his own ilk, and then such poor souls served as the finest of dishes. Ribs taken from humans and made with blood sauce, a Goliath’s eyes simmered in wine as a delicacy, and . . . a large Uzii served as the main dish, roasted pink and covered with herbs, her loins served to the king personally. There was a choice, to eat or to be eaten, and seeing the choices the others made, I am afraid . . no, I know now that I made the wrong one. I should’ve died and be served on his table rather than become what I became."

    “I spend quite a lot of my time teaching people how to live. How to survive.” Deep-sigh lets out his namesake, an audible thump on the ground as he goes from a crouch to a weary sitting position, not caring about the trash and filth under him. “Uzii are dumb. Real dumb. Take away all the Shaman and the Den Mothers, and the rest of the Clans would crumble. Clan Chiefs would fight too much. Sounder Alphas would argue over territory. Snort Tuskers would never stop vying to be the Homage.”

    “We have to keep them thinking all the time, rather than acting on instinct. Even now, my instincts are telling me to keep hitting you over the head for being an idiot.”

    His staff poking the fallen hero on the noggin, the Shaman let it go. As it clattered on the ground, Deep-Sigh helped Ces into a sitting position, still talking, “But see… I don’t have to follow my instincts. I can help a friend even while I am angry at him. I can see that his problem isn’t that he acts too much on instinct, but that he thinks too much. You are so wrapped up in your own head, Ces, that you have trouble seeing the rest of the world. You try to dull it with wine, but that doesn't help; it just makes you dull. Your mind still works, even if it works slower and behind a waterfall of flower-wine.”

    “And that’s the problem. Normally, this is where I would tell a dumb Uzii male that they need to stop being an idot, think a bit more, and act a little less. You? I get the rare and distinct pleasure to tell you: Think a bit less, act a bit more.”

    Deep-Sigh grinned from behind his tusks, “And... also... still... to stop being an idiot.”

    “You are a hero Ces. Or you used to be. You were a Sentinel. You stood in front of the monsters so that those weaker could be safe. For a while, you did that for the Targiz as well. Look at you; a human. You stood between monsters and goliaths because the latter acknowledged you as strong.”

    “So, where did you take a step from the hard packed ground into the mud? Where did your path wander? Because I’ll be honest: As calm as I sound, I want to tell you that you walked so far and deep into the muck, you seem to have forgotten what it is like to breathe through your mouth. In what world would you ever think the right choice was to eat the corpse of something that could once speak? Much less one that was an Uzii female no less? Our daughters are rare, and their deaths are tragedies."

    "Not some ruttin' Blight-be-damned dinner special!

    “As for those others? Rutters, the lot of ‘em. A warrior - a true warrior - stands between their chief and the people, if the chief is a ruttin’ monster. I have lost all respect I once had for your chiefs and those of the Alqar; especially if they let this slide, and sup upon other thinking beings like it is the newest cheese. If the Homage had been there, or myself...”


    A hardness shone in Deep-Sigh’s eyes, looking around for seemingly the first time at the waste and filth that Ces lived in, “I teach people to be strong. To make good choices. To live life. But… For something like this? Better to die with honor than to live with shame.”

    “Tell me what you are going to do now.” Deep-Sigh reached down to grab his staff, and used it to push himself to a standing position, holding out a hand to help his friend rise once more, “Don’t think about it. Act. What do your instincts say you should do?”

    Ces looks at the offered hand and looks contemplative, wondering if he deserves it. So many have extended their hand to him in such a way, so many have tried to rescue him from himself. Why did they keep doing it? Haven’t they learned?

    No, he had to look at it another way. Why hasn’t he learned? Why did he constantly look help in the mouth like a horse, inspecting its teeth for rot. Why did he doubt himself so much and for so long? He grasps Deep-Sigh’s hand with his former sword hand.

    "They tell me that I need to earn my redemption, for you to look at me with more than just friendship, but respect again."

    Ces grinned, but it wasn’t the grin of insanity, there was a warmth in it - a joke shared between student and master, shaman and probationer.

    "I need to do something an idiot would do, but I need to do it because it is the right thing to do."

    Deep-Sigh grunts, matching grin for grin, “Your instincts are good. Do you know what you’ll do, or do you need me to whack you over the head with it?”

    Ces rubs his groin and grimaces "No, I think you beat me to my senses well and good enough. I know that there is being stupid and being stupid. I could either commit certain suicide by storming Caloth Mawr alone and demanding a duel with the Horned King, or commit probable suicide by running head first into a deadly quest. Have any of those lying around?"

    “Hmm. Good. I like you too much to wave goodbye as you go off to die.” Deep-Sigh nods once before his eyes take on a far away look. “Most of the Protectorate don’t yet know about the Crimson King’s evil. We Uzii are trying something: It is called ‘Caution’. Very new. Many Tuskers do not approve.”

    “What they would approve of is any idiot who can find the Storm Bird and prove it. Death-grasp’s Glory was stolen from us; the Homage’s grandfather died a good death, but no Uzii was able to slay the slayer. From the skies came the Storm Bird, who killed the killer before we even had a chance.”

    “It would be even more foolish to suggest you go to find and kill the Storm Bird. Like telling you to find and kill an island. It is like the storm it is named: it shows up when and where it wants, causes destruction even as it helps the soil, and trying to fight it would be like trying to fight the rain”
    The Shaman shakes his head sadly, “No. Unwise.”

    “Just finding the Storm Bird, though…? And returning with proof? If we know where it nests, we can then know more. All of Mamut can know more. It is one of the right things to do. But even finding it is probable suicide.”


    Deep-Sigh looked up at Ces, and rattled his stick, “It would take a hero.”


    Non-Actions:
    • Support conversion of any owned regions to Soul Honor. Resist conversion for any other faiths.
    • Submit a Family Tree to the Truthseers for most major families in Swampum, but primarily the Mudmore family.


    Spoiler: News and Rumors
    Show

    • Rumors of what happened at the Crimson King's party begin to make their way to the Uzii. That the Crimson Kingdom is imposing and strong. That they eat whatever they kill, even their foes. That they force those who come to their parties to dance and sing for their amusement. That they don't play Ko-Ball. That the Crimson King himself is three feet tall but wields a seven foot tall spoon as a weapon. That they eat of the flesh of female Uzii. That Ces "Mask-punch" Arnif was at the banquet, but didn't stop them or even try to punch the Crimson King. Obviously, some of these are wild and vastly incorrect, so it is with some effort that the Snort Tuskers and other Protectorate
    • Merine - the honored hero from Alqar - visits the Homage while a few of the other Tuskers visit. Rumors state that it was an overall pleasant conversation, with much shouting and raucous emotion. When she leaves, the Homage and Tusker Shaman Deep-Sigh are inconsolable for days, so great does it appear that they miss having her around. Either that, or something she said weighs greatly on their minds. Oddly, a few days later, Homage Closed-fist orders the Fight Throngs to get ready to protect the south-western regions of Mamut. Deep-Sigh goes with them, but somewhere in Targiz, goes missing... Apparently off on some other task.
    • The victory over the False Name, Marrow-Crunch, and his Hounds prove that the Crimson Kingdom are not a worthy foe. They are a vile foe. They are a cunning foe. They do not come for the Uzii head on; they send their prophets and their weaklings, just to see how the Protectorate reacts. The respect for Homage Closed-Fist continues to grow, for how he is handling the problem. Truly, he is being a smart leader.
    • Upon hearing about the cursed powers of The Blade of Arrakh-Rah, Battle Mother Pain-drop loudly advocates for it to be cleansed.
    • Battle Mother Pain-drop prepares to bring an army to come to the aid of the Alqar, but soon discovers that they have accepted the assistance of the Crimson Kingdom. Knowing that further assistance would be unneeded - and in fact, likely unwelcome - the Protectorate sends a missive to Merine, inviting her back to Swampum or even just to No-Climb Cliffs if she needs to be away from the massive force of cannibals that are occupying her home for 'peaceful reasons'. The Battle Mother decides that the army that she was going to bring would be better suited doing 'training' in northern No-Climb Cliffs... just in case.
    • Homage Closed-fist is supposedly trying to be 'tactful' and 'circumspect' regarding the Crimson King, yet somehow all 'eastern Mamut kingdoms' hear that the Uzii do not trust the eastern Kingdom, and caution everyone from getting too close to these elves.
    • Ko-Ball is very popular in Swampum. Uzii are once again ecstatic that the Big Strongs remain some of the best in the League, though after so many years being second, there is some grumbling that it has been a while since the team were League Champions.
    • Toad Racing continues to hold the attentions of the breeders of Battle Toads. An Uzii trained Toad finally wins the Run for the Roses! Snort Jumpgood is incredibly pleased with Over the Mountains, and resolves to breed the Battle Toad for stronger, better, mounts. And maybe more wins in the future...
    • Fort Death-Grasp! Gonna learn to make our foes weep! Fort Death-Grasp! Gonna learn to kill things in our sleep!



    Spoiler: Ruler Information
    Show

    Homage Closed-Fist Mudmore D M O F I
    Current 10 10 3 4 4
    Starting Stats 5 3 2 4 4
    End of round 5 0 1 1 0 0
    End of round 6 1 1 0 0 0
    End of round 7 2 0 0 0 0
    End of round 8 2 0 0 0 0
    End of round 9 0 2 0 0 0
    End of round 10 0 3 0 0 0
    End of round 11 0 0 0 0 0

    New Ruler Next Round

    Expected Stat Bonuses: +1 Opulence


    Spoiler: Kingdom Information
    Show

    Embassies:
    • Targiz
    • Scrim


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


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


    Units:
    • (10) Fight Throngs [Melee]
    • (2) Float Bash [Naval]


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

    Last edited by Gengy; 2020-12-10 at 05:34 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  17. - Top - End - #437
    Orc in the Playground
     
    GreenSorcererElf

    Join Date
    Sep 2013

    Default Re: Empire 6: Embers of Dawn IC


    Sọ́kǎu Tribes

    Tšrãák
    (Round 11: 41-44)

    Actions
    1. [Diplomacy] Great Project: learn the language and customs of the islanders (2/5)
    2. [Diplomacy] Great Project: learn the language and customs of the islanders (3/5)
      Contact with the islanders continues; distance remains a major obstacle, as the island is still rather out of the way. But the Lọ̀plẹ̀ tribe's attention being turned towards [Region 68] brings the island closer into their desired sphere of influence, and they begin to take a leading role in understanding the strange ways of these new people.
    3. [Diplomacy] Increase Reputation with the DSP (roll=13)
      • Spend a treasure
      Sadly, despite expensive gifts and lavish parties thrown in the hopes of swaying the Dreamspeakers, they would seem to prefer to remain just friends.
    4. [Diplomacy] Establish a claim on [Region 68] (roll=13)
      Having reaped the benefits of arranged marriages being used to open the door to manipulating foreign power structures, and sitting comfortably as the power behind the throne in [Region 52], Lọ̀plẹ̀ Džíuró decides to try his luck at repeating his father's successes and expanding his influence eastward. Sailing as far along the coast as he can, he makes a show of strength and wealth and offers the locals the wonderful opportunity to arrange betrothals with his young daughter and half-brothers.
    5. [Military] Intercept the Blackfire Incursion in [Region 52]
      • Ẉlìḥáu Mjẽilọ̀p (M10)
      • 3 units (1 land, 2 naval)
      • Challenge duel (with CI)
      • Reckless Attack
      • Spend a treasure on the battle
      While Džíuró looks to expand his influence in the east, he is also forced to face the newly aggressive Executioners of [Region 66]. Unwilling to give this outrageous army free rein to cross his lands at will, he gathers his forces alongside the famed (among Sọ́ku at least) warrior Ẉlìḥáu Mjẽilọ̀p and prepares to make this "Blackfire Incursion" pay for its foolish arrogance. Mjẽilọ̀p, on his part, is simply eager to test himself against what seems to be a good challenge.
    6. [Military] Double Recruit (Fortress)
      placeholder


    Non-Actions


    News and Rumors
    • In the forty-third year of the Comet, Tšrãák's second wife Jùtšrìj gives birth to twin daughters: Tšrãtšrìj and Rẹ̌sọ̀. The childbirth is extremely difficult, with Jùtšrìj nearly dying and taking several months to fully recover her strength.
    • The decision by the Uzii to, despite declaring themselves the "protectors of Mamut," ignore the Blackfire Incursion is heavily criticized. It would be understandable if they had some other critical threat to focus on, but despite their proud words they have decided to invade innocents on the far southern coast, uninvolved in any of the possible great threats to the land. This is just further proof that the Uzii claims to be "protectors" are transparent lies; in truth they are simple warmongerers who cannot bring themselves to be honest about who and what they are. The arrival of the Crimson Kingdom in the Blessed Vale, offering to act as a last line of defense in case the Incursion is able to slip past earlier efforts to stop it, provokes a great deal of amusement among the Sọ́ku: the Crimson Kingdom is now doing more to protect Mamut than the Uzii.
    • Tšrãák and Lọ̀plẹ̀ Džíuró meet to discuss recent aggressive activity on the part of the Ko. They nominally agree that since the Ko targeted both of their interests, their two tribes will stand together against the Ko. What practical meaning the agreement will have is uncertain, and neither make any particularly outspoken criticism of the Ko themselves. The Ko tactics may have been underhanded and unworthy of warriors, but their intent was to seize riches from the Sọ́ku; it is the obligation of the strong to defend against such attacks. In the end, the Ko have decided they are unfriends of the Sọ́ku, but there isn't much more to be said than that.
    • The mercenary turned self-proclaimed tribal leader Ọŋẹ́lúh strengthens his control over the river along the three-way border between Džíu Phè Hw, Héokalón and Jù Fihlè. Despite having adopted much of Sọ́ku culture, going native almost entirely, he remains an Ẹtúniú and has become a popular figure among his people. He is able to take full advantage of this to expand his influence in the western regions, and becomes the first powerful leader to seriously blend the two cultures.
    • Cultural blending continues on a more grassroots level in Jù Fihlè and Máklè Phyõ, where the colonies begin to develop their own unique cultures from the odd mix of different groups present in the founding populations.


    Tšrãák

    Diplomacy: 7
    Military: 8
    Opulence: 4
    Intrigue: 2
    Faith: 1

    Increase: Diplomacy (x2) and Military

    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
    [Region 27] 27 Clan Alqar Iron Sọ́kǎu Targiz (open) Horned King (none) SOS
    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 Hero Tactical Doctrine Cultural Identity
    4 | 2 17 | 5 4 Gọ̀uhrèi Sọró (9) Ẉlìḥáu Mjẽilọ̀p (10) (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
    Iron 1/0 (nothing) [Region 27] #1
    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; 2020-12-10 at 06:29 PM.

  18. - Top - End - #438
    Titan in the Playground
     
    Aedilred's Avatar

    Join Date
    Apr 2006
    Location
    Bristol
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC

    Henanda, Round 11

    News and Rumours
    • Andronikos, former hero of the Sentinels, warchief of the Hengala, slayer of the Slithering Blight, has been killed fighting blightbeasts in the forests of Farilpūll. His body is returned and laid to rest at the Stone in the lands of the Huēna by Onodīs, who also takes up Andronikos's sword as his successor.


    Actions
    [Diplomacy] Attend the Sewune Market and trade
    • Thin-Blood Elixir for Masonry with the Sewune
    • Advanced Poisining for Bronze with the Sewune
    • Advanced Poisoning for War Drums with the crows (pending approval by crows)

    [Diplomacy] Contribute to the Sikarian cultural exchange project (n/5)
    [Faith] Seek aid on the battle (12: success)
    [Faith] Convert region 196 (16: success)
    [Military] Invade region 190, total bonus +16 excluding tacdoc
    • 4 units
    • Ecimōnā commanding (M10 hero)
    • Tactical doctrine: We Were Giants (+3), ruler score M8
    • +1 Treasure
    • +1 Seek Aid




    Non-Actions
    • Accept any technologies offered
    • Resist all conversions
    • Oppose all unauthorised buyouts
    • Resist all thefts
    • Gain 1 Treasure at start of round from owned trading posts and 2 from the Cancer at the Roots quest


    Spoiler: Ruler stats
    Show

    Paramount Chief (King) Etelis

    D 4
    M 8
    O 10
    F 3
    I 4

    Next round +1 Diplomacy, +1 Faith
    Last edited by Aedilred; 2020-12-12 at 10:10 PM.
    GITP Blood Bowl Manager Cup
    Red Sabres - Season I Cup Champions, two-time Cup Semifinalists
    Anlec Razors - Two-time Cup Semifinalists
    Bad Badenhof Bats - Season VII Cup Champions
    League Wiki

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

  19. - Top - End - #439
    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 Shebitku The Rider

    Stats
    Dip 6 (+1)
    Mil 10
    Op 5
    Faith 2
    Int 4 (+1)



    Actions:

    Military: Recurve bows: Requirements Bows (active) and hooved animals, Effect +2 to battles, tac doc cautious advance, no dueling

    Combat use of the composite bow has turned the Alodites into a great regional power. As more elves experiment with the practical application of bows, it takes little time for new designs to come to the forefront. The additional curve at the edges of the bow allows the bow to store more energy, increasing the penetration power of the customary flint and obsidian arrowheads.

    Military: Lead the defense of Alska with Neferkare M10 +1 Golden Lion, +1 bows, -10% Equestrianism, war drums +2 tac docs, +10 units

    Monsters from the edge of the world have crossed the narrow sea and besieged the realm of the Night Elves. How long will it take for these horrors to reach Alodite lands if they are not stopped forthwith?

    Diplomacy Roll to Stabalize roll 9

    Diplomacy: Press claim on 285 roll 11

    Intrigue: Secret

    Intrigue: investigate roll 6

    Non-actions
    Accept all embassy gifts


    News and Rumors
    Last edited by Lleban; 2020-12-13 at 02:44 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
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    Spoiler: and giving
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    Spoiler: and giving some more
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    Spoiler: Metric tons of giving
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    Spoiler: Keep going
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    Spoiler: Suprise
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  20. - Top - End - #440
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 6: Embers of Dawn IC

    United Abiherist Tribes
    (Round 11)
    King of Kings Wenid Kw'Muketi





    [Faith] Convert region 204 (17):
    [Faith] Convert region 207 (14):
    [Diplomacy] Translation Project:
    [Diplomacy] Finish pressing claim on 214: The coastal lands to the east of the Korebita had been found, interestingly, to have a flourishing population of Abiherist blemmyae. After long periods of discussion with these blemmyae, it was determined that they had been an isolated population since the days of Fikiri, who had expanded the Blemmaic Empire to its widest extent and conquered most of this new region. The False Dawn had separated the settlers from the original population of the Korebita, and over time the collective memories of each group had forgotten the other. But now at last the two were reunited, and it was agreed that the eastern population of blemmyae would rejoin the United Abiherist tribes, in exchange for the pacification of the native population of the region, a race of humans who lived by the sea and raided the hill towns of the blemmyae constantly.
    [Military] Raise 2 naval units: With the brand-new assimilation of the eastern coasts into the United Abiherist Tribes, it was decided by the King of Kings and their council that the blemmyae should develop a naval force with which to defend their new holdings on the sea. The first unit raised is a band of Adeni clan warriors using sail designs copied from the Bel-Dan raiders. Eager to be the first to experience the new frontier of the open ocean, these warriors train for months to learn how to swim and to hold their breath for long periods of time. They are armed with lightweight spears and pouches of air to swim for longer distances without resurfacing. However, they are not the only thing to come out of the military schemes of Wenid Kw'Muketi. Blueprints are drawn up for a new ship, larger than any known to the blemmyae working on it. It is capable of fitting dozens of highly skilled warriors on board in addition to the sailing crew, all of whom are also armed with slings and daggers. Named Huleteni's Javelin after the great former king of the Korebita, the ship is set to launch its maiden voyage on the summer solstice.
    [Military] Aid Agatha of Mamut on Into the Blightlands with Oyem Kw'Mesihafi: Unaware of the scheming of the King of Kings and the threat to the life of Yegin Kw'Haleti, the Crimson Curator sets off to the heart of the darkness, across the Sur and directly into the darkness of the blighted forest. Accompanied by the greatest heroes Kiswa has to offer, it is a certainty that this scouting mission will meet with the greatest success. Glory shall be heaped upon all who accompany the great Oyem in their quest!

    Nonactions:
    Attend event
    Resist buyouts
    Resist all conversions except those to Abiherism
    Send Yegin's Merry Men into the service of the Sentinels of Stone

    TRO Embassy
    Accept all techs

    Spoiler: News and Rumors
    Show

    The pride and joy of Yegin Kw’Haleti’s possessions was their exercise machine. It was a gift from Vizier Tengir Kw’Sewi after they had been pardoned for their murder of Rosie MacGill, and to Yegin’s knowledge there was nothing like it in the world. A set of heavy stones, some nearly the size of boulders, hung from leather straps on the wooden frame, which gave Yegin a way to lift extraordinary weights without stooping over and injuring their back. A small benefit, perhaps, but in one’s old age risks should not be taken with one’s joints: if Yegin’s spine became cramped, they might be incapable of performing their duties as First in the Realm and lose their status as the preeminent hero in the Korebita.
    Yegin was lifting weights in the cavernous cellar of their mansion when the herald arrived. “First in the Realm Yegin Kw’Haleti, I bear a message from the King of Kings, blessed be their name.” Yegin gasped for breath, their muscles and sinews straining against the straps as they struggled to see who had arrived in their private sanctum.”Is that so?,” they groaned, settling the weights to the ground and stepping away from the machine. “Wenid’s back from that wedding already?” Seeing the messenger standing awkwardly, Yegin continued, “Well then, spit it out. What’s this message, then?”
    “Wenid Kw’Muketi, the King of Kings of the Korebita Foothills, Lord of the Muketi Clans, Chosen of Abiheri, the victor of the Battle of Wogir, descendent of Huleteni Kw’Muketi, may they rest in Dumuzi for eternity, of the line of Muketi, who chained the sun…” Seeing Yegin glare at them, the messenger gulped and decided it would be prudent to skip the remainder of the King of King’s titles and feats and cut straight to the message, “... cordially invites you to feast with them in their palace this afternoon.”
    “Is that all?” asked Yegin, annoyed. “What time this afternoon?”
    “Um… right now, I believe,” said the the messenger softly, shrinking away from the hulking figure of the First in the Realm. “The King of Kings said… right now.”
    Yegin’s shouts of fury could be heard from all the way on the other side of Kema.

    “Hello, my esteemed First in the Realm,” said Wenid, gesturing to the chair across the table from them. “Take a seat and have some wine!”
    Yegin sat, glancing around the table at the others seated amongst them. The feast was smaller than they had expected given such an urgent summons. Next to Wenid was the wizened old vizier Tengir Kw’Sewi, delicately cutting a slice of meat with their four-fingered hand, while two seats down from Yegin was Wenid’s child Lisiy, only four years old. The table was adequately stocked with food for four people, yet Yegin was still surprised at how few guests the King of Kings had requested. Perhaps others would come later. “Surprised to see you back so quickly, King,” said Yegin as they tore into a haunch of goat meat. “I had expected you to be away with the Bananda for longer.”
    “Well, some awkward things happened while I was there, and I decided it would be to my benefit to return sooner and cut my tour short. Have some wine, Yegin. We are just waiting for a few more guests.”
    “I would love to, King, but I cannot drink palm wine anymore,” Yegin said regretfully. They prodded the rolls of fat around their waist. “The hacksaws say I’m out of shape. It happens when one gets older. I’m on a strict diet now. Nothing to drink but water, no honeyed sweets or stewed delicacies.”
    Tengir let out a short, barking laugh. “The great Yegin Kw’Haleti, on a diet? I never thought I’d see the day…” Their commentary was cut off by Wenid’s own analysis.
    “To hell with the doctors, Yegin. You’re the First in the Realm! No hero has accomplished more since the Age of the False Dawn, not a one. You deserve to enjoy yourself every once in a while.” Standing up, they raised their mug of wine into the air. “To Yegin Kw’Haleti! To the slayer of shadows, the conqueror of Kincany, the first in the realm of the Korebita! May their life never be boring!”
    Yegin laughed boisterously and raised their own cup. “You’re right, damn it. **** the doctors, I’ll do as I like!” They tossed the entire cup of palm wine down their throat and pounded the table. “Servants! More wine! And I’ll have a plate of honey cakes as well!”
    Wenid roared with approval. “That’s the Yegin I know and love! Make it a round of cakes for the lot of us!”
    “So tell me about the feast in the Bananda lands,” said Yegin as they settled back down into their chairs. “I assume Kasiy won the beautiful maiden’s hand in marriage?”
    Wenid hesitated for a moment, not saying anything. Then they gestured to Lisiy. “My child, why don’t you go into the kitchen and see whether the honey cakes are nearly finished.”
    Yegin stared at Wenid. “Wenid… what exactly happened at the feast?” they said as Lisiy toddled out of the hall. “Did Kasiy emerge victorious in the courting ceremony?”
    “No,” said Wenid softly. “No, they did not.” For a moment, they said nothing. Then they stood up from their chair and stared Yegin in the eyes. “Yegin… why did you plot against my parent? Are you plotting against me as well now?”
    Yegin stared in shock. Was this some joke on the King of King’s behalf? Yet somehow it didn’t feel funny. “My king, I never plotted against you, nor against Huleteni! I can’t believe you’d suggest such a thing!”
    “Don’t lie to me!” Wenid suddenly shouted with fury. “You knew about the death of Inigidi Kw’Anigoli, and you helped install a treacherous snake in their place, to kill my parent and put me on the throne. You must have thought you could control me, that I would be more permissive of your reckless adventures than Huleteni had been. Well, I can tell you that I will permit you to run amok no more! You are to be executed, and your titles stripped.” A single tear fell down Wenid’s face, whether from anger or sorrow, Yegin could not tell. “I cannot believe you would betray me like this. I thought you and Kasiy were my best friends.”
    At Wenid’s side, Tengir’s knife dropped from their hand as they stared down the table at Yegin. “F.. f… first in the Realm… I knew nothing of this plan! Don’t kill me! I am innocent of this scheme!”
    But Wenid only laughed. “No need to worry, Tengir. The First in the Realm will not be able to kill either of us. That wine that they have been sloshing over themselves so gluttonously? I had it poisoned, with a potion that will sap their strength and wither their muscles away to nothing. You see, Tengir, this is one who has built their entire life around their strength. But when that is taken away from them, what do they have left?”
    Slumped in their seat, Yegin grunted with frustration. “I may not have my legendary strength, but there’s some fight left in me yet!” With a nearly Herculean effort, they stood up and lifted the chair, stumbling toward the door of the hall. “You’ve not seen the last of me, King. I’ll never die at your hands!” As the pair of guards by the door blocked their path, Yegin smashed the chain over the first’s head, dived beneath the second’s spear thrust, and shoved the off-balance guard from behind, knocking them over. They began to run, their feet pounding on the ground, away from the feast hall and away from the palace of the king that they had once loved so well.

    “My king, we’ve received reports that Yegin Kw’Haleti has fled to Zemena Lake, where they are being sheltered and protected by the warrior monks that live there. They have refused to allow your soldiers to come in and arrest them, and claim to be researching a cure for the poison you gave to them.”
    It had been a month since Yegin had fled the palace, and now the King of Kings’ spymaster, Sosit Kw’Muketi, had come to them with news of the disgraced First in the Realm. Wenid took the news in stride. “No need to provoke the monks. We should be perfectly safe if we leave them alone. In any case, I am quite certain there is no cure for this poison. Mark my words, Yegin Kw’Haleti will be dead within a year.”


    Spoiler: Songs of the Korebita
    Show



    Spoiler: People of Interest
    Show

    Wenid Kw’Muketi Yegin Kw’Haleti Oyem Kw'Mesihafi Neguwi Kw’Zinabi Huleteni Kw'Muketi
    King of Kings, ruler of the United Blemmyae Tribes, child of Huleteni First in the Realm of Korebita Curator of the Bete Great Library, head of the Abiherist religion 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 (10)

    Leader: King of Kings Wenid Kw’Muketi

    Diplomacy: 5 +1
    Military: 8 +1
    Opulence: 3
    Faith: 9 +1
    Intrigue: 2
    Last edited by Gaius Hermicus; 2020-12-11 at 02:03 PM.
    Avatar by Sniper Jo!

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

  21. - Top - End - #441
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 6: Embers of Dawn IC

    ^Turn Eleven

    My Round Actions
    Lands of the HYD
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10 R11

    Game Round Opener Posts
    R1 R2 R3 R4 R5 R6 R7 R8 R9 R10pt1 R10pt2 R11pt1 R11pt2


    Ruler: Wuuluu, The Sought Queen
    Dip 6+1
    Mil 7 +1
    Opu 3
    Fai 1
    Int 4

    Spoiler: Default Non-Actions
    Show

    Accept all trade gifts (treasures, units, technologies, etc)
    Accept all Embassies.
    Resist all buyouts not explicitly allowed within HYD territories.
    Resist all buyouts on TPs that the HYD specifically own (as opposed to unowned or owned by other players), superseding general support to buy out TPs.
    Resist all conversions to religions other than Path Of The Ancient Ones.
    Support all conversions to Path Of The Ancient Ones.
    If I’m purchasing a TP that is owned, and there is an available unowned TP in the same region, default to buying the unowned TP instead unless I explicitly mention to buy the other player out.
    Any actions that entirely fail for whatever reason should be converted towards a GP of that type (or just a Raise Unit, if military and there is room)


    Actions

    Dip Stabilize Alskan Roll = 14
    (I accidentally put +2 instead of +8 into the dice roller)
    Dip 5 Embassy with the SEW.

    Mil Raise Army Unit x2
    Mil Stave off the Consumed Queen in the Alskan Capital (Mars leads 9 units. 5 Land, 4 Naval)
    Spoiler: Orders
    Show

    Accepting all help, not offering duel (yer an archer don’t get baited into a melee 1v1 with Queen Beezelbulb). Lead the coalition, War Drums, Composite Bows, Equestrianism.
    If Neferkare and the Ta Seti want to lead the battle, let them, but don’t let them take the capital afterwards/only if they’re not after the capital.
    Tac Doc: Cautious Advance. Don’t get yourselves Consumed out there, now.
    Keeping control of the region afterwards.




    Opu Buy empty TP 2 of Desert Foxes in region 303 (Roll = 15)
    Fai Join the Ancient Ones Faith.

    []Opu[/b] Help out the SKO with their GP for their Restoration to the Lost Glories GP. Help create an entire room where you can walk in and be surrounded by black walls and white gems, and feel as though you’re walking through space. Complete with decorum of constellations adorning the walls, and the Astral Wyrm up above.


    Subactions


    Nonactions
    If I’m somehow out of commission for next turn just mark me up as doing Raise Unit x6 or something idk.
    Remember to trade Celestial Nav to somebody?
    Trade 1 treasure to Ta Seti, 1 treasure to Naherin, and 1 treasure to the Ashir. Fluff wise for various reasons, gifts, dowries, thanks for raising arms against the Queen of Flies, investing money into the ashir’s covert ops campaign against the mockeries. All trades via my Embassies.
    Also trade these three nations Celestial Navigation, and fluff for the treasure and celestial navigation is stored in the segment Black Diamond Canvas.
    (It may be nice to gather friends and get fluff for this written up specifically)
    Jue become the currency of the Nocturnal Hydra, traded as coinage across the land.
    Spoiler: Jue
    Show
    “These are Jue.” The words were spoken by Melose, translated by the Truthseers next to her so they could speak between each other. Translators helped, and in the case of the word Jue it translated in a literal sense to something between the word “tooth”, and the word “shell”, which was a difficult concept to translate concisely. She was holding out several coins from her pocket, of varying sizes and metals. “Silver, gold, copper. Made out of rare materials, marked by our kingdom. You do not need to weigh them, they all weigh the same. It makes trading easier, because you can say ‘I will trade thirty gold Jue for those horses.’” She stopped, gesturing behind her to show off what a horse was. “Instead of saying ‘I will trade some pile of treasure for those horses.”

    She showed off each of those coins in turn, stopping at the only one of the bunch with a slightly different symbol. Most of them bore a symbol of a worm wrapped around the outer edge, with the inner portion taken up by a crow holding an orb. Yet a single one of her coins shows just the talons of the crow, and just the orb. “This one is different because it comes from a different kingdom, who I believe is also at this delegation. Regardless, the crow symbolizes wealth just as the horse symbolizes endurance and the worm symbolizes might.”




    News and Rumors]
    Spoiler
    Show

    Spoiler: Oraora Returns Home (In Memory)
    Show

    The queen is dead, long live the queen.

    Oraora’s body was carried throughout the Alskan lands, having arrived back home posthumously. Carried by the remains of the Sisterhood of Shards, along with their funeral rites for the rest of those who had fallen in battle. Despite the new friendships forged, the wild success of the oversea colony, and Wuuluu’s ascension party, the attitude was solemn. Even Wuuluu who had always had strife with the small Orcan couldn’t bring herself to gloat. She’d died valiantly, but ignobly.

    Hell, this wasn’t even Oraora’s actual body, she along with most of the Sisterhood of Shards had been lost to the gluttonous shadows. This was just a mockery (Ha, isn’t that also a cursed word?) strung up to allow her to return to the throne in spirit, one last time. To pass on the Queendom to her heir. Even if everyone knew Wuuluu wasn’t the heir Oraora would have chosen.

    Bloodfire torches lit the night sands, one by one the torches were cast into the Oasis, one for every lost soul. No music played, nobody said a word. A few cried, but they were drowned out by the sounds of the desert storm clouds weeping in sympathy with their Night Elf denizens.

    Although if one were to personify the brewing blackness above… a better word for the emotion would be livid.


    Spoiler: Oraora Returns Home (In Spirit)
    Show

    Wuuluu retired to her chambers early that night. All in all she was satisfied, and even if she’d cried for her lost predecessor, the woman couldn’t help but feel a glint of pride. With this, she was truly the unchallenged ruler to her empire. She had a daughter with the finest blood one could ask for, a loving liaison, and with that her dynasty, backed by the literal spirit of the astral wyrm, was secure. Wuuluu made a toast with herself, and both of them drank.

    Her spirit half did not feel any such compassion for the late Oraora. She was an obstacle, and like all other obstacles to obtaining their divinity, she would be crushed and cast aside. Even so callous as to remark “Y’know, maybe that half-blood will return in seven years to reclaim her throne? The same way we were cast out, only to become rightfully ascended?”

    Wuuluu laughed, yet shook her head sadly, wiping her mouth of the fine wine she partook in. “Even when alone… I still have respect for her. She was a runt of an *******, and maybe this is the booze talking, but she was a magnificent fighter, and served our people well.” With that Wuuluu had gone to change, letting out a lazy yawn as she slipped into something even more comfortable, but Alune stayed sharp. Her cyan elven ears perked, nose up to the air.

    “Seven months, to the day.”

    ”Alune, come on. The woman deserves credit.” “No.” This was getting absurd. Wuuluu flopped backwards onto the bed, but her spirit twin didn’t follow. That spirit elf simply would not relax and dissolve from the material world, which was odd because she typically didn’t like full on manifesting for long periods of time. Normally she spent her days inside Wuuluu’s head, a friend to keep her company when the world was empty and cold.

    … but now that it was silent and she could do naught but listen and stare at the ceiling, she might wonder if her spirit double was on to something.


    Spoiler: Oraora Returns Home (In Body)
    Show

    The following minute was a frenzy. The entire ceiling collapsed, Blightspawn were everywhere, her guard had swarmed the room to retrieve their queen. Oraora and Alune were rolling around and screeching at each other, with roaring flames and chitinous claws and an awful buzzing, the mere revolting sound of which made Wuuluu vomit. She wanted to stay, wanted to fight.



    But she knew better. 

On her best day she would be of minimal help against such an abomination. Four months pregnant, drunk as a sailor, having been awake for twenty hours, she could barely stand. Alune put up a brave fight, her spirit double not impeded by her limitations, and had the advantage insofar as Oraora did not immediately know how to inflict a killing blow on the living spirit, but Alune’s flames couldn’t even leave a mark, so it was a stalemate.

    Then Alune was run through, fizzling out of existence entirely. It wasn’t even a dramatic death, just the kind of ugly, momentary blip one would expect in a real life confrontation. Boy, Oraora was a fast learner in spirit-slaying.

    Wuuluu is carried out by her retinue, forcibly so even as she reached out in raw desperation and sobbed in both pain and anguish. It was like being stabbed directly in the third eye, and even as she was dragged away she could see Oraora’s face staring back at her with murderous hunger. Oraora may have slain her spirit, but she did not get her meal.

    Leaving on horseback, the shadows loomed over the entire funeral procession as wild panic swarmed the area. Many escaped, but many more did not. Oraora had planned this deliberately, Wuuluu thought to herself. Perhaps she’d raised the corpses of the dead, definitely with enough strategic planning to hit after a bunch of civilians and the queen were gathered and tired, but before Mars or Liyae had returned home.



    She thought these things in an increasingly loud manner, becoming oblivious to the world around her as she kept waiting for commentary. Strategic advice. Comforting words. Gloating? Please. Anything.

    I can’t do this alone.

    Spoiler
    Show
    Yet, I will if I must.



    Mars writes a letter to Neferkare, the great Elephant Hunter
    Spoiler
    Show

    Do you like arrows?

    I’ve become rather enamored with them since my return to our alondite homelands. I’m proud to say I might even be the best archer in all of Sikar now. I never got the impression they were especially your deal, you excel in other areas of heroic expertise. Still, I’d like you to give it a shot. For me.

    Encased is an arrow tipped in Black Iron, from the last of my reserves. I’m still keeping a quiver of them, because I intend to confront my former queen and give her a few shots of my own. But this is a dire shadow, brought about first and foremost because of my failure. I do not intend to fail again, and yet, I might.

    For this I have encased bandages and bloodfire, of the same kind I shall wear and drench myself in for this battle. Should I be consumed, this arrowhead is meant for me.

    ~Dahnaa


    Spoiler: Black Diamond Canvas
    Show

    A significant artwork adorned with hundreds of gems. None of them are actual diamonds, but it glistened like white lights on the back canvas. They provide the centerpiece of the treasure hoard offered to the other nations in general appreciation for their alliance, and served a particular use insofar as these canvasses that when rolled out took up fifteen feet of space, provided a complete (ish) map of the night sky, constellations and all. They would make the perfect centerpiece for a gallery or a kingdom and could be copied over to help convey knowledge of the stars themselves.





    Armies and Coffers of the HYD
    Spoiler
    Show

    Spoiler: Night Elven Armies And Coffers (As of 236 AFD)
    Show

    Coffers: 4(-3 gift)/10 Treasure, 4/8 Naval Units, 5/14 Army Units
    Recruitment: +1 Treasure, +2 Units
    Trading Posts/Cities Controlled: 8/1 (+1 Treasure at turn-end)
    Favor Status: 0 with SoS, 0 with DSP, 1 with TSR


    Spoiler: Noc Hyd TPs owned and TPs in Territories
    Show

    Spoiler: TP Details
    Show

    267/2/Mountain Goats
    278/2/Bloodfire
    280/1/Flavored Water
    282/1/Chickens>Copper
    288/2/Water Buffalo
    289/City/Wild Horses
    291/3/Desert Bell Seeds
    295/2/Salt
    307/2/Gold

    Spoiler: Rocket Owned Land Tps (as of Round 11 opener)
    Show

    Table
    280 Fla Wat HYD/FLK/ALO
    281 Maize IXK/FLK/ALO
    282 Copper HYD/Open/Open
    289 Wild Horse (City, Crow own 289 supposedly but itÂ’s not in any of the standard trade posts) Open/Open/CRO/(HYD)
    268 Sea Food FLK/XX/XX
    204 Copper Open/FLK/XX



    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 2
    (Prince AzimÂ’s Cavalry Regiment) (220 IR)
    AzimÂ’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 MajestyÂ’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 CaptainÂ’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
    LiyaeÂ’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?)

    Naval Unit 12

    Naval Unit 13



    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 CaptainÂ’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
    Army Unit 1 (Wiped Out)
    (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)
    Spoiler: Sisterhood of Shards
    Show

    Army Unit 11
    Predominantly Elf members, numbering at about 450 of varying strengths. Many of them are trained in archery.



    Spoiler: Recruiting This Turn
    Show

    +2 Units, 1 Naval, 1 Land


    Total Tech List: All Default Techs, Comp Bows, Equestrianism, War Drums, Coinage
    Flowerlands (Mamut) Codex
    Blightlands (Kiswa) Codex
    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; 2020-12-10 at 11:16 PM.

  22. - Top - End - #442
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 6: Embers of Dawn IC

    The Vygra Confluence
    Great Kingdom - Kiswa Regions 226, 225, 236, 237
    Turn 11


    News and Rumors:



    Actions:
    1) [Diplomacy] Song of the Sands - Great Project (Sikar Translation) 2/4
    Following the news of foreigners arriving in Kiswa, and the meetings at the Sewune Market, Fulji Varsha puts Confluence scholars to work assisting in translating their languages. Stories of encounters are compiled so that their cultures may be better understood for future dealings.

    2) [Diplomacy] Diplomatic Mission - Exploration west of Region 225 (Roll: 22)
    Karsha, Mira daughter of Taro and Tapsehi, leads a group of explorers into the still unknown regions near her mother nation.

    3) [Military] Quest into Unknown Lands - Fulji Aruni explores southwest from 241 across the mountains (Roll: 18)
    Fulji Aruni leads a group of Himara and Yoan explorers across the frozen south, following the arctic west to the mountains. They make camp one night halfway up the mountain, the cold of night miserable against the cold in their furs. Aruni gathers all the members around a standing stone, and placing her hands on it, heats the stone to a dull red glow. The snow sheds from the boulder's surface in a cloud of steam, revealing a crudely carved message:

    “OCĒMIS WAS HERE.”

    Aruni does not speak for the rest of the night. While the others huddle close to the stone for warmth, and discuss their travels and plans, the Efra simply stares at the words, remembering a trip begun so long ago that she could not see to the end.

    When the sun rises, Aruni looks to the peaks between them and the unseen lands beyond, and leads onward.


    4) [Military] Raise a unit

    5) [Intrigue] Investigate Region 238 (Roll: 9)
    It has been years since the Vygra first discovered the region that now occupies their western border. Scouts are deployed to gather information about the region's disposition and leadership, and ensure that no incursions of blightspawn have taken root.

    6) [Intrigue] Secret Action


    Non-actions:
    Passdown hero from Fulji Aruni to Angna the Furnace.
    Aruni continues to train her granddaughter, more rigorous and exacting than any other teacher. Finally, the young ra breaks through some internal barrier, and manifests the same control of her inner fire that Aruni practices. Aruni dubs her 'the Furnace', and charges her with seeing to the defense of the people. "I will not always be here, and Alexios ultimately serves another. To the Vygra, you must be their champion now."

    Contribute one Vygra butho to Sentinels of Stone for one favor.
    > Volunteers for Vygra warriors who wish to join the Sentinels of the Stone are reassembled into a single butho. Included are a number of aspirants who seek the renown of the sentinels, as well as veterans of the shadow hunts - in particular those who have lost compatriots or family, and seek to continue battling the blightspawn wherever they may be found.

    Attend the Sewune Market in Manticore Rise.
    Trade Bronze and Masonry techs to Lhungho Saar (TRL) in exchange for Thin-Blood Elixir and a favor.
    Resist buyouts where not specified otherwise, and conversions except Way of Green.

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

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

    Spoiler: Vygra Resources
    Show
    Techs: Irrigation, Animal Husbandry, Writing(UBT), Pottery, Masonry, Sailing, Bronze, Mountaineer Clothing, Wheel and Axle, Crab-Claw Sails, Black Iron Weapons
    Units: 4 Vygra Butho, 1 Elkh-Waden, 1 Sentinel Aspirants
    Treasure: 8
    Reputation: SOS (4); DSP (1)
    Favors: SOS (2)
    Capital City: Farahabi - Vyterrat Region 226
    Primary Religion: Way of Green (5HS: +1 to Buyouts)
    Trading Posts 8 (+1 income):
    > Copper - 226 TP2, 226 City
    > Furs and Hides - 237 TP1 & TP2
    > Granite - 238 TP1
    > Healing Herbs - 221 TP1
    > Shale - 236 TP1
    > Timber - 195 TP3
    Embassies: Veramondo (218), Lhungho Saar (221), Sewune (216)
    Last edited by Frostwander; 2020-12-12 at 10:49 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  23. - Top - End - #443
    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 241-244
    Region 221 - Troll Country (Ljung Ghrakka Saar)
    Region 220 - Unghlaban
    Region 210 - Narava
    Region 209 - Konraech
    Region 208 - Inkhwabi
    Region 202 - Lonn Dhakaa

    King Ruunandaraghal
    Diplomacy 10
    Military 10
    Opulence 4
    Faith 1
    Intrigue 5


    Actions

    1. [Diplomacy] Raise Reputation from 3 to 4 with Truthseers, Spending 1 Treasure [Rolled: 20]


    2. [Diplomacy] Work with the Truthseers to begin Assembling the Songs of the Sands! [1/4]
      The Dhraan cooperate closely with the Truthseers, already valued for their gift of tongues, to gather tales and stories that can serve as a guide to learning both the languages and the customs of the newly discovered lands to the west - every day, travelers land on the shores of Lonn Dhakaa to tell tale of the vast kingdoms and powers beyond the lands of Blight - these serve as the base for what are derisively called the Sandspitter Stories at first, based on the apparent endless beach that stretches on through the continent beyond the mountains.

    3. [Faith]Burn the Slithering Womb slain in 199


    4. [Faith] Declare Abiherism the State Religion
      Wake! Wake, oh kin-folk, that slumber and dream of bright teeming waters!
      Ye warriors and fools, stir and discard thy body’s torpor, and wake!

      Sing! Sing, oh muses, of the blood that races like fire and venom through brave hearts!
      Ye minstrels and bards, bellow! Raise thy voice in fearsome melody, and of violence sing!

      Watch! Watch, oh small-folk, and seal not thy maw when death ever closer winds!
      Ye slim and fragile pillars, sight your minds to those dim edges, and ever-closely watch!

      Hold! Hold, oh heavy-born Dhraan, whose flesh is fed on heroes of old, of glory and honor!
      Ye brawny hard warriors, in your fighting is purpose and virtue found, so hold!

      Rise! Rise, oh bloody-minded kin, and meet the pale-made doom to cast it out where it come!
      Ye bravest souls, go forth to and seek death where it comes not to you, and into glory rise!


    5. [Opulence] Buyout Minor Resource (TP1) for Ochre in Region 219, Spending 1 Treasure [Rolled: 9]
      Lorna MacGill lets King Ruunandaraghal know, away from prying ears, that the Warlady has been requesting reports about the Kingdom's holdings and strength on the other side of the Sur, and suggests a diversion. Perhaps a few reports of poorly guarded caravans carrying dyes the Anbroch have been yet unable to secure might satisfy Rosie with the effectiveness of her spy without exposing weaknesses in the Dhraan's colonial enterprises. Impressed by her perspicacity, Ruunandaraghal bids her introduce the idea to the Trollmoot - and Ichippā mentions the advantages of allowing the Moot-Lords to believe they came up with the idea themselves. Why not even warn against the idea, when it comes up. Not only would they grow more attached to spite the dwarf they see as upstart, but being proven right when the raids arrive should earn the dwarven lass more respect among the Trollmoot.

    6. [Opulence] Buyout Minor Resource (TP1) for Purple Sea Snails in Region 189 [Rolled: 12]
      Their enthusiasm blunted by initial failure, the Dhraan quickly conclude that the failure was a result of attempting to acquire goods in Sirrvadut lands - the elven crusaders were blatantly hostile to outsiders, after all. Better by far to take the long but river-buoyed route past Kincany up the Erapira and beyond the lands of the Henanda to trade for the sea snails - and the fabulous dyes that they can provide for Dhraanish lords seeking to flaunt their wealth and power.



    Non-Actions
    Standing: Accept any Embassies or Technologies offered.

    Embassy with VYG: Ask very nicely for Bronze, Masonry, Mountaineer Clothing, and Wheel-And-Axle. Give them Thin-Blood Elixir.

    Ask DSP to explore north-northwest of 186 for us, spending 1 favor
    Ask DSP to explore region 200 for us, spending 1 Favor (between 201 and 199)

    News and Rumors


    Spoiler: n&r prompts
    Show
    [*]Stories of Singhon[*]Folktale to write: The [First/Best/Most Famous] Sin-Eater[*]Feelings about things in the 'Moot[*]Merchant class struggling with Blightspawn[*]Some royal family info


    Spoiler: Recorded In Chorus
    Show

    Trade Posts:
    Faranandūll (193) - TP3 - Avocados
    Lonn Dhakaa (202) - TP2 - Copper
    Narava (210) - City - Bananas

    Treasure: 3/10 -2 this round

    Units:
    9/12 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]
    • Efryt Exemplars [170vk+++vk]
    • Ravyk Cardinals [260vk++vk]
    • Naval:
    • Bloatlurks [18dh+e/dw]


    The Fallen:
    • River's Surge [20dh+++e/dw]
    • Lashing Tail [24dh++++e/dw/bd]
    • Vyrka Primals [230vk++vk]


    Techs:
    Animal Husbandry
    Irrigation
    Sailing
    Writing (Veramondi Logography)
    Pottery
    Crab-Claw Sails
    Thin-Blood Elixir

    Embassies:
    HEN
    UBT
    VYG

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

    The Royal Family:
    Royal Patriarch & High King Ruunandaraghal
    Great Chief ?
    Low King Mhanmosochaan
    Grand Princeps Tyja Pemmelg
    Herald Prince Parvahdi of Harkatna


    Royal Matriarch & High Queen-Consort Ichippā of Henanda
    Great Wife Klarakrudkhani
    Low Queen Lorno MacGill, formerly of the Anbroch
    Grand Princess ?
    Eminent Princess Ingalhiikhudile


    Scionary Prince Onoynoyis, Champion of Saar Lhungho (Hero 10)
    Firstborn-Prince-to-Klarakrudkhani,
    Secondborn-Princess-Klarakrudkhani, Kladhaarukughaal

    Ingkannu Isidi, Champion and Daughter of Ghrakka Yonghalo (Former Hero 10 - Slain in one last act of spite by monstrosities)

    Last edited by Rolepgeek; 2020-12-10 at 09:01 PM.
    Sincerely,
    Role P. Geek

  24. - Top - End - #444
    Barbarian in the Playground
     
    Zayuz's Avatar

    Join Date
    Feb 2015
    Location
    Constantly Roaming
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC



    Clan Alqar
    Vassal of the Sokau Tribes!

    Warchief Kylisa Nahaar-Alqar the Purifier, Princess of Na'Karat
    Diplomacy: 5
    Military: 7
    Opulence: 3
    Faith: 5
    Intrigue: 1

    Actions for Round 10
    • [Diplomacy 5] Cultural Identity: Dynasty Head (2d8 to Buyouts and Conversions in kingdoms ruled by Dynasty Members)
      Not yet approved, see OOC thread
    • [Diplomacy] Assist the Truthseers in compiling Histories of the Mamut Dynasties and provide an account of all past rulers
      The Truthseers and the royal court of Alqar are closely woven together, even if the warchief and her ancestors have yet to do anything in particular to impress them. Kylisa keeps a truthseer and her friend Seer Makoa close to advise her on all matters as her right and left hands. To be able to both read the future and discern its truths from falsehoods is terribly powerful, and makes her a better rule altogether. Her own divination by her serpentine blood only helps in this front, as things come to her with a particular clarity. When they finally make a request of her lineage, she gladly obliges - procuring the finest written account of what was once an oral story across Alqar, in the form of something much more fitting of an administrative record than a song like their source material.
    • [Military] Conquer R48 with 5 units lead by Lord Asweld Ar-Konish (9)
      Travelling by the following path: R44 —> R48
      Apply Reckless Attack TD, duel enemy commanders with 2d8 from Trinity of Light CI!
      After many years and discussion with her father pertaining to territory, deals she broke in selfish powergrabs, and other things, Kylisa’s claim on the slaves of R48 will finally be asserted as her liege and husband had agreed to years prior. Kylisa has been found guilty of violating an agreement to surrender the pass through the mountains to her father and his people, and then pushing beyond it still. Instead of giving up R48 to make up for it though, she agreed to follow him into war for Arrakh-Rah against the Scrim if things came to it, understanding how it might feel a betrayal after working with them so closely by faith. Alas, family comes first. With the war averted but news of an impressive army of possessed axemen marching towards her capital, many expect her to keep her troops home to defend Sunrise Citadel. ...But yet again, she trusts to the defense of lands to her husband while she goes on the offensive, and even manages to coax the Crimson Kingdom into lending their arms for the conflict if the warriors make it so far. With her father’s army joining alongside them she fears for nothing, but surely these favours will expect repayment in time...
    • [Military] Raise 2 Units using Sunrise Citadel Fortress
      Kylisa awakens in bed with her husband in a cold sweat after having a dream of assassins one night, and she sends their whole home into lockdown for a week. The dreams are recurring, and they begin to haunt her for months at a time. Premonitions and dreams can often be mistaken, as it would seem when no attempts come and no possible suspects are even brought up. Regardless, this seems to set her on a new path. She learns to identify poisons, carries daggers with her and runs courses to throw them quickly and accurately. She learns the names of her servants, and trusts her children with only the best among them. There are men stationed at her doors always, ensuring that she is under constant protection. The guard proper is bolstered as well, bearing two new units to beef up the citadel’s vigilance.
    • [Faith] Seek Aid for SCR's Dreamspeaker Art Center [Success]
      Wishing to witness the exhibit that the Scrim are producing firsthand, Kylisa attends their pre-opening ceremony and receives a terrible premonition of the viper destroying a deer when she looks at one of the artists. Concerned but cautious, she sends one of her men to look into it - and they find nothing. Alas, they remain on guard. The project lead is informed and security is increased just in time; that very night just a week before the opening date a heist is committed and busted thanks to the increased awareness. Pleased to have helped her allies and then getting to witness the opening, she returns home feeling rather accomplished.


    Non Actions:
    Grant Scrim permission to buyout all open TPs

    News and Rumors
    1. After what Merine considers a deeply unpleasant visit with the Crimson Kingdom, she comes to visit Swampum with dire news. For all that her own kingdoms balk at the Uzii calling themselves the protectors of Mamut, she has faith in them to do the right thing against this menace. Intending to meet with their elders in secret, she will tell them exactly what was seen in these foreign lands - even if it crosses the interest of her children and their new courts. Convincing them can come later; the truth must come first. At the end of the meeting she asks that they do not mention who gave them this information, as it would likely jeopardize some people's trust in her. Unlike her daughter's fondness for her family above morality, Merine believes that she acts for the good of the realm.
    2. Kylisa gives birth to a third child and her second daughter, who she names according to her dynasty's most prolific female ruler: Qian. May her life be as glorious and long as her ancestors!
    3. Intense discussion surrounding the fate of Arrakh-Rah occurs between the Scrimthun, the Scions, and Alqar. Ready for a war if it came to it but hoping to avoid it, an agreement was eventually made that granted the Scions the ability to colonize the region themselves as they desired. Relieved and hoping not to shatter her relationship with the Scrim too badly, Kylisa offers them beneficial trade agreements and lends her personal talent for divination to ensure that their current plans go smoothly.
    4. Merine appreciates the Uzi’s offer for safety, but she ultimately refuses. The Crimson Kingdom visits her daughter in the Blessed Vale, and she believes herself safe in Na’karat for the time being. She would have protected herself if it were her kingdom, but in time she believes Kylisa has shown herself to prefer the easy way through things.
    5. Kylisa goes through much effort to try and coordinate family gatherings and events despite their dispersal across Mamut. Typically held in the Blessed Vale, they discuss life, priorities, gossip, and other mostly idle activities.


    Spoiler: Stats
    Show

    Military Units: 7 (1 Vale Guardians, 2 Alqari Warriors, 2 Lunar Scouts, 2 Sukkomi Fighters)
    Naval Units: 0

    Regions Owned: [Blessed Vale 32] [Dek'varro 31] [Upper Vale 43] [NAME 27] [NAME 29]
    Total Regions: 5
    Land Unit Cap: 13 (6 Capital Unit Cap + 8 Region Unit Cap + 0 Tech - 1 Vassal Status)
    Sea Unit Cap: 4 (3 Base + 1 Coastal Region)

    Cultural Identities:
    None

    Military Specialization:
    None

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

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

    Military Technologies:
    None

    Heroes:
    Seer Makoa (7)
    Lord Asweld Ar-Konish (9)

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

    Deals:
    Ruler is the daughter of SOT's ruler
    Agree to vassalize to the Sokau with a marriage alliance for the duration of our rulers' lifespans. I get region 48!

    Regional Benefits:
    Blessed Vale, Mamut (32) [Capital Region, Map of Heaven (Great Project, +1 to seek aid), The Sunrise Citadel (Fortress, +2 Defense)]
    Dek'varro, Mamut (31), [None]
    Upper Vale, Mamut (43), [None]
    NAME, Mamut (27), [Standing Stone]

    Secrets Whispered: 0
    Embassies: SCR, SKT
    Resources controlled:
    [Gems, Blessed Vale (32)], [Slaves, ??? (R48)]

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

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

    Last edited by Zayuz; 2020-12-11 at 01:24 AM.

  25. - Top - End - #445
    Troll in the Playground
     
    bc56's Avatar

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

    Default Re: Empire 6: Embers of Dawn IC


    Veramondo
    Region 218: Veramondo
    Region 228: Adzbark Wetlands
    Region 229: Flaschorikia

    Actions
    Rolls

    [Diplomacy] Aid the Song of the Sands
    Veramondi scholars travel far to the west to meet with inhabitants of Sikar and attempt to share their culture, faith, and writing.

    [Diplomacy] Raise Reputation with DSP to 3
    Spend a treasure on this roll.
    More caravans are sent to local branches of the Dream Speakers, bringing gifts to gain the mysterious organization's favor.

    [Faith] Convert 225 to the Way of Green
    Priests of the Way of Green travel southwards to Vygra lands once more, spreading their faith as they travel.

    [Faith] Convert 237 to the Way of Green


    [Military] Raise a unit
    More forces are gathered in Veramondo, ready in case the shadows attempt one last desperate push.

    Nonactions


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

    Vygra Embassy

    News and Rumors
    In their old age, King Oram and Queen Verelda wish to have another child. This has proved difficult, and they have consulted with the priests of the Way of Green and the Vygra, who seem able to have children without the need for copulation as the Veramondi understand it, in search of answers.

    Priests of the Way of Green, accompanied by warriors, are seen all throughout the lands where the Gluttonous Shadows once held sway. They claim to be performing rites to cleanse the land of the Shadows' taint.

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

    Technologies:
    Animal Husbandry
    Irrigation
    Masonry
    Pottery
    Wheel and Axle
    Writing (Veramondi Logography)

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

    CIs
    Practiced Debate: 2d8 on Conversions.

    Rep Bonuses
    DSP 1: +1 Exploration
    DSP 2: Incur distance losses every 5 regions.
    SoS 1: +1 Stabilization
    SoS 2: +1 existing Hero related rolls
    TSR 1: +1 Establish Claim
    Fortresses: Atasamar Kanorage (218)
    Cities
    Kanorage (218) Does not count towards city count limits.
    The one in Flaschorikia that I forgot the name of (229).


    Spoiler: Ruler Info
    Show
    King Oram Hadev II
    Diplomacy: 8+1
    Military: 10
    Opulence: 10
    Faith: 9+1
    Intrigue: 2

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

    Spouse:
    Queen Enva Hadev

    Other Family:
    Kortam Hadev: Cousin

    Last edited by bc56; 2020-12-12 at 10:44 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  26. - Top - End - #446
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 6: Embers of Dawn IC


    The Anbroch Reavers



    Actions

    1. [Military] Raise 1 land unit and 1 naval unit
    2. [Intrigue] Investigation: Figure out the purpose of the Sentinel Standing Stones, roll 16 As the immediate demands of war against the blight fade, Rosie MacGill seeks to prepare for the next wave. It has become abundantly clear that the Sentinels of Stone have been keeping secrets from the nations of Kiswa, secrets that could allow the Anbroch and other to end the blight faster and without their help. The Sentinels' affinity for large phallic rocks is one particularly intriguing mystery. Anbroch agents seem to hound the Sentinels in Faranandull, trying to buy answers, pester newer recruits for information, and even sneaking up to the rock at night, sometimes carrying the corpses of blightspawn to test the wards and investigate the stone's magic.
    3. [Intrigue] Steal Poisoning Technology from the Henanda, roll 12, Fail.
    4. [Intrigue] Research the Slithering Womb killed in Kincany, roll 15 Fiona, theorizing that the Gluttonous shadows must return to slithering wombs to feed it the viscera necessary to make more shadows, experiments with trying to make a slower-acting version of clear-blood elixir. Ultimately, she hopes to find some way to feed the lesser shadows poison that they will bring back to the womb and kill its offspring before they are born.
    5. [Ingrigue] Secret, Spending a Treasure

    Nonactions:


    News and Rumors

    As farming became less of a mainstay of Anbroch life and donkey herding became a larger concern, Anbroch men and women tend to live together more on the surface. Domestic disputes over control of wealth are frequent, as women assert their traditional rights to controlling the economy of the surface, while men angle to get a foot in the door in the surface trade.


    Spoiler: Ruler Information
    Show

    "Matriarch" Rosie MacGill
    Spoiler: Biography
    Show



    Stats:
    6 Diplomacy
    10 Military
    2 Opulence
    1 Faith
    8 Intrigue

    Attribute Improvements: +2 Intrigue

    No New Ruler next round.

    Spoiler: Inheritance Information
    Show

    Important Figures:
    Rosie MacGill (50 yrs): The adopted daughter of Warlady Mollie MacGill and biological daughter of the Matriarch, a lot of negotiations had been conducted to put her in line to inherit more power than either posessed alone. Ruling in the wake of the Warlady's murder, she was not well liked by the soldiers.

    Tavish MacGrath (48 yrs): Third-in-line for the patriarchy of House MacGrath, Tavish quickly became first-in-line during the civil war. Lover of the Warlady, his caldera fortress Slocdun keep is an important asset for the Anbroch.

    Charlie MacGill (44 yrs): The son of the Patriarch and Matriarch, he has been imprisoned since he led a rebellion against his Sister.



    Spoiler: Bookkeeping
    Show

    Land Units: 4
    Anbroch Commandos: 300 Female Reavers who fight alone, trained for Asymmetric warfare.
    Male Reavers: roughly 250 Female Reavers, married to the female reavers and expected to fight together.
    Female Reavers: roughly 250 Female Reavers, recruited from the Partisan Militia, accompanied by a few slaves.
    The Stouthearts: A few Battlemistresses stayed behind as partisans and nobles of less stern stuff fled during the civil war and the blight. They remain still, accompanied by their quads in the traditional Anbroch fashion.
    Naval Units: 2
    Luthrails of the North: Luthrail veteran sailors, hardened by bearing the brunt of the Bel-Dan's raids for so long.
    Luthrails of the South: A motley crew of Luthrail fishermen from the erapira, fighting with their traditional staves.

    Treasure: 4

    Trade posts:
    Region 212 TP 2: Wild Asses

    CI: Never Again (Increased Die Size on duels)
    Heroes:
    Neno, who never hit a foe twice (10)
    Fiona MacDool, the poisoner (10)

    Technologies:
    Animal Husbandry
    Crab-Claw Sails
    Masonry
    Pottery
    Sailing
    Steering Oars
    Thin-Blood Elixir
    Wheel and Axle
    Writing (Veramondi Logography)
    Last edited by Potato_Priest; 2020-12-08 at 01:46 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  27. - Top - End - #447
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011
    Gender
    Female

    Default Re: Empire 6: Embers of Dawn IC

    Danneta-Yvaon, The Jewel of Tarandi
    Chiefs: Nocter Irin-Mak and Noctrix Sare-Mak


    News and Rumors

    - Upon his return to the boat to leave Azumaba, Kelsos, weakened from the battle and so very old, passed the Ring of the Phoenix he wore to the Magi Nila-Sen (who had been guarding their escape route and keeping the storm from battering the ship against the rocks), telling her that he was very tired and would like to sleep now. Kelsos was buried on the Isle of Azumaba, his spear and an impromptu carving on a stone marking the site.

    - Tragedy! In the Year 42 of the Phoenix, at the age of 57 Winters, the Noctrix Sare-Mak has returned to the Stone under circumstances kept largely mysterious. With heavy heart, the surviving Nocter Irin-Mak hastens preparations for the completion of his firstborn daughter's betrothal to Felessan of the Stag and his own retirement as Nocter for the next generation to take their place.

    [Opulence] Buyout Region 116 Safflower Oil TP2 [TN 12, Roll 17, Success] - What is the mood of the city today, what new thing shall it import? This year, the market demands more spices, and attention soon falls upon the faraway islands past Thade, where crocus flowers grow and vast fields are turned to Saffron. However, several major caravans quickly realize that traveling to the other side of Tarandi and haggling with Eleftherian merchants is very expensive, and they can tap much closer sources of Safflower Oil - a reasonable and much cheaper substitute. There are grumbles from some, but not much comes of it.

    [Diplomacy 5] Establish an Embassy with the Brayewen Tribes - Welcome to the fold.

    [Faith] Convert Region 129 to Way of Eauden [TN 12, Roll 18, Success] - Blessed be the one who sees the light.

    [Faith] Convert Region 95 back to Way of Eauden [TN 12, Roll 20, Success unless resisted] - Though hardly alone in being a nuisance, a blind eye cannot be turned to the Children of the Great Mother, who continue to make inroads throughout Tarandi, even on closely held ground. Deemed unacceptable, efforts are made to restore sense before a deeper infestation can take root.

    [Faith] Perform a Divination regarding the Iron Claw Phylacteries [TN ?, Roll 20] - The Phylacteries of Claws had been in use for years already, and once even saved Calder of the Stag from a brush with death. But some blight might remain, and the Sentinels at least believed there was still danger - Calder seemed fine, but best be certain. The powers of the North Wind are called upon to answer these questions regarding the nature of the Phylacteries, what threat they might still pose, if Calder was subject to any lingering curse, and so on. If there is such danger, what steps can be taken to safely purify the claws and ensure Calder does not succumb to some hidden curse?

    [Faith 10] Perform a Miracle: Make Stones Kin - After the Noctrix Sere-Mak is entombed, a curious thing begins to happen. All over Tarandi, many of those bearing the blood of Mak and faith in Eauden - primarily in Danneta-Yvaon but also in plenty of other places where a trader spent the night ten years ago or whathaveyou - begin to seemingly at random begin experiencing strange events as stones nearby seem to move on their own. With training and clarity, it becomes increasingly clear that this is a new blessing. [Proposed Effect: The head of the House of Mak may treat Mountain Borders as if they were hill borders. As an Embassy Action, the ability to cross Mountain Borders for 1 round can be extended to a fellow Eaudenite as members of the house are on hand to smooth the passage.]


    Non-Actions
    - Support all Way of Eauden Conversions, resist all others.
    - Host the Coronation of Pina-Mak and Felessan of the Stag
    - Retire Kelsos the Lame, pass mantle to Magi Nila-Sen (Hero 9, name change)

    Embassy Actions
    -


    Spoiler: Ruler Info
    Show

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


    Spoiler: Additional Notes
    Show


    New Ruler Next Round?
    YES

    Nocter Felessan-Mak and Noctrix Pina-Mak (3 floating +1s to distribute from TSR rep 4 and Regent of the North Wind. I'm putting them all in intrigue like a cad.)
    Diplomacy: 1 + 2 inheritance
    Military: 4
    Opulence: 4 + 2 inheritance
    Faith: 4 + 2 inheritance
    Intrigue: 2 + 1 inheritance (+2 TSR rep 4) (+1 Regent of the North Wind)



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

    Treasure: 5/15
    (+2 passive treasure/round)


    Relics:
    1x Ring of the Phoenix (Held by Kelsos->Nila-Sen)
    1x Phylactery of Claws (in Holy Order)

    Heroes:
    - Kelsos the Lame -> Magi Nila-Sen (Hero 9)

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

    Organizational Overview:
    Sentinels of the Stone: Rep 2, 1 favor
    Truthseers: Rep 4, 0 favors
    Dream Speakers: Rep 1, 1 favor

    Temporary Cultural Identity - None
    Permanent Cultural Identities - EMPTY

    Tactical Doctrines
    - Reckless Charge
    - Skirmishing
    - Cautious Advance

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

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

    Trading posts (16, 2 treasure/round)
    - City of Danneta-Yvaon (96 Living Stone TP)
    - 96 (Living Stone) TP1
    - 110 (Midwives) TP1
    - 129 (Grousse Shark) TP1
    - 108 (Husky Dogs) TP3
    - 115 (Furs) TP3
    - 112 (Tin) TP1
    - 109 (Salt) TP2
    - 111 (Silver) TP3
    - 136 (Musical Instruments) TP3
    - 95 (Emeralds) TP1
    - 97 (Ivory) TP1
    - 130 (Horses) TP1
    - 133 (Lime) TP3
    - 120 (Granite) TP1
    - 124 (Wood) TP2


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

    Official Faith (Way of Eauden)
    5 HS: +1 to Conversions
    10 HS: 2d8 when Dueling
    Miracle: Water-Bending (Ability to cross Arctic Borders)
    Miracle: Spell-Casting (+1 to Battles)

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


    Spoiler: Expected Stat Gains
    Show
    +2 Faith


    Last edited by BladeofObliviom; 2020-12-12 at 04:21 PM.

  28. - Top - End - #448
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 6: Embers of Dawn IC

    Smiaurskotor
    Glaondi Yejon, R75
    Daezirn Isles
    1- 4 K.E.




    Actions:

    [Faith] Convert R78 to Glyemo (13)
    The sjamynn returning from the east bring stories about a plethora of isles and islands, with giant fish dominating the sea life. Sagu, the lorekeepers are intrigued by another tribe surviving the Daezirn’s fall and prepare a voyage to compare their history. The abundance of food in the region coincidentally raises the interest in such a voyage far higher than usual. Arriving to the isles with the engraved craniums of their forefathers they begin telling tales from times long gone, awakening a yearning for past knowledge in the natives.

    [Faith] Convert R83 to Glyemo (15)
    Their mission leads them yet further east and before they know it the landscape has changed once more. The sagu find a large island where the populace seems to decorate themselves with impossibly round and smooth beads. Still reciting old tales they awaken the same yearning once more, but instead of legends they are rewarded with a recent story of visitors from an eastern sea of land.

    [Opulence] Explore due south of R75 (10)
    [Opulence] Explore southwest of R75 (11)
    Venturing further beyond Grytt than the other sjamynn Londkannuaur speaks at length with Afbyldi, mentioning not one but seemingly two large islands to the south. Encouraged by the success of the eastern expedition Afbyldi gather enough sailors for two new voyages. Oudugur, mystorinn in the somewhat forgotten trade guild, vyrslun, leads the group heading southwest. Skensomur, a more sensible sjamynn sails first in the southern group.

    [Military] Quest into Unknown Lands northwest of R75 (17)
    Hearing of the failed northern expedition Londkannuaur and a band of reckless friends from the previous journey quickly leaves Glaondi Yejon again. Whether the legends are true or not don’t matter, as the promise of a new adventure is enough to spur them on. Traversing the cold waters further than their predecessors dared an isle begin to grow in the horizon.


    Non Actions:
    • Resist all conversions and buyouts



    News and rumors:
    • Rumors of great nations on a land sea return from the east, flowing through the tunnels on a wave of chatter. Afbyldi talks at length with the three foreign guilds, gathering information from the travellers and watchers and returning concerned after a discussion with the narrators.
    • Only a few of Afbyldi’s novices remain, most have given up and a few disappeared over the years. Among the remaining apprentices Derlingur shines as a bright student and whispers of a young mystorinn in the making are plentiful. Spending an awful amount of time together with Londkannuaur during his short visit in Miajo Hregger whispers of a different kind soon flock behind her back.
    • The tunnels under Troustur Hreggur slowly expands as wood from far flung isles make its way underground. Still limited by a severe shortage the rebel Hregger becomes ever more cramped. Sending as many members as they can sneak into the voyage crews Hugmendir hope to solve the problem in coming years. Meanwhile larger and larger pyroemeralds are found in the deep tunnels, before they inevitable collapse.



    Spoiler: Skothusbandi Afbyldi
    Show


    Dip 1
    Mil 6
    Opu 3
    Faith 6
    Int 1

    Expected stat increases: +1 Opu, +1 Faith

    New ruler next round? No [/CENTER]

    Spoiler: Bookkeeping
    Show

    Owned Regions


    Army Units

    Land:0
    Naval:1

    Heroes

    Owned Resources
    Resource Region TP
    Pyroemeralds 75 1


    Owned Techs
    Tech Effect Requirements
    Writing(Styinn) +1 Conversion Def, +1 to Conversions if sharing same writing None
    Sailing Can traverse over one deep ocean border None


    Organised Faith Bonuses
    Tier Effect

    Regional Effects

    Region Type Effect
    Named characters
    The kannun era begins at the end of round 10

    Hugmendir, mystorinn of Troustur Hreggur (44 as of 0K.E.)
    Afbyldi, ruler (39 as of 0K.E.)
    Derlingur, Afbyldi's apprentice (17 as of 0K.E)
    Londkannauar, hero (23 as of 0K.E)
    Oudugur, mystorinn in vyrslun, the trade guild (33 as of 4K.E)
    Skensomur, well- known sjamynn (28 as of 4K.E.)
    Last edited by Torv; 2020-12-06 at 05:11 PM.

  29. - Top - End - #449
    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 11

    Ruler Stats:
    Dip: 1
    Op: 5 +1
    Mil: 6
    Faith: 10
    Int: 7 +1

    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)
    Irrigation:
    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
    - The Black Pharaohs' followers resettle the holy land and establish a path to the capitol. All seems well from the outside but those within notice some changes. It as if the magic of the Pharaoh is fading. His temple, like a void, is empty full of the vacuum of his being. Meanwhile, his support falters. Arguments over faith arise. Cultists are trusted less and less and the seekers begin to falter. What is going on within the Mecca? The blind horrors from beyond the void lay cryptic whispers upon the ears of the mad. These we must decipher.

    Actions:
    1 Op: GP for DSP (1/5)
    2 Op: GP for DSP (2/5)
    3 Faith: Convert 280 Success
    4 Int: Investigate the fading of faith Success
    5 Int: Investigate the Pyramid in 299 Fail
    rolls
    Non-Actions
    -Resist all Buyouts and Conversions.
    -Request SoS to stabilize 299 costing 1 favor
    -Raise rep with DSP costing 1 favor
    New leader: No
    Spoiler: New Leader Stats
    Show



    Spoiler: Dynastic tree
    Show



    Last edited by Ivor_The_Mad; 2020-12-11 at 04:59 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  30. - Top - End - #450
    Orc in the Playground
     
    OrcBarbarianGuy

    Join Date
    Oct 2015

    Default Re: Empire 6: Embers of Dawn IC

    Spoiler: Banner
    Show


    Ixkarr
    Regions 294, 295, 296

    Spoiler: Leader
    Show

    High Chieftess Karra

    Diplomacy: 6
    Military: 8
    Opulence: 3
    Faith: 5
    Intrigue: 3

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


    Actions:

    1. [Diplomacy] Gift Ixkarr (295), K’orelti (296) and Tsakra of Ippathaka to the Sol’Ikoth
    After failing to rescue her brother, Tsakra departs from the frontlines and returns to Ixkarr. There she finds several groups of refugees from Tasathhi, who fled westwards before the Alodite and Ashir armies arrived. What she doesn’t find is over half of the warriors who were allocated to defend the region. And that was the breaking point for her.

    Even before she became the High Chieftess, Karra’s ventures had met with failure. And nothing had changed after her ascent to the position. She had utterly failed to bring the Koxrrit clans of Ixkarr glory. And that meant she was unsuitable to lead them. For Tsakra, it was clear who should take her place. Her target of worship, the Black Pharaoh. Immortal and infallible, he would certainly lead the orcs to greatness.
    She didn’t keep these thoughts just to herself, soon she was proclaiming them around Ixkarr. And after the string of bitter defeats since Karra’s ascent, the clans listened. In scarcely a year, over half of the clans were vouching for Karra’s removal. Glory to the Black Pharaoh. Glory to his new subjects.

    2. [Diplomacy] Gift Alrychi (294) to Ta Seti
    Somewhat removed from the happenings in Ixkarr, Apax and the Ixkret clan still monitored the situation closely from Alrychi. Never a devout man, Apax is not swayed by talk of joining with the Ancient One from the Maw of Sikar. He however agrees with Tsakra’s assessment of Karra. But for who would be a more suitable leader, he looked elsewhere.

    Ta Seti had become the strongest power in North Sikar, and Neferkare Elephant Hunter was the continent’s finest commander. If there was glory to still be found for the Koxrrit, it would be by joining up with him. The dwarves, Alrychi’s native people, are at first to reluctant to not honor prior agreements with Karra. After blunt reminders from Apax on how she’s treated the K’orel and antagonized the Truthseers they however accept that she is dishonorable, and agree to seeking the protection of Pharaoh Shebitku. A few months later they are joined by the Attarith clan, thanks in large part to the testimony of two of their shamans who had already seen Neferkare’s strength in Shá more than two decades ago. Glory to Shebitku and Neferkare. Glory to their new warriors.

    3. [Military] Attack Region 1 with 5 units, Karra leads (+17)
    At first Karra works to refute Tsakra’s words. Once that proves futile, she elects not to undo what’s left of his father’s work and rip apart the Koxrrit in a civil war. Instead she departs Ixkarr, which is seen as further proof of her weakness by her critics. As she finds no asylum in Alrychi, she takes the last option available to her: sailing to the frontlines in Region 1.

    However, she is not alone: The Exkerreth clan, her own, still follows her. As does the Rathox clan, convinced of her prowess by her valiant stand against Neferkare, who even their champion Thekr could never best. These two of the largest Koxrrit clans are joined by the smaller Karethax clan. They were the ones who most benefited from the trade relation with the Nocturnal Hydra, and are still willing to believe that Karra’s trade ambitions will pay off. The Koxrrit are accompanied by some Sharghi and Astelte, although these two groups have to be kept away from each other as often as possible. This number includes Aseltia and her elven warriors, as she feels bound by duty to the Exkerreth clan because of her agreements with Itsak all those years ago.

    They are greeted by the orc contingents holding the beaches in Region 1, who are surprised to find out they’ve been effectively exiled. There is but one course of action available to Karra’s host: push inland and finally conquer this new land, or perish. Glory to High Chieftess Karra. Glory to those still loyal.

    +8 Karra, +2 land units, +3 navy units, +2 foothold, +2 Nemesis bonus, +1 Seek Aid, -1 TSR Rep for a total of +17
    Attempt Reckless Attack tactical doctrine +9 (+8 Karra's military score, +2 war drums, -1 army size) [+2 Nemesis?]
    Challenge the native commander to a duel (Duelling CI, +8 Karra) [+2 Nemesis?]
    +1 Seek aid to Karra's leader loss roll, -3 TSR Rep


    4. [Faith] Seek Aid on the attack on Region 1
    The loyalist shamans do their best to comprehend the glimpses of the future they see in their dreams to aid the war effort in Region 1. Roll: 12 Success

    5. [Faith] Seek Aid on Karra’s leader loss roll
    Karra’s dreams are seen as a bad omen, and her followers fear for her safety. Those Disciples of the Horned Hunter who accompanied their clans to Region 1 ritually sacrifice some of the local game they catch to try and ensure her safety in coming battles. Roll: 12 Success

    Nonactions:
    -Use one DSP favor to explore south of 295 Tsakra takes those who prove most devout to the Black Pharaoh to meet their new lord. As seekers are currently unreliable, she elects to utilize Dream Speaker aid to venture through a previously unexplored route in the Maw of Sikar.

    News and rumors:
    -TBD

    Spoiler: Statistics
    Show

    Diplomacy:
    Cultural identities:
    Glory or Death (dueling) [permanent]
    Dreams of Splendor (buyouts) [temporary]

    Military:
    Army units 2/10
    Navy units 3/5

    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

    Holy orders:
    Disciples of the Horned Hunter [295, 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
    Round 10
    Last edited by OmnivorousOgre; 2020-12-06 at 04:56 PM.

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